
GM Harker |

An autumn chill filled the Pathfinder Society’s chapter house in Almas as Venture-Captain Brackett briefed you. Normally brash and outgoing, the hatchet-faced veteran’s face instead wore an expression of guarded concern. “I need you to venture into the Aspodell Mountains between Cheliax and Andoran; a dwarven prospector there seeks a lost dwarven site and we want in on his expedition. The prospector’s name is Torvic and he’s obsessively searched for years, hoping to find the hidden galleries of his ancestor, the dwarven craftsman Barek Triongger.”
At this point, the chapter’s librarian Wystorn Telfyr stepped forward and from a small wooden case, he produced several tattered scrolls and a gleaming, strangely phosphorescent pearl. “We recently acquired these from a man called Beggar. They describe the Gallery of Wonders built by Barek Triongger during the death throes of the dwarven Empire of Tar Khadurrm.”
Picking up the strangely-glowing pearl, the librarian continued, “These pearls are only found in the deepest of the Darklands’ seas. While not especially valuable, a cache of these would be a rare find. Divinations revealed that Barek apparently used this one as a key. We could claim substantial favors from the dwarves of Emperor’s Peak should we discover what it’s a key for.”
Venture-Captain Brackett took over. “I’m wagering that Beggar stole these items, as the likelihood of a wandering vagabond possessing legally acquired dwarven heirlooms seems small. Looking through these documents and comparing them to Pathfinder Chronicles on the matter, it’s clear that this Torvic is onto something.” Brackett cocked a thumb toward Telfyr. “Our librarian was able to glean some information from Beggar about where he acquired these items and was also able to divine a likely location where the dwarf might be holed up. Find him and make an alliance with him; hopefully, he’ll want his pearl back and will show you the way to the Gallery of Wonders.”
If you take a close look at the pearl, you note that it matches nothing you've ever seen from the ocean. Glowing like a golden candle, the opalescent stone gleams with hints of fiery crimson.
You identify the pearl as a type found only in the Vaults of Orv, a Darklands realm far beneath the surface. Due to its extreme rarity in the surface world above the Darklands, its value is priceless.
The tattered scrolls that accompanied the pearl might also shed some additional light on your mission, but they are written in Dwarven.

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Kelsier nods at the captain in ascent. Another treasure hunt for the society. Here we go.
hey, can anyone spot me a few hundred gp just for this scenario? ~Quiella
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appraise: 1d20 + 3 ⇒ (19) + 3 = 22
know dungeon: 1d20 + 7 ⇒ (9) + 7 = 16
UMD translate scrolls?: 1d20 + 5 ⇒ (18) + 5 = 23
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A young elf wearing a mithral chain shirt and sporting a rapier politely asks to see the pearl. Conjuring better light from his wayfinder, he studies the sphere intently. Suddenly, his eyes widen and he nearly drops the pearl. Without taking his eyes off of the gem, he asks, "Ummmmmmmm, are you sure about this but being very valuable? Given where this is from, I'd say it was priceless". he then explains what is in the spoiler
Later, he peeks at the scrolls.
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Kk, NM on the scrolls then
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if no one speaks dwarven, then Mel will use his scroll of comprehend languages to read them, although I would have expected the librarian to have already translated it. He will also try to buy two more scrolls of comprehend languages before we get going
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The half-orc with the tiger companion nods his head and says, "Find Dwarf, help him, be good Pathfinder."
He reaches down and scratches the tiger behind the ears, growling softly just like the tiger.
Growler doesn't speak dwarven. Also, for those who haven't played with Growler before, he's Belroar's cousin. He came to "avenge" his death by being a pathfinder. He's not smart, but not overly dumb. He's just very simple and straightforward. He's given you his thoughts on the mission.

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Kelsier use as few words as possible. Which often means using no words at all.
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GM Harker |

Mel, save your scroll, but you can certainly buy more.
As the elf begins to eye the Dwarven parchment, Wystorn Telfyr offers to translate, "The texts discuss in more detail the dwarven
craftsman Barek Triongger and his Gallery of Wonders hidden in a place called the Candlestone Caverns. Finding these text no doubt prompted Torvic to begin his expedition to discover the Gallery's location. They aren't clear on the specifics, so that is why you need to speak with the dwarf."
You can make Knowledge (history) or Knowledge (local) checks, but the DC's are extremely high.

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it didn't help that his attack modifier was 0
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Mel asks, "So are we supposed to go in and fully explore the Gallery of Wonders or just have the dwarf lead us there and come back? Also, is it particularly cold or hot there? Can you tell us what we can expect of the region and/or what we may have to deal with inside the gallery, assuming we are to go in?"

