GM NovelEnigma |
When the adventure begins, you have reached the Thuvian city-state Aspenthar to meet with Gol Amri, a female human who serves as the representative of Prince Zinlo, Aspenthar’s ruler. You are each carrying a cloth-wrapped scarab shell with an inset jewel from Venture-Captain Diya Akan, with a note instructing you to touch the gem upon your arrival in Aspenthar.
Perian Trilling |
With as much dignity as possible, Sir Perian wrestles the large (to him) scarab shell from out of his mount's saddle bags and touches it.
Vellir Tate |
Vellir, an impish halfling wearing distinctive red and white, has made his way to Aspenthar. He retrieves the scarab. "Reckon this thing is magic, Haast?" he turns to ask the eagle perched on one of his padded shoulders. Without waiting for an answer, he taps the gem.
_Pregen_ |
The old orc is limping into the Aspenthar, his face and skin are covered with many scars and tattoos. He has long grey hair that can be seen under his hood. He is a tall humanoid, even that he walks bent and uses rather a large club as a walking stick.
He looks at the letter and reads it again, then he touches the scarab and sees what happens.
Hui Kong |
By the way, as per Tian-Shu tradition, Kong would be his name if you wish to call him more informally. In his case though, Hui is not technically his family name but let's see if that comes up in the game.
Oh well, the Pathfinder Society is as good a place as any to do this, Hui Kong reflects as he steps through the gates of Aspenthar, a cynical crooked crossing his face.
What appears to be a Tian-Shu human with long white hair on first glance, Hui Kong is clearly an aasimar upon a closer look. Although white hair is unsurprising on a middle-aged man, it is a tad too white to be almost glimmering. And of course, no human would have eyes of silver pupils. If not for all that, Hui Kong would look rather nondescript, if rather well-built. Under his long dust-covered cloak and robes appears to be a breastplate, but other than a long and stout walking stick and a dagger by his belt, he doesn't seem particularly well-armed.
Finding a quiet alley, he pulls out the scarab shell. His past attempts to decipher its magic has failed, which is hardly surprising considering his skills or lack thereof. Once he's sure no one is looking, he presses a finger upon the gem.
GM NovelEnigma |
Casting Detect Magic does reveal the gems to be magical, but they prove hard to identify. Regardless, their function soon becomes clear after touching them.
Touching the gem imparts someone else’s memory of a shaded pavilion at the center of a maze-like garden. Venture-Captain Diya Akan is there, a sand-colored dog resting at her side. She wears a red and white head scarf affixed at her shoulder with a scarab pin, and her elven eyes are clouded. “I regret not being able to join you in Aspenthar, Pathfinders, but events have transpired which force me to remain at my lodge in Merab.” The venture-captain idly pats her dog. “Do not worry about me, though. You should focus on the mission at hand: you’ll be traveling deep into Thuvia’s deserts to explore an ancient ruin. Prince Zinlo’s representative, Gol Amri, waits for you at Aspenthar’s public palace to provide details. The prince has promised provisions for this journey; remind Gol Amri if she forgets. Impress the prince if you can—with his approval, we may be able to explore even more ruins near Aspenthar—but be careful, Pathfinders. The hot sands and ancient memories of Thuvia are equally unforgiving.”
Avonathalanthalasa Caldon |
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The elven wizardress enters, her hand upon a quarterstaff. On her shoulder is an owl of snowy white, which matches the robes that the elf wears. Her skin is the color of ivory which only serves to highlight her midnight black hair and purple eyes.
She speaks in a nuanced elven accent Greetings to my fellow Pathfinders.
I am Avonathalanthalasa Caldon, from Kyonin and a student of the art of the Magaambya.Elven is often difficult for non native speakers to pronounce so you may call me Avonatha, if that is easier for you to pronounce. This is Boobo she says, pointing at the the owl. Boobo puffs up his feathers.
She continues, Are there any other followers of the Vigilant Seal present for this mission? Her tone is friendly but matter of fact.
Avonathalanthalasa Caldon |
Can she detect magic and then attempt to figure out what they do since she is a jeweler by profession?
Vellir Tate |
Vellir looks thoroughly disappointed that he hasn't teleported anywhere, but listens to the briefing. Afterwards, he is quick to notice that's he's wandered into the midst of several others with scarab shells. The halfling addresses his fellow agents.
"Hello, all! Vellir Tate here, tailor and outdoorsman. This is my second set of eyes, Haast." He jerks his head at his pet, smiling at Avonatha. "I don't know if owls eat eagles, or vice versa, but I'm sure they'll both be good."
