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So, with the group's awesome knowledge planes rolls we should know what all the circlies do?
Fleur begins a bardic song to inspire courage to bolster he allies vs fear and helps them damage the circles.
Meanwhile she tries to figure out a ne discovery
k(nature): 1d20 + 6 ⇒ (3) + 6 = 9
Inspire courage +1 to hit, +1 damage, & +1 vs fear. 12 of 17 rounds

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Na'al squints and tries to understand what these orbs are all about
perception: 1d20 ⇒ 16
"I can't figure dis thing out"
Na'al moves forward and attacks the distortion globe with his flail
flail: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d10 + 9 ⇒ (3) + 9 = 12
"badabing badaboom distort that!"

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Arboreal tries to fathom the puzzle perception: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Who knew learning auran and terran so as to speak to summons would come in handy for other things

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Electra's Knowledge (religion) was to identify how the circles are interlinked. Which I added with Arboreal's knowledge Checks to identify it.
Between combats, a PC can choose to damage one of the five magic gemstone circles. If a PC succeeds at a DC 17 Knowledge (arcana or planes) check, he can identify the two basic properties of the warding circles, and if his checks meets or exceeds DC 20 Skill check, he also identifies the basic properties of the other three circles.
If the PCs do not identify the circles, they must damage the circles at random. Each circle has hardness equal to 9, has hit points equal to 23, and takes half damage from energy effects (except sonic, which deals full damage).
In between combat encounters, a PC can perform 1 round of actions to damage one of the circles. As a full round action, a PC can also attempt a DC 17 Disable Device check to deal damage to a circle equal to half its maximum hit points; if the PC exceeds the check DC by 5 or more, he instead deals damage equal to the circle’s maximum hit points. A circle is destroyed entirely if reduced to 0 or fewer hit points.
Any of the following skill checks allow a PC to make a discovery: a DC 17 Appraise, Disable Device, Intelligence (use the skill DC), Knowledge (religion), Wisdom (use the skill DC), or Use Magic Device; or a DC 20 Knowledge (any), Linguistics, or Perception check.
If a PC exceeds the check DC by 5 or more, count it as two successes. If a PC successfully uses one of the DC 17 skills or abilities in this way, the DC of future checks with that skill or ability to solve the puzzle increases to DC 20. A PC gains a cumulative +1 bonus on his skill check for each of the following languages he can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.
By now the party is aware that interacting with the circles is dangerous as now.
Arboreal and Na'al in their attempts gets struck with the same effect as Nit and Lannior. Na'al pounding on the circle seems to gain him little success while Arboreal discovers how tiny ley lines of power seem to flow from each circle to the other.
Meanwhile Nit recovers from his fits. Fleur begins a song to aid his companions.
Will Save vs DC 20 or be shaken.
Fail by 5 or more, Make a Fort Save DC 17 or begin to suffocate.
Do declare if you're attempting to Break or Discover
Waiting on Lannior, Electra, Fleur and Nit next round actions.

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She will quickly cast Fox Cunning.
Electra will try to Make another discovery, using Know Planes,
again consulting NolweKnow Planes: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38

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Electra swiftly brings forth the intelligence of the cunning fox to aid boost her mind as she studies the circles.
She not only sees the link between them but identifies that the Distortion Circle is linked in such a way as to boost all the other circles, making them more powerful.
She also notices that the Fear circle is somehow protecting the others and could prove a pain. She notices the runes carved onto it symbolising earth and burial..........before her mind is under assault....
She concludes that the Fear Circle proximity encircles all the others.....
Nicely Done Electra but........Will Save vs DC 20 or be shaken.
Fail by 5 or more, Make a Fort Save DC 17 or begin to suffocate.

