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Game Start for the "Lion" Table of Gustavefs Lions of Katapesh. Dot and Delete as needed.

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Sporting a new black, satin ribbon tied around her wrist, Merisiel leans against a column reading a book as the group arrives. Her daggers have been recently polished, her leather armor re-threaded, and her hair styled.
She nods to acknowledge each of you.

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A small, squat goblin wanders in. He has slightly ruddy skin and thick red hair and beard, unusual for a goblin. He approaches the elf and drops his abundant pack at her feet with a sigh. "Welcome back, Merisiel!" he says, cheerfully. "Congratulations on wedding. Was beautiful ceremony. Kyra absolutely radiant, as always."
He's dressed in white and blue robes, with yellow trim and stitching in the elegant forms of the sun. He wears a bright yellow keffiyeh, held in place with a blue band. A dogslicer — the ancestral weapon of goblins everywhere and similar in design to the Qadiran scimitar — hangs on his sash.

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A gnome dressed in colorful clothes and wearing a holy symbol of Sarenrae walks in and smiles.
"Peace be with you. I am Trig. Did I hear correctly as I approached? You are recently married?"

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"Trig, Me Rufous, Novice of the Sun," the goblin pulls his holy symbol, hanging on a cord around his neck, from under his robes to where it can be seen more easily. "Good meet, my brother. The sun has blessed this day, truly."

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A dwarf in a ratty cloak reaches the meeting place. It is only then that he acknowledges what is probably devil-melting heat, and casts it off to reveal much nicer artisan's garb. He also nods to all present. Having overheard some of the conversation, he holds a wide selection of bottles before Merisiel.
"Yaegren's the name, good to meet you," he says. "I'm no good at picking presents. 'Specially for something as big as this. So you can choose a wedding gift! Any of the drinks I can brew, all with their own special kicks."
Pick a potion, any potion! One that's in my formula book, that is.

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"Ugh, I've got little know-how on that score," Yaegren groans lightheartedly. "But so long as we're waiting. Maybe if I can mix some of this, then that...?"
Crafting: 1d20 + 7 ⇒ (3) + 7 = 10
The dwarf tests his hastily-made mixture. "Decent taste! Absolutely nothing like what you ordered, though. But if I were mission-bound, which I am, I wouldn't let that stop me."

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You find yourselves in one of the many open and lush rooms of Katapesh. Like many others in the great trade city the room is appointed to conduct business but also offers comfort from the day’s sun and heat. This room also has many more furnishings for small humanoids. That and quietly snoozing goblin dog lounging in the shade near the splashing fountain tells that this is the office of the respected goblin merchant Yigrig Money Moneymaker.

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The sharp-toothed goblin in the sharkskin hide armor practically raced up to Merisel and said "Muzzo wishes you happy nuptual..nupti...good marriage too!. And great honor to meet Yigrig, when he comes. Not many goblins high up in the Society."
"Muzzo happy to meet the rest of you too. You need a hand, you ask. Muzzo will find you one, and this time no dripping on the floor, yeah?"
Muzzo said this last bit smiling at everyone in the room.

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As you settle in, your host, a well dressed elderly goblin gentleman enters with a following of smaller goblin children. “Okay, yungins. I have to take care of some work, go and play..CAREFULLY.. In the courtyard. I should be back out before sundown” The small entourage exits excitedly out towards the center of the house.
Yigrig Moneymaker, the powerful goblin merchant, slumps in a large chair. His face, normally so proud and assured, looks troubled. “It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help.
“My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.
“It has been anything but easy.”
The old goblin leans forward. “Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.
“There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen. “I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.
“Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands.”

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Did they seriously use the plot of the Ghost and the Darkness for a pathfinder scenario? :D
"Of course family is important, both by blood and by choice. Muzzo will help. Do you know what stalks your family? Has anyone seen the creatures doing it?"

