
![]() |

The tall elf frowns, ”If we had a valid association with Fimbrick and plenty of time to allow the process to play out, that would be good. But what we have, officially, is a letter with this address and our word. Considering our lack of ability to convince the cemetery guard of our intent, I question how good interaction with city guards would be. Perhaps a subtle entrance, quick search for the information we need and leave things as they are would be better?”
He adds, ”Yes, I am aware of the hypocrisy I speak of, since I just said breaking and entering was wrong. But we wouldn’t be breaking anything and… I feel our mission is necessitating some actions we wouldn’t normally consider.”

![]() |

Sorry, it seems to me that according to the PF1e stealth rules there should be only one roll. You do it once when you're hiding (to get the unobserved condition), and don't do it again until you're out of hiding (attack, end your turn without cover or concealment, etc.), or you are doing something fundamentally different (silently open the door for example), which, in GM's opinion, may require a separate check. That is, you don't need to do a stealth check every time you move.
Nal is approaching the cemetery prepared enough. His face expresses concentration, and in his backpack there is a silk rope tied with knots to make it easier to climb.
He approaches the fence, looks around that no one sees him now and throws a rope with a lasso, after which he climbs up the fence, pulls up the rope and throws it to the other, inner side. Then Nal carefully descends and silently moves towards the mausoleum.
Climb: 1d20 + 7 ⇒ (4) + 7 = 11 (knotted rope DC 5) | UPD I thought that if it is more difficult because of the peculiarity of the fence, I can take 10 btw
Do it silently (stealth): 1d20 + 13 ⇒ (17) + 13 = 30
Stealth to double move (blue line): 1d20 + 13 - 5 ⇒ (20) + 13 - 5 = 28 it is with a -5 penalty for full speed
The red line is a route through the fence and under the cover of another mausoleum. The blue line is an open area route that I hope to cover stealthily with a penalty of -5 in one round.
It will obviously take several rounds, I wrote ahead to speed up the process.

bluedove |

Paul takes the hint and discretely pulls out his tools and sets to work on the lock.
Paul Disable Device, take ten: 10 + 8 = 18
The lock makes a squawk of protest as Paul releases the tumbler and opens the creaking door. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. Against the far wall, there appear to be stairs proceeding both upward and down.
You see more newspapers stacked neatly near the door but the room is quite tidy otherwise. The wooden surfaces gleam with fresh polish, untainted by so much as a speck of dust.
Also, where is +13 coming from? Your last stealth post and sheet say +11...
1d20 + 3 - 7 ⇒ (8) + 3 - 7 = 4
1d20 + 3 - 7 ⇒ (6) + 3 - 7 = 2
1d20 + 3 - 10 ⇒ (6) + 3 - 10 = -1
1d20 + 3 - 10 ⇒ (8) + 3 - 10 = 1
Hadriana makes her rounds languidly and seems oblivious to Nal's presence as he takes cover behind a column near the door to Arkath's tomb.

![]() |

Perception: 1d20 + 14 ⇒ (13) + 14 = 27.
"Strange... the place appears clean enough, but still looks abandoned; the lack of wear on the carpet and sofa suggest no-one has been here in a long time..."
Perception: 1d20 + 14 ⇒ (9) + 14 = 23.
Before anyone can step into the room, Cashel calls for a halt.
"There is a magical trap underneath the sofa. Someone will need to disable that, unless we want to trigger it."

![]() |

I agree with this, but I don't really believe in actively looking watchman all night long without a good reason every shift. This is even more fantasy than an eight-hour nap every day .)) However, this particular watchman may have motives that I do not know about, so these are just thoughts out loud. Everything suits me .)
> Also, where is +13 coming from?
I'm sorry, I wrote from memory and confused it with another character. +11, of course.
Stealth: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11

![]() |

"Paul, wait. I can do even more than that."
Of course Cortina casts guidance on Paul. She also provides him with a bit of luck.
Bit of Luck: For 1 round roll each D20 twice and take the better result.

![]() |

The elf keeps watch, head on a swivel and listening for anyone coming down the street as the group waits on the porch.
Trap disarming takes well more than a round.

