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Stepping towards the main room, priceless ShiningCrusade artifacts displayed on pedestals creak and move by some unseen force under a sign that reads “The Shining Armory”. Eerie light seems to dart between the objects while the din of a raging battle echoes throughout the chamber. The central feature is a low, artificial hill atop which stand two stuffed owlbears surrounded by shattered undead foes. Each of the beasts wears chainmail barding and an orange-and-black caparison depicting a stylized owlbear. A dead man dressed in furs lies on the floor before a suit of fullplate armor.
The two stuffed owlbears, mighty creatures that they are, turn their stiff heads towards you and leap at you!
Valora: 1d20 + 3 ⇒ (5) + 3 = 8
Teric: 1d20 + 1 ⇒ (20) + 1 = 21
Narika: 1d20 + 10 ⇒ (10) + 10 = 20
Undiana: 1d20 + 3 ⇒ (17) + 3 = 20
Tessara: 1d20 + 3 ⇒ (10) + 3 = 13
Seren: 1d20 + 8 ⇒ (5) + 8 = 13
Red: 1d20 - 1 ⇒ (17) - 1 = 16
Blue: 1d20 - 1 ⇒ (17) - 1 = 16
Round 1
Teric
Narika
Undiana
Red
Blue
Seren
Tessara
Valora

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Knowledge anything to know about them?
Also, Undy dismisses Heightened Awareness, though it doesn't make a difference in this case.

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Ah yes, my Achilles heel.

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Knowledge (arcana): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
I'm going to assume that I'll get an AoO or two, and a bodyguard opportunity or two.
Piercing damage: 1d8 + 4 ⇒ (5) + 4 = 9 or +5 AC for bodyguard if I hit AC 10.
AoO/Bodyguard 2 w/mwk lance: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Piercing damage: 1d8 + 4 ⇒ (4) + 4 = 8 or +5 AC for bodyguard if I hit AC 10.
AoO/Bodyguard 3 w/mwk lance: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Piercing damage: 1d8 + 4 ⇒ (6) + 4 = 10 or +5 AC for bodyguard if I hit AC 10.

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Knowledge, Arcana: 1d20 + 8 ⇒ (3) + 8 = 11
Very nice, my dear. We shall destroy these creatures quickly." Teric seizes arcane power and bends it to his will in a set of dramatic gestures. A bluish ball of fire appears right under the closest owlbear. Oddly, the flames seems to radate cold instead of fire. What's more the flames seems to stick and cloy at the creature's fur.
Casting Flaming Sphere on the closest owlbear. Teric is modifying it to be a Cold spell. Reflex DC 19. His Freezing spells abilities means that if it fails the DC, it is slowed for 1 round. He is also using his Rime metamagic feat (full-round action for a sorceror) to cause it to entangle the creature if it fails. Slowed makes it only take 1 action; -1 to attacks, AC, and Reflex saves; and move at half speed. Entangled also makes it move at half speed; -2 to attacks and -4 to Dex.
Teric also takes a 5 foot step to the south. Can someone help me since I'm on my tablet?

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know. Arcana 1d20 + 17 ⇒ (7) + 17 = 24
Ill take Resistances, please.

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Round 1
Teric
Narika
Undiana
Red - 24 Dmg, 1/4 speed, -3 attack, AC, Reflex, -2 CMD
Blue - 12 Dmg
Seren
Tessara
Valora - 13 Dmg
Tessara thinks back to her lessons under the tutelage of former master of spells Kreighton Shane. "Good thing we use dummy animated objects instead of the real thing; we wouldn't want you to have to deal with ANY resistances on top of a moving target now, do we...
No resistances if that wasn't clear :)
Reflex, Blue: 1d20 + 4 ⇒ (14) + 4 = 18
Reflex, Red: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex, Red vs Freezing sphere: 1d20 + 4 ⇒ (4) + 4 = 8
Meanwhile, while one of the animated objects manages to avoid the brunt of Narika's fireball, the other gets hit, and hit HARD, but both her spell and Teric's.
Teric, shouldn't you roll damage for that freezing/flaming sphere?
And so it moves up, slooooooowly, as it's counterpart moves up to Valora and attempts to bite the rider!
Bite vs Valora: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13

