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So we now which way Devin went but we haven't been in that room yet so we don't actually know what's in there. Which is why the GM corrected my action to teleport everyone to the idol room, which is fine. But I assume once we get close we'll see/hear the snake thing and we can move into that room and finish it off (hopefully).

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OK, Trotter transported us to where Duhwoo can see the Wendigo -- so the hillbilly is gonna go after that. He was pulling out his wand o' D-Door anyway, so he'll stick with that action, grabbing onto Vars, and pop in 10' behind the Wendigo; if Vars is willing, he'll appear between the hillbilly and the fiend (I moved Duh, Vars can place himself adjacent to the Wendigo -- if he decides he's willing beam in with Duhwoo).
As a free action at the end of that round, Duh will rage, activating Lunge, Power Attack, Reckless Abandon, Dazing Assault, and "Come and Get Me" (and upping his Will save slightly (thus assuring I will roll that much lower on all saves!))...

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With Vuvu and Woo handling the Wendigo Avoreal moves into the room Devin ran off into.. She's shocked by what she see's..
Know Religion: 1d20 + 35 ⇒ (7) + 35 = 42
It took her a double move to get there but she has quicken spells for after she figures out what it is..

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Sorry, didn't realize I was up.
I move to interpose myself between the Wendigo and Vuvu. I think that's all the movement I have. Double move.
Sorry, don't know about the cleric on the snake menu.

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Avoreal casts Quickened Battering Blast at the snake.. I just have to hear Vuvu singing to get the bonus right?
Ranged Touch 1: 1d20 + 21 ⇒ (9) + 21 = 30
Ranged Touch 2: 1d20 + 21 ⇒ (7) + 21 = 28
Ranged Touch 3: 1d20 + 21 ⇒ (4) + 21 = 25
-4 to hit if she cant use the inspire.
Dam 1: 5d6 + 4 ⇒ (6, 3, 2, 1, 2) + 4 = 18
Dam 2: 5d6 + 4 ⇒ (4, 3, 2, 4, 5) + 4 = 22
Dam 3: 5d6 + 4 ⇒ (4, 2, 3, 6, 2) + 4 = 21
-4 damage to each if no inspire
Bullrush 1: 1d20 + 57 ⇒ (19) + 57 = 76
Bullrush 1: 1d20 + 57 ⇒ (9) + 57 = 66
Bullrush 1: 1d20 + 57 ⇒ (20) + 57 = 77
Again -4 if no inspire. If one of the 3 succeeds it pushed away and needs a DC 26 Reflex or fall prone.

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I think we established earlier that rays did indeed count as weapon, so inspire works on them. And yes, if you can see or hear the performance, you get the bonuses.
Spell Resistance: 1d20 + 24 ⇒ (2) + 24 = 26
The serpent appears to be unaffected by Avoreal's blasts.
Will, Wis drain: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21
The Wendigo tries to shake off its new belief system, but his mind doesn't seem to cooperate!
The serpent relinquishes Devin's crushed body to lunge at Avoreal, but his mighty jaws close in on thin air!
Bite: 1d20 + 23 ⇒ (2) + 23 = 25
Initiative - round 7 - bold may act
1. Wendigo, Snake
2. Vars, Trotter, Duhwoo, Avoreal, Vuvu

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Vars will step forward and hack at the Wendigo. He pulls out his backup falcata (+1 ghost touch) (dropped his nice one when panicked).
staggering critical, power attack, inspire courage
to hit: 1d20 + 32 ⇒ (19) + 32 = 51 damage: 1d8 + 32 + 1d6 ⇒ (4) + 32 + (1) = 37
confirm: 1d20 + 36 ⇒ (19) + 36 = 55 damage: 2d8 + 64 ⇒ (6, 2) + 64 = 72 DC 27 fortitude save or be staggered for 1d4 ⇒ 2 rounds, if save staggered for 1 round.

