Clockwork Spy

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567 posts. Alias of Tiger Claw.


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Mark Moreland wrote:
thaX wrote:
Can we adapt past scenarios from PF1 into PF2 scenarios through this, giving credit to original authors?

The FAQ covers this but the answer is "sort of."

The original remains a copyrighted work that you don't have permission to reprint. The rules are covered by the OGL, and the Product Identity is fair game under the Infinity license, but the original work is not.

I am wondering 'playstyle` reworks of APs would be considered fair game. As an example, my Iron Gods players were pretty uninterested in the 'infiltrate Starfall' section of book 5 (parts 1&2). It necessitated some hefty reworks that I've shared. I'd be interested in presenting the stuff in Pathfinder Infinite, even if it means charging $0.00


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More apologies for the extra long wait for this post.


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"We really appreciate all the help," Eliza graciously says before turning to Rayland. "Let's gather our things here, Rayland. These kind folks are going to take us back to the colony." As she speaks, Eliza instructs flagrantly with her hands, as if speaking to a young child or someone only vaguely familiar with the language.
Eventually, Rayland nods and assists in gathering the few things the pair has laid out.

As they finish, Eliza corners Urram whose grown inexplicably interested in the blanket hung over the door of the smaller chamber. "You're quiet," she says politely, "But I like your mask." With a grin, she retrieves the blanket, the last of their belongings, revealing nothing but the strange opaque material that makes up the other 'tanks' in the Spindle Solution facility.

Hrolf leads the way out with Fenna and Kari. Eliza leads Rayland along behind them, leaving Urram and Anya to pick up the rear. The Shoati woman gives Urram a nod of agreed suspicion, and keeps her bow readied as the group moves.
-----
After a careful trek past the path of the Warden Jacks, Eliza asks for a break, and the group has a chance to converse in private.


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sorry about the long wait folks, more job changes for me this week


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"Thank you," Eliza says, before turning to her befuddled companion. "Rayland," she says calmly, as thought speaking to a child, "these folks are taking us back to the colony." She looks him in the eye as she speaks gently, as though the Eagle Knight didn't speak a word of Taldane.

"I hope we can make it back before dark," Eliza addresses you again once Rayland nods in agreement. "We've been dousing ourselves in water to keep our skin from cracking. This skin condition makes very painful cracks in the skin if we let it get too dry."

its a little after noon at the present time, and a hard march could get you back before dark


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Glad you like it. There's much more that can go in there, but I wanted to split off a basic one in case it could be useful for other RoA games.

Im trying to think of things that would fit nicely there, including things that just for our game. Maybe the Aquatic Combat rules? Some specific equipment selections. If you want edit access, pm me your emails


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I want to let the post sit for a little longer. Important question: is Urram murmuring his question in Taldane or Azlanti? or something else?

Also, I'm working on a thing (link). Is something like this useful?


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"I wish I could be more helpful to you," Eliza answers. "I'm afraid I didn't spend very long with the other colonists before I went exploring, and found the statues that spoke to me. Rayland was a leader in our group, but since coming here...whatever was done to his mind seems worse than what was done to mine. He's not been himself."

K.dung: 1d20 + 11 ⇒ (1) + 11 = 12
Urram has no idea what is afflicting the humans' physiology.

Kari's assessment of the pair's behavior seems consistent with their explanations. Rayland does seem quite addled; he's been very quiet and after careful scrutiny, he does seem to have be under some sort of enchantment effect. Eliza seems truthful and at this point has even addressed the behavior.


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Have to kind of abstract out the 20x as long the Urram's check will take, but I'll inform you as the conversation goes onK: 1d20 ⇒ 2 1d20 ⇒ 11

Before Kari leads everyone steps closer to speak, the man who only dropped his sword slightly, levels it again toward the group. Hrolf, sensing the tension in the room, barks loudly at the strange-skinned pair. From what Kari and everyone can tell, the two are human, though something is wrong about their physiology.

"Please, stay your beast," the woman calls out. "Rayland, lower your sword." The man lowers the point of his blade to the ground, and Hrolf is calmed a bit, but he's still visibly bristling at the pair. At the woman's direction, they seem calm and amenable to speaking, but not approachable. When Kari and Fenna finally ask their questions, the woman answers from across the room.

