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As the rocky humanoid starts to head off Volar shouts after him, "The Pathfinder Society is always happy to have more members!"

GMG |

Time: 1d6 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Distance modifier: -3
Volar: 1d20 + 7 - 3 ⇒ (13) + 7 - 3 = 17
Smiler: 1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19
Etune Snowfoot: 1d20 + 5 - 3 ⇒ (10) + 5 - 3 = 12
Vraxam Uldar: 1d20 + 0 - 3 ⇒ (1) + 0 - 3 = -2
Jing Hao: 1d20 + 1 - 3 ⇒ (5) + 1 - 3 = 3
Korvan: 1d20 + 12 - 3 ⇒ (11) + 12 - 3 = 20
Greenwillow: 1d20 + 9 - 3 ⇒ (13) + 9 - 3 = 19
Volar: 1d20 + 4 ⇒ (8) + 4 = 12
Smiler: 1d20 + 3 ⇒ (14) + 3 = 17
Etune Snowfoot: 1d20 + 5 ⇒ (3) + 5 = 8
Vraxam Uldar: 1d20 + 5 ⇒ (1) + 5 = 6
Jing Hao: 1d20 + 1 ⇒ (5) + 1 = 6
Korvan: 1d20 + 4 ⇒ (17) + 4 = 21
Greenwillow: 1d20 + 4 ⇒ (18) + 4 = 22
Enemy: 1d20 + 1 ⇒ (8) + 1 = 9
The pathfinders continue their exploration through the cave system, skirting around the great cavern in which they saw the shaitans and their earth elemental allies at work. Without warning a small, pale yellow humanoid with blank, bulging white eyes and gangly arms and legs charges Jing Hao!. It brings its pickaxe down in a mighty arc aimed at Jing Hao's chest. His breastplate is forced inward, but the pickaxe lacks the force to penetrate and draw blood.
Attack, charge: 1d20 + 9 + 2 + 1 - 1 ⇒ (2) + 9 + 2 + 1 - 1 = 13
Damage: 1d4 + 6 + 3 + 1 ⇒ (3) + 6 + 3 + 1 = 13
Initiative
Korvan
Greenwillow
Volar
Smiler
- - -
Enemy @-2 AC due to charging
- - -
Etune Snowfoot
Vraxam Uldar
Jing Hao

Bot Buddy 2001 |

click - accessing botting protocol for Greenwillow - bzzz - error - no protocol found - fallback scenario - initiate generic reasonable assumption protocol
Knowledge (Nature): 1d20 + 7 ⇒ (19) + 7 = 26
Greenwillow shouts out "A pech! Attack it with cold iron weapons if you have them. It is resistant to magical attacks, you need to be an accomplished spellcaster to hurt it with spells. If only we had some very bright light, it is very sensitive to that with its big eyes!"
DR 5/cold iron, SR 10-15, light blindness
She then casts guidance on Volar

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Volar whistles for Smiler to attack as he moves past Jing Hao. Knowing that his club is only made from wood he strikes as hard as he can hoping that more force will help.
club attack, guidance, p. attack: 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25
club damage, p. attack: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
club attack, guidance, p. attack: 1d20 + 5 + 1 - 1 ⇒ (17) + 5 + 1 - 1 = 22 Confirmation roll.
club damage, p. attack: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
"Take that you little menace!" he shouts as the club connects with a seemingly powerful blow.

Smiler |

"OOOOK!" yells Smiler, as he moves up and tries to bite at the little creature with the same kind of force he saw from his human companion.
bite attack, p. attack: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
bite damage, p. attack: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

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CLB+PBS: 1d20 + 6 ⇒ (14) + 6 = 20...DMG: 1d8 + 4 ⇒ (8) + 4 = 12
"I dont have any cold arrows but maybe this one will hurt" Korvan says after he sends an arrow at it.

