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Did I forget to record my healing earlier, or am I actually still down 14? I can't edit my stat line from my phone, so I may have seen it and meant to enter it later.

cmlobue |

Society: 1d20 + 11 ⇒ (4) + 11 = 15
Crafting: 1d20 + 9 ⇒ (13) + 9 = 22
The lever is on the other side of the wall, so unless oyu can turn yourself into a Fine creature or gas, you cannot throw it just now.
The dwarf has an assortment of other bodies to hack apart.
The skeletons are skeletal giants, undead with the mindless and skeleton subtypes. They can attack with horns as well as any weapons thy carry (glaives, in this case) and can make a wide swing that hits multiple opponents. They resist cold, electricity, fire, piercing and slashing.
Olnik is not familiar with what the dwarf is.
The device in the middle of the room is not magical. It will deal electricity damage to anyone touching it without proper precautions.

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Siddhartha follows Othello to check out the Northeast.
This has got the be the strangest architecture I have ever seen.

cmlobue |

Anyone ever been to Winchester Mystery House? Because the scenario is explicitly modeled after that.
This odd hallway has a 20-foot-tall ceiling that abruptly slopes upward by 5 feet when moving from the end of the hallway. The corridors on the eastern side of the hall are a mere 3 feet wide, stretching for 10 feet and then abruptly ending at a solid wall. Each of these walls has keyholes in them.

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Othello will move up to one of the skeletons and strike: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d10 + 2 ⇒ (3, 5) + 2 = 10
Additional damage if critical: 2d10 + 2 ⇒ (6, 10) + 2 = 18
Shove skeleton five feet northwest

cmlobue |

Okay, so we're doin' this.
”Othello Initiative”: 1d20 + 8 ⇒ (11) + 8 = 19
”Krakazh Initiative”: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25 (includes scout)
”Olnik Initiative (Scout)”: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
”Green”: 1d20 + 7 ⇒ (8) + 7 = 15
”Pink”: 1d20 + 7 ⇒ (12) + 7 = 19
”Dwarf”: 1d20 + 9 ⇒ (9) + 9 = 18
Round 1 - bolded may go
Olnik
Krakazh
Pink
Othello
Dwarf
Green
Siddhartha
Secret checks to identify: Religion for skeletons, Society for dwarf; Olnik has already attempted both.

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◆ Krakazh tries to identify the dwarf, hopefully as something she can affect with mental effects. Society +8
◆ She then whips out their brand new bagpipes and starts playing.
◇ Lingering Performance: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31 (crit, lasts 4 rounds)
◆ Inspiring Defense: +1 status AC, saves, and resistance 1 vs. physical damage within 60 ft.

cmlobue |

You are indeed. Cut and paste error on my part. I assume you want to move and hit as described in your prior post?

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Othello will move and strike (as outlined in his prior post.)
"Remember to stay within fifteen feet of me, and I can make your attacker feel guilty."
Then, he will use an action to recall knowledge about the brutes. Religion is +8

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Okay, I dug back through the log and am still down 14. Is it OK to say that I cast soothe when walking around the hallway, since we know there are enemies ahead?
soothe healing: 1d10 + 4 ⇒ (3) + 4 = 7
I was also planning to cast resist energy before we engaged them, but I feel like that might be pushing it.
Olnik looks at the keyholes and turns to his nephew Bjorn, offering up a pair of thieves' tools. "Here you go lad, if you could look into getting us past this--" He stops abruptly as he realizes that his ally is moving to engage with the creatures. "Um ... be right back." He leaves his errant nephew to engage in the combat. After striding to where he can see what's happening, he casts forbidding ward between Othello and the nearest skeleton.
◆ Stride
◆◆ Cast forbidding ward
Othello has +1 to AC and saving throws against pink.