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Sneaky bugger with SR.. Nice roll GM lol..
Fuming at the snakes shrugging of her spell she tries the spell again, with a another quickened version attached.. Burning 2 charges of her Piercing Rod to help the spells get through.. She suto combat casts.
SR: 2d20 ⇒ (7, 13) = 20 +29 to those rolls
Attack 1: 1d20 + 20 ⇒ (20) + 20 = 40
Attack 2: 1d20 + 20 ⇒ (18) + 20 = 38
Attack 3: 1d20 + 20 ⇒ (6) + 20 = 26
2nd Blast
Attack 1: 1d20 + 20 ⇒ (4) + 20 = 24
Attack 2: 1d20 + 20 ⇒ (3) + 20 = 23
Attack 3: 1d20 + 20 ⇒ (14) + 20 = 34
Confirm 1: 1d20 + 20 ⇒ (6) + 20 = 26
Dam 1: 5d6 + 5 ⇒ (2, 2, 5, 4, 3) + 5 = 21
Dam 2: 5d6 + 5 ⇒ (5, 4, 2, 6, 4) + 5 = 26
Dam 3: 5d6 + 5 ⇒ (2, 2, 1, 6, 3) + 5 = 19
2nd Blast
Dam 1: 5d6 + 5 ⇒ (4, 3, 3, 2, 2) + 5 = 19
Dam 2: 5d6 + 5 ⇒ (3, 3, 4, 4, 3) + 5 = 22
Dam 3: 5d6 + 5 ⇒ (5, 4, 3, 6, 5) + 5 = 28
Crit: 5d6 + 5 ⇒ (3, 4, 4, 2, 1) + 5 = 19
CMD: 1d20 + 55 ⇒ (17) + 55 = 72
CMD: 1d20 + 55 ⇒ (3) + 55 = 58
CMD: 1d20 + 55 ⇒ (19) + 55 = 74
CMD: 1d20 + 55 ⇒ (5) + 55 = 60
CMD: 1d20 + 55 ⇒ (12) + 55 = 67
CMD: 1d20 + 55 ⇒ (18) + 55 = 73
I believe you use the highest roll for each Blast and for every 5' its cmd gets beat it gets pushed another 5' and I believe the 2nd ball would push it again.. Also 2 DC 26 Reflex's or fall prone.
EDIT: I believe you could have full rounded CDG the Wendigo Vars..

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Fort DC 29: 1d20 + 21 ⇒ (2) + 21 = 23
Vuvu executes the wendigo, sending a mighty jolt through his whip and choking the vile cannibal beast to death!
Vars may retcon if he so wishes.
Avoreal sends a volley of six force spheres that not only repel the serpent, but damage its hollow husk profoundly.
Ref: 1d20 + 17 ⇒ (16) + 17 = 33
Ref: 1d20 + 17 ⇒ (6) + 17 = 23
The snake is knocked prone!
Initiative - round 7 - bold may act
1. Wendigo, Snake
2. Vars, Trotter, Duhwoo, Avoreal, Vuvu

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And that is how you deal with monsters. Nice of you all to join me by the way. Now where is the gnome and the wizard?
Vuvu will cease his performance, since he does not know about any other combat.

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OK, Vars will double move to the east instead. I assume he must have heard the screaming in there. While he moves he will pull the backup falcata.

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nothing in the description for the spell implies that it is loud. It is a blast of force, energy, just like magic missile doesn't make a ton of noise, at least that has always been my assumption . So nope I don't hear it.

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having kicked off a rage last round, Duh spends this round hacking the body of the wendigo -- then drops out of rage when he realizes it is kaput...

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The horrendous serpent rises from prone, and hisses at Avoreal, casting a spell against the elf.
SR bypass: 1d20 + 16 ⇒ (3) + 16 = 19
Horrid Wilting (untyped damage, Fort DC 24 halves): 16d6 ⇒ (1, 5, 4, 6, 1, 3, 2, 4, 1, 5, 3, 1, 3, 4, 6, 2) = 51
I think you picked the SR from Baba Yaga's earlier boon? I don't think that will be enough to beat it.
Initiative - round 8 - bold may act
1. Snake
2. Vars, Trotter, Duhwoo, Avoreal, Vuvu

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dropping out of rage, Duhwoo picks up his wand o' Dimension Door, and pops himself as far as he can see...

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She indeed has SR 29..
Avoreal shrugs off the spell and sends a pair in return. Pulling her lesser Dazing rod she hits it with a Dazing Battering Blast followed by a Dazing Magic Missile..
SR: 2d20 ⇒ (2, 13) = 15 +24 to rolls.. well shit..
MM: 5d4 + 5 ⇒ (4, 2, 1, 2, 3) + 5 = 17 and it needs to make a DC 24 Will save or be dazed for a round..

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Trotter uses dimension door to close in closer to the fight now that he can see into the room.

