
GM Hiyami |

Taicho, too, notices that the brass nameplate can be slide aside to reveal a small chalkboard and thin piece of chalk.

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Taicho walks up and extends his right, healthy arm, pushing aside the brass nameplate. Revealed beneath it is a small chalkboard and a thin piece of chalk. Taicho picks up the chalk, in careful strokes - almost in caligraphy - writes the word "Wiffle."
The toad on his shoulder emits a sound that sounds vaguely like a croak.

GM Hiyami |

A stone doorway opens on the western side of the room, revealing a cavern made of stone. The lighting grows dimmer the further in you attempt to peer.

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Trique enters Caskmail's altar room and peers down the cavern.
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
He particularly notices something awry with the walls. "My friends, it would seem this cavern was created magically-- using stone shape spells," Trique whispers clutching his crossbow, "I'm also inclined to believe we might expect traps..."
Trique holds his fingers in a crooked pattern and begins casting a Detect Magic spell. He whispers,
"Sia odael aer Ai mi soli, vaelaer tandrolar eisar, maer eil myr, eil Paeraes Tandros syl toli aer!"
reveal magical auras, spells and schools, and Detect Magic through mine eyes!"
Trique's eyes gain a faint glowing aura of blue and yellow.
"Wymarc or Vari, if you'd care to do the honors, I'll back you up and detect for magic traps."

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Wymarc nods, drawing his bow, cautiously moving forward...he'll take what cover he can find as he moves and keep alert to traps and foes...if it gets to dark for him to see, he'll activate the light from his Wayfinder...
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

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Drawing both his kukris, Aragar moves up to front. "Be careful. Who knows what has been hidden here for hundreds of years."

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Trique whispers to Wymarc, ”if we reach an opening, let’s stop a ways back, I can use my Send Senses ability to scout the room for an ambush before we need to enter it.”

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Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Vari follows behind Wymarc, trying to help him find other traps, but she's not really much help at all. Staying hidden was what she did... not finding hidden.

GM Hiyami |

Aragar: 1d20 + 3 ⇒ (16) + 3 = 19
Wymarc: 1d20 + 8 ⇒ (10) + 8 = 18
Trique: 1d20 + 2 ⇒ (16) + 2 = 18
Vari: 1d20 + 5 ⇒ (8) + 5 = 13 (+2 to avoid surprise)
Taicho: 1d20 + 12 ⇒ (4) + 12 = 16
Hennarr : 1d20 + 5 ⇒ (20) + 5 = 25
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.
Yes, there is a magical aura in this room.
There’s only one aura and it’s very faint.
The aura is emanating from the glowing orb on the silver chain.
→
Upon examining the papers, Hennarr realizes that nearly all of it is in some sort of code - and the language isn’t common, that’s for sure. Still, all of the paperwork is neatly filed and carefully organized.

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"I'm detecting a faint magical aura from the glowing orb..."
Knowledge (Arcana): 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
"I believe this is a simple Continual Flame spell, that's all I can detect for now."
Trique begins to study the paperwork, taking great care to keep them organized and place them back in the correct order when he picks up any new paper to examine. "Hrrmm... most interesting.."
Linguistics: 1d20 + 5 ⇒ (15) + 5 = 20
GM: Is this "code" something I could understand with Read Magic or Spellcraft? Or is this a cypher of some kind?

GM Hiyami |


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“This information is quite complicated and I can’t put my finger on it yet,” Trique utters in befuddlement, ”I’m thinking we should take these papers for further examination. They may be important later on. Someone took great lengths to hide this information, and others have taken great lengths to ensure we find it.”
Trique examines the drawers and surface area of the desks to determine if he can find out who might've written all of this.
Specifically, I'm looking for names or any personal letters or belongings.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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Wymarc nods. "Yes, we should take it back to Captain Dreng, he'll know how to sort this out..."
He'll help gather the papers and lead the way back out, once the party is ready...
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d10 + 8 ⇒ (9) + 8 = 17

GM Hiyami |

That's, uh... That's not very shrine-visiting-like behavior, now, is it?

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Knowledge(arcana): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Linguistics: 1d20 + 10 ⇒ (3) + 10 = 13
Taicho also casts Detect Magic, and inspects the area. He looks over the paperwork but, likewise, is unable to unravel the code. "I agree, this is a mysterious find. I suggest we return with it, for lengthier inspection." The toad on his shoulder croaks again, then blinks, presumably in agreement.

