| lucklesshero |
. doting with some yet undecided skill monkey/or arcane caster (whatever is needed most)
| GM Valen |
Introduction
Each of you is an aspiring adventurer, who has had some contact with a curious and capable half-orc explorer named, Ulisha. For years, Ulisha has devoted her efforts to the study of the River Kingdoms, a tumultuous land of bloodthirsty bandits, treasure-laden ruins, and self-proclaimed kings. She has a reputation for being a rather successful treasure hunter, although her methods are reputed to have put her on the wrong side of the law on more than one occasion. Perhaps the most remarkable treasure that she is known to have obtained is Silverhex, an enchanted sickle sued by druids millennia ago, which she claims to have only recently recovered from a collapsing stone circle located somewhere within the River Kingdoms. From what you know of the woman, Ulisha often goes to great lengths to protect and retain her treasures. On those few, very rare occasions when she has willingly parted with an item of value, it has only been in exchange for an exorbitant amount of gold coin.
Thus, the latest message that each of you has received from Ulisha is, indeed, rather quite curious. For in her message, Ulisha has offered to part with the famed Silverhex, what may be her life’s greatest find, for a price of just a few small chests worth of gold pieces despite the fact that, by all indications, the value of the object must be at least three times that amount! Further, not only does the message contain an offer of sale, but it claims that Ulisha is prepared to provide you with information as to the locations of a number of lesser treasures that you may obtain beforehand in order to secure the funds needed to purchase the famed weapon from her. However, as the message cautions, the recovery of such treasures is not without some amount of peril. Thus, the message warns, it would be unwise to attempt recovery of them on one’s own. Finally, the message includes a map to a meeting place—the location is a hovel on the banks of the Dagger River to the north of the town of Daggermark.
On those occasions when you have had contact with Ulisha, she has never given you any cause to suspect that she would ever seek either to defraud you or to bring upon you ill. Her offer appears genuine. And, if the offer be genuine, then it is too great an opportunity to forego.
Now, having arrived at the location disclosed within the message, you have found only a rundown, wooden shack, slowly deteriorating on a secluded bank near a fast flowing portion of the Dagger River. Its walls are barely strong enough to hold the wind or other elements at bay. Upon entering the shack you find signs of recent use, but other than yourselves, no other persons are present. Indeed, other than a few discarded tools, spent embers, and scraps of food, you find little of note, but for a single exception.
Closed, on a ramshackle table, lies a tattered journal. Its pages gently blow with the breeze periodically rushing through the dilapidated structure. This wagging movement brought on by the wind is slightly reminiscent of an invitational gesture, as if the pages themselves were now beckoning you to come toward them and to discover just what secrets within them they are willing to depart.
The chronicle sheet suggests (to me at least) that at the time the first quest begins, the PCs are not yet Pathfinders, although they may already have some connection with the Society. I will leave it up to you to decide, as introductions are made, whether your character has any existing affiliation with the Pathfinder Society and also whether some or all of the PCs have arrived at Ulisha’s residence as lone individuals or as part of smaller groups.
Feel free to introduce your PC and role-play the search of the shack and journal as much as you'd like. I may chime in to add some details, etc., and prompting the party to venture to Gralton to start the adventure once all of the PCs have appeared or Monday, April 23rd, whichever is later.
Slides and Maps for the first Quest can be found here.
| Ephiril the collector |
Ephiril is a rather average sized young man with a regular frame, with shoulderlong honey coloured hair and inquisitve green eyes, legacy of his father. He has clever, long hands with a surprisingly strong grip.
His voice is a smooth and he is very good to twist logic to convince people.
He is smartly dressed in blue trousers of chelaxian linnen, with a trendy red stripe and a egg shelled embroided tunic over a white shirt. usually with brown fingerless gloves
Paemil
|
A short, stocky human enters the cabin. He looks every bit the part of a Druid- thick hide armor covered by a green cloak and collection of furs, leather straps, and pouches. His shield and scimitar are sheathed on his back He walks rigidly, as someone who is much more comfortable surrounded by trees than walls. Brought in with him, a young snow-white leopard moves comfortably in and out of his legs.
