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Hidden within the twisting paths of the Echo Wood, the lawless settlement of Thornkeep gives shelter to folk both dangerous and desperate. Here, the hardiest settlers and artisans ply their trades, ready to defend their own with blade or arrow; mercenaries and barbarians brawl in dismal taphouses, fueled by turbid moonshine and illicit backwater drugs; brigands and river pirates come to spend their bloody gold in unruly and dingy establishments; and monsters both benign and otherwise hide among the populace, eking out their debauched existences as they seek to inflict cruelties on their neighbors. Mercy, charity, trust—these virtues are in short supply in Thornkeep. This forest stronghold is a place where the bold and enterprising can make a fortune and perhaps even keep it—so long as they are strong enough to protect their wealth from the myriad dangers, both human and otherwise, that plague the town.
Thornkeep lies about 10 miles from the broad, sluggish West Sellen River and the ruins of the once-prosperous town of Mosswater. The settlement is a disorderly, ramshackle affair that huddles on a low hill beneath the bramble-covered walls of its namesake castle. The presence of the castle provides the people of Thornkeep with just enough protection to deter the pirates and brigands of the nearby River Kingdoms, while offering Thornkeep’s own bandits and thieves a safe base from which they can prey on traffic along the West Sellen or the Crusader Road.
As your eyes rise - maybe with a hint of incredulity? - from this page of a Pathfinder Chronicles volume, you once again gaze upon the well-girthed Venture-Captain Adril Hestram, whose bushy and unruly beard can hardly hide a large beaming smile.
What did I tell you. Harmless! Without any danger! Those bandit stories only exist to scare people away from the privacy of these woods anyway. You have to agree that this first mission of yours could hardly be any easier. Ha ha ha! A booming voice echoes in your ears
His eyes glinting with excitement, the broad-shouldered man continues. Your mission is simple. Travel to the River Kingdoms and the Echo Wood, find the area known as Thornkeep, and establish your base camp there. You might want to talk to the locales, they always know rumours that may-or may not-help us. Maybe someone knows anything about that door, who knows? The Venture-Captain shrugs, scratching his prominent beard.
Once you're settled in Thornkeep proper, delve into a crevice that opened some time ago under the location known as Brokenhelm Hill. Inside, you will find an ancient complex of rooms-hardly anything fancy by our standards, but you have to start somewhere, don't you? Anyway, the locales call this place "the Accursed Halls", and rumours have mentioned a strange stone door that would lead below Thornkeep, according to some legends. Your first step will be to find the means of opening that door. Report to me as soon as this is done, and your career in the Society will know a great start. Oh, and for the love of Calistria's melons, don't get yourself killed!
Any normal expenses, food, lodgings, will be covered by the Society. Any questions?
Please start by describing and introducing yourselves to your fellow Pathfinders, before you ask any questions.

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A sour faced man in a crisp Andoran navy coat worn open over his armor, and wearing three bladed scabbards, only one of which contains a greatsword shakes his head,
"It is not so easy I think, but if it were easy you would not need men such as I," turning to the rest of the group he nods, "I am Rellen Horatio Marn, proud son of free Andoran. I was a slave, I was a sailor, now I am a Pathfinder, I am a fair sword and passable with a lock. I do not mince words and am no diplomat."
Rellen looks like his alias picture, which I always think makes things easier - though its not always doable..

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A tall, slender elf sits quietly in the rear of room, absently petting a rabbit perched on his lap. Next to him lays a backpack and a longbow leans against his chair. He nods as Hestram explains the mission..

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A short stack wearing feathered headband sets in a chair entirely too tall for him.. "Greetings flow pathfinders.. I am Floggentop Wizzbottle III, but you may all call me Wizzy.. This place sounds exciting! I love researching new areas.." Looking to the captain.. "So you wish us to scout the town, see what we can find out, and then gain entrance to this dungeon underneath the town? Im sure we'll be able to handle that.. What can you tell us of this town?"

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A wiry, cold eyed halfling rides astride a midnight coated wolf. The halfling is heavily armed, and lightly armored. A terbutje and trident slung over his back, and a pair of chakram at his waist. "Name's Cutter." he nods at Rellen. "I'm a free Andoran also. Well met brother." Scratching the wolf between the shoulder blades, "This is Nightrunner, my companion. He and I have already been exploring the woods in and around Thornkeep for the last few weeks."

