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Nic looks around the corner into the room.
Pedestals displaying lifelike sculptures of different genies in poses of submission surround a large amphora filled with water. Fire-blackened images of flames and boiling seas loom around a cowering marid depicted on the jar. Gold, jewels, silks, and works of art lie carelessly scattered against the walls. Inscribed limestone tablets rest on top of the pile.
Nic Blackwillow's Perception (E): 1d20 + 9 ⇒ (10) + 9 = 19
Junior's Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14 Trap Finder +1
Martin Amblecrown's Perception (E): 1d20 + 10 ⇒ (3) + 10 = 13 Mavenee: low-light vision
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (3) + 10 = 13

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Not at all suspicious. Nic manages to keep from rolling his eyes before indicating the opening further to the west. He silently pads towards it, rapier in hand.

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"Well... that looks like the type of place that our Marid-to-rescue might be ensconced." notes Slipp.
They cast their gaze around the room, expecting the genie binder to make their unpleasant presence known at any moment.

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Surveying the room with the large statues (map left.)
Large sculptures in this room depict other elemental creatures genie binders might summon, from
mephits, to thoqqua, to an artist’s terrifying impression of an invisible stalker.
A chaotic barrier of elemental energy blocks the entrance to this room. You can see the barrier is a roiling mix of fire, electricity, cold, and acid.

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"Well... we could try to hack a hole in the wall.." notes Slipp.
They peer closer... what are the walls actually made of?
"Or go up the other stairs, and then come down into that room from above?"
Or do the other stairs on this floor all go down, apart from the ones behind the barrier?

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The other stairs on this floor go down instead of up.
Given the magical nature of what is going on, if you make a hole in the wall, you see the barrier extends around the room just inside the walls.

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Junior walks around the outskirts of the barrier shaking his head "Looks like someone doesn't want us in there.. at least not yet. How about we check out these other stairs going down?" He points to the south.
The blackened room to the north of Slipp doesn't have an obvious doorway on this side of the barrier?

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Liz sees that the tablets are made of limestone, and they seem rather delicate. From what you can read on the top tablet, they contain information about the history of Sedeq.
Nic Blackwillow's Society (T): 1d20 + 5 ⇒ (3) + 5 = 8
Hui Kong's Society (T): 1d20 + 8 ⇒ (4) + 8 = 12
Junior's Society (T): 1d20 + 8 ⇒ (18) + 8 = 26
Luz Lumino's Society (T): 1d20 + 10 ⇒ (13) + 10 = 23
You have heard tablets like these were stolen from a public cultural festival several weeks ago.
I brought you up the stairs to the North, but the other stairs you can see that are not behind the barrier also go down to areas you have seen on the first floor.

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Slipp looks around for a small object and then tries tossing it through the apparently warded entrances to the room, curious about what might happen to it.

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Electricity Damage: 2d6 ⇒ (5, 1) = 6
Cold Damage: 2d6 ⇒ (1, 2) = 3
Fire Damage: 2d6 ⇒ (3, 3) = 6
Acid Damage: 2d6 ⇒ (1, 6) = 7
The rock bounces back from the barrier with a blast of energy. It is somehow hot and cold, shocked and acid burned at the same time.

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Martin will inspect the barrier and try to recall knowledge about the nature of the barrier and possibly means of disabling it.

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As Martin examines the barrier, they realize that this is the ward mentioned earlier. It was created using extracts from the various elementals Fasiel had available. Touching the barrier with the items you have collected from the elementals you have met so far (fire from the scimitar from Farah, an earth element-infused diamond from Chaliz, and an air element–infused paper bird from Mehryar) deactivates that element in the barrier. If you touch the barrier with those three items, the barrier remains with a blueish tinge.

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Junior claps Martin on the back as he's figured out their predicament "Good eye, good eye. Now we just need to locate some water.." He'll pull out his waterskin and give it a squirt, just in case.

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Martin nods his head at Nic's suggestion and turns to Junior. "Agreed. Though your efforts are appreciated, Junior." He then joins the others in the room with the tablets.

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I guess I'm confused on just what is where. Rereading the GM posts has helped. I was thinking the amphora and things were behind the barrier.
Junior heads into the tablet room to look around more closely, especially the amphora.

