Arn Neyes
|
| 3 people marked this as a favorite. |
Arn heaves a long, long sigh before (◆) drawing his spear from where it's lashed to his back. He enjoys the feeling of the oiled wood under his hands for a moment, (◆) and then he reaches back again and produces a club. He's a simple man with simple tastes - a thin, stabby stick and a big, concuss-y stick have always done the job for him.
With that situated, he hefts his spear above his head and (◆) aims it at Pink, ideally before the fisher can give that dagger of his any action. He's not trying to kill the guy - with luck the spear will simply incapacitate him - but he's not trying to be overly careful either.
Spear throw: 1d20 + 2 + 5 ⇒ (2) + 2 + 5 = 9 (wah. Hero point time)
Spear throw: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17 (That's more like it!)
Piercing: 1d6 + 3 ⇒ (4) + 3 = 7
GM Tiger
|
Almost reluctantly, Arn pulls the spear from his back and lets fly at Pink. The range is slightly further than he's used to but the spear still hits. Pink staggers but remains on his feet.
-2 penalty for 2nd range increment, but still hits.
Blood running out of his shoulder, the elf glares at Arn and sends a water jet at him.
Hydraulic Push vs Arn AC 15: 1d20 + 7 ⇒ (7) + 7 = 14
He draws his knife but starts looking for a way out.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Areas Pacified: 0/6
------------------
Those with ** may go
Dr. Croaker - AC 16, 18/30
Arn Neyes - AC 15, 19/19
Pink (-7)
**Felinzi - AC 17, 14/14
**Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Blue
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Palomia Kasik
|
As Relas advances on Blue, Palo notices the rest of the crowd beginning to get riled up. She turns and bellows, "SIT DOWN AND SHUT UP!"
Intimidate Crowd (DC 17): 1d20 + 6 ⇒ (14) + 6 = 20
Relas then tries to chomp on Blue!
Relas vs. Blue (Bite): 1d20 + 7 ⇒ (4) + 7 = 11
Damage (P): 1d6 + 2 ⇒ (3) + 2 = 5
______________
◆◆ Act Together (Relas Strides, Palo 2-Action Intimidate)
◆ Relas Strikes
Felinzi
|
◆◆ Fire Ray (pink), ◆ Take Cover
Felinzi instinctively flinches when Palomia shouts to sit down. He quickly realizes that she wasn't shouting at him though. "Oh, we fighting our way out? Yes."
He throws a blast of fire at the nearest of the fishers blocking their path.
Spell Attack: 1d20 + 6 ⇒ (6) + 6 = 12 No sense hoarding hero points now.
Spell Attack: 1d20 + 6 ⇒ (20) + 6 = 26 >.<
Fire Damage: 2d6 ⇒ (2, 3) = 5
doubled, and 1d4 persistent fire damage on a crit.
He shouts at the crowd in general, "If everyone would please panic. There is a dragon loose in the bar burning all in its path. Everyone who does not wish to be roasted like a holiday goose should stampede to the nearest exits immediately. Run for your lives. Wahahahaha."
Felinzi then ducks behind the table.
Focus: 1/2
1st: □ □
Minor: Creatures beyond 30 feet are concealed from you (DC 5 flat check to target).
GM Tiger
|
Felinzi attacks Pink and finishes the job Arn started, dropping the fisher with fire. Palomia bellows to the crowd and disperses them. Relas, however, isn't able to bite Blue.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Areas Pacified: 1/6
------------------
Those with ** may go
Dr. Croaker - AC 16, 18/30
Arn Neyes - AC 15, 19/19
Felinzi - AC 17, 14/14
Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Blue
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Auntie Kikiru
|
| 1 person marked this as a favorite. |
“Now, now Felinzi. Can’t have you burning down the place or turning the patrons into piles of ash!”
Auntie then uses her magic to cause water to pour down on Pink, hoping it puts out the fire as well.
She then ducks behind the table in hopes it will protect her from the worst of what is going on.
Cast Rousing Splash in hopes it will save Pink’s life
Take cover
Felinzi
|
| 2 people marked this as a favorite. |
“Now, now Felinzi. Can’t have you burning down the place or turning the patrons into piles of ash!”
Felinzi's gleeful grin droops at Kikiru's rebuke. "But... They are trying to kill me. Us. Why no burning to ash?"
GM Tiger
|
Flat: 1d20 ⇒ 7
Auntie sprays water on Pink which helps to put out the fire. Unfortunately Pink's shirt is still on fire though the fire in his hair has gone out.
