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

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Mavin cracks a smile at the Varki woman. "Not as far as you think, Haltani. Name's Mavin, and I'm a child of the Mammoth Lord territories. It also means I'm well-versed in how slippery and dangerous the Irriseni are."
Mavin peers longingly at the Venture-Captain's cloak. "Any chance your quartermaster has some of those for sale? I tried to forget how cold the north got, but it keeps creeping up on me again."

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Standing with his back to the bitingly cold winds, a Dwarf whose beard is pale grey looks their guide up and down. His skin is weather-beaten and covered in wrinkles and scars, showing his age and yeas of harsh struggle against his Orcish foes. Tough Dwarven made scale is cinched over a thick woolen tunic and trousers, a large shield across his back declaring his allegiance to the Kingdom of Highelm in the Five Kings Mountains.
He pulls a thick black fur cloak around his shoulders as he nods to the Venture-captain and their guide. His wild mane of white hair his blown aside to reveal a leather eye patch going over his left eye, a dull metal plate over the presumable empty eye socket.
"Yer not wrong about the winds there!" he roars sullenly over the winds, seemingly incapabe of beig quiet. "I've never been here mi'self but ah'm glad we have some locals, right what do we know about this abandoned town Captain and these bastard Irrisen folk?"

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A big young man with black russeled beard and hair steps up besides Mavin Krane, and say:
" -and maybe on in a bigger size?" giggles a little, and shows a little of his youth.
Is there anything special, we should know about the area, or someone special?
I mean, besides what the Venture-Captain already said."

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A halfling wearing a priests tabard over a mithril shirt bangs her head as she stands up under the table. "Ow! Since when did the cabin get halfling sized" she emerges from under the table and takes in her surroundings "Oh!" she says
She dusts herself down and tries to make the two wine stains on he tabard look a little less conspicuous and bows to Calisro and then Haltani. "Little one here o Ceilidh. I mean I am Lyteonira Ceilidh a cleric of Cayden Cailean and member of the pathfinder society."
She touches a finger to her nose and adds "They do all the best pub crawls" She reaches for a wineskin and uncorks it. As it heads towards her lips she pauses then offers it towards Calisro and Haltani
"Would you like a drink?"

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Another halfling reveals herself sitting on a chair, her ample assets being supported by crossed arms. This one is dressed in leathers to supplment a chain shirt that seems barely able to hold her bust in.
"Cold place we're going? Interesting but HOw Can We tell which is of the royalty here?"

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Zootloot follows the group into the captain's quarters. It's pretty crowded, especially with all of the tall folks. Zootloot notices Mavin, whom he had just adventured with a short time ago. He nods in her direction. He moves over towards the two halflings, hoping that it will be less crowded near them. Lyteonira seems to be back at the bottle, but when isn't she, and Hootie is making herself at home.
He perks up when he hears discussion about fur coats and other warm gear. This weather here is cold. Way too cold.

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All alchemical and mundane goods are available, as well as magical items up to 2,500 gp.
as it stays freezing year round. Powerful witches known as the White Witches rule the nation and allow monsters the same rights as humanoids. The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves.
V-C Benarry responds to Mavin, "The Pixie carries a fair amount of supplies. We should be able to meet any of your supplying needs."
“Not much, Darak. I found the name in an old book, and then found the location on this old Ulfen map that predates Irrisen. It’s mostly a dwarven town, so it was probably underground.”
Haltani chimes in at the dwarf's slander of Irrisen, “Not all of Irrisen is bad, but the land is dangerous. Ice trolls, snow goblins, or even winter wolves can accost unwary travelers. Dalun is safe, though; they accept outsiders and are eager for trade. I’ve spent quite a lot of time in the city and have many contacts there.”
“Hootie, keep an eye out for signet rings or other jewelry stamped with the appropriate imagery. And yes, it is quite cold where you're heading.”

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Knowledge(history): 1d20 + 7 ⇒ (7) + 7 = 14
Knowledge(local): 1d20 + 7 ⇒ (14) + 7 = 21
"So we take a boat to this Dalun place and then trek overland to find a mysterious dwarven city? Sounds like fun." Zootloot hops up on a stool. "And I've heard that they even make trolls citizens here. Imagine that."
"Oh, before we go I'm going to want to buy an alchemist fire flask if you have one." Zootloot asks the captain.

