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Hanlin strides forward, drawing his adamantine blade, his own personal connection to his first lady: Iomedae. "Please my Lady, bless me and this weapon with your evil ass kicking power. Don't hold back, there's far too much to lose!" He raises it skyward and a beam of light comes down, blessing the man known as Hanlin Ciderbrow.
Move, Draw sword, divine favor.

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Elado Zoros, acolyte of the White Dragon, off to spell cast.
3d6 ⇒ (3, 6, 4) = 13
Grel hammers at the bone cage.
warhammer: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d8 + 5 ⇒ (1) + 5 = 6
warhammer: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d8 + 5 ⇒ (8) + 5 = 13

GM Ietsuna |

Grel manages to take a small sliver off one of the bars of his bone prison.
Combat Round 2 - Bold May Act
Red -10
Corona
Bo
Hanlin
Reesa
Garduk
Grel (Grappled)
Bone Prison -1

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Reesa sends Tessara off to show off her Spellcasting talents.
Roll 4d6 ⇒ (6, 6, 1, 3) = 16

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Gods, he'll be stuck in there all night at this rate!
"Hold on a second, Grel!"
Garduk focuses his attention on the trapped dwarf. He barks out a phrase that crackles with arcane power - "Rasvaa lattia!" - and rubs a small bit of wax paper smeared with butter between the thumb and index finger of one hand. An oleaginous sheen coats Grel's armor from gorget to boots, making him (Garduk hopes) slippery enough to slide out of the golem's bony cage.
Garduk casts Grease, giving Grel a +10 competence bonus on Escape Artist checks and combat maneuver checks made to escape the bone prison.

Lorna the lantern archon |

The archon becomes even more agitated when Grel is trapped, bobbing up and down faster and faster.
"You go back to whatever disgusting pit of Abaddon you came from right now! You are not welcome here!"
The celestial ball of light fires three beams at the bone golem in quick succession, squealing with each blast. "Pew! Pew! Pew!"
Light Ray (vs touch AC), Prayer, Haste: 1d20 + 3 + 1 + 1 ⇒ (9) + 3 + 1 + 1 = 141d6 ⇒ 3
Light Ray (vs touch AC), Prayer, Haste: 1d20 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 131d6 ⇒ 2
Light Ray (vs touch AC), Prayer, Haste: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 211d6 ⇒ 6

GM Ietsuna |

The Archon's three attacks all strike the golem.
Combat Round 2 - Bold May Act
Red -21
Corona
Bo
Hanlin
Reesa
Garduk
Grel (Grappled, Greased)
Bone Prison -1

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A slightly inebriated gnome follow the other spell casters.
Spell Casting: 3d6 ⇒ (5, 5, 5) = 15
______________-
The young archer pulls a blunt arrow from his quiver and begin to let loose a series of arrows.
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (6) + 13 = 19
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (1, 3, 2) + 10 = 16
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (9) + 13 = 22
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (1, 1, 3) + 10 = 15
Hornbow HASTE {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (17) + 13 = 30
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (4, 2, 2) + 10 = 18
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 8 ⇒ (13) + 8 = 21
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (5, 6, 2) + 10 = 23
Hornbow Flurry KI POINT{PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (11) + 13 = 24
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (5, 5, 6) + 10 = 26

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Corona's Aid Character
From within the crowd, a tall, thin young woman with slightly-pointed ears rises into the air. She carries a yellow and white cat in her arms and sports a backpack on her shoulders, as well as a longspear and some other bits of weaponry.
"Come on Mr. Sunshine, we have to do our part and help! Focus with me, okay?"
Spellcaster Mission: 3d6 ⇒ (3, 3, 4) = 10

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"Oh no! Hold on New Friend Grel, I might be able to help!"
Hoping that Bo's flurry of arrows might be enough to deal with the bone golem itself, Corona races forward and uses her magic to try and liberate Grel from his prison.
Corona moves and casts Liberating Command on Grel as an immediate action; this gives him another +14 to his Escape Artist check. It should stack with the bonus from Grease as that one is a circumstance bonus and this one is a competence bonus.
Then, aware that her increased proximity to the golem puts her in danger, she snaps her fingers and her form begins to flicker and blur around the edges.
As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.
"I have a trick or two up my sleevies if Bo can't arrow it to death first!"

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escape artist: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
If that avoids the bone cage, we may have to redo some actions.

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[dice=escape artist]d20+14-1
If that avoids the bone cage, we may have to redo some actions.
You forgot to add +10 from grease.

