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It's been the talk of the town all day. Apparently, an alien vessel rolled into port just yesterday, the likes of which has never been seen. The locals of Absalom have dubbed it the King Xeros.
The summons was sudden, but expected. One moment news was traveling around Absalom of the strange crystalline ship that appeared in Absalom’s harbor, defying the Harbor Guard’s defenses and attempts at interdiction, and the next instant a young Pathfinder, acting as courier, brought you to the private quarters of Venture-Captain Adril Hestram. The esteemed Venture-Captain is not yet in his office, allowing you a bit of time to introduce yourselves to the other assembled agents.

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A young courier, clearly frightened quickly shuffles into the room. A metal-clad figure ducks under the dorrway and takes a huge breath. The boy flees the room.
"I AM RASAMORO, GORUM'S CHOSEN!" the thick nagaji warrior roars at the assembled Pathfinder agents. His battered, spiked, full-plate accentuating his large stature.

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A dwarf with a red beard laughs. "Pipe down, Rasamoro. We're all right here!" The dwarf bears Torag's hammer along with his own warhammer strapped to his belt and an axe strapped to his back.
He nods to the others. "Torean Spellbane. If this strange ship harbors magic, then they were right to send me to guard everyone."

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An old man in Varisian travelling clothes sits shuffling a deck of Harrow cards.
He looks up at the dwarf's words and draws a card.
Harrow: 1d6 + 1d9 ⇒ (3) + (5) = 8 The Teamster
"Ahh, the Teamster. Is there some external force that drives you Torean?"
He shuffles the card back into his deck. As he does, the years seem to slip away and the old man transforms into a youth. Extending a hand, he introduces himself, "My name is Rémy."
Rémy looks around the room, as if seeing it and the other pathfinders for the first time, "Would anyone like a full reading? Ask a question of the cards. You may be surprised by the wisdom they reveal."
Harrow: 1d6 + 1d9 ⇒ (4) + (2) = 6 The Wanderer
He reveals another card, and smiles knowingly to himself as he shuffles it back into the deck.

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"Oooh, yes Remy! What will become of my beautiful children? Will they be great warriors and priestesses, kings and queens perhaps? I has had seven children, I is very good at it!"
The speaker is a voluptuous and statuesque green-skinned woman. She is heavily tattooed and has multiple facial piercings. She wears mithril armour and bears an adamantine falchion and sundry other weapons. Around her waist is a belt of polished skulls. More noticeably, one skull hovers just in front of her. Her legs are cloven hoofed like those of a satyr. She reclines in the arms of a large ape-like creature, whose legs also end in cloven hooves. The ape-goat wears studded leather and a thick, spiked collar.
"I is called Nana Grilka! This is my friend Kernuffle!" She gestures towards the ape.
"I is a pirate, and a midwife, and I is a priestess of the Holy Mama." Nana looks towards Rasamoro. "Is you a boy or a girl?"
GM, Nana's Initiative modifier has improved to +2 (+4 in surprise round) thanks to a magic belt upgrade. The floating skull is a Defending Bone. Nana and Kernuffle's hooves come from Monstrous Extremities spells. These three spells are Extended with a metamagic rod, and the duration of each is 18 hours.

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"Rasamoro hear dwarf are hard to magic. Rasamoro want to know how," he asks, with not quite a question.
"Rasamoro don't like reading. Talking better," he explains to Remy. "Rasamoro also know everything Rasamoro need to know."
"Rasamoro is boy," he says while banging his mailed fists against his chest. "What is Holy Mama? Why Nana and Kuhniffle have goat for feet?" he asks, squinting hard at their lower extremities. Rasamoro have nagaji legs, like nagaji.

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"Years of getting harsh magic thrown at you, that's how. I was subjected to dangerous necromancy and burning fire almost constantly during my training. But now my body shrugs off magic like duck does water."
Knowledge, Religion: 1d20 + 9 ⇒ (10) + 9 = 19
He stares at Nana and Kuhniffle, obviously horrified at the demon-like appearance. "You...you worship The Demon Queen?"

