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Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Eternal Hope (Gnome alt. racial)
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
If need 2 perception, see above, otherwise disregard
Eponine shares her revelation and observation with her compatriots.
See Spoiler(s) above

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Between everyone, you got both of them anyways.
The stairs up lead nowhere; it seems as though Fimbrik meant to add a second floor to the house but never got around to finishing it.
The stairs down lead to a damp basement full of old newspapers.

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Eponine points out the impressiveness of gnomish ingenuity, "See the level of commitment? He added stair based on the simple conjecture and probability of someday adding an additional floor. Not many species are capable of that level of forethought. The statues are amazing, don't you think? See how they capture the whimsy of day to day gnomish life?"
Eponine helps sort news papers looking for any sign of a key phrase. Perception: Aid Hironaki: 1d20 + 4 ⇒ (10) + 4 = 14

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The papers beside the door are mostly recent; within the past year. The basement is full of papers that are several years old.
The bedroom doesn't hold much of interest except for the sleeping figure of Fimbrik and the two guards. None of them react to your entrance though.
Still two rooms on the east side of the house too.

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The Keleshite frowns at Eponine's gnomophilia. Carefully avoiding the summoning circle, he goes to inspect the gnome's library on the east side of the house, eyes sharp for anything of interest (or danger). Perception: 1d20 + 5 ⇒ (19) + 5 = 24

EndlessForms |

Nothing is found in the library except the image of Fimbrik casually scanning the books, although he does not react to you.
The other room has seating for at least six guests and seems to be some sort of meeting room. Of note, there is a piece of paper lying on a table.
Beneath is a fragment of paper with the name Doulgonlir Caskmail scribbled on it.

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"I believe we do." Muzhaa'f chews his lip for a moment after copying the text into his journal. "I do have to wonder, though, whether we've already investigated the Wall as Fimbrik alludes, or if there's more to it. And I wonder where Fimbrik has wandered off to..."
Straightening and letting out a sigh, he adds "Well, I guess it's back to the Shrine then." Without waiting for agreement, he heads out the door.

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You return to the shrine and make your way to the small alcove for Doulgonlir Caskmail, writing the password on the small chalkboard behind the nameplate. Suddenly the secret door opens!
The cavern beyond the secret door is made of stone.
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.
The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.

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Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10
"Looks like we've found what Eylysia wanted to hide." Alarin says, then casts a spell to detect magic, making sure Fimbrik hasn't placed one last illusionary trick in their path.

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Spellcraft: 1d20 + 2 ⇒ (5) + 2 = 7 nope
"We still don't know the 'why,' though." Muzhaa'f joins Alarin in casting detect magic but focuses specifically on the gem, treating it with suspicion and caution.

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Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27
"Ever heard of natural cave with un-natural walls? It is kind of mind bending, yet here we are."

EndlessForms |

stone shape
1d4 ⇒ 4
You look over the notes but quickly realize that it will take several weeks of study to crack all of the codes and truly understand the significance of this find.
Confident that you have found some forgotten and likely significant piece of Pathfinder history, though, you exit the secret cave and head back out to the main part of the shrine.
Unfortunately, it seems your sleuthing and investigating has attracted another party interested in acquiring your findings: three men with black robes draped over their armor bar your way out of the place!
3d3 ⇒ (2, 2, 2) = 6
touched, brute, evoker
cultists: 1d20 + 2 ⇒ (16) + 2 = 18
Mylitta: 1d20 + 1 ⇒ (12) + 1 = 13
Muzhaa'f: 1d20 + 2 ⇒ (14) + 2 = 16
Alarin: 1d20 + 3 ⇒ (13) + 3 = 16
Eponine: 1d20 + 2 ⇒ (14) + 2 = 16 (+2 with mut)
Sindre: 1d20 + 6 ⇒ (18) + 6 = 24
Hironaki: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative:
1. Sindre
2. Cultists
3. Alarin, Muzhaa'f, Eponine, Mylitta, and Hironaki
Sindre is up!

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Back in the cave:
"I don't trust the lack of guardians,"
"Is there anything you do trust?" Muzhaa'f asks sardonically, delicately shoveling every paper possible into his backpack. On the way out, he makes certain to shut the secret door and re-cover the nameplate.
--------------In the main hall... The holy man eyes the black-robed figures with a bemused expression. "Well, Sindre, I guess you were right!"

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"Hmm….I trusted that they would appear. Hello," he says in his slow drawl. Sindre waggles his fingers, muttering in a strange tongue. A glittering comet of tiny frosted dragons zig-zag over to the central hooded figure, exploding in a shower of icy dust.
Snapdragon Fireworks, Irrisen Icemage, CL2. DC15 Reflex or be Dazzled, DC 15 Fort or be Slowed. And…
Snap Crackle Pop Damage: 1d4 ⇒ 1

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Ref: 1d20 + 2 ⇒ (2) + 2 = 4
Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Sindre pops a firework in one of the men's faces! He slowly draws a greatclub and stalks forward into the shrine. Meanwhile, the red cultist casts a spell and sends a small missile at Sindre!
force damage: 1d4 + 1 ⇒ (3) + 1 = 4
The blue cultist says a quick blessing over his allies; you note that he specifically calls out to someone called the Gray Master.
Initiative:
1. Sindre
2. Cultists (gr: 1 dmg dazzed slowed, bl: , rd: )
3. Alarin, Muzhaa'f, Eponine, Mylitta, and Hironaki
You guys are up!

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"The Dawnflower, goddess of justice, shall give us strength!" Muzhaa'f casts bless on the party and moves north, behind the pillar. "Don't get in front of me!" A whole lot of fire on the way.
Bless: +1 morale bonus to attack rolls and saves versus fear effects.

