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Rhyno doesn't bother to try and repress the snort of derision at Zuka's outrageous price. Turning to the collected masses in the inn, he calls out, "You hear that! A businessman to the last. Demons and hellspawn will be tearing the flesh from your bones and he'll be asking them for a few gold, since he gathered you all here for their feasting." Turning to the sovereign, "No deal. You need people to keep your business open, and with out these medical supplies, there is a good chance the city gets over run. Surely one such as you can see the long term benefits of being a bit more generous in this time of need."

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"I have to agree. If the Crusaders fall to illness, your own business will suffer with them. And even if they did manage to survive, you don't think they would remember how you took advantage during their time of need? Of course if we were to report back you gave a better deal, I'm sure that future businesses would come to you."
Diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21

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Growing bored of this banter, Rhyno approaches Zuka, a menacing gleam in his eye. "And I'm sure this isn't the first time you've been threatened. However, it is the first time you've been threatened by me, and you better hope it's the last. I make a living by crushing the skulls of people in my way, and after dragons and demons, do you really think your guards could stop me. You'll get 3000 GP, and I'll get those supplies, or you get to watch your back for the rest of your short life."
Intimidate: 1d20 + 11 ⇒ (14) + 11 = 25

Seon'i |

Seoni, about to persuade the man steps back when Ryno switches to intimidation!

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Rhyno actually chuckles, "I wouldn't dare? You don't know anything about me, and you think I wouldn't kill someone trying to gouge a profit from the suffering of innocents. Out there, right now, men and women are fighting and dying while you debate a few hundred gold. Those people won't see their husbands, their wives, or their children ever again. You only hope I wouldn't dare." Taking out sacks of gold totaling 3,000 GP, he drops them on the table. "I said 3000 gold. Call my bluff, I'll enjoy it."
Not really wanting to drive everything, but with the timed nature of this, gotta keep it going. If the group wants, Rhyno'll drop the last 500 gp and we can use the full 3500, he's just trying to save the Sister some money.

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"As you yourself said, this city is under constant siege. Many crusaders having watched their own comrades fall, knowing they themselves may be next. The medicine you hold back from them could be the thing that saves the live of a brother earned in battle. When a man becomes desperate, they may well do desperate things to save the life of a comrade, with little care for one seeking to line his pockets. Is it not better to take what profit you can gain now and earn the trust of people who not only help guard your kingdom here, but to show that you can be benevolent as well? Lower the price even more and even my companion may regard you in a better light."
Diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12

Seon'i |

She only has a +2 ... apparently she's a bluffer. Strat seemed to be being effective.

Seon'i |

"And further good Zuka … while meeting our price seems to be good for your short term health, if you agree to our reasonable demand … or even meet our request of … oh say … twenty-five hundred gold, I am sure the city would look favorably upon a wise businessman that helped the city in its time of need."
Diplomacy: 1d20 + 4 ⇒ (4) + 4 = 8

The Wise Fox |

You guys have two successful rolls so far. You can try again using the same skill, or use different skills:
Appraise: The PC uses her knowledge of the supplies’ value in negotiations.
• Bluff: The PC attempts to swindle Zuka.
• Diplomacy: The PC attempts to impress Zuka with the
• Heal: The PC demonstrates knowledge of the supplies, which you can use to bring down the price.
• Intimidate: The PC attempts to strong-arm Zuka into giving up the shipment for free.
• Sense Motive: The PC uses social cues to read Zuka.

Seon'i |

"Fine, we need the rest of our gold for other purposes … if you want 3500, we can give you 2000 now … we will bring you 1500 more when we are done with our assigned duties."
buff: 1d20 + 11 ⇒ (1) + 11 = 12
Bah!

