Pathfinder - Origin of the Merchant King

Bad touches
In which we cleanse a tainted church and I get touched a lot

Jared found himself at the bottom of a flight of stairs in a dark room. He was able to get back out with little trouble and asked us to head down. We decided to return to the room after searching through the rest of the floor we were on.

I opened the door leading out of the worship chamber. We found more empty cells and a storage chamber, then opened the door at the end of the hall. The room appeared to be a larger living space with an office lined with books. Jared was excited as he started flipping through the histories about the monastery.

As Jared was searching through the books a shade appeared from the corner of the room and attacked me. It’s touch was chilling and sapped by strength. I knew I would be a burden in this fight and had to make room for the cleric and sorcerer to deal with it. The battle was tough, but Keri and Rand were able to disrupt the shadow enough to destroy it. I was severely weakened and would need some rest before I would be able to get back into the fight. Jared managed to find a jeweled holy symbol which we would be able to turn around a tidy profit on.

It was decided we would return to town in order to rest a bit. We received some healing from the temple and I felt nearly back to my normal self.

– Day Passes –

During the night, Jared noticed some additional hair growing around his bite wound. A stroke of discretion passed over him and he didn’t mention the oddity of his bite.

We returned to the monastery in order to cleanse it fully.

We noticed what appeared to be an overgrown garden. I poked at it a bit, but found nothing interesting. Rand burned it to the ground. Close to it we found a gardening room filled with seeds.

We opened the final door on the first floor and found another officiate’s dwelling. Jared stepped in to inspect the books to find they were about gardening in general. He found some books about herbal lore.

The first floor was cleared, so we headed back to the hidden passage.

I lead the way down the steps and turned the corner.

Darts shot out of the wall, harrying us as we made our way through the halls. Keri was distraught, but I knew we would have to push through the traps in order to get to the bottom of this hidden chamber.

At the end of the all we found a well lit chamber. Within we found a puzzle. Tiles with letters carved into them were laid into the floor and this riddle was carved into the wall.

Don’t grow to attached to this thing.
Without it you will never even know it is gone.
But be careful wanderer, it is much easier to lose on this soil.

We were stumped. After some work, I eventually poked “L” with Jared’s cudgel. Nothing happened, so I step on it. I then poked the adjacent “E” and flames shot out of it. I decided to leap to the “I” and was safe upon it. “LI” was a good start, but we still didn’t know what the answer was. Eventually, with a bit of burning and horribleness, I made my way across and spelled out “LIFE”.

Seeing me get across, Jared nimbly made his way over. Rand got over easily, but Keri stumbled when leaping to the “E” at the end of the puzzle. The flames consumed him and he passed out as the pain was too much to bear. I pulled him out of the fire, and we resuscitated him.

We entered the tunnel, and Keri was waiting for more of “my” darts to stab him. At the end we found locked iron doors. Jared attempted to pick the lock, but was unsuccessful. I stepped back and kicked the doors into the to reveal a room with an enormous alter.

Upon the door was a small demon with ram’s horns.

“Excellent, you have finally made it!”, the demon cackled.

Skeletons closed in on us and feebly attacked. I smashed one to pieces and pushed Jared back into the hall out of danger. The imp blinked out of sight as I bashed the skeletons, then appeared behind us and attacked Jared. The alchemist was prepared for the attack and was nipped lightly. His counter attack was much more devastating as he clawed at Jared.

Keri rushed to his brother’s side to fight off the demon. As the brothers fought off the imp, Rand and I battered the skeletons into dust. I turned by attention to the imp. Jared was knocked unconscious by the imp. We finally fought the demon into a corner and Jared was able to destroy it after Keri healed him.

“My master will meet you one day,” the imp choked out as it faded away.

Upon searching the altar room, we found a demonic idol that would fetch some gold along with a potion, a scroll, and a hat.

We headed back to the temple in order to get Jared’s curse removed.

– Day Passes –

"But I feel just fine!"
In which our heroes decided to save Jared from lycanthrope

Jared informed us we had killed a werewolf, but he might turn into one because he was a bitten. Rand was able to tell us more about the disease, specifically that we would have to find a powerful cleric or a potion within three days.

