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Feeling better, the halflind nods to his longspear and crossbow I can do missle or distance. he states simply, feeling better after the potion.

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You could have waited for Herr Magt to respond to the thread before using that potion. With that said...
Rahab scowls, as yet another of his failings comes to light. "Gorum, your tests are pitiless but fair. But here I am without a bow, crossbow or even a simple sling."
"I have gear to allow me to climb up the side of this cavern of ice. If you wanted to attack this block of ice, I can get Gamin to make your attacks more vicious. If you want to attack the chains, I can make your attacks against the chains more vicious with Gamin's aid. Your will is my path to teach by example. Tell me how you would have it be."

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-3 con drain
HP: 36/36
That's fine, he was down more than me.
I don't suppose one of you has magic to get one of us or even a grappling hook up onto that block? Hint: Varuna... Monkey Fish... If not, I can grow and try to throw a hook up to catch on the chain. Someone have some additional rope I can borrow? I have an adamantine wire saw one of can use to easily cut the chains. Then a couple of ropes tied together would allow that person back down. With the block on the ground, we can start cutting the beings loose.
Magt ties the ropes together, grows in size, and heaves the grappling hook up as far as he can.
I'm assuming a strength check to throw the grappling hook. Let me know if you want something else.
strength 1: 1d20 + 6 ⇒ (14) + 6 = 20
strength 2: 1d20 + 6 ⇒ (12) + 6 = 18
strength 3: 1d20 + 6 ⇒ (7) + 6 = 13
strength 4: 1d20 + 6 ⇒ (10) + 6 = 16
strength 5: 1d20 + 6 ⇒ (13) + 6 = 19
strength 6: 1d20 + 6 ⇒ (13) + 6 = 19
strength 7: 1d20 + 6 ⇒ (4) + 6 = 10
strength 8: 1d20 + 6 ⇒ (2) + 6 = 8
strength 9: 1d20 + 6 ⇒ (14) + 6 = 20
strength 10: 1d20 + 6 ⇒ (18) + 6 = 24
If it takes the 24, I'm out of rage for the day unless I take the drugs.
Varuna, if you can even just put the hook in the chain I am willing to climb up and cut the chain. The cold probably won't hurt me.

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Waki shakes his head...
Climbing gear for ice, I have none.
Waki will dig into his pack.
Bow and sling I have. Rahab choice of either can have if help it will.
He holds the darkwood composite short bow out in one hand and a simple sling in the other.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
“The crater has been claimed, but our divinations indicate that Ayrzul is not happy about this! We’re experiencing unexpected surges in gravity everywhere, especially near the crater and vault!” Sorrina Westyr declares, madly strapping herself down as everything as everything rattles and shakes around her. “Hold on!”
Meanwhile behind her, Drendle Dreng is holding up a bottle, as he weaves back and forth in the convulsing landscape. “I feel the earth move under my feet, I feel the sky tumbling down... WOOOOOO HOOOOO!”
___
AREA B; The Crater, is claimed and safe for travel! GMs, there is an Earth Event happening now!

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Suddenly, the gravity around you seems normal, akin to what you are familiar with back in Golarion. However that feeling is short lived as less than a minute your stomachs return to that woozy feeling that you felt when you first arrived on the asteroid. Luckily for the team, no one was caught mid-air during the time the gravity returned, or it could yield in a catastrophic fall.
You just need 40 ft of rope to reach the bottom of the chain. Or 10 ft of rope to reach the bottom of the ice. Climbing the ice without rope is a DC25 climb. I'll assume that at least 2 of you have rope, enough to reach the base of the chain.
Magt, it's a range attack to hook the grapping hook, but since you are not really under danger at the moment, I'll forego the rolls and assume a take 20 scenario.
The ice cube is approximately 30ft cube, and is extremely chilling, each round alongside the cube, you are dealt 1d6+4 cold damage per round. You need to be 15 feet above the cube to be safe from this affect.
Remember: 1 climb check moves you half speed = 1 action, 2 action = 1 round.
If you try to hastily make it up, please roll climb checks, it's DC10 using rope, a result of 5 or less results in falling. You may take 10, but if you do I'll assume that 1 climb check = 1 round.
Once you are at a safe distance you may hack the chain, hardness 14, 90 hp. Since you are not in any threat I won't require any rolls for that, just assume you hack the chain for a long time.