cmlobue |

Religion: 1d20 + 8 ⇒ (17) + 8 = 25
Olnik remembers that he healed some of his wounds previously. He casts a protective spell on Othello.
Krakazh layers on the defenses. She also has no idea what's going on with the dwarf.
Othello makes a powerful attack, pushing pink away. The sturdy bones do deflect some of the damage, though. He also remembers that these skeletons can make a charge attack with their horns and potentially demoralize the creatures hit.
Pink swings at Othello, moves toward the rest of the party, and then makes a wide slash targeting Siddhartha and Olnik.
Glaive vs. Othello: 1d20 + 12 ⇒ (7) + 12 = 19
Slashing Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Glaive vs. Olnik: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
Slashing Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Glaive vs. Siddhartha: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24
Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Krakhaz's song seems to be working, as the Pathfinders dodge out of the way. Two misses by one, if I did my math right.
"More flesh to experiment on..." the dwarf mumbles as she moves out from behind the device and draw and throw a vial at Othello.
Moderate Bottled Lightning: 1d20 + 15 ⇒ (19) + 15 = 34
Electricity Damage: 2d6 ⇒ (4, 3) = 7 plus 5 = 5 splash
Othello is not so lucky after the dwarf's bomb hits him in the head.
Some of the energy washes over Pink, but it is unaffected.
Green moves in front of the dwarf and attacks Othello.
Glaive vs. Othello: 1d20 + 12 ⇒ (10) + 12 = 22
Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
He does doge the other skeleton's strike, though.
Round 1-2 - bolded may go
Inspiring Defense round 1/4
Olnik (-7 HP)
Krakazh
Othello (-24 HP)
Pink (-23 HP)
Dwarf
Green
Siddhartha

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Seeing that these skeletons have 15-foot reach, Othello moves and strikes: 1d20 + 12 ⇒ (6) + 12 = 18 the skeleton.
Damage: 2d10 + 2 ⇒ (8, 8) + 2 = 18
Othello strikes again: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14.
Damage: 2d10 + 2 ⇒ (5, 9) + 2 = 16

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◆ Step forward to be adjacent to Pink
◆ Flurry of Blows
First attack Flurry of Blows: 1d20 + 14 ⇒ (8) + 14 = 22
Bludgeoning Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Second attack Flurry of Blows: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Bludgeoning Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
◆ Cast Shield
Brings AC to 26, since base is 24, Shield is a Circumstance Bonus and Inspire Defense is a Status Bonus
Giant Skeletons and bomb throwing undead Dwarves. This is a really strange day.

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Olnik's drumming continues, even as he allows the ward spell to lapse. Instead, the music changes rhythm, bolstering the fighting morale of his allies.
◇ Cast lingering performance
Performance: 1d20 + 15 ⇒ (8) + 15 = 23
◆ Cast inspire courage
As he continues to pound the drum, a nearby stone vibrates ... then flies toward the skeletal giant.
◆◆ Cast telekinetic projectile
telekinetic projectile attack vs pink w/ inspiration: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
telekinetic projectile damage (bludgeoning) w/ inspiration: 3d6 + 4 + 1 ⇒ (4, 5, 2) + 4 + 1 = 16

