
![]() |

"Kya, you might find it more satisfying to save a life in battle with your special healing, rather than when we have time to rest and heal ourselves." Drakmak smiles at the halfling.

![]() |

”Whew! That was intense.” Nanoc sighs with worry. ”What else are we going to meet in this weird place?”

![]() |

"Thank you Kya, but I think I'll be ok for now." Adoril pats out the last of the flames on his clothing. He hefts his guisarme up onto his shoulder, it'll be better to have easier access to he thinks. "Erastil willing, we won't find anything much more threatening in here."

PFS 2 GM ZD |

nothing else remains in this room. The adventurers lead further into the tunnel.
Kya Mossfoot, Search: 1d20 + 7 ⇒ (20) + 7 = 27
Adoril, Search: 1d20 + 6 ⇒ (18) + 6 = 24
Sid Backburn, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Scuttlesnarp, Avoid Notice: 1d20 + 7 ⇒ (9) + 7 = 16
As they enter the final chamber in this section. A mound of gold coins sits in the middle of the chamber. Beside the mound is the still-smoking body of the Pathfinder, Carine.
As Adoril, Kya, and Sid enter the room, they detect a magical sensor to a trap.
Trained thievery to disable it without triggering the trap or dispel magic with a counteract check...which none of you can do because it's a 2nd level spell...

![]() |

Drakmak desperately looks through his spell book, I'm sure I've the spell.... but no spell he can find can dissipate a strong magic, he shrugs his shoulders. "Oh..." he says sadly, as he sees the body of Carine and he retreats out of the room. The gold will still be there when we come back.... he tells himself.
Perhaps I could help, these fingers can .... but no tools...

![]() |

Scuttlesnarp cracks his knuckles and sets to work on the trap.
Thievery: 1d20 + 7 ⇒ (4) + 7 = 11
Hero Point: 1d20 + 7 ⇒ (16) + 7 = 23

![]() |

Adoril will wait for the all clear from Scuttlesnarp and check Carine for signs of life. "I'm no medic, I might need some help"

PFS 2 GM ZD |

Scuttlesnarp deactivates the sensor, making it safe for the others to check in on Carine.
A quick check reveals that she is too far gone to be revived by traditional means.
Inspecting the gold closer reveals that it is nothing but lead coins with a thin coating of gold paint.
Another Mission Completed, will move onto the next encounter
1d2 ⇒ 2
The walls of this grand entry chamber are carved with faded images, from tentacled monsters and ritual ceremonies to flying wagons and other strange machines. A mound of tattered paper, fabric, and other refuse sits in the center of the room—clearly an animal’s nest. Beyond the chamber is a grand library filled with books and beautiful statuary.
As you approach the nest, a wolverine comes out and begins to growl at the party.
You can choose to handle this non-violently. A nature check can get this wolverine to calm down. A second nature check to get him to leave the library. Those with Wild Empathy gain a +2 circumstance bonus to this check, or alternatively, they can use diplomacy instead.

![]() |

Nature: 1d20 + 4 ⇒ (2) + 4 = 6
Nanoc also tries to hush the wolverines as he follows Sid's way of calming them, but he seems distracted about the fallen agent just a while ago.

![]() |

Drakmak watches on as Sid looks like he might be antagonising the animal, rather then calm him, so the merchant concentrates on anticipating the animal's movements as he tries to remember anything about the animal that might make it easier to handle or make it easier to defend and fight against it, if things turn nasty.
Nature +0

PFS 2 GM ZD |

The wolverine continues to growl.
Will wait a little longer to see if anyone else wants to attempt or re-roll
Failure will lead to combat
Drakmak's Nature (U): 1d20 + 0 ⇒ (8) + 0 = 8
Drakmak does not recall any information about the wolverine, other than its name.

![]() |

**HOUSE GM ANNOUNCEMENT**
”That’s it, Pathfinders!” Eando Kline shouts over the din. ”The area is almost secure!”
Table GMs, this is your 8-hour warning before we move to Part 2.

PFS 2 GM ZD |
1 person marked this as a favorite. |

Since we will not be able to complete the next encounter, we will just standby to start Part 2

![]() |

**HOUSE GM ANNOUNCEMENT**
The stranded Pathfinder has been saved!
Table GMs, the Pathfinder Found condition on page 9 is in effect.

