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Giovanni casts guilty looks back over his shoulder as the screaming builds to horrific crescendos, carried on the wind to his keen Elven ears long after the scene of the carnage has been left behind.
My only comfort is that if I had stayed, I would be dead now; and I am not quite ready for that to happen...
Endure Elements is in use :-)

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Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Fort DC 15: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
"It was a nice start, huh, buddies?", he quips.
"Let's move our asses out from here. C'mon, let's go."

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Wand of endure elements!
"They don't like Pathfinders, but it would seem they don't like anyone. What could have caused such a display of wanton violence??"
-Posted with Wayfinder

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fort: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
survival: 1d20 + 2 ⇒ (15) + 2 = 17
"not as bad as you would think this weather...you OK Peter..."

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Lasaraleen will use endure elements on herself as well.
"I am not looking forward to this frigid cold getting any colder. The sooner we are back down to warmer climes, the better as far as I am concerned. I think my hair is frozen already."

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"Well, Red, that's why you shouldn't have wet your hair before we came here. Maybe you should wear a head covering like me!" He taps his old raggedy hat which, despite his claims, still lets all his blue hair out the top.

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"Yes, that's....lovely. trying to be polite.

GM chadius |

As you approach Whitethrone, you see The Iron Guard is in full force, patrolling the city perimeter. There are a few ways to enter the town without running into the guards, however:
Chruning ice blocks crash without warning, turning once safe paths into hazardous drops into the frozen waters below.
The Royal Palace—the seat of the queen of Irrisen—sits in the center of the harbor. Constructed entirely of ice and reaching a height far above the surface of the water, the palace provides a clear view of the frozen lake below.
Irrisen is 90% surrounded by imposing bone-white stone walls guarded day and night by the hardy and ruthless Iron Guard. The walls are about 40 feet tall, but you may manage to find walls with footholds.
The merchants who routinely visit Irrisen aren't very fond of it. With a silver tongue and a handful of gold coins, you may be able to join the caravan. Nontheless, you'll still need to convince the guards to let you by. They are suspicious of any newcomers, especially new merchants.
Or...something else?

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Peter have a 50ft. rope and a +7 Climb. Maybe he can climb the walls and aid the others...

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"I suppose we could try to hid among a caravan, but then we have those guards to dodge as well. Maybe a secret entrance? Surely, others have already figured out how to get contraband in and out, right? But how to find one of those?"

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And Aloisius does not want to try to scale any sort of wall, especially one made of ice... Too cold on his little fingers!

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"agreed"

GM chadius |

The party manages to endure the biting cold and howling winds through either magic or fortitude. They decide to sneak into Whitethrone by joining one of the caravans.
Few merchants want to speak to you, but you do find an unlikely ally - a goblin carrying several preserved rabbit carcasses. "Huh? You want in town? You have money? Maybe me help you. But guards..." he gestures you all to the other side of his wagon so he can whisper. The words "Gumgum's Rabbit Emporium" is painted sloppily across the side.
"But guards check EVERYBODY. You not on list, they get mad. But you talk to them, maybe pay them money and they get less mad. Haha! You pay me now!"
Gumgum demands 15 gp per person. Everyone should make a Diplomacy check to lower the price. DC 20 = 10 gp, DC 25 = 5 gp, DC 30 = free. You can assist each other.
As you approach the entrance, you see two humans and two lupine humanoids checking and inspecting each merchant. One of them is holding a sheet of paper with several names, checking them off. After what seems to be an eternity, the four Iron Guardsmen approach your caravan.
The guard with the papers looks up at the goblin rider. "Name."
"Me Gumgum!"
"Yes...yes...Gumgum, 1 person." The guard looks up from his notes, and sees the party. "I thought it was just you."
"Gumgum need protection from Pathfinders. Gumgum get bodyguards!"
"Bodyguards? Them? Hmpf. You smuggling people, boy?" The four guards stand a bit more alert.
Gumgum the goblin turns to his bodyguards, gesturing them to say something, quick!
Feel free to bribe, bluff, intimidate or use diplomacy on these guards. If you decide to bribe them, they want 10 gp per person, and you start at DC 20.

