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Time elapsed since you've arrived on the asteroid: 1:20
Magt leads the group again, following down the same path, getting lost a second time. Third time is the charm as he realises his mistakes and follows down chilling breeze likely indicating the way to the surface. The frozen tunnels level off, causing the melting water to accumulate in bone-chilling pools. Droplets run down the thawing walls with supernatural purpose, whittling away relief carvings of an enormous dragon devouring entire cities. Warm wind still greet you from up ahead in the tunnels, adding to the sense that you're going in the right direction, and getting close.
Up ahead, beyond a shallow pool of about 4 foot deep, stands a creature guarding these hallways, dipping it's feet in the pool of water.
Kn. Planes DC13
Pools are 3-5 foot deep as indicated, and are therefore treated as deep bog: "A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog."
Didn't see anybody had created a light source, those without darkvision cannot see in here. Please do let me know how you illuminate the place if you do not have darkvision.
There's another creature in the hallway to the left, hiding behind a wall. It seems to be a vampiric mist, similar to the one you encountered in the forest area, maybe even the same one.
initiative, Varuna: 1d20 + 4 ⇒ (9) + 4 = 13
initiative, Rahab: 1d20 + 3 ⇒ (14) + 3 = 17
initiative, Waki: 1d20 + 6 ⇒ (6) + 6 = 12
initiative, Herr: 1d20 + 2 ⇒ (12) + 2 = 14
initiative, Vosk: 1d20 + 2 ⇒ (16) + 2 = 18
initiative, Benny: 1d20 + 3 ⇒ (4) + 3 = 7
initiative, Mist: 1d20 + 8 ⇒ (1) + 8 = 9
initiative, Memphit: 1d20 + 6 ⇒ (5) + 6 = 11
Maps are updated and we're going straight into combat for this next part! You've earned a success for manoeuvring the tunnels.
Combat Round 1
conditions: Low Gravity, No light.
Vosk, Rahab, Varuna, Waki, Magt (-3 Con)
Mephit
Benny (-3 Con)

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Perception : 1d20 + 8 ⇒ (1) + 8 = 9
Waki continues along with the others, blissfully unaware of impending doom.
Seeing the small creature in the pool, Waki draws his blades.

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Rahab notices the gruff nod given by the shadowy Wayang, and nods in return, his face still frozen with a rictus of displeasure. Ice. I loathe ice. Gorum's steely edge, do I hate ice.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
"FACE ME! COME TAKE PART OF THE COMMUNION OF IRON! DO NOT MAKE ME COME AND GET YOU MAGGOT!" he bellows as he moves through the deep water, slamming Gamin against his shield.
"Ow, ow, ow..."
Double move, spending a point of fervor to swift cast Divine Favor.

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I have darkvision
perception: 1d20 + 8 ⇒ (3) + 8 = 11
acrobatics-jump: 1d20 + 5 ⇒ (5) + 5 = 10
Magt attempts to leap over the pool but doesn't quite make it,landing in it with a loud splash. Cursing he slogs the rest of the way out and a little past the pool.
Jump of 10 will land in the second square of the pool, 4 squares to move out, and another 10 ft.

GM Hmm |

★ - 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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Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Swim: 1d20 + 4 ⇒ (11) + 4 = 15
Varuna slogs through the deep water, having to swim through it more than walk due to his small stature. He eventually makes it to the other side though and draws his rapier in preparation for battle.

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Argent Vosk casts light on a crossbow bolt and then loads it into his crossbow, using the whole thing as a torch to look around more, trying to avoid the water before giving in and climbing in.
perception: 1d20 + 0 ⇒ (13) + 0 = 13

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Do read carefully as the water event changes things a lot for us!
The tunnels shake unnervingly, seemingly the sound of a rushing river approaches you. ?: 1d8 ⇒ 7 From the west, water rushes through knocking, and pushing everything in it's path. Flooding the caverns as you know momentarily.
This is a bull rush manoeuvre, I have adjusted your positions. You may make a reflex save of DC 13 to take half damage and avoid being prone. i.e. if you fail the reflex you are considered prone on the start of your turn.
Bull Rush: 1d20 + 5 + 8 ⇒ (9) + 5 + 8 = 22 Hits everyone!
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Ref Mephit: 1d20 + 5 ⇒ (2) + 5 = 7
The water slowly subsides away as you attempt to pick yourselves up. But still a couple feet of water envelopes the tunnels.
All terrain is now considered difficult terrain. Of course the deep bogs remain deep bogs.
The Mephit is knocked down from the rushing river, but seems to have taken very little damage. What little scars it has, you observe it closing up. DR5 and fast healing 2 It picks itself up, observing the pathfinders approaching, shoots some magic missiles into Magt's and Varuna's way.
Magt: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Varuna: 1d4 + 1 ⇒ (1) + 1 = 2
Combat Round 1/2
conditions: Low Gravity, No light, flood-difficult terrain
Vosk, Rahab, Varuna -2, Waki, Magt -10 (-3 Con)
Mephit
Benny (-3 Con)
Reminder: 6 dmg and prone, Reflex DC13 halves this and negates prone effect

