Nargin Haruvex

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43 posts. Alias of RealLifeCorn.


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(Sigh)
Hey, I'm really sorry about not posting in a week and not even giving a heads up. I wanna write out all my excuses about how I've started taking more hours w/ my job, and how the play I'm in is having a crazy amount of rehearsals and how my dogblah blah blah.... But that feels lame, because I know I could make time for it. I want to be up-front with you guys because I really respect you all, and have enjoyed being a part of this little group. I'm getting really worn out with all this stuff I'm a part of, and I need to respectfully bow out of some of it especially since it's only going to get worse in the coming months with all the trips that are planned. If any of you would like to take over as DM, then that's fine with me, and I'll transfer control to them.
I really have enjoyed writing for these past couple weeks with you all, and seeing your character's spectacular personalities throughout it all.
Thank you all.


(Sigh)
Hey, I'm really sorry about not posting in a week and not even giving a heads up. I wanna write out all my excuses about how I've started taking more hours w/ my job, and how the play I'm in is having a crazy amount of rehearsals and how my dogblah blah blah.... But that feels lame, because I know I could make time for it. I want to be up-front with you guys because I really respect you all, and have enjoyed being a part of this I'm getting really worn out with all this stuff I'm a part of, and I need to respectfully bow out of some of it especially since it's only going to get worse in the coming months with all the trips that are planned. If any of you would like to take over as DM, then that's fine with me, and I'll transfer control to them.
I really have enjoyed writing for these past couple weeks with you all, and seeing your character's spectacular personalities throughout it all.
Thank you all.


OOC stuff:

@spooky
is that a touch attack? If so, then both of them hit. If mpt, then both go awry.
@Illyan
There are several swarms
@Abbicka
Good thinking with the elemental. They only really said that because of different-shaped teeth of animals. Horses have big flat teeth used for grinding, while a tiger's would be used to dig in and then rip out a chunk of flesh. I would think that a Velociraptor's teeth would be similar to the tiger's.
@Crow Irontouched
I like the suggestion. Will do it momentarily after I post this.

Turiel:

I'm unsure which knowledge would work. hmmmmm lets use k. planes.
You know that these creatures don't seem to be anything that you would've learned about on any of the other planes. They look like something not from this world... ha, that was unhelpful.

Both of snowy's bites catch a creature unawares and penetrate deeply. Putting too much power behind his swing, Crow forgets to aim as he carves through the air and nearly buries the blade in the dirt. The firework snakes through the air and explodes in a flurry of fire and color right among the creatures. Turiel's blade finds nothing but
air.
A sudden wind makes it's way into the crater, and the mists disperse enough to be able to see the meteorite is almost split in two. Inside of it there are many different alcoves that look like honeycomb in a beehive. Theres a mini tornado that has sucked up a bunch of the creatures.
Anyone who had their space occupied with a swarm takes 2d6 damage(roll it yourself.) and is under the effects of Howling Agony. The swarms have moved to new places, and those people now effected are Abickka, and elementalx2 (that isn't taking damage from the swarm)


@Illyan
I have no idea how scatter rules work. I was just thinking that if you threw blindly then it was likely that someone other than your target would be effected. :)


The wall is roughly 12 feet tall, but there are many indents where the white bricks meet the mortar, where an expert climber would be able to grab a hold of... Then again, it is wet. A rope/grappling hook would help immensely in this.

those who follow:

The man tromps down the street. Heeding to the water that suddenly begins to pour down, he wrapps himself up his cloak as he continues to plod on. Though he doesn't seem to notice you, he walks swiftly, and it's hard to keep up.
Eventually he stops abruptly in front of a blue building near the edge of the city. You can see the docking station where you landed about 100 yards down the lane, though at this distance you cannot tell if anyone is still out.
The man looks about anxiously behind himself, and then uses the knocker at the door.

Make stealth checks please :)


@Illyan
A clarification:
By high I meant above 50. Since I rolled a 83(high) the bomb went where you intended. I.e. At the swarm and not your allies.
That's just the miss chances though. You are unsure whether the bomb hit your enemy or not, but you do know it went off.


Crow, it looks as though you've walked into the wall of the crater. Sorry, I should have taken a little more time with the map. I'm taking the liberty of moving you a reasonable distance out of the mists, and you can correct it if you don't like where it is.
Also, everyone else is welcome to correct me on what where your character has been placed on the map.

Miss chances:

High it hits a bunch of em directly, low the shot was misjudged, and part of the blast hit Simeon and Spooky
Illyan's Bomb: 1d100 ⇒ 83
I'm not going to roll Spooky's miss chances because he was being covered by the swarm

As Illyan stubles along with Jerry out of the mists, his bomb detonates with an explosion that rocks the cave. More of the creatures pour out of the mists in great force almost like an avalanche of creatures. They move forward as one once they see Snowy/something warm and moving, all the while clicking their mandibles and skreeching.
The sword that Turiel wields begins to glow with an orange light from it's pommel so bright that those close by almost need to shield their eyes from the glare.

Turiel/bot:

The voice thrummes out of the blade and into you as it speaks in your mind. By the king, and the ground of Elensafier these despoilers will rue the day they set foot in the kingdom of men!

Turiel strides forward, his blade held aloft as it stimulates the air with it's orange light. At Crow's outcry he holds back until the creatures begin to pour out and he lets loose his full fury upon them. The sword slices through several of them, but their tough outer shells stop the most of the blow.

Persephone has similar luck with her claws.

The swarm provokes an AOO from Snowfeather, as the creatures entered her square. Also, any readied actions can now come to fruition.

Abbicka:
The spell finishes, and you feel the surge of magic that indicates that you were successful in what you tried though you cannot see it.


With a perception check that high, Flinchy notices the wall of stone that surrounds the temple, the gate attached to it, and the person that left out of it going around a corner, out of sight. He also notices that invisibility doesn't help him phase through walls, gates, or doors of any kind.


Within the Mists
A scuttling sound like a thousand spiders begins as the screeching stops. Small things begin to crawl over you, digging in their appendages and snapping their claws. Someone screams, and you're unsure if it was you or not.

Effects of these creatures:

If you get covered by these creatures, then you'll take 2d6 damage. I'll announce where they move at the beginning of each round. Anyone that takes damage from them will need to succeed on a DC 15 Fort save, or be under the effects of Howling Agony.

Outside the Mists
You hear the same things as those within the mists do. Despite that you can see, the roiling mists betray nothing of what they hold. Until... A creature scuttles out. It's less than a foot tall, and looks something like a mantis except that it is completely crap-brown, and has an extra set of pincers and an enlarged set of mandibles.

Initiative Goes As Follows:

Baddies
Abbicka (19)
Persephone (14)
Illyan (13)
Spooky (9)
Turiel (7)
Crow (5)
A Note About Initiative and the map: In order to make this as simple as it can be, any companions/familiars/summoned critters that a character controls will be going on their initiative.
Also, do not wait to post your actions if you see the person before you has not been able to do so yet. Just write out what you do when you have a chance, and after all have posted I'll summarize how everything went, and move the stuff on the map. :) sound good?
The only PC that is currently being covered by the creatures is Spooky.


