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Fortitude Save: 1d20 ⇒ 11 Whew!
Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

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Will vs DC 14: 1d20 + 1 ⇒ (16) + 1 = 17
Great! It had to be over there. I hate this guy already. Wait, why os the old bird hitting himself? Is that some sort of feather brained tengu ritual? Man, those guys are nuts!

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Leyten backs up a step as the creature appears. He extends an arm at the creature, but then he feels a pressure on his mind...
Will save: 1d20 + 1 ⇒ (12) + 1 = 13
Confusion: 1d100 ⇒ 73
He suddenly sees more elemental creatures! He swings a fist to defend himself, but he ends up striking a solid and painful blow against the rocky wall behind him.
Damage to Self: 1d8 - 1 ⇒ (4) - 1 = 3

GM_CariMac |

Rublerock, Laafdahni, and Osten's will is strong enough to avoid seeing visions and being confused.
Lekki is confused and hits himself in the face. 4 DMG
Leyton also fails and hits himself in while trying to attack the elemental. 3 DMG
Initiative
Leyten Krovt: 29 3 DMG Confused
RumbleRock: 21
Lekki Pioro: 12 4 DMG Confused
Osten Grimhelm: 10
Sandman: 6
Laafdahni Riverrun: 5
Everyone but Laafdhani, Leyton an Lekki are up.

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Rumble continues providing advice about the opponent right in front of him. He strikes with a kick, wondering what effect it might have.
Attack with advice 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage with advice 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Everyone remember your +1 to hit and damage.

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Osten allows his anger to rise up as he sprints over to the sand beast. With both hand on the grip, he slams his flail into the creature!
Acro (vs reach?): 1d20 + 3 ⇒ (4) + 3 = 7
Flail of Sand Castle Destroying {PA/Rage: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d8 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Angelic AttacksMelee attacks are good-aligned and do and additional 1d6 to evil outsiders. If Evil Outsider: 1d6 ⇒ 1
Rage Power: Scent(Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

GM_CariMac |

RumbleRock's attack misses, but Osten hits the creature hard. 17 DMG
The sand man slams at RumbleRock. His attack just misses.
Round 1/2
Leyten Krovt: 29
RumbleRock: 21
Lekki Pioro: 12
Osten Grimhelm: 10
Sandman: 6 17 DMG
Laafdahni Riverrun: 5
Laafdahni is up, and then you all. Post as you can and I'll resolve them in initiative order. Leyton and Lekki I need another Will save DC 14 to see if you are still confused. If you make it, act as normal.
Slam: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Flail of Sand Castle Destroying {PA/Rage/Flank}: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 161d8 + 9 + 1 ⇒ (5) + 9 + 1 = 15
If Evil Outsider, kindly add: 1d6 ⇒ 1
Unchained Rage: 8/10 rounds remaining

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Rumble keeps providing advice about the opponent right in front of him. He strikes with a punch this time, trying to get through its defenses.
Attack with advice 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage with advice 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Everyone remember your +1 to hit and damage.

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Unperturbed, Laafdahni takes one guarded step back, holding her breath so she doesn't breath in any more of the weird flower scent which has clearly deeply confused some of her comrades. She then unleashes a splash of frigid ice at the sand man.
Using her Bloodline Arcana, she can change any elemental spell to match her element, so the cantrip Acid Splash can become Cold Splash.
Cold Splash, Ranged Touch: 1d20 + 2 ⇒ (19) + 2 = 211d3 + 1 ⇒ (2) + 1 = 3
She will continue holding her breath for 15 seconds.

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Will save: 1d20 + 1 ⇒ (16) + 1 = 17
The pain in his hand shakes Leyten out of his confusion. He stares in fury at the sand creature and yells, "Do NOT mess with my mind!"
A disturbing-looking, pinkish-gray nimbus surrounds his hand, and a bolt of energy streaks toward the creature.
Leyten is attacking with Negative Blast, with a +1 from Rumble and a -4 for shooting into melee, for a total mod of +0.
Negative Blast touch attack: 1d20 + 0 ⇒ (10) + 0 = 10
Damage if successful: 1d6 + 3 ⇒ (4) + 3 = 7 negative energy

