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"We Pathfinders are always careful, no? Ah hah." Kornel says slightly sarcastically as he follows along. He gestures the kitsune to go ahead.
"What does this friend of yours look like, this, ah, Carine?"
◆ Stride, ◆◆ Idle. There's only one square available in the corridor, and I'm assuming Dancing Sunbeam wants to go ahead. I don't mind staying a bit behind with Isaku.

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Wary at the traps Mando triggered Dancing Sunbeam attempts to walk lightly to avoid triggering any traps.
Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

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After seeing the traps in action, the Pathfinders move more carefully down the hallway.
Davler, now recovered enough to stand, gives a description of Carine and encourages you to go into the next chamber to help her.
I assume everyone is going to avoid the pressure plates and move on/.
The north half of this chamber is 5 feet higher than the south and accessible by stairs along the east and west walls. A platform on the north half contains a large brazier filled with fire. The passage to the west is a dead end, and there is a door to the north.

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When Mandoo hears that there could be another injured Pathfinder in the next room, he quickly stands and turns towards the door behind him.
[Come along Tina. I may need you in here]
{Wait! I'll go in first...}
Mandoo though, doesn't wait. He opens the door and enters the room, turning to scan it for anyone that might fit Carina's description. Libitina moves rapidly to catch up with him.
{My experience is that people who enter strange rooms alone tend to end up dead. Just saying}
[Sorry dear, sometimes every second counts if we are to avoid casualties]
{Just make sure you don't end up being one of them}
I assume from the description that the room appears empty.
He reports his findings to the group in the hallway. "No sign of Carina in here. I see a door on the north side."
[Let's see if we can hear anything behind that door]
{Me first this time}
Libitina leads the way up the eastern flight of stairs and onto the platform, Mandoo close behind. They both listen at the door.
Mandoo Activity: Search (Perception +7) - SECRET
Libitina Activity: Search (Perception +5) - SECRET

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As the others carefully cross the trapped hallway, Mandoo and Libitina enter the room. Before they can check the opposite door, creatures emerge from the fire and attack!
”Kornel Initiative”: 1d20 + 6 ⇒ (16) + 6 = 22
”Isaku Beru Initiative”: 1d20 + 7 ⇒ (20) + 7 = 27
”Mandoo Initiative”: 1d20 + 9 ⇒ (19) + 9 = 28
”Ace Malaluna Initiative”: 1d20 + 9 ⇒ (10) + 9 = 19
”Bina Sevencloaks Initiative”: 1d20 + 7 ⇒ (3) + 7 = 10
”Red Initiative”: 1d20 + 6 ⇒ (2) + 6 = 8
”Blue Initiative”: 1d20 + 6 ⇒ (6) + 6 = 12
”Green Initiative”: 1d20 + 6 ⇒ (4) + 6 = 10
”Yellow Initiative”: 1d20 + 6 ⇒ (4) + 6 = 10
Round 1 - bolded may go
Mandoo/Libitina (-1 HP)
Isaku Beru
Kornel
Dancing Sunbeam
Ace Malaluna
Blue 2
Green 3
Yellow 4
Bina Sevencloaks
Red 1
Recall Knowledge can be done with either Arcana or Nature.
I'm expecting a "told you so" from Libitina.

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Praise the gods for high initiative rolls
Libitina stops when she notices the creatures start to emerge from the fire at their approach. She puts out a hand to stop Mandoo from approaching.
{Fire creatures hiding in a strange fire in the middle of an empty room. Shocking!}
[No need to get snippy dear. It isn't a good look]
{I suggest a tactical retreat, unless you have any more great ideas}
[Who, me? Um, no. Whatever you think best. You're the boss]
{If only that were true}
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Stride (25 feet)
- Libitina Action 1 (◆): Stride (25 feet)
{We have only bought ourselves a little time}
[Then we should prepare for their arrival]
Mandoo raises his hand. "ଫରାସମା ଆମକୁ ସାହାଯ୍ୟ କରନ୍ତି"
Mandoo Actions 2 & 3 (◆◆): Cast a Spell: Bless
I have placed a 5 foot box around Mandoo indicating the current area of effect of the spell. Mandoo and any of his allies within this emanation gain a +1 status bonus to attack rolls. I may extend this to a 10 foot emanation next round, but no guarantees.