He remains silent, and generally avoids interaction unless prompted- with little attention paid to the half-elf already in the room. His hands rummage across the desktop, eyes darting across the documents and other collections.
| Lumi the Leopard |
"Walls. Always between walls. Prefer crisp frost in a deep forest- breeze in fur"
She wanders lazily around and in-between Paemil's legs- with only a few brief moments without contact of some kind. Unconsciously, Paemil's hand reaches down, tussling the fur behind Lumi's ear.
Tsuk Sach
|
There is the sound of footsteps outside. The door opens and a brawny half orc fills the doorway. He steps inside, his holy symbol swinging on a leather thong around his neck. He moves with a practiced air as he enters to prevent the sword on his back catching on the door frame. Blessings of Gorum upon you. he says almost reflexively.
Polo Took
|
Polo approaches the shack with cation...He thinks he hears movement from the outside and Stealthy moves forward trying to get a peak inside the shack without revealing himself. the 1/2 Orc woman said nothing about anyone else...better to be safe than sorry! Thinks the crafty halfling. stealth: 1d20 + 11 ⇒ (5) + 11 = 16perception: 1d20 + 7 ⇒ (4) + 7 = 11
| GM Valen |
His hands rummage across the desktop, eyes darting across the documents and other collections.
Paemil finds the tattered journal.
Upon viewing the journal, it is clear that it contains handwritten passages resembling the writing of the half-orc, Ulisha, as well as a number of map fragments sticking out from within its pages.
Paemil
|
perception, Paemil: 1d20 + 6 ⇒ (9) + 6 = 15
perception, Lumi: 1d20 + 1 ⇒ (5) + 1 = 6
Paemil continues to rifle through the desk contents, unaware (and mostly uncaring) of the halfling's presence.
He studies the crescent marked pages before setting down the book. He moves across the desk and onto the nearest bookshelf, farther seeking information and context.
I certainly didn't expect anyone else to be here, but where is this Ulisha? . As he moves about the room, the leopard continues the intricate dance with and between his legs. Slowly though, she grows bored- flopping over on the ground at Paemil's feet, attempting to draw his attention.
| GM Valen |
There is the sound of footsteps outside. The door opens and a brawny half orc fills the doorway. He steps inside, his holy symbol swinging on a leather thong around his neck. He moves with a practiced air as he enters to prevent the sword on his back catching on the door frame. Blessings of Gorum upon you. he says almost reflexively.
Paemil, Lumi, and Polo are each aware of Tsuk Such's entrance into the shack; the half-orc has made no apparent effort to be stealthy.
Perception (Tsuk Such): 1d20 + 4 ⇒ (14) + 4 = 18
Tsuk Such is aware of the presence of Paemil, Lumi, and Polo.
| GM Valen |
The present date is the 23rd of Gozran.
Party members who see the map of Gralton may recall information about the small city.
Lord General Halidan Tarne, one of the few ex-nobles of Galt who can rightfully consider himself a noble of Gralton, has been gathering an army in Gralton for years to invade Galt by force and has erected strange, makeshift barracks that can hold 300 of his 500 soldiers.
Gralton is ruled by an oligarchy of six citizens consisting of the governor and five council members. The governor is generally considered to be the leader of the council. Current governor Marnius Cherlorne is best known for his assistance in Gralton’s recovery after brigands set much of northern Gralton on fire.
Some Graltoners choose not to follow the societies’ mandate of secrecy and are open about their plans and desires. Even those who are not privileged or interested enough to join a secret society are eager to see change, either in Gralton’s current state or back in Galt.
