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28 posts. Organized Play character for Y. Duskwalker.


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Grand Lodge

Dalsine Affair Maps

Gronak realizes this is a very big spider [K:nature] about his size, with mandibles clacking away, as his swing goes wild clanking off the floor.

Seeing something juicy and meaty present itself as a snack, the Giant Spider attempts to take a bite:

Bite: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 1

It hisses at Gronak, unhappy it wasn't able to sample this morsel.

The webbed refugees struggle attempting to extricate themselves.
The others stay behind the party wondering whether or not to flee.

Lugrok
-------
Wrofyx
Ver'Yanion
Urk
Gronak
Giant Spider

Grand Lodge

Dalsine Affair Maps

Map 2

All of a sudden, the two guiding refugees are covered in sticky webbing that sprayed them from a little further ahead...

"Eewww!!" Screams the halfling. "Too late!" says the human, as she tries to clear the webbing from her face.

Giant Spider initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Urk initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Gronak initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Lugrok initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Ver'Yanion initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Wrofix initiative: 1d20 + 4 ⇒ (19) + 4 = 23

---
Wrofyx
Ver'Yanion
Urk
Gronak
Giant Spider
Lugrok

Grand Lodge

Dalsine Affair Maps

The refugees look amongst each other for a moment before one of the human males speaks, ”The Vault, yeah, that should be a secure enough place to go. I'm not privy to its exact location, not been there before. Its an ancient temple dedicated to the Dawnflower others happened across some time ago.” he says looking a bit dejected. One of the human women speaks up, ”With all that's happened to us recently, it's a bit difficult for us to trust anyone with such a secret...” The rest nod in agreement. ”But, you have shown us decent courtesy so far, in that, I guess we have little choice." She says. ”It's been some time since I've been to the Vault, hopefully it won't take too long.”

An hour into the maze, accompanied by scattered rats, beetles, and other vermin, the other halfling (not carrying the light stone) states, ”Nope, I don't think this is correct, I'm pretty sure we needed to take the other right passage a couple of passages ago...”
The human looks at her, nodding, ”Yeah, I think you're right, lets go back.”

About 10 minutes into the rerouted path:
perception Urk: 1d20 + 6 ⇒ (17) + 6 = 23
perception Lugrok: 1d20 + 7 ⇒ (6) + 7 = 13
perception Gronak: 1d20 + 1 ⇒ (19) + 1 = 20
perception Wrofyx: 1d20 + 9 ⇒ (13) + 9 = 22
perception Ver'Yanion: 1d20 + 6 ⇒ (2) + 6 = 8

All but Lugrok and Ver'Yanion have noticed a substantial drop in the number of critters...and an increase in the number of cobwebs down this passage...

Grand Lodge

Dalsine Affair Maps

After a few more rounds of repeated chopping on the front door, it eventually weakens to the point the guards are able to break in, but not before the party has successfully escorted all of the refugees, and themselves, into the catacombs. Moments after the last party member clears the ladder into the basement, the trapdoor overhead slams shut and Muesello can be heard casting a spell causing the trapdoor to glow briefly. The front door then gives way and he can be heard surrendering to the incoming guards. The guard captain can be heard grilling Muesello, then the trapdoor begins to vibrate from strikes. Once past the bottom of the stone stairs, the trap handle designated by Muesello is plainly visible, and upon pulling, the stairs and some of the surrounding wall crumble in, sealing off the path back to the lodge.

The route into the catacombs at this point is a single path, but after about five minutes walk, it forks in multiple, offset, directions. The young adults making up the group of refugees are five human women (Charito, Ionnia, Nellina, Pasara, and Xene), two halfling women (Piria and Sophone), and three human men (Marcian, Narces, and Theodric), the party learns as they inquire during the short time up to this point. All appear to be unarmed, although shortly after the collapse, one of the halflings is heard muttering a spell and is now holding a rock glowing with the light of a torch, currently the only light in this otherwise dark tunnel.

Knowledge about worship of Sarenrae in Taldor:

K(History/Religon)15:
The worship of Sarenrae has been illegal in Taldor since the Great Purge of 4528 AR. The degree to which her followers are persecuted has waxed and waned over the last 200 years.

K(H/R)20:
Sarenrae worship is much more common outside of Taldor's major urban centers (Cassomir/Oppara), and away from the xenophobic southern border region(which includes the city of Zimar.

