
GM MattMorris |

Jakoby has no problem calming the oozes; they seem to find her mere presence very soothing. Jiki, Nina, Virava and Sylvia have deft hands at the task. Othello is somewhat stumped by their strange anatomy, not hitting quite the right frequency to vibrate the oozes.
With the oozes cleared to the side of the room, you are able to form an ornate bronze key, which opens the door and also looks quite valuable.
The Room of Hidden Things
The door now opens on a large room that looks unadorned at first, though close examination or reveals scintillating crystal dust, small scratches, and other markings on every surface.
Available Challenges
Decipher the Sketches: Dozens of sketches around the room form patterns like arrows, contiguous lines, and other discernible, if obfuscated, markings. (Arcana, Society, or Thievery)
Find the Hidden Ink: Various types of magically and alchemically treated ink here used to draw a complex map around this room. (Arcana, Crafting, Occultism, or Society)
The Spaces In Between: Not only do the various markings in this room indicate the locations of various secrets, but the spaces that are unmarked also form a pattern indicating locations of interest. (Arcana, Deception, or Occultism. Bards can instead use Performance.)
Thieves Cant Spell but They Can Write Code: Some of the markings in this room are actually a form of thieves’ cant and guild symbols common to northern Garund. (Arcana, Society, or Thievery. A rogue can use the higher of their Perception or Thievery modifiers and gains a +2 circumstance bonus on checks made as part of this challenge.)
Completing the Formulas: Some of the markings in this room are uncompleted ritual formulas, which can be completed to cause a magical pulse that opens a sealed container. (Arcana, Occultism, or Religion. Animists and druids can instead use Nature.)
Each obstacle can only be attempted once. Decide whether you would like to attempt, aid, or abstain.

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Jakoby takes a well deserved smoke break... but only for a moment.
She returns the favor from earlier, and assists Sylvia (or another ally) in "Completing the Formulas" - blowing rings with her pipe, and analyzing their shape.
"Ol' Deadeye, you bastard" a low prayer between a survived-god and one of his devout "Let the best among us here be chosen for the 'honor' of hunting the ooze. You know that's me. Best hunter in these woods. Damn all the ceremony. But if it is your will that we must prove ourselves among this community... so be it"
Aid Sylvia (or other) to Completing the Formulas (Religion, Trained) vs DC 15?: 1d20 + 16 ⇒ (18) + 16 = 34

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Jiki notices the gaps in the room as much as the designs.
Performance: 1d20 + 21 ⇒ (3) + 21 = 24
He's not quite sure how to play the lack of notes, however.
That's a 1, 2 and 3 on my skill checks. Thanks, dicebot.

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Virava studies the markings (as a rogue).
thievery w/bonus: 1d20 + 23 ⇒ (6) + 23 = 29
...........seriously, dicebot?

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Nina will Find the Hidden Ink.
Society: 1d20 + 13 ⇒ (1) + 13 = 14
Hero Point
Society, Hero Point Reroll: 1d20 + 13 ⇒ (15) + 13 = 28

GM MattMorris |

Crit aid, fail, success, fail (even with the aid), success. You need 1 more success. One of your could try the Decipher the Sketches.
Virava and Nina find fragments of a crystal that look like they fit together, those it seems there is still a piece missing. Sylvia, struggling with the formulas, feel that someone has actually been actively obscuring the formulas. Traces of illusion magic mask some of the writing.

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Knowing when to sit down, Jakoby does so.
Puffs.

GM MattMorris |

Sylvia discovers the secrets of the sketches, and finds a tiny bit of crystal in an alcove. It fits neatly with the other two to form the key to the room, allowing you to progress.
The Room of Betrayal!
A crowd of people fill this room, including people who look exactly like your group! As soon as you enter the room, it spins rapidly like a horrific magical carnival ride, causing everyone within to bounce and tumble about wildly.
Several of the creatures in this room are devious doppelgangers created within the fleshforge, others are innocent citizens acting as paid volunteers for the fleshforger’s gauntlet. You need to identify the innocent people and find the gauntlet pieces that serve as the keys for this room, while navigating the doppelgangers’ deceptions.
Available Challenges
Ally with the Innocent: Convince one of the innocent actors to help you with Deception, Diplomacy, or Intimidation. Animists, clerics, and champions can instead use Religion for this check, using sermons and platitudes to appeal to the bystanders’ better natures.
He’ll Do it, He Really Doesn’t Care: Since the gauntlet fragments are distributed between doppelgangers and innocent bystanders alike, a threat to one is a threat to all. A PC can use Arcana, Crafting, or Intimidation to threaten widespread harm to everyone in the room via a spell, explosive device, or massive physical violence.
I Heard That Doppelgangers Have Rubber Bones: Doppelgangers have a unique physiology, a fact known to many experts in occult magic, scholars of deadly humanoids, and a strangely large number of remarkably
educated barbarians. You can trip, shake, or otherwise physically disturb people in the room using Athletics, Acrobatics, Occultism, or Thievery to uncover a doppelganger and claim a gauntlet fragment from them.
Shell Game: A pair of the doppelgangers are flitting among the innocent bystanders in the room, moving one of the gauntlet fragments between themselves and occasionally slipping it into the pocket of an unsuspecting victim until the other doppelganger can come and reclaim it. PCs can identify the location of the gauntlet piece and successfully retrieve it using Diplomacy, Perception, or Society. Rogues can instead use Thievery.
Two Many Pathfinders: The most obvious doppelgangers in this room are the ones disguised as members of the party! These doppelgangers sow confusion, pick pockets, and do everything else in their power to prevent the PCs from completing this challenge. PCs can successfully identify a doppelganger posing as one of their allies using Deception, Occultism, Pathfinder Society Lore, or Society.

