
GM - Mark Garringer |

In the heart of the Pathfinder Society’s headquarters at Skyreach, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets the PCs and introduces them to the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone.
Oblivious to any social slight on the lady’s part, Dreng goes on:
“Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf."
Dreng continues, "The Pathfinders are not the only group that looks to acquire this relic. It seems the Aspis Consortium has also tendered an offer, and the gillmen have decided to accept the Consortium’s deal if the Society cannot finalize its agreement within 30 days. An Aspis-funded warship patrols the waters just beyond Absalom’s harbor, preventing Pathfinder agents from sailing to Escadar unmolested. Luckily, Lady Gloriana has come up with a brilliant solution..."
Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor’s most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society’s window of opportunity runs out.”
Dreng laughs to himself absently, "Go to the Siphons in the Puddles and meet with the Pathfinder Society’s ally, information broker Grandmaster Torch. He’ll give you a map for a smugglers’ trail through the isle’s center that should allow for relatively easy and secret travel overland to Escadar. The Society has hired an appraiser and relics broker named Nester Rees to verify the authenticity of the gillmen’s relic; Rees will meet up with you after meeting with Grandmaster Torch."
Dreng explains he has arranged lodgings at an Escadar tavern called the Grindylow’s Goblet, where the gillmen have agreed to meet with them. "Once you arrive, you only need to send word to the Low Azlanti embassy, then have Master Rees conduct the negotiations at the tavern on the Society’s behalf." Dreng points sternly Galia, "You are responsible for Rees’ safety and for the success of his negotiations. All of you!"
Dreng chuckles at his own seriousness, "Questions?"

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Have you used Master Rees before Venture Captain? I am new and know not his reputation.

GM - Mark Garringer |

Looking at Toshizo with sleepy eyes, Dreng listens suddenly taken with wide-eyed excitement, "We have used Rees’s expertise on many occasions, and he has always come through. He'll become a valuable contact for you Pathfinders through your budding careers." Dreng wipes a rivulet of drool out of the right corner of his mouth.

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"An excellent plan. I do not have further inquiries . . . unless there is anything we should prepare for travel through the isle or for Sir Rees' convenience? It would be better to prepare now than at the last minute."

GM - Mark Garringer |

1d4 ⇒ 4
1d4 ⇒ 4
Dreng looks at his feet as he responds, "I've been told Torch's route should take you about 7 days if all goes well, pack accordingly. You'll be outside with no inns to comfort you"
As you are preparing to leave, Lady Gloriana starts to stand up, and reaches her arm out for assistance from Toshizo. As Toshizo assists the noblewoman pulls his hand away, he finds that the lady slipped a small piece of paper into his palm while he assisted her. I will assign the handout in roll20 once you've joined the campaign.
Before you can leave on your journey to Escadar, you must meet with Grandmaster Torch, the mysterious information broker, ex-Pathfinder, and leader of the Shadow Lodge faction of the Society, who operates out of a network of subterranean tunnels beneath the water-logged Absalom district of the Puddles. Finding the Siphons requires no special skill but does take the Pathfinders though the Puddles’ rough-and-tumble, flooded streets and into the sewers below.
A gruff half-orc guard grants you entry into Torch’s audience chamber in the Siphons, a large stone room that has been magically rid of all standing water or even airborne moisture. Torch, a dark-haired, burn-covered man in his late-middle years sits in a large bathtub, and two attendants continually pour cool water over his cursed, festering wounds. His half-orc bodyguards eye you warily as the Grandmaster rises to greet them and speaks.
“Well met, Pathfinders. I see you have survived as the Decemvirate’s pawns thus far, and for that I commend you. This next task they have for you is more dangerous than the venture-captain may have told you, so let me give you a word of warning. I have made it my life’s work to ensure Pathfinder agents are given all the tools they need to return home from their myriad adventures, and this map is the tool I give you. Follow the directions on my map as strictly as you can. Deviate from this path and you may encounter challenges far beyond your abilities. Many would paint me and those who believe like I do as betrayers of the Society, but it is the corps of the organization that I am completely loyal to. Each and every one of you.
“If you believe you have been mistreated by the Ten or their representatives, don’t hesitate to let me know upon your return from Escadar. My network of agents and spies if vast, and I am a powerful ally to have on your side.
”Now be off. You have a long journey ahead of you. And remember, don’t deviate from this map—it’s designed to get you there and back safely!”
He hands Toshizo a rolled up parchment. He explains the symbols and trail marker references on the map for you to follow, but has never taken the smuggler’s trail it depicts himself. This is currently the default map in Roll20 when you sign in. I'll be assigning it as a player handout once accounts are created.
You may now shop for whatever gear you think you'll need. Please detail your purchases in the Discussion thread.