K(H/R)25:
The brutality of the recent raid on the Dawnflower Blossoms does not reflect the current government's attitude toward Sarenites within Taldor's borders. It is more likely to be the result of a single, ultra-patriotic zealot.

K(H/R)30:
Worship of Sarenrae was once quite popular in Taldor, although never as central to national identity as the veneration of Aroden. Numerous large Sarenite temples and cathedrals once existed throughout the empire, one of which was built of gold-plated bricks, rumors say.

Knowledge about Oppara's vast catacombs:

K(Dungeoneering/History)15:
The catacombs of Oppara are a mix of ancient sewer lines, natural caves, and old city streets and buildings buried centuries or even millenia ago. The ground beneath the city is literally honeycombed by countless tunnles and chambers. The catacombs have been used throughout Oppara's history as a meeting place for secret organizations.

K(D/H)20:
Oppara was supposedly founded over 6,000 years ago by th elast decendants of ancient Azlanti, and its catacombs are said to contain a few deep ruins dating back to theis time.

K(D/H)25:
Countless entrances into the catacombs once existed from the surface. Most were destroyed of bricked up centuries ago, following a nasty torble infestation that was believed to have originated in the catacombs.

K(D/H)30:
Although Oppara's catacombs are extensive, the areas used today are relatively close to the surface. Most of the oldest areas have been underwater for millenia.

Reminders, the Dawnflower Blossoms have a "last" safehouse, per Muesello, referred to as the "Vault" to get them to. Also track down Chalfon Dalsine, who has Muesello's "parcels:" a couple of sets of Verduran Forest fey-crafted armor, most likely taken back to the Dalsine residence.

Grand Lodge

Dalsine Affair Maps

A similar loud metallic clank, with scraping,"Hey, watch where you drop that thing!" precedes:

guard1 vs door: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (2) + 1 = 3
guard2 vs door: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (5) + 1 = 6

A couple of different sounding impacts, like blades to door, strike and Gronak believes the guards have begun to make progress against the door.

The metallic scraping is heard again, sounding like the ram was picked up, "We'll be ready to try again once the door looks weak enough." comments from one of the initial guards.

Upstairs, the refugees begin making their way to the stairs down, a couple bowing to Wrofyx in thanks.

Lugrok & Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees
—-
Captain
Urk
Guards

Grand Lodge

Dalsine Affair Maps

The first of the refugees makes their way to, and down the stone stairs into the catacombs.
The second crosses the main room and starts down the ladder. The third arrives at the bottom of the stairs from the upper level, making it half way across the room towards the ladder. The fourth makes their way to the bottom of the wooden stairs, while the fifth gets started on heading downstairs.

The bulk of what Wrofyx is able to make out sounds like a panicked discussion about trying to get to safety while another is trying to calm that one down.

insert Wrofyx action, will modify accordingly otherwise
Upon opening the door, Wrofyx finds another set of 5 humans in similar garb to the first room, some scared, one trying to be calming, a couple appear resigned to fate.

”Can’t any of you open a door?” calls out the Captain, ”If you don’t get through this time, drop the ram and start chopping it open! Ugh..

Urk
Guards
Lugrok & Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees
—-
Captain

Grand Lodge

Dalsine Affair Maps

”Hey, quit trying to break my door! Don’t ya know how much it cost to have this made?” Muesello calls out attempting to distract the guards. ”The custom fit, the special hinges and hooks to hang gear from?”

Gronak and Wrofyx
Refugees
—-
Captain
Urk
Guards
Lugrok & Ver’Yanion
Muesello

Grand Lodge

Dalsine Affair Maps

Through the door, Urk and Gronak hear some muttered grumbling. "Fine then!" and a loud clank as something heavy and metal strikes the ground. This is followed by shuffling and a scraping sound as, presumably, the heavy object is picked up again.

"On the count of three. One...Two...Three!"
Door Break attempt: 1d20 + 6 ⇒ (11) + 6 = 17
As another impact shakes the door, but with the additional bracing currently employed, it still seems to be holding well.

Lugrok & Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees
—-
Captain
Urk
Guards

Grand Lodge

Dalsine Affair Maps

The first of the refugees makes their way over to the ladder and down into the basement, shuddering as the guards outside strike at the door. Another appears at the bottom of the stairs as the first gets to the ladder. The second looks around and sees the first nodding at Lugrok as they disappear into the floor.

