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To make sure its invisibility is not an impediment to dealing with it, Varian casts invisibility purge.

DM Ranginui |

Sorry, it isn't vulnerable as in "takes extra damage" - it's just not immune to magic missiles.
The creature hisses in a slow, musical voice that sets the nerves on edge. "The dream comes, and the way is open; the queen will bring the peace of night!" With a hiss the creature jets towards Kylar, reaching out with a wispy hand dancing with lightning. 8 dmg. to Kylar
Party up!
Buffs Haste
Eolowyn
Kylar 8 dmg.
Mathias
Devarre (unconscious, 62)
Varian
Glowing ball (41 dmg.)
touch: 1d20 + 18 ⇒ (14) + 18 = 32
electricity: 2d6 ⇒ (4, 4) = 8

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Kylar winces in pain as the electricity courses through his body. Stepping back he releases a wave of magic missiles in similar fashion. The missiles arc through the tree's, adding to the uncontrollable energy of the Will o Wisp.
Magic Missiles: 2d4 + 2 + 1 ⇒ (3, 1) + 2 + 1 = 7

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Eolowyn takes a step to the side and fires another four arrows while telling Arrano to stand down.
"नीचे"
[Deadly Aim, Rapid Shot, Point Blank Shot, Haste, Cover, Precise Shot]
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (7) + 14 - 2 - 2 + 1 + 1 - 4 = 15
Damage: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (9) + 14 - 2 - 2 + 1 + 1 - 4 = 17
Damage: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (1) + 14 - 2 - 2 + 1 + 1 - 4 = 9
Damage: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Attack: 1d20 + 9 - 2 - 2 + 1 + 1 - 4 ⇒ (7) + 9 - 2 - 2 + 1 + 1 - 4 = 10
Damage: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
I think I said something that dicebot did not like...
Arrows used this encounter: 9

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I understood that; the extra 50% is from the mask's ability to add the Empower metamagic feat to an evocation spell I cast :)
Is it just magic missile, or would other force spells still work on the will o wisp?

DM Ranginui |

Oh, you crafted your helmet bond into a obscure magic item. It all makes sense now !
The creature easily dances under the barrage of arrows - it seems haggard but still filled with a implacable evil.
at 52 hp w/adjusted dmg

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I put my GM chronicle with the Acrimony veil on my magus;-)

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Yea, that Acrimony veil is amazing.

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not sure what if anything I can do to hurt a will o wisp, so, that said...
Varian creates a lucerne hammer (swift action, it's cold iron and magical +1).. and waits... if the thing comes within 10' of him, he'll strike (readied action, plus any aoo that comes up).
readied attack to hit: 1d20 + 8 ⇒ (18) + 8 = 26
dmg if hits: 1d12 + 4 ⇒ (8) + 4 = 12
aoo if it provokes: 1d20 + 8 ⇒ (18) + 8 = 26
dmg if hits: 1d12 + 4 ⇒ (2) + 4 = 6

DM Ranginui |

Despite the description, you can harm them - they aren't incorporeal. However, regular ones are quite difficult to hit, and this one even moreso (it's advanced).
Despite the great skill of the aasimar's blows, he fails to harm the nimble creature - it ducks under his hammer. However, it remains stymied by Varian's invisibility purge, and with nowhere to run the creature continues to assault those who seem to harm it - this time, attacking harassing Mathias. The Will-o-wisp once again simply lashes out with the electricity that courses through its its body.
touch: 1d20 + 16 ⇒ (5) + 16 = 21
2d8 ⇒ (3, 8) = 11
Party up!
Buffs Haste
Eolowyn
Kylar 8 dmg.
Mathias 11 dmg.
Devarre (unconscious, 62)
Varian
Glowing ball (52 dmg.)

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Eolowyn keeps up her deadly barrage and fires another four arrows
[Deadly Aim, Rapid Shot, Point Blank Shot, Haste, Precise Shot, Cover]
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (6) + 14 - 2 - 2 + 1 + 1 - 4 = 14
Damage: 1d8 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (5) + 14 - 2 - 2 + 1 + 1 - 4 = 13
Damage: 1d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Attack: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 ⇒ (20) + 14 - 2 - 2 + 1 + 1 - 4 = 28
Damage: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Attack: 1d20 + 9 - 2 - 2 + 1 + 1 - 4 ⇒ (18) + 9 - 2 - 2 + 1 + 1 - 4 = 21
Damage: 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Crit Confirm: 1d20 + 14 - 2 - 2 + 1 + 1 - 4 + 4 ⇒ (12) + 14 - 2 - 2 + 1 + 1 - 4 + 4 = 24
Additional Damage: 2d8 + 6 + 8 ⇒ (4, 7) + 6 + 8 = 25
Arrows used this encounter: 13

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didn't realize we had someone down...
Varian, realizing how hard it is to hit the glowing ball, moves over to Devarre and heals him.
cure serious wounds Devarre: 3d8 + 7 ⇒ (4, 2, 8) + 7 = 21

DM Ranginui |

Devarre is the (formerly possessed) druid
With one well place arrow from Eolowyn the wisp make a squeaking sound, a woosh of air and then a sigh. It floats to the ground.
Devarre looks exhausted and distant as he crawls back from the edge of death.
Thank you, strangers. I have been here years, studying these fey-stones and I never though that would happen. I could hear what you said to the creature that stole my body, and have seen the creatures that were allied with it; the faengard must be broken. It is the only way the monsters of the fellnight would be free.

