
GM Blazej |

Jackson Shaken Duration: 5d6 ⇒ (1, 2, 6, 2, 2) = 13
The kobold takes Qatala's attacks as he attempts to recover. He remains conscious throughout the assault, but the blows are sapping his strength.
Round 2
Chaine (haste, DR 5 both)
Theritis (resist cold 10, haste, 27 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds)
Adsal (resist cold 10, haste)
Kobold Green (Enlarged, 27 damage, shaken 2 rounds)
Qatala (resist cold 10, haste)
Keela (resist cold 10, haste, 28 damage)
Kobold Red (Enlarged, 55 damage, prone)
Horralydax, the Master of the Tusk Mountains, White Dragon (44 damage)
Buffs
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Qatala
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.
The party has gained an aid token. These are the general summary of what the token can do. The discussion thread has listed what is currently boosted. You can either use one of the benefits or attempt to boost the token.

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Keela catches herself, obviously angered from the blow delivered onto her by the kobold. She see's that Quatala is having trouble with her kobold, Keela releases all of her frustrations out on the one in front of her - rushing it with a flurry of blows before moving on to assist her ally. "Interesting. The presence of your master is making you bolder..." - she spits in the kobolds face.
The bonuses on the first flurry and secondary flurry are from Body Wraps of Mighty Strikes. The Dragon Style feat line gives me x1.5+0.5 str on first attack, and then x1.5 str on everything else. Always power attacking. Gaining a total bonus of +1 to hit, +3 to damage from champion spirit. If damage is non-lethal, then +1 damage from Silver Crusade boon.
Note! -- I reserve the right to boost one attack with Spirit Surge (1/rd up to 3/day) +1d6 to an attack roll.
Attention! -- All damage will be: Non-Lethal!
Flurry #1: 1d20 + 16 ⇒ (4) + 16 = 20 vs (green kobold) first flurry attack
DMG Flurry #1: 1d10 + 20 ⇒ (8) + 20 = 28 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 2 -- cold damage from AoMF
Flurry #2: 1d20 + 15 ⇒ (19) + 15 = 34 vs (green kobold) second flurry attack
DMG Flurry #1: 1d10 + 17 ⇒ (10) + 17 = 27 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 4
Ki Point - Flurry #3: 1d20 + 15 ⇒ (1) + 15 = 16 vs (green kobold) third flurry attack from ki point
DMG Flurry #1: 1d10 + 17 ⇒ (3) + 17 = 20 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 4
Hasted - Flurry #4: 1d20 + 15 ⇒ (10) + 15 = 25 vs (green kobold) fourth flurry attack from haste
DMG Flurry #1: 1d10 + 17 ⇒ (1) + 17 = 18 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 4
Secondary - Flurry #5: 1d20 + 10 ⇒ (19) + 10 = 29 vs (green kobold) fifth flurry attack
DMG Flurry #1: 1d10 + 17 ⇒ (4) + 17 = 21 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 1
This next string of attacks might be confusing. If the green kobold dies any time between attacks, and if i still have a flurry left, i will use Flying Kick to move myself between attacks to the red kobold and help finish it off. Otherwise, if my first couple of attacks are not enough, then i will use my elbow smash vs the green kobold.
Note! -- Ignore this if Flying Kick - Ki Strike is used instead!
Elbow Smash - Ki Strike: 1d20 + 9 ⇒ (3) + 9 = 12 vs (green kobold) ki strike elbow smash if first hits
DMG Flurry #1: 1d10 + 17 ⇒ (9) + 17 = 26 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 5
This demorolise and stunning fist action will be used ONLY against the red kobold fighting Qatala, in the case that i defeat the green kobold and move onto red with Flying Kick...
Additionally -- This attack will have Enforcer and Stunning Fist (DC18 Fort) keyed to it.
Enforcer: 1d20 + 18 ⇒ (17) + 18 = 35 -- intimidate to demorolise target and make them shaken
Remaining Abilities -- Ki Pool (3/8); Stunning Fists (5/9); Boots of Haste (5/10); Spirit Surge (1/3)
Round 2 - mechanically, keela will use her entire kit as she usually does. However, she will try to finish off the green kobold with the hasted and ki pool attack - and if she does so, she will use her Flying Ki strike to move to red. Yes i can do so between attacks. If green doesn't go down, i will use my elbow smash agasin't him. Sorry for a confusing round...
Edit! -- Spirit Surge: 1d6 ⇒ 3 -- I will add this bonus to either Flurry No.1 (if the 20 missed) or Elbow Smash vs green kobold (if missed on the 12) and he was not dead at the end of the assault. The Ki Point - Flurry #3 missed on a natural 1.

