GM Pablo |
"I have an an urgent mission for you and a bit of a personal favor to ask"[b] says Drandle Dreng the Grande Lodge venture-captain. I received an urgent message from Mayor Uptal of Kassen. I owe him a favor and that means I need your help to get it done. It will be good to get you out of Absalom again anyway. I have called on a mage for a favor myself to get you there quickly.
A little background. Your going to Kassen a small town on the Tourondel River in the Fang Wood of Nirmathas. It's a relatively close-knit settlement with origins that stretch back to the year 4522 AR, when the town's founder, Ekat Kassen, grew tired of life as an adventurer and retired there. They seem to have lost some young heroes and their prized lantern. That's all I know. see Mayor Uptal help him as much as you can and don't embarrass the Pathfinder Society.
You leave in the next few hours so off you go to do any shopping then hurry back here you leave at midday!"
After a quick trip to the market you hurry back to the Grand Lodge and are escorted to a meeting room where a mage waits somewhat impatiently. "Alright I have important things to do so, everyone hold hands and let's get this over with.
In a flash you are in a town square near the Temple of Erastil where they toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Go to Mayor Uptal. through. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. “Nothing to see here folks, just some visitors I was expecting. Our brave Heros will return any time I know it!!”
The Mage smirks at you "How provincial. Enjoy your visit and tell Dreng the favor is paid when you see him next. He disappears in a flash leaving behind a small puff of smoke.
The Mayor quickly escorts you through the crowd to the townhall.
"Welcome. I need your help right away. I'm missing the local youth who we send into the Crypt of the Everflame to get light the silver lantern every year on the 4th of Neth. Occasionally one or two meet don't err...return, but never six. They have been gone a week which is all the rations they were sent with. It is too much for our small village to bear and one is my niece, Joselle. Here is a map and a potion of cure light wounds. If you need other supplies you can look in the storage room over there. How soon can you leave?"
GM Pablo |
The Mayor Uptal sticks his head in the room while you are going through the supplies. "Excuse me I almost forgot Joselle's nickname is Dimira and her brother, Roldare is there as well. There should be a group of six youth including them. Also a group of four relatives of the missing went two days ago and we haven't heard from them. They should be just be getting back now. It will be a 40 mile trip. If you leave now you will be there tomorrow. Please make haste!
GM Pablo |
"Oh by the way there is another Pathfinder Agent here. He was sent from the Nirmathas Lodge. It seems they could only spare one agent. Here he is the Elf Sekkim. Welcome.
Unless you have any other questions off you go get on with this rescue mission!"
Who has the potion of cure light wounds and are you grabbing any gear?
Sekkim |
Elf? Summone's been markin' up my entry in the Agency roster.
((Sekkim is a near-on seven foot tall half-orc with grey skin, blackish-greenish hair, and a wide variety of scars. He has the bulging muscles typical of half-orcs, but is much more wiry than brawny. He wears a ragged, frequently patched pair of pants which perhaps were black many years ago, and not much else in the way of clothes. The pants are held up by a large swath of sailcloth standing in for a belt - the belt also holds a dagger and a falchion, both in scabbards. He carries a frame backpack which has a small amount of supplies, several books wrapped in oilcloth, and a light crossbow.
Sekkim is perhaps not all that obsessed with cleanliness, with the exception of his hands, and smells faintly of fresh mud.))
GM Pablo |
No cold iron or any weapons besides some wooden practice swords. You do see a quiver (20) of blunt arrows and a 2 quivers of normal arrows as well as a quiver of blunt and 2 quivers of normal crossbow bolts. Also digging around you find 3 flasks of oil, several small tents, bedrolls, blankets, heavy cloaks, a lantern (1), several 50' coils of rope, 2 grappling hooks, 50' ball of twine, candles, backpacks, waterskins and walking sticks and a month's supply of dried trail rations.
There are shops in town for any other basic supplies you would want. Cold Iron not so much.
Rolande Deerborne |
I need to shop for some alchemical cartridges for me pistola. Where may I find suitable cartridges of quality?
I think I have 187 gp left after getting my new pistol. I would like to get some shotshell cartridges for my old pistol I have as a backup and some for my new weapon that can get past damage resistance.
GM Pablo |
You would have purchased in Absalom before leaving. Email me and will add to your PDF sheet. Make sure you track your shots.
Firearms and Ammo.
Sekkim |
Greetings, uh, Adventurers. Do we call each other adventurers?
Do you think we'll need cold iron where we're going, or did you need it recently and lack it? I bet there's a story there. Oh! a map!
(( Is the map an in play thing? I assume it is because they want us to get moving as soon as possible. If so, K: Geography to find out if there's interesting geographical or terrain features along the way that aren't on the map - that I know of. ))
GM Pablo |
The map the Mayor handed you is heading South into the Southern Fangwood forest.
Sekkim,go ahead and make your KN Geography check (1d20+8)
Nirmathas does have one friendly neighbour: the kingdom of Lastwall at its northern border. Both countries share a respect for one other, and though they do not give each other direct military aid (as Lastwall is also an ally of Molthune), they both share a common enemy in the orcs of Belkzen.
