khaldun's page

59 posts (121 including aliases). No reviews. No lists. No wishlists. 4 aliases.


RSS

1 to 50 of 59 << first < prev | 1 | 2 | next > last >>

Friends, this is where Khaldun's PbP begins.


Chi Traverse wrote:

Chi flashes a look of disapproval at Jazz.

"Do not be demeaning. Disrespect taunts the balance."
Then he quietly fetches the bolt from the back of the prisoner's friend and recovers any useful possessions for the party.
"He must be given appropriate rights, and his family notified of his misfortune."

The Scarnzi thug looks at Chi. "Family? All right." Just walk me through the dockway. That'll be notification enough for my family. The arvensoar is usually where you drop off prisoners like me. Though, if you'd prefer I'm sure my friends and I could come up with a better reward for my return..."


Chi Traverse wrote:
Chi leans down and speaks calmly "Be at peace and your fate shall improve. This is the law of Irori."

"At peace? I'd be happy to be at peace, just as long as I'm not floating facedown in the bay or buried under six feet of dirt!" He shivers at bit when Jazz points the crossbow at him. "I AM cooperating. What do you want to know? I swear I'll tell you anything I can. Just don't let the orc kill me. Want to know where I was hired? I'll tell you. How much I'm paid? No problem. But I've surrendered so I'd appreciate if you just brought me to the city guard now..."


Fosco Knotwise wrote:

Where have they gone you sniveling wretch? Tell me and perhaps my over aggressive associate here will spare you the same fate as your comrade.

Intimidate: 1d20+4

"By the Gods I'd tell you but I've no idea where they've gone! They just wanted muscle, and when your boss asks you to do something you do it. Don't matter whether yer a member of the Scarnzi or a simple baker." He sits back down on the ground and looks sufficiently afraid. "You have to believe you. You believe me, right?" he asks, looking at Chi.


The guard Grim swings at has but a split second to wonder if calling the orc 'scum' was the best decision he's ever made, and then he dies. The running guard is hit by a piece of driftwood as he runs and swears.
1d20 + 3 ⇒ (17) + 3 = 20 However, he keeps running, heading towards the dockway.

None of you are able to see any evidence of where Terisha or Natalya have gone at this distance, as it appears they have taken to the darkened areas between tumbledown shacks and hulking piles of debris. You are not familiar with this area, and know only enough by the placing of the great columns of the Irespan to know which direction to head to leave the area.

The guard at Chi's feet is crying now as he sees the blood drain from his once-companion. He struggles with the bonds, (escape artist check 1d20 + 4 ⇒ (15) + 4 = 19 and though he manages to free himself he sees Grim standing not ten feet from him and his courage fails him. (willsave) 1d20 - 4 ⇒ (9) - 4 = 5

It's about mid afternoon now, and closer to dinner time since today is the day of greater savings of daylight


Jeraa wrote:
No. You can only summon the monsters that are listed in the spell, or any monster that specifically says "You can summon this creature with Summon Monster #".

But this has the summon list for various levels of summon monster.

http://www.d20pfsrd.com/magic/all-spells/s/summon-monster
Listed there is Elemental (small). When you click that link you are brought to another page with a list of elementals of various types and sizes.

That leads me to believe that these quasi-elementals count as elementals and when I choose the (small) version of them it should be a legal summon. Is that not the case? I'd fully understand if that were the case it's just strange that there is no FAQ anywhere (that I can find) that deals with this issue.

@Jeraa. You mention only fire, earth, water, air.
Does that mean that mud elementals are out? magma? lightning? ice?


Hi. I'm playing a pathfinder summoner Let's say I have the ability to cast Summon Monster II. Am I able to use this ability to summon small quasi elementals (lightning or obsidian quasi elementals in particular) or am I limited in my selection?

Just asking, because the following lightning quasi-elemental seems pretty OP compared to other comparable level 2 summoned monsters.
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/quasi -elemental-lightning/lightning-quasi-elemental-small

Thanks!


The guard who has been tackled by Chi tries to roll around, and though he is unsuccessful at escaping, he manages to turn his head and see Grim running towards them with his earthbreaker, screaming. The guards yells, "I surrender! Don't let that bastard kill me and don't let the guards take me. I was charmed and when I recovered I never found an opportunity to escape!"

The second guard who is running from Grim pauses at the sound of four guards approaching from the south. He turns to face Grim and spits on the ground. "I won't throw down my weapon to orc scum, but if you let us hide from the city watch we'll make it worth your while." (readied action)

The third guard turns his head to look but hardly even slows in his breakneak run as he chases Terisha and Natalya. "Run you idiots! Nothing but a trick of sound."

You are not sure where exactly Terisha or Natalya have gone. There are grim hovels leaning against one another all along the way (people of discriminating taste would hardly call the sandy path scattered with seashells a 'road').

