
|  Anduris Kreel | 
 
	
 
                
                
              
            
            Not sure why the application of Flesh mend didn't stop the bleed from occurring in subsequent rounds but I guess I need to heal myself again.
Anduris feels his life ebbing away and again heals himself using a cure light wounds spell.
CLW: 1d8 + 4 ⇒ (7) + 4 = 11

|  Graxzos Glyphkeeper | 
 
	
 
                
                
              
            
            Graxzos, shaking himself out of a daze as the sudden shift in gravity disorients him, clambers out of the flooded pool and swings his ax at the mist!
Attack (flanking)!: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Damage: 1d10 + 2 ⇒ (6) + 2 = 8
I don't seem to be able to move my token on the map, but Grax is moving 5' due east. Apologies for the delay!
Move: 5' east
Free: quick draw ax
Standard: Attack!

|  Darvan Moll | 
 
	
 
                
                
              
            
            Moved Graxzos
Darvan realizes that he won't be able to cross the water - he will be much too slow given his armor and lack of skill - so he opts to change his form. His body quickly melts and flows into a new shape, that of a constrictor snake. He then swiftly slithers across the water to end up near the mist.
Standard action: Wild shape to snake, constrictor
Move action: As indicated on map

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            1d4 + 1 ⇒ (4) + 1 = 5
Amelia keeps fireing charges from her Magic Missile wand into the mist, knowing that is the most effective thing she can do at this point. "It can't last much longer under this assault.. Keep up the pressure!" she encourages her team.

| GM Hmm | 
 
	
 
                
                
              
            
            ★ - OVERSEER ANNOUNCEMENT - ★
The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play!

|  GM Granta | 
 
	
 
                
                
              
            
            @Graxzos: Sorry about that, I probably forgot to move the white boxes to the back, so that the tokens are on top.
@Anduris: I think Gayel read your flesh mend ability as a heal check rather than as magical healing. You should indeed be at full and not bleeding. You may retcon the round 4 action if desired.
Round 4-5
Effects none
Gravity normal (2/?)
Terrain flooded squares (white boxes, deep bog)
- Red - 4 damage
 
- Yellow -  
 
- Hamith - -3 Constitution
 
- Anibal -  
 
- Darvan -  
 
- Sahba -  
 
- -----Round 5-----
 
- Graxzos -  
 
- Amelia -  
 
- Anduris - -3 Constitution
Hamith, Anibal and Graxzos don't respond quickly enough to the increased gravity, as their attacks fall short of the target. Darvan morphs into a large snake, then slithers up to the fight. Amelia's magic strikes true though.
Fortunately, the mist also moves sluggishly in the suddenly strong gravity, and fails to even touch Graxos.
Everybody is up.

|  Hamith | 
 
	
 
                
                
              
            
            Hamith chops at the mist yet again. Frustration begins to show in his face, his voice.
"Die infernal creature!"
Standard Action
Attack!
+1 Greatsword, power attack: 1d20 + 5 ⇒ (5) + 5 = 10
DMG (magic, slashing): 2d6 + 10 ⇒ (4, 2) + 10 = 16
-Posted with Wayfinder

|  Anduris Kreel | 
 
	
 
                
                
              
            
            thanks for letting me recon the last action.
Anduris recovers slightly following the healing he was able to do for himself. He moves into action to strike down the deadly foe.
That was none to nice O'ya. Let see if ye like some O' that back at ya!
Anduris makes his move through the water to position himself to attack the vampiric mist.
swim check: 1d20 + 1 ⇒ (1) + 1 = 2
If that works
slashing attack with the magic bastard sword: 1d20 + 7 ⇒ (5) + 7 = 122d8 + 7 ⇒ (7, 2) + 7 = 16
 or not

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            Gritting her teeth, Amelia reaches within herself and begins a magical chant. She points her finger at the mist, releasing the magic with a commanding cry! A searing ray of flame stretches forth from her finger, weaves through the combatants, and strikes for the mist!
Ranged touch: 1d20 + 4 ⇒ (19) + 4 = 23
 Fire Dmg: 4d6 ⇒ (4, 5, 5, 6) = 20
Scorching Ray

|  Anibal Ibarr | 
 
	
 
