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Bon Jon does not have darkvision so he activates the light spell on his wayfinder.
Do we get to jump or climb and *then* take our actions for round 1? Or is it a move action (or full round) to jump down? If our actions are still available Bon Jon will attempt to jump near Orange so that he can 5' step and flurry attack, but if jumping down will use all of his actions then he would prefer to climb down or jump to a more strategic position.
Round 1 starts now, with you 15ft above the rock. Climb is usually quarter-speed, i.e. you would need to double move to climb down the rope. You can take a -5 penalty to climb at half-speed, i.e. just need a single move. Jumping down takes no time since gravity does the work for you. :)
Andy knows of no special attacks that skeletal champions have. He recalls though that they are more resistant to positive energy channeling as compared to usual undeads. They are also immune to the cold.

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From above, Jivan takes advantage of the glowing bard to launch a copper piece at the armored skeleton, then jumps to the ground.
Kinetic penny, incl. PBS: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, if applicable, incl. PBS: 2d6 + 5 + 1 ⇒ (3, 6) + 5 + 1 = 15
Acrobatics check to land safely: 1d20 + 11 ⇒ (19) + 11 = 30
Will save: 1d20 + 2 ⇒ (1) + 2 = 3

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kn religion : 1d20 + 9 ⇒ (5) + 9 = 14
kn religion : 1d20 + 9 ⇒ (6) + 9 = 15
Andy already shared all Tofang knows.
-
Tofang has both his weapons in hand and tries to jump down ...
Acrobatics : 1d20 + 3 ⇒ (15) + 3 = 18
... and on the rock something attacks his mind.
Will save : 1d20 + 2 ⇒ (17) + 2 = 19
-
Tofang walks forward and shoots with his dragon breath pistol at the orange and red skeleton and a dragon breath cartridge with a scatter shot of fire.
Damage , scatter, dragon cartridge 2d6+4 fire damage (+4 int due to cartridge savant), alchemical ordnance 2d6+4 fire damage, Reflex DC 16 half : 2d6 + 4 + 2d6 + 4 ⇒ (3, 3) + 4 + (5, 5) + 4 = 24

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Bon Jon enters the style of the dragon (swift action) and then jumps to the ground.
Acrobatics DC 15, speed greater than 30': 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26
Will: 1d20 + 5 ⇒ (18) + 5 = 23 +2 vs stunning, fear, mind-affecting (stacks), +4 vs paralysis & sleep
Then he steps forward 5' (can I do this?) and delivers a flurry of punches against Orange.
Unarmed Strike 1: 1d20 + 8 ⇒ (9) + 8 = 17
Magical Bludgeoning dmg, Dragon Style: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Unarmed Strike 2: 1d20 + 8 ⇒ (19) + 8 = 27
Magical Bludgeoning dmg: 1d8 + 4 ⇒ (2) + 4 = 6
@GM, if your ruling is that Bon Jon cannot both jump down and 5' step to attack, then instead he will land 15' away from Orange, so that the creature cannot 5' step and full attack him. He will also adopt a position of total defense for the round for +6 to AC to 27.

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Sorry, Bon, I missed your question on 5-foot step. I would say no, as you would need to move to jump off the tunnel and you can't take 5' step in a round that you've moved.
Jivan fires off a copper piece but it bounces off the skeleton's shield. Then one after another, most of the team quickly leap down the 15ft drop with ease. Andy, however, chooses the safer route of climbing down the rope. Once on the floating island, Bon hangs back, keeping up his defences to wait for the skeletons to draw near. Tofang is more aggressive and moves towards the two undeads, firing a blast at them. The two are dextrous enough to avoid the worst of the fire, however.
Eowyn, I missed that you haven't taken an action. I'll continue to keep things moving but you may take an additional standard action this round.
The bone priest stares at each of you within range, his empty eye sockets burning with unholy fire that strikes fear in your hearts. (That's what the will save was for. Lumo, you don't need to make one.) Andy and Jivan are shaken, but the rest manage to brush it off. The skeletal champion steps forward and chops down on Tofang, cutting a deep gash across his shoulder.
