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"Well, it seems like we have some agreement - Kernaug's group to the ambush site to investigate. Capital, really. It sounds like the riots will stand, really - I would not speak for his Highness, but his guards are working on the matter. If they require Pathfinder intervention, the Axe-Fitters may be the best but I do hope that they are not adverse to nonlethal techniques - saps and even a good fist instead of more deadly approaches."
The gnome twirls his long hair in thought. "If the authorities do not require intervention, I suggest we split the Axes between the other groups - both teams may face great physical danger - Aspis agents or more extraplanar foes. Also, I would remind you that we have two cities to have our agents explore - both here in Pashow and Aspenthar bear investigation regarding Kitio."

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"Not sure splitting the group is a good idea. I say we stick with the original idea."
Bishop then quiets down to spend time with Timber. A moment later he adds, "But we should move quickly. Analysis paralysis is the bane of all plans."

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Nikolai shakes his head.
"You should never split groups zat work well togezer. Use ze Axes for crowd control, and send ze ozers after ze ozer tasks."

EndlessForms |

Fantastic! You got things figured out pretty quickly!
As the teams arrive, you play the part of Venture-Captains and send them off to their respective duties. The Kernaug group heads out into the desert to investigate the ambush site, the Scroll Seekers make their way to Aspenthar to investigate Kitio's involvement, and the Axe-Fitters take to the streets to quell the riots and bring order back to Pashow.
---
There’s little information surrounding the vaults under the local fane of Abadar. The vaults were sealed after a prior liquidation of assets from Pashow prior to Emir Guldis’s ascent to power in the city-state. The then-ranking priest of Abadar ordered the vaults sealed, switching to the use of above-ground storage chambers in the primary church complex. With the majority of the Abadarian priesthood away with the Faithful Procession, Emir Guldis uses his power to grant you access to the previously sealed vaults.
---
Fewer than a dozen priests remain behind to maintain the temple. The rioting townsfolk have chosen to ignore the temple, instead venting their anger on government agencies and non-religious shops and other areas. You must push your way through angry mobs and urban unrest to reach the temple—little challenge for a group like you, especially with the Axe-Fitters leading the way ahead of you and putting things back to order.
The priests on duty offer no resistance to you, as the emir’s spellcaster has already informed them of your task using a whispering wind spell.
A mid-ranking cleric escorts to the sealed entrance of the lower vaults. The path is a 15-foot-wide staircase that descends into the earth.
Pausing in case you want to do anything before/during the descent.

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Any knowledge checks so as to give the teams advice? ;-)
Timber and Bishop stand ready.

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How long has it been since we fist teleported in?

EndlessForms |

Ah yes, thanks Bishop! I skimmed through the Field Command appendix when describing the teams and then forgot to go back to it in my excitement to get to the vaults.
You've been working fast. It's probably been one hour at most.
Let's time-hop back to the teams showing up.
Each of the teams starts showing up to hear what their duties are. The Scroll Seekers are the most prompt.
You can use Knowledge (geography or nobility) to fill them in on the details. You should also give them a short synopsis as if this were a real mission briefing for a scenario!
The Axe-Fitters show up right behind them...
Knowledge [history or local] to give these guys some background on Pashow and the ongoing riots. Again, give them a proper briefing like you would have expected from your Venture-Captains earlier in your career!
Finally the Kernaug Group files in to hear what tasks you have assigned to them for today.
Knowledge [arcana or planes] for this mission. Same deal as above.

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Adding in Favored Enemy since we're talking mostly human. If not appropriate, the roll is -6 from current.
Geography: 1d20 + 15 + 6 ⇒ (12) + 15 + 6 = 33
Bishop stands up and addresses the Scroll Seekers. "The Aspis are here, and Kitio needs to be flushed like a fox in a hunt. Take a look at this drawing I've made up of the city. There are some likely places we can strike to find answers. I've circled the 3 most likely to produce results. Your primary mission is to locate and connect Kitio to the events going down right now. Report back to us when you've got something. Good Luck Pathfinders. May your arrows fly true and your eyes lead to a successful hunt."

