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me thinks there is some sort of nasty in the mist awaiting us to enter. i hate to waste the haste spell and will run through the mist as a lamb if need be. what is our tactic?

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"It's a mist spell, I can dispel soon with a little luck, or we can try running through it. For the former, we'll wait, for the latter we take our chances and pray to Iomedae that nobody's waiting for us in there." Mathais says as he looks at the spell.
Looking first to Jarlgur and then to Alie, Mathais says, "Neither of you have a spell dealing with wind handy, do you?"

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"Sorry, Mathias! That's something I can't do. I think we are going to have to charge them, or i can keep throwing fireballs at them."

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"Well... feed me some Vudrani cuisine and I'd be able to make some wind naturally," Maaarv quips (likely to nobody's amusement).

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So... Targeted dispel or charge like fools. I'm up for either :D

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Jarlgur frowns, and holds up his hand. "Let us wait for a second. The heat of the fireball may have been enough to begin to evaporate the mist."

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Maaarv's wings open and the alchemist takes flight, boldly flying straight through the mist. He pops out on the other side right over where the gentleman and the undead-looking thing were last seen.
90 feet of fly speed thanks to the Haste bonus. Going straight through puts me at 15 feet above the spot where the zombie thing is.
Maaarv readies a bomb to throw.
I'm not sure what I would see on the other side of the mist. If I can target the old man, I will.
Frost Bomb Ranged Touch, Haste, PBS, heroism: 1d20 + 11 + 1 + 1 + 2 ⇒ (6) + 11 + 1 + 1 + 2 = 21
Cold Damage, PBS: 4d6 + 5 + 1 ⇒ (3, 3, 1, 4) + 5 + 1 = 17
If someone is close enough for splash damage, it is 10. DC 18 Reflex save to take half the damage from the splash. DC 18 Fortitude Check on the target of the bomb or be staggered for one round.

GM Bold Strider |

The woman appears in the mist and casts a spell on Jarlgur, Jaggar and Mathais as she yells, "Now!"
Confusion: DC 17 or Confused
The undead creature rumbles forward and tries to slam Jaggar in the face, but the undead is worthless against such a fighter.
Concealment-Low is Good: 1d100 ⇒ 22
Slam: 1d20 + 4 ⇒ (2) + 4 = 6
Haliduras Karn appears as well and summons a wall of fire between the frontliners and Alie and Jarlgur.
Mathais and Jaggar take some damage from the heat emanating from that side of the wall.
Fire Damage: 1d4 ⇒ 2
Four men wearing Consortium badges leap from the tops of the pillars at the signal from Talia.
One of them stabs at Alie with their rapier while the other three lash out at Jarlgur.
Alie @ Alie-16 AC: 1d20 + 5 ⇒ (10) + 5 = 15
Rapier @ Jarlgur-24 AC: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Rapier @ Jarlgur-24 AC: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
Rapier @ Jarlgur-24 AC: 1d20 + 5 + 2 + 2 ⇒ (19) + 5 + 2 + 2 = 28
Rapier Confirmation @ Jarlgur-24 AC: 1d20 + 5 + 2 + 2 ⇒ (14) + 5 + 2 + 2 = 23
Damage-Jarlgur: 4d6 + 6 ⇒ (6, 4, 4, 3) + 6 = 23
Jarlgur takes two points to the back as Alie dodges her attacker.
Initiative:
1st: Maaarv; Jarlgur; Alie; Jaggar; Mathais;
2nd: Haliduras; Undead; Talia; Rangers (#1-Red; #2-Blue; #3-Yellow; #4-Green)

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Alie delays, hoping that Jarguul could take out the enemy threatening her.
If he does take out the enemy, I will post a different action, DM.
Assuming he is not able to remove the threat, Alie reaches out, grabbing her friend. "Hold on, we're going for a ride!". Alie casts Dimension Door, hoping she can cast it quickly before being hit by her opponent.
Concentration check versus 23 1d20 + 9 + 7 ⇒ (6) + 9 + 7 = 22
Or not. It's not my day.

