
GM Chyro |

"Power players, hah!", he laughs.
"The town is known for its siege engine production. The families that own the workshops that produce them are the influence here."
"The vanished pathfinder is a -she-, in case you hadn't heard."
"Charito Menas, her name was. Taldan, lovely to look at, but arrogant as the hosts of Hell. She didn’t like me much.
;)
"Anyway, she didn't go into too much detail. She said she was on the trail of a group she called 'The heart eaters'. Whether this be the hearts of people or livestock, she didn't bother to say. Best to remain vigilant nonetheless."
"I'm not too knowledgeable on old religions and cults, but if i would have to compare it to, say a thieves' guild, i'd think them to be hidden near the settlement or within. Heavens forbid the latter to be true.
They are quite proficient, if nothing in the town looks off."

Enora - Iconic character |

Enora nods.
GM, so what do we do to gather leads? Classical information gathering for rumors? Or are we supposed to talk to all the families in town with power? Don't to destroy the sandbox but don't want to dearail. :-)
"I would propose to gather information and ask about strange behavior or anything else that could be associated with a cult, hearts and eating." she proposes.
Diplomacy aid Harlis, due to 'helpful trait' +4 on check if successful DC 10: 1d20 + 3 ⇒ (19) + 3 = 22

GM Chyro |

Not the families, no. But it's assumed you're briefed and let loose to investigate from there.

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I'm not sure where to proceed from here, there's no info, do we going looking around the town? do we do dip gather info rolls and say we talk to randoms?

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”Gerhart can you tell us more of the families and also how are religions treated in town? We were warned to be somewhat circumspect, any suggestions on fitting in better? Are there any local topics to avoid?” Harlis asks.
Best ask some pointed questions prior to general canvassing.

GM Chyro |

"The families got rich by providing their siege engines to Korvosa. They've been manufacturing ballistae, catapults and trebuchets for Korvosa for many generations, from what i've learned.
Religions, there is a small temple to Torag for the dwarves, but the foremost patron is Abadar, with a bank in his honor."
"Topics to avoid? Talk of the red dragon Glarataxus gets eople on edge. It is a scourge to the settlement for a very long time.
False alarm will not be met with a warm reception."
"For the fitting in, i have a cover for you, of which you'll have to decide the roles among yourselves."
"Sheila thought a bunch of Pathfinders asking questions might put the cult on its guard. We put together a different story, if you want it.
One of you will be Avis Dimitrov, from the Dimitrov family in Korvosa. Dimitrov seeks depraved pleasures and mystic enlightenment. Rich, amoral, and not too bright—the kind of folk any mad sect would be happy to have aboard. The rest of you can pose as Dimitrov’s bodyguards, servants, advisors, and hangers-on. I have some fancy clothes to make you look the part, and a letter of introduction from a Korvosan wizard who was born here. No skin off my nose what you do with this; Sheila told me to get it ready and she’s not one to be lightly refused."
There are several points in town to talk to people. Each location takes you 1d4 hours to do so.
Setup is that you ask about either the cult, or the missing agent at a location you inquire at. You can go as a group, or try covering more ground devided as you see fit.
A. Lonely Hearth Lighthouse: This lighthouse fortress was one of the two original fortifications that became Palin’s Cove and remains one of the two most prominent structures in the current town.
B. Rumalin Manor: Home to the powerful Rumalin family—which controls much of Palin’s Cove’s catapult manufacturing.
C. Ireni Manor: The influential Ireni family lives here, in an austere manor house rising four stories into the gloomy air above Palin’s Cove.
E. Bank of Abadar.
F. Bright Hearth Fortress: The city watch holds the military fortress of Bright Hearth, which serves as a secondary lighthouse.
G. Belodia Asylum.
H. Talich Foundry.
I. Baited Hook Inn.
J. Talich Manor.

GM Chyro |

Yah, who knows where werewolves pop up. ;)

Enora - Iconic character |

"We should go together and we should designate who is Avis Dimitrov. Vassago! I have to say that only you look Chelexian enough. So the rest of us are bodyguards. Let us do some general information gathering in the city and then we put on these clothes and start to visit some of the families." Enora proposes.
Diplomacy aid general information gathering in the city. helpful trait gives +4 if successful DC 10: 1d20 + 3 ⇒ (6) + 3 = 9

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Harlis nods while tucking away his Iomedaen symbols and making his gear look more mundane by taking out the buff of the armor. "Have all the families been in power here for a long time or some newer? Are the guard here sound or more corrupt? I would suggest visiting the guard at Bright Hearth Fortress first for a missing person. Then if they come upon us asking elsewhere we have some reason for that asking."
Assuming we do head out to Fortress.
Diplomacy (with Touch of Glory if suitable): 1d20 + 14 + 8 ⇒ (5) + 14 + 8 = 27

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"Yes together would be a good idea, much more tactical sense when we don't know the area."
diplomacy aid Harlis [dice=Diplomacy aid: 1d20 + 13 ⇒ (6) + 13 = 19

GM Chyro |

Guys, what location are you going for here?
"No, sir halfling. As far as i know, they have been here since the time this turned from a military outpost, into a settlement. No corruption, from what i've seen."

