
DM Kludde |

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DM Kludde |

It's an overcast day in Korvosa, southeastern Varisia. In a run-down shop in Thief Camp - an informal district just outside of the city itself - the adventurers are meeting with Venture-Captain Canayven Heidmarch.
“The Blakroses are among the oldest and most influential families in Absalom,” Venture-Captain Canayven Heidmarch begins, wasting no time. “We’ve built a good relationship with them, but in doing so we’ve inherited a few of their enemies, namely a shadowy group of power-mongers who call themselves the Onyx Alliance. The Blakroses recently contacted the Society with intelligence about the Onyx Alliance’s movements, and it seems they’re set on breaking into a particularly ancient barrow mound in northern Nidal. Normally, we wouldn’t worry too much about amateur tomb robbers in such a dangerous area, but apparently they’re prepared to recover a potent relic from inside. They’ve some plot to use whatever this ancient talisman is against that Blakros family—and probably against us as well.
“It’s rare that we get a promising lead in Nidal, and the prospect of earning more good will with the Blakroses is even better. The barrows are thought to contain graves dating all the way back to the Age of Darkness, and the Society has very little information about the mysterious ‘horselord’ ancestors of the modern Nidalese people.
“Luckily we have contacts within the Whispered Song, a group of Desna worshipers who work against the local government in Nidal. Agents of the Whispered Song have been tracking the Onyx Alliance, and believe these grave robbers are close to discovering the entrance of a tomb they call the Cairn of Shadows. If we move quickly, we should be able to get you into Nidal and in touch with the Whispered Song in time to catch up with the Onyx Alliance and prevent them from acquiring this relic. And if you can learn something about the ancient tribal people of Nidal in the process, so much the better.”
Canayven leans in, his expression becoming even more serious. “Nidal is a perilous destination and one where we’re not welcome. I don’t mind some subtle heroics, but I’d refrain from any particularly overt displays of gallantry if you want to come back alive. If you attract too much attention in Nidal, there’s no chance we’ll be able to help if you’re captured, or worse.
“I know a member of the Whispered Song who frequents the Broken Cup, a rather morose tavern in Nisroch. He should know how to lead you to where in the Onyx Alliance is searching for the Cairn of Shadows. He’s also prepared to help you avoid tangling with the local authorities. I can get you on a ship there in an hour, after which I leave you to meet with him with all haste. From there, I’m trusting your resourcefulness. Explore, report, cooperate, and secure whatever treasure the Onyx Alliance is after. The risk is significant, but so is the danger if the Onyx Alliance acquires what they’re looking for.”
Ask your questions or roll K(history), or K(Local or Nobility) to know more
Any Dark Archive faction members?

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Silver Crusade here
Aetherys is a lithe elven girl bearing long, well-kept blond hair flowing down to her waist. Some of it is braided, with small clasps respresenting the Dawnflower. Her eyes are deep blue, and she hardly ever blinks. At her side, a black-bladed scimitar rests, engraved with arabesque.
"If this Onyx Alliance is one of our enemies, we should stop them at all costs. We must show the Blakros family that they can count on us. Do we know who your contact is and what he looks like?"
Knowledge (local): 1d20 + 5 ⇒ (9) + 5 = 14

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Knowledge History 1d20 + 9 ⇒ (13) + 9 = 22
"Can you tell us more about this Cairn of Shadows? Might help to know what situation we are walking into..."

DM Kludde |

The venture-captain answers to the elven girl: Your contact is Golbrier Frosh. A skittish sort of man, but given that he works for Desna in the joy-hating nation of Nidal, his bravery cannot be questioned.
Not much on the knowledge(local)
Canayven then looks somewhat disturbed by the two similar-looking elves Are you twins?
I don't have to much details on the cairn itself, but you might be able to gleam some details from the chronicles. he responds to Tessera's question. Indeed, she recalls something...
Before Earthfall Nidal was inhabited by tribal peoples often referred to as horselords. After Earthfall ushered in the Age of Darkness, many of these tribes made a bargain with Zon-Kuthon. They offered to loyally serve and worship the Midnight Lord, in return for his protection. Those chieftains who opposed this bargain were brutally suppressed, paving the way for thousands of years of Kuthite control over that land.
The horselord tribes buried their dead in Barrowmoor, a rocky region in the north of Nidal. Local tradition forbids exploring the cairns of the Barrowmoor, but tomb robbers sometimes discover vast riches in ancient burial mounds—as well as traps and ancient curses. Locals claim the exact number of cairns within the Barrowmoor changes, making it impossible to properly explore or map.