![]() |

**HOUSE GM ANNOUNCEMENT**
With the lower levels of the ruins secure, Venture-Captain Armeline Jirneau calls the Pathfinders together once again. “Excellent work, Pathfinders! The area’s secure and the path to the upper levels is now clear. What’s more, we have news.” she says, gesturing at the glowing arch. “We’ve discovered that this potent artifact is called the Eternity Arch. It’s resonating with some sort of magical focus nearby, and this resonance is what’s causing the Maze of the Open Road to malfunction. Using this connection, we determined that the focus is somewhere above us, higher in the ruins. We must find the focus and sever its connection to the arch.”
“It’s cold in the upper levels. We’re distributing warm clothing now. Remember, we don’t know what the focus is, so leave no stone unturned. Be safe and stay in touch. Let’s move, Pathfinders!”
Table GMs, please begin Part 2.

PFS 2 GM ZD |

Pathfinder Found condition: A rescued Pathfinder warns the party about animals from the Maze of the Open Road that chased them here. At the start of the next encounter, the PCs each gain a +2 circumstance bonus when rolling initiative.
randomness: 1d4 ⇒ 2
Calisro Benarry paces in a chilly tunnel, laughing with a few fellow Pathfinders as they pass around a flask and take a short break. She shakes her head. “Teach me to travel with these layabouts, eh? You’ll want to go on ahead, but be sure to save me the exciting path!”
After a few twists and turns, the stone corridor transitions into a massive, red stone cave. The ceiling collapsed long ago, revealing the starry night sky and letting snow and wind into the ruins. A glowing purple rift at the far end of the chamber widens by the moment.
When the party enters the chamber, they hear a deep feminine voice calling for aid, saying, “Felise! Where are you? I don’t know where I am! I don’t even know when I am... Felise! Can you hear me?”
In front of the rift is what appears to be a female, which you can surmise that is trying to open the rift even further...which would be bad. Beside her stands a small reptile of some kind.
Kya Mossfoot, Search: 1d20 + 7 ⇒ (8) + 7 = 15
Adoril, Search: 1d20 + 6 ⇒ (7) + 6 = 13
Sid Backburn, Search: 1d20 + 7 ⇒ (6) + 7 = 13
Scuttlesnarp, Avoid Notice: 1d20 + 7 ⇒ (12) + 7 = 19
Drakmak, Detect Magic: 1d20 + 4 ⇒ (17) + 4 = 21
Nanoc Evitceted, Investigate: 1d20 + 6 ⇒ (14) + 6 = 20
hag: 1d20 + 11 ⇒ (11) + 11 = 22
raptor: 1d20 + 6 ⇒ (19) + 6 = 25
Map 18. Snow is difficult terrain. The ice is difficult and uneven terrain, requiring DC 15 acrobatics to balance.
The female notices your presence and casts a spell and places a second hand on her staff.
Round 1-Bold May Act
GM-Female
Drakmak
Nanoc
GM-Reptile
Scuttlesnarp
Kya
Adoril
Sid

![]() |

Seeing the threat a while away, the orc uses his staff to help him walk through the snow towards the woman and reptile, although only giving himself a little extra protection by using his magic.
◆ - Cast Shield
◆ - Stride spd 25ft, 2 squares in difficult terrain
◆ - Stride spd 25ft, 2 squares in difficult terrain
Not sure if he gets an extra square by using 2 stride actions?

![]() |

Nanoc moves toward the female. ”Hey! Who are you? What are you doing here?” he shouts across the vastness of snow. ”And what's that thing behind you? And is that your pet?” he bombards her with more questions as he walks toward them.
◆◆◆ Stride

PFS 2 GM ZD |

I'll allow it.
Drakmak and Nanoc advances.
reptile athletics: 1d20 + 8 ⇒ (9) + 8 = 17
The reptile moves and then attempts to jump the slippery ice but lands just before reaching the other side.
Round 1-Bold May Act
GM-Female
Drakmak
Nanoc
GM-Reptile
Scuttlesnarp
Kya
Adoril
Sid

![]() |

Scuttlesnarp arms himself and approaches with caution.
◆ Interact (draw rapier), ◆ Interact (draw dagger), ◆ Stride

![]() |

Kya also cautiously moves closer, waving, then holding her hands out in front of her in a non-threatening manner. "Oh, hello! What is wrong? Have you lost a friend? That's terrible! Perhaps we can help?"
2 strides. I can't move the token on my phone, but she will move up next to Drakmak. She is also going to attempt to make an impression. I think I roll at the end.

