GM Hmm |
Coming Soon to a Galaxy Near You!
When you dot in, please delete your post.
Pip Hip Hooray |
There is a huge group of Pathfinders milling outside the Woodsedge Lodge. Pip, a small brown gnome with green leaves vining through her hair, carries a clipboard and starts counting off Pathfinders into groups of six. "One, two, three, four, five and... yes, you. That makes a complete team. Why don't you introduce yourselves, and then I'll come back to you as the various Venture Captains start seeking set-up teams?"
Time to start off the pre-game roleplay!
Greezgux Sragmiagz |
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A small frail looking goblin covered head to toe in various sized bird skulls leans hard against a staff that looks like it might snap in two. e seems to be in and out of sleep as you watch a very slow moving mosquito witch poppet made of wicker climbs along his shoulder. It reaches into the top pocket of the pack and hefts out a single bead of fireball and holds it aloft over its head as if achieving a small victory.
The goblin shifts uncomfortably as his stomach rumbles like thunder in the night sky, or the growl of an ancient demon hungering for its next meal. Greezgux reaches up and flicks the tiny poppet from his shoulder as both wicker poppet and firebead roll dangerously to the ground sending several Pathfinders scrambling for safety at once.
Patrick Barnard |
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Patrick frowns as Pip goes by, presumably he's the "yes, you", at least that's what it seems like to his slightly paranoid mind. Still at least it looks like Fate, (and Pip,) hadn't conspired to put him in a team with five ladies.
As the firebead rolls across the floor, he uses a Mage Hand to pick it up and floats it gently back to the goblin.
You might want to keep your explosives a bit more secure next time he says. So your familiar can NOT get to them
And yes, he has a similar voice, and snark, to Alan Rickman's Severus Snape
Grum Skoljar |
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A hulking full-blooded orc approaches the gathering. He carries a great ax over his shoulder and a javelin strapped to his back.
He bears multiple scars all over his body. The only parts covered are his torso, by a piece of etched hide armor, and some simple breeches.
"Grum" He says with a grunt.
Greezgux Sragmiagz |
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Greezgux startles awake. "Yum?" He rubs his tummy and licks his lips, haphazardly tossing the orb loosely into his pack as the poppet sighs dejectedly. "Thanks, I Greezgux." He lays a hand to his chest.
Chulyin the Spirit Talker |
"I am Chulyin," says a muscular and unusually tanned Kellid with a well made animal hide cloak draped over his shoulders. The serpent headed white staff he carries gives him the illusion of being yet another wizard. His wayfinder hangs from his belt. He smiles companionly to the others. "I know the wilderness very well, many different techniques for healing, as well as several different magical effect."
Pip Hip Hooray |
"Oh, what an adorable flaming jaguar!" Pip says, coming back and recounting. Like all gnomes, she has a soft spot for animals, and kneels down to address the cat. "I thought there were six people in this team, but I must have been counting you!" She asks Chulyin, "What is your cat's name?"
Sideon Senzir |
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An elderly but spry, elf ambles up to the group. "What's that? A team, how nice!"
He peers quizzically at the Lodge and its surroundings.
"Can't remember the last time I was around these parts. What are they calling it now, Galt? I think it must have been Cheliax last time I was here. Dreadful opera, tasteless architecture?"
The elf looks bemused.
Chulyin the Spirit Talker |
"Do you have a name?" Chulyin asks with an amused twinkle in his eye. This might be a thing that is asked of him frequently.
Chulyin the Spirit Talker |
"He is who he is," Chulyin says with a chuckle.
Patrick Barnard |
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Galt yes Patrick says in reply to the elderly elf. Southern Galt to be precise. But yes, I see your point. At least the star patterns seem unchanging - although, for an elf, maybe not
Pip Hip Hooray |
Pip raises an eyebrow at Sideon's characterization of Chelaxian opera. "Most Galt citizens won't mind you criticizing Cheliaxian opera -- though I kinda loved "Kitsunes of Kintargo" -- but be discreet when you criticize their wine or art." Pip sighs. "I don't want to have to bail you out in court if you get swept up into a duel with a passionate local."
