
GM Z..D.. |

@Lavode. It is not a spell that you are aware of. It does surround the entire arena. It protects the spectators from harm. Physical and magical attacks. I did not put a token on for her, but she is in the seat next to him.
Boswick moves up and is able to destroy the chain in one swing.
Round 5-Bold May Act
LT
Theodric
Dr Strang
Lavode
Boswick
Voros

![]() |

@Lavode. It is not a spell that you are aware of. It does surround the entire arena. It protects the spectators from harm. Physical and magical attacks. ...
Is it overhead also? Do I think Greater Dispel Magic can get rid of it or will it take something more specific?

![]() |

So I'm in the sky banging into an invisible force field? any enemies left in the arena that would require my attention?

GM Z..D.. |

@ Lavode. Since you believe it is not Magic, Dispel magic would not work. As far as you know, it is in front of him. You are unsure if it is above him.
@Theo, the enemy warrior is still up. Kali has him in her claws now

![]() |

Voros tries to attack the last enemy warrior.
Explosive missile (Bomb infused on ammo): 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25
for Arrow and Bomb and acid: 1d8 + 3 + 7d6 + 14 + 1d6 ⇒ (1) + 3 + (1, 4, 6, 6, 3, 3, 6) + 14 + (5) = 52

![]() |

Trying to ascertain what type of force wall is protecting Adril, and how one might take it down...
Knowledge (any): 1d20 + 2 ⇒ (18) + 2 = 20
+23 arcana/religion
+11 dungeoneering/engineering/local/nature
+15 history
+20 planes
So minimum of 31 (if dungeoneering/engineering/local/nature) to a max of 43 (if arcana or religion)

GM Z..D.. |

Let's go with Engineering.
Dr Strang believes it is some kind of technology. Far more advanced than anything seen on Galorian. He is not able to recall how to shut it down from with in the containment area.

![]() |

"Oh my." The doctor exclaims, as he observes the effects of the other's efforts to get to Adril. "It would appear to be a force barrier of some sort."
He was not entirely surprised to see such a thing... given the activities and creatures that occupied the arena, there would have to be something in place to protect the spectators. What he was not expecting, was it to be technology based. He had seen and studied enough of the Numerian sites on Golarion to recognize such a thing when he saw one.
"But this one appears to be housed in technology, not magic." He observes, after studying it a bit longer, his interest suddenly piqued.
"I might be able to shut it down... or at least disable it temporarily... a few seconds at most." He adds, his brow furrowed, as he starts to concentrate on the shield, and the technology behind it.
OK, this should work, but one never knows. Just excited to get a chance to try this, even if its just one section.
Going to cast a spell, via his arcane bond, from the Technology Handbook that I gained access to via a chronicle... this particular spell being Discharge.
If he thinks this won't work, let me know, and I'll go offer some medical aid to the prisoners instead. =)

![]() |
2 people marked this as a favorite. |

I feel like this should demoralize the warrior guy as everyone just totally ignores the champion and tries to figure out how to break the module. On top of that a bug is eating him, some champion.

GM Z..D.. |
1 person marked this as a favorite. |

The post I made earlier seems to not have worked and I am at work now with no access to the scenario. I am going to call this fight and move us on to the next part of the scnerio
Dr. strang, Some of these older scenarios do not age well. Especially when it comes to use in terms of technology. When this scenario released, there was no technology guide.

