
DM Kludde |

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Sczarni dot.

DM Kludde |

“Pathfinders, I’m sure you know our associate, Guaril Karela, if not personally then by reputation,” says Ambrus Valsin while gesturing to the Varisian man seated across from him. “We’ve had reports from a confidential informant in the Aspis Consortium that trouble is brewing in Tamran. Probably not coincidentally, several of Karela’s shipments bound for Tamran have gone missing.”
Guaril adds, “You see, the Molthuni navy maintains a rather tyrannical blockade around the city—a blockade past which my associates and I have helped Ambrus move items numerous items. It’s not so difficult; the Molthuni are not the brightest stars in the sky. Or at least it wasn’t difficult until recently. An unknown party has intercepted my last dozen shipments, and I doubt Molthune is responsible. When I lose shipments—”
“—Our lodge in Tamran loses much needed supplies,” finishes Ambrus. “Not to mention the fact that Guaril provides many important goods to the people of Tamran, such as food and medicine. Your mission is to accompany Guaril to Tamran and investigate the disappearances and thefts. Hopefully Oraiah Tolal, our venture-captain in Tamran, will have more leads.
“You depart with Karela in two hours. If you have any questions, or any supplies to purchase, I advise you do so now.”
Ask your questions or roll K(hist)

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Scarlet is clearly awestruck by Guaril, "One day we Sczari will ascend once more, Godfather" she offers as she bows with deepest respect.
"Who do we think is behind the thefts? A likely enemy, or is it just opportunists?"
Poppy watches on, equally surprised to see THE Guaril Karela in the flesh.

DM Kludde |

Guaril shows the most minimal of reactions to the praise Scarlet offers. Valsin offers an answer to the question: If it’s not the snakes, then it could be the Church of Razmir. We’ve had unpleasant dealings with them in Tamran in the past, and I wouldn’t put it past the Razmiri to hold a grudge. We also can’t rule out any of Guaril’s enemies or rivals, of which I’m certain he has many.” Guaril does not comment, merely offering an innocently apologetic smile and shrug.

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Bones speaks up, "So we are to investigate missing smuggling shipments? Is it only the Molthuni navy that we need to avoid or are there other groups that would take it wrong if we were too public in our investigation?"

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Adrianna is a young human female, wearing light brown and white monk robes - loose fitting to allow maximum movement and yet covering almost all of her young body. She carries several javelins in a large sheath on her back, and two pair of wooden rods connected by a thin cord but no other weapons. Barely into adulthood, there is a sense of purpose, or perhaps destiny, about her. SHe thinks on he previous lessons about the history of Tamran.
Kn(Hist): 1d20 + 5 ⇒ (10) + 5 = 15

DM Kludde |

The list of stolen goods is extensive, and we've also been having trouble receiving reports and artefacts from the Tamran lodge.
The people of Tamran are good folk, but when times get tough, they can be a bit insular and suspicious of outsiders. Tamran belongs to Nirmathas, which has been at war with Molthune for the better part of a century.
The Nirmathi are outmatched by the Molthuni in numbers, and so they rely on guerilla tactics to win their war of independence. To this day, the capital Tamran and its surrounds are not protected by a single army but by loose collection of militias.
Molthune has captured and occupied Tamran five times throughout its history, but the Nirmathi have retaken it each time. Fortifications proved ineffective against the Molthuni armies, so the Nirmathi simply tore down the walls; this makes it harder for the Molthuni to hold the city, and the forces invariably withdraw and burn down the city after sustaining too much harassment.

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After thinking for a moment, Adrianna offers the following tidbits of information about the area. "The Molthuni outnumber the Nirmathi, and so they rely on guerilla tactics to win their war of independence. To this day, the capital Tamran and its surrounds are not protected by a single army but by a loose collection of militias.
Molthune has captured and occupied Tamran five times throughout its history, but the Nirmathi have retaken it each time. Fortifications proved ineffective against the Molthuni armies, so the Nirmathi simply tore down the walls; this makes it harder for the Molthuni to hold the city, and the forces invariably withdraw after sustaining too much harassment."

