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Urko, just to clarify, are you saying we should read the secret message spoiler box you posted earlier?

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Yes, I believe so, I made the DC20 check to pass the message. I don't think you need a sense motive to read it although Deacon gets one as he wasn't the intended target

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@Urko, right but it looked like you rolled a 19, so I didn’t read the message (not sure if the others interpreted the same). I’m asking if there was some other modifier that you hadn’t counted that bumped it up to 20, in which case I’ll read it?

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Hugo continues to observe the conversation with the Deacon of the false Unity faith.
He mutters softly to himself after catching Urko's hidden message
"This man is likely leading this soulless flock of androids to their untimely end ."
By Abadar, I am not eager to spend a night resting until we know what is happening here.

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Deacon Hope shrugs. "The other outsiders come and their presence usually ends in tears for some. It is nonetheless our duty to welcome them, as their arrival is foretold each time by Unity." He pauses as Urko now wishes to visit the Sanctum. "So... You do wish to go into the Sanctum? Does anyone else wish to be joining you?" He looks about and catches one of the androids attention. "Sampler!" calls out the deacon, and the woman approaches. "Take Donotstoreat and make sure the shrine is clean. Tell Metweska I'll be bringing guests as well, and she need not concern herself." The android bows respectfully and scurries off.
"As I was saying Ms Rose" he continues in Miranda/Rose's direction "Unity is a force for control over the randomness that would seek to wound us. Obedience to those above us in station is paramount. Knowledge is also critical" he says as he begins walking toward the northern portion of the chamber, beckoning those who wish to follow him forward. "Blind obedience is mundane, and we are so much more than tools! If we know why we are in our place, then logic dictates that it is pointless to be upset with our station, for it is the station we are given by our capability. If one can change this capability, then the place in the chain changes as well."
At a sedate pace, those who follow the deacon find themselves before some sort of temple? Or perhaps a theater, like the many on the northern shores of the Inner Sea. "I do not think you foolish for asking questions if you are in spiritual turmoil. The lady accepts all who seek their place in life. And I do not believe that she has any issues with wine. In moderation of course. As for a symbol to her faith, within these halls I have never felt the need to brandish one. I do need to pray, as do all faithful. Typically before resting at night. As I was explaining to your flying friend, I was about to pray myself for guidance, and would perhaps be in a better state to help the... bunion issue. In any case, I will still be doing so, provided my flock do not need me amidst prayers." He chuckles, with a touch of sadness in his face. "These have been trying times. But Unity promises a better tomorrow."
Nalshene, what you are doing sounds like a gather information check, which typically takes 1d4 hours. If you still want to go through with this course of action that's fine. That said, you rolled so well, I'm going to throw you a "bone" so that you still have something for your efforts even if you don't want to spend all that time talking to people.
Nalshene finds trying to talk to the locals a difficult task, but as the deacon steps away from the lushious garden and fountain in the center of the room a male android with a basket of strange goods approaches you with the all-too-familiar salesman's smile. "Cigars? Cigarettes? Shoe shine? No?" he asks, getting close enough to Nalshene for her to smell his minty breath. Suddenly, he gets in her face, his face transformed into one of terror and urgency. "Get out of here!" before putting his "mask" back on and stepping away from the bewildered Pathfinder.

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If others follow the deacon, Hugo will follow them to the chapel or wherever they head.

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@Urko, right but it looked like you rolled a 19, so I didn’t read the message (not sure if the others interpreted the same). I’m asking if there was some other modifier that you hadn’t counted that bumped it up to 20, in which case I’ll read it?
Oops, quite right, I missed that. Nevermind, nothing to see here
Urko happily heads along with Deacon towards the shrine, assuming the rest of the group understood his badly broadcast warning.
Metweska, it seems to me that I have heard that name before, who is that?

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Agata follows along with the group. I've moved my token up to the north, near the Deacon, but it doesn't look like others have yet.
Was going to write more but the baby is awake. Will have to do later...

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Nalshene is more than happy to spend her entire 160 minutes of tongues spell speaking to people and learning as much as she can. She loves meeting new people and is very much a "people-person." This is even more the case after the android gives her his vague warning.
Nalshene is surprised by the android's sudden warning to leave, but is more intrigued than scared by it. She continues to try learning anything she can from the androids around her, until her spell wears off and she no longer has the ability to speak to them.

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Awesome! Miranda/Rose I would like to confirm that you are going with Urko, Hugo and Agata inside. Marduk, where do your interests lie? Staying outside for the moment?

