
GM Henry Fortuna |

As you walk down the path and shout a greeting, the kobold turns around screaming in a language you do not understand. She adopts an defensive posture.
Apparently, this encounter leaves no room for diplomacy.
Initiative:
Kargen: 1d20 + 3 ⇒ (18) + 3 = 21
Griffo: 1d20 + 5 ⇒ (1) + 5 = 6
Kurth: 1d20 + 1 ⇒ (16) + 1 = 17
Garen: 1d20 + 3 ⇒ (17) + 3 = 20
Kobold: 1d20 + 3 ⇒ (1) + 3 = 4
?: 1d20 + 6 ⇒ (4) + 6 = 10
Round 1: Kargen, Garen, Kurth, ?, Griffo, Kobold

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Alright. I'll play along, assuming I still have an action.
Kargen steps back and draws an arrow. He smoothly nocks and then fires it. at the Kobold.
Point Blank: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage, PB: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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Riding on Wurt Griffo gets into position where he can cast colour spray on the Croc without hitting his friends.
Move up to 40ft (unless difficult terrain) Ride 1d20 + 3 ⇒ (9) + 3 = 12 (Dc 5 to guide with knees.)
Cast colour spray on the croc. Will Save DC15 negates.
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned , perhaps also blinded , and possibly knocking them unconscious . Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious , blinded , and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious .)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray .

GM Henry Fortuna |

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" A shame she wouldn't talk. " Griffo says walking up and looking at the crocodiles body. " by the gods though, your scary with that blade Kurth! "

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"Thank you, Griffo. Yes it is an impressive weapon."
Kurth holds up his sword and looks at it approvingly. Then he wipes the blood off the blade and sheathes it.
"But it should not be used to slaughter carelessly. I feel bad about this mess. Next time we encounter a Kobold's home, lets just walk around it. If anyone wants to loot the house, do so now, while I bury the bodies. And then let us continue. We have a job to do."

GM Henry Fortuna |

You continue on after your encounter. By dusk, you come to Pier's End. You find lodging at an inn for the night and you are provided with a hot meal. Rees covers the cost for you and the inn is a welcome change from the harsh outdoors.
After you have finished eating, Rees looks at you all intently. "We must find a captain to take us to Escadar tomorrow. From the looks of this town, it may not be cheap."
Either make Diplomacy check to gather information or a Knowledge (local) check to find a captain.

GM Henry Fortuna |

The grizzled sailor looks at Kurth. "Aye, there're three that might be willin' t' take ye to Escadar. Darice Sumore, Small Otti and Crazy Old Tanner usually head that way."
The sailor also shares some of the well-known gossip about each of the captains. Darice never knew her father, and many villagers whisper that he was a member of the Pathfinder Society. Small Otti values his coin, for he has many mouths to feed — most importantly, his own. Tanner’s skill at sea is unmatched, but so is his lunacy; take a boat ride with him and you might ride straight into a squall.

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Knowledge, Local: 1d20 + 5 ⇒ (17) + 5 = 22
Kargen finds an ale house near the docks and tip the bartender an extra couple silvers to see if he can find out anything else.

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Later, when alone with the others, Kurth tells them what he found out and makes the following recommendation:
"We shouldn't get an ex pathfinder involved when we try to travel incognito. He might recognize us and give us away. Or someone recognizes him as a pathfinder. Or he had to leave the society because he betrayed it before. Otti would probably betray us as well, if he thinks he can earn money with it. I say we take Crazy Old Tanner! He seems least likely to be on the consortium's side. Plus, even if he finds out we are pathfinders, no one is likely to believe a lunatic like him."

GM Henry Fortuna |

Kargen learns a little more about the three: Darice resents never knowing her father and some say she longingly caresses the trinket he left behind for her. Small Otti has a weakness for fine food and drink, and any deal with him is made sweeter if food is involved. Some whisper that Tanner is not actually crazy, but no one is brave enough to find out.