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Nic Blackwillow's Perception (E): 1d20 + 9 ⇒ (13) + 9 = 22
Junior's Perception (E): 1d20 + 8 ⇒ (16) + 8 = 24 Trap Finder +1
Martin Amblecrown's Perception (E): 1d20 + 10 ⇒ (9) + 10 = 19 Mavenee: low-light vision
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (11) + 10 = 21
As Junior looks around the room, he realizes the elaborate hazard Fasiel has constructed in this room.
Water splashes within an ornate 5-foot-tall amphora. The glossy exterior depicts images of a marid trapped in a cage of flames, the frightened creature waving their hands in warning.
If a creature touches an item in this room without Fasiel's permission, a barrier will form at the exit to the room and the amphora will start filling the room at a rate of five feet per action.
Disable: DC 26 Thievery (trained) to scrape the flames away from the marid’s image (requires three successes); two successful dispel magics (3rd level; counteract DC 25) to disrupt the magical prison, disabling the trap for 10 minutes; or touch the amphora with Rayyan’s seal to free the marid.

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Luz set the trapped room as the subject of his investigation, replacing the salamander.
Does Luz think that they could slip a noose around the amphora and dragged gently from the room without triggering the magic trap?

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One of you have the magical seal from Farah.
Trying to drag the amphora from the room would undoubtedly damage it, and likely trigger the trap.

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"Well.. if we have Rayyan's seal.. that should be enough to free the Marid, right?" checks Slipp.
"And touching the seal to the amphora would not mean touching it ourselves. If there is one thing I have learned recently it is about how literally things need to be taken with genie."

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"Well, maybe freeing the marid and disarming the trap aren't solved the same way. We could be setting the trap off by releasing them?" He hopes this isn't the case.
3 successes at dc 26 with my +11 is unlikely, unless the only penalty is for a crit failure.

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You do have Rayyan's seal, and from what you can see touching the seal to the amphora won't set off the trap. It looks like Fasiel has set this up to force the Marid to flood the room, so freeing the Marid also disarms the trap.

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With a sign Slipp takes the seal and advances into the room. Looking around carefully, they gently touch the seal to the amphora and look around, hoping that something dramatic is going to happen.

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"It should be safe." He decides as Slipp tempts fate. He waits for the Marid to appear and offer up some insights.
"Does anyone have spells that protect against the elements? From the looks of all the scorch marks around this place I expect they would be useful when we face Fasiel."

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As Slipp approaches, she can see that Rayyan is miserable at being stuck in one place, only able to communicate through the painting on the pottery, warning you all away. As Slipp touches the seal to the amphora, the painting on the amphora begins to move out of the frame. The picture gets larger and larger until . Rayyan appears next to Slipp and the amphora.
Safa runs up to Rayyan and they share a hug. Rayyan produces a drop of water in a small vial and presents it to Slipp. This is for getting me out of this horrible place. Please take this, with my thanks.
Safa and Rayyan vanish together, and Safa returns a few moments later.
Slipp realizes the vial contains a Perfect Droplet
Touching the vial with the droplet to the barrier disperses the last layer with a splash.

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"Oh, thanks!" says Slipp, slightly embarrassed by the genies shows of emotion.
"I suppose this will help us lower that barrier... and face off against the dreaded Fasiel... again. " They offer a shrug.
Turning to JR they nod "Good thinking. Once we are facing them... we want to be all aggression."
Then with a sad note adds in "I can restore burned flesh, but not stop it burning to begin with. "

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Sorry haven't posted for a bit. Partly 'cos busy, but also Hui Kong hadn't been much help.
With the barrier gone, Hui Kong grasps his staff and steps in on high alert.

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"Great work. We should equip some of these useful items just in case we need them. That water droplet would come in handy if we fight something with water spells. Someone very crafty can attach it to a weapon or armor." He starts to catalog some of their other useful finds for the group to work with. Taking this to discussion.
Looking to do this before the barrier is brought down, just in case it unleashes unpleasantries.

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Once the items are sorted out JR heads over to the barrier to begin the next leg of their mission.
If no one wants to use the droplet JR will attach it to his armor.