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reflex save: 1d20 + 5 ⇒ (3) + 5 = 8
-3 con damage
HP: 20 of 36
prone
.
Magt stands up and with a flick of his wrist a wand appears in his hand. He taps his wounds with the tip to a flash of purple florescence.
stand move action, spring loaded wrist sheath free action, activate wand standard action.
HP:21 of 36

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Reflex Save: 1d20 + 4 ⇒ (9) + 4 = 13
Rahab does not fight the wave, but lets himself be carried by it. As such it is child's play for him to step out of the deep water and march up towards the creature. "FACE ME!!!" he roars, at the edge of apoplexy, the veins in his forehead seemingly drawing a complete topographical map of not only Avistan, but perhaps even of northern Garund!
Double move.

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Waki tries to dodge the wave.
Reflex : 1d20 + 9 ⇒ (1) + 9 = 10
ouch two nat-1s in a row .

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Sorry, had to post from phone while running to a meeting.
Waki's light frame is no match for the powerful wave. He is knocked off his feet.
He gasps as he spends the next few moments standing up and trying to move to higher ground or out of the current.

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Ref: 1d20 + 10 ⇒ (13) + 10 = 23
Varunas small frame dodges the brunt of the wave and he manages to stay on his feet. Gripping his rapier tightly he slogs his way forward through the watery tunnels.
Double move
-Posted with Wayfinder

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I'm going to assume Vosk and Benny take move actions like most of the group, to get up and to get into a better position. Also, I've assumed that our human Magus has casted light for the non-darkvision folk. Lighted area is highlighted in the map by the yellow circle.
Vosk and Waki fall over into the water as the wave crushes right into them. The fight becomes a little trickier as the temporary flood seems to have thrown everyone off balance momentarily. With the change in environment, everyone slowly slogs through the water to get to the threat.
From the dark end of the second adjacent tunnel, a misty like creature slowly emerges into everyone's vision. To everyone's surprise, an old enemy from the surface has followed and has come back to torment you. Unfortunately, the closest target is Benny already weakened from it earlier, but nonetheless it attacks Benny, and weakens him a little more.
touch attack: 1d20 + 7 ⇒ (14) + 7 = 211d3 ⇒ 11d8 ⇒ 8
The ice Mephit attempts not to even try to slog through the water. Seeing Varuna and Rahab head his way, he opens his mouth to unleash an icy cold breath attack. "Leave! We no like stranger!"
cold dmg, Varuna and Rahab: 1d4 ⇒ 4 Reflex 13 for half
The pathfinders seem to be in a pinch, could they turn the tide around?
Map link
Combat Round 2/3
conditions: Low Gravity, No light, flood-difficult terrain
Vosk -6, Rahab-3 (Reflex) , Varuna -5 (Reflex), Waki -6, Magt -15 (-3 Con, infernal healing)
Mephit, Vampiric Mist (+8 temp hp),
Benny (-4 Con, d6 Bleed)
Bold characters may take their actions.
Don't forget you can call on the elemental if you feel like you're in a pinch.

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Do we not have any light source active? Is that the yellow circle eminating from one of us?
Waki, seeing the mist re-appear, will move up to assist poor Benny.
Unfortunately, due to the bog and deep water, he cannot also attack with his magic blade at the moment (double move).

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Vosk has light on his spell list, so I've made the assumption since the human has no darkvision that he casted light. So that yellow circle is the light source from Vosk.

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Gotcha - thanks. I think Waki's move was 35' or 40' due to difficult terrain, so could not attack the mist this round.

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"THEN DIE, YOU XENOPHOBE!"
Can I take a diagonal step past the creature? I'll eat the AoO.
Gamin vs Mephit: 1d20 + 7 + 3 - 1 ⇒ (3) + 7 + 3 - 1 = 12
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
#Tableflip.