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Faengard? Kylar asks confused. Is there anything we can do to asssissst?
Kylar reaches a hand down and helps Devarre to his feet.

DM Ranginui |

The druid walks over to the nearby pit and stares down morosely before answering the questions. "I only know some of the story, not all. The stones told me, you see? I talk to them. Those stones..." Devarre points to the three menhir on the hill "...were set ages ago be the Eldest themselves, sometime during the Age of Darkness, to serve as anchors of a prison for a fey queen and her servants. Lesser stones served as the boundary to this prison; those stones formed the faengard, which kept the inhabitants within. The faengard is broken, and thus the critters of the fellknight pass through."
He sits down on the grass, weak for a moment. "The stones told me this Queen was a creature partially of shadow. It makes sense, I suppose. The Eldest care little for good or evil, but such an unnatural fusion of shadow and nature would draw their wrath. I've never never been the entrance of the demiplane, but I have heard it lies to the Northwest. But you should find the missing pieces of the faengard first - those are what you need to seal the way. Find the source of this mist, and I bet you'll find the stones. Some place with water, I think, a lake or a river."

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"Sounds like we came to the right place at the right time. You obviously know these forests better than we do, where do you think we should search first?"
Knowledge [Geography: 1d20 + 4 ⇒ (7) + 4 = 11

DM Ranginui |

"Where? Well, I reckon just head up the river until you find where the mist is originating from. Please, you'll excuse me, but unless you have anything else I'd like to mourn for me friend." Devarre motions to the dead wolf. "I can give you a few things to help figure this out, though. And may Gozreh bless ya."
He procurs two potions of cure moderate wounds, a potion of cure serious wounds, and two potions of lesser restoration for the Pathfinders before turning to the grim business of burying his companion.
You do recall the treant also mentioned the faengard, as well as a lake upon the river. Eolowyn easily recalls that the lake lies to the Northwest as well - perhaps not overly far from the entrance to the demiplane? It's another 16 miles to the southern end of the lake, so (barring magical travel) you'll have a day to rest. Ready for the next scene?

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Kylar bows. Thank you for all of your asssssissstance Devarre. I am sssorry for your friend.
Kylar prepares for the journey and is ready to head out.

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"My condolences on the loss of your friend, Devarre. We will seek out the source of the mist then, thank you for your assistance."
He takes the potions and distributes them as folks in the party want. take your picks I guess... I'd like one of the cure mods ... if that's okay with all. If that's acceptable, he puts it into his arcanolembic

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"We understand. Thanks for you assistance. We will rest nearby. If there is anything we can do for you please let us know."
I will take the lesser restoration potion, leaving cure mod and cure serious for Kylar and Mathias

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I'll take the Cure Mod; I expect Kylar is somewhat more likely to be in melee than myself
"Thank you for your time; I believe your information will help us quell the monstrous activity going on."

DM Ranginui |

Two days of travel finds the Pathfinders at the foot of a set of waterfalls that form a distinct scar in the earth.
At the lower of the fifty foot waterfalls, a small pool is filled with sharp boulders. Next to it, an old overgrown game trail rises along the steep banks of the creek here, choked with boulders and water-carved rocks from the runoff of previous flash floods. The trail is slick and looks quite hazardous.
At the upper waterfall, a large bowl-shaped depression in the middle of the ravine lies half-filled by dual waterfalls descending from sheer cliffs above. The pool seems quite deep, with no bottom discernible from the shoreline, and remains turbulent as water funnels through the rocks to drop deeper into the gorge. Every few seconds a large swell of mist rises from the pool, obscuring all sight before slowly drifting into the forest.
As the party surveys the scene, all of the Pathfinders are surprised to see water moving within the water - something large and amorphous wells up slightly from the lower pool, and then races up the lower waterfall and into the upper pool.
A difficult climb check is required to make it up the side path without assistance or mechanical aid
Perception
Eolowyn: 1d20 + 13 ⇒ (13) + 13 = 26
Varian: 1d20 + 12 ⇒ (4) + 12 = 16
Kylar: 1d20 + 4 ⇒ (4) + 4 = 8
Mathias: 1d20 - 1 ⇒ (19) - 1 = 18
1d20 + 5 ⇒ (2) + 5 = 7
1d4 ⇒ 3

