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Doodle takes one of the more powerful potion, as she points them out to the others. ”Better heal up now. No telling what that crazy man has waiting on us in there...”

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Anwar will check over the door for potential traps.
Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Before they try it he mutters a spell on himself, blessing himself with barkskin.

GM Z..D.. |

You do detect some sort of magic radiating from the doll head itself. And you can not see any traps on it

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KnowArc: 1d20 + 14 ⇒ (18) + 14 = 32

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Know. Arc 1d20 + 11 ⇒ (9) + 11 = 20
”That doll head is covered with illusion magic. It might just be a regular door with that sick image on top of it for all I can tell...”

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Well, as long as it isn't trapped lets get in there.
Will save to disbelieve: 1d20 + 11 ⇒ (8) + 11 = 19
Perception if successful: 1d20 + 16 ⇒ (7) + 16 = 23
As long as everyone one is ready and in place Anwar will try and open the door.

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Ready!

GM Z..D.. |

As Anwar grasp the dolls face to try to open it, its mouth begins to move suddenly, letting out incoherent shouts. A mix of insults and slurs come from it.
The door itself does not budge, as if it is locked.
So some one can try to pick the lock or you could always bust it down

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A simple trick... Says Ibaz
He moves and get out his tools while he tries to open the locked door.
Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15
Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20
If a 20 doesn't make it, I will "take 20" for a 2mn try

GM Z..D.. |

After about thirty seconds of working in it, the door clicks and swings open on its own. Revealing what is inside.
Tangles of tubes, cords, and wires fill this bizarre room. Black, acrid smoke churns from dial-covered devices that buzz and bellow, and a thick green liquid bubbles within tall glass cylinders that feed a central device resembling a giant metallic coffin. The floor is densely carpeted with shattered porcelain faces and limbs, with glimpses of more organic gore amid the rubble. difficult terrain through out
A woman stands in the rear of the room, holding a control rod of sorts. "You all are the best the society can send after me, cant even open a door" The woman laughs. "Well are you ready to join you friends in the tanks..."
Anwar: 1d20 + 8 ⇒ (4) + 8 = 12
Ibaz: 1d20 + 2 ⇒ (10) + 2 = 12
doodle: 1d20 + 6 ⇒ (17) + 6 = 23
electra: 1d20 + 8 ⇒ (6) + 8 = 14
Varian: 1d20 + 9 ⇒ (4) + 9 = 13
gm: 1d20 ⇒ 13
Bold May Act
Doodle
GM
Anwar
Ibaz
Electra
Varian
GM

GM Z..D.. |

Doodle, you may have to move closer to use the spell..its quite the distance between you and the target
73 hp 20 temp
false life: 1d10 + 10 ⇒ (10) + 10 = 20
The woman moves closer and cast a spell.
Bold May Act-Round 1
Anwar
Ibaz
Electra
Varian
GM
Round 2
Doodle
GM

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My bad. I though magic missile was line of sight for some reason. Can I double move ahead in the first round, then pull my wand and fire in round two then?

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Anwar flies forward into the room, rising up about the strange machine in the centre. Electrical energy crackles around him, anticipating the womans next move.
We do not wish to harm you woman, we are here for Black, tell us where he is and you can go about your wat.
Anwar readies an action to deliver a bolt from his call lightning spell if she takes and hostile action. 3d6 ⇒ (3, 3, 3) = 9 electrical damage with a DC18 reflex save for half
He then whistles for Mirage who slithers forward.

Mirage, Animal Companion |

Mirage slithers forward.
Mirage double moves. I just noticed the whole room is difficult terrain, that probably needs to be stressed! Can Mirage clamber over the equipment rather than heading over the floor? She has a climb speed.

GM Z..D.. |

She laughs, "Chrysalis is a little busy right now, it seems he trying to deal with intruders at he moment..."
She laughs again as she cast another spell. Receiving a fireball and a lightning bolt for her troubles..
fire reflex: 1d20 ⇒ 9
lightning reflex: 1d20 ⇒ 19
concentration: 1d20 + 14 ⇒ (12) + 14 = 26
HP: 73 temp 2
The incoming damage causes her to lose the spell.
Mirage, go for it
A loud bang can be heard from the giant container in the middle of the room. Something inside is trying to make its way out. Another loud thud causes a bolt to come screaming out of its place...1d8 ⇒ 1.
The bolt whizzes by Mirages head, nearly missing the serpent.
Doodle comes along and fire a magic bolt at the woman.
Bold May Act-Round 2
Anwar
Ibaz
Electra
Varian
GM
Round 3
Doodle
GM

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Varian moves forward again, and readies to toss another spell if the woman tries to cast again, trying to keep her occupied long enough for his allies to close to melee distance.
Fireball: 5d6 ⇒ (3, 5, 4, 3, 1) = 16 Fire damage. DC 19 Reflex for half.

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Electra readys another Magic Missle: 3d4 + 4 ⇒ (2, 1, 1) + 4 = 8 if the woman tries to cast another spell.