![]() |

Have I said that I love this domain ability? ^_^ If yes, then still not often enough. ;-)
Also, Cortina has 8 daily uses of BoL, she can spend 2d4 uses, if needed.

![]() |

Meanwhile Jack has picked up all the newspapers that were left outside, carried them inside and left them next to the neat stack inside. The one in the mail flap is also removed and added to the pile.

bluedove |

Dangit! Must not try to post updates past bedtime. I was sure I submitted the post but if I did, something ate it. Here we go again. >_<
With Cortina's guidance and Desna's Luck, Paul makes quick work of the magical trap and a slight sulfureous smell emanates as the summoning circle is broken. Paul indicates that the domicile is now safe to enter.
There is a pair of double doors that seem to lead to a single room in the center of the eastern wall and two single doors on the western wall. Ascending and descending stairways to the north of the room.
There is a low grinding sound of stone against stone as Nal moves the door to the mausoleum ajar and slips inside. Fortunately, the sound does not seem to carry the distance for the Pharasmin to detect. Though she does seem to now be heading toward the Stonemason's tomb on her circuit of patrol.
The coin lay as it did before within the hollow of the skeletal dwarf's jaw, which hangs askew from his skull.
We can assume you can move and act normally inside the mausoleum, so long as you don't strike a light or make a loud noise to attract her attention. Note that it is not currently night, merely dim from being overcast.

![]() |

"Well done, Paul! Praise Desna! I think before we walk up or down the stairs, we should check out all the rooms on this floor."
Cortina walks east towards the double doors and checks them for traps.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
@Cashel: Neat! Does that mean Cortina is now allowed to proselytize you? :-D Storywise, it would make sense... ;-)

bluedove |

Cortina detects no traps on the double doors and upon checking the room beyond, finds a rather grandiose looking bedroom. The bed is smartly made with crisp looking sheets. A telescope stands near the north-west window. And interestingly enough, a pink feather duster appears to be busily fluttering away all on it's own along the length of the shiny brass tube.
Sorry, got my east and west backward. XD Revealed the room on the Map

![]() |

This could be reason for the moving aura I detected earlier from outside...
Cortina uses detect magic again on the feather duster. Then she scans the whole room for magic.
@GM: Does it seem to be the same aura as earlier or is there no way to tell (as the first scan was too short)?

![]() |

Ryul moves in with Cortina, ready for combat if it erupts. Not that he would cut down a gnome defending his home but... other things could happen.
He inspects the room once it is determined things are moderately safe.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13

bluedove |

It does indeed radiate a familiar magical aura. It even stays put long enough to focus on and distinguish the auras. Cortina confers with Cashel, describing what she sees and together they conclude that the lesser aura is that of a minor conjuration spell, which is encompassed by a much larger and more powerful spell of the universal school.
It proceeds along with it's feather duster along the shelves and knickknacks, eventually switching tools to a rag and dutifully polishing the wooden surfaces. It definitely doesn't seem threatening in any way. Cortina and Ryul find nothing else of interest in the bedroom.

![]() |

"Ok, nothing of interest here besides the cleaning magic. Let's go and check the other doors..."
Cortina walks from the double doors in the east to the western door that's more to the south and checks it for traps.
Perception, guidance: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14

![]() |

Ryul follows, but when he sees the group standing in the doorway he growls, ”Get inside and shut the door. Don’t draw attention to us.”
He tries to help with the trap checking.
Perc: 1d20 + 2 ⇒ (19) + 2 = 21

bluedove |

Cortina and Ryul peruse the southerly door and agree that no further traps lie in wait. Upon opening the door, they see a blue haired Gnome bent over a book. He seems lost in deep study and does not look up as you gaze in at him.
Map and Images are updated.

![]() |

"Good day, sir! My name is Cortina, Cortina Hagen. I'm a humble cleric of Desna. Are you Fimbrik, by any chance?"
Diplomacy: 1d20 - 2 ⇒ (4) - 2 = 2 LOL.

