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V.-C. Ambrus Valsin's page
12 posts. Alias of Baerlie.
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So, let's start :)
"Close the door," Ambrus Valsin murmurs as the team gathers in his office. "Let me start by saying, this mission is not for dissemination among other members of the Society." The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing.
"This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important. I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some —" Valsin pauses for a heartbeat before continuing. "— persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership."
Valsin’s expression becomes particularly grim at that point. "If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim."
Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, "Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive." Then with a final nod for luck, the venture-captain dismisses the group.
"You are going to pick up four goblin prisoners. Try to keep them all alive as we want to question them seperately to compare the stories and find out what is true. The extraction team is large and designed to keep the goblins from being killed by vigilant town guards or angry commoners with a grudge before they have a chance to talk, and a team that size would draw too much attention in Irrisen. And the team responsible for capturing the goblins is very experienced in moving through Irrisen without being noticed, so we need them to remain in the field. Goblins like food and fire. Everything burning makes them happy. And please, don't beat them too much, we need them cooperative."
Valsin pauses for a moment.
"Sometimes we have to do that, although we don't like it. They have information we need to prevent further open conflicts with the Shadow Lodge. If you treat them right, they are good or at least they do what you say and don't make problems. And don't worry, they speak Common. It’s a three and a half day journey from your rendezvous point to the extraction point outside Trollheim, but the extraction team will remain in place for an additional day in case you’re delayed. Just remember, don’t look for trouble and don't waste too much time!"
Valsin finishes.
Shopping in Absalom is fin! Irrisen is cold!
"Close the door," Ambrus Valsin murmurs as the team gathers in his office. "Let me start by saying, this mission is not for dissemination among other members of the Society."
The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing. "This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important. I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some — " Valsin pauses for a heartbeat before continuing. "— persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership." Valsin’s expression becomes particularly grim at that point.
"If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim."
Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, "Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive." Then with a final nod for luck, the venture-captain dismisses the group.
Before you leave you may ask questions.
"Good question, yes a ship would be the fastest and easiest way to get there, or at least almost. You have to cross the Inner Sea to the west until you reach the sea gate at Corentyn. From there you will have to travel with a caravan along the coast, it is too dangerous to sail in these waters. The details about the town are no details. The people living there try to hide their heritage and don't want any contacts outside of Blackcove. Although they are no contacts to the Society, we know three other names of important people: Gervus Barhandin, the lighthouse keeper; Lira Saruven, the village pastor; and Nicolaius Gavendi, constable. And just in case you never heard about skums before, they are hunchbacked, green-skinned humanoid with a wide, frog-like head but a toothy fish mouth. Your journey will take about two weeks." Valsin answers.
"The Pathfinder Society's interest in this remote village is the connection to the Azlant island, it was once the center of learning. A gillman sorcerer named Gerlach lives in Blackcove and he sends reports to the Society on regular base. He was the only contact we had in this area. The last report contained strange information, telling that he knows the truth and that villagers like him are doomed to eventually change into the true form of their disgusting heritage. He was seeking a cure for his people among the island’s ruins, but we never heard from him after that. I think he did not mean a cure like curing a sickness, he meant a cure to break a curse. We heard about a high-tide attack on the village lighthouse by a tentacled horror. I know that people are prone to exaggerations, but maybe there's more." Valsin answers.
Ok, thanks for the info :)
You are summoned by Venture-Captain Ambrus Valsin to the Grand Lodge in Absalom. While you are waiting to get access to the meeting area you get to know each other. You already did that as I can see.
About 20 minutes after the meeting time the door to the meeting room finally opens and Ambrus Valsin waves you to enter. Once inside he immediately starts the briefing. "Welcome, Pathfinders. I summoned you to investigate a strange development in the village of Blackcove in Cheliax. You may know that the people of the town at the Hellmouth Gulf are the descendants of Azlanti survivors of Earthfall. The nearby ruined island of Nal-Kashel was once an Azlanti outpost. We got word that the people of Blackcove began to act more unfriendly to strangers than usual and the number of skums in this area increase while villagers disappear. We also have evidence that Blackcove was attacked from the sea recently. I want you to investigate, find out what's going on in Blackcove, and find a solution to any problems the village might have. Do you have any questions?" Valsin asks.
A few weeks later
Venture Captain Ambrus Valsin asked to meet you in his office in the Grand Lodge. Once you arrive at the lodge you immediately meet Valsin.
As a clock chimes the hour, Ambrus Valsin opens the door to admit you then resumes his seat next to a grey-eyed woman wearing the robes of an academic. "Please seat yourselves quickly so we can begin. This is Lady Darchana Madinani, archdean of Absalom’s premier school of the arcane, the Arcanamirium. She’s has come to the Pathfinder Society on delicate business."
Darchana takes a moment to greet you before she speaks.
"As Second Spell Lord of Absalom, I continually investigate magical attempts to attack our home. The Pathfinder Society recently aided one of my investigations by capturing a disguised Okeno slave ship used for several months to transport various unfortunates to Absalom for sale as slaves to the city’s noble families. Normally this would be legal, yet it seems someone has marked each of these slaves for use as divination foci. I can’t ignore the threat posed by such an insidious spy network. With the capture of that ship, we’re now in an excellent position to strike back at the hidden mastermind behind the slave-scrying. Know that I do not come to the Pathfinder Society lightly. I am taking on a calculated political risk by asking you to handle this investigation for me. But my long friendship with your master of spells Aram Zey has given me confidence in the abilities — and discretion — of Pathfinder agents. Using my own spells, I acquired an image of the slaver: a humanoid woman wearing a heavy veil and peering into a mirror. Her clothing is common in Kelish fashion, and I could sense her location was somewhere underground on Stonespine Island. Although we could pursue conventional means of tracking down the slavers, I have taken measures to ensure our quarry does not see you coming, and I would appreciate a similar effort from you. I propose disguising yourselves either as slaves for sale or possibly the slavers selling them. If successful, you need only allow our enemy’s agents to escort you to their hidden stronghold. Once inside, it should be a modest challenge for you to escape and take their leader by surprise." Lady Darchana pauses for emphasis.
