"Enjoy the meal, and we shall retire to a private location afterward." You have a good meal, the food is fresh and tasty. He turns the conversation to unimportant topics such as the weather for a time.
After eating, he leads you to a nearby fletcher's shop. He nods to the shopkeeper, a tall balding man, and heads into a back room. There is a small wooden table and chairs and he motions you to sit.
"I trust you because Aeda vetted you. You are from out of town, and have had no interactions with the cult of Razmir. Which makes you perfect for the task I will ask of you.
The cult of Razmir appeared in Tamran about two years ago, first as a small band of missionaries. They soon raised the funds to build a temple, which was constructed over a year ago. Their power and influence in the city have grown ever since, and the local guards seem to give them no heed, even going so far as to dismiss any reports of their foul practices. I suspect the guards even help protect the temple, watching out for thieves and intruders.
While on the surface they frequently go out to aid the poor and proselytize, I believe it is just a cover for illegal activities, such as thievery, blackmail, and extortion. A few months ago a group of them headed north and returned a month later, minus a few members. I am not certain what they brought, but they headed directly to the temple. A week later another group, led by a female cultist in blue robes, left the temple and boarded a boat.
I sent Aeda to follow the first group's trail and determine what they had been up to. I believe they are the ones that broke into your crypt, although what they could be after I don't know.
As you are new to town, and have no known association with the Pathfinder Society, I would ask if you are willing to infiltrate the cult and learn more about it. Are you interested?"
Sorry for the disappearing act. My company has been dying for the last month, so I've been distracted. I have a new job I start on Monday. I'll try and kick things back into gear this weekend.
He looks to be an experienced woodsman, capable of surviving on his own in the wilderness. He seems to be an open and honest fellow.
Reginar smiles at you. "It is a pleasure to meet you. I do believe we have a common interest," he leans closer and lowers his voice, "but I don't wish to say too much where others can overhear." He speaks up again, "I take it your journey was pleasant?"
Sorry for disappearing. Holidays were hectic and then I got the plague over New Years.
Tamran doesn't have an official Pathfinder Lodge, but they are known to hang out at the Forest Bounty when they are in town. The Forest Bounty is a large feast hall located on the northern edge of town. It is busy for most of the day and late into the night, serving food and drink to hungry travelers, rangers, and common folk.
The majority of the locals follow a more naturalistic druidic faith, but there is a temple in town. The followers of Razmir from across the lake founded a temple two years ago. Puglas knows of the temple of Razmir, but does not trust the strange folk from across the lake. He swears that the faith barges scare away the fish and that no captain should tangle with them on the open water if it can be avoided.
You make your way over to the Forest Bounty to meet with the Pathfinders. Made from enormous timbers, the Forest Bounty is a long hall, open at both the front and back, filled with wooden tables and benches. Dozens of people gather here, eating, drinking, and laughing. One table of patrons even carries on with a bawdy song that seems to have most of the folk smiling.
At a table sits a robust man, wearing green and brown leathers and cloaked in a large bearskin. A longbow rests against the table next to him. He looks up and with a hearty laugh says, “Welcome, friends. Aeda has told me all about you. I am Reginar Lacklan. Please sit—we have much to discuss.” He sweeps out his arms in an inviting gesture as a serving maid places a tray of roast boar and forest vegetables on the table before him.
Just to cut to more exciting things, I'll say after a morning of haggling you sell the boat for 300 gp.
Barkeep Puglas lost his arm to a fish 6 years ago, and has mounted the beast that ate it, a giant gar, on the wall above the bar in the taproom. Happy to tell the tale for paying customers, Pulgas even answers a few questions afterward.
Puglas has heard of Reginar and claims that the Pathfinder makes an appearance in the taproom every once in a while, mostly looking for information about this or that. He has not seen him in at least a month, but assures the Drummer that Reginar frequents a feast hall called the Forest Bounty, and that they might want to look for him there.
