
GM Zin |

Dot in here please. The next scenario will start on the deck of the Grinning Pixie, the ship that takes you to the start of the next scenario. Feel free to roleplay your arrival at the ship, as you like.
I anticipate the first post kicking us off for real on Monday, 20 July.

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Dimple spends much of the early part of the trip near the railing. She saves any unladylike business (retching in a bout of 'unwellness') for times when the object of her affection is nowhere in sight.
Stupid herky-jerky boat! Why can't be smooth? I mean, why the hack have an expression like 'smooth sailing' if ITS NEVER SMOOTH?!?! I hope who ever invented that term stubs his toe...then falls in the ocean and gets eaten by a herd of sharks.

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The dark skinned human moves confidently through the port crowd. She briefly grasps her holy symbol as the mention of Sarenrae drifts to her ears, looking around for the source with no luck.
Refocusing on her task she repeats the name of the ship for the umpteenth time, "Grinning Pixie."
And there it is... if a bit smaller than she hoped. Ugh, so cheap the society is sometimes. Alright, I've traveled worse.
She climbs up the gangplank and glances down over the edge into the deep water. A quick lurch of her stomach and she grabs her new belt before taking a breath and continuing up. Introducing herself she asks where the berths are and quickly gets settled.
Why does it smell like gnome vomit in here?

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Albis is perched up next to the lookout so everyone might assume Niza is around. But she just isn't anywhere anyone looks. Maybe she'll show up once the voyage is underway?
The small gnome is tucked in the corner of the pantry, behind a couple barrels. She is reading a really old tome with a very wrinkled leather cover. Her left hand has a glowing ring, helping her to see the words which are definitely not written in common.

Crystal H. Pregen |

The large bird of prey sees something and launches itself off the lookout box, flying into town. Good riddance, was probably a dang albatross anyway.
The deckhands mention that an elf was seen boarding earlier, though they haven't seen her since.
You find her sitting unobtrusively in the galley, almost blending in with the other sailors. Seems as though she is quite comfortable on a ship. She gives a smirk, "More paffies I guess?"

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A hawk lands on the half elfs shoulder Ah you decided to join me now we are out of the city Danny Boy? The hawk just looks at Arboreal quizzically Looks like we are in for some plain sailing running before the wind rather than that tacking process He looks rather pleased to be in the elements

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Walking down the docks, his tanned skin glistening, the half-elf smiles. 'Twas a tough one in Mwangi, but at least it was warm. I do hope my companions faired well in their assignment.'
Walking up the gang plank, he looks around. Nodding to Albis...as he takes off, the man shrugs. Suddenly spotting little Dimple, his eyes light up.
"OH! Good to see you! I take it we've been paired up again? How bout the others?" pausing, he inquires "You ok? Looking a little green."

