
GM Faelyn |

Sorry on the delay, brainfart!
Where exactly would you like to start? Do you want to start with the Temple of Pharasma? The city records department? Or maybe the Arcanamirium?

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I think we had a couple votes for checking on the gnome, but Igor voted for another option. Anyone else want to weigh in? If Igor wants to check another place first, I'll change my vote in a huff so we can get on with it.
Sune's jaw drops open as Igor suggests something else.
"By all means! Let's go somewhere else! Just say where you want to go and let's spring to it!" the sylph suggests impatiently.

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I think we had a couple votes for checking on the gnome, but Igor voted for another option. Anyone else want to weigh in? If Igor wants to check another place first, I'll change my vote in a huff so we can get on with it.
They were all to the same end--finding the address of a gnome that may be hundreds of years out of date.
Igor smiles at the man (actually an awakened sloth in casual office dress) across the counter from him and Sune. The ancient runes over the public office--itself connected to the temple of Abadar, read 'DMV' or glyphs similar to that that is he how Igor took them.
diplomacy (gather info): 1d20 - 1 ⇒ (10) - 1 = 9
"What information do you have on thith Fimbrik fellow, hmm?" He says smoothly passing the sloth a banana.

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How did Igor become our face? This is just WRONG!
Syllyn shoulders his way past Igor and bravely puts his body between the public servant and the human humidifier.
"Um, what he means to say is that we are looking for a way to contact the Gnome, Fimbrik. You wouldn't happen to have an address, would you?"
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

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How did Igor become our face? This is just WRONG!
He does have another one in his bag....
"Hey, do you want to hear a joke? Why ith your nothe in the middle of your fathe? Becauthe it ith the Thenter!"

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They were all to the same end--finding the address of a gnome that may be hundreds of years out of date.
Right...I guess I was going off the part of the letter we found that said he had made a note of the address there. I thought we already had it. Also, I'm just trying to play up my super-impatience, so I hope it doesn't convey as impatience toward anyone, including the Amathing Igor!

GM Faelyn |

Sorry guys, last two days of work were crazy. Tonight we had a kid lead our lieutenant on a 3 mile pursuit, crashed the car and left his g/f in it, fled on foot, stole a car, then proceeded to get into another high speed pursuit with us and the city police... The second pursuit was after we tracked him in the snow for 2 hours...
"Iiiiiiigor." the sloth says in a very slow drawl. "How. Are. You. Today? I. Am. Wonderful." :) "We. Do. Not. Have. An. Address. Just. A. Reference. To. The. Arcanamirium."

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I missed the part where it said there was an address in the note. You should bring up that teensie detail IC and embarrass us. Maybe thwack Igor over the head with the scroll or book or whatever it was.

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Walking up to the door of the address listed Igor continues talking. "Gnometh that are not pickled rarely live patht 400. Even if he were a young boy when the note wath penned the chantheth that he thtayed in thith houthe are about ath high ath it not having a kitchen."

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Okay, so I think I was wrong or confused. We do or do not have an address? If we don't, let's go to the Arcanamirium and ask about the gnome and where we can find him.
"Okay...I don't know then. Check one of the other leads? The Wall of Names?"

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Knowledge Local: 1d20 + 4 ⇒ (2) + 4 = 6
"I don't know anything about this gnome. But let me ask my network of allies in the streets..."
Diplomacy to Gather Information: 1d20 + 5 ⇒ (6) + 5 = 11
Yikes! Probably not...

GM Faelyn |

Okay, sorry for the confusion. The first Handout mentions an address for Fimbrik, but there is no actual address listed in the scenario I could find; however, after reviewing it a little more thoroughly... I missed a few important lines... (Sorry...) So, you all are able to quickly track down Fimbrik's residence in the Wise Quarter!
A brick step leads to Fimbrik’s front entrance, which is locked with a rusty simple lock. Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window, allowing creatures to look into the structure without difficulty.
Sorry everyone, it's just been a rather crazy start to the year..

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Igor rummages through the pile some of the periodicals have titles like Field and Mana Stream, Popular Gizmology, Playgnome. He opens the last to the center. Nothing folds out.
"Oh my." He puts a hand across Scraps' eyes. He puts the periodical down, turns to the door, turns back, and looks through the periodical again and puts it back down. "I wathn't reading it. I wath jutht looking at the partth." He says grinning horribly.
He goes back to the door, and knocks.

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Syllyn will sneak around to a window to take a peek.
1d20 - 4 ⇒ (1) - 4 = -3
*clank* *clunk*
Can we get a map?

GM Faelyn |

Sure. There's nothing exterior-wise, but when I get a few moments, I'll update the map and black the interior with a border outside that you all can move your icons around.

GM Faelyn |

A brick step leads to Fimbrik’s front entrance, which is locked with a rusty simple lock. Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window, allowing creatures to look into the structure without difficulty.
Sune walks right up to the door and finds her attempts are barging into the residence thwarted by the lock! Sad trombone...
Which window would you like to check, Syllyn? Place your icon there and I'll update the map with what you can see!

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Start walking clockwise around the building.

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Igor wades toward the door through the pile of paper and looks the door and lock up and down.
"Don't worry Mathter, I'll get it open. Pile up thome of that paper behind me to form a wall, and then hold your cape out to thield me tho we don't look thuthpi- thuthpith- weird."
perception: 1d20 + 4 ⇒ (5) + 4 = 9
Then he crouches infront of the door, and pulls out his little pouch of tools most of which look surgical. He withdraws a masterwork bobby pin, which twinkles in the moonlight or sunlight--it's an equal opportunity twinkler.
disable device: 1d20 + 4 ⇒ (19) + 4 = 23 "Maybe, maybe...."

