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Well, everyone else is doing it, and the gnome hasn't complained...
Varg follows his companions through the window and approaches the gnome.
"Mis-ter... gnome? ... Are... you... Fim-brik?"
If the gnome doesn't responded, Varg taps him on the shoulder.
"Hel-lo?"

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Tavagra shakes off the glass and goes over to the Gnome.
"Hey,"she says snapping her fingers infront of his face, "Mr. Fimbrick. Sorry for breaking in, there was some trouble out in the foyer. Golarion to Fimbrik, hello?"

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S: 1d20 - 1 ⇒ (20) - 1 = 19
W: 1d20 + 1 ⇒ (2) + 1 = 3
V: 1d20 + 4 ⇒ (4) + 4 = 8
T: 1d20 + 2 ⇒ (10) + 2 = 12
As Shallya shakes the gnome, it seems to disappear, replaced by a faint translucent outline, a telltale sign of an illusion. The others still see Fimbrik reading, though perhaps they can be convinced otherwise.
Once you've been told it's an illusion, you can make another Will save with a +4 bonus. DC is 20.

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"The gnome is just an illusion. Ignore it. Even if you can't see through it you can trust me. Us Kitsune are experts at detecting illusions. You can trust me"
Diplomacy or bluff: 1d20 + 9 ⇒ (17) + 9 = 26 +2 if bluff
I'm lying about Kitsune being experts on bluff but I'm telling the truth that they can trust me on this. Not sure if that is bluff or diplomacy. But with that result it probably doesn't matter :-)

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Will: 1d20 + 5 ⇒ (11) + 5 = 16
"Are you quite sure? He looks real enough to me. If a tad deaf..."
Faced with uncontroversial proof, we can automatically save versus the illusion as well.
"But, I will detect magic"
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Know(arcana): 1d20 + 6 ⇒ (1) + 6 = 7

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"Just... cause... gnome... is... ill-u-shun, ... does-nt... mean... bugs... were. ... May-be... sum-mon'd... to... pro-tect... house."
Varg starts to look around a little, still weary of being attacked, and of having to explain the broken window to the town guard.

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Grimn says through window "You sure he isn't just in another room? I mean... Yeah, that seems bit unlikely, since otherwise why he would leave an illusion in room and not come to check it out when window was broken, but hey, you'll never know."

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Will Save: 1d20 + 6 ⇒ (6) + 6 = 12
"Looks like some dumb Gnome to me," she says, attempting to take the book away from the Gnome.

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The main room is now free of fiendish beetles. 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.
The room is spotless and free of dust, much like the study you are gathered in, though a massive pile of newspapers dominates the far side of the room Where the stairs are on the map.
There is a set of double doors, which appear to lead to the bedroom seen through the window, and another door to an as-yet unexplored room.

Calcifer, Wailan's Eidolon |

"There is another room through here. I shall investigate." Calcifer crackles to his allies.
He moves to the other door, opens it, and enters the room, alert for anything out of the ordinary.

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S'theno moves into the main room and begins examining the contents. He systematically scans the room with Detect Magic.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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Calcifer opens the door to the as-yet unexplored room. This room is filled with enough chairs, pillows, and desks for six people to sit and work in comfort.
At desk piled high with documents, a gnome identical to the one in the other room is sitting, busily writing.
Two colored vials sit on the windowsill.
S'theno does detect a single faint aura near the door Knowledge Arcana

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S'theno points to the area near the door and says, "What do you make of that, Wailan? Perhaps where our welcoming committee came from?"

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Wailan casts his gaze toward the area S'theno indicates and detects magic.
Know(arcana): 1d20 + 6 ⇒ (3) + 6 = 9
"It is indeed magical. Perhaps some of that gnomes pesky illusions?"

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"The question is whether our host is still among the living, I think."
S'theno moves over to the stack of newspapers and examines the date of one on top of a pile.

Calcifer, Wailan's Eidolon |

Calcifer moves back and forth between doorways, intrigued by the duplicated gnome.
Will: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
"Look! Perhaps one of these can give us a clue."
He gestures towards the stack of papers, careful not to get his flame too close. Then he picks up the vials and brings them to Wailan to investigate.

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Tavagra goes to the double doors leading to the bedroom. She moves beside the one door, slowly opening it up to peer into.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

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Calcifer successfully disbelieves the gnome at the desk.
A couple documents of note are on the desk
Well, you got me!
I’m not here anymore, and my house is filled with an incredible array of illusions
to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.
I’ve left Absalom to look for my friend, for she’s been missing for some time; however,
I’ve attached the name of a particular Pathfinder you’ll want to investigate at the
Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll
leave you to figure out why.
Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.
—The Illustrious Fimbrik
An additional scrap of paper has "Hollis 'Evil Grin' Thorne" written on it in similar handwriting.
The vials are potions, which you can roll to ID.

