[PFS] #6-18 From Under Ice (CORE) — GM Crucible (Inactive)

Game Master TomG

—MAP—

GM quick reference:

PERCEPTION
[dice=Doodlevain Montafescue]1d20+6[/dice]
[dice=Mercutio]1d20+2[/dice]
[dice=Renedar the Young]1d20+6[/dice]
[dice=Taerel Morgenfrei]1d20+9[/dice]
[dice=Taklinn]1d20+3[/dice]
[dice=Varian Jeggare]1d20+11[/dice]

INIT
[dice=Doodlevain Montafescue]1d20+6[/dice]
[dice=Mercutio]1d20+2[/dice]
[dice=Renedar the Young]1d20+5[/dice]
[dice=Taerel Morgenfrei]1d20+3[/dice]
[dice=Taklinn]1d20+6[/dice]
[dice=Varian Jeggare]1d20+9[/dice]


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Trouble in Tamran | Sky Key Solution | Between the Lines

Thread open. I'll start tonight.

You're aboard the ship Grinning Pixie, a floating Pathfinder lodge owned by Venture-Captain Calisro Benarry. You've been headed north for some time, and the weather is cold. Oh, so very cold.

You've all been called in to the Captain's quarters to (finally) get your mission briefing.

Check in, take care of any shopping, and I'll post the intro this evening.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

DM, things are really busy today and tomorrow so I might be a touch tardy kicking off. Just an FYI.

Dark Archive

Half Orc Male Half-Orc Monk 3 HP 23/23; AC 15; TCH 15; FF 12; F +4; R +5; W +5; CMB+7; CMD 21 (22 vs. grapple); Speed 40FT; Init +2; Perception +6;

Renedar pulls his coat tighter as he watches the waves crashing into the ship's side.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Mercutio is not a fan of the cold. Come to think of it, he's not a fan of the heat either. Generally, all weather is bad. Stupid weather.

And now a dwarf is here... Sniff! It just keeps getting better.

Mercutio, glad he brought along a cold-weather outfit, "I'm ready to get this ice business is over with."

DM, can you send me that table boon? Thanks.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel stoically ignores the cold (having cast a daily endure elements on himself).


Trouble in Tamran | Sky Key Solution | Between the Lines

@Mercutio:
I reported it (and the table), but the table hasn't shown up in Paizo's system yet. From what I understand, the online VC is a bit behind. (He had *another* online convention over the weekend.) Please *do* feel free to keep bugging me until you receive it. I'm happy to poke at him periodically, but let's let him have a few days to catch up, first.

Silver Crusade

Male Dwarf Core Cleric/1 | HP: 11/11 | Init 6 | Fort/Ref/Will: +5/+0/+5 | Perception: +3 | AC: 16/10/16 | CMD: 12 (16 against trip and bull rush)

The boat sways less than most vessels of its size on the open seas, but the even the slightest motion of the waves is enough to wrack the balance of a dwarf more accustomed to the unmoving earth.

Zadrian's lieutenant suggested this would be a fitting first test, but Taklinn is beginning to regret leaving the conclaves halls in search of adventure. At least they said there would be ale aboard this barge somewhere...now where is this group he was supposed to meet?

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle was glad she kept her cold weather gear from her previous mission. Cold, plus the breeze of the sea made it even worse than she thought. She'd had quite a few missions for the Society now, but this one was starting out the most bleak by far. At least she was with several of her friends. That was a definite bright spot.


Trouble in Tamran | Sky Key Solution | Between the Lines

The hull of the Grinning Pixie creaks and groans in the freezing waters of Kalsgard, at the mouth of the Rime ow River. Venture-Captain Calisro Benarry, the half-orc captain of the vessel, shivers as she strides in to her well-furnished cabin and out of the bitter winds. A Varki woman clad in leathers and a snow leopard fur coat is already seated inside the cabin.

“Welcome to the Linnorm Kingdoms,” says Venture-Captain Calisro Benarry. She takes a long drag from a hip ask before continuing. “The North is no place for a free captain, but here we are. Oh, Kalsgard is fine—they’ve got stiff drink here—but you’ve got to head inland, where it’s even colder.” She pulls her mammoth-fur coat tighter across her body as she continues. “I hope you all weren’t planning to freeze to death and packed for the weather.”

