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You are not certain at this time but since you are some distance away, might be better to heed her advice.
Suddenly, the ground shakes violently, tearing the earth apart as viscous magma is thrown up into the air, which showers down upon all of you! And again like earlier, you feel the gravity pulls down on you stronger for about half a minute. Although it is illogical, you can almost sense the hostility of the elements upon you!
fire dmg: 2d6 ⇒ (4, 5) = 9 ref DC13 for half
As quickly as it came, the earthquake stops. However, the deep ruptures in the ground revealed what you were hunting for - a passage underground!
Go ahead to do your healing but I’ll move on…
Time: 0:51 after arrival
The passageway soon turns into a labyrinthian network. Plumes of cool air grow hot and dry as they rush out from this network of igneous tunnels. They branch and merge in a seemingly haphazard manner but they lead you ever on down towards the centre of the asteroid. Although the tunnels’ walls are rough, they are clearly artificially created. But by whom? Or what?
After travelling for some time, the tunnel you’re in suddenly opens up into a large cavern. A palace constructed of obsidian bricks stands high within the cavern, surrounded by cultivated gardens containing brass mockeries of plant life and elegant pools of lava. The gates stand open without a guard in sight, while sounds of revelry emanate from within.
Even though, I’m pretty sure what your response is, I am obliged here to ask if you want to go in to explore or to bypass the palace and continue down the tunnels.
time: 2d10 + 10 ⇒ (5, 5) + 10 = 20

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Lumo twists his wrist, popping out a CLW wand from his sleeve. He taps it to his other wrist, whispering a holy word.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Just a little burn remaining, he puts the wand away. ”Aye, Explore, Report, Cooperate. Let’s go in.”

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Eowyn Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 Half damage (5)
Genevieve Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 Evasion! No damage
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Genevieve nimbly avoids the falling magma; Eowyn avoids the worst of it, and uses a wand to heal the damage.
"Agreed ... leave nothing unexplored, you never know where vital information will be found."
As the group prepares to enter, Eowyn touches the hilts of her weapons while murmuring, "ทำให้ใบมีดของฉันเป็นตะกั่ว". Casting Lead Blades.
----------------------------------------------
Genevieve Hunter Aspect: Mouse
Eowyn Hunter Aspect: none
Lead Blades: 4:00 minutes remaining

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Reflex vs. DC=13: 1d20 + 6 ⇒ (3) + 6 = 9
Andy uses his Wand of CLW to heal himself..
CLW to heal self: 1d8 + 1 ⇒ (3) + 1 = 4
CLW to heal self: 1d8 + 1 ⇒ (5) + 1 = 6

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Forgot about the fire damage.
DC 13 Reflex save: 1d20 + 8 ⇒ (5) + 8 = 13
Jivan manages to dodge the worst of the firefall. He offers his curing wand to Andy. "Can you use this on me, please?"
CLW from wand: 1d8 + 1 ⇒ (5) + 1 = 6

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Still pending Lumo and Bon's saving throws but I'll move on first.
You enter the palace cautiously, but find no one accosting you in anyway. You find fine decorations and plush carpeting line the palace’s floors and walls, made of precious metals, cut gems, carved stone, and cunningly scultped architecture. that would be worth fortunes.
If you succeed will DC13, open spoiler below.
The scent of rich delicacies and sounds of merriment drifts to you from the wide open doors of what appears to be a banquet hall. Otherwise, the corridors are deserted. You hesitate, unsure whether to proceed, until a powerful yet lazy voice calls from the room, "Please, since you're already here, enter and welcome! Please relieve us of our boredom..."
Indeed, when you enter, you see a long banquet table towards one side of the room. At the head lounges a 12 foot tall fiery being, smiling at you as you enter. Throughout the room are various fiery beings of all shapes and form, but none as magnificent as him. Some of them are similarly lounging around in various areas of the room, while others, clearly the servants are tending to their needs.
The tall being stands, opening his burning arms in welcome. "Please, come in. Sit. My name is Fahaz Nahlam, master of the Labyrinth of Flame, and I welcome you to my court." He claps his hands, summoning his minions. "Go and bring out a feast to entertain our guests!"
Added a picture to the handout slides.
As his staff starts to set out the food, he turns back to the Pathfinders. "By the Queen of Inferno, we have had no visitors on this part of the asteroid for decades! Pray tell what brings seven intrepid adventurers through deep darkness from Golarion to this lump of a rock?"