"I apologize the state you find us," she starts pensively, holding her palm calmly and defensively toward the group with the other on the man's arm. "I am Eliza Haniver of Darkmoon Vale, and my companion here is Rayland Arkley, a former member of the Steel Falcons. We were both among the first wave of colonists to arrive here aboard the Liberty's Herald."

"I remember creatures made of stone who I met, and who told me of this place," she continues. "You must forgive me, I am afraid that our memories may have been affected by what has also afflicted our bodies. I awoke here a prisoner of the skum, and I'm afraid that Rayland was imprisoned with me not long after."


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The ramp rises from the second floor along the southwestern wall of the chamber to an almost the entirely open floor. In the center of the room is a vast tank of water with transparent walls and no floor that extends down to the tank you saw below below. A single transparent door with an opaque handle is built into the eastern face of the tank.

Just east of the tank is a much smaller transparent chamber with a similar door. This one contains no water, however, and a blanket is hung casually over the open door. Standing before the blankets are two people: a man and a woman. On the floor nearby are some damp blankets, and pots and bowls that contain picked-over rations and the remains of partially eaten fish.

The pair is seemingly aware of the commotion caused downstairs as they are already standing and facing the ramp. The man is armored and holds his shield and sword aloft. His coif of hair and mustache are grey with age, and are matted down like he just went for a swim. His skin looks very peculiar, though from a distance it's hard to say what is amiss.

The woman standing behind his shield wears a blue-green robe and carries a spear. Seeing you enter, she sets base of the spear down and places her hand gently on the man's shoulder. Her long red hair looks similarly wet, and her skin has the same peculiar look as the man. She steps around him pensively, motioning him to lower his weapon.

"I don't recognize you," the woman says nervously. "Have you dealt with the skum below?"

blocked at work, so I'll setup the third floor map and add some pictures from the AP in a few hours


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Anya looks pale at the mention of time magic. While she lacks any casting capabilities herself, the idea of 'time magic' is widely understood to be powerful and dangerous. She takes a moment to shake off a look of intense dread, and with a deep breath, she gives Urram a nod and readies her bow.


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Know:Arcana: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Though it's well beyond his current capabilities to cast, Urram is well aware of the Temporal Stasis spell mentioned in the recording; specifically, the possibility that its effects may last millennia.


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Elemental:

A creature from the Plane of Water, the elemental is immune to many different things, including bleeding, poison and paralysis. It has no need to eat or breath, and cannot be damaged by taking if taken by surprise.

It may have other abilities, but Kari has never met such a creature.
-------

Urram makes his way to the clockwork bust on the plinth. The recording gem slides easily into the, lighting the eyes of the statue but producing only sound in the old Azlanti tongue. Even Urram struggles to understand the ancient version of his native tongue, though Kari and Fenna are less experienced with Azlanti, the old dialect is very similar to their instruction by the celedon sisters.

"Et hoc habet recordum gemmam et indicium est quod non solum in ordine ad usum internum est scriptor divulgatione ad publicam, sub pena juris."

"Attractio captivus: Coepi constat. Ex serie in victoria exploratorem fuisse, inter quas etiam permaneat spiritu evangelico rerum temporalium magicae statis. Et originali fama de conclusione vinctum, de quo posset esse necesse sunt dryadalem ex habitu Celwynvian humanum. Difficile est dicere, ut ipse tradit recentes Electi tamen ille manet tenax, versutus et periculo. Keeping eum in Compass dignatus est etiam a periculo de ducibus Trochleæ Solutio et attinentibus renovatis nostra facility ut has been suo maneat adiutare. Inquisitores remanebit ex gradu inferiore ignarus captivus repono in planum superius."

The recording pauses momentarily, before it starts again.

"Et hoc habet recordum gemmam et indicium est quod non solum in ordine ad usum internum est scriptor divulgatione ad publicam, sub pena juris."

"Pre-captivus Interrogation Report: modificationes in qua capta est causa recte constitutis, et in tutum interrogationes sunt, ut prius citatus probat. Solutio in turbine fusum ducibus indicavit apparent infiltration ut posset esse peius quam primum descripsit. Currently, in publico manet in comminatione ignarus. Quod clarum ab aquatilibus Azlanti machinationis genus imperii subditi. Adhuc ignotus est per exploratorem network gradus illis irrogare."

At the end of the message, the lights in the eyes of the clockwork device blink. With a touch, the message replays from the start.