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Wymarc throws up a hand to signal to the others to halt...he looks back and holds a finger to his lips and then points to the larger chamber then holding four, then five, fingers, estimating how many foes may await...
Wymarc will then carefully sneak to peer in the larger chamber to take a peek, bow ready to fire if needed...
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29

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Aragar nods quietly at Wymarc and holds up his kukris. He contemplates whether to call for Smiad's aid but decides to wait for the elf's signal. It would look rather foolish if he did it just for some cleaners.

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Trique pulls a bit of blue and red sand from his pouch and pinches it between his fingertips, then waits patiently for a signal.

GM Hiyami |

1d2 ⇒ 1
1d3 ⇒ 2
1d3 ⇒ 3
1d3 ⇒ 3

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Vari tenses up at Wymarc's signal. What this about, then?
She slips into the shadows herself, attempting to find a place to get out of sight.
Stealth: 1d20 + 14 ⇒ (19) + 14 = 33
Vari will use her shadow speaker ability to gain a +3 bonus on Initiative, if rolled

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Hearing the intruders' words, Wymarc thinks it highly likely these are hostiles...
When his comrades get closer, he'll move 5' NE to get a better angle and let loose at the green dude...
Longbow: 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23
Concealment (Miss < 20): 1d100 ⇒ 41 (in case the column gives partial concealment)
Damage + Sneak: 1d8 + 1 + 1 + 1d6 ⇒ (5) + 1 + 1 + (4) = 11

GM Hiyami |

Aragar: 1d20 + 2 ⇒ (18) + 2 = 20
Wymarc: 1d20 + 7 ⇒ (6) + 7 = 13
Trique: 1d20 + 6 ⇒ (5) + 6 = 11
Vari: 1d20 + 5 + 3 ⇒ (16) + 5 + 3 = 24
Taicho: 1d20 + 2 ⇒ (18) + 2 = 20
Hennarr : 1d20 ⇒ 6
Green: 1d20 - 1 ⇒ (5) - 1 = 4
Red: 1d20 + 3 ⇒ (4) + 3 = 7
Blue: 1d20 + 2 ⇒ (13) + 2 = 15
Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
"Acht!" the dwarven cleric cries out in startled surprise, then looks down to stare at the arrow sticking out of that awkwardly nubby, soft bit of flesh just beneath the kneecap. "Oi!" he shouts, any pretense at secrecy now officially gone. "I've taken an arrow to the knee!"
The others obviously startle, but are slow to react - they'd been searching for the lot of you, but had hardly expected to be ambushed themselves. They clearly expected to have a bit more time to prepare for their mischief.
Combat Round 1 + Surprise!
Effects none
Terrain none
Those bolded below may act.
Vari
Aragar
Taicho
Wymarc
Trique
Hennarr
Yellow
Blue
Red
Green
That said, go ahead and post both your surprise round and your first round of combat or just that first round if you've already gotten in your surprise.

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Wymarc will move 20' west and fire again at the cleric (green)...
Longbow: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage + Sneak: 1d8 + 1 + 1 + 1d6 ⇒ (1) + 1 + 1 + (6) = 9

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Surprise Round: Trique casts a spell as a standard action. 1st Round: Trique takes a 30ft move action, then Readies an Action to cast Grease on the ground when/if the two enemies on the North come to engage Wymarc. The red square is where I'm readying to cast Grease.
After hearing the commotion of the dwarf crying out in pain, Trique decides he needs to get in there to back up Wymarc as soon as possible. He places the pinch of red and blue sand back into his pouch and instead pulls out a small glob of softened butter, then he uses his other hand to make a series of somatic gestures while casting a different spell.
Quietly, he utters, "Raili si mas ail si pae, jhoji ei sos ail si bol, taji sor aer balor or os mol!"
like a thief in the night,
make this elf vanish out of sight!"
Vanish
School illusion (glamer); Level bard 1, magus 1, psychic 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Targets creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
Trique immediately vanishes from sight, becoming invisible, then makes his way into the Shrine room still clutching the glob of butter. He attempts to hide near the entrance to Caskmail's Altar in case the two enemies on the north side of the room come to engage Wymarc. Trique leans as closely to the wall as he can as to not block the path for the rest of the party to come out into the Shrine.
Stealth: 1d20 + 3 + 40 ⇒ (7) + 3 + 40 = 50
Invisibility: +20 stealth while I was moving, +40 stealth while I'm standing still

