Thevenin Serkat |
Thevenin lays by a stream of cool water, dipping their rooty toes while their leaf-covered body basks in the grey light. It's cloudy out, but Thevenin easily sees through the clouds and orients their leaves to the sun. A thin sheen of electricity runs across their body, micro-storms raging around them as they recharge.
"Lessgo!" they shout as soon as they're saturated with electricity.
Cascading Rapids |
Another leshy, this one with a bright lotus blossom on his head, spies Thevenin and hurries over--walking lightly over the stream. "Are you a leshy?" he asks excitedly, "I did not expect to encounter another!"
GM Zoomba |
Each of you received your newest assignment whether while lunging in Absalom or from whichever Pathfinder lodge you have most recently been staying at and each of your instructions were the same: to head to the Thuvian city-state Aspenthar for a meeting with a representative for that place’s ruler – Prince Zinlo. Though for one of you the mission notice contained something more. In addition to a letter, 1d5 ⇒ 3 Cascading Rapids‘ package contained a cloth-wrapped scarab-shell inset with a blue jewel, along with instructions to touch the gem once all of your party was assembled.
When you all actually arrive in the city, Aspenthar’s opulence provides a nice change of pace from your longs journeys across the oceans and deserts. Situated on Garund’s north coast the city is a thriving port with merchants hawking all sorts of wares while citizens go about their days in light cooling clothing. Banners of orange, blue, and black line the causeways and buildings as the occasional battalion of the prince’s guards march down mosaic-lined streets.
Once you’ve all actually found and met with each other, unwrapping the scarab and touching the gem causes a strange sensation to wash over you all. You each can ‘see’ in your mind a vision of what feels like a memory, though one you’re sure you had never directly experienced. You ‘remember’ standing in 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.”
With those words the memory fades and you once again can see only the bustling city-life of Aspenthar.
And we’re off! (with an admittedly unusual opening framing)
Princess Sunset |
As the memory fades you notice a four foot tall porcelan doll resting lopsided in the corner within a crate. The eyes shimmer and gleam in the dim lighting as her face shows lines and cracks all throughout from age. The doll wears a tattered and old victorian dress that expands out bigger and bigger around the feet as a matching stained bow is in her curled bond hair, along with a few cobwebs from storage of course.
No matter where you look or move about her eyes seem to follow but the doll never moves, that is until the vision ceases. Out of the corner of your eye you see the doll twitch ever so slightly as a sing song voice comes from the darkness of the storage bin. "Are you friends? I met friends awhile ago. I hope to see them soon." Comes a sing-song voice you have not heard yet. It sets a bit of unease about the room as the voice goes silent once more.
Occultism: 1d20 + 4 ⇒ (8) + 4 = 12
Junior Peppers |
Arcana DC15: 1d20 + 8 ⇒ (16) + 8 = 24
"May I see that gem?" A male Elf with a serious look takes a few moments to examine the scarab. "Interesting. We seem to have experienced the memory of someone else, stored within the gem. There was a group known as the ‘Scarab Sages’ who – amongst other things – had made great strides in researching and understanding the capacity of certain gemstones to be able to hold and transmit knowledge, information, and even full personalities. It seems that from their long alliance with the Pathfinder Society they may have passed on some of those discoveries for broader use in communication that Venture Captain Akan took advantage of here."
He hands the relic back to Case and smiles "My name is Junior Peppers, I've been here in Aspenthar for a while now, doing some explorations into a newly found site along the coast. I've met with Gol Amri before, the expedition was a success so I expect our meeting will go well." He stands there, offering up introductions around the group, although not quite sure what to make of the talking doll. Its obvious he likes the finer things in life, dressed in fine local clothing.
"Yes we are friends, do you need help little one? Are you lost here?" Who would ever tell a creepy doll they aren't friends? Maybe we can donate it to an orphanage?
Princess Sunset |
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The dolls head jerks as it moves, the joint broken and not smooth as it once was from years of use and abuse. As her head turns to the side to get a better view you notice a sizeable hole in the cracked porcelain face and able to see within the hollow toy head. "I'm not sure. I am Princess Sunset. At least that is what Emma called me..." Her face droops a bit "That was a long time ago. I have been sitting in boxes, basements and now this crate for a long time. Their love sparked something in me. I woke up in the dark...called out for my friend...why would they abandon me?" The poppet looks up questioningly.
