DST Pathfinder - The Wounded Wisp (Inactive)

Game Master Zathe


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Kyler peers into the window to see a study containing a round table surrounded by chairs, and the wall replete with tome-laden bookshelves. Fimbrik perusing his book collection. There is also an elderly gnome garbed in noble attire with a dapper rounded hat on his head and a cane tipped with a brilliant glowing gem in his hand. His back is to the window, and he appears to be perusing his book collection.

I added a picture of the gnome on the left side of the map.

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

Kyler moves back to the front door with his compatriots.

"Well, looks like he's home. Might as well knock and see what happens."

Kyler reaches up and knocks on the door three times and waits.


EDIT: Just noticed an extra sentence.

Kyler peers into the window to see a study containing a round table surrounded by chairs, and the wall replete with tome-laden bookshelves. Fimbrik perusing his book collection. There is also an elderly gnome garbed in noble attire with a dapper rounded hat on his head and a cane tipped with a brilliant glowing gem in his hand. His back is to the window, and he appears to be perusing his book collection.

I added a picture of the gnome on the left side of the map.


Kyler waits for a few minutes, but there is no response.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

"Perhaps he is deaf, or he has placed some sort of enchantment upon the house to prevent sound from entering."

Don Jorge checks the door to see if it is locked.


Don Jorge tries the doorknob, but finds that it is locked.
The lock appears simple and rusty.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

"It looks like I will have to persuade this door to open for us. Someone keep watch while I work my magic."

Don Jorge kneels in front of the door and retrieves his tools. "Reveal to me your secrets, door."

Disable Device: 1d20 + 8 ⇒ (15) + 8 = 23


Don Jorge makes quick work of the lock, and it pops loose with a click.
The door opens with a groan, and you see the living room inside. A large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads both up to the second floor, and down into the basement. There are three doors, all closed, leading to the adjacent rooms.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

Don Jorge steps inside the door and calls out, "Hello, my name is Don Jorge Antino Martin Velasco-Cabrales. My companions and I are looking for the wizard Fimbrik. I apologize for entering uninvited, but we are on urgent business that requires your assistance."


The only response Don Jorge receives comes in the form of a red glow from under the sofa. A magical trap must have been hiding beneath it, as a pair of glowing red beetles appear in a puff of smoke!

Initiative Rolls:

Beetle #1: 1d20 ⇒ 10
Beetle #2: 1d20 ⇒ 5
Don Jorge Antino Martin Velasco-Cabrales: 1d20 + 4 ⇒ (5) + 4 = 9
Kyler Stern: 1d20 + 6 ⇒ (13) + 6 = 19
Saladin Jenkins: 1d20 + 1 ⇒ (3) + 1 = 4
Lolik Flaskflayer: 1d20 + 3 ⇒ (10) + 3 = 13

Initiative Tracker:

Kyler: Go
Lolik: Go
Beetle #1: Waiting
Don Jorge: Wait
Beetle #2: Waiting
Saladin: Wait

Stat Tracker:

Saladin: 11/12 HP
Lolik: 9/13 HP

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

Kyler moves into the house to stand next to Don Jorge, drawing his musket as he does so.

"If he isn't deaf, he might be after this!" he yells as he pulls the trigger.

Attack Beetle 1: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d12 + 1 ⇒ (10) + 1 = 11

Move Action: Move 15ft. + Draw Musket
Standard Action:Fire Musket


Kyler's shot punctures the insect's carapace, and possibly the floor beneath it. It gives a final twitch, and stops moving.