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Unfortunately, Varuna doesn't have the Infusion talent yet, so can't share his extracts. But I don't mind monkeyfishing my way up there if we need. It will just take him a long time to cut through with only 10 Str.
Varuna digs through his pack again, and pulls out a long length of silken rope to tie to the others. "Can climb if needed, hmmph. Just need boost. Can't reach block."

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Varuna, just climb up the wall to hook the grapple in a chain then come back down. That way you won't take any damage from the cold. I will climb the rope and do the cutting.
Magt gets ready while Varuna scales the wall. He sheathes his weapons and places the coiled wire saw over his fangs. Just as Varuna reaches the chains, Magt taps himself with the wand to offset any potential damage from extreme cold.
When Varuna has the hook set, Magt begins swiftly climbing.
Need 5 checks at half speed (15' each) will get me to the ceiling. Need 4 checks to get past the cold damage. Will move hastily so 2 each round.
Magt has Resist 7 to cold damage and is fast healing 1 each round from infernal healiing.
Round 1
climb 1: 1d20 + 7 ⇒ (11) + 7 = 18
climb 2: 1d20 + 7 ⇒ (20) + 7 = 27
Round 2
climb 3: 1d20 + 7 ⇒ (13) + 7 = 20
climb 4: 1d20 + 7 ⇒ (18) + 7 = 25
Round 3
climb 5: 1d20 + 7 ⇒ (6) + 7 = 13
Magt begins cutting through the chains (below the hook) with the adamantine wire saw.
Adamantine Wire Saw: This works twice as fast as a normal saw when cutting materials with hardness 10 or less, or at normal speed when cutting materials with hardness 11–20. Replacing an adamantine wire saw's wire costs 145 gp.

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Magt climbs the cold, even with his resistances the ice manages to burns him slightly. But within a few seconds his wound heals again. Magt cuts the chains with his saw, and soon the chains break.
cold dmg: 1d6 + 4 ⇒ (5) + 4 = 9
cold dmg: 1d6 + 4 ⇒ (1) + 4 = 5
The block of ice comes crashing down with an ear-shattering sound, causing it to break in two. Several of the imprisoned beings break free, a myriad of creature from the plane of water: elementals, mephits, a few undines and some alluring creatures that no one recognizes. They are stunned for a moment, but quickly realize what's going on and start breaking apart the rest of the ice to free their leader.
Not too long after, as you watch the creatures hastily tear the ice, a woman is freed. 18 foot tall, with blue-green skin, eyes of the deepest blue and thick locks of wavy white hair. She takes a few moments to smooth her dress, adopts a regal stance and looks down at the Pathfinders while her band of followers stand behind her, cautiously waiting for what's next. "Human? Orcs? Are you from the Material Plane? What brought you here?" She looks over her shoulder at her motley crew of followers, then turns back to you. "I assume it was your efforts that freed us. You have our thanks for that, but you must know it's not safe here. We have to leave before you also incur Ayrzul's wrath."
She manages to hide it well, but being imprisoned has been a big blow to the woman's morale. She's somewhat despondent, fearful of further repercussions and worried for the fate of her allies.

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Magt slides down the silk rope while she is talking.
Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16 Magt believes every word and that she is hiding nothing.
Well yes, we are from the Material Plane. Uhmm... You do realize you are currently on the Material Plane do you not?
As to Mister-Fancy-Pants-Bigshot-Bad-Guy, I am quite sure we have already incurred his wrath just by being here. I'm positive setting you free will have only made the enmity worse.
However, we are not alone. We are from an organization, on the world of Golarion, known as the Pathfinders. Many of our members are currently on this rock while it is heading toward Golarion. Maybe it is time Azzy is taught to behave.
In return I would ask that you consider joining or at least assisting the Pathfinders.
.
.
.
What can you tell us about Azzy?