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Taicho moves into the room, readying his rope dart weapon.
I will ready an action for whenever one of the enemies - preferably one of the martial characters - gets within 30 feet. I will then activate my Mind Fear focus power, DC 12, against that character. I may not be able to get on for the next day or so, so go ahead and keep doing this on anyone by botting me ... although I'll de-prioritize the cleric, since he is injured and I assume he has a decent will save.

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Vari nods at Hennarr, thanking him silently, then attempts to slip into the room undetected, coming up close and hugging her back to one of the pillars.
Surprise Round
Move: 10' (half-speed in Stealth)
Stealth: 1d20 + 14 ⇒ (6) + 14 = 20
Round 1
Double Move: 20' (half-speed in Stealth)
Stealth: 1d20 + 14 ⇒ (6) + 14 = 20

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Surprise Round
Sensing that the intruders do not have good intentions, he first calls for Smiad's divine favour on himself.
cast divine favour
Round 1
Then, he calls upon the blessings of Smiad to guide him in the battle, as he quickly closes on the enemy.
activate war mind blessing (+1AC), then move

GM Hiyami |

Distracted by their fellows' call, the strangers in the room don't appear to notice the empowered Vari. Especially, since, you know. The Dwarf cleric's last words were decidedly less than auspicious. He falls with Wymarc's second arrow punching into his chest. "Knew I shoulda had tha drink!"
On your right, a half-orc dressed in strangely ritualistic robes with a necklace of shrunken bones approaches but is quickly shaken by Taicho's mind fear. Unsure of what just happened, she shivers, but then attempts a bit of her own trickery.
She toys with something in her hands, and after a moment, Aragar feels a thick cloud fill his mind. A human wielding a greatclub takes long strides towards the fallen cleric, rummaging through his belt pouch. A halfling moves with him, a potion already in hand.
"I go' 'im! Go fine where tha' came fro'!" the small humanoid hisses. As soon as he reaches the cleric, he drinks the potion and touches the dwarf, but finds it is to no avail. Grimacing, he shakes his head. "A go'er, he is. No matta -- we'll aven' 'im!"
"That, we will," the man agrees, his voice a menacing growl.
Yellow Will: 1d20 + 2 ⇒ (7) + 2 = 9
Rounds: 1d4 ⇒ 1
Potion CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Combat Round 2
Effects none
Terrain grease!
Those bolded below may act.
Vari
Aragar Will save, please!
Taicho
Wymarc
Trique
Hennarr
Yellow mind feared for this round only
Blue
Red
Green -18 hp

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I didn't actually cast Grease yet; I readied my action to cast Grease if either of the enemies stepped into the red square, but neither of the enemies stepped into the area to come after Wymarc, so my readied action was wasted
Trique takes a Move Action to move within 15 ft of the red and blue enemies on the north side of the room. He uses a Standard Action to cast Color Spray.
Trique quickly places the glob of butter back in his pouch and grabs a small pinch of blue and red sand between his fingertips. Invisibly, he moves forward towards the halfling and the human on the other side of the Shrine room.
Stealth: 1d20 + 3 + 20 ⇒ (15) + 3 + 20 = 38
A swirl of chromatic lines whirl in Trique's invisible hand that bursts forth into a cascading rainbow into the eyes of his enemies, while Trique loudly casts the spell,"Ia mar byr tyli, bys mar o mi, TYStI ThYS toli mae os tylys sai mel eil shol si!"
Color Spray Will DC: 17
Trique becomes visible once more. He shouts, "Vari, I may need help if they resist this!"

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School illusion (pattern) [mind-affecting]; Level bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
CASTING
Casting Time 1 standard action
Components V, S, M (red, yellow, and blue powder or colored sand)
EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous; see text
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.

