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After asking around for about 15 minutes, you are lead to a fisherman named Jarrag Coldhands. He will tell you that his sons were sen't to the mines several years ago. He has spent time since then to determine if they are still alive. It doesn't take you long to realize that these memories are painful for the man.
It will take a Diplomacy Test to learn more. 5 gp Bribe will give you a bonus.

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DM
I will also spend the five gold for whatever bonus it gets me.

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Sorry, but you are unable to get the man to talk. You may try again after awhile, but will incur a penalty to the roll (as I understand the rules)
Grimdoc doesn't figures that the group is being treated like any other trading group that visits the area. No particular suspicion is directed towards you.

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Ruprecht returns to the group. "We are on the right path. Depending on weather, we are close to halfway."
DM

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Grimdoc continues to make way with the goblins. He cannot remember if there was anyone in town they needed to see.
"Hey Ruprecht, do you know anyone here? How about a nice warm place to stay that allows....um...pets.. ". He looks with disdain at the crude goblins fearing they will not be allowed in many places the dwarf would like to visit.
"ahhh ...what I would give for a nice stout right now...."

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There is an inn at the center of the town, easy to find and is acceptable to having the goblins. They don't have any stout, but they offer a wide selection of one ale or water. They have stew, and stew with vegetables. At least the beds are warm (even if they are a little hard). They have a space large enough for all of you to sleep the night if you want.

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"Might as well take a night in the inn while we can. Any break from the cold would be appreciated. The next couple days are going to be tough..."

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After the party wonders around the town for a bit, you learn that there is a ferry that can get you across the river and on your way. But there is a problem. It is guarded by a troll that also serves as the towns defacto government.
Diplomacy or Knowledge Local to learn more about this Troll and how to cross the river. If anyone else has faction missions to complete before we move on, this is the time to do it.

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DM

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Sorry, you have one of those crappy faction missions where you have to make a die roll. its all or nothing. :(
After your last visit with the man, I think you called his sons pansies and deserved to die! So you better send someone else if you want to complete the mission, lol. Its a pretty steep roll as well, so best of luck getting this one.

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Lore will help Grim keep the goblins in line while in town, trying to make sure there are no unfortunate occurrences as a result of their presence.

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Once at the inn, she will ask around among locals or those experienced in the area about how to bypass the troll.
diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14

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"I am not sure I like the sound of this troll and his ferry...maybe we can find a way around him. Are we close to a border here...and how far to the next town? "
Try to help Lore with diplomacy
1d20 - 1 ⇒ (10) - 1 = 9

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If there is a pub or an inn open nearby with some ale to be had, Grimdoc suggests the party head there. If any of the group agrees to join him
"First round tis on me, lads...oh and lass." he says with a smile.
Keeping an eye on the goblins and continuing to watch the townsfolk...trying to fit in like any other travelers.
"Finally, out of that blasted cold and wilderness. Cheers!"

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"Oh, yes it is definitely good to be out of the cold and someplace warm with a good fire going. We DO need to keep our charges out of any trouble and make sure they don't start anything in town. But outside of that, we can relax a little here I hope... "
Lore awaits the results of her attempt to find out about the troll and how to bypass it and forgoes drink for the time being...
"Thanks for the offer of a drink, Grim, but I think I need to keep all my wits about me for the time being, and I'm small and cannot tolerate a lot of drink... unfortunately, I do not have a dwarven constitution for such things."

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Lore and Grim are able to learn a few things. One, your map indicates you need to cross. Anywhere else to cross will take a few days to travel. You are expected well before then to complete your mission.
Getting pass the troll may require some diplomacy (or at least a bribe). Its possible to resort to violence, but it troll dies you are sure that the people of this village will suffer from the jadwiga once they find out.

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"Lore, it seems like our fate had brought us to a point where we must deal with this troll one way or another. I must admit I was not thrilled with the idea of babysitting gobbies on this trek, but working with a troll is really going good notch further in the wrong direction. I am not going to be much help diplomacizing with a troll...and I am not sure I can condone bribery. I am not sure what other options we have. We definitely want to get over quickly and quietly. What about the rest of you? Any ideas or alternatives?"
He says the last part to whomever is around from the party. Hopeful that another option is available.

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"I'm perfectly happy trying to talk to the troll and use a little diplomacy to soften him up, though assistance wouldn't be amiss. I also am not above a little bribery but I don't have a LOT of money... and I don't know what a troll might want. Money? Magic? I especially don't have a lot of magic, and none to spare really."

