The neophyte, seeing how fast his friends were taken care of by this powerful group, drops his weapon and raises his hands up in the air. "Ok, I give up," he exclaims nervously. "Please don't hurt me!"
Upon questioning, the neophyte explains that they are part of the Aspis Consortium and your group's investigation caught their eye. The Consortium figured you were after a rare artifact of some kind and sent a team to steal whatever treasure your group uncovered.
As you walk out of the shrine with your prisoners in tow, you notice that the crowd gathered around the Starstone Cathedral has disbanded, and many of the locals are still horrified following Sir Reinhart’s attempt to vault the chasm on horseback, which ended with a fall into oblivion.
Back at the Grand Lodge, Drandle Dreng personally thanks you for your successful investigation, indicating his interest in your future careers as Pathfinders. The members of the Aspis Consortium that you deliver to the authorities have very interesting things to say about their organization and are working their way to a plea bargain.
Thanks for another great game and sorry about my absences as I'm pretty busy with RL work. However, GM Fez (aka Barid) will now consolidate everyone to one table to continue this teamwork experiment. Please give me your day job rolls in the OOC Discussion tab and I'll email you your chronicles like last time. Thanks again and good luck Pathfinders!
Doh. Well, it's easier with all the PC's going at once anyway.
Bozmir. The ability is not a spell. I'm gonna judge that Knowledge (Arcana) might be more appropriate.
Jeza has to double move to get to his position so no standard to attack.
The swordsman scoffs at Bozmir and replies, "You will hand over all your items or else!" And then charges Kontha.
attack:1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18hit damage:1d8 + 2 ⇒ (3) + 2 = 5Kontha is at 5 hp
"Do you yield," he says with a smile.
The neophyte yells to the debilitator, "Step back Philip!"
The debilitator nods and full withdraws east and north. Once the debilitator is clear, the neophyte moves south and sends a wave of negative energy that hits Kontha, Dissa, and Jeza. Will Save DC 10 damage:1d6 ⇒ 33 damage on failed save, 1 damage on successful save
The brute looks to press the advantage and 5 foot steps southeast to flank Kontha, swinging his greatclub.
attack:1d20 + 2 ⇒ (11) + 2 = 13miss
The door opens and leads to a dark tunnel. The dust lying in the cavern belies the thought that anyone has been here in some time.
Following the cavern to its natural end leads to a room. 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 luminescence that brightens the small room.
The papers are written in an Azlanti dialect that you only recognize from areas of the Grand Lodge. But it turns out Eylysia was hiding knowledge from the Society! Now it will be up to other members of the Society to decipher all of the work here. You decide to go and report this to the Society rather than taking any of the paperwork with you. As you leave the chamber and are about to head back you hear something from the antechamber. "There they are! Remove them so we can take everything in the chamber they've opened!"
"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."
Bozmir recalls a place known as The Shrine of the Failed, near the Starstone Cathedral. The Shrine memorializes all of the people who tried, and failed, the Test of the Starstone.
As you arrive, you see a crowd gathered around the Cathedral. After asking around, you figure out that today, Sir Reinhart, a Mendevian crusader, is attempting the Test. Because of this, most of the guards and caretakers of the Shrine are focused on Reinhart's attempt.
It seems you have unrestricted access to The Shrine of the Failed.
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.
Box Text wrote:
Each of the chambers along the sides 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 the sun starts it's decline in the sky your group arrives at the Wall of Names 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 and provide 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 contain a sentence or two summarizing the either the agent's greatest accomplishments or how she died.
You quickly find the names Doulgonlir Caskmail, Hollis 'Evil Grin' Thorne, and Karina Clamp as well as their inscriptions.
The underlined portions of each inscription refer to failed aspirants of The Test of the Starstone. Specifically the Sacrifice refers to Demuren, Rot to Mellag, and Fish and Bountiful Sea to Gobru. Also, you recall that none of those names were actual Pathfinders.
Jeza tries to put things together with limited clues and little success. "What have we learned here guys? What are we missing? Is there anything here that would be triggered by Wiffle? Jeza inquires in a respectfully low tone.
She shakes her head and says, "I see...unfortunately, we do not keep records of individual wills. I assure you no one has disturbed the remains so I imagine Master Arkath was buried with it in his mouth.
