
Gobo Byzant |

Conversely, Gobo would waltz across the waves in ebullient company upon Mimosa, at every opportunity. He clinks the coins in his fanny packs.

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The next morning (fully healed), with visions of luxury staterooms and bottomless beverages still dancing through Gobo’s head, you gather once more to attend another faction leader. After a quiet word from a fellow agent, you make sure to have a hearty breakfast before heading out (“best not to meet with Benarry on an empty stomach” was the advice), then setting out to find her at a nearby ruin in the swamp.
A striking figure, Calisro Benarry leans casually against one of the ancient columns that juts from the surrounding swamp. She is a half-orc, dressed like a fashionable sea captain, complete with tricorn hat. ”Isn’t it exciting?” she asks, her rough voice deep and full of command. ”New agents and already exploring Azlanti ruins? I once thought the high seas were the only place for ture adventure, but the Pathfinders have shown me otherwise!” She pauses, deeply inhales the pungent swamp air, and then takes a swig from a leather-bound flask before offering it around.
”I’m Calisro Benarry, leader of the Horizon Hunters, and I’m sure you’re aware. We get most excited by exploration. There’s nothing quite like the thrill of knowing you’re somewhere no one else has been in a thousand years! Or even better, finding a place no one has ever seen before!” She takes another swig from her flask before returning its stopper and stowing it in a convenient pocket. ”Now, admittedly, we sometimes get a little overeager to be the first, but that’s all part of the true joy of discovery.
”Since you are a bit new to the Pathfinder Society,” she says, her hand wandering toward the pocket with the flask once again, ”I want to give you your first taste of that same thrill. Through that tunnel,” she says, removing the cork as she nods toward a dark hole leading into the hillside, ”is an Azlanti ruin where no Pathfinder has ever explored. I have to admit, I’m more than a little jealous!”
She punctuates her comment with a quick nip from her flak, then continues. ”Your job is to explore the area and report your findings to me. Questions?”
This is your chance to ask any questions, as well as to make any preparations or changes to your exploration mode before venturing inside.

Gobo Byzant |

Gobo is ready. Exploration: Investigate. Will cast Light if needed on Ennillee's handwraps as before.

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Dewin simply nods, tucking the curious Bruzer away as he prepares to enter.

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Perception (Searching):
Zalmora Searching: 1d20 + 7 ⇒ (9) + 7 = 16
Alladin Searching: 1d20 + 6 ⇒ (18) + 6 = 24
Dewin Searching: 1d20 + 3 ⇒ (3) + 3 = 6
Calisro offers a toast to your adventure, then sends you off down the stairs and into the ruins below. Clearly this facility was once grand and beautifully constructed, with tall vaulted ceilings rising from 12 feet in the hallways to a full 20 feet high in the chambers. Now, however, only a shadow of that glory remains. The marble walls and floors are chipped and stained with mildew from centuries of exposure to the swamp. The wall sconces still radiate magical light, but it is dim and flickering as the magic degrades (dim light throughout, boosted by whatever light sources you have).
The first chamber you find has only the shattered remains of now-unrecognizable sculpture lying in an otherwise empty room. Continuing down the hall, you come to a wide but short arched passageway that opens into a low-ceilinged room to the north. Carved niches in walls each glow with a gentle lavender luminescence, although the shelves within appear empty. Before anyone can venture too far into the room to investigate, however, Alladin's keen kobold senses spot a hidden hinge in the floor, which would cause it to fall away beneath anyone that stepped carelessly! Hidden pit trap in marked squares. You can disable with a Thievery check, or just avoid those squares. Despite the feint glow of lingering magic, whatever it was once meant to illuminate is long since gone, and the shelves are empty.
Pausing here until I have more time to post later. Feel free to make any changes to exploration or marching order in the meantime, if you'd like.

