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Charleston gathering his bearings and getting back on his feet.
"Wasn't that fantastic so everyone tell me how or what you experienced." Without giving anyone a chance to answer "Was that ritual actually for transporting something to or from the Grand Lodge. I figured with the lightning it was meant for some kind of attack on the city defenses."
Charleston looking at his wounded companions. "Gerdur let me start treating your wounds. I'll get you next Marcus." As Charleston begins to cast Restoration on Gerdur.

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Marcus tries to control the still shaking sword.
UMD: 1d20 + 18 ⇒ (6) + 18 = 24
Try to find Torch, I guess. Maybe dig around and try to figure out what exactly that ritual was supposed to do.

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Hugo will motion the injured to gather around for healing
”Abadar, Keeper of the First Vault, heal us as we vanquished the foe. “
Channel : 8d6 ⇒ (6, 1, 3, 3, 6, 3, 4, 1) = 27
He will also cast restoration if another is needing negative levels removed

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No wounds, but that demon ate away at my soul.
Easily full from the channel Marcus will take the Restoration from whomever can give it.

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"Nicely done, all!"
Vahlo and astradaemon vanquished, Jack takes a closer look at the helm he ripped off the halfling's head, trying to identify its enchantments.
Spellcraft: 1d20 + 21 ⇒ (8) + 21 = 29
"Yeah," the bard agrees. "Time to find Torch."
He looks around for a Pathfinder who can convey an updated situation report to Venture-Captain Eliza Petulengro.

GM Irish202 |

Sorry for the pause, was traveling the past day or so. I am afraid that I will have to activate one of the oldest tricks in my GM Bag...The Bait and Switch!
Vahlo and astradaemon vanquished, Jack takes a closer look at the helm he ripped off the halfling's head, trying to identify its enchantments.
As his allies heal and being casting restorative magicks, Jack attempts to remove the helmet from his head to inspect it further...but finds it oddly stuck on his head as it continues to uncomfortably vibrate! Pulling harder, the crackling energy that suffuses the helmet and the sword abruptly intensifies as Jack's body is wracked with perhaps the worst pain that he has felt in his entire life! The sword grasped in Marcus' hands is suddenly yanked out of his hands by an unseen force and flies through the air, hovering next to Jack as the crackling energy begins shooting visibly up and down the bard's body!
The group hears Jack hurriedly utter a flourishing melody oddly muffled behind the helmet, causing the helmet to eject off his head through the air like rocket! The helmet, and the nearby hovering sword, hurtle towards the Wall of Names behind Jack; hitting the monument with a unceremonious clang as the crackling energy emitting from the helmet begins to reconstruct a desiccated halfling body from itself!
Saving finale activated as previously mentioned.
I will need everyone to roll initiative. Everyone will get a surprise round action. Additionally, I will need to know if anyone has had a Society character that has died previously and a description of that character. Please either post in the discussion thread or send me a PM with that information. Thanks!

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Sent PM
”By Abadar! This does not bode well! Our victory is indeed short lived.
Jack? What are you doing??!? “
Initiative : 1d20 + 5 ⇒ (10) + 5 = 15

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Gerdur frowns and grips his earthbreaker. "What nonsense is this?!?"
Init: 1d20 + 8 ⇒ (9) + 8 = 17

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Did The healers get off their Restorations?
Initiative: 1d20 + 15 ⇒ (7) + 15 = 22

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"Flûte and i lost many of my arrows!"Says Gaétan.
1d20 + 15 ⇒ (9) + 15 = 24

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Melicertes Palaemon was an aquatic elf ancient lorekeeper, dual-cursed oracle. A pair of sharks killed him in the Dangerous Waters of Plunder & Peril.
Initiative: 1d20 + 11 ⇒ (18) + 11 = 29

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Using Heightened Awareness and did the Restoration go off?
Initiative: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31