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"Of course, Nana Grilka!"
Rémy's form shifts back to that of an elderly man as he shuffles the cards and lays a spread. He lays nine cards into a square three by three. "The rows represents positive, neutral and negative influences, from top to bottom. The columns from left to right represent the past, the present, and the future."
He flips over the first column, "First, let us reveal the past"
Harrow: 1d6 + 1d9 ⇒ (4) + (9) = 13 The Snakebite
Harrow: 1d6 + 1d9 ⇒ (3) + (7) = 10 The Tangled Briar
Harrow: 1d6 + 1d9 ⇒ (6) + (2) = 8 The Theatre
His brow furrows, "Troubled it seems." He points at the cards in turn, "Snakebite represents a poison of the body or of the minds of the virtuous, but it sits opposite its normal place. Here it means new friendships or fresh ideas. However, the Tangled Briar is a thorny past. Ancient events, foul events, that have had a strong influence on your life and theirs." Rémy nods toward Mama's holy symbol, "Your goddess has a strong influence on your life.
"A Theatre misaligned is merely a show," he scoffs. "Let us move on to reveal the present." he says as he flips the cards in the second column.
Harrow: 1d6 + 1d9 ⇒ (5) + (7) = 12 The Eclipse
Harrow: 1d6 + 1d9 ⇒ (2) + (9) = 11 The Demon's Lantern
Harrow: 1d6 + 1d9 ⇒ (3) + (4) = 7 The Brass Dwarf
Rémy shakes his head, "The Eclipse is a bane to those of faith. It represents doubt and loss of purpose. Misaligned however, it may portend new abilities or the revelation of a concealed location. The Demon's Lantern is a card of traps, tricks, sleight of hand, and sleight of mind." He pauses after turning the last card, "The Brass Dwarf represents one who stands alone, either invulnerability to current danger or one person's sacrifice to save their companions."
"I'm not sure what to make of this, Nana. But danger seems certain." His face is thoughtful as he turns over the last column of cards.
Harrow: 1d6 + 1d9 ⇒ (5) + (2) = 7 The Midwife
Harrow: 2d6 + 2d9 ⇒ (6, 5) + (2, 5) = 18 The Owl
Harrow: 1d6 + 1d9 ⇒ (1) + (9) = 10 The Cyclone
His face lights up as he sees the top card, "Aha! The Midwife! A conduit of creation and seeing the good in the worst situations. Your influence on this reading is apparent." He turns the next card and nods, "The Owl represents the wisdom of natural order. Life is bound together by his needle and also picked apart. The weak culled from the herd make the group stronger." At the last card his face darkens again, "The Cyclone, however, is not a natural force. It is a force of destruction brought about by the plots of intelligent beings. War, arson, or other plots."
Rémy shuffles the cards back into his deck and addresses Nana Grilka, "I'm not certain the cards answered the question you asked. At least, not in the way you intended."
Rémy has threefold aspect active.

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Nana is engrossed in her Harrow reading...
The Past: "Oooh, yes. I's got a thorny past alright. I's a shaman's wife from Belkzen. Belkzen is a hard country. Husband went on an important quest. After a week or two he didn't come back, and lower shaman tried to take me to wife! I's didn't like him, so I chopped off his head! The Holy Mama told me best to leave tribe then. I's didn't like leaving my children behind, but I has had three more since I left!"
The Present: "I doesn't have any doubts! I is sure we is going somewhere dangerous, with tricks and traps and concealed whatsits!" Nana looks at the Brass Dwarf card, then at Torean, then to Remy. "Does this mean poor Torean is going to sacrifice himself?"
The Future: "That's me! I is the midwife! I brings the babies. It's natural. Does you want to make a baby? Can you make a baby? I doesn't know if you is too old."
Nana grins at Rasamoro: "You is all scaly! I thinks you is very pretty though. Is your bits scaly? I doesn't like reading either. It's boring. You like my new legs? They is a gift from the Holy Mama! Would you like hooves too? I's can give you hooves, like I does Kernuffe. Or tentacles."
She outright laughs at Torean, but it is a good-natured laugh. "Hee-hee! You is a very silly dwarf! I doesn't worship a demon. I is a priestess of the Holy Mama! Look, isn't she beautiful?" Nana shows Torean her symbol. "She's got three eyes, and lovely fluffy ears, and you can't see it here cos this is just her face but she has beautiful feathers!"
Nana's face shows rapturous bliss as she contemplates her goddess.

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Rémy smiles at Nana's enthusiasm. "The Brass Dwarf is not actually a dwarf, but an azer. The sacrifice may be a significant loss, rather than death. I expect the meaning will become clear to us in time."
He blushes at Nana's suggestion of children. "Thank you, no. I don't want any of that."