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Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16
Varuna watches in awe as the ice cube falls and shatters. He takes out his notebook and starts jotting and scribbling as he watches the various creatures work to free the marid. He tries to reason with the noble creature. "Your majesty, hmmph. Must fight on. Many Pathfinders here too. Freed you from icy shadows. Join us. Hmmhph, fight. Free Raginori. "
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12

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Waki will nod but keeps his beak shut rather than risk interrupting the dialog with the pair and the gigantic woman.
SM: 1d20 + 4 ⇒ (3) + 4 = 7
Finally he cannot contain it.
This Ayrzul seems no honor has. Fight or with us leave.

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Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20
"I see. Your body might look unhurt but your warrior spirit has been hurt. I, Rahab of the Seven Blades know that feeling all too well" begins Rahab somberly, perhaps even compassionately. "Sometimes, I still feel it's pain, deeper than any of the seven cuts made long ago. Do you know how I heal myself, tall-woman? Do you know how I, Rahab Seven-Blades, the puny half-breed soothe away the pain that wakes me in the night? I remember that I am going to RIP THE SPINES OF THOSE COWERING DEMONS AND USE THEM TO STRANGLE ALL THEIR KIN! YOU SHOULD NOT FLEE, BUT BE ANGRY! HOW DARE ARYZUL PUT YOU AND YOUR PEOPLE WITHIN A BLOCK OF ICE?!?! HERE, TAKE THIS CHUNK OF ICE AND FOLLOW ME! TOGETHER WE WILL GO AND SHOVE THAT ICE WHERE HE HAS NEVER HAD ICE BEFORE!"
Angry Diplomacy: 1d20 + 4 ⇒ (3) + 4 = 7
I guess he overdid it. lol

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"Azyrul is one of the Elemental Lords, his reign over the plane of earth is supreme. No one I know has ever seen him, but claims he has demigod powers. We know though, he wants to ensure Raginori is kept away. I doubt he is here, rumors have it he never leaves the plane of earth."
Regarding your attempts of persuasion, she holds herself back, with a disheartened lookby "I cannot fathom to return to the fight, Kelizandri has trapped us here once, with ease at that. I should've known, I served him once, but looked for freedom from his reign for my people. But alas his forces, together with Ayzrul's are far superior than mine. Look at us! It'd be madness to expect us to fight after what we've been through."
"I've heard strange voices, emanating from within this asteroid, thundering but faint, carried by winds, is that what it is? Raginori?"
Everyone can make that diplomacy roll if you haven't yet, I'll consider the highest roll as primary and rest aid. Convince her to join your cause!

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I doubt he will just let you go, at this point it seems your options are fight or die. At least with new allies, there is a chance. Giving up has no chance. We intend to beset him. Your aid would be welcome.
diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20 WOOT! Not bad for zero ranks.

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diplomacy: 1d20 - 2 ⇒ (6) - 2 = 4
"We will fight your battle, even if you will not, but the battle would be much easier if we joined forces. In my country, slaves of the elemental planes are often useful tools in battle against great enemies."

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Waki adds into the cause...but with little effect.
But you must!
diplomacy: 1d20 ⇒ 5

