
GM Nowruz |

Heroes for Highdelve
~ ~ ~
Adventure location
Brevoy is a nation in far northeastern Avistan on the verge of tearing itself apart. The political entity known as Brevoy was once two vastly different nations locked in a constant state of war before being conquered by a foreign despot: Choral the Conqueror. After centuries under the rule of Choral and his descendants, they suddenly all disappeared, and Brevoy must now decide its own destiny.
Brevoy is bordered to the west by wild Numeria, to the south by the unstable River Kingdoms, and to the east by Iobaria and the continent of Casmaron. Its landscape differs markedly from north to south, and this change marks the old boundary between the kingdoms of old Issia and Rostland. The north is mostly rugged hills that are unsuitable for agriculture. South of the massive Gronzi Forest, the Rostland Plains are rolling fertile grassland and are the breadbasket of the entire nation.
It can take days to travel between small settlements and longer between larger population clusters. Most of the towns and cities are located at the bases of mountains, along the lakes, or beside the riverways.
~ ~ ~
Pathfinder Society
The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.
They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.
The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties.
The day-to-day management of the Pathfinder Society is handled by its venture-captains. These are usually older, accomplished Pathfinders or long-time allies of the organization who have settled down and claimed a Pathfinder lodge for themselves. They direct Pathfinders in the field toward new and interesting locales, and receive the regular reports that will eventually become part of the Chronicles. Venture-captains are largely autonomous, but occasionally receive directions from the Decemvirate, the Society's secret leadership council. The Decemvirate is composed of ten masked individuals who direct the Society's overall strategies, but little is known about their ultimate goals, or what they do with all the information Pathfinders collect all over Golarion.

GM Nowruz |

You are in Absalom, the mighty City at the Center of the World.
For some of you the training to become a Pathfinder has just ended ... some of you met a Pathfinder that witnessed your skills and trusted you so much that they granted you a field commission which essentially made you Pathfinder as well!
You have heard rumors that the Pathfinder Society is stretched thin at the moment and that junior Pathfinders are asked to complete more dangerous missions than usual.
There are rumors that junior Pathfinders are asked to explore one of the countless ruins that litter the plains outside the city’s walls on Golarion. Some of your colleagues have the opinion that this is the best way to start a life of excitement and adventure ... by exploring long-abandoned, dusty halls and perhaps claiming its ancient treasures but what about you?
* * * * *
You have been chosen to be part of the Pathfinder group that will leave to travel to Highdelve on a critical mission for the society.
You are led through the Great Hall of Skyreach past a large table with a shifting illusionary Inner Sea map on its massive surface. Standing around the Hall are dozens of pathfinders of various races exchanging stories of their exploits.
You are directed towards a smaller meeting room, past an ornate fountain with crystal clear water. You can feel the chill from the cascading droplets as some splash you on their decent to the pool.
The placard before the room reads, “The Pipeweed Nook”. Opening the door you see a long table, chairs.
You enter with the other Pathfinders but are still waiting for the Venture-Captain to arrive and give you the final briefing before you travel to Highdelve.
Whenever you are ready - no rush at all: Please post with your character profile when you have that ready and introduce and describe your character. If you are not sure how to do it then just ask in the discord server or wait until GM Paledim has made the first post so you have an example. ;-)

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Walking into the room and looking around bright eyed like a kid visiting a candy store for the first time, Kinet continues to smile as he takes in all the different elements. He is wearing a simple traveler’s outfit with tan wool pants and jacket, a black silk vest, and a white cotton shirt, wrapped in an ample brown wool cloak with a hood pulled back. His black leather boots are well worn but well cared for. After being at sea for several years, it was time to explore the lands of the world and joining the Patherfinder society seemed like the way to do just that.
As Kinet walked by the ornate fountain, he could feel the crystal clear water calling to him and the chill from the cascading droplets felt like coming home as he walked by the pool. Looking up, he saw the placard and quietly spoke the words, “The Pipeweed Nook”. As the doors opened, he saw a long table and many chairs. Their host had not arrived yet, but it looked like most everyone else was there.