GM Zin |

The hull of the Grinning Pixie creaks and groans in the freezing waters of Kalsgard, at the mouth of the Rimeflow River. After the long voyage from the south, Venture-Captain Calisro Benarry, the half-orc captain of the vessel, finally invites you to a briefing.
She shivers as she strides in to her well-furnished cabin and out of the bitter winds. A Varki woman clad in leathers and a snow leopard fur coat is already seated inside the cabin. “Welcome to the Linnorm Kingdoms,” says the captain. She takes a long drag from a hip flask before continuing. “The North is no place for a free captain, but here we are. Oh, Kalsgard is fine—they’ve got stiff drink here—but you’ve got to head inland, where it’s even colder.” She pulls her mammoth-fur coat tighter across her body as she continues. “I hope you all weren’t planning to freeze to death and packed for the weather.”
“You’ve all heard of Jormurdun? Well, that dwarven sky citadel contained an artifact called the Sky Key. King Gutheran broke it into five pieces and gave four of them to his heirs as they fled the invasion, keeping the fifth for himself. One of Gutheran’s heirs, Naldak, traveled into what is now southwestern Irrisen and established a small town called Naldak’s Point. That’s where the trail goes cold. Most likely, Baba Yaga wiped them out when she invaded. The piece of the Sky Key and the ruins of Naldak’s Point are probably buried under a millennium of ice and snow, just waiting for someone—you—to go dig them out. I’ve packed you ten blocks of blackfire clay to make the task more manageable,” the venture-captain says, handing over a backpack stuffed with black bricks. “Don’t forget to take these with you.”
“You’re heading east, up the Rimeflow and Thundering Rivers, past the Grungir Forest, and into Irrisen. Desna smiles—the site is about half a day’s hike north of Dalun, a small trade city on the Irrisen border. Take a small river boat packed with supplies and a letter of trade, make nice with the city officials, and see if you can get permission to travel inland. Head to the site and find our missing Sky Key piece. You’ll know you’re on the right track if you recover signs that the royal family settled there.”
"Watch yourselves in Irrisen. Antagonizing the locals is like poking a sleeping ice bear in the eye, except the bear won’t kill you near as fast. The Society is not especially welcome in Irrisen, so try to keep what friends we have, and if you can, make new ones. With that it mind, I’ve hired a local to bring you safely to Dalun.” Venture-Captain Benarry gestures toward the Varki woman. “This is Haltani, and she will guide you into and out of Irrisen alive.”
The Varki woman springs to her feet gracefully and addresses the party. “It is always a pleasure to meet travelers from faraway lands. It is true that Irrisen is a harsher land than most. Keep your wits about you, and your journey should be profitable.”
"That's a fair amount to digest," the Captain continues. "Got it all? Any questions?"

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Cenae smiles at the talk of cold weather, "Sarenrae keeps me plenty warm in these lands, it won't be an issue for me."
She gives a side glance at her allies then continues, "Seems like a normal little archaeology quest. What supplies for trade are we being sent with and do we have a merchant to meet with there?"
______________________
She hands the pack with the blackfire clay to the muscular elf, admiring his tanned skin for just a second too long, "You can carry these, right big guy?"

GM Zin |

"Oh, you know. Trinkets and baubles, probably." Benarry answers. "I haven't really checked. Maybe some spices or cloth that can't be found up here. The usual."
Haltani speaks up as well. "I have a few contacts I'll be able to introduce you to in Dalun."

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She smiles at the guide, almost as though she had forgotten they had one.
Cenae thinks for a second, mulling over the briefing.
"What does this sky key look like and is there a description of the royal family crest or something for us to keep an eye out for?"

GM Zin |

If your character is Ulfen, please let me know.
Some things you may already know about Irrisen
DC 15+
but especially with the Ulfen from the Linnorm Kingdoms.
Jadwiga sometimes capture and enslave Ulfen people.
DC 20+
ice trolls, winter wolves, and evil fey, invaded the eastern
portion of the Land of the Linnorm Kings in 3313 AR. They
took only 23 days to conquer the entire region now known
as Irrisen.
DC 25+
replaces the current queen with a new one. She takes the
old queen away with her in a magical hut that stands on a
pair of chicken legs. No one really knows where Baba Yaga
takes the monarchs or why they never return.
DC 15+
as it stays freezing year round. Powerful witches known
as the White Witches rule the nation and allow monsters
the same rights as humanoids. The human descendants
of Baba Yaga are called Jadwiga, and are the aristocracy of
Irrisen. Ulfen people who find themselves in Irrisen at the
bottom of the social hierarchy; the fortunate are serfs, and
the rest are slaves.
DC 20+
and winter wolves, are citizens in Irrisen. Though not
as socially powerful as the Jadwiga, they command
considerable respect and are often able to do as they please
without consequence.
DC 25+
question the insular culture and closed borders of Irrisen.
They seek to learn about peoples outside of Irrisen, the
more “exotic” the better. The White Witches have dubbed
them the stilyagi, or “culture crows,” as they disregard the
culture of Irrisen and mimic the cultures of other foreign
lands. However, because they rarely have the opportunity
to interact with foreigners, their depictions are often wildly
outdated, stereotypical, and even downright offensive.