General Dissa Ray wrote:
Finally, he turns to Hadriana. "Do you know anything about the purpose or operation of this coin? If not, we will reset the tomb and be on our way. You've been very gracious, and I look forward to future encounters."
With a shake of her head, Hadriana says, "[b]I have never seen such an item before. I wish you well on your journey of discover."
You head back to the Grand Lodge coin in hand and find Janira reading through Pathfinder Chronicles Issue 44 on the main grounds under a tree. She perks up when she sees you again and asks how the investigation is going. Explaining your predicament she looks at the coin and smiles explaining it is a Pathfinder Coin. She pulls out her own Wayfinder and places the coin within. It begins to levitate and give several lazy rotations before a message is played.
Pathfinder Coin message wrote:
"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."
Hadriana gives a hesitant nod in consent. It seems she is concerned with the well being of the deceased. She starts to half give Barid some pointers on their daily customs while continuing to keep a corner of her eye on the Pathfinders around the coffin.
Bozmir and Dulomak were able to successfully shift the lid. Upon closer inspection of the mouth, you pull out what seems to be a coin.
Casting detect magic gets a faint magical aura.
Knowledge (Arcana) DC 17:
faint divination aura
Spellcraft DC 17:
It is a Pathfinder's Coin. These devices are commonly used by Pathfinders to deliver messages of 25 words or less to others of their kind, for if the coin is placed upon a Wayfinder it will levitate and spin slowly in place while playing the message.
Hadriana nods in acquiescence at Bozmir. Jeza closes his eyes and "searches" the coffin for a minute. It seems there is something in the skeleton's mouth though it's difficult to make out.
Hadriana smiles at Dissa and says, "Well, Arkath was a master stonemason so he did accumulate quite a bit of wealth prior to death. He had this mausoleum built in preparation for that. There has been nothing unusual about this particular one."
She allows you to escort to the entrance but does not leave that spot, preferring to be able to keep an eye on the activities inside.
You do not find anything of interest other than the sarcophagus. Hadriana waits nearby patiently though you can tell she's a little irritated as you're searching around the coffin.
The woman gives everyone a brief smile, and though it is small it sends light into her eyes. She nods shallowly and says, "I see. Welcome to this necropolis, guarded by my Lady of Fate. My name is Hadriana and I would be more than pleased to assist you however I can. Let us walk through Pharasma's domain."
Hadriana guides your group through the headstones and crypts before stopping before a particular mausoleum. Written large across in bold font, ARKATH, STONE MASON, stands out. She quietly opens the door to the mausoleum before ushering you inside. Waiting by the threshold she speaks softly once more, "All I ask during your search is that you remain respectful of the departed. Do this and I will offer what other assistance I can."
The mausoleum is filled with cobwebs and as light enters the chamber you see small vermin scurry away. A sarcophagus lies in the center of this chamber, looking undisturbed since Arkath was entombed within.
The particular caretaker for the necropolis today is a very somber woman in the dark robes of Pharasman clergy. Her most distinguishing characteristic is the streak of white hair shooting from her temple amidst her thick, dark hair. She stares quietly as you approach her.
The house is fairly quick to go through. You notice that the two Finbrick's in rooms D2 and D4 are just illusions.
On the northwest windowsill of D2, you discover a potion of cure moderate wounds and a potion of lesser restoration. You also find a note. Karina Clamp is written on the back of the note in similar handwriting.
Whoops. I realized Room D2 description was lost somehow.
This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. You see a gnome with blue hair and a green hat sitting in a chair reading a newspaper. He does not seem to notice you looking through the window.
EDIT: I see how I messed up. The description is in the Perception spoiler.
The group begins its investigations and with a little help the Arcanamirium Fimbrik's home is quickly found. A brick step leads to Fimbrik’s front entrance, which is locked with a rusty simple 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 you to look into the structure without difficulty. The main door is in the south and it has small windows as well allowing you to see into the room.
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.
Perception or Survival DC 14 for D1:
It seems no one has been living here for years though the room is very clean and lacks dust on many surfaces. The carpet and sofa show virtually no wear, and
the tables are clean.
[spoiler=Room D2]This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. Watching from the window you see a gnome with blue hair and wearing a green hat enter the room and sit down at the desk to read a newspaper.
