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When Paizo first came out with their new Pathfinder RPG my players chipped in and purchased an ongoing subscription to the Adventure Path module series that came out on a monthly basis. It was soon obvious that the modules were going to come out much faster than I could run my players through them, so I eventually cancelled the subscription when I had amassed so many unused adventures (ending at Kingmaker). But many of those APs had some high quality content and I wanted to use them in the home brew campaign whenever I could. 

For the next chapter of RotP, I decided to take the party into the Darklands so I used some of the maps from Second Darkness and the flavor of the Darklands to provide the proper atmosphere. The party was only going to dabble in the Darklands, so details were not as necessary but fun to describe.

The Collector

 

Previous Background from Life After Death:

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Recently, the Technic League of Numeria hired renowned Pathfinder Polivar Barmantle to find and recover an artifact that researchers had recently discovered amongst the ancient maps of the area. His target was the well-guarded mountain of metal ruin known as Silver Mount. Word began to spread of the expedition, in part because of the importance of the artifact they were seeking; an alien device that has the ability to grant immortality. The Technic league carefully left out the important detail that the artifact was actually a failed experiment. So when Polivar succeeded in his quest, and subsequently fell victim to a clever trap on his way out, the scrying eye of Po and Abel were able to complete the retrieval for their own purposes. In addition to the device, they were able to retrieve some documents of Numerian origin as well. Now they must find a way to decipher the writing and unlock the artifact’s secrets.

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Synopsis of Adventure:

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The Ruby Prince has tasked Abel with finding a very rare Numerian artifact. Abel is using the search for a power source for Roga’s Starsword as a convenient excuse to also search for his master’s prize.

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When Abel recovered the “Immortality Device” he also procured a ‘user manual’ for Roga to study and decipher, which allowed him and Po to use the device properly as well as discover its secret purpose. After that adventure, Abel and Po devised a clever, but laborious way to search for more Numerian artifacts using the dead Pathfinder’s associations. They covertly monitored and scryed Polivar’s known contacts, many of whom were in the Pathfinder Society and began to compile a list of possible collectors of Numerian trinkets. As it turned out, they discovered that a secretive group met regularly in Absalom to trade items and secrets about their shared obsession. They know that the Technic League would break them up if discovered (or worse) so they are very diligent about keeping a low profile. They even go so far as to cast non-detection on themselves during their meetings. However, there is no protection outside of these meetings and Abel and Po have been spending a lot of time following these strange people to gather clues. Po will sometimes even teleport to their location and conduct some in-person investigations. It was during one of these investigations that Po learned of a special ‘guest’ coming to one their next meetings, a drow elf! He had some Darklands items to trade for several Numerian artifacts. At no small risk to himself, Po wasted no time in tracking this strange newcomer. Eventually, by eavesdropping on conversations and making careful observations he was able to magically trace the dark elf back into the Darklands and discovered the city from which he hailed. The dark elf, a fellow by the name of Yeetugh has apparently amassed one of the largest collections of Numerian items known and from his stories, there is a very good chance that he has the two things that Abel seeks.

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Abel has devised a way for the group to get into the great Drow capital city of Zirnakaynin where Yeetugh resides. He is going to work a deal with an old business associate named Keltir Arinna, proprietor of Arinna’s Wagon, a mobile magical marketplace. He is offering her something of high value in return for taking his associates safely with her on a rare visit to the Drow city of Zirnakaynin. Once there, the group will need to find their own way home, or wait the week that Arinna plans to be there. She knows that the group may get into trouble and will disavow any knowledge of their activities and ‘throw them under the cart’ to save her own business reputation.
 

Part 1: Abel’s Update

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When the group returns from the Wildwood Lodge, they will probably want to collect their commissioned items then return to the ship which is still docked in Korholm. Once they have had a chance to report in and tell Abel their stories (he is especially attentive if they tell him about the Tree), Abel will ask if they need more time in town. He can agree to wait for a day or two, but that they must leave soon to meet someone.  He will invite them to a private dinner aboard the ship where Po goes to great lengths to cast several non-detection spells (“you can never be too careful”). The food is extra tasty and the drink is extra strong and fine. He seems very pleased with the group’s stories and progress. Eventually, if it not brought up already, he will discuss the issue of Roga’s sword and will spin the tale and what he has found, filing in any details if asked. He smiles when he hears about the timely departure of Hygan, which he orchestrated perfectly with the help of some pinpoint divining on Lina’s part. 