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Nina will ally with the innocent.
Diplomacy: 1d20 + 21 ⇒ (19) + 21 = 40
"Will this charade actually help us get what we both want? It is time for this foolishness to end, so that we can get on with our mission. It is what's best for everyone."

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Jiki, who is regretting participating in any way, will try to convince the pair of mischievous doppelgangers to try their shell game on someone else (hopefully another doppelganger).
Diplomacy: 1d20 + 22 ⇒ (9) + 22 = 31

GM MattMorris |

That's enough to get through the room. Nice work!
You find the fingers of a golden gauntlet, which fit into a slot next to the door.
The door slides open and you step through into a strangely lavish chamber containing the massive construct through which the fleshforger previously
addressed them. They’re joined by two other groups of adventurers: one a well-armed group of human adventurers led by a woman wearing a religious symbol of Asmodeus, the other a group of piratical mercenaries led by a visibly flea-bitten kholo. The construct addresses the room:
“Some of you,” echoes the reedy voice from the construct’s massive chest, “have earned the opportunity to declare yourselves my champions. Others,”[/b] it pauses, “however, have earned my wroth.”
At this, the construct swings a massive hand, cuffing the kholo leader across the ear and sending him spinning across the chamber.
“I will not abide cheating. The aptly named Elmion River Rats are disqualified. Since I cannot say for certain which of you two surviving groups truly deserve to be here, I am afraid I must present you both with one final challenge. Face each other in my arena. Whichever team emerges victorious shall have my license and my aid in hunting down the ooze that terrorizes the southern borders of my realm.”
With a strangely delicate flick of an absurdly muscular wrist, the construct gestures and the walls of the area unfold, shaping themselves into an expansive arena.
With the Elmion River Rats disqualified due to tampering with the gauntlet, the two surviving groups of adventurers still able to continue are the Pathfinders and the Devilish Dealers, who must duel for Dunn to decide which group continues forward. The duel is decided when a designated leader from either team surrenders, or when all members of the opposing team are knocked unconscious.
The cleric leader of the Devilish Dealers approaches and greets you, "Alma Vartressa," she introduces herself. [b]"A pleasure to compete with you. Thank you for not stooping to the level of those aptly named rats,” she offers a handshake as a gesture of good faith.
You can exchange pleasantries with her. We'll go into the duel tomorrow. You can start wherever you would like in the yellow box.

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Placed, assuming the Devilish Dealers start from the altar-like area to the right.
"I would hate to think that Pathfinders would stoop to such tactics," the bard says with a bow. "I am Jiki, and we will be honored to be your opponents. May the better team win."

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Nina would like to be behind the front-liners, but her healing gets a bonus from Angelic Halo, which is 15' radius, so she won't be super far behind them.
"Emira Nina Jaribu, of Vidrian," Nina introduces, even though she has not been an emira for quite some time.
Nina has Glad-Hand, which allows her to Make an Impression immediately. I'll just roll and let GM figure out what to do with it. If allowed to, Nina would try to convince them that the Pathfinders are the better team, and they should forfeit to us rather than making us hurt them.
Diplomacy, Glad-Hand: 1d20 + 21 - 5 ⇒ (14) + 21 - 5 = 30

Sylvia Dyspell |

"Remember to be wary of fire from them."
Realized never went through Sylvia's daily prep
Making sure she's prepared for danger Sylvia makes sure her daily protections are up and ready.
Wand of Teeming Ghosts for 10 temp HP. Wand of Longstrider(2) for +10ft speed. Mage Armor(4) <included in header>, and Lucky Number. These are all 8+ hour duration
Lucky Number: 1d20 ⇒ 17