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"Oooh, yes. I has met some azers in the City of Brass. They was slaves. We freed some of them from the bad efreets. Why doesn't you want babies? Is it cos you is really old? Oh no! Has you been to the Gloomspires? It's a very bad place! Makes boys not want to make babies any more!" Nana shudders at a bad memory.
"Hee-hee. I is Nana. And you is Gramps!"

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Rasamoro pauses for a moment, processing what Nana has said to him. He nods his head as he thinks. Rasamoro handsome nagaji. Like nagaji legs. "Rasamoro bits also scaly, but different. No new legs, Rasamoro likes nagaji legs."
His eyes suddenly grow wide. "Rasamoro ALSO free Azer slaves in Brass City. Rasamoro pray with many big fire creatures, but only Rasamoro survive all the prayer!" he shouts proudly. You get the sense that praying to this reptilian Gorumite probably has a slightly different meaning than what it means to most people.
________
Nana is hilarious! XD

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Rémy's form shifts to that of a healthy, middle-aged man. "I am quite capable of procreation, thank you. Merely uninterested. Children are just not in the cards for me, you might say."
He looks pleadingly at the dwarf. Please someone change the subject
Absentmindedly, he reveals a card from his deck.
Harrow: 1d6 + 1d9 ⇒ (5) + (4) = 9 The Queen Mother

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Only moments later the doors burst open in Adril's normal fashion, he seems to have brought someone else. Adril goes to his desk, motioning for everyone to have a seat while the other man takes a position nearby. Adril speaks, apparently continuing a conversation with the guardsman that had begun as they made there way here. "The facts of the matter were that a strange, seemingly derelict ship had indeed appeared in the harbor, it appeared to be of ancient Azlanti make, and the Pathfinders wanted the first crack at it. First Harbormaster, this is my team, and as you can see, they are ready to go."
The other man, First Harbormaster of the port of Absalom looks you over before continuing, “Thank you for bringing them Adril. The vessel first appeared at second watch. No one saw it enter the harbor and there was no warning of its approach through the Flotsam Graveyard. One instant the harbor was clear and the next instant it was there. According to the few eye witnesses we could find, it seemingly just faded into existence there in the water. Our gillmen and Wave Rider scouts reconnoitered it initially and reported there to be no signs of life on its decks and that it was seemingly constructed of a single piece of seamless, opaque white crystal. The Harbor Guard and Wave Riders immediately set up a cordone around the vessel to contain any threat it represented and the First Guard and Starwatch were placed on alert."
“When no threat appeared imminent we sent a Harbor Guard boarding party. They reported the top decks to be completely deserted and all access to the ship’s interior to be blocked off by a single sealed portal. Indecipherable glyphs are incised all throughout the ship’s hull but there is actual writing on the bow. We took copies from the bow to the city’s sages, and the script was identified as Azlanti. It translates as King Xeros, which we believe to be the ship’s name. Old travelers’ tales tell of a ghost ship that wanders the Great Beyond; it is sometimes referred to as the King Xeros of Old Azlant, a magical vessel launched by the Azlanti shortly before Earthfall. We think this may be the very same vessel here in our own harbor."
Adril speaks up once more, as if the agreement to let the Pathfinder Society get first dibs has already been declared, “This is where you Pathfinders come in. We believe the ship to be the self-same King Xeros and an artifact of the ancient Azlanti. We need to get inside the ship and find out what secrets it holds and if any danger exists. Since it’s old Azlanti, we figure it’s all kinds of magic and mysteries six ways to Oathday. The sages want a crack at it, but we think it’ll take more than just brains to get into it as it might be trapped or guarded. You Pathfinders are known for your ability to deal with this kind of prehistoric stuff and handle yourselves in a tight spot, so that’s why I’m turning to you. The last thing I need is a dozen dead scholars and some monstrosity from beyond time unleashed on the city. I need you to get on board that ship, find a way inside, do a bit of poking around, and figure out if this is something I should be worried about or if it just happens to be the discovery of the millennium. Your lodge has graciously extended the offer of your services if you’re agreeable, and you will of course have the opportunity to investigate and report on this phenomenon in your chronicles. I haven’t got a lot of time here, so I need your answer relatively quickly before this mystery turns into a full blown crisis. You have one hour to make any last minute preparations and meat a Harbor Guard at Pier 115 for transport to the ship. We need to hurry, but because we have no idea what danger might be waiting, and because, as always, . . . there are "other" interested parties."
With that, you are dismissed, needing to scramble to grab anything you might have left in your rooms, any last minute purchases, and high tale it to the piers.
-
The King Xeros was an ether ship, a strange vessel grown from mystical crystal designed to pierce the enigmatic veil of the Ethereal Plane and plumb its inscrutable gray depths. Its mission was shrouded in mystery, and its passengers and cargo a closely guarded secret. When the ship was launched and slowly faded from its home waters into the ether, its mystery became legend and soon sank into distant myth, for upon leaving on its maiden voyage the King Xeros was never seen by the Azlanti again. Shortly thereafter Earthfall erased Azlant from the face of Golarion and the King Xeros of Old Azlant became just an obscure bards’ tale carried on by those steeped in ancient Azlanti lore.

