
GM Sedoriku |

GM Sedoriku wrote:Spirit? ... You can rearrange yourselves in the rectangle as you see fit!Dolora's phantom was not manifested during travel so I moved her token off to a corner. It takes a full minute to manifest her so I'm guessing she probably won't be part of this combat.
Right-o, thought I’d double check just in case you wanted to use her in the fight.
To not meta this, do we have anyone with knowledge(nature)? Kardas doesn't! Oops.
I'm not going to penalize and prevent people from joining in on something that’s basic common knowledge (among players at least) and should be taught in Pathfinder training. And Janira’s got the skill for it.
Nonalwe hasn’t posted for 24 hours, I’m going to delay her.
Januus, despite having just joined the group, proves his willingness to protect it by drawing his bow and readying an arrow. He stops though, clearly waiting on some advice of what to do.
The snakes still try getting away from the big scary noise, and slither closer to the group. They reach the center of the group and then realize the ‘Trees’ they were climbing were real people and lash out! 1 damage to Mantis, Dolora and Arnie, plus DC 12 fort save or be nauseated for 1 round
Janira looks at the group and realizes that they have no idea about how to fight a swarm. “Did you not study swarm tatics with your training? Make sure to use large area affecting spells and alchemy, it really does help. These ones are also not too small for your weapons to not work, just make sure you’re slashing or pounding them! This reminds me of the Battle of Loquincas where Faliana fought off...” Her warnings continue into a larger inspiring story as she reaches into her bag and pulls out an alchemist’s fire flask, she tosses it to Januus. “Make good use of it!
Damage, swarm: 1d6 ⇒ 1
++++++++++++++++
Round: 1
Active condidtions: Inspire courage
Nonalwe
Belmiir
Kardas
Mantis: DC 12 Fort Pending
Dolora: DC 12 Fort Pending
Arnie: DC 12 Fort Pending
Round: 2
Janira
Januus
SNaAaAaKES
Everyone is up!
++++++++++++++++
Current Map

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Fort: 1d20 + 5 ⇒ (11) + 5 = 16
Dolora swallows deeply, fighting off the nausea she feels as the snakes try to climb up her legs.
Dolora will delay to give as many people as possible time to get away from the swarm before she throws an alchemist's fire

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Just realized I'm almost last in initiative anyways so I don't really need to delay....
Dolora takes a short step away from the mass of squirming reptiles, grabs a flask from her pouch and tosses it at the swarm, aiming for the farthest point from the rest of the group to minimize any splash onto her friends.
Throw (ranged touch attack): 1d20 + 4 ⇒ (17) + 4 = 21
Damage (alchemist's fire): 1d6 ⇒ 3
Damage next round: 1d6 ⇒ 5
(recurring damage next round if it's still alive)

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Belmir sees the frantic situation the swarm has caused the less experienced Pathfinders among his group. Belmir calmly reaches in his belt pouch extracts one of his alchemist fires and examines the faces of the two companions already caught in the mass of tangled snakes to try and determine if they had enough sense and wit to 'cover-up' and protect themselves from the worst of the splashing liquid fire when he threw it. His arm cocked he waits for an emotive tell to determine whether or not his allies are willing to be burned a little in order for him to kill a lot of the snakes...or will his allies interpret the throw as irresponsible behavior possibly complaining to Janira?
After looking intently at both persons Belmir makes his decision and throws.

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Is it one or two saves? Normally there is a distraction for swarms. On second thought the snakes technically missed because of Force Ward. Would Arnie still have to make a fort save?
You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed. If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

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1. Like I mentioned in the discussion thread, Kardas would almost always be riding Mantis. Also since Mantis would normally be flying, the swarm wouldn't have been able to reach them. But I didn't state that explicitly so won't retcon things.
2. If swarm info are common knowledge, then you should know then that for swarms of tiny creatures, weapons can still do damage, although piercing and slashing only does half.
fort, adaptive luck: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Snakes are a common sight in the Mwangi jungles and he has been bitten by a number in his life, but the sensation of the lot of them swarming of him still almost messes him up.
He swings his greatsword across the swarm, then commands Mantis to attack then fly up into the sky.
mwk greatsword: 1d20 + 5 ⇒ (12) + 5 = 17 dmg: 1d10 + 4 ⇒ (7) + 4 = 11

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Mantis swipes one of its front at the mass of snakes then takes into the air.
claw: 1d20 + 2 ⇒ (10) + 2 = 12 dmg: 1d4 + 1 ⇒ (3) + 1 = 4 bludgeoning
Not sure how big a swarm is height-wise, but Mantis would just fly above it.

