
GM Nowruz |

As soon as Niocholu opens 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.
* * *
Initiative
Ini(Uoralveren): 1d20 + 5 ⇒ (19) + 5 = 24
Ini(Renart): 1d20 + 3 ⇒ (5) + 3 = 8
Ini(MrBadger): 1d20 + 3 ⇒ (12) + 3 = 15
Ini(Malkor): 1d20 ⇒ 19
Ini(Valentin): 1d20 + 2 ⇒ (18) + 2 = 20
Ini(Niocholu): 1d20 + 1 ⇒ (12) + 1 = 13
Magellia): 1d20 + 4 ⇒ (10) + 4 = 14
bugs): 1d20 + 0 ⇒ (6) + 0 = 6
* * *
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).
* * *
Round 1
1. All PCs -> GO!
2. Beetles

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"Watch out! Giant beetles!". He thinks to himself: they look so much like giant spiders... On edge, Uoralveren starts to sing to calm his nerves. An old trick his mother taught him.
Standard action to activate Inspired Devotion. Move action to draw weapon.
All allies +1 competence bonus on attack rolls and a +1 morale bonus on saving throws. Allies can chose to accept on a round by round basis.

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"That is some strength in your arm." Malkor remarks as he is about to enter, only to surprised by the beetles!
"Bigger targets, finally!" he says drawing his blade to strike, then entering a bloodrage.
Move: Draw Weapon. Free: Bloodrage. Standard: Attack @ Green.
Greatsword (With Bloodrage and Inspired Rage): 1d20 + 6 + 1 + 1 ⇒ (5) + 6 + 1 + 1 = 13
Damage (With Bloodrage): 2d6 + 6 + 1 ⇒ (3, 1) + 6 + 1 = 11
He hefts up the greatsword and attempts to slam it down on the green beetle.

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Planes: 1d20 - 1 ⇒ (12) - 1 = 11
"Finally, something I can grab! Don't know much about them, though their shell will probably break if I squeeze hard enough!"
Renart + Mr. Badger will enter the room next to yellow.
Mr. Badger will rage and attempt to bite yellow.
Bite: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 2 ⇒ (4) + 2 = 6
Renart will attempt to grapple yellow.
CMB: 1d20 + 4 ⇒ (14) + 4 = 18 Thanks for the 'fanfare'!"

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"Bah! Beetles!? Where gnome?!" Niocholu cries, his frustration going ride to anger.
He swings his pick at the nearest foe.
Melee (miner’s pick), rage, power attack) v. yellow: 1d20 + 7 + 2 - 1 ⇒ (14) + 7 + 2 - 1 = 22
Damage (P): 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12

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Valentin brandishes his greatsword and swings for the last vermin on the left.
Greatsword: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
He grunts in annoyance, ”Gods’ sake. I’m used to fighting all sorts of vermin but never literal vermin.”

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Uoralveren keeps singing. "... og við berjumst við risa köngulærna..."
Inspire Devotion: +1 competence bonus on attack rolls and a +1 morale bonus on saving throws.
Then the skald will step in. The giant beetle is still putting him on edge. But he'll swing his spear.
Elven branced spear: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

GM Nowruz |

After you disable the last beetle, 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 |

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

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"That was a little better. Actually got to swing a weapon and see what everyone is capable of...time to figure out what this annoying little gnome is up to." he says as the final bug is dispatched, breathing heavily for a moment as his rage subsides.
Walking into the living room, Malkor grows more frustrated seeing the illusions interacting with them.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
"What a mess of newspapers...some of these are from years ago. Rather than move the more recent ones into the basement they are stacked up by the door. How long can an illusion last on its own?" he says waving his hands through the reading Fimbrik.
When they find the letter, his growl turns to a roar, "And the trail leads away again!"
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
He storms off to calm down but notices a two potions sitting on a windowsill, covered in a bit of dust. Picking them up, he brings them back to the group.
"Can anyone identify these liquids? Fimbrik doesn't need them but I don't want risk being turned into a rabbit or whatever this gnome would be keeping around in potion form." he asks.

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"Can anyone identify these liquids? Fimbrik doesn't need them but I don't want risk being turned into a rabbit or whatever this gnome would be keeping around in potion form." he asks.
'
"Maybe for the perhaps." Niocholu responds, before sampling a bit of each vial.
Perception to identify potion: 1d20 + 5 ⇒ (5) + 5 = 10
Perception to identify potion: 1d20 + 5 ⇒ (17) + 5 = 22
"First one, taste funny. Second one, Niocholu know." he announces, before sharing what he has ascertained. He then suggests, "To Wall of Names, gnome said to go. Let us to that direction be goink."