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As the Pathfinders gather in the briefing room, a shy voice comes from inside one of the ceremonial armor suits adorning the room, echoing as though the armor was hollow.
"Is anyone here yet? I'm not sure if I can see properly. Is that a bird? Please don't let it marr this armor, I wouldn't know how to clean it. This is annoying. Oh, I'm Jalthas by the way. I would shake your hand of course, if only I could. You see, I'm a bit trapped by this armor. Best leave the story of how I came to don it alone for now, but suffice to say that it appears to have a will of its own, and it somehow chose me. Since that day, I haven't been able to take it off." says the half-desperate voice from inside.
"This is most unfortunate, especially since I'm going to be sent on real missions now. Please O Lady of Graves, make it so that there won't be any water. Or molds. That would really be disastrous." complains the voice.
Knowledge (history): 1d20 + 7 ⇒ (12) + 7 = 19
"Err... Sir? Mr. Karela? I was wondering. Is there any personal enemy that would be apt to disrupting your plans? I know the Serpents probably did it, it's just... in your line of business, we could expect a more personal tie."

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Bones tries to recall what he knows, at first not much comes to mind, but after a good thunk to the noggin he shakes the knowledge lose.
K(history): 1d20 + 7 ⇒ (7) + 7 = 14
reroll Memory recall domain K(history): 1d20 + 7 + 3 ⇒ (20) + 7 + 3 = 30

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The green-haired gnome pales at the mention of a navy, recalling the seasickness he went through on his last ocean voyage - his coffee-brown skin turning almost yellow, somehow clashing even more with the bright red scarf at his neck.
He nods along quietly as the others share their knowledge, not paying much attention to the geopolitics of the area, being distracted by the curiosity of a suit of armour with a mind of its own. Out of sheer curiosity, he quietly mutters a spell to discern its nature. Detect magic, just for flavour

DM Kludde |

"Please O Lady of Graves, make it so that there won't be any water. Or molds. That would really be disastrous." complains the voice.
Or heavy drinking
Guaril Karela opens his mouth for the first time: Personal enemies, you mean other than the ones that tried to get me killed a year and a half ago? I my trade, profit leads to envy, and envy leads to enemies. My business is highly profitable, but mister Valsin has already guessed at the most likely enemies.
Armies of the Shining Crusade fought the forces of the Whispering Tyrant over the area now occupied by Nirmathas, and the ruined fortresses left behind by the crusaders still remain to this day.
As soon as the party is ready, Guaril Karela provides a ship to take him and the adventurers to Tamran, using the cover of night and his own cunning to slip through the Molthuni blockade.
In the early hours, the group reaches Tamran, where they are greeted by a man who calls himself Reginar Lacklan. Let me guide you to the Ashfall lodge.
This is where we part Guaril explains. I have my own business to pursue. Meet me at the lodge in three days.
Like much of the city, Ashfall Lodge rises above the marshy ground; however, whereas most other buildings stand atop piers and pilings, the Pathfinder lodge straddles three broad cypress trees. Rope bridges and wooden slat ladders wind across its outer branches, leading to a handful of tiny cabins for storage and visiting agents. Two bell pulls hang from the southern tree—one weighted by a medallion depicting the Glyph of the Open Road and the other weighted by a bronze symbol of two faces in profile.
Reginar takes hold of the Open Road rope and gives it a sharp pull, sounding a high-pitched bell in the lodge above. From above, a gray-haired halfling
woman examines the visitors, smiles, and drops a rope ladder. She nimbly clambers down and gestures grandly to the elevated structure. “Welcome, Pathfinders. May Ashfall Lodge be your home away from home and your welcome to a new land. If you’ll accompany me, I can answer any questions you might have.”
My name is Oraiah Tolal. she says as she leads the group to a small meeting room.
I have tried to investigate these thefts, but there has been a pernicious rumor spreading through Tamran, slandering the Society in general, but more specifically Reginar and myself. People claim we are Molthuni sympathizers, and it doesn't help our effort. I suspect this rumor campaign is linked to the disappearance of Guaril Karela’s shipments, but I have no proof.
You, as newcomers to the area, should be able to learn more. There's several sites in the city that may be worth investigating:
The Docks: “Karela’s shipments across the lake haven’t been getting through, which means the bandits must have a ship. If they have a ship, they’ve probably visited Tamran’s docks.”
The Gar’s Last Meal: “Many consider it the only inn in town worth staying at—a harsh verdict but a great place to dig up rumors.”
The Forest Bounty: “That’s the town’s most popular feast hall. These days it’s seen a lot of traffic from members of the city’s various militias. You probably won’t get a very friendly reception, what with the rumors around town, but talking to the militia patrols is your best bet at learning what’s going on outside the city.”
The Market District: “We haven’t been getting our supplies, but several of the more... illicit... items Karela used to bring into the city are still appearing in the market. That suggests someone in town is fencing goods for the thieves.”
You can stay at the lodge, and I will support you with healing or cure spells, should you need them

