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This must be what it is like to rear children glad I have a class feature that allows me to dodge that bullet.
"Do they not teach decisive decision-making at the Grand Lodge? Just stick the bloody stone in one of your bloody wayfinders!"

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Sheshhh woman. Calm yourself. Some people do care what their friends think and want to do. It is not my fault you never learned "cooperate" at the Grand Lodge. Nigel picks up the stone and places it in his wayfinder, hoping to keep it hidden. Can't let any Aspis see me with this!
Just roleplay, no offense intended.

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"It finds more stones like it, right? Then let's do that. Hundred or so more and I can retire."
Haska looks around still feeling anxious and wanting to move on. But smiles as he says it.
I just realized I have spellcraft with the ability to detect magic. What good is that?

GM Pendrak |

Once slotted into Nigel's wayfinder, the compass needle spins wildly for a moment before pointing to the northwest.
In order to find Malika’s dead drop, you must must travel where the compass needle points, periodically referring to the wayfinder to take a new bearing. As you do so, it is important that you maintain your cover—a difficult task given a wayfinder's distinctive appearance.
Successfully tracking down the dead drop requires a successful DC 16 Survival check, and each time you attempt such a check, you must succeed at a DC 14 Dexterity or Sleight of Hand check to keep the wayfinder concealed or gain 1 Awareness Point. More than one of you can attempt these checks, but the DC of the Survival check increases by 2 for anyone other than Nigel (or whoever is holding the wayfinder), as they are trying to navigate without actually seeing the compass needle. In order to take 10 on the Survival check, you must keep the wayfinder handy and check it frequently, increasing the DC of the Dexterity or Sleight of Hand check by 4.
For reference, you guys are currently at 5 Awareness points, the minor threshold. You receive a –2 penalty on all Bluff, Diplomacy, Disguise, and Intimidate checks made in Bloodcove for the remainder of your stay.

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Maybe I am not the best for holding on to it... anyone else want to carry the wayfinder instead?

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Just out of curiosity, can we aid in the survival check(s) or in the sleight of hand checks?

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"Perhaps it's best that I use the wayfinder."
Velinov can memorize invisibility x3 and use his lesser metamgic rod of extend to make the checks hidden. Or keep it with his art supplies - I doubt anyone would really question an artist setting up his easel and art supplies periodically.

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Nigel hands over his wayfinder to Velinov. If you are sneaking at all, I have no problem with you holding it. I am not very sneaky nor am I any good at readying the thing.

GM Pendrak |

With Velinov invisibly watching the compass and Woodthorne navigating, you find your way without issue, and without scrutiny.
The wayfinder directs you to where a fountain stands in a small plaza, and the needle points to an unoccupied storefront. There is little of interest inside the building beyond its cellar door, which is sealed with an imposing iron padlock.
Woodthorne Will: 1d20 + 5 ⇒ (8) + 5 = 13
Nigel Will: 1d20 + 4 ⇒ (1) + 4 = 5
Haska Will: 1d20 + 1 ⇒ (16) + 1 = 17
Thaia Will: 1d20 + 5 ⇒ (16) + 5 = 21
Velinov Will: 1d20 + 2 ⇒ (11) + 2 = 13
Kahwen Will: 1d20 + 2 ⇒ (4) + 2 = 6
Woodthorne Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Nigel Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Haska Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Thaia Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Velinov Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Kahwen Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Haska and Thaia quickly realize that the lock is actually an illusion meant to keep out common scavengers. They open the door, and the cellar beyond is a small, square room with walls made of irregular stone cobbles. Both Nigel and Thaia notice a loose stone on one of the walls. Perhaps something is behind it.

