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Wazziri almost gets whiplash as the party heads back to the wall of names and then scratches her head a lot.
"This doesn't look like the shrine to fallen wanna-be deities that Janira was talking about. You sure we're at the right spot?"

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"Ok, so does anyone know where that shrine is?" Miranda asks, looking a bit exasperated when it appears her suggestion isn't the right answer.
Knowledge (local) for location of shrine: 1d20 + 4 ⇒ (7) + 4 = 11
If she can't remember and no one else has an idea, she'll ask the locals about it.
Diplomacy (gather information) for location of shrine: 1d20 + 8 ⇒ (9) + 8 = 17

DM PatheticWretch |

Miranda thinks she knows where this Shrine of the Fallen might be, and asking a few people en route confirms what she remembered.
Upon arriving, the Pathfinders discover that the timing of their visit
to the Shrine of the Failed, as Janira suggested, coincides with the exact moment Sir Reinhart, a Mendevian crusader intent on becoming a
god, attempts the Test of the Starstone.
The valiant knight is attempting to charge his steed across the chasm outside Starstone Cathedral. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s attempt.
Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The building houses numerous altars, each dedicated to a specific failed aspirant.
The shrine is a stone edifice with several levels that contain altars to the failed aspirants.
Though the building seems closed because the caretakers have left, a basement annex accessible by a large set of stairs at the side of the shrine appears open.

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"C'mon, let's check it. Does anyone have light?, says Crowe, while holds his earthbreaker with both hands, just before start to walk through the set of stairs at the side of the shrine.

DM PatheticWretch |

This 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.
The chamber is lit with flickering torches.
Map is up...

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Miranda begins to search around for the proper altar, moving clockwise through the room.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

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Crowe takes one of the torches that were in the chamber and begins searching if there are names craved on the stone altars of the failed aspirants who attempted the Test of the Starstone, especially if one of them is described as being Hollis "Evil Grin" Thorne.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

DM PatheticWretch |

As the Pathfinders look around, they find multiple antechambers.
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.
The shrine in the southwestern area of the complex belongs to the failed aspirant selected Hollis "Evil Grin" Thorne.
The altar’s nameplate appears to slide to one side, revealing a miniature chalkboard and a thin piece of chalk.

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Will Save: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Miranda nods her approval to Crowe and waits for the magic to happen.

DM PatheticWretch |

Going to count some assists for Wazziri to put her over the top.
Wazziri looks at the area carefully, and notices an anomaly. She sees...just barely...a secret door hidden by an illusion against the room’s west wall.
Though she couldn't see a way to unseal the door, Crowe writes a word on the small chalkboard. This dispels the illusion concealing the door, and causes the stone portal to open.
Peering in, the cavern beyond the secret door is made of stone.
Although the cavern has the aesthetic of a natural cave, you recognize the walls are not natural; rather, someone cleared this area using stone shape spells.

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Spellcraft: 1d20 + 4 ⇒ (9) + 4 = 13
"Well, let's see what's inside!" Miranda says with excitement.

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Miranda casts Dancing Lights into the dark cavern and looks around.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

DM PatheticWretch |

The Pathfinders enter the dark tunnel, led by Crowe and surrounded by small lights moving with the group. Initially the tunnel leads west, but quickly turns north into a cavern.
A light source beacons in the distance. Investigating further, the group moves through the cavern without incident.
Several desks are arranged along the northern and eastern edges of a small stone alcove off of the cavern. 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.
See map.

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Miranda waits for one of the more beefier Pathfinders to take the lead through the cavern.

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A rat scurries past the Pathfinders' feet as they consider what they have found.
Crowe smashes the rat with his foot. =P
"Hey you, does anyone of you can detect magic in things? I think this gem is not a normal gem. I just think."
Crowe scans the chamber, looking for any hidden devices.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

DM PatheticWretch |

The gem on the desk is a cut alexandrite worth 550 gp It glows thanks to magic, as Miranda confirms.
The paperwork on the desks proves to be a large collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most, which the Pathfinders cannot decipher, appear to be written in an Azlanti dialect and then possibly encrypted, but there is enough information easily observed to know this is an amazing find.
The rat skitters just outside the range of Crowe's foot.

