
GM Super Zero |

This is a PaizoCon game. You must be registered on the Warhorn to play.
If you are, feel free to dot and delete.

GM Super Zero |

The adventure begins at Iceferry Lodge in Iceferry, a small town in the Lands of the Linnorm Kings. At the Lodge’s entrance, the Pathfinder team meets Lirall, an enthusiastic gnome with ink-stained hands wearing numerous furs and brightly-colored scarves. She ushers the agents inside and out of the cold. As the Pathfinders take a moment to warm themselves by the fire and brush the snow off their cloaks and boots, Lirall walks over to a panel of labeled, colorful pulleys and tugs on the purple pulley labeled “office.” The attached cord, which runs along the ceiling and disappears through an opening in the wall, goes taut, waving a flag in another room and causing a flurry of excited barking from a nearby dog.
Lirall grins widely and leads the field agents into a comfortable office. Venture-Captain Bjersig Torrsen sits at his desk, poring over a collection of aged scrolls and maps. Bjersig’s service dog, a husky named Mahki, nudges Bjersig to draw his attention to the Pathfinders. Bjersig grins at the team and invites them to sit with a gesture at a collection of comfortable chairs. Bjersig is deaf and prefers to communicate in Napsu-Sign, the Pathfinder Society’s signed language, though he can speak oral Common fluently when necessary. He punctuates his signing with expressive facial cues and intermittent vocal speech. Bjersig is excellent at lip reading and can understand spoken questions so long as one speaks clearly and in his sight. Despite this, Lirall translates the Pathfinders’ words into Napsu-Sign, just as she translates Bjersig’s signing for them.
But before we get to that, why don't you introduce yourselves.

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Ur-Mandr is a young human. He ran away from home to join the Pathfinder Society and become an adventurer. I'm sorry, that should be ADVENTURER!!. Several of his adventures have been in the linnorm lands and he knows it well or, at least, well enough.
Ur-Mandr is practically bouncing when he comes into the Iceferry Lodge and is happy when he goes in to see Mahki. After greeting his good, canine friend, the young man stands up to say high to Bjersig. He knows that the Venture-Captain is deaf, but speaks to him as he would anyone else, which often causes Ur to turn away from him, making it hard for Bjersig to fully understand.
""Hey, Bjersig, how are you doing?" He looks for his seat. "... cold up ... girls are warm."[b] He plops down. [b]"So how are you?"

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A very thin, tall, and dark gray skinned hobgoblin wades through the snow. He stands at least a foot taller than most. A scourge, shield and blowgun all remain attached at his hip within reach. He feels a bit uncomfortable among all of these humans but his Commander is making them incorporate among the Pathfinder ranks so he will remain helpful and continue to learn. These days were much different than those in the Legion at the Fangwood Forest.
He looks around for his assigned team and sees where he can help when he notices a Ur-Mandr. He clears his throat. "You must be with me it seems. I am Krek."

GM Super Zero |

With Lirall translating between signed and spoken language, Bjersig begins once the Pathfinders are settled.
“Welcome to Iceferry Lodge, my friends! Enjoy the warmth while you can—you depart again shortly.
“Two months ago, the Linnorm King White Estrid invited a Pathfinder Society representative to engage in negotiations with her in Halgrim. Estrid’s looking for heroes to explore the mysterious Island of Ancestors, and she’s considering us for this honor. She made it clear that during these negotiations, we’d have to demonstrate we have the right skills and temperament for such a significant adventure in her lands. We’ve chosen Gorm Greathammer to represent the Pathfinder Society in these negotiations." It’s common knowledge among active Pathfinder agents that Gorm Greathammer is the leader of the Grand Archive faction.
“By all accounts, Gorm’s doing well, but it seems negotiations have hit an unexpected snag. Last week, five juvenile linnorms descended on the city and are wreaking havoc. The linnorms are the children of Boiltongue, Estrid’s linnorm ally, which makes for a sticky situation. The populace dares not lift a finger to intervene, knowing they would face the wrath of their king—not to mention Boiltongue himself—if they upset the linnorms. Boiltongue, meanwhile, is busy attending to his duties in the throne room and is unable to pay his children much mind.
“Gorm’s reports indicate the linnorms are well-behaved under Boiltongue’s watchful eye, but a rambunctious ball of disaster outside it. To be frank, the city is in chaos—a chaos which Boiltongue and Estrid could easily end. Seems suspicious, doesn’t it?
“Gorm and I believe that while the young linnorms’ arrival was unexpected, Estrid and Boiltongue have decided to use the chaos as a sort of test. This is an opportunity for the Pathfinder Society to prove their tact, skill, and bravery. And by the Pathfinder Society, I mean you.
“I’ve booked you passage on a ship heading to Halgrim. It leaves this afternoon, so you’ll have time to resupply before you head out. When you get to Halgrim, find the linnorms. Do what you can to keep them happy and out of trouble. It’s likely the linnorms will clash with Halgrim’s citizens. If they do, try your best to smooth things over. If you can’t, use this.” Bjersig places ten pouches on the table, each heavy with coin. “Funds to pay for damages and appease pride. Only use them when absolutely necessary. I’d much prefer you win over the citizens of Halgrim with words and deeds. Remember, we’re trying to make a good impression. Any questions?”
Anyone who wants to see if they can Recall more Knowledge about juvenile crag linnorms can post their Arcana bonus, or more about Halgrim can post their Society bonus.

