
Andel Gesseran *NPC* |
- Thassilonian
- Aklo
- Boggard
- Goblin
- Giant
- Undercommon
- Engineering +11
- Geography +11
- History +13
- Local +14
- Nature +10
- Nobility +11
- Planes +11
- 2nd: heroism, allegro
- 1st: borrow skill (DC15), chord of shards (DC15), comprehend langs, timely inspiration (DC15)
- 0: dancing lights, mage hand, message, read magic, summon instrument, unwitting ally (DC14)

Angel stares at what he has just drawn, "I think it is this ... the known final resting place of a Runelord. This information would be extremely valuable to our Venture Captain and likely give credibility to her life search. "
-Posted with Wayfinder

Vuloo |

Vuloo and Andel will thoroughly search the area (take 20) before exiting to the west. "Let's get out of here while we still can. I'm eager to get back to the Pathfinder Lodge and document what we've learned here."

DMFflash |

Your search turns up nothing different. The Maidens show you the way back out to the east of the great hall and through the northern alcove, proceeding one at a time and teleporting back into the room of three statues where you encountered the initial group of Maidens a couple days ago.
Ill update the map this evening
-Posted with Wayfinder

DM Fflash |

Taking the three boats over the course of a couple hours, the party ferries themselves back to the platform where they kiss the statue's feet and return to the Chamber of Gray Flame.
Braelex has previously explored the area to the west of the Chamber of Gray Flame if she'd like to share her discoveries with you.

Braelex* |

"Before I found the way back up to you, I went this way," Braelex points down the hallway to the west...
Hall of Bedchambers
A total of ten wooden and iron doors line the walls of this long hall—five doors to a side. Each door bears an identical inscription on its face, as does the blank wall at the western end. Only the easternmost door to the north seems to have a different inscription on it—this door is also caked with a sheen of frost.
The inscription on the doors read in Thassilonian: “Thou wouldst enter? Then thou must touch!”
The inscription on the easternmost door is different and reads in Thassilonian: “Thou wouldst enter to enjoy the company of the Runelord of Lust herself? Then thou must touch!”
"I didn't open any of these doors, and at the end of the hallway was a cold-trapped door. I was able to disable the trap and look beyond, but realized I was going the wrong way and backtracked."
The room beyond (not on the map, I think) is an opulent marble chamber dominated by an enormous bed that sits on a raised dais. The walls bear frescos of a woodland scene, with leering satyrs chasing nubile nymphs. A domed ceiling inlaid with mother-of-pearl rises twenty feet above the opulent bedchamber.

Nalar Tavor |

Hall of Bed chambers
As Nalar enters the room and sees the enormous bed he turns to Braelex with a grin. "So wanna try it out?" He says giving her a charming smile as Thyrl climbs up his arm and gives him a sharp nip on the ear.
"Focus master, there could still be danger around." The outsider says chidingly as it grabs his collar, leading the man away and into the hall.
Nalar gives the tiny creature a glare before casting detect magic around the room. As he does he reads the inscriptions.
“Thou wouldst enter? Then thou must touch. Thank you Captain Obvious.” He says snarkly.

DM Fflash |

Exploring the room and opening the doors to the north, Nalar detects moderate enchantment magic from a starburst inlaid in the floor in the middle of the room.
Preparation Room
The erotic frescos in this domed chamber have faded, but their intent to inflame the passions of those occupying the room is still plain. Four marble benches sit against the walls and a complex mosaic of thousands of colored chips form a huge starburst on the floor.
Vuloo studies the frescoes and realizes the satyr are not just galivanting but are actively practicing various forms of arcane art, specifcally, alchemy, enchantment, and conjuration.

Andel Gessaran |

Andel studies the frescoe and attempts to identify what specifically the satyr's casting.
Knowledge, Arcana: 1d20 + 13 ⇒ (4) + 13 = 17

Relan* |

Galen looks over the room, moves to a position where he can stand guard, and tries not to think how long its been since he has been with a woman.

DM Fflash |

Andel determines that the Satyr's are practicing multiple types of charms and summons and potion brewing.
Nalar looks in to the starburst but his vast respository of knowledge doesn't provide him any insight. For more info, it will require tinkering with them magical energies. (Spellcraft or UMD)
The next room is much smaller. A simple pool of pure, clear water fills the central area of this room. Doors lead out of the room in all four cardinal directions. They are each marked with a Thassilonian rune.
From the north door going clockwise ...
Enchantment Lab
Conjuration Lab
Alchemy Lab
Preparation Room

Vuloo |

Vuloo puzzles over the runes. "The doors are labeled ... enchantment lab, conjuration lab and alchemy lab. Which shall we enter first?"
He detects magic on each door and then listens at it.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Andel Gessaran |

Andel will join Nalar and will see if he can shape the magical energies around the star burst.
UMD: 1d20 + 10 ⇒ (19) + 10 = 29

Nalar Tavor |

Having failed to recall anything about the magic Nalar decides to try a more practical approach, a smile on his face as he leans down to start tinkering. "Best part about being a pathfinder," He says mostly to himself. "Playing with old and interesting magic."
Spellcraft: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31

DM Fflash |

Just realized that Alchemy Lab and Prep Room are in the wrong order on my "clockwise" list. Prep room is the door to the south that you come through. Alchemy Lab is to the west
Pool Room
Vuloo detects magic from the pool (Overwhelming Abjuration), but not from any of the doors.
Braelex detects no traps or locks on the alchemy lab door and opens it.
Alchemy Lab
Stone counters line the walls of this chamber. An additional work slab sits in the center of the room—all of these countertops are cluttered with beakers, jars, tubes, tools, and all manner of ancient alchemical equipment, many of them caked with strange encrustations of crystals, stains, or other residues. A particularly large urn of corroded-looking metal sits in the center of the westernmost countertop.
Preparation Room
Nalar fiddles with the starburst magical energies, pulling and tugging at various arcane threads until he figures out how it is a permanent bound enchantment used to subtly manipulate others' minds. No surprise there ...

