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An ulfen woman in sturdy leathers moves into the room, dressed in taldan fashion. A long spear is in a backsheath and a strange sword on her side. Introducing herself as Geirahöð Bjornsdottir she smiles quickly to the others before finding a seat. Taking out a sturdy notebook Geirahöð prepares to take notes of the briefing.

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A young man in chainmail enters the room. He bears the definite markings of a Sarenite priest. He carries a high quality scimitar, adorned in Sarenrae's colours and markings. He takes a seat after nodding a greeting to everyone present.
Good day, I am Goran, pleased to meet you. I do hope there are more of us going on this mission...2 of us will likely not suffice.... he says in a light hearted attempt at humour.

GM Alias |

Venture-Captain Roderus sits at his desk in the lodge beneath the popular Winding Road Inn in Katapesh. Maps cover every wall of his workspace, and precarious stacks of journals and papers nearly reach to the ceiling. The venture-captain glances up from his work. “Welcome, Pathfinders. I hope your journey here was not too arduous. I have a fascinating assignment for you.” He plucks a single sheet of paper from the middle of a pile on his desk. “This is a letter from the Osiriani investigator Amenira, who works with the Temple of the All-Seeing Eye. Mercy, the town she mentions in her reports, wasn’t even on our map until now. It’s a small settlement out in the Mana Wastes. Magic is unpredictable out in the Wastes, and it sometimes coalesces into deadly storms. People in Alkenstar reported seeing one of these magical disturbances heading in the direction of Mercy, but the town weathered the fearsome storm without so much as a scratch.”
The letter is on slide 1 on the link above. There is a picture of VC Roderus on slide 6.
The venture-captain clears his throat. “One of my contacts at the temple received this missive from her four months ago, and he hasn’t heard anything from her since. I’m sending you to Mercy to figure out why. If she’s still there, ask her why she hasn’t contacted anyone in months and help her finish her investigation; if she isn’t, find out what happened to her. While you are there, see how much of the mystery of Mercy you can unravel. Several of the clergy within the temple are intensely curious about why the mana storm didn’t level the town, and so am I. I will gladly provide you with additional pay for the information that you retrieve. I’ve booked a ship to the city of Alkenstar, which is a few days’ journey from Mercy itself. The ship departs in three hours. If you have any questions, ask them now. You’ll have time to purchase supplies when you arrive.”

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Professor Yamino introduces himself on the way to meet VC Roderus. He is a tall skinny bald human with a scimitar on his back.
"Hello. My name is Professor Frank Yamino, but most people call me Professor Yamino or Yamino. I am a librarian and spend most of my time reading books. I also give tours of the museum attached to the library. Which is what inspired me to join the Pathfinder Society. I want to make discoveries and have my own tales to tell."
Once VC Roderus begins speaking he listens intently.
Bardic Knowledge: 1d20 + 5 ⇒ (19) + 5 = 24

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A tall Ifrit, previously unnoticed announces himself. "Allafaz knows little of these matters specifically, but the prospect of magic acting oddly concerns Allafaz. Allafaz would please to accompany you on this task, if he is welcome."
I'll get my headers set, and can anyone suggest a better avatar? This tiefling is the only decent red thing I could find.

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There are a few options. Check under outsiders : Sunlord Thalachos

GM Alias |

The ship travels down the coast of the Obari Ocean, tacks northwest up the Elemion River, then sails south down the Ustradi River, finally stopping at the city of Alkenstar. It docks slightly short of a five-hundred-foot-tall waterfall in the middle of the city, where southbound ships painstakingly ride a winding elevator to the river above. Nearby, carriages wait to lead passengers into the smog-covered city.
The city of Alkenstar boasts a population of over 50,000 people, mostly humans, with a sizable number of dwarves and halflings as well. The unreliable nature of magic in the Mana Wastes has made the city a center of technological advancement. Alkenstar’s most famous inventions are firearms, and while strict laws regulate their possession to members of the nobility, unscrupulous dealers make a tidy profit selling these weapons on the black market. Magic functions normally in the portion of the city to the east of Ustradi River, and does not function at all in the western portion of the city.
Feel free to retcon any questions for VC Roderus. Also, if you want to make any purchases, now is the time to do it while you are in Alkenstar. Once you leave the city, shopping opportunities become scarce.

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Looking around in wonder to this advanced city the ranger smiles and aaahs and oohs. In the end she won´t be able to buy anything.

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"Why? Is magic the reason for living? Well my father used to say the key to living is loads of coupling! Nearly everyone lives without magic!"