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"And a lovely place you have here too Oriah" - Scarlet and Poppy do their best not to be too obvious as they tally the worth of the place.
Scarlet takes the information on board with a nod "Shall we dig for rumours at the Gar, then see what the Militia might add over at the Bounty, then we can check the Market for who is who, then the Docks for anything? Reckon that might give us a good order of information..."

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The voice that emerges from the armor appears to be a grateful one, if anything.
"Err... mighty thanks, m'lady. Just a question though. What was the other rope for? The one with the bronze symbol?
"... well, back to the point I imagine. We'd better investigate the rumors first, since they might point us to the place we can possibly find the culprits. It could save a lot of going back and forth, perhaps."

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On the way Bones comments "There are several ruined fortresses left behind by the Shining Crusades when they fought the Whispering Tyrant in the area now occupied by Nirmathas."
After meeting Oraiah Tolal, the dwarf nods in agreement "The Gar sounds like a good place to start."

DM Kludde |

I maintain a shrine to Alseta here. Those who request my spellcasting service pull the other rope. Oriah explains.
Yes, requesting Lodging at the Gar may take suspicion off you. If you can stand the smell of fish, you'll find it relatively comfortable. You're welcome to stay here anytime, though.
You can also roll a general Diplomacy/K(local) check just to canvas the town without going anywhere
Oriah wasn't lying: the smell of fish does permeate the Gar's Last Meal. The taproom at the Gar’s Last Meal is a fairly popular local hangout, with many guests of all walks of life, all potential sources of information.
The musicians and sisters Lily and Lilah earn their living performing a dueling lute act. Between performances, they are a good source of local news.
Lily says, “I heard the thefts were fake. One of those Pathfinders was in here a few weeks back asking around about the Shining Crusade, wanting to know if anyone had a picture or a drawing of what the soldiers back then looked like. I asked her about the thefts, and she said it was all a lie to let the smugglers drive up the prices.”
Lilah adds, “Yeah, I remember that elf. She gave me the willies, her and her boyfriend both. Glad I haven’t seen them around town lately.”
The two women do not elaborate further beyond identifying both supposed Pathfinders as elves who had a strong herbal scent about them.

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Scarlet - Diplomacy 1d20 + 8 ⇒ (5) + 8 = 13
Scarlet looks thrilled at the sound of fish and unconsciously licks her lips. Unfortunately she is too distracted to make good conversation.

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Knowledge (Local, canvas the town): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (Local): 1d20 + 11 ⇒ (9) + 11 = 20
At the Gar's Last Meal, Castien appreciates the musical talents of the sisters' dueling lutes. After speaking with them for a moment, he reports to the rest of the party. "Th-there were t-t-two P-p-pathfinders here a f-few w-weeks ago. Th-they were asking q-q-questions about wh-what soldiers looked like d-d-during the Sh-shining C-c-crusade. Th-they c-c-claimed th-that th-the th-thefts were f-fake, and s-suggested it w-was a lie to let s-smugglers d-d-drive up p-p-prices. Th-they were elves, w-with a s-strong herbal s-scent about th-them, and m-made th-the s-sisters th-there d-d-distinctly uncomfortable."

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Entering Gar's Last Meal, the man inhabiting the large clunky dark armor moves clumsily to the bar. "Excuse me good sir, may I get a decent meal? Preferably soup. With a straw. Err... why? I can't take this armor off, that's why. Yes, a strange story - I might tell it later. By the way, have you heard of smugglers around here? What? None of my business? Fair enough."
Diplomacy: 1d20 - 2 ⇒ (10) - 2 = 8
"Err... and about that soup?"

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"The elves may have been Aspis agents spreading falsehoods to discredit the Society. Or they were telling an unpopular truth. We will have to continue our investigation to determine which..." she says to no one in particular...