GM Blazej |

Keela: Attack made perfect sense. During that attack you did not use the spirit surge but you did spend a stunning fist attempt.
What is your current AC? I recall some magic increasing your AC, but want to confirm that the 21 doesn't hit your AC.
With the combined might of Adsal's conjured flame and Keela's freezing blows the first kobold is brought down. Keela bounds around the room delivering a powerful kick to the kobold on the ground.
Kobold Green Reflex vs Burning Arc: 1d20 + 6 ⇒ (17) + 6 = 23
Kobold Red Fortitude vs Keela Stunning Fist: 1d20 + 11 ⇒ (12) + 11 = 23
The kobold calls out the dragon's name as in complete frustration while throwing the weight of this blade at the scaleless creatures surrounding him in a last ditch effort to drive you off.
Kobold Attack vs Keela: 1d20 + 16 - 4 - 2 ⇒ (11) + 16 - 4 - 2 = 21
Damage: 2d6 + 8 + 9 ⇒ (3, 4) + 8 + 9 = 24
Kobold Attack vs Qatala: 1d20 + 16 - 5 - 3 - 4 - 2 ⇒ (12) + 16 - 5 - 3 - 4 - 2 = 14
Damage: 2d6 + 8 + 9 ⇒ (4, 6) + 8 + 9 = 27
Despite the difference in scale between the Pathfinders and the Master of the Tusk Mountains, Horralydax can't help but feel pinned down by the two powerful warriors so close. Attempting to shift for a moment to fly away the dragon shakes itself and bellows in a powerful rage.
"I am the master of this domain! I am better than my ansestor and you are nothing! Die!"
The dragon swings wildly tearing through Theritis and attempts to sweep away Jackson as well.
Horralydax Bite vs Theritis: 1d20 + 25 - 5 ⇒ (17) + 25 - 5 = 37
B/P/S Damage: 2d8 + 13 + 15 ⇒ (8, 2) + 13 + 15 = 38
Horralydax Claw vs Theritis: 1d20 + 24 - 5 ⇒ (18) + 24 - 5 = 37
Slashing Damage: 2d6 + 9 + 10 ⇒ (4, 3) + 9 + 10 = 26
Horralydax Claw vs Theritis: 1d20 + 24 - 5 ⇒ (7) + 24 - 5 = 26
Slashing Damage: 2d6 + 9 + 10 ⇒ (3, 6) + 9 + 10 = 28
Horralydax Wing vs Theritis: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25
Bludgeoning Damage: 1d8 + 4 + 5 ⇒ (7) + 4 + 5 = 16
Horralydax Wing vs Jackson: 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27
Bludgeoning Damage: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17
Horralydax Tail Slap vs Jackson: 1d20 + 19 - 5 ⇒ (8) + 19 - 5 = 22
Bludgeoning Damage: 2d6 + 13 + 15 ⇒ (6, 1) + 13 + 15 = 35
Bite: 37 to hit Theritis for 33 damage after DR
Claw: 37 to hit Theritis for 21 damage after DR
Claw: 26 misses Theritis
Wing: 25 misses Theritis
Wing: 27 to hit Theritis for 17 damage
Tail Slap: 22 misses Jackson
Round 3
Chaine (haste, DR 5 both)
Theritis (resist cold 10, haste, 81 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds, 17 damage)
Adsal (resist cold 10, haste)
Kobold Green (Enlarged, 115 damage)
Qatala (resist cold 10, haste)
Keela (resist cold 10, haste, 28 damage)
Kobold Red (Enlarged, 74 damage, prone, shaken multiple rounds)
Horralydax, the Master of the Tusk Mountains, White Dragon (44 damage)
Buffs
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Qatala
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.
Reminder that you have an aid token. You can use it or attempt boost it without spending an action on your turn.

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Theritis tries his best to down the haughty lizard, but only manages a few solid hits.
hover check: 1d20 + 8 ⇒ (16) + 8 = 24
attack 1: 1d20 + 21 ⇒ (1) + 21 = 22
damage 1: 2d6 + 25 ⇒ (5, 5) + 25 = 35
attack haste: 1d20 + 21 ⇒ (11) + 21 = 32
damage haste: 2d6 + 25 ⇒ (5, 5) + 25 = 35
attack 2: 1d20 + 16 ⇒ (5) + 16 = 21
damage 2: 2d6 + 25 ⇒ (3, 6) + 25 = 34
attack 3: 1d20 + 11 + 1d6 ⇒ (16) + 11 + (5) = 32 using Auspicious Mark here as a swift action
damage 3: 2d6 + 25 ⇒ (2, 2) + 25 = 29
Still waiting to Unexpected Strike (rolls are in previous post) if it moves into a square threatened by me.

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Upon seeing the dragon ahead, Chaine challenges the wyrm, and proceeds to spur Silvermane on a wheeling charge, commanding the mighty horse to also attack the reptilian horror as well!
[swift action to challenge]
Horse Hoof Attack, Charge, Haste, Mounted Challenge, Banner: 1d20 + 11 + 2 + 1 + 2 ⇒ (5) + 11 + 2 + 1 + 2 = 21 for dmg: 1d6 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Following the horse's attack, leaning back on the saddle, Chaine attempts to pierce the dragon's scales with his lance! attacking with lance from back squares so as to allow horse full attack next round
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, Feather Step, Haste: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36 for dmg+Boosted Allied Offensive: 3d6 + 3d8 + 51 + 4d8 ⇒ (4, 5, 2) + (8, 3, 7) + 51 + (7, 8, 4, 8) = 107
+5 AC vs. Challenged opponent
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Jackson
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.