Azlanti:

"This recording gem and the information it contains is for the organization’s internal use only and not for dissemination to the public, under penalty of law."

"Prisoner Intake: Initial Report. Transfer of the spy has been a success, including the persistence of the temporal statis magic. The original report mentioned the prisoner could be an elf from Celwynvian disguised as a human. Recent reports say that it is unlikely he is an elf, however he remains tenacious, resourceful, and dangerous. Keeping him within the Compass has been deemed too dangerous by the leadership of the Spindle Solution, and our facility has been renovated to accommodate his stay. Lower level researchers remain unaware of prisoner storage on the upper level."

3 second pause

"This recording gem and the information it contains is for the organization’s internal use only and not for dissemination to the public, under penalty of law."

"Prisoner Interrogation Pre-Report: Modifications to the prisoner's case have been completed, and tests to ensure safe interrogations are already underway. Spindle Solution leadership has indicated that the apparent infiltration could be worse than originally described. Currently, the general public remains unaware of the threat. What is clear is that the Azlanti Empire may be subject to manipulation by an aquatic race. Still unknown is the degree of insinuation by the spy network."
-------

"What does it say?" Anya asks nervously when the message ends. She stands with her bow ready near the bookshelf, where she has the best view of the room.


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As Urram begins to walk away from the tank in the center of the room, Anya, standing next to Kari, gives the strange glass a very gentle rap. In response, the water swirls wildly for a moment, revealing the presence of a medium water elemental naturally blending in with the water. Hrolf immediately barks in reaction, and Anya pulls her bow taught, pointing it defensively at the door the the tank.

The creature continues to swirl about in the tank, but the door inside remains closed, despite Anya's arrow and Hrolf's barking.

I'll get to the recording gem, but want to offer Fenna a reaction to the center room and the elemental in the tank


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appologies for the long delay folks
Urram makes his way over to the desk as Kari, Fenna and Hrolf continue to review the book. Anya tensely watches over the whole scene, ready to draw her bow at any sign of danger. More Azlanti books from the collection sit atop the desk on the east side of the room, though Urram discovers an object he's only read about: a single gemstone with a faint transmutation aura known as a recording gem.

Satisfied with the readings, Fenna and Kari ready to open the door to the floor's central chamber, which appears safe and unsecured. With everyone ready, Fenna opens the door.

This enclosed area is an octagonal walkway illuminated by a soft, pervasive light. The overwhelmingly dominant feature is another chamber inside this area, which has transparent walls and appears to be filled with gently bubbling water. This tank appears to extend up into the next floor, although there is a stone ceiling 15 feet above this external walkway. On the east side of the tank is a transparent door, complete with an opaque handle.


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Together, Fenna and Urram look over the wards covering a particular shelf of books. After a few minutes, while they are unable to determine the nature of the wards, they determine that it seems to cover a few specific shelves of the collection. Surprisingly, all the books appear to be in fairly good condition. With some chalk marks, Urram is able to draw visual indications around the borders of the protective spell so that investigation can continue without activating the trap. Determining it's effects and how to disable or circumvent them will take a considerable amount of time.

Anya moves very little as everyone moves about the room, watching over the whole scene and ready for danger to come from anywhere.

Hrolf looks on as Kari peruses the book dropped by the skum.

Humanum Anatomia volumen III:

The third volume of an Azlanti collection on Human Anatomy, Fenna's question about the skum's ability to read the ancient language may have its answer: While the book contains very detailed and well-researched information about human anatomy that test Kari's understanding of the language, it also features quite a few diagrams for a hand-written tome.
Kari: 1d20 + 4 ⇒ (7) + 4 = 11

The nearby shelf contains volumes IV and V, while volumes I and II look like they were tossed a bit more carefully onto the floor.


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Hrolf follows along with Kari, sniffing at the prints until she finds the book on the ground. Kari picks up a the book, and spies a stack on the side of the shelf just out of her reach...but just in reach for the skum.
SM: 1d20 + 4 ⇒ (4) + 4 = 8
What exactly the skum was doing here is a secret he took to his grave.

Urram carefully looks over the shelves of books. As he's about to reach for one, he spots an arcane rune covering a particular shelf.

Fenna finds her way around to a plinth holding a strange clockwork bust of a woman. A small slot half as long as Fenna's thumb is built into the forehead of the bust. The bust is not warded, but doesn't respond to Fenna's prodding.