She turns back to the jaguar, allowing the creature to sniff her hand before petting him. "Nameless or not, you are gorgeous." Pip smiles at the rest of the group and says, "I'll be back shortly. I see other groups coming in that will need mustering."
Grum Skoljar |
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Grum flexes his hands and begins to stare at the ever growing group of field agents.
He speaks in a rough voice, "When ever Field Agents muster in an area, bad things happen." He then smiles, "Should be fun."
He then catches a glimpse of the ever beautiful Captain Benarry, he grows a bit nervous and waves. More of a grunt then a greeting. Morning Captain."
GM Hmm |
Captain Benarry catches a glimpse of Grum, and waves cheerily back with a wink. "Ahoy, mates! Come find me! I'll have a job for all of you soon!"
Pip Hip Hooray |
"Hello, did any of you see a kobold, a leshy and a grippli -- all with rapiers -- walk by here?" Pip runs back to you, clutching her clipboard. "Their partner, that gnomish gentlemen with the purple hair and the monocle over there, can't find them!"
You can see the very well-dressed gnome, also wearing a rapier, pacing back and forth impatiently while double-checking a pocket watch.
Then Pip leans forward, conspiratorially. "Oh and I heard the rumor that the Maze of the Open Road might be malfunctioning! Do you think that is why we are all here?"
Then Pip looks over. "Oh, there's Urwal! I have to tell him about the missing Pathfinders!" The little green-haired gnome dashes off again!
We start in half an hour!
Grum Skoljar |
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He gives a rare smile and shouts back, "yes ma'am"
She actually acknowledge me this time... Grum thinks to himself, feeling accomplished.
Patrick Barnard |
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Patrick just sighs, although the mention of the Maze of the Open Road does get him very interested. He had walked it before, and now he hopes that he is going to do it again. What wonders will he see this time? He tries to keep his excitement under check though and keep looking stoic - it would not do to show weakness.
Subconsciously he moves so another Pathfinder keeps him eclipsed from Captain Benarry.
GM Hmm |
Pathfinders hustle about the grounds of Woodsedge Lodge, checking in, mustering in units, unloading and delivering supplies, cooking, and socializing. The atmosphere is tense but excited. Gossip about the malfunctioning Maze spreads throughout the lodge, as Pathfinders wonder what could be wrong.
The Maze of the Open Road is a place of legend that few Pathfinders have had the honor of traversing. Once dangerous, the Maze was recently repaired by Eliza Petulengro of the Decemvirate, and news that the Maze is once again malfunctioning has led to intense speculation among the gathering Pathfinders.
Cutting through chaos and gossip alike, Venture-Captain Armeline Jirneau and able assistants take the lead, ensuring everyone gathers in their assigned units and tends to their duties.
Pip Hip Hooray |
Pip comes back to you with preliminary preparation assignments. "Oh my goodness, there is so much to do! Here is a list of some of the Venture Captains and Faction Heads still seeking help."
I am going to post all the preparatory missions at once. Please either quote your prep mission or name it at the top of your post so that I know which ones you're addressing. All of these missions are open to the whole group. Feel free to do as many of the preparatory missions as you like.
As always, I love roleplay, so ham it up!
GM Hmm |
ESCORT
Relevant Skills Nature, Perception, Survival
Verdant Wheel faction leader Urwal walks amid the gathered Pathfinders. He checks each person's face before shaking his head and moving on to the next. “No. No... Where are they?” He turns abruptly to your group, tail swishing as the coppery iruxi rebalances himself. Then he pauses to offer his hand to Chulyin’s jaguar to sniff before scratching the cat behind the ears. “Ah, good, experienced trackers! There are some junior Pathfinders unaccounted for from this list.” He hands you a list with several names on it.