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Mathais tries to stand firm against the confusion, knowing if he goes down it will be bad.
Will!: 1d20 + 12 ⇒ (3) + 12 = 15
Reroll + Gm Stars!
Will! Reroll + GM Stars: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Mathais laughs off the silly confusion and pounds on the person wearing the hat! assuming that's the woman who yelled now, if it's one of the other two, he'll go after that one.
Knowledge Local to identify subtype: 1d20 + 18 ⇒ (9) + 18 = 27
Assuming a 19 minimum will get subtype, bane against the subtype of the person in the hat or whichever squishy spellcaster decided to enter my reach.
For concealmeant 1-20 miss, 21-100 hit
Concealment!: 1d100 ⇒ 7
Primary!: 1d20 + 19 ⇒ (16) + 19 = 35
Damage!: 1d8 + 14 + 4d6 ⇒ (1) + 14 + (5, 1, 5, 2) = 28
Concealment!: 1d100 ⇒ 45
Haste!: 1d20 + 19 ⇒ (4) + 19 = 23
Damage!: 1d8 + 14 + 4d6 ⇒ (8) + 14 + (1, 2, 3, 3) = 31
Concealment!: 1d100 ⇒ 79
Itertaive: 1d20 + 14 ⇒ (20) + 14 = 34
Damage!: 1d8 + 14 + 4d6 ⇒ (4) + 14 + (4, 1, 6, 6) = 35
Iterative Confirm! (plus judgement bonus): 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19
Damage!: 1d8 + 14 ⇒ (5) + 14 = 19

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If they are evil, Jarlgur's AC is 26. Everyone, remeber the +2 to saves with protection from evil
Will: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Jarlgur shakes off the confusing spell, steps away from Allie, yelling. "Get yourself out of here!, I can fly right now!" As he floata five feet up and to the southeast, and works himself into a rage.
Ragining Power Attack, Higher Ground vs Red: 1d20 + 10 + 2 - 2 + 3 + 2 ⇒ (16) + 10 + 2 - 2 + 3 + 2 = 31 Is greater magic weapon still in effect? I think so.
Damage: 1d12 + 7 + 4 + 3 ⇒ (6) + 7 + 4 + 3 = 20
Ragining Cleave vs Green: 1d20 + 10 + 2 - 2 + 3 + 2 ⇒ (3) + 10 + 2 - 2 + 3 + 2 = 18
Damage: 1d12 + 7 + 4 + 3 ⇒ (8) + 7 + 4 + 3 = 22

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Jaggar yells at the enemy again in case they didn't hear him the first time..."YOU SOFT BELLIED BOOTLESS DIZZY-EYED GIGLETS! WE WILL CUT YOU ALL DOWN!" Intimidate: 1d20 + 13 ⇒ (6) + 13 = 19..and then he notices the woman appear and yell something...
WIL: 1d20 + 8 ⇒ (16) + 8 = 24

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Maaarv hears Jaggar shouting, "Must be something happening over there..." He flies back towards the fighting and through the mist.
Thanks to Allie's haste, he is able to fly above the fray. He quickly mixes up an explosive bomb, aiming for the thug that is immediately threatening Allie. (Green)
Ranged Touch, PBS, Heroism, Haste: 1d20 + 11 + 1 + 1 + 2 ⇒ (12) + 11 + 1 + 1 + 2 = 27 Precise Shot
Fire Damage: 4d6 + 5 + 1 ⇒ (2, 2, 5, 1) + 5 + 1 = 16
Per the explosive bomb discovery: the target is on fire, taking 1d6 fire damage each round until the fire is extinguished (full-round action DC 18 Reflex save). Also, the splash radius is increased to 10, which should catch the other thugs - 10 points splash damage, DC 18 Reflex save for half. Precise bomb discovery will keep my allies safe from the splash damage.

