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I drank the barkskin and pulled out light crossbow. I was just asking for the next round sorry.
Move to pull out light crossbow with movement.
Standard to drink extract

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Bah, I'm sorry Quarr! I missed your post since you ninja'ed me within a minute yesterday!
Quarr still sees the illusion, fishes and all, but even if he did see through it, the water is real. Thus, you'll need an underwater crossbow to shoot nicely through the water or you're going to have a bad time shooting next round
The gnome's skin mutates further as he drinks a vial and his skin turns into a wood-like toughness!
Blinded, the strange shark woman flails with spear and teeth!
Red ??? spear @ Deaglan: 1d20 + 8 ⇒ (1) + 8 = 9
Miss chance > 50 = hit: 1d100 ⇒ 28
Damage on hit: 1d8 + 4 ⇒ (5) + 4 = 9
Red ??? bite @ Deaglan: 1d20 + 2 ⇒ (15) + 2 = 17
Miss chance > 50 = hit: 1d100 ⇒ 94
Damage on hit: 1d6 + 3 ⇒ (1) + 3 = 4
Deaglan easily shoves the woma's blows aside. She then hops back into the water, rubbing her eyes against her arm.
Red Will: 1d20 + 5 ⇒ (9) + 5 = 14
But still shows signs of blindness.
The creature in the back smiles over the anemone and moves to attack Deaglan, too!
Blue ??? spear @ Deaglan: 1d20 + 8 ⇒ (17) + 8 = 25
Damage on hit: 1d8 + 4 ⇒ (2) + 4 = 6
Deaglan Fort save on hit: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
The dwarf is pierced once again! It is followed by a very short lived numbing sensation.
Init Order (round 1) bold = up!
Mahasi
??? Yellow (18 damage)
Anemone (sparkly, doesn't seem to notice being blinded)
Varian
Quarr (barkskinned)
Deaglan (27 damage)
??? Red (blinded, sparkly)
??? Blue (sparkly)
Shilyn

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yea either way is bad as my fire bombs area near useless there also hehe.

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Mahasi meditates for a moment, steps forward a bit and holds both hands out - lightning leaps from them, blazing in glory, reflected in the sorcerer's eyes and face as he smiles grimly.
electricity, DC 20 reflex halves: 7d6 ⇒ (1, 4, 3, 3, 4, 2, 3) = 20
Red, Blue, anemone Since I already have my rod out, I'll focus spell again. Blue has a DC 22

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will save: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Gah, even with everyone fighting, she's still enamored by the illusions..
Shilyn pauses wondering why everyone seems to be swinging their blades at the wondrous setting. "Hey! Y'all quit acting up and enjoy the scenery!"

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The illusion here is actually pretty weak in effect. It's only making the water look pristine. The enemies and the air tunnels are quiet real
-Posted with Wayfinder

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Posting for when Deaglan turn comes
I assume the corner between me and the yellow elfshark is not a hard corner and attacking does not go through water.
Deaglan drops the potion, takes on a twohanded grip on his axe and slashes at the yellow creature. He then lets go of the axe with one hand and readies his shield. AC increased to 22
Power Attack: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Twohanded Power Damage: 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20
If that drops her he steps into the place where there are now bloody pieces of elfshark on the ground.
Deaglan drops the potion and readies his shield, hiding behind it.
total defense as a standard action. AC is 26
"Someone heal me!" he yells out in pain