Her arms begin to move, slowly at first then little by little as the doll crashes to the ground from the box. She attempts to lift herself. After a few failed attempts the poppet finds herself standing on wobbly legs, staring up at Junior with a bit more newfound freedom. "I will go with you friend."
Junior Peppers |
"Oh! Oh.." Are about the only sounds JR can muster as the doll climbs out of the box. This is going to the top of the list for my next therapy visit.. He grins sheepishly while looking to the others for help.
Cascading Rapids |
"Hello friend Princess Sunset!" says Cascading Rapids sounding delighted, "We're delighted that you can join us!"
Princess Sunset |
A large spider crawls out of Princess Sunset's broken hole in her porcelain face. It skillers down her body and flees for the shadows of the crate as the poppet moves to hug Cascading Rapids. "Where are we going Friend?"
Thevenin Serkat |
Thevenin is thoroughly unfazed by the creepy poppet.
"Hiya! I'm Thevenin."
They extend a group of tendrils bundled together into the rough shape of a hand.
"Oh, boy! The desert! Gonna get lots of sun there. Good thing I took a drink last week!"
GM Zoomba |
Once you are ready finding the palace is not difficult. The central palace building looms at the center of Aspenthar, serving the city as a place for public announcements, events, and government functions. A pair of guard stop you as you approach, but upon learning you have a scheduled meeting with Gol Amri they let you through the gates and you are guided by a courtier to a spacious sitting room inside. Your party does not have to wait for long before 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, citizen of Aspenthar and the victim of a terrible crime. The prince in his inestimable wisdom and incomparable justice has sought your Society to address her plight. Kida, please explain.”
The older woman - Kida - sips from a glass of water and speaks in a ragged voice. A bandage is wrapped across her face and she speaks slowly as to not further aggravate a deep gash in her cheek. 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 over the greatest wealth in the sands, but they fled when monsters came.
Kida leans back and takes another drink while the representative Gol Amri continues. “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."
Lesley Hart |
A human lady arrives, panting and catching her breath. She woke up late but fortunately she is staying at a nearby inn from the lodge. She arrives just in time to see the vision and receive further instructions from Gol.
"I'm Lesley. It is nice to meet you all." she introduces herself to them. She intently listens to the plight of the victim and she has nothing to offer but to console her loss. "I am sorry for what happened to your family." She then turns to Gol. "Any advice when we travel at the desert?"
Shayna Quickfingers |
Occultism: 1d20 + 4 ⇒ (14) + 4 = 18
"Wha? What just happened?" asks a slender woman of medium height. "Did we just receive a sending from someone else?" She shakes her head to clear it from the cobwebs of the vision. She turns and sees the other Pathfinders.
"Shayna Quickfingers. Some of you might have met either my older sister Francine or my twin Shayla. Unlike them gallivanting around Golarion, someone has to mind the store. If you've been to Absalom, visit the Quickfingers Equipment Emporium. I think we can find a good deal for you."
Shayna pauses and blushes as she realizes that she's just made an embarrassing sales pitch. She quiets down and runs her fingers over her flute.
Shayna has a proper look around at the other Pathfinders. It turns out that she recognizes two of them. Eyes widening, she turns and greets her friends.
"Junior! Cascading Rapids! Nice to see you again!" To the others, she continues, "Yes, Gol and I have met before. The same adventure I met JR and Cascading Rapids!"
Shayna was the player I applied the Q06 Chronicle to.
Cascading Rapids |
"Find, purge, dare, yes." Cascade nods. He tilts his head as he things. "But you did have the key. They knew whom to steal it from. It would seem our foes are more well-informed than we are. That is unfortunate."
He looks curiously at Shayna. "But you are gallivanting now, yes? Hm. Out in the desert. Sunny, yes, but dry." He holds up a waterskin. "Perhaps I should acquire additional containers to carry water."