Abel will account how he and Po have been tracking down Numerian artifacts for a while now and in particular to find a true power gem for Roga’s Starsword. He will recount who Polivar is, how he possibly died and the scrying adventures of Polivar Barmantle’s associates.  He will tell them about the drow Yeetugh and his collection and the plans to get the party into the Darklands.

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Abel will tell the group that he is going to take them to the city of Korvosa on the southern Varisian coast, where they should be able to find Arinna (she will arrive the next day that they get there).  Abel tells the party that she will inform them of how they will get to the Darklands. When they are ready, the Rising Sun will make its nighttime journey.


As far as the group is concerned, the main goal is to find the device that fits into the pommel of the Starsword. He will show them a silverdisk, which Roga may recognize (100gp piece in Numeria) DC10 Local Knowledge. He’ll explain that these items have the ability to hold small amounts of a unique type of energy that can power Numerian artifacts (about 10 uses). The ones used as currency are non-functional/depleted, but the device they are looking for works in a similar way, but doesn’t lose its charge quickly.


If asked about teleportation, he will explain that teleportation underground is risky and teleportation into an area of magic experimenters is suicidal. Plus, many important places are protected from teleportation via non-detection or dimensional lock.

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When the group is getting ready to leave the ship, Po will ‘innocently’ ask one of the group to look for an item that he has seen in his research; a small spherical metallic filigreed ornament about 3” in diameter with a little object inside (he’s not sure what the object is). He is still researching the item (which is not a lie) but says he thinks it may have transportation powers (sort of).
 

I thought I was being sly by introducing the rumor of a major event that takes place in the Adventure Path "Curse of the Crimson Throne" but almost ended up derailing the current plotline by making it a little too 'interesting' to the players.

Oops.
 

Part 2: Homecoming
 

Korvosa has a bustling harbor filled with vessels of all shapes and sizes and flying the colors of many different countries. Originally an outpost of Cheliax, founded 4407AR), Korvosa is the only remaining hereditary monarchy in the region. After Aroden’s death in 4606, there was a civil war in the city and a large part of the population left to found Magnimar, on the far western end of the southern Varisian coast. 


When the Rising Sun pulls into the harbor surrounding Korvosa, they are greeted by a single-masted cog with very official looking people aboard. They will ask the ship’s business (Captain Moody will tell them that they are here to resupply) and will direct them to the proper mooring area. With a DC 15 Per check, someone might spot a pair of Sable Company riders atop hippogriffs flying above.


Balen (or anyone familiar with the city) will note that this type of greeting is not usual. If questioned, the officials will disclose the city is officially in a state of mourning for the recent loss of King Eodred II of the Crimson Throne. His daughter Ileosa Arabasti, is now Queen Ileosa. The citizens seem to be more sullen and downcast than they normally would, although the merchants put on an easy air of cheerfulness for potential customers. Many citizens are wearing dark, bland colors or black armbands. Shrines and temples are congregation points for many people as they seek reassurance that their leaders will keep them in their best interests.
Inquiring around, the party will discover that caravans and wagons typically stay near the entrance/bridge where they will do the most business. Arinna comes to Korvosa once per year and always pulls her troupe into South Shore Square. She is due to arrive in the next few days according to Master Hannover who schedules and makes arrangements for his district’s visiting tradesmen and caravans.


After the group finds lodging for the night, or at some point when they are out and about, maybe in a bar or tavern, they will be noticed by a punk gang that Balen knows from his past. However, the group of ruffians has recently contracted an early version of the disease that will soon be sweeping the city. This one has begun to transform the ruffians into juju zombies.


The leader of the gang is a tall, greasy human named Raf the Gap (named for his missing two front teeth). In the past, Raf used to pick on Balen with his gang of punks backing him up. Every so often, Balen would catch Raf alone and give him a well-deserved beating. So Raf is rarely by himself now and has no problem ganging up on anyone he doesn’t like.