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From the map, those fireballs are 10' below?
Isaku runs up to the edge of the platform. He determines how best to attack #2, while determining what the heck the creature is.
Devise a Strategem, Bless: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
He then raises Piercing Wind to his shoulder and fires.
Piercing/Bludgeoning, Precision: 2d6 ⇒ (5, 4) = 9
"Ace! Hit 'em center mass!"
Shared Strategem - #2 is FF to Ace
◆ Stride
◆ Devise Strategem
◇ Known Weakness (free RK)
◆ Strike

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(Isaku, those are stairs going up, not down. The platform is 5 feet above us. Which, according to my estimations, means we have line-of-sight to any of them from where we are.)
Kornel enters the chamber and immediately starts spellcasting. Electric sparks fly from his hand, which prompts a realization from the carefree sorcerer:
"Ah, they seem to be some kind of fire monsters. I actually do not know whether this spell works against them. Funny, eh?"
Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8
(Basic Ref save, DC 18.)
◆ Stride; ◆◆ Cast a Spell: Electric Arc, targeting #2 blue and #4 yellow.

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Using stealth as initiative, Ace draws his musket when he hears the cries in front of him.
Then he strides to the corner of the room
(There are people in front but there is also Bless...),
tries to recall if the creatures mean anything to him and fires at the one Isaku pointed out.
◆ Stride
◆ Recall Knowledge Nature: 1d20 + 5 ⇒ (18) + 5 = 23
◆ One shot, One Kill vs FF Blue: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12

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These are fire wisps. They are elementals with the fire subtype. They take extra damage from both cold and water, and can see through smoke.

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Botting Dancing Sunbeam
Mandoo and Libitina move back, then Mandoo casts a protective spell.
Isaku shares his knowledge of these creatures, and fires a shot atthe nearest wisp, hitting the center of mass... as much as living fire has mass.
Kornel attacks a pair of enemies with a different element.
Reflex Save, Blue: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex Save, Yellow: 1d20 + 7 ⇒ (9) + 7 = 16
Both take the full force of the attack.
Dancing Sunbeam sees the merit in this move and mimics it.
Electricity Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Reflex Save, Blue: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex Save, Yellow: 1d20 + 7 ⇒ (7) + 7 = 14
Blue disappears in a puff of smoke.
Ace fires a shot, but the last moment change of target throws off his aim.
Two of the elementals emerge from the fire and attack the nearest Pathfinder.
Tendril vs. Libitina: 1d20 + 6 ⇒ (4) + 6 = 10
Fire Damage: 1d4 ⇒ 3 plus 1 = 1 persistent
Tendril vs. Libitina: 1d20 + 6 ⇒ (8) + 6 = 14
Fire Damage: 1d4 ⇒ 4 plus 1 = 1 persistent
Tendril vs. Bina: 1d20 + 6 ⇒ (10) + 6 = 16
Fire Damage: 1d4 ⇒ 1 plus 1 = 1 persistent
Tendril vs. Bina: 1d20 + 6 ⇒ (12) + 6 = 18
Fire Damage: 1d4 ⇒ 4 plus 1 = 1 persistent
Libitina has no problem getting out of the way, while Bina has a close call, but is unharmed.
Round 1 - bolded may go
Mandoo/Libitina (-1 HP)
Isaku Beru
Kornel
Dancing Sunbeam
Ace Malaluna
Blue 2
Green 3
Yellow 4 (-15 HP)
Bina Sevencloaks
Red 1

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Bina darts around Green, doing a shuffling two-step move to try and draw its attention, then swings for its tendons with a low, sweeping slash.
♦ Stride 15ft.
♦ Perform (dance) vs Green Will DC: 1d20 + 8 ⇒ (14) + 8 = 22
♦ Confident Finisher vs Green: 1d20 + 8 ⇒ (18) + 8 = 26 S Dmg: 1d6 + 1 ⇒ (3) + 1 = 4 Prec Dmg: 2d6 ⇒ (1, 1) = 2
Boo! Snake eyes on the precision damage D:
I assume 22 hits its Will DC, which is why I did Confident Finisher. If not, ignore the precision damage.

