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"There is a fine line between prudence and cowardice. We came here to do a job, and I intend to see it through. If there are undead foes, I have the utmost confidence that Magrim and Hasshin can destroy them. As for Ms. Blakros, just remember this is a rescue mission, not a recovery one."
Hearing about a portal, Alistair will try to recall any useful info
Prescience: 1d20 ⇒ 3
nope not using it
Knowledge Planes: 1d20 + 8 ⇒ (11) + 8 = 19

GM Bold Strider |

Alistair has no idea what the possible gate might be.
The walls and ceiling of this chamber bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan’s stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing, almost organic-looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers seem to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness.
Imrizade Blakros stands on the dais before the arch, connected to the Gate of Beyond by five disgusting, fleshy, fungoid umbilicals attached to her hips, shoulders, and the base of her skull. She is half-Osirian, with long, dark hair and light brown skin, wearing a weathered explorer’s outfit. Under Kubburum’s possession, her eyes are completely black, showing no iris or whites.
One of the bodies of the watchmen stands animated at her side.
"Took your time, huh?" Imrizade Blakros states plainly as she toys with a wand in her hand. "I guess I can kill you on your time."
Initiative:
Hasshin: 1d20 + 2 ⇒ (1) + 2 = 3
Piety: 1d20 + 2 ⇒ (14) + 2 = 16
Eponine: 1d20 + 3 ⇒ (10) + 3 = 13
Leepo: 1d20 + 2 ⇒ (4) + 2 = 6
Magrim: 1d20 + 2 ⇒ (8) + 2 = 10
Alistair: 1d20 + 5 ⇒ (17) + 5 = 22 Always act in Surprise Round.
Imrizade: 1d20 + 7 ⇒ (16) + 7 = 23
The woman moves forward with a quickness that the party hasn't seen before uttering the word "Wiffle." A burst of color erupts from the wand, engulfing most of the party.
Will Saves from Lagertha, Magrim, Hasshin, Piety and Eponine.
A zombie shambles up with her and lashes out at Magrim.
Slam: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
The brain in the canister at the foot of the gate pulses as the five connecting tentacles writhe behind Imrizade.
Initiative:
1st: Imrizade; Zombie
2nd: Hasshin; Piety; Eponine; Leepo; Magrim; Alistair

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"Ms. Blakros, we mean you no harm! You are clearly not in control of your faculties!"
Move two north of her
std action Color Spray Will DC: 15
I'm bad with templates on the map program but it should just hit the girl and (ineffectually) the zombie

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will: 1d20 - 1 ⇒ (9) - 1 = 8 WHY!!!lol

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did not dump just the cost of the archetype and with a 9 even a +2 I would not have passed ^j^

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Will Save: 1d20 + 7 ⇒ (14) + 7 = 21
Magrim shrugs off the magic and grows a bit stronger before hacking at the zombie with his enchanted axe.
Swift: Animal Focus (Bull) +2 strength to me and Gertie. Hers until I switch, me for one minute. Mouse goes away.
Standard: Two-handed chop vs zombie, lead blades, AF Bull: 1d20 + 4 ⇒ (15) + 4 = 19
Damage, lead blades, AF Bull: 2d8 + 4 ⇒ (1, 8) + 4 = 13
If that drops it, I will move just south of the possessed girl. If I doesn't drop it, I will acrobatics SE, then E. I assume it drops it so I will post on the map as such.
Gertie, attack! Magrim shouts, pointing to the tentacles.
Free action: Give commands

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Actually, Hasshin, you would have passed! It is a wand of Color Spray, so DC 11, thus a +2 would have let you pass! :D
Why dice gods WHY!!!! yep deff need to rethink some stuff...

Lagertha |

WS: 1d20 + 4 ⇒ (20) + 4 = 24
Gertie too doesn't care about the sand and tries to bite through one of the tentacles attached to the girl.
Bite vs tentacle, Guidance: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Gah, should've flanked with him. Hope that hits.