GMG |

Volar brings down his club right on top of the head of the small fey at just the same moment that Smiler bites the little one's arm. It is clear that the small creature shrugs of some of the damage, but it still suffers from the combined assaults of the ape and it's handler. To make matters worse Korvan's arrow also finds its mark.
The fey turns to Volar, swings his pickaxe and manages to hit the ground next to the druid! It then steps back, not wanting to face all the pathfinders at once.
Attack: 1d20 + 9 + 1 - 1 ⇒ (3) + 9 + 1 - 1 = 12
Damage: 1d4 + 6 + 3 + 1 ⇒ (1) + 6 + 3 + 1 = 11
Initiative
Etune Snowfoot
Vraxam Uldar
Jing Hao
Korvan
Greenwillow
Volar
Smiler
- - -
Enemy -22 hp
- - -

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CL Check vs SR: 1d20 + 1 ⇒ (5) + 1 = 6
"I don't have any special weapons...never needed them." he announces. "As far as needing powerful spellcasters? I've naturally got you covered!"
Moving forward to get a better look at the creature, he forms another ball of electricity and flicks it, nonchalant, at the creature. Suddenly, it fizzles as it closes the gap and disappears.
Rubbing his forehead, he quickly glances to his companions. " *Cough* Uh...I meant to do that..."
'Focus! That was a rookie mistake! You've got to do better...'

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"That's why you have to have another plan, always!"
Etune gently chides Vraxam before whipping through and around the post to start working on getting a flank in position and to cut off the peck's route of escape, or at least one of them.
As she moves, her hands go claw-like once more. Expending round of use
Double Move, if it moves to the next round, she'll use the claws/arcane strike like the last fight.

GMG |

Etune: growing claws is indeed a free action , but you can not take a free action out of your turn, so you have to decide to grow them in your turn.

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Etune: growing claws is indeed a free action , but you can not take a free action out of your turn, so you have to decide to grow them in your turn.
Spent and marked off, editing original post.

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Knowing that the Pech's pick axe could end him just in the same way that his scythe has ended other creatures, Jing decides to make a daring dash, hoping that the pick axe doesn't connect with his temple and end his life. As he does he draws his cold iron dagger.
dagger: 1d20 + 5 ⇒ (2) + 5 = 7
damge: 1d4 + 4 ⇒ (2) + 4 = 6
I miscounted the squares. Iwould have moved to flank. I doubt the plus two would have made a difference.

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Korvan drops his bow and draws his cold iron falchion then moves to strike the pech...
CI Falchion: 1d20 + 6 ⇒ (11) + 6 = 17...DMG: 2d4 + 4 ⇒ (3, 1) + 4 = 8

GMG |

Korvan's falchion hisses when it strikes the pech, the cold iron reacts strangely to the fey's blood and instantly kills it!
You decide to use the moment and take a bit of rest.
Out of combat!
Time: 1d6 + 4 ⇒ (6) + 4 = 10
While resting a voice calls out from the darkness "Hello, we are coming into the light, we could use some help!"
and indeed, moments later a gnome male and a seemingly human female enter your circle of light. The human's skin is a deep red and she carries a device akin to the guns made in Alkenstar, although hers looks far more sophisticated. She lets the gnome do the talking.
"We have entered one of the portals and are looking for a way off this awful place. Do you know of a way to get of? And would you maybe be so kind as to share a bit of food with us? I can provide for my own water, but our rations have been gone when Atlos fell into that crevice. May Pharasma be kind to his soul."
Please include a diplomacy check with your reaction

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"If you head back the way we came, you should find your way out without too much trouble. Our V.C. should be able to assist in getting you off this rock, though it may be a few minutes yet before she's ready." he replies.
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

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"Here is some food and be safe and careful, don't go towards the shaitan that's the bad way to go."
Etune will glance briefly at the device the red human has, but since it isn't really her thing, it goes without comment.
Diplomacy(Assist): 1d20 + 3 ⇒ (14) + 3 = 17

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Hao stares at the red-skinned woman's weapon. They entered in the portals? Hao had never seen a woman like her with a weapon like that at the Grand Lodge.
Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7
"Yes, you'll want to avoid the glowing rocks and the Palace of Nalham. Or you could travel with us, and leave with us when our mission here is completed."
diplomacy aid: 1d20 - 2 ⇒ (8) - 2 = 6

GMG |

The gnome nods and accepts the food "Thank you, Grand Lodge you say? You must be from Absalom! How wonderful, it will be nice to see Golarion again. I am rather fed up with the cold red gravel of Akiton. You say you are traveling onwards? That is not for us, but you can have these, you probably need them more than we do"
He hands you two potions of cure light wounds
To everyone that celebrates the 4th of July: happy celebrations!

