GM Fuzzfoot |
You are able to discern that the sleeping Fimbrik and the guards are simply illusions.
Evarice Bue |
Will Save: 1d20 + 5 ⇒ (6) + 5 = 11
"Hmm...I do wonder why he has guards when he obviously doesn't use the front door. I'm all up for pinning him, by the way."
Kevin Sumfinorther |
"I am more interested in why he is sleeping in the middle of the day and why his guards don't blink an eye when someone kicks down the door."
-Posted with Wayfinder
Gary "The Gray" Silgrin |
Will Save: 1d20 + 4 ⇒ (12) + 4 = 16
I agree, why would he sleeping in the middle of the day, with these big men. I don't like this.....
Gwydion Flaxseed |
Will: 1d20 + 5 ⇒ (13) + 5 = 18
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
"Hmm. They are all radiating magic, which seems odd. And they aren't reacting to us. Strange, very strange. Let's move in and see if they do anything then. Maybe they're just like some of those Taldan guards that are trained not to move or react."
Evarice Bue |
"That's fine with me. Be on your guard, everyone."
Evarice steps into the room. "Fimbrik, wake up. We have some questions for you that will help us locate missing persons...you're quite the sleeper."
GM Fuzzfoot |
Still, no reaction from any of them. Fimbrik continues to snore away.
Lini, Iconic Druid |
Who needs to make the will save exactly?
Lini Will save: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 +2 vs illusions
Droogami Will save: 1d20 + 2 ⇒ (7) + 2 = 9
"Droogami, fetch the sleeping man."
Handle Animal: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Droogami seems unwilling to be pushed with an unfamiliar command.
Gary "The Gray" Silgrin |
"I'll help you out my friend!" the barbarian exclaims, a little loudly.
Gary steps in with Maulaxe and tries to help wake the sleeping gnome.
GM Fuzzfoot |
As you try to touch the gnome, you find he is not really there. It must be an illusion.
Evarice Bue |
"Haha! This keeps getting better and better." Evarice jokes. "That does explain why they didn't react, at least."
Evarice takes a look around the room. Perception: 1d20 + 4 ⇒ (15) + 4 = 19 Do her Elven eyes and ears pick up on anything?
GM Fuzzfoot |
Nothing else in this room appears to be of particular interest.
Gwydion Flaxseed |
"Well, it's a clever security measure I suppose. Didn't stop us though. Let's check the room on the other side." Gwydion leads the way to the northeast room, detecting magic as he opens the door.
GM Fuzzfoot |
This chamber appears to be some sort of meeting room, containing enough chairs, pillows, and desks to accommodate at least six visitors.
An examination of the table in the southwest corner reveals a neatly penned letter.
Player Handout
Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name Karina Clamp.
Gwydion Flaxseed |
Gwydion notes a couple auras coming from some vials in the windowsill and studies them a bit longer.
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24
After looking around the room, he pulls out a note. "Well now this might get us somewhere!" he says as he passes it around.
See the spoiler/handout.
Evarice Bue |
"Hmm. I guess this will have to do in place of questioning." Evarice notes. "Once you're done with that, Gwydion, let's get out of here. Should we check the Wall of Names or look for Arkatj's masoleum?"
On the way out, Evarice will post a sign by the front door (or what's left of it) "Danger - Keep Out"
Gary "The Gray" Silgrin |
Gary takes the note and looks it over after putting his axe away.
I agree with Evarice, in that both should be searched. Personally, I would try the wall first, but I'll go to wherever everyone else wants to go to.
GM Fuzzfoot |
I am not sure the first roll was quite sufficient, but going to give it to you anyway...
A potion of Cure Moderate Wounds and a potion of Lesser Restoration.
Kevin Sumfinorther |
Kevin will do a quick sweep of the last room with detect magic before following the others out. "Always check every room. That's what they teach ya at the lodge."
GM Fuzzfoot |
There is a faint aura of illusion in this room, but you do not see a specific source.
GM Fuzzfoot |
Created in 4330 AR, the Wall of Names resides on the grounds of the Grand Lodge in Absalom. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.
Evarice Bue |
Evarice is more reserved when the party reaches the Wall of Names. Reminds her of her fallen comrades, and how lucky she was to survive. She stands tall in honor of the fallen.
"...we have some names to look up, don't we?" She eventually mumbles.
"Karina Clamp. Doulgonlir Caskmail. Kollis Thorne. Those were the three Adolphus mentioned, but Fimbrik noted Karina in particular."
Evarice begins looking for the names.
GM Fuzzfoot |
You find within the names on the wall:
Karina Clamp
Deceased 4330 AR
Sought to brave the Path of Aganhei.
