
GM West |

On the eastern continent of Tian Xia, the Pathfinder Society remains a small player in the greater political landscape, but Amara Li, head of the Lantern Lodge in the teeming city of Goka, has plans to change that. In order to secure the Pathfinder Society's place as an influential organization on the far side of the world from the Grand Lodge in Absalom, she must orchestrate an alliance with the mysterious Way of the Kirin. But the longtime rival of the Pathfinder Society, the Aspis Consortium, has plans to form an alliance of its own, and if the consortium succeeds, the Pathfinder Society's hopes of cementing their place in the Dragon Empires could be dashed forever.

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A young man dressed in black and blue monks robes enters into the room. He has a pair of tonfa at his sides. He sees the young Tian woman and bows to her and gives her a charming smile.

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A little gnome with a youthful face and starkly white hair enters the room. Though he seems to be wearing normal clothing it somehow gives off the soft glow of gold. Not knowing the local customs, he (hopefully) politely nods to the young man in monk's robes and the young Tian woman.
Greetings, I hope I'm not interrupting anything. I am Arin of Liberty's Edge. Am I in the correct place? A proper pathfinder lodge? You notice he keeps a consistently stoic expression, devoid of any emotion while he says this with a perfectly friendly and warm voice.
A new mission, a new group of team members. A new group to acclimate to my... curse and my tendencies. On the other hand, one more opportunity to query the gods and determine their purpose for me...it always seems to remain at a comfortable distance though. Sigh.

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Well met, Gray Son. I take it we are still waiting on otherwa?

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Another lean young man walks in, this one with a really nice looking longbow. The rest of his accoutrements seem... so shabby by comparison.
"Howdy, y'all. Name's Red. Nice to meet ya," he says, his hand extended in a friendly greeting. He nods to the guys, but bows to the lady.
btw, this may get confusing with us having the same picture :)

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Red, you appear to look much like I do, but I think I am the better looking one he says with a smile.
I do not think the avatar function is working

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An long-limbed elf arrives. Wearing a green trousers and leather boots. His brown hair is around his face pierced by his green eyes. A beautiful bow come up his back. On his belt can you see a special quiver.
Good morning. My name's Styfis.

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Red laughs at Gray Son's comment. "That's a low bar, friend," he says with a smile.
When the elf steps up, he gives him a nod and an appreciative whistle. "Now, THAT, is a nice bow."

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Arin quietly watches the elf enter and wonders what everyone is so interested in.
Greetings, elf-friend
He turns to Red.
What is it that makes a bow nice?

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A young half elf enters the room. He is bald with a scar along his right cheek. He has hazel eyes and is dressed in pants and long green robe. He has a variety of pouches hanging from him. His mace hangs at his side. He walks over to the elf and the gnome.
Greetings, friends
He bows low and smiles to the group.

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A strong looking woman with thick brown hair held back by an ancient, red bead headband strides up into the room. She has a fierce smile upon her face and is dressed in a fine chain shirt and a lush, white fur cloak. Around her waist is an elaborate leather belt, tooled in the Ulfen style to display stylized linnorms. A well-made longsword is sheathed at her side, alongside a wand, while her belt pouches clink with the sounds of vials and potions contained within. Her backpack looks quite full.
She offers everyone a smile and an outstretched hand.
"Hail and well met! I am Lovissa, of the line of Halenbane. Daughter of Mergerice, and Granddaughter of Abrenica and Ferdinand! Famous Pathfinders, all!" She shakes hands firmly, and with enthusiasm before continuing. "I am a wanderer at heart, and explorer! A discoverer of history, both epic and small! My deeds are many and my legend is great! You may have heard the songs they sing of me in Absalom's bars. I am the saviour of Janira Gavix and Balenor Forsend, Slayer of the Minotaur of the Kortos Caverns, Hero of Diobel, Investigator for the city of Ridonport, as well as it's Hero and Saviour, Victor of the Battle of Arnisant House, and Honoured Patron of Arnisant House Museum! I am chronicler of the Battle of Dehu Inu, imprisoner of the shadow demon Camazotz, Honourary Sister of the Ekujae, and liberator of the Magnifiecent Guardian and Ancient Consciousness: Glorymane!"
With sparkling eyes she asks, "I hear your names, but none of your deeds. Tell me! Who have I the honour of meeting this day? Don't be shy! I would hear YOUR legend!"

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The elf is pleased to meet the people here. The reaction about his bow takes him a half smile. His bow works as panoply bond anyway.
The last arrived girl seems to be a bard, as she relates all about her past episodes. Asking about his own adventures he's wondering about what he could say. Is having fight with and against Hellnights in two different episodes a pic? The same about the fact of being still alive after having entered the Bonekeep. It doesn't matter.
The past passed away. Let's see what future will come.