The light stone of the temple looks dark and ever foreboding, while framed in the night sky. A single clap of thunder rings out, and only moments after, lightning strikes atop the steeple.

As you are talking, a tall figure in a dark overcoat slinks out of the temple, nimbly avoiding puddles of water with an almost cat-like grace. They stop momentarily at the gate to unlock and relock it before continuing onward down the lane away from you.

Micarlin:

The only place that you had spotted so far into the city looked particularly inviting, as the door had opened as you last had passed and the sounds of laughter and music had flown out, overwhelming the patter of the rain along the rooftops. It’s built almost as though it’s another part of the housing complex for which it shares a wall, and had it not had the sign stating that it was ‘John’s Brewhouse & Dancehall,’ it would have looked to still be a part of that building.

If you think Micarlin likely would’ve spent some time up here at some point, then I’ll let you roll to see if you’ve spotted/heard of any other places.


Abicka:

There was most defintely a strong aura of magic coming from the sphere.
Is abby trained in knowledge Arcana?

One thing can be certain: the lively man with so much ahead of him is gone, replaced by this husk of unmoving body; Dead as a doornail.

Oblivious to the crackling coming from the sphere, Jerry tumbles down to Simeon, pushing Illyan aside. Get outta here, you dusty scribe, He chokes out, kneeling down and sobbing as he grips his brother's hand.
Ma always said I was supposed to take care of you... an' I thought you were in good hands, but apparently not. He turns a baleful eye toward those closest to himself. WHAT. DID. YOU DO TO HIM! He roars out, rising to his feet and wiping his tears with his hands clenched.

Following his outburst, the sphere continues to crack, and a surge of energy explodes out from the crack, deepening it, and splitting the whole thing open. A vile yellowish gas billows out, obscuring vision outward from the sphere about 10 feet. It sucks the moisture from the air, and your skin and lungs burn even if you are not enveloped in it.

The sound of a creature screeching emanates out from the yellow mists. It’s soon thereafter joined by another, and another.
roll initiative. We won’t necessarily be starting a combat, but I’d just like to see who will be going first should it arise. Also, go ahead and put an image for your character on the battlemap presented here


Overhearing your chatter, one of the soldiers nods to you as he coils some sort of rope. Just wait until winter, when everyone's burning any wood they can buy, or... find. heh, thank goodness for the shipments else the only furniture left would be in the king's chambers

Though it still rains, it is easily bypassed, as awnings are on either side of the street buildings attached to many of the store-fronts. The street slopes upward slightly causing the rain to follow along the long ruts in the center of it.

Making your way downtown (faces past, and I'm home bound Dunu du Dunu dudu) the cobbled streets inside the sky city, you notice that there is nothing green at all. The whole place is completely packed with buildings, with nearly all of them more than one story; it doesn't look to be a place with ample room for greenery.

Careening down the way comes some sort of craft that follows the ruts near the center of the street. It's a strange contraption, looking like a metal carpet atop unmoving cylinders that shower sparks as they go. The only things inside is are a crate strapped to the back, and a worried-looking driver that is pulling some sort of levers. As the thing moves past, it splashes the slow-moving water everywhere before fading from sight around a corner.
Reflex DC10 negates being soaked.

Thankfully, you finally see a break in the drab buildings with a tall brick and mortar fence over which towers the spires that give away the temple of the Dawnwhright from the rest of the city. There's a closed wrought iron gate that heads the pathway into the temple grounds.


His skin is freezing to the touch, and between his empty eyes and stiff limbs, he looks to be beyond any help that you could give him.
As you crouch over him, there's a crackling sound that rings out, and the sphere begins to split. A sulfurous smell envelopes all of you.


Illyan, the thing is SUPER cold. Just by being within several feet of it, your entire body prickles from the freezing cold.

Abbi:

Abbicka's Nature 20: 1d100 ⇒ 94
Abbicka's Perception 20: 1d100 ⇒ 48
It seems as though Abbi has encountered meteors before, or at least has talked to quite a few people that have. It does seem odd that it's stayed in such a perfectly cylindrical shape. The ones you've heard about (or seen) were broken apart, and in irregular shapes. Then again, this one looks to be made of different material.
While watching the night sky at some point, she's also seen things falling to earth far out in the eastern desert that look to be very similar to this object before her.

Up top
Heh, that's about right. Jerry says, clapping Turiel on the shoulder. Just know that you can always bunk with me. You don't even have to go say hi to the old coots.
In the middle of your climb downward you hear a piercing scream issue forth from further down in the crater, which nearly causes you to lose your grip on the rope, and tumble down the mountain side.

In the crater
Guys, it's just a rock. Maybe metal at that. Simeon says, laughing. As Ilyan and Nero try to slip past to get closer, Simeon blocks the way. If anyone's going to touch it first it's me. I got here first anyway. He inches closer and reaches out his hand, ignoring anything that you all say.
It doesn't even look that cold.. His voice trails off as his fingertips meet the object. There's a crackling sound, and it looks like his hand has become fused to the sphere. There's a sound almost like lightning striking, and simeon falls silent for a moment, unable to speak as he looks back wildly to you, silently asking for help.
Then the silence is broken. His eyes glaze over and his hair stands upright. Muscles pulled taught in agony, you can hear a small scream begin to issue forth from him, despite his mouth being completely closed. The keening only gets louder and it starts to rise to an unbearable level. It still doesn't stop though, and continues for what seems like eternity before it looks as though the build-up is too great in Simeon and somthing collapses in his chest. He falls backward from the object onto the hard ground, his limbs stuck in the same positions.

Fortitude DC 15(fail):
Your ears continue to ring for quite some time, and you're defeaned for 2d4 hours.


There's a time of you hearing a faint buzzing that starts getting louder and louder. All the doors are shut, and the cracks around the one to the ship's cabin start to bleed with a reddish light.

The ship silently begins to rise, and you know that this is it; there's no turning back now. The view from the windows down is particularly hard to make out between the rain and night factors, but faintly you can see the outline of several of the bigger seafaring vessels down at the docks, and some other buildings that dot the landscape.

As soon as the ride began, it ends as the ship sets into a docking bay. The door opens and looking out, you can see a guard ushering you off the craft. Step lively now, we haven't got all day. The door to the cabin does not open.


Thanks! Jerry says once the boulder is rolled off of his pack. He crouched down to see what he can salvage of it, and it looks as though it's mostly intact. We could use a man like you down at the mill. How long do you think you'll be staying in town?

