
GM Wolf |

"No Brigands here, no bothering questers either if you don't count yur selves." A crotchety response comes from the hut. An old green woman comes to her window and says, "You can come in with two others." She points to Krafnik.
Once you decide who is going in they walk to the door of the hit and the scarecrow turns to face you as you pass it.
The door opens as if on its own, the old woman still looking out from the window.
The old green lithe woman is working at her bubbling cauldron in the center of her small one room hut. Though she stands at the window too. She spits out a few words as she puts more items in the cauldron, "What is your business with me?"

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Blienka looks to Krafnik and nods.
Lets see who she is.
With that, Blienka will move forward with the palabard. She also looks to Valisia and motions her head toward the door, knowing that the summoner has the personality to help, and can easily call on her eidolon if needed.

Krafnik Thorgrappin |

Krafnik enters the hut and bows and says
thank you for inviting us in. We would like to make alliance with you and intend on raising a kingdom here. What would your terms be?

Valisia |

Valisia dismounts and with Kezelia in tow wanders up to the door.

Fritz Lodovka |

Not truly upset he wasn't being called to talk to an old hag, the priest looked around the place. Well, at least there is no chance of an ambush here. The swamp ensured retreat would not happen quickly though, and without being absolutely certain of what lay within, he couldn't fully let his guard down.
He decided to pass the time with his shut-out companions. "Anyone know a good song or two? I don't have much of a voice, but there's enough of here for a spot of talent, I'm sure!" He grinned to the others as he awaited the conclusion from within.

Jenya P. |

Won't know till we try Jenya says. If we do a good job then maybe we'll come back and you can take part? Of course if we all die then you won't hear from us again the cocksure young girl grins.
Ready to move on?

Krafnik Thorgrappin |

we acknowledge the validity of what you say, but I feel of course drom a personal point of view that we will succeed. When we do we will come negotiate with you. Thank you for your time.
Krafnik will back away and bow before departing.

Valisia |

"Hey, whacha got brewin there?" Valisia pokes around but smile mirthfully to the old crone. "Don't you get lonely out here in the boonies? I would get a little bored, although I do like the outdoors. You got any cats? "

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Blienka listens to her companions questions.
We intend to bring beauty to this land. For too long it has been a haven of thieves and evil. That time will soon come to an end. We hope that those who call this home now will join us and make the land safe and productive for all who would come here to settle.

GM Wolf |

In response to Jenya she cracks a smile and coughs out, "Good spunk in ya!"
"Leave that alone," she says quickly as Valisia checks out the cauldron, "alone, never not in these swamps, I like my solitude, less judging."
"If you really mean to make the Stolenlands free and safe you will need to know of some threats. There is the old mad hermit to the west about a days ride. The will o wisps to the South West on Candlemere, a place that really needs clearing. Finally the lizard folk village just west of Candlemere. If you survive long enough bring me supplies for magical crafting and I can make all sorts of items, weapons or armor. If you need high level spell sating that can be done for a pretty penny I am a high level sorcerous after all. If you want to get on my good side go across Tuskwater straight South West look in mud pits to find Black Rattlecap mushrooms and I will pay 100 gp for each you bring back. With them I can cast divination spells better perhaps even do some for your group. Clear those areas and you will have an ally of me. The lizard folk just need to be calmed not cleared."

Krazok Vell Firesource |

After those in the hut emerge and tell what they have learned Krazok agrees that South West to find the Black Rattles sounds like a good objective.

Selena the Elfen Feline |

Selena nods as she secures the chests and asks, "Shall we leave a down payment with her? Like these heavy chests. Did you find out her name?"

Valisia |

Valisia takes notes as the hag tells her all these things and marks them on the maps. "Ok then. It has been nice to meet you. We will see you again some day."

Jenya P. |

Don't think we need a down payment. She's going to be paying us for getting her some Rattlecaps from the mud pits to the south West. She also told us about some mad hermit to the West, some Willow Wisps to the South West, and some lizard folk to the West of the Wisps. Getting on her good side would mean clearing those places out. Jenya says to Selena.
Which way do we go?

