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I need more. My normal Strength is 12.
Do you rely on Strength to be efficient? We may need some charges later, and with only 7 charges total in the wand, I can't afford to bring everyone back to full. The essential part for now is for everyone to be back on their feet and ready to explore this place.

GM.Kashka |

Amongst the thugs and Drollis, you find 3 potions of cure moderate wounds, 4 potions of invisibility, a potion of mage armor, 50 +1 shurikens, belt of dex +2, ring of protection +1, Shock amulet of mighty fists, and a pouch of 16 sigil wafers.
Having experienced the ritual, and easily making the requisite check, Nel and company put together the heart of the ritual. The chalice permanently drains the participant of an ability, while also siphoning off a piece of their soul.
Consuming your sigil wafer restores your soul fragment and the ability immediately. However, consuming another person's wafer consumes their soul fragment and empowers you with their ability.
It is an evil act to consume a sigil wafer not your own, but grants a lasting +2 profane bonus to an ability of your choice.
Party conditions
Nel -7 str damage
Nadil -5 str damage
Dr. Zephyrus -8 str damage

GM.Kashka |

Everyone ate their own sigil wafer during the ceremony, except the unconcious patron.

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Do you rely on Strength to be efficient? We may need some charges later, and with only 7 charges total in the wand, I can't afford to bring everyone back to full. The essential part for now is for everyone to be back on their feet and ready to explore this place.
I need it for my non-Bomb attacks, which I use plenty often, but if you only have 7 charges, I suppose that's different.

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Groaning Nel pushes himself up and looks around, staring at the unconscious patron and frozen tableaux that was once Drollis he chuckles softly at the sorceror's handiwork.
"Well, that was pleasantly unpleasant I am sure. Now this ritual here, it is a thing of elegant deceit. Stripping away the very nature of a person and trapping it within the Crackers here. Eating yours gave your own back, though without it you miss a piece of your soul."
Ruffling through the sack, he runs the wafers through his hands, examining each.
"Each here contains the innate power of another, gained through deceit I imagine. Ahh well."
With a shrug, the Inquisitive Investigator pops a wafer upon his tonge and lets it dissolve.
He then draws forth a wand and activates it, restoring his strength a little.
UMD, Inspiration: 1d20 + 13 + 1d8 ⇒ (6) + 13 + (2) = 21
lesser restoration: 1d4 ⇒ 1
UMD, Inspiration: 1d20 + 13 + 1d8 ⇒ (7) + 13 + (6) = 26
lesser restoration: 1d4 ⇒ 3

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Nadil shrugs and eats a wafer.

GM.Kashka |

You know in character you are consuming a fragment of another's soul that can never be retrieved once devoured.

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Well, that just ain't right. I can eat a bunch of stuff but eatin' a soul is diff'rent! Are ya sure its safe and all?
August is LN so he would eat it if somehow convinced it was part of the process of completing the mission. If left to his own decision he'll only eat his own.

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Nel shrugs to Autumnwind's question, feeling the odd sensation as the wafer dissolves. Swigging it down with a mouthful of water he answers the dwarf in his usual deadpan manner.
"Safety is relative, from what I can deduce it will not cause lasting harm to yourself but a cultist has lost a part of themselves. You do not have to take part August, simply eating your own should leave you without lasting harm."

GM.Kashka |

Shandor carefully picks a wafer.
As Shandor looks at the wafers, he sees one that still glistens a little from fresh ink. He pulls it out and realizes it belong to the unconcious patron slumped on the table.
does Dr. Zephyrus consume a wafer?
Party conditions
Nel -3 str damage
Nadil -5 str damage
Dr. Zephyrus -8 str damage

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Having a hard time deciding.
By "lasting," are we talking "permanent?" Does it go away in an anti-magic field or anything like that?

GM.Kashka |

You don't know - you don't think it it is magic based... but its also not permanent.

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Dr. Vitruvian ponders a wafer and the power it could offer him and his cause for a painfully extended period of time, but eventually his pride as a physician gets the better of him and he does not eat it.

GM.Kashka |

4 party members consume a wafer, and the pouch of wafers is carefully stored away.
Searching the first room, the party finds a small office with a man at the table.. gagged and chained to the desk. a single parchment rests on the table.
A brief discussion reveals him to be Gelwin, Miss Feather's contact. The cult apparently captured him and put him to work making documents for free. he is there mostly for faction missions
the next room... tangle of blankets and foul-looking sheets adorns a plainlooking bed here. There is a small wardrobe and a footlocker at the end of the bed. The room reeks of body odor, cheap perfume, formaldehyde, and ever so slightly of rot.
nothing of real interest in the bedroom.
The party opens the back door revealing an alley way with large piles of garbage blocking both ends. The party easily sees the tracks that show foot traffic goes directly between the two buildings.
Between the icy prison duration, discussion over the ritual, and finding Gelwin, 20 minutes has passed

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So, we goin' thataway I'm guessin'? August seems to refer to the tracks going between the buildings.

