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Post by Stephen on Jul 30, 2013 10:53:58 GMT 8
Quartermaster Nirav's inventory report follows. Please let me know if anything needs updating.
ANFERNUS Wand of Magic Missiles Wand of Mage Armour Wand of Lesser Confusion Horn of Fog Bracers of Armour +1 Wand of Mirror Image
Elemental Gem of Water Pillow of Perverse Attraction
JAKARIN --loot someting aready!---
MAI SUNG XIAO Ring of Swimming +1 Longsword +1 Bashing Shield Potion of CMW Potion of Bear's Endurance Mastwork shortsword
MITIGATOR, THE +1 Chainmail Potion of CMW in leather hip flask
Potion of Waterbreathing Ring of Swimming, Silver Masterwork dagger
NIRAV Feather Token: Anchor Wand of CLW (3 charges)
REED Masterwork light crossbow +1 crossbow bolts x4 +1 Dagger Lesser Bracers of Archery
UNDAR Wand of Summon Nature's Allies II Masterwork cold iron scythe Oil of Magic Weapon
VEX Wand of CLW (10 charges originally) Bag of Holding (Type I)
--------- UNCLAIMED Masterwork dagger Narwhal horn harpoon
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Post by Richard Loh on Aug 1, 2013 16:14:13 GMT 8
From a distance, in the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.
The ramshackle wooden city of Tamran sits perched at the mouth of the River Marideth, with much of the city built on piers and pilings over the broad marshlands of the estuary, connected by causeways, bridges, and a flotilla of coracles and skiffs.
As you disembark from The Man's Promise, the obvious looks of guarded suspicions are shown blatantly on the citizens' surface, the continual attempts to subjugate Nirmathas from nearby Molthune is all too fresh in their minds. Eyeing you with suspicion, many of the civilians mutter a word of prayer of protection at the sight of Anfernus, his fiendish heritage plain to all. Normally, Undar might have felt discrimination, but over here, in Tamran, the attention is thankfully diverted to Anfernus. Except for Anfernus, they attempt to greet each and every visitor they encounter with as much cheer and generosity as they can.
Patrols of city guards are common, and they are lightly armored with longbows and longswords visible on their bodies. Travelling in a group of six, they rarely harass any visitors though they do keep a vigilant eye for signs of trouble.
From your previous learning experience in Absalom, you are aware that there is a Pathfinder agent from Tamran, and his name is Reginar Lacklan. A seasoned ranger, but it has been a while since he has returned to Absalom.
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Post by Richard Loh on Aug 10, 2013 16:54:24 GMT 8
Reaching Gar's Last Meal, the party found the Pathfinder ronin, Hayato waiting for them. Enjoying his wine, the party learnt that the cult of Razmiran is possibly responsible for the looting of Kassen's tomb and that Hayato in his excitement, failed to inform the party that Reginar Lacklan is a possible aid to the Pathfinders.
An initial reconnaissance of the area managed to reveal to the Wanderers that the six robed figures of Razmiran (three whites, two greys and one black) are out in streets requesting for donations and that the city guard is strangely protective of the cultists. Further tailing also revealed that the cultists are operating a protection racket in the busy streets around and the party decided to ambush the cultists as they make their rounds. With the party hiding in an alley, preparing for an ambush, Reed picked the leading cultist's pocket, jumped onto Superwhite and sped off as the cultists gave chase.
The ambush ended after the city guards arrived to break the fight up and Undar and Miti are eventually brought back to the Temple for rehabilitation. Truth is, they were imprisoned in a dungeon and beaten to an inch of their lives. Meantime, Hayato left the group to find more information from Reginar.
Night arrived rather quickly and at the stroke of midnight, gathered in The Ranger's Lament, the party sought to infiltrate the cult by pretending to be new initiates. They were drugged and those who were still conscious were beaten into submission by sap-wielding cultists.
Reed, realising that the party never left the Ranger's Lament sneaked into the tavern at night and found a secret passage leading into the Temple of Razmiran's basement. Awaking his companions, the party, now fully equipped is contemplating the next step, whether to infiltrate as cultists or to storm the Temple proper.
Of the two companions, Jakarin Nuromer and Mai Sung Xiao? They are yet to be found, thanks to the seasickness of the previous voyage.
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Post by Daryl Kong on Aug 18, 2013 22:36:49 GMT 8
Retreating back to the inn, the heroes orders some drinks and sit around a table to relax after a full day of adventure.
Anfernus leans in and spreads out his laaaaaaaaaaarge bat wings and covers the group, whispers his thoughts on what the party should do next...
1) Find a captain with a fast ship that is willingly to take a group of wanted fugitives in exchange of some gems, gold and curtains.
2) Find a craftsman willingly to make cultists masks for us.
3) Get some robes, 3 white, 2 grey, 1 black.
4) Be willingly to burn down the wooden temple, run in to retrieve the Kassein amulet and other evidence of the cultists' crimes and escape onboard the hired ship.
