
DM Kludde |

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DM Kludde |

Venture-Captain Jorsal of Lauterbury is stoic yet shows signs of exhaustion as he strides into the room and places a piece of paper on the table. Pathfinders, some weeks ago we received this letter from an anonymous source, advising us of the discovery of a Sarkorian site in rural Mendev, near the village of Dawnton. We sent three Pathfinders to perform an initial investigation.
Word came to us two days ago that the entire team has been arrested for murder and is scheduled to be hanged in seven days’ time. I would appreciate your traveling to Dawnton, investigating the crimes, and finding any evidence necessary to clear
their names.
He pauses for a moment, as if gathering his will or holding back strong emotion. As much as it grieves me to think this possible, you may find evidence that implicates our comrades. If they are guilty of this crime, let them hang. It’s justice of a sort, and we must all remember that we are guests in Mendev and subject to all its laws. Your predecessors’ reputation has tarnished the Pathfinders’ name in Dawnton, so I recommend you not travel and investigate openly as Pathfinders agents.
[b]Be careful, he recommends, and remember that three comrades are relying on you.
Ask your questions, or make either a K(loc) or Dip(GI) check

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Cressyk grunts. "Seems to me that that letter may well have been for just this purpose - to provide someone to frame for a murder. Did the other team find any evidence of a Sarkorian site?" He pauses, waiting for the answer.
After he receives it, he asks, "Who are they supposed to have killed, and how? What other people or organizations might benefit from the murder?"

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Aetherys is a lithe elven girl bearing long, well-kept blond hair flowing down to her waist. Some of it is braided, with small clasps respresenting the Dawnflower. Her eyes are deep blue, and she hardly ever blinks. At her side, a black-bladed scimitar rests, engraved with Sarenraenite arabesque.
"Saving fellow Pathfinders is always worth our time. You can count on us, Venture-Captain. That being said, does the Sarkorian site actually exist? In hindsight, it sounds like a gross trap to lure us there. As for the agents, who are they?"
Knowledge (Local): 1d20 + 5 ⇒ (18) + 5 = 23

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Malena flips her sleeves of many garments to take on the more inconspicuous appearance of a Mendevian villager and runs a hand through her short, red hair. As much as she hated to think of her fellow agents swinging in the Mendevian breeze, if they did indeed murder someone, such punishment would be warranted.
"Let us hope this letter is as much a trap as our comrades are guilty," Malena says. "Is anyone in area known to have axe to grind with Society? Perhaps personal dispute with agents themselves?"
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20
Sounds like this rural village is about to find out just how charming Malena can be.

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Marra looks up at Venture-Captain Jorsal, "If you got word two days ago that they would be hanged in 7, why the delay. How many days will it take to get there? Is there anything else un-said?"
Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15
knowledge history: 1d20 + 6 ⇒ (2) + 6 = 8 what is known about the Sarkorian

DM Kludde |

Dawnton is a small village at the crossroads of the local trade highway and the Setian River, a tributary of the Egelsee. It has a small permanent population, but swells to many times its size on festival days and during the harvest. As with many small villages in the region, Dawnton has become distrustful of strangers since the all of Kenabres. This distrust is especially virulent toward tieflings and others with demonic roots, inf luence, or appearance.
Tobias Luin is both the village’s sheriff and mayor. Local opinion holds that he is fair to the point of being soft. It is unusual that he would hold an execution, but local law calls for a vote of the citizenry to decide the fate of those guilty of capital crimes.
The party hasn't sent me any report before they were caught, so I have little information to go on. I don't know what they discovered, or they might have run afoul of. These are difficult times: the population is on edge, which may easily lead to overreactions in a small community like Dawnton. I'm afraid that is all I know, and that is why I am sending you.
That is really all Jorsal know, and with that information, the party goes on its way. The road to Dawnton is long, and the party arrives around suppertime on the third day.
You have this evening, plus another three full days. On the morning following the third day, the execution is scheduled. Each third of a day represents one opportunity to investigate and uncover rumours at a location on the map.
Dawnton has many interesting locations: (A) Orug's General Store, (B) Heath and Harvest, the village's inn, (C) The house of Tobias Luin, the village's mayor and sheriff, (D) A tent city just outside of town, much like a county fair, (E) the beer garden at the centre of the tent city. See strategic map

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"I think it best to split into teams again, investigate quietly, and compare notes each day at noon and at night. I would like to start at the General Store tonight - who else is interested in coming with me?" Rhanloi says after they check in to the inn.