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Carefully going over every lock and with a steady eye and and even steadier hand, Nel spends very little effort on the bound man, ignoring him as he goes through the ledgers and paperwork stored here, pocketing anything that might be useful for the society or for his own pursuits. Leading to the back door he examines the tracks for a moment before moving his attention to the opposite building.
If there is a door opposite, Nel will check it for alarms and magic, before working his way to the lock and seeking to diable it.
Perception, heroism, Heightened awareness: 1d20 + 18 + 1d8 + 2 + 2 ⇒ (7) + 18 + (1) + 2 + 2 = 30 +3 vs Traps
Detect Magic, Spellcraft if necesary: 1d20 + 15 + 1d8 + 2 ⇒ (8) + 15 + (4) + 2 = 29
Disable device: 1d20 + 19 + 1d8 + 2 ⇒ (12) + 19 + (6) + 2 = 39
Before entering I will drink an extract if see invisibility

GM.Kashka |

Nel finds no traps, easily unlocks the door and opens it..
This room appears to be a sort of waiting area. A harsh, bright light pulsates near the ceiling, casting the occupants of the room in an eerie blue light. A dozen people lounge here, many lying on couches or slumped in uncomfortable-looking chairs.
Pallid skin, dry mouths, and unblinking eyes make several appear lifeless. The most ambitious of the waiting occupants lifts an arm briefly as if to gesture, but the arm collapses back down and her head lolls to one side as if the effort sapped all her remaining strength.
Nel: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
August: 1d20 + 5 ⇒ (13) + 5 = 18
Dr. Zephyrus: 1d20 + 4 ⇒ (11) + 4 = 15
Huritt: 1d20 + 0 ⇒ (18) + 0 = 18
Nadil: 1d20 + 3 ⇒ (16) + 3 = 19
Eidolon: 1d20 + 3 ⇒ (19) + 3 = 22
Shandor: 1d20 + 13 ⇒ (1) + 13 = 14
Riddy: 1d20 + 3 ⇒ (2) + 3 = 5
GM1: 1d20 + 13 ⇒ (19) + 13 = 32
Party Conditions
Initiative Surprise Round Bold May Act
Wisps
Eidolon
Nel -3 str
Nadil-5 str
Huritt
August
Dr Zephyrus-8 str
Shandor
Riddy
edit - adding Shandor's kn:. Please add your spells to your tagline

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Shandor waits for Nel to finish inspecting the lock and doorframe, and casts protective spells before the Pathfinders enter the door.
Casting shield and mirror image Images: 1d4 + 3 ⇒ (4) + 3 = 7.

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Knowledge dungeoneering: 1d20 + 17 + 2 + 2 + 1d8 ⇒ (19) + 17 + 2 + 2 + (5) = 45 Defenses, followed by special attacks, followed by senses
"Wisps, there and there!" Nel hisses as he scans the room with his extract empowered eyes, pointing out their general direction too those who cannot see. Darting into the room, Nel draws his Rapier and holds the enchanted blade ready in case of attack. Eyeing the creature he makes sure he knows all of its flaws.
Swift action to study the wisp, I have highlighted it in red
Parry, Mutagen, Heroism: 1d20 + 13 + 2 + 2 ⇒ (7) + 13 + 2 + 2 = 24 + 3 if it is red
Riposte, Mutagen, Heroism: 1d20 + 13 + 2 + 2 ⇒ (9) + 13 + 2 + 2 = 26 + 3 if it is red for Magic, Mithral, damage: 1d8 + 6 + 2 ⇒ (7) + 6 + 2 = 15 + 3 if it is red

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The sorcerer grits his teeth. "Invisible pests," he groans. Focusing his thoughts, he moves into the room, taking cover behind a couch and weaves a spell. Immediately, a shower of golden particle materializes around the southernmost wisp, sticking to it and revealing it.
Casting glitterdust, Will DC 20 to save against the blinding effect. Orange pattern on the map.

