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Before they left for the house, Kranzer looked over at Gardol, "Well nobody ever told me we gotta actually READ things as a Pathfinder, neh? All those words in yer head, drive a person crazy I say. Prime example: Venture-Captain Dreng."
At the house, Kranzer stays quiet and seems to have been on more than one outing such as this, attempting to enter a house that wasn't his. While Gardol knocks, Kranzer examines the door and its lock for any traps. If prompted he will remove his set of tools and start to work on the lock, then eye the inside of the house for danger or traps.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12 +1 if trap
Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14

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Standing back as the others check out the entrance, she peers up and down the street. "I agree. Seems he's been gone a while...Wonder if any of his neighbors mind if we take a look see...Course, he may just be a shut in."
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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Jak gives Tishka a wink, "Or we could just take a look." He begins to walk the home's perimeter, looking for windows or alternate entrances. As he walks around, he takes a moment to call back to her, "Better to ask for forgiveness than permission, right? I mean, this is serious business, after all."
I'm hoping the Perception DC to notice doors and windows is low, but on the off-chance...
Perception: 1d20 + 3 ⇒ (19) + 3 = 22

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Following Jakwin around the building to a window, she asks the man "This one look ok?"
Peering into the room behind, she ensures it's vacant before proceeding.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Gardol finds the door locked, and nobody answers his knock. Kranzer gives the rusty lock a closer look, but isn't able to open it. Just as the dwarf finishes his work, several students walk past Fimbrik's house, deep in conversation.
@Jakwin & Tishka: Which window are you looking through? I've numbered them on the map to make things a little easier.

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Glancing over Jakwin's shoulder, she struggles to look inside. 'Be easier if he was shorter...'
#4 works for me

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Kranzer waits until the students leave. However, if the students dither, Kranzer whispers quickly to the others nearby, "Maybe keep those ones busy while I finish up 'ere, eh?"
Either way, he then goes back to picking the lock, this time being careful to take his time.
Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26

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A large sofa sits awkwardly near the entrance, somewhat blocking the door. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the far wall lead down.
Please move your tokens along with any actions that you take.

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'Best to ask forgiveness than permission' rings through her head as she sees the empty room. 'Door locked, pile of papers outside...' With a shrug she glances around to see if any are watching before drawing her double-sided weapon of choice and give the window a solid tap.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Assuming doesn't see anyone watching...
Blunt Attack vs Window?: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Initiative (Huratas): 1d20 + 6 ⇒ (19) + 6 = 25
Initiative (Jakwin): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Kranzer): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Tishka): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative (GM): 1d20 ⇒ 14
Bite (red): 1d20 + 1 ⇒ (20) + 1 = 21 Bludgeoning/Piercing/Slashing: 1d4 ⇒ 4
Bite (yellow): 1d20 + 1 ⇒ (14) + 1 = 15 Bludgeoning/Piercing/Slashing: 1d4 ⇒ 2
Bite (blue): 1d20 + 1 ⇒ (15) + 1 = 16 Bludgeoning/Piercing/Slashing: 1d4 ⇒ 2
Confirmation: 1d20 + 1 ⇒ (7) + 1 = 8 Bludgeoning/Piercing/Slashing: 1d4 ⇒ 1
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Round 1
Effects none
Terrain none
- Huratas - 2 damage
- Kranzer -
- Gardol - 6 damage
- Red -
- Yellow -
- Blue -
- Jakwin -
- Tishka -
Just before Tishka is about to break open the window, Gardol and Huratas step into the room and shout in surprise as three large, glowing beetles suddenly pop into existence and attack before anybody can react! Two of the large vermin bite deeply into Gardol's neck, and the other beast buries its fangs in the halfling's hide.
Huratas, Kranzer and Gardol are up.

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Gardol will drop his bow, make a 5' move to his left while drawing his longsword, and take a two-handed swing at the red beetle...
Longsword: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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"Gah, where'd these things come from?"
Kranzer moves into the house while drawing his shortsword and attacks the one to the far right of him.
Move action
Move 15 ft while drawing shortsword
Standard Action
Attack blue!
shortsword: 1d20 + 5 ⇒ (8) + 5 = 13
DMG: 1d6 + 3 ⇒ (4) + 3 = 7
-Posted with Wayfinder

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Round 1
Effects none
Terrain none
- Yellow -
- Jakwin -
- Tishka -
- -----Round 2-----
- Huratas - 2 damage
- Kranzer -
- Gardol -
The battle turns as quickly as it started, with Huratas curing all of Gardol's injuries and the two swordsmen each sending one of the beetles back to its own plane in a puff of smoke and brimstone.
Everybody is up.