As Turiel helps Jerry get the Boulder off his pack, Crow and the others secure a line to several of the more sturdy boulders that didn't move during the impact. After which, they go down the slope to the top of the crater.
Jumping down about 10 feet to the other lip, you can see the same dark spherical object that Snowy did.
Either through dastardly luck, or insane skill, Simeon seems to decent the hill almost as though the blood of mountain goats runs through his veins. once at the base he calls back up to the rest of you, What's taking so long?! before jumping down to where Snowy is.
FYI I was rolling offline and got a Nat 20 with a high percentile. You guys don't normally see Simeon, the baker, as a crazy-cool climber.

Those who are close enough to see the object suddenly feel cold.

Perception DC 20:
It seems as though the cold is emanating from the sphere.

Perception DC 26:

as the moments pass while you're near the object, you feel very uneasy. The very air is almost oppressive, and your stomach churns

Fail:

The sphere seems openly inviting. It looks to be cooled down by now, and it might be fun to touch it.


Micarlin:

After several moments of searching, You come across several men in uniform and plead your case. One of them, a youth with boyish red hair that's barely concealed by the helmet, perks up when you say talk of some action. The one that looks to be their leader thanks you for your good citizenship, and bids you a good night.

As you all pass through the doorway, the guard looks incredulously at the tiger following behind Balthasar. Friggin adventurers
The man begins to shut the gate, but sees Micarlin running up. Come now, we haven't got all day! Once Micarlin is through, the guard shuts the gate and locks it with a large ornate key.
Now inside the complex, you see a path that winds through the center, and leads up to several stations that look as though they would be where the ships would be boarded, though all are empty. Off to the side, you can see a building that looks to be a warehouse/hangar of some kind. The main doors of it are open, and there's two men(wearing the garb of the city guard) that are withdrawing a skyship from the inside. Within moments, the men have it docked in one of the stations, and have a staircase lowered down. Duncan watches along with you, not helping, and once the stairs are down he clambers aboard.

inside the ship:

The whole area is about 15 by 5 feet, though the front portion is sectioned off with a small door. Much of the cabin is also taken up by wooden benches, most of which seem sturdy and rooted to the ground, though one or two shift a bit when touched. The entire thing is illuminated by some sort rock that's been set into the walls of the ship.


Quote:
She pauses, looking over her shoulder in the direction the object landed.

Whoops! I had somehow gotten it into my head that you were going in a different direction. My bad.

If anyone wants to continue downward toward the crater, then look in the spoilers I did for Spooky about the climb DCs and such.

Snowy:
Sprinting up the hill as best she can, Snowy trys to get to her master. After several moments, she comes across a crater up the side of the mountain. From her vantage point, she sees that the crater continues inward about 10 feet, where it ends with this perfectly cylindrical metallic-looking thing. Despite that the thing is still smoking, there is something cold and discomforting in the air.


'Duncan' waits until you've put the scroll in between the bars before he hastily grabs it from your hand. He backs away, eying the lot of you for treachery before inspecting the held document. Once he notices the seal on it he starts in surprise. eh... I probably shoul- seeing your intent stares, he shakes his head. Nevermind. The man carefully peels away part of the wax, and unrolls it before quickly reading through it, leaving you all standing in the rain.
After several moment pass, he nods to himself and rolls it back up, placing within his jacket. You sure are official enough. he says awkwardly as he starts pulling a rusted hand crank inside the mini where he's at. After several loud clicks of the gate slowly being cinched up, it looks as though he thinks better of it, and starts turning the gate right back down.
Bad enough having to do that twice a day. Come around to the other side. He calls out, motioning to the cobbled path that skirts the outside of the area.

Looking through the fence into the enclosure, you can see several of the famed 'sky ships.' Most of them are of the same make, with a base that looks like row boat, and a top that's encased in a see-through dome, though some are more obviously new and have varying shapes.

Tucked away in the other side is a smaller gate about the size of a door. The guard from earlier stands there next to the opened gate.

Micarlin:
The lock clicks, and the door soundlessly swings open. Looking into the dark room from your position outside, you can see scarcely anything but the wood flooring and several of the low square tables that dot the room. At the sound of the lock opening, you see the drunk you talked to has stood up and is peering over your shoulder. I figure that I can get the booze myself now that the door's up. he slurs out.


spooky:

Looks good to me. The DC is now 15 for 1/2 speed & 20 for full speed. Also, I think you get a +8 racial bonus on the check due to your climb speed.


I've noticed that before and personally I think that it's an oversight the way it's worded. You also wouldn't even be able to enhance an amulet of mighty fists due to the wording.

GM rewording: 'At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. Natural attacks, unarmed strikes, and equipment that he is using count as a weapon being held for the purposes of this ability.'


Calls of 'Are you ok?' ring out all around as the dust settles, and when Spooky jumps up to go investigate the crash, he's joined by by Simeon. That looked like a meteor! I've heard of some of them falling before, but I've never seen one.

Jerry looks to be grunting under the effort of something. Once the dust settles, you see him unsuccessfully trying to move a boulder. Ehn, durned rock fell on my pack.

Looking out over the side, you can see a swathe of trees that have toppled over one another and onto the mountain path that you came up.

Spooky:
Down the steep incline and shifting rocks you go, with Simeon right at your back. Down the slope about 50 feet you can see the lip of a crater that you would assume was caused by the impact. The incline going down is very steep, and though there are many natural foothold, a lot of them are loose. DC 20 climb check to go at 1/4 speed, and DC 25 to go at 1/2 speed.


I nigh haven't heard much, but I was talkin' to a buddy of mine, who works at the mine an' he said that the output of the mine has been taxed as of late. Jerry says, exasperated. It's just ridiculous... I went to talk to Mr. Drovely to see if the rumors had any merit, and they wouldn't even let me in to see him. Said, 'I'd stink up the house' or something. Times have really changed.

As the show continues throughout the night, you are all awed by the brilliant colors. The lights seem to evoke an almost peaceful aura as they pop through the quiet of the night. Suddenly, a huge one erupts into a dazzling banner saying 'HAPPY HESCOY HAMLET DAYS!' After which the sound of the popping ends and the lights slowly fade from the sky.
Simeon lightly snaps his sketchbook shut and stands. He yawns and arching his back as he stretches. Well It looks like they're done shooting them off. What do you say w- Simeon says, but is then cut off by Jerry's excited shouts.
No, I can see one more! It looks like it's coming from a different angle though. Sure enough, following Jerry's pointed finger you can see a faint streak of light that is speeding through the sky. The trajectory looks wrong though, and as the seconds pass, it looks as though it is coming toward you guys. Seconds more pass and the streak in the sky has grown to the size of a cow, and it continues to hurtle towards you. Slamming into and through a swath of heavy trees, the object continues onward and buries itself into the side of the hill - and none too softly either. The bigger rocks around you shift only a little, but the smaller ones almost jump into the air and back to the ground again. DC 15 reflex save negates 2d6 damage

After the dust settles again you hear Simeon call out to you, Is everyone alright?