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Valoria challenges the blue owlbear, dropping her lance and drawing her longsword as she urges Arazni forward to attack.
+1 longsword: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
magic slashing damage: 1d8 + 5 + 7 ⇒ (6) + 5 + 7 = 18
Valoria challenges the blue owlbear, dropping her lance and drawing her longsword as she urges Arazni forward to attack.
+1 longsword: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
magic slashing damage: 1d8 + 5 + 7 ⇒ (5) + 5 + 7 = 17
Bodyguard 2nd attack (vs. AC 10) for +5 AC: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Bodyguard 3rd attack (vs. AC 10) for +5 AC: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
[dice=Mounted Combat Ride check vs. attack that hits]1d20+13+2[/dice] if it is higher than the attack roll then the attack misses.

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Arazni bites and stomps at the blue owlbear.
Bite: 1d20 + 9 ⇒ (15) + 9 = 24
magic bludgeoning, piercing, slashing damage: 1d4 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Hoof 1: 1d20 + 9 ⇒ (7) + 9 = 16
magic bludgeoning damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Hoof 2: 1d20 + 9 ⇒ (13) + 9 = 22
magic bludgeoning damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11

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"Cripes, those are huge!" Explosions and a horse go surging past her and the little woman wilts slightly. "We're so gonna wreck this place savin' it..." She then shrugs. "Oh well! Seren follows Valoria's lead, charging at the red owlbear instead. After two steps she starts to twirl, picking up speed into a whirling dance of limbs and blades.
Her face has gone sheet white and her eyes have rolled back into her head by the time she's reached her target, though her movements are becoming stronger and her posture brazenly confident. One of her swords snaps out at the leg of the red owlbear, and when she speaks it's with a Tien accented man's voice. "Entertain me, beast!"
Free action to dance, full round to charge Red. Seren and allies within 10ft have a +2 AC and saves vs constructs.
+1 Wakizashi (Spirit Bonuses, heroism, charge): 1d20 + 17 + 2 + 2 ⇒ (12) + 17 + 2 + 2 = 33
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (1) + 17 = 18
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Tess creeps closer, using her fortune hex on Seven to increase her odds of continuing to hit the creature next round.
Would someone please move me on the map? Two squares south, four squares to the right. Thanks! Fortune hex on Seven next round.

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Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.
I'm not sure how the timing on this works. I was in the initiative order after Seren, but posted before. Do Arazni and I get the damage bonus?

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Round 2
Teric
Narika
Undiana - Two rounds of actions
Red - 37 Dmg, 1/4 speed, -3 attack, AC, Reflex, -2 CMD
Blue - 39 Dmg
Seren
Tessara
Valora - 13 Dmg
If something happens before you initiative that afffects your damage, I alter the damage dealt. Sometimes I forget though.
As Valoria and Seren strike their opponents, they realize that these are, after all, objects. And have a certain amount of hardness to them, which softens their blows.

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Teric rolls his eyes at Narika, but chuckles himself. He flicks his wrist, sending the blue ball at the other Owlbear who was battling Valoria. Then he opens his mouth and...nothing comes out. The Owlbear however, seems to react as it's ears are frosted over by a cold sonic scream unaudible to the rest of the group.
Both spells vs. Blue this time
Cold Flaming Sphere (Reflex DC19 for half): 3d6 ⇒ (1, 5, 3) = 9
Again, failure means slowed and entangled
Cold Ear Piercing Scream (Fort save DC18 for half): 3d6 ⇒ (5, 6, 5) = 16
Failing the save just means slowed, not entangled

