Nectanebo the Vulture |
A tawny-skinned elf looks about him in mild befuddlement. That trip to Cheliax must have been a mere reverie....
Barl Kestad |
checking in
Helikon |
You have been stationed at the Grand Lodge in Absalom,
awaiting assignment for a mission of utmost importance. Things
finally seemed in motion when Venture-Captain Drandle Dreng
sent out a summons for available agents. Specialized in the
history of Absalom, Dreng is known for putting off-duty agents
to work on sundry tasks when he finds them resting within the
city’s limits.
Coming to the meeting place—an odd choice of venue, as
it is a street corner far from the Grand Lodge—a lone beggar
garbed in baggy robes approaches. The only figure visible in the
constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before
the figure pulls back his hood to reveal the wizened face of
Venture-Captain Drandle Dreng. He gives a crooked smile,
soaked head to toe from his unprotected time in the rain. His
clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like
to play a little joke on agents when I stumble across them
during my jaunts into town. Now, why did I summon you fine
folk here again…?” Dreng shakes his head from side to side,
as though trying to knock water out of his ears, despite the
constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t
stray far from the site I’m watching, but I need someone to
retrieve a package for me from that fine establishment. It’s
among Absalom’s most storied taverns, you see, and one that
holds a special place of privilege in the Society’s lore as the place
where the organization began. Well, I could drone on and on
about it, but standing out in the rain is doing none of us any
favors.” As if anticipating agreement, the bedraggled venturecaptain
produces a small slip of folded paper from one of his
many stitched pockets. Dreng quickly shows a glimpse of the
page’s contents: a map detailing the location of the Wounded
Wisp bar.“The bartender is a woman by the name of Heryn Gale, a fine
lady who came to own the Wisp after the passing of her father
from—oh, bah, it’s really getting too cold for me to give a proper
history lesson! If you could just go to the Wisp, and tell Heryn
you’re there to pick up my parcel, it would be most appreciated.
I’ll be around here for several more hours at least.”
Harada "The Hammer" |
Harada thumps his chest once, and all too seriously thanks Mr. Dreng.
"The Hammer is honored to be chosen. We'll be back with your package in no time. Just so you know we haven't been replaced by dopplegangers, you can ask us about the weather for tomorrow and we'll tell you signs of hail, but it's worse to the north."
Charna the Morbid |
Charna listens and nods, causing the bones braided into her hair to clack pleasingly. "Let us be on our way."
Clara Oswin Oswald |
Clara puts a coin into Dreng's hand before she realizes that it's the VC himself. "Oh, sorry sir. Your disguise was well choosen."
After hearing the assignemt she nods. "You want us to retrieve a package? Ok, then."
Nectanebo the Vulture |
"This will be a change of pace from my last two assignments, I guess," Shrugs a tawny-skinned, silver-haired elf wearing a flowing overcoat the color of tarnished silver and carrying a beautiful Elven sword. "Now those were adventures! Always good to get a history lesson, though."
Helikon |
travels. His celebrated exploits first appeared in Volume 1 of the
Pathfinder Chronicles.
between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.
If anyone succeeds at Know Geography or Local 10 he knows the way just fine, but you can follow the crude scetch of the VC to reach it in "ALMOST" the same time.
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On the way to the wisp you notice that one can buy almost everything in Absolom, if you have the coin and contacts.
Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest. The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”—that hangs there during the evening hours. You can hear pleasant music from the inside.
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
a handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.
Of special interest could be the young halfling bard in colourful clothes and a great voice, a stern looking young man with the holy symbol of Sarenrae, with the hard etched face of someone who has seen a lot in his live, two hardy half-orc sell-swords in a bit grungy look and a middle aged man, who is sipping from an oversized
flagon of ale while reading through a large and ominouslooking
tome.
Patros Therinor |
Patros strides to the bar and orders three mugs of good ale. After paying for his order, he walks over to the pair of half orcs and sets the drinks down.