Adventurers in Gralton find themselves being coyly approached by a steady stream of citizens hoping to recruit, offering payment in gold or promises of wealth and renown as soon as they have been reestablished in Galt. Most of these recruiters are polite and accept rejection with little more than mild disappointment, though there are rumors that some of Halidan Tarne’s soldiers were bullied and threatened into joining his ranks. Beyond attempted recruitment, adventurers are generally ignored and allowed to do what they need to, as long as they don’t break any laws or cause any trouble. They may be privately hired to retrieve items or even people left behind in Galt, or to act as bodyguards for those who attempt the retrieval themselves.
If an adventurer’s actions directly benefit Gralton as a city, Governor Cherlorne dutifully rewards him, though the governor’s gifts are usually in the form of land and titles in Gralton in the hopes of encouraging the adventurers to settle down there. Although the governor is generally considered to be the leader of the council, as he is the public face of Gralton’s government, in truth the governor and the five council members share power equally.
| GM Valen |
@ Ephiril - You cannot make an untrained Knowledge check with a DC higher than 10. (CRB, pg. 100). Since the only check that Ephiril could have hoped to make was Knowledge (Geography), I will allow the roll to stand in for a Knowledge (Geography) check. Ephiril knows the information under the first spoiler.
Polo Took
|
After seeing spying that the group within the shack probably presents no danger. He gently taps on the door and introduces himself to those within the shack. After some little conversation, he soon discovers that these individuals were also associates of Ulisha. Soon his attention is called to the journal on the table and he begins to page through it with the others.
knowledge local: 1d20 + 6 ⇒ (20) + 6 = 26
linguistics to decipher orcish: 1d20 + 5 ⇒ (7) + 5 = 12
After looking the the journal, and noticing that Gralton is prominently featured, Polo is amused. Hmm, it seems Ulisha and I were on similar paths for a while without knowing. My last job, was in Gralton. I literally couldn't ask for a better starting point! Hmm though these notes she scratched seem to be in Orcish...drat! Can't make heads or tails of this scrawl! At that moment, there's a sharp knock on the door and a large 1/2 Orc walks in the shack.
Blessings of Gorum upon you.
Polo smiles despite himself.
Tsuk Sach
|
Tsuk reads the journal and the extra note.
I know little of the areas outside my homeland. I am new to adventuring but Gorum leads me on and I follow seeking glory. Gorum smiles upon us. This note says that the guards have been bribed to stay away from the cemetery on 1 Desnes. That may be our time.
Paemil
|
Paemil remains quiet and stoic; allowing the others access to the same journal he earlier found. He moves out of the way, into a position where he can study the now growing number of people in the small room.
Gorum's blessing is not much of a blessing...
Shruti Afshur
|
As the small band of males stand around chatting about the contents of the journal, a humanoid person with skin the color of a pale winter sky approaches the doorway. They open it heedlessly and step inside. "Oh, I see you've found Ulisha's journal too. I couldn't read it, but it seems we have one among us who may possess the knowledge." They stride calmly across the room, the hem of their long, trailing robes brushing softly against the floor, and move to stand beside the dilapidated table. "I am Shruti Afshur, and I am here to guard you against the worst that fate may bring to you."
Feelo
|
I haven't updated Feelo's profile yet, but I've removed the Blossoming Light archetype in order to make him legal. No other changes at this time; I will try to get the profile updated before it matters in combat.
I'm going to catch up on all the gameplay and knowledge dumps that's already happened, and will make an IC post shortly.
Feelo
|
Hearing conversation inside, Feelo goes ahead and opens the door. "Ulisha?" he asks, then looks a little confused when the half-orc isn't there. "Is this the right place?"
The halfling is dressed vibrantly, in cool but bright colors. Though confused, he seems to carry a cheerful disposition; his young face already creased with multiple fine smile lines at the corners of his eyes. He does not seem to carry weapons nor armor, but the bright butterfly you all recognize as Desna's holy symbol stands out prominently on the back of one hand.
After a bit of introduction, the group is able to clear up his confusion... it seems that everyone is here at Ulisha's request... though Ulisha herself seems missing now.