Blue decides to spray Relas with water.
Hydraulic Push vs Relas AC 18: 1d20 + 7 ⇒ (3) + 7 = 10
He then pulls out his knife, wondering how effective it will be against Relas...
Suddenly a cask shatters and the floor around you becomes slippery.
The squares with water on them now have a grease effect on them. Stepping into the squares require a DC 15 Reflex or Acrobatics check or fall prone.
Pink Flat Check DC 10: 1d20 ⇒ 19
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 1/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
**Arn Neyes - AC 15, 19/19
Pink (Flat check only)
**Felinzi - AC 17, 14/14
**Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Blue
Last Catch
Felinzi
|
“You are right, I will have to chastise them as well. Still, tavern owners don’t like it when you kill their regular customers and burn their place down.”
"So we leave now, yes? And chastise, but not burn to ash?" Felinzi looks around the tavern. "Which way to your boat?"
Palomia Kasik
|
Satisfied that the folks in the immediate vicinity are sufficiently cowed, Palomia takes a step towards another section of the pub while Relas tries again to strike Blue...
Relas Strike vs. Blue (Bite): 1d20 + 7 ⇒ (5) + 7 = 12
Damage (P): 1d6 + 2 ⇒ (1) + 2 = 3
...but he can't seem to hit the broad side of a barn. Meanwhile, Palo narrows her eyes at another section of the crowd. "Keep to your business if you know what's good for you."
Intimidate (2-Action): 1d20 + 6 ⇒ (20) + 6 = 26
______________
◆ Act Together (Palo Step, Relas Strike)
◆◆ Intimidation
GM Tiger
|
Relas again tries to bite Blue but again misses. Meanwhile Palomia heads into another section and yells at the crowd to disperse. Seeing the determined look on her face, the crowd immediately clears the area.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
**Arn Neyes - AC 15, 19/19
**Felinzi - AC 17, 14/14
Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Blue
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Felinzi
|
Felinzi looks over at Kikiru, then back to the fisher and the large cat locked in combat. "Can burn a little bit though?" He straightens up and throws a small ball of fire at the fisher, then chases after Palomia. "I coming too. Yes?"
Spell Attack: 1d20 + 6 ⇒ (2) + 6 = 8
◆◆ Produce Flame, ◆Stride
Felinzi
|
“Yes, just avoid killing anyone or burning the place down.”
Felinzi deliberately avoids looking at the now scorched tabletop and smouldering napkins on the table next to the remaining fisher.
Arn Neyes
|
Arn (◆) moves forward several feet, (◆) picks his spear off the floor, and looks warily at Blue before (◆) reluctantly stepping towards the exit. He taps his fingers against his club as he moves, antsy - he doesn't feel great about leaving Blue un-dealt with, but he goes.
GM Tiger
|
Felinzi half-heartedly tosses a fireball at Blue, sets some napkins alight. He then follows Auntie towards the exit.
Arn moves, picks his spear up off the floor and follows Auntie and Felinzi to the nearest exit. Arn, please move your token. Each square is 5'. So your actions are: ◆ Stride ◆ Interact to pick up weapon ◆ Stride.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
Arn Neyes - AC 15, 19/19
Felinzi - AC 17, 14/14
Palomia Kasik - AC 15, 20/20; Relas AC 18
Auntie Kikiru - AC 15, 13/13
Blue
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
| Tigerbot v1.0 |
"Arn! Back this way!" Dr Croaker yells as he sees Arn go into a neighboring area, where the bar fight is still in full swing. He rushes up to help Relas subdue the last fisher.
◈ Stride
◈ Ranged Water Blast (Bludgeoning or Cold, 30 ft.,): 1d20 + 7 ⇒ (9) + 7 = 16
Bludgeoning / Vitality damage: 1d8 + 0 ⇒ (4) + 0 = 4
◈ Ranged Water Blast (Bludgeoning or Cold, 30 ft.,): 1d20 + 2 ⇒ (13) + 2 = 15
Bludgeoning / Vitality damage: 1d8 + 0 ⇒ (5) + 0 = 5
GM Tiger
|
Dr Croaker heads over to help Relas and knocks the remaining fisher cold. Arn wanders into a particularly rowdy area. Another cask breaks and Arn suddenly finds himself near a pool of water.
"Oy pretty boy! Lessee ya deal with this!" says a particularly inebriated patron before swinging a beer mug at Arn's head.