"Our goals are to capture the veiled spymaster and to bring the scrying mirror I observed back to Absalom for further study. If the spymaster dies before she is brought here, that would be regrettable but also understandable."
"Before you get too concerned," Ambrus adds quickly, "it isn’t the Society’s practice to sell our field agents into slavery. We’re sending you with a reliable cover story and a magical edge we can discuss in a moment. This isn’t just because it’s a dangerous assignment; we also found the name ‘Muhlia’ associated with the captured Okeno ship. It’s not a common name, but if haven’t kept up with recent history, I can understand why you may not remember her. Pasha Muhlia al’Jakri was an associate of ours who represented Qadira’s interests to the Pathfinder Society. Three years ago, she departed following very ugly circumstances in Taldor and hasn’t been seen since. If it’s true that she’s building a spy network in Absalom, we need to head off the threat she poses to the society before she can strike."
Ambrus waits for any questions.
"A hunting party discovered the temple, but they did not investigate further. They dutifully informed the local hunting lodge of the ruins’ whereabouts, and news of the find soon reached the Pathfinder Society."
"Yes, you have time, Pathfinder Sutori. The ship departs tomorrow morning."
"Segang is hot and muggy this time of year. It’s a jungle, so expect dangerous plants and animals, venomous creatures, and disease. You may also encounter some looters at the temple, if you don’t get there fast enough." Valsin tries to answer Kristen's question.
"The temple is dedicated to one of the Vudran deities, certainly, but beyond that we don’t know. My contacts tell me the locals have several superstitions about monkeys. If that represents some leftover remnants of the temple’s faith, it could be dedicated to one of the monkey-faced deities, Ragdya and Lahkgya, or to Chamidu, the goddess of wild animals." he says while turning to Iso. "We know that Maharaja Khiben-Sald received the island as a gift from the archmage Nex. But this is the only thing we found in the Chronicles. We don't know why he left the island. But I'm pretty sure the Baron will not take his daughters on the trip" he continues with a laugh.
"If you want to know about that tiger, I would say you ask the Baron himself. I'm not a biologist, the only thing I know is that they can be very dangerous. But you are right, I'm happy as long as you get to the temple."
Did I answer all the questions?
"Ah, Falroun, these are the agents I was telling you about," Ambrus Valsin says. "Pathfinders, welcome! May I introduce Count Falroun Matsanda of Alkenstar." He gestures across his desk to a tall Garundi man with short black hair and goldrimmed spectacles.
Valsin’s guest stands and offers his hand in greeting as he speaks. "It is a true pleasure to meet you. I have purchased several antiquities from your Society in the past, and I have always wondered about the people who acquire such treasures. I must say, you do not disappoint!" Valsin smiles at the compliment before continuing, "Agents, your next mission will take you to the island of Jalmeray. We’ve received reports that the ruins of a previously unknown temple have been found in a part of the Segang Jungle known as the Urapangi Lowlands. From its location, I think this temple could be one of those abandoned by the legendary Maharaja Khiben-Sald when he left Jalmeray over four thousand years ago. A temple untouched since Khiben-Sald’s time would be a major find for the Society. Of course, getting to Jalmeray on such short notice poses some difficulties."
"I believe that’s where I come in," the count interjects. "I’m arranging a hunting expedition to Jalmeray for myself and my new father-in-law, Baron Bomande Rudyahm. Bomande was quite the sportsman in his day. However, some years ago he was wounded during a tiger hunt in the Segang Jungle. He’s been grumbling about getting revenge on the beast for so long that I thought taking him on a trip back to Segang might earn me some credit with the old man."
Ambrus Valsin continues: "Falroun has graciously offered to provide transport to and from Jalmeray and to outfit us with everything we need for our journey into the jungle. In exchange, you’re going to help his father-in-law, the baron, with this tiger hunt and make sure he gets the better of the beast this time around, as it were. You’ll have time to discuss the details of the hunt during your voyage to Jalmeray."
"A voyage for which I must make some final arrangements," adds Falroun, "I’m afraid I must depart. Once again, it is a pleasure to meet you. I look forward to our journey together." With a nod, he exits the room.
As the count’s footsteps recede down the hall, Ambrus Valsin’s smile fades from his face. "Ordinarily, the Society would cover the costs of an expedition like this. However, our resources are stretched thin at the moment thanks to our campaigns in Varisia and the Worldwound. Until such time as those ventures pay off, we’re going to have to rely on people like Count Matsanda to cover some of our operating expenses. I’m trusting you with the Society’s reputation on this mission. Fulfill our end of this bargain by helping the baron bag his tiger, and try to make nice with at least one of these nobles. Now, unless you have any questions about this temple, go get your affairs in order. Your ship sails in the morning."
Whenever you get back to the Lodge Venture-Captain Ambrus Valsin to report the success of the mission he thanks each of you for your hard work and for risking your lifes for the goblins.
"Not everybody is as selfless as you are. The goblins are in safety and are treated well. They have to answer some questions then they are free to go back to Irrisen." he says. "Some of them already asked about you, if you returned back safely. You can visit them if you want, arranging a short meeting is not a problem." He hands a pouch with money to each of you. "As always, this is the payment for your efforts. Thank you very much."
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