Nathan Tchanlach, human sorcerer
[sblock=ooc]Okay, I think it's fair to assume Nathan / Zelena could talk over the particulars of their approach in transit. I'm hoping, then, if Zelena / Songdragon isn't keen on the below, you'll allow modification under the auspices that the cleric 'edited' before we actually reached Sekmun.
That probably entails holding off Sekmun's reply until Zelena gives a thumbs up, but I figure this way it's still probably quicker, since Songdragon can just give a 'nix that bit there,' and we move forward.[/sblock]
Nathan smiles widely and bows to his former employer.
"I wish I could say we just wanted to wish you good travels, but I must admit we've come seeking a bit of advice if you have any to spare.
"Old Aldino ... I'm sure you remember the grandfather? Well, he ran into a spot of trouble yesterday. We extracted him with little harm, but I'm afraid ruffians ran off with a noteworthy sum in small jewels while we were distracted.
"We've been investigating as we can, and in a bit of awkwardness, the name of one of your relatives appears to have come up. Kremuur Grayscale?
"Since we knew you to be quite straightforward with us in the past, we certainly didn't want to cause your kin trouble with the law, so we hoped you might be able to advise us in how to approach Kremuur to reclaim our property with as little ... ruckus, I suppose is the word .. as possible?"
[sblock=ooc]I believe pretty much everything he's saying is technically true, but since he's making some implications that aren't, strictly speaking, honest, he'll take 10 on the bluff for 23 before any Aid Zelena might throw his way. I'll roll the Aid for Zelena's Diplomacy:
Aid Another Diplomacy (1d20+8=24)
[/sblock]
[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4
Perception: +0
Conditions: Mage Armor (1 hour)
In Hand: None
AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 32/32
CMB: +2
CMD: 16
Fort: +3*
Ref: +4*
Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Grease (DC 17), Magic Missle, Snapdragon Fireworks, Summon Minor Monster, Vanish.
Remaining: 8/8
2nd (DC 17): Glitterdust (DC 18), Resist Energy, Create Pit (DC 18).
Remaining: 5/5
Wand Charges: 44/47
Heavenly Fire: 7/7 remaining[/sblock]