GMJester's Shattered Star

Game Master GM Jester

Battle Map


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Everyone can make another round of investigative checks, with perhaps, different skills? Aid another is allowed if declared before primary roll, and you can relate it mechanically into the story.


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Did Audri's rolls reveal anything? I made two Perception checks -one on the stone coffer.

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Malt hesitates a moment before interupting all of the scholars before clearing his throat.

Hey, err, this might not mean nuthin’ but the symbols on the bottom o’ that box is different than the ones up top. Just sayin...


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Also Azari is checking out Koriah's notes. does that reveal anything?

Afterward Azari will inspect the box and attempt to use his lockpick set i.E thieves tools to work the box open normally

History check to see if he's read anything about these

Magical knowledge to try to open as well

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

history: 1d20 + 7 ⇒ (3) + 7 = 10

Disable device: 1d20 + 3 ⇒ (18) + 3 = 21

In general Azari is using all his various skill to try and pop this box open


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus pauses and points out several places on the paper for Azari where the indications are that Wrath has nothing to do with the Paradox box.

and he says aloud the box may have been created by the Thassilonian enclave of Bakrakhan, which followed The Runelord of Wrath, but it has little to do with solving the box and we would be in error to go down that line of thought.

then he added can any of you find out if there are any traps on the box?


Audri Wrenn wrote:
Did Audri's rolls reveal anything? I made two Perception checks -one on the stone coffer.

sorry, I just saw the knowledge check and missed the others. I will give you credit here.


Malt mentions something about runes on the underside of the box, and Audri's perusal of the papers seems to confirm that. She sees a crude translation of the runes on the underside into Common. They seem to spell out the letters: CRUEL.

Azari examines the box carefully, but he can find no place to even use his thieves tools. It appears without crack, seam, or lock or moving parts of any kind. He can recall nothing about this type of coffer from studies of Thassilon in the past but assumes the box must be opened by magical means.

Audri looks from the notes to the box, but her detailed once over seems to indicate there are no traps on the box. She also can discern no moving parts at all, though when she flips the coffer over, she notes that if you touch two of the runes at the same time, they magically flip places with each other....


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

No worries, GMJester. Thanks.

Audri quietly relayed what she had observed during her keen examinations,

"I cannot discern any traps or moving parts on this coffer. However, when I touched the two runes on the underside, at the same time, they magically switched places."

Audri cast her own spell, hoping to determine what magics were placed on the stone coffer (in particular the two switching runes) to aid her caster companions.

Detect Magic with Spellcraft, to aid: 1d20 + 4 ⇒ (8) + 4 = 12


Audri can confirm the box is magical, much like Timerus had already discovered. The druid cannot determine anything else about the box from its dweomer.

DC 10 Linguistics or DC 12 Intelligence:
Having discovered the wording of the runes on the underside, spelling CRUEL and having determined that the letters can be rearranged magically by touching two at a time, you surmise that perhaps sorting the letters to make anagrams might be the way to unlock the box.

Anyone who has the proper stats can make the above check


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Linguistics: 1d20 + 2 ⇒ (9) + 2 = 11

"The runes on the underside of the coffer spell the word 'CRUEL'. And having seen firsthand how the runes/letters can be rearranged magically by touching two at a time, I believe that sorting the letters to make ciphers might be the way to unlock the coffer."


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus paused and looked over the box carefully. You know, we can adjust the words around by touching two letters a time, perhaps sorting the letters to make anagrams might be the way to unlock the box.

Intelligence Check: 1d20 + 3 ⇒ (18) + 3 = 21

what are the words on every side?


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Intelligence: 1d20 + 2 ⇒ (13) + 2 = 15

Rearrange the runes... If it's Thassilonian in nature what runes would work Azari speculates out loud


The runes on the other surfaces of the box are all the same. They are the Thassilonian symbol for wrath (or kindness, hard to tell as those concepts are strangely interchangeable in that language) and as we have been told, are more about where the box is from than how to open it.