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Sindre winces and frowns. "That caster is going to kill me unless I am healed quickly," he says matter of factly.
He casts Snapdragon Fireworks again, this time at the spellcaster, and maintains the original spell on the fellow with the club.
Snap on Club: 1d4 ⇒ 2
Also, DC15 Ref or he stays Dazzled
Snap on Caster: 1d4 ⇒ 3
And, DC15 Ref or Dazzled, DC 15 Fort or Slowed
All damage is Cold damage.

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"I'll cover you until you're ready!" Alarin says to Muzhaa'f as he moves up next to him. Imbuing his glaive with arcane energy, then casts a color spray at the club-wielder.
Color Spray Will save vs DC 15
Alarin threatens 10' with his glaive and has combat reflexes. Feel free to roll my AoO's (+4 to hit 1d10+4 damage)

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"My studies in healing are not yet complete", Mylitta mutters apologetically, before stepping forward and muttering a small hymn, attempting to muster her allies courage in the face of the small group of cultists.
Inspire Courage

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@Sindre: Slowed leaves you staggered, which means you can only take a single move or standard action. If your BAB is at least 1 you can draw a weapon as part of your move action. So he took a single move action to move up and drew his weapon along the way.
Update will come tonight. Running off to the field after only four hours of sleep! Stupid late flight.

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Eponine moves up and lobs a bomb at the caster.
to hit: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 5 ⇒ (3) + 5 = 8

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Ref: 1d20 + 2 ⇒ (2) + 2 = 4
Ref: 1d20 + 2 ⇒ (14) + 2 = 16
Fort: 1d20 + 2 ⇒ (11) + 2 = 13
Will: 1d20 + 4 ⇒ (2) + 4 = 6
Muzhaa'f gives his own blessing while Sindre blows up more fireworks.
Alarin then incapcitates the club-wielding cultist while Mylitta inspires the group!
Hironaki heals Sindre and Eponine knocks the caster unconscious!
---
The remaining cultist then casts another spell and covers himself with a magical field of mulicolored hues.
Initiative:
1. Sindre
2. Cultists (bl:)
3. Alarin, Muzhaa'f, Eponine, Mylitta, and Hironaki
You guys are up!

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Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
"Ranged attacks have a lesser chance of hitting him--he is surrounded by chaos right now," says Sindre grimly.
"However, my 'frostflowers' never miss." He focuses on the other caster, maintaining the previous spell on the unconscious magic missile-thrower, just to add insult to injury (or death.
Snap on Fallen Caster: 1d4 ⇒ 2 no need for a Reflex save on the guy as he is unconscious or dying or both...
Snap on the Entropic Shield Guy: 1d4 ⇒ 4
DC 15 Ref or Dazzled, DC 15 Fort or Slowed
And Sindre is now all out of Irrisen Ice Magic...

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Hironaki focuses on his weapon, giving himself a burst of speed. He moves up to the caster and strikes with his monk's spade.
One focus point for Sudden Speed. +30 speed for one minute.
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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If anyone's left standing after Hironaki...
Muzhaa'f gives a nod to Alarin and rushes forward to another pillar. In his hand, runes of flame glow with increasing intensity. "Face the cleansing might of the Dawnflower!!!" he shouts, a cone of fire erupting from his hand!
Gets the downed green and standing blue in a diagonal arrangement that stops right before Hironaki. Using my Beacon of Faith trait to increase caster level by two, on top of the Theologian bonus.
Burning Hands (Fire Damage): 5d4 ⇒ (3, 1, 3, 4, 4) = 15 (DC 16 Reflex for half.)

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Eponine watches the effectiveness of her group, mid-way through mixing another volatile bomb, she switches instead to brewing a lovely cup of tea. . .

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Mylitta casually cancels her performance, in case she needs an encore later, however the effects of the performance still linger in the area, for a further two rounds.

EndlessForms |

@Sindre: Actually, you always get a save even if you are unconscious. Weird rule.
The party quickly dispatches of the last cultist!
Out of combat!
After surviving the ambush, you are able to leave the Shrine of the Failed and deliver Eylysia’s cache to the Grand Lodge. The crowd gathered around the Starstone Cathedral has disbanded, and many of the locals are still horrified following Sir Reinhart’s attempt to vault the chasm on horseback, which ended with a fall into oblivion.
Drandle Dreng personally thanks you for your successful investigation, indicating his interest in their future careers as Pathfinders. If you have yet to complete your Confirmation, the venture-captain promises to speak with Master of Scrolls Kreighton Shaine to have the process expedited. Dreng assures those of you who have already completed your Confirmation that you will receive further assignments soon.
Several days later, each of you receives a missive summarizing some of the Society’s initial findings.
And that wraps it up! Thanks for playing, everyone! I hope you enjoyed it. I will get the game reported and send out chronicles tonight when I get in from the field. Thanks again!

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Eponine finishes brewing up the small pot of tea, and offers her comrades a cup, "There aren't actually any tea leaves in my alchemist's kit, so this is somewhat improvised. . . I think it should be mostly non-lethal?"
Thanks! I am going to see what I can sign up for next! Is the quest for the sky key part a tier 1-5?

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@Eponine: Yes, it is 1-5 and will be a three-part arc. Parts II and III will be released in the next two months.
Thanks for playing everyone! The game has been reported and I just PM'd the chronicle sheets. Let me know if you have any problems. I'm going to set the campaign to inactive now that the game is over so PM me if you need anything.
Thanks again!