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Poz fires off another crossbow bolt over the side. "Quit rocking the boat!"
Attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Confirmation: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Maintaining bardsong

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R3
Pozuket [Acted]
ENEMY [Acted]
Turac Zaps
Aranan Zaps
Radnor On Delay
R4
Pozuket shoots!
ENEMY - Rocks!
Turac
Aranan
Radnor
Turac and Aranan zapped the creature, but it persisted - right until Pozuket shot a bolt in its face and sent it down to the deep blue for its final dive.
The other tries again!
1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
zomg missed by 1
But the Grease seems to be a saviour!
R4
Pozuket shoots!
ENEMY - Rocks!
Turac
Aranan
Radnor
R5
Pozuket
ENEMY
Turac
Aranan
Radnor

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Aran grits his teeth and seems to allow an anger grow from within, a glowing light surrounding him and his blade as he swings it at the creature.
BLOODRAGE!!!!
1d20 + 10 ⇒ (6) + 10 = 16
1d8 + 7 ⇒ (1) + 7 = 8 If Evil: 1d6 ⇒ 1

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Did you remember the +1 damage, Aranan? Also, still maintaining it.
"Take that!" the gnome cries as he reloads his crossbow and moves to the other side of the boat. He takes aim at the other creature and looses another bolt.
Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Confirmation: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Yay 19-20 crit range!
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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On. Fire.
The creature wears the bolt right between the eyes. It stops molesting the boat. It sinks.
***
You continue rowing until you see your target floating on the waves.
The Hydra’s Fang is a small galliot, a man in what appears to be rather Chelish livery calls for you to identify yourselves - a pair of sailors seem to be moving about and duck mostly out of view. They are some distance away still and it would take a minute or so of earnest rowing to get to them...
"Identify yourselves!" the shout comes across the waves...

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Pozuket calls up to the boat, attempting to sound like the spellcaster they fought earlier. "It's us. Some fools came looking for Lubor, but we took care of them."
Bluff: 1d20 + 12 ⇒ (13) + 12 = 25
Once we're within 30', I can sneak a charm person or memory lapse onto the lookout by yelling at him. So if we're close enough before he calls an alarm, I'll do that.

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They continue to work on, ignoring your arrival...
New map up, you will get one 'free shot' before initiative triggers, I assume its Poz casting?
Boarding
Boarding the ship is difficult. You need to locate a suitable boarding spot or have decent Climbing skills. A DC 13 Climb check proves sufficient to scale the anchor line (provided the individual can reach it) while it takes a DC 25 to scale the ship’s curved sides (using a rope and grappling hook reduces the Climb check to DC 5). It is easier to climb the transom (the flat rear end of the ship) than the side (DC 15 Climb check) to reach the deck. Let me know which area you row for...!

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Use that Charm person then follow me!
Hoping I can use Know Sailor instead of climb
In the tradition of officers everywhere that see their men baulk, he leads the way up the anchor chain.
Climb (Or Sailor) 1d20 ⇒ 17 + 1 for Climb or +3 for Sailor.

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Aranan heads for the anchor line and starts clambering 1d20 ⇒ 11
moving up it well.
Turac follows and is also adept at climbing.
Pozuket casts 1d20 ⇒ 19 but not much happens.
Radnor then tries his luck with the chain 1d20 ⇒ 1 - which finds him crashing in the water - creating quite a distraction!
Crew1d20 + 4 ⇒ (13) + 4 = 17
A1d20 ⇒ 16
T1d20 ⇒ 14
P1d20 ⇒ 11
The laughter and mirth is all the distraction Aranan and Turac needed to get on board... and get the jump.
Aranan 1d20 ⇒ 12
Poz 1d20 + 3 ⇒ (13) + 3 = 16
Radnor1d20 + 2 ⇒ (20) + 2 = 22
Turac 1d20 + 2 ⇒ (9) + 2 = 11
Enemy 1d20 + 1 ⇒ (5) + 1 = 6
Surprise Round
Standard Action Only
Aranan
Turac
R1
Radnor
Poz
Aranan
Turac
ENEMY

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Aranan - Hold!, Turac cries hoping to get his magic off first.
He steps up 5ft, whacks the man on the cabin roof with a colour spray (DC15) and then moves back to hold the anchor chain steady for the next person to scale the chain.

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Totally, since he's marginally a spell caste
Very concerned about not having his weapon out after the climb, he draws his sword and pulls his shield free, then steps in front of Turac to defend him. 5' step

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Seeing the others drop, Aran drops his shield and charges, letting his holy rage envelop his form once more, his body glows with the light and his muscles tighten as he brings his sword down with two hands at the leader.
Charge, Rage, Power Attack: 1d20 + 10 ⇒ (12) + 10 = 22
1d8 + 12 + 1d6 ⇒ (4) + 12 + (2) = 18 Extra d6 only if evil

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Watching the man before him, he holds his blade at the ready, but does not react just yet, save for the glow leaving him and him putting a quick hand to himself. Ready action, if the man becomes aggressive, Aran will end him. Drop rage, Lay on hands with Mercy to remove Fatigue.
1d6 ⇒ 5
DuMoire sees the wound he caused closes up when Aran places a hand upon his own chest.