GM Blazej |

Despite Theristis's best efforts, even his strongest blows are deflected by magical shield that sparks with energy as the weapon collides. The shield though does not stop Chaine's charging blow.
Chaine: As this is not a ride-by attack I believe you do provoke attacks during movement.
The kobold swings wildly to protect his master and while Horralydax is able to turn about in time snap at Chaine, he is far too busy dealing with Theritis's attack to deal out the crippling blow.
Kobold AoO Greatsword vs Chaine: 1d20 + 16 - 3 - 4 - 2 ⇒ (11) + 16 - 3 - 4 - 2 = 18
Slashing Damage: 2d6 + 8 + 9 ⇒ (5, 2) + 8 + 9 = 24
Horralydax AoO Bite vs Chaine: 1d20 + 25 - 5 ⇒ (3) + 25 - 5 = 23
B/S/P Damage: 2d8 + 13 + 15 ⇒ (8, 7) + 13 + 15 = 43
Horralydax seethes with rage as the draconic blood pours onto the cavern floor.
Round 3
Chaine (haste, DR 5 both)
Theritis (resist cold 10, haste, 81 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds, 17 damage)
Adsal (resist cold 10, haste)
Kobold Green (Enlarged, 115 damage)
Qatala (resist cold 10, haste)
Keela (resist cold 10, haste, 28 damage)
Kobold Red (Enlarged, 74 damage, prone, shaken multiple rounds)
Horralydax, the Master of the Tusk Mountains, White Dragon (151 damage, flanked)
Buffs
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Jackson
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.
Aid token has been used.

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Keela concentrates and performs one final blow to the kobold before her, hoping it would be enough to take him down.
Flurry #1: 1d20 + 16 ⇒ (20) + 16 = 36 vs (kobold) first flurry attack
Confirm?: 1d20 + 16 ⇒ (10) + 16 = 26
DMG Flurry #1: 1d10 + 20 ⇒ (2) + 20 = 22 -- magical, cold iron, silver, bludg
Critical DMG?: 1d10 + 20 ⇒ (1) + 20 = 21
DMG Cold: 1d6 ⇒ 3 -- cold damage from AoMF
Feeling visibly proud of herself, she moves to stand before the so called dragon king - visibly unshaken from it's presence. She has a new focus in her eye.
"You are not a true king, to let your subjects pay for your sins in blood. This is where you make your final stand - Horralydax. WHAT DO YOU HAVE TO SAY FOR YOURSELF!?" - the roar that comes from Keela's mouth immitates that of an empyrial dragon, there is a true ferocity in her voice which strikes cold and true.
Round 3: mechanically she hits the kobold once, knocking it out and then moving onto the dragon. He AC is 29 and her movememnt will more than likely provoke an attack of opportunity from the BBEG.

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Qatala delays till after Keela as she has something she wants to try.
If red is down she casts true strike and moves towards the dragon. spending 2 pp to gain 4 insight ac for 1 round.
AC=40 for AoO as moves into the sacred ac boost aura.

GM Blazej |

The dragon chokes out a threat as the air around it becomes even more frigid.
"They took the protection of my forebearer! That they couldn't stand with that strength is their failure, not mine! This is not the end! All of you will not even amount to a line in my epic!"
The dragon pushes back and tries to push you back to make room, but the party bravely closes in on the massive dragon.
[bigger]Round 3
Chaine (haste, DR 5 both)
Theritis (resist cold 10, haste, 81 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds, 17 damage)
Adsal (resist cold 10, haste)
Kobold Green (Enlarged, 115 damage)
Qatala (resist cold 10, haste)
Keela (resist cold 10, haste, 28 damage)
Kobold Red (Enlarged, 74 damage, prone, shaken multiple rounds)
Horralydax, the Master of the Tusk Mountains, White Dragon (151 damage, flanked)
Buffs
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Jackson
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.

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Jackson grins as he attempts one of the greatest feats of strength of his life.
Grappling a dragon, sounds fun.
Swift action: study dragon. +1 Haste. -2 Shaken
Grapple: 1d20 + 33 ⇒ (5) + 33 = 38
Not expecting that to work, using folio reroll and adding 5 GM stars.
Grapple: 1d20 + 38 ⇒ (20) + 38 = 58
Nat 20s are a thing it would seem :)
Armor Spike Damage: 1d6 + 6 ⇒ (1) + 6 = 7 Magic, Bludgeoning
Shirt of Immolation (1/10): 1d6 + 10 ⇒ (5) + 10 = 15 Fire
Like a candle in a world of darkness, the flaming Jackson grabs the dragon. Now, the hard part...
Move action: Greater Grapple at +5 to maintain.
Grapple: 1d20 + 38 ⇒ (1) + 38 = 39
Sigh. The Nat 20 giveth, the Nat 1 taketh away.
Jackson loses his grip and gulps as he stares up at a pissed off dragon in full attack range...

