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Aura will take a moment to examine each altar in earnest, looking for hidden compartments or other things of that nature.
Going to take 20 at each altar, starting with the Muted God, then Oggo, and finally Zimpar. That will give me a 27, or 28 vs. traps.

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James smiles at the three people they are interested, "It looks like down was the right way. I wonder what clues are here."
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

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"So these are those who attempted and failed to attain divinity? Seems interesting to honor them so but I can understand.
He will look around each shrine, [i]"Maybe something got left behind?"{/i]
perception: 1d20 + 2 ⇒ (13) + 2 = 15 1st shrine
perception: 1d20 + 2 ⇒ (13) + 2 = 15 2nd Shrine
perception: 1d20 + 2 ⇒ (18) + 2 = 20 3rd Shrine

GM Fez |

Backseat or not, it'll be difficult to progress without at least one other piece of the puzzle available.
Fethril spots a fair bit of illusion magic, a strong aura, in the western wall of the alcove that The Muted God resides in. Aura, similarly, finds that the brass nameplate at this altar moves to the side, revealing a miniature chalkboard and a thin piece of chalk.
James: 1d20 + 1 ⇒ (6) + 1 = 7
Aura: 1d20 + 2 ⇒ (11) + 2 = 13
Feth: 1d20 + 5 ⇒ (13) + 5 = 18
Kel: 1d20 + 1 ⇒ (8) + 1 = 9
Fro: 1d20 + 2 ⇒ (12) + 2 = 14

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"Perhaps the underlined passages from the nameplates we saw earlier hold a clue?"
Does the illusion magic seem to be hiding something or adding to the atmosphere of the displays?

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Casts detect magic on the chalkboard spellcraft: 1d20 + 12 ⇒ (17) + 12 = 29
only plus 10 on anything that is not at identify stuff

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Sabert wanders around the room, thinking about the puzzle as the others try to figure out the hidden door and the chalk board. Finally, he turns to the others with a suggestion. "You know, it occurs to me that there still remains one person alive who was involved with this situation in the beginning.. What do you think about talking to that gnome Fimbrik? He may know what the trick to this is.."

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"I think your idea has merit Sabert. However, I would hate to leave without exhausting all the possibilities here."
With that, the cleric takes the chalkboard and writes down the underlined passages from the nameplates and holds them to the door.
I mean, it can't hurt, right? apologies if this explodes or something.

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"I think you are on the right track Fethril but I suspect the command word to be written would be something this Fimbrick would know. There are those who have a knack for blindly activating such things but I do not have that skill"
Given my earlier spellcraft check I think a little metagame knowledge is allowed. it will require, even if the gm allows, a very good Use magic device roll to be able to skip the trip to Fimbriks

GM Fez |

Fromagalli's spell identifies a very particular form of Knock tied to the door and the chalkboard. Fethril's writings don't seem to do anything to open the door, and Kelris is unable to push it open.
Onto Fimbrik's!
A brick step leads to Fimbrik’s front entrance, which is locked with a rusty simple 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.

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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Fethril quickly grows impatient, huffs up to the door and pounds on it. "Come now gnome, answer your door. I can't imagine your social calendar has been so busy that you would refuse us. You must be lonely. Answer the door and talk to us of your golden days. Allow your tales act as tinder and flint so you may relight your soul. There cannot be some other reason you will not open this door. Unless something heavy has fallen on you. Has that happened? Grunt once for 'no', twice for 'yes' and thrice for 'other'." He listens with his ear to the door for a moment. Looking to the others as a though occurs to him, "Of course all of those options will not be available if he is not at home...or dead."
Turning back and knocking firmly once again, "I say gnome, are you dead in there? If so, have you left a note?"

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Sabert accompanies his companions to Fimbrik's, and as the others receive no answer at the door, he will begin to move about the outside of the house, seeing if he can peer through any windows or find another way in.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

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Perception Check: 1d20 + 7 ⇒ (20) + 7 = 27
Well, here goes a bad idea.
Listening at the door, Aura will say "I don't think anyone is here, and given the stack of mail, I assume he hasn't been here for a while. It might be faster to just break in and take what we need, as opposed to just waiting on him for...years, most likely."

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When Sabert sees the gnome, he begins tapping on the window and calls out "Hey! Fimbrik! Open up.. we need to talk to you!"
Diplomacy : 1d20 + 7 ⇒ (9) + 7 = 16
-Posted with Wayfinder

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Kelris will follow Sabert, "Best to go in pairs just in case." After Sabert raps on the glass and yells for the Gnome, Kelris will bang on the wall beside the glass with his mailed fist.
"Good Ser Gnome please allows us just a few moments of your time?"

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"I assume that some sort of magic is involved here, since I have never known a Gnome to fade and re appear like that before."
He will quickly move back to the front of the house, in hushed whispers "There is something up in this house, magic of some sort I am not sure what. I banged on the wall and the Gnome in the study faded out and re appeared."

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James looks in the other windows while the others are pounding to see if he can see anything else. "You guys keep working there and I'll see if he's in any of the other rooms."
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Fromagalli uses his arcane senses to try to determine what is going on
spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
"This Fimbrik is a powerful wizard I can make no sense of his magic"

GM Fez |

James follows the house to the right. Peeking into the next window he sees a sitting room filled with enough chairs, pillows and desks to accommodate at least six visitors. After several seconds Fimbrik enters the chamber and sits in the chair to read a newspaper. Any taps on the window or the wall results in him tipping his hat before continuing to read.
Continuing along the wall leads to the final chamber anyone can look into. A bed and desk are in this room and no sign of Fimbrik is around.

