"Oh, really? Now tell me how it is importa..." Seshuun is about to rant at Wimsy when Inhin interrupts him with his introduction. When she hears that they will help her, she sighs a relief.
"Nigel’s actually the curator, but he’s on a temporary leave of absence, so I am taking his position in charge for now. I’m afraid I can’t say more.” she replies to Inhin about Nigel.
The curator then relaxes and apologizes for being brusque with Wimsy. "I'm sorry. This job actually has me on edge. I am working hard to make a good first impression, and any disruptions to my careful plans and schedules quickly frustrate me. I am grateful for any help you can provide and hopes that the Blakros Museum can assist the Society in its efforts as well." she says to Inhin.
"You see, I’m a professor of azarketi history by trade, but now I’m temporarily in charge of the museum’s exhibits. I’d like this to become a more permanent role, so I’d appreciate if you can help make sure the exhibit goes up without further delays.” she continues. "How about you go to the docks for me, find out what caused the delay, and bring the relics back to the museum?"
She provides Inhin with an everburning torch. "Take this, it may help you find the shipment." she says with a smile on her face now.
"And it is better if you should go now to the dock and find those shipment of relics."
Fola waves at them. As they approach, Fola tilts her head, curling up her nose as a new thought hits her. “Agents, elves aren’t the only ones who inhabit this forest, though they are the most prevalent. The forest is also home to many fey, denizens who are no doubt being affected by these changes as well. Maybe we should see if we can find some of them, and if so, seek an alliance.”
With that, Fola sends the Pathfinders off to attempt to make allies with the local fey. Finding them is a little difficult, forcing them to utilize their tracking skills to look for signs of fey.
To find signs in the forest, the PCs need to succeed at two separate Average (DC 18) Survival or Perception skill checks (for the group). Each check takes time, wearing the PCs down as they trek through the overgrowth.
Tk'lali, despite her inexperience, draws upon her limited knowledge of the forest's flora and fauna to guide the group along the safest paths.
We have enough successes to declare the mission a Navigation Success!
The group reports their findings to Eando, who is clearly impressed by their teamwork. He thanks them for their efforts and dismisses them to be needed for other missions.
Marius: F + F = 0
Tetra: CS + S = 3
Sam: S + S = 2
Xan: F + F = 0
Ianthe: ?
Tk'lali: ?
Total: 5
Marius struggles charting the area with his knowledge of nature in addition to survival skills. Tetra finds safer routes the Pathfinders can use for travel. Samantha asks around and familiarizes herself with their directions. Xan is having trouble creating new paths to travel.
I just need 1 Success or Crit Success from Tk'lali and/or Ianthe to declare this mission a success.
“So, you’re the ones Valsin sent to fix this mess. No, not the gardens. The shipment! You know, the relics? The Iobarian relics? Surely you can explain why the shipment hasn’t been delivered yet. The Sixwing Drake should have arrived with the relics by now, but I’ve heard no word. We can make the gardens look as authentic as we want, but nobody is going to visit an empty exhibit. The recent business with the curator, Nigel Aldain, has tarnished the museum’s reputation enough as it is. I can’t allow the Society’s delays to cause further problems. You look like you might have questions. Please tell me you can help?” she looks she is on the verge of panic.
Seven:
You realize that the shipment Seshuun is speaking of is none other than the one mentioned in the notice from Harbormaster Molnesh you reviewed earlier that day.
Per Ambrus Valsin’s request, you may wish to make a good first impression on Seshuun. Each PC can attempt a DC 15 Diplomacy check (DC 18 for Levels 3–4) to Make an Impression, or a DC 12 Academia Lore, Azarketi Lore, or Iobaria Lore check (DC 15 for Levels 3–4) to Recall Knowledge.
"It looks like you are all ready." Naalt tells them.
"You see, he tribal leaders intend to meet at dusk, when the central bonfire is finally brighter than the light of the sun. So I suggest you take a few hours to scout the perimeter and help prepare the camp’s defenses. How about that?"
The PCs have four rounds to prepare for incoming attacks and fulfill other Society business by connecting to the people of the tribes. Each PC can select one activity of any type per round. A PC can’t perform the same activity twice unless otherwise noted.
It’s late in the afternoon and all hands are preparing for the evening’s events. Several menacing-looking goblins are working to shore up their defenses, eyeing others as though looking for good target practice. Other goblins dash around what seems to be the outdoor kitchen, preparing a wide variety of arguably edible ingredients for the grand feast. Several strong, or at least plucky, individuals are putting the finishing touches on what looks to be the council seating. Meanwhile, a select few goblins are merrily sorting through giant piles of various pyrotechnics.
There are three activities that you can do for preparation: FORTIFY THE CAMP, PREPARE THE CELEBRATION, and READY FOR BATTLE. Each activity can be done in different ways, which will be listed under spoilers below.
FORTIFY THE CAMP:
The workers shoring up the camp’s defenses are mostly from the Spine Thresher tribe and accept offers of aid begrudgingly. A PC can fortify the camp in the following ways:
Bolster the Perimeter The roughly circular perimeter of the camp is set up with hastily stacked piles of rubble, pointy sticks, and other makeshift barricade components. More needs to be done to finish building the physical barrier (a DC 18 Crafting check) or at least to gather the requisite supplies (a DC 20 Athletics check).