Only the underside has the magical, movable runes, and those runes are the replacement for the Common tongue letters for C-R-U-E-L. If you touch two at a time, they change places.

Since you have already thought of the idea of making anagrams using the same letters, might see what other common tongue words you can make with this set of runes.


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

There are only 3 words that can be spelled with those set of letters, i think i have it... Those words are Cruel, ulcer, Lucre. Which is a word meaning to gain money in a greedy or otherwise negative fashion Azari goes over and tries to rearrange the letters to Spell Lucre, whilest spewing out his information as he does

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Ooh, Lucre, that’s a good one. Malt makes a mental note of this word and definition for future situations where he needs to “talk fancy”.

Whelp, my vote’s fer Lucre. Seems sumthin’ money-related would be what’s on a chest. Besides, I aint sure we want ta open a box with a code word o’ ulcer.


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Audri nodded. "Lucre sounds the better option of the two." As Azari started to press the runes two at a time to rearrange the letters on the underside of the stone coffer, Audri took a step back in case they had decided upon the wrong word and there were some nasty repercussions. "Everyone be careful. Do not stand too close," Audri steadily warned them.


Azari solves the anagram for possible words in his head, and as he explains what he is thinking, the others agree, standing back at Audri's warning.

As the last of the letter combinations is pressed to spell the word - LUCRE - the box bursts open with a cracking sounds and a burst of magical white light. Instead of a hoard of Thassilonian treasure inside, however, only a pair of tiny-sized dog-like humanoids leap from their confinement, each carrying a wicked looking steel dagger.

Tactical map is linked at the top margin. You should be able to edit and move your tokens, but LMK if I need to adjust settings. I will typically roll the initiative as well.

Know Nature DC 10:
These small creatures are called pugwampis- a type of fey gremlin. They often run with another dog-like humanoid, gnolls and are uncommon, but found usually in underground or ancient ruins. They revel in chaos and disorder, and enjoy pulling hateful and hurtful pranks on others.

Know Nature DC 15:
Pugwampis radiate an aura of bad luck and unfortunate things seems to happen when they are around. Gnolls and pugwampis are immune to this effect, as are creatures with an unusually lucky disposition.

GM Screen:

Red Pugwampi: 1d20 + 5 ⇒ (13) + 5 = 18
Blue Pugwampi: 1d20 + 5 ⇒ (8) + 5 = 13
Audri: 1d20 + 3 ⇒ (14) + 3 = 17
Azari: 1d20 + 3 ⇒ (19) + 3 = 22
Malt: 1d20 + 1 ⇒ (19) + 1 = 20
Timerus: 1d20 + 2 ⇒ (19) + 2 = 21


What's In the Box - Round 1

22 Azari
21 Timerus
20 Malt
18 Red Pugwampi
17 Audri
13 Blue Pugwampi

Looks like all the gentlemen can have first reactions against the sudden appearance of the dog-like critters.


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Azari draws his curved blade, thin and light but wickedly sharp, and swings, Don't know what these are, but lucks on my side!

nature: 1d20 + 3 ⇒ (4) + 3 = 7

attack: 1d20 + 2 ⇒ (19) + 2 = 21

damage: 1d10 + 2 ⇒ (3) + 2 = 5

Critical hit: 1d20 + 2 ⇒ (11) + 2 = 13

Archaeologists Luck (EX):

Archaeologist’s Luck (Ex)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

How are we doing Crits in case that hits? i'm a fan of just multiplying the roll, but some gm's have us roll damage again.