GM Zin |

"I don't really have a description of the Sky Key," the Captain responds. "My guess is it's a 'know-it-when-you-see-it' kind of thing."
"As for the royal family, I'd keep an eye out for signet rings or other jewelry stamped with royal dwarven runes or crests."

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Knowledge: History: 1d20 + 4 ⇒ (14) + 4 = 18
Cenae pipes up as the discussion continues, "All I know about the area is that Irrisen has a violent history with all of its neighbors, but especially with the Ulfen from the Linnorm Kingdoms. Jadwiga sometimes capture and enslave Ulfen people." She turns to Haltani, "Is that accurate information and do you have anything to add about the area?"
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

GM Zin |

Haltani answers, "Not all of Irrisen is bad, but the land is dangerous. Ice trolls, snow goblins, or even winter wolves can accost unwary travelers. The Ulfen people are as much responsible for violence with Irrisen as the Jadwiga are. Dalun is safe, though; they accept outsiders and are eager for trade. I’ve spent quite a lot of time in the city and have many contacts there."

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"I picked up a wand to help me with the cold..." announces LGZ proudly. "Depending on how long we'll be out here, I might be able to let others use it as well."
Glancing towards the cleric, he raises an eyebrow. "You...are you new? I don't recall meeting you before."
Offering a hand, he smiles. "Names Liet-Gar Zirulak. Pleasure, of course."
"Ms...Halt-on-knee was it? Any specific things we should keep in mind? Like...I dont know...spit on the ground when Ulfen are mentioned or anything?"

GM Zin |

Haltani breaks into crisp laughter. "Yes," she responds, her eyes bright. "That's not custom at all, but it will go over quite well once we get to Irrisen."

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diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9
I know little of these lands and their history and few people seem to want to talk to an elven wizard in these parts. I suspect a major artifact like the sky key will hard to miss with those who study magical auras. So that at least is covered. What exactly are we meant to be trading?

GM Zin |

"Oh, you know. Trinkets and baubles, probably." Benarry answers. "I haven't really checked. Maybe some spices or cloth that can't be found up here. The usual."
"The what of the trading isn't so much important as the why of trading. Your goal is to get permission to travel from Dalun to Naldak's point. The trade contacts are a way to make that happen," Captain Benarry clarifies. "Of course, the Society will benefit from trade as well," she laughs. "It's a nice, profitable excuse."

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****BEFORE THE BRIEFING***
Dimple rushes to hug the half-elf as soon as she sees him. "You were gone for way too long. Hey, guess what. I saved a temple." She points at the rest of the team, "I'm yeah, they helped a little, but still." She grabs on to his arm and refuses to let go as tells the warrior all about besting of the demon woman.
"Anyway, I missed you." Dimple looks up into LGZ's eyes, "So, did you bring me anything?"
***AT THE BRIEFING***
History: 1d20 + 2 ⇒ (6) + 2 = 8
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
"Oh yeah, the place with all the White Witches. They like run everything. And a bunch of evil, bad creatures just walk around in the streets. No, seriously! Ice trolls and dire wolves and stuff...they just get to be around normal people."

GM Zin |

"Well, if there are no further questions, it's probably time to get you underway. Here's a map of the area," Captain Benarry hands you a map as she says this. "Feel free to stop by the ship's quartermaster if you need any last-minute supplies. The first mate will get your river boat outfitted. If none of you are capable of piloting that, Haltani is a fair pilot, right?" The Varki woman nods in response to this.
You have a map of Irrisen with the rough location of Naldak's Point marked on it. You also have the blackfire clay given earlier, and a letter of trade.
The ship's quartermaster can sell you any mundane or alchemical gear you require, as well as magic items up to 2,500 gp. If you have no other protection from the cold, a cold-weather outfit is only 8 gp, CORE, and provides a +5 bonus on Fortitude saves vs. the effects of cold weather.
Captain Benarry loans you the use of a small sailing boat. That slide is now open; please place your icon on the boat and make any last minute purchases before we proceed. I've put Haltani in the rudder position as I don't see Profession (sailor) on any of your profiles.