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Im on my phone so please read DM's spoiler to me in his last post.

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A dark haired human dressed in dark leather frowns slightly as she listens to Canayven Heidmarch, while absent mindedly scratching behind the ear of a medium sized tiger sitting peacefully at her side. Appraising her companions, she raises an eyebrow before smiling at the sight of Tessara, remembering her from an earlier mission.

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Tess nods at Isabella, and smiles at the the woman and the tiger sitting beside her. Tess's own animal friend, a tiny monkey, pokes its head out of the folds of her robe before ducking away again at the sight of the cat. There'd be time for greetings once all the information was disseminated.

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A gloomy Aasimar stand against the wall, holding a little jewel in his hand. His faces looks like he had lived a loss recently, and even his voice is cheerless.
Nidal is dangerous. Sure. Like if Absalom is safer
Mr. Heidmarch, could you remember us why Nidal is unsafe for Pathfinders?
[dice= Knowledge History] 1d20 + 4 [dice]

DM Kludde |

Artian's roll: 1d20 + 4 ⇒ (17) + 4 = 21
Artian remembers some details on Nidal, which Canayven only confirms.
Artian's knowledge is similar to that of Tessera
Tessara's spoiler:
Before Earthfall Nidal was inhabited by tribal peoples often referred to as horselords. After Earthfall ushered in the Age of Darkness, many of these tribes made a bargain with Zon-Kuthon. They offered to loyally serve and worship the Midnight Lord, in return for his protection. Those chieftains who opposed this bargain were brutally suppressed, paving the way for thousands of years of Kuthite control over that land.
The horselord tribes buried their dead in Barrowmoor, a rocky region in the north of Nidal. Local tradition forbids exploring the cairns of the Barrowmoor, but tomb robbers sometimes discover vast riches in ancient burial mounds—as well as traps and ancient curses. Locals claim the exact number of cairns within the Barrowmoor changes, making it impossible to properly explore or map.
------
The voyage to Nisroch is typically a dangerous one, but fortunately for the group, the ship manages to get through unseen. After a considerable harbor fee, paid by the captain, the ship is allowed to dock at the portside district of the dreary city, constructed almost entirely from wood and slate. The current drizzle gives the place a downtrodden, oppressive look. Without much effort, the group locates the broken cup, a tavern in the Southbank district that caters to common folk.
There is nothing bright or cheerful about the Broken Cup. The walls are worn gray and the furniture drab brown. There are few lights, the brightest sitting by the stairs that presumable lead to rooms upstairs. There is no singing, no laughter, and no real sign that the tavern even welcomes new customers. Those who linger here mostly mind their food and themselves, going out of their ways not to make eye contact.
In a far corner, there is one person that is more outgoing, and he seems to be drawing some attention with his bragging stories at the moment.

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Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Aetherys whispers to her companions. "What a dreary place. I wish we could bring Sarenrae's untamed light into this place, but that would go against our best interests for our mission."
The dark-bladed scimitar at the elf's side vibrates in assent, as if it were alive.
"Dawnblade concurs. Ah, look there! At last some joy in here. There's a storyteller of some sort." notices Aetherys as she motions towards the more outgoing man in the far corner. She approaches quietly to listen to what the man has to say.

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I know that I'm going to regret rolling for a DC I beat on a two...
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Heh
Isabella walks into the inn, with Blake by her side. She had long decided to appear as confident as she could, in order to discourage any awkward questions. As she swept through the largely silent city, Isabella reflects that she could potentially enjoy this city. Sure it was urban, nothing like the range of forests that she was used to and prefered, but she had spent much time in the darkness since then, and was very much at home within it. The quietness and the fact that most people seemed interested in keeping to themselves also suited her just fine. "If only it wasn't so depressing", she thought to herself, as her dark eyes alight on the obvious braggart of the bar.

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Before dock, Artian wants to cast Magic Vestment in his Armor. Long term buff that he´s going to renew when 6 hours had passed. It´s ok?
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Artian touchs the shoulder of one of the female elves, not really sure if she is Tessa or Aetherys, and nods in the direction of the bragging man.
If someone has stories to bragg about, we should go to see if hey´re related to us. Whispers before going near the man.
Lets see if I could go near enought to hear him without drawing too much attention

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apologies for the tardiness, hectic New Year's Eve schedule. Am back and available to post multiple times now. This character is lvl 6 btw.
The quiet almost primal looking half-elf in rugged buckskin attire and armed with a strange looking weapon that some call a boom stick and the more learned call a musket stands in the back preferring the other members of the party do the talking.