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Jakoby bites ”Devils huh? Lemme guess. Because they are the most organized yada yada?” the question is mockingly rhetorical - she sizes up her contender like a hunter - puffs a little from her pipe ”Gunda Kolkind, Alma Vartressa” she avoids shaking hands, but bows slightly ”Tomorrow we fight for the honor to be first to die by ooze. May the glorious proceed!” this last rib at the competition itself she invites her tomorrow-opponent to share a genuine laugh with. Or not?
◆) Hunt Prey

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Not understanding that it was a joke, Othello says, "Jakoby, I'll remind you that even Devils can be redeemed."
If possible, immediately before the encounter begins, Othello will cast Fly on himself.

GM MattMorris |

Fine if you want to do a bit of prep. Should be bvious when the fight is about to start.
The Chelaxians salute you from across the arena and fall into fighting stances, but Jakiby & Nina get the drop on them.
Jakoby: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38
Jiki: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
Virava: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 24
Sylvia: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
Nina: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Othello: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Red Assassin: 1d20 + 18 ⇒ (3) + 18 = 21
Orange Elite Assassin: 1d20 + 20 ⇒ (1) + 20 = 21
Yellow Devilcaller: 1d20 + 14 ⇒ (10) + 14 = 24
Blue Elite Hierophant: 1d20 + 17 ⇒ (13) + 17 = 30
Pink Weaponmaster: 1d20 + 16 ⇒ (11) + 16 = 27
Gray Elite Weaponmaster: 1d20 + 18 ⇒ (6) + 18 = 24
~+~+Combat Round 1+~+~
Jakoby
Sylvia
Blue Elite Hierophant
Nina
Othello
Pink Weaponmaster
Yellow Devilcaller
Gray Elite Weaponmaster
Virava
Red Assassin
Orange Elite Assassin
Jiki
Bold may act!

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A short prayer to her god "Protect the bird, ol' deadeye" and a quick puff - faint green primal light surrounds her companion as she binds their life forces together!
◆) Magic Hide vs Ro (AC 29, 1 minute)
◆) Protect Companion (AC 30, may Life Block)
◆) Command Ro
↺) Life Block
She stands ready to be approached with her katana drawn!

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His master's magic spurns a change in him: he feels his eyebrows grown longer and with additional multi-hued colorful feathers and sprouts a "beard" under his chin, long and flowing, a wisdom-grey color, handsome of bearing, distinguishing him above and beyond the already majestically sunset red avian figure he cut with his naturally impressive wingspan!
He descends upon the Hierophant, plucking at him with his claw, flying into position and back out with divine grace.
◆◆) Flying Talon (Fly twice, Strike any point along the way)
Flying Talon vs Blue Hierophant: 1d20 + 18 ⇒ (20) + 18 = 382d4 + 6 ⇒ (4, 4) + 6 = 14

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Jiki would like to start with Courageous Anthem active if possible.

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Nina would have cast angelic halo as the fight began.
Also, you said Nina was up, but the tracker showed Sylvia, so I assume "Nina" was the typo. If not, Nina will Delay until someone is hurt, anyway.

GM MattMorris |

The large circle is a pillar. Nina, you are right, Sylvia was up. Fine to start with Courageous Anthem and angelic halo up.
You kick off the duel, Sylvia weaving magic around Virava and Jakoby sending Ro on a hit-and-run attack against the hierophant. The eagles talons sink deep into the enemy! (Crit for 30)
In response, the priest shouts a plea to Asmodeus, and unholy energy floods the area, tearing at your souls. He Takes Cover behind the altar.
Divine Wrath
spirit: 4d10 ⇒ (10, 7, 1, 5) = 23 DC 27 Fortitude save from everyone.
Before your turn:
Everyone: DC 27 Fortitude save
Don't forget Courageous Anthem
~+~+Combat Round 1+~+~
Jakoby (protect companion)
--Ro (magic hide)
Sylvia
Blue Elite Hierophant (-30, cover)
Nina (angelic halo)
Othello
Pink Weaponmaster
Yellow Devilcaller
Gray Elite Weaponmaster
Virava (invisible)
Red Assassin
Orange Elite Assassin
Jiki
Bold may act!

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Fort Save DC 27: 1d20 + 20 ⇒ (4) + 20 = 24
Othello will fly up ten feet and over near the Heirophant. This is out of normal melee reach, but, the Heirophant doesn't have cover from me.
Strike the blue Heirophant, Sickened 1: 1d20 + 19 - 1 ⇒ (2) + 19 - 1 = 20
Strike the blue Heirophant, Sickened 1: 1d20 + 19 - 1 ⇒ (19) + 19 - 1 = 37
Damage: 2d10 + 5 ⇒ (9, 1) + 5 = 15
Critical damage: 2d10 + 5 ⇒ (7, 2) + 5 = 14
If critical, move him 5 feet West (closer to my allies)
Since the Halberd has Wounding, he now has 1d6 bleed.

