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Yes, it speaks to you directly.
"No. I'm afraid not." he gives you a pretty generic description, but didn't really pay too much attention.

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Einn tries to pet the psuedodragon. What a handsome boy you are. I'm training to earn the trust of a drake. Can I practice with you?" She stands and asks to take a look a the cards again, "Are there any places in Korvosa that have the name Cricket in them? Perhaps a gambling house?"

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"That's a good question, Friend Einn! Or a place that er...well, I don't know that I'd like to go to any place called 'The Betrayal'...but maybe there's something else in the city with a name along those lines?" Corona suggests.

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Pulling a scroll from his pack, Auron looks back on the group.
"Do not worry friends, I have this letter from my Family to Desna herself, that should help us find a bit of luck in this situation."
"Oh Desna, Hear the plight of the Szarni! One of my people seems to have caused plight and disaster in this Fine City of Magnimar. Should we continue to search? I ask that you smile upon my people, and the whole of Varisia." As the Varisian miscreant reads, the letters smoke and leap from the page, leaving a scent of Incense and a faint sounds of laughter.
Scroll of Augury CL3: 1d100 ⇒ 91
The percentage for a meaningful reply is 73%
The Scroll of Augury is from the Sceance Kit on my sheet. There is... some fiddly bits about that kit. I'll explain it if you like.

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That is an interesting thing to add in a seance kit but it makes sense

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The really interesting thing is the 'Destined for Greatness' trait. You get a kit (less than 300 GP) for free at character creation. Also, whenever you use a consumable item from that kit, if you spend time in a city of 5000+ People you can replenish those items for free! a Sceance kit costs 290 GP. Is also has a deck of Harrow Cards which (when we get into combat) are my primary form of Attacks. That get replenished for Free! Also, I get some hilarious scrolls to waste every adventure.

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Auron: You get the very distinct impress that Desna does indeed take a special notice of the plights of her people, but at the same time there is something, some aspect of your question that is, not misunderstood, but more like incorrect or irrelevant. In the end, and the sensation only lasts for a few short moments, you are left feeling neither that such a course would be either good or bad in the short term, or, perhaps, as it is difficult to tell, it may be both good and bad.
So what's the plan (and more importantly, how are you going to try to do it)?

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Einn walks up to the manager, "Excuse me. Your psuedodragon issue should be taken care of, but I wouldn't let that cook back in if he returns. We're trying to do some research but I'm not familiar with your fine city. Can you tell me if there is a place of business that is called the Cricket or something similar. Perhaps a gambling establishment?" almost as an afterthought she shows the flyers to the manager. "Did you happen to see who dropped these off?"
Diplomacy: 1d20 + 0 ⇒ (10) + 0 = 10

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Oh, sorry, I did forget to mention earlier that the Pseudodragon does seem to be the most comfortable with Einn, who had attempted to make peace with it up front. Unfortunately, it seems to know nothing of the outside world, so it very little help in finding out what you should do next.

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The Chelaxian smiles at how effective her tactic was.
Do we need a gather information/diplomacy check?

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This one is sort of an open sandbox. So really I was just giving some examples. It's really up to all of you as to what you want to try and how you want to try to go about it.

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"That's right!" Corona adds, padding up behind Einn as she addresses the Frisky Unicorn's manager. "We're new here to Korvosa and we're not really very familiar with it. Are there any interesting places we should visit while we're here?"
Diplomacy (Aid Another): 1d20 + 3 ⇒ (4) + 3 = 7 Le sigh...

