Sunlight Under Stone
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”And stay down!” Sunlight Under Stone yells from the window. ”Crazy flesh-things!”
Kinetic Blast, PBS, EO, IC: 1d20 + 7 + 1 + 1 + 1 ⇒ (4) + 7 + 1 + 1 + 1 = 14
Bludgeoning damage, PBS, EO, IC: 2d6 + 7 + 1 + 2 + 1 ⇒ (6, 1) + 7 + 1 + 2 + 1 = 18
Cover not taken into account, but at least they have Precise Shot.
GM Silbeg
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Between Grunt and Bon Jon, the final adversary falls!
Hjort and Lazar (the wizard) are clearly dead, and the cleric looks to be not long for this world. If you hope to question them, you will need to act soon!
Jordun of the Linnorm Kingdoms
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Seeing Ktasha out of danger, Jordun offers prayers to Erastil in order to close the wounds of the still living foes. "We certainly cannot question Hjort. Someone should inform the guards of what has transpired."
Jordun of the Linnorm Kingdoms
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Realizing the rest of the party is fairly banged up, Jordun channels positive energy to stabilize the enemy and restore his allies.
Channel Positive: 2d6 ⇒ (1, 2) = 3
GM Silbeg
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Jordun's healing helps the party, and keeps the cleric and the half-elf from dying... you have the opportunity to heal them enough to interrogate... or you could just turn them over to the guards that are literally in front of the armory.
Recap
You were sent to Trollheim by Drandle Dreng, with a chest full of documents for Rognvald Skagni, a renowned historian of the north who is working on a comprehensive report on the state of government in the Lands of the Linnorm Kings and beyond. You arrive to find his house burned to the ground, and were attacked by a group hiding near the wreckage You then searched the town for clues in town, and learn of Hjort and Runa. You arrive at the Horned Helm and see a man matching Hjort's description, and a bar fight breaks out.
The man was an imposter, but tells you of the plans Hjort has to discredit the Pathfinders. You go to the armory, talk to some guards, fight some goblins, and then discover Hjort. Another fight breaks out, and here you are!
Sunlight Under Stone
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”Maybe they know,” Sunlight Under Stone suggests, gesturing at the fallen forms on the ground below. ”Can’t find them too soon either - this chest was already heavy before I had to haul it up the stairs. Someone else want to help carry it back down?”
Bon Jon Bovi
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"Aye, it seems that we should wake whichever of this miscreants are still wakeable and find out what they've done with Master Skagni. And while we're at it, would one of you mind using this wand to heal me, and anyone else who needs healing?"
Bon Jon is currently down 25 hp
Bon Jon glances over at the chest that Sunlight is schlepping. "Of course my friend, I'll take a turn carrying that!"
Jordun of the Linnorm Kingdoms
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"Secure them so they cannot escape, then I shall heal them with Erastil's gifts." Jordun prepares to channel energy once the captives are bound.
Chamius Lune PFS
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I thought Erastil's gifts usually involved arrows. Chamius manages to keep his thoughts to himself as he prepares for the interrogation. "I have a bit of magical music left in me, if you want me to try to get one of them a little friendlier."
GM Silbeg
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Don't worry about healing... unless it is to interrogate
The party secures the still living Ulfens, and Jordun channels Erastil's blessings.
Gyuri (the half-elf monk) and Runa (the cleric) wake up.
When tying up Runa (and patting them down), you find she carries several damning documents that explain that the entire plot to kidnap Skagni and use Hjort to tarnish the Pathfinder Society’s reputation in the Lands of the Linnorm Kings was organized by a Shadow Lodge agent named Caggrigar and his man in Irrisen, the shadowy Vermund.
Chamius Lune PFS
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Chamius skims over the documents, shaking his head. "Ah, the Shadow Lodge. Interesting how Society politics even makes it up here...why, it wouldn't surprise me in the least if the nations of Arcadia have problems with it. So whether or not we find Skagni right away, I suppose we'll have to be on the trail of these other two, hey?"
Bon Jon Bovi
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"Agreed. I wonder if there's any indication where we might find them?"
GM Silbeg
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Runa says, "Skagni? He's alive and well. Those bastard Pathfinders who sacked Hjort's village have him in Irrisen!"
Jordun of the Linnorm Kingdoms
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"Then I suppose we will have to go visit them and explain why Pathfinder business stays within Pathfinder ranks."