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Jakoby Fortitude vs 23 spirit Divine Wrath (DC 27): 1d20 + 18 ⇒ (18) + 18 = 36 @ 11 damage
Ro Fortitude vs 23 spirit Divine Wrath (DC 27): 1d20 + 17 ⇒ (12) + 17 = 29 @ 11 damage

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Fortitude, Courageous Anthem: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23 vs DC 27
23 damage, sickened 1
Nina calls on Andoletta, who strikes back with more than wrath! Divine Immolation, centered on the red dot. This should get 4 of the enemies and avoid Othello.
Divine Immolation, Sorcerous Potency: 6d6 + 5 ⇒ (3, 4, 4, 4, 4, 4) + 5 = 28
Sickened 1 DC 26 Reflex save.
Nina moves NE. Spreading out a little and also staying within 30' of Othello if he ends up needing healing. Teammates, please cover me!

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Ro and Jakoby are blasted by energy, but manage to shrug much of it off.
Courageous Anthem bumps Jakoby's success to a critical success!

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"If you need to blast them, and I'm in the area, don't worry about it. I can take it. And, I should be able to heal myself if necessary," Othello shouts.

GM MattMorris |

Courageous Anthem doesn't add to Fort Saves, unless I'm missing something.
Othello misses his target, and Nina bathes the enemies in divine fire!
Reflex (Pink): 1d20 + 15 ⇒ (4) + 15 = 19
Reflex (Gray): 1d20 + 17 ⇒ (9) + 17 = 26
Reflex (Yellow): 1d20 + 14 ⇒ (12) + 14 = 26
Reflex (Orange): 1d20 + 19 ⇒ (7) + 19 = 26
With Othello out of reach, the weaponmaster points at Nina, "Get the spellcaster!" She circles Nina, separating her form the group and takes a swing with her longsword.
longsword: 1d20 + 19 ⇒ (13) + 19 = 32 for slashing: 2d8 + 10 ⇒ (4, 1) + 10 = 15
The blow cuts into Nina!
The devilcaster weaves arcane energy across the field, calling up the flames of Hell across the battle. Drawn on the Map. Jakoby, it's across your square.
fire: 4d6 ⇒ (1, 6, 6, 4) = 17
As he casts the spell, residual fire runs down his trident. He hefts the weapon and throws it at Othello. After the weapon hits, it flashes back to the spellcaster's hand.
trident: 1d20 + 17 ⇒ (18) + 17 = 35 for piercing: 1d8 + 6 ⇒ (3) + 6 = 9 and fire: 2d6 ⇒ (4, 3) = 7
The second weaponmaster closes on Nina and attacks.
longsword: 1d20 + 21 ⇒ (12) + 21 = 33 for slashing: 2d8 + 12 ⇒ (8, 3) + 12 = 23
Distracted by the other attacker, Nina is critically hit!
Before your turn:
Virava, Jiki: DC 27 Fortitude save
Don't forget Courageous Anthem
~+~+Combat Round 1+~+~
Jakoby (-28 [-11,-17] protect companion)
--Ro (-11, magic hide)
Sylvia (-1)
Blue Elite Hierophant (-30, cover)
Nina (-84 [-23,-15,-46] sickened 1, angelic halo)
Othello (-39 [-23,-16] sickened 1)
Pink Weaponmaster (-28)
Yellow Devilcaller (-16)
Gray Elite Weaponmaster (-16)
Virava (invisible)
Jiki
Red Assassin
Orange Elite Assassin (-16)
Bold may act!
I'm delaying the assassins for the flow of combat. Lot going on here, so please check me if I miss anything.

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Apologies - Nina had blood magic from casting angelic halo, not Courageous Anthem. It's still a fail.
Nina only has 80 hit points - she's down.

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Fortitude Save: 1d20 + 18 ⇒ (17) + 18 = 35
"Nina!"
Jiki braces himself against the harmful energies. He continues to inspire his allies while turning his attention to the fallen Pathfinder.
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Composition!"
Performance vs. level-based DC: 1d20 + 21 ⇒ (9) + 21 = 30
Anthem lasts for 3 rounds.
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
◆◆ Cast a Spell (Signature)
"♪ Gentle hum, soothing balm,
♪ Comfort's touch, bring inner calm.
Soothe!"
Healing: 4d10 + 16 ⇒ (7, 6, 7, 8) + 16 = 44