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will save: 1d20 + 9 ⇒ (12) + 9 = 21
If we can make checks to break circles as well will go for breaking fear circle
perception: 1d20 + 14 ⇒ (12) + 14 = 26
Adding two for my languages again
And a second will save
will save: 1d20 + 9 ⇒ (2) + 9 = 11
fort save: 1d20 + 5 ⇒ (3) + 5 = 8

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will: 1d20 + 4 ⇒ (3) + 4 = 7
Chronicle rerollwill: 1d20 + 4 ⇒ (7) + 4 = 11
The young elven conjurer is visibly shaken but with an effort manages to shrug off the constricting hands.
Fort: 1d20 + 3 ⇒ (15) + 3 = 18
Shaking like a tree she reports her findings to the others.

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Lannior draws his Masterwork Cold Iron Longspear and attempts to damage the fear circle.
Break the circle
Mwk Cold Iron Longspear + IC: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
DC20 Will + IC: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
DC17 Fort + IC: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
As he jabs the circle he begins to suffocate.
If we previous passed the Fort save, do we need to save again?

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Lannior. Unfortunately, everytime you interact with the circles, you'll have to make your saves. Once that effect is gone, I'll inform you once more.
Between combats, a PC can choose to damage one of the five magic gemstone circles. If a PC succeeds at a DC 17 Knowledge (arcana or planes) check, he can identify the two basic properties of the warding circles, and if his checks meets or exceeds DC 20 Skill check, he also identifies the basic properties of the other three circles.
If the PCs do not identify the circles, they must damage the circles at random. Each circle has hardness equal to 9, has hit points equal to 23, and takes half damage from energy effects (except sonic, which deals full damage).
In between combat encounters, a PC can perform 1 round of actions to damage one of the circles. As a full round action, a PC can also attempt a DC 17 Disable Device check to deal damage to a circle equal to half its maximum hit points; if the PC exceeds the check DC by 5 or more, he instead deals damage equal to the circle’s maximum hit points. A circle is destroyed entirely if reduced to 0 or fewer hit points.
Any of the following skill checks allow a PC to make a discovery: a DC 17 Appraise, Disable Device, Intelligence (use the skill DC), Knowledge (religion), Wisdom (use the skill DC), or Use Magic Device; or a DC 20 Knowledge (any), Linguistics, or Perception check.
If a PC exceeds the check DC by 5 or more, count it as two successes. If a PC successfully uses one of the DC 17 skills or abilities in this way, the DC of future checks with that skill or ability to solve the puzzle increases to DC 20. A PC gains a cumulative +1 bonus on his skill check for each of the following languages he can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.
Lannior strikes the same circle as Na'al and begins to feel its effects as well.
Electra face pales as she feels as if someone has being pushing down on her and burying her with tons of earth.
One good thing is that the circle seems to be cracked.
Do declare if you're attempting to Break or Discover
Waiting on Fleur and Nit next round actions.

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Seeing what shaping the runes did to his body causes Nit to heave as he catches his breathe. Shakily he raises his hand and throws small bits of acid against the rune he identified earlier that caused him harm.
Breaking the circle; target Lannior's glyph.
Acid Splash Damage: 1d3 ⇒ 2
Will save DC 20: 1d20 + 7 ⇒ (9) + 7 = 16

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If needed
will save w/+1 IC vs fear: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Fort vs 17: 1d20 + 2 ⇒ (1) + 2 = 3
Fleur continues to maintain the inspire courage and tries to figure out a new discovery
k(nature): 1d20 + 6 ⇒ (11) + 6 = 17
Inspire courage +1 to hit, +1 damage, & +1 vs fear. 13 of 17 rounds
If suffocating Fleur probably can't continue the song.

