
GM Fuzzfoot |

Adrasteia sneaks her way into position, warms up the gong, and bangs it with the hammer. Judge Heng drops his weapon and bows, as the blades and smoke in the alcoves suddenly clears. Then he directs you to one in particular, that has become open to a tunnel.
After about 100 ft, the tunnel begins to slope down, ever so slightly.

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"Well it seems the battle is won before it really even gets started."
He turns to Velinov and says, "I guess I could shoot the rat if you like. It would feel needed that way and my charge wouldn't go to waste." "How long can you 'in-verminate' with that little trick?"

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Bambag bows back to Judge Heng, before he beckons to his party. "Come, let us proceed. And see what other surprises awaits. Bambang then takes the lead in progressing down the tunnel.

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"Well it seems the battle is won before it really even gets started."
He turns to Velinov and says, "I guess I could shoot the rat if you like. It would feel needed that way and my charge wouldn't go to waste." "How long can you 'in-verminate' with that little trick?"
"No need to shoot the little guy. He'll return to where he's from in a little bit. Unless you can speak with it to ask it to check out the tunnels around us?"

GM Fuzzfoot |

We are falling behind again, mostly due to lack of actionable posts. Bambang said he would take the lead, so I will run with that, and assume a marching order of Bambang, Adrastei, Cuethric, Velinov, then Yarric on Thunder.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
After about 150 ft (ignore the map) the slope drops off dramatically, and Bambang hits a patch of grease.
Please make a DC 21 Reflex save
You fall prone and begin sliding downhill, slowly at first (20 ft. per round), but speeds up each additional round by +5 ft. until it slams into the walls at the end, taking 2d6 points of damage.

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reflex: 1d20 + 4 ⇒ (9) + 4 = 13
"Woah!" Bambang manages to grunt out before he slips onto the floor with a loud clang, then slides uncontrollably down the greased tunnel. He comes to a sudden halt, slamming against the wall at the end with a much louder clang.
dmg: 2d6 ⇒ (4, 3) = 7
Does the slide take at least one round? If so, Bambang can as a swift action expend 1 abjuration mental focus to activate mind barrier to get 8 temp hp that last for one round before hitting the wall, which would negate the falling damage.

GM Fuzzfoot |

Excellent - yes it does. However.... more on that later.
For those looking to climb. Climbing down the shoot is a (single) DC 18 climb check. There is nothing else here for an alternate method, but I would think a rope would help. However, given the length of the hallway before this point, and the unknown length to continue, I have to ask how much rope do you have, and how would you be attaching it? And how will Thunder be proceeding?
Also, I need a Will save from everyone (you don't knwo why yet, but this will let me wrap the next too thigns together).

GM Fuzzfoot |

I'm afraid you can't take 20, but you can take 10. Tying the rope to thunder would work... and I would give you +10 for that. 50' isn't too long, but will reduce the damage to 1d6.

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Cuethric has 50 feet of rope also. He will lower the coffen down first. As it slides down, he just slows it with the rope. Then he will loop the rope around his body and walk slowly down the slope paying out rope as he moves.
climb with rope: 1d20 + 2 ⇒ (4) + 2 = 6

GM Fuzzfoot |

You take 1d6 ⇒ 4 damage after slipping. About 1/2 way down you trigger another trap. Will Save: 1d20 + 4 ⇒ (15) + 4 = 19
A flashing light does not blind you.
You all find yourselves at the bottom of the chute, in a circular hallway. Other teams keep dropping in as well, and you hear combat going on the other side of the wall.
Adrasteia : 1d20 + 8 ⇒ (5) + 8 = 13
Bambang: 1d20 + 1 ⇒ (4) + 1 = 5
Cuethric : 1d20 + 5 ⇒ (10) + 5 = 15
Velinov: 1d20 + 6 ⇒ (1) + 6 = 7
Yarricki : 1d20 + 0 ⇒ (10) + 0 = 10
Round 1 actions. (No immediate threat, you have to go behind the wall, but just to keep track of things...)
Cuethric, Adrasteia, Yarrick, Velinov, Bambang