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I am not one to brag about what I have done he says with a smile. I have found, in most cases, that those that do, may or may not have done what they have said they have done, in most cases

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Arin greets the second elf who enters the room with a nod and a hello.
When the large Ulfen woman enters, he looks on in fascination and admiration. He's always taken to individuals with commanding presence, and listens attentively to her list of deeds.
Hmm, deeds you say? If it's the afterglow of glory you seek, then I'm not sure I'm the best at conveying such inspiration from my past missions. However, if you're looking to judge our competence by our past deeds, then I suppose I can accommodate your curiosity and provide sufficient credentials.
He puts his hand on his chin thoughtfully, conjuring his memories of recent missions in his relatively short pathfinder career.
As for myself, I had intended to study to become a sorcerer, harnessing innate arcane talents until some manner of divine curse befell me. I take on Pathfinder missions to look for signs of what divine powers might be at play or have purpose for my life. I hope to one day determine that purpose and then decide whether I would embrace it or attempt to rid myself of those divine influences. As such, my Pathfinder teams have recovered a child thought dead from a flooded school, and then returned with her to that school so that she could bid farewell to her classmates. I've seen a demon in a temple defeated by my companions and a swarm of semi-intelligent monkeys that long await assistance such as ours. I've helped stop a magically created plumbing problem that flooded an archive! I've journeyed in a mind-scape, which is the mission that most gave me the perspective to consider my own relation to powers across the planes that meddle in mortal lives. Finally, I've played operative in a scheme to stage the theft of precious, occasionally-manufactured elixir that represents the entire economy of a nation. Funny enough, one of my friends left that mission with a pet desert dog.
He looks back at the group, but primarily the Ulfen woman, satisfied with his summary. So, hopefully I've demonstrated that my skills have been stretched in interesting ways throughout these missions... err.. "deeds." There's more to know about me, but you'll find out in due time.

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Red chuckles at the gnome's question. "When it makes the arrows fly just how you want them," he says genially. He gives a nod to the robed half-elf.
And then the Ulfen woman arrives. He can't help but smile, though he remains silent. At this point, I'm just glad to be alive. He shudders remembering being turned to stone by the glare of a basilisk. At least we got the job done.

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Lovissa grins widely at the little gnome. "Hail and well met, Arin of the line of Qualnoh! Cursed by the Unknown! Spellcaster, Defender of Children, Demon Slayer, Animal Friend, Mind-Scape Warrior, and Undercover Agent!" She claps him on the back. "Accomplishments to be proud of! One day tales will be told of you far and wide! I can feel it!"

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Arin smirks at her over-enthusiastic response but then suddenly remembers the thing he doesn't want to talk much about...
Do any of you happen to speak and understand Abyssal....?

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No reason... anyone else?

GM West |

The Pathfinders have traveled to a small island in the northernmost part of the Minatan Archipelago, a collection of small kingdoms that lies on the southeastern edge of the continent of Tiax Xia. Venture-Captain Amara Li, a lovely olive-skinned woman with long dark hair, is waiting in a well-maintained private garden behind a house on a quiet street in Ramparassad, the capital city of Dtang Ma. A tea service is laid out for everyone to partake from as they arrive, and she greats everyone warmly as they enter, allowing them some time to speak with each other.
Once all of the Pathfinders have arrived and had an opportunity to enjoy their drinks, Amara speaks in a soft, cultured voice. “When first I arrived in Absalom two years ago, I had a simple but nuanced mission: to increase communication and sharing of resources between the Pathfinder Society and its counterpart in Tian Xia by establishing the Lantern Lodge’s position on the other side of the world.” She pauses briefly to sip her tea, before adding, “More than a year ago we successfully purchased and restored the house known as Hinojai, which was once a base for the Way of the Kirin. When we acquired Hinojai, it was as much a gambit to attract the attention of the remaining agents of the Way of the Kirin as it was an opportune acquisition of real estate. And indeed, a man claiming to be an agent of the Way recently contacted me by leaving me a message here.”
Setting the teacup down with practiced grace, she composes her thoughts briefly and then continues. “Although the Way of the Kirin fell into ruin with the fall of Lung Wa a century ago, its far-reaching resources remain valuable, and it still commands great respect. If the Pathfinder Society could ally itself with the Way, the relationship would be of immense benefit to both organizations.” Amara’s voice reveals her satisfaction as she says, “Pathfinders, we are on the cusp of just such an alliance. In a day’s time, we shall meet with this representative from the Way of the Kirin, and you are to act as security for me and ensure that the meeting is a success. I do not expect any trouble from the Way, but after all of the betrayals and double-crosses that the Society has experienced over the past few years, I worry that this is an elaborate setup by the Aspis Consortium. I have arranged for us all to be transported to the site early tomorrow morning, so take care of any errands you have in Ramparassad this afternoon. There are no settlements near our destination, and we will be spending the night there. I expect you understand the need to be fully prepared.” She adds with a smile.
Amara Li stares into the dregs of her tea as though she were attempting to discern some lost thoughts in the green leaves floating at the cups bottom, then looks up. “Ah yes—before the negotiations begin in earnest, I will host a formal tea ceremony to set the tone. I encourage you to participate, though doing so is not required. I would, however, expect you to dress appropriately for the event.” With that she nods by way of allowing the group to ask any questions they might have.

