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Coptidel's Crafting (E): 1d20 + 10 ⇒ (15) + 10 = 25
Gortek hangs back a moment as Coptidel recognizes these constructs as necrophidius. Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic. Being constructed of mostly bones it seems quite weak against bludgeoning strikes.
His meteor hammer seems very effective as it shatters through several bones along the coiled snake body.
★★★
Sanctum Guardians Round 1
──────────
BOLD: GO!:
──────────
➤ Avonatha (46/46 HP) │ Mage Armor +1
Coptidel (78/78 HP) │ Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (0/ HP)
➤ Amarië (36/36 HP) │ Mage Armor +1
Necrophidius (Red) (-18 HP)
Necrophidius (Blue) (-0 HP) │ 25' down in the Pit
Necrophidius (Green) (-0 HP)
Necrophidius (Yellow) (-0 HP) │ 25' down in the Pit
Necrophidius (Pink) (-0 HP) │ 25' down in the Pit, Smite Evil (Coptidel)
Barad (73/73 HP) │ Heal 1HP/min
Gortek (100/100 HP)

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The elven wizardress move forward 5' and then begins to chant Ast reaer toes tonthei as a glob of acid merges from her hand to strike at red
1d20 + 11 ⇒ (20) + 11 = 31 acid splash 3rd lvl cantrip, crit
2d6 + 4 ⇒ (2, 3) + 4 = 9
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.

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They are in sight if you are at the edge of the pit, just 25 feet down.

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1 person marked this as a favorite. |

Botting as it has been over 24 hours.
@Avon- Your acid splash should only be 1d6+4 heightened to 3rd level.
Avon splashes a bit of acid right into the skull of the wounded construct It sizzles and pops as the acid burns holes clean through the skull. Crit for 12 damage and 2 Persistent.
At the edges of the pit Frogger leans down and sends a shock into a pair of the constructs below.
Frogger Electric Arc: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Pink Reflex DC 21: 1d20 + 11 ⇒ (15) + 11 = 26
Blue Reflex DC 21: 1d20 + 11 ⇒ (3) + 11 = 14
Amarië steps around and sends a more powerful shock of her own into the pair.
Amarië Electric Arc: 3d4 + 4 ⇒ (1, 3, 3) + 4 = 11
Pink Reflex DC 21: 1d20 + 11 ⇒ (8) + 11 = 19
Yellow Reflex DC 21: 1d20 + 11 ⇒ (20) + 11 = 31
The mindless constructs twist around to bite at Coptidel and Piney as the remaining three try to climb out from pit.
Red Jaws vs Coptidel AC 25: 1d20 + 8 ⇒ (6) + 8 = 14
Red Jaws vs Coptidel AC 25: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Blue Climb DC 20: 1d20 + 10 ⇒ (6) + 10 = 16
Blue Climb DC 20: 1d20 + 10 ⇒ (17) + 10 = 27 Progress 5 feet.
Blue Climb DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
Green Jaws vs Piney AC 19: 1d20 + 8 ⇒ (6) + 8 = 14
Yellow Climb DC 20: 1d20 + 10 ⇒ (17) + 10 = 27
Yellow Climb DC 20: 1d20 + 10 ⇒ (11) + 10 = 21
Yellow Climb DC 20: 1d20 + 10 ⇒ (20) + 10 = 30 Progress 20' total
Pink Climb DC 20: 1d20 + 10 ⇒ (10) + 10 = 20
Pink Climb DC 20: 1d20 + 10 ⇒ (17) + 10 = 27
Pink Climb DC 20: 1d20 + 10 ⇒ (17) + 10 = 27 Progress 15' total
Alas noone takes any damage as the bites all miss and the constructs climb higher out of the pit.
Red Persistent Flat Roll: 1d20 ⇒ 16
★★★
Sanctum Guardians Round 1 / 2
──────────
BOLD: GO!:
──────────
➤ Avonatha (46/46 HP) │ Mage Armor +1
➤ Coptidel (78/78 HP) │ Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (48/48 HP)
➤ Amarië (36/36 HP) │ Mage Armor +1
Necrophidius (Red) (-32 HP)
Necrophidius (Blue) (-7 HP) │ 20' down in the Pit
Necrophidius (Green) (-0 HP)
Necrophidius (Yellow) (-0 HP) │ 5' down in the Pit
Necrophidius (Pink) (-14 HP) │ 10' down in the Pit, Smite Evil (Coptidel)
➤ Barad (73/73 HP) │ Heal 1HP/min
➤ Gortek (100/100 HP)