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Sheshhh woman. Calm yourself. Some people do care what their friends think and want to do. It is not my fault you never learned "cooperate" at the Grand Lodge. Nigel picks up the stone and places it in his wayfinder, hoping to keep it hidden. Can't let any Aspis see me with this!
Just roleplay, no offense intended.
No worries, Thaia's just a bit more caustic than usual with all the limping she has to do today.
Woodthorne can do Survival, but not slight of hand.
He helps navigate using Velinov's directions.
You might be able to under the "attempting to hide something upon your person" exception to the "trained" rule for Sleight of Hand.
Haska and Thaia quickly realize that the lock is actually an illusion meant to keep out common scavengers. They open the door, and the cellar beyond is a small, square room with walls made of irregular stone cobbles. Both Nigel and Thaia notice a loose stone on one of the walls. Perhaps something is behind it.
"Hunter's instinct." Thaia says in response to the unasked question. She steps back and levels her walking stick at the wall. "Pull the stone Nigel."

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I prefer to always make a disclaimer if I ever say anything that seems insulting just because it is harder to read the mood of the table in this format haha
Before we get going, Nigle hands his wand to Woodthorne again. Ahh I think I know what has gotten you so grouchy today! Nigel has a stereotypical gnomish smile. Could you please use this wand on her a few times. She got hit is seems in that last fight and has had too much pride to ask for some healing.
Cure light wounds wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cure light wounds wand: 1d8 + 1 ⇒ (6) + 1 = 7
With two charges, she is feeling as good as new. If only that could fix her mood....
As we wonder around look for the next stone, some of you notice the illusion lock. Ugh I hate illusions! Then sheepishly adds no offense Velinov.
We get down to the basement, and Nigel is about to point out the stone when Thaia beats him to it. Nigel goes right over to it, curious about what he will find, not even thinking about the fact that he taking orders from her. He looks it over quickly before opening it. Probably not the best one to look it over since I am awful at perception, but he wouldn't hesitate since he was told to do it.
perception: 1d20 + 2 ⇒ (8) + 2 = 10
Once he looks at it and thinks it is safe, he slides the rock out to see what we find.

GM Pendrak |

Nigel looks things over, and doesn't see anything out of place. He pulls out the brick... and triggers a hidden, spring-loaded needle trap!
Trap: 1d20 + 10 ⇒ (11) + 10 = 211d3 ⇒ 11d2 ⇒ 1
A tiny needle sticks into the palm of his hand. Doesn't hurt much.
Nigel takes 1 point of piercing damage, and needs to succeed on a DC 18 Fortitude save or take 1 point of Dexterity damage.
Afer opening the hidden panel, you discover a second ioun stone as well as a broad, wax-sealed scroll case that contains dozens of pages detailing Aspis activities in Bloodcove, qualitative data about the upcoming expedition, and even dossiers on several of the agents involved.
Some entries stand out from the others, including Pahwoki the Blade, a murderous Bekyar who wears a necklace of ears and is believed able to make the trees walk; Lilianna Alazzario, an agent relocated to Bloodcove afer she burned down an Isgeri village just to collect a small debt; Yola Hask, a one-handed smuggler banished from Rahadoum for “crimes against the state;" Micky Threetoes, an Andoren exile with a history of aiding slave traders; Zamil Namoth, an Ustalav aristocrat known both for his charm and his claiming trophies from his macabre hunts; and “Fiveknives” Kalim, a seasoned explorer of the Mwangi Expanse infamous for his callous treatment of the native people.
Malika also suspects that the mission’s primary purpose is looting, and she reports that the Consortium is particularly interested in a giant golden statue of some type. Finally, her report suggests the Consortium knows about Venture-Captain Nieford Sharrowsmith’s expedition to the Bandu Hills, though it seems the Aspis are merely planning to attack him but have not actually done so yet.

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Ouch, that is one high dc!
fort save dc 18: 1d20 + 5 ⇒ (10) + 5 = 15
The needle slides out and stabs Nigel's hand. It doesn't hurt much but he suddenly feel sluggish. Guys, we got the dead drop but there was a little present inside. Nigel shows the needle wound. I think it was poison. But I think we got the information we are looking for. As well as a second stone, in case we split up again.

