| GM Watery Soup |
Recruitment for this game is done through Outpost. Do not join this game unless you have signed up on the spreadsheet.
The Pathfinder Society sends the PCs to the Thuvian city of Aspenthar, where they learn that div-worshipping cultists have taken violent measures to secure the ancient keys to a mysterious site out in the desert. With one of the keys in their possession, the Pathfinders travel deep into the desert to find this site and stop the cultists from bringing their destructive plan to fruition.
P. T. Barnosh
|
Stepping into the meeting room is a smartly dressed Dromaar with a large, multi-barreled firearm attached to his back. "Pleasure to meet you all. My name is P.T. Barnosh." He gestures behind him, where two animals wait. "And this..."
| Rollo the Magnificient |
"is Rollo the Magnificent, a magnificent specimen of Ugvashi, not that many have left the Imposssible lands", the Dromaar says as he gestures to the enormous blue-scaled pangolin behind him. The animal briefly perks up at the sound of her name, before losing interest when she realizes there's no ants in it for her.
| Captain Cappy |
"And of course, we have the star of the show, Captain Cappy himself!" P.T. continues as he turns to the smaller animal. The aptly named cappybara has been outfitted with a loose-fitting white cloak in deference to the weather, and regards you all stoicly while chewing a bit of plant matter.
Mirelia
|
Barely a sound marks her steps—sun-browned skin, wind-tangled dark hair bound with leather ties, a spear resting easily in one hand. Her eyes sweep the room once. Measuring. Listening. “I am Mirelia.” Her voice is low and even—like thunder heard from miles away.
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
A man in a dirty breastplate enters the room. His ancestry is hard to pin down - he has the stocky frame and beard of a dwarf, but the height and tapered ears of an elf. The look might be comical if not for the scowl that seems permanently etched on his face. There is a clan dagger at his hip, but the symbol on the pommel is unrecognizable - it seems almost as if someone tried to draw a leaf with the angled runic script.
The first sentence out of his mouth is not in any language anyone recognizes, but he proceeds as if it was clear as water. "Most people just call me 'Cur', and you may as well, too. Clearly I'm the muscle on this job."
Samantha Seed
|
A short mousy woman joins the group.
"Ummm... Are you the Pathfinders I'm supposed to meet?" she appears to be uncertain whether she's even supposed to be there... "I'm Sam" she says, a bit shyly.
Best way I can describe her is like Laverne Hooks from the Police Academy franchise (if you're old enough to know what I'm talking about, that is! :) )
Kaela Mensha Khaine
|
What appears to be a suit of burnt metal armour, with fiery red light leaking from every joint and seam (enough that it sheds bright illumination), strides into the room.
It utters but a single word:
"Khaine."
Gritash
|
"And I am Gritash, a pleasure to make your acquaintance," a black furred catfolk with an accent that sounds like it could be from this area says as he strides in.
He has the air of a rake and a scoundrel who has depended on his luck to carry him through the hardest times but the casual way he wears the rapier and main gauche at his hip and the well worn hilts of each suggest he is disciplined where it counts.
| GM Watery Soup |
The Pathfinders have reached the Thuvian city-state Aspenthar to meet with Gol Amri (Art on Slide 3), who serves as the representative of Prince Zinlo, Aspenthar’s ruler. The Pathfinders carry a cloth-wrapped scarab shell with an inset jewel from Venture-Captain Diya Akan (Art on Slide 3), with a note instructing them to touch the gem upon their arrival in Aspenthar. When they do, the gem imparts a memory magically stored inside it, and each of them “experiences” a brief message from the venture-captain.
The memory is set 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.”
The memory passes, and the opulence of Aspenthar lies ahead once more. The prince’s battalions march along a mosaic lining the main road through the city’s center, carrying banners of orange, blue, and black. A palace at the city’s heart gleams in the dawn light reflected from its enormous glass windows and doors. The central palace serves as a place for public announcements, events, and government functions. When the guards learn the Pathfinders’ business at the palace, they direct the Pathfinders to a spacious sitting room to wait for Gol Amri.
The Prince’s representative arrives shortly after, along with Kida Ameen (Art on Slide 3). The 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, 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.”
