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In the rear of the party, taking care to be as stealthy as possible, Ace reacts as soon as he hears the fight breaking out by drawing his musket.
One shot, One kill free action
He then sneaks in front of the party, on Mandor's left side.
1st action : Sneak, secret Stealth check +7
Then he aims and fires at the Statue standing in the back on the right.
2nd action : Strike
Strike vs Blue 2: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing damage plus 1d6 precision: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
If critical hit the fatal d10 trait makes it 2*(1d10+1+1d6)+1d10, I don't know if it's possible to code it...
The musket's concussive trait bypasses piercing or bludgeoning resistance or takes the lower of the two
Afterwards he Takes Cover from the leftmost statue by squeezing against the wall, reloading at the same time.
3rd action : Take Cover and reload as a free action (Covered Reload feat)

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First combat encounter as a Summoner/Eidolon, so let me know if I screwed anything up.
Mandoo is momentarily disoriented by the strange time distortions that take place as they enter the chamber. "How unusual. I don't think I've experienced anything like it before."
[How about you, Tina. Seen anything like this before?]
{𝖄𝖊𝖘. 𝕺𝖚𝖗 𝖒𝖎𝖘𝖙𝖗𝖊𝖘𝖘 𝖚𝖘𝖊𝖘 𝖘𝖚𝖈𝖍 𝖒𝖆𝖌𝖎𝖈 𝖙𝖔 𝖗𝖊𝖛𝖎𝖊𝖜 𝖙𝖍𝖊 𝖑𝖎𝖛𝖊𝖘 𝖔𝖋 𝖙𝖍𝖊 𝖉𝖊𝖆𝖉 𝖇𝖊𝖋𝖔𝖗𝖊 𝖕𝖆𝖘𝖘𝖎𝖓𝖌 𝖏𝖚𝖉𝖌𝖊𝖒𝖊𝖓𝖙}
[Huh! How disconcerting]
{𝕴𝖙 𝖈𝖆𝖓 𝖇𝖊 𝖖𝖚𝖎𝖙𝖊 𝖊𝖓𝖙𝖊𝖗𝖙𝖆𝖎𝖓𝖎𝖓𝖌 𝖆𝖙 𝖙𝖎𝖒𝖊𝖘}
As the statues start moving towards them threateningly, Libitina strides forward to close with the nearest one as Mandoo casts his spells. "ସେମାନଙ୍କୁ ତଳକୁ ନିଅ, ଟିନା!".
Action 1 (◆): Act Together
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 1 (◆): Stride (25 feet)
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (17) + 7 = 24
Unless told otherwise, I'm going to assume that this counts as a simple success, which extends the duration of Boost Eidolon to 3 rounds.
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon vs Yellow 4
Vanth Scythe: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Vanth Scythe Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 negative damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon and MAP1 vs Yellow 4
Vanth Scythe: 1d20 + 8 + 1 - 5 ⇒ (17) + 8 + 1 - 5 = 21
Vanth Scythe Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 negative damage

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Kornel fires a blast of electricity at one of the creatures, then uses more magic to defend himself.
Reflex Save: 1d20 + 7 ⇒ (19) + 7 = 26
Mandoo uses two spells to empower Libitina, then sends here into the fray. She misses wildly with her first attack, but connects on the backswing.
Ace tries to approach the enemy without being seen.
It seems like the creatures do notice him, but he still manages to
Critical Damage: 3d10 + 2 + 1d6 ⇒ (4, 7, 4) + 2 + (3) = 20
The creature falls to the ground.
Bina moves into the room and tries to captivate the enemy, but something feels off.
Round 1 - bolded may go
Kornel
Mandoo/Libitina
Ace Malaluna
Bina Sevencloaks
Blue 2
Dancing Sunbeam
Isaku Beru
Yellow 4 (-12 HP)
Red 1
Green 3

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Mandoo is impressed by Ace's amazing marksmanship. "That's a wicked bit of shooting there Ace. If you keep that up, we'll be done here in no time." He clutches his dagger and watches on eagerly as Libitina engages another of the statues.
[Nice reverso there dear, much better than the dritto]
{𝕿𝖎𝖌𝖍𝖙 𝖈𝖔𝖗𝖓𝖊𝖗𝖘 𝖒𝖆𝖐𝖊 𝖘𝖈𝖞𝖙𝖍𝖊𝖜𝖔𝖗𝖐... 𝖆𝖜𝖐𝖜𝖆𝖗𝖉}
Something seems to be wrong though. The dagger in his hand feels different somehow; as if there's a strange invisible force pulling at it. "How odd. It feels like my dagger is being acted upon by strange magnetic fields. Is anyone else experiencing the same thing, or is it just me?"