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Eponine WS: 1d20 + 1 ⇒ (17) + 1 = 18
Eponine also dismisses the effects of the sand, stepping around behind the dwarf. She lobs a bomb at the source of the disgusting tentacles--the canister.
bomb throw, touch attack, PBS: 1d20 + 7 ⇒ (14) + 7 = 21
fire damage, PBS: 2d6 + 4 ⇒ (4, 1) + 4 = 9

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Leepo casts grease on the tentacles. Maybe they will just slide out?
Meanwhile, Scritch fires a crossbow bolt at the zombie.
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Crit Confirm: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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Good idea, Leepo, with the grease. I think the zombie is dead, well, re-dead, so maybe have scritch shoot at the canister? In any case, that is a crit threat with a crossbow. I want to see if this lady fails her Will Save. Let's see it, GM! ;-)

GM Bold Strider |

The zombie is skewered by Leepo, Magrim and Legertha, leaving it in a pile of unmoving body parts.
Alistair tries to disable the woman with a blast of Color Spray, but she seems unmoved by the spell.
Color Spray: 1d20 + 2 ⇒ (17) + 2 = 19
Piety also tries to deal with the woman and his ability gets through!
Misfortune: 1d20 + 2 ⇒ (7) + 2 = 9
She suddenly begins to feel like luck is against her.
The bomb slams into the container, but it doesn't seem to do anything to the brain cylinder.
Likewise, the grease and the explosion don't seem to affect the tentacles.
Imrizade steps back and begins to weave a spell next to the fallen snake man. Her hand glows with electricity as her arms distend and elongate and slams into Magrim.
Provokes from Alistair if he has a weapon drawn, but I don't think he has said that he does.
1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26
Electricity Damage: 3d6 ⇒ (5, 2, 1) = 8
Hasshin is out for the count.
Incapcitated: 2d4 + 1d4 + 1 ⇒ (3, 4) + (1) + 1 = 9
Initiative:
1st: Imrizade
2nd: Hasshin (2/9 rounds); Piety; Eponine; Leepo; Magrim; Alistair

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Misfortune says you have to roll all D20s twice and take the lowest result, so I believe you'd need to roll again to hit Magrim. Also, Lagertha attacked the tentacles, not the zombie. Did that do anything?
Gertie, flank! Attack! Tangle! Eponine, use these on Hasshin if you can! Magrim yells, again pointing to the tentacles before drawing a vial and dropping it at Eponine's feet.
I don't know if I'm supposed to flank her or the tentacles to gain the flanking bonus when I attack the tentacles, but let me know and I'll go to the appropriate spot as I have the movement
Free action: Commands
Move action: draw smelling salts
Free action: drop them
5 ft step to indicated spot
Standard action: Ready to attack when Gertie is flanking
Readied action: Sever tentacle, AF (Bull), flanking: 1d20 + 4 + 4 ⇒ (18) + 4 + 4 = 26
Slashing Damage, lead blades, AF Bull: 2d8 + 4 ⇒ (2, 1) + 4 = 7

Lagertha |

Gertie moves in tandem with her master, snapping at the tentacles again.
Move around to flank.
Free action: Entangling Attack
Bite to sever tentacle, flanking, AF (Bull): 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

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Eponine retrieves the smelling salts, then drinks an extract.
Move: Pickup smelling salts. Standard: Drink Targeted Bomb Admixture

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2nd: Hasshin (2/9 rounds)
>>>sigh<<<

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I did not have a weapon out, you are correct. Just to confirm, she doesn't have a weapon out either, right? Cause she still has the wand in one hand and was using the other hand for shocking grasp. Just waiting on this and also to see if Magrim is actually hit or if misfortune kicks in and makes her miss

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Leepo casts Grease again, this time on the wand that the lady holds.
An object wielded or employed by a creature requires its bearer to make a Reflex saving throw (DC14) to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.
Scritch moves up to Hasshin, trying to wake him up.

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Ok, whether or not Magrim ultimately severs the tentacles, my move is the same
Prescience: 1d20 ⇒ 18
Std Action to Grapple Imrizade. No AoO because she isn't wielding a weapon. I'll use my "stored" prescience roll. 18 - 1 Str +0 BA = 17 vs CMD.
"Help me detain her! Quickly, destroy the cylinder!"