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"Tanner. A moment if you would. We have a proposition for you. We need passage to Escadar. We hear you're the man to do it as long as we're brave enough. And one thing I've learned, some people's crazy can be other people's genius. What do you say?"
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13

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"Though yelling at the sea probably isn't helping the reputation..."Griffo says under his breath before adding in a louder voice "Of course, we have coin to pay for the service."
Diplomacy aid: 1d20 - 1 ⇒ (6) - 1 = 5
oops probably made it worse...

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"Seems reasonable I suppose, though I'm not up to speed with how much sea travel usually costs. As long as you get us there quickly, Hmm."
Griffo digs into his pockets "I know I've got enough, just a minute." and gathers up gold coins till he has 25 in a neat stack. "When can we get underway?"

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"Okay, I'll wait here."
Kurth waits at the ship, just to make sure Tanner doesn't talk to Aspis consortium agents or splits with the money. While waiting, he attempts some smalltalk with the captain:
"So ... why exactly were you yelling at the sea? And does the sea usually respond to your yelling?"
He tries to keep an eye on the pier while talking.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
But he is so enthralled by the stories the old man has to tell that he soon forgets to pay any attention to his surroundings at all.

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Kargen returns to the inn to fetch Rees. "We've found a captain. He's a bit odd, but apparently also a bit of a savant when it comes to sailing. We've agreed on a fee, it will be 5 gold per person, including you. Griffo paid up front for us, so we owe him. Let's get your things and get going." Kargen offers to carry the artifact while Rees brings the rest of his things.

GM Henry Fortuna |

Tanner stares intently into Kurth's eyes. "The sea is a cruel mistress, eager to give her bounty and snatch it away with little regard for your feelings. Yelling is the only action I can take against her."
He leans in close. "But between you, me and the dock; I've heard whispers comin' from the deep. Sad voices callin' out. I don't know if that's the sea or the victims she's claimed."
He stands back and laughs maniacally.
***
"No offense, Kargen, but I can manage all of my belongings and the artifact," Rees says dryly. "Let's go then."
Everyone reunites at the dock. Rees hands Griffo 5 gold coins and boards the ship. Tanner waits for all of you to climb aboard before ascending the gangplank himself. You get settled in and Tanner eases the boat into the sea.
After an uneventful and scenic 12 hour journey, you arrive in Escadar. Since dusk has already settled, Rees suggests that the group finds an inn (again at his expense) and contacts the embassy in the morning.

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"Fine." Kargen shrugs. When he gets to the boat, he unstrings his bow and wraps the string to protect from the moisture of the sea. He also pays Griffo 5 gold.
Arriving at Escadar, Kargen follows the group to the inn. He drops his gear into his room and finds a seat in the common room. He makes some small talk with the other patrons and asks about the gillmen in the city, buying a few people some drinks.
Diplomacy (Gather Information): 1d20 + 5 ⇒ (20) + 5 = 25

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At the inn, Kurth remembers to also give Griffo 5gp.
He doesn't like the idea of spending the night there. So when he thinks they are alone, he whispers:
"Why wait until tomorrow? We should contact the embassy tonight. We might be safer there than in an inn. Also, the longer we wait, the more likely the consortium will find out that we are here."
Perception (to detect eavesdroppers): 1d20 + 4 ⇒ (1) + 4 = 5

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"I guess it couldn't hurt to go tonight, but I'm sure Rees knows what he's doing." Griffo shrugs, looking comically small sitting on a stool made for a human. "I'm happy to go along with whatever is decided."

GM Henry Fortuna |

"It is an embassy for Low Azlanti, you know...gillmen...and they won't give us a room, Kurth," Rees says, smirking to himself. "I doubt the Consortium would do anything until the deal is imminent. Though, if we contact the embassy now, the sooner we can leave tomorrow."
Despite paranoia and concern, the trip to the embassy is uneventful and you pass your message along to a page. He returns after a few moments, informing you that you are to meet the gillmen for the exchange at the Grindylow's Goblet at eleven in the morning. You are dismissed and the rest of your night passes peacefully.