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Isaku plans out his attack against Green.
Devise Strategem: 1d20 + 8 ⇒ (12) + 8 = 20
Known Weakness allows a free RK. Occultism +8
Isaku strides forward and fires at Green. Seeing the round hit, he calls to Dancing Sunbeam.
"Hit it's head! That's where it's weakest!" (Shared Strategem, Green is FF to Dancing Sunbeam until my next turn)
Piercing Damage, Precision: 2d6 ⇒ (4, 5) = 9
◆ Devise Strategem
◇ Known Weakness (RK)
◆ Stride
◆ Strike

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Isaku recognizes these as timeworn amalgams, mindless aberrations. They are immune to mental effects (including damage) and have no weaknesses. They can attack with claws or a wail that deals sonic damage and can cause those weak of mind to be sickened with anguish.

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Dancing Sunbeam sends a glob of acid at red as she runs to the center of the chamber.
Acid splash: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Dancing Sunbeam enters the chamber and hurls a bit of acid at one of the amalgams, and while it doesn't hit, it still splashes some acid on it.
Isaku calls out what he remembers about the creatures, then fires a shot into Green.
Green and Yellow attempt to hack apart the Pathfinders next to them.
Claw vs. Bina: 1d20 + 7 ⇒ (17) + 7 = 24
Slashing Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Claw vs. Bina: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Slashing Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Claw vs. Bina: 1d20 + 7 - 8 ⇒ (14) + 7 - 8 = 13
Slashing Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw vs. Libitina: 1d20 + 7 ⇒ (13) + 7 = 20
Slashing Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw vs. Libitina: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Slashing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Claw vs. Libitina: 1d20 + 7 - 8 ⇒ (6) + 7 - 8 = 5
Slashing Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bina staggers beneath a pair of strong attacks, but remains standing. Libitina can only dodge the last two hits.
Red yells at Dancing Sunbeam, then moves toward her and claws at her.
Wail vs. Dancing Sunbeam: 1d20 + 7 ⇒ (13) + 7 = 20
Sonic Damage: 1d4 ⇒ 3
DC 17 Will vs. sickened 1)
Claw vs. Dancing Sunbeam: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Slashing Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Both attacks hit the kitsune.
Round 2 - bolded may go
Kornel
Mandoo/Libitina (-8 HP)
Ace Malaluna
Bina Sevencloaks (-22 HP)
Blue 2
Dancing Sunbeam (-11 HP, Will Save
Isaku Beru
Yellow 4 (-12 HP)
Red 1 (-1 HP)
Green 3 (-9 HP)

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Ace, back against the wall, grips his musket and
1st action Ace tries to Hide from Green, benefiting from his cover
Hide: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
2nd action Ace steps out of his cover and
3rd action He fires at Green, who's is potentially flat-footed
Strike: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7
Can't update my token's position right now sorry

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Mandoo watches as the mindless aberation attacks Libitina and not only sees, but also feels the creature's claws strike home.
[Ouch! That smarts a little. How are you holding up my love?]
{𝕿𝖎𝖘 𝖇𝖚𝖙 𝖆 𝖘𝖈𝖗𝖆𝖙𝖈𝖍}
[Whatever you say dear. Now let's see what I can do to make you harder to scratch]
Libitina continues to attack while Mandoo casts more spells. "ତାକୁ ରକ୍ଷା କର ଏବଂ ହାଡ଼କୁ କଠିନ କର"
Actions 1 & 2 (◆◆): Act Together
- Mandoo Action 1 & 2 (◆): Cast a Spell: Forbidding Ward vs Libitina & Yellow 4 - she's now at AC 19
- Libitina Action 1 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon vs Yellow 4
Libitina Scythe Attack: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 negative damage
Mandoo Action 3 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 20
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.
Ace, if you are having trouble moving your token, then describe exactly which square you want to move to and one of us will be happy to move it for you. Based on Ace steps out of his cover and... fires at Green, I went ahead and moved your token one square north. Let me know if that's not correct.
Since I was moving other people's tokens, I went ahead and moved the Red 1 aberration to the nearest square that was next to Dancing Sunbeam, as per the GM's description.