Jackpot -- Gourd Leshy, brand new recruit from Iobaria. He/Him.
Dr. Croaker -- Grippli physician, brand new recruit from the Sodden Lands. He/Him.
Zot the Magnificent -- Bronze Kobold from Absalom, experienced but impulsive. She/Her.
He frowns. “Although the upcoming mission will be dangerous, Galt is not a land it would do to get lost in. Find our wayward companions and bring them here so no one gets left behind.”
GM Hmm |
LAST MEAL
Relevant Skills Cooking Lore, Society, Survival
“Morning, Grum, you big handsome orc! Morning, all!”
Horizon Hunters faction leader Calisro Benarry clutches at her stomach as it grumbles loudly. “You lot arrived just in time! I'm starving! Go lend the Lodge's serving staff a hand so everyone can have a proper meal before this mission gets underway. We can't set out on an empty stomach!”
GM Hmm |
MAGICAL INVESTIGATIONS
Relevant Skills Arcana, Nature, Occultism, Religion
“Ah good! I see that they’ve finally sent me a team with some expertise in the mystic arts! Come!” Ashasar claps his hands. Soon all of you stand outside a magnificent hedge maze, which Ashasar examines with interest. “This is the fabled Maze of the Open Road. Our divinations indicate the maze's misalignment is due to an outside source beyond the maze and not a problem with the maze itself. Still, I prefer to conduct a second assessment to ensure nothing's changed. I'd like you to assist by gathering magical readings—just don't enter the maze!”
GM Hmm |
MUSTERING
Relevant Skills Diplomacy, Perception, Society
Venture-Captain Armeline Jirneau looks over the team, and then proffers a long list of names to Patrick, cheerfully ignoring the wizard’s discomfort in talking to females. “My assistant Pip -- I think you met her -- has organized all the Pathfinders into teams of between four and six agents, but people have a tendency to wander off and socialize. I want your team to take this list and help everyone gather in their assigned units.”
GM Hmm |
REASSURANCE
Relevant Skills Deception, Diplomacy, Performance
”Sideon!” Head Initiate Janira Gavix smiles and waves at the sight of you, then hurries over to say hello. “So great to have a fellow bard here! Do you and your team have a second to lend me a hand? I brought along a few dozen newly graduated Pathfinders, but they're worried about the upcoming mission. I know they're ready for this, but the scale of it all is setting them on edge. Could you all talk to the rookies? Some conversation and encouragement will help settle their nerves.”
GM Hmm |
SUPPLIES
Relevant Skills Athletics, Society, Survival
”Chulyin! Greezgux! And you brought your whole team, excellent!’ Vigilant Seal faction leader Eando Kline waves to your group as he sifts through crates and wagons, divvying gear up into piles. “Help me sort this equipment according to the supply list, then deliver it to the assembling teams. We need to ensure everyone is well equipped for the upcoming mission.”
Grum Skoljar |
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ESCORT
Grum looks around for the missing trio.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15
They should really put a bell on these newbies.
"No sign of them"
Last Meal
Is she really asking to have a meal with me
"I'm no good in kitchen. Will try though"
survival: 1d20 + 10 ⇒ (11) + 10 = 21
Supplies
Grum silently lends a hand.
athletics: 1d20 + 15 ⇒ (14) + 15 = 29
Chulyin the Spirit Talker |
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Escort
Nature (M): 1d20 + 17 ⇒ (2) + 17 = 19
Chulyin sets out in search of any missing Pathfinder agents. However, he is unfamiliar with the land around Galt. He finds no shortage of deer trails and fox paths but no Pathfinders.
Last Meal
Society (T): 1d20 + 11 ⇒ (2) + 11 = 13
He makes a fine vat of mashed potatoes. Filling but bland.
