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Even if you called it differently, it has the evil descriptor, so a good cleric can't use it
A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

GM BPChocobo TK2 |

One thing to remember about the infernal healing wand is that it's a 1 round cast time, so she would have to hold the wand continuously to you for that period until the stabilization/healing love occurs :)
@Ki: Sadly... it's actually a wand; I used rod to describe it just for some flavor, but game terms, it's a wand and doesn't provoke from its drawing or use.
[ooc]@Miss Dominique: Adoration will fail for two reasons. 1. the ability specifically says attacks against you. 2. It's a mind-affecting effect... and most plant creatures are immune to such abilities :)
Since Julian/Maul is raging, giving 50/50 chance at heeding the teacher's words of wisdom!
Maul delay? (high good): 1d100 ⇒ 6
Sadly, the raging alchemist doesn't hold back and the misses as noted occur.
Assuming Elindriel and Jostrum hold back, upon casting of her purge, the alien creature is now visible. It is easy to tell it was already planning on darting towards the aasimar.
Creature's location marked back on map again!

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Able to see the wicked creature once more, Jostrum fires two more arrows.
Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (9) + 9 - 2 + 1 + 1 = 18
Damage: 2d6 + 2 + 1 + 1 ⇒ (2, 1) + 2 + 1 + 1 = 7
Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (16) + 9 - 2 + 1 + 1 = 25
Damage: 2d6 + 2 + 1 + 1 ⇒ (6, 1) + 2 + 1 + 1 = 11

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Ki, relishing the healing energy as it rakes over his torn body, smiles at the mild rebuke from Dominique and nods understandingly at her. He then lowers his lance and stabs at the now visible creature with the weapon, but manages to miss.
Lance: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 171d6 + 7 + 4 + 1 ⇒ (4) + 7 + 4 + 1 = 16
He then trots back to the other side of Dominique and asks her Miss D. would you mind stepping right or left, our of my charge lane?
Status: Current AC is 24. Current hit points at 19 of 39.

GM BPChocobo TK2 |

@Jostrum: The second arrow lands in the chest of the being, wounding it ever so much more.

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Elindriel stops singing, allowing her voice to echo in the tiny room. Seeing the creature once more, she imbues her blade and brings it around in a mighty slash.
Free action: Stop singing (9/12 rounds remaining, round 1 of lingering performance)
Swift action: Imbue katana (arcane strike)
Standard action: Attack creature
Attack (Katana, Inspire Courage): 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Critical Confirm (Katana, Inspire Courage): 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Critical Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

GM BPChocobo TK2 |

@Elindriel: STILL not a crit... 3rd time's the charm? Still a good hit, though!
@Jostrum: Just realized you were still in threatened range this round while making your attacks; I'm negating your last hit as the partial cover bonus for stepping back 5' would cause it to miss. That or you eat two attacks of opportunity. If you really wish that attack go through, let me know and I'll roll the AoO's.
Recap:
Creature grabs a wand, applies it to itself and becomes invisible.
Miss Dominique calls out for everyone to wait, but Julian's rage gets the better of him as he slashes the air.
Elindriel and Jostrum delay down after miss Dominique, who releases another burst of healing, followed by an invisibility purge, making the creature visible.
Jostrum and Elindriel continue their attacks, wounding the creature more.
Ki tries to stab again, but misses this time; he also backs up to end the beast with a powerful charge.
Round 5 a go!
Lingering inspire courage still active
New Init Order:
Thing
Julian
Miss Dominique
Jostrum
Elindriem
Ki/Ears

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@Miss Dominique: Adoration will fail for two reasons. 1. the ability specifically says attacks against you.
It's the Caravan Bond that allows the personal domain ability to be used on a partymember
2. It's a mind-affecting effect... and most plant creatures are immune to such abilities :)
It's just abjuration, not abjuration [mind affecting]

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after miss Dominique, who releases another burst of healing, followed by an invisibility purge, making the creature visible.
It was first the purge then the healing, so Miss Dominique could exclude the creature from the burst of positive energy ;-) But your sentence has a nicer flow. :-)

