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Brunhilde is sad that even the mooks in this adventure have more HP than her :( Can I use my move action to kick away the bosses axe?
Brunhilde flinches as the chief thugs axe bite's deep into her side but seeing that the man is now unarmed looks to make the best of a bad situation and kicks away the axe all the while looking to fell her current foe before she is outnumbered and does so by splitting the man from head to pine in one clear stroke which showers her in blood.
Attack Blue PA 1d20 + 8 ⇒ (20) + 8 = 28 Damage 1d8 + 8 ⇒ (3) + 8 = 11
Confirmation 1d20 + 8 ⇒ (9) + 8 = 17 Damage 2d8 + 16 ⇒ (2, 5) + 16 = 23
That's what you get for messing with a Princess! she shouts as she turns on the leader.

GM chadius |

Brunhilde is sad that even the mooks in this adventure have more HP than her :( Can I use my move action to kick away the bosses axe?
You can. Note you see at least two more throwing axes at hand, he just hasn't drawn them yet.
Brunhilde cleaves Blue in twain and faces the leader. The leader looks like he's seen a ghost and he fumbles towards one of his throwing axes.

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Enraged by her wounds, Marduk steps over the cadaver of her previous foe and attacks in a flurry of slashs the man in front of her.
Masterwork Orc Double Axe, bless: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 for Slashing Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Masterwork Orc Double Axe (second end), bless: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 for Slashing Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Bite, bless: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5 for B/P/S: 1d4 + 2 ⇒ (1) + 2 = 3

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 2 Mounted; Bless
Roscoe and George press their opponent with another assault ...
Lance: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Bite: 1d20 + 5 ⇒ (8) + 5 = 13 for Piercing: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 for Slashing: 1d4 + 4 ⇒ (3) + 4 = 7
Critical Threat: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 for Confirmed: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 for Slashing: 1d4 + 4 ⇒ (3) + 4 = 7

GM chadius |

Roscoe's lance digs deeply into the thug, but that's nothing compared to King George, whose left claw reduces the foe to a bloody mess that crumples upon the ground.
Marduk leaves a horrible wound upon Gray, who finally gathers his wits.
Leader's Will Save: 1d20 - 1 ⇒ (12) - 1 = 11
Goupil points at the leader, who stops moving for a moment and seems unable to gather his wits.
Round 3
Brunhilde (5 damage)
Three
Goupil
Nemis
Thugs (Leader 10 unarmed and dazed, Gray 9)
Roscoe
Marduk (7 damage)
Nemis and Three to close out Round 3.

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Seeing Grey snap out of it, Nemis frowns a bit. Then, devoid of emotion levels his wand at the leader and shoots a magic missile at him 1d4 + 1 ⇒ (1) + 1 = 2

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Three hops forward, surprisingly lightly for a dwarf, and thrusts at the remaining thug while he's distracted by other combatants.
Longspear, Bless, flanking versus gray: 1d20 + 2 + 1 + 2 ⇒ (18) + 2 + 1 + 2 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Gray might have soft cover, but I don't think it'll matter with that roll.

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my dear butlers, could you not kill this leader? He see quality when he see it. And he maybe know what happen."
-Posted with Wayfinder

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Three skirts around rubble as she moves up, leveling her spear at the apparent leader. "Surrender now, fool." It's not a request.
Ready action to attack for non lethal damage if the leader attacks.
Readied attack:
Longspear, Bless, non lethal, prone: 1d20 + 2 + 1 - 4 + 4 ⇒ (7) + 2 + 1 - 4 + 4 = 10
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack of Opportunity if he stands:
Readied attack: Longspear, Bless, non lethal, prone: 1d20 + 2 + 1 - 4 + 4 ⇒ (12) + 2 + 1 - 4 + 4 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

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@Three: A dazed opponent is not prone. He just looses his action.
@GM: How come Roscoe and Marduk don't have an action in the 3rd round?