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Thank you for botting. Sorry! Had some family come into town. Busy the last few days. Will be able to post once a day from now on though!
Frogger continues with the electricity. "Let's see if this works again. I'm a bit rusty though."
◆◆ Cast Electric Arc on Pink and Yellow.
Electricity damage, DC 21 Basic Reflex: 3d4 + 4 ⇒ (2, 3, 3) + 4 = 12
"Hey Piney. How you doing over there, buddy? Think you got this?"
◆ Command Piney - Strike twice
Branch: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d8 + 3 ⇒ (3) + 3 = 6
Branch: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
damage: 1d8 + 3 ⇒ (6) + 3 = 9

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Thank you for botting me as well - seems that the site ate my earlier post! ><
"Frogger, I think you've got the right idea!" Amarië then casts electric arc onto Pink and Red, before taking a 5ft step behind Barad.
"I think you are much more suited for the front line than myself!"
(◆◆) Cast Electric Arc on Pink and Red
Electricity damage, DC 21 Basic Reflex: 3d4 + 4 ⇒ (1, 1, 4) + 4 = 10
(◆) 5ft step behind Barad

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Barad acts quickly and decisively, stepping (◆) into the space Amarie left, then lowering his head with determination as he brings his flamberge down on the green-tinged creature with a power attack (◆◆).
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (18) + 16 = 34
Magical Slashing Power Attack Damage: 3d12 + 4 ⇒ (3, 5, 6) + 4 = 18
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)
Briefly, over his shoulder, "Of course, m'lady."
-----
If an opportunity to attack (↺) arises from one of these enemies, Barad will take it, prioritizing enemies that have already been heavily damaged.
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (17) + 16 = 33
Magical Slashing Damage: 2d12 + 4 ⇒ (1, 4) + 4 = 9
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

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Gortek rushes forward to help Coptidel, unleashing his inner rage on the way to the already damaged Necrophidius, and tries to hit him (Red) by quickly changing the grip on his dwarven War Axe.
Large +1 Striking Cold Iron Dwarven War Axe: 1d20 + 17 ⇒ (8) + 17 = 25
Magical Slashing Damage: 2d12 + 10 ⇒ (7, 9) + 10 = 26
◆ Stride
◆ Rage
◆ Strike with Dual-Handed Assault (against Red)
If Red is already done because of the electricity damage, Gortek will do the same actions but towards Green, flanking him with Piney.

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1:Strike
2:Strike
3:Step
Coptidel looks around his companions with a confused face. His hireling did say that their bones were brittle, right? So why doesn't everyone use bludgeoning weapons?
When all you have is a hammer.He sighs.
This fling of thought passing, Coptidel returns to his fight. Since they are constructs, using the energy granted by the good gods would be a waste of time. As perfect Iomedae is, she is sure to understand.
Copidel finds two opportunities to swing his Meteor hammer.
strike vs red: 1d20 + 15 ⇒ (6) + 15 = 21 for bludgening: 2d8 + 4 ⇒ (1, 5) + 4 = 10
strike 2 vs red: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17 for bludgening: 2d8 + 4 ⇒ (6, 2) + 4 = 12