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Know(history): 1d20 + 15 ⇒ (11) + 15 = 26
Know(planes): 1d20 + 15 ⇒ (10) + 15 = 25
"King Xeros was not erased entirely from the annals of time. Many treasure hunters have sought the ship on the Ethereal Plane, hoping to find on it the riches or eldritch secrets it is said to carry." Rémy shakes his head. "I've seen reports of such a crystal ghost ship that plied the grey mists, appearing unexpectedly and disappearing suddenly. When it leaves, whoever is on it leaves, too."
With that he stands shakily, transforms into a youth, and readies at the door. "So we had better be off before it does."
Harrow: 1d6 + 1d9 ⇒ (4) + (2) = 6 The Wanderer

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"Rasamoro is ready!" he roars, bearing both fists at the ceiling. Declaration made, he stomps off for the pier.

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Apologies for my tardiness here.
At the last moment, a harried looking half elf strides into the room. His gear is rough and well used, and a multitude of weapons peak over his shoulders or hang from his belt. Namely, the longbow and quiver poking from over his shoulder, and the very large earth breaker hammer carried in his hands. He quickly finds a seat and listens to the briefing.
As the two men finish, Eladrian shrugs his shoulders. "I believe this may be the most straightforward mission I have been on in quite a while! I have my gear and am ready to depart immediately."
However, his eyes widen as Remy speaks up. "Is it now.. well, I have a few things for any ghosts that may decide to pop in.. but we had better be sure to stay close to exits if the thing decides to leave with us on board!"

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"Oooh, ghosties! They's bad! You can't get a hold of them. I's got a scroll that might help, but only one. I knows another prayer though... I's going to pick up another scroll. And a tuning fork for coming home! Then I is ready. Kernuffle too!
Nana collects a tuning fork focus for Plane Shift - destination Golarion. I don't have the spell prepared, but if we should get stuck on the ship when it becomes ethereal we can get home again when Nana prepares spells. Nana also spends 2PP on a scroll of anti-incorporeal shell.

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Torean rolls his eyes. "Yeah, if that ship is come from some other plane, it's no wonder they sent me to keep an eye on you all. If you fall under some dark magic, I'll have to break you all out." He taps his warhammer.
"So get in, explore, get out before we all end up on another plane." He nods to Nana. "Good idea. I don't fancy getting stuck there if we do stay too long." He eyes the strange priest. "Just, uh, keep my legs the same if you don't mind."
Torean purchases a scroll of Hide from Undead for each person.

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Your Harbor Guard sloop makes its way slowly and cautiously out toward the mysterious visitor. As the sloop draws nearer, details of the vessel become clear. It only superficially resembles a ship, with a symbol-covered hull of quartz glowing with a rosy tint in the wan light of evening. A tall aft castle of strangely faceted crystal rises from its stern sprouting from its sides giant, wing-like sails of the same crystal that hang parallel to the water. It bears a split bow, between which rises a gigantic black spike towering over 60 feet into the air. It is the only portion of the ship that does not seem to made of the same opaque crystal. The main deck is uneven, broken into several sub-decks. From a distance, one can make out the faint lines of decks and compartments through the crystal hull, but these fade quickly upon closer inspection.
Arrayed around the vessel at a distance of perhaps a quarter mile is a ring of other Harbor Guard vessels, from sloops to cutters to dinghies; they seem to have turned out everything that could float in order to contain this potential menace. Within this cordone of vessels can be seen the forms of hippocampus-mounted Wave Riders patrolling closer in and even under the derelict hulk. A single accommodation ladder hangs over the port side just abaft of the fore deck, a shallowdraft barge moored at its foot, a sign that at least one patrol of the Harbor Guard still remains on board keeping watch over the upper decks of the mystery ship.
The lapping of water against the ship’s hull is drowned out by the sounds of sudden screams from the ship’s main deck, and flaring bursts from fiery explosions suddenly illuminate its superstructure. The Harbor Guards already aboard appear to have come under attack and cries of pain echo over the waters of the harbor.
Speeding the small ship you ride to the King Xeros as quickly as possible, you see a rope ladder hanging from the side of the crystal ship, so 60ft high. From the explosions and flairs of light you can see from high above you, it seems there are still some people alive up top, and you need to hurry if you want them to remain that way. What sort of magic bombardment it is up there assaulting the Harbor Guards, you can not say. It's nothing like you have ever seen or heard.
Map is up, and there is a link both at the top of the page and under my DM avatar.

