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In the heart of the River Kingdoms, revolution and turmoil boil just beneath the surface. The PCs are called to investigate rumors of an old, abandoned Pathfinder Lodge, but discover that their investigation leads them into a firestorm of danger and intrigue. What starts as a simple task becomes a revolution sweeping a nation, and the PCs' actions will inevitably shape the future of an entire kingdom.

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The PCs are travelling to the town of Artume by ship, accompanied by Venture-Captain Holgarin Smine, a dwarven man dressed in a white shirt and a black vest. As you sail the Venture-Captain briefs you about Artume:
"The town of Artume is situated on the western bank of the River Sellen. At the center of the town are feldspar cliffs that overlook the river and surrounding planes. Gildtmede Keep that stands on top the cliffs. The upper slopes of the town house the oldest and generally more wealthy families which many of have a hand in ranching or trade via the Sellen River. The rest of the town houses the businesses like inns, smithies, and bakeries as well as the people that work in these establishments, as well as those who work on the fishing boats that sail on the river or the ranches and farms outside the town proper. Under the keep are extensive waterworks where gnome engineers maintain and operate waterwheels that power hoists and other apparatuses which move merchandise between the docks and vaults within the cliffs. The population of Artume consists mostly of humans, a significant community of gnomes, and some half-elves and half-orcs."
The 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, Venture-Captain Holgarin Smine, speaks once more. 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?”

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"What do we know about this old lodge? Who is Kerinha Napsunar," asks a goblin in half plate that bears an emblem of a tankard.

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“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.”

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“Like I said, northeast from town. Near an abandoned village. Kerinha Napsunar 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.”

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You might know some information or you could try to find out by asking around.
There is an opportunity for Society (recall knowledge) and Diplomacy (gather information) checks.
If you would like to make a check, let me know, but do not roll. These are both secret checks.
For those who indicate they want to make a check, I will roll once 24 hours have passed or all the players have chimed in.

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Delorn nods slowly, a human with short black hair and a matching goatee. He wears fine clothing in black and burgundy, with gold accents. A small green snake is draped over his shoulders.
”Well, it sounds like we have our work cut out for us”, he says. ”Let’s see what the locals have to offer”
I would like to make both checks

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The small halfling pipes up. "Yeah, I'll see what I can find. Sometimes people are happy to talk to little halflings. How about we meet up for a drink later and see what we've learned. This place has to have a seedy tavern, right?"
Diplomacy +4, Society +5

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+5 Society; +6 Diplomacy (Chug does have hobnobber- 1/2 time to gather info if it matters)
"Meet back at River Steed Inn? Oh, tavern sounds good as well."

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Hmph! Maybe I'll let the rest of you check with the locals. They tend to not... respond well to me.
Before you stands a lean elf, almost dainty with sharp features. There is no hair on his head. He speaks intentionally, almost "at you" making two-way communication the exception. His eye contact seems to be almost looking "through" you, as if conducting some deep assessment of your intentions instead of letting you explain them.
My skills are more observational, as a learned outsider.
Voron will take a society (+7) secret roll. Being him, he would not like to talk to people (gather info; diplomacy +0) more than he has to. :)
When the group meets back up at the River Steed Inn (or alternate tavern) they find the wizard in a booth in the tavern, not just studying his spellbook but turning over the pages in excruciating careful and ritual fashion. When addressed, it takes him a full several moments to mark his place, return it to a velvet sleeve (which then goes into a hard leather book-bag -- recently oiled) and give you his full attention.
So, what did you find out?

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Locke heads to the designated meeting place to wait for the others. He looks a bit dejected as he sits there twirling a copper on the table to pass the time.
"I don't think they like Issians," he comments to the first of his companions to join him.

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Delorn arrives at the table, and orders a glass of red.
”Well, that was enlightening”, he says. ”It turns out the folk around here put a premium on personal freedom, and tend to be true to their word. That could be useful later”
He takes a sip.
”And I found a lead on how to reach the lodge”, he adds with a grin.

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The halfling shows up with a tankard as big as his head. He slurps the bitter ale and comes away with foam on half his face. "The River Freedoms are the law of the land around here, generally. If we're seen as adhering to those, we might not get much trouble."
Say What You Will, I Live Free
This is the freedom of speech (and not to be confused with freedom from the consequences of your words). Criticism of government is common in the kingdoms, and lords of the kingdoms who are lenient with loose tongues are likely to live longer.
Oathbreakers Die
Making an oath is a huge deal for the people of the River Kingdom (where trust is hard to come by and earned in blood), and this freedom grants the people of the kingdoms leave to persecute anyone that breaks an oath. Riverfolk who take on oaths usually keep them or die trying.
Walk Any Road, Float Any River
This freedom prevents lords of the River Kingdoms from blocking travel over land and water, including charging tolls for passage. In particular, this means that no lord may own the mighty Sellen River, although it also means that every river barge is its own kingdom with its captain being the king.
Courts Are for Kings
One of the most basic freedoms of the River Kingdoms, this one holds that all laws within a River Kingdom are flexible, and that rulers of a kingdom may do as they wish. Visitors to a river kingdom —be they king or commoner—are bound by the (often arbitrary) laws of that kingdom.
Slavery Is an Abomination
People who escape slavery are an important fact of life in the River Kingdoms. A formerly enslaved person who escapes to the River Kingdoms is considered truly free.
You Have What You Hold
This freedom draws the moral distinction between burglary and robbery. Burglary, or the taking of another’s property without their knowledge, is considered offensive and is punishable under common
law, as it robs the victim of the ability to defend him or herself. In the River Kingdoms, it is more preferable to face your robber and be allowed the opportunity to resist. It is acceptable to take what you want by force.