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As Bambang slides down the tunnel, a blast of glitter blast him directly in the face, blinding him. But he quickly shakes it off shortly after.
will save: 1d20 + 7 ⇒ (3) + 7 = 10
will save: 1d20 + 7 ⇒ (13) + 7 = 20 so blinded for 1 round
Just before he slams into the wall at the end, he calls on the spirit residing in his armor to grant him magical protection, which absorbs the impact of the collision. He stands up, nothing bruised except his ego.
As the rest of his party comes tumbling down, he quickly pulls out his healing hand and sees if anyone needs help.

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The elf shakes her head in annoyance as she is covered in grease and glitter looking at the vulnerable state of her group she draws her bow and mutters a prayer.
drawing her bow and casting divine favor

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Oh yes, that reminds me.
Once he has given whatever assistance he can, Bambang pulls out another wand, activating it on himself to sharpen his sense. After stowing it, he also activates another wand to protect magical protection and calls on his greatsword spirit to strengthen itself for the combat on the other side of the wall.
Activate wand of heightened awareness, wand of shield, cast lead blade. As usual, will dismiss heightened awareness should he enters combat to get +4 to initiative.

GM Fuzzfoot |

Other teams run past you, into the chamber beyond the wall.
You are already in initiative.

GM Fuzzfoot |

So, after 2 rounds behind the wall, everyone can see again. Cuethric and Velinov could still spend those two actions with heal or buff if they like, but I suggest you get into the battle quick before you miss it. These specials just keep moving.
As you peek around the wall...
Rows of smooth granite pillars line the perimeter of a huge rotunda. Between the pillars, intricate patterns of inlaid stone form the cryptic arcane symbols. Toward the rear of the chamber rises a stepped dais, its broad base inlaid with similar fonts. Atop the dais meditates a slight-built man garbed in flowing yellow robes. Barefooted, he sits with his legs folded as his calm, unblinking gaze stares serenely into space. Below him, surrounding the dais and filling the remainder of the room are gouts of fire, rolling boulders, howling blasts of wind, and rolling torrents of water that churn like a savage and chaotic elemental sea.
The entire floor of the main passage swarms with elementals, and other teams battling them. These creatures attack in waves - your first wave includes two medium air elementals.
Round 3: (Bold may act)
Cuethric (3 dmg), Adrasteia*, Yarrick (4 dmg), Velinov(4 dmg), Bambang#
Air elementals: green, red
*Divine favor; #Shield, lead blades

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Cuethric will heal once and gravity bow again.
round 1 CLW wand charge: 1d8 + 1 ⇒ (7) + 1 = 8
round 2 charge 3 of 50 on gravity bow wand.
round 3 Cuethric shoots off two quick arrows at the nearer air elemental (green).
shot 1+ pBS: 1d20 + 7 ⇒ (4) + 7 = 11; dmg: 2d6 + 3 ⇒ (4, 5) + 3 = 12
shot 2+ psb: 1d20 + 7 ⇒ (6) + 7 = 13: dmg: 2d6 + 3 ⇒ (1, 2) + 3 = 6
Man! Someday soon I will break ten on a dice roll to hit.

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Velinov rapidly blinks his eyes to have them regain focus. "Ok, I'm glad that started to wear off. Who is the guy in the yellow robes?"
Does Velinov know anything about the arcane symbols or what this room might be used for?
knowledge arcana: 1d20 + 11 ⇒ (17) + 11 = 28
knowledge planes: 1d20 + 11 ⇒ (5) + 11 = 16

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Yarricki moves Thunder from behind the columns into the open area. double move for Thunder. Once there she takes a good look at the red elemental and tries to hit it. study target and attack
Attack: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11

GM Fuzzfoot |

Both arrows fly off deflected by the swirling winds.
Round 3: (Bold may act)
Cuethric^, Adrasteia*, Yarrick (4 dmg), Velinov(4 dmg), Bambang#
Air elementals: green, red
*Divine favor; #Shield, lead blades; ^Gravity Bow