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
red bone priest (-8)
orange skeletal champion (-8)
Lumo
-------
Round 2:
~~~
Tofang (19/29)
Bon
Eowyn
Genevieve
Andy (shaken 1d4 ⇒ 3 rds)
Jivan (shaken 1d4 ⇒ 4 rds)
red ref vs DC16: 1d20 + 3 ⇒ (20) + 3 = 23
orange ref vs DC16: 1d20 + 1 ⇒ (15) + 1 = 16
orange mw longsword vs Tofang, PA, AC19: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23 dmg: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

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Andy takes a 5' step back and starts to sing... "My friends and I have come to fight, evil creatures we will smite. Your reign of terror soon will pass, once we have finished kicking your....butts."
Inspire Courage(Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

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Jivan stretches out his arms, long fingers twining through the air as he waves his hands in tight circles. A dense cloud of silvery threads boils into existence around his hands, flinging a copper piece at the skeletal champion with sufficient force to fling it back.
Pushing kinetic blast, incl. PBS, inspire, and shaken penalty: 1d20 + 7 + 1 + 1 - 2 ⇒ (20) + 7 + 1 + 1 - 2 = 27
Confirm kinetic blast crit, incl. PBS, inspire, and shaken penalty: 1d20 + 7 + 1 + 1 - 2 ⇒ (9) + 7 + 1 + 1 - 2 = 16
Blast damage, incl. PBS and inspire: 2d6 + 5 + 1 + 1 ⇒ (1, 5) + 5 + 1 + 1 = 13
Bull rush attempt, incl. inspire and shaken penalty: 1d20 + 6 + 1 - 2 ⇒ (2) + 6 + 1 - 2 = 7

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Bon Jon steps forward 5' and unleashes a flurry of kicks at the Orange skeleton directly in front of him.
unarmed strike, inspire: 1d20 + 9 ⇒ (10) + 9 = 19
magical bludgeoning dmg, dragon style: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
unarmed strike, inspire: 1d20 + 9 ⇒ (12) + 9 = 21
magical bludgeoning dmg: 1d8 + 5 ⇒ (1) + 5 = 6

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Thanks for the explanation GM!!
Tofang takes a step back (5 ft step) , drops his normal gun, reloads a dragon cartridge in his dragon breath pistol (move action) and shoots with his dragon breath pistol at the red skeleton.
Damage , scatter, dragon cartridge 2d6+4 fire damage (+4 int due to cartridge savant), Reflex DC 16 half : 2d6 + 4 ⇒ (5, 5) + 4 = 14

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Andy does what he does best - rallying the troops. Jivan sends another copper piece flying at the skeletal champion. This one strikes with power, smashing the skeleton to pieces. (Bon, because Jivan killed orange, I'll change you to move towards red, and hence only making one attack.) Seeing his initial target destroyed, Bon moves up quickly to the bone priest. His fist smashes hard into its chest, breaking off a number of ribs. Tofang fires another blast of firer at the remaining undead, but again it manages to duck avoiding much of the blast.
combat map
Bold may act
-------
Round 1: Status: inspire courage (+1 attack, dmg, save vs fear)
~~~
red bone priest (-24)
orange skeletal champion
Lumo
-------
Round 2:
~~~
Tofang (19/29)
Bon
Eowyn
Genevieve
Andy (shaken 1/3)
Jivan (shaken 1/4)
red ref DC16: 1d20 + 3 ⇒ (19) + 3 = 22

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Kuey, on round 1 I cast feather step then jumped down; I assumed the jump down was a move action, so I ended my turn there.
Seeing an opportunity, Eowyn whistles low-high-low and darts in front of Tofang as Genevieve swoops down, and the two partners attack in unison.
Swift to order Genevieve to flank, move and ready an attack when Genevieve arrives; Genevieve moves and attacks, triggering Eowyn's ready. Neither of them are both bludgeoning and magic, but hopefully the precision damage helps get something through.
Inspire Courage, flanking + Outflank
MW Longsword: 1d20 + 12 ⇒ (11) + 12 = 23 damage: 1d8 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13
Bite: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12

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Lumo looks at the jump warily. He climbs down the rope...
Climb, DC 5: 1d20 + 2 ⇒ (1) + 2 = 3
but slips as he goes over the edge. Catching himself, he takes a moment before trying again.
Climb, DC 5: 1d20 + 2 ⇒ (8) + 2 = 10
Both feet landing on the rock below, he growls at the remaining champion.

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Ah yes, forgot about the feather step.
In perfect coordination with her avian companion, Eowyn strikes just as Genevieve does. Despite the innate resistance that it has, the bone priest is smashed to pieces between them.
Lumo belatedly joins the party...