GM Harker |

Sorry, the DC is 30, so unless two other members of the party are trained in Knowledge (local) and can assist, that isn't quite enough.
"Find Torvac, convince him to show you the way to the Gallery of Wonders if he can, and explore it if you have the opportunity. Since it's lost to time, I can't tell you what to expect inside. I'm not aware of any particular threats you might have to worry about in the Aspodell Mountains, other than the typical creatures that might live in or near the mountains." Venture-Captain Brackett replies to Melufiuos' questions.
Ok, we're still waiting for Ophelia to check in. Bundle, you can jump in here with a post anytime you wish.
I'm going to wait to start the scenario in earnest until Monday or when Ophelia checks in, whichever comes first. I need to know if level 4 Ophelia is going to be joining or a level 3 druid we have as a backup, since it changes the Average Party Level up or down a tier. The next part goes straight to an encounter so I need to know which tier to run.

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Good to know.
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Bundle was nodding solemnly as the Venture-Captain and the Librarian were speaking. He was having a hard time keeping up.
Sommat about a Dwarf who got lost? And a pearl? Are we spos'd to bring the pearl to the Dwarf? Then what?
When the orcs explained what was going on, Bundle nodded in comprehension. Although an understanding nod was only marginally different than a confused one. But then what?
Now, voices whisper softly in his mind. Frowning suddenly in consternation, Bundle raises his hand in question and asks, "So, color me confused. I get that we're gonna help this dwarf find his granddaddy's old house, and thas nice. And's nice that we're returnin' his stolen stuff. But then what? We just come back here and let you know where it is? What for? What happens to the dwarf and his things?"
Looking to the wall as if trying to find extra words on it, he continues, "I don't want to cast... 'spertions on no one. But there's some parts of our 'ciety that don't play nice. And maybe they won't take what isn't theirs, but maybe the stuff in this Galry is really nice. And maybe the nicer it is the more jus'fiction they have for just taking it."
Another pause, "I guess what I'm asking is, what's all this for? I mean, me, I'd do this just 'cause it needs doing. But what does the 'ciety hope to get from this?"
Bundle takes his hand down. Everyone else probly knows this already. He probly said it in all those words when he started. But hearing them talk is better than hearing those other voices.

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Kelsier looks at the little gnome. "Explore. Report. Cooperate." He shrugs.
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GM Harker |

Venture-Captain Brackett seems nonplussed by Bundle for a moment, but still attempts to answer his questions, "As Kelsier mentioned exploration is one of the three pillars of the society. Since the Gallery of Wonder hasn't been explored in the modern age, we want to get their first and I hope you are just the group do that. There's no ulterior motive on my end. We want you to work with Torvic on this assuming you find him, not rob him of his ancestor's treasures."

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Growler, who was headed for the door before the gnome started asking questions, stops and turns to the group. "So, we go?" he asks, leaning toward the door.
Just flavor but Growler is mostly impatient.

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On his way out, Mel reaches up and puts his hand on Growler's shoulder. "Your cousin was a good friend." He cannot bring himself to say anything else. Turning back to the party, "Yeah, let's go find us a dwarf."

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"I think that should be enough." Speaking for the first time, Ophelia stands, making an automatic skirt-smoothing motion over her heavy coat of scale mail. A young Varisian woman, her hair hangs thick and black over her shoulders, and her eyes are lined heavily in purple. The holy symbol hanging at her throat is a silver spiral, signifying her connection to the balance of life and death.
"It is good to have a familiar face here," she smiles to Mel as the group prepares to leave.

GM Harker |

After departing from the briefing, the party begins its journey from Almas to the Aspodell Mountains. The trip is mostly uneventful, except for the occasional dismal frigid rains. So, after enduring weeks of relentless mountain wind and sleeting rain, clambering past jagged stone faces and slogging through ice-crusted mud, you finally reach the spot the valley where Telfyr’s divinations placed Torvic’s location in a nearby cave.
Gnarled conifers surround the mountain trail, their fallen needles carpeting the rocky valley. The trail cuts back and forth upslope toward the cave described by Telfyr. A plume of smoke rises the cave’s mouth. As you near, you hear the sound of a battle taking place inside. Right outside of the cavern's mouth, you see a wooden barricade smashed to pieces, and looking inside you see a rather disheveled dwarf fighting a losing battle with 4 ugly blue creatures of a small size and what appears to be an ant of a human size. Indeed, the dwarf falls unconscious right as your party begins to enter the cave.
Knowledge (nature) to identify the little blue guys, another Knowledge (nature) to ID the ant.
Here is a link to the map.
PC Initiative
Bundle Initiative: 1d20 - 1 ⇒ (7) - 1 = 6
Growler Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Kelsier Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Melufiuos Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Muirdacaien Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Ophelia's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
M Init: 1d20 + 1 ⇒ (3) + 1 = 4
A Init: 1d20 ⇒ 15
Initiative (Round 1)
Growler/Tiger <= Up
Ophelia <= Up
Muirdacaien <= Up
Melufiuos <= Up
Kelsier <= Up
4 Blue Guys
Bundle
Ant
Growler/Tiger, Ophelia, Muir, Mel, and Kel are all up.

