
EndlessForms |

The fighting on the border between Molthune and Nimathas has lasted for generations. Officially the war ended in '55, but that was just a paper peace. The fighting has never stopped-it just holds its breath every once in a while.
In 4648 AR when the secessionists who would eventually form the nation of Nirmathas broke away from their avaricious rulers in Molthune, the Molthuni generals ordered the construction of Fangwood Keep, choosing the ruins of an ancient tower as the location of the border fort.
This fort was recently taken by a platoon of traitorous Molthuni irregulars known as Vos's Strikers. The commander of the force, Lieutenant Pavo Vos, moved on the keep without orders to do so and both sides of the war seem to have an interest in removing the Strikers. You have thus been recruited by the Pathfinder Society to head to the Marideth River valley and lend your skills to either the Molthuni or Nirmathi forces. Your main task is to remove the traitors from Fangwood Keep, but along the way you are tasked with finding out more about this mysterious move by the former Molthuni lieutenant and, perhaps, if any secrets lie in the base of the Keep where the ancient tower once stood.

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Dotting with Maaarv, so I can keep track of who's committed to which thing. Endless, if you get a chance, could you remove Signboy77 from active status?

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The wiry Varisian man stroked his goatee with the practiced air of someone who has spent a great deal of time admiring himself in the mirror in just that action. "I have heard of this 'Fangwood Keep', but this is not surprising, for I am a man of the world, a child of the roads, as it were. In my legitimate (and not-at-all illegal) business, I see quite a few keeps here and there, so I'm certain this one will pose no intolerable obstacle to my continuing rise to greatness. As you can tell from being in my presence, I am a man of greatness, poised as it were, upon the cusp of legend. So I think taking this 'Fangwood Keep' (and if I do, might I suggest we change its name to something a bit more poetic, like 'Epic Legend Keep' or 'Blackthorn Hall?') will be a suitable step on my road to fame. So, fellow pathfinders, are you in? Or are you dirty cowards? 'Cause if you are, I'm not opposed to dirty cowards. I mean, you got your use, right? Somebody's got to tell Vinnie's story, after all."

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"Uh, hi there Vinnie. I'm Maaarv. I guess you could say that I'm in - I mean, I'm not going to back out or anything. I just, well, I mean - I don't know if we can just rename the locations where uh, where the Society sends us, can we? I'm sure that there are some kind of rules or by-laws that prohibit that kind of thing. Not that it's a bad idea or anything, I just don't know if ah, if you know, we can change the name."
The nervous man brings his hands up in front of him in a placating gesture - the soft rattle of flasks and bottles can be heard from within his backpack. "I'm not saying it's a bad idea. Fangwood isn't the most, uh pleasant name. I don't disagree with you that changing the name would be an overall positive thing. I'm just not sure it's allowed..." Maaarv's voice trails off as he considers the possible names that may be more suitable for Fangwood Keep.

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"My good man, we're Pathfinders! Naming things is what we do! I mean, suppose you come across a perfectly nice tomb, but someone's already named it the Butt Crack of Doom. We, as chroniclers of history and what not, have the right, nay the responsibility to rename it to something better, such as the Tomb of Carathanax the Destroyer. It's practically our duty, Maaarv. Our duty, Maaarv. You wouldn't shirk your duty, would you?" Vinnie leans back and spreads his hands innocently, in a 'you really can't argue this' fashion.

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Leaning against a corner in the room is a stout dwarf, his hammer slung on his back, he observes the rest before making his presence known.
"Hail fellow pathfiners, I'm Garen Boulderstep a pathfinder like yourself, recently come from the wilds of Varisa since my last mission. I see you're already enjoying yourself as it seems. Does anybody else know what we're supposed to be doing now?"

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A second dwarf observes the others' interactions with a scowl. A dour-looking fellow with red hair, mostly receded on top, wearing shiny metal armor and with an overly-large metal-studded club leaning on the wall close at hand.
He stays silent at first, though eventually will offer a: "They call me Little Foot" in accented Common.

