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Amiri scoffs, what a bundle of nonsense. Time travel? Really? You expect me to buy this maze is sending us in to the future? Sounds more likely we are in the library of a mad wizard who has tried to do the impossible... probably hooked up to our maze on accident when they tried to go "into the future" she says clearly sarcastically. either way, this seems like important information the society might be interested in.

GM Zoomba |

You make note of your findings, no matter how much their content or implications might annoy you, and continue on with your explorations.
Going past the library takes you down a narrow series of halls. You twist and you turn but eventually you come out into a triangular chamber. At its far end is a stairwell that rises up into darkness, the stairs flanked by a pair of copper statues. On the east side of the chamber, set into the wall is a glowing purple crack, emanating a low and eeire baying sound.
From up the stairs you hear a deep feminine voice call out: "Felise? Is that you?"

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"Ah... no. Not Felise. We'll be right up, okay?" Miladistra calls out. "Maybe we found another lost wanderer."

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Othello will scout ahead, taking cover against the wall, and sneak a peak at the purple glowey area.
Stealth, if necessary: 1d20 + 10 ⇒ (10) + 10 = 20

GM Zoomba |

Lynn: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Miladistra: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Othello: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Green: 1d20 + 8 ⇒ (5) + 8 = 13
Orange: 1d20 + 8 ⇒ (11) + 8 = 19
The voice doesn't immediately respond to either Miladistra or Lynn. the stairway is unlit and rises steeply upwards towards an entire different level of the complex.
Othello meanwhile slinks along to look at the strange phenomena. Getting near it, the champion notices that it isn't actually a crack revealing a peek into a lit neighboring room. Instead the 'crack' seems to be a magical rift, filled with a faintly pulsing swirling energy. The faint baying sounds continue to emit from it, but they don't get any louder as he closes and no objects or clear source are visible amongst the purple haze.
When Lynn begins stepping forwards to try and talk to the voice, suddenly there is movement! Each statue beside the stairwell begins to shift, raising hard fists and moving to position themselves to attack -
- and at that the rift reacts. Othello sees the crack's glow intensify and all of you feel woozy as everything
begins
moving
veerrryyyy
ssssssllllllloooooooowwwwwwwwwyyyyyyyyyy,
TTTTTTTTTTTHHHHHHHHHHHHHHHHEEEEEEEEEEEEEEEEE
SSSSSSSSSSSSSSTTTTTTTTTTTTTT-
-attuesmoveveryveryslowlytooandthenwithnowarningsuddenlyeverythignbeginstos hiftreallyreallyfastmakingithardtoevenprocess
This takes place over mere moments, but as it does are you you see faint fleeting images of other people - vague human and humanoid shapes - moving in and out and around the room, up and down the stairs; stopping, chatting, checking things, and continuing on, each moving so fast that at any given microsecond dozens of them seem to overlap. You see the statues themselves crumble to dust, then reform, then crumple again while these ghostly images flit about noticing.
Finally everything seems to *snap* back into focus. You hear a clattering as the statues crumble once more, this time not reforming. You all blink and feel fine again, your movements back to normal 'speed'. The purple rift's intensity has returned to a dull purple. But near Othello, and again in the corner, you are no longer alone: two very solid and corporeal 'things' are standing in the chamber with you. Each a horrific fusion of limbs, eyes, and mouths, they look as if multiple men and women had been terribly shoved and warped together. Moaning, they move to attack!
Initiative
Miladistra
Lynn
thing
Amiri 40/50 HP
thing
Othello
Before you act, I will need a Will Save from each of you (with a +1 circumstance bonus from your improved sense of camaraderie from the mission prep!)

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will save: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
"Oh!!! Abadar preserve us!" shouts Othello, clutching his eyes.

