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Khaul grins as his words continue to weaken the construct.
"If yer be wantin ta be hurtin ma friends, then yer gona hav ta be comin through me first." he growls, trying to return the models attention to himself.
Keeping his shield up, the dwarf continues to batter at the model with the power of Tragg.
strike, flank: 1d20 + 11 ⇒ (2) + 11 = 13
damge(b,magic): 2d8 + 4 ⇒ (4, 7) + 4 = 15
strike, flank,MAP: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
damge(b,magic): 2d8 + 4 ⇒ (8, 6) + 4 = 18
* raise shield
* strike
* strike
Khaul will use his reaction the first time anyone in the group gets hurt.
If it is Khaul, he will shield block (hardness 10, reduces damage by 10)
If someone else, then glimpse of redemption - reduces their damage by 6, enemy is either enfeebled 2 or choses to do no damage

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AoO, prone: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
damage: 1d8 + 4 ⇒ (5) + 4 = 9
With the automaton distracted Haka hacks at its knee.
Clambering back to his feet he swings again.
Attack, snagging strike: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d8 + 4 ⇒ (3) + 4 = 7
And again
Attack, snagging strike, MAP, vs flat footed?: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
damage: 1d8 + 4 ⇒ (3) + 4 = 7
^Attack of Opportunity
*Stand
*Strike
*Strike

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Thank you for the clarification on the battle medicine
Well said Masterwarf, Lets try something diferen then
He gathers energy around himself, his hair fows as channels de power pf the elements surrounding his blood, then strikes once with the blade
Electric Arc: 2d4 + 3 ⇒ (2, 3) + 3 = 8 Basic Reflex DC=19
Strike: 1d20 + 10 ⇒ (17) + 10 = 272d8 + 8 ⇒ (4, 6) + 8 = 18 1 of that damage is fire, and will recieve extra 4 dmg from weakness if hits due Anthitesis

GM Super Zero |

Darel manages to cut into the model.
Darel's first attack hits, though the second misses.
While it doesn't react intelligently, it does react quickly; for the moment, the model seems unbothered by the grease.
It critically succeeds its initial save against grease.
Khaul puts another small crack into the thing with a solid hit.
Khaul's first attack fails, though the second hits.
Haka lands a touch. It doesn't seem to do much damage, but he snags it with his other hand and clearly throws it off-balance.
Haka's first attack hits. It's now flat-footed against everybody.
Nonetheless, it ducks away from Silien's spell.
But not his weapon. CRACK! The hard shell splinters, and most of it begins to fall away in large chunks. It doesn't seem immediately hindered, but the... gooier (Is it supposed to be like that?) bits inside aren't as well protected.
It critically succeeds its save against electric arc. Silien's attack, though, hits and bloodies it. That breaks its Construct Armor! It takes a big AC penalty and no longer has hardness. finally..)
Mindartis's turn.
Initiative:
Mindartis (Mialee flat-footed, Mialee -5)
Animated Anatomy Model (-53, flat-footed until start of Haka's turn, Enfeebled 2 until end of its next turn; construct armor broken, Weakness: Personal Antithesis)
Pik
Haka
Darel
Khaul (-4)
Silien (-26)
Reflex: 1d20 + 14 ⇒ (18) + 14 = 32

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Mindartis and Mialee continue their attack at the model.
Mialee Jaw: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing + Precision: 1d6 + 1d8 + 2 ⇒ (4) + (1) + 2 = 7
Longbow: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Piercing: 2d8 ⇒ (4, 4) = 8
Longbow, MAP: 1d20 + 11 - 2 - 5 ⇒ (14) + 11 - 2 - 5 = 18
Piercing: 2d8 ⇒ (4, 3) = 7
Precision Damage on first hit: 1d8 ⇒ 3
◆Command Animal, ◆Strike, ◆Strike

GM Super Zero |

Mialee's jaws clamp hard over the model's head, and Mindartis's arrow pierces its neck. The second arrow thuds into its chest.
(That's two crits and a regular hit.)
Bits of artificial muscle and organs begin to fall away from the rest of it. Very little seems to be holding it together now.
Even so, it launches another slimy organ.
(I hope you don't mind, but I'm going to roll the AoO for Haka here since it's fairly likely to disrupt the monster's turn.
Haka AoO: 1d20 + 12 ⇒ (19) + 12 = 31
Guts: 1d20 + 14 ⇒ (19) + 14 = 33
At least, that's what it seems to be intending. As it leans back and squelches, Haka splits it into two pieces.