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"Little Foot, Garen, it is a pleasure to make your acquaintance. I am Vinnie Guarini, legitimate businessman and maker of friends wherever I roam. I am, as they say, a person who knows people; a good man to know, know whatta mean?"

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A small gnome with what you assume is red hair although you can't be sure of that seeing how most of it is covered in black soot looks at everyone of you and in turn walks up to you, holds out a hand (which is covered in what looks like a mix of grease, soot and blacked ash - just like pretty much all of his clothing) to shake yours then smiles up at you and says: "Nice to meet you, I'm Ashiel ..but you can call me Ash. How can I call you? What do you want me to call you? ..what should I call you? ...do you want me to call you?"

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Garen steps up to his fellow dwarf.
"Привет Родственник, Какие новости ты знаешь о наших соотечественников родственника? Я Гарен Boulderstep из Boulderstep Клана, родом из пяти King гор"
"Greetings Kinsman, What news do you know of our fellow kinsman? I am Garen Boulderstep of the Clan Boulderstep, hailing from the Five King Mountains."

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Ha, what font is that? Wonder why the word 'King' comes through untranslated.
Little Foot frowns slightly, as Garen approaches him, looking a little uncomfortable at the social interaction.
After a moment, he nods slightly, before offering comment, switching to dwarvish in response to Garen using the same. Unlike his common, however, there is no accent with his racial tongue.
"Triongger's gallery got everyone excited there for a while, place was something to see." He spits slightly in disgust, as one hand goes almost subconsciously to the ivory-handled short sword on his belt. "Damned fey got what was comin' to 'em."
heh, probably the only dwarf I'll meet that my boon will ever apply to and its a PC... at least I don't have a negative charisma modifier when interacting with Garen!
Though I'm not sure if should be referencing events in previous scenarios?

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The large tiefling stands in the corner of the room. He has rather thick body hair and the large tusks much like an Orc. He had travelled here from 'Kaer Maga alongside the Gnome Ash and was happy that the Gnome had found someone else to talk to. There was something about Gnomes he couldn't pput a finger on that he disliked. Seeing it was time for introductions the tall man stepped forward from the shadows and spoke up his voice oddly raspy and slightly unnerving.
Good day to all. My name is Farg! And you can call me Farg if you like!

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Google Translate is your best friend and I used Russian for this version of dwarven.
Garen grins and switches back to common for the ease of everybody else.
"It's good to see a fellow dwarf. I'm looking forward to working with all of you. I'm an urbanised warrior seeking a legend which I have yet to discover."

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Hello Vinnie! Farg replies stoiclyas he reluctantly returns the handshake. Judging by the mans claws shaking his hand too deftly might end painfully.

EndlessForms |

Ok! And we're off!
Deciding to aid the Nirmathi soldiers, the group of selected Pathfinders heads to the city of Tamran at the mouth of the Marideth River, where you are to meet with Forest Marshal Weslen Gavirk at a local inn.
"Ah, there you are," the worn ranger says as he greets you. "Now I heard of a Molthuni incursion against Fangwood Keep through my Chernasadro scouts. I'm looking for a small group of adventurers like yourselves to fix the problem before it gets out of hand. Much blood has already been spilled over Fangwood Keep and I'm hoping that by sending a neutral party to reclaim the castle, I can stem further violence surrounding the fortification."
He leans back in his chair and calls the waitress over, who brings you all mugs of ale. "Now I've learned that a rogue Molthuni commander has taken Fangwood Keep and slain numerous Nirmathi soldiers in the raid. The Molthuni soldiers bore the sign of a mailed fist grasping a broken arrow, but otherwise I don't have a clue as to the troops' specific station within the Molthuni military. My scouts report that the force was about 30 strong and that its apparent commander is frequently seen alongside a changeling spellcaster of some sort. I'd advise you to use stealth during this mission, since taking on the entire Molthuni force all at once would almost certainly result in defeat."
Gavirk possess intimate knowledge of the layout of Fangwood Keep and shares with you his knowledge of a secret entrance marked by a particular rune.
"Now, once you eliminate the Molthuni force occupying Fangwood Keep, hold the fort for several days while myself and the other Nirmathi leaders organize a larger force to garrison the base. Sound like a deal?"
As an initial payment for taking on the job, Gavirk gives you 250 gp (with promises of an additional 750 upon completion), two elixirs of hiding, a scroll of knock, and a scroll of hold portal.
"If you need anything else, better talk to the quartermaster before heading out."

