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The DC for the charm is 27 with a +5 bonus if they are being threatened or attacked by my apparent allies(I guess Quinn kind of is). As far as the opposed charisma check, even with a nat 20 Quinn can not win. So as long as he does not roll a 16 on the die or higher on his will save he should be good to go.

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I forgot Hedra is under a Haste spell, so she had a second attack with her blade against Quinn.
Longsword (haste): 1d20 - 3 + 1 + 1 ⇒ (14) - 3 + 1 + 1 = 131d8 - 1 ⇒ (4) - 1 = 3
GM is the creature chaotic ?

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Either way, Ghostbane Dirge isn't going off this round. I'll either be charmed or retaliating against whoever attacked me last. Ah well.
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
Yup, totally charmed here. So unless Madison says "kill the thingy", no ghostbane dirge. Or I may just swing at it with magicy scimitar.

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You would treat me as your trusted friend and ally, if you would NORMALY cast Ghost Bane Dirge to protect your friend then that is what you would do. If you want an order to make it official ill give you one. ;)
Free Action
Quinn help us take out that ghost thing.
Opposed Charisma to make Quinn do something he may not normally not do for a close friend: 1d20 + 14 ⇒ (14) + 14 = 28

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The Hound Archons in the room can attack it too right?

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Mr. Madison charms Quinn and successfully commands him to cast the ghostbane dirge. I don't think Quinn can beat that opposed charisma check.
Will Save: 1d20 + 12 ⇒ (6) + 12 = 18
The allip seems to quickly reverse time and try to resist the dirge once again.
Will Save: 1d20 + 12 ⇒ (17) + 12 = 29
He then throws his head back as if he was laughing (although he doesn't laugh as just more babbling comes out), then attempts to cast defensively a spell defensively, attempting to surround Hedra with a depressing aura of words.
Cast Defensively: 1d20 + 20 ⇒ (16) + 20 = 36 or Cast Defensively: 1d20 + 20 ⇒ (10) + 20 = 30 (pick the lowest)
The hound archons see an opportunity to run in, but the babbling starts to get to them. (I hadn't rolled for them since they weren't relevant before, but suddenly they've become relevant.)
Square Archon: 1d20 + 6 ⇒ (2) + 6 = 8
Circle Archon: 1d20 + 6 ⇒ (5) + 6 = 11
Diamond Archon: 1d20 + 6 ⇒ (14) + 6 = 20
Hedra - 4 damage
Mr. Madison - 2 Wis damage and 9 damage
Quinn - 17 damage
Square Allip - 22 damage and in the wall.
Algar - 9 damage
Kargoth - 25 damage
Grimnir - 1 Wis damage plus 18 damage
Current Effects
Aid on the party - 55 rounds remaining
Divine Favor on Algar - 4 rounds remaining
Haste on the party - 2 rounds remaining
Confusion - Algar, Kargoth, Mr. Madison, Quinn - in 6th round
Borrow Fortune on the allip - 1 round remaining

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Grimnir moves up behind Hedra and attack the Allip.. "Get out of the way you blabbering idiots!" Switching from AC judgement to Damage one and using destructive smite..
Attack: 1d20 + 21 ⇒ (19) + 21 = 40
Damage: 4d6 + 22 ⇒ (6, 5, 6, 3) + 22 = 42

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Seeing Algar attack himself, Mr. Madison will try to counter compel him.
Algar we are your companions pointing to the party help us and harm those who would do us harm, but do not violate your morals.
DC 31 suggestion DC 33 if it is a very reasonable suggestion (I believe it is but it is up to Algar if his character would view it as very reasonable).
opposed charisma check vs Allip for control: 1d20 + 14 ⇒ (18) + 14 = 32.

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Aroden, what have done ! I must punish myself for it
Hedra hit herself with Gamin
Damages: 1d8 - 1 ⇒ (2) - 1 = 1
I'm so wrong, please, pardon me Aroden !
Gamin wasn't understanding what's going on and said worried
Please Hedra's ! Stop it ! It's not your fault ! I assure you !
While Eye approcha Hedra and cast a spell on her. Protection from chaos
Do. Not. Worry. Gamin. She. Is. Just. Under. The. Effect. Of. A. Spell. She. Will. Recover. Soon.