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Zhelah looks back at the Pathfinders, questioning their methods of convincing. Nonetheless though, something said reignites the fire that burns within the Marid. "Yes. You are right, too long have we been under the oppression of the tyrant brackish emperor. But we serve him no more. We fight for freedom or die fighting!"
She then drops to one knee, so that she can more easily converse with the Pathfinders, even if she still has to look down upon you. "I can aid you. I will show you the way to the Vault Entrance, beyond this cavern. You will have to traverse it to gain access to the Vault, where Ayrzul's prisoner is held. Second is a piece of advice, or knowledge, that I heard on the winds. I'm not sure what its significance is, but I am sure it must be important. The phrase is [b]"Lightning in the distance may seem without sound, but Thunder always follows, eventually..." She pauses for a moment to let her words sink in, then continues... "Lastly, I will speak to my allies, I cannot promise you an army, but I can promise that those who believe in the cause, will give up their strength with every passing breath until it's over." She speaks calmly, and shortly after keeps to her word as she leads you out of the cavern.
After a few twists and turns, there is light up ahead. She bids you good luck as you make your way from there, and returns to her subjects, in attempt to rile them up for an upcoming war. Vaulted arcs of stone create a bizarre network of geometric recesses, like a petrified beehive but orders of magnitude bigger. As you enter the structure, the aura of the planetary apadation spell around the Pathfinders sparkles slightly, a sign that it protects you from radioactivity.
In one of the cells stands an altar smeared with blood and ochre. Two men prowl the altar and spot the intruders. They are humanoid and both display the trappings of a follower of Kelizandri. However, their clothing is smeared in filthy and smeared in blood. The one in red has several chunks of skin and flesh missing, showing parts of his skull and bones in his arms, in which he wield a bastard sword. The one in blue has postules on his skin, which has rotted in several places. It is unarmed.
Knowledge religion DC 12 for blue, Knowledge religion DC 19 for red
initiative, Varuna: 1d20 + 4 ⇒ (10) + 4 = 14
initiative, Rahab: 1d20 + 3 ⇒ (20) + 3 = 23
initiative, Waki: 1d20 + 6 ⇒ (14) + 6 = 20
initiative, Herr: 1d20 + 2 ⇒ (7) + 2 = 9
initiative, Vosk: 1d20 + 2 ⇒ (15) + 2 = 17
initiative, Benny: 1d20 + 3 ⇒ (7) + 3 = 10
baddie: 1d20 + 6 ⇒ (8) + 6 = 14
New Map is up Link!
Combat Round 1
Conditions:
Rahab, Waki, Vosk
Red , Blue
Magt (-3con) , Varuna, Benny (-2con)

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This Blue creature is a huecuva, a somewhat intelligent undead that carries a filthy disease on its claws.
You also get your 2 questions.

GM Hmm |

★ - OVERSEER ANNOUNCEMENT - ★
The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play!

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Resistances and immunities
Argent readies a magic missile spell to blast either of the enemies if they start casting a spell. "One of the creatures is a huecuva, foul undead often found in Geb. I don't recognize the second one however.
mm dmg if needed: 2d4 + 2 ⇒ (4, 4) + 2 = 10

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It would seem that the Marid has been riled up by your speech, and her group of merry elementals are joining the cause!
Mechanically, you may call upon the aid at any encounter, this will provide you with one water elemental. So accumulatively, you can do this twice now. One from saving the water elemental, and the second one from the Allies Benefit.
Combat Round 1
Conditions:
Rahab, Waki, Vosk (Ready MM if casting)
Red , Blue
Magt (-3con) , Varuna, Benny (-2con)

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With his bow still out, Waki will move a bit forward and side and ready to shoot the other should it cast.
attack : 1d20 + 7 ⇒ (7) + 7 = 14 for Arrow: 1d6 + 1 ⇒ (5) + 1 = 6

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The corner of the altars are pillars, i've retcon move actions to both of you to get line of effect/sight at least. Delaying Rahab.
Huecuva's are known to resist non-magical, or non-silver damage. Being undeads are also immune to similar things, such as death effects, ability drains, disease, paralysis, poison, or anything that generally requires fortitude.
The further creature, holding the sword attempts to cast a spell but is immediately thwarted by magic missiles thrown by Vosk. Waki stands ready his arrow to thrust at the other creature if it does similar. But the other creature seems to hold it's ground, waiting for something to happen. It grins evilly away, hissing at you through it's sharp and ugly teeth.
concentration DC23: 1d20 + 6 ⇒ (14) + 6 = 20
Map Link!
Combat Round 1/2
Conditions:
Rahab, Waki, Vosk
Red -10 , Blue (Huecuva) (Ready)
Magt (-3con) , Varuna, Benny (-2con)
Bold is up.
Sorry if it wasn't clear. The allies benefit allows you to call for help for one combat, a water elemental will come to your aid. This is similar to what happened when you saved the water elemental earlier, thus accumulatively you have 2 allies benefit.