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As Zuka reacts to Rhyno's forceful 'offers', Terrill studies him closely. As the self-proclaimed Sovereign hears the particulars, Terrill notices his eyes widen at a certain part of Rhyno's speech. Terrill nudges Strat to be sure the half-orc is also aware of it.
Sense Motive, Aid Strat: 1d20 + 9 ⇒ (5) + 9 = 14

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Roll 1: 1d20 + 11 ⇒ (19) + 11 = 30
Roll 2: 1d20 + 11 ⇒ (2) + 11 = 13
In case you want rolls for my other posts. I didn't know we were working it like a 4e skill challenge

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Terrill joins Strat in trying to convince Zuka of the value of his reputation, saying in a low voice, "I know you like your coin, but I don't think that's the only reputation you want among your 'subjects', right, Sovereign? Give us a break in price and folk won't hear about you gouging poor people on the cost of their medicine."

The Wise Fox |

As the battle continues to rage across Nerosyan and outside its walls, messengers tear across the streets with news of the battle’s progress.
It appears that the demonic threat is being contained within the Battle, Confluence, and Outer districts but enemy reinforcements continue to enter the city despite the defender’s efforts. The crusaders and their Pathfinder allies will have to fight harder to push back the invaders!
The Battle, Confluence, and Outer districts have been reduced to yellow threat level. Within the Egelesee and Woundward districts the enemy is building strength. Across all districts enemy reinforcements have arrived making progress more difficult.

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Rhyno is fine with paying the 3000, since that's what he said. If others want to continue, he'll keep his mouth shut.
Rhyno nods in understanding before looking to the others to determine if they are satisfied with the arrangement.

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Terrill nods and says, "That's more like it, Zuka. Pleasure doing business with you. Rhyno, would you pay the man, and we can collect the medicines and get moving?"
Once that is done, he turns to his companions and says, "Now we can get into the fight."
I agree, Egelsee seems to be one of the areas where we'd be needed most, let's stick with the plan.

Seon'i |

"Yes, to battle … if we are still needed here … then here we stay …"

The Wise Fox |

While looking around for demons, in the Egelsse district, you are interrupted by a servant who’s recognizable from the previous gala at the Starrise Spire. The servant quickly approaches the PCs after spotting them in the streets.
“Thank the gods I have found you! Venture-Captain Jorsal tasked me with finding some experienced agents, and it appears I am blessed with you. Jorsal is trying to mobilize as many Pathfinders as he can, and needs the assistance of Venture-Captain Thurl. I’ll direct you to his lodge, but please find him. Or at the very least, find out where he might be!”

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Rhyno groans as yet another interruption occurs, "Will we be doing nothing but running errands and being beheaded chickens while the city burns around us!" The ulfen drives his hammer down onto a nearby section of dirt in frustration, leaving a massive divot in its wake.

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"Not all battles are fought with weapons. Besides, if Thurl is missing, their may be a reason. We should see if we can find him." It's obvious Strat agrees with Rhyno, but tries to put the mission first. "When last was he heard from?"
I vote we head to his lodge

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"But the most glorious battles are! The skalds will sing of the others who defeated scores of demons while we are doing nothing but running laps. I'll not leave you, so if you feel attending another Venture Captain is a higher priority, so be it, and lets be quick about it." responds Rhyno, his muscles rippling as his knuckles go white on his hammers.

The Wise Fox |

You head on over to Thurl's lodge.
Thurl’s Lodge is a modest structure that lies in the Egelsee district of Nerosyan. Publicly touted as a contract site for cut-rate mercenaries, the building rarely sees visitors from the crusader host. A single front door allows for access to the structure, and no other doors or windows exist. The building is surrounded on both sides by other buildings—a blacksmith and a local brewery—preventing any other means of entry or view into the lodge.
You enter the building, but oddly there seems to be no one here.
ROOM A9a: A clock rests against the western wall of this reception area. A desk covers the northeastern section of the room, behind which sits an empty chair. Doors exit to the east and north.
Room A9b: Dominating the eastern edge of this room is a long bench. Two sturdy chairs stand beside a wooden table near the center of the room; a thin layer of dust covers them. A bookshelf lies on the northern edge, prominently displaying books on the history of Mendev and the Worldwound.
What now?