Since Kinet was a gnome, he had to crawl up to sit in one of the chairs, standing only about three feet tall he barely could see over the table. The desire for adventure in his life outweighed any fear of being around strangers. And they were only strangers because they haven’t met each other yet. If he was going to work with these people, it was time to get to know them. “Hi. I’m Kinet. Nice to meet you guys.”
Perception Check: 1d20 + 6 ⇒ (20) + 6 = 26

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Tracing a line from Qadira to Absalom with her finger making sure to avoid the small islands in between. The woman let's out a tired sigh, lifts her pack and Oud from the table edge. Dark brown hair pulled back in a simple braid, she wears the uniform of a Qadiran Soldier, a brown and olive hooded poncho with white star constellation decorating the hem. White linen shirt, linen long pants and a Soldiers leather boots worn from long journeys by road. Left at tables edge, a ticket from Qadira to Absalom one way and a letter of invitation stamped with the Pathfinders sigil.
Sabah approaches the door, "the pipeweed nook". With only a moments pause, Sabah opens the door and steps inside the empty room. Finding a seat near the middle of the table, facing the door, she takes several items from her bag. A set of dice, cards, 6 wooden cups, and a small keg of Applejack. She begins shuffling the cards a deals a game of 21 and plays against herself until The others arrive.
Later*
Once Kinet pulls up a chair, Sabah gives him a soft smile and nod. Sliding a cup of applejack and sweeping her arms over the cards in an invitation to play.

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A lizard woman, one of the nagaji, walks into the Pipeweed Nook. These Pathfinders do love their distractions. No matter, I shall complete this mission like those before. A primitive hide armor covers most of her body, a large mining hammer and crossbow are strapped to her back. She pauses in front of the doorway, looking around. Then... a monster passes by the door behind her! An enormous snake, ten feet long and a few feet wide, circles around the passageway before pointing it's head inside to nuzzle against the nagaji's thigh. "Kudrilo, outside. This rooms is too small for you. Go scare the horses out front." She snaps twice and the enormous snake slinks off again. She walks into the room and takes a seat, nodding to the gnome and human there. "My name is Malluma. Malluma Seme, fang of the First Mother and emissary of the nagas." She bows lightly, before addressing Kinet. "I look forward to joining you on this mission. Your people are not strong." She pauses, awkwardly. "Mine are. The Society was wise to bring us together. I look forward to seeing your talents." While her words could seem offensive, she seems earnest in her positive spin.
She turns to Sabah and smiles. "A fellow soldier. Your sigils are from Qadira? I have not been that far east, though I know it is close to here. To be honest, this is as far North or East as I have ever been." She sits down, quiet. "Though I hear we are headed for Brevoy. I suppose with each step I will be even farther from home." She snaps back to the moment. "We play a variant of this game in the barracks back home. Deal me in."

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Ah... out of the sewers* and back into the city.
In reality he'd been back for several days, but this occasion marked his first official business back on the top-side. The elf notes "The Pipeweed Nook."
Wonderful. That sort of thing would make folks very susceptible to useful dreaming.
He lets the thought pass and enters into the room, which seems to already have a few occupants.
~~~~~~~~~~~~
A well-dressed elf enters the room, his skin rather pale. His dark hair flows just past his shoulders to his mid-back. All of his facial hair is well-kept, and you imagine it must be trimmed nearly daily. He has sharp features that suggest sternness, yet he keeps a pleasant, cordial expression. His dark eyes however, seem to be looking through you whenever he faces you to speak or listen.
His artisan's clothing is very practical, but he wears it cleanly. A spotless white shirt with ruffled edges and loose-fitting tan breeches. Overall, you get the feeling that he does't like to get dirty often.
Greetings. I take it we're all gathered here for a mission. Hopefully one more civil than my last. My name is Darzus, well met!
He approaches the table and looks down at the cards spread out on it.
What have we here? A game?
He then gets a bit of a nervous, uncomfortable look.
By the way, I passed a... uh, rather large snake outside. Does it belong to one of you?