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- Well, I can't say that i always wanted to break one of those back in the day when i was studying -
He jokes about the situation
- Now - He says obserivng his wounds - That was no rodinary prank, that one actually could have killed one of the studesns, so its odd it is here, don't you think?, And i believe we should take some time to treat our injuries, i am starting to feel a bit light headed, thank you all for the prompt help though.
HE exapnads his senses magical and mundane to start exploring the area,
Will try detect magic to figure out if ther eis sokmething out of the ordianry on this room save for the murderous thing of before and in the mean time if we are healing

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I'm glad everyone had the guts to stand up to those attacks. Now it's time for a lesson on putting everything back where it goes. Pair off and I'll get you patched up.
Haka has Ward Medic and Assurance so he can heal two people for 2d8 at a time and always succeeds.

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I am uninjured. I will keep an eye out for danger while you are looking after your wounds.
Pik keeps and eye out for danger.
Perception T: 1d20 + 4 ⇒ (4) + 4 = 8

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Khaul nods "My thanks..." to Haka as the patch-up happens.
He looks over Silien's wounds and does a bit of his own first aid on the badly injured Pathfinder.
medicine DC15: 1d20 + 8 ⇒ (5) + 8 = 13
healing: 2d8 ⇒ (5, 7) = 12
Silien doesn't look that much better after the dwarfs administration of a judicious amount of dwarven spirits. Then with a sigh he takes out his own anvil., "Jest be givin me a moment to straighten out me shield."
crafting: 1d20 + 8 ⇒ (12) + 8 = 20 Shield fully restored
While Khaul's skills on flesh may be of questionable value, his ability with the shield leaves no doubt about his skill.

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Haka spends an hour focused on treating Silien.
Medicine, Silien: 2d8 ⇒ (3, 4) = 7
healing is doubled by the prolonged treatment 14 hp back
We're about half way done. I can keep going unless someone wants to try magical healing.
Khaul will be back to full with the minimum breaking provided

GM Super Zero |

With the threat defeated, the group of Pathfinders can focus on treating their wounds--and investigating the mystery.
School Mystery: The Cheater’s Whisper
“If you can’t figure out what to do in lab, just whisper a question under your breath! You’ll hear the answer in your ear. Be careful, though; a lot of the answers are wrong.”
A Religion check might help identify if there are any haunts in the room. Perception or Performance might help figure out if there's anything unusual about the acoustics.
Or any other check that makes sense.

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Khaul hammers away at his shield, the motions taking on an almost mystical nature as he slowly chants under his breath. His arms and attention are on the act of repair, his mind praising Tragg.
As he does this, his senses gauge the room around, wondering if there could be a spirit at work, whispering answers...
religion: 1d20 + 8 ⇒ (3) + 8 = 11

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I take that we took at least 10 minutes on this due the repair check and the medicine check, Silien has the Pearly hite spindle which would have him set to full hitpoints after the healing
*Silien looks aroiund the general area, looks for the specific sigils and glyps, and other haunt signs, to make something out of the area
Esoteric Lore: 1d20 + 11 ⇒ (6) + 11 = 17

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Darel wanders around the area whispering questions under his breath and listening for any returned answers.
Perception (T): 1d20 + 7 ⇒ (11) + 7 = 18

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Pik casts Ancestral Memories
Use 1 Focus Point to gain Religion Skill
Pik uses the memories of his ancestors religious knowledge
Religion (Pip’s Ancestral Memories): 1d20 + 4 ⇒ (2) + 4 = 6

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Mindartis hones his senses once more to check the acoustics within the room.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

GM Super Zero |

Several of the Pathfinders take note of the laboratory's bad acoustics, and how voices do carry in odd ways.
However, Silien, Darel, and particularly Haka notice some very unusual things. While the lab does have bad acoustics, the whispering doesn’t consistently carry. Instead, a pocket of planar energy from the Maelstrom generates noise in response to questions asked. These answers are haphazardly strung together from other statements previously uttered in this room, though they’re out of context and often wrong.
The chaotic energies also help explain the spontaneous animation and violence of the anatomical model--it may not have been purposely done.
The Cheater's Whisper, solved!
Unrelated, Silien and Mindartis gain Hero Points!