GM Irish202 |

Did The healers get off their Restorations?
No, they are still casting. The surprise round would trigger at the end of the 2nd round of casting; Restoration requires 3 full rounds of casting. I would be happy to say you would have completed it, but Jack's lingering performance would have only had his performance carry over for 2 rounds and he would be incredibly dead-and-possibly-a-turned-into-a-shriveled-halfling right now otherwise due to his saving finale needing it. The Restorations will go off awkwardly in the middle of the 1st full round of combat due to the surprise round, leaving those casters with a standard action left over. Those casters may also cease casting to take actions as normal instead if desired.
Initiative Vahlo: 1d20 + 8 ⇒ (17) + 8 = 25
Mysterious Other Beings: 1d20 + 7 ⇒ (18) + 7 = 25
Initiative Order:
Surprise Round:
Charleston (Casting Restoration)
Jack
Vahlo reforms at this initiative count
Geatan
Marcus
Gerdur
Hugo (Casting Restoration)
Round 1:
Charleston (Finishing Restoration)
Jack
Vahlo
Mysterious Other Beings
Geatan
Marcus
Gerdur
Hugo (Finishing Restoration)

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Hugo has the Zelekhut stay close and guard him as he continues casting.
zed has true sight active

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Not again. Doesn't he know when to stay down?
Attack, Haste, Good Hope, Inspire Courage, 7 Negative Levels: 1d20 + 28 ⇒ (1) + 28 = 29
Damage, Good Hope, Inspire Courage, Sneak Attack: 1d3 + 24 + 7d6 ⇒ (1) + 24 + (6, 3, 4, 3, 4, 1, 3) = 49
Marcus's whip strikes out, but he's too quick to react and overshoots the halfling's still forming body.
Blast! Gerdur, this time can you kindly smash his helmet once we pry it off his undead head.

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Observing the ghost of Vahlo reconstituting itself, Jack resumes his inspirational song, his discordant voice again causing his allies' weapons to crackle with sonic energy. (swift action)
Then the bard casts virtuoso performance, starting a second bardic performance, adding a layer of harmony to his voice that inspires greatness in Gerdur and himself. (standard action)
Jack's Temp hp: 2d10 + 6 ⇒ (10, 10) + 6 = 26
Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target.
Inspire Greatness: Inspired with greatness, Gerdur and Jack gain 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice) and a +1 competence bonus on Fortitude saves. (The +2 competence bonus on attack rolls does NOT stack with the +3 competence bonus from Inspire Courage.) The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.