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"I learned about the Six River Freedoms- Say What You Will, I Live Free; Oathbreakers Die; Walk Any Road, Float Any River; Courts Are For Kings; Slavery Is An Abomination; You Have What You Hold.
Also there is a story from Artume's history that he outmaneuvered a bandit lord by using a hidden passage between the waterworks and the keep.
I picked up some directions to the ruined vilage."

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I didn't talk to any people, and that's just fine, but I do recall the "six freedoms" that are consistently held by the various river kingdoms.
Voron nods along with Argoni's explanations, interjecting his own comments about each.
Say What You Will, I Live Free...
Makes sense, but one hopes a fool doesn't mistake it for the requirement of others to hear him...
Oathbreakers Die...
Indeed. I wonder if folks are ever coerced into oaths as entrapment...
Walk Any Road, Float Any River...
It's the only way your tourism business thrives...
Courts Are for Kings...
Hmm, there's that flexibility that might favor those entrenched and in power... we should be aware of advantageous leniency that could be wielded against us if we aren't popular here...
Slavery Is an Abomination...
This is respectable. I hope they also try to improve their lives, and show the mark of a better country...
You Have What You Hold...
Uh oh... I'll be keep arcane force close at hand to ward off any such elections of seizure from the locals...
He leaves that topic and concurs with Chug. I also recall the story of Drellis' hidden passage between the waterworks. I hope it remains obscure and hasn't become a local attraction. It seems worth checking out first, but we shouldn't dismiss either possibility.

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Voron frowns as the interpretation of the river freedoms veers into teammates picking each other up.
Um... right. So maybe it's time we head out to check out the water works. Did any of you hear any more specifics about them? Are they well-guarded?

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ah, shucks, guess I have to put him down. As he gently puts Chug back down.
Delorn smirks at the two. ”Adorable”, he says.

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If we know where it is, yes, but the keep seems key as well.

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Yeah, I think I was mixing up that secret passage with the lodge.

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Being raised up by Max, Chug lets out, "good to know you can carry me. Last time I was at Cayden's Hall, I had to carried back to the Grand Lodge. Now those clerics know how to have a good time. Once we are done with Smine's tasks we will have to find a decent tavern to celebrate."

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"To the king," Locke says, still unclear on the elf's intentions. "Anyhow, Chug knows where the old lodge is."
Delorn drains his glass. ”Then let’s find out if he’s right”, he says, making ready to leave.

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Argoni looks at Delorn and then back at his half finished tankard of ale with still as much beer as he can dip his whole arm in. "Hang on a sec. Watch my drink." He hops down from the chair and scurries out to the privy.
A few minutes later, he hurries back in and retakes his seat. "Much better" He proceeds to drink half the remaining ale in one gulp, burping afterward. "So if this is an old ruin, we need to watch out for traps, deadfalls, sinkholes, thing like that."

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You decide to follow the lead to the ruined village.
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.
I need one (and only one) PC to make a Survival check. A maximum of one PC can attempt to aid them. Note, that if you do not have a compass, you take a -2 penalty to the check. You must be trained in Survival to make or aid this check.

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Are we there yet? grumbles the wizard.
Voron has Survival +6, but no compass, so likely a good aid?

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Voron looks around the group to see who has a compass. Hmm, not one of you beefy types is a tracker? Very well.
The irritable wizard shields his eyes from the sun and slowly scans their surroundings to try and figure out the best path forward.
His sharp, bony finger points roughly where his eyes are scanning for focus.
Survival: Sense Direction (no compass): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
He holds his pointer-hand steady where he's landed, thinking he may have found the way and asks, What do you think, Locke? That seems like the driest and safest way through.
prompting for aid

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Barring any contradicting input from the rest of the party, Voron presses his staff to the ground and follows the path he's scouted out. After a short distance he wave's the fighters forward to lead.
Exploration: search and then avoid notice

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Argoni tries to move ahead of the group, looking for any signs of danger.
Scout

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Delorn looks around for any signposts or other indicative markings.
The snake on his shoulders watches behind them, for anything trying to sneak up.
Search

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Chug: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Delorn: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Locke: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Max: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Voron: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
?: 1d20 + 8 ⇒ (8) + 8 = 16
As you are walking through the swamp, most of you pause, aware that something is not right about the ground ahead. Determining that you were headed straight for a quagmire, you adjust you route slightly.
By mid-afternoon you see 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.

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The wizard stops and scans the village at length, looking for signs of life.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Be on your guard everyone, who knows what may lurk here.
He pushes himself forward, as if "rowing" with his staff and opens his arcane eye on the village in addition to his non-magical perceptions.
Cast detect magic once within 30 feet of the first building(s)