"Well, I guess this is going to be a challenge. She wants us to recover more smaller items in order to pay her for this Silverhex? She's always been an odd one, Ulisha, but never quite this odd. I wonder what's going on?"
| GM Valen |
Assuming you all decide to form a party and head to Gralton on mounts, then…
Now commences Quest the First:
The Silverhex Chronicles - "Mausoleum"
After several days ride at a rather rapid, at times, forced pace, you arrive at the outskirts of the city of Gralton. Other than having to repeatedly push the mounts to ensure timely arrival, which was further prompted by delays in crossing the river, which has begun swelling with the coming of spring, your ride has been relatively uneventful. Whether your party appeared to be too formidable to make suitable marks, too poor to be worth the effort, or simply too swift for bandits to keep apace, you cannot readily say. However, you know that you were fortunate to avoid the ever-present bandit threat that seems to plague the area. You arrive at an inn in Gralton, shortly after nightfall on the 30th of Gozran.
The citizens of the town appear to be quite welcoming and seem eager to provide you with any and all necessary services and information. Your mounts, quite weary from their journey and its pressing pace, need a few days of substantial rest and presently lack the energy and stamina to carry riders, especially if you will need them to traverse across the River Kingdoms in the days ahead.
Let me know if you want to make any purchases or do anything else in town first. Let me know once you are ready to proceed to the cemetery.
Map of the River Kingdoms, excerpt from Ulisha’s journal, map fragment showing Gralton, and map of cemetery are all revealed here
Once at least half the party has posted, I will move along to the cemetery.
Sirius Löwenhaupt
|
DiploGatherI: 1d20 + 8 ⇒ (8) + 8 = 16
As it is always beneficial to gain information on the city watch.
Sirius will buy a masterwork bardiche, a chainmail and a certain alexandrite gem.
I made a mistake Sirius is my PFS char, Epheril was for an AP
Feelo
|
Knowledge (local) DC 10, untrained: 1d20 + 1 ⇒ (10) + 1 = 11
"This Tulliver sounds like a sketchy fellow. Super rich, and apparently he had a great treasure entombed with him. I guess that's probably what Ulisha thinks we should try to recover. He put a trap on the tomb that can only be bypassed by 'one who earns Tulliver's thanks,' whatever that means."
Polo Took
|
"This Tulliver sounds like a sketchy fellow. Super rich, and apparently he had a great treasure entombed with him. I guess that's probably what Ulisha thinks we should try to recover. He put a trap on the tomb that can only be bypassed by 'one who earns Tulliver's thanks,' whatever that means."
Polo nods, I've heard much the same thing..seems we need to visit the cemetery Polo winks..
| GM Valen |
Upon arrival at the location of the Gralton Cemetery, you find it to be a rather ostentatious cemetery for a small city, with the tombs of wealthy Galtan refugees evoking their lost glories. You also find that the entire property is contained within a sturdy, metal fence, but that the gates are ajar and that no guards appear to be on duty.
Close to a nearby tree, you spot a human form slumped over a small marble pedestal.
Assuming someone examines the body…
The body is that of a young human male dressed in a noble’s outfit with his hands bound with rope. Two sets of footprints surround the pedestal.
PCs may make a Perception check or Heal check to examine the body and a Survival check to examine the footprints.
Tsuk Sach
|
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
There are may footprint, hoof prints and a few wheel tracks here. This cemetary still sees regular use.
Perception to examine body: 1d20 + 4 ⇒ (6) + 4 = 10
Tsuk looks at the belt buckle on the body, pointing it out to the others. Read the 10+ DC spoiler for details
Survival to examine tracks: 1d20 + 6 ⇒ (5) + 6 = 11
There are tracks here also. Two sets of humanoid and hoof prints. Someone is here.
Tsuk tenses, his muscles bunching under his skin. He looks around warily.