General Mayhem vs Arn, AC 15: 1d20 + 9 ⇒ (5) + 9 = 14
Arn manages to duck the mug in time...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Areas Pacified: 2/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
**Arn Neyes - AC 15, 19/19
**Felinzi - AC 17, 14/14
**Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Arn Neyes
|
| 1 person marked this as a favorite. |
Intimidation (2-Action): 1d20 + 5 ⇒ (18) + 5 = 23 (◆◆)
He rounds on the tavern with a snarl on his face, puffing up. The light catches the end of his spear as he licks some of the spilled beer from the corner of his mouth. "That's not how people usually go about buying me drinks."
With that, he continues stalking towards the exit. (◆)
GM Tiger
|
Arn snarls at the brawler, who immediately retreats, pushing his buddies out the door. He has no wish to tangle with the warrior with the spear.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Areas Pacified: 3/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
Arn Neyes - AC 15, 19/19
**Felinzi - AC 17, 14/14
**Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Felinzi
|
| 3 people marked this as a favorite. |
Seeing the direction that Kikiru and Arn are headed, Felinzi charges towards the docks to scare off the few brawlers that have taken their disagreements in that direction. "Raaaar. Little scary dragon coming for you. Run before you are burned."
Intimidate: 1d20 + 7 ⇒ (1) + 7 = 8
◆Stride, ◆◆Pacify
Edit; lol. Try hero point on that.
Seeing the small crowd turn in his direction, but not in a frightened way, Felinzi lets a curl of smoke come out of his nose and then inhales deeply.
Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
GM Tiger
|
Felinzi runs to the docks area and threatens the rioters with immolation. They take him seriously and scatter in all directions.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Areas Pacified: 4/6
------------------
Those with ** may go
**Dr. Croaker - AC 16, 18/30
Arn Neyes - AC 15, 19/19
Felinzi - AC 17, 14/14
**Palomia Kasik - AC 15, 20/20; Relas AC 18
**Auntie Kikiru - AC 15, 13/13
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You have one task - escape. You can either run out of the tavern and pacify the docks area or escape through the cave area. Or you can pacify the entire tavern (spoiler below).
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll
Palomia Kasik
|
"Yep. Relas, c'mon!" Palomia hollers before hustling after Auntie and Felinzi. Relas is also happy to beat feet and hurries after his summoner.
______________
◆ Act Together (Palo Stride, Relas Stride)
◆◆ Step x2 (Palo)
Dr. Croaker
|
Sorry for the delay. I have repeatedly failed my Fortitude save this week in real life. Thanks for the bots!
Dr. Croaker saunters to the docks, and says to Arn, "Time to go, boy!"
Arn Neyes
|
He wastes no time rushing out onto the docks, giving the doctor a semi-joking salute as he swaggers down the steps, it being very obvious that he feels extremely cool about the whole ordeal. He glances at Felinzi, nodding along in agreement with Auntie. "She's right, that was a great show."
GM Tiger
|
Contract in hand, you all make your way back to the docks where you find Hlar relaxing on her boat after selling her catch.
"You young whippersnappers needin' to be picked up again so soon?! Can't rest my old bones... What's that? You were in a BAR FIGHT?! We better leave now then!"
You are taken back to the sandbar she originally picked them up at, leaving them with some dried squid and a jar of fresh water. A day later, another commissioned ship travels by and offers to transport you to Absalom. There, you present Stella Fane’s contract to Venture-Captain Ambrus Valsin, notifying him that she’s agreed to aid the Society with passage through the blockade, and that the way to Vidrian is open. In gratitude for their service, Valsin presents you with an archaic wayfinder.
FIN
Thanks for playing!
REPORTED
The game has been reported and chronicles emailed out. If you don't see your emailed chronicles please check your spam folder (thanks Google algorithms). Please mark it as not spam and whitelist RPGChronicles.net to help prevent this in the future.
GM Tiger
|
You each have been in the Sandswept Hall, Osirion's Pathfinder Lodge, for more than a day after receiving a summons from Venture-Captain Norden Balentiir. As you have arrived separately, you are unaware of who your traveling companions are. You have also each been given a pamphlet about the Pathfinder Society (see below).
Please introduce yourselves here
Your character is a member of an in-world organization known as the Pathfinder Society. The following facts are common knowledge for Pathfinder agents:
1. Pathfinder agents are adventurers who travel throughout the world, exploring new places and chronicling both history and modern lore
2. The motto of the Pathfinder Society is Explore, Report, Cooperate.
3. The Pathfinder Society publishes the records of its most exciting and significant missions in a series of journals called the Pathfinder Chronicles. Most of these Chronicles are available to the public.