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"Uh... what are those-" Miladistra clutches her ears.
Fort Save: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
The screeches tear into her psyche before she forces them out. "Anyone knows what those things are?" She steels herself and pets Deroff.
>Glitterdust< sprays from her hands, landing on the Orange... whatever the heck it is.
Deroff looks to Miladistra, then looks at the thing in Green. Whatever it is, it's going down.
Jaws: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d8 + 3 ⇒ (8, 7) + 3 = 18
Deroff takes a bite out of... ugh. Miladistra's going to scrub his teeth with some rutabaga. He hates rutabaga!
◆ Command Animal
◆◆ Cast >Glitterdust< on Orange. Reflex Save DC 20.
◆ Deroff Strides
◆ Deroff Strikes Green
EDIT I forgot to roll Deroff's Fort Save
1d20 + 11 ⇒ (12) + 11 = 23

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will lynn: 1d20 + 8 ⇒ (16) + 8 = 24
will Ezra: 1d20 + 9 ⇒ (1) + 9 = 10
One action Act Together
Move and Eidolon will Recall Knowledge with sickened 2 penalty
Move
Attack 1 Handed Striking Staff
attack Lynn Staff: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 2d4 + 3 ⇒ (1, 1) + 3 = 5
Ezra starts to grow dizzy at the sound of the pitiful moans. Upon seeing her compatriot become sick she says,"Don't worry Ezra. I'll take care of them. You stay safe.."

GM Zoomba |

It's actually a Will save Miladistra, not a Fort save. Which means you actually just make the DC 17.
ID: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Dizzy as she is, Ezra still manages to recognize familiar elements to the creatures. While their source and creation seems radically different, the grotesque amalgamation of warped and twisted human form combined with their moaning makes the psychopomp think they're some form of Grothlut. Aberrant fleshwarps, they are tough, but slow and barely sentient. Best to watch out for their claws and acid spits.
While the not-bird makes these observations, Lynn and Deroff work in tandem to strike at the nearest monstrosity. The wolf's jaws tear, and Lynn lands a finely placed bash Crit!
Meanwhile the other Gorthlut confirms its lack of speed and grace by leaning right into the eruption of sparkles. Dazzled and blinking from far too many eyes, it spits back at the elf mage covering her and her mount with sizzling spittle, then shambles over towards her to take a terribly off-the-mark swipe with one of its sharp-clawed limbs.
Acid Spit: 1d20 + 7 ⇒ (17) + 7 = 24 for Acid: 2d6 ⇒ (6, 1) = 7 plus Acid: 1d6 ⇒ 5 splashing on Miladistra, Deroff, and the other Grothlut (who doesn't seem to mind it at all)
Dazzled flat check: 1d20 ⇒ 10
Claw: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8 for slashing: 1d10 + 8 ⇒ (10) + 8 = 18
Dazzled Flat check: 1d20 ⇒ 19
Initiative
Miladistra 14/26 HP, Deroff 37/42 HP
Lynn (Ezra sickened 2)
orange Grothlut, dazzled
Amiri 40/50 HP, need Will save
green Grothlut, 28 damage
Othello, sickened 1

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Sorry for the delay... got a little busy.
will dc 17: 1d20 + 7 ⇒ (14) + 7 = 21
What is going on with this place...and what on Galorian are those things! Amiri says. She lets her anger fill her with the attacks on her allies as she steps forward with a mighty swing of her extremely large weapon.
attack at orange: 1d20 + 10 ⇒ (3) + 10 = 13
magical slashing damage: 1d12 + 10 ⇒ (9) + 10 = 19
◆enter rage ◆ step ◆strike
Did I misread something, why is Amiri down some HP?

GM Zoomba |

Amiri took 15 total damage in the last fight (against the flaming creatures), and a Treat Wounds check healed 5 of that (unless I am missing further healing, in which case please please correct me.
Amir I’d clearly heard worse than these minor moans and races forwards. Unfortunately, while her enthusiasm is admirable, her aim this time less so.
Opposite the wolf, the boxes in amalgam strikes in a frenzy at the creatures hitting it. One claw hits Lynn, but Othello calls on his god to show the enemy another path as it connects. The grothlut’s mind doesn’t seem to change, but Lynn’s injury is lessened and the enemy seems a bit weaker.
claw v Lynn: 1d20 + 11 ⇒ (13) + 11 = 24 for slashing: 1d10 + 8 ⇒ (3) + 8 = 11
claw v Deroff: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15 for slashing: 1d10 + 8 ⇒ (2) + 8 = 10
claw v Lynn: 1d20 + 11 - 8 ⇒ (1) + 11 - 8 = 4 for slashing: 1d10 + 8 ⇒ (2) + 8 = 10
nitiative
Miladistra 14/26 HP, Deroff 37/42 HP
Lynn (Ezra sickened 2) 53/58 HP
orange Grothlut, dazzled
Amiri 40/50 HP, raging
green Grothlut, 28 damage, enfeebled 2
Othello, sickened 1