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Lore Master:
Geography 30
Nobility 31
"Yes, but please be mindful not to confront Kitio yourself, agents - he is likely quite dangerous. Finding his agents may make finding his location easier. It would not terribly surprise me if the Aspis were operating as agent provocateurs to stir up dissent in Pashow, but that is simply an unfounded guess."
"You might also investigate recent caravans from Aspenthar to Pashow in the past few months. The Aspis may have come in with such a caravan. I've heard that Princess Ziralia of Aspenthar has no love lost with Emir Guldis, so she may very well be funding this latest chaos."
History 39
Local 39
When the Axe-Fitters arrive, Davo works to simplify his explanations, switching to speaking in orc when necessary.
"Warriors, this town is a place ruled by magic; it's the only way they can survive given the scarce resources and harshness of these mountains. Given the large number of Nethysian's, expect a volatile folk with strong faith in their own arcane abilities. They could be cowed perhaps by displays power, especially magical power, but don't expect a straight fight if it comes to that. Your best bet might be to approach the leaders of the House of the All-Seeing Eye - Nethy's temple - and convince them to stay the mob. If you mention that a fallen Sarenites is involved it might provide some bargaining power - the two factions don't get along in Garundi - but try not to start a war. Those two religions have had at least one of those on this continent before."
Arcana 35
Planes 39
As for the Kernaug group:
"Ah, Kernaug's students! Good to see some folk of high caliber on the case. The main culprits in the extradimensional ambush that came upon both us and our fellows seemed to have been dimensional shamblers, creatures naturally capable of traveling the planes. I managed to force a bit of information from some of them - they seemed to have been operating out of the astral plane for someone named Imlathre. We dispatched a winged man who appeared after we chased off the shamblers. He maybe have had oracular abilities, but I'm not certain on the matter. Be warned, teleportation magic seems to draw these shamblers to a location, and they are quite dangerous. Mistress Vasheen's abilities to speak with the dead might prove helpful if you go to the site of the attack. Otherwise, you may be better off asking local scholars and men of magic about these shamblers and their activity in Thuvia. Pashow heavily favors teleportation magic, so one reasons they've been encountered in the area before."

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Spending 50gp on a masterwork map of the area and giving it to the Kernaug group
Chun Hei will get Rotuzack Pann, the rescued gnome and will address the Kernaug group.
"Alright Pathfinders. Here on the map is where the caravan was ambushed. When we teleported in to try and salvage the situation we were set on by Dimensional Shamblers. We do not know if more Shamblers lie in wait, but they seem attracted to teleportation magic so exercise extreme caution in using such magics. They spoke in Aklo and mentioned returning to the the Astral Plane and the name Imlathre. Loaralis the Great is another name that came up. Rotuzack Pann is a member of the Pathfinder expedition that was transporting the elixir. He can help lead you to the site and give you a clearer picture of the original combat."
Chun Hei pauses a moment and pushes Rotuzack forward before continuing.
"There is a fallen enemy man at the site, I suspect a powerful spellcaster. We are unsure if he is Imlathre or Loralis but interrogation and information gathering related to his corpse should be your highest priority. In addition there may be various planar, magic or even psychic auras lingering so please make haste, we don't want to lose any clues, especially regarding where the missing Pathfinders or the elixir were taken to "
Know Planes: 1d20 + 21 ⇒ (17) + 21 = 38
Ninjaed by our bard. Chun Hei will not repeat the bits Dav explained, she will still give the further details though.