We dug around for the Relic of Antimar and found it. In addition to the Relic of Antimar, we found a cloak (Cloak of Resistance +1) and a mace of excellent make. After some discussion, we decided to investigate the relic and send the brothers to speak with Keri’s order about curing a curse.

Rand and I checked out a previous contact. The man didn’t know what the artifact was for, but he did read about it being some kind of dwarven relic. Supposedly, the power of the relic is generated by the battles that were fought over it.

Keri returned to the temple he was raised at. He was glad and heartened to see his former teachers. After some small talk, he brought up the filth fever and curse Jared was saddled with. The cleric gave Keri directions to the Temple of Sarenre to meet a great healer named Maxim.

Meanwhile, Jared returned to Old Mad Barry to talk about his curse that he may have. After some crazy talk between the two, and a review of his findings. Jared handed Barry a vial of caviar, which pleased the crazy old man. When Jared mentioned being bitten by a werewolf, Barry’s eyes lit up. He checked Jared over, poked at the wound and took a sample of blood.

While Jared was being examined, Keri made his way to the Temple of Sarenre to find Maxim. He was ushered in to meet Maxim at the mention of lycanthrope. The healer was a wise old man who liked to talk very slowly. In order to get the blessing, Maxim asked that Keri investigate the Harrowfort Monastery which was dedicated to the god Abadar. Many years ago, something had happened at the monastery. In order to stave off the curse, Keri was given a vial of liquid which Jared could take.

Jared awoke and Barry sent him on his way.

We all met at the inn after a few hours.

Jared and I went to the temple of Iomade to cure our filth fever. While we did that, Keri and Rand went looking for a dwarf to ask about the Relic of Antimar. The dwarves they found didn’t know about the relic. They also looked through the library, but came up with nothing.

We then decided it would be more important to get Jared healed, so we rested for the night and headed off to the monastery.

– Day Passes –

We arrived at the monastery. It was a fairly large building with two stories that was made of stone. Some windows were located on the building, but many of them were blocked with boards and refuse. The finely carved doors had been defaced, but they were still sealed.

I checked the door to see if it was unlocked, but it was barred. I kicked the door in and the doors burst open to reveal a dimly lit entryway. Rotted benches lined the walls covered in a film of dust. Keri and Rand spotted some odd marks in the dust which looked like trails weaving through the dust.

Jared immediately wandered off to find out where the trails were coming from. I followed and the light from my sword spilled onto the hallway. Several dismembered hands crawled from the hallway towards us. Upon killing one of the hands it exploded into puss which was disgusting and horrifically damaging. Turns out smashing the hands keeps them from exploding, and we defeated them.

We started down the hallway and found it was lined with monastic cells. Rotted sleeping mats, rats, trash and other detritus was within the cells. The second cell held two zombies, but nothing of note. In the corner was a larger office-like room. The books were rotting and filled with information about Abbadar. We did find a locked drawer. I attempted to pull it out, but pulled the handle off. Jared attempted to pick the lock, but was unable to. We decided to to smash it open. Within we found a crumbling parchment and a black velvet bag. Within the bag were a handful of gems which I handed over to Jared.

We then opened up a storeroom which was full of rotted dry goods. Keri found well preserved rations within the storeroom. Further down the hall we found a room that was at one time a mess hall filled with skeletons. The champion skeleton proved to be difficult, but Rand blasted it with some disruption to finish it off. After the fight, we found a breastplate, a heavy steel shield, and a masterwork longsword.

We then headed into the large chamber of worship. After a bit of searching Jared disappeared from the room as he stumbled upon a hidden staircase.

Getting the heck out of Oregent
In which we fake a murder and negotiate with evil dwarves

We discussed what we would do. Felstad tasked us to kill Tristan Corvair, but we were not interested in this sort of deal. We would meet Tristan in the morning.

– Day Passes –

We made our way to Tristan’s business and I strode through the door of the antiquities dealer shop. It wasn’t a large store, and fairly plain. A half-orc stood by a door to the back, and a halfling running the counter.

In order to get in, we said we were buying. We checked our weapons and headed into the sales floor. The room we entered was much larger and better lit. Showcases abound, weapons, armor, rings, wands, all sorts of interesting looking equipment. Tristan and a young man were speaking with another customer.

We spoke with Edward and told him we’d wait to speak with Tristan. Jared embarked on a small journey to find books about alchemy and came up with a single tome.