                
                
              
            
            Seeing that arrows are no good, Anibal goes for a different approach. He attempts to break the creature's spirit.
Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26
"You can see it is pointless. We will overcome you, eventually. Perhaps giving up might save your hide.", he speaks to the creature with a cold, calculated voice.
Standard: Demoralise
Move: Half-speed through difficult terrain

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            lol, Yea I was pretty surprised when I hit submit and that popped up!!
Amelia spares a distracted nod to the dwarf. Maybe a half smile. Hard to tell in this light.

|  GM Granta | 
 
	
 
                
                
              
            
            - Hamith - -3 Constitution
 
- Anduris - -3 Constitution
Amelia's lance of fire catches the mist full-on, evaporating much of its essence with a high-pitched hiss, then Graxzos finishes off the wounded monster with his axe.
Heal up, if anybody can cast lesser restoration. I'm double checking which path we should take, then will post the next encounter later tonight.

|  GM Granta | 
 
	
 
                
                
              
            
            You enter an expansive cavern with several other tunnels leading into it. In the middle swings an enormous block of ice bound in chains, hanging from the icicle-covered ceiling. Hundreds of figures are flash-frozen within, caught in a moment of horror and agony. At the front of the inanimate crowd stands a regally clad giant who stares ahead defiantly.
From the giant's regalia, you suspect that she is Shahzada Zhaleh Setat, the rebel leader whom you were told about earlier. As you start to approach the iceberg, the cold becomes painful, warning you of imminent frostbite.
The block hangs just a few feet off the ground, but is 70 ft. high. Working on the chains requires you to reach the top, or the ice can be attacked from ground level. Anybody close to the block will take cold damage every round.
There's no obstacles or enemies here, so go ahead and post several rounds of actions.

|  Anibal Ibarr | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            After the mist dissipates, Anibal makes mental a note to not piss off Amelia, and picks up his glowing pebble. He concentrates again and the rock starts glowing more, as if its fading power was restored.
"Everyone doing okay?", he asks, reaching for the wand on his belt. He sets his sight on Hamith and Anduris "You guys look a little pale. Feeling alright?"
Later:
Entering the room with the ice block, he moves closer, and feels the chill taking over as he approaches the ice block. He extends a hand towards the ice, takes a step forward, and immediately retracts the hand with a grimace.
"That's no good. This thing is too cold to touch. Will we try to light a fire underneath? I have some alchemical stuff with me that we might use...", he taps the vials strapped to his bandolier.

|  Hamith | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Hamith says to Anibal, silently cursing himself, "I feel a bit off. Does anyone have a way to magically treat this? I don't believe I bought any scrolls for this occasion."
Not sure if anyone has lesser restoration, but thought I'd ask. Forgot to buy a couple for Hamith.
Later in the room with the ice block, Hamith remarks at the massive block of ice. "I have a vial of my own. Can anyone else produce fire? We can try one first and see what effect it has on the ice and then if that doesn't work, we can try the chains."
He pulls out a rope and grappling arrow and shows it to the others to signal his backup plan.
So first, throw a vial of alchemist's fire at the block to see what effect it has. If that doesn't work, climb up with rope and grappling arrow, healing himself if needed along the way, and then attack the chains.

|  Darvan Moll | 
 
	
 
                
                
              
            
            Darvan takes a moment, loads a bullet into his sling, and lets it fly at the ice.
Testing the waters, so to speak...
Attack (Sling): 1d20 + 6 ⇒ (16) + 6 = 22
Damage (Sling): 1d4 + 4 ⇒ (4) + 4 = 8

|  Anduris Kreel | 
 
	
 
                
                
              
            
            "Well I have a spell I can cast on someone if it would help to make ya climb like a spider if'n that may be O'help. I also have a magical chain that I can use to get ahold up a tha top O'that thing if that would be O'help as well."