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Marra looks over the town of Dawnton as they arrive, trying to get a sense of what is happening festival or harvest? "should we see if there is room at the inn first before starting the investigation? I call dibs on investigating at the beer garden first!"
perception : 1d20 + 7 ⇒ (10) + 7 = 17

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Before Aetherys sets out to make that journey, she hides her wayfinder in her backpack, and advises other people to do so. "Remember what the Venture-Captain said? We'd best be cautious about revealing who we are."
During the journey, Aetherys shares whatever information she recalled about the secluded little town. "Dawnton is a small thorp, really. Hardly worth mentioning on a map. An interesting fact is that the population increases dramatically during market days, and I suspect executions would also bring many people from all the countryside around. There's a Sheriff there, Tobias Luin, with a reputation of being fair, but soft. Interestingly enough, he's also the Mayor, but defers to the plebs for trials - the citizens vote whether the accused is guilty or not. We might be able to use this to our advantage. Sway the people, win the trial. We'll see how it goes."
Once the Pathfinders arrive in Dawnton, Aetherys asks for directions, looking for the place where Sheriff Luin may be found. She confers with her companions in a hushed voice, not wishing to be overheard. "As for me, I'll visit the Sheriff first, and ask to see the prisoners. We need details if we are to find evidence of their innocence. Providing they actually are innocent, of course."

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Hearing Aetherys' description of the hamlet and its populace, Cressyk snorts derisively. "That's all we need, some small-town yokels deciding peoples' fate."
He grins at Marra's preference for her first location. "Since there are five of us, and we don't want anyone to be wandering around alone, I suggest that we split into a groups of two and three. Perhaps Malena and I should stick together, and you three do the same?"
He thinks for a moment, then continues. "I also agree that one group should see the sheriff tonight. At the very least, we can confirm the details as they are seen in the eyes of the law, or what passes for it in this place. It matters naught to me which group does this."

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Aetherys nods, though she doesn't seem to agree completely.
"I think we could split up, but I'm fine with your plan. Rhanloi, you're with me sister. We'll visit the General Store first thing tomorrow."

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Sorry, Aetherys - Rhanloi is a dude =) But he's happy to go with his elven kin! AND be surrounded by pretty women...bonus!!
Rhanloi listens to all, and merely nods at each comment. When it is decided which group he is in, he says to Aethyrys and Malena, "We can not ask too directly of the prisoners, but should wander about topics until we arrive at this point. Like meltwater trickling across the ice, our true direction should not be apparent..."

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"Agreed, comrade" Malena says. "Cressyk and I will use much discretion with sheriff. Come, let us think of convincing reason to have sheriff show us jail cells."
While the sorceress would like nothing more than to charm the Tobias Luin and be done with it, the discovery of enchantment would likely further complicate the mission in the long run. A hundred possible approaches pass through Malena's mind, each one more implausible and complicated than the last. Finally she shrugs her shoulders and unloads the most basic one on Cressyk.
"Perhaps I show up on sheriff's doorstep injured and hungry and you sneak down to jail cells?" Malena suggests with a devilish smirk. "Men always wish to save damsel in distress. Korvus can help you as lookout if you like. What do you think, comrade? We do it tonight?"
My plan goes like this - Malena shows up at sheriff's doorstep looking roughly treated and sobbing about a demon in the woods outside of town. Hopefully the sheriff and militia take off to investigate. Then, Cressyk and possibly Malena can seek out the agents in the holding cells. Hackneyed, but proven trope of a plan. All else fails, she'll break out the charms!