Magical Investigations
Nature (M): 1d20 + 17 ⇒ (15) + 17 = 32
Chulyin evaluates the magical emanations around the entrance to the Maze of the Open Road. He then casts his gaze toward the sky and squints. "Hmm." He reaches down and examines the leaves on the hedge maze near the ground. "It seems like the threads of primal energy are warping or vibrating for some reason as they pass near the maze..."
Mustering
Perception (E): 1d20 + 15 ⇒ (9) + 15 = 24
"What color table where you assigned to?" Chulyin asks a wandering Pathfinder. "Ah. Those are over there. You'll find the flags numbered sequentially from north to south."
Reassurance
Diplomacy (T): 1d20 + 9 ⇒ (2) + 9 = 11 +1 more to Make an Impression
Chulyin sits down to speak with the fresher Pathfinder agents. Unfortunately, much of his wisdom flies over their heads. It does not help as he describes his experience fighting wave after wave of demons in a burning forest.
Supplies
Athletics (T): 1d20 + 12 ⇒ (9) + 12 = 21
"We will do our best," Chulyin answers Eando with a nod. Once the supplies are sorted, he hefts the heavy crates and begins carrying them to their assigned teams.
Patrick Barnard |
Patrick does the best he can (in preference order)
Magical Investigation This is more up his alley and he sets to it with gusto, so of course he gets right on it. Arcana: 1d20 + 18 ⇒ (10) + 18 = 28 Fascinating. This needs further research
Supplies At least he's good with lists and catalogues Society: 1d20 + 13 ⇒ (8) + 13 = 21
Mustering A social person he is not. He doesn't even know most of these people. But, orders are orders. Erm ... excuse me ... have you seen any of these people? Society: 1d20 + 13 ⇒ (14) + 13 = 27
Escort Nature: 1d20 + 12 ⇒ (7) + 12 = 19
Last Meal Serving staff? You must be joking. Oh, no you're not. Okay Society: 1d20 + 13 ⇒ (18) + 13 = 31
Reassurance Reassurance? How am I supposed to do that? Well .... he tried Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
Greezgux Sragmiagz |
Escort
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Greezgux scurries down between most of the bustling Pathfinder's legs as he darts across the camp to find the wayward companions and bring them in.
Magical Investigations
"Can't you just fly over the maze?" Greezgux prods at the magical barriers to try and get a better idea on what is going on.
Mustering
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
As Greezgux darts among the growing crowds he shakes his skull covered staff at their legs to get the groups corralled as he stomach growls in need of fresh food soon.
Supplies
Athletics: 1d20 + 14 ⇒ (17) + 14 = 31
Greezgux doesn't know how to read and hands his list off to the mosquito witch doll. Grabbing ahold of the paper with both hands the wind catches it like a sail and sends the small poppet off into the air well above the camp as it twirls around.
Greezgux shrugs and simply grabs handfuls of crates and brings them to random groups.
GM Hmm |
ESCORT -- Continued
As Greezgux looks for the missing Pathfinders across the camp, he discovers a trail of empty wine bottles leading to a tent. His poppet, flying in her paper airplane, points at the tent meaningfully...
Greezgux has to double-check to make sure his fireball bead is still on him!
Zot the Magnificent |
Meanwhile, in the tent...
"Hic!" The Mighty Dragon, Zot the Magnificent, stares blearily at an empty wine bottle as she weaves back and forth in the tent. "See, I think... you... are totally wrong, Doc. This wine clearly has no eff--" she pauses for a moment, losing her train of thought. Then she nods sagely. "Doesn't work on dragons..."
Dr. Croaker |
"Fascinating," The grippli physician takes notes, or tries to, anyway. His pen appears to be missing and he fumbles for it in his vest for a few minutes before giving up and takes another swig of the Galtan red wine. "The inebriation effect must only work on mammals."
GM Hmm |
...but where is Jackpot? Maybe Sideon can find him!
I will resolve all the missions after Sideon gets to try them!
Sideon Senzir |
Escort
Sideon follows a mysterious trail of jam, looking for the missing leshy.
