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![]() The pirates all wear estex suits. They each carry a phase cutlass, a laser pistol, a spare battery, and two frag grenades--all commercial-grade. They also each have a credstick, totalling 60 credits between them. A holographic projector over the bar activates, and an image of a smiling blue skittermander in a sailor's hat appears. “Hi nufriends! Wow-ee that was some stellar shooting! I knew you were right for the job!” The holographic skittermander tips its cap. “I’m Captain Concierge, the Nova Rush’s incredibly clever virtual intelligence! Think of me as your best pal and a direct connection to the ship. I was made by Vidia Vane—the original owner of this fine starship. But Vidia’s not around anymore and I’m not so keen on helping Captain Firestorm. I’d rather help you! So, how about it? Shall we liberate the Nova Rush from pirates and get out of here?” ![]()
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![]() There's only one pirate left. He swears and takes a shot at Iseph before falling back behind the doorway into the cargo hold.
All PCs' turns.
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![]() Iseph's shot misses.
Chk Chk's spell hits, though. The pirate reels, but this time doesn't fall. Both of them resist Echo's spell decently well, but the more injured one collapses anyway.
Kulkorr's turn.
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![]() Unfortunately, it is no longer possible to follow Navasi's advice as the pirate she pointed at is already down. Chk Chk, Echo, and Iseph's turns.
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![]() The pirate isn't quick enough to dodge as he's hit from behind by the explosion. Another one down.
Chk Chk, Navasi, Echo, and Iseph's turns.
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![]() The last pirates move into the room, ducking for cover as they fire their weapons. The one in blue fires at Iseph, missing, as he squats low behind the coffee table.
The one in red circles around behind the large sofa, firing at the android as well--though her shot hits.
Jock's turn.
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![]() "Uh!" The first of the pirates falls as the spell hits.
Another one moves up, taking a shot at Iseph (which misses) before ducking down behind the furniture.
Kulkorr's turn.
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![]() Iseph's shot hits another pirate. Echoes of Strange Wisdom's turn.
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![]() Chk Chk's spell misses. Under fire and wounded, the pirate fires a shot at Echoes--though this one hits--before following her companion and retreating to cover around the corner.
Echoes of Strange Wisdom and Iseph's turns.
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![]() "Camping??" Fallenta looks distraught, "Oh goodness no, I didn't mean to suggest such a thing. I didn't expect you to have lodging in Kintargo, but that's why we'll cover it!" Readying her paper and ink, she turn to Jayma's questions. "We don't have to include every detail, of course. And while the entire premise here is to tell a true story, we can still add some details as well. After all, I'm sure you don't remember all of the exact words spoken. Anyway, here's what I'm thinking..." Fallenta begins by explaining she’s chosen to write this opera in the classic style of Chelaxian operas, in no small part because it delights her to use that nation’s traditions to debut her latest work in Ravounel, but also because she’s long admired this particular style of opera. She further notes that Chelaxian opera is further subdivided into three categories: histria (spectacular operas focusing on epic tales), prepostera (comedic operas focusing on more lighthearted fare), and verita (dramatic operas that seek to depict the truth and reality of life). "From what I already know about your story, I do think any of the types would work. Obviously histria is the most straightforward, but verita could give us some focus in choosing which events to include. And I know your climactic battle was very dangerous for you and the other people affected, but it also sounds kind of..." she waves a hand vaguely, "...whimsical? I understand that's normal when you're dealing with powerful and dangerous fey. We could lean into that, if you're comfortable with it. Keep those options in mind, but for now I want to focus on events." She explains that the opera will begin with an overture, the instrumental theme that sets the mood for the piece, and that each of the opera’s three acts will be interspersed with an intermission. "Structurally, I think act 1 should focus on your origin as a group, how you met and started working together. We should also devote some time to our villain getting their start. I think your most notable nemesis was this Lord Swirly? So he's probably the best fit there.
"So... I've read all about your adventures, of course. But why don't you tell me your story now, as though I'd never heard it before? I'd like to note which details you emphasize, that sort of thing. "Let's start at the beginning: How did you start working together?" Feel free to spell out as much or as little of that as you'd like. Fallenta listens, taking careful notes. As the story begins winding down, Fallenta returns to their method of coming together. She’d like to use it as a theme for the opera’s chorus—a portion of the story where singers playing the part of bystanders comment on the action and respond to the party’s formation. She asks the party to come to a consensus on the most important part of their formation. In particular, what is it that brought them together, and why did they stay together? ![]()
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![]() UncleFroggy wrote: is it too late for a total noob to hop in? Everyone is, the game just came out. But I am afraid we're full, yes. ![]()
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![]() It's a direct hit! The pirate doesn't fall, but she does double over with her hand against the wound.
Chk Chk's turn.
