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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.
3) Please label all three of your actions. Even if you think what you are doing is obvious.
4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
6) Please complete the Macros and the Slides linked at the top of the page.
7) Questions, concerns? Feel free to share them in the Discussion tab.
8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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A weak sun glows faintly over the well-appointed courtyard surrounding royal summer estate of Queen Anastasia. Located a scant two miles from the western edge of Irrisen's Hoarwood Forest, the relatively modest manor has served as a quiet meeting place for many queens with business too sensitive for the machinations of Whitethrone. The warmth of the Irriseni summer has left the snow only ankle deep, with scant patches of frozen dirt and decayed pine needles littering the grounds. An impressive singular fountain stands in the center of the courtyard, the flow of water strong enough to prevent it from freezing over. Any noise it might generate is easily lost in almost a dozen different conversations dancing around from the several distinct groups, each parked in their own secretive corner of the grounds.
As you wait for someone to meet you, you take the time to get to know your fellow Pathfinders.
Please introduce yourselves here

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You see a halfling-sized scarecrow, dressed in worn, mismatched leathers. He has a Jack o’ lantern for a head. A crow looks around from his shoulder; at second glance, it appears to be made of blackened wicker.
He removes the top of his head, and tips it like a hat. ”Blackfeather Jack, at your service!”

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"Oh, hi Blackfeather! I'm Nhorri!" Breathlessly introducing herself is a plain-looking human woman with dirty blonde hair and eyes like the clear blue sky. Her eyes are constantly shifting around, as if she can't wait to see everything, though it's unclear whether she *remembers* anything she sees. It kind of seems to be going in one eye and out the other, so to say.
It takes her almost a full minute to register the blackened wicker crow on Blackfeather's shoulder. "Oh, and you have a friend! Hi, friend! What's your name?"

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Hanging back so quietly almost none of you notice her is a human, wearing no armor and almost no weapons. She remains quiet unless anyone insists on striking up a conversation with her, in which case she shyly introduces herself as Dendri.

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A dreamy half-elf arrives and takes his rest. He also begins polishing his weapon. As the other agents arrive, he quickly introduces himself.
"Vamir Zylven. It is an honor to be part of this mission with you," he says.

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An elf stands by the fountain adjusting a fur-lined blue cloak. Unlike his tunic, chainmail, and weapons, which are well cared for but worn, the cloak appears to be relatively new. After quickly checking his reflection, he approaches the group and introduces himself.
"Greetings, all. I am Landon. Pleased to make your acquaintance." Although his greeting is somewhat stiff, he makes sure to give a polite nod to everyone, including Smoke and Dendri. Pulling his cloak tighter around himself, he adds "I must say, being here really makes me miss the weather in Quantium."

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"Oh, another far flung traveler sent by the Society? How great it is to travel and s-s-see the world." A feminine voice comments from the back of the room, shivering as she walks in.
The voice comes from a handsome looking yet eerily slender female human with long, twisting limbs. She sashays into the room, all wrapped up in furs under her chain mail. At her right side is a long bladed weapon nestled snuggly in its sheath. At her left, a bag that's half open but doesn't seem to have any bottom to it.
The most striking possession this silver-haired lady has is a medallion with a fish on it. It shines with a sheer white brilliance that instantly outs it as magical in nature. As she draws closer, everyone around her feels a surge of hope and energy, as if they have been inspired to strike harder and with more vigor.
"I am Ari Atilise, from Outsea in the River Kingdoms. I must s-s-say -" She says, shivering and trying her best to speak without biting on her long, forked tongue, "- this place is mighty cold. When the V-v-venture Captains said they were going to send me somewhere far away, I d-d-didn't think I'd be going all the way here. How are you all not freezing cold right now?"