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"Akiton? I don't think I've heard of there. It sounds far away to me. Maybe i'll get to visit one day!" says Volar, surprised to find a creature that once used to call Golarion their home.
"Thank you for your assistance and good travels to you."

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.
“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.
“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”
“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
Part III Begins!
We have 25 of the 150 Clues We Need -- Now, go find the rest!

GMG |

Time: 2d10 + 10 ⇒ (3, 1) + 10 = 14
A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry it toward our destination.” The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails. “Now!” cries the Master of Spells, and you begin rappelling down to the crude platform.
Volar: 1d20 + 4 ⇒ (3) + 4 = 7
Smiler: 1d20 + 3 ⇒ (13) + 3 = 16
Etune Snowfoot: 1d20 + 5 ⇒ (16) + 5 = 21
Vraxam Uldar: 1d20 + 5 ⇒ (11) + 5 = 16
Jing Hao: 1d20 + 1 ⇒ (9) + 1 = 10
Korvan: 1d20 + 4 ⇒ (12) + 4 = 16
Greenwillow: 1d20 + 4 ⇒ (10) + 4 = 14
Enemy: 2d20 + 6 ⇒ (16, 4) + 6 = 26 11
Initiative
Etune @15ft from ground
Smiler @15ft from ground
Vraxam @15ft from ground
Korvan @15ft from ground
Greenwillow @15ft from ground
- - -
Blue Skeleton
Red Zombie
- - -
Jing Hao @15ft from ground
Volar @15ft from ground
- - -
End of Round
- - -
You are climbing down a knotted rope (Climb DC5), the rocky 'iceberg' is moving underneath you and you can not take 10

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Climb: 1d20 + 6 ⇒ (18) + 6 = 24
Climb: 1d20 + 6 ⇒ (19) + 6 = 25
and i will roll 1s and 2s in combat...
Korvan tries to climb down faster than the others so he can hold the foes at bay and allow the team to descend safely...

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Climb: 1d20 - 2 ⇒ (20) - 2 = 18
Climb: 1d20 - 2 ⇒ (17) - 2 = 15
\_O.o_/
Following Korvos lead, Vraxam scurried down the rope, pondering 'I wonder how conductive these things are...'
-Posted with Wayfinder

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Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Folio Reroll, no stars
Climb: 1d20 + 1 ⇒ (19) + 1 = 20
Etune clambers down the rope to try and match the pace of others and momentarily finds her brake hand well off the rope before she manages to grab it and guide herself the rest of the way down.
She shakes a bit on landing. Heading off to who knows where would have been terrifying!

GMG |

Etune and Vraxam, a single climb move is 5 feet for you, so you are still 5 feet above the ground, do you want to drop the last bit?

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Etune and Vraxam, a single climb move is 5 feet for you, so you are still 5 feet above the ground, do you want to drop the last bit?
Acrobatics(Dropping down Gently): 1d20 + 6 ⇒ (9) + 6 = 15
Etune attempts to roll a bit on landing to kill her momentum and not hurt herself.
Acrobatics to try and mitigate 10' of fall

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Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Looking down as the female drops, the man shrugs. "This could hurt..."
Releasing his hold, he tries to roll into the fall.