"And no, I could hardly stand Eando Kline. I can see why he'd want some of his people on this, what with an ancient ruin and all. But to get there, we'll need the sort of know-how only VC Benarry can provide!"
Perian Trilling |
"Hot sands? You shall have to wear your boots Barty! And be on your best behavior. We are going back to court."
Perian's corgi mount barks once in acknowledgement.
"This will be good for Gerald. He needs to get some sunshine. So pale."
Barty growls slightly at the mention of Gerald, whoever that is.
Avonathalanthalasa Caldon |
The elf gives the halfling a smile They tend to have different circadian rhythms, the owl and the raptor should be fine
Hui Kong |
Hui Kong soon stumbles upon the rest of the Pathfinders, by the expedient way of looking for those similarly holding onto a scarab shell, not a typical sight. He is momentarily take aback to see the hodge-podge of a crew, but with a wry smile, he reminds himself that he is one to talk.
”Greetings,” Hui Kong calls out, raising his hand in greeting, the wry smile seemingly etched on his face. ”The name’s Hui Kong. But seems that those in the West prefers to go by one word? So Kong please. ‘cos I’m definitely not Hui.” Again, a self-depreciating smile.
Although filled with homonyms, based on the context, Hui seems to refer to 慧 or wisdom. Those familiar with Tian-Shu culture might note that it is not a common family name,
GM NovelEnigma |
The memory passes, and the opulence of Aspenthar lies ahead once more. The prince’s battalions march along a mosaic lining the main road through the city’s center, carrying banners of orange, blue, and black. A palace at the city’s heart gleams in the dawn light reflected from its enormous glass windows and doors. The central palace serves as a place for public announcements, events, and government functions.
When you arrive, the guards ask you to state your business. Then, informing them of your mission, they direct you to a spacious sitting room to wait for Gol Amri.
A well-dressed Garundi woman enters the room, hands wide in greeting. An older woman follows close behind, clutching an agate key on a broken chain. The younger woman speaks: “Greetings, Pathfinders! I am Gol Amri, and I welcome you to Aspenthar in the great Prince Zinlo’s name.”
She helps her companion to a seat before continuing. “This is Kida Ameen, the victim of a terrible crime. In his inestimable wisdom and incomparable justice, the prince has sought your Society to address her plight. Kida, please explain.” Kida sips from a glass of water and speaks in a ragged voice. “They came for Husha first. Our families knew each other, and I thought thieves killed him when they found him home. I kept a knife close at night afterward, and when the murderers attacked eight nights later, I escaped.”
Her hand moves to the bandage at her throat. “My husband was not so fortunate. They didn’t seek money, speaking only of a key. This key. My family has held it for generations. My grandmother told me it unlocked a treasure buried deep in the desert. There were three keys and three families. Nana Surna said our ancestors watched over the greatest wealth in the sands, but they fled when monsters came.”
Gol Amri continues as Kida takes another drink. “The Prince’s soldiers slew several of these assassins when they brazenly pursued Kida into the streets. The priests interrogated the fallen, discovering they are Usij—cultists bent on the world’s destruction. They’ve found a ruin in the desert, which they believe is linked to the keys. We fear they possess at least one key already. Our wise prince does not tolerate these cultists. He requests you find this ruin, purge it of Usij, and put an end to whatever vile scheme they’ve dared insult him with."
GM NovelEnigma |
Can she detect magic and then attempt to figure out what they do since she is a jeweler by profession?
Based on using it and your experience, you can determine that it records and projects memories.
I don't think the actual item exists anywhere written down, so I can't really give you more information than what you've seen.
Vellir Tate |
Vellir bobs his head throughout the conversation. By the time it's over, he has retrieved his medical supplies. "Do you want me to make use of these?" he asks Kida. "Can't promise a bang-up job, and I hope you're already getting the best care available in this nice house."
"Not much tactics to be talked here. I s'pose we'll only know much more on that front once we get moving. But let's leave the one key here? Doesn't seem worth it to bring the thing along. We might learn something, or it falls into enemy hands."
_Pregen_ |
"You said that your family fled when the monsters came, what monster were they? And who holds the remaining 2 keys?" asks in his harsh voice, reminding you of stone grinding together.
"I never traveled into the desert, what kind o provisions would we need?"
Perian Trilling |
"Perhaps we should hold the key? If it is stolen while we are gone, we might never recover it. The prince should put out word that Pathfinders are protecting it, so that this woman will no longer be in danger!"
Perian speaks directly to the woman, "Could you tell us about the third family?"
Hui Kong |
The typical cynical look that Hui Kong carries is taken over by one of sorrow when he hears Kida's tale.