![]() |

Adoril will ready his guisarme and move toward the unknown female. "Careful friends. I've got a bad feeling about this."
◆Interact (draw guisarme), ◆Stride, ◆Stride

PFS 2 GM ZD |

nature: 1d20 + 7 ⇒ (3) + 7 = 10
Sid thinks its a dinosaur of some king. I rolled really bad, but not quite a crit fail.
The party as a whole advances.
Round 2
The female moves closer. Upon closer inspection, you realize she has really long fingernails, that could actually be claws.
Round 2-Bold May Act
GM-Female
Drakmak
Nanoc
GM-Reptile
Scuttlesnarp
Kya
Adoril
Sid

![]() |

Upon seeing the really long fingernails, Nanoc becomes anxious. But he won't judge. He looks carefully to the female if he recognizes her ethnicity if she is a human, or her ancestry if she is not a human. Is it possible? Gonna take my chance though.
Society +7 to Recall Knowledge
Don't judge the book by its long fingernails! he tells himself.
"Hello! We are not here to hurt you. I heard you are calling somebody named Felise? Are you lost? We can help you." he shouts to the female as he readies his shortbow behind him just in case the reptile or her intends to attack them. He will be not the first to strike.
He keeps his distance though as the reptile seems to follow and approach him.
◆ Recall Knowledge
◆ Interact to draw weapon
◆ Stride

![]() |

Moved Kya up next to Drakmak as per.
Drakmak watches in amazement as the woman moves swiftly up behind her lizard. His eyes go between the two advancing creatures, his mind rapidly trying to take stock of the situation. Despite his companions calls for a friendly encounter, her actions and that of her pet lizard do not seem to be that peaceful.
He tries to read the situation and let his companions understand.
◆ Recall Knowledge - lizard +0 Nature or +7 Arcana/Occult
◆ Recall Knowledge - woman +7 Society
◆ Sense Motive and respond accordingly .... +4 Perception

PFS 2 GM ZD |

nanoc, Soceity: 1d20 + 7 ⇒ (12) + 7 = 19
Drakmak, Society: 1d20 + 7 ⇒ (11) + 7 = 18
Drakmak, Nature: 1d20 ⇒ 11
Nanoc and Drakmak both recognize the female as a changeling. They are known to have the ability to change shape and naturally have claws.
Drakmak can not recall any information about the reptile.
The reptile closes in fast on Nanoc. It leaps at him, talons first.
talon: 1d20 + 9 ⇒ (11) + 9 = 201d4 + 3 ⇒ (1) + 3 = 4
talon, map: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 181d4 + 3 ⇒ (4) + 3 = 7
Both talons connect dealing 11 damage to Nanoc.
Round 2-Bold May Act
GM-Female
Drakmak
Nanoc
GM-Reptile
Scuttlesnarp
Kya
Adoril
Sid

![]() |

Scuttlesnarp scurries to the other side of the raptor and attacks with a flurry of stabs.
◆ Stride, ◆ Strike #1 (rapier), ◆ Strike #2 (dagger). Flat-footed.
Strike #1: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (sneak): 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 Crit?
Deadly: 1d8 ⇒ 1
Strike #2 (agile): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Damage (agile, sneak): 1d4 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10 Crit

PFS 2 GM ZD |

Scuttlesnarp takes care of the raptor in two stabs.
Round 2-Bold May Act
GM-Female
Drakmak
Nanoc
Scuttlesnarp
Kya
Adoril
Sid

PFS 2 GM ZD |

Botting Kya
Kya sends healing energy to Nanoc.
two action heal: 1d8 + 8 ⇒ (5) + 8 = 13
She then stride to be in the center.
Sid and Adoril move up.
Round 3
The female strides and takes a two handed swing at adoril with her staff.
attack: 1d20 + 12 ⇒ (7) + 12 = 19 Hit
bludgeoning damage: 2d8 + 4 ⇒ (1, 4) + 4 = 9 Adoril takes 9
Everyone may act

![]() |

”Wow, thanks Kya.” Nanoc says as he feels life surging inside him. But seeing the female changeling that they want to help attacks Adoril, he gets angry. ”Hey! How dare you?! We're tryong to help you, and you do this? Crazy!” he shouts at her, and analyzes her body to find a perfect spot to hit her with his shortbow. He hits him twice.
◆ Devise a Stratagem
Devise a Stratagem: 1d20 ⇒ 19
◆ Strategic Strike with Shortbow
Shortbow Attack: 19 + 7 = 26
Shortbow Damage: 1d6 ⇒ 2 piercing damage plus 1d6 ⇒ 2 precision damage
If critical success, double piercing damage + precision damage + Deadly d10: 1d10 ⇒ 4 piercing damage
◆ Strike with Shortbow
Shortbow Attack, MAP: 1d20 + 1 ⇒ (16) + 1 = 17
Shortbow Damage: 1d6 ⇒ 5 piercing damage

