
Azalia |

That might work, but it also might make it impossible for us to retrieve the key. Let's try something else first.
Perception check for traps:
Perception: 1d20 + 21 ⇒ (9) + 21 = 30
I have permanent see invisibility and detect magic... I also get an auto-check roll for any magical traps. Anything else here?
Azalia tries to reach the key with mage hand, directing it by looking into one of the mirrors.

Marten Daseto |

Marten also has permanent see invisibility.
If Azalia gives the all clear, Marten walks to where the key would be as indicated by its reflections and examines that space, as well as above and below it.
Perception: 1d20 + 15 ⇒ (14) + 15 = 29

GM Kevin O'Rourke |

As you approach a mirror, your reflection smiles and beckons you to follow, turning around and appearing to approach the orange light in the center of the reflected room.
Cautious Azalia realises that the mirrors are magically trapped, however with mage hand and using the position of the key reflected in the mirror she is able to claim take the key.

Anneka Avertin |

Previously
Anneka taps Creydon gingerly with her wand, ending with one slap to the top of the head for good measure.
wand clw @ Creydon: 1d8 + 1 ⇒ (6) + 1 = 7 -21
wand clw @ Creydon: 1d8 + 1 ⇒ (4) + 1 = 5 -16
wand clw @ Creydon: 1d8 + 1 ⇒ (8) + 1 = 9 -7
wand clw @ Creydon: 1d8 + 1 ⇒ (1) + 1 = 2 -5
wand clw @ Creydon: 1d8 + 1 ⇒ (1) + 1 = 2 -3
wand clw @ Creydon: 1d8 + 1 ⇒ (4) + 1 = 5 full
6 charges used, 25 remain.
Now
"That was amazing!" Anneka congratulates Azalia on her ingenuity and imagination. Her reputation as an esoteric connoisseur is well-deserved.

Ferocia Navarro |

Ferocia stands beside Anneka, waiting for healing. I have 29 wounds.

Anneka Avertin |

Anneka slips her wand from its sheath, giving a few more taps to Ferocia.
wand clw: 1d8 + 1 ⇒ (3) + 1 = 4 -25
wand clw: 1d8 + 1 ⇒ (6) + 1 = 7 -18
wand clw: 1d8 + 1 ⇒ (1) + 1 = 2 -16
wand clw: 1d8 + 1 ⇒ (5) + 1 = 6 -10
wand clw: 1d8 + 1 ⇒ (3) + 1 = 4 -6
wand clw: 1d8 + 1 ⇒ (4) + 1 = 5 -1
6 charges used, 19 remain.

Marten Daseto |

Marten is 10 hp down. Sorry for just now speaking up.
Marten smiles and congratulates Azalia, like an instructor commending a student.
Honestly, I was going to cast a minor image of the key in the spot where they key should have been according to the reflections, and then see if I could grab it. I'm glad Azalia's target worked out.

Creydon Clay |

Creydon is about to speak up, and then Azalia solves the problem.
"Great work!"

Azalia |

Azalia is amazed that her first idea worked, and glad that they are moving quickly so that they don't fall behind the other participants.
Hall of Induction next? she asks.
Locations to search
Hall of Summoning
Hall of Seeing
Hall of Induction
Hall of Lies
Hall of Charms
Hall of Whispers
After we heal Marten of course.

GM Kevin O'Rourke |

The Hall of Induction’s challenge is located in a classroom in the building’s northern side.
The air in this room smells acrid, making the eyes water—the source is a large brazier of burning incense in the corner and a curious set of glass pipes connecting two vats of bubbling liquid (one green, one
red). The key-light in this room is traveling back and forth inside of the glass tube, it appears variously green or red as it swims through the fluid, looking yellow in the middle.
Map updated, please position yourself on it. If it becomes relevant and you haven't... I'll roll randomly for people's positions.

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Drazh hung back, looking at the room warily. ”So, what does induction mean? More beasties to fight?”

Anneka Avertin |

Anneka frowns, her forehead creasing. "I don't know. But I can douse the brazier from here." She coughs.
I'm proposing to cast create water over the brazier. 22 gallons!

Creydon Clay |

Standing next to Anneka, and with arms ready, Creydon says:
"That sounds like it might work. Regardless, everyone get ready for a scrap!"

Anneka Avertin |

Anneka gestures, and a torrent of water appears to pour from midair, like some invisible waterfall emptying a tiny river straight into the brazier.
"That bit's useful for baking bread," she explains. "Sometimes you just need a bit of steam in the oven."

Ferocia Navarro |

Ferocia raises an eyebrow, clearly having no idea what this contraption is.

