
GM Nowruz |

You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of utmost importance.
Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.
You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.
Drandle Dreng is the venture-captain of the Pathfinder Society who handles Pathfinder assignments concerning Absalom's history and mysteries. He has a remarkable memory: he recalls hidden truths about the city's most important people that even they have forgotten. These secrets are not just gathered from Pathfinder agents: he gathers information personally.

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Knowledge Local: 1d20 + 5 ⇒ (8) + 5 = 13
A lithe young woman seems to have arrived first and is practicing some sort of choreographed routine with a fancy rapier. She wears a rakish hat with a long colorful feather attached, topping off a stylish outfit in the style of a young noble with no inheritance or perhaps a popular bard trying to make a name for herself.
As the next agent arrives, she sheathes her weapon and introduces herself as "Jinhong Yeou, the Crimson Fox". The astute listener may notice that she speaks Common with a slight Tian Xian accent. She casually mentions that she has met the Venture-Captain before and provides some interesting background on him.
Go ahead and read the spoiler.
Bluff: 1d20 + 7 ⇒ (10) + 7 = 17
The young woman in the fancy clothes has a definite sense of the wild about her, almost as if she were related to a woodland creature. Something wild and wily, and slightly mischievous...

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A rather delicate woman with pale skin and greyish-blue hair wearing non-descript clothing comes in and sits quietly on one of the benches along the side of the meeting room. Although pointedly sitting by herself she pays close attention to the others as they arrive. Her hair seems to be swirling gently in the wind although there is not a noticeable breeze anywhere in the room.
When asked, she introduces herself by her nickname "Willow", but will soon return to absentmindedly playing with her whip if not being actively included in conversation.

GM Nowruz |

Suddenly a little female gnome with pink hair opens the door to your meeting room and asks “Are you the team waiting for Drandle? He won’t be able to meet you here but left an address for you to meet him. Here you go!“
She hands one of you a piece of paper with the address and runs out as fast as she had arrived.

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Well, I guess our venue has changed. But we should wait for the others to arrive so they're not left behind.

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We are quite early so I was already expecting a wait. I'm as good waiting here as anywhere.

Darnellius |

An elf silently enters the room. He nods his head in acknowledgement to the others. He drops his pack in the corner and comes over to the others.
Good day...I am Darnellius, Sorry for being a bit tardy...my transportation was a bit delayed. i am delighted to meet you.
know local: 1d20 + 6 ⇒ (19) + 6 = 25
hey...grimdog73's toon here...good to go...just buying a wand of clw...this is second scenario for this toon...figured we would need a rogue...

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Jinny doffs her hat and bows low in greeting. Her feather sweeps the floor just slightly.
Good day to you, and I assure you, you are right on time.
She introduces herself and Willow.

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A man with serpentine features enters the room with the others and eyes each one for a bit too long then introduces himself. "Hello all! My name is Tata Sisbil. Seems we've quite the bunch here. Is this all of us then?"

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Knowledge(local): 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
"I believe I may be the last," says a sylph man approaching the group, dressed in light armor. He wears a sash across his chest, fill of pouches that contain an assortment of vials. He sips from a metal hip flash, which he puts into one of the pouches. "Name's Akaash. You're the Pathfinder group, eh?" His eyes brighten when settling upon another sylph and he nods slightly in her direction. "May the wind be with your steps."

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And may you find the ground at your feet be where you need more than where you want.
Jinny responds automatically with a common Tian Xia peasant blessing.

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Willow carefully studies Tata and Darnelius, giving each a nod, and then glances at Akaash. "And may it be with you as well. Most people call me 'Willow' but you can refer to me as Saye if you choose. This will be an interesting group"

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I knew you were gonna say that.
Jinny smirks at her own joke.

GM Nowruz |

You decide to go to the address and any Pathfinders that are late will receive the address from the lovely young gnome.
Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?”
Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.”
As if anticipating agreement, the bedraggled Venture-Captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”
Some characters may have greater knowledge of the Pathfinder Society’s history and its association with the Wounded Wisp.
You can use knowledge (history) to see what your character knows about the Wounded Wisp bar and its history. Open all Spoilers up to the DC you met with your roll. Any Pathfinder can attempt this check untrained.
The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.
Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment.
Selmius Foster was one of the founding members of the Pathfinder Society, known to have frequented the Wisp often and occasionally taken up residence in a spare room between his travels. His celebrated exploits first appeared in Volume 1 of the Pathfinder Chronicles.
Following the death of Selmius Foster on the island of Bhopan, his assistant Adolphus made several donations to maintain one of his mentor’s favorite sites. The exact arrangement between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.
“Do you have any questions?“

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Tata flips the Venture Captain a gold coin after he reveals himself. "Here you go fine sir. You may need it for a warm drink after this wretched weather."
Tata himself looks miserable in this rain, preferring the warmth of the sun greatly to the cold wetness. He checks the map for the location of the Wisp and hands it over to the rest of the group. "Heryn Gale then. We'll get the package back to you."
Knowledge History: 1d20 + 1 ⇒ (15) + 1 = 16

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Jinny chuckles quietly.
A fine disguise, sir. We shall retrieve your package.
Knowledge History, Untrained: 1d20 + 1 ⇒ (5) + 1 = 6
Jinny knows much of local customs, but nothing of the Wounded Wisp in particular.