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Uh oh. Splitting the party doesn't seem like a good idea... Nalshene, Sweet Mawd (my familiar) has truespeech so she can translate for your gather information even after tongues has worn off (she's currently sulking in her nest in my hair, but I have a feeling I can coax her out again). Should we all go into the chapel together? Or all stay outside to explore the shops and wait until tomorrow to pay our respects?
"I won't deny I'm a bit afeared to sleep here - they ain't got no bridges to sleep under, none that I can see, and I'll tell you true, sleeping in those feather beds ain't nuthin but trouble for me sciatica..."

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I would prefer if far ranging comments like those (ex:should we all go in the chapel) be kept in character.
"She was a lost soul, much like myself once. Now she helps around here and there sometimes. Sometimes she is out on her own. She's become very protective of our little flock" answers the Deacon tranquilly.

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Will do and thanks for your patience - I continue to discover how differently PbP plays from face to face. Getting the hang of it!
”Sweet Mawd, come now my girl, this is no time for lollygagging! Come out and let’s to the chapel!” Sweet Mawd re-emerges from the warren of Agata’s hair with a sour expression on her face.

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Marduk grumbles but follows along with the rest of the party.

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After the android's outburst, Nalshene decides it might be best to stick with the others, and follows along as well. She speaks the following in Ancient Osiriani and Thassilonian to her colleagues as they walk:
"Indicate to me if you can understand this language by nodding."
If any of her teammates indicate that they can understand her, she will attempt to pass a secret message to him/her that language, hoping the two layers of obfuscation will be enough.
bluff: 1d20 + 21 ⇒ (14) + 21 = 35

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Hugo nods at the message in Thassilonian with concern.
"Aye. But why?" in the same language .
Before entering the shrine, Hugo will step to the side and activate his tattoo.

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Deacon Hope brings you all into a large chamber designed much like a theater hall i which a handful of androids are watching moving pictures upon a screen. Not allowing you much time to check this wondrous contraption out, he brings you to a side room in which he manipulates a strange panel next to an otherwise blank wall, or so it would seem at first glance. Most of the Pathfinders in attendance are able to spot the hidden door even before it opens, leading you into a dark open corridor. The door behind you closes on it's own as the deacon leads you to a spartanly furnished room. Muted colors, all in tones of steel gray to black as far as the eye can see. The two androids from earlier are present, sweeping as softly as they can, pointing towards the three robed figures standing wordlessly, their gazes pointedly aimed down at the ground as they seem to murmur a prayer in half-words. Deacon hope puts a finger to his lips and steps up to the altar. The lighting in here has seen better days, providing dim illumination from the fifteen foot high ceiling. On the ground, simple cloths are spread on the ground as an invitation to sit or kneel and pray. The monks, seemingly noting your presence, part and allow the deacon and you to pass through.
"This is our sanctum" whispers the deacon to Urko and Miranda/Rose. "Do you think she wants something done about the smell?"
Looking at the altar, you can see Unity's holy symbol displayed for all to see.
Zon-Kuthon.
Map updated. Hugo could you remind me of what the tattoo does?

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Agata nods to Nalshene, once to indicate that she understands Thassilonian, and again to indicate that she understands the gravity of her message.
Entering the chapel, Agata looks about the space with interest. In her long life, she's not sure she's ever seen anything quite like it, and the novelty of the experience is enough to - at least momentarily - distract her from her aching feet and bad back.
K(Religion): 1d20 + 23 ⇒ (6) + 23 = 29
Taking a cue from the deacon's whispering, she also whispers but, a bit like a barfly who's had a bit too much to drink, it comes out as a loud stage whisper:
"Well goodness gracious sonny boy, but ain't you said yer goddess' name is Nunity? 'Cuz sure as Desna wears drawers, looks to me like yer holy symbol got a mite bit 'o the Midnight Lord in it, ole Zon-Kuthon himself, dontcha know? I'll bet there's a tale to tell there, or I ain't I mistaken?"
Sweet Mawd stays close to Agata - if being in the same square counts as "adjacent" for the purposes of the Duck and Cover feat then she will stay in the same square as her; otherwise she will remain in an adjacent square. Both have Fly skills high enough to auto-succeed any hover check. She does not focus her Detect Evil on anything particular, having learned her lesson in the previous room.
Also, is the token behind the Deacon on the map the holy symbol or something else?

