GM Na2Te |
The city of Padiskar near the northern tip of the Isle of Jalmeray is not so much a city as a ring of small villages surrounding a massive, howling ruin, from which terrifying screams of whatever the Vudrani Maharaja Khiben-Sald left there in ancient times can still be heard. The new Venture-Captain Vasuman Mihir maintains a small safe house for the Pathfinder Society here, taking over from Padiskar’s longtime Venture-Captain Aamina Shahrazad, who was recently murdered by men loyal to Zamir, a bandit lord and rumored Aspis Consortium agent who operates out of the nearby jungles. You have been summoned to this safe house to await Venture-Captain Mihir's briefing.
Feel free to introduce yourselves.
Shoris |
A slender man of medium height enters the safe house. He pulls back the cowl that had covered his forehead, and you can see the horns of a tiefling. "Hello, I am Shoris the Shrouded. I specialize in calling to be that which was not by arcane means. What might each of you bring to the table?"
Arngrim Fleet foot |
A cloaked Half-elf walks into the room, his eyes searching every nook and cranny of the place before observing the inhabitants. As he chooses a chair to sit, you can see a bow and quiver of arrows poking over his shoulder, and a well worn scabbard rests easily at his side. "Well met, companions. I am Arngrim Fleet foot, recently of the Magnimar Rangers. I take it you were all summoned as well?"
Taklinn Baldurk |
The next dwarf to walk through the door is truly a strange sight to see. Beneath his traveling cloak, you notice that he is dressed in full oriental armor from Tian-Xia (Totami-do). The only piece missing is a helmet which reveals, among multiple scars, a red Mohawk and matching-colored beard. On his belt hangs a tiny dragon's skull and a dwarven waraxe with the word "lockpick" etched into the head.
"Ah, feels good to be gettin' back into the action o' things. I been sittin' in Absolam fer too long gettin' fat with nothin' to do. Time to be workin' some o' the pounds off!" he says with a laugh.
Ashara Lethani |
As the strange looking dwarf enters the safe house and introduces himself Ashara slips inside the building, a tall dark haired woman of great beauty. Once inside she gives the other pathfinders a small bow and speaks in a melodious tone:"Well met fellow pathfinders! I am Ashara, one of those who wish to steer our great organization towards good and worthy enterprises. There is much we must do here in order to bring the one responsible for the murder of Venture-Captain Shahrazad, and I for one will not shy away from duty! I'm sure togheter we will serve Justice well!"
Menarul |
When the door opens again, a suitably tall and spindly half-elf wanders in clutching a notebook and charcoal. His well-used but maintained armor still bears faint traces of Andoran symbols, though the armor likely predates the half-elf. Slung across his back is a longbow and a quiver and laid across these is a large hammer. The front of the brace holding his weapons the alchemist carries the tools of his trade, little vials and botles full of uproarious colors, tinkling slightly when he moves. After a moment of quiet writing he claps the notebook together and slides it into a specially designed pocket and then slowly wraps the charcoal as well, placing it into a second pocket. He then takes a look around the room, notices one of the dwarves in the room and heads over.
"Tusk, long time no seen what have you been up to? Jalmeray is such an interesting place, isn't it? So many new places, ideas, and faces..." With this he realizes no one else in the room knows who he is. "Sorry for not introducing myself earlier, I hear that can be considered rude many places, I am Menarul. And everyone else..."
GM Na2Te |
Before any further discussion can take place, a door on the other side of the room opens and a man walks in whom you can only assume is Venture-Captain Mihir. His manner of dress is sharp, his eyes sharper. Though rather short in stature, he radiates respect like an aura. He carries with him a bejeweled staff with glowing runes along its length. "This," he says, without any kind of introduction, "is a fake scepter of the arclords." He lays it on the desk in front of him. "You will lead a caravan toward Niswan carrying this false relic and several crates of minor magical items. My porter, a young boy named Waman, will give you a detailed travel itinerary, which you must follow with care-- except that you will almost certainly be ambushed before you reach your destination. Waman is a spy for the Aspis Consortium and has sold out and murdered a dozen or more of our brethren and associates, including our former venture-captain, I have no doubt. Simply put, this scepter is the bait in a trap... and you are the teeth. Do not let on to Waman that you know of his transgressions-- we need him to lead us to his master, the bandit lord Zamir. We’ll either make Zamir our man or disrupt his business permanently. I’ll deal with Waman myself once this affair is resolved."
