Kenn continues orbiting the party, occasionally spending a copper or two for camouflage as he exchanges snippets of conversation with fair guards, stallkeepers, and the occasional teamster.
He encourages the party to take whimsical rights and lefts with him as he schmoozes through the fair.
After about half an hour, he hopes to have a rough mental map of the fair in his head: entrances, exits, safe places, not so safe places, clusters of tradesmen, locations of guard posts....
Schmooze rolls
1. Diplomacy: create the impression that he's a really nice guy and make friends.
Nice guy diplomacy (1d20 5=20)
2. Sense Motive: what's the mood? Excited commerce and happy fun? Or are people nervous, as if some malevolent necromancer announced his intentions to steal the precious beer?
Get the mood (1d20 6=13)
3. Gather Information: What's been going on? Is anything interesting being auctioned? Is the airship for sale?
Gather Information (1d20 5=20)
4. Bluff check: No, we have no interest in magical beer. Our friend Khuther is shopping for a magical staff. In fact, we didn't even know there was magic beer here. I haven't been pumping you for information.
Bluff Check (1d20 5=24)
5. Diplomacy check: Get Rio a date for tonight. Just a date, mind. We want the lad to still be a paladin in the morning.
Kenn will be very disappointed if he has to resort to Bluff checks in order to get Rio a date.
Setting up Rio (1d20 5=6)
Kenn winces.
"I always push my luck too far with women."