Anya, unable to read the Azlanti writing on the plaque, stands to the north with her bow readied for any danger.


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Cool, just wanted to make sure we aren't getting too far ahead and denying Fenna input

The group moves on from the room with the crossbow trap, finding the ramp on the opposite side where Urram had hid from the trap as Fenna disabled it. Kari leads the way cautiously up the ramp, discovering spots of water that were likely left by the skum who came to ambush them from above. The ramp is not terribly steep and proves easy to ascend, but a hasty run down could possibly lead to a tumble.

Much of this level is a room that wraps around the tower. The ramp from below sits at this room’s northernmost end, and another ramp on the south wall ascends to a third floor above. Against a wall to the southwest is a table suitable for quiet study. The western side of this area sports half a dozen bookshelves covered in the dust of deteriorating paper and leather. The wet skum-prints lead to one of these bookshelves, where a book lies open and face down on the ground.

Opposite the shelves is a small stone plinth holding a clockwork bust of a nondescript woman. A large table surrounded by a few stools occupies the eastern side of this room.

"What's that say?" Anya asks, pointing to the middle of the room. A set of double-doors with an elaborate lock leads to a central chamber, with tarnished brass plaque hanging beside it: Et minus lacus Circumda Observatio

Azlanti:
Lower Level Tank and Observation Deck

Updated the 2nd floor map to reveal the current room. Instead of marching order, shall we set everyone near the place they're investigating?


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I'm ready to move on to the second floor, but I don't want to deny Fenna any opportunities for input


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As Kari and Urram each direct their detect magic spells towards the ring, there is a flash only the casters can see, and their effect is dispelled harmlessly.


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Anya is only down the 6hp, yes

Constructs:

KEng: 1d20 + 11 + 1d8 + 2 ⇒ (19) + 11 + (6) + 2 = 38
Urram knows that there are many ways to program constructs and specify how they should react to certain creatures. For the constructs of the ancient Azlanti, it typically involves the use of a key, similar to the ones discovered on the skum leader's belt. It would also be possible to use lock picks to manipulate their keyholes. Reprogramming a hostile construct would involve restraining it before the key could be deployed. Once reprogrammed, they could be put to almost any task.

Kari releases the ioun torch, which begins to orbit slowly around her head, shedding light around the room. With her healing spell set in, Kari opens the door to the north.

This dark chamber is featureless except for a large ring of an unusual-looking metal embedded in the floor. The only door in the chamber is the one Kari peers through.


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"I'm fine, I think," Anya winces and holds the scimitar cut given to her by the skum boss. "Let's follow after Kari."

A long marble workbench runs the entire length of the southern wall, and a rusting metal shelf stands on the opposite wall. Squat stools line up along the bench, which is littered with a variety of small, precise hammers and chisels as well as fragments of crystalline stone that looks like quartz. Kari investigates the exit to the north, determines the door is safe and free of traps.

In a pile of quartz pieces lying on the table, one of the stones on the table glows brightly: a simple ioun torch

My apologies for the long delay


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Kari sees the creature breathing heavily in its unconscious state, at least until Anya happily obliges Urram's notion and buries her axe in the skum's head. Hrolf growls at the corpse until someone calms him.

The skums belongings amount to a small leather pouch and a set of keys on his simple hempen belt, and his well-made swords...one of which gives off a glow of magic.

[ooc]a potion of cure moderate wounds, a masterwork scimitar, and a [url=https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Seaborne]+1 seabourne scimitar[/i]


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Fenna's steps in and releases a mad flurry of strikes against the skum. Her blades cast a thick black blood across the walls. Kari blasts the creature again with her jet of water. The creature tries to collect itself, but Urram blasts it with magic. Blood starts to pool in his eyes and under his webbed feet.

As the creature falls to the floor, Anya steps forward once again. She holds her axe high, ready to strike the skum, but it doesn't rise.


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Anya casts aside her bow, and pulls out a handaxe. She holds it out defensively as she takes a step away from the creature.

REF: 1d20 + 6 ⇒ (17) + 6 = 23Acro: 1d20 + 2 ⇒ (7) + 2 = 9
The skum slips, managing to catch itself but unable to move. It looks ready to strike anyone who might come near it.

Round 3
Fenna <- UP NEXT
Kari (6 dmg)/Hrolf <- UP NEXT
Round 4
Urram <- UP NEXT
Anya (6dmg) <- UP NEXT
Boss Skum


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Kari's water blade slams the skum, causing it to stagger as Urram's magic missiles fly in to finish it off.