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"Good morning, Pathfinders," he says in a deep, calm, rumble. "I am Calix, advisor and gracious servant to Her Majesty Queen Anastasia Nikolaevna Romanova, Fifteenth Winter Queen of Irrisen, Mistress of Thronehold, and your host for this historical event. Prior to this post, I was a member of the Pathfinder Society and translator for my cousin, Venture-Captain Bjersig Torrsen. Her Majesty is awaiting your arrival with great anticipation. Given the vagueness of your invite, I am sure you have much to discuss with her. If you would be so kind as to follow me, we will endeavor to answer whatever questions we can."
The inside of the estate is a maze of winding corridors and antechambers, each filled with finery such as gilded chandeliers and portraits of previous Winter Queens.
If you have questions for Calix, you may go ahead and ask. I'll retcon it in
Calix leads the group in a straight path through the courtyard, past the fountain and up the polished marble and slate steps of the estate. After a few hallways and turns he pauses at a door carved out of blackened oak. The dromaar knocks ceremoniously before swinging it open and bowing deep in a single, effortless motion.
"Your Majesty, the analysts from the Pathfinder Society, as supplied by Venture-Captain Bjersig Torrsen, have arrived." Calix raises his head to peer into the room. After seeming to confirm something, he stands and motions to be followed. The room beyond is a spaciously appointed council chamber, complete with a meeting table made from lacquered cedar with matching chairs to seat a dozen. From a chair toward the center of the table rises Winter Queen Anastasia. A slim human woman with an ageless quality, her grace and complexion mark her as very young, while the streak of ice white hair and naturally weary cast to her face hold years of strife. She wears an elegant dress of deep blue, hemmed with white and cerulean, and an angular crown made of solid ice.
"Welcome, Pathfinders," she says, giving a shallow curtsy. "We apologize for the lack of information, we asked Venture- Captain Torrsen to keep his dispatch to you brief. Allow us to reveal why you're here. Our father ruled over a very large nation on our home planet of Earth. We didn't have any magic to speak of, such as you are accustomed to here, so to travel great distances we devised all manner of technologies from steel and other resources. One of these was our father's great passion, an invention called the ‘train.' It was like a linked stream of iron carriages that moved along a track, pulled by a device of fire and smoke at the front. We wish to bring this wonder to the people of Irrisen, and later, we hope, to the rest of Golarion.
"[b]The resources and technology of Earth are not the same as that of Golarion, and so we don't expect trains to be the same either. In fact, we can give little more direction on how it should work. That is why we have assembled a host of minds and peoples from across the Inner Sea to offer their ideas. You, as Pathfinders who have seen all parts of Golarion and know its peoples, are to help us judge which proposal has the most potential to succeed."
Please also introduce yourselves to Queen Anastasia and ask her questions if you have any

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Ari returns the curtsy in front of the queen, trying to hold back her shivering in order to make a good impression on the queen. Drawing on her prior experience with Crafting and Alchemy, she tries to coach her concerns through a erudite bent.
"Your Majesty, I am Ari Atilise of Outsea. It would be a pleasure to see this 'train' - however I am concerned with the safety of such a thing. Alchemical devices and innovations are notoriously prone to explosions. Do we know that this contraption is safe or is that why we have been summoned here - to test the safety of the technology?"

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"Ooo! What's the weather like there?" Nhorri exclaims. A puff of a breeze shifts her hair. Where did it come from?
"I was only in Quantium for a few days, but the weather was warm and the sea breeze refreshing. Shame it smelled like an alchemist's laboratory, though."
Later, in the throne room:
Landon gives a formal bow and introduces himself. "An honour, your Majesty. I am Landon, of the Mordant Spire. I'm afraid that I am more knowledgeable about watercraft than land vehicles, but I will endeavor to help as best I can." Thinking for a moment, he adds: "You say it travels along a rail, correct? At which locations do you propose to establish the first rail-ports?"

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"Ooo! A train sounds marvelous! I grew up in a merchant caravan, and boy, I can tell you: not having to pack along feed for the wagon's animals sure would save a lot of room and money! Would the trains be available to move goods, or people, or both? --OH! I'm Nhorri, Your Majesty." Nhorri blushes with embarrassment at having addressed a queen with so much familiarity. Hopefully it won't make *too* bad of an impression; the queen did curtsy to the Pathfinders earlier, which she has never heard of happening before in all her travels.

