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Fung is caught by surprise when the lizards start the speak, even more so when he understands what they say. Thank you, Master Wu, for suggesting I learn the tongue of the air elementals.
Knowing he does not have the gift of the gab, he stands back and let Nemis do the talking while he softly whispers a rapid translation for the rest of the party.
Have shifted Fung to the back, his usual position. And sigh, this looks like a battle that Fung will not be very useful, although Fung doesn't know that yet... :)

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@GM This was more as she is walking around the city toward their new destination. Like seeing that peppers are very valuable here, uncommon valuable compared to other places.

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Assuming that someone translates...
Belinda suggests "They may not speak Taldane, why not just tell them that we agree that we will leave and thank them for their warning."
Belinda points to the pathfinders and makes walking motion with her fingers.
bluff aid: 1d20 + 5 ⇒ (2) + 5 = 7 <- doubt I could lead not speaking the language.

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@Felicitas, immediately no, but as you are free to explore the city during your free time, and being a huge city. You will be able to find something native to each plane of element that might interest buyers back in the material plane.
Belinda attempts to try to keep cool, but the conversation turns for the worst as Nemis puts his mind forward thrusting his psionic powers against one of the lizards. The red hued lizards start to retaliate against the painful mind attack. As he starts to charge himself, the second lizards joins in. Their powers accumulate and they both create a powerful electric blast. 20ft radius, so Toctep and Nemis are hit. Both the lizards fly upwards of 30ft then, to keep themselves save from any dangers. charging: 1d4 ⇒ 2
dmg: 4d8 ⇒ (4, 6, 3, 1) = 14Reflex DC12 for half
Init, Nesmis: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Toctep: 1d20 + 1 ⇒ (9) + 1 = 10
Init, Khalib: 1d20 + 3 ⇒ (14) + 3 = 17
Init, Belinda: 1d20 + 6 ⇒ (9) + 6 = 15
Init, Kraak: 1d20 + 5 ⇒ (12) + 5 = 17
lizard: 1d20 + 7 ⇒ (15) + 7 = 22
Will save: 1d20 + 1 ⇒ (12) + 1 = 13
Combat Round 1... Fight!. Ding Ding Ding.
Conditions:
Electrified Steam Lizards R -15 (30ft) B (30ft)
XF, Nemis, Toctep, Khalib, Belinda, Kraak

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REF: 1d20 + 2 ⇒ (7) + 2 = 9 Despite the easily dodged attack, Nemis's reflexes are not that great and he looks severely injured after the blast.
The psychic continues to focus on the same foe "Surrender!" To drive home the point he sends a pair of blasts at the same creature.
MM: 2d4 + 2 ⇒ (3, 4) + 2 = 9

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The red lizard falls unconscious after the missile blast and dives to the ground.

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"They have wings?" says a startled Belinda.
She moves up to try and stabilise the fallen lizard.
heal: 1d20 + 1 ⇒ (14) + 1 = 15
"Stop this fighting at once."

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I'm assuming Nemis has shared what he knows about the lizards, including their immunity to electricity and fire.
Fung grits his teeth in frustration, realising that his main form of attack is useless against them, and his other options are the equally useless flask of alchemist's fire, or his feeble dagger. He suddenly recalls his most recent acquisition, however. Moving rapidly up beside Toctep, he lays one hand on his jade wayfinder, calling upon its power while laying his other hand on Toctep.
Activates jade wayfinder to cast guidance on Toctep.
How high are the houses along the alley? I'm toying with the idea of jumping up so that we can spread out better.

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Khalib doesn't appear to be too surprised by this couple of goons trying to drive them off Armun Kelisk. With a sigh, he draws his wand and bestows a blessing to his companions.
Bless!