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Sorry to miss my turn, real life is hectic this week.
Knowledge (Arcana): 1d20 + 17 ⇒ (16) + 17 = 33 Immunities, Special Attacks, Saves
On round 1, Undy steps forward 5', retrieves his rod of lesser intensified metamagic, and readies an action to cast intensified snowball at either of the creatures if they come within 50' (his range limit for the spell). This readied action would have gone off almost immediately, as Red is next in the initiative order and it moved up slightly, bringing it into range - so no need to change Undy's position in the initiative, he remains right before Red.
Snowball touch attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirmation, Snowball touch attack: 1d20 + 7 ⇒ (20) + 7 = 27 Woah!
Intensified Snowball dmg, CL 10: 10d6 ⇒ (6, 4, 3, 1, 2, 4, 1, 6, 1, 1) = 29
Crit, Intensified Snowball dmg, CL 10: 10d6 ⇒ (4, 5, 4, 2, 2, 4, 6, 6, 2, 2) = 37
Undy unleashes a horrific ball of snow and ice at the Red owlbear thing, then pauses and grins at both Narika and Teric. "This is fun!"
On round 2, Undy delays to see how things stand.

Riddywipple Z. |

Knowledge (Arcana): 1d20 + 13 ⇒ (14) + 13 = 27 Special Defenses
On round 1, Riddywipple moves 5' with Undy and draws his wand of magic missile and fires at Blue.
Magic Missile, CL 3: 2d4 + 2 ⇒ (4, 4) + 2 = 10
On round 2, he delays in order to remain on the same initiative as Undy.

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Round 2
Teric
Narika
Undiana -
Blue - 84 Dmg, 1/4 speed, -1 attack, AC, Reflex
[b]Seren
Tessara
Valora - 13 Dmg
Undiana seems to recall that at their core, animated object are much like constructs, with all the immunities that entails. But, being objects they also have none of the finesse of any other opponent: no special attacks coming from them. Fort, Reflex and Will for Saves Order, high to low.
Undiana's snowball manages to catch the construct in the one spot it wasn't reinforced in. Frozen stuffing, dried flesh and feather burst all around it as it falls to the ground, motionless.
Riddywhipple does not recall anything of note as the magic missiles zip by to pepper the remaining construct.
Reflex, Blue: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
While under fire, it does manage to avoid the ball of freezing fire.
Fort, Blue: 1d20 + 5 ⇒ (3) + 5 = 8
But it does not manage to absorb the blast of low frequency sound which seems to leach the heat out from it's components, freezing its joints and leaving it vulnerable to a frostball.
Reflex, Blue: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
Undiana and Riddywhipple have until the end of today to act, because the creature is at 5 hp. If they do not, I'll bot them and move on. Start thinking of where you want to go next, and please help a brain dead GM and clearly state who is boosting what before sending it off.

Riddywipple Z. |

Riddy will finish it off with another blast from his wand.
Magic Missile: 2d4 + 2 ⇒ (4, 2) + 2 = 8

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Outside sounds good to me.

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Undy will use a Pearl of Power to regain his Snowball spell and use another charge from his wand of Heightened Awareness.

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Riddywhipple's magic missile will bring it down to 2 hp. You sure Undiana is taking those actions?

Riddywipple Z. |

Sorry, I misunderstood. Thought you said that it only had 5 hp left and Riddy did 8 force dmg, so I assumed that meant it was destroyed. Does its hardness apply to force damage from a spell too?
Assuming it's still standing after Riddy's action: Undy moves forward and unleashes a 15' cone of cold water and ice at the construct.
This is the Fluid Mastery ability from the Shaman's Waves spirit, which Undy has because of his wizard Spirit Whisperer archetype
Cold dmg: 4d4 ⇒ (3, 4, 2, 2) = 11 It is also pushed back 5' away from me. DC 20 Reflex for half damage and to negate the push
Afterwards, assuming we are out of initiative, Undy will use a Pearl of Power and another charge of Heightened Awareness.

