
![]() |

Tellerin gives a sidelong glance at Kefilwe "I've heard that clergymen of Abadar undergo very rigorous training that enables them to judge over trade... including of magical goods. Since you seem to be a priest of considerable rank," he gives the man a deferential bow of the head " would you be capable of determining the properties of magic items such as this coin here? If so, we would greatly appreciate your help."
Diplomacy for the request: 1d20 + 9 ⇒ (14) + 9 = 23
If he betrays that he may be capable of such a task, but is hesitating, Tellerin says: "As with all trades with the Abadaran Church, we'd be happy to make a tithe in exchange for the service"
If he doesn't have the capability, Tellerin says: "No? That's a shame. Do you know of any person with those skills who operates at these hours of the day nearby? We could use their aid."

GM DevilDoc |

Sorry about the delay.. family time and travels.
The party discusses the odd coin, but to no avail. No one seems to have heard about a coin or the reason it may be buried with Arkath. Tellerin turns to Kekilwe, imploring help from the cleric.
"Unfortunately, I too have no knowledge of such a thing and am as clueless as you are. However, should you all promise to return this coin to me within a reasonable amount of time as well as pay the fees I have already mentioned, I do not see why you shouldn't be allowed to borrow the coin. I stress though, that it must be returned to be reinterred with the remains of the stonemason."
Tellerin has already agreed to his part of the 20 gp. Do the rest of you agree to chip in 5 gold as well?

![]() |

Hskoro reaches into his coin sack and pulls out 5 gold coins to help with the fee.
"We are thankful that you will let us borrow the coin for our investigation. We will definitely return it when we are done with it."

![]() |

Dolvin pays his 5 coins and promises to bring back the magical coin once they learn of its powers.
-Posted with Wayfinder

![]() |

"We'll be careful with it." She hands over her five gold. "Let's go so we can return this as soon as possible. Should we head to the Grand Lodge and see if someone there has a suggestion?" she carefully puts the cover back on the sarcophagus.

![]() |

"Ah, great idea Calephe! I'm sure we can find someone at the Grand Lodge"
Tellerin gives a short bow to the cleric "We should be back in a few hours."
Assuming we aren't stopped, Tellerin leads the way back to the Lodge and tracks down someone who would be able to identify the coin.
I have no idea how PFS handles getting spellcasting services like magic item identification. Any special rules? I know we can spend our PP on it, but hopefully it won't come to that.

GM DevilDoc |

Tellerin: Under normal circumstances, I honestly don't know what the fee would be to identify something.. luckily, the scenario takes this eventuality into account though!
The team gathers and trudges back across town through the quickly ending night and the pouring rain. Back at the Grand Lodge though, it seems that in the hours before dawn everyone else is asleep. A helpful acolyte leads you all to a bunkroom for you to get some sleep while waiting for someone of some knowledge or authority to wake and take visitors.
Yes, I am kind of railroading this, but keep in mind the rules regarding fatigue.
The next morning.. mid morning if the slant of the sun through the windows is any good judge.. a knocking wakes you from your slumbers. Janira bounces in through the door, almost hell sent in her chipper and sunshine bright perkiness. "So. I hear that not only did you find a secret room at the Wisp, but you followed the lead on to find another mystery! Tell me about it!! What have you found?!"

Cupper |

Cupper flits out of Tellerin's still-groggy body and runs circles around Janira to distract her until the gnome is ready to answer.
When Tellerin clears his throat, Cupper jumps back towards the gnome and settles onto a perch atop his head.

![]() |

"g'morning Janira" Tellerin rubs sleep out of his eyes.
"I don't think the story about what we found is ready to be told yet. Too many things we don't-" his words are interrupted by a yawn "-don't understand yet."
"I will say that it seems an old Pathfinder was keeping secrets from the rest of the Society, hiding her notes and findings. We're on her trail to find out where she hid them." He blink blearily and stifles another yawn. "We'll find them though. Looks forward to it!" He gives her an impish grin.
"Oh, we did find something interesting along the way. A magic item, but not one I was able to make heads or tails of. Would you be able to help us identify it?" He looks around the room until he spots the coin and then passes it to Janira.

![]() |

Hskoro slowly gets up when Janira's chipper self enters the room, yawning while wanting to get more sleep, but deciding to stay up to see if Janira can decipher the coin.