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Post by Septh Silver on Aug 19, 2013 21:54:55 GMT 8
4) Climb into the courtyard in the dead of night and steal everything not chained and bolted.
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Post by Richard Loh on Aug 27, 2013 17:59:17 GMT 8
Events:
A fight, slaughter of many new initiates to the Razmiran faith, a desperate survival when hard-pressed by the elite black robes.
A truce, an offer accepted to prevent more bloodshed on both sides.
Law of the land after the heroes as the temple of Razmir was ransacked and its' many treasures stolen. Chased by the law, a fellow Pathfinder loaned a hand and negotiation.
Negotiation accepted by the Wanderers and the Forest Marshal. Pardon for a deed to be done. Fangwood Keep beckons, but the treasure of Raven's Beak tugs at the intrepid heroes' pockets.
Spiders and webs, humanoids with head of spiders, spiders with the torso of men. Will they survive?
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Post by Daryl Kong on Aug 31, 2013 21:55:52 GMT 8
With his magic energies refreshed, the Shadowvoid Mage checks his books and readies his spells. Disrupto Undeado on one hand and Acidious Splashimus on the other, Anfernus grunts "LETS GO GET SOME!"
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Post by Richard Loh on Sept 4, 2013 11:35:31 GMT 8
Clearing the upper levels of Raven's Beak, the party discovered a trapdoor which leads into the Enigma Vaults. There, they found a magical vault which contains various artifacts of power and with Anfernus' tinkling, it activated an annihilator, a construct of immense power and is now piloted by Anfernus. Before Anfernus can even react appropriately, he was attacked by "The Visitant", a mi-go of power with power of evisceration, and almost conducted a brain surgery on Anfernus.
When the annihilator was overcrawling with the Wanderers, the Visitant tried fleeing but not before getting cut down by the annihilator's chain guns.
Reed also tossed some food into a bag of devouring for the cerebral fungi to find and in his thoughts, Reed can hear the strange, gurgling voice of the cerebral fungi screaming: NOOOOOO!!!! as it was promptly devoured by the bag of devouring.
Items found: - horseshoes of speed - sovereign glue - +1 cold iron heavy mace - potion of cure moderate wounds - 2 doses of medium spider venom - 3 poisoned bolts of medium spider venom - masterwork chain shirt - masterwork hand crossbow - 10 bolts - 2 masterwork punching daggers - everburning torch - masterwork thieves tools - 3 fingered +1 keen spiked gauntlet (-2 to hit) - 11 bloodstones of Gultarlix (200 gp each); require Craft (Alchemy) DC 25 to further identify it - pulsing black amulet of natural armor +1 that clutches to flesh like a tick when equipped - +1 spear - bag of tricks
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Post by Daryl Kong on Sept 4, 2013 11:57:23 GMT 8
Anfernus proposes to the Wanderers that Tamran be cleansed away of the cultists by the purity of gunfire and laser beams. He also takes the.. Bag of Holding 1 Enigma Map (can i know what this is?) destroyed +1 mithral pepperbox rifle
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Post by Richard Loh on Sept 4, 2013 12:49:20 GMT 8
Enigma Map is a map of the vaults, which is relatively small. However, there are no further notes on the map, except that she acted alone when she brought her henchmen with her into the Vaults.
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Post by Septh Silver on Sept 4, 2013 20:38:27 GMT 8
Here are the things Mort told me to post:
Perception: 12 (+1 for traps) Initiative: 6 (4 DEX +2 Trait) Stealth: 16 Sense Motive: 7
Do you want me to put up my entire sheet?
Bye!
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Post by Richard Loh on Sept 5, 2013 0:58:56 GMT 8
Nah... This information is sufficient. Thanks!
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mort
New Member
Posts: 28
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Post by mort on Sept 8, 2013 21:44:58 GMT 8
I guess Im a PFS rule person by heart so I don't really take up random items...feel its somehow not right. Because should Jak step out of wanderers, I don't want to end up recalculating my inventory sheet...*blushes*
I have strange morals at times, still quite old school, feel that replaying a scenario and getting cred for it(up to your gm stars), even though its legal in Season 5, I still don't feel good doing it. Taking Extra GM cred for running a scenario more then once though..feels a lot better to me, since as a GM you still have to put in effort preparing it.
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Post by comradechris on Sept 13, 2013 2:02:20 GMT 8
And so, the adventure in the Enigma Vaults is concluded. Our heroes have grown stronger because of it, each with a story to take away from this episode in their lives.
Anfernus, the shadowmage who was once fixated with fluffy pillows, has gazed upon the Visitant weapon known as the annihilator. Its existence fires up his passion for power, as is common with most mages, and the once timid pillow-hugging shadowmage lays claim to the mechanical beast, Christening it The Anfernator!
Together, he and Jakarin worked hard to unravel the mysteries of controlling the engine of destruction!