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Already have a roll20 acct

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Gotcha. That means about 7 days we're on own for food, transportation, and other supplies, I reckon. So it looks like forest, mountain, . . . is that marsh? And then sea by boat from Pier's End. I don't think any arrangements were made for a boat, yes?
Azeban bows respectfully to Grandmaster Torch. "My thanks." When they are dismissed, he leaves, hopefully to meet up with one Nester Rees.

GM - Mark Garringer |

Grandmaster Torch, as if reading Azeban's mind says, "When you get to Pier's End, you'll have to hire a boat to take you across to Escandar. Normally we'd probably make that arrangement ahead of time, but with 6 or more days lead time...it's likely that Aspis could figure our your plans before you even arrive. Loose lips ..." Torch stops abruptly. "Well, you know the rest."

GM - Mark Garringer |

While you are making your preparations for the impending trip, a man of Garundi descent who walks with a cane approaches and introduces himself. "Good day Pathfinders, I am Nester Rees." he looks around the market, scanning the faces in the crowd. He slowly shuffles around looking over your purchases. "Nearly ready to set off then?"
After setting out leaving Absalom via the Wise Quarter, the Pathfinders head north towards the center of the Isle of Kortos. Rees struggles to keep up much of the time, leaning heavily on his cane as you press on.
The Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls, soon yields to open fields and fertile ground. Ahead, a vast forest covers the foothills of large range of snow-capped mountains. The well-trodden road soon ends at a tall wall of trees, signaling the end of civilization. Just ahead at the edge of the forest you see three centaurs! They've been watching your approach and gallop forward, one of the three in the lead and the other two flanking behind. They stop just ahead of the party and the lead centaur speaks "Well, well city-men. What brings you out from behind your walls?"

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Hail. We are but travellers with no interest in trespassing on your lands. Perhaps we can converse and discuss the trail ahead.
Diplomacy 1d20 + 9 ⇒ (13) + 9 = 22

GM - Mark Garringer |

As Toshizo talks with the lead centar, he introduces himself as Urdel Thunderhoof. "Recently, a mysterious predator has entered the nearby woods, threatening my tribe‘s food supply. We are three of its most skilled hunters, we plan to hunt and kill this beast. Dreknar here caught a glimpse of a large cat, yesterday, probably a panther. But it's no simple animal, it's a clever one! Two days ago, while tracking it…I sware I felt the cat on our trail. Trying to herd us into an ambush!" Sizing up your party Urdel takes a spear off his back handing it to Galia. "Should you come across the beast, put this to use sister." Dreknar tosses a small bag to Toshizo who catches it at the last second. "These berries will help to heal your wounds, should you need them." Urdel explains. "Good hunting to you, city-men!" The centaurs ride of to the east in search of their prey.
You gain a masterwork long spear and 8 fresh berries enchanted with the goodberry spell.
You travel along the smuggler's trail for several more hours though the forest, Rees struggles to keep up. Eventually the sound of running water echoes ahead, and several muted beams of light pierce the thick forest canopy. Soon the dense forest opens, revealing a river that blocks the way forward. A large felled tree trunk offers a way over the swift moving river. With the exception of the rushing sound of the water, an eerie silence pervades the area, as does the fresh smell of death. The half-eaten carcass of a large deer stains the forest’s foliage near a fast moving river.

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"Are you alright, Ress?" Azeban says, worried that the man would be unable to cross the river.
Perception: 1d20 ⇒ 5
So preoccupied is he that he doesn't notice much of the surroundings.