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Would someone move Doodle forward 40’ from last round, and then 20’ this round, following Ibaz’s path.
Assum8ng Doodle still has line of sight, she uses her magic missile wand again.
Damage 1d4 + 1 ⇒ (4) + 1 = 5

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Anwar flies forward and readies another bolt of lightning against the woman.
Call lightning spell if she takes and hostile action. 3d6 ⇒ (2, 2, 2) = 6 electrical damage with a DC18 reflex save for half

GM Z..D.. |

Black attempts to gather energy for another spell, but is bombarded once more with opposition.
fire reflex: 1d20 ⇒ 3
lightning relfex: 1d20 ⇒ 8
HP: 40
Once again he/she is not able to maintain the spell..
Another loud thud sends another bolt flying from the holding chamber..1d8 ⇒ 2. And flies right by Ibaz as he makes his approach...
Party is up

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Electra launches another missle from her wand.
MM: 1d4 + 1 ⇒ (4) + 1 = 5

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Concerned about the noises coming from the machine beneath him Anwar looks around to see if anything might be coming out of it.
Active perception as a move action: 1d20 + 16 ⇒ (2) + 16 = 18
He continues to crackle with electricity, ready to strike at the enemy caster if she tries to attack us.
You should surrender, you cannot withstand our combined might.
Readying to hit her with call lightning again if she takes offensive action. 3d6 ⇒ (3, 1, 1) = 5 electrical damage, DC18 reflex for half.

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Doodle again moves forward 20’ and blasts with a charge from her magic missile wand.
Damage 1d4 + 1 ⇒ (3) + 1 = 4

GM Z..D.. |

1d8 ⇒ 4
7 bolts left.
Anwar tries to figure out what inside the chameber, but can not see through the liquid clearly enough.
Doodle and Electra Magic Missiles connect.
"Well then, I guess I will just have to try again some other day." The figure retreats, taking cover behind the stage like structure.
Another loud thud and another bolt goes flying through the air, clattering off the wall.
Varien and Anwar's actions did not go off.
She has total cover behind the stage
Party is up..Ibaz may take two turns worth.

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Electra will also run forward.

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I don't think you can take the run action through difficult terrain
Anwar flies forward over the machinery trying to reach the woman and stop her casting.
Double move flying forward, drop down to ground level next to her, I will provoke getting into position

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Yep, its marked on the map slide. it is why Mirage is climbing over the machinery.

GM Z..D.. |

You would provoke, but she has no way of threatening.
Just waiting to see if Doodle has anything to do before the next round.

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Apologies. Lost count. Doodle will double move toward the caster, please. If someone would be so kind as to move me.

GM Z..D.. |

Okay, thanks Doodle
concentration check, DC 25: 1d20 + 14 ⇒ (13) + 14 = 27
The female holds her hands up as Anwar closes in, she winks at him, "Ta-ta pathfinder". And with that she blinks out of existence.
Yep Chrysilas teleported out like the coward he is
Out of Combat
A few moments later, a mass of flesh breaks free from its containment cell. It takes a few steps and then collapses on the floor as its underdeveloped lungs struggle to breathe.
On the landing the agents find a dossier and a sack of newly minted Qadarin coins. The dossier reveals the ties between the mad artificer and the Aspis Consortium. These documents reveal details of the sabotage Black was instructed to perform on the Heidmarchs’ angelic guardians, records of months of payments for use of the Doll House as a smuggling front and the acquisition of information from the Golemworks, and finally a mysterious reference to the approval of an unnamed “Qadiran friend.” All of the documents are signed by gold agent “Maiveer Sloan of Bronze House,” the Aspis Consortium’s head of operations here in Magnimar.
Now with out the distraction of battle, you also notice figures floating in tanks of green liquid.

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Doodle walks closer to the ranks of green liquid, trying to make out what poor unfortunate creatures might be trapped therein.
Perception 1d20 + 9 ⇒ (16) + 9 = 25

GM Z..D.. |

Doodle notices that in each of the six cylinders are humanoids. A mix of humans, halflings and gnomes. They look well preserved.

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Doodle tried to keep from whimpering as she made out an array of humanoids contained therein.
Heal 1d20 ⇒ 6
”Oh no, I think they are all dead. What a disaster we’ve walked into!”

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Heal: 1d20 ⇒ 14

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Dmmit, she escaped!
When the creature breaks out of containment Anwar backs off but seeing it expire he moves forward to examine it.
This Black is a monster. Dammit but where is he.
Anwar spends a bit of time hunting through the lab, checking it out with detect magic.
Perception: 1d20 + 16 ⇒ (17) + 16 = 33
Examining the figures in the tanks.
Take 10 on heal for 20 with guidance
Wait a minute, these people are still alive. We should try and get them out. Anyone any idea how we do that safely? They are in some sort of state of suspended animation I think.

GM Z..D.. |

Anwar finds a lever that would drain the liquid and then another that would lower the tanks glass walls to retrieve the agents.
I got the check mixed up. Anwar is actually able to wake them from the suspended animation with that result as well.
With that the scenario is concluded.
The PCs can rescue the missing Pathfinders and bring the evidence damning the Aspis Consortium to Heidmarch Manor. Sheila presents the evidence linking the Pathfinder’s murders, the attack on her property, and the relic smuggling ring to the Magnimarian government in an effort to bring punishment down on the rival organization, but Lord-Mayor Haldmeer Grobaras and his ineffectual bureaucracy are unconvinced of the Aspis Consortium’s role in the murders. Although the evidence is substantial that they were at least involved in spying on the Golemworks, smuggling, and ordering the sabotage of angelic guardians, those in power are hardly motivated to get involved in a crime that seems to have already been solved, though the Pathfinders are paid lip service and promised that the Aspis Consortium will be watched carefully going forward. Due to Chrysalis Black's escape, the lord-mayor issues a warrant for his arrest, but nothing comes of it.
Thanks for playing along...I will have chronicles up asap.