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Argoni nods. "I think we should speak to them. Let's see what they specifically want to see changed, and maybe we can change their minds about what the people want."

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"I'm a smooth talker," Locke boasts, "But not that smooth. If that's what we want to do, though, I'll keep an eye out."
Changing exploration mode to Scout (+1 to everyone's initiative). Trapfinder allows Seeking traps while doing other activities.

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Argoni nods. "I think we should speak to them. Let's see what they specifically want to see changed, and maybe we can change their minds about what the people want."
”If they know that we know the current situation, then they’ll know that we’re not just random travelers”, Delorn replies. ”It’ll likely put them on the defensive. Not to dismiss your gambit, but we should be prepared for that”

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The sun begins to dip below the horizon as you hurry to the center of town. Chops is pacing, clearly nervous, but seems to brighten up when you appear.
"I was starting to worry you decided to turn on us. We haven't got much time. Follow me."
He leads you into a canal entrance carved into the feldspar cliffs.
Giving you an opportunity to talk to Chops and his crew again before you arrive at the meeting place or to throw in some extra rp before you get close to the end of the scenario.

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Perception (E): 1d20 + 6 ⇒ (12) + 6 = 18
"So... the folks here don't seem all that worked up about the new king," Locke opens gingerly. "Is there something particular about this young king that's got your leader looking to change things?"

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"So... the folks here don't seem all that worked up about the new king," Locke opens gingerly. "Is there something particular about this young king that's got your leader looking to change things?"
”An excellent point”, Delorn adds. ”If you’re going to fight, it helps to know what, exactly, you’re fighting for”

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Several canals meet up in a large underground chamber partly lit with lamps on the walls. Two great waterwheels turn under waterfalls that flow on the eastern side of the chamber. The waterworks chamber roof is 60 feet high from the floor of the lower area, and the higher area is 10 feet higher than the lower area. Stairs go up 5 feet for every 5 feet traversed horizontally. The canals are 5 feet deep and the water flows towards the western canal entrance. Floors within 5 feet of a waterwheel are slanted toward a canal. There’s no natural light as the chamber is deep underground, but there are oil lamps placed around the chamber that provide light like a hooded lantern. The lamps are placed 5 feet above the floor and they can be darkened with an Interact action. There are clusters of barrels and crates around the chamber.
Some of Chop's men take their places as guards while Chops brings you forward to meet the leaders of the rebellion, introducing you to a woman with dark skin and dreadlocks wearing a red cloak, chain shirt and black boots over brown pants. A slender blade is sheathed at one side.
"Ms. Nalla, we brought some new recruits."
Nalla seems genuinely yet pleasantly surprised to see you while to her left, a robed figure, whose face is concealed by shadows from their hood remains stoically still.
Map on first slide

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Perception: 1d20 + 6 ⇒ (8) + 6 = 14
"Good evening!" Locke says with a bow. "We're Pathfinders. We came here to look into a lodge from long ago and ran into Chops in the ruins of the town. He said we ought to meet you. He was rather sparse on the details other than he doesn't seem to like your new king."

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Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Religion: 1d20 + 4 ⇒ (15) + 4 = 19
"Hello, I'm Chug." Then looking at the robed figure, "are you Razmiran Priest? I've only seen pictures of Razmiran priests but those robes like look the ones in the pictures."

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"Do the clothes make the man, or is it what is underneath that matters? Could it not be mere coincidence?"
Nalla responds to Locke, "We all have our reasons. But I was part of the resistance to overthrew Waike. Younger, then and some might consider me idealistic still now. But my intent was to throw off the yoke of monarchy. These poor people are blind to their oppressors. This king is a threat to liberty as any king is a threat to liberty."

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Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Religion: 1d20 + 6 ⇒ (12) + 6 = 18
Society: 1d20 + 6 ⇒ (12) + 6 = 18
Delorn makes note of the hooded figure, before turning back to Nalla. He nods in agreement with Locke.
”If any king is a threat to liberty”, he says, ”what would you replace him with?”

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Society (T): 1d20 + 5 ⇒ (6) + 5 = 11
"Well, the people here seem rather content," Locke says. "Certainly not like some of the slums in Brevoy. Are you certain they're blind just because they don't seem to want the same thing you want? Even the real Firebrands don't seem that keen on what you're doing, and they're pretty freedom oriented as I understand."

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Society: 1d20 + 5 ⇒ (9) + 5 = 14
"Surely you know the price of such things. How many of your friends died when you overthrew Waike? How many of these people will die? And who will get caught up in it? I'm not saying it can't be worth it, but you have to know it will."