GM Bold Strider |

Mathais cuts down the woman as Jarlgur drops two of the rangers.
Alie's magic fizzles, but Maaarv arrives to aid her as he bombs one of the remaining rangers.
Jaggar tries to intimidate someone, but fails as the cleric sneers at him and the undead could care less.
@Jaggar: I don't know who was the target of your Intimidate, but it would fail on both people there.
@Maaarv: You would have to be 25' up at the minimum as the Wall of Fire rises up 20'.
Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14
Maaarv severely burns the man and his cohort, but they keep attacking, despite the pain. They surround the flying Jarlgur and lash out at him with their rapiers and kukris.
Rapier @ Jarlgur-24 AC: 1d20 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
Kukri @ Jarlgur-24 AC: 1d20 + 2 + 2 + 2 ⇒ (12) + 2 + 2 + 2 = 18
Rapier @ Jarlgur-24 AC: 1d20 + 3 + 2 + 2 ⇒ (20) + 3 + 2 + 2 = 27
Rapier @ Jarlgur-24 AC: 1d20 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
Kukri @ Jarlgur-24 AC: 1d20 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 = 21
Not surprisingly, they are terrible and do next to nothing to the rage prophet.
Damage: 2d6 + 1 + 2 ⇒ (5, 2) + 1 + 2 = 10
Fire Damage: 1d6 ⇒ 5
The yellow power ranger falls to the flames as Haliduras unleashes a blast of unholy negative energy that washes over the Pathfinders in a searing blast of heat.
Negative Damage: 5d6 ⇒ (2, 6, 3, 3, 6) = 20 Will Save - DC 15 to halve.
He moves back into the mist.
Initiative:
1st: Maaarv; Jarlgur @ 24 damage; Alie; Jaggar; Mathais;
2nd: Haliduras; Undead; Rangers (#3-Blue @ 10)

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Am I included in the Negative energy burst? If so, here is my Will save. Will 1d20 + 8 ⇒ (4) + 8 = 12

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Alie casts Fly on herself, and begins flying over the Wall of Fire with her enhanced speed, just looking for an enemy to blast. Oooo, you baddies are so going to get it," she warns.

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Will!: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Mathais grimaces as the negative energy enters his body, but he continues on! Targeting the wizard! Assuming he's a humionoid, doing knowledge local & switching bane if necessary
Kn Local: 1d20 + 18 ⇒ (11) + 18 = 29
for concealment, 80-100 miss this time
Concealment: 1d100 ⇒ 2
Primary: 1d20 + 19 ⇒ (6) + 19 = 25
Damage!: 1d8 + 14 + 4d6 ⇒ (8) + 14 + (2, 5, 6, 4) = 39
Concealment: 1d100 ⇒ 66
Haste: 1d20 + 19 ⇒ (11) + 19 = 30
Damage!: 1d8 + 14 + 4d6 ⇒ (3) + 14 + (6, 1, 2, 2) = 28
Concealment: 1d100 ⇒ 6
Iterative: 1d20 + 14 ⇒ (13) + 14 = 27
Damage!: 1d8 + 14 + 4d6 ⇒ (5) + 14 + (5, 3, 5, 6) = 38

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The cleric is not within view of a 5' step, Mathais.
-Posted with Wayfinder

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trying to catch up. busy friday/saturday
Jaggar steels himself when hit by the negative energy...WIL: 1d20 + 8 ⇒ (16) + 8 = 24...and takes a swing at whatever he can hit within reach...GGATK1: 1d20 + 19 ⇒ (18) + 19 = 37 for DMG1: 1d10 + 17 ⇒ (1) + 17 = 18...GGATK2: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 for DMG2: 1d10 + 17 ⇒ (7) + 17 = 24...GGATK Haste: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38 for DMGHaste: 1d10 + 17 ⇒ (10) + 17 = 27

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Will: 1d20 + 10 ⇒ (3) + 10 = 13
"Alie, can you drop another fireball? On the mist this time?" Jarlgur yells as his swings at the last man, lifting five more feet into the air.
Ragin' Power Attack: 1d20 + 10 + 2 - 2 + 3 + 2 + 1 ⇒ (12) + 10 + 2 - 2 + 3 + 2 + 1 = 28
Damage: 1d12 + 7 + 4 + 3 ⇒ (7) + 7 + 4 + 3 = 21
Iterative, Ragin' Power Attack: 1d20 + 5 + 2 - 2 + 3 + 2 + 1 ⇒ (12) + 5 + 2 - 2 + 3 + 2 + 1 = 23
Damage: 1d12 + 7 + 4 + 3 ⇒ (12) + 7 + 4 + 3 = 26
Hasted Ragin' Power Attack: 1d20 + 10 + 2 - 2 + 3 + 2 + 1 ⇒ (18) + 10 + 2 - 2 + 3 + 2 + 1 = 34
Damage: 1d12 + 7 + 4 + 3 ⇒ (3) + 7 + 4 + 3 = 17