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Initiative:
Zalmora Search: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Ennillee Scout: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Alladin Search: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Ingmar Detect Magic: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Gobo Investigate: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Dewin Detect Magic: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
C1 Percept: 1d20 + 5 ⇒ (16) + 5 = 21
C2 Percept: 1d20 + 5 ⇒ (3) + 5 = 8
C3 Percept: 1d20 + 5 ⇒ (10) + 5 = 15
Finding side passages that contain only broken, crumbling statues and hallways blocked by cave-ins, you continue forward. Your path takes you through a large chamber with a line of cracked and crumbling columns down the center. To the West is a large statue, worn and crumbled beyond recognition by the millennia. At the northern end, another staircase that once led up has completely collapsed, the way up entirely blocked by rubble. Another passage leading to the east takes you past the remnants of a half-rotted door that hangs mostly off its hinges and into a room full of long, human-sized niches cut into the walls. Oval glass protrusions stick out from the walls in a few places and emit a cold, white light, although many of them flicker occasionally.
As you enter this room, a trio of disgusting creatures, seemingly an unnatural combination of rodent, plant, and fungus, emerge from several of the lower niches. One of them opens its disgusting maw, presenting you with it's entire sickening visage! Everyone, please attempt a DC 17 Will save, applying the results in the spoiler below.
Critical Success:
Success:
Failure:
Critical Failure:
Zalmora seems particularly unnerved, as the creature's movements seem to invade her mind! Zalmora, please attempt a second DC 17 Will save with the following results.
Critical Success:
Success:
Failure:
Critical Failure:
---------
Initiative!
Zalmora (two Will saves needed) and Ingmar (one Will save needed) may act.

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DC 17 Will: 1d20 + 5 ⇒ (1) + 5 = 6 welp

Gobo Byzant |

Gobo's Will (E): 1d20 + 4 ⇒ (6) + 4 = 10
Gobo's Will (E), Hero Point: 1d20 + 4 ⇒ (16) + 4 = 20
Gobo looks around at everyone with a judgemental sneer.

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fort dc17: 1d20 + 4 ⇒ (12) + 4 = 16
"Oh, that ain't right!"
He then attempts to wretch. He stomach rebels, though and he still feels queasy.
fort DC17: 1d20 + 4 ⇒ (2) + 4 = 6
"Well fine."
He casts Ray of Frost against #1, but the burps as he casts, throwing off the spell.
spell attack (soft cover applies) vs #1: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7

Mr. Botitron |

Botting Zalmora's turn:
Zalmora takes careful aim at the creature in back, casts a spell to empower her bow, and fires! ◆Hunt Prey on #3, ◆Cast gravity weapon, ◆Strike
Composite longbow vs #3: 1d20 + 7 ⇒ (16) + 7 = 23
Piercing Damage, gravity weapon: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Precision: 1d8 ⇒ 1

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Zalmora glances nearvously around at the rest of you, as if she's worried about what you might do. Shaking off her fear, she takes aim and buries an arrow in the rearmost creature. It seems to have a slight bit of trouble penetrating the creature's strange fungal flesh, but still does significant damage. It seems to have some resistance to the damage.
The creature responds by flying forward in an awkward, disconcerting, but surprisingly speedy fashion, getting right up into Zalmora's face (tiny creature in her square). Once there, it tries to bite the ranger, once with its rodent-like teeth and once with its plant-like jaws.
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Piercing: 1d10 + 1 ⇒ (7) + 1 = 8
Chaotic: 1d4 ⇒ 4 No effect on a chaotic target.
If damaged, please attempt a DC 17 Fortitude save.
Bite, 2nd: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15
Piercing: 1d10 + 1 ⇒ (1) + 1 = 2
Chaotic: 1d4 ⇒ 4 No effect on a chaotic target.
If damaged, please attempt a DC 17 Fortitude save.
She's able to deflect both of the blows, however, fending the creature off with the curve of her bow.
-------
Initiative!
Dewin, Ennillee, Alladin, and Gobo may act. Alladin still needs to attempt the Will save vs. Sickening Display.

