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Knowing it's master couldn't notice danger until it hit him right in the face, Kaisharga stays alert. It breathes the air of the strange new world, feeling the odd scents, and trying to detect anything out of place.
Sense motive x3: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (19) + 7 = 26

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"Not naughty dreams.." Amaranti grumbles, surely disappointed. The scenery is an odd one, and the Garundi doesn't have any idea what to look for in this dreamscape. But the mirrors are probably a good place to start. He orders Kaishara to steer closer to one of the mirrors, and peers inside, trying to figure out what is going on.
"Oh! That Aspis! They here? And this woman, is one we hunt?"
Sense motive x3: 1d20 + 0 ⇒ (11) + 0 = 111d20 + 0 ⇒ (12) + 0 = 121d20 + 0 ⇒ (5) + 0 = 5

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Lort prays to Kurgess that their wounds may be healed.
Channel heal: 3d6 ⇒ (1, 6, 3) = 10
Oh, the fatigued condition. So our characters are just as tired of this bull s+#$ as we are. Nice.
Lort smashes through the library with all his might. Weapon drawn, the shelves don't stand a chance. He slices through tomes with reckless abandon, eyeing the books with glee as they fly this way and that.
Lort perception #1: 1d20 + 17 ⇒ (1) + 17 = 18
"Maybe try reading that one, Ibid," he notes, half-heartedly as a volume strikes the investigator on the back of the head.
Lort perception #2: 1d20 + 17 ⇒ (10) + 17 = 27
"Oh, this book is just your thing, Finarin," Lort spikes a leather bound journal with the tip of his sword and flings it at the elf. It strikes him in the stomach.
Lort perception #3: 1d20 + 17 ⇒ (11) + 17 = 28
"Hey, Amaranti, one on the planes!" a demonic tome is kicked in the direction of the Garundi.
"What?" asks the half-orc, genuinely confused, "It's not like these books are real."

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Glancing about him nervously, Finarin looks into the mirrored memory pool, disappointed not to see his face.
Trying to dodge the imaginary book that Lort has flung at him, too tired to care, Finarin tries his best to remain alert.
Perception, #1: 1d20 + 9 ⇒ (19) + 9 = 28
Perception, #2: 1d20 + 9 ⇒ (13) + 9 = 22
Perception, #3: 1d20 + 9 ⇒ (10) + 9 = 19

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"I'm sorry about that, my friends," Ibid says, putting one arm as if it were sore. He can feel lingering fatigue on his body and pain in his muscles, and knows he must have done something incorrectly, misjudged the ritual in some way, causing his friends to get hurt. "I didn't do something correctly, I'm just not sure exactly what that is..."
"Thank you for the healing through, Lort," he adds. "That does help a lot."
Taking his place at one of the mirrors, he begins to examine the item in great detail. The old man tries to correlate what he can see of 322's battle with the Aspis agents, as well as whatever surroundings may be visible, with anything that might be familiar.
Check #1
Knowledge(local): 1d20 + 17 + 1d6 ⇒ (10) + 17 + (1) = 28
Check #2
Knowledge(local): 1d20 + 17 + 1d6 ⇒ (16) + 17 + (5) = 38
Check #3
Knowledge(local): 1d20 + 17 + 1d6 ⇒ (3) + 17 + (2) = 22

GM Bold Strider |
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I'm actually going to speed through this now that I think about it. There is no penalty for taking more than three checks with this library, so I shall just give you all the proper information.
Ibid stares into the closest mirror pool and finds himself overcome by strong divination magic as a vision boils to the surface of the mirror and pervades his brain, showing an elven girl with dark hair hiding in the hollow of a tree at night. She is barefoot, soaked in rain, and covered in dirt. A flash of lightning causes the girl to look up, and suddenly a figure in a hooded cloak wearing a golden owl mask stands before her. The masked figure offers out one hand to the girl as the vision ends.
Lort does the same and sees the same girl from before standing in a field. The owl-masked figure approaches her from behind, resting a hand on her shoulder. The girl raises one hand to the sky and a blot of darkness filled with twinkling points of light appears above her. The masked figure nods, approvingly.
Cyrus is unnerved as his chosen mirror pool is much darker. Base fear and terror pervades his psyche as screams emanate from the mirror as the image of the elven girl—now an adult—appears. She is strapped to a bed, where she thrashes wildly. Men in black jackets and wearing onyx masks in the shape of animal skulls stand around her. As she thrashes, tentacles of darkness erupt from the air around her body. One snatches a masked figure by the head, and the others recoil in shock. The tentacle squeezes, there is an ear-piercing scream, and then an explosion of bone and gore that ends the vision.
Gunari and Amaranti look into the fourth mirror pool as the other three are overcome with the memories of 322 and the tone of their vision is much more somber and reserved. The elf fades into view wearing a hooded black cloak and dark armor. Someone outside of view discretely hands her a lantern of metal and whorled glass. There is concern visible in her features, and there is no mistake now that she is the assassin who killed Aram Zey. Another cloaked figure wearing an Aspis badge addresses her by a number, not a name: “322.”
Finarin glances over Lort's shoulder, trying to see the field that Lort keeps mumbling about, however all he sees is Aram Zey’s stoic face, lit by an eerie blue glow. Blood covers his chin and jaw, and an obsidian scythe blade sticks out of his chest. He exhales luminous, whispering vapor. The vision follows the twisting path of this spiritual energy through the air, before it is trapped within a lantern held by the elven woman.
In concert, all four mirror pools fill the minds of the Drongos. “You are under orders to return!” cries a voice from within the mirror. Several hooded figures dressed in black and red, wearing onyx stag skull masks surround 322. “The Professor expects you, 322. Come with us.” The encounter is clearly taking place in the now sealed wing of Forae Logos.
322 shakes her head and brandishes a knife at one of the masked figures. “You don’t own me. No one owns me anymore! Come, take your chances with the Void!” Darkness flecked with stars engulfs the elf, and the visions fade.
It appears that the only way to continue is to move down the twisting path of winding stone that leads to the next dream island. It ends at a crumbling tower that looks to be torn free from a much larger building. Loose bricks float through the air around the tower’s disassembled peak, and a warped wooden door provides direct access inside.