GM DevilDoc |

Janira laughs and allows herself to be distracted by the playful fox while the team rubs the sleep from their eyes and gets their neurons firing once more. "Late nights always seem to make for the most interesting reports!" she exclaims as everyone begins to gather around. She listens to the tale, and as she accepts the coin, she begins to reply.
"A Pathfinder concealing their notes! This is near blasphemy, and absolutely contradicts our very code!" she exclaims. "This could be very big.. and it is right that you keep this one close until you figure out all of the details. Let me see this for a moment.." as she takes the coin in hand, a wide grin splits her animated Halfling face.
"This is a Pathfinders Coin. They are not very common, but they are extremely useful for passing messages. They resemble normal coins to help hide their purpose! I could tell you the purpose, but its always best to experience new things for yourselves!!" She looks over the party, then waves Tellerin front and center while pointing to the wayfinder hanging from his belt. "Tellerin my dear.. hold out your wayfinder for me please. And then place the coin on top. Keep your hand steady now.. we have one chance at this!"
Tellerin takes the coin and dutifully places it atop his voluntold wayfinder. To the amazement of the young adventurers, the old coin rises into the air a few inches before a disembodied voice emanates from the coin itself.
"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."
Janira grins at the looks of shock and amazement that the group wears. "That is the purpose and use of a Pathfinder coin. It can be used to record messages to be passed on to other Pathfinders. Anyone with a Wayfinder and the knowledge of what they hold can access the message, but it only sounds once. It is recorded and then when played, the recording of the original Pathfinders voice is deleted."

![]() |

Calephe yawns and sits up in bed when Janira comes in. She watches as the Pathfinder coin is explained, "I'm glad we were the first ones to find the coin then. Thank you Janira for the help. It sounds like we need to visit Fimbrik after we return the coin."

![]() |

Hskoro nods, "Agreed. Looks like Fimbrik is the next target to uncover this mystery. And thank you Janira, you were a great help with this coin."

GM DevilDoc |

Moving through the bright sunny morning, you eventually reach a cottage in the Wise Quarter, on the grounds of the Arcanimirium. A brick step leads to Fimbrik’s front entrance, which is locked with a rusty simple lock. Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window.
Map Updated. You are positioned at the bottom of the map in front of the door, marked with a blue line. The blue lines in the buttresses on the corner are the windows looking within the building.

![]() |

Hskoro bends down and rummages through the pile of newspapers, "Either the resident of this tower has not been here for a long time or perhaps something happened to him inside the tower."
Before taking action, Hskoro looks to the others. "The lock looks simple enough for me to break, should I?"

![]() |

Previously: Tellerin gave effusive thanks to Janira, and agreed to visiting Fimbrik next. He also took out his journal and wrote the verbal message down word for word, along with some notes.
------
"Looks like it Hskoro. Lets take a look around inside. Maybe we can either find where he is or find the word that the architect used to protect the way into Eylysia's passage." He goes to the door and knocks vigorously a few times.
If there is no response:
Tellerin glances around the house to make sure there aren't too many people around. He says "Wait just a moment" and scoots around the building, looking through each of the windows.

GM DevilDoc |

Hskoro obviously favors the unsubtle approach, but Tellerin stays his hand.. for now. He knocks on the door, and after a few moments of receiving no responses, he goes about the house, peering into the windows.
He moves to his right to the first window, which appears to look into a study. After a few moments, a blue haired gnome in nobles clothes walks into the room and begins to peruse the books. Looking over his shoulder, the gnome notices Tellerin and waves to him before returning his attention to the bookshelf.

![]() |

He crosses his arms in frustration.
Not a very hospitable fellow, is he?
Tellerin comes back to the front door, gives it another wave of knocking and then says "From the window, I saw a gnome inside. Seemed like it might be Fimbrik, or a friend of his, but when I tried to ask them to open the door he seemed to just ignore me."
"What do you think? Do we let ourselves in and make apologies later? We REALLY need to talk to Fimbrik if we're going to have any chance of following Eylysia's trail." Tellerin is visible frustrated.

![]() |

"Maybe the gnome is hard of hearing."
Hskoro takes out his warhammer and uses it to 'knock' loudly on the door. *BANG* *BANG* *BANG* Three times for good measure.

