| GM Blake |
The town of Artume is situated on the western bank of the River Sellen. At the center of the town are the feldspar cliffs that overlook the river and surrounding planes, and the Gildtmede Keep that stands on top the cliffs.
Your ship slides into dock as crews of gnome engineers operate hoists protruding from the cliffside overlooking the river. Large bundles of goods glide through the air at the end of sturdy ropes, down to ships at the docks and up to vaulted openings in the cliffside. Above the cliff, the white walls and towers of a keep reflect the morning sun.
The ship sways gently in its berth as sailors ready a gangplank and throw ropes to dockhands. Not long after the plank slams against the dock, a dwarven man strides up from below deck, dressed in a white shirt and a black vest. This is none other than Venture-Captain Holgarin Smine. As he crosses his arms, toned by decades of hard work, he nods towards the town that spreads on the slopes around the keep, “Bet you’re eager to get on your way. The Society needs you to find an old lodge. I hear it’s northeast of the town. Learn any details you can about Kerinha Napsunar and report back to me. Also. Lot’s changed with the new king and all. People don’t always like change. I’d like to know if there’s trouble brewing. I’ll be conducting some business in town. You can contact me at the River Steed Inn.” Smine points to a fancy three-story building that stands above the cliffside a bit south of the keep, “So that’s two missions: find the lodge and keep your ears open. Any questions?”
Vilkik Birdsong
|
"Oh boy! Am I glad to get off that ship!" Vilkik stretches in the morning. After stretching, the young halfling turns to her superior. "So venture-captain, where can we meet this Kerinha? Is she or he an agent, too?"
Jorgen Yourminder
|
It is nice to get off the ship and onto solid ground, I'm sure Jaarl here is glad too. You see a thick stocky Dwarven man holding a staff with fire red hair and a big beard braided into a big single braid step off the boat and right by his side is a small bear. Do you know of any places to start looking for information on Kerinha?
| GM Blake |
Smine raises an eyebrow at Vilkik. "If you figure out a way to meet her, you will be a star among your fellow Pathfinders. She was part of the Society some three-hundred, four-hundred years ago. One of Durvin Gest’s peers. Pathfinder agents found out about her early exploits a few months back. She was politically savvy and willing to risk a lot for historical artifacts. For one, she established a smuggling ring in Rahadoum to save religious relics. She came here and founded a Pathfinder lodge. After that, it’s your job to find out.”
He turns to answer Jorgen, "Like I said, northeast from town. Near an abandoned village."
Semi-Secret Society Check to Recall Knowledge about Artume and the River Kingdoms, if you desire.
To roll a Semi-Secret Check, place your roll in a spoiler and, ideally, do not look at it.
Bonezz
|
Looking around at the town, and watching the crew unload the ship, Bonezz smiles broadly and rubs his small green hands together. Plenty of coin to be made here if the locals are friendly.
”Yes yes, what can you tell us about the area here, or maybe local trade routes. Those things tend to be crucial when a new leader takes control. Oh, and who is this new king anyway? Another longshanks? No matter. Find the lodge and listen for news, can do.”
Vilkik Birdsong
|
Vilkik blushes a deep red upon showing her ignorance.
"My a-apologies", she manages to blurt out. She tries to cover up her ignorance with another question. "Where could we get equipment?"
| GM Blake |
"The old king, Drellis Artume, was assassinated two decades ago. Sir Waike, crusader I think, was made the regent. He tried to kill Queen Sovella. She was pregnant at the time. She fled to a Milanite monastery called Everbloom. Waike was a slag heap, so eventually the populace rebelled with the support of the monks of Milani. Edryd, son of Drellis and Sovella, was of age. He’s King Edryd now," Smine answers one of Bonezz' questions. "As for where to get equipment, there are plenty of the usual shops in town. It's not a backwater like Shimmerford."
Vilkik Birdsong
|
"Uh, wow. I knew the river kingdoms hated nobles and rebel all the time, but it's one thing to know and another to well, be here. Okay, so, uh, what will we need for the trip up north?", she says mostly to herself in a low voice.
(Can I do a Recall Knowledge check about the lay of the land or was that covered in the previous roll?)
Azu Azan
|
Azu and his companions Ako stretch their legs.