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A tactical would be awesome here to get a visual, but as per SOP, Lort and Cyrus check the door for traps, Finarion detects magic. If we see none or can disable it, we unlock the door (if necessary) and in we go (using the marching order from discussion).
"Ready?" asks Lort, "I've had just about all I can take from this dreamscape. Libraries must be on our f*ing minds. I thought at least we'd find something different in a realm of imagination. I can't imagine the dullness our brains have experienced to send to a place like this again."
Sword drawn, Lort kicks in the door. He is not sure what he will find on the other side. Strange mirrors? Fine. The Void? No problem. Unspeakable invisible demons? All over it. More rows of bookshelves? He does not believe he could handle that.

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"I'm with you Amaranti." Cyrus laments at the lack of what thoughts he had hoped would translate to the dreamworld.
Cyrus holds his crackling wakizashi in his right hand as he goes through the practiced routine of searching for traps and other surprises along with Lort. With that complete, he stands back and waits for the strong half-orc to kick the door in.
"So I suppose now we are supposed to save 322 from the Aspis Consortium? She killed Arem Zey, and willingly worked with the bloody snakes, so don't mind me if I can't crank up the pity train for a run around the tracks. Whatever it takes to get that lantern back though. It seems like we are only a few days behind her, though I can't say I'm sure how we actually got here."
+1 to Lort. Lets get this scenario over with.

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"I don't know, guys. From what we've seen, perhaps this... 322... Is as much of a victim as the Master of Spells was. It certainly seems like she was used by this Professor and the Aspis... Maybe there is hope for redemption in her. If we can capture her alive, perhaps she will be of great use to us against the snakes!"
Gunari wonders what those bastards did to the lovely even woman to turn her into such a cold killer,mig indeed she really knew what she was doing. It seems that now she has had a change of heart, one they could use against the snakes.
When he sees the astonished looks on Lort and Cryus's faces, he replies, "Seriously. This gambit I propose does carry a far greater risk, but much higher potential rewards. All of us understand the need for redemption, else why do we suffer so much?" he pours himself a drink, as if to reinforce that statement.

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"It is hard to think of 322 as a victim, after what happened to Arem Zey," the old man says, in response to Gunari but agreeing more with Cyrus. "If she can be saved, we will do what we can for her. I can only hope that she does not put us to the choice between protecting her and protecting our friends."
"There is much she could tell us, I expect," he continues. "Of the Aspis Constroitum and of many other things. It seems like, if we ever get the opportunity to learn from her, we will first have to work through much of the psychosis suffered upon her."
Ibid continues along in the column, his now now at the ready.

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"Sometime, one may not can control what one does." Amaranti offers his insight, looking at Cyrus but doesn't say anything of the recent battle.
"We find woman 322. If she fight, maybe she die. If she not fight, we talk."

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"Then we are in agreement. Our lives come before hers, but if there is a chance for salvation, I think we should take it.
"Ibid, do you fault Cyrus for taking the final swing? I do not, for he was not in control of his actions. She may be too far gone to be salvageable, but know that I would try and save any of you. Even poor, missing Miro. I do miss the singing of that little guy."

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322 had a tough life. Lots of people have a tough life. I did not, but I can still feel pity.
"Friends, I believe that we are all in agreement. We shall recover the ... lantern first, and if 322 can be redeemed, then so be it."
Drawing his scimitar, Finarin follows his companions down the hallway.