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Sune watches Igor go to work on the lock.
"What a handy skill to have. I may not have mentioned this, but I hate locked doors. Why would someone keep a door locked? It just impedes you from going where you want to go! I mean, we have urgent business with this gnome, and we can't even get in!"

GM Faelyn |

Hour of the Day!: 1d12 ⇒ 9 9:00 PM. There really isn't anything that spells out what time of day the scenario takes place, other than a few vague references to "evening" when referring to some of the NPCs. Therefore we'll assume it occurs sometime after 12 PM. The above roll indicates the time of day.
Syllyn glances into the window and observes what appears to be a bedroom, but he is unable to see into the entire room from his vantage point; however, he does notice two muscle-bound men standing watch over a sleeping gnome in the large bed.
Igor has no difficulty in picking the lock and he all hear a satisfying click within a few moments. The door swings open with a loud groan of hinges that clearly have not seen use in quite sometime... The room is lit by several lamps with flickering blue flames and no sign of anyone at the moment.

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I have darkvision...but it also says there are several lamps flickering with blue flames, so we should be good.
Sune smiles at Igor as he picks the lock.
"Well done! You have saved us much time! Thanks!" she says as she breezes past him into the house.
"Excuse the intrusion!" she yells into the house. "But this is a matter of some urgency! Sir gnome, we would speak with you!"

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Upon hearing Sune shout out a greeting, Syllyn halts in mid stride, aborting his trip around the building, and hurries back to the group.

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9:00 PM. There really isn't anything that spells out what time of day the scenario takes place, other than a few vague references to "evening" when referring to some of the NPCs. Therefore we'll assume it occurs sometime after 12 PM. The above roll indicates the time of day.
And we did visit the DMV....
"Thrapth. Check the plathe out."
EDIT initiative: 1d20 + 2 ⇒ (14) + 2 = 16

GM Faelyn |

As soon as Sune steps into the residence she hears a sudden chittering sound from underneath the couch in front of her path. The very same couch then abruptly is knocked over and two red, angry looking beetles emerge!!
Initiatives! I will update the map shortly.

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Oh, well if they had roaches that's no problem. Scraps, using a bit of tissue of course, picks them both up and plops them in the garden. ;)
EDIT: Just noticed Scraps is near-dead. If possible, Igor uses one of his extract of cure light wounds on his creation sometime before arrival.
extract: 1d8 + 1 ⇒ (8) + 1 = 9
initiative: 1d20 + 2 ⇒ (4) + 2 = 6

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Init: 1d20 + 1 ⇒ (4) + 1 = 5

GM Faelyn |

I know, Viisiky! I facepalmed when I saw all that.
Red Init: 1d20 + 0 ⇒ (5) + 0 = 5
Blue Init: 1d20 + 0 ⇒ (16) + 0 = 16
One of the beetles rush forward to Sune to try and bite Sune, but it stumbles on the overturned couch.
Blue Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Everyone's actions are up!

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"Holy giant beetles Mathter! Don'the worry! I'll thave you!" Igor motions to Scraps. The little homunculus burbles in resigned exasperation.

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"What the...!?!" Sune cries out as the beetles distract her from the task at hand.
"Get back! We have a mission to accomplish! We should have finished this five hours ago!" she says as she jabs her naginata at the nearest one after stepping back.
MW naginata: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (5) + 3 = 8

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Syllyn rushes back and starts a performance.
Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.
When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

GM Faelyn |

Sune and Viisiky make very quick work of the beetles and they both disappear in a puff of smoke! Syllyn feel free to keep your performance round. That was fast lol.

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OK then. Syllyn will take a look into the room he saw through the window.

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"Thank goodness that was fast," Sune says.
"Master gnome?" she calls out. "Are you here?"
Sune looks about the room for any clues, and if she doesn't see any, opens the first door to the right.
perception: 1d20 + 2 ⇒ (11) + 2 = 13

GM Faelyn |

A large sofa (now overturned) 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 downward and a set leads upward.
Sune's shouting receives no reply and she then quickly moves over to the nearest door to the right. Syllyn finds the lack of response puzzling as he is sure he spotted a sleeping gnome and two guards in the bedroom not but a moment ago! He moves to investigate and opens the doors... He quickly sees the very same scene, but neither the guards, nor the sleeping gnome respond to the intrusion!
Sune opens her door to find a study that contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves. Furthermore she spots an elderly gnome garbed in noble attire with a dapper rounded hat on his head and a can tipped with a brilliant glowing gem in his hand perusing the book collection on the shelves...

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Syllyn is reasonably convinced that what he sees is an illusion and proceeds to test his theory by poking one of the guards.
If confirmed he will announce the fact to the rest of the group as he returns.

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Sune also walks up to the gnome. "Hello? We just walked into your house on an issue of utmost urgency, and you seem to be ignoring us! Could we have your attention, please!?"

GM Faelyn |

The guards do not react at all to Syllyn's prodding. Same goes for Sune and Viisiky's intersection.

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Syllyn yells "I THINK THEY ARE ILLUSIONS"

GM Faelyn |

Sorry Igor, I completely missed your post! Also, I added a link to the top of the page with an easy link for all the handouts discovered thus far!
This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. An examination of the table in the southwest corner reveals a neatly penned letter: Handout #5. Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name, Karina Clamp. In the northwest windowsill you find two potions; Potion of Cure Moderate Wounds and Potion of Lesser Restoration.