
![]() |

OK, drop me down! I'm weak, so if I become compelled to die, one of you should be able to stop me...

![]() |

Fel, perhaps we should just leave the creepy, whispering, death well alone? You have many more stories to scribe, many more tales for you turn into epic battle hymns -- none of which, I'm willing to guess, are to be found down that well...only that poor soul's bones...and death...

![]() |

Fel, perhaps we should just leave the creepy, whispering, death well alone? You have many more stories to scribe, many more tales for you turn into epic battle hymns -- none of which, I'm willing to guess, are to be found down that well...only that poor soul's bones...and death...
Sumac doesn't stop his systematic search of the room but just pops his head up to speak, Was the compulsion an actual whisper? I have a candle we can melt a little to make ear plugs for the bard...

Dungeon Master S |

Sumac, the rest of the room is completely devoid of anything interesting...

Dungeon Master S |

Yes. There's nothing in the bottom but a skeleton. Unfortunately for Fel, you hear the voice too, "Untie yourself. Come down and spend eternity here."
WILL: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 You can't resist the call. You begin to untie yourself time: 1d4 ⇒ 3. Your teammates get you back to the top in the nick of time. The call still beckons you. Someone must hold onto you to keep you from throwing yourself down.

![]() |

Chudd does his best to pull Fel away from the well (I'm assuming the stronger members of the party are doing so as well. Once Fel is adequately restrained, Chudd turns to Sumac.
Aye. I did not come this far to be bested by a damn well. Let us leave.
Turning to Fel who is still trying to break the constraints of the powerful dwarves to throw himself down the well. He places gruesome but friendly hand on Fel's shoulder.
If you get around to writing a book about your exploits and you decide to include this little incident, may I suggest, as a title for the chapter "Life or Loot: The Eternal Question".
Chud chuckles to himself as he moves towards the exit.

![]() |

At some point I assume Fel regains his senses?

Dungeon Master S |

Apologies guys, I've been fighting the flu since Wednesday. I'm down to about 102 now, which is good enough to play D&D in my book.

Dungeon Master S |

Upon returning to the Grand Lodge, you are greeted by Venture-Captain Dreng. The returning of the katana as well as the trade agreements is a great victory for the Society. You'll have plenty of time to relax and enjoy another mission completed...
This brings Part II to it's conclusion. You have each earned 419 gold. You have each earned 2 Prestige. Before beginning part III, I'd ask everyone to post in the Discussion tab the following information:
1. Pathfinder #
2. Gold at the start of the adventure
3. Items purchased before we started, and after the adventure.
4. Consumable items used (scrolls, potions, wand charges, etc.)

![]() |

1. Pathfinder #: 64509-1
2. GP at start of adventure: 269
3. Items purchased before we started adventure:
(151 GP Total)
Lvl 1 Scrolls:
1 CLW
1 Peacebond
1 Infernal Healing
1 Lock Gaze
2 Command
1 Scroll case
Items purchased during adventure: Total (86 GP)
Entertainer's Outfit: 5 GP
Creepy Mask: 5 GP
3 CLW Scrolls: 75 GP
2 Days rations: 1 GP
4. Consumables Used:
1 Command Scroll
2 CLW Srolls
5. Total Gold Remaining: 183 (gold remaining after purchases) + 419 = 602 GP

