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The summoner lets out an intimidating glare against red.
Intimidating Glare: 1d20 + 10 ⇒ (12) + 10 = 22
"Now, Mavenee!" The summoner shifts his gestures and gives a powerful boost to his eidolon.
The eidolon charges at blue and strikes it with her horns.
Beast's Charge: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Piercing: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
◈Demoralize, ◈◈Act Together (◈◈Beast's Charge, ◈Boost Eidolon)

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Martin's intense stare unnerves Red, while Mavenee moves forward and strikes Blue.
target selection 1 Mavenee 2 Hancock: 1d2 ⇒ 1
Blue retaliates against Mavenee
◆ Blue attempts to smack Mavenee with their Tail
Tail strike : 1d20 + 12 ⇒ (10) + 12 = 22
bludgeoning damage plus 1d4 chaotic(N/A) and Grab: 2d6 + 3 + 0 ⇒ (4, 3) + 3 + 0 = 10
◆ Grab
◆ Constrict
Bludgeoning Damage, DC 20 Fort basic save: 1d8 + 3 ⇒ (3) + 3 = 6
Blue manages to hit Mavenee, grab them and squeeze with their tail.
Display Room: Round 2
Bold may act
Martin Amblecrown 29/47 HP, DC 20 Fort save vs 6 Damage, Mavenee Grabbed
Blue -36 HP
Hancock the Angry 37/55 HP, 0 Temp HP, DC 20 Will save or Garbled thoughts
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -5 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP
Yellow - HP

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will save, DC 20: 1d20 + 8 ⇒ (16) + 8 = 24
Since he is unaffected by the stupefaction, he has the sense to switch targets from blue to red and set to with a gusto.
Note: if a hit lands, the remaining strikes will fall back on normal bonuses and instead of doing the 4 electrical damage, he will do an additional 2 bludgeoning damage.

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Overdrive (Crafting, Expert) vs Level DC 19: 1d20 + 11 ⇒ (3) + 11 = 14
From afar, Serj, having discarded the busted-stuck remote control, unravels a powercord and attaches it to a grappling hook launch, and firing it into Bull Market’s electric port, pulls an auxiliary lever, sending a volt of electricity the tiny construct hero’s way, which... sparks in continued malfunction!
”Blast!”
◆) Overdrive
◆◆) Command Bull Market (pending)

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Fort Save: 1d20 + 10 ⇒ (1) + 10 = 11

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Slipp stares daggers at the approaching creatures and then.... flames seem to burst from their eyes. A bolt of fire striking toward each of the creatures.
attack vs red: 1d20 + 9 ⇒ (11) + 9 = 20
Fire damage red: 4d6 + 2 ⇒ (3, 1, 3, 2) + 2 = 11
attack vs blue: 1d20 + 9 ⇒ (9) + 9 = 18
Fire damage blue: 4d6 + 2 ⇒ (2, 1, 5, 6) + 2 = 16
attack vs yellow: 1d20 + 9 ⇒ (10) + 9 = 19
Fire damage yellow: 4d6 + 2 ⇒ (4, 6, 6, 3) + 2 = 21
*** cast scorching ray

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Only one of Hancock's strikes hits, but that is enough to take Blue off the board. I would have redirected your third strike to another target, but it missed anyway.
The Professor just can't seem to get a handle on their inventions today.
Mavenee tries to compensate for the squeeze from the Blue intruder, but gets badly mis-positioned and makes it worse Crit fail
Slipp gets scary, shooting fire from their eyes and hitting the two remaining intruders. Fortunately missing the one that just dropped.
Display Room: Round 2
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 37/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -16 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP
Yellow -21 HP

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Luz takes up a position to the side of red, and tries to devise a stratagem Triggers a Recall Knowledge with benefits on a crit.
DaS: 1d20 ⇒ 16
Las is certain he's got a plan. Using his whip, he attempts to trip the creature.
Trip: 16 + 10 = 26 On a crit trip, the creature takes 1d6 bludgeoning

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Recall Knowledge: 1d20 + 7 ⇒ (11) + 7 = 18
Target Selection 1 Bull Market 2 Hancock 3 Mavenee: 1d3 ⇒ 1
Luz recognizes the Akizendri as well, remembering that they can hide themselves in books using the Secret Page spell. He uses his whip to drop the Red Akizendri to the floor.
Red tries to stand up and attack Bull Market.
◆ Stand up
◆ Tail Attack on Bull Market
tail (chaotic, finesse, magical): 1d20 + 12 ⇒ (14) + 12 = 26
bludgeoning Damage plus chaotic and Grab: 2d6 + 3 + 0 ⇒ (5, 2) + 3 + 0 = 10
◆ Grab Bull Market
The Akizendri heals a little bit as they act.
Display Room: Round 2
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 37/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -15 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP, Grabbed
Yellow -21 HP

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Starlight fires another Ray of Frost at Yellow since the last strike it got was fire.
sa: 1d20 + 8 ⇒ (20) + 8 = 28 cold: 1d4 + 4 ⇒ (3) + 4 = 7
The unicorn then moves up a bit so that the Akizendri are in electric arc range.