GM Bold Strider |

You move through the door with ease and see another island attached by a land bridge to your right. The highest of the dream islands overlooks the entirety of the psychic archipelago. Huge cliffs of stone rise from the ground, each one fused with deformed statues of humanoids in wracked expressions of terror, clawing at their own eyes. An immense mirror that appears to swirl with gray smoke towers at the back of the island. The silhouette of a horned woman stands within, holding a lantern that burns with blue fire.
"Greetings, Pathfinders. Do I know any of you? Let me look at you closely." says the horned woman in the mirror.
She shrugs before smiling menacingly. "Let us see if you can pass a test." she remarks as four rays of light arc out of the mirror around the highest island, solidifying into creatures as a hulking shadow that exudes a palpable menace, its form twisting into the shapes of hooks, grasping hands, and writhing tentacles, steps from the mirror.
From within the mirror, you can still see the horned woman looking on gleefully.
Initiative:
Cyrus: 1d20 + 6 ⇒ (3) + 6 = 9
Finarin: 1d20 + 6 ⇒ (12) + 6 = 18
Lort: 1d20 + 1 ⇒ (5) + 1 = 6
Ibid: 1d20 + 6 ⇒ (3) + 6 = 9
Amaranti: 1d20 + 2 ⇒ (7) + 2 = 9
Gunari: 1d20 + 1 ⇒ (19) + 1 = 20
Little Things: 1d20 + 6 ⇒ (6) + 6 = 12
Big Thing: 1d20 + 8 ⇒ (18) + 8 = 26
1d2 ⇒ 2
The smaller humanoids aren't as quick as the hulking monstrosity as it lumbers forward and its eyes flash red.
Falling and falling...
Falling with no end.
Fortitude and Will Save.
Initiative:
1st: Monstrosity (Kn.(Planes))
2nd: Gunari; Finarin
3rd: Little Things (Kn.(Religion))
4th: Ibid; Cyrus; Amaranti; Lort
Note about Map: Brown Patches on the island are rock 'walls' and provide cover.

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kn:religion: 1d20 + 6 ⇒ (12) + 6 = 18
Not recognizing what the thing is, but understanding that it was something to dispatch, Gunari moves up, risking the thing hitting him as he does. Some lessons take time to learn, and it might take longer for some people to learn them.
From the description, I cannot tell if the thing is solid or not, GM Bold Strider. I am assuming that they are solid
He calls upon the power of the Drunken Hero to guide his strike, Divine Favor from fervor and then stabs with the Churchkey at the large thing.
PA, VS, DF: 1d20 + 17 ⇒ (8) + 17 = 252d8 + 15 ⇒ (7, 7) + 15 = 29
"Begone, foul thing! Feel the wrath of a righteous hero! *hic!*"

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Lort fort save: 1d20 + 12 ⇒ (2) + 12 = 14
Lort will save: 1d20 + 9 ⇒ (15) + 9 = 24
Will reroll that fort save, thank you very much.
Lort fort reroll, GM star: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Oh, s~##.
"Guys, I'm falling... falling!" Lort calls out, panic filling his voice for the first time any of his companions can recall, "I think this whole world is crumbling... and I'm falling! Oh, s*$+! I'm faaaaaalllllliiiinnnnngggg!"
Don't know what the others see, so for now...
Lort's arms and legs flail about madly as he tries vainly to grab for purchase with his free hand.

GM Bold Strider |

@Gunari: The large thing appears to be insubstantial, but the smaller creatures are as firmly in this plane as you are.
As Lort thinks he is falling, he suddenly sees through the illusion as he thinks he notes a frown on the shadowy creature.
As Gunari moves forward, the large creature swings a shadowy hook that cuts through Gunari's body, leaving behind a rending pain as the very molecules of his being wither and die.
AoO-Tormenting Touch @ Gunari-11 TAC: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 8d6 ⇒ (6, 2, 5, 3, 5, 3, 3, 3) = 30
Gunari strikes the creature as the churchkey slices through the shadows as you hear it bellow out in pain, but the attack does less than he expected.
Since you weren't sure if it was incorporeal, you can change your Divine Favor to whatever makes your weapon Ghost Touch, if you choose.
Initiative:
1st: Monstrosity (Kn.(Planes)) @ 14 damage
2nd: Gunari; Finarin
3rd: Little Things (Kn.(Religion))
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 32/75 HP
Finarin-Fatigued @ 50/57 HP
Lort-Fatigued @ 73/81 HP
Amaranti-Fatigued @ 60/67 HP
Kaisharga-Fatigued @
Ibid-Fatigued @ 48/55 HP
Cyrus-Fatigued @ 34/43 HP
Note about Map: Brown Patches on the island are rock 'walls' and provide cover.
Forgot to post your current statuses with my last summary post from the effects of the ritual posted at the bottom of the last page.
Also, I adjusted map because I mistakenly thought the large creature was Large and it turns out it is Huge. It wanted to place itself just out of reach from the adventurers so no one could 5' step and full attack. This change affects nothing so far as I just put Gunari 5' closer to the beast.

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Just FYI before it all gets too confusing, Lort channeled positive energy to heal once we got here, after we all took 7 damage. Everyone should be at full, or at least 10 hp better than what they were after we took 7 damage from the teleport whatzit.

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Thought Lort channeled to heal us?
Kn Arcana: 1d20 + 15 ⇒ (12) + 15 = 27
"Ah, a visible foe at last. Gunari, we need to ... ah, I see. Well carry on."
Finarin takes a look at his foes, trying to ascertain any potential weaknesses that he might exploit. Assuming that they are prepared to try and rip his soul from his body, Finarin prepares to magical attack or defend himself.
As a magus, I have lots of options and I'd like to find out a bit more about our foes before I complete my turn.

