Gimble, The Storyteller |
Grim does his best to try and impress, but it seems he hasn't quite got the hang of talking to important people and Gloriana barely notices him.
Jaldek, on the other hand, seems quite comfortable and impresses the Taldan woman with some stories of his own exploits.
Sparkin misses the mark on the subject matter, but her story is so enthralling Gloriana can't help but to be entertained. Gloriana does politely nod at Arsnarf's addition that trees have bark.
Arun speaks of the local events here in Absalom impressing Gloriana with his knowledge.
Fola simply smiles as the new recruits talk to impress the Taldan noble. After their done and Gloriana thanks everyone for their wonderful conversation Fola grins and greets the group, "Well done. It's not easy to impress someone as regal as Gloriana Morilla. This is why I love working with new recruits, they're so enthusiastic. Tell you what, I've got a mission for you. A recent Pathfinder Society recruit who’s still in training lost a relative who tried sneaking into a famed haunted house to learn its secrets. The house has since been slated for demolition, given the number of injuries and casualties that have occurred there. I promised the recruit that I would make sure their relative was laid to rest properly, but I need you to explore the site and retrieve the body. The easiest way to identify the victim is by the spiral-shaped religious symbol of Pharasma that he wears. What do you say? Simple enough?"
Assuming you agree: "Wonderful. I do have a bit of advice for you; I want you to remember that most situations can be resolved with the spoken word. Even strong or deceptive words are better than physical blows. Here, take this in case you find yourself in a tight situation that you are in need of some extra help to talk your way out of." She holds out a small vile. It's a Lesser Silvertongue Mutagen.
"I have a good feeling about all of you. Now go enjoy the rest of the party."
Jaladek Quinlon |
Recognizing a kindred spirit, Jaladek catches up with the dwarf who had been at the edge of the previous conversation.
"Grim, was it? Hello, I'm Jaladek. Do...you really think that house is haunted..."
Jal continues his small talk, asking about whether Grim is from the Five Kings Mountains. He spies the other initiates that have been engaging in conversation with the faction leaders alongside him.
"My fellow initiates, would you care to join me for some punch?"
Arfsnarf Ah'sneeze |
Sure, this party was getting stuffy anys ways. No reason to limit to punch, I add some kick and bite also.
Gimble, The Storyteller |
Arf: 1d20 + 1 ⇒ (17) + 1 = 18
Sparklin: 1d20 + 5 ⇒ (1) + 5 = 6
Jaladek: 1d20 + 5 ⇒ (5) + 5 = 10
Arun: 1d20 + 3 ⇒ (14) + 3 = 17
Grizmelg: 1d20 + 4 ⇒ (7) + 4 = 11
Grim: 1d20 + 0 ⇒ (10) + 0 = 10
Janira's eyes widen as Jaladuk starts to make his way to the half-orc, "That's Calisro Benarry, former captain of the ship and Pathfinder lodge, the Grinning Pixie. She is now the leader of the Horizon Hunter's faction." As you approach, Calisro is offering to "spice up" the drink of a tall, tan man with meticulously groomed hair and mutton chops.
Arun and Arf recognize the tall man as Ambrus Valsin, the Steward of the Grand Lodge. He runs the daily operations of the Grand Lodge with a keen eye for details while also overseeing Pathfinders’ missions in Absalom. Ambrus appreciates agents who work hard and stay out of trouble. He is also impressed with feats of strength and agility.
Slides updated
Arfsnarf Ah'sneeze |
That Ambrus Valsin, big boss of Grand Lodge. He like details and hard work. He also like feats of strength and shifty quickness. So, um... who is much stronger than a little goblin to impress him?
Acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9
I'm not feeling too coordinated today, so somebody else better impress.
Jaladek Quinlon |
Jaladek thinks back to some of his more mundane work during his time running messages for the nobles and merchants of Absalom. He ropes Arun in the conversation unwittingly in order to provide some context for staying out of trouble.
"...you know, Arun, now that I think about it. There is plenty of work still needed here in Absalom. I could never keep up with my duties as a minor emissary running messages for coin. Although, that's probably because I didn't take too many risks out on the road. Perhaps someone who enjoys charging into the unknown could get messages back and forth a bit faster..."
