GM ShadowLord |
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to you and your team to find him and do whatever it takes to stop him.
Your passage is booked and you are advised not to speak about your mission until you have arrived safely before Venture-Captain Vasuman Mihir for your briefing.
GM ShadowLord |
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.
Venture-Captain Mihir’s briefing is short and serious. "This is a fake scepter of the arclords," he said, hefting a bejeweled staff in his hands bearing glowing runes across its surface. "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 it is almost certain that you will be ambushed before you reach your destination, since young 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’m sure of it. The scepter is 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 held 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." Mihir demonstrates, moving the wayfinder in a circle around the scepter, the needle pointing unerringly at it. "Make sure to keep the wayfinder on one of you. It must not be taken along with the scepter or this is all for naught."
“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. Very likely at one of the recommended camp sites. 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."
“Give them a few hours lead after the ambush to escape and then use the wayfinder 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 will either convince him that the Society is the answer — as he could be a very powerful ally in the region — or if you cannot, you’ll end his operations for good. How you handle it, I leave to you. Good luck on your journey and may the gods guide your hand. If you have any questions, now is the time."
The Pathfinders are not the only ones interested in Zamir and his band. He is wanted by the Thakur (the leader of Jalmeray) for his activities as an unlawful revolutionary.
You may roll Diplomacy checks to Gather Information and/or Knowledge Local checks and look at the spoilers above if you meet or beat the listed DC. It will be up to you if you share that information with the party. You may also make purchases from the Pathfinder safe-house and ask any questions before the adventure gets underway.
Orrina |
Looking at Yukine, "At this moment, he only suspects, it may very well be possible Waman is innocent and some other nefarious individual is leaking the information." turning to Mihir, "Are we to put up a convincing fight and let them all return? Or let survivors return with the scepter?" she grins, pulling out her whetstone and beginning to sharpen her dagger.
Elustra Smoochie |
diplo: 1d20 + 4 ⇒ (5) + 4 = 9
"The plan sounds rock solid. A task no doubt meant for pathfinders such as us. Please VC, to aid us on our task, can you provide more information on how this lowly man, whom you intend to lead us, was able to outwit and kill the former Venture-Captain Aamina Shahrazad?"
Father Mac |
K Local: 1d20 + 6 ⇒ (16) + 6 = 22
"And are we to assume we're not the only group seeking to deal with Zamir? I've heard rumor that the Jalmeray are interested as well. What is the Society's current position with them?"
GM ShadowLord |
"Very well, but I'm not certain this is the right path for the Pathfinders, to side with a known villain. Do you believe he can be redeemed?"
The VC shrugs and says, "It is not your decision to make. After this is over I will find out the truth and likely sell him into slavery if it is true."
"Are we to put up a convincing fight and let them all return? Or let survivors return with the scepter?"
"I'll leave it to your discretion depending on how the situation plays out, but do whatever it takes to make sure they leave with it. It's imperative that they escape with the scepter or all of this effort be for naught. "
"Can you provide more information on how this lowly man, whom you intend to lead us, was able to outwit and kill the former Venture-Captain Aamina Shahrazad?"
"Waman is nothing but a pawn, the real villain here is. He’s a rebel and a bandit and the people of Padiskar know him from his youth as a fool who desires fame above all else. This is why I think his loyalty to the Aspis Consortium is thin at best and there’s a chance he can be brought to our side rather than simply slain."
"And are we to assume we're not the only group seeking to deal with Zamir? I've heard rumor that the Jalmeray are interested as well. What is the Society's current position with them?"
Nodding, the VC concurs. "This would be a true statement. It's entirely possible that you'll run into men hired by Jalmeray who has a legal claim on the bandit for being an unlawful revolutionary."
---
A young man with a slender build and an appraising look in his eye meets you as you finalize your business and head for the door. You notice his dark eyes flicker between your faces and your more prominent items on display, lingering especially on your weapons and any magical items you wear. "Greetings Pathfinders! I have the map for your travels and I have taken the liberty of marking the best spots to camp along the way. You'll find some tents in with your caravan supplies along with the merchandise you'll be transporting outside."
This is the last stop for shopping before we get underway. Your journey will last several days so you'll need to have rations and whatever camping supplies you expect to need.
Yukine |
Slavery? Am I really working for the right people here? I suppose if it's legal, best not to stay in these areas and really need to talk to these VC on where they're sending me
Glaring a bit at the man she concentrates.
Detect Evil on VC
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Looking into her bag briefly she confirms she still has her trial rations and waterskin and other items from her kit
GM ShadowLord |
Nodding to the Pathfinders he says, "Alright then, best of luck to you all!"
Soon you are leaving the exotic sights and smells of Padiskar behind and journeying deeper into the green expanse of the jungle. You make camp the first night without incident and return to the trail in the morning. At the end of the second long day of travel through rough hills and dense vegetation, a flat clearing comes into view. 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. They are camped exactly on the second campsite described in Waman’s itinerary.