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"Well, that's what we are here to study. Which designs will be appropriate and when that is determined, where will we place them. The trains I saw were designed to move people and goods. We hope to be able to do both as well."
Any more questions, I can retcon them
After speaking with Calix and Queen Anastasia, you are free to roam the courtyard and speak with the assembled representatives. There are six groups in all, each putting the finishing touches on their designs for the Golarion's first train. You can interact with each of them.
The list of research checks varies for each group, though each PC may only attempt one research check per group. A couple of the groups are more standoffish or disorganized than the others, first requiring a successful check before they can be accurately questioned about their plans.
You accumulate Research Points (RP) based on skill checks as follows:
CS/S/F/CF: +2/+1/0/-1
Firozet Botosar is well-known elementalist from Rahadoum, whose claim to fame is the application of minor elemental spirits to power machinery. He competed fiercely with many other candidates to be here, but is finding the arctic weather difficult, to say the least. Woefully unprepared for the cold, he had to buy and beg for as many coats as the local villagers could spare.
To get him to talk to you, you must first succeed at either:
DC 16 Diplomacy to calm him OR
DC 16 Survival to start a fire large enough to keep him warm
[spoiler=THE WITCHWARG PACKMASTER] A pack of twelve witchwargs lounge on the edge of the courtyard, cleaning their fur idly and occasionally giving cavernous yawns that display rows of sharp, yellowed teeth. Only one of their number seems focused, standing on their hind legs and snarling as they fiddle with the model train display in their indelicate claws.
Danixki (eager agender witchwarg packmaster) is the leader of this witchwarg pack, who once encountered Anastasia as a pup while the queen was on a nighttime ride. Taken by her kindness and dignified manner, the and does their best to accommodate the party. Their speech is punctuated with snarls and grumbles as if they are constantly hungry, eyes darting around in a light frenzy. Despite this, they're overly polite, creating an unnerving dichotomy.
Research Checks (DC 16):
Athletics to wrestle and bond with the pack
Intimidation to assert dominance
Nature to use knowledge of witchwargs to bond
Survival to ask about good hunting spots nearby
Siraya speaks in a soft voice that shares the tone of leaves shifting in the wind. She introduces herself as a representative of the people of the Feyfrost and repeats the names of each of you, as if trying to commit them to memory.
Research Checks (DC 16):
Deception to engage Siraya in a quick competition of tall tales
Nature to navigate the complexities of speaking with a fey
Performance to entertain her with stories and music
Lieutenant Surkzin of the Oprak Engineering Corps salutes the party as you approach. Her speech is direct and clipped, but is nonetheless eager to show the Pathfinders her designs. The rest of the hobgoblins in her party enclose around the group, facing outward and scanning the horizon.
Research Checks (DC 16):
Arcana/Nature to understand the use of planar portals
Crafting to suggest the best materials for tracks
Society to navigate hobgoblin military behavior
Ivinder Greaseblood has been sent by King Anong Arunak of Dongun Hold with a team of engineers. An expert on the use of gunpowder and combustion for explosive works, he finds the idea of using such methods for something other than destruction an entertaining challenge. He first needs to be pulled away from a heated debate with members of his group about the optimal lubricant for the wheels of the train (obviously slurk grease) before he will begin to discuss their pitch for the train.
Research Checks (DC 16):
Crafting to grasp the finer points of a gunpowder engine
Medicine to go over what needs to be on hand in case of an accident
Society to navigate Dongun Hold politics
Coven Matriarch Szvetneera of the Wintercrux Sisterhood does not respond to anything but her full title, though she begrudgingly orders her bodyguards to allow the party's approach. She refers to the train project as "a child's whimsy" with barely contained derision and questions openly why the Pathfinders need to be involved. She is resolved that the Jadwiga are more than capable of creating such a device.
Before she speaks to you, a DC 16 Deception/Diplomacy/Society to placate her ego...
Please go ahead and make all your checks. I'll process them in turn. Also, I'll reveal the Research skills for those who need a first check once the checks are passed (if that makes sense)

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FEY LADY:
Jack looks over the model in Siraya’s hands with wonder, and strikes up a waltz in a minor key.
Cast musical accompaniment
”What is this thing? What can it be?
Is it an engine? Is it the key?
Is it an instrument calling the fey,
Dancing along as they’re pulling a sleigh?”
Performance: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
PLANAR ENGINEER:
Jack tilts his head as he listens to her explanation. Some of it seems familiar…
Nature: 1d20 + 6 ⇒ (1) + 6 = 7
COVEN MATRIARCH:
”Oh, but of course! Pfft!”, says Jack derisively. ”Surely you don’t think *we* want to be here either, leaving our warm homes for such folly! Heh! Heh heh!”
Deception: 1d20 + 7 ⇒ (6) + 7 = 13

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Blackfeather Jack -- you want to HP that natural 1?