Absalom Lore: 1d20 + 5 ⇒ (10) + 5 = 15
Gimble, The Storyteller |
You guys make your way toward the punch bowl and start up a conversation with Ambros Valsin.
Arfsnarf tumbles over toward Ambros, but it's not as graceful as he would have liked and Ambros just raises an eyebrow.
Arun decides to step up and show off his strength in an arm-wrestling match with the half-orc captain. Ambros watches and smiles in amusement.
Jaladek uses his local knowledge to talk about ways to efficiently run messages throughout the city. Ambros engages in conversation and nods his head.
Grimm Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Grimm moves some things aside on a nearby table and shows Ambros a new game of strength. It's a bit of an even contest, but Ambros finally manages to pull the dwarf over the table, but is impressed and says he may use this in his training.
Ambros thanks everyone for the wonderful demonstrations and moves on. Calisro Benarry smiles and pulls out her flask, "You actually made Ambros Valsin smile. Care for a little something extra in your drink? I'm actually quite impressed. So much as I have a job for some up and coming Pathfinders. I've made some . . . interesting friends over the years. One in particula rwas unjustly accused of a crime, punished with the Charge of the Gorgon, and left petrified in Westgate. I've procured permission to restore my friend, but it’ll look a lot more official if a third party takes care of the details. Here's a greater salve of antiparalysis with that it be used only on my friend. Oh, you should easily spot her, she's the only petrified naga on statue street." She then laughs and pulls out an unmarked hip flask, "This is a pick-me-up for when you really need to get back on your feet." Identifying it reveals it as a Minor Healing Potion.
"Thank you and enjoy your punch."
The last person to talk to is the dark-haired Taldan man.
Gimble, The Storyteller |
Arf: 1d20 + 1 ⇒ (20) + 1 = 21
Sparklin: 1d20 + 5 ⇒ (5) + 5 = 10
Jaladek: 1d20 + 5 ⇒ (12) + 5 = 17
Arun: 1d20 + 3 ⇒ (10) + 3 = 13
Grizmelg: 1d20 + 4 ⇒ (11) + 4 = 15
Grim: 1d20 + 0 ⇒ (17) + 0 = 17
Janira bubbles with pride as you continue to impress the faction leaders, "You guys are doing wonderful. The last one is a bit standoffish, but Eando Kline can be a very useful ally, especially as the leader of the Envoy's Alliance faction. He's been around a long time and seen a lot of things. Go on, you'll do great." Janira ushers you in Eando's direction. As you approach you see him talking to a well-groomed, clean-shaven man of Qadiran descent, dressed finely and flashing a charming smile.
Jaladek, Grizmelg, and Grim all recognize the man as Aaqir al-Hakam the former leader of the Exchange faction.
Arfsnarf realizes this was the man he heard about all along and remembers that he heard that Aaqir has decided the time’s right to step back from coordinating adventures to instead focus on running his business and spending more time with his husband Emir and their three daughters. He’s maintaining his connection to the Society so as to serve as a steady supplier of adventuring goods. He makes his living through a global trade network and perks up to hear about business opportunities, trading partners, and the like.
Make conversation and impress Aaqir al-Hakam so as to impress Eando Kline.
Arun Holberk |
Arun approaches Aaqir, thinking at first to get into a discussion of assorted trade routes, or as Arun thinks of them, trails and roads. But the man who owns the caravans only cares about the results, not the trailblazing. Better to tell stories about the stops along the way than the paths...
Society: 1d20 + 3 ⇒ (13) + 3 = 16
Sparkin Spellrig |
Sparkin chats about some of the trade good he saw being exchanged on his way to Absalom from Varisia.
Society: 1d20 + 5 ⇒ (11) + 5 = 16
Jaladek Quinlon |
Jaladek begins to speak after sipping some punch, but a little enters his lungs as he inhales. He has a coughing fit for several seconds, leaning on Munk while he catches his breath.
Scouting Lore: 1d20 + 5 ⇒ (1) + 5 = 6
Arfsnarf Ah'sneeze |
Arfsnarf gets excited when they're to talk to Aaqir again. He's quite certain that he didn't hear his proposition before, but this time it will be great.
