
GM Nowruz |

Where does the adventure take place?
The adventure takes place in Absalom. For more than 4,000 years, Absalom has been the City at the Center of the World, a metropolis-sized showcase of the greatest treasures in all Golarion.
The importance and influence of Absalom upon the Inner Sea and the whole of Golarion can not be overstated. The city not only holds a key strategic position for both commercial and military endeavors in the region, but encompasses the site of the ascension of four deities and claims to have been founded by none other than the Last Azlanti, the god Aroden. It is not without reason that the passage of time throughout the Inner Sea region is counted in Absalom Reckoning.
Situated on the southern coast of the Isle of Kortos, Absalom is the largest city in the Inner Sea region and quite possibly the entire world. The ice-capped peaks of the Kortos Mounts are among the highest known in the world, stretching high above treeline.
Countless abandoned siege engines and constructions of war from the numerous failed attempts throughout history to take the city by force lie scattered throughout the surrounding countryside in what has become known as the Cairnlands and the wreckage of armadas of unsuccessful attempts on the city from the sea all but block the wide harbor in a mass known as the Flotsam Graveyard.
The city itself is enormous: it stretches more than seven miles from the Starwatch Keep to Azlanti Keep and more than five miles from Westgate to Eastgate.
~
Adventure Background
You are all part of the Pathfinder Society and because of reasons in your individual recent past you have received a field commission to conduct missions of behalf of the Venture-Captains of the Society.
The Pathfinder Society is a globe-spanning organization based out of Absalom, the City at the Center of the World. The membership consists primarily of Pathfinders, adventurers who travel throughout Golarion—usually inconspicuously—and explore, delve, and otherwise experience the lesser-seen parts of the world.
They send journals documenting their travels back to their venture-captains, who also assigns them new missions and suggests new places to explore. The most exciting and illuminating of these journals are compiled in the Pathfinder Chronicles, an ongoing series of books that collect the history and mystery of Golarion for its membership and the general public.
The Pathfinder Society generally takes a hands-off approach with its agents, leaving them to pursue their own leads, and chose their own priorities. Pathfinders are only expected to explore the mysteries of the multiverse, report what they find, and cooperate with one another in order to assure the success of the first two duties. Pathfinders are expected to report their findings to their venture-captains, who collect and review these records, and pass on the best to be published in the Pathfinder Chronicles.
So you are expected to EXPLORE, COOPERATE and REPORT!
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
~ ~ ~ The Wounded Wisp ~ ~ ~
You are back in Absalom for some time now after your mission in Highdelve which was very successful.
You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission that you hope will be of importance.
Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents.
Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.
You were asked to all come together in one of the meeting rooms of the Grand Lodge and have been waiting for a couple of minutes already but Venture-Captain Drandle Dreng has not arrived, yet.

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A very handsome Garundi man enters the room; he is tall and wears fine clothing with a large holy symbol blazoned upon the buckle about this waist, but the first thing you all notice is the pale blonde hair and goatee that he sports. "My friends, I am called Abdi the Goldmane, the illustrious Venture-Captain Dreng has requested that I assist you all with some task. It would seem that I have arrived late, but hopefully not too late." He smiles as he gestures around the room and the lack of Drandle. "You have the look of great adventurers about yourselves. May I sit with you?"

GM Nowruz |

Drandle Dreng is the venture-captain of the Pathfinder Society who handles Pathfinder assignments concerning Absalom's history and mysteries. He has a remarkable memory: he recalls hidden truths about the city's most important people that even they have forgotten. These secrets are not just gathered from Pathfinder agents: he gathers information personally.
Suddenly a little female gnome with pink hair opens the door to your meeting room and asks “Are you the team waiting for Drandle? He won’t be able to meet you here but left an address for you to meet him. Here you go!“
She hands one of you a piece of paper with the address and runs out as fast as she had arrived.