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Bina dances around one of the wisps and stabs it in what passes for the back.
The final elemental takes umbrage and lashes out at her.
Tendril vs. Bina: 1d20 + 6 ⇒ (16) + 6 = 22
Fire Damage: 1d4 ⇒ 3 plus 1 = 1 persistent
Tendril vs. Bina: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Fire Damage: 1d4 ⇒ 4 plus 1 = 1 persistent
One of her seven cloaks catches fire.
Round 2 - bolded may go
Mandoo/Libitina (-1 HP)
Isaku Beru
Kornel
Dancing Sunbeam
Ace Malaluna
Blue 2
Green 3 (-6 HP)
Yellow 4 (-15 HP)
Bina Sevencloaks (-3 HP, 1 persistent fire)
Red 1

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Quickly making up an alchemical potion, Isaku attempts to determine the best way to attack the one one the stairs (#4).
Devise Strategem, Bless: 1d20 + 9 ⇒ (6) + 9 = 15
He hurls the frost-rimmed vial at #4, watching with satisfaction as the cold takes some of the fire from the creature.
Potential Cold Damage, Precision: 2d6 ⇒ (2, 2) = 4
+1 Splash, -5 to Speed
◆ Quick Tincture (Lesser Frost Vial)
◆ Devise a Strategem
◆ Strike

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Libitina watches as the wisp approaches and lashes out at her with its tendril of fire. She pulls her wings back and the flames lick harmlessly off her bones.
{These fire creatures seem rather... ineffective}
[Perhaps they're just having a bad day. Maybe we should give them another chance]
{Hmmm... I don't think so}
She sees that the nearest wisp is on its last legs and that Isaku was handling it (probably finished it if Blue 2 is anything to go by). Instead, she turns to the wisp whose attentions were currently on Bina and not looking Libitina's way.
{Stay here. I'll be right back}
[Yes dear, but I wasn't really planning on going anywhere]
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Sustain a Spell (Bless) - expand to 10ft emanation
- Libitina Action 1 (◆): Stride (25 feet)
Bless now expanded to a 10 foot emanation. slide updated.
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Bless vs Flat-Footed Green 3
Libitina Scythe Attack: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 ⇒ (4) + 4 = 8 negative damage
[Dearest, we've spoken about this before. You need to let me enhance your weapons before you use them]
{These wisps are not a challenge. No enhancement is needed}
Libitina Scythe Attack: 1d20 + 8 + 1 + 1 - 5 ⇒ (15) + 8 + 1 + 1 - 5 = 20 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 ⇒ (7) + 4 = 11 negative damage
He closes his eyes for a moment and says "ତାକୁ ରକ୍ଷା କର ଏବଂ ହାଡ଼କୁ କଠିନ କର"
Mandoo Action 3 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
Note that Protect Companion gives Mandoo the following reaction:
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.

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Libitina's first attack is a crit, so Green is down.

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Kornel spellcasts and laughs his hollow laugh, but then becomes increasingly disinterested and quiets down. "These, ah... they do not offer much resistance, yes?"
Electricity damage: 1d4 + 4 ⇒ (2) + 4 = 6
(Basic Ref save, DC 18.)
◆◆ Cast a Spell: Electric Arc, targeting #1 red and #4 yellow; ◆ Cast a Spell: Shield.