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Rellen snaps off a salute to Cutter,
"Nice to meet you Cutter, got a lot of respect for your folk. Don't know about your wolf, but I expect if he leaves me be we'll get along well enough. And it does not hurt that you seem to have started our job for us, what have you seen out there?"
Then he turns to the others quirking an eyebrow,
"Forgive me but I'm not calling anyone Wizzy, I'm not a nice man and I'd turn it into an insult, not proud of it, but there it is. I suppose I can handle Floggentop. And I've nothing to call you Master Elf, did you bring supper or is that some sort of familiar?"
Sorry all! I love your name BTW Floggentop Wizzbottle III, its very gnome, criticism is purely IC. Rellen's just a bit of a sneery fellow, good guy once you get to know him sorta thing.

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The elf stands and bows to the party, the rabbit in his arm. I am Caradeum Genwyllian and this is Sylvilagus.[b] He say motioning toward the rabbit. [b]It's an honor to make your acquaintance.

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"Don't worry about Nightrunner, he'll leave you in peace. He's not fond of tall-folk. One too many run in with loggers around Falcon's Hallow." Cutter dismounts the wolf, taking in the occupants of the room in turn. "Mostly what you'd expect I guess around Thornkeep. Goblins, bandits. Predators and prey, trying to find equilibrium. Baron over Thornkeep name'a Blackshield. He's a piece of work. Hopefully the Society has worked out something with him that'll keep him off our backs."
Nightrunner's head perks up as he sniffs the air looking at the rabbit. Cutter pats the wolf on the head, shaking his head. "That one's not for us boy."

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"Likewise Genwyllian, bows a formidable weapon, not sure about the rabbit, but I'm sure you've your reasons. Let's work well together," Rellen says, his unenthusiastic tone not quite suiting his words.
"Nightrunner, you don't like tall-folk, I don't like wolves, we'll leave one another alone and be the happier for it, aye?"

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Nightrunner lowers his head closer to the ground as Rellen speaks.

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Wizzy looks up at the man.. "Floggentop will work fine as well.. The only reason i suggest people to call me Wizzy is that my full name is very long and for the lesser intellectuals, can be hard to pronounce.." He turns back around in his seat and awaits the VC's response to his questions..

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A intense, readheaded gnome looks up from a text he has been reading; it's in a blocky script of dots and daggers.
"I am Choamski. This Thornkeep sounds like a dreadfully illiterate place, ripe for a servant of Irez. I would be happy to join you folks for this venture."
"Captain, your sure you haven't heard of any specific cases of bandit activity recently occurring in the area? The more information, the better."

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Sorry I missed the start. It doesn't say I've missed anything until the first post, unfortunately.
Entering the room a bit late is a fresh-faced, widely-grinning human (or what seems to be a human). (You hope that he is just excited and friendly, and not a simpleton.)
His dress is a brown and green traveler’s outfit, mostly covering a shining breastplate. He's carrying a large backpack, a buckler strapped to his left arm, and a scimitar and dagger at his belt. The holy symbol of the Dawnflower, Sarenrae, hangs about his neck.
"Greeting! Greetings and well met, my friends! My names is Knorrin Eppa, but please do call me Knorrin!" he says repeatedly and he moves among the assembled Pathfinders, dutifully greeting and shaking the hands of each, even giving a respectful nod to rabbit, "Sylvilagus!", and wolf, "Nightrunner!". You never know...
He seems oblivious, perhaps deliberately so, about any tension between tall and small folk.

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Adril Hestram nods at both Pathfinders asking questions, not losing his optimism for a second. Blackshield, indeed. He calls himself "Baron" though it's no official title , and he's one of the major powers in Thornkeep despite an apparent political stalemate. From what we know, there are a few guilds that have a lot of influence there, but if any of them made a move against another or the Baron, others would probably strike them down using a momentary weakness. A den of thieves, that's what I call it. However, we know that the local wizards guild, The Goldenfire Order, have reasearched the access to the Accursed Vaults, so you might be able to get some information from them. As for "Baron" Blackshield, he most likely won't intervene as long as you steer clear of Thornkeep politics. I don't think he's crazy enough to dare make an enemy of the Society.
Oh, and one last thing. Don't be surprised if you see goblins in town. It's one of the rare settlements to accept them in their midst, though that doesn't bode well for Thornkeep long-term survival. Keep away from the little pyromaniac buggers as well, if you wish to make a name in the Society-besides having your name carved in our very own hall of fame. As the Venture-Captain finishes his sentence, you sense a tad of cynism in his voice. A saddened look marrs Hestram's face, before it disappears as quickly as it appeared.

