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Helme follows the group as well. "I'm so confused. I guess that's what happens when you get stuck in someone's mind. She'll try to move closer to the statue.

GM NotEspi |

The face of the statue responds to your movements, and turns towards you as you move around.
"This is such a weird experience. I can hear you, yes. The ordeal is kind of taxing, however. Let me try something. I remember this place. There was a rope involved..."
She looks around the place, then focuses for a while, and an end of a rope descends from the misty ceiling above you, coils near the statue base, and then the other end falls out of the ceiling. The rope is neatly arranged on the floor.
"My gift to you. Now, there was something else about this place. People died - good, experienced members of the Society. Please, be careful. I can't recall the details, but I'm not sure I want to, so that it doesn't manifest."

GM NotEspi |

You feel a slight gust of wind coming from the holes in the floor. Wulessa's face on the statue doesn't seem happy about the situation.
"I remember now. It was my first expedition after joining the Pathfinder Society. We discovered a lost shrine to—I will not speak his name—The King of Wind Demons. We sought a golden icon hidden in the altar. The way down was easier than expected. There were traps, but we bypassed them. The way to the shrine was hidden, but we found the trigger to open it. And then... there were guardians. Here. Two of us died. They came from the air itself. I think you are in danger!"

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Knowledge (arcana) DC 16: 1d20 + 10 ⇒ (20) + 10 = 30
"Ahh, a rope of knots!" Tenibri calls out when Hullric gathers up the rope. "That could definitely prove useful."
Wulessa's warning puts the wayang on edge, though. "Wulessa, any other clues to help us? How did you defeat the wind creatures; was it something to do with this rope?"

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Helme begins to look very nervous. She moves to where her back is to a corner. "I don't want to fall into the breaks in this floor. Careful everyone."

GM NotEspi |

Wulessa looks at Tenibri briefly, and continues to scan the room. "It's all so blurry. I think..."
But before she finishes her sentence, two miasmal clouds ascend from the depths of the abyss below. They both assume an ellipsoid shape once they are on the 'catwalk', and you can see razor sharp spikes emerge from the mass.
Kn Planes to identify them. I'll post info based on the highest roll.
Place yourselves in the room with Tenibri and Helme, please. Preferably to not gain an advantage. I'll wait until you do before I begin doing other stuff. They won initiative anyway.
Doran: 1d20 + 4 ⇒ (9) + 4 = 13
Helme: 1d20 + 1 ⇒ (14) + 1 = 15
Hullric: 1d20 + 3 ⇒ (18) + 3 = 21
Pazacku: 1d20 + 2 ⇒ (10) + 2 = 12
Tenibri: 1d20 + 6 ⇒ (3) + 6 = 9
Cloudy lads: 1d20 + 10 ⇒ (16) + 10 = 26
Doran: 1d20 + 3 ⇒ (9) + 3 = 12
Helme: 1d20 + 7 ⇒ (1) + 7 = 8
Hullric: 1d20 + 5 ⇒ (16) + 5 = 21
Pazacku: 1d20 + 6 ⇒ (10) + 6 = 16
Tenibri: 1d20 + 5 ⇒ (12) + 5 = 17

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No knowledge planes to speak of

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Knowledge (planes), heightened awareness: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Not sure if the check technically occurs before or after Init is rolled, so I included heightened awareness here. Please remove it if it doesn't apply.

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I can't get higher than Tenibiri on the Know Planes Roll. I'm in position.

GM NotEspi |

DR 10/magic
Immune to Electricity
Weakness to Cold
The mistlike creatures slowly move towards you, readying their sharp appendages to strike.
Turn 1 - go if bolded
Status: -
Mishtu - double move (they're pretty slow)
Cypher
Doran
Helme
Hullric
Pazacku
Tenibri

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Pazacku draws his blade and slashes.
Magic/slashing
attack: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 6 ⇒ (1) + 6 = 7

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Hold them off for a moment...i have something for them... doran says as he grabs a vial and coats his weapon with its contents.
grabbing a vial of oil of magic weapon, and i know i'll provoke...grabbing it from a bandolier if that matters

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Tenibri calls out a wealth of information about the mishtu, his voice squeaking in excitement when he blurts "they're weak to cold!" With barely a pause, he opens his mind to his arcane forces, motioning in the direction of the bluish mist and ripping a hole in the fabric of space behind that mishtu.

