The shattered Shield -Core
(Inactive)
Game Master
Helikon
Maps&More
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
The donkey is lost in the sandstorm.
in the camp the dwarven woman relates her story:
She was investigating the disappearance of Vensali Vuun, a miller who operates a mill along the Jodin River’s northern bank. Not only was Vensali missing, but her family was found torn to pieces in their home. Kazima was returning to Azir from her investigation when the storm struck.
Other than the bloodshed, the only clue Kazima recovered was a small statue of a judge’s gavel made of shimmering gold.
She keeps it wrapped in a black cloth and takes care not to touch it directly when showing it to you.
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
Vuldruk approaches and reaches out his hand to help me get up. My name is Vuldruk, you were traveling alone
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Know Religion 1d20 + 6 ⇒ (18) + 6 = 24 to see if he knows what it is.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Appraise + Greed Racial: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Khargrom looks at the item, "fancy craftin' there. Does it give you any leads to pursue? If'n ya need backup, once we got our job done I might be able to help. Can't speak fer me allies though, but dwarves gotta stick together when trouble brews, ya know."
He looks out at the howling storm, "when we get to town, jes let us know where you'll be and we can check in later."
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
"Uh, why are you so careful with that thing? You think it animated and attacked the guy? But then wouldn't they all a been smashed instead of all cut up?"
Tusk eyes the gavel suspiciously.
Khargrom to really see what it is worth you need to feel the item. The craftwork is not bad, but to know how pure the gold is....
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Did my roll figure out what the symbol is?
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom will ask the nice dwarf lady investigator, "so uh, you mind if I touch the gavel thing? I don't want to disturb any ev'dence or nothin'."
He will physically inspect and touch the item if she does not mind.
Riceak is not sure that it has any religious meaning. A gavel is often used by judges, so it could mean something to abadar, but alas he is not sure.
Khargrom you notice that the statue is coated in gold dust. After rubbing at this coating it only reveals a hairline veins on the statue that give the impression that the piece the appearance that it’s alive and slowly bleeding gold.
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Tusk is a little surprised when the dwarf volunteers to touch the item when Riceak was so reluctant to. Well, Khargrom is a dwarf, and everyone knows how they are around precious metals. But then again so is Riceak. Tusk steps backward and watches in fascination, half expecting him to get ripped to pieces by a whirling cloud of blades.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom points out as some of the powder falls off, "look here, powdered gold dust."
*ACHOOO*
Wiping his nose he continues, "but tis odd, not just coated in dust but got little uh... blood holdin' thingies here that give the illusion issa livin' and bleedin' gold. Crazy! Anyone know if der any magic makin' it all weird?" He sets the statue back in the cloth held by Kazima.
@ Khargrom If you can, make a use magic device check.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Would it be possible to walk away a bit, out of hearing range, cast detect magic and then come back?
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Tusk, who has already retreated to a safe distance winces when Khargrom sneezes and the gold dust flies about. Shaking his head he asks, "What do you mean, magic blood thingies? That does not sound good!"
@Riceak yes you can of course! But especially for detect magic I would say this should not be a problem.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom turns to Tusk, "erm, them thingies in yur arms that carry the blood. Ya can see em popping out when ya flex ya muscles and when dey get hacked up with an axe they spray blood. The ones on da statue are bleeding the gold stuffs."
He mutters mostly to himself, "it's gotta be magics, no way gears and stuff would work in something that small."
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
The statue radiates magic. Please make a knowledge arcana or Spellcraft roll
Kazima remarks:"“Only something connected to a god could seem so
harmless yet be so evil.”
She also wishes to accompany the party back to Azir to rejoin the members of her garrison.
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
"If my colleagues do not have a problem, it will be a pleasure to be with us"
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
Spellcesft 1d20 + 5 ⇒ (11) + 5 = 16
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
It goes without saying that Tusk does not have any relevant skills and will superstitiously keep his distance from the thing.
Riceak you are unable to discern the properties of the gavel.

Chapter Two: BEFORE THE GODLESS GATE
You arrive outside Azir before dusk on the sixth night of travel. The city’s sandstone curtain wall forces the PCs to seek entrance at one of the massive gates, each of whose arches bears the brass symbol of Rahadoum: a set of open hands, palms out, over an ornamental shield inscribed with the Laws of Man. Each gate has a staff of six guards as well as two Pure Legion soldiers dressed in blue steel armor over white garments, and they collectively question everyone entering Azir.