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Ari tries to do her best to get to know the experts.
Diplomacy, Untrained vs the Godless Arcanist DC 16: 1d20 ⇒ 9
Ari sympathises with the man shivering in the corner. She, too, was similarly ill-prepared for the biting cold of Irrisen. She stands near him awkwardly, shivering in the cold and feeling sorry for herself. It seems like they are both giving each other...the cold shoulder.
Athletics, Trained vs The Witchwarg Packmaster DC 16: 1d20 + 7 ⇒ (13) + 7 = 20
Ari approaches the large intelligent creatures. She thinks that no matter how smart an animal is, they will always respect strength...and she decides to demonstrate hers.
"I reckon I can take you all. Who wants to throw down with me?" She challenges the wolves and beckons to a nice open space outdoors, conveniently away from prying eyes.
She manages to pin down quite a few of the pack but ends up in a stalemate against the most experienced witchwarg. Momentarily transforming back into a mermaid and wrapping her tail around the surprised witchwarg in a chokehold breaks said stalemate.
With the respect of the witchwargs gained, she slips off her tail like a pair of trousers and exchanges it for a pair of legs, hoping that no one else saw her transform.
Nature, Trained vs The Fey Lady DC 16: 1d20 + 3 ⇒ (14) + 3 = 17
As a native of the River Kingdoms, Ari is aware of the capricious nature of fey creatures. She has heard tales of how cruel and powerful fey caused the downfall of many a kingdom. Secretly, she fears the fey for she knows the destruction they can wreak.
Ari manages to lean on her knowledge of those cautionary fables to communicate with the Fey Lady. Choosing her words carefully, she greets the Fey Lady.
"May the Sun shine on you, Lady of the Feyfrost. I am Ari. I greet you as a representative of the Pathfinder Society and as a fellow guest of Queen Anastasia of Irrisen. I seek your permission to hear and comment on your proposal for the train."
Society, Trained vs The Planar Engineer DC 16: 1d20 + 6 ⇒ (18) + 6 = 24
Ari sizes up the Hobgoblin leader and is struck by how tense she is. The Lieutenant acted a lot like her old squad leader in the Fire Wardens back in Outsea, all tense and regimented. She reckons that the best way to get their attention and respect is to act like them. Ari stands at attention, returns the salute with a crisp motion before lowering her hands to her sides.
"Lieutenant, at ease. I am Ari Atilise of Outsea. I am one of the ICs (in charge) of this exercise. Form up and show me your proposals in an orderly fashion." She commands the Hobgoblins in a firm tone.
Crafting, Trained vs The Dwarven Machinist DC 16: 1d20 + 6 ⇒ (20) + 6 = 26
Ari finds Ivinder Greaseblood to be a man after her own heart. She finds herself instantly pulled into the riveting debate about optimal lubricants, taking the side of Ivinder Greaseblood.
"Exactly! Slurk Grease is the way to go. Not only is it a renewable source of lubricant, but it's also non-flammable and easy to store and deploy in a variety of environments. Have you all ever had to do underwater construction before? Oil does not mix well with water." She enthusiastically argues, drawing on her prior crafting experience.
The debate winds down as she finds herself exchanging engineering stories with the rest of the dwarves. She seems to have made a really good impression!
"You guys are great. We could talk all day - and in fact we must talk more after this - but for now let's get down to business. Tell me about this 'gunpowder' engine..."
Society, Trained vs The Coven Matriarch: 1d20 + 6 ⇒ (12) + 6 = 18
"And yet...Coven Matriarch Szvetneera of the Wintercrux Sisterhood, you are here, surrounded by your men, discussing this 'child's whimsy' with us. So either you have fallen for the childish talk, or you are wise enough to know that there's something to be gained from the deployment of such a device."
Ari does her best to pierce through the insults. She attempts to placate the Matriarch by logically deducing why she's here even though outwardly she seems completely against the trains.
"Coven Matriarch Szvetneera of the Wintercrux Sisterhood, you said it yourself - the Jadwiga are perfectly capable of creating such a device. Let us Pathfinders see those plans. The Pathfinders have the ear of Winter Queen Anastasia on this particular occasion. We are best positioned to help the Wintercrux Sisterhood's proposal gain her Majesty's approval. Think of the prestige that could come the way of your coven, should you succeed."
Looks like a failure on the Arcanist, Crit Success on the Dwarves, and success on everyone else.

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The Godless Arcanist:
Landon avoids the arcanist, suspecting that in his agitated state the man would not have the patience for his overly formal manner.
The Witchwarg Packmaster:
Danixki, on the other hand, seems like a perfect challenge for Landon's novice diplomacy skills. He greets them with precisely equal formality, and smoothly transitions to a sparring match where other cultures might expect a handshake or bow.
Athletics, trained: 1d20 + 7 ⇒ (18) + 7 = 25
The Fey Lady
Landon knows little about fey, but from the stories he has been told, he knows to avoid them.
The Planar Engineer
Landon returns the hobgoblin's salute. However, due to the differences in hobgoblin and elvish military culture, doesn't seem to notice that she is waiting to be put at ease. Instead, he begins examining the models and attempting to understand them.
Arcana, trained: 1d20 + 5 ⇒ (9) + 5 = 14
The Dwarven Machinist:
Landon doesn't understand the alchemy of gunpowder, but he does know how dangerous it can be. He suggests some medical supplies that the dwarves should keep on hand to treat burns, shrapnel wounds, and smoke inhalation.
Medicine, trained: 1d20 + 4 ⇒ (1) + 4 = 5
Medicine, trained: 1d20 + 4 ⇒ (10) + 4 = 14 Hero point
The Coven Matriarch
After her initial outburst, Landon isn't quite sure what to say. Fearing he might make things worse, he leaves well enough alone.

