
GM Bret |

Moving on to round two...
The thick oil continues to flow along the channel, slowly making its way all the way around the platform and ending in the spiral just before the stairs.
At the end of this round, the red lines are where the oil would have flowed.
Go ahead and take another round of actions,

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**kaff** "This stuff smells awful. Anyone seeing any visions? Garduk? Brayne? Thing that possesses Brayne?"

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"If I am, my visions are stunningly mundane."
Garduk bends over and fills a vial with the viscous red liquid, puts the stopper in and returns it to his haversack. "Might still be good for something," he explains to the group.
I don't suppose the last Knowledge (arcana) check got Garduk anything about how the stuff was used? Or would another check give him a chance at that information?

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Wolfgang follows the others while keeping his head low, as he notices the red lines into the water he mutters:"I don't like this. Something is going to happen and I doubt it will be pleasant... keep on your guard!"

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If we've got the time...
"Uh-huh, right, Wolfgang. Absolutely," Garduk mumbles in response, clearly not listening at all. "This place is fascinating."
When he bent down to collect the red oil, Garduk noticed the intricate design of the tiles. Once he has the vial carefully stowed, he pulls out his journal and a pen, crouches down again to get a better look, and starts sketching the design for later review.
Knowledge (arcana): 1d20 + 12 ⇒ (12) + 12 = 24

GM Bret |

The tiles are at the top of the Alter.
Please make sure your character is placed where you want them on the map.

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Sorry - Garduk is moved back up to the altar.

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Kulga will continue to guard Garduk and keep a weather eye out for trouble.

GM Bret |

Wolfgang watches from outside the room as the others look around the Alter.
Garduk collects a sample of the oil and then goes back to examine the tiles.
Brayne: 1d20 + 0 ⇒ (3) + 0 = 3
Chandrabha: 1d20 + 12 ⇒ (18) + 12 = 30
Garduk: 1d20 + 2 ⇒ (13) + 2 = 15
Kulga: 1d20 + 11 ⇒ (9) + 11 = 20
The fumes are getting thick and the odor is much sharper.
Garduk focuses his attention on the tiles up on the Alter.

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Fort: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32
"Getting anything, Garduk?" Despite the fumes, Kulga stays nearby to carry the half-orc out if need be.

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What could possibly go wrong?
Fortitude: 1d20 + 2 ⇒ (19) + 2 = 21
"I'm working on it," Garduk growls, tracing one finger along the design of one of the ancient tiles. "Give me a minute."

GM Bret |

It is quickly becoming obvious that the vapors have reached a concentration where breathing them is hazardous. You all realize that holding your breath could help against the hazard as can anything that helps against poisons.
Con damage: 1d2 ⇒ 1
Dex damage: 1d2 ⇒ 2
Confusion for 1 round: 1d100 ⇒ 71 Deal damage to self.[/ooc]
Since you are confused, you are basically stuck making a second save where you are.
Con damage: 1d2 ⇒ 1
Dex damage: 1d2 ⇒ 1
Confusion for 1 round: 1d100 ⇒ 58 Deal damage to self.
Although you are confused, your snake isn’t so it could move out of the room with you still riding it,
Brayne and Chandrabha hit themselves for some reason.
Brayne damage: 1d8 + 3 ⇒ (3) + 3 = 6
Chandrabha damage: 1d8 + 4 ⇒ (4) + 4 = 8
Those in full control of themselves can try to hold their breath, d100 with a result of 51 or higher meaning they have held their breath and do not have to make a save that round.
Anyone staying in the room or already poisoned must make another Fort save vs. Poison.
People can attempt a heal check to treat poison and give a +4 to the person’s save. I see no reason a person can’t treat themselves if they want.
Any alchemical or magical remedy that works against poison also works here.

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It seems from the outside that Chandrabha felt dizzy and slightly loses consciousness. Then, suddenly, with a cry "I'm а bad daughter of my people!" she slaps herself in the face. It seems that it may end badly, but here Sha'ar makes the only right decision. Snake is not interested to explore the room, the snake has instincts, and they say that she needs to get out of the poisonous room. That's what she does, carrying her mistress on the back.
Elvis has left the building

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Hold breath: 1d100 ⇒ 43
Garduk yanks Brayne's ascot up so that it covers his mouth and nose.
Heal (untrained): 1d20 ⇒ 16
Not sure if that's enough to help Brayne, but Garduk is not staying either way.
"Brayne, Kulga, Wolfgang, we need to go now!"
Garduk gives the other half-orc a shove toward the doorway, then hustles out.

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Got it - he'll use it for his own save.
Fortitude, Heal bonus: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Oof.