GM Ietsuna |

The bone prison is a ranged touch attack that automatically forms the prison, so no escape this round. When Grel's turn is up next round he can escape with that roll. Escaping and swinging the mace are both standard actions so Grel has used his standard for the round.
Bo unleashes a barrage of arrows, most of them strike and do damage, although not quite full damage.
Red advances on Bo and makes a bite at him, bone shards within its mouth clacking as the jaws snap shut.
Bite Vs Bo: 1d20 + 14 ⇒ (14) + 14 = 28 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Grel's prison contracts on him.
Slam: 1d20 + 16 ⇒ (12) + 16 = 28 Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Combat Round 3 - Bold May Act
Red -83
Corona
Bo (Take 8 damage please)
Hanlin
Reesa
Garduk
Grel (Grappled, Greased) (Take 14 damage please)
Bone Prison -1

GM Ietsuna |

With the assistance of the Grease and a spell Grel slips out of the bony cage, squeezing between the bars.

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GM, I just want to clarify something. Bo has a 29 AC, but the attack roll was only a 28. Does he still get hit?

GM Ietsuna |

How does snake style interact with your AC? Snake style was 28, which is what I looked at.

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Snake style is a choice. I can use it as an immediate action, but I don't have to. In any case, I would use it in response to being hit, which I was not. In this case, it would not have helped. More often than not, it gives me a better AC.

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Hanlin calms his nerves and moves into striking distance with the golem I'll make you proud father, or join you above mother. "For the greater glory!" Hanlin swings his longsword with a vengeance! Or swings it like someone who's rusty on his swordsmanship.
+1 Adamantine Longsword, Divine Favor, Haste, Bless: 1d20 + 10 + 2 + 1 + 1 ⇒ (4) + 10 + 2 + 1 + 1 = 181d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
AC22 with haste, Touch 13.

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Garduk pops his wand of shield out of a spring-loaded wrist sheath and activates it.
+4 shield bonus to AC for 1 minute

Lorna the lantern archon |
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The archon turns light blue when Grel escapes the bony prison and Bo's arrows strike true.
"Hooray! Keep fighting, you guys!"
"Pew! Pew! Pew!" Three more beams of light flash towards the bone golem.
Light Ray (vs touch AC, into melee), Prayer, Haste: 1d20 + 3 + 1 + 1 - 4 ⇒ (18) + 3 + 1 + 1 - 4 = 191d6 ⇒ 1
Light Ray (vs touch AC, into melee), Prayer, Haste: 1d20 + 3 + 1 + 1 - 4 ⇒ (4) + 3 + 1 + 1 - 4 = 51d6 ⇒ 5
Light Ray (vs touch AC, into melee), Prayer, Haste: 1d20 + 3 + 1 + 1 - 4 ⇒ (10) + 3 + 1 + 1 - 4 = 111d6 ⇒ 2
"Oh, poop!"

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Narrowly avoiding the assault, the monk steps closer and continues to fire.
Does not provoke due to Point Blank Master
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (15) + 13 = 28
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (5, 5, 6) + 10 = 26
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (19) + 13 = 32
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (6, 4, 3) + 10 = 23
Hornbow HASTED {PBS/CS/Haste/DA}: 1d20 + 13 ⇒ (8) + 13 = 21
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (1, 4, 4) + 10 = 19
Hornbow Flurry {PBS/CS/Haste/DA}: 1d20 + 8 ⇒ (8) + 8 = 16
Damage {Blunt/GB/DA}: 3d6 + 10 ⇒ (3, 6, 5) + 10 = 24

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Reesa delays, having done everything she could think of to help the group up to now.

GM Ietsuna |

Hanlin swings and misses with his sword.
The Archon does a little damage, but not much.
Bo comes in and fires a volley, knocking the bone golem to the floor and pulverizing it.
Golem is out

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Grel snoops around the room for anything potentially interesting. He considers taking a more useful combat form as well, Maybe a tiger of some kind would be more effective.
perception: 1d20 + 16 ⇒ (1) + 16 = 17

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If anyone needs healing, lets use one of the boons and pass it along right quick.

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"Oh, that went better than I thought it would, New Friends," Corona smiles as the golem is pulverized. She allows for her form to flicker and blur for roughly a minute or so before ending the effect and returning to normal.
Much like Grel she also fans out a bit and begins nosing around the chamber they find themselves in, looking for anything of interest and scanning for magical auras.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
"I think the bone cage will just, um, go away if we leave it be, right New Friends? Might want to stay away from it anyway, in case it tries to trap someone again!"
Looking over, she notices that Grel might be injured from their brief tangle with the bone golem. "Are you okay, New Friend? Should we call in cavalry?"
______________
I think Grel is the only one who might've taken any damage.

GM Ietsuna |

Grel and Corona look around the room. Neither finds anything interesting or any traps or secret doors.