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Malt is suddenly in his element, he quickly appraises his tiny opponents and decides the best way to deal with a spindly and probably agile opponent is to pin them in one place. Not even bothering to draw his weapon Malt pounces on the pugwampi that Azari is not attacking.

grapple check #1: 1d20 + 5 ⇒ (15) + 5 = 20
grapple check #2: 1d20 + 5 ⇒ (7) + 5 = 12


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus backed up and slid to the side, lining up his ray and with a simple phrase and a hand gesture a ray of freezing cold flashed out toward the closest dog creature

ray of frost: 1d20 + 2 ⇒ (16) + 2 = 181d3 ⇒ 3 touch attack


What's In the Box - Round 1 - continued

Whether its active or passive, Azari has his own luck, and it allows him to cancel out some of the negative effect of the gremlins. The silver-tressed elf acts instead of negotiating, sweeping the head clean off one of the dog-like fey in a single quick stroke.

We will roll the critical damage separately, I rolled it in this case, more than enough to kill the target.

Timerus sidesteps a bit and intones a quick spell as a simple frost ray zips from his fingertips. It hits the second pugwampi, it appears, but the icy blast seems to have no effect on the magical foe.

Malt quickly moves to snatch the second fey, and it nearly slips frm his arms, but the half-orc somehow succeeds on snatching the tiny foe, holding it fast, as least for now.

The little fey, even though grappled, is able to plunge its tiny dagger at Malt, but the half-orcs mail turns the blade aside, keeping the fighter intact.

Audri is up to end the first round.

GM Screen:

Crit dmg: 1d10 + 2 ⇒ (7) + 2 = 9
Timerus Ray: 1d20 + 2 ⇒ (17) + 2 = 19
Spell Resistance SR 7: 1d20 + 1 ⇒ (4) + 1 = 5
Pugwampi dagger: 1d20 + 3 ⇒ (15) + 3 = 18

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Malt grunts as the blade skitters over his armor and tightens his grip on the pugwampi, trying to pin it to the ground.

Use grapple to attempt to pin: 1d20 + 5 ⇒ (14) + 5 = 19


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Audri's action in Round 1 coming before Malt's new action.

Know Nature: 1d20 + 4 ⇒ (4) + 4 = 8

Just like Azari, Audri did not know what the creatures were. Least the Elf had dispatched one and Malt had the other pined to the ground.

Taking a 5 step diagonally toward Malt, Audri drew breath and began casting before laying her hand on the Half-orc's back, imbuing him with a touch of divine guidance. She then drew her scimitar.

Free action: 5 ft step
Standard Action: Cast Guidance on Malt (+1 competence bonus on a single attack roll, saving throw, or skill check.)
Move action: Draw weapon.


What's in the Box - Round 1 - concluded

Audri manages to get close enough to the bruising half-orc, who is mugging the remaining pugwampi, to cast a spell that sharpens his skill for very short time. Then she readies her own weapon, in case this gets out of hand or more foes appear from the paradox box.

End of Round 1


What's in the Box - Round 2

22 Azari
21 Timerus
20 Malt (grappled, guidance)
18 Red Pugwampi (grappled)
17 Audri

Malt has already posted his action, but will defer a moment longer to see if Azari or Timerus want to act first. Remember there is a luck effect in place, so most d20 will have to be repeated by me, in secret.


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus moves to the side and pushes the box back with the tip of his spear, looking to make sure the portal they came through isnt still active.

Knowledge Arcanna: 1d20 + 7 ⇒ (19) + 7 = 26


What's in the Box - Round 2 - continued

Timerus expects that the burly half-orc has the remaining gremlin under control, so he takes a few seconds to inspect and clear the inside of the box, making sure no more surprises lie in wait. To his vision, both magical and mundane, there is nothing else in the box.

Malt uses his superior size to force the pugwampi to the tabletop, but as he does, he trips over his own shoelace and unfortunately, lets the slippery gremlin break completely free.

On the lose, the pugwampi attacks Malt with its dagger, scoring a hit even against the well armored attacker. The tiny blade cannot really hurt Malt, but it does leave a bruise.

Azari can still act, Audri is up to end the rounds. Sorry Malt, natural one on the luck re-roll and then a high roll by the pug. Just 1 NL damage though.

GM Screen:

Malt Pin CMB, guidance: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Pugwampi attack: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg to Malt: 1d2 - 4 ⇒ (2) - 4 = -2

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Malt rips his scimitar free from the sheath and growls at the diminutive fey.