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Eowyn Will: 1d20 + 3 ⇒ (12) + 3 = 15
Eowyn Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9
Eowyn looks askance at the food on the tables, but says nothing, waiting for those more diplomatic than she to speak first.

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knowledge(planes) vs. DC20: 1d20 + 7 ⇒ (1) + 7 = 8
knowledge(planes) vs. DC20: 1d20 + 7 ⇒ (13) + 7 = 20
will vs. DC13: 1d20 + 5 ⇒ (14) + 5 = 19
sense motive vs. DC20: 1d20 + 9 ⇒ (14) + 9 = 23
"You mention Ymeri, the elemental lord of fire, the evil demigoddess of Elemental Plane of Fire. Have you met her yourself? I assume by all the illusions here, that you are a being of great power, but I do not recall exactly what type of being you are. Would you be so kind as to tell us? I am a teller of tales and a singer of songs back where we come from. I would like to share our meeting in the future to others."
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

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"Illusions?" Fahaz purses his lips here just so momentarily but shortly reverts back to earlier warm self. Almost.
"Of course, I've met her. She was the one who placed me here on this forsaken piece of rock! As nothing more than a lowly guard!" Here, his irritation with his situation becomes evident. Realising though that he might have gone too far, he continues in a more muted tone, "But of course, we must all serve as our Queen commands, even if it is to wile away our time fruitlessly away from the famed City of Brass." Clearly though, he does not seem particularly inspired to do so, despite his words.
"But let's not speak of that further. Of course, I would stand how lowly creatures such as yourself would not recognise a being like me. I am a Malik Efreeti, of the noble caste. And thus you can see how demeaning this posting has been for me."
"But enough about me. I know all about me. As do the rest of them. You, however, are novel. Come, regale us with your stories. What is your purpose on this asteroid? What have you encountered thus far?"

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Tofang steps forward.
"Well, we are Pathfinders and heard that something is calling for aid. Do you have any idea what is going on here?"
Diplomacy aid: 1d20 + 4 ⇒ (16) + 4 = 20

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Sorry, I forgot about my save and just took full damage earlier.
Reflex: 1d20 + 2 ⇒ (17) + 2 = 19
Lumo takes in the palace with wild eyes, careful not to touch anything. Don’t want it to be like that crypt...
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
Diplomacy, Aid: 1d20 ⇒ 6
In the hall he says nothing, just occasionally trying to steal an illusion muffin. At the mention of the evilLady of Fire, he grits his teeth but holds his temper. ”Perhaps Gorum will bless me with honorable battle against these evil foes...”

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"If you have been gone from Golarion for many human lifetimes you may not have heard of the Pathfinder Society. We are explorers and investigators of mysteries, and in this case the mystery we are investigating is the nature of the being who is opening gates from here to the planet."
Diplomacy Aid Another: 1d20 ⇒ 13

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Fahaz freezes, staring at Tofang and Jivan for a few beats, before replying, now rather deadpan. "Ah, and I presume the heroic Pathfinders are rushing to ... its aid, are you not? Well, that would indeed unfortunately inconvenience ... hmm, certain extraplanar rulers. Well as for myself, as I already have mentioned, my duty for the here and now, is to be a guard of, how should I say it, some ... hypothetical source of air. Quite a coincidence, would you not say, hmm? The confluence of your duties and mine? But then again, what is a guard if there's nothing to guard?" He stops here, looking at each Pathfinder, waiting for the meaning to sink in.
"Well, my troops in this Labyrinth of Flame are exhausted and spiritless from their long unceasing burden patrolling here on this barren rock. As a most benevolent ruler, I would certainly wish to give them some rest for a few hours. And perhaps this time is as good as any? What do you think? Should I?" Despite the calmness in his voice, his eyes are blazing excitedly.
Ok, if you choose to negotiate with him to temporarily have his patrols stand down, this is how it goes.
- Bluff, Diplomacy, Intimidate, Linguistics, Perform, Profession (merchant) or any other skill checks you think is relevant.
- Good roleplay, as usual, will get bonuses.
- You need to accumulate a number of successes before hitting a certain number of failures to win him over.
- Using a skill more than once increases the DC each time (i.e. cumulative).
- You may choose to aid.
Thus, you might want to discuss which skills to each for each attempt, and to save time, give me 5 consequences checks altogether.