Prepare Bombing Stations Nooks meant for specialist defenders to lob bombs at incoming attackers are carved into the perimeter at regular intervals. Raik, the self-appointed foreman of the work being done, needs advice on how to best scare away longshanks (a DC 18 Intimidation check) or place the bomb stations (a DC 16 Engineering Lore check).
Rearrange Seating It’s clear the seating was not set up with defense as a first thought. Someone should convince the tribal leaders that another arrangement would be better and work just as well for the discussion (a DC 20 Diplomacy or DC 23 Deception check). This activity may be attempted only once by one PC.
PREPARE THE CELEBRATION:
The goblins are pleased to have extra hands around to prepare food, put final touches on the council seating, and otherwise complete the tasks that should be done before sunset. A PC can help prepare for the celebration in the following ways:
Finish the Feast Libgez hangs around at the edges of the makeshift kitchen while goblins from several different tribes trip over each other to finish their dishes. There are a few opportunities to either make an impressive and delicious dish (a DC 16 Cooking Lore check) or one specifically tailored to goblins’ unusual palates (a DC 15 Goblin Lore check).
Build Council Seating A gruff female goblin named Awt from the People of the Swarm points at a few rough slabs of wood, gestures to the PC, and grunts, “Finish.” She doesn’t elaborate, but it’s clear this wood is meant to be worked into seats for the important tribe members and that the PCs are the ones Awt has selected to accomplish this task. A PC may attempt to create a sturdy and handsome set of benches (a DC 18 Crafting check) or arrange the slabs in a way that is conducive to a productive meeting (a DC 20 Society check).
Assemble the Pyrotechnics A Cinder Seeker pyro worker named Grizzel introduces himself with more than a hint of suspicion. A PC may try to use their nimble fingers to expertly assemble the fireworks (a DC 20 Thievery check) or put together a spectacular show with a variety of pyrotechnical elements (a DC 23 Performance check).
READY FOR BATTLE:
While most of the tribe members focus on the council or the physical camp, a few have been sent out to monitor enemy movements. They won’t be back until much later, however, so it’s up to the Pathfinders to make their own preparations for a potential attack. A PC can get ready for battle in the following ways:
Scout the Area The PC notes the many paths that surround the clearing (a DC 18 Survival check). A PC can attempt this activity more than once.
Set a Guard Eager goblins from the Spine Threshers, People of the Swarm, and the Bulbheads all volunteer to join the guard rotation, but they need someone to coordinate them (a DC 16 Warfare Lore check or a DC 20 Diplomacy check).
Prepare Goblin Aid The goblins are wary of their surroundings, as being aboveground is always dangerous, but they aren’t particularly coordinated or brave. Someone might help prepare the goblins to defend their leaders in case a fight occurs (a DC 16 Warfare Lore check or a DC 18 Intimidation check).
Every round, choose an activity above, open the spoiler, select the way you want to do the activity, then roll the appropriate check. A PC can’t perform the same way of activity twice unless otherwise noted.
After the Pathfinders report back to Venture-Captain Ciobanu, faction leader Eando Kline approaches them.
Eando swears softly at the maps he’s holding, frustration creasing his brow. “Looking at these charts, the way to town should be clear from here. Unfortunately, with all this overgrowth, I’m not sure which way we need to go next. I need you to go ahead of the rest of us and find a way through it, otherwise who knows what could happen while we’re stuck here?”
PCs need to explore the area and mark the safest routes. This involves a combination of environmental knowledge, searching for danger, and physical prowess moving from each spot. Propose one or two skills to be used (within reason) with the Hard DC 20. Each can make up to two attempts at navigating the area. The results of their checks are as follows. CS: earn 2 Pathfinding Points. S: earn 1 Pathfinding Point. CF: ose 1 Pathfinding Point.
Marius: S + CS = 3
Tetra: S + S = 2
Sam: S + F = 1
Tk'lali: S + S = 2
Ianthe: CF + S = 0
Xan: S + S = 2
TOTAL: 10
Marius helps in treating Pathfinders, tending those who are poisoned and wounded. Tetra helps more wounded Pathfinders, even giving them advice of proper rest. Samantha joins the hunting Pathfinders, catching a rabbit, but missing to get a deer for dinner. Tk'lali helps some magicians with their arcane work and then helps fixing wagons.Ianthe joins other set of hunters, struggling at first but manages to catch a prey. Xan Ti joins some arcanists and shares knowledge on efficient use of material components before helping out fixing wagons.
Part 1: Travel to Folien Travel Event #5: Breaking Through
Venture-Captain Ciobanu approaches the Pathfinders an looks at the twisted path ahead and then at his wayfinder. Closing it, he looks up. “I remember, when I was leading my lodge, the most important tasks came when I was helping other agents to overcome obstacles they couldn’t on their own. Getting to our destination is going to take supporting each other in much the same way. All of us have skills that we are better at than others, and we should use this opportunity to support each other. I need you to look around at your fellow agents and help them complete any tasks they’re struggling with.”
Looking around the caravan traveling to Folien, the Pathfinders find several groups of Pathfinders who could use their help.
Each PC can attempt two checks to assist their chosen group. Lore checks use the Easy DC 16, and all other checks use the Average DC 18. The results of each check are as follows: CS: earn 2 Task Points. S: earn 1 Task Point. CF: lose 1 Task Point.