As Micarlin steps away to try getting himself a drink, the gateman watches him go for a moment before turning to Balthasar. I'm Duncan by the way. What is it that you needed to give me?

Micarlin:
You make good time to the Bar through the freezing rain, but when you get there, you notice that the window's have gone dark. Trying the door you find that it's locked. One of the drunks that the old woman originally escorted out is slumped against the bar's wall below the window, and he chuckles at your attempts to get in. They kick us out a little after midnight and don't let us back in until the morrow.
knowledge Engineering/Intelligence check DC 15:
The building doesn't look big enough to house much more than a taproom and maybe one or two other rooms. It doesn't look like a tavern

The man leaning up against the wall stares at Micarlin with open interest. You know, drink isn't the only thing that'll give you a heavy mind. he begins to rummage through a bag he is holding. Do you wanna buy some death sticks?


The man has taken off his glasses and is now cleaning the rims of them. He snorts when you call him a 'friendly chap.' Now I guess that calls for another look at the situation. He says as he mockingly puts the spectacles back on. Oh... nothing's changed. I'm not budging from my post unless I hear your reason.


The man looks at the gold coin for a moment and then back up to your face, not even reaching for it through the fence.
I've seen you and your kind about. Always causing trouble. Why do you need to see the Captain?


The journey to the landing area of the docks where the skyships are located is largely uneventful. Several notable things that you notice include: an elderly woman shooing out several drunken men from a dockside bar (one that Micarlin likely would frequent). She casts a disappointed look over your weapons and armor, but says nothing before returning inside. There's also a grizzled old man fishing that you walk past, who ignores you.

It is now that the PCs stand outside the wrought iron fence that encompasses the landing zone. Ahead is an elaborate gate, and a small wooden booth next to it. A man stands inside of it and his face is illuminated by the glow of a pipe. As he hears your approach, he takes the pipe from his mouth, anticipating having to speak. Once he sees that you don't intend to go past he clears his throat

Excuse me, but this area is not in use for civilians during this hour... In fact, if it starts a lightninging, then it'll be off-use for everyone.


Smiling, Jerry nods yes to Crow, tossing one to him before cinching the bag closed and putting it on.

Simeon shakes his head, annoyed but doesn't say anything as he rises to his feet and starts making his way down the trail.

The ground now turns especially rocky and begins to slope upward. Simeon wipes some perspiration from his brow. Breathing heavily now, he intones some encouragement as he points to the crest of the hill. We're almost to the to-, the sound of an explosion rips through the stillness of the night and a burst of light ordaines the sky in a flurry of green and orange.
Hurry! Jerry yells out as he charges up the rest, jumping over boulders and at one point even climbing over a particularly large one rather than changing course around it.

Once atop the hill you all notice that it is covered with strange white stuff. Jerry has knelt down in it and takes a lick. It's toothpaste!
You have reached the crest.

Just kiddingggggg

Looking over the land you can see Hescoy Hamlet, some of the forest, and most importantly the firework show that has just begun. Vibrant colors splash across the sky in varying shapes and sizes. There's even one that looks like a dragon.
Both your NPC friends have taken seats among the boulders that dot the hill. Simeon has some sort of notebook that he's making quick sketches on as he watches.


As you leave, Gurt pulls out a pipe and lights it using the candle. Now that you're up on the deck again, you realize the weather has gotten worse since you've been in. The deck is slick with water, and rain is starting to pour down. It's not enough to be miserable, but it's enough to be fairly annoying to anyone that doesn't like rain.

There's nobody outside that any of you notice

Let me know where you want to go next


@Balthasar you don't know much about the prince other than the fact that he's a Paladin to the church of the Dawnwright and that many people like him since he relates to them. He often is away for months as he leads patrols of soldiers to help secure the borders of Elensafier.

Also, Gurt seems to be avoiding your question


The brothers Jerry and Simeon lead you all up the path at breakneck speed and through the dense foliage of the forest. The greenery is particulary awe-inspiring to many of you, and there is a feeling of serenity during the trek.
On one particular moment, Simeon stops you guys and motions for you all to creep up to the edge of the clearing where he is situated. He points out into the center where there's a herd of deer of some kind eating the long grasses that are prevelant. Beautiful... he mutters.
The silence is broken by the sound of someone trying to eat something, and the entire herd starts to get up and bound away. You all turn around to see Jerry with his mouth full of pastry. Whad? He says, trying to swallow it. I thought we were taking a break.


For a moment Gurt just sits listening to the tirade that ensues after he's done speaking. He's finished braiding his beard now, so he looks back up to regard Micarlin, Son, you swear like a sailor and that simply will not sail. We're professionals here. You can it, or I'll can it for you.
The candle is so that if ANY of the information that I've been sharing with you all just now gets out then I know right where to look. Standard security measure.

Gurt points at the sealed scroll he previously tossed before Balthasar, There’s your proof RIGHT THERE. Nobody has the queen's seal except for the queen. THAT is the only way that you would have even been able to charter the sky ship at this late of an hour without holding a knife to the neck of the captain. I probably should have mentioned that the roll of parchment has the queen’s seal on it.

Let me explain some more Gurt says, his palms outstreched. When the King died in his sleep while he was still in such a healthy condition, and the only people in the bed chamber that entire night was the king's own bodyguard and the queen, and the only way into the room is guarded by countless fortifications, the obvious blame shines to the bodyguard. In order to not alert the man and any of his possible accomplices that she knew that anything was afoot, the queen decided to go private, choosing the Silver Eagles.

After several days of not finding any leads, we decided to bring in Jethro, the bodyguard, for questioning, but he would have none of it. Even though we arrived in force, he tried to fight us all, dying in the process. With him dead, we did the next best thing, and searched his bunk and talked to his bunkmates. The bunk said nothing, but with him dead, one of his bunkmates sung like a bird. Apparently the night before the king died, there was someone that came into the bunk room while everyone was asleep and woke up Jethro. The two of them had a conversation with tasty little phrases such as: ‘it is time for the task to be completed’, and ‘It will be done in Vicero’s name.’

Gurt clasps his hands in front of himself. Remember how I said that prince Dakron is at the temple of the Dawnwright? He’s been spending much of his time there apparently because he’s distraught over his father’s death. Now tell me, what God is the temple of the Dawnwright is to?

Insert a moment when I ask you guys to roll for knowledge history, and it bogs down the pace for a day or so

After a moment of silence he continues, No one? I expected more of you to know. It’s another name for Vicero,... or in other words: the god of human supremacists if you ask anyone that has a brain.

History DC 25:

About sixty years ago there was quite the scandal when the Queen at the time married a Half-Elf of the Eastern Marshes, him becoming the current king Howard. After the marriage, in order to shut down those who most vehemently it, public and private meetings that spoke out against the marriage were outlawed.
Time passed, and two princes were born before the king outlived his queen. In order to please the general populace he decided not only remarry to a human, but also relax the laws on religion. This movement allowed those who worshipped Vicero to rebuild in the capitol, though in order to avoid their past infamy with the king, their church was named to ‘the Dawnwright’ instead of to Vicero.
This new marriage has since seen one more son, prince Dakron.