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THE GODLESS ARCANIST:
Nhorri's eyes immediately are caught by the shivering man. She recalls how cold she was on her first mission to frozen lands until she remembered that she could just buy clothes for the weather. This guy looks like he could use a bit of extra help, though. She gathers some flammable materials to start making a fire.
Survival DC 16: 1d20 + 5 ⇒ (8) + 5 = 13
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THE WITCHWARG PACKMASTER:
Spotting the witchwargs, Nhorri is fascinated. It takes her a moment to remember not to stare as she tries to remember anything about them.
Nature DC 16: 1d20 + 5 ⇒ (9) + 5 = 14
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THE FEY LADY:
"Ooo, I love the sound of your voice! It reminds me of when I was a little girl, riding on top of the wagon on a windy day, the way my hair sounded as it swished around!" Nhorri continues telling little anecdotes about her time in the merchant's caravan, including the time a tornado nearly ended her life.
Performance DC 16: 1d20 + 5 ⇒ (12) + 5 = 17
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THE PLANAR ENGINEER:
"Oh, you don't have to keep saluting. I...don't know the official words, but you can relax with me." Nhorri does her best to put Lieutenant Surkzin at ease before listening to her presentation. "This...is really complicated, but definitely interesting!" Nhorri scratches her head, trying to figure out how planar stuff makes a train.
Nature DC 16: 1d20 + 5 ⇒ (20) + 5 = 25
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THE DWARVEN MACHINIST:
"Um, excuse me?" Nhorri asks timidly. After what feels like several minutes, she gives up and shakes her head, unable to catch Ivinder Greaseblood's attention.
No attempt.
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THE COVEN MATRIARCH:
Um, no. Nhorri is justifiably concerned that any attempt she could make at talking to Coven Matriarch Szvetneera of the Wintercrux Sisterhood (What a mouthful! I'll *never* remember all of that!) would end in disaster, so she steers clear of that lady.
No attempt.

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The Godless Arcanist: Pass
The Fey Lady:
"Tell me about the model you are holding, please." Vamir asks in a manner that will not offend the fey.
DC 16 Nature: 1d20 + 5 ⇒ (17) + 5 = 22
The Planar Engineer:
"Maybe you can improve the tracks like this and use these materials." Vamir begins making sketches and details it with measurements and materials needed.
DC 16 Crafting: 1d20 + 11 ⇒ (2) + 11 = 13
The Dwarven Machinist:
Vamir provides suggestions to improve the machine.
DC 16 Crafting: 1d20 + 11 ⇒ (13) + 11 = 24
The Coven Matriarch
"Greetings, Coven Matriarch Szvetneera of the Wintercrux Sisterhood! I, Vamir Sylven of the Haven Island of the Mwangi Expanse believes this project of the Queen is interesting because I believe this will help your nation expand its influence to other nations, and continents..." he continues to details about trade routes, transportation, etc.
DC 16 Society: 1d20 + 9 ⇒ (3) + 9 = 12

