
GM Nowruz |

The door is locked although the rust indicates that the lock needs maintenance.
Jaeron's idea works well and the lock dissolves after some time.
You can open the lock so that the door swings open.
Still standing outside you can still glimpse into the gnome's mansion.
D1. Living Room
A large sofa sits awkwardly near the entrance, facing toward the center of the room. 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 northern edge lead up and down.

GM Nowruz |

"Perhaps we should circle the building and see if maybe it would be easier to go in through the back, out of sight of prying eyes."
Kam walks around the house and sees the last room of the house through the window.
D2. Meeting Room
This chamber contains enough chairs, pillows, and desk to accommodate at least six visitors.
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 Kam, the gnome in the north-eastern room notices you and smiles.
He gives a tip of his hat before continuing to read.

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Kam goes back around to the others and reports what he saw. Seeing that the door is now open, Kam steps inside and peers around carefully...
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

GM Nowruz |

As soon as Kam steps into the door 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.
Ini(Kam) : 1d20 + 2 ⇒ (13) + 2 = 15
Ini(Falshin) : 1d20 + 3 ⇒ (13) + 3 = 16
Ini(Bahboom ) : 1d20 + 3 ⇒ (15) + 3 = 18
Ini(Fae ) : 1d20 + 7 ⇒ (18) + 7 = 25
Ini(Verdant) : 1d20 + 1 ⇒ (15) + 1 = 16
Ini(Jaeron): 1d20 + 1 ⇒ (13) + 1 = 14
Ini(Beetles): 1d20 + 0 ⇒ (10) + 0 = 10
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).

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Kam draws his temple sword and attacks one of the beetles...
Fury of Blows vs. Red: 1d20 + 3 ⇒ (11) + 3 = 14
possible Slashing damage vs. Red: 1d8 + 2 ⇒ (1) + 2 = 3
Fury of Blows vs. Red: 1d20 + 3 ⇒ (11) + 3 = 14
possible Slashing damage vs. Red: 1d8 + 2 ⇒ (5) + 2 = 7

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Jaeron seems surprised by the sudden beetles, and steps back to launch a spell at one.
Ranged Touch Attack (Acid Splash): 1d20 + 2 ⇒ (13) + 2 = 15
Acid Splash Damage: 1d3 ⇒ 3
5 foot step away from the beetles.
Standard Action: Cast Acid Splash and hit the green-box beetle

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Telekinetic Blast (Ranged Attack): 1d20 + 4 ⇒ (7) + 4 = 11
Falshin hears his companions engaging some sort of enemy and rushes to their aid! He uses his powers to scoop up a nearby newspaper and sends it flying through the doorway, but the poor angle and lack of visual on the giant insect causes the ether-wrapped object to fly harmlessly overhead.

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Kam swings his temple sword at the remaining beetle....
Fury of Blows vs. Green: 1d20 + 3 ⇒ (10) + 3 = 13
possible Slashing damage vs. Green: 1d8 + 2 ⇒ (6) + 2 = 8
Fury of Blows vs. Green: 1d20 + 3 ⇒ (10) + 3 = 13
possible Slashing damage vs. Green: 1d8 + 2 ⇒ (2) + 2 = 4

GM Nowruz |

Kam's graceful moves disable the last beetle and everything is silent again ...
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(Kam): 1d20 + 6 ⇒ (8) + 6 = 14
Perc(Falshin): 1d20 + 6 ⇒ (19) + 6 = 25
Perc(Bahboom ): 1d20 + 5 ⇒ (4) + 5 = 9
Perc(Fae Riverpoint ): 1d20 + 1 ⇒ (20) + 1 = 21
Perc(Verdant Taleweaver ): 1d20 + 7 ⇒ (18) + 7 = 25
Perc(Jaeron): 1d20 + 2 ⇒ (3) + 2 = 5
During an examination of the table in the southwest corner Falshin, Verdant and Fae reveal 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
* * * * * * *
Additionally, Falshin and Verdant find two long-forgotten potions sitting on the northwest windowsill.
Potion of cure moderate wounds
Potion of lesser restoration

GM Nowruz |

Perception
Perc(Kam): 1d20 + 6 ⇒ (20) + 6 = 26
Perc(Falshin): 1d20 + 6 ⇒ (13) + 6 = 19
Perc(Bahboom ): 1d20 + 5 ⇒ (10) + 5 = 15
Perc(Fae Riverpoint ): 1d20 + 1 ⇒ (14) + 1 = 15
Perc(Verdant Taleweaver ): 1d20 + 7 ⇒ (15) + 7 = 22
Perc(Jaeron): 1d20 + 2 ⇒ (1) + 2 = 3
After a further search of the house and the other levels, you all - but especially Kam - is sure that no further information or clues can be found.

