
GM Nowruz |

I assume you continue searching.
D1. and D2.
While examining the living room (D1) 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.
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 but it is only an illusion.
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?!
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
Additionally, you find two long-forgotten potions sitting on the
northwest windowsill.
DC 16 Perception or Spellcraft with Detect Magic
Potion of cure moderate wounds
DC 16 Perception or Spellcraft with Detect Magic
Potion of lesser restoration

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Perception: 1d20 + 7 ⇒ (17) + 7 = 24
"Unbelievable! quite the treasure hunt he's leading us through! exciting isn't it? 'Wall of Name - Caskmail' seems to be our next step!" Maaldrek relates all the spoilers to the party
Perception, Potion 1: 1d20 + 7 ⇒ (12) + 7 = 19
Perception, Potion 2: 1d20 + 7 ⇒ (16) + 7 = 23
"A potion of healing and a potion of lesser restoration! interesting... since he appears to have been gone for decades, I'm guessing he won't need those anymore..." says Maaldrek, offering them to whoever wants to carry them before pocketing whichever the party don't see the need to carry themselves.

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Well, gnomes are known for there illusory magicks...it all makes sense
now... Cara says with a chuckle.
There might be more here that we can't see...perhaps he has something obscured with an illusion... she ponders aloud as she scans for any magical auras.

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"Ingenious plan...although does that make us criminals?"
"Old fella isn't responding, he might be having some kind of health crisis. Or a magical experiment gone wrong! It would be criminal not to check on the poor geezer and make sure he's okay..."

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Sleight of Hand: 1d20 + 8 ⇒ (14) + 8 = 22
Sleight of Hand: 1d20 + 8 ⇒ (1) + 8 = 9
"Here let my help you out Maaldrek, your pants don't have pockets anymore."
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
"Let's see what we need that password for!"

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"Here let my help you out Maaldrek, your pants don't have pockets anymore."
"THAT'S NOT A POCKET!"
perception: 1d20 + 6 ⇒ (16) + 6 = 22 But which one?: 1d2 ⇒ 1
After peeking in all the rooms Ierwin has a revelation. "Anyone notice this house 'as no fireplace, kitchen awr gahrderobe? it's liyyke a scribe designed this place rathah than an ahrchitect."

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Baldrum helps searching the room.
I think we were supposed to make three separate checks, so here they are:
Perception: 1d20 + 7 ⇒ (1) + 7 = 8 No.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17 Success!
Perception: 1d20 + 7 ⇒ (11) + 7 = 18 Success!
"I don't need any of these potions - yet. But it's good to have them."

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"Crickey, they actually place these newspaypers on yah doawrstep rathah than just toss them in the bloody flowah beds awr on yah roof? Absalom really is 'the city at the bloody cender of the bloody wawrld.'" Ierwin says of the pile of newprint.

GM Nowruz |

Well, gnomes are known for there illusory magicks...it all makes sense
now... Cara says with a chuckle.There might be more here that we can't see...perhaps he has something obscured with an illusion... she ponders aloud as she scans for any magical auras.
You find magical auras right behind the front door.
You used the windows to get in so that you did not open the double doors.

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"Is he hiding or is he in trouble or is it worse?" Illyndar says to the others. "I do not want to fear the worst for him..."

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Wait...I know what spell it is...I remember one of the brothers at the abbey showed us...I can do that spell...have to concentrate on it to recall it. You call forth animals and such...I don't recommend activating it... Cara says after her memory works. Let's carry on...

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"It's a summoning magic trap then? let's not step right into it shall we? everyone takes a step back please... how about we inspect all these rooms from top to bottom to ensure the old gnome did not... leave other Pathfinder Society items lying uselessly about..."

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"...well then, other than the furniture and whatever has been bolted down, I think we're done here. To the Wall of Names!" adds Maaldrek, backing out of the house through the same broken window.

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"...well then, other than the furniture and whatever has been bolted down, I think we're done here. To the Wall of Names!" adds Maaldrek, backing out of the house through the same broken window.
"Yeah I think I found everything worth anything, let's get outta here!"

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Baldrum stays away from the front door.
"I agree, let's move on."

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"I agree with your assessment. I guess we are leaving through the window...? I will need some time to get through it again. Not my best skill." Illyndar says as he takes his time getting out of the abode.

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After climbing through the window like someone who's done that more than a few times Arioch asks the party, "So now what? Go to the tomb or start looking for the names on that Wall? We have three from the notes in the cellar and then the one this geezer left us."

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Cara climbs out the window, and lands as graceful as a drunken ox.
They don't teach climbing through windows at the abbey... she says as she gets up and dusts herself off.
Now...as for our next step, I think we start with the wall...