cmlobue |

Botting Krakazh
Siddhartha pounds on the nearby skeleton. It has no way to resist the mighty fists, both of which make solid contact.
Olnik harmonizes with Krakazh, adding power to the Pathfinders' defense. He then magically hurls a shard of rock at Pink, who shatters beneath the assault.
Olnik, I think your spell only does 2d6+ damage, because it is your spellcasting ability modifier (4) at first level, then heightened twice for an additional 2d6. Still plenty to get the KO, even if I drop the 5.
The skeleton explodes, sending shards of bone into Olnik and Siddhartha.
Slashing Damage: 1d6 ⇒ 2, basic Reflex DC 18
Othello turns his attention to the other skeleton, hitting once with the halberd, but unable to do so with the backswing. If you would have preferred to do something else after your target was killed, let me know.
Krakhaz moves out of the hallway and finds another bit of rubble to fling at Green.
telekinetic projectile attack vs green w/ inspiration: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
telekinetic projectile damage (bludgeoning) w/ inspiration: 2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
THUNK!
The dwarf quickly hurls a pair of bombs at Othello.
Moderate Bottled Lightning: 1d20 + 15 ⇒ (2) + 15 = 17
Electricity Damage: 2d6 ⇒ (4, 1) = 5 plus 5 = 5 splash
Moderate Bottled Lightning: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26
Electricity Damage: 2d6 ⇒ (5, 2) = 7 plus 5 = 5 splash
It then moves behind the device.
"This is my home, interlopers."
Big dumb skeleton does big dumb skeleton things.
Glaive: 1d20 + 12 ⇒ (2) + 12 = 14
Slashing Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Glaive: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Slashing Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Glaive: 1d20 + 12 - 10 ⇒ (8) + 12 - 10 = 10
Slashing Damage: 1d8 + 7 ⇒ (8) + 7 = 15
It hits one big dumb time.
Round 2-3 - bolded may go
Inspiring Defense round 2/4
Inspire Courage round 1/3
Olnik (-7 HP, Reflex save)
Krakazh
Othello (-50 HP)
Pink
Dwarf
Green (-20 HP)
Siddhartha (Reflex save)

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Reflex Save: 1d20 + 13 ⇒ (3) + 13 = 16
◆ Stride forward to be adjacent to Green
◆ Flurry of Blows
First attack Flurry of Blows with Inspire Courage: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Bludgeoning Damage with Inspire Courage: 2d6 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15
Second attack Flurry of Blows with Inspire Courage: 1d20 + 14 - 4 + 1 ⇒ (6) + 14 - 4 + 1 = 17
Bludgeoning Damage with Inspire Courage: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16
◆ Cast Shield
Brings AC to 26, since base is 24, Shield is a Circumstance Bonus and Inspire Defense is a Status Bonus
Exploding Skeletons. Those are new.

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Othello's hands glow for a moment, and, as he presses his hands together, his wounds close up. Lay on Hands for 18 HP
Then, with renewed energy, he attacks the skeleton: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Damage: 2d10 + 2 + 1 ⇒ (8, 7) + 2 + 1 = 18
extra damage: 2d10 + 2 + 1 ⇒ (6, 9) + 2 + 1 = 18
Shove it five feet southeast
Othello attacks it again: 1d20 + 12 - 5 + 1 ⇒ (6) + 12 - 5 + 1 = 14, fruitlessly.

cmlobue |

Siddhartha and Othello mercilessly pound on the skeleton until it explodes. Literally.
Slashing Damage: 1d6 ⇒ 3, basic Reflex DC 18
Round 3 - bolded may go
Inspiring Defense round 2/4
Inspire Courage round 1/3
Olnik (-7 HP, Reflex save)
Krakazh
Othello (-32 HP)
Pink
Dwarf
Green
Siddhartha (-2 HP, Reflex save)

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Reflex Save: 1d20 + 13 ⇒ (1) + 13 = 14
Critical Failure, but only 6 points, so I will let it stand, unless there is some other horrible effect.

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Olnik, I think your spell only does 2d6+ damage, because it is your spellcasting ability modifier (4) at first level, then heightened twice for an additional 2d6. Still plenty to get the KO, even if I drop the 5.
The base damage is "equal to 1d6 plus your spellcasting ability modifier" according to the spell description, then +1d6 per level heightened ... so 3d6+4 since it's heightened to level 3. Right?
Reflex save: 1d20 + 9 ⇒ (4) + 9 = 13
Olnik moves forward, banging his drum to hurl another stone toward the remaining skeleton.
telekinetic projectile attack vs. green w/ inspiration: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
telekinetic projectile damage (bludgeoning): 3d6 + 4 ⇒ (3, 2, 3) + 4 = 12