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"A land grab, disguised as a benevolent concern? Typical." Little Foot mutters, with a derisive snort.
He scowls at the mentioned compensation, clearly viewing it as seriously lacking for what's being asked.
"Can we get a map of the whole layout, not just an entrance point?"
How far from wherever we are to the fort/secret entrance?

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"I'm not much of a 'sneaky' type, but I suppose I could sneak if necessary. I'm more the walk up and introduce myself then ask them to surrender and accept their swords type. What can I say? I'm a lover, not a sneaker. But in the name of aiding the good people of Nirmathas, I am willing to take this task on." Vinnie leans back and take a long draw of ale while smiling charmingly.

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"Um, yeeaahh, I'm not much of a sneaky guy. I guess it's all the alchemical stuff I bring with. In fact, before we get too close to the keep, I ought to mix up a few things."
1st Level: crafter's fortune, shield, expeditions retreat, ant haul, [empty slot]
"I've got a few other things I can make. I'm able to share these as well, so if you see something in my formulae book that you like, feel free to make a request."
Formulae
1st Level
Shield
Longshot
Keen Senses
Disguise Self
Expiditious Retreat
Crafter's Fortune
Endure Elements
Ant Haul
Bomber's Eye
Level 2
Barkskin
Blur
Bull's Strength
Eagle's Splendor
False Life
Fire Breath
See Invisibility

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"Infiltration I can do." The dwarf says, in response to Ash's question. "And I got this little guy to help out." He makes a quiet chittering sound and a moment later a shadow separates itself from beneath a nearby bench.
You see a large rat, the size of a dog. It scurries over to the dwarf's side and presses itself against his leg, watching the others nervously with dark eyes that seem to glow in the torchlight of the inn.
"He's pretty good at staying unseen too." Little Foot adds.

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"Does anyone know something more about this changeling spellcaster of some sort? Or does anyone have a way to deal with any sort of spellcaster? He sounds like he could be a problem. Or do we want to just hit him on the head a few times until he forgets how to casts spells?"

EndlessForms |

"Can we get a map of the whole layout, not just an entrance point?"
How far from wherever we are to the fort/secret entrance?
"I can give you a map of the surrounding area and describe to you the outside setup of the keep if you like. It will take over a week to travel there along a road that follows the Marideth River valley. You'll pass through the small hamlet of Purt as you cross the Eldress River, a small tributary of the Marideth."
I'll put some maps linked up top in a few minutes.

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Little Foot snorts, clearly expecting something different from a man who claims an intimate knowledge of the layout of the keep.
Ash: If possible, assuming he is willing, Little Foot would like to request a spell from the druid at some point during their trip (that being masterwork transformation, and will make sure he has purchased the magical reagents required for said spell before they go (300 gp worth)

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@Little Foot - Since we have over a week to travel there, shouldn't be a problem if you pay the cost of it(unless we get horribly ambushed off course), but I think it's save to risk having one spell less for a day. I will also use 1 slot a day to cast some goodberries in advance, which should last for 5 days..so assuming nothing wierd happens I think it's safe to assume I'd have 3 days worth of berries left by the time we get close to the keep
Amount of goodberries: 6d4 ⇒ (1, 3, 1, 3, 1, 4) = 13

EndlessForms |

The land immediately around Fangwood Keep is predominantly low grass and bushes that slope up with the terrain's steady grade, and all foliage and obstructions appear to have been cleared from the hill long ago.

