
Helikon |

Sheila Heidmarch
The renowned Venture-Captain Sheila Heidmarch strides into her study at the Magnimar lodge. Her eyes scan the space with habitual vigilance, honed by years of successful adventuring. Satisfied that there's nothing amiss, she stands behind her desk, and turns her blade-like attention to the party before her.
"The Pathfinder Society has long been interested in the First World-the otherworldly realm of the fey. By all accounts the fey homeland is dangerous, bizarre, and entirely unpredictable. It's the very type of place sane people avoid, and Pathfinders flock toward.
"Countless expeditions and research teams have been dispatched over the years to investigate regions where the boundaries between the First World and our own Plane grow threadbare. Sanos Forest, which lies to the east of this very lodge, is one such place. The Pathfinder Society's latest
research party is currently stationed there, under the capable direction of the druid lgnizi Dinnelletter.
" Dinnelletter doesn't normally work well with others, but this time she's got several newly recruited Pathfinders assisting her. We thought it prudent that she pass on some of her best practices, just in case. After all, we Pathfinders are not known for our longevity. Dinnelletter is entirely selfsufficient, but unfortunately the same cannot be said for her five trainees. Consequently, lgnizi's station needs to be resupplied periodically, something the Magnimar lodge has taken responsibility for. You lot have been chosen to make the next supply run to Sanos Forest, and will leave first thing in the morning. It's not a glamorous detail, but the fey forest never lacks for intrigue, and I'm sure you'll make the most of it. "Your mission is simple: Deliver a pack horse loaded with supplies to Dinnelletter's cottage in Sanos. I don't expect any problems, but you never know with the fey. If lgnizi needs any additional help, please assist her in any way possible. And do try to be patient. lgnizi can be a handful."

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A tall half-elf, dressed impeccably in a courtier's outfit, nods regally.
"That sounds straight-forward enough. What can you tell us of the new recruits working for her?"

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A young half-elf enters into the room. The holy symbol of Sheyln around his neck. He is well dressed with a cap on his head, it looks like his hands though are a bit rough, seeing as he works with stone. He comes into the room and nods in greeting.

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Her straw-blonde hair is tied back in a practical ponytail, and her skin is the kind of pale that burns in the sun. Her high cheekbones and sharp features mark her Azlanti heritage strongly, perhaps more strongly than any of her associates on this mission have seen outside of ancient statues. Her robes bear the personal symbol of the Archwizard Nex.
She patiently writes notes on the briefing in a journal full of errant pages. When the Venture Captain finishes speaking, Imrana clears her throat and introduces herself to the others.
"Greetings to you all. The Blessings of The Lady of Graves and the Great Nex upon you. My name is Imrana. I am a servant of the Great Nex."
She waves at Varian.
"Nice to see you again!"

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A big bald headed man, with large muscles walks in. He looks around and spots a familiar face.
Hm, I wonder what we will be doing this time around Riceak?
His face doesn't show much emotion, as his demeanor is very blunt and to the point. He begins stretching out, it seems to be his form of "meditation".

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Hopefully not allowing leucrotta to hunt his or fighting extra planar creatures, Taidus Raine. the half elf says as he steps up to stand beside the monk.

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Sheila replies:"That's a question I'm keen to learn the answer to myself. Ignizi's reputation affords her something of a carte blanche when it comes to matters of First World research and we won't know exactly what she's up to until she has finally concluded her work. Knowing Ignizi, though, it will likely mean trouble."

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Imrana shakes her head.
"This mission sounds quite simple. I have no more questions."

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The half-elf looks to the monk Do you have any questions to ask before we depart?