GM chadius |

Well, the fight's effectively over at this point. He stood up and threw his throwing axe at Brunhilde. I did skip Roscoe and Marduk, oops. That's what I get for going too quickly.
The leader, knowing when he's beaten, surrenders as soon as he is able. "This was supposed to be easy money!"
Combat Over
The five thugs each carried a single potion, chain shirt, 3 throwing axes and a heavy wooden shield. The leader has five throwing axes, wears chainmail armor and a heavy steel shield, along with 2 more potions. All of the potions have the same kind of liquid.
6 potions of Cure Light Wounds in total.
The leader hands you two sheets of paper. "Me boys and I were hired by these two. They told us to watch the house and capture the leader. I don't know why. They paid well..." The leader begs for his life.
For the sum of 50 gold crowns, you and your mercenaries are to watch Rognvald Skagni’s residence on the edge of town for two months. Ignore looters or petty thieves—instead watch for Pathfinders, and if you see them, kill them. Any in your crew who can prove to me they dealt the killing blow on those murderous demons earns a 100 gold crown bonus.
-Hjort Fastaxe
Do as Hjort instructed, but do one thing more for me: capture at least one Pathfinder, preferably an expedition leader. Bring him or her to me separately, and I will reward you an additional 100 gold crowns.
-Runa White

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Do you know those people?says Chalfon.
He also read the handouts.
My my. It seem that you have found an expedition leader to take to this Runa White. You just need to take him to have the hundred gold. and maybe much more, if you know why I mean.
Someone could stabilise those who are still alive? we are not monster. Money is money after all.

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"I've not forgotten that we're standing in our contact's ruined home. I care not what you do with them, but I want to meet these two." Nemis slaps the note to emphasize the last word.
-Posted with Wayfinder

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Three tends to the wounded, stabilizing those she can.
heal: 1d20 + 3 ⇒ (8) + 3 = 11
heal: 1d20 + 3 ⇒ (10) + 3 = 13
heal: 1d20 + 3 ⇒ (10) + 3 = 13
heal: 1d20 + 3 ⇒ (16) + 3 = 19
heal: 1d20 + 3 ⇒ (9) + 3 = 12
heal: 1d20 + 3 ⇒ (2) + 3 = 5
Finding the task frustrating, Three wipes the quickly cooling sweat from her brow and raises her holy symbol hand, channeling a warm healing light to ask those around her.
Channel energy, standing to catch all creatures in the radius:
Channel: 1d6 ⇒ 4

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Brunhilde examines one of the potions.
So what are these good for? She inquires of the former leader. Healing?
So I think we'd love to meet Hjort and Runa. And seeing that Runa promised you a nice reward for bringing us alive I'm sure you'd like to do so right?

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"Yes, I think a reward is coming to us in many different ways."

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That's why, in PBP games, I usually make a "party" block when I can, as if those who rolled init lower than the group of enemies (if they have the same init) don't act in round 1 but act together in round 2.
Marduk thanks Three for the healing but draws a wand to heal what's left.
Wand of CLW: 2d8 + 2 ⇒ (1, 4) + 2 = 7
She stows the wand and gets towards the others.
"Maybe I be captured pathfinder. I am frail woman. They not notice I be pathfinder!" says Marduk with a toothy grin.

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Let me try, leader's potions first.
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

GM chadius |

The lead thug cowers as you interrogate him. "They gave me these orders a few weeks ago. I don't know where they are now." It turns out these thugs are all brawn and little brains. The town authorities arrest any surviving thugs (all of them after Three's channeling) for attempted murder.
Nemis identifies the potions as potions of Cure Light Wounds.
In the town of Trollheim, everyone keeps to themselves. They don't like outsiders, especially nosy outsiders. The Pathfinders realize they'll need to tread lightly and ask careful questions about Hjort and Runa.
Roll Diplomacy or Knowledge(Local) checks to investigate. I'll need a total of 5 rolls from each of you.
If any of you are of Ulfen origin (that's you, Brunhilde), you get a bonus to your checks. If you're from their rival region Irrisen and you mention this, you'll suffer a huge penalty instead.

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Don't have Knowledge (Local) so Diplomacy it is...
(G.I.): 1d20 + 0 ⇒ (9) + 0 = 9
(G.I.): 1d20 + 0 ⇒ (4) + 0 = 4
(G.I.): 1d20 + 0 ⇒ (16) + 0 = 16
(G.I.): 1d20 + 0 ⇒ (19) + 0 = 19
(G.I.): 1d20 + 0 ⇒ (20) + 0 = 20

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Marduk wanders about and tries to talk to people. That's such a strange thing for Marduk that she eventually leaves the task to ones better suited for it. Well it seems I used all the bad rolls xD
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3
Diplomacy: 1d20 - 2 ⇒ (9) - 2 = 7
Diplomacy: 1d20 - 2 ⇒ (11) - 2 = 9
Diplomacy: 1d20 - 2 ⇒ (5) - 2 = 3

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and does goupil transform into a an ulfen is ok ? For the bonus. Also. They don't know where they are but they need to capture the leader and give to white?
Chalfron when talking as his shadow lodge ring.
diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
-Posted with Wayfinder

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Would Favored Enemy Human apply to this Knowledge Local check?
The main reason Brunhilde never made an overly good princess was that she was never nice to those around her.
K.L 1d20 + 1 ⇒ (13) + 1 = 14
K.L 1d20 + 1 ⇒ (15) + 1 = 16
K.L 1d20 + 1 ⇒ (20) + 1 = 21
K.L 1d20 + 1 ⇒ (10) + 1 = 11
K.L 1d20 + 1 ⇒ (9) + 1 = 10

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20
Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17
Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16
"Why not ask the leader what he thinks the potions are?"

