
Tarondor |

Faction Missions are no longer given out, as of Season 5 of the Pathfinder Society. Soon, there will be Primary and Secondary missions for all the old adventures. But for now, you'll get full Prestige Points just for completing the mission and surviving to the end. That will be the basis for this game.
Nonetheless, I present you with the original Faction missions. You can do them or not as you will.
Warm greetings on this cold Desnu morn. This city’s chill and squalor does not agree with me, and each day I see the Council bow
to slavers and oppressors, my heart sickens. We must do better, we can do better. It all begins with you, my friend.
We have become interested in a man named Yargos Gill. Although he’s not much to look at, Yargos is an important voice
of the common man in Absalom’s underclass. He is well educated, but he prefers to live among the downtrodden in that
wasteland called the Puddles District. He’s also more virtuous than most give him credit for. The Eagle Knights of Andoran
have identified Yargos as important to Absalom’s future destiny as a free and independent state of the people. If you find Yargos,
above all, make sure you keep him alive. Please do your best to aid him thereafter, and secretly pass along the message that the
Eagle Knights will be there for him when he needs them. Purport yourself well and do nothing to besmirch our reputation as
beacons of freedom. One day Yargos will be vitally important to the future of Absalom. We wish you to gain his trust so as best
to aid him in his cause.
Many thanks for your assistance in this matter. As always, I am in your debt.
Sincerely,
Captain Colson Maldris
I trust this correspondence finds you well. As always, you have the gratitude of my ancestors and myself for your continued
service to Sothis. Dark times are upon this city, and undead walk the streets in the misty hours of the night. Worse, a spectre
from our past also rears its head.
Centuries ago, Osirion’s food supply was plagued by a horrible poison called Gut Wither, a war-manufactured toxin brought over
from Qadira to further weaken Osiron’s delicate agricultural base. To protect the populace, the then ruling sultans waged a lengthy
campaign to ensure that Gut Wither was stamped out and the secrets of its creation were destroyed. Our seers have advised that
whoever these undead, mist-walking assassins within Absalom are, they somehow have obtained a chest containing a small supply
of Gut Wither, perhaps left over from a forgotten age. I’m asking ask you to track down their supply and bring us a vial of this terrible
concoction. The famine days cannot return to our gloried land.
In All Sincerity,
Amenopheus, The Sapphire Sage

Tarondor |

Your boots squash with fetid water as you plod through the Puddles. A thick fog hangs in the air, seeming almost to caress the flesh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the half flooded slum during Absalom’s rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain, Adril Hestram.
A bear of a man with only a few teeth remaining in his head, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom’s half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the Lodge sparring ring know that beneath this thin veneer of fat lies nothing but solid, steely sinew. Adril’s wild beard wags to the ponderous shake of his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking:
“Come in then, friends, and thank you for answering my summons so swiftly. The society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient codebook, left behind in the wake of one of Taldor’s many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved."
“Yargos makes his home in ‘The Puddles,’ Absalom’s poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of the Puddles now rest below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there—don’t."
“The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It’s never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority—--lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfinders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed.”
The memory fades as a fresh deluge of cold seawater rounds a bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper’s staff, a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The watch was called, but they will arrive too late, as they often do in the Puddles, when they bother to venture there at all.
It is early evening, the first Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen’s Maw, and you are no closer to finding the codebook Adril sent you for.

Tarondor |

ACT I: THE DROWNING DEPTHS
Six brash young toughs covered with tattoos of vicious, snarling dogs are prodding four terrified older men off the edge of a cliff into the sea. The prisoners are shackled together in a line with heavy chains, which shall surely drag them to the sea floor in short order should they tumble from the cliff’s edge into the churning waters below.
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[The "beach" on that map is in fact a cliff 35' above the ocean. The prisoners are labeled 1-4, the thugs A-F. They look like they're just about to toss the prisoners overboard.]
Everyone roll initiative!