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Hardness works against elemental damage too, IIRC

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will save: 1d20 + 1 ⇒ (8) + 1 = 9
"Hey whats going on? I don't feel right
Na'al attacks the distortion globe again
flail: 1d20 + 10 + 1 - 2 ⇒ (4) + 10 + 1 - 2 = 13 damage: 1d10 + 8 + 1 ⇒ (5) + 8 + 1 = 14
will save2: 1d20 + 1 ⇒ (17) + 1 = 18

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Nit and Fleur both attempt to damage the circle with Nit having ore success as Fleur chokes on her own tongue......
The walls suddenly contracts in and expands out explosively disgorging two rock like columns wielding two deadly looking longswords......
Na'al the Healer 1d20 + 2 ⇒ (15) + 2 = 17
Nitkiflink Stormfizz 1d20 + 6 ⇒ (7) + 6 = 13
Fleur Roseleaf 1d20 + 6 ⇒ (19) + 6 = 25
Lannior Llarm 1d20 + 5 ⇒ (11) + 5 = 16
Arboreal 1d20 + 2 ⇒ (17) + 2 = 19
Electra Firemind 1d20 + 8 ⇒ (17) + 8 = 25
Caryatid Column 1d20 - 1 ⇒ (17) - 1 = 16
Round 1
Electra
Fleur
Arboreal
Na'al
Lannior
Caryatid Column Green
Caryatid Column Red
Nit
Slide 19.
Take note of Shaken Status.
You may of course Ignore the Monsters and GO for the Circles.
You still have the ability to call for Aid.
I left the Party position as it is. Feel Free to make One Free Positioning on Assumption that the party was exploring this place.

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KnowPlanes: 1d20 + 14 - 2 + 2 ⇒ (9) + 14 - 2 + 2 = 23
Getting away Electra draws her wand and shoots a magic missle at the left Monster.
MM: 1d4 + 1 ⇒ (3) + 1 = 4

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Arboreal cast produce flame and pulls out the air crystals
fort save?: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6

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Placing myself near the fear circle as that is what I was attacking.
Lannior chokes for air as he begins to suffocate, he reaches in his pouch and retrieves the air crystals, popping them in his mouth in hopes of relief.
move-retrieve item, std-chew the crystals
Status Con 12=24 rounds, completed std action in round costs 2, so
22/24 rounds remaining

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put me in the call for aid camp

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Agreed

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Will update later...Yes Air crystals will help. Aid Called!

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Round 1
Electra
Fleur
Arboreal
Na'al
Lannior
Caryatid Column Green
Caryatid Column Red
Nit
Water Elemental
Shaken lasts 1 Round.
Aid summoned.
Electra figures out that the monsters before them are Caryatid Columns.
Not only are they immune to most magic, they're also highly resistant to weapon damage. They also have an unsettling abilty to break weapons that are used to damage them.
With that knowledge, she withholds her magical charge.
Lannior pulls out the air crystals and his effects immediately lessens.
Arboreal's hands burss into flamess!
A puddle of water erupts into a geyser as the party's call for Aid is answered! It takes shape into a roughly humanoid shape made of water.

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Electra quickly tells her companions of the danger ahead of them.
"Beware of those columns, they are almost immune to magic, but also to weapon damage, yes they break weapons. I guess adamantine would be useful!"

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”
Behind Sorrina, a small army of Pathfinder mages are studying the floating globes. Then one of them whispers in Drandle Dreng’s ear. Abruptly, Drandle hurries to the forefront, his shaggy head appearing in the center of the Divination window. "ACG Warriors, make a run for it!" Hands gesticulating wildly, he shouts, “NOW!”
Table GMs, the Thunderous Aid condition is now in effect. ACG Tables, you may make a run for it.

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Since Na'al has no clue about these globes and does not want to damage his flail, he will continue to pound on the circle with his globe.
flail damage on circle: 1d10 + 8 + 1 ⇒ (10) + 8 + 1 = 19

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Electra will cast Enlarge person on Na´al. "Wait a moment Na´al. In no time you will be bigger."

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Round 1
Electra
Fleur
Arboreal
Na'al
Lannior
Caryatid Column Green
Caryatid Column Red
Nit
Water Elemental
Shaken lasts 1 Round.
Aid summoned.
Electra begins a spell to make Na'al bigger as he..........
1d4 ⇒ 2
..............destroys the Fear circle that Lannior was poking earlier.
Congrats. No saves required from Fear circle now.