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Darak takes a moment to think, whilst storing the iformation given about the foes they may meet in the forbiding Icy plains beyond. Unable to think of much he shrugs before two questions pop into his mind.
"Yeah, who are the Officials we beed to find? Some bigwig Toff or just a pencil pusher?" his voice atill rather loud, "And how do we use the Clay?"
With his questions answered, the Dwarf shoulders his pack and puuls his fur cloak close against the biting winds. Patting his axe at his side he waits for his travelling companions to finish their last minute shopping.

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Knowledge (local): 1d20 + 5 ⇒ (18) + 5 = 23
"Sounds about right, Zoot. Now I need to prep for a long, cold road ahead. Still beats sewers, I guess." Mavin looks back to the Venture-Captain. "Any particular places or individuals we should avoid or make special effort to appease?"
Want to buy a cold weather outfit for 8 gp. Would also like to sell Mavin's mundane halberd and buy a masterwork one (net cost 305 gp).

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Knowledge (History) 1d20 + 2 ⇒ (13) + 2 = 15
Knowledge (local) 1d20 + 6 ⇒ (15) + 6 = 21
"Cold Place. Monsters with more respect and power then in other towns. What a fantastic start. I fell myself warmed all over already." As she considers their likely place.
"Oh by the way if it helps, I can speak Skald though I hope the local Ulfen aren't going to be unfriendly towards me." she winks.

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diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
"Who is this Karl and why is he so bad? And why is it so cold?"
Lyteonira is still a little fuddled but as no one accepted her offer of a drink she moves to rake a gulp of wine. Then thinks better of it and puts it away.
when somebody explains why it's so cold she will get some cold weather clothing from the quartermaster

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Darak looks down at the drunken Halfling, one bushy gray eyebrow raised as he wonders if she is in fact serious. Working out that she is, the Dwarf shakes his head and indicates the Frozen Tundra spreading across the land, hoisting Lytoenira up to see over the sides of necessary.
"I don't know about no Karl, but the Cold is cause of all that ICE!"

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"Baroness Nadya rules in Dalun. One block of the clay can be used to warm yourself for an hour, or five blocks can be combined to produce the heat of a campfire." Captain Benarry hands a map and a letter of trade to Darak, and directs the Pathfinders to a small river vessel moored next to his ship.
As you are loading the small boat, Haltani asks, "Do any of you know how to sail?"

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"Whee! That's a lot of ice. Can you put me down now please Mr Tall. Lyteonira then heads off to the quartermaster to buy some cold weather gear and plenty of rations. "How long did you say we will take?" Will buy rations to get there and back plus an extra week
later at the small river vessel
"I know I don't" answers Lyteonira

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"I don't but I can learn." Hootie points out.

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Darak shakes his head, his wild mane thrashing in the icy winds. Ensuring he is stocked with plenty of rations for the journey he looks at the small boat uncertainly and at his companions.
"Nit much use for dingys in land-locked mountains. But how hard can it be?" he shrugs his broad shoulders and gets ready to enter the boat.

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"I Hope you tall ones can swim well....." Hootie mutters silently.

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Zootloot bounces around the group of people, excited to go. "I've been on boats before, but that's not to say that I know how to sail. But isn't she," he points at Haltani, "going to be sailing the ship for us?"

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Captain Benarry has stocked the boat with enough rations for the journey.
Haltani seems a passable sailor, and handles those duties for the group. Each night as you are setting up camp, she approaches one of you in coversation, "Tell me about yourself and travels, please? I am always interested in other cultures."
You may use Diplomacy to befriend Haltani, Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge (geography) to accurately recount your travels.