Initiative Tracker:

Kyler: Moved and Fired
Lolik: Go
Beetle #1: Dying
Don Jorge: Go after Lolik
Beetle #2: Waiting
Saladin: Wait

Stat Tracker:

Saladin: 11/12 HP
Lolik: 9/13 HP
Beetle #1: Took 11 damage, dying

Grand Lodge

Male Dwarf Cleric/1 HP 10/13 | BAB +0 | AC 17 | T 11 | FF 16 | CMD 13 | Fort +4 | Ref +1 | Will +5 | Perc +3 | Init +3 |

Lolik steps forward and a dart of acid shoots from his hand.
Acid Dart: 1d20 + 1 ⇒ (3) + 1 = 4
Lolik clearly cannot aim as well as the gun toting half elf, as the acid hits the couch and burns through for Couch Damage: 1d6 ⇒ 5.
Hopefully he was redecorating soon!

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

Don Jorge flips over the couch,
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
and deftly lands on the table. He draws his rapier and prepares to attack beetle #2.

Move Action: Flip
Move Action: Draw weapon


The red beetle buzzes its wings in anger, and flies just high enough to bite at Don Jorge's leg.
Bite vs Don Jorge: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
It pinches Don Jorge for 3 damage!

Initiative Tracker:

Kyler: Moved and Fired
Lolik: Moved and Missed
Beetle #1: Dying
Don Jorge: Jumped and drew weapon
Beetle #2: Bit Don Jorge
Saladin: Go

Stat Tracker:

Saladin: 11/12 HP
Lolik: 9/13 HP
Don Jorge: 5/8 HP
Beetle #1: Took 11 damage, dying

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

Saladin charges the remaining beetle, and takes a mighty Power Attack.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18

Move Action: 20 ft
Standard Action: Power Attack


Saladin's powerful slash narrowly misses the buzzing creature, leaving only a gouge in the floor.

Initiative Tracker:

Kyler: Go
Lolik: Go

Beetle #1: Dying
Don Jorge: Go
Beetle #2: Waiting
Saladin: Wait

Stat Tracker:

Saladin: 11/12 HP
Lolik: 9/13 HP
Don Jorge: 5/8 HP
Beetle #1: Took 11 damage, dying

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

"I guess it's up to me then!" Kyler shouts as he rushes to reload his musket. He finishes his reload and takes aim through his fighting comrades, lines up the shot, and fires!

With a tremendous bang, a bullet leaps across the room towards the beetle...

Attack: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Damage to statue: 1d12 + 1 ⇒ (7) + 1 = 8

...and misses spectacularly, ricocheting against the floor and hitting one of the gnome statues in the corner of the room, causing it to explode in a cloud of stone fragments.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

Don Jorge moves around the tiny furniture, positioning himself behind the beetle. He thrusts his rapier forward and pierces its exoskeleton.
Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12

"That will teach you to bite my leg, you foul insect!"
Move Action:5 ft. step off the table
Standard Action: Attack


The beetle dies from Don Jorge's rapier with a wet crunching sound.
With the beetles dead, the house is quiet once again.

Stat Tracker:

Saladin: 11/12 HP
Lolik: 9/13 HP
Don Jorge: 5/8 HP

Grand Lodge

Male Dwarf Cleric/1 HP 10/13 | BAB +0 | AC 17 | T 11 | FF 16 | CMD 13 | Fort +4 | Ref +1 | Will +5 | Perc +3 | Init +3 |

Lolik moves behind Saladin and channels as he still doesn't feel his complete strength. Heal: 1d6 ⇒ 3 Then continues on to the door for the room Kyler had seen the gnome in and knocks.


It seems the door was not shut completely, as it swings open from the force of Lolik's knock. Inside the room, you see the gnome, still looking through his bookshelf as if nothing had happened in the next room.

Stat Tracker:

Lolik: 12/13 HP

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

Saladin calls out jovially over Lolik's shoulder. "Fimbrik! Good to see you old chap. Are you doing well?"


Fimbrik ignores Saladin's call, and continues to look through his books.

Secret GM Roll:

Secret means you don't look, dummy: 1d20 ⇒ 11

Saladin has no idea why Fimbrik wouldn't answer him.