Kida sips from a glass of water and speaks in a ragged voice. “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 watched over the greatest wealth in the sands, but they fled when monsters came.”
Gol Amri continues as Kida takes another drink. “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.”
You may know about the Usij cultists. Please post your Div Lore or Religion modifier if you'd like to Recall Knowledge.
Questions?
P. T. Barnosh
|
P.T. gives a polite bow. "My sincere condolences, madam, for your loss. Gol Amri, may I inquire if you intend for us to carry Kida's key with us, or leave it here under guard?"
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
"Yeah, purging, very exciting. What abilities to the Usij have?"
Samantha Seed
|
RK - none of the above. Sam keeps quiet
| GM Watery Soup |
P.T. gives a polite bow. "My sincere condolences, madam, for your loss. Gol Amri, may I inquire if you intend for us to carry Kida's key with us, or leave it here under guard?"
Kida, with a mix of reluctance and relief, offers the key to the Pathfinders. "This key is both a blessing and a curse. I think it's best that you protect it."
"Yeah, purging, very exciting. What abilities to the Usij have?"
“They serve Ahriman, lord of all divs, a demon lord who is determined
to corrupt and destroy the world. Their god gives them divine powers.”Usij cultists are both trained in martial weapons and divine spellcasting.
Religion: 1d20 + 5 ⇒ (15) + 5 = 20
Do note that I do not consider spoilers open by default, as it's possible that two PCs have different or even conflicting information in their spoilers. Your character can choose to share it or not.
| GM Watery Soup |
When the Pathfinders are ready to depart, Gol Amri gives them a map on a vellum scroll prepared by the royal cartographers. The map indicates they should follow the trade route to an oasis on the way to Pashow and then head southeast. The journey consists of 37 miles to reach the trade route oasis then another 54 miles to reach the Inspiriting Wellspring.
The Pathfinders are also offered sets of clothes suitable for travel beneath the harsh desert sun.
Do note that this scenario will employ mechanics for Travel Rules and Temperature Rules. In particular, note that Desert Clothing is ineffective when worn over armor. I will also just point out that the spell Environmental Endurance exists in case anyone wants to find ways to prepare it.
Gol Amri provides the Pathfinders with two camels to carry the additional supplies from Prince Zinlo. These supplies include more than enough provisions (water and rations) for each PC to travel to the Inspiriting Wellspring and back, two four-person tents, and luxurious bedrolls. The camels are far from burdened by these provisions and can carry an additional 8 Bulk worth of equipment without slowing down. They are sated and healthy and can easily survive long enough without food or water—especially considering the planned stop at the oasis—that they don’t require any for the journey.
This is just a long-winded way of saying you won't need to worry about food or water, but you'll need to worry about travel times and heat. The camels travel faster than the PCs, so it will be the slowest PC that is the rate-limiting factor. Currently, your character sheets show Cur (20', 30' with sandals), Gritash (30'), Kaela (25'), Mirellia (25'), P.T. (25'), Samantha (25'). Assuming Cur can maintain the ikon-based speed out of combat, this will mean you're traveling at 25'/action = 20 miles/day (to be honest the scenario forgets that desert is likely difficult terrain, but halving your speed is pretty disasterous, so let's just say that the map gives you directions that avoid difficult terrain).
So, to recap, please announce when you're ready to head out into the desert - declare whether you're making any purchases, whether you're rearranging your daily preparations, and whether you're wearing the desert clothing or armor. Also, for reference, please declare how your character would see in the dark if, uh, things happen in the dark. (I mostly need to know who is casting light spells or holding torches.)
Kaela Mensha Khaine
|
"The Usij are div-worshipping destruction-seekers. Eliminating them will be doing the world a favour!"
Khaine *always* sheds Light. He can't actually turn it off.
Please note, he also treats environmental heat effects as if they were one step less severe than they actually are.
Gritash
|
"A blessing and a curse, eh? Much like my handsome face and nimble wit. We will gladly bear this key for you and just as gladly deal with these foul cultists," Gritash says, with a dashing bow. He gives Gol Amri a wink as he straightens then saunters out to examine their supplies, pleased that they did not have to remind her about them. It is so...unseemly to request supplies.