GMG |

Moving on!
Etune, Vraxam and Korvan safely make it to the ground. The zombie slowly lurches towards you, while the skeleton moves a lot quicker, it stops right next to Korvan and Vraxam!
Initiative
Jing Hao @15ft from ground
Volar @15ft from ground
Greenwillow @15ft from ground
Smiler @15ft from ground
- - -
End of Round
- - -
Etune
Vraxam
Korvan
- - -
Blue Skeleton
Red Zombie
- - -
You are climbing down a knotted rope (Climb DC5), the rocky 'iceberg' is moving underneath you and you can not take 10

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Jing Hao shimmies down the rope and then drops the last few feet
climb: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
climb: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
acrobatics: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10

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"Hey pal, you're faster than me at this stuff. Head down and look after Vraxam." volar says to Smiler as he takes his shield off his arm and straps it to his pack.
Smiler climb (+8 racial for climb speed): 1d20 + 9 + 8 ⇒ (2) + 9 + 8 = 19 30ft climb speed
Volar climb: 1d20 + 1 ⇒ (4) + 1 = 5
Volar climb: 1d20 + 1 ⇒ (1) + 1 = 2 uh oh...
"This is fine. Just go slow. This is.... arrrggghhhh!"

GMG |

Botting Greenwillow
Climb: 1d20 - 5 ⇒ (11) - 5 = 6
Climb: 1d20 - 5 ⇒ (10) - 5 = 5
Greenwillow holds the rope tight and has her eyes shut. She does not dare to climb down.
Damage Volar: 1d6 ⇒ 1
Volar drops down and although the fall causes him to land flat on his back his pride is hurt more than his ankle. Smiler smirks at his friend and Jing Hao also shows amazing prowess on the climb down, adding insult to injury when he neatly jumps the last few feet. Above your heads the poor Greenwillow is dangling from her rope while the rock moves underneath her. She is now suspended right above the zombie...
Initiative
Etune
Vraxam
Korvan
- - -
Blue Skeleton
Red Zombie
- - -
Jing Hao
Volar - prone 19/20 hp
Greenwillow @15ft from ground
Smiler
- - -
End of Round
- - -

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With a severe lack of other good options Etune pulls out a mace and takes a swing at the skeleton right next to her, focusing some of the power of her blood through her weapon.
Move Action: Draw Mace
Swift Action: Arcane Strike
Lt. Mace: 1d20 + 3 ⇒ (19) + 3 = 22
Damage(Arcane Strike, bludgeoning): 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

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Seeing the druid tangled up and dangling Korvan draws his falchion and rushes to her aid ignoring the skeleton threatening him...he reaches her side and swings his sword at the zombie...
Falchion: 1d20 + 6 ⇒ (7) + 6 = 13...DMG: 2d4 + 4 ⇒ (1, 3) + 4 = 8

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Obviously under excited about his proximity to the undead, Vraxam pulls a dagger from his belt.
Proceeding to cautiously make some intricate motions with his free hand, he manages to spray a shower of sparks through the undead.
Cast Defensively DC 17: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Burning Hands (Electric): 1d4 ⇒ 3
Move draw dagger, Standard defensively cast burning hands - Reflex DC 15 for half
-Posted with Wayfinder

GMG |

Attack of Opportunity vs Korvan: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fortitude Korvan: 1d20 + 5 ⇒ (4) + 5 = 9
Reflex skeleton: 1d20 + 3 ⇒ (13) + 3 = 16
Skeleton attack vs Etune: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton attack vs Etune: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Zombie attack vs Korvan: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Korvan sprints away to help Greenwillow, which exposes him to a claw attack of the skeleton, the wound burns more than it should! Etune uses the distraction to hit the skeleton with her enhanced mace. Korvan arrives near Greenwillow and severs one of the zombie's arms with his weapon. Etune calls on some magical flames, but in this area dominated by earth they lack conviction. The skeleton claws at Etune, but her magical force field deflects both claws. The zombie slams at Korvan and hits the elf!
Initiative
Jing Hao
Volar - prone 19/20 hp
Greenwillow @15ft from ground
Smiler
- - -
End of Round
- - -
Etune
Vraxam
Korvan 11/22 hp
- - -
Blue Skeleton -7 hp
Red Zombie -8 hp
- - -

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Volar picks himself up off the ground.
"Well no major damage except my pride." he mumbles under his breath.
He unties his spear from his pack and whistles a command for Smiler to attack the Zombie.