Summoned Monster: Tenibri |

A small creature seeming formed whole out of ice slips through the opening Tenibri opened, and the opening snaps shut behind it. The creature slams into the mist, icy crystals forming amongst the mishtu's misty form as it makes contact.
Standard: attack blue mishtu
Slam, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (14) + 6 + 2 - 1 = 21
Damage, B, power attack: 1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10 plus Damage, cold: 1d3 ⇒ 1
Numbing Cold (DC 14): if damaged by cold, make Fortitude save or staggered 1 round
Edit: forgot to include Power Attack in the rolls; adding that now.

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Hullric begins chanting and everyone starts to feel blessed by his presence.
Cast Bless: +1 to attack, vs fear 30 rounds

GM NotEspi |

SR: 1d20 + 5 ⇒ (15) + 5 = 20
Fort: 1d20 + 14 ⇒ (15) + 14 = 29
Will DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
Will DC 18: 1d20 + 4 ⇒ (13) + 4 = 17
Tentickles of doom: 1d20 + 14 ⇒ (13) + 14 = 271d4 + 1 ⇒ (3) + 1 = 4
Tentickles of doom: 1d20 + 14 ⇒ (13) + 14 = 271d4 + 1 ⇒ (4) + 1 = 5
Tentickles of doom: 1d20 + 14 ⇒ (8) + 14 = 221d4 + 1 ⇒ (1) + 1 = 2
Tentickles of doom: 1d20 + 14 ⇒ (4) + 14 = 181d4 + 1 ⇒ (1) + 1 = 2
Cypher forces one of the creatures to stare at them, while Helme looks at the other one intensely, with the fury of the ages. It almost seems like both creatures will be easier to strike.
Evil eye hex by Helme - reduce AC by 2 for 1 round
Meanwhile, Pazacku and Tenibri's elemental go to town on one of the mihstu. Their strikes are potent, but the icy apparition's attacks lacks the oomph supplied by Pazacku. The creature remains standing, and launches several attacks to retaliate. Two of the appendages lash at Pazacku, and two at the elemental.
All of the attacks hit, and your companions look worse for wear, even if just a bit.
Wulessa seems concerned as the battle commences. She eyes you carefully, as if looking out for something.
Turn 2 - Go if bolded
Status: Bless, 10 turns (gain +1 morale bonus on attack rolls and on saving throws against fear effects)
Mishtu - lock gazed / full attack
Cypher
Doran
Helme
Hullric
Pazacku
Tenibri / Elemental -4 HP

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Pazacku swings again at the figure in front of him.
attack, magic slashing: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (6) + 6 = 12

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Cypher holds his locked gaze with the elemental and grits out through their teeth.
I'm not... much... good here... so if you got something... now's the time for it!
Delay for now I guess? I don't think i have anything other than lock gaze that even effects elementals

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Not having any spells that would be ideal for his current situation and placement, he decides to draw his sling and unleash a stone at the closest enemy.
Sling +Bless -Into Melee vs Red: 1d20 + 5 + 1 - 4 ⇒ (7) + 5 + 1 - 4 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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Tenibri lets his elemental continue its attacks as he pulls out his spellbook and begins furiously digging through its pages. Finding what he was looking for, he uses his finger as a guide as he quickly reads through the arcane words he needs, committing them to memory, then shoving the book back into his bag.

Summoned Monster: Tenibri |

The elemental, brought here for one thing, continues to do that thing. It slams its body into the mass of moisture and air that comprises the mishtu.
Standard: attack blue mishtu
Slam, flank, power attack: 1d20 + 6 + 2 - 1 ⇒ (5) + 6 + 2 - 1 = 12
Damage, B, power attack: 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9 plus Damage, cold: 1d3 ⇒ 3
Numbing Cold (DC 14): if damaged by cold, make Fortitude save or staggered 1 round

