mikeawmids1
Explorer
Prologue
For the first time since the Plague of Madness reduced Wati to a haunted ruin, the gates of the half-dead city are to be unsealed. The current pharaoh of Osirion, Khemet III (the Ruby Prince) will open the necropolis to attract foreign adventurers (and all their lovely gold) to his arid, desert kingdom. It seems to have had the desired effect, hundreds of explorers, archeologists and straight-up grave robbers have descended upon Wati, eager to fill their pockets with ancient treasure. To intill some pretence of order to this chaos, the temple of Pharasma plan to hold a grand lottery and assign specific sites within the city for each group of adventurers to explore.
On his way to Wati, the young Varisian archeologist Alan Lehenard encounters a half-orc ruffian called Fal Bralti. Alan shares his provisions and explains to Fal what he is doing so far from home. Initially, Fal planned on murdering the milk-faced scholar and stealing his gear, but all his talk of ancient treasure in sealed tombs piques her interest. The next morning, she offers her services as guide and bodyguard. Alan eagerly accepts (not suspecting her true intent to betray him once the loot is in hand) and the two travel on together.
When Alan and Fal arrive in Wati, they find the city packed with other fortune seekers taking part in the lottery. A young ragamuffin called Moshe eyes up Alan's fine attire and fancies him for an easy mark. He dispatches his pet monkey (Hatu-khnum-amen, or just Hatu for short) to distract the archeologist, while Moshe steathily dips into his pocket. Unfortunately, Fal spots the little thief and grabs him by the wrist.
"You have to keep an eye out for little rats like this one here, Master Lehenard." she says, reaching for her knife, "The only sure way to stop their thieving fingers is to cut them off!"
Alan intervenes before Fal can mutilate the child. Instead of handing the young thief (and his monkey) over to the guards, he offers the lad a job as his valet. Moshe has no idea what that entails, but it pays better than begging and it's preferable to losing a finger. He accepts! Fal is not best pleased by this development and scowls angrily at her employer, wishing she'd just killed him when she'd had the chance.
Alan and his growing entourage join the long queue of people waiting to register for the grand lottery. Ahead of them is a masked elf in dusty robes, leaning heavily on a gnarled staff of sun-bleached bone. Alan and the elf get talking; his name is Corym Sarnorin and he is afflicted with a bad case of mummy rot. He hopes to find a cure within the necropolis, but the temple of Pharasma is only allowing groups of four to participate in the lottery. The math checks out, Alan and the elf team up to make up the numbers. Fal grows even more irritable as the number of throats she will have to cut before she can steal the treasure continues to increase.
The group register for the grand lottery and are advised to return in the morning, when the gates of the necropolis will be unsealed and they will be allocated their first location to explore.
- - -
Character stats for party at the start of the adventure are included blow, so readers can see how they advance over the course of the Adventure Path.
Alan Lehenard, human archeologist (Novice, 0xp)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigour d6
Pace 6, Parry 5, Toughness 7 (2), Power n/a, Bennies 3/3, Wealth d6
Skills: Academics d8, Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Persuasion d6, Shooting d6, Stealth d6
Languages: Common, Ancient Osirion, two others
Race: Adaptability
Edges: Linguist
Hindrances: Driven (uncover secrets of the past), Loyal, Overconfident
Gear: Thick Leather Jacket/Leggings (AV2; torso, arms/legs), Flintlock Pistol (2d6+1, ROF1, 5/10/20, reload 3), Sword (Str+d6), Survival Kit
Fal Bralti, half-orc thug (Novice, 0xp)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigour d8
Pace 6, Parry 8 (2), Toughness 10 (2), Power n/a, Bennies 3/3, Wealth d6
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d4, Persuasion d4, Riding d4, Shooting d6, Stealth d6, Survival d4
Languages: Common & Orc
Race: Infravision, Outsider, Strong
Edges: Brawny, Brawler
Hindrances: Ruthless, Greedy
Gear: Warhammer (Str+d6, Ap1), Medium Shield (PR+2, CVR-2), Thick Leather Jacket/Leggings/Cap (AV2; torso, arms/legs & head), Survival Kit
Moshe, human urchin (Novice, 0xp)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d4, Vigour d6
Pace 6, Parry 4, Toughness 5 (1), Power n/a, Bennies 5/5, Wealth d4
Skills: Athletics d6, Common Knowledge d4, Fighting d4, Notice d4, Performance d4, Persuasion d6, Stealth d6, Survival d4, Taunt d6, Thievery d6
Languages: Common
Race: Adaptability
Edges: Beast Bond Beast Master (pet monkey Hatu-khnum-amen)
Hindrances: Curious, Poverty, Young & Small
Gear: Dagger (Str+d4), Sling (Str+d4, 4/8/16), Rags (cloth, AV1; torso & legs)
Corym Sarnorin, elf wizard (Novice, 0xp)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigour d4
Pace 6, Parry 5 (1), Toughness 5 (1), Power 15/15, Bennies 3/3, Wealth d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Fighting d4, Notice d6, Occult d6, Persuasion d4, Spellcasting d10, Stealth d6
Languages: Common & Elven
Race: Agile, All Thumbs, Low Light Vision
Edges: AB (Magic), Power Points I
Hindrances: Anemic, Arrogant, Ugly
Powers;
Arcane Protection: PP1, dim umber aura around target
Bolt: PP1, eldritch bolt of orange force
Entangle: PP2, summon sarcophagus to contain target
Gear: Staff (Str+d4, 2H, PR+1, reach +1), Robes (AV1; torso, arms/legs & head), Silver Mask, Spellbook, Survival Kit
For the first time since the Plague of Madness reduced Wati to a haunted ruin, the gates of the half-dead city are to be unsealed. The current pharaoh of Osirion, Khemet III (the Ruby Prince) will open the necropolis to attract foreign adventurers (and all their lovely gold) to his arid, desert kingdom. It seems to have had the desired effect, hundreds of explorers, archeologists and straight-up grave robbers have descended upon Wati, eager to fill their pockets with ancient treasure. To intill some pretence of order to this chaos, the temple of Pharasma plan to hold a grand lottery and assign specific sites within the city for each group of adventurers to explore.