GM BPChocobo TK2 |

@Miss Dominqiue: The very last line of Adoration says it's a mind-affecting effect, but I did miss the bit about Caravan Bond. I'll remember that for the future!
Thing Int: 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28
Thing UMD: 1d20 + 18 ⇒ (12) + 18 = 30
Elindriel Percep: 1d20 + 8 ⇒ (20) + 8 = 28
Jostrum Percep: 1d20 + 14 ⇒ (13) + 14 = 27
Maul Percep: 1d20 + 4 ⇒ (8) + 4 = 12
Miss Dominique Percep: 1d20 + 15 ⇒ (18) + 15 = 33
Ki Percep: 1d20 + 9 ⇒ (3) + 9 = 12
Ears Percep: 1d20 + 5 ⇒ (12) + 5 = 17
Wand in hand already, the thing uses it once more, disappearing from view again.
Elindriel and Jostrum can tell the thing has left the room.
Miss Dominique can ear the gentle buzzing of its wing fly up near her, but not directly above her; it is nearby though, but the taller ceiling in this room does give it greater maneuverability.

GM BPChocobo TK2 |

Bah, noted and makes sense. :P Hope you have another one prepared ;)

GM BPChocobo TK2 |

Fool me once...:P
Since the creature's statblock does say it tries to escape when wounded this badly, it's still going for broke.
Thing Acrobatics roll: 1d20 + 7 ⇒ (13) + 7 = 20
While it slips past Elindriel, Julian's almost bestial frame completely blocks the door and sends the creature back with a powerful attack!
Julian AoO @ thing: 1d20 + 10 ⇒ (15) + 10 = 25
Damage on hit: 1d8 + 7 ⇒ (7) + 7 = 14
With unnaturally sharpened teeth, the alchemist rips into the creature's abdomen, forcing it backwards as Julian spits out a chunk of black bile and fibrous material the size of Elindriel's head.
Well... that took a turn for the worse :P
All on you guys now!

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On Jostrum's turn...
Jostrum quickly fires two more arrows at the creature.
Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (13) + 9 - 2 + 1 + 1 = 22
Damage: 2d6 + 2 + 1 + 1 ⇒ (1, 5) + 2 + 1 + 1 = 10
Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (6) + 9 - 2 + 1 + 1 = 15
Damage: 2d6 + 2 + 1 + 1 ⇒ (3, 3) + 2 + 1 + 1 = 10
A 5' back is more than ok.

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Elindriel imbues her blade once more and swings it at the creature again.
Swift action: Imbue katana (arcane strike)
Standard action: Attack creature
Attack (Katana, Inspire Courage, Flanking): 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Sorry, GM - I forgot the 3 damage for Elindriel's Strength on the last attack...

GM BPChocobo TK2 |

@Elindriel: Narrow miss! But updated the damage on the creature for you.
@Jostrum: Both arrows land on the creature, but fail to penetrate.

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At most Julian will take a 5' step, forgot about the courage, will add flanking just in case
1d20 + 10 + 2 + 1 ⇒ (13) + 10 + 2 + 1 = 261d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 171d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
1d20 + 10 + 2 + 1 ⇒ (12) + 10 + 2 + 1 = 251d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11

GM BPChocobo TK2 |

Julian's first blow knocks the thing out of the air as it lands on the ground with a thud. The other two attacks are the overkill necessary to make sure it never moves again,
Combat over! Sorry you didn't get to charge/pwn this thing Ki. Don't worry, more things to kill you in here!

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Ki, still down 20, raises his hand. I think I am the only one the thing full attacked. Good for us all that I upgrade me armor before coming back into this place. Someone grab that wand.
That is what I get for going last. :) I am glad the charge was not necessary. I was gonna re-challenge it too so I saved that. I think I lost my challenge when I went unconscious. ONly get two of those a day. That was a wicked critter. Were you gonna share the stat block in discussion? Or does that need to wait until after we defeat the swarm of these? :P