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"Yeah, maybe something about the market"
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18

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Asking around the town a bit more, seeking places of interest, and indicating the two remaining cards, as well as the observation about music and the arts, some of the passersby suggest you check out Kendall's Amphitheater, which seems to be exactly the sort of place you may be looking for. It does take you some time, however, to find folks willing to talk and help, and also to actually find and travel to the location. Hours Passed: 1d4 ⇒ 4
Located in Cliffside near the South Shore district, the Kendall Amphitheater is an architectural jewel in Korvosa’s crown. Of the multitude that flock there to see plays, musical events, or non-violent competitions, the Amphitheater has a longstanding ban upon gladiatorial contests.
As you get closer, Quete seems beside himself, hearing perhaps telepathic song being silently sung from within, or catching mental glimpses of artists dancing, or reciting steps within. In his excitement, he seems to crawl across your chests like an infant excited at a new site, leaping playfully from one person's shoulder to the other, but then suddenly stops, his head darting up to look at the Amphitheater's front entrance like a wolf hearing a sudden noise, but not seeing anything.
Map is updated.

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Uldar, not hearing anything will try to open the door
Perception Uldar: 1d20 + 6 ⇒ (11) + 6 = 17
Perception Balto: 1d20 + 5 ⇒ (2) + 5 = 7

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Sorry,flipped the map accidentally. Fix now.
Opening the door leads you into the main stage area, where you see a troupe of 12 performers scrambling about the stage, rehearsing several scenes at once. The Andoren Chameleons are a troupe of tragedians renowned for their powers of disguise. Their hectic rehearsal of The Gambler’s Tragedy, which opens tomorrow, includes a rapier fight between two costumed human men. The troupe's manager, a well dressed Gnome gentleman watches off to the side, tugs at his white top hat nervously.
As Uldar rides into the area, the Gnome steps foreward and barks at you “Closed rehearsal! Get that beast out of here!” startling the stage combatants, and causing one of the stage combatant's sword to slip through the other's defenses as he is distracted, and slicing his arm open. It's not lethal, but the wound and the blood are real.
Seeing the injury, the gnome decries it as “an utter disaster,” since “Maximos’s sword arm is the only stageworthy part of the buffoon!”
It seems that you may have inadvertently ruined a man's career here, and all on the stage either circle around to help offer what little aid they can to "Maximo", or begin arguing about just how they are going to pull off the play now, with no time to search for a replacement and it's too late to cancel tomorrow's show. . .
Quete scrambles to hide behind your head, still perched on your shoulder, but finding some of the impressions he's getting from the crowd unfriendly, and even Emma can sense a certain degree of angst from their minds, though it should be obvious.

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"This is no beast, but a friend. We apologize for interrupting, we didnt know anyone was in here. Maybe we can help your friend so dont have to cancel the play."

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The gnome speaks up, as he moves closer to the hurt man, "And how do ya plan on doing that, huh? Are you going to pay the tab to have a priest come here and perform a miracle?"

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my plan is to have someone heal him I am not charismatic nor can I heal lol.
-Posted with Wayfinder

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"Ohhh...we are sorry, new friends! Like Friend Uldar said we didn't mean to ruin your arm! Let me have a look at it," Corona offers apologetically.
Heal (Untrained): 1d20 + 2 ⇒ (11) + 2 = 13
"Hum...I don't know how well it'll work once I do, but I can heal that nasty slice at least," she announces after a moment of studying Maximo's arm. Focusing her mind inward, she wills his wound to close.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
"There! Is that better? How do you feel?" she asks anxiously. Then, another thought occurs to her. "Um...why were you practicing with real weapons, new friends? Does the threat of dismemberment make you a better actor? I think it would for me!"

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My post yesterday got eaten.
Einn follows the group into the building. "We didn't mean to interrupt." She glances quikly around looking for anything out of place or notcibly odd just in case the group gets kicked out of the building. Because Quete is so upset, she also looks at the people in the room closely trying to sense how hostile they are.
Know Geography: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8

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Approaching the Little Director, Auron smiles, and bows deeply.
"I'm sorry to have interrupted your rehearsal Little One, but if the only Stage-worthy part is his sword arm, then Why did you Hire him? I'm certain you could have found someone more capable."