Everyone has a nice night and wakes well rested. It is good to have a real bed that doesn't sway at night. Even if it still has the salty smell of fish.
So what do you do in the morning? Does anyone remember where you were going or do I need to give you a refresher?
Gar’s Last Meal is a fine inn if you can get past the smell of fish. Rooms at the Gar’s Last Meal cost 2 gp per night, and meals (choice of fried fish, fish stew, or fish heads on sticks) cost 3 sp apiece. The owner of the establishment, Puglas, looks to be a gruff retired fisherman who is missing an arm.
You don't recognize the item, but it glows strongly of conjuration magic.
You split up into two groups and sail the two ships toward town. It takes about two hours to sail to town.
In the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.
After the ships are docked, Captain Walren says "Thanks for all your help. You should probably spend the night at Gar’s Last Meal. it's a good, safe establishment close by the docks. You can work out the sale of your ship on the morn."
Tarric can be awake now if you want, I think I mentioned above that there was enough commotion to wake everyone up.
The city is about two hours away, but the barge isn't really big enough to tow the other boat. The mate could go on the new ship with someone if another is willing to help the captain out.
Captain Walren says "It's not in very good condition, but it may be worth a few hundred gold. It'd take at least two to sail her to port, although it's meant for a crew of three."
We can work Haldor in, no problem. The aliases get added automatically by the system, but I can move them to 'inactive'.
Craft Alchemy or Knowledge Arcana can help ID potions. Detect magic can get you the school of magic used if it is magical.
The box isn't trapped and you pick the lock with ease. Inside is bag containing 13 pp, 28 gp, and 16 sp, the privateers’ charter, signed by the Molthuni governor, and a small anchor token.
Each of the three pirates is armed with: a cyan potion, a longsword, a light crossbow with 20 bolts, a leather armor, and a heavy steel shield.
The hold of the ship contains little of interest, but the variety of junk indicates they've stolen from other ships in the past. You do find a small metal lockbox under one of the bunks.
Anyone want to roll profession sailor to see how seaworthy the vessel is?
I do computer monitoring systems for luxury yachts. I usually travel for tech support or final installations. The Fort Lauderdale Internatoinal Boat Show last month was the deadline for a ton of projects.
Mostly life has been busy, and the posting feedback cycle really slowed. I'll try to post daily this week and kickstart us back up again. When you get to town there will be a good spot to introduce new characters and drop off any we may have lost.
Everyone wakes up from the commotion. The mate hooks the other vessels and pulls it alongside the ship.
"We should search it for valuables and then scuttle it," the captain says gruffly.
Drummer and Yarroth spot a small craft that sneaked up on the barge's aft. Three men armed with crossbows and longswords crouch in the other vessel. They look ready to board when the boat comes alongside in a few seconds.
I apologize for not giving this game my attention lately. Things have been a bit busy lately. I'm going to push this along to skip most of the journey. I also described the boat poorly. There is a below deck, and the back third of that is where the sleeping cabin is. The boat is 60 feet long and 20 feet wide. The hold is filled with iron ingots. It is a single sail barge.
Captain Walren welcomes everyone aboard. He appreciates offers for assistance, but as none of you have experience sailing he and his mate take care of managing the sails. He does suggest that a few of you keep your swords handy on the top deck. Bandits are unlikely to attack, but a strong presence will keep them at bay. The captain is a quiet dwarf who enjoys quietly whistling to himself as he guides the boat with a steady hand on the till.
The mate, Ewem, is a Kellid man and doesn't speak common very well. He keeps to himself, managing the sails and other duties.
Aeda is pleasant and friendly, but refuses to talk about business during the voyage. At any attempt to bring it up she says that all of that can be discussed when you get to the lodge in Tamran. You do manage to get her to tell stories of other Pathfinder's exploits to pass the time on your voyage.