GM Sedoriku |

Ah I forgot to mention, but I run things in block initiative setting up groups of people at one time and then resolving things in the order that they are posted, not initiative order. You can make extensive use of readied actions, though. It makes things move more smoothly and doesn’t require people to know what the exact conditions are when it’d be their turn. (e.g. three people move before you post but only one of them would have gone before you in turn order).
Is it one or two saves? Normally there is a distraction for swarms. On second thought the snakes technically missed because of Force Ward. Would Arnie still have to make a fort save?
Ah, Force ward! Nope you did not take any damage and don’t need to roll for the distraction. You will have to roll for splash effects.
1. Like I mentioned in the discussion thread, Kardas would almost always be riding Mantis. Also since Mantis would normally be flying, the swarm wouldn't have been able to reach them. But I didn't state that explicitly so won't retcon things.
2. If swarm info are common knowledge, then you should know then that for swarms of tiny creatures, weapons can still do damage, although piercing and slashing only does half.
Bloody! Right you did say that, sorry! I will remember from now on about the mounted flying, and I will say you were flying for the effects of splashes. Just make sure you roll your fly checks for hovering and maneuvers!
Also I did mess up the information on swarms. Thank-you for giving the right info!
Dolora steps out of the snake pile and tosses in an alchemist’s fire, catching not a few snakes on fire! The smell of nice roasted meat wafts out of the pile as the hissing intensifies. However some of the liquid also splashes Arnie’s way, though, like the snakes earlier, none of it seems to actually reach the kineticist.
Belmiir takes a moment to weigh the costs and benefits of tossing in an alchemist’s fire himself, but seeing only little Arnie might get hurt by the splashing fire, he decides the risk is worth it and ultimately lobs in the fire. More snakes catch on fire and crisping them up nicely. Arnie also takes a dash of the liquid as well, but it still seems to not be affecting the little one.
Finally Kardas and Mantis sweep into the swarm and attack away. Whether it was the giant, hungry looking bug, the sword flying through their ranks or the smell of their burning companions, the snakes break up and disperse, leaving behind numerous charred and flayed snakes.
----- Combat Over -----
Damages
Dolora: -1
Kardas: -1
Mantis: -1
Arnie: I don't think any thing broke your force ward, it's 3 or more right?
Janira immediately rushes into the group that had been nibbled on and starts looking over their wounds. "Well done, Pathfinders! You were quick and handled those snakes beautifully! Now did anyone get hurt or want any healing? No? Okay then we should get a move on, we should reach those caves by dusk."
She pats Januus' hand as everyone gets prepared to leave. "Hold onto that alchemist's fire there, Mr. Manager. You never know when you might need it."
When everyone is ready, Janira checks her magical compass one last time and points "The path continues on over there. Now who can tell me what the three steps to handling a venomous snake bite..."
The group treks through the woods, but only an hour after the excitement with the snakes, the group comes to a fast moving river, however a downed tree seems to have taken out the only bridge across it, making it impassable. Janira gives the narrow river a concerned look. "Well that's a bother, the only other possible crossing point's two miles upstream. We might have to march faster to be in time... Unless one of you has a better idea!"
DC 15 Survival checks please! If you can I'd love to hear how you resolve the crossing!

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Survival vs DC15: 1d20 ⇒ 14
Dolora takes a long look at the bridge, mulling over their options. "If I had her carry a rope over...no...how about creating a new...no...too quick to swim..." She shakes her head.
"I thought I might have a good idea to get us across, but it doesn't seem like it would work. I feel like I was so close..."

GM Sedoriku |

Oooooh so close, someone want to point out the obvious flying insect in the woods? (i.e. Aid another?)

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While thinking, Dolora starts to concentrate and her "friend" begins to coalesce behind her, also staring at the river.
Unsure if phantom can roll an 'aid another' check or if that's not kosher. Can't find anything in the rules on it.
Survival (by Phantom to aid): 1d20 ⇒ 20
The phantom whispers to Dolora, who all of a sudden jumps up and looks at the group. "OK I think I've got it. The current is too fast to swim across. At first I thought about having Dolora here" gesturing at the phantom "carry a rope over and tie it to a tree on the other side while we tied it to one on this side, but she tells me she can't easily pass over water without getting carried away as well. However, what if Kardas flew over on his mantis? We could use the rope to steady ourselves and not get carried downstream while crossing. If the current is still too strong, we could build a rudimentary rope bridge using three ropes, one to walk on and two as handrails."