Bull Market |

"Chirrup!"
Panicking only a moment, a loud buzz saw sound from his own mechanical body coupled in tandem with an emergency acceleration booster throttles the little engine inside of our tiny construct hero, which purrs with combustive rhythm, emboldening Bull Market to roll and cut through his captor!
◆◆) Strike x2
Rolling Crush (Blunt) vs Pink Foe: 1d20 + 9 ⇒ (2) + 9 = 112d8 + 4 ⇒ (8, 4) + 4 = 16
Side Saw (Agile Slash) vs Pink Foe: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 182d6 + 4 ⇒ (2, 1) + 4 = 7

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With an unexpected look of concern, the Professor, his face contorting into what looks like nascent anxiety - or is it care? - races forward to stand beside his creation, one hand reaching into his utility belt of repair tools, a single bead of sweat formulating upon his wrinkled brow.
◆) Overdrive (failed)
◆) Command Bull Market
◆) Stride

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Starlight shoots Yellow with an extra large shot of Cold, then moves up.
Bull Market tries to attack the intruder that has them grabbed, but misses with both strikes.
Yellow target selection 1 Luz 2 Bull Market 3 Hancock 4 Mavenee: 1d4 ⇒ 3
Yellow goes after Hancock
◆ Step
◆ Tail Attack on Hancock
tail (chaotic, finesse, magical): 1d20 + 12 ⇒ (1) + 12 = 13
bludgeoning Damage plus chaotic and Grab: 2d6 + 3 + 0 ⇒ (6, 5) + 3 + 0 = 14
◆ And follows up with the Jaws
Bite Attack on Hancock: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
Piercing damage plus Chaotic and Garbled Thoughts: 2d8 + 3 + 0 ⇒ (5, 6) + 3 + 0 = 14
Missing with the Tail but landing the bite
Display Room: Round 3
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 23/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -15 HP
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP, Grabbed
Yellow -35 HP

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Slipp glares at the creatures. "I've faced down troll fire gods, and you dare attack my companions?" they ask.
intimidate,blood magic: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Elsewhere a storm rumbles over the massive First world fire. Air heated by the blaze rubs and lightning crackles, striking down to the ground, and through the realms boundaries.
E damage, basic reflex DC 19 red,yellow: 2d4 + 4 ⇒ (4, 1) + 4 = 9
* intimidating glare (red)
** arcing surge (red/yellow)

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I am not finding arcing surge at AON except as a Starfinder Spell. Do you have the right spell name? Could this be Electric Arc?
Red Reflex save DC 19 minus frightened: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18
Yellow Reflex save DC 19: 1d20 + 11 ⇒ (13) + 11 = 24
Slipp definitely intimidates Red before blasting Red and Yellow with Electricity. Due to Red's shaking with fear, it doesn't move as fast as Yellow to avoid the damage.
Display Room: Round 3
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 23/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -24 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP, Grabbed
Yellow -39 HP

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Luz continues to scheme....If Yellow is still alive, then Luz would strike with his whip. If yellow is dead from the electric damage, then Luz is tripping red
DaS vs Yellow/Red: 1d20 ⇒ 8 Triggers RK on Yellow/Red
and decides his attack might work better from a flank position. He moves to flank with Bull Market, while also flanking with the eidolon.
Reach Strike vs Yellow/Trip vs red: 8 + 10 = 18 Did not include the flank bonus
Damage wStrategic strike (non lethal): 1d3 + 1d6 ⇒ (1) + (5) = 6
If yellow is still alive, Luz throws his hammer at yellow otherwise, he throws it at Red
Ranged Strike 2: 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5 Damage: 1d6 ⇒ 6