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Marra glances upward at her companions as they make confusing plans about who goes where, adding her suggestion "The subgroups should try to stay in the same area while investigating so we can back each other up if necessary."
While they are distracted with the discussions the small halfling first cast message (20min duration) {link} spell linking her to Malena and Rhanloi before slipping off to the Inn to inquire about the availability of rooms.
stealth: 1d20 + 10 ⇒ (2) + 10 = 12 Somewhat quietly slipping off, not really trying very hard.
At the Heath and Harvest inn, Marra glances around before asking the inn keeper "Are there any rooms available for my four companions and myself?"
perception: 1d20 + 7 ⇒ (8) + 7 = 15

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I started the bidding with visiting the General Store. Marra called the beer garden, and Cressyk was going with her. Aetherys wanted to visit the sheriff, and Cressyk agreed the sheriff would be a good person to visit first, so Rhanloi concurred. So it should be Marra and Cressyk going to the beer tent and Aetherys, Malena and Rhanloi visiting the sheriff. After securing rooms at the local inn...although Marra and Cressyk can do that and then go to their location. Meanwhile, the two elves and the human sorceress will go to Tobias Luin.

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That sounds good to me. I'll post what I posted above with the two elves substituted for Cressyk for the sake of continuity and my own OCDness.
"Agreed, comrades" Malena says. "The elves and I will use much discretion with sheriff. Come, let us think of convincing reason to have sheriff show us jail cells."
While the sorceress would like nothing more than to charm the Tobias Luin and be done with it, the discovery of enchantment would likely further complicate the mission in the long run. A hundred possible approaches pass through Malena's mind, each one more implausible and complicated than the last. Finally she shrugs her shoulders and unloads the most basic one on Aetherys and Rhanloi.
"Perhaps I show up on sheriff's doorstep injured and hungry and you sneak down to jail cells?" Malena suggests with a devilish smirk. "Men always wish to save damsel in distress. Korvus can help you as lookout if you like. What do you think, comrades? We do it tonight?"
My plan goes like this - the elves, posing as a travelling couple, escort Malena to the sheriff's doorstep looking roughly treated and sobbing about a demon in the woods outside of town. You two can aid her in the lie, plus it'll give you an excuse to be around. Hopefully the sheriff and militia take off to investigate. Then, you two and possibly Malena can seek out the agents in the holding cells. Hackneyed, but proven trope of a plan. All else fails, she'll break out the charms!

DM Kludde |

Thanks Rhanloi. That was a lot of text to parse :)
So, the investigative part works a bit funnily, in the sense that everybody gets to roll a single check during every phase of the investigation, and aiding each other is not possible (!).
At each location
Visiting the Inn, Marra gets a quick response you're in luck if you're willing to share rooms. I've got the last two for you - a single golden florin each - and it should be just enough to fit you an your companions.
The pub downstairs serves food and drink, and just holler if you need something.
[ooc] You can investigate here, or head to the beer pub
The mayor's house is easily the largest residence in town, and quickly found as locals point it out. Three sturdy looking guards stand guard outside.
Malena, roll me a bluff check if you still want to take up this plan. Alternatively, Tobias Luin is rumoured to be out on the streets somewhere.