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Slip looks around, wondering if the rest of the group has been caught in some type of magical trap. "Come on, he'll have eaten all the good food by the time we get there at this rate."
They head inward with JR.

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With the barrier down, you can inspect the large sculptures of elemental creatures.
You don't find anything of any import among the statues. The storeroom on the West (map up) side of the room is empty.
You proceed up the stairs to the top floor of the building.
The stairs arrive at a vast lounge, wide windows looking out onto the city below and tables laden with delicacies. Fasiel ibn Sazadin stands in the room’s center, admiring his reflection in the many mirrors along the walls. The first glass shows a triumphant Fasiel stomping on unconscious Pathfinders, the next berating a chained Safa, the next the city burning as his followers silently chant his name, and the last cowardly Pathfinders crawling up the stairs and pleading. He spins on seeing movement in the mirror, his eyes wide with shock and outrage, spittle flying from his mouth. “No, no, no, no! You Pathfinders ruin everything! This is my city! My future! I’ve seen it. And you meddling Pathfinders and that treacherous djinn won’t keep me from my ultimate destiny!”
Safa reminds you: I want to take him to the city authorities alive if you can.
Nic Blackwillow's Initiative Using Avoid Notice*: 1d20 + 11 ⇒ (3) + 11 = 14
Hui Kong's Initiative Using Scout: 1d20 + 5 ⇒ (12) + 5 = 17
Slipp's Initiative Using Search: 1d20 + 7 ⇒ (14) + 7 = 21
Junior's Initiative Using Searching for Traps and Stealth : 1d20 + 10 ⇒ (7) + 10 = 17
Martin Amblecrown's Initiative Using Detect Magic: 1d20 + 10 ⇒ (15) + 10 = 25
Luz Lumino's Initiative Using Your Exploration here: 1d20 + 10 ⇒ (7) + 10 = 17
FASIEL IBN SAZADIN 's Initiative Using Perception: 1d20 + 11 ⇒ (8) + 11 = 19
RAKTAVARNA's Initiative Using Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Nic Blackwillow's Perception (E): 1d20 + 9 ⇒ (5) + 9 = 14
Hui Kong's Perception (T): 1d20 + 5 ⇒ (11) + 5 = 16
Slipp's Perception (T): 1d20 + 7 ⇒ (20) + 7 = 27
Junior's Perception (E): 1d20 + 8 ⇒ (5) + 8 = 13 Trap Finder +1
Martin Amblecrown's Perception (E): 1d20 + 10 ⇒ (4) + 10 = 14 Mavenee: low-light vision
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (8) + 10 = 18
The Mirror's are hazards.
WICKED REFLECTIONS HAZARD 1
MAGICAL TRAP
Description Ornate full-length mirrors with fiendish filigree depict the image of Fasiel ibn Sazadin in villainous triumph over his enemies.
Disable: DC 21 Stealth (trained) to approach a mirror without showing up in the reflection, followed by DC 19 Thievery to cover mirror or dispel magic (2nd level; counteract DC 19) to counteract the binding
Release Rakshasa [reaction] (arcane, conjuration, summon) Trigger The mirror breaks; Effect The mirror releases a raktavarna rakshasa.
Fiend’s Luck [free-action] (fortune, misfortune) Trigger Fasiel is within 100 feet, this is the closest intact wicked reflections hazard, and a hostile creature’s action would cause Fasiel to gain the blinded, confused, controlled, fascinated, immobilized, paralyzed, petrified, restrained, slowed, stunned, or unconscious condition or would deal 20+ damage to Fasiel;
Effect The mirror breaks and disrupts the action.
Inner Sanctum: Round 1
Bold may act
Martin Amblecrown 60/60 HP
other?? - HP
Slipp 48/48 HP
FASIEL IBN SAZADIN - HP
RAKTAVARNA - HP
Junior 33/33 HP
Hui Kong 38/38 HP
Luz 48/48 HP
Nic Blackwillow 28/28 HP

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Martin reinforces Mavenee and eidolon's hide thickens as the runes on their forehead glow intensely. Martin then gives Mavenee a quick modification and the eidolon immediately feels more nimble. The eidolon quickly runs to the center of the room, trying to size up the threat within.
◈Reinforce Eidolon, ◈◈Act Together (◈◈Evolution Surge (20 ft speed), ◈Stride). Mavenee AC: 21, resistance 1 to all damage.