GM Blazej |

In that instant the dragon is thrown the ground, the fire from Jackson blistering his scales and vaporizing protective ointment slathered across that half of the body.
Horralydax takes immediate advantage and breaks free from the grapple, livid that an insect would dare take hold of him, that vermin would nearly crush his hand with a weighted stick, or that some arrogant tick would command a force of it's fellow to spear him.
The Master of the Tusk Mountains has no more works, only a pure draconic rage as it unleashes a roar that threatens to tear apart the cavern walls. It brings down the full power of it's attacks on Chaine, ending the creature who, along with a dozen other Pathfinders aiding in that charge, dealt the most vicious blow.
Cold Aura: 1d6 ⇒ 6 Chaine and Silvermane take 6 cold damage
I'm going to assume that Chaine will be spending the opportunity to take cover.
B/S/P Damage: 2d8 + 13 ⇒ (1, 6) + 13 = 20
Horralydax - Claw Attack vs Chaine: 1d20 + 24 ⇒ (11) + 24 = 35
Slashing Damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Horralydax - Claw Attack vs Chaine: 1d20 + 24 ⇒ (2) + 24 = 26
Slashing Damage: 2d6 + 9 ⇒ (6, 5) + 9 = 20
Horralydax - Tail Slap Attack vs Chaine: 1d20 + 19 ⇒ (14) + 19 = 33
Bludgeoning Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21
Horralydax - Wing Attack vs Chaine: 1d20 + 19 ⇒ (9) + 19 = 28
Bludgeoning Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Horralydax - Wing Attack vs Chaine: 1d20 + 19 ⇒ (17) + 19 = 36
Bludgeoning Damage: 1d8 + 4 ⇒ (5) + 4 = 9
With the challenge and cover, can I get a confirmation of Chaine's current AC against these attacks?
I need DC 20 Will saves from everyone aside Theritis and Jackson to avoid become shaken. Chaine's bonuses against fear apply to this.
Round 4
Chaine (haste, DR 5 both, 6 and 6 [mnt] damage, Will save x2)
Theritis (resist cold 10, haste, 81 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds, 16 damage)
Adsal (resist cold 10, haste, Will save)
Qatala (resist cold 10, haste, Will save)
Keela (resist cold 10, haste, 28 damage, Will save)
Horralydax, the Master of the Tusk Mountains, White Dragon (173 damage, flanked)
Buffs
Lastwall Phalanx Current: +2 sacred bonus to AC and saves, Chaine/Silvermane/Jackson
Chaine Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks.
The party is up. Horralydax is severly weakened, but can the party take him down before he has the chance to deal a sudden lethal blow?

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Jackson casts his mind back to other battles with massive beasts...
Immediate action - activate Battler of Giants Boon. +4 competence bonus on my attack roll.
Grapple: 1d20 + 37 ⇒ (5) + 37 = 42
Not sure if that's enough, I'll wait and see if it is before continuing.

GM Blazej |

Once more Jackson has successfully grappled the dragon. Will it be lucky enough to escape a second time?

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Keela readies an assault on the dragon. She knows how fierce these creatures are, and how one mistake can lead to her death. As the beast focuses his attention on Chaine, she quickly uses that moment to dive under the Silvermane and deliver her blows in quick succession.
Will Save: 1d20 + 12 + 6 ⇒ (11) + 12 + 6 = 29 -- it is a fear effect, +6 from aura! Thanks Chaine!
The bonuses on the first flurry and secondary flurry are from Body Wraps of Mighty Strikes. The Dragon Style feat line gives me x1.5+0.5 str on first attack, and then x1.5 str on everything else. Always power attacking. Gaining a total bonus of +1 to hit, +3 to damage from champion spirit. If damage is non-lethal, then +1 damage from Silver Crusade boon.
Note! -- I reserve the right to boost one attack with Spirit Surge (1/rd up to 3/day) +1d6 to an attack roll.
Attention! -- All damage will be: Non-Lethal!
Flurry #1: 1d20 + 18 ⇒ (1) + 18 = 19 vs (Horralydax) first flurry attack
Additionally -- This attack will have Enforcer and Stunning Fist (DC18 Fort) keyed to it because why not.
Enforcer: 1d20 + 14 ⇒ (18) + 14 = 32 -- intimidate to demorolise target and make them shaken, including -4 size
DMG Flurry #1: 1d10 + 20 ⇒ (4) + 20 = 24 -- magical, cold iron, silver, bludg
Elbow Smash - Ki Strike: 1d20 + 11 ⇒ (16) + 11 = 27 vs (Horralydax) ki strike elbow smash if first hits
DMG Flurry #1: 1d10 + 17 ⇒ (4) + 17 = 21 -- magical, cold iron, silver, bludg
Flurry #2: 1d20 + 17 ⇒ (3) + 17 = 20 vs (Horralydax) second flurry attack
DMG Flurry #1: 1d10 + 17 ⇒ (1) + 17 = 18 -- magical, cold iron, silver, bludg
Ki Point - Flurry #3: 1d20 + 17 ⇒ (14) + 17 = 31 vs (Horralydax) third flurry attack from ki point
DMG Flurry #1: 1d10 + 17 ⇒ (10) + 17 = 27 -- magical, cold iron, silver, bludg
Hasted - Flurry #4: 1d20 + 17 ⇒ (19) + 17 = 36 vs (Horralydax) fourth flurry attack from haste
DMG Flurry #1: 1d10 + 17 ⇒ (7) + 17 = 24 -- magical, cold iron, silver, bludg
Secondary - Flurry #5: 1d20 + 12 ⇒ (9) + 12 = 21 vs (Horralydax) fifth flurry attack
DMG Flurry #1: 1d10 + 17 ⇒ (5) + 17 = 22 -- magical, cold iron, silver, bludg
Remaining Abilities -- Ki Pool (2/8); Stunning Fists (4/9); Boots of Haste (6/10); Spirit Surge (1/3)
Round 4: I just wanted to say - wow, this has been a long combat for this group. This guy is tough. Mechanically, keela does her thing. She flurries with haste (AC29 currently), ki pool, elbow smash and hopes to hit everything. She will use her Spirit Surge if she needs to, i rolled it below. On her first primary flurry, she will use Stunning Fist and Enforcer (i belive it has already been attempted, so she gains a -4 for trying again, which i did not include...). Flanking has been factored in. I also removed the cold damage becuase i'm guessing that it is immune to cold damage...
Edit! -- Spirit Surge: 1d6 ⇒ 3 -- will add this to which ever attack misses first, if any. Hehe putting this here just incase - obviously this guy is tough to hit...