Marten Daseto |
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Know. (arcana): 1d20 + 20 ⇒ (12) + 20 = 32
Marten casts detect magic on the brazier, glass pipes, and vats, hoping determine if he can glean the purpose of this challenge, and whether or not he should call out a warning before Anneka casts her spell.

Azalia |

Is this a bookshelf over here? If so, Azalia scans it for magical signatures.
Azalia looks around to see if there are traps or anything she can figure out about the area.
Perception: 1d20 + 20 ⇒ (17) + 20 = 37 (+1 if a trap)
Not sure what knowledge skill to roll. Engineering? Nature? Both are +10 for me, so whichever works to figure out the contraption?
Knowledge Engineering?: 1d20 + 10 ⇒ (15) + 10 = 25
Or maybe I should roll both.
Knowledge Nature?: 1d20 + 10 ⇒ (20) + 10 = 30

GM Kevin O'Rourke |

Marten detects that the device is filled with magical energy and giving off a strong evocation aura. The braziers merely heat it and dousing them would cause no harm.
Anneka douses the flames with her water but there's no immediate effect.
Azalia finds a few magical aura's about the book shelf but on inspection discovers that some of the more valuable books have had book ward cast on them. She notes the strong evocation aura and realises the nature of the trap. The tempered glass has had a little magical enhancement to contain the magical and alchemical energies stored within, if broken it will unleash a huge amount of harmful energy. The glass has no way to access the inside... but someone with great skill might be able to slowly siphon off the material contained within in a safe manner but it would be risky.... A disable device check could do it! Once empty it would be easy to retrieve the key.

Creydon Clay |

"I find that a bit of music helps get the job done, if anyone has the skills for it.", Creydon offers.
Can do inspire competence for +4 competence bonus but no disable device skill

Marten Daseto |

"Fascinating. If we can determine the type of energy that could be released, I have a scroll that should be able to protect you against it, Azalia."
Can we determine the type of energy? Fire, cold, acid, sonic, etc.?

Azalia |

Azalia attempts to siphon off the material.
Disable Device: 1d20 + 23 ⇒ (7) + 23 = 30
Kind of a low roll... hope that is enough.

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With nothing to contribute, Drazh got out of the room...

Creydon Clay |

As Azalia approaches the cabinet, Creydon strums on his lyre.
Inspire Competence +4

Anneka Avertin |

Communical protection from energy (fire) should still be in effect.

Azalia |

I have fire resistance 5. Also, inspire competence would be great, and I also forgot to move deft hands up to +4 when it went over 10 skill levels, so that should give another +2. Also happy to wait until we can determine type of energy. (I don't know why, but when I posted, I only saw the GM's post, not the two after. Maybe I had it cached or something--? Sorry about that.) Anyway, with Creydon's bonus and my forgotten one, we should be at 36. ... crossing fingers.

GM Kevin O'Rourke |

@Marten, if a craft alchemy check was involved I'd give specifics but more basic elemental damage types like fire, acid and cold are more likely than sonic
It's a little nerve racking but Azalia is just barely able to release the alchemical substance, at one stage there is a stream of liquid that spurts out unexpected... and melts a chair in half. It takes a few minutes but soon the glass can be broken safely to retrieve the key...
Seeing the pattern of your selections... to the Hall of Lies
The Hall of Lies’s challenge is located at the end of a dead-end hall in the middle of the building.
The appearance of this building undulates making exploration of the rooms inside a maddening and confusing task. This challenge’s green key-light dances and weaves about at the end of the dead-end hallway.

Marten Daseto |

@Marten, if a craft alchemy check was involved I'd give specifics but more basic elemental damage types like fire, acid and cold are more likely than sonic
Makes sense. I was just thinking that since that was the Evocation themed hall, Marten might have insight since is an Evoker. I realize now that I should have pointed that out at the time, however.
The appearance of this building undulates making exploration of the rooms inside a maddening and confusing task. This challenge’s green key-light dances and weaves about at the end of the dead-end hallway.
I'm unclear; have we already explored the undulating building and have entered the hall where the key is kept?

Creydon Clay |

Creydon stares at the chaos in front of him, trying to discern a pattern.
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10

Azalia |

Azalia walks toward the light.
har har
She needs to be within 50 feet to use mage hand to grab the light... how close is the end of the hall?
Also, remember autocheck for magic trap if I get close to one. (If that still works in this environment.)

Anneka Avertin |
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Anneka casts true seeing on Azalia.