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Rasamoro does his best to scale the ladder as quickly as possible. "Rasamoro ready to fight!"
________
How far up does a double move get me?

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"What's going on up there? Does we need protection from fire? I's can do that for us all, if you's want."
Whilst waiting for the party's answer, Nana reaches into a belt pouch and withdraws a small green-blue figurine. She speaks a word of eldritch power and the figurine grows to the size of a horse. The creature has the same sickly colouration as the figurine. It has four clawed legs, and a head that is composed entirely of tentacles. Nana takes a saddle from Kernuffle and affixes it to the creature, then mounts it.
"Come on Kevin! We needs to get up there!"
Unless the party asks for Communal Resist Energy first, Nana mounts her Viridium Moonbeast and flies up. Kernuffle follows, climbing as necessary.

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Torean yells out as he sees the guard under attack. "They're under attack! We have to get up there now!" The dwarf follows Rasamoro up the ladder, climbing as fast as his shorter arms will carry him.
Take 10 on climb check for 19

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Rasamoro: You may move 1/4 your speed as a move action, or take -5 to move 1/2 your speed.
Grimly, Eladrian nods to Torean and strings his bow as the little boat rushes towards the conflagration the much larger ship. He places his bow over his shoulder cross wise and secures his earthbreaker to free his hands for the climb. As soon as the ladder is in reach, he moves up behind Rasa.
Climb: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
Climb: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
Double move at half speed= 30 ft up first round

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There is a DC to climb a ladder? A knotted rope with a wall to brace against is DC 0. I'd imagine a ladder against a wall would be even easier, no?
Climb: 1d20 + 4 - 5 ⇒ (2) + 4 - 5 = 1
Climb: 1d20 + 4 - 5 ⇒ (19) + 4 - 5 = 18

Kernuffle |

Kernuffle climbs up the ladder, trying to get as close to Nana as he can as quickly as he can.
climb, take 10, double speed: 10 + 11 - 5 = 16
30' per round.

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It takes the party 2 rounds to climb to the top, (it's not difficult, but it is a long climb). The entire vessel seems to be made of a strange crystal, and while you can see through it some degree, only vague shapes and possibly light sources can be made out, giving you little clue what lies within other than that there seems to be at least three levels to it, and that it is enormous. Oddly, there seem to be no openings along the sides, no windows, no opening for canons or even oars.
The topside decks of the King Xeros are multi-level and lack any sort of railing, lying between the obelisk-like tower that is the phase spike and the superstructure at the ship’s stern. A series of stairs connect the foredeck, mid deck, upper deck, and abaft deck. There is a gangway in the upper deck that leads to the armored deck below but no access from the decks to the command structure. Despite there being no railing, there are ominous plinths, lumps, and nodules situated here and there along the edges of the deck.
Finally reaching the top, you catch the first glimpse of just what is going on, things you can not truly understand. You climb atop the "Mid Deck" only to find four slain guards. What is most noteworthy is that it seems as though something extremely hot has stabbed through their armor, leaving small burning holes where the metal bits are still molten. Even on a quick inspection, the wounds are extremely clean, . . . almost as if a ray had simply disintegrated the flesh, armor, and clothing instantly, leaving a perfectly round wound completely through their bodies.
To your left and your right, (on the map), you see two elevated decks on the same level, each 10ft higher and connected by a pair of ladders, themselves made of the same otherworldly crystal as the ship itself. You can both see and hear the sounds of battle and explosions to your right, and see another group of guards attempting to make way further towards the aft of the ship, but are being repelled by, . . . something.
The closest thing you can really related them to would be some sort of ballista, or perhaps a very large Repeating Crossbow, but ones that fire both fire and lightning. And the sounds they make, like nothing you have ever heard.
A single heavily, heavily armored "giant" is making it's way towards the few guards remaining on that deck, travelling with a single-minded determination to smash anything in it's way.
Eladrian: 1d20 + 9 ⇒ (13) + 9 = 22
Nana, Moonbeast, & Kernuffle: 1d20 + 1 ⇒ (17) + 1 = 18 (+3 in Surprise)
[s]Rasamoro: 1d20 + 7 ⇒ (12) + 7 = 19 (always acts in surprise round)[/s
Remy: 1d20 + 3 ⇒ (12) + 3 = 15
Torean: 1d20 + 3 ⇒ (20) + 3 = 23
---
[dice=RED "Ballista"]1d20+0[/dice]
[dice=BLUE "Ballista"]1d20+0[/dice]
[dice=ORANGE "Armored Giant"]1d20+0[/dice]
ROUND 1
Torean () and Eladrian ()
ORANGE "Giant" (Haste, )
Rasamoro (), Nana (), Moonbeast (), Kernuffle (), and Remy
Red "Ballista" () and Blue "Ballista" ()
I have also included a new slide with a more close up view of the top deck only.