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Shouldn't Bina only be at 13 damage? I'm not sure where the other 9 is coming from.
Grumbling under her breath, Bina keeps the dance going, trying to keep up the ol' Razzle Dazzle. Feeling like maybe this time she got the rhythm right, she dips low and goes for an Achilles tendon before going right back into her dance.
I'm assuming 21 beats its Will DC, so I'm using panache. If 21 doesn't beat it, just ignore the extra d6.
♦ Fascinating Performance: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
♦ +1 Short Sword vs Green 3, Confident Finisher: 1d20 + 8 ⇒ (18) + 8 = 26 P Dmg: 1d6 + 1 ⇒ (3) + 1 = 4 Precision: 1d6 ⇒ 3
♦ Perform (dance): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

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(Bina: the first hit was a natural 20, which crits.)
The group's sorcerer spellcasts electricity ceaselessly, all the while chuckling for who-knows-what-reason. "Ah hah..."
Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 18.)
◆◆ Cast a Spell: Electric Arc, targeting #1 red and #3 green, or whoever is left; ◆ Stride, why not.

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Kornel throws more electricity at Red.
Reflex Save DC 18: 1d20 + 7 ⇒ (15) + 7 = 22
It gets out of the way of the most dangerous part of the blast.
Mandoo casts spells to protect his eidolon, and she cuts down the amalgam in front of her.
Ace sneaks into the room and fires another shot that hits Green cleanly.
Bina quickly recovers and puts on a show for Green that includes stabbing it until it falls.
Round 2 - bolded may go
Kornel
Mandoo/Libitina (-8 HP)
Ace Malaluna
Bina Sevencloaks (-22 HP)
Blue 2
Dancing Sunbeam (-11 HP, Will Save)
Isaku Beru
Yellow 4
Red 1 (-4 HP)
Green 3
This fight is going to be over soon, so think about where you will want to go next. You will have time for nonmagical healing, refocusing, etc. between enconters.

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Isaku reloads his Piercing Wind. He attempts to calculate the best way to attack Red.
Devise a Strategem: 1d20 + 8 ⇒ (14) + 8 = 22
He pulls the trigger and sends a round at Red.
Piercing Damage, Precision: 2d6 ⇒ (2, 1) = 3
"Dancing Sunbeam, I've weakened it for you. Finish him!"
Red is FF to Dancing Sunbeam until the start of my next turn
◆ Reload
◆ Devise
◆ Strike

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Will save: 1d20 + 6 ⇒ (9) + 6 = 15
A wave of vertigo hits the magus as her sword starts flickering with flame. She wildly flails her shortsword in red's direction.
Spellstrike: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21
Normal damage: 1d6 ⇒ 3
Produce Flame: 1d4 + 3 ⇒ (1) + 3 = 4

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Isaku puts a round into the last creature and maneuvers it out of position. Dancing Sunbeam fights a wave of nausea and follows up with a strike from her flaming sword.
The aberration lashes out at the two nearby Pathfinders.
3d2 ⇒ (2, 2, 1) = 5
Claw vs. Dancing Sunbeam: 1d20 + 7 ⇒ (20) + 7 = 27
Slashing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Claw vs. Dancing Sunbeam: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Slashing Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw vs. Bina: 1d20 + 7 - 8 ⇒ (3) + 7 - 8 = 2
Slashing Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Dancing Sunbeam falls to the ground, while Bina agilely avoids a similar fate.
Round 3 - bolded may go
Kornel
Mandoo/Libitina (-8 HP)
Ace Malaluna
Bina Sevencloaks (-22 HP)
Blue 2
Isaku Beru
Yellow 4
Dancing Sunbeam (-26 HP, dying 1, sickened 1)
Red 1 (-14 HP)
Green 3

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[Excellent work there my dear. How about we finish off the last one.]
{𝕴'𝖒 𝖔𝖓 𝖎𝖙}
Mandoo casts another spell ("ଶୁଭଫଳ ପାଇଁ ପୁଣି ଥରେ |") as Libitina strides over to the remaining aberration and swings her scythe at it a couple of times.
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 19
- Libitina Action 1 (◆): Stride (25 feet)
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon vs Red 1
Vanth Scythe: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Vanth Scythe Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7 negative damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe with Boost Eidolon and MAP1 vs Red 1
Vanth Scythe: 1d20 + 8 + 1 - 5 ⇒ (20) + 8 + 1 - 5 = 24
Vanth Scythe Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 negative damage
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.
As to where to go next. Are we still picking from the same list as before or is going up/down the stairs an option? A deeply feminine voice called out for Felise from the stairs when we first came in, so that might be interesting to explore, otherwise the Library seems like a good place to go next.