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Wow... that was quite a trek back. At least we didn't fly back!
The cosmopolitan elf makes himself quite at home again, walking the upper districts of the city for several days until called back to the Grand Lodge. It seems he stole away with copies of some of the Chronicles to pour over in various coffee shops.
Gathering at the lodge...
A well-dressed elf enters the room, his skin rather pale. His dark hair flows just past his shoulders to his mid-back. All of his facial hair is well-kept, and you imagine it must be trimmed nearly daily. He has sharp features that suggest sternness, yet he keeps a pleasant, cordial expression. His dark eyes however, seem to be looking through you whenever he faces you to speak or listen.
His artisan's clothing is very practical, but he wears it cleanly. A spotless white shirt with ruffled edges and loose-fitting tan breeches. Overall, you get the feeling that he does't like to get dirty often.
Kn(local), untrained: 1d20 + 4 ⇒ (15) + 4 = 19
Worry not. Without our Venture Captain you are not really late. It's good to meet you Abdi, I'm Darzus.
The elf frowns at the address handed off by the colorful gnome.
Oh... I hope this is not the beginning of a sequence of locations. Does he often change locations on agents so late? he asks of her.

GM Nowruz |

The little female gnome with the pink hair puts her head into the room again and says "Oh sorry, I forgot to tell you that Drandle wants you to introduce yourself properly to each other. He said that this mission can involve a lot of ale and he wants you to know each other at least a little before you see each other completely drunk!" she says with a sly smile and closes the door.

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Sabah had made camp on a hilltop just outside the city walls. Using the wall of a fallen ruin she pitched her tent in the best spot she could find to see the Cathedral of the starstone.
As she sits by candle and starlight, over a map of the night sky and a hand scrawled map of absalom. She sets down her quill in frustration.
She measures the distance between stars with her fingers and Gathers up her papers with one hand. Dawn begins peaking over the horizon.
As she turns and gets down from her perch among the rubble, she notices a rider has arrived at her tent. A message from grandlodge requesting her help.
Sabah hitches her donkey outside the grandlodge and quickly strides up the steps to the main door. Dark brown hair tied in a single long braid. She wears the garb befitting a Caravan guard from Qadira, a leather lamillar vest over loose fitting linen tunic, linen breeches over a pair of brown road worn boots with the tip curled slightly for ease of movement on sand and rough stone. She carries a staff with a lantern attached and a Oud slung over her back.
She reaches the door to the assigned meeting room and briefly before reaching for the handle adjusts her garments. She ventures inside.
She greets Darzus and her former companions with a brief wave and smile.
She takes her seat, offering one across from her to Abdi.
A message appears across the top of the table.
"greetings Abdi, my name is Sabah, I look forward to working together. Where is our venture captain?"
knowledge local: 1d20 + 6 ⇒ (8) + 6 = 14

GM Nowruz |

You decide to go to the address and any Pathfinders that are late will receive the address from the lovely young gnome.
Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?”
Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.”
As if anticipating agreement, the bedraggled Venture-Captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”
Some characters may have greater knowledge of the Pathfinder Society’s history and its association with the Wounded Wisp.
You can use knowledge (history) to see what your character knows about the Wounded Wisp bar and its history. Open all Spoilers up to the DC you met with your roll. Any Pathfinder can attempt this check untrained.
The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.
Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment.
Selmius Foster was one of the founding members of the Pathfinder Society, known to have frequented the Wisp often and occasionally taken up residence in a spare room between his travels. His celebrated exploits first appeared in Volume 1 of the Pathfinder Chronicles.
Following the death of Selmius Foster on the island of Bhopan, his assistant Adolphus made several donations to maintain one of his mentor’s favorite sites. The exact arrangement between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.
“Do you have any questions?“

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knowledge History: 1d20 + 6 ⇒ (17) + 6 = 23
Sabah scratches her chin for a moment and then with a flourish of magical energy produces a small slip of illusory paper and presents it to the team.
The paper recalls the above knowledge up to dc20.
Once everyone is finished reading the information she allows the paper to disappear in a sizzle of smoke. She then waits to see if anyone else has questions.