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Knowledge (Planes): 1d20 + 8 ⇒ (19) + 8 = 27 That should cover it ;-)
"Did you see that water elemental? Best be careful! Let me get on Arrano's back and scout, I will be back in a few moments"
Eolowyn does as she says and Arrano jumps in the air to allow his friend to see can see what is at the top of the cliffs

DM Ranginui |

Periodic clouds of mist seem to roil from the upper pool at irregular intervals - clearly the source of the fog in the woods. From her mount Eolowyn can see not one but two watery shapes switling in the pools - although she must fly close to the surface to penetrate the fog murkiness. As she does so, a watery appendage hurls water at her before retreating into the depths - it drenches her, but is otherwise harmless.
If the faenguard stones lie in the pool, it is somewhere in the dark depths.

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Kylar holds forth his wand for Eolowyn to tend to his wounds with the Will O Wisp.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 Full hp
Let's see what Arrano finds before we make our way up that treacherous hill.

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Eolowyn is flying right now... but Varian would be happy to activate your wand for you.

DM Ranginui |

It seems unlikely that Eolowyn will see more beyond what she has already - the mist rises periodically, bringing the visibility from bad to worse, but the water elementals seem to be in hiding, especially with the flying elf hovering overhead.

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Eolowyn comes down and tells what she has seen "It seems we need to meet these water elementals in their own environment, which is not something I feel comfortable with. Do you have any ideas?"

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"I can speak to them if need be. Assuming they aren't corrupted like the other creatures we've encountered, we may be able to get some information, or at least figure out how to work with those faenguard stones."
I'll have to use my bonded object to cast tongues from my book, but it certainly is an option.

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"That is a great idea Mathias! I will fly up with Arrano and lower a rope down the boulder path, so you have some assistance while climbing up."

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Using the rope Kylar begins the ascent up the boulder strewn path.
Climb: 1d20 + 3 ⇒ (10) + 3 = 13
It's not as bad as it looks. Kylar says as he looks back down and gulps. Just don't look down....

DM Ranginui |

With rope the Pathfinders are able to scale the slick rock without injury. As they reach the top, the two amorphous shapes of water elementals erupt from the water, menacingly flowing towards the Pathfinders. It is clear they are intent on protecting this location - perhaps they have been set here as guardians, or perhaps they are attracted by the magic of the stones. For whatever reason, the undulations and splashing forms exude hostility.
If you want to try a spoken approach, now is your chance. Pick who you cast tongues on and let me know what you say. Also, I note that Varian speaks aquan, so he doesn't need tongues to contribute. I took the liberty to move you to the top pool/top beach, but rearrange yourselves as you see fit. Keep in mind visibility (when the fog isn't actively coming up is about 20'
1d100 ⇒ 67

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Eolowyn looks at the other three, expecting them to try to speak to the creatures. She knows what her strengths are and convincing others not to attack is not one of her strengths.

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"Greetings, good denizens of the deeps. I am Varian, a representative of the Pathfinder Society. We wish only to see this land cleansed and returned to it's pristine state. We mean no disrespect or harm to you or to these waters, we wish only to pass... Will you allow us to do so peacefully?"
diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19
crap, that could have been better... curse thee, dicebot!

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Mathias casts tongues upon himself before descending down, feeling that between him and Varian, they may be able to convince the elementals to let them pass, if not grant more information about the situation.
He speaks the following in Aquan to the oncoming elementals after Varian's attempt.
"Yes, our mission is with the faengard stones and the fey queen that was to be imprisoned by them in the realm beyond. We will conduct our mission efficiently and leave you and your waters in peace."
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
Boom

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nicely done!

DM Ranginui |

The rushing walls of water halt their approach, water splattering on the Pathfinders in the abruptness of their stop. They float silently for a moment before answering.

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Kylar stares about silently, a spell on the tip of his tongue as he is unsure what is about to happen.
Isss everything going alright?

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"I have no idea, but they don't attack us, so I would think everything goes according to plan" Eolowyn says

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"They are bound here by a 'solid one' to chase away strangers. They do not wish to attack, but they are bound.", Mathias answers in Common, before asking the elementals in their tongue to wait and see if him and his allies can come up with a better solution.
@GM: Would I be able to use a dispel magic to try and stop whatever binding magic is used on the elementals?

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That is a complete my bad on this.
Mathias speaks the elementals again. "Hold still for a minute. I am going to see if I can free you from the binding." The Hellknight then pulls out a scroll and begins casting...
Dispel check: 1d20 + 5 ⇒ (14) + 5 = 19
Have a second casting on that scroll if that doesn't work.

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Kylar drops his offensive position as e begins to relax a bit. Can you help them Mathias?
Kylar has little to offer.