
GM Chyro |

Not from making the roll against the bone priest's ability, who acted before your turn comes around.
According to the map, you are also quite a distance from him.
I didn't move you previous turn.
After the skeletal champion's demise, i opened the map to find your icon where it currently is.
2x move gets you to the edge of the fog.
Will you still go there, or would you have another plan up your sleeve?

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Did Guinfa roll to stabilize on the priest's turn? I'm trying to figure out what his 20 Fort save applied to

GM Chyro |

He chose to roll for his turn's stabilize first, as his con is +3, and the fort vs the life sucking in his following post with his normal +5.
His +5 roll applies to the priest's turn.

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Undaunted, Xukong continues to close in.
Double-move.

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When I posted, I was just trying to save Guinfa, but couldn't look at the map. Unfortunately I would be just short to hit him anyway. So instead, I'll simply move forward, putting my Light Mace away again.
-Posted with Wayfinder

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Ahh, I see now. Well, sort of.
"I can't see! Let up on that fog, will you?"
delay until after Velinov
Tai enters Dragon Style and charges the skeleton.
Attack: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Attack(confirm): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
AC 18
Tai enters a totally defensive stance and cautiously advances into the fog.
AC 26

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Sure, I can remove the fog... it was only meant to aid Guinfa...
With a wave of his hand, the fog reverses and roils back as if someone changed direction on a flip book.
Velinov will move into range and cast blinding ray.
ranged touch: 1d20 + 1 ⇒ (16) + 1 = 17

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You are too slow, Hokuto chides herself, closing distance to the cultist.
I'm on my phone, so could someone move my token? 60 feet, ideally ending adjacent to the cultist (if there's a spot after Quan Ti un-delays).

GM Chyro |

Both Archon and Xukong move closer towards the mist.
Quan looks at Velinov, waiting for the young wizard to do something.
He does, at the wave of a hand, the fog rolls back into nothingness.
Quan nods, then storms off towards the bone priest.
Much to the group's horror, Guinfa's body lies on the ground, and the undead priest's blade is dyed crimson with blood.
Quan Tai rushes into the priest, carefully avoiding the body of his comrade, and places a well aimed hit on its chest. He expected the impact to be more severe, though.
9 dmg dealt.
After that, Shiba heads over to the bone priest, going to join her comrade in melee.
=========================
Hitching the ride, round 5
Bone priest (-23)
While the bare fisted mortal deserves a retaliation, a very bloodied & injured 2nd comes into range. Given this one also sports a sharp blade, its choice is quickly made.
Sentient undead, 10+ int.
In a raspy evil voice: "By order of the master, i will slay any and all intruders."
He raises his sword against Shiba.
Bastard sword, DK bonus: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 Dmg: 1d10 + 4 ⇒ (5) + 4 = 9
Crit?: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Dmg: 1d10 + 4 ⇒ (4) + 4 = 8 No, thankfully.
His blade hits Shiba across the chest, and she passes out from the wound. The priest inhales, trying to suck out life force, after which it steps 5ft back.
Fort DC 15 vs the life sucking, and a con roll to stabilize please.
------------------
--> Archon
Shiba?, Quan Tai & Xukong
Velinov

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Xukong closes in, standing astride Guinfa's body, but eyes locked on the priest....
readied attack for when it comes into melee, Shard +2: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d10 + 8 ⇒ (10) + 8 = 18
If that hits, it must make a DC 15 Will save or be repelled for 1d4 + 3 ⇒ (3) + 3 = 6 rounds.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”
Behind Sorrina, a small army of Pathfinder mages are studying the floating globes. Then one of them whispers in Drandle Dreng’s ear. Abruptly, Drandle hurries to the forefront, his shaggy head appearing in the center of the Divination window. "ACG Warriors, make a run for it!" Hands gesticulating wildly, he shouts, “NOW!”
Table GMs, the Thunderous Aid condition is now in effect. ACG Tables, you may make a run for it.
We have 78/150 clues!