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Knowledge, Arcana: 1d20 + 4 ⇒ (19) + 4 = 23
Torean shouts when he sees the creature. "Some sort of golem creation!" He yanks off his protective amulet and grabs a scarab looking device from his belt. He attaches it to his armor.
Swap Amulet of Natural Armor for Golembane Scarab. I think that would be a standard action, GM? If so, Torean will likely just move to the top of the stairs near him to protect the guards there.
-Posted with Wayfinder

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Yah, a Standard Action is fine. BUT,. . . a Dwarf without a "Dwarven Lockpick", WTH? :P

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Oh, he's got the lockpick! He's just looking for the keyhole!
Torean huffs up the stairs, reaching the two guardsmen at the top. "Hey, boys! I heard you got yourselves a party here!" He hefts his warhammer and prepares to get to work.
Swift Action to activate Judgement. Justice and Destruction, granting +3 to hit and +3 to damage.

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Eladrian reaches the deck of the ship and quickly moves to join Torean on the upper deck. He hefts his hammer as he gives a wink to the dwarf beside him "Just like old times in that tower, huh?". He takes a moment to study the creature moving towards the defenders, and readies himself for a swing!
Move action, Swift for studied target on the golem thing and one of the ballista, readied action to hit if the creature gets in range.
Dmg+Vital Strike: 2d6 + 7 + 2 + 2d6 ⇒ (5, 1) + 7 + 2 + (4, 4) = 23

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Know(arcana): 1d20 + 19 ⇒ (13) + 19 = 32
Harrow: 1d6 + 1d9 ⇒ (4) + (8) = 12 The Idiot
"Mindless creature. Your hammers will be less effective unless they are made from adamantine. Like most golems, it resists most magic. I may be able to entangle the creature, but little else."

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"I's can protect us from whatever fires killed these poor men, but you's got to stick close while I makes my prayers!"
It's my intention to cast Communal Resist Energy as my first action. Where we're positioned now I think I can touch everyone in the round that I cast. Technically Rasamoro "delays" until after I cast, but with block initiative it makes no difference.

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It's my intention to cast Communal Resist Energy as my first action. Where we're positioned now I think I can touch everyone in the round that I cast. Technically Rasamoro "delays" until after I cast, but with block initiative it makes no difference.
Everyone but your two pets are out of range for a Touch spell, many by a large margin. Also, what type of Energy Resistance are you going to choose?
Torean and Earian both move up, getting in closer to see the massive construct move in and slaughter another of the guards with ease. It's also clear that it is not metal that it wears, but rather seems to made out of an identical crystal as what comprises the ship.
ROUND 1
Torean () and Elarian (ready)
ORANGE "Giant" (Haste, )
Rasamoro (), Nana (), Moonbeast (), Kernuffle (), and Remy
Red "Ballista" () and Blue "Ballista" ()

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"I AM RASAMORO, GORUM'S CHOSEN! LET US PRAAAAY!" Rasamoro screams as he hurtles into battle.
________
Standard Divine Favor (+4 attack/damage)
Move Move 20ft towards the good stuff
Rasamoro will delay until after Nana.