![]() |

Ryul’s eyes go wide, ”Oh no! I am so sorry sir. We had an urgent mission and pounded on the door and no one answered and we didn’t see anyone and…”
He stops and takes a breath, ”We are sincerely sorry, no damage has been done. We will leave, but we have an important question. Can you help us?”
Diplomacy Aid: 1d20 - 1 ⇒ (18) - 1 = 17

bluedove |

The gnomish gentleman is facing away from the door and deeply engrossed in his reading apparently. Either that or he is hard of hearing for he neither turns toward you nor startles at the sound of Cortina's greeting breaking the heavy silence that hangs in the air. At Ryul's heartfelt attempt to smooth over the social faux pas, he harrumphs and then ahems, holding up a single finger as if calling for silence while he finishes his passage.

![]() |

Ryul nods and waits patiently. He pokes his head out the door, ”Hey we found the guy. Waiting for him to finish his scribing.”

bluedove |

Time passes as you wait politely, but the Gnome never seems to be satisfied enough with his progress to stop and address you properly. After about five minutes, according to the ticking clock on the shelf, you get a sense of deja vu as he harrumphs and then ahems and holds up a single finger again in precisely the same manner as before.

![]() |

Ryul frowns. He moves into the room and knocks on the desk, ”Excuse me sir?”
If that elicits no response he taps him on the shoulder with the same question.

bluedove |

The Gnome seems to persist in patently ignoring Ryul's attempts to interrupt his study... until he moves to tap his shoulder, whereby his image seems to flicker and disappear.
Meanwhile, Paul detects no traps on the last door on this floor and upon peeking inside, discovers the self-same gnomish gentleman leaning against the desk and reading a newspaper.

![]() |

Working on the assumption that this, too, is an illusion of some kind, Cashel completely ignores the gnome, and moves over to investigate the papers on the desk.
Perception: 1d20 + 14 ⇒ (4) + 14 = 18.

![]() |

Ryul sighs, ”Well, there is an illusion of a gnome here I guess.”
He thinks for a moment and then speaks, ”Oh mighty Fimbrick, please allow us to search your home for the answers we seek. If you wish us to not search and leave, please say so. Thank you.”
And if there is no answer he searches the room thoroughly.
Take 20 on the search for 22. He will then also do that in every other room in the house.

bluedove |

Your thorough searching reveals a long-forgotten potion of cure moderate wounds and potion of lesser restoration that sit on the northwest windowsill. And upon the table in the southwest corner you find a neatly penned letter:
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

![]() |

Ryul nods at Jack’s interpretation, ”And the password we needed too. Let’s head back to the fallen shrine. Sound good? Hey… weren’t there six of use? Who are we missing?”

![]() |

"Now that you mention it, the last time I saw him was back at the mausoleum. I hope that he hasn't done anything foolish..."
Or at least, hasn't been caught doing it...
Heading back to the shrine of the fallen works for me!

bluedove |

You meet back up with your errant halfling cohort on the way back to The Shrine of the Failed.
You find the place quite deserted as most have gone to watch as Sir Reinhart attempts the Test of the Starstone. Should he fail, his name will soon grace one of the altars here.
You approach the alcove with the hidden door and after some fiddling, discover that the nameplate of Karina Clamp slides open, revealing a narrow recess containing a tiny chalkboard and a piece of chalk. You scrawl the password from Fimbrik's letter and the illusion dissolves away, uncovering a passageway.
The cavern beyond the secret door is made of stone. You follow the winding tunnel as it turns north and see the glow of illumination up ahead.
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 smooth. A single gem rests like a paperweight atop a stack of neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.
The paperwork is written in a strange language that Cashel recognizes as Azlanti, but still cannot make sense of as it seems to be further encoded still. This is consistent with what you know of the secretive gnomish Pathfinder, Eylysia. The files will likely require extensive study to decode but once accomplished will be a priceless trove of knowledge and lore for the Society.
Map has been updated. Give me a marching order for your passage back out. ^_~

![]() |

Knowledge: Dungeoneering t: 1d20 + 7 ⇒ (19) + 7 = 26
The somewhat knowledgeable elf (at times) rubs his hands along the walls as they search the hidden room, ”Natural stone, but strong magic was used to form this area. Maybe a stone shaping spell.”
Usually Jack goes first unless our trap searcher is searching for traps. But going back out definitely Jack leading. Ryul rearguard. Everyone else in between somewhere.