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            Gm: Amelia has a wand of endure elements. Does this cold go beyond what that can cover? I don't think that the spell we accepted at the beginning of the game was ever named, was that maybe endure elements?If it could help, She will tap anyone that wishes.
"I don't have anything that can help you, Hamith, I am sorry.." Amelia says as the man deals with the after affects of the fight.
Amelia strides into the room, looking about at the puzzle before them and considering her options. "Well, we can try to break the ice from here.." she says as she watches Darvans attempt. "Or we can find a way to lower the chains first so that those poor souls don't come crashing to the ground from way up there. I have a wand that might help out.. but I don't know if it will be effective." She pulls a wand from her pack and holds it up for the others to see. "Shall we give this a try first?"

|  Hamith | 
 
	
 
                
                
              
            
            Hamith tosses the alchemist's fire at the ice as a test case.
Alchemist's Fire: 1d20 + 5 ⇒ (12) + 5 = 17
DMG, fire: 1d6 ⇒ 4

|  Darvan Moll | 
 
	
 
                
                
              
            
            Darvan nods to Anduris. "Either one would be helpful; it seems our best bet would be to break the chains at the top. Anyone here that has adamantine, or otherwise large and damaging, weapons should get up there fastest. I can create a shillelagh if needed, and will have my wand to heal anyone that requires it."
Darvan will climb Anduris' chain (unless his shillelagh has the best chance of breaking the chain).
I'm assuming DC 5...
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (6) + 8 - 3 - 5 = 6 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (5) + 8 - 3 - 5 = 5 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (6) + 8 - 3 - 5 = 6 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (2) + 8 - 3 - 5 = 2
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (17) + 8 - 3 - 5 = 17 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (13) + 8 - 3 - 5 = 13 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (19) + 8 - 3 - 5 = 19 (+10')
Climb (ACP, Accelerated Climbing): 1d20 + 8 - 3 - 5 ⇒ (6) + 8 - 3 - 5 = 6 (+10')

|  Hamith | 
 
	
 
                
                
              
            
            If the alchemist's fire does well against the ice, melting a large portion of it, Hamith will ask that anyone else that has a source of fire use it.
Otherwise, his turns follow as below.
Hamith will say to Anduris, "Yes, my friend. The chain would be helpful, as would the spider climb. My greatsword would do well against the chains I think, as would your sword."
Will roll several climb checks to get up using Anduris's chain, then attack checks on the chain holding the ice. If Anduris casts spider climb on Hamith, disregard climb checks. If Hamith can take 10 on climb checks, he will do so for the 7 rounds it takes to get to the top.
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (7) - 5 + 2 = 4
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (20) - 5 + 2 = 17
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (16) - 5 + 2 = 13
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (1) - 5 + 2 = -2
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (20) - 5 + 2 = 17
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (16) - 5 + 2 = 13
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (8) - 5 + 2 = 5
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (2) - 5 + 2 = -1
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (2) - 5 + 2 = -1
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (9) - 5 + 2 = 6
Climb, ACP, str: 1d20 - 5 + 2 ⇒ (12) - 5 + 2 = 9
If Hamith goes below 20 hp he will heal himself with his wand of CLW from his spring-loaded wrist sheath before moving on.
wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
If Hamith goes below 15 hp, he will use Lay on Hands on himself as a swift action.
Lay on Hands: 2d6 + 4 ⇒ (6, 2) + 4 = 12
Lay on Hands: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Lay on Hands: 2d6 + 4 ⇒ (3, 6) + 4 = 13
At the top, Hamith will line up his shots, automatically hitting with melee attacks.
DMG (magic, slashing): 2d6 + 10 ⇒ (1, 3) + 10 = 14
DMG (magic, slashing): 2d6 + 10 ⇒ (3, 6) + 10 = 19
DMG (magic, slashing): 2d6 + 10 ⇒ (5, 6) + 10 = 21
DMG (magic, slashing): 2d6 + 10 ⇒ (6, 4) + 10 = 20
DMG (magic, slashing): 2d6 + 10 ⇒ (5, 4) + 10 = 19
DMG (magic, slashing): 2d6 + 10 ⇒ (1, 3) + 10 = 14
DMG (magic, slashing): 2d6 + 10 ⇒ (6, 5) + 10 = 21

|  Anibal Ibarr | 
 
	
 