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Dancing Sunbeam sends a glob of acid at Yellow 4 then enters her Arcane Cascade Stance.
Acid splash: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 ⇒ 3

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"Nice teamwork, everyone!" says Ace.
He reloads his musket ◆, takes a shot at the wisp in the west ◆, and reloads again ◆.
Musket Strike against Red: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Normal damage: 1d6 + 1 ⇒ (5) + 1 = 6
Critical Damage: 2d10 + 2 + 1d10 ⇒ (5, 7) + 2 + (8) = 22

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Mandoo casts a numberof spells, freeing Libitina to cut Green in half with a single well-placed blow.
Isaku just misses a wisp with an alchemical vial. though its flames dim a bit as the freezing liquid splashes on it.
Kornel casts another jolt of electricity at the remaining enemies, and Yellow also vanishes.
Dancing Sunbeam's spell goes just wide of the final elemental, but it dodges directly into the path of Ace's shot, which tears it apart.
Combat over!
Libitina (-1 HP)
Bina Sevencloaks (-4 HP, 1 persistent fire)
The wisps leave nothing behind except the fire that spawned them, and you can move into the next chamber.
”Kornel Perception”: 1d20 + 6 ⇒ (17) + 6 = 23
”Isaku Beru Perception”: 1d20 + 7 ⇒ (2) + 7 = 9
”Mandoo Perception”: 1d20 + 7 ⇒ (18) + 7 = 25
”Libitina Perception”: 1d20 + 5 ⇒ (11) + 5 = 16
”Ace Malaluna Perception”: 1d20 + 7 ⇒ (12) + 7 = 19
”Bina Sevencloaks Perception”: 1d20 + 7 ⇒ (4) + 7 = 11
A mound of coins sits in the center of this chamber. Next to it is a burned body that seems to fit the description of Carine. Most of you think that the elementals killed her, but Kornel and Mandoo find a trap on the gold that unleashes flame on any who approach the loot.
You can end your exploration of this area here or make a Thievery check or cast dispel magic to disable the trap and enter the room.

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Mandoo and Libitina move up the stairs and over to the door for a look inside. He spots the charred corpse and the pile of gold in the center of the room. "It looks like we've found Carine. It appears that the wisps finished her off. I also see a big pile of gold in the middle of the room..." He squints for a closer look when something catches his eye. "...with what looks like a flame proximity trap set on it."
{The trap killed Carine}
[Ah, quite possibly true. Good thinking]
"Libitina believes that the trap is the actual cause of Carine's demise. If so, that would make it more dangerous than the wisps."
They step away from the door to let the others have a look. "I'm afraid that disabling the trap is beyond my capabilities, as is the fate of Carine's soul."

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Ace moves forward to see the next chamber.
"Poor girl... You'd think detecting this kind of trap falls into the skills of many Pathfinder though... Maybe the wisps' presence and the adrenaline rush clouded her judgment."
Ace looks to the others.
"As much as I wouldn't say no to such a treasure, I'm in no capacity of disabling the trap as well."

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Bina, the adrenaline of combat starting to fade, realizes she's on fire and yelps, dropping to the ground and rolling to put out the flames.
Flat Check DC 25: 1d20 ⇒ 20
After a moment's work, she hops up, sighing despondently at the sight of her singed outerwear. "Least the armor's mostly fine," she grumbles, wandering closer to the others. "What are we all--oh." She sees the charred body and makes a face. She pulls the fringe of her cloak up to cover her mouth and nose from the smell of burnt flesh, then realizes it already smells like burning from the fire damage, and drops it, instead trying to breathe through her nose as much as possible. Better to smell it than taste it, she thinks absently.
When Mandoo points out the trap, she sighs. "I'm okay with traps, I guess. Had to pop a few locks and get around security before." She realizes she's in the company of strangers and clears her throat awkwardly. "For uh. The Society. And all." She puts her hands on her hips. "Lost my tools ages ago, though. I keep meaning to pick up new ones, but time has a way of getting away from me."
I have +7 Thievery but no tools. Totally forgot to buy them at character creation and have not had them since! DERP

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"Should we send someone to inform the other teams and the venture-captains of Carine's fate before continuing?"
The kitsune asks quietly in respect for the departed.

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Isaku quietly hands over his tools to Bina.