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Against the zombie it is, then!
Kn Rel: 1d20 + 12 + 10 ⇒ (13) + 12 + 10 = 35
That gets the subtype for pounding the zombie into dust, right? :D
EDIT: Missed Jagger's post, if he ko'd the zombie & there's nobody left within 5ft of him Mathais is going to try to dispel the obscuring mist
Dispel check!: 1d20 + 10 ⇒ (11) + 10 = 21
I need to beat (or tie) CL of the mist + 11, so if it's casted by a caster of 10th level or less, it dissipates
edit: seriously, last edit.

GM Bold Strider |

Jaggar cuts down the zombie as Mathais dispels the Obscuring Mist barely.
Jaggar cuts down the last two rangers with ease as Alie conjures flying magic and takes to the air.
Maaarv is too contented with his one bomb that he forgets to do anything else.
The cleric appears in the hallway as he brandishes his holy symbol once more and lets loose with a blast of negative energy that sears Maaarv, Mathais and Jaggar. He retreats back after the blast.
Negative Energy: 5d6 ⇒ (2, 6, 4, 6, 2) = 20 DC 15 Will to halve.
Maaarv needs two saves (#1 @ 20 damage)
Mathais and Jaggar feel the wall of fire burning their flesh.
Fire Damage: 2d4 ⇒ (4, 4) = 8 Forgot last round.
Initiative:
1st: Maaarv; Jarlgur @ 44 damage; Alie; Jaggar @ 20; Mathais @ 20;
2nd: Haliduras

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Sorry, ended up away from my computer this weekend.
Will Save 1: 1d20 + 6 ⇒ (19) + 6 = 25
Will Save 1: 1d20 + 6 ⇒ (5) + 6 = 11
Maaarv withstands much of the first wave of horrid negative energy sent at the party, but catches the full force of the second one.
However, he cheerily flies over the wall of flame and tosses a frost bomb down on the old man. "So that's what was hiding in that cloud?"
Ranged Touch, Haste, PBS, Heroism: 1d20 + 11 + 1 + 1 + 2 ⇒ (2) + 11 + 1 + 1 + 2 = 17
Cold Damage, PBS: 4d6 + 5 + 1 ⇒ (3, 4, 3, 1) + 5 + 1 = 17
DC 18 Fort Save or he is staggered for 1 round.
So that's 30 damage from the two negative energies, right?

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WIL: 1d20 + 8 ⇒ (4) + 8 = 12WIL non-save... full 20 damage
Jaggar charges up the cleric and lashes out with his polearm...power attacking plus furious focusGGATK: 1d20 + 19 + 2 + 1 + 1 ⇒ (8) + 19 + 2 + 1 + 1 = 31...for DMG: 1d10 + 17 + 1 ⇒ (9) + 17 + 1 = 27
edited casue i thought the cleric fled, then looked at the map and saw him there as the iconic wizard (who i initially mistook for on our team)... so Jaggar charges him to attack.

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Jarlgur flies up and over the flaming wall. 60' Fly speed, already 15' in the air, so 15' up and 45'west.
Flying to a position above the cleric, Jarlgur heals himself. Raging Healer
CMW: 2d8 + 7 ⇒ (3, 3) + 7 = 13

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Flying forward, Alie casts a Magic Missile at the cleric.
Damage 5d4 + 5 ⇒ (4, 3, 3, 3, 3) + 5 = 21

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Will!: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 Really? The only way I could fail that was with a 1. The paizo dice gods have it in for me :P
Mathais lets out a roar of combined fury and pain as the negative energy flows through him, but his decision is clear as he moves towards his enemy
"The power of Iomedea will destroy you!"
Free action = knowledge local to ID type/subtype; Swift action = Bane against subtype; Move action = Move to within 5 ft; Standard action = Vital Strike the s**** outta the cleric
Knowledge!: 1d20 + 18 ⇒ (6) + 18 = 24
Attack!: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Damage!: 2d8 + 14 + 4d6 ⇒ (2, 2) + 14 + (3, 4, 4, 2) = 31