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"Sorry, Friend Nigel, I should have looked, first. I might have been able to see that coming," Kahwen says sheepishly.
He looks over the notes, already eager to thwart Apsis activities and to rush off to save the Venture-Captain.
Is this the cliffhanger? I know our mission was to get the information and return but it's not in Kahwen's nature to not at least try to help Sharrowsmith. I understand it may not be within the scope of this adventure, though.

GM Pendrak |

It's sort of a cliffhanger. There is one remaining encounter, as you try to escape from Bloodcove, but to see to Sharrowsmith's fate you must play the three-part Scions of the Sky Key campaign arc, starting with Pathfinder Society Scenario #6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail.
Nigel needs to keep making Fort saves until he makes one save or he takes the poison five more times (once per round for six rounds total). I'll go ahead and roll out the damage, in case you don't make it. I'll give you guys a bit to get that settled, then we can proceed to the finale.
1d2 ⇒ 2
1d2 ⇒ 1
1d2 ⇒ 1
1d2 ⇒ 1
1d2 ⇒ 2

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"Of course I'll help her. No matter how frustrating, Thaia is a fellow Pathfinder." Woodthorne takes the wand with a smile and uses it to heal Thaia. However, he pokes her harder than he really has to while doing so.
Nigel gets poisoned. Heal: 1d20 + 4 ⇒ (1) + 4 = 5
"Unfortunately, my skill is not sufficient to aid you with this and I don't have a spell that can help much either. Here, this is all I can do for you." Woodthorne casts Guidance for Nigel. He'll do so several times as required.
He looks over the papers and at the list of characters. "They have assembled the worst that they have here. These people, if they could be called that, could not make it anywhere else, so they were dumped in Mwangi. We have to help Sharrowsmith."
So sign me up for when you run that trilogy GM Pendak.
"We have to get this back to Aya Allehe. It's time to see if our new friends can actually do what they say they can."

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Sadly Nigel is booked till November if GM does run those adventures.
fort dc18: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
fort dc18: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
So Nigel takes a total of 3 Dex damage?
Nigel digs through his bag to hand Woodthorne a scroll of lesser restoration. Are you able to read this? I bought it for occasions such as these.
amount healed: 1d4 ⇒ 2
Still 1 dex damage

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It's sort of a cliffhanger. There is one remaining encounter, as you try to escape from Bloodcove, but to see to Sharrowsmith's fate you must play the three-part Scions of the Sky Key campaign arc, starting with Pathfinder Society Scenario #6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail.
Follow Thaiadora Rossenvelt's early (1st-level) adventures in the pages of her memoir: 'Thaia and the Sky Key' found in fine messageboards everywhere. The reviews are in! 5 Stars! The Absalom Tattler proclaims: "Thaia's ahead of her time--literally." The Society Lodge Library raves: "You'll get a bang out of Thaia Rossenvelt."
Thaiadora spoiler alert: "I won." ;)
Before we get going, Nigle hands his wand to Woodthorne again. Ahh I think I know what has gotten you so grouchy today! Nigel has a stereotypical gnomish smile. Could you please use this wand on her a few times. She got hit is seems in that last fight and has had too much pride to ask for some healing.
Thanks!
"Thank you."
Thaia accepts the offered healing and reframes from adding you could have done that a half-an-hour ago, you know.
Thaia tests out her leg and finds it satisfactory.

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"Well, I guess we have done what we came to do. We should probably get this stuff to the society."
Haska checks his equipment, 4 bombs, his mutagen and two extracts remain.
"Nigel, you feeling okay?" We should probably prepare for a fight or at least a case."