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Thievery: 1d20 + 7 ⇒ (10) + 7 = 17
Bina is able to disable the sensors that trigger the trap, though is only able to turn them off for 10 minutes. During that time, you are able to recover Carine's body and discover that the “coins” in this area are small stone discs covered with a thin veneer of gold-colored paint.
Sanctum or pools?

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Kornel picks up some of the fake coins and chortles. "What an, how do you say, elaborate prank. I suppose we Pathfinders are lucky only one of us fell for this trap, eh? Ah hah."
(Mandoo, wanna roll Treat Wounds for Bina's minor burns real quick? After that, I vote pools.)

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Isaku takes the time to reload Piercing Wind. He also holds it in a two-handed grip (Basically if combat breaks out, he'll start with the weapon with Fatal Aim).

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Mandoo watches as Bina successfully cracks the trap. When she's done and the spurious nature of the coins is discovered, Mandoo says, "A dastardly honey-pot of a trap that one was. Lucky we had Bina with us, or we might have ended up like poor Carine."
[Tina dear. Would you mind taking Carine's body out of the room before the trap resets?]
{The corpse is but a vessel. Without the soul it is nothing}
[Yes, I know, but many still attach value to the remains of the dead. I suspect that Carine's friend back there is one such]
It is then that he notices the somewhat scorched condition of Bina's cloak and the burns she received. While Libitina carries Carine's body out of the trap room and back down the hallway to Dalver, Mandoo pulls out his bandages and gets to work.
Mandoo Activity: Treat Wounds (Medic Dedication) on Bina vs DC 15
Medicine (Treat Wounds) vs DC 15: 1d20 + 9 ⇒ (15) + 9 = 24
Treat Wounds Healing: 2d8 ⇒ (5, 5) = 10 hit points healed
Mandoo puts away his healing kit. "There you go, all patched up." He looks about, but sees nothing more to be done. "Looks like we're done here. Shall we head to the pools next? I could certainly use a wash."

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Libitina temporarily dismisses her scythe and enters the trap room. She picks up Carine's body and cradles it in her arms before carrying it out of the room. She makes her way down the hallway to the waiting Dalver. As she approaches, she notices his eyes opening wide in fear and he scrambles backwards away from the vanth's approach.
{I am apparently making a negative impression on the young man}
[Ah, yes. No surprise really. I'm a little busy patching Bina up right now so try to calm him down on your own]
{I will try, but don't expect too much. My success rate in such things is rather low}
Libitina stops in the hallway. "ଭୟ କର ନାହିଁ। ମୁଁ ତୁମ ପାଇଁ ବିପଦଜନକ ନୁହେଁ" The words drop like lead balls into the silence; if anything, they seem to increase Dalver's dread. Libitina kicks herself mentally for forgetting that not everyone outside of the Boneyard spoke Requian. She tries again. "Fear not human. I merely bring you the remains of Carine, your companion."
She then advances and carefully places Carine's body at Dalver's feet. "Her soul has made its way safely to the Boneyard as is being processed as we speak. There is nothing more to be done"

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Ace nods.
"As you want ! Sanctum will be last then."
He walks out of the room, weapon still in hand, then turns towards the group and looks at everyone.
"I'll continue to be in the rear where I'm best if you don't mind. Isaku! Thanks for pointing out the wisp's weaknesses during our fight. If you see that I can't manage to hide to surprise our foes, that will come in very handy to strike them hard."

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The archways leading into the next chamber have been barricaded with mounds of junk, rock, and other debris. Voices mutter on the other side.
”Kornel Perception”: 1d20 + 6 ⇒ (16) + 6 = 22
”Isaku Beru Perception”: 1d20 + 7 ⇒ (20) + 7 = 27
”Mandoo Perception”: 1d20 + 7 ⇒ (2) + 7 = 9
”Libitina Perception”: 1d20 + 5 ⇒ (14) + 5 = 19
”Ace Malaluna Perception”: 1d20 + 7 ⇒ (2) + 7 = 9
”Bina Sevencloaks Perception”: 1d20 + 7 ⇒ (13) + 7 = 20
Dancing Sunbeam, Kornel, Isaku and Bina all notice that the barricades conceal a miniature makeshift catapult that launches a mound of junk when a creature triggers the trip wire.
Thievery to disable.