Albinius Ap Medvyed |

"I vote for starting with the mad hermit. That seems to be the nearest and starting with the easiest job makes sense to me. That way if the worst should happen, we've still achieved something eh" Albinius replies.

Krazok Vell Firesource |

"It sounds like there are more threats than I had expected, shall we stick together and send out those who want to scavenge and hunt while the others explore? As we head West." Krazok says suggesting as the group mounts up.
Please post if you will be exploring or hunting. Hunting requires a survival check.
He joins the hunting group to recover food as the others explore.
Survial: 1d20 + 8 ⇒ (3) + 8 = 11

Selena the Elfen Feline |

She lets the others get the food and forage in the dirt. She keeps her eyes out for any ruins and signs for the hermit or any other threats.

Aurora Blackrose |

"Given I know little of that area, I'll be more into exploring the area.
As it is best to know the area to get better results when you hunt.
I would not want to chase a boar through a patch of poison oak." replies Aurora

Albinius Ap Medvyed |

"Indeed, between us we seem to have no shortage of food. I shall also devote my focus to exploration and not gathering more food." replies Albinius

Valisia |

Valisia will join the exploration team.

Krafnik Thorgrappin |

Although not the greatest hunter after seeing the group exploring Krafnik with his bow will switch sides to hunting
survival: 1d20 + 2 ⇒ (17) + 2 = 19

GM Wolf |

After about half the day is used exploring you stumble upon a man with a crazy white mane, beard, and moustache. He wears wrappings and simple cloth bear clothing with many bones accentuating his clothes. He has a large grin on his face and open hands, a whip is secured to his belt and a puma (large cat/cougar) walking beside him.
"Greetings travelers, how can a simple druid be of help to you, perhaps guiding you to help keep balance and peace in nature?" He says happily.
XP 1600
Male old human rogue 7 CE Medium humanoid (human)
Init +6; Senses Perception +11
AC 17, touch 14, flat-footed 14 (+3 armor, +1 deflection, +2 Dex, +1 dodge)
hp 45 (7d8+14)
fort +3, Ref +7, Will +3
Defensive Abilities evasion, trap sense +2, uncanny dodge
OffenSe
Speed 30 ft.
Melee mwk short sword +8 (1d6/19–20) or
+1 whip +8 (1d3+1)
Special Attacks sneak attack +3d6
TACTICS
During Combat The mad hermit attempts to make a surprise
sneak attack on the first round of combat and continues to make sneak attacks as often as possible, either feinting against opponents or flanking them with his pet puma.
Morale If he is reduced to 5 hit points or less, the hermit runs away to plot his revenge. Once he has recovered, he may stalk the PCs, hoping to pick off stragglers one by one.
STATISTICS
Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 19
feats Combat Expertise, Dodge, Exotic Weapon Proficiency,
Improved Initiative, Improved Trip, Skill Focus (Handle Animal),
Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +10, Escape Artist +12,
Handle Animal +10, Knowledge (nature) +9, Perception +11,
Sense Motive +11, Sleight of Hand +12, Stealth +12, Survival +8 Languages Common, Kobold, Sylvan
SQ trapfinding, rogue talents (combat trick, finesse rogue,
surprise attack), trap sense +2
Gear +1 leather armor, +1 whip, masterwork short sword, ring of prot. +1
XP 600
Puma (use stats for leopard, Pathfinder RPG Bestiary 40)
hp 19
TACTICS
During Combat Cat pounces on the nearest opponent in the
first round of combat and then charges whoever is fighting
the mad hermit.
Morale Cat fights ferociously until slain.
Treasure: The hollow oak tree contains next to nothing of value: a few pieces of crude wooden furniture, a simple wooden bowl and spoon, and a pile of dried leaves for a bed. The mad hermit keeps his few treasures in a chest sitting in a hole under his bed of leaves, which can be discovered with a DC 20 Perception check. The chest contains a potion of cure light wounds, a potion of invisibility, 164 sp, 31 gp, and a tarnished silver locket holding a faded portrait of a young woman (worth 10 gp) wrapped in a piece of cloth. This locket depicts the hermit and Bokken’s long- dead mother—Bokken will pay up to 300 gp (or 900 gp in potions) for its return. The cloth itself is a faded map of the Greenbelt that might just point the way toward a great treasure (see the Quest: Tomb Treasure sidebar).
Tomb Treasure
he PCs gain an intriguing treasure map that claims to lead the way to a magic weapon.
Source: Treasure map found in the Mad Hermit’s den. Alternatively, you can begin this quest by having the PCs find the treasure map as part of any treasure stash in this adventure.
Task: A few minutes spent deciphering the scrawls and faded shapes on this map are enough to recognize that the map seems to point the way to a hidden burial cairn somewhere in the Kamelands between the Gudrin and Shrike rivers, due east of the northern shores of the Tuskwater. A potent weapon is said to be hidden within this tomb, although the map vaguely warns of traps and an undead guardian who stole out of the tomb to reclaim the magic weapon once before. Following this map leads the PCs directly to the Lonely Barrow (area f).
Completion: By following the map, the PCs come to the Lonely Barrow (area f), wherein the weapons promised in the map can be found.
Reward: You should adapt the type of weapon this treasure map promises to match the favored weapon of one of your players who doesn’t currently have a good magic weapon—the reward for this quest is that weapon’s recovery (see area f4).