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![]() Society DC 15 (or 13 Lore such as Corpse Fleet, Warfare, Piracy, Eox):
The Corpse Fleet is a military organization of violent undead renegades who seek to undo the unity of the Pact Worlds and restore their home world, Eox, to power and glory. Nova Rush is outnumbered. The pilot seems to be doing a decent job of maneuvering, but it doesn't look like winning this fight is in the cards. Escape is possible, but the pilot is either unable to pull it off or not attempting that. If anyone aboard Nova Rush is to survive, it looks like someone else is going to need to take the controls. Chk Chk notices something on the bar other than an unwashed glass--a spell amp labeled "cellular stimulant." As Chk Chk and Echoes lead the party towards the med bay, two ysoki pirates come into the room from that direction. Another three hurry in from the other side of the room. They're each armed with a phase cutlass and a laser pistol, and stop short when they see the escaped prisoners. They raise their weapons, among a string of insults and curses that are nigh unintelligible because they're all shouting at once. The words that can be made out are rather unpolite, but probably not important. GM Dice: Initiative:
Green Pirate: 1d20 + 3 ⇒ (20) + 3 = 23
Orange Pirate: 1d20 + 3 ⇒ (9) + 3 = 12 Blue Pirate: 1d20 + 3 ⇒ (8) + 3 = 11 Purple Pirate: 1d20 + 3 ⇒ (13) + 3 = 16 Red Pirate: 1d20 + 3 ⇒ (8) + 3 = 11 Jock: 1d20 + 3 ⇒ (4) + 3 = 7 Echoes: 1d20 + 7 ⇒ (9) + 7 = 16 Navasi: 1d20 + 6 ⇒ (16) + 6 = 22 Iseph (Stealth): 1d20 + 7 ⇒ (9) + 7 = 16 Chk Chk: 1d20 + 7 ⇒ (16) + 7 = 23 Kulkorr: 1d20 + 3 ⇒ (9) + 3 = 12 Kulkorr Life Sciences: 1d20 + 5 ⇒ (18) + 5 = 23 Dr. Kulkorr notes that despite their small size, these ysoki pirates are quite robust. It's not that surviving on poor rations has made them tougher, just that it selected for those who could handle it. Though for them to have fallen into line for someone like Captain Firestorm, they must be pretty easy to sway.
The quickest person to react is one of the pirates, who takes a quick shot at Jock before ducking back into the med bay and into a corner out of sight from the rec room. He misses
Chk Chk and Navasi's turns. I'm happy to assume you had weapons out even if you didn't specify.
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![]() A deafening roar breaks the silence as Nova Rush gives a great lurch. The hull creaks ominously, there’s a shout in the distance, and the lights cut out. Another blast strikes the starship’s hull, sending it rocking again. The lights flicker back on as a klaxon blares and a woman’s voice shouts over the comms, “Battle stations, ya filthy curs! We’re under attack!” Good news! It seems someone is attacking the pirate ship. Bad news! You're still aboard. I'm going to assume you move in the only available direction. This arc-shaped, messy rec room has a bar, comfortable couches bolted to the floor, and the pelt of an alien creature tossed down like a carpet. A window behind the bar overlooks the munitions room, where massive starship bullets are loaded in coils to feed the starship’s machine guns. Light from the reactor pours through a curved window toward the rear, casting a light blue glow. Out the forward window, which looks out into space, it’s clear the Nova Rush is under attack by multiple starships of jagged bone and sinew. Corpse Fleet raiders! One other starship, a surprisingly fast junker with the name Split Blade on the hull, fights alongside Nova Rush against these skeletal ships. Since most of them have seen the ship before they were captured, the prisoners know the doorways from here lead to the other escape pod bay, the lower cargo hold, and the medbay. ![]()
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![]() When the party reconvenes for their meeting in Fallenta's suite the next day, the first thing she does (after offering refreshments, of course) is provide the purse with the consulting fee to anyone who didn't collect it the previous afternoon. "And on the subject of your pay, as I said yesterday your pay from here will be tied to the box office proceeds as coproducers. Now, I know that's a bit vague at the moment given how early in the planning stages we are. There's always some ambiguity for things like that, since we don't know exactly how what those proceeds will be, but you do know I have a reputation for successful productions so it should be substantial. But, uh, as we discussed previously please try to keep my name out of everything for now. Obviously we'll advertise that at some point to make use of my name and reputation, but this early on if some of my rivals catch wind of what we're doing they might try to make a copycat and rush it to production if we don't have much of a head start. That could put people off the concept before we've staged ours!" Fallenta takes a moment to take a drink. "Where