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Toshizo uses the spear as a balancing beam (hoping for a circumstance modifer) and attempts to cross the tree.
1d20 - 5 + 2 ⇒ (1) - 5 + 2 = -2
Well - can't compensate for a 1... :(

GM - Mark Garringer |

Nester Rees smiles warmly at Azeban, "Thank you, my boy, thank you. We'll get there eventually huh?"
The conversation is interrupted by a splash in the river as Toshizo manages to slip, loose his balance, and fall into the water! The water is not deep, only 5 feet but the current is fairly strong. Toshizo manages to plant his feet against the current however, and wade his way across the river to the far bank and climb out.
Hekra and Toshizo both get the distinct feeling that the party is being watched.
Hekra Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Hekra Sense Motive:1d20 + 1 ⇒ (10) + 1 = 11
Azeban Sense Motive:1d20 + 0 ⇒ (11) + 0 = 11
Toshizo Sense Motive:1d20 + 3 ⇒ (20) + 3 = 23
Galia Sense Motive:1d20 + 0 ⇒ (14) + 0 = 14
Toshinzo STR check: 1d20 + 2 ⇒ (16) + 2 = 18 > DC 13
Everyone else needs to try and cross the tree/bridge. It is an acrobatics check and you may take 10 if so inclined.

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Azeban will help Rees cross before doing so himself.
Acrobatics (Aid Another): 1d20 + 2 ⇒ (1) + 2 = 3
Err, apparently of no help though.
Acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3
That's auspicious. :D I'm just not good at it, okay???

GM - Mark Garringer |

Nester Rees actually seems to do fairly well in crossing the bride, but while trying to be helpful Azeban looses his balance and falls into the water with a splash! Azeban is swept up in the current but manages to swim out of it and to the far shore just before he would have been smashed into some rather jagged looking rocks!
Azeban STR check: 1d20 + 0 ⇒ (2) + 0 = 2 < DC 13
Azeban Swim check 1: 1d20 + 0 ⇒ (11) + 0 = 11 < DC 10
I thought I updated the roll20 map last night, but I guess I forgot. I didn't mention it in either case...but it's been updated now to reflect your current location and dilemmas. :)

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Ooh, pretty map.
Azeban sputters as he drags himself out of the river. The sorcerer soons tries to dry himself using his magic. Prestidigitation!
"Let's--let's just move on as soon as we can. I don't know how fresh that deer carcass is and I don't want to fight over whatever killed it."

GM - Mark Garringer |

Hekra T10 Acrobatics: 11
Galia T10 Acrobatics: 12
Hekra and Galia both take their time and cautiously cross the log 'bridge' over the river without managing to fall in. The Pathfinder spread out to search for whatever Hekra and Toshizo felt was watching them but could find nothing. Finally the continue onward till the day was done and they needed to make camp...

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I will take last watch... I pray at dawn.

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"Let's find a good campsite first," Azeban says. "Somewhere we won't be easily stumbled upon as we are on a mission of stealth."
Survival: 1d20 ⇒ 10
Can possibly take 20, but if anyone has a good bonus, they should do it.

GM - Mark Garringer |

The party settles into a nice campsite not too far off the Smuggler's Trail, with Hekra taking the first watch. After everyone settles and falls asleep, Hekra hears the sound of something moving toward the camp, trying to sneak up on the party. Hekra sees a black furred cat approaching.
Roll20 map updated
Hekra Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21
Azeban Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Galia Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Toshizo Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Creature skullface: Hekra Will save 1d20 + 3 ⇒ (7) + 3 = 10 vs. fear DC 12
Creature Demoralize: 1d20 + 5 ⇒ (20) + 5 = 25
Round 1:
Hekra Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Creature Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
The creature gets the drop on Hekra, and as it approaches, the skin on it's face quivers and pulls back revealing a boney, white skull as the beast shrieks at Hekra who becomes frightened for 1d4 ⇒ 3 rounds and shaken for 2 rounds!
The sound is enough to wake the rest of the party, but they will be unable to act in round 1. I'll roll them into initiative in round 2, also I assume Galia and Toshizo are unarmored.
Hekra is up but must flee away from the creature!

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Toshizo will take up the longspear given him by the Centaurs when he rises.

GM - Mark Garringer |

And I really updated the Roll20 map this time, I promise :P
Rolls:
Azeban Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Galia Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Toshizo Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Round 2:
Creature
Toshizo *prone*
Azeban *prone*
Hekra *frightened, shaken*
Galia *prone*
In the darkness the creature runs up on Galia and tries to tear the throat out of the sleeping barbarian!
Bite attack: 1d20 + 2 ⇒ (14) + 2 = 16
Bite damage: 1d6 ⇒ 3
All PCs may act (though Hekra is still running away)!