GM Bold Strider |

@Cyrus: You are correct. My eyes glossed over that when I went back to see if anyone dealt with the damage. Good catch Cyrus!
Finarin looks over the creature with his masterful eye, but his knowledge of the arcane gives him no hints as to the battle prowess of these creatures.
Initiative:
1st: Monstrosity (Kn.(Planes)) @ 14 damage
2nd: Gunari; Finarin
3rd: Little Things (Kn.(Religion))
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued @ 57/57 HP
Lort-Fatigued @ 81/81 HP
Amaranti-Fatigued @ 67/67 HP
Kaisharga-Fatigued @
Ibid-Fatigued @ 55/55 HP
Cyrus-Fatigued @ 43/43 HP

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Other than incorporeal, vs Touch AC, and Badass
Well this seems like a bad time to bake some Ghost Salts onto my scimitar. Let us make the best of this.
"Lort .... Lort .... damit, get up you big baby. You are not falling!"
At least I think not.
Understanding that his friend is battling something not real, something unseen, Finarin knows that he must keep these creatures off of him.
Channeling the power of his uncaring patron into his drawn scimitar, the blade sharpens and thickens, only intensifying his deadly blade.
"Come creature, let us see how you do against ..many Finarins."
Whispering the words of the arcane, multiple Finarins spring into existence, each holding their drawn scimitar in a threatening manner.
Mirror Image: 2 + 1d4 ⇒ 2 + (3) = 5
The Finarins move in front of Lort, defending the helpless half-orc.
Free Arcane Pool point for +3, keen scimitar; standard cast Mirror Image; move 30 in front of Lort towards creatures.

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"Thanks!" Lort nods to Finarin, finally believing the man and planting both feet beneath himself. He grins a malicious grin at the big thing beating up Gunari, "Your turn. My deadly thing won't be an illusion. My deadly thing is real."
Lort grips all the harder on his big sword and smiles all the wider. "So much better than reading...."

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@Gunari: The large thing appears to be insubstantial, but the smaller creatures are as firmly in this plane as you are.
Since you weren't sure if it was incorporeal, you can change your Divine Favor to whatever makes your weapon Ghost Touch, if you choose.
Thank you. Instead of divine favor, he will make his weapon +3 Keen Ghost Touch with Sacred Weapon -- same swift action. It will do 3 less damage (for 26) but at least it all goes through.
"Well, that certainly stung... but I got him good right back!"

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"Guys, I think I'm going to try conjuring a sword... something with ghost touch should be a good idea, right?" Lort looks around uncertainly to his comrades. He's never really thought that tactically about a situation before, but this dreamworld thing was an interesting proposition.

GM Bold Strider |

Will Save-Gunari: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Will Save-Finarin: 1d20 + 8 ⇒ (3) + 8 = 11
As Finarin enchants his weapon, his eyes begin to strain and he starts to lose focus on the fight as the very shadows of the dreamplane warp around him and the world starts to rot. Shaken.
The four women-shades fly 30' into the air, looking for targets with prominent ranged weapons, choosing to focus on the back line while the the huge creature starts its fight against Gunari and the rest.
Psychic Rend @ Amaranti-11 FFTAC: 1d20 + 2 ⇒ (18) + 2 = 20 Will Save.
Damage: 3d6 ⇒ (3, 3, 4) = 10
Charisma Damage: 1d6 ⇒ 1
Psychic Rend @ Amaranti-11 FFTAC: 1d20 + 2 ⇒ (9) + 2 = 11 Will Save.
Damage: 3d6 ⇒ (6, 1, 4) = 11
Charisma Damage: 1d6 ⇒ 4
Psychic Rend @ Ibid-10 FFTAC: 1d20 + 2 ⇒ (15) + 2 = 17 Will Save.
Damage: 3d6 ⇒ (6, 6, 2) = 14
Charisma Damage: 1d6 ⇒ 5
Psychic Rend @ Ibid-10 FFTAC: 1d20 + 2 ⇒ (19) + 2 = 21 Will Save.
Damage: 3d6 ⇒ (6, 5, 3) = 14
Charisma Damage: 1d6 ⇒ 4
Amaranti and Ibid begin to feel their mind rent by the sheer will of the shades as their personality is drawn from their bodies. As the creatures fly upwards, you see their bodies seemingly phase through the area around them as floating rocks and the like pass harmlessly through their body.
All creatures in this fight are incorporeal if that isn't clear.
Initiative:
1st: Monstrosity (Kn.(Planes)) @ 14 damage
2nd: Gunari; Finarin
3rd: Little Things (Kn.(Religion)) [30' off the ground-Above Cover]
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued/Shaken @ 57/57 HP
Lort-Fatigued @ 81/81 HP
Amaranti-Fatigued @ 67/67 HP
Kaisharga-Fatigued @
Ibid-Fatigued @ 55/55 HP
Cyrus-Fatigued @ 43/43 HP
Pending
Gunari - Confirmation on Attack Roll
Amaranti - Two Will Saves (10-11; 1-4)
Ibid - Two Will Saves (14-14; 5-4)

