DMD's Shattered Star Table A

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Low, dark clouds hover over the City of Monuments, threatening to bring a late-morning shower on a chilly spring morning. Despite the gray skies, the wealthy elite of Magnimar’s Alabaster District fill the streets with their servants on a variety of household business. Housekeepers and messengers rush through their jobs clutching their hats and cloaks when they look up to the sky waiting for the inevitable. A breeze from the north carries the tang of salt water and gull birds constantly remind citizens and visitors this is a port city, even this far away from the docks.

A half-elf guard waits at a gatehouse leading to the manor grounds and directs those with important business to the Meeting House. ”You want to follow the path to your left, past the Thassilonian Houses. You can see it rising up over the topiary on the other side of the pond,” says the guard Ebrylis pointing in the direction to go. The other path leads the other way around the carp pond and to the Venture Captain and her partner and husband’s private estate. Three of the famed Thassilonian Houses lie along the path. Each is a cozy and warm affair with slate roofs and stained glass windows. Two of them have wisps of wood smoke coming from their chimneys.

Wumbrout Brios, the Meeting House’s majordomo, welcomes Captain Heidmarch’s invited guests into the Entrance Hall. ”I’m ‘fraid the mistress’ previous meeting is running a touch late,” explains the peg-legged dwarf. ”Please wait here for a few minutes. Can I get you anything? Water? Tea?” He leaves guests to their own devices, disappearing into a tower adjacent to the foyer and emerging only when another visitor rings the bell or when the tea kettle whistles.

A clockwork timepiece ticks and tocks on a mantle above a lit fireplace surrounded by comfortable leather chairs. The walls are adorned with ancient tapestries and framed pages from the journals of legendary Pathfinders. Each page contains a wide sample of media: sketches of a sarcophogus from an ancient Osirian prince, the transcribed lyrics of a salty shanty from the Shackles, an account of a mysterious monster from the heart of the Mwangi, and many more.

Silver Crusade

Female Human Inquisitor 1/ fighter 1

A large woman in Four-mirror armor pushes her way to the front. She carries a longsword and shield, but seems uncomfortable in their use. She has short black hair and green eyes. A holy symbol of Iomedae sits on her neck. Mallory Miller speaks in a low whisper, like a grunt. "I'd like a tea."


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

Polly doesn't immediately respond to Wumbrout's question, her mind and eyes far to engrossed by the tapestries' sketch of a honest-to-goodness Osirian sarcophogus. The pink-haired gnome had come to Heidmarch's estate in her best aka her cleanest blue robes. She had wanted to look professional for her first big assignment and figured robes covered in the dust of ancient tomes wouldn't be showing her best.

Ironically its only when Mallory makes her low grunt that she returns to reality. "Hmm? Oh I'd like some tea too! You wouldn't happen to you have honey lemon tea would you?" She slaps her hands together in delight. "I knew a ghoran who made the best honey lemon tea in all Magnimar! Always knew what just the right ratio of honey to lemon without compromising either taste. A real concoctionist they were. A shame they went out of business once people learned where they got their tea leaves from," she says causally, her face beaming the whole time before realizing where she was and what kind of temperament was surely expected of her.

Polly clears her throat as if in apology for the faux pas. "I guess I'll take whatever you have. Thank you."


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Three years had passed since she walked along the streets of the district she was born to. Her cornflower blue eyes took in the wealthy elite and their variety of domestic staff. She'd lost touch with this society - a small part of her missed it: not the supposed nobility but certain members of her blood relations (she couldn't call them her 'family' for they had turned their backs on her). She had passed by the Heidmarch manor house on more than one occasion, however had never entered through it gates/doors - not until today. Izabelia closed her eyes and took in the sound of the gulls and breathed the brine-tinged air. Memories flooded her of better days by Nico's side, but she quickly brushed them aside. Live in the present, she inwardly chided herself. Her eyes opened and she walked the prescribed path until she reached the Entrance Hall. She wondered if she should have worn her fine clothing, fit for a daughter of House Nirodin. She almost laughed aloud - I'm no longer such a daughter. Instead, she opted for her clean and comfortable attire - sturdy, brown leather boots, blue shirt, brown leather skirt, jacket and dark blue cloak. Her signet ring - the one with the family crest - hung on a leather cord around her neck and was tucked inside her shirt, out of sight. I am presentable. I'm not here to immediately advertise my relation. Her weapons and gear were in place, too.