Valisia |

Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
"Hello old duffer! I myself am very interested in nature and its peace inducing auras. Tell me about this area and what you have learned."

GM Wolf |

"I am happy for finding folks such as yourselves, not bandits. If you looked like a rag tag group I would not have approached, I can be sneaky when I want to be with Cat here. An old hermit you say, why are you looking for one?" He continues to be cheerful and inquisitive with his question. When he introduces his puma he affectionately pats its head.
He continues talking merrily answering Valisia's question, "This is a pretty normal area of fauna, the way I like it. Over to the South there is a brook that can clear your mind and body of intoxications. I do my best to keep the place natural and clearing out any pests that might come into the area."

Selena the Elfen Feline |

She looks over at the old man indifferently, staying to the shadows the best she can.
stealth: 1d20 + 11 ⇒ (4) + 11 = 15
sense motive: 1d20 + 8 ⇒ (18) + 8 = 26
She begins to slink around through the foliage.

Krazok Vell Firesource |

Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
Krazok gets off his Axebeak and comes forward we walks up so there is 5 feet between him and the man, bloody axe in one hand with its head towards the ground, he growls out, "I don't like how you lie, tell us the truth or feel my steel."
intimidate: 1d20 + 7 ⇒ (3) + 7 = 10

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Sense Motive 1: 1d20 + 9 ⇒ (3) + 9 = 12
Sense Motive 2: 1d20 + 9 ⇒ (10) + 9 = 19
Blienka stays back listening. She is unsure why Krazok distrusts the druid so much, so she decides to not interfere.

Krafnik Thorgrappin |

sense motive: 1d20 + 2 ⇒ (8) + 2 = 10
I find that if our leader dislikes your words and says you lie that anything you say falls under question due to your disposition...

Albinius Ap Medvyed |

Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 15 ⇒ (16) + 15 = 31 Checking the area to see if there is anyone else around, hiding in ambush
"Peace friends. I'm sure the old man means us no harm, besides we are many and he is few." Albinus says to the group before turning towards the old man.
"Cyfarchion Hen Feistr. Cwrdd yn dda. Ymddiheuriaf am anfoesgarwch o fy ffrindiau"
"Greetings Old Master. Well met. I apologise for the rudeness of my friends."

GM Wolf |

The old man takes a few steps back at the negative words said towards him. Then he looks at Albinius as if he has lost his mind taking a few more steps back. "A pox on you all!" He runs for it, being rather spry for such an old man.
Krazok and the old man get to act as well as anyone who gets a perception DC 18.
init for Krazok: 1d20 + 4 ⇒ (12) + 4 = 16
init for Old man: 1d20 + 5 ⇒ (6) + 5 = 11