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Armor Spike Damage: 1d6 + 6 ⇒ (6) + 6 = 12 Magic, Bludgeoning
Shirt of Immolation (2/10): 1d6 + 10 ⇒ (5) + 10 = 15 Fire
Jackson presses his luck...
Greater Grapple to pin: 1d20 + 42 ⇒ (9) + 42 = 51
Armor Spike Damage: 1d6 + 6 ⇒ (5) + 6 = 11 Magic, Bludgeoning
Sneak Attack: 6d6 ⇒ (4, 6, 4, 1, 3, 1) = 19

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Will: 1d20 + 7 + 2 + 6 ⇒ (7) + 7 + 2 + 6 = 22
Adsal will quickly cast magic missles on the dragon.
MM: 5d4 + 5 ⇒ (3, 3, 1, 2, 1) + 5 = 15

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@GM Blazej: AC 37 vs. the dragon with immediate action cover ride trick; it will be at the cost of Chaine's full attack as he will need a move action to resume his regular saddle position. So bite only, for 15 dmg due to the DR 5; +6 cold dmg to both Chaine/Silvermane.
Recovering from the dragon's onslaught, Chaine is furious, "It is suiting that vintage creatures such as your kind refer to themselves as 'kings', and even more ironic due to the fact that you'll never command a true kingdom or build anything that will last beyond a spring's thaw. Indeed. The civilized world is moving on to more enlightened concepts, while you stand in your caves and roar in loneliness, wanting for an obsolete title that no longer holds any meaning. Kings are a dying breed, and those who wish to see a future path for their children would do well to find themselves a skill to rely on. FOR THE REPUBLIC!!!"
Swift Action: For the King - once per combat only, +4 competence bonus on all attacks and damage to all allies within 30 feet for 1 round
Silvermane Full Attack
Hoof, Mounted Challenge, For the King, Flank: 1d20 + 11 + 4 + 2 ⇒ (16) + 11 + 4 + 2 = 33 for dmg: 1d6 + 6 + 6 + 4 ⇒ (3) + 6 + 6 + 4 = 19
Hoof, Mounted Challenge, For the King, Flank: 1d20 + 11 + 4 + 2 ⇒ (10) + 11 + 4 + 2 = 27 for dmg: 1d6 + 6 + 6 + 4 ⇒ (5) + 6 + 6 + 4 = 21
Bite, Mounted Challenge, For the King, Flank: 1d20 + 11 + 4 + 2 ⇒ (10) + 11 + 4 + 2 = 27 for dmg: 1d4 + 6 + 6 + 4 ⇒ (1) + 6 + 6 + 4 = 17
Chaine Standard Action
+1 Cold Iron Valiant Lance, Mounted vs. Challenged target, For the King, Flank: 1d20 + 15 + 4 + 2 ⇒ (15) + 15 + 4 + 2 = 36 for dmg: 1d8 + 1d6 + 17 + 4 ⇒ (2) + (6) + 17 + 4 = 29

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Theritis maintains his balance and tries to penetrate the magical shield and thick scales.
hover check: 1d20 + 8 ⇒ (11) + 8 = 19
attack 1: 1d20 + 21 ⇒ (11) + 21 = 32
damage 1: 2d6 + 25 ⇒ (1, 4) + 25 = 30
attack haste: 1d20 + 21 ⇒ (2) + 21 = 23
damage haste: 2d6 + 25 ⇒ (4, 3) + 25 = 32
attack 2: 1d20 + 16 ⇒ (7) + 16 = 23
damage 2: 2d6 + 25 ⇒ (4, 3) + 25 = 32
attack 3: 1d20 + 11 ⇒ (5) + 11 = 16
damage 3: 2d6 + 25 ⇒ (1, 3) + 25 = 29

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Theritis adds +6 to all his attack rolls above and +4 to all damage rolls - For the King (+4/+4), Flank (+2/-)
Lastwall Phalanx sacred bonus to AC and saves:
-----Chaine/Silvermane/Keela: +3
-----Jackson: +4
-----Qatala: +1
Chaine Total AC vs. dragon: 34 (38 with cover)

