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Akaash watches the magic-users expectantly, intrigued by their arcane discoveries, but unable to assist much with them. He pauses, his fingers resting on the handle of his morningstar, as he waits for word of whether any magic is detected in the room before entering.

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Jinny waits for the word on any magic in the area. She prefers to be the first one in the door.

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Suspicious of illusions, Willow casts Detect Magic.
(3 round cast to identify to presence, number, strength, and location of auras...then knowledge(arcana): 1d20 + 7 ⇒ (11) + 7 = 18 to determine the school(s) of magic involved.)
Just in case it isn't seen on the previous page after the break. Don't want to wander into an Illusionist's house without checking.

GM Nowruz |

As soon as you step 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(Willow) : 1d20 + 4 ⇒ (2) + 4 = 6
Ini(Akaash) : 1d20 + 1 ⇒ (4) + 1 = 5
Ini(Jin) : 1d20 + 3 ⇒ (20) + 3 = 23
Ini(Tata) : 1d20 + 2 ⇒ (17) + 2 = 19
Ini(Darnellius) : 1d20 + 6 ⇒ (13) + 6 = 19
Ini(Uri): 1d20 + 5 ⇒ (15) + 5 = 20
Ini(Beetles) : 1d20 + 0 ⇒ (12) + 0 = 12
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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Welcome back Nowruz!!!
Flashback!!
Before entering the room:
"There's an aura of illusion in all of these rooms. Be careful, we can't believe everything that we see. That might explain why the gnome wasn't responding, he might not actually be here."
-------
Back to the present:
While the others jump into action, Willow looks at the beetles
Knowledge(Planes): 1d20 + 7 ⇒ (17) + 7 = 24
and calls to the others "I've seen these before. They're pretty basic vermin and shouldn't be too much of a threat, but they are resistant to both cold and fire so pick any spells carefully."
EDIT: I rolled knowledge as the beetles popped up, then realized some GMs allow that off-turn and some don't allow it until it's your turn in initiative so I spoilered it. Please don't open until my turn unless GM says it's ok to do it early.

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Jinny strikes out at the nearest beetle (Yellow) with her rapier.
Rapier: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Crit Confirm: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Jinny nimbly parries!
Opportune Parry: 1d20 + 7 ⇒ (3) + 7 = 10
And ripostes!
Riposte: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Panache 3/4

Darnellius |

Darnellius darts in and tries to get the drop on the left most beetle. He hops over the couch(?) and kashes out with his rapier.
acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9attack: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 51d6 ⇒ 3

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Tata moves into the room, sliding past Darnellius and the furniture to get a better look at the groups foes. He pulls a ball of sticky ectoplasm out of the air with a flick of his wrist and throws it at the green beetle.
Ranged Touch Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Ectoplasm sticks around for?: 1d3 ⇒ 2

GM Nowruz |

Tata and Uri both miss with their ranged attacks.
Jin's attack is so precise that the first beetle is instantly killed and after a loud *poouffff* sound the beetle disappears.
Darnellius tries to be acrobatic but he is risking an attack of opportunity but the beetle misses and seconds later he is able to pierce the beetle and this one also vanishes.
AoO Melee bite: 1d20 + 1 ⇒ (11) + 1 = 121d4 + 1 ⇒ (1) + 1 = 2
The green beetle steps forward and now tries to attack Jin and although he is trying to parry he cannot prevent the beetle from biting his leg.
Melee bite: 1d20 + 1 ⇒ (19) + 1 = 201d4 + 1 ⇒ (2) + 1 = 3
You are all up!
Round 1
3. Willow, Akaash -> GO
Round 2
1. Jin, Tata, Darnellius, Uri -> GO
2. Beetles

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Willow steps to just within range and lashes out with her scorpion whip, eyes flashing.
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
but her face falls when the whip catches the doorframe

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Jinny's dodge is not fast enough as the remaining beetle bites her leg. She responds with a fierce rapier thrust.
Rapier: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
HP 15/18, Panache 3/4

GM Nowruz |

After destroying the very weak beetles you move in and peek into the main entry hall.
D1. Living Room
While examining the room you notice 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.
The set of stairs at the northern edge of the chamber leads to an unused basement filled with stacked newspapers.
The second set of stairs leads up to an unfinished second floor that is completely empty.
You only peek into the meeting room.
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 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.
You have the feeling that perfect condition of the room and the systematic, orderly fashion in which everything is kept, looks very much like the doing of an unseen servant spell.
The way these gnomes are reacting reminds you very much of the spell programmed image.
Two separate checks.

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Spellcraft 1: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft 2: 1d20 + 7 ⇒ (15) + 7 = 22
"Agreed. It also seems that our friend Fimbrick has filled his house with programmed images. I would guess that he wanted people to think he was home. Either he set up his triggers strangely or the spells are failing, as I don't think he would set them up for people to
see more than one going at a time. I'm guessing that the unseen servant is permanent. With the number of newspapers and the amount of dust it's not probable that he's here and casting spells daily."
Willow takes another look around.
"We should try to see if he left any information about our current mystery. I say let's start in the meeting room, that seems like the most likely place for notes...and it has comfortable seating for all of us as we look around."

