
GM Derek W |

You have been summoned to the Pathfinder Society's headquarters at Skyreach, in Absalom. There you are to meet with Venure-Captian Drandle Dreng. You gather outside his chambers, waiting to be admitted to your meeting.

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Pacing the room, the big ( 6' 210 lbs) 1/2 Orc stares hard at anyone else as they enter the waiting room. He is dressed in dull-green scalemail with a hunter green cloak on his shoulders. At his side rests a falchion, which looks as if it belongs there since his stride is not hampered at all by its impressive presence.
He glances at the human when he speaks, saying, Perhaps, there be a chance to finally do some traveling. Been cooped up here for what seems like an age!
He stops, as if considering something, but continues his pacing.

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A begoggled, blue-haired gnome scambers in, beaming. "Good morning! The world-famous scientist Johann Erlenmyer at your service! Say, are you lot pathfinders? Tell you what, this is so very exciting! So very exciting! Oops!"
A vial of alchemical ingredients tumbles out of Johann's pocket. Reflex save: 1d20 + 3 ⇒ (9) + 3 = 12 He grabs at it, but it slips through his fingers, and smashes on the floor. An intense lemony odor suffuses the room. "Oh by Asmodeus's hairy balls, that was my last vial of essence of Dittany!"

GM Derek W |

You are ushered into the Captain's chambers by his butler.
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 the PCs and introduces them to 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.
Dreng addresses the group:
“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."

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"What sort of relic? And what sort of thing are you giving in exchange?"
How much would my character know about azlanti history and who the low azlanti are? Assuming I take 10 to know anything a DC10 Knowledge (history), knowledge(local), or Knowlege(geography) check would give me.

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Walter enters the chamber, looking around with a keen, observant eye.
Finally, being called for duty?.
He glances at the woman, but remains stoic and intent on what the VC says.
He nods his head to the VC as he listens intently to the report.
Yes! Time to show my stuff!.
Walter bows to the VC:
Of course Venture-Captain Dreng. A trip to Escadar for the Society would be most welcome, Sir.
Hmmm....I do hope she is not the relics broker....

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Standing at the back of the group is a very human appearing half-elf with bleach white hair. He wears eastern garb and his combat gear is in the style of warriors from Tien. He is lithe, though his thinner limbs are corded with muscle and he stands an inch or two shorter than the large Half-Orc next to him.
As the mission is described he keeps his keen green eyes locked intently on the woman.
"Is anyone else aware of the artifact's recovery?" He asks.

GM Derek W |

"Oh yes, you see the Society is not the only organization interested in the artifact. 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. An Aspis-funded warship patrols the waters just beyond Absalom’s harbor, preventing Pathfinder agents from sailing to Escadar unmolested."
"Escadar lies on the Isle of Erran, just north of Kortos. "
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 speaks again:
“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.”

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"So we are to go overland to a ship that will take us to the Isle of Erran. How long will the journey take overland? Do you know anything about what the Aspis Consortium might have waiting for us on the overland route?"

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Walter watches the facial expressions of the Taldorian Lady, looking for any signs of falsehood, or even, just any detail that may be not mentioned.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Have the Aspis' warship actually caused intential harm to one of our vessels?
And am I to understand that you would have us leave this very hour to get a 'jump' on things?
Walter glances at the other agents to get a better appraisal of his immediate traveling companions.
He thinks, Well, I always wanted to learn to swim...

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Johann peers over the top of his goggles at Lady Morilla. "I hardly think that plan will fool anyone! We obviously need to do something else -- I know! Construct a subaquatic pressurized locomotive vessel to travel to Escadar -- UNDER THE WAVES!"
The gnome pulls his book out of his knapsack and begins to sketch a design on the page.

GM Derek W |

Dreng laughs to himself absently.
You should go to the Siphons in the Puddles and meet with the information broker Grandmaster Torch. He’ll give them a map for a smugglers’ trail through the isle’s center that should allow for relatively easy and secret travel overland to Escadar. It's a journey of about seven days. 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 you after your meeting with Grandmaster Torch. I've arranged lodgings for you at an Escadar tavern called the Grindylow’s Goblet, where the gillmen have agreed to meet with you."
"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. You are responsible for Rees’ safety and for the success of his negotiations."
"It's hard to predict what the Consortium might try, that's why we're sending you as escorts. You are authorized to use whatever force is necessary to complete this assignment."

