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I am unable to move my Token on my phone! I currently have a movement speed of 50, so I wasn't super worried about how far away she was.

miteke |

You can get next to her if you eat an AoO from the zombie which I'm certain you would gleefully do. Since the sorceress has reach and a shocking grasp active, would she get an AoO if Tho moves up next to her? That might give you pause. In any case I did move you up to 2 spaces from her pending review of the AoO or whether you just say to hell with it - advance!

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Yes, I would get both of those AoOs I'm not super worried about the zombie, but the caster will most likely hit.
That being said, Every character has a weakness. Head me up right next to her! Once more into the breach!

miteke |

I figured you would :)
AoO Zombie, slam +4 (1d6+3)
To Hit: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9, or not with that whiff.
AoO Sorceress, +3 for metal armor
To Hit: 1d20 + 5 + 3 ⇒ (20) + 5 + 3 = 28
Damage: 3d6 ⇒ (2, 1, 2) = 5
Crit confirm: 1d20 + 5 + 3 ⇒ (7) + 5 + 3 = 15
Damage: 3d6 ⇒ (1, 5, 2) = 8
*zortch*
Tho just took 13 points of damage and actually feels pretty good about it. Still standing after 6d6 damage - oh yea!
"I told you! I told you not to do this. I'm going to fry ALL of you!"

miteke |

Zombie is immune to the Flare Burst
Fort ST for Sorceress: 1d20 + 2 ⇒ (6) + 2 = 8
Zombie attacks Tho, because he is closest to the gate. It gets two slam attacks.
To Hit: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
To Hit: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Double whiff. I'm thinking Tho would rather fight 5 zombies than one sorceress with shocking grasp.
bold may go:
Theron
Kubburum (-6)
Thokzazt (-13)
Erlathan
Selethe
Marock (shield of faith active)
Zombie (-5)

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Theron barks sharp words at the sorceress, aiming to unsettle her.
"That's right missy, we took down everything upstairs, and we'll take down you as well."
Intimidate to demoralize: 1d20 + 6 ⇒ (13) + 6 = 19
10 + #HD + wis modifier.
"Forward girl, and attack."
He points slightly further ahead, and the roc moves 5 feet and continues to attack the zombie.
Claw, flank: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 71d4 + 1 ⇒ (3) + 1 = 4
Claw, flank: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 161d4 + 1 ⇒ (2) + 1 = 3
Bite, flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d6 + 1 ⇒ (6) + 1 = 7

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8 points. Electricity resist 5!

miteke |

5+3+7=12. Guess how many HP the zombie has - 12
The zombie thuds to the ground leaving the way open to the Sorceress.
"That was uncalled for. Stay away!"
She looks a bit shaken and backs off (5' step), then pulls out a wand and lets loose with a color spray targeting the roc and Tho. YOu get an AoO if you have reach.
DC 11 Will save or suffer the consequences! Gotta love those level one attack wands put together by Mickey Mouse the apprentice!
You notice that her wounds start knitting back together. Also remember that the stairs are difficult terrain so no 5' steps onto them.
bold may go:
Theron
Kubburum (-3)
Thokzazt (-13 or is it -16?)
Erlathan
Selethe
Marock (shield of faith active)
Zombie (dead again)

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Wands don't provoke! Linking in the Thread!
Will Save: 1d20 + 3 ⇒ (13) + 3 = 16
After his... Shocking assault and blinking off the colorful blast, Thokzazt glares at the woman, and laughs softly.
"The quickest way to cripple your foes is to hit them where it hurts the most. Let's see how you react to your Precious Gate being disabled?"
With a swift few steps (provoking as usual) Thokzazt wedges himself between the woman and the canister, swinging his mace as he walks.
Attack (Canister?): 1d20 + 6 ⇒ (4) + 6 = 10
Damage (Canister?): 1d8 + 4 ⇒ (1) + 4 = 5

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While the group moves to engage the woman, Marock moves slightly west, reloads his crossbow, and fires another bolt at the woman.
(Free action) 5' adjustment west, (Move action) reload the crossbow, (Standard action) fire a bolt at the woman.
(Attack) Lt. Crossbow: 1d20 + 1 ⇒ (6) + 1 = 7
(Damage) Lt. Crossbow: 1d8 ⇒ 7

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Selethe moves across the chamber and sends her spear winging at the canister.
attack with Wis: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d8 + 4 ⇒ (3) + 4 = 7