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GM: those scrolls mentioned as part of the reward... did we get those to bring with us and possibly use, or do we get those after?
Little Foot spends most of the trip playing advance scout, taking point whenever possible. He seems his normally surly self the entire way.
As they approach the keep, he becomes extra cautious.
Take a 10 on the perception check
He nods as Ash points out the rune to the others, his eyes now watching everywhere else to make sure no eyes from the keep notice them.
"Don't like standin' out here for all to see," He mutters unhappily. "Lets see if we can't get that damned thing open."
We have any idea how to open the secret way?

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I assume we are at least trying to be stealthy and are in cover somewhere
Assuming we sneak up towards the rune/door Stealth check: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21using guidance
Ash offers to cast guidance on people who think they will need it

EndlessForms |

GM: those scrolls mentioned as part of the reward... did we get those to bring with us and possibly use, or do we get those after?
Those were given to you to use during the module. Because this is PFS, they will disappear at the end if you do not use them and essentially liquidated into the reward on your chronicle.
---
The party is able to warily approach the backside of the keep and unearth (ungolarion?) a sod-covered trap door beneath the rune. A narrow, rickety ladder descends 20 feet straight down and connects to an equally narrow dirt tunnel that slips under the keep's wall. The sides and roof of the earthen passage are supported by regular wooden braces that seem in good repair.
The tunnel leads to another rickety 20-foot ladder and an exit obstructed by a locked trap door.

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Does it look like anyone has been this way recently?
Check the tunnel entrance and tunnel itself for any sign of recent tracks. Survival: 1d20 + 10 ⇒ (11) + 10 = 21
As well, keep an eye out for signs someone may have protected the tunnel and the doorway, from inappropriate ingress. Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Sorry for lagging was away for the weekend.
Farg takes in the information concerning the mission but his mind only processes the crunchy bits.
Sneak in...kill baddies...sneak out...Farg can handle it. together with this sturdy group of veteran Pathfinders the tusked Tielfling decends into the tunnel.

EndlessForms |

Theo does not think anyone has used this tunnel in a while.
The party finds that the ladder leads up to a narrow hallway that runs around the keep. The ladder you emerged from appears to be in the northeast corner and another ladder downwards is in the northwest corner. The two southern corners have ladders leading upward to two more trapdoors.

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"Two that go up. Two that go down." The dwarf muses, as they examine the dark corridor beneath the keep. "Check the exit points first?" He adds, indicating the second ladder going down.
Are we at keep level yet, or still below it?
(if it matters, Perception: 1d20 + 9 ⇒ (12) + 9 = 21)
GM: since it seems like the sort of thing that might come up with two dwarves, just a reminder of the dwarven Stonecunning ability, that allows a free perception check to notice secret/concealed doors and traps that are in stone floors/walls/etc if they get within 10' of them.

EndlessForms |

You are at the keep level. The map is linked at the top.
Theo suggests checking out the other trap door that heads below the keep and discovers that it leads to a short tunnel that exits just outside the keep's walls, into the empty courtyard area.

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You are at the keep level. The map is linked at the top.
OH! Ha, I didn't notice that second map link at all! Was having trouble visualizing, but that helps alot!
Well, the rules of creepy castle design say there has to be multiple secret doors and spyholes everywhere! So keep an eye out for such things as they move along!
"Keep yer lights low." Little Foot whispers to those who have need of them to see. "This sorta place is like to be riddled with holes and cracks. Be easier to find 'em in the dark... and less obvious on the other side."
Otherwise, failing finding a concealed entrance on this level, looks like we have to start at the top and work our way down

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"Oh, hey - I can take a look at that door." Maaarv steps forward and examines the lock on the door.
Disable Device: 1d20 + 8 ⇒ (1) + 8 = 9
"Oh, boy. I, uh... well. This is a pretty tricky lock. Dang, I just don't think I can do anything with it. Can anyone else try something?" Maaarv steps away from the trap door, sheepishly examining his footwear as he does so.

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Perception, add +2 if stone due to stonecunning 1d20 + 10 ⇒ (5) + 10 = 15
Disable Device 1d20 + 4 ⇒ (19) + 4 = 23
Garen shuffles up as he brings out his own set of well maintained lock picks, gleaming in the dark as it catches the light. He fiddles with the lock for a while after examining the door for traps.