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Darzus recoils at first when the outstretched hand approaches him. The obvious contrast of his fine clothing against the man's rags is not desirable, and leaves him thoroughly uncomfortable.
Um.... Awkward confusion is written on his face until Dreng reveals himself from the disguise.
The elf laughs sheepishly hoping he wasn't too obvious.
Good one...
Knowledge (history), untrained: 1d20 + 4 ⇒ (19) + 4 = 23
He accepts the slip of paper from Sabah, nodding along at what seems like common knowledge to him.
Handing it back to her, he looks up again at Dreng.
Questions? I suppose... Will Heryn Gale willingly give your parcel over to us? How will she know that it's okay for us to take it?

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When Dreng appears, Malluma frowns. Silly tricks. She reads Sabah's words and nods. "Knowledgeable as ever, Sabah." She eyes Darzus with respect. "Good question. No more secrets with this bottle?"

GM Nowruz |

"You can find me here again when you got my bottle. I am not going anywhere at the moment.”
He suddenly stares to corner to his right and hesitates moment – then looks at you “Run, run, otherwise you might be too late!“
Following the instructions you arrive at the Wounded Wisp bar.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++
LOCATION
The Wounded Wisp is located in the Foreign Quarter district of Absalom, close to the grounds of the Grand Lodge. Dreng’s hastily sketched map provides basic directions. You have no difficulty finding the establishment with the map Dreng provided. Almost every initiate or member has heard of or seen the building at some point.
* * * * *
DESCRIPTION
Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest.
The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”— that hangs there during the evening hours.
Description of the Wounded Wisp based on what you can already see (see map in handouts.)
A1. Entry Hall: This long wooden hallway is the entrance to the Wounded Wisp, heading north into the building itself. The walls are covered in numerous decorations and trophies left by successful Pathfinders who’ve donated minor paraphernalia to the bar.
A2. Coat Check: This large closet contains various coat racks and shelves for patrons to place any equipment they don’t want to lug with them. Typically a teenager works here and manages any garments the patrons wish to stow.
A3. Main Hall: Tables fill the main floor of the Wounded Wisp where patrons sit with colleagues and share stories over drinks. Three sets of stairs lead up to a raised dining area (area A5).
A4. Bar: Staffed by at least one employee of the Wounded Wisp, the bar holds a variety of different beers, while hard liquors are kept in a glass case on the wall behind the bar.
A5. Dining Area: Four feet above the main floor of the Wounded Wisp, this section is sectioned off by elegant metal railings. On this level, patrons can enjoy a more private meal without the noise of the area below.
* * * * * *
YOU STEP INSIDE
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
As you arrive, a handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.

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As you consider entering the Wounded Wisp, someone can be heard approaching, hustling behind you at a double-time gait.
It is a Half-Orc in studded leather, his only obvious weapon a crossbow across his back.
Seems I took a wrong turn... you must be the other Pathfinders. I'm Kaliban. He pauses, catching his breath.

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Darzus smirks. "The other Pathfinders"? Isn't this place loaded with Pathfinders? But, yes, I think it is us you are looking for. Well met. I'm Darzus.
The elf smiles warmly and extends his hand to Kaliban.

