
GM Wolf |

"No, no my pardon. None of you know me. I am Grigori, a bard extordinare. I know some of you, it seems that not all of the Slayers of Renown continue to travel with you. I could go speak with the council, though I thought I would speak with you first. I and my band would be willing to help protect your new fledgling nation. I have certain information that would be helpful about other nearby nations."

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Rognar moves up with the rest of the group and looks at the fop up and down and says
alright fellow, you could go someplace that takes you five steps further then you want or I could buy you a good meal and a drink and you could tell us now?
diplomacy aid: 1d20 + 3 ⇒ (13) + 3 = 16

Koldur of the Axe |

"Looking at your body guards, May I know from which country do you hail from?" Koldur asks, now missing a single weapon on his person.

Beorn Blackmane |

"Food and drink can solve most any problem." Beorn says actually happy he does not have to kill these men. Shooting humans in the midst of an undead invasion is just such a waste.

Koldur of the Axe |

Nope. lol. I'll just use my two handed reach weapon for now.
"I don't see why we cannot get you a meal and a drink while you tell us what news you bring." Koldur says as he gestures towards the Inn.

GM Wolf |

Going to the inn with your group the ruffians settle into open seats and help a few patrons to move out of the groups way. Jeering and posturing more than any contact. Grigori calls to the bartender and says, "Your finest bottle of wine for me, ale for my compatriots, and bring us all a feast!"
At one of the largest tables your group sits with Grigori and his two personal guards as he calls them. Two extra scared men who look ripped seeing their bared arms. Until the food is brought out Grigori spins a lot of the rumors that you have heard before, some of them included in the following:
"The Stag Lord has risen from the dead and now stalks the Greenbelt, gathering an army of ghostly bandits from an ancient crypt in the eastern Kamelands."
"A hag known as the Swamp Witch lives in a marsh on the northwest shore of the Tuskwater. She consorts with demons and steals children, boiling them for stew in her magic cauldron."
"A brutish hill giant has been seen wandering the southern Kamelands. Give him a wide berth (or a stiff drink), and he’ll leave you alone."
"The Lord of Pitax paid me to come here and make a ruckus. Something about disrupting your kingdom and taking the Stolenlands like an emerald from you. I have worked for him on several jobs but hearing about the Slayers of Renown from your own people on the road, I decided to keep the money but forget about the mission. Likely setting up shop somewhere in your captial here."

Beorn Blackmane |

"Interesting news. I suppose we would need the Baron's permission to go after Pitax. Can you confirm either of the stories about the Stag Lord or the swamp witch?"

Beorn Blackmane |

”The Stag lord was a major threat in these parts. If his ghost has risen, i think that should be our priority.” Beorn says to the table.

Koldur of the Axe |

"I wonder." Koldur begins as the bard wines and dines himself at their expense.
"What made you throw your lot in with us in the first place? Afterall coming directly from Pitax, we are supposed to be weak."
"What manner of disruptions would yo be supposed to be doing?"

GM Wolf |

"I was first apart of a bandit group that fought with the Stag Lord. I know how strong he was and for your group to have handled it so easily tells me you are not weak, for the Lord of Pitax to know this I would have to send word or return myself." He relays easily as his voice slightly slurs from the wine. Then he continues answering Koldur, "Civil unrest, undermining your relations and such." Mockingly he raises his hand to his mouth as if he shouldn't have said that then waves it off. "I am sure your leaders would prefer to put me on retainer and bolster morale instead, tell the people of your great heroics."

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well I appreciate you coming along and giving us this valuable information and having this fine food and drink with us. I tell you what. Give me proof of any one thing you have said and I myself will retain you and with a healthy stipend to ensure a good life style at the inn I am having built for Halcamora which you know will be a place of great wine and parties.

GM Wolf |

Grigori grins at the offer and pulls from his backpack a scroll case. There is a golden latch he has to undo before unrolling the parchment paper. A very high quality contract and offers it to Rognar.
There is plenty of posh and circumstance but when getting to the main points you see that the Lord of Pitax has signed his name at the bottom with what you might think his royal seal. Next you see on the four paragraph it talks about the stability of nearby countries and the concern about the up and coming country in the Stolenlands. Four expeditions were to be chartered to destabilize and collect what wealth they could for Pitax. One of the names you recognize as Grigore Bard Extrodinaire. The other three names are The Red Claws, Humble Hubris, and Clark Varistro. Overall the document talks about how things stand in Pitax and neighboring countries. I need to pull out the maps and see what other countries are around you let alone Pitax. It would be great if there was a World Anvil of Golarion. I wonder.