Before you can revel in your victory, a viscous looking skum emerges from the ramp to the floor above and advances on Anya, brandishing a pair of scimitars. Catching her unawares, it slashes at the Shoanti woman.
scimitar: 1d20 + 8 ⇒ (6) + 8 = 14 dmg: 1d6 + 5 ⇒ (1) + 5 = 6

Round 2
Fenna <- UP NEXT
Kari (6 dmg)/Hrolf <- UP NEXT
Round 3
Urram <- UP NEXT
Anya (6dmg) <- UP NEXT
Boss Skum

Adjusted his glaive from the book


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1d20 + 6 ⇒ (9) + 6 = 15
Urram utters a few words, and covers the skum in the small room with thousands of tiny, bright motes of magic.
WillR: 1d20 + 3 ⇒ (20) + 3 = 23 WillB: 1d20 + 3 ⇒ (20) + 3 = 23 Wow

The skum raise their hands in time to avoid being blinded. Anya fires past Kari, striking it hard in the shoulder.
AnyaRA: 1d20 + 7 ⇒ (19) + 7 = 26dmg: 1d8 + 2 ⇒ (8) + 2 = 10

opposed, please ignore:

U: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
Urram: 1d20 + 11 + 2 - 2 ⇒ (2) + 11 + 2 - 2 = 13
Fenna: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13
Kari: 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20

From nowhere, Fenna appears as she cuts down the skum in front of Kari. The remaining skum, having thrown his trident, steps forward to Fenna to retaliate on behalf of his fallen comrade. His will is stronger than his skill, and he flails uselessly.
claw: 1d20 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 4 ⇒ (3) + 4 = 7
bite: 1d20 + 4 ⇒ (1) + 4 = 5 what is going on with my rolls?!

Round 1
Kari (6 dmg)/Hrolf <- UP NEXT
Round 2
Urram <- UP NEXT
Anya <- UP NEXT
??? Wait for this, Fenna will want to react.
Fenna
Red Skum (dead)
Blue Skum


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The first thing Kari, Fenna, and everyone sees when the eastern door opens, is half a dozen sharp points that stab out at Kari...two tridents to be precise.
Red: 1d20 + 4 ⇒ (20) + 4 = 24 conf: 1d20 + 4 ⇒ (11) + 4 = 15dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Blue: 1d20 + 3 ⇒ (17) + 3 = 20 soft cover

The stab strikes Kari hard in the chest, not so hard as it could have been. You hear a useless clatter, another trident striking the wall uselessly.

Initiative:

Skum: 1d20 + 1 ⇒ (9) + 1 = 10
Kari/Hrolf: 1d20 + 3 ⇒ (5) + 3 = 8
Anya: 1d20 + 3 ⇒ (19) + 3 = 22 I'll get this up shortly
Fenna: 1d20 + 4 ⇒ (10) + 4 = 14
Urram: 1d20 + 3 ⇒ (20) + 3 = 23

Round 1 I dont remember how much dmg people had from the prev fight, and I think there was healing in between
Fenna <- UP NEXT
Urram <- UP NEXT
Anya <- UP NEXT
Red Skum
Blue Skum
Kari (6 dmg)/Hrolf


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1d20 + 7 ⇒ (16) + 7 = 23

There is a tense moment as Urram shut the door, but hears the footsteps of the contructs from the other side draw closer. The dim shadows show through the gap on the bottom of the metal door as the constructs approach, but the door never opens. After a minute, the footsteps are heard again. The automatons don't pursue you through the door.

"Well that was odd," Anya comments, releasing the tension from her bow.

East door or ramp


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Ignoring Urram's appeal, the mechanism built into the arm of the (pink) construct activiates, firing a net at Urram.
pink: 1d20 + 4 ⇒ (1) + 4 = 5 vs touch

The mechanism seems to misfire, only firing a part of the net toward the door.

"Deditionem resistendi nec velit," the other repeats.


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This chamber appears to be a workshop, as evidenced by a table along the western wall laden with tools and mechanical parts. Hard at work with projects set atop the tables are a pair of constructs.

"Quam in privato transgrediendi,"the construct's voice scrapes. The other construct, who was turned away, now looks at the cracked doorway. "Et haec est facilitas statim relinquere. Deditionem resistendi nec velit."