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Blue Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Red Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Anemone Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Mahasi's spell electrocutes the blinded creature well, although oddly the anemone and the other avoid the worst of the effects.
The injured aquatic aggressor dives back into the water and flanks another, attacking Deaglan!
Yellow spear @ Deaglan: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage on hit: 1d8 + 4 ⇒ (7) + 4 = 11
Yellow bite @ Deaglan: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Damage on hit: 1d6 + 3 ⇒ (6) + 3 = 9
Deaglan takes another spear into his side, the dwarf limping from the numerous attacks he has endured.
Angry from the attack it took, the anemone's tentacles begin to writhe aggressively, lashing out at the closest creature.
Anemone tentacles @ Red ???: 1d20 + 3 ⇒ (18) + 3 = 21
Damage on hit: 2d6 + 1 ⇒ (2, 3) + 1 = 6
Anemone grab on hit: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Red Fort save on hit: 1d20 + 3 ⇒ (3) + 3 = 6
Red Dex damage on failure: 1d2 ⇒ 2
The anemone beats on the blinded sharkwoman, but somehow fails to grasp her with its tentacles!
@Deaglan: It is something of a hard corner; you can attack through it, but it would provide partial cover. However, since it moved, point is moot.
Deaglan attacks the creature who just injured it; the water slows down his attack somewhat, but his blade still connects and the thing now lies motionless in the water.
Init Order (round 2) bold = up!
Mahasi
Anemone (10 damage, sparkly, doesn't seem to notice being blinded)
Varian
Quarr (barkskinned)
Deaglan (38 damage)
??? Red (26 damage, blinded, sparkly)
??? Blue (10 damage, sparkly)
Shilyn

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Varian casts cure moderate and touches Deaglan to heal him some of the damage he's taken.
cmw: 2d8 + 7 ⇒ (4, 2) + 7 = 13

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Quarr also moves behind Deaglan drawing a wand of CLW from his pack.

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Varian returns the beleaguered Deaglan to some health while Quarr prepares to do the same. Meanwhile, the creatures continue their attack; one tries to go for Varian from around the corner while the other blindly swings at Deaglan, unsure of what is happening.
Red ??? Spear @ Deaglan: 1d20 + 8 ⇒ (8) + 8 = 16
Miss chance > 50 = hit: 1d100 ⇒ 69
Damage on hit: 1d8 + 4 ⇒ (5) + 4 = 9
Red ??? bite @ Deaglan: 1d20 + 2 ⇒ (6) + 2 = 8
Damage on hit: 1d6 + 3 ⇒ (6) + 3 = 9
Red Will save: 1d20 + 3 ⇒ (3) + 3 = 6
Blue ??? Spear @ Varian: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage on hit: 1d8 + 4 ⇒ (6) + 4 = 10
Blue ??? bite @ Varian: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Damage on hit: 1d6 + 3 ⇒ (6) + 3 = 9
Deaglan survives his onslaught as that creature remains blinded while Varian is speared by the other.
Init Order (round 2/3) bold = up!
Mahasi
Anemone (10 damage, sparkly, doesn't seem to notice being blinded)
Varian (10 damage)
Quarr (barkskinned)
Deaglan (25 damage)
??? Red (26 damage, blinded, sparkly)
??? Blue (10 damage, sparkly)
Shilyn
@Mahasi: I realized that you couldn't have lightning bolted without frying Varian as there is a wall between you and the Blue creature. I'll let the previous one stick, but just no doing that again :)

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Mahasi lets a bolt of pure force fly from his hands, aiming at the blinded shark-elf.
touch,pb,blind: 1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24
force,pb: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
I guess they have improved cover due to water? But that roll will probably still hit, even with the +8 to touch AC

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Botting Shilyn, moving on.
Shilyn stays back, hoping everything is going well.
The anemone grabs onto the unconscious creature and begins pulling it in, beginning to devour it whole.
Init Order (round 3) bold = up!
Mahasi
Anemone (10 damage, sparkly, doesn't seem to notice being blinded, eating Red)
Varian (10 damage)
Quarr (barkskinned)
Deaglan (25 damage)
??? Blue (10 damage, sparkly)
Shilyn

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Quarr taps Deaglan with his wand healing the dwarf's wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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Varian pulls out a wand of clw and touches Deaglan with it, healing him.
clw: 1d8 + 1 ⇒ (7) + 1 = 8

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Quarr and Varian bring more vitality to Deaglan, who swings for the fences against the aquatic foe.
Deaglan axe @ Blue: 1d20 + 9 - 2 - 2 ⇒ (16) + 9 - 2 - 2 = 21
Damage on hit: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Deaglan powerfully rips into the shark woman, but she aims another stab at the dwarf!
Blue spear @ Deaglan: 1d20 + 8 ⇒ (17) + 8 = 25
Damage on hit: 1d8 + 4 ⇒ (7) + 4 = 11
Blue bite @ Deaglan: 1d20 + 2 ⇒ (19) + 2 = 21
Damage on hit: 1d6 + 3 ⇒ (3) + 3 = 6
The dwarf is savagely attacks, undoing all of Varian and Quarr's efforts.
Init Order (round 3) bold = up!
Mahasi
Anemone (10 damage, sparkly, doesn't seem to notice being blinded, eating Red)
Varian (10 damage)
Quarr (barkskinned)
Deaglan (31 damage)
??? Blue (28 damage, sparkly)
Shilyn

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Is everyone alright?
Quarr says as he helps Deaglan to his feet.
Do you have a way to heal Deaglan? Before I burn my wand.