When he first sees Balen, he will call out in a sneering drawl, “Well lookie who decided to come back to the city. And all dressed up for the opera, eh? Pretty little costumes you have on there Balen ‘half-man’. You and your troupe performing on the street for coppers now? Did Captain Roskell finally realize you stink as a snitch?” As he is speaking, Raf is joined by a group of 9 more punks all smiling and making kissing faces at the party. As Raf gets closer, the party may see a few strange cuts and bruises on some of the group (DC16 Per), looking like they had a more recent scrap. The ruffians start to circle the group and draw wicked looking weapons. At the beginning of round 2, a secondary group of 8 more will join Raf.


Raf the Gap: 
Human juju zombie rogue 4
 

Juju Punks:
Human juju zombie rogue 2

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Arinna’s caravan consists of 4 wagons, each looks like a normal, yet brightly colored wagon with a pair of draft horses pulling it. Various items including pots and pans, shovels, staves, lanterns and rope hang haphazardly from the wagon’s edges.


Arinna’s Wagon (the magical market) – Although the wagon looks like the others, Arinna’s cousin Jarley (F14) sits on the buckboard and is in charge of making sure that the rest of the wagons are situated and safe. Arinna may ride next to Jarley but usually spends her time within the wagon. The inside is magically enhanced with extradimensional spaces so it is much larger than it appears from the outside.


Ella and Bella, the twins - Are also closely related cousins of Arinna and have their own wagon where they run their tattooing business. The twins are incredibly pretty women in their late 20’s who also have skills in singing and lute which they use to attract customers and charm the locals. They are talented bards but are also some of the most expert tattooists in Avistan.


Gustan Family – The Gustan’s (Sergei (Sor12), Viktoria (Or11) and their kids, Irina (Sor3) and Kel (P1)) are magical craftsmen. Little Irina (13yo) and Kel (9yo) are accomplished apprentices and can craft simple scrolls as well as assist with their parents who combined, know all magic crafting feats. Their heavy wagon and it’s outboard chests contain all the necessary materials and tools for their crafting needs. 


The Free Spirits – The last wagon in the troupe is the mobile home of Arinna’s “muscle” and the most entertaining members of her group. A trio of free spirits, Zandu (F10), Violetta (Mk11) and Iozif (Rg10) live a wild, excitingly hedonistic life. Extremely charismatic, they are outgoing, boisterous and highly entertaining, shameless flirts. But when anything threatens their ‘family’ they fight with ferocious effectiveness. 


Meeting the Caravan


When Arrina’s troupe of wagons pulls into the caravan grounds, people begin to excitedly point and wave. The wagons travel in order with one person responsible for the team: Iozif (Zandu and Violetta bound off the back as soon as they enter the gates and begin to work the crowds deeper in the city), Bella (Ella is inside), Sergei (the family is inside) and Jarley (Arinna is inside). If anyone approaches as they pull up, the group will be friendly, but firm that they need to setup and can return later for story (one hour past sunset) and business. Arinna will not open her shop until the next day as she will be meeting her contacts throughout the day privately. 


Meeting Arinna - 


The marketplace in Southshore Square is a crowded cluster of permanent shops as well as seasonal buildings, stalls and wagons. Toward the center of the area are the more permanent structures, while at the edges, small clusters of farmers’ wagons and travelling traders have staked their claims. Standing out even among the chaotic market is a group of brightly colored covered wagons. Splashes of purple, orange, red, green, blue and yellow draw your eye and those around you as crowds begin milling toward them.


As you approach closer, you catch the eye of a man and woman who both sport a number of intricate tattoos. They both smile widely and walk your way. “Ahhhh, worthy explorers, we are honored by your visit!”


Violetta smiles at the group of men and winks at a couple of them. “I absolutely adore your city and would be so…soo appreciative of a strong escort.” She releases a Hypnotism aura from a tattoo and the group must make a DC16 Wil save or stare at her. 


Meanwhile Iozif attempts to pick their pockets (via mage hand or Sleight of Hand vs. a DC29 Per check). Anyone not affected by the Hypnotism can roll the Per check. Soon they will be laughing and the rest of the group will emerge from their wagons. Zandu speaks mostly and will welcome them to the caravan and introduce them to all of the people, leaving Arinna for last. She is sitting on the back “porch” of her wagon while the introductions are made, but approaches when it is her turn.


“Welcome friends to my modest little family. How fares our mutual dwarven schemer?” She says, chuckling. She will bid them to enter her wagon for some privacy.


“Please, come inside and make yourselves comfortable. Do watch your heads!”