4. The Pathfinder Society’s bases of operation are called lodges. The largest and most prominent of these lodges is the Grand Lodge in Absalom.
5. The symbol of the Pathfinder Society is the Glyph of the Open Road, which appears at the bottom of this handout.
6. Most Pathfinders carry a type of magical compass called a wayfinder. Because wayfinders are rarely seen outside of the Pathfinder Society, they often serve as symbols of membership in the organization.
7. The Pathfinder Society leaders agents are most likely to interact with are called venture-captains. Venture-captains organize missions for other agents, and they typically manage their own lodges. At the top of the Pathfinder Society’s hierarchy are the Decemvirate, also known as “The Ten.”
Dr. Croaker
|
| 1 person marked this as a favorite. |
Kineticists were already remastered, so no changes for Dr. Croaker.
"Bah. The Society heard about how well I did on an aquatic adventure, and so where do they send me? The desert! At least though, it's an oasis..." Dr. Croaker had not minded the work in Sandswept Hall. It amused him that Norden Balentiir had the Pathfinders help clear out the drunk and disorderly folks from the bars, kept the drunks overnight in the basement of the lodge, and then charged the city for the service.
Dr. Croaker had happily showered off the rowdier drunks, and done medicine on anyone injured, while commenting, "Really? You called that a bar fight? You should have seen the bar fights that I dealt with in the Shackles!"
But it was morning, and it was time to let the poor buggers go, now that they'd sobered up. "Rise and shine! Fresh day, fresh start!"
Hearing the groans from the hungover drunks, Dr. Croaker sighed. "Really folks. Don't make me pick you up again tonight."
And please, let there be some other assignment soon!
Auntie Kikiru
|
| 1 person marked this as a favorite. |
While in Absalom, Auntie Kikiru tries to learn one of the spells that the guards are known for using. After that bar fight, she has decided having some magic ready that isn’t lethal would be a good idea.
Learn a spell: Adminishing Ray: 1d20 + 8 ⇒ (10) + 8 = 18
———
Auntie Kikiru and Spot are managing the heat mostly thanks to liberal use of her magic to summon a refreshing splash of water when things get too hot. The water evaporates much too quickly in the desert heat, but fortunately this is magic she can use at will.
Auntie is quite taken with the camels. This trip is her first time seeing the creatures. She has been heard to say “These animals are as ornery as Dr. Croaker!”
When not busy chastising one of the prisoners, she can often be found whittling various items.
Felinzi
|
Felinzi has been tagging along with the two Grippli since leaving Port Peril. He doesn't so much mind the heat in Osirion, but it is a bit drier here than he likes. And the sand is annoying.
He spends most of his time skulking around and trying to stay out of trouble. Occasionally less successfully than hoped for.
Dr. Croaker
|
"Eh, new guy!" Dr. Croaker says upon seeing Felinze. "You gonna help me mop down this floor or what?" Croaker begins sloshing massive amounts of water around the floor. "I don't know what those drunks were doing, but blech! My flippers keep sticking to the floor."
Felinzi
|
"Um," Felinzi mumbles while checking around to see if there is anyone else that Dr. Croaker could possibly be talking to. "Uh, yeah." Not seeing anyone else responding, he straightens up and speaks boldly. "Of course. I will take care of mopping this floor. Don't worry. There will be no flipper sticking while I am here." He looks around again. "Um, do you know where a mop is?"
After finding a bucket and mop, Felinzi starts mopping the floor, occasionally having to go and track down Dr. Croaker to get more water in the bucket. Which happens quite often. Suspiciously often, as Dr. Croaker eventually realizes.
Dr. Croaker
|
| 1 person marked this as a favorite. |
"How are you running out of water so fast, new guy?" Dr. Croaker asks, fascinated as he flops back to Felinze. Then he pauses as he watches swaths of steam evaporate the water with each mop. "Wait... you're steam-cleaning the floor?"
Dr. Croaker squeaks his flippers along the sultry and still steaming surface. "Yow!" He has to splash some water at his feet to cool off, but looks to the little kobold with respect. "You practically boiled the bottoms of my feet there, but... It's not sticky. Not bad, new guy."
Felinzi
|
"Uh, yeah. Steam. That." Felinzi looks a bit nervous at first, but recovers quickly. "The water keeps going away. But if this is good, then that is good. Yes?"