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Tofang will aid: Bluff(+4), Diplomacy(+4), Intimidate(-2), Linguistics(+5), Perform(Sing)(-2), Profession (merchant)(N/A)

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Despite not wanting to be the first one to speak, Eowyn does have a +8 Diplomacy. She can also use Intimidate (+5). I could be a second primary roller along with Andy, or just assist.

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With my amazing stats - Bluff (+0), Diplomacy (+0), Intimidate (+0), Perform (+0) - I will only roll if we are allowed multiple Aids per check.

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Eowyn smiles. Standing behind Andy, she says, "If the Efreeti nobles are known for anything, it is how well they treat those who work for them. With such a fine feast prepared here, this would seem to be a very opportune time to grant the troops their well-earned rest."
I'll put down a series of rolls in a spoiler; I am willing to be a primary roll or assist, so Andy can decide whether he'd prefer to have us alternate primary rolls, or just have me assist him on all the checks.
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (7) + 8 = 15

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Reflex: 1d20 + 7 ⇒ (4) + 7 = 11 - fail, 9 fire dmg

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I will primary. Hoping for good rolls.
"Having your troops have a much needed period of rest and respite just shows what a truly noble leader Fahaz the Benevolent is. I shall sing of your graciousness to the world as I travel hensforth."
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19
Damn. Low rolls.

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At least all of mine were successful assists.

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"Would it not be a fine thing for you and your troops to once again witness the splendor of the City of Brass? And although the Pathfinder Society is young by your estimation, we nevertheless have resources to offer should you happen to need assistance on Golarion."
Diplomacy Aid Another: 1d20 ⇒ 6
Diplomacy Aid Another: 1d20 ⇒ 19
Diplomacy Aid Another: 1d20 ⇒ 15
Diplomacy Aid Another: 1d20 ⇒ 10

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”Your offer is most generous honoured noble!“
Diplomacy aid : 1d20 + 4 ⇒ (1) + 4 = 5
Diplomacy aid : 1d20 + 4 ⇒ (5) + 4 = 9
Diplomacy aid : 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy aid : 1d20 + 4 ⇒ (8) + 4 = 12
Diplomacy aid : 1d20 + 4 ⇒ (15) + 4 = 19

Overseer Tyranius |

"I have just received word that the Icy Reservoirhas now been cleared, claimed, and it is now safe for travel! We are nearly there, Pathfinders!”
Sorrina Westyr's image flickers as the rain picks up once more. "Those near the Labyrinth of Flame push to help those currently trapped there. Everyone else begin heading towards the Vault entrance as I have a plan!"
GM's enact the Water event elemental manifestation.
The Icy Reservoir has now been Claimed!

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Botting Lumo and Bon's assists as well.
Fahaz strikes a hard bargain, for it is the nature of efreeti to do so. They are granters of wishes as well, but you know the reputation of how such wishes can be twisted. Eventually though, you realise that he was simply dragging things out.
"Enough! It is indeed refreshing to have fresh conversations. Talking to this lot has worn out the novelty decades ago. To be perfectly honest, I was gettitng somewhat bored in the end, but no matter. New is still new." Then he gives you a conspiratorial wink. "Besides, we are indeed tired and need a rest, no?" He gestures to one of his stewards, and commands, "Go, send a message out to welcome back the patrols for a celebration! For what? Well, do we need a reason? Go, go!"
He turns back to the Pathfinders briefly, then adds on. "My elementals are not all you would encounter out there though. Beware the local magma worms that travel the region. They are ferocious when riled, but are as dull-witted and as easily manipulated as animals." He then seems to consider something briefly, as if conflicted, then drawing you closer, he continues in a lower tone, as if fearing to be overhead, "I overheard a particular conversation among the earth-aligned guardians. Not is not particularly surprising, but some phrases used seemed more poetic than conversational, not something you expect from lumbering chunks of clay. I suspect the phrase is some part of a password or other mechanism used to guard what lies in the Vault. Remeber this phrase. ይሄ የይለፍ ቃል ነው" He rises back up and speaks back in his normal tone of voice, as if contiuing what he had just earlier been saying, "... and finally, avoid the hot magma spots. Thank you for company, but I think it is time you're on your way."
Success, and you also earned a clue...
Just as you were stepping out of the palace, a sudden downpour of rain falls seemingly everywhere but which quickly evaporates soon after it lands. It last no more than a minute but at least it helped cool down the tunnels just so slightly.
Lumo diplomacy: 1d20 + 0 ⇒ (13) + 0 = 13
Lumo diplomacy: 1d20 + 0 ⇒ (12) + 0 = 12
Lumo diplomacy: 1d20 + 0 ⇒ (1) + 0 = 1
Lumo diplomacy: 1d20 + 0 ⇒ (6) + 0 = 6
Lumo diplomacy: 1d20 + 0 ⇒ (1) + 0 = 1
Bon diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Bon diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Bon diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
Bon diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Bon diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18