GM Kevin O'Rourke |

As whole building including the hall just seems to twist in your peripheral vision constantly drawing your eye and when you look back the previous point you were looking at has changed. It's extremely disorienting.
Marten suspects that a variety of confusing and potentially dangerous illusion spells are active.
Anneka anoints Azalia's eyes with some rather expensive ointment. She moves close enough to try to grab the key with her mage hand.
Trapfinder: 1d20 + 21 ⇒ (3) + 21 = 24
As she starts to claim the key figures appears that only she can see. The figures of Aldern Foxglove and herself appear, their faces twisting into sneers as their hair falls out. The skin grows taut over their faces revealing fangs. Their flesh take on unhealthy tones. Azalia is confronted by what could have been as a ghast version of her and Aldern Foxglove come to feast on her flesh.
Azalia DC20 will Save. Due to True seeing Azalia is going to get a +4 Disbelief bonus on the will save.
Azalia knows for a fact this isn't real and is able to push the threat aside mentally.
If passed take damage: 3d6 ⇒ (5, 2, 2) = 9
If failed Azalia will die from fear... which at the very least could be fun to write.

Azalia |

Will Save: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28
Whew.
Will you NEVER leave me ALONE? Azalia screams as she sees an unholy version of Aldern Foxglove with fangs coming after her. She is about to succumb to the vision when she sees herself as another unholy creature, joining him. Something about that idea of her with Aldern sparks rejection from the deepest part of her soul.
NnnNNNNnnnOOOOOO!!!! I will NEVER join you! And at that, the illusion is gone, and she has the key in her hand.
After she recovers from the vision, she looks around nervously at her companions, realizing they heard every word.
Err... I guess it was an illusion. ... Sorry.
I sneaked a look at the "if failed" spoiler (after the roll, I promise)... seriously that was instant death if I failed? That's crazy. :) Much more relieved now. Although I think you're right. It would have been a hilarious death to write.
Shall we see whether I would have died?
Fortitude: 1d20 + 4 ⇒ (7) + 4 = 11
Ha ha. That was one important will save. :)

Creydon Clay |
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Creydon lets out a breath that he didn't realise he was holding in.
"No worries, Azalia. This place is riddled with deathtraps. I'm just glad you got out. And with the key."

GM Kevin O'Rourke |

Azalia claims another key...
Phantasmal Killer but it's been heightened to increase the DC!
Who would have believed an eldritch scoundrel rogue would be doing so well in this adventure...
Hall of Shaping
The Hall of Shaping’s challenge is located in a currently unused office along the building’s east side. Dust coats many of the objects in the room including pieces of masonry and statues.

Creydon Clay |

Creydon squints as he tries to spot where dust isn't as thick - or where something might be hiding.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Spellcraft, detect magic: 1d20 + 4 ⇒ (7) + 4 = 11

Creydon Clay |

Creydon points out the hidden gargoyles to the others - quietly.
"Perhaps Drazh and Ferocia can start smashing them to rubble, with a little help from magic?", he offers.

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”Finally a solution that makes sense!”
If not stopped-blunt damage using adaptable study: 2d6 + 18 ⇒ (3, 1) + 18 = 22

GM Kevin O'Rourke |

Creydon's gestures combined with Drazh's loud declaration tips the parties hand. The stone figures start to move! An orange light emits from their eyes. The molten core in the creature’s torso glows through rugged cracks in its dark stone skin.
Vicious beings with little memory of who or what they might once have been, garipans know only two things: that they were once evils in service to the legions of Hell, and that they are no longer bound to that infernal hierarchy. With resistant, stony hides; sharp claws; and a flaming core to rival the inferno of Hell, garipans combine some of the worst depravities of devils with the freedom of beings with nothing at all to lose. These hulking, winged creatures ofen masquerade as gargoyles, but are actually the fnal state of failed conjurations. If a summoning is cast incorrectly, pulling only a portion of a devil’s essence to Golarion, unidentifiable magical environmental conditions combine with the shard of the outsider’s being to create a garipan.
Garipan's are vulnerable to sonic damage and have spell like abilities related to stone and fire.
Azalia Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Ferocia Initiatve: 1d20 + 2 ⇒ (8) + 2 = 10
Anneka Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Creydon Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Drazh Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Marten Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Monster Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Marten
Azalia
Anneka
Creydon
Ferocia
Drazh
Garipans

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Hit Red with adaptable study: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 2d6 + 18 ⇒ (6, 4) + 18 = 28
Drazh hesitated as he saw them come to life. Still, moving quicker than them, he rushed over and completed his swing.
”Well at least they aren’t demons!”