GM Chyro |

The thunderous aid is not of relevance to this fight.

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My action depends on if Shiba is still alive or not. Death Knell is a Death effect, which means they are beyond anything but True Rez, Miracle, or full Wish. :(

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2 people marked this as a favorite. |

Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Stablize: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4
Hokuto unconsciously struggles to avoid dying twice this evening.

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Calling on healing energies, Archon will hold the glowing power in his hand and then step closer to release them onto Shiba, fighting against death's call.
Liberating Command -> CLW: 1d8 + 4 ⇒ (7) + 4 = 11
Actually, I'm just going to double move up, since they are outside my range. How did they get so far in front of me?

GM Chyro |

Shiba's spirit is clinging onto life, as she resists the unholy power that had claimed Guinfa's life.
Her comrades are closing distance, and the undead priest is now facing more than just one again.
Quan Tai & Velinov

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Finding his fists less effective than they should be, Tai summons his ki into his breath and unleashes an ear-piercing scream.
"神风!"
Damage: 2d6 ⇒ (6, 3) = 9
Fort DC 15 for half damage, negate dazed

GM Chyro |

The undead fiend takes the sonic attack like a boss, standing unfazed...but 4 HP poorer nonetheless.
Undead traits....
Velinov

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Velinov begins casting, and then yells out an appeal to the large blue genie, speaking slowly and dramatically to better sell his spell,"I appeal to you Zhaleh, send forth your aid!" Velinov pulls out a shiny brass lamp, which starts to bellow out blue smoke and vapor that races out to form several water elementals that surround the priest.
"Stand down. Zhaleh's forces surround you," as the elementals begin to form watery spears that they then lower menacingly towards the priest.
Bonded Object - Minor Image.

GM Chyro |

The undead priest slowly turns head left to right, but shows no emotion.
========================
Hitching the ride, round 6
The priest makes an attack against one elemental.
1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13, which is even a miss.
---------------------
-> Archon
Quan Tai & Xukong
Velinov

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The monk steps forward and unleashes a flurry of blows upon the priest.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

GM Chyro |

The first punch to the chest deals some dmg to the undead priest, but Quan's 2nd punch doesn't harm it.
(-27)
Archon & Xukong
Velinov

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Xukong allows itself a small smile beneath its mask for Velinov's cleverness, then advances...
Shard +2, Spell Combat: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d10 + 6 ⇒ (5) + 6 = 11
Somehow, what appears to be an awkward flail on Xukong's part reveals itself to be a truly brilliant and powerful feat of swordsmanship!
'6' is my numerological totem -
I hereby declare it to effectively be a natural '20!'
threat roll: 1d20 + 7 ⇒ (20) + 7 = 27 ! Too bad we can't do 'exploding dice!'
damage: 1d10 + 6 ⇒ (5) + 6 = 11 + 11 = 22
It must make a DC 15 Will save or be repelled for 1d4 + 3 ⇒ (3) + 3 = 6 rounds.
As if that weren't enough, it follows that up with a somewhat dirty arcane trick....
Spell Combat defensive casting DC 15, arcane mark: 1d20 + 7 ⇒ (17) + 7 = 24
arcane mark strike: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d10 + 6 ⇒ (6) + 6 = 12

GM Chyro |

With the surprisingly flashy attack, Xukong decapitates the undead priest.
As it falls over, Xukong severs both arms, as they flail as a last motion ever to be made.
Combat over!
Though i will have to wait with reporting the success until i get home.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents' will to fight.
Table GMs, the Winds of Restoration condition is now in effect.