Dungeon Master S |

This post marks the end of Part II

Dungeon Master S |

First Steps Part III: A Vision of Betrayal
Once again you find yourselves summoned to the Grand Lodge of Absalom. In the heart of the Pathfinder Society’s headquarters at Skyreach, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets you and introduces the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone. Oblivious to any social slight on the lady’s part, Dreng goes on to explain your mission:
“Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf. I should warn you. We are not the only group interested. It seems the Aspis Consortium has also tendered an offer, and the gillmen have decided to accept the Consortium’s deal if the Society cannot finalize its agreement within 30 days. Worse, they have a warship in the waters, looking to force the clock, closing our window."
At this point, the Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor’s most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society’s window of opportunity runs out.”
Dreng laughs to himself absently, then instructs the you to go to the Siphons in the Puddles and meet with the Pathfinder Society’s ally, information broker Grandmaster Torch. He’ll give you a map for a smugglers’ trail through the isle’s center that should allow for relatively easy and secret travel overland to Escadar. The Society has hired an appraiser and relics broker named Nester Rees to verify the authenticity of the gillmen’s relic; Rees will meet up with the you after your meeting with Grandmaster Torch. Dreng has arranged lodgings for you at an Escadar tavern called the Grindylow’s Goblet, where the gillmen have agreed to meet with them. Once you arrive, you only need to send word to the Low Azlanti embassy, then have Master Rees conduct the negotiations at the tavern on the Society’s behalf. Dreng emphasizes that YOU are responsible for Rees’ safety and for the success of his negotiations....
Any questions?

![]() |

How many days journey do we estimate this to take?
Are we getting any money to cover expenses?
Who are these Azlanti "gill men"? Like mermen?
What kind of terrain is the overland journey going thru? (Plains, woods, swamps, mountains ect...)
Sumac is clearly excited as he listens to this new adventure, though he is slightly distracted by the beautiful Lady Morilla. The halfling has always preferred voluptious women and full sized human women with breasts larger then his head truly fascinate young Sumac. He tries not to stare impolitely but his eyes often stray to her large full bosom or curvy hips.

![]() |

On the third time that the natural gravity of the lady's ample bosom affect Sumac's eyes and cause them to orbit her globes of flesh, Hack gives the halfling a gentle but firm backhand cuff. Oi--pay attention to the binnis at hand, eh??
To our current employers . . . Aye, Cap'n, m'Lady, we be keepin' this Rees safe, so long's he be listenin to us, and run when we say run an all that. Let's be gettin' the Pathfinders their new bauble!

Dungeon Master S |

Dreng tries to draw the halfling's attention away from the Taldane...assets...
"Expenses for food and transportation will be taken care of by the society, but any magical commodities will be your own responsibility. The Gillmen are mermen who claim to be the inheritors of the ancient Azlanti empire." (you can make knowledge (Local) and (History) checks for more information on the gillmen and Azlanti respectively.)
"The trip is about a week through hills and small mountains. This assumes of course that Grandmaster Torch doesn't give you any side errands to run, as his is wont to do...Any other questions?"

![]() |

Knowledge History 1d20 + 1 ⇒ (4) + 1 = 5
Knowledge Local 1d20 + 1 ⇒ (11) + 1 = 12
both skills untrained
The halfling does his best to focus on Dreng's answers and manages to get Lady Morilla's lovely curves out of his head and eyesight.
He looks to the others, Perhaps we can go see GrandMaster Torch. After we talk to him, we can make final preparations and be off.

![]() |

Chud pays close attention to the exchange between Sumac and Venture-Captain Dreng, and contemplates what he knows about the gillmen and Azlanti.
Knowledge (History)
gillmen: 1d20 + 9 ⇒ (10) + 9 = 19
Azlanti: 1d20 + 9 ⇒ (4) + 9 = 13
It suddenly occurs to him that he is also interested in the relic itself. Awkwardly, Chud raises his hand and keeps his head bowed, careful to keep his facial features from view.
..ah..Venture-Captain...
Then turning slightly toward Lady Morilla, attempting to employ some kind of etiquette and failing horribly.
...and ah..royal woman..I mean..Milady...that's right isn't it? Milady? Anyway...if I may...this relic. Out of curiosity, can you tell us anything of its properties? You said it needed to be studied. I assume it requires more than a basic monetary appraisal. Is this relic magical? What is known of its properties and why is it so highly sought by The Society and others? I realize we will likely never come in direct contact with it..but..you know, thirst of knowledge and all that...

