
Mauro Ocela |

Upon sighting the pillars, Mauro calls forth a skeletal warrior and gives it his MW chain shirt to wear. He also casts some of spells - Rags to Riches (targetting his ranseur and his breastplate, both become +2), Message, and False Life.
Temp HP: 1d10 + 7 ⇒ (5) + 7 = 12
K Arcana: 1d20 + 7 + 3 + 3 ⇒ (19) + 7 + 3 + 3 = 32
7 ranks +3 trained +3 int

Mauro Ocela |

Mauro uses his message cantrip to whisper : "The symbols on the pillars, I think they are teleportation magic..."

Becky Beys |

Becky agrees with Mauro's assessment but reluctantly admits she has no idea where the pillars might teleport someone to.
Becky Beys Knowledge (arcana) Check: 1d20 + 16 ⇒ (13) + 16 = 29
Becky Beys Knowledge (planes) Check: 1d20 + 12 ⇒ (2) + 12 = 14

Talath Na'El |

"If someone wishes to go to the top I can use magic to enable them to fly."

Mauro Ocela |

Asher, you have a shot at that second spoiler with K Geo... and long shot is better than no shot.
If possible Mauro will attempt to aid another on Asher's K Geo check...
K Geo, Aid Another, Untrained: 1d20 + 3 ⇒ (17) + 3 = 20 vs dc 10
+3 int

Mauro Ocela |

"If someone wishes to go to the top I can use magic to enable them to fly."
"Might be worth it just for the view with the spyglass, but I surely am not climbing up there; I'd fall on my head."
Mauro will take it if no one else wants it. Also, I have rearranged us all on the map, so check your positions people...

Asher 'Cinnis' Regillenus |

Asher surveys the pillars for a clue on their meaning.
Know(Geo): 1d20 + 9 ⇒ (5) + 9 = 14
Mauro, I see those symbols, but I can't make anything of them. It's beyond my ken.

Crispin Xantrian |

Knowledge Planes: 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge Geography: 1d20 + 10 ⇒ (16) + 10 = 26
It takes some time to decipher the symbols on the pillars, Crispin drifts forward to peer at them intently. "Amazing! This is a teleportation circle of great power. Some of the destinations are for other worlds in fact!"
He looks up to the sky with great wonder.

GM Ventiine |

✦ Pillars of Long Shadow (A5) * ˚ ✦
Becky realizes the symbols resemble what modern spellcasters use in teleportation magic. And Crispin expands on the young bard's observation, noting some of the symbols depict extraterrestrial locations. Crispin reveals it would require days, weeks, months, or even years of research to determine the precise calculations required to use the device as intended.
Mauro summons a skeletal servant and casts False Life on himself. Asher casts Gravity Bow and Huntress looks up at her master, curious. Talath offers to cast Fly on anyone who needs it.
Is everyone happy with their map position?

Becky Beys |

A-OK.

Mauro Ocela |

I'm good. A little surprised that the arcanist has taken point, but ...

Talath Na'El |

Asher will agree to fly up onto the pillars, Talath.
@GM: Assuming something doesn't interfere...
Talath moves a bit to Asher and casts Fly on Asher.

Asher 'Cinnis' Regillenus |

Asher looks around, whistling and is about to take off to fly to the top of the tallest pillar. He tells Huntress to Guard Crispin while he is away.
Asher can command Huntress with a Free Action Handle Animal roll (DC 10). She knows Attack, Defend, Down, Flank, Hunt, and Seek.
DM, let me know if Asher can get a Move Action off to start flying and how many moves to make it to the top of the tallest pillar.

Becky Beys |

"Be careful!" Becky calls out to Asher, probably unnecessarily.

