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Ísvindur straightens back up with a shrug. "So, where do fallen aspirants have name plates?"
Would it be Know (Local) or (History) to see if there's an appropriate place?
If no one seems to have a clue, the tall northman hikes a thumb back in the general direction of the Wisp, "Maybe that halfling back at the Wounded Wisp has an idea? She seemed to know much about this test and its aspirants."

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"We'd need some sort of list of aspirants, to see which one would have been associated with 'blade.' I'm sure that such a list can be found somewhere in the Grand Lodge. Or at any number of gambling parlors near the Cathedral; it sounded as though betting on whether an aspirant succeeds is quite the thing."

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knowledge - religion: 1d20 + 3 ⇒ (13) + 3 = 16
Chortles investigates the three name plates, pushing and prying and seeing if they will open a chamber.
perception: 1d20 - 1 ⇒ (1) - 1 = 0
He also casts detect magic on the wall. Maybe more of Fimbrik's illusions?
"Riddles inside riddles."

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Sara muses "Perhaps Isvindur is on to something, let's check with Janira if she knows where fallen aspirants are laid to rest. After all, one thing in common is that all these aspirants are unfortunately, deceased. Their remains must lie somewhere..."
Is there another location we're missing? I double checked all the descriptions so far and I don't seem to see any other possible locations

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Knowledge (History): 1d20 + 8 ⇒ (18) + 8 = 26
"Or we could investigate the Shrine of the Failed. That's where aspirants who didn't pass the Test are buried...or remembered, in the case of the ones whose bodies weren't able to be recovered. The people at the Shrine are probably getting a place ready for Sir Ride-Hard, or whatever his name was. The fellow they were talking about back in the bar." The witch glances sidelong up at the sky. "If you pass, Sir Ride-Hard, I'm sorry for forgetting your name."

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"Reinhardt," Ansha mutters under her breath, still eyeing the names on the Wall. She purses her lips, then shrugs. "It certainly can't hurt to check out the shrine."
Knowledge (local): 1d20 + 8 ⇒ (11) + 8 = 19

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Ísvindur shrugs as they head towards the Shrine of the Failed. "Maybe we'll see this man attempt the test." His tone is surprisingly excited, more excited than you've heard so far.
"FAIL! FAIL!" the raven cries.
"Verður þú að vera hvíldarlaust?" the tall northman responds, shaking his head.

DM PatheticWretch |

The Pathfinders discuss Sir Reinhardt's attempt to attain godhood as the walk toward the Shrine of the Failed. Indeed, as the valiant knight prepares to charge his steed across the chasm outside Starstone Cathedral, it seems the group has unrestricted access to the Shrine of the Failed. The city guard or any few caretakers the shrine may have
appear to have left to watch Sir Reinhart’s attempt.
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.
Down a few steps and inside, a 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.
Trhough each of the seven arched passages are chambers containing 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.

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Ilarien looks around, the flatness of her tone carrying its own subtle humor. "Such a cheerful place. Blade, was it?" She quietly walks past the altars, looking for a failed aspirant whose portfolio would include swordplay.

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Whichever direction Sara heads, Ísvindur mirrors, looking for the same things.
Just seeing if I can help speed things up. Perception take 20 = 20
As he searches, he muses out loud. "If Sir Reinhardt does die, do you think his horse will also be enshrined with him?"

DM PatheticWretch |

The last chamber on the left seems to have the correct portfolio, and the Pathfinders are able to find the name "Hollis 'Evil Grin' Thorne."
Sara finds that the nameplate seems to move, revealing a miniature chalkboard and a thin piece of chalk.
door hidden by an illusion against the room’s west wall,
though you can’t see any means to unseal the door.

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DC 20 Will: 1d20 + 2 ⇒ (16) + 2 = 18
So close!
"I suppose we write 'wiffle' on the board. Does someone else want to have a go at activating a magical mechanism created by a gnome with an odd sense of humor, or shall I?"

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Will: 1d20 + 3 ⇒ (8) + 3 = 11
Ansha tilts her head curiously, studying the alcove hidden behind the nameplate.

DM PatheticWretch |

Upon Isvindur's writing on the chalkboard, suddenly an illusion is dispelled, which had concealed a stone portal, which opens with a grinding sounds.
The cavern beyond the secret door is made of stone. This cavern is dark but for dim illumination.
Although the cavern has the aesthetic of a natural cave,
you can recognize the walls are not natural;
rather, someone cleared this area using stone shape spells.

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Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Ansha murmurs appreciatively. "Someone went to a lot of trouble to create this cavern," the elf notes.

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Ansha gestures expansively at the cave entrance as she half-turns to look at Ilarien. "This cavern isn't natural; a fairly powerful spell-caster crafted it using spells that shape stone," she explains, taking a step closer to look inside the cavern's mouth. "I doubt they're still here, but it's something to be aware of."

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Svin nods at the pathfinders' observations. Then, unconcerned with the low light, he moves forward, sliding his axe free as he does so.
"Then let's expect trouble."
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

DM PatheticWretch |

The Pathfinders venture into the unnatural passage. It meanders a bit to the west, then the north. Finally, it opens into an 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.

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Ísvindur wanders into the room, eyeing the gem and papers. "What were you up to, gnome?"
He begins a thorough investigation, looking for any clues or insights.
take 20 on Perception for 20.

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Ansha tilts her head curiously as the gem comes into view. She murmurs the words to a cantrip, and her emerald eyes take on a soft blue glow as she scans the room for magical auras, paying particular attention to the gem. Detect magic.
Knowledge (arcana): 1d20 + 9 ⇒ (17) + 9 = 26
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26

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"Odd place to put put some desks, this fellows really dint want anyone knowing what they where up too." Stonetree mused loudly before glancing back through the cave entrance
After a few moments making sure they were not followed he asked "Find anything yet?"