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"Ow, that's some nasty acid." Miladistra shudders. "Keep bitin' Deroff. I gotta go."
She hops off the wolf and quickly backs off.
Meanwhile, Deroff continues to bite the thing in Green, flanking with Lynn.
Jaws: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d8 + 3 ⇒ (6, 7) + 3 = 16
Jaws: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14
Damage: 2d8 + 3 ⇒ (8, 4) + 3 = 15
◆ Command Animal
◆ Dismount Deroff
◆ Stride
Deroff:
◆ Strike Green
◆ Strike Green

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Lynn cast lay on hands her and refocused.
1 Action Act together
Switch hands
Ezra Wretch
wretch: 1d20 ⇒ 1 +I don't know?
attack 1: 1d20 + 10 ⇒ (20) + 10 = 30
attack 2: 1d20 + 5 ⇒ (14) + 5 = 19
hehe....
damage 1: 2d8 + 3 ⇒ (8, 8) + 3 = 19
damage 2: 2d8 + 3 ⇒ (8, 2) + 3 = 13
GM if the first attack kills the monster she will move.
Lynn continues to beat the monster quite handily while her poor compatriot is still sick from the verbal assault.

GM Zoomba |

Lynn cast lay on hands her and refocused.
[ooc]See, missed that line. Thanks for the reminder!
Also trying to wretch to get rid of the Sickened condition is a Fort save against the DC of the effect (17 here). Luckily, the bird isn't getting any more sickA hurt Mialdistra makes a tactical reposition, while Deroff takes advantage of Lynn's distraction to get a single good bite in and a much less good bit in-the-vicinity
Lynn takes advantage of the wolf drawing focus too, bashing down HARD on the grothlut. the staff slams down, into, and through the creature - yeah! But as the momentum of the blow continues to move through it the horror's organs and flesh ruptures entirely and explode out in a spray of disgusting and semi-toxic acid and bile - boo!
The creature is down after the first blow from Lynn - so she can move where she wishes after this - but it has also explded in a massive burst that deals Acid damage: 2d6 ⇒ (3, 5) = 8 to everyone except for Miladistra (who moved just far enough away to dodge the spray. All of you are also sickened 1; Basic Reflex save for the damage (with the sickened going to 2 on a crit-fail
Othello: if you'd like to use your Reaction this round (playing a bit wobbly with the timing dud to PbP quirks) you can do so but I'd just need to know on who.
Initiative
Miladistra 14/26 HP, Deroff 37/42 HP, need Reflex for Deroff
Lynn (Ezra sickened 2) 53/58 HP, need Reflexes
orange Grothlut, dazzled
Amiri, raging, need Reflex dave
green
Othello, sickened 1, need Reflex save

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So I think RAW I take the worse damage from the two saves but both characters get the sicked depending on the result. Of course Ezra can't get worst. :p
Ezra: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Lynn: 1d20 + 8 ⇒ (2) + 8 = 10
Hopefully Lynn is only sickened 1. Looks like we take 8.
Lynn and Ezra both get a face full of the strange viscera causing them both to gag reflexively.

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Reflex: 1d20 + 9 ⇒ (15) + 9 = 24
Othello rubs his eyes and temples in order to gain back his balance. One action to remove sickened condition
Othello then moves and strikes with his halberd.
halberd: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 2d10 + 2 ⇒ (9, 6) + 2 = 17

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Othello: if you'd like to use your Reaction this round (playing a bit wobbly with the timing dud to PbP quirks) you can do so but I'd just need to know on who.
I will make it feel guilty about hitting Lynn (-6 damage, etc.)