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Certain that the other agents can finish the lone remaining foe, Kornel focuses his spellcasting to guarantee their kitsune companion's survival.
◆◆ Cast a Spell: Stabilize; ◆ Cast a Spell: Shield, whatever.

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Isaku racks his brain for a way to kill these things
Devise Strategem: 1d20 + 8 ⇒ (16) + 8 = 24
He reloads and fires.
piercing, precision: 2d6 ⇒ (2, 6) = 8
“Bina, hit them again!”
Red is FF to Bina until my next turn

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Kornel keeps Dancing Sunbeam from getting any closer to death, while Isaku and Libitina combine to take down the last amalgam. The rift closes as it falls to the ground.
Combat over!
Libitina (-8 HP)
Bina Sevencloaks (-22 HP)
Dancing Sunbeam (-26 HP, wounded 1, stable)
Nothing else to do here, so do any between encounter prep you want and pick another passage. Same options as before.

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[Wow! That last slice was a doozy, Tina. It never stood a chance]
{𝕯𝖊𝖆𝖙𝖍 𝖈𝖔𝖒𝖊𝖘 𝖙𝖔 𝖆𝖑𝖑... 𝖘𝖔𝖒𝖊 𝖘𝖔𝖔𝖓𝖊𝖗 𝖙𝖍𝖆𝖓 𝖔𝖙𝖍𝖊𝖗𝖘}
[Indeed. Well, on that cheery note, let's patch up these scratches of yours]
Mandoo goes over to Libitina and carefully applies a strange black salve to the cuts on her wings. He then covers them with some black bandages secured with some black tape. You notice that a good portion of the material in his Healer's Tools is black.
Mandoo Activity: Treat Wounds (Medic Dedication) on Libitina vs DC 15
Medicine (Treat Wounds) vs DC 15: 1d20 + 9 ⇒ (13) + 9 = 22
Treat Wounds Healing: 2d8 ⇒ (4, 6) = 10 hit points healed

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"Pheww, I wonder what were these dreadful things" says Ace, lowering his musket slowly. "Ideas, anyone?"
When everything is settled he asks around if someone would be ok fixing a potency crystal on his musket.
Ace is fine with going to the library afterwards

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Right! I missed that. Yikes.
Bina leans against a wall as she cleans off her blade with a rag. The action doesn't seem to do much good, as she seems to be bleeding more blood onto the weapon from her many wounds. Eventually she gives up on it for now and opts to take care of the massive gut slash she's sporting.
Seems like we have to keep moving and we don't have much for magical healing aside from potions, so I'll just have Bina drink that lesser healing potion for now.
Lesser Healing Potion: 2d8 + 5 ⇒ (4, 2) + 5 = 11
Feeling significantly less near-death, Bina looks around. "Well, which one next? I say 'vault.' That sounds promising."

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Isaku pulls out his healers kit and tries to bind Dancing Sunbeam's wounds.
Treat Wounds: 1d20 + 5 ⇒ (15) + 5 = 20
Healing: 2d8 ⇒ (7, 7) = 14
He also reloads his rifle.