GM ShadowLord |
The men startle a bit at Orrina's hail, but then gather around to see the newcomers. One man nods, stepping forward. Responding to Elustra he adds"Greetings travelers. You are most welcome in this camp and we have plenty to spare." He gives a short bow and motions to an open spot, as the rest of his men watch the party with wary eyes. "What brings you into the jungle?" The man asks.
Where is the scepter?
Elustra Smoochie |
I vote either myself, or Yukine carry the Scepter. Probably Yukine as the tankier of the crew.
"Ahh well met travelers. It appears today we are playing the role of 'transportation security'. We have some goods from the pathfinder society which we are transporting to Niswan. What brings you out this way?"
diplo: 1d20 + 4 ⇒ (13) + 4 = 17
Father Mac |
Father Mac looks around for a flat spot to lay his head. He smiles and waves to the other group as they exchange pleasantries. He sets his pack down before going to look for some wood.
Sense Motive: 1d20 ⇒ 18
Survival: 1d20 ⇒ 3
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
GM ShadowLord |
The leader, who speaks, is a tall Vudrani man with a heavily pierced ear and the finely tailored, but not richly made, robes. He and his men eye you cautiously, awaiting your response.
In reply to Inari, one of the merchants says: "We are but simple merchants. The road to Niswan is clear but there is rumor of unrest among the bandits here. Have you seen any bandits or heard of their passing?"
The merchants eye you coolly. "It is said, 'There is safety in numbers'. Certainly, you look capable of helping us defend our campsite should bandits or animals fall on us in the night, and for that you are welcome. But it is also said 'Make not friends on the road, for most are not what they seem." Tell us, travelers, what are you? And in what way are you more than you appear to be?'"
He draws closer to your group, quite interested in your response.
Orrina |
Sense Motive: 1d20 ⇒ 13
Hearing Yukine's suspicion, Orrina peers at them. She pretends to go adjust the strap back on the pack horses.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
GM ShadowLord |
The man shuffles his feet and says, "We are traveling to Padiskar with cloth and carpets to sell, our wares are right over there."
While you are conversing with the front men begin speaking in hushed tones in a strange language to each other. Let me know if any of you speak Vudrani.
Jiraiya the Perverted Hermit |
Jiraiya walks over to look at the wares.
"Seems legit. You guys sell any Ale?"
Let's not investigate them too hard. Might be easier to pretend to go to sleep and have them steal it without a fight. Just got to make sure we keep the tracker safe
Elustra Smoochie |
Rebounding off Yukine, Elustra (not Inari) retorts "We have already made it obvious who we are" She points to her wayfinder hanging on her belt. "Yet you seem to have not answered my friend's question. As for bandits, We have not seen any yet"
Father Mac |
Failing at the simple task of locating wood, Father Mac rejoins the two groups, immediately noticing the tension in the air. "Well I'm ready to turn in for the night. Someone please wake me if I need to spell them."
He lays down on the ground off to the side, whip close to his hand and closes his eye, pretending to fall asleep.
Yukine |
"Yes your wears, that is fine and well. We are on our own mission to deliver things and would be on our way if we could. But we'll need to rest for the night, if you do not mind we can share the campgrounds but would prefer to stay with our own."
GM ShadowLord |
The man shrugs at Elutra and shakes his head no Jiraiya. "Afraid not my new friend, I don't suppose you brought any wine with you then? Ah, the Vudrani vineyards are a sight to see!"
Looking back to Elustra he winks, "You should be safe out here little miss, these parts are dangerous."
Shrugging to Yukine the man says, "Plenty of area around here for you own." Taking the cold shoulder from the paladin, the merchants head back to their camp.
What's the plan?
Orrina |
Orrina begins to setup a tent, "Elustra, you can sleeeeeep with me..." Orrina winks at Elustra.
Should we rest? we should hide the wayfinder under someone in a tent or something but put the scepter in view in the tent as a quick smash and grab. Although, they may get suspicious if we don't keep watch? Should we offer to take turns on watch with them? that way on their watch they steal it.
Jiraiya the Perverted Hermit |
"I don't have any wine, but i do have this"
Jiraiya pulls out a gallon of ale from his backpack
"Who's up for a fun night? Drinks all around!"
Agree with Yukine, let's get drunk and see where the night takes us
GM ShadowLord |
Despite Yukine's protest, the merchants share some ale with the Pathfinders until it's time to bed down. The first watch takes it's positions and the others stretch out in bedrolls and blankets to get a good a sleep as they can. The firelight provides good illumination for about 30' and then dim light for another 30' or so.
Yukine and one of the Merchants who calls himself Thaggin take the first watch. Towards the end of their watch they hear the sounds of men moving through the brush to the south. Whispering voices give them away, even if you can't make out what they are saying. Yukine and Thaggin quickly alert and awake their party members, telling them the action is there.
Strange men in black clothing come racing out of the jungle on either side of the camp, yelling in a strange language. The suddenness of the assault surprises nearly all of you, who were just on the verge of sleeping, and even surprised Yukine who was watching the strange merchants more closely than paying attention to external threats. The merchant guard does react quickly, almost as if they were expecting the attack as well!
