
The iconic skald Hakon |

Hakon, hearing the conversation, drops to his knees, still facing away from the mausoleum, and presses his hands together as if in prayer and whispers quietly in Skald (not intentionally loud enough for the others to hear), "Know that I did not disturb the rest of anyone. I will meet you in Valenhall someday, my friends."

GM Roll4initiative |

And another Detect Magic on the interior of the tomb and, of course, the coin.
Only the coin detects as magical. It radiates faint divination magic. It appears to be an ancient coin and you have never seen anything like it (because it is so old. Possibly from Ancient Azlanti period).
@Sombra: Would you like to try a Spellcraft check to identify it?
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*Sombra wrote:And another Detect Magic on the interior of the tomb and, of course, the coin.
Only the coin detects as magical. It radiates faint divination magic. It appears to be an ancient coin and you have never seen anything like it (because it is so old. Possibly from Ancient Azlanti period).
@Sombra: Would you like to try a Spellcraft check to identify it?
@GM: Sure! If Sombra can take 10 it would be an 18. If you need a roll:
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26

GM Roll4initiative |

Sombra identifies the coin as a Pathfinder's Coin:
This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.
Could the coin contain a message? You'll need a wayfinder to find out!
The others manage to slide the sarcophagus lid back on. When the coast is clear, you all are able to slip out of the graveyard without being noticed by the priestess.

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Sombra will inform the others what they have found.
"Does anyone have a wayfinder?"
I forgot to spend the 1 PP to buy one - oops on me! :(

The iconic skald Hakon |

"I do not."

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@GM: I apologize, I did not add Sombra's 'free' Wayfinder to his character sheet. I have two PCs that played 'The Confirmation' and Sombra was the first thus has the free Wayfinder boon. Sorry for the confusion.
Sombra shakes his head, "Bah I have one...my studies must be clouding my mind."
Sombra retrieves his personalized wayfinder and uses it with the coin.

GM Roll4initiative |

After leaving the graveyard, the group ducks into an alley. Sombra pulls out his wayfinder and places the coin on top. The coin levitates about an inch and starts to slowly spin in place. A message is revealed...
"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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"Nameplate of the aspirant? Would that be one of the three added to the Wall of Names?" Cazithiel inquires.
"In any case, we do have two roads now leading to Fimbrik. That is where we should go, next."

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"Interesting way to hide information. I did not come across such a coin until now... Also, I completely agree with your analysis, Cazithiel. Fimbrik is the next logical step. Let's find this gnome. As we have his home address that shouldn't be too hard!"

GM Roll4initiative |

Three votes for Fimbrik's/The Arcanamirium so far. Waiting for any of the others to chime in.

The iconic skald Hakon |

Hakon agrees with their deduction.

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"Yes Fimbrik sounds like the next logical step in our investigation."

GM Roll4initiative |

Visiting the Arcanamirium
The soaring spires and domed halls of the Arcanamirium rise above the tiled rooftops of Absalom’s Wise Quarter, humming softly with unseen arcane energies. Within its marble-clad walls, you navigate through quiet corridors and murmuring scholars until a helpful attendant confirms what Foster’s notes suggest: the gnome named Fimbrik once resided here. Though no longer present, the institution still maintains a sizable residence for him on the campus grounds.
"Strange little fellow," one magus mutters, stroking their beard. "Haven’t seen him in years... but yes, that’s still his place."
Following their directions, you step away from the main halls and deeper into a secluded portion of the campus. There, nestled between ivy-draped towers and rune-inscribed walls, stands an impressive stone dwelling. With its crooked chimney, mismatched stained-glass windows, and faintly glowing sigils etched along the doorframe, the home looks exactly like what you’d expect of a reclusive and eccentric wizard.
Map on Slide 10.

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Sombra tries to literally soak in the arcane energy flowing through the Arcanamirium.
"So much to learn and master..."
At Fimbrik's residence:
Perception Aid: 1d20 + 3 ⇒ (20) + 3 = 23

GM Roll4initiative |

Sombra tries to literally soak in the arcane energy flowing through the Arcanamirium.
"So much to learn and master..."
At Fimbrik's residence:
[dice=Perception Aid]1d20+3
I'll take that perception check as your own instead of an aid another.
A brick step leads to the front entrance, which is locked with a rusty 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.

GM Roll4initiative |

Either he's a complete shut in...or he's dead...judging by the stack of stuff... Bart says as he peers through a window.
Which window are you peering into? We'll say north is up on map. Each rounded corner has a large window. You may be able to see some details when looking into the house.