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Krek sneers. "We will do what we can since we can't just outright kill the beasts. Maybe we can knock a little sense into the runts." Krek tosses his thick winter coat on. "Ready to go and see how much has been wrecked." He tosses the sacks of coin into his pack and ties it shut.

Kyra, Cleric |

Kyra was born and raised in a land of sun and warmth. She is not designed for the Land of the Linnorm Kings, a place of snow and cold. She shivers so much in her many, some might say excessive, layers that you can't be sure if that was a nod of agreement or not. She waddles out of the room.
**See Slide 9**

GM Super Zero |

"Well, we do want to keep them happy. We'd like to be on their father's good side as he is the king's close ally and the protector of Halgrim.
Those are secret checks, so I'll reroll those for you and roll for Ezren... who got dual natural 20s, so.
Ur-Mandr believes that juvenile crag linnorms are omnivores that subsist primarily on vegetable matter, as their juvenile teeth have more in common with herbivores than carnivores. It’s not until they reach adulthood and their sharp teeth grow in that they become formidable predators.
Ezren emphatically disagrees, though, saying that he is quite confident that juvenile crag linnorms are predators with voracious appetites that live in the mountains and can both fly and swim. They have a venomous bite and breathe magma. In fact he knows that many juvenile crag linnorms consider mountain goats the ultimate delicacy. A large band of mountain goats ranges across Brethul Scarp, to the west of Halgrim’s borders.
Ur-Mandr knows that Halgrim is a prosperous port city and capital of the Ironbound Archipelago. Surrounded by the ocean and good hunting grounds, it also has some of the finest farmland in the Lands of the Linnorm Kings.
Ezren concurs, and adds that Halgrim’s citizens are proud and chafe at being bossed around or insulted. Disputes over honor are often settled through battle or through gift-giving and monetary payments.
When the agents are done speaking with Bjersig, Lirall leads them out of the office. After providing them with boat tickets and directions to the docks, she escorts them to the Iceferry Lodge storehouse and gifts them enough food for the journey as well as warm winter clothing. [b]"The food is for you, but the clothes are a loner. If there's anything you need to purchase, I have some stores available. Or I could direct you to the market, but your boat leaves soon."
Outside the Lodge, there are two Pathfinders waiting to speak with the team.
The first is a human woman, Svala Ice-Rider. Svala sits on a nearby bench, tying on her snowshoes. Her snow owl companion, Kuokei, is perched beside her. A Pathfinder of mixed Ulfen and Varki descent, Svala is a well-known member of the Grand Archive faction. Her account of an expeditions into the Crown of the World was recently published in the Pathfinder Chronicles.
She waves the team over and introduces herself (greeting anyone she's met before by name). “I hear you’re the agents selected to tame Boiltongue’s young. The linnorms will be your responsibility. Be sure to keep them safe, as well as the city. Power attracts enemies, and you can bet Boiltongue and Estrid have plenty of both. What’s more, there’s bound to be some who would love to see Gorm’s negotiations fail. Stay alert. If anyone tries to disrupt our negotiations, see if you can discover who they work for.”
Grand Archive faction goal: Watch out for any enemies of the Pathfinder Society, Linnorm King White Estrid, and/or her associate the linnorm Boiltongue.
The second Pathfinder is a snow goblin perched atop a 12-foot-high tower of precariously stacked blocks of ice and snow the team passes on their way to the docks, facing the wind with arms spread wide, while muttering to themself. Ingpi is a Frostfur goblin recently recruited to the Pathfinder Society and a new member of the Verdant Wheel faction.
As the party draws near, Ingpi calls out, “I’ve got a message for you. It came on the wind—with the snow, see? Snow always has something to say. This time, it’s for you.” Ingpi then turns toward the field agents and grins. “'Nice spot you’re in! Chance to learn about linnorms up close! Chance to make friends. Sure would be nice for Pathfinders to befriend Boiltongue’s whelps.' That's the message."
Verdant Wheel faction goal: Befriend as many of the young linnorms as you can.