Spoiled rations and wastefulness ended that dream.
Hollis "Evil Grin" Thorn
Deceased 4331 AR
Sought the jade idol of ten thousand faces.
Now but another sacrifice to the charau-ka of the Mwangi.
Doulgonlir Caskmail
Deceased 4332 AR
Enjoyed the many excesses of Katapesh.
Ended by a drug-induced hallucination.
The bolded words are actually underlined in the inscriptions.
GM Fuzzfoot |
Religious knowledge works.
Karina Clamp - Spoiled rations and wastefulness refers to Plokkis.
Hollis "Evil Grin" Thorn - sacrifice refers to Demuren.
Doulgonlir Caskmail - drug-induced hallucination refers to Spuchasta.
You also recall that they are all honored in the Shrine of the Failed.
Kevin Sumfinorther |
Know Local: 1d20 + 5 ⇒ (12) + 5 = 17
"What's that Gwydion? Yeah they do sound like failed aspirants from the Shrine of the Failed." Kevin adds as the gnome is the first to figure it out. "So should we go there next or check out the dead guys grave?"
Evarice Bue |
Knowledge(Religion): 1d20 + 5 ⇒ (2) + 5 = 7 Oh come ON
Evarice is lost in thought, wondering about how her life will be remembered. Will she be remembered for her service, or for her stupid hat? Her dedication to the people or for her wanderlust? These ideas probe at her head, instead of the task at hand.
"The Shrine of the Failed seems like our next lead. The dead...can wait." Evarice remains solemn as she pulls out her piccolo.
Perform(Wind): 1d20 + 3 ⇒ (18) + 3 = 21 There we go
She plays a melancholy, yet respectful tune she dubs "Ode to the Fallen."
Gwydion Flaxseed |
"Exactly what I was thinking, Kevin. It's a clue! These probably weren't real Pathfinders at all, perhaps. Or if they were these descriptions are probably fake, just to lead us to the Shrine of the Failed. Since Fimbrik wrote down Karina Clamp I'm guessing that means we need to visit the shrine of Plokkis."
Gwydion follows along to the Shrine of the Failed.
GM Fuzzfoot |
Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The shrine is a stone edifice with several levels that contain numerous altars, each dedicated to a specific failed aspirant. Black-robed acolytes protect, clean, and maintain the halls as well as the few trinkets left behind by the aspirants.
You find a section that can be accessed by a large set of stairs at the side of the shrine. You seem to have free reign of the area.
This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone. Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.
You find the shrine dedicated to Plokkis.
GM Fuzzfoot |
Gwydion detects magic and finds a slight aura around the nameplate, as well as an illusion on the western wall (right, as you face the shrine).
Maulaxe, the Just |
Maulaxe follows along and ponders a moment before asking Gwydion
"Magic, eh? Illusion at that... Do you suspect more... Gnomes?"
GM Fuzzfoot |
As Gwydion examines the nameplate, he finds a way to slide it to one side, revealing a miniature chalkboard and a thin piece of chalk.
Evarice Bue |
"So what...we write something on this?" Evarice inspects the chalkboard. "Eh, it's worth a shot."
She quickly scribbles "Wiffle" on the board.
Gary "The Gray" Silgrin |
I agree, why "Wiffle"?
Gary is slightly confused, as he was following the group, caught up in thinking to himself, yet finally snapped out of it once the nameplate had been discovered.
Evarice Bue |
"For all of his traps and illusions" Evarice chuckles, "Fimbrik seems to enjoy setting up puzzles and mysteries."
GM Fuzzfoot |
As Evarice finishes writing the word, the illusion on the wall disappears and a stone portal slides open.
The cavern beyond the secret door is made of stone. This cavern is dark.
Although the cavern has the aesthetic of a natural cave, you recognize the walls are not natural; rather, someone cleared this area using stone shape spells.
Lini, Iconic Druid |
Lini casts light on Droogami while he advances ahead. He sniffs the air.
Droogami Scent: 1d20 + 1 ⇒ (17) + 1 = 18
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
"These walls were shaped by spells and are not natural.
Gary "The Gray" Silgrin |
I don't trust this. Let's be careful here!
Gary pulls out his axe and will walk in front of the group.
Currently at work and can't move tokens.
Evarice Bue |
"Curiouser and curiouser..."
Perception: 1d20 + 4 ⇒ (5) + 4 = 9 Evarice keeps her elven ears open, but it's hard with that hat on.
GM Fuzzfoot |
The group finds that the cavern area is quick and easy to navigate. Up ahead, you see a dim lit chamber.
As you approach, you find a 10' x 50' alcove.
Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.