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Lort concentrates on bringing something out from the ether... something to help him actually damage these things. He reaches down for a sword that begins to appear from the ground....
As per discussion, attempting to summon a +3 ghost touch greatsword.
Charisma check, DC 14: 1d20 - 1 ⇒ (20) - 1 = 19 -- Ha! Was there ever any doubt?
To find that his hands grip on a real weapon! He brandishes it with a look of glee on his face. "How about a bit of haste, Amaranti?"
Amaranti technically goes before Lort, so if he uses haste, I'll move 5ft further into a flank with Gunari.
Lort skirts around to get a better shot at the large demonic thing, hoping it had all the opportune attacks it could take when it attacked Gunari.

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will save: 1d20 + 10 ⇒ (7) + 10 = 17
will save: 1d20 + 10 ⇒ (7) + 10 = 17
I just want to confirm - having 5 CHA damage doesn't prevent Amaranti casting 2nd level spells? It just affects DC's and such?

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Also, Ibid, don't forget you have that +4 cloak of resistance (Lort passed it to you earlier). It's not currently reflected on your tagline. Here's the post in case you missed it.

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As soon as I get a chance to post, Cyrus is going to attempt to make am elixir of spirit sense appear. Gives him see invisible and makes all his gear have the ghost touch ability. DC 12 check. Moving my brother onto his new house today so kinda scrambling this morning
oh hose it, I'll make the check now. Im uncomfortable with the impression im gaming the dice rolling system.
cha check, dc 12: 1d20 + 2 ⇒ (10) + 2 = 12 that's just good karma...
-Posted with Wayfinder

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Thanks for the reminder, Lort.
Will save #1: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Will save #2: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
The old man is thankful that he had already pulled free his smaller, specialized quiver of alchemical tipped arrows, coated with the strange ghost salt mixture. His mind is swimming as the strikes fall upon his, swirling and splitting his consciousness.
He does his best to step forward, pull free an arrow and load it awkwardly. A moment later he has let four arrows fly, but doesn't know if he will be conscious long enough to fire more.
knowledge(religion): 1d20 + 12 + 1d6 ⇒ (2) + 12 + (4) = 18
Ibid will use his inspired trait, to reroll this d20 skill check
knowledge(religion) re-roll: 1d20 + 12 + 1d6 ⇒ (6) + 12 + (3) = 21
crap
knowledge(planes): 1d20 + 12 + 1d6 ⇒ (9) + 12 + (4) = 25
not sure if Ibid knows anything about this
Free action: activate boots of speed (assuming Amaranti does not caste haste)
5-foot adjust to current position
Full-round attack @ yellow bordered floating thingy. +3 adaptive composite longbow w/ rapid shot & deadly aim & manyshot. Ghost salt tipped arrows.
Attack #1
attack @ yellow bordered floating thingy: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
damage: 1d8 + 11 + 1d8 + 11 ⇒ (2) + 11 + (8) + 11 = 32
Attack #2
attack @ yellow bordered floating thingy: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
damage: 1d8 + 11 ⇒ (2) + 11 = 13
Attack #3
attack @ yellow bordered floating thingy: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
damage: 1d8 + 11 ⇒ (6) + 11 = 17
Attack #4
attack @ yellow bordered floating thingy: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
damage: 1d8 + 11 ⇒ (3) + 11 = 14

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the modified attack roll would be +11 for 19.

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Incorporeal... Need to look into that for when we aren't in a dream land. Until then...
Cyrus pushes his mind past the sensation of running in place, and imagines the perfect elixir in his hand. Suddenly, it appears, a glass vial with a strange, smokey vapor in it. Grinning, he focuses his energy again and disappears from natural sight.
I need to be able to fly too...
Cyrus runs across the broken ground as nimbly as can be, pulling one of his daggers as he goes.
standard to dream the elixir into existence, swift to vanish with my ninja trick, move underneath one of the things flying 30' up, drawing a dagger as I go.
-Posted with Wayfinder

GM Bold Strider |

Lort-Will Save: 1d20 + 10 ⇒ (7) + 10 = 17
Cyrus-Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
Ibid-Will Save: 1d20 + 4 ⇒ (10) + 4 = 14
Cyrus spends his valuable time disappearing from sight as he conjures up an elixir from nothing in the dreamworld as Ibid fires off five arrows in quick succession. The first two fly errantly off into the void and so does the fifth, but the other two actually find their mark and injure the creature he was targeting.
Lort rushes into the fray, summoning up a sword to fight these incorporeal creatures.
@Amaranti: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. If you had taken the damage, you would still be able to cast, but the DCs would be lower.
As the group is fighting, Ibid recognizes the giant creature as a feargaunt. It has an aura that overwhelms the hearts of men and beast alike, causing them to cower in fear. Additionally, whenever it attacks a creature that is afraid, that creature begins to bleed their very personality into the dreamworld that sustains it.
As they move around the feargaunt, the aura begins to take hold and they feel the fear deep in their core.
Initiative:
1st: Monstrosity (Kn.(Planes)) @ 14 damage
2nd: Gunari; Finarin
3rd: Little Things (Red; Blue; Green; Yellow @ 30) [30' off the ground-Above Cover]
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued/Shaken @ 57/57 HP
Lort-Fatigued/Shaken @ 81/81 HP
Amaranti-Fatigued @ 57/67 HP
Kaisharga-Fatigued @
Ibid-Fatigued/Shaken @ 41/55 HP
Cyrus-Fatigued/Shaken @ 43/43 HP
Pending

