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Tori attempts to tumble past the Eidolon to get more range for her bow.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (4) + 7 = 11
I'm pretty sure that did not overcome it's CMD
Once she gets some distance, she fires her bow again at the creature.
MW Comp. Longbow+P-BS: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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She provokes on the tumble
power attack: 1d20 + 5 ⇒ (6) + 5 = 11 but the did are cold.
Miss on the shot Bella roars and moves into the fray.
She five foot steps to Randor and full attacks.
power attack: 1d20 + 5 ⇒ (17) + 5 = 22
Hits 1d6 + 8 ⇒ (4) + 8 = 12
Seeing Randor drop the Eidolon attacks Bones with it's other slam.
power attack: 1d20 + 5 ⇒ (16) + 5 = 21
Hits 1d6 + 8 ⇒ (4) + 8 = 12
Party is up

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GM looking up the rules here I think we might have just been hurt by a misinterpretation of the rules. Life link can only be used to "feed" an eidolon HP if it takes enough damage to die - which sends it back to its own plane. It cannot be used if the eidolon is only knocked uncoscious and into negative HP. It does not seem possible that the eidolon can have been knocked down to the -13 hp plus this would require so I think it ought to be unconscious, but still here and thus not eligible for Life Link.
Radnor knowing about this ability would be sure to tell the group not to attack the eidolon once it fell. So unless it had 8 hp or less it should be unconscious but still here.
Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.

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Ah, gotcha!
I used lifelink to keep it standing, not keep it from being dismissed. If that's the case the Eidolon is at -3 and I would not have had Lura use her potion, instead she would have materialized next to the Eidolon and used a spell.
She will appear after doing the spell so it doesn't provoke.
She touches her downed Eidolon and heals it for 1d10 + 3 ⇒ (5) + 3 = 8
Also, I will transfer Tori's attack to her, which will hit her for the damage. She's still standing and looks fine.
The Eidolon is at +4 and will try to stand.
Provoking from everyone. AC is 19 you hit and it's down.
Then you can roll your next action, Lura will not surrender.

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Radnor grins and lashes out at the rising eidolon spearing it with his lance and thrusting it back to the ground unconscious, even as Nuzzle's claws rake a red line across its flesh!
In the interest of fairness, a cure spell would not cause her invisibility to end.
Radnor Lance AOO: 1d20 + 5 + 2 + 4 ⇒ (10) + 5 + 2 + 4 = 21 Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Nuzzle: 1d20 + 3 + 2 + 4 ⇒ (15) + 3 + 2 + 4 = 24 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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(Bones post is assuming Lura is still invisible as Randor pointed out. Also note that speaking {Assuming she cast a spell with verbal component} gives a -20 to her DC40 vs perception pinpointing for a DC20 )
perception: 1d20 + 9 ⇒ (13) + 9 = 22 to pinpoint
if successful, Bones moves next to Lura's square telling the others "She's right here!" as he attacks the square.
Warhammer, 50%miss chance, and damage: 1d20 + 4 ⇒ (13) + 4 = 171d100 ⇒ 951d8 + 2 ⇒ (6) + 2 = 8
(DM: If you rule she is visible then Bones moves and attacks.)

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I don't think Nuzzle's AOO can be directed since it was an AOO, on a full round he gets 3 attacks, so should I count that as the first and roll tow more?
Following Bone's directions Radnor moves around and thrusts at Lura,
"I suggest you surrender, in case you had not noticed this is not going well for you!"
Radnor Lance: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Miss Chance High is Good: 1d100 ⇒ 69

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It happens, much better than a party wipe! Or even someone dying. Honestly I think that's one of the most common summoner misconceptions, it kinda feels like it ought to be the way you were originally playing it. But being a summoner she could just take a standard action to dismiss her eidolon - since it was not quite dead - and then use her summons while still being invisible. Summoning is not a direct attack so you can do it and remain invisible. The real reason Summoners are so powerful is that they have so many expendable critters at their beck and call.
Radnor keeps a wary eye upon the crowd while Nuzzle moves forward to search Lura. If nothing comes at them the eidolon simply takes his time to do a thorough search which takes a couple of minutes.
Take 20 for a 24.

