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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.
3) Please label all three of your actions. Even if you think what you are doing is obvious.
4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
6) Please complete the Macros and the Slides linked at the top of the page.
7) Questions, concerns? Feel free to share them in the Discussion tab.
8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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The adventure starts in the Starrise Spire where you and a veteran group of Pathfinders are about to missions from Venture-Captain Jorsal. As you wait, you take the time to get to know your traveling companions.
Please introduce yourselves here

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Hancock slouches in a corner, scowling at all, but particularly at the smiling buffoon next to him, his only solace being that the long climb to the top of the tower has left his manservant, Bruce, the aforementioned buffoon, breathless and, thus, speechless. A smile tugs at his lips, but only tugs. Nevertheless...

Bruce NPC |

"Hancock!" exclaims Bruce, "Was that a smile?" he calls out breathlessly and excitedly?
Bruce has a broad smile on his lips as he wipes the sweat from his overheated brow, and speaks out past the inevitable piece of straw sticking out of his gap toothed mouth. He looks like a farmer crossed with a nobleman, like he is trying to dress a part he is not comfortable with.
Bruce is a hireling that provides the diplomacy skill and translations for Hancock, who has a speech impediment.

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Hancock doubles the intensity of his glare, wondering for perhaps the thousandth time how Bruce manages to manifest those infernal straws. It's not like he plucks them from a pocket, or something. They just appear. Like maybe the guy has a magical knack or something. He knew it was too good to be true, that Bruce would be silent. The irony strikes him that though he hired the man to do his talking for him, he treasured the moments of silence. The guy could sure talk!
Hancock is a dwarf, but unkempt, slouching, and sullen. He carries a large 2 handed maul and wears a breastplate. He looks like someone who could seriously kick arse, except that he is so slow and slouched.

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A tiny sprite flutters up to Hancock. Strapped to its back is what would be in Hancock's hand a short sword, but, compared to the sprite it is lengthier than the sprite.
In a high, squeaky voice it yells, "I'm Folmyr. I'm providing security on this mission!"

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Security? Do I look like I need security?
"Ogdsno! Not2ofem."
Hancock seems a bit irritated about be shouted at like that, wonerding how it is that such a small being could make such a loud noise. Perhaps the fact that the sprite is so close to his ear?
Hancock takes a swipe at the sprite with a meaty palm, trying to shoo it away.

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"Greetings, nimble Folmyr. My name is Bruce and I work for Hancock. Do not mind his temperament. He's not really all that bad once you get to know him."

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A young human woman with long, dark-blonde hair enters the chamber. Her blue eyes have an unfocused look, as if she’s looking past (through?) everything. She wears a simple brown dress with a black hooded cloak. A red and black spider is perched on her head. Another spider, human-sized, brown with a silver chevron on its thorax, walks beside her.
She curtsies to the others. ”Flory Buntzer”, she says. ”These are my cohort, Lady Gwendolyn and Sir Miles” The two spiders bow.

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On her way up the Spire, Swayaah asks for a Potion of Leaping from the Pathfinder provisions.
Swayaah opens the door to the room and scans. "Seems right. Hey, I'm Swayaah Maeleranti. Don't mind the kid, her name is Fae. She follows me around."
A purple skinned woman with bat wings and silver horns pulls up a chair and leans against it. Not too far behind her is a young pale skinned girl carrying a medical kit.
- Security. Loudmoth. Small stature. Fighting stance is wild, keep a lookout for bursts of strength.
- Big guy, big club, probably the strong & silent type. Keep a close eye on his assistant, this guy likes to talk but probably refuses to get his hands dirty.
She silently counts off her teammates, one clawed finger at a time.

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A thick-necked and tattooed thug slips in the room as tiny sprite is shouting. "What the hell is that about?" He thumbs a meaty hand towards the sprite and dwarf and he glances over to Flory. This is followed by a jump back as he registers both spiders. "Whoa, uh, are those things tame?" He very tentatively steps back up. "I'm Jaxon. I hope those things don't bite."