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Hold Breath: 1d100 ⇒ 11
Fort (Poison): 1d20 + 10 + 3 ⇒ (7) + 10 + 3 = 20
Scowling at the idea that this has all been for nought, Kulga stomps over to Brayne, slings the half-orc over her shoulders and starts taking him outside

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Fortitude Save: 1d20 + 8 ⇒ (16) + 8 = 24
Wolfgang steps near Garduk and carries him away from the fumes...

GM Bret |

Garduk manages to make a filter to breath through. Then he realizes that would have worked much better if only he hadn't taken a deep breath just as he was placing the filter over his mouth and nose.
Medicine check succeeded, Fort save did not.
Con damage: 1d2 ⇒ 1
Confusion effect: 1d100 ⇒ 53
He nearly chokes himself.
damage: 1d8 + 0 ⇒ (4) + 0 = 4
Kulga once again manages to resist the effects of the poison, and helps Brayne leave the area.
It is a good thing, because the poison is still in Brayne's lungs.
Con damage: 1d2 ⇒ 1
Fortunately no confusion effect on succeeding rounds.
Wolfgang helps Brayne get out of the area.
Botting since Chandrabha hasn't done a save.
Chandrabha's Fort save: 1d20 + 8 ⇒ (12) + 8 = 20
Once out of the area, Chandrabha manages to recover from the poison. Her snake made it out without any ill effects.
Everyone is now outside the room.
Garduk, I need 5 more saves until you succeed.
Brayne, I need 4 more saves until you succeed.
DC 16 Fort save or 1d2 Con and 1d2 Dex damage.
Anyone who wants to can try a Heal check (Wisdom based, they can be done untrained) to help one of the two still affected by the poison. Please tell me who you are helping. If it turns out that person has already gotten past the poison effect, I will apply it to the other person.
Go ahead and do any healing required. Lesser Restoration will take care of attribute damage.
It takes a bit for people to recover from the immediate effects of the poison. You can tell there is no more of the oil coming from the alter. You expect in about an hour the room will be safe to enter.
Do you wish to wait the hour so Garduk can finish his investigation, or move on?
Please also decide where you will next investigate regardless of if you wait or not.

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Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
"Gah!" Garduk quickly shakes off the effects of the poisonous fumes once Wolfgang has carried him out of the chamber. He slumps against the corridor wall for a minute, still feeling nauseous. "Thank you, Wolfgang," he mumbles.
When his head clears and he is sure that his breakfast won't come up suddenly, he straightens up."So, what about it? Much as I'd like to finish the investigation of those tiles, I would understand if the rest of you don't want to hang around. We could move on to the Monument District next if you'd rather."

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Fort: 1d20 + 8 ⇒ (8) + 8 = 16
"Gahhhh!" Brayne screams as he eventually comes to his senses. The man huffs and puffs after the ordeal, "Need...a...break.." He notes as he collapses on to the floor and slowly pulls out a scroll and wand to tend to his well being. He struggles to retrieve his belongings. "Not now Elfred!"
Expend scroll of lesser restoration to gain back my CON
Lesser Restoration: 1d4 ⇒ 1 Well enough to remove any ability modifiers.
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
In favour of Garduk spending the time, Brayne is a Dark Archivist that leeches off Garduk's brainpower.
"Oh, yes, let's investigate those tiles, I'll just sit here for now..."

GM Bret |

You wait about an hour, checking periodically.
Finally the air seems breathable. Garduk goes back to the tiles and finishes his analysis. It gives him insight into the Seers District and he is able to lead the party to a supply cache the Seers had left behind,
One Success and Supplies found.
I will move you into the next encounter tomorrow morning,

GM Bret |

Mage Armor has expired. No other spells are active. Do any healing you wish before responding to the next post.
Brayne -1 con -4 dex
Garduk -4 hp, -1 con -1 dex
Chandrabha -8 hp -1 con -1 dex
Fortunately having one attribute damage doesn’t affect your capabilities. Brayne wasn’t that concerned about AC to begin with, so his Dex damage probably isn’t something to worry about either.

GM Bret |

It takes you about fifteen minute to get to the Monument District.
Slide 8
You approach from the east, passing through an area of tumbled columns and broken statuary of dwarven warriors.
Directly ahead of you to the west are a set of double iron doors with handles.
To the north is a hallway ending in a statue,
To the south is a set of iron doors sitting between two recumbent hounds. These doors have no handle and are locked by a 4 inch thick bar of adamantine that is slid between great iron rings in the portal and into the walls. This blocks the way south.
You quickly figure out that the only direction you can go is to the west. Kulga is strong enough to open those doors without issue.
Beyond the iron doors is a magnificent chamber, the stone polished to a mirror-like sheen even after the passage of centuries. Pillars support the ceiling 20 feet overhead, and a pair of recumbent hounds flank a walkway to a raised platform. On the platform is a statue of a strange figure carved in black stone, its toad-like body crowned by a bloated head, tentacles writhing from its torso. The walls bear bas relief carvings of dwarves tunneling from below the earth, toward an idyllic, sunlit scene.
Please draw lines for you paths as you enter and explore this room.