GM Z..D.. |

Actually, lets see how this plays out. I have a feeling this is going to be fun
Dr Strang magic sends a shock wave through the air. The shield flickers and then dissipates. for 1d4 ⇒ 3
Adril's expressions sour. He stands and draws his sword,knowing he has little chance to escape.
Voros arrow connects with the warrior.
The warrior breaks free from Kali's hold, for the moment.
CMB: 1d20 ⇒ 11
Round 6-Bold May Act
LT
Theodric
Dr Strang
Lavode
Boswick
Voros
kelg 56/238
Kol Voss: 95/129 Rage 2/31 Guarded Stance Active

![]() |

Seeing the champion free of Kali grasp, Boswick decides to advance and attack, so the team can focus of the disgraced Venture Captain!
Arhhh! He shouts as he slashes hard with the Pale Maiden.
Pale Maiden (+4, Flaming Burst)+haste+bless-power attack+improved vital strike: 1d20 + 20 ⇒ (14) + 20 = 34
damage + fire: 3d8 + 16 + 1d6 ⇒ (1, 6, 8) + 16 + (6) = 37
Move to move, attack vital strike

![]() |

Buffs:
Ant Haul - dur 26 hours
Mage Armor - dur 13 hours
Life Bubble - dur 16 hours from Dr Strange
Bless - dur 108 rounds
Magic Circle Against Evil, on Kali - dur 120 min
Communal Resist Energy Fire - dur 20 min
Communal Resist Energy Cold - dur 20 min
Shield - dur 1 rounds
Greater Invisibility - dur 5 rounds
Summon Monster VI, 2-4 Bralani - dur 6 rounds, Ghp 80, Bhp 80, Yhp 80
Haste - dur 7 rounds
Lavode shouts to the Bralani in Celestial, Take down that warrior! Or at least keep him busy so we can deal with the villian Adril.
green Bralani full attack
scimitar att 1: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28, if hits, dam 1: 1d6 + 10 ⇒ (4) + 10 = 14
scimitar att 2: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19, if hits, dam 2: 1d6 + 10 ⇒ (4) + 10 = 14
blue Bralani full attack
scimitar att 1: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28, if hits, dam 1: 1d6 + 10 ⇒ (6) + 10 = 16
scimitar att 2: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14, if hits, dam 2: 1d6 + 10 ⇒ (5) + 10 = 15
yellow Bralani full attack
scimitar att 1: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29, if hits, dam 1: 1d6 + 10 ⇒ (3) + 10 = 13
scimitar att 2: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24, if hits, dam 2: 1d6 + 10 ⇒ (1) + 10 = 11
Wow! Another pile of bad hit rolls.
Lavode yells to rest of the group, Dr Strange took down the barrier. Everyone through and after Adril. Don't let him escape again!
That barrier probably kept the dispel from having any effect. I better hit him with another. Lavode again tries to get rid of any magic on Adril and sends some more magical assistance back to the chained victims.
Standard action Greater Dispel Magic (up to 3 spells) at Adril. Immediate action Liberating Command on the people chained to the poles. Then move action fly out over the stands.
Greater Dispel Magic: 1d20 + 13 ⇒ (19) + 13 = 32

![]() |

Upon hearing the attack order shouted by Lavode, Theodric rushes the bastard and brings down his sword!
Move, Standard to Attack
two-handed power attack, +1 adamantine Keen Falcata, haste, bless, attack from high ground: 1d20 + 25 + 1 + 1 + 1 ⇒ (7) + 25 + 1 + 1 + 1 = 35
adamantine magical dmg, enlarged: 2d6 + 34 + 2 ⇒ (1, 2) + 34 + 2 = 39
cold dmg: 1d6 ⇒ 6

GM Z..D.. |

Boswick charges the champion and lays a large wound down his chest.
The Bralani surround the man, but fends off half of their attacks.
Lavode attempts to dispel any magics on Adril. This time, with a line of effect, it works. The image of Adril vanishes. In its place stands an a construct made of ice and snow. The sword it carries also is effected, and no longer crackles with electricity.
Another captured man goes free. Only two remain in chains. I think.
Theo, let me know if you still want to attack the construct.
Shouts of anger and frustration stem from the crowd.
Round 6-Bold May Act
LT
Theodric
Dr Strang
Lavode
Boswick
Voros
Adril 71/71
kelg 7/238
Kol Voss: 95/129 Rage 3/31 Guarded Stance Active

GM Z..D.. |

Dr Strang recognizes this type of magic. It is a construct or golem made of ice, created by the Simulacrum spell. The spell itself causes an illusion over the ice to resemble a creature of the creators desire.