GM Nowruz |

You all notice that the current talk of the bar is that Sir Reinhart of Kenabres, a Mendevian crusader who recently arrived from the north, plans on attempting the Test of the Starstone, the legendary trial by which one might ascend to godhood.
+++++++++++
Standing here in the Wounded Wisp you see a lot of Wayfinders in the open and realize that this tavern is still very much frequented by Pathfinders
You look around and some of you see the faces of people that you have once or twice seen in the Grand Lodge.
Roll knowledge Local OR Diplomacy (Information Gathering) four times and as Pathfinders you may make this roll untrained to achieve the DCs above 10:
On the other side of the bar sits the military historian Yargos Gill, one of the few patrons who bear no direct affiliation with the Society. Despite this, Gill has often found himself wrapped up in the Society’s affairs and he has come to accept the Pathfinders as allies. The older man is sipping from an oversized flagon of ale while reading through a large and ominous-looking tome.
Next to the bar sits Janira Gavix. Having completed her ow n Confirmation several months ago, the female halfling bard enjoys taking breaks at the Wounded Wisp. You have heard that Janira has an extraordinary memory, and that she spends much time here learning about the exploits of other adventurers and relating her own tales with oratorical flourishes.
Looking at her table you have the impression that Janira already has a group of newly confirmed Pathfinders listening to her tales of Society founder Durvin Gest and the fabled Lens of Galundari.
++++++++++++++++++++++++++++++++++++++++
For those of you who know her, Heryn Gale works the bar of the Wounded Wisp tonight, catering directly to those sitting on stools while simultaneously preparing drinks for those at tables and coordinating the wait staff.
It is your decision if you know Heryn or not. Many frequent the Wounded Wisp without even knowing about its history.

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Diplomacy (Information Gathering: 1d20 + 8 ⇒ (6) + 8 = 14
Diplomacy (Information Gathering: 1d20 + 8 ⇒ (17) + 8 = 25
Diplomacy (Information Gathering: 1d20 + 8 ⇒ (11) + 8 = 19
Abdi smiles at the newcomer. "Welcome! It is good to have more Pathfinders on this errand for the Venture Captain. I am Abdi the Goldmane." He extends his hand to Kaliban.
As they look about the room, Abdi recognizes the Boartusk twins and while he had never had the pleasure of working with them directly, he knows of their reputation around. He does, however, recognize one face that he has worked with; Janira! His initial impulse was to call out over to her, but he saw that she was deep in the telling of a story and did not wish to interrupt her cadence. He looks around and takes it in with a deep contented sigh. "I wish I had learned of this place sooner. I love the richness of this northern wood. Come! Let us finish our errand so that we might have time to carouse after."

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Diplomacy to Gather Info DC 15: 1d20 + 5 ⇒ (7) + 5 = 12 ...fail
Diplomacy to Gather Info DC 20: 1d20 + 5 ⇒ (5) + 5 = 10 ...fail
Diplomacy to Gather Info DC 20: 1d20 + 5 ⇒ (13) + 5 = 18 ...fail
Diplomacy to Gather Info DC 15: 1d20 + 5 ⇒ (19) + 5 = 24 ...success
A serious-looking young halfling woman peeks out from behind Kaliban. Her eyes flick over the whole space, lingering only on Janira for a moment, before returning to the group. "I take it you're the others VC Dreng sent on his go-fer mission? I'm Jussa. ... Does he... Does Dreng always seem a little off his rocker? Or is that my inexperience talking?"

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knowledge local: 1d20 + 6 ⇒ (6) + 6 = 12
knowledge local: 1d20 + 6 ⇒ (14) + 6 = 20
knowledge local: 1d20 + 6 ⇒ (4) + 6 = 10
knowledge local: 1d20 + 6 ⇒ (10) + 6 = 16
Sabah taps her staff on the floor and a message scrawls by her feet.
"Glad to have everyone along on this mission. My name is Sabah, let's all find a place to sit. We are likely drawing a bit of attention all standing in the doorway like this.
Sabah finds an empty table and has a seat before producing another illusory scroll and setting it on the table.
The scroll contains the knowledge checks for check 2 and 4. Once everyone has had a look she dispells the document in a small smokey poof.
She scrawls a message on the table top with her finger and some magical energy, for any present party members to read.
"I know we came here for the delivery, but I think it would be prudent to get some muscle just in case we run into trouble. Those twins over their would be a great fit, I heard about some of their heroics while performing last night."