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Thank You.
---
As soon as he is able, Archon will draw his wand and attempt to heal Shiba now that he is close enough to do so.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
If there is enough time, (say a minute), he will also do what he can to heal anyone else as well.
CLW (Shiba): 1d8 + 1 ⇒ (7) + 1 = 8
CLW (Shiba): 1d8 + 1 ⇒ (5) + 1 = 6
CLW (Archon): 1d8 + 1 ⇒ (4) + 1 = 5
I've included some extra rolls under the assumption that anyone that needs them can have them. Just post which you are claiming, so I know how many charges to count of, and if there are extra, I just wont use them. :)
CLW (anyone that needs charge 1): 1d8 + 1 ⇒ (7) + 1 = 8
CLW (anyone that needs charge 2): 1d8 + 1 ⇒ (3) + 1 = 4
CLW (anyone that needs charge 3): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (anyone that needs charge 4): 1d8 + 1 ⇒ (6) + 1 = 7
CLW (anyone that needs charge 5): 1d8 + 1 ⇒ (2) + 1 = 3
CLW (anyone that needs charge 6): 1d8 + 1 ⇒ (8) + 1 = 9
CLW (anyone that needs charge 7): 1d8 + 1 ⇒ (4) + 1 = 5

GM Chyro |

After the fight, the team experiences something incredible.
A faint breeze is heard, and as everyone's hair waves on the breeze, a warm tingling washes over you. You feel very refreshed.
Everyone recovers 1d8 + 3 ⇒ (2) + 3 = 5 hit points, heals 1d2 ⇒ 1 points of ability damage to each ability score, and regains one daily use of a class feature.
Also, everyone recovers one or more spells that has total levels equal to his/her character level.
------------------------------------
The floating Vault is nearly a half-mile wide with defenses established in every direction.
An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely.
The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.
Everyone can roll a DC 20 Knowledge (engineering), Perception, or Survival check to identify a prospective breach in the fortress.
If even one of you passes, following checks to get inside will become 1 category easier.
The following check is a DC 17 Acrobatics or Climb check.
Alternatively, a Reflex save DC 13 will work.

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Perception: 1d20 + 5 ⇒ (17) + 5 = 22
"Look! This is our best entrance. Let's get moving."
With that, Tai jumps from the asteroid, aiming for a nearby breach in the shell.
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

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+2 for Heroism? It's not included, but is anyone using the wand on us here this time?
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
Nope, and nope.
If it's okay, I will recover a charge of Channel Energy, as well as Bull's Str (2) and Burst of Radiance (2) for a total of 4, character level 4.

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Using his Longspear as a pole, Archon knocks a small chunck of flying earth away before attempting to pole vault over to the area that Quan indicates
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13 +2 for Heroism?

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Can we say the wand was used on us in the interim?
I recover 1 Constitution, 1 Arcane point, and my chill touch spell (the only non-Cantrip spell I've cast so far).
Knowledge (Engineering), heroism: 1d20 + 15 ⇒ (15) + 15 = 30
Xukong launches into a stream of of abstract geometric jargon that no one else can quite follow...somehow, however, they do feel left with a keener sense of all the breaches.
It clambers down like some sort of strange tarantula of silk and metal.
Climb, heroism: 1d20 + 10 ⇒ (10) + 10 = 20
How long has it been since I used my mage armor wand?

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24 HP (3 wand charges and the healing wind) should get me as full as I can be. I'll recover my two spent spells (bless and divine favor).
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Climb: 1d20 + 4 ⇒ (16) + 4 = 20
"Let us go. There is more to do," Hokuto urges, silently feeling a pang of regret and an immense amount of pride for her colleague's valiant sacrifice. Honor is his, this day.

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perception: 1d20 + 3 ⇒ (7) + 3 = 10
reflex: 1d20 + 1 ⇒ (14) + 1 = 15
+Minor Image, Comprehend Languages, and assuming Velinov is holding the wand of heroism

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Velinov closes his sketchbook, just finishing a few drawings of the odd landscapes in charcoal before finishing his preparations by using the wand on the party.