Venture-Captain Mihir holds up a second item, a plain-looking but easily recognizable wayfinder. "This wayfinder is also a fake, although unlike the scepter, it does have real power. The dial always points to the scepter." By way of demonstration, Mihir opens the wayfinder and moves it in a circle around the scepter, the needle pointing at it unerringly. "Waman gave Zamir information that enabled the bandit fool to steal artifacts from dozens of our caravans and even from safe houses such as this one. Zamir has a method of disassembling the artifacts so that he can smuggle them off the island with ease, bound for ports of call in Cheliax. What we do not know is where Zamir is, since he never attacks with his men.
"I gave Waman the information about your journey, so at some point along the route, Zamir’s bandits will ambush you. Previous experience indicates that his bandits will not kill if they don’t have to. Let them steal the scepter. You must put up a small struggle, maybe even kill or injure several of his men, but most importantly you must let them escape... and they must escape with the scepter."
Venture-Captain Mihir snaps the fake wayfinder closed and tosses it to Menarul. "Give them a few hours after the ambush to escape, and then use that to track Zamir to his hideout. Zamir is an arrogant man whose loyalties lie with whoever can make him famous to the people of Jalmeray. Right now, he believes the Aspis Consortium is the answer. You must either convince him that the Society is better-- after all, he could be a very powerful ally in the region-- or else put an end to his operations. Permanently." He raps his knuckles on the desk, leaving little ambiguity as to the meaning of his statement. "How you handle it, I leave to you. Any questions?"
Arngrim Fleet foot |
Looking up from his musings, Arngrim says "Sounds easy enough.. and nothing is ever as easy as it seems. Do you have any idea of where his hideout is? What kind of gear we may need to get in there? Also, what types of people does he surround himself with? How big is his band of merry thieves?"
Taklinn Baldurk |
The boisterous dwarf sobers immediately upon the Venture Captain's arrival. He listens quietly with a stone-like face as the plan is laid out before him. As Mahir finishes, Taklinn responds "Yes, sir. This whole 'lettin' 'em run away' part don't really sit right with me. Exactly how many 'o 'em have to live?"
GM Na2Te |
Arngrim: "If we knew where Zamir's hideout was, we wouldn't need you in the first place. Think, boy. As for his numbers, we aren't sure. The villagers say he's absorbed several jungle bandit groups, and we've heard rumors that the villainous monks of the Tiger's Eye are working for him as well."
Taklinn: He shrugs. "As many as it takes for them to take the scepter back with them. And not give the game away."
Menarul |
Menarul also settles into a serious expression with the Venture-Captain's briefing.
Menarul lightly catches the fake wayfinder and takes his working one off his belt and stuffs it into his bag. He then ties the new one onto his belt in the same location ws the original.
"It sounds like this is a larger issue than we first were lead to believe... We just have to let them 'escape,' right? We don't have to let them knock us unconscious? I could see them looting us, taking the wayfinder and leaving us with no option..."
GM Na2Te |
Menarul: "No, no no. At least, certainly not all of you. Wouldn't want them to take both the hook and the rod, that would do us no good at all."
Taklinn Baldurk |
Taklinn: He shrugs. "As many as it takes for them to take the scepter back with them. And not give the game away."
A wolfish grin spread across Taklinn's face as he says "That ain't many by me reckonin'. Aye, sir, it'll be done."
Ashara Lethani |
Ashara nods at the venture captain's words, waiting for him to finish before asking:"Very well then. Let some of them escape with this fake scepter, let this asp among our midst live and then follow the trail back to Venture-Captain Shahrazad assassin and deal with him. Simple yet elegant, if I must say. Yet I feel I need to warn you: unless the killer repents of his crime I don't think we should let him live. We can do better than using pathfinder killers as allies!"