As she entered, Izabelia inclined her head to the majordomo, accepted his explanation, and noted two others waiting inside - a large woman in armour and a pink-haired gnome! Striking colour - perhaps I should colour a strand or two of my own hair in such a shade, Izabelia pleasantly mused to herself. On offer of a drink, Izabelia responded, "Tea, please. With two sugars, if it isn't too much trouble. Thank you," smiling politely at the peg-legged dwarf. She found most teas a little bitter on the tongue and sugar made them less so.

As Izabelia waited for her tea, she moved to the ancient tapestries on the walls and then onto the framed pages from the journals of legendary Pathfinders. She admired the art - having had years of experience in her family - patrons of the arts all of them! - taking note of the sketches of a sarcophagus from an ancient Osirian prince. History was something she found most interesting.

Remembering her manners, she looked to the two other females in the hall and greeted them in the common tongue, a cordial smile gracing her wide mouth, "Good morning. I suppose we're here for the same purpose, yes? My name is Bel." She deliberately left out her family name - not to be duplicitous, but merely for her own peace of mind.

Diplomacy on first greeting: 1d20 + 8 ⇒ (19) + 8 = 27


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Male Half-elf (Varisian) Psychic 1

A slight half-elf enters the room, leaning a longspear inside the door with ink-stained hands. He hastily tucked what looked like a crude map inside a small folio he was carrying Well boy, now you're in it...I know I am...wait, am I just talking to myself now?. He seemed momentarily distracted as he scanned the room and then, flustered for a moment, began speaking, Hi all, I'm Eskander Sforza he introduced himself with a pleasant voice, tucking the small journal into the front of his armor.

Um thank you Master Brios, a cup of tea sounds great right about now, been on a ship for what seemed like forever, and all there was to drink was really strong grog. I've often wondered why sailors were always portrayed as drinking so much, then I You are rambling... be calm son...ah nevermind. A cup of tea, yes, thank you. looking at the others he shifts his weight from foot to foot for a moment, Nice to meet you all, this is my first time back home in a long time, and I'm excited to be out in the world learning more. the half-varisian elf smiles and waits to see who arrives next.


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Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

As the new arrivals start pouring into the room, the young gnome realizes that she’s made another social error. “Oh! I forgot my name. My apologies,” she blurts out to no one in particular. ”The name’s Polly. Polly Glottimixx. I’m a linguist. And an archeologist. And a spellcaster. Oh and I’ve been a tour guide and tumbler as well but I'm not doing that currently.”

Polly internally debates whether she should she list all the other occupations she's had over the the years for completeness' sake when Eskander's words shift her thoughts completely. "Oh I'm very much the same Mr. Sforza. I honestly have no idea what were supposed to be doing for Mrs. Heidmarch but I do hope its a field mission! Perhaps she'll send us to Riddleport to study the Cyphergate. Or maybe the Cinderlands. Oh I hope its that. I haven't had a chance to practice my Shoanti for a while and would just love the opportunity to do so."


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

A slender half-elven young woman with reddish long-hair and emerald green eyes enters the room and joins up with the group.

"Hello everyone, I'm Saria. Saria Fartul.". She looks around the room, to see if someone might have recognized her name, and then continues "It's a pleasure to meet you all."

"I'll follow my colleagues lead and have some tea as well, thank you very much"

She smiles at Eskander's and Polly's enthusiasm, which mirror's her own. "I would also prefer a field mission - this is my first time here in Varisia, and what better way is there to get to know the land than to go out and explore it?"

"I thought I would be the only one with no idea of what the mission might be, though, being a newcomer to the lodge and all. Do any of you know anything more?"


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Bel looked at the Half-Elf Eskander upon mentioning he had returned to Varisia. From first appearance, she had not met him before this day. Least there was someone here who perhaps understood what it meant to be returning "home".

She then smiled at the red-haired Saria who recently entered the hall, "I, too, am a newcomer to the Lodge. I suppose we shall learn more once Captain Heidmarch joins us. The anticipation is thrilling," giving a little, friendly wink.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira asks for water, sipping it slowly while she listens.

Hearing Saria's question, she offers

I've been in the society for a while, but I don't know anything either... just that they needed people with dungeoneering expertise.

Zadira is tall, with dark hair pulled back into a tail to keep it out of her way, two quivers strapped to her bandoliers, obviously for use with her large bow, but instead of other fighting implements the rest of her stuff looks more scholarly. She has several writing implements and scroll cases at hand as well.

... Is that everyone's expertise? If so, we can guess the general mission. If not, perhaps it is a little more extensive.


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Saria smiles back at Bel "It's good to know that I'm not the only new face around here! Did you join the society recently, or are you an exchange agent from some other lodge like me?"