After 3 days of river travel you reach Lake Encarthan. The weather turns overcast and drizzly for the next three days of the journey. Captain Walren keeps the boat about a mile from shore as you make your way toward Tamran. The lake has rougher water, and a few of you feel a bit queasy when it gets particularly choppy. The only notable event is the sighting of a pair of electric eels, a reminder that you don't wish to fall into the water.
On the 6th day Captain Walren announces that you are almost to Tamran. He plans to push on during the night, and seems a bit edgy. As night darkens it begins to rain, the clouds obscuring the moon. Does anyone want to stay on deck during the dreary night or do people wish to stay dry and sleep below deck in the cabin?
Aeda smiles as you approach. "Welcome to the Black Mist. Captain Walren has agreed to give us a lift to Tamran. It should take us 6 days to get there."
The Black Mist is a simple wooden barge about 60 feet long and 20 feet wide. The back third of the vessel is one large cabin that contains eight cots. The rest of the hold carries cargo. The dwarven captain is on deck, overseeing his human first mate.
A few days have passed since the events at the Crypt of the Everflame and life in the town is beginning to return to normal. The folks are still quite wary of the dark, worried that some overlooked undead fiend might stalk from the crypt. Aeda is waiting for you at the docks in front of a large river barge.
>My plan: Check to see if there is a library in town, or anyone rich enough to have a lot of books. I want to learn stories of Kassen and Iramine.
Holgast is your best bet for that, and Tarric already has that covered.
>At the inn, I will try to learn whether they know of a place called The Ranger's Lament
They have heard of it. It's a small tavern in Tamran, but not well known.
>check whether they remember any treasure hunters coming through who might have turned into our bloated zombified friends.
Nothing that comes to mind.
>I will also ask about the history of Kassen (the hero) under the pretense of wanting background material for the epic of our heroes.
You get quite a few tales about his adventures in the areas around Lake Encarthan. Before his adventuring career he served in the Lastwall Militia.
>Additionally, Drummer will be asking around to learn more about Aeda. Specifically, how long has she been in town, what's she been interested in, what's the story that's been circulating (does her claim of having heard about the bandits from townsfolk stand up).
Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
She came on a river barge a few days prior. She asked about travelers coming and going in town, particularly if any wore or carried masks.
The story about town is about the walking dead, not bandits.
Tarric:
>Who was Asar?
Asar was an old adventuring companion of Kassen's. They went there separate ways after dividing the loot from a vault. Kassen decided it was enough wealth to retire with, so he founded the town of Kassen.
>Who was Iramine?
Another of Kassen's companions, an elf, who got a portion of the vault's treasures as well.
>Where are they from and where were their likely homes/final resting places?
Asar's resting place is in the crypt with Kassen. Iramine was an elf, and could still be alive. It doesn't say where she is from, but Kassen met her in Riddleport, Varisia.
>What is so special about the amulets and the vault that Kassen and Asar went to?
Knowledge Religion: 1d20 + 6 ⇒ (17) + 6 = 23
It doesn't mention the amulets at all. Hints about the vault indicate it may have held treasures from the days of the Whispering Tyrant.
Yarroth:
>will try to find someone who might sell him a set of thieves tools, as well as re-checking all his equipment to make sure he is ready to go.
Knowledge Local: 1d20 + 5 ⇒ (14) + 5 = 19
A halfling known as Jimes “Short Change” Iggins is a waiter at the Seven Silvers tavern. He can hook you up with thieves tools for 30 gp.
>How much and where could he get some potions of cure moderate wounds??
Father Prasst has two potions of cure moderate wounds he will sell you for 250 gp each. He also has a wand of cure light wounds with 22 charges for 300 gp.
Since I don't want to get bogged down too much with a lot of running around between adventures, why doesn't everyone give me a quick list of things they'd like to accomplish before meeting back up with Aeda. I'll figure out any rolls that might be necessary. Although feel free to RP and discuss among yourselves all you want. Sound good to everyone?