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With regards to being under two confusions, under Magic in the CRB "Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."
At this point I think it is irrelevant though unless the Allip can beat the opposed charisma check. The second spell may give him two rolls though... still don't think he can beat it.

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Quinn is nothing if not persistent, charmed or not. So he casts Ghostbane Dirge yet again. 2 remaining
Also, Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16, which is not enough to identify what is giving those blasted rerolls!

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Algar punches himself in his confusion!
Kargoth punches himself in his confusion!
Grimnir hits, making some of the purple mist of the allip's body disappear. As usual, it doesn't seem to do full damage. You know, the usual incorporeal shenanigans.
Hedra hits herself in her remorse. The Eye protects her.
Mr. Madison suggests that Algar helps the party. Yeah - our charisma is good, but not that good.
Quinn seems determined to get this ghostbane dirge off.
Will Save: 1d20 + 12 ⇒ (5) + 12 = 17 or Will Save: 1d20 + 12 ⇒ (15) + 12 = 27 Use the lowest.
Once again, the allip seems to quickly reverse time and try to resist the dirge as if his previous attempt had never happened.
Also, new thing I learned today - it appears that I can borrow fortune while the previous borrow fortune duration is running out.
Will Save: 1d20 + 12 ⇒ (15) + 12 = 27 or Will Save: 1d20 + 12 ⇒ (17) + 12 = 29 Use the lowest.
For a moment, the allips pauses its speech as its cheeks appear to expand. Then, it expels a black ball from its mouth which lands in the center of the party and explodes in a big cacaphony of speech. That was cast defensively, but we can't fail the concentration check. I'll need everyone to make a Fortitude save. Well, everyone but Gamin and the eye. *grumbles about construct traits some more*
The hound archons continue to babble. (The burst was on the lower-right corner of Grimnir's square, so I didn't get any of the archons.)
Hedra - 4 damage
Mr. Madison - 2 Wis damage and 9 damage
Quinn - 17 damage
Square Allip - 43 damage
Algar - 31 damage
Kargoth - 37 damage
Grimnir - 1 Wis damage plus 18 damage
Current Effects
Aid on the party - 54 rounds remaining
Divine Favor on Algar - 3 rounds remaining
Haste on the party - 1 rounds remaining
Confusion - Algar, Kargoth, Mr. Madison, Quinn - in 7th round
Borrow Fortune on the allip - 1 round remaining
Edit: helps if I put damage on enemies...

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Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Looks like Hedra and Kargoth will be forced into attacking the Allip next round due to the attack and confusion. I am just guessing but this is probably what Kargoth was hoping to do anyway. Hedra may have better options then to swing Gamin, who is probably worried for her anyways. I am going to attempt to bring Hedra back next.
Hedra we are your companions pointing to the party again, help us and hinder those who would do us harm, but do not violate your morals.
DC 31 or 33 will save based on whether you consider that to be a very reasonable suggestion.
opposed charisma check against the allip: 1d20 + 14 ⇒ (11) + 14 = 25 come on use that re roll ability again ;)

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Charisma check in case we need it. (and by in case, I mean we will since DC 31/33 is ridiculous. I'd complain, but I have no right to since I also play a kitsune enchanter).
Charisma Check: 1d20 + 6 ⇒ (15) + 6 = 21 or Charisma Check: 1d20 + 6 ⇒ (20) + 6 = 26 take the lower.
And nope, saving our immediate action for when Quinn tries to ghostbane dirge me again. :p

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@Mr. Madison : Hedra is not under the allip confusion, but under terrible remorse. I suggest you don't use your spell on Hedra
Hedra try to resist from the big BANG the creature create.
Fort. Save DC17 (With Gamin's Help): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
But she failed and drop Gamin at its great confusion
Hedra ! Don't do that ! Fight ! You could do it ! said Gamin
Hedra's mind tried to recover from the terrible remorse she's in.
Will DC20: 1d20 + 8 ⇒ (4) + 8 = 12
But again, her remorse was greater than her will. But stunned, she can't hurt herself this time.