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Bina harrumphs, tiny fists on her wide hips. "More traps. Figures. Isaku, mind if I...?" She holds out one hand for the tools again. Once he hands them to her, she gets to work. "Mind the trip wire, yeah?" She pauses and purses her lips. "Matter of fact, why doesn't everybody take a few steps back just in case?" Once there's about ten feet of clearance around her, she goes back to work.
Thievery vs Catapult Trap: 1d20 + 7 ⇒ (7) + 7 = 14

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Isaku listens carefully and translates what the voices say. "The creatures on the other side are discussing how they’re going to get back home to the maze with the “monster dogs” around."

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Bina makes progress on the trap, but it is still active. Simple failure.

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Taking Bina's words to heart Sunbeam moves a little farther away while searching for something interesting in this room.

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Mandoo and Libitina step back as instructed. They watch as Bina works the catapult trap with little to show for it. He sends her some words of encouragement. "Keep trying Bina. I know you can do it."
[Do you think we're far enough away?]
{In my experience, catapults of that size are one-target weapons. I believe we are safe here...}
[That's a relief]
{...unless it is set to launch a liquid or possibly flaming load, in which case all bets are off}
[You always know just what to say to calm my nerves, dear]

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We have about 12 hours before the end of part 1, so pushing this forward.
With some more careful effort, Bina disables the trap.
As she finishes working, you hear a voice from the other side shout, first in Draconic and then Common, "“Back off! You won’t keep us here forever! The Thornscales will escape you and your monster dog!” A green kobold with a laurel of red roses pokes her head out from behid the barricade.
They are wary, but not immediately hostile. Each of you can make a Diplomacy or Deception check to convince them not to attack (or something else, if you can justify it). Speaking to them in Draconic gives you a +1 bonus.

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Nature check: 1d20 + 5 ⇒ (3) + 5 = 8
"There there friends... We are not here to attack, harm you or detain you in any way. We are just explorers, Pathfinders to be exact and I've seen a lot of your kind in our ranks. That means we could be allies and aid each other! What do you say ?"
Diplomacy Check: 1d20 + 5 ⇒ (17) + 5 = 22

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Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27
Kornel calmly approaches the barricade with his arms open, nodding along as Ace speaks. "Ah hah, I understand why you would be scared. This maze is a scary place, no? But do not worry, everyone will find their way out eventually. One way or another, eh? Ah hah hah." His laughter is strangely ominous.
"Now, what is this, ah, monster dog you mentioned?"

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Nature: 1d20 + 5 ⇒ (12) + 5 = 17
Isaku gasps as he recognizes the flowers. "Narven's Tears, " he says in awe, "It still grows within the Maze, but it's pretty much extinct everywhere else."
Isaku greets the kobolds in Draconic.
"Be calm, Thornscales. We know not of any monstrous dog. Tell us more of this monstrous dog and maybe we can keep you safe from it."
Isaku speaks Draconic, but doesn't have either Diplomacy or Deception. He can gladly serve as translator, however

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The Pathfinders convince the kobolds that they are not a threat, and are invited into their camp. The one who spoke to you introduced herself as Itzi and explains, "We were pulled into this maze many years ago. We recognized it as a place of power and chose to remain. However, this small band was hunting and was chased away from our new home by a creature that resembled a dog, but hairless, gray, and sickly, with bulging eyes and a long tongue."
Inside their camp are three pools, 10 feet in diameter and filled with colored liquids.

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Kornel tiptoes to the edge of the green pool and carefully watches its surface. His constant grin widens when he sees a vision in the reflection, and the familiar sarcophagus within it.
"Ah. It is this one again, eh? A sarcophagus in someplace cold. Interesting, no? But, ah hah, I myself do not know as much of the colder lands as an Ustalav person should."
"Perhaps we will learn more as we move on, eh?"