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Luz, Yellow is still alive, so I'll try to follow that path.
Luz RK: 1d20 + 7 ⇒ (15) + 7 = 22
Luz succeeds at his Recall Knowledge, and realizes these creatures resist precision damage and are weak to Lawfull damage.
Luz's strike does do as much damage as he expects, but it is still enough to drop yellow.
Display Room: Round 3
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 23/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -24 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP, Grabbed
Yellow -42 HP, Down

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Martin casts flame spell at red and once again reinforces the eidolon. Mavenee then claws at red.
Produce Flame: 1d20 + 8 ⇒ (4) + 8 = 12
Fire: 2d4 + 3 ⇒ (4, 2) + 3 = 9
Mavenee claws: 1d20 + 10 ⇒ (13) + 10 = 23
Fire Damage: 1d6 + 4 ⇒ (1) + 4 = 5
◈◈Produce Flame, ◈Act Together (◈Reinforce Eidolon, ◈Strike)

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Hey Slipp, no issue. I just wanted to make sure there wasn't a boon out there that allowed PF2 characters to cast Starfinder spells.
Martin tries to flame Red, but misses.
Mavenee successfully claws Red, hitting the creature but not badly enough to take it down.
Display Room: Round 3
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 23/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -29 HP, Frightened 1
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP, Grabbed
Yellow -42 HP, Down

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"Owe."
Since both opponents have recently been scorched by electricity, Hancock turns to good old fashioned brute force, focusing on yellow, who is an easier target being down, and moving on to red.
to hit Maul: 1d20 + 10 ⇒ (5) + 10 = 15
damage Maul: 1d12 + 6 ⇒ (1) + 6 = 7 bludgeoning damage
to hit Maul, iterative1: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
damage Maul: 1d12 + 6 ⇒ (7) + 6 = 13 bludgeoning damage
to hit Maul, iterative2: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16
damage Maul: 1d12 + 6 ⇒ (11) + 6 = 17 bludgeoning damage

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Hancock makes three strikes but only one connects, reducing Yellow to an odd colored jelly.
Target Selection 1 Bull Market 2 Hancock 3 Mavenee: 1d3 ⇒ 3
Red drops Bull Market and turns to Mavenee
◆ Tail Attack on Mavenee
tail (chaotic, finesse, magical) minus Frightened: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17
bludgeoning Damage plus chaotic and Grab minus Frightened: 2d6 + 3 + 0 - 1 ⇒ (2, 4) + 3 + 0 - 1 = 8
◆ After missing with the tail, the creature follows up with a bite
jaws (chaotic, finesse, magical) minus Frightened: 1d20 + 12 - 5 - 1 ⇒ (9) + 12 - 5 - 1 = 15
Piercing Damage plus chaotic and garbled thoughts: 2d8 + 3 + 0 ⇒ (8, 4) + 3 + 0 = 15
◆ One last strike with the bites
jaws(chaotic, finesse, magical) minus Frightened: 1d20 + 12 - 10 - 1 ⇒ (1) + 12 - 10 - 1 = 2
Piercing Damage plus chaotic and garbled thoughts: 2d8 + 3 + 0 ⇒ (8, 3) + 3 + 0 = 14
The Red intruder is very sad at this point, but at least it is no longer Frightened.
Display Room: Round 3 into 4
Bold may act
Martin Amblecrown 17/47 HP
Blue -47 HP, Dead
Hancock the Angry 23/55 HP, 0 Temp HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Red -28 HP
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP, Bull Market -10 HP
Yellow -55 HP, Dead

Bull Market |

Gas tank overfilled, our tiny construct hero lays the pedal to the metal, steam-rolling the pink lizard, and cutting it clean in half, exhaust choking out of a rear tailpipe which protrudes suddenly to depressurize the clanking engine therin!
◆◆) Strike x2
Rolling Crush (Blunt) w/ Uberclock (+4) vs Pink Foe: 1d20 + 9 ⇒ (14) + 9 = 232d8 + 4 + 4 ⇒ (6, 5) + 4 + 4 = 19
Side Saw (Agile Slash) W/ Uberclock (+4) vs Pink Foe: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 212d6 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15

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Overdrive (Crafting, Expert) vs Level DC 19: 1d20 + 11 ⇒ (19) + 11 = 30 (Critical Success = “Uberclock”)
Reaching now into his utility belt, Professor Serj grabs a secondary fuel injector, jamming the spare part into one of his creation’s many ports, and deploying an actuator with a handheld voltmeter manually, trebles the combustion load ratio with a lucky tweak, causing Bull Market to tune into Uberclock!
◆) Overdrive
◆) Command Bull Market
◆) Draw Fortress Shield
”Third time’s a ringer!” he exclaims with mad glee, pulling an absolutely gigantic shield from off his back and doffing it onto the ground...