(Jazz, then Chi, then Grim, then Fosco to act)
(anyone who looks down the pathway to the right where the guards were attempting to follow can do a Perception check:

DC15:

You can see tracks in the sand of various creatures that live in this area, as well as two sets of fresh tracks. Other people have been here though, and you can't tell whether they've run the left of the next building, or right, or if they've gone inside (though you hardly think anyone with braincells would go inside such a dilapidated building that looks like to collapse at any moment)

DC20:

You look carefully, an see that two sets of tracks look fresher than the rest. It appears that one of them has gone to the left of the building while another has gone to the right. Whoever that is may be circling back towards you, or she may be taking a more roundabout route to escape.


Chi Traverse wrote:

Chi rushes after a guard to tackle him from behind.

Has the girl been charmed? Knowledge arcana check 1d20 + 1

@Chi. You successfully tackle one of them, who can't run quite as fast as you as he's wearing armour. Your monk training helped, no doubt, to ensure your feet moved over the ground as the wind through wheat. You're both on the ground, facefirst, with the guy underneath you struggling to break free. Escape Artist check=1d20 + 6 ⇒ (8) + 6 = 14 VS your CMD.

@Jazz. Your arrow hits the guy in the back with a loud thunk, dealing (damage?). He tries to keep running. The third guard, seeing what happened to his friends, realizes that cowardice is the more pragmatic part of valor, and so readies a sprint.

(Grim+Fosco to react, Natalya and Terisha continue to run).


MegaPsionic wrote:
Grim sheaths his weapon and steps out of the doorway, hands raised. Fosco steps out behind him, mimicking Grim and using the hulking halforc as cover.

Natalya Smiles. "Join me, sister. They are a threat to the shard and cannot be allowed to take it!" She casts a spell.

DC14 Arcana or Spellcraft check:
Charm Person

Terisha and Natalya both step towards one another but turn to face the party. Terisha points her sword towards the party and addresses her thugs. "There is no need to fear Natalya's escape. She has seen reason and will return with us to our... home."

"And once we are together again, I will raise the Tower girls up and I shall rule all of Magnimaar, and the city shall prosper!" Natalya says. "I know not why I even left, sister."

"Do not seek to follow us," Terisha warns. She tells her men to follow them, and the five of them begin walking away together. The men walk backwards for 15ft to gauge your response and then run to catch up to Natalya and Terisha.

Terisha and Natalya quickly reach the edge of the nearest building and turn the corner, while their men jog to catch up. All three o them are still visible.


Chi Traverse wrote:

Chi attempts to identify the potential opponents. Are they wearing city guard or other identifiable faction markings? Perception check 1d20 + 7

If potential allies, he will yell "hold! we are also here to apprehend this woman"
If potential enemies, Chi will use stealth to keep from becoming the next target. Stealth check 1d20 + 3

Natalya laughs. "The enemy of my enemy is my friend, Terisha. Feel free to kill one another, but I will not surrender and no one shall take the Shard from me." She drinks a potion and starts slowly walking to her left. There is about 30 feet before the next row of buildings where she could potentially try to find cover.

Terisha narrows her eyes at Chi and the doorway. "I see you little one. You may come out, but exit with weapons drawn and you will not live to see another day. As I said, we've no quarrel with the two of you."

As she notices Natalya moving, she starts to slowly walk forwards, heading to cut her off. "I know your tricks. We were sisters once. You will not fool us again, so do not attempt to escape."

The three men that are with her have finished reloading their crossbows and are cradling them gingerly, waiting for a command from Terisha. They appear to be street thugs. Their armour is worn and they bear the stereotypical scars of thugs, but maybe they're just fishermen who've tasted the dissatisfaction of a few back weeks on the waters. They could be low level members of the Scarnzi gangs, or thugs hired by the Tower girls (assuming these are the tower girls), but it's impossible to tell.

(Everyone can do something, and then we will see Natalya and Terisha and co's resposne.)


Redline058 wrote:
Jazz checks to see if a threat appears, then he can provide covering fire with his crossbow.

Hi guys,

Sorry it looks like the post I'd meant to post got deleted. So, here's what's happening.
Chi:
Chi has rushed up the ladder, chasing Natalya Vancaskerkin, who has been yelling "I will rule Magnimar, and you will rue the day you chased me!" As soon as he reaches the top of the ladder, he sees stop running and go down to one knee after being hit by two crossbow bolts. All three of the men are reloading their crossbows, while a well-armoured woman has a sword and whip drawn.

Jazz:
Jazz saw Chi run ahead, straight through the flames summoned by Natalya, and can see the doorway which leads to the ladder. I don't think Chi has yelled anything so far. The ladder he seees straight ahead of him goes back down to the level you were on earlier.

Grim:
Grim is pretty upset at being behind the other group, but is happy to no longer be standing in a pile of grease nor fighting crazy stirges that tried to impale him with their claws before sucking his blood out. He sees the downed crossbow guard, and has seen all three of his friends (hopefully nt his only friends) run on ahead.