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Moving Heroes' Feast convo to discussion

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[stagewhisper]I doubt anything can be done about the smell sadly...[/stagewhisper]
Religion, Heroism, Heightened Awareness: 1d20 + 22 + 2 + 2 ⇒ (2) + 22 + 2 + 2 = 28
Urko examines the symbol of Unity, Interesting, the symbol of your deity has some similarities to one I recognise. Have you heard of Zon-Kuthon?
As he talks Urko will begin to focus his concentration of his detect evil spell. His eyes begin to glow with a soft blue light with flecks of gold.
I trust you will not object if I seek any signs of corruption, evil has a tendency to worm its way into our lives even when we try our hardest to keep it out....

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Marduk pays a bit more attention when Agata and Urko mention the Midnight Lord. "Zon-Kuthon would love a place like this. Though that raises the question of how his worship would find its way down here to begin with."

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Kn.Religion: 1d20 + 7 ⇒ (17) + 7 = 24
"If Zon-Kuthon is the patron of this place in disguise, then you've been had, Deacon. Let me ask you this... does your praying ever involve any form of self-flaggelation? That is a hallmark of Kuthonian religious ceremony."
Nalshene silently prepares herself for a fight, concerned that this revelation will send the deacon into some sort of panic or rage. Readying to cast a color spray on him if needed. She needs no material components, so this is as simple as her being prepared to cast the spell if he makes any violent action toward the party. She's willing to hit party members with the spell in order to hit him, if necessary, though the party members will need to consent in such a case as well. Anyone she hits is treated as if they had 11 fewer hit dice for the effects of the spell.

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Hearing the Deacon's question about her smell, Agata curtsies apologetically towards him. "I do beg your pardon sonny, I know I ain't the freshest rose in the garden, but believe you me, there was a time when every head in Magnimar turned just to catch a glimpse of me, oh yes, it's true, but those days are long gone now..."
Agata begins to reminisce wistfully of the days when she at least imagines she was a young beauty, but her remembrance is interrupted by a long, low, and loud fart that escapes her. Turning beet red with uncharacteristic embarrassment, she glares at Sweet Mawd as if she were somehow responsible, and then curtsies towards the Deacon once again. "I do beg yer pardon yer reverendship, no disrespect intended, and ain't it the sad truth that an ole lady such as meself might lose a bit o' control now an' agin. I've got just the thing to make it better and I'll have this place smellin' fresh as sunshine in no time..." Agata activates her Aura of Purity.
"I'll tell ya true, it ain't easy being Agata, no sirree, but alls ya can do is just a keepin' on..."

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Indeed this is quite the operation you have here. With the Shrine and all the shops. On the surface it has the appearance of a thriving economy.
Can you say whether you operate under capitalism or some other form of bartering or mercantile?
Do you mint your own currency or have exchanges of coin from the outside?
Hugo is fascinated with the microcosm of the ship and its automaton citizens. As a faithful of Abadar, religious and economic principles are indistinguishable to him.

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Back! Also: Shoot me and I'll give you some free XP. What a week.
@Agata: Yes, that is a picture of the holy symbol of Unity. It is affixed to the wall, atop a small altar.
"I'm sorry?" asks the deacon, looking from one Pathfinder to another as Urko proceeds to concentrate. In his minds eye, he can sense them. Two auras of strong evil, and four auras of overwhelming evil.
And suddenly, from the other side of the curtained doorway to the south, high-pitched wroom sounds catch your attention as they abruptly echo throughout the chapel, followed by the sound of metal grinding against metal.
Nalshene: 1d20 + 5 ⇒ (13) + 5 = 18
Narshala: 1d20 + 5 ⇒ (1) + 5 = 6
Urko + Artemis: 1d20 + 18 ⇒ (10) + 18 = 28
Marduk: 1d20 + 1 ⇒ (12) + 1 = 13
Hugo: 1d20 + 4 ⇒ (14) + 4 = 18
Agata: 1d20 + 8 ⇒ (10) + 8 = 18
Sweet Maud: 1d20 + 6 ⇒ (13) + 6 = 19
Sacristan Blue: 1d20 + 5 ⇒ (2) + 5 = 7
Sacristan Red: 1d20 + 5 ⇒ (5) + 5 = 10
Sacristan Green: 1d20 + 5 ⇒ (7) + 5 = 12
Watcher Purple: 1d20 + 8 ⇒ (9) + 8 = 17
Watcher Pink: 1d20 + 8 ⇒ (5) + 8 = 13
Metweska: 1d20 + 7 ⇒ (20) + 7 = 27
Deacon: 1d20 + 10 ⇒ (7) + 10 = 17
Round 1
Urko & Artemis Dmg -
???
Sweet Maud
Agata
Nalshene
Hugo Victor
Deacon
????
????
Marduk
?????
?????
?????
Narshala
I'd say give it a week or so and then you can go back and look at the spoiler should you be curious. Now, before anything else happens (i.e. Urko takes his turn) I would wholeheartedly love for everyone to check that their init modifiers as listed on their header is correct. For anyone who has a trinket or spell that can allow them to add 2 to their initiative modifier: it won't change your initiative relative to the bad guys. It might change yours in respect to one of you rallies if you are Agata, Nalshene or Marduk. Lastly, there are a couple of spells in the bufflist that haven't been fully determined yet (Agata offered a choice between two spells I believe. Make your choices now. If the choice hasn't been made, I will assume the spell has not yet been cast.
First fight folks, and definitely my first high level fight on this side of the GM screen. Bear with me, and don't beat me too hard over the head when I make a mistake. That said, give them hell. Or whatever mold is growing in Agata's armpits.