Mind if I drink with you two? First round is on me. Name is Patros. You two look like you could have some stories to tell....anything juicy?
diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13
Helikon |
Patros strides to the bar and orders three mugs of good ale. After paying for his order, he walks over to the pair of half orcs and sets the drinks down. Mind if I drink with you two? First round is on me. Name is Patros. You two look like you could have some stories to tell....anything juicy?
[dice=diplomacy]1d20+6
Those two smile and then tell a story where they had to protect a wagon full of oranges through taldor. You get the idea that those two are a few cards short of a full deck and that ,although they never understood it, there was something smuggled under or in the oranges.
Nectanebo the Vulture |
Knowledge (History): 1d20 + 10 ⇒ (4) + 10 = 14
"Funny," Says Nectanebo as he looks around. "I actually haven't heard much about this place - I've heard of it in passing as a favored Pathfinder hangout, but that's about it."
Charna the Morbid |
The liquor cabinet behind the counter catches Charna's eye. She doubts any of these humans or elves she has been assigned to work with would be able to keep up with her. She considered hitting up the other half-orcs for a drink but her companions beat her to it. She takes a seat at the bar drumming her bones casually on the wood surface while she waits for service.
"Hello? Is Heryn somewhere about? I need booze and I hear she serves the finest!" she calls out to no one in particular.
If Heryn appears:
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Patros Therinor |
Patros chats with the half orcs for a little while longer before taking his leave and heading back to the bar to get another drink.
Well, no new information there....oh well, nothing ventured I reckon....
He turns to Harada. Any luck with yourself?
Charna the Morbid |
Charna smiles and accepts the free ale graciously. She decides to chat up some of the others while waiting for the barkeep. The bard seems busy singing and the cleric just seems too grumpy. So she sidles up to the middle aged man with the book. "Hello friend! May I inquire what you are reading?"
Nectanebo the Vulture |
Nectanebo orders a glass of tepache, and goes around inspecting the mementoes on the walls.
Helikon |
After you have had some time to chat with the various groups relaxing at the Wounded Wisp, Heryn Gale’s replacement finally arrives and takes
over her duties. Heryn then gathers you and escorts you to the cellars below, where she leads them to where Drandle Dreng’s requested vintage is stored. She takes great care in warning them about the treacherous footing in the beginning, noting that she plans on having the wooden board replaced—an inexpensive strategy the Wisp’s staff have favored over committing to more extensive, and hence expensive, repairs.
Crossing the plank is tricky and requires an acrobatic roll, but it could also repaired with disable device or more fitting skills.
Helikon |
Finally on the other side you slowly make your way to the wineracks. hundreds of hundreds of vintages great and.. not so great fill them. It takes a few moments but finally you find the vintage you came to collect.
It seems the bottle must have stuck to the rack, but as you pull a little more forcefully suddenly with a crack... a secret door opens. It seems this bottle was the lever to a secret sanctorium. Carefully investigating you see that a sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the rectangular room. A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.
Unfortunately you are not alone, please roll iniative and perception.
Nectanebo the Vulture |
initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Patros Therinor |
That's not nice, sneaking up on someone... Patros yells as he slashes at the creature.
also, I'm going to set up a parry/riposte if I get attacked again...
attack: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 4 ⇒ (5) + 4 = 9
parry: 1d20 + 5 ⇒ (9) + 5 = 14
riposte: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 4 ⇒ (5) + 4 = 9
Harada "The Hammer" |
Harada quickdraws a light hammer for each hand and tries to arc them over Patros.
left hammer into melee: 1d20 + 6 - 6 ⇒ (18) + 6 - 6 = 18
damage: 1d4 + 5 ⇒ (3) + 5 = 8
right hammer into melee: 1d20 + 6 - 6 ⇒ (1) + 6 - 6 = 1
damage: 1d4 + 5 ⇒ (1) + 5 = 6