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Sorry, my computer broke over the weekend, and I'm still having issues with it after doing a complete wipe. Even now, my spacebar is not functioning, so I am improvising.
Corona's magical ministrations seems to do the trick, and the wounded man thanks you for your assistance, causing the Gnome to leave in a huff.
He begins to thank you, cleaning up some of the spilled blood on the stage, when suddenly you all feel a small rumbling from beneath the stage. Before you can react, two large insect-like creatures burst from the ground, eager for more of the spilled crimson only your meaty husks can provide.
This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.
Auron: 1d20 + 3 ⇒ (10) + 3 = 13
Corona: 1d20 + 1 ⇒ (2) + 1 = 3
Einn: 1d20 + 2 ⇒ (4) + 2 = 6
Emma: 1d20 + 3 ⇒ (19) + 3 = 22
Korug: 1d20 + 2 ⇒ (19) + 2 = 21
Uldar: 1d20 + 3 ⇒ (4) + 3 = 7
===========================
Psuedodragon: 1d20 + 2 ⇒ (14) + 2 = 16
Beasty (red): 1d20 + 0 ⇒ (18) + 0 = 18
Beasty (blue): 1d20 + 0 ⇒ (5) + 0 = 5
ROUND 1
Emma ()
Korug ()
RED BEAST ()
Quete ()
Auron ()
Uldar ()
Einn ()
BLUE BEAST ()
Corona ()

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Kn Arcana: 1d20 + 2 ⇒ (18) + 2 = 20
"Ahhh s~+@e, Ankhegs. Watch out, there bites can burn the skin and sometimes they latch on. Can even spit acid on occasion." He pulls out his bardiche and all of a sudden, the tattoos covering his body begin to glow white hot and he charges into battle
Attack vs blue: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 241d10 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Raging

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The Chelaxian smiles at the challenge that these creatures bring.
Concentrating she hurls a psionic bolt at the red creature, manifesting it in the shape of of a fiery bird. She uses one of her pool points to boost the damage a die
magic missile damage 1d6 + 1 ⇒ (3) + 1 = 4

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You can get behind them, by either going up the stairs onto the stage, or trying to climb up (DC 10 for a small 5ft climb atop). Otherwise both creature are kind of backed up to, or actually going through (for red), the stage.

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Emma, without saying a word seems to summon a small phoenix which flies at one of the large insect creatures, slamming into it's chest before vanishing, just as Korug draws his weapon and rushes at the other, taking advantage of his quick reflexes to thrust it's extended blade deep into the beast's chest and causing it to scream in a strange, unnatural chitering sound.
The one that Emma had attack retaliates, sending a stream of vomitous acid that catches Auron, Quete, Einn, Uldar, and Uldar's mount.
Refl DC 14 Half: 4d4 ⇒ (1, 3, 2, 2) = 8
Seeing this, the actors all flee in terror, running towards the stage's rear doors, at least helping to clear the way somewhat of more possible collateral damage.
Quete, unsure of what is going on, but not at all liking being covered in the filthy spittle that burns at his scaled flesh flies around behind the same create that Korug has engaged with and does what little he can, plunging his scorpion-like tail at the beast.
Reflex DC 14: 1d20 + 5 ⇒ (10) + 5 = 15 <takes half>
Tail Sting vs Blue: 1d20 + 6 ⇒ (2) + 6 = 8 <miss>
ROUND 1
Emma ()
Korug ()
RED BEAST (-4)
Quete (-4)
Auron (*)
Uldar (*)
Einn (*)
BLUE BEAST (-14)
Corona ()

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Uldar will charge the red.
ride: 1d20 + 14 ⇒ (3) + 14 = 17
charge: 1d20 + 9 ⇒ (8) + 9 = 17
dmg: 3d6 + 9 ⇒ (3, 5, 3) + 9 = 20
bite: 1d20 + 4 ⇒ (20) + 4 = 24
dmg: 1d6 + 1 ⇒ (2) + 1 = 3
crit confirm: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
free trip: 1d20 + 2 ⇒ (9) + 2 = 11