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Lt Surkzin lays the train model out on one of the tables and winds it up. As it moves on its own, she infuses an object in her hand with a bit of magic, causing an obsidian archway to appear in front of it. The model enters and comes out of a different archway on the table next to it. The lieutenant explains that the train can use the Stone Roads to travel vast distances in an instant.
Moving up to Ari, she also reports "Sir, the guest house behind the estate house is suspicious. My troop has noted the number of icicles hanging from the roof seems to change each time they patrol near it."
Nothing left to do with THE PLANAR ENGINEER
Ivinder explains that repeated, controlled explosions will send force out the back of the train, propelling it forward. He gestures to a dwarf with harsh burns down the length of their arm and insists they have tested it. Of course, being a dwarven craftsman, he uses a large amount of technobabble. Vamir and Ari seem to have no trouble following his explanation from end to end...
There is one more item to be discovered for THE DWARVEN MACHINIST
Danixki reveals that their plan is an easy one—their pack is more than capable of pulling a "chain of iron boxes" across ice, so long as well-waxed skis are laid beneath the cars.
There is one more item to be discovered for THE WITCHWARG PACKMASTER
Siraya explains that the best way for a train to move through Irrisen's wilderness is for it to be adaptable. She proposes that a small group of sprites could craft the cars from wood and manipulate its form as needed. If pressed, she taps her wooden model—causing it to sprout a wooden set of dragonfly wings that thrum at a rapid cadence.
There is one more item to be discovered for THE FEY LADY
btw, this is the 4th time I've run this and to my knowledge, you're the first group to get Siraya to talk! :)
The 2nd number indicates the number of Research Points can be achieved.
RESEARCH STATUS:
THE GODLESS ARCANIST - 0/4 (2 items to be discovered)
THE WITCHWARG PACKMASTER - 2/3 (1 item to be discovered)
THE FEY LADY - 3/5 (1 item to be discovered)
THE PLANAR ENGINEER - 4/4 (done)
THE DWARVEN MACHINIST - 3/4 (1 item to be discovered)
THE COVEN MATRIARCH - 0/5 (2 items to be discovered)

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Ari manages to convince the Coven Matriarch to allow the party to interview her. With an arrogant wave of her hand, she grudgingly allows you to approach her table.
Research Checks:
DC 16 for all checks.
Arcana to discuss the polymorphic effects of chicken legs from a steel car
Diplomacy to keep Szvetneera's frustration in check
Nature to formulate what track design would give chicken legs the best purchase

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Yep. You can go ahead and make your checks against the Matriarch though

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packmaster:
Dendri stands up tall and looks really scary and serious.
intimidate: 1d20 + 8 ⇒ (2) + 8 = 10
fey lady:
Dendri isn't sure how to interact with fey, but does her best.
"Can you tell me more about how you are using magic here?"
nature: 1d20 + 5 ⇒ (3) + 5 = 8
dwarf:
"Gunpowder? That is an interesting solution..."
crafting: 1d20 + 5 ⇒ (8) + 5 = 13
matriarch:
diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

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Seeing that the Matriarch is more agreeable following Ari's introduction, Landon attempts to apply some of his limited arcane training to figure out the magic underlying the chicken/train hybrid.
Arcana, trained: 1d20 + 5 ⇒ (9) + 5 = 14
Unfortunately, his training concluded while he was still learning cantrips, and the complex transmutation being used is far above his level of understanding.

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"Ooo, chicken legs! They'd need just the right sort of traction, wouldn't they? Hmm..." Nhorri closes her eyes to envision just the right track design.
Nature DC 16: 1d20 + 5 ⇒ (5) + 5 = 10
Maybe she should look at some real chickens first.

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"Thanks, Lieutenant. Good eye. But it's ma'am, not sir. I miss the days when that wasn't in question..." Ari thanks the hobgoblin with a sharp, short salute.
Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
Ari wrinkles her face with visible disgust. Transmutative magic this powerful was how she ended up like this in the first place. Sure, her situation allowed her to become a Outsea Herald and travel the world, but still...
Arcana, Hero Point: 1d20 + 6 ⇒ (14) + 6 = 20
Pushing past her personal bias, she seriously considers the notion and finds it to be a good idea. With sufficient magic and long enough legs, you end up with an all terrain vehicle that doesn't need fuel. In some ways, it seems to work almost like her own Shore Gift, granting legs where there was originally none.
"Coven Matriarch Szvetneera of the Wintercrux Sisterhood, I do see the logic in such a proposal. However, how long does the transmutative magic last for? And, is the original caster required to stay with the train throughout the journey?"
Looks like a success. RIP hero point.

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The Coven Matriarch
"I am not sure if chicken feet are efficient for the train..." he discusses pros and cons of that.
DC 19 Arcana: 1d20 + 9 ⇒ (4) + 9 = 13
He is actually not sure what he is talking about.

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Firozet calms down at Dendri's reassurance.
Research Checks:
Arcana to untangle the theory involved
Nature to coax the smaller elementals into cooperating
Thievery to assist with the delicate instruments

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Ah, sure, what the heck.
Hero Point, Nature DC 16: 1d20 + 5 ⇒ (19) + 5 = 24
Wahoo!
Suddenly, Nhorri remembers the ramp of a chicken coop she saw once. That would probably work well for the train tracks, and be pretty easy to build. Now where was that? ...