History Fail:

That name sounds familiar. You get the feeling that you probably should have paid more attention to what your parents told you when you were younger.

The dwarf sighs deeply, leaning backward and looking upward to the ceiling for a moment. This whole week has been insane. I wasn't going to tell you this before, but I’m just so tired of all this garbage.

Originally you were all being recruited as some extra security for the eldest in line for the crown, Prince Bodwin, but two hours ago when I went to check on the prince, I found him and his guards all murdered and lying in their own blood.
Gurt’s eyes get distant, I knew all those men that were there. When the bodyguard died it must have tipped off Dakron that we were searching for what he’d done and he must’ve accelerated his plans.
I rushed to the queen to let her know what happened, and she made the decision that we needed to deal with this problem at it’s heart. By killing the prince it will dissolve any hope that his followers have for succeeding in their plans.
Does this make ANY sense to the lot of you?
he says, growling the last bit.


Simeon disappears back into the house for a moment while Jerry replies to Turiel. Goblins you say? I haven't seen any of those in a fair bi-oof! a pack slams into Jerry, leaving him without his breath and nealry toppled. Simeon reappears at the door with the other pack slung across his back. Well we should probably leave now if we want to get there before the show.
His hands on his knees and slowly breathing, Jerry shakily raises to his full six foot height, glaring at Simeon. I'll get you for that
Now both laughing, the pair chase each other down the forest path and into the midst of the great trees of the forest, rapidly fading from view. The cabin door remains open.


Waving his hands in frustration, Gurt grunts out angrily. Can you SHUT your gops for one moment! I can't even THINK with all your jabbering. Having finished his spiel for the moment, the dwarf drags his hand down his face and groans. Why do I have to deal with imbeciles

Gurt Helmsfer ignores the lot of you for a moment as he attempts to pull something from his pocket without opening his cloak. It gets stuck and he sighs as he pulls off his cloak in order to withdraw an ornate yellow-spiraled candle and set it next to himself on the barrel. Now that Gurt's cloak is off from his body it reveals a tunic darkened in splotches that looks like dried blood.

With quick movements, Gurt lights a match and the candle before dropping the match on the ground, where it sputters out. It's easily noticeable that this candle is not giving off light; strange.

Spellcraft DC 24:
This candle seems to emanating an effect that would seal the room against scrying or those who would try to listen in.

Fail:
It looks as though Gurt just failed at lighting a fancy candle

Gurt looks up to the expectant faces around him and absentmindedly starts braiding his beard. You obviously all have questions, and if you want them answered then you need to just be quiet. Hmmmm where should I start? Well, King Howard DIED just last week.
Having finished with one braid, he goes onto another.
I know it’s far-fetched, but I myself saw him in his final sleep when the queen sent for me. They don’t want to let out the news just yet for obvious reasons: The barons that make up Elensafier have long been envious of the crown, and I expect that this would leave the whole country in a civil war. The barons aren’t the only ones with a mind for power though. The Queen herself has confided in me about conversations her contancts have overheard conversations that link Prince Dakron ‘the noble’ or whatever they call him, with a plot to kill his older brothers, Henrick and Bodwin. The Queen is scared, and she thinks that her husband died by no natural means, though at the moment she has no way to prove it. She has tasked me to find a team of people that can take care of this problem discretely and efficiently
Gurt looks Balthasar in the eye. I chose you, and I’m putting my trust and reputation on the line for the rest of you. Got it?! he says, moving his head from side to side in order to better see the faces of all in the room. Once he’s satisfied that he likes what he sees, he relaxes for a moment and pulls out a rolled piece of parchment and a canvas bag, tossing them at Balthasar’s feet.
Your task is to execute the rebellious prince Dakron before he spreads more disarray in the kingdom while it is now at it’s weakest. You are to take the skyship named ‘Duncan’s Ferry’ and ascend to the upper city. Show the man that parchment and he’ll take you up there. Do not read it. If the man sees the seal broken he likely will just lock his door..
Once you get up there, you must get to the temple of the Dawnwhright, as that’s were the little bugger has apparently taken to sleeping at. He’ll doubtless have some sort of defenses erected including guards, and you should either bypass them… or hell, just run really fast.
Once you complete the task, then put the prince’s head in the bag. There’s an enchantment that if you look into it you will see an empty bag, and you’ll only realise there’s something there once you stick your hand in it. Take the bag back to the sky ship and present it to the captain. He’ll take you down to the docking bay, where you’ll be on your own. You’ll each receive pay within a week. Any questions?


The door enters to the inards of the ship, bringing with it a cold blast of wind and Grumpy the dwarf (recognizable as Gurt Helmfer). Without a word he marches himself over to a barrel on the side of the room and grounds himself atop a barrel, looking down upon the other occupants of the room coldly.

Is this all of you? He gruffly intones to Balthasar.


A tromping dwarf with a cloak wrapped about himself to keep against the cold strides into view, and looks up to those standing above him onboard.

Perception DC 24:
The dwarf doesn't seem to be cold at all. In fact, it looks as though he's simply trying to use it to hide the uniform of some sort that peeks out

fail:
The dwarf looks positively FREEZING! It is understandable seeing as how you are as well.

I thought you'd all be waiting below-decks AS PER request. He grumples offhandedly as he stomps on to the ship and toward the door that leads to the cabin where Balthasar is waiting.


Simeon laughs knowingly at spooky's proposition and walks to the doorway to better be heard. After a bit of help from Illyan selling the food I know that my business would grow so fast that I wouldn't be able to keep ahold of it. No, I think it better this way. Besides, I like a small bakery; it makes it so that I can invite friends over to 'help' cook- he says winking. You know, without all the presuptious bakers from this town I would have to hire on getting in the way.

Turning his attention over to Illyan, Simeon continues, The fire thing would be interesting I wager. IF it does end in disaster though, I do recall that we could always sell just about anything to my older brothers that we didn't eat ourselves. Do you guys remember the 'empty soup' we made!? Just water, and both Doug and Jerry gulp it down like it's the most hearty thing they've ever eaten he says grinning

Overhearing this, Jerry turns to regard simeon, his face now beet-red. I think I must've been just really thirsty at the time.


I'm just waiting on Turiel to post at least once before we push forward. Does anyone have any other opinions on the matter?

Also, have any of you checked out the google chat over here that I set up?


Usually at this time of night there's not a soul about in this corner of the docks. Not a soul except all the PCs and the creaking boards ahead at the unlit end of the boardwalk that denote someone walking toward the ship.


do you guys want to use this discussion thread instead of the group chat I set up?


