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Pugwampis live in caves or ruined buildings, occasionally venturing forth to find victims upon which to inflict their sick senses of humor. Their “jokes” tend to involve spikes and excrement, or sometimes pits full of spiders or campsites that flood with swamp water. Certainly only the pugwampis consider their jokes funny. As all pugwampis are somewhat deaf, when not trying to be stealthy, they tend to scream and yell loudly so they can hear themselves and each other.
At some point in the distant past, pugwampis became enamored of gnolls, seeing in the beast-men a kindred form and thus aspiring to the height and deadly prowess of the savage warriors, whom they honor as gods. Gnolls, for their part, hate pugwampis even more than other creatures, mostly because of the gremlins’ weakness and sickening fawning, though they sometimes keep the gremlins around just to torment them.
Gremlins radiate an aura of unluck which makes successful attacks more difficult.

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For some strange reason, your attacks seem thwarted by ill fortune forcing any successful attack to potentially fail.
Bimbur Perfect shot
To hit: 1d20 + 3 ⇒ (18) + 3 = 21
Falco First Round
To hit: 1d20 + 4 ⇒ (10) + 4 = 14
The Gremlin that Bimbur attacked is still dead.
Malena can post her first round (and 2nd round actions) when she gets the chance, everyone else can feel free to submit their 2nd round actions and I will resolve them in order.
2nd Round:
The other gremlin will attack Falco:
To Hit & Damage: 1d20 + 3 ⇒ (12) + 3 = 151d2 - 4 ⇒ (1) - 4 = -3
i.e. 1 point of damage

Bimbur Longstrike |

Bimbur used his surprise round to draw bow.
Seeing the small, fey looking creatures, Bimbur was glad he decided to use his cold iron arrows. Feeling unluck interfere with Bimbur's focused first shot, and his second arrow go wide too, Bimbur is not happy.
Fey and elves are usually untrustworthy. That is why I always have cold iron on me.
"These creatures are fouling my most trusted shooting with their being. I do not like them."

Rameth the Delver |

Rameth cringes at missing so badly in front of his new colleagues and wishes he had time to ready his Buckler. He shifts his grip to 2 hands on his Longsword, then Rameth releases his grip on his innate luck, trusting his mental acuity and karma to trap it in his presence for a while longer. (Lingering Performance-bonus to skill atk, save and dam lasts 2 more rds for Rameth)
Rameth observes the critters, how they move, how they fight hoping to recall a mention of them in one of the many tomes he has studied. Knowledge 1d20 + 10 ⇒ (15) + 10 = 25
Pugwampis! Hold your resolve, they will savage your luck! But they bleed like the rest of us. They rolled snakeyes today!
Still keeping himself in between the Pugwampi and Adrielle, Rameth strikes again.
1d20 + 3 ⇒ (15) + 3 = 18
1d8 + 4 ⇒ (8) + 4 = 12

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Rameth's initial luck is tested by the strange fey powers of the pugwampi's
To hit: 1d20 + 3 ⇒ (20) + 3 = 23
And he crits!
The other Pugwampi dies.
(I think we'll just move on from this conflict. It wasn't supposed to be a serious challenge, and we can just assume that Malena was beset by the ill fortune of the Pugwampis during this combat.)

Adrielle Terryne |

Calming down after battle, Adrielle puts her glaive away. She looks around to inspect the damage caused to the library.
"We should tell the Venture Captain what happened. Also, maybe we should check the box again, to make sure those creatures were not the only things in there."

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The Paradox box lies open, within you see a handful of garnets, a masterwork silver dagger and a ring.
The Library door opens. Sheila appears angry, on seeing the Gremlins and the damage they did in the library:
"What on earth happened here!" , she asks in an imperious tone.
Koriah stands a little behind Sheila also surveying the library and the dead gremlins.

Rameth the Delver |
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either is fine w me, I wouldn't want malena to miss out on the fun though.
So Rameth got crit by the pugwampi? How much did he take? And did Rameths swing hit? I am a little confused, thoigh possibly misreading. Another post coming asap in reply

Malena Imoroa |

wis: 1d20 ⇒ 7
for action takes out her bladed scarf and uses a point of arcan pool, and attacks, counts as magic now. i just wanted to get the attack in even if it does not matter.
to hit: 1d20 + 5 ⇒ (16) + 5 = 21
1d6 + 4 ⇒ (5) + 4 = 9
after the fight
Seems the box was trapped it had those things in it or summoned by it points at the two dead gremlins
they were the ones that made all the trouble, but we took care of them almost as fast as they came out.

