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"Wiffle, very intersting password"
After discovering all this Kelris will head back to the front room and explain what he found and the password, he will also state he found 2 different potions. Kelris will keep the cure Mod wounds if no one else objects and the Lesser Restoration can go to someone else.

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"We got what we came for. Should we head back to the shrine now?" James asks as Kelris makes his announcement.

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K. Local about Karina Clamp: 1d20 + 6 ⇒ (19) + 6 = 25
"Well! That was exciting!" mumbles Sabert as he arrives late to the party. Turning to Kelris, he asks to see the note for himself.
"Hmm.. Well.."
Insert info from GM Re: Karina here
"If you like, I can hold that potion until one of you needs it."

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"I don't really need it. If you wanna hang onto it Sabert, knock yourself out." Aura pauses, and then adds "and yes, James is right. We should head back to the shrine and then using the chalkboard to unlock the secret door."

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"I am greviously injured by that bug. I'll take that" Fro takes the cure moderate wounds potion and drinks it. "What? Oh take this Sabert and use it should need arise but apparently it is the way among pathfinders to take the healing you find and use that first" and with that Fromagalli hands Sabert his healing wand

GM Fez |

Karina Clamp is just one of the three names Eylysia has falsely added to the Wall of Names.
Heading back now
You arrive back at the Shrine of the Failed to learn the upper levels have all been closed off as everyone has gone to see Sir Reinhardt's attempt at the Test of the Starstone. Heading downstairs and straight to the Muted God's shrine you are easily able to slide the nameplate aside and scribble the word Wiffle onto the chalkboard. With a soapy POP the wall to the west disappears and the door it was concealing opens.
The revealed cavern is very dim, though there is a light leading to a room at the end of it.
You make your way back to the chamber the cavern terminates in. Several desks are arranged along the northern and eastern edges of this small stone alcove. 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.
The paperwork on the desk is written in a strange dialect, though they look old enough to be Eyloysia's notes that were never given to the Society.

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Kelris will drop his pack and rummage around inside of it. Pulling out a torch and lighting it, then hefting his pack back up. Holding the torch up high in his left hand Halberd mid shaft in his right.
"I guess this is the way we are to go. Looks to me like someone made these walls with a spell, I guess we should be clear with everyone else upstairs hoping Sir Reinhardt will make it though. Anyone know what he represents?" With that he will start forward a bit, letting the others line up how they want.

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Fethril is drawn to the gem.
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
"The Song of Nethys is strong here. I believe we should take this gem. The magic upon it is stronger than it seems.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18 <-- To notice any traps linked to the gem.
The cleric takes the gem off the desk and offers a prayer of thanks to his god.

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"Okay, give me a moment to check for traps before anyone touches anything."
Perception on the alcove: 1d20 + 8 ⇒ (18) + 8 = 26
Perception on the desk: 1d20 + 8 ⇒ (1) + 8 = 9
Perception on the gem: 1d20 + 8 ⇒ (6) + 8 = 14

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I assume we are all in the back of the tunnel on the third map? Under the title?
Sabert accepts the wand from Fro, and follows the group back to the tomb. He stands is awe as the password opens the secret chamber, then jumps into action when Aura tells of hearing visitors. He draws his crossbow, and drops in a bolt. He looks to his companions motions his readiness.

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"Let me take the lead in case we run into trouble. It can break like a wave upon me." James says as he prepares for whatever is coming.

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Kelris will dose his torch and set it down quietly, reading his Halberd in both hands not sure what to expect from the little info Aura gave.

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Fromagalli will cast Mage armour on himself before this combat starts

GM Fez |

1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (15) + 3 = 18
Your group troops out of the caverns and back into the main foyer with Aura slipping ahead and behind cover before another group rushes down the stairs.
"Quick, grab the objects, we need some of them to make the prophecy true! Hey, who are they? They're not supposed to be here! Kill them!"
Offense 2: 1d3 ⇒ 3
Support: 1d3 ⇒ 1
Healing: 1d2 ⇒ 2
Aura: 1d20 + 5 ⇒ (12) + 5 = 17
Kel: 1d20 + 5 ⇒ (8) + 5 = 13
James: 1d20 + 4 ⇒ (4) + 4 = 8
Sab: 1d20 + 6 ⇒ (4) + 6 = 10
Feth: 1d20 + 3 ⇒ (1) + 3 = 4
Swordsman: 1d20 + 5 ⇒ (15) + 5 = 20
Slicer and Archer: 1d20 + 3 ⇒ (19) + 3 = 22
Touched: 1d20 + 2 ⇒ (14) + 2 = 16
The human wearing the shiny gold pauldron and holding a longsword rushes out to meet you, crying out, "Come taste my steel non-believers!"
The Halfling in the mask and hood pulls out a potion and quickly quaffs it before slipping his mask back up his face.
The elf with the bow says nothing, just hustles to a new position just behind the swordsman and opens fire on Kelris.
Arrow Incoming!: 1d20 + 4 ⇒ (2) + 4 = 6
The arrow clatters at Kelris' foot and skids across the rest of the atrium to end in another display.
Order 1st Round
Slicer, Archer, Swordsman
Aura
Touched
Kel, Fro, Sab, James, Feth

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Aura will wait for one of them to come closer before striking while slipping another dagger out of her belt sheath.
Readying a ranged attack on the first one of them who doesn't seem to see me yet and gets within 20'.
Readied ranged attack (Ideally vs. Flat-footed AC): 1d20 + 2 ⇒ (11) + 2 = 13
Damage Roll: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Attack: 1d6 ⇒ 4

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Kelris will intercede the Golden Pauldrons wearing man. His Halberd lashing out at the man. "I don't know you people are but you will not find us so easy to dispatch."
Halberd: 1d20 + 4 ⇒ (18) + 4 = 221d10 + 4 ⇒ (7) + 4 = 11

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James steps forward and attacks the halfing or swords man whichever he can get to. "It's not nice to just rush in and start attacking people you don't know! It might get you killed!"
Scythe: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10

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Religion: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Eyeing the man in the robes, the cleric announces, "I know not what god you worship, but you will his power lacking compared to the divinity of the All-Seeing Eye."
Cast Bless then move 30'.