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"Another addition. The last one had something useful enough hidden in it though."
Kulga steps forward carefully, eyes hovering longingly over the carvings of the dwarves on their Quest for the Sky, but still alert for dangers.
K. History (Dwarf Stuff): 1d20 + 2 ⇒ (10) + 2 = 12
K. History (Dwarf Stuff): 1d20 + 2 ⇒ (8) + 2 = 10
Perception: 1d20 + 11 ⇒ (16) + 11 = 27

GM Bret |

Kulga carefully searches as she moves forward.
Suddenly she halts and tells everyone else to!
Provided people go around the outside of the statues, never entering the space between, it should be safe.

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"The stone's not right between those two hound statues. Go around them and it should be safe."

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"Good eye Kulga!" Brayne notes as he stays closely to the warrior, carefuly not tostep on anything she has not.
Brayne will follow Kulga's path. Exploration is also not his skill set.
Perception: 1d20 ⇒ 19

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Before leaving the Seers District, Garduk renews mage armor on himself and Brayne.
The 4 points of damage all came from his 13 temporary hp from Garduk's second casting of false life. As he still has 9 temp hp and no real damage, he doesn't worry about healing. He cast false life from a scroll the second time, so it has a duration of 3 hours; the spell should have two more hours from departing the Seers District before it expires.
Never one to take the lead (unless he spots a book lying around), Garduk follows closely behind Brayne in Kulga's footsteps, hoping that Wolfgang and Chandrabha are close behind (or in front, if they prefer!).
Looking at the carvings and the statue, Garduk pauses and pulls two books from his haversack.
"Hold on a moment, team. I want to be able to refer to these volumes of the Pathfinder Chronicles while we look over this room, in case other agents have reported encounters with something similar. Kulga, are there any other traps in here? Can you point me to someplace safe to stand while I review?"
Garduk has volumes of Pathfinder Chronicles that provide +2 bonuses for knowledge (arcana) and (history) checks (among others), if he is able to review them for 1d4 rounds per skill check.
Wall carvings:
Knowledge (History), after reviewing Pathfinder Chronicle for 1d4 rounds: 1d4 ⇒ 41d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Statue:
Knowledge (Arcana), after reviewing Pathfinder Chronicle for 1d4 rounds: 1d4 ⇒ 31d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Garduk will stand wherever Kulga tells him is safest, with a decent view of the carvings and statue - he has learned from painful experience that he has no talent for spotting danger.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
"Brayne," he adds absently as he pages through the Chronicles, "do you see any magic auras?"

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Kulga tests her hypothesis by advancing to the dais to get a closer look at this interloping statue. Perception (Stonecunning): 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14

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"Ah, this statue is supposed to be here. We're just supposed to defeat it!"
Kulga checks to see if either axe will fit in the statue's headwound.

GM Bret |

The blade of one axe fits perfectly into the “wound”.
As Kulga puts it in place, you can hear the sound of metal scraping against stone from outside the chamber.
When you go investigate, you find that the adamantine bar as slid into the wall and you may now explore further into the monument district.
One Success and no injuries from the trap!

GM Bret |

You travel deep into the monument district. There is much more vandalism and destruction in this area than there was in earlier areas.
Slide 9
Once awe-inspiring with grand statues and an impressive vaulted ceiling 40 feet overhead, this great hall is now a ruin. Most of the statues are badly cracked or broken into fragments, with stone and metal littering the floor, though a few scarred specimens still stand defiantly. Most striking are the two pairs of giant statues that frame the entrances to the hall: dwarven brothers whose now broken arms must have once clasped hands to form archways.
All of the surviving statuary bears crude graffiti and profane script written in blood. The writing is distressingly fresh.
It is a Knowledge: Planes check to recognize the name.
Blood is smeared on the floors as well, crimson footprints and drag marks crisscrossing stone tiles.

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Survival (Tracking?): 1d20 + 13 + 3 ⇒ (7) + 13 + 3 = 23
A cold rage burns in Kulga's eyes as she looks at the desecration of a place that could have been her home.
"Looks like the Duergar were here, but they weren't alone. Those are demon tracks. All kinds of demons."
"Stay on your guard. They may try to ambush us again."
Perception: 1d20 + 11 ⇒ (8) + 11 = 19