The goblin walks up to him and begins repeating it at a much louder (and inadvertently obnoxious) volume....
Arfsnarf sees his opportunity and approaches Aaqir al-Hakam, former leader of the Exchange faction.
Heyo Aaqir! How you be doing? I'm Arfsnarf Ah'sneeze and I have terrific business idea for you to share in! Everybody wants to know what fortune their future holds, but many too embarrassed to go visit back-alley fortune tellers in run-down stalls and shops. Get disowned by family. Ridiculed at fang salon. Instead, we create branded network of Society recommended fortune tellers who have renowned accuracy and quality! Employ bards to tell of their success, and knowing when to take or reject missions based on fortunes! Avoid certain deaths! Determine successful mated pairings (or you longshanks say "love")! We make a killing. What do you say? Invest in Arfsnarf with first 500 gold and I'll say it was your idea!
He shakes his "clacky rock" in his hands in fashion to tease the idea with Aaqir.
Fortune-telling Lore: 1d20 + 4 ⇒ (15) + 4 = 19
It's possible that Aaqir heard him the first time but ignored him...
Gimble, The Storyteller |
Arun talks to Aaqir about trade routes, especially the more profitable ones. Aaqir engages in the conversation giving his insight.
Sparkin talks about the wares of the countries in and around Varisia which Aaqir is very familiar with and tells the gnome of his favorite exotic goods he's seen in his travels.
Jaldek goes to speak, but has a coughing fit and has to excuse himself. Aaqir leans over to Arun, "Is he going to be ok?"
Arfsnarf gets so excited he finally gets to tell the real Aaqir of his fortune telling business idea. Aaqir smiles and gives Arfsnarf some advice on how to market his business.
Aaqir al'Hakam thanks everyone for their wonderful insights on trade and business. He then excuses himself to find other conversation elsewhere.
Eando listens and watches in silence and simply raises an eyebrow as the conversation wraps up, "Hmm, maybe I had you pegged wrong. You are much more than you appear. That's good. Maybe you could be of use to me. I've got a little job for some competent new Pathfinders. You see, some smugglers were using a recently exposed ship in the Flotsam Graveyard to smuggle goods into the city from Nex—including creatures, apparently. One of their “goods” broke free of its containment, and the smugglers been looking for someone to recapture it. I'm not real keen on letting the smugglers regain their missing “cargo,” as the creature is equally likely to be a slave or a menace. I want you to locate and identify this strange creature, and then determine what its fate should be. Let me make this clear; I'm empowering you to make this decision. I don’t believe we should trust an uninformed central authority to make that call." He pauses for a second to let the information sink in, then continues, "You have clearly shown that you have some decent people skills, if not a little unorthodox. Here's a list of contacts across Absalom you can use to help gain information. Let them know that I sent you and they won't hold back any information they have." This will give the group a bonus on a single Diplomacy check to Gather Information during this scenario.
Eando stares at the group for a moment in silence, "That's all. You can go and enjoy the rest of the party."
Gorm Greathammer: A scholar at the College of Mysteries has been working on potentially dangerous research. I'm not sure what the research is, but I know it’s partially based on nameless scrolls from Nidal. I don't particularly care if the Pathfinder Society gets the original scrolls—they’re probably on human skin anyway—but I would like a copy for study.
Fola Barun: A recent Pathfinder Society recruit who’s still in training lost a relative who tried sneaking into a famed haunted house to learn its secrets. The house has since been slated for demolition, given the number of injuries and casualties that have occurred there. I promised the recruit that I would make sure their relative was laid to rest properly, but I need you to explore the site and retrieve the body. The easiest way to identify the victim is by the spiral-shaped religious symbol of Pharasma that he wears.
Calisro Benarry: I've made some . . . interesting friends over the years. One in particula rwas unjustly accused of a crime, punished with the Charge of the Gorgon, and left petrified in Westgate. I've procured permission to restore my friend, but it’ll look a lot more official if a third party takes care of the details. Here's a greater salve of antiparalysis with that it be used only on my friend. Oh, you should easily spot her, she's the only petrified naga on statue street.