Combat over! Status:
Tofang (19/29)

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Around you, the Pathfinders are destroying the undead resistance. As you take a breather (and do your healing), you turn your gaze towards the fortress directly below you. The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. You now realise where the shard of adamantium that pierced the giant worm had come from - it must have been a shard that was blasted away from here when the shell was ruptured. The force required to blow apart a shell of adamantium is astounding, but even now, it attempts to reseal the fortress. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.
Your floating platform is drifting ever and ever closer, and is about to crash! "Get ready to jump before it collides!" a high strung voice rung out. You look down and stare at the shards of sky metal pointing ominously in all directions, and you realise leaping onto the structure without impaling yourself is going to be a challenge!
Need two separate checks:
1. A Knowledge (engineering), Perception, or Survival check to identify a safe prospective breach in the fortress. If succeed, you can share this with the rest of the party to make the actual jump easier.
2. An Acrobatics or Climb check or an Average Reflex save to actually make the jump. (Anyone who flies automatically succeeds. Feather fall will just give you a bonus, as you are still falling towards the shards.)

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I'm assuming we should all attempt both checks?
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics, speed greater than 30': 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29

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Yes, everyone must definitely attempt the second. No harm attempting the first.

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Andy looks for a safe space to land...
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Andy will point out what he thinks is a safe space.
Acrobatics: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Andy will cast Feather Fall on himself and the two lowest results and/or closest people, depending on which is allowed.
Forgot to add +2 for being a Halfling to Acrobatics roll. Corrected now.

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What is the current gravity? Related, could Genevieve either carry someone isn't confident about jumping or else essentially use her flight to aid their jump?
Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Acrobatics to jump: 1d20 + 14 ⇒ (18) + 14 = 32
Handle Animal to push Genevieve to carry/help someone: 1d20 + 12 ⇒ (4) + 12 = 16
Never mind, she doesn't understand what I'm trying to tell her anyway ;-)

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CLW 3 charges : 3d8 + 3 ⇒ (1, 5, 1) + 3 = 10
kn engineering : 1d20 + 9 ⇒ (20) + 9 = 29
Reflex save : 1d20 + 7 ⇒ (20) + 7 = 27

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Lumo squints, trying to find a good spot to land.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Not seeing much, he issues a prayer to the heavens and decides to clamber down the rock and hope for the best.
Climb: 1d20 + 2 ⇒ (13) + 2 = 15

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As the fortress looms every larger, Andy and Tofang spots a perfect landing spot, one that is clear of the sharps of adamantium and flat enough to make landing easier. With Genevieve leading the way, the Pathfinders leap off the platform moments before the collision and with Andy's magical cushioning, all land perfectly on their feet and manage to run into the tunnels before the extremely violent crash. The collision is strong enough to knock you to your feet but you have gotten far enough into the tunnels that you were barely hurt.
Success with no damage taken!
The joy is shortlived when you realise that the tunnel is shifting. You quickly gather yourself and move before being crushed, but quickly find yourselves separated from the other Pathfinders. Not only are the tunnels branching and merging is a rather haphazard manner, they continue widening and narrowinging, opening and closing, rather randomly. It would take great skill to navigate through to the centre of the fortress without getting crushed!
I need a certain number of successful Knowledge (dungeoneering) or Survival checks to navigate through. There are negative consequences for each failing roll so I would not recommend you roll blindly but rather decide who leads and who aid. Also, due to how narrow the tunnels are, only three people may attempt rolls (either as lead or aids). So once you've decided, the three please give me ten rolls (although you likely won't need all ten). And um, just because it is PBP and people tend to forget what happen earlier, I'm going to leave this here.

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Andy has Knowledge (dungeoneering) (+7). He does not possess Survival.
You mentioned "with Andy's magical cushioning" I assume the Feather Fall was needed and I should write it off for the day?

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I think I have the highest modifier. Tofang also drinks his cognatogen for +4 int. So I’ll roll and as his int mod is doubled for knowledge checks due to mindchemist his modifier is +13.
kn dungeon. : 1d20 + 13 ⇒ (10) + 13 = 23

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That definitely beats my bonus, so I will aid. If I can aid with Survival, I auto-succeed (+9 bonus). If I need to use Knowledge (dungeoneering) to aid, here is the roll: 1d20 + 5 ⇒ (6) + 5 = 11

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Andy, yes I was referring to featherfall. Casting it would give bonuses to the 2nd check. I assumed you cast it from your post?