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Knorrin pauses at the Venture-Captain's words, silently giving a prayer for the names carved on that wall on the Grand Lodge's grounds. He may be jovial about the mission - and danger itself - but is not so about the losses of others.

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"Indeed, we'll do our best to keep away from the little maniacs.. It seems we have our destination set, The Goldenfire Order it is.. When do we set off?"

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Cutter listens patiently to the Venture-Captain's briefing, and when he is finished asks, "What do we know about the Goldenfire Order already? What is their purpose? Do we have a contact? Is there anything more you can tell us about the Accursed Vaults? Vaults of coin? Vaults of corpses? Are we looking for something, or someone, specific there?"

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Adril Hestram answers Wizzy immediately - You are leaving tonight on a boat heading to Cassomir, the Stalvan's Pride. From there I've arranged a small river boat to take you up the Sellen River, all the way to Mosswater. From there, you'll just have to head east into the Echo woods. We're speaking a month to get there. You might want to buy supplies before you leave, since Thornkeep've not exactly known for being a huge trading venue.
Turning his attention to Cutter, he answers with an hesitant voice.
We don't know much about them, so any information you'll gather and report will be precious for us. As for the Accursed Vaults, you'll have to ask the so-called local heroes who stumbled upon the crack and gave it that silly name before running the Nine Hells out of the place. You'll probably find them at the local inn spreading foolish tales, as it often happens in such cases.
Unless you have any more questions, you can proceed to buying any supplies you deem necessary (food is provided), and I'll fast-forward the journey.

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"Yes, it seems the rest of what we need we can find out for ourselves. Goblins, eh? Irez tests me."

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"Im sure we'll be fine.. We get there, find out where the nicest Inn is located.. Go there and do some recon, vist the mage's tower and off we go.. Should be simpel right?" Wizzy spends alot of his time studying his blue book on Thornkeep while they travel there..
It's gonna give him a +2 to Know Local, Bluff and Diplomacy for 24 hrs.. He'll make sure to sudy up before they get to the town..

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Knorrin firmly shakes the Venture-Captain's hand and then amiably pats each of his new friends on the back as they exit the briefing, although he is troubled, as always, by the sea and river journey: Worshipping a sun goddess in the heartland of Qadira, tales of the sea were always tales of terror and drowning, something his armor, shield, and scimitar can do naught to protect him against.
He begins humming a haunting tune,
- "Oh, where is my sailor boy?
Where is my sailor boy?
He sleeps at the bottom of the deep blue sea
And he can't come back to me" -
but soon reverts to his essence and the tune's chorus becomes a jaunty whistle.

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Cutter climbs back on Nightrunner's back. "The sooner we leave, the sooner we'll arrive."