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Bull Market gets their revenge on Red, tearing the small creature limb from limb.
You are out of combat.
You can see that several of the pictures are crooked or in disarray, but one lies broken on the floor. The extra planar creatures used this broken picture to sneak their way into this plane.
What would you like to do?

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Luz waves off the healing potion.
"Let me have a look."
Treat Wounds vs Hancock: 1d20 + 9 ⇒ (13) + 9 = 22 Heal: 2d8 ⇒ (5, 1) = 6
Luz raises an eyebrow at the minimal effect, but turns to Martin.
"Try not to flinch"
Treat Wounds vs Hancock: 1d20 + 9 ⇒ (13) + 9 = 22 Heal: 2d8 ⇒ (4, 4) = 8
If the party wishes to wait...
Seeing that Hancock is severly injured, Luz attempts a more difficult procedure
Healing (Continual recovery) DC 20 vs Hancock: 1d20 + 9 ⇒ (12) + 9 = 21 Heal: 2d8 + 10 ⇒ (5, 2) + 10 = 17
Luz then turns back to Martin
Healing (Continual recovery) DC 20 vs Martin: 1d20 + 9 ⇒ (10) + 9 = 19
Luz cannot quite complete the procedure, but is willing to accept help from anyone trained in Medicine...40 minutes elapsed

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Starlight examines the maelstrom painting and notes parts of a torn page stuck to its back, where it had previously been concealed by the frame. The other pieces can be found on the backs of other pictures in the room. Though none of the other frames are broken, they can be removed from their paintings without difficulty, allowing you to retrieve the rest of the pieces easily, gaining one fragment of research.
The western wall also contains a single square painting,10 feet on each side, labeled “Illusion Garden.” You recognize the name of the Garden outside and the image from the crystal ball. If you interact with this painting, it allows you to step through it and enter the garden without having to go around the outside of the house.
You now have two research fragments.

Bull Market |

Some of his screws lose, and now over-heating, Bull Market retreats to roll beside his creator, who pulls out a couple of wrenches and oil cans, repairing the damage sustained by the skirmish, patting the little robot on the head.
Repair (Crafting, Expert, 10 minutes) vs Hard Level DC (DC 21): 1d20 + 11 ⇒ (17) + 11 = 28 (Success @ +10 HP)

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Hancock takes a seat and rests while his wounds are treated (definitely willing to wait the 10 minutes). When the extraordinary Luz is done he feels quite well again and thanks him.
"Thxflnbttr"
Though he pokes around with the others and retrieves a fragment or two, he is fascinated by the garden painting and experiments by sticking things through the painting. Wanting to see if it works tow ways, the angles it and tosses an object 'up' through the painting to see how it affects the laws of physics.

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"Thank you for your treatment, Luz." The summoner then casts a healing spell on Mavenee and both seem to look better.
2 action Heal: 1d8 + 8 ⇒ (5) + 8 = 13

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Is everyone ready to move on?
If so, which way? Out into the garden or upstairs?

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What happens with Hancock's experiment?

Bull Market |

Bull Market rolls over and, with a suddenly-protruding electric prod, shocks Hancock with an uncomfortable but not hurtful spark.
"Bee-WooOOoop!?"
He then starts wheeling towards the garden!

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Hancock's experiment shows that the portal is indeed two-way. The laws of physics seem to function normally, other than the instantaneous transport of about 20 feet through the wall between the garden and this room.