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With a scream of frustration Magt moves in, grows in size, drops his weapon, and attacks the mist with his claws and fangs. Grwwl...
rage and flank
bite attack: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23, if hits, bite damage: 1d8 + 6 ⇒ (8) + 6 = 14
claw 1 attack: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18, if hits, claw 1 damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
claw 2 attack: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26, if hits, claw 2 damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15
if it matters, the claws count as magic weapons
-3 con damage
HP: 30 of 44

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Magt, multiple natural attacks requires a full round attack, since you took a move action to get adjacent to it, you can only make one attack. I'll only count the first one. And yes it does matter magic weapons since it has DR/magic
Rahab, i'll allow the diagonal if you want to move cross it. Don't forget your reflex save.
Waki moves closer to the vampiric mist, with the intention to end it's evil annoyance once and for all. Similarly, Magt seeing the enemy, rages with intent of revenge and bites a chunk of the mist away.
Rahab attempts to swing his weapon into the Mephit but a little flick of water gets into his eyes, causing his weapon to go wide. A little blood vessel pops in his head.
Map link
Combat Round 2/3
conditions: Low Gravity, No light, flood-difficult terrain
Vosk -6, Rahab-3 (Move? & Reflex) , Varuna -5 (Reflex), Waki -6, Magt -14 (-3 Con, infernal healing)
Mephit, Vampiric Mist -6hp,
Benny (-4 Con, d6 Bleed)

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The Halfling will move back in order to get a flank with the tiefling
1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
1d6 + 1 ⇒ (3) + 1 = 4
Sneaky 2d6 + 1 ⇒ (1, 5) + 1 = 7 +2 bleed

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Sorry Magt...Waki was trying to move around to flank - if he would have known Benny was going to step back, he could have moved into his spot. But such is life in PbP timeframes.
Master Benny and Master Jaeger...you wary be not over extend against this vile mist.

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As a reasonable guy, I'm not one to penalize for silly mistakes! I do want you guys to get the most out of this special and Don't want to unnecessarily be in combat longer than we have to. I'll retcon your actions a little so you can get the best outcome. Magt will get his full round!
Benny, about the Con dmg, the scenario does come up with opportunities to help you out with that, so be on the look out! Also since Magt's attack would totally have taken out the Mist, Benny can totally retcon his action.
Magt's blood boils as he unleashes two more lashes from his claws against the mist. His swipes kill it completely, making it disappear into the nothingness. Waki moves ahead slightly to close in on the mephit.
Benny,bleed: 1d6 ⇒ 3
Benny bleeds a little bit.
Map link
Combat Round 2/3
conditions: Low Gravity, No light, flood-difficult terrain
Vosk -6, Rahab-3 (Move? & Reflex) , Varuna -5 (Reflex), Waki -6, Magt -14 (-3 Con, infernal healing)
Mephit, Vampiric Mist (dead),
Benny -3 (-4 Con, d6 Bleed)

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Ref: 1d20 + 10 ⇒ (18) + 10 = 28
Carina moves closer and tries to stab the mephit
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Dmg: 1d4 + 5 ⇒ (4) + 5 = 9
-Posted with Wayfinder

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Reflex vs Ice Mephit breath: 1d20 + 4 ⇒ (10) + 4 = 14
Dodging away from the brunt of the mephit's breath, Rahab begins an ... invocation? Perhaps not the best word to describe the avalanche of insults that pass through his lips as he thrusts his sword at the elemental creature.
Gamin vs Mephit, Power Attack: 1d20 + 10 - 1 ⇒ (14) + 10 - 1 = 23
Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
"DIE YOU ICE MOLDED WRETCH!!!!!"

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Not risking a bloody death, Benny takes a sip of his last curing potion to stop the bleeding. Rahab moves in to open up some space for Varuna, but get's clawed as a result. But cornering the ice mephit, Varuna and Rahab use their blades to slice and dice the Mephit till it is unconscious.
Claw Rahab: 1d20 + 5 ⇒ (17) + 5 = 221d3 + 1 ⇒ (1) + 1 = 2
Combat Over!
Status: Vosk -6, Rahab-7 , Varuna -7, Waki -6, Magt -6 (-3 Con), Benny (-4 Con)
Out of the corner of the tunnel, from where the vampiric mist emerged, two strangers hobble in to see you, they are weak. A male gnome and a female red-skinned humanoid reach out to you. The gnome speaks in the common tongue, but the human seems to only speak a form of ancient Azlanti. The gnome speaks out "Help, Help us. I curiously enetered into a fancy portal, but me and my friends were attacked by the elementals. I'm the last survivor."
If you choose to help them, it is a diplomacy roll.

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Rahab draws his wand as he considers the two new arrivals.
Cure light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Heal: 1d20 + 2 ⇒ (3) + 2 = 5
Not seeing anything wrong with either of them, Rahab looks back at Magt, as if asking what do you want done with these guys?