Each PC can pick one group to assist, though multiple PCs can help the same group.
a. Some agents fared poorly against the dangers of the forest and have returned to camp injured. They need help getting patched up so they can continue. Skills: Medicine, Survival, an appropriate Lore skill, or a PC can expend a spell slot to cast a spell that helps restore Hit Points.
b. One of the wagons carrying supplies for the group has broken an axle. None of the other Pathfinders here are wainwrights, so it’s going to be a group effort to lift the wagon and put it back together. Skills: Athletics, Crafting, or an appropriate Lore skill.
c. A few casters are working to pull together items that could be used to replenish material components for spellcasting and rituals. They could use some help with locating and gathering supplies. Skills: Arcana, Nature, Occultism, Religion, an appropriate Lore skill.
d. A group of Pathfinders has been tasked with catching some small wildlife for dinner. With the number of people they need to feed, they’re also going to need to sneakily track some and trap them. Skills: Acrobatics, Stealth, Thievery, or an appropriate Lore skill.
Part 1: Travel to Folien Travel Event #5: Breaking Through
Venture-Captain Ciobanu approaches the Pathfinders an looks at the twisted path ahead and then at his wayfinder. Closing it, he looks up. “I remember, when I was leading my lodge, the most important tasks came when I was helping other agents to overcome obstacles they couldn’t on their own. Getting to our destination is going to take supporting each other in much the same way. All of us have skills that we are better at than others, and we should use this opportunity to support each other. I need you to look around at your fellow agents and help them complete any tasks they’re struggling with.”
Looking around the caravan traveling to Folien, the Pathfinders find several groups of Pathfinders who could use their help.
Each PC can attempt two checks to assist their chosen group. Lore checks use the Easy DC 16, and all other checks use the Average DC 18. The results of each check are as follows: CS: earn 2 Task Points. S: earn 1 Task Point. CF: lose 1 Task Point.
Each PC can pick one group to assist, though multiple PCs can help the same group.
a. Some agents fared poorly against the dangers of the forest and have returned to camp injured. They need help getting patched up so they can continue. Skills: Medicine, Survival, an appropriate Lore skill, or a PC can expend a spell slot to cast a spell that helps restore Hit Points.
b. One of the wagons carrying supplies for the group has broken an axle. None of the other Pathfinders here are wainwrights, so it’s going to be a group effort to lift the wagon and put it back together. Skills: Athletics, Crafting, or an appropriate Lore skill.
c. A few casters are working to pull together items that could be used to replenish material components for spellcasting and rituals. They could use some help with locating and gathering supplies. Skills: Arcana, Nature, Occultism, Religion, an appropriate Lore skill.
d. A group of Pathfinders has been tasked with catching some small wildlife for dinner. With the number of people they need to feed, they’re also going to need to sneakily track some and trap them. Skills: Acrobatics, Stealth, Thievery, or an appropriate Lore skill.
Thinking for a second Dakon follows up with "I hate to ask any insensitive questions, but if you had to pick a tribe most likely to want to sabotage the talks, whom are your picks?"
Naalt stares at the centaur, pondering whether to answer the question or not. She then absentmindedly fiddles with bits and pieces of junk from her copious pockets. "Hmmm... I am of the People of the Swarm. Libgez is from the True Hoard; they are friends with the Crookedtoes in Absalom, who sent you here. There are also Bulbhead, Cinder Seekers, and Spine Threshers about. All sometimes enemies. All need to become allies. But what I can says is this: our tribe, People of the Swarm, is not the one who will sabotage the talks." she says, though she doesn't want to badmouth the other tribes.
Shiro Emiya wrote:
Shiro smiles at Naalt. "I think I understand. We need to make sure you get to talk, and not let other people stop you talking. And I think that means we don't stop the talking either, right?"
"Obviously." she replies flatly with the obvious answer.
Naalt looks up from tying a series of knots in her twine. “The undead’s what this talk is all about. Too many longshanks getting right back up again after dying in Chitterwood. You’re longshanks. You know how to fight longshanks. Better to have you fighting each other while we get to serious business. Each tribe thought they had their own undead problem until recently. Many of these longshanks seem to be wearing the same clothes, but I don’t know what that means. Maybe you do?” she shrugs.
"If there are too many and you can’t do it by yourself, sound the alarm. Don’t do it too early, though. We need time to talk.”
Hyphy knows that most of the goblinoid tribes that call the Chitterwood Forest home have claimed a portion of the underground caves as their territory. Much of the forest is a neutral zone, considered too dangerous except when large groups are present.
Hyphy also recalls that recent undead in this part of the Chitterwood are likely former Chelaxian soldiers who could not rest or arisen Hellknight mercenaries. They typically move in small groups that fight well together.
Clarence:
Clarence knows better that undead creatures are particularly susceptible to death effects since they have one foot already in the grave.
Everyone begins with two Hero Points each. This is your chance to declare your Pathfinder Provisions and anything you might have purchased before you arrived here.
Before they depart, Valsin takes a moment to briefly correct any of the inaccurate information in the report. He also reminds Rain to reference multiple sources before compiling official reports in the future. The novice Pathfinder hastily writes down this advice in a section of his journal labeled "How to Report."
Rain in Cloudy Day speaks to the Pathfinders.
"Thank you for your help! Here, take this before you leave." He gives them four minor healing potions.