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Andrastie will look at the elementals and fire an arrow at the nearest elemental swirling around Yarricki.
study green as a move and fire as a standard
attack+study+PBS+ DF: 1d20 + 8 + 1 + 1 + 2 ⇒ (9) + 8 + 1 + 1 + 2 = 21
dmg: 1d8 + 2 + 1 + 2 + 1 ⇒ (3) + 2 + 1 + 2 + 1 = 9

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Moving between the columns, Velinov invokes a spell quickly, muscle memory kicking in to make the gestures as smooth as the verbal phrases of power, conjuring a ray of scintillating colors at the (red) elemental.
ranged touch: 1d20 + 1 ⇒ (8) + 1 = 9

GM Fuzzfoot |

Adrasteia is able to hit it, while all of the other attacks have missed.
Just waiting for Bambang to do something awesome, and then the elementals will get a turn.

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All Bambang knows to do and chop chop chop. :) Anyway, they're too far for now.
With the water elementals some distance away, Bambang calls on his greatsword spirit to harden itself agaisnt elementals, as he moves closer to the elementals, hoping to draw their attacks from his party.
Move action to get closer; standard action: expend 1 transmutation mental focus to activate Legacy Weapon, activating bane (elemental).

GM Fuzzfoot |

The redish air element moves in closer and slams Thunder, and then flies off a bit.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Acrobatics to Avoid AoO from Yarikki: 1d20 + 11 ⇒ (5) + 11 = 16
Acrobatics to Avoid AoO from Thunder: 1d20 + 11 ⇒ (2) + 11 = 13
The green one flies off, around the end of the pillars, and slams into Cuethric.
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Round 4: (Bold may act)
Cuethric^(6 dmg), Adrasteia*, Yarrick (4 dmg)/Thunder (5 dmg), Velinov(4 dmg), Bambang#
Air elementals: green(9 dmg), red
*Divine favor; #Shield, lead blades; ^Gravity Bow

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"Stand still half-human" Adrasteia says as she closes her eyes and fires at wind burst as it swirls after Cuethric.
5ft step back and fire at green
attack+PBS+study+DF: 1d20 + 8 + 1 + 1 + 2 ⇒ (20) + 8 + 1 + 1 + 2 = 32
dmg: 1d8 + 2 + 1 + 1 + 2 ⇒ (2) + 2 + 1 + 1 + 2 = 8
no crit since its an elemental :(

GM Fuzzfoot |

Unfortunate, but true. Still, the attack takes a little wind out of it's sails. But it continues to battle...

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ohh the puns are punishing :P
"Hey everyone I found out the trick to hitting these things, close your eyes and pretend its Cuethric's head" she says playfully as the arrow narrowly wizzes by the half-humans face leaving a small cut and impacts the elemental.

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I think you meant pun-nishing? ;P
"Why would I want to hit Cuethric's head? And if I was going to, I wouldn't close my eyes..." Bambang questions with a straight face. But was that hint of a smile?
While saying this, Bambang moves up to the red elemental, and chops down on it, the blade vibrating with power.
Bane, Lead Weapon
greatsword: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 dmg: 3d6 + 2d6 + 7 ⇒ (1, 4, 3) + (1, 1) + 7 = 17

Shifty |

***OVERSEER ANNOUNCEMENT***
A lone Pathfinder suddenly breaks through the gaping wall of elementals and runs towards the Emissary’s platform, leading the charge. It is Jin-Goro of the Exchange faction!
Cheers erupt from fellow Pathfinders as they rally to keep the gap open whilst the brave and desperate lone figure races forward.
Jin-Goro reaches to touch the platform, but as he does, the Emissary bursts into a maddening laugh, and with a wave of his hand, the platform erupts into a shower of smoke, sparks, and cherry blossoms. Before your eyes, eight monks dressed in the robes of their sifu appear, standing in a circular formation atop the platform. With a calm grace, each one assumes a combat stance. Behind the wall of qinggong disciples, the Sifu again calmly seats himself. He closes his eyes, folds his legs, and sits in the lotus position, awaiting the victors.
This is it - the finale!