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Back!
Perception, DC15: 1d20 + 6 ⇒ (6) + 6 = 12
Society, DC15: 1d20 + 7 ⇒ (9) + 7 = 16
Voron's eyes narrow at the robed man.
Hmm, yes, what are the specific "oppressions" that these folk suffer from. We talked to many who simply want to be left to peace in their current state of government. They seemed to feel that they lacked no options, or liberty.

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Three of you (other than Max who has not spoken at this point) can make a single Deception, Diplomacy, or Intimidation check to influence Nalla you will get a +2 circumstance bonus to these checks. Only the first 3 checks rolled will count.
(If Max wants to make a check he just needs to say something first)

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Does this count as Making an Impression? Delorn has the Group Impression feat, so he’d like to sway the robed figure as well.
Diplomacy for Nalla: 1d20 + 8 ⇒ (1) + 8 = 9

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"We would like to hear your plans for the country. I am curious to know why a Razmiran is interested in this rebellion. Ionnia Valanti sent us a letter stating you are not any Firebrands she knows and she has heard people like the king. Perhaps we could arrange a meeting with the king and discuss matters."
Diplomacy for Nalla: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20

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Diplomacy: 1d20 ⇒ 20
What are the specific oppressions you speak of? Why is it that we can't find anybody in town who will tell us of any?

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I just haven't been on this game in about 48 hours
Max looks over at the robes and the man, doesn't know what to think of it
religion: 1d20 ⇒ 18 and he realizes, he just about says the word about the kind of priest he is in front of the priest then stops himself in case it offends hims Raz... 3 seconds later. Razberries, don't mind me, talking to myslef.
society: 1d20 ⇒ 3

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"It is true that I used the name of the Firebrands to help with recruitment. I meant them no harm. But I have longed for a day where the people can govern themselves without a king to lord over them. But if as you say the people are with the king then I would be no less a tyrant for trying to overthrow him. What to you think Harsus? Let's call it a night."
The robed figure only pivots halfway to face her before speaking.
"I think you've gone soft, Nalla. You're throwing away your dreams over petty words. The King promises with words, but actions make the ruler. You could have been a great leader of a nation, now you lead no one."
Harsus nods, still looking in the same direction, directly in line with one of Chops' men. He smiles a wicked grin.
"We don't follow you any longer Nalla. We haven't for a long time. We follow Harsus now."
Chop's men reach for their weapons.
Voron earns a hero point for making a critical success on a risky roll! If you had crit failed, you would have cancelled out one of the other successes and failed to convinced Nalla.
Max: 1d20 + 5 ⇒ (20) + 5 = 25
Voron: 1d20 + 6 ⇒ (1) + 6 = 7
Delorn: 1d20 + 6 ⇒ (7) + 6 = 13
Chug: 1d20 + 4 ⇒ (19) + 4 = 23
Argoni: 1d20 + 6 ⇒ (2) + 6 = 8
G1: 1d20 + 4 ⇒ (3) + 4 = 7
G2: 1d20 + 4 ⇒ (14) + 4 = 18
G3: 1d20 + 4 ⇒ (14) + 4 = 18
G4: 1d20 + 4 ⇒ (2) + 4 = 6
G5: 1d20 + 4 ⇒ (1) + 4 = 5
Chops: 1d20 + 4 ⇒ (20) + 4 = 24
Harsus: 1d20 + 4 ⇒ (17) + 4 = 21
Nalla: 1d20 + 6 ⇒ (8) + 6 = 14
"I'll still believe in you Nalla, but it is time to go. These fine men here can sort it out."
Chops reacts fairly quickly though and strides up to the rear wall. He opens a secret door and then waits to guard Nalla's escape.
Bold can act!
Chops
Max
Chug
Harsus
Locke
G2
G3
Nalla
Delorn
Argoni
G1
Voron
G4
G5

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Perception(Sense Motive): 1d20 + 4 ⇒ (15) + 4 = 19
"Protect Chop and Nalla!"
Chug draws his rapier and moves after the gray robe man. The goblin thrusts his weapon at the usurper.
Strike: 1d20 + 8 ⇒ (19) + 8 = 27 Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8 Deadly Die if Crit: 1d8 ⇒ 7 Interact, Stride, Strike- 8 damage if not a crit and 23 if a crit.

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The fighting is over before it really begins. With a single stroke Chug and Max take down their targets. The remaining rebels flee, leaving you alone with Nalla and Chops. Both are apologetic for the trouble they've caused you but thankful that you have set them on another path. After reporting back to Venture-Captain Smine you are rewarded with a trip out of Artume.
Harsus had AC 16 and 21 hp.
With that, we have reached the end of the adventure. I will report the adventure shortly. Feel free to take care of your downtime activities. I will issue chronicles once that is done.