Smiler |

Smiler lets out a roar as he steps up to the zombie and tries to claw and bite the undead thing back to being dead.
claw 1: 1d20 + 3 ⇒ (5) + 3 = 8
claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw 2: 1d20 + 3 ⇒ (13) + 3 = 16
claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 3 ⇒ (8) + 3 = 11
bite damage: 1d4 + 1 ⇒ (4) + 1 = 5

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"I fought a foul undead creature like this in an Opera house in Taldor," Jing Hao says as he steps below Greenwillow's rope. "Good call on the slashing weapon."
He then slashes at the zombie with his scythe.
Scythe: 1d20 + 5 ⇒ (17) + 5 = 22
Damage, slashing: 2d4 + 6 ⇒ (1, 2) + 6 = 9

GMG |

Smiler claws and bites the skeleton, but even though he manages to hit once with his claw it does no damage to the hard bones. Jing Hao has no issues dealing with the zombie.
Climb: 1d20 - 5 ⇒ (3) - 5 = -2 oh dear...
Damage: 2d6 ⇒ (5, 4) = 9
Reflex Jing Hao DC15: 1d20 + 2 ⇒ (11) + 2 = 13
Greenwillow is looking on and decides the time is good to come down. She tries to gracefully descend, but gets her feet mingled with the rope. She comes down hard atop Jing Hao, who can just keep standing.
Initiative
Etune
Vraxam
Korvan 11/22 hp
- - -
Blue Skeleton -7 hp
- - -
Volar - 19/20 hp
Jing Hao - 3/12 hp
Greenwillow - prone 1/10 hp
Smiler
Smiler: I know your claws do bludgeoning damage, they still do not manage to bypass it's DR

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Falchion: 1d20 + 6 ⇒ (19) + 6 = 25...DMG: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Crit?: 1d20 + 6 ⇒ (15) + 6 = 21...DMG: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Korvan runs up and puts all his might behind his sword swing to attack the zombie...

GMG |

For the second time this day the falchion's steel hisses as it comes into contact with the long-dead bones from a skeleton!
Out of combat, now would be a good time to heal...

GMG |

Time: 1d6 + 4 ⇒ (2) + 4 = 6
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.
The floating rock you are on is slowly approaching the adamantine shell, and will crash into it in a matter of seconds!
The next part is a series of skill challenges. To move through as quickly as possible I present the entire challenge underneath
1 Identify a good place to scramble of your floating rock as it connects
One roll: Knowledge (engineering), Perception, or Survival
2 Time the moment when you scramble into one of the tunnels traversing the adamantine shell
One roll: Acrobatics or Climb check or a Reflex Save
3a Navigate the twisting passages found within the adamantine core
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.
3b Navigate more of the twisting passages
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.
3c Navigate the final stretch of twisting passages
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.
For the rolls in part 3 I will take the highest roll as leader

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"I took some wounds but I am glad everyone made it down."
1 Perception to ID a good place: 1d20 + 12 ⇒ (12) + 12 = 24
2 Acrobatics to scramble: 1d20 + 5 ⇒ (3) + 5 = 8
3a Survival to Navigate the passages: 1d20 + 7 ⇒ (4) + 7 = 11
3b Survival to Navigate the passages: 1d20 + 7 ⇒ (19) + 7 = 26
3c Survival to Navigate the passages: 1d20 + 7 ⇒ (7) + 7 = 14
those could have been better

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"Well struck Korvan. That blade of yours strikes like it was enchanted!"
Survival to find a place to scramble up: 1d20 + 8 ⇒ (16) + 8 = 24
Climb up tot he tunnels: 1d20 + 5 ⇒ (10) + 5 = 15
Survival to navigate the passages (a): 1d20 + 8 ⇒ (19) + 8 = 27
Survival to navigate the passages (b): 1d20 + 8 ⇒ (20) + 8 = 28
Survival to navigate the passages (c): 1d20 + 8 ⇒ (18) + 8 = 26
Wow! Volar's sense of direction is amazing right now!