Tristan finished his business with the customer and met with us. Keri asked for a private place to talk and he took us to a room and shut the door.

“We have reason to believe your life is in danger,” Keri told him.

We gave him the names Felstad and Widesman, the later he was familiar with. We discussed the details of why Felstad wanted us to kill Tristan. After some talking, Tristan told us he had acquired a scrying device and assumed it was similar to other types of items he had found. After acquiring it the wizard he had on retainer, Richard Jackson, checked out the device. When the wizard attempted to interface with the stone, he found it had the ability to store things. They say what appeared to be a scrying session involving Widesman giving the order to kill a city councilman, Dr. Nicolas Claws. The councilman was killed nearly a year ago.

Tristan believes there are members of the city guard on his payroll. He also believes he is part of some sort of organized crime.

His plan was to run from Widesman and abandon his shop. He trusts Eduard and the halfling, Krem.

We started to formulate a plan to fake Tristan’s death. Turns out, Tristan has a piece of jewelry that has been passed down in his family for hundreds of years. All we’d have to do is turn up some bodies and blow the shop up.

With our plan in place, we headed over to the mortuary to find a body. Bran was sent in to claim the body of his “half-brother Jared.” Bran was rather flip as he negotiated with the morose caretaker, and headed in to identify one of the John Doe’s in the back.

The next step was to find a way to get Tristan out of the city. We brainstormed and decided to smuggle Tristan out in a box full of “loot” rather than find smugglers to get him out.

– Day Passes –

The next day we returned to Tristan’s while Jared worked on making a bomb. Eduard lead us back to the conference room and we spoke with Tristan again. Other options to get out came up, either through an old sewer that runs under the show room, or through the roof. Tristan brought out items we would “loot” the next day, and describe the orb.

We went next door to the rug shop. I tried to talk my way up to the roof, but got tired of dealing with the rug dealer and just threw money at him.

– Day Passes –

We headed out, rug and bomb in hand. Keri headed over to Tristan’s to wait for us. We picked up the body and headed over to the shop.

Bomb. Body. Rug.

We approached the door and I kicked the door in. We placed the body near the bomb, and I stabbed it a few times for good measure. The fuse was set and the brothers headed out the front door while Rand and I took Tristan to the roof where we rolled him up. We made our way out the roof and headed out the back of the rug dealer’s place.

Everything seemed to be going well. Tristan was sent out with the brothers and Rand and I went to speak with Widesman. At the gate gave the butler the necklace. He handed us money, which I kicked at him and as he walked away I spat in his tracks. We then met up with the brothers and Tristan outside of town.

We then decided to head back to Olfden.

– Day Passes –
– Day Passes –

We arrived in Olfden in the evening.

Rand went to check on Alissa to see how she was doing. She was happy to see Rand, and invited herself out to dinner with him. We poked around town and found the duergars were still an issue.

We met with a shady character who was interested in the duergar who appeared to be moving in to the east of town. We agreed to talk with the duergar in the morning.

– Day Passes –

We took a 2-3 hour walk out to the hills to speak with the gray dwarves.

The dwarves had put up an 8’ tall fence. Keri cast Detect Evil so he could see evil as we were dealing with the dwarves. We asked to meet with the head of the settlement. Based on my estimate, there were 5-10 dwarves.

Apparantly, a citizen of Olfden stole the Relic of Antimar, Hasad Walker.

We went back to speak with our contact, and were given an offer of 100gp for the removal of the duergar.

Rather than going and gutting the dirty dwarves, we looked for Hasad Walker. After a few hours, Rand turned up a woman who had seen Hasad Walker’s mausoleum. We headed over there to see if there was anything of note.

We quickly found the mausoleum, and Jared found a trap door within. Upon opening the door…

Skeletons burst from the walls of the tomb!

We quickly dispatched the skeletons and headed down the shaft below the trap door.

At the bottom we found a rough, hewn stone corridor. I lead the way down the corridor when we ran upon a swarm of rats!

Jared and I contracted filth fever from the rats. In two days, the fever would set in.

We continued down the tunnel and found Hasad hiding at the end of it. After a short talk, Keri prodded me enough that I pulled my sword to slay whatever Hasad was (werewolf).