was I.. ? Yes. Profit, as I'm sure you know, is revenue minus expenses. And we've barely spent anything yet, so we don't know what our expenses are either. And without negotiations done yet... Well, I know I don't have any numbers for you and this seems wishy-washy, but I have a simple guarantee that will help--your pay is pegged to mine. Whatever share of the profit the five of us have will be divided evenly five ways. I do try to make sure everyone is fairly compensated, but..." she motions at the suite and its furnishings, "...I do make sure to take care of myself. So if we get the same, you can be assured I'll take care of you. "Speaking of the accoutrements, staging this production will take quite some time--so far we only have a concept and a general idea of the story. I've nothing written, we've no actors, etc. As co-producers, you'll need to stay in Kintargo. Of course, I don't mean that you're prisoners bound by the city limits, but you'll need to be around and make this city your home for the time being. I am aware you don't have lodgings other than your room here at the Fox, but the production will cover your living expenses. If you'd like to stay in your suite here that's fine, but perhaps you'd like something less temporary, like renting a house? We'll cover it, but there are limits. Though if you don't need it, I could put those funds towards the opera--but you're in no way expected to do that." In game terms, Fallenta will pay for you to have a Fine standard of living. If you'd like to go to Extravagant, you'll have to pay the 300 gp/month difference yourself. If you forgo it entirely, you gain 1 Production Point but will have to cover your own expenses. "Personally, I will be spending most of my time here at the Feathered Fox, then I'll move into... my.. apartment over the... hm." Fallenta rests her chin on her hand as she considers. "Right, that project was cancelled to avoid conflict with the... alarming squatter. Well. I'll be staying here indefinitely until I secure other lodgings, then. Though ironically that may well mean I'll be moving out faster since I'm not waiting on construction." Smiling, Fallenta gets up and stands a bit back, framed by a brightly-lit window. "Right then! Jayma, you offered some help with writing the book, and I'm afraid I must decline. Though I do still want your input! One of the first things we need to work on together is to make a general outline of your story, and work out the bet way to break your adventures down into three acts. And then after that, I'll focus on the actual writing. That will take time, but I'll have some other tasks for you then. Next will be securing a venue. Any questions for me so far?" ![]()
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![]() Brinn is totally oblivious to Iseph's attempt to steal the key card, and they definitely would have succeeded had Brinn not grabbed it themself. Grinning at Jock in particular, they step over towards the cabinets and give them a kick on the side--causing a hidden smuggling compartment to open from the adjacent wall. "Give Firestorm what she deserves," they say before dropping the card on the food tray and shoving it the rest of the way into the cell. The android engineer quickly, perhaps wisely, ducks out of the room as the prisoners are able to retrieve the card. In the cabinets, they ind all of their own confiscated gear, as well as a hacking toolkit and a commercial infiltrator’s toolkit. The smuggling compartment contains a commercial force field, a commercial phase shield, magboots, and two commercial incendiary grenades. ![]()
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![]() Brinn scoffs and crosses their arms. “I’m a starship engineer! Babysitting prisoners and scrubbing toilets isn’t in my job description! But the captain’s got her favorites, and I’m not one of them.” Brinn continues ranting on this topic. They have nothing additional to say about it, and it gets repetitive fast. They're also standing awful close the bars... Go ahead and make whatever check you think is appropriate. Or if you'd like some suggestions: Obvious solutions include...: Brinn represents the prisoners' first opportunity to escape. Some methods they might try are
Conversation (Diplomacy or Deception), Threats (Intimidation, or Athletics to grab them through the bars), or Trickery (Thievery to grab their keycard; someone could distract them with a Deception, Diplomacy, or Performance check [which would be easier than the check to influence them direction]). ![]()
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![]() Absolutely. We still need tokens and information for most of you on the Slides. ![]()
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![]() Nova Rush has standard gravity, standard atmosphere, and is brightly lit. The ceilings are 10 feet high, except in the cargo holds and bridge where ceilings are 20 feet high.