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Seeing a tinned can full of life energy right in front of its eyes, the serpent bites it twice, charging negative energy in the first attack.
Bite, channel smite: 1d20 + 23 ⇒ (20) + 23 = 434d10 + 10 ⇒ (4, 4, 8, 10) + 10 = 36 *threat*
Confirm: 1d20 + 23 ⇒ (15) + 23 = 384d10 + 10 ⇒ (9, 10, 7, 6) + 10 = 42
Channel Smite damage, Will DC 24 halves: 8d6 ⇒ (4, 6, 6, 3, 2, 4, 1, 1) = 27
Grab: 1d20 + 29 ⇒ (11) + 29 = 40
Bite: 1d20 + 23 ⇒ (9) + 23 = 324d10 + 10 ⇒ (6, 4, 8, 4) + 10 = 32
Vars is hit by the first bite, but luckily he manages not to let himself be taken in the serpent's coils.
Initiative - round 8 - bold may act
1. Snake
2. Vars, Trotter, Duhwoo, Avoreal, Vuvu

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Vuvu double moves, and calls out
What? fighting again? Want your sword Vars? Let me tell you about the time that the brave Bard Vuvu faced off and slew a mighty Wendigo all by himself!
beign inspire courage

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"Yes, I'd like it, but this works for now. "
power attack, inspire courage staggering critical
to hit: 1d20 + 32 ⇒ (8) + 32 = 40 damage: 1d8 + 32 + 1d6 ⇒ (8) + 32 + (1) = 41
to hit: 1d20 + 32 ⇒ (20) + 32 = 52 damage: 1d8 + 32 + 1d6 ⇒ (8) + 32 + (1) = 41
to hit: 1d20 + 32 ⇒ (8) + 32 = 40 damage: 1d8 + 32 + 1d6 ⇒ (7) + 32 + (5) = 44
to hit: 1d20 + 32 ⇒ (12) + 32 = 44 damage: 1d8 + 32 + 1d6 ⇒ (8) + 32 + (5) = 45
to confirm: 1d20 + 36 ⇒ (1) + 36 = 37 bah

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I don't remember if this thing has DR but assume Trotter takes 10 on knowledge and uses the correct type of cartridge (he has all types).
Trotter pops out of invisibility unloading his pistol on the beast!
Luck +3, inspire +4, point blank +1, spend a grit point to add Cha to damage (+7)
pea shooter: 1d20 + 12 + 3 + 4 + 1 ⇒ (16) + 12 + 3 + 4 + 1 = 36
damage: 1d6 + 9 + 3 + 4 + 1 + 7 ⇒ (6) + 9 + 3 + 4 + 1 + 7 = 30
pea shooter: 1d20 + 12 + 3 + 4 + 1 ⇒ (10) + 12 + 3 + 4 + 1 = 30
damage: 1d6 + 9 + 3 + 4 + 1 + 7 ⇒ (3) + 9 + 3 + 4 + 1 + 7 = 27
pea shooter: 1d20 + 7 + 3 + 4 + 1 ⇒ (7) + 7 + 3 + 4 + 1 = 22
damage: 1d6 + 9 + 3 + 4 + 1 + 7 ⇒ (5) + 9 + 3 + 4 + 1 + 7 = 29
pea shooter: 1d20 + 2 + 3 + 4 + 1 ⇒ (10) + 2 + 3 + 4 + 1 = 20
damage: 1d6 + 9 + 3 + 4 + 1 + 7 ⇒ (3) + 9 + 3 + 4 + 1 + 7 = 27

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Trotter takes off his fedora and bows his head. "No, I don't have that power. I'm sorry, Devin, our emotions overcame us and we weren't there for you."

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Vuvu walks up and hands Vars his sword.
Well that is unfortunate. Why in the world did he not run the same way as you all. Well, Avoreal, can you bring him back like you did me?

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"That was Lithuan, but I have the spell now yes.. It takes some time to cast though so yall should take a break or something." She burns her Arcane Bond for the day and casts Temporary Resurrection..
Link to the Spell for Devin and such
She sprinkles 500gps worth of diamond dust on his body as she weaves the spell for 10 minutes..

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Duhwoo snatches an orange rhomboid out of the little constellation of Ioun Stones circling around his head:
"Dang -- if only I'da knowed he wuz gonna die, Ah woulda loaned my life-savin' stone here ta th' li'l guy..."
The hillbilly looks somber for a bit...
But after a barely adequate moment of silence, he brightens up:
"Dibs on his stereo!"
and the rhomboid goes back into the air.
When the dead guy returns to the party:
"Ah wuz jus' a-kiddin' 'round 'bout that stereo!"

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He should be able to cure the other 3 with a resto though.. Ive got a question since its never come up before. The spell states that the temp rez person can be raised from the dead. Can he raise himself? lol..

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3negative levels from the snake, +1 from the spell, ya.
Devin gasps for breath.
"Wha, what happenend?"
Assuming the snake levels are temporary, Devin will cast restoration and remove the 3 of those, leaving the "permenant" level from the temp raise.