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"We get to care for baby linnorms?!" Ur begins to vibrate in excitement. "I've cared for all kinds of animals back home. Dogs, cats, chicken, fish, cows, salamanders......" He goes on to list a large amount of creatures as we go about our preparations. "... but never a linnorm. This is going to soo great."
He suddenly pulls up short. "Wait! To become a linnorm king you have to beat a linnorm, right? So, if we meet and defeat Boiltongue, I can become a linnorm king?" He becomes stuck in his visions of grandeur.

GM Super Zero |

Once the team is ready, they are able to board their ship without difficulty.
Halgrim is a bustling port city perched on the black, rocky coast of Battlewall Island. Ulfen longboats line the packed docks, and brightly painted wood buildings with thatch roofs line the streets. The chattering of the locals mingles with the crashing of the ocean waves, the cry of gulls, and the distant clang of steel on steel. It’s cold enough for breath to fog the air and for a layer of snow to cover most surfaces. Though the locals consider the weather “mild,” it’s still dangerous.
I'll assume everybody either has cold weather gear or took the offer to borrow some. Anyone who doesn't and didn't takes cold damage: 1d6 ⇒ 4 (DC 20 Fort negates).
The mood in Halgrim is foul. Locals complain amongst themselves, falling silent as the foreigners approach.
Still, most of the Pathfinders do catch one snippet of conversation (Krek is distracted): They overhear two beleaguered mothers complaining that their ruler is “letting the little fiends have full run of the city.” Ironically, their own children run pell-mell through the street, kicking muddy snow at one another and passersby.
Gathering Information (typically Diplomacy) may be necessary to locate the linnorms in a timely fashion. Entertaining these children first (Performance or other relevant check) might get these mothers on your side and make it easier.

Kyra, Cleric |

Kyra gets the children's attention before doing a dance from her homeland.
Performance: 1d20 + 10 ⇒ (6) + 10 = 16
After she goes to speak to the mothers.
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

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Yup Krek bought some and Ezren will borrow.
Krek growls, not one to entertain as he sneers off into the distance, watching for any signs of the Linnorm.
Definitey not any good at Diplomacy