Rameth the Delver |

Rameth steps forward. This is my fault. I failed to detect the trap inside the box in time, and we set it off. I will of course put my limited magic to use in repairing the room.
diplomacy1d20 + 3 ⇒ (15) + 3 = 18
However perhaps these items are of interest if you would care to examine them with us?
casts detect magic and then appraises 1d20 + 6 ⇒ (17) + 6 = 23
It seems there is something special about this ring.
[ooc]Spellcraft1d20 + 5 ⇒ (17) + 5 = 22

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After combat
"Forgive me, I am not upset with you. I'm upset that I didn't anticipate this and forewarn you. Further it seems like you managed to kill them both before they had a chance to do much more than tear up Koriah's notes on opening the Paradox box, which, since you've now opened it, are not necessary.
Your ability to not only solve this ancient Thassilonian puzzle, but also to dispatch the lurking trap within, increases my confidence that I've chosen the right team for this job. Allow me to take the box, I see that the key is rearranging the runes to spell LUCRE, very clever. You can keep the contents" She pours the gems and knife and ring out onto the table. She turns to Koriah, "Farewell Koriah, it was a pleasure speaking with you, good luck on your mission."
Koriah bows slightly to you all and says, "It was a pleasure meeting you all, I wish you all the best on your journeys"
Sheila then gestures to the seats in the library, "Now if you'll all take a seat, we can begin. Would anyone like a drink or a bite to eat?

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"Well that was definitely odd! I swore I had that thing in my sights and some how missed."
Sheila gestures to the Pugwampis, and says "These creatures have a strange aura of unluckiness surrounding them, in fact some shady gambling dens keep them hidden strategically throughout their casinos so that the unlucky aura surrounds any one playing at cards, dice or roulette, but doesn't encompass the dealers.

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...
Sheila's mood shifts at your words. As everyone sits, she begins to speak:
“First, allow me to apologize for that unpleasantness regarding the gremlins—but it does provide an excellent object lesson. The life of an adventurer is not one for the weak-hearted. That you not only took care of the gremlins but also got the box open in the first place is all the confirmation I need that my gut was right—you’re the perfect group for the job I have in mind.
You see—I’ve recently had trouble with one of my informants here in Magnimar, Natalya Vancaskerkin. She’s a half-Varisian who recently approached the Pathfinder Society with an offer to serve as a street informant. She runs with the Sczarni—I’m not sure with which group. A week ago, Natalya sent me a cryptic hint that her gang was on the verge of uncovering an item that would be of great interest to the Society. Since the Sczarnis’ methods of uncovering something often involves an armed robbery or breaking into somebody’s personal chambers, we thought it prudent not to press for further details and instead wait to see what it would produce. Suffice it to say, she hinted strongly that it pertained to Thassilon, and promised to meet with me to discuss this find three days ago.
She never kept that promise—instead, she seems to have simply vanished. Initially, I assumed that the acquisition of this item was simply taking longer than expected, but now I’m hearing rumors that the Sczarni are looking for her as well.
It seems likely that Natalya has absconded with this item she’s discovered. And this is where you enter, my friends. I want to know what it was that Natalya and the Sczarni found. In fact, I’m more interested in that than in what happened to Natalya herself. For now, I’d like to keep all of this quiet—if you can find out what happened to Natalya without letting a lot of people know she was also working for me as an informant, that would be preferable—that’s a big part of why I’m coming to you, as new members of the Pathfinder Society, with this task. You don’t yet have a reputation in Magnimar, and as such, the lowlifes and criminals you are likely to encounter may be more likely to talk.
So... go out there and look for Natalya. Find out what happened to her, and to this item she and her gang discovered. If you can secure the item, all the better—bring it back to me and I’ll have a reward of 500 gold pieces for you. And if you can bring Natalya back alive for me to speak to, I’ll double that!"