GM NotEspi |

Pazacku and the Ice elemental overwhelm one of the mihstu, and it's form dissipates into the air in forms of a harmless fog. Meanwhile, Doran strikes at the other. The creature hisses madly as the now-infused blade cuts through its body. While all of this happens, the creature seems to be bent keeping eye-contact with the sorcerer. Helme channels her ancestors once again, and it almost seems like the razor appendages on the creature become dull from her sight.
Hullric's stone misses the creature and disappears into a wall with a quiet, eerily calming plop.
Evil Eye DC 15 - -2 penalty to attack rolls for 1 or 3+4 turns on failed save
Will: 1d20 + 4 ⇒ (5) + 4 = 9
The mihstu attacks both Doran and Helme to retaliate, but doesn't actually look at them.
Tentacles, Evil Eye, 20% miss chance: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 271d4 + 1 ⇒ (2) + 1 = 31d5 ⇒ 5
Tentacles, Evil Eye, 20% miss chance: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 151d4 + 1 ⇒ (1) + 1 = 21d5 ⇒ 4
Tentacles, Evil Eye, 20% miss chance: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 191d4 + 1 ⇒ (2) + 1 = 31d5 ⇒ 4
Tentacles, Evil Eye, 20% miss chance: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 161d4 + 1 ⇒ (1) + 1 = 21d5 ⇒ 4
Doran: 1d20 + 3 ⇒ (13) + 3 = 16
Helme: 1d20 + 7 ⇒ (8) + 7 = 15
Doran HP damage: 1
Helme HP damage: 1
Turn 2 - Go if bolded
Status: Bless, 10 turns (gain +1 morale bonus on attack rolls and on saving throws against fear effects)
Mishtu - lock gazed + full attack
Cypher
Doran
Helme
Hullric
Pazacku
Tenibri / Elemental -4 HP

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Pazacaku moves around the walkway to get on the opposite side of the enemy.

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Tenibri, the spell that he wants at his fingertips, murmurs the arcane words required; a snowball appears in his hands and he launches it towards the remaining mishtu. The snowball arcs across the room, propelled more by its arcane power than any force Tenibri could deliver.
Standard: cast snowball targetting red
Snowball, ranged touch, into melee, Timelost Chronicler: 1d20 + 5 - 4 + 1 ⇒ (12) + 5 - 4 + 1 = 14
Damage, cold: 4d6 ⇒ (3, 4, 2, 4) = 13
Using Tenibri's 1/scenario "Timelost Chronicler" boon for a +1 morale bonus to this attack roll

Summoned Monster: Tenibri |

The elemental moves closer to the mishtu, staying behind Pazacku. It stands ready to attack should the mishtu or another threat appear.
Move: 15'
Standard: readied attack vs. any foe that enters a threatened square
Slam, readied attack, power attack: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13
Damage, B, power attack: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8 plus Damage, cold: 1d3 ⇒ 3

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Hullric loads another stone in his sling and lets it fly toward the last mishtu.
Sling +Bless -Into Melee: 1d20 + 5 + 1 - 4 ⇒ (11) + 5 + 1 - 4 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

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"Doran is right. They are illusions. They didn't hurt as badly as they should have when they hit. I don't know if that will continue, but they aren't real."

GM NotEspi |

Wulessa’s memories fade into a different reality as the stone walls again become glass. The room’s dimensions remain the same, but the altar, catwalks, and vents all vanish. The statue remains, but its form distorts into that of a featureless humanoid, all signs of either demonic or Wulessa’s likeness melting away. Beneath the statue, a glass portcullis blocks off another passageway. Opposite the passage and statue the wall once again crumbles away into a fathomless void.
Again, the tiles on the floor show images. First, an image of Wulessa’s face being drawn onto a scroll, rolled up and placed reverently inside the Monadistic Archive chest. A montage of images of her life beside piles of coins, jewels, and other valuables, growing alongside her life experiences follows soon after. It suddenly changes into an image of a neatly stored library, with six rats making a mess of one of the shelves. As you focus your vision on the rates, you recognise features not quite unlike your own. An irritated librarian enters the room, and swipes them away to protect the tomes.
The images fade, and the sound of the void behind you is interrupted by the glass statue int he room becoming active. While you were observing the images, it started moving, and is headed in your direction.
Cypher: 1d20 + 1 ⇒ (18) + 1 = 19
Doran: 1d20 + 4 ⇒ (3) + 4 = 7
Helme: 1d20 + 1 ⇒ (15) + 1 = 16
Hullric: 1d20 + 3 ⇒ (8) + 3 = 11
Pazacku: 1d20 + 2 ⇒ (13) + 2 = 15
Tenibri: 1d20 + 6 ⇒ (20) + 6 = 26
Statue: 1d20 - 1 ⇒ (4) - 1 = 3
Yes, the elemental is still here
Turn 1 - everyone goes
Status: -
Cypher
Doran
Helme
Hullric
Pazacku
Tenibri + Elemental
Statue
As usual, you may ask a question about it for each multiplier of 5 by which you beat the DC
Map updated.
On my absence - I wasn't able to get to a PC on Friday, and ran a live game on Saturday. For anyone wanting to participate in the special, we'll be done by this Saturday. I got you covered.

