Vermin* |
Vermin listens attentively and then asks And what is the nature of this artifact we will be carrying? Is it some item of power we should take special care with?
GM Nel |
Drendle Drang says, "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."
"The Aspis are an evil consortium that sadly uses similar practices to our own. They recruit adventurers and take jobs for prominent people as we do, although their methods tend to be much more brutal and ruthless. Use as much force as needed to keep the mission safe. If they want to talk, then talk, but if they interfere with our deal in any way, I authorize—and encourage—the use of deadly force. If the Aspis complete the deal first then we fail. It should take you no more than 7 or 8 days to reach Escadar, giving us at least another 20 days to complete the deal. If we cannot agree on a deal by then, we never will and the Consortium has already won."
GM Nel |
"Master Rees is an appraiser and relic broker and friend of the Pathfinder Society; he is a middle-aged man of Garundi descent who has worked with us for some time now. While he tried going on field missions as a Pathfinder in his youth, his weak constitution limits his ability to travel. He has a very sharp mind, however, and the ability to identify genuine Azlanti relics. We have used Rees’s expertise on many occasions, and he has always come through."
Josef Jakovian |
Into the room walks a neatly-dressed young man of Andoran heritage. Arriving at the beginning of the Venture-Captain's explanation, he nods to the other Pathfinders, although he seems wary of the heavily armored man from Cheliax. He waits patiently until the briefing is finished and a few questions have been asked. After bowing to the Venture-Captain and the noblewoman, he introduces himself.
Josef Jakovian is my name. I'm a simple shepherd, but the Pathfinder Society has found some of my... other talents... to be of use. I was asked to assist in this venture on behalf of the Andoran Faction. Pleased to make your acquaintances. I think I might've had a run-in with some of these Aspis fellows in the past - they sound like just the sorts of people who might ambush Pathfinders in dark alleys.
I've also been having dreams of gillmen the last few nights, so it's hardly surprising that I'm here. I think I'll leave that out of the conversation, though, with that Cheliax brute in the room.
Vermin* |
I've found him to be rather lawful but other than that, good company. The two of us are the remaining initiators. He is brave, well armored, and knows when to assist (all too rare). But his player seems to have had a bit of bad luck with his attack dice of late. :) Here is wishing him future success.
Harauk Kil |
That it? Travel and negotiate? Harauk lets out a hardy laugh. Bahaha! Seems simple enough.
This Rees or Nees or whatever better be able to keep up. I don't like carrying luggage around.
Vermin* |
Oh, I know, but I wanted to take up for the Cheliaxian. :) Way too late to edit.
GM Nel |
Looks like no more questions? Moving on to Grandmaster Torch
You leave the Grand Lodge and head to the Siphons to meet this information broker called Grandmaster Torch, who operates out of a network of subterranean tunnels beneath the water-logged Absalom district of the Puddles. Finding the Siphons requires no special skill but does take the 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 PCs warily as the Grandmaster rises to greet them 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!"
GM Nel |
You now have time to supply if you need anything.
During this time, a man who introduces himself as Nester Rees approaches you and introduces himself. "Friends, please make the preparations you need. I will be ready to depart whenever you are ready to do so. May I suggests that we travel light to speed our journey across the island
to the village of Pier’s End?"
Rees is a man of Garundi descent who walks with a cane, claiming he suffers from a malady of the heart that has left his right side weakened. Rees struggles a bit to keep up with you while getting supplies but never complains.
Harauk Kil |
Not buying anything.
He'll make it because otherwise it'll be our fault. As long as he's truckin', you won't hear any complaints from me.
I already love playing a dwarf.
Vermin* |
Master Rees, I am Vermin. If I might be of assistance on this trip you need only ask. My back is strong and if there is anything you wish me to carry I will do so. Vermin purchases a few scrolls in the city and then indicates to the others that he is ready to go.
I will add some scrolls to my character tomorrow.
Vermin* |
Having now looked at the map provided by Torch Vermin has a recommendation for the group. The burned man's map has us taking a route through the mountains. Mountains can be cold, even in the summer. I recommend everyone bring warm clothing.