GM Super Zero |

The kids aren't very interested in Kyra's dance, but soon Ur-Mandr has them enthralled.
Their mothers give a grateful apology to Kyra, and eagerly answer Ezren's question.
"Linnorms! In town! Five of them!" says one of the women dramatically.
"Though, we do have to admit that it's not quite as catastrophic as it sounds. Though they are quite the nuisance!"
"Do you know who Boiltongue is? To become a Linnorm King, you have to defeat a linnorm in battle. That usually means killing it, but our Linnorm King here, White Estrid, defeated hers and then spared his life, offering to let him come back as her ally. It's unorthodox and a little scary, but having a linnorm on our side as the kingdom's protector hasn't been a bad thing."
"But apparently he's a father, and his children have come to visit. They're well-behaved while Boiltongue is around, but when he's working in the throne room they're terrors! They never attack anybody or anything, but even as young as they are they're powerful. Powerful, unpredictable, and careless, and with the people afraid of upsetting them and facing the rather of their father and the king."
"They've been tearing up the city. If you want to see them, they were heading towards the farms on the city's outskirts--but I wouldn't get to close."
"They said they were hungry, so I wouldn't want to be a farm animal right now."
"And one of them is a little--well, big--know-it-all who was saying how everything in Halgrim belongs to his father. He's our protector, not our owner!"
"You know, it's bad enough when children are like that. When the child is a dragon twice your size and you daren't correct them it's a little scary."
Ugh, I'm too wordy. Summary: They were last seen heading towards the farms, they're hungry, and one of the linnorms is a know-it-all who mistakenly believes everything in Halgrim belongs to Boiltongue.
With this information the Pathfinders are able to track down the young linnorms pretty easily and fairly quickly.
Unfortunately, the linnorms are currently rampaging across a sheep farm, hungrily gobbling up sheep and terrifying the few they spare. The farm is located on the city’s outskirts, and the wilderness is clearly visible a few farms away. The shepherds who own the farm stand on the sidelines as they watch their livelihood disappear. The human panics and frantically attempts to run into the wide, fenced-in field where the sheep graze in an effort to save what sheep he can. His half-orc husband holds him back while telling him not to interfere, as his life is far more important than the sheep. Both shepherds are furious.
A crowd has gathered along the outskirt’s of the farm, with most onlookers angry, some scared, and a few are just grateful their own farms weren’t targeted by the linnorms. These onlookers can provide a quick summary of what’s happened and point out the shepherds who own the farm that’s under attack--Nelar and Ogsen. Everyone notices (Wow, y'all are Perceptive) one woman in the crowd who looks intrigued, rather than upset.
There are five linnorms.
One lingers on the sidelines of the field, looking upset. She isn't eating any sheep.
A second sits on the sidelines on the far side of the field, complaining loudly enough that the Pathfinders can hear him from where they are. “I don’t like sheep! They’re too poofy! Their wool always gets stuck in my teeth…”
The third happily prances through the field, gobbling up sheep and laughing merrily at the ensuing reactions from the crowd of onlookers.
One sits in the center of the field, happily eating a few sheep. The sheep are already dead, and they take their time eating.
The last one dashes amid the sheep, pretending to stalk and hunt them while narrating her own “heroic” efforts. She is proceeded by a stampede of terrified sheep. To approach, someone would need to try to divert the herd before they could do anything else. (Nature--or a Reflex save if that fails)
It's... probably a good idea to get the linnorms to stop eating sheep. While the Pathfinders will need to placate the farmers, they can't possibly do that while their livelihood is under attack--and effectively protecting the sheep will probably help.
They might be able to work the crowd, though. (Performance) That might help sway the farmers once the work is done.

GM Super Zero |

Ur-Mandr successfully diverts the sheep, allowing him to get closer to the linnorm.
"They flee before the mighty Scourtail," she narrates, "the Slayer of Sheep, Hero of Halgrim, Champion of--whoa!" She skids to a halt as she sees her quarry diverted and the human in front of her. "Hey, I was playing with those!" she says, "It's fun to chase animals!"
Perhaps she could be diverted, too--convinced to hunt in the wilderness instead of on a farm? Although as an intelligent being, diverting her is a little different from diverting animals.
Deception, Diplomacy, Intimidation, or Performance--and saying the right thing can help, of course.

GM Super Zero |

As Kyra approaches the timid linnorm, she hears her stammer quietly, “Maybe we should go somewhere else? They seem awful upset…”
There is no possible way any of her siblings heard her.
"Eep!" she says as Kyra speaks to her, backing away like a cat startled by a noise. "My name's B-Brulivex!" she stammers, almost comically frightened of the smaller human.
This linnorm is already leaving the sheep alone, and there isn't strictly anything that Kyra needs to do. But Brulivex looks like she's about to bolt and if Kyra or her associates would like to prevent that they'll need to be careful with their words and their approach. Diplomacy--and saying the right thing can help, of course
Of course, if they can manage to calm her, they might be able to convince Brulivex to SPEAK UP. Her assistance with corralling her siblings could be helpful.
Deception, Diplomacy, or Performance--but only after calming her nerves and preventing her from fleeing.
(I can always be convinced that other skills might work.)