GM.Kashka |

You know these are greater war wisps.
Immune to Electicity and Magic Spells with SR, except magic missile
Natural Invisibility
Electrified - if hit with natural weapons or melee weapons with steel they shock the user.
They can transform into lightning bolts as a standard action... that staggers if not avoided
Their melee attacks deal electiricity damage
Nadil, Shandor and Nel see one of the will o wisps appear under a shimmer of glitter. Orange is visible
will save: 1d20 + 13 ⇒ (8) + 13 = 21
Nel sees the Wisp in front of him disappear, and the entire party sees a lightning bolt rip through the doorways...
Lightning Form: 10d6 ⇒ (4, 2, 3, 6, 3, 6, 4, 2, 2, 3) = 35
Which only the Eidolon deftly avoids...
Nel, heroism: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Dr. Zephyrus: 1d20 + 13 ⇒ (4) + 13 = 17
Huritt: 1d20 + 5 ⇒ (8) + 5 = 13
Eidolon: 1d20 + 8 ⇒ (19) + 8 = 27 evasion
Riddy: 1d20 + 7 ⇒ (10) + 7 = 17 improved evasion
You see the orange wisp hover away from everyone. While the green flies above Shandor and attacks him from above
Slam: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37
images 1 is you: 1d8 ⇒ 5
but hits a mirror image
Party Conditions
Initiative Round 1 Bold May Act
Wisps Orange visible
Nel -3 str, -23hp after temp, staggered
Nadil -5 str
Eidolon
Huritt -35hp, staggered
August
Dr Zephyrus -8 str , -35hp, staggered
Shandor
Riddy -17hp, staggered

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"Restless spirits! Destroy them quickly!"
Putting arcane force behind his words, Nadil weaves an incantation and bolsters the movements of his allies before sprinting into the next room.
Casting Haste (hitting Nadil, the eidolon, August, Dr Zephyrus, Huritt and Riddywipple) and moving into the room with the druggies.

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Shaitan springs into action and follows Nadil into the room.
Tumbling the last 5 ft if it can't move diagonally around the stairs. Acrobatics: 1d20 + 20 ⇒ (17) + 20 = 37
Once in place, it slashes the wisp.
Attack (haste, flanking): 1d20 + 15 + 1 + 2 ⇒ (15) + 15 + 1 + 2 = 33
Damage: 1d8 + 6 ⇒ (2) + 6 = 8 + Electricity damage: 1d6 ⇒ 1

GM.Kashka |

The Eidolon hits it for some damage... and almost gets a nasty shock for his efforts electrified: 3d6 ⇒ (6, 3, 1) = 10 reflex for half: 1d20 + 8 ⇒ (13) + 8 = 21 evasion for none
Party Conditions
Haste (Nadil, the eidolon, August, Dr Zephyrus, Huritt and Riddywipple)
Initiative Round 1 Bold May Act
Wisps Orange -8hp, visible
Nel -3 str, -16hp after temp, staggered
Nadil -5 str
Eidolon
Huritt -35hp, staggered
August
Dr Zephyrus -8 str , -35hp, staggered
Shandor
Riddy -17hp, staggered

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Huritt blows into his hands as if warming them, then releases a cloudy puff of breath that floats toward August before expanding to fill most of both rooms. Once his position is obscured by the mist, Huritt steps away from the door.
Everyone except Shandor, green and the eidolon can attempt two DC 26 Will saves to disbelieve the widened fog cloud.
Standard Cast persistent minor image (DC 26 Will)
Free 5-ft. step
Temporary HP (Huritt): 2d10 + 11 ⇒ (10, 1) + 11 = 22
Temporary HP (Riddywipple): 2d10 + 11 ⇒ (8, 1) + 11 = 20

GM.Kashka |

Orange: 1d20 + 13 ⇒ (9) + 13 = 22
Orange: 1d20 + 13 ⇒ (3) + 13 = 16
red: 1d20 + 13 ⇒ (13) + 13 = 26
red: 1d20 + 13 ⇒ (1) + 13 = 14
I believe riddy also needs to save
Party Conditions
Fog Cloud
Haste (Nadil, the eidolon, August, Dr Zephyrus, Huritt and Riddywipple)
Initiative Round 1 Bold May Act
Wisps Orange -8hp, visible
Nel -3 str, -16hp after temp, staggered
Nadil -5 str
Eidolon
Huritt -13hp after temp hp
August
Dr Zephyrus -8 str , -35hp, staggered
Shandor
Riddy +3 temp hp, staggered

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@GM: Between repeated exposure and his Spellcraft modifier, I generally assume Riddy knows all of Huritt's spells. Of course, that's not in the rules at all, so I have no objections if you want Riddy to roll for everything. Also, I updated his taglines. Sorry, I forgot to do them earlier.