GM Pendrak |

Somewhere on the moon of Golarion, the time-dragon Melcharzidek awakens. He glances about his cave. Nothing seems out of place. Still.
He focuses, and realizes that Thaia Rossenvelt is out of time. Displaced in time, that is. He thinks about doing something about it, but when he looks at the clock, he realizes he has to be somewhere in about an hour, and has no time to go deal with one human playing scenarios in weird orders, and that the Pathfinder Society would have to manage dealing with a little asynchronicity.
--------------------------------------------------------------------
Meanwhile, on Golarion, in the city of Bloodcove, the Pathfinders beat a hasty retreat, eager to wash their hands of this entire city.
Exiting Bloodcove is relatively easy, but less than a mile from the city the road leads to a narrow bridge crossing a small tributary of the Vanji River. On the other side of the bridge stands the Consortium agent, Na’alu, accompanied by a strange, artificial looking humanoid.
The artificial looking humanoid is some sort of construct, but you can’t identify it.
That said, you know that all (or most) constructs possess the following traits:
-Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
-Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
"I’ll be taking those documents back now," Na’alu says smugly, "My employer would very much like to know their contents."
Haska: 1d20 + 7 ⇒ (5) + 7 = 12
Velinov: 1d20 + 6 ⇒ (11) + 6 = 17
Nigel: 1d20 + 2 ⇒ (20) + 2 = 22
Kahwen: 1d20 + 5 ⇒ (1) + 5 = 6
Woodthorne: 1d20 + 2 ⇒ (1) + 2 = 3
Thaia: 1d20 + 3 ⇒ (20) + 3 = 23
Na'alu: 1d20 + 6 ⇒ (7) + 6 = 13
???: 1d20 + 6 ⇒ (11) + 6 = 17
Velinov, roll-off: 1d20 + 6 ⇒ (13) + 6 = 19
???, roff-off: 1d20 + 6 ⇒ (12) + 6 = 18
Round One Thaia (up), Nigel (up), Velinov (up), ??? (not yet up), Na'alu (not yet up), Haska (not yet up), Kahwen (not yet up), Woodthorne (not yet up)
The tributary here is about 30 feet wide and 10 feet deep at its center. The water runs swiftly but has few rapids, requiring a successful DC 15 Swim check to traverse. The bridge has fairly low sides, providing little cover.
Thaia, Nigel, ... and Velinov can act.
By the way, I read a little of Thaia's exploits on the three-parter. Very impressive. I would be willing to run that trilogy at some point for those of you who haven't played it, but I'm sorry that I can't run right into it with this whole group, because this party chemistry is DYNAMITE.

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Yeah, I enjoy this group a lot. I would love to play that series with this character, but Nigel is signed up for both specials so he will be busy for awhile.
Nigel sees the enemies blocking the path. What is that thing? Well until I find out, my friend should be a good weapon.
Nigel makes a circle in the air again but the words he speaks are different ... they almost sound, earthy?
Suddenly, a hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.
Standard action to summon monster II for an earth elemental. Might be a minute for the elemental's post since I have never posted as one before so need to make a stat block for it.

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By the way, I read a little of Thaia's exploits on the three-parter. Very impressive. I would be willing to run that trilogy at some point for those of you who haven't played it, but I'm sorry that I can't run right into it with this whole group, because this party chemistry is DYNAMITE.
I.e. the party could explode at any moment. ;)
knowledge (arcana): 1d20 + 7 ⇒ (11) + 7 = 18
"I have a counter-proposal, whomever you are. You can tell your employers that you failed in your assignment, and leave now, or we can pin a note to your body later stating the same thing."
intimidate v agent (demoralize): 1d20 + 9 ⇒ (12) + 9 = 21
"The thing over there seems to be some sort of automaton." Thaia explains in whispered aside.
She moves to take advantage of what cover there is.