Upstairs, with the urging from Wrofyx, two refugees make their down the stairs. The two remaining in this room collect a couple of bags while waiting for the stairs to clear. As Wrofyx arrives at the door, he hears some shuffling and jumbled, worried, discussion coming from the other side. The door is slightly ajar.

Meanwhile, from outside, ”Has no one taught you how to use one of these door breakers? Ugh!” an exasperated sigh is heard from the captain. ”You two should be ashamed,” her voice now directed away from the door, ”You two, take their place, now!”

Ver'Yanion hears someone finish climbing down the ladder, they look to you for guidance.

Urk
Guards
Lugrok & Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees
—-
Captain

Grand Lodge

Dalsine Affair Maps

maps adjusted, the map to the left of center is upstairs, right of center is downstairs, leading to the catacombs

”Quickly now, keep moving!”Musello says with a hushed tone, pointing towards the trapdoor, while motioning movement with his other arm. His eyes keenly observing the door, some sweat begins to form on his brow, ”I hope everyone makes it out safely!”

Gronak and Wrofyx
Refugees

Guard captain
Urk
Guards
Lugrok & Ver’Yanion
Muesello

Grand Lodge

Dalsine Affair Maps

The basement level lit by some glowing orbs, appears sparsely furnished, with various supply boxes nicely organized along the walls. In the opposite corner from the ladder, a set of winding stone stairs descends into darkness. Ver’Yanion can hear the repeated attempts to break down the front door, as well as the shuffling of feet moving towards the ladder above.

Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees

Guard captain
Urk
Guards
Lugrok & Ver’Yanion

Grand Lodge

Dalsine Affair Maps

The Dawnflower Blossoms look amongst themselves before a couple of them nod in agreement towards Wrofyx and begin moving towards, and down, the stairs. One of them also motions towards the closed door. The stairs are rather narrow allowing single file movement.
——
The first of the refugees arrives at the bottom of the stairs and looks around at the commotion on the main level.

door break: 1d20 + 3 ⇒ (15) + 3 = 18 Another strong thud strikes the door, the crates and Urk feel the hit, but are not moved.”Hey, grab the second set of handles on this thing and help me! This door must be reinforced or sumthin!” Another voice can be heard now adjacent to the door, ”What kind of militia member are you that can’t break down a simple door? Fine!”

Lugrok and Ver’Yanion
Muesello
Gronak and Wrofyx
Refugees

Guard captain
Urk
Guards

Grand Lodge

Dalsine Affair Maps

Arriving upstairs, Wrofyx finds five individuals scattered around the room, garments looking like they’ve not been cleaned recently. Despite the fear in their eyes, they look at him for guidance.
Will add action/activity result

This upper level appears to be well kept, a desk against one wall, flanked by a pair of windows, a couple of tables with a variety of equipment laid out as if for cleaning and inspection. Windows to the north and west offer view of the surrounding buildings. To the East, a door stands closed in the middle of the wall.

Gronak is able to drag over some heavy crates of fish to add to Urk’s presence in shoring up the door.

Meanwhile, outside…
Sense Motive: 1d20 + 12 ⇒ (15) + 12 = 27
”You know precisely why we are here,” the female voice calls out with a haughty response. ”Illegal smuggling! Men, continue!”

<insert Wrofyx action>
Urk
Guards
Lugrok and Ver’Yanion
Muesello
Gronak and Wrofyx
—-
Captain

Grand Lodge

Dalsine Affair Maps

Musello flinches when he hears the impact upon the door. ”Hey now, what cause have you to break into my place?”.
Bluff: 1d20 + 14 ⇒ (1) + 14 = 15

He looks back at the party, ”Please! At least one of you needs to go upstairs and get the refugees to safety! Hopefully I can delay them some! his voice lowered again

Wrofyx and Gronak
—-
Guard captain
Urk
Guards
Lugrok and Ver’Yanion
Musello

Grand Lodge

Dalsine Affair Maps

There are sounds of shuffling outside the door, followed by a solid thud!
door break attempt: 1d20 + 3 ⇒ (7) + 3 = 10

Urk feels the door vibrate slightly, but it appears undamaged.

Grand Lodge

Dalsine Affair Maps

The guards wait for direction from their captain. initiative 12
”Time’s up old man, break the door down! comes from outside.

