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Will: 1d20 + 8 ⇒ (6) + 8 = 14
Black is held by Kuduro's spell! Kuduro lobs a bottle at Black and the cold seems to have hurt him. . . kind of, lol.
Initiative:
1. Brachus and Alan
2. Black and other
3. Kuduro, Lavode, and Seelah
4. other (incubation chamber)
Seelah, Brachus, and Alan are up!

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Seelah with let out a sigh of relief as Black's willpower fails and is held in place. This sigh is very brief, as a bolt flies of the chamber and connects squarely to her jaw, sending a sharp pain down her body.
The pain subsides a few seconds later and she moves into position to help bring the madman down, with Trusted Buddy.
move action: move to place on map, landing if I must to attack, otherwise continuing to hover 5' off ground.
standard: attack with Trusted Buddy, Power Attack
crowbar w/ imp pen: 1d20 + 7 + 4 - 4 - 2 + 3 ⇒ (17) + 7 + 4 - 4 - 2 + 3 = 25
dam: 1d8 + 5 + 6 + 3 ⇒ (3) + 5 + 6 + 3 = 17
She will say a brief prayer to Iomedae and ask for healing of her wounds
LoH 6/8: 3d6 ⇒ (2, 3, 6) = 11
I would have put my bow away the end of the last round when I picked of Trusted Buddy. If it cannot be retconned, I understand, I will simply drop the longbow, in previous square and draw shield as I walk up to attack with Buddy this round.

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Brachus takes out a rope and starts to tie Black up.
No idea what the rules are for this..I just want to put something in his mouth so he can't speak and tie his hands and some of his fingers together so he can't cast spells anymore. Blindfolding him would also be nice, but I don't know how long he will be paralyzed and no clue how much I can do in a round.
hps: 35 (36 - 1 cold)

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Seelah smacks Black hard across the face.
If you have your target pinned, otherwise restrained (hold person counts, I would argue), or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your CMB (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a -10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
So yes, Brachus and Alan can essentially tie him up in such a way that he could not possibly break free. Also, Seelah brought him down to only 4 HP left.
Out of combat!
prepared spells (so, the rest of his spellbook): 5th—feeblemind (DC 20), teleport
4th—black tentacles, lesser simulacrumUM, scrying (DC 18),
stoneskin
3rd—displacement, lightning bolt (2, DC 17), protection
from energy
2nd—false life, mirror image, scorching ray (2), unnatural
lustUM (DC 17)
1st—alarm, mage armor, magic missile (2), ray of enfeeblement
(DC 15)
0 (at will)—acid splash, detect magic, light, read magic
After you defeat Chrysalis Black, a cursory examination of the lab reveals a dossier revealing ties between the mad artificer and the Aspis Consortium. These documents reveal details of the sabotage Black was instructed to perform on the Heidmarchs’ angelic guardians, records of months of payments for the use of the Doll House as a smuggling front and the acquisition of information from the Golemworks, and finally a mysterious reference to the approval of an unnamed “Qadiran friend.” All of the documents are signed by gold agent “Maiveer Sloan of Bronze House,” the Aspis Consortium’s head of operations here in Magnimar.
With their enemies vanquished, you can rescue the missing Pathfinders from their stasis chambers and bring them and the evidence damning the Aspis Consortium to Heidmarch Manor. Sheila presents the evidence linking the Pathfinder’s murders, the attack on her property, and the relic smuggling ring to the Magnimarian government in an effort to bring punishment down on the rival organization, but Lord-Mayor Haldmeer Grobaras and his ineffectual bureaucracy are unconvinced of the Aspis Consortium’s role in the murders. Although the evidence is substantial that they were at least involved in spying on the Golemworks, smuggling, and ordering the sabotage of angelic guardians, those in power are hardly motivated to get involved in a crime that seems to have already been solved, though the Pathfinders are paid lip service and promised that the Aspis Consortium will be watched carefully going forward.
Congratulations guys! I hope everyone had fun with that scenario, it was certainly a tough one but I had a lot of fun!
If you haven't already done so, please post your PFS # and make a Day Job roll if you have one. I will get chronicles out tomorrow.
Lavode: Don't forget that you'll need heal, limited wish, miracle, or [/i]wish[/i] to get rid of the effects of feeblemind. I can look up the spellcasting service cost later unless someone beats me to it; I believe it is in the Guide somewhere.

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Also, the giant syringes shot liquid at you if you were within 40' and stayed in the same place for one round. The only one who stayed place was Alan, but he made his Will save against the suggestion.

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Chronicles have been sent out! Check your PMs. Let me know if there are any problems. Some of you have already joined the Flaxseed Lodge; I included links in everyone's PM to sign up for more high-tier games with me. The sign-up system has been working pretty well so far and I hope to see you guys there in the future. In the mean time, the Flaxseed Lodge is open for in-character shenanigans in the Gameplay thread.