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Vari slips up to the next pillar, trying to move both swiftly and unseen. As she moves, she slips her rapier from her belt and pokes at the large human with the greatclub
Move: 20' (full speed in Stealth), drawing rapier
Standard: attack blue
Stealth, full speed: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Rapier: 1d20 + 5 ⇒ (5) + 5 = 10
Rapier, shirt reroll: 1d20 + 5 ⇒ (20) + 5 = 25
Rapier, Crit?: 1d20 + 5 ⇒ (18) + 5 = 23
Damage, P: 1d4 ⇒ 3
Damage, Crit?: 1d4 ⇒ 1
Damage, sneak attack: 1d6 ⇒ 3 if flat-footed due to Stealth or color spray

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Wymarc will move 25' ENE and fire at yellow...
Longbow: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28
Confirm: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21
Damage+Crit: 3d8 + 3 + 3 ⇒ (7, 2, 7) + 3 + 3 = 22

GM Hiyami |

Will (red): 1d20 + 0 ⇒ (7) + 0 = 7
Will (blue): 1d20 + 4 ⇒ (8) + 4 = 12
Rounds(uncon): 2d4 ⇒ (3, 4) = 7
Rounds(blind/stun): 1d4 ⇒ 3
Trique color sprays the two to the north while Wymarc puts an arrow through the half-orc's throat, effectively deleting him from the map. With all of your opponents unconscious of bleeding out, you're free to leave if you so choose.
Combat Round 3
Effects none
Terrain none
Those bolded below may act.
Vari
Aragar Will save, please!
Taicho
Wymarc
Trique
Hennarr
Yellow
Blue -7 hp unconscious 1/7 rounds, the stunned & blinded 0/3 rounds, possibly dead?
Red unconscious 1/7 rounds, the stunned & blinded 0/3 rounds
Green -18 hp

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Wymarc nods. He searches the bodies...
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
"We had best leave...there may be others looking for what we found as well. I suspect Captain Dreng will be interested in our find..."

GM Hiyami |

Through their combined efforts, Wymarc and Hennarr find a few (3)potions of cure light wounds, but nothing identifying or special.

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"If we can find any rope in their backpacks, we should use it to bind the ones still living. We don't need these folks to follow us, and it would be a shame to cause any further bloodshed. If they have magical items or weapons, they should be relieved of them, just in case they do attempt to track us down again," Trique says reluctantly.
Trique holds his fingers in a crooked pattern and begins casting a Detect Magic spell. He says, "Sia odael aer Ai mi soli, vaelaer tandrolar eisar, maer eil myr, eil Paeraes Tandros syl toli aer!"
reveal magical auras, spells and schools, and Detect Magic through mine eyes!"
Trique's eyes gain a faint glowing aura of blue and yellow as he begins scanning the bodies for any potential magical items they may be carrying.

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Looks like I missed the action. :)
will: 1d20 + 6 ⇒ (12) + 6 = 18
"I have rope." Aragar first staunch the wounds of the dying attackers before proceeding to the tie up all of them. "We still need to question them - find out why they were attacking us. Then bring them to the watch."

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”I agree, let’s question them as to find out why they were after us,” Trique says nodding in agreement with Aragar.

GM Hiyami |

It takes only a few moments to begin trussing the two remaining ambushers up like a particularly delicious turkey. Still confused by what's happened and decidedly disoriented, the two are easy enough to lead to a guardhouse. It seems they're not local to the area. A bit of investigation and careful interrogation proves they're in fact Chelish mercenaries who've been hired to gain leverage on the Society.
Drandle Dreng arrives at the guardhouse not long after, with plenty of praise.
"I was a bit worried to learn that some of my agents were with the guard, but I'm glad to hear that you've turned over violent criminals rather than being caught up in some big mess yourselves."
He smiles at the group, pleased by their success. "You've done very well here; the Society'll be very interested to decipher these documents and see where it all leads," he notes. "I think it'll be very interesting to see how you all grow as Pathfinders." Cheerful, he adds, "Be sure to relax a little after this - it's well deserved. And if you haven't been Confirmed yet, come find me - I'll speak to Shaine about getting you on the list as soon as possible."
With that, he takes his leave. Some days later, however, you receive a notice from Venture-Captain Ambrus Valsin. It's an update on what's happened with the information you've uncovered.
Slides updated! Also... Congratulations -- you've completed The Wounded Wisp! I'll try and get sheets sorted out and posted no later than the 30th.