“You’ve all heard of Jormurdun? Well, that dwarven sky citadel contained an artifact called the Sky Key. King Gutheran broke it into five pieces and gave four of them to his heirs as they fled the invasion, keeping the fifth for himself. One of Gutheran’s heirs, Naldak, traveled into what is now southwestern Irrisen and established a small town called Naldak’s Point. That’s where the trail goes cold.

“Most likely, Baba Yaga wiped them out when she invaded. The piece of the Sky Key and the ruins of Naldak’s Point are probably buried under a millennium of ice and snow, just waiting for someone—you—to go dig them out. I’ve packed you ten blocks of blackfire clay to make the task more manageable,” the venture-captain says, handing over a backpack stuffed with black bricks. “Don’t forget to take these with you.”

“You’re heading east, up the Rimeflow and Thundering Rivers, past the Grungir Forest, and into Irrisen. Desna smiles—the site is about half a day’s hike north of Dalun, a small trade city on the Irrisen border. Take a small river boat packed with supplies and a letter of trade, make nice with the city officials, and see if you can
get permission to travel inland. Head to the site and find our missing Sky Key piece. You’ll know you’re on the right track if you recover signs that the royal family settled there.”

“Watch yourselves in Irrisen. Antagonizing the locals is like poking a sleeping ice bear in the eye, except it won’t kill you as quickly. The Society is not especially welcome in Irrisen, so try to keep what friends we have, and if you can, make new ones. With that it mind, I’ve hired a local to bring you safely to Dalun.”

Venture-Captain Benarry gestures toward the Varki woman. “This is Haltani, and she will guide you into and out of Irrisen alive.”

The Varki woman springs to her feet gracefully and addresses the party. “It is always a pleasure to meet travelers from faraway lands. It is true that Irrisen is a harsher land than most. Keep your wits about you, and your journey should be profitable.”


Trouble in Tamran | Sky Key Solution | Between the Lines

I don't know whose idea it was to start an adventure with a full page of text, but there you go.

The ship's quartermaster can sell you any mundane or alchemical gear worth 2,500 gp or less.

Things you may already know (Knowledge rolls are trained only):

Knowledge(history) DC 15+:
Irrisen has a violent history with all of its neighbors, but especially with the Ulfen from the Linnorm Kingdoms. Jadwiga sometimes capture and enslave Ulfen people.

Knowledge(history) DC 20+:
Baba Yaga and an army of monsters, including ice trolls, winter wolves, and evil fey, invaded the eastern portion of the Land of the Linnorm Kings in 3313 AR. They took only 23 days to conquer the entire region now known as Irrisen.

Knowledge(history) DC 25+:
Every 100 years, Baba Yaga returns to Golarion and replaces the current queen with a new one. She takes the old queen away with her in a magical hut that stands on a pair of chicken legs. No one really knows where Baba Yaga takes the monarchs or why they never return.

Knowledge(local) DC 15+:
Irrisen is known as the Land of Eternal Winter, as it stays freezing year round. Powerful witches known as the White Witches rule the nation and allow monsters the same rights as humanoids. The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves.

Knowledge(local) DC 20+:
Intelligent monstrous races, such as ice trolls and winter wolves, are citizens in Irrisen. Though not as socially powerful as the Jadwiga, they command considerable respect and are often able to do as they please without consequence.

Knowledge(local) DC 25+:
Recently, some younger Jadwiga have begun to question the insular culture and closed borders of Irrisen. They seek to learn about peoples outside of Irrisen, the more “exotic” the better. The White Witches have dubbed them the stilyagi, or “culture crows,” as they disregard the culture of Irrisen and mimic the cultures of other foreign lands. However, because they rarely have the opportunity to interact with foreigners, their depictions are often wildly outdated, stereotypical, and even downright offensive.

Venture-Captain Benarry waits to answer any questions you might have.

As you prepare to depart, he provides you with a map of Irrisen, with the rough location of Naldak’s Point marked. In addition, she gives you a letter of trade, which can be used to trade for goods in Dalun, and 10 blocks of black fire clay.