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I have 4 temp hp that come back at a rate of 2 per minute.
Despite being surrounded by angry and splashed by alchemist's fire, Arnie seems completely unscathed. With a "That was scary, but exciting" , Arnie is quickly back in good spirits and begins asking Dolora and Janira the most random questions.
Survival: 1d20 - 1 ⇒ (2) - 1 = 1
Annie looks dumfounded.

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"How could it be scary? Snakes are so cuuuuuute!" Dolora replies to Arnie with a huge grin. While continuing to stare at the river she cheerfully replies to his random questions with even more random inanities.

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Belmir considers the rushing water and looks to the halfling mounted on the giant grasshopper. Grabing some rope Belmir secures it to a nearby tree near the bank on this side of the stream. He looks up at Kardas Ruknaarr buzzing around overhead, Do you mind coming down here for a moment?
Assuming Kardas responds and comes down to speak to Belmir.
O.K. no one knows how to ride that thing but you. Besides I doubt it would let anyone else mount it if my suspension is correct? Belmir pauses for a moment waiting for acknowledgement of the point from Kardas. So here's what I propose. I've tied this end of the rope off on this side. Fly over to the other bank and tie the other end to a tree on the other side. Be sure to leave enough slack in the rope so that it hangs just above or just touching the water. That way we can all grab hold as we cross the stream and we won't get swept away or drowned! Belmir crosses his arm and smiles pleased with his plan. He raises an eyebrow and ask, Well can you do that for us?
GM have no idea if you'll give us a bonus or auto succeed for having a guide rope across the stream so I'll wait for the rulling before rolling. (assuming Kardas co-operates and is successful in his task)

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After combat
Despite the minor wounds, Kardas nonetheless pulls out a wand and activates it on himself and Mantis. He then looks at the rest and although unspoken, offers the use of it.
Use 2 charges to heal himself and Mantis, and anyone else.
survival, aid: 1d20 + 5 ⇒ (13) + 5 = 18
Kardas remains stone-faced when he saws these city folks attempt to make their way around the forest. *Snakes are cute?* He decides since they are not getting them further lost, he decides to let them take the lead.
"Come, pass me the rope. I know what to do. That tree is rotted to the core. Won't hold our weight. That one, although further, is better." Grabbing the rope from the dwarf, he and Mantis takes off across the stream.
Sorry, Mantis is not strong enough to carry more than just Kardas. And it is not well-trained enough to carry others.

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Sorry for my disappearance! I had a busy weekend, but somehow missed this thread in my Saturday check-in.
Nonalwe is grateful that the other Pathfinders leapt to actions so well against the swarm. Where was I, there? This is no jungle like the Mwangi, just a simple northern forest. Pull yourself together; what things these northerners must think of the proud Ekujae!
Survival, aid another DC 10: 1d20 - 2 ⇒ (16) - 2 = 14
She studies the stream and trees around them, and yells out a reminder to Kardas. "Knot the rope above the junction of those branches; it will be stronger there!" I'm sure he knew that already; I hope he draws no offense.

GM Sedoriku |

Sorry about the absence! I ran out of time last night with updating my other game (yay hour+ posts!) and then today was busy day at work!
Before Kardas can even fully pull out his wand, Janira is there with her own wand healing the wounds of the halfling and Mantis. “Oh, don’t worry about that, I’ve got you!” Don’t waste the charges, Janira’s got healing to spare!
Janira nods along as the group comes up with a plan and then cooperates together to get it done. She gives a small cheer as Karvas gets the rope across the river and tied to a tree. “It’s moments like this that I’m glad to be a Pathfinder! That was beautiful teamwork there.”
With a rope across the river, the crossing proves to be a very simple affair, everyone able to cross safely and with Kardas and Mantis making a few trips, even keeping all the important things dry!
Across the river Janira squints at the sun and gives a nod. ”Assuming we don’t run into anymore problems, we should be able to get there in plenty of time!”
As the sun paints the trees and scenery a deep crimson, Janira perks up and rushes ahead, calling for everyone to follow. She bursts into a clearing around a vine covered rock face. “Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.”
As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing as a tree topples down. Janira calls “Careful, we might run into more snakes.” But instead of more snakes or other animals the sounds of a large creature crashing through the undergrowth greets the group.
The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.
Assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! I doubt we can take it! Take my bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can.” She heaves her backpack over to Januus, “Mr. Manager, I’m going to hold you responsible for their safety, Now go. GO!” She casts a spell, and darts off toward the minotaur.
What do you want to do?