"I have some items I can give you as well. You can choose two more, one each." Rain offers the group a selection from the following items: a lesser acid flask, lesser alchemist’s fire, lesser tanglefoot bag, or lesser thunderstone.
Choose the two items in addition to the four minor healing potions Rain gives your group.
The Pathfinders make their way to the Blakros Museum. Their journey from the Grand Lodge in the Foreign Quarter to the Blakros Museum in the Wise Quarter is uneventful.
Upon arrival, gardeners and landscapers busily haul plants and building materials through the gardens that flank the path leading to the imposing, multistory building that is the Blakros Museum. Its outer walls are crafted almost entirely from a single chunk of volcanic rock. A woman stands near the entrance, speaking with several of the workers in a calm yet commanding voice. She has deep blueish-purple skin and vibrant teal markings, denoting her ancestry as one of the aquatic azarketi.
DC 15 Nature check to Investigate the plants:
You notice that the plants—a few real, but most of them fake—are intended to make the gardens appear like a grove straight out of Iobaria. Any PCs who comment on this while speaking with the curator adjutant gain a +1 circumstance bonus to their check to impress Seshuun.
When the Pathfinders approach, the woman turns to them.
"I'm Curator Adjutant Seshuun of the Blakros Museum. Who are you and what is your business here?" she asks them tensely.
Details about the Society’s history with Kyonin Tetra Fitzgerald's Diplomacy (T):1d20 + 8 ⇒ (14) + 8 = 22 Sam Seed's Diplomacy (T):1d20 + 10 ⇒ (14) + 10 = 24 T'klali's Society (T):1d20 + 10 ⇒ (1) + 10 = 11
None from the group recalls information about the Venture-Captain Ciobanu.
Tetra and Sam remember that Kyonin and the Pathfinder Society have been on uneasy terms for many years. When the elves returned after Earthfall, they found many of their artifacts had been looted from their homes, and with the Society’s reputation for taking first and asking later the residents of Kyonin have trouble trusting them.
T'klali knows otherwise. The ifrit merfolk knows that Kyonin and the Society may not work together often, but there doesn’t seem to be a reason for it beyond the Society focusing its efforts on other parts of Golarion.
Everyone begins with two Hero Points each. This is your chance to declare your Pathfinder Provisions and purchase anything else you may need before heading out on your first mission for Part 1.
Noted on this. As long as you sign up the PC that you will be playing in this scenario, and enter details of that PC on Macros and Slides, you are good.
#2 Cheliax: Success, 1 Correspondence Point (CP)
Yaeger knows that Varian Jeggare is a half-elven wizard. He is almost always accompanied by his bodyguard Radovan and his faithful dog Arnisant. He runs a secret lodge from his manor in Cheliax, a nation known for its ties to devils and authoritarian rule where most Pathfinder activity is forbidden. The Grand Lodge’s own archivist, Zarta Dralneen, was once a paracountess of Cheliax before becoming the leader of the Dark Archive, a former Pathfinder faction devoted to finding dangerous relics and occult knowledge.
#5 Taldor: Failure, 0 CP
Miel does not know anything about the nation of Taldor.
#1 Andoran: Success, 1 CP
Wimsy recalls that the Pathfinder lodge in Almas, capital of Andoran, is also known as the Cathedral of Aroden. The building was formerly a church to the now-deceased god of humanity. Andoran is a nation devoted to democracy and personal freedom. It was the birthplace of the old Liberty’s Edge faction of the Pathfinder Society, which focused on opposing tyranny.
#3 Osirion: Critical Success, 2 CP
Esskele recalls that the Sandswept Hall in Osirion’s capital was for many years one of the most active Pathfinder Society lodges, due to being located in one of the oldest and most prosperous empires in the Inner Sea. Osirion’s interests once warranted the dedication of an entire Pathfinder Society faction, a group that eventually tied itself to the Scarab Sages to pursue ancient knowledge and the artifacts known as sage jewels.
He also knows that the Ruby Prince restricted Pathfinder Society activity in Osirion in no small part because of a cursed relic the Society accidentally presented to him as a gift.
#6 Absalom Harbor: Success, 1 CP
Seven remembers that Harbormaster Hansara Molnesh is one of the city’s many harbormasters in charge of managing the cargo flowing to and from Absalom on hundreds of ships each day. She is known for her uncanny ability to predict the weather.
Inhin: Pathfinder Society Lore:1d20 + 7 ⇒ (18) + 7 = 25 #4 Qadira: Crit Success, 2 CP
Inhin recalls that Qadira is the westernmost satrapy of the great Padishah Empire of Kelesh. Qadira once commanded its own faction within the Society, which it used to promote its trade interests across the Inner Sea. That faction eventually became the Exchange, a group more broadly dedicated to influence via commerce.
He also knows that the regional headquarters of the Aspis Consortium, an unscrupulous trade organization frequently working at odds with the Pathfinder Society, is located in Sedeq.
TOTAL CP: 7
Rain in Cloudy Day is grateful for each piece of information they share with him, accurate or otherwise, eagerly writing everything down in his notebook.
"Could these events be related..." Rain ponders aloud, but before he can ask for more details to put the finishing touches on his report, Venture-Captain Ambrus Valsin bursts into the room.