He is no fool and would much rather die in glorious battle than from heat stroke, so he shucks his leather armor, securing it to a camel and puts on the more desert appropriate clothing.
"I am ready for this quest when you are, my noble companions," he says to his fellow Pathfinders.
He has low light vision.
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Cur always has one of his three icons active, so presume he is always increasing speed during desert travel.
Samantha Seed
|
Sam has a wayfinder, so she can cast light anytime. Spells are all cantrips so far.
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
"They could send the dwarf halfbreed to a cave or dungeon. Or they could send the elf halfbreed to a forest. So where do they send him? A desert, where he will have to run around naked to not die of heatstroke."
-4 AC or fatigued and fire damage every hour... yeah, Cur will have reasons to be upset other than 'people suck'.
Cur will remove his breastplate and strap it to a camel and but and wear desert clothing.
| GM Watery Soup |
Traveling across Thuvia’s shifting dunes requires one PC to attempt a DC 12 Desert Lore check, DC 15 Survival check, or DC 18 Perception check each day, representing their attempt to find the steadiest path across the dunes over the course of 8 hours of travel.
Survival modifiers: Cur (T) +5, Gritash (U) 0, Kaela (U) 0, Mirelia (T) +8, P.T (T) +7, Samantha (T) +6. I will assume Mirelia makes the checks with others Aiding, but whoever is making checks will be using Traveling as their Exploration Activity and rolling Survival for initiative if we jump into combat.
Mirelia, please make three Survival checks to save some time.
Mirelia
|
Mirelia removes her leather armor and dons the offered desert clothing. Her wooden shield remains slung across her back; spear in hand.
Survival T: 1d20 + 8 ⇒ (16) + 8 = 24
Survival T: 1d20 + 8 ⇒ (6) + 8 = 14
Survival T: 1d20 + 8 ⇒ (11) + 8 = 19
Spells Rank 1 Prepared: Runic Weapon, Heal, Thunderstrike | Focus Spell: Tempest Surge | Cantrips (At Will): Stabilize, Ignition, Electric Arc, Guidance, Live Wire | Mirelia does not possess darkvision
Samantha Seed
|
Sam giggles as she takes the offered desert clothing and stows her leathers in her pack.
Sam Aid: 1d20 + 6 ⇒ (10) + 6 = 16
Sam Aid: 1d20 + 6 ⇒ (6) + 6 = 12
Sam Aid: 1d20 + 6 ⇒ (14) + 6 = 20
yeesh. failed on the one that mattered!
Gritash
|
Gritash doesn't know enough about surviving in the desert to know if they're in trouble or not. He simply assumes they're making headway and lightly complains about sand getting everywhere.
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Cur mumbles a constant creole of Dwarven, Elven and words you assume he picked up from Calisro Bennary.
| GM Watery Soup |
yeesh. failed on the one that mattered!
Actually, Succeeding on the first one was just as good, it turns the first roll into a Critical Success, which gives a +2 bonus to the second roll.
---
P.T. and Samantha Aid Mirelia.
Day 1: Aid 16 (S), Aid 18 (S), Survival 24+1 (CS)
The group finds their way through the desert without incident, and spots a path for the next day from a particularly tall dune.
Day 2: Aid 12 (F), Aid 15 (S), Survival 14+2+1 (S)
The group sees the the desert sun reflect off the still waters of an oasis in the distance. Smoke rises from a small fire beneath the surrounding acacia grove.
I'll give you an opportunity to put on your armor, or to change up your Exploration Activities, if you wish.
Samantha Seed
|
Sam dons her armor. She pulls out a throwing knife and sticks to the shadows. Stealth +10; Avoid Notice
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Cur dons his armor to prepare for a completely different unpleasantness.
P. T. Barnosh
|
P.T. dons his armor, but leaves his enormous volley gun on his back. No reason to be unnecessarily confrontational in case that's just a cooking fire.
What time of day is it? Would a fire be normal right now?
Gritash
|
"Such a shame that the world is a place where one must prepare for the worst when simply meeting a stranger," Gritash says as he dons his leather armor.
"That being said, let us hope that there is glory in the fight if the fight comes," he says, his tail lashing with excitement as he checks his rapier and main gauche and tests to ensure they will slip from their sheaths easily.
| GM Watery Soup |
It's late in the afternoon, and the fires are normal.