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Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11 to know the spell Hedra was effected by.
Well it looked like you where under confusion... I had not been looking under spoilers that did not apply. At least this will allow you to maintain your free will for the rest of our adventure.

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@Hedra Per PFS rules I can not attack a fellow PC when not under compulsion to do so if that player does not want me to "attack" them. Hedra has invalidated herself as a target. If the GM concures I will treat it as a wasted action.
@Algar my compulsion overpowered the Allip's compulsion via opposed charisma check. As long as you accept my targeting you with that "attack" you will comply with my suggestion. Which was basically to help the party and harm our enemies, freeing you to basically act as you please within those guidelines. If you don't accept my targeting of you, you will remain confused. If you accept my targeting you, any future attempts to compel you will have to succeed at an opposed charisma check against me.

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Grimnir swings his sword 3 times at the Allip..
Attack 1: 1d20 + 23 ⇒ (10) + 23 = 33 No PA since im missing to much..
Attack 2: 1d20 + 23 ⇒ (11) + 23 = 34
Attack Haste: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 4d6 + 12 ⇒ (1, 5, 1, 2) + 12 = 21
Damage: 4d6 + 12 ⇒ (5, 2, 1, 3) + 12 = 23
Damage: 4d6 + 12 ⇒ (3, 3, 3, 1) + 12 = 22
Ha! Well that paid off..

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So do you have to roll each of the two rolls from the first Borrowed Fortune twice because of the second?
Fort+: 1d20 + 4 + 4 ⇒ (5) + 4 + 4 = 13 Wah waaahhh
Tired of his spell not taking effect even with the detriments put to the allip, Quinn steps forward and strikes with his scimitar.
Scimitar: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Wah waaahhh again...
Move to draw, five foot step, standard to whiff. Otherwise I'd do a little dance.

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Algar will 5 ft step (if possible and attack the Allip)
PA Club: 1d20 + 14 + 4 + 1 + 1 - 2 ⇒ (8) + 14 + 4 + 1 + 1 - 2 = 261d6 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
PA Club: 1d20 + 9 + 4 + 1 + 1 - 2 ⇒ (2) + 9 + 4 + 1 + 1 - 2 = 151d6 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15
PA Club Hasted: 1d20 + 14 + 4 + 1 + 1 - 2 ⇒ (12) + 14 + 4 + 1 + 1 - 2 = 301d6 + 6 + 4 + 2 ⇒ (1) + 6 + 4 + 2 = 13

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Algar swings his club at the allip a bunch of times, but only some of which seem to pierce the incorporeal creature. The 1st and 3rd are hits, the 2nd is a miss.
Kargoth can't force his way around, so he babbles.
Grimnir swings his sword and hits 3 times. The allip is starting to fade away...
Mr. Madison gains control of Algar. Yeah, sounds like a wasted action at this point.
Hedra and Quinn look on, stunned.
The allip sinks down into the ground.
Haste is now gone.
Hedra - 8 damage
Mr. Madison - 2 Wis damage and 11 damage
Quinn - 21 damage
Square Allip - 64 damage and in the floor
Algar - 33 damage
Kargoth - 37 damage
Grimnir - 1 Wis damage plus 20 damage
Current Effects
Aid on the party - 53 rounds remaining
Divine Favor on Algar - 2 rounds remaining
Confusion - Algar, Kargoth, Mr. Madison, Quinn - in 8th round

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Hedra recovered from her stunning state and tried to retake her composure.
Will DC20: 1d20 + 8 ⇒ (10) + 8 = 18
But again grief and shame took over
Aroden ! I'm so sorry ! I want to die !
Harm herself: 1d8 - 1 ⇒ (6) - 1 = 5
Gamin tried to help her I'm here Hedra ! Take me ! I will help you ! Hedra !
Eye help Hedra to defend herself
Aid Another (+2AC) DC10: 1d20 + 7 ⇒ (11) + 7 = 18