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Once Libitina (and himself) are all patched up, Mandoo looks around and seeing that Isaku is treating Dancing Sunbeam, moves to Bina's side next. "Looks like the healing potion did you some good, but I suspect we'll be needing you at full strength all too soon. Let's see what more we can do." He tut-tuts as he examines the gashes and starts applying his salves and bandages.
Mandoo Activity: Treat Wounds (Medic Dedication) on Bina Sevencloaks vs DC 15
Medicine (Treat Wounds) vs DC 15: 1d20 + 9 ⇒ (17) + 9 = 26
Treat Wounds Healing vs DC 15: 2d8 ⇒ (8, 6) = 14 hit points healed
That's Bina up to full strength. Unfortunately, Dancing Sunbeam is immune to Treat Wounds for another 40 minutes. Assuming we don't have time to waste, Mandoo will do some Battle Medicine immediately instead.
He then turns towards Dancing Sunbeam. "Very nice work Isaku, we'll make a doctor out of you yet." Mandoo examines the patient and sees that there is still some bleeding in places. He pulls out some quick patches and in a manner of seconds, has them expertly bandaged into place.
Mandoo Action: Battle Medicine (Medic Dedication) on Dancing Sunbeam vs DC 15
Medicine (Battle Medicine) vs DC 15: 1d20 + 9 ⇒ (14) + 9 = 23
Battle Medicine Healing vs DC 15: 2d8 ⇒ (8, 7) = 15 hit points healed
"That's everyone taken care of, no? We can now continue searching this rather fascinating complex for the beacon. Might I suggest the library next?"
{𝕿𝖍𝖎𝖘 𝖕𝖑𝖆𝖈𝖊 𝖋𝖊𝖊𝖑𝖘... 𝖉𝖎𝖋𝖋𝖊𝖗𝖊𝖓𝖙. 𝖂𝖊 𝖍𝖆𝖛𝖊 𝖙𝖗𝖆𝖛𝖊𝖑𝖊𝖉 𝖋𝖆𝖗 𝖋𝖗𝖔𝖒 𝖙𝖍𝖊 𝖒𝖆𝖟𝖊... 𝖛𝖊𝖗𝖞 𝖋𝖆𝖗}
[I fear you may be correct, my dear. Hopefully we'll find our way back when we're done here]

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Yes, you have time to heal. The Society doesn't want you to get killed, just to avoid wasting time on things that may not help.
Slide 10 - You start in the northeast.
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.
Across the room, you see two medium-sized creatures. They seem somewhat aggressive, but are not attacking immediately

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Nature: 1d20 + 5 ⇒ (8) + 5 = 13
No joy...
Seeing the two creatures but not knowing their intent, Isaku has both hands on his rifle, ready to raise to his shoulder to fire.
Basically he'll start any combat in "Fatal Aim" position which will allow fatal on a crit (at least, that's how I understand it). Piercing Wind
I got Piercing Wind from OS3, proof of such is available upon request. (not really, you can just check the chronicles in his statblock) :)

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Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Seeing Isaku tighten his grip on his rifle, Ace slowly walks past his comrades, walking the stairs on his right up to the platform where he could duck behind cover if things go south. He tries as much as possible to appear harmless to the strange creatures but is ready to take his weapon out if necessary.

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Nature: 1d20 + 1 ⇒ (10) + 1 = 11
Also having no idea what they are, Bina keeps her short-blade in hand. "Anybody good with animals? I'm at a loss, here. I'd rather not kill them if we can drive them off or make nice, but after that BS with the goats, I'm not taking any chances." She shudders at the memory.

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Mandoo stops when he sees the creatures across the room.
Mandoo Action: Recall Knowledge using Nature vs creatures
Mandoo Nature (Recall Knowledge): 1d20 + 3 ⇒ (2) + 3 = 5
[Tina dear? Do you have any idea what these things are? I haven't a clue]
Libitina Action: Recall Knowledge using Nature vs creatures
Libitina Nature (Recall Knowledge): 1d20 + 1 ⇒ (17) + 1 = 18
{𝖂𝖔𝖑𝖛𝖊𝖗𝖎𝖓𝖊𝖘. 𝕹𝖔𝖙𝖍𝖎𝖓𝖌 𝖜𝖊 𝖈𝖆𝖓'𝖙 𝖍𝖆𝖓𝖉𝖑𝖊}
[No doubt, but they're just animals. Can we avoid having to kill them?]
{𝕯𝖎𝖋𝖋𝖎𝖈𝖚𝖑𝖙. 𝖄𝖔𝖚 𝖈𝖔𝖚𝖑𝖉 𝖙𝖗𝖞 𝖆𝖘𝖐𝖎𝖓𝖌 𝖙𝖍𝖊𝖒 𝖓𝖎𝖈𝖊𝖑𝖞 𝖙𝖔 𝖘𝖙𝖆𝖓𝖉 𝖉𝖔𝖜𝖓. 𝖄𝖔𝖚'𝖗𝖊 𝖌𝖔𝖔𝖉 𝖆𝖙 𝖙𝖍𝖆𝖙 𝖘𝖔𝖗𝖙 𝖔𝖋 𝖙𝖍𝖎𝖓𝖌}
[I have no training with animals; only people]
{𝕻𝖗𝖊𝖙𝖊𝖓𝖉 𝖙𝖍𝖊𝖞'𝖗𝖊 𝖕𝖊𝖔𝖕𝖑𝖊}
Mandoo fills in the rest of the group on what Libitina determined. "These creatures are wolverines. They can get nasty if they think they're being threatened. Let me see if I can calm them down."
Looks like Command an Animal might work here, and fortunately it's an untrained action, so here goes nothing.
Mandoo bends down to appear less threatening and in a soft voice speaks in a soothing manner at the wolverines. "There, there. We're really friendly people who wish you no harm. We just need to have a quick look around and then we'll leave you alone. Doesn't that sound a lot better than us cutting you up into little pieces? Yes. I think so too." He then slowly reaches into his backpack and pulls out some of the meatier parts of his rations and slides them across the floor to the wolverines.
Mandoo Action: Command an Animal vs wolverines
Mandoo Nature (Command an Animal): 1d20 + 3 ⇒ (17) + 3 = 20
Fingers crossed.

