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Dr. Watson draws his rapier and moves a bit inside.

GM Roll4initiative |

Bartok finishes off the cyan hyena.
Dr. Watson moves into the room with sword in hand.
The fuchsia-tinged hyena lunges forward, snapping its jaws at Josheb in an attempt to drag him to the ground.
bite: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 3 ⇒ (6) + 3 = 9
Trip vs CMD: 1d20 + 3 ⇒ (17) + 3 = 20
A vicious bite!
Josheb gets to make an attack of opportunity against the hyena before being pulled to the ground.

GM Roll4initiative |

Oops. Nevermind. The hyena gets to make a trip attempt as a free action without provoking an AoO after a successful bite.
Josheb is pulled to the ground.
Pathfinders are up!
Cazithiel:
Sombra:
Bartok (raging):
Hakon:
Josheb (raging, prone): -9 hp
Dr. Watson:
Fuchsia:
Cyan: ded.
Mango: ded.

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@GM: Given the titanic hits our melee strikers are inflicting I'll roll a MM charge but Sombra will delay until the others have gone first:
Sombra discharges another missile from his wand:
MM Wand: 1d4 + 1 ⇒ (1) + 1 = 2

The iconic skald Hakon |

Hakon continues his raging song, "This is her twin, Hagrum's Keel."
He draws his other axe as he slashes down at the hyena in front of him with Limbrender.
He is benefitting from his raging song this round.
melee handaxe strike: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 4 ⇒ (2) + 4 = 6
critical hit confirmation: 1d20 + 6 ⇒ (20) + 6 = 26
extra damage from critical hit: 2d6 + 12 ⇒ (4, 5) + 12 = 21

GM Roll4initiative |

Hakon continues his raging song, "This is her twin, Hagrum's Keel."
He draws his other axe as he slashes down at the hyena in front of him with Limbrender.
He is benefitting from his raging song this round.
[dice=melee handaxe strike]1d20+6
[dice=damage]1d6+4
[dice=critical hit confirmation]1d20+6
[dice=extra damage from critical hit]2d6+12
How is a 13 on the die a critical threat?

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Dr Watson 5-foot- steps forward and tries to stab the last hyena.
Rapier: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Piercing: 1d6 ⇒ 2

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"Dang it!" Josheb roars and slashes at the beast from the floor. The swing is poorly aimed but made with sufficient power to gouge a huge splinter from the floor.
greatsword, FF, rage, prone: 1d20 + 5 + 1 - 4 ⇒ (2) + 5 + 1 - 4 = 4
dmg, FF, rage: 2d6 + 6 + 3 ⇒ (6, 1) + 6 + 3 = 16

GM Roll4initiative |

Hakon finishes off the final hyena.
Josheb may need some healing after that vicious takedown.
A set of double doors leads to the master bedroom to the west and two doors to the east lead to separate rooms. You know that the study that Fimbrik is in is the southeastern door.
Where to, Pathfinders?

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Healing Josheb first I think. Sombra's Wand of CLW is available for use although he can't use it.

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"Thanks, having no luck with these beasts today. I'll need to upgrade my armor if this keeps up." Josheb says as he gets up after the healing. "Seeing far too much of my blood today."
He looks around the room before turning to Hakon, "We going that way? See if the gnome is fake?"

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I got my own wand.
[Dice=CLW]1D8+1
Let me try that again.
[dice=CLW]1d8+1
[dice=CLW]1d8+1
[dice=CLW]1d8+1
Save one charge and I'll mark it from Sombra's wand.

The iconic skald Hakon |

How is a 13 on the die a critical threat?
I included dice for both baseline attack and crit confirm in case the initial attack was a crit threat to save time posting. Is that okay to do?

The iconic skald Hakon |

Hakon stop singing, as he answers Josheb's question.
"We should verify for sure whether that's an illusion of the gnome or the gnome himself. Once we're ready to open the door be prepared, as I doubt the only trap he had set were those beasts that give us the warm welcome."

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Bart looks around with a crazed look in his eyes.
Is that it? Weak... he spits on the ground as he starts to calm down. He goes and picks up his shield and looks around for anything that might help the mission.perc: 1d20 + 1 ⇒ (6) + 1 = 7

GM Roll4initiative |

Josheb gets healed up. The group considers heading into the study where they last saw Fimbrik when they peeked in through the window.
Bartok doesn't find anything else out of the ordinary in the main hall.
Where to, Pathfinders?

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"I'd say we check in with the owner of the house - ilusionary or not."
Dr Watson sheaths his rapier, walks over to the entrance to the study and checks the door for traps.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Sombra nods and helps look around:
Perception Aid: 1d20 + 3 ⇒ (8) + 3 = 11

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Yep... Barts follows the others to check in on the "gnome". He must have been a good illusionist for his tricks to last this long...if he is in fact dead...don't they tend to fade away when they die? I'm not sure how some of that magic works...

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Yep... Barts follows the others to check in on the "gnome". He must have been a good illusionist for his tricks to last this long...if he is in fact dead...don't they tend to fade away when they die? I'm not sure how some of that magic works...
"It depends. He could have established a long-term spell in case he was going to be gone for extended periods of time to fool people and his spells were tied to something which has endured. Notice how the magical trap activated even though its been dormant for who knows how long."
@GM: I apologize again its been about a gazillion years since I've played an arcane caster with Spellcraft. Sombra would try a Spellcraft to learn what the summoning spell was:
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21

GM Roll4initiative |

If it is an illusion, which you definitely suspect it is, it would most likely be created with a programmed image spell.
The group decides to open the door to the study to check on the "Fimbrik" inside. As you step into the room, the gnome moves about, browsing his collection of books. However, no matter what you do to interact with him, he doesn't respond at all. It's clearly an illusory image—likely created to give the impression that Fimbrik still lives here.
You all automatically succeed at Will saves to disbelieve, since you all can deduce it is obviously an illusion.
Thoroughly searching the study, you don't find anything of interest. All of the books are mundane. No wizardly spell books or magic scrolls are found throughout the collection.