Dr. Croaker
|
Dr. Croaker looks around for Auntie, then closes his eyes and whispers on the wind. "Hey, Auntie... Where are you? You gotta check out what new guy has done to get the floor clean. He's practically made us a sauna!" Then Croaker sighs. "At least, until we have to go off to the bars again tonight. Tell me... Why are we in Osirion again? I liked the Shackles!"
Dr. Croaker realizes that he's been whining, and he harrumphs at himself.
Arn Neyes
|
Since arriving, Arn has been in quite a good mood, although that probably has a lot to do with the fact that he spent quite a large chunk of the last night chatting up the more attractive patrons at the bar instead of actually helping round up the rowdy people like he was supposed to be doing. He seems to be making up for it with helping tidy up, though - he actually doesn't look terribly sour, and he even whistles as he works.
Palomia Kasik
|
"Auuuughhhhh, it's too hot," Palomia groans as she wanders into the freshly-steam-cleaned section of the lodge. "And it's even worse in here! It's like a sauna! Why would anyone want a sauna in this heat!?" She pauses to wipe her face with her sleeve and then looks around. As she spots the two grippli and the kobold, she looks surprised but not unpleasantly so.
"Oh! It's you three again. Didn't think I'd see any of you again so soon."
| Relas |
"Aw Palo, but there's so much history here," Relas remarks as he pads into the chamber behind his summoner. "Yes, it's hot, but it was hot in the Shackles too, remember? At least it's not so humid here! Well, outside of this room. Why is this one room so steamy?"
The eidolon's eyes also light up as he recognizes allies from the previous mission. "Wow, hi! It's so good to see you guys again!"
Arn Neyes
|
"Eh, well," Arn says as he walks into the room. He's got a dirty rag in one hand and what looks like a bundle of letters in the other, and he's starting to develop some tan lines. Still, he generally seems to be of a more pleasant disposition than before. "I guess if they've got to be hot and dry or hot and damp, better to be damp. Dry heat this bad would probably just kill you."
Auntie Kikiru
|
Auntie arrived from the other side just before Palomia and Relas came in. Looking around, she then looks to Dr. Croaker and asks “Just what is going on?”
Looking to Arn she says “Dry is worse, no good way to cool off. Water helps cool things.”
GM Tiger
|
The shaded gardens outside the Sandswept Hall provide a welcome respite from the sweltering midday sun. Venture- Captain Norden Balentiir reaches up to one of the date palms overhead, pulling down a bunch of ripe fruit to share with the table. "They’re good for much more than shade, my friends. But I did not call you here to enjoy my garden. A few months ago, I finally received confirmation that we would be able to execute one of the last excavation permits issued by the Osiriani government. The site is a desert location where the dunes have shifted, revealing the beginnings of a staircase leading down beneath the sands.
"[b]The Osiriani government is protective of its cultural history, and with recent changes in their stance on allowing foreign archaeologists to work inside their borders, I wasn’t sure this permit would even stand. The bureaucracy was rather slow this time around, but it turns out we were approved before they stopped issuing permits. I’ve already secured your provisions, including camels, tents, food, water, tools to perform the excavation, and a map to the site. As you know, it may take many weeks to clear the site of debris. The desert can be unforgiving, so don’t hesitate to return here to rest as needed.
"[b]The government has already sent guards to oversee the site and protect against any potential thieves. Remember—keeping up a good reputation in Osirion is vital to the Pathfinder Society’s continued presence here. Don’t antagonize the guards."
"Any items you need, please go see the quartermaster."
You all start with 2 hero points each
Auntie Kikiru
|
| 1 person marked this as a favorite. |
Auntie stops by the quartermaster and picks up a scroll of Heal to supplement the supplies she already has.
Palomia Kasik
|
"So...that's it, then? Just go out there and investigate this dig site? That...doesn't sound too bad, actually, heat notwithstanding," Palo remarks, looking thoughtful. "And it'd be great to get to examine any writings up close."
When it comes time to visit the quartermaster, Palomia also picks up a scroll of Heal - just in case.
Arn Neyes
|
Arn, too, stops by the quartermaster, but upon seeing that there's no White Flower oil, settles for a minor healing potion.
Felinzi
|
| 1 person marked this as a favorite. |
Felinzi follows the others to the quartermaster. "And we just grab one?" He picks up a scroll of Runic Weapon. "OK. But if we get in trouble for it later, I'm telling everyone it was all your idea."
Arn Neyes
|
He shrugs as he shoves the healing potion into his pack, still looking around the room in the hopes that there will be a stray bottle just parked behind one of the other items that he can't see. "Well, they're sending us off to the pits of the desert. The least they could do is give us some freebies."