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Harrow: 3 + 4 = 7 The Brass Dwarf
"The Brass Dwarf represents one who stands alone, either invulnerability to current danger or one person's sacrifice to save their companions."
"I wouldn't say no to your protection from fire, Nana."
Rémy cuts his deck of harrow cards, revealing The Open Sky as his feet lift from the ground.
cast fly on self via witch hex

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On my flying mount, I believe I can move so as to touch everybody, using the free touch that you get in the round you use a touch spell. The only one I have a doubt about is Torean. I have moved on the map so you can see what I mean. Whether I can touch Torean as well depends on what 'square' I count as occupying when mounted on a large creature. The same square(s) as my mount, or do I choose one square? Hard to make sense of it when you don't actually sit on a corner of your mount! Kernuffle will move to attack after the spell is cast.
Nana casts Communal Resist Fire (20), trying to touch the whole party including the two beasts. Duration is 10 minutes each, 20 minutes for Nana and Kernuffle. If Nana can't manage to touch Torean, then the Moonbeast also gets 20 mins duration instead.
Also use a move action to activate Copycat (= 1 mirror image, 9 rounds duration)

Kernuffle |

Kernuffle advances towards the enemy, taking the most direct route.
Move action, followed by a move action to climb.
climb: 1d20 + 11 ⇒ (1) + 11 = 12
"Raaaarrggg!
He's a large ape trying to get up a 10' wall, so I'm not sure if he can't just haul himself up. His arms would certainly be long enough to reach.

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Spells that allow multiple allies to benefit and require being touched, such as Communal Spells, all have to be touched at the same time. You can't, for instance, ride down the line and hit everyone, they have to be around you as soon as the spell is cast.
At the time of your casting, you can hit (always including yourself and your Moonbeast):
A.) Torean and Eladrin
B.) Rasamoro
C.) Kernuffle and Remy <see below for Edit 2>
There really is no way to hit everyone, and most had already moved.
As far as your mount, it is a bit odd. Essentially, at any given point in time, you occupy each square that your mount does, but not all at the same time. You do not pick one to occupy, per se, (so can not be in reach to hit an enemy and then be out of reach when they attack you by shifting). Or, a more simple way to view it is you are considered large size as far as what squares both you and your mount occupy, but do not benefit from being large size, such as with extra reach, but also do not get size penalties.
Slight Edit, I think I see some of the problem. I had made Slide one so that it was a close up view of the more immediate area, and some had been moving on Slide two only. I have removed all of the minis from slide two now, so there is no more confusion.
Edit #2, I also saw that Ras is willing to delay, which is fine. That would allow you to get yourself, Moonbeast, Kernuffle Rasamaro, and Remy. Is that what you want to do? You would need to fly 5ft above them and essentially be 5ft to the right, hovering just above them to hit them all.
ROUND 1
Torean () and Elarian (ready)
ORANGE "Giant" (Haste, )
Nana (), Moonbeast (), Kernuffle (), Rasamoro (), and Remy ()<Fly>
Red "Ballista" () and Blue "Ballista" ()

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Sorry, I hadn't seen the moves on Slide One. Yes, move on mount and cast as per Edit #2 please. Thanks! Duration will be 20 mins for everyone except Kevin the Moonbeast, who only gets 10 mins. Nana uses her own move action to activate Copycat (duration 9 rounds).

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No worries. Just a head's up, I've been trying to help out with the Houston evacuees, so have not had a lot of chance to get online lately. Hopefully, (for them), it will not last too much longer, and I should be able to pick up the pace more. :P

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No complaints. Thanks for your work in Houston. My parents just left to try and get back to their house. We'll see what awaits them.

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Thanks for your help, GM. I have a number of family and friends that way, both residents and rescuers. Unfortunately, this is the first natural disaster since Katrina that I have *not* deployed. Be safe and look after yourself first down there.. remember that a dead rescuer saves no one. We will be waiting.