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Valentin stows his sword and kicks away the carcass of the dead beetle at his feet. ”Well, I cant say I’m surprised. This has been a goose chase to say the least. Next time brother, I pick the quests we undergo.”
He grimaces slightly as Niocholu tastes each vial, ”I suppose they’re yours now. Let’s get on with this wall of names then.”

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.
WALL OF NAMES
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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"Did any of you see the name Fimbrik left? He mentioned a Pathfinder that we should search for.". Uoralveren examines the note for a name. "Perhaps he forgot it or it vanished."
"Regardless, Eylysia mentioned three names. Doulgonlir Caskmail, Mollis 'Evil Grin' Thorne, and Karina Clamp. Maybe we should split up and find these Pathfinders?". Uoralveren suggest, looking at the others. He starts looking for the first name on the list - Doulgonlir Caskmail.

GM Nowruz |

Perception
Perc(Uoralveren): 1d20 + 6 ⇒ (10) + 6 = 16
Perc(Renart): 1d20 + 0 ⇒ (5) + 0 = 5
Perc(MrBadger): 1d20 + 5 ⇒ (6) + 5 = 11
Perc(Malkor): 1d20 + 5 ⇒ (1) + 5 = 6
Perc(Valentin): 1d20 + 6 ⇒ (7) + 6 = 13
Niocholu): 1d20 + 5 ⇒ (10) + 5 = 15
Magellia): 1d20 + 7 ⇒ (11) + 7 = 18
Magellia, you have keen eyes and 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.
---
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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”Here are the names we are looking for. I do not know what the clue is. The three died in consecutive years. I see no other link.”

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Knowledge (local): 1d20 + 5 ⇒ (15) + 5 = 20
"Portions of each inscription seem to refer to failed aspirants.
The Shrine of the Failed could have a connection to these phrases."
Even though he's relatively new to Absalom and the greater world, he's been trying to experience as much as he can. He's stopped by the Shtine of the Failed very briefly. From his recollection, it's a hall of monuments in Absalom's Ascendant Court to those who have failed the Test of the Starstone. The guide had explained it was founded centuries ago, and routinely expanded since by the families of the fallen and other residents of Absalom.
Uoralveren remembers 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.
The caretakers explained that 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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What is the name with Fimbrik's letter?
"A pile of riddles, fake Pathfinders and failed aspirants. What of this other name Fimbrik supposedly left and this wiffle. Then there is that odd coin...perhaps we can find someone that knows what it is?" he says working through what they have so far.

GM Nowruz |

Perception
Perc(Uoralveren): 1d20 + 6 ⇒ (1) + 6 = 7
Perc(Renart): 1d20 + 0 ⇒ (13) + 0 = 13
Perc(MrBadger): 1d20 + 5 ⇒ (7) + 5 = 12
Perc(Malkor): 1d20 + 5 ⇒ (12) + 5 = 17
Perc(Valentin): 1d20 + 6 ⇒ (11) + 6 = 17
Niocholu): 1d20 + 5 ⇒ (1) + 5 = 6
Magellia): 1d20 + 7 ⇒ (5) + 7 = 12
Malkor and Valentin suddenly see Janira walking towards the wall of names.

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Forgot Uoralveren took Detect Magic. Though he doesn't have Spellcraft so can't ID the coin if it's magical.

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We were puzzling over why the coin would be there, no detect magic, then moved on to Fimbrik's where I think we were supposed to have a name given with the letter to narrow down what to look for on this wall.

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Magellia is usually quick on the detect magic I just missed that bit. This game is moving fast than I am used to. I'm loving it though.

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"You remembered what the coin is, Megellia. Good...we are getting closer...now we just need a Wayfinder. And here comes one now." Malkor says taking the coin from Magellia.
He stomps over to the halfling, "Janira from the Wounded Wisp. It seems our mission has us needed to use a Wayfinder. My brother and I, well, we don't have one yet. This mission has us running around the city." he asks as politely as possible, as he holds up the coin.