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Good thing you mentioned it. I had not applied Hunters Blessing to Initiative or other stuff. Missed that one and another +1. Hugo init jumps from +4 to +7, perception by +2.

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I replaced Marduk's icon.

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Confirming that both Agata's (+8) and Sweet Mawd's (+6) initiative were correctly listed. In both cases, these numbers DO include a +2 sacred bonus from Hunter's Blessing and DO NOT include Heightened Awareness (the last time I used charges from my wand was when we first got off the tram, which was surely more than 10 minutes ago).
Initiative for Agata = +8 ---> +3 Dex, +2 racial (fleet-footed), +1 competence (dusty rose prism cracked ioun), +2 sacred (hunter's blessing)
Initiative for Sweet Mawd =+6 ---> (+4 Dex, +2 sacred (hunter's blessing)
@GM: How do you want us to handle the fact that each square is 10 feet instead of the usual 5 (i.e. contains 4 normal squares)?
@GM: Being a PbP newb, I'm unclear about how Knowledge checks work in PbP. When my turn comes around, should I first attempt any relevant Knowledge checks, then wait for the answer, then post my actions? Or is there some other way of doing it? Or is it all moot since none of us have the Technologist feat?
@Nalshene and Hugo: I think the two unclaimed buffs that the GM mentioned were that Agata had offered to cast either Extended Countless Eyes (can't be flanked) or Extended Ward of the Season (multiple options for benefits) on each of you (or your companions if you prefer). These spells were cast the night before we left the city (extended they last for 30 hours), so they don't cut into my available spells for today. So you just need to choose which of those two spells you would prefer (and in the case of Ward of the Season, which of the 4 seasons you want).

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My initiative modifier should be correct
As the near inevitable hostilities begin Urko sighs and his head drops a little, I had hoped you would choose a different path...instead you have chosen destruction
With that he quickly intones a pair of spells, placing one hand on Artemis's head. As he does the two of them grow to alarming proportions, her hide shifts to a gleaming silver and her eyes become deep pools of shining gold while his features become calm, tranquil but filled with righteous fury.
Urko defensively casts Divine Vessel (Celestial) and Divine Favour on both of them, splitting the durations with improved spell sharing. He cannot fail the defensive cast check. He directs her at the nearest overwhelming source of evil (which I assume is green on the map.

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Thanks Agata, I updated mine to Ward of the Season (summer).
@GM: I did not have the bonus from Hunter's Blessing included, so there is a +2 on Init for both Nalshene and Narshala, but otherwise they're correct. Also, point of clarification: Red, Blue and Green are our badguys, and I just put Orange around what I think is the Deacon. The rest are allies, correct?
As far as Knowledge checks, it's relatively standard in PbP games on these boards for the GM to place any relevant Knowledge information behind a spoiler with the DC listed when monsters appear. So, Agata, I would say go ahead and roll the knowledge that you'd want to make? Or perhaps make the roll and then list the different modifiers if you have multiple possible knowledge checks, since we don't know what the badguys are yet? That's what I'm going to do.
Knowledge roll: 1d20 ⇒ 13 +28 if I need Arcana, +7 for History, Planes, Nature or Religion

