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You did not hear much from shy but likable Setare.
She seems to be quite nervous and looks around.
Setare is a scrawny girl with auburn hair and amber eyes.
Her features seem Chelaxian but also have something else mixed in.
She is wearing a brown adventuring outfit but no armor. She has a plume on her head, carries a scimitar at her hip that is attached to her left wrist with a very fine chain and has a finely crafted adamantine chestus attached to her right hand.
Around her neck a pendant with the holy symbol of Sarenrae is clearly visible.
"He ... hello, I am Se.. Setare .." Setare says with a quivering voice and a shy smile.
Then she focuses on the group of Pathfinders.
"Ehhh ... it is ... you know ... I’m ... ehh ... good that we are together.” she says and then looks down to the ground.

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With hair streaked with gold, held back with a colorful, feathered headband, and eyes flashing with blue lightning, the young woman before you betrays her unworldly heritage. She wears a stylish robe of rainbow hues and a necklace of strange, decorative bird around her neck. Only the longspear she carries seams out of place with rest of her raiment.
Well hello, girlfriend Setare. I hope you remember me from the trial in the Tapestry not too long ago. I saw a couple other for our band following behind me. If nothing else, we will at least have good companionship on the journey.

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There is a flurry of activity on this level of the Gloomspires, as dozens of Calisro Benarry’s crew scurry about your group. The familiar half-orc mariner stands next to a broad-chested Ulfen man, awaiting your arrival. New pics available
“Everyone, this here is Hrethnar Olvaradsson.” Venture-Captain Calisro Benarry smiles broadly and speaks in a voice accustomed to being obeyed. ”Right, now let’s get down to brass tacks. As you can see ...” she gestures to the newly installed wooden platform upon which everyone currently stands. “We’re making things a bit more comfortable here for our new friend, Hrethnar. It’s the least we can do since he’s trapped here for … well, eternity. But that’s not why I brought you here, my friends.”
The half-orc’s eyes narrow and grow deadly serious. “I asked the Decemvirate to send me their best. They surpassed my expectations.”
“Galyth, it says a lot for your bravery that you were willing to come back to this place after your experiences here last time. Never let anyone, call you a coward. You’ve earned my respect; that’s for damn sure.”
She then continues, addressing the whole group. “You lot come highly recommended, and your expertise at dungeon-delving and getting things done has earned you the right to partake in a mission of critical importance to the Society and of even more importance to me, personally. I’m sure you’ve heard whisperings of this place and my obsession with uncovering its secrets alike. Maybe I’ve let this place hook me too much, but it’s the sort of place that never really leaves you. Every time I think we’ve gotten to the bottom of the spire, it offers a glimmer of another exciting secret.”
Benarry’s eyes twinkle.
Hrethnar mutters a venomous curse in Skald and spits on the floor. “I do not share your enthusiasm, captain,” he says with an archaic Ulfen accent. “This place is full of ghosts—both literal and those from my past. I despise this place. And now that it is to be my permanent home, I despise it even more.”
Benarry nods. “That’s to be expected, Hrethnar. And you have my sympathies,” she says before she turns to face the Pathfinders. “Since we rescued him, Hrethnar has been an invaluable resource. He’s answered many questions about the Gloomspires and Old Sevenfingers, and he’s promised to help us with one final task. And that’s where you come in. You’re going to explore Sevenfingers’s final resting place. You get to sack Sevenfingers’s tomb!”
Benarry allows her words to sink in before continuing. “I bet you’re both excited and terrified of this opportunity. And you’d be right to be afraid. Many folks—and not a few Pathfinders—have met a grisly end here. And it’s quite possible that you will too, if you don’t keep your wits about you,” she adds with a vaguely menacing grin. Benarry then gestures to Hrethnar and waves her hand at the man’s chest. Partially hidden by his shirt are dozens of tattooed symbols and runes, all glowing softly. “Hrethnar himself is the key to opening Sevenfingers’s final resting place. The sigils and runes inked on his flesh form the only key to Sevenfingers’s tomb in existence. And it can only be opened one day each year, the date on which Hrethnar mounted his failed mutiny against his old master. And it just so happens that day is...today. Bet you didn’t see that coming.”
Benarry chuckles before continuing. “Once Hrethnar opens the way to the tomb, you’ll enter and explore the place. I want a full investigation. I want maps. And I want you to grab anything valuable that isn’t nailed down. The stories of Sevenfingers’s treasure are famous. Find it and bring it back!”
Benarry asks Hrethnar to step outside the room while she confers with the team. After he departs, her face bears a sour look. “Unfortunately, I’m not joining you. I’ll remain behind to keep an eye on our friend,” she says. “Hrethnar is the key to entering the tomb, but I want to keep an eye on him and make sure you have a way to get back here. Hrethnar says he’ll only be able to keep the portal open from dawn until dusk, so that gives you twelve hours. If you run out of time and get trapped in there, we won’t be able to get to you until this time next year. So don’t be late!”
“OK,” she says. “Dawn is about a half hour away. Any questions?”
-------------------------------------------
You may know more about the Gloomspires with a Knowledge Arcana or History check. Galyth automatically already knows up to DC 25.
-------------------------------------------
You may know more about the Sevenfingers with a separate Knowledge Arcana or History or Local check. Galyth automatically already knows up to DC 25.