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"Huh?" Swayaah rouses awake as Fae keeps tugging on her sleeve to get her attention. "Sorry, didn't get a lot of sleep last night. Cute spiders."
- Human woman. Unfocused. Probably relies on spider assistants for dirty work.
- Human male. Definitely from the streets. Can trade underground slang.
"Hey Jaxon. Lovely day for potatoes." She slips in what she thinks is a common greeting for those used to prison life. Then she tips her hat. "I'm Swayaah, good to see you all."

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"Greetings and well met to all." says Ahzeem, "I am Ahzeem Kazzahd and it pleases me to see so many fresh faces."
The Kelish cleric subconsciously strokes his symbol of Sarenrae as he greets the room.

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A thick-necked and tattooed thug slips in the room as tiny sprite is shouting. "What the hell is that about?" He thumbs a meaty hand towards the sprite and dwarf and he glances over to Flory. This is followed by a jump back as he registers both spiders. "Whoa, uh, are those things tame?" He very tentatively steps back up. "I'm Jaxon. I hope those things don't bite."
”Of course not”, Flory replies. ”That is, they’re not tame. Her Ladyship declines to bite people, but Sir Miles has quite the appetite”
In response, the man-sized spider clicks his jaws.

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Jaxon takes a step back from the large spider again and raises his large hands showing that he doesn't mean any harm.
The thug chuckles at Swayaah's comment and extends a fist towards the tiefling. You can see that his arms, hands, and knuckles sport various tattoos, some of them definitely the crude homemade type. "Right back at ya, Swayaah. How you been, doll?" He eyes Fae with her. "What'd you get a girlfriend?"
He stretches his neck out to pop it and glances around. "Come to think of it, it's a tad more crowded than I'm used to. Got a whole crowd."

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Swayaah pauses while Fae scratches her head. "She's my younger sister. Not by blood, but considering her heritage..." she sticks a thumb towards Fae's bat wings and silver horns. "We gotta stick together, you know?"
- One of Sarenrae's followers. Hates undead. Loves the sun. What else is going on with this guy?
"I have a million questions for your Arachnid allies, Flory. But something tells me we'll learn more along the way."

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The walls of the meeting room are adorned with tapestries depicting battle against demons and the crests of the Pathfinder Society factions. A hearth with a low fire warms those present in the room, casting a soft light. A group of veteran Pathfinders sits with professional calm on one side of the large table in the center. The dents in their armor and assortment of powerful equipment boast of their experience as they wait patiently for instruction.
Across from them, Venture-Captain Jorsal of Lauterbury lays out a well-worn map of the region. One pin neatly marks a location close to the city while the other indicates a point further within Sarkoris, closer to the site of the infamous Sarkoris Scar. The Venture-Captain looks up with a stern expression as he begins:
"A group of merchants recently reported suspicious activity around an old bunker outside the city. It used to be an underground shelter owned by the Meruls, but it's been abandoned since the family perished in the attack on Kenabres.
"[b]This will be a two-prong investigation. The veteran team led by Ionus will travel further out to the Merul estate to assess if any other incidents may have happened. I'd like the rest of you to learn the cause of the suspicious movement at the bunker, and collect any evidence that activity is occurring. So, any items that would prove that people are there, or even better if it can show who they are or what they're up to."
Jorsal gestures to the members of the veteran group, who nod and take their leave. As they pass the tapestries, one touches a depiction of Iomedae as if asking for her blessing. The venture-captain solemnly watches his people go to carry out his mission, his expression both grateful and burdened. He turns to those still in the room. "Bunker team, are there any questions?"

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Ahzeem Kazzahd's Religion (T): 1d20 + 9 ⇒ (1) + 9 = 10
Hancock the Angry's Religion (U): 1d20 + 1 ⇒ (13) + 1 = 14
Jaxon Ritcher's Religion (U): 1d20 + 6 ⇒ (17) + 6 = 23

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"Any questions? Yeah, plenty. What kind of suspicious activity? The bunker's approximate size? How old is the structure?"
Swayaah rattles off questions as Fae writes every answer down.
Lead: What is the suspicious activity within the bunker?

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Jaxon watches the others team depart and sees the man touch one of the tapestries. He looks to take in the whole scene. "You know, even with the Worldwound closed, these are demons who walk the mortal world. And some people try to curry favor with them to gain power." He glances at Swayaah and Fae. "Oh, I mean the ugly ones, of course. Never those as stunning as you two."

