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"They're intelligent creatures, normally. I wonder what it's going on about..."
Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10
I was going to try and get a sense for whether or not we seem to be the spider's only concern. Oh well. Inspire Courage!

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Aurus, untroubled by the smart party member's qualms about "intelligent this" and "sentient that," does what he does best: eradicate a clear and present danger.
Power Attack, Inspire: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18
Damage: 2d6 + 7 + 6 + 1 ⇒ (1, 1) + 7 + 6 + 1 = 16

miteke |

Jack is having a bad time of it. Perhaps it is his subconsious fear of spiders? In any case, every shot so far has either missed entirely or skittered off its chiton. Aurus on the other hand, can't seem to miss and lands another blow.
COMBAT CARD
--------------------------
Conditions: Goldur inspire courage +1
Aurus
Nemrok
Jack
Goldur
Uldar
Spider (-38 HP)
Bolded are up.
As for you skill monkeys, you know that phase spiders have the ability to quickly phase in and out of ethereal plane and make it very hard to hit them as well as providing a means of sneaking up on people. This one has done none of that and is acting like a normal spider. It does have that nasty looking stinger though, and it doesn't take a genius to know that it is bad news. With your expertise you know that it is fast acting and wears away at your health in short order unless you can get it under control, because the longer it has its way with you the harder it becomes to resist. There are some other details, but none that matter for the encounter (such as climbing (duh, its a spider), and darkvision.

miteke |

Two more magic missiles come sailing it, weaving their way inerrantly towards the spider. Both strike the spider in its sensitive eyes and it howls in anger, or pain. Hard to tell. Either way, it is not pleased but is still unable to do more than glare at its opponents.
To Hit: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
Grab: 1d20 + 16 ⇒ (20) + 16 = 36
Are the PCs yawning yet?
COMBAT CARD
--------------------------
Conditions: Goldur inspire courage +1
Aurus
Nemrok
Jack
Goldur
Uldar
Spider (-48 HP)
Bolded are up.

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Fighting through his disgust, Jack grimly tries to land a shot...
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24, for 1d8 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8, for 1d8 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11.

miteke |

Jack finally lands a shot though the elven visage, bypassing the tough shell, and the thing goes down, legs twitching and mercifully silent.
With the spider downed, you are free to explore the room at your leisure. You do not find anything useful, unless you count the experience of rummaging through a once powerful arcane engine.

miteke |

The air in the next room is filled with a thin cloud of soot and dust - the particles and motes float as if gravity didn't apply to them. Indeed you find that the room is similar to a previous room in that gravity is wonky. Fortunately you have all mastered the art of relativity and are able to more through the room without issue. The rubble in the room is mostly stone and dirt from the ceiling and walls. Clearing it all out would take days.
DC 20
Uldar Perception: 1d20 + 5 ⇒ (16) + 5 = 21; darkvision
Goldur Perception: 1d20 + 9 ⇒ (16) + 9 = 25; darkvision
Nemrok Perception: 1d20 ⇒ 16; darkvision
Aurus Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Jack Perception: 1d20 + 9 ⇒ (2) + 9 = 11
In spite of all the distractions, a few of you spot a nice looking gem amidst the rubble and manage to collect it. It does detect as magic.

miteke |

Nice roll. Needed a 26.
Nemrok is able to discern that it is an elemental gem attuned to earth. By smashing it you may summon a large elemental. Who will be carrying it?
DC 19
Uldar Perception: 1d20 + 5 ⇒ (12) + 5 = 17; darkvision
Goldur Perception: 1d20 + 9 ⇒ (2) + 9 = 11; darkvision
Nemrok Perception: 1d20 ⇒ 1; darkvision
Aurus Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Jack Perception: 1d20 + 9 ⇒ (18) + 9 = 27
The final door leads down a very long corridor and into a room that does not look all that unusual until one looks up. Growing from the ceiling 100' overhead are huge trees with black bark and dry writhing branches. Unlike normal trees, or perhaps it is not the trees but the room, but in any case these trees are growing upside down. Some of the soil from the roof has deposited on the floor and left a fine layer that covers the stone floor.
Several sets of bloody footprints lead from the door you are at to the one to the west, and both Aurus and Jack notice a large creature (14' long and dog-like in appearance). The animal is barely visible through the branches of the trees (total concealment). Jack or Aurus can identify it with a successful knowledge nature roll. It seems to be trying to avoid being seen and the others can't seem to be able to see it.

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Knowledge(Nature) - Creature: 1d20 + 8 ⇒ (13) + 8 = 21.
"Hello pup; what might you be?"
Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12.
Knowledge(Nature): 1d20 + 8 ⇒ (18) + 8 = 26.
"These trees are lypenia trees, native to the Elven world of Sovyrian. They are very rare, and prized by Elves; that said, the greenery has faded to a mere shadow of its former glory."