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Verdant casts detect magic on the two potions.
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
He then tries smelling them.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
He holds the first one up. "This is a healing potion!"

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Jaeron reads through the letter the team found.
"This all seems very weird. We researched a lead just to come up with more questions. This does also point to the Wall of Names at the Grand Lodge, however."
"I would suggest we continue with our plan to head to the Crypt in Eastgate. While we have more clues directing us to the Wall of Names, I feel like we should exhaust our initial lead to the crypt first."

GM Nowruz |

MAUSOLEUM
You depart to check the lead involving Arkath. Details left by Selmius Foster indicate the location of Arkath’s burial site: a plot of land in Eastgate operated by the faith of Asmodeus.
A fence surrounds the necropolis grounds, and although members of the faith of Asmodeus and city guards routinely patrol the property, you know that it is still legal to enter the grounds to respect the departed. You can see citiy guards patrolling the area.
Arkath’s crypt is the northernmost structure on the map that you found in Selmius documents.
While the gates into the necropolis are left open to those paying their respects, the doors of all the mausoleums are sealed with sturdy stone slabs.
You are in front of the gates to the necropolis when you suddenly see a man in robes and a large pendant with the holy symbol of Asmodeus approaching. The man is holding up his hands and it is visible that he has lost several fingers.
This seems to be a mid-ranking cleric of Asmodeus and based on your knowledge he has the responsibility to watch over the tombs of the honored remains of friends of the church. You also know that especially for clerics of Asmodeus guarding the sanctity of the tombs is the cleric’s primary responsibility, but each cleric has different motivations and sometimes evil goals.
You know this guy! Durward is his name you believe. A former street thug, Durward lost several fingers and toes — and almost his life — before finding refuge among Absalom’s Asmodean priests. He enjoys his position of privilege and the powers granted to him by his god.
But you also know that Durward is ruthless in persecuting those who do not follow the rules and believes the strong should always be in a position of power.
The man approaching shouts out loud "Who goes there?!"
Please place your icon on the map.

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Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Knowledge(Religion): 1d20 + 5 ⇒ (9) + 5 = 14
"Good evening. I am Kam Yuen, and who might you be?"
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

GM Nowruz |

Kam notices that the man likes to be in control ...
"Who do you want to visit?! And I am asking the questions here you Tian barbarian! Be happy that you are still standing here and have not been blown to bits by Asmodeus' might!"
He looks down to you and steps uncomfortably close to Kam.
"Do you want me to express my obviously superior thoughts or are you pissing your pants and leaving!"

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Kam notices that the man likes to be in control ...
"Who do you want to visit?! And I am asking the questions here you Tian barbarian! Be happy that you are still standing here and have not been blown to bits by Asmodeus' might!"
He looks down to you and steps uncomfortably close to Kam.
"Do you want me to express my obviously superior thoughts or are you pissing your pants and leaving!"
No knowledge skills, sorry.
"Oh, I like the sound of this one! He sounds like the kind of man who comes to my temple and wants to get beaten or stepped on with high-heels." she smirks, proudly letting her symbol of Calistra shine "Sir, it would take more to scare me than a man who appears to have gotten his hand stuck in the cookie jar far too many times to learn his lesson." as she says this, she's calling attention to his missing fingers.

GM Nowruz |

This is a social encounter. Please either roll diplomacy or an aid in your next post. :-)
Durward looks at Fae ...
"Ha, ha, ha! So you are a Calistrian prostitute! Then a favor it is that you already owe me for speaking with you I assume?" he says with an ugly smile.
The man looks at all of you and his intonation changes to the better.
"This plot of land in Eastgate is dedicated to the faith of Asmodeus and used as the resting ground for those that have served the dark prince, the most powerful of the nine archdevils that inhabit Hell."
He continues "If you do not respect and obey me here then you are welcome to start a fight ..." and his view wanders to the east where you see two city guards routinely patrolling the area around the property.