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Dewin unhappily tries to get the nauseating image out of his head.
Retch, DC 17 Fort: 1d20 + 4 ⇒ (14) + 4 = 18
A massive furball comes up. Weakly, Dewin retreats to the rear, still sick to his stomach.

Gobo Byzant |

Gobo bolsters is courage once again Veil of confidence then flings rubble at the nearest disgusting creature!
Revolting!
Telekinetic Projectile, cover: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
B: 1d6 + 4 ⇒ (3) + 4 = 7

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Ennillee enters her usual fighting stance, takes a guarded step into a flank, and swings twice.
Stumbling Punch: 1d20 + 7 ⇒ (4) + 7 = 11
backstabber ouch!: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Stumbling Punch: 1d20 + 7 ⇒ (2) + 7 = 9
backstabber ouch!: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Ennillee tries to use Baxter's positioning to gain an advantage on the creature attacking Zalmora, but is unable to connect. Gobo's spell is similarly unsuccessful. Dewin, meanwhile, moves back as he deals with the ramifications of the creature's disgusting appearance.
------
Initiative!
Alladin may act, and Dewin has one action remaining.

Mr. Botitron |

Botting Dewin's third action:
DC 17 Fort to retch: 1d20 + 4 ⇒ (1) + 4 = 5 No improvement.
--------
Botting Alladin:
Alladin encourages his allies to quickly dispatch these foul creatures, then sends a piece of loose rubble at the one in Zalmora's square. ◆Cast inspire courage, ◆◆Cast telekinetic projectile.
Spell attack, IC: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Bludgeoning, IC: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
He lands the magical blow perfectly, knocking the creature away from Zalmora and splattering it against the wall! Critical hit finishes off #3.

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Alladin inspires his allies and then magically splatters the nearest enemy. Meanwhile, the slow enemy on the left skitters forward into Ennillee's face and attacks!
Bite: 1d20 + 8 ⇒ (14) + 8 = 22
Piercing: 1d10 + 1 ⇒ (8) + 1 = 9
Chaotic: 1d4 ⇒ 4 No effect if not lawful.
If damaged, please attempt a DC 17 Fortitude save.
Bite, 2nd: 1d20 + 8 ⇒ (17) + 8 = 25
Piercing: 1d10 + 1 ⇒ (8) + 1 = 9
Chaotic: 1d4 ⇒ 2 No effect if not lawful.
If damaged, please attempt a DC 17 Fortitude save.
It connects with her twice, badly wounding the monk! The remaining creature skitters forward a bit, and stares at Alladin in a most unnerving way!
Mental damage: 2d4 ⇒ (3, 1) = 4 Plus potentially persistent damage, pending a DC 17 Will save.
Success:
Failure:
Critical Failure:
------
Initiative!
Whole party may act.

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Igmar wretches once again, but still cannot throw the vile feeling the creatures cause.
fort DC17: 1d20 + 4 ⇒ (12) + 4 = 16
So, he just casts electric arc to hopefully cause them to go away.
electricity DC16, IC: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

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Dewin takes a deep breath and tries to get rid of the sick feeling in his stomach...
DC 17 Fort to retch: 1d20 + 4 ⇒ (7) + 4 = 11 to no avail, then sends an arc of electricity dancing between 1 and 2.
electricity: 1d4 + 4 ⇒ (4) + 4 = 8 DC 17 16 Refl

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Ennillee carefully steps out of the square, looking pale. She strikes out with whatever energy she has left.
Stumbling Punch vs flat-footed: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
backstabber ouch!: 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11
Stumbling Punch vs flat-footed: 1d20 + 7 + 1 - 4 ⇒ (12) + 7 + 1 - 4 = 16
backstabber ouch!: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
Stumbling Punch vs flat-footed: 1d20 + 7 + 1 - 8 ⇒ (10) + 7 + 1 - 8 = 10
backstabber ouch!: 1d8 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Gobo Byzant |

