
G.M.E.W. |

Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge, storms into the meeting room and sits down. All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.
He slides a envelope over to the party, looks at the group and shakes his head, Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. He takes a deep breath as he continues, We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. For every friend of the Society, there are two enemies. So we got to make sure we treat our friend with respect and help them out from time to time.
Your first mission, is to test your mettle and loyalties. It sends you to meet a few people very important to the Society, living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. He stops and eyes the party to make sure everyone was listening. That list of tasks are not arranged in any particular order of importance, but I want them all completed as quickly as possible. He gathers the rest of his paperwork and stands ready to leave, Only report to me once you complete everything. Included in the envelope is the list, complete with the name of your contact, and directions to the meeting location. With a nod he heads for the door. You only have a moment to ask any questions you might have before he is off to attend other business.

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Kenji scans over the list before the venture-captain can leave the room, and realizes he has no actual questions. He waits to see if any of the others do.

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Just one question. Who do we have to thank fer gettin' the annoying little gnome put into a different group. HEHE! Otom looks at his companions with a toothy grin on his face. Proud of the wit that he was able to muster. Realizing noone is ammused he returns to his stoic norm.

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An impeccably well-maintained and clean human female smiles at her new companions, her teeth perfect and white. Beautiful beyond belief, she had been examining her long fingernails as the group discussed the details of the mission.
"This sounds kind of like shopping!," she says cheerily. "I should be good at this!"
She stands before the group suddenly.
"What heroic deeds shall these my fellow Pathfinders accomplish? Shall we discover murderous villains, boldly rescue some poor wretch, bring justice and punish the perpetrator of a vile conspiracy, and finally return home with valor to receive the cheer and adulation of all?"
As she finishes speaking, she unfurls a banner of the Pathfinder Society she has been carrying, then curtsies with a dramatic flourish.
"I am Taliesin," she says, as if each should already know.
perform oratory: 1d20 + 10 ⇒ (5) + 10 = 15

G.M.E.W. |

Looks like we are still missing Bowen. If we don't hear from him by Tomorrow morning (EST) we'll move on.
CHECK LIST

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Lone hears Taliesin said, watched her good performs, and he also says.
"Lady, I agrees for the valor. At that time, I will helps you."
A later, Lone smiles against taliesin, and speaks at all member.
"Oh, Sorry, My name is Lone Sticker. I am a Cleric of Gorem."

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"Shall we just take things in order and start with the rare books?" Kenji asks, starting off toward the docks to find the curio shop called the PIckled Imp, unless someone stops him.

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"That's a great idea! You will make a great shopping partner, I can already tell," Taliesin says as she moves toward the door.
Holding the door open widely, she turns back and smiles at her companions.
"Shall we? she asks.

G.M.E.W. |

You are all able to make your way through the City with out incident but there is a lot of activity as people prepare for some sort of Celebration. As you get into the docks district the building become more derelict and inhabitants less friendly. Down a garbage strewn ally you finally find The Pickled Imp.
This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, is conversing with well dressed Qadiran businessman man in hushed tones as you make your way to the back of the shop. Once they spot you they both look up though the Varisian is the first to speak:
Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come over and let me tell you what I... the Qadiran man gives him a look, I mean WE need.
Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.
Well met. I am Guaril Karela and this gentleman is, Tra...
Trade Prince Aaqir al’Hakam of House Damaq Interrupts the Qadiran giving the pary a respectful bow.
Guaril continues with out missing a beat, A friend of mine has a warehouse near here and he received a parcel on behalf of me and my associate, but... there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse.
I have tried to procure our goods though all my regular contacts but have been gotten no where, except buried in red tape. the Trade Prince adds in a frustrated voice.
See, rumor is my friend ended up in trouble with the law and the place was seized. I’m worried that once things get sorted out, the city will seize everything in the warehouse Including our merchandise. My friend kept all kinds of things,from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases. There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it.
Those are the items that we would like you to retrieve for us. Before they are confiscated by the authorities and sold off to pay for that mans debts.
You can help yourself to the rest of the crate. Honestly, anything else you want in the place too. Consider it your fee. Guaril adds with a smile.

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"And you will direct us to the correct warehouse? Have you a map or an address? And is there anything else we ought to know about this place? Are there guardians? traps?"

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"thanks... we'll get right on it if no one has any more questions" Kenji says, not entirely sure that what they are doing is completely legal, but it is required by the society, so that is what drives him for now.

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"Seems pretty straightforward..." Taliesin agrees. "I guess if it is their stuff, and the Pathfinders want us to help them, we'll go and help!"
She turns on her heel and prepares to leave.

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Otom appears more concerned with the oddities in the shop than the conversation.
Yes, yes we shall go. Perhaps there will be an extra portion of gaurdians on duty today He cracks his knuckles eagerly and winks at Taliesin.