Fosco:
Fosco is a little bit disconcerted that he hears a dog barking in the background. He doesn't remember seeing a dog, except that strange goblin dog, which theoretically shoudln't be able to climb ladders. He's trying to keep up wiht Chi, and is moving as fast as his little legs will take him.

(I'm going to just assume you guys all run and follow Chi, unless you want to do something differently I'll consider that your move action and post the response from the bad guys and Natalya, then Chi can go, then the others can move from the top of the ladder 10ft back. )

After reading individual characters, read this if you move up the ladder and don't roll a 1 on climb check:
Grim your movement is slowed beacuse you don't want to fall into the sludge below, so you're halfway up the ladder when you hear some of the words being said. You hear all of it with DC13, can pick out most words DC8, hear nothing DC5)

Everyone else sees what Chi sees. Three men with crossbows, 2 of which are ready to fire with a 3rd who has a frown on his face and might not have done very well in crossbow-reloading-school.

Terisha Skeloni (who looks like this http://www.flickr.com/photos/gangshaun/8059902634/ yells over to Natalya. "Though you have betrayed us, sister, you can still surrender. Give us the Shard, and all will be well again. Not one of us here wishes you harm."

Natalya stands up and lifts here chin at the group of assailants. "No one wishes me harm? You've attacked me in the streets without provocation. For that you will pay, for I will never surrender and you will never capture me. What are you but three male fools and a female with more boastfulness than skill. No, I will not surrender."

Terisha signals to her men not to fire quite yet as Natalya moves her hands, readying a spell. She says, "You there. We've no quarrel with you, so leave Natalya to us and you may be on your way." She turns to her men. "If they move towards us, shoot them."


Redline058 wrote:
Chi and Jazz will take cover in the ratty buildings to left, readying crossbows.

So I've got Chi taking cover near a ratty building nearby, with Jazz standing on some rotten something-or-rather to get a view from the window with his crossbow. Grim and Fosco are at the front door, their brains figuring out what to do. I've updated the positions on Roll20. Feel free to let me know what you're doing /thinking on roll20 and I'll update with monsters, dragons, traps, etc as necessary ;)

http://app.roll20.net/editor/


Johnathan Grimtusk wrote:

Grim swings his earthbreaker at the door, attempting to smash it in.

Attack roll 1d20 + 5
Damage 2d6 + 9

Door successfully smashed in. Grim sees that the entire floor of this chamber has collapsed into the pool of water five feet below. The earthen walls of this flooded subcellar ooze with foul rivulets, and the smell is abominable. One of the thugs must have fallen, because he can hear cursing coming from down below.

To be continued on Roll20. Journals to follow on what happened in combat.


Johnathan Grimtusk wrote:
Reflex save 1d20 + 2

Yup, so Grim is surprised that they would DARE fire a crossbow bolt at him! Now that the two thugs have gone, you need to decide what to do, keeping in mind that if they do indeed work for Natalya, the element of surprise won't be in your favour.

If Grim actually enters the doorway or at least peers inside, I can show you the beginnings of a map on roll20.


MegaPsionic wrote:

[meta-moment]

Can I use Grim's strength mod on his intimidate checks (not that it would have made a difference on the last roll)? When I picture intimidation (bullying) I don't picture a charismatic bully. I picture a nasty brute like Grim. That being said, I can see how a highly charismatic sorceress could intimidate as well. Perhaps either strength or charisma can be used for intimidate depending on the bully type (physically aggressive vs. passive aggressive)?
[/meta-moment]

Yes, you acn use Grim's strength for his intimidate checks. And don't take a CHA pentalty either. I don't imagine you need to look good or charismatic in order to intimidate anyone.

The guard in the front hesitates at the mention of Natalya's name. Fosco is extremely convincing and they realize now, with you knowing exactly who she is, that you aren't going to leave. The guardsman with the crossbow fires a bolt at Grim and then rushes inside.

1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 2. Grim make a DC10 reflex save to avoid being flat footed. Take damage or not as applicable. (I'm assuming this pitiful bolt hits you, scraping your arm and drawing the tinest bit of blood).

The man with the sword hears the crossbow click and, knowing he'd be left alone to die, rushes in towards the doorway.

DC15 perception:
You hear a faint noise that sounds halfway between a thump and a splash and loud curses coming from inside the building.


The only door you see is the one from which two men exit. Looks like a storage shed, but if that's what it is then it is storing two thugs. One has a short sword at his hip, the other a morningstar. The one with the morningstar doesn't look like he wants to use it. He remains in the doorway, levelling a crossbow. The other thug steps forward, short sword in hand.

"Go away if you know what's good for you. You've no business here." He seems pretty certain that he wants you to go away, and he's yelling pretty loudly, although the large number of party members (diminutive though some of them may be) seems to take some of the thunder from the command.

You don't perceive anything beyond the single doorway and the two thugs. Everyone else in the area scurried quickly away (if they hadn't already) as soon as the men with crossbows started yelling. Natalya's supposed hideout seems boarded up tight.

Fenster slithers backwards into the shadows of a nearby alley. "You no tell Natalya I said anything. Or I will know. And I will find you." He quickly leaves the area unless you physically try to stop him.