Artemis, Animal Companion |

With a low rumbling growl Artemis attacks the closest source of powerful evil (which I think is green).
Divine vessel makes her huge, gives her an extra +2dex, makes her natural weapons good aligned, provides 2 slam attacks, SR28 and a variety of other benefits. Her stat line has been updated to reflect the buff
Bite, heroism, divine favour, power attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (4) + 20 + 2 + 4 - 3 = 27
Damage, favour, power attack: 2d6 + 12 + 4 + 6 ⇒ (6, 6) + 12 + 4 + 6 = 34
Claw, heroism, divine favour, power attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (17) + 20 + 2 + 4 - 3 = 40
Damage, favour, power attack: 1d8 + 12 + 4 + 6 ⇒ (6) + 12 + 4 + 6 = 28
Claw, heroism, divine favour, power attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (6) + 20 + 2 + 4 - 3 = 29
Damage, favour, power attack: 1d8 + 12 + 4 + 6 ⇒ (8) + 12 + 4 + 6 = 30
Slam, heroism, divine favour, power attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (18) + 20 + 2 + 4 - 3 = 41
Damage, favour, power attack: 2d6 + 12 + 4 + 6 ⇒ (6, 2) + 12 + 4 + 6 = 30
Slam, heroism, divine favour, power attack: 1d20 + 20 + 2 + 4 - 3 ⇒ (19) + 20 + 2 + 4 - 3 = 42
Damage, favour, power attack: 2d6 + 12 + 4 + 6 ⇒ (6, 5) + 12 + 4 + 6 = 33
Artemis can grab but I tend to have her not do so in order to keep the use of her Bodyguard feat. Her current Dex is 22 so I will just roll 6d20's to represent any Aid rolls for AC to benefit Urko. She only fails on a 1. If other allies are adjacent to her she will also aid them up to her maximum uses. She gives +7 AC per assist
Aid another for AC using Bodyguard: 6d20 ⇒ (14, 18, 19, 17, 7, 10) = 85
All of those succeed if they are needed. This does mean that Artemis will generally not take opportunity attacks, preferring to save them to aid her allies.

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On the off chance it might be relevant here are a couple of knowledge checks for Urko as well
Knowledge: 1d20 ⇒ 4
Knowledge: 1d20 ⇒ 9
Planes and Religion are +24, Nobility +11, all others +9

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I triggered initiative because of the loud chainsaw noises you guys are hearing. So none of the people I have put a color tag on have acted with any sort of hostility towards you. As of right now in fact, the deacon appears to be confused, although if you really believe him to be deceiving you, you are more than welcome to make a sense motive check.
Insofar as the auras of evil Urko, you can count them, but you do not know where they are. Although, I suppose that one could logically deduce that one belongs to the deacon.
There are no knowledge checks posted yet because there do not seem to be anything here but androids and a Chel. You are more than welcome to pre-roll checks.
So, right now, from where I stand it looks like your characters started freaking out at the sound of the chainsaws and began hitting the closest targets, which appear to be monks. Perhaps they are clerics of Unity. Perhaps they are a group of ultra-buff Lustspawn. But as of right now they have done nothing against you. I can appreciate that you are reacting on gut feeling, and no doubt that most of the time those gut instincts are correct. However, for the time being, they aren't justified by anything they have done. Perhaps time will prove your first instinct to be correct. But from where I stand, Urko, if you proceed with this course of action in spite of my warning, that will be an alignment infraction.
Of course, I am open to a counter argument, and like I said I fully understand that gut instinct of icons getting marked as being of special interest. Trust me when I say I would not have put them on if I didn't think they were necessary to ensuring the fairness of my NPCs actions.

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On a lighter note, regarding the ten-foot squares: if you zoom in, you can move yourselves with a rough approximation of what the 5ft squares are. Do your best! If I disagree, I'll point it out and we can resolve it.

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Fair point, I assumed there was some overtly hostile act given we were in initiative. I will still cast my buffs spells, I will set Artemis to protect me, she will ready to attack any enemy who attacks either me or herself. Just take the first bite attack. I will focus further on the detect evil to determine where the auras are.

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Preemptive vengeance for the win!
What is the meaning of this disturbance?
assuming we are still in init and cannot do checks or SM until Hugo's turn
Sense Motive, hero: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Oh, and Hugo will take the eyes of non-flanked-ness. Will update sheet.