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well then Grigori as a person who will be working my inn you will sign a contract to stick strictly to stories which uplift our people and our land. You will no speak a word against any person or their actions within this kingdom. If you are found to do any of this or to be sending letters or passing information to Pitax you will be hung until you die. Any questions? Rognar smiles

Beorn Blackmane |

"Looks like we have a list of people to hunt down." Beorn said looking over the document. "We need leads on these things."

Koldur of the Axe |

Koldur studies the man before him and considers Rognar's words.
Turning to Rognar and catching his eye, he turns back towards Grigori.
"How strong would you say information gathering would be? I could send word to the council considering that I myself holds a seat. There maybe an offer for you depending on your answer and your talents."
"For now Establishing your official status as one working in this Inn would or maybe a start." He leans back and takes a healthy swig from his own tankard.
"For now Tell us about the lands around us or what other news you may have heard as you travelled through this lands."

GM Wolf |

He happily says, "Sounds good boss, uplifting songs and epics, check!" Then he looks a bit worried and gulps but offers, "I understand, hung until I die."
"Clark is the one you should watch out for, though he said something about going to Varnhold first. There is another settlement near the Stolenlands called Varnhold, I beleive it to your South West." He offers. "Oh and the Red Claws said something about a holy bear and a temple to Erastil, if that helps?"
Then to Koldur's questions he offers, "the lands here in the Stolenlands are wild and dangerous. The further South or East you travel you will find greater threats. I have told you about many of the rumors I have heard. There are also a great many of bounties of creatures that need taming or killing. Let alone the undead and that is a crazy point in itself, finding the cause to all the undead would likely make your travels safer. Let alone most won't dare step within your borders without an armed escort."
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So what do you do once you are done talking with Grigori and have him sign a contract?

Beorn Blackmane |

Beorn considers all that he has heard and dredges his memory for anything he can recall about Varnhold and a Temple to Erastil in the area.
K Geography: 1d20 + 6 ⇒ (18) + 6 = 24
Then he heads on over to where the bounties are posted to see what else is out there.

Zod Kralzel |

He stays quiet and listens.

Beorn Blackmane |

After he checks on the bounties, he walks back to the table. "We could always try to find this Temple to Erastil. I've heard of a basic location for it. Maybe track down a few bounties while we check it out."

Koldur of the Axe |

Koldur nods as he tries to remember if Sable and the rest had left a way for them to communicate without having to travel all the way back...

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Rognar sends a runner to the law school to have a contract drawn up between Grigori and he and then while he waits orders more drinks and comes back with a couple of pitchers of group favorites and a bottle and slides them all on the table along with fresh tankards, cups, and glasses for further drinking. Should have played a drunken monk or barbarian lol

GM Wolf |

Your's and Grigore's crews have a merry time drinking and carousing. Soon enough the runner returns with the contract for both of you to sign, with wax, ink, and quill.
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Eventually the night wains and everyone limps off in a drunken stupors to your sleeping arrangements. Please explain where you sleep, how you sleep, and what you do in the morning.

Beorn Blackmane |

If he can manage it, Beorn spends his night with some lass he meets at the tavern. If that proves unsuccessful he and his dog wander back up to their room and crash for the evening.

Adney de Montchele |

A happy smiling fellow carrying signet rings for everyone in the party returns from the keep handing a ring with two axes to Koldur and a ring with grapes in a horn of plenty to Rognar. He lights a candle and hands the ring to Rognar and says I have asked special to carry these here with assignment from the council to travel with you and assist your lordships as I can. I cook and have unseen servants for making camp!. see the note to Rognar from the GM above for ring info

Beorn Blackmane |

Beorn is a brash self absorbed barbarian. He shows off his physique, if there are any games of skill such as dart or axe throwing he participates in those, and he is very loud an boisterous while not necessarily good at any social skills. He spends most of his time in the woods with animals.

Koldur of the Axe |

Koldur slips his signet ring onto his left hand. He guessed that unless they kept finding rings to wear, he'll run out of fingers but that's in the future.

Flouncy Magoo |

Flouncy greets Adney, then excitedly tells him about how he wants his ring; a pipe and a flame, symbolizing Flouncy's love of both comfort and magic.

Beorn Blackmane |

Beorn heads to the common room to grab breakfast. If he sees the others he sits with them or waves them to his table as the case may be. "Well now, we had a great many stories yesterday from the new bard. Shall we follow up on one of his rumors combined with one or more of the bounties? Or do you wish to stay in town a day or two longer?" Beorn asks of them all when they are gathered.