GM Silbeg
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Your time in Trollheim ended quickly when you discovered clues leading to Whitethrone, the capital of Irrisen and home of Baba Yaga’s white witch daughters, where you hope to find the kidnapped historian Rognvald Skagni. Traveling across the border from the Lands of the Linnorm Kings into Irrisen is no small feat, but you managed it by joining a mixed caravan of hunters and merchants headed for Whitethrone on a diplomatic mission. The merchants warned you that Whitethrone has been up in arms against Pathfinders recently, and you would likely need to sneak into the city. Things were going well until terrifying ice trolls and soldiers of Whitethrone’s Iron Guard who, it seems, were not interested in speaking to a diplomatic mission, ambushed the caravan. You barely escaped with their lives, though most of their caravan did not.
A biting wind blows from the north and snow blows in blinding drifts amid numbing fog. The bone-white walls of Whitethrone, capital of Irrisen and home of Baba Yaga’s white witch daughters, rises into the frigid northern night. Somewhere within is the Shadow Lodge headquarters hinted at in Trollheim where the poor historian Rognvald Skagni is being held. Reaching this point was a difficult challenge, but gaining entry into the city itself presents the greatest obstacle yet.
You are still carrying around the 100 pound chest with that Drandle Dreng asked you to bring to Skagni. The chest is 2 feet wide, 4 feet long, and 3 feet deep. It’s made of heavy oak, bound with iron, and locked with an enormous, finely crafted steel lock.
You find themselves outside the city walls of Whitethrone, intent on finding a way in without getting caught or killed by the Iron Guard.
GM Silbeg
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Map of Whitethorn is up on page 2
How would you like to proceed?
you have a map showing the exact location of the shadowlodge in Whitethrown, but you need to get into the city first!
Chamius Lune PFS
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"I did a spot of reading up on Whitethrone, chatting with the poor sods from the caravan, and like that. Let me think a moment, hey?"
Knowledge (Local) check: 1d20 + 6 ⇒ (13) + 6 = 19
Things of interest: existence of black/grey markets, information about convenient bands of rebels who can help us quickly so we can get out before Baba Yaga's hut arrives to kick them to death, that gap in the northwest wall, like that.
Sunlight Under Stone
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”Nobody worth talking to lives in this cold,” Sunlight Under Stone grumps as they dig through the heavy snowbanks for signs of vegetation. ”Maybe some pumpkins, but they’re blowhards and liars. Can’t trust them.”
The gap in the wall certainly looks like a good place to start with investigations.
GM Silbeg
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What you know is that the gap is at the Howling district, where the winter wolves go in and out. While smugglers use this, you know that to do so, you would have had to pay the appropriate bribes and all.
Other than that, you know that outsiders are treated all about the same... have your papers or be arrested.
There are often merchant caravans going in and out that you could hire on for (probably for the appropriate bribe at this point).
Chamius Lune PFS
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"So here's the problem, hey? Smugglers use that gap a fair bit, and I got the impression that the guards there take the opportunity to enrich themselves on the side. If you take my meaning. That's also what they call the Howling District, on account of the number of winter wolves who use the gap to get into the city. Any way we go, we'll need papers, to reduce but not completely eliminate the chances of being arrested. I'm thinking our best bet may be to go back out, find a caravan coming this way, and slip them a bribe to let us go with them. Any way we look at it, we're going to have to contribute to the local economy."
GM Silbeg
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Please let me know if you need clues as to options... might be hard just guessing based on the map!
Jordun of the Linnorm Kingdoms
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"You speak wisely, Chamius. I would much rather enrich whatever passes for honest merchants here than the guards. I doubt we would fare well in winter wolf territory either."
Sven of the Linnorm Kingdoms
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I've got some gold that could help, but I dunno if the caravans could get us papers, Sven muses aloud, feathers white and downy from the magjc used to keep him from freezing. I think we should see someone about papers once we get inside, i definitely want to keep our chances of arrest as low as possible. Especially after our last encounter with the Iron Guard...
GM Silbeg
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You have observed a relatively steady stream of merchant caravans going into and out of the city. As would be expected in any large city, they have markings from many of the neighboring countries.