Menarul |
"Unless I misheard Mihir, I don't believe the man stealing the scepter is the same man who assassinated the previous veture-captain. Waman, the 'asp' is the one who betrayed and setup the murder."
GM Na2Te |
"Waman will be... dealt with. You won't be meeting him on the road, I can assure you. I have other plans for him, so when you meet with him about your itinerary do not take matters into your own hands. He won't be here when you return.
"You're to leave in two days, so feel free to make whatever provisions you feel necessary until then. I'll send Waman to you on the morning of your departure. If there's nothing else, good luck."
Ashara Lethani |
Ashara shakes her head at Menarul's words:"This Zamir might not be the one who actually perpetrated the assassination but he certainly was the one who ordered it done. And that, my friend, means he's at least as guilty as the actual killer if not more so"
Tusk Aran |
But a lot can happen in two days, especially with dealing with con artists, why can't we leave now?
Taklinn Baldurk |
Taklinn looks up at Ashara and smiles as he says "Easy lass, the world ain't as black an' white as we'd wish it to be. If it was, the bad folk would all be swingin' from a tree, meself included, an' the world would be at peace. But it ain't peaceful. In fact, it be damn-right wicked out their, an' sometimes that means ye got to play with wicked people to survive. We'll be seein' what kind o' man this Zamir be before we decide. I'm guessin' he's like most 'o the scum o' the world an' works fer the highest bidder, so we just need to be makin' sure that's us. An' who knows, maybe he'll be a right ass an' can't be reasoned with. If that be the case, ol' Lockpick 'ere will pick his skull open 'an that'll be the end o' it. Either way, we'll be doin' the Society a favor an' less o' our boys will die."
GM Na2Te |
The climate is fair, so aside from any normal provisions no special preparations are necessary. Venture-Captain Mihir is not the only person who knows of Zamir, if one knows where to ask.
Early morning two days later, you are called back to the safehouse. The venture-captain is not there to meet you, but a young boy perhaps thirteen years old with sand-colored hair and appraising eyes is. He introduces himself as Waman, Venture-Captain Mihir's porter. He gives you an itinerary for the path you're to take to Niswan, a several-day journey through the woods. "Food will be on the caravan, although you're welcome to hunt if you like. I know how trail rations get dull after awhile." As he talks to you, even the least perceptive can tell that his eyes tend to linger on your more valuable possessions-- Taklinn's waraxe, Arngrim's longbow, and each coinpurse.
Ashara Lethani |
Ashara gives Taklinn a brief nod:"It might be as you say, master dwarf, yet I question the wisdom of letting someone who would order one of our own killed for his own self interest. Even if we could buy his support, what could prevent him from betraying us again when a better bidder shows up? And that's besides the point of getting justice done for one of our own..."
Diplomacy check: 1d20 + 9 ⇒ (19) + 9 = 28
Survival check: 1d20 + 1 ⇒ (15) + 1 = 16
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As the group leaves the pathfinder's chapter house Ashara briefly takes her leave and starts wandering the streets on her own. The experienced pathfinder easyly manages to uncover several important pieces of information about their target, information she dutyfully shares with her companions after rejoining them.
Days later, when Waman introduces himself and the route he has chosen for the group Ashara recognizes the obvious trap for what it is, but chooses to stay silent on the matter as this treachery was well expected
Tusk Aran |
Tusk is glad Ashara knows of the shortcut. That's nice, but routes are there for a reason and it better not be dangerous that shortcut.
GM Na2Te |
You set out along the path Waman has laid out for you. Halfway through the first day, the river beside you bends to the east. Aside from the chittering of wildlife around you, the day is otherwise uneventful. At the end of the second day of travel through rough hills, a campsite comes into view directly in front of you, and you notice the path forks beyond it. Smoke curls upward from a small fire, where a man is tending a roast on a spit. Three more men are setting out bedrolls and four mules are picketed beside a pile of sacks and bundles nearby. The river to your left, which has narrowed to little more than a stream by now, bends north.
