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Lindevaile Tindome stops as the beat drops. "Wait, what is happening? Oh, maybe, I can feel something..." she tries to understand the magic.
Nature: 1d20 + 7 ⇒ (9) + 7 = 16
We didn't have a chance to succeed in all parts without me going Nature, as Zibini hasn't got Nature or Arcane. Grabbing the last edge point to make this a success.

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I was going to say I should pass, but counting the level bump Zibini is more likely to succeed than critically fail. This will probably just be a regular failure, though.
Zibini watches Azu and tries to copy him to get a better understanding of the unfamiliar magic.
His own magic works mostly by feeling. He barely understands it in the first place, and this is so different!
Nature (Follow the Expert): 1d20 + 5 ⇒ (2) + 5 = 7
Bah. That's what I get for doing math at it. Fine, no more Edge Points but I'll use a Hero Point: 1d20 + 5 ⇒ (3) + 5 = 8

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@Azu Yes, it would change a -1 to +1 vs a 0 to a +1 on the total successes. I'm going to apply it to these recent results in the most favorable way, because "table talk". Zibini can save their hero point in that way, too.
The group continues their movements with a few narrow successes and the impression of what seems to be the final few measures brings hope for a brief respite.
Instead, the potent magic of the dance transforms everything into a whirl of color, a cascade of garments and phosphorescent bursts of pollen, of masked revelers sweeping through the air on currents of flashing energy and laughter. The floor is far below, obscured by decadent dresses and swirling colors. The music changes, announcing the beginning of an entirely new dance sequence. The abrupt change takes you by surprise, and you must navigate the complex etiquette of Bhopan to find your proper place and starting moves for the new dance.
Each of you must attempt a DC 15 Bhopan Lore or DC 18 Society check to succeed.
As the music peaks, you realize the several new challenges that await you in this portion of the dance.
PHASE 2A
Everyone may also choose one of the following activities during this phase of the dance. The asterisks show how many successes you have on each activity. Once you have 3 on a particular challenge, you have "beaten" it and should focus elsewhere. Let me know which one you choose and make your roll! The DC is still 20 and but sadly - no more Edge Points.
CONVERSE WITH PARTICIPANTS As entrancing as the dance is, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Feel free to ask a Bhopanese person a question, they might answer! Usable Skills: Bhopan Lore, Deception, or Diplomacy
INJURED DANCERS A slight error in the ritual has dangerous consequences, as the movements of a group of dancers slip out of sync with the movement of the floor. Nearby dancers are too caught up in the dance’s magic to assist, so they attempt to move around the injured people, causing the floor to become chaotic and crowded. Strangely, each of the injured people morphs slightly and gains an animalistic feature, such as new fur or a chicken wing arm! Usable Skills: Athletics or Medicine
PERPLEXING MAGIC The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends. Usable Skills: Arcana or Nature
RELENTLESS BEAT When the music speeds up, only those who keep up with the flow of the dance can move with the crowds. Usable Skills: Acrobatics or Performance
SPINNING FLOURISH Dancers are gathered in a line that snakes around the platforms. As they reach the center of the room, each performs a whirling spin. Usable Skills: Bhopan Lore, Performance, or Society

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Azu shuffles around and wonders if there any Pathfinders who know Bhopan lore. Azu, knowing little about society, decides to rely upon his abilities as a clever improvisor.
Bhopan Lore (Clever Improviser): 1d20 + 3 ⇒ (5) + 3 = 8
Undoubtedly in the wrong spot, Azu tries to benefit from the magic, following along with the dance reservedly.
Nature: 1d20 + 13 ⇒ (12) + 13 = 25

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Eeep!
Bhopan Lore: 1d20 + 1 ⇒ (18) + 1 = 19 wow...
Kat again tries to dance to the rapid beat.
Acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14
Acrobatics, HP: 1d20 + 12 ⇒ (8) + 12 = 20

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Lindevaile Tindome guesses the correct position solely by matching colours of dresses. She watches what the other dancers start doing, and quickly joins the queue. "Hey, this is a new thing! And the end is like casting Envinyataliltë!"
Bhopan Lore (untrained): 1d20 + 1 ⇒ (4) + 1 = 5
Perform (dance): 1d20 + 13 ⇒ (16) + 13 = 29 Spinning Flourish

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Society, untrained: 1d20 + 0 ⇒ (18) + 0 = 18
Intrigued by the injuries, Kyra sets to work using her medical skills to take a look at the wounded.
Medicine: 1d20 + 13 ⇒ (8) + 13 = 21