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"Thank you for welcoming us among your tribe, chieftain Itzi. May you tell us where you come from ? How were you attracted inside the Maze ?"
Atempt to identify the dog with the chief's description
Nature check: 1d20 + 5 ⇒ (1) + 5 = 6
"Mmmh, that beast sounds like some kind of mutant werewolf like we can have in the Wastes" Ace says
Ace walks between the three pools and is glad to finally get to see the famous sarcophagus, but doesn't quite know what to make of the rest.

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As soon as Bina disables the catapult, Mandoo gives a small cheer. "Yay! Good job, Bina. I never doubted you for a second"
{True enough. It was more like a minute}
[Hmph! I don't know what you're talking about]
When the kobold sticks her head out, Mandoo starts back in surprise, but then he roses catch his eye.
Mandoo Nature vs DC 16: 1d20 + 3 ⇒ (2) + 3 = 5
[What odd roses. Have you seen anything like them before, Tina?]
Libitina Nature vs DC 16: 1d20 + 1 ⇒ (20) + 1 = 21
Libitina comes through again.
{I believe they are Narven’s Tears. I haven't seen any in centuries. It appears there might still be some growing in the maze}
[You are a fount of knowledge dear]
Mandoo is about to share his newfound knowledge, but Isaku takes all the wind out of his sails by beating him to the punch.
{Never mind. Maybe next time you'll be a little faster off the mark}
Mandoo raises his hands in a we come in peace motion. When Kornel makes his strange laugh, Mandoo gives him an odd look.
[Kornel is definitely a little on the odd side]
{Yes... definitely}
But the scruffy man's words apparently resonate with the kobolds and the danger passes. When the talk turns to monstrous dogs, Mandoo puts in his oar. "Perhaps they are referring to the wolverines we've come across. From a kobold perspective..." he lowers his hand slowly to indicate he means their reduced height, "... they might well seem monstrous" When the kobolds then describe the creature in question, Mandoo blanches. "Uh, no. That doesn't sound like a wolverine. At least not a normal one."
Mandoo and Libitina examine the pools. "How fascinating! I believe you are correct, doctor," he says pointing to the sarcophagus in the green pool. "This is definitely the same sarcophagus we saw earlier. Is it constructing it for itself, I wonder." He and Libitina look closer to see if they can figure out how the pools work.
Mandoo Arcana vs DC 16: 1d20 + 0 ⇒ (16) + 0 = 16
Libitina Arcana vs DC 16: 1d20 + 0 ⇒ (20) + 0 = 20
She's a monster!
[Is this what I think it is?]
{Yes. A temporal scrying mechanism I believe}
Before Isaku can jump in, Mandoo speaks up. "Libitina and I are of the opinion that this ancient device is a temporal scrying mechanism that siphons energy from the Dimension of Time and harnesses it to view the past, present, and future. The degradation of time has diminished their powers; they function erratically and what times they view can’t be controlled or manipulated..." he pauses for a breath, "...or so we think."
This place has a certain Osirian-tomb-like flavor to it. LOL

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**HOUSE GM ANNOUNCEMENT**
”That’s it, Pathfinders!” Eando Kline shouts over the din. ”The area is almost secure!”
Table GMs, this is your 8-hour warning before we move to Part 2.

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Bina scowls at Mandoo, trying to decide if he's being sarcastic or not. Eventually she gives up and moves on with the others, examining the pools.
She points to the four-armed individual in the red pool. "Anybody seen anything like that before? I've been across Garund and quite a few places in Avistan but I've never seen anything like that."
Mandoo's report on the scrying machine makes Bina frown. "Scrying? Isn't that like... spying on places?" The idea that an invisible eye could be watching her right now makes the swashbuckler shudder.

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Mandoo thinks about it for a moment. "Yes, Bina. Something like that, but in this case it isn't just places, but times as well."
When Eando shouts out, Mandoo starts a little. "It seems that Faction-Leader Kline would like us to spend less time talking and more time searching. Is there anything more in this area of interest or shall we head to the Sanctum?"