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Once inside the room, Miranda first attempts to identify the gem and then more closely examines the area.
Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
"Unless one of you is capable of translating this, we should gather it all together and return to Grand Lodge."

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Wazziri will keep a watch as the more educated party-members do their thing with the documentation, but will help out by carrying some if required.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

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"Maybe these documents are the parcel of Mr. Dreng", says Crowe.
"Let's get back to the Lodge as you said, Miranda". The bloodrager leads them outside that place.

DM PatheticWretch |

The Pathfinders gather what documents they can and head back to the Lodge.
However, as they exit the secret door, Crowe's keen eyes just catch the glimmer of armor just ahead.
He has just one moment to react before all hell breaks loose.
a: 1d4 ⇒ 3
h: 1d2 ⇒ 2
o: 1d3 ⇒ 3
o: 1d3 ⇒ 3
s: 1d3 ⇒ 1
initiative crowe: 1d20 + 1 ⇒ (20) + 1 = 21
initiative boram: 1d20 + 4 ⇒ (7) + 4 = 11
initiative miranda: 1d20 + 2 ⇒ (13) + 2 = 15
initiative wazziri: 1d20 + 4 ⇒ (3) + 4 = 7
initiative yarriiki: 1d20 + 1 ⇒ (15) + 1 = 16
initiative touched: 1d20 + 2 ⇒ (13) + 2 = 15
initiative slicer1: 1d20 + 3 ⇒ (11) + 3 = 14
initiative slicer2: 1d20 + 3 ⇒ (7) + 3 = 10
initiative debili: 1d20 + 2 ⇒ (14) + 2 = 16
stealth touched: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
stealth slicer1: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
stealth slicer2: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
stealth debili: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
perception crowe: 1d20 + 4 ⇒ (15) + 4 = 19
perception boram: 1d20 + 8 ⇒ (3) + 8 = 11
perception miranda: 1d20 + 5 ⇒ (17) + 5 = 22
perception wazziri: 1d20 + 6 ⇒ (3) + 6 = 9
perception yarriiki: 1d20 + 6 ⇒ (8) + 6 = 14
Surprise Round! Bold may act! Surprise round, only Crowe, the enemy, then Miranda will act, then we will go to the normal round.[/ooc]
Crowe
Yarricki
Enemy
Miranda
Boram
Wazziri

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Yarricki looks around in surprise
"Wait, what is happening!?"

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Surprise Round:
When see the bandits, Crowe brandishes his earthbreaker and suddenly he only can see blood in front of him. " Come here, you piece of shit! I'll smash your face with my steel!", he screams to the closest thug he can see.
Intimidate (demoralize): 1d20 + 7 ⇒ (6) + 7 = 13
Free action: bloodrage. Standard Action: demoralize the closest thug.

DM PatheticWretch |

One of the thugs fumbles with his dagger as Crowe shouts at him...Crowe is certain there is fear in the halfling's eyes.
Still, a half-orc female in the back yells "Kill them all! They cannot interfere with the foretold omens! Kill the big one first!"
Two halflings in leather armor and wielding rapiers hold items to throw at Crowe. Both of them throw tanglefoot bags at him, hoping to keep the vicious bloodrager from the fight.
Their leader cackles madly, trying to hex Crowe. Finally, another casts a spell from the shadows.
Crowe, make 2 DC 15 Reflex saves or be glued to the floor, unable to move. Also, make a 13 Will save or have a -2 to your attacks for 5 rounds.
Surprise Round! Bold may act! [ooc]Miranda will act in surprise round, then on to the regular round.
Crowe
Yarricki
Enemy (Slicer Demoralized)
Miranda
Boram
Wazziri

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Just to remember that throw a tanglefoot bag at a creature is a ranged touch attack with a range increment of 10 feet, and the left halfling is 30 ft. from Crowe (-4 to hit) and the right is 25 ft. from him (-4 to hit too), and one of them is demoralized, another -2 to hit.
Ref. DC 15 #1: 1d20 + 1 ⇒ (1) + 1 = 2
Ref. DC 15 #2: 1d20 + 1 ⇒ (12) + 1 = 13
Will. DC 13 #1: 1d20 + 2 ⇒ (14) + 2 = 16