cmlobue |

Siddhartha: Just double damage.
Olnik: Yep, reading fail. Probably thinking of daze. Also, the only remaining skeletons are inside people. I presume you would pick the dwarf's.
Botting Krakhaz
Olnik hurls more rubble at the dwarf, but there is too much machinery in the way to aim properly.
Krakazh comes around the corner and tries the same.
telekinetic projectile attack w/ inspiration: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
telekinetic projectile damage (bludgeoning): 3d6 + 4 ⇒ (4, 5, 3) + 4 = 16
That, however, hits.
The dwarf hurls a vial at Othello, moves, and tosses another at Krakazh. Where do they get all of these?
Moderate Bottled Lightning vs. Othello: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33
Electricity Damage: 2d6 ⇒ (1, 3) = 4 plus 5 = 5 splash
Moderate Bottled Lightning vs. Krakazh: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
Electricity Damage: 2d6 ⇒ (1, 1) = 2 plus 5 = 5 splash
Othello is seriously injured, and everyone else is splashed.
"Are those who murder cats especially conductive?"
Round 3-4 - bolded may go
Inspiring Defense round 3/4
Inspire Courage round 2/3
Olnik (-14 HP)
Krakazh (-5 HP)
Othello (-50 HP)
Pink
Dwarf (-16 HP)
Green
Siddhartha (-13 HP)

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◆◆ Stride around the back side of the device to approach the dwarf?
◆ Flurry of Blows
First attack Flurry of Blows with Inspire Courage: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Bludgeoning Damage with Inspire Courage: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15
Second attack Flurry of Blows with Inspire Courage: 1d20 + 14 - 4 + 1 ⇒ (20) + 14 - 4 + 1 = 31
Bludgeoning Damage with Inspire Courage: 2d6 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
Two down, one to go!
Woo-hoo! Natural 20 on the second attack!
AC is 25 due to the Inspire Defense with no Shield

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◆ Othello patches: 1d20 + 11 ⇒ (16) + 11 = 27 himself up using Battle Medicine at the Expert level
Othello's wounds heal up: 2d8 + 10 ⇒ (4, 5) + 10 = 19
◆ He moves closer to the dwarf, and ◆ strikes: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Damage: 2d10 + 2 ⇒ (3, 4) + 2 = 9
Additional damage: 2d10 + 2 ⇒ (1, 7) + 2 = 10
Shove the dwarf five feet North

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Krakazh finds something else to fling.
telekinetic projectile attack w/ inspiration: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
telekinetic projectile damage (bludgeoning): 3d6 + 4 + 1 ⇒ (3, 4, 6) + 4 + 1 = 18

cmlobue |

Siddhartha hits the dwarf, who suddenly erupts in electricity as the blows land. The energy harms Siddhartha and pushes the dwarf back.
Electricity Damage: 2d6 ⇒ (5, 3) = 8, basic Reflex DC 19
I had to research whether the dwarf could react between blows. Apparently not.
However, it is not far enough, as Othello moves in and cuts them down (after a moment to heal his own wounds).
Combat over!
Olnik (-14 HP)
Krakazh (-5 HP)
Othello (-31 HP)
Siddhartha (-13 HP, Reflex save)
Each skeleton has a large-sized glaive and half plate. The dwarf has five vials that are crackling with lightning, a meat cleaver, studded leather and a magical ring.
Secret Arcana check and 10 minutes to identify.

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Reflex Save: 1d20 + 13 ⇒ (4) + 13 = 17
I just cannot make a Reflex save.
Siddhartha will Treat Wounds on himself with Assurance.
Treat Wounds with Assurance: 2d8 ⇒ (2, 7) = 9
And during that 10 minutes, also heals 10 HP from his Aeon Stone, for a total of 19 of the 21 HP he is down in 10 minutes.