GM Chyro |

Can we say the wand was used on us in the interim?
No problem.
Both Quan Tai and Xukong spot a good spot to get off the currently flying chunk of rock. It takes the team little effort to 'abandon ship', sort to speak, and everyone reaches the breach.
The chunk of rock you previously were on, flies into the mountain, and turns to rubble. Good thing you were not on it.
A quick view inside reveals the breach leads into a tunnelsystem.
It is quite narrow, to the point of claustrophobic proportions.
The dark tunnels somewhere lead to your destination.
---------------------------
Navigating the tunnels:
Pick 3 of your party, those three can make 3 rolls to find your way through the tunnels. Each check represents 5 minutes.
You can do so with either Kn. Dungeoneering or Survival.

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Should I use another charge of my mage armor wand, or has it still been less than an hour?
Knowledge (Dungeoneering), heroism: 1d20 + 10 ⇒ (12) + 10 = 22

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"Xukong seems to know his way."
Xukong and Archon should take lead

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr's image manifests to the Pathfinders, standing before a floating metallic polyhedron scribed with countless shifting glyphs. “We have done it! Now how to open this—”
A great crack interrupts the Master of Spell's musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”
Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”
Drandle Dreng’s shaggy head appears once again in the divination window. “You heard her, Pathfinders!” He says, fist raised. “Go get ‘em!”
Table GMs, begin the final encounters.

GM Chyro |

1 check won't be enough.
However, with heroism lasting half an hour and Xukong taking 10, you pull through.
There is but one hitch along the way. At one part, gravity is your enemy...a pit?!
If there was a rogue in the party, you'd have seen it.
Archon: 1d20 + 5 ⇒ (16) + 5 = 21
Quan Tai: 1d20 + 5 ⇒ (10) + 5 = 15
Shiba: 1d20 + 4 ⇒ (2) + 4 = 6
Xukong: 1d20 + 2 ⇒ (9) + 2 = 11
"Aaiiiieeeee"
Oomph!: 3d6 ⇒ (6, 1, 3) = 10
As Archon quickly, but barely, jumps further, he and Velinov see the other three fall down. The pit is 30ft deep.
Archon 27/27 [31/31] (2 con dmg)
Quan Tai 18/28
Shiba 8/18 [23/23] (1 negative lvl)
Velinov 23/23
Xukong 17/27
Xukong, by this point, a little over 2 hours have passed. Your mage armor lasts 3 hours.

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Acrobatics to reduce falling damage, heroism: 1d20 + 8 ⇒ (5) + 8 = 13
Xukong mends itself after the fall with its coral pitchfork (infernal healing) wand.

GM Chyro |

Only deliberate falling can be cushioned with acrobatics.
Guys, normally you'd get to pick from three different options for a location for this part. I think it best we start at the place you end up at now.
We have 3 days till special is over, July 23rd.
==============================
The circle in the middle is a 20ft diameter floating object.
The ceiling is 25ft heigh.
While you may think of these walls as barriers, they are not.
They can be seen past, so it will only obstruct movement, not los.
As the woman declared the society agents to be killed off, a strange hound like creature and a strange humanoid with translusant skin, turn their gaze to you. The hound flies up into the air.
A Yeth hound. Outsider traits.
An urdefhan. Outsider traits.
Dim lighting here, so any without special vision will be at a disadvantage, unless you have active light sources.
Before Velinov starts to summon something into an area he can't see, who is carrying a light source/cantrip?
I can then make a circle for its radius of effect.
=================================
Archon: 1d20 + 3 ⇒ (14) + 3 = 17
Quan Tai: 1d20 + 1 ⇒ (3) + 1 = 4
Shiba: 1d20 + 3 ⇒ (5) + 3 = 8
Velinov: 1d20 + 6 ⇒ (17) + 6 = 23
Xukong: 1d20 - 1 ⇒ (11) - 1 = 10
Humanoid: 1d20 + 1 ⇒ (1) + 1 = 2
Hound: 1d20 + 6 ⇒ (15) + 6 = 21
The final conflict, round 1
Velinov
----------------
Hound
----------------
Archon & Xukong
Quan Tai & SHiba
----------------
Humanoid