GM chadius |

The potions are indeed potions of Cure Light Wounds.
Hours: 5d6 ⇒ (4, 5, 2, 6, 3) = 20
You ask around Trollheim, careful to gauge the townspeople before approaching them with questions about strangers. It takes you the entire day and then some to get the info you need.
Three talks to a comely Ulfen guard and challenges her to an arm wrestling contest. She's quite impressed with her dwarven strength, and talks about these outsiders.
“I heard about an Ulfen warrior named Hjort—don’t know his family name—who came here a while back after his entire village was slaughtered on the Arcadian coast. People say his rage toward the Pathfinder Society burns bright, as they were the ones who slaughtered his people—a people, I heard, that he was destined to be the jarl of. Those traditional warriors from the coast are serious brutes—I wouldn’t want to be one of their targets.”
Brunhilde talks to a muscular Ulfen warrior and is straight and too the point. The woman respects her determination and tells the shield maiden what she knows.
“A dark-haired Chelish woman, family name of White, has been seen about the market recently. She’s hiring mercenaries and low-life thugs for Gorum-knows- what. If you’re looking for her to right some wrong, I’d bring a dozen more of you—she was cornered in one of the market’s darkest corners by some of Trollheim’s biggest miscreants, and just when they thought they had gotten the drop on her, she called to her god and blasted them with holy fire. She’s tough, that one, and not someone I’d mess with.”
An old swordsmith travels around the town during his days. Goupil manages to talk his ear off about the smith's impressive weapon collection. They soon strike up a conversation, and the nobleman gets a few juicy tidbits.
“Yeah, I know those two. They approached my friends and me and offered us a ridiculous sum to work for them. No way was I going to work for a washed-up Ulfen warrior and a foreign she-devil from the south. Hjort’s eyes told all the story I needed to know: he wasn’t doing whatever he was doing for profit—he was doing it for revenge. That business has only one path, and it leads straight to Pharasma’s ample bosom. And Runa? Well, she’s a foreigner, ain’t she?”
Marduk and Nemis manage to find a destitute Gnome in Trollheim and converse with him without talking about his stench.
“Can’t say as I remember the name of the place, but when they tried to hire my cousin, they told him to meet them at some hole in the market. You’d best do your poking around there and stop pestering the peaceful folk of Trollheim before they decide to yank your entrails out from your mouth and strangle you with them.”
Roscoe meets a tall, lanky woman at an inn. She claims to be in the middle of writing the world's greatest saga, but all she seems to have done all day is drink. Roscoe entertains her by buying another drink.
“Hjort and Runa, you say? Yeah, I know ‘em. I drink a beer and punch a guy in the face every night down at the Horned Helm, and they’ve been there for weeks—months maybe. I tell ya, that Hjort can throw a punch, and don’t get Runa started about religion—she’s likely to talk about it long enough it starts a fight and the way she ends fights ain’t fair, ain’t right, and just ain’t normal. Runa is a dark-haired woman from Cheliax, and Hjort is a large brute with red hair, a red beard, and a scar across his left cheek.”
Another day passed, so recharge your daily spells/channels/etc.

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"let us do this with widsom. If we walk en masse they will bolt. Maybe we can either blend in or go in smaller teams. I can probe a man's thoughts. If we see them I could gain some insight."
-Posted with Wayfinder

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"and we don't know anything about whose god she follow. Asmodeus?"
-Posted with Wayfinder

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It sounds like they are dangerous. Confronting them one on one could end up in more dead Pathfinders. I don't stand out overly around here but the rest of you are what most Ulfen would consider "exotic"! Unless we can come up with some sort of magical disguise I don't see us catching them by surprise.

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"Fair enough. I don't like one on one either. Okay, let's go in." Nemis's confidence that this will go down peacefully is small, he casts Mage Armor.