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Olnik moves back from the device a safe distance. Does the electrical apparatus appear to still be operational? Once confident he's in a safe location, he begins examining the ring.
+9 Arcana. I also have Oddity Identification, in case that applies, but it seems like that is only for recognizing occult magic.

cmlobue |

The device is definitely still operational.
The ring is a ring of electricity resistance.

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"The ring helps protect you against electrical damage." He turns his attention toward the device, looking at the lever that he noticed through the wall.
Can I try Crafting (+9) or something to figure out the function of the device and what would happen if we pull the lever, or how to de-activate it?

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Othello will treat wounds both himself and Olnik (using Ward Medic)
Treat Wounds on Olnik: 1d20 + 11 ⇒ (3) + 11 = 14
Oops!
Treat Wounds on himself: 1d20 + 11 ⇒ (16) + 11 = 27
Heal: 4d8 ⇒ (8, 4, 5, 8) = 25
Othello will refocus during that ten minutes.
If there is another ten minutes, Othello will treat wounds on himself and Olnik again.

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Treat Wounds in once an hour per person. Krakazh is happy to cast soothe on whoever needs it.
"So any idea what this thing does? Aside from bolts of lightning?"
She takes a closer look at the device and the rest of the room.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

cmlobue |

The room is huge, almost as large as the entire first floor for the keep. There are many looping halls and stairs that lead to places you think might be best to visit after everyone is healed satisfactorily. There is nothing obvious preventing you from resting as long as you want, but you haven't exactly been quiet.
The lever does not appear to be connected to the device. There are a number of switches on it, and you can't really find anything it does rather than move electricity from one place to another. It looks dangerous to touch, but can be dismantled for precious copper, gold, and electrum alloys.

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Who still needs healing?

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Othello has Continual Recovery
Feat 2
GeneralSkill
Source Core Rulebook pg. 260 2.0
Prerequisites expert in Medicine
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

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Siddhartha only needs another 2 minutes after the 10 to be completely healed by his Aeon stone (1 HP per minute)

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That's a cool feat. Not sure how I've never noticed it before. :)

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Krakazh waits until everyone seems to be done with feeling better, then heads for the first staircase we haven't explored yet.

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Before we wander off, weren't there some keyholes under investigation just before we started this fight? And shouldn't we clear the other areas on this floor before we go exploring other floors?

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I think the stairs are to other places on this floor. But yes, keyholes.

cmlobue |

The stairs are to various platforms on this level.
Keyholes require DC 17 Thievery.

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Olnik's nephew Bjorn, barely paying attention to the group's antics, fiddles with the keyholes.
Thievery: 1d20 + 9 ⇒ (7) + 9 = 16

cmlobue |

The keyholes remained unturned for the time being. Where to now?

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Olnik motions to the device. "Let's just steer clear of that thing for now and explore the rest of this chamber." He moves down and around, looking at what he can see up one of the stairwells.

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"There is, of course, the lever we saw before. Let me know if you want it activated," Othello mentions as he scouts ahead.

cmlobue |

”Othello Perception”: 1d20 + 8 ⇒ (20) + 8 = 28
“Krakazh Perception”: 1d20 + 9 ⇒ (12) + 9 = 21
”Olnik Perception”: 1d20 + 13 ⇒ (8) + 13 = 21
Othello notices that the statue on the west side of the corridor can be twisted to the side.

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"Ooooh. Shall I twist the statue? Or should we wait until there is something we cannot get to?"

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"Twist the statue, twist the statue!!"

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Twisting the Statue sounds good to me
GM, could you please locate the statue on the map? We are currently spread over a fairly large area, and I would like us together for this.

cmlobue |

At his allies' encouragement, Othello twists the statue.
Reflex Save: 1d20 + 12 ⇒ (15) + 12 = 27
The statue vanishes into a hidden tunnel in the wall, where it is replaced by a different one that you remember from near the electrical device. You think this could be used as a secret passage.