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Nice roll. Needed a 26.
Nemrok is able to discern that it is an elemental gem attuned to earth. By smashing it you may summon a large elemental. Who will be carrying it?
Uldar speaks Terran, so I wouldn't mind if he handled the gem. :-)

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As Uldar explains that he knows terran, the language of the creature inside the gem, Nemrok gives the magical gem to the half-orc.
Know. nature: 1d20 + 7 ⇒ (8) + 7 = 15
Strange, this place is strange... must be tied with the ancient elf then, before they depart from Golarion... and come back.
When Jack talk about a puppy, Nemrok asks What Puppy? I see no one here !

miteke |

Barrow hounds do not particularly enjoy killing living creatures, and instead prefer to scare them off with their unearthly howls. Failing that, however, barrow hounds are fierce combatants, and their ability to constrict creatures with their prehensile locks makes them formidable foes.
Though sometimes summoned to the Material Plane by powerful fey or honored druids to guard some area of great significance, barrow hounds are more often found on their native plane of the First World, particularly in the sprawling forest known as the Evergrove, where they serve as hunting and guard dogs.
A typical barrow hound is 14 feet long, stands over 7 feet at the shoulder, and weighs just under 3,000 pounds.
I believe you like to get special attacks so you know that their howl induces terror and their bark can scatter opponents magically.

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Knowledge (nature): 1d20 + 7 ⇒ (17) + 7 = 24
Aw, just missed it.
"Are they now?" Goldur muses, looking up at the trees. "How fascinating!"

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"Aye, it is a Barrow Hound - a native to the First World, that can often be found among the shifting forests and untamed woodlands of that realm. It is known to be a noble and obedient creature—a rare trait among the wily fey—and those who command the respect of a barrow hound can rest assured knowing that the beast will protect with its life whatever charge they assign to it.
Barrow hounds do not particularly enjoy killing living creatures, and instead prefer to scare them off with their unearthly howls. Failing that, however, barrow hounds are fierce combatants, and their ability to constrict creatures with their prehensile locks makes them formidable foes.
Though sometimes summoned to the Material Plane by powerful fey or honored druids to guard some area of great significance, barrow hounds are more often found on their native plane of the First World, particularly in the sprawling forest known as the Evergrove, where they serve as hunting and guard dogs.
A typical barrow hound is 14 feet long, stands over 7 feet at the shoulder, and weighs just under 3,000 pounds."

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"Ah, what a shame I don't speak its tongue. I have a spell that lets me understand it, but not speak it. If we can avoid killing it I think we should."

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Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
Aurus keeps staring at the hound. "Now, maybe it's different in the first world, but normally when an Absalom alley cur shows it's teeth and hackles like that, it's not really in the mood for conversation... plus I don't speak dog." Aurus hefts the greatsword. "If it tries to do more than growling, I do speak a universal language, though...
Literally can't hit the Know: Nature, so not even gonna try rollin'

miteke |

I'm going to take the silence for a no and for permission to give your alt selves a push. You boldly enter the room and the low menacing growl turns into an outright snarl as it leaps down before you and makes the most terrifying howl.
Everyone except Aurus give me a DC 17 will ST vs. fear. The save is charisma based so adjust accordingly. If you fail, drop whatever you are holding and start running for the exit (you are panicked). This could be really bad or a big nothing burger depending on your rolls.
Other than a slight vibration of his bones, Aurus is unimpressed (I guess his ST is Greatsword based instead of charisma based, sort of like Knowledge: Greatsword).

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Nemrok already referenced it, but - +4 to anyone within 10 feet of Aurus!

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Will + bonus: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
"I wish we could have talked about this, pup," Goldur says as he hoists his hammer, unaffected by its fear-inducing howl. "But have it your way."
Inspire Courage!

miteke |

@GM charisma based is for the creature, not the save for the target ;-)
Ah! That makes sense. Not sure why it matters then unless some defenses are applicable vs. Charisma based effects.
The creature begins its assult by producing the terrifying howl from the safety of the trees. In spite of its minimal effects it leaps to the ground and makes its way menacingly towards the team, a bit unnerved by the lack of reaction and the beastial response from Uldar.
Uldar init : 1d20 + 0 ⇒ (14) + 0 = 14
Goldur init : 1d20 + 0 ⇒ (13) + 0 = 13
Nemrok init : 1d20 ⇒ 9
Aurus init : 1d20 + 2 ⇒ (1) + 2 = 3
Jack init : 1d20 + 6 ⇒ (8) + 6 = 14
Doggie init : 1d20 + 6 ⇒ (1) + 6 = 7
panic duration: 2d4 ⇒ (4, 1) = 5
COMBAT CARD
--------------------------
Conditions: Inspire +1 (Goldur)
Uldar
Goldur
Jack (waiting for save vs. panic, remember +4 from Aurus)
Barrow Hound (shaken 3 rounds)
Nemrok (paniked 5 rounds)
Aurus
Bolded are are up.