DM PatheticWretch |

Bah...thx for the reminder. That was a big round with perception vs. stealth and other stuff...I knew I forgot something!
ranged touch vs. DC 11: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Only the first one hits....but you are glued to the floor!
ranged touch vs. DC 11: 1d20 + 3 - 4 - 2 ⇒ (12) + 3 - 4 - 2 = 9

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Bah...thx for the reminder. That was a big round with perception vs. stealth and other stuff...I knew I forgot something!
[dice=ranged touch vs. DC 11]1d20+3-4 Only the first one hits....but you are glued to the floor!
[dice=ranged touch vs. DC 11]1d20+3-4-2
Both attacks hits. Crowe's touch AC is 9 for now, because of the bloodrage.

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Miranda moves closer to the entrance to get a better view of the enemies she'll be mentally attacking later.

DM PatheticWretch |

Two bags of sticky substance strike Crowe as he taunts the enemy in the entryway while Miranda, attuned to see when something is not right, comes around the corner to see what is happening.
Starting regular round...Crowe and Yarricki are up!
Round 1! Bold may act!
Crowe (entangled, glued to floor)
Yarricki
Enemy (Slicer Demoralized)
Miranda
Boram
Wazziri

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Yarricki moves into the small shrine and sees a hostile half-orc. Wasting no time she yells at Buzz
"Attack!"
Handle Animal, Link, Training Harness: 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25
Yep, the darn wasp does not know the trick attack...

Buzz the Wasp |

Buzz flies out into the main chamber and attacks the first non-pathfinder she sees.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 3
Unfortunately she misses.
Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.

DM PatheticWretch |

One of the halflings jumps forward out of the shadows and stabs at Crowe around the corner with his rapier, just nicking the warrior.
rapier atk vs. crowe (cover, bless): 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 141d4 ⇒ 1 Crowe, I'm showing your AC as 13 right now because of entangled + bloodrange, right?
The second halfling dodges Buzz and counterattacks with his own rapier, stabbing the large wasp soundly.
rapier atk vs. buzz, demoralized: 1d20 + 4 + 1 - 2 ⇒ (19) + 4 + 1 - 2 = 221d4 ⇒ 2
CRIT?: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 91d4 ⇒ 4
The enemy oracle, speaking in strange tongues, moves closer to support the halflings.
The witch, cackling madly, casts a spell to weaken the trapped bloodrager. But despite being trapped, the bloodrager easily dodges the errant ray.
ranged touch, ray of enfeeblement: 1d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (1) + 1 = 2
Round 1! Bold may act! You can all act now, since the top of Round 2 can just act again.
Crowe -1 hp [entangled, glued to floor]
Yarricki
Buzz -2 hp
Enemy [Bless, 1 Demoralized]
Miranda
Boram
Wazziri

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Miranda moves 5 ft. to the east to get a better view of the Halfling by the door. She then locks her Hypnotic Stare on him and follows up with a Daze spell.
DC 16 Will save with a -2 from the Stare or Dazed for 1 round. I'm hoping he has less than 5 Hit Dice.

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Also, the target of her Hypnotic Stare will take 1 additional damage this round if anyone hits him from her Painful Stare.

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Yarricki takes a step forward while she readies her lance. She then stabs at the halfling near the door.
Attack, cover: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
Damage: 1d6 + 3 ⇒ (1) + 3 = 4+1 from Miranda's painful stare
Crit?: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 Nah

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Str check DC 15: 1d20 + 6 ⇒ (19) + 6 = 25
Crowe tries to free himself from the glue again, this time with more strength and he breaks it this time!
"Prepare to bleed, you bastards ... "
Then 5-foot step.
EDIT: the Str DC is 17. Crowe got it in the same way. =)

DM PatheticWretch |

Crowe manages to free himself, though the glue continues to impede his movement. Yarricki and her companion each take turns stabbing a halfling, both of them with success. One of them cries out as Buzz's poison takes effect. Wazziri waits for things to clear up before deciding what to do.
Round 1!
Bold may act!
Crowe -1 hp [entangled]
Yarricki
Buzz -2 hp
D Bless
S -2 Demoralized, PoisonedBless
S -5 DazedBless
T Bless
Miranda
Boram
Wazziri Delay
fort save vs. buzz: 1d20 + 1 ⇒ (9) + 1 = 10