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So Amaranti made the save and didn't take any ability damage?
Amaranti grits teeth and tries to bear the pain from the woman-shades. Wounds seem to dig deeper than flesh - all the way into his soul. But the Garundi is still here, and ready to fight.
Lort's suggestion sounds good. Amaranti can cast a spell, and wait to see what the others learn of these creatures.
"HASTE!" the Garundi bellows, and invokes the magic to speed them all up.
Affecting everyone,Assuming Amaranti cast it before Lort moved.

GM Bold Strider |

I forgot to post this before. With Gunari's changed attack roll, the feargaunt was not hit by the attack.
As Amaranti sends out a blast of acceleration magic, the feargaunt send one of its illusory hooks out to slam into Lort, cutting deep into his flesh.
Tormenting Touch @ Lort-14 TAC: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 8d6 ⇒ (3, 4, 6, 3, 6, 3, 6, 5) = 36
Charisma Bleed: 1d2 ⇒ 1
---
EDIT: Amaranti and Kaisharga feel the stress of the creature's aura as they try to fight against it.
Will Save-Amaranti: 1d20 + 10 ⇒ (9) + 10 = 19
Will Save-Kaisharga: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative:
1st: Feargaunt
2nd: Gunari; Finarin
3rd: Little Things (Red; Blue; Green; Yellow @ 30) [30' off the ground-Above Cover]
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued/Shaken @ 57/57 HP
Lort-Fatigued/Shaken @ 45/81 HP (1 Charisma Damage/1d2 Charisma Bleed)
Amaranti-Fatigued/Shaken @ 57/67 HP
Kaisharga-Fatigued/Shaken @ 51/51 HP
Ibid-Fatigued/Shaken @ 41/55 HP
Cyrus-Fatigued/Shaken @ 43/43 HP
Active Effects
Haste (1/8)
Pending

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Still fearful of the monstrosity in front of him, Finarin summons all of his courage. In a quavering voice, he begins to chant in the arcane language, calling on his inane power.
Though he is in a foreign landscape, with other worldly foes, the magic comes to him as easily as a comforting blanket to a small child.
Instantly, all five Finarins streak out, moving so fast that they leave a trail of multicolored hues behind them.
Coming to rest next to the Feargaunt, he strikes out incredibly fast with is enchanted blade.
5 foot step, full round action - cast Bladed Dash, spell combat.
Scimitar (Bladed Dash) +3 Scimitar & Spell Combat, Fatigue, Shaken, Haste, int bonus: 1d20 + 15 - 2 - 1 - 2 + 1 + 5 ⇒ (12) + 15 - 2 - 1 - 2 + 1 + 5 = 28
Scimitar Damage w/ +3 Scimitar: 1d6 + 9 ⇒ (3) + 9 = 12
Scimitar Attack W/ +3 Scimitar keen, iterative, & Spell Combat, Fatigue, Shaken, Haste: 1d20 + 10 - 2 - 1 - 2 + 1 ⇒ (16) + 10 - 2 - 1 - 2 + 1 = 22
Scimitar Damage w/ +3 Scimitar: 1d6 + 9 ⇒ (1) + 9 = 10
Scimitar (Haste) +3 Scimitar & Spell Combat, Fatigue, Shaken, Haste: 1d20 + 15 - 2 - 1 - 2 + 1 ⇒ (14) + 15 - 2 - 1 - 2 + 1 = 25
Scimitar Damage w/ +3 Scimitar: 1d6 + 9 ⇒ (6) + 9 = 15
Attack 1: 28 for 12
Attack 2: 22 for 10
Attack 3: 25 for 15

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As mentioned above, Lort moves into a flanking position with Gunari, since he has the extra haste movement. Shaken now, so looks like we'll need the extra +2! Updated his position on the tactical.
"Holy hells, that hurt!" cries Lort, staggering back a little from the pain, "D-d-do you th-th-think he'll do that again?" The normally implacable half-orc is shivering and actually fearful for what might happen next.
Dude, he should be scared from that super above average damage roll! Eep!

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Opps one of those rolls is a potential crit
Scimitar Attack W/ +3 Scimitar keen, iterative, & Spell Combat, Fatigue, Shaken, Haste, trait: 1d20 + 10 - 2 - 1 - 2 + 1 + 1 ⇒ (2) + 10 - 2 - 1 - 2 + 1 + 1 = 9
Scimitar Damage w/ +3 Scimitar: 1d6 + 9 ⇒ (1) + 9 = 10
Never mind - that sucks.