*See Darzus #1: Ambush in Absalom

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Malluma raises her hand tentatively. "Yes, the lady Morto belongs to me. She doesn't bite, but she does give tight hugs." She lays a card down on the table and continues. "She'll be travelling with us. She's a bit odd for the region, I do admit. Though I think I saw a flying horse out in the lodge as well, so I suppose we must all broaden our horizons."

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Yes yes. Horizons broadened. I'm just... not a hugger.
Darzus quickly nervously passes over this before returning to learn the card game.

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Sabah pays close attention to each person speaking. Pouring applejack for each person and dealing in new players as they arrive. She moves out a chair for Darzus and Malluma with a little prestidigitation. Offering the seats with her palm open.

GM Nowruz |

The door opens and you see the renowned Venture-Captain Drandle Dreng enter the meeting room.
He looks as if he did not have much sleep as he has a sleepy-eyed look on his face.
He has a violin and a meerschaum pipe in his hand and sets it on the table. He withdraws a small pouch from the slipper and opening it, removes some shag tobacco. He begins to pack the pipe with the tobacco before removing a hot poker from a fireplace in the room, touching it to the pipe bowl, and drawing on the pipe until the contents kindle an ember.
He stands eyeing the assembled group and puffing on the pipe for a long few moments before speaking.
"Well, well, so you are the team they sent here for this mission?! You look good and I am sure that you are the right people for this mission as many of you received a field commission I heard. You already heard that we are sending you to Highdelve, right?" he says with a stern look.
"First missions are usually less dangerous but our informant's reasons to ask for a team as well as the nature of the assignment were a little vague ..."
He eyes you again.
"I called you in tonight to discuss a problem I need you to solve." he says as clouds of pipe smoke drift lazily around his head.
I am waiting for our last PC to join! As soon as Saulk is here I will post the mission briefing but feel free to ask questions! I am already providing knowledge checks.
Being so far north, winters are long and harsh. The short spring and summer seasons require the populace to farm and fish just enough to keep food on the table.
* * * Separate check * * *
You have heard the stories of Highdelve's history in more detail ... what the Highdelvers didn’t know, however, is that benevolent eyes had been watching the situation that the Venture-Captain described unfold.
The settlement piqued the interest of Aurelliax, a gold dragon who had lived for more than a century in a mountaintop lair near Highdelve.
+++++++++++++++++++++++++++
The dragon admired the town’s tenacity, and its people’s generosity toward their neighbors warmed her kind heart. Shortly after Highdelve broke from House Garess, Aurelliax offered the humans her patronage and protection for free.
Elated and humbled, the townspeople accepted—provided that Aurelliax never involved herself in the settlement’s internal affairs. After all, the Highdelvers did not wish to simply trade one overlord for another. Her motivations genuine and pure, Aurelliax assented.
For the Highdelvers’ part, awe for Aurelliax quickly turned into true affection, as the dragon time and again has demonstrated her dedication to this settlement of about 4,500.

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I suspect Sabah will destroy those checks :)
Darzus listens intently as Dreng begins speaking, but he's left disappointed by the level of detail.
Did your informant at least ensure that the parameters of the assignment fit our... skill set and skill level? Vagaries can place barbarians in courtly social intrigue, academic wizards in a savage endurance test, or worse, fresh recruits against dragons!
He doesn't mask his concern and slight indignation. It's clear the elf is a little nervous about the potential mismatch and would like the VC to assure them of the assignment's appropriateness.
He perks up and eyes the pipe. By the way, is that some of the pipeweed for which this nook is named?

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Sabah focusing closely...
knowledge history: 1d20 + 6 ⇒ (12) + 6 = 18
knowledge history: 1d20 + 6 ⇒ (12) + 6 = 18
knowledge history: 1d20 + 6 ⇒ (7) + 6 = 13
She begins to make shapes and signals with her hands (sign language).
"it being so close to Absalom, what sort of difficulties have other delvers faced?"

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@Sabah: The third kn religion was not needed so you made the check with DC 18 and can look into all spoilers! :-)
that was supposed to be geography, my bad.

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Knowledge (local): 1d20 + 5 ⇒ (7) + 5 = 12
Malluma focuses intently on Sabah's explanation. "What is this problem, Captain?" The nagaji shifts in her seat. "Any idea what would offend the local dragon population?"