Trouble in Tamran | Sky Key Solution | Between the Lines

Looks like everyone has checked in except Varian?

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

I am going to fix that now ;-)

@GM Crucible and Mercutio: Just as an FYI, but they have said that the table boons will be sent out *after* the Con is over... so don't expect them for a while...

Varian shivers slightly, despite his magical protection against the cold.

"Well, we really *are* heading toward the farthest northern reaches..."

Knowledge(History): 1d20 + 9 ⇒ (5) + 9 = 14.
Knowledge(Local): 1d20 + 9 ⇒ (12) + 9 = 21.

"Ah, Irrisen... Irrisen is known as the Land of Eternal Winter, as it stays freezing year round. Powerful witches known as the White Witches rule the nation and allow monsters the same rights as humanoids. The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves. We should be careful - Intelligent monstrous races, such as ice trolls and winter wolves, are citizens in Irrisen. Though not as socially powerful as the Jadwiga, they command considerable respect and are often able to do as they please without consequence."

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

"Pack a small boat full of supplies, you say. Is there any particular type of supplies you suggest that would be helpful - other than food, shelter, and fuel, that is?"

"And do you know with whom we should speak to gain permission to venture inland?"


Trouble in Tamran | Sky Key Solution | Between the Lines

"Most of your space will be needed for food and shelter, as you say. The letter of credit you will carry will be enough to purchase trade goods to return with."

The Venture Captain pauses for a moment before speaking. "As for who to speak with—Irrisen can occasionally be volatile, so we have no way of knowing whether there will be a power shift before you arrive. Our lack of connections in that land is one of the reasons we're sending you. My only advice is to seek out the Jagwida who leads the city of Dalun That should be sufficient."

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

"Is there anything in particular the city officials favor or privilege? A gift of some nature that will aid us in 'making nice' with them? Or even some advice or what we should avoid - other than violence, I assume."

Mercutio pats the rapier at this side.

"You might not see much action during this mission, old friend. Soon enough, though, I'm sure we will find us some trouble to get into."


Trouble in Tamran | Sky Key Solution | Between the Lines

"Many government officials in other locales are easier to curry favor with. Our past experience in Irrisen suggests there is no 'good side' to get on. There is 'casual indifference' and the 'bad side'. And you don't want to be on their 'bad side'. Most of what they want and need is supplied by Baba Yaga. Just be respectful of their traditions and citizenry, and you'll be fine. ... I hope."

"Be ready, though. We send Pathfinders, not diplomats, for a reason. Irrisen can be a tough place."

The Venture Captain claps his hands together.

"Whelp, that about cover it, I think. If there are no more questions, you'll be on your way soon? Stop by my quartermaster, if you're so inclined, and don't forget your blackfire clay."

Silver Crusade

Male Dwarf Core Cleric/1 | HP: 11/11 | Init 6 | Fort/Ref/Will: +5/+0/+5 | Perception: +3 | AC: 16/10/16 | CMD: 12 (16 against trip and bull rush)

The blasted paladins at the conclave said it would be cold out here, but that a dwarf should be handle a little cold. They must be laughing their prissy gilded asses off right about now...

"I'll be seeing your quartermaster for a bit more appropriate outfit for the expedition. Only one of you look capable of pulling me out of the snow if I get frostbit."

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle takes a block of the black fire clay. "Cool. This is what I'm talking about! I can't wait to see this stuff in action."


Trouble in Tamran | Sky Key Solution | Between the Lines

When everyone is ready to depart, Haltani meets you all at the small river craft you will be taking.

If someone has Profession(sailor), make a check. Otherwise your guide will handle it.

The wind carries the small sailing vessel upriver. On the banks, the occasional elk or deer dashes away at the sight of the ship. You stop several times on your long journey. At night, the temperature drops dramatically while wolves howl in the distance. The trip up the Rimeflow and Thundering Rivers takes several weeks, but passes in relative safety. (So far, anyway.) Most of the landscape is comprised of rocky grassland and rough hills. The Land of the Linnorm Kings is a rugged land with rugged people. Occasionally you pass fishing villages where grim people give them evaluating gazes, scowl at you, or ignore you completely.