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If the feargaunt still stands. I assume it does, for I don't think Finarin's blade is ghost touch.
"Lort! Let's take thins thing down!"
"Cayden Cailean, guide my blade! Your humble servant is in dire need!" (Fervor cast Divine Favor) He steps to the right to make sure of his flank with the half-orc.
+3 Keen Ghost Touch adamantine rapier w/ flank: 1d20 + 18 ⇒ (20) + 18 = 381d8 + 15 ⇒ (2) + 15 = 17
+3 Keen Ghost Touch adamantine rapier w/ flank (hasted): 1d20 + 18 ⇒ (3) + 18 = 211d8 + 15 ⇒ (8) + 15 = 23
+3 Keen Ghost Touch adamantine rapier w/ flank: 1d20 + 13 ⇒ (1) + 13 = 141d8 + 15 ⇒ (3) + 15 = 18
critical confirm: 1d20 + 18 ⇒ (1) + 18 = 191d8 + 15 ⇒ (2) + 15 = 17 The dice hate me.
If it still is standing after the first attack, I will reroll the last attack
+3 Keen Ghost Touch adamantine rapier w/flank (5 stars): 1d20 + 13 + 5 ⇒ (7) + 13 + 5 = 251d8 + 15 ⇒ (4) + 15 = 19
Gunari's blade thrusts in with a flurry that the Drongos have rarely seen. A mindless yell comes from his throat, as he repeatedly thrusts into the mindgaunt. His first strike is true, but the others less so. However, his divinely enchanted blade cuts deep, drawing out the essence of the thing.

GM Bold Strider |

Finarin slashes three times, but only two seem to connect and they do relatively little to the roving shadow monster, but Gunari steps up with his rapier and sends out four quickfire jabs, landing two that actually do some damage to the creature.
In response the flying women send out another gout of energy, this time focusing on Ibid and the heavily damaged Lort.
Psychic Rend @ Lort-13(14?) TAC: 1d20 + 4 ⇒ (10) + 4 = 14 Will Save.
Damage: 3d6 ⇒ (2, 2, 1) = 5
Charisma Damage: 1d6 ⇒ 3
Psychic Rend @ Lort-13(14?) TAC: 1d20 + 4 ⇒ (4) + 4 = 8 Will Save.
Damage: 3d6 ⇒ (4, 1, 6) = 11
Charisma Damage: 1d6 ⇒ 1
Psychic Rend @ Ibid-16 TAC: 1d20 + 4 ⇒ (3) + 4 = 7 Will Save.
Damage: 3d6 ⇒ (3, 2, 5) = 10
Charisma Damage: 1d6 ⇒ 5
Psychic Rend @ Ibid-16 TAC: 1d20 + 4 ⇒ (15) + 4 = 19 Will Save.
Damage: 3d6 ⇒ (2, 4, 6) = 12
Charisma Damage: 1d6 ⇒ 5
As quickly as the women attack, they quickly dive down, plummeting into the nearby tall rock walls, effortlessly gliding into the rock.
Initiative:
1st: Feargaunt @ 49
2nd: Gunari; Finarin
3rd: Little Things (Red; Blue; Green; Yellow @ 30) [~10-20' off the ground-Inside Cover]
4th: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued/Shaken @ 57/57 HP
Lort-Fatigued/Shaken @ 45/81 HP (1 Charisma Damage/1d2 Charisma Bleed)
Amaranti-Fatigued/Shaken @ 57/67 HP
Kaisharga-Fatigued/Shaken @ 51/51 HP
Ibid-Fatigued/Shaken @ 41/55 HP
Cyrus-Fatigued/Shaken @ 43/43 HP
Active Effects
Haste (2/8)
Pending
Ibid - Will Save (12;5)
Lort - Will Save (5;3)

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"Holy $*%&..." Cyrus mumbles as he sees the carnage the shadows and figments are inflicting on his friends.
He doesn't take the time to lament how he can't seem to get into the fight yet, depsite the magical speed given to him by Amaranti. He will just have to feel ashamed about that later. Drinking the elixir as quickly as he can, he hopes that its effects are as real as the vial felt in his hand, despite being conjured into existence in his mind.
Then he runs over, still invisible, to position himself to unleash a flurry of attacks on the remaining giant monstrosity, hoping that the other, smaller things stay away for a little while.
Standard to drink the elixir, move action to get at the position on the map, next to the big guy. I freaking hate having to buff during combat. Nothing like giving the bad guys a few free rounds to kill us all before we can do anything about it. Ugh... Sorry, thats a personal complaint. yay action economy!