Night’s dark tendrils begin to drape themselves over the Crysta'ahl, the capital city of Elensafier. The glowing of an infinity torch is the only thing that keeps the room alit. It’s dank and freezing below-decks in the small boat that’s moored on the edge of the Minlow river far below Crysta’hal, and the wood flooring creaks as another gust of wind blows through.

Though the PC’s all would have liked to have been enjoying themselves down at the celebrations at Hescoy Hamlet, they have been all invited to a meeting by a lieutenant of the Silver Eagles. The fact that you are in a drafty ship below the city and not in one of the brightly-lit rooms of the Silver Eagle headquarters does not escape your attention, but rather it seems very odd.

As Balthasar was checking in with his higher ups to be able to take some time off, he was pulled aside by Gurt Helmfer, one of the lieutenants of the silver ravens, and told that there was one more task that he needed to accomplish before he would be allowed to leave. Even after pressuring the man for more information he only said in his usual brusque way that he would explain more at midnight in the small boat the PCs are in right now. Gurt also asked Balthasar for some recommendations of adventurers outside of the Silver Ravens, who could be trusted for this task as it would not only be dangerous, but he also suspected that there were those in the silver ravens who could not be trusted with something like this.
Recommendations were given, and the following day each of the PCs found a small bag of 5 platinum and a note within detailing that they were to meet at midnight within one week on the ship named the ‘Tími morðingi’, or ‘Time Killer,’ If your character speaks halfling.


Inside the cabin
Almost as if Simeon had expected Spooky's statement before it began, he offhandedly tosses a brown paper package. Simeon looks up and gestures to the package now in Spooky's arms, You can thank my wife for that. Wait, I don't think you know her yet. Anyways, I can introduce you to her when we get back. The smell of some kind of berry pastry wafts up from in between the folds of the parcel. I have some more that were supposed to be for later tonight if the rest of you want some.

Now turning to regard the Abbicka, Simeon laughs quietly, I doubt that Jerry would care about another scratch in the floor. He probably wouldn't even notice if the raptors left a little chocolate pie. As he finishes his remark, he gestures over to the pile of various pieces of clothing, food, and tools spread about the edges of the room.

Having finished putting the parcels into the pack, Simeon stands to his feet and dusts off his hands. If we leave within the next couple moments, then we should be able to get to the crest of the hill before they start setting off the show. What do you think, Jer? When should we leave? He says the last bit with a raised voice, trying to get his compatriot's attentions from outside.

Outside the cabin
Too true! Too true, my friend! Jerry says emphatically, gripping Crow's right shoulder with his right hand, and (attempting to) give a playful squeeze as he speaks.

In fact, since you've all been gone Simeon's gotten himself a woman and a-a-a what's it calledd... Jerry stops for a second, and you can almost see his brain working to remember the word. oh yeah, a bakery. He didn't get em' in that order though; I think that she only seemed interested in him once he owned the place if ya ask me. he says, his voice trailing off at the end.

Once Persephone gets a bit closer, Jerry breaks the silence that has ensued. Is that goat comin' with us lot? I don't think that some goat would follow us, and I don't wanna be chasing him in the dark.
You know, a couple days ago when I was out checking the traps, I saw this HUGE green-striped beast with quills and claws just sniffin' at the coon that was caught. I took off runnin' back 'ere, but i think he saw me.

sense motive DC 18:
It looks like Jerry is up to his old habits of telling tall tales, or at least twisting the truth a bit.

sense motive FAIL:
Thank GOODNESS that the beast didn't gobble Jerry down. He seems really serious about this.

At this point in time those outside the cabin hear Simeon's voice filter out from within the cabin, cutting off Jerry's story.

Jerry replies quickly, Eh, I figure that we have some time. should leave in the next couple. There was a bunch more of the old group that we wrote to, but the only other ones that we recieved a letter back from was Illyan and Turiel, and you know how Illyan gets when there's the fair. We might have to leave a note for them to meet us there.


Outside the cabin it is lush with green grasses and the occasional bush. A setting sun peeks up from behind the mountains, making the pond water sparkle beautifully. The sound of chirping crickets and the babbling of the brook that feeds the pond permeates the entire area.
The sounds of nature are broken by the the sound of the heavy wooden door being heaved inward and open. Firelight from within illuminates a tall, sun-tanned man wearing animal pelts and a bushy beard that is easily recognizable as Jerry Winthrop. He squints out into the darkening sky. I could've sworn I heard someo- his eyes lower and he catches sight of Abby at the foot of the steps.
Abbicka! he yells out happily, going in for a hug. His beard twitches and a smile can be seen below.
Further inside there is a roaring fire that illuminates the room, and a table with another man sitting next to it. The skinny, black-haired man wearing a new tunic looks up from the bag he's packing. He's fairly pale, though on closer inspection you notice that it is a sprinkling of flour that makes his face so white. He nods and shows a grin before going back to putting food into two different packs.
Jerry bounds down the creaking wooden steps in a single stride and gathers Abbicka into his arms before squeezing her and setting her down. He chuckles deeply and then is suddenly distracted by a figure coming down the road. Crow, is that you? he calls out. My gods you've gotten big. Jerry jogs down the dirt path to meet crow. It's so good to see you, my friend! You two are the first to get here. I wonder where the rest have gone to.

Full Name

Nicolae "Nic" Plamen (formerly Nicolae Gray)

Race

Human

Classes/Levels

Evoker Level 3 (HP 17/17 | AC:16 | T:12 | FF:14 CMB: 2 | CMD:14 | Fort:+2 | Ref:+3 | Will:+4 | Init:+4 | Perc: +7 | Speed 30')

Gender

Male

Size

Medium 5'11" 185lbs

Age

22

Special Abilities

See below

Alignment

Lawful Neutral, he follows his own code, and respects that of most Varisians and Sczarni

Deity

Sandpoint Pantheon - They are there, why not talk to them all

Location

Sandpoint, Lost Coast, Varisia

Languages

Common, Draconic, Halfling, Infernal, Thassilonian, Varisian

Occupation

Researcher and part time alchemist

Homepage URL

none yet

Strength 13
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 13

About Nicolae "Nic" Plamen

Backstory
Nicolae, or Nic as he prefers, is an orphaned wanderer formerly of Magnimar. His family died in an accident under the Irespan, a fire the city watch was unable to defeat in time. Nicolae Gray, renamed Plamen or "of the fire" was adopted by a distant relation of the Mvashti family, and for a few years traveled the roads of the Lost Coast, learning spellcraft, alchemy, and evocations from the caravan's storied Harrowers, not to mention less reputable influences from the occasional Sczarni to which he sold his crafted wares. Along the way Nic became fascinated with stories of the Empire of Thassilon, so he began studying the ruins the group often passed, eager to rediscover any lost powers or magic. Struggling the young man learned to decipher the runes often left at such places. Nic has decided to come to Sandpoint as a starting point for furthering his mystical education and delving deeper into the lore of the lost Thassilon. It is the ruined Thassilonian beacon of Sandpoint and not the accidental fire that destroyed his trade wagon which influenced this abrupt decision. Really.

