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I really want to hear Taliesin's rallying cry.
Lu shouts "Ilz zond gonfogaiz laiz jozez. Ilz ne fond baz reday pluz te gelgaigh zegontay." as if it were important information.
She drops her bow and draws her sword as she moves behind the vermin, to flank the middle one with Colt. Then she swings at the one to her left, closest to the wall.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
I'm still unable to select just Lu on the map, and not the background. Please move her to the square above the statue in the lower-right corner.

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Unholy hells! Demon beetles! The old boy had a security system.
Colt draws his kukri and takes a swing at the blue bug.
Kukri: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 - 1 ⇒ (2) - 1 = 1

GM Lamplighter |

Round 1 (partial)
Colt, still sitting on the couch, draws his kukri and swings at the blue bug. The blade cracks the creature's carapace, and a black ichor oozes out of the wound.
Taliesin excalims, "Oh, not bugs! Why does it always have to be bugs!? And fiendish ones at that!" The bard begins to recite a tale of Pathfinders overcoming incredibly gross bugs.
Lu shouts "Ilz zond gonfogaiz laiz jozez. Ilz ne fond baz reday pluz te gelgaigh zegontay." as if it were important information. She drops her bow and draws her sword as she moves behind the vermin, to flank the middle one with Colt. Then she swings at the one to her left, closest to the wall. The blade goes right through the insect's head, and it twitches a moment and then dissolves into a fine grayish dust that swirls away on an unseen breeze. (Blue bug dead!)
The red bug turns to attack Lu. The sickly violet glow from its underbelly pulses rapidly as it attacks. bite: 1d20 + 1 ⇒ (16) + 1 = 17bite damage: 1d4 ⇒ 1 The insect's mandibles graze Lu's arm, doing only minor damage.
Shechera, Pan, Amenhotep are up!

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My apologies for not being clear, Lamplighter. Lu was attacking the bug closest to the wall, to her left, not the one she was flanking with Colt. (And my monitor isn't showing any difference on color, I'm afraid. They look identical.)

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Shechera, caught by suppries by the sudded apperance of the bugs finally figure out what is going on and rushes towards the bug with the reddish carapaces, drawing her swords as she moves. coming up to the monster she stoops down and brings one of her blades up in and an arching uppercut.
Attack: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8

GM Lamplighter |

Round 1 (continued)
Shechera draws her swords and rushes towards the red bug, slashing it nearly in half. Both parts dissolve into a dark grey dust that again blows away into nothingness.
Pan tries to corral the remaining bug towards Colt.
Amenhotep remains in the street, doing nothing at all to assist the rest of the group.
The blue bug attacks Pan with its last breath. Bite: 1d20 + 0 ⇒ (16) + 0 = 16 bite damage: 1d4 ⇒ 4 The creature locks its mandibles onto Pan's leg, but then expires from the exertion.
Combat over! What is next?

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Vermin are immune to mind-affecting effects, and fiendish creatures are resistant to fire, so there is not a lot that I could do to them, unfortunately :-/
Amenhotep shakes his head.
"I am afraid not. If I had to take a guess, though, I would say that, since the bodies disappeared after they were killed, they were summoned creatures... suggesting that they were part of some sort of defensive ward protecting the room."

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Lu sheathes her sword and replaces her wand. He gathers her bow and renocks the arrow. "Best be about our business, then, 'fore that spell resets and we get to shake hands with another batch of critters."

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"Amenhotep, could you please use my wand on me...it seems one of these nasty creatures has managed to take a chunk out of me," always proper, even if often an arse, Pan clutches his the bleeding wound on his leg.

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Shechera will move over and open the double doors to the left, keeping one sword in hand.

GM Lamplighter |

While the group heals, Shechera opens the left doors. They lead into a bedroom that, while immaculately clean, has not seen actual use in several years. You give a quick search to the rest of the house, which contains a well-appointed library and a study in the east wing. On one of the windowsills, you find two bottles of liquid which radiate magic. More importantly, on top of the desk, you find a letter, with the word, "YOU" written on it. It reads as follows:
"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"
Also in the envelope is a scrap of paper with the words, "Karina Clamp", scrawled on it.

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Taliesin looks fascinated at the intrigue.
"This is like a great puzzle, but always missing a piece!" she says excitedly.
Running a finger along the dusty desk, she says "I am not sure things ended well for Fimbrik...or else he would have returned here. But I suggest we check out the wall and look for this Karina's name," she says.

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Round and round we go, were we stop nobody knows.

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"Seeing this 'Karina' name on the wall doesn't seem like it would help us much...I wonder if we need to speak that password when we see it," Taliesin muses.

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We've got the coin to pay our cover, and we've got the password to get in the door. Wonder what we'll find in the club? I say it's about time we visit the Shrine of the Fallen, eh? Better bone up on the sixteen poses before we get there, though.

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Yup, back to the wall. Shechera says as she pulls her hood back up and head out into the rain again.

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Note said "you’ll want to investigate at the Wall of Names at the Society Grand Lodge" so I figured we were heading back to the wall.

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"I'm not quite sure why we should go back to the wall...we received the name from the wall. We know that the name is someone who failed the Test, so we should go to the shrine, go to her memorial, and then say wiffle. At which point, whatever next step on this gods forsaken goose chase will point in another direction..." Pan says as he leans on his cane slightly.

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Yeah, it makes sense now. The guy wouldn't have guessed that we would have already figured out the name was for one of the fallen.

GM Lamplighter |

You head towards the Starstone Cathedral, the figurative and literal heart of the city of Absalom. As you travel, you begin to see larger-than-usual crowds streaming in the same direction. A few words with the various people inform you that apparently someone is going to take the test of the Starstone today.
The crusader Sir Reinhardt, newly arrived from the Mendevian Crusades, has announced his intention to take the Test, and the crowds are gathering to either watch the ascension of a new god, or the untimely demise of a pompous fool. Either outcome promises good entertainment. The imminent event offers one bit of good news: the Shrine of the Failed should be nearly abandoned.
The Shrine of the Failed is a multi-story pillared hall, but as you arrive the black-robed acolytes who tend the Shrine are just locking the doors, eager to watch the afternoon's events themselves. Luckily, the list of names outside the Shrine indiciates that all three of the names you found in Selmius' notes are loctaed in the basement annex of the Shrine, and this stairway is blocked only by a thin chain across the portal with a small sign reading, "Closed".
New map posted - the first two squares on the right of the entrance are stairs leading down, to an open archway that leads into the main pillared hall. Small shrines open up on either side of the hall, each decorated in a unique style and holding an altar and various offering and items.

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"It is fortuitous to find this place abandoned," Taliesin observes.
"But what do we do about that chain? Can anyone break it or pick the lock? I'm afraid either option is beyond my capabilities," she says.

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Can we just duck under it?

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gotcha...sorry about that.
Taliesin ducks under the chain.
"This reminds me of all kinds of places I used to sneak into for parties!" the young bard says. "Ummm...a long time ago!"

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Lets try and avoid being noticed this time. I'd prefer to not have to knock the faith out of another cleric. Shechera whispers as she moves slowly down the stairs.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
I can't mover her on the map, I think its locked.