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**earlier**
'Did I bring her anything? Was I supposed to?! I didn't bring anyone else anything either...' considers LGZ, his eyes going wide for a moment. 'Well...there's the fern that was stuck to my blade...I just hadn't tossed it yet...'
"Oh, of course." he mumbles. Digging through his pack, he produces an exotic, crumpled green leaf. "Uh, here you go. Sorry it got a little smooshed."
**now**
"I'm sure there are many things we should ask...but we'll think of them after it's too late." he replies with a smirk.
Hopping over the side of the ship and into the the sailing vessel, he looks to shore. "Let's get this goin! I'd rather not have to swim there."

Crystal H. Pregen |
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The quiet elf sits in the corner for a bit, taking a long look at each pathfinder, likely sizing them up. He sees the two ladies fawning over LGZ and immediately dislikes the three of them.
She stands at the end of the briefing, "Anudder mission to do, let's get moving." She slips out first and purchases some warm clothing slipping into it and then hops down into the ship, placing herself next to Haltani, "I'll keepan eye out for dangers to you, youjus focus on keepin us from capsizing."

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Standing, Cenae bows to the captain, "Thank you for the briefing, we shall see you soon when the mission is complete."
The priest wastes no time with extra clothing to weigh her down, instead going to check out the sailing vessel and get settled on a bench in the middle.

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Dimple smiles weakly at the leaf. What the heck. I was hoping for a kiss. She sighs as she holds the leaf out at arms length, looking at it this way and that. "Ow wow! It's lovely." Big, dumb lug.

GM Zin |

The wind carries the small sailing vessel upriver. On the banks, the occasional elk or deer dashes away at the sight of the ship. At night, the temperature drops dramatically while wolves howl in the distance, but the small ship is well outfitted with blankets and food. No special actions are needed to protect yourselves from the cold (yet).
The trip up the Rimeflow and Thundering Rivers takes several weeks, but passes in relative safety. Most of the landscape is comprised of rocky grassland and rough hills. The Land of the Linnorm Kings is a rugged land with rugged people. Occasionally the PCs pass fishing villages where grim people give them evaluating gazes, scowl at them, or ignore them completely.
With none of the Pathfinders trained in sailing, Haltani handles the duties of piloting the ship. During the trip, usually when the group camps for the night--but sometimes wiling away the otherwise silent hours as you move down the river--Haltani speaks with each of you in turn. She asks about your lives, bringing up topics such as your homelands, your religious beliefs, your roles in the Pathfinder Society, the strange lands you've visited, and any unusual or noteworthy objects you possess. The PCs occasionally see Haltani remove a pale blue diamond necklace from under her furs and gaze longingly at it.
Her questions often show how little she knows about the rest of Golarion.
Each PC who speaks with Haltani can attempt a single skill check to represent the impression that he or she makes. PCs can use Diplomacy to befriend her, Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge (geography) to accurately recount their travels. Based on how much information each PC divulges about his or her background, beliefs, and experience, the GM can award up to a +4 circumstance bonus on the skill check.
"So, tell me about yourself! I'm here as a guide to you, but my tribe expects me to return with more knowledge about the world out there. To us Varki, this is the deep south," her arm sweeps to encompass the cold, snowy river you travel down. "The lands you come from are unknown to me. Green grasses, sandy beaches... they're just fairy tales, right? The fey are tricksy beyond belief; this idea of a world without snow is just some fantasy they've seeded into our stories, no?"