R1: Merchants, Father Mac, Elustra, Yukine, Baddies, Orrina, Jaraiya
1d20 + 2 ⇒ (1) + 2 = 3
Dudes INIT: 1d20 + 5 ⇒ (7) + 5 = 12
Yukine INIT: 1d20 + 1 ⇒ (8) + 1 = 9
Orrina INIT: 1d20 + 4 ⇒ (4) + 4 = 8
Father Mac INIT: 1d20 + 4 ⇒ (10) + 4 = 14
Elustra INIT: 1d20 + 4 ⇒ (8) + 4 = 12
Jiraiya INIT: 1d20 + 4 ⇒ (2) + 4 = 6
More Dudes INIT: 1d20 + 2 ⇒ (18) + 2 = 20
Other Dudes INIT: 1d20 + 6 ⇒ (2) + 6 = 8
Father Mac |
Father Mac's arm rises and falls, followed by a loud crack as his whip reaches full extension and curls back toward one of the baddies' legs. When it touches the man's leg, he yanks, hard, hoping to pull him to the ground.
Trip: 1d20 + 8 ⇒ (3) + 8 = 11
K Local: 1d20 + 6 ⇒ (14) + 6 = 20
Marked with yellow arrow.
Elustra Smoochie |
After Father Mac's whip crack, Elustra takes aim at the same target (yellow arrow) and thrusts her longspear. "Halt!" She shouts, well after her weapon has already struck.
atk: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d8 + 3 ⇒ (5) + 3 = 8
Father Mac |
Ignore above.
Father Mac awakes to find the clearing a little more crowded that he'd like. He stands up and unfurls his whip, looking around at the newcomers, "What's this? Was my snoring too loud? Do you fancy a go with Jiraiya here? He's a dirty hobo but you look like his type. Fancy lads, all of ya!"
Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20
K Local: 1d20 + 6 ⇒ (13) + 6 = 19
GM ShadowLord |
The battle quickly ensues as the party members rise to meet the bandits. The merchants who were camped here also join the fight, engaging the would be robbers. The party puts up a good fight at first and take down three of the robbers, the merchants taking down two as well. It becomes evident from their fighting style that they are far more than just merchants. You don't try to fight too hard and it doesn't take long before you feel that enough of the enemy has been killed to set the ruse.
With convincing fashion Yukine exclaims loudly when hit with an arrow, selling the performance of death far earlier than expected. She lands so that the scepter in her pocket lands near the fire and glimmers in the light. A bandit quickly snatches that up while a few of the others raid the wagons of the merchants. Moments later all of the remaining bandits scatter into the woods and disappear.
The leader of the merchants, all of whom have a wound of one type or another, growls "We had them in our hands, and they slipped away again. We did take down a fair number. But the Thakur will not be pleased. We should ride back and report."
The other merchants give him a military salute, which confirms what you might have suspected from their fighting ability. These are more than just mere merchants.
The leader turns to you with a wan smile. "Sorry for the ruse, but we are actually agents of the Thakur charged with peace-keeping in this area. We knew of the bandit problem and their shifty leader Zamir. We hoped to foil their assault, but alas they were too many and too quick. We will root them out one way or another, but for now we must go make our report to our superiors."
Yukine |
"Yes, we must be on our way as well." With the scepter taken and enough time passing for them to get where they should be she takes the wayfinder and has the group begin to track.
need someone with high survival or should straight forward enough to just follow the wayfinder?
GM ShadowLord |
The leader of the Thakur's men eyes Yukine for a moment. "There is more to your story as well. But for the fact that you all fought bravely against Zamir's men, we might well bring you in for questioning. Zamir's bandits prowl this area, and every caravan is at risk until he is brought to justice. I suggest you return to safety or expect to be attacked again. Much as we might like to stay and track down these bandits, we are ordered to our commander to give report. The gods go with you." And with that the soldiers spur off in a cloud of dust.
At the wagons, it appears the bandits did a fairly thorough job of scavenging your items. Rather than spending time sorting through looking for the truly valuable from the mundane, they simply took everything they could carry with them. In this case, that includes the false scepter. Most of the bandits ran to the north, but they truly scattered in all directions, so tracking them will be less easy than anticipated. Fortunately, you have the enchanted wayfinder to help you...
Taking out the direction finder which is keyed magically to the scepter, you can see the bandits may have fled to the north, but their primary direction of movement is to the west, into the wilderness of Jalmeray. Taking up your packs, and binding your wounds as best you can, you set out to follow the wayfinder's never-erring needle.
After several hours travel through the underbrush and along deer trails, the wayfinder leads you to the base of a rough hill. A game path leads from the jungle to clearing where the hill stands. Stopping at the edge of the jungle, you can see bushes and debris litter the hillside with remains of the outer walls of an ancient stone structure visible above the foliage and reaching a height of about fifteen feet. The shattered stone remains of a taller building are visible inside the walls. It appears several other buildings once stood in this clearing, but they have long since fallen into ruin.
You may make Stealth checks to try to approach unseen. The hillside and the rubble and foliage at the top of the hill makes any hill or top side square count as difficult terrain for purposes of movement. Map should be attached at top.