A tall man with tan skin and dark, meticulously groomed hair throws open the doors and strides into the office: Venture- Captain Ambrus Valsin clearly has something urgent on his mind. Rain in Cloudy Day jumps up to interrupt him, proclaiming that the report summarizing the correspondence is ready. The venture-captain, taken aback, accepts the journal that Rain shoves into his hands. Rain watches expectantly as Valsin skims the report.
Ambrus Valsin nods to those gathered and says in a gruff voice, “Ah, yes. Thank you Rain, agents. Let me see… this is all quite worrying! Your thoroughness is praiseworthy. Unfortunately, we cannot act on any of this right now. Another urgent matter has come up, right on our doorstep. I need agents to go to the Blakros Museum and meet with Curator Adjutant Seshuun, who is temporarily in charge. I do not have any details, but she’s requested the Society’s immediate presence, and she seems upset. We’ve worked hard to establish a working relationship with the museum, and I do not want it to fall to pieces now with everything else going on. Please help the curator with anything she may need, and if you can, try to make a good first impression.
"Rain and I will remain here and bring this report to the Society’s leadership. Some of this is quite serious, and we’ll take it all the way to the Decemvirate if needed!”
The Pathfinders are headed into the Chitterwood Forest to fulfill a favor called in by friend of the Society Chief Zusgut of the Crookedtoes tribe at the behest of faction leaders of Envoy’s Alliance and Verdant Wheel.
Envoy’s Alliance Note wrote:
We have been remiss in our duties to all the people of Golarion by ignoring most of the tribes that dwell in the Chitterwood caverns. This is an opportunity for you to show that the Pathfinder Society can be true allies, making new friendships as well as strengthening existing ones. Over the course of your work among the goblin tribes, reach out to those who might listen. –Fola Barun
Verdant Wheel Request wrote:
The Chitterwood Forest has had enough devastation in the last few decades without this undead tomfoolery adding to it. Clear them out and cleanse the forest. Properly, please. –Urwal
Here, they are to aid in an unusual event: the goblin tribes of the Chitterwood Forest are gathering to discuss a rise in undead sightings and attacks, and the True Hoard tribe has asked for additional protection while the goblin leaders get to the serious business of hashing out a consensus among the rowdy participants.
Deep in the Chitterwood Forest, when it seems like the small and shifty goblin that was sent to guide them must have gotten them all hopelessly lost, the Pathfinders stumble into a small clearing where dozens of goblins from several tribes are busy preparing for the upcoming council. It’s chaotic, but it’s apparent that progress is happening.
The dense brush of the forest gives way to a clearing full of figures dashing madly from one side to the other. Swik, the little goblin who’d guided the way here, rushes off into the thick of the action and disappears in the blink of an eye. Still, there is a method to this chaos. While some goblins finish the construction of a defensive perimeter, others arrange a circle of seating around a large central bonfire. The scent of a feast wafts from cooking tents at the north end of the camp, drawing the attention of all those who scramble past. Before long, though, two figures peel off from the chaos: the first dressed in an outlandishly colorful costume, and the other wearing an oversized poet’s cap and a slightly unhinged smile.
“It’s them! It’s the Pathfinders!” declares the second of the pair. He pulls at the arm of the other goblin, grin spreading even wider. “There! I got them, just like I said. Now we don’t have to worry about the dead ones, Naalt!”
Naalt shoves a hand into a pocket and takes out a shiny bit of metal. “You win, Libgez.” Libgez grabs the trinket and scampers off in the direction of the cooking tents.
Naalt sighs. “Well, longshanks. I hope you’ll help us.” She gestures, beginning her brief tour of the camp. “We’re here to talk war,” she says brightly, “but the chiefs are worried about, um—” she sticks her hand in two more pockets to find some wire before continuing, “—problems. You know problems? No one wants to be the ones outside while the rest are talking. But you. You don’t need to talk. You can be the ones watching. And fighting, if we need.” She pauses, searching the Pathfinders’ faces with narrowed eyes for confirmation of her next words. “We don’t want to be interrupted once the talking starts. You understand?”
There's no Slayer option for the drop down menu in the macro page. What should I put in that box if anything?
You can leave it blank for now.
To everyone, there are five missions available for Part 1 that you can attempt to accomplish. The list can be found HERE. Please rank the missions you want to undertake in order of preference while we wait for the first House GM announcement.
The adventure begins in a grand meeting hall in Iadara, the capital of the elven nation Kyonin.
The air in this cavernous room holds a palpable excitement as Pathfinders fill it, joining together in small groups as they evaluate supplies and whisper excitedly about why everyone has been summoned to Kyonin. Representatives from all the nations of the Inner Sea and beyond have come, gathering together amid the haphazard assortment of tables and chairs, seemingly pulled together in support of this unprecedented mustering.
This is your chance to introduce yourselves to one another.
I am good with moving one PC to GM Batpony’s table so that they can run it without the need for pregen. Just let me know who decides to join that table.
The next adventure begins in the Grand Lodge of Absalom, where Venture-Captain Ambrus Valsin has summoned the Pathfinders to help Rain in Cloudy Day with an urgent task. When the Pathfinders arrive in the venture-captain’s office, they find Rain in a desperate state.