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Dolora, unsure about leaving her fellow halfling to fend for herself against the beast, hesitates. She doesn't seem that much stronger than we are...but following orders is part of being a Pathfinder I guess. After several moments of indecision she and her phantom follow Januus into the caves.

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Nonalwe was clearly ready to stand her ground and back up Janira against the minotaur, but when she sees two other Pathfinder leap into the caves, she sighs and follows. I hope Janira knows what she's doing; that could be trouble!

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Kardas hesitates briefly, fully intending to go together with Janira. But he's familiar with this tactic before. Sending one more experienced and nimble member to lure away the enemy, giving time for the rest of the tribe to flee. More than one would likely bungle the job, especially one like him unfamiliar with the terrain. Without a further thought, he directs Mantis to fly to the cave entrance without a backward glance.

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Dolora, having a soft spot for children in distress, takes pity on Arnie. Once they are in the cave, she takes him aside and gives him a hug. "Don't worry about Janira. She's in charge of this operation and she knows what she's doing. The best we can do now is follow her direction and hope for the best."

GM Sedoriku |

1d6 ⇒ 6
Januus happily rushes into the caves. Kardas, Dolora and Nonalwe all pause for a second considering whether or not to stay and fight. The scales all seem to tip in favor of following Janira's orders. Arnie, however, seems liable to take a stand for staying, but Belmir, in proper dwarven fashion, straightforwardly heads off the problem, picking up the small man and hauling him into the cave.
Anyone near the cave entrance can hear as Janira taunts the Minotaur with a "Hey, Hairy legs! I'm over here." The woman gives one quick look to make sure you're all inside before she disappears into the jungle the minotaur 5 feet behind her.
Arnie, however, requires a little comforting, still a little distraught at getting separated. A few sniffles and hugs latter, everyone is able to press on.
Taking a look through the bag of supplies that Janira tossed Januus, it provees to be full of useful adventuring gear, a few thick reports about the weather conditions of the north and south faces the Kortos mountains that she’d been reading for fun it seems, and enough food to feed the group for a few days. It even has a bundle with a note reading ‘In case of Emergency’ with a few sweets for everyone in it.
The tunnel burrows down for about 200 feet or so, the natural twists, turns and edges of the opening slowly grows darker, but luckily the caves have a strain of softly glowing moss that provides the perfect level of illumination to tell scary stories. Outside of your footsteps, the only sounds in the cave are the occasional drops of water hitting the floor.
After turning a particularly sharp corner, you end up in an area that was clearly carved out of the rock, from the nearly 7 foot high ceilings, to it widening into a nearly flat 10 foot wide hallway. The biggest indicator though, would defiitely be the 10 foot deep and 10 foot wide hole in the pathway. This theory gets even more support as a quick glance proves the pit is lined with two foot long uniform spikes, though time has not been kind to this once trap, with nearly half of the spikes showing cracks or having fallen apart. In one corner though is what looks like a small bundle of cloth.
There's a 10x10x10 foot cube of the tunnel missing with nazty looking spikes at the bottom. How do you want to get across?

Dolora's Despair |

The phantom floats over to Dolora, and the two discuss for a bit. Without any warning, she fades into the wall of the cavern, then reappears on the other side of the pit. She then pauses for several seconds while she solidifes, and begins exploring down the cave, moving as silently as she can while scouting.
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
In incorporeal form, she can move through walls, and can go outside of line of effect from Dolora as long as it is no longer than 2 rounds, which is plenty of time to move 10' inside the wall. In ectoplasmic form she can go up to 100' away from Dolora as long as Dolora is concentrating, which should be enough range to scout a bit

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"While we try to find a way to pass this pit, I will also be checking down the corridor a ways. This way we can know if there is another threat around one of those corners, or anything that might help us cross this. While she scouts, can anyone tell what that scrap of cloth is down there?"
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Please let me know if the phantom finds anything within 50' (so 40' past the pit) ... to go farther than that I'll need to start rolling concentration checks

GM Sedoriku |

30 feet down the hall the tunnel takes a sharp turn to the right and just inside the turn is a 15 foot plank of wood on it's side. Outside of that the tunnel continues on for a good 70 feet before turning again.