DM Kludde |

Castien and Bones learn quite a few rumours from canvassing the town. While Jathas is waiting for his soup, and Scarlet is distracted by the smell of fish, Castien also manages to locate the Duelists Lutist sisters.
Several of the hospitals and temples in town are running low on medicines and potion-brewing components ever since several key blockade-runners stopped making deliveries to Tamran. It’s said the Pathfinder Society had worked with these smugglers before, and the Society has paid them to divert goods to Molthune instead.
While most of the goods Karela smuggled into town are no longer available, some of the more illicit or expensive items like drugs are still for sale in the market from less scrupulous merchants. Rumor has it that the Pathfinders are trying to get the Nirmathi soldiers addicted to drugs.
A Varisian traveler in town was flashing around a wayfinder and claiming to be Karela’s associate. He tried to solicit bribes from local shopkeepers to keep the flow of smuggled goods coming. When they refused, he made veiled threats. Shortly thereafter, the shipments slowed considerably.
---
Moving on to the Forest Bounty:
The Forest Bounty is a popular feast hall located on the north side of Tamran. The interior of this enormous wooden long house is brightly lit and filled with the sounds of laughter, music, and merriment. Food scents mingle with the smoke of cooking res and tobacco pipes. Servants carry food and drinks from the open kitchen area to the various wooden benches and tables that ll the hall. Many of the patrons are armed and armored, proudly bearing the insignia of local militia groups on their cloaks and tabards,along with the sword and tree symbol of Nirmathas.
When the group enters, the hall falls silent for a moment, as the music stops and the patron turn their heads to watch the new arrivals.
Do any of you wear a wayfinder?

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At the lodge, Cacumattus is delighted at its construction, and runs excitedly along the rope bridges. "Reminds me of home!" he comments with a wide grin.
Before leaving the lodge, Cacumattus is careful to hide his wayfinder inside one of the may pockets in his clothing.
Sleight of Hand: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Applying +2 per the skill description for advantageous clothing (lots of pockets and a cloak); adjust if necessary
On the way to and at the inn, he tries to engage some of the locals at the lodge in conversation
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
but doesn't find out much of use.
Entering the Forest Bounty, he immediately approaches a server and orders "whatever the local delicacy is, something I couldn't get anywhere else. And nothing from that horrible Molthune place," he adds with an expression of distaste.
Do we need a story for who we are, if not pathfinders?

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Jalthas doesn't have a wayfinder, sorry.
The serrated, black as night armor moves of its own volition into the feast hall, sending shivers down the spines of many attendees... until Jalthas trips and barely manages to avoid falling prone with a high-pitched cry. "Ahhhh! Oh, sorry good sirs and madams - many apologizes, this armor is so awkward to move with... Can we have a table for me and my fellow travelers, please?"

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No Wayfinder for Adrianna, either. She does wear a magical amulet, however...(amulet of natural armor +1).
Adrianna laughs at the innocent clumsiness of the spiky knight, her young face lighting up with the smile. With the laugh still in her voice, she adds on to Jalthas' request, "Yes, a table - in the corner, so the clumsy one here doesn't accidentally impale anyone!"
"Oh Jal, I swear we will have to put wooden balls on your armor until you learn to control it better..." The gentle jest is meant to diffuse any tension in the room - Adrianna tries to sense if the group is apprehensive or hostile...are they scowling? Do some grin at Jalthas clumsiness and her teasing? Do the servants and barkeep look about nervously, or worse, disappear from the room?
Sense motive: 1d20 + 11 ⇒ (16) + 11 = 27

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Bones relates what information he gathered {see spoller for Bones above}, "I agree with Adrianna, the pathfinders' reputation is being targeted by some group."
No Wayfinder, but Bones does have holy symbol of Pharasma on his shield and another around his neck.

DM Kludde |

Aye, have some food. Slob is warm, but it would have been better if it weren't for those cursed Multhuni dogs blockading our port. a man grumbles. He is clad in a green cloak bearing the symbol of Nirmathas, walks with a limp and is missing his left arm from the elbow down.
Now is not a good time for strangers to be asking questions in Tamran. There are rumors that spies walk among us and that Pathfinders are among those spies. I find it a little hard to believe, given Pathfinders helped me out in a time of need, he remarks, gesturing with his hand to his amputated arm.
He seems to have some suspicion, but he is not sure you are actually Pathfinders.