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"What? Certainly not. There are lots of places without snow...some places are even miles upon miles of nothing but sand!"
"As for myself though, I'm part of a group of that seeks out places to expand trade. The goal is to help connect the world through trade. You need a bag of sand up here? We can get it to you from the dunes of Osiriani!"
With a smile, he continues "My role is less 'salesman' in nature though. I tend to receive a call if they need a caravan or research team protected in the wild. I'm quick on my feet and carry this baby."
Producing his +1 Adamantine Ranseur, he carefully hands it over the the guide. "She's my most prized possession. With her, I can obliterate a door or cause a ruffian to rethink his choices in life."
Diplomacy?: 1d20 + 2 ⇒ (1) + 2 = 3

GM Zin |

Bump for Arboreal, Cenae, Dimple, and Merisiel

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Cenae puts her hand on the shoulder of Haltani as they cruise up the river, "All fairy tales have a bit of truth to them of course, but those things are most definitely fact. I come from a land of endless sand, just like the endless snow you may see up here. The sun bakes hot, hot enough to kill just like the cold can do here."
The Sarenrite continues, "But what I have discovered in my travels is that regardless of what everything looks like, people are mostly the same. My culture has a very similar view towards outsiders that yours does. Very insular I think is the right word."
Glancing at her allies she adds, "But there are many others who have open minds and hearts to any being. I've found that in both my travels and my work with the society. I was accepted based upon my merit, not my skin color or accent. I honestly don't know any other organization where you would find elves, half-elves, humans and gnomes working towards the same goal. Why even on my last mission, we had a half-orc with us. He was invaluable and..." she drifts into a whisper "...had this chiseled jaw that just stirred something in me, if you know what I mean." She ends with a wink.
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

GM Zin |

Producing his +1 Adamantine Ranseur, he carefully hands it over the the guide. "She's my most prized possession. With her, I can obliterate a door or cause a ruffian to rethink his choices in life."
[dice=Diplomacy?]1d20+2
Haltani inspects your ranseur, but hands it back quickly; you don't get the feeling that you made very much of an impression at all. Nat 1s will do that.

GM Zin |

...she drifts into a whisper "...had this chiseled jaw that just stirred something in me, if you know what I mean." She ends with a wink.
[dice=Diplomacy]1d20+6
Haltani's hand goes to her mouth with a gasp. "A half-orc?!?" She looks at you with a smile and a small giggle, as if sharing a secret; you definitely feel like you made a very good impression on the Varki woman.

GM Zin |

I will give Arboreal, Dimple, and Merisiel another overnight to interact with Haltani here. This is not simply flavor; the results of this interaction do have an impact on the scenario and your success.

Crystal H. Pregen |

That evening after camp has been made and dinner eaten, Merisiel finds herself sitting next to Haltani near the fire. The guide gives her spiel and the elf yawns and then looks confused.
Realizing something she finally replies, "Oh sh*&, you were serious with that stuff? I thought it was just drunken rambling. Oh ma'am, I'm sorry you must have not seen any of the world. Well let me tell you, where I grew up we just had to adapt to anything to survive. The streets were mean in Magnimar. Sure, the 'city' pretended that my orphanage provided all the necessary items for thriving as a child, but that was a joke. Half of it was stolen before it got to us and only about a third of the remainder was passed along after the staff took their cut."
She spits to the side, smiling as it quickly freezes in the snow.
"Now me, I decided I wasn't going to just waste away and be forgotten. So I did what I had to do. Fought, stole, tricked or any other way I could to get what I needed. Taught myself everything I need to survive. That's what the world is out there, tough. So if you ever want to see it all, just get yourself prepared."
She shares a few stories about life growing up in Magnimar.
Knowledge (local): 1d20 + 7 ⇒ (3) + 7 = 10
If that can't be used, then Bluff to weave entertaining stories is at a +0 mod.