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Walter grins a bit as the Venture-Captain complete his report. He bows to Lady Morilla to put her discomfort at ease.
Rest assured, Milady, this expedition will be successful as all lawful enterprises are blessed by Abadar.
Walter turns to Venture-Captain Dreng, bowing even lower.
Your expectations for this venture is warranted. You shall not be disappointed Sir
Walter muses:
Hmmm...a perfect opportunity to spread the precepts of Abadar. And I get off this rock for a time at least....
Walter turns to his companions.
Gentlemen. I believe our passage will be debarking soon. We need to prepare and visit with Grandmaster Torch in the Puddles. Shall we?
the Puddles?...Hmmm...
knowledge local: 1d20 + 0 ⇒ (2) + 0 = 2

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I guess we should get ready to go. I will need a little bit of time to get ready.
Let me think, what do I know about the Puddles?
Knowledge (local): 1d20 + 8 ⇒ (18) + 8 = 26

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Johann sighs and puts away his book. "Alright, in the interests of time I'll shelve this idea for now. But mark my words -- you WILL hear of my Sumbersiverator in days to come! (Like the name? I just made it up!)"
"So, um... can I ask a question or two? Like, who is this Nester Rees fellow and what does he look like and can we trust him? And do you think the Aspies will attack us? What if they interfere?"
After the conversation, or if he is rebuffed from asking questions, the gnome speaks to each of his new friends in turn.

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Walter glances at the Gnome with a look to freeze ice.
nothing personal...that's how he glances at everybody!
I have been training here and ...no!
Walter exits the VC's chamber and awaits the rest of the group in the antechamber.
Once they join him, he states:
As we will be companions for this venture...I am Walter Vizard, servant of Abadar. I trust that everyone of you are more than capable for this task and I do expect us to succeed!
He looks intently at the group;
I, for one, have no knowledge of these places--either the Puddles or the Siphons, or even who this lorebroken is. I suggest we be prepared. Do any of you have knowledge of these important components to our duty?
diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16... don't know if it is needed?

GM Derek W |

After making your preparations. You may need camping supplies and cold-weather gear for crossing the Kortos Mountains.
Finding the Siphons requires no special skill but does take you through the Puddles’ rough-and-tumble, flooded streets and into the sewers below. A gruff half-orc guard grants the 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 you 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!”
I will link to the map in the morning sometime

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I will be much more active after today. I'm at a relative's home for the holiday and will be traveling back tonight.
The half-elf nodded to the spymaster and then to his compatriots.
"I am Muteki Odo Yoshima called Yoshima by my companions, Firstborn of Lord Muteki Noboda Misamoto, Paladin and Swornblade of the Eternal Empress, her most honored Goddess Shizuru. I am honored by your concern and pleased to meet you Grandmaster Torch," He says with a low bow. "We thank you for your assistance and your offer. We will someday repay this most generous favor."
He turns to his companions.
"I have no eye for maps, save for battlemaps. Can one of you decipher this?"

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Walter bows in gratitude to Grandmaster Torch, eyes the other 1/2 Orcs sternly,
intimidate: 1d20 + 9 ⇒ (14) + 9 = 23
and turns to leave this place.
Walter turns to Muteki as he presents the map, taking it from him.
Allow me to study this a moment, Muteki Yoshima.
Walter looks over the map as they exit the area.

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Sambar follows along, making sure to stay behind the bigger guys up front. He is constantly looking around for some type of ambush.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

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Waiting to see the map so I can comment or question it...
Johann peers curiously at the map in Walter's hands, and quips, "I don't suppose X marks the spot, does it?"

GM Derek W |

Sorry, the labels got messed up. The city at the bottom is Absalom, in the middle in Pier's End, and the northernmost town is your destination, Escadar.

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"I guess we go up through the mountains. Do you think it will get cold up there?"
Knowledge (Local/nature): 1d20 + 8 ⇒ (5) + 8 = 13 to see if Sambar thinks it will be cold up in the mountains.

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Before they leave, Johann asks Grandmaster Torch, "I wouldn't say mistreated at all, but the Venture-Captain did brush off my questions, apparently not feeling there was time for them. Can I ask you, how well do we trust this Rees, and what should we do if we are attacked by the Aspies, other than defend ourselves of course?"