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Will save #1: 1d20 + 7 ⇒ (17) + 7 = 24
Will save #2: 1d20 + 7 ⇒ (14) + 7 = 21
What does a successful will save do? Negate the charisma and damage, right? Right? ;-)
A little fearful, Lort nevertheless musters up all his courage. "Kurgess, grant me the strength to slay this foe! Time to die, whatever it is you are!" Lort cries, already having forgetten what Ibid called it.
If at any point these attacks take the feargaunt down, he'll redirect to another enemy he still threatens.
Main attack
+3 ghost touch greatsword, power attack (furious focus), flank: 1d20 + 15 - 2 + 2 + 2 ⇒ (15) + 15 - 2 + 2 + 2 = 32
Damage, power attack: 2d6 + 12 + 6 ⇒ (5, 4) + 12 + 6 = 27
27 damage.
Iterative attack
+3 ghost touch greatsword (iterative), power attack (furious focus), flank: 1d20 + 10 - 2 + 2 + 2 ⇒ (20) + 10 - 2 + 2 + 2 = 32
Damage, power attack: 2d6 + 12 + 6 ⇒ (4, 2) + 12 + 6 = 24
Crit confirm: 1d20 + 10 - 2 + 2 + 2 ⇒ (9) + 10 - 2 + 2 + 2 = 21
Crit damage: 2d6 + 12 + 6 ⇒ (3, 5) + 12 + 6 = 26
50 damage total if an 21 confirms, but likely only 24 damage.
Haste attack
+3 ghost touch greatsword (haste), power attack (furious focus), flank: 1d20 + 15 - 2 + 2 + 2 ⇒ (20) + 15 - 2 + 2 + 2 = 37
Damage, power attack: 2d6 + 12 + 6 ⇒ (4, 2) + 12 + 6 = 24
Crit confirm: 1d20 + 15 - 2 + 2 + 2 ⇒ (6) + 15 - 2 + 2 + 2 = 23
Crit damage: 2d6 + 12 + 6 ⇒ (1, 6) + 12 + 6 = 25
49 damage total if a 23 confirms.
So, all up that's a probable total of 100 damage (precisely!), unless its AC is 24+.
And because I can...
Lort lets out a victorious yell after his stunning assault, perhaps giving the massive thing cause for pause.
Free intimidate vs Feargaunt (cornugon smash): 1d20 + 21 ⇒ (1) + 21 = 22 -- 'Tis true what they say about Lort and skill checks.
If Lort attacked one of the women...
Free intimidate vs Shadow chick (cornugon smash): 1d20 + 21 ⇒ (14) + 21 = 35 -- Temporarily true.

GM Bold Strider |

Can't post fluff atm. Getting ready to leave for Chicago.
Lort cuts through the feargaunt in three rapid swings, killing it outright.
Initiative:
1st: Gunari; Finarin
2nd: Little Things (Red; Blue; Green; Yellow @ 30) [~10-20' off the ground-Inside Cover]
3rd: Ibid; Cyrus; Amaranti; Lort
Status
Gunari-Fatigued @ 42/75 HP
Finarin-Fatigued/Shaken @ 57/57 HP
Lort-Fatigued/Shaken @ 43/81 HP (1 Charisma Damage/1d2 Charisma Bleed)
Amaranti-Fatigued/Shaken @ 57/67 HP
Kaisharga-Fatigued/Shaken @ 51/51 HP
Ibid-Fatigued/Shaken @ 41/55 HP
Cyrus-Fatigued/Shaken @ 43/43 HP
Active Effects
Haste (2/8)
Pending
Ibid - Will Save (12;5)
Lort - Will Save (5;3)

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Paizo site ate my post :(
Will Save #1: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Will Save #2: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Ibid will spend two uses of inspiration to add 1d6 to his 2nd will save. Bonus on 2nd save, from inspiration: 1d6 ⇒ 6, for a total of 15.
The old man sees Lort cut down the gigantic monstrosity, and looks to the sky only watch the floating figures merge into the rocks. He cannot see any new threats, and tightens his grip on the bow, and waits.
Ibid will delay, hopefully just until the flying creatures come back out of the rocks. I assume when the flying creatures are in the rocks, we cannot see them. Is that correct?

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I am assuming that the flying creatures are attacking from range.
Gunari moves over next to Lort, "Lort, old chap. You're looking even more ragged than you usually do. Here, let the Drunken Hero help you!" Uses invisibility purge to cast CSW on Lort, hoping to stop the charisma bleed.
Cure Serious Wounds: 3d8 + 9 ⇒ (2, 2, 3) + 9 = 16 Well, that could have been better
"Ibid, Amaranti! Get in here, near me. I can help you against these vile things by channeling The Accidental God's luck, but you have to be close to me! (within 30' for Beacon of Luck)
"Sweet Barleywine, protect me my patron!"
He allows his Sacred Weapon to expire, for it is less useful against ranged targets, but uses fervor to cast [i]Shield of Faith to make himself harder to hit.

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With no enemies in sight, Gunari's suggestion is sound. So Amaranti guides his eidolon to fly above the warpriest. With this sudden calm in the battle, the Garundi has time to plan for his next action. The way Lort conjured a magic weapon from the dreams was quite awesome. But he would need some defence against the ghost women's attacks as well. To focus on offence or defence - that is the question.
@GM: The dream ability is a bit vague, so can it be used to gain the effect of Elixir of Spirit Sight? Without actually conjuring and then drinking the item. So in effect just using one standard actions instead of two
Charisma check to gain the effect for Spirit Sight: 1d20 + 3 ⇒ (1) + 3 = 4 Sigh...
Amaranti casts Displacement on himself