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Session 0.5: The Goblin Cave

The party on their way to [[Lady Jamandi]]'s manor reach a minor roadblock. They had just exited a mountain pass, traveling in a nice coach drawn carriage. They take in the site as the mountains to their East give way to low land fields and forests to the West. A flock of doe run down from the mountains. An already wounded one is killed by Leven with a strike from his sling, felling the beast in a single blow. It's at this point that their carriage breaks one of its wooden wheels.

While waiting on the repairs and field dressing the slain deer, a peasant middle aged man comes frantically running from the West, begging for help to rescue his daughter. The goblins who did the kidnapping are tracked to a small crevasse in the mountain sides. Here the party effortlessly slay nearly all the goblins in sight, leaving only [[Grog Fizzlebottom]] alive. When they dispatch of the hobgoblin that was in charge of this group, Grog makes a deal for having his life spare. He shall reform the goblin tribe of this mountain and sure the party, and the folks who live not far off are no longer harassed by this tribe.

Returning to their ride, the wheel is fixed and two spares are given on top of 50 gold pieces for the rescue of this woman. Afterwards they all continue on their adventure, heading next for Lady Jamandi's manor.

Session 1: A Lovely Dinner

The party joins the feast and begin their adventure. A storm rolls in from the West, and a kind oak tree imparts a good impression onto [[Leven Oak]]. As the party enters their stomachs growl from the smells of fresh food and alcohol. [[Lady Jamandi]] and the mayor of [[Restov]], [[Ioseph Sellemius]], great the adventures in a grand toast before the eating begins.

The party first meets a loud and brazen barbarian named [[Amiri]]. Over the course of the dinner, [[Kamu]] impresses [[Amiri]] in some small ways by talking big game and being brave enough to challenge her to both feats of strength and drink.

Sometime early into the dinner, [[Leven Oak]] manages to make a good impression with [[Harrim]], a dwarf cleric and worshiper of [[Groetus]]. The conversation is fairly brief, but Harrim is delighted to talk shop about religion and philosophy.

While nearly all these conversations are happening, a small halfling bard named [[Linzi]] is sketching and writing about everything around her. Many of the party attempt to impress her, but mostly [[Lena]], the parties own halfling witch. Though Lena also pays some flattery to [[Tartuccio]], a very well dressed gnome, though he is not otherwise impressed easily.

[[Saris Lebeda Smith]], being a gentleman that he is, takes a seat across from [[Valerie]], a very pretty human fighter. Their conversation is polite and interesting, though there is much still to be uncovered about this mysterious and very well mannered girl. Before rejoining his group, he decides to speak with a guard, [[John Hannady]], about life as a guard as he contemplates what he want's to do when all of this is over.

While many guests went unspoken too, there is a lingering feeling that all have taken some notice of the party. The evening concluded with [[Lady Jamandi]] once again thanking everyone for arriving before they are all escorted to their bed chambers. As the party awaits to be escorted, the [[Iron Wraiths]], a mercenary group clad in heavy plate armor, leave through the main entrance and politely decline to stay at the manor.

Session 2: Blood and Frost

As the storm presses on and the hours flow by, a sense of unease sets in. Some of the party is jolted awake by the sounds of a guard being attacked. Quickly, the move to dawn their armor, but for some it's too late. Three [[Black Tear Cutthroats]] are at their door and ready to ambush. Magic and arrows fly, daggers drawn, and the mighty jaws of [[Kamu]] are flexed as the party manages to quickly dispatch the attackers.

Cautiously, the party leaves their room, fully equipped, to scope out the place. They find the remains of a dead guard just as the security system of the manor is tripped, leaving everyone trapped both in the manor and on the ground level. They carefully search the rooms, finding the dead remains of the other guests as well as some useful loot for the fights they are about in encounter.

Walking into the next room, they encounter an enchanted indoor garden, complete with an infinite river and statue of [[Lady Jamandi]]'s patron. This also springs an ambush of four [[Black Tear Cutthroats]] with their crossbows drawn and ready. Through quick action the party manages to dispatch the cutthroats. Before moving on, they find the offering box at the foot of the statue, where inside they find various potions.

Stepping through to the hallway, almost at their destination they encounter the remains of a large and bloody battle. cutthroats and guards alike dot the room, and blood paints nearly every inch of floor and wall red. Hearing a large commotion coming from the northern room, they barge in to find [[Linzi]] and a large and blinded [[Gromog]], the giant. His lice laces fur cloths and already scratched eye leaves him an easy target for the party to put down and rescue [[Linzi]].

While half the party searches the southern rooms, finding little but some basic jewlery, the other half manages to spot a hidden room. Inside is a lock box filled to the brim with sacks of gold, enchanted weapons, potions, and the ledger [[Lady Jamandi]] uses to keep track of guard and servant payments. [[Kamu]] and [[Saris Lebeda Smith]] decide to leave it all be at first. However, once the rest of the party hears about it, and peaks at the frost giant waiting in the next room, they do decide to take the weapons an potions, but leave the gold alone.

Feeling prepared, [[Kamu]] rushes in to meet [[Jurgrindor]], the frost giant head on. He is rapidly beaten by the giant and falls to the ground. The rest of the party rushes in to assist, chipping away at the giant, while [[Leven Oak]]'s leshy companion Tim Tim runs a healing potion to [[Kamu]], allowing him to rise and take a chunk out of the giants calf, bringing the mighty man down.

They proceed to loot the room, finding a great deal of weapons and armor, as well as some of the adventurers they've met before at the dinner party. [[Amiri]], [[Harrim]], and [[Valerie]] were untied from their bindings in the kitchen to the north. Now though, they find their path forward blocked, though another familiar voice recognizes them and allows them entry. The man, [[John Hannady]], is who lets them into the great hall again, this time under dire circumstances.

Session 3: Into the Flame

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