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"Ah, you've f-f-finally rejoined the land of the warm and toasty and are willing to talk. Let's h-h-have at it..." Ari stands around the expert, still cold and still shivering.
Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
Wow. I hate this diceroller sometimes.
Ari nearly falls asleep listening to the lecture due to how cold it is and how flabbergasted she is at the audacious suggestions the Arcanist is proposing. Elementals powering a train? That will never catch on, she thinks to herself.
Arcana, Hero Point: 1d20 + 6 ⇒ (11) + 6 = 17
She strains the limits of her attention span trying to decipher what the Arcanist is saying, but she thinks she gets there in the end. She mumbles out something vaguely intelligent which causes the expert to nod with approval.
Success, RIP last hero point.

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The Godless Arcanist
Vamir formulates a theory to counter the existing one that uses elemental spirits. He falls short of explanation to support his theory.
DC 19 Arcana: 1d20 + 9 ⇒ (7) + 9 = 16
The Witchwarg Packmaster - I think I miss this because it is inside a spoiler it followed
Vamir wrestles with one of the wargs as show of strength.
DC 16 Athletics: 1d20 + 8 ⇒ (16) + 8 = 24
The Coven Matriarch
Hero Point! DC 19 Arcana: 1d20 + 9 ⇒ (19) + 9 = 28

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Vamir - DC is 16. Not sure where you're getting 19 from. Sorry about the Witchwarg Packmaster -- only saw it recently.
The witchwarg stoops down from their prodigious height to whisper to Vamir that a small gang of winter goblins have been causing mischief in the Hoarwood recently. Danixki has scared them off a couple times from getting too close to the palace.
Witchwarg is done. Nothing left to do here
Matriarch Szvetneera insists to Vamir and Nhorri that the only proper way to create an Irriseni device is to cleave to tradition. Therefore, she and her coven have devised a method to grow chicken legs on each of the cars, much like Baba Yaga's famous hut. She sniffs at the questions of the remaining Pathfinders, though you're not sure if it's out of derision for you, or because of the weather...
Vamir and Ari head over to Firozet and quiz him about his design.
Firozet explains that through gentle applications of planar binding, minor elementals of air and fire can be used to create superheated air. This in turn is directed out through a large vent in the back of the train, causing a horizontal push that will propel the train.
RESEARCH STATUS:
THE GODLESS ARCANIST - 2/4
THE WITCHWARG PACKMASTER - 3/3 (done)
THE FEY LADY - 3/5
THE PLANAR ENGINEER - 4/4 (done)
THE DWARVEN MACHINIST - 3/4
THE COVEN MATRIARCH - 2/5

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"Thanks, Lieutenant. Good eye. But it's ma'am, not sir. I miss the days when that wasn't in question..." Ari thanks the hobgoblin with a sharp, short salute.
Agh. apologies!
Lt Surkzin turns bright red and barely stammers "I-I-I am sorry, ma'am! Won't happen again!"
Dendri and Landon -- last chance to hero point a failed check if you like. There are rewards actually if you get the full number per contractor :)

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THE COVEN MATRIARCH - 2/5
I should have succeeded there with a 17, so I think it would be 3/5.
Ari Atilise wrote:"Thanks, Lieutenant. Good eye. But it's ma'am, not sir. I miss the days when that wasn't in question..." Ari thanks the hobgoblin with a sharp, short salute.Agh. apologies!
Lt Surkzin turns bright red and barely stammers "I-I-I am sorry, ma'am! Won't happen again!"
"At ease, Lieutenant. It's an honest mistake." Ari reassures the blushing red hobgoblin.

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The Godless Arcanist:
As Firozet explains his plan to blow heated air backwards through the train, Landon realizes that the result would operate similarly to the enchanted ships his people pilot on patrols of sunken Azlant. He racks his brain, grasping for half-remembered theory...
Arcana, trained: 1d20 + 5 ⇒ (10) + 5 = 15
...but an epiphany remains just out of reach.
The Coven Matriarch:
Rerolling with hero point:
Arcana trained: 1d20 + 5 ⇒ (7) + 5 = 12
I don't think the dice roller likes our group...

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Vamir confides what he learned about the small gang of winter goblins who have been causing mischief in the Hoarwood recently.
"Should we be concerned about this winter goblins?" he asks them, hesitant to inquire for now the queen about the matter.

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"Ohhhh, it must be nice to have a bird to go looking for you." Nhorri muses, watching Smoke fly off with a look of wistful longing. "It must feel so wonderfully free to fly..."