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Qatala whirls her nine section whip round her head faster and faster before launching a highly accurate strike to attempt to trip the dragon.
She is not fighting defensively but benefits from haste and for the king.
AC=32
will save vs fear: 1d20 + 11 + 6 + 2 ⇒ (2) + 11 + 6 + 2 = 21 missed the sacred bonus so pass just
trip: 1d20 + 13 + 7 + 1 + 4 + 20 ⇒ (12) + 13 + 7 + 1 + 4 + 20 = 57 vs CMD
(Using folio reroll)
trip: 1d20 + 13 + 7 + 1 + 4 + 20 ⇒ (15) + 13 + 7 + 1 + 4 + 20 = 60 vs CMD
If this succeeds follow up unarmed strikes are made with bodywrap of mighty strikes +1 and useing braid of 100 masters to gain 1.5 str mod damage.
greater trip AoO: 1d20 + 14 + 1 + 4 ⇒ (19) + 14 + 1 + 4 = 38 vs prone AC
damage: 2d6 + 7 + 4 ⇒ (4, 6) + 7 + 4 = 21 magical,bludeoning,cold iron & silver
vicious stomp AoO: 1d20 + 14 + 1 + 4 ⇒ (10) + 14 + 1 + 4 = 29 vs prone AC
damage: 2d6 + 7 + 4 ⇒ (4, 5) + 7 + 4 = 20 magical,bludeoning,cold iron & silver
nine section whip: 1d20 + 14 + 1 + 4 ⇒ (8) + 14 + 1 + 4 = 27 vs prone AC
damage: 1d8 + 8 + 4 ⇒ (8) + 8 + 4 = 20 adamantium,magical,bludeoning,cold iron & silver
nine section whip: 1d20 + 9 + 1 + 4 ⇒ (10) + 9 + 1 + 4 = 24 vs prone AC
damage: 1d8 + 8 + 4 ⇒ (5) + 8 + 4 = 17 adamantium,magical,bludeoning,cold iron & silver

GM Blazej |

Adsal SR: 1d20 + 10 ⇒ (17) + 10 = 27
The missiles break through the dragon's hide alongside Jackson's spikes as he forces Horralydax into a submission pinning the head to the ground. While the hide is tough, and hard to break through even while held immobile, Keela, Chaine, Theritis, Qatala, and Silverman manage to get power blows devastating the dragon until he is no more.
The air around you warms as the last bit of frost leaves Horralydax's jaws. As silence overtakes your fight you clearly hear fighting elsewhere within the caverns as other Pathfinders continue to fight and you have a chance to recuperate.
Round 4
The Masters of Tusk Mountains
Chaine (haste, DR 5 both, 21 and 6 [mnt] damage)
Theritis (resist cold 10, haste, 81 damage, .)
Jackson (resist cold 10, haste, leg damage, shaken 13 rounds, 16 damage)
Adsal (resist cold 10, haste)
Qatala (resist cold 10, haste, Will save)
Keela (resist cold 10, haste, 28 damage, Will save)
Horralydax, White Dragon (417 damage, flanked, pinned)
Fight over!

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Round 1 - Charge and Boost the Token!: 1d20 + 21 ⇒ (17) + 21 = 38
Round 2 - CLW Stick: 1d8 + 1 ⇒ (8) + 1 = 9 Silvermane done
Round 3 - CLW Stick: 1d8 + 1 ⇒ (8) + 1 = 9
Round 4 - CLW Stick: 1d8 + 1 ⇒ (8) + 1 = 9
Round 5 - CLW Stick: 1d8 + 1 ⇒ (8) + 1 = 9 Chaine done
(If I can boost the token further and we have more actions, I will do so; please let me know)
If applicable, before the next fight, Chaine will renew the evil protection and feather step enchantments

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Alright, so this wasn't a conversation that was had, even though I asked all the way back during the first combat, but okay. GM, if it's alright with you then, I will redact the uses of infernal healing that I asked Adsal to use, and instead use charges of cure light wounds!
"It seems i have not seen the need of healing in between these fights. But if that is the case that we need to continue, i wounldn't mind some, thank you Adsal." -- she gives him her wand and explains that there are six charges remaning which she would like to be used on her.
Cure Light Wounds from Keela's Wand: 6d8 + 6 ⇒ (5, 1, 5, 8, 8, 6) + 6 = 39 -- This will be used to heal the 24 and 28 damage sustained during this part of the adventure. These are my only charges of CLW left. So after this it's gone...
"I undersand and respect your reasons for not wanting to use the infernal wand." - Keela nods in Lucians direction.
Note! -- Keelas has 13 damage still on her for next fight!

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Theritis heals his deep wounds from his wand.
wand of CLW: 15d8 + 15 ⇒ (3, 7, 1, 8, 3, 2, 1, 4, 2, 8, 2, 4, 1, 5, 4) + 15 = 70

GM Blazej |

The healing does remind me that, in this moment of respite, you are able to take inventory of the gear you may have collected from the kobolds. If you want to use the healing in potions instead of wand charges you may or you can hold onto them for the next part.
4 potions of cure serious wounds
1 potion of enlarge person
4 cloaks of resistance +1
3 circlets of persuasion
3 belts of mighty constitution +2
Assorted kobold weapons, armor, shields and basic alchemical gear.