Azu pets the creature as he focuses the captain's orders.
"If we are on the west bank of the river, then northeast of the town would take us across the river, is that right?" Azu was trying to get his bearings.
Before leaving town, Azu will want to invoke his Nexian Researcher boon which gives a free (no box check) search on Kerinha Napsunar. Azu is untrained in Society Lore, so he gets +2 bonus only.
Bonezz
|
Good call. I think like 3 of us slotted that boon. I feel kinda silly that I forgot it already >.<
Would also like to attempt to recall knowledge about Kerinha.
Patting his backpack full of goods. ”Eh, not quite what I meant, more into selling than buying at the moment. But thank you.”
Guntram Falk
|
Guntram looks as if he's considering kissing the ground after he disembarks. He settles for stretching, though this entails quite a few different stretches and seem done with practice and intention, not just the random movements of someone with a sore body. These stretches go on as the other talk with the venture-captain and one might wonder if Guntram is paying attention, but when he finally stands still he says, Right. Find the lodge, nose about town. Got it.
| GM Blake |
Yes, Vilkik, that was covered in the Society roll. You--or anyone--can, however, spend time doing a Diplomacy Check to Gather Information, if you desire.
"If the river ran straight north, I suppose that would be true," Smine says to Azu. "But it doesn't. It does, however, get pretty swampy in some parts."
Vilkik Birdsong
|
"The captain did say to keep our ears open. If no one minds, I'll go ask around. See you in an hour or two!" She then heads off muttering, "Ears open, ears open..."
(I'll Gather Information, +3 modifier)
Lleylo
|
"Good idea, I'll do same! Everybody likes goblins, right?" Lleylo says naively, absent-mindedly tossing one of his bombs in the air and catching it again. He scurries off in the crowds.
Recall knowledge about Artume: Society: 1d20 + 7 ⇒ (14) + 7 = 21
Gather information: Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10
Guntram Falk
|
Maybe we should... Guntram begins as the halfling and goblin dart off. Eh, suits me, anyway, he then mutters.
There a temple or such 'round here? he asks Smine.
Religion roll if it happens to be relevant:
| GM Blake |
Azu: 1d20 + 2 ⇒ (10) + 2 = 12
Vilkik: 1d20 + 3 ⇒ (13) + 3 = 16 Random: 1d4 ⇒ 2
"There are shrines to your typical gods in town," Smine answers.
Vilkik and Lleylo head off into town and will be gone for a couple of hours.
Make any purchases, attempt further Gather Information checks, hang out at the bar, etc. Once the two hours is up, you can reconnoiter and set forth for the ruins.
Slot any boons and make any Pathfinder School item selections in the Discussion thread, if you have not already done so.
Azu Azan
|
Azu has trouble locating anyone who has heard of Napsunar. Seeking some material comfort, he purchases a light pick and visualizes hacking something with it.
Time permitting, Azu makes another attempt to tracking down information on Napsunar. Maybe he was in the wrong part of town?
Not sure if I can make another attempt.
Vilkik Birdsong
|
"Wow, that was fun!", Vilkik says mostly to herself. She enters the nearest bar and orders an ale. She stands on a stool, raises her mug and toasts "To Cayden! May freedom always live in our hearts!" before taking a big gulp!
"Ah, refreshing!"
(Vilkik will tell everyone what she learnt about the ruined village's location when they all get back together. Everyone gets a +2 circumstance bonus to Survival checks when trying to locate it)
Bonezz
|
Heading towards the local market, Bonezz opens his pack and sets up a small makeshift stand. This very fancy rock has a notch in the side that he places an equally fancy sign in it. WANDERING BONEZZ. While the spelling might only be barely legible, by common folk that is, the small goblin smiles proudly at the villagers nearby.
”Come gets your goodies while they last!”
While attempting to sell small, shiny rocks to the townsfolk, Bonezz will ask make small talk, and see what he can learn about the lost lodge or any bits they’re willing to share.
Guntram Falk
|
See yas in a bit, then, I suppose. Guntram says to those of the party still around. He wanders into town, taking his time, looking around until he comes across a temple. He tries to learn what he can about the town there, though he looks forward to getting on to the next part of the mission.