![]() |

I don't think it's a construct, but upon seeing the deception Theo does nonlethal dmg instead; granted, it's one of the most ambiguous spells in the game.

GM Z..D.. |

From the way the spell reads,it makes a duplicate creature. So i guess it takes on the humanoid, human type? But, it is made out of ice and snow. They way I figured, the dispel magic got rid of the illusion magic making it look like Adril. So it is left with the appearance of snow and ice. Yeah, really weird spell.

![]() |

I knew it, cowardly Adril would have run off the moment he saw us! :)
More tricks! Are there any limits to this man's deception! The Paladin calls out, dismayed the Venture Captain was not actually there and they were still a step behind him.

![]() |

That traitorous cowardly b@$t@rd got away again!
Wasn't he supposed to have arrived with an ally? Is that ally present? Anyone else that doesn't look surprised that 'Adril' isn't really Adril? let me know if some other check seems more appropriate.
perception: 1d20 + 19 ⇒ (14) + 19 = 33
sense motive: 1d20 + 2 ⇒ (13) + 2 = 15

GM Z..D.. |

You are sure that the big man he arrived with is the one you put in the ice cage. The only person missing is the female that accompanied them.
Round 6-Bold May Act
LT
Theodric
Dr Strang
Lavode
Boswick
Voros

GM Z..D.. |

With the fake Adril exposed and his champion dealt with, the PC's can easily claim the Starsword and free the princess. Once freed the Princess stands and speaks to those in attendance. "For to long, the people of Arl have been ruled over by those who are not one of us. For to long we have been controlled by our superstitions. I, Princess Verrish, claim the throne. As the first Akitonian ruler, we will strive to become civilized and leave our savage ways behind." The crowd, hesitant at first, cheers at the news of the change in leadership.
The Princess then relinquishes the Starsword to Theodric. A gift from the high court and the people of Arl for exposing the false god.
While the PCs enjoy the celebration of their victory over King Adril’s tyranny, Venture-Captain Eliza Petulengro herself comes through the portal, finds the PCs, and gives them dire tidings: Adril Hestram is in the Grand Lodge of Absalom and his assault is underway. If the PCs don’t come with her immediately, the future of the Society may very well be no future at all.
This Concludes part 3
The PC's take out the champion. They look up to where Adril was and sees that he has vanished, with the princess. Moments later a large airship takes to the sky.
The PC's, guided by Kol Voss and his freed men, take Voss's ship and pursue Adril. When it appears that the PC's are about to board Adril's ship, their ship lurches to the side. The men on board start shouting in Azlanti about not being able to steer and something about the engine.
Going to investigate, the enter the engine room and find Kol Voss and two of his men slain. The PC's are then ambushed by four zombies, which began invisible, and a winter witch by the name of Natalya Yagevna. If any of your character played Scenario #4: The Frozen Fingers of Midnight, you recognize her. After the encounter, whether you kill or spare Natalya, you get the ship under control and continue to chase Adril through the skies.
The PC's and Adril engage into a ship to ship battle, imagine Pirates but in air, shooting harpoons and canons at one another. After a few rounds, Adril's ship sustains a lot of damage and crash lands into the desert.
With no where else to run, Adril and four of his remaining men confront the PC's. After another battle, you slay the men and find out the Adril you are out with is a fake.
Once you return to the city, with the rescued Princess, the PC's are hailed as heroes and a celebration takes place.