GM BPChocobo TK2 |

Note: The AC you guys had to face was 2 higher since it also used its casting of Barkskin... you did really make a lot of noise before deciding to open the door, especially with this thing's Perception check!
THE VISITANT CR 8
XP 4,800
Mi-go cleric of Shub-Niggurath 3 (Pathfinder Adventure Path #46 86)
CE Medium plant
Init +7; Senses blindsight 30 ft., low-light vision; Perception +17
DEFENSE
AC 22, touch 18, flat-footed 14 (+7 Dex, +1 dodge, +4 natural)
hp 107 (10d8+63)
Fort +14, Ref +10, Will +9
DR 5/slashing; Immune cold, plant traits; Resist electricity 10, fire 10
OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee 4 claws +14 (1d4+4 plus grab)
Special Attacks channel negative energy 5/day (DC 13, 2d6),
evisceration, sneak attack +2d6, wooden fist (+1, 7 rounds/day)
Spell-Like Ability (CL 3rd; concentration +5)
7/day—touch of chaos
Cleric Spells Prepared (CL 3rd; concentration +7)
2nd—barkskinD, cure moderate wounds (DC 16), hold person (DC 16)
1st—cure light wounds (3), protection from lawD
0 (at will)—bleed (DC 14), create water, mending, stabilize
D Domain spell; Domains Chaos, Plant
TACTICS
During Combat The Visitant starts combat by using its wand of invisibility
(via Use Magic Device). It then proceeds to use its summon monster
scrolls. Once it has summoned several allies, it casts protection from
law and moves to a flanking position—PCs with healing capacities are
its preferred targets.
Morale If reduced to fewer than 30 hit points, the Visitant attempts
to flee.
STATISTICS
Str 18, Dex 24, Con 23, Int 23, Wis 18, Cha 15
Base Atk +7; CMB +11 (+15 grapple); CMD 29 (37 vs. trip)
Feats Combat Reflexes, Dodge, Selective Channeling, Skill Focus (Use
Magic Device), Weapon Finesse
Skills Bluff +19, Disguise +19, Fly +24, Heal +17, Knowledge (religion) +19,
Perception +17, Spellcraft +19, Use Magic Device +18
Languages Aklo, Azlanti, Mi-Go; cannot speak
SQ deceptive, item creation, no breath, starflight
Gear scroll of summon monster III, scroll of summon monster IV,
wand of charm monster (10 charges), wand of invisibility
(15 charges), wand of sound burst (15 charges)
SPECIAL ABILITIES
Deceptive (Ex) A mi-go is a master of deception, and gains a +4 racial
bonus on Bluff and Disguise checks. Bluff and Disguise are always
class skills for mi-go.
Evisceration (Ex) A mi-go’s claws are capable of swiftly and painfully
performing surgical operations upon helpless creatures or creatures it
has grappled. When a mi-go succeeds at a grapple check (in addition
to any other effects caused by a successful check), it deals its sneak
attack damage to the victim. A creature that takes this damage
must succeed at a DC 18 Fortitude save or take an additional 1d4
points of ability damage from the invasive surgery (the type
of ability damage dealt is chosen by the mi-go at the time
the evisceration occurs). The save DC is Dexterity-based.
Item Creation (Ex) All mi-go possess the ability to create
strange items that blur the line between magic and
technology, given time and resources. But this mi-go doesn’t have
time to take advantage of this ability during this adventure.
Starflight (Su) A mi-go can survive in the void of outer space, and flies
through space at an incredible speed. Although exact travel times
vary, a trip within a single solar system normally takes 3d20 months,
while a trip beyond should take 3d20 years (or more, at the GM’s
discretion)—provided the mi-go knows the way to its destination.
Since there's multiple requests... here you go!. This was a CR8 encounter you guys bested. This was a good teamwork effort; Inspire courage REALLY made a difference in making up the DR of the creature and helping getting a couple of attack rolls in, especially with the multiple attacks Julian and Jostrum were throwing out. Ki "tanking" the thing was miraculous and necessary, and of course, the invisibility purge spared the party, particularly Miss Dominique (who was the next target, and I doubt would have handled the burst damage nearly as gracefully as the party cavalier :)
@All: The creature actually has 3 wands; the wand of invisibility that fell to the ground upon the creature's death, and two more strapped to other legs. Of course, what else is in the room behind...?

GM BPChocobo TK2 |

As one more aside, I'm going to have to use mi-go's in my home game now when I feel like messing with the PCs.