Summon Monster II_1 |

After bursting from the ground, the elemental charges at the "artificial human" and tries to slam into it.
slam (power attack, charge): 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
+2 from charging, +1 from both of us touching the ground
Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Damn it! I was so looking forward to using this thing...he is one powerful summoned monster... of course I roll a 1 haha
The monster does not understand that Thaia is trying to talk the guy into surrendering and Nigel already summoned it to attack before Thaia had the chance to say otherwise. But the slam misses by a long shot.
Full round action to charge (AC is 15 for 1 round)

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As he finishes healing Thaia, Woodthorne smiles. "If you'd asked back when you got hurt, I would have done so then. Anyway, try not to get hurt again. Ok?"
Woodthorne looks over the scroll. "Yes. I can do this for you. I actually need to get some for myself."

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Earlier.
As he finishes healing Thaia, Woodthorne smiles. "If you'd asked back when you got hurt, I would have done so then. Anyway, try not to get hurt again. Ok?"
Thaia remains quiet and reframes from reminding the fool that she did, but rolls her eyes when he looks away.
The monster does not understand that Thaia is trying to talk the guy into surrendering and Nigel already summoned it to attack before Thaia had the chance to say otherwise. But the slam misses by a long shot.
Thaia is going for inflicting the shaken condition rather than trying to influence or coerce the man into letting them go (which takes a minute+ to accomplish) so no worries on her account.

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I remembered. But you asked for Infernal Healing, like any proper Chelaxian would. Woodthorne took smug pleasure in being able to say no he didn't. Because he's not a proper Chelaxian.

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I took it like Woodthorne did, the spell cast with a wand. I did not know you meant 'infernal' like 'damned', 'blasted' or 'bloody'. Your choice of cuss word confused me and thus Haska.
know arcana: 1d20 + 9 ⇒ (2) + 9 = 11
"You owe me a half day's work. But if you let us pass, I think I can forgive that fact."
Haska says this as he looks over the battle field.
perception for hidden enemies: 1d20 + 7 ⇒ (13) + 7 = 20

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knowledge arcana: 1d20 + 11 ⇒ (16) + 11 = 27
I'm assuming this is the same day we went with the "plan", which consumes all of Velinov's level 2 spell slots.

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Velinov moves onto the bridge, grabbing one of Kahwen's oily feathers as he passes. Pointing it outward like a wand and chanting, "Perungo!" the feather dissipates into a smear of oily globules as a black explosion of viscous liquid erupts from the ground beneath the construct.
Grease DC 17
This article might be useful to check to see if you rule that constructs still visually react to illusions. Just curious for future turn options.

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I took it like Woodthorne did, the spell cast with a wand. I did not know you meant 'infernal' like 'damned', 'blasted' or 'bloody'. Your choice of cuss word confused me and thus Haska.
Actually I don't think Haska's level of confusion has changed any. Thaia was requesting healing. She asked for Infernal Healing because that's an actual thing in the game like Sexual Healing was in the 80's. And more importantly more common in her (and Woodthorne's) homeland. It is more efficient in someways than cure light wounds in that you always get 10 hp back every time, but at a much slower rate and Thaia is nothing if not efficient so I'm not seeing were there's a lot of room for confusion. Thaia's stat line had her down by 10 hp, and she asked for healing. If she had asked for a scroll of cure light wounds and Haska had a potion of cure light wounds would there be any confusion? What Woodthorne was saying was that he understood, and had a wand of cure light wounds on him, but since she didn't ask specifically for that, the character was feeling spiteful (like the Devil in John Milton's Paradise Lost) and didn't offer it. Now that his splintery butt is in danger he realizes he needs the best fighter in the party to be at 100% to save it--like a proper Chelaxian.* If Thaia were evil she would smile. It's not a huge deal to me, the player, but in terms of the party as a whole it is probably best if Thaia not be down by nearly half her hp before the final fight.
* You can take the boy out of Cheliax but, you can't take Cheliax out of the boy. ;)

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This article might be useful to check to see if you rule that constructs still visually react to illusions. Just curious for future turn options.
The basic Illusion school rules for the Pathfinder RPG might work better if there are any questions. The article above dates back to 2003, and is for D&D 3.0! Granted it probably has some useful insights, but specific rules might have changed in the interim, since the article actually predates Pathfinder by a few years.