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”This certainly sounds exciting on the face of it. But what truly lies within will be the determining factor. “
Kn arcane : 1d20 + 6 ⇒ (13) + 6 = 19
Kn arcane : 1d20 + 6 ⇒ (16) + 6 = 22
” From his flagship, the Voracious, Sevenfingers apparently commanded a small fleet of pirate ships. His appalling practice of using kuru cannibals to augment his boarding parties inspired fear and hatred across the Shackles. Not a good role model.“

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The large human entered the briefing. His arms rippled with muscles and he wore a scowl across his face. As he listened to the briefing, he tried to recall any relevant info about the place.
Know. Local 1d20 + 11 ⇒ (17) + 11 = 28
”Ive got a little piracy in my background as well. Heard lots about this guy. He was a legendary necromancer who also communed with evil creatures from other dimensions. You know, outsiders, creatures from the Dark Tapestry and other nasties.”

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A green skinned half orc joins the group. He is as large and looks as strong as Fahd and wears and amazing set of stone plates as armor. He carries a heavy wooden shield and has a great axe and club on his back. Well met. I am Vermin Runelands and this little guy he refers to a large reptile is Sparky. He smiles a friendly smile and then notes the females of the group. You two are as pretty as flowers. he says. as he finds a seat, unaware that his comment might not be welcome.
Vermin does not know a lot about Arcana or history but has knowledge of sailing that might reveal something of use,
Profession (sailor): 1d20 + 7 ⇒ (15) + 7 = 22

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Earlier ...
Well hello, girlfriend Setare. I hope you remember me from the trial in the Tapestry not too long ago. I saw a couple other for our band following behind me. If nothing else, we will at least have good companionship on the journey.
Setare suddenly smiles!
"Victoria!! So good to see you! Wha ... what have you been do... doing?"
Now ...
Kn (History) : 1d20 + 9 ⇒ (1) + 9 = 10
Kn (History) : 1d20 + 9 ⇒ (7) + 9 = 16
When she hears Vermin's comment she blushes slightly and looks to the floor.
Setare remains silent and listens to the VC.
"I'll do my be... best to assist you a... all!"

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Galyth nods as Captain Benarry acknowledges him. "Captain. Can't say I'm glad to be back, but that spire isn't going to explore itself. We'll see the job through."
"Investigate. Maps. Loot. Something is going to have to pay for these expeditions, after all," he says with a vicious grin on his face.
"Have your studies given any idea what we might expect to find down there?" he asks Benarry, with a sidelong glance at Hrethnar. Whether the man would give up any of his secrets was anyone's guess.
*
Galyth addresses the group as they relate what they know about the spires. "Good to see you've been following the Chronicles. A few more things you might want to know. These spires are old. Older than the Ghol-Gan. Whoever made them put it together all funny. Place is creepy. You'll probably feel disoriented just from being inside. If any of you employ teleportation or plane-shifting magic, they don't work right inside the Gloomspires. Summoning seems to work fine, though."
"Other than that, Hrethnar wasn't joking around when he mentioned ghosts. Lots of spooks down there. Cannibals roam the area as well. You came well-recommended, so I'm sure you can handle it, but ghosts take different preparation than most things. If you have any tricks that can help with their ilk, it would be a good idea to have them on hand."