During the trip, as you camp for the night, Haltani makes a point of speaking with each of you individually. She asks about your adventures and about your homeland. She asks about why you became Pathfinders, and the strange places you've visited.

Please let me know if anyone is Ulfen (I don't think any of you are), are from Irrisen, or speak Skald. Please also speak up if you are Scarab Sage faction.

You each have the opportunity to interact with Haltani, should you wish it.

If you speak with her, roll a single check: Diplomacy to befriend her, Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge(geography) to accurately recount your travels. (There are background circumstance bonuses/penalties depending on your role-play and character background.)

Perception DC 12, take 10 okay:
When she thinks no one is looking, you occasionally see Haltani remove a pale blue diamond necklace from under her furs and gaze longingly at it.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Knowledge(Geography): 1d20 + 9 ⇒ (18) + 9 = 27.

Varian does his best to entertain Haltani with an accurate recounting of his recent travels through the Isle of Jalmeray, going on safari, and laying claim to a lost Vudrani temple.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31.

Who is Uliyara?

Noticing the rather unusual diamond, at some point Varian moves over to Uliyara, and asks about it.

"That is a rather unusual colour for a diamond; where does it come from?"


Trouble in Tamran | Sky Key Solution | Between the Lines
Varian Jeggare wrote:
Who is Uliyara?

A typo. Should be Haltani. Nothing to see here. Move along.

Haltani listens politely to Varian's tale, pausing occasionally to ask questions about the strange lands. You get the impression she knows little outside of Irrisen.

When asked about the blue diamond, Haltani pulls it out and shows it to Varian, but keeps her distance, not allowing him to touch it.

"This is an ice diamond, a rare diamonds are only excavated from the mines of Hope Lost," Haltani explains. "It's about 70 miles east of Dalun, where we're headed. These diamonds range from pure white to light blue in color. They're harder and denser than regular diamonds, and sought after for their magical affinity."

"I find them beautiful." She smiles a bit awkwardly, then tucks it back under her furs.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel doesn't speak Ulfen, but does have +7 Linguistics in case that helps.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Mercutio sees Varian speaking with Haltani.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4

After a moment he walks up to both of them. "Ah, is he telling you stories of his heroism in Jalmeray? The business with the tiger and those little yellow devils? Tis true. I saw it myself. Our Varian, here, is a bonafide hero. It's possible I owe my life to him... Possible."

Mercutio gives Varian a playful grin.

"And you, Haltani, what say you about your adventures of the Inner Sea, the World, or beyond?"

Mercutio attempts to befriend Haltani.

Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7


Trouble in Tamran | Sky Key Solution | Between the Lines
GM Crucible wrote:

During the trip, as you camp for the night, Haltani makes a point of speaking with each of you individually. She asks about your adventures and about your homeland. She asks about why you became Pathfinders, and the strange places you've visited.

...

You each have the opportunity to interact with Haltani, should you wish it.

If you speak with her, roll a single check: Diplomacy to befriend her, Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge(geography) to accurately recount your travels. (There are background circumstance bonuses/penalties depending on your role-play and character background.)

^^ just a reminder for everyone

Mercutio's banter seems to interest Haltani. "Saved your life, you say? In Jalmery? That must be quite a story. I'd love to hear it. Tell me about the tiger and those 'yellow devils'."

Wisdom DC 14:
You notice she's turned the conversation away from herself.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Diplomacy 1d20 + 3 ⇒ (14) + 3 = 17

Doodle approaches her, describing the fact that this was her first mission involving sailing the open seas. She quickly told her about the travels through the tapestry, proudly recanting that she was the first gnome to ever travel through the device. It made for a fairly interesting tale.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Wis: 1d20 - 1 ⇒ (18) - 1 = 17

Mercutio briefly recounts heroic feats by all in his company, "Except for the dwarf. I don't know much of him.

"But, Haltani, I grow bored of hearing stories of my own travels. Tell us about you. What brought you to Venture-Captain Benarry? To this cold land? Dazzle us with a tale."