Paemil
|
Survival #1: 1d20 + 8 ⇒ (5) + 8 = 13
Local, untrained: 1d20 + 1 ⇒ (2) + 1 = 3
Survival #2, tracks: 1d20 + 8 ⇒ (18) + 8 = 26
"I am agree with Tsuk. There is much use still. Two tracks towards stone spire" Paemil says in his broken common. He still appears stiff, as if talking or receiving attention makes him uncomfortable.
Perception, body: 1d20 + 6 ⇒ (10) + 6 = 16
Survival #3: 1d20 + 8 ⇒ (7) + 8 = 15
"He was killed by sword... but these are hawks talons by face. There may be presence of others who connect with nature", gesturing towards the snowy leopard about his feet. Paemil's eyes glance toward the stone tower in the distance- and he loosens the scimitar at his hip.
Feel free to open spoilers, just not the knowledge nobility one
Feelo
|
Feelo's rebuild to remove Blossoming Light is now complete, his profile is up to date. I will adjust the formatting as we move forward, but the numbers and abilities are now all correct.
Survival DC 5: 1d20 + 3 ⇒ (5) + 3 = 8
Knowledge (local) DC 10, untrained: 1d20 + 1 ⇒ (6) + 1 = 7
Survival DC 10, tracks: 1d20 + 3 ⇒ (8) + 3 = 11
Perception DC 10, body: 1d20 + 6 ⇒ (8) + 6 = 14
Heal DC 15, body: 1d20 + 7 ⇒ (14) + 7 = 21
Survival DC 15, scratches: 1d20 + 3 ⇒ (20) + 3 = 23
Feelo nods as others begin talking about what they see, confirming much of what it said but adding few new details to the investigation.
"Wow, okay! This is a busy place... and nefarious, if these wounds are any indication. Does anybody know who this is?"
He moves up to the body while he examines it, then calls out for help. "We should move this body down from here. I'm not strong enough, but plenty of you are. I'll keep a look out."
Perception: 1d20 + 6 ⇒ (14) + 6 = 20 +4 to avoid surprise
Polo Took
|
"We should move this body down from here. I'm not strong enough, but plenty of you are. I'll keep a look out."
Polo looks to the others as well ..and spreads his hands in helplessness.
| GM Valen |
Enjoying the roleplaying. However, it is not yet clear to me where/what folks want to do/go next. I notice that no one has uncovered the last of the Mausoleum Slides, which states it is to be removed if your PC moves the body, so I am assuming that no one has moved the body yet.
As best as I can tell, there have been two suggestions made so far: 1) move the body next (made by Feelo) and 2) follow the tracks next (made by Epheril/Sirius). Once I get an idea of where the party wants to go next, I will move things along. Until then, keep enjoying the role play.
Tsuk Sach
|
Tsuk grabs the body and moves it to the ground. He wants to examine it further.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Tsuk is a bit startled as the riddle is read aloud. he was not expecting that. After a moment he composes himself and mutters When the last sun falls on this spot receive my thanks.
He looks at the sky to see where the sun is.
| GM Valen |
Having arrived the night before, the party spent much of the following day--the present day, the first of Desnus--making sure that the mounts were properly tended to, gathering information among the locals about Tulliver's Tomb, making inquires as to activities of the city watch, and locating the Gralton Cemetery.
By the time you arrived at the cemetery, the sun had already begun setting. Long shadows, formed with the setting sun, have begun to stretch even further as the sun sets, like long, black tendrils reaching out from the surrounding buildings and trees.
At present, a thin, black shadow, cast by the spire from the mausoleum to the southwest, covers the pedestal where the body, now moved by Tsuk, had once rested.
I've taken the liberty of moving the tokens of the party members on the map to where I think they would likely be based on the descriptions of the actions.
There the tracks and a number of mausoleum's to investigate. When you post, please describe where you are going and move your token on the Map in the Slides accordingly.
Tsuk Sach
|
Tsuk moves to investigate the nearest tomb (that to the south of the group)
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Shruti Afshur
|
"Well, Ulisha's journal pointed us to the cemetary, right? Perhaps one of these belongs to this Laban Tullivor."