The Fangwood is a large forest that covers much of Nirmathas and Lastwall. The Nirmathi see the Fangwood as vital, both for economic and a hiding place for soldiers. The forest is a mix of fir, spruce, and maple trees. The deeper reaches are often full of fir; the shadows and still air seem to cause travelers to be easily spooked. The underbrush is thickest in the spruce-dominated sections, but these areas do not cause the same feelings.
Buchart |
I am packing my extra gear into a bedroll/sling wrapped in a small tent to drop when it is time for initiative! Buchart says,"Here are some goodies!" and hands Sekkim and Fernleaf flasks of alchemist fire from his belt (Fernleaf used one and Rolande should still have one from last scenario). He then offers his hand and asks,"What class of pathfinder are you, Sekkim?"
Sekkim |
"Well, the Pathfinder Society classified me as a wizard, but mostly I think they did that because we both read books and practice magic. The wizards I met there were mostly a pack of asthmatic shut-ins who spent all of their spare time arguing about what color ether was - or silly crap like that. A lot of books... passed through my hands when I was younger, and some of them were about magic, and I pretty much read them all.
We need to be careful traveling here. This country is like a pub snack - surrounded by people who want to grab a piece."
Buchart |
"Excellent! A fellow traveller of the tomes! We'll have much to speak of around the campfire. I know what you mean about the wizards. I'm a librarian by profession, but pay is lousy and you can get soft sitting all the time. I've gained insight to the planes recently from my sitting and reading, though. The Society has been good for a kid like me. I've travelled and learned much. Well, let us depart for the South and dig into this mystery."
Sekkim |
"I know exactly what you mean about the Society. We'll train you, put you up during that time, and afterwards we'll find you paying work where you can help people is a deal with no downsides. Well, there's the possible horrible death, I suppose, but we all have to go sometime.
I suppose my last paying job was dockworker, but that's a dull job if there ever was one."
GM Pablo |
Checking around in town for the silver or cold iron gear you are surprised to find two blacksmith shops, one with quality hardware.
Renet’s Steel: While Renet’s shop services much of the town’s needs when it comes to metalworks, his quality is nowhere near that of Braggar’s. Most metal items can be found here for the standard prices, but there are no masterwork items to be found at Renet’s Steel.
Braggar’s Shop: This is the workshop and home of Braggar Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel, but he works much slower and charges a higher price. Braggar can forge nearly any masterwork metal tool, weapon, or armor. He has both a masterwork silver and masterwork cold iron longsword in stock, among many other items.
GM Pablo |
Are you ready to travel? Cela let me know if you want the masterwork or +1 spear available at Braggar’s Shop.
You pack your supplies and leave south through the gate into the Southern Fangwood Forest. The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. You find signs of combat, but tracking only see footprints of 6 humanoids perhaps a week old and some newer tracks moving quickly past the area. Searching you find nothing else of interest and move on. You are able to follow the map with relative ease. The sunlight begins to fade and a cold wind begins to rattle through the leafless forest. There is now no sign of civilization in sight.
You search for a suitable campsite.
Anaba Survival: 1d20 + 4 ⇒ (13) + 4 = 17
Buchart Survival: 1d20 + 0 ⇒ (8) + 0 = 8
Cela Survival: 1d20 + 10 ⇒ (3) + 10 = 13
Fernleaf Survival: 1d20 + 0 ⇒ (3) + 0 = 3
Rolande Survival: 1d20 + 2 ⇒ (16) + 2 = 18
Sekkim Survival: 1d20 - 1 ⇒ (7) - 1 = 6
And find a nice spot off the trail protected from the wind and defensible. There are signs of recent campfires here and even some extra wood that other parties have gathered.
Are you setting up watches?
if so, 1st 2nd 3rd please - I will use these for any future watches unless advised otherwise.
GM Pablo |
Watches
1st: Rolande & Fernleaf
2nd: Anaba & Cela
3rd: Sekkim & Buchart
Wolf Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Anaba Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Cela Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Kitty Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Anaba Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Buchart Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Cela Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Fernleaf Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Rolande Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Sekkim Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Wolves: 1d20 + 2 ⇒ (15) + 2 = 17
On the second watch Kitty and Anaba feel that something is amiss. They spot some wolves sneaking into the camp and are not surprised.
Two attack Anaba
W1: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (2) + 1 = 3
W2: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (2) + 1 = 3
and miss - that new armor is paying off!
One attacks Cela
W3: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (4) + 1 = 5
and misses
Two attack Kitty
W4: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (4) + 1 = 5
W5: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (6) + 1 = 7
One hits for 7 points
Initiative Party up!! see campsite map
Anaba
Cela
Kitty -7
Rolande (sleeping) Perception DC10 to wake up
Sekkim (sleeping) Perception DC10 to wake up
Fernleaf (sleeping) Perception DC10 to wake up
Buchart (sleeping) Perception DC10 to wake up
Wolf 1
Wolf 2
Wolf 3
Wolf 4
Wolf 5
Stetrix |
I will roll initiative for everyone. You did it correctly rolling perception. Unfortunatly you missed, but You will have another chance if Cela or Anaba shout out (DC 5). When we go party up however the order will move around by 1st post.
-Posted with Wayfinder