GM Zoomba |

One action to remove sickened condition
It is an action to attempt to remove the condition, but as part of that action you would need to succeed at a DC 17 Fort save
Botting Fort (since it would affect the rest of the turn): 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17
The dying exploding grothlut feels a real guilt trip during its last nano-seconds of living.
Othello just manages to pull himself together as he advances and strikes at the remaingin creature. The halberd slashes through its skin, leaving small pools of acidic fluid dribbling down. Enraged, its attention turns back on the champion as the amalgam steps towards him and swings its claws ineffectively against Othello's armor.
Claw Attack: 1d20 + 11 ⇒ (2) + 11 = 13 for Slashing: 1d10 + 8 ⇒ (8) + 8 = 16
Claw Attack: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17 for Slashing: 1d10 + 8 ⇒ (5) + 8 = 13
Initiative
Miladistra 14/26 HP, Deroff 37/42 HP, need DC 17 Basic Reflex for Deroff
Lynn sickened 1 (Ezra sickened 2) 51/58 HP
orange Grothlut, dazzled
Amiri, raging, need DC 17 Basic Reflex save
green
Othello 56/60 HP, sickened 1 (need Fort Save for that)

Deroff |

Deroff doesn't like this thing one bit. It doesn't even taste good.
Reflex Save: 1d20 + 12 ⇒ (14) + 12 = 26
And now it's burning his fur coat. This is one of the few times he wants the Missus to bathe him...

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reflex dc17: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 4 damage to Amiri but at 51 HP due to raging
As the thing bursts and sprays acid all over the place, Amiri is able to block the worst of it from hitting her but does experience mild burns. Argggg, why does its blood burn!And how do I get mine to she thinks with a smile. The look on her face is enough to scare anyone, with acid on her skin, intense eyes, and an unsettling smile. She then tries to take two mighty swings to finish this battle.
◆ intimidating glare ◆ Strike ◆ Strike
Intimidate at orange (Dc= will DC): 1d20 + 8 ⇒ (2) + 8 = 10
attack at orange: 1d20 + 10 ⇒ (16) + 10 = 26
magical slashing damage: 1d12 + 10 ⇒ (4) + 10 = 14
attack at orange: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
magical slashing damage: 1d12 + 10 ⇒ (6) + 10 = 16

GM Zoomba |

The gorthlut does not appear that scared of Amiri, though whether its due to Amiri being covered in slime or it not quite getting her is less clear. Either way the barabarian gets a good slash on the creature and a close miss on her backswing.
Initiative
Miladistra 14/26 HP, Deroff 33/42 HP sickened 1
Lynn sickened 1 (Ezra sickened 2) 51/58 HP
orange Grothlut, dazzled 14 damage
Amiri, raging, 51 HP, sickened 1
green
Othello 56/60 HP, sickened 1

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Miladistra holds her breath as she sees the thing explode. I'm gonna scrub Deroff down after this-whether he likes it or not.
She unleashes an >Electric Arc< at the surviving monster. DC 20 Basic Reflex Save against 2d4 + 4 ⇒ (3, 1) + 4 = 8 electricity damage.
She motions to Deroff to finish off the remaining monstrosity.
Jaws: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d8 + 3 ⇒ (5, 3) + 3 = 11
Jaws: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Damage: 2d8 + 3 ⇒ (5, 6) + 3 = 14
◆◆ Miladistra casts >Electric Arc<
◆ Command an Animal
◆ Deroff Strikes Orange
◆ Deroff Strikes Orange

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halberd: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 2d10 + 2 ⇒ (4, 2) + 2 = 8
Additional damage if critical: 2d10 + 2 ⇒ (10, 9) + 2 = 21
halberd: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
damage: 2d10 + 2 ⇒ (6, 8) + 2 = 16
halberd: 1d20 + 12 - 10 ⇒ (20) + 12 - 10 = 22
damage: 2d10 + 2 ⇒ (5, 10) + 2 = 17

GM Zoomba |

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
The flesh-blob beast improbably dodges most of Miladistra's lightning, but a bash and a chomp and two quick slashes take it down.
...down in an all-too familiar burst of caustic bile.
Another DC 17 Basic Reflex save, for everyone this time!
Acid damage: 2d6 ⇒ (5, 6) = 11
Of course after that, COMBAT OVER!!!
Miladistra 14/26 HP, Deroff 33/42 HP sickened 1, both need Reflex saves
Lynn sickened 1 (Ezra sickened 2) 51/58 HP, Reflex Saves
Amiri, raging, 51 HP, sickened 1, Reflex Save
Othello 56/60 HP, Reflex save
As the second figure explodes, the purple crack in the wall shrinks and vanishes as well. The voice you heard from up the stairs has stopped now too. You look up and see they seem to go up quite a ways, to an entirely new level of whatever complex you're in. Still, you feel the Society would want to make sure this current level is fully secure before spreading their forces out further.