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Kinet took the cup that was offered by Sabah and sniffed it. Waving his hand over it (using purify water to ensure it is safe to drink), he took a sip. Since he was not familiar with the card game, the gnome was happy to just watch and learn.
When Malluma entered the room with her mount, Kinet felt like they were about to be attacked by giant snakes, but then one of them spoke and the other left. The one that spoke introduced herself and made an odd comment about Gnome's not being very strong and how her people were. While this statement was mostly likely very true, Kinet was weak even by gnome standards, but that was not where his strengths lie. Raising an arm to make a muscle only validated her point and he smiled as he replied, "I looks like you might be right. The name is Kinet. Nice to meet you."
An Elf entered shortly after and introduced himself before joining the card game. Kinet smiled at the new comer and returned the introduction, "Nice to meet you Darzus. I am Kinet."
Sabah was the only one in the room who had not introduced herself, but it appeared time for introductions were over when the Venture-Captain entered the room carrying a violin and lighting up a pipe that he started to smoke as he talked. Unfortunately, there was not much information, but Kinet was willing to wait until he was ready to share whatever information he did have.
Darzus started asking what seemed like very important questions and Kinet thought to himself that his person must have some experience with this sort of thing. Then the female who was sharing drinks and cards finally spoke up and asked another interesting question.
This was going to be an interesting group and Kinet was excited to get to know them.

GM Nowruz |

"Kinet, Sabah, Malluma, and Darzus, it is great that you are here! We are missing one Pathfinder but they are going to be here soon!" he says after a pause.
The Venture Captain looks at Darzus with a smirk after his question.
"You are not going to fight dragons so stay calm. And of course this mission is adequate! Maybe a bit more dangerous than usual. And the answer is "no" about the nook!"
He then looks at all of you.
"And Highdelve is in Brevoy so actually very far away from Absalom. Here is a map. Oh and there is no dragon POPULATION!" he says and gives the map to you.
~
"Well, more than two centuries ago, the humans of House Garess flourished in the foothills of the Golushkin Mountains in western Brevoy, where they founded Highdelve as a settlement of human artisans to work the dwarven ore their allies supplied. However, as the years went on, House Garess’s numbers waned, and the noble family scaled its business back. By this time, thousands inhabited Highdelve."
He looks at you to see if you are still listening.
"Rather than languish under House Garess’s neglect, the Highdelvers began to focus on self-sufficiency. It built a robust economy and 50 years ago, the leaders of highdelve approached the patriarch of House Garess in Grayhaven roughly 20 miles south. It wasn’t full independence Highdelve wanted as much as a release from any major taxes and military duties the town might owe its feudal overlords. Not in the position to fight the Highdelvers, House Garess acquiesced. From that day, Highdelve has been independent in everything but the strictest formalities."
He pauses for a moment.
"Have you ever heard of Aurelliax?" he asks.

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The dragon? Darzus deadpans in response to the VC's claim of no dragon population. lol
After a moment he smirks.
Okay, I get it. She was, I believe, a good-aligned dragon. In fact it would be an interesting encounter to speak with her, if we should get so lucky.

GM Nowruz |

Dreng nods.
"Yes! Aurelliax is a gold dragon who had lived for more than a century in a mountain top lair near Highdelve and the dragon time and again has demonstrated her dedication to this settlement of about 4,500."
He pauses again.
"I do not want to go into the details of why a gold dragon would do that but I can assure you that we had a hand in that story. This was just background information because your mission actually concerns two kids. Well, they are young adults by now. RICHELLE AND TOLWIN are their names. They are not related but they are the kids of two deceased Pathfinders. We placed them under the protection of the mayor of Highdelve 17 summers ago - Winette Qarl is her name."
The Venture-Captain sighs and looks at his feet.
"We received a message that they are misbehaving. I have to admit that this mission is personal for me and I want you to check on them. They know nothing about their parents' history but if you can find out what is going on I would appreciate that."
He looks back into your eyes again and smokes his pipe, sending smoke into the air.