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Knowledge History, Untrained: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 +1 to knowledge checks in Absalom, not that it mattered here.
Ah the Whisp. I know it well. Perhaps we will even see Selmius Foster there. He was one of the founding members of the Pathfinder Society and rumor has it that he still hangs out at the Whisp from time to time.

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Knowledge(history): 1d20 + 7 ⇒ (12) + 7 = 19
Akaash nods. "An easy enough task, it seems. What is the parcel we're going to get? Any special precautions needed in transporting it?"

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I favor a nice strong Port, myself, but I understand the draw of a glass of fine wine.
Ready to move on.

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Willow stands quietly and watches the group interact with Drandle.
Also ready to go

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Akaash says, "Do you need us to bring you a glass, as well, or will the bottle alone suffice?" The question is clearly rhetorical, as it is asked in a tone of amusement and he is already turning to go.
Ready to go as well.

GM Nowruz |

LOCATION
The Wounded Wisp is located in the Foreign Quarter district of Absalom, close to the grounds of the Grand Lodge. Dreng’s hastily sketched map provides basic directions. You have no difficulty finding the establishment with the map Dreng provided. Almost every initiate or member has heard of or seen the building at some point.
* * * * *
DESCRIPTION
Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest.
The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”— that hangs there during the evening hours.
Description of the Wounded Wisp based on what you can already see (see map in handouts.)
A1. Entry Hall: This long wooden hallway is the entrance to the Wounded Wisp, heading north into the building itself. The walls are covered in numerous decorations and trophies left by successful Pathfinders who’ve donated minor paraphernalia to the bar.
A2. Coat Check: This large closet contains various coat racks and shelves for patrons to place any equipment they don’t want to lug with them. Typically a teenager works here and manages any garments the patrons wish to stow.
A3. Main Hall: Tables fill the main floor of the Wounded Wisp where patrons sit with colleagues and share stories over drinks. Three sets of stairs lead up to a raised dining area (area A5).
A4. Bar: Staffed by at least one employee of the Wounded Wisp, the bar holds a variety of different beers, while hard liquors are kept in a glass case on the wall behind the bar.
A5. Dining Area: Four feet above the main floor of the Wounded Wisp, this section is sectioned off by elegant metal railings. On this level, patrons can enjoy a more private meal without the noise of the area below.

GM Nowruz |

YOU STEP INSIDE
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
As you arrive, a handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.
++++++++++++++++++++++++++++++++++++++++
You all notice that the current talk of the bar is that Sir Reinhart of Kenabres, a Mendevian crusader who recently arrived from the north, plans on attempting the Test of the Starstone, the legendary trial by which one might ascend to godhood.

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Pish! The only way to take The Test is drunk, and on a dare. Anything less is painfully pedestrian, don't you agree?
Diplomacy, Gather Information: 1d20 + 7 ⇒ (11) + 7 = 18

Darnellius |

[b]Well good for him. I hope he makes it, the foolish bugger. I woukd need to be drunk to even think out that. Now, let's get this bottle and get some work done.[b]Darnellius says as he almost floats between the other patrons. He heads to the bar and motions to the barkeep.

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"Evidence would suggest that, pedestrian or not, other methods can be successful." Akaash smiles at Jinhong.

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Always intrigued by how people interact with each other, Willow lets Darnellius deal with the barkeep and starts quietly moving around the room, eavesdropping on the people at the bar, looking for interesting characters to study.
Perception to listen to conversations: 1d20 ⇒ 13

GM Nowruz |

Always intrigued by how people interact with each other, Willow lets Darnellius deal with the barkeep and starts quietly moving around the room, eavesdropping on the people at the bar, looking for interesting characters to study.
Standing here in the Wounded Wisp you see a lot Wayfinders in the open and realize that this tavern is still very much frequented by Pathfinders
You look around and some of you see the faces of people that you have once or twice seen in the Grand Lodge.
Roll knowledge Local OR Diplomacy (Information Gathering) four times and as Pathfinders you may make this roll untrained to achieve the DCs above 10:
On the other side of the bar sits the military historian Yargos Gill, one of the few patrons who bear no direct affiliation with the Society. Despite this, Gill has often found himself wrapped up in the Society’s affairs and he has come to accept the Pathfinders as allies. The older man is sipping from an oversized flagon of ale while reading through a large and ominous-looking tome.
Next to the bar sits Janira Gavix. Having completed her ow n Confirmation several months ago, the female halfling bard enjoys taking breaks at the Wounded Wisp. You have heard that Janira has an extraordinary memory, and that she spends much time here learning about the exploits of other adventurers and relating her own tales with oratorical flourishes.
Looking at her table you have the impression that Janira already has a group of newly confirmed Pathfinders listening to her tales of Society founder Durvin Gest and the fabled Lens of Galundari.