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Fromagalli draws his rapier and advances forward
spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14
"That is a most strange spell you have there. I will be most interested to see what it actaully does"

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Sorry about the delay. I was traveling with the wife tues and wed for Dr. appts.
Sabert once again lifts his clarion voice up in song, striving to help bolster the hearts and hands of his companions. He sings of long ago victories and great triumphs.. essentially the Chronicles made into song.
+1/+1 for attack/dmg, +1 vs charm and fear effects.
Sabert strides confidently into the room, cross bow at the ready.

GM Fez |

Kelris and James cut down the swordsman without issue. The archer rushes around to attempt a better shot and the Halfling moves before the person in the robes to protect them.
Arrow at Kel: 1d20 + 4 + 2 + 1 + 1 ⇒ (13) + 4 + 2 + 1 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Halfling Rapier at James: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
The arrow takes Kelris in the side, and though it doesn't have much power behind it, it is aimed in such a way to make him hurt.
The Halfling is unable to score on James at all.
Order 1st Round
Slicer, Archer, Swordsman
Aura
Touched
Kel, Fro, Sab, James, Feth

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Aura will throw her dagger at the enemy who foolishly walked out into the middle of the pillars to face Fethril, then move into melee.
Attack Roll: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Roll: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak Attack: 1d6 ⇒ 6

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Can Kelris Charge the scroll bearer? Kelris will not provoke AoOs if possible.
If can charge: 1d20 + 6 ⇒ (4) + 6 = 101d10 + 4 ⇒ (8) + 4 = 12
If cannot charge, move towards archer: 1d20 + 4 ⇒ (5) + 4 = 91d10 + 4 ⇒ (7) + 4 = 11

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I cannot imagine the extra +2 from the charge would hit the archer. I always forget about the Map at the top.
Kelris Will charge the archer, missing his swing as he rushes in on the lowly thug.

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spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
"You have a most obscure casting style. Can you tell what this one is"
Moves around the pillar and chucks some coloured sand into the air and waves his rapier through the sand producing a scintillating light show ( aka casts Colour spray at the two? foes will save dc17 )
(The two below him)

GM Fez |

Kelris would still miss.
Slicer: 1d20 ⇒ 18
Touched: 1d20 + 2 ⇒ (2) + 2 = 4
Unconscious: 2d4 ⇒ (3, 2) = 5
Blinded: 1d4 ⇒ 1
The halfling's mask seems to catch the worst of the spray, but the person in robes collapses entirely, dropping everything they were holding.
Order 2nd Round
Slicer, Archer (-9)
Aura
Touched (unconscious)
Kel, Fro, Sab, James, Feth

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James says, "I warned you! as looks at the man fallen before him and then steps up to the masked man, "You're next!" He then attacks him.
Scythe: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Damage: 2d4 + 6 + 1 ⇒ (3, 1) + 6 + 1 = 11

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Now that his companions have been bolstered, Sabert turns his attentions to the enemy. he keeps his song going, but drops his crossbow to the floor. With his now free hands, and intertwining arcane words into his song, he casts a spell at the masked assassin in front of James.
Casting Hideous Laughter DC 14 Will save
Still +1/+1 Inspire courage.

GM Fez |

Will: 1d20 ⇒ 17
The masked halfling resists the magic Sabert attempts to place on him and nimbly dodges the incoming scythe blade from James. He retaliates with blade and a curse.
Stab!: 1d20 + 4 ⇒ (4) + 4 = 8
His cursing is more effective than his bladework amidst the dodging of scythe and spell. The archer decides to retreat outside of Kelris and Fethril's reach, pulling a potion from a pouch on his belt and quaffing it quickly.
1d8 + 1 ⇒ (4) + 1 = 5
Most of the man's wounds heal on the spot but he is still bloodied.
Order 3rd Round
Slicer, Archer (-4)
Aura
Touched (unconscious)
Kel, Fro, Sab, James, Feth

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Erm is the map up to date and how does the archer retreat when hes in a Fetheril and kelris flank sandwich
When it is his turn Fromagalli will move up to provide a flank on slicer for Aura
rapier attack: 1d20 + 2 ⇒ (18) + 2 = 20
rapier damage: 1d6 ⇒ 6
rapier crit confirm: 1d20 + 2 ⇒ (14) + 2 = 16
rapier crit total damage: 6 + 1d6 ⇒ 6 + (5) = 11
"HA you had the misfortune to run into the finest sword elf in Absalom"

GM Fez |

Huh, could've sworn something like that was possible. Ah, it was because I thought the halberd had reach. In any case the archer will step next to Fethril then and provoke an AoO when drinking the potion.
Aura's dagger and Fromagalli's blade skewer the Halfling, though some force deflects Fromagalli's blade just enough to avoid an artery. The Halfling drops just the same.
Order 3rd Round
Slicer -9, Archer -4/-9
Aura
Touched (unconscious)
(AoO Feth)
Kel, Fro, Sab, James, Feth

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Kelris still sore from the arrow he took to the gut, scowls at the archer allowing his hate to fill him.
Power Attack: 1d20 + 3 ⇒ (4) + 3 = 71d10 + 7 ⇒ (6) + 7 = 13

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James moves up next to the archer as he is the only one standing and attacks him. "I'll help you Fethril!"
Scythe: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10