Turning to Gol, he asks, "This is the first I've heard of this Usij cultists but I suspect we will encounter more of them along the way. Do you know more? Why do they seek destruction? How do they usually operate?"
Avonathalanthalasa Caldon |
The elven wizardress will remain quiet, listening to what is being said by all parties in an attempt to synthesize the information that is being revealed to the group.
GM NovelEnigma |
Gol Amri responds to Aravon first, then Perian and Hui. "The priests interrogating the dead learned several assassins already fled with Husha’s key, wisely fearing the Prince’s wrath. Where the third key is, we do not know."
"The Prince’s generosity is boundless! I have arranged the finest travel fare, sufficient water to reach your destination, and the sturdiest of camels to bear it all. Should you require more, the markets are plentiful."
"The Usij serve Ahriman, lord of all divs, a demon lord who is determined to corrupt and destroy the world."
Lastly, Kida responds to Perian with a nod and hands over the key in her possession.
Gol Amri provides you with two camels to carry the additional supplies from Prince Zinlo. These supplies include more than enough provisions (water and rations) for each of you to travel to the Inspiriting Wellspring and back, two four-person tents, and luxurious bedrolls. The camels are far from burdened by these provisions and can carry an additional 8 Bulk worth of equipment without slowing down. They are sated and healthy and can easily survive long enough without food or water—especially considering the planned stop at the oasis—that they don’t require any for the journey. You also receive the royal cartographer’s directions on a vellum scroll, and, if you require it, sets of clothes suitable for travel beneath the harsh desert sun
Mandower Steel Strong 2 |
I guess, we will have to kill the Demon Lord then. Ah, I mean the Usij, the Demon Lord is out of our league right now. Mandower is happy that they gave him and his team plenty of stuff to prepare for.
Avonathalanthalasa Caldon |
With the mention of fiend in the conversation, a short, almost unnoticed twing of anger passes over her face. [ooc Is there a check she needs to see if she knows about what/who they are talking about? [/ooc]
_Pregen_ |
Aravon nods his head and grunts with approval. He goes to collect the clothes and find the camels that will go with them. He enjoyed the company of animals way more than humans, elves, or dwarfs.
Ready to depart, scroll of healing as a school item.
Vellir Tate |
"Well, then we should be off." Vellir says. He takes another set of clothes with a joking grumble, only deigning to use them if the trek takes more than a day. "I spun these threads myself, but I guess I'd best keep them in mercifully temperate places."
GM NovelEnigma |
Going with DC 10+5 for Rare as I don't think Ahriman is a very common inner sea deity, especially among Pathfinders since it's not a legal option.
Avonathalanthalasa, Aravon, and Mandower all recognize the name Ahirman with ease.
The dread shadow known as Ahriman counts servants mainly among div and a scattering of followers throughout the mortal realm.
Edicts: Foil rulers, the proud, and the powerful; ruin anything created by mortals
Anathema: create arts or crafts, serve a mortal, assist in mortal aims except to subvert and corrupt them.
Follower Alignments: LE, NE, CE
The Usij are cults of fiend-worshippers, dedicated to the foul divs and their fearsome lord, the living destruction known as Ahriman. Their goals always seek to ruin or undermine mortals.
The Usij are cults of fiend-worshippers, dedicated to the foul divs and their fearsome lord, the living destruction known as Ahriman. Their goals always seek to ruin or undermine mortals.
GM NovelEnigma |
The journey consists of 37 miles to reach the trade route oasis then another 54 miles to reach the Inspiriting Wellspring. By following the directions from Prince Zinlo’s royal cartographer, you can avoid any chance of getting lost, but that doesn't mean you won't be slowed down by sandstorms or poor navigation.
Based on your travel speed, it will take a little over two days to reach the oasis assuming you are not slowed down.
One PC must make an easy Desert Lore check, a moderate Survival check, or a hard Perception check each day of travel (start with 3 checks for now). Any number of PCs can try to Aid, but keep in mind that bonuses from multiple Aid checks do not stack.
Perian Trilling |
Doing 2 elixirs of life and 2 antidotes as my Herbalist items for the day. I'll take an oil of mending for my school item.
Perian isn't terribly good at any of those skills.
_Pregen_ |
Aravon walks with the camels, he make sure that they are fed and watered when everyone stops. He cares very little about the desert and the direction of their march.
Same boat as Perian, +6 to Perception is barely enough to hope for aid another DC20, but there are better PC's to do primary and secondary checks.
Vellir Tate |
Vellir chatters the whole way, often referencing the awful conditions but apparently not affected enough to keep him from talking.
I've got +6 Survival, which I doubt I can boost with Hunt Prey since we aren't tracking anyone specific.