Diplomacy not his strong point, but here goes...
Jorgen Yourminder
|
Jorgen knows he is not the best in talking with people so he is going to follow Bonezz to see if he needs any help.
| GM Blake |
Your shopping and mingling completed, you gather back together and share what you have learned. Between Vilkik and Bonezz, you feel you have a reasonably good sense of where the ruined village is. Once everyone is ready, you set out.
Rolling plains stretch to the horizon outside Artume’s walls. The road leads north alongside the Sellen River. Smaller paths and side roads branch off towards the eastern plains, where mounted riders herd livestock across the grasslands. Beyond the grassy hills opens up a gloomy valley, where a snaking river flows sluggishly toward the Sellen. Over the centuries, the river has turned the valley into marshland.
READ: I need ONE (1) PC to make a Survival (Sense Direction) check, +2 thanks to what Vilkik and Bonezz learned, -2 if nobody in your group has a compass or wayfinder. Others may Aid Another if Trained in Survival, but remember the DC in PF2 is 20 to Aid Another and getting a 10 or less applies a penalty.
Azu Azan
|
Having recently acquired a wayfinder, loans it to Jorgen and suggests the druid is best suited to lead the group.
Please, no one attempt attempt an Aid Another until we see Jorgen's attempt. Also I think Jorgen must be willing to accept from the person offering aid.
@GM - if this journey looks like it will take less than 24 hours, Azu drinks his anti-plague.
Jorgen Yourminder
|
I am pretty good at finding my way around different far out places, let me lead the way.
Survival (Sense Direction): 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
| GM Blake |
Jorgen Yourminder (Search): 1d20 + 8 ⇒ (19) + 8 = 27
Guntram Falk (Investigate, Nature): 1d20 + 5 ⇒ (20) + 5 = 25
Bonezz (Search): 1d20 + 6 ⇒ (19) + 6 = 25
Lleylo (Search): 1d20 + 3 ⇒ (7) + 3 = 10
Jorgen leads you expertly through the swamp. Along the way, Jorgen spies a quagmire. Guntram uses some stones to plot out the dimensions of the quagmire, allowing you to circumvent it. You also occasionally stumble upon buried duckboards that someone placed to create solid footing in the swamp. In short order, you arrive at the ruined village while it is still bright outside.
Nestled next to a lone hill is a drab-looking village where many of the houses have collapsed, sinking slowly into the morass. On a hillside, overlooking the village, resides a weathered, two-story house with a broken tower.
Where to first? The tower, which is likely the Lodge, or the village?
Vilkik Birdsong
|
Vilkink adjusts her buckler, but keeps her rapier sheathed. "I wonder what happened here", she says to the others. "I mean, there was a lodge built here for a reason and the village probably was a reason for it being here. Shall we check the lodge out first?"
Azu Azan
|
Azu nods in the affirmative,
"Let us see if anyone resides in the tower. If so, they may have knowledge that we seek."
Azu drinks his anti-plague. if he hasn't already
Azu then scans the area for any tracks. As they approach the tower, Azu will scout for signs of danger.
Jorgen Yourminder
|
Yeah the tower makes sense to check first.
Jorgen always has his staff out and using it as a kind of walking stick
Bonezz
|
Bonezz follows along with the group, keeping his eyes and ears open to listen for danger
”Villages don’t abandon themselves. The people all either leave or die trying. I hope we find no lost souls here”
His normally chipper smile now sits well into a pensive frown looking at the village.
| GM Blake |
No peeking!
A dilapidated wooden house looms on the windy hillside. The empty window frames and doorways reveal the building’s dreary interior. An old tower juts upward from the building’s southwestern corner.
As you step onto the porch of the ruined lodge, you find the boards to be thoroughly rotten. Your feet sink into the wood, leaving damp impressions.
If you make more than 1 Stride action in your turn, you must make a Reflex save vs. DC 12 or trip and fall prone.