Rain in Cloudy Day stands on a chair behind a large oak desk covered with documents. “Ah, you’ve arrived! What a relief! I’m a bit overwhelmed at the moment, and I could use your help. The Pathfinder Society leadership is in a closed-door meeting right now, reviewing the latest news from Iobaria, the distant land where the Society has focused its efforts of late. I can’t wait to hear more about all the interesting things our agents discovered there! But, while they’re busy, I’ve been asked to catalog the flood of correspondence from our Inner Sea lodges. Just look at all these letters! Ambrus—that is, Venture-Captain Ambrus Valsin—asked me to sort and summarize all of it, but there’s so much! And, I’m not ashamed to admit that with my relative inexperience, all of it seems urgent! I’ve got to put a report together, but I’m overwhelmed by all the unfamiliar names and places! Here, take these letters. See what you can make of them. I’d hate to miss something important and disappoint the venture-captain, and I think the meeting is almost over.” He then hands each of you the documents in random.
Rain hands you six letters as Documents #1 to #6 (spoilered below). Kindly open the spoilered documents and read their contents, then decide among yourselves who will analyze each document, and roll a lore/skill check to Recall Knowledge from the skill options indicated.
Document #1:
Letter from Andoran
Ambrus, my old friend,
I must ask once more for agents to help with the strange events near the Almas Cathedral. They have grown more frequent and disturbing these past few days. Furthermore, another unpleasant development has arisen: a legal claim has been filed contesting my rights to the cathedral. This is a mere annoyance, and it should be settled soon, but I know you prefer to remain aware of such things.
Please send agents as soon as you can.
—Venture-Captain Brackett, Almas, Andoran
Analyze Valsin’s Correspondence (Choose One): Almas Lore, Pathfinder Society Lore, Religion, or Society
Document #2:
Letter from Cheliax
Grand Lodge Leaders,
I have dispatched this letter in accordance with the wishes of my master, Count Varian Jeggare. He instructed me to send such a notice if he were to ever fail to report in to the manor at the regularly scheduled interval. He has been missing for weeks. This is a matter to be handled with utmost discretion, as the situation in Cheliax remains delicate: Pathfinder Lodges are still banned, and Greensteeples Manor remains a safe haven for field agents. If the manor becomes compromised, we may lose our greatest asset in Cheliax. Please send agents, with haste, to help me find Master Varian.
—A humble servant of Count Varian Jeggare, Greensteeples Manor, Egorian, Cheliax
Analyze Valsin’s Correspondence (Choose One): Egorian Lore, Occultism, Pathfinder Society Lore, or Society[/i]
Document #3:
Letter from Osirion
My Fellow Venture-Captain:
As you know, I prefer to handle my problems with a level head and appropriate delegation to the many skilled Pathfinders at my disposal. Thus, you know I would only reach out for your help under urgent circumstances. The lower levels of our lodge are suddenly infested with undead. I have sent many agents to combat them, but the tide of living corpses is unrelenting, and they seem determined to break through to the surface. It seems impossible there could be so many.
Please send experienced agents to provide immediate assistance, and remember that the Ruby Prince has tightened restrictions on the activities of foreign-based explorers such as the Pathfinder Society. If he learns of this threat from within our own lodge, he might close the lodge permanently.
—Venture-Captain Norden Balentiir of the Sandswept Hall, Sothis, Osirion
[ooc]Analyze Valsin’s Correspondence (Choose One): Arcana, Pathfinder Society Lore, Society, or Sothis Lore
Document #4:
Letter from Qadira
To Whom It May Concern:
The Pathfinder Society’s request to complete construction of its new lodge in Sedeq is hereby formally approved. Please send new representatives to finalize the process and maintain the building. It is with much confusion that we must report that the Society’s current representatives are nowhere to be found. We await the arrival of new agents at your earliest possible convenience. Without the presence of official representatives from your esteemed Society, there are many who question the legitimacy of this new edifice. A formal auction is not out of the question.
—Official Notice from the Municipal Government of Sedeq, Qadira
Analyze Valsin’s Correspondence (Choose One): Mercantile Lore, Pathfinder Society Lore, Sedeq Lore, or Society
Document #5:
Letter from Taldor
Ambrus,
I am saddened by the events that made this correspondence necessary. Multiple dissidents acting against Grand Princess Eutropia have been apprehended while using wayfinders to enable their illicit activities. But that is not all. These peculiar wayfinders possess all the hallmarks of our clever friend Muesello. You must understand my reticence to act against him, but I must always put the needs of the princess above all others.
I urge you to dispatch agents to Oppara—but do not let Muesello’s agents learn we are investigating him, lest we lose the opportunity to learn the truth.
—Lady Gloriana Morilla, Oppara, Taldor
Analyze Valsin’s Correspondence (Choose One): Crafting, Oppara Lore, Pathfinder Society Lore, or Society
Document #6:
Notice from Absalom Harbor
Venture-Captain Valsin,
As per your request, we are notifying you that the Sixwing Drake has been sighted and should arrive later this morning, only slightly behind schedule. The Pathfinder Society’s goods should be unloaded and ready for pickup at the docks by midday.
—Harbormaster Hansara Molnesh of the Absalom Port Authority
Analyze Valsin’s Correspondence (Choose One): Absalom Lore, Nature, Pathfinder Society Lore, or Society
"Here, please take these and tell me what is written on those.” Rain tells you as he hands the documents.
That is the end of the very long and dangerous low-level scenario. I still need details of Seven Coppers on the Sign-Up Sheet linked above before I report the game and send the link to the Chronicles.
Inhin almost die, while Bakal collapses. Inhin quickly repair him and commands it to go to exit.
