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Dotting first to indicate my interest. This character needs some updating, however.

Helikon |

You have been stationed at the Grand Lodge in Absalom,
awaiting assignment for a mission of utmost importance. Things
finally seemed in motion when Venture-Captain Drandle Dreng
sent out a summons for available agents. Specialized in the
history of Absalom, Dreng is known for putting off-duty agents
to work on sundry tasks when he finds them resting within the
city’s limits.
Coming to the meeting place—an odd choice of venue, as
it is a street corner far from the Grand Lodge—a lone beggar
garbed in baggy robes approaches. The only figure visible in the
constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before
the figure pulls back his hood to reveal the wizened face of
Venture-Captain Drandle Dreng. He gives a crooked smile,
soaked head to toe from his unprotected time in the rain. His
clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like
to play a little joke on agents when I stumble across them
during my jaunts into town. Now, why did I summon you fine
folk here again…?” Dreng shakes his head from side to side,
as though trying to knock water out of his ears, despite the
constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t
stray far from the site I’m watching, but I need someone to
retrieve a package for me from that fine establishment. It’s
among Absalom’s most storied taverns, you see, and one that
holds a special place of privilege in the Society’s lore as the place
where the organization began. Well, I could drone on and on
about it, but standing out in the rain is doing none of us any
favors.” As if anticipating agreement, the bedraggled venturecaptain
produces a small slip of folded paper from one of his
many stitched pockets. Dreng quickly shows a glimpse of the
page’s contents: a map detailing the location of the Wounded
Wisp bar.“The bartender is a woman by the name of Heryn Gale, a fine
lady who came to own the Wisp after the passing of her father
from—oh, bah, it’s really getting too cold for me to give a proper
history lesson! If you could just go to the Wisp, and tell Heryn
you’re there to pick up my parcel, it would be most appreciated.
I’ll be around here for several more hours at least.”

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Hrogar laughs at the ploy in his deep bass voice. "Alright, Heryn Gale at the Wounded Wisp. Package of mysterious significance. Let's go, crew."
Hrogar didn't consider himself in charge by any means. He was simply impatient. He put his hands on his hips and waited for someone else to lead the way. Hrogar was also pretty rubbish at directions, too.

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Celebdan smiles as Venture-Captain Dreng describes the mission. He suspects he knows what the package they are sent to retrieve would be, but other than a faint giggle, chooses to keep quiet. He is a well-dressed and well-groomed young man, short and lean, dressed in simple commoner's garb, wielding a well-constructed longbow that he constantly strokes, as if afraid he might lose it.
He nods at party, waiting to hear what the rest has to say.

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Tajan bows to venture captain Dreng and straightens awkwardly as he realises bowing to a beggar looks out of place. He seems not to mind the rain falling on his close shave head and speaks to his colleagues "To the wounded wisp" and strides after Hrogar as fast his shiny breastplate will allow. At his side hang a silvered mace and a cold iron sickle and round his neck is symbol of a blue hand (the symbol of Irori) He walks with a staff

Helikon |

travels. His celebrated exploits first appeared in Volume 1 of the
Pathfinder Chronicles.
between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.
If anyone succeeds at Know Geography or Local 10 he knows the way just fine, but you can follow the crude scetch of the VC to reach it in "ALMOST" the same time.
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On the way to the wisp you notice that one can buy almost everything in Absolom, if you have the coin and contacts.
Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest. The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”—that hangs there during the evening hours. You can hear pleasant music from the inside.
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
a handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.
Of special interest could be the young halfling bard in colourful clothes and a great voice, a stern looking young man with the holy symbol of Sarenrae, with the hard etched face of someone who has seen a lot in his live, two hardy half-orc sell-swords in a bit grungy look and a middle aged man, who is sipping from an oversized flagon of ale while reading through a large and ominouslooking tome.

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Knowledge(History) 'Take 10' = 10.
Knowledge(Local) 'Take 10' = 10.
"Ah! The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another. Come, on - I know the way. Let's get cracking!"

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history: 1d20 + 8 ⇒ (9) + 8 = 17
Celebdan happily adds on, "Yes, many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders often stopped by for a drink between assignments. The bar is not officially affiliated with the Society, but maintains good relations with Pathfinders, offering discounts and prompt service. In return, the patronage of Society members have kept it afloat all these years."
When the party arrives as the bar, Celebdan leaves his party mates to ask about Dreng's package. Instead, he spots the man reading from the large tome, and makes a beeline for him.
"Greetings, kind sir. Apologies for the interruption, but the huge tome you're reading from caught my curiosity. May I inquire what you are researching? I fancy myself a scholar, too, specialising in ancient ruins. Oh, but my family wanted me to continue the family business of jewelry making, and I admit I'm talented, but oh, the excitement of spelunking through dungeons! But listen to me rambling on. Where are my manners. My name is Celebdan Barhador, from the lands of Kyonin."

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Ganzer looks at Celebdan as he recites a history lesson. "OK, professor..."
Looking around the Wisp, the red bearded dwarf looks around the room. Spying a man that is clearly a priest of an inferior god, Ganzer decides to talk shop. If an argument ensues, so be it...
"Sarenrae? Yah, I got to admire a fellow sun worshiper, even though your faith doesn't quite get it all right. Buy ya a drink?"
PJP here - sorry, forgot to dot in originally, so missed the start.

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Tajan makes straight to the bar. "Is there a Heryn Gale about? We have come for a care package for a mutual accquaintance" He looks round and checks he has seen no one who may have knowledge of the path to self perfection. Not fond of drunks priests of other religion or book worriers and has no clue who the halfling is.