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"I will check the southeastern window - maybe I'll see him." Dr.Watson walks over there and peers through the window.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

GM Roll4initiative |

"I will check the southeastern window - maybe I'll see him." Dr.Watson walks over there and peers through the window.
[dice=Perception]1d20+5
Peeking in through the window...
This study contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves. You see an elderly gnome with wild blue hair garbed in noble attire with a dapper rounded hat on his head. He carries a cane tipped with a brilliant glowing gem in his hand perusing his book collection. It must be Fimbrik.
The iconic skald Hakon |

Hakon gathers up the newspapers, then shifts them around to hold them against his left side using his left arm and gets ready to knock with his right hand. He holds his hand a few inches from the door without knocking.
"Let me know when you're ready for me to knock." he tells his companions.

The iconic skald Hakon |

Hakon knocks loudly and calls out, "Delivery!"

GM Roll4initiative |

Hakon knocks loudly and calls out, "Delivery!"
Dr. Watson notices through the window that Fimbrik doesn't appear to hear the knock at the door. The gnome continues browsing through his books, seemingly unaware. Given how loud the knocking and shouting were, anyone inside should have easily heard it.

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"I think it's an illusion. That is what he does, right? Somebody pick the lock and let's go look around." Josheb says as he peers at the gnome through the window.

The iconic skald Hakon |

Hakon still holding onto the stack of newspapers, steps away from the door so he is not in the way of who is going to open the door.

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Cazithiel shakes his head. "We should see what we can, first. Then see what we cannot."
Cazithiel runs around the building looking in each window as he passes. Then arriving back at the front door, he looks through the door with his Door Sight.

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Likely too short to peer into any windows Sombra waits for the others to convene at the door.
"I do not have any magic to disable a lock or trap."

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"I'll kick it open if need be but I thought for sure one of you could pick a lock." Josheb says looking about at the others, except Bartok.

GM Roll4initiative |

Cazithiel shakes his head. "We should see what we can, first. Then see what we cannot."
Cazithiel runs around the building looking in each window as he passes. Then arriving back at the front door, he looks through the door with his Door Sight.
Each room looks like a room you would find in a wizard's home. You also don't see any other signs of Fimbrik.
I'll do box text of each room once you get there.Josheb considers kicking down the door even though there are students and academicians wandering about.

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Dr. Watson knocks on the window, loud enough that it should be heard inside. While still observing the gnome(?), he whispers: "I should be able to pick the lock. But let me check the door for traps first. Can someone else watch 'Fimbrik' through this window in the meantime? And Cazithiel, can you provide me with some divine guidance while I search?"
Assuming that the gnome still does not react to the knocking:
The investigator waits for another party member to come to the window and keep eyes on 'Fimbrik', then walks to the door and takes his time to check it for traps.
I put his token on the map in front of the door.
Take 20 Perception, Trapfinding, guidance: 20 + 5 + 1 + 1 = 27
Take 20 Disable Device, Trapfinding, MW Thieves' Tools, guidance: 20 + 8 + 1 + 2 + 1 = 32

The iconic skald Hakon |

Hakon, still holding the stack of newspapers with his left arm, walks over to take over watching 'Fimbrik' from the the doctor.

GM Roll4initiative |

Dr. Watson knocks on the window, loud enough that it should be heard inside. While still observing the gnome(?), he whispers: "I should be able to pick the lock. But let me check the door for traps first. Can someone else watch 'Fimbrik' through this window in the meantime? And Cazithiel, can you provide me with some divine guidance while I search?"
Assuming that the gnome still does not react to the knocking:
The investigator waits for another party member to come to the window and keep eyes on 'Fimbrik', then walks to the door and takes his time to check it for traps.
I put his token on the map in front of the door.Take 20 Perception, Trapfinding, guidance: 20 + 5 + 1 + 1 = 27
** spoiler omitted **
Fimbrik still does not notice the knocking. Could the elderly gnome be deaf?
There are no traps at the front door. The glowing sigils around the door frame are, apparently, just for decoration. The rusty lock snaps open after being picked. You quietly open the door...
A large sofa 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 to an unused basement filled with stacked newspapers. A second set of stairs leads up to an unfinished second floor.
Josheb: 1d20 + 1 ⇒ (11) + 1 = 12
Hakon: 1d20 + 3 ⇒ (15) + 3 = 18
Cazithiel: 1d20 + 2 ⇒ (20) + 2 = 22
Sombra: 1d20 + 3 ⇒ (18) + 3 = 21
Dr. Watson: 1d20 + 5 ⇒ (11) + 5 = 16
Bartok: 1d20 + 1 ⇒ (11) + 1 = 12
Everyone except Josheb and Bartok notes that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear, and the clean tables are the product of a permanent unseen servant, (those of you that are trained in Knowledge (arcana) realize this). This invisible housekeeper also tries to move any newspapers that are left on the doorstep and dispose of them in the basement, but ever since the local printers changed the thickness of their publication, the servant has had difficulty pulling the papers through the door slot, and eventually settled for leaving the newer papers neatly piled beside the door.
Please place your icons anywhere inside the green square in room D1 on Slide 10.