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Knowledge Local: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge Local: 1d20 + 5 ⇒ (14) + 5 = 19
Knowledge Local: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge Local: 1d20 + 5 ⇒ (6) + 5 = 11
Malluma, not recognizing anyone, sits by Sabah and Kaliban. "I'm Malluma, good to meet you. That's my snake tied up out front." Her scales shimmer in the torch light and she looks around after reading Sabah's message. "Janira, my brother has mentioned her. It seems this bar attracts legendary members of the guild indeed." Not one to waste time, Malluma soon walks up to the bar. "Heryn, I assume? Dreng sent us here to pick up a package." She looks back at the raucous bar before looking back. "By the way, does the venture captain's breath always smell like cheap spirits?"

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Gather info (DC 15 Diplomacy): 1d20 + 6 ⇒ (7) + 6 = 13
Gather info (DC 20 Diplomacy): 1d20 + 6 ⇒ (13) + 6 = 19
Well! We have some new faces here today! the elf remarks. He introduces himself to the halfling. This your first time out? I swear the missions aren't ever scavenger hunts like this...
He looks around at the size of the group given their current task.
I guess everyone can take a turn holding the package? he says with a hint of sarcasm.

GM Nowruz |

Herym turns to Malluma.
"Oh hello gentlemen, I am Heryn, hard to believe that I still need to introduce myself." she says laughing. Then she takes your orders and serves you everything you need.
"So what brings you to this establishment?"
When you explain in more detail Heryn focuses on you.
"Oh of course, I was wondering when Drandle would get his bottle. I cannot accompany you down at the moment as I have to wait until my replacement arrives so that I can step away from the bar. Look, up there are two free tables. Take a seat and have a drink and I will be with you within the next hour, ok?"

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Whatever the group would like to do. I can always RP the heck out of a situation, but I also recognize that perhaps that's not what anyone else would like to do. My vote would be doing some RP with NPCs.

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Jussa settles herself politely on a stool sized for a smaller person to drink her order of a half ping of milk*, naturally keeping her elbows off the table.
* Skip to the 9:00 mark. Has anyone else watched the supreme masterpiece that is "Shipwrecked"?
"I know we came here for the delivery, but I think it would be prudent to get some muscle just in case we run into trouble. Those twins over their would be a great fit, I heard about some of their heroics while performing last night."
Cocking her head in curiosity, Jussa dubiously asks: "Do you...expect trouble fetching a bottle of wine from the cellar?" Also, why does she write everything instead of saying it? At least her script is legible.

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Sabah watches closely as Jussa speaks. She smiles and sets to ensorcelling a new message on the table top.
"the gods saw fit to bless me with no capacity for speech, to my misfortune. I have for much time attempted to find a remedy for this. But in doing so, I made a deal with a sphinx, who took my hearing in exchange for much ancient knowledge. Unfortunately none of it has come of use for my inability to speak, but it does come in handy when recalling knowledge about magic and history."
Sabah calls for a refill with a wave of her hand for her companions and herself. Taking a sip before a new message replaces the others on the table top.
"hopefully that is helpful, and to answer your question Jussa. I find venture captains tend to draw us into more trouble than they expect. Or that they are wilming to share in Drengs case."

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Malluma, not recognizing anyone, mostly sticks to the group. "Last time half of us were on a mission, a babysitting job led to us killing a two headed giant and bowing before a dragon." She sighs. "Pathfinders don't become legends by things going as expected."

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Darzus shrugs, following Jussa and the others to their table. He smiles watching Sabah explain the reason for her messages to their newfound halfling. Just then he remembers, and makes an effort to focus on the sound of her voice, and those of the other newcomers to the group. Sabah will want to know what they sound like soon, in her dreams...
Oh, how much trouble could there be in this place? I know Dreng likes to entertain himself but... this place is loaded with Pathfinders looking for their own claims to glory. This has to be the last place something sordid would go down. There's certainly nothing with two heads here.
He then nods to Malluma, muttering But yes, that was some "babysitting" job...