Survival: 1d20 + 11 ⇒ (9) + 11 = 20
Last Meal
"Let me prepare for you a meal that I once tasted in the ruins of Ninshambur! I may have to make a few substitutions."
Bardic Lore: 1d20 + 14 ⇒ (1) + 14 = 15
Magical Investigation
Arcana: 1d20 + 16 ⇒ (3) + 16 = 19
"I find that most artifacts could use a good kicking every 100 years or so."
Mustering
Society: 1d20 + 14 ⇒ (20) + 14 = 34
"Here's a list of agents that I think would be great for the job."
(Unfortunately, many of them are long retired!)
Reassurance
Diplomacy: 1d20 + 14 ⇒ (7) + 14 = 21
"Come now, I'm sure many of you have faced worse. There seems very little chance of being trapped in an unraveling reality today, for instance."
Supplies
Society: 1d20 + 14 ⇒ (17) + 14 = 31
Sideon uses his many years of adventuring to prioritize the equipment he hands out.
GM Hmm |
ESCORT -- Final
Alas, Sideon is unable to find the missing leshy! Geezgux escorts back to their unit two extremely inebriated Pathfinders who had been testing out the effects of four bottles of Galtan Wine on non-mammals.
Although worried about the missing new recruit, Urwal is pleased that you were able to find two out of the three missing Pathfinders.
★ --- ★ --- ★ --- ★
Escort Standard Reward Each of you receives a moderate healing potion from Urwal as thanks for their efforts.
GM Hmm |
LAST MEAL -- Final
Grum and Chulyin together make a batch of bland, unsalted mashed potatoes. Sideon attempts some delicious pasties that he once tasted in the Ruins of Ninshambur, but makes so many substitutions that only the Irongut Goblins are eating them with any kind of enthusiasm. Greezgux is too busy tracking down Pathfinders to try being around in the kitchen.
Fortunately, Patrick saves the day by at least presenting the mashed potatoes with style and panache, and adding a bunch of extras like chives, pepper, and chopped bacon bits. Everyone digs in once salt is provided.
★ --- ★ --- ★ --- ★
Last Meal Standard Reward The nourishing meal fortifies you for your mission. Each of you gains a +1 circumstance bonus on their next Fortitude saving throw.
GM Hmm |
MAGICAL INVESTIGATIONS -- Final
Senzir cannot makes heads or tails of the strange phenomena, but Patrick and Chulyin soon discover that not only do all paths in the Maze of the Open Road lead to the same destination, but that some outside force is pulling them there.
"Fascinating..." Ashasar, the suli druid, nods. "That makes perfect sense. I must inform Eliza Petulengro at once!"
★ --- ★ --- ★ --- ★
Magical Investigations Standard Reward Ashasar rewards each member of your team with their choice of a murderer's knot, swift block cabochon, scroll of fly, or a 4th-level scroll of restoration.
GM Hmm |
MUSTERING -- Final
Chulyin, Patrick, and Greezgux all turn out to be competent musterers, but Sideon's encyclopedic memory for faces helps everyone finish the job in record time! Venture Captain Armeline Jirneau is delighted to have everyone (except for the poor missing Jackpot) back into their units! "Three cheers for our Musterers! Huzzah!"
★ --- ★ --- ★ --- ★
Mustering Greater Reward Meeting your fellow Pathfinders instills in you a lingering sense of responsibility for your fellow agents. Each of you gains a +2 circumstance bonus on their next Will saving throw.
GM Hmm |
REASSURANCE -- Final?
Unless one of you spends a hero point, all of you discover that you are not particularly good at reassuring new recruits, especially Chulyin whose tales of endless battles and fire balls from his last mission cause a number of the new recruits to clutch each other and cry.
Does anyone want to spend a hero point and retry this? If you don't want to spend the hero point, please note this in discussion.