Room D3:
A bed and a desk occupy this room.
Room D4:
This study contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves. Standing at the bookshelf looking at the contents is another gnome that looks almost identical to the one in D2, down to the same blue hair and wearing the same outfit.
Since she's here anyway... Janira was more than happy to help Kontha get back on her feet.
You head for the Grand Lodge figuring that would be the place to find Dreng, and you are correct. When informed of your discovery he smiles slyly, as if he already knew the secret and says, "It is important that Pathfinder Agents respect the finds and claims of their colleagues, this exciting mystery is yours to pursue. I would, however, request that you hand over any documents not related to Agent Eylysia so that I can get others decrypting and collating the contents for proper study."
Bozmir knocks down the scorpion pretty good while Dulomak strikes the killing blow.
Jezakay finishes off the last scorpion.
Sorry for the delay and assuming that you heal up Kontha...
Looking through the files properly you see that they chronicle the exploits of Selmius Foster, a famous name you recognize from your training. Most of his exploits are here in some detail, but it is clear from his later works he was looking into another investigation before he died. He was looking into the lost records of Pathfinder Agent Eylysia.
When you contribute more than just piety, cleric, then you can critique others. Kontha took blows that others might have taken, yourself included, as you so nicely block any tactical advantage
Would I get an attack of opportunity on the scorpion if it moved? If not, can I attack the one in front of Barid, even if he provides cover?
The scorpion 5 foot stepped. You can attack through Barid but there will be partial cover penalty (I'll apply to the roll).
Also forgot to mention in post above but Dissa needs to make a Fort DC 12 save.
Drendle Dreng gave Bozmir a sideways glance before saying, "Well you best be on your way. There is no further point in standing in the rain any longer." Without another work, he dons his hood and wanders away.
On to the Wounded Wisp. Feel free to make any other RP comments as you travel to the bar.
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
There are already several parties here enjoying themselves and relaxing. You catch hints of talk of a new Aspirant for the test of the Starstone, Sir Reinhart of Kenebres. There is a woman working behind the bar and chatting with various customers as she fills glasses.
In one corner of the bar sits a Halfling, whom you recognize as Janira from your previous adventure, Wayfinder shining proudly upon her breast and in an animated tale of what sounds like Durvin Gest to a small group of newly confirmed Pathfinders.
A man sits at the bar talking with the bartender. Though he is not wearing armor he has his own Wayfinder attached to a small chain on his belt like a pocket watch, for it appears his breast is reserved for a golden holy symbol.
Knowledge (Religion) DC 10:
You know it is Sarenrae.
A group is gathered in another corner cheering loudly as two half-orcs arm-wrestle with one another.
The only other patron is an older looking gentleman, conspicuous for his lack of a Wayfinder. He is sipping from an oversized flagon of ale and reading through a large and ominous looking tome.
Perception DC 11:
The title of the book is Strategic Maneuvers based on the Political Environment of Taldor during the Shining Crusade
You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.
Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.
“Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?” Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.” As if anticipating agreement, the bedraggled Venture Captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”
As you listen to Dreng speak, you seem to remember some things from your history classes during training...maybe.
Knowledge (History) DC 10:
The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.
Knowledge (History) DC 15:
Many volumes of the Pathfinder Chronicles came together under the Wisp’s roof. Famous Pathfinders like Eando Kline and the Seeker Osprey often stopped by for a drink while they relaxed in Absalom between assignments. Though not officially affiliated with the Society, the bar maintains good relations with Pathfinders, offering discounts and prompt service. The owners have always kept themselves and the Wisp afloat through the generosity of Society agents who spend coin at the establishment.
Knowledge (History) DC 20:
Selmius Foster was one of the founding members of the Pathfinder Society, known to have frequented the Wisp often and occasionally taken up residence in a spare room between his travels. His celebrated exploits first appeared in Volume 1 of the Pathfinder Chronicles.
Knowledge (History) DC 25:
Following the death of Selmius Foster on the island of Bhopan, his assistant Adolphus made several donations to maintain one of his mentor’s favorite sites. The exact arrangement between Adolphus and the owners of the Wisp was never disclosed, but it is said that some of this gold came from the same fortune that Adolphus used to found the Pathfinder lodge in Quantium.