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Fortunately, fighting her doesn't actually draw attention. Lura's a b!$@! and had it coming and so most just figure someone got tired of her crap and had her offed. Congrats you're not made as Pathfinders, but you're definitely made as hired killers lol
After the crowd rampages through the bar (they had been standing at the edges of the fight cheering you on) and rob the place blind, you find a simple locked chest behind the bar. A quick jerk of the lock wrenches it open and you find inside a remedy for Senzer's son.
After returning to Senzer with the promised cure he thanks you profusely and provides you with rewards (will be in your sheet).
He promises to fulfill his contract to the Society and promises to have your needed potions ready to go by tomorrow morning.
I'm assuming everyone's going to play Part 2, If so when we start Part 2 you can use your gold and XP and Prestige awards to make purchases, however, we are not quite finished.
You rise in the morning and meet with your caravan. All of the goods the Cartahegn family promised are there and accounted for, as well as your promised potions from Senzer. The Caravan master nods and motions for you to take point as you travel.
As you exit the city, you're relieved to discover no one following you. You make your way through the stifling heat of the Garundi jungle, longing for the cool breeze of Absalom.
The trade routes cut through winding switchbacks, avoiding the marshiest ground and occasionally crossing a shallow river gorge. As the caravan crests a hill on the edge of a large river gorge, sudden activity silences the ambient jungle noise. Armed guards pile out of the foliage. An ebon-skinned woman strides out alongside them, brushing back her tresses and grinning from ear to ear. “Let’s not mince words, Pathfinders. Give me the key you carry, and I shall let you continue on your way. Refuse, and my men will toss you in the river and you can swim to your destination."
You are all healed to full health. Your gear is ready and your spells are prepared.
I am going to say Bones is carrying the Key due to his being the Senior member of this expedition. Bones I need a perception Check from you.
Initiatives:
Xeanja: 1d20 + 7 ⇒ (14) + 7 = 21
3 Thugs: 1d20 + 4 ⇒ (8) + 4 = 12
Randor: 1d20 + 1 ⇒ (16) + 1 = 17
Tori: 1d20 + 6 ⇒ (9) + 6 = 15
Bones: 1d20 + 1 ⇒ (2) + 1 = 3
Vanya: 1d20 + 4 ⇒ (19) + 4 = 23
Initiatives:
Vanya
Xeanja
Randor
Tori
Thugsx3
Bones
Vanya is up.

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Bellowing Radnor charges lance raised thrusting past the thug to strike the spellcaster looking woman beyond! Nuzzle hurtles forward and pounces upon one of the thugs unleashing a barrage of claws and fangs and sinking both claws into his flatfooted foe! Probably. Nuzzle has pounce BTW and can thus full attack on a charge.
Lance: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Bite: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Claw: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Oops, sorry my bad thought that was the name of another PC.

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Vanya moves near the fray takes out her bow and fires at the nearest guard:
Attack roll: 1d20 + 4 ⇒ (20) + 4 = 24
Damage roll: 1d6 ⇒ 2
Confirm critical: 1d20 + 4 ⇒ (5) + 4 = 9
Crit damage x3: 1d6 + 1d6 ⇒ (3) + (1) = 4

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Is she casting a spell? Because sleep is a full round spell and thus would not come into play until the beginning of her next turn - its what stops the spell being totally broken and many people are not aware of it. If it is the sleep hex only one character should be effected by it. Can you please try to tell us things that our characters would see like what weapons are being wielded and if people are casting, etc. It can all make a big difference in tactics. Its also a lot more fun to read a narrative description of the action as opposed to OOC bullet points.
Radnor Will: 1d20 ⇒ 5
Nuzzle Will: 1d20 ⇒ 15

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Actions as above, assuming Radnor hits that is a DC 19 Concentration check to maintain the Sleep spell.

