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Absalon fumbles his perception check.
To the group: "Ummm... hello... yes... glad to be here, I think.
Looks at Ilindir's hand, shakes it.
To the group: "Nice to meet all of you. Did you know you have a goblin?"
To Cily: "Yes, I think that room would be most welcome. I need to lay down."

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End of Part 1: Catching the Thief
XP Award = 500
As darkness falls across Magnimar, the group assembles by the front gates of Heidmarch Manor. Ebrylis greets you at the gates, accompanied by Joadric Heimurl, a Pathfinder residing in the east cottage. Joadric is very thankful that you were able to prevent the loss of his Wayfinder. As a reward he gives the group:
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* An Everburning Torch
* The Necklace of Fireballs Type II with two 2d6 spheres remaining
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Following Ekkie’s directions, you head with her to the Mariska Knackery in Magnimar’s Lowcleft district. The knackery stands on the northern edge of the district, two blocks west of the Matador’s Lodge. Lame or old horses, as well as animals and beasts maimed or used up in events at the Serpent’s Run arena or the Matador’s Lodge, are brought to the knackery to be slaughtered and dismembered, and their meat and other remains are sold off.
The glow of a lantern illuminates the front windows of the building, indicating someone is still on the premises.
Please determine who will take possession of Joadric's gifts, and make perception skill checks as you approach the building...

Ilindir Silvénan |

Ilindir notes the items offered and, after a nod of thanks to Joadric, addresses his companions:
These should go to those who might make the best use of them. I see well enough in the dark, and perhaps someone better-suited to fighting at range would put that necklace to good purpose.

Henric Tobbar |

I wouldn't mind taking the torch, I don't have those fancy elven eyes of yours Ilindir. I know of magic, but I'll likely spend most of my time in the front of the battle, so fireballs might not be the best choice for me. Possibly the cleric of Sarenrae can use them as a lesson to our foes about the awesome power of balls of scorching fire.
Approaching the knackery
Stealth: 1d20 + 0 ⇒ (1) + 0 = 1 (a one? For serious? I guess I shouldn't try talking while being stealthy...)
Perception: 1d20 + 1 ⇒ (18) + 1 = 19

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Absalon eyes the Necklace of Fireballs, Type II, and says, "Since I arrive with few items, I could make use of this in a satisfactory fashion. In fact, it was something like this item that lead to my post as Chief Librarian. (He says beaming with pride.)"
Perception to check to see if anyone is showing displeasure at my appraising the necklace.
Perception 1d20 + 1 ⇒ (2) + 1 = 3
Appraising 1d20 + 3 ⇒ (10) + 3 = 13

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You don't notice anything out of the ordinary. You are glad you have darkvision, on a moonless night such as this.
You notice that near the knackery building there appears to have been a fire. The blackened remains of a small shed or similar building are on the property. You can smell the strong odor of charred wood, which indicates the blaze was recent.
Your feeble attempt at being stealthy is of no purpose whatsoever. You notice that near the knackery building there appears to have been a fire. The blackened remains of a small shed or similar building are on the property. You can smell the strong odor of charred wood, which indicates the blaze was recent.
Your perception roll doesn't tell you anything valuable. Your appraisal of the necklace of fireballs gives you the sense that it may be worth around 200 gp (it only has the two 2d6 spheres left to use).

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You notice that near the knackery building there appears to have been a fire. The blackened remains of a small shed or similar building are on the property. You can smell the strong odor of charred wood, which indicates the blaze was recent. You don't notice anything else unusual.

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Cily disappears into the darkness...
You peruse the burned area. It appears the building was a large storage shed made from wood planks. The entire structure has burned and collapsed into itself. Only a few charred supports for the walls still jut up from the ground. The only recognizable object is a shovel in the rubble, its handle burned to a nub and the blade warped from the heat of the firt.
You see a dark pile that smells burned. Since neither one of you indicate you have a light source, the results of your rolls in the darkness fit the situation nicely! If you are using the everburning torch, you need to state such (since all we know in this PbP game is what you specifically state). Even with the torch, those rolls won't tell you much. Raising a torch might attract attention also, so whether to use it or not is something you have to decide.