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"Exciting indeed, Hennessee." Benarry shakes her head and laughs. “Ah Galyth, if I knew more about what to expect, I would have already told you,” she says. “Stay sharp and be ready for anything. Ah, maybe the old man knows more.” The Captain wiggles her gloved hand to the door guard and he opens it up again, allowing Hrethnar to return.
He replies plainly to Galyth, “I have never seen the tomb. Sempet lusted after wealth and went to great lengths to hide and protect his treasures. You can probably expect to encounter traps and terrible guardian creatures. As to how you get there... at dawn, I will open a portal linking this chamber with the entrance to Sevenfingers’s tomb. I will keep the portal open until your business concludes, or dusk comes.”

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”Any chance to do some shopping before we head out if we are planning on fighting incorporeals, I need to pick some a few more magical oils. Makes my fists able to land solid blows against them....and the oils are pretty good at moisturizing,” Fahd laughs, striking the table to enforce the joke.

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"Yes, Fahd, talk to my quartermaster Kakikko, she is overseeing the renovations here." Calisro remarks.
Finding Benarry’s brightly dressed tengu quartermaster you will find she has already stocked the newly renovated storerooms with gear and provisions intended to make Hrethnar’s stay as comfortable as possible. Kakikko can sell you nearly any mundane or alchemical gear, in addition to magic items with a cost of 2,500 gp or less.

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Victoria will definitely be interested in a wand of endure elements if available.
It would be wise to make preparations. I am not particularly adept fighting undead, but the name 'tomb' suggests those may be making an appearance.

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A Varisian lady slips up to the group, as discussions of gearing begins. She has the dusky complexion of someone that's been out in the sun for extended times. Her dark reddish-brown hair, which always seems damp, is tied back from her bright green eyes with a red, orange, and turquoise kerchief, while the rest of her hair trails back to pool around her shoulders, and fall a couple inches down her back. She wears a brightly-colored vest and sashes over a fine blouse and leather leggings, using a large green and turquoise sash around the waist to act as a faux skirt. Peeking out from around her neck and sleeves, however, is some golden leather that seems protective in nature.
After getting caught up on the nature of the assignment, Lissa smiles. "So, go in, catalog, loot, and get out. Got it. If we're going to be fighting ghosts, does someone have a way to get them out of walls? Every time I've fought one, they hide like that."

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while I would rather not have to fight the undead, I do have this for the incorporeal variety Vermin holds up an amulet. It holds power to allow claws and teeth to find purchase in such creatures. Ghost Touch amulet of mighty fists.

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”Vermin. Strange name but I appreciate your offer of support. Keep you amulet for your dinosaur friend. Your spell would be most helpful, I think, and if I purchase a few of those vials of magical oil, I should be good to go.”

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"Once we enter the tomb, do you know if we can leave and re-enter during the twelve hours it will be open? Shouldn't be needed, but it would be good to know."
Satisfied with the mission briefing, Galyth visits the quartermaster.
Galyth's purchase list:
Scroll of Darkvision - 150g
five Scrolls of Make Whole – from prestige
Scroll of Heroism - 375g
Scroll of Restoration (100g component version) – 800g
total: 2 prestige & 1325g
Does anyone have Daylight access for us? If you don't have them yet, Magic Circle against Evil might have good applications.

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”Ive got one oil of Daylight, Galyth. Might be a good investment for everyone to pick up one...”
Buy:
another Oil of Daylight 750 gold
Three more oils of Bless Weapon, 150 gold.
900 gold expended total.

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"I will keep the portal open as long as I can. Now, I'm not sure what all the going back and forth would do, so keep that for emergencies, if at all." Hrethnar then responds to all the talk of ghosts, “When I served him, Sempet spent a great deal of time and effort researching ways to cheat death and prolong his life. He was a powerful sorcerer with a complete lack of conscience. I wouldn’t be surprised if you encountered him as a lich, a ghost, or some other undead monstrosity.”
At that Benarry also chimes in: “But he could also just be a skull and a pile of dust. Just be prepared for anything. Oh - and don't forget sacks! You’re the ones risking your lives and possibly your souls, so sure, whatever you carry back you can keep. Now, if you find a dragon-sized hoard, I’ll probably ask for a share for the Society and another for the families of the Pathfinders who died in these cursed halls.”
Go ahead and wrap up your preparations or purchases. If anyone wants to cast buffs before passing through the blood-portal to the Tomb, let me know.

