GM Beman |
The Venture Captain for the Pathfinder Society Grand Lodge, Ambrus Valsin stride in the door. He is a no nonsense, tough son of a ... gun, and he says, "Gather Round here. I am only going to say this once." Ambrus Valsin steps into the floorspace in front of you all, as you all assemble.
“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.
“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. 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.
"This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies. "
“Your first mission, to test your mettle and loyalties, sends you to meet a few people 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. I’ve prepared a list of things I or they want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”
He hands you a list of assignments before asking "Any questions?" The impatient look on his face leads you to believe that the correct answer is no.
- A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
- Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
- Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
- Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.
Lady Drusilla D'Alazario |
An elderly lady picks up the list and starts reading it very slowly. Squinting her eyes, she continues to read. Taking her time, she finally folds back the paper and passes it to next Pathfinder.
Looking back at Captain Valsin, a disapproving look appears on her wrinkled face. "And why so impatient, young man? We'll have your silly list handled in no time", she says with a cold voice.
GM Beman |
"I'm a busy man, madam. You are my 5th of ten scheduled meetings this hour. And that doesn't include those who want to 'beg a moment of my time' while I walk to and from each meeting. So if I'm curt, its because time is of the essence." With that he turns to Caith. "Each of these individuals is expecting to meet with a team of agents at some point today; although they're not expecting you specifically. Introductions will be in order when you arrive."
The Longstreet Kid |
Nothing from me sir, says a youth barely more than a boy by the looks of him, happy for his chance.
He turns to the others.
I know the streets of Absolom well and can get us around easily enough. I'm 'The Longstreet Kid' but you can call me 'The Kid' or 'Kid'.
Thorleif Storvin |
"Nothing from me either, sir." says a quiet youn man in plain traveler's clothes and hide armor. As he moves to pick up the backpack and longbow he had propped against his chair, he turns to the youth at his side and says with a smile "Very well then "Kid", lead the way, and may Ol' Deadeye bless us with safe travels on this day."
The Longstreet Kid |
Well... I'm familiar with the poor districts where any orphanage would likely be, though I've not heard of our contact Ollysta Zadrian before. I think I can find her in short order. I know the Ascendant area as well.
Thorleif Storvin |
"So where shall we start first," asks Thorleif ask he looks over the list. "I'm not opposed to just completing the tasks in the order that they appear on the list, though if there's one job that someone would like to knock off the list first, I'm up for that as well."
Lady Drusilla D'Alazario |
"We bid you you farewell then, Mister Valsin. Have a nice day." Lady Drusilla says to the Venture Captain, and the worst edge seems to have disappeared from her voice.
Then she turns towards the other. "Well now, you seem like a eager lot. Let us go find this Karel fellow, who ever he might be."
She pauses for a while to look at her new companions, an then continues: "I am Drusilla D'Alazario. However, you can call me Lady Drusilla."
GM Beman |
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, shouts from behind the cluttered counter:
“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 in and let me tell you what I 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. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps 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. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway."
“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”
Lady Drusilla D'Alazario |
"Dear, I am very sorry to hear you've lost your parcel. People these days so unreliable." Lady Drusilla greets Karila, bowing slightly.
"However, if the trouble is with the law, should it not be the guards who can reclaim your property? Rummaging through other people's property... I hope you are not asking as to do anything... illegal?", her mouth tightens and eyes narrow as she says the last word.
GM Beman |
"Here...let me give you directions." Map is updated...click on "First Steps Part 1" under my name.
The Pier
Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.
The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope. The warehouse’s heavy wooden front door is locked and the loading door seems to be barred from the inside.
A hidden key sits sandwiched between two rickety slats on the building near the door frame.
Lady Drusilla D'Alazario |
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
"Breaking into someone's house. Oh, my... Very well, please go a-head, young master dwarf"
Caith Skullcrusher |
Caith places his hands to either side of the door and heaves his head back before smashing his heavy helmet against the place of the door that looks the weakest (I guess the lock)
Strength check to try to bash open the door: 1d20 + 4 ⇒ (19) + 4 = 23
GM Beman |
Caith's headbutt is a "smashing success!"
