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Oh, then here's Jal's adjusted actions...
"Nice!" Jal shouts as the first drake falls. Finding himself in a disadvantageous position given the remaining creature's reach, Jal rushes out into the open, switching weapons as he goes.
Move into the open (tumbling to try to avoid AoO's; if that fails, Jal's AC is 26 vs the triggered AoO), drawing shortbow on the way. Then sheath his katana.
Acro to Tumble: 1d20 + 12 ⇒ (13) + 12 = 25

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Yes, Red definitely wants to take it's time and Flyby+Vital Strike you folk. :D

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I'll fire at Red instead of Blue, but keep my action to attack with my bow. And...as to the Life-Links, I do not have a link with Lyan. I haven't played this character in a while, and I only have 3 life-links, not 4. Sorry about that!

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Tess will ready an action to slumber red when it moves into her 30' range.

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No AoO. To be honest, I'm not even sure where you thought there might be one, but that might be 3d combat doing its thing.
Fly Check (45 degree turn): 1d20 + 10 ⇒ (9) + 10 = 19
The red drake turns around at a steep angle! It dives for Jal!
Bite (Vital strike): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage: 4d6 + 1d6 + 4 ⇒ (5, 1, 4, 6) + (2) + 4 = 22
The creature takes an icy bite as it sails past, arrows landing about, with a couple sticking right into it's flesh.
Round 3
Rowanna
Tessara
Lyan 10 dmg
Jal 22 dmg
August
Ethendril 15 dmg
Red 11 dmg
Barnaby

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"Not bad yourself." Barnaby replies to Jal as, following the first half-elf's lead, he tries his own leap upwards against the weak gravity.
Swift action study
Acrobatic jump: 1d20 + 9 - 1 + 2 ⇒ (17) + 9 - 1 + 2 = 27
Power attack: 1d20 + 11 + 2 + 4 - 2 ⇒ (20) + 11 + 2 + 4 - 2 = 35 for damage: 1d8 + 7 + 4 + 6 ⇒ (1) + 7 + 4 + 6 = 18
Crit: 1d20 + 11 + 2 + 4 - 2 ⇒ (3) + 11 + 2 + 4 - 2 = 18 for more: 2d8 + 14 + 12 ⇒ (6, 7) + 14 + 12 = 39
It is also sickened for 1 round from Sickening Offense (forgot I had that :)

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Aaaaand Barnaby becomes my #1 target :P. Finish it guys/gals!

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My last action was an attack vs red, but if it's my turn again:
Lyan moves towards the highly mobile drake while drawing another javelin, and he imbues in the same manner as the previous one.
Attack, bane, bless, heroism: 1d20 + 7 + 2 + 1 + 2 ⇒ (6) + 7 + 2 + 1 + 2 = 18
Damage, bane, destructive smite: 1d6 + 5 + 2 + 2d6 + 4 ⇒ (4) + 5 + 2 + (6, 1) + 4 = 22
If you're wondering why my hitpoints are a bit "off", it's because of my current cold resistance.

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Oh, you were targetting Red? Then it's dead. I'll update in the AM.

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The tip of the spear finds the drake's brain stem as the Pathfinders take advantage of the asteroid's low gravity to sail through the air. It collapses to the ground, blood leaking crimson onto the slush.
Getting to the top of the tower is easy. Easier still is spotting what looks like an opening into the depths. It was heavily guarded, but the sporadic battles that can be seen from atop between ice elementals, water elementals and Pathfinders have dwindled the defender's numbers down.
Time Elapsed: 2d10 + 10 ⇒ (8, 6) + 10 = 24
Close to 50 minutes (46) have elapsed since you arrived.
The asteroid's renewed rotation has really begun to make an impact, even as far underground as you've gotten. How far underground are you? Barnaby lost count around 300 feet. Withe water dripping, you try and find your way deeper. But can the Pathfinders circumvent the treacherous pitfalls and deal with the slippery ice?
I am going to need two Climb or Survival checks from one person in the party, and a party order so I can see who's next to whom is people start falling. List the order over here. Assist each other with those checks, lest you really like the architecture here and want to spend more time checking it out. Also, movement that is above half speed means that you must make an Acrobatics check, or potentially fall over into a pit.

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As both drakes hit the ground, Jal walks over and gives them a booted kick. ”Can we stop a moment and appreciate the fact we just killed two space dragons? Who else can say that?”
As they look down into the pit, he looks over at the two women in the group, ”Ether of you still able to do that flying trick? I can try the climb, but I figure … why waste the effort if we have a better solution?”
Jal can head down. Climb +8; Survival +5 (+8 for Tracking), unless there’s someone who’s stronger at both. But if we can get one person down, do we have enough rope between the whole group to make a 300ft knotted rope for easier climb for everyone else? Jal has 50ft.
Or we could take the fast route … and just jump and use our free Society-given trinket that grants Feather Fall. :D

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"I can fly for roughly six more minutes today. Do you think that will give me enough time to get to the bottom safely?"