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Victoria has daylight once per day as well.
Light should not be a problem. Food and water could be if we get trapped for more than a day, however.
She casts her extended mage armor per her usual routine and then prepares herself for the upcoming entry into the gloom.

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Lissa's atandard preparations involve the control of the water around her. Once the icy shards have begun to orbit about her, and a thin stream of water flows around her feet, she heads to the quartermaster for some supplies.
Spending 2000 gp on a Handy haversack, as well as buying 20 normal sacks for loot collection. I'm taking the looting seriously.
Likewise, I'm spending prestige for 2 potions of Heroism.

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If someone can cast them on you, a scroll is half the price of a potion. Heroism is a good idea. Think I will do likewise.
Seeing Victoria cast Mage armor Vermiin offers two pearls of power to here and asks Would you mind casting that on Sparky and me? I know we wear armor but incorporeals seem to ignore it. And if you can cast Heroism on us from scrolls I'll purchase them.He will also offer her a wand. This is a nearly full wand of Mage Armor. Please carry it and use it for the group if needed.
Just before the group enters the portal Vermin will cast the following buffs:
Om the group: Delay Poison, Communal and Airwalk, Communal Let me know if you do not need either of these buffs as duration is divided by all who accept.
On himself: Barkskin, +4AC, Greater Magic Fang, Longstrider
Sparky: Barkskin, +4AC, Frostbite, Longstrider (Sparky will wear the amulet of mighty fists +1)
On Fahd - Greater Magic Fang

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After reprovisioning with the quartermaster, your group returns to Hrenthar's chamber.
When all are ready, a now solemn Hrethnar moves both of his hands in a complicated pattern and wordlessly mouths a series of silent incantations. A moment later, his shimmering tattoos begin to glow red. Drops of blood trickle from his nostrils and weep from his eyes. The bloody droplets stream from his face and form levitating rivulets that merge into a hovering scarlet pool a few feet off the floor.
Several heartbeats later with Hrethnar and the room forming a sickening bloody scene, the pool of blood forms a perfect mirror-like rectangle, roughly three feet wide and eight feet high.
Benarry’s voice suddenly booms with anticipation. “Now’s your chance, Pathfinders!” she yells. “Step through the portal and into the history books!”
-----------------------------
As each of you steps through in turn, your bodies stretch to infinite lengths as layers of space twirl and churn before suddenly reassembling within a short corridor of dark-grey stone twelve feet high. As you await the rest of your party, the walls quiver in your peripheral vision.
A steep stairway descends twenty feet into a larger chamber beyond. A dull flickering illumination creeps up the stairs and the air here is fresh and cool - almost seashore-like.
Still, something make you feel uneasy, as if the entire place is telling you to get out.
New map. Go ahead and place yourselves in a marching order to proceed into the next chamber. In case it comes up, the stairs are difficult terrain in both directions.

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Setare feels uneasy but she is eager to get out of here soon ... she moves forward and opens the doors.

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Pau pulls his mutagen, holding it in his left hand for easy access when he decides he has to consume it. He falls in line behind Setaru, hoping to be able to defend all the others.

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It's probably too late for this door-opening, but if you guys want to have Galyth scout ahead, he's quite sneaky.
"Yeah, that's what it feels like, more or less," he says in a soft voice as the group moves forward.

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I know the map reveal makes it look like one, but there's actually no door here.

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Setare continues to walk forward.

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Lissa sympathizes with Hrethnar, seeing that she bleeds like that (Though not to that degree) if/when she pushes too hard. However, once the opening is brought up, she dives through the portal, and moves forward after Setare, drawing water around her to lift her up. Then, taking advantage of Vermin's Airwalk, she steps to the side and up, clearing the way for the others.
Activating Kinetic Form, since it's primed.