![]() |

Cortina stays near Jack - ready to provide a bit of luck.

![]() |

Nal takes the coin after checking for traps. He doesn't understand magic, but he will definitely bring it back after showing it to his friends.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

bluedove |

"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."
And then the silence of the dead reigns once more. With some simple caution, Nal waits for Hadriana's patrol to move far enough on that he is easily able to slip out and climb his rope to leave the Necropolis behind an rejoin his team at The Shrine of the Failed.
You have gotten what you can from the coin and are free to return it to the remains before you leave, if you wish.
Paul Perception: 1d20 + 10 ⇒ (16) + 10 = 26 (Perceives all)
Ryul Perception: 1d20 + 2 ⇒ (16) + 2 = 18 (Perceives Red & Yellow)
Cashel Perception: 1d20 + 14 ⇒ (6) + 14 = 20 (Perceives all)
Jack Perception: 1d20 + 1 ⇒ (1) + 1 = 2 (Perceives None)
Nal Perception: 1d20 + 8 ⇒ (11) + 8 = 19 (Perceives Red & Yellow)
Cortina Perception: 1d20 + 5 ⇒ (14) + 5 = 19 (Perceives Red & Yellow)
Paul Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Ryul Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Cashel Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Jack Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Nal Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Cortina Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
???Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
The scuff of grit beneath boot soles is your only warning of trouble lying in wait ahead as Jack steps out from the alcove, blissfully unaware of anything amiss.
Ryul and Cashel are up for Surprise actions, remember only one standard or move action. Cashel is aware of all ambushers, Ryul only Red and Yellow.
Surprise!
--------------------
➤Ryul
➤Cashel
??? (Blue)
??? (Green)
??? (Yellow)
??? (Red)
Paul
Cortina
Nal
--------------------
Ryul
Cashel
??? (Blue)
??? (Green)
??? (Yellow)
??? (Red)
Paul
Jack
Cortina
Nal

![]() |

Ryul glances up to notice the foes as his keen elven ears clue him into the danger waiting ahead. He draws his sword as he rushes to the front and out between the two enemies waiting.
He shouts out a warning, ”You four better rethink whatever you are thinking. It won’t go well.”

![]() |

With respect for the deceased, Nal puts the coin back in its place, says a short prayer of thanks to the She on the Ebon Wings for support and sets off on his way to his comrades.
___
You see a familiar halfling, that is, Nal, who is heading towards you through the corridors.
Guys, I found out something about the coin in that tomb... oh. I think we're going to have to fight a little bit?

bluedove |

Blue Rapier Attack vs Jack, flanking: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 Damage, SA: 1d4 + 1d6 ⇒ (1) + (3) = 4
Green Rapier Attack vs Jack, flanking: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Damage, SA: 1d4 + 1d6 ⇒ (3) + (2) = 5
Yellow Longbow Attack vs Jack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 ⇒ 2
The two halflings in Blue and Green crouch on either side of the alcove's exit and rise up to strike at Jack with their rapiers. But only one of them lands his stab, wounding the surprised fighter. Jack takes 4 piercing damage.
Then an elf with a Yellow feather in a rather ridiculous hat steps out from behind a column and looses an arrow, which rebounds off the stone altar harmlessly.
Finally, a human wearing a fur-trimmed Red cape chants a spell from behind the other column.
Surprise!
--------------------
Ryul - moves, drawing weapon
➤Cashel (No action)
??? (Blue) - stabs Jack for 4 damage
??? (Green) - stabs at Jack, misses
??? (Yellow) - steps, fires at Jack, misses
??? (Red) - casts ???
➤Paul
➤Cortina
➤Nal
Round 1
--------------------
➤Ryul
➤Cashel
??? (Blue)
??? (Green)
??? (Yellow)
??? (Red)
Paul
Jack
Cortina
Nal
Everyone but poor Jack is up! Paul, Cortina and Nal, still just one standard or move action. Ryul and Cashel can take their full Round 1 actions now.