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"I BUUUUURN!!!"
Muirdarcaien charges into the fray.
I'm guessing the square adjacent to "ant" and "red"
Power attack : 1d20 + 8 ⇒ (5) + 8 = 132d6 + 10 ⇒ (5, 3) + 10 = 18
+8=+5 str +2 from charge. +2 bab -1 power attack
+10=+7str + 3 from power attack

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Kelsier follows behind Muird, his polearm coming out as he goes. He tries to strike the giant ant by swinging over Muird's shoulder.
Round 1 action:
charge at ant
Rolls:
Lucerne hammer, attack, charge: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for slashing: 1d12 + 6 ⇒ (4) + 6 = 10
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The young magus growls something about not liking close quarters as he enters the cave, trying to find a spot to attack from. Rapier in one hand, wand in the other, he raises the wand over his head and fires a thin ray (of cause fear) at the ant.
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD
Duration 1d4 rounds or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect.
if frightened: 1d4 ⇒ 3
If the ant is dead already, hit one of the blue guys

GM Harker |

I believe that like with ranged weapons, reach weapons take a cover penalty (or more precisely, give a cover AC bonus to the enemy) when there is another character between them and the target. If I'm misunderstanding these rules, please enlighten me.
Muirdarcaien charges into the cave, but with the huge ant in the way can't quite hit the one of the blue creatures.
Kelsier has less trouble hitting the giant ant with his hammer, damaging the creature with a solid crunch to its exoskeleton.
Melufiuos attempts to use a Cause Fear against the ant, but the vermin seems completely immune to the spell's effect.
Growler and Tiger move closer to the fray looking for openings in which to attack.
Ophelia draws her morningstar and advances into the cavern, also hoping for room soon to attack.
The small blue creature that the barbarian tried to smash shouts a command in an unfamiliar language to the ant, while another in the back casts a spell at him and then moves slightly forward. Once two of them are in melee range, they attempt to shank Muirdarcaien with their wee daggers, yet do not overcoming the half-orc's defenses. Muir, please make a Will save DC 10. If you fail, you are shaken for 1 minute.
White Dagger: 1d20 ⇒ 9
Red Dagger: 1d20 ⇒ 2
Initiative (Round 1)
Growler/Tiger
Ophelia
Muirdacaien
Melufiuos
Kelsier
4 Blue Guys
Bundle <= Up
Ant
Bundle is up.

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You're right about soft cover. I can notate future such attacks if you prefer.
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GM Harker |

Just notate the cover penalty if you add it into your attacks, otherwise I'll assume I'll need to do it.
Bundle steps into the mouth of the cave and casts a spell to provide a small divine blessing to the party.
The giant ant turns and makes a weak attempt to bite Muirdarcaien with its mandibles, but the follow up sting attack does strike the barbarian in the shoulder. Muir takes 6 damage before his damage reduction, and needs to make a DC 14 Fort save vs. poison. If you fail, you take 1d2 ⇒ 2 Strength damage. You have DR 1/-- right?
Bite: 1d20 + 3 ⇒ (7) + 3 = 10
Sting: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Initiative (Round 1)
Growler/Tiger <= Up
Ophelia <= Up
Muirdacaien <= Up
Melufiuos <= Up
Kelsier <= Up
4 Blue Guys
Bundle
Ant
Effects
Bless: +1 to attack rolls and fear saves.
Growler, Ophelia, Muir, Mel, Kel.

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Seeing his other companions trying to get into the fight, Kelsier stays put and delivers another swing over Muird's shoulder at the ant.
attack with hammer again
Rolls:
lucerne hammer, attack, bless: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 for bludgeoning: 1d12 + 6 ⇒ (12) + 6 = 18
Active Status effects:
bless

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DR 1/- for lethal. DR 2/- for nonlethal.
Muirdarcaien swings again hammering at the Green blue man in front of him. After the blow he steps forwards.5'
save: 1d20 + 6 ⇒ (12) + 6 = 18
attack: 1d20 + 7 ⇒ (20) + 7 = 272d4 + 7 ⇒ (3, 4) + 7 = 14
crit threat: 1d20 + 7 ⇒ (14) + 7 = 21
x3 crit

GM Harker |

One of the blue creatures unfortunately resists the worst effects of Melufiuos' spell, but Muirdarcaien completely destroys his target.
The red mite is shaken for 1 round.
Muirdarcaien's hit confirmed, but the 14 damage was already enough to kill it. Feel free to roll the crit damage whenever you think you probably confirmed, Muir. The common practice is to roll all the crit damage rather than just times your first damage roll by the multiplier.
Will save vs. DC 11: 1d20 + 3 ⇒ (16) + 3 = 19
Growler and Ophelia