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Reflex: 1d20 + 8 ⇒ (8) + 8 = 16 Dangit, I'm at 3/42 HP
Deroff's Reflex: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21 Deroff is at 28/42 HP
Deroff runs over to Miladistra, offering his flank as she loses her balance and leans upon him. "Th-thanks Deroff. You smell worse than a lazy pig in the sun. I don't smell too good, either."
She directs everyone to surround her. "Alright, let's take a minute to recover." She sniffs and instantly regrets it. "And find a fountain to wash ourselves."

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Treat Wounds on Miladistra: 1d20 + 8 ⇒ (20) + 8 = 28
Healz: 4d8 ⇒ (5, 4, 3, 6) = 18 Miladistra should be at 21/26 HP.
Treat Wounds on Deroff: 1d20 + 8 ⇒ (4) + 8 = 12
"Boy. Stand still!" Deroff fidgets as she tries to heal his acid burns. He's not used to his fur getting burnt. Still at 28/42 HP

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reflex dc 17: 1d20 + 7 - 1 - 1 ⇒ (3) + 7 - 1 - 1 = 8
This time Amiri takes a big glob of the acid exposed skin and she couldn't move fast enough. This stuff is gross and hurts... not a fan!
Amiri isn't trainer in medicine so if there is time after they are done healing themselves, could someone medicine me? Down 10 HP

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Medicine on Amiri: 1d20 + 8 ⇒ (2) + 8 = 10
Miladistra tries to apply some bandages on Amiri, but she underestimates the size of her bulging biceps. Not enough bandages to help her, not enough to hurt.
"I'll attempt a magical method once I help everyone else."
Miladistra has +8 to Medicine, so feel free to roll Treat Wounds checks. I can top us off with a level 1 Heal spell once we're done.

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Lynn will lay on hands the ally who remains the most injured and if given the chance will refocus. "Bahhh... If any of you all still feel unwell a hearty pat on the back will get you feeling better," Lynn says reassured demeanor.
Heal 12 HP to Ally with lowest HP
Reflex Saves
Lynn: 1d20 + 6 ⇒ (8) + 6 = 14
Ezra: 1d20 + 8 ⇒ (20) + 8 = 28

GM Zoomba |

Botting Othello's Reflex and some Treat Wounds: just so we know where everyone stands.
O Reflex: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Treat Wounds Lynn: 1d20 + 8 ⇒ (13) + 8 = 21
Treat Othello: 1d20 + 8 ⇒ (2) + 8 = 10
Lynn/Ezra heal: 2d8 ⇒ (2, 7) = 9
So you stand as below:
Miladistra 21/26 HP, Deroff 28/42 HP
Lynn/Ezra 49/58
Amiri, 40/50 HP
Othello 51/60 HP
Miladistra: if you want to use a Heal burst feel free to roll. Lynn, if you're Lay on Hands-ing (and refocusing) just lemme know who - Deroff's down the most, Amiri down the most of the humanoids (no offense to the good boy)
---
Eza: 1d20 + 8 ⇒ (12) + 8 = 20
Mil: 1d20 + 8 ⇒ (2) + 8 = 10
Ami: 1d20 + 7 ⇒ (7) + 7 = 14
After patching yourselves up and marking the discovered path upwards, the lot of you double back towards where the advance scouts reported hearing Draconic utterances.
As you approach the area the voices were heard, you see both of the two the archways leading into the next chamber have been barricaded with mounds of junk, rock, and other debris. Voices mutter on the other side.
[b]"Shhhhh! Those monster dogs might still be around. Or their master. Can't go home if we're ate"
"Can't stay alive without water though. And don't wanna drink from those - mamma always taught never drink things with creepy faces."
Looking at the barricade, Lynn once again holds out a hand in caution: the orc points to a trip wire site in both sets of barricades that would trigger a makeshift catapult to launch out rock at reckless intruders.