GM Bold Strider |

Magrim's attack on a tentacle seems to barely cut through as Lagertha has a much easier time slashing the wiggling appendages. When the tentacle are severed, Imrizade seems to falter and cringe in pain.
2d3 ⇒ (3, 3) = 6
Imrizade seems to drop the wand freely as Leepo greases it.
Piety and Eponine ready crossbows in case the need for ranged firepower arises.
Alistair decides to do something crazy as he tries to grapple the woman and succeeds!
She decides to retaliate by drawing her rapier and stabbing the man.
Rapier: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Damage: 1d6 ⇒ 4
Initiative:
1st: Imrizade @ 4
2nd: Hasshin (3/9 rounds); Piety; Eponine; Leepo; Magrim; Alistair

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Thanks GM!
Magrim looks dubiously at the wizard and shrugs. Awright, it's your funeral.
Flank! Attack! he says, again pointing to the tentacles. The dwarf drops his axe and advances on the canister, drawing his damaged longhammer as he moves.
Free: Commands
Free: Drop axe
Move: to spot on map, drawing longhammer as i go (I have +1 BAB). I don't know if you can make AoOs when you are grappled, but if you can then she can AoO me.
Standard: Attack the canister from reach, AF (Bull), broken weapon: 1d20 + 4 + 1 - 2 ⇒ (14) + 4 + 1 - 2 = 17
Damage, lead blades, AF (Bull), broken: 3d6 + 4 - 2 ⇒ (4, 4, 6) + 4 - 2 = 16
If I am considered to be in "melee" for the purposes of Eponine's throw because I have a reach weapon, I will drop it and swift action draw my dagger from my wrist sheath. If I am not considered to be in melee, I will keep holding the hammer and threaten with reach.

Lagertha |

Lagertha circles around the two unlikely grapplers, again snapping at a tentacle.
Move: This provokes if she can make AoOs and has combat reflexes
Standard to sunder a tentacle ;-), flank, power attack (which I keep forgetting I have): 1d20 + 7 + 2 - 1 ⇒ (18) + 7 + 2 - 1 = 26
damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

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Eponine takes aim at the canister as well, knowing that her bomb will not splash onto any of her companions.
Bomb, PBS vs touch AC on the canister: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, targeted bomb admixture, no splash, PBS: 2d6 + 4 + 3 ⇒ (5, 5) + 4 + 3 = 17

GM Bold Strider |

Piety fires off a crossbow bolt at the grappled woman, but it glances off a magical forcefield around her.
@Magrim: Being in melee would count if you threaten while wielding a weapon (reach or not) as far as I know. I would think you would need to drop the reach weapon to not inhibit Eponine. Also, can't AoO while grappled without something like Tetori Monk archetype.
Magrim lands a brutal bash on the canister as Lagertha bites through a tentacle, severing it.
Eponine tosses a bomb as it explodes on the canister, shattering it and sending parts flying.
Destroying the cylinder frees the bonds holding the trapped sorcerer Kubburum’s ghostly mind to this world, and he goes to meet his long-delayed fate in Pharasma’s Boneyard. Destroying the cylinder also weakens the Gate of Beyond, which begins twisting and shaking itself apart over 3 rounds, until it finally disintegrates.
Imrizade collapses to the ground. Her eyes are rolled back into her head.
---
With the ancient aberrant sorcerer Kubburum Ishmedagan destroyed, the Gate of Beyond is demolished and Imrizade is freed from his control. She still retains her aberrant bloodline, however, and is plagued afterward by strange dreams of nightmare vistas and bizarre beings from the Dark Tapestry. You earn the gratitude of Nigel Aldain, the powerful Blakros family, and Imrizade herself, who happily turns over the Osirian artifacts she collected, and grants the Pathfinder Society unrestricted access to the Blakros family archives.
Chronicles will be sent out tomorrow! You have done it despite losing your alchemist for almost the entirety of the scenario.

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its a bitter sweet victory I guess...knocked out for the fight...well anyway I have a few quesiions...so this is the second game I have completed for PFS not 100% on what happens next besides finding another game that I can use him in, how dose the gold work I see people talking about 2PP they have...im going to read the players guild completely I have only glanced at it so far :p but is there any key points I should pay close attention to?

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Thanks GM and good game everybody!
Don't know if it needs to be noted or anything, but just a reminder that I'll use Mending on Hasshin's and my weapons.

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Sweet! Thanks, GM - great game!

GM Bold Strider |

At the end of each scenario, when you purchase stuff, you can spend 2PP to purchase any item that costs 750 GP or less. This includes most (all?) 1st level wands, scrolls, potions, masterwork gear, etc.
Advice: Buy a Wand of Cure Light Wounds or Infernal Healing as soon as possible. Masterwork Weapon always helps. Save gold until you can get upgrades to your weapons, armor and saves.
@Magrim: No need to note it, I don't think.