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"Well lets see.. That big nasty over there killed yea. I used a spell to bring you back, temporarily.. You have 24 hours to cast raise dead on yourself or die again. Shall we move on?"

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Final encounter, then! Good luck Pathfinders!
You follow the hall of stone north of the Wendigo's lair and reach massive stonewrought double doors. You clearly hear the chanting of an arcane ritual coming from behind them. As you approach, you discern glyphs that were inscribed on the door, a large symbol that shakens your resolve and make you doubt your ability to stop the evil witch queen's plan in this eleventh hour and a half.
You all receive a –4 penalty to spell resistance and a –4 penalty on saving throws. Energy resistances and damage reduction (if any) are reduced by 10 each (to a minimum of 0) (no save or SR).
Beyond lies a chamber cut from the heart of the kurgan in the shape of a crescent moon. A pale glow from the center of the room illuminates two tall stone statues. The one on the left is a crude female figure with exaggerated feminine features, an ancient fertility idol representing the nameless goddess revered by the original builders of this mound. The one on the right is much more skillfully carved with more modern techniques, depicting a beautiful woman standing tall and proud, robed in witch’s garb, her left hand extended outward to receive a supplicant and her right holding up a crescent moon above her head. Between the two statues, an ancient, pitted iron cauldron bubbles over
a fire pit, steam rising from its contents, and giving forth the pale,
white radiance that provides the room’s dim light. A tall mirror with a frame of glittering ice stands behind the cauldron, where Queen Elvanna is currently about to finish her ritual. On either side of her, two muscular, frog-headed humanoids that have tattered flesh hanging from their batlike wings and covered in a viscous slime act as bodyguards. Moreover, three towering ice elementals bar your path.
Immediately, the Matryoshka doll speaks to you telepathically. "See those two statues? They're bound to my will, the same will I imparted you with as I bestowed you my gifts. If you are willing to relinquish the resistance to spells or your resistance to physical damage I gifted you earlier, you can bring these statues to life and command them."
I game terms, you can "sacrifice" the Spell Resistance or Damage Resistance boon Baba Yaga offered you near the start of this adventure to gain control of one of the two statues present. It costs a move action for the person who chooses to make that sacrifice, but he gains immediate control of the statue he chooses. Of course, if two people do this, you gain control of both statues. You will be the sole master of the guardian, and its control cannot be wrested from you.
Initiative (Devin): 1d20 ⇒ 17
Initiative (Duhwoo): 1d20 + 3 ⇒ (6) + 3 = 9
Initiative (Trotter): 1d20 + 4 ⇒ (7) + 4 = 11
Initiative (Vars): 1d20 + 8 ⇒ (12) + 8 = 20
Initiative (Vuvu): 1d20 + 4 ⇒ (6) + 4 = 10
Initiative (Elvanna): 1d20 + 9 ⇒ (19) + 9 = 28
Initiative (Bodyguards): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative (Ice Elementals): 1d20 + 9 ⇒ (4) + 9 = 13
Queen Elvanna turns her attention from her bubbling cauldon and she addresses you an icy stare. "I was expecting you, pawns of Baba Yaga. Apparently you haven't got a clue of what you're doing. Bow before your real queen!" she asserts with sheer confidence in her abilities.
She casts overwhelming presence on all of you. Will DC 23 negates. Don't forget the -4 penalty from the glyphs at the entrance.
SR vs Avoreal: 1d20 + 20 ⇒ (9) + 20 = 29
SR vs Devin: 1d20 + 20 ⇒ (6) + 20 = 26
SR vs Duhwoo: 1d20 + 20 ⇒ (17) + 20 = 37
SR vs Trotter: 1d20 + 20 ⇒ (18) + 20 = 38
SR vs Vars: 1d20 + 20 ⇒ (2) + 20 = 22
SR vs Vuvu: 1d20 + 20 ⇒ (17) + 20 = 37
Initiative - round 1 - bold may act!
1. Queen Elvanna
2. Vars, Devin
3. Ice Elementals, Elvanna's Bodyguards
4. Avoreal, Trotter, Vuvu, Duhwoo
As for the Ice elementals, there's no need for a Knowledge check since you've encountered them before: They're Elder Ice Elementals (DR 10/-, immune to cold, vulnerable to fire, numbing cold special attack, etc.)

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Trotter has trap spotter. Was there a way for him to notice the glyph before it went off?
Will: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22

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fingers crossed on that! Any info on the statues dm? Or are we just kind of guessing at them. Team I will sacrifice my DR for a statue.