Fenster leads you at a brisk walk towards where he says Natalya is hiding out. "MR. Fenster. I like that, heh, heh."

You are about 100ft back at the moment. Do a perception roll please and let me know where and what you're looking at. There are various other buildings, some of which look abandoned, some of which are clearly still inhabited. A few people shamble around, but most move away when they see you coming (and the look on Grim's face).

DC5:
You see a building up ahead. It looks dirty. You must be thinking about the wondrous shapes in the clouds that day.

DC10:

Natalya’s new hideout has seen better days. Its clapboard
sides are dark with mildew and marred by scorch marks.
In places fire has gutted portions of the roof ’s mosscovered
tile shingles, but the building appears to be
structurally intact. The building stands near the stark
wall of the Seacleft, and scree from several decades of
minor rockfalls has piled up along its southern face. The
structure was built over a group of collection pools in
the city’s early sewers, and when its interior was gutted,
the floors collapsed into the septic system below. Natalya
herself lairs among the rafters and attic space that still
exists between the building’s ceiling and the roof. The
building’s windows are heavily boarded over and should
be considered to have the same statistics as its wooden
walls. Doors are made of wood and cannot be locked.

A small shack leans against the side of the building, probably a
storage shed of some sort. Boarded windows look into an interior
littered with fresh garbage and debris of recent habitation.

DC18:

You see a humanoid face peeking out from a small gap in the boarded windows. It looks like there has been some coming and going between this shack and Natalya's hideout.


Redline058 wrote:

"Whoa, Fosco? You sure about that? We're not so hard up that you need to give THAT dagger away. I mean, it's saved your life on more than one occasion! And I bet that daggar could open a crab claw or fillet a fish like cutting through soft butter. How about I give you seven hundred gold for that dagger? I know it's not what its worth but..well... I've always liked it."

bluff roll 1d20 + 9

Fenster REALLY wants that dagger now. You see his eyes light up at the mention of seven hundred gold. "Just me kind of dagger. Thinks I'll keep it. No, little friend, I know you want it, but you wants to know where Natalya is too and so I make the choice for you." He tucks the dagger into his belt. "You want me to bring adventurers to Natalya's hideout now?"


Fosco Knotwise wrote:

I've noticed that Mr. Fenster is quite partial to daggers. He was playing with that old rusty one. I'll give him my dagger. Its a lot nicer than his.

Fosco places his dagger just outside Fenster's door, knocks briskly, and then rejoins the group.

Fenster comes back ten minutes later, checks to make sure the group is far enough back, and goes to check what you've left. He picks up the dagger, tosses it hand to hand, gives it a twirl. "Shiny dagger." He pricks the end of his finger with it. "Nice and sharp. How much this dagger worth?"

Whoever is going to reply roll a bluff check.

Whoever is bluffing read this:
If you beat his sense motive check, then he believes whatever you said about the dagger assuming it isn't some absolutely ridiculous comment, and he is happpy. He requests that you bring him something nice down the road though. "I see Natalya go into old boarding house. Very dirty place. Goblins and other people there too. Fenster don't like going near. Sense strange aura. But I show you if you like. Fenster can never have too many friends, heh, heh." His sense motive: 1d20 + 4 ⇒ (1) + 4 = 5


Redline058 wrote:
Chi and Jazz join Fosco and Grim.

Fenster goes back inside. "Soon," he repeats.

Feel free to wait as long as you'd like, discuss what gift to leave behind, or split up by sending other people asking around in the areas where there are more people than sand. It's up to you.


Redline058 wrote:
(hahahahaha... epic FAIL!!)

Fenster twirls the dagger around his left hand before tossing it to his right. "Song'd be nice, but Fenster's already famous. He's also a man with many things that need doing." Everyone except for Chi hears the impatience in his voice. "Maybe not nice earthbreaker, but something smaller? A ring or magic or pretty stone? I seen where Natalya and her gang are hidin' but my collection of pretties don't grow on its own."

He pauses. "I go back inside now. You leave gift at entrance. I come back soon. If you leave good gift, I tell you information. You go find Natalya tonight if that what you want."


Jazz Brambleshanks wrote:
"Grim? Fenster was just asking. You can say it's not for trade."

Fenster tosses his dagger back and forth between his hands, staring at Grim. "Big weapon don't need to be the gift, tha's ok with Fenster. But I don't give out information for free. No, no, no. You think tower girls stay with me because o' m'looks?" He chuckles to himself. "They stay with me because they know they's safe with me. So find gift for me or go away." He stares at the group. "Thoughts there were four of you..."


Chi Traverse wrote:

Chi decides to move closer to the building's potential rear entrance and stealthily observe what is inside.