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Command Animal as written will not work because they are unfriendly. Buy your approach is more gentle, so they are willing to listen to you. While they eat, the group can find a gap in the walls that inexplicably leads to an area more suited for an animal and lead them back through.
With the creatures gone, you can explore the library further. Each character can attempt both checks (but ionly one roll for each, despite having multiple options).
The centerpiece has carvings depicting an arch similar to the one in the chamber you reached when you entered the Maze.
The rest of the wall carvings depict a variety of scenes. These include a dragon rising from a coffin; a group of people wearing strange attire and carrying futuristic firearms, led by a slender four-armed man with an elongated cranium; an underground hedge maze; and a crowd of people bowing before Arch, including humans, ratfolk, lizardflk and something humanoid, but with four arms and tusks.
You also find carvings showing four humans, a kitsune and a halfling fighting alongside some kind of demon against strange doglike monsters.
Much of the literature in this library has been damaged by time, cold temperature and animals.

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Society: 1d20 ⇒ 1
Ace looks at the arch pensively. "I know, I'm sure this carving activates the arch in the other room !"
He pushes the carving....... Nothing happens.
Nature: 1d20 + 5 ⇒ (3) + 5 = 8
A bit disappointed Ace walks around the rest of the room, not knowing what to make of all these representations and alien creatures.

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Centerpiece Carving: Society: 1d20 + 8 ⇒ (2) + 8 = 10
Isaku has a look but can make neither heads nor tails of what he's seeing.
Other carvings: Society: 1d20 + 8 ⇒ (3) + 8 = 11
Isaku has not much luck with the other carvings.
Must have forgotten to pay the dicebot...

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Kornel leisurely strolls through the library, taking in his surroundings. For the first time in a long while, his constant smile seems like it could be genuine. "Ah. Beautiful architecture, eh?"
Society: 1d20 + 4 ⇒ (15) + 4 = 19
After a bit of daydreaming, he stops at the centerpiece. The scruffy mage points at reliefs.
"Ah, skeletons! Bit macabre, eh? And look at this: the archway only lets the traveler's soul pass through, and leaves the body behind, doomed. Ah hah. Who would want to do that?"
Religion: 1d20 + 6 ⇒ (4) + 6 = 10
The other reliefs and carvings interest him little, save except for the dragon that slumbered in a coffin. "Must be a big coffin, eh?"

