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Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18.
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19.
Stephen reads the note, and smirks.
"Cute. Well then, let's head to our last location. However, first things first..."
Before leaving, he attempts to use Mending to fix the hinges that the party's friendly half-orc busted when he... enthusiastically... opened the door.

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Stephen announces that the blue vial contains a potion of cure moderate wounds and the other contains a potion of lesser restoration. He then does his best to right the door in its frame, with some success.

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Dolgrym gives Stephan a hearty smack on the back as the group exits the premises. "You be handy to have around, indeed!" He quickens his steps and catches up to Solomon. "Hold a moment, comrade!"
Would Dolgrym have access to fresh berries (for the Goodberry spell)?

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Leg hurts from bug bite me. Solomon hefts his Greataxe on to his back, and continues lumbering ahead.

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@ Dolgrym: sure!
Where to, Pathfinders?

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"Well then, let's head to our last location."
I ask because this is unspecific, and who's to say it's the "last location?" Not everyone's played this before. :)
1d4 ⇒ 2
The Ascendant Court is packed--much more so than usual--with eager onlookers excitedly chatting about Sir Reinhart's planned attempt at charging over the chasm to Starstone Cathedral and beginning a Test of the Starstone. After muscling through the press and nearly avoiding a pick-pocketing by a small Chelish child, the party arrives at the Shrine of the Failed. The somber complex built of grey stone comprises of several levels of small shrines to the many who have failed to achieve godhood as Sir Reinhart will try for today. The Shrine is, at the moment, utterly devoid of visitors, attendants, and guards. Although the main annex can be accessed, heavy doors bar the way into the ground level and upper floors. The door leading downstairs to the basement level is unlocked, perhaps forgotten in a caretaker's rush to see the coming spectacle.
Proceeding downstairs, the Pathfinders enter a monumental chamber that 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--including the three referenced on the Wall of Names: Demuren, Plokkis, and Oggo.

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Dolgrym shakes out some berries from a pouch and mumbles an incantation over them, before sifting through them and passing them over to Soloman one at a time. "Try these, friend."
Goodberries: 2d4 ⇒ (3, 2) = 5
Seeing as Solomon didn't need all of them, Dolgrym tucked the 2 unused berries into a different pouch, before taking the time to look over the chamber. The druid does nothing to hide his ignorance of the situation as he moves somewhat aimlessly about the room. "So, what be we looking for here?"

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1d3 ⇒ 1
Although the nameplates of Plokkis and Oggo remain steadfastly in place, the brass plaque on Demuren's altar slides out of place to reveal a miniature chalkboard behind it, accompanied with a tiny piece of chalk.

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When Stephen sets down the chalk and looks up, part of the western wall of this chamber fades into an actual door, which promptly pops open. Beyond is a narrow, natural-looking stone tunnel that bends northwestward toward a dim light. The Pathfinders advance cautiously along and arrive a small, cleanly cut chamber.
Several desks are arranged along the northern and eastern edges of this stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the chamber are polished. A single gem rests among the neatly filed papers on the desks, emitting a soft luminescence that brightens the small room.
The papers on the desk are written primarily in Azlanti script, although anyone performing a field translation reports that the text comes out a gibberish. Still, this trove likely represents a very significant find (or several).

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Knowledge(Dungeoneering): 1d20 + 9 ⇒ (1) + 9 = 10.
Stephen continues on, oblivious.
When the documents are discovered, however, he becomes much more animated.
Linguistics: 1d20 + 5 ⇒ (20) + 5 = 25.
"These documents are coded, probably using a cipher. The Lodge would definitely be interested in all of this stuff!"

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Stephen's excitement is apparently not met by his companions... the documents, for their part, are also inanimate.
It's been a few days since anyone but Stephen posted, so I will continue to wait.

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Entorra, will continue down the stone passageway. Her balde drawn, expecting something to come out at them angrily as much the previous secret area had. Oddly relieved and equally saddened at the fact that she won't be able to draw blood from an enemy, she looks around the new room she is in.
Hmm, just looks like jumbled words to me, maybe the person had to much to drink while writing it? Whatever. So, where to now. Does Dreng want this? Is this why he played all those damned games?
She hefts her blade back over her shoulder.

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Tanariel nods. "Ah, but Dreng never demanded we do this. He hasn't asked for these documents. I happen to know someone in the Pathfinders who should be able to decipher them; if it's all right with you, I'll take these, deliver them there, and ensure that we receive proper recognition for their retrieval."

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Mmm...thanks Dolgrym, you good friend, me buy you drink at lodge. Where to now?

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Dolgrym scrunches his face at the sight of the papers. This fetching errand has become far too scholarly for my taste. Seeing enough of the group taking care of the find, the druid takes his time meandering about and looking over the remaining statues. He sighs loudly as he contemplates their fates. "I suppose they could rest on the fact they be true to their calling, even if it resulted in failure."