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SM 1d20 + 6 ⇒ (17) + 6 = 23
"Pathfinders do help people in times of need, because they are helpful folk. Seems the problematic strangers in Tamran aren't asking questions, but rather making threats and carrying out slander and scandal - but we aren't problematic strangers, we are the helpful kind. Maybe you can tell us more about that hand, friend, seems you have a tale worth telling?"
Scar;et loosely codes back, but with enough ambiguity to deny anything.

DM Kludde |

This, he waves the stomp of his arm, ah, that cursed day. It was a skirmish in the woods, five of us, when we got beset by a band from Molthune. I thought they were just thieves, highwaymen, but they turned out to be elite soldier. Killed three of us before they got to me. Marcos was fighting side by side with me, and we nearly bested them before their leader caught me off-guard. Farabellos fended him off, I later heard. Saved my life that day.
Slander and scandal, indeed. I am a righteous man, though, I would be willing to help those who find themselves at the receiving end of such slander. Have you had any trouble?

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"If you are a friend of Marcos you are a friend of ours...We haven't found ourselves at the end of any of the trouble personally... but I am led to believe there are agents slandering the good name of the Pathfinders, and we'd be keen to speak to those people and ask them what they mean by such knavery"

DM Kludde |

I have an offer, then. I know something of these bandits you seek, and I will tell you, but first one of you must drink this,” he says, producing a small blue bottle from his pocket.

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"An interesting proposition, is this some kind of display of trust? Want to divulge what that is, then perhaps we can all keep each other advised?"
Scarlet is really just delaying whilst she tries to work out whether she will be able to work out a stage magic trick with it...
Between her sleight of hand, bluff, and Poppy off to the sides using prestidigitation - can she make a bit of a show of it and 'fake' drinking it? (leans back and sleights tipping the bottle down the back of her armour - Poppy dries it off or some other theatrical shenanigans...

DM Kludde |

It is, it will ensure my trust. the man says, but as he sees Poppy cast a magic spell, he put up a sour face but perhaps my trust is not called for, as he - somewhat theatrically - put away the bottle and prepares to leave...

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Castien stops the man. "G-give it t-t-to m-me." Taking the vial, he unstoppers it and downs it in a single gulp.

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It is, it will ensure my trust. the man says, but as he sees Poppy cast a magic spell, he put up a sour face but perhaps my trust is not called for, as he - somewhat theatrically - put away the bottle and prepares to leave...
Poppy hasn't cast any spells yet, I was OOC checking to see what may be possible to weigh up the odds... :)
Scarlet looks shocked as Castien drinks the vial...

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Watching the exchange between the one armed man and his allies, Bones starts to raise his hand to interrupt when Castien drinks the blue vial.
The Cleric watches to see what effects the liquid has on Castien.
spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15

DM Kludde |

Castien quaffs the potion, as Bones realizes the effect it will have: it is an exlisir of truth.
DC 13 Will save to negate the effect (Castien's +2 bonus applies), you can still pretend you've not made the save with a DC 12 Bluff check
The man immediately starts questioning Castien after seeing him down the potion: “How long have you been working for Molthune?” “Who is your Molthuni contact?” and “Do any of your allies have ties to Molthune?
Once he is sufficiently convinced, the man apologizes: You can't be too careful these days.
Two weeks ago, while my men and I were patrolling along the edge of the Fangwood south of the city, we spotted a group of bandits attacking a smuggler in the woods. We gave chase, and tracked them as they fled west, but lost the trail when they hit the river. I don’t think they simply forded or swam; I’d bet good money your bandits have a ship capable of sailing up the Marideth River.”

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Will Save (Racial bonus vs. enchantment): 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Bluff: 1d20 - 2 ⇒ (16) - 2 = 14
Castien, completely unaffected by the potion, nevertheless is able to convince the man that the group is not allied with Molthune.
"W-would y-you s-say, th-then, th-that th-they m-may have a b-base upriver? Th-they m-may intercept sh-shipments and hide th-them th-there?"

DM Kludde |

Hard to say, hard to say. I would be prepared for the possibility, though.
Ready to move to the next location?

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"Surely they need to come into the docks here to offload or peddle their goods. Don't steal things just to warehouse them, surely"
Happy to move on

DM Kludde |

It seems the marketplace does not rely solely on Guaril's smuggling to function: it is an active, bustling place even under the blockade, though it is hard to find someone to speak to other than to buy wares.
I need a diplomacy or K(loc) check to get information here