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"Or the war between 2 archmages. Heard that at the remple as kid!"

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Knowledge Local/History: 1d20 + 9 ⇒ (11) + 9 = 20
Yamino racks his brain for any information he might have come across as to the cause of the strange behavior of magic here. He stands there with a puzzled look on his face as his mind wanders to the books he's read.

GM Alias |

Geb and Nex were two of the greatest mages in Golarion’s history. In the Age of Destiny, they founded neighboring nations, which they named after themselves. Eventually, their territorial ambitions led to a bitter war that raged for over a thousand years. They drew upon the most powerful of spells to unleash devastation upon each other, inflicting an untold numbers of casualties and ruining the land itself in the border between their nations. This area became known as the Mana Wastes.
The Mana Wastes are a dangerous place, particularly the farther you stray from pockets of civilization. The war between Geb and Nex millennia ago devastated the land, physically and metaphysically, and the scars linger to this day. Expect areas where magic doesn’t work or becomes unpredictable. Clouds of poison and storms of terrible power erupt spontaneously. There are mutated creatures, undead horror, and monstrous scavengers, among other things. Use your best judgment, be ready for danger, and don’t go wandering off into the Wastes more than absolutely necessary.
Anything else the group wants to do while they are still in Alkenstar? If not, I'll move us out into the Wastes.

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"I'm looking forward to the discoveries that wait for us in the town."
I don't know if we need to buy food/supplies for the trip. If not then I'm all set.

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"Fortunately,there is nothing that makes a sword to fail to function reliably" says Espada while tapping the hilt of her's with her hand.
"I'm ready to go. The sooner we depart the sooner we'll arrive"

GM Alias |

The dirt road toward Mercy winds through rocky, tree-lined hills. Sporadic clearings occur where large sections of trees have been destroyed or damaged. Some are only missing a few branches, while others have been split almost in half vertically or chopped down to a short stump. The exposed wood is black and perfectly smooth. One such clearing reveals the opening of a narrow cave in the hillside. The trail splits, leading both into the cave and off to the north.
Longbow@Geirahod, AC16: 1d20 + 1 ⇒ (9) + 1 = 10
Suddenly, an arrow shoots out from behind a large bolder in the path, embedding itself at Geirahod's feet. A mutated, misshapen gnoll stands next to the rock with a bow in hand. A hyena prances around its feet, eager to enter the fight.
Initiative
Geirhahod: 1d20 + 1 ⇒ (19) + 1 = 20
Espada: 1d20 + 2 ⇒ (18) + 2 = 20
Allafaz: 1d20 + 2 ⇒ (17) + 2 = 19
Yamino: 1d20 - 2 ⇒ (15) - 2 = 13
Goran: 1d20 + 1 ⇒ (15) + 1 = 16
Gnoll: 1d20 ⇒ 17
Round 1
1st:Geirahod, Espada, Allafaz
2nd: Gnoll
3rd: Goran, Yamino
Geirahod, Espada, and Allafaz are up! You don't have to post in order. Just post when I say you are up, and I will re-arrange with a summary post later. If your action is contingent on someone else later in initiative order, you can indicate that with an if-->then type statement. I will adjust targets as necessary.
We are on the map on slide 3. There is a ridge in front of you, so you will either need to climb it, or follow the path around to reach the gnoll.
Also, there is an invisible magical fog permeating this area. All spells are treated as if their caster level is 1 higher. Plant related spells get an extra bonus.

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Bardic Knowledge: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

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The ranger moves quickly forward.

GM Alias |

The party starts advancing up the trail, trying to close the gap between themselves and the gnoll.
Longbow@Goran, AC19: 1d20 + 1 ⇒ (9) + 1 = 10
The gnoll fires an arrow off at Goran. Its aim is off and the arrow skitters off into the rocks.
Round 1/2
1st: Geirahod, Espada, Allafaz
2nd: Gnoll
3rd: Goran, Yamino
Party is up!

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Yamino spends his whole turn to move forward with the others and tries to use the ridge as cover.

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Moving double forward the ranger prepares to brace her spear in case she is charged.

GM Alias |

Geirahod moves up, leading the charge against the gnoll.
The gnoll fires off another arrow. This time he manages to hit Geirahod, embedding an arrow in her thigh.
Longbow@Geirahod, AC17: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Round 2/3
1st: Geirahod, Espada, Allafaz
2nd: Gnoll
3rd: Goran, Yamino
Party is up!

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Charging forward Geirahöð Bjornsdottir rams her Doku into the gnoll with a mighty swing.
Attack: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 6 ⇒ (4) + 6 = 10