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"I get that sentiment, Mister Moneymaker. We'll do our best to help," Yaegren agrees, rushing his words to drink from his not-cider again. "How recently have you heard from the camp? Sounds as if they got some messages through."

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"We shall set out immediately. Anything else we should be aware of?" Rufus asks.

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Yigrig seems quite relived with the concern of your party and tries to address some of your questions:
“Since the attacks began, information has been spotty getting out. However, I know that some sort of large animals have been attacking the work camp during the night, and something else has been aggressive toward anyone that tries to leave or enter the site, no matter what time of day. Bandits? Animals? Accounts have been conflicting, but whatever they are, they’re dangerous.”
"The Camp is only two days a way. You will need to spend one night out on the road with the caravan. Though in the past we have not had any problems getting to the camp. Just at the camp."
“Zig will give you more information, but so long as you can prevent goblins from being killed or abducted, the bridge can be built on schedule. If the threats to the goblin workers persist, the builders will remain too scared to finish the job. Personally, I can’t blame them for that.”
6d20 ⇒ (17, 11, 17, 3, 17, 6) = 71
2d6 ⇒ (6, 5) = 11
Those of you with more Natural understanding know that the area your are visiting is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp. Muzzo seems quite ready to face these creatures as recalls a few stories of his younger years.

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"By the Dawn's Light, we shall protect them," vows Rufous. ”سحر خواهد آمد”
Just checking in. I have no more questions, and I'm all set to head out.

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We have the "who", the "what", the "when", the "where", and our mission is to find out the "why". Merisiel is ready to roll out ^_^
Merisiel snaps her book shut and places it back in her pack.
"Good to see you again, Yigrig. Last I saw your son he was just a little toothy maw. You must be proud. We'll do our best to solve this mystery for you."

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Yaegren nods in agreement, brandishing a hammer to emphasize. "Let us loose their way and we'll figure 'em out! Then'll come the bashing."

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A small goblin child rushes in and starts pulling on Yigrig's sleeve. The old goblin smiles. "Soon Mamei. Let me finish with these nice pathfinders." The little goblin puts on an over exaggerated pout but then Yigrig produces what seems to be some type of candy and the child sequels and runs back out.
"If you have nothing else. You can see my next client is getting impatient. Gather what you may think you need here in Katapesh and then I will take you to the caravan"

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A young dwarf in mail enters the room and looks around.
"Oy, I apologize for being late. There was so much work to do, so much work. I was instructed to join this group, to be your shield-guard.
"
After introducing himself as Grimm, and listening to the basics of the deployment he shrugs and nods.
"I have what I need!"

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After finishing getting your supplies, Yigrig, leads you to a goblin caravan. The goblin caravan consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck, who remains terrified of his responsibilities and fearful of what could happen on the ensuing journey. He has little to say to you and doesn’t contribute much beyond driving the caravan. Because many goblins loathe horses, the caravan’s wagons are pulled by camels.
Muckmuck laughs to himself.
“You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.
“You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.
“Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teethbrushing accident. Much blood. Can’t play lute anymore.
“Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”

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"I'm pretty good at helping people to not die. Relax, We are here to help."
Trig sings some uplifting hymns.
perform untrained: 1d20 + 3 ⇒ (15) + 3 = 18

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Merisiel nods as the goblins share their fears. If I were three feet tall with a propensity to cripple a hand on my own jagged teeth I'd be low on morale myself.
"Do not be afraid," Merisiel's solid pupils are hard to read as she withdraws a dagger from her bandolier slowly, "Death will be quick," in an instant she flings the dagger just above the goblins' heads, embedding it in a pile of lumber, "For any whom accost you."
Thrown Dagger: 1d20 + 7 ⇒ (10) + 7 = 17

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"Yes, but you have Muzzo Sharptooth to herd the longshanks. Let them read books and talktalktalk. We bite and claw and win! Besides, these are good longshanks. Muzzo happy to be with them, teach them goblin ways. we no die. we win!"