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I believe fleury is chewing air crystals as produce flame will not work on the columns I would like to change to a master of pentacles augmented summon natures ally 2 to summon a small earth elemental I/o produce flame

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents' will to fight.
Table GMs, the Winds of Restoration condition is now in effect.

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Round 1
Electra
Fleur
Arboreal
Na'al
Lannior
Caryatid Column Green
Caryatid Column Red
Nit
Water Elemental
Bold is up.
Arboreal and Felur both on learning about their foes react accordingly with one first dealing with the suffocation effect and the other summoning an ally.
Both Columns advance on what looks to be the most dangerous looking member.
Na'al
It seems that their movement isn't very fast as it takes all they have to get to him......

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Seeing the enemy approaching and fast Nit closes his eyes and concentrates. "We have to take them down fast. Focus on them one at a time!" He says as he tries to coordinate an attack and concentrate on his spell.
Cast Enlarge Person on self.

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Arboreal's mind races as he looks to complete his spell. Perhaps we keep the circle breakers alive and then run away from the statues. If they don't hit too hard. Shall I tell my new friend to break circles or statues? I must make that decision soon

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Round 2
Electra
Fleur
Arboreal
Na'al
Lannior
Caryatid Column Green
Caryatid Column Red
Nit
Water Elemental
Bold may act
As Everyone seems undecided on what to do next, their summoned ally does what it does best and sloshes forward to pound watery fist against its foe.
Pound 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 ⇒ (1) + 3 = 4

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Suddenly Electra takes care Na´al goes bigger.
She then moves away from the Column

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Arboreal completes his summon and an earth elemental appears opposite the water elemental and attacks the greenish column
slam attack: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
slam damage: 1d6 + 11 ⇒ (5) + 11 = 16
including flanking? Earthmastery augmented summon and power attack
Arboreal moves up behind Na'al and casts barkskin on him
"You worry about the circles we'll worry about the columns"he says after completing his spell

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Lannior rushes over to one of the other circles and gets ready to damage it.
Double move toward the warding circle.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr's image manifests to the Pathfinders, standing before a floating metallic polyhedron scribed with countless shifting glyphs. “We have done it! Now how to open this—”
A great crack interrupts the Master of Spell's musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”
Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”
Drandle Dreng’s shaggy head appears once again in the divination window. “You heard her, Pathfinders!” He says, fist raised. “Go get ‘em!”
Table GMs, begin the final encounters.

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Being able to breathe again, Fleur starts her bardic song to inspire courage.
inspire courage +1 to hit, damage and vs fear.
-Posted with Wayfinder

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The Circles Crumble as the figure appears and its s minions come flooding out to engage the rest of the society. The stautes that weer facing you are smashed into rubble having served their purpose.
Striding forth towards the party, comes a figure and his faithful hound.
A strangly wicked looking blade with a wavy edge in its hands, its eyes smouldering with rage and hate. It glares at the party and signals for its pet to attack!!!
But not all is lost as a refreshing breeze fills the cavern, filling everyone with revitalising energies.
Heal 1d8 + 3 ⇒ (3) + 3 = 61d2 ⇒ 1
The Society has nearly uncovered the Untouchable Opal, and Ranginori unleashes a refreshing breeze that restores the Pathfinders’ fighting spirits. Each PC heals 1d8+3 hit points, heals 1d2 points of ability damage to each ability score, and regains one daily use of a class feature. In addition, each PC recovers one or more spells that has total levels equal to his character level (minimum 3).
Na'al the Healer 1d20 + 2 ⇒ (11) + 2 = 13
Nitkiflink Stormfizz 1d20 + 6 ⇒ (13) + 6 = 19
Fleur Roseleaf 1d20 + 6 ⇒ (15) + 6 = 21
Lannior Llarm 1d20 + 5 ⇒ (12) + 5 = 17
Arboreal 1d20 + 2 ⇒ (1) + 2 = 3
Electra Firemind 1d20 + 8 ⇒ (14) + 8 = 22
Yeth hound 1d20 + 6 ⇒ (1) + 6 = 7
Urdefhan 1d20 + 1 ⇒ (17) + 1 = 18
Round 1
Electra
Fleur
Nit
Urdefhan
Lannior
Na'al
Yeth
Arboreal
Final Battle. Slide 1
Knowledge (Plane) to identify