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"So, how 'bout that ice, huh?" The bard looks out into the snowy wasteland. "What do you guys do for fun? I mean, looking around, there is a bunch of nothing, and lots of it."
As the pair talk, Dimple leans in closer to Haltani. Her voice gets low and quiet. "Say, I was wondering how people in your culture date. I have a friend, let's call her Simple, and she totally likes this boy, but he's kinda clueless. What advice would you give...to my friend... who is not me...to get him to notice her? And don'tsuggest a picnic because the last time they did that, a buncha cannibals showed up and ruined everything. Other than that, what do ya got for me? Well for her. For ME to tell HER?" I am so smooth. This lady has no idea that I'm 'Simple'.
Dimple waits expectantly for a possible key to snowy, romantic bliss.
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

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Far have I travelled much have I seen
knowledge geography: 1d20 + 7 ⇒ (2) + 7 = 9
Ooc would like to give a better post than this but Real life tm ooc
Edit also dice bot agrees

GM Zin |

She shares a few stories about life growing up in Magnimar.
[dice=Knowledge (local)]d20+7
If that can't be used, then Bluff to weave entertaining stories is at a +0 mod.
Sorry, I can only allow the listed skills for this.
Haltani seems to pick up on Merisiel's indifference, and doesn't really take the stories very seriously. You feel like you haven't made much of an impression.

GM Zin |

Dimple waits expectantly for a possible key to snowy, romantic bliss.
[Dice=Diplomacy]1d20+10
"Oh dear! Your poor friend! People in my culture, I think, are far more straight-forward. Just pick a fight with y--I mean, tell your friend to pick a fight with her man! Rough and tumble, you know? Get cold and wet in the snow so you have to--so your friend and her man have to, you know, get out of the snow somewhere to, ahh, dry their clothes together!"
"If he doesn't notice HER after that," she shrugs her shoulders, "he's never going to notice."
You feel very close to Haltani, and know that you've made a remarkable impression on the Varki woman.

GM Zin |

Far have I travelled much have I seen
[dice=knowledge geography]1d20+7
Ooc would like to give a better post than this but Real life tm ooc
Edit also dice bot agrees
Indeed.
Arboreal fails to impress Haltani with any of his tales.

GM Zin |

About two weeks after you set out from the Grinning Pixie, you set out in the morning on a day like any other. Shortly after getting underway, you come upon a bend in the river. Several large rocks cause white-water rapids across most of the water’s breadth; only a narrow channel with a swift current flows without obstruction near the northern bank. Tall trees grow on either shore, casting shadows with their large overhanging branches.
Cenae: 1d20 + 4 ⇒ (18) + 4 = 22
Merisiel: 1d20 + 10 ⇒ (9) + 10 = 19
Arboreal: 1d20 + 13 ⇒ (10) + 13 = 23 +2 with familiar
Dimple: 1d20 + 11 ⇒ (4) + 11 = 15
Liet-Gar: 1d20 + 1 ⇒ (8) + 1 = 9
Haltani: 1d20 + 5 ⇒ (12) + 5 = 17
Everyone except Liet-Gar notices something in the water, a dark line that extends from shore to shore just below the surface. Almost as you notice this, the line snaps up, sending a spray of icy-cold water up and out as it springs into place. A net!
Profession (sailor), Haltani, trap spotted: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Haltani shows her worth, though, leaning hard on the small boat's rudder, turning the boat just enough at the last minute to glide gently into the net without getting entangled.
Three figures, clearly Ulfen, emerge from the trees on the northern bank; one steps forward while the other two hang just a step back. None have weapons drawn, though all are well equipped.
"What business have you traveling towards Irrisen?" The leader asks. "We'll not allow aid or commerce with that vile nation. Draw your boat to shore peacefully so that we can inspect your ship."
Slides updated

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Cenae flips heels over head off her seat and into the bottom of the boat as Haltani pulls her maneuver. After apologizing to her allies for her very undignified squawk and current position, she slowly gets up and holds her holy symbol high, "I am called where Sarenrae wishes me to be. Now, you don't appear to be official border guards since those don't tend to use traps and deceit to stop travelers. Thus I have to almost assume you to be pirates. Please tell me this is just a misunderstanding and we can work out our differences." She pauses and quickly cedes the floor to the gnome, "But for that you'll need to speak with our Captain Simp... DIMPLE who hopefully is more than happy to discuss a resolution to our issues here."
Diplomacy Aid: 1d20 + 6 ⇒ (4) + 6 = 10