GM Irish202 |

first attack: 1d20 + 30 ⇒ (1) + 30 = 31
dommage: 1d8 + 28 + 1d8 + 28 ⇒ (2) + 28 + (3) + 28 = 61
Ranged Attack: 1d20 + 12 + 3 ⇒ (16) + 12 + 3 = 31
SR Check: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
SR Check: 1d20 + 14 ⇒ (20) + 14 = 34
Sonic Damage: 2d6 + 14 ⇒ (3, 2) + 14 = 19
Attack vs. Jack: 1d20 + 29 + 5 ⇒ (13) + 29 + 5 = 47
Damage: 1d4 + 12 + 15 + 4d6 + 7d6 ⇒ (1) + 12 + 15 + (1, 2, 4, 5) + (1, 5, 4, 4, 3, 5, 5) = 67
1d5 ⇒ 5
Touch attack vs. Hugo: 1d20 + 15 ⇒ (12) + 15 = 27
Charisma Damage: 1d6 ⇒ 2
**Botting Activated**
Charleston continues casting his restoration spell, and Geatan fires off an arrow at the forming Vahlo...but misses just as badly as Marcus will shortly afterwards.
Charleston finishes casting his restoration, restoring Gerdur's life force back to is regular levels. With his remaining action, he fires off a searing light at Vahlo...but the beam ricochets off him into the distance!
For his Round 1 actions, Jack maintains his performances to bolster his allies. He then causes a wall of sound to erupt around Vahlo to minimize his chances of escape! Feel free to adjust wall location and shape if desired. Based on current placement, it will not affect Geatan's attacks.
Vahlo finishes his regeneration, the stained blade floating into his hand as the triple-spired helm on his head glints with ominous light! His form diminished from what it was previously, he still appears quite evil and dangerous at the moment! The halfling turns his glare towards Jack, the eye slits for the helmet glowering at the bard as Jack feels a sense of dread fall over him. Vahlo strides forward as his blade begins glowing again with ominous purple light and attempts to strike Jack with a snarl!
This will provoke from Marcus. Vahlo smites Jack. If a 47 hits, barring any defensive things I may have missed, he takes 28 damage bypassing DR, 12 fire, and 27 negative energy damage. He also needs to make a DC 27 Fort save to avoid being stunned for 3 rounds.
As Vahlo begins to engage in combat, the portion of the wall where the helmet struck the Wall of Names begins to ripple as if the surface was made of water. The ripples cascade up and down the entire length of the monument, as out-of-focus humanoid shape appear to begin swimming in and out of sight deep within the obsidian!
A ghostly male human half stuck in what appears to a cube of gelatin effuses from the wall behind Hugo. "Why...are...they...just...standing...there?" the ghost moans as it floats through the air towards the cleric. It strains and stretches its arms out from the gelatin cube longingly in an attempt to touch Hugo!
Ghost's movement provokes from the zelekhut and Marcus. Anyone openly wearing a wayfinder gains a +5 AC bonus against these ghost attacks, but takes a -2 penalty to any saving throws against effects they inflict. If a 27 touches Hugo, he needs a DC 23 Will save or take 2 points of charisma damage.
Round 1:
Geatan
Marcus
Gerdur
Hugo (Finishing Restoration, DC 23 Will Needed)
Round 2:
Charleston
Jack (possible 67 damage, possible DC 27 Fort needed)
Vahlo (-19, provoked attack from Marcus)
Pathfinder Ghost (provoked attacks from inevitable and Marcus)
Geatan
Marcus
Gerdur
Hugo

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Gerdur takes a five foot step, feeling the rage inside him grow!
HP 262/242 HP
He swings at the newly green Vahlo!
+1 furious ghost touch disruption adm. earthbreaker with Power Attack: 1d20 + 21 + 3 ⇒ (8) + 21 + 3 = 32 for 1d10 + 28 + 3 ⇒ (10) + 28 + 3 = 41 damage plus 1d6 ⇒ 4 sonic!
+1 furious ghost touch disruption adm. earthbreaker with Power Attack: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34 for 1d10 + 28 + 3 ⇒ (5) + 28 + 3 = 36 damage plus 1d6 ⇒ 4 sonic!
+1 furious ghost touch disruption adm. earthbreaker with Power Attack: 1d20 + 11 + 3 ⇒ (4) + 11 + 3 = 18 for 1d10 + 28 + 3 ⇒ (9) + 28 + 3 = 40 damage plus 1d6 ⇒ 6 sonic!
If he's reptilian or goblinoid, add a +1 to the attack roll!

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Marcus doesn't like the way Vahlo's sword is crackling. His whip sweeps out
Disarm, Haste, Good Hope, Inspire Courage, 7 Negative Levels: 1d20 + 2 + 28 ⇒ (11) + 2 + 28 = 41
and wraps around the ricasso, trying to wrench it from Vahlo's grip.
Crap. Jack! Duck!
Twisting his body he sends the tip of his weapon hurtling at the specters.
Attack, Haste, Good Hope, Inspire Courage, 7 Negative Levels: 1d20 + 28 ⇒ (17) + 28 = 45
Damage, Good Hope, Inspire Courage: 1d3 + 24 ⇒ (2) + 24 = 26
All these undead, almost makes you wish you were a paladin. Well, except for all those pesky "rules".

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The inevitable slashed at the spirit with one of its chain arms.
Inevitable Chain ,AOo bard : 1d20 + 17 + 5 ⇒ (1) + 17 + 5 = 23
Hugo tries to resist the touch of the spirit as he continues his casting of restoration on Marcus
Will, hope : 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
” Abadar restore thy servants!“
does Hugo have a standard remaining after restoration? He does have a wayfinder but I did not include in the above.
If time allows he steps back and casts non-corporeal Shell to hedge out ghosts.