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To the Scroll Seeker
Know. Nobility (aid max 29): 1d20 + 9 ⇒ (1) + 9 = 10
Agents, you have been chosen for your qualities and your habilities to work together as a team and also as people having the ressources to be quiet, ressourceful and knowledgeable.
Your primary mission is to learn of the tie between the Princess Ziralia of Aspenthar and the Aspis and their Gold Agent Kitio Aspenthi.
They have launch an operation against one of the caravan and they had spies to know it was protected by a Lead Golem, learn how they obtain that information. It will be your second objective for this mission.
Through my family connection I've already arranged all your need for this mission. A caravan leave in an hour to Aspenthar.
And don't forget : Explore, Report, Cooperate.
@EF I don't know how it will cost to pay for organizing all of this.
To the Axe Fitter
Know. History (aid max 27): 1d20 + 7 ⇒ (14) + 7 = 21
Agents, Pashow is on the brick of callapse ! Riots and agents of chaos reems the street of the City. Your first mission will be to help the local authorities to stop the riots and ensure security to the citizen of Pashow and their belongings.
Your second objective is to find who's behind all of this and cut the head it.
To the Kernaug group
Know. Planes (aid max 38): 1d20 + 18 ⇒ (2) + 18 = 20
Agents, you have the most difficult task here. Finding who or what was behind the strange even triggered by teleportation in the Ambush site. As my comrades says, we left the corpse of a man seeming to be tied to the astral plane where the creature tries to get us. Investigate the reason of the strange phenomenon and why they tries to get the Elixir as the dimensional shamblers don't need the Elixir to live for eternity.
Be warned, these creature are extremly dangerous.

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Well played everyone!
Bishop just stands there wide-eyed, feeding Timber bits of owlbear jerky.

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The ranger then begins digging into his pack. He knows he's got items he's never going to use, from his days as an agent for the Andoran cause.
I don't have my full sheet on me, and I don't really track that stuff on my PbP sheet. I'll post it tonight.

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Thorgan stands arms crossed, in admiration of Davo and Tamerius's briefings.
I'd add another to the mix; but as long as we aren't individual penalized for giving a briefing, I'll spare folks another VC and instead take the role of "that guy in the room you can ask questions after the briefing".
Grunting, Thorgan allows his affiliation with the Silver Crusade to become known to the three teams, keeping his eye open for any other members to which he can assign "extra credit".
"All three o' ye. Keep an eye out fer demons or evil priests. N' if someone surrenders to ye, best ye accept it and give 'em a fair shake at a trial..."

EndlessForms |

Very good! And some of you beat me to the punch (as I forgot to mention it) but giving them some gear (just like VCs sometimes give PCs gear at the beginning of a scenario) gives the teams a bonus. So I've got Chun Hei's map and Tamerius can donate as much into making arrangements as he wants and I will count that as giving them aid as well.
Although it is your first time, you all prove quite effective at this Venture-Captain business and your briefings are informative and helpful! The three teams feel well-informed and ready to carry out their respective tasks.
Ok, feel free to continue to wrapping that up but also let's time-hop back to the temple where you can start preparing if need be.
The priest accompanying you explains, "The door there leads down to the vaults. The High Priest has locked it, saying that he wanted to secure the vaults himself."

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Thorgan shakes his head at the priest.
"Aye lad, but we expect some foul place. Best ye stay clear while the experts 'andle it."
Thorgan sizes up the door to the vault for any wards, checking it for magic and traps.
Detect Magic. Perception, Take 10 for 31.

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Ha, I had no idea it would give a bonus, I just thought a map of the area would make a lot of sense to provide.

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lets count 250gp / agent so 1000 gp for the group for all the trip expense
Once his orders and advices given to each group of Pathfinders, Tamerius go back to his core mission. Finding the missing Elixirs.
Once in front of the vault's door he says to his comrades.
I could send Kahl'Heel to scout for us. He can see the presence of magic and is quite stealthy.
I have also a wand of invisibility ready to use for a more prudent approach.

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"Both Timber and I can stalk any human on this earth..."
I never get to my sheet. I think we should donate more than that, but I'll defer. Not sure how much of the mechanics EF wants to share.