GM Nowruz |

Janira looks at your coin and is a little puzzled "I do not know whether I completely understand what you are trying to do but I can take a look at the coin ... hmmm ... looks old and potentially magical. Let me cast 'detect magic'."
spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22
"Oh wow! You found something interesting here! "
Janira is quite delighted. "I am sure you do not mind using my wayfinder to check the message?!" she says with a sly smile.
* * *
She lets the coin hover above her wayfinder and suddenly you all hear a male voice speaking:
"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."

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"Janira, always good for seeink." Niocholu shouts with appreciation. "Help from you is always good for havink.""
"So, now all there is for the to do is see if scrawlinks on Shrine of Not Succeed are same as scrawlinks on Wall of Names, yes?" suggests Niocholu.

GM Nowruz |

Janira smiles.
”Good luck with your investigation!!“ she says and waves goodbye.
—
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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Though not much of a reader, Niocholu has relatively sharp-eyes and looks for "scrawlings" similar to those of the names pointed out at the Wall of Names.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

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Listening to the acolytes, he starts to think: "This Sir Reinhart? He'll be in here soon. It's near impossible to become a god.". Feeling a little claustrophobic going into this chamber, Uoralveren will start whistling a tune.
As the group wanders around, the elf will keep a keen eye out on the names.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

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"That fool throws his life away, hoping for a miracle. We can find benefit in the poor decision, at least." Malkor says searching the tombs for one matching the three from the wall.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21

GM Nowruz |

After Malkor calls, the group starts to check the area where the names are.
Perception
Perc(Uoralveren): 1d20 + 6 ⇒ (15) + 6 = 21
Perc(Renart): 1d20 + 0 ⇒ (4) + 0 = 4
Perc(MrBadger): 1d20 + 5 ⇒ (5) + 5 = 10
Perc(Malkor): 1d20 + 5 ⇒ (1) + 5 = 6
Perc(Valentin): 1d20 + 6 ⇒ (9) + 6 = 15
Niocholu): 1d20 + 5 ⇒ (3) + 5 = 8
Magellia): 1d20 + 7 ⇒ (10) + 7 = 17
Uoralveren starts searching and through great observation also discovers a secret door hidden by an illusion against the room’s west wall, though you can’t see any means to unseal the door.
Due to the fact that Magellia joins the search you also see 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.

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Uoralveren searches the western wall. "Hey guys, there's a secret door over here. Illusion magic too. Can't find a way to open it though."
When Magellia slides the name plate of Doulgonlir Caskmail and finds the chalkboard, Uoralveren will call out: "Didn't Fimrbik tell us a password? Waffle, was it? Maybe write that."

GM Nowruz |

E3. Cavern
The cavern beyond the secret door is made of stone. Although the cavern has the aesthetic of a natural cave.
You recognize the walls are not natural; rather, someone cleared this area using the stone shape spells.
This cavern is dark but there is some illumination coming from further ahead.

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Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
”These walls are not natural. Someone has shaped this cavern to their will with the stoneshape spell.”
Magellia draws her rapier as she moves slowly towards the light.
Who knows what we will find behind a hidden door when a mere cellar had hundreds of vicious bats.

GM Nowruz |

You walk forward.
E4. Repository
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 magical luminescence that brightens the small room.
Please position yourself on the map.

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"Surprising they could have created a hideout in such a popular place, perhaps we won't be set upon by bats as we collect these papers." he says checking over the papers and holding up the gem.

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Valentin swoops in and snatches the gem out of Malkor’s hand and holds it up, ”Well well well.... what have we here. I will inspect this, brother. You-“, he flaps his hand at the papers Malkor is holding, ”You look over those. I think this will do nicely for my collection of trinkets.”
With a devilish grin, Valentin casts detect magic on the gem before pocketing it surreptitiously.

GM Nowruz |

The gem on the desk is a cut alexandrite worth 550 gp.
You all start searching and looking around.
The paperwork on the desk is a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.
Although it is clear to you that this collection is very important, you have a hard time understanding the documents as they are mostly encrypted.
You would assume that the discovery requires several weeks of careful study by researchers at the Grand Lodge.

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"Perhaps we should take this back to Dreng. I don't know anyone who speaks Azlanti. He might know someone who can decipher this."
Uoralveren will start to organize the papers and put them in his pack. He'll be very careful - does not want to damage them.
"Perhaps there is a secret cabinet or something. A secret within a secret within a secret."
Uoralveren will examine the desk, searching for anything that's hidden.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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Niocholu also searches.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11