Shayna Quickfingers |
Shayna blushes as Cascading Rapids' comment hits home. "Well, er.. yes, I guess you might say I am. It's the first vacation I've had all year. Shayla said she'll mind the store, though I wonder if I'll have a store left when I get back. I'm also training a new staff member -- that's always fun."
Thevenin Serkat |
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"Aaah! Your xylem is flowing out!" yells Thevenin, in alarm. They reach into their bag and put another bandage on Kida's neck.
Medicine: 1d20 + 8 ⇒ (15) + 8 = 23
"Hmph. Do we know who has the other two keys? Perhaps make sure they are safe? Or, perhaps they have clues to where the ruin is?"
Junior Peppers |
"Oh, nice to formally meet you Shayna, I thought I saw you doing paperwork on our last trip." He gives a headnod to Cascade as well. "Guess we have some familiarity going forward at least."
---
JR greets Gol Amri warmly "Good to see you again, hopefully we'll be as helpful as we were able on the last foray." He settles in to listen to the poor woman's tale, his mind racing about trying to remember any details that come up that he could add in.
Please add in any additional info JR would know via recall knowledge, including Osirian Lore if it applies. He's also got the following: (+1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures)
"Would you be providing a guide? And that key?"
GM Zoomba |
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Thank you Kida say to Thevenin as the leshy tends to her wounds. They notice as they replace the bandages that the woman’s blood has a slightly blueish tinge, though it is otherwise flowing normally.
[spoiler=Society or Nature DC 10]Kida has undine heritage
To their questions, Kida replies Husha had one key – our ancestors settled near each other and our families remained close over the generations. The third clan, I do not know what became of them or their relic. She then, with a mix of reluctance and relief, takes the agate key out and offers it to the leshy by her side.
Gol adds (her tone a bit haughty and impatient) ”The priests interrogated the dead and confirmed that several assassins had already fled with Husha’s key – wisely fearing the Prince’s wrath and hiding back in the desert. Those Usij are cowards but a vile and dangerous sort. Worshippers of the lord of all divs Ahriman they pray to demons and seek to corrupt and destroy the world.”
”The site Kida speaks of is a ruin south across the desert. The priests told me a competent group should be able to reach it in five or six days, traveling south across the desert. I’m sure a group of Pathfinders can manage that. And luckily for you the Prince’s generosity is boundless! I have arranged the finest travel fare, sufficient water, and the sturdiest of camels to bear it all. Should you require more, the markets of Aspenthar are the envy of the nation!”
JR unfortunately is not certain of any details about the situation - the Golden Road has so much history, ancient empires, and links to outsiders and their cults that the tales tend to blend together.
If anyone else wants to see if they may Recall something relevant, let me know (would be Div Lore or Religion)
Lesley Hart |
"That is good to hear, the resources we might need. Let's find the other key." Lesley is ready for the mission. Maybe Lesley knows more about the Usij with Recall Knowledge, Underworld Lore +6.
Cascading Rapids |
"The desert sun is already fine travel fare for us, and I am nearly sad for it. We are thankful for the supplies!
"We are ready to leave!" Cascade says enthusiastically. Then stops. "I suppose we need the directions?"
Shayna Quickfingers |
"Hmm. I might have heard of such a ruin"
RK Religion +3, School Item: Lvl 1 Scroll of Heal, which she hands to Thevenin. No other purchases.
GM Zoomba |
Yes: this is the time to also grab your School items from Pathfinder training, or make any purchases
L: 1d20 + 6 ⇒ (8) + 6 = 14
Shayna too finds it difficult to keep track in her mind all the distinctions between this region's various outsiders and cults, but Lesley has heard of the Usij. They are a group of fiend-worshippers who dedicate themselves to the foul divs of the region. Their goals are always to seek to ruin and undermine mortal life, whether through direct violence or deeper corruption.
"Of course you will have some guidance." Gol Amri says. Reaching beneath her robes the representative brings out a fine vellum scroll. "The royal cartographers have prepared a map for you. You will follow the main trade router to an oasis along the way to Pashow, then after that head southwest to reach this ruin Kida has informed us of. I trust that a group of 'Pathfinders' should have no difficulties locating it."