Dungeon Master S |

Chud, you do not know anything beyond what Sumac knows.
Dreng and the Lady look at each other before the Venture-Captain chimes in. Lady Morilla looking at Chud like he is some oddity in a freak show.
“The relic we are giving up seems to be part of a collective, or perhaps a fragment of a larger object. Without its companion pieces it is worthless. As for the Low Azlantis’ relic, I am not entirely sure, but our diviners believe obtaining it is in our best interest. You all are responsible for the relic, but as long as the deal gets done, and the gillmen’s relic makes it back to us safe and sound, I couldn’t care less who carries it. If you wish to examine it yourself, you are welcomed to do so.”

![]() |

What do we know abiut the Aspis Consortium?
The halfling racks his brain about things he never studied but perhaps has heard about in passing...
Untrained
Knowledge local 1d20 + 1 ⇒ (4) + 1 = 5
Knowledge history 1d20 + 1 ⇒ (19) + 1 = 20

![]() |

Azlanti:
Knowledge: Local 1d20 + 8 ⇒ (1) + 8 = 9
Know: History 1d20 + 4 ⇒ (19) + 4 = 23
Gilmen:
Know Local:1d20 + 8 ⇒ (5) + 8 = 13
Know History: 1d20 + 4 ⇒ (11) + 4 = 15
Aspis:
Know Local:1d20 + 8 ⇒ (1) + 8 = 9
Know History: 1d20 + 4 ⇒ (4) + 4 = 8
Know Local: what is Grandmaster Torch's character, reputation and what is the usual fate of those who work with him? What is the deal with his side missions?
1d20 + 8 ⇒ (12) + 8 = 20
Know Nobility: What is the deal with the lady?
1d20 + 4 ⇒ (4) + 4 = 8

Dungeon Master S |

Sumac, you know little that hasn't already been said.
Fel, the Azlanti were an advanced civilization of immense power (Think "real world" Atlantis.) Their empire was destroyed thousands of years ago, and relics and remnants are the stock and trade of organizations the world over....especially the Pathfinder Society. You know little of the Gillmen, and the Aspis Consortium is the chief rival of the Pathfinder Society. The Lady is inscrutable to you. Grandmaster Torch is known to value the lives of agents FAR more than the good of the Society. He's a bit bitter about how much danger the society exposes it's agents to. Considering 75% of Granmaster Torch's body is covered in disfiguring scars from fire, you're sure there's a story behind his feelings, but you do not know what it is.

![]() |

Fel rests the 10' pole on his shoulder, sets his cap at a jaunty angle and sets off at a brisk pace.

Dungeon Master S |

As you prepare to leave the Venture-Captain's office, Lady Morilla extends a hand to Fel, with a conspiratorial look at Sumac. The elf helps the Taldoran noble woman up.
Finding the Siphons requires no special skill but does take you Pathfinders though the Puddles’ rough-and-tumble, flooded streets and into the sewers below. A gruff half-orc guard grants you entry into Torch’s audience chamber in the Siphons, a large stone room that has been magically rid of all standing water or even airborne moisture. Torch, a dark-haired, burn-covered man in his late-middle years sits in a large bathtub, and two attendants continually pour cool water over his cursed, festering wounds. His half-orc bodyguards eye the you warily as the Grandmaster rises to greet you and speaks.
"Well met, Pathfinders. I see you have survived as the Decemvirate’s pawns thus far, and for that I commend you. This next task they have for you is more dangerous than the venture-captain may have told you, so let me give you a word of warning. I have made it my life’s work to ensure Pathfinder agents are given all the tools they need to return home from their myriad adventures, and this map is the tool I give you. Follow the directions on my map as strictly as you can. Deviate from this path and you may encounter challenges far beyond your abilities. Many would paint me and those who believe like I do as betrayers of the Society, but it is the corps of the organization that I am completely loyal to. Each and every one of you."
"If you believe you have been mistreated by the Ten or their representatives, don’t hesitate to let me know upon your return from Escadar. My network of agents and spies if vast, and I am a powerful ally to have on your side."
"Now be off. You have a long journey ahead of you. And remember, don’t deviate from this map—it’s designed to get you there and back safely!”
The map handed to you by Grandmaster Torch is here.

