
DM Rah |

Shortly after your return to Absalom after braving the deserts of Qadira, you find yourselves assigned to a new task that takes you far to the northwest. You arrive by ship in Korvosa, the largest city found in the wilderness area known as Varisia. It serves as the seat of one of three city-states that claim independent authority over their individual holdings in the region. Its citizens and traditions have strong ties to the nation of Cheliax, with many of its people tracing their ancestry directly to servants of the Empire. Despite its remote location in relation to other major cities in Avistan, Korvasa is nonetheless a major force in Golarion, and the Acadamae looming over you from the Heights District is a constant reminder.
A light rain falls as you make your way through muddy streets to a ramshackle tenement on the outskirts of the city. Inside you meet Sir Canayven Heidmarch, a Venture-Captain assigned to instruct you on your mission, and a haggard human woman whose role is somewhat mysterious.
“For this mission you will have to venture into the sewers beneath Korvosa." Sir Canayven explains, dashing any hope that you've proven yourselves above doing the Society's dirty jobs. He then gestures to the woman that arrived with him. Past her prime, she looks like the rough sort of woman who might stick a blade in your back in some dive of an alehouse, but her posture expresses confidence and experience. “Let me introduce Sascha Antif-Arah. She requires access to a particular vault. The Society is going to help her.”
Sascha eyes each Pathfinder in turn then shakes her head in astonishment, yet steps forward gracefully. “Well this is the damndest group of Pathfinders I've ever seen in my time, but they say you were handpicked. Who am I to argue with the leadership.” She gives Heidmarch a sidelong glance before continuing. ”Some years ago my friends and I had made quite a name for ourselves around Korvosa, and our adventures earned us a considerable amount of gold. We stashed most of it in one of the Vaults after evicting the cult that had already claimed it.” Sascha pauses for a moment, smiles, and shakes her head as if recalling particularly amusing details of the raid. “Anyway, I retired from the business after that, started up a shop, and lived peacefully until I got into trouble with the Hellknights. I can’t show my face in Korvosa because I don’t fancy spending my retirement in shackles, but I’m willing to cede my share of the loot in that Vault to you. It’s no dragon’s hoard, but it should be more than worth your time. The only thing I want from there is an old locket—nothing magical or worth fencing, but it means a lot to me. Once I have it, I’m getting out of this place and off to somewhere the Order of the Nail has no sway. The entrance shouldn't be too hard to find, assuming you know what to look for,” she remarks as she fishes several folded papers from her haversack. “There’s an old service entrance into the sewers about a quarter mile north of my old shop in Midland; I wrote down directions that should lead you to the vault. There’s a big room inside, and I stashed my share under the flagstones in one of the small chambers nearby.” She extracts a few more items from her bag and holds them out. “I hope you don’t need these, but you never know. I certainly won’t be using them in my retirement. Good luck to you, Pathfinders.”
Offered Items:
3 +1 aberration bane arrows
2 antitoxins
1 vial of antiplague
1 alkali flask
Sascha's Directions:
Descend the ladder and head north or right facing the ladder. Follow the tunnel to the tee and turn right or east. Follow that tunnel to a dead-end, you will find a pipe in the wall on the south. Go through the pipe and upon exiting, follow the tunnel south to another tee. Turn left at the the tee. The tunnel will double back on itself and turn back north. Follow that to the vault.

![]() |

Ugly drops the half-smoked blackweed roll at the inside threshold of the room; takes the next step with his dung-kicker to grind and extinguish. ::squish:: ...
::grind:: ::grind::
::grind:: ::grind::
::grind:: ::grind::
::grind:: ::grind::
::grind:: ::grind::
::grind:: ::grind::
Once the obliterated smoker has uncomfortably caught the attention of Heidmarch, Sascha and other Pathfinders in the room, he leans on a nearby wall to listen to the objectives. ::a shadow shifts over and shields him from the glare::

![]() |

Leonides looks around. There's that whistling again. What's going--ah. "Hello, Ugly. Missed you when we left Qadira."
The inquisitor listens intently to the briefing, pausing only occasionally to arrange his hair. A sewer trip. How wonderful. I will doubtless end up spending much of my share cleaning myself up afterwards. "I believe that we could use these. Thank you very much, Mistress Antif-Arah, and we shall certainly try our best to return your locket."
Sense Motive check on Sascha; anything odd about her when she talks about the locket: 1d20 + 7 ⇒ (16) + 7 = 23
After the briefing, Leonides will try to find any Silver Crusade contacts in the area, to see if there's anything they might have heard about Sascha or the vault area.
ETA: Also picking up a couple of sunrods, an alkali flask, and a flask of alchemist's fire.

![]() |

Haku nods to his two companions, "Is there anything that we need to know? Do we have any unsavory competition also looking for your stash?"
The islander looks at his friends, "It's never that easy."
Knowledge (history) +6, Knowledge (geography) +5 help at all?

![]() |

Sark turns up his nose at the smell coming from bullets, his nickname for Ugly. "Sounds easy enough, trip under the city, anything we need to know what living down there?"

![]() |

Sark will take 2 aberration bane arrows as well

![]() |

right but who has what stuff?

![]() |

I believe that DM is using the special rules for the Magnimar Lodge, from Pathfinder Society Primer. We have access to these items, and only need to pay for them if we use them, otherwise they get returned to the lodge after. Of course, feel free to correct me if I am wrong, DM.