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"Well there was that time when we helped to the Pharasmins with an undead problem they had in Kaer Maga..."
Lyteonira seems to love the sound of her own voice and goes on and on and on

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Darak attempts to assist whilst sailing, it seems that the Dwarf just cannot stay idle, and that when he is, he keeps his one good eye on the look out for danger in the passing landscape. When they make camp, he does so with a Soldier's efficiency, always seeking a defensible spot and keeping his bedroll close enough to the fire, bt facing away so as not impair his vision.
"Ahh Lassie, I have been a soldier for as long as I can remember, over a Century as your people would count it. The Mountains of the Five Kings is a War-Torn land often besieged by orcs of Belkzen." he spits the name of the Orc stronghold as if it were a curse. "I travel now cause of Me brother, he left to join this society and I ain't seen him in some time. Got me best Urgosh he does."
Intimidate (Ha): 1d20 - 3 ⇒ (13) - 3 = 10

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Hey :-) Thanks for helping us on this important jurney. It seems you are quite good at your craft. I think it is so cool how you get this vessel to do what you want.
maybe this could be a cool profession when I get a bit older...
diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

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1d20 + 5 ⇒ (6) + 5 = 11
"I have being but to only two places. One, a crypt filed with undead creatures from a festival gone wrong and another which seemed to have being once a lab. It was overrun with monsters."

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"Ugh, don't even get me started. I've been in and out of sewers so many times I still haven't gotten the stink out of my furs! The Decemvirate is lucky there were so many drug dealers handy, because I needed some faces to smash."
Intimidate: 1d20 + 10 ⇒ (13) + 10 = 23

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Initiative (Hootie): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Lyteonira): 1d20 + 2 ⇒ (20) + 2 = 22
Initiative (Mavin): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Therrach): 1d20 + 1 ⇒ (2) + 1 = 3
Initiative (Zootloot): 1d20 + 5 ⇒ (4) + 5 = 9
Initiative (GM): 1d20 + 2 ⇒ (12) + 2 = 14
Perception (Darak): 1d20 + 8 ⇒ (8) + 8 = 16
Perception (Hootie): 1d20 + 9 ⇒ (19) + 9 = 28
Perception (Lyteonira): 1d20 + 4 ⇒ (20) + 4 = 24
Perception (Mavin): 1d20 ⇒ 16
Perception (Therrach): 1d20 + 5 ⇒ (16) + 5 = 21
Perception (Zootloot): 1d20 + 5 ⇒ (11) + 5 = 16
Profession (sailor): 1d20 + 5 ⇒ (19) + 5 = 24
Reflex (Darak): 1d20 + 1 ⇒ (19) + 1 = 20
Reflex (Hootie): 1d20 + 9 ⇒ (13) + 9 = 22
Reflex (Lyteonira): 1d20 + 4 ⇒ (5) + 4 = 9
Reflex (Mavin): 1d20 + 4 ⇒ (1) + 4 = 5
Reflex (Therrach): 1d20 + 1 ⇒ (8) + 1 = 9
Reflex (Zootloot): 1d20 + 5 ⇒ (12) + 5 = 17
Round 1
Effects none
- Lyteonira
- Darak
- Hootie
- GM
- Mavin
- Therrach
Haltani listens carefully to Mavin's stories, but find most of the other Pathfinders uninspiring. On the third week, a bend in the river and several large rocks cause white-water rapids across most of the water’s breadth; only a narrow channel with a swift current flows without obstruction near the southern bank. Tall trees grow on either shore, casting shadows with their large overhanging branches.
A large net suddenly flies up out of the water, blocking the river, and two men with javelins spring up out of hiding. ”Who are you? And why are you fools going into Irrisen?”
Lyteonira, Darak and Hootie are up.

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sense motive: 1d20 + 2 ⇒ (20) + 2 = 22
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
"We are pathfinders here to trade goods and stories. Not sticks and stones. Want a drink " Lyteonira waves a wine skin at the guards

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Zootloot finally finds a time to sit with Haltani and start telling her about his past adventures. Just as he is wrapping up talking about a crazy prince, a large net comes out of the water.
SenseMotive: 1d20 + 3 ⇒ (18) + 3 = 21
Where do I go in the initiative order?