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Reflex Save: 1d20 + 4 ⇒ (2) + 4 = 6
Auron staggers out of the way as a wave of Acid washes over him.
"That hurt you little... uh... "
Knowledge(Arcana or Planes): 1d20 + 9 ⇒ (8) + 9 = 17
"Ankheg! Yes, that's it! Nice job Korug! I knew you could be Enlightening!"
Pulling a card from his sleeve, Auron grins, and it begins to crackle with electric energy.
"Let's see how you like this!?"
Thrown Card vs Touch: 1d20 + 6 ⇒ (5) + 6 = 11
Shocking Grasp Damage: 3d6 ⇒ (4, 3, 3) = 10

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Reflex 14: 1d20 + 4 ⇒ (16) + 4 = 20
Einn pulls out her weapons as she moves forward next to Uldar, and attacks the Ankheg (red).
Cold Iron Longsword: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Silver Shortsword: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 ⇒ 2
Seriously? Two 1 in a row.

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Uldar Refl: 1d20 + 3 ⇒ (18) + 3 = 21
Uldar's Mount Refl: 1d20 + 5 ⇒ (17) + 5 = 22
Emma, without saying a word seems to summon a small phoenix which flies at one of the large insect creatures, slamming into it's chest before vanishing, just as Korug draws his weapon and rushes at the other, taking advantage of his quick reflexes to thrust it's extended blade deep into the beast's chest and causing it to scream in a strange, unnatural chitering sound.
The one that Emma had attack retaliates, sending a stream of vomitous acid that catches Auron, Quete, Einn, Uldar, and Uldar's mount.
Seeing this, the actors all flee in terror, running towards the stage's rear doors, at least helping to clear the way somewhat of more possible collateral damage.
Quete, unsure of what is going on, but not at all liking being covered in the filthy spittle that burns at his scaled flesh flies around behind the same create that Korug has engaged with and does what little he can, plunging his scorpion-like tail at the beast.
With a nasty smirk, Auron pulls out a Harrow Card, and begins to charge it with elemental energy, then flinging the card at one of the Ankheg. It slams into it's chest, and explodes dramatically, sending "bug guts" flying everywhere. At the same time, both Uldar and Einn rush at the other one, slashing and hacking it to death within a few seconds, and luckily before it too can spit it's acidy breath attack.
Quete (-4)
Auron (-8)
Uldar/Mount (-4/-4)
Einn (-4)
Don't forget to heal. . .
The combination of healing and ministering to the actors arm and then saving the troupes lives causes the entire troupe to open up and treat you with a great deal more trust. In particular the one you had healed and offered to help, Flavicomos Maximos, offers to tell you what he can once you explain your mission and quest. He seems to be holding something back, and you noticed earlier, he had grimaced, for just a moment earlier when someone had mentioned "mask powder". You just hadn't had a chance to ask about it before the Ankhegs had attacked. (I intentionally didn't give a Sense Motive check earlier, because I didn't want it to be forgotten after the combat, especially if it took longer.)
Now however, it seems to rear it's head once more as you discuss the three Harrow Cards, and he confesses, with a bit of prompting, "I'm not certain it's the same woman, or even the same group, but earlier today, I sold a packet of the troupe’s “mask powder” to a Varisian fortune-teller who repeatedly asked if the magic could make her appear Qadiran."
As far as the cards, while you already know what the first two, the Cricket and the Unicorn where intended for, well, if you believe in that sort of thing, he is able to offer a bit of help on the last, which you hadn't been able to really find out yourself, at least yet.
"This card can either mean selfishness or self-sacrifice or a choice between the two.” Around here, "the Betrayal" is known as “Viamio’s Kiss” amongst Korvosan harrowers, after Lord Amrys Viamio, the city’s most infamous traitor. Only one building in Korvosa still bears his legacy, a place called "Traitor’s Mews", a dilapidated manor in Old Korvosa." He gives you directs to get there, and also explains a bit of it's history and significance, Korvosa’s government decreed that this building be left permanently vacant as a cautionary lesson about its owner, Lord Amrys Viamio, whose treachery during the Cousins’ War earned him a beheading. Now called Traitor’s Mews, the manor houses a few destitute Varisians who have nowhere else to find shelter. In Korvosa, homeless people and beggars are collectively referred to as the Empty, a reference to both their lack of opportunities and the lack of concern most of Korvosan society holds for their well-being.
It doesn't take you too long to make your way there, and standing outside to observe it for a moment, it seems to be far from unoccupied. Wedged among the many-tiered tenements that clog Korvosa’s poorest district, this rambling black-brick manor house has been claimed by displaced families. The wary eyes of countless waifs, beggars, and other people in tattered clothes peer through shattered windows, their spirits as weathered as the building itself. Moving closer to the entrance, you see it is absolutely crammed full with people, those homeless and hopeless people they call "the Empty". The formerly opulent entry hall is filled with piles of straw and rags that serve as chairs, as well as the tattered sacks where its residents keep their meager possessions.
They do not seem to react to you kindly, viewing you with mistrust and suspicion, but not outright hostile. They refuse to speak to you, however, a woman steps out from their midst, calling herself Tsura, and she claims to be the closest thing these people have to a leader. Perhaps if you can get her to trust you, she might be willing to help answer your questions?