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when my turn, I will move 15 feet west, then let a sling bullet fly towards thug F. Assuming i have enough actions to do everything :)
sling: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
dam: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
SA: 1d6 ⇒ 2

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Obed yells out to the thugs.
Hey badly tattooed juveniles; if you are just going to throw away those old men can we have them? One man's garbage is another's treasure and what not.
Also he is readying an action. If the thugs charge he will try to get as many of them in his Colorspray spell.

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Sarion draws his falchion and points at the thugs. "Leave those men alone, and walk away. Refuse, and this will go very badly for you all." he calls out in a commanding voice. He walks toward them at a measured pace.
Intimidate 1d20 + 9 ⇒ (6) + 9 = 15
Advance 20ft towards them.

Tarondor |

Sarion, while that is flavorful role playing, Intimidate only works on one opponent at a time. Also, please state in the future which use of Intimidate you are attempting. I assume from the context that you were hoping to influence them all rather than frighten them all, but I'm not sure. In any case...one opponent only.
A's charge v. Sarion: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 221d4 + 1 ⇒ (1) + 1 = 2
C's charge v. Sarion: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 151d4 + 1 ⇒ (2) + 1 = 3
One of the War Hounder thugs trembles at Sarion's approach, then looks down, then jogs swiftly away to the south, deciding better of his actions this night.
One of the others (B) shoves the old man at the head of the line of victims. He falls over the cliff, flailing his arms and screaming. His chain drags all the other victims with him. The last, a middle-aged man, seizes the edge of the cliff and stops the group from plummeting, but he clearly can't hold on any longer, as his fingers begin to slip...
The remaining War Hounders howl their war cry and attack. Two charge Sarion and beat uselessly on his shield and armor while a third draws a bead on Obed with his light crossbow, clearly waiting for the sorcerer to cast a spell. Dristok casts his hex on one War Hounder, who seems unaffected.
They didn't come within range of Obed's color spray
Anyone, go!

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I think I got my movement down. But please double check my math...NE (5)-N(10)-N(15)-NW(25)-SW(30), free action drop sling at (25) spot and draw dagger. Standard action stab baddie A with flank bonus
attack: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
dam: 1d4 + 2 ⇒ (1) + 2 = 3
sneak: 1d8 ⇒ 1
I just realized my sneak on my first attack would have been 1d4 since I am a knife master. Since it was under 4 I am not to worried, I will just need to remember from now on. Sorry bout that :)

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"Sarion, I think you might be their only hope!" yells Dristok, gesturing at the fingers that are slowly sliding off the edge of the cliff. He then turns towards the brute in front of him and lets out something between a roar and a screech.
Cast Ear-piercing Scream at thug A.
Fort save to resist daze and take half damage - DC 15
Damage: 1d6 ⇒ 3
Tarondor, would you mind telling me which thug I cast Slumber on? Just want to make sure I don't try to cast it on the same one twice. :)

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This may end bad, I was trying to hide the fact I was a caster until now.
Move west 15 feet, cast Colorspray on C and D. DC 15
So we are just going to go the direct route. Nobody talks anymore.

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Sorry about that. I am aware of the limitations of the Intimidate skill, and was not being precise enough. I was intending to affect one of the thugs with the demoralize usage of the skill.
Sarion nods to Dristok and pushes his way past the thugs attacking him, heading for the men hanging on the edge of the cliff.
Double move in a straight line to the cliff, provoking from the two thugs.

Tarondor |

Not that it matters now, Dristok, but it was D.
Obed, be sure to list the kind of save. If I have to look it up, the NPC makes his save...
Jasmine races into position to flank her opponent, but he parries her knife deftly. Just then, Dristok screams directly at the War Hounder. The sound is so loud it causes his ears to bleed and he seems lost in a fog.
Obed starts to invoke his arcane power and the War Hounder thug pulls the trigger. His crossbow quarrel sails over Obed's shoulder and into the city. Moments later, Obed sprays him and another War Hounder with a violent splash of colors. Both thugs drop to the ground, unconscious.
Sarion runs to the cliff edge, just in time to watch the man's grip fail. All four victims fall screaming into the sea, weighted down by heavy chains!
The last thug runs north, fleeing the combat and this story.
Anyone, go!

