Atealya
|
Atealya will take a careful look back into the room to see if the swarm has dissipated. "Let us see if the bats have decided that two clouds of corrosive mist are enough."
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Colin Obim
|
We appear to have found a mystery - I suspect this is really what Dreng had in mind for us. Perhaps we should return to the Wisp and ask around about these leads? Maybe someone there knows more of this old agent, or his friends.
| GM Nowruz |
You decide to leave the cellar and the secret room and return to the upper level.
The kitchen personnel is a little astounded to see you again, especially with some of you having blood stains on their clothes. And although Heryn Gale is quite busy when you return she notices that you obviously were in a fight.
"Oh my god, what happened to you?!" she asks with great concern and wants to run down to see what is going on.
When you explain to her that you found the secret door she obviously is very surprised about what you found.
You can decide if you tell her about the documents or not.
Heryn then says "That is truly unbelievable and I agree with you. But to be honest such a matter has to be discussed with a Venture-Captain to align on the next step. I do not know what you want to do now but good luck to you! And please come back and inform us what to do with the room ... I ... I am still in shock ... unbelievable."
| GM Nowruz |
The group decides to leave the Wounded Wisp and return to the Venture-Captain and you travel back to the meeting point that you received earlier ... and it is still raining.
You are now just steps away from Dreng who looks at you with a smile at first and with some concern when he sees the marks of battle on your clothing.
"You are back. I hope you have my bottle ... and can explain the shape that you are in." he says with a raised eyebrow.
Samantha Yelizaveta
|
"Let's just say, we had to do more than just get your bottle. We found some interesting documents while we were under The Wounded Wisp. I think this should be handed over to the society, it seems there was distrust between some society members in the past." She hands over the documents to Dreng. "Are you familiar with an Eylysia?"
| GM Nowruz |
Dreng is suspicious but opens an umbrella and looks through the documents … his eyes open wide after he reads through the first pages. He asks you tell him everything and wants to know all the details.
After a while he stands up with the umbrella.
"I ... I cannot believe that I have been in this wine cellar so many times and have never noticed this secret door! You Pathfinders might have found something that gives us a taste of our roots." he says with genuine surprise in his voice.
"You had the luck of finding a long-lost trove of documents and by following my directions you will potentially earn some renown in Absolom. This is an important find and you will be the ones to investigate some potentially far-reaching discovery related to Eylysia because you were the ones to stumble upon it." he says with a sly smile.
Then he looks at the documents in more detail.
"The other documents you found that are not related to Eylysia will need to stay with me so that I can begin assigning other agents to decrypt and collate the contents for proper study and comparison to exploits published in the Pathfinder Chronicles."
Aldran Ironfoot
|
"Sae it soonds lik' th' foremaist thing we need tae dae is fin' a key at th' mausoleum. Tae th' graveyard we shall gang."
"We need crowbar and shouvle may be?"
Colin Obim
|
Lets us begin investigating then - I vote we see what we can learn about Fembrick first.
Colin will ask around the Wisp if anyone knows anything about the Arcaneriam or Fembrick
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
| GM Nowruz |
You find out that Fimbrik is a long-serving member of the Arcanamirium — Absalom’s largest and oldest magical institution.
But Fimbrik never was a member of the Pathfinder Society although you heard that he had some connections to Pathfinders in the past.
The Arcanamirium allows the gnome a sizable residence on its campus in Absalom’s Wise Quarter. You do not know his exact address though.
You have not heard from the gnome in several years although you heard that he can be very dangerous and his illusions are often more real than reality.
| GM Nowruz |
You all decide to go to Fimbrik's home first and his address was noted in the documents you found.
FIMBRIK's HOME
You all arrive at the Arcanamirium's campus in Absalom’s Wise Quarter.
Fimbrik's home itself is an impressive stone dwelling reminiscent of what one might expect from an eccentric wizard’s home.
A brick step leads to Fimbrik’s front entrance, which is locked with a rusty lock.
Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window, allowing creatures to look into the structure without difficulty.
See the map in the slides for a layout of the house.
You ring the bell and knock but receive no answer. In general the house does not look like it has seen many visitors recently.
You begin to walk to the first window on the left of the front entrance.
D3. Bedroom
A bed and desk occupy this room.
Then you walk to the window on the right of the front entrance.