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At first DuMoire is charming, then haughty and slightly threatening and making implications that his family is not to be crossed, then asking, then pleading, then begging. The calls fall on deaf ears as you secure him firmly.
Searching the hold you come across two doors.
Fore, you find the door is heavily chained and reinforced from the outside, as though to keep something securely locked within. The reek of death and decay permeates the door, and listeningcarefully you hear the sounds of bobbing water and shifting furniture, as though the vessel has been holed, but you also hear groans and movement.He tells you that whatever is in that room is 'what is left of his crew' who are 'suffering some disease'.
Searching his room, the party finds a small padlocked chest of wood and hardened leather. Inside, wrapped in moldering velvet, rest four tablets each crafted from a different material— copper, gold, lead, and black slate. The crudely fashioned tablets are incredibly ancient forgeries of the original tablets marking the royal seals of four of the Old Azlant’s noble houses. Regardless of their non-authenticity, their uncanny detail provides great insight into lost languages and historical data associated with the four houses.
You return to shore on the jolly boat, the Hydras Fang burning behind you.
Local agents from the Kortos Consortium express and interest in having a word with DuMoire, as do a few other 'interested parties' and you hand him in to the Port Authority, the murder of the money lender being clear cut amongst a pile of other crimes. Seeing the matter will resolve one way or another you return to the Inn to get some rest. The next morning as you depart you notice the question of justice has been resolved one way or another, with DuMoire suspended in a gibbet on the pier, never to threaten anyone again.
Everyone makes their way back to Absalom, via the overland route, to be congratulated by Dreng and any other Venture-Officers present. YOu are told that you are becoming fine Pathfinders and will go far in the Society.
Well played, sheets out shortly!

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The adventure begins in Silverhall, Brevoy. Silverhall is the fortified capitol of the Lebeda's family territory. The party has been sent here on a diplomatic mission on behalf of Lady Glorianna Morilla, they enjoy the hospitality of the audience hall until the arrival of their host...
See information Brevoy and Letter above in campaign info
***
A fire burns merrily in the large hearth of the audience chamber, casting warm light over the long wooden table and high-backed chairs. A pair of guards opens the engraved wooden doors, and a regal woman enters, her hair tied into a tight bun. The guards stay by her side as she scans the room and then takes a seat at the head of the table.
“You must be Lady Morilla’s Pathfinders. I am Dame Sarrona Lebeda, and I am well aware of your desire for the Horn of Aroden. I am sympathetic to the cause of the crusade, and am curious to learn whether the Horn’s magic can be returned; however, the horn has already been pledged to King Noleski Surtova as a fitting part of the dowry for my daughter’s hand in marriage, and such promises cannot be overturned lightly. Nonetheless, I am willing to find a replacement gift in exchange for one kindness on your part: bring my son back home".
“As of late, my son Lander has been neglecting his duties in favor of playing the part of an adventurer. His swordplay admittedly shows promise, but wielding a weapon is only one facet of being a proper lord. Worse, the style and legacy that he has become obsessed with is that of Baron Aldori, which many houses perceive as a sign that we are not as committed to a unified Brevoy as we may appear. The truancy of a second child may not seem much of a threat, but with his older sister spending her days in the capitol negotiating the web of Surtova politics, the increase of bandit activity and wolf attacks in our lands, and Lander neglecting his responsibilities within our holdings, I am concerned that he is as much a liability to our family as an asset. You are adventurous types yourselves, and understand the hazards and difficulties of the lifestyle. Perhaps you could find Lander and convince him that the way of the sword is not the life he romantically envisions?”
Allowing 24hr check in

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Just to note Starlene is level 1, and she's re-rolled to slayer...
Greetings Dame Lebeda, an honour to make your acquaintance.
Starlene bows
The task of retrieving your son should not prove overly difficult. Could you tell us anything about where you last knew him to be or in whose company Lander frequented?

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A disheveled dwarf that smells faintly of sour beer sits in one of the chairs, swinging his legs back and forth as he waits. He listens intently to Dame Lebeda's story and request.
Right. So, who is this Baron Aldori? And, do you know any of his associates who might be able to point us in the right direction? That should get us started. Once we find your son, it shouldn't be too hard to get him sorted out and pointed in the right direction.

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So she wants us to convince her son our lifestyle's bad, and he shouldn't want to be like us?
Aryn has the the urge to sigh, but suppresses it. She quietly waits for Lebeda's answers to the questions asked.
That poor guy should be allowed to decide his own fate, but we need that horn.