Gobo attempts to ID these creatures (OccultisM?) then fires an electric arc at them.
Electric Arc, Electricity DC 17 Basic Reflex: 1d4 + 4 ⇒ (1) + 4 = 5

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Zalmora draws her shortsword, ready to mix it up in melee. Interact
She studies the creature next to her, noting its movements.
Hunt Prey on 2
Angrily, she stabs out!
Strike vs 2: 1d20 + 7 ⇒ (14) + 7 = 21
Damage (P + Precision): 1d6 + 2 + 2 + 1d8 ⇒ (6) + 2 + 2 + (2) = 12

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Ingmar and Dewin both zap the remaining creatures with magical lightning.
#1 Reflex vs. Ingmar's electric arc: 1d20 + 6 ⇒ (12) + 6 = 18 3 damage
#2 Reflex vs. Ingmar's electric arc: 1d20 + 6 ⇒ (4) + 6 = 10 7 damage
#1 Reflex vs. Dewin's electric arc: 1d20 + 6 ⇒ (7) + 6 = 13 9 damage
#2 Reflex vs. Dewin's electric arc: 1d20 + 6 ⇒ (19) + 6 = 25 4 damage
Each creature dodges one jolt...directly into the other. Ennillee splatters one wounded creature while Gobo tries to remember what the thing is.
Recognizing it as a type of primordial chaotic fiend called a cythnigot, he unleashes his own jolt of electricity.
#1 Reflex vs. Gobo's electric arc: 1d20 + 6 ⇒ (18) + 6 = 24 2 damage
The creature almost dodges it, but can't quite get out of the way fast enough and falls to the ground with a sickening thunk!
Out of combat!

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Shoot, forgot Ennillee's Fort saves:
Ennillee Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Ennillee Fort: 1d20 + 6 ⇒ (15) + 6 = 21
Ennillee was clumsy 1 for her turn, but it wouldn't have made a difference.
Ennillee Fort: 1d20 + 6 ⇒ (6) + 6 = 12
Ennillee Fort: 1d20 + 6 ⇒ (6) + 6 = 12
Ennillee Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Ennillee Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Ennillee Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Tendrils of foul plant matter erupt from Ennillee's bite wounds, wrapping themselves around her limbs and making it increasingly difficult to move over the course of the next minute before the tendrils seem to wither and die away, freeing her. No lasting effect, but would have made further combat difficult.

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"Ok, where next?"

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"Ah, that's a wee bit frightful there, lass! Lemme take care of it!"
Medicine to Treat Wounds DC15: 1d20 + 7 ⇒ (9) + 7 = 16
healing: 2d8 ⇒ (8, 3) = 11
"That should make ye' feel a bit better!"

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Zalmora sheathes her sword, moving up to the hallway entrance while Ingmar tends to the wounded. Baxter pads along behind her, nose sniffing the air.
"When we're ready, I'll lead us further inward. There can't be that much left to this place."

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"Sounds good t' me, lass."
Ingmar checks his pistol to make sure the load is good.

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Perception (Searching):
Zalmora Search: 1d20 + 7 ⇒ (3) + 7 = 10
Alladin Search: 1d20 + 6 ⇒ (12) + 6 = 18
Dewin search: 1d20 + 3 ⇒ (5) + 3 = 8
There's an everburning torch behind a broken glass orb that you can take with you.
Mostly healed, Ennillee nods her readiness and follows Zalmora forward. After winding through a narrow hallway, you come upon a long chamber. A few large tables stand throughout the room, their polished surfaces gleaming. The walls are unadorned and clean, as if scoured regularly. A giant-sized smiling face of a human man with a receding hairline is carved into the northern wall. Beneath this image is a metal plate that has several levers and buttons.

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Ingmar moves up to take a look at the levers and buttons. "Seems something that should be right up my alley..."
Crafting +4,+5 when crafting Alchemy and Blacksmithing items.

Gobo Byzant |

Gobo approaches as well. ANy skill check here?
Gobo's expansive mind will unearth all secrets in due time!