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Jussa's eyes go wide for a moment as she freezes, then slips off her stool to back away into a shadow.
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22

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Sabah stands up swiftly from the table letting the chair clatter backwards on to the floor. She crosses along the side of the table straight toward the half-orc twins, weaving a message along her arm as she walks.
The message reads..."Damn right I'm writing a message about you two and if my lips were capable of speech I'd spew it forth for all to hear."
Sabah continues walking until she is almost right under the Half-orcs noes, weaving a new message on her arm as she goes.
"you two are a couple of big damn heroes, and I'd most obliged if I could hear your story in person as to get the real heroics in person."
Sabah extends her hand in a brisk handshake for the half-orc to grasp. A new message playing along it's palm.
"what do you say Garl? Shrade? Will you share with a couple of no good grunt pathfinder agents the story of Garl and Shrade at last wall?"
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
if he accepts I will drag him and shrade to the table to tell the story. While calling for more drinks.

GM Nowruz |

Garl and Shrade look at Sabah and initially have a confused look on their face. Garl scratches his head "Hmmm ... do I know you?!"
Suddenly, Shrade hits her brother with her fist. "You idiot! This is a joke!!" she says with a smirk and they both start laughing.
Sabah has obviously started an easy conversation with the the two half-orcs and they are eager to share stories of battle over a mug of ale.
Sabah notices that they’re on friendly terms with the Wisp’s staff, mainly due to the large tab they rack up over the course of an evening.
The Boartusk Twins come off as familial comrades.

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Malluma stands abruptly, knocking her chair onto the floor as Sabah rushes towards the half-orcs. Unable to read the text on her arm, the nagaji mutters, "Nothing like a good bar brawl," and takes a few steps forward to back up her companion. When the joke is over, she cracks a soft smile and begins sharing war stories with the twins. As the conversation goes on, she quickly realizes she is far outside her weight class with these two. Malluma raises a mug. "May we one day be as successful and daring as the boartusk twins!"

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Whoa! Jussa wouldn't have pegged Sabah as the intimidating bar-brawl type, but it sure looked like she was cruising for a bruising for a moment there. Once the tension dissolves into laughter and camaraderie, it takes a few minutes for her heart rate to return to normal. Taking a deep breath, she slips back to the table to re-claim her stool and mug. Ugh. Warm milk. I let it sit too long. Grimacing, she chugs the rest of it and wipes her mouth on a crisply white handkerchief, which she folds before returning it to her pocket.
Listening to the tales told, she wonders how much of it is embellished. Surely--*surely*--the life of a Pathfinder isn't *that* dangerous. It's just exploring, cooperating, and writing reports, right?

GM Nowruz |

Shrade laughs after the small battle of words of their fellow Pathfinders. And a lot of ale flows!
You notice that the motivation of the Boartusk Twins clearly is: “There’s nothing an axe can’t fix”. But more than anything, these half-orcs want to be recognized for more than their martial prowess, and they look for ways to assist other Pathfinders beyond use of their combat skills.
After a while Garl blushes a little bit "Malluma, Sabah, you are real fighters at heart! A strong man and woman!"
And Shrade continues "Listen, if you need our assistance you only have to call us! We are adept at creating distractions and ..." suddenly she is interrupted by Garl.
"... and we are adept at inflicting property damage, both of which might help you!" Garl says with a smirk.
Shrade slaps him again with a smile and says "No really, we are also willing to perform modest amounts of breaking and entering, which might help you get valuable information without dirtying your own hands ... well for the right pay of course!" and they both start to laugh.
“But we have to go now!! All the best!!“
What do you do next?

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Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20
Ah. Interesting. Jussa makes a mental note to share her read of the twins with the group once they're out of earshot. "Thanks! We'll keep that in mind. Especially since you've gained enough experience to know when to use brute force and when finesse is more useful. Before you go, is there anyone else in here who'd be good for a novice like me to talk to? Networking, you know." She gives the twins a self-deprecating half-smile.