GM DevilDoc |

1d8 + 3 ⇒ (2) + 3 = 5
1d8 + 3 ⇒ (4) + 3 = 7
1d8 + 3 ⇒ (5) + 3 = 8
The door splinters under Hskoros heavy blows with his warhammer, and comes half off the hinges, but doesn't break completely away. The party receives no response from within.

![]() |

Tellerin winces at the 'knocking' but upon not hearing any complaints from inside, he says "Or very engrossed in his reading. Either way, count me in as confused. You don't think there is some kind of silence magic in the house that's blocked the sound from the door?"
Something strange for sure. And maybe a good story to learn? Or are we going to owe an angry gnome a new door in a few minutes...
"Lets see if we can't find that gnome inside and sort things out." Tellerin pushes the remains of the door and heads on in.

GM DevilDoc |

The remains of the door are still locked. Hskoro just added a few new large peepholes to it! :-)

![]() |

Hskoro frowns at the holes he made in the door, not planning on doing that, he decides that since he did that he might as well go all the way.
He gently motions Tellerin aside as he brings his warhammer down on the rusted lock, bashing it until it breaks off.

![]() |

I have been crazy busy all day, but I am actually glad I didn't interrupt the two of you and your shenanigans
Dolvin watches in wonder at his two companions. He glances a Celaphe to see if she thinks they should do something to stop them but decides he would love to see how it all plays out. He does cast detect magic after Tellerin suggests that there may be an aura of some sort preventing sound.
-Posted with Wayfinder

GM DevilDoc |

Dolvin: From outside the house, you are not able to detect much of anything.
Hskoro finishes knocking in the door, granting a much better view of the large living room that comprises the main 2/3rds of the home. A large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. At the far back of the room, a flight of stairs lead up while a second flight leads down.

![]() |

Just in case a city guard comes by Calephe leans against a wall and tries to look like she doesn't know the Nagaji and the Gnome as they break down the door and peer into the windows.
Once the door has been splintered, she moves forward and takes a peek. "No one has been here in a really long time. Are you sure you saw someone at the window? Tellerin you are right this is very strange." She kicks the papers on the stoop. "I think there is some magic going on."
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

![]() |

Hskoro moves into the building, glancing around. "This makes my scales inch. Something really wrong here."
Warhammer still in hand, Hskoro heads toward the southeastern most door (Pushing it open if closed) and glances in the room for the mysterious gnome saw earlier.

GM DevilDoc |

As Hskoro moves into the room, several small "pops" echo through the room. Suddenly, three small beetles the size of housecats appear from thin air and attack!
Calephe Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Tellerin Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Dolvin Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Beetles Initiative: 1d20 ⇒ 20
Two of the beetles appear next to Hskoro, and immediately try to bite at him, while the third rushes around the back of the sofa towards the door.
Green Bite: 1d20 + 1 ⇒ (7) + 1 = 8
Blue Bite: 1d20 + 1 ⇒ (10) + 1 = 11
"Bold May Post"
Calephe
Beetles
~Red
~Green
~Blue
Hskoro
Dolvin
Tellerin

![]() |

I assume I can reach it through the broken door.
Calephe pulls out her weapons, and slashes out twice at the creature. "Yes very, very wrong here. What are those things?"
Masterwork Scimitar: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Masterwork Kukri: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Masterwork Kukri Crit Confirm: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

![]() |

Whoa, that was a sudden twist. Combat out of nowhere :>
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
"Magic stuff for sure! Giant beetles out of thin air and not a whiff of complaint from our host."
I wasn't expecting combat, so I didn't move Tellerin back to the rest of the group to match his RP of peeking through the holes Hskoro opened in the door. Do you mind if I move him to next to Calephe before taking my action?