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If it is possible, Hui Kong will pop the potion of oaken resilience before proceeding up the stairs.

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Hui Kong, you can definitely drink that potion before hitting the stairs.
Mavenee can see the four somewhat odd mirrors around the room. Fasiel is by the couch and there is another odd creature by the couch on the other side of the room.
There is a beat, but nothing obvious happens.
Inner Sanctum: Round 1
Bold may act
Martin Amblecrown 60/60 HP
other?? - HP
Slipp 48/48 HP
FASIEL IBN SAZADIN - HP
RAKTAVARNA - HP
Junior 33/33 HP
Hui Kong 38/38 HP, Resist 2 B and P, Weakness 3 fire
Luz 48/48 HP
Nic Blackwillow 28/28 HP

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"Look out!" cries Slipp.
"Those mirrors are trapped. Try slipping round behind and covering them, or they will release a rakshasa"
The smell of a burning forest quickly fills the area about the little gnome as flames leap from their fingers, rushing toward both Fasiel and Raktavarna.
ranged touch vs Fisiel: 1d20 + 10 ⇒ (18) + 10 = 28
fire damage, dangerous spells, elemental bloodline: 4d6 + 2 + 2 ⇒ (6, 3, 1, 3) + 2 + 2 = 17
ranged touch vs Rav: 1d20 + 10 ⇒ (12) + 10 = 22
fire damage,dangerous spells, elemental bloodline: 4d6 + 2 + 2 ⇒ (3, 2, 3, 3) + 2 + 2 = 15
* point out
** Scorching ray

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Safa calls to you: I am casting a spell that will remove the ability of his attacks to kill you, but it will still hurt. Mechanically, it makes his damage non-lethal for a number of rounds.
Number of rounds Fasiel's attacks are non-lethal: 1d4 ⇒ 1
Then Safa starts taunting Fasiel with promises of a long prison term and reminders of his failures so far.
With Slipp's point out action, others can read the spoiler above.
Slip hits both Fasiel and the strange creature across the room with their flames. Fasiel howls in fury.
Fasiel screams at the party and moves in to attack. He screams at you and also commands Servants of my master, help me destroy the wretshed Pathfinders.
◆ Stride
◆ Frightening Rant
Frightening Rant [one-action] (auditory, concentrate, emotion, enchantment, fear, linguistic, mental, occult) Fasiel rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 24 Will save or become frightened 1 (frightened 2 on a critical failure). While frightened by this rant, creatures take a –2 status penalty to Strength-based damage rolls against Fasiel but gain a +2 status bonus to those rolls against other creatures.
◆ Strike Hui Kong with Staff
Strike with Staff (two-hand d8): 1d20 + 18 ⇒ (11) + 18 = 29
bludgeoning Damage: 2d4 + 11 ⇒ (3, 1) + 11 = 15
This will get complicated, as the result of the Frightening Rant may make this a crit. Hui Kong please roll your save ASAP
The strange creature moves up to attack Mavenee
◆ Stride
◆ Attack Mavenee with fangs
fangs (agile, finesse): 1d20 + 11 ⇒ (9) + 11 = 20
Damage piercing plus raktavarna venom: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Barely missing Mavenee
◆ Attack Mavenee with fangs
fangs (agile, finesse): 1d20 + 7 ⇒ (18) + 7 = 25
Damage piercing plus raktavarna venom: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
But hitting with the second strike
Raktavarna Venom (poison) Saving Throw DC 18 Fortitude;
Maximum Duration 6 rounds;
Stage 1 1d4 poison damage and stupefied 1 (1 round); Poison damage: 1d4 ⇒ 3
Stage 2 1d4 poison damage and stupefied 2 (1 round)
Inner Sanctum: Round 1 into 2
Bold may act
Martin Amblecrown 60/60 HP, DC 24 Will save or Frightened 1 for both, DC 18 Save versus Poison
other?? - HP
Slipp 48/48 HP, DC 24 Will save or Frightened 1
FASIEL IBN SAZADIN -17 HP, Off Guard
RAKTAVARNA -15 HP
Junior 33/33 HP, DC 24 Will save or Frightened 1
Hui Kong 25/38 HP, Resist 2 B and P, Weakness 3 fire, DC 24 Will save or Frightened 1, 13 (0r 29 non-lethal
Luz 48/48 HP, DC 24 Will save or Frightened 1
Nic Blackwillow 42/42 HP, DC 24 Will save or Frightened 1

