
![]() |

JR gives a congratulatory thumbs up to the climbers from the top of the cliff "Great work, almost there Kidron, two more pitons need to be anchored on your side and we're set."

![]() |

"Continue holding on to the cliff!" calls Cascade, "I believe this is integral to success in a climbing operation."

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

JR gives Case a slight side-eye, making a mental note to himself Yes, leshy brains are indeed more primitive in their evolution. We'll keep the reporting and documentation away from them...

![]() |

Oops. Yes. There a couple of crits there. hold on.
Zizarc makes it look easy and climbs down the cliff, securing the ladder. He successfully attaches two-thirds of the right side before disaster strikes. A piton isn't hammered in tightly enough suddenly pulls free and he loses his grip.
Zizarc, do you want to hero point the Athletics check since that's a fail. The flat check doesn't apply since the Fail isn't a crit fail. The Grab an Edge reaction is also a failure so you'll drop (though not much since you're near the bottom)
Kidron begins descending the cliff. He makes it look easy as he secures the first third of the ladder, following in Zizarc's footsteps.
Kidron, I still need 2 Athletics checks from you

![]() |

Quote:Athletics: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26Yep, I'll spend a heropoint. I suggest using this roll.
I was going to :)

![]() |

You make it down the cliff with little trouble, both Kidron and Zizarc making it look easy. You're currently positioned outside the door.
Map has been posted. Go ahead and position yourselves. I'll move us along in 12 hours or so (or if you're all satisfied with how your tokens are set up

![]() |
1 person marked this as a favorite. |

”Now we’re gettin’ to the thick of it”, says Molly. ”Cap’n on deck!”
The space beside her wavers. A greenish-blue apparition appears. It looks like a human pirate, with a long gray beard and an eyepatch. One hand holds a cutlass, while the other has been replaced by a shadowy hook. A skull and crossbones appear on his hat, as well as Molly’s.
”Avast, me hearties!”, he proclaims. ”Silverbeard walks again!”
”We’ve got us a treasure hunt, Cap’n”, she says. ”Keep your eye peeled”
”Not to worry, lass”, he replies. ”I can still plunder with the best of ‘em!”

![]() |

"So.. through here then?" asks Cascade, stepping onto the stairs, "Or do we check a side door, first? This is bigger than I expected, for something so close to town that hasn't been explored yet."

![]() |

We have three ways. And all three are the same for us, since we know absolutely nothing. Let chance decide! Drow takes out a dice, squats down and rolls it.
Dice: 1d6 ⇒ 2 from west to east; west!
Nodding and putting the dice back in his pocket, he gets up and heads for the west door.

![]() |

Peppers shouts a few words of encouragement as the two burlies successfully complete the climb "Great work. We'll be right down." They pack up any remaining supplies and cautiously climb down the rope ladder.
Reaching the bottom they collect their climbing kit and stow it away for another day. "Dice Gods show us the way? If you insist." He takes a quick look around the immediate entrance for anything of interest before drawing out a short bow and moving quietly near the back of the group. "If you see anything that resembles writings, runes, or pictograms let me know and I'll take a closer look... we could have an amazing discovering on our hands here folks, let's not miss anything crucial."

![]() |

A quick examination of the other doors shows that they're either physically barred or blocked with rubble. You enter through the only door that's passable.
Scattered bits of ancient armor lie discarded haphazardly around this room. Ancient tools, some plainly built for alchemy or armor maintenance and others much less clear in origin, are stored on shelves along the walls, which are adorned with carvings of figures in ornate plate armor.
You recall that Ancient Osirian armor tended to be light.
If you rolled either a Natural 20 or 27+:
You recognize the armor being similar to that which the Hellknights use, and that Hellknights base much of their military structure on ancient Jistka, which was a rival civilization to Ancient Osirion.
Sorry folks. Busy last couple of days. We should be able to move through this pretty quick

![]() |

Looking through the pile of mismatched armor, Fibek also finds an oil of potency.
You push deeper into the structure. Several small rooms line this long hall, each containing the by-products of ancient alchemical experiments or broken mechanical devices
If you rolled either a Natural 20 or 30+:
[spoiler=DC 17 Occultism/Crafting]
You remember that Ancient Osirion was not known for its alchemical or mechanical inventions.
If you rolled either a Natural 20 or 27+:
You recognize these types of experiments to be more the province of Osirion’s rival, the Jistka Imperium.
Please verify on the map your marching order in single file (unfortunately, there isn't enough room for the formation in the slides)

![]() |

Expert Society DC17: 1d20 + 10 ⇒ (4) + 10 = 14
Occultism DC20: 1d20 + 8 ⇒ (5) + 8 = 13
"That makes sense Fibek, who wants to wear heavy armor in this heat."
Peppers is far too excited to pay as close attention as he should be. He looks at their long, stretched marching order and smirks "We look like a parade of ants.. Fibek you sure you don't want Kidron or Zizarc taking point? Its not the best place for a fresh agent to be." He does his best to give some advice to the neophyte.