GM Z..D.. |

The glowing red portal from Akiton to the Maze of the Open Road on distant Golarion rises from the pinnacle of the towering pyramid ahead, as howling, icy winds tear across the red sands, whipping them into an angry, biting torrent. Venture-Captain Eliza Petulengro rushes up the structure, turning back only briefly to ensure that she’s being followed. Reaching the top of the massive structure, she turns to speak, but pauses for a moment to think. Her voice wavers with a twinge of desperation and fear.
“I… we… We will never catch up to Adril if we take the Maze back. He’s already in Skyreach.” Slowly, her pained expression surrenders to resolve. “I’m going to rift the portal. It’s the only way…”

![]() |

Since it is a new scenario, I guess we magically rest while following Eliza in great haste? xD
Knowledge Arcana: 1d20 + 20 ⇒ (2) + 20 = 22
"Eliza. I can't help but notice that what you're attempting is... risky. Do you want any help? There are some capable magic users in the group." says Voros slowly.

![]() |

Ever the solider, I'm ready! Boswick exclaims.
Standing near the portal holding a ready to jump pose. He'll do so as soon as he gets the go signal.

![]() |

"It would be a boring adventure if we'd, say, just use a portal in the normal manner. Please 'rift' away, Milady!"

![]() |

Knowledge (arcana): 1d20 + 2 ⇒ (16) + 2 = 18 seems safe
"Well we've come this far, let's see where this one leads us."

![]() |

Or we could take the Maze to just the first exit we encounter and teleport the rest of the way. Seems quick without the same risk of being forever lost in an inter-dimensional anomoly.

![]() |

"Lavode, the lady said 'it's the only way...' Imagine how novel you'll appear to your Andoran friends when you show up in Almas with a second head on your shoulders!"

GM Z..D.. |

"Unfortunately, where you need to be, you can not teleport too. I’m going to attempt to tear a rift into the portal chamber at Skyreach. It’s sort of foyer in the tower’s upper chambers—those reserved only for the use of the Ten and their most trusted aides. It should be the easiest chamber to access, as it doesn’t actually exist in Skyreach. It’s more of a hub connected to several dimensional corridors that run through the Grand Lodge. If and when we arrive, we shall be partially insubstantial. The Decemvirate uses this property to keep their identities obscured from one another when exiting and entering their private chambers. While the Decemvirate can enter and leave the chamber at will, we shall be visitors. In order to enter, each of us needs an envoy. Within the chamber stands a basin containing a small number of special ioun stones called eraminho. These stones act as vessels for the souls of the Society’s most trusted protectors, some even former members of the Decemvirate. By activating these stones, we can connect with the spirits to gain access to the inner chambers. Once inside, we should seek out the faction rooms first, and use them to make contact with whatever allies of the Society we each may have outside the Ten themselves. These rooms are the only neutral rooms within the upper tower, so even if Adril seizes command of Skyreach, the faction rooms will remain somewhat of a blind-spot. After that, we need to get to Shemis and protect her at all costs. All set? "
After she gives her orders, Eliza approaches the portal and sets to work, soon tearing a lightless hole in its undulating, glowing red surface. A bone-numbing blast of frigid energy shoots from the rift. The PCs resist being pulled into the blackness. An inhuman shrieking emanates from the rift. Eliza tries to yell something to the PCs as she steps into the rift, though her message is wholly unintelligible, overpowered by the shrieking of the void. Seconds later she vanishes into the blackness.

![]() |

The good doctor is a little disappointed to be leaving Akiton, not expecting to get an opportunity to visit another planet again, any time soon.
Still, the game was certainly afoot, as he had heard once said. No time to dawdle.
He watches with intellectual fascination, as Eliza works on manipulating the portal, picking up what she's doing quite easily... though it elicits little more than a raised eyebrow. He seems more interested in seeing it in action, success or failure, than whether there is success or failure.
He doesn't offer to help, more interested in observing.
"Certainly seems like we're in triage mode here." He says absently, as the Venture-Captain relays the gravity of the situation. "Of course, its felt like that since this whole mess started."
News of the ioun stones seems to really draw his attention though.
"Really? Ioun stones with souls contained within?" He exclaims, unable to keep a small note of excitement out of his voice. "I've occasionally theorized about such a setup, though mostly just as a thought experiment... and certainly not with this particular purpose in mind."
He smiles slightly. "I can't wait to examine them."
"What is Shemis' part in all of this?" He asks, with a slight frown. "Do we hope she can divine some of Adril's plans, or are we hoping to keep Adril from using her to divine someone elses?"
He seems ready to go, though casts a few spells while waiting for the portal to be completed.
Casting Overland Flight, Greater False Life (for 2d10 + 13 ⇒ (7, 6) + 13 = 26 temp hps), Heightened Awareness, and Mage Armor on himself (all of these were already cast, so we'll just say they have really long durations)
Also casting Communal Air Walk, targeting Theodric and Boswick.