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Smiling Marra puts down the 6 gold coins, "Excellent! I'll like to reserve both rooms for 3 nights." Using the message spell to let Malena and Rhanloi know that the group has two rooms and that Cressyk and her will sample the pub downstairs.
Heading into the Inn's pub, the cheerful halfling glances around to see what sort patrons are in the place, as she orders with the staff "Two pints and plates of food for my companion and myself. If you please. It's been a long days travel, and it's a pleasant surprise to find a local festival. What's the occasion?"
perception: 1d20 + 7 ⇒ (6) + 7 = 13
diplomacy gather info: 1d20 + 6 ⇒ (3) + 6 = 9
Marra tries to overhear local talk, but is distracted by the food and ale.
sense motive: 1d20 + 6 ⇒ (4) + 6 = 10

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Upon hearing the sheriff is out about town, Malena reformulates her plan on the fly.
"Silly bird, look around sheriff's house and count guards you find," she orders of Korvus, casting message so the raven can keep her in the loop.
Perception - Korvus: 1d20 + 6 ⇒ (19) + 6 = 25
Malena then turns to the elves.
"Can you sneak into jail and speak with comrades if I keep guards occupied?" she asks, already flipping her sleeves to some less than modest travel attire. "Let us see what kind of trouble I can get myself into tonight."
My plan now is to keep the guards occupied by asking them endless questions about the town and regions many scenic (and secluded) sights while attempting to pit them against one another in vying for Malena's attentions. This is what I'll do if the elves are good with the plan. Korvus will supply reconnaissance.

DM Kludde |

So, to reiterate: each location you investigate at each of the phases of investigation (this evening is the first phase of 10) allows one specific check (much like the influence checks in the merchant's wake adventure). Usually you'll get some kind of hint as to what the proper checks are for a location.
I'm taking Marra's diplomacy roll as her check for this phase.
The pub is quite busy for such a small town. There is a cheery atmosphere, though the occasional dark joke reveals that this is a town living under great uncertainty. There's a minstrel in a corner tuning his instrument, with some young adults nearby looking in anticipation. An old man is bent over his mug of ale, and offer a From out of town? to Marra as she sits down with her food, only to doze off as Marra tries to start up a conversation.
Any action for Cressyk here?
Korvus flies around the house and counts the guards. Guard, guard, guard. Corn?. Apparantly, the three guards standing outside are the full force here. They stand around, looking somewhat bored, as Malena comes along. Without much effort, she has their full attention as she approaches.
---Investigation tracker---
---Phase 1: Evening
Marra - Diplomacy in pub (9)
Malena
Rhanloi
Cressyk
Aetherys
---

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As Malena draws the guards attention, Rhanloi will attempt to sneak into the jail and find the three pathfinders.
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
Once he finds them, and if there are no other prisoners, he will say, "Fellow Pathfinders, we are here to find out what happened and ensure the truth is known." While saying this he will show them his wayfinder to verify his identity as a member of the society. "Quickly, tell us what happened and why you are in here. What brought you to the town in the first place, and what is your mission, if any?"
Sense Motive: 1d20 + 4 ⇒ (1) + 4 = 5
Ugghhh! Obviously the dice gods intend to foil Rhanloi's attempt to discover anything useful and/or truthful from this evening's investigation...sorry folks!! =(

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Not sure what sorts of hints I'm supposed to glean from that. Can we get a hint of what sorts of rolls we're supposed to roll? It seems like if we choose to roll the wrong thing, we'll be wasting a phase...
Cressyk walks into the bar and tries to get a sense of the general state of the room, as well as who the best person might be to speak with to get information on the current situation. He starts up a conversation with that person to do just that.
Sense Motive: 1d20 + 8 ⇒ (7) + 8 = 15
Diplomacy (Gather Information): 1d20 - 1 ⇒ (18) - 1 = 17

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Malena walks into view of the guards with an anxious frown upon her face - the look of a lost little lamb in a strange new pasture. As soon as she sees she has the attentions of the guards, she risks a slight smile, certain to make eye contact with each of the men. Her walk slows a bit and she lets them drink it all in, the curs.
"Finally, I stumble on someone of authority," she says. "I have wandered around whole village and cannot find good man to help me. Tell me, is there any place more comfortable to stay than Hearth and Harvest? Where can girl go to have fun in this town?"
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Remember, if the guards are attracted to Malena, she gets a +1 to her Diplomacy or Bluff checks. I rolled Diplomacy, but if you think Bluff would be more appropriate, consider it a Bluff check. The skills have the same modifier.