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Harlis said in ooc post that he wanted to goto fortress

GM Chyro |

Harlis, what topic will you ask about, the cult or the missing pathfinder?
Also, is Vassago wearing the provided clothing?
Over the course of 1d4 ⇒ 3 hours of asking around, you arrive at the fort. A group of watchmen stand at its gates and on the walls.
The captain, who happens to be giving some instructions, is the one to turn to you.
"Is there something you need?"

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"Greetings, I am Harlis, spokesman for M'Lord here." he says as way of introduction while indicating Vassago and bowing from his saddle. "I beg a moment of your time to inquire about a missing human woman known as Charito Menas. A Taldan noble. Quite a beauty I have been told. Do you hold any information that could provide aid?"
The missing Pathfinder only here, sorry for lack of clarity.

GM Chyro |

"Missing person, a moment."
The man takes a notebook from his his pocket and looks at a selects set of pages.
"I have no reports of someone missing by that name, i'm afraid.
Name doesn't ring a bell either."

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Harlis sighs and nods "I don't suppose any of that description and manner?" he enquires further. "If not I could I please lodge such a missing person report then? Having the Watch looking can only be a boon."
Diplomacy: 1d20 + 14 ⇒ (9) + 14 = 23

GM Chyro |

The man nods.
"Of course."
He writes down the name.
"Description of the lady? Specifics if you please."

Enora - Iconic character |

Enora jumps in.
"Have you potentially also heard anything about a group that follows love and their hearts? Something like a local support group for people with fine taste?" she asks innocently.
diplomacy aid +4 DC 10: 1d20 + 3 ⇒ (5) + 3 = 8

GM Chyro |

You're trying for 2 topics here, sneaky halflings. :P
The captain shakes his head.
"There are no rehabs for alcoholics and drug addicts here, miss."

Enora - Iconic character |

Enora looks at the captain with a sigh.
"Okay, do you know anything about a cult or about people going missing?"

GM Chyro |

Now that he does know something about. Though said text is at home. ;)
"We've had several people gone missing, actually, yes."

GM Chyro |

Keep in mind for future checks, the setup is you're inquiring about either the cult, or the missing agent, or missing people.
A check yields only one clue/lead, thus only 1 topic can be satisfied.
"A cult, we've no leads to suggest there is one present.
Just people gone missing, almost a dozen by now. There's no leads to suspects, however."

Enora - Iconic character |

”Oh, could we have the names and backgrounds of the people that went missing? We would like to speak to friends and relatives as their might be a connection to our own friend that went missing!“ Enora asks innocently.

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Gone outside the parameters I take it.
Harlis bows. "I thank you for the information you could provide good sir." he says just prior to leaving. Once outside he suggests "Well maybe the Bank of Abadar next then. If there are a rash of missing persons someplace as orderly as the bank will have a chance of knowing."
Heading to the bank and asking about the missing pathfinder (and others)
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29

GM Chyro |

The pathfinder i take it? (Others) suggests the missing people topic.

Enora - Iconic character |

So the scenario forbids us to ask about all three?! ;-)

GM Chyro |

Enora, yes, sort of. The investigation is a multiple checks setup, the party gathering bits of information across various locations. Each location providing (if applicable) 1 clue for the investigation.
-----
Harlis, yes. Initially i read too quickly, thinking the agent and people missing went together, but they are separate topics.

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Sele follows Harlis along to the temple
He helps out with his diplomatic information gathering efforts
Diplomacy info gather Aid: 1d20 + 13 ⇒ (13) + 13 = 26
"This big sword? It's what I use to hit bad people with, but never you worry your not bad people."

GM Chyro |

Hours for check: 1d4 ⇒ 2
The team arrives at the bank to Abadar, which seemingly serves multiple purposes. You get the impression the words: temple, bank, hospital, and city hall all apply here.
A woman behind a reception counter takes a break from writing, and after hearing your question, invites you to take seats nearby.
"You can speak to the high priestess, lady Bodral. She's busy right now, but if you'll wait, she'll be available for inquiries you have."
A kid heads up to Sele,
"Whoa! That's a big blade you have sir, what's it for?"
This big sword? It's what I use to hit bad people with, but never you worry your not bad people.
"Whoa! Awesome! When i'm big, i'll buy a great sword like that too, and protect my parents from bandits, and monsters, and dragons, and much more!", the kid wanders off, making swinging motions with an imaginary sword.
Hours to speaking: 1d2 ⇒ 1
After looking at the place, twirling thumbs, and small talk with other people, a door opens.
"Lady Bodral is ready to speak to you."
As Harlis inquires about the missing agent Charito, she shakes her head.
"I'm sorry, but i don't know anyone by that name.
Of course, not all people who visit our town come to the bank. If they don't, the most likely place to have been a visit, is the tavern."
She means the one you arrived at.