GM Nowruz |

Well good for him. I hope he makes it, the foolish bugger. I woukd need to be drunk to even think out that. Now, let's get this bottle and get some work done. Darnellius says as he almost floats between the other patrons. He heads to the bar and motions to the barkeep.
You and all who are interested walk to the bar.
For those of you who know her, Heryn Gale works the bar of the Wounded Wisp tonight, catering directly to those sitting on stools while simultaneously preparing drinks for those at tables and coordinating the wait staff.
Heryn looks at you and smiles.
"Oh hello gentlemen, I am Heryn." she says laughing. Then she takes your orders and serves you everything you need.
"So what brings you to this establishment?"

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Kn(local) 1: 1d20 + 3 ⇒ (6) + 3 = 9
Kn(local) 2: 1d20 + 3 ⇒ (12) + 3 = 15
Kn(local) 3: 1d20 + 3 ⇒ (15) + 3 = 18
Kn(local) 4: 1d20 + 3 ⇒ (7) + 3 = 10
For a habitual eavesdropper and people watcher, Willow isn't very good at knowing things today lol
After checking out the room, Willow wanders over to the group at the bar, nodding at Heryn.

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Tata follows the others to the bar, listening as Uri passes along the information. "Right then." With a knowing smile, he pulls his hood over his head and looks at Heryn with interest, curious to see what the others will say.

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Although she stays with the group, Willow hears Uri's information and starts watching Janira, fascinated with her ability to tell stories.
I don't understand how some can be so comfortable interacting like that. I couldn't even talk to a group that large let alone with so much skill.
She will let Darnellius deal with Heryn, trying to pay attention to the party while still listening to Janira.

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Uri Caine wrote:Where does the 41 mod come from?[dice=Kn. Local]1d20+4=1
[dice=Kn. Local]1d20+4=1
[dice=Kn. Local]1d20+4=1
[dice=Kn. Local]1d20+4=1
Uri recognizes several people and takes the time to point them out to all.
Everyone please read the spoilers
Should have been 4+1. Sorry - posting from my phone, which I hate. I could have just left it at 4 as that make the check but Uri gets +1 in Absalom that I initially forgot.

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I hereby retract the attention I'm paying to Janira, as it looks like we only learned about Yargos from Uri. If someone else knows Janira and points her out I'll leave my actions the same, otherwise I'm just with the group at the bar instead.

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Knowledge(local): 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge(local): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge(local): 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge(local): 1d20 + 7 ⇒ (7) + 7 = 14
Akaash takes a meandering path along with the others that leads him past the Keleshite's table. As he passes, he nods his head toward the man and says, "Blessed dawn to you. Reading anything good?"

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Jinny sits confidently at a table with a prosperous merchant.
Aram bin Kaleel, I presume? Your reputation precedes you, sir. May I buy you a drink?
Read the first spoiler.

GM Nowruz |

Jinny sits confidently at a table with a prosperous merchant.
Aram bin Kaleel, I presume? Your reputation precedes you, sir. May I buy you a drink?
Akaash takes a meandering path along with the others that leads him past the Keleshite's table. As he passes, he nods his head toward the man and says, "Blessed dawn to you. Reading anything good?"
The Kelishite man looks at Jinhong and Akaash and answers "Oh young men of course you may join me. Please sit down and let us have tea first."
He politely starts pouring you a cup of tea and sets his book aside.
"You are correct, my name is Aram bin Kaleel. You being in this tavern most certainly means that you are Pathfinders. But I have not seen you here before. Oh and yes ... advice and such is what I can share."
Aram bin Kaleel starts a deeper discussion with Bob and whoever wants to join in. He opens his cloak and you see a holy symbol of Sarenrae.
"I like how you Pathfinders stand together when they are pushed. We all here share similar roots ... and are so different ... I see a little of myself in your current situation as new Pathfinders." he says smiling.
During the discussion you feel that Aram bin Kaleel wants to give advice to younger Pathfinders but never steps in directly on their behalf. If you want to know something you could surely ask.
"One warning for you. I espouse a belief in a balanced approach when acting on behalf of the Society — particularly when it comes to Pathfinders with little knowledge and an overabundance of brawn."
Aram continues “A Pathfinder should stand on his own two feet, but be able to lean on a fellow agent when needed. That is a common mantra espoused by Keleshite and also my philosophy ... but tell me more of yourself Bob - what are your goals in the society?"

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Sense Motive DC15: 1d20 + 0 ⇒ (4) + 0 = 4
My grandmother always told me, "A little knowledge is a dangerous thing". Do you think that's true?
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23