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

Saladin gives Lolik a light shove. "Go and get his attention, or step aside and I'll do it."


GM Roll:
Lolik: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

Lolik realizes there is no need to try and get Fimbrik's attention.
Thanks to his intuition (will save) Lolik realizes this "Fimbrik" must be nothing more than a magical illusion!

I think it's safe to assume he tells this to the party, even if he doesn't get a chance to post it.

Grand Lodge

Male Dwarf Cleric/1 HP 10/13 | BAB +0 | AC 17 | T 11 | FF 16 | CMD 13 | Fort +4 | Ref +1 | Will +5 | Perc +3 | Init +3 |

Be my guest, but I don't think this Fimbrik is the one you want to talk to. He might not even be in this house. Lolik steps back and let's everyone past.

You can move through friendly players squares if that is what stopped you from walking in.

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

"If this Fimbrik is nothing more than an illusion, perhaps we should investigate the rest of the house." Saladin moves to the next door down and tries to open it.


These doors are all unlocked, btw. I'm going to assume Saladin goes in and looks around.
This chamber appears to be a meeting room, and contains enough chairs, pillows, and desks to accommodate at least six visitors. Atop the desk on the south wall is a neatly penned letter. Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name "Doulgonlir Caskmail".
Also, Saladin finds a long-forgotten potion on the windowsill labeled "Cure Moderate Wounds".

In case you can't tell on your PC, the words "neatly penned letter" link to the letter. I'll also add this link to the top.

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

Kyler moves about to check the rest of the house, moving from room to room and carefully checking them for extra clues and traps.

Perception: 1d20 + 11 ⇒ (6) + 11 = 17


Searching the rest of the house turns up nothing of interest. The second floor is unfinished and empty, the basement is full of old newspapers, and the bedroom has a bed. Kyler's keen perception tells him that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear (other than the battle damage), and the clean tables are the product of a permanent unseen servant spell. This invisible housekeeper also tries to move any newspapers that are left on the doorstep and dispose of them in the basement, but ever since the local printers changed the thickness of their publication, the servant has had difficulty pulling the papers through the door slot, and eventually settled for leaving the newer papers neatly piled beside the door.

Where to next?

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

"Well gents, looks like we have a name to investigate. To the Wall of Names?


Back at the Grand Lodge, your party heads over to the Wall of Names. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died. After a bit of searching, you find the names of the non-existent Pathfinders that Eylysia added to the wall.
Added a new link to the top, and under my name. Check it out, and then, if you are trained in Knowledge (history, local, or religion), make checks in each to see if your character can figure out what's going on...

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

Don Jorge checks the wall for the names, trying to piece together this puzzle.
Knowledge (Local): 1d20 + 4 ⇒ (5) + 4 = 9

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

Saladin approaches the name Doulgonlir Caskmail on the Wall of Names and ponders a moment. "This name, Doulgonlir Caskmail, I think I may know something about him."

Knowledge (Religion): 1d20 + 4 ⇒ (15) + 4 = 19


Saladin, who has already shown us his knowledge of the Test of the Starstone back at the bar, realizes that it's not Doulgonlir's name that is familiar, but his epitaph. Saladin once read about an aspirant who failed the Test of the Starstone:
"When the man who would be the Muted God wordlessly stepped beyond the gates of the Starstone Cathedral, his thousand and one faithful ringing the Ascendant Court watched with the silent contemplation that is their highest sacrament."
Each of these three epitaphs are actually referring to a failed aspirant, and the one under Doulgonlir's name refers to the Muted God!

With Arkath's message, Fimbrik's note, and the name of a failed aspirant, you should be able to piece together where Eylysia's cache may be hidden.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

"The coin said, 'The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more.' The password is 'Wiffle', and it sounds like we need to find the nameplate of the man who would be the Muted God at the Shrine of the Failed. This mystery is nearly solved, friends! Let us make our way to the Shrine!"