Jackpot the Leshy |
"Oh no! Will anyone save us all from certain DOOM?" Sitting amongst the new recruits, unnoticed all this time, an over-acting leshy raises leafy hands to his empty head in despair.
GM Hmm |
SUPPLIES -- Final
Chulyin and Patrick do their best, but they cannot seem to make sense of the Pathfinder Society's Supply Catalog. Still, Grum, Greezgux and Sideon keep the supplies moving so that every Pathfinder Unit has their basics from the Pathfinder Society supplied.
★ --- ★ --- ★ --- ★
Supplies Standard Reward Each of you receives your choice of a moderate antidote, moderate antiplague, cheetah's elixir or moderate eagle eye elixir as part of your assigned equipment.
Patrick Barnard |
Patrick felt a bit sorry for those new recruits but, knowing his luck, if he tried again, he's more likely to make things worse - and likely get a right earful from Jadnura ... errr Janira. Beside, the situation with the Open Road was much more interesting. Also, he was rather surprised hoew the meal had turned out. Maybe cooking was rather similar to alchemy after all. Besides, as far as he was concerned, bacon makes everything taste better.
As long as the kicked artefact does not explode in your face he replies to Sideon.
On the way out, he picked up a Scroll of Fly and a Moderate Eagle Eye Elixer as well as the usual Lesser Healing Potion
Zendel of Oprak |
Meanwhile...
Zendel sits morosely considering his options. With two of his teammates drunk and one missing, his unit does not qualify to go on the mission. But he's a merchant by trade, and that gives him an idea. He can continue to help the mission by organizing a supply caravan to follow the other Pathfinder teams!
He approaches your team. "Thank you for helping find some of my lost teammates. Do you need to purchase any extra supplies before you set out? I have a wide selection of the basics available at standard rates."
GM Hmm |
THE SUPPLY CARAVAN
After acquiring free supplies from the Pathfinder Society's leaders, you are free to make purchases from a supply caravan that follows the expedition. You can purchase common equipment from the Pathfinder Core Rulebook of up to your level from the caravan.
If you need supplies during the adventure, you can return to the caravan to make purchases between encounters in Parts 1 and 2 as well as during the overnight rest at the beginning of Part 3; doing so takes 10 minutes.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
A hush falls over the gathered Pathfinders as Venture-Captain Armeline Jirneau ascends a podium erected outside the entrance to the Maze of the Open Road. “Welcome to Woodsedge, Pathfinders! Thank you for coming. As many of you know, the Maze of the Open Road is an interdimensional pathway built long ago by Forest King Narven Feathereyes as a gift for the Society. Time was not kind to the maze, but thanks to the efforts of Eliza Petulengro and other Pathfinders, it was repaired.
“Recently, the maze’s paths realigned and now all point to a single location. Our investigations indicate this isn’t a problem with the Maze of the Open Road but an outside source—a beacon—that’s attracting the paths. The maze is of critical importance to many missions and must remain available. Our mission is to fix this strange anomaly.
“We traverse the Maze of the Open Road to an unknown destination. Although this is an exciting opportunity to explore new horizons, our mission is not exploration. Our mission is to find the beacon and sever its connection to the Maze of the Open Road. Prepare yourselves! We leave shortly.”
After a few minutes to allow for any last-second preparations, Venture-Captain Jirneau leads the assembled Pathfinders into the Maze of the Open Road. ”Stay close, we won’t be here long.”
Armeline guides the Pathfinders through the maze with confidence, while Eando Kline, faction leader of the Vigilant Seal, takes the rear, ensuring no Pathfinders get left behind. Armeline hesitates only a moment before plunging through a shimmering portal, out of the Maze and into the unknown.
Following her lead, the Pathfinders arrive in a large stone chamber with red stone walls and polished tan floor tiles, lit by a luminous arch rising from a central raised platform. The chamber has three side chambers and one exit. “Fan out, Pathfinders!” Venture-Captain Armeline orders. “Secure the area.”
Table GMs, please begin Part 1