![]() |

Any reply to my question about things down below city?

DM Rah |

Responding to questions Sascha says, “My old companions were very trustworthy, and as far as I know none of them ever revealed the location of the Vault, so there shouldn't be any competition from other treasure hunters. However, as far as other dangers in the sewers my group ran into some other strange creatures years ago, but our scholar usually identified them for us and I don’t remember what many of them were. The only rumor I can confirm is that the sewers have lots of blackboil alligators, so I wouldn’t go for a swim unless you really have to.”
Faction missions will be posted later tonight.

![]() |

Sark listens and is disappointed with the lack of info yet again. "Anyone have any idea what we could find down below? Would like to try to be better prepared then last time."

![]() |

Knowledge (local): 1d20 + 1 ⇒ (10) + 1 = 11
Do I make both or just one?
Just in case... Knowledge (dungeoneering): 1d20 + 1 ⇒ (15) + 1 = 16
Gotta love a bard with 10 Int! ;)

DM Rah |

As you discuss the official mission each of you also must consider additional tasks of interest to your faction. At some point before coming to this meeting you were given letters by your contacts bearing instructions or requests.

DM Rah |

I goofed a little on the knowledge checks. One was dungeoneering, the other was history or engineering. I applied Haku's local roll to history/engineering. Anyone can attempt an intelligence check for these two DC 10 knowledge checks.
and the inclusion of natural cave features.
The garbage also provides nutrition for a wide variety of fungi and shade-tolerant plants. Most are not dangerous, but a rare few supplement their diets by capturing live prey.
History/Engineering - The Vaults employ a hodgepodge of architectural elements both due to staggered phases of construction
and the inclusion of natural cave features.

![]() |

Dun: 1d20 + 2 ⇒ (1) + 2 = 3
history: 1d20 + 2 ⇒ (18) + 2 = 20

![]() |

"Ugh, beside the cults, we could run into rats, both dire and normal variety, goblins, were-rats, and even worse, otyughs tend to call the sewers home," then turning to Sark, "We probably will make good use of your knowledge of traps and such things this day."

![]() |

Sark nods and askes "So some silver weapons may be needed as well?"

![]() |

Ugly peels himself off the wall, picks up the bear trap, and head out the door, ”The main market should be on the way. Must pick up some supplies,... and see a man about a dwarf.”
'Gather Info' on Garth Twill (faction mission): 1d20 - 1 ⇒ (1) - 1 = 0
At the market, Ugly walks over to the bartender, at least he thought it was the bartender. He leans over and speaks with a gravelly tone, "I'm looking for a man who calls himself 'Habob'. Do you know where I can find him?" When the young fruit vendor replys 'no', the Stranger turns and continues on, creeping out the rest of the market.
Purchase: antitoxin, anitplague, acid, alkali, bladeguard, vermin repellent (will update statblock asap)

DM Rah |

You depart the tenements and head into the Midland district. Located in the southeast quadrant of the city, it is home to the majority of Korvosa's merchants, shops, and financial institutions. While others in the party go about purchasing supplies for the expedition under the city, Ugly looks for a man...
Despite Ugly's attempts at getting lost in Korvosa, finding Twill is not difficult, as he is a well-established seller of ceramic goods. However, as Ugly approaches Twill's shop he realizes that any obvious attempts to deliver a message to Twill would damage his reputation.
Ugly, options are using sleight of hand or bluff, or possibly other means if can justify them. How would you like to proceed with delivering the message?

![]() |

Subtlety is not Ugly's strong suit. The delivery resolves in his head by throwing a dagger with an attached note, but that probably won't go over well with the trade prince.
Sleight Hand: 1d20 + 5 ⇒ (20) + 5 = 25
”A tea pot set, exactly what I was looking for”, Ugly exchanges the money and concealed note to Twill.

DM Rah |

LOL
Ugly's message is delivered with so much discretion that Twill doesn't even realize it until the Stranger makes to leave with his new tea set jingling in his bag.
"Wait, sir, I nearly forgot! Everyone gets a free bag of tea with that particular purchase." As he hands over a bag of tea, he gives a little bow, making just enough eye contact show that the message has been received.
Supplies purchased, the group makes their way to the sewer entrance spoken of by Sascha. There you descend a rusty, slime-encrusted steel ladder into the Korvosan sewers.
Tunnels stretch to the north, east, and south like roads in an underground city. Curtains of fungus and mold hang from the ceilings, which rise roughly ten feet above the tunnels’ walkways, which run along either side of the sewage channels. Occasional dim patches of light filter in from the streets above providing minimal illumination. Despite the sickening smell of decay, the tunnels are free of garbage, waste, and the other byproducts of Korvosan life.
As you are getting your bearings you begin to hear sounds coming from down the north tunnel. "Num, num, brughnum. Togg wants food. Good food." Out of a side tunnel, a large, grotesque creature emerges. This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. It extends the eyed tentacle toward the party and says, "Give something good to Togg. I am Togg. Give Togg good food with good taste. Or Togg taste you.”
MAP UP AT TOP

![]() |

Sark has his bow ready but waits for others to speak to the creature

![]() |

Depending on circumstances, yes AFAIK. Diplomacy does, if lots of people can talk to the subject of the skill attempt; STR checks do, if lots of people can pull/push the heavy thing. Disable Device, not so much.

![]() |

1d20 ⇒ 5
Sark tries to help but does nothing to add to the conversation "Hey you asked for food, we gave it."