Yrellyn's invitation
Chapter I
The beginning
You received an invitation from Yrellyn, a Pathfinder Society member, for a gathering today at 5 PM at the Mighty Worm Tavern. She mentioned she has some work and prefers forming an investigation team. So she has invited various Pathfinder Society members to create a new group of adventurers.
The mighty Worm Tavern
As you step into the Mighty Worm Tavern, you are immediately enveloped in a warm and inviting atmosphere. The soft glow of lanterns casts a gentle light over the rustic wooden tables and walls adorned with trophies from past adventures. The smell of roasted meats and freshly baked bread wafts through the air, mingling with the sound of cheerful chatter and the clinking of mugs filled with frothy ale. In one corner, a bard strums a lute, playing a tune that adds a melodic background to the lively conversations. The fireplace crackles, its flames dancing and casting a cozy warmth that wards off the evening chill. The patrons, a mix of familiar faces and new acquaintances, share stories of their travels, their laughter echoing through the room. The tavern's staff move gracefully between the tables, carrying trays laden with hearty meals and drinks, their smiles and friendly banter making everyone feel at home. It's the perfect setting for the gathering, where fellowship and camaraderie are as abundant as the food and drink. The Mighty Worm Tavern is not just a place to eat and drink; it's a haven where adventurers can rest, share their tales, and forge new alliances. As you take a seat and greet your fellow Pathfinder Society members, you can't help but feel a sense of excitement and anticipation for the adventures that lie ahead.
The mission
As the evening goes on and everyone gets introduced, Yrellyn explains her situation. A thief stole an ancient amulet from one of her clients. It isn't worth much money, but it has great sentimental value. The group's mission is straightforward: find the thief and retrieve the amulet. This is a paid job with 50 gold pieces for each of you upon return of the amulet.
Side Information
- Perception DC-15; A half-orc is seated by the fire, listening to the conversation.
- Society DC-15; The half-orc is a renowned gladiator famous throughout the city.
- Perception DC-20; A bard is getting ready for their performance while also tuning into the conversation.


