Observing Fredrock's questioning of Castor, Scarmiglione decides against taking a similar approach: the man appears to be a very tough nut. Instead, he takes advantage of the distraction to sneak into a back room. After all, why question a fellow when one can simply rifle through his desk?
And there is payoff! Scarmiglione finds a log of transactions. The only one currently open is a “MR” working for a “MF” the location listed for the task is an intersection in Daunton. There are notes but he’s unable to decipher the handwriting. Many of the other entries do not have completion dates. Curiously, almost all of the entries list a “finder’s fee” paid up front to Castor. As he’s about to sneak back out of the office, he notes a small piece of paper with an absolutely lovely sketch of the nights sky fading into the cerulean blue of daylight. Sun and moon chase each other in a design often seen in the Jade Kingdom. Elven script runs along the edge of the paper.
Eithal spends a few moments contemplating the greater meaning of a shoe when she notes a young woman wearing the loose fitting clothes and well kept boots of a messenger slip out the back of Castor’s and run uphill towards one of the nicer parts of town.
Yishim, overseeing the operation inside the bar, sees the bartender shake his head disapprovingly at Castor. When yishim approaches, the bartender vents surprisingly easily about the whole thing. “Young men an’ women, what fancy ‘emselves ‘adventurers’ come in ‘ere lookin’ fer work. Up the ‘ill, at the ‘Anged Man ‘ey’ve got some steep competition and some of ‘ese kids aint got no real talent. So a mage what needs ‘gredients or some t’ief needs some casin’ done comes in ‘ere an’ ‘ires a kid. Cheaper’n you lot. Sometimes it works out. Sometimes it don’t. ‘Ese days, usually it don’t. Your boy? Check the sewers.”
Eithal, still a bit shocked by the shoe incident and the second running woman in a scant few moments, is shepherded into the bar by Kaz. Kaz can feel violence in the air like someone standing in a field before a lightning strike can feel static. Unless someone finds a way to disarm the tension, a fight is imminent.
Fortunately, Toeto spots the most irritated of the men in the bar and in her attempts to sort out what to do with him she is handed a drink by the bartender Yishim was talking to. His mood is drastically changed and he starts talking down a few of his companions.
Castor sniffs in distaste at the incoming crowd. He leaves the table and his conversation partner and heads to his office. Were Scarmiglione not the master of stealth that he is, he might have been caught. His kenku-senses tingle at just the right moment and he slips out the door unseen at the last moment.
Fredrock, determined to spot something in the area perseveres and through his enduring diligence he finds a few snippets of information. As the guards depart, he hears one whisper about, “notifyin’ the maga.” He checks the table before rejoining the group and finds a scrap of paper. It appears that a note was scratched onto another piece on top of this one. Fredrock can still see the scratches from that note.
“F-
Adventurers asking after your sewer urchin.
How valuable is silence?
C”
[sblock=tl;dr]Mikhael is working for someone with the initials “MF.” His job was something in the sewers, accessed at an intersection that the party now knows. What his task was, the party is unaware. Who MF is, the party is unaware.[/sblock]
[sblock=Results]
Round 3 results
Scarm: Stealth 28; 3 points; Reroll granted to an ally
Eithal: Perception 24; 2 points
Yishim: Insight *Explosion*; 4 points and gains an AP
Kaz: Perception 22; 2 Points
Toeto: Insight 17; 1 Point
Fredrock: Perception 19; 1 Point
Fredrock: AP – Endurance 18; 1 Point
Round 3 Total
14 points; 2 Victory points
Final Total
4 Points; Complication
Notes:
Scarmiglione found a Cosmic Cycle Tattoo along with the information in the office.
Yishim is gaining either an AP or a consumable item. I’m waiting on word from ronakshah.
[sblock=Finding Mikhael]
I am using the skill challenge system presented by Iron Sky in this post.
Rounds: 3
Individual’s Skill Rolls
15-: 0 points, -2 on next round's skill check
16-20: 1 point, -1 on next round's skill check
21-25: 2 points, +1 on next round's skill check
26+: 3 points, +2 on next round's skill check
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, gain a healing surge/AP/treasure parcel as appropriate
Round Totals
0-5 points: 0 Victory Points and Disaster: -2 cumulative penalty to all future skill checks
6-11 points: 1 Victory Points and Complication: -1 cumulative penalty to all future skill checks
12-17 points: 2 Victory Points and Advantage: +1 cumulative bonus to all future skill checks
18+ points: 3 Victory Points and Miracle: +2 cumulative bonus to all future skill checks
Final Victory Points
0-2 total points: Disaster, appropriate consequences
3-5 total points: Complication, appropriate result and consequence
6-8 total points: Advantage, appropriate result and benefit
9+ total points: Miracle, appropriate benefits
[/sblock][/sblock]