After hearing Zadira's answer, she chuckles a bit before replying: "Well, I never really thought of myself as a "dungeoneering expert", but I guess it is an apt description for most of us in the society. You're probably right, I wouldn't be surprised if it involved some amount dungeon-delving. Have there been any rumors of recently uncovered ruins or the like going around?"


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7
Saria Fartul wrote:

Saria smiles back at Bel "It's good to know that I'm not the only new face around here! Did you join the society recently, or are you an exchange agent from some other lodge like me?"

Bel measured her next words, as was her way, "Not an exchange agent. This will be my first foray as a member. I simply wish to make a mark in a manner of my own choosing. It must be a pleasing endeavour to move between lodges? You may have seen some interesting things already, Saria? Or do you prefer a more formal address?" Zadira mentioned she's been in the society, too. How curious to be gathered, here, together like this.

Zadira wrote:

"...just that they needed people with dungeoneering expertise. ... Is that everyone's expertise? If so, we can guess the general mission. If not, perhaps it is a little more extensive."

Bel listened as Saria answered the part about being a "dungeoneering expert". Looking from Zadira to Saria, she stated simply, "I've always enjoyed history, archaeology and exploring underground places. On one hand, it's surprising that Captain Heidmarch appears to know this about each of us, don't you think? But, then, a person in her position would be able to discover such things about others..." Bel let her words fall away into silence. She wondered what kind of person Heidmarch was and when the woman would return to speak with them.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira grins and responds to Izabelia.

I would think it depends on the person. There are some people that are hard to read, and reveal little about themselves when they are interacting at work, but then others, you know, go on and on about their families and the things that they love. I guess I'm kind of in the middle. I don't really gush about family much, but if you get me talking about one of my hobbies, I could go on for days. I don't think anyone could really not know that I enjoy underground exploration... if they know me at all.

Turning to Saria she says, a little more seriously but without losing the smile,

I haven't heard any rumors though, since you asked. So, if it is a new discovery, it is either something new, or something they are keeping under wraps.

Addressing Polly and Eskander she adds

Have you guys heard anything?

Silver Crusade

Female Human Inquisitor 1/ fighter 1

"I have had a vision of Iomedae, that told me to come and join the pathfinders. That is all I need to know. I suspect we will hear more soon."


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision
Izabelia Nirodin wrote:

Bel measured her next words, as was her way, "Not an exchange agent. This will be my first foray as a member. I simply wish to make a mark in a manner of my own choosing. It must be a pleasing endeavour to move between lodges? You may have seen some interesting things already, Saria? Or do you prefer a more formal address?"

Saria laughs at Bel'a question "Don't worry, just "Saria" is perfectly fine! I'm not a noble or anything that would require a fancy title, and something like Miss Fartul sounds too formal."

"About being an exchange agent, this is actually my first time at a new lodge - there was a call for volunteers to come explore Varisia, and I decided to apply. My previous expeditions have been mostly around Absalom, exploring some of the ruins that dot the Isle of Kortos."

After hearing Zadira's reply, Saria smiles expectantly at the rest of the group, but Mallory's answer leaves her speechless, with a look of complete surprise on her face.

Mallory was explicitly sent by her deity to join our mission?! That's... That should mean it goes far beyond a simple pathfinder mission, doesn't it?


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

Polly listened to the back and forth between the other women who had just arrived at the manor. They were all listing out their credentials and skills now, with quite a few of them being pretty knowledgeable about dungeon-diving. Polly had some experience herself in the field, though it was admittedly limited to the few mostly explored ruins around Magnimar.

"Oh I don’t know anything,” she answers Zadira immediately before quickly realizing how that sounds and adding, “Well, no. I know lots of things actually but when it comes to our mission I’m ignorant I’m afraid. My mentor just told me that Mrs. Heidmarch had an important mission that she needed help with.”

The gnome is about to reiterate some of her guesses on what the mission could be when Mallory’s admission of receiving a vision of all things grabs her attention. ”A vision from Iomedae! That’s incredible! What exactly did you see… if you don’t mind me asking that is?”


"I beg your forgiveness, please, everyone." The speaker is a new arrival with a deep and breathy feminine voice. Tall with dark hair pulled back by a silver tiara and dressed in an expensive, but not overly formal gown, is Venture Captain Sheila Heidmarch. Standing beside her is another woman, a young half-elf with red hair and facial tattoos. Hanging from the young woman's belt is a unique mithril and redwood akyls and a bastard sword.

Knowledge (dungeoneering or local) DC 18:
The other woman is Pathfinder Koriah Azmeren, an expert on the Darklands.