![]() |

Harnack gives the Grandmaster an apprecaitive nod. Oi, Gran'master, you have me thanks for yer fair treatment. Most folks we've been dealin' with so far treat us as muscle and little else. Ye have me respect and thanks fer yer treatin' us as folks, and valued at that. We'll be followin' yer map and doin' the Pathfinder's will, and no mistake!

![]() |

Chud analyzes the map briefly and then wonders about the sort of weather conditions he can expect traveling through the Kortos mountains, taking things like the season into account.
knowledge (nature) - 1d20 + 9 ⇒ (6) + 9 = 15

Dungeon Master S |

Torch: "Nay. You'll have to find a local and negotiate your own passage. It's a simple matter, as there are a variety of sailors willing to take people on the 12 hour trip. It's not cheap though. Be ready with upwards of 50 Gp each."

![]() |

Are we expected to be able to operate underwater? Do we need some magical means to breathe?
What languages might we be expected to speak or understand to complete this mission?

Dungeon Master S |

The meeting, and all parts of your trip are scheduled to take place above ground. And Taldane should be sufficient. The Gillmen may use ancient Azlanti for their private conversations though.

![]() |

Before departing Chud makes a stop to the local magic shop to pick up some scrolls:
2 CLW
1 Mount
1 Enlarge Person
1 Air Bubble
1 Fumbletongue
1 Vocal Alteration
1 Mage Armor
1 Command
225 GP spent
377 GP remaining
Assuming we also take time to rest before departing, Chud also communes with Slinky to memorize some new spells (updated list in profile).

Dungeon Master S |

As everyone finishes up with their preparation, you are met by a Garundi man,(profile here. He introduces himself as Nester Rees, your negotiator. He carries a cane and walks with a slight limp. (Giving someone a close look is a Perception check.) He suggests that you travel light, and he is ready to go whenever you are.

![]() |

Oi, Nester, well met! Ye make sure that if there's any trouble, you stay with chud or Fel--whichever of 'em is out of the fray. They'll keep ye safe, as long as ye mind 'em, wot? Dagnud, Sumac, and meself'll keep the heat offa ye if'n it comes to that.
Chud, you mind holdin' these scrolls fer me? Hack hands over 2 scrolls of CLW (which I'll keep track of, don't worry!)
ready.

![]() |

Sumac and Grip go up to Nestor Rees to introduce themselves. The halfling offers his hand shake and the wolf gives him a smell while the halfling pretty openly looks him over with a curious eye.
Hail, it will be nice to be working with you.
Perception 1d20 + 9 ⇒ (12) + 9 = 21
Grips smell perception 1d20 + 13 ⇒ (9) + 13 = 22

![]() |

Chud accepts Harnac's scrolls.
Not at all, comrade.
His head bowed, Chud turns to Nester, raises his hand shyly and extends courtesy in the form of a brief, perfunctory wave.
Ho there.
Meanwhile, Slinky peaks out from under Chud's hood to scrutinize the new face suspiciously.
Slinky Perception
1d20 + 5 ⇒ (14) + 5 = 19

Dungeon Master S |

No one else notices anything beyond the general description.
Mike, did you just buy those scrolls?

Dungeon Master S |

You set out from the Northern gate of Absalom on a clear and sunny day. The Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls, soon yields to open fields and fertile ground. Ahead, a vast forest covers the foothills of large range of snow-capped mountains. The well-trodden road soon ends at a tall wall of trees, signaling the end of civilization. As you approach the wood's edge, a strong and stentorian voice calls out, "Ho! Travellers. Ye venture forth far from your city walls. Be wary, for the woods are home now to a wicked predator not native to these lands."
A trio of powerful centaurs emerge from the wood. They are armed to the teeth, but they don't have any of their weapons drawn.

![]() |

What does Fel know about Centaur culture? Know: would it be nature? 1d20 + 8 ⇒ (18) + 8 = 26
Greetings friends, what can you tell us about this predator?