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DC15 Sense motive: 1d20 + 4 ⇒ (18) + 4 = 22
Darzus seems kind of shell-shocked when a fight almost breaks out. It's not the kind of tension he's built for.
Breaking and entering... we'll keep it in mind.
He is quite relieved when the twins abruptly leave without answering all of Jussa's questions.
Darzus sidles up to Sabah and mutters Um... lets try to not make too many friends that way. I think we got lucky that this time didn't turn out worse.

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Sorry for my absence over the weekend. It's been a bit of a crazy one; had to assist my father-in-law with covering for his rental property while he was out on vacation during a tenant transition... I'll never be a landlord...ugh
While things calm down and Abdi realizes that there will be no violence, he takes a moment to go over to Janira during a lull in her tales. "Janira, it is good to see you again! Not sure if you recall my face as I know you take many new Pathfinders on their Confirmations."[/b]

GM Nowruz |

Please don’t worry. Real life always first. ;-) This is a fun game AB’s not a chore so post whenever it works. :-D
Janira suddenly turns around to Abdi and smiles at him.
"Oh hello handsome! You know me? You look familiar. Wow, guys look I am already famous!?!" she says laughing to the group around her.
"I need to get another drink!" Janira says to the group she is sitting with and comes to the bar where you all are standing. She orders ale and starts to observe you.
Janira winks at Abdi "What is your name, Abdi, right? I did not recognize you! Yes, that is actually one of the adventures that I would rather like to forget. To be honest, the whole end with the Minotaur is really fuzzy at the moment." she says.
“And do these fresh agents belong to you?" she asks Abdi but also lets her view wander to the rest of you.

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lol, Janira casually forgetting...
Perhaps the ale is effecting Malluma, as the Nagaji is starting to feel a bit more up to talking to strangers. She up to Janira and nods. "Pretty fresh we are, starting to take on the tasks of the Captains. Dreng sent us."

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Huh. I've played that one three times and it never got that bad. Guess I was lucky.
Returning her empty milk mug to the bartender, Jussa remarks: "Yes. He sent us to fetch him a drink. Next I believe he'll have us wax a wagon; after that, I don't know. Maybe remove the wax. Builds character." She gives Janira a conspiratorial wink, assuming that the other halfling has been through similar scenarios in her earlier years with the Society.

GM Nowruz |

The halfling lady focuses on Jussa and Malluma with a smile.
"Very good ... missions always should start with the basics!"
Her facial features become a little more serious and she looks at all of you.
"I come to this place because this tavern represents our roots. I sometimes have the feeling that we Pathfinders have forgotten so much of the lessons of the past."
She shakes her head and looks up again.
"So why are you here? To drink and be proud to be a Pathfinder without understanding what that actually means?! I hope not because we have enough of that sort of people around here."

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Well, technically speaking we're here to retrieve the drink that Dreng wants. But, I think we have time for you to tell us about the meaning of the Pathfinder Society! So... enlighten us!
Better to kill time this way than to see more fights started.

GM Nowruz |

She raises an eyebrow.
"Well, you have to find enlightenment yourself I fear! You know, I am a halfling girl with a lifelong love of learning. And I would so much like to offer sincere praise to those who demonstrate a head for knowledge, facts, and figures. Although ... some of our friends needs to improve on that front! So if you strive to not only go on adventures but to really learn something and also learn from the mistakes of our own organizations past, then you are on the right track. Think about the Shadowlodge, think about all deaths caused by overzealous agents." and again she shakes her head.
Suddenly, she looks at all of you and smiles.
"Hey everyone, was my question too difficult for you? Why did you join the Society?"

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Jussa's expression takes on a somber cast. "My father owned a securities company. I was the one who tested everything: mock break ins, picking locks, disabling traps, you name it. We did everything on the up-and-up, with the owners' prior knowledge and a notarized contract of consent. After he passed away, I realized how hard it is for someone with my skills to find honest work; everyone assumed I was a criminal. At least with the Pathfinder Society, I can choose my missions and use my skills in ways that benefit society instead of tearing it apart."