Tarric: Since you did well on your diplomacy check, Holgast is happy to let you browse books in exchange for tales, rumors, and other info from beyond the village. You get the sense he's a bit desperate for learned company. If you'd like to take a book with you, he wants a new book in exchange. Eventually he falls asleep in the middle of one of your tales, despite it still being mid-morning. Give me a short list of questions about Kassen and I'll let you know what you turn up.
I'm going to be camping from Friday to Monday, so don't expect any updates after tonight.
Holgast adjusts his glasses and examines you more closely. "Ah, a man of intellect and learning! I haven't had such a visitor in a long time. Come in!"
Holgast leads you to into his home. The main room has a fireplace and several bookshelves with books stacked on the floor, the coffee table, and several end tables. He sits down and stretches his legs out on a couch leaving no room for anyone else. He motions to a nearby chair with only a few books on it. He pulls out a pipe and begins to smoke.
"I have Norbert's Guide to Thorny Plants that might interest you, or perhaps Uptal the First's Tales of Kassen. I might be willing to trade some of the books in my collection for newer titles."
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
The innkeeper smiles warmly at you. "Of course I will look after them. They saved the town from an army of the walking dead! I'm certain bards will write songs about it!"
On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Tarric knocks on the door to the tower and waits.
And waits.
Finally Tarric knocks again, louder this time. After a few moments he hears some rustling inside. A few moments later the door opens. An older man with grey hair stands in the doorway, wearing a purple sleeping robe and cap.
"What's all the excitement? Why have you woken me at such an early hour? Can't you come back after lunch?"
"Actually, I have already arranged passage on a grain barge that will pass this way in two days. If you would like to meet at the docks we could catch a ride there together."
That's what I get for not paying close attention to the details. I'll make it work.
"I believe I have heard of the Ranger's Lament. It's a popular bar in Tamran.'
Aeda turns back to Tarric. She unstraps her wayfinder and hands it to him.
"I didn't mean to be all business, but you overwhelmed me with questions. I don't really know how it works. It will work for anyone. If you say the command 'fos' it also glows."
Aeda laughs and helps clean up the spilled drinks. "It is nice to meet you Anton." She turns back to Drummer. "I do not know where the bandits have gone. I only know what I have heard around town. I was hoping you would be able to tell me more. Was there anything taken from the tomb that you can tell? Did you find anything that the bandits left behind that may help identify who sent them?"
Aeda grins back at Tarric. "I see that I will have to earn your trust. Once we reach Tamran the lodge can verify my identity, but for now I can show you this." She rolls up her sleeve to reveal a dial strapped to her wrist. As she turns her arm the dial rotates to indicate which direction is north.
Many of the greatest explorers of Golarion’s modern age record their victories in an ongoing series of chapbooks known as the Pathfinder Chronicles. The amazing, often unbelievable tales bound in these ofttraded volumes tell of lost gods and sunken continents, of creatures older than the world itself who fell from the stars in the eldest days, and the fantastic ruins they left behind. These volumes also tell the stories of people—individuals who experienced some of the very best and worst Golarion has to offer.
The authors of these tales are members of the Pathfinder Society, a loose-knit group of explorers, archaeologists, and adventurers who search the globe for lost knowledge and ancient treasures. While an honest desire to unlock history’s secrets motivates some Pathfinders, the promise of material fortune and fame propels others, who seek a sort of immortality in the publications of the Society. The rewards of academic study and glory-seeking, however, are not enough for yet another type of Pathfinder, who takes up the trade out of the simple thrill for perilous adventure.
Edit: Sense Motive - She seems sincere in her interest.
Tarric:
There is no certain way to identify a Pathfinder, but many carry a device called a Wayfinder, a magical item that tells which way is north. The nearest Pathfinder Lodge is in Tamran.