"We will be more comfortable in the library. This way," she says before leading the assembled to a spacious library with a large table and some comfortable chairs. Sitting atop the table is a stone box about a foot and a half in length and width, and perhaps a foot in height.

"I apologize for the delay, as I must conclude my business with Pathfinder Azmeren before we meet. In the meantime, though, I thought you could help us with another minor issue. This stone coffer is an ancient Thassilonian puzzle, a cunning feat of magical engineering known as a paradox box. As you'll see from even a casual investigation, what appear to be seams on the sides are only shallow grooves-the re's no obvious way to open the thing. Each paradox box has its own secret method of being opened. Essentially, a paradox box substitutes hidden catches and magical triggers for a lock. Given time, anyone clever enough could figure out how to open a paradox box, just as given time, a locksmith can open any lock. This particular box was among those items recovered by Koriah-the scrolls next to the box are her preliminary notes on possible triggers or methods of opening it, but she's not yet had a chance to sit down and properly investigate the thing. So...why don't you put your heads together and see if you can't do that for me? Even if the box is empty, as I suspect it probably is, knowing the method of opening it makes it a valuable find anyway. I'll return shortly, and I hope to see that box open! Think of this as an audition, if you will-because the actual task I want to speak to yo u about soon will require as much wit as it will brawn!"

Koriah's Notes:
The scroll lists translations of the significant runes on the box-one of the most oft-repeated symbols was the rune for "wrath," which Koriah also notes is associated with evocation magic, and in the earliest days of Thassilon with the word "kindness." Her notes indicate that this rune merely marks the box has having once belonged
to a citizen of the Thassilonian nation of Bakrakhan, and that the rune likely has little to do with the method of opening this particular paradox box.

Another of Koriah's scrolls lists a few other key observations-the key observation being that five of the box's faces are identical, but on one face, several additional runes appear. These runes spell out the word "CRUEL." Koriah believes that this word is somehow linked to the box's mystery. She's also noted that each of the individual runes in the word can be reorganized by touching two runes at once-doing so causes the two touched runes to exchange places for an hour before reverting to their original spelling of "CRUEL."


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Knowledge Dungeoneering: 1d20 + 8 ⇒ (15) + 8 = 23

After reviewing the notes, Zadira says

Well, maybe the first thing to try is a different 5 letter word that uses the same letters? Lucre or Ulcer perhaps. Lucre would be my vote, greed going along with wrath. The only thing is that the runes trade places for an hour, so not sure how to touch two at a time to get it to that point... each letter would have to change place more than once to spell that. And then of course if I am wrong, we won't get another chance before she comes back. What do you guys think?


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Finally, the meeting was about to start.

Know. Dungeoneering (DC 18): 1d20 + 6 ⇒ (15) + 6 = 21

Pathfinder Koriah Azmeren, expert on the Darklands, she gazed in awe at the red-haired half-elf a moment longer than polite before turning her eyes and mind to Koriah's notes. Having heard Zadira's suggestion of the word 'lucre', Bel nodded her head and answered steadily, "I support your supposition and agree on lucre."


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

The only thing is that "ulcer" is the one we could get to with two swaps. Runes one and three could be swapped and runes two and five. That would give us another word with no need to wait an hour... but if it *is* Lucre... and totally agree that is the word that fits better, how do we get the box to work? It is that hour-long delay that worries me.

Do you think it is a word ladder? We could get to "ulcer" from "cruel" with two swaps, and then we could get to "lucre" from "ulcer" with two additional swaps... maybe getting to the second rung of the ladder will allow the box to swap again without waiting the full hour? It's hard to know without trying it.


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

The arrival of the Venture Captain and her companion steer Saria's mind away from her thoughts and it refocuses on their new task. After a careful reading of the notes and listening to Zadira's and Bel's comments, she chips in:

"I agree with you both on "lucre" making the most sense. Regarding how to get there from "cruel", it's not perfectly clear but the idea I get from the notes is that the runes stay in their new positions for an hour after swapping, which would let us swap them again with other runes. But we won't know until we try.

And as you pointed out Zadira, "ulcer" is on the path from "cruel" to "lucre", so maybe we could make those two swaps first, see if it opens, and then carry on to "lucre"."

Saria looks at the rest of the group "Does that seem ok to you all? I can't recall any other word to try using these letters."


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

"I'm all for jumping in and solving it. However, I think we should examine the puzzle box for traps first and if it emanates any magic before we go swapping letters. There have been times I wished I had been more prudent, so I'm trying to be that now. Zadira, I recollect you have some skill with traps, yes? I could use your eyes, too."