GM Irish202 |

does Hugo have a standard remaining after restoration?
The Restorations will go off awkwardly in the middle of the 1st full round of combat due to the surprise round, leaving those casters with a standard action left over.
If time allows he steps back and casts non-corporeal Shell to hedge out ghosts.
The ghost immediately surges to follow Hugo's defensive step and then attacks again before the cleric is able to cast his spell!
Step up and Strike: 1d20 + 15 ⇒ (9) + 15 = 24
Charisma Damage (DC 23 Will Negates): 1d6 ⇒ 1
Marcus doesn't like the way Vahlo's sword is crackling. His whip sweeps out and wraps around the ricasso, trying to wrench it from Vahlo's grip.
Unfortunately, Marcus' attempt to disarm Vahlo is unsuccessful!
Target is 46 for disarm.
Twisting his body he sends the tip of his weapon hurtling at the specters.
The weapon strikes a swath of ghostly substance away from the specter, causing it to leak ectoplasmic goo out from the gelatinous cube portion of its matter!
He swings at the newly green Vahlo!
Vahlo deftly side steps all of Gerdur's attacks!
At any rate, Jack has mirror image up with 8 images. Maybe Vahlo hit one of those?
Mirror Image (1 is target, rest miss): 1d9 ⇒ 2

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Jack gulps when Vahlo's blade nearly smites him, but the aasimar continues singing his one-man duet, keeping the team inspired. (free action)
Drawing a licorice root from his spell component pouch, he casts haste on the team. (standard action)
Inspire Courage: Allies gain a +3 competence bonus on attack and weapon damage rolls and a +3 morale bonus on saving throws vs charm and fear effects.
Discordant Voice:
Melee - Allies within 30ft of Jack deal an extra d6 points of sonic damage with successful weapon attacks. Damage stacks with other energy damage a weapon might deal.
Ranged - Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target.
Inspire Greatness: Inspired with greatness, Gerdur and Jack gain 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice) and a +1 competence bonus on Fortitude saves. (The +2 competence bonus on attack rolls does NOT stack with the +3 competence bonus from Inspire Courage.) The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.
Mirror Image: 7 images
Haste

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With the undead halfling bearing down on them Marcus is relieved to feel Hugo's revitalizing energy pour over him.
Ignoring all pretense of defense he opens a fresh wound, the rush of adrenaline heightening his assault on Vahlo.
At least 2 allies threaten Vahlo triggering Gang Up for sneak attack.
1st Attack, Good Hope, Haste, Inspire Courage, Masochism: 1d20 + 36 ⇒ (8) + 36 = 44
Damage, Good Hope, Inspire Courage, Masochism, Sneak Attack, Discordant Voice: 1d3 + 24 + 7d6 + 1d6 ⇒ (3) + 24 + (2, 1, 3, 1, 6, 2, 5) + (5) = 52
Haste Attack, Good Hope, Haste, Inspire Courage, Masochism: 1d20 + 36 ⇒ (20) + 36 = 56
Damage, Good Hope, Inspire Courage, Masochism, Sneak Attack, Discordant Voice: 1d3 + 24 + 7d6 + 1d6 ⇒ (3) + 24 + (2, 4, 2, 5, 6, 4, 5) + (1) = 56
2nd Attack, Good Hope, Haste, Inspire Courage, Masochism: 1d20 + 31 ⇒ (10) + 31 = 41
Damage, Good Hope, Inspire Courage, Masochism, Sneak Attack, Discordant Voice: 1d3 + 24 + 7d6 + 1d6 ⇒ (1) + 24 + (1, 5, 6, 2, 2, 2, 3) + (2) = 48
3rd Attack, Good Hope, Haste, Inspire Courage, Masochism: 1d20 + 26 ⇒ (7) + 26 = 33
Damage, Good Hope, Inspire Courage, Masochism, Sneak Attack, Discordant Voice: 1d3 + 24 + 7d6 + 1d6 ⇒ (1) + 24 + (2, 3, 1, 2, 3, 3, 2) + (3) = 44
Confirm Haste Attack, Good Hope, Haste, Inspire Courage, Masochism: 1d20 + 36 ⇒ (18) + 36 = 54
Damage, Good Hope, Inspire Courage, Masochism: 1d3 + 24 ⇒ (1) + 24 = 25
with blistering speed Marcus's whip slashes Vahlo repeatedly.
How many times do we need to kill you?