She will lead them through the curtains hanging over her back door an into the much larger extradimensional space of her wagon. “As you can see, I enjoy a few… comforts.”


The main room is where she meets potential customers and performs her Harrow readings. Two side rooms are always ready for guests and her private bedchamber and secret storage is opposite. She will lead them up a thin but intricately designed spiral staircase to a second floor with comfortable couches, chairs and large table.
Arinna will formally greet them here and bid them to have a seat wherever they’d like and enjoy some refreshment served by Jarley. She will reiterate what she knows of the mission with these points:


1)    Transport you to safely the Drow capital city of Zirnakaynin in the Darklands
2)    Find a way for you to be able to get about the city without getting killed

 

She will grab a dark green tapestry from the wall and flip it over on the table to reveal a map of Varisia and will chart out their course for them.  If they haven’t done so yet, she will request the scroll from Abel, break the seal and read it, nodding a few times, saying “Excellent! That dwarf never ceases to amaze me and he’s as good as his word.” If asked, she will not reveal at this time, the nature of the scroll.


She will answer a few of their questions, but is fairly coy with them and will encourage them to mingle with the rest of her troupe. She informs them that they will be leaving in the morning 4 days from now and to be sure to be here. They will need transportation of their own or can walk since they travel at a speed of 20’. It’s about a 14 day trip along the Dawn Shadow Path if they travelled without stopping, but they will probably spend 1-2 days in each city along the way.


About learning the Harrowing:


If anyone wants a Harrow reading, Arinna will be happy to provide a superficial reading using the common markers in the evening once the business of the day has died down and the partying has stopped. A reading will cost them 5gp each.
If someone wants a more detailed lesson or knowledge of the Harrow, she will first try to dissuade them from this endeavor, but will tell them a bit about the history and dedication needed (Sor, Rogue, Bard, Witch are natural classes) to perform a real Harrowing. 
 

Arinna's Caravan Camp.jpg

Part 3: Catching a Ride


(Keltir) Arinna’s Wagon is a strange and unique entity among the peoples of Avistan (and sometimes Garund). Many know of Arinna and her small band of Varisian fortune tellers and sellers of rare magical treasures (DC18 Local Knowledge to recognize her name). But if you could ask each person to tell you how they came to meet up with Arinna’s Wagon, you would be surprised to find out that her troupe seemed to appear when and where they were needed most. This is the heart of the mystery of Arinna’s Wagon. Somehow, her small group of wagons appears whenever they are needed, or whenever something of value to Arrina needs to be found. In this way, it is both very easy and very difficult to find Arinna’s Wagon, but she does follow a fairly regular route around the continent of Avistan. 


Abel made the acquaintance of Arinna many years ago when he was seeking a particular piece of advice regarding the future. Arrina is also known as one of the most powerful diviners and is a master Harrow Deck reader. Although her price was steep, Abel received very valuable information and thus the business relationship was formed. Arinna makes a point of not getting to know too much about anyone in particular as it has a tendency to taint her Harrow powers, but she likes to hear Abel’s tales as often as she gets a chance.


Recently, Abel made contact with her regarding an interesting proposition; hiring her services to take a small group of heroes a rare trip into the Darklands to the capital city of Zirnakaynin. She knows the general idea of why they are headed there, but does not wish to know details. This is also a form of protection for her guests as she knows quite well the mind-scanning capabilities of some of the subterranean denizens. In return for her service, she has asked Abel for a particularly unique trade; a scroll tube containing a piece of parchment. The group is asked not to open the tube themselves as it is protected and for Keltir’s eyes only. (the scroll contains the location and keys for 6 Aiudara)


Arinna’s Troupe – Three days after the group arrives in Korvosa (unless they get into trouble before then – in which case Arinna will make a timely rescue), Arinna’s small band of wagons pulls into the open marketplace in the southern section of the city. If the group is not nearby, they will soon notice that someone dressed in very bright, flowing clothes is moving through the area they are in handing out small fortune cards. Each one is a copy of a real Harrow card and has the mark of Arinna’s Wagon on the back (bottom half of a wagon wheel and a sun moon and stars in the sky on the top half). Anyone who accepts a card and keeps it will get a +1 on all skill, ability, saves, CMB or to-hit rolls until sunset.

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The trip from Korvosa to the Darklands ended up being a series of side adventures in themselves! See the next few sections -
 

© 2021 by MF

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