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Dolgrym heads back out to take a tour of the other altars as Tanariel scoops up heaps of papers.
As the druid looks over Oggo's shrine, he's surprised to hear unfamiliar voices echoing through the hall. "Remember boys, they said 'dead.' So that's what we'll give 'em, dead. D-E-A-D, dead!" Two men and an elf, all in Chelish garb, take up positions in the hall facing Demuren's altar--they haven't seen him yet. Before he can react, though, his companions come pouring out into the room.
"SO!" grins one, "ready to die, maggots?"
Amelie: 1d20 + 6 ⇒ (18) + 6 = 24
Dolgrym: 1d20 + 2 ⇒ (2) + 2 = 4
Entorra: 1d20 + 3 ⇒ (6) + 3 = 9
Solomon: 1d20 + 2 ⇒ (17) + 2 = 19
Stephen: 1d20 + 3 ⇒ (17) + 3 = 20
Tanariel: 1d20 + 2 ⇒ (7) + 2 = 9
Red: 1d20 + 5 ⇒ (5) + 5 = 10
Blue: 1d20 + 3 ⇒ (19) + 3 = 22
Green: 1d20 + 2 ⇒ (1) + 2 = 3
Round I -- bold may act!
1. Amelie
2. Elf (blue, armed with bow)
3. Stephen, Solomon
4. Man (red, armed with sword)
5. Entorra, Tanariel, Dolgrym
6. Man (green, armed with morningstar)

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"Hey that's not very nice to say! What did we ever do to you. I won't let you hurt my new friends!" And with that, Amelie steps towards their attackers and looses an arrow at the elf.
Attack: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (6) + 1 = 7
Attacking blue

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Amelie's arrow bounces harmlessly off the elf's chain shirt. "My turn," he replies with a sneer. His return shot punches deep into Amelie's chest, only narrowly missing her heart!
Arrow @ Amelie: 1d20 + 4 + 2 + 1 ⇒ (14) + 4 + 2 + 1 = 21 HIT Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Round I -- bold may act!
1. Amelie (1/12 hp)
2. Elf (blue, armed with bow)
3. Stephen, Solomon
4. Man (red, armed with sword)
5. Entorra, Tanariel, Dolgrym
6. Man (green, armed with morningstar)

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2d20 ⇒ (7, 5) = 12
Both smack hard into the stone floor!
Round I -- bold may act!
1. Amelie (1/12 hp)
2. Elf (blue, armed with bow, prone)
3. Stephen, Solomon
4. Man (red, armed with sword)
5. Entorra, Tanariel, Dolgrym
6. Man (green, armed with morningstar, prone)

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Solomon hesitates, trying to process where these blokes came from.
The big man with a red claw painted on his shield swings around the column to hack at Amelie. Luckily, the links of the woman's chain shirt hold against the heavy blow, and she comes away with just a bruise.
Sword @ Amelie: 1d20 + 4 ⇒ (13) + 4 = 17 MISS
Round I -- bold may act!
1. Amelie (1/12 hp)
2. Elf (blue, armed with bow, prone)
3. Stephen
4. Man (red, armed with sword)
5. Solomon,Entorra, Tanariel, Dolgrym
6. Man (green, armed with morningstar, prone)

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Tanariel dives behind a pillar and covers his face. A moment later he looks up to the human fallen in the grease and asks, "Are you sure you have the right people? I can't imagine who'd be my enemy."
Casting charm person, Will DC 14.

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Entorra, let's a wicked smile cross her face. She moves but a simple step closer to the one who took a swing at her fellow Pathfinder. Her once "feminine" muscles begin to ripple and bulge as the adrenaline rushes through her body. She lets out a primal scream as she swings her blade in a downward arc at her for, wanting to trim flesh from bone.
Her zealous rage makes her swing wild, and slightly off balance.
Elven Curveblade + rage, AC 15: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 for slash damage: 1d10 + 6 ⇒ (1) + 6 = 7

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I thought about that, but they are also prone and will take action economy to stand up, while the one near Amelie has an enemy right next to her which has to be dealt with. It really was a tough call in the end lol

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Solomon will move around Entorra and attack a prone to enemy. You hurt my friend, now you will die!. Attack: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 111d12 + 4 ⇒ (12) + 4 = 16

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Dolgrym mutters to himself as he charges forward and attempts to smash his fist into the prone archer. "This Pathfinder business be the death of me."
Charge and punch! Provokes an attack of opportunity, if he's got melee!
Punch: 1d20 + 8 ⇒ (12) + 8 = 20 (+2, +4 prone, +2 charge | Provokes AOO | AC15)
Nonlethal Damage: 1d3 + 2 ⇒ (1) + 2 = 3 Nonlethal