Tofang and Eowyn, please give me ten rolls in total (so another nine)? I use as many as I need to get to the necessary number of successes.

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kn dungeon. : 1d20 + 13 ⇒ (2) + 13 = 15
kn dungeon. : 1d20 + 13 ⇒ (15) + 13 = 28
kn dungeon. : 1d20 + 13 ⇒ (10) + 13 = 23
kn dungeon. : 1d20 + 13 ⇒ (2) + 13 = 15
kn dungeon. : 1d20 + 13 ⇒ (12) + 13 = 25
kn dungeon. : 1d20 + 13 ⇒ (14) + 13 = 27
kn dungeon. : 1d20 + 13 ⇒ (1) + 13 = 14
kn dungeon. : 1d20 + 13 ⇒ (9) + 13 = 22
kn dungeon. : 1d20 + 13 ⇒ (20) + 13 = 33

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Aid Kn Dungeon: 1d20 + 5 ⇒ (4) + 5 = 9
Aid Kn Dungeon: 1d20 + 5 ⇒ (17) + 5 = 22
Aid Kn Dungeon: 1d20 + 5 ⇒ (1) + 5 = 6
Aid Kn Dungeon: 1d20 + 5 ⇒ (9) + 5 = 14
Aid Kn Dungeon: 1d20 + 5 ⇒ (15) + 5 = 20
Aid Kn Dungeon: 1d20 + 5 ⇒ (5) + 5 = 10
Aid Kn Dungeon: 1d20 + 5 ⇒ (16) + 5 = 21
Aid Kn Dungeon: 1d20 + 5 ⇒ (4) + 5 = 9
Aid Kn Dungeon: 1d20 + 5 ⇒ (13) + 5 = 18

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I think you can aid with Survival, right? So you would auto aid. Andy, can you roll aids too?!

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Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge (dungeoneering); Aid Another: 1d20 + 7 ⇒ (2) + 7 = 9

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I think you can aid with Survival, right? So you would auto aid. Andy, can you roll aids too?!
He didn't actually answer my question, so I rolled the knowledge checks just in case. But yes, if Survival can be used to aid, I autosucceed.

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Lumo stands in the back, frowning. I hate tight tunnels. Not enough room to swing.
I could aid, but I don't want to take a valuable roll from better PCs.

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Eowyn, sorry didn't see your question. Looks like I posted around the same time you did, so didn't see your post. I would say no as by default, aid can only be for the same skill.
Check 1: 23+2+2=27 Success!
Check 2: 15+2 = 17 Partial...
Check 3: 28+2+2 = 32 Success!
Check 4: 23+2 = 25 Success!
The Pathfinders quickly hustle through the tunnels, with Tofang leading the way and Eowyn and Andy squeezing up with in front with him with provide assistance. The team manages to duck down a just opening passage in time before the one they are in collapses behind them, but before you can move into another one, this new tunnel suddenly narrows as well. With nowhere immediate to escape, everyone is slammed by the closing walls before you can react. The leading team, however, kept their wits and quickly divert down a near hidden tunnel before you are completely crushed. Just in time, too, as a sudden gaping hole appear below where you were. After that, despite a few scares, it was relatively smooth sailing...
Everyone take 4 damage but you avoided the pit trap which is a plus!

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Go ahead and do your healing...
A heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side.
In the caverns, you find other teams of Pathfinders who have arrived before you from other tunnels, even as more teams enter from other tunnels. Near the binding circles, you see the familiar face of Kai.
"You made it. That is good. Come we have work to do." Kai gestures at the glowing gem. "Sorrina has managed to divine that this is what the elementals have terms the Untouchable Opal. More important is who is trapped within, Ranginori the Duke of Thunder. He has been the source of the portals, the cooling breezes, that have led us here, and is seeking our assistance to break him free. He is one of the good elemental lord of air and it seems that the other evil elemental lords have trapped him within." He then points to the series of concentric arcane circles, each a rune-carved solid ring of gemstone inlaid in the ground, that surround the orb. "Sorrina believes that each of these five are warding circles to protect the orb. We are as yet uncertain what the circles do." Kai then turns his attention back to the orb. "Each of these facets represents a riddle, conundrum, or digit in a massive combination lock that keeps the orb sealed and the opal safe. We need your collective efforts to break the seal and release the elemental lord. But keep a watch! I do not think the evil elemental lords will leave us unmolested for long!" With that, Kai runs off to brief another team that has just arrived.
