The alchemy lab and restraints pointed to a grim purpose: infusion of certain elements into a mortal body, specifically concentrated holy water and jade powder. Kleris recognized said substances' prominence in being deadly to creatures of pure Evil.<br/><br/>"Where they trying to make...holy-infused warriors?" Andrei asked.<br/><br/>"Would be a strange things to keep under wraps in Redhurst," Carson added. "There'd be plenty of willing volunteers who'd sign up to ward their bodies against unholy entities."<br/><br/>"Maybe it was not willing, or there's more to this," Lillin added.<br/><br/>"Alchemy is just a tool," Rensha explained. "It can be perverted to foul ends."<br/><br/>"Like maybe some kind of false holy aura?" Lillin asked.<br/><br/>"Or a holy water...golem?" Arturon stammered, shivering a bit.<br/><br/>"Enough talk," Carson declared. "We have spell durations up, we can theorize back at school."<br/><br/>Fortunately there were some spare supplies and tools to loot:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Treasure</div><div class="spoiler_body">Masterwork Portable Alchemist's Laboratory, along with 50 gold pieces worth of alchemical creations of your choice. (https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/)</div></div><br/><strong>Maze:</strong>Reflective and made of a transparent mirrored surface, the walls reflected each other ad infinitum as the as the mages passed through the door. It soon became clear that the corridors were not meant to be straightforward.<br/><br/>"Dang, a maze," Lillin said. "If only Marcus where here..."<br/><br/>"I got the next best thing!" Andrei said with a smirk. "Let's color some of this twine differently to make sure we don't turn this tool into a Gordian Knot."<br/><br/>With several applications of<em>prestidigitation</em>the robes' twine strings became multi-colored, ideally allowing easy traversing of the maze.<br/><br/>...<br/><br/>"Umm, Andrei, is that crosspoint supposed to be blue?"<br/><br/>A pair of blue and red twine overlapped each other at a four-way intersection.<br/><br/>"I only counted one crosspoint, and it had a yellow string," Carson said.<br/><br/>Zull's brow furrowed. "Soemone...or something, is sabotaging us."<br/><br/>"Well we ain't gonna let 'em stop us!" Rensha shouted.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ways of Overcoming</div><div class="spoiler_body">Up to 3 DMPCs can aid another on one of Kleris' relevant rolls, or alternatively can aid another one of the DMPCs (consult character roster for relevant stats). (https://elliquiy.com/forums/index.php?topic=205751.msg10163114#msg10163114)<br/><br/>Seer's Tea and Dowsing Syrup can both be utilized to finding one's way out of the maze. Alternatively Kleris and company can lay a trap for their saboteur, such as Clamor Box and/or Dust of Appearance. There are no secret doors detected in the maze. In this case give me an opposed Bluff (-5 penalty) vs the saboteur's Sense Motive result. (https://elliquiy.com/forums/dicebot.php?r=138049)<br/><br/><strong>Failure:</strong> The plan failed. Any items used get broken by the saboteur.<br/><br/><strong>DC 15:</strong> The party manages to capture what looks like an imp (not invisible) unawares thanks to the trap! The imp's AC is treated as flat-footed. This is no ordinary imp, however: its AC is 21 (flat-footed 17, touch 16), its CMD is 18 (15 flat-footed), and its saving throw results are 4/28/20 Fort/Ref/Will.<br/><br/><strong>DC 20:</strong> As above, but the plan is so successful the imp suffers a -4 penalty to its AC and saves.<br/><br/>Capturing the imp can help find your way out of the maze unimpeded, and possibly a creature to interrogate. +5 on the below Survival check.<br/><br/>Alternatively Kleris or one of the students can try to plot their way using Survival. Navigation-related spells can grant a circumstance bonus equal to double the spell level.<br/><br/><strong>Failure:</strong> Kleris' team has made no progress and any spell durations they have ran out.<br/><br/><strong>DC 20:</strong> Kleris' team manages to find their way to the Records &amp; Living Space.<br/><br/><strong>DC 25:</strong> As above, but Kleris' team also manages to find the chandelier room!</div></div>