Arngrim Fleet foot |
Arngrim looks over at the note that Shoris found, and nods his head. He then goes over to the campsite and begins to set his camp up. All of this is an act of nonchalance. He is really keeping his eyes out for the expected danger and his weapon is never far from his hand.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Ashara Lethani |
Perception check: 1d20 + 2 ⇒ (16) + 2 = 18
Ashara notices Shoris gesture and nods as Arngrim recovers the message. She's careful to keep a deliberately slow pace but her eyes sometimes betray her anxiety.
Taklinn Baldurk |
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Taklinn notices as well but pretends not to. As they come to the bend, the dwarf moves towards the front of the group. He walks toward the strangers with a smile and a wave as he cheerily says "Evenin', strangers! How fare ye? I tell ye, it's been a borin' day fer us. Mind if we be settin' up fer the night?"
Tusk Aran |
perception: 6 + 1d20 ⇒ 6 + (12) = 18 in addition to rolling a perception check for the spoiler, I'm also rolling this perception to see if I can identify these 3 men. Do they look like oridinary people, campers, cultists, do they have any symbols on them? I wouldn't know their names as I'd probably need local for that, but what do I notice about them?
Menarul |
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Having had a wonderful time exploring the city, Menarul stays relaxed through most of the itinerary briefing. After seeing the note he spends most of the first day, except for the part where the group passes the first fork, collecting samples of the various plants and almost all of his free time at camp that night testing their alchemical properties. He tries to keep the same attitude the second day, but he stays much closer to the group.
As they near the campsite he falls to the back of the group ostensibly studying yet another plant, but also freeing his bow from some of the straps.
GM Na2Te |
The three men setting up the bedrolls look at each other, then one of them speaks up. "Aye, we mind. Might be you're better off somewhere else, meaning no offense. We don't want trouble." Two of them move hands to grip swords and daggers.
The man tending the fire says nothing, but looks you over. Finally he sees the fake wayfinder at Menarul's belt. He furls his brow. "Wait... You're Society members, aren't you? What're you doing all the way out here? It's all right, boys," he says to the other three, waving a hand dismissively. "They won't be any trouble." The others visibly relax at this.
Arngrim Fleet foot |
Arngrim goes back to making camp, but is even more tense. Are these men just travelers, or are they the bandits? He makes sure that he keeps the the three men in sight, and doesn't stray far from his party.
Taklinn Baldurk |
Ignoring their apprehensive demeanor, Talkinn continues forward and sits down on a log in thier camp (Cha 6 = no $#!%$ to give. Lol!). "Aye, we be with the Society. It be nothin' special, just out runnin' a mission. We ain't gonna be any trouble fer ye. But since ye already know 'bout us, mind if I ask where ye hail from?"
GM Na2Te |
"Padiskar," replies the man at the fire. "Heading back there now, to sell what we've got. We're cloth merchants, coming from Niswan. And yes," he adds, putting up a hand before you can ask the question. "We know this is the long way there. But if you've got stuff you don't want stolen, would you rather be on the road everyone else uses? Or the one people don't expect you to take?" He shrugs. "We've been using this road for awhile now, and it's worked out pretty well so far."
Menarul |
Uncertain of what to do, Menarul continues to 'study' his plant and keeps an eye on the group of merchants. He also listens for any other people.
perception: 1d20 + 8 ⇒ (12) + 8 = 20
Tusk Aran |
Tusk answers the question I'm not worried about stolen goods, I'm just taking what me and my friends believe to be the shortcut to our destination.
GM Na2Te |
"Well this isn't much of a shortcut to anywhere, unless you're going into the forest. Niswan and Padiskar are both right along the coast, and since I'd guess most of you aren't from around here, I'll tell you those are the only two places most care to go." The other three men have, by this point, returned to their previous tasks, seeming to take little interest in the conversation.
Menarul: You see a merchant's caravan hidden in the bushes, but no other people aside from these four. You do notice, however, that each appears to be wearing a chain shirt under his plain clothing.
Arngrim: You don't see any reason not to believe them.
Ashara: You can tell they aren't being truthful.
Taklinn Baldurk |
"Hmm, alright then, good to know. Like I was sayin', we won't be causin' ye any trouble. We'll just be makin' camp over there an' stay out o' yer way."
Once he's a safe distance away from the strangers, Talkinn turns to the group and whispers "So what ye all thinkin'? They our boys?"