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Wait...I know what spell it is...I remember one of the brothers at the abbey showed us...I can do that spell...have to concentrate on it to recall it. You call forth animals and such...I don't recommend activating it...
"Awww!" says Ierwin, disappointed.

GM Nowruz |

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.
See map.

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"While it is rather pretty and a beautiful way to ensure the fallen's names and deeds live on forever... it is rather sad it exists I do believe I have some family on the wall... if we have time I should like to see there names." Illyndar says.

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Yeah, yeah, it's so sad that everybody dies in the end...
Baldrum looks away from Illyndar and rolls his eyes at the elf.
"We need to focus on the mission first. Let's find 'Doulgonlir Caskmail', shall we?"
The monk does not wait for an answer and goes straight near the wall, searching for the name.
Perception Take 20: 20 + 7 = 27
Remember, you more or less asked for jerk-behavior... ;-)

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Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Arioch scans the wall for the other two names: Mollis 'Evil Grin' Thorne and Karina Clamp, hoping they aren't aliases.
I think that's the first time I've had consecutive rolls that weren't 3 or under...

GM Nowruz |

Arioch has unbelievably keen eyes as he is 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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The elf points to a name while the group is looking..."Here is Dalin Minebrow, the dwarf pathfinder whose beard was magically burnt off on a mission. While he was a great warrior, losing his beard did make him severely depressed especially with his kin .. although it is often hard to tell with dwarves. He finally found solace later in his life living with the elves in Kyonin who did not judge him over his lack of facial hair. I am told he looked better clean shaven...."

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[dice=kn. religion]1d20+4
Wow...this place has a sacred feel to it...but without a religious influence. Very interesting...Cara says and then relates what she knows about it.
open the spoiler...
"And nothing about Wiffle eh?"

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"You have a good eye to see the names we require in the multitude of the ones present."

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"Well, I still think we should have a look at the mausoleum of the stonemason Arkath..."

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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Illyndar has no clue who the man is or what he does but responds when the group is hailed by the caretaker. "Greetings good man. We simply wish to walk about and mean you no harm." Illyndar says and waits for the other more skilled of tongue members to continue the conversation.
for those who do celebrate it, happy turkey day

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Knowledge: Religion t: 1d20 + 4 ⇒ (11) + 4 = 15 Yay, made the DC! :-D
As soon as he spots the man, Baldrum quickly and quietly informs the party what he knows about him.
"Mid-ranking cleric of Asmodeus, sanctity of tombs is primary responsibility, some may have different motivations or goals."
You may open the knowledge (religion) spoiler.
Edit: Happy Thanksgiving, everyone!

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"Actually maybe you can help us. I wish to pay respect to ancient members of my extended family. Could you help us locate a few mausoleums and tombs? you do work here yes?"
Bluff: 1d20 + 11 ⇒ (8) + 11 = 19

GM Nowruz |

The Asmodean priest looks at Illyndar with a stern look.
"You mean me no harm?!? What is that supposed to mean??? Be happy that you are still standing here and have not been blown to bits by Asmodeus' might you folly!"
He looks down to you and steps uncomfortably close to Maaldrek.
"Do you want me to express my obviously superior thoughts or are you pi$$ing your pants and leaving! I am working here but you have no authority here!"
Need a diplomacy roll high enough or some other tactic.

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Aid Diplomacy: 1d20 - 3 ⇒ (19) - 3 = 16
Baldrum bows a little.
"I don't think it is forbidden to visit the tombs... or is it? What does it take to get your permission?"

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Maaldrek observes the man to assess what kind of work he's doing... maybe he had the priest pegged out wrong?
Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10
"You say you are working but I don't see a shovel in your hands. What kind of work do you DO actually, or do you just sit around hoping your supervisors won't notice you even exist?"
Maaldrek couldn't help himself. He had to take a poke at such a$$hole$ when he was fortunate enough to come across them. :)

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@GM: How far away are the city guards? Also if the NPC "steps uncomfortably close to Maaldrek", shouldn't his icon be moved to right in front or or next to Maaldrek's?

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[dice=Aid Diplomacy]1d20-3
Baldrum bows a little.
"I don't think it is forbidden to visit the tombs... or is it? What does it take to get your permission?"
Arioch has a +4 to Diplomacy but I hope someone else has better. Otherwise his first instinct is to shiv the Asmodean cleric. :)

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"Come on Cara. You're above that. Stand up for what you believe in and don't make excuses for this grave-digging slacker. He should be kneeling before nobility when he sees it, and offer help when requested by his betters," says Maaldrek, making sure the Asmodean priests sees his signet ring and various signs of wealth.