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I vote we should go ahead and summon one of the elementals. Can't save them past the scenario anyway.
Magt moves forward trying to keep the pillar between him and the foes. He pulls a vial from his bandoleer and pours it over his horsechopper. Oil of Bless Weapon, counts as magic and good for bypassing DR.

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That's fine with me
Varuna moves as fast as his little legs will carry him towards the creatures.
Kn religion: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (6) = 17
Double move. Will parry and riposte if attacked
-Posted with Wayfinder

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If nobody else does it, Waki will summon an elemental then creep closer to the dias.
assuming it is a std action, he will a summon water elemental point to pair on stairs and then sneak .
"oath you keep - undead you fight ."
Sneak: 1d20 + 15 ⇒ (9) + 15 = 24
will update map in a bit - on phone atm .

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Varuna, I've moved you directly to the closest enemy who readied an attack.
The pathfinders attempt to close in on the hostile undead, ready to take them down in big numbers! Waki yells for help from some of the Marid's allies nearby the site.
The huecuva attempts to lash out at Varuna as he closes in on it.
claw: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 1 ⇒ (2) + 1 = 3
You may attempt to parry.
Rahab and Benny are up!

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Rahab shakes himself out of his stupor and roars with anger. "UNDEAD? YOU ONLY GET ONE CHANCE TO PROVE YOURSELVES IN BATTLE. DIE YOU CHEATS!"
Sword drawn, he moves forwards, calling upon Gorum to show him favor. "GORUM, MAKE ME YOUR WRATH!"
Sorry for my absence. Double move, swift to fervor myself wityh Divine Favor.

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I managed to finish one of my other games so I've uploaded the map links to my header!
Zhelah's army not far away hears the call for help. One of the water elemental heed, and sloshes his way toward the undead. "Halp is here!"
Rahab and Benny also continue to move ahead, fearing not the undead.
The Huecuva and Varuna engage in an intense head to head sword vs claw battle. Sparks go flying everywhere as their blades meet.
claw: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 1 ⇒ (4) + 1 = 5
If you are unable to parry these, you need to make a fortitude save for each attack that hits.
The second undead walks closer to the pathfinder, laughing evilly at the lot of you. The laugh closer to a screech than a proper laugh. It's hideous look and unnerving laugh brings a chill to the spine of those capable of seeing him. "You die here!"
It is Relentless and does not yield from it's previous failure. It attempts to cast again and creates a pure yellow scythe of force energy that immediately strikes at the elemental ally that has come too close for comfort to the undead. The scythe hurts it tremendously as the elemental screams in pain, nearly dropping to the ground.
spiritual weapon: 1d8 + 5 ⇒ (7) + 5 = 12
Combat Round 2/3
Conditions:
Rahab (Divine Favor), Waki, Vosk
Red -10 , Blue (Huecuva)
Magt (-3con) , Varuna (Parry & Riposte; Regular turn), Benny (-2con)
Elemental ally -12
Bolded names are up.