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Several statues of an adult Garundi woman at varying ages are displayed, each with a plaque describing an important event or reward.
In this area, there are several statues of Alyreha at varying points of her life, each one portraying a key event in her life. While there are no statues of Alyreha in her youth, there are several honorary pedestals with placards honoring major events from her childhood as well, with the name on each artistically scratched away.
A statue of Alyreha alongside her golem‑bodied best friend Vrinchus stands out from the rest. Even from outside the garden, extraneous magical lettering is shimmering and visible on top of the mundane description on its placard.
As you approach the statue, however, a series of complex magical structures form around you. You first see the statue begin to slowly sink into the ground, and almost immediately thereafter it seems to recede an impossible distance away, along with the walls of the house and other features of the garden. Walls of shimmering arcane energy rise up all around you, far too many to normally fit in the garden’s space. A ceiling forms above, trapping your group in a complex maze.
Each of you can attempt two skill checks to navigate the maze, chosen from the following options or other skills at the GM’s discretion.
A successful DC 16 Arcana or Occultism check to Recall Knowledge grants enough magical understanding to manipulate the maze’s walls.
A successful DC 17 Survival check to Sense Direction allows a you to navigate through the correct paths.
A successful DC 18 Athletics to Force Open allows you to push their way through some of the maze’s walls.
A successful DC 18 Perception check or Will save to Disbelieve allows you to briefly see the maze for what it is and help direct your companions.
If you earn at least as many Navigation Points as the number of party members, your group reaches the statue.
Bold may act. This list does not dictate order of actions. It just allows me to track who has acted.
Martin Amblecrown 38/47 HP
Hancock the Angry 54/55 HP
Slipp 38/38 HP
Luz Lumino 38/38 HP
Starlight Sparkle 20/20 HP
Professor Serj Harlequinn 44/44 HP

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Slipp eyes up the walls appearing with quiet interest. They quietly poke at one, and then another. "Interesting..."
Taking out their flute they play a jaunty little tune "Not something you see every day... in fact, maybe not something you should see anyday.."
Slipp tries to walk through a recently appeared wall.
will: 1d20 + 8 ⇒ (3) + 8 = 11.
The little gnome scowls at the wall. "You know you are not really there. And so do I!"
will: 1d20 + 8 ⇒ (6) + 8 = 14.
will, hero reroll: 1d20 + 8 ⇒ (20) + 8 = 28.
For a moment it looks like Slipp will get a bloody nose, but then... they are through.

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Navigation Points: 2
Slipp initially has problems wrapping their mind around the magic here, but then has a sudden breakthrough and demonstrates mastery of the magic in the maze.

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Pre-garden: Hancock, infuriated by the metallic nuisance swings his fist at it, trying to bounce it off a wall.
to hit: 1d20 + 10 ⇒ (9) + 10 = 19
"Ctrlrrbt!"
In garden:
athletics: 1d20 + 9 ⇒ (19) + 9 = 28
athletics: 1d20 + 9 ⇒ (8) + 9 = 17
Still pretty angry, he channels his frustration on the doors.

Bruce NPC |

Bruce translates Hancock's outburst a little nervously.
"Uh, you may wan to control your little friend. Hancock is getting kinda pissed and next time I think he's going to use his maul."

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Luz spends a minute making this mystery of the maze the subject of his investigation.
He then attempts to apply his knowledge of arcana to unravel it.
Arcana: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Arcana: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
"I see...it is all clear to me know."

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Can Martin and Mavenee have one check each?
Martin uses his survival skills to help the group navigate the maze.
Survival: 1d20 + 7 ⇒ (5) + 7 = 12
"I think we should go this way..."
The eidolon...
Athletics: 1d20 + 9 ⇒ (20) + 9 = 29
... thinks otherwise and plows through the maze in the opposite direction.

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A little surprisingly defensive once more, our shrewd hero explains "I have gifted my 'little friend' with awakened consciousness. I cannot any longer control him, except as to provide suggested courses of action, hoping instead the evolved rudimentary intelligence can reason through why it ought to listen to it's creator, and to act in correspondence with that judgment" humble-bragging a little about his skills as an inventor here, he sets Bruce straight.
"Let's put them to test, shall we?" he turns to Bull Market "Can you solve the maze?"

Bull Market |

Survival (Expert): 1d20 + 10 ⇒ (7) + 10 = 17
Athletics (Trained): 1d20 + 10 ⇒ (12) + 10 = 22
Heat-diffusing plating flushes red on our tiny construct hero's body as his creator defends his honor - perhaps an involuntary reaction to the mad scientist's unexpected (and infrequently dolled out) care? - so spurned, and now rolling into action, Bull Market deploys a small antennae from a compartment in his spherical housing, and receiving scrambled transmission (perhaps interference by local magical anomaly?), starts buzz-sawing down hedges searching for the correct route through the center of the Maze!

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With everyone able to either understand or bludgeon the Maze, you reach the statue. Here, you touch the statue and cease its very real descent into the ground, returning it to its original height. You can also dispel the illusory maze . This allows you to exit the garden without issue. With the statue remaining in its above ground location, you can investigate the magical lettering. You can easily decipher the text into a command word that causes the placard to slide down, revealing a hidden compartment containing one fragment of Alyreha’s research.
You now have three fragments of research.
Ready to leave the serenity of the garden and head upstairs?