To the dismay of anyone who might have thought this was just a convenient rest stop, a nearby stack of corpses crawling and buzzing with flies mars the scene. Shadows of moving figures flicker out from the campsite onto the sands. Faint whimpering follows a guttural, crackling voice.
The people in the oasis are Usij cultists, gathered from the chanting and the death and the fact that they immediately attack.
Tactical map on Slide 4. The water seems deeper than ankle-deep, but how deep it is is unclear.
Search (Kaela): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Avoid Notice (Sam): 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Scout (Cur): 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Search (Gritash): 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Search (P.T.): 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Search (Mirelia): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Initiative (Enemy): 1d20 + 8 ⇒ (8) + 8 = 16
--Round 1
Sam (44/44 hp, Unnoticed)
P.T. (56/56 hp) / Cappy (42/42 hp)
Mirelia (28/28 hp)
Red Cultist (-0)
Yellow Cultist (-0)
Green Cultist (-0)
Cyan Cultist (-0)
Blue Cultist (-0)
Pink Cultist (-0)
Kaela (44/44 hp)
Gritash (41/41 hp)
Cur (36/36 hp)
Note that, despite the art, none of the cultists are armed with that cool sickle-on-a-rope thing. They're wielding daggers and whips.
Samantha Seed
|
Sam delays until they get closer. I thought she had needle darts
P. T. Barnosh
|
P.T. steps forward and takes careful aim at the closest cultist, then launches two quick shots.
Stride, Hunt Prey on Pink, then Hunted Shot.
First Shot: 1d20 + 11 ⇒ (7) + 11 = 18
Bludgeoning Damage: 2d10 + 1 ⇒ (7, 10) + 1 = 18
Second Shot: 1d20 + 6 ⇒ (16) + 6 = 22
Bludgeoning Damage: 2d10 + 1 ⇒ (9, 7) + 1 = 17
Hunter's edge Precision Damage: 1d8 ⇒ 6
The precision damage is applied to the first successful hit (if any), and if both strikes hit, damage is combined for the purposes of weaknesses and resistances.
Mirelia
|
Mirelia’s eyes narrow as the buzzing of flies reaches her before the full sight of the corpses does. She raises one hand and traces a brief spiral in the air, whispering a fragment of the Wildsong. A faint shimmer of primal magic settles over Cur.
Without waiting, Mirelia moves, positioning herself where she can see both the cultists and the corpses stacked nearby. She shifts her stance, bringing the wooden shield from her back and angling it forward as she braces for the cultists’ assault.
◆Cast: Guidance on Cur (+1 status bonus to one attack roll, Perception check, saving throw, or skill check) ◆Stride ◆Raise Shield
| GM Watery Soup |
P.T. Hunts Pink, and then looses two quick arrows. Both arrows hit, and Pink immediately goes down. Cappy moves up on his own.
Mirelia moves up cautiously, with her shield raised, which draws laughter from the cultists.
"You're too late!" they jeer. Too late for what? It soon becomes apparent as there are two loud splashes near Red - they've pushed two prisoners into the lake.
The locations of the prisoners are in Green. To rescue them, you'll need to be in the water adjacent to their square and succeed at an Athletics check.
A fiendish face flickers in the campfire, yelling instructions in an otherworldly language.
The face in the campfire is Recall-able but not targetable.
Yellow moves up and snaps a whip at Cappy.
Whip: 1d20 + 7 ⇒ (17) + 7 = 24
Nonlethal Slashing: 1d4 + 4 ⇒ (3) + 4 = 7
Green moves up and snaps a whip at Cappy.
Whip: 1d20 + 7 ⇒ (5) + 7 = 12
Nonlethal Slashing: 1d4 + 4 ⇒ (4) + 4 = 8
Cyan and Blue move up. 3 Strides needed to get to where they are.