Junior Peppers |
Junior continues to ignore the 'Pathfinder' barbs, he has his eyes on the prize, not on some petty political BS. He smiles and nods, accepting the vellum humbly "Please thank the Prince for his never-ending generosity, point us to our supply caravan and we will prepare for the journey!"
JR will need to inspect the cargo before making any last minute purchases of supplies. He's field commissioned so no PFS freebies I'm afraid.
Thevenin Serkat |
Thevenin will take a scroll of heal as their school item, and is happy to cast it for Shayna (and anyone else who wants to take it as a school item) as well.
"Ooo! A map! Rhymes with bzzap!"
I also just remembered I have Abyssal Lore - any chance divs are from the Abyss?
GM Zoomba |
Generally Abbadon unfortunately, though good to know and a good ask
JR can excuse himself for a moment to inspect the offered supplies. While Gol Amri's claims are a bit over-the-top, the material does seem high-quality. There is more than enough water and rations for a few weeks in the desert, as well as two four-person tents and luxurious bedrolls for each of you. The camels look healthy Can carry up to 8 more bulk on top of the general survival gear they're loaded with. They even threw in several sets of clothes for you that are a bit more suitable for traveling beneath the hot desert sun.
Junior Peppers |
"Very fine accommodations indeed Gol Amri, we'll be sure to take good care of these sturdy camels as well."
Hrm, does anyone know off-hand what the average bulk is for a small and medium rider? AKA: We walkin' or we ridin'..
Once their ready to go JR will change into one of the sets of traveling clothing, stowing his own away from when they return to the city. He attempts to warm up to the camels, seeing which is most agreeable. "I'll name you Sir Spitzalot."
Nature: 1d20 + 5 ⇒ (16) + 5 = 21
JR will purchase 1 each of the following from the markets (lowest level versions): alchemist fire, acid, antiplague and antivenom.
Thevenin Serkat |
A small creature is 3 Bulk, a medium creature is 6 Bulk. LOL it has its own heading
Thevenin doesn't mind walking. We can also rent horses if it's a problem.
"That way," Thevenin explains, "We can take half a piano with us!"
They're disappointed to learn that the Pathfinder Society does not have half pianos for loan.
Tyranius |
Princess Sunset climbs up the horse and nestles deep into one of the saddle bags. "This will do." She peeks through the dark recesses of the flap out into this big, brave new world.
Cascading Rapids |
"We can find any path!" Cascade boasts proudly, "But... it is faster if you don't have to. We gladly accept the shared knowledge of those who found it already."
He hurries over with the others to see the offerings. "Perhaps the camels already have names. DO YOU HAVE A NAME? He says his name is Prrpft."
I'm going to have to remember that now, aren't I?
GM Zoomba |
They are providing you with just two camels - mostly useful as pack animals to carry your supplies as you walk rather than be ridden. Though if you wish to purchase riding mounts yourself, there would be camels to buy in Aspenthar.
"I wish you luck Pathfinders." Gol Amri says to you. "I am certain that yo---and you're gone" she trails off as a good chunk of the party is already getting quite pre-occupied with the camels that the handlers have brought out.
Those handlers will also help you load up the camels, as well as giving suggestions on how to best manage the beasts and the desert. At this time of year, Thuvia’s deserts are relatively hot during the day but mild to cool at night, though appropriate clothing like what Gol Amri's given you should make it safe to travel outside of the worst parts of the day. Pointed out your path on the map, the oasis is 37 miles away - likely a 2 days' journey. From there the second leg to the ruin is ~54 more miles - probably another 3 days.
Once you are all ready:
With the camels laden with your supplies and key and map in hand, the open expanse of the Thuvian desert lies ahead of you. The map and instructions make the general path quite clear, but those of you who have spent any amount of time in deserts know that the dunes can shift in the winds...
As you travel through the desert, each day one of you will need to take point in guiding/navigating your group through the dunes. That navigator will need to make either a Desert Lore, Survival, or Perception check to find the steadiest path. (Desert Lore most applicable/easiest, then Survival, then Perception)
Lesley Hart |
Lesley will take the minor healing potion as her school consumable.
Lesley only has Survival +4 and Perception +6.
Lesley double-checks her personal things and the supplies they will be bringing. She then looks at the map, but she is hesitant to take the lead. "Anyone that is good in navigating?" she asks and hands them the map.
