Torsk |
Torsk, goes back to the Lodge. He takes a shower, and practices weaving blade and spell as one. A few weeks later, the Captain calls him into the office, much to his surprise he sees the other sitting down with him. He nods to Braxton, Senjin, and the others, and listens to what the Captain has to say.
GM Tektite |
Ambrus Valsin comes stomping into the room as you all sit waiting for your assignment. He gets to the front of the room and turns, staring at you while his mustache twitches almost imperceptibly.
“All right, Pathfinders! Listen up. I know you are new field agents eager to make names for yourselves in the organization, first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end." He begins pacing the room, casting an appraising eye on the lot of you.
“Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to but make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies." He huffs, and stops pacing to stare at you without blinkning.
“Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.” He pauses in talking to let you read the list.
Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.
Jules Stonecutter |
Jules excited to begin her new life as a pathfinder eagerly opens the enevelope and scans the contents.
"Does anyone have a preferrence? Or should we begin with the first item on the list?"
Torsk |
I say we either 1) start with farthest from main office and work inwards or 2) vice-versa; start with closest and work our way out? I vote farthest and work inwards
Torsk, will read the letter and missions when given his turn. He ponders for a moment, I think we should go to the farthest from the main office and work out way inwards back here. Anyone else have thoughts?
Jules Stonecutter |
knowledge local: 1d20 + 6 ⇒ (14) + 6 = 20
Jules attemps to remember what she knows of these places.
Turk* |
Sorry to be late. I dotted the discussion but I guess I needed to dot here.
Looking over the list Turk agrees. Lets do then efficiently. Other than that I care not.
Jules Stonecutter |
Sound like a good plan Jules says. She is clearly excided to start a new adventure.
Where is the map. I dont see it
GM Tektite |
Bo: 1d20 + 2 ⇒ (6) + 2 = 8
Tu: 1d20 + 7 ⇒ (19) + 7 = 26
To: 1d20 ⇒ 6
J: 1d20 + 4 ⇒ (6) + 4 = 10
After some discussion on the best course of action, the party heads south through the city towards the docks. Walking along the docks, the party sees a shop called the "Pickled Imp". Opening the door, the party enters.
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter: “Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”
Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again. “Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken." He pauses, running a hand through his greasy hair.
"He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special.
This is one of those cases. There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate." He gives you a wide smile as he continues.
"Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway. My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.” He finishes, his smile somehow growing wider.
Turk* |
On the way to the Pickled Imp, but after his sighting of the red haired woman Turk notes to the group Do not be too alarmed, but I believe we have picked up an admirer. A red haired lass has taken an interest in us and was watching us back a bit. I thought I might confront her, but she vanished just as our eyes met.
At the Imp Turk nod in agreement with Boston. As long as the guards are not watching too closely it should not be a problem.
Jules Stonecutter |
Jules is startled on hearing they are being followed.
"Strange, I wonder why we are so interesting? Jules wonders
"I really must pay better attention to what is going on around me. I didn't see her at all!"
GM Tektite |
Braxton?
The party heads down the docks and very quickly find the warehouse their looking for. Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.
Turk* |
Turk takes in the scene looking for any signs of city officials that might be guarding the "closed" facility. That small boat might be handy. he notes. Any skilled in sailing?
Would the boat fit under the pier? is the mast a fixed mast and if not, is it deployed?
Jules Stonecutter |
Jules looks around for anyone watching them.
perception: 1d20 + 4 ⇒ (1) + 4 = 5
If I dont see anyone I would worry about
She then begins looking for traps
perception: 1d20 + 4 ⇒ (5) + 4 = 9
"Good no traps, now to get this door open"dice bot loves me I see :(
disable device: 1d20 + 6 ⇒ (18) + 6 = 24
GM Tektite |
Jules finds no traps, but does not find much else either. With a few, quick twists, she unlocks the door to the warehouse. Opening it, she sees that darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting from something deeper in the warehouse. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.
Jules Stonecutter |
Jules moves into the warehouse and carefully looks around for traps or others in the building.
perception: 1d20 + 4 ⇒ (11) + 4 = 15 + 1 for traps
Jules Stonecutter |
Jules carefully looks around for the controls to the crane.
perception: 1d20 + 4 ⇒ (6) + 4 = 10
GM Tektite |
Sorry for the delay, but I was sort of waiting for people to chime in.
Jules finds the controls for the crane, but they look somewhat complex to operate. KN: engineering
As the group pokes around the warehouse, you begin to hear angry squeaking as three large rats emerge from a hole in the north wall!
C: 1d20 + 4 ⇒ (6) + 4 = 10
T: 1d20 + 1 ⇒ (19) + 1 = 20
J: 1d20 + 4 ⇒ (18) + 4 = 22
B: 1d20 + 3 ⇒ (2) + 3 = 5
R: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative:
Jules
Turk
Torsk
Rats!
Chandler
Braxton
Jules, Turk, and Torsk are up!
Turk* |
Turk cautiously moves to the closest rat and strikes at it, but his concern for the stability if the building and his footing impairs his swing.
Greatsword: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 4 ⇒ (6, 3) + 4 = 13
Torsk |
Torsk will call upon arcane energies, and lob a orb of acid at on the the rats. Then he will move behind the crate near him in hopes to provide some sort of barrier targeting one not in melee, then moving I space diagonal right, to be behind crate.
1d20 + 2 ⇒ (3) + 2 = 51d3 ⇒ 3
Jules Stonecutter |
Jules takes a small step forward and careful aim at the rat nearest to her, hoping to end the battle quickly.
bow: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM Tektite |
Turk, Torsk and Jules all attack the rats, and all blows miss their mark!
Attack vs Turk: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 ⇒ 3
Attack vs Turk: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 4
Attack vs Torsk: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d4 ⇒ 4
Crit Confirm vs Turk: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4
Ouch!
The rats move up and attack Turk and Torsk. One rat manages to put a nasty bite on Turk, wounding him badly.
Need a Fort Save Turk
Party up!
Torsk |
My AC is 12 so it hit unfortunately.
fort: 1d20 + 3 ⇒ (5) + 3 = 8
HP: 5/9
Torsk, takes a nasty bite to the leg, but still stands. He glares down at the rat, and is filled with anger. He draws his falcata, and takes a swing at the filthy rat.
falcata: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 2 ⇒ (1) + 2 = 3
Jules Stonecutter |
Jules moves close to Torsk and fires again
shortbow: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (3) + 2 = 5
GM Tektite |
I know Turk is out of town, but he posted somewhere else, so I was giving him an opportunity to post. To move things along though, I'm sure he won't mind an NPC
Fort: Turk: 1d20 + 3 ⇒ (17) + 3 = 20
Turk Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Torsk chops into a rat, but it still moves.
Jules fires and misses!
Braxton swings and misses!
Chandler moves in and draws a weapon.
Turk then chop a rat in half!
Attack vs Turk: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d4 ⇒ 2
Attack vs Chandler: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d4 ⇒ 2
The rats try to fight back, but can't get a bite in!
Party up!