Finally, I tripped him and Jared was able to kill him off.

Five for Dinner
In which we get cooked, then cooked for.

Jared was blown to smithereens, but the rest of us took minimal damage.

Keri quickly channeled energy to heal us. Rand inspected the driver of the wagon and it turned out to be Alissa from the clerk’s artist. Keri healed everyone again and kept her from dying. Black powder must have caused the explosion.

After we escape from the burning warehouse Alissa awakes. Turns out she was kidnapped and placed on the wagon. We took her home and headed over to Felstad’s place.

Once there, Felstad didn’t answer the door, so I busted it in. We made our way up to his apartment and I kicked that door in as well. Inside we made our way into the bedroom and didn’t find him. The next room was a kitchen. Finally, we came to an office which looked like someone had cleared out very quickly. Fortunately, we found scraps of paper left behind in a waste basket.

“34” “mis” “ay” “ore” “w” “ty” “e” “71” “nt”

As we were pouring over the scraps of paper the town watch entered. We placed our weapons on the ground and agreed to turn ourselves in on charges of breaking and entering. Graddick and Keri got into a small disagreement about what to do with Toad, but Graddock eventually relented and put Toad back down.

We were placed in a cell and Keri was taken away for questioning. Keri was grilled about what he does and was asked for references. He told the watch we were checking on Felstad because we were afraid he was in danger. He let a little white lie slip, but his conscience got the best of him and he amended his story to include the explosion.

“And then you rummaged around in his living quarters?”

“Mmm hmm,” grunted Keri.

When asked for a leader of the group, Keri told him he obviously wasn’t it.

They then took me in for questioning, which was fairly routine.

Rand was then taken. When asked his name, watch recognized his father’s name. He turned over the name Remus Fitz. He then recounted our daring adventures at length to the watch. With no prompting he spilled out everything we had done up until that point.

“Is there a ringleader?”

“A ringleader implies criminal activity, so I’d say there isn’t one,” Rand replied.

Graddick was then taken in and immediately confronted with resisting arrest. He tried to explain how Toad is his “pet.” The watch took a hard tack with him and really tried to pry out some details about what we’re doing and who we’re working for.

“Who is in charge?”

“You know, I’m starting to question that. Arnok’s will is what we do,” Gradlock eventually concluded.

He backed up Keri’s sentiment of alerting the authorities. Then he continued on with our story of how we found the papers and kept rambling about how we could have stolen everything from Felstad.

Finally, Jared was taken in. His brotherly relationship with Keri came up immediately. His occupation as Mad Barry’s apprentice cast a poor color upon his character. He then talked about bombs and was taken for a full cavity search.

They then came back for me. I told them I was employed by Jared and they sent me back in order to speak with him again.

Jared started going on about the duergar we might take on.

“The duergar may have stuff that I want!” Jared exclaimed.

“Stuff that you want?” the watch murmered.

Jared then passed the leadership icon over to Keri. They tossed him back in the cell and we spent the rest of the night in lock-up.

- Day Passes -

In the morning we were let go. Rand received a message from his father expressing his disappointment.

We made our way over to a cartographer’s in order to search for a map. Rand went back with the cartographer to look for a Misty Way, possibly in Oregent. After a search through their archives he was able to locate Misty Way in the city. Looks like we’ll be on our way after Felstad.

We then decided to walk to Oregent as we were a bit low on funds and couldn’t afford enough horses to get there. I threw my armor into the mule’s pack.

The first night a wolf leapt out of the darkness and narrowly missed me. My startled yell awoke my companions, and we fought off the beasts.

- Day Passes -

We made our way or Oregent and found an inn to stay at.

- Day Passes -

In the morning we made our way out into town in order to look for the address we got from the papers. We started our way from 11000 Misty Way and headed toward 7000 or 3000. As we made our way through town the buildings became much fancier and opulent. We hit 7134 which was a walled in property with a gate.

Gladloc made his way over to some of the locals to inquire about the address we were at. They were not very helpful, other than it was likely a residence of someone here. Gaddrock then stuck Toad through the gate and reported a sense of awe. Eventually we find out Mr. Widesman lives in the house from passersby.

We then made our way to 3471, which was a nice house with not wall or gate. Keri knocked at the door while I went around back. An elderly woman answered the door, Ms. Buchanan. Her husband works in the mayor’s office.