All present know that the starship Nova Rush is a sturdy vessel designed for long-distance exploratory missions and interstellar adventure, with ample cargo space, comfortable crew quarters, a well-stocked medical bay, and—of course—a few big guns. Designed to spec for amateur archaeologist Vidia Vane (thrill-seeking nonbinary prismeni explorer), ownership of the Nova Rush recently changed hands after a violent hijacking led by Captain Phaedra Firestorm (ambitious female android pirate). Since the Nova Rush had no need for a brig before it became a captured pirate ship, the pirates disabled one of the escape pods and converted it into one. There used to be another escape pod right next to it, but it's gone now--perhaps some crew members managed to escape. A crosshatched force barrier bars the entrance. Across the room from the cell (and out of reach!) storage cubes hold tools and other sundries, including the prisoners' confiscated equipment. An android with grey skin and greenish hair enters the room, muttering to themself. All present also know who this is--Brinn, the ship's mechanic who converted the pod into a prison cell. They have since been tasked with seeing to the prisoners, a job they clearly resent. They carry a key card for the cell; the only other person who does, to the prisoners' knowledge, is Captain Phaedra Firestorm. "...can't believe she's got me doing--here. Food." Brinn huffs loudly, slamming a tray with a pot of stew and dishes on the floor with unnecessary force, then lining it up to slide it between the bars. They barely look up. The muttering resumes. ![]()
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![]() rainzax wrote:
Yes, but I wouldn't be terribly concerned about it. Zoomba wrote: Noticing there are actual specific pregens for this, I'll go with Chk Chk then :) I said that! The one in the adventure is based on the playtest rules though, so you probably want to use the one on the website. Though there are a lot of character notes if you want to look at those. ![]()
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![]() Fallenta pays each adventurer who returns to the inn with her with a purse containing 100 platinum pieces. "And I'll have Jayma's for her tomorrow." ![]()
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![]() "Excellent! And oh yes. Finding actors is certainly on our list. Hm. I'm not sure I know any centaur actors, but we'll see what we can do. With proper props and perhaps some illusory assistance it isn't necessary, but.. I see your point, and I'll do my best. "Anyway," says Fallenta, "if you'd like to be paid immediately we can head back to the Feathered Fox together and I can do that. Otherwise--my suite, tomorrow morning?" Anything else you'd like to do first? ![]()
![]() Would the players please report to the brig aboard Nova Rush? * Luke Parry
We do have room for two more! ![]()
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![]() Please fill out the Slides (linked above) with your character's token and information and your marching order. Remember that while you can get Starfinder Society credit for this adventure, it's not actually a Society scenario. That means the character you play in this game doesn't have to be the same as the Society character getting credit. Make sure RPG Chronicles is filled out for your SFS character's information, who can be any level (although that's probably a moot point right now). And, uh, that's about it. Go ahead and dot in or introduce your characters. ![]()
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![]() Nova Rush would be a nice ship—if you weren’t locked in the brig! You were captured by pirates a week ago, and your life since has become a monotonous nightmare. The food’s bland, time passes at a crawl, pirates are constantly threatening to hurt you, and you’ve all got to share a makeshift cell. You know who to blame for your troubles: Captain Phaedra Firestorm! She’s been digging into your past, trying to determine if you’re worth more alive or dead. Time is running short.
...but before we get to that, why don't you introduce yourselves? The player characters (PCs) begin the adventure as prisoners, locked away in the brig. The players should start by describing their PCs and determining how they were captured. Were they members of Nova Rush’s original crew, scientists abducted from a laboratory in the Diaspora, passengers on another starship Captain Firestorm scuttled, or insubordinate pirates locked up for insolence? It’s up to them! ![]()
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![]() Fallenta stares into the distance, obviously quite surprised by this news. "Well. That's. Concerning." Taking a deep breath, she steadies herself. She brushes off her skirt, which seems as symbolic as anything, given that she never went into the basement. "I will trust your judgement. You're much more experienced at this kind of thing than I am. I will take the funds I had set aside for rebuilding Swan Shadow and put them into security measures to make sure nobody wanders in instead." Jayma sees no sign of subterfuge or that Fallenta is under any kind of influence. She is legitimately surprised and attempting to roll with it. "I'm so sorry... this was supposed to be fun..." She claps her hands and smiles again, with effort. "Anyway! You are obviously exactly what I've been looking for, and I will begin working on the libretto immediately." Fallenta is clearly ecstatic that the adventurers are everything the stories say... but Jayma thinks there might be something there beyond the value of the true story. "You will... obviously want a chance to rest after this, I assume? Come to my suite tomorrow. I'll pay that late consulting fee. After that, though, I don't think I want you to be consultants any more--no! I think you should be co-producers instead. "Now, as co-producers you won't be paid a wage, but the reason for that is because you get a share of the profits. Though the production will pay your living--oh, maybe I should leave this for now. We can talk about it tomorrow?" ![]()
![]() Now recruiting for the Free RPG Day adventure Battle for Nova Rush! Quote:
This adventure includes pregen Chk Chk, Dae, Iseph, and Navasi, but they're built from the playtest book so you want to use the ones from the website. You can use the other iconic pregens too, but it has a couple of pages of roleplaying notes for those four characters. The adventure is free, so if you'd like to see those just go ahead and download it and then skip to page 8. You can also make your own character if you'd like, but note that I'd like to get started pretty soon so we aren't running too long into Game Day. Sign up >HERE<. ![]()
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![]() As the party and injured actors make their way out of her room, the Herald closes the door behind them. Jayma seems to have convinced the actors pretty effectively. The next challenge is getting them out of the basement, as there are still no stairs. Far from being frustrated that her audition fell apart, Fallenta is gracious and even a bit ashamed at how it panned out. She is incredibly
She immediately begins casting healing spells on the injured actors as she apologizes profusely for sending the party into peril... yet she also can’t help but observe and glorify any successes they had. "Well, I certainly couldn't have any doubt you're the real deal any more, now could I?" For bringing all six actors back alive, you earn 2 Production Points. "I'll, um, have to pay you later. I just gave away the money I had on-hand. What happened down there? Is everyone all right?" ![]()
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![]() News of the hellshadow’s defeat comes as an immense relief to the actors. "Did you now?" says the Final Herald dispassionately, "I didn't hear that. We heard you dealing with the puppets, but we didn't hear that. Did it attack you upstairs or something? I didn't know it could do that." "Puppets?" says one of the actors. "Yes, the puppets are haunted. Were haunted, I suppose. They don't bother you if you don't linger, so I don't bother with them. And you didn't stop in that room at all, I understand." She frowns at the doctor. "Hard to see how you're going to both keep people out and repair it." Callistro recognizes that the creatures are raw nerves, undead that sometimes arise spontaneously when a living creature is killed by massive amounts of electricity. Necromantic energy takes hold of their brain and nervous system, causing these organs to burst forth from the charred flesh and become a raw nerve. They can sense the thoughts of the living, but can't exactly read minds--they hear all thoughts at once, perceiving thought as a chaotic jumble that often provokes an uncontrollable rage. It seems that the Final Herald has created these ones intentionally with necromancy, though. (He also knows they're immune to electricity and vulnerable to slashing.) ![]()
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![]() "It would," the Herald says sharply, "Which is why I need it to remain unused." She smirks. "I am a powerful witch. I don't leave through the door, I teleport. Admittedly, my provisions aren't the best. Since I want to remain unknown, I have to scavenge rather than purchase. But I get by." She looks intently at Jayma for a few moments, then nods curtly. "You really think you can keep them from talking?" She waves a hand at the bound actors. "...you know, I really think you could, if anyone can. All right fine. Take them, then." Holding up her axe, she adds, "As a show of good faith, and proof that I don't intend to harm anyone unless pressed, take this. It's a bit grisly, but that wasn't my doing--this was an executioner's axe during Thrune's era. They executed a lot of people, and rarely with good reason--but it's a good axe, magic. Oh, and take this." She scrounges near her bed and produces a fine leather boot filled with mud and grime; it does not appear to have a mate. "...the boot's not the gift, that's just how I make sure nobody steals it, because who would think to dig through that to find something valuable? There's a magic ring in there. It's the most valuable item I own." The axe is a +2 greater striking fearsome battle axe. The ring, once you dig it out of the filth, is a pactmaster's grace. As soon as one of the actors has their gag removed, he immediately starts babbling. He clearly wants to get out of here, but "You need to watch out for the fire ghost!" ![]()
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![]() The holy symbol that the alicorn gave the party was associated with Alglenweis, the Princess of Rime. Her symbol is an owl clutching a frozen skein of yarn, so the connection is undeniable. And I should probably say explicitly--that is the end of the scenario. ![]()
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![]() Ra'uf calls, and the last of the leopards appears to lead the way. With Celestia and Hobbs's encouragement, the Pathfinders make their way out of the caverns and back to solid ground. After bursting forth from the collapsing caverns, the cool fresh air is a welcome relief. Deskari’s Gullet is no more. Whatever Hesla was looking for, she clearly found and took it for herself. Before there’s time to do much more than gulp down a few lungfuls of surface air, the three leopards begin to circle. Faster and faster they run, until they become one blur, then a burst of light and snow. Kishna’s calm demeanor shatters like ice as a blanket of snow covers her living room. She lets out a shriek as the burst of snow melts before regaining her composure. “Pathfinders! By the gods, what has happened?” As she collects herself, a ball of ice-encrusted yarn rolls into view. Image of.. uh, a frozen ball of yarn, added to the Slides. After taking a moment to steady herself, Kishna listens intently to the Pathfinders’ tale. She starts idly tending to their wounds while she shares her own information. “I am glad to hear that you managed to survive. It’s clear that Hesla’s plans, whatever they are, have moved forward. Unfortunately, I have some worrying news of my own. Khione... has vanished. I might suspect she had gone out looking for more information, had she not left behind all her belongings, including this.” Kishna hands the Pathfinders Khione’s fashionable wayfinder, which is shut and locked. DC 27 Thievery:
There's a carefully folded note tucked inside.