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Martin Will Save: 1d20 + 10 ⇒ (20) + 10 = 30
Mavenee Will Save: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Mavenee Fort Save: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Martin continues to reinforce Mavenee. He then casts a spell at Mavenee and the eidolon becomes shrouded in predatory aura. At the same time, Mavenee attacks the Raktavarna with her horns, her grunt louder than usual.
Horn, Frightened 1: 1d20 + 11 - 1 + 2 ⇒ (12) + 11 - 1 + 2 = 24
Piercing: 1d8 + 4 ⇒ (2) + 4 = 6
◈Reinforce Eidolon, ◈◈Act Together (◈◈Thundering Dominance, ◈Strike). Mavenee AC: 21, resistance 1 to all damage

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Mavenee resist the poison in the strange creature's bite, and Martin resists Fasiel's taunts.
Martin reinforces Mavenee so that Mavenee is more imposing, and Mavenee strikes the strange creature, injuring it.
Inner Sanctum: Round 1 into 2
Bold may act
Martin Amblecrown 60/60 HP, Mavenee has Thundering Dominance
other?? - HP
Slipp 48/48 HP, DC 24 Will save or Frightened 1
FASIEL IBN SAZADIN -17 HP, Off Guard
RAKTAVARNA -21 HP
Junior 33/33 HP, DC 24 Will save or Frightened 1
Hui Kong 25/38 HP, Resist 2 B and P, Weakness 3 fire, DC 24 Will save or Frightened 1, 13 (0r 29 non-lethal
Luz 48/48 HP, DC 24 Will save or Frightened 1
Nic Blackwillow 42/42 HP, DC 24 Will save or Frightened 1

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DC 24 Will save: 1d20 + 9 ⇒ (12) + 9 = 21
Taking down a slaveholder is too important than fear. Nic steels himself despite the impact of the binder's words and rushes in to support Mavenee. He circles around, flanking the rakshasa before striking.
Rapier attack, incl. frightened 1 penalty: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Piercing damage, if applicable, incl. sneak attack (also if applicable): 1d6 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12

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Nic makes his way across the room to approach the strange creature from the direction opposite Mavenee. His nerves are giving him issues, but he still manages to strike the strange creature in a vital organ, slaying it.
Inner Sanctum: Round 1 into 2
Bold may act
Martin Amblecrown 60/60 HP, Mavenee has Thundering Dominance
other?? - HP
Slipp 48/48 HP, DC 24 Will save or Frightened 1
FASIEL IBN SAZADIN -17 HP, Off Guard
RAKTAVARNA -33 HP, Dead
Junior 33/33 HP, DC 24 Will save or Frightened 1
Hui Kong 25/38 HP, Resist 2 B and P, Weakness 3 fire, DC 24 Will save or Frightened 1, 13 (0r 29 non-lethal
Luz 48/48 HP, DC 24 Will save or Frightened 1
Nic Blackwillow 42/42 HP

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Will Save: 1d20 + 12 ⇒ (20) + 12 = 32
Luz ignores Fasiel's rant and devises a stratagem against him Free Action as he is the subject of an investigation
DaS - This also triggers a free Recall Knowledge check: 1d20 ⇒ 10 Society +11. If it crits everyone gets +1 vs Faisel for one attack
Luz circles around to get a clear shot, carefully avoiding the mirrors, and throws his light hammer. if I clearly need to be farther from the mirror to avoid its effect, I can move over
Ranged Strike (Light Hammer) using DaS: 10 + 14 = 24
Damage (striking) wStrategic Strike: 2d6 + 1d6 ⇒ (3, 1) + (4) = 8
If this hits, Luz will use Shared Stratagem to make Faisel off-guard to Nic's next attack.
Luz then attempts to throw Faisel off even more.
Bon Mot vs Faisel's Will Save DC: 1d20 + 11 ⇒ (18) + 11 = 29