GM Z..D.. |

"Shemis is the only one who can stop Adril due to her abilities. Shemis is the biggest threat to his power." Eliza says.

![]() |

Buffs:
Ant Haul - dur 26 hours
Mage Armor - dur 13 hours
Bless (on group) - dur 13 minutes
Polypurpose Panacea, Clarity - dur 1 min
Vanish - dur 5 rounds
I'm assuming enough time has passed that we have our spells slots back.
While Eliza works, Lavode casts a minor spell to help the group face their fears (if they have any). cast Bless on group Then another spell on himself. cast Polypurpose Panacea on self
{sigh} Well, if we are going to do something reckless and suicidal, we may as well get it over with. Lavode spreads his wings and flies toward the rift. He casts a last spell and disappears just before reaching it. cast Vanish

![]() |

Theo Self Buffs: (does not include party buffs by casters)
Jump 1min
Power of the Giants, Enlarge+ColdResist4+1d6ColdDmg1/round (2min)
Invisibility 3min
Protection from evil 3min
Feather step 10min
Spider climb 30min (unless Air Walk is cast on Theodric)
Antiplague/antitoxin 60min

![]() |

As soon as the Venture Captain steps through, Boswick is hot on her heels, and steps through the portal!

GM Z..D.. |

Yes. I assume there is night of celebration before Eliza comes through
The darkness thins only slightly, ebbing into a deep, blackish purple twilight. The surrounding space appears without clear definition or form. Distance is difficult to judge, though there appears to be some sort of a perimeter marked by darker, shadowed arches.
As each of you look around, nothing can be noticed. Everyone appears to be medium sized silhouettes. You call out to each other, but even the voices can not be discerned.
Need everyone to give me a DC 19 fortitude check or you are sickened for "1 hour"

![]() |

Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Strang is fascinated by the entire experience... and even once they are seem to appear... wherever it is they are... he suddenly is more interested in studying the effects than the actual location.
Any knowledge to be gleaned here?

GM Z..D.. |

Nothing that the GM is aware of
Dr Strang believes this is a magical effect to help shroud the identities of the ten.

![]() |

Fortitude DC 19: 1d20 + 16 ⇒ (14) + 16 = 30
Fascinating! well, that beats a hat of disguise I guess... but too much would get lost in translation methinks... no facial expression... no seductive batting of eyelashes... oh my, the horror!

![]() |

Voros downs a few extracts before following Eliza.
False Life for 1d10 + 10 ⇒ (8) + 10 = 18 temp HP and Ablative Barrier.
Fort save DC 20: 1d20 + 14 ⇒ (12) + 14 = 26

![]() |

Fort Save DC19: 1d20 + 20 ⇒ (1) + 20 = 21 Good thing no auto-fail..lol
Boswick looks around at all the non-descript figures, time to find the way out of here. But first to find the ioun stone.
Boswick looks around for what might be the ioun stones that were mentioned by the VC.

![]() |

1 is an auto fail on a save. Only skill checks have no autofail. Unless there's some other ability in play?
GM, is there a way to tell these are pathfinders, and not actual shadows or the like? Be a great way to set up a trap. =)
Oh crap...your right! I always get that wrong. Good thing Boswick has sickened as one of his mercies.
Boswick gets a sickening feeling in stomach, he lays on hands to alleviate the symptoms.