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"Its a story to tell back at the bar to be sure." Barnaby sniles at Jal as he restows the spear. "Inpressive legs you have there too."
Looking down at the expanse below, the detective's mood sours. "Dark enough down there. Maybe the sunny-side would have been the better plan."
Barnaby would volunteer to go second, less because he's great at climbing (though if I can aid its at +6 currently) then because he has a sixth sense for traps.
Is it enough of a straight drop that we could 'jump and snapleaf'?

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"Perhaps we can find a better way down..."
+16 Survival (+20 when tracking) here.

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You misunderstand me. These checks are meant to represent your efforts over a long period of time in a pseudo-labyrinth of melting ice. While there are pitfalls on either side of you at any point in time, the way through cannot be found through the use of a snapleaf or flight, although flight can help you if it'll last about ten minutes overall.

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What about the Fortune Hex (roll twice and take the best on one d20 per round)? Can it be placed on the primary roller and kept going with Cackle until this area is done?

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You misunderstand me. These checks are meant to represent your efforts over a long period of time in a pseudo-labyrinth of melting ice. While there are pitfalls on either side of you at any point in time, the way through cannot be found through the use of a snapleaf or flight, although flight can help you if it'll last about ten minutes overall.
Got it. Barnaby will just stick close to the leader (likely Lyan I suspect) and attempt to aid then.
Survivial aid?: 1d20 + 1 - 1 + 2 ⇒ (2) + 1 - 1 + 2 = 4 Nope :p

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It'll wound Jal's (significant) pride, but Barnaby and Lyam leading is likely our best option. Jal will sulkily take up the third slot. If Perception were more important, I'd push for Jal, but Barnaby's a good fit for our current needs. :)

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I may not be able to post until tomorrow, so Rowanna will use the Fortune Hex with Cackle on the primary roller if possible, otherwise she will attempt to aid the primary with whatever skill they use.

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What about the Fortune Hex (roll twice and take the best on one d20 per round)? Can it be placed on the primary roller and kept going with Cackle until this area is done?
I don't see why not, but there are some caveats. One, you will be cackling throughout this portion of the asteroid non stop. That means that if there are enemies nearby they will be able to hear you. It also means you are only single moving at half speed unless you feel confident that you can pass the acrobatics check with a ten. Are you ok with all that?

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What if one of the stronger PC's carry her? With her equipment she probably weighs around 132.5 lbs tops. I don't want to slow things down (IC or OOC), so if that's problematic for anyone, she'll just aid.

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Someone could carry you, they would need to recalculate their carried weight and figure out how that affects their movement.

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I can carry her. As a dwarf I have Slow and Steady, meaning I'm not affected by encumbrance for movement speed. I'l still be under a Medium load anyway.

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Ethendril sighs at the prospect of navigating the tricky terrain in his heavy armor, but follows along as the others move foward.
I like the suggestions for marching order...I can take up the rear.

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Aid another Climb 1d20 - 1 ⇒ (20) - 1 = 19
Aid another Survival 1d20 + 1 ⇒ (16) + 1 = 17

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Again, this isn't a climb check as per what you would expect in a scene, but an abstraction of climbing over multiple obstacles, using your survival instincts to find the best path through, etc... As such there is no DC 10. However, with those assists and Lyan's incredible bonus, you are fine.
Finding the way through turns out to be child's play for the Pathfinders, and soon, an exit into a larger chamber seems to be in sight!
Tessara Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Ethendril Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Jal Perception: 1d20 + 18 ⇒ (6) + 18 = 24
August: 1d20 + 1 ⇒ (17) + 1 = 18
Rowanna Knowledge (Planes): 1d20 + 18 ⇒ (1) + 18 = 19
Lyan Perception: 1d20 + 18 ⇒ (9) + 18 = 27
Barnaby Knowledge (Planes): 1d20 + 1d6 + 11 ⇒ (1) + (6) + 11 = 18
However, before anyone can breathe a sigh of relief, Tessara sees out of the corner of her eye the shadow of a large leviathan, seemingly swimming besides them all, engulfing them with it's shadow.
Tessara Init: 1d20 + 3 ⇒ (14) + 3 = 17
Tessara you are the only one who can act in this surprise round, and you get to act before whatever this is. Use your action well.

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I don't know with the semi-abstract nature of this area, but if Lyan and Tess are adjacent, Lyan gets to act as well due to Lookout + Solo Tactics.

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Any knowledge skill helpful here? Know. Planes 1d20 + 10 ⇒ (3) + 10 = 13
Tess couldn't tell what the large creature was, but when she saw the vast size, she casts Haste immediately on the party.

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@Lyan, go ahead and act in the surprise round. Also, the knowledge you are looking for is religion.

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Knowledge (religion), heroism: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Lyan shoots a line of positive energy at the lurking shadow.
Ranged attack, heroism: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Disrupt Undead damage: 1d6 ⇒ 3
Let's call it a misguided Intimidate attempt XD

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Lynn has figured it out. Tessera you may adjust your action as you see fit.