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"THE Scourtail!" Ur-Mandr says trying to sound impressed. "I would think you'd want to hunt something more worthy of your efforts than sheep trapped inside of a fence. Like a bear. I once fought and defeated a bear."
Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16

Kyra, Cleric |

"Brulivex, I'm Kyra and my friends and I want to help. You said you want to go somewhere else. Do you have a good idea where?"
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

GM Super Zero |

That's a critical success for Kyra. I'll just count it towards both parts.
"Um. Hi Ms. Kyra. Um. I think--I think we should--I think we--" Brulivex closes her eyes, inhales deeply, and screws up her snout before bellowing, "I THINK WE SHOULD GO HUNTING OUTSIDE THE CITY IF WE WANT FOOD!"
The other four linnorms look up. Scourtail and the other two don't immediately stop their antics, but all four of Brulivex's siblings do seem to be considering the idea.
"BEARS?" says Scourtail, forgetting the sheep, "There are BEARS out there? I dun' wanna eat bears though... Do you think there are mountain goats? I like mountain goats! They're our favorite food!"
Something about her posture shifts, and Ur-Mandr is reminded of a dog wagging its tail--though he couldn't say quite why.
"Yeah, let's go hunting! What are we doing wasting time on a farm?"
That would be a failure. But, playing up danger or how much more "heroic" hunting would be reduces the DC by 2. And securing Brulivex's help reduces it by another 2. You squeak by. One down!
The Pathfinders have Brulivex and Scourtail ready to go hunting.
The whiny one... isn't actually hurting anything right now anyway, though they may still want to talk to him.
But there are still two linnorms causing problems in the farmers' field: The know-it-all and the laughing one.
They still have two other potential points of interest: Playing to the crowd (Performance) or investigating the woman who stands out from it.

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With the sheep dispersed Krek calmly strides out into the middle of the field towards the pair causing problems. "What's happening here?" He puts his hands on his hops, looking out at the two Linnorms.
Approaching the Know-it-all, and the laughting one.

GM Super Zero |

As Krek moves closer, he hears the linnorm bounding after sheep mutter, "Tricky goats."
The one in the center hears him too. "Actually," they say, "these are sheep. A breed of manx, I believe. Humans raise them for yard work. They trim the grass and pulls wagons and plows. Fascinating, really…”
It's obviously true these are sheep; it is equally obviously not true that they're raised primarily as beasts of burden.
The other one takes notice of Krek's approach.
“Oh, look! Some little ones want to be gobbled up, too! Silly people!” It clearly isn't intended as a sincere threat, and he then breaks down in laughter. When Krek speaks to him, he remarks amid guffaws, “Sorry, I can’t eat you right now. You just look so silly in your little clothes with your little pouty face! It’s hilarious!”
Getting him to focus might require a more.. direct approach.
Intimidation

GM Super Zero |

The linnorm seems taken aback. He recovers and seems delighted. “Oh, nice snarl! You’re like a linnorm hatchling! What is it, hatchling? You want some sheep, too?" He looks over at Kyra and Brulivex. "Did Bruli say something about going hunting? Let's go to the mountains. Maybe we can get mountain goats there! You'll like those better. I'm Manglefang!"
Manglefang is on board with hunting. One remains at large.

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Without really knowing where he is going, Ur-Mandr begins to lead Scourtail off into the wilderness. "I guess that bear didn't taste that good now that you mention it. But how about a nice deer? The small ones run really fast and the big ones poke you with their horns. They could be good to hunt, don't you think?"

GM Super Zero |

The linnorm looks toward Ezren, their nose in the air. “Actually, Halgrim is the territory of Boiltongue, my father—you may have heard of him. As this is his territory, these are his sheep and therefore, by extension, these are my sheep. Now, shoo!”
Perhaps they can be convinced of the truth—that Boiltongue protects Halgrim, he doesn’t own it. (Society)
The other linnorms start to move towards the edge of the farm. "Come on, Crookscale!" calls Scourtail. The pouty linnorm drags himself to his feet and his stomach growls. He doesn't seem to need any convincing to seek other food, and responds immediately to the suggestion.
"But we can't leave without Oridius!" he complains, "They're the only one who knows their way around here."