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You take your leave from the Venture-Captain as he smiles once again and lets out a booming Good luck, young ones! while shaking Knorrin's hand vigoroursly. After a couple of hours shopping in the Coins, the band of brave heroes meet the captain of the Stalvan's Pride, a scrawny Taldane man whom you probably wouldn't have dealt with if it weren't for Adril Hestram's arrangement. Yet the journey to Cassomir is as uneventful as it can be.
Once you are in the Taldane city however, what you experience is way more lively: the city is teeming with life, though by no means as varied as Absalom. You barely have the time to walk around the famed Imperial Navy Shipyards and experience the foul marine smell of Cassomir's Locker, a series of vaults and sewers resulting from the harbor's constant rebuilding, before you embark on the second part of your journey. The Daggermark Dirk is a relatively small river boat, mainly used to haul various goods up and down the river Sellen, crossing many borders and dealing with numerous people of many races. Its captain, a proud woman who calls herself "Our Lady in Black", hardly ever sees the light of the day, preferring to leave her cabins once night has fallen. Despite any misgivings or suspicions you might have, she proves a decent hostess and a more than capable captain. You spend your journey training with your companions, learning about local life, or debating the interest of the infamous Varisian sandwich with a dwarf who clearly has no idea what this thing actually is.
One month later, you finally arrive at Mosswater, where the ship allows you to disembark. The first thing you notice is that the town is in a ghostly state: Most houses lie in ruins, empty warehouses and ivy-covered manors stand silently along weed-infested streets. You then recall the somber story of this place, which Our Lady in Black shared with you under the full moon's glow during your trip. That city was abandoned about fifty years ago after a band of terrifying merrows came from the nearby lake and killed half the town in a series of bloody assaults. All of a sudden the road leading to Thornkeep, to the west, has much more appeal than troll-infested ruins.
Your first night in the Echo wood isn't for the faint of heart either: the nightly sounds of the forest suggest the presence of wild beasts, worgs maybe, that never seem to stop. Those unaccustomed to life in the wilds sleep badly, and will be only too happy to reach Thornkeep the following day.
Thornkeep at last!, might you think.
The small town matches the description you read in the Pathfinder Chronicles perfectly. Hidden in the Echo wood, its defenses against the wild are primitive at best, but yet you understand that the settlement's best protection isn't its wooden walls or earthen pits located around the city - it's Thornkeep's inhabitants themselves, their mettle, their fortitude. For it is madness in your eyes to try and thrive in such a wild place, amidst woods of mystery and bloodthristy wolves. Yet the town somehow prospers, as if it were oblivious of the surrounding dangers... just like goblins, in fact! It won't be long until you encounter one worthy representative of what Hestram called "those little pyromaniac buggers". The green-skinned creature is walking along the street, its attention continually drawn to trifles. It finally reaches a clearing to the west in a briarwood of sorts. Asking locals will reveal that this is the briarwarren, the goblin community's haven and place of mischief. That being said, a first sight reveals that most of the town's population is composed of humans. Most of them glare at you, well-aware that you are strangers in this forsaken community.
Welcome to Thornkeep! I've posted a map of the town (either at the top of the page in the campaign's description or in the header of my posting profile) for you to navigate the town more easily. For now, here's a list of commonly-known locations signaled on the map:
1. Town green (the main square)
2. Greenforest inn
3. Thornkeep bindery
4. Tardin's trading post
6. The Blue Basilisk hall (guild)
8. Greenfoot provisions
9. Echo woods arms
10. Igmar Dusthelm's (armory)
11. Haric's saddlery
12. Serianna's livery stable
13. Graveyard
14. Fraston Orchard
15. Shrine of Battle (temple of Gorum)
16. The Thirsty Ogre (tavern)
17. The Briarwarren (goblin town)
18. Goblin Bazaar
20. Arno's sawmill
21. House of the River Lord (temple of Hanspur)
24. Thornkeep mercantile
28. Hunter's lodge
29. Harley's mill
32. Wolfmane encampment
33. Apothecary
34. Goldenfire tower (guild)
35. Gatehouse
36. Keep barracks
37. The Baron's tower

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Knorrin stands straight and nods at the townspeople, trying his best to look friendly - or non-threatening - but not weak. Appearing strong is the first line of defense here.
"Sounds good, Whizzy! We will likely need better accommodations in the days ahead, anyway, and the Inn seems far enough from where the goblin was going."

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"As long as it's somewhere adequately warm and free of the worst of miscreants, it's fine by me. Of course given that it's the only inn in town, avoiding miscreants might be what you call a bit 'o an unreasonable goal. "

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"Didn't the Venture Captain suggest setting up camp, there aren't many Inns that will accept my single copper piece. I reckon our first stop is the Goldenfire Guild anyway, see if the sober researcher types can give us some information, then if that's a bust we can try these so called local heroes in the tavern. Surely we want to get an idea just how difficult our task is like to be before we worry about sleeping arrangements?" Rellen says, shaking his near empty purse ruefully, and looking more than a little sheepish.

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"The tavern might also give us information about the Goldenfire Guild, but either way, Rellen. And yes, eight weights and six pennies mean I will be washing dishes to earn my keep before long."
I suppose we have gear from the trip in, although I don't know how Thornkeep feels about vagrants 'camping on the lawn.'