We decided the more opulent residence was more likely our target. Graddink and Rand made off to find the merchant’s guild to find information about Felstad. I stayed with the brothers and watched over the house. Grabbock picked up a trail that led back to Olfden, which wasn’t leading anywhere. They then started asking about Remus Fitz, but to no avail.

There was no activity at the house, but a wagon pulled up as we were watching. We tailed the wagon for a bit. They work for Rackman Inc. We slipped 10gp to the wagon driver in exchange for the order.




Deliver to: Mr. Widesman

Rand was sent in to speak with Rackman Inc. He was unable to get any information about Felstad, but was able to confirm the delivery to Widesman. Much discussion ensued.

We eventually decided to speak with the Watch first. Keri asked for the captain and was rebuffed, but Lt. Albertson would be able to assist us. We wait for 35 minutes for the lieutenant to meet with us. Upon saying we were from Olfden he escorted us to a quiet room to take our statement. Grabok went through the long and entire history of our situation. Lt. Albertson was intrigued by the tale and would have an investigator dispatched to the residence.

Keri and I stayed outside the house, but no investigators showed up.

- Day Passes-

Mid-morning, watchmen make their way to the gate while Keri and I sleep for a bit. They were in the house for close to an hour and left. Eventually the Watch shows up at our door to deliver an invitation from Mr. Widesman for dinner.

We were let into the gate for dinner.

“Five for dinner. Excelsior,” the servant muttered.

We waited in the dinner and once dinner was served Felstad entered the room. We sat for dinner with Felstad/Widesman, but only Rand and Gladik ate with him.

Rand put the question to him about putting Alissa in danger, and he said she was a pawn.

The choice he posed to us was to a) run for our lives, b) do a job for him, or c) suffer the consequences.

After further discussion, we agreed to do the job. We were escorted out.

Funny Happenings in the Warehouse
In which we pick up a thread of conspiracy.

Resupplied, bought a mule.

Inquiring about bandits that are ambushing merchant’s wagons. Precious metals, gems. Inside job? Probably not, fired entire staff and has all new employees. Manifest is filed with the city, but other merchants have been targeted. Bandits seem to have deep numbers, and overwhelm the guards that are assigned to shipments.

Alissa files a manifest that we will be delivering gems, platinum, and other materials. Will be shipped the next day.

- Day Passes -

Rand was stowed in the wagon, a clever ruse.

As we traveled, something attempted to grab Jared!

Bandits charge out of the woods!

We dispatch the bandits, and Graddock charms one of them to glean some information. Who’s the boss? Rickman. He leads the band of bandits, there are about 12 of them, but we’ve killed five. Once we found out where the bandits were at, I figured we’d gotten enough out of the bandit that had been charmed and knocked him unconscious. We then donned the bandits’ cloaks and made our way to their camp.

We made our way up a path to the top of a small plateau. Two guards were standing outside a rickety gate. Rand attempted to bluff our way in, but the guards were skeptical so he blasted them with burning hands and we leapt into action.

We slew them and only Rickman was left saddling his horse.

I told him to stand down, and he stepped away from the horse.

“What are you doing here?” asked Keri.

We bantered a bit, but Rickman had information we could use about how they were getting information on the wagons. After much discussion, we let him go, but we did come away with the name of his contact, Remus Fitz, and the location and time of his next meet.

We returned to the merchant, Felstan, to report the news and return his gold.

We then rested and prepared for the meet.

- Day Passes -

I spent my day staking out the warehouse, but nothing of note happened. Everyone else spent their time scouring for information on Remus Fitz.

Graddock made his way around town trying to track down Fitz, but came up with nothing.

That night Jared picked the lock and we waited within for Fitz to show up. Jared posed as the bandit leader.

Just before midnight, a wagon enters the warehouse and we all wait in suspense to see if the ruse works. Jared waves to the cart as it enters.

Then nothing.

Jared waits.

Finally, Jared moves toward the wagon and gets right next to it. He sees the driver’s hands are tied.


Heroes Assemble!
In which the group gathers with little information recorded.

Destroyed earth elemental infestation, borrowed horse and cart.

Delivered goods to farmer, slaughtered goblins.

– Two Days Pass –


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