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While discussing your options you see a large towering figure walking through the market district. This can only be the troll that you have heard of. He stares at merchants as he swaggers around the market, his eyes inflicting fear on the poor traders. The traders try to avert his gaze and continue with their daily tasks as best they can.
But for a troll, he doesn't look full grown. Perhaps this is a younger one, for all of its good and bad qualities.
Since you guys seem a bit stuck, here are your options with the troll. There is combat but there can be some negative consequences with that. You can also try non-violent methods: Bluff, Diplomacy, and Intimidate could work.

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I am all in favor of trying to negotiate a noncombat resolution to the troll. Let's diplomacy him!

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Lore looks to her companions and shrugs. "Want me to go talk to him now, or wait til we want to cross the river? Personally I don't see any reason to delay. Might as well talk to him now and hope he remembers us when we go to cross."
She makes ready to go talk to the troll, straightening her clothes with a sharp tug and smoothing her hair, not that the troll will probably notice.
"Anyone want to go with me?

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Do we have anyone with any face skills other than Lore?

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"Well, I thought this was going to wait until we were ready to cross the river, but no time like the present, might as well kick this off now and try to make friends with the fellow." Lore walks over to the troll and stops in front of him, sort of blocking his path but not really, her tiny gnome form not large enough to put a stop to his progress if he chooses to ignore her.
"Hullo there! It's a pleasure to make your acquaintance." She gives a little bow and holds out her hand as if to shake his if he's amenable to that. "My name is Lore and I've heard you're the person I need to talk so that my companions and I can cross the river when we're ready. We will probably be wanting to cross first thing in the morning. Of course if you'd be allowing us to cross out of the kindness of your heart, we'd gladly accept, but I could offer you a small payment for our crossing if such is your desire."
She looks up at the troll and pauses, giving any party members who want to chime in a chance to try to augment her diplomacy efforts, then awaits his answer with her sweetest smile on her face, careful not to show teeth, as that might be taken as a threat.
diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

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The elf follows along, trying to help in any manner possible.
"Uh, yes. We really need to get across that river. We would be much obliged if you would find the kindness to let us through.
Aid another Diplomacy roll 1d20 ⇒ 4
Aargh! The dice roller has hated me for over a week now!

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At first the troll's face is long and angry. He insulted such a small thing would dare stop him from making his rounds around the market. However, when Lore gets to the part about money his face changes.
"Muh, perhaps. How many do you have, and how much you pay? Rimetusk's pockets sure are light."
He points to his pockets. presumably full of coins already, but you figure it is best not to point that out.

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"Ah, we are about 9 or 10. I could pay as much as, say 30 gold pieces for our passage. Would that be acceptable? That is 3 for each of us, which is all I can afford." She continues to smile hopefully.
I should have talked to the others first to see if they can kick in any gold toward our passage if necessary, so that my own contribution is perhaps just a starting point. I do hope he accepts my offer.
She glances back at Ruprecht and gives a little shrug before looking back at Rimetusk hopefully.

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"That seems like a generous offer amount to me, Lore."
If not too late, Grim will try to add to the conversation with the troll.
1d20 ⇒ 7 to assist. Looks like not...
He does not have much money to add since he spent almost all of his starting gold back in town.

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Kurama is evidently upset at having to pay a toll to a troll.
Thinking to himself. Perhaps a gold or two, but thirty gold is outrageous!
Kurama contemplates his options as he would not want to infringe on any of his vows. He's gonna try and relieve the oaf troll of his gold. Kurama readies a purse filled with rocks and sizes it to that on the troll. Kurama sneaks from behind and attempts to stealthily switch the two purses.
Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
If Kurama doesn't notice any onlookers including the troll witnessing his attempt, he'll proceed to rob the troll.
Kurama peers to his comrades for some form of consent and does the deed anyway.
He slices the troll's gold purse and plants the fake one.
Sleight of Hand: 1d20 + 7 ⇒ (8) + 7 = 15

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As Lore and Grimdoc negotiate with the troll, it gives Kurama the opportunity to thief the completely oblivious Troll. A few minutes later Kurama presents the Troll with a bag full of coins. The now happy with rich thoughts, the troll agrees to ferry you across the river in one hour.
Any last actions in the town before you leave?
Well done! Plus there was a natural '1' from the Troll, so that happened. Finish up what you like and we will move along.

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Ruprecht is ready to move ahead, DM.
"Let's get out of here. If the troll realizes what happened, he's going to eat at least one of us, I wager. Nice job," he nods to the sneaky warrior.