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Knowledge (arcana) DC 18: 1d20 + 10 ⇒ (1) + 10 = 11
Tenibri was knowledgeable, but nobody's knowledge is truly comprehensive. Stumped again; I don't know if it's the Archive or Wulessa's head, but there's some crazy stuff here!
He wastes no time; he begins the workings of another spell even as he directs the elemental to press an attack.
"What's the deal with this thing? Don't imagine it's vulnerable to cold like those cloud things, is it?" Tenibri's question floats in the air, asked of nobody in particular, he's hoping someone can provide some tactical direction.
Standard (delay until after Elemental attacks): cast create pit (Reflex DC 18, 20' deep)
You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Summoned Monster: Tenibri |

The elemental slams into the creature before it, needing very little prompting at all, then steps back as it watches to see if the creature falls into Tenibri's pit.
Standard: attack creature
5' step
Slam, power attack: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Damage, B, power attack: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11 + Damage, cold: 1d3 ⇒ 1

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Cypher racks their brain for a moment...
Knowledge Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
It's a glass golem! They shout.
Be careful when throwing spells at it! Don't target it directly! Like this!
They whip out a hand and the floor beneath the golem becomes slick with grease! [DC 16 Reflex]
If I can also get any special abilities and defenses such as DR and resistances?

GM NotEspi |

Defensive Abilities: Reflect Spells;
DR 5/Adamantine;
Immune: Magic
No SR on this one.
- A shatter spell damages a glass golem as if it were a crystalline creature.
- A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons.
- A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
- A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.
- A glass golem gets no saving throw against fire effects.

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"Glass huh... this might hurt."
Hullric loads his sling and launches a stone pebble at the glass golem.
Sacred Sling: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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Good enough for me... Doran sasy as he darts forward and bringing his swork to bear on the creature.
attack: 1d20 + 9 + 1 - 1 ⇒ (15) + 9 + 1 - 1 = 241d8 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9power attack and power attack

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Pazacku moves foward, five foot step, and takes a swipe.
attack: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 6 ⇒ (2) + 6 = 8

GM NotEspi |

Acro: 1d20 - 1 ⇒ (2) - 1 = 1
Falling damage: 2d6 ⇒ (6, 5) = 11
Longspear: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 3 ⇒ (8) + 3 = 11
Longspear, Confirm: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (7) + 3 = 10
Bot time!
Helme moves forward and jabs her longspear at the glass construct. She strikes hard, and you can see the glass shattering from the combined effort of the party.
Cypher conjures up a slick of ice underneath the golem's feet, and it slips and falls to the floor. Finally, Tenibri summons a pit in a similar manner, and the golem disappers beneatht he floor. You hear a loud crash and shattering noise. Once you walk closer to the pit's edge, the only thing left of the golem is glass shards that quickly change into pixie dust and evaporate into the air.
Again, the air shimmers, the pit disappears, and so does Tenibri's elemental. The porticulis, formerly behind the golem, now rapidly turns into a familiar door. One that you have already seen on this day - the door to Murqual's shop. As you open the door and enter, a familiar bell tinkles overhead, letting Palhuna Murqual know that his shop has visitors once more. The setting has changed subtly since earlier; while the shop’s layout remains the same, the wares previously displayed in cases and on the walls are missing. In their places are keys of all shapes, sizes, and construction.
The back curtains stir and Palhuna Murqual comes forth, smiling unctuously. The slave dealer's jittery movements are odd, and he tends to randomly change posture or relocate when you are not looking at him directly. His face is familiar, but there is something odd about it.
He bows to you, producing no sounds at all. Speech, clothes brushing against each other, and not even the keys on his belt produce sound as the visibly hit one another.He walks over to a door, and as he does so, you could swear that the door wasn't there when you entered the shop. Now, or earlier. Once he is standing besides the door, he points towards it in an offering manner, and produces a golden key that would seem to fit the lock. He points towards the key, and then to the door, with an honest smile on his face.
1d6 ⇒ 3
He then points towards Helme, and to a scroll attached to her belt. If you open the scroll to see what it is, you can see Venture Captain Wulessa Yuul's face drawn on it, in great detail. It is, undoubtedly, her representation. Murqual makes a few quick gestures to indicate an exchange. The key for the scroll.
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