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Heal: 1d8 ⇒ 4
Hopefully people don't mind smelling like rosemary for a few minutes. Much better than Grothlut guts.
"Does anyone know what they're sayin'?"
"Howdy ya'll. We're from the Pathfinder Society. We're here to help. Can you open the door so we can chat face-to-face?"
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Her call goes unanswered.
"Hmpf. Fine." She turns to her allies. "I can summon another Miflit to check on the trap. Maybe they can slash the wire safely."

GM Zoomba |

At Miladistra's call, the voices stop and you hear a scuffling from behind the barricade. Evnetually a vocie calls back out.
If none of you respond in Draconic: shortly after a scratchy voice calls out again, this time in Common:
"Back off! You won't keep us here forever! The Thornscales will escape and fight you off, you and your monster dogs!"
They seem tense annoyed and untrusting, but others of you could potentially also attempt Diplomacy (or Deception) checks to try and convince them you aren't hostile.

GM Zoomba |

"Oh yeah?" a voice yells back to Lynn. "That's just what bad dog owners would say..." The tone is still suspicious, though the orc seems to have made some strides in giving the voices' owners pause.
Some deescalation don,e but a bit more convincing is required. Othello and Amiri: care to also make a Diplomacy or Deception check?

Deroff |

As if Deroff would lower himself to the level of belly rubs!
Okay, just one.
One minute of rubbing.
Per person.
Before he licks them.

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"All paths can lead to redemption. We are not looking to harm any one of you." Etc.
Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5
"But, evildoers who seek to harm us will be dealt with in an abrupt and final way! So, it is either redemption or death. You choose!!"

GM Zoomba |

”Oh yeah! Just try it!”
They are still belligerent and bunkered in. If trying to get through to explore the next room, either Amirir will need to pull off some silver-tongued tricks or you’ll need to get past the barricade with force

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Silver tongued isn't the way I would describe Amiri haha but something tells me that intimidation isn't going to help much here. But I also feel like in character that is the way she would handle the situation so lets see how it goes!
Look, we don't know who you are and we really don't want to have to hurt you. But here is the thing, we have the means to get through this barricade and if you are going to make us do that, it isn't going to go well for you. So how about you open this door so we can have a real talk, okay. We already know about the trap you put in here and it doesn't scare us one bit.
I would like that to be intimidate, but if diplomacy is the better answer for you, my bonus is +1 for it so replace the intimidate bonus with that.
intimidate: 1d20 + 8 ⇒ (18) + 8 = 26

GM Zoomba |

I get the intent, the context is relevant and important (you pointing out the noticed trap would help shake their confidence, and the dice roll itself is well enough. I’ll allow it :)
Amiri steps forwards and raises her voice to put on a formidable display. There's a moment of silence, then you hear muttering from behind the barricade:
”She does seem real mean.”
”Yeah, but if they know about the traps, the element of surprise is gone.”
”If we make her angrier....”
A louder voice calls back ”Fine. But no funny business!” You hear movement and scraping sounds as the barricade is slowly dismantled – partially at least, leaving a narrow passage into the room beyond.
Inside you see five kobolds, weapons in hand though not currently raised. One, a female with green scales and a laurel of red roses atop her head appears to be the leader. ”So, you say you not harm. But who are you? How did you get here, and get past the monster dogs?”
The kobolds are standing in a rectangular chamber containing three large pools, each 10 feet wide and filled with a different colored fluid. You see images reflected in the pools, images that don’t match at all the contents of the room itself.
Identifying the nature of these pools could be done with a Crafting or Engineering Lore check, or with an Arcana or Occultims check to Identify Magic

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"Howdy ya'll." Miladistra makes sure to dismount Deroff. "I'm Miladistra, from the Pathfinder Society. This is my friend, Deroff. He ain't gonna bite ya. We... haven't seen any monster dogs." Deroff scratches himself a few times.
She leaves Deroff outside for a moment, to make sure the Kobolds don't panic. Once they're alright, she motions Deroff in. He promptly flops down and prepares himself for the indignity of petting.
Miladistra falls to her knees to make sure she's non-threatening. "Huh, what are these pools? I have no idea. Hey, Amiri! Look! I wasn't up on moonshine! I knew it." She points to the green pool, highlighting the curved pod.