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Right. So, who is this Baron Aldori?
“Baron Aldori is much more than a man in Brevoy—he’s a symbol, specifically one that represents an independent Rostland. Many of Aldori’s followers fought against Choral the Conqueror several hundred years ago, and many still work to split the two halves of our country apart. Although the Lebeda family supports the Surtovas’ rule over a unified Brevoy, there are those who doubt our commitment. Considering that the Lebeda family gave succor and support to Rostlandic rebels in the past… it is certainly in our best interest to maintain our distance.”
" Could you tell us anything about where you last knew him to be or in whose company Lander frequented?/And, do you know any of his associates who might be able to point us in the right direction? "
“Lander has taken to associating with a blacksmith named Marek Bogdan. Marek is a retired soldier and a practitioner of the Aldori style, and Lander says he’s a fine instructor, but my son spends too many hours at the Three Tongs smithy practicing his swordplay when he should be overseeing our cottars and building alliances. He was headed to the Three Tongs when last I saw him, two days ago.”

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Ashara bows deeply at the noblewoman and smiles reassuringly:[b]"We understand your concerns my lady. Rest assured we'll spare no wfforts in retourning your son to you although... jave you considered the notion of joining the crusade? That could certainly be a good way to earn prestige and... it's not like the troubles of Brevoy would diminish if the demons manage to overrun the forces of light..."[/dice]
Diplomacy check: 1d20 + 8 ⇒ (8) + 8 = 16

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"That may well be the case, though his duty first lies here. He has little interest in joining as a Crusader, he is fixed on the tales of Baron Aldori so it is highly unlikely he would travel the crusader road. Baron Aldori is much more than a man in Brevoy—he’s a symbol, specifically one that represents an independent Rostland. Many of Aldori’s followers fought against Choral the Conqueror several hundred years ago, and many still work to split the two halves of our country apart. Although the Lebeda family supports the Surtovas’ rule over a unified Brevoy, there are those who doubt our commitment. Considering that the Lebeda family gave succor and support to Rostlandic rebels in the past… it is certainly in our best interest to maintain our distance.”
***
As an aside, once you are done with Sarrona, I assume you will be asking around town:
Diplomacy OR Know:Nobility, AND
Diplomacy OR Knowledge:Local
Yes, two separate checks.

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"Understood," Aryn says, and heads for the exit.
When next to the door, Aryn turns to face her fellow Pathfinders. "Shall we go?"
Once the party's left and goes into town, Aryn will ask around town. She'll cast guidance on herself and anyone who requests it while asking around for info, to boost the party's chance on success.
Diplomacy, check 1 + guidance: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Diplomacy, check 2 + guidance: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

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Thank you for the information, we will endeavor to retrieve him in the quickest way possible
She nods at Aryn
Yes let us be away without delay, we will make further inquiries among our own contacts to see what else we can unearth
know (local): 1d20 + 4 ⇒ (11) + 4 = 15

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The party gets to work chasing down leads and uncovering rumours...
On the subject of Lander...
According to one of the maids, "Lander is the younger of Dame Sarrona’s two children. He is good looking, and has caught the eyes of several noble scions in Silverhall"
One of the guards remarks "Lander has always been fascinated by stories of bravery and derring-do. When he was a child, he spent hours questioning soldiers, guards, and mercenaries about their campaigns and fights against monsters. His collection of Brevic military histories is second to none in Silverhall."
Whilst more courtly gossip suggests Lander was seen recently slaughtering dire rats and other urban vermin with a finely made sword—hardly proper behavior for a young lord!
Asking about Landers more recent whereabouts...
Marek Bogdan owns the Three Tongs smithy and is a skilled artisan who specializes in making weapons. He to become an Aldori swordlord for several years before moving south to Silverhall.
Marek’s maker’s mark is the sign of an eagle clutching a pair of tongs. He has little respect for authority, particularly inherited authority.
Further actions, or off to see Marek Bogdan?

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Ashara nods at Sarrona's words, keeping her disappointment hidden:"We understand your position my lady, I just ask you to consider supporting the Crusade, as I said the demons winning is in no one's best interest. I hope you will consider helping the cause of righteousness by lending direct help... as I said there's much prestige in becoming heroes of the crusade " once the group departes the noble's manor Ashara sighs:"Well let's see what we can do... for starters I suggest we pay this Marek Bogdan a visit"
I vote for a visit to Marek's

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Marek's shop the three tongs, would seem the next logical place to go. If the boy has been seen there, has a new sword too, that would point the finger heavily in the direction of the smithy. Let us away quickly lest the trail grow colder
Orc double-axe strapped to her back with some complicated-looking piece of quick release knotwork, Starlene leads off in the direction of the Three Tongs, eyes peeled for the eagle and tongs sign.

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Racks of weapons and metalwork line the walls of the Three Tongs smithy, and the forge is visible through a wide door. A pair of crossed Aldori duelling swords hangs on the wall opposite the front door. The antlers of several deer and elk decorate the walls. A staircase wraps around the eastern wall, leading upstairs.
A bald Taldan man is working in the back. His skin is leathery from year of working in the forge, and his black beard and eyebrows are patchy from occasional sparks. Welcome to my smithy travellers! Seeking some new iron?". he says with a warm smile as he stops his work and turns around, I have the finest forged blades. Are you looking for something in particular? He moves over to a large collection of different weaponry, some of them looking of particular high quality.
You can make an Appraise, Perception or appropriate craft check