Eando Kline: You see, some smugglers were using a recently exposed ship in the Flotsam Graveyard to smuggle goods into the city from Nex—including creatures, apparently. One of their “goods” broke free of its containment, and the smugglers been looking for someone to recapture it. I'm not real keen on letting the smugglers regain their missing “cargo,” as the creature is equally likely to be a slave or a menace. I want you to locate and identify this strange creature, and then determine what its fate should be. Let me make this clear; I'm empowering you to make this decision. I don’t believe we should trust an uninformed central authority to make that call.
Enjoy the rest of the party then decide where you would like to go first.
Jaladek Quinlon |
Jaladek takes out his journal and begins to scribble vigorously. He looks up from his book and catches the eyes of his initiate companions.
"Can you believe all the work we've already chanced upon? We'll be able to really show our mettle to the leadership here."
He claps his journal shut and puts it back into his backpack with a few quick flourishes.
"I vote we go help that statue! I've never seen one that wasn't started with a chisel."
So we've got a minor silvertongue mutagen, a list of contacts in Absalom, a minor healing potion, and the antiparalysis vial. Who would like to carry what and did I miss anything?
Arfsnarf Ah'sneeze |
And the time for fortune again presents itself!
The goblin excitedly proclaims. He retrieves a different "clacky rock," this one shaped like a little three-sided pyramid with four points.
Quest fortune: 1d4 ⇒ 4
The all-knowing clacky says we should deal with the smugglers first. Creature on the loose. Time of essence. This make sense.
Sparkin Spellrig |
"Goods from Nex? That sounds highly interesting to me."
Sparkin squeezes his religious symbol of Nethys in excitement.
Gimble, The Storyteller |
You all enjoy the rest of the party and are excited to having made new contacts and actually got a few jobs to test your merit. The next morning you are all eager to make your mark and after having consulted Arfsnarf's clacky rock, you decide to head toward the Docks and Puddles districts.
You may spend a couple hours to find out more about the newly surfaced ship by gathering information (Diplomacy checks) or go straight to your contact to shuttle you out to the wreck.
Arfsnarf Ah'sneeze |
Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
The goblin scratches his head as they wander around the puddles. He approaches a couple of dock workers to ask if they know about the new ship.
So, I heard there's a new ship arrived lately. Got nice exotic stuff? Big juicy pineapples? Don't get alot of those around here.
Sparkin Spellrig |
"Maybe it's magic pineapples. Could really be anything, if it's from Nex."
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
Jaladek Quinlon |
After the party is finally over Jaladek retreats to his small bed in one of the nooks of the Society's barrack hostel.
"Goodness Munk, that was a lot. We did good though!"
After an early rise and a quick breakfast Jaladek and Munk head out to the docks to meet with his new allies. As he approaches, he sees that Arfsnarf and Sparkin have already started to ask the locals questions regarding their mission.
"You know, I heard there were some folk looking for help tracking down some of their 'goods' run amok down at the docks....
Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6
Question on the Absalom contact list. When you said it could be used in this scenario, does scenario mean this entire society adventure you're running or just the mission we are on right now?
Gimble, The Storyteller |
A2: 1d6 ⇒ 4
When asking around Arfsnarf and Sparkin find a dock worker who's heard of the newly surface shipwreck, "Aye, I heard there's a hideous creature with an amalgamation of body parts." He looks around, leans in, and whispers, "I hear the monster's got a tentacle for an arm and the other is a giant club of an arm that it hides behind if it's attacked. Good luck to you if you plan on going aboard."
The Pathfinder Society has arranged for a small boat to transport the PCs to and from the wrecked vessel. Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned with gold rings. She has provided ferrying services for Pathfinder agents for over a decade and loves hearing about agents’ missions past and present. Captain Semiri Balogog shuttles you to the wrecked ship.
The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.
The deck is difficult terrain due to the mats of vegetation and layers of barnacle growth.
Sparkin Spellrig |
"What an interesting sounding being! I wonder how it was constructed?!"
Sparkin looks around for signs of tentacles.
Jaladek Quinlon |
Jaladek helps maneuver the ferry up to the end of the wrecked ship to give the group safe entry on to the ship. He then jumps up and climbs over the railing onto the gnarled deck. Munk hops up behind him, visibly alert to their surroundings.