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Can anybody swim!? Help the old men!
Move up to thug C (5-foot step) and coup de grace him. Use crossbow (1d8x3).
coup de grace: 3d8 ⇒ (3, 7, 5) = 15
Noted on adding saves to posts

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Sarion, standing on the edge of the cliff, watches the men fall. He sighs and drops his falchion. He pulls a small pouch from his belt and crams the contents into his mouth, before jumping after the men into the water.
Use Air Crystals and jump in!

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Not sure if a conditional turn is ok, but if it is...
If thug A is still alive after Jasmine's attack, I will draw my sling as a move action and attack thug A.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 ⇒ 1
If thug A is dead when my turn comes up, I will double move directly West to the edge of the cliff and look over to see if I can tell what's happening to the old men.

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Dialog for my turn sorry about double posting; away from the computer at length today, do not want any hold ups on account of me.

Tarondor |

Sarion's Acrobatics check: 1d20 + 2 - 8 ⇒ (13) + 2 - 8 = 7
Sarion's nonlethal falling damage: 2d3 ⇒ (1, 1) = 2
Jasmine's attack of opportunity: 1d20 + 2 ⇒ (17) + 2 = 19
Jasmine's threat confirmation: 1d20 + 2 ⇒ (8) + 2 = 10
Jasmine's AoO damage: 1d4 + 2 ⇒ (4) + 2 = 6
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Dristok, conditional orders are actively encouraged where appropriate!
Obed, your action this turn was the coup de grace.
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Jasmine stabs one of the thugs, injuring him. Dristok turns and fires at the same War Hounder, but his sling stone flies wide.
Obed fires his crossbow directly into the neck of a fallen opponent, killing him instantly.
Sarion gallantly flings himself off the cliff, but in full o-yoroi armor and shield, he hits the water with all the grace of a sackful of dishes. He plummets toward the ocean bottom immediately, following the War Hounder's victims.
The War Hounder fighting Jasmine, seeing himself alone on the field, attempts to flee past her to the north. The lithe rogue slashes out with her knife, stabbing the War Hounder just under the third rib and he drops to the sand, dead.
Sarion, take 2 nonlethal damage.
Anyone, go!

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The previous post about stripping the gear from the unconscious thug, and asking for help to break his leg.
Can somebody please break this man's leg? I would hate to kill him when he has answers to some questions. Then we may deposit him to the town guard or ocean below, the group consensus of course.

Tarondor |

Sarion's swim check: 1d20 - 3 ⇒ (2) - 3 = -1
Sarion's Strength check: 1d20 + 3 ⇒ (12) + 3 = 15
Did we lose Jasmine? She hasn't posted since Saturday.
Dristok, can you see the maps? I'm going to assume your speed is 30 ft., even though it doesn't say on your character sheet. Dristok is 50+ feet from the cliff edge.
Sarion, when you do that, please roll Swim checks. I've rolled one for you here. Also, how are you freeing the victims? You can choose to pick the locks or try to break them (the chains are too strong for you to break). I assume you're breaking them, but with weapon damage or by main strength? To get his moving, I'm going to assume you are simply trying to pull the locks apart.
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Sarion lands in the muddy, weed-ridden ocean floor, surrounded by small, colorful fish and four struggling men chained together. Breathing easily from his air crystals, the holy warrior seizes the first man's lock and strains with all his might and determination, finally tearing the old and crude lock into two pieces and releasing the first man, who bobs toward the surface.
Obed tosses the unconscious thug's gear to the side while Dristok fishes in his pack for rope and then runs toward the cliff.
Overwhelmed by the excitement of the fight, Jasmine stares down at the man she just killed.
Anyone, go!

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sorry busy Holliday weekend, I work retail, ugh
Jasmine, after dropping the final thug, looks around the battlefield to see if there are any foes left. Once she realizes they are alone she wonders out loud, where did Sar... she stops mid sentence and looks towards the cliff. She hustles over there and looks over the edge to see one of the chained men bobbing in the water. She looks towards Dristok and helps him to drag anyone up to the top. If it appears that the edge is handled with the current muscle she poses a quick question, anyone with spare rope other than being currently used, I will tie up the unconscious thug for later questioning.