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@Coptidel- Your target has been destroyed if you wish to retcon your actions / target.
Barad and Amarië swap positions as their styles have complimented each other for some time now. Barad's blade shatters through half of the skeletal frame as it sends cracks through the skull with the powerful blow.
Gortek's axe absolutely destroys the construct as several bones fling back into the pit.
While Piney misses both Frogger and Amarië continue to send small pulses of electricity into the pit.
Pink Reflex DC 21: 1d20 + 11 ⇒ (16) + 11 = 27
Yellow Reflex DC 21: 1d20 + 11 ⇒ (8) + 11 = 19
Pink Reflex DC 21: 1d20 + 11 ⇒ (11) + 11 = 22
Yellow Reflex DC 21: 1d20 + 11 ⇒ (8) + 11 = 19
★★★
Sanctum Guardians Round 1 / 2
──────────
BOLD: GO!:
──────────
➤ Avonatha (46/46 HP) │ Mage Armor +1
➤ Coptidel (78/78 HP) │ Heal 1HP/min
Frogger (58/58 HP)
⠀⠀Piney (48/48 HP)
Amarië (36/36 HP) │ Mage Armor +1
Necrophidius (Blue) (-7 HP) │ 20' down in the Pit
Necrophidius (Green) (-36 HP) │ FF until start of Barad's turn
Necrophidius (Yellow) (-22 HP) │ 5' down in the Pit
Necrophidius (Pink) (-25 HP) │ 10' down in the Pit, Smite Evil (Coptidel)
Barad (73/73 HP) │ Heal 1HP/min
Gortek (100/100 HP) │ Temp HP 10

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The elven wizardress begins to chant again, her words filled with power and her movements bending arcane energy Ast thrhindon rupitrue melndor as a slick sheen of grease begins to cover the pit between 5 and 3.
You conjure grease, with effects based on choosing area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
dc 21
Seeing that her spell has worked, she chants once more and a mystical shield protects her

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Avon covers the sides of the pit in a thick sheen of slippery grease as the necrophidius begin to slip.
Pink Reflex DC 21: 1d20 + 11 ⇒ (18) + 11 = 29
Yellow Reflex DC 21: 1d20 + 11 ⇒ (10) + 11 = 21
The sharp bones seems to barely have a decent hold in the stone walls as the constructs hang on tight. Coptidel's hammer quickly removes another of the constructs as it's body can't hold together any longer.
The remaining three try to leave the confines of the pit.
Blue Climb DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
Blue Climb DC 20: 1d20 + 10 ⇒ (19) + 10 = 29
Blue Climb DC 20: 1d20 + 10 ⇒ (13) + 10 = 23 Progress 15 feet
Yellow Climb DC 20: 1d20 + 10 ⇒ (12) + 10 = 22
Yellow Reflex (Grease) DC 21: 1d20 + 11 ⇒ (5) + 11 = 16
The necrophidius reaches for the surface just as it slips on the grease and plummets back to the bottom of the pit. Much to all of your amazement the construct falls much, much slower that it should.
The area is low gravity. Your bulk is halved and you can jump twice as high and twice as far. As for fall damage you ignore the first 10 feet and only take bludgeoning damage for a quarter of the remainder of the fall.
Yellow Climb DC 20: 1d20 + 10 ⇒ (15) + 10 = 25
The mindless construct squirms back up and begins the climb once more.
Pink Climb DC 20: 1d20 + 10 ⇒ (7) + 10 = 17
Pink Climb DC 20: 1d20 + 10 ⇒ (8) + 10 = 18
Pink Climb DC 20: 1d20 + 10 ⇒ (17) + 10 = 27
★★★
Sanctum Guardians Round 2 / 3
──────────
BOLD: GO!:
──────────
➤ Avonatha (46/46 HP) │ Mage Armor +1
➤ Coptidel (78/78 HP) │ Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (48/48 HP)
➤ Amarië (36/36 HP) │ Mage Armor +1
Necrophidius (Blue) (-7 HP) │ 5' down in the Pit
Necrophidius (Yellow) (-25 HP) │ 20' down the pit
Necrophidius (Pink) (-25 HP) │ 5' down in the Pit, Smite Evil (Coptidel)
➤ Barad (73/73 HP) │ Heal 1HP/min
➤ Gortek (100/100 HP) │ Temp HP 10