Shayna Quickfingers |
Survival +3 and Perc +7
Shayna quietly plays her flute as the party progresses. The tune buoys everyone's spirits as they travel.
Shayna's Exploration Activity is to repeat a spell: Inspire Courage. She does have Guidance, though, in case anyone needs it.
Cascading Rapids |
"Indeed!" says Cascade, taking the map from Lesley and staring at it intently. He even realizes he's holding it sideways, eventually.
Survival: 1d20 + 6 ⇒ (16) + 6 = 22
GM Zoomba |
Shayna’s melodious tubes are quite relaxing as you being your trek across the sands. though a bit tiring on her lips and lungs. Keep in mind repeated casting in Exploration mode may cause Fatigue if kept up too long And Cascade’s leadership brings you southward in good time. Your first day’s journey is mostly uneventful - the most exciting moment being catching sight of several desert drakes soaring off in the distant sky in the late afternoon - and as you settle down at night to camp you are just over halfway to the oasis waypoint.
A productive first day! Now for Day 2’s trip (and check)…
Cascading Rapids |
"And so forth in that fashion..."
Survival: 1d20 + 6 ⇒ (6) + 6 = 12
Hero Point: 1d20 + 6 ⇒ (5) + 6 = 11
Thevenin Serkat |
Although it would not have made a difference on either day, Thevenin offers to Aid in Survival.
Aid Survival, Day 1: 1d20 + 6 ⇒ (13) + 6 = 19 vs DC 20
Aid Survival, Day 2: 1d20 + 6 ⇒ (19) + 6 = 25 vs DC 20
GM Zoomba |
Leshies helping leshies is always a happy sight to see. But despite this on the second day Cascade’s directions are a bit less assured. Not helping is a strong desert wind that grows in intensity as the day passes, causing the dunes to shift more rapidly than normal making keeping good footing a challenge.
To try and overcome the challenge the day’s powerful wind poses, each of you can attempt an Acrobatics or Athletics check, a Fortitude save, or an appropriate Lore check to keep going as best you can in this bad weather.
Thevenin Serkat |
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21
Thevenin allows their leafy appendages to flap about in the desert wind, bending but not breaking.
Cascading Rapids |
Wind and sand can hardly be more difficult to navigate than water. Probably.
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Hero Point: 1d20 + 7 ⇒ (5) + 7 = 12
Lesley Hart |
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Lesley keeps her balance while the desert wind tries to topple them down one by one. The weather is not helping them at all.
Shayna Quickfingers |
Shayna stops playing and concentrates on keeping her balance.
Good point... though I've never had extended travel times before
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
GM Zoomba |
Cascade continues to be just having a very bad day. Luckily his larger friends are able to catch the leshy before he falls too far down the more treacherous dunes, and while you movement is a bit slower than you'd hoped byt the time nightfall hits the windstorm seems to passed on.
Day three! Assuming some solid navigating the oasis should be just a half-day's trek away!
Shayna Quickfingers |
Shayna sends Cascade some extra aid.
Cast Guidance on Cascade
Cascading Rapids |
Cascade tries to make up for lost time, embarrassed by his fumbling the previous day.
Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Shayna Quickfingers |
Can we just say that every time Cascading Rapids will make the check for navigation, Shayna will just cast Guidance to help him?
GM Zoomba |
Can do
Today let's say Toilday is much brighter, whihc makes it runn a bit more hot but also means steering the group is a lot easier for Cascade! You and your camels begin to see something in the distance a bit before midday whihc is perfect timing to stop and rest for a bit from the sun anyway :)
A way in the distance you can faintly make out a small oasis ringed with several trees. Smoke is rising up from some sort of small fire beneath the acadia grove around the still oasis water.
Thevenin Serkat |
Thevenin isn't a big fan of fires that consume plants, so they feel their xylem boil. "Let's go save those trees!"
Cascading Rapids |
"It is likely a controlled campfire, though I do not understand why anyone would need one in this heat." As a creature who rarely eats, "cooking" does not immediately come to him. "Regardless, we can do nothing about it from our present location. It is too far away. We will be there soon, but not soon enough to stop a fire."