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And in one fell swoop Randor ends the scenario.
The lance pierces Xeanja through the heart. She falls mid-cast and lies bleeding on the ground.
"Enjoy...coff...your victory...while it lasts Pathfinders...Yes...I know what you are...coff, coff, coff...travel safely, but...travel swiftly," She gasps for air. "My friends will be looking for you...heh...heh...h--"
As she passes onward to Pharasma's realm, you hear a cacophony of noises deep in the jungle, as if the entire rainforest were disturbed by something.
CONGRATS!
Those of you who are going to play part 2. We'll just keep posting here, those of you who can't send me a private note and I'll get you your character sheet.
You Earned 2PP, 506g, and 1 XP, plus the Favor of Cartahegn: A 10% discount on any mundane purchases other than weapons or armor.
If you leveled, please update your character sheet, if you wanted to buy something, go ahead and consider that you did so while still in Bloodcove. We'll start part 2 once everyone has posted what their plan is going forward.

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(Bone plans to continue on with part 2.)
-Posted with Wayfinder

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After dealing with the Aspis thugs outside of Bloodcove, you're party is intercepted by a group of senior Pathfinders. They introduce you to Ryjel Tanvapyr, an Aasimar Sorcerer, and give Radnor new orders from the 10 to return to Absalom for a new briefing. Radnor says his goodbyes and promises to catch up with you at the lodge next time you're all in Absalom. Before taking his leave.
The next few days are a blur of heat, bugs and trees. The ride is long and treacherous, as you hear the sounds of the jungle on ever side, but Raimondo is experienced and avoids trouble.
But even Raimondo cannot outrun Aspis riders who are laden down with supplies...
Before the Dawn: Rescue at Azlat Ridge
You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped.
You ride hard, hoping that the dangers of the jungle and the heat of Mwangi will give the Mercenaries cause to give up the chase. But they always seem to be gaining on you.
On the 5th day, you round a bend into a long straight-away. The caravan fears this is where you will be caught, they ride hard and keep looking over their shoulders for approaching riders.
A sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!” Raimondo declares and a tired cheer erupts from his caravan.
Your reckless ride slows to a trot and you continue on for a few more hours before Raimondo feels secure enough to make camp and rest his crew and horse teams.
Map will be up in a few hours.

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Tori looks back skeptically, "I doubt they stopped chasing us because they just gave up. Oh well, at least I don't have pretend to be some stupid pirate anymore."
Once the caravan stops, Tori stays on alert for danger, keeping an eye on the jungle.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

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Bones fakes looked shocked at Tori "You're not a pirate? You looked pretty convincing at times. As for the Aspis riders, I too doubt they have give up the chase after five days. We should double the watch while we rest."
The dwaven cleric turns to the new guy "Rajel, what do you think?"
Bones keeps an eye out for trouble.
perception: 1d20 + 9 ⇒ (17) + 9 = 26

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"Well I am glad I didn't catch up with the rest of you until after the pirate charade was done! I agree that they probably did not give up chase that easily."
Ryjel will also keep a close eye out for pursuit or anything out of the ordinary.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

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Vanya stays perched on a rock while polishing the blade of her rapier. She seems focused on her task but then, even without taking her eyes away from the blade, she speaks:"Oh... they are coming for sure. It's not their way to give up easily. Be as it may I trust we'll deal with them the same way we did outside Bloodcove"
Perception check: 1d20 + 5 ⇒ (9) + 5 = 14

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[ooc]Ryjel, could you place your token on the map, I've just been using everyone's board image.[ooc]
You guys pause to rest with Raimondo taking the horses in shifts to get water. He suggests you grab a bite to eat and get some water yourself, tossing you each flasks.
As Bones stretches and speaks to Ryjel, he thinks he hears something in the woods.
However, no one else hears anything when Bones reports this.
Map is up in the campaign description.