                
                
              
            
            After Darvan and Hamith climb up, Anibal shouts at them: "You folks have any rope? Toss it down and I'll give you some alchemical stuff.
If they lower any rope, Anibal takes off his scarf and ties it up to make a makeshift bag. He puts the vials from his bandolier into the bundle and secures it to the rope.
3 vials of alchemist fire and 3 vials of acid. I assume the chains end up in the ice. If this is te case:
"Warm up the end of the chains with the alchemist fire. If that fails, we can try to dissolve the chain with the acid."
Anibal will try to toss the vials towards the top of the ice block so that Darvan or hamith can catch them.
BAB + 1, DEX + 2, 3 range increments - 6
Toss Acid: 1d20 - 3 ⇒ (7) - 3 = 4
Toss Acid: 1d20 - 3 ⇒ (12) - 3 = 9
Toss Acid: 1d20 - 3 ⇒ (11) - 3 = 8
Toss Fire: 1d20 - 3 ⇒ (20) - 3 = 17
Toss Fire: 1d20 - 3 ⇒ (8) - 3 = 5
Toss Fire: 1d20 - 3 ⇒ (6) - 3 = 3
Oh my, these rolls. No restoration wands or scrolls on me, sorry.

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            As the others go to work on the chains and on the ice block from above, Amelia considers the problem and takes a different tack. She looks over at Graxzos and says "Would you mind staying here with me for a bit? I don't want to be the only one down here if this all goes badly!" Satisfied she will be well guarded, she holds a ruby ring up for a moment and grimaces. "I have a feeling that I will regret this, but its the best I have for right now." she mutters before pressing the ring to her forehead. A brief flash of light from within the ruby bespeaks the rings true purpose before she lowers her hand and immediately goes into a brief trance of spellcasting. Finishing, she points her fingers to one of the chains encasing the block of ice and releases the power.
Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 4d6 ⇒ (6, 6, 4, 6) = 22
Using Arcane Bond to cast Scorching Ray at the nearest chain.
Barring any of this having any effect, we can always start a fire between our torches, alchemical stuff, and other burnables..

|  GM Granta | 
 
	
 
                
                
              
            
            Alchemist's fires expended: Hamith (1), Anibal (1)
Anibal: 1d6 ⇒ 6
Anibal Follow-up: 1d6 ⇒ 1
Hamith's first flask has a clear, quick effect. It weakens several square feet of ice enough that one of the creatures frozen inside is able to unclench its fist. With that seeming to work well, everyone backs away from the supernatural chill and waits while Anibal lobs another flask at the same spot.
Once the napalm burns out, the creature is able to free its entire arm and start wriggling its torso. A minute later, the ice cracks and sheds several creature-sized icebergs. Two of the frozen prisoners manage to escape and begin rubbing their limbs to warm up.
Over the next few minutes, they free a couple more creatures, who free others, and the process quickly snowballs. Of course, they free their leader first, and she is most grateful to the Pathfinders, but completely convinced that the fight is helpless.
"Thank you, most graciously. Thank you. Please, we must escape now, while we can. Once they are free, my subjects will help you return home."
Convincing her to fight beside the Society instead requires a Diplomacy, Knowledge (history) or Perform (oratory) check--using inspired speeches or tales of the Society's noteworthy accomplishments.

|  Darvan Moll | 
 
	
 
                
                
              
            
            Diplomacy (Aid Another): 1d20 - 1 ⇒ (12) - 1 = 11
Darvan does what he can to help another of the group influence the leader opinion of the worthiness of the fight. "While the mountain might sometimes feel insurmountable, it is the support of those around us that makes it possible."

|  Hamith | 
 
	
 
                
                
              
            
            Hamith steps forward and beseeches the leader before they begin preparations to leave.
He says, "Please, the Society needs your help. With your aid, we will be able to finish this. Your people view you as a leader. Would they wish to flee, or stand strong and finish this threat once and for all so that no other future generation may bear this burden? Please."
Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24

|  Anibal Ibarr | 
 
	
 