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Arin notices the last statement particularly, wanting to focus in on it and ensure the group understands her intention behind the ambiguous term "appropriately".
Dress appropriately? Given the peaceful tone that you'd like to set does that simply mean largely unarmed, and unadorned? Or is there a particular mode of dress we should ensure?

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Bodyguards. They are here to act as bodyguards. The question that immediately comes to the occultist's mind is:
What kind of problem do you expect? And where do you expect these problems? On the road or once arrived?

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Kyroden listens and then questions. What would you like us to do if we do run into trouble?. Kyroden waits for the answers then goes and gets ready for the tea ceremony.

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Fortunately, this is not the first time Red has had to dress up a bit. He paws through his pack to make sure that his courtier's outfit was brought along. Satisfied that he has that covered, he says, "As bodyguards, I assume we can continue to have weapons on display. I would like to know, what can you tell us about this Way of the Kirin? I confess to knowing little about them or their history."

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Arin smirks at her over-enthusiastic response but then suddenly remembers the thing he doesn't want to talk much about...
Do any of you happen to speak and understand Abyssal....?
"Not naturally. But, I can understand most anything if I put my mind to it."
---
Knowledge History (Way of the Kirin): 1d20 + 9 ⇒ (19) + 9 = 28
"A traditional tea ceremony? Ah, yes! I have heard of this, but we have nothing like it back home. What can you tell me about this ceremony, and proper attire?"
"What type of environment and terrain can we expect on the journey to the meeting? Are there any local hazards or animals we need to be wary of?"

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Knowledge History 1d20 + 7 ⇒ (4) + 7 = 11
Kyroden while dressing tries to remember what he can about the Way of Kirin. He digs in pack for his nice robe, the robe is a teal color with leaves printed on it. He then waits for group while taking the scene.

GM West |

Amara smiles and answers those who inquire about the tea ceremony dress code. “Typically one wears a formal court dress or formal armor. I doubt that our contact will be particular about which you choose.”
When Styfus asks about specifics, she answers vaguely. “To ensure the utmost secrecy, I will not reveal our destination until after we have left in the morning. There are too many curious ears in Ramparassad.”
She responds as well to questions about the Way of the Kirin or any trouble that might be expected. “I do not expect any trouble from the Way of the Kirin, and we have taken considerable measures to ensure this mission is secret. Even so, I am certain that both the Golden League and the Aspis Consortium would leverage every resource to prevent this alliance.”
Gray Son hasn't heard of the Way, but he has heard of the Golden League. Local toughs that have been more visible than usual in Ramparassad, though they have not caused much in the way of trouble.
Pictures of NPCs - Slide #1
Any further questions for Amara with regard to the mission or anything else? You can also give me Diplomacy checks as you gather information in Ramparassad before you leave. Or Knowledge (Local) as Gray Son has done. Also let me know if you want to shop or anything.

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if there's a little time then before we leave, Red would be interested in browsing some of the herbal merchants and alchemists in town, maybe even a tea shop. Would he be able to pick up a few things? While not good at schmoozing, he might as well give it a go while out.
diplomacy(gather info): 1d20 - 1 ⇒ (19) - 1 = 18 wow!

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After the briefing Arin wanders the nearby streets and inquires, very lightly about local Aspis consortium operations to see if he can pick up any clue that they're aware of our operation...
diplomacy, feign interest in joining Aspis and get a feel for their local activity: 1d20 + 4 ⇒ (20) + 4 = 24

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Diplomacy, gather info: 1d20 + 7 ⇒ (4) + 7 = 11
Trying to find out interesting information for the mission in Ramparassad.

