
![]() |

Once again, Pip is surprised at the efficiency of the group. And a little intimidated by the casual way that Hellion dismisses it. "Right," she says as she looks around the room. "Really sorry, Zahra." As she approaches the lamp, she asks "do you think we could bring her back to consciousness now? Would the spell be broken? Or will we need a Restoration spell?"
She stops two foot away from the pedestal with the lamp, and cautiously starts examining it - thoroughly. She casts a quick spell to sharpen her senses, and casts detect magic as well, hoping to spot any signs of magical traps, or whether the lamp is indeed magical.
--
Cast Heightened Awareness. Take 20 on Perception for 41; 43 to spot hidden objects like traps. Cast Detect magic as well, after the perception check.

![]() |

Garam will also cast detect magic, checking out both the lamp and Zahra to see if either have any magical aura's.
Was that Moukadeen? I thought he was a genie?

Dungeon Master S |

Pip begins a thorough search.
Three chests rest on the floor of the alcove near by, surrounding the lamp’s pedestal. The first chest is filled to the brim with ancient Qadiran trade bars; the second chest holds a vast array of official documents, platinum trade bars, and a large platinum disk bearing the ancient seal of Koor; and the third chest holds a series of trade bar molds and top plates, emblazoned with emblems no longer used anywhere in the Inner Sea region.
Moukadeem’s lamp is simply a mundane iron lamp, albeit one covered in intricate arcane runes....
The not-genie himself has some gear on him that the party quickly takes .
Zahra is still unconscious...

![]() |

Does Zahra have any magical aura's on her suggesting compulsion type effects?

Dungeon Master S |

She has no auras, though you can make a Heal or Sense Motive check (I'd allow Spellcraft too).

![]() |

"I have no idea, but I have friends in the Dark Archive who could certainly examine it - I will be sure to get it to them for perusal"
"Wouldn't it be easier in a well-lit archive? I can see in the dark and maybe your friends can too, but color is hard in the dark! Hee hee. They can use my lab if they want!"

![]() |

Garam checks over the unconscious form of Zahra, trying to work out if she might have been compelled or has gone mad like the Naga did.
Sense Motive: 1d20 + 20 ⇒ (2) + 20 = 22
Spellcraft: 1d20 + 19 ⇒ (9) + 19 = 28

![]() |

Velidor watches the casters try to determine the magik at play with the fallen foes before he moves to help search the area...
Perception: 1d20 + 17 ⇒ (19) + 17 = 36

Dungeon Master S |

Garam struggles with addressing her particular pyschosis, but is confident that whatever insanity struck the naga has certainly struck her. That means he's also confident that she'll still be insane when she wakes up.

![]() |

Hmm, looks like she has been afflicted in the same way the Naga was. We are out of restoration scrolls although I can teleport, he pauses a moment, myself, Zahra and two of you back to town if we want to get things dealt with quickly. I could come back for the rest of you tomorrow?

![]() |

"I am happy to wait overnight, perhaps one of our party historians will enjoy the chance to spend a bit more time exploring - or we can simply ride all the magic carpets home?"

Dungeon Master S |

And only just now am I catching that I continually referred to Moukadeem as an undine. Sorry guys, this was not my A game. Too much real life got in the way. It's not indicative of my normal game! I apologize.

![]() |

"I'm okay with waiting too," Mohok concurs, "but maybe we do it outside, instead of in here with the river of lava and the monsters made of fire? Too bad Boom remembered we had that scroll, would come in handy right now." ;)

![]() |

A restoration spell isn't very expensive if it is what we need. Only 380gp as a spell casting cost.
With that Garam will help to gather everything up for transportation out of the depths.
Garam has a level 5 spell slot open so can teleport some of us today if we want.

Dungeon Master S |

The confusion was caused by me. He was a marid, and in fact, Moukadeem.

![]() |

Boom is practically boiling with excitement. She does not seem to mind the heat. "I want to stay! And study!!! A week! Maybe more!" A half dozen instruments are already out of her bag.
Our mission was to recover Zahra, no? We can return her directly to the infirmary, if need be.

![]() |

"Stay and study?," Pip asks. "I think we did everything we came here for, right? We retrieved Zahra, and we have the lamp. I propose we move together out of the city, just for safety. Then Garam can teleport to the city, and clear Zahra's mind. We'll listen to her story, report to the Venture-captain, and then return to explore more of the city. Plan?"

![]() |

That sounds like a great plan Pip!
After they get out of the tunnels Garam will take shelter in the tent and open a small metal box studded with little holes. A tiny, bright green scorpion crawls out and sits on the back of his hand, tail quivering. The two of them sit in silent comtemplation, staring at each other, for a disconcertingly long time.
With a jolt Garam snaps out of his reverie, OK, all is ready, who wants to come with us?
Spend 15 minutes prepping a teleport spell in my open 5th level slot

Dungeon Master S |

With Moukadeem destroyed, you may take the lamp back to Katheer for study or (sell it for scrap to the antiques dealers in the city’s bazaars. Your call)
Returning Zahra alive to Katheer, the Pathfinder Society expends the resources to cure her, as she represents an invaluable investment for them. Venture-Captain Cassomiran gives you a solid nod of thanks, with promises to give you access to her once she recovers.
-------
Weeks later, the Venture-Captain makes good on that promise. She admits that her greed for power and desire to unlock her genie ancestry exposed both her and you to unnecessary danger. She readily agrees to go back to Katheer and submit to the Decemvirate’s disciplinary actions, should there be any. In return she offers to to show you some tricks for the future...

Dungeon Master S |

Congratulations! MY sincere apologies again for the marid mix up towards the end. Still, a fun time and a great party. I'll get chronicles sent via PM later today. I'll leave the thread open for the day for any follow up RP posts

![]() |

Thanks GM, well run :)
Svetlana will send the lamp, or at least a copy of any details, off to the Dark Archive
Back in civilisation, the Hellknight returns to more urban attire, eschewing the spiky black armour for her formal silks.
"Good travelling with you all, perhaps our paths may cross again in future."

Dungeon Master S |

The lamp definitely makes a good contribution to the Archive.

![]() |

Many thanks to you all, it was a most enjoyable trip.

![]() |

Many thanks GM.

![]() |

"It was very educational," Pip chimes in cheerfully. "I've learned quite a bit from travelling with all of you. Maybe we'll see each other again, if fate wills it. Hopefully we won't have to knock around fellow Pathfinders then."
Thanks everyone, GM and players alike, for a very nice scenario.