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Rocked by the sudden lack of motion, Darak's hand darts ton his vicious Twin-bladed Axe as his Good eye looks around for the perpetrators of this ambush. Seeing the Human warriors break cover and approach, he avoids drawing his axe, but his hand remains firmly on the haft.
sense motove: 1d20 + 3 ⇒ (11) + 3 = 14
"What's it to ye Laddie?" he counters with a growl. "Think ye own these waters ye poachers? Or are ye common bandits?"

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Favored Enemy Human, add +2 For sense Motive and bluff if applicable
Sense Motive 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Diplomacy 1d20 + 6 ⇒ (16) + 6 = 22
"We're on our way there to Irrisen and though we are not fools, I wonder as to your reasons for calling us such. Perhaps you have a tale to spare."

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@Zootloot: You don't, I never received your bribe. Either that or I made a typo. I hope you enjoy suspense, because I'm not saying which one it was :-P
The leader scowls at Darak, but addresses Hootie and Lyteonira, "If you truly come in peace, then follow us to Whiterook and speak with our battle leader, Halvor. He will have questions for you, and perhaps some answers too."

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The village of Whiterook sits against a tall cliff wall. A line of close-growing birch trees and tangle of vines shield the village, acting as a natural palisade. One of the larger birches bears a carved bird, which lends the village its name. In the center of the village, a massive fire pit sits stocked with timbers and dry brush as if ready for a massive bonfire.
Several humanoid bodies hang naked in the trees outside the palisade. Hanging next to them is the skinned corpse of what appears to be a bear-sized wolf. Haltani mutters as you walk past the bodies, ”Savage butchers . . . monsters all.”
The guards lead you to the center of the village and introduce their leader, Halvor “Going into Irrisen expecting anything but death is folly. Ice and pain await you there; even if you live, you will have lost much by going there. Turn back. Abandon whatever fool’s errand has sent you.”

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Mavin draws closer to Haltani and whispers, "Agreed. Best keep your thoughts to yourself until we get out of here, though. I think these men have seen war with the winter folk for too long."
Mavin hears out Halvor's threat, then smirks. "I'm afraid the Decemvirate's will overrules your words of warning. We are no strangers to the predations of Irrisen's monsters, but we have a mission to uphold and intend to see it through. We are well-equipped and prepared to face the dangers ahead."
Bluff or Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18

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Hootie pats Haltani on the thigh to comfort her.
"There, there. Don't worry about them. We'l get out of this in one piece relatively."
Diplomacy, to calm Haltani 1d20 + 6 ⇒ (11) + 6 = 17
To Halvor
"Hear my companion and know that I'll echo her words. We are here on a mission of peace and though your warning is well heeded. Towards our destination we must go."
Sense Motive, is he going to order an attack? 1d20 + 5 ⇒ (3) + 5 = 8
Diplomacy (Aid another) 1d20 + 6 ⇒ (1) + 6 = 7
Edit: Dice roller hates me

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"May I offer the gift of wine Halvor."Lyteonira offers her wineskin and adds "As Mavin said our 'battle leaders' have said make trade with Irrisen. Please tell us why you think that such a bad idea?"
diplomacy aid: 1d20 + 7 ⇒ (6) + 7 = 13

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Halvor seems very unimpressed with your behavior, and it is rather obvious that you slighted him in some unintentional way. “I know of Dalun and their claims of peace. I believed those claims myself, up until the last moon. They sent envoys to talk of trade, but as we were about to let them in, we were attacked by winter wolves, ice trolls, and a dozen Jadwiga soldiers.” He spits on the ground before continuing. “We slew enough of them to scare them off, but lost many good warriors. I just wished we had captured that Jadwiga witch while she was here, but she vanished into the night.”

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"I'm sorry for to hear of your loss. However we were informed of Dalun's good intentions. Do you have the spoils of that battle that you may allow us to examine, Great Chiefien?" Hootie attempts to soothe his ruffled feathers with some flattery.
Diplomacy 1d20 + 6 ⇒ (14) + 6 = 20
"We would rather go in prepared if Dalun has indeed turned against what they preached."

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"Do you think that Dalun sent the wolves and trolls? Maybe the wolves and trolls attacked the envoy too? Did you hear from them?" Zootloot asks as diplomatically as possible.
Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7