--Round 1
Sam (44/44 hp, AC 20/22, Unnoticed)
Kaela (44/44 hp, AC 20/22)
Gritash (41/41 hp, AC 20)
Cur (36/36 hp, AC 19, guidance)
--Round 2
P.T. (56/56 hp, AC 21, hunting Pink) / Cappy (35/42 hp, AC 20)
Mirelia (28/28 hp, AC 16/17, shield raised)
Fiendish Face (Recall: Religion)
Red Cultist (-0, Recall: Society)
Yellow Cultist (-0, Recall: Society)
Green Cultist (-0, Recall: Society)
Cyan Cultist (-0, Recall: Society)
Blue Cultist (-0, Recall: Society)
Pink Cultist (-41)
Drowning Prisoners (1/? rounds holding breath)
Samantha Seed
|
Sam sneaks closer to the action, ducking behind a large rock.
Stealth +10
◈◈ Sneak x2
◈ Hide
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Cur rushes toward the cultists. As he approaches the ones wearing blue and cyan, the glow fades from his shoes and enters his clan dagger, which he pulls apart into a pair of similar weapons, one straight and runed, the other curved and covered in flowing script.
◆ Stride
◆ Shift Immanence
◆ Twin Stars
Gritash
|
Less inclined toward brute force than panache, Gritash leaves the task of wrestling the victims out of the water to Khaine.
"Do not douse yourself, my friend!" he calls to the flame based entity even as he rushes the cultists, slipping past Captain Cappy, he makes a leaping thrust with his main gauche that is only a feint toward the cultist in yellow before trying to pink him with his rapier.
Deception (Feint): 1d20 + 11 ⇒ (18) + 11 = 29
+1 Rapier: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
If the Feint worked, Confident Finisher Damage added to a hit or half on a Miss but not a Critical Miss.
Confident Finisher: 2d6 ⇒ (4, 6) = 10
And if someone Critically Misses me:
+1 Rapier: 1d20 + 10 ⇒ (15) + 10 = 25
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
| GM Watery Soup |
Khaine circles around the oasis. My apologies, I've been calling you Kaela.
Sam Stealth 2: 1d20 + 10 ⇒ (13) + 10 = 23
Sam Hide, Cover: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Sam sneaks forward. She can't figure out whether she was made or not, but she feels like she has a pretty good hiding spot where she is.
Cur draws his sparking daggers.
Gritash moves up, juking the Yellow cultist so bad that they're off-guard next round, too. Critical Success!
Gritash stabs Yellow in the face. Rapier is deadly d8, so adding Deadly: 1d8 ⇒ 5.
Yellow falls.
--Round 1
Sam (44/44 hp, AC 20/22, ?)
Khaine (44/44 hp, AC 20/22)
Gritash (41/41 hp, AC 20)
Cur (36/36 hp, AC 19, guidance)
--Round 2
P.T. (56/56 hp, AC 21, hunting Pink) / Cappy (35/42 hp, AC 20)
Mirelia (28/28 hp, AC 16/17)
Fiendish Face (Recall: Religion)
Red Cultist (-0, Recall: Society)
Yellow Cultist (-35)
Green Cultist (-0, Recall: Society)
Cyan Cultist (-0, Recall: Society)
Blue Cultist (-0, Recall: Society)
Pink Cultist (-41)
Drowning Prisoners (1/? rounds holding breath)
| Captain Cappy |
As P.T. cries, "Rescue time, boy! Just like I taught you!", Captain Cappy rushes into the oassis and begins swimming toward the captives!
Stride, Swim. If it's too shallow to swim, the movement is the same since Captain Cappy's land speed is 30 and his swim speed is 15
P. T. Barnosh
|
"Careful, Gritash!" P.T. shouts as he sets his sights on the Green-clad cultist. Two loud bangs and acrid smoke follow as he fires a quick volley at the cultist.
Command an Animal (above), Hunt Prey on Green, Hunted Shot on Green
1st shot: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 2d10 + 1 ⇒ (8, 3) + 1 = 12
2nd shot: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 2d10 + 1 ⇒ (8, 10) + 1 = 19
Hunted Prey Precision: 1d8 ⇒ 4
Mirelia
|
The splashes pull Mirelia’s attention instantly. Mirelia strides forward, she raises one hand toward the two cultists, lightning leaps from her hand, splitting into two jagged arcs.
◆◆Electric arc vs Blue and Cyan Cultist (DC 18 Reflex save): 2d4 ⇒ (3, 3) = 6
◆Stride ◆◆Cast: Electric Arc