Bel examined the puzzle closely, checking for anything out of the ordinary that might cause them harm. She made room for Zadira to do the same.

Perception to notice any traps: 1d20 + 6 ⇒ (8) + 6 = 14

"Just a moment, please."

Then casting Detect Magic on the stone coffer/puzzle box, Bel studied it for any notable magical auras coming from it, swiftly calling upon fortune's favour to aid her in the endeavour.

Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Know. Arcana with Archaeologist's Luck & Fate's Favoured bonus: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 (Can make untrained due to bardic knowledge.)

===

A courtesy heads-up: It's late here, so I'm headed to bed. If anything comes from the above, please feel free to read results and act as though Bel has informed you as I don't want to hold up the game because I'm sleeping. Otherwise, I'll play it out in my morning. Night!


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

Knowledge (Dungeoneering): 1d20 + 8 ⇒ (7) + 8 = 15

Polly eyes the paradox box with keen interest, getting as close to it as possible without obstructing any of the others. ”Fascinating! Utterly fascinating. An honest to goodness Thassilonian artifact.”

Her big blue eyes remain on the paradox even as she thinks aloud about its possible solution. "Ulcer to lucre would be a strange association but given the characters we have available it would be the only possible answer unless the box is missing a piece. Only one way to know for sure, of course."

The gnome finally turns head from the box back to the group. "So who wants to try it first?"


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Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Oh, I get it. Saria, what you say makes sense. From the notes I thought they would be frozen where they are for an hour, but if they just retain their position so you can continue, that makes much more sense, and seems possible... and yes, with ulcer as the intermediate word...

After Izabella checks for traps (if there are none), and Polly comments, she has thought about it enough and says

I'll try.

She approaches the side of the box detailed in the notes that has the letters CRUEL on it, and first selects the C and U in Cruel...

CRUEL --> URCEL

Then the R and the L

URCEL --> ULCER

She pauses for a moment, glancing at Saria, but if nothing happens she proceeds

She selects the U and the L

ULCER --> LUCER

Then the R and the E

LUCER --> LUCRE

Then she steps back, hoping something will happen and it will open.


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Male Half-elf (Varisian) Psychic 1

Eskander greets the other arrivals, but doesn't add much at this point to the conversation, but will chime in, I don't know much about dungeons, but I'll be here to take copious notes as well! I do read Thasillonian, let me see if anything - no I guess "lucre' makes the most sense for the word, go right ahead, I'll keep an eye on it and record any changes Open it, open it....something valuable in these boxes most times...magic and knowledge just inside!

The half-elf seems to space out for just a moment, and then gets out a pencil and his journal, and begins sketching the box and quickly writing notes of the conversation, Thasillon was rife with magic, what if we cast a spell corresponding to the notes on evocation magic should the word change not do what we intend? flipping through the notes he absently reads off, evocation, can anyone use evocation magic on it? his brow furrows as he's seated, looking from the box to her notes and back to his own....

In case it matters:

knowledge history: 1d20 + 9 ⇒ (2) + 9 = 11

Silver Crusade

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Female Human Inquisitor 1/ fighter 1

Mallory stays in the back. Puzzle-solving isn't in her wheelhouse. The others seem to have it well in hand.


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

"That's a very good point Eskander, we didn't really consider other opening options besides the obvious."

Saria ponders for a bit while Zadira starts working on the runes, and then looks apprehensively at her, her face full of worry.

"I do hope it's not the case. That would make the runes a red herring or most likely a trap - one intended for thieves looking for easy "lucre"!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Well, it's done now. I guess we'll find out. ... But everyone might want to take a few steps back, just in case it *is* a trap.


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Male Half-elf (Varisian) Psychic 1

Eskander continues to observe, I will say Saria, we will learn something either waystop talking and help them open the box.....I'm observing the box and the experiment to open it! Shhh.... he pensively furrows his brows, I'm uncertain to what we'll learn, but should be interesting...


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

Despite very much wanting to continue to be as close as possible, Polly takes Zadira's sage advise and backs away from it as she awaits for... something to happen. While still focused on the box she does manage to nod along at Eskander's words. "Oh I hope so. Maybe it will reveal a map to some ancient Thassilonian temple. Unlikely, sure, given that it belonged to only a citizen instead of a high priest or a runelord but here's hoping all the same!"


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

If there are no traps etc?...DM Dickie will resolve once he's back on the board.

After searching for the traps and trying to note any magic emanating from the puzzle box, as Zadira started to swap the runes, Bel stepped back away, not wishing to stand too close to the artefact; yet keeping her eyes on it. "Be careful, Zadira," she quietly urged the ranger.