Rameth the Delver |

Rameth organizes the gems into a neat pile on the table as he listens, he then sets the dagger and ring next to it. He makes a mental note to tell the others what they have found once they have taken their leave of Sheila.
Ma'am I have two questions for the moment. The first is did you ever meet with Natalya in places other than here? That could be a good place to begin out search. I do not presume to speak for my new colleagues here but, I will attempt to learn what has happenned.
The second is, and it is a bit embarrassing for me to ask, but may I borrow this Paradox Box? I just know that I am on the cusp of discovering how to disarm magical traps, and perhaps by studying this one I will come one step closer. Just for an evenings study, then I will have it returned.
Diplomacy 1d20 + 3 ⇒ (10) + 3 = 13

Adrielle Terryne |

"Would the Scarzni be a good lead to follow? If not, are there any good places to start looking for information?"
Adrielle then looks concerned, and goes to pull Sheila aside for a moment, saying:
This is to Sheila but is within earshot of the others, just to clarify
"Have you heard news of a pathfinder named Gareth? He was sent to Magnimar by the society and when they sent me from Absalom they had not heard anything from him... If you have, please tell me, he is... a friend."

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Unfortunately, I don’t know much about Natalya. She approached us and offered to be a sort of double agent among the Sczarni. The main Pathfinder lodge in Absalom has recently forged alliances with the Sczarni in many cities throughout the Inner Sea region, I thought that having a member of a Sczarni gang as a double agent could be useful—I'm still not sure whether we can trust the Sczarni fully yet.
One of Natalya's conditions for working for us as a double agent was that she wanted to retain a good amount of anonymity and autonomy, so she’d be free to handle things as she saw fit.
In retrospect, I'm worried that giving Natalya such a long leash might have been a mistake, but I'm not willing to write her off as a traitor yet.
The Sczarni have been a part of Magnimar from the start—they’re not the most dangerous or powerful of the city’s criminal organizations, but they are the most visible. The Sczarni generally don’t involve themselves in particularly violent crimes, and in many cases in Magnimar, they actually help to protect and police less fortunate neighborhoods, and as such are often well regarded by the lower-class. There are six major Sczarni gangs in the city: the Creepers, Doolun’s Lads, the Gallowed, the Tower Girls, the Washside Wringers, and the Wreckwash Blades, with the Gallowed being the most powerful Sczarni family in the city.
When Natalya initially approached Sheila with the offer of serving the Pathfinders as an informant, she engaged the aid of a man known as the Amazing Zograthy, a Varisian who keeps a permanent tent and fortune-telling business in Washers’ Row in Dockway—specifically, at the end of a narrow alley that serves as a permanent street fair.
The only other thing which I can think of is the rumors of Nidalese slavers prowling the streets of late. If there's any truth to these rumors, perhaps Natalya was abducted by slavers in the middle of the night. She also might even have been picked up by the city guard for some reason, in which case a visit to the Arvensoar, the garrison for the city’s watch, might yield some clues.

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"Have you heard news of a pathfinder named Gareth? He was sent to Magnimar by the society and when they sent me from Absalom they had not heard anything from him... If you have, please tell me, he is... a friend."
Adrielle, do you recall the name of the vessel he was on from Absalom to Magnimar?

Rameth the Delver |

Knowledge Local 1d20 + 3 ⇒ (8) + 3 = 11
Unfortunately, though native to Varisia Rameth is not familiar with Magnimar to have a good idea where to begin the search.
Rameth notes the name of the man Adrielle is seeking.
Rameth, recognizing that the meeting is coming to an end, discreetly divides the gems into 5 equal shares, and places the ring and dagger into the box and picks it up.
As soon as Sheila takes her leave Rameth says
I took the liberty of dividing the gems here, each pile is worth 30 gold. This silver dagger is of exceptional quality. And this...
He holds up the ring
is a fascinating item. It will activate if you ever take a fall, and it will cause you to gently float to the ground unharmed. What shall we do with the dagger and the ring?
Perhaps we should have a discussion in the Discussion thread?
Malena, I must say I am impressed. I have never had the pleasure to witness such a gorgeous display of martial prowess before. Not many are so proficient with the Bladed Scarf
The last thing that Rameth does before exiting is to quickly sharpen both his sword and dagger with his whetstone and clean his blade of Pugwumpi gore. [ooc] Casts Prestidigitation[ooc]
Where shall we go first?