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To the merchant:
"I am sure that we can come to some sort of arrangement..."
Diplomacy (Assist - Aloisius): 1d20 - 2 ⇒ (13) - 2 = 11.
Diplomacy (Assist - Haliphod): 1d20 - 2 ⇒ (7) - 2 = 5.
Diplomacy (Assist - Lasaraleen): 1d20 - 2 ⇒ (5) - 2 = 3.
Diplomacy (Assist - Peter): 1d20 - 2 ⇒ (17) - 2 = 15.
Diplomacy (Assist - Korin): 1d20 - 2 ⇒ (1) - 2 = -1.
Diplomacy (Versus Merchant): 1d20 - 2 ⇒ (13) - 2 = 11.

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Lasaraleen speaks with the goblin merchant, but keeps her distance.
Wow, I bet this gobbie has fleas...unless his breath killed them.
We appreciate your assistance, Mr. Gumgum.
But 15 gold seems pricey if you are not handling the guards for us.
I am sure you understand we will need any extra gold if we are to talk to the guards ourselves.
diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
with +9 she can auto assist everyone

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Aloisius happily pays the fare with GumGum (Charming chap!) and awaits the confrontation with the guards by coming up with a brilliant statement to get everyone in scot free with no one the wiser!
Diplomacy+2 assists vs guards: 1d20 + 4 + 2 + 2 ⇒ (4) + 4 + 2 + 2 = 12
"Yes, protection from Pathfinders. Not that we need protection from them. I hear they're quite lovely people, actually... I mean, horrible horrible people... Ummm, here, have some gold for your troubles."
Botched diplo turning into a bribe because why not?

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I assumed Haliphod was speaking to the guards - forgot to bargain with the goblin. Assuming Giovanni's approach is correct, I suppose my roll should have been for the goblin (leaving Haliphod paying 15 gp), and then this will be the assist for Lasaraleen, who appears to have the best diplomacy.
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

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Diplomacy (Goblin): 1d20 - 2 ⇒ (2) - 2 = 0
Diplomacy (Goblin) - assist Lasaraleen: 1d20 - 2 ⇒ (3) - 2 = 1
Diplomacy (Goblin) - assist Haliphod: 1d20 - 2 ⇒ (18) - 2 = 16
Diplomacy (Goblin) - assist Giovanni: 1d20 - 2 ⇒ (14) - 2 = 12
Diplomacy (Goblin) - assist Aloisius: 1d20 - 2 ⇒ (15) - 2 = 13
Diplomacy (Goblin) - assist Korin: 1d20 - 2 ⇒ (8) - 2 = 6
Diplomacy (Merchant): 1d20 - 2 ⇒ (4) - 2 = 2
If just one need to roll versus the merchant, this is Peter's aid:
Diplomacy (Merchant) - assist who speaks by them: 1d20 - 2 ⇒ (14) - 2 = 12
I'm really bad with math. Just tell me at the end how much gold I have to spend, please. xD

GM chadius |

Sorry for the confusion. I expected you to make 2 Diplomacy rolls total. To speed things up, I'll let you make the assist if one of your rolls worked.
Giovanni and Peter assist Lasaraleen as she bargains Gumgum's price down to 10 gp per person. You have a 22 total, so Korin can't get it to 25.
Gumgum motions for some help as the guards interrogate him. Peter, Alosius and Haliphod assist Lasaraleen. +6 so far
Still waiting for:

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OK so you just need two rolls from me then?
diplo assist: 1d20 + 4 ⇒ (18) + 4 = 22
diplo assist: 1d10 + 4 ⇒ (2) + 4 = 6

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Diplomacy guards : 1d20 + 9 ⇒ (15) + 9 = 24
"New merchants not on the list? Why my good and highly observant guard...captain is it? We are not new merchants at all but usually come in from different gates at different times of the day. That is obviously why someone so keenly aware of all who enter this great city...why you probably have never heard or seen us before. We will keep an eye out for any new merchants and report to you immediately should we spot some. Here, you look hungry from working so hard. Buy yourself and team a nice meal."
Lasaraleen will make the small but apprpropriate offering to the 'feed the guard' campaign fund.

GM chadius |

That's a 32 Diplomacy roll total! Wowzers.
Lasaraleen's silver tongue manages to defuse all tension. "What she said." Gumgum points at the woman's speech. "All merchants!"
"Fine." The lead guard grunts. "We'll need a gold piece, then. For processing charges. You'll need to confirm your registration with the Iron Barracks. We check that thing daily."
Gumgum happily pays his gold piece and he and his caravan enter Whitethrone.
Past the gates, you see all manners of creatures travelling together. A pair of ogres begin a brawl not far from the gates, with a pair of ice trolls leading them on. A white goblin pack try to sell you "rats-on-a-stick" before Gumgum chases them off. Gumgum drives his caravan past the melee and the guards. He eventually lets you off deep in town. "Okay, me Gumgum gone. Me no want to be around if Iron Guard finds you!"
Runa White's notes indicate a Shadow Lodge housed in an abandoned brewery named "Auntie Marny’s Bitter Brew." Gumgum gives you directions to the brewery before he drives off. You decide to quietly and discreetly travel there in the center of town.