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As no one has any other questions Lady Heimarch bids you farewell.
You march east along the Dry Way-the trade road along the northern bank of the mighty Yondabakari River toward Korvosa-for several days.
There you spot a distinctive stream, which according to your instructions you should follow north into Sanos Forest.
Once you are in the woods, all signs of humanoid activity abate.
Midway through their first day in the forest, you approach a small vale where they catch a whiff of rotting meat, find several bear tracks, and notice the forest has suddenly gone quiet.
According to your instructions, you should be within half a mile of the cottage where Ignizi Dinnelletter lives.
End of Prelude

Helikon |

Chapter 1: Cottage Under Siege
MAP
As you come closer to the cottage you hear noise and find it besieged by a large feathered hulking beast
Ini Varian: 1d20 + 9 ⇒ (7) + 9 = 16
Ini Riceak: 1d20 + 1 ⇒ (12) + 1 = 13
Ini Imrana: 1d20 + 4 ⇒ (16) + 4 = 20
Ini Taidus: 1d20 + 2 ⇒ (1) + 2 = 3
Ini Enemy: 1d20 + 2 ⇒ (12) + 2 = 14
Bold may Post
Imrana,
Varian
Enemy
Riceak
Taidus

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Knowledge(Engineering): 1d20 + 10 ⇒ (6) + 10 = 16.
Knowledge(Religion): 1d20 + 12 ⇒ (10) + 12 = 22.
A mischievous grin appears on Varian's face when he realises that the beast is undead, and does not appear to be very intelligent.
"I always wanted to try this..."
He then pulls out a scroll, and confidently casts Command Undead.
Technically, there is a DC 13 Will save, *BUT* if it is a mindless undead (such as a skeleton or zombie), there is no save :-)

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And with a simple spell Varian has aquired a bodyguard for 3 days.
Combat over.
There is a moment of calm. One of the boards reinforcing a cottage window is pried open from the inside, and the heavily wrinkled
face of a purple-haired gnome woman pokes out of the window. Once she spots the party, she worms her way
headfirst out the window, despite a chorus of protests from inside the cottage. Eventually the tiny old gnome
wriggles through the gap, landing deftly on her rear end.
She bounds to her feet and addresses the party in a rapidfire voice:
"Finally! I was getting thirsty in there. Did you bring any wine? Bloody owlbears. You'd think they'd know better than to trifle
with me! Is that my packhorse? I'll settle for grog, if you have it."
The dishevelled gnome climbs directly over the rotten corpse of an owlbear and starts rummaging through the packhorse's
saddlebags. Meanwhile, a shocked group of young Pathfinders emerge from the cottage, surveying the carnage with horror.
"Been like this for a week, you know. Nothing but undead and southeastern winds. Wretched awful smell. And me without
my astrolabe. You should hear these youngsters whinge and complain. One little undead horde and they go all to pot. By the
Eldest, I'm thirsty. I'd drink a flask of ink at this point! Bloody zombos did drag off one of the youngsters, though. You should hear them complain:
'Oooh, we're all about to die! Oh my, what's-her-face was abducted by zombos! Oh, I don't want to be eaten.' And they call themselves Pathfinders!"
"Aha!"
The gnome triumphantly holds up a bottle of dark red wine.
She whirls around, addressing the assembled group, "You lot with the weapons, unpack this horse, build a nice fire, and pull
some turnips from the garden. Then come have a drink and tell me how fat Sheila's gotten."
With that, the renowned researcher lgnizi Dinnelletter scuttles back into the cottage, uncorking her newly acquired wine along the way.

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Varian raises an eyebrow.
"You have been weathering attacks by walking corpses for a week? You don't find that odd? Do you have any idea what might be causing this particular problem?"
He then turns to the apprentice Pathfinders.
"Now, which one of you was taken? Do you know which direction they went? We might be able to recover her, if we are quick..."

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Imrana finds the chaotic scene overstimulating, and she finds it difficult to focus on any one thing to take notes on. Ignizi's boundless energy and erratic focus only exacerbate matters, and Imrana appears to be on the edge of a headache when the subject turns to the missing Pathfinder.
"In addition to rescuing this Pathfinder, this infestation of undead sounds troubling. As a worshiper of Pharasma, Lady of Graves, I cannot allow the further creation of undead. I suspect both objectives are linked."