Malena Imoroa |

So what group did the informant belong to, also just as another idea as to what happened, the artifact might have done something to them, teleport, mind control a host of other things,
local: 1d20 + 4 ⇒ (19) + 4 = 23
oh it is such a nice ring, I would like it, too bad it is magic, Now we have to decide on how to best split that.
Thank you Rameth, it has taken years of training to be able to do so.

Rameth the Delver |

Rameth notes the name of the ship as well.
[b] Before we leave here. I must offer my apologies for putting you all in danger, however slight it turned out to be. I pride myself on my ability to deal with traps, and though I saw an untriggered spell, it was too late to be of use to any but myself. I shall endeavor to do better in the future.
Rameth pauses before smiling A tripped trap is only fun when I am the one that has to deal with the consequences. My shaved head is kept that way for a reason. Though that is a story for another time.

Sheila Heidmarch |

The second is, and it is a bit embarrassing for me to ask, but may I borrow this Paradox Box? I just know that I am on the cusp of discovering how to disarm magical traps, and perhaps by studying this one I will come one step closer. Just for an evenings study, then I will have it returned.
"I'm afraid I cannot allow you to take this box with you. It has certain properties which make it very valuable to me as the leader of this Lodge, and I will have to compose a report to the Decemvirate containing my findings. However, you can feel free to stop by the lounge at any point and study its workings. I will leave it on reserve, and mention to my research assistants that you might stop by to study it. You'll also be given access to the research log with my draft report to the Decemvirate. If you discover anything work knowing, leave your findings at the end of the research log, and I'll be sure to incorporate them."

Rameth the Delver |

Thank you. I will certainly be back to examine it, and will leave my notes. I will find the secret soon enough.

Sheila Heidmarch |

So what group did the informant belong to, also just as another idea as to what happened, the artifact might have done something to them, teleport, mind control a host of other things,
Unfortunately, I don't know which Sczarni gang she was affiliated with. To be honest, I don't know too much about the Sczarni here in Magnimar, other than that they're divided into 6 gangs.
Your theories might be correct, the ancient artifacts of Thassilon are very potent. This Paradox Box would have been a plaything for the great wizards of old.

Sheila Heidmarch |

Adrielle thinks for a while, saying to Sheila:
"I think the name of the ship was The Victor, but I don't know for sure...
The Victor you say... I'm sorry, but it doesn't ring a bell, nor does the name Gareth. I'll look into it, perhaps the Absalom office knows something of it.

Adrielle Terryne |

Disappointed, Adrielle says to Sheila:
"Oh, well... if you find out anything, please let me know."
After hearing Sheila's explanation of their task, Adrielle thinks for a while about a possible place to start, then turns to the group saying:
"Maybe this Amazing Zograthy knows something about where Natalya went? I think he might be a good person to start with."

Bimbur Longstrike |

Bimbur picks up his arrows 1s equal broken-rolling twice, they weren't dead when the arrows missed :-)2d2 ⇒ (1, 2) = 32d2 ⇒ (1, 1) = 2
"These gremlins were so unlucky, both my cold iron arrows are broken."
He looks at the recent bladed scarf demonstration and bows.
"Well done milady. Bimbur at your service."

Rameth the Delver |

Local1d20 + 3 ⇒ (5) + 3 = 8
An amazing idea. Unfortunately I onlyhave a basic knowledge of the city. Do any of you have a thought where to find him?

Bimbur Longstrike |

The dwarf glows at the idea of searching the town for 'gangs'. He rubs his hands together.
"Shall we hit the streets and find these Sczarni ne'er do wells? This is gonna be exciting."

Rameth the Delver |

Rameth smiles, feeling slightly out of sorts in the city as opposed to a ruin somewhere.

Rameth the Delver |

I do think we should start with Mr. Amazing. But lets follow it up with seeing what we can find out about the gangs. I am happy to roll, how about 1=Creeper; 2=Doolun's Lads; 3=Gallowed; 4=Tower Girls; 5=Washside Wringers; 6=Wreckwash Blades. Come on big 4!!
1d6 ⇒ 5

Bimbur Longstrike |

The dwarf who spent most of his time in the monastery with limited social skill is ready to look for gangs!
"I think I suddenly have a need to get my clothes washed." Bimbur says with a smile.