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Erlathan draws his trusty wand and lobs a magic missile at the sorceress.
MM: 1d4 + 1 ⇒ (4) + 1 = 5

miteke |

Tho defiantly walks past the sorceress (though not too close to that dangerous looking gate) and plants a sound one on the canister... and bounces. Selethe is also able to smack it with her flying spear but it also bounces. But the attacks do enrage the sorceress and she recovers her courage.
"I needed more zombies anyway metal man."
Erlathan finally gets into the action and is the ONLY one of the four to land a blow. But only thanks to Theron who deprived her of her shield spell.
bold may go:
Theron
Kubburum (-8)
Thokzazt (-11)
Erlathan
Selethe
Marock (shield of faith active)

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"Yeah? Guess what, you ain't getting anymore."
"Hold, girl.", Theron gestures the roc to wait for a moment.
He bares his teeth in a grin, as he makes a quick gesture towards his companion.
"Beak enchantment coming up!"
Acid Maw
The beak of the roc glows faintly green, and Theron moves south.
"Attack her."
The roc moves 5 feet closer.
Claw: 1d20 + 3 ⇒ (19) + 3 = 22Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 3 ⇒ (18) + 3 = 21Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 + 3 ⇒ (16) + 3 = 19Dmg, extra acid: 1d6 + 1 + 1d4 ⇒ (1) + 1 + (3) = 5
The bird does a good job, it seems?
She takes an extra 1d4 ⇒ 4 acid dmg on her turn, if 19 hits.

miteke |

She looks pretty wobbly and on the verge of collapsing when her wounds start knitting together, but even as they do the acid eats into the wounds just a teensie bit faster than the wounds heal and she collapses without another word. But it is obvious that the healing is ongoing and it is only a matter of time before she regains consciousness.
A ghostly whisper clouds your thoughts for a moment and then seem to pass on towards the gate, calling for aid.
We are out of combat for now.

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The roc's acid maw lasts 2 minutes in total.
"She's a fast healer? Okay, how about me and the spear lady keep watch on her, while the others keep destroying that cylinder or remove these tendrils from her?"

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If I can pull the canister out like a battery, I want to give that a shot. If not, I'm going to try and crunch it.
Sliding his Heavy Shield off his arm, Thokzazt reaches for the canister on the archway. Right before grabbing the canister, he thinks for a moment, and clangs his armored palms together.
"Asmodeus! Grant me a guardian to aid this world from delving into chaos!"
Opening his palms, a tiny spectral imp pops into existence, and looks to him for Instructions.
"Protect me from harm Little one."
Casting Shield. my AC -technically- goes up by 2. Because 26 AC is reasonable at level 2.
With that, Thokzazt resumes trying to pull the canister off of the arch.
Strength Check: 1d20 + 4 ⇒ (15) + 4 = 19

miteke |

Just had to go outside the box, didn't you :)
I guess that's why you always need a GM or it might as well be a video game. I'm going to make this a DC 25 strength check with aids allowed. do you have a crowbar by any chance? I'll give you a juicy +4 bonus if you have a crowbar!
Anyone have the heal skill? You are going to need this if you are to accurately gauge where she's at HP wise. Though you do know that she was conscious until the acid overwhelmed her healing and the acid only did a few points of damage. You can guess that she's going to need at least one poke or she's waking in a few seconds.

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*Holds up a crowbar*
Aid in str: 1d20 + 1 ⇒ (17) + 1 = 18
"If anyone needs it, there's a crowbar strapped on my left shoulder."

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Selethe says, "You keep an eye on her. Let me help pull this cylinder down."
strength aid another: 1d20 + 4 ⇒ (1) + 4 = 5
Lol or not.

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"Well done!" says Selethe enthusiastically. "I just couldn't get a good grip on it."
sense motive: 1d20 + 4 ⇒ (8) + 4 = 12

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I have a pretty good idea of where she is at. Deathwatch and all that.
Knowledge (Arcana): 1d20 + 8 ⇒ (3) + 8 = 11

miteke |

Forgot about that Deathwatch. It's nice to see a niche ability like that be useful. Then between all of you, you can make sure she stays at the threshold of waking. I think We'll forgo the rolling-of-many-dice routine.
So far you have no idea whether she is still possessed or not. Nothing has changed about her countenance or body language that you can tell. Then again, she IS out cold.

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Just getting a recap here. Was the canaster just removed, or destroyed? The woman's current condition is unconscious, healing, and not dead? Is she still attached to the gate?
"If we are worried about this woman coming conscious, we should bind and gag her. That way she will not be able to cause any further problems."

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Marock will head back and retrieve enough rope from the previous room to bind the woman. Once she is bound, he will remove anything that looks like it is attaching her to the gate.
While looking over at Thokzazt, Marock shouts, "Does that canister have anything to do with closing the gate?"