Azalia |
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Do we see where the key is this time?
Azalia moves so she can see all of the gargoyles and she casts Magic Missile at Yellow.
MM Damage: 5d4 + 5 ⇒ (4, 4, 4, 4, 4) + 5 = 25
Wow. That's amazing. :)

Anneka Avertin |
2 people marked this as a favorite. |

Damn, Azalia!
knowledge planes: 1d20 + 4 ⇒ (10) + 4 = 14
Anneka can feel the heat from the gargoyle's inner core, but can't deduce anything but the obvious. So she tries to help Drazh and Ferocia do what they do best. She gestures, sending a ripple of electricity through the air.
casting blessing of fervor. Choose your own buff!

Ferocia Navarro |

Ferocia snarls at the beasts and hurries forward, driving a claw into the yellow one's face!
Attack: 1d20 + 17 + 2 + 2 - 3 ⇒ (1) + 17 + 2 + 2 - 3 = 19 Ouch! Crit miss!
Magic Cold Iron Silver Slashing Damage: 1d8 + 5 + 2 + 6 ⇒ (3) + 5 + 2 + 6 = 16
Holy Damage if Evil: 2d6 ⇒ (3, 5) = 8
Taking this option for blessing of fervour this round. The AC in my tagline is currently +2 higher.
"Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves."

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Likewise taking +2 hit +2 damage and +2 AC for this turn. So 28 to hit and 30 damage with AC34

Creydon Clay |

Knowledge Planes: 1d20 + 4 ⇒ (3) + 4 = 7
Taking this buff: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. So Creydon is now AC 26 and +13 Reflex.
Seeing the ensuing fight, Creydon tries to keep his position between Ferocian and Drazh as they charge forward. He yells:
"Break their ugly stone mugs wide open!"
Inspire Courage: +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls
1d20 + 8 + 3 ⇒ (19) + 8 + 3 = 30
1d20 + 8 + 3 ⇒ (17) + 8 + 3 = 28
1d20 + 8 + 3 ⇒ (1) + 8 + 3 = 12
1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22

Marten Daseto |

"Drazh, did you know they're made of stone?"
Casting telekinetic charge, Marten hurls the secretly-armored dwarf at the red gargoyle in the center.
Beyond what Drazh rolled above, he gets an attack at +2 from the charge and then his full attack, which means his remaining secondary attack.

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In that case ignore the +2 from above, going with extra attack!
Hit from above: 26 + 2 = 28
Damage: 2d6 + 18 ⇒ (1, 1) + 18 = 20
Iterative: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Damage: 2d6 + 18 ⇒ (4, 5) + 18 = 27
Flying Dwarf Hit: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26
Damage: 2d6 + 18 ⇒ (5, 4) + 18 = 27
”There’s a long Dwarven tradition of masonry, lad. A hammer is just the right tool for this job!” Drazh sounded downright happy to actually contribute. Illusions and flying keys were just not what he was cut out for.

GM Kevin O'Rourke |

"Drazh, did you know they're made of stone?"
Casting telekinetic charge, Marten hurls the secretly-armored dwarf at the red gargoyle in the center.
Azalia moves so she can see all of the gargoyles and she casts Magic Missile at Yellow.
Anneka can feel the heat from the gargoyle's inner core, but can't deduce anything but the obvious. So she tries to help Drazh and Ferocia do what they do best. She gestures, sending a ripple of electricity through the air.
Seeing the ensuing fight, Creydon tries to keep his position between Ferocian and Drazh as they charge forward. He yells "Break their ugly stone mugs wide open!"
Ferocia snarls at the beasts and hurries forward, driving a claw into the yellow one's face!
”Well at least they aren’t demons! There’s a long Dwarven tradition of masonry, lad. A hammer is just the right tool for this job!” Drazh sounded downright happy to actually contribute. Illusions and flying keys were just not what he was cut out for.
"Fire is the right tool for burning out an infestation!" One of the creatures retorts. Each of them steps back and begins to channel mystical energy. Creydon cracks his whip but the creature is unfazed. "The key is not for you!" Pea sized beads fly towards the center of the room before exploding into raging fireballs.
Creydon AOO: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Yellow Fireball for all DC 14 to half: 10d6 ⇒ (3, 4, 3, 4, 1, 3, 1, 5, 4, 2) = 30
Orange Fireball for all DC 14 to half: 10d6 ⇒ (2, 4, 4, 4, 3, 1, 4, 6, 4, 1) = 33
Red Fireball for all DC 14 to half: 10d6 ⇒ (3, 5, 6, 2, 6, 2, 4, 5, 6, 1) = 40
Marten
Azalia
Anneka
Creydon
Ferocia
Drazh
Garipans Yellow -25, Red -82