Jorgen Yourminder (Search): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Azu Azan (Scout): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Vilkik Birdsong (Scout): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Guntram Falk (Investigate, Nature): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Bonezz (Search): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Lleylo (Search): 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Hidden A: 1d20 + 7 ⇒ (13) + 7 = 20
Hidden B: 1d20 + 7 ⇒ (2) + 7 = 9
Hidden 1: 1d20 + 4 ⇒ (20) + 4 = 24
Hidden 2: 1d20 + 4 ⇒ (4) + 4 = 8
Hidden 3: 1d20 + 4 ⇒ (6) + 4 = 10
Encounter Mode. Round 1. Bold may act.
Draw arrows to indicate your paths, otherwise I will make assumptions.
Jorgen
Guntram
----
Lleylo
----
Azu
Vilkik
Bonezz
----
Vilkik Birdsong
|
(If I'm reading the post correctly, we're all up?)
"Let me take front", Vilkik says confidently.
(Stride - Seek creatures, +5 | if creature detected, Interact to draw rapier )
| GM Blake |
Seek: 1d20 + 5 ⇒ (9) + 5 = 14
Yes, you're all up at the moment.
Vilkik slips inside and looks around. So far, she sees nothing alive or animate other than her companions.
Azu Azan
|
Azu draws his longsword and pick axe. He then checks for tracks of previous creatures. Azu commands Ako to Seek as it follows him.
Don't mean to pull a Varsuvious, but I added my companion to the map.
Survival (look for tracks: 1d20 + 6 ⇒ (7) + 6 = 13
Seek (Ako): 1d20 + 5 ⇒ (18) + 5 = 23
Azu takes short stroll into the room keeping his back against the wall. moving around the corner and up.
Jorgen Yourminder
|
I also added my companion to the map.
Jorgen already has his weapon out so he is going to move 15ft forward and then Seek action. Third action would give my companion two actions. He will love up next to me and then he will use the support action.
Let's see whats in here. He looks over to the bear, Jaarl be ready
| GM Blake |
So far, the lodge appears uninhabited. The floor is so soggy that the tracks of every creature that has ever entered this place in the past three centuries is likely imprinted on the ground. However, Azu is unable to find any that he notes as particularly fresh.
Encounter Mode. Round 1. Bold may act.
Draw arrows to indicate your paths, otherwise I will make assumptions.
Jorgen
Guntram
----
Lleylo
----
Azu
Vilkik
Bonezz
----
Bonezz
|
Moving into the room, Bonezz looks at the ruins with sadness in his eyes, but tries to look for anything salvageable.
| GM Blake |
It is clear that there are plenty of piles of debris and nooks and crannies to investigate in this ruined building, and it will take some time. You file into the building, none of you spying anything in hiding until Guntram enters. He spies translucent webs, much thicker than simple spider silk or cobwebs, as they sparkle faintly in the filtered sunlight. At the base of them, he can make out a few desiccated bird and rat corpses.
Encounter Mode. Round 2. Bold may act.
Draw arrows to indicate your paths, otherwise I will make assumptions.
Jorgen
Guntram
----
Lleylo
----
Azu
Vilkik
Bonezz
----
| GM Blake |
I assume he points it out to everyone, so anyone can roll. It does take an action, though, since we're in Encounter mode.
Vilkik Birdsong
|
Nature: 1d20 + 2 ⇒ (8) + 2 = 10
(I'm so going to regret this...)
"Eww. I hate spiders! They're disgusting with all those legs and the eyes and the way they... ugh!. I'm going to check the room up ahead. Maybe we can find anything about Nepsunar." Vilkik moves further ahead, making sure to keep some distance between herself and the webs."But would anything survive hundreds of years old?", she thinks to herself, not paying attention to the rotten boards just as one breaks beneath her feet!
Reflex DC 12 to avoid falling: 1d20 + 5 ⇒ (3) + 5 = 8
"AAAHHH!"
(Recall Knowledge - Stride - Stride)
Jorgen Yourminder
|
nature: 1d20 + 8 ⇒ (15) + 8 = 23
Everyone be careful! Those are webs of Giant Spiders
Jorgen is going to move up to get a closer look. Jaarl is going to move up and then Support.
Stride - Recall Knowledge - give companion 2 actions - Companion Stride - Companion Support Action
Bonezz
|
Taking a step forward, Bonezz pulls out his horsechopper and slashes at the webs, hoping to clear them quickly.
Step, Interact to draw weapon, Attack?