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Varian frowns.
"Oh, I didn't realise that you were a Pharasmin. Will me keeping my little pet be too much of a problem? I figure that we can use it as an early warning system for a little while, and then destroy it."
I definitely will want to dispose of it before we encounter the Necromancer responsible for creating it...
Basically, I figure we use it as a supplement to our front line for 1-2 more encounters, or until we think we are near the 'boss'.

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Imrana nods and smiles.
"Oh, that is fine. I appreciate your concern. You see, the Great Nex taught us to turn the weapons of Geb against him."
She pulls out her own scroll of command undead and waves it about, then sticks it back in her bag..
"I anticipate the creature will soak attacks from its former compatriots and then die on its own. If it doesn't, well...mindless undead will even accept orders to self-terminate when under the effects of this spell."

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Varian nods.
"Agreed. The intelligent thing to do is to use the tools available, and then make sure they are disposed of appropriately if they outlast their usefulness."

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The creature should be destroyed. It is a crime against nature and an anathema to beauty. says the cleric.

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While discussing Ignizi invites you to dinner, a fine turnip soup (NOPE not fine, but eatable) is waiting for you.
"The kidnapping victim's name is Dijjit-a female gnome with short, orange hair. She was tending the garden when a horde of zombies descended upon the cottage and dragged her into the forest. Several researchers wanted to chase after Dijjit, but Ignizi knew that, between her advanced age and the neophytes' inexperience, a rescue mission could only spell disaster. Leona and Narsisco are still bitter about the decision. Well the zombies went north, that is all I know. And if I find it odd. No! I find it horrible, a pain in my bony butt and all in all quite bad for my concentration on my research."
Taking another sip of wine she continues.[b]"Please could you help finding my student, he has a real way with fungi. Well you could get in touch with my friend Riddywipple, he lives in a hollow log a day's march north, and he can likely help you in this task!"

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The other researchers have no idea but in the end Ignizi tells you that he's been in Sanos Forest longer than most, and knows how to stay alive in the unforgiving woods. She says that he's a bit reclusive and normally doesn't help strangers, but that they should drop her name to
convince him.
After the dinner and a good nights sleep Ignizi goes to Imrana. "The forest is dangerous and as you walk out to aid my student, I have some items I found after rummaging around the cottage. Please take these."
She hands over three potions ef neutralize poison, two scrolls of detect undead, and a small box of uncut alexandrite worth 500 gp . She also supplies a potion of cure light wounds.

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Imrana smiles with a bright delight at Ignizi's gift.
"Why thank you! You are most generous! I do hope that they will not be needed, so that I can return them to you."

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Taidus listens to the woman ramble on. When she mentions Riddywipple he pays close attention as any help would be welcome.
What does Riddywipple look like? as he grabs a potion of neutralize poison.

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Imrana taps her pen against her chin.
"We are more likely to be ambushed in the dark as well, this is also true. I do worry about how long Dijit will be able to survive without us, though."
She stretches her arms out and yawns.
"I would certainly not mind some nice sweet bread and wine and a good rest. Whatever the group decides is fine with me."

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End of Part 1
Part 2 Into the forest
The party departs the next morning, armed with the researchers' best wishes and instructions on how to find Riddywipple's log.
The directions are fairly simple, leading you to clear landmarks throughout the forest.
You march through the day, following a series of ravines that Ignizi indicated would lead you to Riddywipple's fallen log.
Finally you manage to locate the log, which is distinguished by a series of distinctive carvings that adorn the trees for twenty yards in every direction.
Make a perception check.

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Taidus eats some of the food. It wasn't horrible nor was it fine dining. After a restful nights sleep and an hour of meditation gets ready to continue the journey for information and whatever a Riddeywipple could be.
He watches all around for potential hazards or enemies.
per: 1d20 + 8 ⇒ (12) + 8 = 20

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Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Imrana hears nothing herself, but when told by the others, she draws her wand of mage armor and taps herself with it.

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"Riddywipple? Is that you? We come seeking information about the source of the undead plague infesting this area. The local Gnomish eccentric said that you might be able to help..."

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We should check out what that noise is says the cleric as he begins to investigate.

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Imrana, face still buried in her notes, follows the others in the direction of the apparent battle.