Stealth role 1d20 + 3
Perception role 1d20 +7

He may have also heard the comment regarding the T-girls returning soon
perception role 1d20 +7
If so..he is keeping a lookout for the also
perception role 1d20 +7

Chi makes it closer to the side entrance and somehow is able to deftly climb the debris until he can see into the darkness of the warehouse. There are animal bones at his feet and large animal droppings. Could be from a rat, but if it is, it'd have to be a big rat. If that's not what it is, well, you can do a knowledge local roll.

He is able to make out some animal bones on the floor behind Fenster, where some of the light from the front entrance is bleeding inside. He doesn't see much else beyond that, and he'd need to basically put himself in the side hole (about 2/3 his height but where the debris looks less steady and would probably make noise). Fenster doesn't notice him, but he also doesn't hear the comments regarding the tower girls either thanks to the walls between him and the voices and the fact that is extremely hard of hearing.


Fosco Knotwise wrote:
"Okay then. I will respect your wishes sir. We are in search of a woman named Natalia Vancaskerskin. She may have rolled with the Tower Girls in the past. We were told that you are a man of great knowledge and that you might be able to provide us with information."

"Ah, the Tower Girls. Yes, of course I know them. They live in here actually. Should be back any moment now. Never ones to leave old Fenster alone for too long you know." He blinked his milk-white eye. "Jus gave me a new crossbow to pay their rent jus this month. Smart, they are. Smart enough not to cross me. No trouble."

He pauses scratching his chin with his rusted dagger and staring around from the doorway. "Natalya? Might be I know sumthin bout her, might not, but two gold pieces isn't gonna buy you the answer to that." He scans to the left, noticing Grim's humourless face. "That fellow over there's got a mighty fine earthbreaker. Whabout that?"


Chi Traverse wrote:
"Perhaps you could heal what ails him, Fosco?"

Fenster's Perception to hear you. 1d20 + 4 ⇒ (15) + 4 = 19

"No! There's no curing what I have. No. You stay back unless you want to vanish like all the others. I might choose to answer yer questions, if yer nice, but you come any closer and you'll be feeden the fishes like all t'others."


Jazz Brambleshanks wrote:
Jazz looks at Grim again and notes the cold hostility behind his eyes. "Yeah," he finally whispers back. "Horns bad."

I assume that Fosco went to deposit the two gold at the front entrance and then backed away towards where the group is. If you want to be further back you can do that.

Fosco sees someone peek out from the front door. More skin and bones than man, his clothing is dirty and torn so badly it's a wonder it even stays on him. He has a hacking cough and stares out at you. "Back away now. I take gift, then you ask questions. Don't come close. You'd regret it, you would."


Fosco Knotwise wrote:
Bluff check 1d20 + 4

Nice bluff roll.

"I have information. But I not leaving my home and you not come in. What information? You leave half gift now and then I give information. Must know I can trust you."


Fosco Knotwise wrote:
Ummmm hello there? We're looking for someone. We will gladly leave a gift of significant value if you can provide us with useful information. Please step outside for a moment and we'll make it worth your while.

"Leev gift. Then wate. Gift first. No talk outside."

1d20 + 6 ⇒ (16) + 6 = 22 He is trying to sense your motives. Fosco roll a bluff check.


Jazz Brambleshanks wrote:
Jazz watches for a moment longer to see if anything responds to the sign being knocked over. Then he joins the rest of the group. Coming from a farm upbringing, avoiding the droppings comes naturally. He points to them when he catches up and says "Grim. You shouldn't leave such big tracks!" and laughs.

You hear some faint noises coming from the inside of the warehouse, then a voice. "Hoozout there? Leev a gift then wate. Get way frum my home."


Johnathan Grimtusk wrote:

Grim attempts to sneak over to Chi's position, cautiously scanning his surroundings.

Perception 1d20
Stealth 1d20-3

You both successfully make it over to Chi's position, with Fosco noticing a large amount of droppings in the area from some sort of creature. Grim makes a decent amount of noise as the hundred pounds of items he is carrying jangle together. Jazz is currently standing on his own, having used his sling to damage the sign left outside the building.


Chi Traverse wrote:
Chi waves to the group to get their attention and signals that they should join him at the side of the building.

I'll just wait to see if everyone actually agrees to head to the side of the building or if they want to do their own thing. Then I'll post a reply as to what happens.


Jazz Brambleshanks wrote:

Jazz remarks with snide derision "If Fenster made the sign, he's a definite idiot. Can't even spell good." Then Jazz decides he's going to see if he can hit the sign with a sling bullet from here...

To hit 1d20 + 4

An excellent shot. The sling bullet cracks the sign with a distinct, well, cracking sound that echoes in the silence. Chi moves around in a gradual circling curve around and closer to the building, noticing a great deal of sand under his feet, a few prints that could belong to some large rats, and nothing else out of the ordinary. He certainly doesn't hear anything beyond the wind and the sound of the waves casually rolling in.

He does hear Jazz's remark though. "If Fenster made the sign, he's a definite bigot. Can't even smell good." Chi doesn't really know what a sense of smell has to do with asking for a donation. He notes that there is a boarded up section that may be big enough to fit through if one tried hard enough. A pile or rocks and debris leads up to the small crack in the walls of the warehouse. Grim might have some issues, but the others should be able to make it through alright.