Yaeger makes the spectral warrior shudder for a while with his occult chants before going away. Success
Esskele keeps nudging the dwarf and leaves him before another strike happens.
Wimsy calls his allies to retreat while Seven heals Inhin as he moves away.
I will say that everyone is heading for the exit.
ENCOUNTER OVER! WELL DONE!
Once the Pathfinders leave the temple with the relic, they can easily return to Eando Kline. He listens eagerly to what they describe about the item’s properties. He takes it from them and makes it clear that he understands the seriousness of the relic and thanks them for their efforts.
After the Pathfinders undertake the last of their four missions, they return to the camp to report in on their final mission. The final faction leader offers them the opportunity to join them and the other faction leaders for dinner at the base camp. Over the course of a hearty meal (prepared by Gorm Greathammer), they get a chance to share their findings, impressing the leaders. The leaders thank the Pathfinders and make it clear the work they have done will make it possible for more thorough explorations in the future.
Word of the Pathfinders’ mission eventually reaches the ears of the leaders of the Society’s two minor factions, the Radiant Oath and the Verdant Wheel, who plan their own missions based around these ruins.
We have less than a week before the event starts. I hope everyone has filled out the Sign-Up Sheet, Macros, and Slides linked above. If anyone has glyphs to distribute, now is the time to do so.
As for Part 2, I do not have a copy of the scenario, so I will not be able to run it for the group. Someone else might be able to, if there is interest.
Wimsy knows the best thing to do here is to rush for the exit, far from the haunt, and that is exactly what she does.
Esskele moves to save the inventor dwarf, but the dwarf proves too heavy for him to carry right now.
The ghostly figure lashes out once more at those still trying to play the hero! 1d10 + 4 ⇒ (4) + 4 = 8 slashing damage (DC 20 basic Fortitude save of Inhin, Bakal, Miel)
⚠️ BEFORE YOUR TURN ⚠️ ❗ Inhin Yero: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED. Spite of the Righteous Hazard as wall mural (red thick line)(- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (1/4)
➤ Inhin Yero(⛨18)(11/19 ♥) | Enfeebled 1; Sickened 2 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal(⛨16)(2/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins(⛨16)(11/19 ♥) | DV
➤ Miel Archembault(⛨18)(14/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy(⛨18)(9/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele(⛨18)(14/22 ♥)
➤ Seven Coppers(⛨18)(8/16 ♥)
You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
DC 18 Religion/Occultism to ◆ Recall Knowledge :
The best course of action would be for everyone to make their way to the exit, as the spectral warrior returns to the wall and ceases to attack 2 rounds after all living creatures are out of sight of the stairs.
"Go cut that shadow!" Ashen instructs his eidolon as he empowers them.
◆ Boost Eidolon (+4s damage to unarmed attacks of TWWNL)
TWWNL then attacks Shadow Eureko while Ashen continues to Protect.
◆ Act Together
> ◆ Strike
Scythehand (fatal d10, versatile P):1d20 + 15 ⇒ (5) + 15 = 20 vs Shadow Eureko
Damage + Boost Eidolon:2d6 + 5 + 4 ⇒ (1, 5) + 5 + 4 = 15 ghost-touched S damage
> ◆ Protect Companion (+1c to AC) for TWWNL
↺ Life Block (Trigger: The spell's target would take 20+ damage; Effect: Reduce the triggering damage by 20, but you lose 10 Hit Points.
Yaeger barely avoids taking a deadly blow, but manages to sever some connection. Success
The same goes for Esskele, who dodges the fatal assault at the last second.
Inhin gets frightened, and gets hit. Your Fort save becomes Fail because of your Sickened 2 Bakal catches the worse of it because of his size. He tries to erase a part of the mural but fails to do so. Fail
Miel, I will allow it, but at higher DC 22 Miel is no exception to the ghostly attack. He grazes the wall with his sword to no avail. Fail
Seven gets sliced too, and fails to sever another connection between the haunt and the temple. Fail
⚠️ BEFORE YOUR TURN ⚠️ ❗ Wimsy: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED. Spite of the Righteous Hazard as wall mural (red thick line)(- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (1/4)
Inhin Yero (⛨18)(11/19 ♥) | Enfeebled 1; Sickened 2 | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16)(2/18 ♥) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (⛨16)(11/19 ♥) | DV
Miel Archembault (⛨18)(14/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy(⛨18)(17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele(⛨18)(14/22 ♥)
Seven Coppers (⛨18)(8/16 ♥)
You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
DC 18 Religion/Occultism to ◆ Recall Knowledge:
The best course of action would be for everyone to make their way to the exit, as the spectral warrior returns to the wall and ceases to attack 2 rounds after all living creatures are out of sight of the stairs.
Esskele, unfortunately the hazard does not have an AC that can be attacked, so the feat would not be useful against it.
The best course of action would be...
DC 18 Religion/Occultism to ◆ Recall Knowledge:
for everyone to make their way to the exit, as the spectral warrior returns to the wall and ceases to attack 2 rounds after all living creatures are out of sight of the stairs.
Wimsy (12/17 HP) [1☘️] | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Yaeger Ignatius Thomas Hawkins (14/19 HP) [2☘️]
Esskele (18/22 HP) [1☘️]
Inhin Yero (15/19 HP) [1☘️] | Enfeebled 1
Bakal (18/18 HP)
Seven Coppers (14/16 HP) [2☘️]
Miel Archembault (16/21 HP) [2☘️] | Esskele's Bodyguard
The defeated undead carries a +1 longsword and an old ring worth 5 gp.
