
GM Helaman |

Here is where the action takes place...
You enter a room where a cold carrion breeze blows, chilling the skin and making the hairs on the back of your neck bristle. Against the far wall an ornate coffin lies on an altar of black marble. Your torch gutters and flickers from the moving air and grim shadows cast by their light dance around you and illuminating the room in bursts of light.
You realise that in spite of the breeze there are no windows in the room...

Mathus Kohlheim |

Mathus enters the room cautiously, extending his torch ahead of him and takes a wooden stake from within his coat.
Praise to Pharasma! My vengence is at hand, the thought in exultation.
Vampire, he proclaimed, your time plaguing these lands are soon to be ended forever!

Mathus Kohlheim |

Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Yes... Yes... I am tired, Mathus says as the wooden stake falls to the stone floor with a clatter.

GM Helaman |

For the New Players.
Imagine you are in a large pub with a few quiet groups at the tables and a few seated at the bar. There is one rowdy table of adventurers who seem to be gambling their spoils away.
A jovial red faced publican yells out to you in a friendly voice.
What Ho! Welcome to the Red Dragon Inn - What can I get for you?

Haud |

I's hungry...back later.
Survival: 1d20 + 9 ⇒ (15) + 9 = 24
Hit small furry woodland creature: 1d20 + 2 ⇒ (4) + 2 = 6, Hurt small furry woodland creature: 1d6 + 3 ⇒ (3) + 3 = 6
Obviously the attack roll would be in a separate post to the survival roll, but this is just for fun...

GM Helaman |

Certainly sir - takes all types you know. I've heard it all you know. I used to run a sort of competition - if can't make a samwhich filling you ask for, you drink for free. It was a good publicity earner... right up until someone asked for Elephant Balls on toast. It was a real pity that I had run out of bread.
Had to close down the contest after that, he says deadpan.
The barman is stereo-typically chatty as he goes about his business and before long a carrot juice is presented to the Half Orc.
Now then sir, the innkeeper says looking at Achernar, something for yourself?.

GM Helaman |

That will certainly get you want you need friend. I'll give you a tankard of our best ale, some stew and bread.
The bartender yells out for the barmaid.
While the innkeep is stero-typically chatty, and the poster boy for Innkeepers everwhere, the barmaid is atypically ugly.
What'll be luv?, she croaks with a voice that hints at one too many weekends with cheap scotch and cheaper tabacco.
Best Ale and todays Special with bread Tudy. Shake a leg, the Gentleman is thirsty, the innkeeper sings out to her.

Brother Jericho |

Jericho pays the bartender Come friends, let's sit at that table. He motions for the half-orc that ordered a Carrot Juice and the human that ordered the wine to join him at a table. We will have our meal here. he says to the bartender as he heads to the table.

Achernar |

Taking a seat at the table with the Orc and the human, his back to the wall where he can keep an eye on the room, Well friends, how come we together in this place?. He nurses his wine as long as he can.

GM Helaman |

As a rule of thumb we don't do dice rolls versus other players unless there is a need to set a baseline of difficulty... for instance unless Archenar is actively trying to disguise the fact he is nursing his drink (in which case a bluff roll may be required or possibly sleight of hand) its more or less observable. In PFS, one should not really roll intimidate or diplomacy rolls vs other player and use the outcome as a foundation for what the opposing player has to do... its a little flaky like that but ultimately it seems to work :) In this case Matthew can try a bluff or sleight of hand or Stephen just observes the behavior

Achernar |

I hear their agents are to be found in places like this. If their skill in any way matches the rumours, we shall not have too long to wait. In the mean time, perhaps some food and a game of chance? he looks for some crumbs of bread to feed his song bird which has found a quiet spot in the rafters to rest, and is softly cooing the following song:
e...c...c....dee..e.f#.agee..gg.g.gaa eaggf#ed aCbC CDE..D..gaa
Which brings back memories of another smoke filled room in a distant time and place.

GM Helaman |

Pathfinders explore Golarion in service to lore. This widespread group of treasure hunters, thrillseekers, sages, and voyagers make it their lives’ work to uncover lost artifacts, map neglected ruins, and learn forgotten knowledge. They do these things for the sake of lore, as well as for fame. The Pathfinder Society publishes the Pathfinder Chronicles, a multi-volume series of books highlighting some of the most amazing finds by field agents.
Pathfinders are part archaeologist, part historian, and all adventurer. Many established Pathfinders make their own way in the world, following their interests or tracking down leads to greater mysteries. These established few are still subject to orders from their superiors, but the least prestigious tasks are usually reserved for those new to the organization. The Society is governed by the Decemvirate, 10 anonymous leaders who pull strings and guide the organization from Skyreach in the Grand Lodge of Absalom. They hand down orders from their secret posts to venture-captains, who in turn pass the orders to field agents.
The Society has few rules, but all Pathfinders are expected to perform the Three Duties: explore, report, and cooperate. Idle Pathfinders are useless to the organization, and agents must seek out secrets or further their work in exploration of some kind, always growing and gathering knowledge. This exploration would be worthless if not for frequent reports. Pathfinders must send back accounts of their adventures, many of which end up published by the Decemvirate. Finally, Pathfinders are great heroes from dozens of countries and backgrounds with thousands of different motivations and allegiances, and the Decemvirate expects that individual Pathfinders will not interfere with one another, and absolutely never let a conflict between themselves come to blows.
Despite the mandate to cooperate, Pathfinders have myriad motivations and often fall in with similarly minded factions within the organization, or external groups with close ties to the Society. As fresh new recruits, most Pathfinders know only the venture-captains who give them their training, especially Ambrus Valsin, the man in charge of daily operations in the Grand Lodge.
A gruff, no-nonsense man, Ambrus has little tolerance for laziness and often gives young Pathfinders their first taste of what being a field agent entails as a way of keeping them from staying idle too long.

GM Helaman |

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, Ambrus Valsin says gruffly.
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 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 piece of parchment with a list.
☐ 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.
Any questions for me Pathfinders?, Ambrus Valsin asks.
Map link can be found at the top of this page - opening it will show you a map of the city. The Grad Lodge of the Pathfinder Society is located in the Foreign Quarter

Sidhion Gatatheil |

Sidhion reads the parchment.
Courier... courier... political... courier... Another can make this paltry decision of where to begin with this list, and I will follow
City guard allow these? tapping his palm against his Kukri on his hip, and his Longbow slung on his shoulder.

Achernar |

Apparently we did not have too long to wait ... turning to Ambrus These tasks you ask us to do in the name of the Pathfinders - are we to have a token that demonstrates our bonafides. A seal perhaps, or letter of introduction?
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
He sizes up Ambrus and says,
Good sir, we are folk of action and are keen to show our mettle, but is there anything else in this for us - apart from our earning your respect for our abilities? And one further question, if I might be so bold. Are there any, shall we say, constraints on the manner in which we accomplish your tasks. I ask because even the most lowly servant knows that the simplest task can, very quickly, become very ... Complex.

Ping Uk'Tang |

Ping reads the parchment and growls quietly to himself. I don't like the docks. My god does not approve of such loathsome and ignorant fools that typically frequent such places. I would like to accomplish this task first that I might then cleanse myself of such filth. He looks up and patiently awaits the responses from the other pathfinders.