The sign is now on the ground near a small basket, neatly cracked in two. You don't perceive anything else out of the ordinary. If anyone has walked through the sand recently, they did so near the shoreline where the waters washed away their tracks.


Johnathan Grimtusk wrote:

Grim frowns and squints at Jazz.

"What crabs have to do with tower girls? Hmmmmm?"

Rian Darvayne shrugs when Grim doesn't hold out a coin. He'll collect his due from Sheila Heidmarch. I'm sure she will appreciate his services, even if those in her employ seem not to. "I'd listen to the sign. Fellow who lives there has a bad reputation. I'll be off now though, best of luck." He grins and walks away at a brisk pace, pulling the hood of his shirt over his head and changing his gait into a half walking, half falling style.

So what is everyone doing? You see the abandoned warehouse before you about 60 feet away, with the sign next to the door. There are other various shacks but you haven't seem anyone shambling around for about a minute. The tide just barely reaches the other end of the warehouse. There many be other entrances, but you'd have to check.


Lol. Jazz and Chi are great.

The sign has been nailed to a wooden post just outside the ramshackle entrance to the warehouse. As you approach (about 60 feet away) Jazz and Chi (and whoever else gets over 20 on the perception check) are able to read the somewhat faded writing. It says "Leev a gift. Then wate." It is vaguely brownish in colour.


Chi Traverse wrote:
Chi steps forward. Bows to Darvayne and then extends 2 gold pieces. "We thank you for your pains on our behalf."

Darvayne grabs the coins, stares at them, stares at the group. He realizes that he isn't about to be paid any more coin, but realizes that one day this bunch of cheapskate bums might be important in Magnimaar, and so he tucks them into a coinpouch and beckons the group after him. "I shan't lead you all the way into the warehouse, but I'll get you as close as possible without putting my skin on the line."

If you do end up following him, he leads you on a merry walk towards the shoreline. You end up walking through the capital district, passing many merchants and hawkers and courtiers and any number of fancy types, all of whom would no doubt appreciate Darvayne's services more than the current group.

Upon coming into the Underbridge, he starts to walk a bit more carefully, checking to make sure that you are following close behind him. At a certain point he stops and points. "See the warehouse down there by the water? That's where you'll find Fenster. Don't know if anyone else'll be there, but I wish you the best of luck. I hope you'll consider hiring me in the future for my services." He throws on his best smile, and in a fit of hope he puts his hand out towards Grim, seeing as he's the only one who seems to have any coins on him.

Perception 10:
You see a partially collapsed warehouse on the shoreline. You can see bits of filth and refuse from the city piling up in grotesque piles on the sand.

Perception 15:
You see a partially collapsed warehouse on the shoreline. You can see bits of filth and refuse from the city piling up in grotesque piles on the sand. You notice a few strangely large spider webs hung between the pillars and the Irespan and the various abandoned or semi-abandoned buildings. Large crabs scuttle back and forth.

Perception 20:
You see a partially collapsed warehouse on the shoreline. You can see bits of filth and refuse from the city piling up in grotesque piles on the sand. You notice a few strangely large spider webs hung between the pillars and the Irespan and the various abandoned or semi-abandoned buildings. Large crabs scuttle back and forth.Despite the fact that the tide does not reach the edge of the warehouse, you see that the area is not very well travelled. Fenster must not have company very often. You see something in the distance. A wooden placard perhaps?


Chi Traverse wrote:
"Master Rian was our most congenial host and guide when first entering your city. We may now show him more appropriate appreciation for his assistance."

She sends a runner to get Darvayne. She watches and taps her fingers impatiently against the countertop as you wait. "Do take care," she says, "There have been disappearances in the area, and many of those who were taken have been found weeks later with amnesia living in the city slums. So far the city watch has not found a cause for this, but I'm sure we will get to the matter shortly. I must be off now, but I trust you will take care of yourselves. May the blessings of Iomedae go with you."

She leaves, and a minute later Darvayne shows up, this time wearing tattered clothing and armour underneath. He sees that you're giving him a look. "Must look like the locals," he says, tapping his nose. "Now, if you'll follow me, I'd like to get there before nightfall. I plan to be back in my room snoring long before the sun even begins to set, unless you plan on paying very, very well."
He struts towards the doorway of the Arvensoar, and turns around to await your response.


Jazz Brambleshanks wrote:
Jazz takes a quick pondering glance back at Kasadei....woondering if she might be just a little "butch"?

Kasadei laughs at Jazz's earlier comment. "Jazz and the Tower Girls, eh? That might be more difficult to arrange than you think." She waits for the others to finish talking before she continues. "The Tower Girls have had a bit of an issue with the Wreckwash Blades, and so I doubt they're long for this world. We usually let The Scarnzi handle their own affairs, but if you do need to know rumour has it that the girls have been slumming it in a warehouse with another citizen of ill repute by the name of Fenster the Blight." She summons an attendant. "If you've need of a guide, we have one available. Darvayne Rian is just recently returned from another appointment. It wouldn't be my first suggestion for places to go, but I'm sure you have your reasons..."