GM Backstory:
The Gray family of Magnimar fell victim to a disagreement between the family patriarch Randal Gray and the Night Scales. Gray witnessed a theft by certain Scales operatives in violation of their smuggling agreement with a powerful local lord. Gray refused to be bought off by the Scales, yet also refused to offer testimony, as most in Underbridge know better than to speak openly of anything that transpires there. This was not good enough for the junior Night Scales, who feared him having a change of heart. In the middle of the night, they came to the family apartments, intent on roughing up Randal. Things escalated and a fire broke out. The family was killed in the blaze, a young 5 year old Nicolae alone escaping out a back window.

Found by a passing member of the Gallowed, a Sczarni street gang, Nicolae was later traded off to a Varisian traveler as an apprentice, an alchemist named Gustav Mvashti. For years young Nic studied at the man's side, learning alchemy and magic, until he was old enough to stand on his own, a fledgling wizard and crafter in his own right. Like Gustav he continued to peddle wares to Varisian's and others alike, even occasionally working at the behest of the Sczarni as payment for having saved his life so many years ago.

When Gustav was ready to retire to Galduria, perhaps to take a seat teaching at the Twilight Academy, Nicolae continued with the caravan in his place, wandering and plying his trade, growing ever more restless and ever more interested in the ruins and works of the Thassilonian Empire. Approaching Sandpoint, the wanderlust took hold and in a daydream trance he accidently set his wagon on fire, destroying it and most of his stock. The caravan would have given him space with them to continue, but perhaps this was a sign, it was time for him to start out on his own.

Nicolae Plamen
Male Human (Varisian) Wizard 3
LN Medium humanoid (human)

Defense:

Hero Points 3 1 Used
Init +4; Senses Perception +7
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Mage Armor)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
Concentration 1d20+6

Offense:

Speed 30 ft.
Melee
silver dagger +2 (1d3+1/19-20x2)
dagger +2 (1d4+1/19-20x2)
quarterstaff +2 (1d6+1/20x2)
Ranged
silver dagger +3 (1d3+1/19-20x2)
dagger +3 (1d4+1/19-20x2)

Spell-Like Abilities:
(CL 4th; concentration +6)
3/day—dancing lights None Used

Wizard Spells Prepared:
(CL var; concentration +6):
2nd-scorching ray (4d6) (CL 4th) [S] not cast, burst of radiance (4d4) + blindness/dazzled to evils (CL 4th) (DC 16) 2/day none cast
1st—mage armor (CL 3rd) Cast, magic missile (1d4+1)x3 (CL 6th) 3/day none cast
0 (at will)—detect magic (CL 3rd), light (CL 4th), prestidigitation (CL 3rd), ray of frost (1d3) (CL 4th)[/i]

Statistics:

Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 14

Feats:

Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Specialization: Magic Missile - Cast one spell as if you were two levels higher.

Varisian Tattoo (Evocation) You cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to 3 times per day. The spell like ability gained (and its Varisian name) are as follows: Evocation (Ragario): Dancing Lights.


Traits:

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (History) checks, and begin play able to speak and read Thassilonian.

Underbridge Dweller (Magnimar) You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

Skills:

Acrobatics +2 [2 Dex]
Appraise +7 [3 Int +1 rank +3 class]
Bluff +1 [1 Cha]
Climb +1 [1 Str]
Craft (alchemy) +8 [3 Int +3 rank +3 class +2 Alchemist Lab gear]
Diplomacy +2 [1 Cha +1 rank]
Disable Device +3 [2 Dex +1 rank]
Disguise +1 [1 Cha]
Heal +2 [1 Wis +1 rank]
Intimidate +1 [1 Cha]
Knowledge (arcana) +8 [3 Int +1 rank +3 class +1 trait]
Knowledge (history) +9 [3 Int +2 rank +3 class +1 trait]
Knowledge (local) +7 [3 Int +1 rank +3 class]
Knowledge (planes) +7 [3 Int +1 rank +3 class]
Knowledge (religion) +7 [3 Int +1 rank +3 class]
Perception +7 [1 Wis +3 rank +3 class] (+9 in Dim-Light)
Profession (cook) +5 [1 Wis +1 rank +3 class]
Ride +2 [2 Dex]
Sense Motive +2 [1 Wis +1 rank]
Spellcraft +8 [3 Int +2 rank +3 class]
Stealth +3 [2 Dex +1 rank]
Survival +1 [1 Wis]
Swim +1 [1 Str]

Languages:
Common, Draconic, Halfling, Infernal, Thassilonian, Varisian

Spellbook:

Acid Splash Wizard 0
School: Conjuration / Earth Elemental (Creation) [Acid]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Save: None
Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Arcane Mark Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: Touch
Effect: One personal rune or mark, all of which must fit within 1 sq.
ft.
Duration: Permanent
Save: None
Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing , a gem of seeing , or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Breeze Wizard 0
School: Evocation [Air]
Components: V, S, M (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature or object
Duration: 1 hour (D)
Save: Harmless Will Negates
Resistance: Yes
You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Dancing Lights Wizard 0
School: Evocation [Light]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'- wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.

Daze Wizard 0
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (a pinch of wool or similar substance)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Save: DC 13 Will negates
Resistance: Yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect Magic Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round : Presence or absence of magical auras. 2nd Round : Number of different magical auras and the power of the most potent aura. 3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.

Detect Poison Wizard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Save: None
Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Drench Wizard 0
School: Conjuration (Creation) [Water]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature or object of size Large or smaller
Duration: 1 round
Save: DC 13 Object Reflex Negates
Resistance: Object Yes
A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. Appears In : Ultimate Magic, Paizo Blog

Flare Wizard 0
School: Evocation [Light]
Components: V
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: burst of light
Duration: Instantaneous
Save: DC 14 Fortitude negates
Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Jolt Wizard 0
School: Transmutation [Electricity]
Components: V, S (a miniature fan)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: spark of electricity
Duration: Instantaneous
Save: None
Resistance: Yes
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage. Appears In : Ultimate Magic, Paizo Blog

Light Wizard 0
School: Evocation / Wood Elemental [Light]
Components: V, M/DF (a firefly)
Casting Time : 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
Resistance: No
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand Wizard 0
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lbs.
Duration: Concentration
Save: None
Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending Wizard 0
School: Transmutation / Metal Elemental
Components: V, S
Casting Time : 10 minutes
Range: 10 ft.
Target: One object of up to 1 lb./level
Duration: Instantaneous
Save: Will negates (harmless, object)
Resistance: Yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message Wizard 0
School: Transmutation / Air Elemental [language-dependent]
Components: V, S, F (a piece of copper wire)
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Target: One creature/level
Duration: 10 min./level
Save: None
Resistance: No
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Open/Close Wizard 0
School: Transmutation
Components: V, S, F (a brass key)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: Object weighing up to 30 lbs. or portal that can be opened or
closed
Duration: Instantaneous
Save: DC 13 Will negates (object)
Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

Penumbra Wizard 0
School: Evocation [Darkness]
Components: V, S, M (a bit of soot)
Casting Time : 1 action
Range: Touch
Target: creature or object touched
Duration: 10 minutes/level (D)
Save: Harmless Will Negates
Resistance: Yes
This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. Appears In : Ultimate Magic, Paizo Blog

Prestidigitation Wizard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: 10 ft.
Target: See text
Effect: See text
Area: See text
Duration: 1 hour
Save: See text
Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Ray of Frost Wizard 0
School: Evocation / Water Elemental [Cold]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Save: None
Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic Wizard 0
School: Divination
Components: V, S, F (a clear crystal or mineral prism)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.