GM Ventiine |

Stealth v. Perception
Red Stealth (Invisible): 1d20 + 18 + 20 ⇒ (5) + 18 + 20 = 43
Blue Stealth (Invisible): 1d20 + 18 + 20 ⇒ (15) + 18 + 20 = 53
Asher: 1d20 + 8 ⇒ (4) + 8 = 12
Becky: 1d20 + 8 ⇒ (9) + 8 = 17
Crispin: 1d20 + 7 ⇒ (20) + 7 = 27
Mauro: 1d20 + 13 ⇒ (6) + 13 = 19
Talath: 1d20 + 13 ⇒ (16) + 13 = 29
Initiative
Asher: 1d20 + 6 ⇒ (9) + 6 = 15
Becky: 1d20 + 3 ⇒ (11) + 3 = 14
Crispin: 1d20 + 2 ⇒ (3) + 2 = 5
Mauro: 1d20 + 2 ⇒ (10) + 2 = 12
Talath: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 9 ⇒ (11) + 9 = 20
Blue: 1d20 + 9 ⇒ (15) + 9 = 24
As the group organizes themselves, casting spells and instructing animal companions, something happens!
In Round 1, a long-limbed quadruped appears atop a nearby pillar and stares at Asher!
Asher, please make a Fort DC18 check or take:
Ripping Gaze: 5d6 ⇒ (3, 3, 6, 5, 6) = 23 (bypasses DR/magic and slashing)
Another creature of the same type appears on the smallest pillar and attempts to chomp down on Crispin!
Bite (Attack): 1d20 + 15 ⇒ (12) + 15 = 27
Bite (Damage): 2d6 + 3 ⇒ (3, 5) + 3 = 11
༊*·˚
Becky Knowledge Planes: 1d20 + 12 ⇒ (17) + 12 = 29
Round 1
Blue 24
Red 20
Talath 19
Asher (and Huntress) 15 (Gravity Bow, Fly)
Becky 14
Mauro (and skeletal servant) 12 (False Life)
Crispin 5 (11 damage)
Bold may act!

Mauro Ocela |

@Ventiine, can red (the one on the shortest pillar) be attacked by my skeleton (no reach weapon) at ground level?

Crispin Xantrian |

knowledge Planes: 1d20 + 10 ⇒ (14) + 10 = 24
Crispin squawks with shock as something rips into his arm. He then steps into a tear in reality and emerges besides Becky.
He then casts Glitterdust on the two hounds.
DC16 Will save or Blinded. Even if they make it they are outlined.
"Hounds of Tindalos! Use magic weapons or spells" He calls in warning.

Talath Na'El |

Talath calls upon the power of Desna to create a weapon of force and a shimmering starknife shoots out at Clifford the Big Red Hound!
Spiritual Weapon: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 2 ⇒ (1) + 2 = 3
Talath also takes a 5' step back.

Mauro Ocela |

Mauro steps closer to the creature on the lowest pillar and begins to swing his deadly ranseur...
Mauro - 5' step and full attack vs Red
Mauro to Hit, Ranseur A: 1d20 + 7 + 5 + 2 ⇒ (10) + 7 + 5 + 2 = 24
+7 bab +5 str +2 enhancement
Mauro Damage, Ranseur A: 2d4 + 7 + 2 + 2 ⇒ (1, 1) + 7 + 2 + 2 = 13
7 str* 1.5 +2 Champion spirit +2 enhancement
Mauro to Hit, Ranseur B: 1d20 + 7 + 5 + 2 - 5 ⇒ (4) + 7 + 5 + 2 - 5 = 13
+7 bab +5 str +2 enhancement -5 iterative
Mauro Damage, Ranseur B: 2d4 + 7 + 2 + 2 ⇒ (4, 1) + 7 + 2 + 2 = 16
Then his skeletal servant follows suit, stepping up and clawing at the ankles of the beast on the lowest pillar...
Skeleton - 5' step and full attack vs red
Skeleton, to Hit, claw A: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
+7 bab +2 str
Skeleton Damage, Claw A: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
+2 str +3 occultist
Skeleton, to Hit, claw B: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Skeleton Damage, Claw B: 1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6
I actually go after Becky in the init order, so if she puts up naturalist, that will enhance my (and my skeleton's) attack rolls with a +2 to hit...

Becky Beys |

"What Crispin said!" Becky calls out, evoking the power of her Naturalist ability. "Watch out--they're shifty! As in 'able to shift' between places and dimensions!" Next the bard casts a sound burst spell behind and between the two hounds, positioned so that they'll get whammed but (hopefully) not Mauro's skele-friend.
Becky Beys sound burst sonic damage: 1d8 ⇒ 2 (Fort DC 14 save or be stunned 1 round)

Asher 'Cinnis' Regillenus |

Asher winces as the eyes of the hound wash across him.
Save (Fort): 1d20 + 9 ⇒ (14) + 9 = 23 (+2 for Naturalist)
He shrugs off the pain, and draws a bead on the lead hound.
Full Round Action - Full Attack with bow against Red
Attack 1 (Many Shot): 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 4d6 + 14 ⇒ (3, 3, 3, 4) + 14 = 27
Attack 2: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
(I am assuming Asher did not get a chance to take off, so he is still on the ground at this time)
(Also, I hope they are stunned, otherwise I may not hit.)