By the time you arrive, there’s still a line of several trade convoys and several dozen travelers, many of whom are tired from spending several hours standing in the sun and quietly complain about how much time this recent measure is taking.
As you ask around you hear that the Pure Legion is cracking down on some widespread religious disturbance in the city and so has been especially vigilant for more than a week.
Kazima is happy to escort them to the front of the line. This effectively bypasses the wait, and the Pure Legion soldiers hail their captain.
Please make a perception check and a gather information check
Male Half-Elf DEAD
Perception: 1d20 + 11 ⇒ (4) + 11 = 15.
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12.
Kent is still distracted from the storm.
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
perception: 1d20 + 5 ⇒ (13) + 5 = 18
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
perception: 1d20 ⇒ 15
gather info: 1d20 - 1 ⇒ (1) - 1 = 0
Tusk is bored, bored, bored. He hates lines and he hates gathering info. He scowls at everyone instead looking for someone he can start a fight with.
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom looks around and then attempts to ask a couple people in line what is going on.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10 (Traps +1, Stonework +2, Stonetraps +3)
Diplomacy: 1d20 - 2 ⇒ (1) - 2 = -1
Such a charismatic group!
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
The guards are respectful and orderly during the search, though their questioning is thorough and methodical. The guards interrogate the PCs as a group, first asking them to state the purpose for their visit and then asking that they declare any divine paraphernalia or illegal articles of worship for immediate confiscation. The guards describe, in detail, that such items include holy symbols, religious texts, divine artifacts, or even religiously suggestive tattoos or birthmarks. Any such items you declare are taken and placed in a nearby chest.
You have now a chance to hide an item by a slight of hand roll.
Male Half-Elf DEAD
Kent has nothing even vaguely religious to hide.
Kent patiently waits until his turn.
"I am here on business - to see an artifacts dealer by the name of Torvad Shalzadin."
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Tusk asks the Captain, "Is a wand of curing considered a religious item? They can be made by priests but also other folks too - I think."
Male Half-Elf DEAD
Kent nods to Tusk.
"Bards can make them, as well..."
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom nods as he checks his pack and finds none of the listed items. Prolly a good thing I ain't as dwarfy as most, with all their Torag worship and such.
He nods as Kent speaks, "aye, I'm with him."
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
What should the cleric do?
Actually you know that all cure wands are made from clerics and druids. The cleric should either try to hide his holy symbol or openly stash it at the gate.
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
You give Tusk too much credit. I'm playing him as ignorant of all things magical. Except magical weapons or armor.
Well at least Kent should know ;-)
Manthos get´s sprayed by the blood.
With that the man dies.
The guard quickly moves forward and, seeing that the man has the golden ratch, drag him away, using the hook on of their polearms.
The crowd is visibly shaken and pushes towards the gate.
You are now ready to being searched.
The guards are respectful and orderly during the search, though their questioning is thorough and methodical. The guards interrogate the PCs as a group, first asking them to state the purpose for their visit and then asking that they declare any divine paraphernalia or illegal articles of worship for immediate confiscation. The guards describe, in detail, that such items include holy symbols, religious texts, divine artifacts, or even religiously suggestive tattoos or birthmarks. Any such items you declare are taken and placed in a nearby chest.
You have now a chance to hide an item by a slight of hand roll.
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
Nothing to hide for Tusk. Other than the wand, he has very little of interest.
SORRY. Please ignore
Manthos get´s sprayed by the blood.
GM:
With that the man dies.
The guard quickly moves forward and, seeing that the man has the golden ratch, drag him away, using the hook on of their polearms.
The crowd is visibly shaken and pushes towards the gate.
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
he will declare his holy symbol and his prayer book.
You are requested to deposit booth in a box.
After you do so, they will give a very stern warning not to use divine magic or openly display faith!
male human invulnerable rager 4/unbreakable warrior 1 initiative +8 bmc 8 dmc +20 ts fort +7 ref +3 will +2 HP 44/44 ac 20 flat 17 touch 12
"Nothing to declare for me, my religion is the steel"
M Init +1; Senses low-light vision; Perception +7 , AC 18, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 29 (4d8+4) Fort +6, Ref +3, Will +8; +2 vs. enchantments, +2 trait bonus vs. charm and compulson Cleric of Shelyn
LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
Khargrom heads along into town and once through the gate, he waits for his allies, hoping they get through the gates easily as well.
Now how to find your person. Please give me gather information check
N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
gather info: 1d20 - 1 ⇒ (2) - 1 = 1
With his usual tact, Tuck goes about glaring at people and expecting them to vomit up information.
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