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"Can you point me to a good shop to buy such attire?" Lovissa asks Amara.
Once the briefing's over she heads over to the shop specified and tries to purchase formal armour for the tea ceremony. (How much does this cost?) Then she heads through town, trying to figure out what she can about the Aspis Consortium's local activities.
Knowledge Local (Aspis Consortium): 1d20 + 5 ⇒ (10) + 5 = 15

GM West |

I'm not worried about the whole formal attire/outfit thing. If your character is usually dressed like a barbarian covered in furs and such, or a monk in a very plain robe then maybe you purchase something more... appropriate? And of course, you don't have to!
But if you wear armor normally, then just make sure it's polished nicely and you'll be fine. :)

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Got it!
Lovissa spends part of her afternoon polishing her armour and jewelry until it shines, and making sure her clothes are all clean.

GM West |

The only rumors heard on the streets is that the Golden League toughs that seem to inundate Ramparassad of late have apparently been looking for someone, though none of the Pathfinders are able to get a name. After making their purchases and other arrangements, the group settles in for the night as guests of Amara and on the following morning they gather together with the venture captain, who tells them only that they are going to be teleported to their destination very soon. Given time only to secure whatever possessions they wish to bring, Amara and two servants as well as the Pathfinders soon find themselves… elsewhere.
A black stone pier, made glossy by a light rain that falls from the overcast sky, juts out from a broad beach that lies ten yards away from their feet. Though years of pounding surf and maritime activity make it impossible to discern whether it was magic or skilled hands that constructed the outthrust of rock, it is imposing either way. Igneous black sand peppered with chunks of dark gray stone makes up the majority of the beach in front of them, and the icy sea lies beyond that. A series of sweeping hills rise away from the beach at their backs, the landscape filled with strange shapes eroded from the charcoal-colored rock, the misty rain giving the objects an almost ethereal quality - including wild basalt beasts, bizarre pumice chimneys, igneous archways and twisted stone snakes that line the winding mile-long path that crawls up the steep hillside. The black tiles of a lighthouse’s rooftop are just barely visible between two of the serpentine stone menhirs perhaps a mile or more away, somewhere beyond the hills.
Amara leads the way along the path, and after a mile hike or so you find that the northern part of the sickle-shaped island towers over the sea below, steep cliffs descending to the water that crashes against the unyielding basalt rock. A lighthouse towers above a two-story house at the edge of the cliffs, the latter of which is supported by tall stilts anchored deep into the rock. Both of the structures appear to be crafted primarily of the local soot-colored basalt, and though the lighthouse itself appears to be intact, the manor has fared less well – its windows lack screens and its roof sags, suggesting it has suffered badly from decades of neglect.
“We are on a small volcanic island at the northern end of the Minatan Archipelago.” Amara informs them, gesturing all around as the sea air ruffles her raven tresses. “The Way of the Kirin acquired this island long ago as part of a deal for military aid and it has provided for them as both a refuge and a way station. You have several hours to make yourselves familiar with the house as well as the rest of the island in order to set up whatever defenses you deem necessary to protect myself and this historic conference. I will send a servant to find you later this afternoon when the tea ceremony is an hour away. Good luck to you, Pathfinders.”
Looking over the exterior of the house, the Pathfinders consider that the large windows would make it difficult to defend, though if the interior is in the same shape as the outside, there is likely a lot of furniture that could be used as barricades or the like, if necessary. They will have to get a better idea of what they’re looking at by exploring each of the rooms, and then perhaps the rest of the island. If the Golden League is truly after them, then perhaps some thought must be given to making adequate defenses.
Player's Map - Slide #1
As there are no encounters in the house itself, I’m putting the map up straight from the book, along with a very crude map of the island. At this point, you should let me know which rooms you want to explore (or in what order, more likely as you’ll probably go through the entire place eventually) and toss around ideas among yourselves with regard to setting up defenses, if any. Same goes for the rest of the island. The first part of this adventure is very open-ended and relies mostly on the players discussing ideas for defending the house and then telling me what (if anything) you want to implement.
Arin - 24/24
Gray Son - 36/36
Kyroden - 18/18
Lovissa - 31/31
Southern Red - 38/38
Styfis - 45/45

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"I'll start in the lighthouse," Lovissa tells her companions. She heads over to the lighthouse, checking out its exterior, then it's front doors. Then she heads inside, examining the main floor thoroughly (A4), then heading upstairs to the middle level and give it a thorough look through, and then upstairs again to check out the top floor (A7). When she finishes that she checks out the bridge that leads over from the middle level of the lighthouse to the manor.
If she still has time to explore after that she give the second floor of the manor a quick walkthrough, then examine each room one by one, from top right down to bottom right, then to the centre rooms (A5/A6), then the last three rooms from the bottom left to the top left.