Could I justify a Knowledge (history) check to see if I know anything about the Tullivors? Particular exploits they're famous for, etc? If so, apply the roll below.
Knowledge (history): 1d20 + 8 ⇒ (2) + 8 = 10
| GM Valen |
Tsuk moves to investigate the nearest tomb (that to the south of the group)
The tomb clamors for attention like a gaudy flag waving for a once noble house. Its most audacious feature is a sculpted badger that looms, gargoyle-like, above the door. The iron door is decorated not only with the Tullivor name and crest, but also with an elaborate arcane rune.
Feelo
|
Feelo looks up at the spire that's blocking the sun. "You don't think we should knock that down, should we?" He points at what he means.
"If that spire weren't in the way, the sun would already be shining on the bust... and then maybe we could 'receive Tulliver's thanks.'"
Paemil
|
Paemil walks slowly around the corpse, crouching down and running his fingers through the dirt- almost smelling it. He holds out his hand towards Lumi, who crouches at the ready near him. He whispers to her under his breath "ทำตามกลิ่นนี้และดูสิ่งที่คุณสามารถหาได้"
As the snowy leopard begins to prowl, Paemil takes a moment to look more closely at the southern monument.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
[ooc] Companion Trick: Track
| Lumi the Leopard |
As her master calls her over, the cat quickly comes to a ready position beside her human. Human need me. Must be ready
ทำตามกลิ่นนี้และดูสิ่งที่คุณสามารถหาได้
She gets up quickly, moving about the area searching for a familiar, or out of place, scent. She stays low, stalking her future prey.
Perception, Scent: 1d20 + 1 ⇒ (20) + 1 = 21
Scent (Ex)
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
| Lumi the Leopard |
Realized my stats are wrong. Lumi has a +5 to Perception (+13 for scent), not +1. I forgot I redid her skill points after the last session I did. When I tried to update the post/character Pazio bit it.
Polo Took
|
Well I guess we're searching for a Tullivor tomb? Noticing Tsuk has found one Polo moves over to examine the entrance to the tomb.
perception searching for traps: 1d20 + 8 ⇒ (1) + 8 = 9
Doesn't look like they trapped this tomb to me! Polo says cheerfully as he looks for a way to unseal the tomb. If Polo sees an apparent way to enter the tomb..he heedlessly tries to open the tomb near Tsuk.
Shruti Afshur
|
”These families have been rivals for generations, even before they fled here from Galt. They had to leave the majority of their worldly goods behind, so whatever treasure is supposed to be here must be af great value, and it must be well protected. Let us be careful as we continue our search.” Shruti speaks softly, reverent of the dead around them as they recognizes that, unlike themselves, these people’s time is over. When Polo recklessly moves to open the tomb, they gently lay a hand on his shoulder and caution him about the possibility of unseen protections, while also providing such a defense to him.
Shruti uses her Ward hex on Polo, granting him a +2 deflection bonus to AC and a +2 resistance bonus to saves.
| GM Valen |
At its master’s direction, the leopard puts its nose to the ground. Having picked up a fresh scent, it quietly moves in a southwesterly direction, the direction of the tracks, towards the spired mausoleum.
Looking up, the big cat gives a low growl, indicating that it has spotted something.
Moved Lumi toward the mausoleum.
From here on out. I will assume that the PCs and Lumi are located precisely where they are on the Map. Also, please describe your movement in your post. It doesn’t have to be in precise measurements, but descriptive enough to allow me to figure out generally where you started and where you moved next. Thanks![
Meanwhile, Polo Took tries the iron door, only to find that it is locked. No other entrance is apparent.
Let me know if you want to try to use Disable Device on the lock, Strength to try and break inside, an attack on the gate/lock, move on, or do something else.
Tsuk Sach
|
Locked. Ugh. We don't have a key do we?
Tsuk moves away and over to the other tomb. He points up at the spire. Knock that down you say? Do you see any easy hand holds?