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Argent uses his wand to cast protection from evil and puts the wand back on his belt, stepping into view of the undead creature. "You will die yet another death on this day fiend."
will: 1d20 + 3 ⇒ (14) + 3 = 17

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Sorry, my laptop charger died a couple days ago and just got a new one today. No longer forced to use my phone.
Parry #1: 1d20 + 10 ⇒ (7) + 10 = 17 Success
Parry #2: 1d20 + 10 ⇒ (17) + 10 = 27 Success
Parry #3: 1d20 + 10 ⇒ (15) + 10 = 25 Success
Riposte #1: 1d20 + 10 ⇒ (4) + 10 = 141d4 + 5 ⇒ (2) + 5 = 7
Riposte #2: 1d20 + 10 ⇒ (4) + 10 = 141d4 + 5 ⇒ (3) + 5 = 8
Riposte #3: 1d20 + 10 ⇒ (17) + 10 = 271d4 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (16) + 5 = 21
Attack vs blue: 1d20 + 10 ⇒ (14) + 10 = 241d4 + 5 ⇒ (4) + 5 = 9
Varuna manages to deftly knock away all of the blows from the creature with his blade, using his agility and small size to his advantage. After blocking each claw, he uses the opportunity to try and slip the blade in for some damage. As he whirls his blade about, he doesn't even seem to notice the frightening laughter and it has no effect on his morale. He just continues to stab with his blade.
Will Parry and Riposte if attacked
Parry: 1d20 + 10 ⇒ (8) + 10 = 18
Riposte: 1d20 + 10 ⇒ (6) + 10 = 161d4 + 5 ⇒ (2) + 5 = 7
Sorry for the wall of dice.

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The majority of the pathfinders feel no fear as they face the undead. With the exception of Magt, who cowers slightly. Knowing how deadly the undead could be, Vosk and Magt play it safe by protecting themselves from the possible effects of evil.
Varuna creates a spectacle by marvellously showing his display of swordmanship, striking quick into the heart of the creature. It falls over unconscious with a few quick jabs.
Combat Round 2/3
Conditions:
Rahab (Divine Favor), Waki, Vosk (PoE)
Red -10 , Blue (Huecuva) -17 (Unconcious)
Magt (PoE)(Shaken)(-3con) , Varuna (Parry & Riposte; Regular turn), Benny (-2con)
Elemental ally -12
Bolded names are up.

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Will Save: 1d20 + 8 ⇒ (19) + 8 = 27
I'm sorry to be a party pooper Varuna, but I've run into this issue way too much locally not to address it online. You can only riposte once per turn, an action that eats your swift action on your turn. You cannot riposte on every successful parry. Sorry!
Is that blue one still dead?
Rahab ascends the stairs to aid the wayang pathfinder. At the head of the raised altar, he lays his eyes upon the remaining undead. The discomfort emanating from it does not seem to affect the warpriest. If anything, it seems to make him angrier, with what looks to be a complete topological map of Garund forming on his temples.
"You... Would... DARE?????"
Gamin vs Something Undead and Red: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
Damage: 1d8 + 8 ⇒ (3) + 8 = 11
He rushes up and stabs the creature through the chest, twists the blade in and pulls it forth for a roaring headbutt. "YOU DON'T GET TO FIGHT CHEAT!"

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Ah, missed that. So to be sure, you can parry a many times as your AoOs allow, but only riposte once per turn? blue is no longer dead if that's the case.

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Yes. Locally, we had to tell someone repeatedly that riposte was only once a turn, as he was using a weapon enchantment to make his weapon an effective +5 weapon, and parrying + riposting a go-go, never depleting his panache.

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Waki tries to shake off the shaking fear.
WILL: 1d20 + 3 ⇒ (6) + 3 = 9 but shakes. rounds : 1d4 ⇒ 4
Wha...what this is?
Waki will creep forward, not sure if he should shoot into the grand melee, so waits.
bow,shaken: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 for arrow,sneak?: 1d6 + 2 + 2d6 - 2 ⇒ (6) + 2 + (3, 1) - 2 = 10

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I disagree and that's not how it's played in my area. My understanding, and how we play it, is you can do it as many times as you can take an AoO. So with combat reflexes you can do it multiple times. I've never seen it ruled otherwise, so I wasn't even aware it was a debatable issue.
-Posted with Wayfinder