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"Haha! I dust expect that! It's that what's supposed to hairbrush?"
Bhopan Lore (Untrained): 1d20 + 0 ⇒ (1) + 0 = 1
Converse With Participants
Diplomacy (Expert): 1d20 + 12 ⇒ (18) + 12 = 30

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Although the change in songs doesn't go well for the group (with only Kat and Kyra able to piece together a smooth transition tied to the locale). The volatile magic imbues strange morphs upon three of your group. Lindevaile grows a thick carpet of sloth fur over her upper torso, one of One of the Zibini’s arms turns into a chicken wing, and Iustanus' feet turn into pig trotters.
Lindevaile's mishap: 1d6 ⇒ 5 Sloth Fur: The PC grows sloth fur. The PC is slowed 1 on the first round of combat.
Zibini's mishap: 1d6 ⇒ 2 Chicken Wing Arm: One of the PC’s arms turns into a chicken wing. The PC can’t hold objects, use Interact actions, or Raise a Shield with the hand.
Iustanus' mishap: 1d6 ⇒ 1 Pig Trotter Feet: The PC’s feet turn into trotters. This reduces the PC’s Speed by 5 feet.
The group does far better once the new song begins in earnest. Azu fades into the spiraling colors, as Kat and Lindevaile spin to the intoxicating rhythms. Kyra heals the fallen dancers, and Zibini is still the belle of the ball, despite the poultry add-on.
PHASE 2B
Everyone may choose one of the following activities during this phase of the dance. The asterisks show how many successes you have on each activity. Once you have 3 on a particular challenge, you have "beaten" it and should focus elsewhere. Let me know which one you choose and make your roll! The DC is still 20 and but sadly - no more Edge Points.
CONVERSE WITH PARTICIPANTS** As entrancing as the dance is, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Feel free to ask a Bhopanese person a question, they might answer! Usable Skills: Bhopan Lore, Deception, or Diplomacy
INJURED DANCERS* A slight error in the ritual has dangerous consequences, as the movements of a group of dancers slip out of sync with the movement of the floor. Nearby dancers are too caught up in the dance’s magic to assist, so they attempt to move around the injured people, causing the floor to become chaotic and crowded. Strangely, each of the injured people morphs slightly and gains an animalistic feature, such as new fur or a chicken wing arm! Usable Skills: Athletics or Medicine
PERPLEXING MAGIC* The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends. Usable Skills: Arcana or Nature
RELENTLESS BEAT* When the music speeds up, only those who keep up with the flow of the dance can move with the crowds. Usable Skills: Acrobatics or Performance
SPINNING FLOURISH* Dancers are gathered in a line that snakes around the platforms. As they reach the center of the room, each performs a whirling spin. Usable Skills: Bhopan Lore, Performance, or Society

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"My arm is a chicken wing!" says Zibini excitedly, "Is it gonna stay like that?"
Converse With Participants: Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14.

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Lindevaile Tindome is surprised but not alarmed by her fur. "Oh look at that! Does this mean I am getting more connected to the island? I feel, I don't know, maybe more relaxed? That there's no need to hurry?" she wonders the effect.
She continues in the dance line for another round.
Perform(dance): 1d20 + 13 ⇒ (17) + 13 = 30 Spinning Flourish
"Doesn't hurt my dancing, it even feels like movements are smoother now."

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Kat attempts to treat some of the injured dancers.
Medicine: 1d20 + 10 ⇒ (5) + 10 = 15

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At this point, Azu feels he has fully understood the perplexing magic and his moves start to feel repetitive. Azu drops out of the dance and goes about trying to provide natural remedies to some of the injured.
Natural Medicine: 1d20 + 13 ⇒ (5) + 13 = 18

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Kyra Medicine: 1d20 + 13 ⇒ (16) + 13 = 29
Kyra continues to heal the fallen and Lindevaile Tindome fully embraces her new form. The music pulses forward reaching a final crescendo and a last chance for the adventurers to prove their worth to the king.
PHASE 2C
Everyone may choose one of the following activities during this phase of the dance. The asterisks show how many successes you have on each activity. Once you have 3 on a particular challenge, you have "beaten" it and should focus elsewhere. Let me know which one you choose and make your roll! The DC is 20 - no more Edge Points.
CONVERSE WITH PARTICIPANTS** As entrancing as the dance is, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Feel free to ask a Bhopanese person a question, they might answer! Usable Skills: Bhopan Lore, Deception, or Diplomacy
INJURED DANCERS** A slight error in the ritual has dangerous consequences, as the movements of a group of dancers slip out of sync with the movement of the floor. Nearby dancers are too caught up in the dance’s magic to assist, so they attempt to move around the injured people, causing the floor to become chaotic and crowded. Strangely, each of the injured people morphs slightly and gains an animalistic feature, such as new fur or a chicken wing arm! Usable Skills: Athletics or Medicine
PERPLEXING MAGIC* The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends. Usable Skills: Arcana or Nature
RELENTLESS BEAT* When the music speeds up, only those who keep up with the flow of the dance can move with the crowds. Usable Skills: Acrobatics or Performance