GM Derek W |

The mountains will indeed be cold. You should all acquire cold weather clothes (8 GP) and record them on your sheets. As for food, the Society will supply enough for your journey.
Torch speaks to Johann:
"Well, I know the Society has leaned on Master Rees many times, and he's always come through. As for the Consortium, that's it. If they talk, talk. If they want to fight, fight. Hopefully you'll slip by without even dealing with them."

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Johann exclaims, while patting his bomb pouch, "Well if they are hostile, they shall feel the wrath of my Explodinators!"
I just realized I never included the free outfit for <10gp that characters are supposed to get at level 1. Can I just have that be the cold weather outfit? Otherwise, I'm a little short on gold.

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"Well let's meet up in an hour ready to leave for the mountains. That should be enough time to get everything we need and get prepared for the trip."
Johann, If needed I can spot you the gp for it.

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Walter looks over the map.
Hmmm...looks straight forward enough. The Venture-Captain said it should take 7 days to reach Pier's End or Escadar? Hmmm...I suppose that we shall see.
Walter looks over the group.
Yes, we shall leave in an hour. Should be amble enough time for last minute gathering of supplies. We also need to meet up with the relics broker--Nestor Ress.
Shall we meet in front of the city gates--North--in an hour Gentlemen?
Walter acknowledges any replies and heads off to get supplies.

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Walter steps into the clothing store with a nice big grin on his face.
Greeting--sir or madam--I am a new recruit for the Society and I am in need of a cold weather outfit for my travels. Would you happen to have one on sell for 7 gold coins and 6 copper?
diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
lol...he's a little short....oops!

GM Derek W |

Johann, I am ok with that solution - I forgot about the free outfit for my own characters! You're good too, Walter if you haven't already picked one
The shopkeeper turns to Walter "Sir, I am sorry but our prices are firm. Perhaps seek out the aid of your Lodge?"
I'm afraid Society Play rules are rather rigid on item cost.
While you are making your preparations, a man approaches you. He is apparently of Garundi descent and he walks with a limp and uses a cane.
"Hello there! I'm Nester Rees. Grandmaster Torch told me where you might be found. I am ready to depart at any time. I suggest that we travel light to speed our journey. You can store your extra gear at the Lodge if need be."

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Walter looks up at the intrusion with a stern grimace appearing on his face.
it IS his normal look...lol
Yes, Master Rees. I am Walter Vizard, servant of Adabar. I am well aware of the particulars of this venture and your suggestions will be duly noted. Now if you are quite finish in instructing me in travel preparations, then I suggest we move ourselves to the Northern gates to meet the others.
Walter smiles--not warmly--at the appraiser and begins to leave for the Gates.

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Johann decides to follow Sambar around while the mage makes his preparations. If Sambar lets him page through his spellbook, Johann observes: "Brilliant! Fascinating! Nothing I can put to use, unfortunately, but amazing nonetheless!"
Johann gets his cold weather gear out of storage, tries it on, finds it a little tight around the middle, and resolves to abandon late-night snacks.
When Nester Rees makes his appearance, Johann greets him brightly. "Hello hello, Mr. Rees, a relics broker you are, yes? Tell me, in any of your time have you come across or heard tale of a device known as the Apparatus of the Crab? I read a book about it a few years ago, and have never been able to find anything about it since."
By the way, if you haven't already noticed, Johann tends to ask random questions when he meets people. :D

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"Welcome Master Reese," the lithe half-elf said with a small bow. "I apologize for the lack of formal introductions, but as yousaytime is of the essence. I am Muteki Odo Yoshima, you may call me Yoshima. My companions and I are at your disposal. Shall we get moving?"

GM Derek W |

"That sounds fair to me, Yoshima." Rees bows slightly towards Muteki.
"Master gnome, such a device has never crossed my path, either in person or in m y studies, but its sounds quite memorable! What do you know of it? I 'd be glad to discuss such things on our journey."
After gathering your supplies, you set out on your journey. At first you journey through the Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls. The terrain 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.
In the distance, you notice trio of creatures with the head and torso of men, and the bodies of horses. You recognize them immediately as centaurs. When they spot you, they race over, and stop a short distance away, watching you intently.