"Of course we would never send you to Highdelve just because of two kids ... this is just a coincidence that I am using to my own benefit." he laughs.
"During one of our other missions we learned of a plot against Aurelliax. We do not know the details but we know that an agent of a cult of Kostchtchie, Gilda Korgren, traveled to Highdelve more than a year ago to craft a ring with special significance to the cult of Kostchtchie ... additionally, we learned about a Port Ice–based shipping company that is trying to track cargo that went missing between the port and Silverhall in southern Brevoy. We do know that the cargo included several Thassilonian relics that could also be of value to the Kostchtchie worshiper."
Born a mortal man of Ulfen stock before being cursed, Kostchtchie is now the demon lord of giants and biting cold.
Kostchtchie's main worshipers are giants who have turned from the worship of their traditional deities, particularly Thremyr, and instead embraced the demonic as being a more aggressive philosophy.

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After hearing some of the details, Kinet is excited to start his first mission and speaks up without thinking if there is anything else they need to know before leaving, "So, find the kids, save the dragon, and return the missing cargo if we can find it. Got it. Anything else?"
The gnome is now standing in his chair and ready to hop down to leave. It is obvious he is very inexperience and a little too eager, which is causing him to make some rookie mistakes of not getting all the information they can before heading out.
Finding "the kids" is funny since they are probably older than Kinetic is and probably a lot taller too.

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knowledge religion: 1d20 + 6 ⇒ (15) + 6 = 21
Sabah ponders this for a moment, before signing.
"so there may be giants involved in this plot? Any recommendations on what to bring just incase we encounter any?"

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I would need to get a chalk board to share, unless you allow prestidigitation to make simple illusion based messages?

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It's usually understood that agents gaining knowledge will share it unless there is a *very* specific reason to hold back. It's up to you whether to hand-wave it or RP it in detail.
Hmph. Children. Darzus scoffs. Then, detecting an opportunity, he asks What is the nature of their behavior issues? Have they been having bad dreams of late? If you do not know, I will find out when we arrive there.

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Malluma frowns. "My disposition does not do well in the cold. Though neither with demon lords I suppose." She nods and stands next to Kinet. "Sounds good. I agree, let's saddle up and head out. A few cultists, shouldn't be a problem."

GM Nowruz |

The VC nods with a smile.
"I like your confidence! Just one more point: To be honest we know very little about Gilda Korgren. She is a human follower of a demonic god ... and we know that she has a son from a letter we were able to dispatch. But nothing else."
He looks at the whole group and tries to assess your level of comfort with this mission and continues.
"This is one of your first missions so be careful. Please make haste and travel to Highdelve."

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Sabah gives a cursory nod, before collecting up her items from the table.
Before placing her items away she gives a quick flick of her wrist producing a cheap illusion of a roll of parchment.
prestidigitation. On the parchment is the above successful knowledge checks.
It contains as much information as she could remember about Brevoy and the cultists. She ends the spell once everyone has had a turn to look the information over.
Having finished packing her items she waits for the others to be ready for the journey.

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Very good Sabah, taking notes! he winks at the oracle.
Let us be off! the elf confidently declares.

GM Nowruz |

HIGHDELVE
It’s late when your caravan arrives in Highdelve.
Most of the travelers are only stopping for dinner before proceeding on to the next town, but you have a mission here, and so you remain when the wagons pull out again.
When you get to the inn you find it unusually crowded. The innkeeper only has one room available, what with the festival tomorrow.
If you’re willing to share, however, she has some cots she can set up and there should be room enough for the four of you. As you walk down into the common room for dinner, you find it, too, is more crowded than you would expect.
A four-top comes open right as you walk in, though, and almost as soon as you sit the waiter comes by with bowls of stew and mugs of ale for the four of you. You eat and have a chance to get to know your new comrades on this mission.
If you want you can paraphrase your character's attitude and what you would share with the others in your next post.

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Wow, this place packed to the gills. I should have a lot of nice dreams to dabble in tonight...
He smiles to himself as they pass through the common room. As they site at the table casually enjoying drinks, Darzus is relatively quiet and contented. He isn't overly loquacious but he jovially responds when addressed.