GM_CariMac |

Laafdahni steps back and blasts the sandman with cold damage. Her attack hits and some of his sand freezes over. 3 DMG
Leyton tries to shoot at the enemy with a bolt of negative blast of energy, but he misses.
RumbleRock punches the Sandman. His hand slides into where it's face was and as he pulls out his fist he realizes that he did in fact damage the creature. 5 DMG
Lekki blesses the party with a screech. Then Osten finishes him off with a flail attack. 16 DMG
The Sandman melts into the ground.
Combat Over, and you all took no damage. Impressive.
Upon examining the skeleton you discover a usable backpack that contains with two potions and a 50-foot length of silk rope. The skeleton also wears a masterwork chain shirt.

GM_CariMac |

Arrgh the boards ate my amazing and well described post.
Laafdahni's attack hits. Leyton's misses, but Rublerock's connects. His fist sinks into the sand damaging the creature. Lekki screeches out a bless on the party, and Osten finishes up the enemy with a flail attack.
Combat Over. You did that with no Damage.
As you examine the skeleton you see it has a still-usable backpack with two potions and a 50-foot length of silk rope. It also wears a masterwork chain shirt.

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Spellcraft to identify potions: 1d20 + 5 ⇒ (18) + 5 = 23
Laafdahni takes a closer look at the potions, and quickly ascertains what they are. "These are potions of Cure Moderate Wounds. How fortuitous! Let's bring them along." She slings the backpack onto her shoulders. She wasn't wearing a backpack before, as she has everything hooked onto her chain belt.

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"Nice work," says Leyten to his companions. "Sorry about that - I saw... weird images. I was in chains. There were elementals all around me in a hallway. A wizard - Osirian by the looks - was doing some sort of ritual, to bind them, I think. The strangest part was that two air elementals and two earth elementals - BIG ones - were looking on, just watching as their fellow elementals were being bound."
He looks around, as though seeking a cause. "I don't know what caused that. The plants? The creature?" He shrugs. "Let's move on. Anything else down that way?"

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Nodding in understanding, Laafdahni says: "It was the flowers. There is something about their smell. Let us continue, and perhaps we should hold our breath as we pass the flowers."
This time, she gestures to Osten to lead the way, inclining her head graciously. The tight, narrow braids of her ponytail slide around the edge of her shoulder as she does so.

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Nodding in understanding, Laafdahni says: "It was the flowers. There is something about their smell. Let us continue, and perhaps we should hold our breath as we pass the flowers."
This time, she gestures to Osten to lead the way, inclining her head graciously as she does so. The tight, narrow braids of her ponytail slide around the edge of her shoulder as she does so.

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"I dunno, sound like you've been drinkin'. Or maybe you're goin' daft and loosing your marbles." Catching the glare Laafdani sends his way, the barbarian offers an apologetic, "Or yeah, I guess it coulda been the plants."

GM_CariMac |

The roar of swirling winds becomes overwhelming at the entrance to this depression. The ground drops away at the entrance, leaving a sheer 30-foot drop. Debris floats through the air, moving in a never-ending dance conducted by extremely localized winds.
Chunks of rock, several of human size or larger, hang in midair, openly defying any laws of gravity. A large, sealed treasure chest floats near the center of the debris. Halfway up the northern wall of the depression lies an opening that leads to a tunnel beyond.
Iyasset, makes a high-pitched roaring sound that almost matches the noise of the wind and states, “You must retrieve the chest in order to proceed beyond, but enjoy yourself upon this voyage. In this chamber, we are all of air!” He then flies into the maelstrom. He arcs toward the chest, gesturing at you meaningfully before continuing through the area. He ends his journey at the mouth of the tunnel but does not enter it, instead remaining floating in the air and enjoying the wind until each of you has made it to the other side.
You make a DC 12 Will save to “fall” in a chosen direction, effectively changing the direction of gravity for that individual. This movement is controlled as though you were under a feather fall effect, so a character can “fall” up to 60 feet in a round. A PC who succeeds at a second DC 12 Will save or Fly check during this movement can change direction or hover in place.
Instead of traveling by manipulating subjective gravity, you can leap between the large stones suspended in the room. These stones wobble and waver but do not move from their squares. Once on one rock, a creature can attempt a DC 15 Acrobatics check to leap to another stone within 15 feet.
Turn Order
Leyton
Lekki
Laafdahni
Osten
RubleRock
Osten Grimhelm: 1d20 + 3 ⇒ (4) + 3 = 7
RumbleRock: 1d20 + 2 ⇒ (5) + 2 = 7
Leyten Krovt: 1d20 + 9 ⇒ (9) + 9 = 18
Lekki Pioro: 1d20 + 3 ⇒ (11) + 3 = 14
Laafdahni Riverrun: 1d20 + 1 ⇒ (9) + 1 = 10