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You leave the castle behind you and continue your exploration down the labyrinthine passageways. Wind rushes up from the many twisting tunnels carving through the area, but offers no clear indication of the true path forward. The deviousness of each dead end and false path could never
have arisen naturally. You think back on Fahaz's warning and you suspect these tunnels the work of the so-called magma worms.
I need three knowledge(dungeoneering) or survival checks. You may aid or roll separately. These just determine how much time you take, and hence might affect your buffs but nothing else...

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... and so I'll move on to the next encounter and retroactively update the time.
Time: 0:58+X after arrival
percep, Eowyn: 1d20 + 11 ⇒ (5) + 11 = 16
percep, Genevieve: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
percep, Jivan: 1d20 + 9 ⇒ (20) + 9 = 29
percep, Andy: 1d20 + 9 ⇒ (1) + 9 = 10
percep, Lumo: 1d20 + 4 ⇒ (9) + 4 = 13
percep, Bon: 1d20 + 7 ⇒ (2) + 7 = 9
percep, Tofang: 1d20 + 8 ⇒ (17) + 8 = 25
Just as you think you've gotten some sense of how the tunnels are laid out, all of you except Andy and Bon feel a faint rumbling from deep within the ground, accommpanied by a dread rising from within you. A haunt!
init, Eowyn: 1d20 + 2 ⇒ (14) + 2 = 16
init, Jivan: 1d20 + 4 ⇒ (3) + 4 = 7
init, Andy: 1d20 + 4 ⇒ (15) + 4 = 19
init, Andy: 1d20 + 4 ⇒ (15) + 4 = 19
init, Lumo: 1d20 + 1 ⇒ (8) + 1 = 9
init, Bon: 1d20 + 2 ⇒ (11) + 2 = 13
init, Tofang: 1d20 + 4 ⇒ (7) + 4 = 11
Everyone, give me a reflex save as well even if it's not your turn.
Bold may act
-------
Surprise: Status: standard or move action only
~~~
Andy (surprised)
Eowyn
Genevieve
Bon (surprised)
Tofang
haunt
Lumo
Jivan
time: 1d6 + 4 ⇒ (3) + 4 = 7

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Knowledge(Dungeoneering): 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge(Dungeoneering): 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge(Dungeoneering): 1d20 + 7 ⇒ (17) + 7 = 24
Can we attempt a Linguistics check to figure out what they password means?

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kn dungeoneering: 1d20 + 9 ⇒ (3) + 9 = 12
kn dungeoneering: 1d20 + 9 ⇒ (19) + 9 = 28
kn dungeoneering: 1d20 + 9 ⇒ (11) + 9 = 20
Linguistics: 1d20 + 5 ⇒ (9) + 5 = 14

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Survival: 1d20 + 3 ⇒ (5) + 3 = 8
Survival: 1d20 + 3 ⇒ (9) + 3 = 12
Survival: 1d20 + 3 ⇒ (9) + 3 = 12
Lumo looks at the forks in the tunnel, entirely unhelpful. Hmmm...Let's go left. Or... right?

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Reflex: 1d20 + 7 ⇒ (7) + 7 = 14 + evasion
Thanks for botting me. Packing for trip and heading to airport in a few hours.
Bon Jon will attempt to UMD wand of Mage Armor to renew it when it expires (likely after this encounter), DC 20: 1d20 + 6 ⇒ (20) + 6 = 26

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Survival: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: 1d20 + 9 ⇒ (20) + 9 = 29
Survival: 1d20 + 9 ⇒ (8) + 9 = 17
-------
Eowyn Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Genevieve Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 Evasion, if it helps
-------
Is there a way to identify a location where using a Cure spell offensively would work?
Also, not that it matters for the haunt, but how long did the conversation with the efreeti last? I had cast a 4 minute duration spell just before we went in, that may or may not still be up.

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- Yes, you may attempt a linguistic check but neither Andy nor Tofang managed to decipher the strange script.
- Eowyn, yes you can target the ground directly under you. That is where the rumbling is coming from and where the sense of dread is manifesting from.
- Hmm, you were at the palace for approximately 15 min (which I forgot to add to the clock), so the spell duration would have been over.
- Those who haven't, please let me have a reflex save? Thanks!

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Reflex : 1d20 + 7 ⇒ (13) + 7 = 20

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Recognizing a malefic manifestation, Eowyn flicks her wrist and her healing wand pops into her hand. With a word, she activates the magic and attempts to use it to stop the evil from forming.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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Time: 1:33h after arrival
Tofang, I don't have your action but I'll go ahead since I don't think there's much you can do.