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Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10 +1 bonus if his starting Attitude was Hostile.
Falshin steps forward. "Now, now goodsir there is no need for such uncouth words from such a pious man such as yourself. We recognize your authority here and humbly request permission to visit the grave of one entombed within your bailiwick. We are not looking for a fight. What would you require for us to pass?"

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Kam smiles, bows deeply, then looks up at the man..."Perhaps we should go to your temple and ask for official permission from your head priest. We will be sure to detail how polite you are while performing your duties."
Diplomacy(Aid Another): 1d20 ⇒ 18

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Knowledge (Religion): 1d20 + 10 ⇒ (7) + 10 = 17
"Good sir, I understand your position here as caretaker for this burial site, and I have the utmost respect for your position as such. But, we are simply here investigating a rather important matter, and we believe that key information may be found within the tomb of a stone-mason by the name of Arkath. We'd simply like to investigate this matter and be on our way.
As for your request for 50gp, I hardly find that to be suitable. After all, this isn't a burial ground of Abadar, is it?"
Diplomacy (aid): 1d20 + 1 ⇒ (7) + 1 = 8

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Diplomacy (Aid Another): 1d20 + 0 ⇒ (3) + 0 = 3
"Dear sir, you clearly do not understand the full teachings of Calistra to assume I am a mere prostitute, but that as fine. I do not know the inner workings of Asmodeous either." she starts out fine, but it's clear this is going to get ugly fast "However, it is obvious to me that you are probably the most inept of you group. What's the matter? Did they kick you out because of your lack of fingers? Do people call you Chop Sticks? Were they cut off due to not knowing your place?"
decided to roleplay the terrible roll there. This character was made more for combat and less for talking.

GM Nowruz |

You start walking to the mausoleum.
Arkath must have paid a substantial sum to have his remains guarded here as the mausoleum houses only 24 sarcophagi and the names clearly mark many of the other deceased as nobility.
Arkath's sarcophagus is one of the first you see after entering the mausoleum. It is quite simple but very well made.
His name is engraved in Taldan. There are no obvious religious symbols to be seen.
You believe that some strength is needed to open the sarcophagus but that you can jointly remove the upper section to peer into it.

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Kam helps to remove the upper section...
Well now, that was quite sad.
Fae grins and moves up beside Kam and attempts to apply her own strength, however she found that she was clearly not built for this kind of heavy lifting.
Strength: 1d20 + 2 ⇒ (7) + 2 = 9
"Perhaps we should do it together? You take the lead. 1. 2. 3!" as she says this she applies her strength to attempt to assist in moving the heavy lid off.
Strength (Aid Another): 1d20 + 2 ⇒ (15) + 2 = 17
Sadly I forgot to give this character a crowbar, which I usually give to all my characters. +2 to strength for situations like this ;)

GM Nowruz |

Together you start to move the upper section of the sarcophagus and it is obvious that some of you are not really happy with this act ... disturbing the peace of the dead sometimes comes with harsh results.
But in this case you find darkness, dust and the skeleton of a humanoid being that is resting peacefully in his grave ... you see that the interior of Arkath’s sarcophagus is otherwise empty.
You assume this to be the stonemason’s long-dead skeleton.
You something shiny behind the skeleton's teeth. You remove a coin from the skeletons mouth.
This apparently is a simple coin and resembles ancient currency. A little chip at the side of the coin shows intricate gold and platinum wires within.

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Knowledge(Religion): 1d20 + 5 ⇒ (9) + 5 = 14
"I have heard in some cultures that they put a coin on each eye to pay for passage into the afterlife. Never heard of only one."
Kam looks around nervously and begins to play a tune on his flute to try and ease his tension.
Perform(Wind): 1d20 + 4 ⇒ (16) + 4 = 20

GM Nowruz |

PATHFINDER’S COIN
PRICE 1,500 GP
SLOT none
CL 3rd
WEIGHT — lbs.
Aura faint divination
This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.
CONSTRUCTION COST 750 GP
Craft Wondrous Item, identify, levitate, magic mouth