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Barad nods his head to Coptidel, admiring the elf's swift strike even as the young human aasimar slides his left hand to the heavy pommel of his two-handed blade, pulling it towards him as a counterbalance to gain momentum for a new strike (◆) at the pink-hued creature:
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (8) + 16 = 24
Magical Slashing Damage: 2d12 + 4 ⇒ (8, 11) + 4 = 23
...followed by a second strike (◆) at the same target:
+1 Striking Cold Iron Greatsword: 1d20 + 16 - 5 ⇒ (11) + 16 - 5 = 22
Magical Slashing Damage: 2d12 + 4 ⇒ (6, 10) + 4 = 20
He then whispers celestial words in arcane cant to cast Shield (◆) from his invested and Wayfinder-slotted Aeon Stone (Hardness 10).
-----
Should an Attack of Opportunity (↺) arise:
+1 Striking Cold Iron Greatsword: 1d20 + 16 ⇒ (11) + 16 = 27
Magical Slashing Damage: 2d12 + 4 ⇒ (10, 3) + 4 = 17
Critical: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(If applicable)

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With his foe (Red) downed, Gortek moves to the other side of the pit and tries to hit the creature that has nearly succeeded in climbing to the top of the pit (Blue), again by using his two hands with his War Axe.
◆ Stride
If one stride is not enough to be in range, double move and no 3rd action.
+1 Striking Dwarven War Axe: 1d20 + 17 ⇒ (17) + 17 = 34
Rage Magical Cold Iron Slashing Damage: 2d12 + 10 ⇒ (11, 10) + 10 = 31
◆ Strike with Dual-Handed Assault (against Blue)
If it's a crit, it would be 62! Oh my!
Rage Magical Cold Iron Slashing Damage: 2d12 + 10 ⇒ (1, 3) + 10 = 14

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With one of the constructs drawing near the surface Barad deftly slashes it back down into the pile of bones below as Gortek shifts to the opposing side and destroys another.
★★★
Sanctum Guardians Round 2 / 3
──────────
BOLD: GO!:
──────────
➤ Avonatha (46/46 HP) │ Mage Armor +1
➤ Coptidel (78/78 HP) │ Heal 1HP/min
➤ Frogger (58/58 HP)
⠀⠀➤ Piney (48/48 HP)
➤ Amarië (36/36 HP) │ Mage Armor +1
Necrophidius (Yellow) (-25 HP) │ 20' down the pit
Barad (73/73 HP) │ Heal 1HP/min
Gortek (100/100 HP) │ Temp HP 10

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The elven wizardress moves 10 ft over begins to chant Ast reaer toes tonthei as a glob of acid merges from her hand to strike at yellow
1d20 + 11 ⇒ (12) + 11 = 23 acid splash
1d6 + 4 ⇒ (2) + 4 = 6 +2 splash acid

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1:Stride (and fall... on the creature if possible?)
2:Strike
3:Strike
Copidel jumps and atttack from above!
strike vs yellow: 1d20 + 15 ⇒ (6) + 15 = 21 for bludgening: 2d8 + 4 ⇒ (3, 5) + 4 = 12
strike 2 vs yellow: 1d20 + 15 - 5 ⇒ (1) + 15 - 5 = 11 for bludgening: 2d8 + 4 ⇒ (3, 5) + 4 = 12