Azlanti:
"You are trespassing on private property. You must leave this facility immediately. Please surrender and do not resist."

Initiative:

Constructs: 1d20 + 6 ⇒ (20) + 6 = 26
Kari/Hrolf: 1d20 + 3 ⇒ (16) + 3 = 19
Anya: 1d20 + 3 ⇒ (6) + 3 = 9
Fenna: 1d20 + 4 ⇒ (17) + 4 = 21
Urram: 1d20 + 3 ⇒ (19) + 3 = 22

The servant presents his arm toward the door in a threatening manner, ready to act. The other repositions to better see the doorway, and similarly readies a built-in mechanism.

The rest of you can list your actions in whatever order you like, but I'll be referring to the initiative order to resolve readied action targets/results.


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Anya readies to fire her bow on the door. You all wait a few tense moments, but the door never opens. Whatever is moving around in the room, it doesn't appear to be coming to meet you.


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Kari doesn't detect any traps through the door. What she does detect, are heavy footfalls coming from the room beyond.


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Fenna gasps lightly, but the tumbler stays in place. With a final *click* of the mechanism, the armed tubes in the ceiling droop down from their firing position.

"Is that it? Is it safe? Anya asks tentatively.

From the northern side of the room, Urram and Fenna can read Azlanti text above the southern door where Kari, Hrolf, and Anya wait patiently:
Opus nostrum Magna est hominum ad consequi maximum habet potentiale

Azlanti:
Ours is the Great Work to see humanity achieve its greatest potential

Doors on either side of the chamber stand closed while a ramp leads to the floor above.


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1d20 + 7 ⇒ (12) + 7 = 19

The mechanisms follow Urram as he turns the corner and hides in the stairwell, but disappear once more into the holes in the ceiling when he disappears from sight. As Fenna casts her spell, Kari prepares to blast the barrels, but as Fenna had deduced, the mechanism fails to detect her presence.
DD: 2d4 ⇒ (2, 1) = 3

Unseen by any companions Fenna works the panel and fiddles with the switch in the wall. Without the key, the half-elf uses her tools, and she almost has it disabled, when a tumbler starts to slip.

The DC is 25, so Fenna can discharge a round of luck or take another 2d4 rounds to try again


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As Urram enters the room, tubes affixed to a clockwork mechanism emerge from holes in the ceiling. Both swing in tandem toward Urram, firing bolts at the elf and ignoring Five entirely.
Xbow1: 1d20 + 15 ⇒ (1) + 15 = 16
Xbow2: 1d20 + 15 ⇒ (4) + 15 = 19
One bolt whizzes past his head, while the other strikes the defenses provided by his spells.

As he gets to the other side of the room to rejoin Five, Urram clearly hears the mechanism rearm, with both tubes still pointed at him. He can certainly duck into the stairwell to avoid more attacks , but disarming the mechanism would only be possible in the line of fire.


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Other than the holes in the ceiling where weapons will evidently emerge, Urram spots a panel on the opposite side of the room that is part of the device; likely it is the switch to disable the mechanism. Unfortunately, making one's way to the other side of the room to manipulate it seems to require venturing across the room itself. At least, it would appear that way.


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Quote:

"Before you set out," Ariel calls you all over to the eastern structure, "we would like to present you with gifts. We are most grateful that you would allow us to pass on our sacred knowledge.

Inside the darkwood chest, the celedons gift you:

Appraise: 1d20 + 1d8 + 10 + 2 ⇒ (12) + (2) + 10 + 2 = 26
A masterfully-scuplted stone tablet depicting a tower on an island (500gp, also Urram recognizes the Mordent Spire)
a telescope with broken lenses (worth 2,000 if repaired)
a cracked magenta prism, which radiates magic
230 gold pieces (Azlanti-minted)
the chest itself (200gp)


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funny, I pulled that post when I realized I hadn't let Fenna respond to the last room post battle. My mistake. I'll leave it here but feel free to add anything you like pertaining to the previous rooms

Anya smiles at the suggestion to move on and putting off the investigation. They look to Kari, who gives an affirmative gesture that the door is neither trapped nor locked.