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The sounds of battle reaching her ears, she shrieks "Jakwin! They need us!" and scurries towards the front door.
Arriving to the scene, weapon still in hand, she looks at the beasts inquisitively. "Uh...what in the world? Where did the bugs come from?!" Rubbing her chin a moment, she thinks back to her wilder days. 'Fire Beetles...kind of...hmmm'
The little gnomes eyes light up suddenly, her hand shooting straight into the air, "Guys! Don't use magic on those...and they don't burn well. Squash the buggers!"
Double Move; Free action remove 1 hand from weapon
K Nature: 1d20 + 5 ⇒ (20) + 5 = 25
Lets go with special abilities...as I suspect they won't last long

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"Good thing squashing's what we do best!"
Kranzer squares off against the last beetle and strikes out at it, growling under his breath.
"Come on, you. I'll put you where yer friend went, eh?!"
Standard Action
Attack Yellow!
mwk shortsword: 1d20 + 5 ⇒ (9) + 5 = 14
DMG (slashing): 1d6 + 3 ⇒ (5) + 3 = 8

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"ON IT!" yells Jak enthusiastically. With a surprising burst of speed, he sprints into the building, unslinging his blade on the way. The big blade crashes down towards the remaining bug thing.
Greatsword: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11

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Late to battle, Jakwin nevertheless finishes it quickly by dividing the beetle into two clouds of oily, black smoke.
A quick search of the living room turns up nothing of interest. To the north, stairs lead downward. West is a set of double doors, and two smaller rooms exit off the eastern wall.
Which room first?

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Stepping inside to find his companions handled the bugs just fine without her, she glances around the room.
'Three doors...and upstairs...' considers the woman, glancing towards her more thought inclined companions. Seeing no initiative from them, she decides to apply the scientific method. 'Eenie...Meenie...Minie...Moe...'
Abruptly turning towards the selected door, the gnome marches towards it with purpose and tries the latch.

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Kranzer eyes Tishka checking the other door and decides to move further in, in order to speed the search up.
He says, "Ya spot any traps, be sure to let ol' Kranzer know, eh?"
He tries the door and if it's unlocked he will peek inside. If locked, he takes his toolset out and begins to work.
In case any perception or disable device checks are needed.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Disable Device: 1d20 + 9 ⇒ (2) + 9 = 11

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Jak spins his massive blade theatrically, spraying a bit of bug guts everywhere. "Booyah, bugs!" After wiping the bigger parts of bug-guts on the gnome's couch, he gives his friends an eager grin. "That was fun."
As he considers which way to go searching for the gnome, he hikes a thumb towards the south-western door. "That room's empty. Least it looked that way through the window."
Then he goes to an un-searched room, taking his time to really comb over everything.

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Tishka walks straight into the gnome's study, but she doesn't find anything of interest.
Kranzer, however, finds a neatly penned letter on the table. Underneath it is a hastily scrawled note in similar handwriting with the name “Doulgonlir Caskmail”. The only other things of interest are a couple of potions resting on the windowsill.
Jakwin completes the search by thoroughly checking the bedroom, confirming that there's nothing else of import in the house.
Letter added to the map slides.

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Jak walks in the door, "I got nothing." He barks a laugh, pointing to Kranzer's find. "Ha! Most likely because you already have."
He pauses to to unstopper and sniff the two potions.
potion 1: 1d20 + 3 ⇒ (6) + 3 = 9
potion 1: 1d20 + 3 ⇒ (19) + 3 = 22
Then he picks up the note, reads it, and frowns. "You're telling me we have to go back to the wall?"

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Glancing over the books in the study for a moment, Tishka quickly realizes nothing here is going to help their cause and heads back to the main room.
"Nothing worth having in there" she grumbles, noting the letter in Kranzer's hand. "Oh, what'd you find there?"
After a precursory glance over the letter, she frowns. "Hmmm...So, whatever this leads too involves this dead guy..."

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"Well," says Kranzer. "Weren't the fake names at the wall all aspirants? Maybe we could ask around about 'em?"
-Posted with Wayfinder

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I would think close to where the Starstone is people would know more about them, failing that, Kranzer would fall back on the Grand Lodge.
"Can't go wrong talking ta people what I say. Well unless you're me that is! Ha HA!"
Kranzer tries to find someone that knows something.
Diplomacy (gather information): 1d20 - 1 ⇒ (17) - 1 = 16
-Posted with Wayfinder

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"Makes sense Kranzer." replies Tishka as she follows him towards the stone.
Eyeing one of the passerbys, she walks up to him boldly. Batting her eyes, she smiles innocently as she asks "You, strong man. Happen to know where I could find me some aspirants?"
Diplomacy (Gather info): 1d20 + 1 ⇒ (12) + 1 = 13

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Shrine. Being as we previously figured out the dead people's names were aspirants, the shrine seems reasonable.

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You find the Shrine of the Failed completely and utterly empty, but after a moment of reflection you realize that everyone must be across the way watching Sir Reinhart of Kenabres attempt the Test of the Starstone. Thee 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.
Each of these chambers contains 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. And all of the false Pathfinders from the Wall of Names has an altar here, with Doulgonlir’s being the second on your left.

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Kranzer eyes the area for any traps and then concentrates on Doulgonlir's altar.
"Guess everyone's gone, or hiding, eh?"
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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Considering what they'd learned so far, a smile slowly spreads across the gnomes face. "Guys, shouldn't we be looking for that dude? You know that one listed at the house we searched?"
'What was his name...'
"OH! That Doulgonlir Caskmail. If he was an aspirant, wouldn't it make sense he's here somewhere?"
Without waiting for an answer, the woman begins rushing from alcove to alcove looking for the correct nameplate.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9