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There is no signs to Izabelia of anything resembling a trap in the sealed stone, in fact, she can find no sign that the block is anything but an intricately sculpted hunk of rock. When she observes it using magically augmented eyes, however, the story changes.

Radiating from the stone chest are two distinct auras, both of which were cast by a journeyman crafter. The glows are familiar signs of abjuration and conjugation magic, but the final product is too intricate for her to understand the device in it's entirety.

Otherwise, the group puts their minds together as the senior Pathfinders adjourn to an adjacent room to complete their debrief. Outside the rain finally starts and taps, taps, taps against the windows in the library.

Zadira fidgets through the combinations. LUCRE causes the box to momentarily hum. Bright white light runs along the seams in two diverging points from the back and running along the sides to reconnect in the front. A metalic click echoes through the library. Zadira hops back cautiously and watches in surprise as the lid lifts up slowly. A filthy paw pushes the lid the rest of the way up before the paw's owner, a creature resembling the world's ugliest dog jumps free with a malicious giggle, then a second and a third emerge!

As the creatures burst forth, the chest is knocked over spilling the remainder of the box's contents, a pouch and a sheathed dagger, onto the table as the tiny bipedal dog-thigs cackle and jump about the room in wild pandemonium, flinging books and artifacts from the shelves and drawing teensy daggers to cut leather chairs. One stops for a moment to point at the prospective pathfinder recruits and barks out something in the gnoll tongue.

Gnoll:
"Fressssssh mmmmmmeat!"

The other two pull shortbows out and cackle.

We aren't going to bother with a map for this, it's just going to be too messy on the small map. Feel free to have fun with the narrative instead! Everyone can take an action, the critters scatter and pull weapons as their surprise round action.

Round 1 Start

roll all D20 rolls two times! Want to guess which one is going to count right now? :D


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Somewhat regretting that she was able to open the box, and wondering how it could possibly have held living creatures that didn't suffocate, Zadira draws her longsword, being too close to the emerging creatures to use her bow effectively.

She swings at the closest creature.

Longsword Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Longsword Attack: 1d20 + 3 ⇒ (14) + 3 = 17 (roll twice)
Slashing Damage: 1d8 ⇒ 5


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

Fascination turns to dismay as Polly sees the three creatures impossibly crawl out of the paradox box only to start causing havoc all around them. Though she tries to make out what their growls could make mean, the gnome eventually gives up on the attempt when the beastlings start pulling out shortbows.

"I really, really don't want to do this but if your not going to put those weapons down..." The illusionist throws up her hands and starts weaving an arcane spell in the air. When her incarnation is done a colorful spray of red, blue, and yellow light and dust erupts out her finger tips and towards the monsters.

Color Spray, Rounds: Unconscious, Blinded, and Stunned: 2d4 ⇒ (2, 3) = 5
Color Spray, Rounds: Blinded, and Stunned: 1d4 ⇒ 1

Since we don't have a map Polly is going to attempt to hit both shortbow gnolls with her Color Spray and hope for the best. If one of them is already in melee or near Zadira then she'll just try to hit the one who isn't. They need to beat a DC15 Will or be unconscious, blinded, and stunned for 5 rounds, then blinded and stunned for one round, and stunned for one more round.


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Round 1

Bel had been contemplating the magical auras when the three creatures came forth from the opened puzzle box. Just our luck to get these things rather than gold or gems.

Drawing her rapier, the lady bard attacked the nearest creature.

Rapier Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Rapier Attack: 1d20 + 3 ⇒ (1) + 3 = 4 (roll twice)
Piercing dmg, if hits: 1d6 + 1 ⇒ (3) + 1 = 4

Bel, then, attempted to determine what manner of creatures they were.

Know. Nature to identify creatures: 1d20 + 2 ⇒ (16) + 2 = 18 (Can attempt untrained.)
Know. Nature to identify creatures: 1d20 + 2 ⇒ (18) + 2 = 20 (Can attempt untrained. roll twice on this, too?)


Male Half-elf (Varisian) Psychic 1

A small cry of shock and surprise escapes Eskander's mouth as he tries to rapidly back away from the creatures. The journal in his hand and his pencil drop to the ground suddenly, as he almost trips over a chair trying to back away. WHOOEEE A fight! What do I do with these things?!? You fight with what I taught you boy, you can do this! What are they?!? Okay Breathe, breathe... a mild panic crosses his face as he scans the room, looking for anything which may help. His eyes wild and breathing getting faster. Seeing Zadira and Isabella attack the creatures with swords, He calls out in a high-pitched voice, What are those things?!? Where did they come from?!?