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Torean and Earian both move up, getting in closer to see the massive construct move in and slaughter another of the guards with ease. It's also clear that it is not metal that it wears, but rather seems to made out of an identical crystal as what comprises the ship.
Rasamoro begins to advance, but then stops just as Nana flies directly overhead, reaching down to allow her own magic to infuse some of the party and sending her large ape towards the slaughter ahead. Ras quickly joins as well, calling on sacred powers, and Remy likewise takes to the air.
For flying character, please make sure you note how high you are flying. The Mid and Abaft decks are 10ft lower than the Fore and Upper Decks, but, for ease of play, just note how high above the current deck you are, (so 5ft up would mean there is one square between yourself and the ground below you).
Both of the strange ballista like machines fire a stream of blindingly white hot material that seems to both incinerate and disintegrate every layer of protection the guards have as it pierces their bodies. Both fall face down and do not move, but like the other fallen guards you saw before, no blood pools around their corpses.
Suddenly, mechanically, the northern ballista-like machine shifts it's aim at Torean, and a bright red beam focuses on his chest. The same happens with the southern thing, a laser directing itself at Rasamoro. The giantish crystalline being shifts it's head, focusing it's furry on Rasamoro as well, and for a brief moment, the Nagaji is overcome with a sense of dread.
Random: 1d3 ⇒ 3
ROUND 2 (* = Fire Resistance 20)
Torean () and Elarian ()
ORANGE "Giant" (Haste, )
*Nana (), *Moonbeast (), *Kernuffle (), *Rasamoro (), and *Remy ()<Fly>
Red "Ballista" () and Blue "Ballista" ()

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Rasamoro knows no fear! Bring it on ;) (famous last words)

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Eladrian rushes in towards the golem, howling a battle cry as his hammer whips in. He spots what he hopes is a tender spot on the creature, and aims for that!
Acro to avoid AOO?: 1d20 + 14 ⇒ (9) + 14 = 23
Attack: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Dmg+vital strike: 2d6 + 7 + 2 + 2d6 ⇒ (5, 2) + 7 + 2 + (4, 4) = 24

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Torean ducks behind Eladrian, hoping to confuse the giant creature with his movement. He whips his hammer at the golem-like creature, channeling Torag's rage and power.
Moving will provoke an AOO. Swift Action to active Bane
Attack (PA, FF, Judgement, bane): 1d20 + 12 + 3 + 2 ⇒ (8) + 12 + 3 + 2 = 25
Damage (PA, Judgement, bane): 1d8 + 14 + 3 + 2 + 2d6 ⇒ (3) + 14 + 3 + 2 + (3, 6) = 31
Golembane Scarab will negate any golem DR

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Torean moves in, causing the giant crystalline creature to slam at him before he is able to close. I doesn't hurt too much, but Torean feels off after it connects. Like something is wrong deep inside, but he can not place it.
AoO Slam: 1d20 + 20 ⇒ (17) + 20 = 37 <HIT>
Damage: 2d10 + 7 ⇒ (4, 2) + 7 = 13
Torean is able to pull it together, though and finishes moving and to slam his weapon down hard on the creatures chest, leaving small cracks in the crystal. The creature, though, does not respond in any way, and you are unsure if it felt anything.
Elarian is able to slide in, but it's not clear if he was able to avoid the creatures focus long enough to skate in or if the creature was just too slow to be able to attack him as well. Elarian's blade strikes home, but seems to have very little effect.
1d100 ⇒ 23
Random: 3d2 ⇒ (2, 2, 1) = 5
The Golem then seems to spin, as if it's upper half where not fully attached to it's lower half, and while it's feet stay firmly planted in the ground, it's outstretched arms rotate around in a wide circle mimicking a tornado.
Slam 1 vs Elarian (AC 22): 1d20 + 20 ⇒ (4) + 20 = 24 <HIT>
Slam 2 vs Elarian (AC 22): 1d20 + 20 ⇒ (9) + 20 = 29 <HIT>
Damage: 4d10 + 14 ⇒ (5, 2, 4, 1) + 14 = 26
Slam 3 vs Torean (AC 21): 1d20 + 20 ⇒ (5) + 20 = 25 <HIT>
Damage: 2d10 + 7 ⇒ (9, 8) + 7 = 24
Afterwards, Elarian feels the same sort of thing that Torean did after being struck. It is not amplified any more when struck again, but does not go away.
ROUND 2 (* = Fire Resistance 20)
Torean (-37) and Elarian (-26)
ORANGE "Giant" (Haste, -45)
*Nana (), *Moonbeast (), *Kernuffle (), *Rasamoro (), and *Remy ()
Red "Ballista" () and Blue "Ballista" ()

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Nana rides Kevin the Moonbeast up above the upper deck (+10'). As she flies, she cries out "Grow, Kernuffle, Grow!"
And Kernuffle doubles in size, placing the crystal golem within his reach!
Standard action to activate Dire Collar, Enlarging Kernuffle. Mount takes a double move. Nana takes a move action to draw her falchion.