To Whom It May Concern
It has not escaped my notice that my movements are being tracked by sinister forces of late. Their cloaks are so last season. If I have vanished, look for me where the water runs red. I can’t say more here in case this note is intercepted. PS: Please tell Agent Kitsch to go ahead with the next issue and to check the usual drop point. If you noticed that there were handouts 1, 2, 4, and 5 and that 3 was missing, this is handout #3. No, I don't know why the one that comes last was #3. If asked about the ball of yarn, Kishna is puzzled and says, “Does it not belong to you?” She has never seen it before. The ball of yarn is ice cold and cannot be unwound. Any attempts to identify it or detect magic reveal that it is imbued with a substantial amount of divine power and energy, though its exact function (if it has one) cannot be determined. It would appear that the Pathfinders have made a powerful ally, though the true nature and extent of this connection has yet to be revealed! Once the Pathfinders have delivered their tale and been patched up, Kishna thanks them for their efforts. She offers them rooms to stay and rest in for as long as they need to recuperate but immediately begins putting together a report for the Pathfinder Society leadership. With Hesla’s plans coming to fruition, there’s precious little time to prepare for what comes next. ![]()
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![]() Callistro the Magnificent wrote:
"Threat?" says the woman, "Dear sir, you misunderstand the situation. I haven't threatened anyone. I have, in fact, fed and housed people who fell through my roof. I said I don't want to harm anyone, but I fear I have higher priorities and it seems the two are in conflict..." Dr. Lazarus wrote: "...as I'm told I have a personality that some find ... off-putting." "Ha! They say that about me too, for some reason. My friends here say that as well, though I think that's mostly just because being near living, thinking beings causes them physical pain, and they think making them this way and then forcing them to stay in my company is 'cruel.' What can you do? Anyway, I'm the Final Herald. 'Madame Herald' will suffice... or just 'Herald,' I suppose." Jayma Thornfiddle wrote: "You find yourself in possession of people who are neither yours to keep nor to harm. I do not come here seeking to quarrel. Your quarrel is not with us, and certainly not with these poor souls. Let them go. It would be a small show of goodwill... and in turn, perhaps we might speak without our words being edged with suspicion." "That's true, but alas it is the nature of the dillemna we find before us." Jayma Thornfiddle wrote: She gestures delicately toward the bound actors. "Surely you can see that their plight offers you no gain. Release them, and we may yet find a way for you and your... companions... to continue whatever business you have without interference." "Oh, quite. Quite. No gain from it whatsoever." She takes a drink from her tea. "Oh, where are my manners? Tea? Anyway, you have to recall, my friend, that I did not abduct these poor saps. They literally fell through my roof, then went running and screaming through my halls, bleeding everywhere, just because they saw a perfectly harmless spirit." The Final Herald shakes her head. "No no, as I said, I've no desire to keep or harm them. We’ll all be gone soon enough, and the more of us who can bear witness to the Ashen Man’s promise, the better; sacrificing before then is a waste of watching eyes for the end of it all.” Jayma Thornfiddle wrote: "This theater is a place of art and story. I would see it restored to such a purpose, not left to rot under the shadow of fear. Whatever you seek, whatever this Ashen Man means to you, I ask you to consider that you need not linger here to see it fulfilled. Perhaps there is another way forward, one that spares us all the indignity of bloodshed. Tell me what it is you truly want... and perhaps we can help each other find it." Her own eyes narrowing, her smile replaced with a cold look that she sets on Jayma. "Now that won't be happening. What I require is to remain undisturbed and left alone. I would prefer for you to all go in peace, but I must be able continue to exist here uncontested and in secret, and the upper theater must remain abandoned so that nobody else falls into my living room." Sighing and shaking her head, she smiles gently again. "I really don't want you to be hurt, Miss, but it seems to me the two are in conflict and I'm just not seeing a way to reconcile them. If letting them leave puts me in danger, then it simply can't be allowed. "How can you trust me? Well, I don't see any reason why you shouldn't." The floating brains hover ominously, though one gives Jayma a friendly wave. "But how can I trust you? Such 'good-natured' sorts will just run straight to the authorities. 'Oh, there's a death cultist squatting in our theater, please get her out!' As if I'd ever hurt anyone!" One of the prisoners coughs horribly, staining his gag with more blood. "Tell me you won't!" ![]()
Pathfinder Provisions ◆◇↺
![]() Marine opens the door and finds... a short hallway with another, odd-looking door at the end of it. When she opens that one too, she discovers the odd look is because she was looking at another hidden door from behind. Inside the room, there is not a man waiting. There is a woman. This room’s north wall has been divided into smaller cell-like alcoves by wooden partitions. To the south, there is a larger offset sleeping area, complete with bedroll and small bookshelf. To the west, a collapse of rubble blocks a passageway further beyond. The middle of the room features a low table, and with a few rocking chairs, it might have once been a comfortable place to relax between acts, but today, this furniture is moldering and decaying. Dozens of short messages scrawled in gray paint adorn the walls throughout. The messages on the walls repeat the short phrases the party has seen before, along with "Will you find the Ashen Man?" interspersed with other ominous phrases like, “Your hearth is cold,” “These skies are dead,” and “Time eats us all.” Who is the Ashen Man? Occultism or Religion DC 32:
The Ashen Man is a mysterious figure worshipped by many doomsayers, and his faith is regarded in most occult or religious circles as a more malevolent version as that of Groetus, the God of the End Times. Each of the cells holds two bound, gagged, injured, rather frightened-looking people. They squirm when they see the party opening the door, and cry out for rescue in muffled shouts. And sitting at the table, is a ragged, imposing figure. She dresses the part of a vagabond, her thick layers of mismatched furs, strips of leather, and layered filthy hide armor. Leaning against her chair is an executioner's axe whose handle is stained red. She’s attended by four awful monstrosities—tangles of floating nerves dangling from brains, like an entire humanoid nervous system ripped out of the body. She is seated comfortably in one of the rocking chairs near the western side of the room, her four unsettling undead creations floating in the air around her while a bat nestles in her hair inside the hood of
“I had wondered when someone would arrive to rescue these fools. We have a situation, my dears. I do not relish a fight, and it’s best for you all to live long enough to witness the end of our world, but at the same time, I can’t let any of you leave. I have little reason to trust you to keep quiet about me, or to let me live on here while we all wait for the Ashen Man’s promise. Have you any notions on how best we might solve this situation?” Image of "Mysterious Woman" added to the table. ![]()
Pathfinder Provisions ◆◇↺
![]() Eh, the leopards are free successes. The leopard appears from nowhere and charges ahead, straight through the door. Hobbs and Kaitlyn effectively navigate. Round 4 Obstacle: Navigating the Caverns
If that last point is cleared...: Obstacle: Final Push
With the end in sight, just the last push is needed to get to freedom, safety, and fresh air. Overcome DC 24 Athletics to make a final run before the caverns collapse, DC 26 Diplomacy or Intimidation to motivate the party to keep moving. ![]()
Pathfinder Provisions ◆◇↺
![]() Lazarus solves that mystery easily enough--the "wall" at the back of the alcove is a hidden door. He sees how to open it. ![]()
Pathfinder Provisions ◆◇↺
![]() This long hallway is set with alcoves along the north and south wall and ends in an old wooden door at both the eastern and western sides. Decaying piles of old theatrical supplies clutter each alcove, save for the furthest alcove to the northeast. Smears of blood and signs of a recent struggle are readily apparent in the middle of the room. The props and supplies stored in the alcoves have universally fallen into disrepair from neglect and moisture. The north wall of the alcove furthest to the northeast in this hall also bears a message in gray paint that reads, in Common: “Have you seen Him?” It's clear that a half dozen or so humanoids left the blood trail, but that the trail seems to end here. Survival DC 25: There are drag marks, as if from a half dozen partially lifted bodies being pulled so that only their heels slid across the floor, that lead from the scuffle in the middle to the northeastern alcove and seem to pass through the wall. Curiously, there are no traces of whatever force was doing the dragging. ![]()
Pathfinder Provisions ◆◇↺
![]() Ra'uf calls for help from one of the leopards, who moves to show the way. Hobbs finds the secret passage, but it's locked. Meanwhile, the ceiling and edges of the cavern fall in behind the Pathfinders. Round 4 Obstacle: Secret Door
Overcome: DC 24 Thievery to open the door. Next Obstacle: Obstacle: Navigating the Caverns
Deskari’s Gullet is filled with winding passageways, all with a million different ways to get lost. Overcome: DC 24 Survival, DC 26 Perception or Society to attempt to navigate the winding caverns of Deskari’s Gullet. ![]()
Pathfinder Provisions ◆◇↺
![]() As Laurel takes the shot while within Amnieka's reach, her hood opens. Her tentacles flare out from her hood, exposing a misshapen skull pink with living blood. This time she successfully jabs him with a tentacle, and in addition to the minor puncture wound he feels the burn of venom.
She also weathers Fengsai's spell effectively.
But Zashodu hits her directly in the... eye? That thing in the center, which cracks. Silently, the creature falls to the floor with a wet thud, narrowly missing Laurel.
Technically that persistent damage could take Laurel down, but you'd have to fail to treat it, fail every flat check, never heal him, and take almost maximum damage. I'm not gonna worry about it. Moments later, there's some kind of disorienting ripple of energy. Outside of the window, the odd sights of the Ghost Levels have been replaced with the noisy machinery of the mechanical areas of Absalom Station; the midwife did not join the party and Charity Substation on their return trip to reality, and nothing remains but a pink-ish wet spot on the floor. It becomes clear that Charity is once again accessible by normal means, as almost immediately emergency workers arrive to effect repairs and quickly stabilize the power core. Evacuations halt, and everything slowly gets back to normal on Absalom Station. Defeating the Midwife is obviously the best outcome. It was also possible to hold out long enough that she decided to take the win and teleport away having achieved her goal, leaving you to deal with the station repairs. It takes a few days to repair the damaged substation and upgrade security measures. All surveillance (including the party’s recording devices, if any) failed to fully capture Amnieka’s image, recording blurry but disturbing clips that go viral on the infosphere before being quickly forgotten. Primex Kantol publicly acknowledges a rumor that unknown heroes saved Charity Substation from a monster and thanks those heroes for their contributions. Julzakama calls them the next day and invites them to his niece Zaza’s birthday party, a sugar-pink revelry with a Strawberry Machine Cake theme held at her apartment in Little Akiton. The party occurs in the courtyard, and many locals are invited to attend. The adults sip fizzy beverages and cook while the children play (they’re showing off Spike and one of her kits to other children). Zaza blows out all 13 candles on her strawberry soda-flavored cake on the first try.