Beorn Blackmane |

"Looking at the bounty list, there is a warg to the north who needs to be dealt with. We can remove that beast as we look for the temple since they are both in the same direction. After we return, there are numerous things that point to issues with Varnhold and the regions between here and there. Should keep us quite busy." Beorn says in response to Flouncy.

Flouncy Magoo |

Flouncy is happy to be part of anything that feels adventurous.
Sounds good to me, Flouncy says with a grin. Hey, where's Zod? Did he just skip town without saying goodbye?

Koldur of the Axe |

"Anyone knows where Zod is?" Koldur is quick to pick up that their friend isn't with them.
"I have work to be done on my weapon but I guess I can leave it here for works while we search for some other jobs to be done. The Worg would be a good target. Best check the bounty boards and let us do those that won't take us too far from the town."

Beorn Blackmane |

"I'm not sure how long it will take us to look for the temple. Last I heard it was in the northern stolen lands. Since you have mostly cleared due north of here I suggest we move north-west looking for this worg and searching for the temple. As a matter of fact, since the area due west is rather wild, why don't we travel due west (hexes 19, 30, 31, 36) and then turn north and head toward the northern reaches of our territory (Hexes 32, 33, 34, 26, 25). Last, we could head south-west to return to the town (blank hex, 24, 14-18). If we move between 12-15 miles per day that has us in the wilderness for about two weeks. Then we return, you get your new axe which should be done by then, and we take a well earned break. This should give us a chance to run into this worg and to find the temple. Thoughts?" Beorn explains his plan. If all are in agreement, he heads out to get the necessary food for the time period.

GM Wolf |

Beorn you didn't talk to the group about getting food, would you have drop the hint that everyone should come and buy their own or what?
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Where do you go to get the food? Do you look around or ask about someone, Diplomacy check?
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Heading out of town to Hex 19 and taking a day to explore it or just moving through? I am assuming you will be taking the pegasuses? pegasi? What is the plurl of pegasus?
2d20 ⇒ (17, 9) = 26

Beorn Blackmane |

"I"m headed out to get supplies, everyone may want to grab chow at least. Who's the best person in town to get trail rations from?" Beorn will ask before heading out.
If he has already departed he returns soon and approaches Flouncy. "Say, would you ask some of the locals where we can buy trail rations. I tried to ask some lady and she grabbed her kid protectively like and fled. Apparently, I don't look trustworthy."
If flying, we should have time to stop and investigate things we see from the air. If traveling by ground, we will need to look for tracks and such at trail intersections, stream crossings, and similar areas likely to have traffic but I would think we would primarily travel.

Flouncy Magoo |

Flouncy looks at the huge man, bristling with armor, a huge bow and sword, and snickers.
Oh, they trust you. They trust you could cut them in half! I'll poke around and see what I can find.
diplomacy to find supplies: 1d20 + 4 ⇒ (9) + 4 = 13

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Rognar gets going and walks along with the group after getting up and dressed feeling relaxed for the first time in quiet some while. After learning how long they might be out he says we might want some camping supplies like tents and cots, some spare dry firewood, some flint and steel as well as oil and some alchemist fire. Perhaps if we find a really good church or shop some healing potions?

Koldur of the Axe |

"Flying?" the dwarf considers.
"I'll have to search for the pegasi and see if they are in the area. They might not agree though if the one with them as is his wont, will do so just to see if he can explore the lands more."

GM Wolf |

Flouncy with his subtle words and frame allows for an easier conversation with the common folk. There is a general store you can get most supplies at price. There is a bakery that normally costs more but not for the Heroes of Renown! You would soon find the same homely heavy set woman who gave you the fresh bread the other day is indeed the baker.
The general store has 3 potions of cure light for sale and 7 flasks of alchemist fire. There is no magic shop yet in town, though you could try tracking down Olivira.
There is the tavern where you could buy three potions of cure light for 200 gp or 75 gp each.
The temple had some holy water and a potion of cure light, they have 13 scrolls of cure light for sale as well with other first level divine scrolls.

Beorn Blackmane |

The temple I assume is selling at standard price? Does it by chance have a wand of cure light wounds?
"I have a lot of gear for setting up camp though I usually don't bother with a tent. However, it can get quite heavy so I usually let my donkey carry it all. If we are flying, I doubt a pegasus would allow us to load it up. I have a rather handy haversack that helps with my personal load but I don't have room for all of it. Do one of you have a magical sack or some other extra-dimensional space you can carry larger items in?" Beorn asks.
Shopping wise, Beorn picks up 40 trail rations (20 gold). If they are indeed going by air, he takes his spare 60 arrows, wraps them in a blanket and places them in the main body of his haversack.