Darkness fills the warehouse, 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.
Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle. This is the parcel you are looking for. Handholds cut into the stout wooden crate ring the rim. Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the crates stacked along the north and south walls contain simple sundries including, but not limited to 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.
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. You think that you can use ropes and nets from the warehouse’s crates to rig the crane and snatch up the crate, but someone must venture out onto the teetering beams to tie the knots and secure the crate to the harness.
The edges of the hole are dangerous and anyone stepping into one of the squares could risk collapsing the floor further—and spilling the crate into the water and rendering its contents invaluable.
Thorleif Storvin |
Thorleif will step into the warehouse, giving Caith a pat on the back as he walks by.
"Excellent work, my friend," he says with a laugh. "That's really using your head."
Looking over the resources available to them, Thorleif turns to the group and says "It appears that the crane and netting should be enought to secure the box, but perhaps one of us should take the rowboat outside and position themselves under the hole. That way, if the worst-case scenario were to occur, we won't lose the crate to the ocean."
Lady Drusilla D'Alazario |
"Excellent thinking, Mister Storvin. It is so delightful when the young boys these days actually use their heads. Even if Mister Skullcrusher has a very peculiar way of using it, but at least it was very... creative, I have to admit."
Drusilla looks around her, and looks disgusted. "Whoever owns this property, has obviously not been very keen on keeping it clean. Good heavens this mess! And let me guess, our price is over there in the middle of the very dangerous-looking hole."
"Mmm, if you do bring the boat under the crate, why don't we just drop crate to the boat, rather than trying to lift it at all. You look like strong boys and I'm sure you have some sharp weapons to cut the little remains of the floor."
Thorleif Storvin |
"I'm inclined to agree with the kid, m'lady. We don't know if the boat will support the crate, but we do know that the crane will. It's just a precaution to avoid to hopefully avoid a worst-case scenario."
Caith Skullcrusher |
"K, so one of us goes in the boat. I ain't so good with water..or boats. So I'd be hoping one of you would be wanting to be doin' that. I'll try to work the crane"
Caith will wait until someone manages to row the boat under the hole and it's in position before moving towards the crane and trying to work it so as to get the package somewhere inside the warehouse where there isn't a gaping hole underneath it
GM Beman |
As the group contemplates their next move three hungry dire rats are awakened from their slumber by the commotion and gnash their teeth at the site of the party. Clearly hungry they hope to make many a meal from you for weeks to come. Gross.
Round 1
Thorlief
Caith
Drusilla
Rat with cheese
The Kid
Rat with briefcase
Plain Old Rat
Thorlief: 1d20 + 3 ⇒ (17) + 3 = 20
Caith: 1d20 ⇒ 16
The Kid: 1d20 + 1 ⇒ (10) + 1 = 11
Drusilla: 1d20 + 4 ⇒ (12) + 4 = 16
Rat with cheese: 1d20 + 3 ⇒ (13) + 3 = 16
Rat with briefcase: 1d20 + 3 ⇒ (5) + 3 = 8
Plain Old Rat: 1d20 + 3 ⇒ (4) + 3 = 7
Thorleif Storvin |
Thorleif will take a step back and fire his bow at one of the rats (the one with the cheese).
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Since he hasn't moved yet, I think that means he's flat-footed, which hopefully means I hit!
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Caith Skullcrusher |
"Rats!
Caith takes a few steps forward and tries to stomp on one of the rats.
(ooc, not actually going to stomp..but it sounded cool. Using my spiked armor)
Attack vs rat with the briefcase: 1d20 + 5 ⇒ (14) + 5 = 19
if hit
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Lady Drusilla D'Alazario |
"Oh, how disgusting! Gentlemen, I trust you shall handle the situation. The ones with armored boots to the front, so they don't get to bite you. Stomp them to death! Hurry up, now!" Lady Drusilla commands, pointing at the rats.
Advice; Inspire courage: everybody gets +1 to attack and damage