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Hugo will attempt again to resist the ghostly touch.
will, hope, badge: 1d20 + 22 + 2 - 2 ⇒ (3) + 22 + 2 - 2 = 25
Whew. Cutting it close on these saves

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Gaétan attacks the ghost with ghost salt arrows.
first attack: 1d20 + 36 + 1 + 3 ⇒ (4) + 36 + 1 + 3 = 44
damage: 1d8 + 29 + 3 + 1d8 + 29 + 3 ⇒ (6) + 29 + 3 + (4) + 29 + 3 = 74 and 2d6 ⇒ (6, 3) = 9of sonic.
second attack: 1d20 + 36 + 1 + 3 ⇒ (7) + 36 + 1 + 3 = 47
damage: 1d8 + 29 + 3 ⇒ (6) + 29 + 3 = 38 and 1d6 ⇒ 4of sonic.
Third attack: 1d20 + 31 + 1 + 3 ⇒ (20) + 31 + 1 + 3 = 55
damage: 1d8 + 29 + 3 ⇒ (6) + 29 + 3 = 38 and 1d6 ⇒ 4of sonic.
Fourth attack: 1d20 + 26 + 1 + 3 ⇒ (10) + 26 + 1 + 3 = 40
dommage: 1d8 + 29 + 3 ⇒ (1) + 29 + 3 = 33 and 1d6 ⇒ 3of sonic.
haste attack: 1d20 + 36 + 1 + 3 ⇒ (18) + 36 + 1 + 3 = 58
damage: 1d8 + 29 + 3 ⇒ (8) + 29 + 3 = 40 and 1d6 ⇒ 1of sonic.
crit
crit attack: 1d20 + 31 + 1 + 3 ⇒ (15) + 31 + 1 + 3 = 50
damage: 2d8 + 64 ⇒ (2, 4) + 64 = 70
Ac is now 38.

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My magic isn't the strongest against him, I'll support you.
Casting blessing of fervor (choosing the meta magics) then pulling out a meta magic rod and casting a quicken dispel magic attempting to remove any buff on Vahlo.
dispel magic: 1d20 + 13 ⇒ (9) + 13 = 22