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***OVERSEER ANNOUNCEMENT***
With the dragons defeated and their kobolds fleeing, the Pathfinders assemble in the deep cave. With her phantom Anok in tow, Medda approaches the frozen column and brushes away the outer layer of frost. Frozen within the column is a dwarven woman in steel armor, her body torn as if by immense claws. With her hand pressed against the ice, Medda pleads. “Ivvora, I have found you. Now what? Vildeis said to find you and that you would help me, but how can we help you in this state?”
“You look to me when you should look to the evil that stalks our homeland. It is not I who needs help,” declares a voice that is both sweet as music and powerful as a thunderstorm. The frost melts away from the column, revealing dozens of clear facets that dribble melt water as if from open wounds. The image of a wounded angelic figure reflects in each facet, simultaneously warming the chamber and judging all that the angel sees. “As you can see, I serve Vildeis more directly than before.” The images look to Anok. “I see you took your oath seriously, Anok. I was wrong to have doubted your conviction. How are our people?”
The red phantom’s hue turns rosier as he looks to Medda and responds, “You would be proud.”
With a nod, the angel addresses everyone at once. “Then why do you seek me?”
“Eshimka has returned,” Medda announces. “We fought off the horror once, but it shall return at the next solstice.”
The angel’s eyes flare with righteous fire. “Then you will need a weapon to defeat it, as I had. Vildeis granted me the blade that I gave your people, but only after I thought I had given everything to vanquish my greatest foe. Even now I can sense evil has returned to that land, far to the south in a forest where the Whispering Tyrant’s legions once ruled. Show our patron Vildeis the same dedication that I did, and I shall ask that she equip you in the same way.” With that, the angelic images fade from the melting column.
Medda addresses the gathered Pathfinders. “I believe I know the forests Ivvora mentioned. You have already done so much, Pathfinders, but I invite you to help more. After I give Ivvora the burial she deserves, I will set forth with all who are able and willing for the Fangwood.”
---------End of Part 4---------
The long journey south from the slopes of the Tusk Mountains to the edge of Fangwood took several weeks, during which many of the Twinhorns and Pathfinders exchanged ancestral stories and tales of daring adventures to pass the time on the relatively uneventful trek. By the time the Fangwood rises ahead in the brisk morning air, both groups are eager to confront whatever lies ahead.
Medda addresses the crowd gathered before her. “South of here lies a battlefield where the paladin Ivvora risked her life in a daring ploy to help her battalion defeat an undead horde. For her selflessness, Ivvora earned a token of Vildeis’s favor: the dagger she used to deal a terrible blow to Eshimka! For all the crusaders’ heroism, I can sense an undead taint lingered here, and that stretch of the Fangwood has expanded in the centuries since to absorb it. It is now our turn to earn Vildeis’s blessing, risking ourselves to end this threat so that in turn we might slay Eshimka once and for all.
“The terrain favors small groups over larger formations, so we shall divide into smaller groups to navigate the forest and identify the corruption’s heart. May Ivvora’s example guide us to victory!” With that, Medda and her phantom Anok turn and enter the Fangwood, followed by Pathfinder and Twinhorn teams that fan out behind her.
Table GMs, please narrate any unfinished business in Part 4 and move to Part 5. Once the PCs have cleared the brambles Area O is now accessible.

GM Blazej |

Over the weeks of travel you all healed from your combats with the dragon and kobolds. As you move into the forest though your movement is impeded moving into the area.
Brambles are growing wild throughout the edge of the wood where there is a thick canopy of trees filtering out the sunlight, turning day into night. The overgrown plant life forbids easy access deeper into the forest and fills the air with the sickly-sweet smell of decay.
To be able to traverse this area quickly each PC will need to make a skill check with one of the following skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival. Wild empathy is also a valid option and the woodland stride ability will grant a +4 bonus on any of the checks.
Require Checks
Adsal
Chaine
Keela
Theritis
Qatala
Jackson

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Theritis struggles in the brush.
climb check: 1d20 + 14 ⇒ (2) + 14 = 16
fort save: 1d20 + 12 ⇒ (14) + 12 = 26

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Chaine will take a circlet of persuasion, a potion of cure serious wounds, and a cloak of resistance +1
Chaine attempts to soothe Silvermane and keep the frustration out of the mighty horse.
Handle Animal, Circlet: 1d20 + 17 + 3 ⇒ (15) + 17 + 3 = 35

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Can I take the potion of Enlarge Person?
Acrobatics: 1d20 + 18 ⇒ (2) + 18 = 20 Can I use the Boots of Vaulting? If yes, that would add +10
Even with the Boots it would not be enough...
Reflex Save 20: 1d20 + 15 ⇒ (2) + 15 = 17
Nice... two 2s in a row... How bad is it?

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Silvermane "can move at normal speed in heavy armor or while carrying a heavy load" so I can easily take two more adventurers on-board if some of you are struggling with the checks. Silvermane's max heavy load is 1,560 pounds - technically there's no limit on the amount of adventurers that I know of, but I figure riding triple would be the reasonable maximum...