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Kat again tries to dance like there's no tomorrow.
Acrobatics, Relentless Beat: 1d20 + 12 ⇒ (8) + 12 = 20

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Well fine. If nobody's going to answer him, Zibini might as well go see what Kaitlyn's doing. She's not that much faster, he can keep up!
Acrobatics (FtE): 1d20 + 10 ⇒ (9) + 10 = 19

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After her last pirouette session, Lindevaile Tindome joins Kaitlyn and Zibini. "The rhythm is getting so fast! Let's see then!"
Perform(dance): 1d20 + 13 ⇒ (5) + 13 = 18
Ah well, I got one hero point, I usually forget to use them so here goes.
Perform(dance): 1d20 + 13 ⇒ (12) + 13 = 25 Relentless beat

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@Azu as a group
Kyra Medicine: 1d20 + 13 ⇒ (15) + 13 = 28
The group finishes up the challenges of the second dance with aplomb. As the last notes fade and the room returns to its reserved splendor, King Webhekiz strides forward to your group, who he clearly has been keeping an eye on. A servant follows close behind, carrying an alabaster mask decorated with elaborate inlays with seasonal motifs on a large silver platter.
"This is a persona mask designed by our local actors to aid in their glorious performances, I think you may find some use for it on your further adventures. Consider it a gift for your attempts to meld with my people this night." the King smiles.
No sooner does he say that, but four shrill alarms echoes throughout the palace, one after another. A cadre of guards race to surround the befuddled king, placing themselves directly between you and him. Many of the remaining partiers disperse from the ballroom, shaken by the sound of the alarms.
Other aides filter into the room to the king's side, quick to advise him of what is occurring elsewhere. After a minute of discussion with his counsels, the King steps forward to your group once again to gravely explain the situation.
"Each of those alarms," he begins "represented someone’s lifeblood being shed, and the place where the deaths happened is the Royal Vault. Attempting to enter the vault without my permission is a high crime, and it is known to be lethal to all but members of the royal family and outsiders to Bhopan. I've been advised that all of my relatives have already been accounted for and you all are clearly not responsible. Thus, I am baffled as to what is going on. If you will indulge me, my guards will escort you to the royal vaults (and wait just outside) as your brave group enter the vaults - figure out what is going on within - and capture anyone you find behind this treachery. Do this and I shall reward you with more than riches. Will you take up my offer?"

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Lindevaile Tindome curtsies with slower, still graceful movements, when the king offers his gift. "We thank you for your kindness. I have heard of these items, it is similar to my scarf but for other performances."
She takes the mask and tries it on. "Hmm, it should work by trying to feel like the character. What was that warrior princess in the story... . The mask takes a resemblance of a famous character in a story common in Absalom.
When the king explains the alarm and asks for aid, Lindevaile Tindome answers with a dramatic voice: "Oh hear the bells sound! A great peril has fallen upon the kingdom! But fear not, for whenever aid is called, the heroes will answer!". Surprised for her own voice, she quickly removes the mask. "Sorry, the mask, it connects to the emotions so well," she continues with her own voice, "but yes, I want to help. I have one request, though, as we were asked not to cast spells in the city. I would like that restriction to be lifted now."
Perform(oratory): 1d20 + 13 ⇒ (20) + 13 = 33 It was a great line!
She offers the mask if anyone else would like to carry it. "I have my hat which does a bit similar things."

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@Lindevaile Where was that nat 20 a few rounds ago...
"Magic? Of course! I would not dare to limit your abilities, especially now in such matters of life and death. Come to think of it, I will make sure all of our protections on the way there are deactivated as well. Do your organization proud, dear Pathfinders."
-------------------
A reminder that the strange dance mishaps "morphs" still remain on three of you.
The cadre of guards guide you through a maze of tunnels underneath the palace, the journey taking the better part of ten minutes. The organic structure of the Eternal Bloom gradually descends into the bosom of the earth, ending in a constructed stone chamber, lit diffusely from magical light set in the ceiling fifteen feet above. The chamber apparently has four massive alcoves, as well as a ceremonial staircase ahead that ends in an imposing black metal door. The guards stop and beckon you forward. "This is as far as we go. We await your return as we do the grasses that will emerge from Winter's grip."
New Map. Feel free to update your Exploration Activities. There are four alcoves (NE, NW, SW, SE), which looks the most enticing?