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While the others have been speaking and planning, the good(?) Dr. Vitruvian has been concocting an array of potent - nay, puissant - potables that may be of great value when the time is right.
It wouldn't be the first time I posed as good family doctor for some prodigal popinjay, He reflects to himself regarding the 'cover identity' scheme.

GM Chyro |

Zephyrus, [potent potables], am i seeing SNL reference here? :)
As Harlis is about to inquire about something else, the assistant comes in.
"Pardon me milady, your immediate presence is required, the representatives of Korvosa's Abadarian church are here."
The priestess nods.
"I am sorry, but i must go. I would recommend asking at the tavern."
May i assume you'll take her up on it? If so, missing people still?

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"Onwards to the tavern, as the lady said." Sele says with resignation

GM Chyro |

Hours around & at the tavern: 1d4 ⇒ 2
Some people in the tavern are sober enough to be spoken to, others are looking a bit shady, as if wary of being caught for a minor robbery.... (for example only)
The patrons tell Harlis some minor insignificant details on people gone missing, but one middle aged woman in particular, says something that catches his attention.
"Sometimes, before folks disappear, they start acting strange and talking about service and eternal life. Then again, sometimes people talk like that and they don’t disappear; they just work hard and keep to themselves."

Enora - Iconic character |

"Wow, all of this sounds super creepy! I will support in gathering information ... let us ask some people on the street and in the pub an so on."
Diplomacy aid, +4 if successful DC 10: 1d20 + 3 ⇒ (3) + 3 = 6

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Taking a moment to talk to the others in the group away from others. "So guessing somewhat here. The cult promises eternal life for service, but that some people disappear instead. So instead of asking directly about the cult it would seem that pursuing the missing people would be the best part of that angle as it also encompasses our missing contact." He pauses to rub a foot on the dirt obviously not very comfortable with the upcoming suggestion. "We could also start to engage our disguise more by dropping hints that our 'patron' is looking for eternal life."

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Seeing no answer to his suggestion Harlis offers another path for now. "Let us go to the Belodia Asylum then. Perhaps this malady of the mind also manifests other ways." He then goes to see what aid he can offer there.
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29

Enora - Iconic character |

Do we have a map? The link above the campaign is not correct, is it?
I am really concerned that this search is like searching for a needle in a haystack and a fellow colleague is in danger! And others have vanished too! We need to hurry!

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In response to Harlis
"Sounds good, I shall aid as I can at the Asylum." Sele goes tot he Asylum and aids Harlis's efforts
Diplomacy Aid: 1d20 + 13 ⇒ (19) + 13 = 32

GM Chyro |

When the team leaves, it is late in the afternoon, and they find they've been busy for the majority of the day. Perhaps they can squeeze one last talk in.
I'm counting on a 08:00 to 18:00 day of investigation, and it's 16:00 atm of this check. 2 or less hours nets the check for today.
Hours for check: 1d4 ⇒ 4
Speaking to other people about the asylum and directions, the team arrives at its gates closed up, a sign hanging a few meters behind it.
[We are closed. Come back in the morning.]

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As the group is turned away Harlis addresses Enora. ”I agree Enora, if you have any suggestions about a better course please say. We have found few clues and those merely tenuous. Else we best return to lodgings.”. He pauses to consider before continuing. ” Although perhaps the bar is open still at this hour.”

Enora - Iconic character |

"Yes, sorry, then let us go to the bar and try to gain some knowledge. But we should return to the asylum 8 in the morning to continue the investigation."
Enora also tries to support to gain information in the bar on any missing people in town or the cult.
Gather information aid DC 10, +4 to main roll due to 'helpful' trait: 1d20 + 3 ⇒ (8) + 3 = 11

GM Chyro |

1d100 ⇒ 8
Wandering back to the tavern, you find it pretty much deserted at 20:30, save for the barkeep cleaning the place, and the bouncer tossing out a couple of troublesome drunkards.
The society's agent's home serves as lodging for the team, in case i had forgotten to mention that earlier.
Barkeep: "I'm sorry, honored guests, but i'm not serving anymore at this hour. I start again at 8:30 in the morning."
A man in faded colors clothing stands nearby outside, an almost empty bottle in hand.