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Malluma enters a little late, taking care to get her large snake companion settled in to the stable. "These small town taverns always act like they've never seen a Tian Xia snake before," she grumbles good naturedly. She grabs a bowl of stew and tucks in. "Gotta keep up our strength, who knows what we'll see on the hunt tomorrow. Where do you think we should start? Anybody feel like asking around?" She looks down, humbled. "I'm not much of a people person."

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Sabah would have shared her large tent and creature comforts with the team on the way up to Brevoy, and played the oub at Caravan stops to earn some extra gold for trail rations and lodging when available.
Sabah runs her finger along the rim of her Ale mug, forming small pieces of ice along the edge. She takes a long sip before setting the cup, satisfied. She puts her hand down on a clear portion of table forming words along it's surface for everyone to read.
"let's set our objective for tomorrow. We should probably meet Winette Qarl first, she would know best about Tolwin and Richelle. She might even know more about the missing cargo."
Sabah snaps her fingers and the message slowly changes again.
"but for now let's enjoy ourselves. I might take this opportunity to play for the crowd, maybe we can make some local friends that way."
Sabah holds up her Oub with a grin.

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The journey to Highdelve was both pleasant and uneventful, which is probably why it was so pleasant. Kinet has traveled the world by sea, but his wish of seeing the world from land was being satisfied, even if it was only a short distance (for now but being part of the Pathfinder Society meant that he could be sent anywhere in the world). The little gnome could sit and stare at the scenery for hours without talking, but then other times he would be asking a ton of questions, like “So, what was it like growing up for you?” or “What do you do for fun?”
Malluma was the most interesting party member of their group simply because she was so different. And her mount, while tamed, was still very unsettling to be around. But both seem to be rather civilized. On the other hand, Sabah was the most mysterious since she never seemed to talk. Darzus was somewhere in between. Definitely an interesting group and one that Kinet was looking forward to getting to know.
When they finally arrive at Highdelve and check into the inn, there is only one room available. When the innkeeper asked if they were willing to share, Kinet spoke up, “That should be fine. We will take it.” For the gnome sailor, he was used to sleeping with the crew in tight accommodations, so it did not seem like it was a big deal. Besides, their only other option was to sleep outside. They were very lucky to even get that one room with a local festival going on. And their luck continued when a table opened in the crowded tavern.
When Kinet climbed into his seat, he could barely see of the table. Hopping down, he went over to the fireplace, grabbed a log and knocked some of the loose bark off and then carried it back to the table and put it in the chair. Climbing back up into the chair and sitting on the log, Kinet finally had a decent view of everyone at the table. Being pleasantly surprised to find a bowl of stew sitting at his spot just for him and a mug of ale that was almost as big as his head sat next to it.
When Malluma asked where they should start, Kinet replied after finishing off a spoonful of his stew, “With a festival tomorrow, I think we should just look around town, enjoy the festival and get to know the people here. Perhaps see if anyone knows Richelle and Tolwin. I don’t mind asking around, but I find that most big people only seem to humor my questions for a little bit before moving on.”
When Sabah started communicating with words on the table, a lot of things kind of fell into place for Kinet. No wonder she hasn’t said anything this entire trip. She can’t talk. I guess she could just be refusing to talk, but why would anyone do that? I assume she can hear us okay. The little gnome was lost in thought and then realized that she was talking. He barely had time to read the first message before it disappeared, and a second message appeared. [small]I need to remember to pay attention when she is trying to communicate. This is going to be weird until I get used to it.[/smaller] Seeing that she mentioned finding Winette Qarl first, well, that did sound like a good idea, but they could still enjoy the festival while they looked. “Sounds good Sabah. On a different topic, can you speak?” As soon as he asked the question, Kinet realized that it was probably the most polite thing to ask, but there is no way to take words back and he really wanted to know, so he just sat there looking at Sabah while he ate another spoonful of his stew.

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The elf smiles at Sabah. He watches very carefully as she traces the letters. Something about the ritual of it soothes him, though he doesn't regret his own simpler abilities to communicate.