D4. Study
This study contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves.
An elderly gnome garbed in noble attire with a dapper rounded hat on his head and a can tipped with a brilliant glowing gem in his hand is standing in the room. It seems as if he is perusing his book collection.
Samantha Yelizaveta
|
Samantha's snow owl returns to her as we stand outside. She strokes it's head once then it flies off again into the shadows of the buildings. She let's out a sigh and knocks on the window with her knuckle, letting it get bit harder and longer as she continues, ensuring that it might be on the side of annoying and disturbing.
Aldran Ironfoot
|
Aldran after a short time looses his patience
"He wull open th' door, or ah wull juist donder in 'n' tap him oan th' shoulder sae he kens wur ur 'ere. " Aldran says in a gruff voice
And storms back to the front door to see how strong the door is when pounded on.
Aldran Ironfoot
|
Want to see if someone stops me first. Will start with some / lots of pounding on the door, then check if door is locked, and last fearing for the Gnomes safety break the door down. Strength: 1d20 + 3 ⇒ (7) + 3 = 10
Atealya
|
"Knocking down someone's door is not the best way to introduce yourself. They might take offense and then go on the offensive."
She nods once and her hawk flies off to the top of the nearest window. She knocks loudly on the nearest window.
Colin Obim
|
Odd - no reaction from the Gnome at all. Keep your hands to yourself - no looting while we are in the house. Colin will enter the house and head to where we saw the gnome to question him.
| GM Nowruz |
Colin, as soon as you open the door and step in you suddenly see a magical circle sparkling and only a fraction of a second later three fiendish looking beetles appear next to the sofa and try to attack you.
Perception
Perc(Samantha): 1d20 + 2 ⇒ (19) + 2 = 21
Perc(Morsha): 1d20 + 6 ⇒ (5) + 6 = 11
Perc(Dhovahk): 1d20 + 7 ⇒ (6) + 7 = 13
Perc(Colin): 1d20 + 1 ⇒ (12) + 1 = 13
Perc(Aldran): 1d20 + 1 ⇒ (13) + 1 = 14
Perc(Atealya): 1d20 + 3 ⇒ (19) + 3 = 22
None of you are surprised when the beetles appear out of thin air.
Kn(Planes)
N Small fiendish vermin
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSES
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4
OFFENSE
Speed 30 ft., fly 30 ft. (poor)
Melee bite +1 (1d4)
Fort +2 , Ref +0, Will +0
SR 5
Fiendish – Resist Cold and Fire 5
Immune mind-affecting effects
Special Attacks Smite good
Base Atk +0; CMB -1 ; CMD 9 (17 vs. trip)
Skills Fly +2
SQ luminescence
SPECIAL ABILITIES
Luminescence (Ex) A fire beetle’s glowing glands provide light in a 10-foot radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after its death.
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the fiendish creature rests).
* * *
Initiative
Ini(Samantha): 1d20 + 1 ⇒ (19) + 1 = 20
Ini(Morsha): 1d20 + 3 ⇒ (1) + 3 = 4
Ini(Dhovahk): 1d20 + 3 ⇒ (10) + 3 = 13
Ini(Colin): 1d20 + 0 ⇒ (2) + 0 = 2
Ini(Aldran): 1d20 + 1 ⇒ (16) + 1 = 17
Ini(Atealya): 1d20 + 6 ⇒ (3) + 6 = 9
Beetle: 1d20 + 0 ⇒ (3) + 0 = 3
* * *
Round 1
1. Samantha, Dhovahk, Atealya, Aldran -> GO
2. Beetles
3. Morsha and Colin
Atealya
|
Quickly and quietly, Atealya attempts to dive through the doorway and flip past the beetles onto the couch just inside.
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Once inside she continues the circular motion of her body and whips her arms around into a smooth throwing motion, flinging a almost invisible dart at the beetle to Colin's right.