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"Well...that happened," Corona finally says, blinking and wiping the splattered bug guts off her face as best as she can. "That was a great job, Old Friends! And New Friends, you did a wonderful job of running away - first rate!" she beams, clearly not the least bit sarcastic about her praise.
As Maximos and the other actors visibly warm up to the group and even share some helpful insights about their quest, Corona frowns as she realizes that several of the group are injured. "Old Friends, you took a bit of a beating there. I can fix some of it but not all of it," she sighs. "Friend Auron, you're first..."
Cure Light Wounds (Auron): 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds (Uldar): 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds (Einn): 1d8 + 1 ⇒ (4) + 1 = 5
"Not perfect, but better than before," she announces once her work is done. She turns to Quete and Uldar's faithful steed with a pained expression on her face. "Friend Quete and Friend Doggy, I don't have any more healing magic to spare. If we run into more bugs or anything else nasty, hide behind one of us so you don't get hurt again okay?"
************************************
As the group arrive at what might be their final destination even Corona seems a bit taken back by the suspicious looks and unwelcoming stares from the building's inhabitants. "Um...they don't seem very happy to see us," she whispers to the others. "I wonder why?"
When Tsura steps forward she coughs nervously and raises her voice. "Um, hello New Friends! We've not been in Korvosa very long but we're on something of a quest and think that this might be where we need to be. Have...have you had any strange happenings or troubles lately?"
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

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Korug offers to use his wand to heal those who want it, though he knows some prefer to avoid such demonic magic.
With the unwelcoming looks the party receives from the Empty, Korug decides to let the others do the talking. He tries his best to just not look threatening.

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I have a wand sheet just didnt have it I guess. I always grab 1 after 1st chronicle.. this is a gm baby
-Posted with Wayfinder

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On the way to the Manor
Einn tries to tend to Quete as best she can. "What a brave dragon leaping into battle like that. Maybe next time you should stay back for a minute to see if we take care of it quickly. I don't want to have to tell your sires you didn't have many adventures."
At the Manor
"We are a looking for a group of Varisan's who arrived just a day or two ago. One is a fortune teller. Can you help us? Maybe we can help you with any troubles if you help us with ours."
Diplomacy to Aid: 1d20 + 0 ⇒ (8) + 0 = 8

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I posted an image of my First Chronicle, and ITS on the Discussion thread. Apparently, I just got sloppy with Hero Lab.
Watching as Corona seems to Rewind time and remove the wounds from her friends, Auron has a sudden, embarrassing revelation. With a flick of his wrist, he produces a Willow Wand from a sheath on his wrist.
"Normally I announce this ahead of time, but I have a gift from Brother Gauril to keep us in Tip Top Shape!"
Easing the wand back into its holder on his wrist, he sheepishly grins, and bows low toward Corona
"As gratitude for doing your best to keep us in shape, I would like to present you with this Wrist Sheath, for the duration of our adventures. Perhaps you will be less careless with it than I am."
Unbuckling the sheath from his wrist, he offers it to Corona