                
                
              
            
            Anibal looks at Hamith and then at the rebel leader freeing her subjects, and hearing Hamith speak, he tries a different approach.
Diplomacy, Aid Hamith: 1d20 + 8 ⇒ (6) + 8 = 14
"If you run now, you will leave your allies behind. Not us, but your own people. The Pathfinders did find some of them, and set them free. They are coordinating to drive the enemy back. Together. If you don't want to help us, help your friends, at least. We might give you the edge. Or vice versa."

|  Anduris Kreel | 
 
	
 
                
                
              
            
            Anduris shoulders up to Anibal. Not wishing to ruin the good work Hamith and Anibal are doing he doesn't try any diplomasizing but agrees to what they have started.
"Yea, What he said...and he....what they said."

|  GM Granta | 
 
	
 
                
                
              
            
            "It is true, not all of my people would be able to escape, and those left behind would surely suffer extra for our freedom. Perhaps together, our forces can succeed."
Zhaleh's body begins to glow brightly, "Please, allow me to grant you one wish as thanks, and in preparation for the coming battle."
Zhaleh is offering a wish spell. Your choices are health (restore to full hit points, remove all conditions), armaments (magic weapons or armor totaling 20,000 gp), or wrath (makes the next encounter much easier).

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            Amelia watches in awe as the various creatures break free from their prison. Gleefully, she claps her hands and then rushes in to help anyone looking like they may need a hand before turning to where the others are convincing Zhaleh to join the group efforts of the ongoing fight. Once the offer is made, she turns her head left and right, evaluating her team as she considers the offer.
GM: Did that all go off before I used my arcane object/cast Scorching Ray or is that still expended?

|  Anduris Kreel | 
 
	
 
                
                
              
            
            "Though we might be weakened I don't mind a little wrath be'en sent their way".

| 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!

| GM Hmm | 
 
	
 
                
                
              
            
            We're moving on to Part III now. You can still negotiate your wish in Flex-Time spoilers, but you guys are now following wherever Sorrina leads you!

|  GM Granta | 
 
	
 
                
                
              
            
            @Amelia: It makes sense to me that you would have waited to see how the alchemist's fire worked before using a more valuable resource, so you still have your bonded spell.
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 hanges from a rope. "If we can cling on before it travels out of reach, it should carry us 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 agents begin rapelling down to the crude platform.
Your choices are to hitch a ride on the floating island or fly the whole way, which would require 10 minutes with a 60 ft. fly speed.
The island is currently 15 ft. below you, and there are knotted ropes hanging down to it. Also, you are under duress, so no taking 10. There are enemies on the rock, but we won't know which ones until you decide on the wish.

|  Graxzos Glyphkeeper | 
 
	
 
                
                
              
            
            Graxzos stares after the Master of Spells as she swarms down the rope. "Now tha' be a woman after me own 'eart," he says with a chuckle. "C'mon! Less'n anyone has any way o' flyin' over there...but I prefer t'keep m'feet on th'ground!"
Assuming that no one has a group fly spell...
Graxzos seizes a rope and swarms down it toward the platform.
Climb: 1d20 + 6 ⇒ (6) + 6 = 12

|  Hamith | 
 
	
 
                
                
              
            
            Hamith says, "I have no way to fly, so it looks like we're the ground assault."
He takes the rope and begins to lower himself down.
Climb: 1d20 - 3 ⇒ (3) - 3 = 0 Wee!

|  /Amelia Rose/ | 
 
	
 
                
                
              
            
            Thanks, GM!
Amelia hitches up her robes and spits on her hands, giving the rope and waiting rock an appraising glance before taking her turn.
Climb: 1d20 + 1 ⇒ (1) + 1 = 2
Climb check to prevent falling?: 1d20 + 1 ⇒ (5) + 1 = 6
With a heartfelt "SQUEEEEEEEEEE" the animated wizardess follows Hamith on an accelerated path that looks to end in a rather painful stop..

|  Anibal Ibarr | 
 
	
 
                
                
              
            