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As the others look around, the monk once again takes a moment to meditate with a small crystal. He then takes a look around the room.
Perception: 1d20 + 28 ⇒ (9) + 28 = 37
One minute to gain back a Ki point

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"Huh. If there's nothing here New Friends then it looks like the only way forward is through that passage there," Corona points after having failed to turn up anything of interest. "I'm ready to move on if all of you are!"

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Hanlin's sword bounces off the golem and no sooner does it crash to the ground, swiss cheese and powdered bits. "Well, I wish I could take credit for that, but alas I think most of it goes to Bo here." He sheathes his sword and has a look around, especially to the southern end of the room.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
"Should we head to the west through this doorway? Unless someone has a better idea." Hanlin takes out a wand and heals up the Dwarf.
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

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Grel thanks Hanlin, Ah, thank you. I get ahead of myself sometimes. If all I do is provide a target so Bo can unleash hell, I think I've done my job.
Grel moves to the open corridor and forges ahead.

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The monk bows. "You honor me unjustly. I am only part of the team. It was a victory achieved by us all."

GM Ietsuna |

Bo sees something off to the west, at the exit from the room. It looks like a falling block trap Marked with a red square on the map
I will let you reconsider your action Grel

GM Ietsuna |


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Grel goes to the edge of the trap. Hmmm, any of yous good with contraptions?
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (4) + 9 = 13
"Not really," Garduk growls. He turns to the archon. "What about you?"

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"Me?" The ball of light, now a warm, mellow yellow, bobs alongside the scarred half-orc. "Nope! But I can help! I can make more light, or give you or your friends a little extra life force! For a few minutes, anyway. Oh! I can detect evil creatures, too! Watch!"
Lorna casts detect evil, and focuses on the hallway to the west, past the trap. If it detects something, the archon will continue to focus in that direction for two more rounds.

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**OVERSEER ANNOUNCEMENT**
Suddenly, the flow of negative energy through Gallowspire’s walls ceases. The undead cry out, furious that this source of power has been taken away from them. The Spellcaster Mission was successful!
GMs, the Spellcaster Mission Success condition on page 17 is in effect.

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Hanlin stows his wand and nods to Grel "You're very welcome Grel. As far as traps I'm pretty terrible when it comes to them I'm afraid."
He looks around the room at the furniture "Think we could just toss one of these chairs on it and trigger it safely?"

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"Oh hey, it doesn't feel quite so 'deathy' now, New Friends! The others must be making good progress," Corona remarks happily as the flow of negative energy ceases. "But I'm afraid I don't know much about getting around traps. I can use magic to try throwing a rock or something at it, though - sorta like what New Friend Hanlin suggested!"
______________
In lieu of any better ideas Corona can use Mage Hand to try throwing a rock or something else small to trigger the trap.

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Garduk snaps his fingers and pulls a scroll of unseen servant out of his haversack.
"If we want to trigger the trap, I may have just the thing for that. I can conjure up an invisible butler and simply direct it to walk under the deadfall. But does the stone look big enough to completely block off the corridor?"

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Grel nods at Garduk, If it does, I can shape the stone rather easily. The trick is not being under it.

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**OVERSEER ANNOUNCEMENT**
With a triumphant shout, Shevar Besnik’s voice rings out. “Pathfinders! Together we’ve cleared the remaining wards from the stairway. And together, we’ve beaten back most of the monsters these Catacombs had to throw at us. Who wants to go deeper? I’m sure it’s just as bright and cheery as up here!” The way to the Silent Shrine is clear!
GMs, area C is now open.

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**OVERSEER ANNOUNCEMENT**
Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.
GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.

GM Ietsuna |

As you send the chair into the trap it morphs and becomes a large ooze. After a short battle you prevail and push forward deeper into the spire.
It was a Deathtrap Ooze disguising itself as a trap.
The silence of this room is pervasive, pressing in on the ears of anyone entering. Broad stairways to the east and west lead to landings with statues of terrifying gods of death.
As you enter you see a figure looming ahead and one to each side. They see you and begin to move in your direction with menace.
Bo: 1d20 + 10 ⇒ (10) + 10 = 20
Corona: 1d20 + 5 ⇒ (7) + 5 = 12
Garduk: 1d20 + 5 ⇒ (5) + 5 = 10
Grel: 1d20 + 2 ⇒ (9) + 2 = 11
Hanlin: 1d20 + 2 ⇒ (8) + 2 = 10
Reesa: 1d20 + 2 ⇒ (9) + 2 = 11
Red: 1d20 + 11 ⇒ (10) + 11 = 21
Yellow and Blue: 1d20 + 7 ⇒ (18) + 7 = 25
Combat Round 1 - Bold May Act
Yellow
Blue
Red
Bo
Corona
Grel
Reesa
Garduk
Hanlin
Slide 3. I couldn't find a marching order so I placed you in what I thought looked ok. Move yourself if you need to.