GM.Kashka |

i meant the will saves
Edit: so this is another area where illusion gets clunky. to grant the +4 to saves, the communicator must have already made the save. Since Huritt automatically saves against his own illusion, he grants Riddy the +4 via telepathic communication. But if Riddy still fails, he can't grant the +4 to others.
It doesn't necessarily make sense.... he can know for a fact it is an illusion but not disbelieve. So i tend to grant a +2 circumstance bonus if spellcraft is made to identify an illusion was cast. I will also grant this same +2 circumstance to will save to everyone Riddy tells an illusion was cast - which is superceded by the +4 if he does succesfully disbelieve.
let me know if this does not make sense

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i meant the will saves
I just went back and checked our pre-game discussion about illusions. I forgot that identification with Spellcraft was the one point where you and I differed. I count identification as an auto-save in my games.
And apparently I haven't updated Riddywipple since buying the robe of arcane heritage, so am going through his stat block now.
Edit: Yup, that all makes sense. Works for me.

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Spellcraft: 1d20 + 1d8 + 2 + 15 ⇒ (19) + (1) + 2 + 15 = 37
Will save, Inspiration for Unfailing logic,heroism: 1d20 + 14 + 2 + 2 ⇒ (17) + 14 + 2 + 2 = 35
Seeing right through the crowd, Nel exhales through laboured breath as he calls out to his allies.
"War wisps! They strike with lightning and their bodies channel up our own blows! Most spells will not land but Magic Missile will!"
Stepping out of line with his studied Wisp, Nel grabs an extract from his bandolier and quickly drains its contents, sealing some of the lightning's burns.
5' step, drink an extract of cure light
Clw: 1d8 + 5 ⇒ (7) + 5 = 12

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Seeing that one of the wisps is onto him, Shandor prefers to apply another layer of magical protection. He focuses his thoughts to cast the spell... and disappears!
Concentration DC 23: 1d20 + 18 ⇒ (8) + 18 = 26
Casting greater invisibility defensively, then moving away.

GM.Kashka |

If identifying the spell auto-disbelieved... a high spellcraft enemy would disbelieve on a much easier roll than your actual DC.
So on a 7+11+4=22 (huritt does grant +4 to him).. Riddy failed.
Nel disbelieves the illusion.
Riddy tells everyone the fog isn't real, it's an illusion.. but his voice wavers as if he isn't sure... everyone gets +2 circumstance on the will saves, not the +4
Party Conditions
Fog Cloud
Haste (Nadil, the eidolon, August, Dr Zephyrus, Huritt and Riddywipple)
Initiative Round 1 Bold May Act
Wisps Orange -8hp, visible
Nel -3 str, -4hp
Nadil -5 str
Eidolon
Huritt -13hp after temp hp
August
Dr Zephyrus -8 str , -35hp, staggered
Shandor
Riddy +3 temp hp, staggered

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Personally, I think disbelieving an illusion of fog just lets you know it isn't real fog, it shouldn't let you see through it any better, the image is still there....
I spend 1 round of Spontaneous Healing.
Will save, circumstance bonus: 1d20 + 6 ⇒ (13) + 6 = 19
Will save, circumstance bonus: 1d20 + 6 ⇒ (18) + 6 = 24
Dr. Vitruvian gingerly takes out and opens a small jar of red, nut-like capsules, which begin smoking languidly upon exposure to air, and puts them next to his explosives supply for expedient reach.
I have prepared a targeted bomb admixture.

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Since Riddy can't see through the mist, it'll be harder to locate everyone. Noise will be a rough guide, so how about if he's able to find people, but everything takes twice as much movment?
Humph! He could have just said he doesn't have any candy. I hate humans who don't carry candy! Riddywipple draws a sheet of parchment from Huritt's pack.

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Will, with bonus vs spells: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13 Like that matters.
OK, so what's the effect here? I can't see the enemies? If so, August was taken out of the fight.

GM.Kashka |

its a fog cloud if you failed so you can see 5 feet.

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If you'll forgive some kibitzing, Huritt, I don't think that was a particularly good idea....

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Since August can't see more than 5' he'll simply walk toward the last know position of the orange wisp until he either runs into something or finds a target.
Assuming I can move full speed with Haste and run into the orange wisp, August will then try to take a swing at the creature!
Miss Chance, high is always good: 1d100 ⇒ 10
August swings at something that obviously wasn't there.
You can retcon me if I assumed things incorrectly. If I had to move half speed I'd double move to the last known spot of orange.