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@Urko: concentrating for a third round would mean you cannot cast the spell you want to cast. That said, I would urge you to go with the actions you posted above. Trust me when I tell you that you are going to be able to determine who is a bad guy really, really soon.
What ability allows you to cast DF as a swift? Or am I missing something? Let me know when you get a chance!
Stepping through the curtain at the south end of the room as if it wasn't even there a four armed, tech-suit wearing creature looks around the room and calls out: "U're gon-ah mak' fineh pehlt" in broken Taldane, holding whirring toothed blades, one crackling with energy with two hands, the other, more mundane looking with only one hand as she finishes twisting the top of a cylindrical metal object with her remaining hand. And with an uproarious laugh, she tosses it in the corner Urko and Artemis stand in!
Of more immediate concern are the monks, who aren't monks underneath the illusion of being monks. Sensing that you have pierced through the illusion, they smile wickedly at you.
If you have made the save, let me know if you made a DC 22 Knowledge (planes) check with your previous rolls. If you haven't rolled yet, now is a good time.
Isthatagrenade? vs AC5 for that spot on the ground: 1d20 + 19 ⇒ (11) + 19 = 30
It lands with a clank and a shiny red light begins to flash with increasing frequency on it!
Round 1
Urko & Artemis Dmg -
Metewska
Sweet Maud
Agata
Nalshene
Hugo Victor
Deacon
????
????
Marduk
?????
?????
?????
Narshala

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I shall stick with the actions posted rather than focusing. I should have been clearer, Urko is casting quickened divine favour which he does as a swift action using up a level 5 spell slot. For ease Artemis will probably just delay until my next turn, splitting us up in initiative with ready actions will just confuse things. She remains ready to use bodyguard.
Wills save, Urko: 1d20 + 19 ⇒ (17) + 19 = 36
Wills save, Artemis: 1d20 + 19 ⇒ (17) + 19 = 36
My previous planes checks were 28 and 33.
By all the Gods this place is a bloody morgue! Open your eyes people!

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Hugo blinks
will etc: 1d20 + 25 ⇒ (4) + 25 = 29
Well is not that a fine coverup for obvious vile activies.
kn:planes, hero: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
holding action until clarified above...

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Sense Motive, Agata: 1d20 + 5 ⇒ (14) + 5 = 19
Sense Motive, Sweet Mawd: 1d20 + 5 ⇒ (17) + 5 = 22
Will, Agata: 1d20 + 18 ⇒ (11) + 18 = 29
Will, Sweet Mawd: 1d20 + 17 ⇒ (13) + 17 = 30
K Planes, Agata: 1d20 + 23 ⇒ (12) + 23 = 35
K Planes, Sweet Mawd : 1d20 + 14 ⇒ (3) + 14 = 17

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Will 19: 1d20 + 10 ⇒ (13) + 10 = 23
"Well now, this makes things easier, doesn't it?" Nalshene muses. She takes a step forward, then casts a quick spell that seems to create a bright, twisting shock of colors, concentrated in a cone and coming directly from her hand. She aims it square at two of the "monks".
Quickened Persistent Tenebrous color spray. Will DC 25 to resist, the targets must make TWO saves and if they fail either, they're affected by the spell as if they had 11 fewer hit dice. Area of effect is drawn in orange on the map.
"I do not recognize the specific creatures under these illusions. They look like devils or demons of some kind, though. Does anyone know of their weaknesses?"
Making some assumptions about what might be best to fight them, she turns to Narshala and casts another spell. Narshala's scales turn the color of deep copper and take on a metallic sheen, and she grows larger. Before your eyes, she transforms into a copperish dragon.
Casting form of the dragon II to turn Narshala into a large copper dragon. I'll update her stats in her own profile, not my own.
"Get them," she says to Narshala, indicating any of the "monks" that are still standing after her first spell.

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Sense Motive on Deacon/anyone?: 1d20 + 4 ⇒ (15) + 4 = 19
Will save: 1d20 + 18 ⇒ (18) + 18 = 36
"A PELT?" Miranda says, and sniffs. "No, no, I think not. My skin is much too delicate."
I don't see Miranda on the initiative order, but yes, her +10 should be correct. I'll wait to post an action until it's clear whether or not I should be going yet.

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Round 1
Urko & Artemis
Metweska
Sweet Maud
Agata
Nalshene
Hugo Victor
Deacon
Miranda Dmg -
????
????
Marduk
?????
?????
?????
Narshala

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Hugo made the kn:planes DC22 and will call out what he knows
Beware - these creatures hail from ....beyond that, I do not recall much.
Ignoring the monks and bomb thing, he steps back and calls forth a divine spell upon the 4-armed female bomber.
We have no intent on dealing civil with you now.
Jolting Portent - DC25 FORT next 14 rounds on her action if casts/attacks or take electric damage