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knowledgePlanes: 1d20 + 14 + 2 + 2 ⇒ (17) + 14 + 2 + 2 = 35
Feeling the cool breeze coming to the cavern Electra draws this wonderful air deep in her chest. Her eyes unfocus for one moment then she smiles.
Quickly she weaves another incantation casting Glitterdust one the newcomers. Save DC 20 Will or be blinded

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Seeing the horde of enemies approaching Nit's eyes flare beneath his goggles as his body surges once more. His size begins to double through the innate powers granted by his ancestors.
Start Enlarge Person.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Pathfinders push back the extraplanar mercenaries, which flee the Society's ferocious counterattack. The few remaining elementals fight to the last but quickly crumble under the assault. With the path back to the surface clear, Sorrina Westyr leads the way up to the portals, while Drandle Dreng organizes a quick head count, and begins ushering groups of agents back to Golarion.
Sorrina Westyr is among the last to step back onto the Isle of Kortos, carrying a beautiful, fist-sized opal that seems to glow with countless colors. Overhead, the once-radiant Aucturn's Tear gradually fades in brightness until it's imperceptible against the night sky.
The Master of Spells holds the immense gem aloft and speaks to the gathered agents. “We have accomplished a marvel today. I hold here an artifact in which dwells a powerful air spirit called Ranginori. Many ages ago, the Elemental Planes existed in balance, forces of good and evil locked in equilibrium. The elemental lords we know of today united against their benign counterparts, and claimed sole dominion. Scholars have speculated on the fates of the defeated, but no longer!”
A few scattered cheers well up from some of the more elementally inclined Pathfinders. Sorrina smiles at them indulgently, and continues.
“It will take time to confirm the outsider trapped within this opal is who he claims to be.” She starts for a moment, as if in response to a comment only she can hear, then looks up to the gemstone apologetically and adds, “Professional caution and courtesy, you understand.” She then looks back to the Pathfinders and continues. “If that's true, though, we now hold the essence of the lost lord of air, Ranginori, Duke of Thunder!”
At this, a wind whips around Sorrina, and she laughs.
“If we can free this being, imagine the history he can share with the Society, the good that might be accomplished. I cannot even begin to speculate on the ramifications for the Elemental Planes…and as word of our accomplishment spreads, there will be many thinking these same thoughts, and not with charitable intent toward us. We must be very cautious in the coming months I fear, and not least in verifying the truth of what we hold.”
“Fortunately, thanks to your efforts this evening, we have crippled key allies and armies of the elemental lords who opposed us. It speaks volumes of what the Society has accomplished in the past decade that I can sincerely state you defied demigods and emerged triumphant! It has been my privilege to have been part of that effort.”
Then the Drandle Dreng totters forward, weaving and swaying as if still trying to adjust back to Golarian’s gravity. “We traveled to the stars, and showed those sanctimonious sycophants just what the Society can do!” Then he scratches his shaggy chin, muttering to himself. “Heh. Pathfinders in the Stars. Starry Pathfinders? Starfinders? Starfinder Society! Oh, that’s catchy... I’ll have to remember that.”
____
A HUGE THANK YOU TO ALL WHO ALL WHO MADE COSMIC CAPTIVE “SPECIAL!”
We at last have come to the end of our Cosmic Journey. I’d like to thank our GMs, Players and especially our glorious backup GMs who tirelessly kept tables running. It was glorious to know that this same story played in three different forums (Paizo, Myth-Weavers and RPGgeek) and in three different campaigns (Classic, Core and Adventure Card Game.)
You were all beyond awesome. Hope to see you again in the upcoming Play-by-Post Gameday VI!
Your Affectionate Overseer,
Hmm