Mai, doing his teachers proud, bravely engaged multiple threatening blobs that almost overwhelmed the party's cleric! His mastery of martial arts styles allowed him to avoid life threatening injuries and turned the tide of the battle against the very blobs that tried to surprise him!
Nirav, the ever reliable cleric, came to the aid of Undar, who while in combat with otherworldly beings, was infected by parasitic maggots that threatened to devour him from within!
Vex, as always, was instrumental in unraveling many mysteries faced by the party. From the identifying of many strange magical auras and items, to sending elemental scouts to portals in which no party member dared to thread! Her synergy with her Eidolon companion, the amazing Super White, grew as well. Many a times Super White would lead the charge together with the frontliners, while Vex would stay behind to support the party with beneficial spells. Vex, don't leave home without her!
Mitica, or more well known as The Mitigator, lived up to his title as he cut many foes down to size. Even when afflicted with a sense-draining malady, he fought on, dispersing a restless spirit... forever, thanks to the blessing of Nirav. Although he lost his trusty scythe this day to an acidic blob, he has gained two new weapons. A companion bag of devouring, and a strange bleeding scythe that called out to his consciousness. Only time will tell how this relationship will turn out!
Of all the party members, poor Undar leaves with the heaviest heart. During the final moments when the party was escaping the collapsing tunnels, his stalwart animal companion, Hurt, sensed the instability of the walls around them, thanks to his heightened animal senses. The faithful mule pushed Undar out of the way. This was Hurt's last and final act as Undar's faithful animal companion - saving his druid friend's life, at the cost of his own.
Our heroes are now on the surface, having made their own exit out of the vaults. They know rest under the night sky, admiring their spoils, nursing their wounds, and remembering old friends.
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Post by comradechris on Sept 23, 2013 1:19:52 GMT 8
The wanderers rested, and woke with the dawn, only to find themselves facing a single robed figure. The figure introduces himself as a wizard from the Pathfinder Society, bearing an urgent summons that requires the Wanderers' presence in Nerosyan, capital of the Crusader nation of Mendev.
Unfortunately, the Grand Lodge in Absolom was not updated as to the current Wanderer strength, and gave their messenger enough scrolls to only teleport some of the party. Due to their ideological differences regarding the Anfernator, Anfernus and Nirav have decided to stay behind and debate the fate of the Anfernator within the group.
As luck would have it, when all the summoned Pathfinder agents gathered, the city fell under siege. Rallying in response, the gathered agents from all over Golarion went throughout the city to aid in its defence.
For the Wayward Wanderers, what initially seemed like a series of babysitting tasks turned out to be quite the opposite, for they were not at their full strength.
Where the familiarity of Cheliaxian behaviour of Anfernus, and the wisdom of Nirav, could easily be used to persuade a Cheliaxian devil summoner to stand down, the party was hard pressed to do so without them. Eventually, it took the combined efforts of Vex, Undar, Jakarin and Mai, coupled with a final goad from the Mitigator, to cause the woman's tongue to slip, thus breaking her bonds with her devil summons.
For the Mitigator, it took every ounce of restraint he had from killing a bunch of deserters, instead causing much damage to innocent bystanding tavern furniture. Thankfully, through the persuasive efforts of his more socially inclined party members, the deserters returned to their post, and no non-demon blood was shed that day.
Eventually, the city was cleansed, but the victory was shortlived. It turned out that the demons within the city were but a mere advance party. A true attack force was on the outskirts of the city, making their way toward the gates.
And so the gathered Pathfinders went forth in repel the demon horde, each group tasked with a duty that befitted their experience.
For the Wanderers, they were tasked with ensuring the safety of injured Crusaders that were stuck outside the city. Bravely they went forth into no-man's land, seeking their fallen wards and tending to their wounds. Such was their skill that they attracted the Lieutenants of the invading army, the dreaded World Reavers!
The Reavers fell upon the Wanderers, trying to break their resolve, but their efforts were in vain. The disciplined Wanderers held the line, with Reed, Mai, Sofia, Jakarin, Super White and the Mitigator working as one to hold back the Reavers so that Undar and Gustav, a healer that they picked up in the city, could tend to their wounded. Vex, as always, was instrumental in coordinating support by means of beneficial spells and fuelling Super White's combat abilities with her summoner powers, thus preventing the frontliners and the healers from ever becoming hard pressed.
Eventually, the demon horde broke their resolve and retreated, and the Wanderers fell back into the city, signalling their fulfillment of the duty for which they had been summoned.
And so it was, that with the victory of the ComGuards at the Battle of Tukayyid, the Inner Sphere had bought itself precious time with which to fortify itself before the Clan invasion would continue 15 years later.
And so it was that the Diamond City was safe, for now, buying the rest of Golarion what precious time to muster the forces required to take the battle to the demons in the worldwound. The wanderers, having assisted in the city's defence, were given new orders and told to proceed with their original mission and return when they were needed again. For now was the time to continue honing their skills and bring new techniques and arms to bear when they were truly needed.
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