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Rufous sits by Trig and joins the singing of some traditional Sarenrite hymns.
♫ ♬
Far beyond the desert road
Where everything ends up
So good the empty space, mental erase
Forgive, forgot
♫ ♬
♫ ♬
Heal them, with fire from above
Kneeling, my god is the Sun
Heal them, with fire from above
Kneeling, my god is the Sun
♫ ♬
Performance, untrained: 1d20 + 4 ⇒ (20) + 4 = 24

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Yaegren's first instinct is to hand out some alchemist's fire, but the goal is to prevent injuries. Instead he starts giving the goblins his other infused drinks.
"Ever drank an elixir of life? If you get hurt, this will keep you safe. See someone else in need of it, be good and give it to them."
Not sure what sort of roll that'll take, if any. Crafting? Deception?
1d20 ⇒ 6
Uh oh.

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Trigs uplifting Hymn begin to allay the fears of the goblins in the caravan
Merisiels deft dagger acts wins some light applause
But it is Rufous's rousting revival that regales the reticent goblins.
After the days travel, the night is filled with fights and cackling laughter as the goblins try to impress you and each other with feats of physical prowess.
You are invited to join in the rivalry. You see goblins doing feats of strength (Athletics), feats of skill (Acrobatics), making fun of Muckmuck (Deception), and generally entertaining themselves (Performance). Other activities can also continue raise the mood.
Over the course of the trip, you each can make two attempts to improve morale. Current attempts are listed below.
Morale Improvemnet
Group conditions:
Round 1Trig Meral - Preform (success)
Rufous Redfire - Preform (Critical)
Merisiel - Dagger Throw (success)
Yaegren Goldflask - crafting (failure)
Muzzo Sharptooth
Grimm

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Merisiel demonstrates her cat-like reflexes by somersaulting off the wagon tops.
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

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Muzzo's sharp teeth and fiery words were meant to startle, and perhaps put a little fear into the goblins. Not for their own safety, but a bit of fear for whatever was out there that would dare to mess with Muzzo and his friends.
intimdation: 1d20 + 7 ⇒ (7) + 7 = 14
Then, seeing the other goblins lifting heavy things, he joined in. He easily carried a keg of ale over his head back and forth for a few minutes, then mugged for the crowd and pretended it was too heavy to carry any longer, wiping his brow in "exhaustion".
athletics: 1d20 + 5 ⇒ (18) + 5 = 23

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When night falls, Rufous offers to sing another ballad beloved by Sarenrae's faithful. It is one that has always helped to lift his spirits.
♫ ♬
Sunshine on my shoulders makes me happy
Sunshine in my eyes can make me cry
Sunshine on the water looks so lovely
Sunshine almost always makes me high
♫ ♬
♫ ♬
If I had a day that I could give you
I'd give to you the day just like today
If I had a song that I could sing for you
I'd sing a song to make you feel this way
♫ ♬
♫ ♬
Sunshine on my shoulders makes me happy
Sunshine in my eyes can make me cry
Sunshine on the water looks so lovely
Sunshine almost always makes me high
♫ ♬
♫ ♬
If I had a tale that I could tell you
I'd tell a tale sure to make you smile
If I had a wish that I could wish for you
I'd make a wish for sunshine for all the while
♫ ♬
♫ ♬
Sunshine on my shoulders makes me happy
Sunshine in my eyes can make me cry
Sunshine on the water looks so lovely
Sunshine almost all the time makes me high
♫ ♬
Performance, untrained: 1d20 + 4 ⇒ (13) + 4 = 17

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Yaegren is glad he can do something the goblins will appreciate. He follows their lead in lifting whatever can be moved, then mimes dropping it all on imaginary animals. "Take note, this'll be what happens to anything that comes after you."
Athletics: 1d20 + 6 ⇒ (6) + 6 = 12

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Trig tries beating a rhythm on nearby objects to accompany Rufous.
perform untrained: 1d20 + 3 ⇒ (17) + 3 = 20
While his efforts lack technical expertise they are enthusiastic and on tune.