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We'll delay Toctep & Felicitas to keep the game going.
Belinda comes to the aid of the fallen creature to stop it from dying. Xuan Fung and Khalib provide the party with a little bit of morale support.
Having completely drained itself from it's powers for a while, the last lizard swoops down and attempts to bite Belinda!
Bite;Charge: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 241d4 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9 d6 is fire dmg
Combat Round 2
Conditions: Bless
Electrified Steam Lizards B
XF, Nemis -14, Toctep (Reflex save required)(Guidance), Khalib, Belinda -9 , Felicitas

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Nemis, continuing to focus on a quick victory thrusts his mind into the lizard's: Mind Thrust I: 3d6 ⇒ (1, 4, 3) = 8 Will DC 21 for half.

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Felicitas will start her song of inspire courage.

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"Ouch! I was just trying to stop your friend dying." snarls Belinda as she stabs at the ungrateful lizard.
attack,bless: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
damage: 1d4 + 8 ⇒ (4) + 8 = 12
"Take that!"

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Added inspire bonus to Belinda's attack.[/dice]
The lizard seems to have made a grave mistake by choosing to engage in close combat. Nemis continues to deliver mind damage while Belinda returns the favour stabbing it back. Leaving it critically wounded. Khlaib moves in to heal Nemis's wounds and Felicitas supports the group by singing a song of courage.
will: 1d20 + 1 ⇒ (10) + 1 = 11
[ooc]Combat Round 2
Conditions: Bless, Inspire Courage +1
Electrified Steam Lizards B -21
XF, Nemis -11, Toctep (Reflex save required)(Guidance), Khalib, Belinda -9 , Felicitas

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Fung waits for Toctep to strike the creature, then again calls on the magic of his wayfinder to provide him guidance.
Ready action to cast guidance on Toctep as soon as he uses up his current one.

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Nemis nods with a wordless thanks for the healing.

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I've seem to forgotten that Toctep is away!
Nodachi,guidance: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Toctep Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Toctep manages to avoid some serious lightning burns, and almost immediately draws his nodachi in retaliation. He strikes cleanly at the injured creature. The injuries take a toll on the lizard and he is put out of commission.
End combat!
What do you do with the unconscious lizards? Will still move us a bit further. If you did want to question the lizards know nothing except of their instructions to stop you at all cost.
Searching the possession of the lizard, you find on them a pouch. Inside the pouch are two gems and a lantern .
Nemis -11
Toctep -7
Belinda -9
Information gleaned at the Gala leads the PCs to the Cloisters of the Hidden Breeze—a small monastery in the Godsward dedicated to Pulura, the empyreal lord of constellations and homesickness. The Cloisters are open to visiting pilgrims and curious travelers alike. The founding missionaries of this humble temple built it as a refuge for the lonely, the homesick, and the lost.
The missionaries of the Cloisters are mostly comprised of azatas. One of them greets you and introduces himself as Yogun. "Please, feel free to peruse this cloister. The only condition we have for outsiders are that you keep quiet and not take anything from the grounds."

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In order presented
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Spellcraft: 1d20 + 10 ⇒ (12) + 10 = 22
Religion: 1d20 + 10 ⇒ (16) + 10 = 26
Nemis whispers to his fellow Pathfinders, "The cloister will likely have many chambers. The chamber you believe has the right information is one furnished with floor-to-ceiling bookshelves and several desks. Let us be thorough."
Nemis bows to one of the Azata, "We come as honored guests."

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Belinda smiles at the friendly outsiders.
"Wow, this place feels so familiar somehow. Like a home away from home."
She looks around.
"My own home has a library. Do you have one here I could sit in?"

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"There are many libraries for you to peruse, make yourself free to roam around." Yogun explains, before making his departure.
As you wander around the cloister, You find the library that Nemis describes. However you don't find any books in relation to the elemental lords.
Oddly enough, it's implied you're smart enough to figure that the place you're looking for is hidden. There's no other path besides the hidden room to continue the adventure! I typically don't put hidden rooms in spoilers or reveal them until someone searches for it but since there's no other way for this scenario.
Perception DC23 to find the secret door.
The western wall has a secret door. The door opens into a 10-footdiameter antechamber with another door and an empty copper hook on the wall next to it. The door is locked. The wall above the locked door is carved some words.