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Wailan takes the vials from Calcifer and studies them for a minute.
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11

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Wailan identifies one potion as cure moderate wounds. The other remains unidentified.
To recap what you've discovered so far:
At the Wounded Wisp you found a series of notes pertaining to the earliest days of Society history, and a number of leads to follow. From there, you went to the Wall of Names and found the following inscriptions:
Doulgonlir Caskmail
Deceased 4332 AR
Travelled to distant Jalmeray.
Failed to maintain the necessary Sixteen Poses.
Hollis "Evil Grin" Thorne
Deceased 4331 AR
Administered to the mind-menders of Ustalav.
May they overcome the Screaming Fear.
Karina Clamp
Deceased 4330 AR
Survived the horrors of Nemret Noktoria.
Returned to rot from the inside.
These names and biographies have no immediate significance to you.
You followed up by going to the tomb of Arkath, a stonemason. You distracted a cleric of Asmodeus for long enough to sneak inside and recover a Pathfinder's Coin, though you have yet to reveal the message stored inside (if any).
You are now inside Fimbrik's house, after smashing a window to get inside. You've recovered a note referencing one of the three names from the wall (Hollis "Evil Grin" Thorne), and now know that the password is "Wiffle." What the password is for still remains unknown.
How would you like to proceed?

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"I'll just hold on to this for now..."
"I do believe Janira carries a wayfinder, and she might be able to help us identify the significance of these names. Let's find her."

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Further searching of the house yields nothing more of interest. Stacks of newspapers, most decades old, confirm that no one has been here for some time. There are three illusion auras in his bedroom, one in the middle of the bed and one on each side, but their cause is not immediately apparent. I'd allow a fairly high spellcraft.
Janira will be at the Wisp all day, while there was also an expression of interest in returning to the Grand Lodge. Once there's a clearer expression of interest we'll go wherever that takes us.
The remaining potion can still be identified with Perception.

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If nobody else figures it out, Varg will attempt to identify the potion. he dips his pinky in the potion, and then touches it to his tongue.
perception: 1d20 + 2 ⇒ (13) + 2 = 15
"Taste... like... cher-ry... mud."

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When you return to the Wounded Wisp, Janira is happy to help, but does chastise you all a little bit. She also identifies your potion as lesser restoration
"I don't understand how you don't have one of these yet! Every Pathfinder should carry a wayfinder. Still, you can borrow mine."
When you place the coin on her wayfinder, it levitates and begins to spin, as a man's voice says:
"The path and the chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."
Janira seems baffled.
"Well that certainly was odd. Where did you find this coin?"

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"We found it in the tomb of one 'Arkath the Stonemason', in the Ivy District. Ring any bells?
I'm beginning to think something may have been hidden under the collective noses of the Pathfinder Society, literally from the time of its founding.
I'm not sure if I find that fascinating, or unsettling. Both, I think."

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Janira continues, "Aspirant? Usually that means someone who took and failed the Test of the Starstone.
There's a building that honors everyone who takes the Test. The Shrine of the Failed, in the Ascendant Court. It has an altar for everyone who sought godhood. As far as I know, nobody from the Society is honored there, and certainly nobody by that name."
Garl, one of Tavagra's half-orc friends, walks over to you all, rummaging for change. "You going to down that way? Put a couple gold for me on Sir...what's his name, Shrade?" he calls back to his sister.
"Reinhart. One of them crusader types." she responds.
"Yeah. Him. He's probably toast, but the payout's great if he makes it. And never hurts to show a little support for the new guy." He plops a couple coins down on the table.

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"Hold on, Shallya. This Shrine of the Failed seems like the place we need to be. We should find the altar dedicated to Hollis "Evil Grin" Thorne."

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"Yes! Sir Reinhart is going to attempt the Test today, or so they say. He was a crusader in Mendev. His supporters claim he'll seal the Worldwound when he passes. But Garl's right to be doubtful. Several people try the test every year, and almost nobody passes. Though I expect our Iomedaean Pathfinders might object to describing aspirants as 'idiots.'"
"They close the Shrine of the Failed before every attempt. That might give you the opportunity to investigate undisturbed."
Feel free to ask her or the other patrons anything else, but eventually you'll arrive at the Shrine.
The Ascendant Court is busier than ever. Throngs of spectators line the streets near the chasm that separates the Cathedral from the rest of the city. Some seem genuinely
Some distance away, a man in gleaming armor sits atop a horse. In a magically amplified voice, he is excitedly retelling his victory over a demonic army.
The Shrine of the Failed is a massive stone structure, home to an altar for every unsuccessful aspirant. Black robed acolytes stand in front of each major entrance, barring the way, though one door at the side of the shrine is unguarded. Opening it, stairs descend to 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.
Map and more info will probably be up tonight. Possibly tomorrow.