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Not really having anything to contribute during the briefings, Nikolai remains silent throughout.
When the groups are getting ready to leave, however, he adds a briefly speech:
"Remember ze tenets of ze Society: Explore, Report, and Cooperate. Additionally, ze most important zing is to come back alive - if you ever feel zat you are in over your heads, don't hesitate to pull out - after all, it is better to be wise enough to live again for another day, zan to die a hero... I would much rather zat you survived to record your exploits in ze Chronicles, rather zan just ending up a name on ze Wall. Good luck!"
Feeling some fraternal loyalty to the Kernaug group, Nikolai offers to kick-in 2000gp to aid their expenses.
After all, we come from the same city in Ustalav... Sadly, 2000gp is really all that I can afford. That said, I figure 3000gp worth of spending money should be more than enough for a low level group ;-)

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Gold's not really that critical at this level in my mind, but then again we may be springing for a Resurrection at some point. Was the proposal 1000gp for all of us, or 1000gp each?
Thorgan stands, giving the doors a dirty look as he continues to size them up, breathing heavy even for a dwarf.

EndlessForms |

Sorry everyone and thanks for being patient! I'm back from the holiday weekend. We've got a few more days before I have to disappear for my exam next week.
----
Sure, I guess I'll go ahead and make it more explicit since some of you are forking over pretty close to the amount anyways: If the PCs provide a team 1,500 gp worth of items, that team gains a +2 bonus on its check.
You'll hear about their success (or failure!) at the end when they report back to you for the debriefing.
---
Despite the door’s golden appearance, it is actually gold-plated, magically hardened steel locked with a true masterpiece of a lock. There is no magic on the door though.

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Davoliznakamushka wrinkles his nose in annoyance at the minor impediment.
"Ah, allow me gentlemen. Fine craftsmanship, I must say."
He pulls a pair of burglar's bracers and a set of thieves' tools. The mechanism only makes the slightest of scrapes as he tickles the tumblers of the lock.
Take 10 using the bracers for a 40 disable device
The gnome stands back from the door and waves the others forward.
"After you, gentlebeings." Unless a 40 doesn't get the lock, in which case he does something else.

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Before opening the door Chun Hei casts life bubble on the group including pets. 3 hours each
Chun Hei will give a communal resist to all for both fire, electricity, acid and cold to all PCs. 20 minutes each, skipping animal companions.
She will follow up with an extended bull strength on herself along with stokeskin and weapon of awe.
Updated profile and Effect tab on map.

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In this case, Tamerius will raise his founding to 1500gp to help the Scroll Seeker in their mission
if the door is open
Tamerius will use his wand of invisibility on each of his comrades and on the wolf.
Let's go, I will let Kahl' Heel a short advance to look for any magical trap or hazard

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1500gp a team, 3 teams = 6000gp, or 750gp from each of us to maximize their success. I'll cross off 750gp unless we need to pitch in more for some reason?
Thorgan stands in admiration as the gnome works the lock.
Catching Chun Hei applying protective magicks, Thorgan opts to apply some of his own once Davo confirms the lock has been tackled. Reaching into his pack, he pulls out a considerable amount of granite dust and begins sprinkling it onto the small parts of exposed ruddy flesh that peeks out from behind his armor.
Stoneskin as well.
Thorgan Status:
HP: 147/147
AC Normally: 22 (T 12 | FF 20)
Spells Remaining Today
4th - 2/4
3rd - 3/5
2nd - 6/6
1st - 6/6
Spells/Effects Active:
Greater Magic Weapon +3
Heroism (ext), Keen Edge (ext), Freedom Of Movement, Stoneskin
Abilities:
Bane Left: 10/12
Judgement Left: 3/4
Judgement Surge Left: 1/1
Dispelling Attack: 1/1
Swaying Word: 1/1
Winged Boots: 2/3

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Chun Hei will up her contribution to 750 total as well.