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Deaglan is capable of healing himself, too; just didn't have time to get his wand out while tanking :)
Deaglan will heal his wounds Have him decide on spells, channels, or wand and let him retcon that.
Those that saw through the illusion can see that again, outside of the actual water, 3 pieces of coral, the floating sharkwoman bodies, and the anemone, there is nothing else in this room. Two doors remain, one to the left, and one around the corner.
"To continue the tour, please head towards the northeast exit.", the helmet guides professionally.

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While Mahasi is asking questions Deaglan heals himself.
to cure 31 hp
Cure Light Wounds wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds wand: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds wand: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds wand: 1d8 + 1 ⇒ (4) + 1 = 5
He then picks up the potion of touch of the sea and hands it back to Mahasi.

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Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12
"To the norteastern exit it is" Deaglan says while trodding past the anemone. At the exit he waits for the others.
"Shilyn, can you check the door for traps and such?"

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Quarr takes a look at the door to see if anything looks out of order. He drops a small pair of spectacles down on the rim of his nose as he looks all about the edges.
Perception: 1d20 + 12 ⇒ (2) + 12 = 14

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The door looks fine to me. Quarr says as he pushes it open.

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"Sounds like a plan..... let's do this."

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Quarr opens the door to the Red Sky Desert

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Assuming Shilyn will check for noises and stuff on the other side.
Shilyn Percep: 1d20 + 14 ⇒ (6) + 14 = 20
S1 Stealth: 1d20 ⇒ 4
S2 Stealth: 1d20 ⇒ 9
S3 Stealth: 1d20 ⇒ 18
S4 Stealth: 1d20 ⇒ 3
Deaglan Will: 1d20 + 7 + 2 + 4 ⇒ (16) + 7 + 2 + 4 = 29
Mahasi Will: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29
Quarr Will: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Shilyn Will: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21
Varian Will: 1d20 + 9 + 4 ⇒ (4) + 9 + 4 = 17
The half-elf lets the party know she hears something moving on the other side. Forewarned, the group braces themselves as the door is opened.
"Here is the heat of the blazing sun ready to beat upon you, the vast desolation of the sands cured by a miracle of nature: a perfect oasis providing life where only dry death would be.", Melabdara providing her cursory duty.
Purple desert shrubs and a small oasis adorn this sandy valley, which is bordered on all sides by impossibly tall barriers of solid sand. The crimson sky above shows the sun at its highest point, and the valley’s intense heat creates a rippling haze in the distance. Running from north to south, a large dune makes up the floor of the valley, sloping gradually downward (descending 20 feet) toward a narrow passage through the eastern wall.
You both can see through the illusion; the sand dunes are really just sloped flagstone and the so called blazing sun is illusion, too. Oddly, the oasis pool still looks fresh and inviting, although the guardians below are also just as real!
Upon the draft from the door opening, four exceptionally large scorpions notice the party! They begin chittering as start moving to approach the party with stinger and claw!
These large predators have a pair of obvious weapons. Their stinger contains a dangerous toxin that saps away at the target's strength while their powerful claws can hold onto a potential meal, cutting and constricting flesh as it does so. Grab and Constrict abilities with the claws Finally, they are mindless vermin that run primarily on survival instincts.
S Blue: 1d20 ⇒ 13
S Green: 1d20 ⇒ 2
S Yellow: 1d20 ⇒ 20
S Purple: 1d20 ⇒ 4
Deaglan: 1d20 + 1 ⇒ (19) + 1 = 20
Mahasi: 1d20 + 3 ⇒ (12) + 3 = 15
Quarr: 1d20 + 7 ⇒ (11) + 7 = 18
Shilyn: 1d20 + 3 ⇒ (13) + 3 = 16
Varian: 1d20 + 3 ⇒ (3) + 3 = 6
Init Order (bold = up!)
Deaglan
Scorpion Yellow
Quarr
Shilyn
Mahasi
Scorpion Blue
Varian
Scorpion Purple
Scorpion Green