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It's always bugged me a little that except for the ranger's Wild Empathy feat, there isn't an animal equivalent of the Make an Impression action. It leads to a lot of unnecessary bloodshed.
Now that the wolverines have been removed, Mandoo can fully concentrate on the grandeur that is the library. He wanders around looking at the faded images on the walls of strange beings and even stranger machines.
[These are fascinating. They depict very strange creatures and goings-on. I've never seen anything like them before]
{𝕴'𝖛𝖊 𝖘𝖊𝖊𝖓 𝖘𝖔𝖒𝖊 𝖔𝖋 𝖙𝖍𝖔𝖘𝖊 𝖋𝖔𝖚𝖗-𝖆𝖗𝖒𝖊𝖉 𝖈𝖗𝖊𝖆𝖙𝖚𝖗𝖊𝖘 𝖕𝖆𝖘𝖘 𝖙𝖍𝖗𝖔𝖚𝖌𝖍 𝕭𝖔𝖓𝖊𝖞𝖆𝖗𝖉, 𝖇𝖚𝖙 𝖐𝖓𝖔𝖜 𝖓𝖔𝖙𝖍𝖎𝖓𝖌 𝖒𝖔𝖗𝖊. 𝕴 𝖉𝖔 𝖓𝖔𝖙 𝖇𝖊𝖑𝖎𝖊𝖛𝖊 𝖙𝖍𝖊𝖞 𝖆𝖗𝖊 𝖋𝖗𝖔𝖒 𝕲𝖔𝖑𝖆𝖗𝖎𝖔𝖓}
[Seriously? Stranger and stranger]
When Kornel points out the carvings on the centerpiece that shows souls separating from their bodies as they go through the arch gateway, Mandoo frowns. He feels Libitina's disapproval like a pressure on his mind.
[I really don't like the implications of this, dear]
{𝕹𝖔. 𝕿𝖍𝖎𝖘 𝖋𝖊𝖊𝖑𝖘... 𝖜𝖗𝖔𝖓𝖌. 𝖁𝖊𝖗𝖞 𝖜𝖗𝖔𝖓𝖌}
Mandoo then wanders about the tables looking at the papers strewn about and then randomly pulls books from the shelves to flick through...
Mandoo Religion: 1d20 + 7 ⇒ (15) + 7 = 22
"Looks like whoever's library this is was quite interested in the manipulation of time. Most of these papers detail rituals and artifacts dealing with this subject. I wonder who it is. Doesn't look like they've been in here in a while."

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They've already been successfully rolled but might as well try anyway.
Society vs Centerpiece: 1d20 + 4 ⇒ (6) + 4 = 10
Society vs Writings: 1d20 + 4 ⇒ (1) + 4 = 5
Pffft yep, figures.
The tension between Bina's shoulder blades melts significantly once the wolverines are gone, but the hackles on the back of her neck refuse to settle down. The whole place gives her the heebie-jeebies.
She tries to make sense of the weird pictograms and writing, but it's all over her head. She gets people--sometimes--and she gets dancing. She also gets stabbing. But all this talk of souls through archways and time manipulation... That's beyond her ken, and that makes her nervous.
"Right. Anything else in here, or can we move on?" She tries to make it sound nonchalant, but some of her nerves manages to seep through. She gives the room a quick sweep of her gaze to make sure they haven't missed anything.
Bina will make a Perception check to search the room. Also changing her Exploration Activity to Search, since somebody's already scouting.

cmlobue |

Time to pick another location from sanctum, vault, and pools. Vault has the most successful tables so far, FWIW.

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"Yep, looks like we're done with looking at pictures, folk ! Why don't we go look at the vaults ? It tickles my brain to see what kind of treasures we migt find!"

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"Yes indeed, Ace. The vaults seem like a good place to search next. I think Tina is getting a little bored of the library anyway."
{Boredom? What do you know of boredom? Spend a thousand lifetimes herding souls, then you can lecture me on boredom}
[Yes, dear, but the library was starting to be a bit of a snooze]
{True. Maybe the vaults will prove more exciting}

cmlobue |

A dead wolverine is sprawled on the ground partway down this narrow hallway, punctured with dozens of long darts. Beyond the animal is a wounded Pathfinder agent, pierced by similar darts, sitting in a pool of his own blood. The Pathfinder breathes shallowly, barely clinging to life.

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Dancing Sunbeam grunts as the others bind her wounds, giving thanks to both for their help. Standing up gingerly she follows behind the others as they go down the stairs.
her wounds still bothering her the kitsune decides to Avoid Notice during the group's exploration.