Rameth the Delver |

First to sell the dagger, then to find the Amazing Z, then, unless we get something that changes our mind from him, to see what we can learn from the Washside Ringers
Rameth gives an appreciative guffaw at Bimbur's quip, as he tosses him the magic ring. You use this for now, we will square up with everyone over the next days, weeks.
Rameth prepares to follow Falco.

DM Thomrenault |

REWARD
By Order of Lord-Mayor Haldmeer Grobas: Anyone who is able to provide information which leads to an arrest and conviction in the serial disappearances which have plagued our city will be handsomely rewarded for their efforts. Anyone who rescues a kidnapped person will be paid 500 Gold pieces per victim returned to Magnimar.
You all follow Falco's lead as he brings you through the city to Washer's Row. Washers’ Row is a tangle of open-air washhouses, launderers, and Varisian wagons and tents. Most of the people here are washing laundry in enormous wooden pools which are steaming with hot water. At the southern end of Washers’ Row, a tattered banner hanging over the entrance to the small side street advertises “Professor Callivario’s Stupendous Exhibition of the Outrageous and Sublime.” Beyond this overly exuberant advertisement is a squalid setup consisting of little more than a series of rundown sideshow booths and carts with assorted games and amusements of the meaner sort. To one side, urchins pitch pennies at lily pads floating in a small, scum-covered fountain while a bored carnie looks on. Nearby, the sound of cats hissing and fighting arises from behind a cart where a small crowd of ne’er-do-wells has gathered to cheer and place bets. Everywhere lurk faces pinched with suspicion or hunger— expressions worn by carnival workers and visitors alike. This is not the sort of place to be careless with a coin pouch.

Adrielle Terryne |

Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Adrielle points to the sign as they leave the pathfinder lodge saying "It looks like it isn't just Natalya who has disappeared. Maybe the city guard would know something? It would be worth looking into after we see the Amazing Zograthy."
Once in Washer's row, Adrielle looks around rather uncomfortably. The place reminds her too much of the docks in Absalom.
"Maybe we should be careful here...the people here don't look very friendly.

Malena Imoroa |

perception: 1d20 ⇒ 14
local: 1d20 + 4 ⇒ (16) + 4 = 20
If the city guard knew something i don't think that they would be putting out reward posters. But every eye is another one that they could use so. ugg i don't know, lets just find these gangs
washer's row
pointing to one of the wagons Hey i know those guys, oh wait wrong people, same looking wagon though hmm.
What are you talking about they are doing there jobs, you dont need to look friendly when doing your work. I am sure they can help point us in the right direction.

Rameth the Delver |

Perception 1d20 + 5 ⇒ (6) + 5 = 11
Local 1d20 + 3 ⇒ (13) + 3 = 16
Rameth too sees the sign about the disappearences and reward. As they move into the seedier areas n\town to be frequented by Sczarni he arms his Buckler.
Always being careful keeps you alive longer. But I agree lets see what people know here. Perhaps one of you ladies should question a young man. A young man might be inclined to try to impress one of you, and be freer with his tongue than they would be with me. I wouldn't be surprised if some of the locals have had family turn up missing as well, it might be a good point to begin our questioning.
Rameth takes a moment to carefully look over the people, whereever they stop and question someone. Though well, armed it is obvious most of us are not Varisian and therefore potentially a likely mark.
Perception1d20 + 5 ⇒ (5) + 5 = 10
I think that before we move on I have to check out the Professors exhibition there. Either it is a front for something, and he knows something. Or it is legitimate and he has ways of getting ridiculous and sublime things that most cannot...and probably knows something.
EDIT: Added dialogue

Rameth the Delver |

Interesting symbols...I wonder...
Arcana1d20 + 3 ⇒ (12) + 3 = 15
Casts Detect Magic towards the shop

Rameth the Delver |

After finishing his study of the symbols, Rameth crosses close to Falco and says, sotto voce...
Well we could either be honest about her disappearence or, I could pretend to be interested in becoming a Pathfinder informant like she was, and tell him that I hear his is the man to make that happen.