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Ki thanks Jostrum for the healing and offers him the use of his wand of Infernal Healing. Miss Dominqiue says its not good to use this, but it makes me feel good. Some wizard once told me that it uses Devil's blood, and hurting devils to get their blood would be good, right? He looks a little confused about the whole thing and indicates that he and Ears are ready to proceed.

GM BPChocobo TK2 |

To save some time; Elindriel can identify one of the other wands automatically with a T10: one is a wand of sound burst, shaped with a crystal cone on its end. The other will require some study; aka, actually needing a Spellcraft check to confirm. The wands, and two empty scroll sheaths, are the alien's only equipment on it.

GM BPChocobo TK2 |

@Elindriel: It's a wand of Charm Monster! Only about 20% of its charges remain.

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Jostrum turns around and examines the room he was firing from.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
He decides he better take a second look.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20

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"Julian, hold still while I take care of your wounds."
Cure light wounds wand 6 charges:
CLW 6x: 6d8 + 6 ⇒ (2, 4, 1, 3, 1, 2) + 6 = 19
"Hmmm, it used to work better"
Miss Dominique shakes the wand, holds it with the top down and hits the bottom to get some of the healing back to the tip of the wand.
Cure light wounds wand 2 more charges:
CLW 2x: 2d8 + 2 ⇒ (8, 7) + 2 = 17
"Ah, that seemed to work!"

GM BPChocobo TK2 |

In the eastern side of the room, several large burlap sacks contain strange jewelry and unusual sculptures. Looking through the sacks, there are two items that interest, a pair of double-lensed classes and a bright red ruby.
On the other side of the room bear a number of notes, many covered in blood and much of the scribbles incredibly hard to read. Elindriel can understand some of the notes that appear to be written in Azlanti; it roughly details "glories... Black Goat.... world...". It also references that the large cages at the end of the room are deactivated, whatever that could mean.

GM BPChocobo TK2 |

@Julian: Cannot use spellcraft to identify magic items without detect magic. However, the Nat 20 on the Knowledge Arcana... I gotta give you something for that.
Trying to remember some bits of your arcane studies, you recall hearing of brightly colored gems that release bind energy of the elemental planes upon their destruction. You're pretty sure that the red ruby will bring forth something from the Plane of Fire if smashed.
Saving time since Elindriel can T10 the glasses.
The bardess, after spending some time reviewing them, determines that they are a version of goggles of minute seeing; as she puts them on, the lenses retract back and forth upon her whim, allowing fine microscopic detail of items that are close enough.
Now armed with several wands and a couple of other useful toys (almost all of which won't be left after the adventure), what does the party do?

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Ki remembers the scroll he found from the fight with the triflings and the women before the Migo and offers it to Miss Dominique. Forgot about this scroll here. Take a look. He also pulls Jullian aside after the fight and offers Look at these punching daggers. Pretty nice. That lady had them. I bet you could use them. and as he does so, he points out the greenish substance on each so that only Julian can see him doing so. No use finding things and not using them. he says. Then more quietly he offers I understand that some alchemists can use this stuff. and hands him the vial of green liquid as well.

GM BPChocobo TK2 |

@Ki: Miss Dominique goes through the scroll. It actually details another entrance to the ruins! It describes a dry creek bed about 2 miles northeast of Thornkeep where a tunnel was dug that happened to break into the level of ruins you are on. Furthermore, attached sheets of paper names the woman as Iklavni, a Daggermark native who came across the directions, now dubbed the Enigma Map, and wishes to rob it of the ancient treasures that were rumored to be inside. Also included are sketches added on by Iklavni about what her party of tomb robbers uncovered. The map itself appears to be about 3 months old give or take.
@Julian: Your craft alchemy is naturally high enough to identify the vials as medium spider venom. There are 2 doses available. Also, both punching daggers are coated with the stuff.
Map updated

GM BPChocobo TK2 |

Huzzah! Progress!
Opening the door to the south, a sinister statue looms straight ahead. The thing is ten feet tall with a human body, but the head of a deformed, fanged bird and two coiling serpents for legs. The statue clutches a flail in one hand and holds a large, open book in the other.
A large set of double doors flank both sides of the room.
Kn: Religion or Planes, please!