Welp, we coulda done this the easy way…

Malt delivers a viscous hack at the pugwampi.

Move action to draw scimitar, standard action for a two-handed attack.

Scimitar Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Scimitar Crit Confirm: 1d20 + 5 ⇒ (20) + 5 = 25
Scimitar Damage: 1d6 + 6 ⇒ (5) + 6 = 11


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Audri's Round 2 action will come before Malt's new round 3 action and after Azari's current round 2 action.

Taking a 5 ft step, Audri attacked the now free dog-faced creature with her scimitar.

Scimitar Attack on Pugwampi: 1d20 + 2 ⇒ (20) + 2 = 22
Damage, if hits: 1d6 + 2 ⇒ (1) + 2 = 3

Confirm Crit: 1d20 + 2 ⇒ (1) + 2 = 3 (Not confirmed)


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Azari moves up to the Pugwampi and swings his blade

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d10 + 2 ⇒ (2) + 2 = 4

Attack boosted by Archaeologists luck again


What's In the Box? - Round 2 - concluded

As the unlucky gremlin slips from Malt's fingers, Azari hacks at it with his elven blade. Once again he catches the deft foe, dealing it a serious, but not deadly wound, his own luck countering the aura of the pugwampi.

As the dog-like monster reels from the attack, Audri moves in and slices through the fey creature, killing it and ending the fight.

End of Combat

GM Screen:

Audri attack: 1d20 + 2 ⇒ (17) + 2 = 19

I will try to sort out the order of the posts, but if we can try to keep it in the same round, that's be easier for everyone else. In this case, Malt's action is not taken, since the fight is over.


Now that the fight is over, you stand there recovering your wits, and cleaning your weapons and have a bit more clarity about things. Timerus can now see there are actually some small items in the bottom of the box. A silver dagger, three cut garnets, and an unadorned silver ring.

Sorry, I missed these items when you looked before...You may try an Appraise check on the gems and ring, if you wish. Or look for other magical dweomers.

Malt was the only one receiving a wound from the pugwampi battle, and that was just a slight bruise (1 NL dmg).

The party receives 600xp (150 per player) for opening the box an defeating the denizens. You each receive an additional 150xp for ending the fight before much collateral damage to the library was done. XP now stands at 300/2000 for each player or about 15% to level 2.

Not long after the fighting ends, Venture Captain Heidmarch and Koriah burst back into the room, weapons drawn. "I heard the sound of fighting in here," Sheila exclaims. "What on earth have you done? Explain yourselves!"


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Solved your box, It contained these things. It was a password code system. Anagram, Cruel to Lucre. We solved it, these things popped out. Attacked and we killed them


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus moves to the box, casting the same dweomer he did earlier to identify magical auras. As he reached out picking up the garnets and ring from the box to hold in his hand. As he looked at them.

and it appears we have our first loot, unless the Society wishes to claim it as we aren't vetted yet

cast detect magic

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

With the end of the fight, Malt is once again out of his element and since the elves seemed to have the whole "explanin" thing in hand he goes about inspecting his wound, then dismissing it when he decides the chance of infection is probably low.


The VC's anger and martial tone evaporate as she hears your answers, and her snarl of a few moments ago is replaced with a grin. "You sea, Koriah, there is more to this group than meets the eye. I knew they would solve the paradox box and deal with the trap inside. They have earned their reward, and you owe me dinner..."

Koriah nods, looking over the group once again. "It seems your skills in evaluating talent are beyond reproach, Captain. I will see my debt repaid, but must attend other matters at present. If you will excuse me," the half-elf bows slightly and leaves the library for another part of the manor, leaving you alone with the mistress of the house.

"We also have other matters to discuss, young pathfinders. Please take a seat, and let us converse upon the real reason I brought you here." She motions to comfortable chairs around the table and after moving the magical box aside, she sits at the table's head.