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Will: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12.
GM Star Re-roll: 1d20 + 3 + 4 + 5 ⇒ (11) + 3 + 4 + 5 = 23.
Jack grits his teeth, and holds on.
He then, regretfully, shoots at the beast.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 22, for 1d8 + 7 + 1 + 1 ⇒ (7) + 7 + 1 + 1 = 16 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18, for 1d8 + 7 + 1 + 1 ⇒ (7) + 7 + 1 + 1 = 16 damage.

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Nemrok Blacktusk wrote:@GM charisma based is for the creature, not the save for the target ;-)Ah! That makes sense. Not sure why it matters then unless some defenses are applicable vs. Charisma based effects.
In most situations it doesn't matter. But if the monster's Charisma goes up or down for whatever reason, the save DC would be adjusted too, so it's letting you know which stat that's based on.

miteke |

Jack feels a wave of panic start to overwhelm him, but it passes as he considers all the terrifying encounters he has made it through in the course of his Pathfinder career and with a might effort holds his ground and lets his muscle memory take over, planting one arrow into the tough beast. Whatever its hide is made of, it seems to be as hard as metal and one of them ricochets off.
He yelps and tries to bite 1 Aurus, 2 Uldar: 1d2 ⇒ 2
to hit, shaken: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
damage: 1d8 + 9 ⇒ (7) + 9 = 16
crit: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
crit damage: 1d8 + 9 ⇒ (5) + 9 = 14
grab: 1d20 + 16 ⇒ (2) + 16 = 18
Uldar sees his life flash before his eyes as it nearly gets a stranglehold on his throat but instead latches on to his shoulder. Note: The grapple condition is not in effect as it is choosing the latter part of 'the Creature has the option to conduct the Grapple normally, or simply use the part of its body it used in the grab to hold the opponent.' The creature obviously took Uldar's growl as the main threat.
COMBAT CARD
--------------------------
Conditions: Inspire +1 (Goldur)
Nemrok (paniked 5 rounds)
Aurus
Uldar (-16 hp, held)
Goldur
Jack
Barrow Hound (shaken 2 rounds, -16 HP)
Bolded are are up.

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Uldar activates the elemental gem and commands the earth elemental to attack the Barrow Hound after Aurus steps into flank and attacks.
Earth Mastery, Power Attack, Inspire Courage, Flank
1d20 + 14 + 1 - 3 + 1 + 2 ⇒ (7) + 14 + 1 - 3 + 1 + 2 = 22 for 2d6 + 7 + 1 + 6 + 1 ⇒ (1, 6) + 7 + 1 + 6 + 1 = 22
1d20 + 14 + 1 - 3 + 1 + 2 ⇒ (5) + 14 + 1 - 3 + 1 + 2 = 20 for 2d6 + 7 + 1 + 6 + 1 ⇒ (6, 4) + 7 + 1 + 6 + 1 = 25

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Jack is momentarily taken aback, but nevertheless keeps up the steady stream of arrows.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24, for 1d8 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23, for 1d8 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10 damage.

miteke |

The hound is caught totally by surprise and the elemental just rips it to pieces leaving it just hanging on to life, but not for long. This time both of Jacks arrows find their mark and the hound collapses. Another bloody monument to the pathfinder's prowess at arms.
The elemental is in play for a while longer so do you want to run forward to the next room or spend some time searching and/or healing? Oh, and waiting the long minute before Nemrok returns from his jogging session.

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The hound is caught totally by surprise and the elemental just rips it to pieces leaving it just hanging on to life, but not for long. This time both of Jacks arrows find their mark and the hound collapses. Another bloody monument to the pathfinder's prowess at arms.
The elemental is in play for a while longer so do you want to run forward to the next room or spend some time searching and/or healing? Oh, and waiting the long minute before Nemrok returns from his jogging session.
If I'm not mistaken with the source removed Nemrok doesn't need to run away anymore. Also Jack doesn't need to let Nemrok past, so he might not need 5 rounds to return.
I'm for rushing to the next encounter, Uldar will stay in the back healing up while the elemental does the damage! :-P

miteke |

It's not the hound that is causing the panic, it was what the howl did to him. I would have to say he stays panicked for the full 5 rounds. Like a spell. If the spellcaster passes out the target of a fear spell is still affected. Now as for Jack blocking him, I'm torn on that. Stopping a panicked person from rushing past seems like more than a passive action. I would definitely allow it if Jack went for a CMB to grab him. Does anyone know of any written rules for this kind of thing?

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"Well that didn't take long!"
I definitely have remove fear, so I can cast it on Nemrok if he fails to get away.