Knowledge Arcana: 1d20 + 12 ⇒ (14) + 12 = 26

He backs into a corner, and as he does so a potted plant flies across the room, smashing into the closest dog-like thing and covering it in dirt. But doing nothing noticeable to the creature. Eskander seems to gather his wits about him and shares if he knows anything about the creatures.

Telekenetic Projectile: 1d20 + 1 ⇒ (3) + 1 = 4
Roll twice: 1d20 + 1 ⇒ (4) + 1 = 5
Damage?: 1d6 ⇒ 1

Silver Crusade

Female Human Inquisitor 1/ fighter 1

Mallory shifts to defend the others, She mutters under her breathe, praying to Iomedae to forgive this voilence. She lashes out with her longsword. Melee Longsword +4 (1d8+4 19-20)
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (14) + 4 = 18
1d8 + 4 ⇒ (2) + 4 = 6


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Saria relaxes for just a brief moment as she sees the box start to open, but worry returns as soon as she sees the creature's paw emerge from the box.

What are these things? Was the box actually some kind of magical prison?

As everyone moves to battle the creatures, Saria takes aim and fires a bolt at one of them. Preferably one not yet engaged in melee so she has a clearer shot

Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Attack: 1d20 + 2 ⇒ (10) + 2 = 12
damage, piercing: 1d8 ⇒ 2


Bel:
These loathsome critters are a type of gremlin called Pugwampi and they love to cause havoc. They're not dangerous on their own, but are able magically alter probability around them causing anyone near them to experience an extreme run of bad luck. They have some resistance to magic and weapons that are not made of cold iron.

Polly caster level check: 1d20 + 1 ⇒ (19) + 1 = 20
Polly caster level check: 1d20 + 1 ⇒ (8) + 1 = 9
P1 Will: 1d20 + 4 ⇒ (9) + 4 = 13
P2 Will: 1d20 + 4 ⇒ (14) + 4 = 18

The spray of color from Polly catches one of the jerks in the face causing it's head to roll around. It drops the bow before falling to the floor itself and snoring somewhat peacefully.

Zadira's swing is thrown at the last moment when she is startled by a loud peal of thunder which rattles the building and shakes the glass in the library. The rattling is enough that a chelish opera mask falls from a shelf and deflects Bel's blade from plunging straight into one of the dog-faced gremlins eyes. Saria's crossbow bolt just can't find it's target.

The tiny demons practically bounce off the walls in glee at chaos, until Mallory's blade leaves a deep gouge in one of their midsections. The other two point and laugh at their wounded comrade who Narrows it's eyes and points at the inquistior's sword.

Undercommon:
"Shhhhhatter!"

A loud ringing sound rises in the room to the point where the windows shatter.

Mallory: DC 10 Fort to negate, otherwise your sword takes the following sonic damage:
Sonic Damage: 1d6 ⇒ 2

Shortbow: 1d20 + 3 ⇒ (4) + 3 = 7

The other blows Polly a kiss after shielding it's eyes from her disorienting spell then launches an arrow at her, but the shot goes wide and the arrow lodges itself into a first edition.

Round 2
Everyone is up!


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Round 2

Bel called out to her companions in the Common tongue, gesturing to the tiny creatures, "Gremlins-Pugwampi. Cause havoc and bad luck. Cold iron hurts them. Some resistance to magic and common weapons."

Carefully dropping her rapier by her feet, Bel drew her cold iron dagger and swiftly called upon her Archaeologist's Luck and fate's favour to aid her. She struck out at the pugwampi before her.

Cold Iron Attack with luck bonus from AL + Fate's Favoured feat bonus: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Dmg with AL, if hits: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

It says Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura. I suppose this should apply to archaeologist's luck since it is a luck bonus. So, that means Bel doesn't have to roll twice due to bad luck.


Female NG Gnome Illusionist 1 |HP 8/8|AC 14 T 14 FF 11|Fort +1 Ref +2 Will +3|CMD 11|Init +3|Per +3| Blinding Ray 6/7|Active Conditions: None

"Pugwampi?" Polly exclaims. "Oh I've heard of them before. Nasty critters. No where they came out of the box with such a bad attit-" Just than Polly sees one of the aforementioned critters blow her a rather stomach-turning kiss right before shooting an arrow at her face!

Fortunately, the monster's charm is just as bad as its aim as the arrow rushes past her and into a nearby bookcase. "Oh you are so gross! And murderous too!"

With that note of disgust, Polly conjures up another spell and launches a missile of pure force right at her attacker's revolting maw.