GM Irish202 |

Long Distance Sneak Attack: 6d6 + 1d6 + 3 ⇒ (3, 3, 4, 6, 4, 2) + (4) + 3 = 29
Bad but Good Touch: 7d6 ⇒ (6, 4, 2, 1, 4, 4, 5) = 26
Combat Expertise/Defensive Attack vs. Hugo: 1d20 + 29 - 5 - 4 ⇒ (4) + 29 - 5 - 4 = 24
Combat Expertise/Defensive Attack vs. Hugo: 1d20 + 24 - 5 - 4 ⇒ (16) + 24 - 5 - 4 = 31
Combat Expertise/Defensive Attack vs. Hugo: 1d20 + 19 - 5 - 4 ⇒ (4) + 19 - 5 - 4 = 14
Combat Expertise/Defensive Attack vs. Hugo: 1d20 + 14 - 5 - 4 ⇒ (11) + 14 - 5 - 4 = 16
Damage vs. Hugo: 1d4 + 12 + 7d6 ⇒ (4) + 12 + (5, 4, 5, 1, 1, 4, 5) = 41
Gaétan attacks the ghost with ghost salt arrows.
The ghostly Pathfinder is shredded apart into nothingness from the hail of arrows that burn away at its ectoplasm!
Ignoring all pretense of defense he opens a fresh wound, the rush of adrenaline heightening his assault on Vahlo.
All but the fourth of Marcus's strikes land, with one of them dealing a critical blow! Upon that critical strike, another burst of negative energy blasts out of Vahlo's helm and washes over the Pathfinders again!
Casting blessing of fervor (choosing the meta magics) then pulling out a meta magic rod and casting a quicken dispel magic attempting to remove any buff on Vahlo.
Charleston's abjurative magic surge to disrupt the magical protections on Vahlo, but instead is siphoned away into Vahlo's stained blade that now glows red with the theurge's power!
"Fools, you think you can beat me? I have watched all of your petty efforts over the years!" Vahlo snarls as he flips the stained blade effortlessly in his hands. "Prepare yourselves for-" he begins to say before black ichor sprays forth from his mouth, interrupting his monologue. The sharp whistling noise piercing through the air, accompanied by the glistening arrow head that sizzles with acidic substance now protruding through his chestplate, heralds the presence of a hidden assailant somewhere off in the distance!
"Torch! That bloody bast**rd!" Vahlo hisses as he swiftly grabs at the arrow with a hand that momentarily glows with evil purple light. The arrow embedded in his chest disintegrates as the light heals some of his wounds. The graveknight takes a defensive step to adjust closer to Hugo, and then attempts to defensively attack the cleric...with only one attack managing to land upon him! The abjurative magic siphoned from Charleston's spell transfers upon the strike, attempting to strip Hugo's magical blessings, but proves to weak to do anything substantial.
Barring any interruptions or defenses missed, 16 magic/physical damage and 25 negative energy damage to Hugo. Need DC 27 Fortitude save to avoid being stunned for 3 rounds.
Round 2:
Geatan
Marcus
Gerdur
Hugo (-31, DC 27 Fort Save needed)
Round 3:
Charleston
Jack (7 images left)
Vahlo (-206)
Geatan
Marcus
Gerdur
Hugo

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Hugo scowls at the attack upon him by Vahlo, pained by the brute force.
Great Abadar, shield me!
fort, hope: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34 vs DC27 Stun
perception,hope: 1d20 + 28 ⇒ (17) + 28 = 45
He will accept the +2 blessing...
Your life is forfeit, Vahlo. Even Torch has your number.
He dimensionally hops back 20' behind the Inevitable, and cast/converts a cure serious wounds upon himself (Dispel Magic).
Great Keeper of the First Vault, aid us in battle.
CSW: 3d8 + 15 ⇒ (4, 3, 2) + 15 = 24
The Inevitable will try to take down the undead misfit with lashes from its electrical chain arms.
DIE HEATHEN!
Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (20) + 17 + 5 + 2 + 2 = 46
for dmg, electric: 2d6 + 7 + 1d6 + 5 ⇒ (3, 5) + 7 + (2) + 5 = 22
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (6) + 17 + 5 = 28 vs CMD
Zelekhut Lawful Chain,bard, flank, blessing: 1d20 + 17 + 5 + 2 + 2 ⇒ (18) + 17 + 5 + 2 + 2 = 44
for dmg, electric: 2d6 + 7 + 1d6 + 5 ⇒ (6, 4) + 7 + (5) + 5 = 27
trip Lawful Chain: 1d20 + 17 + 5 ⇒ (3) + 17 + 5 = 25 vs CMD
Zelekhut crit?: 1d20 + 17 + 5 + 2 + 2 ⇒ (8) + 17 + 5 + 2 + 2 = 34
for dmg, bard: 2d6 + 7 + 5 ⇒ (3, 4) + 7 + 5 = 19
Z=AC24/115HP+DR10/Chaotic+SR20