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Jinny pokes around the meeting room.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

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Willow follows Jinny into the meeting room and looks around
Perception: 1d20 ⇒ 8
we are kicking ass on these perception rolls lol

GM Nowruz |

I assume you take your time and look through the house thoroughly ... ;-)
During an examination of the table in the southwest corner you 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

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"OK, it's off to the wall of names to look for this Doulgonlir Caskmail, and we've got the coin telling us to "look behind the nameplate of the requested aspirant" and a password." Should be pretty easy to figure out.

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The game is afoot, then!
Jinny has no idea what that means, but she heard someone dashing say it once and liked the way it sounds.

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How is a game a foot? Who plays games with feet? I'm so confused.

GM Nowruz |

You align on the next steps and choose to visit the Wall of Names. You arrive at the Grand Lodge shortly after that.
Created in 4330 ar, the Wall of Names resides on the grounds of the Grand Lodge. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades.
Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how she died.

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Willow looks for the name Doulgonlir Caskmail on the wall. If she finds it, she looks for any way to move the nameplate to see what is behind it (as the message said).
Perception: 1d20 ⇒ 12
"The message in that Pathfinder's Coin referred to Doulgonlir as an "aspirant" ... if this wall celebrates all of the Pathfinders who have passed, that's an odd term to use. These people were active Pathfinders, not aspiring to be Pathfinders."
Knowledge History: 1d20 + 4 ⇒ (17) + 4 = 21 to see if I know anything about Doulgonlir.

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Akaash also looks for Doulgonlir Caskmail's name on the wall. "Yes, the phrase is odd ..." He considers whether the phrase means anything to him as he searches along the names on the wall.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge(history): 1d20 + 7 ⇒ (12) + 7 = 19

GM Nowruz |

Akaash and Darnellius have unbelievably keen eyes as they are able to find the names you were looking for.
Doulgonlir Caskmail
Deceased 4332 ar
Sought the jade idol of ten thousand faces. Now but another sacrifice to the charau-ka of the Mwangi.
* * *
Hollis 'Evil Grin' Thorne
Deceased 4331 ar
Respectfully resigned after losing a friend. Lost to a life among the fish and bountiful sea.
* * *
Karina Clamp
Deceased 4330 ar
Survived the horrors of Nemret Noktoria. Returned to rot from the inside.

GM Nowruz |

Akaash's historical knowledge is very good.
Akaash, you believe that portions of each inscription refer to failed aspirants.
You also know that the Shrine of the Failed could have a connection to these phrases.
The Shrine of the Failed is a hall of monuments in Absalom's Ascendant Court to those who have failed the Test of the Starstone. It was founded centuries ago, and routinely expanded since by the families of the fallen and other residents of Absalom.
The shrine consists of a series of stone rooms holding shrines that are as elaborate as the caretakers can manage, but are usually no more than a few personal items of the deceased. The shrine's caretakers wear black mourning robes, but claim no divine calling, holy texts, or philosophy.
Most visitors view it as a novelty and leave quickly, but there are occasionally devout worshipers who believe that one of the failed is a god who is merely quiescent.

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Good eyes, you two. What do you think the word "Wiffle" has to do with this?

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It was said to be a "password" ... I assume once we get to whatever is behind the nameplate the coin mentioned that we'll know what to do with it. Doesn't seem to be much more here, should we proceed to the Shrine of the Failed?

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Akaash spends some moments examining the Caskmail name on the wall, as well as the others, to be sure there are no secret doors or compartments near them.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Assuming I find nothing here ...
Finally, he nods. "Yes, on to the Shrine of the Failed, then."

GM Nowruz |

You decide to visit the Shrine of the Failed.
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.
* * * * * * *
E1. Antechamber
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 columns here provide cover to creatures hiding behind them.
E2a–E2g. Altars of Failed Supplicants
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.
* * * * * * *
As you enter the Antechamber you notice that it is quite empty. Three acolytes that are walking by are talking with great urgency.
"Oh dear, I had already heard about Sir Reinhart when I was in the Wounded Wisp, but as I entered the Shrine earlier today I saw Sir Reinhart, a Mendevian crusader, preparing himself. I tell you ... he is intent on becoming a god, and wants to attempt the Test of the Starstone."
The other acolyte looks flabbergasted "Oh dear, I can already imagine the story being told tomorrow 'As the valiant — and utterly doomed—knight prepared to charge his steed across the chasm outside Starstone Cathedral, the inevitable happened ...'"
You do not know what will happen but this occurrence has obviously led to you having almost unrestricted access to the Shrine of the Failed. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s potentially ill-fated attempt.

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Added us all to the map.
Well done, Uri. I don't know how you do it.
Jinny follows the intrepid psychic, watching expectantly. She glances around to make sure no strangers are eavesdropping.
Is this where we're supposed to say "Wiffle"?

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"There was mention of looking behind the Caskmail nameplate and then knowing what to do with the password. Let's check it out."
Willow looks at the Caskmail nameplate carefully, to see if it will slide or open or anything.
Perception: 1d20 ⇒ 6
Based on that roll, she probably doesn't even know what side of the nameplate is facing her let alone how to manipulate it

GM Nowruz |

Willow starts searching and she finds the plate with the name Doulgonlir Caskmail.
Due to the fact that Uri joins the search he also sees that something is off with the name plate of Doulgonlir Caskmail.
You look at the name plate again and see that it can be slid aside.
Behind the name plate you all see a miniature chalkboard and a thin piece of chalk.