Urk
Guards

Ver’Yanion
Lugrok
Musello

Wrofyx
Gronak

Grand Lodge

Dalsine Affair Maps

”I….I need to find the key!”Musello calls out, sounding like he’s a tired, older man. As he places his finger to his lips, he motions for the party to come closer, he knocks over some boxes, sliding stuff across the table.

In a whisper, ”Ten of the escaped Dawnflower Blossoms members are hiding here in the lodge.” He points upstairs, ”I was able to rescue them after the raid.” He knocks over some hay bales, revealing a trap door, ladder descending into darkness.(20 feet for darkvision)

”You’ve got to get them out of here!” He pleads, pointing into the darkness. ”There’s a staircase further in the basement that leads to some ancient catacombs under the city. At the bottom of those stairs is a lever on the right, just a few feet down from the connecting corridor. Pull that once all are passes the staircase and it will collapse behind you. That should keep anyone from following. Ask the cultists for directions to the Vault of Sarenrae-it’s their last hiding place. Oh, and track down this Chalfon Dalsine, see if you can find my parcels: two beautiful sets of armor created by the fey of the Verduran Forest. Last I heard, the Porthmos Militia had taken them to the Dalsine’s home.”

The pounding on the door increases, ”We don’t want to have to break the door down, old man, hurry up!” The female’s voice outside growing annoyed. ”Yes, yes, I heard you!” Musello responds, ”I’ve got to find a candle.” Whispering to the party again,”I’ll try to hold them off, please get the others out safely, and try not to kill any of the guards as that would spell doom for the Society! They are acting on orders from the Grand Prince himself!”

Initiative!
Gronak 1d20 + 1 ⇒ (5) + 1 = 6
Lugrok 1d20 + 1 ⇒ (9) + 1 = 10
Urk 1d20 + 1 ⇒ (12) + 1 = 13
Ver’Yanion 1d20 + 9 ⇒ (1) + 9 = 10
Wrofyx 1d20 + 4 ⇒ (2) + 4 = 6

Musello 10
Guards 1d20 ⇒ 17
Guard Captain 1d20 + 3 ⇒ (10) + 3 = 13

Grand Lodge

Dalsine Affair Maps

The interior looks quite haphazard, boxes stacked precariously, nets hanging from walls and ceiling, and the strong scent of fish permeates the interior of this building. After quickly locking the door again, moving to sit down behind a small desk, a middle aged human male, ruddy-skinned and pockmarked face greets you with a hushed tone.

”Thank you for coming on such short notice, Pathfinders. My name is Musello, Venture-Captain of this small lodge. Let me bring you up to speed. It seem I may have gotten myself, and by extension the Society, into a bit of hot water.” He looks over each of you briefly and continues, ”You see, lately the Taldan government has been growing particularly protective of what it considers its national treasures. Grand Prince Stavian seems to have taken a personal interest in anything older than last week’s fish stew, imposing heavy tariffs on any antiquities being sent out of the country.”

He sighs, some of his greying hair falling out of place as his shoulders slump. ”This is where my own idiocy comes in. I thought that I could save the Society a few pieces of gold by smuggling items out of the city, using my contacts in a secret cult of local Sarenites known as the Dawnflower Blossoms. They receive significant support from people in Qadira, and oversee regular shipments to and from Katheer.”

”Everything went very smoothly until last night. A group of local guards known as the Porthmos Militia conducted a violent raid on one of the cult’s safe houses here. A man named Chalfon Dalsine, a minor noble, once a pathfinder in his youth, led the attack. This gang slaughtered half the members present, even those that didn’t fight back. A few were able to escape, the rest were slain or captured for interrogation.”

An even deeper sigh escapes and he looks down at his desk. ”Quite a tragedy for sure, but utmost import are some packages I had recently given to them for transport. Amongst these include some coded documents that can’t make their way into the hands of the Lion Blades. If that happens…” He looks back up at the party. ”The Society is in a very delicate place at the moment, especially here in Taldor. The upheavals caused by the Shadow Lodge have only made things worse. If the government tracks those packages back to me, they may formally expel all Pathfinders from the countr…”

BANG, BANG, BANG! ”Open this door!” A strong, female voice bellows from outside the door. ”This is the Porthmos Militia. Open this door now, in the name of Grand Prince Stavian!”