Chamius Lune PFS
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"The caravans aren't going to give us the papers, I'm thinking--they're going to give us an excuse to be asking the guards for 'em." The bard pauses, struck by an idea. "Have any of you seen caravans with Tien markings? I speak the language and spent some time there, and they're coming from far enough away that they'll have an excuse not to have papers."
GM Silbeg
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You do not see any obvious Tien caravans, probably due to the way Whitethrone treats merchants. Most of the merchants coming here seem to be Varisian or Kellid, though there are a few Ulfens, now and then.
GM Silbeg
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Chamius (and the others) realize that most caravans will speak at least some Common, as it is the trade speak. In fact they've gotten by relatively well so far without needing too many languages.
Sven of the Linnorm Kingdoms
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Well, should we look for a more middling caravan or a more rich looking one? Sven asks, looking about for both types to possibly join without too much of a fuss. They might not look at us too closely if we're with rich looking people, so that's my thought.
Sunlight Under Stone
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Sunlight Under Stone shrugs. "We're going to stick out anyway - rich folks might have money to afford this many guards."
Either sound fine, rich seems like a good place to start.
GM Silbeg
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please describe how you are going to look for a “rich caravan” and how you approach them. Please make any rolls you honk are applicable
Bon Jon Bovi
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My apologies for the long posting delay - finally able to start catching up with my games.
Bon Jon pulls his thick wool coat tightly around him, hoping to find some respite from the biting cold. "Well, however we're going to find our way into the city - we can't stay out here in the cold. Let me see if I can talk one of these caravans into taking us on."
Bon Jon approaches the first likely looking caravan that passes, hands outstretched and smiling affably. "Good afternoon! I am Bon Jon Bovi, and these are my comrades. We are simple folk, honest, strong, and reliable. Have you need of any workers? Perhaps guards to help protect your wares? I assure you that we will earn our passage!"
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26 +2 more if they happen to be worshippers of Sarenrae
Nice time to roll a 20!
Sunlight Under Stone
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Meanwhile, Sunlight Under Stone tugs on Jordun’s sleeve. ”Would it be less conspicuous if I look like a vine?” they ask worriedly. ”I don’t think there are many leshys in this cold place.”
GM Silbeg
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1d20 ⇒ 17
Bon Jon Bovi SM: 1d20 + 2 ⇒ (13) + 2 = 15
Chamius SM: 1d20 + 10 ⇒ (3) + 10 = 13
Jordun SM: 1d20 - 2 ⇒ (13) - 2 = 11
Ktasha SM: 1d20 + 4 ⇒ (5) + 4 = 9
Sunlight SM: 1d20 + 2 ⇒ (10) + 2 = 12
The person who looks to the merchant running that caravan. "Well, since we can see the town from here, I am not sure I really need a guard. However, I am sure that you could convince me that I am wrong."
You assume that he is asking for a bribe.
Appraisal, kn:local, profession: smuggler would be appropriate skills to determine approximate price. Or you could just offer a proper bribe.
Bon Jon Bovi
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Bon Jon smiles at the merchant before nodding in agreement. "Of course, of course, how silly of me. You seem to know a great deal about the caravan business. Perhaps my friends and I could come along with your caravan for a bit to learn how it works? Almost like an apprenticeship. I understand that apprentices typically make a gift to show their sincerity. I wonder if this humble offering -" Bon Jon quickly looks into his purse to see if there's anything there - "would serve?" As he chatters, Bon Jon quietly offers the merchant 50 gp.
GM Silbeg
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"That will do nicely." replies the merchant.
The trip into Whitethrone goes without trouble, and you make it into the merchant's square without trouble. Your notes tell you that you need to make it to "Auntie Marny’s Bitter Brew", and abandoned brewery that serves as the Shadow Lodge's base.
To do so safely, I will need a Stealth check from the lowest modifier of the group
Patrols of the Iron Guard can be seen everywhere, and the Pathfinders will need to avoid their attention.
Jordun of the Linnorm Kingdoms
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Prepare to be amazed!
Stealth: 1d20 - 4 ⇒ (3) - 4 = -1
Jordun sticks out like a sore thumb, despite his efforts to seem like a mercenary fighter.
GM Silbeg
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As you walk through the streets, you come to a point where three guards step into your way. The man, who looks to be in charge, says, "So, what do we have here?"
He glares at the chest that Sunlight Under Stone is carrying. "Some smugglers, I see. You know that smuggling is illegal in Whitethrone, and the penalty is death!