GM NovelEnigma |
It looks like Mandower has the highest survival at +7. However, I will also allow Perian's scouting lore to apply, though at the moderate DC of survival rather than the easy desert lore DC. I doubt that will be helpful, though, since it's a +4, but I'd thought I'd throw that out there.
_Pregen_ |
Seems no one is interested in rolling ;)
Aravon tries to keep one eye open on the path they take, and share his insight.
The first day he tries to aid by pointing out obstacles or hazards
Perception, aid another, DC20: 1d20 + 6 ⇒ (14) + 6 = 20
The other days Aravon prepares and uses Know direction to make sure that they don't travel in a circle. Question to the GM if we can use Know direction as a way to aid someone.
GM NovelEnigma |
In this case, you aren't looking for a particular direction; you're trying to find firm sand to travel across towards your destination.
Aravon successfully points out which way is north to assist whoever does the lead navigating.
Perian Trilling |
I'm as likely to hurt as help, so I'll just follow Mandower.
Mandower Steel Strong 2 |
Don't worry, I'll lead the way. survival: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Includes _Pregens_ aid
Oh, caught it where you said start with 3 checks. survival: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
survival: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Avonathalanthalasa Caldon |
She will spent what time she can speaking with the sprite, in Sylvan, about the nature of the First World.
Hui Kong |
"Sorry fellow, I'm not going to be of much help here," Kong quips self-depreciatingly, with a tinge of bitterness in his voice. He does keep an eye out on the terrain, but it is just too foreign for him.
Perception, aid: 1d20 + 4 ⇒ (3) + 4 = 7
GM NovelEnigma |
@Hui be careful rolling an Aid in 2e. You critically failed, giving Mandower a -1 penalty. His check failed regardless, but its definitely something to keep in mind when you cannot make a DC 20 reliably.
On the first day, Mandower struggles to find a firm path across the desert. The loose sand you have to travel on slows you down to half speed.
What's worse is that your path has taken you directly over quicksand! You stumble across a massive field of loose sand that yields easily under your weight, dragging you down.
Everyone needs: A moderate Reflex save, or an easier Athletics, Crafting, Survival, or relevant Lore check to escape the quicksand!
_Pregen_ |
Athletics, with lvl bump adjustment: 1d20 + 6 ⇒ (18) + 6 = 24
"Quicksands! Stop the animals, they have all our belongings!"
Aravon moves surprisingly fast when the need arises and tries to stop the camels from going any deeper.
Hui Kong |
Oops, sorry totally forgot about that. Still reverting to 1E mindset at times.
As soon as he feels the ground giving way, Hui Kong quickly scrambles to get out, plunging his staff into the soft sand from time to time, hoping to find some purchase.
Athletics, Lvl Bump: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 Would Quick Jump help?
Vellir Tate |
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Vellir tries vainly to body-check a camel on his way out, which only gets him further entrenched.
GM NovelEnigma |
Day 1
Aravon: Success
Perian: Success
Hui: Success (I'd give you a small bump for quick jump, but you didn't need it)
Vellir: Failure
Mandower: Critical failure success
Avonathalanthalasa Caldon, crafting: 1d20 + 12 ⇒ (16) + 12 = 28 Critical Success
The group as a whole manages to navigate the quicksand without losing any of their camels or supplies, though it did cost you some time. This route slowed you down to half of your normal travel speed.
Day 2
The next day seems to go far better! Despite your estimates putting you at the oasis two days from now, you seem to have arrived early!
Avonathalanthalasa, perception: 1d20 + 8 ⇒ (17) + 8 = 25
hui, perception: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
mandower, perception: 1d20 + 9 ⇒ (9) + 9 = 18
perian, lore scouting: 1d20 + 4 ⇒ (4) + 4 = 8
vellir, perception: 1d20 + 8 ⇒ (12) + 8 = 20
aravon, perception: 1d20 + 6 ⇒ (5) + 6 = 11
Hui is completely convinced you've made it and begins enjoying the pleasant oasis! (critical failure)
Perian and Aravon aren't quite sure this makes sense and double-check their maps. (failure)
Avonathalanthalasa, Vellir, and Mandower take a moment to rationalize what their eyes are seeing and determine that this is simply a mirage. (success).
Unfortunately, the heat seems to be getting to Hui and it takes you quite a while to convince him that the oasis he is enjoying isn't real.
All progress for day 2 is lost!
Day 3!
The 3rd day is the best day yet! You travel at full speed towards the oasis!
At least one more easy Desert Lore check, a moderate Survival check, or a hard Perception check!
The Journey of 37 and 54 miles
Day 1: 8 miles
Day 2: 0 miles
Day 3: 16 miles (24 total)