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will: 1d20 + 10 ⇒ (6) + 10 = 16 if this is charm/compulsion tycho adds their cha instead of their wisdom, so the result would be 24.

Theodric Milan |

will: 1d20 + 6 ⇒ (15) + 6 = 21
Theodric shakes off the horrible visions and does his best to clear the visions from his head.
Theodric will cast see invisibility, lookinkg around for a potential source of trouble.

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Will save: 1d20 + 10 ⇒ (13) + 10 = 23 +7 for charm and compulsion, but look's like that's not needed!

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Will: 1d20 + 5 ⇒ (10) + 5 = 15
Duration: 1d4 ⇒ 4 Oof.
Effects (if not attacked):
1st round: 1d100 ⇒ 74 Punch self for 1d8+STR.
2nd round: 1d100 ⇒ 78 Attack nearest.
3rd round: 1d100 ⇒ 99 Attack nearest.
4th round: 1d100 ⇒ 91 Attack nearest.
Well, that went about as badly as it could possibly go.

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Will ST: 1d20 + 11 ⇒ (14) + 11 = 25
This looks like a good ST to use a reroll on if you failed it! Mind control is a Bad Thing.

GM Bret |

I believe that Mongo already used their reroll.
You notice that Mongo and Penny are having trouble distinguishing what is real. They are a potential danger to themselves and others.
Bolded may act:
Round 1:
Theodric
Melody
Tycho
Timtenzekil 21 damage
Mongo 0 damage cursed (1 Wisdom drain, fatigued) Confused
Penny 21 damage Confused
Warpac
Captain Zorriah 105 damage, 14 non lethal helpless

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Penny shakes her head and gives a low "Mnar..." as Timtenzekil touches her shoulder, feathers rapidly turning slate grey before shrinking down to a small figurine.

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Melody steps forward. "Come on everyone, we can do this!"
Starting performance.
"Let's see if we can get Mongo back."
Dispel magic.
caster level check: 1d20 + 10 ⇒ (13) + 10 = 23

GM Bret |

As this is a Supernatural ability, I do not think that Dispel Magic or Break Enchantment would work.
In addition, you can not see Mongo because of the fog.
Please change that action.
The room fills with the fog that billows from Theodric’s wand.
Penny retains her mind long enough to recognize the Timtenzekil is a friend that just wants to help.
Bolded may act:
Round 1:
Fog
Inspire Courage +2 most likely
Theodric
Melody
Tycho
Timtenzekil 21 damage
Mongo 0 damage cursed (1 Wisdom drain, fatigued) Confused
Penny 21 damage Confused Tiny Statue
Warpac
Captain Zorriah 105 damage, 14 non lethal helpless

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Melody instead cast calm emotions, with only Mongo and Tycho in the area.

GM Bret |

Clarity returns as the confusion and visions end, but in the back of your heads you realize some things.
First, The Emissary is coming regardless of what you may do. It has plans for Golarian, and you believe those plans will not be for the benefit of the current inhabitants.
Second, having been touched by its mind you retain a strange link to a point in the sky above. You realize this is the approaching Emissary itself. As long as you and the Emissary live, you will always know the approximate location of the other. You assume that knowledge goes both ways.
The Emissary is approaching rapidly. It is hurtling towards Dustpawn, and will be there in a little over 24 hours.
You realize that the Emissary, in using the orrery so much to communicate its plans, has somehow linked its mind into the device. Destroying the orrery while the Emissary's mind is linked to it could cause great pain and distress to the creature. This might accelerate its arrival in the region, but would also weaken its powers.
Since you have touched it’s mind and gained new information about the creature, I will allow another Kn: Dungeoneering skill roll for information about it.
Captain Zorriah would be curled up into a fetal position if only the bindings would allow it. He is quietly muttering to himself in elvish. He is obviously terrified.

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Arcana, heroism: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
The Admiral ponderously watches a globe revolve. We could destroy the navigation system to weaken our enemy. He paces back and forth, shiny boots tapping on the floor. But I would prefer we take on this Emissary at its full force — we're Lirgenities, not cowards, after all — brimming with valor, unafraid of creatures from beyond the stars!
And think of the possibilities, the entities we could commune with! We could bring this powerful technology home with us, and achieve wonders.
Shaking his head sadly, Drace marches over to Zorriah and taps the quivering captain with a polished boot. This is unseemly, even for a court-martialed officer! Pull yourself together, man!

Theodric Milan |

arcana: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
dungeoneering: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
"Either way, are you ready to try a nap Mongo?"