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Avon's acid weakens the construct as Coptidel dives into the pit, his meteor hammer shattering the final guardian. You take 3 damage from the fall.
Coptidel lands on a pile of bones below.
Frogger's Perception (E): 1d20 + 13 ⇒ (19) + 13 = 32
Coptidel's Perception (E): 1d20 + 12 ⇒ (20) + 12 = 32
Avonatha's Perception (E): 1d20 + 10 ⇒ (8) + 10 = 18
Gortek's Perception (E): 1d20 + 13 ⇒ (16) + 13 = 29
Barad's Perception (T): 1d20 + 9 ⇒ (2) + 9 = 11
Amarië's Perception (T): 1d20 + 8 ⇒ (14) + 8 = 22
Frogger and Coptidel notices something strange about all of the bones. There are four types of skeletons in the pits: Medium humans, Small tailed reptilian humanoids with a snout, Small ratfolk, and Large four-armed humanoids with a broad build and prominent lower tusks.
Coptidel is pretty sure that these are common species from the fourth planet out from the sun, Aikiton. In addition to the humans, you identify ikeshtis, ratfolk and shobhads. Furthermore, you realize they all died of starvation.
You explore the rest of this area, but do not find much of interest. Since it is secure, you can spend ten minutes refocusing, healing or doing other things while traveling on to your next destination. If you need any supplies, Zendel with the supply caravan, is always able to sell you things.
Construct Success and Hero Point to Gortek.
With this being a fast-paced special I am moving us forward. Feel free to note medicine, purchases and refocusing in your next post, and then react to the present moment.
As you are walking back through the hallways, a small yellow rabbit hops into sight, gesturing frantically at the hallway it emerged from. Once spotted, it bounds away, back the way it came. This is one of the routes you have not explored yet.

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arcana 1d20 + 13 ⇒ (12) + 13 = 25
This rabbit is acting strangely, almost as if it were the familiar of a wizard or a sorcerer she says as she pets BooBo, her snowy white owl familiar.

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Amarië watches as the rabbit hops off, "Come back! We won't hurt you..."
She then looks towards Avonathalanthalasa, "If you think that is what it is, should we follow it to where it came from and is going back to?"

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Barad breathes a bit easier after the fight and after offering to assist (aid another) any medics among the team, flipping the mask of his helm up to give him a better field of view. "I concur. Judging by what Avonathalanthalasa says, it could be trying to fetch us."
He will stay on-guard if the group moves forward on this, but will try to be less on-edge.

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Once the last enemy is destroyed, Gortek takes a deep breath and calms himself down (Rage ends).
He looks around to see if anybody is hurt and then looks down the pit.
He helps the others investigate the area and, as soon as he sees the rabbit, tries to understand better the situation:
Religion: 1d20 + 11 ⇒ (10) + 11 = 21
After hearing Amarie’s suggestion, he agrees with that:
‘Let’s find out what’s going on with this rabbit!’

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Be on guard, however, the rabbit's Master is probably still alive and we enter into unknown territory she states to the group.

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Gortek looks toward the brunette elf:
’How do you know that the rabbit’s master is still alive, Avo? Do you sense his presence?’
Gortek thinks for a moment, frowns a bit and declares:
‘And is it really unknown territory or more so Pathfinders’s territory? I thought that the maze of the open road was a gift from a very old elf Druid to the organization?’

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From my understanding of the connection between a familiar and their owner, myself being a specialist with familiars, Wysiwygg Gortek, the link is severed at the death of the Master. The familiar will then revert to being a normal animal.
At the same time we do not know where or when we are at. The gravitational fields worked differently in the room where we battled the Necrophidii.
And as an aside, it is either Avonathalathalasa or Avonatha, not Avo