GM Super Zero |

Certainly you can, though that is an initial success with Brulivex's help.
"Uh--well, that's... uh, that is closer to how he says it," admits Oridius, looking embarrassed at being corrected.
Really embarrassed. They've stopped eating the sheep, but they aren't moving towards their siblings yet either, just shifting uncomfortably.
It might help to try to cheer them up.
(Diplomacy, though the right approach or topic is worth a lot)
Though the Pathfinders have been very successful and moving the young linnorms away from attacking sheep, the farmers are still upset at the damage to their property and losses to their flock and that the attack happened in the first place.
Once the linnorms are corralled, that will also need to be resolved.
(Diplomacy. Only one PC can make this check, though others may Aid)

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Ur-Mander turns to the crowd. "Good people, the mighty linnorms are going to the mountains to hunt mountain goats and other animals far better tasting than your sheep. Be at ease in knowing that the sacrifice of your herd will be announced to Linnorm King White Estrid. She shall know of her people's sacrifice to Boiltongue's young." He tries to be subtle.
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26

Kyra, Cleric |

Kyra tries to help through chittering teeth. "Sarenrae's fire give warmth to the cold and burns the wicked. All know this as true. They also light the way of righteousness and give guidance to those who begin to falter. Please see to your own. We will look after these young linnorm."
Diplomacy Aid: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34

GM Super Zero |

"Y-yeah, thanks," says Oridius, picking themself up. "I should.. I should stop showing off so much and use this opportunity better. You're smart! I should learn from you!"
Would be a close failure, pushed over the line by Brulivex's help.
You have befriended Oridius. Befriending the young linnorms, aside from being the request made by the Verdant Wheel faction, doesn't guarantee that they'll behave (they're still exuberant children with short attention spans) but it does mean you'll have an easier time influencing them in the future.
The farmers are grateful to the Pathfinders for so efficiently solving their problem. At this point, they're just happy that the damage was fairly limited and quickly contained.
Ogden presents Kyra with a thank-you gift--a dragon turtle scale--as a reward.
And that would be a critical success, of course. No funds needed here.
The five linnorms are reunited at the edge of the farm, and suddenly they're the ones urging the Pathfinders to get moving! "Come on, let's goooooo!" calls Crookscale, "I'm too hungry to move!" He does not appear to be having difficulty moving.
The journey from the sheep farm to the wilderness outside Halgrim takes 10 minutes. Beyond the city’s boundaries, the linnorms become suddenly alert, sniffing the air to try to catch the scent of something tasty. While they can surely find food on their own, it might impress them if they Pathfinders can help them find their favorite mountain goats--especially since they already have an idea where they are.
Survival (easier) or Nature (a bit more difficult); any PC who tries this has a +1 circumstance bonus.
The journey also provides an opportunity for the party to learn more about the linnorms. They might choose to engage in conversation, play a game, entertain them with a song or story, or use other methods.
Choose a linnorm you'd like to know more about, and make any kind of skill check appropriate to your method--anything! Your choice!

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Ur will definitly hunt for mountain goats.
Survival: 1d20 + 10 ⇒ (12) + 10 = 22
He'll try to impress Scourtail by leading the group through the wilderness.
Scouting Lore: 1d20 + 10 ⇒ (15) + 10 = 25

Kyra, Cleric |

Kyra will continue to speak with Brulivex (always using the full name) to bolster her confidence as the 'leader' of the group.
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
Her near frostbitten state (at least according to her) makes it hard for her to connect with the linnorm.

GM Super Zero |

Ur-Mandr is able to find goat tracks. The linnorms are doubtful at first but confirm this by sniffing at the trail. They're surprised and impressed that he's found an easier way to track them.
Particularly Scourtail. She treats the journey as a grand adventure, purposefully taking the most challenging path of those available and needlessly performing acrobatics feats while moving. She narrates her “heroics” throughout the journey.
Ur-Mandr learns that Scourtail is a thrill-seeker who is impatient, easily bored, and desperate for fun and adventure. As the group’s de-facto leader, Scourtail is behind most of the linnorms’ troublesome antics--but Brulivex is actually the oldest. "Don't call her 'Bruli.' She doesn't mind when we do it, but she doesn't like anybody else to call her that. Not even dad!"
Brulivex sees Kyra shivering and says reassuringly, "I get nervous too sometimes, but we won't hurt you. And neither will the goats. They're not scary, and you don't even need to get close to them--we can do that part ourselves." She looks almost embarrassed about it.

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Krek tries to keep up with Manglefang. "care to let us in on the joke. I am trying to open myself up more to people. become more approachable." Krek says with a very sour-looking face, though he is trying.
Intimidation: 1d20 + 18 ⇒ (9) + 18 = 27