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Nothing more from Lore in town, nice going Kurama, you just saved Lore a bundle, lol

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Once the party is a half mile or so away from the troll, Grimdoc will check to see that the goblins continue to behave. He watches for any border guards and then says to Kurama Kenjin...
"Hah. Interesting and fitting way to handle business with the troll...well done. I will certainly buy you an ale or drink of your choice at the next town if given the chance."
"First we have to babysit gobbies. Then negotiating with a troll. What is next, tea and crumpets with a bloomin' dragon? By Erastil, this mission is getting more strange by the hour! We must keep alert as we get closer to our destination."

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The troll, happy with his perceived loot, eagerly takes you have the rapidly flowing Rimeflow River and into the Lands of the Linnorm Kings. Your route takes you through wooded terrain and is designed to keep you far away from the usual patrols in this area. Your map points out the natural trails that wind through these woods, allowing passage through the thickets and shrubs. A sudden opening reveals a little house, no larger than a small child’s tree fort, built atop bundled tree branches lashed together like stilts or legs. The woodwork on the exterior of the house is exquisite, almost delicate in its craftsmanship. The only entrance to this small, one room structure is an open doorway facing west.
Knowledge (Local) & Perception checks please.

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perception: 1d20 + 10 ⇒ (6) + 10 = 16

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Perc 1d20 + 7 ⇒ (1) + 7 = 8
Plus one more if looking for a trap.
Typical. I'm not even mad anymore, lol.

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"You have a point, Grim, but it would be better if we weren't spotted by any border guards at all if we can avoid it.

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The forest is quiet, except for the sniffling of a goblin who has suddenly developed a runny nose. As you move forward, the hut is still and oddly placed in the middle of this clearing. There are no other people anywhere near where you are.
After a few moments, someone gets close to the door of the hut and inside is a small porcelain doll. Her toys eyes starring directly at all of you. Once the first goblin sees her the rest start to scream and panic, "The Witch Queen, The Witch Queen, protect us you should, you have to, she kill us all, you two, especially the mean one that keeps yelling me the Witch Queen will especially kill him first! Its your job to protect us from this evil dollie! Its her eyes, they tell the Witch Queen everything. Bash its head in with a rock. Then bash it some more!"

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"Maybe this is what was meant as a 'border guard'?" On the hopes that it isn't immune to fire, Lore sends a small firebolt at the doll.
ranged touch to hit: 1d20 + 1 ⇒ (13) + 1 = 14
dmg if that hits: 1d6 + 2 ⇒ (4) + 2 = 6
"Someone else wanna hit this thing as well before our presence is reported?"

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Lore's bolt strikes the doll right in her chest, but as quick as Lore's movements were, the doll reacts just as fast. Suddenly there is a dagger in her hand and is on the attack!
Doll: 1d20 + 6 ⇒ (11) + 6 = 17
Kurama: 1d20 + 4 ⇒ (19) + 4 = 23
Grimdoc: 1d20 + 1 ⇒ (10) + 1 = 11
Oday: 1d20 + 2 ⇒ (6) + 2 = 8
Ruprecht: 1d20 + 5 ⇒ (5) + 5 = 10
Lore: 1d20 + 2 ⇒ (15) + 2 = 17
MAP
Assume the goblins are hiding in the trees, staying out of trouble.
initiative Order; Round 1 --> Kurama, Dollie, Lore, Grimdoc, Ruprecht, Oday

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Kurama full attacks Dollie with his claws then takes a five foot step to setup a flank around Dollie.
Claw attack 1: 1d20 + 2 ⇒ (9) + 2 = 11
Claw attack 2: 1d20 + 2 ⇒ (6) + 2 = 8
Claw damage 1: 1d4 + 2 ⇒ (4) + 2 = 6
Claw damage 2: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak Attack damage 1, if applicable: 1d6 ⇒ 1
Sneak Attack damage 2, if applicable: 1d6 ⇒ 6

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The doll dodges Kurama's attacks and then reaches out to touch Lore, dangerous energies sparking from the animated doll's fingertips!
Touch Attack on Lore: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 3d8 ⇒ (1, 2, 7) = 10 Will save (DC12) for half.
initiative Order; Round 1 --> Kurama, Dollie, Lore, Grimdoc, Ruprecht, Oday

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Ruprecht pulls one of his explosive vials from his belt and fires it at the magical doll.
Attack 1d20 + 5 ⇒ (12) + 5 = 17
Damage from Alakhest Bomb 1d4 + 4 ⇒ (3) + 4 = 7

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will save: 1d20 + 5 ⇒ (12) + 5 = 17
Lore squeaks in pain and backs up a 5' step and sends another firebolt at the dollie.
ranged touch to hit: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d6 + 2 ⇒ (4) + 2 = 6