The pulse of positive energy that Eowyn sent into the ground causes the ground to shake even more violently, and all of you are almost thrown to your feet. (Sorry, not enough.) Before you know it, out from the stony ground burst out a spectral, gargantuan worm that is radiating an immense amount of heat, and it threshing violently! You vaguely register that the ground is completely undamaged as it exits but you barely have any time to process this as it dives towards you with its maw wide open. Fueled by the burst of adrenaline, most of the Pathfinders manage to roll or jump out of the way. All except Eowyn who stumbles overs the still-rocking ground, and is swallowed by the worm!
With one of your teammates in its gullet, the ghostly worm continues tearing down one of the tunnels...
time: 2d6 ⇒ (1, 6) = 7
Lumo reflex: 1d20 + 2 ⇒ (13) + 2 = 15

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Kuey, I'll let you determine Genevieve's reaction to what just happened. I think she'd follow the worm and try to rescue Eowyn, but since you haven't put up an initiative roll, I'm not sure how to respond.

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Yeah, didn't set up initiative tracker 'cos it wasn't a combat encounter.
As the worm practically flies down the tunnel, the Pathfinders give chase. Genevieve is seized by rage, diving repeatedly down upon the spectral worm but its claws and beak fails to gain any purchase on its surface. All the while Eowyn struggles helplessly as the magma interior sear her flesh.
What felt like eternity was not even a minute when the ghostly worm suddenly rears up and dives back into the ground. Panic wells up in the rest of the Pathfinders, as it seems that you would have lost our comrade for good. But when the worm has completely disappeared underground (or whatever ethereal plane) where it had come from, you find Eowyn lying on the ground, badly burnt but still conscious.
While you rush to her aid, that's when you notice the unsteady rumbling shaking the tunnel, showering debris from the ceiling. Just ahead the pained cry of an immense alien creature reverberates through the area. Shining your light further down the tunnel, you find a sight that astounds you! A giant worm (specifically gargantuan), of form similar to the one that had swallowed Eowyn but completely substantial, is thrashing wildly, pierced by a huge shard of what appears to be adamantium that is jutting out from the ground. Glowing red blood is oozing from its wound, which sizzles whenever it drips onto the ground. The worm is so huge that it blocks the tunnel completely and this is the only way further down to the centre of asteroid. You either turn back, or find some way through, to free the worm or put it out of its misery...
So basically two options:
1. Free the worm:
a. Calm down the worm first (wild empathy, handle animal, knowledge(dungeoneering or nature). If you heal it of some of its wounds, it would make it easier and can attempt handle animal untrained. (Note though that if you come adjacent to heal it the heat from the worm will scald you.)
b. Then physically free it by widening the tunnel (strength, knowledge(engineering), profession (miner) or CMB) to give the worm space to push away from the adamantium shard. Note that any of these checks will bring you adjacent to the worm and be scalded.
2. or, Attack and try to kill it.

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"I may be able to pull the shard out from a distance--let me try that first." The Vudran approaches within thirty feet of the trapped creature and focuses his will. A cable of silvery threads extends from his hand to the shard, grasping it and pulling it up.
Jivan can lift #400 with his basic TK--not sure what that would do for a Strength check.

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Jivan yanks as hard as he can on the shard but it does not move. The shard is huge and seems to extend deep underground. How it ended up piercing this gargantuan worm is a mystery. The shard stretches almost across the entire tunnel.
You can use TK though for the strength check at #2 without getting burnt to widen the tunnel. I think the writers of the scenario didn't factor people with telekinesis. I'll treat 400lbs as Str 20.

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Eowyn stands up. She uses the wand in her hand to heal some of the burns 1d8 + 1 ⇒ (8) + 1 = 9 as she moves down the hall. Staying a safe distance back, she talks soothingly, trying to calm the huge beast while Jivan examines the shard.
Handle Animal: 1d20 + 8 ⇒ (6) + 8 = 14
Wild Empathy: 1d20 + 5 ⇒ (8) + 5 = 13