Bruce NPC |

Hancock mutters something deprecating at the mention of an 'investigation' mission. Bruce, on the other hand seems a bit relieved. Not a lot, mind you, because of where it is. Which, in addition to Jaxon's comment, causes him to ask
"Excuse me, sir. I know I am not an 'official' pathfinder, but could you tell me about Sarkoris? Is there still a lot of demonic activity there?"

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Jorsal turns to Swayaah. "Per reports, there have been several people seen skulking about the bunker and an unusual amount of insect activity. One merchant claimed the area was overwhelmed by the buzzing of locusts despite the incompatible climate and another reported an odd smell, like ozone. We're not sure about the size of the bunker. Anyone who's tried to to find out hasn't come back."
"All we have is the merchant reports. I'd rather not speculate on what's going on in the bunker when I have my Pathfinders to do it for me" he answers Flory with a grin.
"As for the Meruls, we know little of them since they perished long ago during the attack on Kenebres."
"Although the Worldwound has been closed, there is still some demonic activity. I am certain you can find more information about Sarkoris after the mission."
"Now then, for your journey, we will lend you with a cart and horse as well as some extra provisions."
Apart from the horse and cart, Jorsal also gives each of you one lesser healing potion and either a moderate frost vial or lesser cold iron blanch.
Please select which item you will take. If you have not already done so, please also select your provision.

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Many thanks for the loan. Hopefully we will not have to use them, but if we do at least we have them.", says Ahzeem as he collects the lesser healing potion and one of the lesser cold iron blanches.

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Swayaah chuckles when Jaxon makes offhand remarks. "Surprise. Succubi tend to infiltrate the mortal realm better than most demons. Sometimes it turns out for the better though."
Venture-Captain Jorsal adds as much information as he can. "Locusts, ozone smell, unknown size. Got it." She takes notes. "I'll take the frost vial, just in case we need to deal with fire or a swarm."

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Jaxon collects the lesser healing potions and the cold iron blanche. Then he signs for a moderate healing potion from the Pathfinder stores.
GM, will you allow the Cold Iron Blanches to work on Handwraps of Mighty Blows?

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Hancock takes a lesser healing potion and a lesser cold iron blanch.
"'lectic 'secs." mumbles Hancock who looks a bit encouraged by the news of demons and other dangers. Bruce, of course, looks worried.

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Jaxon collects the lesser healing potions and the cold iron blanche. Then he signs for a moderate healing potion from the Pathfinder stores.
GM, will you allow the Cold Iron Blanches to work on Handwraps of Mighty Blows?
I'll allow it. You'll need to thoroughly scrub the handwraps afterwards though! ;)

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The sounds of the city fade into the whistle of the wind and rustle of foliage as the cart moves towards a peaceful outcropping surrounded by ragged trees and shattered stumps. A dilapidated stone house sits serenely among weeds and tall grass, riddled with ash and bird droppings. Part of the building has crumbled inward, blocking off the entrance, and the noxious buzz of insects infects the air.
The journey to the bunker is a short one by cart, with little distraction along the way. The ground level of the bunker is designed as a pleasant cottage hewn from thick stone. Parts of both the building and its surroundings have crumbled, obstructing the way in through the bunker's intended entrance.
The bunker's original entrance is blocked off by debris, but the cultists have created a hidden entrance that descends directly into the bowels of the bunker. The hidden entrance is at the back of the building, obscured by illusory magic.
Each PC can attempt a skill check to observe the area.
Skill checks result in Investigative Points (IPs): CS/S/F/CF - +2/+1/0/-1
Successes needed: 3+
Skills:
DC 19 Survival
DC 19 Religion
DC 21 Perception.
DC 21 Nature
DC 21 Arcana/Occultism

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Hancock casts a critical look at the area, while Bruce whistles nervously and hangs back in the cart.
survival or nature: 1d20 + 9 ⇒ (17) + 9 = 26; both skills are at the same bonus so he'll use whatever others are not using in case that matters, though it probably does not.