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Sombra joins Cazithiel in what he hopes is a safe(r) position.

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Is the old coot deaf? I thought gnomes had good hearing.... Bart says trying to reason it out.
can someone add me to the slide please..on my tablet...ty!
Added!

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I’m in the same boat as Bartok. If someone could add my token that would be great. Itherwise I will do so late this afternoon.

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I’m in the same boat as Bartok. If someone could add my token that would be great. Itherwise I will do so late this afternoon.
Added!

The iconic skald Hakon |

Hakon enters the abode and after he discerns the reason for the build-up of newspapers on the front stoop, he sets the newspapers he was carrying down onto the floor of the entrance room, then grabs the remaining newspapers still outside and brings them in and sets them down.
"Newpaper Deliver! Payment is due! We're going to wait inside for you to come settle your debt." Hakon calls out into the house as he shuts the front door behind him.
Hakon then walks over to the door of the room where the gnome is apparently sitting and knocks lightly on the door, "Can you hear us, Fimbrik?"

GM Roll4initiative |

As you file into the room, a shimmer of arcane energy flashes—and with a sudden, guttural snarl, three savage hyenas pop into existence. For a heartbeat, they stand confused, their eyes darting wildly. Then, they lock eyes with you. Lips curl back over yellowed fangs, and with a chorus of snarls, they lunge!
Josheb: 1d20 + 4 ⇒ (6) + 4 = 10
Hakon: 1d20 + 2 ⇒ (10) + 2 = 12
Cazithiel: 1d20 + 8 ⇒ (17) + 8 = 25
Sombra: 1d20 + 5 ⇒ (17) + 5 = 22
Dr. Watson: 1d20 + 4 ⇒ (2) + 4 = 6
Bartok: 1d20 + 4 ⇒ (16) + 4 = 20
baddies: 1d20 + 2 ⇒ (3) + 2 = 5
Pathfinders may act!
Cazithiel
Sombra
Bartok
Hakon
Josheb
Dr. Watson
Hyenas

GM Roll4initiative |

Caz boosts his teammates' morale.
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.

The iconic skald Hakon |

Hakon starts his Inspire Rage raging song, "I am Hakon, Slayer of Fogulnur!" as he draws the axe from his right hip, "This is Limbrender!", as he takes a step to get into melee with one of the beasts.
With the combined morale bonuses (for those who accept the rage bonuses) it is an effective +2 bonus for melee (str-based) attacks (as one morale bonus is directly applied to attack rolls while the other is to Strength). Only a +1 total to Will saves though (only against fear saves if not accepting the rage).
Hakon does not take the effects of his raging song this round. He has his normal AC for this round.

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Sombra activates his spring-loaded wrist sheath, drops his wand into his hand, and fires a magic missile at one of the hyenas:
Wand of MM: 1d4 + 1 ⇒ (3) + 1 = 4

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Josheb moves to the right past the couch bringing his sword to bear. As he moves he lets the power of Hakon's song flow through him and with a wild, and bracing wrath he slams his sword down on the hyena with a roar.
great sword, FF: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
dmg, FF: 2d6 + 6 + 3 ⇒ (5, 6) + 6 + 3 = 20
crit confirm: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
dmg, FF: 2d6 + 6 + 3 ⇒ (1, 3) + 6 + 3 = 13

GM Roll4initiative |

Hakon sings, inspiring primal rage in his teammates and he moves to engage a hyena.
Sombra nails the cyan hyena with a bolt of force.
Josheb, with one powerful blow, splits the mango hyena in half. The beast's body disappears, probably back to whatever savannah it was summoned from.
--------------------------
Bartok and Dr. Watson are up!
Cazithiel:
Sombra:
Bartok:
Hakon:
Josheb (raging):
Dr. Watson:
Fuchsia:
Cyan: -4 hp
Mango: Ded.

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Vart snarls as the rage flows through him. He drops his shield and grabs his sword in bopth hands and brings ot down on the cyan tinged hyena.
attack, 2h, raging: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10