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You peruse the burned area. It appears the building was a large storage shed made from wood planks. The entire structure has burned and collapsed into itself. Only a few charred supports for the walls still jut up from the ground. The only recognizable object is a shovel in the rubble, its handle burned to a nub and the blade warped from the heat of the fire.
You notice that near the knackery building there appears to have been a fire. The blackened remains of a small shed or similar building are on the property. You can smell the strong odor of charred wood, which indicates the blaze was recent. It appears Ekkie the goblin is staying by Ophelia.

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As the group gets close to the knackery, Ekkie tugs on Ophelia's robe, points to the front of the building, and says, This is the horse-killing place. Makes me hungry to think about it.
In the light of the torch held by Henric, you can see a sign over the entrance of the building which reads, Mariska Knackery.

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You don't see anything but a pile of burned rubble.
You do not detect any magic (presuming you are casting it toward the burned building).
Ekkie, to Ophelia: Other goblins showed me through smelly tunnels to horse-killing place. Went from this place to longshanks tribe place. Don't know nothing about burnt building - I didn't do it!

Cily Tosscobble |

Cily takes in what her companions are saying, then stealthily moves to the main entrance of the knackery with the lantern light in the window. She tries the front door latch very carefully to see if it is unlocked.
Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Ophelia Swiftblade |

Ophelia whispers to Ekkie:
Of course not, I didn't mean to sound like I was accusing you.
Ophelia says in a louder whisper to the group as they approach the building:
I'm going to I around to the back of the building and see if I can see anything. If there is a rear door, I will be able to block that exit for whoever may be inside.
To Ekkie again:
If you choose to follow me, you must be very quiet. We must not alert anyone inside to our presence.
Stealth: 1d20 ⇒ 1
This is going to hurt...

Bohyi Fartracker |

Bohyi, still very leary of the goblin, grasps his two handed axe off of his back, and follows Ophelia to accompany her to the back of the structure. Whispering to her, " I will accompany you and it to the back of the structure to make sure nothing happens."
Scanning the area Perception 1d20 + 2 ⇒ (3) + 2 = 5

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As Ophelia, Ekkie and Bohyi work their way around the back of the knackery building, the rest of the party approaches the front entrance.
Cily quietly opens the front door, and is greeting by the sound of a brass bell which is mounted inside above the doorway. The top of the door starts the bell swinging, to announce that someone has entered the establishment.
Immediately inside the doorway is a table and three chairs. Beyond them is a long wood counter upon which stands a merchant's scale and other business-related objects. A middle-aged man sporting a graying walrus-like mustache stands behind the counter, writing in a large ledger book with a quill pen.
At the sound of the bell he looks up and speaks with a heavy Varisian accent: We're closed! You will have to come back in the morning.

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You make your way to the back of the knackery building. The rear of the building contains a large double door, wide enough to back a wagon or cart into. Many wagon tracks are present leading to and from the door, as well as dark stains in the dirt. The farther back you go, the stronger becomes the smell of the knackery - animal flesh, blood and bones.

Cily Tosscobble |

Cily slips into the darkened area on the side away from counter and the man and finds a good place to hide, leaving Ilindir to deal with the man. After the man has closed up for the night and left, Cily plans to continue exploring the establishment.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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The man behind the counter watches you all shift around in the doorway and entrance to the building.
What in the seven hells are you people doing? I said we are CLOSED! Come back in the morning! If you have a carcass to deliver, dump it off beside the building and we'll take care of it tomorrow! Now go, and close the door as you leave.
The doors at the back of the building are closed, and do not have a latch or lock mechanism. Each has a handle made of wrought iron, which can be used to pull them open. Do a perception check.