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+2 hit/AC/Reflex from Blessing
A fresh wound appears on Marcus's forearm as he again assaults Vahlo with lashes and slashes.
1st Attack, Good Hope, Haste, Inspire Courage, Masochism, Blessing of Fervor: 1d20 + 36 + 2 ⇒ (15) + 36 + 2 = 53
Damage, Good Hope, Inspire Courage, Masochism, Discordant Voice: 1d3 + 24 + 1d6 ⇒ (1) + 24 + (6) = 31
Haste Attack, Good Hope, Haste, Inspire Courage, Masochism, Blessing of Fervor: 1d20 + 36 + 2 ⇒ (9) + 36 + 2 = 47
Damage, Good Hope, Inspire Courage, Masochism, Discordant Voice: 1d3 + 24 + 1d6 ⇒ (3) + 24 + (4) = 31
2nd Attack, Good Hope, Haste, Inspire Courage, Masochism, Blessing of Fervor: 1d20 + 31 + 2 ⇒ (4) + 31 + 2 = 37
Damage, Good Hope, Inspire Courage, Masochism, Discordant Voice: 1d3 + 24 + 1d6 ⇒ (1) + 24 + (6) = 31
3rd Attack, Good Hope, Haste, Inspire Courage, Masochism, Blessing of Fervor: 1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48
Damage, Good Hope, Inspire Courage, Masochism, Discordant Voice: 1d3 + 24 + 1d6 ⇒ (1) + 24 + (6) = 31
Confirm 3ed Attack, Good Hope, Haste, Inspire Courage, Masochism, Blessing of Fervor: 1d20 + 26 + 2 ⇒ (18) + 26 + 2 = 46
Damage, Good Hope, Inspire Courage, Masochism: 1d3 + 24 ⇒ (3) + 24 = 27
Finishing with a particularly deep wound Marcus qustions Vahlo,
We can do this all day. What do you hope to gain? Your ritual is destroyed and you will be too, soon enough.

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Gaétan attacks Valho like the monster he is.
will use the blessing for attack and protection.
first attack: 1d20 + 36 + 1 + 3 + 2 + 2 ⇒ (19) + 36 + 1 + 3 + 2 + 2 = 63 crit possible
damage: 1d8 + 29 + 3 + 1d8 + 29 + 3 ⇒ (3) + 29 + 3 + (2) + 29 + 3 = 69 and 2d6 ⇒ (4, 4) = 8of sonic.
second attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (17) + 36 + 1 + 3 + 2 = 59
damage: 1d8 + 29 + 3 ⇒ (8) + 29 + 3 = 40 and 1d6 ⇒ 1of sonic.
Third attack: 1d20 + 31 + 1 + 3 + 2 ⇒ (18) + 31 + 1 + 3 + 2 = 55
damage: 1d8 + 29 + 3 ⇒ (3) + 29 + 3 = 35 and 1d6 ⇒ 3of sonic.
Fourth attack: 1d20 + 26 + 1 + 3 + 2 ⇒ (10) + 26 + 1 + 3 + 2 = 42
dommage: 1d8 + 29 + 3 ⇒ (4) + 29 + 3 = 36 and 1d6 ⇒ 5of sonic.
haste attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (10) + 36 + 1 + 3 + 2 = 52
damage: 1d8 + 29 + 3 ⇒ (5) + 29 + 3 = 37 and 1d6 ⇒ 4of sonic.
crit
crit attack: 1d20 + 36 + 1 + 3 + 2 ⇒ (5) + 36 + 1 + 3 + 2 = 47
crit damage: 2d8 + 64 ⇒ (1, 8) + 64 = 73
Ac is now 40.