Silver Crusade

Male Dwarf Core Cleric/1 | HP: 11/11 | Init 6 | Fort/Ref/Will: +5/+0/+5 | Perception: +3 | AC: 16/10/16 | CMD: 12 (16 against trip and bull rush)

Wisdom: 1d20 + 3 ⇒ (6) + 3 = 9

Taklinn notices no discernible cues.

Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2

Taklinn briefly recounts his time growing up around Highhelm as an acolyte in the church of Torag. After becoming disillusioned by the strict adherence to Dwarven tradition (and a particularly enlightening night of drinking), Taklinn made a decision to become a more decisive force for good in the world and set off for the Pathfinder Society in Absalom.


Trouble in Tamran | Sky Key Solution | Between the Lines

Haltani sits enraptured with Doodle's tales, and claps with delight at the story. "It's all true? An ancient temple trapped by magic within a tapestry?! How fantastic. You sound like you've had such great adventures."

The dwarf speaks of his personal epiphany, but comes off a bit holier-than-thou and doesn't come across as friendly as he'd hoped. Haltani smiles politely but doesn't seems terribly interested.

When Mercutio confronts her directly, she demurs, and when pressed, withdraws. "I'm ... just not ready to talk about it yet, okay?"

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Forgot this earlier. Wisdom check 1d20 ⇒ 11

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Mercutio softens his features, "Oh, dear lady. I did not mean to pry. Please take your time. My interest is motivated merely by my intrigue in the beautiful."

Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15


Trouble in Tamran | Sky Key Solution | Between the Lines

Has anyone heard from Renedar recently? I know he was at a Con last weekend, but we haven't seen him since Wednesday.


Trouble in Tamran | Sky Key Solution | Between the Lines

Haltani responds well to Varian and Doodle, and accepts them as friends. She is still friendly, but quite cautious, with the rest of the party.

(Mercutio bungled the first try, but Haltani may come around eventually, when she gets over her first impression.)

———

A bend in the river and several large rocks cause white-water rapids across most of the water’s breadth; only a narrow channel with a swift current flows without obstruction near the southern bank. Tall trees grow on either shore, casting shadows with their large overhanging branches.

GM rolls:

PERCEPTION
Doodlevain Montafescue: 1d20 + 6 ⇒ (17) + 6 = 23
Mercutio: 1d20 + 2 ⇒ (17) + 2 = 19
Renedar the Young: 1d20 + 6 ⇒ (12) + 6 = 18
Taerel Morgenfrei: 1d20 + 9 ⇒ (9) + 9 = 18
Taklinn: 1d20 + 3 ⇒ (15) + 3 = 18
Varian Jeggare: 1d20 + 11 ⇒ (16) + 11 = 27

Haltani: 1d20 + 5 ⇒ (9) + 5 = 14

Wow, *everyone* made it! (except Haltani) +4 circumstance bonus to all on the following Reflex rolls.

Haltani, Profession(sailor): 1d20 + 5 ⇒ (4) + 5 = 9

REFLEX
Doodlevain Montafescue: 1d20 + 3 ⇒ (1) + 3 = 4
Mercutio: 1d20 + 6 ⇒ (7) + 6 = 13
Renedar the Young: 1d20 + 5 ⇒ (10) + 5 = 15
Taerel Morgenfrei: 1d20 + 3 ⇒ (16) + 3 = 19
Taklinn: 1d20 + 0 ⇒ (17) + 0 = 17
Varian Jeggare: 1d20 + 4 ⇒ (19) + 4 = 23

Haltani: 1d20 + 6 ⇒ (11) + 6 = 17

Original DC was 15, with the +4 across the board, adjusted DC is 11.

All of you—except, unfortunately, Haltani who is piloting your craft—see a line pull taught just under the surface of the water. Your warning is too late, and a net pulls up rapidly, blocking the river. Haltani tries to slow the boat, but it gets caught in the net, and the sudden change of direction knocks Doodle over.
Doodle is prone.

Two guards spring from the foliage on the river bank. They pull the net, and the entangled boat, to their side, and offer challenge. "Declare your intentions in this land, and prepare to be searched." Their weapons are not yet drawn, but this could escalate quickly.

Sense Motive, DC 15:

The guards are wary, but you suspect they don’t intend to initiate violence, although they are prepared for it.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

With a shrug, Varian decides to opt for the truth.

