While I've been waiting for an assignment, I've spent time at the Serpent's Run, trying to make some coin and keep me skills up. It started fun, but the nature of the stadium was overly safe, I constantly felt like I was being held back. I did get pretty good at using two weapons in addition to my tailspike though.
At last! Sheila Heidmarch, the local contact, known as a Venture Captain, here in Magnimar, has sent out letters of opportunity to any willing to respond. I'm heading that way after I write this. She would like me to be at Heidmarch Manor on the east side of town an hour before noon, but I'll get there early, just to be sure.
Five others answered the call Sheila sent out, a motley crew to be sure. First impressions make a lasting mark, here is what I've observed of this group.
- Cualli, a lizardman whose place in the world is in the natural Druidic arts, seems very much the outsider, much like meself. One of the humans berated him with questions about the carnivorous nature of lizard folk. While not quite as impartial as Cualli seems towards death, I respect his people's commitment towards letting no edibles go to waste.
- Viq Tix, a human whose skills make me imagine he's of the rogue variety, was the aggressor towards Cualli. While not physically violent, he definitely has a grudge against those who are not of his "race." Not all humans are this way, but here is one.
- Divine, a holy aasimar wielding the mantle of a Paladin, seems quick to pass and hand out judgement. The world is black and white to her, good and evil, without room for space in between. People like this need to be carefully watched, they tend to be quick to provoke those who live in the gray.
- Aurora Bayleaf looks human at first, but there is a gaunt, not quite sickly nature to her that's hard to pin down. I believe her to be a dhampir, the offspring of a vampire and human, but I cannot be sure of that. She is very quiet.
- Jason the Red, another human in the group, is also quiet and hard to judge. He may be a Fighter, possibly a Ranger, but he has yet to show his true nature to meself and the rest of the company.
Shortly after meeting up, Sheila gave us a puzzlebox to test our wits, something I'd helped recover a week ago in my first efforts to join with the Pathfinder Society. Despite me best efforts, I'd been unable to open the box, as it was magically sealed.
The group figured out that the runes on the box could be rearranged, swapping one letter position with another. I believe it was Divine that solved this mystery, swapping the letters to spell "Lucre," a term I'm told refers to money. Cracking open the box, Cualli shouted a warning to "run," a moment before some magical effect happened. Two, dog-like creatures appeared amongst the group, Pugwampi's we'd later find out. Armed with daggers and savage temperaments, they proceeded to ravage the room and destroy anything nearby.
Cualli blinded one with a ball of mud, I then disarmed and dispatched it. We definitely are a ragtag bunch, as the second creature took a bit to take down, and several of the company ran out of the room for lack of better options. They went to summon Sheila, whom had left us on our own. A good idea, but may dispatching the threat should have taken priority. Either way, the Pugwampi's were both killed and had disappeared by the time we reconvened.
Sheila approved of our quick reactions to dispel the threat, and set us about our true mission: Natalia Vancaskerkin, a contact for the Pathfinder Society to the Skizzarian Gang, has gone missing. She may have absconded with a valuable artifact. Mrs. Heidmarch would like us to
- Figure out what item has been taken
- Find and return Natalia Vancaskerkin, preferably alive
- Keep secret Mrs. Vancaskerkin's true relationship with the Society.
- Our reward will be 500 gold coin, doubled if we can manage to bring Natalia back alive.
- We've been told there are six parts to the Skizzarian Gang: the Creepers, The Gallowed, the Washside Ringers, the Ragwash Gang, the Dolands, and the Towergirls.
- Lastly, we were given a name, The Amazing Zorgath, and a location, Washer's Row, as a potential lead for Mrs. Vancaskerkin's current whereabouts.
Cualli went out to the local garrison to see if Mrs. Vancaskerkin has been taken in by the town watch. We later learned, when next we met up with him, that the guard did not have her, but recommended looking in the Underbridge region of town, an area under the claim of the Towergirls.
Meanwhile, the rest of us went first to a market to appraise items we were given from inside Mrs. Heidmarch's puzzlebox. We exchanged several gems and coin to discover the nature of a ring we are carrying. It is a Ring of Feather Fall, and I'm honored that my new company has seen fit to allow me to carry it. We left, gave a small offering at the Our Lady of Blessed Waters statuary, and proceeded to Washer's Row.
Gypsies, carnies, and gang members make up this area. Viq Tix seemed to take point at this point, buying in to the Amazing Zorgath's schemes, presumably to get on his good side. Viq took some powder from him, some manner of intoxicant, and began questioning... everyone. He challenged everyone in the company to arm wrestling contests, then random strangers on the street, and didn't calm down until he had been beaten. He then began harassing folks, including one child, for information. The results were two-fold: one, we discovered for ourselves that we should be searching in the Underbridge district, and two, we were forcibly removed from Washer's Row and told not to come back. Our reputation seems to have taken a fall among that portion of the gang.
Getting to the Underbridge district, we were clued in to meet up with a few of the lowly laymen nearby. Following the lead, we ended up outside of a warehouse, where we hope to find Natalia inside, unharmed if the gods smile upon us. I see a couple of thugs coming out now, by the looks of the situation this is about to get hairy. Will write more later.
-Skrivven Alone