GM Blazej |

This isn't necessarily an issue of position. You are needing to avoid a variety of venomous fauna, poisonous plants, sickening miasma, aggressive plant life, in addition to the exhausting trail. A person would still need to deal with checks even when flying or utilizing short range teleportation.
That said, it is reasonable for Silvermane to offer preemptive aid to one of the other members of the party.
Jackson could use the boots of vaulting to aid with the check.
Require Checks
Adsal
Chaine
Keela
Theritis
Qatala
Jackson

GM Blazej |

Also I have put up a new map (marked Forest in top left) to mark one of the trails. You all will be starting within the white outlined area on the map. If you have a strong opinion on where you want to be in the party, move your icon into the area.

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"Keela! can you take a look at good old Jackson over here... he doesn't look so good... here: take one of the healer's kits from my saddle. Maybe there's something in there to help diagnose. Not sure if the old chap is poisoned or diseased at the moment..."

GM Blazej |

Magic that lasts 5 or more hours will likely be fine barring something very unexpected happening. Magic that that lasts less than an hour will certainly not last throughout the search through the forest.

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acrobatics: 1d20 + 16 ⇒ (15) + 16 = 31
reflex save: 1d20 + 11 ⇒ (8) + 11 = 19
Qatala starts skipping across and around the brambles when....
I take it this isn't a jump check?

GM Blazej |

I can't say this is absolutely a jump check, but I will allow you to follow in the wake of Silvermane to give you some aid to succeed.
Botting Adsal and Keela
Adsal tries to move carefully though the wilds, discerning what is non-toxic from the vast number of vile and poisoned things throughout these tainted woods. He finds far to few safe passages though and is eventually forced into a patch of ivy that leaves lingering rashes even with their slightest touch.
For herself Keel moves though the trees climbing around taking cover and scouting ahead. Even with that great speed and agility doesn't guarantee protection from the venomous insects of the wood, but she is barely able to tolerate the poison in getting past the brambles.
Adsal - Knowledge (nature): 1d20 + 13 ⇒ (11) + 13 = 24
Keela - Climb: 1d20 + 12 ⇒ (16) + 12 = 28
Adsal - Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Keela - Reflex: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
You are given no safe space to rest as you are funneled all onto a trail, as the plant life slowly gains more and more life as you push deeper into the wood.
The plants show no special immunity from weapons or flame, but the eventually the entire forest is moving and shifting. Teaching out for you and attempting to drag into the shadows.
With this amount of movement you are caught off guard as a pair of building sized creature that easily dwarf Horralydax rise up from complete coverage within the woods rush close to the party. Each of their eight legs crashing against the trees and tearing through the wood in a effort to reach you and take you into their hungry mandibles.
Adsal: 1d20 + 3 ⇒ (20) + 3 = 23
Chaine: 1d20 + 2 ⇒ (1) + 2 = 3
Keela: 1d20 + 5 ⇒ (2) + 5 = 7
Theritis: 1d20 + 5 ⇒ (3) + 5 = 8
Qatala: 1d20 + 3 ⇒ (11) + 3 = 14
Jackson: 1d20 + 7 ⇒ (2) + 7 = 9
Massive Spider Red: 1d20 + 1 ⇒ (4) + 1 = 5
Massive Spider Green: 1d20 + 1 ⇒ (19) + 1 = 20
Round 1
Adsal (sickened)
Massive Spider Green
Qatala
Jackson (sickened)
Theritis
Keela
Massive Spider Red
Chaine
A new map up. Let me know if you have a problem seeing the forest and the massive spiders.

GM Blazej |

Terrain: The plant life is actively hostile. Ending your turn adjacent to the trees risks being entangled by the vines and thickets. Plants are vulnerable to fire or negative energy as well as specific magic, but it will only disable plants in that area.
Entering the forested areas is difficult. Each square will cost 4 squares of movement (6 for diagonals).

GM Blazej |

On the subject of buffs, I do assume everyone is casting the normal buffs you have otherwise opened every other day with (barkskin, mage armor. Jackson does have someone that casts greater magic weapon on his hammer, but if someone in the party can cast greater magic fang they will need to announce it.
For the sake of getting the majority of the party, I'm going to bot Adsal this turn.
Knowledge (nature): 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Adsal points out that these spiders have paralyzing venom through both their bite and their web cover a small area at a range. In addition they have the ability to trample.
He will cast haste on the entire party and move back away from the party before the spider can act.
Adsal casts haste targeting party as standard and moves back 20 feet as a move action.
The spider doesn't slow its approach in time and tramples over the party.
Everyone in the party, besides Asdal, needs to make a DC 32 Reflex save. If you save, you take half damage from the trample. If you have Combat Reflexes, you can, instead, make an AoO at a -4 penalty to attack the spider, but doing so means you will automatically take full damage from the trample.
Spider Trample Damage DC 32 Reflex for half: 4d8 + 22 ⇒ (6, 2, 4, 6) + 22 = 40
Round 1
Adsal (sickened [-2 on die rolls], hasted)
Massive Spider Green
Qatala (hasted, Reflex save)
Jackson (sickened [-2 on die rolls], hasted, Reflex save)
Theritis (hasted, Reflex save)
Keela (hasted, Reflex save)
Massive Spider Red (hasted, Reflex save)
Chaine (hasted, Reflex save)