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Frogger's Survival (E): 1d20 + 13 ⇒ (13) + 13 = 26
Coptidel's Survival (): 1d20 + 10 ⇒ (3) + 10 = 13
Gortek's Survival (U): 1d20 + 3 ⇒ (10) + 3 = 13
Amarië's Survival (U): 1d20 + 6 ⇒ (6) + 6 = 12
Frogger's Nature (E): 1d20 + 13 ⇒ (10) + 13 = 23
Coptidel's Nature (): 1d20 + 2 ⇒ (20) + 2 = 22
Avonatha's Nature (T): 1d20 + 10 ⇒ (14) + 10 = 24
Barad's Nature (E): 1d20 + 9 ⇒ (3) + 9 = 12
Amarië's Nature (U): 1d20 + 6 ⇒ (11) + 6 = 17
The bouncing rabbit is traveling swiftly down the halls ahead of you. You quickly lose sight of him, though Frogger manages to spot bits of shed yellow fur at key moments to keep you following the rabbit. This success avoided a deadly trap.
As you are following the rabbit's trail, you catch sight of the errant familiar. Suddenly, the rabbit's ears perk up and it stops, eyes wide and body frozen in place.
Avonatha realizes immediately that the rabbit has tracked a dangerous predator. Sure enough, you all hear the sounds of tearing meat and a couple of low growls, then more tearing meat. Then everyone spots a large bear up ahead, gnawing on the body of a dead Pathfinder.
It is possible for all of you to sneak past the bear, rather than fighting it with a successful stealth check. But perhaps our druid could use Wild Empathy if he wishes? The bear has not seen you yet.

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After the bear is dealt with, can she try and communicate with the bunny? Have Boobo follow?

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"Look, there! A bear." Frogger whispers. "I can try to calm it down and let us pass. It's probably not hungry as it's eating a dead..." He does not continue the train of thought.
I can definitely use Wild Empathy vs the bear. Does the team want to go this route? I'm up for it. Have a +11 to Diplomacy.

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Barad nods, "A nonviolent solution would be preferable. If there's anything you need us to do that could help you in this effort...?"

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Frogger shakes his head and slowly walks in to the room, giving the bear a wide berth.
"Hello there bear," Frogger whispers as he approaches. "Hello there bear," he repeats a bit louder. "I see you're busy eating. My friends and I would like passage without being harmed. Will you let us pass?"
Wild Empathy, Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
Ooph, will use Hero Point.
Wild Empathy, Diplomacy w/ Hero Point: 1d20 + 11 ⇒ (15) + 11 = 26

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That is a crit success!
It takes several minutes of Frogger coaxing the bear down a different avenue so that the rest of the group will pass. Though after some time the bear becomes a bit indifferent and doesn't seem to care about you at all as its belly is quite full now.
The rabbit leaves with you, and continues taking you through the tunnels. At the end of the tunnel you see a dwarven female Pathfinder, swaying in exhaustion and dripping blood from obvious bear wounds. She stands in a square not moving her feet at all. "Stop!" she calls, holding out the palm of her hand out for emphasis. "My name be Gloma, and I be a right idiot. I've likely killed myself, and I do not want it be on my conscious you die too. My partner and I, we ran smack into a cave bear. It killed him, and nearly got me, but I ran here..."
She points down at her feet. "That be the pressure plate I stepped on like a damn fool. If I step off, it will set off a nasty, nasty flensing trap. I be barely alive now..." She points at the rabbit. "I sent Topaz to find help. If you can disable the trap, wonderful. If you cannot... Could you take my will and testament?"
This trap can only be disabled by Expert level Thievery.

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Coptidel is ready to sacrificed himself for the need of others.
Then, Avona suggests using a conjured animal with equivalent weight. Coptidel feels relieved.
Still, he want to be prepared for a mishap. He use a Wayfinder of rescue. heal: 1d8 + 8 ⇒ (4) + 8 = 12
He also go close to do a champion's reaction.
"Everything will be okay. We have a plan. It will be okay." reassures Coptidel.
He takes an antidote, lesser.