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Any gear to note that I pull off the unconscious thug?
Obed reloads his crossbow, and aims at the other unconscious thug. He is bound to be waking up any moment now.
Readied action for when the thug wakes up- dialog: I am fantastic with this crossbow pointed right at your pretty face. I have already killed your other friend, lay there do not move or I will be sending you to the abyss to meet him.. Any funny business I will fire aiming for his leg (assuming he is less than 2 HD because he fell unconscious he will wake up blind then stunned).

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Sorry, I had been recalling a past turn when I tried to double move to the edge of the cliff, and then lumped that in my head into being possible in one move. Not quite logical...
@Tarondor - My speed is listed in my Classes/Levels header section, but no where else, I realized. Would you like me to add it to my other stats for easier reference?
---
Dristok moves the rest of the way to the edge of the cliff and, if he can judge that 100ft of rope can reach the water, will drop one end of the rope down the cliff while holding on tightly to his end.
"All right, Jasmine, let's hope the two of us can haul our five friends and their abundance of metal 'accessories' out of those foamy depths!"

Tarondor |

Sarion, you should be making the Strength checks. You can forgo the swim check until you're ready to return to the surface.
Sarion's Strength check: 1d20 + 3 ⇒ (13) + 3 = 16
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Obed covers the blind and stunned man with his crossbow. The thug covers his head with his hands. "Okay! Okay! I can't even see!"
Dristok and Jasmine haul the first man to safety. "Thank the gods you came when you did!" he gasps when he flops onto dry land.
Meanwhile, Sarion works his way down the chain as he is mobbed by desperate, drowning men, and snaps open the second lock.
[No new map. Go!]

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If this is appropriate for the presumed checks that are hopefully coming at some point:
Strength - Man 2: 1d20 - 2 ⇒ (17) - 2 = 15
Strength - Man 3: 1d20 - 2 ⇒ (8) - 2 = 6
Strength - Man 4: 1d20 - 2 ⇒ (20) - 2 = 18
Strength - Sarion: 1d20 - 2 ⇒ (16) - 2 = 14

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Lay on your stomach dirt bag or I will put this bolt through your eye.. I want the thug I am covering to go prone (facing the ground). I will keep the readied action to shoot this crippled man in the leg until all are back on dry ground.

Tarondor |

Eventually, the Pathfinders sunder all the locks and haul the prisoners up onto the cliff top, where all (prisoners and Pathfinders) lay gasping for breath. Meanwhile, Obed has cowed a War Hounder thug, who lays obligingly on the ground.
"Thank you!" say the prisoners. "I thought we were dead for sure!

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"Well...that was certainly stressful," Dristok says to his breathless and waterlogged companions, collapsing to a sitting position on the ground. "And well done Sarion! I'm not sure I would have had the stones to jump straight off of the cliff like that, let alone in a full suit of armor! Your bravery is commendable."
He looks over his shoulder at Obed and the prostrate thug, "Perhaps we should tie up this last miscreant while we let our four friends catch their breath? Here," he says, lifting his soaked rope, " we can use my rope, but I am likely not the best candidate to tie a knot or, well, anything, with it." As he finishes his sentence, he begins to chuckle at the thought of himself attempting to do anything that could be considered even remotely skillful with a rope.

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Sarion, once back on the shore, spits up several bluish crystals that have begun to dissolve. "One of the best things I ever put in my tool-kit. Air crystals. Amazing." he says, dripping water from all the creases in his armor. He looks at the thug still in custody. "Now tell me..." he says, removing his helm to reveal a face as demonic as a nightmare - the horns that emerged from his helm are not a decoration, they belong to his own self and are not a decoration. Yellow, glowing eyes bore into the fellow. "Why were you and your friends attempting to kill these men?" he asks in a growling voice.
Intimidate 1d20 + 9 ⇒ (15) + 9 = 24