In a low voice, Jaladek says "This ship has seen better days. I'm going to look for signs of that tentacled creature. Munk, you follow me and stay close."
1d20 + 3 ⇒ (4) + 3 = 7
Gimble, The Storyteller |
Jaladek Quinlon |
Jaladek is scouting. He has his rapier and dagger out.
Stepping into the center of the ship, and moving slowly as to not trip himself up, Jaladek controls his breathing in order to listen carefully and take in the area around them.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Arfsnarf Ah'sneeze |
Great, it probably hiding in the dark below deck...
Arfsnarf has no weapon out because he has rather sharp teeth.
He will use the detect magic exploration activity, since enough others are likely to be scouting and searching for non-magical clues.
perception: 1d20 + 3 ⇒ (13) + 3 = 16
Sparkin Spellrig |
Sparkin will also be detecting magic. He walks with his staff out.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Jaladek Quinlon |
Jaladek makes note of the tracks and tries to gauge the size and gait of the creature. He puts a finger to his lips and gestures for the group to follow him towards the hatch leading to the lower deck.
Having seen the tracks Jaladek has now designated the creature as his hunted prey.
Arun Holberk |
Arun's grim expression as he stalks along the ship with a polearm at the ready is quite undercut by how visibly he has not yet gotten his sea legs...
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Stealth: 1d20 + 3 ⇒ (4) + 3 = 7
Arun will have his longspear ready, and since Jaladek's scouting, he'll [try to] avoid notice
Arfsnarf Ah'sneeze |
Arfsnarf follows behind the bigger, fight-ier shields teammates slowly to the cargo hold stairs.
Be careful! It probably want to draw you into the dark, below deck.
Gimble, The Storyteller |
3: 1d6 ⇒ 1
Sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs leading further down now lead only into dark, scummy water.
The floor in here is also difficult terrain due to the slippery algae underfoot. Those with low-light or darkvision can see in this area due to the light filtering through the cracks in the deck above, otherwise the creature has concealment.
Stepping out of the darkness is the tentacled creature. It looks as though it's been sewn together from several body parts. As it sees the group it puts its hands out wide as if guarding the crates of items behind it and lets out a grunt.
Slides have been updated.
Sparkin Spellrig |
Can I figure out anything about the creature? Arcana +5?
Sparkin peers intently into the hold, fascinated by the unusual creature.
Gimble, The Storyteller |
Can I figure out anything about the creature? Arcana +5?
Sparkin peers intently into the hold, fascinated by the unusual creature.
Perception for Sense Motive, Arcana or Occultism for creature knowledge, or any other skill you might think is relevant in the situation. I will allow just about any skill check as long as you find a good way to justify it. Different skills will get you different information, though DCs will be adjusted depending on the skills chosen. Remember, all skills can be used untrained.
Jaladek Quinlon |
Not quite sure yet on how to decide on what kind of knowledge checks to do but I'm guessing occult for this sewn up man. Edit: Never mind. Thanks for the info.
Jaladek's keen vision spots the sewn man at the other end of the hold and he lets out a soft gasp.
What in the world...
Recall Knowledge Untrained: Occult, +Ranger Outwit: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Sparkin Spellrig |
Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Arfsnarf Ah'sneeze |
Thankfully, goblins can see in the dark.
Arfsnarf steps up for a better look at the creature.
So... what is you...
Arcana: 1d20 + 4 ⇒ (5) + 4 = 9
Nature: 1d20 + 3 ⇒ (4) + 3 = 7
Occultism: 1d20 + 4 ⇒ (15) + 4 = 19
Gimble, The Storyteller |
Jaladek's and Arfsnarf's Occultism checks tell that it's a construct from the Fleshforges of Nex. They're all built differently as they're all pieced together from different beings. They generally understand common, but are not very intelligent. Looking at this one, it seems as if it has a tentacle attack and a fist attack, though it's arm is big enough that it might double as a shield.
As Arfsnarf steps up it grunts at him and puts its arms out as if protecting the crates.
Arfsnarf Ah'sneeze |
Oh, you don't want us to get to the precious cargo...
Cast detect magic, scanning the nearby crates.