Helikon |

Tajan makes straight to the bar. "Is there a Heryn Gale about? We have come for a care package for a mutual accquaintance" He looks round and checks he has seen no one who may have knowledge of the path to self perfection. Not fond of drunks priests of other religion or book worriers and has no clue who the halfling is.
The man working the bar cleans his hands with a rag before offering his for a handshake. I am Heryn. Yea, old oggler said he would sent some younglings to pick it up. Well, I am alone here for the moment, so for the moment enjoy the song and the company. Drinks are on me. Shouldn´t take too long!"

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Celebdan happily adds on, "Yes, many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders often stopped by for a drink between assignments. The bar is not officially affiliated with the Society, but maintains good relations with Pathfinders, offering discounts and prompt service. In return, the patronage of Society members have kept it afloat all these years."
"Why can't a bar just be a bar? Everything's got to have a history..." Hrogar mumbled.
His ears perked up and his face glowed with a wide smile when he heard the magical words "drinks are on me." He quickly ordered up two brews, one for each hand, and proceeded to foam his mustache with their bitter bubbles.

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Tajan smiles at Hrogars approach to the wait. "I think he's drinking for me as well as himself. I will try not to look too uncomfortable while I wait." Tajan sits at a nearby table and mostly looks uncomfortable as he waits and surveys his surroundings. "I dont suppose you serve tea?" he asks forlornly

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"Why can't a bar just be a bar? Everything's got to have a history..."
"Everything has a history, my good friend," Celebdan explains, "And we honor their memories by uncovering them!"
Seeing that the scholar poring over the tome might be too engrossed in his reading, Celebdan clears his throat louder than necessary. "Uh hum. Oh, apologies for my bad throat. Could I find out what you are reading? I am most curious."

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"Yeah, well..." Hrogar muttered from inside his left mug, "if you go uncovering histories of my past lovers, you'll become history."
He chuckled to keep the mood light, but his eyes were slightly too serious. "Plus, aren't there some things best left hidden? Ancient evil artifacts and whatnot?"

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Not noticing the subtle change in Hrogar's tone (sense motive -2 :) ), Celebdan continues on his spiel, "Haha, that's a good joke. But nothing stays hidden forever. Better to get it all out the way you want it, then for it all to come tumbling out when you least expect it!"

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Hrogar finished his first ale and proceeded to the second. "You just keep your charm spells to yourself, and I'll keep my blades to myself. Although, you do look like you've seen some combat. Any juicy stories?"

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"Oh yes!" Celebdan exclaims in excitement. "I just returned from the Hao Jin tapestry actually! Most fascinating place! An entire world within essentially what is just a piece of cloth! And the ancient temple there was most fascinating, but not more so that its inhabitants. The aasamirs were kind of stick-in-the-mud, but the monks were really quite friendly, despite everything..." Celebdan prattles on and on and on...
Ok, going to stop there to not spoil the plot of that scenario. :)

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if the cleric and the scholar dont want to converse then I'm ready for the cellar. however no rush I can also take my time over the Samovar
"Thanks for the tea" Tajan looks at the Samovar with interest. "Is that a samovar of endless hot water? he asks as he sips his tea

Helikon |

Map
After you have had some time to chat with the various groups relaxing at the Wounded Wisp, Heryn Gale’s replacement finally arrives and takes
over her duties. Heryn then gathers you and escorts you to the cellars below, where she leads them to where Drandle Dreng’s requested vintage is stored. She takes great care in warning them about the treacherous footing in the beginning, noting that she plans on having the wooden board replaced—an inexpensive strategy the Wisp’s staff have favored over committing to more extensive, and hence expensive, repairs.
Crossing the plank is tricky and requires an acrobatic roll, but it could also repaired with disable device or more fitting skills

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acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
Celebdan deftly flits over the plank, moving across with almost the grace of an elf. When he reaches the other side, he holds steady the plank, hoping to stabilise it somewhat for the rest who are crossing.
Would that provide some aid to the others?

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Before Ganzers mad dash Tajan will move across warily 5 feet at a time
arcobatics: 10 - 2 + 2 = 10 Adding in Celebrans aid
If not steady enough reflex: 1d20 + 1 ⇒ (14) + 1 = 15

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Not noticing the subtle change in Hrogar's tone (sense motive -2 :) ), Celebdan continues on his spiel, "Haha, that's a good joke. But nothing stays hidden forever. Better to get it all out the way you want it, then for it all to come tumbling out when you least expect it!"
Hrogar looks at the man as if he were mad and remains silent throughout. He was glad for the invitation to go to the basement.
After watching the dwarf fall, he calls down, "Need a hand up?"
He lays flat on the floor and extends a hand down.

Helikon |

Finally on the other side you slowly make your way to the wineracks. hundreds of hundreds of vintages great and.. not so great fill them. It takes a few moments but finally you find the vintage you came to collect.
It seems the bottle must have stuck to the rack, but as you pull a little more forcefully suddenly with a crack... a secret door opens. It seems this bottle was the lever to a secret sanctorium. Carefully investigating you see that a sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the rectangular room. A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.
Unfortunately you are not alone, please roll iniative and perception.

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perception: 1d20 + 4 ⇒ (18) + 4 = 22
initiative: 1d20 + 4 ⇒ (8) + 4 = 12

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perception: 1d20 + 7 ⇒ (1) + 7 = 8
initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Most players are happy for the DM to roll initiative in a a play by post it cuts straight to the action rather than waste a day waiting for everyone to roll initative. This and many other good tips can be found in painlords pbm gm guide