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As they journey, Johann describes what he knows about the Apparatus of the Crab to Rees. It's a mechanical device infused with magic, with levers that control it from inside, allowing one to ride inside, and resembles a crab with legs and claws and such. He speculates that it is capable of traveling under the water, but admits that the book he found it in had only a drawing and a few words of explanation.
Knowledge(Nature) to know about Centaurs: 1d20 + 6 ⇒ (10) + 6 = 16 When he first sees the centaurs, Johann at first gets nervous, taking up his crossbow and loading a bolt, but keeping it pointed at the ground. When they stop, he seems to become a little less nervous. "Big fellows, aren't they?" he says in a strained voice.

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Sambar tenses up when the Centaurs race over, but visible relaxes when they stop. Maybe they are peaceful?
Knowledge(Nature): 1d20 + 8 ⇒ (20) + 8 = 28
"Hello fair Centaurs! Do you come in peace?"

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Muteki eyes them as they approach, allowing his divine power to scan them for evil.
Detect Evil only works on creatures with 5HD or more, otherwise I get nothing
"Hail and well met. I am Muteki Odo Yoshima, called Yoshima by the just. Firstborn of Lord Muteki Noboda Misamoto and Lady Ryoko. Scion of the Muteki Samurai Clan, Paladin of the Eternal Empress, the honorable Goddess Shizuru. I greet you as friend."

GM Derek W |

The centaurs’ leader calls out to Sambar and Muteki:
"Ho, there travelers. While our journey is not entirely peaceful, we bear you no ill will. We track a dangerous predator in these woods. We are surprised to find you so far from Absalom. What is your intention in these parts?"

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"We are traveling through to the North. Is there anything we should know about the road ahead? What is this predator you track? Maybe we can help you with it?
Diplomacy: 1d20 ⇒ 1

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Yoshima shakes his head at the Wizard and interjects.
"We are traveling through the mountains as the seas around Abasalom have been infested with forces hostile to all who abide by the law. Our intention is to make the journey as quickly as possible while disrupting the lives of those who live among the path as little as possible. We do not seek to hinder your hunt and are happy to offer any assistance you may request in return for our safe passage, noble hunters."
Diplomacy 1d20 + 7 ⇒ (11) + 7 = 18

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Diplomacy Aid Another: 1d20 + 1 ⇒ (15) + 1 = 16
Johann adds in Sylvan,
He mutters to Muteki, "I'm sure they speak Taldane just fine, but it never hurts to use the old tongue."
That brings Muteki's result to 20.

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Walter views the Centaurs with his usual stern gaze. He nods as they call out their intentions.
Knowledge nature: 1d20 + 1 ⇒ (13) + 1 = 14
He also scans the surrounding area as the other converse with the Centaurs, looking for any hostiles.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
As much as I would like a good hunt, we are on a schedule. We should continue onward, although any information we gleam from these denizens of this wood would be most helpful.

GM Derek W |

"Well met, then travelers. We do not seek to detain you, however we must warn you to beware. A dark cat stalks the forest, though it is far from a simple beast. Not two days ago, we felt its presence keenly, as if it were trying to herd us into an ambush. If you encounter it, please slay it at once. It has wrought enough destruction to date. We must continue on alone, but allow us to provide you with some assistance."
He hands you 8 berries and a long spear of very fine quality (masterwork).
"These berries have been enchanted with a goodberry spell, which will hold for 4 days. The spear is excellently crafted and may also be of use to you. Now, safe journey to you, we must return to the hunt."
With that, the centaurs turn and race back into the woods.

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Walter eyes the spear and berries suspiciously.
anybody surprised...lol
He seems to be looking intently at them for a few moments as he hold aloft a wooden symbol of Adabar.
he casts detect magic and studies them and the Centaur's disposition too
sense motive: 1d20 + 7 ⇒ (5) + 7 = 12
Walter whispers to the group:
I see an enchantment is definitely placed upon these items, although--I admit---my specialty is far from these things.

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Sambar will be constantly on the lookout for the cat while traveling.
perception: 1d20 + 9 ⇒ (7) + 9 = 16
We should all keep an eye open for this dark cat. And when we stop we should make sure to have shifts keeping watch.