Passing through the double door in the southern wall, you first spot a curving ramp along the northern wall of this chamber ascends to the floor above. The east and west walls each have a single door. Murals cover the east and west walls in this space, depicting kind-looking human adult figures smiling benevolently at children. The children, for their part, are smiling and appear healthy and happy.

rolls:

Fenna: 1d20 + 8 ⇒ (4) + 8 = 12
Kari: 1d20 + 11 ⇒ (11) + 11 = 22
Urram: 1d20 + 11 ⇒ (10) + 11 = 21
Anya: 1d20 + 7 ⇒ (2) + 7 = 9

About to venture into the room, Kari throws up a hand. She points to a mechanism, one built into the on the far wall below the staircase. It's hard to see exactly what it is and how it's made, but it's clearly positioned to fire on intruders who step into the room uninvited.


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"What about that looking-glass, from the statue women?" Anya suggests, standing over Urram as he examines the circle.


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Kari can make out arcane runes on the ground, but a deeper understanding is beyond her.

Urram: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
As Urram invariably looks over the circles, aided by Fenna, he recognizes a sort of 'trap,' a border for marking where a spell effect can be armed to be discharged repeatedly. After a few minutes reading the runes, he determines that constructs or objects placed within the circle are made subject to a transmutation spell of some kind.


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Fenna's furious flurry fells the amphibious creature. As its body hits the ground, it indeed passes through the wall like it were just an illusion. A quick examination reveals both the eastern and western walls of the chamber are as fake as the 'statue' of the robed figure in the middle of the room.

Each of the skum who attacked bears a trident that sheds a magical aura, as well as a potion. Both are easily identified.

2x +1 trident
2x potion of cure light wounds

The two side chambers have the same simple stone floor and undecorated gray stone walls. The stark nature of the rooms is interrupted only by a large circle of silvery metal set into the floor in the corner of this room. The side of the wall facing outward room is mostly transparent, providing an easy view of a larger, adjacent chamber.


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"They jumped through the walls like they weren't even there!" Anya calls out.

not sure how Urram is flanking, but without that bonus still a hit

As Fenna and Anya fail to make a hit, Kari and Hrolf severely weaken the skum that came through the wall to the right. A well-placed thrust from Urram fells the creature.

Anya fires off another shot at the skum harrying Fenna, this time striking the creture center mass.
DeadlyA: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
dmg: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

The creature coming from the left strikes out desperately at Fenna again. Defending against the claws and teeth leaves her open to a hit from the skum's weapon.
GreenTrid@Kari: 1d20 + 5 ⇒ (19) + 5 = 24 dmg: 1d8 + 3 ⇒ (3) + 3 = 6
Greenclaw@Kari: 1d20 + 2 ⇒ (13) + 2 = 15
Greenbite@Kari: 1d20 + 2 ⇒ (2) + 2 = 4

Round 2
Kari (16 dmg) /Hrolf <- UP NEXT
Fenna (6dmg) <- UP NEXT
Round 3
Urram <- UP NEXT
Anya
Red Skum (downed)
Green Skum (9dmg)


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I using everyones rolls from before, which had an increased DC when you only had footprints to go on.
All three recognize the skum, though other than the knowledge that they are aquitic humanoids and the makers of the prints found in the immediate area, not much else comes to mind.

Urram's spear strikes true, but not deeply enough

Her bow readied, Anya fires a deadly shot at the head of her nearest target, but the shot goes wide.
DeadlyA: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
dmg: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

The skum continue their assault on Kari and Fenna, hopeful to reduce the number of opponents.
RedTrid@Fenna: 1d20 + 5 ⇒ (9) + 5 = 14
Redclaw@Fenna: 1d20 + 2 ⇒ (8) + 2 = 10
Redbite@Fenna: 1d20 + 2 ⇒ (5) + 2 = 7
GreenTrid@Kari: 1d20 + 5 ⇒ (15) + 5 = 20 trid: 1d8 + 3 ⇒ (3) + 3 = 6
Greenclaw@Kari: 1d20 + 2 ⇒ (14) + 2 = 16
Greenbite@Kari: 1d20 + 2 ⇒ (18) + 2 = 20 bite: 1d4 + 1 ⇒ (4) + 1 = 5
The skum flurry uselessly against Fenna, though Kari is caught unawares. I think Kari's FF AC is 20, correct?

Round 1
Kari (16? dmg) /Hrolf <- UP NEXT
Fenna <- UP NEXT
Round 2
Urram <- UP NEXT
Anya
Red Skum
Green Skum (4dmg)


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the worst part is that I knew this fight was coming, made a mental note about the +4, and still forgot!