DM Kludde |

---EDITING---
Everyone: if you intend a roll as an investigation check, please indicate it. Rhanloi, did you intend that sense motive roll to be your check?.
Cressyk, don't worry about doing the wrong thing. Just apply a check that you think will be helpful (for the bar: you could do the regular Diplo or Bluff checks to interact, but Perform would work. Intimidate might work, but isn't really in line with keeping a low profile. Other skills could work, but you'll have to make up a good story. This is the kind of module where the GM has some room to reward good roleplaying, and I intend to use that to it's full extent. In the pub (and equally, in the beer garden in the fairgrounds) you can also make a fortitude check to outdrink a patron.
Although the follower of Dawnflower seems to be too distracted with her food, Cressyk quickly singles out the gossip queen in the room. ..that's what I tell you! Possessed by demons! The demons possessed many folks when Kenabres fell, and I'm telling you, these Pathfinders were among them. That explains why the murders were so gruesome - they skinned Daniel alive!
But if they were possessed... an onlooker adds, with a second saying Yes, was it really them that committed the murders? It could happen to anyone...
Rhanloi tries to make it past the guards, but the effort is hopeless. He gets quickly stared down by the right-hand man. This place is off-limits the guard curtly responds, and then focuses his attention on Malena.
Not revealing clues yet, as I need rolls from Rhanloi and Aetherys first.
You mean you haven't found the sheriff? He should be out patrolling the streets somewhere. As for places to stay, the hearth and harvest is really the safest place, and the only place to stay for the night here.
I can understand you're concerned about your safety, but I can assure you the murderers that have been roaming the village are safely locked away.
1d8 ⇒ 7

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"Sorry..." Rhanloi weakly mutters when he is caught by the guards. "I was just curious what was in here. I take it these murderers you speak of are safely housed in this place? Who did they kill?" Rhanloi will continue asking questions - perhaps Aetherys will have more luck sneaking in - or not...
Unfortunately, my previous rolls were intended to by my check...

DM Kludde |

I can't fault you for wanting to have a look at these monsters. Their crimes really were horrible. We have many who want to have a peek - even small children - but it's better that nobody gets in.
Life has been quiet here, really, but everything changed with recent events.
Again, noted the checks, just waiting for the one from Aetherys
---Investigation tracker---
---Phase 1: Evening
---Pub
Marra - Diplomacy in pub (9)
Cressyk - Diplomacy in pub (17)
---Luin's house
Malena - Diplomacy (17)
Rhanloi - Sense motive (5)
Aetherys - Pending
---

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During the whole conversation, Aetherys remains behind her companions, studying the guard's reaction and trying to determine whether they're lying about the Sheriff not being there.
Sense Motive: 1d20 ⇒ 7

DM Kludde |

1d7 ⇒ 4
The guards seems a bit on edge. When asked, they respond Hah, we shouldn't really be talking about who is in here. There's rumours these 'pathfinders' sent another group to break out the captives. We can't be too careful.
Yes, that's actually the rumour I randomly rolled up for you.
It is getting late, perhaps the group will have better chances tomorrow?
I'm assuming you'll sleep at the Inn, then continue tomorrow morning for phase 2

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Malena rolls her eyes and places a hand on one hip.
"Great," she says, exhaling loudly in faux-exasperation. "Seems like every town I visit I bump into those grave robbers. I had hoped to be cause of trouble this trip. Oh well, Hearth and Harvest it is - come buy me drink if you can find time, no?"
With that, the sorceress strolls down the road from the sheriff's house, letting the image of her walking away from the three guards simmer in their minds. Once at the inn, Malena orders a glass of red wine, weak and sour compared to the rich Chelish reds she has become accustomed to back at the lodge in Absalom. She finds a table and waits for her comrades - or one of the guards - to come by.
"No luck at sheriff's, comrades," she says once the party is back together. "What's the plan for tomorrow?"