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The group prepares as Avonatha summons a small riding pony oto the pressure plate. Gloma looks back cautiously as the group waves her onto them. Taking a few shaking steps she runs and makes it to safety around the corner.
After roughly a minute the pony disappears back to where it came from as the group is on standby to protect the pony and make sure it comes out of this completely unharmed and without a scratch on its body as the pressure plate lifts. Dozens of long blades spring up from the floor, ceiling, and walls slicing into the open air. With the pony gone it remains unharmed. Gloma begins to cry as her shaking hands thank you. "I thought for sure I was dead. Thank you so much."
You wave farewell to Gloma and Topaz. With the Pathfinder rescued, it's time for your group to start exploring again as you are not afforded much time.
Rescue Success
You travel through the twisting and winding hallways, hearing a low moan. "Uby, Uby, wake up!"
As you rush forward, a tiny bat-like humanoid paces back and forth, tugging his long ears. “Oh, no, no, no! How will I get her—Ack!"
The little bat-like humanoid leaps back, and studies your entire group with wide eyes. After his eyes dart back and forth a couple times, he points at your wayfinders and starts jumping up and down. "Uby, wake up! We are saved! We are--" His ears droop again, as he looks down at a crumpled fellow bat-thing that is clearly unconscious.
He strokes her head and looks up at you. "You are Pathfinders, yes? The ones who use the maze? Yes! Wonderful! I am Paxle! I live in the Maze of the Open Road. Something strange has happened! My friend Uby and I sensed something off with a portal, so we left to investigate. We found this strange place and an even-stranger device. It was a ball of metal and glass with many moving parts. The device gave us fun visions! But after Uby's last vision, she didn't wake! Come, Pathfinders! Enter the vision and save her!”

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Barad tries to think quickly, sweating juuust a bit....
"Amarie, look out, Bentley's eating a copper piece!" He suddenly shouts, pointing at the Raccoon - in the OPPOSITE direction of the trap-and-pony show!
Deception: 1d20 + 10 ⇒ (3) + 10 = 13
^^;
Seriously considering a hero point here...ah screw it. Sure.
Deception: 1d20 + 10 ⇒ (20) + 10 = 30
!!!

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As Amarië starts to speak up in opposition, she startles at Barad's words, then starts looking behind her for Bentley. Cooing for him, "Bentley... Bentley, come on, give me the copper piece... I have some nice treats for you in my bag..."
Reaching into her bag, Amarië pulls out a trail ration, and starts holding it to distract the raccoon, oblivious to the other actions going on around her.

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She would have summoned something like a hippogriff or a Pteranodon, not a boring old pony, lol.

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Avonatha is relieved that she was able to faciliate the rescue of the dwarven wizard and her bunny familiar without any harm coming to the animal that she summoned.
She gives the bunny a pet and a kiss on his head and wishes the bunny and his master well as they continue their journey.
Does she recognize what the little bat things are?

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Frogger's Nature (E): 1d20 + 13 ⇒ (12) + 13 = 25
Coptidel's Nature (): 1d20 + 2 ⇒ (7) + 2 = 9
Avonatha's Nature (T): 1d20 + 10 ⇒ (7) + 10 = 17
Barad's Nature (E): 1d20 + 9 ⇒ (4) + 9 = 13
Amarië's Nature (U): 1d20 + 6 ⇒ (4) + 6 = 10
"I, Paxle, will lead you through the vision!" Paxle picks up his unconscious friend, clearly straining under the weight as he rocks back and forth, trying to regain his balance. "Follow me!"
Frogger recognizes these pair of creatures as Nykteras, or bat sprites!
The desperate sprite leads you to a chamber with a small glass orrery keyed with numbers and letters written in a language you do not know. "See?! Ball of metal and glass! Very pretty! Pieces move! Visions come!"
Arcana, Crafting, or Occultism check to figure out more about how the orrery works

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Very intrigued by the orrery, Gortek tries to mobilize his knowledge to better understand how this mechanism works. Seeking some help, he also holds his polished silver Wayfinder and asks for guidance from the benevolent deities who have blessed his cherished compass:
Crafting, Guidance: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28