"Technically, we are only using the waterways, and are not setting foot on sovereign soil. That said, we are passing through on our way north - we seek to find the ruins of a Dwarven settlement called Naldak's Point, a settlement which predates the rise of Irrisen, and which we believe lies about half a day's hike north of Dalun."

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

"Whoa! That was a pretty sweet trap with the net. I mean, I saw it a mile away, but I imagine it's fairly difficult to see if you are piloting a craft like this.

We mean no harm, nor want a scuffle."

Diplomacy: 1d20 + 3 ⇒ (3) + 3 = 6

Whispering to the group,"We don't mind a search, do we? Speak up now if you do."

Silver Crusade

Male Dwarf Core Cleric/1 | HP: 11/11 | Init 6 | Fort/Ref/Will: +5/+0/+5 | Perception: +3 | AC: 16/10/16 | CMD: 12 (16 against trip and bull rush)

Sense Motive: 1d20 + 3 ⇒ (9) + 3 = 12

"As that one elf said, we are on our way to port in Irrisen, and merely attempting to pass through these wooded lands. I bear only what you see, but would be willing to accommodate your request if you might also do us the courtesy of letting us who we are now speaking with."

Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5


Trouble in Tamran | Sky Key Solution | Between the Lines

The guards respond warily, clearly not impressed by your attempts to be diplomatic.

"If your words are true, then leave your weapons in your craft, and come ashore one at a time to be searched."

"There are crossbowman in the trees that will slay you where you stand, should you try anything."

GM screen (private, for now):

Doodlevain Montafescue: 1d20 + 6 ⇒ (3) + 6 = 9
Mercutio: 1d20 + 2 ⇒ (16) + 2 = 18
Renedar the Young: 1d20 + 6 ⇒ (10) + 6 = 16
Taerel Morgenfrei: 1d20 + 9 ⇒ (8) + 9 = 17
Taklinn: 1d20 + 3 ⇒ (14) + 3 = 17
Varian Jeggare: 1d20 + 11 ⇒ (7) + 11 = 18

Doodlevain:
The sounds of the river and wind rustling in the trees make it difficult to spot anyone.

Renedar, Taerel, Taklinn:
The overcast sky and noise of the river make it difficult to tell whether there may be other guards.

Varian, Mercutio:
You see several good hiding places where bowmen might be hidden. You don't see any signs of them—but then you don't see signs that they *aren't* there either.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle pulled herself up after being thrown to the floor of the vessel. "Well, that wasn't nice at all. Someone could have really gotten hurt. You are need to think about that in the future!"

She hops off the boat and leaves her weapon behind, presenting herself to be searched. "And don't be all handsy either," she grumbles.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

To the party, "Well, if they just want to search us individually, I suppose the risk is low." Taerel prepares to case a spell, thoughm, in case Doodle gets into trouble.


Trouble in Tamran | Sky Key Solution | Between the Lines

The Ulfen guards search Doodle, then directs her off to an empty space several yards away. They look to you impatiently.

"Well? Let's get on with it," one of them says.

Grand Lodge

Male Elf Rogue/2 HP: 17/17 - Init: +4 - Fort/Ref/Will: +2/+8/0 - Perception: +2 - AC: 17, T: 13, FF: 14 - CMD: 17

Mercutio drops his weapons on the ship.

I hope we are right about this.

He presents himself as well to be searched. "If you find anything you like down there, be sure to let me know."

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian shrugs.

"Very well."


Trouble in Tamran | Sky Key Solution | Between the Lines

The Ulfen guard grunts and mutters something about the Fey. (Or maybe it was just faeries.)

They search Mercutio, thoroughly, but not invasively, perhaps to Mercutio's disappointment. When that's completed, they usher him to stand over by Doodle.

Varian's treatment is similar.

I'm waiting a bit for everyone to consent, because we haven't heard from some people in a while.

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

Taerel holds up his hands, and disembarks. He does bring his longsword to shore, but drops it on the ground before proceeding further. Then he allows himself to be searched.