On the map:
- The metal walls here are demolished; what appear as such on the map are in fact the lowest several inches that remain from the walls, resulting in a mostly open cavern, i.e. you can cross them with ease.
- Near its center floats the 20 foot-diameter faceted orb inside which is locked the Untouchable Opal.
- The lighting here is dim.
- The intermittent bursts of wind impose a –2 penalty on ranged attack rolls in this area.
The following are the actions you can take:
Breaking the Warding Circles: You can choose to damage one of the five magical circles, i.e. with your usual attacks. With a DC 17 Knowledge (arcana or planes) check you can identify the two basic properties of the warding circles, and if your check meets or exceeds the DC 20 skill check DC, you also identify the basic properties of the other three circles. (All five start unidentified.) If you do not identify the circles, you must damage the circles at random. As a full round action, a PC can also attempt an DC 17 Disable Device check to deal damage to a circle equal to half its maximum hit points; if you exceed the check DC by 5 or more, you instead deal damage equal to the circle’s maximum hit points.
Solving the Orb Puzzle: You may attempt to decipher one of the immense polyhedron’s many facets. Each facet represents some extraplanar truth, elemental koan, symbolic meaning within a facet’s mineral composition, or any number of other esoteric aspects. Any of the following skill checks allow you to make a discovery: Appraise, Disable Device, Intelligence, Knowledge (religion), Wisdom, or Use Magic Device. Each skill used this way has an increased DC for a success on subsequent rounds by the same PC (i.e. you can repeat a skill someone else has use without penalty but if you use the same skill more than once, the DC goes up). You can also use Knowledge (any), Linguistics, or Perception check but the DC is higher (but also doesn't increase if you repeat). You gain a cumulative +1 bonus on his skill check for each of the following languages you can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.
To clarify, you can attempt to solve the orb puzzle directly but would face effects of whichever warding circles are still up.
I've positioned you beside the orb, but please readjust as you wish. You all have one round to do one of the checks above before...

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Tofang sees the warding circles and immediately starts to dissolve the first one.
disable device: 1d20 + 10 ⇒ (13) + 10 = 23

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Bon Jon gives his wand of CLW to Lumo and asks him to use it to heal the damage he took from the closing walls.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Re the dim light: Bon Jon continues to use the light spell from his wayfinder
Bon Jon enters Dragon Style and attacks one of the warding circles with a flurry of punches to try to break through it with brute force.
unarmed strike: 1d20 + 8 ⇒ (16) + 8 = 24
magical and bludgeoning, dragon style: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
unarmed strike: 1d20 + 8 ⇒ (17) + 8 = 25
magical and bludgeoning: 1d8 + 4 ⇒ (2) + 4 = 6

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Andy re-casts Light as they arrive and uses his CLW wand to heal himself...
CLW vs. Self: 1d8 + 1 ⇒ (1) + 1 = 2
...Andy then looks at the rings...
Knowledge(arcana) vs. DC=17: 1d20 + 7 ⇒ (4) + 7 = 11

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Coming out of the tunnels, Eowyn heals herself and Genevieve with her wand.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Both at full HP.
-----------------------------
As the group examines the wards, Eowyn asks, "We were given some information in languages I did not understand ... could those help us deal with these wards?"

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Does Jivan take any damage through his force ward?
Quickly absorbing the directions from the senior Pathfinder, Jivan draws out his tools and addresses the nearest circle.
Disable Device check: 1d20 + 14 ⇒ (5) + 14 = 19

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As the group examines the wards, Eowyn asks, "We were given some information in languages I did not understand ... could those help us deal with these wards?"
Eowyn recalls the two cryptic codes received from Fahaz and the oracular spirit, and sure enough, spots the two of them engraved across the floating orb, amongst many other symbols.
Basically, those two earlier gave you two automatic successes in Solving the Orb Puzzle.
Jivan, your force ward absorbed the damage. They are treated as temp HP so the damage would have gone to them first.
Pending Eowyn and Lumo.

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Having no knowledge of traps or the arcane, Eowyn and Genevieve begin hacking at the wards the old fashioned way.
MW Longsword: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 1d8 + 3 ⇒ (6) + 3 = 9
MW Shortsword: 1d20 + 5 ⇒ (8) + 5 = 13 damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bite: 1d20 + 8 ⇒ (13) + 8 = 21 damage: 1d6 + 2 ⇒ (4) + 2 = 6
Talon 1: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 1d4 + 2 ⇒ (3) + 2 = 5
Talon 2: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d4 + 2 ⇒ (4) + 2 = 6

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Lumo, trying to use his head and not his arm, stares at one of the puzzling aspects.