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"Do you think the storyteller is Frosh? I'd prefer he keep a bit of a lower profile," she whispers as they approach the storyteller.

DM Kludde |

Artian tries to overhear the stories of the man at the centre of attention:
...spreading the worship of Desna. Lucky for me! The Umbral court placed a bounty on his head so all I had to do was follow the traces, sneak up on him and BANG! Bounty secured! Got him captured, this Frosh, alive, kicking and screaming. Gonna turn 'im in tomorrow, 's what I'm gonna do, then leave a rich man. The jubilant man at the centre of attention forces his story onto the reluctant onlookers.

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"It appears this gabby fellow knows where Frosh is located. Who wants to go ask him real nice?" Velidor whispers to his companions.

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"Perhaps we need to lure him into a quieter position, so he might be more receptive to listen to our request. In here, that could be a problem."

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I´m with Tessa. Artian Whispers. I could try to be nice with him, but I doubt he will give his prize for free. And if problems arrise it´ll be better if there isn´t many people near.
But I´m not very quiet. Maybe I´ll try to befriend him and, the rest of you follow us when we go out of the inn

DM Kludde |

Feel free to play out the interaction, and make Diplomacy, Bluff, or - if you're feeling particularly brave - Intimidate checks as you see fit

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Artian goes the the innkeeper and buys two drinks. Then he goes near the braggin man.
Lets go to flatter his ego. Maybe this way he will let me go by his side when he goes out of the inn
WOW. That was a good story. One that deserves to drink a toast for, if you ask me[b]
The he offer the drink to the jubbilant man, and continue talking.
[b]But, unfortunately I wan´t been able to listen the whole story, what is a pity cause I like the good stories.
Can you tell it again?
Artian listen to the story as it was the best action he has ever heard. Pointing out the actions that make the man appear more brave, astute or clever, as the story unfolds.
Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16

DM Kludde |

Yes, what a catch, eh? the man says as he repeats his story once over, sounding bolder this time around, and clearly exaggerating a bit more. Put up a mighty fight too, like a cornered cat, that one!
He is clever enough not to reveal any details on the whereabouts of the prisoner, though.
The diplomacy check didn't really improve his attitude, though. What do you want to achieve? If you want him to reveal information, you'll need a bluff check.

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"I can't hear a word you are saying....it's too loud in here. Let's tep outside so we can hear the story better. That story about Flash sounded interesting!"
Yes I know the name is Frosh...trying to aid the cover story.
Diplomacy, I guess 1d20 + 5 ⇒ (19) + 5 = 24

DM Kludde |

Why would I want to tell the story outside? Ah, well, a short stroll can't hurt. the man says, then bellows at his table of reluctant onlookers I'll be back, keep my seat free!
He then proceeds to follow the adventurers to outside the tavern, and once in front of it, starts off recounting the whole story again.
You are in front of the entrance, in plain sight, not in a back alley

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Kludde, I was trying to befriend him so he let me stay with him, and go with him when he goes out of the inn. But dice didn´t agree with me.
It didn´t go well. Maybe I would try another approach.This time, Artian not only flatter his ego, but also tryes to bluff the guy to talk too much, hoping he slips some information.
So you cath a big prey, and you have been very well paid. Thats great!
...
What? It hasn´t been delivered yet? That´s not a problem, if you have him well guarded and trust the guards, there´s no doubt you´ll have your proze
bluff: 1d20 + 3 ⇒ (11) + 3 = 14
Seeing that his efforts could be in vain, he moves near his companions, in case someone want whisper any idea.

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Aetherys approaches the man as he recounts his story outside, cajoling his ego with "oohs" and "ahhs", carefully weighing the interest of every word to attract the man's good graces, playing with the golden locks of her hair to appear as coy. She does her best not to appear to belong to the same group as Artian. The elf tries her best to seduce him and attract him back inside to have a drink, then have her way into the man's room - or in his abode, if he doesn't live at the inn.
Of course, the goal is to have him lead her to where he keeps the prisoner, or maybe obtain that information via pillow talk.
Diplomacy (improve attitude - seduction): 1d20 + 12 ⇒ (5) + 12 = 17
Reroll! 3-star GM: 1d20 + 12 + 3 ⇒ (17) + 12 + 3 = 32
Then later:
[dice=Diplomacy (coax information in a "nice way")]1d20 + 12[/dice]

DM Kludde |

The bounty hunter eyes Artian suspiciously hmm. Maybe I should call the guards to see what they have to say to you.
Things are about to turn for the worst as Aetherys moves in of a wisp of air, ethereally closing in for the kill. Proud Alya Renatus is no match for the charms of the elf, and is distracted immediately, forgetting his intention to call the guard of Artian. She stumbles upon a block when she tries to usher him to his room, though. Nonono... we cannot go there. It's... eh... it's bad luck.