The Wise Fox |

Hall way you are currently in: There are two open doors. The northern door leads to Room 9c. The eastern door leads to room 9f. The southern door is closed.
Room 9c:The entirety of this room is littered with barrels, chests, and crates. The doors to the room only open about halfway before bumping against sundry containers.
Room 9f: Bookshelves line three walls of the room, each filled with tomes of varying size and subject matter, including several pathfinder Chronicles. A door exits to the southeast.

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Standing by the door to the cluttered room, Terrill says, "Hold on, Rhyno. I can't see everything in this room, and I don't want to miss Thurl if he's in here and hurt or something. Give me a hand getting this junk out of the way, will you?" He pushes feebly at the door, failing to find the leverage he needs, and attempts to peek through the opening instead. He then steps out of the way for Rhyno to do a better job of it.
Str check to get door to 9c open all the way: 1d20 + 4 ⇒ (2) + 4 = 6

The Wise Fox |

It takes some effort, but Rhyno eventually opens the door completely. There is a big, big mess in the room. It takes you and Rhyno 15 minutes or so to search the room, and you discover a magically sealed off heavy iron door etched with Abyssal iconography.
I'll save you some time and say there is absolutely no way for you to enter that sealed door at this time.

Seon'i |

Seoni casts mage armor.
"Let's clear this small room off the library before heading into what appears to be the large room …"
When other's are ready and aware Seoni will open the door (where she is now standing on the map.)

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"Well, if Thurl's in there, he's staying in there," suggests Terrill. "Let's keep moving, and I'll try not to send us off on too many more wild goose chases."
He steps down the hall to the room at the end, which he can see is lined with bookshelves. If he finds nothing else of interest, he goes back and opens the closed, southern door in the hallway, giving it a look-over and listen first.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Edit: I thought Seoni might post just when I did, since her token was dancing around on the map. Looks like we had the same thought.

The Wise Fox |

Seoni casts mage armor.
"Let's clear this small room off the library before heading into what appears to be the large room …"
When other's are ready and aware Seoni will open the door (where she is now standing on the map.)
Room A9g: A well-made bed lies against the eastern edge of this room. Beside the bed is a small table. A piece of parchment rests on the table, the edges of which are embedded in cooled wax. Above the table hangs a framed portrait of a howling minotaur depicted as floating above a labyrinth made of pure ivory.

The Wise Fox |

"Well, if Thurl's in there, he's staying in there," suggests Terrill. "Let's keep moving, and I'll try not to send us off on too many more wild goose chases."
He steps down the hall to the room at the end, which he can see is lined with bookshelves. If he finds nothing else of interest, he goes back and opens the closed, southern door in the hallway, giving it a look-over and listen first.
[dice=Perception]1d20+11
Edit: I thought Seoni might post just when I did, since her token was dancing around on the map. Looks like we had the same thought.
Room A9d: A great table fills the center of the chamber, surrounded by high-backed leather chairs. Bookshelves fill the walls, each with an eclectic assortment of tomes and papers, some bound in flesh and other unspeakable substances. Doors exit to the north, south and west, and in the southeast corner, a powerful vrock stands forever posed as if ready to attack—this demon did not survive its battle with the taxidermist.

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After a moment's startlement at the sight of the Vrock, Terrill realizes it is not a threat. He's curious what Seoni has found, and decides to check out the doors off this meeting chamber in a moment. Joining the beautiful sorcerer, he looks around the small bedchamber and picks up the piece of parchment, studying it for any clues as to where Thurl might be.

Seon'i |

"A stuffed Vrock you say? I've had enough experience with animated statues and the like to not trust that one bit. I say we post a couple of guards on it while we open the final door.
"The note have anything of interest? Is that wax from a spent candle?

The Wise Fox |

You find a note that reads:
Colleague in arms,
I send this letter in swiftness, hoping it reaches you in time. Our mutual overlords have informed me that they move to strike Mendev in a war to eclipse any before. Your efforts in Nerosyan have not gone unnoticed and I think it time you leave the shackles of your Society. I shall dispatch a runner to follow this letter, and he will lead you to me. I look forward to finally meeting you face to face, so that we might better plan our next moves.
Make haste,
-T. D.