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"Can't say we were lucky, unfortunately. I'll visit the tent city, I should fit fairly well there. There don't seem to be too many elves in town, but in the tent city many are roaming, just passing through for a few days like we are."

DM Kludde |

Yes, them's all a bunch of murdering vagabonds, if you ask me. the guard agrees. But no drinking now, perhaps when I'm off-duty...
The next day, Aetherys heads out to the tent city.
The tent city has all the feel of a county fair, and on this bright morning, the place is just getting started up. Already there are some jugglers, some food stalls, and there is even some music. Some sports games are taking place as well, and it seems the winners are getting all the attention.

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It sounds to me like we might want to split up according to ability, rather than balancing things out. For example, Marra and Malena can handle the Charisma-based stuff better than anyone (Diplomacy/Perform), Aetherys and Cressyk can handle the tent city/fairgrounds and beer pub (Con/Str checks), etc. That way, we're playing to each character's strengths, rather than balancing everything out.

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Marra lets Cressyk disclose what he over heard about at the inn's pub last night. The next day the halfling accompanies Aetherys and others to check out the tent city and beer gardens before deciding which to investigate.

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Excellent idea Cressyk!
At Fairgrounds, Aetherys does her best to mingle, trying to impress the local townsfolk with her nimble moves and juggling.
Acrobatics : 1d20 + 11 ⇒ (1) + 11 = 12
-Posted with Wayfinder

DM Kludde |

Okay, we've got nine more phases of investigation to cover (there will be some encounters/events along the way), so let's hear the plans for this morning...
Cressyk, Marra, if you intend to go to the tent city/fairgrounds, feel free to make a roll. A physical based check (Acro, Climb, Swim (this time for real) check), should work, but make a good case for a different check (survival? prof(sailor)?) and it might just work.
The investigation results are based on total number of successes at a given location (though number of characters at a location also influences results, in the sense that having more characters at a location leads to a slight penalty). I can only give the results once everybody has made a check
--Investigation round 2 (morning, 1st full day)
Aetherys - Acro @ tents city(12)
Cressyk -
Marra
Rhanloi
Malena

DM Kludde |

For the ones that you normally can, yes.

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Marra sees an opportunity at the sports game at the tent city, The small halfling will enter the long jump competition. She cast expeditious retreat upon herself in private before making her attempt.
(Acrobatic +9, for jump is normally -4 adj for less than 30' speed, but is +8 adj with 50' speed due to Expeditious retreat spell. Using one 1st level spell slot.)
Acrobatic (long jump): 1d20 + 9 + 8 ⇒ (9) + 9 + 8 = 26
The zippy halfling makes her run up to the jump line before leaping forward clearing an incredible 25ft!

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Cressyk spends a few minutes looking for a game that he might be able to do fairly well at, then approaches a tall log. He casts guidance on himself, then climbs as high as he can.
Climb (Take 10, Guidance): 10 + 4 + 1 = 15

DM Kludde |

Just waiting on Rhanloi's and Malena's actions
--Investigation round 2 (morning, 1st full day)
Aetherys - Acro @ tents city(12)
Cressyk - Climb @ tents (15)
Marra - Acro @ tents (26)
Rhanloi
Malena

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Not wanting to look too desperate and tip the party's hand, Malena heads to Orug's General Store. She peruses what cloth (or clothing) that is available, trying her best to look as though she could use some guidance. When addressed by Orug (or whoever is working there at the time), she responds flirtatiously to the effect of "How would this look on me?" After some more flirting and small talk, she leans in close and asks her intended question in a low voice.
"I heard disturbing rumor from town guards last night," she says. "Pathfinders committed murder here? Tell me, is this true? Dawnton seems too nice a place for such terrible event."
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Remember, if the person at the shop is attracted to Malena, she gets an additional +1 to her check.