GM Nani's Realm of the Fellnight Queen (Inactive)

Game Master Nani Z. Obringer

Nani's Pathfinder Society Organized Play module.


Nani's Pathfinder Society Organized Play module.

Initiative Template:

Valorian (+2 Terrain) 1d20+7
Shanks (+2 Terrain) 1d20+9
Eagle (+2 Terrain) 1d20+7
Swift Wind (+2 Terrain) 1d20+6
Jokhas 1d20+1
Oggie 1d20+5
Drezi 1d20+7
Asharii 1d20+5
Enemies 1d20

Part 0: The Meeting in Cassomir
A group of Pathfinders arrive in the lodge at Cassomir. There, they meet Venture-Captain Charlotte DesChamps, who briefs them on their mission. Four spellcasters are needed for an important research mission in Galt, and the two woodsmen are to escort them safely. The journey involves a dangerous trek though the wilds of a hostile country. On the way, they are also tasked with stopping by a retired Pathfinder's wedding, and bringing him gifts from the Society. They prepare for the journey by acquiring the latest in fashions and having a hearty meal in the docks. The next day, the party departs and travels upriver on the Shillelagh.

Faction Missions:

Swift Wind:

When you reach your room, an well-dressed female half-Orc is standing outside your door. She bows to you and hands over a note sealed with a familiar purple flame.
Swift Wind,

Greetings, comrade. I see that DesChamps and Petulengro are sending you out on yet another fool mission with no real information on the matter. My whispers tell me that it has something to do with that maze that Petulengro has in her back yard. Keep your eyes sharp. Who knows where she might be sending you?
Regardless, since you will be floating upstream before you get there, it never hurts to do some reconnaissance. You know I find any information to be of great interest, and potential informants to be of even greater interest. If you manage to befriend anyone while on your boat ride, at the wedding, or elsewhere, then be sure to give them my regards. And as always, I trust your judgement to identify threats to you and your party, and eliminate them efficiently.
Good hunting, and good luck.

Grandmaster Torch

Jokhas:

Once you retire to your room, you notice an elegant silver tray on the side table. There rests a bowl of fresh fruit and a sealed blue parchment envelope. "Johkas" is handwritten on the outside.
Champion Jokhas,

Greetings and may the blessings of the gods, mine and yours, be upon you. I know very little of where you are doing, save it is in the land of Galt. That is a land that is poor in spirit indeed. Do anything in your power to uplift the meek and hopeful in that land of fear, and think not of everyone you encounter as an enemy. A friend made will open paths where an enemy would have closed them. If there is any underground resistance, do what you can to help them rally together. May all that is good smile upon you,

Ollysta Zadrian

Valorian:

You get to your room and find a large gold paper wrapped package on the writing desk. When you attempt to move it, you notice that not only is the package cumbersome, requiring both hands to pick it up; it is also quite heavy. Somewhere in the blue velvet bow on the package, you find a note that is addressed to you.
Greetings Valorian,

I hope this letter finds you hale and hearty, my friend. I hear you are taking a scenic journey up the Sellen River. Lovely this time of year. Of course, the Andoran side is far lovelier than the Taldan side, as freedom and liberty ring from the very trees. Of course, I hear you're going to Galt after that. Nasty business. Anyway, I heard you're attending Elyin's wedding on the way in your hometown. I believe the two of you are acquaintances? He and I go way back, as we served together on some missions. I've included a small gift for him that I was hoping you could take, shouldn't be too much trouble. In all seriousness, remember as you journey to places less fortunate than our great country that many suffer under the yoke of slavery, both explicit and that of their own minds. Do what you must to free them. Faithfully yours,

Major Colson Maldris

Asharii:

When you enter your room, you hear unseen rustling. Familiar with this kind of messenger, you hold out your hand impatiently. An invisible messenger deposits a dark leather scroll case into your hand, and with a small *poof* you know that the imp is gone. Inside, there is a note, and a slender, red silk wrapped package.
Sweet Asharii,

Whatever shall I do without you to keep my bed warm? The Pathfinders seem to have a voracious appetite for your talents, little devil. Can't say I blame them. Don't get yourself lost in that maze of Eliza's. Would be such a waste, hmmm? On to business then, shall we? I know you're going to some quaint little country wedding. I could care less about what goes on in that backwater town, but I've seen that little wife to be, and she is almost as delicious as you are. Take this gift I'm enclosing to her, it contains some toys to spice up her love life, and most importantly a way to getting in touch with me should she need more. And while you are wandering around Galt, be sure to snag any new and unusual finds for my bedroom or my torture chamber. I hear they are good at that sort of thing. Til you return to beneath my heel,

Paracountess Zarta Dralneen

Oggie:

You reach your room, and pull off your boots with a sigh of relief. As you stretch your limbs, you find a sealed letter sitting in your pocket that was definitely not there before.
Loyal Agent Jerrat Wayd Tuckwallow,

It is good that you are on this mission, as it is one of great importance. Venture-Captain Charlotte DesChamps, while young and flighty at times, does not send agents on missions lightly. I do hope she was discreet in getting this message to you. Regardless, the new portal in the Maze is a valuable find. If, as suspected, you find yourselves in another plane, be sure to carefully document the way in, and also any means of egress. There may also be wards, perhaps failing or disrupted. If possible, repair the damage and bring back a piece of those wards for study. Lastly, if any creatures from another realm have infringed upon our world, be sure to neutralize and record them.
With regards,

Venture-Captain Ambrus Valsin

Drezi:

You get to your room, and sit and relax for only a minute before a golden light appears in the center of the room. You blink, and a scroll sealed with a scarab floats in midair, ready for you to take it.
Seeker Drezi,

My divinations have revealed that your mission will not be as straightforward as you have been led to believe, through no fault of the Venture-Captains. However, the twists and turns of fate can still prove fortuitous. Should you encounter any especially rare and unusual creatures, be sure to bring back a sample for study. Additionally, in the off chance you encounter architecture of unconventional construction, be sure to map it precisely. A thousand blessings of the ancestors and gods be upon you.

Amenopheus, the Sapphire Sage

Part 1: The Wedding Festival
The group arrives in Bellis after two days' journey. They head for the wedding, some eager to experience local culture and show off their new clothes, others reluctantly acquiescing to the demands of duty. At the wedding, the two woodsmen immediately disappear from the social gathering, while the other four mingle and participate in the celebrations. They make quite a presence at the Box Social, winning the attentions of the fair bridesmaids and donating generously to the bride's dowry. In one case, however, Drezi drew the ire of a local beekeeper, Tenzekil. Later on, the two rangers and Oggie participated in a heated horseshoe competition, with Oggie winning the top prize.

Just as the wedding ceremonies were commencing, the festivities were interrupted by the hum of bees. A swarm of vicious insects attacked the townsfolk. The party quickly jumped to action, dispatching the bees with fire, lightning, and water. This was followed up by a startling announcement by Tenzekil, who pronounced doom on the entire town. Immediately after, the party was beset by three strange creatures, like gnomes but covered in thorns. They made short work of the creatures, but then the town became covered in a thick, unnatural mist. Calming the panicked townsfolk, the Pathfinders agreed to assist them and track down the mysterious gnome.