EndlessForms |

Ok, sounds like we're ready to go! Feel free to make fine adjustments to the starting positions on the stairs if you don't like the way I've arranged you guys.
Walls of pale sandstone stretch throughout this vast chamber. The ceiling arches twenty feet over the floor, both outlined with broad stripes of gold leaf. Large golden frescos cover large stretches of the walls, each with a large keyhole near its center. Freshly cleaned blue carpets fill several of the short hallways, and a stylized rendition of a vast golden key is carved into the floor at the chamber’s eastern end. The image points toward a grand, sealed golden door, ten feet in height.
Edit: Actually upon further study I think you can't actually see them when you first enter the vault (see map) but I'll keep the description so you are aware of the threat.
Inside, seemingly waiting your arrival, stands High Priest Kaarim to the south-a half elven man in full plate armor with a mace in one hand-and, surprisingly, the female guard you dealt with earlier, Saabira! She holds her bardiche ready, sneering at you.
kaarim: 1d20 - 1 ⇒ (8) - 1 = 7
saabira: 1d20 + 7 ⇒ (16) + 7 = 23
Bishop: 1d20 + 8 ⇒ (12) + 8 = 20 +2 mountains/hills/jungle, +6 urban
Chun Hei: 1d20 + 4 ⇒ (20) + 4 = 24
Chun Hei: 1d20 + 4 ⇒ (1) + 4 = 5
Chun Hei: 1d20 + 4 ⇒ (7) + 4 = 11 (always in surprise)
Thorgan: 1d20 + 6 ⇒ (16) + 6 = 22
Davo: 1d20 + 3 ⇒ (19) + 3 = 22
Tamerius: 1d20 + 2 ⇒ (5) + 2 = 7
Nikolai: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative:
1. Bishop and Chun Hei
2. Saabira
3. Thorgan, Nikolai, Davo, and Tamerius
4. Kaarim
Bishop and Chun Hei are up!

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Bishop's sneer matches Saabira's, though the invisibility means it's lost to all but Erastil. "Timber, flank the closest my friend." The ranger moves forward quickly and quietly with his wolf:
Double Move full speed Stealth: 1d20 + 29 + 20 - 5 ⇒ (5) + 29 + 20 - 5 = 49

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Chun Hei moves along the north passageway, casting righteous might on herself.

EndlessForms |

Ok, I'm back from my exam so let's get moving again!
The traitor guard Saabira moves across the room towards the priest, hacking at Timber along the way!
+2 bardiche: 1d20 + 23 - 4 ⇒ (14) + 23 - 4 = 33
damage: 1d10 + 13 + 12 ⇒ (1) + 13 + 12 = 26
Initiative:
1. Bishop and Chun Hei
2. Saabira
3. Thorgan, Nikolai, Davo, and Tamerius
4. Kaarim
Thorgan, Nikolai, Davo, and Tamerius are up!

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Welcome back! Timber is invisible (Stealth roll is 45). Does she still see him?

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Thorgan eyes the blue rugs ahead of him with some suspicion, but knowing that it's unlikely he'd die to an animated rug, works a divine spell before moving ahead.
"Traitors! Why 'ave ye done thus?"
Cast expeditious retreat. Then moving in 8sq. He'll activate his judgement for AC and saves.
Thorgan Status:
HP: 138/147
AC Normally: 22 (T 12 | FF 20)
Spells Remaining Today
4th - 2/4
3rd - 3/5
2nd - 6/6
1st - 5/6
Spells/Effects Active:
Greater Magic Weapon +3
Heroism (ext), Keen Edge (ext), Freedom Of Movement, Stoneskin, Expeditious
Naturalist (Davo)
Greater Bane (+4d6)
Judgement of +Hit and +Damage :)
Abilities:
Bane Left: 10/12
Judgement Left: 3/4
Judgement Surge Left: 1/1
Dispelling Attack: 1/1
Swaying Word: 1/1
Winged Boots: 2/3

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Nikolai frowns.
"We don't have time for this!"
He then points his staff at Kaarim and Saabira, before casting a pair of spells in quick succession.
Quickened Icy Prison on Kaarim (DC 26 Reflex save for partial).
Persistent Icy Prison on Saabira (DC 26 Reflex save for partial; if the first save is successful, roll again, and take the second result instead).
Burning 6 charges from the staff in the process.