Wisdom Check: 1d20 + 2 ⇒ (1) + 2 = 3
Huh... Looks like... I'm hungry.

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Jivan, yes, your force ward would have rejuvenated.
I'm going to assume you all focus on one circle at a time. By the way, if you attack the circles, you can only possibly miss if you roll a 1.
which circle?: 1d5 ⇒ 4
Andy studies the magical circles for a while but their inscriptions appear meaningless to him for now. Tofang thus picks one of the circle at random, and just going by what he can discern of the pattern, destroys a few that he deems as crucial and sure enough, the entire circle crumbles! (Circle 4 destroyed!) Interestingly, when this circle is destroyed, 3 of the others suddenly waver as if weakened ((Circles 1, 2 & 3).
which circle?: 1d4 ⇒ 2
Bon, Eowyn and Genevieve all focus their attacks on one of the four remaining circles, but despite all their attacks landing, they don't seem to damage it. (Did not clear hardness.) Jivan decides instead to replicate Tofang, and only he meets some partial success in damaging the circle.
Magic Circles Status:
Circle 1 (Unknown): undamaged
Circle 2 (Unknown): half damaged
Circle 3 (Unknown): undamaged
Circle 4 (Unknown): destroyed
Circle 5 (Unknown): undamaged
Lumo, however, decides to tackle the puzzles on the orbs directly. Not only did he make no headways, two of the circles suddenly flare up (Circle 1 & 3), and even though he is standing in open air, he suddenly feels like he is being smothered buried alive!
Lumo, will save. Please roll high...
Just as the rest of the Pathfinders are about to rush to Lumo's aid, you spot movement from the cavern wall...

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Two medium-sized humanoid creatures wielding longswords emerge from the cavern walls. However, each of them have heads formed of that of carnivorous dinosaurs. More worryingly, they seem to be made of stone or marble...
For every 5 that you beat the DC, you may ask for one piece of information from this list.
If you make another knowledge(religion of planes) DC20, open the spoiler below.
init, Eowyn: 1d20 + 2 ⇒ (17) + 2 = 19
init, Jivan: 1d20 + 4 ⇒ (12) + 4 = 16
init, Andy: 1d20 + 4 ⇒ (11) + 4 = 15
init, Andy: 1d20 + 4 ⇒ (12) + 4 = 16
init, Lumo: 1d20 + 1 ⇒ (18) + 1 = 19
init, Bon: 1d20 + 2 ⇒ (9) + 2 = 11
init, Tofang: 1d20 + 4 ⇒ (16) + 4 = 20
init, stone creatures: 1d20 - 1 ⇒ (17) - 1 = 16
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Tofang
Eowyn
Genevieve
Lumo (will save)
Andy
Jivan
red stone creature
orange stone creature
Bon
You can certainly continue working on the circles or puzzle orb. Or focus on the problem at hand.

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Tofang sees the stone creatures ...
kn arcana : 1d20 + 16 ⇒ (2) + 16 = 18
”Beware these creatures have very tough skin!“
He concentrates on the warding circles and starts to dissolve the next one.
disable device: 1d20 + 10 ⇒ (10) + 10 = 20

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Knowledge(Arcana) vs. DC=13: 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge(Planes) vs. DC=20: 1d20 + 7 ⇒ (16) + 7 = 23
Andy shares anything he may learn with the group as he takes a 5' step closer to the others and starts to sing... "My friends and I have come to fight, evil creatures we will smite. Your reign of terror soon will pass, once we have finished kicking your....butts."

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Kuey, the map you have us on makes it look like we are in a room and can't even see the new arrivals, much less be bothered by them. How should we be reading this map?
Seeing creatures with stone skin, Eowyn realizes she is going to have difficulty damaging them, so she casts a spell to make her weapons heavier. Casting lead blades.

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Jivan abandons his lockpicking efforts and takes a quick step closer to the nearest statue. Once again he invokes a huge mass of aether (gather power) and propels a penny at the foe. It hits with a resounding crack!
Kinetic blast with pushing infusion, including PBS and inspire: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Blast damage, including PBS and inspire: 2d6 + 5 + 1 + 1 ⇒ (3, 1) + 5 + 1 + 1 = 11
Bull rush attempt, including inspiration: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15