The Ghost Levels recede, expelling trapped residents who wander back to main thoroughfares, where they’re treated for any injuries and general exhaustion. Some try to forget their experiences, while many become Ghost Couriers eager to return. Julzakama and Courier Lotus have more jobs for any of the adventurers who decide to stick around Absalom Station, including the job Julzakama originally hired them for. Nikk-Nakk suggests the heroes join the Starfinder Society if they want to see the galaxy, and gives them the comm info for the Lorespire Complex. There may be many more adventures in store for our heroes on the station or in the wider galaxy, but for now all is well. ![]()
Pathfinder Provisions ◆◇↺
![]() Whoops, sorry
Hobbs's turn. ![]()
Pathfinder Provisions ◆◇↺
![]() The mental blast hits the... thing.
"I am not a baby," says the midwife calmly, firing a ray from one of its tentacles towards Grizzi while attempting to jab Laurel with another, "I am Midwife Amnieka. I swaddled the Newborn."
Another fleshy bubble appears near her, while the first floats down toward Laurel and bursts. Perhaps she has no control over this, as it happens while she is close enough to be caught in the blast radius--in fact, it destroys the bubble that was just created.
All PCs' turns.
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Pathfinder Provisions ◆◇↺
![]() There was indeed a ring, which the party knew to be magical. The body of the adventurer (or perhaps just thief) in the other room had unusual-looking armor, and perhaps other items of interest--though while the doctor is tending injuries, Jayma and Callistro could retrieve the corpse if they want to. Identify Ring, DC 26:
It is a greater ventriloquist's ring. If the party does retrieve the body, they determine that it is of a human man who clearly died years ago--and that he had several magic items when he did. Identify Armor, DC 30:
It is +2 resilient greater electricity resistant leather armor. Identify Rapier, DC 27:
It is a +2 striking ghost touch rapier. Identify Boots, DC 31:
The are hellfire boots. Nothing bothers the party as he works. Everything seems quiet. ![]()
Pathfinder Provisions ◆◇↺
![]() Celestia can just take another free success at the start of round 3 as well, so.. The room on the other side of the cavern caves in completely. There must be a way out of here that the cultists were using... Round 3 Obstacle: Secret Door
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Pathfinder Provisions ◆◇↺
![]() Marine and the doctor dismiss the remaining geists, and the room is quiet. No one else is there save the heroes and a jumble of broken, inanimate puppets.
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Pathfinder Provisions ◆◇↺
![]() The geist recoils from Jayma, unable to harm her. Instead it turns what might be a face towards Marine, and its voice whispers into the heroes' minds. "Foolish little insect. You'll be ground to dust, insignificant bug."
Marine has a little trouble getting to her target, but once she does she slices through it and badly hurts it.
The first is quick enough to mostly avoid Jayma's blast, which may be the only reason it still has a thread to hang on by. The other isn't so quick, and its hold on the world seems even more tenuous.
The wispy geist has enough wherewithal to move up to the closest party member, the doctor, and bite him once.
"How could I forget you, insect?" It hisses. Then is shrieks, and Marine finds herself surrounded by folds of sack cloth and gnashing teeth.
All PCs' turns.
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Pathfinder Provisions ◆◇↺
![]() Kat helps the group clear the room, and Hobbs starts leading the way across the chasm. Round 2 Obstacle: Crossing the Chasm
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Pathfinder Provisions ◆◇↺
![]() The answer is felt more then heard. "Indeed." Hobbs helps the party work their way closer, but the crashing sound of the collapsing caverns gets closer... Round 2 Obstacle: Ceiling collapse
once Ceiling Collapse is cleared: Obstacle: Crossing the Chasm
Chase Points needed: 0/3 A large chasm looms, threatening to consume all who attempt to cross it. Overcome: DC 24 Acrobatics to balance across narrow ledges, DC 24 Athletics to climb across the walls; PCs with fly speed can automatically take 1 success. ![]()
Pathfinder Provisions ◆◇↺
![]() Callistro's healing magic seems highly effective. The creatures do not like that blast.
The doctor is able to focus his fire well enough on his own. He smashes another geist into wisps of dust and smoke.
Marine and Jayma's turns.
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