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GM, the reflex save against Narka's fireball is for half damage, not no damage.
OK: to clear things up with regards to the sequence of events: First, Riddywhipple hit it for 10-5 damage. Blue starts at 39, goes to 44. Saves against the cold-flavored flaming sphere, which is a save negates unless there is some modifier I am not aware of. Then Blue fails the save against the Ear-Piercing scream. We take 16-5 damage, bringing us to 55 damage taken. We fail the save against the cold-flavored fireball, which deals us 34-5 damage, bringing us to 84 damage taken total, before Riddywhipple pings Blue for 3 damage, and Undiana finishes the job with his Fluid Mastery ability. Let me know by PM if you have any further questions, or if you disagree with anything here.
Hardness, as discovered by anyone who began play around season 6, if a wonderful thing that blocks ALL damage, irrespective of the source. That's why in that season, those of us who survived decided that maybe adamantine wasn't that overpriced after all. :D
The last stuffed owlbear is turned to a statue of ice, a statue that Riddywhipple's magic missile shatters into a thousand pieces.
Hooray!
Looking to each other, you nod in silent assent, and circle back to the back end of the Museum and the small garden the Blackroses have begun to plant. Thousands of the glowing glyphs that have been shifting along the museum's walls coalesce here to form some sort of protective engram around the outside of the museum, casting a sparkling aura of light that bounces off the fountain’s waters.
Valora: 1d20 + 3 ⇒ (13) + 3 = 16
Teric: 1d20 + 1 ⇒ (14) + 1 = 15
Narika: 1d20 + 10 ⇒ (19) + 10 = 29
Undiana: 1d20 + 3 ⇒ (1) + 3 = 4
Tessara: 1d20 + 3 ⇒ (15) + 3 = 18
Seren: 1d20 + 8 ⇒ (17) + 8 = 25
Red: 1d20 + 7 ⇒ (8) + 7 = 15
Blue: 1d20 + 7 ⇒ (17) + 7 = 24
Round 1
Narika
Seren
Blue
Tessara
Valora
Red
Teric
Undiana

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OK; we were casting spells that were so similar that some of the descriptions could have applied to several of them. I thought Narika's cold ball was the first spell you were referring to. Thank you for explaining.
Narika looks at the runes and sees what she knows about them.
kn. arcana: 1d20 + 11 ⇒ (4) + 11 = 15

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Knowledge, Arcana: 1d20 + 7 ⇒ (19) + 7 = 26
"Interesting. These seem to be the power source for the alarms. We should try to disable them with either mechnical or arcane means. Destroying them wont work though as they'll just regenerate."
Everyone can read the spoiler above. Skills checks.
GM, by making a skill check, do we need to move up and be in physical contact with the swarm?

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Gotcha, makes sense. Thanks for the clarification. I didn't know that hardness applies to spells too. Good to learn...
In the garden, Undy once again dismisses Heightened Awareness, not that it changes the initiative count.
Knowledge (arcana): 1d20 + 17 ⇒ (11) + 17 = 28 "Yikes, some kind of weird swarm!" Undy relays everything in the spoiler to his companions.

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"I can't tell if they are tryin' to burn me or freeze me!" "Hah, they are just very eager. This was an entertaining battle." Seren stumbles out of her dance at the end of the battle with the owlbears, and while the party corrects themselves she becomes distracted, wandering over to another group of pathfinders that she begins to dance about with. During the little show she flares with holy light, healing their wounds.
=====
Once the party arrives outside Seren will look rather perplexed by the situation, scratching her head with the dull side of one of her swords. "Ummm, I dunno if I can cut those... guess I can go tinker with'em. They little all squirmy but so am I." She'll find herself falling into a summersault, flipping rather lazily over Narika's head and giving the little halfling a wink before her eyes roll back into her head again. Then she'll approach the blue swarm with a needlessly acrobatic display, ending hunched down on the balls of her feet.
"Can ya fix'em, Wynn?" "I can fix anything, lovely. Just watch." She'll reach both hands into the glyph swarm while chatting between her normal slurred common and a crisp Osiriani accent.
Free action to spirit dance - Trickster, move to blue, standard to try and UMD the thing.
UMD (Heroism, Spirit Bonus, Spirit Aura): 1d20 + 15 + 2 + 3 + 1 ⇒ (20) + 15 + 2 + 3 + 1 = 41
Spirit Aura: Choose one skill when you are within 30 ft of Seren. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.