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For the Party Vitals, I was under the impression that we had used the Restoration and Lesser Restorations already.
Know Planes 1 DC 18: 1d20 + 9 ⇒ (14) + 9 = 23
"It's a Yeth Hound! An Outsider. Be careful of its <Special Attack>. It's nasty." <If no special attacks, assume "its bite">
Know Planes 2 DC 18: 1d20 + 9 ⇒ (5) + 9 = 14
Dim lighting here, so any without special vision will be at a disadvantage, unless you have active light sources.
Before Velinov starts to summon something into an area he can't see, who is carrying a light source/cantrip?
I can then make a circle for its radius of effect.
I have a Continual Flame (20ft and 20ft), and Darkvision. If we also had advanced warning, (hey it looks dark down there), I could also have cast Light before hand on someone or something. Up to the DM if we this might have been possible.
As Archon quickly, but barely, jumps further, he and Velinov see the other three fall down. The pit is 30ft deep.
Just a reminder, for those that had not yet used it, the free Snapleaf thing we got can be used as an Immediate (reactionary) Action to grant Feather Fall.
Just incase anything rushes at us, Archon's spear is ready. . .
AoO 1: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
AoO 2: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

GM Chyro |

Following Archon's post:
Consider your negative effects fixed, as cast before entering the tunnels. My mistake there, sorry.
To its bite:
You recall it has the potential to be particularly effective against those good of heart.
Any of G alignment.
It can cause them to be shaken, plus trip.
Light radius on Archon set.

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"The grey-blue humanoid with the black wrappings is an urdefhan, a native to the planes. Keep that in mind when dealing with him."
Any other tidbits Velinov might know with that roll? Based on the same logic, Velinov would probably have light up. Wand of Summon Monster I starting...
Velinov takes out his paint brush and starts casting...

GM Chyro |

I'll keep those knowledge rolls, but until you can clearly see them (so much for human sight in bad lighting), identifying will be quite difficult.Also, light radius for Velinov added.
Aside from being outsider, they are resistant to weapons not made of silver or holy weapons.
They have limited spellcasting abilities.
Velinov starts using the summon monster wand, ready to conjure forth something whenever something will come into view.
----------------
The hound howls with a disturbing voice.
Will Archon, vs fear, heroism: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Will Quan, vs fear, heroism: 1d20 + 1 + 2 + 2 ⇒ (8) + 1 + 2 + 2 = 13
Will Shiba, heroism: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Will Velinov, heroism: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Will Xukong, vs mind effect, heroism: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Everyone resists a crippling fear, but Velinov is caught by a sense of dread, and is panicked for 2d4 ⇒ (2, 2) = 4 rounds.
He drops the wand, and runs off on his next turn.
1 Back into the tunnels, 2 Eastern ruins: 1d2 ⇒ 1
A panicked creature must drop anything it holds and flee at top speed (running) from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks.
The hound then flies closer, yet slightly up.
-------------------
--> Archon & Xukong
Quan Tai & Shiba
----------------
Humanoid

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Xukong looks up in cool annoyance at the high-flying foe, and prepares with its shield wand.

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Archon also draws on inner power to create a field of force to help protect him and then moves around to the far side of the flying Yeth Hound.
Casting Shield and then Move Action.

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Tai enters his dragon stance, re-positions himself, then unleashes an ear-piercing scream.
Damage: 2d6 ⇒ (3, 1) = 4
DC 15 Fort for half, dazed

GM Chyro |

While the team spreads out and makes preparations, Quan unleashes a sonuc scream.
Fort: 1d20 + 3 ⇒ (17) + 3 = 20
The yeth hound resists half the dmg.
Shiba
---------
Humanoid with weird name