GM Bold Strider |

Mathais and Alie put down the cleric with two quick attacks.
With the Aspis Consortium defeated, you temporarily secure Rachikan, though sounds of hundreds, maybe thousands of morlocks deeper in the city can be heard even as the battle with Haliduras comes to an end.
Unless you wish to stay and fight a city filled with morlocks (and possibly more stone golems), you’ll want to flee back up to the camp. For now, you will earn credit with the Pathfinder Society for being the first to explore Rachikan and the Society will have to decide what to do about the morlock infestation sometime in the future.
With the camp atop the pillar cleared of Aspis agents, the slaves are at the mercy of you and with the return of Eldis’ corpse to Benton, the grieving uncle decides to reenter the Society and continue his nephew’s work.
Chronicles will be put out shortly. Everyone on board for Part II?

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ready :D

GM Bold Strider |

A cut-off cry echoes in the distance as some unseen predator finds its first meal of the day. As if in warning, a strong wind howls through the ruins that provided last night’s shelter.
Worse than the hard rock floor or the overgrown ancient thoroughfares is the incessant banging of primitive drums that pound from deeper within the city. In an effort to block out the thundering drums, your mind wanders back to images of Absalom and your mission briefing.
The meeting with Venture-Captain Drandle Dreng was short, but strange. The old codger seemed both excited and worried as he booked your passage aboard the Chelish merchant vessel Black Water Mistress, bound for the docks of Belde along the Maiestas River. “Your journey will be much shorter,” laughed Dreng as he pointed at a well-worn map of the Chelish coastline. “Here, these splintered rocks where the Maiestas River meets the Arcadian Ocean,” Dreng paused, “they are the Pillars of Anferita, and inside the central rockformation lies the lost Jistkan city of Rachikan.” Dreng’s eyes stayed fixed on the map.
“Here’s the problem: the nation of Cheliax has sealed this region off from non-Chelish exploration.” Dreng’s eyes sparkled for a moment before he continued. “Now that’s not entirely fair, is it?” Without waiting for a response, Dreng winked. “That’s what I thought, so I sent a lone agent to secretly explore Rachikan.” Dreng’s eyes seemed to lose their spark, “That agent is Benton Grone, a good friend of mine.”
Unable to hide his growing concern Dreng sputtered, “Benton lost his nephew, Eldis, just over a year ago, and I’ll be damned if the Grone family loses another member to that deadly city.”
Regaining his composure, Dreng continued, “Over a year ago, we sponsored Benton to secretly explore Rachikan, and initially, his reports came back to Absalom at regular intervals, but over the last few months they became sporadic, and then stopped completely.” Dreng paused, “This, unfortunately, is not our only concern.”
“The Chelish government has sealed Rachikan, so they don’t know we’re missing an agent.” Dreng smiled slyly.
“My sources tell me a group of Chelish archeologists from Egorian’s prestigious Athenaeum have also disappeared; while this is, of course, a tragedy, we can use this information to our advantage.” Dreng’s smile widened. “I am sending you with forged documents and the official attire of Hellknights. One of Benton’s last missives mentioned a regiment of Hellknights—the Order of the Rack, I believe—who fortified a defensible position in the upper ruins and now guard a lift into the lower reaches of Rachikan’s shadows. It is there, deep within Rachikan, where both Grone and the Athenaeum’s researchers went missing. I need you to infiltrate Rachikan, bluff your way past the Hellknights, take the lift into the undercity, and discover what happened to Grone. Any questions?”

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[b]"Hellknights are scary and smart. Is there anything we can use against them as tools to help our bluffing attempt? My natural charm is great and all, but I'd like a bit more.[/ooc]
DM, I purchased a lesser metamagic rod of bouncing for 3k, and upgraded my cloak of resistance to +3 for 5k more, if that is okay.

GM Bold Strider |

"Of course. You are expected to hurry, but you are not meant to be there yesterday." Drandle Dreng smiles as he says this.
"If the Decimvirate intended for that to be the case, I'm sure they would have sent Shane or Zey instead of lowly ol' me." Dreng chuckles to himself.
Unacceptable! How am I supposed to kill you if you keep upgrading your gear?

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So far, Jalrgur has only purchased two potions of fly to replace those used. I'm thinking elixirs of disguise or something along those lines. Maybe some scrolls.