Meanwhile, Timerus' magical evaluation of the items left in the box reveals that the ring is magical, while the silver dagger and garnets are not. The magical ring emits a faint aura.

Knowledge Arcana DC 16:
The aura the ring emits is transmutation.

Spellcraft DC 16:
This simple ring is fairly easy to identify even for novice casters. It is a ring of feather fall


"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 Sczarni's 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!"

Know Local DC 15:
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.

The Venture Captain pauses a moment inclining her head to indicate it is okay to ask any questions from what has been relayed to you so far.


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

If any of those are magic and you require assistance Timerus, just ask He goes to sit down, after listening to the captain It's also possible she was found out and detained, this sounds like the sort of thing these people may not want others to find out. Azari wipes his blade of the blood and cleans himself using prestidigitation, cleaning his clothes, redoing his hair all with a few flicks of his wrist.


F Human (Taldan) Druid (Restorer) 1|AC 14, T11, FF13 |HP 13/13, F+4, R+1, W+5, CMB +2, CMD 13|Init +3, Lowlight (via spell), Perc. +7/*+9 (*via spell), Speed 30ft | Fire Bolt 0 times/6, Healer's Kit 0/10 uses

Audri listened to the Venture-Captain without interruption.

When Azari spoke of the Varisian woman, Natalya, being found out and detained, Audri gave a nod of agreement, "Perhaps she was discovered and stopped instead of fleeing with this item. Either way, I will help in any way I am able. Can you give us a description of Natalya? Is there anything of note about this woman which would make her stand out from any other Varisian woman? It will help us identify her if our paths cross. How dangerous/cunning are the... Sczarni? I am new to the city and do not know what they are about."

Untrained Know. Local re Sczarni: 1d20 + 0 ⇒ (17) + 0 = 17 (I know Audri can't get higher than a 10 due to the check being untrained and thus she fails the check at DC 15)


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Local: 1d20 + 7 ⇒ (3) + 7 = 10

Never much cared about the other houses around the city. but yeah, we'll need details before looking into this. Like what doe this Natalya Vancaskerkin look like, where does shes reside or hang out. he says with a shrug


Male Half Elf 7th Sorcerer {Destined Bloodline} [ HP: 52/52 AC: 17 T: 15 FF: 13 | Fort +4, Ref +5, Will +5| Init +3 Perc:+4]

Timerus was focusing on the ring in his hand. remarking...These Garnets are valuable, but hold no magic. The Dagger isnt magical but still a silver dagger can be useful. This ring however is for certain magical...and if you notices these runes here on the side...it will slow someones descent if they fall.

then he looked up at the Lady of the house as she talks of finding the missing Vancaskerkin woman and her association with the Sczarni...We;; The Sczarni are native Gypsies. Part of the secretive society. They usually form into small gangs and as such they actually help to protect and police less fortunate neighborhoods. The lower class looks up to them because of this. Here in Maginmar There are six major Sczarni gangs: 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.

Knowledge Arcanna: 1d20 + 7 ⇒ (2) + 7 = 9
spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
knowledge Local: 1d20 + 7 ⇒ (12) + 7 = 19


Male Elven Archaeologist Bard 1 | HP: 10/10 | AC: 16 / T: 13 / FF: 13 | Fort: +1, Ref: +5, Will: +2| | CMB: +1 CMD: 14 | Init: +3, Perception: +6

Looking more and more likely that she was just taken then huh? Azari Looks over the Silver dagger and puts it down, curiosity sated.

Liberty's Edge

Male Half-Orc Fighter 1| AC 20, T11, FF19 | HP 13/13, F+4, R+1, W+2, CMB +5, CMD 16| Init +1, Darkvision, Perc. +1), Speed 20ft

Quiet up till now, Malt raises a hand.

Thanks for yer confidence in us yer ladyship, but do we have a bit more ta go on that she ran with the Sczarni? Must be hundreds o' them in the city, what with there bein' six major gangs alone. Jist askin if ya have anywhere for us ta start.

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