            Never thought I'd hear the Wilhelm in my head while reading a play-by-post. Hearthy chuckles were had.
As for the wish, if the folks with ability damage want that healed, let's go for it. I am fairly confident we can take any tier-appropriate opposition when the opportunity presents itself.
"Flying is not my thing, either. Let's stay grounded, shall we?"
Seeing that some of the pathfinders opted for a rather hasty approach, he attempts to catch his companions, if possible.
REF Hamith: 1d20 + 5 ⇒ (6) + 5 = 11
STR Hamith: 1d20 + 2 ⇒ (14) + 2 = 16
REF Amelia: 1d20 + 5 ⇒ (6) + 5 = 11
STR Amelia: 1d20 + 2 ⇒ (7) + 2 = 9
Anibal grabs one of the ropes and starts his descent towards the floating rock.
Climb: 1d20 + 6 ⇒ (12) + 6 = 18

|  Anduris Kreel | 
 
	
 
                
                
              
            
            "Ahh well this should be inter'esten".
Anduris checks to make sure he isn't missing anything and grabs the rope to begin lowering himself down.
climb: 1d20 + 4 ⇒ (10) + 4 = 14

|  Darvan Moll | 
 
	
 
                
                
              
            
            Darvan makes his way down the rope, then orders Sahba to leap down.
Climb (ACP): 1d20 + 8 - 3 ⇒ (10) + 8 - 3 = 15
Climb (ACP): 1d20 + 8 - 3 ⇒ (4) + 8 - 3 = 9
Handle Animal (Come trick (or push, if needed)): 1d20 + 6 ⇒ (19) + 6 = 25

|  GM Granta | 
 
	
 
                
                
              
            
            Wrath it is.
Once you've descended to the battleground, place yourself in one of the squares that the black line passes through. And the enemies are waiting for you, so descending is your round 1 action.
Initiative (Anduris): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Initiative (Anibal): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Initiative (Darvan): 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Initiative (Graxzos): 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Initiative (Hamith): 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Initiative (GM): 1d20 + 3 ⇒ (8) + 3 = 11
Hamith: 2d6 ⇒ (2, 2) = 4
Sahba: 1d6 ⇒ 1
Graxzos, Amelia, Anduris, and Anibal all begin climbing down the rope, while Hamith falls with a painful clank. Darvan and Sahba are the only ones who make it the whole way down.
Dozens of rotting humanoids mill about the rock, but only two seem focused on you.
Graxzos, Anduris, Hamith, Anibal, and Sahba all have a standard action remaining. Darvan, Sahba and Hamith have made it down, but Hamith is prone. He and Sahba have taken a little bit of damage.

|  GM Granta | 
 
	
 
                
                
              
            
            For every 5 that you beat the DC by, choose one question from this list
For every 5 that you beat the DC by, choose one question from this list

|  Sahba | 
 
	
 
                
                
              
            
            If we could wrap an "attack" into the above Handle Animal check (I forgot there were enemies on the rock), then Sahba will do so...
Sahba lunges for the nearest of the creatures, talons slashing at its flesh.
Standard action: Attack blue
Attack (Talon): 1d20 + 7 ⇒ (20) + 7 = 27
Damage (Talon): 1d6 + 1 ⇒ (5) + 1 = 6
Critical Confirm (Talon): 1d20 + 7 ⇒ (12) + 7 = 19
Critical Damage (Talon): 1d6 + 1 ⇒ (2) + 1 = 3

|  Graxzos Glyphkeeper | 
 
	
 
                
                
              
            
            Derp, I forgot Climb was 1/4 speed.
Graxzos yelps as more than one of his companions plunges through the air next to him. "Watch where yer fallin'!!" He continues to clamber confidently down the rope.
Climb (accelerated): 1d20 + 6 ⇒ (9) + 6 = 15

|  Anduris Kreel | 
 
	
 
                
                
              
            
            "Ehh? Oi, I thought I was down there already."
climb: 1d20 + 4 ⇒ (20) + 4 = 24
climb: 1d20 + 4 ⇒ (3) + 4 = 7
 
	
 
     
    