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Know arcana 1d20 + 17 ⇒ (14) + 17 = 31
Tess takes a look at the magical swarm and studies it’s makeup. She nods, agreeing with Teric ‘s description.

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***OVERSEER ANNOUNCEMENT***
A high-pitched buzz pervades the museum, rising in frequency to the point of being inaudible. A moment later, a rolling boom echoes through the museum like thunder, and the glowing wards around the museum begin to fade.
@Table GMs: The “Failing Wards” condition on page 9 is now in effect.

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Valoria uses her wand of cure light wounds between encounters.
[dice=wand of cure light wounds]1d8+1[/dice]
[dice=wand of cure light wounds]1d8+1[/dice]

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I don't mean to post out of initiative order, but tomorrow is going to be pretty jam packed and I don't want to slow things down again, so I'll post skill checks for Undy and Riddy, though I realize that by the time their turn comes at the bottom of the initiative, the situation may be very different and they might not be relevant. Bot me as needed. Undy has Burning Hands, Flurry of Snowballs, and Fireball as AoE spells and can use his Mask of Conflicting Energies to change to another energy type if they are immune.
Undy Spellcraft to disable swarms, Spirit Aura: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
Riddy UMD to disable swarms, Spirit Aura: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27

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I'll be your stand-in GM for today. I'm guesing you are tier 7-8?
Narika and Seren approach one of the swarms and start to try to unravel the underlying magic, making considerable progress.
Narika, I moved you up next to it on the map, as you must be adjacent to do this.
primary, 1 for Narika: 1d2 ⇒ 2
damage: 8d6 ⇒ (5, 4, 4, 4, 1, 4, 3, 5) = 30 Ref DC 19 for half
A sudden jolt of electricity smahses into Seren, arcing on to Narika and then Valora.
Status, bold may post
Tessara
Valora 30 NL damage (ref DC19 for half)
Red
Teric
Undiana / Rioddy (posted above)
Narika 30 NL damage (ref DC19 for half)
Seren 30 NL damage (ref DC19 for half)
Blue (4 successes)
Generally for knowledge checks, you should probably wait until your initiative before making them and sharing the information.

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Reflex Save (Heroism, Spirit Bonus): 1d20 + 11 + 2 + 3 ⇒ (14) + 11 + 2 + 3 = 30
Seren yelps and flails herself about, twisting around the worst of the sudden jolt of power from the swarms. Her left side is is still singed and her hair has started to stand on end. "They ain't happy!"

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Reflex save: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Valoria flinches as the electricity arcs across her armor. Thanks to her connection to the elemental planes, some of the damage is negated. She looks down at Arazni to make sure she is OK, then urges her forward to do battle with the twisting blue runes.
[dice=Knowledge (arcana)]1d20+4+2+1[/dice]
Valoria chooses Knowledge (arcana) for Seren's trickster spirit bonus.
Seren's spirit and magic surge through her, giving Valoria insight into the workings of these magical creatures.
She draws her longsword, knowing that Iomedae's grace will inspire her allies to victory.

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Tess moves just south of Narika and taking advantage of Seven’s boosting ability, tries to solve the problem of blue.
Spellcraft 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Will someone move me on the map? Thanks.

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As the ozone clears it is apparent that Seren and Narika managed to avoid the worst of the blast of electricity.
Valoria, intent on disarming the trap, takes the blast full to her face. Luckily her heritage provides some protection. Tess also moves up to help.
The second set of runs swarm forward engulfing Undiana and Teric.
damage: 2d6 ⇒ (4, 2) = 6
And fort DC 14 vs distraction
Undi fort: 1d20 + 7 ⇒ (11) + 7 = 18
Undiana and Riddy rapidly move up to the other set of runes and try to disable them, it looks almost deactivated now.
One DC 22 or better check is all that is required now to finish off the blue runes
Status, bold may post
Teric 6 NL damage; Fort DC 14 vs distraction.
Narika 15 NL damage
Seren 15 NL damage
Blue (9 successes)available in: 1d6 ⇒ 6
Tessara
Valora 26 NL damage
Red
Undiana / Riddy - 6 NL damage