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"I think we need to destroy it."
Can I coup de grace the canister? Do I need to roll?
After destroying the canister, Selethe will help Marock free the woman from the umbilicals if needed.

miteke |

You detach her from the gate mean severing the umbilical. as you do so you find that her regeneration slows down until it stops altogether.
As for crunching the canister, you have the firepower if you have the time, which you now do. Selethe sets to with vigor and crunches the canister. When she is done she realizes that her badly mistreated spear is in need of some tender blacksmith's attention.
But, again, you have no idea whether Ms. Blakros is free of the possession so you tie her up.
Time to spend charges on a CLW or bring her upstairs and have someone else pay for the honors.

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Eh, I have charges. I'd be willing to spend enough to get her conscious and communicable. Also to get me to full. Did we want to kick open the box on the way out? Don't want to leave whatever trap that she set for some Lowly Guard. Also, I'm going to need help taking off my armor to get up the rope.

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Erlathan watches as Marock binds the woman, then stomps over and taps her with his wand of infernal healing. "She doesn't seem so threatening now, does she? Let's see what she has to say."

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Cool! Thanks for running the game and thanks for playing everyone! Are we still on for the next scenario after this?

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Thanks for running. For a 1st attempt it went good. ;)
Have you acquired a taste now?
Theron looks in surprise, as the bizarre portal twists and closes.
"Did..did you see that just now? This is the strangest thing i've seen in a while. Frankly, i prefer the outdoors to indoors, but this solidifies my preferences."
The roc looks left and right, after which he pets her over the head.

miteke |

When Imrizade wakes, she looks around in confusion for a bit and then stats simply, "Oh my. Not a dream."
When she recovers her wits she relates this story...
Thousands of years ago, in Absalom’s early years, a mad astrologer and wizard named Ralzeros the Overwatched became obsessed with studying the distant worlds beyond Golarion’s skies. Bargaining with strange and otherworldly patrons for knowledge and power, Ralzeros learned of an age-old magical portal buried beneath Absalom called the Gate of Beyond, a doorway to the Dark Tapestry, the lightless void between the stars. After locating the portal, Ralzeros erected a basalt keep and observatory over it, concealing the Gate in secret chambers beneath the stronghold. Eventually, Ralzeros disappeared, and knowledge of the Gate of Beyond vanished with him. His mansion lay abandoned for long years, and the hidden portal fell into disuse. Centuries later, the eccentric and immensely wealthy Blakros family purchased the abandoned building, first to use as a villa, and later as a museum for the family’s huge collection of antiquities and curios from across Golarion. Many of these articles were gifted to the family as dowries or acquired by the family’s adventuring daughters, and are displayed in the museum’s exhibit halls. Twenty years ago Imrizade was playing in the museum’s basement archives when she stumbled upon a secret trapdoor. Investigating the hidden chamber below, Imrizade found the Gate of Beyond. Although the portal was broken and inactive after long centuries of neglect, it somehow connected with her, insinuating strange whispers in her, then young, mind. In due time, however, she forgot the incident entirely. Recently she discovered the strange metal cylinder inscribed with peculiar hieroglyphs while exploring a forgotten Osirian tomb. The canister was indescribably ancient, older even than the tomb in which it lay. In fact, it dated back to a time in Golarion’s distant past, when the Gate of Beyond was originally constructed. Sealed within the container for tens of thousands of years was the preserved brain and ghostly consciousness of the sorcerer Kubburum Ishme-dagan who used her link to the gate to somehow posess her. Once in control of Imrizade, Kubburum brought her back to Absalom and the dormant portal beneath the Blakros Museum. Unable to resist the sorcerer, Imrizade began working to reactivate the Gate of Beyond. While she has thus far been unable to fully open the portal to the Dark Tapestry, there were leakages from the planet Aucturn, the farthest planet in Golarion’s solar system.
With the ancient aberrant sorcerer Kubburum Ishme-dagan destroyed, the Gate of Beyond is demolished and Imrizade is freed from his control. She still retains her aberrant bloodline, however, (and is plagued afterward by strange dreams of nightmare vistas and bizarre beings from the Dark Tapestry). The PCs earn the gratitude of Nigel Aldain, the powerful Blakros family, and Imrizade herself, who happily turns over the Osirian artifacts she collected, and grants the Pathfinder Society unrestricted access to the Blakros family archives.
The Pathfinder Society eagerly studies and archives the information the PCs acquired about the Gate of Beyond.