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Confusded, Laafdahni asks for clarification: "When you say 'retrieve', do you mean to open it and bring its contents, or to leave it closed and bring the whole chest with us?" She feels rather ashamed to have to ask, but certainly doesn't want to fail this test by doing the wrong thing.
When it is her turn, Laafdahni, eyes shining with excitement and a look of wonder gracing her features, steps lightly off the ledge and wills herself towards the chest.
Will: 1d20 + 3 ⇒ (10) + 3 = 13
She then wills herself to stop at the chest (with considerably more confidence).
Will: 1d20 + 3 ⇒ (17) + 3 = 20
Once she has halted, she turns in place, enjoying the experience. "It is so much like being underwater, but without the weight of the water, and everything moves so fast! This is amazing!" Her thin braids whip around, slapping her in the face, but she is having too much fun to let that dampen her spirits.

GM_CariMac |

You need to retrieve the chest.
If you end your movement next to the chest you can grab it. If it's part of a move I need a CMB check. Also I missed this your relationship with Iyasset gives you a +4 bonus on these saving throws and skill checks.

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“Ooooh, we get to fly! I haven’t felt the wind beneath my wings in a long time...yes a long time...not since Razmir took them. Let’s see if I remember how to do it still!”
Will: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23 Lekki flies instinctively toward his allies around the chest.
“Oh this makes me feel young again! Thank you Itasset! Hey there guys. I can’t do much in the way of helping to carry this back, but I’m sure Razmir can aid us in this task. Who wants the Living Gods blessings?”
Lekki offers to touch someone with the touch of law cleric domain ability to CMB the chest over, or for their will save to fly to the next place. He will tap that person, afterwards, he will fly over to the next part of the map.
Will: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15 - to fly further on. Probably on his next turn.

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"Thank you, Osten," Leyten says to the waiting barbarian. "I've got this ... I think."
Leyten concentrates on the gravity around him, and then he leaps forward, attempting to jump from rock to rock toward the chest.
Leyten uses Basic Chaokinesis to give himself a +4 bonus on the Acrobatic roll to leap to the next rock.
Acrobatics check DC 15: 1d20 + 7 ⇒ (4) + 7 = 11

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"Yeah, yer doin' great."
Will: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Osten steps into the swirling chaos willing himself not to fall down, but rather to fall across. He slides forward a moment before coming to a halt, firmly on the ground.
How exactly does one forget how to fall down? This is dumb.

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As she revels in the sensation of flying, Laafdahni notices that Leyton and Osten are not having the same sort of experience. She calls down to them in encouragement: "Keep trying, guys! Believe in yourselves! You can do it!"

GM_CariMac |

Leyton Movement: 1d6 ⇒ 1 Down 5 Feet
Osten Movement: 1d6 ⇒ 6 South 5 Feet
Box Movement: 1d6 ⇒ 3 East 5 Feet
Turn Order
Leyton
Lekki
Laafdahni
Osten
RubleRock
The Pathfinders move into the room. Leyton and Osten don't manage to make their the wind bend to their will. The box moves five feet to the east.

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Will 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
Will 1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32
Rumble again attempts to use his mind to fly toward the chest, changing direction as needed.