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The bard twiddles her fingers in a wave. "Hi boys. Heck of a way to greet people. Can't imagine its a good way to make friends though. As far as what you're talking about, I can guarantee you that I have don't think I have ever even seen a 'commerce' before. Can you describe what it looks like?"
"Anyway boys, it is really cold out here, so can we wrap this up?"
Do they 'feel' pirate-y? Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12
If I can...Diplomacy {Take 10}: 10 + 10 = 20
If I cannot... Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

GM Zin |

"We're no pirates! We are the border guard from Whiterook; we have a right to search you, and a duty to protect our lands from the wicked witches of the east!" Sorry, I couldn't help myself.
The leader, hackles clearly up at Cenae's accusation, calms down slightly at Dimple's charm. "Look, you're clearly reasonable people. We have a job to perform here, so let's make things easy on everyone and get it over with. What are you doing here? WHY would you be traveling INTO one of the most dangerous and evil lands Golarion has ever known?!?"
Dimple, you don't get a great read from them, but you're inclined to take their words at face value.

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"Well, we're kinda explorers. We go everywhere. I've even been one an island near that giant storm way to the south. The who we meet is usually not the reason we go someplace." Dimple shrugs toward the team, "These guys seem too nice to be pirates. I vote we let 'em do their job so we can get back to doing ours."
As far as I know, Dimple is not lying to these guys.

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Cenae humphs, "Fine, but they better watch where they search. Anyone getting handsy might not end up keeping their hands. Sarenrae does not abide louts. I still say any actual border guards would simply set up a normal outpost and stop anyone who comes by without resorting to hiding in the bushes until their trap is sprung."
She nods to Haltani, "We need to use the oars or can you just finagle us to shore?"

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They pay gold we bring them stuff they want. It is a simple thing trade If they wish to do us harm then they will find us .. capable, of fighting but that will not be a good trade all round. Give us reason to trade with White rook and we may not venture further he adds so only those on the boat can hear We go through the motions and decide more profit in Irrisen
He then looks to assist getting the boat ashore

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"Really? This is just rude."
Letting his more diplomatic companions do the talking, LGZ simply shrugs and prepares to defend them from the potential pirates.

GM Zin |

Haltani starts guiding the boat to shore, directing various among you to loosen the net from the boat's prow and to handle the oars.
Sense Motive, Dimple: 1d20 + 10 ⇒ (12) + 10 = 22
Sense Motive, Cenae: 1d20 + 12 ⇒ (16) + 12 = 28
Sense Motive, Arboreal: 1d20 + 3 ⇒ (13) + 3 = 16
Sense Motive, Liet-Gar: 1d20 - 1 ⇒ (14) - 1 = 13
Sense Motive, Merisiel: 1d20 + 1 ⇒ (4) + 1 = 5
Under Haltani's guidance, you're able to get the boat to shore. The two guards begin a search, going through the various crates to examine the goods. The guards conference with the leader after the search, and he approaches you with concern.
"While I'm happy to see that there are no dangerous goods here, I'm not comfortable allowing you to continue into Irrisen. It's ill-advised for your own health on one hand, and while I can see you can likely hold your own, they are an enemy--our most dangerous enemy. You're going to have to come back to Whiterook with us; you can negotiate any further travel with our leader, Halvor. I'll let him make that call or not."

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Trade first Lets see this Ulfen place

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Cenae's eyes narrow, "And that is exactly what a bandit who is outnumbered would say to lure a group back into their larger force. I think you outta just let us go and report back to your fancy leader that nothing happened today. But if all my allies wish to abandon their mission to go talk to a some guy way out of our way that is probably a bandit, that's fine. I'll follow so they don't get killed."
She looks at the pathfinders in the group, waiting for their response.
She eye's Haltani, What does our guide know or is she just terrified of these guys?

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Gripping the hilt of his blade, LGZ turns to the current leader. "I'm with the lady there. We have a task to deal with and I'd rather not dally."
"Are we going to have a problem? We've done as you asked in good faith. Now you demand further delays? I, for one, feel we've humored you quite enough."