GM Pendrak |

I'd say that constructs could potentially react to figments and glamers, but I'd have to see the specifics to say how exactly they'd react. By the way, out of character, this thing is a robot. That's why nobody could specifically identify it: none of you have the Technomancy feat.
"I... you... Never mind, destroy them, my minion," Na'alu says, clearly shaken, and he seems taken aback by Thaia's threats.
The construct manages to dodge the elemental's strike. It's movements are strangely mechanical. When Velinov's spell goes off, however, the thing slips in the grease and lands on it's metal behind. It manages to stand up, but it opens itself up to attack from the elemental before dropping it's longspear and slamming its fist into the outsiders jaw.
Then Na'alu reaches into a pouch at his belt and produces what appears to be a rotten egg, the sulfuric smell wafting through the air. He focuses, chants briefly in Polyglot, and a cloud of green, vaporous smoke begins spreading in the midst of the Pathfinders, evoking coughs and wheezing.
Robot, Reflex save: 1d20 + 2 ⇒ (14) + 2 = 16
Robot, Acrobatics check to stand: 1d20 + 2 ⇒ (14) + 2 = 16
Robot, Slam attack on earth elemental: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (1) + 4 = 5
Round One Thaia (demoralized Na'alu), Nigel (summoned earth elemental), Earth elemental (missed), Velinov (cast grease), Robot (stood up and missed), Na'alu (cast stinking cloud), Haska (up), Kahwen (up), Woodthorne (up)
Round Two Thaia (up), Nigel (up), Earth elemental (up), Velinov (up), Robot (not yet up), Na'alu (not yet up), Haska (not yet up), Kahwen (not yet up), Woodthorne (not yet up)
Na'alu- shaken
The elemental takes 5 points of bludgeoning damage, but it may take an attack of opportunity as well as it's attacks for round 2. Haska, Kahwen, Woodthorne, Thaia, Nigel, and Velinov all need to make a DC 17 Fortitude save or become nauseated, but then they can act.

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Fort save: 1d20 + 5 ⇒ (5) + 5 = 10 Or not. Good thing there is a handy stream nearby.

GM Pendrak |

Thaia: 1d4 + 1 ⇒ (1) + 1 = 2
Woodthorne: 1d4 + 1 ⇒ (3) + 1 = 4
Thaia will be nauseated for 2 more rounds, and Woodthorne 4.

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Fort Save: 1d20 + 1 ⇒ (16) + 1 = 17
Kahwen tastes what he had for lunch again, but manages to choke it back down. He sees that most of his companions who were caught in the green cloud are not so lucky.
The elemental seems to have the strange machine man thing distracted, for the moment, and Na'alu seems like the biggest threat, in any case. He dashes out of the cloud, tearing down the bridge and drawing his elven curve blade along the way.
"Pardon me, Friend Woodthorne," he says as he brushes past the man. When he has gotten just past him, he changes direction, leaping up on the railing of the bridge then across the intervening distance to land in front of the Apsis agent.
Acrobatics Long Jump: 1d20 + 13 ⇒ (6) + 13 = 19
"I ruined your boats, and took your herbs," he gloats to the man, though he's unable to attack, yet.
Double move. I drew a line from where he jumps to where he ends up.

GM Pendrak |

Note that the elemental probably gets an attack of opportunity when the robot stands up.
Yeah, I noted that in the last big post.
Velinov: 1d4 + 1 ⇒ (4) + 1 = 5
Velinov is nauseated for 5 more rounds after he leaves the cloud. Velinov, Haska, and Nigel can act.

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fort save dc 17: 1d20 + 5 ⇒ (5) + 5 = 10
The rotten egg smell makes Nigel sick... Nothing is worse then vomit with facial hair!!! Nigel moves his little legs to be outside of the cloud and throws up into the bush.