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If it is an illusion, which you definitely suspect it is, it would most likely be created with a programmed image spell.
I think Sombra meant the spell that summoned the 3 hyena. ;-)
"Well, there is nothing of interest here - at least regarding our mission. Shall we try the room next to this one?" D2

GM Roll4initiative |

Ah. Whoops! Sombra can easily figure out it was a summoning circle trap that goes off when you go around the couch.

The iconic skald Hakon |

Hakon scans the books looking for anything written in skald or about his homeland. Having no luck by the time Dr. Watson asks the question about checking out the next room.
"Yes, let's check it out."

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@GM: Cool and I'll roll a Spellcraft now that Sombra had a chance to observe and interact with the illusion:
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
"Yes on to the next room but perhaps we should move more carefully to avoid any other traps?"
Perception Aid: 1d20 + 3 ⇒ (5) + 3 = 8

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"The message from that coin said Fimbrick would add some. The coin also made it sound like there was a secret passage or a room behind one of the names. Do you think this gnome has a magic coin like the last one or more like he wrote it down?" Josheb asks as he walks about the room looking for likely objects.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7

The iconic skald Hakon |

Hakon scans the room with Fimbrik before he heads back into the main room, looking for coins.
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Then scans the main hall for coins as well.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
"If he has such a coin do you think he would have hidden it away or hide it in plain sight? It seems you can never tell with illusionists."

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"I do not know but hopefully we find at least something to aid our investigation."

GM Roll4initiative |

No coins of any kind, or notes, or anything of importance can be found in the study or living room.
The group moves to the northeastern door.
You open the door...
And find it's not trapped.
This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. An examination of the table in the southwest corner reveals a neatly penned letter (Copied & Pasted in Campaign Info, also on slide 11, and spoilered below). Underneath the letter is a hastily scrawled note in similar handwriting, which simply contains the name Doulgonlir Caskmail.
Sitting on the windowsill is a long-forgotten potion of cure light wounds and a potion of lesser restoration.
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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Sombra retrieves his journal and writing supplies and copies the information.
"Doulgonlir Caskmail and 'Wiffle'...interesting choices."

GM Roll4initiative |

While you are all perusing the note and chatting, suddenly a figment of Fimbrik enters the meeting room and sits in a chair to read a newspaper. The illusory gnome responds to any attempts to get its attention by smiling and giving a tip of his hat towards the window before continuing to read.
Once again, auto Will saves to disbelieve.
The image lasts for about half an hour before disappearing. It appears sporadically throughout the day.

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Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
@GM: I can't help it this might be one of the last times I get to roll Spellcraft checks. :P

The iconic skald Hakon |

"Caskmail...possibly a family line founded by someone who enjoyed good drink and was a crafter of wooden armor and shields. I wonder if that family line started after Cayden passed the Test."

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"Doulgonlir Caskmail and 'Wiffle'. Hmmm... Do you think that's all of it? Or shall we continue to search the house? Also, I'll take these potions, if nobody else wants them."

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”I believe someone mentioned one of those was a potion of healing. I seem to be leaving plenty of blood behind here of late and could probably make good use of a healing potion. As to the letter, we need to take it. I’ve never been to the wall of names but I’m hoping it’s not so full that it takes us days to find the name. We should probably check the rest of the house. If he left two potions behind, why not three or four.” Josheb says as he walks back into the main hall.

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"Yes who knows what else we might find?"
Perception Aid: 1d20 + 3 ⇒ (16) + 3 = 19

GM Roll4initiative |

You all decide to check the final room; the main bedroom...
A bed and desk occupy this room. A thorough search of the bedroom and main hall turns up nothing of interest.
Stay for a pillow fight? Lol. Jk.
With the house fully searched, and Fimbrik's notes in hand, the Pathfinders head out.
Off to the Wall of Names?

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Off to the Wall of Names?
Yes!

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"It would appear so to keep up the ruse he was still here."
Another yes vote for the Wall of Names.

The iconic skald Hakon |

Off to the Wall of Names?
Yes.

GM Roll4initiative |

THE WALL OF NAMES
Created in 4330 AR, the Wall of Names stands as a solemn tribute on the western edge of the Grand Lodge’s grounds in Absalom. This sweeping monument of black glass curves like a crescent atop a quiet, tree-shaded hill—its reflective surface capturing both sunlight and sorrow. The trees offer a hush of privacy, a natural sanctuary for those who come to remember the fallen.
Etched into the obsidian-like glass are the names and dates of death of every Pathfinder lost in the line of duty since the wall’s creation. Most entries are accompanied by a brief inscription—either a proud record of the agent’s greatest triumph, or a stark account of how they met their end.
It takes nearly an hour of careful searching, tracing name after name with your eyes and fingers, before you find them—the three Pathfinders from Adolphus’ notes. Doulgonlir Caskmail, Hollis “Evil Grin” Thorne, and Karina Clamp. Beneath each name lies a short epitaph, carved in graceful script.
Fictitious Pathfinder Inscriptions on Slide 9.

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Knowledge(Religion): 1d20 + 5 ⇒ (20) + 5 = 25
Cazithiel studies the wall. "Rot of the Sixteen Poses, in a drug-induced hallucination. That reminds me of the Shrine of the Failed. Three would-be gods, of rot, of the Sixteen Poses, of hallucinations, all met their end in the Test of the Starstone. I suspect we need to look there."

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Knowledge: Local t, free Inspiration: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (2) = 16
"I concur, we should go to the Shrine of the Failed."