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Caradeum nods at Rellen. Very good idea, going to the Guild first. As you say, we can worry about sleeping arrangements later, perhaps we can find a common room, or rooms that can be shared.

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"Caradeum would have the most in common with them, I think, although I may be the most diplomatic."

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"My old line of work involved getting unruly student to show proper respect towards learning their letters, no mean task in Kaer Maga. I reckon that a diplomacy of sorts"

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Cutter tries to find out what he can about the Goldenfire Order by asking around.
Diplomacy (Gather Information): 1d20 + 1 ⇒ (11) + 1 = 12 1d4 ⇒ 2 hours.

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Passing by the Thornkeep Bindery (3 on the map), Cutter meets a friendly old gnome who goes by the name of Farakin Thumbwhistle, who established himself as a papermaker and bookbinder here after abandoning his former home in Mosswater 50 years ago.
The Goldenfire Order? Aye I know them, lad. They're my best clients! Regular in their payments, that's enough for me. I usually don't mind their business, though recently it's been said around town that one of their apprentices ventured into that crack they call "the Accursed Halls" and came back with a strange drawing he made with my top-notch quality paper. Would you like to buy some, perchance?

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Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Since the way is decided, Knorrin follows, aiding Cutter in gathering information about the Goldenfire guild and about the town along the way.

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k(local) regarding goblins, common knowledge only: 1d20 + 4 ⇒ (7) + 4 = 11 - dc 10 should be enough to know they don't like writing, I hope?
Seeing that the others are gathering information, Choamski will go to seek out a particularly runty looking lone goblin. He cracks his knuckles.
"Rellin, interested in helping me do some information gathering?"
Perception: 1d20 + 9 ⇒ (8) + 9 = 17 - to find a wretched looking specimen.

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Rellen raises an eyebrow,
"Sure," Rellen replies, moving to place himself between the goblin and the goblin's area of town and resting a hand upon the hilt of his greatsword as he growls,
"Nagritt shigrat lurk, shibnak wadnaee grunn, druskett?"
But sadly Rellen's goblin is not great and the word dice does not have the same duel meaning in goblin as in common - he's more confusing than threatening.
Intimidate: 1d20 + 3 ⇒ (3) + 3 = 6

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Luckily you get a +4 for being bigger, so you might stand a chance :)
Nadwee gunjat, i otwa Irez, nood Goocha ne... Kukoo!
He places a blast rune symbol in the ground nearby - and it erupts into flame!
i wull kukoo u magik wul staar shigrata tolla, sola shigrat shibnsk mo whusa sug tripo junka ron "Accursed Halls" Arrtinu moopa win sug Meepo wulla akla bi OK.
Intimidate: 1d20 + 5 ⇒ (8) + 5 = 13

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Knorrin, seeing the interrogation of the goblin, decides to play 'good warden' in the unfolding drama and brings a day's rations out of his pack, proffering it to the little green man - tossing it the last bit of the distance, trying to avoid getting his hand too close to the monstrous maw of pointy teeth.

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I hope I didn't 'step on you toes', Choamski: Knorrin is over-friendly and a bit oblivious about some things. But also, isn't Sarenrae our goddess of redemption and aren't these, perhaps, redeemed goblins? ;-)

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It's was a very Aasimar-ish thing to do

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Nodding in appreciation Cutter looks for a blank journal as well as an ink and quill set. "Thank you Master Thumbwhistle. You don't happen to know where these 'Accursed Halls' are do you?"
Looks like 18 gp and 1 sp for a journal, ink and inkpen. If that's ok I'll buy it.