Vermin purchases a cold weather outfit for 8 gp. He also buys 1 scroll each of Touch of the Sea, Obscuring Mist, Feather Step, and Faerie Fire.
Harauk Kil |
With that, the next chance Harauk gets, he'll prepare an endure elements instead of burning disarm.
GM Nel |
Back from London! Moving on.
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.
Suddenly, three centaurs pop from outside the treeline, and circle your party. They have bows out, but are not cocking arrows. One of them steps closer to the group. "Travelers! Why are you so far from your city! We are on a dangerous hunting missions, and don't want your interference. We hunt a... great cat. A beast in this lands. A panther! Be wary travelers, for she roams these lands."
Luccinus de Concorezio |
Luccinus hold up an empty right hand in greeting, though his shield is bought slightly up and to the front, ready to defend himself as may be. Hail to thee... we are grateful for the warning. This Panther, it holds significance for thee? Or it is merely eliminating a threat?
Diplomacy
1d20 + 4 ⇒ (12) + 4 = 16
Sense Motive (want to understand if they have another agenda here)
1d20 + 3 ⇒ (18) + 3 = 21
I love being a fighter who has some out of class skills
Vermin* |
Using his staff as a walking stick Vermin appears at best lightly armed. He considers the centaurs and adds. We travel to the mountains there. indicating the distant rise. We will try not to interfere, and will gladly assist you if we may.
Diplomacy aid: 1d20 - 2 ⇒ (12) - 2 = 10
GM Nel |
" significance? No. Just a predator that has been spotted recently. It has been terrorizing our usual hunting spots and thanks to it it has been harder to hunt for food for our people. We just wanted to warn you. We don't often... See travelers from the big city to the south. "
They finish circling to once again, and decide to continue on on the same hunting path they were going before meeting you.
GM Nel |
Continuing on your journey, the sound of running water echoes ahead, and several beams of light pierce the thick forest canopy. Soon the dense forest opens, revealing a river that blocks the way forward. A large felled tree trunk offers a way over the swift moving river. With the exception of the rushing sound of the water, an eerie silence pervades the area, as does the fresh smell of death.
Vermin* |
Weapon in hand, Vermin will move up to the carcass and examine it.
First to identify it
Knowledge Nature: 1d20 + 6 ⇒ (7) + 6 = 13
Then to try to figure out what killed it
Heal Check: 1d20 + 2 ⇒ (3) + 2 = 5
And finally he will look around for any threat
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
GM Nel |
The carcass is a deer, and you see rake marks, suggesting a powerful feline felled the animal.
You notice a black feline with purple eyes watching you from the other side of the river.
You do not notice anything out of the ordinary.
You do not notice anything out of the ordinary.
Anyone may also do a survival check near the carcass
Vermin* |
Moving so that his back is towards the beast as he further inspects the kill Vermin very quietly whispers under his breath to those around him. He is there, watching us. The cat. Hidden, across the water.
Luccinus de Concorezio |
Nothing here, says Luccinus, who stands with the rest rather than Vermin near the carcass, who is looking TOTALLY in the wrong direction.
Harauk Kil |
If we get close to the body....
Survival: 1d20 + 7 ⇒ (5) + 7 = 12
Heal: 1d20 + 5 ⇒ (15) + 5 = 20
Vermin* |
The half orc moves to the log at the river's edge, and removing a rope from his backpack secures one around his waist and offers the other to Luccinus. . Lets cross carefully. I recommend we use ropes. You spot me as I cross and once on the side I can help spot people from my side as well.
Luccinus de Concorezio |
Done Friend Vermin.
Luccinus anchors the rope by wrapping it around his waist a few times then wraps it around his arm and grasps it fast. He then re-hangs his morning star and brings up his shield.
Vermin* |
belaying rope from Luccinus, Vermin begins to cross at the log, pausing occasionally to look at the spot he saw the creature.
Not sure if I need a skill roll but am guessing climb or acrobatics if needed. And maybe the rope gives some bonuses.
Climb: 1d20 + 4 ⇒ (13) + 4 = 17
Acrobatics: 1d20 - 2 ⇒ (15) - 2 = 13
Darn those armor check penalties!
Harauk Kil |
Harauk grumbles. Urr. I don't like rivers.
Acrobatics: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12