![]() |

"Armor just gets in the way of touching sunlight and the water," Cascade agrees.

![]() |

Occultism/Crafting DC is 17, sorry. I was trying a format on my notes to make it easier to switch subtiers and it appears I grabbed the wrong one!

![]() |

If anyone else wants to roll the Occultism/Crafting check, go ahead and I'll just retcon it in. Otherwise, moving us into the room at the end.
This room appears to be a workshop. Wooden limbs and flasks containing alchemical reagents are strewn across the floor in this room.
You recognize these as alchemical golems in varying states of disrepair.

![]() |

JR has both of these situational bonuses, not sure if either have applied so far or going forward:
(+1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures)
(+1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature)
Arcana DC17: 1d20 + 8 ⇒ (4) + 8 = 12
Very upsetting to tank so many knowledge rolls on a character built to know things!
JR looks around but nothing seems to click. His mind races with all the new experiences and possibilities Magic, alchemy, armor.. what a weird puzzle.. just how are they connected? All he can think to say is rather underwhelming "So very interesting."

![]() |

I've noticed that you both are also playing in cmlobue's Q06. This game is not repeatable. You need to drop one of them.

![]() |

"This place is difficult to get to, so I see why someone who would want to set up shop here might have been feeling isolated or lonely. And then they'd only bring the necessities, so it would be cold and drab. Although if it's as ancient as it's supposed to be, there may have been a path at one point that deteriorated or washed away."
Glum. He's thinking of "glum."
Y'know what, sure:

![]() |

Apart from the info in the spoiler, you recall that these creatures can be slowed by cold.

![]() |

JR, Avoid Notice: 1d20 + 8 ⇒ (8) + 8 = 16
Black Molly, Repeat a Spell: 1d20 + 5 ⇒ (1) + 5 = 6
Cascading Rapids, Defend: 1d20 + 6 ⇒ (3) + 6 = 9
Zizrac Misraria, Avoid Notice: 1d20 + 12 ⇒ (6) + 12 = 18
Golem Init: 1d20 + 6 ⇒ (4) + 6 = 10
As you contemplate the contents of the room, you spot movement from one corner of the room. Apparently, one of the alchemical golems isn't as ruined as it appears. It rises from the ruins of the other golems and attacks.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
Those with ** may go
**Zizrac Misraria - AC 21, 44/44
**JR - AC 17, 24/24
Golem
Cascading Rapids - AC 19 (21 w/shield), 20/20
Black Molly - AC 16, 19/19; Silverbeard AC 17

![]() |

Zizarc understands everything instantly - it's time to act. Quickly jumping forward, he rushes at the enemy, with his grace and sweeping blows resembling a wild cat.
◆ Stride ◆ Tiger Stance ◆ Flurry of Blows
Flurry x Tiger Stance: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 2 ⇒ (4) + 2 = 6
Flurry x Tiger Stance: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 2 ⇒ (3) + 2 = 5

![]() |

JR Arcana: 1d20 + 8 ⇒ (16) + 8 = 24
The creature is an alchemical golem. It is resistant to most forms of physical damage, except bludgeoning
Zizarc charges the creature and rakes his "claws" across it. Unfortunately, some of his strikes is absorbed by the creature's tough skin.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
Those with ** may go
Zizrac Misraria - AC 21, 44/44
**JR - AC 17, 24/24 (2 actions)
Golem (-7)
Cascading Rapids - AC 19 (21 w/shield), 20/20
Black Molly - AC 16, 19/19; Silverbeard AC 17

![]() |

"Looks like the creature is an alchemical golem. It is resistant to most forms of physical damage, except bludgeoning. Switch weaponry Zizrac!"
He then calls on his inner Elven magic, forming an icicle in hand and flinging it at the golem.
Ray of Frost (120ft Range): 1d20 + 8 ⇒ (12) + 8 = 20
Cold Damage: 1d4 + 4 ⇒ (1) + 4 = 5

![]() |

Junior sends a snowball at the golem. It hits, doing some damage. However, the elf also notices that the cold seems to have slowed the creature down somewhat.
The Golem reaches out with arms that end in syringes. It attempts to poke Zizrac.
Syringe vs Zizrac AC 21: 1d20 + 14 ⇒ (9) + 14 = 23
Syringe vs Zizrac AC 21, MAP: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing x2: 2d8 + 8 ⇒ (3, 7) + 8 = 18
Alchemical effect: 2d6 ⇒ (6, 2) = 8
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before Your Turn:
Zizrac Misraria - DC 15 Fortitude Save x2 (vs Slowed and Enfeebled)
After Your Turn:
------------------
Those with ** may go
-2-
**Zizrac Misraria - AC 21, 26/44
**JR - AC 17, 24/24
Golem (-12)
-1-
**Cascading Rapids - AC 19 (21 w/shield), 20/20
**Black Molly - AC 16, 19/19; Silverbeard AC 17
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
1–2 enfeebled: DC 15 Fortitude save or enfeebled 1 (enfeebled 2 on a critical failure);
3–4 sickened: DC 15 Fortitude save or sickened 1 (sickened 2 on a critical failure);
5–6 slowed: DC 15 Fortitude save or slowed for 1 round (slowed for 2 rounds on a critical failure)