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Choamski and Rellen
Choam, you indeed know the goblins' stance on writing.
Both of you wander in the western part of town, not far from the place they call briarwarren. On the side of the road, you spot a lonely goblin trying to catch a swallowtail butterfly with two small-sized iron helmets. He doesn't seem very successful, and turns his attention to you as you approach, instantly forgetting about the beautiful swallowtail. The creature looks ragged, dirty, and smells of rotten eggs. His bright red eyes peer at you, blinking, until you address him.
The goblin listens to Rellen's attempt to frighten him, blinks again and fails to respond, apparently too surprised by the Andoran's choice of words to do anything. However, Choamsky's words make him react instantly as he bursts into tears like a four-year old child whose toy has been taken away. Between sobs, you can make out the following:
Niiii! Inti ma tieħu ħsibijiet bogħod, huma prezzjuż! I ser jgħidlek, kollha ta 'dan, wiegħed! Iżda jekk jogħġbok inti ma tuża jikteb-kliem-cursk... Aħna goblins jemmnu fil renju antika ta 'Zog, mighty u qawwija. Fil Swali ta 'Zog nsibu fdalijiet ta' qabel, biex iġibu Zog lura għal darb'oħra! Graat Kap Graalsk mibgħuta goblins aħjar hawn taħt biex jirrestawraw glorja ta 'Zog. Fiir-xagħar sodisfatt? Tista Zurtilak imorru?
When you cease questioning him, he grabs the food you threw him, and runs off, still sobbing.
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Knorrin
As you were wandering about the village earlier trying to gather information about your quest, one rumor of note reaches your ear:
“Lord Silvercrown’s son is missing. He went treasure hunting in the Accursed Halls, but no one in Mivon has heard from him since, and the nobles are getting antsy for his return. No doubt there’s a reward if you can find out what happened to him.”
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Cutter
No problem on the purchase, you made a very happy gnome today!
Farakin Thumbwhistle becomes very enthusiastic and more talkative as you buy several items of stationary from him. After a long dissertation about the virtues of paper over parchment, and a passionate profession of "faith" about the use of Ancient Osiriani as unique acadaemic language, you finally manage to have him tell you more about the Halls.
You see, Master Cutter, there is something very peculiar about these ruins below Thornkeep. I believe they might be the entrance of a much more vast complex, sealed away from us by a giant stone door. Remember what I told you before about the apprentice from the order? Well, I've had a glimpse at this parchment, because he wanted to make copies of it. Apprentice Jharun - that's his name - called it the Door of Seven Stars. I seem to remember there was a kind of pattern on it, in the shape of a seven-pointed star. Exciting, isn't it! Well, he didn't trust me with his scroll, and took it back when he left, because I didn't have the proper supplies to copy it as he wished. However you'll probably found Jharun at the Goldenfire tower.

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As all his companions wander off in different directions, Caradeum asks around about the Guild.
KN: local (gather info): 1d20 + 3 ⇒ (10) + 3 = 13

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Cutter thanks Farakin for the information and says "I travel with a mage, good gnome, and I'll be sure to tell him about your shop. I'm sure you'll be seeing him! Cranium is his name, I think."
Cutter asks Nightrunner to help him track Rellen. As far as I understand it should be DC 10 Handle Animal check to get him to do a trick he knows, and my HA is +6 and I get a +4 bonus for my companion link so...
Nightrunner Aid Survival: 1d20 + 1 ⇒ (4) + 1 = 5 Amazing, the wolf (who has scent) is a worse tracker than me!
Cutter Survival: 1d20 + 6 ⇒ (12) + 6 = 18 Guessing DC 15 to pick up Rellen's trail, if not the GM can have Cutter show up where he'd like in town. :)

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Knorrin looks around, chagrined at how quickly he forgot his training at the first whiff of adventure. "I now am made to remember," Knorrin sighs quietly to himself, "the Society's Masters instructing us, 'do not split the party'. ... At the least, we should have known where each was going and set up a rendezvous place and time, though the Guild tower should be obvious..."
Then, though, Knorrin chances to glance at his shadow, a reminder that the Dawnflower is always with him, and his spirits are immediately restored. "No harm done, and it is best to make one's mistakes when they are harmless."

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Seeing that Choamski has things well in hand Rellen settles for adopting a sneer and looming, although he does not much like the idea of meeting the goblin chief. After Zurtilak runs off he nods,
"So we might be facing these goblin "elite" to, assuming they've survived - knowing my luck we'll be facing them even if they haven't. Great. Lets get back together with the rest of the group, see if they've found out anything else interesting and then head for this Wizard's Guild. I reckon the place is small enough that we'll be better served simply tracking them down Knorrin, you could piss across this place with a good wind."
Rellen strides through the town until he has the entire group assembled again, nodding to Nightrunner as the beast finds him and waving over the rest as soon as he spies them,
"Right, let's head for these Wizards, if anyone learned anything of note fill us in on the way. Choamski can speak for our little party as he did the lion's share of the work."