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The enchantress rolls her eyes and keeps concentrating on her spell.

DM PatheticWretch |

Ansha finds that a contnual flame spell has been cast on the alexandrite, and the gem itself appears quite valuable.
The paperwork on the desk seems to be a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites.

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Linguistics: 1d20 + 4 ⇒ (1) + 4 = 5
Svin shrugs and looks at his teammates. "If nothing else, I say we package these up and take what we can with us. Once the Society is informed, I'm sure they'll send more people to retrieve the rest."

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Knowledge (History) check: 1d20 + 8 ⇒ (2) + 8 = 10
Ilarien extinguishes the glow on her staff and inspects the papers, scratching her head. "I have no idea what language this is, but the drawings suggest something that absolutely must be conveyed to the Ar--to the Grand Lodge for careful analysis. Svin, I think we should leave everything here--I don't think anyone else will be able to get through Fimbrik's door--and get back to the Lodge quickly." I'll have to inform the Paracountess immediately.

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Ansha approaches the desk and picks up the gem. Holding it up for inspection, she remarks, "I'm not so sure no one else can make it- we did, after all. Perhaps it'd be better to send someone back to inform the Venture-Captain while the rest of us stay put and watch it?"

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linguistics: 1d20 + 5 ⇒ (11) + 5 = 16
Sara stands next to Ilarien and goes through the papers "Hmm... Most are these seem to be written in an Azlanti dialect...that seems to be further encrypted using an old cipher employed by the Society centuries ago." Her eyes go wide. "This is a great discovery for the Society! It will likely take several weeks to fully uncover what we have here, but we should definitely bring it all back to the Grand Lodge immediately."

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Sven looks between the women with their different approaches. "I say we pack up what we can—what seems most compelling—and go as a group to turn it in. Master Dreng will surely want to send larger teams to collect the rest."

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Svin shrugs noncommittally as he begins carefully stacking papers, then arranging them carefully in his pack. He gives the bird, who is now CAW-ing loudly as it picks at the northman's hair with its beak, a long-suffering look.
"I'm accustomed to traveling with loud annoyances."
Once his pack is full, he reslings and resettles it on his shoulders and picks back up is axe. He seems ready once again to travel.

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"But these are old documents, and unless you have some skill at handling them you may destroy something irreplaceable. Were you just going to stuff these papers into a sack? And their location may also be important, showing what Eylysia thought might be related. I beg you to leave these for someone more skilled. Chortles, what have we done to remove the security on this place? A password on a piece of paper that only we have, a list of names that only we have, and a location that we only found after getting a message on an item that we have that can't even be used again? Unless someone followed us through all of that, where are they going to find the information they need to get into this place in the few hours it will take us to get someone here from the Grand Lodge?"

DM PatheticWretch |

I'm seeing more votes for going back to report than others, so we'll do that.
The group collectively decides to report back on their amazing find, and head for the exit. As they make their way past the secret door, several of the Pathfinders spot some concealed enemies, attempting to hide but not very skillfully. The enemies lurch from the shadows and attack!
Surprise Round - Initiative (bold may act)
Isvindur
Stonetree
Brute 2
Chortles - Surprised
Ilarien
Sara
Ansha - Surprised
Brute 1
Debilitator
Touched
All but Chortles and Ansha see the ambush! Isvindur and Stonetree are up in a surprise round! Remember a single action only.
encounter: 1d4 ⇒ 3
offense: 1d3 ⇒ 2
offense: 1d3 ⇒ 2
support: 1d3 ⇒ 3
healing: 1d2 ⇒ 2
perception ansha: 1d20 + 1 ⇒ (2) + 1 = 3
perception chortles: 1d20 - 1 ⇒ (1) - 1 = 0
perception ilarien: 1d20 + 3 ⇒ (6) + 3 = 9
perception sara: 1d20 + 5 ⇒ (3) + 5 = 8
perception stonetree: 1d20 + 5 ⇒ (13) + 5 = 18
perception isvindur: 1d20 + 0 ⇒ (10) + 0 = 10
hide1: 1d20 + 1 ⇒ (5) + 1 = 6
hide2: 1d20 + 1 ⇒ (5) + 1 = 6
hide3: 1d20 + 2 ⇒ (13) + 2 = 15
hide4: 1d20 + 2 ⇒ (5) + 2 = 7
initiative ansha: 1d20 + 0 ⇒ (6) + 0 = 6
initiative chortles: 1d20 + 5 ⇒ (3) + 5 = 8
initiative ilarien: 1d20 + 4 ⇒ (3) + 4 = 7
initiative sara: 1d20 + 4 ⇒ (3) + 4 = 7
initiative stonetree: 1d20 + 4 ⇒ (10) + 4 = 14
initiative isvindur: 1d20 + 2 ⇒ (19) + 2 = 21
initiative brute1: 1d20 + 2 ⇒ (4) + 2 = 6
initiative brute2: 1d20 + 2 ⇒ (13) + 2 = 15
initiative debilitator: 1d20 + 2 ⇒ (4) + 2 = 6
initiative touched: 1d20 + 2 ⇒ (5) + 2 = 7

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Svin doesn’t wait, sweeping into the room with decisive steps as he pushes a touch of his magic into his weapon.
Swift to enhance his axe. Then move forward (I only have “View-only” access, can you move Svin 5 squares directly north? Putting him just left of that second pillar.).