On his way to Wati, the young Varisian archeologist Alan Lehenard encounters a half-orc ruffian called Fal Bralti. Alan shares his provisions and explains to Fal what he is doing so far from home. Initially, Fal planned on murdering the milk-faced scholar and stealing his gear, but all his talk of ancient treasure in sealed tombs piques her interest. The next morning, she offers her services as guide and bodyguard. Alan eagerly accepts (not suspecting her true intent to betray him once the loot is in hand) and the two travel on together.
When Alan and Fal arrive in Wati, they find the city packed with other fortune seekers taking part in the lottery. A young ragamuffin called Moshe eyes up Alan's fine attire and fancies him for an easy mark. He dispatches his pet monkey (Hatu-khnum-amen, or just Hatu for short) to distract the archeologist, while Moshe steathily dips into his pocket. Unfortunately, Fal spots the little thief and grabs him by the wrist.
"You have to keep an eye out for little rats like this one here, Master Lehenard." she says, reaching for her knife, "The only sure way to stop their thieving fingers is to cut them off!"
Alan intervenes before Fal can mutilate the child. Instead of handing the young thief (and his monkey) over to the guards, he offers the lad a job as his valet. Moshe has no idea what that entails, but it pays better than begging and it's preferable to losing a finger. He accepts! Fal is not best pleased by this development and scowls angrily at her employer, wishing she'd just killed him when she'd had the chance.
Alan and his growing entourage join the long queue of people waiting to register for the grand lottery. Ahead of them is a masked elf in dusty robes, leaning heavily on a gnarled staff of sun-bleached bone. Alan and the elf get talking; his name is Corym Sarnorin and he is afflicted with a bad case of mummy rot. He hopes to find a cure within the necropolis, but the temple of Pharasma is only allowing groups of four to participate in the lottery. The math checks out, Alan and the elf team up to make up the numbers. Fal grows even more irritable as the number of throats she will have to cut before she can steal the treasure continues to increase.
The group register for the grand lottery and are advised to return in the morning, when the gates of the necropolis will be unsealed and they will be allocated their first location to explore.
- - -
Character stats for party at the start of the adventure are included blow, so readers can see how they advance over the course of the Adventure Path.
Alan Lehenard, human archeologist (Novice, 0xp)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigour d6
Pace 6, Parry 5, Toughness 7 (2), Power n/a, Bennies 3/3, Wealth d6
Skills: Academics d8, Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Persuasion d6, Shooting d6, Stealth d6
Languages: Common, Ancient Osirion, two others
Race: Adaptability
Edges: Linguist
Hindrances: Driven (uncover secrets of the past), Loyal, Overconfident
Gear: Thick Leather Jacket/Leggings (AV2; torso, arms/legs), Flintlock Pistol (2d6+1, ROF1, 5/10/20, reload 3), Sword (Str+d6), Survival Kit
Fal Bralti, half-orc thug (Novice, 0xp)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigour d8
Pace 6, Parry 8 (2), Toughness 10 (2), Power n/a, Bennies 3/3, Wealth d6
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d4, Persuasion d4, Riding d4, Shooting d6, Stealth d6, Survival d4
Languages: Common & Orc
Race: Infravision, Outsider, Strong
Edges: Brawny, Brawler
Hindrances: Ruthless, Greedy
Gear: Warhammer (Str+d6, Ap1), Medium Shield (PR+2, CVR-2), Thick Leather Jacket/Leggings/Cap (AV2; torso, arms/legs & head), Survival Kit
Moshe, human urchin (Novice, 0xp)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d4, Vigour d6
Pace 6, Parry 4, Toughness 5 (1), Power n/a, Bennies 5/5, Wealth d4
Skills: Athletics d6, Common Knowledge d4, Fighting d4, Notice d4, Performance d4, Persuasion d6, Stealth d6, Survival d4, Taunt d6, Thievery d6
Languages: Common
Race: Adaptability
Edges: Beast Bond Beast Master (pet monkey Hatu-khnum-amen)
Hindrances: Curious, Poverty, Young & Small
Gear: Dagger (Str+d4), Sling (Str+d4, 4/8/16), Rags (cloth, AV1; torso & legs)
Corym Sarnorin, elf wizard (Novice, 0xp)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, Vigour d4
Pace 6, Parry 5 (1), Toughness 5 (1), Power 15/15, Bennies 3/3, Wealth d6
Skills: Academics d6, Athletics d4, Common Knowledge d6, Fighting d4, Notice d6, Occult d6, Persuasion d4, Spellcasting d10, Stealth d6
Languages: Common & Elven
Race: Agile, All Thumbs, Low Light Vision
Edges: AB (Magic), Power Points I
Hindrances: Anemic, Arrogant, Ugly
Powers;
Arcane Protection: PP1, dim umber aura around target
Bolt: PP1, eldritch bolt of orange force
Entangle: PP2, summon sarcophagus to contain target
Gear: Staff (Str+d4, 2H, PR+1, reach +1), Robes (AV1; torso, arms/legs & head), Silver Mask, Spellbook, Survival Kit