Fosco Knotwise wrote:
Actually, we are currently investigating a series of disappearances near the waters. In particular, a woman by the name of Natalya Vancaskerskin has been reported missing and we wish to learn her fate. Do you have any information for us?

Kasadei pumps her fist in the air and smiles. Then she composes herself and grabs a large volume and pulls it close. "Natalya is known to the guard. At last check she was running with the Tower Girls, but I hadn't heard about her disappearance. Not much of a surprise though... The Scarnzi usually take care of their own business. If anyone knows anything about her whereabouts, it would be the Tower Girls themselves, not that I'm suggesting you try to track them down."


Kasadei nods at the party. "I could give you a list of every wanted criminal, but it would be book-sized. You'd best look at the bounty listings on the far wall over there," she says, pointing at a wall with papers of every size and shape nailed to it. "However, if you're looking for knowledge of a specific person or group, name them, and I will check our records."

Kasadei does a sense motive check, seeing as Pathfinders are usually interested in acquiring items or exploring than finding specific people. 1d20 + 5 ⇒ (10) + 5 = 15


Johnathan Grimtusk wrote:

Grim's face contorts in obvious agony as if what he is about to say causes him great internal anguish. A derisive snort precedes his response to the guard.

Grim have mercy on feeble old man. I keep balance with world, or something. He blubbery crying mess. Grim look away in disgust. Not know silly old man is criminal.

He senses the party division on the topic. "Balance. Yes, I see. Well bring us any information on his whereabouts if you hear from him again. The guard will see fit to balance your coffers in your favour."

A woman, armed and armoured, comes down a nearby staircase. She has dark brown hair, bags under her eyes, and a serious demeanour. She looks like she could do some damage, if it came to combat. The guard quickly whispers to her, and departs.

"Greetings Pathfinders. My name is Kasadei. I am quite busy, as I'm sure you're well aware, but if you've need of any information I'd be glad to help, assuming of course that you'll return the favour in the future when you nearly capture wanted criminals..."


Johnathan Grimtusk wrote:
1d20 - 2 for bluff check.

The guard looks to Grim, seeing as Fosco was able to maintain his poker face. "Tell me, orc, why a group of Pathfinders would have let a known criminal go free? I will need to report on what happened." He signals a footman. The guard quickly whispers something into his ear and the man departs. "My commanding officer will be here shortly. I'm sure she would wish to hear your full account, along with your other reasons for coming to the Arvensoar."


Fosco Knotwise wrote:
Yeah. Some old guy named Plutivarch Dremis. Seemed awfully demented. Attacked us for no reason!

The guard pauses. "Plutivarch Dremis? I believe there was a hundred gold bounty on his head. He attacked you then? I imagine he escaped, or else he'd be here with you fellows, bound and ready for justice?"

Everyone do a bluff check please.
His Sense motive check 1d20 + 3 ⇒ (17) + 3 = 20


Jazz Brambleshanks wrote:

"Hey, Fosco. Tell them about the girl and the old mage who wanted us to turn him in. "

Then Jazz turns to the guard and puts out a hand "Jazz Brambleshanks! Comedy and Song are my specialties. You guys know of a pub that needs an upgrade of merriment and laughter?"

The guard raises an eyebrow. "An old mage wanted to be turned in to the guard? Do you recall the fellows name?" The guard does not put out his hand to shake Jazz's hand. "You might search the street of taverns. The owner of the Mug and Owl was searching for a new performer last week. If he isn't anymore, well, it's not really my business. Do you recall my saying that I am busy?"


Chi Traverse wrote:
We welcome your assistance. Perhaps you will be pleased to hear of our investigation of Scarzi and slavers in the docks area as we try to find a girl who has betrayed the interests of the Pathfinder organization. Forgive me if I speak out of turn but we are working on behalf of the Pathfinders to recover valuable relics.

"Ah, Pathfinders. Well met. The city guard have only the city's best interests in mind, so if you've rid us of slavers or members of the Scarnzi, then I will thank you personally." He taps back end of his quill against the oaken countertop. "I assume that you have some purpose for your visit today? Typically we don't have large groups of Pathfinders visiting the Arvensoar for relaxation purposes..."


Fosco Knotwise wrote:
Well hello there fine sir. My associates and I are in fact looking for employment. As you can see, we are a most capable party of adventurers. What have you got and how much are you paying?

1d20 + 4 ⇒ (7) + 4 = 11 Knowledge local roll to see if he knows you're affiliated with the Pathfinder society.

"I'm sure you're quite a fine party of adventurers, but we've plenty of those to go around and I've never met you before. If you want to know whether we've any bounties up or job contracts, you'll have to speak to my commanding officer. You can wait here if you want, but I warn you I've no idea how long she'll be." He motions around the room to the bustle. "Busy, as I said."