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Deaglan AoO: 1d20 + 10 ⇒ (13) + 10 = 23
Damage on hit: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Deaglan slams his hammer at an incoming scorpion, cracking some chitin. It moves onto the dwarf without relent.
Yellow Claw @ Deaglan: 1d20 + 6 ⇒ (9) + 6 = 15
Damage on hit: 1d6 + 4 ⇒ (4) + 4 = 8
Grab on hit: 1d20 + 12 ⇒ (19) + 12 = 31
However, dwarven steel keeps it at bay!
Init Order (bold = up!)
Deaglan
Scorpion Yellow (12 damage)
Quarr
Shilyn
Mahasi
Scorpion Blue
Varian
Scorpion Purple
Scorpion Green

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Dat scorpion gif!
Mahasi squeezes in besides Shilyn, sacrificing the virtues of personal space in exchange for efficacy - but he makes sure that the small bead of fire clears both her and Deaglan before blooming into a mighty conflagration.
I am a fireball. Hear me roar. DC 20 reflex to half. Hits them all: 7d6 ⇒ (6, 6, 3, 5, 1, 6, 4) = 31

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Scorpion Blue Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
Scorpion Green Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
Scorpion Purple Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Scorpion Yellow Reflex: 1d20 + 1 ⇒ (5) + 1 = 6
Only one scorpion survives Mahasi's blast of fire, but even then it seems half of its vitality was sapped from the intense heat.
With Quarr and Shilyn still having an action and the scorpion flat footed... I'm just going to call it.
The rest of the party finish off the last overgrown bug with ease!
"So violent...", mutters Melabdara, floating near Mahasi once again. "Do you plan to react to every exhibit and creature you see with such intense destruction?"
Besides the question posed, what does the party do? :) There is an exit to the southeast as well as the two locked doors you passed.

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Violence is beget by violence Melabdara.
I can head back to the two locked doors and unlock them if you guys wish.
If they want then Quarr will head back to the first locked door and Take 20 on disable device for 28

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As a player I am curious what is beyond the doors. Deaglan however believes Melabdara that there is nothing of interest. So you might want to remind Deaglan of the Pathfinder motto...
Deaglan snorts
"You arcanists want to unravel everything. Why can't you accept that some things are not for us mortals to understand? Melabdara said those where utility rooms, I do not think we will learn anything there"

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"As I imagine a mortal was responsible for creating this place, I think it is well within our faculties to understand whatever was made here. Remember: Explore, Report..., well, you understand. Let us not waste the opportunity."

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The party accepts Quarr's offer, the mutated gnome making short work of the locked door. "Do note that Nhur Athemon is not responsible for any injuries, debilitation, mutilations, or sudden cases of death that may occur for going off tour.", the helmet guide's words echoing as the lock is picked and opened.
This room is full of massive rusty cogs and enormous, toothed clockwork wheels that move in rhythmic, clanking “ticks” like a gigantic clock. The huge mechanism is powered by water streaming down into the buckets of a mill wheel. It pours from a chute near the ceiling in the northwest corner of the room. The wheel turns an axle along which most of the cogs turn. These cogs then turn other, smaller cogs and cams that seem to mark out time. At intervals, they trigger rods that direct water into channels in the floor, which run in various directions out from under the room through narrow gratings in the floors.
The groaning, squeaking din of this mechanism is deafening and constant, and a fishy carrion reek emanates from the water. The axle with all the cogs turns in two huge sockets, above a dark pool of water. Only the two largest cogs are big enough to be reach down into the water. A series of stone catwalks spans the room thirty feet above the churning waterways.
Gray path is the walkway above, the browner flooring is the floor below; not shown are the myriad of gears and cogs inbetween the twenty-foot distance between walkway and floor, not including some areas of pool.
Map updated!