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"Well placed Korva! You and Jing look a tad...bloody. Perhaps one of them heal sticks would be a good idea before we continue?"
1) Perception: 1d20 ⇒ 18
2) Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
3a) Survival: 1d20 - 2 ⇒ (19) - 2 = 17
3b) Survival: 1d20 - 2 ⇒ (11) - 2 = 9
3c) Survival: 1d20 - 2 ⇒ (6) - 2 = 4

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"I've got a healing stick, too, if someone wants to patch up our wounded!" Etune pulls that out if it is not already in use by someone, and also pulls out her Wayfinder to help navigate the place.
1: Identify Good place to scramble off floating rock.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
2: Time the moment when you scramble into one of the tunnels.
Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15
3a: Navigate twisting passages found within tunnels
Survival(Assist Volar)(+1 to avoid becoming lost if that's the
specifc roll, instead of -1): 1d20 - 1 ⇒ (14) - 1 = 13
3b: Navigate more of the twisting passages
Survival(Assist Volar)(+1 to avoid becoming lost if that's the
specifc roll, instead of -1): 1d20 - 1 ⇒ (17) - 1 = 16
3c: Navigate the final stretch of the twisting passages
Survival(Assist Volar)(+1 to avoid becoming lost if that's the specifc roll, instead of -1): 1d20 - 1 ⇒ (12) - 1 = 11
Difference in 'avoiding becoming lost' modifer is due to Wayfinder

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Since Greenwillow was the one to land on him, he expects her to make it right, though he does have a healing stick for her to use, he just needs her to activate it.
1. Perception 1d20 + 1 ⇒ (7) + 1 = 8
2. Climb 1d20 + 6 ⇒ (12) + 6 = 18
3a. Survival 1d20 + 0 ⇒ (2) + 0 = 2
3b. Survival 1d20 + 0 ⇒ (4) + 0 = 4
3c. Survival 1d20 + 0 ⇒ (6) + 0 = 6

GMG |

Healing
Korvan 11 damage: 3*CLW: 3d8 + 3 ⇒ (1, 4, 3) + 3 = 11
Volar 2 damage 1*CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Jing Hao 9 damage 1*CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Greenwillow 9 damage 3*CLW: 3d8 + 3 ⇒ (1, 4, 7) + 3 = 15
Making the jump
Greenwillow Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Greenwillow damage: 1d6 ⇒ 6
Korvan damage: 1d6 ⇒ 4
Greenwillow 6 damage: 2*CLW: 2d8 + 2 ⇒ (3, 7) + 2 = 12
Korvan 4 damage: 2*CLW: 2d8 + 2 ⇒ (1, 7) + 2 = 10
Total 10 charges used. I assume two are from the potions you have, so that leaves 8 charges to be distributed.
The party heals up and study where best to exit their floating rock. Korvan and Volar point towards the same point on the floating rock "If we stand just there we should have an easy time getting into that adamantine sphere!"
Volar is the first to jump, followed by Smiler and the two halflings. Jing Hao is next and also easily makes the jump. Greenwillow is hesitating and Korvan urges her to move quick as the floating rock is about to connect with the adamantine sphere. Finally she makes the jump, but the best moment has passed. The others have already moved a bit inside and Korvan and Greenwillow jump safely, to be pelted with debris coming from their floating rock.
Again the team take a bit of time to heal up and Volar takes the lead, he leads the team expertly through the winding tunnels. Etune notices that his mage armor winks out of his assistance, it must have been an hour since he put it up.
Well done team!

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Etune pokes herself with her wand once more while complimenting the rest of the team on their keen sense of direction and trailspersonship.
She doesn't want to be caught having to do that at the start of another fight.
"Are we there yet?" she inquires with a playful tone.

GMG |

Etune, I assume you immediately applied Mage Armor when it ran out at 02:19
A heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side.
The polyhydron hovers within a series of concentric arcane circles, each a rune-carved solid ring of gemstone; red ruby, white diamond, green emerald, blue sapphire and purple amethyst.
The polyhdron must be the inner prison that holds the captive entity! Now you 'just' need to find a way to open it...
This part is done in phases. In each phase you can do one thing:
disclaimer: some skills might have easier DCs then others
Phase 1
Etune
Vraxam
Korvan
Volar
Jing Hao
Greenwillow
Smiler
Party needs to distribute 8 charges of CLW wand