GM chadius |

You have heard many stories about the Horned Helm. Even the roughest and toughest of Trollheim consider it to be one of the worst dives in town. At least once a week, someone has a knife sticking out or their brains bashed against the wall.
The Horned Helm is a low-slung, two-story building of questionable construction leaning heavily over a shoddy corner of mud and brick in the dankest, filthiest parcel of land in all of the market. It has no windows, as they’ve all been broken and boarded over; its only door looks like a simple plank of wood covered in scratches, burns, and probably blood stains. Noise, heat, and smoke pour out from under that door and rise to a staggering crescendo of laughter as the door swings lazily open and two bodies are unceremoniously dumped into the rutted, frozen mud streets outside. A battered sign hangs above the door, swinging on two chains, one shorter than the other. It bears the faded image of an Ulfen helm with two ridiculously large horns.
Two bodies are lying slumped outside the walls. The bodies are bruised, alive and unconscious. As you enter the insults begin almost immediately. The bartender, a one-armed bearded man is the loudest and most vile of them all. He laughs at the five scrawny wimps and their Ulfen chaperone who came into his bar.
The other thing you notice is the intense heat, blazing off of two iron furnaces full of coal. Eventually the insults cease, and the heat is a bit more comfortable.
There is a man seated opposite from the entrance, with only the profile of his left side visible to you. He matches the description of Hjort that you know of.
Imagine the bar is mostly full of patrons.

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Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Doh! Nemis will still stand near Brunhilde. If she points anything out to Nemis, he'll do as he said and direct a Detect Thoughts spell...
If no one points anything out, he'll just stay ready for action.

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Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Three remains stony faced at the insults, but one they cease and she can enjoy the warmth of the furnaces, she cracks a small smile. Distracted by the almost pleasant chaos of the room, she starts heading toward the bar. Turning to her group as she walks, she asks, "Mead?"

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Roscoe spots the target and tries to get everybody's attention ...
speaking in a low voice he nods in the general direction of Hjort ...
"Hjort is there ... how should we handle this?"

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As soon as Roscoe points him out, Nemis gives a hand signal hang on. He then reaches out with his mind. In the first few seconds he feels the presence of each and every mind. Then he focuses (quickly learning that there's a drought of intelligence in the room.) If there's anyone with an intelligence above 13 I'll make note of it. Finally I'll probe the mind of Hjort. Will DC 16 to resist.
If there are other minds Int score 13+ I'll probe them next.

GM chadius |

Roscoe spots a man matching Hjort's description, sitting at the bar and enjoying a drink. Nemis stands and begins scanning for those of outstanding intelligence. The town is full of simple folk, though, and only the stupid or foolhardy would actually visit this tavern.
Nemis tries to read Hjort's mind...
Hjort's Will Save: 1d20 - 1 ⇒ (17) - 1 = 16
And finds it surprisingly difficult.

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Returning from the bar with a dirty mug half full of something strong, Three takes a drink and wipes her mouth on the back of her hand. When the others (subtlety, presumably) point out Hjort, she looks around the room for the dark haired Runa.
"Need 'em alive," she whispers, "so we can find out what they know 'bout Skagni. We could get 'em thrown out, try to start a fight b'tween Hjort and somebody big. Or get Runa taking about religion - probably worships that old scribble devil, " she guesses, lazily drawing a rough pentagram in the air with her finger. "Don't see her 'round, though. Maybe in her room?" This is the most Three has spoken in the last month.

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Nemis isn't going to be the faceman, so I'll keep this up until something happens. Since no one seems to be overly intelligent, I'll keep targeting people until I get something good. no high intelligence means no wizards.... soooo:
1. Anyone who looks abnormally armed for a night out drinking.
2. Anyone paying TOO much attention to the scarred man Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Obviously if all hell breaks loose, or if we convince him to give up the goods, I'll stop.

GM chadius |

Nemis scans the room, and notices two men wielding throwing axes. Their thoughts are certainly focused on the party and their interactions with Hjort.
Nemis also notes eight of the bar patrons who really don't like outsiders. Their thoughts impeded by alcohol, they all think they could take these out-of-towners on, no problem.
Some of the patrons are looking at Nemis, wondering if he's scared stiff. In reality he is in deep concentration.

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If we are potentially forced to fight 11 foes do we have a caster who can take out abunch of opponents at once? That would even the odds. Either that or we try to chase Hjort out of the building.

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If we are potentially forced to fight 11 foes do we have a caster who can take out abunch of opponents at once? That would even the odds. Either that or we try to chase Hjort out of the building.
It sounds like it wouldn't be too hard to get them to start fighting each other. We could try to capture Hjort in the process. It also sounds like he doesn't know what we look like (although he would suspicious of outsiders). If our noble leader Chalfon/Goupil is still disguised as a local type Ulfen, he could try to get some info out of Hjort about Skagni.