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"I'm pretty tired...but how long do we have? I don't want to sleep through the fight."

GM Bret |

Siphon Spirit (Su) Any creature touched by the Emissary from Beyond must succeed at a Will save or gain 1 negative level as the Emissary rips away a portion of its soul. A divine spellcaster gains an additional negative level with each failed save. The victim must save anew each time it is touched, and a character killed by this attack disintegrates completely except for its eyes and strands of brain matter, which become part of the Emissary. Only powerful magic such as miracle or wish can resurrect a creature slain in this manner.

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I don't think Melody has used her once per day take 20 yet this day, so she will do so now. 31 Knowledge (dungeoneering)

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GM's choice. What's interesting about it?

GM Bret |

Weaknesses light sensitivity.
Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

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I'd bet it has a way of creating magical darkness though. Any chance at getting access to a scroll of death ward or Ankh Talisman? Ot Spectre Moss which is on my chronicle for Hrethnar's Throne. I don't want to be part of The Emissary.

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One of the orrery planets has 2 charges of death ward… if we don't destroy it.

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if thats an option, definitely! I assumed the orrery must be complete before it is destroyed.

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"Don't worry 'bout a thing Mongo, we'll get you a nice dream ta clear up that issue." Tim's airy smile is less than reassuring, more comical. "D' we think it best to rest here or make fer town first?"

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If the emissary is coming for us first, then we should be far from the civilians when battle commences.

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I noticed that but there are not enough charges to go around. I would not mind shelling out 1200 to avoid level drain. Do we intend to destroy the Orrery and take the spheres? I don't think that is necessary and it would drastically decrease the value if we did.

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Let's head back to the projected point of impact — Dustpawn. We can rest there.

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That makes things easier. I was not sure where it was headed and thought that it would be headed towards Sonrise (too lazy to hunt down the actual name).
"I don't see any other choice. Let's go." Warpac takes personal control over the captain hoisting him if necessary.
Warpac will be memorizing new spells for the next day. Please let me know when that point comes in the narrative so I can adjust the character sheet. Can a person be put into a bag of holding? With all the books in there right now I don't know if there is room, but it sure would make things simpler.

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I may have missed it, but do we have any sense of how long we have? Do we have time to rest?

GM Bret |

Warpac will be memorizing new spells for the next day. Please let me know when that point comes in the narrative so I can adjust the character sheet. Can a person be put into a bag of holding? With all the books in there right now I don't know if there is room, but it sure would make things simpler.
Once you either camp or go back to town you can swap out spells.
As I see it, right now your group needs to decide if they are folding the Orrery up and taking it with them or not, if and when they will destroy it, and if they are going back to town or staying in the wilderness overnight.
If you have any spell slots that would allow you to recharge spheres, now would be a good time to use them. It is as per recharging a staff,
If it would make it easier, I can redo the spheres to how they are listed in the module, all having four charges and some of the effects taking 2 or 4 charges. It only makes a difference when recharging.

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"Well, let's pack this thing up and take it to Dustspawn, OK?"

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"Aye, tha sounds best."
Tim can prepare another Death Ward if needed. He'll cover Penny and one other and then stay the hell back as much as possible. I'm not sure how effective his spells will be but he can provide buffs.

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Tycho owns a scroll of death ward. They will use it on themselves. The sphere had 2 charges of Death Ward on it, as well.
The admiral collapses the orrery and puts it in his haversack. Outside he conjures a carriage to help transport Zorriah back to town.

GM Bret |
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It takes a few minutes, but Admiral Disgrace gets the Orrery folded down to a 1 foot diameter globe and then abuses dimensional space further by sticking it into an extra-dimensional haversack.
Then they lead the way outside to where Mango has been dutifully guarding. Conjuring a carriage, the Admiral is ready to be on their way.
It takes a few hours to return to Dustpawn.
When you get there, you notice a fair amount of activity on the streets. There are multiple wagons loaded up with crates and being driven out of town.
It would only take a short delay to get past the traffic and back to the Inn.

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"Oi, friend" Mongo says, approaching the nearest wagon, "what's all the commotion?"

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Warpac has his own suspicions about the exodus and can hardly blame the townsfolk, but he is still curious to hear what their response will be and lingers near Mongo to hear the reply.
naturally as he waits there, his axe is out and his nervous tic takes over.

GM Bret |

“Boss says we’re moving whole operation!” As he says this, he moves to the side of the wagon, evidently checking that nothing is falling out.
“She don’t pay to have employees asking why, so I’m just doing as told!” With that, he straightens up and gets the mule to start pulling the wagon forward again. “Gotta go!”