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You made the right choice, no need for "funny business. Amiri says gruffly as she enters the room. We didn't encounter any dogs to find you, just followed your voice. Did you happen to get here from a hedge maze?
Ohh right, I am Amiri, a Pathfinder.
Amiri looks into each pool. What are you doing in here? Know anything about this weird water?
When Miladistra points out the green pool, How weird that that box is here! Glad I am not going crazy though!

Ezra the Amnesiac |
arcana: 1d20 + 8 ⇒ (3) + 8 = 11
"Well it's quite simple. We're members of the Pathfinder society. We have a magical teleportation network which somehow linked us to here. We're just seeing what's going on and to rescue anyone in danger. Are you in danger? We can help you. "

GM Zoomba |

”…Itzi” the lead kobold says. She eyes your group’s large dog warily but doesn’t freak out. At Amiri’s mention of a Maze, she relaxes somewhat. ”Yes, the Maze. We Thornscales live there: got pulled into strange Maze by accident year ago. But it’s a good home, place of power. We left to hunt, and found this old place, had never seen before. We looked for a way back, but came across monster dogs. Smaller than your pet there, but scarier. Lean, hairless, sickly gray color. Had bulging eyes and long licking tongues.”
”Dogs chased us, but we managed to get away, slow them down with quick traps. Found this room with those weird pools. Don’t know what they are or how they work. And Othello is likewise uncertain but if dogs came back maybe risking splashing them with this would’ve worked!”
As the champion mentions a teleportation network, the kobolds quickly chatter amongst themselves. Itzi then responds: ”Those monster dogs could be danger to us and you. But if you have gate to here, could you get us out? We want to go back to our tribe’s home in the Maze.”

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"We'll certainly try." Miladistra looks up from the pool. "The Pathfinder Society is exploring the Maze right now, so we can escort you to our base camp."

GM Zoomba |

"Huzzah!" the kobolds cry as you offer to guide them back to the base camp by the archway.
---
After dropping off the Thornscale clan, your group continues on through the ruins to the last point of interested still to be explored. The area isn't actually very far from the Arch chamber, but as you apporach it from the north you see a small door ahead of you that leads deeper into the complex you've been brought to.
Of course between you and the door is a wide path that leads over and bisects a pair of deep pits. Pits filled with bones.
This chamber is bisected by a pair of bone-filled pits. A wide path crosses them, connecting the north and south ends of the chamber. An exit to the north leads back to the Maze of the Open Road, while a small door to the southeast leads deeper into the ruins. Glancing down the skeletons seem to be of humanoids of varying kinds and sizes.
As you enter the room, you hear a voice calling out again, its source again unclear. This voice also sounds feminine though its not the same as the one you heard before: this is a bit higher pitched, and softer.
“Heraxia? Heraxia, where are you?”

GM Zoomba |

It's unclear whether the voice is indeed an echo, or nonsense, or possibly just hard of hearing, but it does not respond.
That doesn't mean Lynn doesn't get a response though. As the orc calls, two suits of armor that had been slumped near the pits' edges suddenly rattle and fly together at the end of the bridge. Facing away from you, you her a low monotone voice emitting from them:
<HALT. THE INNER SANCTUM MAY NOT BE ENTERED.>
The empty helms tilt slightly back and forth as if in confusion, then both armors swivel around to face you lot.
<HALT. INNER SANCTUM BREACHED. BREACH MUST BE SEALED> The metal figures begin moving ominously towards you...
Miladistra: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Amiri: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Othello: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Red: 1d20 + 6 ⇒ (13) + 6 = 19
Green: 1d20 + 6 ⇒ (1) + 6 = 7
Luckily Amiri and Lynn are quicker on the draw than these floating full-plates!
Initiative
Amiri
Lynn
floating armor
Miladistra
Othello
floating armor

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Act together- Ezra Move Lynn Move
attack Lynn: 1d20 + 10 ⇒ (20) + 10 = 30
damage lynn: 2d4 + 3 ⇒ (2, 1) + 3 = 6
attack Ezra: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
damage slashing: 2d6 + 1 ⇒ (5, 5) + 1 = 11 +1 negative/positive if it can be affected
"Blah blah blah..... You are a bucket of bolts so I have no qualms beating you until you shut up," she says as she smacks the metal figure.