GM chadius |

A mass of broken tables, chairs, and barstools clutter the center of this dusty room, and a crumbling bar still stands in front of a broken mirror on the north wall. Three small alcoves in the southeast corner once served as semiprivate bar booths but now host only rubble. The door to a storage room in the southwest corner hangs loose on its hinges, the smell of rotting refuse wafting from within. A set of double doors lead to the street and farther into the building.
As you approach the door you hear dogs barking.

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"Whew. What a lovely smell we have discovered. I bet the dogs will not even enter this filth."
She looks around for anything not covered in filth that might be valuable.
perception: 1d20 + 6 ⇒ (7) + 6 = 13

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With his longbow in hands, Peter sneakily goes to the door where the dog's sound come from, trying to spot what is happening there.
Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
@GM Chadius, so, Peter spends 15 gp to pay Gumgum and 1 gp to the guards, right?

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Peter makes a sign with his hand to the others don't come. Something seems wrong there, he hears the dogs, but can't see them.
He steps back... and whistles to claim the dog's attention over him, readying to shoot them with his longbow.
Readied action: shoot if any dog show its face.
Readied action: Longbow: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 4 ⇒ (6) + 4 = 10

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I thought the sounds are coming from the open door room at southwest, sorry.
In this case, Peter will spot the southwest room before go to the dog's hall. Still sneakily.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

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Peter is repositioned and stay with his longbow in hands, just waiting for the danger that is coming.

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Lasaraleen will draw her scimitar and approaches the same door as Peter.

GM chadius |

The remnants of a once-working brewery are neatly organized around this large, warehouse-like room. Huge metal colanders, giant steel pots, enormous fermenting vessels, and a massive steam boiler stand covered in cobwebs and dust, their edges coated in rust and their support joints and screws popping and bending under years of neglect. At the western end of the room, the floor slopes down to large roller-doors that are chained and boarded shut and the southeast corner of the room holds three tables covered in empty bottles, faded labels, and broken glass. High above the room, thick oaken rafters span north to south and support enormous wooden arches that reach up thirty feet above the floor to the ceiling, the roof pock-marked with holes and bird’s nests.
With the almost no lighting besides the light coming from the streets, it is very difficult to see well (the dimmed areas are low-light.)
As you approach, 3 dogs rush out of the door, foaming from the mouth and yelping erratically.
Alosius: 1d20 + 2 ⇒ (4) + 2 = 6
Giovanni: 1d20 + 3 ⇒ (15) + 3 = 18
Haliphod: 1d20 + 2 ⇒ (11) + 2 = 13
Korin: 1d20 + 2 ⇒ (16) + 2 = 18
Lasaraleen: 1d20 + 1 ⇒ (3) + 1 = 4
Peter: 1d20 + 4 ⇒ (12) + 4 = 16
Dogs: 1d20 + 1 ⇒ (13) + 1 = 14
Round 1
Korin
Giovanni
Peter
Rabid Dogs
Haliphod
Alosius
Lasaraleen
Korin, Gio and Peter are up.

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"A fresh brew does sound lovely, Haliphod, but we may have to wait. It doesn't seem this establishment will have anything refreshing to us. Perhaps we should make it a point to stop for vittles and refreshments after this mission. You know, before they send us on a third portion of this journey!"

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sorry all for my drop in posting rome, Germany, now in Paris been really busy. ..
Korin throws a orb of acid at one of the dogs
attack: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d3 ⇒ 1

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Peter moves and shoots the blue dog with his longbow.
Longbow: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (1) + 4 = 5

GM chadius |

Of the three, only Giovanni is able to land a blow, knocking froth and blood forth. The dog snarls and continues its assault.
Red vs Giovanni: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Blue vs Peter: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Green vs Lasaraleen: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Luckily the dogs are no better at combat, driven mad from their disease.
Round 1
Korin
Giovanni
Peter
Rabid Dogs
Haliphod
Alosius
Lasaraleen
Haliphod, Alosius and Lasaraleen are up.