Vuloo |

Waiting for Nalar and Andel to join the group, Vuloo follows Relan into the Alchemy lab and detects magic on everything. He wearily examines the corroded metal.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Nalar Tavor |

Nalar stands up, brushing dust off his clothes as he does. "Interesting, it's a form of self charging Enchantment. If you stand on it you can influence minds, effectively casting Suggestion. Appears to have roughly an hour chargeing time, very interesting."
For a moment he looks at the Starbucks with a longing, before turning away and joining Vuloo.

DM Fflash |

Alchemy Lab
Vuloo identifies 7 different flasks that radiate magic. He inspects the corroded containers and find they are sealed with large metal airtight plugs.
Assuming you will open all the doors (untrapped)
Enchanment Lab
Six stone platforms draped with white sheets stand in this room, with manacles affixed to the four corners of each. What appears to be a metallic bookstand stands at the foot of each platform—one of these stands still holds a large leather tome. The walls are painted a soft, soothing blue.
Conjuration Lab
The center of this domed chamber is dominated by a complex design painted on the floor in dozens of colors, which is oddly unsettling. Broken furniture and other debris is scattered across the room and a faint acidic odor tickles the nostrils, while an overturned bookstand with a large black tome sits near the far wall.

Relan* |

During this phase of exploration Relan assumes a defensive stance and stays alert for threats. Gather what is or value and lets complete this. he urges.

Vuloo |

Alchemy Lab
Vuloo attempts to identify the seven flasks.
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Enchantment Lab
Andel will study the tome in an attempt to identify what magic it was used for.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge, Arcana: 1d20 + 13 ⇒ (11) + 13 = 24
Conjuration Lab
Andel will also move to study the tome in this room.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge, Arcana: 1d20 + 13 ⇒ (19) + 13 = 32

DM Fflash |

Enchantment Lab
Andel and Nalar explore the lab.
The book on the stand is an ancient Thassilonian text called Dreams and Desires that explores the mysterious link between dreams and enchantment magic. The book itself is magically preserved, and if used as an aid in any question involving dreams or enchantment magic, it grants a +2 circumstance bonus on Knowledge (arcana) checks. The book is worth 400 gp. However, slipped in between the pages are three scrolls—these include a scroll of dream, a scroll of symbol of sleep, and a scroll of mind fog.
[b]Alchemy Lab
1d7 ⇒ 6 6* 1d100 ⇒ 51
1d6 ⇒ 4 4
1d5 ⇒ 2 5* 1d100 ⇒ 52
1d4 ⇒ 3 7* 1d100 ⇒ 1
1d3 ⇒ 1 1
1d2 ⇒ 2 3
2
Mean while, Vuloo studies the various extracts. He cannot figure out the first one, identifies the second as a potion of displacement, the third is also unidentifiable. He is struggling to figure out the fourth when it gets hot in his hand and detonates!
The resulting explosion blasts outside the doors and washes over Braelex and Relan ... it also detonates two of the other flasks and sends acid and cold explosions out as well to hit all three of them again.
Fire Damage, Reflex DC15 to halve: 5d8 ⇒ (6, 3, 7, 2, 3) = 21
Acid Damage, Reflex DC15 to halve: 5d8 ⇒ (4, 8, 3, 1, 5) = 21
Cold Damage, Reflex DC15 to halve: 5d8 ⇒ (6, 5, 1, 5, 1) = 18
As an added benefit, the corroded containers break open, spilling an arcane substance into a goo on the ground. It moves of its own accord separating into two globs, lashing out at Vuloo.
Saves, Initiative and first round actions! Knowledge Dungeoneering checks as well for identification. Andel and Nalar are protected from the blasts, but they are visible to them through the open door.
I will adjudicate the Conjuration Lab after this is resolved

Nalar Tavor |

Init: 1d20 + 10 ⇒ (11) + 10 = 21
Hearing the explosions Nalar spins around, magic at the ready. Seeing the blolbs of grey goo writhing on the floor Nalar looks at Thyrl. "Any idea what they are?" He asks, casting a sheild spell as the tiny outsider thinks for a moment.
Dungeonerring: 1d20 + 16 ⇒ (1) + 16 = 17
0
Prestidigitation
Detect Magic
Read Magic
Light
1
Charm Person
Cultural Adaption
Magic Missile (3)
2
Investigative Mind
Protection From Evil Communal
Mirror Image (2)
Create Pit
3
Heroism
Dispel Magic (2)
Displacement
Magic Circle Against Evil
4
Charm Monster (3)
Dimension Door

Relan* |

Reflex Save 1: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex Save 2: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex Save 3: 1d20 + 5 ⇒ (13) + 5 = 18
Ouch.39 points of damage. Unsure If Relan was healed up before or not.
By the Hells? I thought you could find traps?

Vuloo |

Ref: 1d20 + 4 ⇒ (12) + 4 = 16
Ref: 1d20 + 4 ⇒ (18) + 4 = 22
Ref: 1d20 + 4 ⇒ (18) + 4 = 22
Init: 1d20 + 1 ⇒ (1) + 1 = 2
Vuloo will withdraw out of the room.

Andel Gessaran |

Init: 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge, Dungeoneering: 1d20 + 12 ⇒ (18) + 12 = 30
Andel moves to the center room to get a better look at the globs. If he can identify the creatures, he calls out any weaknesses to the group.
+2 to attacks and saves for everyone.