EndlessForms |

Oh, I forgot Timber was invisible. In that case she moves down the side and swings at Chun Hei, using vital strike for 1d10 ⇒ 2 more damage.
@Thorgan: I don't think expeditious retreat will negate the spell he cast so you still need a Will save to move in further.
@Nikolai: since I had to move Saabira you can't see both of them at once and it looks like you will have to move one way or another to see one of them. I'll let you change your action if you wish.

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@EF everyone is invisible thanks to Tamerius wand of invisibility
@Nikolai the Staff of the Master has been errated in the last update of UE... only spell from the Staff can be enhanced by your metamagic feats.
Tamerius and Kahl' Heel moves to have a better sight of the scene.
Tamerius double move

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I am aware of that, but that errata came out *during* this game, so can't apply it (reselling the staff, and changing feats) just yet, so I was running with what it was when we started the game.
That said..
Unable to see the targets, Nikolai simply delays, feeling utterly superfluous.

EndlessForms |

Oh crap! It's just been too long, I forgot everyone was invisible. In that case, let's just try this whole thing again and maybe it will change some of your actions:
Unable to see the enemy, Saabira moves closer to the priest and keeps her bardiche ready.
Initiative:
1. Bishop and Chun Hei
2. Saabira
3. Thorgan, Nikolai, Davo, and Tamerius
4. Kaarim
Thorgan, Nikolai, Davo, and Tamerius are up!

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Thorgan continues plodding ahead, hastened by his spell and able to get into position and strike.
As he finally reaches the priest, he decides to give him a taste of dwarven axe for his treachery.
May be a +4 for a flank from Outflank by the time Thorgan gets in, too.
Greataxe (power, hero, GMW, vital strike): 1d20 + 19 ⇒ (20) + 19 = 39 for 2d12 + 22 ⇒ (8, 6) + 22 = 36
Holy: 2d6 ⇒ (6, 2) = 8
Greataxe (power, hero, GMW, crit confirm): 1d20 + 19 + 3 ⇒ (10) + 19 + 3 = 32 for 4d12 + 44 ⇒ (1, 6, 3, 12) + 44 = 66
Note, Thorgan has Step Up and will gladly follow the priest if he survives this round and takes a 5ft step back to cast.
Thorgan Status:
HP: 138/147
AC Normally: 22 (T 12 | FF 20)
(can add: +3 when judgement of AC is up, +6 vs crits)
Spells Remaining Today
4th - 2/4
3rd - 3/5
2nd - 6/6
1st - 5/6
Spells/Effects Active:
Greater Magic Weapon +3
Heroism (ext), Keen Edge (ext), Freedom Of Movement, Stoneskin, Expeditious
Abilities:
Bane Left: 10/12
Judgement Left: 3/4
Judgement Surge Left: 1/1
Dispelling Attack: 1/1
Swaying Word: 1/1
Winged Boots: 2/3
Possible Modifiers:
Power Attack -3/+9
Judgement of Justice +3/+0
Judgement of Destruction +0/+3
Heroism +2/+0
Outflank +4/+0
Greater Magic Weapon +3/+3
Holy +0/+2d6
Greater Bane +2/+4d6
Base Attack (BAB +9 Str +4 Weapon +1 Power -3): +11/+6
Base Damage (Str +6 Weapon +1 Power +9): +16
Buffed Attack (+2 Hero +3 GMW +3 Judge): +19/+14
Base Damage (+3 GMW +3 Judge): +22