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A shallow basin filled with colorful coral and exotic fish forms the floor of this large hall. A few inches above the waterline, a narrow stone walkway spans the basin and leads to a stone door on the opposite side of the hall. The hall appears to be open to the sky—a night sky filled with twinkling stars and a full moon that bathes everything in a pale yellow glow. A chilly sea breeze flows gently through the hall.
As several of you hastily enter, Lissa spots a sizeable lump of coral that lies motionless on the water-logged floor and believes that it is not a naturally-grown colony of coral. Many of you are primed and spring into action, but some are caught gawking.
perception Fahd: 1d20 + 14 ⇒ (20) + 14 = 34
perception Galyth: 1d20 + 27 + 3 ⇒ (16) + 27 + 3 = 46
perception Lissa: 1d20 + 15 ⇒ (15) + 15 = 30
perception Setare: 1d20 + 2 ⇒ (9) + 2 = 11
perception Sparky: 1d20 + 8 ⇒ (18) + 8 = 26
perception Vermin: 1d20 + 23 ⇒ (19) + 23 = 42
perception Victoria: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge Nature Lissa: 1d20 + 16 ⇒ (15) + 16 = 31
Knowledge Nature Setare: 1d20 + 4 ⇒ (6) + 4 = 10
Fahd Init: 1d20 + 2 ⇒ (16) + 2 = 18
Galyth Init: 1d20 + 9 ⇒ (5) + 9 = 14
Lissa Init: 1d20 + 9 ⇒ (8) + 9 = 17
Setare Init: 1d20 + 13 ⇒ (6) + 13 = 19
Sparky Init: 1d20 + 4 ⇒ (7) + 4 = 11
Vermin Init: 1d20 + 3 ⇒ (16) + 3 = 19
Victoria Init: 1d20 + 9 ⇒ (4) + 9 = 13
Purple Init: 1d20 + 0 ⇒ (1) + 0 = 1
Red Init: 1d20 + 10 ⇒ (5) + 10 = 15
Yellow Init: 1d20 + 10 ⇒ (17) + 10 = 27
Orange Init: 1d20 + 10 ⇒ (12) + 10 = 22
Surprise Round 1 - Bold can act (single action) - Communal Airwalk and Delay Poison are up - Dim light
Setare
Vermin <barkskin, greater magic fang, longstrider>
Fahd <greater magic fang>
Lissa <kinetic form>
Galyth
Victoria <mage armor>
Sparky <barkskin, frostbite, longstrider>
Purple Coral Creature?
You can all see the location of the big coral lump in purple but the other foes cannot be spotted yet. The basin looks to be about three feet deep.

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Victoria complies with the extra castings of mage armor before stepping through with the others.
What in the maelstrom is all this!?

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Fahd delays, not being able to see a threat at this juncture.

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Still waiting to know if Vermin was able to use the two scrolls of Heroism or not.
Sensing a fight Vermin shifts to a planar version ofhis large combat form and steps up into the air.
Megaraptor
Init +2; Senses low light vision; Perception +16, 18 on traps and secret doors (Bestial, Scavenger)
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Defense
--------------------
AC 30, touch 13, flat-footed 27 (+10 armor,, +2 Dex, +8 natural, +1 Ring, -1 size)
hp 83 (10d8+30)
Fort +13, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
--------------------
Offense
--------------------
Speed 60 ft.
Melee 2 Claws +16 (2d6+7), +16 Bite (1d8+10), +11 Talons (1d6+4)
Pounce, Rake
Druid (Saurian Shaman) Spells Prepared (CL 9):
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 12, Int 10, Wis 16, Cha 7
Base Atk +7; CMB +16; CMD 32
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.
Celestial Template
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Table: Celestial Creature Defenses Hit Dice Resist Cold, Acid, and Electricity DR
1–4 5 —
5–10 10 5/evil
11+ 15 10/evil

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Galyth draws on the few magical knacks he knows to cast Shield.