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1d20 ⇒ 12
"I'm your enemy you twit!" bellows the man on the floor. Solomon takes issue with this comment and promptly decapitates the man. Dolgrym rushes forward to kick the elf in the face and is rewarded with the satisfying crack of a broken nose. Entorra comes to Amelie's aid but finds her sword meet with shield.
Round II -- bold may act!
1. Amelie (1/12 hp)
2. Elf (blue, armed with bow, prone, 3 nonlethal)
3. Stephen, Solomon
4. Man (red, armed with sword)
5. Entorra, Tanariel, Dolgrym

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Amelie struggles to breath with the arrow sticking out of her chest and stumbles back a step before letting another arrow fly."Must....stay..strong"
Attacking red
Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 181d8 + 1 ⇒ (3) + 1 = 4

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Amelie's arrow strikes true! On the other end of the battle, the elf struggles to his feet, allowing Dolgrym another kicking opportunity. Dolgrym gets an AoO. Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16 SUCCESS
Round II -- bold may act!
1. Amelie (1/12 hp)
2. Elf (blue, armed with bow, 3 nonlethal)
3. Stephen, Solomon
4. Man (red, armed with sword, 4 dmg)
5. Entorra, Tanariel, Dolgrym (AoO!)

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With a grin on his face, moves around the grease to attack blue. Me will end you!
Attack: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 271d12 + 4 ⇒ (2) + 4 = 6
Crit Confirm: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 242d12 + 8 ⇒ (9, 3) + 8 = 20

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Solomon decapitates the elf as well! The half-orc is now thoroughly soaked in blood.
1d20 ⇒ 13
1d20 - 1 ⇒ (15) - 1 = 14
The swordsman slips and falls! He slowly collects himself and clambers unsteadily to his feet again, sword held weakly for better balance. "Uh oh."
Round II -- bold may act!
1. Amelie (1/12 hp), Stephen, Solomon
2. Man (red, armed with sword, 4 dmg)
3. Entorra, Tanariel, Dolgrym
(Gonna give the others an opportunity first.)

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AOO on red for standing: 1d20 + 6 ⇒ (8) + 6 = 141d10 + 6 ⇒ (8) + 6 = 14
round 2 on red: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 6 ⇒ (1) + 6 = 7
Crit? on red: 1d20 + 6 ⇒ (10) + 6 = 161d10 + 6 ⇒ (2) + 6 = 8
Entries takes another wild swing at the line enemy still standing in her way to her and the others leaving with their discovery.

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Entorra's blade buries itself in the man's chest as he tries to rise. He slumps to the cold stone floor and moves no more. A steady trickle of blood pours from the wound in the sudden quiet.
Out of combat!
The Pathfinders make a hasty break for the Grand Lodge (after looting the bodies, of course). Helpfully, the crowds around the Starstone Cathedral are beginning to disperse amid hushed whispers about Sir Reinhart's doomed attempt at vaulting the chasm on horseback.
At Skyreach, they find Dreng to present their findings. "...yes, I heard he just fell straight down. Poor fool. Whatever was he--oh, hello again. Brought my wine, have you? My, that's quite a stack of papers you have there. From Selmius Foster you say? And someone named Eylysia! Yes, this will be very interesting indeed. Thank you for such a thorough investigation, and with no prompting at all! Hmm, let's see... who of you have yet to be assigned a Confirmation? Yes, well, I'll recommend that the Masters assign you one as soon as possible. The rest of you I am sure will receive another assignment soon... Let's get studying these right away!"
A few days later, each Pathfinder receives a missive:
Pathfinder,
Your recent investigations and recovery of agent Eylysia’s papers have already yielded results. Under my direction, a team of scholars has tracked down the long-retired Society ciphers the gnome used and translated many of her entries. Although several of these records present valuable leads, our contact Amenopheus has identified one that is especially timely and exciting.
Osirion’s borders have not always run where they do today--Ancient Osirion has survived for more than six millenia, and its dominion stretched to Nex and beyond. However, opportunities to study the land’s earliest days are few. The ruins that Eylysia identified i northern Nex are ancient in the extreme, dating back to the Age of Darkness, when desperate survivors of Earthfall sought refuge any way they could. Eylysia reported that the Arclords of Nex had left the ruins largely untouched and under the guardianship of the local girtablilu; there are no signs of further explorations since her report. This site may very well provide a pristine view into the lives of those who experienced the Age of Darkness, allowing us to expand our understanding of that period.
Venture Captain Roderus is taking great care in selecting the agents to delve into these ruins. While I would not normally recommend that agents as new as yourselves delve into a mission so fraught with potential dangers, you show promise and may very well be prepared by the time he is ready to launch the expedition. In the meantime, if you can help me identify other promising agents to take on this project, I would consider it a great service.
Highest regards,
Venture-Captain Ambrus Valsin
Adventure complete! Chronicles shortly.