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Retcon:
Dr. Vitruvian withdraws a slender vial of opaque pale blue liquid and drinks it.
cure light wounds: 1d8 + 5 ⇒ (1) + 5 = 6

GM.Kashka |

Fog Cloud does not blind you, so you can move full speed.
As August moves with a purpose through the fog cloud... he unknowlingly springs a trap! A gout of divine fire erupts in the cloud engulfing the wisp, Nadil, the Eidolon and August.
August, dwarf, haste: 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 24
Nadil, haste: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Eidolon, haste: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
1/2 fire, 1/2 divine: 13d6 ⇒ (2, 2, 5, 1, 3, 4, 4, 1, 2, 3, 1, 3, 6) = 37
August nimbly avoids some of the damage... while Nadil is not so lucky.
August misses due to the cloud... new illusion save
August Will, dwarf: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 and curses the oppressive cloud.
The orange Wisp takes its attacks on the Eidolon
Shock touch: 1d20 + 21 ⇒ (7) + 21 = 28
miss chance, high you die: 1d100 ⇒ 2 and misses...
new illusion saves: 1d20 + 13 ⇒ (15) + 13 = 28
persistent... illusion saves: 1d20 + 13 ⇒ (14) + 13 = 27 and he disbelieves!
Shock touch: 1d20 + 16 ⇒ (18) + 16 = 34
electric damage: 3d8 ⇒ (6, 4, 4) = 14
Shock touch: 1d20 + 11 ⇒ (14) + 11 = 25
electric damage: 3d8 ⇒ (2, 5, 2) = 9
no longer impeded by the figment... the Wisp gets a couple shocking touches into the Eidolon and floats away from August... and a deep voice in Aklo is heard..
The Green Wisp looks hard at the fog... move actions...
new illusion saves: 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 36
persistent... illusion saves: 1d20 + 13 + 4 ⇒ (4) + 13 + 4 = 21 but does not disbelieve.. He then floats towards the other building looking for a target...
The red wisp follows Dr Zephyrus and full attacks him.
Shock touch, invis: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33
miss chance, high you die: 1d100 ⇒ 75 and hits
electricity damage: 3d8 ⇒ (4, 3, 4) = 11
new illusion saves: 1d20 + 13 + 4 ⇒ (15) + 13 + 4 = 32
persistent... illusion saves: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18 but does not disbelieve
Shock touch, invis: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
miss chance, high you die: 1d100 ⇒ 17 but misses
Shock touch, invis: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
miss chance, high you die: 1d100 ⇒ 35 and hits
electricity damage: 3d8 ⇒ (4, 3, 4) = 11 dropping him unconcious.. unless i am missing a see invis from the alchemist
Riddy and Huritt hear the shocks, the cry and the thud of their ally falling...
Party Conditions
Fog Cloud Disbelieved: Nel, Huritt, Orange Wisp
Haste (Nadil, the eidolon, August, Dr Zephyrus, Huritt and Riddywipple)
Initiative Round 2 Bold May Act
Wisps Orange -8hp, visible
Nel -3 str, -4hp, see invis, heroism
Nadil -37hp, -5 str
Eidolon -60hp
Huritt -13hp
August -18hp
Dr Zephyrus -8 str , -51hp, unconcious, bleeding
Shandor greater invis, see invis, heroism
Riddy +3 temp hp

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Cursing under his breath, Nel rolls his eyes at Riddywipple's telepathy and responds back in a loud voice.
"Please shield us or else there will be no-one to buy candy for you. Should we walk from this I will buy you treats myself/"
With that said he dashes forwards towards the other building and the collapsed alchemist and sorcerer. Switching his focus to the slightly green Wisp, he lunges forwards with his Rapier, seeking to disperse the thing.
Swift action to Study Green
Attack vs Green, Study, Heroism, Mutagen: 1d20 + 13 + 3 + 2 + 2 ⇒ (15) + 13 + 3 + 2 + 2 = 35 for Mithril, Magic Damage: 1d6 + 6 + 3 + 2 ⇒ (3) + 6 + 3 + 2 = 14
Vs Reflex save to avoid shock: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Parry: 1d20 + 13 + 2 + 2 ⇒ (16) + 13 + 2 + 2 = 33 +3 vs Green
Riposte: 1d20 + 13 + 2 + 2 ⇒ (17) + 13 + 2 + 2 = 34 +3 vs Green
Damage: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11 +3 vs Green

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How am I unconscious? I only count 22 damage from that, putting me at 18/48.

GM.Kashka |

35 damage from round one... 6 healing from CLW to 29 down... 22 more from round 2 is 51 down.. -3/48.