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"There are many libraries for you to peruse, make yourself free to roam around." Yogun explains, before making his departure.
As you wander around the cloister, You find the library that
describes. However you don't find any books in relation to the elemental lords.
Oddly enough, it's implied you're smart enough to figure that the place you're looking for is hidden. There's no other path besides the hidden room to continue the adventure! I typically don't put hidden rooms in spoilers or reveal them until someone searches for it but since there's no other way for this scenario.
Perception DC23 to find the secret door.
The western wall has a secret door. The door opens into a 10-footdiameter antechamber with another door and an empty copper hook on the wall next to it. The door is locked. The wall above the locked door is carved some words.

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AidSpellcr: 1d20 + 6 ⇒ (11) + 6 = 17
AidSpellcr: 1d20 + 6 ⇒ (3) + 6 = 9
AidSpellcr: 1d20 + 6 ⇒ (4) + 6 = 10

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"I'm guessing what we want isn't out in the open someone help me look for something they don't want us to find." Perception: 1d20 + 10 ⇒ (11) + 10 = 21 Just need a single aid another!
[spoiler=If someone aids successfully]
"Look here. It says "Concordance members only past this point." Looks like this is it."

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I don't really believe in aiding another for perception! But you can assume to take 20, since you are searching the library thoroughly.

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Fung looks around awkwardly yet in awe as he follows the group around the library, unconsciously brushing his hands against his robes as if to wipe off whatever dirt and grime might be on them.
When Nemis finds the secret door, however, his discomfort fades away as he focuses at the task at hand. Glancing quickly at the words, Fung quickly translate for the rest of the party, "It says that this for Concordance members only."
After studying the lock in detail, Fung looks up and says, "I could try to pick this lock. Shall I?"
"Rolling" first, but proceeding only if the party has no objections. Taking 20, i.e. 2 min, to look for traps then to pick the lock.
perception, look for traps, take 20: 20 + 7 = 27
disable device, take 20: 20 + 12 = 32

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Toctep peers around, hoping that he does not see any guards
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"Sounds like a plan Fung, please be quick and check for traps first"

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Lucky for us, this is one of those disable device you can take 20 for. Maps are updated, ignore what you see on the map, as we're using a flip-map some of the objects placed on the map aren't actually there in this scenario.. What you should pay attention to is what the scenario text tells us.
A winding downward staircase empties into the center of a chamber with four circular alcoves. Each of these alcoves glows with a different colored translucent barrier: red, green, blue, and white. With the exception of the alcove behind the white barrier, a variety of items are on display beyond the barriers. Among these curiosities are books, scrolls, figurines, urns, and tapestries. The alcove behind the white barrier, however, is mostly blocked by rubble, as if it had been ransacked in the past. Four round gemstones sparkle atop a stone altar along one of the chamber’s walls. The garnet contains a small flame; the opal contains a miniature cyclone; the pearl is filled with sloshing water; and the diamond has several visible gray rocks inside of it.
Next to each barrier, a small slot is observed with words written in elemental languages.

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"Wow" says Belinda.
"This place is amazing. An opal with the cyclone within it. Could this be the actual unobtainable Opal? Surely not...but..."
Belinda carefully advances into the room. "Can anyone read these signs?"

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"Unfortunately not, if only they were written in the language of dragons..."

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"Indeed I can. The Auran one says Wet the Sky which I'm assuming means if we pour water over it, something will happen. Presumably something good."