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Doesn't matter. Though it seems Hancock likes using the harder DC...
Hancock finds anomalies in the land around the bunker Success

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This nature stuff is boring. But it is quiet. Swayaah sighs as she sees the Scar of Sarkoris. Did mom come from there? So many warriors sacrificed themselves to seal it. Some of them were good friends, too...
"Alright, entrance is a mess, so they probably have a side door or they built a tunnel."
Lead: What is the suspicious activity within the bunker? If this applies, please add a +1 Circumstance bonus. If it applies, Swayaah can use Clue In to help 1 teammate with an additional +1 Circumstance bonus.
Occultism: 1d20 + 11 ⇒ (7) + 11 = 18
"Hmm, I'm not seeing anything."
Swayaah also has Trap Finder just in case she stumbles into something nasty.

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Ahzeem ponders the Religious details of the area...
Religion (@ 4L) vs. DC=19: 1d20 + 9 ⇒ (6) + 9 = 15
Please adjust as needed.
Going to Hero Point that please.
Religion (@ 4L) vs. DC=19: 1d20 + 9 ⇒ (14) + 9 = 23

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You need one success. Anyone want to HP their failure?

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Occultism, Hero Point: 1d20 + 11 ⇒ (11) + 11 = 22
"What is it, Fae? An illusion? You sure? Where? Here?"

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Swayaah Maeleranti's Perception (E): 1d20 + 9 ⇒ (11) + 9 = 20 (Trap Finder)
Ahzeem Kazzahd's Perception (T): 1d20 + 9 ⇒ (5) + 9 = 14
Flory Buntzer 's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Folmyr's Perception (E): 1d20 + 11 ⇒ (16) + 11 = 27
Hancock the Angry's Perception (E): 1d20 + 11 ⇒ (13) + 11 = 24
Jaxon Ritcher's Perception (E): 1d20 + 11 ⇒ (16) + 11 = 27
Swayaah and Ahzeem find anomalies in the land around the bunker. Sure enough, as the party approaches, Swayaah spots something in a rocky outcropping. Wedged in the rocks is a magical effigy depicting the deceased demon-god Deskari.
Disable: DC 20 Arcana (expert) or Religion (trained) to deactivate the effigy or dispel magic (2nd level; counteract DC 23) to dispel the statuette.

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"Ya'll are better at this religious study than I am." Swayaah crouches down to look at the rune. "Deskari? Which demon is that again?"
I have a +7 Religion, and I get +1 from Trap Finder. I can try to disarm it and bear the trap, or someone with a better bonus can try.

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"Hmmmm....where have I seen that before...? wonders Ahzeem outloud, "Let me think..."
Religion to try and remember who that is.: 1d20 + 9 ⇒ (8) + 9 = 17
Mine is only 1 more but if it blows up you might stand a better chance than I. Yeah, yeah, that's the ticket,

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No help from Hancock!

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"Smashit?"
Even with the mumbling, that comes out pretty clearly.

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"Alright, alright..." Swayaah sits down. "Fae, back up in case this thing explodes."
Religion: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
"Maybe I should have smashed it..." Famous last words!
Trap Finder gives me +1 to AC and Reflex Saves against traps, something tells me I'll need it soon...

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Swayaah attempts to disable the image. As she approaches, a swarm of insects suddenly emerge from the statue and swarm all over you. They all shriek insanely as they crawl all over you
DC 19 Fortitude or be deafened for 1 minute (Deafened + Clumsy 1 if CF)
You can also choose to smash the thing if you want to
Swayaah Maeleranti's Perception (E): 1d20 + 9 ⇒ (5) + 9 = 14 (Trap Finder)
Ahzeem Kazzahd's Perception (T): 1d20 + 9 ⇒ (11) + 9 = 20
Flory Buntzer 's Perception (T): 1d20 + 7 ⇒ (3) + 7 = 10
Folmyr's Perception (E): 1d20 + 11 ⇒ (1) + 11 = 12
Hancock the Angry's Perception (E): 1d20 + 11 ⇒ (12) + 11 = 23
Jaxon Ritcher's Perception (E): 1d20 + 11 ⇒ (1) + 11 = 12
Something about the bugs isn't right. Although there are a lot of them and they're extremely loud, the bugs swarming over you don't seem to have any substance to them