Caster Level Check vs. SR: 1d20 + 1 ⇒ (6) + 1 = 7
Caster Level Check vs. SR: 1d20 + 1 ⇒ (4) + 1 = 5

Magic Missile, Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Female Human Inquisitor 1/ fighter 1
DM Dickie wrote:

A loud ringing sound rises in the room to the point where the windows shatter.

Mallory: DC 10 Fort to negate, otherwise your sword takes the following sonic damage:

fort: 1d20 + 4 ⇒ (16) + 4 = 20

"Demons?" Mallory catches from her comrades. "Iomedae's Light be with us" Mallory swings with much more confidence now.
attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 4 ⇒ (7) + 4 = 11


Male Half-elf (Varisian) Psychic 1

Demons? Okay, bad luck demons, cold iron...the almost panicked half-elf looks around the room, trying to focus on something he could do which would be helpful in this situation. Think, think, think...focus boy, you can do this, like I showed you....I...I don't know how, I don't know what you mean! the unarmed half elf picks up a service platter from next to him, scattering the sugar and spoons to the floor as an impromptu shield. As he does so an ottoman flies chaotically through the room, smashing into the gremlin who blew a kiss at Polly. The low stool spins through the room, missing the gremlin terribly, and smashing into the fireplace, snapping in half...

Telekinetic Projectile: 1d20 + 1 ⇒ (8) + 1 = 9
Unluck: 1d20 + 1 ⇒ (6) + 1 = 7
bludgeoning Damage: 1d6 ⇒ 4


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

As Izabelia explains their weaknesses, Zadira curses herself for not being prepared with cold iron. She needed to rectify that as soon as possible. For now, all she could do was hope for luck.

Longsword Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Longsword Attack: 1d20 + 3 ⇒ (6) + 3 = 9 (roll twice)

Unfortunately, hoping wasn't enough in this instance.


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Hearing talk of demons, Bel urgently called out, "Not demons. Meanspirited Fey!"


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

"Havoc and bad luck? I guess that explains a few things!" Saria glances at the remains of the room's furniture that have been inexplicably flying through the air.

"Let me see if I can "calm" them down" Saria grabs a weathered wayfinder from her belt and focuses on it while chanting a magical incantation.

Using my bonded object to cast Sleep targeting whichever conscious pugwampi has less people focused on it - or both if there is a way to get them both in the area without affecting anyone else.

Caster Level Check vs. SR: 1d20 + 1 ⇒ (14) + 1 = 15
Caster Level Check vs. SR: 1d20 + 1 ⇒ (20) + 1 = 21

If the second one can be hit as well

Caster Level Check vs. SR: 1d20 + 1 ⇒ (6) + 1 = 7
Caster Level Check vs. SR: 1d20 + 1 ⇒ (20) + 1 = 21


Will DC 16 to negate


Pwil: 1d20 + 4 ⇒ (18) + 4 = 22
Pwil: 1d20 + 4 ⇒ (12) + 4 = 16


The critters stop giggling long enough to yawn deeply in response to Saria's magic.. They blink their eyes and shake their dog ears before resuming their cackling. One is silenced when Bel's dagger sinks deep into it's chest. Unfortunately, bad luck strikes everyone who isn't Bel hard. Zadira trips on the floating stool, which knocks her into Mallory, causing the woman's sword to take a deep gouge out of the carpet.

The lone pugwampi remaining lunges at Bel with a dagger, but manages to just stab the air.

PDag: 1d20 + 3 ⇒ (3) + 3 = 6

Round Three

Everyone is up! Just one gremlin left.


Male Half-elf (Varisian) Psychic 1

Fey?!? Why would someone put fey in a box? What is happening?!? Okay, okay, maybe this will help...HELP!the panicky half-elf calls for help, and pounds on the door to the room trying to attract attention. Finding that unhelpful he hefts the silver platter he's holding, and crosses the room to Bel's side, menacing with the platter and attempting to foul the fey's tiny dagger with the platter.

Aid Another attack: 1d20 - 1 ⇒ (2) - 1 = 1

Which does nothing of value, but puts the scholar directly in the way of the pugwumpi....

Silver Crusade

Female Human Inquisitor 1/ fighter 1

Mallory steps up to defend Bel.
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 4 ⇒ (5) + 4 = 9


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira says

Sorry, sorry after she trips on the floating stool and knocks into Mallory.

Finding that her stumbling has moved her near the spilled contents of the box, Zadira takes several seconds to reach down and recover the pouch and the dagger. Instead of taking the time to affix them to belt or bandolier though, she just stuffs them in her pocket so she can still take a swing at the last ugly fey dog thing at the next opportunity.

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