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Toshizo rises and takes up his spear.

GM - Mark Garringer |

As Galia stands the creatures tries to bite her again!
AoO bite: 1d20 + 2 ⇒ (14) + 2 = 16 *hit*
AoO damage: 1d6 ⇒ 4
The creature lands another bite on Galia as the groggy barbarian wraps her arms around the beast in a successful grapple!

GM - Mark Garringer |

Nester Rees seems to startle and flail about confusedly at Azeban's warning. He instinctively grabs for his cane, holding it tight trying to ascertain the situation.

GM - Mark Garringer |

The creature flails and claws in Galia's grapple, it manages to roll it's head around looking directly at Galia as the skin of it's face pulls back exposing the bone and musculature as it screeches again!
Galia Will save: 1d20 + 1 ⇒ (10) + 1 = 11 vs DC 12 *fail* frightened for 1d4 ⇒ 3 rounds.
Creature Demoralize: 1d20 + 5 ⇒ (1) + 5 = 6
Galia will release the grapple on her action and run away frightened.
Round 3:
Creature
Toshizo
Azeban
Hekra *frightened, shaken*
Galia *frightened*
All PCs may act (though Hekra and Galia are running away)!

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I'm not sure when grapple is released, but Azeban will act like he's assuming Galia is still pinning it, even if she releases it by the time he closes in.
"Stay back," he warns, moving in on the creature to stab it while Galia pins it down.
Dagger: 1d20 ⇒ 20
Damage: 1d4 ⇒ 2
Critical Confirmation: 1d20 ⇒ 15
Critical Damage: 1d4 ⇒ 3

GM - Mark Garringer |

Azeban - that's totally reasonable, strictly following the init order you are fine. For pbp it's better to make it a bit more fluid for posting purposes so either way I'm fine with it :)
Azeban moves over and stabs his dagger deeply into the grappled creature, eliciting a howl of pain!

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The Tien priest uses his long spear to stab the creature.
1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
1d8 + 3 ⇒ (1) + 3 = 4

GM - Mark Garringer |

Hekra continues to flee, and Galia changes after him frightened by the cat-like creature.
As the skin returns over the skull of the creature, it turns on Azeban clawing and biting at the sorcerer but failing to connect!
Attack bite: 1d20 + 2 ⇒ (7) + 2 = 9 *miss*
Attack claw: 1d20 + 2 ⇒ (4) + 2 = 6 *miss*
Attack claw: 1d20 + 2 ⇒ (3) + 2 = 5 *miss*
Round 4:
Creature
Toshizo
Azeban
Hekra
Galia *frightened*
All PCs may act (though Galia is running away)!

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Toshizo stabs again with the longspear from the Centaurs.
1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
1d8 + 3 ⇒ (8) + 3 = 11
I just can't catch a break in ANY of my PbPs

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Bless the dice gods, I am NOT made for melee. Someone take over for me!
Azeban becomes more cautious when Galia runs off, going on the defensive.
Fighting Defensively, -4 attack rolls, +2 AC (15/14/13) until next turn
Dagger: 1d20 - 4 ⇒ (3) - 4 = -1
Damage: 1d4 ⇒ 2

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Just as well that Galia is frightened, although where will she go, I wonder?
Galia, her emotions no longer in check, begins to back away from the horrible creature.

GM - Mark Garringer |

[GM Hekra] Double moves back toward the fight.
The creature again attacks Azeban for all it's got but again fails to connect!
Attack bite: 1d20 + 2 ⇒ (9) + 2 = 11
Attack claw: 1d20 + 2 ⇒ (3) + 2 = 5
Attack claw: 1d20 + 2 ⇒ (11) + 2 = 13
Round 5:
Creature
Toshizo
Azeban
Hekra
Galia
All PCs may act!

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Praise the dice gods!
Azeban goes in for another defensive lunge, before stepping back a bit more to the left.
5-foot-step to the left, closer to the others. Fighting defensively! AC (15/14/13)
Dagger: 1d20 - 4 ⇒ (11) - 4 = 7
Damage: 1d4 ⇒ 2

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Toshizo stabs again.
Attack 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage 1d8 + 3 ⇒ (4) + 3 = 7