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Upon approaching the decrepit manor, and its vagrant population, the normally jovial face of Auron turns to shock.
"Oh, you poor dear! What brings you and your family to these Shambles? Let me see if Desna can provide you with a little good fortune."
Digging around in his pack, he pulls out an old handkerchief with embroidered lettering. Reading the words on the square of cloth, the stitching seems to unravel, turning to ash in his hands.
"Ah, there we are! Let's see if I can't clean you up a bit."
Wiping the handkerchief in the air, some of the gore and ichor wipes its way off of Auron's outfit.
"It's a little trick that I learned from my mother back home. After a long day it always feels relaxing to clean up a bit. This magic trick should last for a while, and I'd be more than willing to share!"

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Slightly Earlier
Corona blinks with surprise as Auron offers temporary use of his wrist-sheath and the wand that it holds. "If you think it will come in handy Friend Auron, then I'd be happy to hold on to it for you for now!" she responds cheerfully. "Who is Brother Gauril? Do you think he might have more of these to give, if I asked very nicely?"
Thanks and no worries Auron! :)

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He's also a 'Legitimate Business Man' in charge of the Varisian 'Family' in Absalom. He has 'Legitimate Business Ventures' throughout the Inner Sea Region!
Auron may be an extension of the 'Family'.

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[ooc[ Legitmate does not mean he cannot be ooogly [/ooc]

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Tsura responds, after a long moment, pondering your words, body language, and giving you all a good look over, "I'm not certain what you mean by strange happenings, friend? I can't really say that I have. Is there something I can help you with?"

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"Er..." Corona hems, trying to figure out how to proceed. "It's a long story but we talked to Miss Zeeva Foxglove over in the market and she said that she'd gotten a Harrow reading from a fortune-teller in exchange for giving them some free fruit and the Harrow was really bad, it foretold three different disasters and we've stopped two but we think the third and last one has something to do with this place or something about this place," she explains, the words tumbling out in a rush. She pauses for a moment, to catch her breath.
"Um, does that make sense New Friend Tsura?"

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Tsura doesn't seem to like what she hears, but then goes on to say "It is possible that this the fortuneteller as a woman named Goldtooth, a Sczarni criminal who sometimes impersonates a harrower." She says that Goldtooth fled Korvosa after trying to cheat “some fancy lady from overseas” but recently returned with some mercenaries and took over a room upstairs.
"She insisted that she be left alone." Standing just behind his mother, a younger boy, Tamas mentions something to his mother. "Tamas admits that he wandered upstairs to see what she was doing. He saw her “looking at a big map and writing lots of things really fast,” but then she yelled at him to get out."
“Her friends had swords. She’s scary,” Tamas says. "but I don't think they aren’t there right now."
Thanking them for their time and assistance, you assure them that innocents will not be hurt as you make your way upstairs, (true or not), going all the way up to the attic level of the building.
This ramshackle attic is filled with knickknacks of all sorts. Most of it has been thoroughly scavenged for anything of value, leaving rat-chewed paintings, shards of porcelain, and cobwebs. On the far end of the attic, a crate serves as a makeshift desk, holding a stack of papers and an inkwell. A flyer is nailed to the wall above the desk. The window beside the crate is shattered, letting in the cold air from outside.
The papers on the crate are a catalogue of poisons and related substances—collectively, they form a copy of an infamous poisoner’s handbook called The Deleterious Grimoire.
called blackfingers paste.
The “big map” that Tomas saw is nowhere to be found. The flyer above the desk is a playbill advertising The Gambler’s Tragedy, as performed by The Andoren Chameleons at Kendall Amphitheater, where you had just come from. One phrase is circled: “Marvel at their breathtaking disguises!”