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You head back to the palace after speaking to the various contractors.
As the struggling sun reaches its zenith, Calix emerges from the main doors of the estate and tolls a large brass bell twice. The sound echoes across the courtyard, piercing through the chatter of the assembled parties and drawing all eyes to the dromaar. "Esteemed representatives, assembled staff, and, of course, our honored guests from the Pathfinder Society. I hope you have found the accommodations welcome and are all prepared to present your solutions to Her Majesty Queen Anastasia Nikolaevna Romanova. The court will receive you in the estate's meeting room. If you would please gather your demonstrative models and accompany me closely. The estate has many rooms and corridors, and it would not do for any of you to lose your way."
With a scattered mixture of grumbling and excitement, the procession trails behind Calix until it arrives at the same oak doors from earlier—this time swung wide. The long table has been replaced by a circular one, chairs arrayed with name cards so each representative can find their mark easily. Tactfully positioned at an angle of the table that sets her apart from the rest, yet still in full view of the proceedings, sits Queen Anastasia on throne of crafted ice. She rises in a respectful show before motioning for the assembled parties to sit. Once the room has calmed, the Irriseni queen pulls herself to her full height.
"Our thanks again, to each of you in turn for replying to our summons. We understand the task we commission is not only strange but made more difficult without our ability to demonstrate the function of a train properly. Therefore, we knew it was best to allow the people of Golarion to set loose their vision and ingenuity in order to bring it about. We are sure we will not be disappointed in what we are about to see. If you would please lay out your demonstration models on the table before you." The assembled representatives produce their model locomotives and begin to set them up. Queen Anastasia opens her mouth to continue before the sound of wrenching metal and shattering glass cuts her off.
Cold wind surges through the wreckage of the meeting room's large windows, the panes reduced to jagged edges and fine powder on the floor. Before anyone in the room can react, a group of six goblins, their skin a pale blue and accented by patchy tufts of white fur, barge through the opening. They run into the room singing a silly goblin song.
Spread the rime, steal the wheels, Keep the longshanks on our heels. Tear the curtains, claw the floors, Break stuff like we’re charging boars! Rimesnap says the hummies pay, Chase us as we run away. Scare the maids but do not kill, Just cause trouble as we will. House too warm, back to th’woods, Make off with our shiny goods. Think we made that butler cry We be goblins! Now bye-bye!
The small creatures surge over the large table, knocking it over and scattering the models. The goblins slide across the floor, scooping up the models and dashing out of the room. They round a corner, the sound of shrieking house maids marking their passage through the estate.
Only Lieutenant Surkzin still holds her model, shock somehow an even odder emotion on her hobgoblin features than a smile. As she begins to formulate an explanation the chaos increases with the shouts of the other representatives. Accusations are quick to fly, with many of the group casting blame on the lieutenant and crying conspiracy.
Calix is the first to regain his composure. He gestures to the door leading out into the rest of the estate. "Pathfinders, if you please?" he entreats in a strained voice.
WELCOME TO THE CHASE SUBSYSTEM
You must try to catch the goblins and recover the train models but face obstacles that slow you down. You overcome obstacles by earning Chase Points (CP) with skill checks.
* CS/S/F/CF: +2/+1/0/-1
* If you catch up to the goblins you may try to recover a train model with either a DC 18 Athletics/Thievery check
* Creative Solutions may get bonuses.
The main hallway of the estate is in much worse shape now, with claw marks dug across the walls and floor and a thin patch of slippery ice spread around.
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CHASE TRACKER
Round: 1
Obstacle: MAIN HALLWAY
Skills:
DC 15 Nature to identify the least slippery patches of ice.
DC 16 Acrobatics to maintain balance
Successes: 0/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
**Vamir Zylven
**Nhorri
**Ari Atilise
**Landon
**Dendri

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Nature DC 15: 1d20 + 3 ⇒ (17) + 3 = 20
Ari is first to react, running into the hallway and finding it full of slippery ice. Wisely, she does not try running over it. Instead she leaps of patches of ice, choosing to land where the sleet is least heavy.

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Ari finds the best way around the ice.
------------------
CHASE TRACKER
Round: 1
Obstacle: MAIN HALLWAY
Skills:
DC 15 Nature to identify the least slippery patches of ice.
DC 16 Acrobatics to maintain balance
Successes: 1/5
Goblin Location: 1 obstacle(s) ahead
------------------
Those with ** may go
**Blackfeather Jack
**Vamir Zylven
**Nhorri
Ari Atilise
**Landon
**Dendri