DM Kludde |

What could he possibly be hiding there? ;-)
The bounty hunter refuses to go to his room, but is currently rather distracted by Aetherys.
Anybody else want to do something within this frame of opportunity?

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In front of the entrance, in plain sight? I hope not Isabella
Artian make some steps to the door. We should try to lock what he has in the room, but I hope we have someone better with locks than myself

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Velidor walks up to the storyteller and offers him a drink "So you are a bounty hunter. Have I heard of you? I've done some bounty hunting as well, minor petty criminals though, probably not the same level of hunting you have done." not trying to bluff or diplomacize him, just talking to him to give others a chance to think of what to do next. Keeping him engaged talking shop.

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How far are we from his room? Did he tell us where it was? If so, Tess will go there immediately, hoping to find a clue while her elven sister has his otherwise occupied.

DM Kludde |

Aetherys and Velidor keep the bounty occupied in the common area of the inn. The most luxurious guest rooms are right here, but there's also a corridor on the south end of the inn, where the more affordable rooms are. The latter is the direction where the bounty hunter did not want to go, so his room is probably there.
You hear some muffled cries coming from one of the rooms.
The door is locked with a DC 25 lock

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Perception 1d20 + 12 ⇒ (3) + 12 = 15
Tess grabs the less occupied members of the group, and heads to the area she heard the sound. "Sounds like someone is in there. Can one of you force the door open?"

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In the common area of the inn Velidor continues to engage the bounty hunter in conversation "Why that is interesting. What type of manacles do you use to secure your bounty's? I often times just use rope and bind them real good like. What is your opinion on that?"

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Seeing the dwarf going against the door, Artian decides to help him a little.
[dice=Strength] 1d20 + 4 [dice]
It´s not his prefered action, but if they´re going noise in any case, and if nobody knows how to open a lock, why not?.

DM Kludde |

Thekk puts his shoulder into the door, and the door gives way with a loud crash. Thekk, face to face with a man that matches Golbrier Frosh. In the common room, with Aetherys, the bounty hunter immediately is on his toes because of the loud crash. Call the Silent Enforcers! he shouts, to nobody in particular., then he rushes over to the rooms.
You! the bounty hunter shouts as he sees the rest of the party in the corridor with Golbrier. The bounty hunter draws his sword to an alarmed gasp of the onlooking crowd I will let you taste my steel for this!
You'll surely have the entire town on your neck if you don't act fast.
Golbrier is in the southern room labelled E7, the action is taking place in that corridor down there. The bounty hunter is coming down from E5, he's now in E3
Init, Velidor: 1d20 + 7 ⇒ (2) + 7 = 9
Init, Thekk: 1d20 + 5 ⇒ (19) + 5 = 24
Init, Tessara: 1d20 + 3 ⇒ (7) + 3 = 10
Init, Aetherys: 1d20 + 7 ⇒ (12) + 7 = 19
Init, Artian: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Isa: 1d20 + 6 ⇒ (8) + 6 = 14
Init, Bounty Hunter: 1d20 + 1 ⇒ (4) + 1 = 5
---
Thekk
Aetheris
Artian
Isabella
Tessara
Velidor
---
Bounty Hunter
---

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If the bounty hunter can see the rest of the party, with Golbrier, in outside E7 it stands to reason that he has come around the corner, and is now in E5 and thus Isabella and Blake can attempt to move around to flank him on their turn. If this is incorrect in any way, let me know so I can change my planned tactics for this round.

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Velidor, still in the common room with the bounty hunter when the crash was heard, must have been drinking from his cup when the bounty hunter ran out of the room alarmed. He hurriedly drops his cup and prepares to race after the man.

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DM, are there any windows in E7? Or an exit? Tess is looking for a way to flee instead of confronting a bounty hunter and a fleet of guards.

DM Kludde |

The counter hunter is on the map now, sorry about the delay. There are windows in E7, but they are too small for a medium creature to move through. A small creature might squeeze through (if the glass is out)