GM Ventiine |

✦ Pillars of Long Shadow (A5) * ˚ ✦
In Round 1, Talath controls a spiritual weapon is Desna to cut the red hound! The blade draws a trickle of blood! Asher shakes off the blue creature's stare! Then, the ranger turns, firing two arrows at the red one. The second arrow hits! Becky makes a sound of epic proportions!
Red Fort DC14 (Sound Burst): 1d20 + 10 ⇒ (18) + 10 = 28
Blue Fort DC14 (Sound Burst): 1d20 + 10 ⇒ (14) + 10 = 24
Mauro and his skeleton crowd the red hound, but only Mauro seems to land a hit! Crispin appears to possess a similar skill as the hounds as he disappears only to reappear next to Becky! The arcanist then casts Glitterdust, coating both hounds.
Red Will DC16 (Glitterdust): 1d20 + 8 ⇒ (1) + 8 = 9 Blinded
Blue Will DC16 (Glitterdust): 1d20 + 8 ⇒ (20) + 8 = 28
In Round 2, the blue hound stares down Mauro!
Mauro, please make a Fort DC18 check or take:
Ripping Gaze: 5d6 ⇒ (2, 4, 3, 4, 2) = 15 (bypasses DR/magic and slashing)
Meanwhile, the blinded red hound disappears and reappears on the tallest pillar! See Combat Map
Round 2
Blue 24 (2 damage)
Red 20 (33 damage)
Talath 19
Asher (and Huntress) 15
Becky 14
Mauro (and skeletal servant) 12 (False Life)
Crispin 5
Bold may act!

Mauro Ocela |

Fort Save: 1d20 + 5 + 3 + 1 + 2 + 2 ⇒ (18) + 5 + 3 + 1 + 2 + 2 = 31 vs dc 18
+5 Occultist +3 Con+1 Trait+2 Resistance+2 naturalist

Mauro Ocela |

Mauro resists the hounds gaze. His initial target having disappeared, Mauro charges to the next...
Charge @ Blue hound
Mauro to Hit, Ranseur : 1d20 + 7 + 5 + 2 + 2 + 2 ⇒ (6) + 7 + 5 + 2 + 2 + 2 = 24
+7 bab +5 str +2 enhancement +2 naturalist +2 charge
Mauro Damage, Ranseur : 2d4 + 7 + 2 + 2 ⇒ (4, 2) + 7 + 2 + 2 = 17
7 str* 1.5 +2 Champion spirit +2 enhancement
Although his skeletal servant cannot reach the foe, it step to follow him, and unhooks the underwater heavy crossbow from where it hangs on his pack. Then it spans the crossbow...
skeleton - 5' step
skeleton - move action- draw weapon
skeleton -standard action - load Heavy Crossbow

Talath Na'El |

Talath steps forward enough to grant Asher a Bit of Luck from Desna!
Meanwhile the photon torpedo glowing Starknife follows RedBerry and continues attacking him!
Spiritual Weapon with Bardic Insight: 1d20 + 5 + 4 + 2 ⇒ (2) + 5 + 4 + 2 = 131d8 + 2 ⇒ (7) + 2 = 9
As a reminder: "Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

Becky Beys |

Becky lets out a startled "Eep!" as Crispin suddenly appears by her side. "I don't suppose you have a magic weapon spell prepared, do you? Anyone?" The bard is eyeballing the hound atop the tallest pillar and seems to be considering switching weapons to her short bow.
"I'd need to enchant my arrows to be able to hurt that thing...unless I get lucky and hit it in the eye," she adds.

Asher 'Cinnis' Regillenus |

Asher thanks Talath quickly and surveys the situation. He pulls back his bow and lets his arrows fly at Blue.
Full Round Action: Full Attack
Attack 1 (Many Shot) - A: 1d20 + 13 ⇒ (12) + 13 = 25
Attack 1 (Many Shot) - B: 1d20 + 13 ⇒ (9) + 13 = 22
Damage (Many Shot): 4d6 + 14 ⇒ (1, 6, 2, 3) + 14 = 26
Attack - A: 1d20 + 8 ⇒ (2) + 8 = 10
Attack - B: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17
I guess your packmate abandoned you, doggo!