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Spellcraft: 1d20 + 1 ⇒ (11) + 1 = 12
"WOW!! DID YOU SEE THAT!?!?!" Sabert exclaims as the gnome fades out of and then back into view. He grabs Kelris by the shoulder in his excitement, face now pressed to the glass. "I have NO idea what is going on here, but we need to get in there and find out!! Come on.. Lets go back to the door!"
With this, he kicks his heels up and returns to the others to find Aura already at work.

GM Fez |

Aura's initial attempt to crack the lock almost gets it before a tumbler slips off her tool. Given a few more seconds she is easily able to open it Assuming Take 10 for 18 to auto-complete.
The door creaks open on rusty hingest to reveal a large sofa that 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 of the chamber leads downward and another set leads up to a large empty room.
Aura: 1d20 + 7 ⇒ (18) + 7 = 25
Fro: 1d20 + 2 ⇒ (9) + 2 = 11
James: 1d20 + 5 ⇒ (5) + 5 = 10
Feth: 1d20 + 6 ⇒ (17) + 6 = 23
Kel: 1d20 + 5 ⇒ (12) + 5 = 17
Aura, Fethril, and Kelris notice that despite the lack of dust, no one has been living here for years. The carpet and sofa show virtually no wear, and there are several spells that would keep a place tidy while someone is away.
Who's searching where? There is 1) Living Room 2) Study 3) Sitting Room 4) Bedroom to search through.

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Kelris will look at the other two, shrug his shoulders and head towards the sitting room, as he does he notices James looking through a window. He will motion his head back towards the front door and start looking for anything of use.
perception: 1d20 + 2 ⇒ (11) + 2 = 13

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James walks into the living room and give is a good looking over. "Comfy couch"
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

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Sabert rushes into the house once it is unlocked, and quickly turns the corner into the kitchen, the last place he saw the gnome.

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Fromagalli warily casts detect magic in the first room "we are in a wizards abode it would be foolish not to expect magic"

GM Fez |

As everyone settles in to begin their search there is a loud CRACK and the distinctive smell of ozone as three large beetles pop into existence, one by the stairs, the others flanking the couch.
Sabert: 1d20 + 6 ⇒ (10) + 6 = 16
James: 1d20 + 4 ⇒ (17) + 4 = 21
Aura: 1d20 + 5 ⇒ (12) + 5 = 17
Feth: 1d20 + 3 ⇒ (8) + 3 = 11
Kel: 1d20 + 5 ⇒ (8) + 5 = 13
Beetles: 1d20 ⇒ 20
Order 1st Round
James
Beetles
Aura, Sabert, Kel, Fro, Feth

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Sames says one thing as the beetles appear, "Magic!". He then attacks the closest one by the couch.
Scythe: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12

GM Fez |

Sorry guys, Google docs didn't want to save yesterday, will get this rolling again now.
The beetles rush and attack the targets closest to them.
Bite James: 1d20 + 1 ⇒ (12) + 1 = 13
Bite Fro: 1d20 + 1 ⇒ (10) + 1 = 11
Bite Kel: 1d20 + 1 ⇒ (8) + 1 = 9
Damage Fro: 1d4 ⇒ 2
Only the beetle trying to chew on Fromagalli manages to connect, though the bite is not as bad as it could be.
Order 1st Round
James
Beetles
Aura, Sabert, Kel, Fro, Feth

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Kelris will dodge back as the beetle goes to bite him, "Where did these things come from?"
when it is his turn he will swing
Halberd: 1d20 + 4 ⇒ (12) + 4 = 161d10 + 4 ⇒ (9) + 4 = 13
"I assume they are not friendly"

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Fethril draws his sword and calls upon the power of Nethis to launch the blade at the closest creature.
1d20 + 4 ⇒ (18) + 4 = 22 Hand of the Acoloyte damage: 1d8 + 1 ⇒ (3) + 1 = 4 <--Includes PointBlank Shot

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knowledge nature: 1d20 + 9 ⇒ (18) + 9 = 27 "These are beetles like most vermin immune to magical colour bursts we will need to stab them" and with that Fromagalli draws his rapier and attempts to do just that
rapier stab: 1d20 ⇒ 19
rapier confirm: 1d20 ⇒ 18
rapier damage: 1d6 - 1 ⇒ (5) - 1 = 4
crit rapier damage: 4 + 1d6 ⇒ 4 + (4) = 8
"Touche!" he cries maintaining his duelists stance
+1AC when adjacent to just one opponent. On crits I believe you multiply bonuses but not penalties hence not added -1 again on the confirm damage

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"I leave them alone for like 2 minutes, and the screaming starts..." mutters Aura as she makes her way into the main room. "Now what is all the shout...oh." says Aura as she moves into the main room and then draws out a dagger I can't wait for 2nd level so I can move and draw.

GM Fez |

Kelris, Fethril, and Fromagalli all defeat their particular beetles with ease. Now that the excitement is over everyone is able to search their rooms more thoroughly.
While most rooms turn up nothing Kelris finds a note and two potions, helpfully labelled cure moderate wounds and lesser restoration. The name attached to the note is Karina Clamp.