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I don't speak Azlanti.
heal: 1d20 - 1 ⇒ (17) - 1 = 16
Looks like they could use a meal. Can one of you speak with them. Most beings find me threatening, even when I give them my biggest toothy smile. He offers each a ration.
Magt will use another charge to finish the healing.

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Gnome speaks regular common.
Having seen the horrors of this world. The creatures gladly accept Magt's hospitality and start munching on the rations. "Much thanks, we watched you from far, you are strong against the elementals."

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Undone they are. Recover and heal these fugitives we must.
Waki waits for the healing to be dispensed and the more glib of tongue to parley with the 2 newcomers.
He draws his cure wand and offers it to any needing a tap. He needs someone to activate it for him as he needs a charge himself.
clw: 1d8 + 1 ⇒ (6) + 1 = 7 Waki is healed to full, 1 charge

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Rahab gruffly uses Waki's wand on him. "We should have done better. I blame myself for not having given anyone any help" he snarls before settling down besides the two newcomers.
" We can offer you little but a blade and a path out. Our people hold a portal off of this rock. If you require a guard, we didn't intend to return the way we came. Where we go next is in the hands of people who aren't me. But like I said" he grumpily says, offering his mundane longsword to the duo. "A blade and a path."
Diplomacy Aid: 1d20 + 4 ⇒ (4) + 4 = 8

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Argent Vosk gives himself a charge of infernal healing from the wand at his belt.
He turns to the gnome. "You and your friend there would do best to get off this rock. I'm sure there will be a feast awaiting us all once we get off of here. You look as if the two of you could use it."
heal: 1d20 ⇒ 15
diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15

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CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Varuna asks Rahab to tend to his wounds with his wound after the battle is over. At the sight of the malnourished strangers, he offers up a bit of his own rations to them. "Hmmph, path cleared. Follow it and be safe." and draws a crude map of the path the Society has cleared down to this point so that they may get to safety.
Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

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Benny trust his gut that the two are not looking for trouble, and only seek a way out of this murderous place. The duo look relieved after you tell them about the portal and a clear path. "Many many thanks strangers. We shall follow it home. We are no longer capable of fighting but we hope this will aid you." The dwarf provides you a little satchel prior to his departure. Inside the satchel: Two potion of cure light wounds, a potion a cure moderate wounds, and a potion of lesser restoration.
Status: Magt (-3 Con), Benny (-4 Con)
The Pathfinders continue on their way deeper into the caverns under the with the pretension to save something. Eight minutes or so later, the tunnel opens up into a large cavern.
Time:1:28
Several tunnels lead into this expansive ice cavern, in which rests an enormous block of ice bound in chains that hang from the icicle-covered ceiling. Hundreds of figures are flash-frozen within, caught in a moment of horror and agony. At the front of the inanimate crowd stands a regally clad giant who stares ahead with defiance. Could this be who the water elemental was referring to?
Entering the room causes the breath to catch in one's lungs, and each exhale causes a plume of thick fog. The block of ice must be radiating intense cold, enough to cause discomfort even though the protection of the planetary adaptation.
You recognize the regally clad giant as a Shahzada, a noble Marid. They are outsiders living on the plane of water. All Marids are formiddable opponents with a wide array of spell-like abilities at their disposal. The most fabled of these is the ability to grant a wish.
The ceiling is 70 foot high here, and anyone who wishes to reach the chains must fly or climb that high. The bottom of the ice block is about 10 foot off the ground. With some help, one could probably reach it and use the block of ice to climb up to the chains. The cold in the room is uncomfortable but not dangerous, except for those who would come very close to the block of ice. Planetary adaptation will not protect you if you touch that ice.

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Kn Planes: 1d20 + 8 + 1d6 ⇒ (13) + 8 + (1) = 22
"That one's nobility, hmmph. A water genie. Probably important." He digs through his pack and pulls out a flash of redish liquid. "Get this up there. Not sure how."

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Safe travels, friends. Lingering foes may still be in tunnels back.
Waki waves as the pair head off. The tengu shrugs with a short nod to Benny that he has no need for the potion of restoration.
***
Waki peers into the large cavern at the fog and cold, not relishing getting any closer.
perception: 1d20 + 8 ⇒ (18) + 8 = 26

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Waki sees no other dangers that what is visible already to the rest of the group.
You could always range attack the ice/chain if you're out of ideas.

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Waki has a strong premonition that stand-off weapons may be prudent
He stows his blades and draws his bow, looking to the others for ideas.