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Tesss will keep the same action.

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As Lyan fires a ray to disrupt the evil spirit residing in this place, a immense shadow covers you all. As you look towards the wall it emanates from, you see a primal beast from another plane rushing towards you, seemingly ready to swallow you all whole.
Everybody must give me a DC 19 Will save. If you fail said save you are panicked, and begin running away from the location at your full movement, which means you must then give me a DC 23 Acrobatics check; failure means you fall prone. If you fail by 5 or more, you must then give me a DC 19 Reflex Save or get ready to fall down 80 ft.

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Will Save: 1d20 + 8 ⇒ (20) + 8 = 28
Although initially shocked by the appearance of a primal beast, Rowanna manages to keep her wits about her.

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Will: 1d20 + 13 ⇒ (5) + 13 = 18 <-Really?
Folio re-roll, 4 stars: 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 36
An uncharacteristic moment of doubt creeps over Lyan, but his spirits are still high.

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I am assuming this an enchantment effect? If not, subtract 2 from my save (subtract only 1 if its instead an illusion)
Will: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
2 Inspiration points to add: 1d6 + 2 ⇒ (3) + 2 = 5
Already unnerved by the tight and winding pathways and steep drops around them, Barnaby starts as the massive creature suddenly readies to leap out from the icy walls towards him. Drawing from his deep reserves, he just manages to steel himself long enough to stand strong.

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It is a mind-affecting fear effect. Barnaby, I will need your acrobatics check and so forth.

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Will save 1d20 + 8 ⇒ (12) + 8 = 20
Tess stands her ground against the frightening creature.

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Will: 1d20 + 6 ⇒ (9) + 6 = 15 Even if I get my +2 bonus I'm not there.
August opens his mouth as if to yell but no sound comes out! He then turns to make his way in the opposite direction!
Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24 Wow.

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So its mind-affecting fear but not illusion or enchantment? In that case:
Acrobatics: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

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Ethendril, immune to fear and its effects, holds his ground. His steadfast influence helps his companions.
"This is nothing we cannot face together!" he says resolutely.
Immune to fear + aura of courage, so everyone would get another +4 on their saves...

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★ - OVERSEER ANNOUNCEMENT - ★
“We’ve discovered a path to the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Ice Reservoir indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights.” She taps the map. “We’ve discovered an entrance to the Vault through this area. If you’re nearby, proceed here as fast as you can!”
Then a serious expression crosses her face. “Our efforts have not gone without notice. My divinations indicate that Kelizandri, the Brackish Emperor himself, is displeased and wreaking havoc. Beware of flash floods and rain! Take care, Pathfinders!”
AREA E: The Ice Reservoir, is claimed and free for travel! GMs, there is a Water Event happening now!

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Well when it rains, it pours. Pardon the pun.
While the roaring creature only panicked a few of you, none of you managed to fall down into the depths. But as you begin moving back towards each other to assess your situation, a rumble echoes throughout the cavernous passage you find yourselves in as Sorrina Westyr's warning reaches you.
Bull Rush vs Rowanna: 1d20 + 21 ⇒ (19) + 21 = 40
Bull Rush vs Lyan: 1d20 + 21 ⇒ (20) + 21 = 41
Bull Rush vs Tessara: 1d20 + 21 ⇒ (20) + 21 = 41
Bull Rush vs Jal: 1d20 + 21 ⇒ (12) + 21 = 33
Bull Rush vs Barnaby: 1d20 + 21 ⇒ (15) + 21 = 36
Bull Rush vs August: 1d20 + 21 ⇒ (5) + 21 = 26
Bull Rush vs Ethendril: 1d20 + 21 ⇒ (7) + 21 = 28
It's pushing you towards the pit if it's low: 1d100 ⇒ 5
Oh dear lord.
The wave washes over everyone except for August, who in the typical dwarven fashion snarls angrily at the onrush of water and doesn't give an inch.
You are missing your CMD in your stat block Barnaby. A quick calculation ballparks your CMD at 22, is that correct?
The rest of the party though, is being washed away towards the pit.
Damage from the wave of water: 1d6 + 8 ⇒ (4) + 8 = 12
I need two reflex saves from everyone but August. The first one is to negate the prone condition and only take half of the 12 points of damage you have coming your way. The second one is to avoid being pushed down into the pit which you so masterfully avoided. The first Reflex save has a DC of 17. The second has a DC of 19.
Best of luck Pathfinders!

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Reflex 1: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex 2: 1d20 + 7 ⇒ (19) + 7 = 26
Rowanna gets knocked down by the sudden rushing water, but avoids being flushed down into the pit.
With the 7 Temp HP Rowanna had left, the water only takes away 5 real HP.

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Reflex 1d20 + 7 ⇒ (10) + 7 = 17
Reflex 1d20 + 7 ⇒ (7) + 7 = 14
Tess avoids the worst of the damage, but is thrown forcefully toward the pit.
On my action, can I use my Fly Hex to try and get out of the water?