Aeda takes a seat at your table. "I do not know who they were or where they went. But I have contacts in Tamran who should be able to put us on the right track. Was there anything distinctive they left behind? Do you know what might have been taken from the tomb?"
Sorry about disappearing there. Emergency work trip to Florida took more out of me than I expected. I'm back and adjusted to the time zone again.
Off the main square is Seven Silvers, most visitors to Kassen end up at this comfortable two-story inn and tavern. Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter, Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for giving himself generous tips.
When you enter the tavern you are greeted warmly by Asina. As returning heroes she serves you a free meal. Many of the townsfolk are willing to buy you drinks, your cups won't go dry tonight.
After an hour or so of enjoying yourselves in the tavern, a young woman from out of town approaches your table. "My name is Aeda. I work for the Pathfinder Society. I heard what you did at the crypt. Would you be interested in doing some work with me? I'd like to investigate the robbers who broke into Kassen's Tomb."
Father Prasst says a quick prayer to Erastil before examining each of you. "It does seem you have been affected. I have just the thing for emergencies like this. No charge for our returning heroes, but donations to the temple are always welcome."
He retrieves a simple wooden box from behind the altar. Inside are several scrolls. He unrolls one and speaks a ritual.
"I'm afraid that is the last of my scrolls. Drummer, I'm afraid you'll want to rest for the next few days. I can give you a blessing that will help your body fight off the infection on its own."
The only temple in town is dedicated to Erastil, god of the hunt and farming. It is the only completely stone building in town and is located in the center of town. Father Prasst is young for a high priest, being only in his mid-twenties. There are small shrines to other commonly worshiped gods along the outer walls of the temple, allowing everyone in the community to worship there.
Father Prasst greets you warmly as you enter. "Ah, our heroes have returned. How may I help you?"
"You did well to purge the crypt of this evil. There was to be a celebration on your return, but events have dampened our spirits. Rest up for a few days and then we shall have a wake to celebrate the fallen."
The mayor turns to address Tarric. "I have not heard Iramine, but perhaps our sage Holgast may know more."
You make your way back to the village. Gregor Wisslo, the captain of the guard, somberly greets you as you enter town. He escorts you to the mayor's house. There are signs of preparations for a feast and celebration, but the townsfolk just watch you quietly as you pass through the town square.
Mayor Uptal receives you in his office. "I am glad to see you are well. I have heard Artagan's report, what has happened since?"
"The amulets that Asar and I were buried with have been stolen. They were part of a key that unlocks a vault we plundered years ago. The last piece was given to Iramine, an elven sorceress who traveled with us. I do not know why they were stolen, but I fear the thieves are up to no good. But it is your turn to worry about such things. I return to my eternal slumber."
When you reach up to light the lantern with the Eternal Flame, a ghostly figure appears before Kassen's tomb. You recognize the figure from the statues and murals as Kassen himself.
"Thank you brave heroes. Asar was once my adventuring partner. When I retired here he must have felt that I kept more than my share of the treasure. Eventually he returned and attacked the village. We fought, and I defeated him, but was mortally wounded in the process. It appears that even in death his greed knows no bounds. At last his evil is at an end. Take these gifts as a reward for your service."
From somewhere in his tomb he produces a bag of holding (type I), a +1 bashing shield, an elemental gem (water), and four scales from his armor.
The girl in the corner appears to be unconscious. You recognize her as Dimira, Roldare's sister, one of the girls from the village.
Kassen’s sarcophagus is open, and the lid is lying next to it. His body is intact, save for the broken links of a chain that lie around his neck. Kassen is dressed in resplendent full plate with a fine longsword resting on his chest.
The chainmail and longsword of the skeletal champion remain. They look to be of exceptional craftsmanship.
The torch above the crypt is the everflame. Even though it has only been a few days, it seems like a long time ago you were sent to light the lantern here.
After the first few rounds of rolls, I thought this fight would be over quickly. I'm glad it lasted just the right amount of time.