She is attacking the Yellow Beetle
Dart attack: 1d20 + 2 ⇒ (11) + 2 = 13
Dart Damage: 1d4 - 1 ⇒ (1) - 1 = 0
I think she still does 1 hp damage if she hit
Aldran Ironfoot
|
Aldran takes a over hand swipe at the (Yellow)beetle
Dwarven warax Power Attacks: 1d20 + 4 ⇒ (9) + 4 = 13 ADD 2 if he is flanking
Power Attack Damage: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Dhovahk
|
Knowledge (planes): 1d20 + 6 ⇒ (10) + 6 = 16
"Fiendish beetles!" Dhovahk calls out. "Don't bother trying to play with their minds, or with fire or cold effects against them." He moves to the other side of the doorway before offering a short prayer to the rain spirits surrounding them and touching Colin. "Strike true," he says.
Dhovahk moves and casts guidance on Colin.
| GM Nowruz |
Round 1
Atealya's dart hits the yellow beetle and seconds later it is cut in half by Aldran.
2. Beetles
The other two beetle attack but both miss their respective targets.
Melee bite: 1d20 + 1 ⇒ (8) + 1 = 91d4 + 1 ⇒ (2) + 1 = 3
Melee bite: 1d20 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (1) + 1 = 2
3. Morsha and Colin -> GO
* * *
Round 2
1. Samantha, Dhovahk, Atealya, Aldran -> GO
Colin Obim
|
Colin will take a swing at the yellow beetle flanking him.
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Aldran Ironfoot
|
"Ah, one last buggy to smash."
Dwarven warax Power Attacks: 1d20 + 4 ⇒ (4) + 4 = 8
Power Attack Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Slipping on some of (yellows) beetle's mess causing his swing to go wide
"Whit did ah juist step in, noo ah wull ne'er git it aff mah bots noo"
Atealya
|
After seeing the other beetles falling at the hands of her comrades, Atealya throws a second dart at the last living beetle.
Attacking the Green Beetle
Dart Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Dart Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Dhovahk
|
"Again," Dhovahk says.
Dhovahk casts guidance on Colin again.
Morsha Kemik
|
Morsha finds it hard to get in the door which is clogged with his companions who are all trying to get rid of the last beetle, so the cadaverous shaman tries to poke the insect through the melee with his longspear.
Mwk Cold Iron Longspear: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
| GM Nowruz |
D1. Living Room
While examining the room you note that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear.
You look to the right (D4) where the gnome was located and you still see him perusing his book collection.
Suddenly, you see a second person walking inside the room to the north-east (D2) ... and that person looks identical to the gnome you just saw reading!
And that second person is walking around and then sitting in a chair and reading a newspaper. To your surprise the gnome in the north-eastern room notices you and smiles. He gives a tip of his hat before continuing to read.
It also seems as if someone has tried to move newspapers dating to years back into the basement, but you realize that ever since the local printers changed the thickness of their publication, the newspapers are left on the doorstep. Maybe because the newspapers could not be pulled through the door slot somebody eventually settled for leaving the newer papers neatly piled beside the door?!
You of course check the room where the assumed inhabitant of the house is reading his books in the study. But the first sentences that you exchange with him reveals that this is merely an illusion.
Also the image of the same smiling gnome in the north-eastern room is only an illusion as it seems that an interaction beyond smiling is not possible.
| GM Nowruz |
Perception
Perc(Samantha Yelizaveta): 1d20 + 2 ⇒ (4) + 2 = 6
Perc(Atealya): 1d20 + 3 ⇒ (9) + 3 = 12
Perc(Dhovahk): 1d20 + 7 ⇒ (1) + 7 = 8
Perc(Colin): 1d20 + 1 ⇒ (15) + 1 = 16
Perc(Aldran): 1d20 + 1 ⇒ (12) + 1 = 13
Perc(Morsha): 1d20 + 6 ⇒ (15) + 6 = 21
During an examination of the table in the southwest corner Morsha reveals a neatly penned letter.
--
PLAYER HANDOUT #5: FIMBRIK’S NOTE
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
--
Underneath the letter is a hastily scrawled note in similar handwriting, which contains a name: Doulgonlir Caskmail
Morsha Kemik
|
Morsha tucks the potions away and turns to the group. "Shall we head to the Lodge then to try and talk to this Caskmail, fellow? Anyone got any idea what the 'Wiffle' password might be for, though?"
Colin Obim
|
I thought that the wall of names was for dead pathfinders? Still probably worth heading back to ask about him, dead or alive
I suspect this illusionist set up spells to guard the cache of illicit artifacts we seek. Wiffle probably reveals the truth of the situation.