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With another mystery solved, Khaul moves to the windows to see if there is any sign of the statues outside moving.

GM Super Zero |

Khaul can see the yard from there.
Hard-packed dirt marked with chalk lines creates a small track around most of this open yard. Within the loop of the track, a cleared oval provides a space for other types of exercise. Outside the track, statues stand on opposite sides of the yard, each posed in mid-stride, as though about to reach the finish line of a footrace. In the corner of the schoolyard grows a picturesque maple tree.

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Pik moves over to the window and pulls himself up to sit on the window ceil and looks out at the statues
Let us watch for the statues moving

GM Super Zero |

From here the statues don't seem to be moving. But after a few minutes of watching, they continue to remain motionless.
Investigating that mystery will probably require closer inspection.

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"When we looked at them earlier, were they in mid stride?" asks Khaul, trying to remember.

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The thing is, so far I am concerned about the mix of things we have found, this esence we have on this place doesn't fit well with an academy, there is defintely something odd about all this, i do hope that we find something as mundane as the things in the shed, but i hardly doubt that is going to be the case with this statues. The gods know how much i would like to be wrong here
Silein will look at the door with some concern.
LEts give this a closer look. shall we?

GM Super Zero |

There are two life-size statues outside. They resemble adventurers, though they're well-worn enough it's hard to make out details.
Something does seem odd about the positions they're in, but not because they've changed.
Go ahead and place yourselves on the map.

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Khaul wanders over to inspect the southern most statue.
"Well, the craftmansship is... unusual.
craft: 1d20 + 8 ⇒ (10) + 8 = 18

GM Super Zero |

The three statues are approximately six feet tall and articulated, allowing their arms and legs to be repositioned in the phases of the gait cycle. The schoolyard is currently clear, as any exercise equipment is stowed in the storage shed.
As Khaul approaches one of them however, he finds a clue that they have, in fact, moved around the yard--the fact that it suddenly starts to slide. Straight towards him, and then past, its legs pumping as though running.
Khaul takes bludgeoning damage: 1d10 + 6 ⇒ (6) + 6 = 12, with a DC 20 basic Reflex save.
All three statues start to slide. They're not animated like the anatomy model was, simply sliding across the ground.
If someone could work out what's propelling them...
Disabling the hazard takes two actions and a Crafting or Occultism check from someone Trained or better. Or an Athletics check to restrain it, which is more difficult but doesn't require training.
Of course, simply smashing them would be a simple way to render them safe.
Mindartis and Silien's turns.
Initiative:
Mindartis
Silien
Sliding Statues
Haka
Khaul
Pik
Darel
Khaul: 1d20 + 8 ⇒ (8) + 8 = 16
Mindartis: 1d20 + 10 ⇒ (17) + 10 = 27
Haka: 1d20 + 9 ⇒ (8) + 9 = 17
Pip: 1d20 + 5 ⇒ (10) + 5 = 15
Darel: 1d20 + 7 ⇒ (2) + 7 = 9
Silien: 1d20 + 8 ⇒ (19) + 8 = 27

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I start with my shield readied due to my exporation activity being defend. Does that mean I can use shield block against the attack?

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Silien strides forwardas the statue runs over Khaul and tries to disable the danger on the zone
I will roll to disable, but i would like to know if Esoteric lore is a viable option for this one as Occultism is included.Will put both values in the chat,depending on the roll of course
Guess now we can be sure that those things move, -
Disable hazard: 1d20 ⇒ 10
That would be either a: 18 to crafing/Ocultism or 21 on Esoteric Lore if that one is allowed

GM Super Zero |

Yes to both Shield Block and Esoteric Lore
Silien figures out that... well, he's still not entirely sure what happened, really. But the statue that rammed Khaul seems pretty settled where it currently stands, anyway, even if the other two are starting to shift.
Mindartis's turn.
Initiative:
Mindartis
Silien
Sliding Statues
Haka
Khaul
Pik
Darel

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I'll shield block, so two damage to me and two to my shield. And reaction used.