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"Charge! Follow Jin-Goro!" Yarricki shouts as she lowers her lance, ready to ride to victory.

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"What do you mean my head? Adra's mouth maybe. No one could miss that."" I'll try it on the Sifu."
If the air elementals are gone, Cuethric will shoot at the nears Sifu. Otherwise green air elemental will be his target.
Cuethric takes two shots.
shot 1: 1d20 + 6 ⇒ (2) + 6 = 8; dmg: 2d6 + 2 ⇒ (6, 1) + 2 = 9
shot2: 1d20 + 6 ⇒ (14) + 6 = 20; dmg: 2d6 + 2 ⇒ (5, 1) + 2 = 8
i did not include point blank as my shots are conditional. I guess i am closing my eyes kind of.

GM Fuzzfoot |

Both elementals were at 13/30 hp.
The monk ducks and Cuethric's second air misses by only a small amount (and I gave you the PBR bonus too).
The monk bows, and beckons you forward.
New initiative, I will give Bambang his +4 bonus here.
Adrasteia : 1d20 + 8 ⇒ (20) + 8 = 28
Bambang: 1d20 + 1 + 4 ⇒ (18) + 1 + 4 = 23
Cuethric : 1d20 + 5 ⇒ (7) + 5 = 12
Velinov: 1d20 + 6 ⇒ (13) + 6 = 19
Yarricki : 1d20 + 0 ⇒ (2) + 0 = 2
Monk: 1d20 + 6 ⇒ (12) + 6 = 18
Round 1: (Bold may act)
Adrasteia*, Bambang#, Velinov(4 dmg)
Monk
Cuethric^(6 dmg), Yarrick (4 dmg)/Thunder (5 dmg)
*Divine favor; #Shield, lead blades; ^Gravity Bow

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Bambang bows back to the monk. "Young shifu, I apologise in advance but I do need to get to your master. I mean him no harm." That said though, he does not hesitate to move forward, and attacks the monk with his greatsword.
Lead Weapon
greatsword: 1d20 + 8 ⇒ (1) + 8 = 9 dmg: 3d6 + 7 ⇒ (2, 1, 2) + 7 = 12

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moving forward Adrasteia gets ready to loose another arrow.
"stop apologizing and just hit him already" Adrasteia says as Bambang obviously didn't imagine Cuethric's face with that swing.
attack: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
dmg: 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
sneak attack?: 1d6 ⇒ 3
move and shoot also can we move through the pillars?

GM Fuzzfoot |

I think you can, yes. Bambang and Adrastei both have missed their target.

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Thunder charge!: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Trip on hit: 1d20 + 10 ⇒ (18) + 10 = 28
Yarricki power charge!: 1d20 + 7 + 2 - 2 ⇒ (19) + 7 + 2 - 2 = 26
Normal damage: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9
Additional charging damage: 1d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11
[ooc]subtract 2 from those to hits and trip attempt if a charge is not possible. In that case Yarricki will use her move action to study the monk (which adds back 1 on her to hit and also 1 to damage)

GM Fuzzfoot |

Delaying Velinov for now.
The monk sees Bambang close in, and punches him.
Stunning Fist attack: 1d20 + 6 ⇒ (5) + 6 = 11
Flurry 2: 1d20 + 6 ⇒ (15) + 6 = 21
Flurry 3: 1d20 + 1 ⇒ (15) + 1 = 16
None of the attacks penetrate Bambang's impressive armor, however.
Thunder charges in, and knocks the monk on his butt as Yaricki deals him a significant blow.
Round 1: (Bold may act)
Cuethric^(6 dmg), Yarrick (4 dmg)/Thunder (5 dmg)
Round 2: (Bold may act)
Adrasteia*, Bambang#, Velinov(4 dmg)
Monk (30 dmg, prone)