GM DevilDoc |

Calephe: The door was finished being dismantled by Hskoro in his last post. You are clear for the attack.
Tellerin: Since you posted that you moved earlier, you may.. just remember to keep up with your token.
Calephe strikes out at the oversized bug charging for her, but her first swing gets fouled by the remnants of the door. Her Kukri on the other hand, knocks a large piece of the bugs carapace off!
The bugs continue their assault!! With no better success than before!!!
Red: 1d20 + 1 ⇒ (2) + 1 = 3
Green: 1d20 + 1 ⇒ (2) + 1 = 3
Blue: 1d20 + 1 ⇒ (6) + 1 = 7
"Bold May Post"
Calephe
Beetles
~Red- 3 dmg
~Green
~Blue
Hskoro
Dolvin
Tellerin

![]() |

Tellerin tries to finish off the beetle Calephe weakened, striking sparks off of his arms and directing them into a beam of fire.
Vs. Red Beetle
Ray of Flames, into melee: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Ray of Flames damage: 1d3 ⇒ 2
"Whats this anyway? Some kind of home security?"

![]() |

Dolvin pats Calephe on the back "slash that creature in half" He exclaims giving her a bit of luck.
-Posted with Wayfinder

![]() |

"Foul wizardly at work here."
Hskoro responds with the sudden appearance of the beetles with a powerful smashing strike from his warhammer.
Warhammer vs Green Beetle: 1d20 + 4 ⇒ (1) + 4 = 5; Damage: 1d8 + 3 ⇒ (5) + 3 = 8

![]() |

Calephe swings both weapons at the red beetle again. "Thanks for the luck Dolvin."
Scimitar: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Scimitar: 1d20 + 4 ⇒ (4) + 4 = 8 Bit of Luck
Kukri: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Kukri: 1d20 + 3 ⇒ (18) + 3 = 21Bit of Luck
Kukri Crit Confrim: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Kukri Crit Confrim: 1d20 + 3 ⇒ (3) + 3 = 6 Bit of Luck

GM DevilDoc |

Tellerin fries the red tinged beetle, then Dolvin grants Calephe a bit of luck to aid her in the fight. She steps forward, slashing her scimitar across the Green beetle, ending it as well! Hskoro lashes out with his hammer, but instead of squishing a bug, he knocks a hole in the floor!
The remaining beetle bites at Hskoro again, and just barely finds a chink in the lizard mans armor!
Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Confirm: 1d20 + 1 ⇒ (3) + 1 = 4
Dmg: 1d4 ⇒ 3
"Bold May Post"
Calephe
Beetles
~Blue
Hskoro- 3 dmg
Dolvin
Tellerin

![]() |

Shaking off the beetle's bite, Hskoro swings at the last beetle with his warhammer.
Warhammer: 1d20 + 4 ⇒ (14) + 4 = 18; Damage: 1d8 + 3 ⇒ (2) + 3 = 5

![]() |

Calphe takes a step up and both weapons slash out again. "This is not a nice welcoming committee."
Scimitar: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Kukri: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

GM DevilDoc |

In return for the little bite dealt by the beetle, Hskoro turns and slams his warhammer down on its back, crushing it into a pile of goo!
Out of Combat

![]() |

Hskoro hisses in distaste, "Beetles appear out of nowhere. Must be magic trap as welcoming."
He looks to the others, "Lets continue our search and been done with this tower." Hskoro goes back to looking into the southeastern room beyond the door.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5

![]() |

"Are they all dead?" Dolvin asks stepping into the room. On close inspection it seems as though the bugs are gone. He casts detect magic for good measure
"I am exhausted," he proclaims plopping down on the couch. "now what have we here?" He leans forward and looks at the book laying on the table.
-Posted with Wayfinder

GM DevilDoc |

Dolvin and Hskoro look about the room, relieved after having dispatched the bugs. Dolvin picks up a random book, but finds it written in Gnomish gibberish. Nothing more pops out at the group of friends as they try to decide their next move between the doors facing them.

![]() |

Tellerin enters the room that he saw the gnome in earlier and inspects it.
After a careful search he says "I swear he was in here when I looked through the window! Hskoro, you went straight in afterward, so you should have seen him if he left the room. Hmm" Tellerin taps his foot. "It looks like there isn't any other option than to assume it was an illusion, but wow. Fimbrik must be a really powerful illusionist. That gnome was able to wave back at me when I waved at him!"
"All the mail that was piling up outside makes sense now. Fimbrik must not have been back here in a loooooong time. That doesn't mean there aren't notes somewhere about the tomb."
"Lets try the door this way" He points to the northeast, then takes a look at the door in case there are any further obvious traps. He uses detect magic to try to find magical traps as well.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14