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"I don't know about this," Taliesin says. "I was expecting something like wholesale shopping...this place doesn't even look safe!" she pouts.
"Now how do we get in?" she asks.
perception: 1d20 + 3 ⇒ (15) + 3 = 18

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Kenji looks the place over cautiously, also looking for a way in. He checks any obvious doors for traps/locks.
perc: 1d20 + 10 ⇒ (8) + 10 = 18

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Kenji pulls out his little kit of tools and tries to open the lock.
disable: 1d20 + 8 ⇒ (3) + 8 = 11
gah!... and fails utterly.
"Maybe we should look for another way in. I wonder if there are any windows... or maybe a skylight

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Otom searches for a skylight or other doors with kenji. He pulls out his hammer. or perhaps we force our way He walks the face of the building.
perception1d20 + 4 ⇒ (2) + 4 = 6 and runs into a wall ;)

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"Wait a second," Taliesin says. "At my house, we always kept a key hidden under a rock..."
The bard begins to look around thoroughly at the entrance for a loose board or something a key might be under.
take 20 perception: 20 + 3 = 23

G.M.E.W. |

While not quite a rock, like at home, there is a key wedged between two loose boards near the door. The Key fits the lock and opens the door to the warehouse. Darkness fills the building, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows.
Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

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"What do ya know!?" Taliesin says in a chipper voice as she opens the door.
"That will save damaging the door, at any rate," she says. She peers into the darkness, obviously not volunteering to go first.
She sings a soft note and her flag begins to glow. cast light

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Kenji enters behind Otom, moving cautiously and testing floorboards as he moves since the building seems so precarious.

G.M.E.W. |

As the party moves into the warehouse the see the shadow forms of cockroaches scatter. Taliesin's light fill the dingy room and you can all see your objective. The crate you seek, with three crows arranged in a triangle, sits precariously atop an rotting section floor surrounded by open space (marked with a red x on the map). Just as you start to try and figure out how to get to the crate three shapes emerge from haphazardly stack boxes. The size of dog these giant rats move forward to attack.
Lone: 1d20 ⇒ 12
Kenji: 1d20 + 1 ⇒ (9) + 1 = 10
Otom: 1d20 + 6 ⇒ (6) + 6 = 12
Taliesin: 1d20 + 8 ⇒ (6) + 8 = 14
Rats: 1d20 + 3 ⇒ (8) + 3 = 11
Sorted initiative:
Taliesin: 14
Lone: 12
Otom: 12
Rats: 11
Kenji: 10
Bold is up!

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Taliesin begins to scream as the rats come toward the group, and she looks for something to stand on to get up out of the way.
"Noooo!!!" the bard screams. "Give me undead or fey or even troglodytes, but not bugs or rats!"
However, watching her carry the Pathfinder banner, as well as her distress, inspires the others to fight harder.
Commence Inspire Courage, plus Flagbearer, gives everyone +2/+2 attack/dmg!

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"Thanks for good song, Taliesin."
Lone wields my sword with both hands.
He strongly slashes rat that there is at the bottom-left of his position in map.
attack: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
damage: 2d6 + 3 + 2 ⇒ (6, 1) + 3 + 2 = 12

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Otom also attacks, using his hammer on the other closest rat.
attack1d20 + 3 ⇒ (4) + 3 = 7
damage1d8 + 6 ⇒ (6) + 6 = 12twohanded
i have an idea about how to get at that box.DIE YOU PEST!

G.M.E.W. |

As Taliesin scrambled on top of one of the crated, Lone moves in sword held high and easily cuts down one of the vermin. Otom attempts to dispatch one of the creatures as well but his Warhammer is a little too slow (even with Taliesin's inspiration). The two remaining rats lunge forward snapping at Otom.
Attack 1: 1d20 + 1 ⇒ (16) + 1 = 17
Damage 1: 1d4 ⇒ 3
Attack 1: 1d20 + 1 ⇒ (14) + 1 = 15
Damage 1: 1d4 ⇒ 4
Both sink their over-sized incisors into the mans leg. One cuts deep into the Barbarian's leg while the other comes away with nothing but cloth.
@ Otom: 3hp damage and a fort save please
Kenji is up then the rest of the party.

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Kenji attacks the nearest rat... since he was right behind Otom, hopefully it's only a 5' step to the rat, allowing him a flurry attack.
to hit: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
dmg if hits: 1d6 + 3 ⇒ (6) + 3 = 9
to hit: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4
dmg if hits: 1d6 + 3 ⇒ (5) + 3 = 8

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Otom takes a look at his hammer as if it is broken then a quick look at his leg and gives off a growl. He takes a closer look at the contents of the building hoping to find more rats to lay his vengeance on.

G.M.E.W. |

Lone easily dispatches the last rat with another swipe from his sword.
COMBAT OVER!
With the treat of the rats over you can look through the building, finding crates, barrels and even coffins filled with an assortment of beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.
Also a crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.
The crate you seek, with three crows arranged in a triangle, sits precariously atop an rotting section floor surrounded by open space (marked with a red x on the map).

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Kenji examines the crate and the crane to see if the latter can be used to pick and move our target crate... or if maybe someone could use some planks set across the damaged section to get to the crate.

G.M.E.W. |

The Crane looks strong enough to lift the box, but the ropes would need to be secured to the crate first.
The planks would make it easier to get to the crate but due to its precarious location you're afraid that if more than 1 person were to go out there, or if someone tired to open the crate it wold all fall into the water below. Also the boards them-self are not strong enough to hold the crate but if the floor supports were carefully rebuild they would be.