As you head to the Ascendant Court district, it's quite clear that most of the townsfolk are headed in the same direction. Word has it that Sir Reinhart is finally preparing to cross the chasm to the Starstone Cathedral, and intends to charge his horse across it.

Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The building houses numerous altars, each dedicated to a specific failed aspirant. Black-robed acolytes normally protect, clean, and maintain the halls as well as the few trinkets left behind by the aspirants. The only part of the shrine that you can currently enter is the basement annex accessible by a large set of stairs at the side of the shrine. The rest of the shrine is closed because the caretakers have left to witness Sir Reinhart’s feat.

This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

New map!

Silver Crusade

Male Human Paladin/1 HP 11/12 | BAB +1 | AC 16 | T 11 | FF 15 | CMD 16 | Fort +3 | REF +1 | Will +0 | Perception -2 | Initiative +1

Saladin wanders around the crypt, seeing if he can find anything religious.

Knowledge (Religion): 1d20 + 4 ⇒ (3) + 4 = 7


When looking around, Perception is the skill you want to roll. There's not really anything he is trying to think of for a knowledge roll.

GM Roll:

1d20 ⇒ 16

After going from alter to alter, Saladin finds one in the southwest corner with a nameplate that reads: "The Muted God - Aspired to be the God of Silence and Serenity"

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

Kyler moves up behind Saladin.

"Better take a look at things here, make sure there aren't any traps."

Check for Traps: 1d20 + 11 ⇒ (11) + 11 = 22
Perception: 1d20 + 11 ⇒ (8) + 11 = 19


GM Roll:
1d20 + 2 ⇒ (3) + 2 = 5

Kyler doesn't spot anything else...

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

Don Jorge makes his way to the alter. He stops next to Kyler. "I believe that we must speak the password that Fimbrik provided."

He moves past Kyler and Saladin, standing inside of the alter room.
"Wiffle."


Don Jorge's word echos far...
But nothing happens.

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

"Ah! How could I forget?" Don Jorge slaps his hand to his forehead. "We are supposed to check behind the nameplate!"

He leans down and inspects the nameplate, checking it for any traps as well as a way to possibly open it.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


GM Roll:
1d20 ⇒ 10

The clever rogue pokes around the nameplate, and discovers that it slides to the side, revealing a small chalkboard and piece of chalk.

Grand Lodge

Male Dwarf Cleric/1 HP 10/13 | BAB +0 | AC 17 | T 11 | FF 16 | CMD 13 | Fort +4 | Ref +1 | Will +5 | Perc +3 | Init +3 |

What if we right Wiffle on the board? We might need to use our native tongues!

The Exchange

Male Half-Elf Gunslinger/1 HP 9/11 | BAB +1 | AC 15 | T 13 | FF 12 | CMD 15 | Fort +3 | Ref + 6 | Will +2 | Perception 11 | Initiative +6 | Bullets 9

Kyler walks toward the chalkboard and checks it for traps.

Check for Traps: 1d20 + 11 ⇒ (1) + 11 = 12

If there aren't any traps, this is what I do next, if there are, well, then ignore this part.

He picks up the chalk, and holds it to the board. He writes "wiffle" on the board in Common, Elvish, and Sharkanese totally a word.

He looks back to the group and says "Just to be safe" and steps back from the board.


As Kyler steps back, the stone wall to his right shifts and opens, smoothly and quietly, like a curtain being pulled aside. Where the wall once was, there is now a dark, narrow passageway.
Map Updated

Grand Lodge

Male Human Rogue/1 | HP 8 | BAB +0 | AC 18 | T 15 | FF 13 | CMD 15 | Fort +0 | Ref +6 | Will +0 | Perc +4 | Init +4

"Wonderful! We are almost to our goal, friends, but we must still be careful."

Don Jorge pulls a torch out of his backpack. He lights it, draws his rapier, and begins to make his way down the passageway, checking for any potential traps along the way.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

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