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Lissa eyes the coral suspiciously, before stepping forward slightly. she closes her eyes for just a moment, as the sound of surf crashing against the shore, and motes of water and frost appear in the air around her before before they flow to her open hands. With a quick twist of the wrist, she crystallizes a long, jagged whip of ice, which she holds, daring the creature to do something.
5-foot
Move action - Gather Power
Standard action - Ready an Ice Whip to attack purple if it becomes hostile. From where I am, it's in my 20 foot range.
Ice Whip: 1d20 + 19 ⇒ (4) + 19 = 23 for: 12d6 + 16 ⇒ (5, 5, 6, 1, 6, 2, 4, 1, 1, 4, 1, 4) + 16 = 56 damage
Ice Whip(AoO1): 1d20 + 19 ⇒ (20) + 19 = 39 for: 12d6 + 16 ⇒ (6, 4, 6, 4, 2, 2, 1, 3, 6, 4, 1, 6) + 16 = 61 damage
Ice Whip(AoO2): 1d20 + 19 ⇒ (12) + 19 = 31 for: 12d6 + 16 ⇒ (2, 4, 5, 3, 2, 1, 4, 3, 6, 1, 4, 3) + 16 = 54 damage
Ice Whip(AoO3): 1d20 + 19 ⇒ (16) + 19 = 35 for: 12d6 + 16 ⇒ (4, 5, 3, 3, 5, 6, 6, 2, 6, 6, 3, 6) + 16 = 71 damage
Ice Whip(AoO4): 1d20 + 19 ⇒ (6) + 19 = 25 for: 12d6 + 16 ⇒ (6, 4, 6, 5, 3, 3, 4, 5, 5, 4, 1, 5) + 16 = 67 damage
Ice Whip(AoO5): 1d20 + 19 ⇒ (3) + 19 = 22 for: 12d6 + 16 ⇒ (2, 5, 6, 1, 1, 1, 2, 6, 1, 1, 4, 5) + 16 = 51 damage
Ice Whip(AoO6): 1d20 + 19 ⇒ (1) + 19 = 20 for: 12d6 + 16 ⇒ (4, 1, 4, 1, 2, 1, 3, 6, 6, 5, 6, 1) + 16 = 56 damage
Ice Whip(AoO7): 1d20 + 19 ⇒ (11) + 19 = 30 for: 12d6 + 16 ⇒ (3, 2, 4, 4, 3, 5, 5, 6, 2, 5, 4, 3) + 16 = 62 damage
AoO1 crit comfirm: 1d20 + 19 ⇒ (3) + 19 = 22 for: 12d6 + 16 ⇒ (2, 3, 1, 3, 5, 1, 6, 3, 6, 5, 2, 1) + 16 = 54 damage

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Victoria would have also cast heroism’s from scroll. She does not carry it personally so could not have pearled it - so misunderstood request.
”What have we here? “

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@Lissa Sorry if it was unclear, this first round was a surprise round so only a single action. Not sure that gathering power helps in isolation so feel free to choose a different action for the surprise round in addition to this new one.
@Sparky Unfortunately, Sparky wasn't able to act in the surprise round - moved him back to entrance.
With danger potentially at hand, Vermin grows quite large and Galyth casts a protective spell. Curiously, the coral mound refuses to activate, giving you all the chance to act further.
Round 2 - Bold can act - Communal Airwalk and Delay Poison are up - Dim light
Setare
Vermin <barkskin, greater magic fang, longstrider>
Fahd <greater magic fang>
Lissa <kinetic form>
Galyth <shield>
Victoria <mage armor>
Sparky <barkskin, frostbite, longstrider>
Purple Coral Creature?

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Victoria is not certain of a threat so takes a defensive posture
”Not sure what we are seeing. The coral is interesting but so far seems neutral. “
She casts mirror image
Images : 1d4 + 3 ⇒ (2) + 3 = 5