Summon Monster II_1 |

As the robot stands, the elemental tries to slam it back down.
Power attack slam: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d6 + 10 ⇒ (1) + 10 = 11
The poor rock monster then gets punched back, but unlike the eagles, this things stays around! Nigel has never seen a summoned creature take a hit and not vanish... sadly, he still hasn't because he is in the bush getting sick haha
The elemental then tries to hit the robot again!
Power attack slam: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d6 + 10 ⇒ (5) + 10 = 15
Attack of opportunity and standard action to attack. AC is back to 17. Man, these rolls suck!

GM Pendrak |

The elemental's rocky fists are unable to land on the mannequin-like metal construct, which bobs and weaves in a slightly jerky fashion, like an old, out-of-practice boxer.
Nigel: 1d4 + 1 ⇒ (2) + 1 = 3
Nigel will be nauseated for 3 rounds now that he's left the cloud.
This stinking cloud really did a number on you guys. This might be a more difficult fight than I anticipated. Velinov and Haska can act.

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fort save: 1d20 + 4 ⇒ (10) + 4 = 14
Haska is nauseous. Haska will use his single move action to get out of the cloud.

GM Pendrak |

Five out of six of you failed, yikes. I assume Velinov will be using his single move action to get out of the cloud, but to where?
Haska: 1d4 + 1 ⇒ (4) + 1 = 5
Haska will remain nauseated for 5 more rounds.

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I am glad I had time to summon a temporary tank before he got the spell off. That should help us mitigate some damage the robot could do on a group of nauseated pathfinders. DC 17 is a pretty rough save but most of us rolled a lot worse than we should of.

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[ooc]Yeah. I moved forward hoping that Woodthorne wouldn't be out of the fight for more than a round or two. Four rounds takes him totally out of it though. His next actions are to run away."[/b]

GM Pendrak |

Na'alu laughs, seeing the Pathfinders scatter.
"All you have done is for naught. The Aspis Consortium will rule Bloodcove for generations to come," he says, and then he says something under his breath and laughs again.
"Not that I give a damn about either of your stupid organizations."
He then steps back, pulls out a brown, sticky substance, rubs it on his hands, and murmurs another incantation.
Na'alu is casting slow.
The mannequin throws a couple of hooks at the elemental, but the body blows don't seem to get through the outsider's substantial natural armor.
Robot, Slam attack on earth elemental: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 4 ⇒ (4) + 4 = 8
Robot, Slam attack on earth elemental: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 4 ⇒ (1) + 4 = 5
Round One Thaia (demoralized Na'alu), Nigel (summoned earth elemental), Earth elemental (missed), Velinov (cast grease), Robot (stood up and missed), Na'alu (cast stinking cloud), Haska (moved), Kahwen (acrobatics), Woodthorne (moved)
Round Two Thaia (moved), Nigel (moved), Earth elemental (missed), Velinov (moved), Robot (full attacked elemental), Na'alu (cast slow), Haska (up), Kahwen (up), Woodthorne (up)
Round Three Thaia (up), Nigel (up), Earth elemental (up), Velinov (up), Robot (not yet up), Na'alu (not yet up), Haska (not yet up), Kahwen (not yet up), Woodthorne (not yet up)
Na'alu- shaken
Kahwen, Woodthorne, and the elemental need to make DC 17 Will saves or be staggered for 6 rounds. Haska, Kahwen, Woodthorne, Thaia, Nigel, the elemental, and Velinov can act.

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perception: 1d20 + 7 ⇒ (2) + 7 = 9
spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Thaia continues to avoid clustering up, while at the same time remaining within 120 feet of the action, until she is allowed a standard action (2 rounds from now).

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perception dc21: 1d20 + 4 ⇒ (10) + 4 = 14
spellcraft dc 18: 1d20 + 8 ⇒ (10) + 8 = 18
He is... belch.. using slow. Man, he is using some powerful debuffs!