Grand Lodge

Dalsine Affair Maps

As Gronak looks around, he sees only his companions in the immediate vicinity. Moments later there is a click at the door, through which partially opened, a humanoid hand stretches forth, it's hand and finger curling back in a beckoning gesture. It then returns inside.

A small amount of light creeps out from the now opened door, emanating from an oil lamp beyond, shadows float along the surfaces as the single flame wavers against the varied boxes, nets, and other supplies scattered about inside.

Grand Lodge

Dalsine Affair Maps

The door appears to be locked, the faint light again visible, moving slightly, as if a single candle flame was moved by disturbed air…

Grand Lodge

Dalsine Affair Maps

Arriving at the indicated building, a rough and weathered sign hanging above reads “Rods and Reels”, with a faint amount of light leaking through the bottom of the door, until it’s overwhelmed by the light radiating from Gronak’s sword.. The smell is no better here than elsewhere on the harbor.

Grand Lodge

Dalsine Affair Maps

"Rod's and Reel's you say?" Responds one of the locals nearby. "I dont believe the shops on the opposite end of the harbor are open
at this late an hour, but if that's where ya want to go..."
he motions towards the far side. "Shouldn't take you long to cross to it."

Ver'yanion's nose wrinkles with the mixed scent of humans and aquatic harvestings piled in barrels around, scrolling through his mind for
recollection about Oppara. Hearing the conversation with Gronak, he looks towards the indicated region, pauses, and nods in agreement.

Grand Lodge

Dalsine Affair Maps

Blanchard nods towards Ver'Yanion, "Tis a pleasure t' help Pathfinders, though you seem a bit tired, p'haps ya car' ta grab a wink on a bunk below deck?" Returning the firm handshake from Gronak,
"Quite th' grip on ye an say'n yur learnin' some magic, dangerous combinitin, fir th' demons tha'is!"Blanchard says with a laugh.

Moving to take Lugrok's handshake, Blanchard sees Urk move up, squealing and " 's it parade'n around? Ah, no matter, tis likely not know'n what comes later." "Huh" He responds in kind.

"Now t'ers a cheerful one!" He says as he greets Wrofyx with a smile, which is missing a few teeth.

"Welcome 'board! Twas told t' be quick gettin' ya across, so git yerselves settled below and we'll be off"

As promised, about an hour later, the ship arrives in Taldor's harbor, closest to Oppara.

After the ship has been tied off, "We're 'ere. Good luck on, well, wha' eva ya got ta do. Oh, yer sposed to knock 3 times fast, 3 times slow, and 3 times fast again, ta git in." Blanchard says, with a questionably upbeat tone.

Grand Lodge

Dalsine Affair Maps

”Then what er ye wait’n for? Hurry ’board b’fore ‘tis gittn ta be dawn!” With a wave of a hand that appears to be short a couple digits, the party are motioned to come aboard.

With what little light is present, the ship appears to have seen its share of time in service. A few sections of recently repaired railings and stairs contrast the otherwise beaten condition of the vessel. “Dun worry, may not look it, but Oppara’s an easy run for us. An hour give er take…” the man says with a grin, a couple of teeth missing.”Name’s Blanchard, captain of this here fine vessel. An’ you all are…?” he says resting his gaze on each member of the party, for a few moments each, in turn.

Grand Lodge

Dalsine Affair Maps

A grizzled looking human appears at the rail of the small sailing vessel nearby, a flash of light likened to that of a torch, seems to emanate from a small box strung around his neck.

Leaning forward some, he calls out, "Oy, are ya the group I'm supposed to ship off to Oppara?"

Grand Lodge

Dalsine Affair Maps

Each of our pathfinder agents receives a missive in the middle of the night, waking them from their much deserved rest, after trudging around the Absalom sewers for a time. This missive directs them to board a small sailing vessel docked at the far end, which is bound for Oppara, Taldor, within the hour!

Once in Oppara they are to head to the Rods and Reels, the local Pathfinder Society lodge's bait and tackle shop cover identity, and meet with Venture-Captain Muesello for further instructions.

Grand Lodge

Dalsine Affair Maps

RPGChronicle link

Character info here, plus day jobs.

I would like to use the RPG chronicles link above for chronicle sheets please and thank you.

Grand Lodge

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7).

Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When Baron Jacquo Dalsine’s cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed.

Written by Alex Greenshields.

Closed game, by invite only.

Core Game.