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Isaku rushes forward and quickly whips up a minor elixir of life. He pours it down the wounded man's throat.
Minor Elixir of Life: 1d6 ⇒ 5
If he becomes stable enough, Isaku can take a turn binding the man's wounds
Also here's hoping there are no traps that I just blundered into

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"Isaku ! Wait ! Crap..." says Ace watching his comrade rush to the man's side, hoping he didn't trigger more traps...
Even though he might have triggered something, Ace walks forward and takes the time to observe the corridor.
Perception, Expert: 1d20 + 7 ⇒ (15) + 7 = 22

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Mandoo is taken a little by surprise when Isaku rushes forward. From where he's standing he can't see down the hallway very well.
[What is it dear? What do you see? Hold on.]
Mandoo closes his eyes and taps into Libitina's senses.
Action: Share Senses
{One dead wolverine. One soon dead Pathfinder}
[Why didn't you say so earlier?]
He snaps out of his trance and (assuming Isaku didn't get cut down by long darts) rushes down the hallway after Isaku. Libitina follows almost immediately. Falling to his knees next to Isaku, Mandoo proceeds to patch the Pathfinder's wounds.
Mandoo Action: Battle Medicine (Medic Dedication) on Pathfinder vs DC 15
Medicine (Battle Medicine) vs DC 15: 1d20 + 9 ⇒ (11) + 9 = 20
Battle Medicine Healing vs DC 15: 2d8 ⇒ (8, 1) = 9 hit points healed
When the Pathfinder comes around, Mandoo asks, "What happened? How did you get like this?"

cmlobue |

Of course there is a trap, and because of how it works, we will be in rounds for this. Using both descriptions and map movements to figure out what has happened so far.
Isaku rushes into the hallway. As he passes the wolverine, a dart is fired from the statue labeled A at him.
Dart: 1d20 + 11 ⇒ (3) + 11 = 14
Piercing Damage: 1 = 1
He manages to get out of the way, reaching the Pathfinder with the potion.
Ace looks down the hallway, noticing pressure plates in front of each statue.
However, before he can say anything, Mandoo and Libitina follow. Mandoo triggers statue B, and Libitina statue C.
Dart vs. Mandoo: 1d20 + 11 ⇒ (1) + 11 = 12
Piercing Damage: 1 = 1
Dart vs. Libitina: 1d20 + 11 ⇒ (11) + 11 = 22
Piercing Damage: 1 = 1
DC 17 Fortitude save vs. poison please)
The three of them reach the fallen Pathfinder in time, healing his wounds. He gets up slowly and says, "My name is Dalver. My companion Carine and I were in the Maze of the Open Road when something went wrong. We fled out the nearest exit and found ourselves here. We were followed by some wolverines, and they fought us. Carine fled further down the hallway."
You don't need to specifically take 3 actions, but keep it to something that could reasonably be done in 6 seconds.
Round 1 - bolded may go
Isaku
Ace
Libitina (-1 HP, Fort Save) / Mandoo
Dancing Sunbeam
Bina
Kornel

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"Everyone, you should avoid stepping in front of the statues, there are pressure plates. I don't have the equipment or skill to deal with this so unless someone does, I recommend jumping above the floor."
Ace waits for everyone to go before going down the hallway himself.

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As Mandoo runs down the hallway, he hears a <Thwick! Clatter!> sound and feels the air brush his skin as the dart flies past him.
[Careful my love. It seems the hallway is trapped]
<Thwick! Thunk!>
{Thanks for the warning. Very useful it was}
Libitina looks down at the dart protruding from one of her ribs. She plucks it out and drops it onto the floor. She notices the odd color of the tip.
{It appears that the darts are poisoned}
One of the rewards was that each character gets +1 to their next Fortitude save. Not sure if Mandoo/Libitina share 1 or get 1 each, but this is technically the next Fortitude save, so I've added it in.
Libitina Fortitude vs DC 17: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
[How are you doing, my dear?]
{Never better. It will take a stronger poison than that to affect me}
Mandoo calls back to the group down the hallway. "The darts are not all that harmful in themselves, but they are poisoned. I suggest that you avoid getting impaled by them if at all possible."

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Bina heeds Ace's warnings, taking time to hop over each of the pressure plates as she moves down the hallway toward the injured agent.
I don't know if I need to make Athletics checks to jump those since they're only 5ft squares but just in case:
♦ Stride 15ft.
♦ Athletics (jump) over Plate A: 1d20 + 5 ⇒ (8) + 5 = 13
♦ Athletics (jump) over Plate B: 1d20 + 5 ⇒ (19) + 5 = 24

cmlobue |

The Leap action allows you to jump 10 feet as long as your speed is at least 15, so unless you're trying to clear all four in one round or are overburdened, you should not need a check.