GM Super Zero |

Don't forget to run your save, though.

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reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Khaul deflects the worst of the attack with his shield. Phew.
"For Traag!"

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Mindartis joins the party and helps out by restraining the statues.
Athletics: 1d20 + 9 ⇒ (13) + 9 = 22

GM Super Zero |

The statue Mindartis grabs stays in place, so apparently his hold was effective.
The third one, however, slides across the packed earth towards him and against the wall--though it slows a bit and doesn't hit the wall nearly as hard as the elf.
Mindartis can make a DC 17 basic Reflex save against bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
All PCs' turn.
Initiative:
Haka
Khaul
Pik
Darel
Mindartis
Silien
Red Sliding Statue

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He tries to avoid the third statue...
Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
...and attempts to restrain it as well.
Athletics: 1d20 + 9 ⇒ (20) + 9 = 29

GM Super Zero |

Mondays evades the third statue, and pressed it into the ground. It doesn't look like it will slide again soon.
But what caused that?
Every Wealday morning, we run in the yard. The next morning, the statues stand in different spots and in different poses—almost like they’re trying to get in our way.
The Pathfinders might analyze the unusual structure of the statues themselves (Crafting) or examine the area (Perception). Or anything else that makes sense to them.

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Pik takes a moment to try and figure out how the statues are crafted, thus helping to figure out their function. He is ready and on guard for one of the statues to try and ram him.
Crafting T: 1d20 + 5 ⇒ (11) + 5 = 16

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Silien Looks at the actions involved and how the elf was hurt on the events, same sa the dwarf.
School used to be way more safer back in my days, you know?
He glances at thes tatues, the manufacture seemed to be allwoed to change position but to move like that antoher instance should be present on it, he will look aroiund for signs of magical or spiritual tampering with the MAelstrom influence found earlier he just hopes that is not the same kind of tempering
Would like to use again Esoteric Lore if possible to determine the origin of this, if that is not allowed Crafting will be
Decipher hazard: 1d20 ⇒ 9
So Crafing would be : 17, Esoteric lore would be 20 if that one is allowed.

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Khaul keeps his shield up as he tries to work out how to deanimate the statues. "Beautiful workmanship here people. Beautiful. But deadly."
craft(Ex): 1d20 + 10 ⇒ (6) + 10 = 16
* raise shield
** disarm(craft)

GM Super Zero |

The party finds scrapes on the ground indicating that the statues were probably pushed around to accommodate different layouts of the area by the staff.
Except... The statues’ shoulders have jagged claw marks in them. A creature that can reach the statues’ shoulders has been moving them regularly. It took just a spark of latent energy to send them across
the schoolyard.
In addition, the statues left a bizarre trail of gold dust in the ground as chaotic planar energy spontaneously transformed the dirt of the schoolyard. That might be valuable!
That makes four school mysteries investigated--with very strange information uncovered for three of them.

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He leans and picks some of the gold dust on the area, he certainly can't remember having seen this on the week he studied back here when he was a child[, it was one week, his memory of it was fussy, but there was no need to share this, his memories were hazy at least, he still picks up the gold dust, and places it in a vial, you never know when this sort of stuff might be useful.
- Well, i certianly don't like the fact that we are finding that much promal energy with thus, It is more than the secrets now, something bigger seems to be afoot here, we must be careful and observant, As per the notes given by J, we need to find a couple more before finding out the Studnent 19 huh? So what you say, we look around for that room near the "invisible" door?
He proposes -Of course once we have the chance to tend our wounds,

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With a narrowing of his eyes, Pik glances around the courtyard and casts Detect Magic
I suspect an unseen creature is activating the statues. Perhaps something fiendish from the claw marks.
Detect Magic (Arcana): 1d20 + 7 ⇒ (12) + 7 = 19

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"Well... someone is not going to be happy about that. It seems many of these mysteries are basically natural, but have been, ahh, enhanced, magically."
With a sigh the dwarf looks at his shield and at the group.
"Guess we should go and check out the library?"