That is a sound plan.
He recoils a bit when Kinets question flies over the table. He was about to ask her something else about her speech, but now he feels the topic might be spoilt. Another time.
I... think she communicates effectively in the way that she chooses too, master gnome!

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Sabah takes a second to think before forming a message.
It's fine Darzus, I'm happy to answer this question since there is a lesson to be learned from it. To answer your question Kinet, no I can not speak. It was something even magical healing could not fix. In time I sought out a sphinx to trade for knowledge. Hoping maybe if I could find some bit of esoteric magic I might be able to cure myself.
Unfortunately for me, when you trade with ancient and otherworldly powers, they tend to take unusual payment. So when the Sphinx asked for "my most important asset" they did not mean my gold, or my Oud...
Sabah points to her ear.
they meant my hearing. Though it gave me knowledge of every song, parable, ancient bits of musical lore, it could muster up, some of which was forbidden to mortal creatures. None of it could cure my mute nature, or my hearing loss. So let that be a lesson when dealing abstracts with creatures a thousand years your senior. Do yourselves the favor and don't take a short cut to knowledge.

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Kinet didn't know what to make of Darzus' comment, so he just ignored it. But when Sabah replied, her answer only brought up many more questions, "Wow, you can't hear or talk. I will be sure to remember your story if an ancient ever makes me an offer that seems to be too good to be true. One thing I don't understand though, if you can't hear, how do you know what we are saying?"
While asking honest questions, Kinet does seem to lack an social tact. He definitely is not in the top running for being the spokesperson for the group. And to further validate his social standing, he asks another question to Sabah almost immediately afterwards, "You said you have the knowledge of every song. Does that mean you know Sea Shanties as well? I would love to hear some whenever you have time. Wait, how would that work if you can't speak? Can you sing?"

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Sabah points to her eyes and leaves a message on the table.
"by watching someone's mouth movements I can interpret what is being said. Though it can be difficult in a fight or when too many people are talking at once, or if someone has an unusual anatomy."
Sabah gestures to Malluma with one hand.
"For example I have to really focus when Malluma is speaking since she has serpent like qualities and that makes her mouth movements different when speaking Taldan."
Sabah holds up her Oub gesturing to its frame.
"and before it comes up, I've always been a string instrument player, I had to learn to feel the different vibrations through the body of the instrument to determine different notes, once I lost my hearing that is."

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The elf smirks again as Sabah proceeds with her story.
I don't know, I think there is some admiration for those who will go to unusual places for unusual knowledge or power. We are probably surrounded by townsfolk who were likely born here and may never leave this place. Many of them could not comprehend what you've experienced. Sure, they likely have their hearing and speech, and they will use it for means and manner of life you could likely easily predict. Few can imagine or hope for your story.

GM Nowruz |

What is the Brightbloom Jubilee?
During the first evening and your first hour on the jubilee you learn that the Brightbloom Jubilee is a 2-day party with a distinct structure of events.
Before the jubilee, the town elects two young locals to serve as Bloomgivers — an enormous honor for those chosen. Early on the celebration’s first day, the Bloomgivers venture with an empty wagon up nearby Dendra’s Slope, where the largest field of brightblooms grows.
The jubilee then runs throughout the day, and it includes a full slate of amusements, games, and festive street food, all set up in the town’s main Protectress Square.
In the afternoon, the Bloomgivers return to town with the first harvest of brightblooms, and the townspeople fete the youths’ journey by escorting them from the gates back to Protectress Square.
There, the Bloomgivers hand out brightblooms to eager townspeople. The rest of the evening is spent as a public dance party known as the Brightbloom Ball. The jubilee’s second day is spent alternately removing winterizing measures from the town’s buildings and breaking into spontaneous rounds of song and dance.

GM Nowruz |

The mood is festive in the inn as the evening progresses. Eventually, weary from your travel, you head to bed.
The sun rises, and after a quiet breakfast, you emerge out into the town square. Beams of sunlight stream past the snow-capped mountains as a joyous scene spreads before you.