GM Irish202 |

Gaétan attacks Valho like the monster he is.
Vahlo deflects the first multi-shot attack with his shield, staggers upon the 2nd arrow striking him, and collapses to the ground after the third; his body immediately beginning to crumble away, leaving only his items behind!
**Out of Initiative...Again!**
The rippling of the obsidian stone that makes up the Wall of Names settles with the destruction of Vahlo, returning to the structure that the group previously knew. A minute or so passes, before a familiar face comes into sight. Carrying a bow, wearing a glowing green jewel around his neck, and showing signs of having fought numerous battles, Grandmaster Torch emerges near the Wall of Names with two beleaguered half-orc bodyguards in chainmail. The infamous information broker quickly examines the scene before tossing his bow aside. “Hold! Whether you consider me friend or foe, I am not here to fight, nor do I intend to flee. Stay your attacks until our common enemy is defeated; he is fallen but not gone.” Torch motions to the Decemvirate helm. “You know what we’re dealing with, what must be done?”

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"No, apart that he keeps reviving in a way that should be impossible but the will of the world."says Gaétan.
Maybe he wishs to destroy the helm?

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Detect Magic, Spellcraft re Triple-Spire Helm: 1d20 + 21 ⇒ (20) + 21 = 41
Detect Magic, Spellcraft re very ominously stained short-sword: 1d20 + 21 ⇒ (9) + 21 = 30
With Vahlo gone, at least for the moment, Jack examines the sword and helm.
"Greetings, Grandmaster Torch." The bard glances up at the notorious information broker. "Please give me a moment to finish my study of the helm. I tried to don it earlier, and it nearly blew my mind."

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Jack, you said he was bound to one of his items. Can you tell which one and how to destroy it?

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Hugo has the Inevitable use its true-seeing.
Tell me if you see any lingering foes or falsehoods projected from Valho or Torch. Then I will release you noble servant of Abadar.

GM Irish202 |
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The shortsword seemed to be the item that was absorbing and redirecting spells cast at Vahlo during the combat. You believe that the sword is of similar origin as the helm, but are unable to determine further properties or method of destruction for the sword or helm.
"Greetings, Grandmaster Torch." The bard glances up at the notorious information broker. "Please give me a moment to finish my study of the helm. I tried to don it earlier, and it nearly blew my mind."
He pauses while Jack performs his inspections, his gaze never shifting off of the helm as the bard does so.
Gerdur grunts, comes back to himself and raises his adamantine earthbreaker over the helm. "Smash it?"
Torch smirks slightly in response to this comment. "You can try, Gerdur, but I would save your smashing for another time. The Triple-Spire Helm can only be destroyed in one manner, a method that I discovered through some of my more...clandestine...dealings several years ago."
Tell me if you see any lingering foes or falsehoods projected from Valho or Torch. Then I will release you noble servant of Abadar.
"The last part of that statement is false." The zelekhut interjects.
Torch sighs exasperatedly at the inevitable's comment. "Fine, I found out last week. Alright?" Zed ponders the information broker's correct, then nods for Torch to continue.
"That helm is an artifact, a badge of office from long lost Azlant that the Society repurposed for similar use with the Decemvirate. It was only meant for one individual to wear, so its makers established that it only should be destroyed after its power was shared amongst 5 or more people in a short duration." Torch looks at the gathered Pathfinders seriously. "If you merely have at least five of you wear the helmet one after the other in succession, the triple-spire helm should destroy itself. If you need a volunteer to do so, I would be happy to offer if you want someone to experiment. Otherwise, Vahlo will continue to regenerate from the helm."

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"no! I mean that ia not our responsability to destroy an artefacts of the ten. We should ask to them."
I Will. If we need to just need to use this scroll of héroism."

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"I feel that the Ten will forgive us for destroying this helm. Best to destroy Vahlo now before he has a chance to recover and escape or enact a new plan. Pass me the helm Gerdur.
Charleston puts on the helm and after a moment takes it off to hand to the next person.

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"Given my own brush with the helm's dangers, I'll perform a little ditty to help you, before anyone else wants to try it on for size."
(Inspire Competence +4: +4 competence bonus on skill checks; casting saving finale, if someone fails a save.)

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Marcus takes the helm from Charleston and puts it on for a moment before pulling it off to pass on.
I guess the ten will have to find an eleventh helm. Vahlo can't be allowed to come back.

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Gaétan takes the Helm after Marcus. He injects a little of positive energy since IT is a haunted item.