![]() |

Scuttlesnarp darts to the other side of the attacker and attacks just as viciously.
◆ Stride, ◆ Strike #1 (rapier), ◆ Strike #2 (dagger). Flat-footed.
Strike #1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage (sneak): 1d6 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10
Strike #2 (agile): 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Damage (agile, sneak): 1d4 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6

![]() |

Drakmak moves up carefully on the snow, before he calls on the arcane to send a bolt of electricity arcing between the two protagonists. "I must get closer, then maybe I can do more to help."
◆ Stride - 10ft in Difficult Terrain
◆◆ Cast - Electric Arc 1d4 + 3 ⇒ (2) + 3 = 5 Reflex DC 17

PFS 2 GM ZD |

Nanoc expertly placed arrow hits. the second misses.
Sid misses with his flame.
Scuttlesnarp manages to get into a flanking position and delivers a wicked stab.
Kya moves up.
reflex: 1d20 ⇒ 19
The female easily spots the arc of electricity and dodges it completely.
Adoril is up
14 damage

![]() |

Adoril grits his teeth against the attacks and strikes back at the woman, giving a nasty glare at her.
◆Demoralize (Intimidating Glare) vs Will DC: 1d20 + 6 ⇒ (10) + 6 = 16
◆Trip, Athletics check vs Reflex DC: 1d20 + 7 ⇒ (1) + 7 = 8
◆Strike, 1 MAP from trip attempt: 1d20 + 2 ⇒ (2) + 2 = 4 Possible bonus from the trip not included
If the trip is a crit fail Adoril will drop the guisarme instead and use his last action to interact and draw his Warhammer instead

PFS 2 GM ZD |

Adoril fails to intimidate the female. He lashes out with his guisarme, striking at the legs. They seem as immovable tree trunks, knocking his weapon from his hands. He draws his warhammer.
The female steps away from Scuttlesnarp. She then points her staff at Adoril and unleashes a wave of flames that wash over him, Drakmak, and Kya.
Adoril, Drakmak, and Kya will need to give me a basic reflex save DC 21. base damage: 2d6 ⇒ (3, 6) = 9 fire damage
Every May Act

![]() |

Scuttlesnarp keeps pace and presses his bloody attack.
◆ Stride, ◆ Strike #1 (rapier), ◆ Strike #2 (dagger). Flat-footed.
Strike #1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage (sneak): 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9
Strike #2 (agile): 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Damage (agile, sneak): 1d4 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12

![]() |

Devise a Stratagem: 1d20 ⇒ 2
Nanoc calculates the moves of the female but things seem to happen too fast. He strides twice to get a better position.
◆ Devise a Stratagem
◆ Stride
◆ Stride

PFS 2 GM ZD |

Scuttlesnarp lands two shots to her side.
Nanoc thinks better of this strike and moves.
Kya, Drakmak, Adoril, and Sid are up
35 damage

![]() |

Reflex save: 1d20 + 4 ⇒ (8) + 4 = 12
What Kya does will depend on who makes their saves, or doesn't, so I will hold for now. However, if Adoril fails his save and is about to be taken below 0 HP, Kya will use Protector's Sacrifice to transfer some of the damage to herself, bringing her to 3 HP.

![]() |

Actually, Adoril is pretty low regardless, so I am not sure his save will change anything.
Kya closes her eyes and places her hand on the songbird pendant hanging from her neck. Adoril, then Kya, are briefly surrounded by a multi-colored glow.
◆◆ Two-action heal on Adoril, ◆ single-action heal on herself
Adoril: 1d8 + 8 ⇒ (1) + 8 = 9
Kya: 1d8 ⇒ 3
Blech. Ug.

![]() |

Reflex Save 1d20 + 7 ⇒ (4) + 7 = 11
Drakmak takes the full force of the changlings fiery magic, as he slips on the snow trying to dodge out of the way. He trudges away from heis companions, not wanting to make himself one of many targets. With a quick flick of his hands, hw sends a grey creeping bolt of unkind energy towards the woman.
◆ Stride
◆◆ Cast 1st Level Spell Grim Tendrils 2d4 ⇒ (1, 4) = 5 Negative Damage, possibly 1 persistent bleed. Basic Fort Save DC=17