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Belmir shoulders the pack full of adventuring gear while following Dolora’s lead. Does anyone want to hold some of these potions? Scrolls wands? One person shouldn’t have all this valuable gear in this strange place... besides which ... I could not, begin to tell you how 1/2 of it activates! Perhaps Janus and Kardas should hold the two healing potions and one of them should take the potion of barkskin as well! As for myself I’d surely find a use for that potion of vanish and I could make use of a tanglefoot bag as well... Dolora and Nonalwe perhaps you would find some of these scrolls and wands useful?
Almost forgetting the child Belmir ask, Hello we one! You feeling better yet? Look at all this stuff Janira left us on our adventure while she plays hide and seek! Do you know how any of this stuff works little man? Ahh.. come on now... Uncle Belmir knows your smart young man! I’ll bet you could not only tell me about some of this stuff but use it better than any of us! Isn’t that right Arnie?

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Kardas guides Mantis to fly down ever so carefully down to the pit to avoid spikes, curious to examine the bundle of cloth.
perception: 1d20 + 7 ⇒ (18) + 7 = 25

Dolora's Despair |

Finding the plank of wood, Dolora brings it back to the pit. "...might help." In ectoplasmic she has mass and can carry things :D

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Nonalwe looks at the scrolls and wands; she immediately takes the wand of burning hands and the scroll of gust of wind, knowing that those can only be activated easily by her.
The other three scrolls she holds out to Dolora. "I think you can likely cast these spells too; do you want to carry any of these?" (identify, mage armor, obscuring mist)
"Actually, it doesn't look like this would be much use to you," Nonalwe adds on recognizing that Dolora is already wearing armor; she pulls the scroll of mage armor back.
She takes a moment to cast mage armor from the scroll (CL 6, 6 hours duration), and pockets the scroll and wand she's already claimed, and any that Dolora doesn't want to carry.
She follows the rest of the Pathfinders across the board.

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After crossing the board, Dolora gives the phantom a hug and a thank you. Looking at Nonalwe "Neither of those scrolls are very useful for me. I tend to be up close to the enemy so the mist will only hinder us as much as help us, but I guess I could hold onto the other in case we need to identify anything. Honestly that could be held by anyone until it is needed."

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Belmir ushers Arnie across the board being careful to keep a hand on the boys shoulder as he crosses. Where to now ? Says Belmir...his question mostly directed at Dolora and Kardas..

GM Sedoriku |

I am so sorry, I had a period of about three days there where things were so unexpectedly busy I didn't have any time behind a keyboard to update this for you. I'll get us rolling again.
With Other Dolora and Kardas bringing the plank over there proves to be no problem in crossing the bridge, with Mantis even being able to rerieve the cloth thing with no problem. A quick detect magic from Nonalwe proves that the tattered cloak is magical.
It's a Cloak of Resistance +1
As you continues down the hall about 20 minutes later the pathway takes on a more natural appearance the previous carved hallway seeming to connect the disparate caverns into one continuous system. The cave then starts to widen out opening into a large cavern the ceiling soaring to well over 80 feet, and the walls spread back. A close look shows that while the cavern might have been naturally made, there has been work done here. The walls have definitely been smoothed and flattened. and a shape added to them. At the far end to the room is a bridge into a second, what looks even larger cavern beyond. Fires light the bridge providing a enough light to show that the walls smoothed by centuries of water flowing over them used to bear intricate carvings. Ones that you think with a good close look might provide details about what this place was used for in the past.
Knowledge (history or religion), Linguistics, Appraise or Perception checks please!

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perception: 1d20 + 7 ⇒ (8) + 7 = 15
Kardas looks more closely at what appears to be carving on the wall, gently running his hands along the surface, but they are not very distinct...

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spellcraft and inspiration: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (5) = 25knowledge history and inspiration: 1d20 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13linguistics and inspiration: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (2) = 16 perception: 1d20 + 8 ⇒ (1) + 8 = 9 ( add +2 to perception result if looking at Stone gems or metal)

GM Sedoriku |

Kardas looks over the walls in one section of the cave, but sadly the carvings are faded just a bit too much to be discernable there.
Belmir on the other hand is able to descern parts of the writing of one of the less faded areas.
Forgot to mention, you if you speak/read Aquan or Azlanti you get a +2 bonus on the checks.