"Get, girls!" he shouts.
Bon Jon Bovi init: 1d20 + 2 ⇒ (11) + 2 = 13 6
Chamius init: 1d20 + 2 ⇒ (16) + 2 = 18 4
Jordun init: 1d20 + 2 ⇒ (10) + 2 = 12 8
Ktasha init: 1d20 + 3 ⇒ (7) + 3 = 10 9
Grunt init: 1d20 + 4 ⇒ (12) + 4 = 16 5
Sunlight init: 1d20 + 9 ⇒ (15) + 9 = 24 1
Sven init: 1d20 + 3 ⇒ (9) + 3 = 12 7
Wrex init: 1d20 + 4 ⇒ (17) + 4 = 21 2
Sergeant: 1d20 + 0 ⇒ (20) + 0 = 20 3
corporals: 1d20 + 0 ⇒ (9) + 0 = 9 10
Wrex stands guard on Sven, readying to attack anyone who attacks his boss.
Sunlight up is/are up.
Universal Adjustments:
Universal Conditions:
Knowledge:
- => Sunlight
- R Wrex
- Sergeant
- Chamius
- Grunt
- Bon Jon Bovi
- Sven
- Jordun
- Ktasha
- Corporals
U = Unconscious S = Surprised D = Delay
Conditions:
Bon Jon: 44/44
Chamius: 24/24
Grunt: 34/34
Jordun: 2/27
Ktasha: 37/37
Sunlight: 53/53
Sven: 30/30
Wrex: 34/34
Enemies;
Blue (Sergeant):
Green (Corporal):
Purple (Corporal):
Round to progress 2020-03-17 1700 CDT (UTC-5)
Sunlight Under Stone
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The earth trembles as Sunlight Under Stone’s skin loses its gloss and becomes like the stones that fly from their hand. ”You sure about that?” they ask, voice rough as scraping rocks.
Kinetic Blast, PBS, EO: 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24
Bludgeoning damage, PBS, EO: 3d6 + 8 + 1 + 2 ⇒ (6, 2, 1) + 8 + 1 + 2 = 20
Free action to drop chest (the 2 ft to the ground won’t hurt it), Move action to gather power, Standard action to use Entangling infusion (substance, 2 burn, Reflex 17) on kinetic blast at the sergeant (Gather Power and Infusion Specialization reduce burn cost to 0).
GM Silbeg
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You hope it won't hurt it.
"You nasty little plant!" yells out the sergeant, as he moves up to attack Jordun. "You are next!"
He hits the cleric, but not that hard.
Longsword vs AC18: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 slashing: 1d8 + 2 ⇒ (2) + 2 = 4
Grunt readies to attack anyone who attacks Ktasha.
Chamius, Bon Jon, and Sven up is/are up.
Universal Adjustments:
Universal Conditions:
Knowledge:
- x Sunlight
- R Wrex
- x Sergeant
- => Chamius
- R Grunt
- => Bon Jon Bovi
- => Sven
- Jordun
- Ktasha
- Corporals
U = Unconscious S = Surprised D = Delay
Conditions:
Bon Jon: 44/44
Chamius: 24/24
Grunt: 34/34
Jordun: 2/27
Ktasha: 37/37
Sunlight: 49/53 [-5 NL]
Sven: 30/30
Wrex: 34/34
Enemies;
Blue (Sergeant): -20
Green (Corporal):
Purple (Corporal):
Round to progress 2020-03-17 1700 CDT (UTC-5)
EDIT: reflex DC17: 1d20 + 1 ⇒ (1) + 1 = 2
Chamius Lune PFS
|
Chamius clears his throat and begins to chant an inspiring poem.
"Though Iron Guards are strong and hard,
As cold as stone in chill Whitethrone,
Now go, now go, now go to war,
To carry Skagni home once more!"
Bon Jon Bovi
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Bon Jon leaps through the air before kicking the purple corporal twice.
Swift action to enter Dragon Style. Flying kick to move 10' as part of flurry of blows.
Unarmed strike, inspire: 1d20 + 10 ⇒ (16) + 10 = 26
non-lethal B dmg, Dragon Style: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Unarmed strike, inspire: 1d20 + 10 ⇒ (8) + 10 = 18
non-lethal B dmg: 1d8 + 5 ⇒ (2) + 5 = 7