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The allip sank into the ground so we are waiting for him to come back.
Kargoth is the only one still being effected by his confusion(3 of us also have it but have been successfully compelled to ignore it.)
Kargoth, unable to attack the Allip will babble incoherently, basically we are stuck waiting for it to come out, unless we want to heal. I guess I will.
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 on Algar

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Grimnir awaits the Allip's return with a readied attack.. If it doesn't happen soon he'll move to listen on the last unopened door..
Perc: 1d20 + 22 ⇒ (4) + 22 = 26

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Everyone waits in anticipation for the allip to reveal itself again. Soon enough it does, appearing on the other side of the hound archons as he out of the ground and sends another tendril of negative energy at everyone in the room except Kargoth.
SR vs. Square: 1d20 + 10 ⇒ (6) + 10 = 16, Square Will vs. inflict: 1d20 + 6 ⇒ (6) + 6 = 12, Square fascination save: 1d20 + 6 ⇒ (8) + 6 = 14
SR vs. Circle: 1d20 + 10 ⇒ (5) + 10 = 15, Circle Will vs. inflict: 1d20 + 6 ⇒ (20) + 6 = 26, Circle fascination save: 1d20 + 6 ⇒ (15) + 6 = 21
SR vs. Diamond: 1d20 + 10 ⇒ (10) + 10 = 20, Diamond Will vs. inflict: 1d20 + 6 ⇒ (19) + 6 = 25, Diamond fascination save: 1d20 + 6 ⇒ (4) + 6 = 10
The circle archon will give a dirty look to Mr. Madison before full attacking the allip.
Attack: 1d20 + 13 ⇒ (10) + 13 = 23 for Damage: 2d6 + 15 ⇒ (6, 3) + 15 = 24
Attack: 1d20 + 8 ⇒ (6) + 8 = 14 for Damage: 2d6 + 15 ⇒ (6, 1) + 15 = 22
Attack: 1d20 + 3 ⇒ (7) + 3 = 10 for Damage: 2d6 + 15 ⇒ (3, 5) + 15 = 23
He manages to swing through the allip once, misjudging how quickly the allip could react to the new attacker.
Hedra - 13 damage
Mr. Madison - 2 Wis damage and 11 damage
Quinn - 21 damage
Square Allip - 58 damage
Hound Archons - Square (18), Circle (9), Diamond (9)
Algar - 33 damage
Kargoth - 37 damage
Grimnir - 1 Wis damage plus 20 damage
Current Effects
Aid on the party - 52 rounds remaining
Divine Favor on Algar - 1 rounds remaining
Confusion - Algar, Kargoth, Mr. Madison, Quinn - in 9th round

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Will save: 1d20 + 6 ⇒ (20) + 6 = 26
How is that not an evil spell? If it had the descriptor, I'd be able to use a Perform check, even if just once. Ah well.
Skirting down the wall and up beside the allip (H22), Quinn slashes out with his scimitar, hoping it will do better than his spellcasting has done.
Scimitar: 1d20 + 13 ⇒ (6) + 13 = 19
1d6 + 6 ⇒ (3) + 6 = 9 magicky damage, halved to a whopping 4.

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Spellcraft DC20: 1d20 + 18 ⇒ (15) + 18 = 33
Will save DC21: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Again, Hedra mind resist to the negative energy created by the creature while Eye and Gamin could not be affected by it.

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Will vs Spell: 1d20 + 21 ⇒ (20) + 21 = 41
Grimnir will move to J20 and attack it.. Using a destuctive smite as well..
Attack: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 4d6 + 22 ⇒ (3, 3, 5, 3) + 22 = 36

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My ready action can't go off, so here's my next round action roll: 1d100 ⇒ 95 Attack nearest creature, which is Algar. It'll be a 5' step, rage, and power attack with unarmed strike, followed by an intimidate check as a move action.
attack with PA and rage: 1d20 + 12 ⇒ (15) + 12 = 27
Damage dice if that hits: 1d3 + 12 ⇒ (1) + 12 = 13
Intimidate: 1d20 + 18 ⇒ (1) + 18 = 19
looks like you're shaken for a round. All of this presumes that I'm still confused. If not, I'll move, draw my weapon, and attack the Allip, which I'll roll if that happy instance comes to pass.