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Merisiel follows up her dagger throwing with an flawless display of her own physical prowess. With many oos and ahhs
Muzzo starts off by being a fearsome, but gets more nervous laughs at him than any significant change of mood. But then turns around and easily shows up many of the other builder goblins in haul kegs and some impromptu wrestling.
Rufous follows up with another Hymn, though enjoyable, many want to hear the first one again. Over all he is still quite the hit with songs about sun, flames, and fire.
And Rufous gets one extra Hero Point making John Denver a Seranite bard.
Trig keeps it interesting with his interpretative drumming.
Yeagren still does not seem to get much from the goblins. His feats of strength pale behind Muzzo. Aside from one or two awkward smiles, most of the goblins have their attentions elsewhere.
Grimm can still make some attempts to impress the goblins
Morale Improvemnet
Group conditions:
Morale: +9Trig Meral - Preform (success), Preform (success)
Rufous Redfire - Preform (Critical), Preform, (success)
Merisiel - Dagger Throw (success), Acrobatics (Critical)
Yaegren Goldflask - crafting (failure), athletics (failure)
Muzzo Sharptooth - intimidate (failure), athletics (success)
Grimm

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No word from Grim so moving on
The Goblins seem very much impresses with what you have demonstrated
On the day you are about to arrive at the camp you find yourselves making a trail past an old sand worn monument near an oasis
Place yourselves on or around the caravan and what are our exploration activities

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Muzzo will content himself to ride on the wagons and talk to the drovers. The goblin was curious about pretty much everything, and like to talk and learn. Specifically, he wanted to know what the drovers thought about the expedition, and what was causing issues at the bridge camp.
On one of the wagons, using the Gather Information action

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Rufous dismounts the wagon and takes a look around. In particular, he scans the waters for any sign of danger, knowing that animals such as crocodiles or water snakes often reside in oases. "We should refill our waterskins, friends, but beware: an oasis is often the home of dangerous creatures, for water in the desert is precious to all."

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"A landmark in the desert is as good as an X on a map."
Merisiel somersaults off the front of the wagon but then quickly stealths underneath towards the back and approaches through the bushes, dagger in hand in case there's nothing but a nest of scorpions.
Like last time...
Avoid Notice + Trap Finder

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Not being a desert dweller, Yaegren can't help but doubt this water is clean enough to drink. He chances a look at it every now and again. But mostly he's focused on any outside threats, hopefully not ones rising from the oasis.
Searching.

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From the flank of the Caravan, three wolves begin to charge the caravan from the cover of the scrub and rocks. There is the whiff of brimstone about the canines
Per, Trig: 1d20 + 7 ⇒ (4) + 7 = 11
Per, Rufous: 1d20 + 4 ⇒ (18) + 4 = 22
Stealth, Merisiel: 1d20 + 7 ⇒ (7) + 7 = 14
Per, Yaegren: 1d20 + 6 ⇒ (11) + 6 = 17
Per, Muzzo: 1d20 + 4 ⇒ (2) + 4 = 6
Per, Grimm: 1d20 + 5 ⇒ (20) + 5 = 25
Init, Stealth (red): 1d20 + 7 ⇒ (15) + 7 = 22
Init, Stealth (green): 1d20 + 7 ⇒ (7) + 7 = 14
Init, Stealth (blue): 1d20 + 7 ⇒ (15) + 7 = 22
Grimm is the only one that can act before the wolves advance.
Late Morning Ambush
Group conditions:
Round 1Grimm
Wolf, Blue
Wolf, RedYaegren Goldflask
Rufous RedfireWolf, Green
Trig Meral
Merisiel
Muzzo Sharptooth

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Your Initiative rolls show me at 22. Shouldn't I be above the Green wolf?

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You are correct, I have updated the card. Also Had to check Meriseil would have been using stealth, but unfortunately still puts her at 14 so still after the green wolf