Resistance Wizard 0
School: Abjuration
Components: V, S, M/DF (a miniature cloak)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Save: Will negates (harmless)
Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.

Root Wizard 0
School: Transmutation [Earth]
Components: V, S, M (a pinch of dirt)
Casting Time : 1 action
Range: Touch
Target: creature touched
Duration: 1 minute (D)
Save: Harmless Will Negates
Resistance: Yes
This spell strengthens the subject's connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance. Appears In : Ultimate Magic, Paizo Blog

Scrivener's Chant Wizard 0
School: Transmutation
Components: V, S, M (fine sand and a vial of ink.)
Casting Time : 1 action
Range: 5 ft.
Duration: Concentration, up to 1 minute/level
Save: Will negates (harmless, object)
Resistance: Yes (object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components. This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source. Appears In : Seekers of Secrets

Scoop Wizard 0
School: Evocation [Force]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: 6 inch diameter container of force
Duration: Concentration
Save: None
Resistance: Yes
You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell's range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread across a surface with 1 minute of careful concentration. Appears In : Ultimate Magic, Paizo Blog

Spark Wizard 0
School: Evocation / Fire Elemental [Fire]
Components: (V or S)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one Fine object
Duration: Instantaneous
Save: DC 14 Fortitude negates (object)
Resistance: Yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Appears In : Advanced Player's Guide

Burning Hands Wizard 1
School: Evocation / Fire Elemental [Fire]
Components: V, S
Casting Time : 1 action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Save: DC 15 Reflex half
Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Charm Person Wizard 1
School: Enchantment / Wood Elemental (Charm) [Mind-Affecting]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Save: DC 14 Will negates
Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Comprehend Languages Wizard 1
School: Divination
Components: V, S, M/DF (pinch of soot and salt)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.

Mage Armor Wizard 1
School: Conjuration (Creation) [Force]
Components: V, S, F (a piece of cured leather)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Save: Will negates (harmless)
Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Magic Missile Wizard 1
School: Evocation [Force]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft.
apart
Duration: Instantaneous
Save: None
Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Shield Wizard 1
School: Abjuration / Void Elemental [Force]
Components: V, S
Casting Time : 1 action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shocking Grasp Wizard 1
School: Evocation / Air Elemental / Metal Elemental [Electricity]
Components: V, S
Casting Time : 1 action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Save: None
Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

Sleep Wizard 1
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, M (fine sand, rose petals, or a live cricket)
Casting Time : 1 round
Range: Medium (100 + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Save: DC 14 Will negates
Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Burst of Radiance Wizard 2
School: Evocation [Good, Light]
Components: V, S, M/DF (a piece of flint and a pinch of silver dust)
Casting Time : 1 action
Range: Long (400 + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Save: DC 16 Reflex Partial
Resistance: Yes
This spell fills the area with a brilliant flash of shimmering light.
Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4
rounds if they succeed at a Reflex save. Evil creatures in the area of
the burst take 1d4 points of damage per caster level (max 5d4),
whether they succeed at the Reflex save or not.

Scorching Ray Wizard 2
School: Evocation / Fire Elemental [Fire]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Save: None
Resistance: Yes
You blast your enemies with a searing beam of fire. You may fire
one ray, plus one additional ray for every four levels beyond 3rd (to a
maximum of three rays at 11th level). Each ray requires a ranged
touch attack to hit and deals 4d6 points of fire damage. The rays may
be fired at the same or different targets, but all rays must be aimed at
targets within 30 feet of each other and fired simultaneously.
Alchemical Power Component: Alchemist's Fire (F) : Add a +1
circumstance bonus on your attack roll with all rays from the spell.
Alchemical Power Component: Alchemist's Fire (M) : Any target
damaged by a scorching ray catches on fire as if it has been struck
by alchemist's fire.

Magical Items:
ioun torch, oil of magic weapon, potion of cure light wounds, scroll of burning hands (CL 4th), scroll of comprehend languages (CL 3rd), scroll of flaming sphere (CL 6th), scroll of mage armor, scroll of magic weapon, scroll of protection from evil, scroll of shield (CL 3rd), wand of shocking grasp (CL 2nd) 23 charges

Gear:
acid flask (1), alchemist's fire (3 1 used), reagent - black powder (5 3 used), reagent - brimstone (8), reagent - cold iron (10), reagent - Darkwood (5 5 used), reagent - quicksilver (6), reagent - saltpeter (5) reagent - Urea (10);

Other Gear silver dagger, dagger, dagger, quarterstaff, arcane bond Gray Family signet ring (worth 5 gp), backpack, masterwork, bandolier (2), empty vial, vial of "clear pool water", bedroll, belt pouch (2), belt sheath, black vest w/ swirled patterns in linen and leather, cooking kit, explorer's outfit (worn), flint and steel, hip flask with whiskey 8oz (worth 1 gp, 0.5 lb), black ink (2), inkpen (2), journal (2), measuring cord (10 ft.), mess kit, paper (2), parchment (4), men's cologne, sack, black scarf around right arm, blue scarf around neck, gray scarf around waist, red scarf around right leg, scrivener's kit (worth 2 gp, 1 lb), scroll box, scroll case (2), spell component pouch, spellbook, string/twine, Friend to the Family "Sczarni" tattoo, Gray Family Crest tattoo, Ragario tattoo, Thassilonian Fire Rune tattoo, thieves tools, tindertwig (2), trail rations (4), waterproof bag, waterskin, wrist sheath, 8 pp, 3 gp, 9 sp, 1 cp (500 gp in pouch hidden in loose floorboard at Rusty Dragon Inn)

Stored in Room:
Alchemist's lab, portable crucible, retort, formulas journal, artisan's outfit (2), grooming kit, shaving kit, soap, traveler's outfit

Mount:
"Sunshine" Light Riding Horse, Saddle, Saddle Blanket, Bit and Bridle, Saddle Bags - at the Goblin Squash Stables

Special Qualities:

Arcane Bond (Family Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level). not used
Attached (Family Ring) If your attachment is threatened, -1 Will & -2 save vs. fear
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1 Used Today 0
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

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