![]() |

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Zazarc nods at the elf's words and changes his stance.
I've fought constructs like you before. Is that all you can do?
Flurry: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 2 ⇒ (6) + 2 = 8
Flurry: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (5) + 2 = 7 CRIT! 14 dmg
unarmed: 1d20 ⇒ 21d6 + 2 ⇒ (4) + 2 = 6
unarmed: 1d20 ⇒ 21d6 + 2 ⇒ (3) + 2 = 5
(I don't remember if getting out of the stance is an action or not; if yes, then one strike less)

![]() |

Cascading Rapids twirls as he moves forward, in a way that's almost dance-like. Water droplets seem to be drawn from the air towards his outstretched hand, and as he completes the twirl a thin stream of water is following his motions.
As he approaches the golem, he whips that stream towards its lower legs. "This thing is broken, yes? I do not believe it can be very stable."
* Reflective Ripple Stance
* Stride
* Trip: Athletics: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

![]() |

”Shiver their timbers, Cap’n!”, Black Molly declares.
The phantom glows a little brighter, as he closes in with the golem.
”Arrrrrr!”, he cries, attacking with his hook.
Act Together
BM: Cast boost eidolon
CS: Stride, Strike x2
Attack 1: 1d20 + 7 ⇒ (3) + 7 = 10
Damage 1: 1d6 + 6 ⇒ (1) + 6 = 7 Negative
Attack 2: 1d20 + 3 ⇒ (17) + 3 = 20
Damage 2: 1d6 + 6 ⇒ (5) + 6 = 11 Negative

![]() |

[dice=Perception]1d20 + 9
[dice=Perception]1d20 + 9
I'm assuming you mean Fort since that's the right modifier! :)
Zazarc nods at the elf's words and changes his stance.
I've fought constructs like you before. Is that all you can do?[dice=Flurry]1d20 + 10; 1d6 + 2
[dice=Flurry]1d20 + 5; 1d6 + 2 CRIT! 14 dmg
[dice=unarmed]1d20; 1d6 + 2
[dice=unarmed]1d20; 1d6 + 2
(I don't remember if getting out of the stance is an action or not; if
yes, then one strike less)
You're not limited to Tiger Claw strikes in Tiger Stance so shifting out of the stance is unnecessary. Also unarmed attacks are agile so your penalty is -4
Zizrac lashes out at the Golem and connects with one of the alchemical bottles attached to the golem. The glass container shatters and sends liquid in all directions for 5'.
Need a DC 16 Reflex from Zizrac, Silverbeard and Cascading Rapids or be Enfeebled 1 (Enfeebled 2 on CF)
Cascading Rapids assumes a combat stance and whips a stream of water at the Golem. The water strikes the golem's legs and sends the creature to the floor with a loud crash! The golem's vulnerable position allows Silverbeard to run in and bring his hook onto the golem's arm, doing some damage.

![]() |

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 16 Reflex - Zizrac, Silverbeard, Cascading Rapids
After Your Turn:
------------------
Those with ** may go
Zizrac Misraria - AC 21, 26/44
**JR - AC 17, 24/24
Golem (-37; Prone, FF)
Cascading Rapids - AC 19 (21 w/shield), 20/20
Black Molly - AC 16, 19/19; Silverbeard AC 17

![]() |

Exceptionally light on his feet, Cascade still seems to be almost dancing as he tries to evade the splash.
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19

![]() |

Junior continues trying to recall any more useful information about the golem Recall Knowledge but continues to send volleys of cold to slow it down.
"It may be better for your health to attack from afar."
Ray of Frost (120ft Range): 1d20 + 8 ⇒ (16) + 8 = 24
Cold Damage: 1d4 + 4 ⇒ (3) + 4 = 7

![]() |

JR Arcana: 1d20 + 8 ⇒ (1) + 8 = 9
You remember reading that the Golem is particularly vulnerable to acid damage
JR sends another snowball at the Golem. It connects and frost appears on its joints.
The golem slowly gets to its feet (Anyone with an AoO may use it) and stabs its syringes at Zizarc, Cascading, Silverbeard: 1d3 ⇒ 3
Syringe vs Silverbeard AC 17: 1d20 + 14 ⇒ (13) + 14 = 27
Piercing, Crit: 1d8 + 4 ⇒ (2) + 4 = 6
Doubled to 12
What effect: 1d6 ⇒ 1
Although the syringe plunges deeply into Captain Silverbeard, the alchemical solution happens to be the one contained in the bottle that shattered.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
DC 16 Reflex - Zizrac, Silverbeard
After Your Turn:
------------------
Those with ** may go
-3-
**Zizrac Misraria - AC 21, 26/44
**JR - AC 17, 24/24
Golem (-44)
-2-
**Cascading Rapids - AC 19 (21 w/shield), 20/20
**Black Molly - AC 16, 7/19; Silverbeard AC 17