You can have enough time to heal, handwaving everyone to full HP.
Everyone quickly presses on and, before they exit, find a wide hallway ends with elaborately carved marble stairway to the south (EXIT). On the east and west walls are intricate mosaics, one depicting crimson fanged skull in a leering motif, while the other shows a female warrior with dark hair and the same symbol emblazoned on her armor.
Before everyone can reach the exit, blood pounds in Inhin’s body as his heart races uncontrollably! (DC 20 Will save (CS: unaffected; S: sickened 1; F: sickened 2. CF: as F and move speed is reduced by 10 for 1 minute.))
Moments later, the image of a ghostly warrior, her holy symbol dripping blood and pulsing with negative energy, steps from the wall and seeks to kill any living creature. The warrior’s blade sweeps through the bodies of any living creature within sight of the exit stairs, and they each take 1d10 + 4 ⇒ (4) + 4 = 8 slashing damage (DC 20 basic Fortitude save)!
⚠️ BEFORE YOUR TURN ⚠️ ❗ Inhin Yero: DC 20 Will save (CS: unaffected; S: sickened 1; F: sickened 2. CF: as F and move speed is reduced by 10 for 1 minute.); DC 20 basic Fortitude save vs 8 S damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Wimsy: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Esskele: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Seven Coppers: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED. Spite of the Righteous Hazard as wall mural (red thick line)(- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (0/4)
➤ Inhin Yero(⛨18)(19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal(⛨16)(18/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins(⛨16)(19/19 ♥) | DV
➤ Miel Archembault(⛨18)(21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy(⛨18)(17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele(⛨18)(22/22 ♥)
➤ Seven Coppers(⛨18)(16/16 ♥)
You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Yaeger finishes off the White Crawling Hand that is bothering Inhin by skillfully shooting it without harming the inventor. The undead hand explodes into bits of rotten flesh on Inhin's face.
Esskele slices Herexen at Wimsy's command, cutting the undead in two. Herexen out The undead's body explodes into a blast of void energy to anyone within 30 ft! DC 20 basic Fortitude save (from everyone except Inhin) vs 1d8 ⇒ 5 void damage
The White Crawling Hand climbs down and then up to Inhin, and then tries to claw him in the face!
Claw:1d20 + 7 ⇒ (12) + 7 = 19hit Damage:1d4 + 1 ⇒ (3) + 1 = 4 S damage
⬤ OUBLIETTE INTRUDERS! Round 2 and 3 ⬤ Party Condition(s):COURAGEOUS ANTHEM (3 rds remaining): +1 status bonus to attack rolls, damage rolls, and saves against fear effects Map Link:ENCOUNTER MAP Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️ ❗ Wimsy: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Esskele: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Seven Coppers: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 5 void damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Wimsy(⛨18)(17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation White Crawling Hand (Tiny)(- ♥ / 100% ♥)
➤ Yaeger Ignatius Thomas Hawkins(⛨16)(19/19 ♥) | DV
➤ Esskele(⛨18)(14/22 ♥)
➤ Inhin Yero(⛨18)(15/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal(⛨16)(18/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers(⛨18)(16/16 ♥)
➤ Miel Archembault(⛨18)(21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
☠Blue Crawling Hand (Tiny)(-11 ♥ / 0% ♥)☠
☠Black Crawling Hand (Tiny)(-9 ♥ / 0% ♥)☠
☠Red Herexen(-36 ♥ / 0% ♥)☠
You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
When the last ort is destroyed, the magic collapses with a great rush of air and a blast of hellfire. The sound of Hellknights reacting to the commotion encourages the Pathfinders to quickly withdraw back through the tunnel, bringing the Bumblebrashers with them. Before they leave, among the broken and abandoned equipment, the Pathfinders locate a Hellknight breastplate.
The Pathfinders return to Breachill through the tunnel. Fighting in the city has largely concluded, with some Eagle Knights holding prisoners in detention while others work to get fires under control and help the citizens of Breachill recover their belongings from ruined homes. If the Pathfinders were successful in guiding civilians to safety, the noncombatant casualties were thankfully few. Reaching Monument Circle, Warbal Bumblebrasher enthusiastically greets Chief Helba and the other goblins if the Pathfinders managed to rescue them.
A concerned Venture-Captain Brackett greets the Pathfinders. “I was worried we’d lost you all with how long you took to get back. Thankfully the battle has gone well. The Hellknights were waiting for something, reinforcements perhaps, and that gave us an opportunity. What have you been doing?” Hearing about the summoning circle and the near encounter with the Hellknight commanders, Brackett rubs his hand across his face to gather his thoughts. “Well, my instructions to not put yourselves in danger weren’t heeded, so we’ll have to talk about that. But well done, Pathfinders. You saved many lives and may have saved our chance at victory here.
“This talk of spies and schemes though. I need to get word back to the Grand Lodge. This plot is far bigger than we’d ever thought to fear. This battle could engulf the entire Inner Sea before it ends.”
You take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
There’s only a few days left in the Outpost IX event, and we may not finish before it ends. Please check the Sign-Up Sheet linked above so I can report the game. I’ll issue the Chronicles once we finish the game.