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Post by Richard Loh on Aug 1, 2013 14:55:12 GMT 8
Adril Hestram, a venture-captain with a severe face and an even more severe disposition, stands with his eyes locked in a gaze of professional appraisal, his hairy arms folded tightly over his powerful chest. Finally, after a long moment, he heaves a weary sigh, allowing his shoulders to slump as if defeated, and says, “All right, fine. I don’t have time to be picky. I need you to go to the Lusty Mermaid in the Docks. One of our Pathfinders, an aging man by the name of Airk Jarigan, hasn’t reported in for two weeks. He’s supposedly close to finding a priceless Andoren artifact called The Sniper, lost right here in Absalom, or so he’s been claiming. As the sun isn’t even up yet, he’s probably still asleep. I need you to go down to the Mermaid, drag Airk out of bed, and find out why he hasn’t been reporting in. More importantly, I need you to get that artifact. You’ll recognize Airk by a gold amulet he always wears around his neck. It’s of an owlbear clutching an amethyst. He should also be with his protégé, a whelp by the name of Dargo Mar. That’s all. What are you waiting for?”
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Post by Richard Loh on Aug 10, 2013 17:16:39 GMT 8
SUMMARY The PCs are charged with locating a missing Pathfinder named Airk Jarigan and retrieving the Sniper, an Andoren artifact that he’d set out to find. The scenario begins with a tavern brawl against a band of cutthroats. After defeating the thugs, the PCs piece together clues found in the missing Pathfinder’s room to discover the location of Vaydren’s Might (the sunken ship in which the artifact now lies) as well as the cave where the cutthroats stowed the missing Pathfinder’s body. The PCs may journey to the cave before or after retrieving The Sniper; either way, they must travel to the Flotsam Graveyard outside of Absalom’s harbor and find Vaydren’s Might, which lies beneath another ship, the Iron Tide. After defeating the guards stationed on the wreckage above the water, the PCs make their way through the two sunken ships,fighting underwater against the undead crew of Vaydren’s Might and a band of skum that prowl through the ship’s lowest reaches. The adventure ends with a climactic battle against a treacherous Pathfinder and the ghost of Vaydren himself.
Pathfinders involved: - Anferno - Misuto Mori - Groin Greenleaf - Sherazhina Basarab
The events are similar to the summary except that they did not fight the ghost of Vaydren as Misuto charmed Dargo Mar with her beauty. Managed to convince Dargo Mar to part with the Sniper and almost went on a date with Dargo though it quickly turned to violence once the charm wore off.
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