Area P Map | Wiki

Venturing into the structure, Fenna and Anya have a look around at the muddy footprints near the door that seem to go all over the chamber in every direction. Examining some footprints that seem to lead directly to the walls of the chamber, monstrous humanoids charge directly through the wall and into the room.
Surprise Round
S.Charge 1@Fenna: 1d20 + 5 ⇒ (5) + 5 = 10
S.Charge 1@Kari: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 3 ⇒ (2) + 3 = 5

Fenna manages to fend off the point of a trident just in time. Kari deflects to point away from any vital organs, but takes a nasty poke to the stomach.

Initiative:

Ulat-Kini: 1d20 + 1 ⇒ (11) + 1 = 12
Kari/Hrolf: 1d20 + 3 ⇒ (1) + 3 = 4
Anya: 1d20 + 3 ⇒ (9) + 3 = 12
Fenna: 1d20 + 4 ⇒ (1) + 4 = 5
Urram: 1d20 + 3 ⇒ (13) + 3 = 16

Round 1
Urram <- UP NEXT
Anya
Ulat-Kini
Kari/Hrolf
Fenna


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"The trees are pretty dense out beyond this clearing," Anya says, fetching her bow. "Figuring out where the tracks lead may only take a bit, but it could take hours. They seem to be coming and going from this doorway, of that I am sure.

As soon as Kari sets foot inside, the room becomes brightly lit. The walls of the chamber are pure white, illuminated by unnatural light emanating from the ceiling in a way that makes the chamber appear slightly larger than it really is.

Under the lights figure in the middle of the room now appears identical to the illusory image claimed by the monkey goblins. It is incredibly realistic, but unmoving. It neither reacts to the illumination, nor the entrance of the group. Kari's detect magic spell reacts immediately to arcane enrgies in the room.

Please set a marching order in the room


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Poking her head in, Kari sees a darkened chamber. Thanks to her darkvision, she's able to see the room beyond.

This spacious chamber appears to have been designed to awe or impress the entrant. Tiles decorated with faint, intricate geometrical designs cover the floor. A across the room, another double door leads to the north.

In the center of the chamber appears to be a lifelike statue of a man in simple black robes with a helmet that obscures most of his face, appearing much like the Speaker on the Dias the ghost hater goblins in their test of bravery.

I also dropped Anya's statblock into discussion. I'll still run her but you may find it useful as you direct her


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Anya Sandstrider
Anya is truly a fish out of water among the colonists. She is a Shoanti hunter and a former member of the Lyrune-Quah (the Moon Clan), exiled from the Cinderlands after she broke tradition and interfered with an honor duel that would have taken the life of her younger brother. She has roamed the Inner Sea region since, seeking a new place to make her home. When a trader read her an advertisement for colonists, she applied. Anya was initially rejected due to her lack of citizenship, but she undertook a series of challenges designed to gauge her skill as a hunter and naturalist and impressed the investors.

Appearance: Anya has a deeper tan complexion than many of her fellow colonists. She keeps her head shaved bald and has dark chestnut eyes. She has several tattoos of runic and animal totems representing the moon and owls.

ANYA SANDSTRIDER CR 2
Female human ranger 3
CG Medium humanoid (human)
Init +3; Senses Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (3d10+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee glaive +5 (1d10+3/x3)
or handaxe +5 (1d6+2/×3)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (animals +2)
STATISTICS
Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Endurance, Nimble Moves, Point-Blank Shot, Precise Shot
Skills Climb +7, Craft (traps) +4, Handle Animal +5, Intimidate +4, Knowledge (nature) +6, Perception +7, Stealth +6, Survival +7
Languages Common, Shoanti
SQ favored terrain (forest +2), track +1, wild empathy +2
Gear studded leather, glaive, handaxe, mwk composite longbow (+2 Str) with 40 arrows, backpack, bear trap, camouflage netting, fishhook, rope (50 ft.), twine (50 ft.)


Area P Map | Wiki

Seeing the tracks leading to the structure under examination, Anya holds near the door. She holds her spear forward, but doesn't yet breach the threshold of the open door. She nods at the rest of the group, happy to lead the way but is awaiting your approval.

Map
Got the tokens added, but sizing them correctly is difficult on my phone.Take care with the grey boxes as they're layerd to be removed as you move about.