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Kat pulls out her crossbow and loads a bolt. She sticks to the shadows.
Exploration: Avoid Notice, Stealth +10

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"Let's go around following the sun, starting from left?" Lindevaile Tindome whispers, her fan in hand. She follows Kaitlyn's example to avoid notice, still moving a bit sluggishly.
Exploration: Avoid Notice, Stealth + 8

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Fresh tracks crisscross throughout the thin layer of dust in the room, indicating recent movement to all the alcoves, but no discernable pattern or heavy use can be ascertained. There is but a single set of tracks leading up to the locked door, but no one else remains in the room.
Sliding over to the northern half of the room, you see that each of the alcoves sports a different mosaic on its floor. In the northeast - the orange and red mosaic depicts a bat-faced Bhopanese woman, bent and grizzled with age. She is surrounded by colorful leaves. In the northwest - the mosaic is blue with traces of red. It depicts a blue-tinted wasteland with a stain of red, from which a thorny growth rises.
The mosaics wrap around L-shaped walls in the center of each alcove. In the inner corner of each L-shaped wall, there is a keyhole. The body of a Bhopanese person is slumped against the wall of each of the alcoves, just beneath the keyhole. The walls of each alcove are shrouded in a thick unmoving fog.
What do you do, Pathfinders?

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Kat keeps to the shadows, unsure of what's going on.

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Kyra examines the fallen Bhopanese person. "Can anything be done to help this one? Perhaps some answers could be forthcoming."
Medicine: 1d20 + 13 ⇒ (6) + 13 = 19

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"Probably not! The reason they asked us to come in here in the first place is because someone died. That's probably them. Do they have a key, though? Too bad we didn't break in ourselves--we'd have been here."

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"Why are they arranged at the keyholes if they don't have keys? It's like they tried to unlock them at the same time, but... Let's check the other side!"
Zibini hurries off, not completely out of sight of the others but far enough that he can peer into the remaining alcoves.

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Zibini crosses the main chamber to review the other alcoves. A similar scene awaits in each, dead body and all. Only the mosaics on the floor offer any difference. In the southeast - the white, gold, and yellow mosaic depicts massive plant ships sailing a sea of light while in the southwest - the mosaic depicts a young girl running from trees in the distance. While it features many colors, the predominant color in this mosaic is green.

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Lindevaile Tindome goes over to join Kyra. "So we have no knowledge what killed them? But there is magic around... Let's see what this keyhole is then." Lindevaile Tindome says and starts examining the keyhole.
Perception +7 or Thievery +8

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As Lindevaile Tindome begins to step into the alcove, Kyra bars her way with her arm. "Wait look, this is a trap." She points to thin arcs of primal energy that emerge like cascades from the L-shaped stone wall at the center of each alcove (even the ones Zibini is watching).
An expert level Crafting or Thievery check could be used to rig up a dummy or other object to distract one of the trap’s sensors. Alternatively, a trained Nature check could be used to temporarily befuddle one of the sensors with your knowledge of primal magic.

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Only trained in Crafting and no Thievery
Kat sighs. "One of the times I wish one of my fellow Pathfinders, a skilled rogue named Shayla, was around. Sadly, I have none of her skills."

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Azu's attempt to quell the energies is unsuccessful but close enough to breed hope.
There are four sensors, one in each alcove that would need to be disabled before entering safely. Expert Crafting, expert Thievery or trained Nature. Feel free to roll as many as you'd like.

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Zibini isn't equipped to work on that, but he concentrates on someone who can.
Guidance. Anyone who attempts those checks can get +1 to their next attempt.

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Lindevaile Tindome goes to see the alcove on the other side. "OK how did you try it, Azu? There seems to be something that feels primal, let me try to confuse this one..."
Nature: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
OK how badly did it blow up in my face?

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Whatever Lindevaile and Azu tried to do simply angered the alcoves as the walls shake and the energy streams within start to glow and strengthen, whipping around like hued tentacles within the spaces.
Azu is sprayed by a poisonous burst of pollen while heat greater than the hottest day engulfs poor Lindevaile.
DC 27 Fortitude to resist
Azu Init: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Iustanus Init: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Kaitlyn Init: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Kyra Init: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Lindevaile Init: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Zibini Init: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Trap Init: 1d20 + 15 ⇒ (19) + 15 = 34
Round 1 - Bold can act
Trap (4 sensors remain)
Kyra
Kaitlyn
Lindevaile <slowed 1> Need Fort Save
Azu Need Fort Save
Zibini <chicken wing arm>
Iustanus <reduce speed by 5 feet>

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None of the above. Kat will hang back and try to patch up anyone who gets injured.

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Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26 I'll see how much it hurts before deciding what to do.