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AC 35 vs melee attacks or AC 41 vs. melee attacks of the coral (AC sinks by 4 if hit) / AC 31 vs. ranged attacks:
( + 6 Cha Scaled Fist Monk, +7 Dex, Dodge feat +1, +1 Nimble/dodge, Natural Armor +1, Deflection +1, Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
Additionally +6 Cha dodge bonus from feat ‘Osyluth Guile’) vs. the pink golem
Crane wing bonus of +4 vanishes after first hit.
Setare air walks down and is super glad about the spell!
”Thanks fo... for flying. I’ll po.. poke the thing down the.. there!“
She moves down and stabs the coral with her adamantine chestus.
+1 keen adamantine chestus (BAB +9, Dervish Finesse Dex +7, Enhancement Bonus +1, Cracked Pale Green Prism Ioun Stone +1 (-3 Piranha Strike / -2 Fighting defensively) : 1d20 + 14 ⇒ (20) + 14 = 34
Damage (+1 enhancement, + 7 dex, +4 precise strike, +6 Piranha Strike) : 1d4 + 8 + 4 + 6 ⇒ (2) + 8 + 4 + 6 = 20
Crit? : 1d20 + 14 ⇒ (12) + 14 = 26
Crit Damage (+1 enhancement, + 7 dex, +6 Piranha Strike) : 1d4 + 8 + 6 ⇒ (1) + 8 + 6 = 15

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@Sparky Unfortunately, Sparky wasn't able to act in the surprise round - moved him back to entrance.
Interesting call. Handle Animal is a free action that Vermin takes when he acts. So your call is that Sparky is somehow unable to respond to the command? Just want to understand. Most GMs run a familiar or animal companion with the character. Should Sparky act in a separate initiative then?

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Unaware Combatants
Combatants who are unaware at the start of battle don’t get to act in the surprise round.

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Unsure of how best to approach the creature Galyth resorted to his magical skills, calling forth a small dart of acid.
Acid Splash Ranged Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Acid Splash Damage: 1d3 ⇒ 3
Sneak Attack?: 5d6 ⇒ (5, 1, 5, 3, 3) = 17
After firing his spell, Galyth maneuvered around the edge of the battle, searching for a better opportunity to strike.

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@Vermin I did roll a different initiative for him. Some GMs might hand wave the animal companion init for simplicity (since they don't usually act until you command them) but unless you are riding them they do have a separate initiative since they are a separate combatant (and perception check to act in the surprise round - as Victoria mentioned). So you gave the command and it will follow it when it can act (this round).

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Roger that. I actually prefer a separate initiative but few GMs in my experience go with that.
On Vermins's next turn he moves into the room and readies, giving a command to Sparky to do likewise.

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Sorry, I should have registered that. It would have just been a water whip in that case, which unless that changes the actions that the opponents would like, is a moot point.
Lissa shrugs as the overzealous lady jumps into combat. After Galyth also attacks, she gives into the inevitable, and unleashes a pair of lashes from a suddenly formed tendril of water.
5 foot forward
Full attack on Purple with Water Whip
Water Blade: 1d20 + 19 ⇒ (8) + 19 = 27 for: 6d6 + 10 ⇒ (5, 3, 4, 5, 3, 6) + 10 = 36 damage
Water Blade(Second strike): 1d20 + 14 ⇒ (14) + 14 = 28 for: 6d6 + 10 ⇒ (5, 6, 3, 2, 6, 3) + 10 = 35 damage

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Fahd looks amused at watching the group beating up something. Something which might not even be a threat. He continues to wait until something threatening occurs, if it does.

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Setare crunches into the pile and hits something substantial. Vermin and Sparky arrive in the room in time to see Lissa smack the lump several times with her water whip. Galyth's acid slightly harms the creature that begins to stir under the chunks of coral.
The creature rises to full height and lashes out at Setare. New pic
Standing up provokes from Lissa and Setare...
Suddenly - two floating, ghostly humanoids sink down from the ceiling. Their faces are a blend of human and beast and canine shapes twine around the creature’s legs. The ghostly hounds release from them and race across the room to attack, but their bites cause no harm.
golem slam on Setare: 1d20 + 18 ⇒ (14) + 18 = 32
yellow hounds on Galyth: 1d20 + 11 ⇒ (9) + 11 = 20
orange hounds on Lissa: 1d20 + 11 ⇒ (1) + 11 = 12
Round 3 - Bold can act - Communal Airwalk and Delay Poison are up - Dim light
Yellow Incorporeal <flying 25 feet high>
Orange Incorporeal <flying 25 feet high>
Setare
Vermin <barkskin, greater magic fang, longstrider>
Fahd <greater magic fang>
Lissa <kinetic form>
Galyth <shield>
Victoria <mage armor, mirror image 5>
Sparky <barkskin, frostbite, longstrider>
Purple Coral Creature -84 damage