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"'Believe in myself' - yes, yes, yes," mutters Leyten as he again tries to half-float, half-leap to one of the flying rocks.
Acrobatics check: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22

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Oops! As the chest drifts away from her, Laafdahni realizes that maybe she should have held onto it instead of cavorting in the air. She now turns to her task.
Will: 1d20 + 3 ⇒ (5) + 3 = 8
Unfortunately, she is distracted by the chagrin she feels over her previous mistake. This time, she focuses on the chest, aiming directly for it.
Will: 1d20 + 3 ⇒ (12) + 3 = 15
Once there, she attempts to hover and grab onto it so it cannot drift away from her again, whether by a handle (if there is one) or by wrapping her whole body around it (if there is no handle). She will then wait for her party to join her at the chest.
Will: 1d20 + 3 ⇒ (13) + 3 = 16

GM_CariMac |

Osten and RumbleRock both bend the air to their wills. Leyton jumps to the nearest rock.
Laafdahni slips Movement: 1d6 ⇒ 5 five feet west. She takes one point of damage as a piece of rock hits her. 1 DMG
If you fail the first will check you don't get the second will check to turn. I also missed that there was damage. Leyton and Osten take 1 damage from last round.
Turn Order
Leyton 1 DMG
Lekki - Go
Laafdahni 1 DMG
Osten 1 DMG
RubleRock
Don't forget about the map. There are a couple of you that are right next to the chest, but haven't said you are grabbing it.

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A SINGLE POINT OF DAMAGE! HOW DARE YOU MA'AM! I shall report this blatant and accurate following of the rules and flag this thread! Good day GM CariMac (if that is even your real name)...I said GOOD DAY!

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Ok, I wasn’t sure I actually would have to say I was grabbing the chest. Hoped my posts indicated that. Next round, if I can I definitely want to grab the chest!

GM_CariMac |

Lekki: I'll need another role for you to make it all the way across.
Chest Movement: 1d6 ⇒ 2
The chest moves up five feet. It's almost out of reach but not quite.
Turn Order
Leyton 1 DMG
Lekki - Go
Laafdahni 1 DMG
Osten 1 DMG
RubleRock

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Will 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Will 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Rumble makes two grabs at the chest. If he grabs it the first time, he attempts to bring it back to the ground.

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"I'm going for it," says Leyton, as he again leaps, this time directly at the chest. He pushes aside both his doubts and the restraint of gravity.
Along with the Basic Chaokinesis boost, I'm remembering to add the +4 from Iyasset, which I hadn't done on the first 2 attempts. Oopsie.
Acrobatics check: 1d20 + 3 + 4 + 4 ⇒ (9) + 3 + 4 + 4 = 20
Combat check to grab the chest: 1d20 - 1 ⇒ (11) - 1 = 10

GM_CariMac |

Both Rumblerock gets his hands on the chest. Leyton just misses it as he leaps across to the other rock.
Rumblerock is able to get the chest to the other side and settle on the ground. The other Pathfinders need to make it across as well. Iyasset calls out encouragement to you all.
I need at least one more will check from everyone but Rumblerock to move to the otherside of the room. I realize this is confusing and not much fun, but we'll get done with this in the next day or so.

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Seeing RumbleRock successfully retrieve the chest, Laafdahni does a quick somersault before heading over to Iyasset.
Will: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
I, too, forgot about the bonus from Iyasset. Oops! Oh, well. Good thing I remembered this time!

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"I am officially removing 'Take a flying leap' from my vocabulary," says Leyton as he again leaps from rock to rock.
The jumping is turning out to be more effective, thanks to the chaokinesis. I'll make 2 jumps to hop across a couple of rocks and ideally make up the distance.
1st jump: 1d20 + 3 + 4 + 4 ⇒ (17) + 3 + 4 + 4 = 28
2nd jump: 1d20 + 3 + 4 + 4 ⇒ (14) + 3 + 4 + 4 = 25

GM_CariMac |

You all finally make it to the other side of the wind whipped room. Iyasset congratulates you all.
The chest is locked. "Feel free to open it. What's inside you have earned." the emissary says.

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Laafdahni's brow furrows as she cocks her head in thought. Is finding the key part of the test? She feels like a dunce for having to ask earlier for clarification on retrieving the chest, so she does not want to say anything now. It wouldn't do to have her party thinking that she's all beauty but no brains.

GM_CariMac |

The chest is locked, but not trapped. It doesn't appear that breaking the chest will upset the elemental in any way.