Overnight, the town's staid and utilitarian main square sprouted colorful tents, a pop-up theater, a spinning contraption made of barrel bottoms, some manner of race course, and more unexpected delights.
Laughter and boisterous shouts echo from all the square's corners as its quaint cobblestone streets teem with villagers sporting festive clothes and wide smiles.
—
Throughout it all, the smell of fried foods weaves through air laced with the warmth of a summer that's just begun.
Activities in view:
A1. Youths stand on and around tall wooden storage boxes, playing some sort of game.
A2. Lanes have been drawn and sack races are being run.
A3. A large, gilt statue of a dragon.
A4. A Barrel-Go-Round ride has been erected.
A5. A small puppet theater has gathered a crowd.
A6. A stand sells delicious-smelling fried food on sticks.
See map.

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Just outside of the common house, Darzus looks around at who is nearby and politely, discretely asks about the whereabouts of Winette Qarl.
Gather info (dipomacy): 1d20 + 6 ⇒ (8) + 6 = 14
I assume the crowd is thick enough that we could try to get some general information before approaching a specific point on the map.

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Sabah finishes off the last of her tankard soup. Picks up her belongings and excuses herself with a short bow. As she turns for the door, a last message appears on the table.
"I'll be checking out the games if anyone needs me for something urgent."
As she steps out onto the crowded street she gives Darzus a friendly pat on the shoulder with a nod, and strides in the direction of the youths game. A1 is where I'm headed.

GM Nowruz |

Assume your information gathering is a mix of your evening and morning interactions in town.
You can use Diplomacy (gather information) or kn(local). Each PC gathers all of the information whose DC is less than or equal to the result of the check.
Several well-dressed professionals stand in a circle bandying about the lingo of seasoned traders. “What a time to be visiting!” one shouts.
“It’s the best time to catch important people in one place. If you’ve any business to conduct in Highdelve, now’s the time for it, to be sure!”
A teenage boy pushes through the crowd with a star-struck look on his face.
“Have you seen her? Have you seen Aurelliax? You know, the gold dragon! The one who keeps the whole town safe! She’s here, but she never stays in one place for long. Everyone wants to talk to her, and she’s so nice—she wants to spend time with us all!”
* * *
For the past decade or so, the people of Highdelve have expressed some concern about sending their youthful Bloomgivers up Dendra’s Slope to collect brightblooms for several hours alone.
The brightbloom field is about an hour’s hike from the town proper, and the foothills are full of threats.
To quell their qualms, and to reinforce that Aurelliax would never suffer an outside threat to the town, the gold dragon has begun lending the Bloomgivers a special amulet called the Golden Pendant each year for their journey up the slope.
Not even the gold dragon has elaborated on exactly what the amulet can do, and she’s instructed the townspeople not to bother examining it much magically, but everyone knows that it’s a treasure that would make Abadar himself proud.
Two elderly women watch a group of adolescents giggle and shoot furtive glances toward the square’s western entrance.
“It warms this old granny’s heart to see those sweet kids,” one of the women says. “So young! So much energy! They just can’t wait for the Bloomgivers to come back from Dendra’s Slope so they can celebrate. But I wonder what’s keeping those Bloomgivers? They’ve usually returned by now!”
I’ll resolve the locations that you visit on Monday.

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knowledge local: 1d20 + 6 ⇒ (13) + 6 = 19
performance strings: 1d20 + 11 ⇒ (8) + 11 = 19
the performance is there to bring in the locals.

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The night before, Malluma slowly warms up to the group and the setting. At the mention of her serpentine facial structure, she cocks her head to the side. She's quiet for a few minutes, working out how she can better support her teammate. Perhaps I need to exaggerate my tongue movements? Warm-skins use their tongues quite a bit to pronounce their words... no, maybe it's too long... Eventually she rejoins the conversation and gets back to normal.
---
The next morning, Malluma checks on her beast before joining the group. "I overheard some stable boys mentioning the Bloomgivers have been late returning today. Hopefully they didn't run into trouble on the slopes."
Knowledge Local: 1d20 + 5 ⇒ (18) + 5 = 23
She heads to the barrel go round, hoping to find more information about the locals.