Silver Crusade

Male Dwarf Core Cleric/1 | HP: 11/11 | Init 6 | Fort/Ref/Will: +5/+0/+5 | Perception: +3 | AC: 16/10/16 | CMD: 12 (16 against trip and bull rush)

Taklinn drops his warhammer and dagger unceremoniously onto the deck of the boat, but takes care to remove his rapier and places it alongside his other weapons. With gritted teeth he disembarks for the shore and this inspection.


Trouble in Tamran | Sky Key Solution | Between the Lines

Well, that's 5 of 6. Anyone heard from Renedar?

Taerl and Taklinn are both perfunctorily searched. Haltani rises as well. "Please, don't touch me," she says. She drops her short sword and shortbow in the boat. "I give you my word that I will cause you no harm, so long as you promise the same. I carry nothing that would harm the Ulfen people." The guards looks at her a bit askance, but concedes.

Once everyone has been searched and set aside, the guards take a moment and search the boat as well. They gather your weapons and pile them on the shore.

"While we believe you are not spies of Irrisen, you are to come with us to Whiterook. Your weapons are being returned to you, because this land has many perils. But know that if a blade is drawn or a hammer is raised against us, you will fall like a rotten tree in the winter forest."

If I get a couple of consents to be taken to Whiterook, I'll proceed ...

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian raises a hand questioningly.

"Whilst I have no objection to coming to Whiterook with you, why do you want us to do so, if you believe us?"

Happy to go; I just want to know why :-)

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle nods her head. "After an invitation like that , how could a girl say no?"

Grand Lodge

Male Elf Wizard 5 / Fighter 1| HP: 33/33 | AC: 2019 (1514 Tch, 1615 Fl) | CMD: 1918 | F: +3+1, R: +4+1, W: +5+1 | Init: +3 | Perc: +11, SM: +1 | Active conditions: +1 Str. +4 Dex, Haste

"We mean no harm, we will accompany you."


Trouble in Tamran | Sky Key Solution | Between the Lines

The lead guard grunts, which is apparently Ulfen for "Because I said so, that's why."

His companion is a bit more forthcoming. "Let's call it an abundance of caution. Few travelers pass this way. Many are Irrisen spies, and most of the rest are unprepared for the journey this far north. We find that directing travelers thru Whiterook helps with both problems."

The journey is not a terribly long one. The guards lead the you into Whiterook, their small but well defended village. If the guards are any indication, the people here are tough, worn down by regular raids from the forces of Irrisen. As you pass the outlying homes you see several locals going about their daily chores, they give the your party wary looks, although most of the worried glances seem focused on Taerel, Varian, and Doodlevain.

The village of Whiterook sits against a tall cliff wall. A line of close-growing birch trees and tangle of vines shield the village, acting as a natural palisade. One of the larger birches bears a carved bird, which lends the village its name. In the center of the village, a massive fire pit sits stocked with timbers and dry brush as if ready for a massive bonfire.

Several humanoid bodies hang naked in the trees outside the palisade. Hanging next to them is the skinned corpse of what appears to be a bear-sized wolf.

Haltani stares at the hanging bodies, muttering under her breath, “Savage butchers... monsters all.”

Perception DC 20 OR Sense Motive DC 16:
Haltani's face masks a great deal of pain. It seems she recognizes some of those hanging outside the city walls.

The guards lead the party to the center of the village, near the unlit fire pit, while one of Whiterook’s citizens fetches the village’s battle leader, Halvor. He is a tall man with massive muscles, long blond hair, and a thick beard, whose face bears numerous battle scars.

Halvor stand in the center of several guards and speaks. "Few brave the cold for this journey. There are few places you could be heading. What brings you so far north and east?"

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Perception: 1d20 + 11 ⇒ (18) + 11 = 29.

Interesting... definitely something to ask about, later.

Varian bows to Halvor.

"Greetings Battle Leader. My name is Varian Jeggare. My colleagues and I are members of the Pathfinder Society, and were heading up river when we were halted by your guards. We mean you and yours no harm - we simply seek to continue on our way. Yes, it is true that we are heading north; as I told your guards, we seek to find the ruins of a Dwarven settlement called Naldak's Point, a settlement which predates the rise of Irrisen, and which we believe lies about half a day's hike north of Dalun."

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