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The face is imposing as its carved visage glowers at you. The buttons and levers are unlabeled, and without any context it is impossible to tell what effect, if any after all this time, they might have simply by looking at them.

Gobo Byzant |
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Gobo shall. He proceeds to tinker, but not beeofre dropping his polearm again.

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Initiative:
Zalmora Search: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Ennillee Scout: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Alladin Search: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Ingmar Detect Magic: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Gobo Investigate: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Dewin Detect Magic: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Trap stealth: 1d20 + 10 ⇒ (11) + 10 = 21
Gobo drops his glaive, accidentally bracing his hand against one of the buttons as he bends down to pick it up. As he does, he hears the sound of pressure building and a few drops of liquid smelling strongly of solvent drip from hidden apertures around the room! Oh no, a trap! Who could have imagined? I moved everyone who said they were looking at/messing with things into the room.
Initiative!
Zalmora may act. You can disable the mechanism with Athletics or Acrobatics to plug the spouts, or Engineering Lore (trained) or Thievery (trained) to disable the mechanism. Each attempt requires two actions from anywhere in the room, and you suspect this will take multiple successes to completely disable.

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Zalmora springs into action, trying her best to plug the spouts!
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15

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Zalmora tries to plug some of the apertures, but the wadded chewing gum she uses pops right out! The pressure builds and a fine mist of caustic vapor fills the room, thoroughly cleaning everyone inside, several layers of skin deep!
Acid Damage to Zalmora, Ingmar, Ennillee, and Gobo: 2d6 + 2 ⇒ (3, 1) + 2 = 6 DC 20 basic Fort save
-----
Initiative!
Whole party may act. Disable (must be in the room) with 2-action DC 21 Acrobatics or Athletics or DC 20 (must be trained) Engineering Lore or Thievery.

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Trying a creative solution, at GM discretion.
Dewin's eyes go wide. Oh, yes, I've dealt with something like this before. This is like one of those escape rooms that are all the rage right now in Bloodcove!
Dewin tries to pick up on the rules of the game.
Games Lore: 1d20 + 7 ⇒ (19) + 7 = 26

Gobo Byzant |

Fort: 1d20 + 5 ⇒ (13) + 5 = 18
Why must innocent scholarly random level-pulling be punished!? Clearly, this is the device of a lunatic!
Flesh and finery melting, Gobo runs out and then tries to direct Zalmora from where it's safe, using his crafting knowledge. Attempting to Aid if alloweed. If not that's fine. I can't really do anything else.
Zalmora! Gobo's keep eyes spotted an actuator there, which sprays the tormenting gas.
Gobo's Crafting (T) to Aid: 1d20 + 7 ⇒ (13) + 7 = 20

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Fort save: 1d20 + 6 ⇒ (12) + 6 = 18
Ennillee, her skin stinging, moves back towards the entrance but tries to plug a spout on the way.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26

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fort DC20: 1d20 + 4 ⇒ (15) + 4 = 19
"Ow!"
Ingmar attempts to dance his way out of this trap.
acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15

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Fort save, DC 20: 1d20 + 6 ⇒ (17) + 6 = 23
Zalmora avoids the worst of the acid, and shouts for Baxter to stay back.
She then continues to try and plug holes.
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
But she's basically out of chewing gum.

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Dewin remembers his last visit to the escape room channeling everything he's learned into solving this puzzle (I love creative uses of lores, I'll definitely accept that). Ennillee nimbly plugs a few spouts, though she gets thoroughly soaked in the process. Gobo tries to help Inigmar, but even their combined ability is not enough.
The pressure builds once more, and the spouts soak everyone in the room once again.
Acid damage to Ennillee, Zalmora, and Ingmar (DC 20 basic Fort): 2d6 + 2 ⇒ (5, 4) + 2 = 11
--------
Initiative!
Whole party may act. Disable (must be in the room) with 2-action DC 21 Acrobatics or Athletics or DC 20 (must be trained) Engineering Lore or Thievery.