The party heads to Naos. In the relatively small neighborhood of Vista, highclass shops , restaurants , businesses , and the offices of
mercantile concerns perch atop the Seacleft's edge. Here,
citizens of Naos can enj oy the convenience of shopping
without having to venture down to the Shore and
rub shoulders with the working class . The shops of
Vista are remarkably open to visitors from the lower
districts , though-as long as visitors from less
affluent districts don't cause too many disruptions
to paying customers , the illusion of more patrons is
always welcome.

-If you travel through the capital district you pass the Street of Taverns, with dozens of taverns and inns and bars lining both sides of the street, catering to patrons of every race and creed.

On the way to the Arvensoar, the party passes a few locations some of them may find interesting.
-The House of Welcome: A richly decorated building, with plenty of windows and balconies from which a variety of clad and semi clad women and men smile down at onlookers. From the looks of the people who are stepping through the gilded front doors, this looks like a place you won't be able to afford for a long while.
-The Rag and Garter: open air cantina where the employees dress like vagrants to give aristocrats a safe place to "slum". You hear the sounds of music drifting softly from here as musicians play and patrons continue to talk and laugh loudly.

(copied and pasted, sorry about the formatting)
The tallest structure in Magnimar and
a wonder in a city of architectural feats , the Arvensoar
stands approximately 400 feet tall, climbing the entire
length of the Sea cleft and extending nearly a hundred feet
above Naos itself. In the simplest sens e s , the great tower is
the garrison ofthe city's watch and small military, as well
as being a quick, city-controlled connection between the
Shore and the Summit. Beyond having the s e mundane
u s e s , the tower is a symbol of the city's unity, ambition,
and history.

You enter through two heavy iron-studded doors as guards stand at attention. A long countertop is being manned by other guardsmen, who are scribbling on bits of paper and nodding as messengers run in and run out. Staircases nearby are in constant use, as guardsmen rotate and others take their place. The party approaches the nearest fellow, and he looks up at them as they approach.

"Before you say anything, know what we are busy and have no time to waste on empty words." He scans you up and down. "I see you aren't here to collect a bounty, so what are you here for? To report a crime,or to find work?"


MegaPsionic wrote:
Incredible backstory Dave! This campaign is going to be awesome!

Summary of our in-person session.

The party was introduced to Sheila Heidmarch in Magnimaar. Upon successfully opening the paradox box, they fought valiantly (if ineffectively) against two gremlins who managed to do a whole bunch of damage to the room before they were incapacitated (and/or killed).

They were given the task of tracking down Scarnzi informant by the name of Natalya Vancaskerkin who has recently gone missing. She'd sent a note requesting a meeting, but never showed. There were reports of others going missing down by the waters, although the reasons are unclear.

The party was able to discover the location of a potential pickup point for rumoured Nidalese slavers, but all they found was poor old Plutivarch Dremis, who was scared nearly witness by the half-orc grim who executed a member of the Scarnzi who'd been called in as backup. They spared his life after an embarassing search and a broad range of threats. He promised to give them the reward money that would be due to the city watch, and more, for sparing him.

The party has slept for the night, and Jazz has discovered that the ring they've been given is a ring of feather fall. Contrary to popular belief, this ring does not work on a uses-per-day basis, but is activated anytime the character wearing it falls 5ft or more.

They will report back to Shiela Heidmarch with journals. At that point they may choose to see the Amazing Zograthi again, or head to the Arvensoar to see if the city watch knows more about Natalya or her disappearance.


Redline058 wrote:
Chi catches Rian's eye and quietly adds. "We are humbled by the generosity of your assistance. My friend often speaks the truth in ways he does not recognize."

"Generosity is my middle name," Darvayne replies with a grin. "Of course, I do need to eat and clothe myself, so donations are always appreciated. No doubt two well-traveled gentlemen such as yourselves can spare a few coins?"

Diplomacy roll. 1d20 + 3 ⇒ (18) + 3 = 21


Redline058 wrote:
Jazz addresses the guard: Hey. That's a fancy letter! You must really like your job being able to greet people with fancy letters all day long. So glad I could finally take some time to tour this fine city. I'm sure you'll come and see me perform so evening when you aren't quite so busy. What's the best route to the manor? I sure don't want to keep a fine lady waiting, if you know what I mean ;>)

The guard stops the two of them, frowning. "Alas I do quite a bit more than deliver 'fancy' letters all day long and so I doubt very much that I'll have the opportunity to witness one of your performances. Regrettable, I'm sure." He pivots and points further down the road at a large stone building. "Heidmarch Manor is just past the House of Lords, which is the building you see there. I'm sure two fine adventurers such as yourself will have no problems figuring out the rest." He immediately steps away to speak to the next group of travelers that have been stopped a the gate.

A well dressed man eyes the two of you and then approaches. "Have you need of a guide? I know a fresh face when I see one, and I'm just the man to help you." He reaches out to shake hands with Jazz. "Darvayne Rian at your service."