The Third Riddle
As I was scribing my trip to the Veduran Forest, there was a knock on my door. “As the Dawn, you are welcomed. Please enter.” I called, closing my tome and setting down my quill. The door opened and a Pathfinder initiate dressed in a gray smock entered. Prarvel or something was his name, I’d seen him around the Grand Lodge of Absalom but never spoken to him. “Pardon the interruption m’lady, but Venture-Captain Hestram bid me to summon you.”
From the private quarters to the meeting hall is only a few minutes stroll across the grounds of the Grand Lodge, headquarters of the Pathfinder Society. Indeed the Lodge in Absalom is the grandest in all of Golarion, a hub of Society activity as well as initiate training. A meeting with a Venture-Captain is not uncommon, but to be summoned alone certainly was interesting. Having known Venture-Captain Hestram a number of years, and trained under him while here at the Lodge I knew him to be a man of seriousness and dedication to the Pathfinders. As I entered the meeting hall, he was speaking to a young Osirion who recently completed the Confirmation and become a fully commissioned Pathfinder. “Go to the docks and see that the Korvosan captain will be ready come daybreak.” Hestram was telling the Osirion, he looked to me and said “Ah Kuduro, excellent! Let me introduce you to Brother Asim. Brother Asim meet Kuduro al-Lazuri Daughter of the Dawn.” We both nodded a greeting to each other. Asim said “A pleasure, m’lady. If you’ll both please excuse me” with a half bow and was gone.
“Kuduro,” Venture-Captain Hestram began, “we’ve received a disturbing report from the Lodge in the Osirion capital, Sothis. Senior Pathfinder Colm Safan made a wonderful discovery in the ancient Osirion libraries, after many years of research. He’s uncovered the location of the Ravenous Sphinx, believed to be the resting place of the wizard-priest Mektep-Han. Colm set out months ago with a caravan and a work crew but he’s gone missing.” Colm was a Pathfinder scholar of great renown; many of the ancient Osirion texts we studied were found or translated by him. Hestram continued, “It seems that the Sphinx is indeed hungry and perhaps it’s appetite has claimed one of ours. You have shown great skill during your last two missions, helping to secure a new Lodge in Taldor at the Railford Distillery and returning the Lore Stone from the Veduran Forest. Beyond your skill you’ve also shown leadership, and thus the Ten have chosen you to lead a group of newly Confirmed Pathfinders to discover what fate has befallen Safan. Anything else you learn about the Sphinx will aid in the Society’s understanding of ancient Osirion. When you arrive in Sothis speak with Venture-Captain Norden Balentiir at the Lodge, he will be able to provide you with maps and local contacts to get your team underway. The Dawn will break the night.” Hestram opens his hands palm up toward me.
“Of course Venture-Captain. It is my honor to be chosen by the Ten for such a mission. By the Light and the Truth we will find Pathfinder Safan.” I said. “What of my companions Sakell and Jozen?”
“It is the will of the Ten that the others travel a different path, one which will take them into Qadira.” Hestram said, knowing my discomfort talking about my homeland.
“Yes Venture-Captain,” I could feel my anger rising quickly even at the mention of Qadira. “It probably would be best if I did not travel…there.” A flashback raced to the surface of my memory. The horses. The blood. The sword. The flames. “It seems we will each be having our own kind of fun in the desert. Asim will be part of my team and we will leave with the Dawnflower’s blessing?”
“Indeed Daughter of the Dawn, that is correct.” Hestram smiled. “The rest of your team is comprised of a pair of half-orc half-brothers, if you can fathom such a thing. Havok, a barbarian and Sharanam, a holy man. Talathel is an elven scout whose talents you may find useful, and Lia the light-fingered. Her skills will likely be of the most use if even half of what we know about ancient Osirion burial customs are to be believed! They have already been instructed to assemble at the docks in the morning.”
“I will make my preparations then.” With a head nod I turn and take my leave.
At the beginning of September I started doing something that I had not done in many, many years. I started role playing again. A large part of my youth was dedicated to role playing games. Almost always I was the Dungeon Master, in charge of the adventure. There are some times where I was a player and someone else was the Dungeon Master, but it was a rare thing indeed. One of my co-workers is a big gamer and we had been talking off and on about getting some kind of role playing group started. He knew a bunch of other guys, and we started playing under the Pathfinder Role Playing Game, which is some kind of offshoot of 3.5 Dungeons and Dragons rules. More specifically we started playing Pathfinder Society Organized Play events. These are a more strictly controlled set of adventures where in theory characters from different play groups should be easily exchangeable as they all follow the same base line rules about experience gaining and treasure, magical items etc. It was fun and interesting and of course awoke the old Dungeon Master in me.
I have thought about starting to run Organized Play events myself, but I believe ultimately that I will find the rails as a DM too much of a hindrance rather than a boon. So instead I started doing my research for creating my own homebrew game. I have laid out the story arc in my mind’s eye and started thinking about the individual adventures which will comprise it. I have also been thinking about running the games at a local game shop and making it slightly more ‘open’ to outside players. This seems like a nice space to share information about the genesis of this game as well as details from the adventures themselves.
Without further preamble I present…
Slaves of the Mwangi
The Mwangi Expanse is a relatively misunderstood and uncharted area within Golarion. Filled with jungles, mountains, beasts of all kinds and the tribes of Mwangi, there is little in the way of organized government or society as most from the Inner Sea region would understand it. The players will begin their journey in Kalabuto in Sargava, a former colony of the Empire of Cheliax. Kalabuto is a town on the verge of a full rebellion from Baron Utilinus. The underclass of Kalabuto is almost entirely made up of the Mwangi tribesmen and under the sway of Mzali and it’s Child-God ruler Walkena they will soon cast off their oppressors. This is the backdrop for a meeting of Chelish Binders known as the Sons of Dziak.

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