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"Fortunately, I also have a wand of Language Comprehension. That is if I can't parse out the meaning the old fashioned way."
Will use the wand if need be. First, trying to use linguistics to read the others. I don't know if it's feasible, nor what the DC is, so I won't read the spoilers without confirmation.
Linguistics Ignan: 1d20 + 12 ⇒ (11) + 12 = 23
Linguistics Terran: 1d20 + 12 ⇒ (5) + 12 = 17
Linguistics Aquan: 1d20 + 12 ⇒ (4) + 12 = 16

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The scholar, silent until now, steps up and lends his expertise. "I'm certain the green sign is related to the Earth element. It reads "Spark the Earth". Most interesting... let's not forget the Concordance of the elements believes in balance and links between elements - there seem to be a chain here. My guess would be to Wet the Sky - understand to link water and air - then bring air - blow for example - on fire, then Spark the Earth, and finally dilute earth in water. How does it sound?"

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Felicitas ponders for a long moment but just nods."Well it´s worth a shot! Anyone has any water with him? Well I can do the blowing. " Moving over the garnet she takes a scroll and uses it as a fan to blow some wind on it!"

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Linguistics DC20 for each text.
Just going to go ahead and tell you this now..
That pathfinder's little experiments seem to yield no results. Nothing happens as you pour water or blow air on anything, into the little slot or even on any of the gems.
Also need to know, what would you have done with the lizards earlier? Let them be or tied them up and put them away? I.e. would you have let them escaped back?

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Earlier Belinda would have stabilised the lizards. They appears stupid rather than evil to her. Probably left them in an ally to either wake up or not.
"Maybe this is a hint about how to free the deity from each artefact then. What happens if we bring them close to each other?"
She stops to think.
"Surely if these were the real items, they wouldn't keep there here, they would be better protected. So they maybe are clues to help finding them, or models to practise opening them on. And why would the concordance of elements have these? Do they plot to free the entrapped beings, or use them somehow?"

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in your time wandering around, you note the gems will likely perfectly fit into the slots near the barriers.

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"Why don't we try putting the air gem in that water barrier... and see if that helps us. Remember, we are after information really." she says to her colleagues.

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Fung would definitely have objected to any permanent solution of the lizards. He would voted to have just left them tied up.
Khalib, that is so 5th Element! :)
Fung nods at Belinda, partly in agreement but also partly he does not have any clue himself. "I agree. That sounds like a good idea. But which barrier is for which element? I guess red would be for fire, and green is probably for earth. So would blue be for water? Or air, the colour of the sky?"

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Placing the opal with the whirlwind into the slot under the blue barrier yields no change to the environment.

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"Maybe we need to do all at the same time?" suggests Belinda.
"Or maybe we are interpreting it back to front. The air is probably that white barrier" she says gesturing towards the scene of previous destruction.
"I'm slightly surprised that whoever came here before didn't take these precious looking gems, rather than brute force their way into behind that white screen. Or maybe it is a warning if we get something wrong..."

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Taking the red gem Felicitas nods to Belinda."Let´s try all together at once" She walks to the green barrier and prepares to insert the gem into the slot.

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"Wouldn't it make sense if the elemental language is written next to the barrier that corresponds to it's element?"
Toctep takes the pearl and moves to the white barrier. [b]"All at the same time? Who will take the opal and diamond?

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I'm going to assume you guys follow Khalib's answers and someone brings Diamond to green, and opal to red.
As you insert the gems into the corresponding barriers, the barriers completely disappears. You take some time to search through the alcoves of the chamber. It is filled with many books, too many that you are overwhelmend.
If someone passes the above check, then you may only refer to the Auran spoiler below.
[spoiler=Auran or Linguistics DC30] The book is called 'The Codex of Fundamental Dominion' You (the person reading this spoiler) may make a Perception or Kn. Planes DC 21 to refer to the next spoiler.

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Taking her time, Belinda looks through the treasures in search of a clue that might help with their mission.
I'm assuming take ten is fine here, no presume
perception, take ten: 10 + 9 = 19
"Look, over here, this book. Can anyone read it?"