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After Amara walks away, Arin muses out loud to the other Pathfinders...
I wonder if she has a spot in mind for her tea ceremony, or if we will be allowed to select it as part of our defense strategy.
Seeing Lovissa head off to the lighthouse, Arin heads into the house to look for useful debris, rooms that are fairly well enclosed with minimal entry and exit, and any other items of interest throughout.
Starting with A1-A3, and are those stairs in the middle of the floor leading downward? If so Arin would like to check out the basement as a potential location for the tea ceremony.

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Trying to imagine to defend the house, the archer explore the first stage of the house.
Exploring A4, A6, and others pieces of the stage. Tell me if I've in game ideas how to defend the stage the better way.

GM West |

After some consideration, I'm going to 'speed up' the process of searching the house and determining what defenses might be obtained by using the materials at hand. This takes away a bit from the back and forth discussion one would have the players do at the table, but in play-by-post this could last for weeks. Basically I'm going to give you an outline of what you find, then ask you all to make several skill checks to put together what you perceive as a plan. It is up to you as to what you want to implement, based on how much time you have remaining after your search. Your Perception checks and work on your 'first stage' of defense will have a direct effect on time remaining, so I'll give you a better idea of that after you all have made your rolls.
Searching the entry (A1), you find that the strong wooden doors can be barred from the inside and made into a formidable barricade. The kitchen (A2) has several large, empty chests that once served as pantry space and an oven as well as a single stool. The great hall (A3) has a large fireplace and two massive bay windows with seats topped by ruined silk pillows that offer a spectacular view north toward the ocean and a cluster of smaller islands.
The lighthouse storage room (A4) has a a jumble of old supplies that will take some time to go through. The spare room (A5) is devoid of furniture, making its original purpose difficult to discern. Still, its position above the main door could offer some creative use for defensive purposes, including murder holes to pour or drop something down upon invaders or as an archery platform.
A large, rotting bed dominates the master bedroom (A6) and a relatively well-preserved desk and chair. The ceiling sags from water damage and the floor in the center of the room slants alarmingly. The lighthouse rises 30 feet into a room (A7) with a functional lantern, though the lens and half of the glass panes up here are broken. Still, it provides a commanding view of the area immediately surrounding the house.
When asked about possible locations for the tea ceremony, Amara informs them in no uncertain terms that she and the servants are setting up in the Great Hall. Obviously if the Pathfinders wish to create defenses there, she asks them to be careful, but allows the work to be done.
A1 - Piling furniture behind door requires 10 feet of material to increase the STR check to break down doors by 2 and doubles the HP (30 HP) of the doors.
A2 - Characters can make Knowledge (Nobility) checks or Linguistics checks.
A3 - Windows will require 15 feet of material (three 5-foot squares each) to barricade. Characters can make Perception checks.
A4 - Room requires 15 minutes to search fully, though it will take less time with a successful Perception check.
A5 - Time can be taken to create murder holes (or arrow slits) to rain down into the area below with a successful Disable Device check or Craft (Carpentry) check. Supplies from the house and lighthouse storage can be used to create a short-lived alchemical explosive to pour down the murder holes, but this will require an hour and a successful Craft (Alchemy) check
A6 - Time can be taken to fashion a pit trap in the middle of the room with a successful Disable Device check, a Knowledge (Engineering) check or Craft (Carpentry) check.
Player's Map - Slide #1
All told, you have enough material in the house to create barricades to fill 12 5-foot sections of the map to reinforce the front doors, block the windows or 'create' doors (hardness 5, 15 hit points), with 5 minutes of work for every 5-foot section. Go ahead and make the rolls requested above and any immediate ideas for creating defenses. My next post will have more options for you to consider and implement, if you'd like.
Arin - 24/24
Gray Son - 36/36
Kyroden - 18/18
Lovissa - 31/31
Southern Red - 38/38
Styfis - 45/45

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The archer think his position will be in area A5.
I would tell to fortify the main door first. By the way, what is located on the North? I see the Sea, but is it possible to arrive on this way?
The checks as asked for:
A2: Linguistics: 1d20 + 14 ⇒ (20) + 14 = 34
A3: Perception: 1d20 + 12 ⇒ (8) + 12 = 20
A4: Perception: 1d20 + 12 ⇒ (18) + 12 = 30
A5: Disable Device: 1d20 + 15 ⇒ (17) + 15 = 32
No craft check
A6: Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34
I think it would be also possible to place traps outside of the house, on the island landscape, if someone knows how to make one?