Talath Na'El |

Becky lets out a startled "Eep!" as Crispin suddenly appears by her side. "I don't suppose you have a magic weapon spell prepared, do you? Anyone?" The bard is eyeballing the hound atop the tallest pillar and seems to be considering switching weapons to her short bow.
"I'd need to enchant my arrows to be able to hurt that thing...unless I get lucky and hit it in the eye," she adds.
"I have the spell on a scroll; it's here on my bandolier."
Talath gestures with his hand at where the scroll is located.
Mauro Ocela |

"Patience Becks, I think this is under control. Give me and Asher another couple of seconds and the problem will be gone..."

Crispin Xantrian |

Crispin shrugs at Beckys question, "It's always the one you didn't prepare that you need." He agrees philosophically.
Magic Missile: 4d4 + 4 ⇒ (1, 3, 1, 1) + 4 = 10
He points a finger at Blue and fires off old reliable.
If Blue ded the Red.

Becky Beys |

Becky looks a tad disappointed that she won't get to practice her sniping, but she keeps ticking off how best to attack the hounds so that Asher and Mauro can finish them off (and get all the glory).
Naturalist continues.

GM Ventiine |

✦ Pillars of Long Shadow (A5) * ˚ ✦
In Round 2, Talath uses his faith in Desna to grant Asher Bit of Luck. Asher focuses on the blue hound, landing two arrows in the creature's flank! Becky continues to inspire her allies with information. Mauro's reach weapon just manages to spear the blue hound!
In Round 3, the blue hound howls and disappears, but doesn't reappear. The red hound went still at the blue hound's howl and similarly disappears! Seconds pass and Becky thinks perhaps they must have Plane Shifted away.
Reference post 3050 for area description. (Link)
On the tallest of the pillars, you spot something glinting in the moonlight. Perhaps someone can Fly or climb up to retrieve it.

Talath Na'El |

Talath continues to focus on his Spiritual Weapon in case the hounds return.
Asher should still be flying so he can search the tops of the pillars.

Mauro Ocela |

Agreed, Asher has the fly spell on him, so up to him to find what's up there. If he needs help, I can get myself up there to support in a round or two... But assuming that's it for combat, we need to figure out where else there is to go on this island, so we can find our missing colonists.

Asher 'Cinnis' Regillenus |

Asher looks around warily and then flies up to the top of the pillar.
Lookit what we got here! Some trinkets!
STR Check: 1d20 + 3 ⇒ (13) + 3 = 16
While up there, he also does a Perception check of the surrounding area.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20 (Additional +4 for Aberrations or a +2 for Aquatic Humanoids)

Mauro Ocela |

@Ventiine, any check to figure out what's going on with that "almost magnetic force"?

Becky Beys |

Becky draws her magical rapier, knowing that should be able to harm the hounds (if only a little). She warns the others that the creatures could have shifted almost anywhere and could return at any moment. She keeps her eyes peeled as Asher flies to the top of the tallest pillar.
Becky Beys Perception Check: 1d20 + 11 ⇒ (19) + 11 = 30
Lingering Performance keeps her Naturalist ability running for 2 rounds.

GM Ventiine |

✦ Pillars of Long Shadow (A5) * ˚ ✦
Asher flies to the top of the tallest pillar and manages to pry two interesting items from the stone. It feels as if the items were magnetized to the stone, but they both lose their magnetic attraction once pulled off.
Even with Becky's astute knowledge, there doesn't seem to be any explanation of the magnetism. (Read: Book doesn't give any explanation.) Perhaps the ioun stone partially molded to the site or the veil between dimensions is particularly thin here. Becky thinks the pillars are leeching energy from the surrounding area (60 feet surrounding pillars), which makes it seem darker here than the larger surrounding area.
for the symbols to disrupt the connection, but you think you'll have a 50/50 chance on getting it right. A DC 12 Strength check is required to move the ancient metal dial.
In the far distance, someone thinks they spot a torch along the southwestern coastline!
What would you like to do? The clock is ticking to rescue the kidnapped colonists, the hounds could reappear to this location, and there was the light of a torch southwest.

Mauro Ocela |

Maruo is trained in UMD
He hypothesizes "I think we re-aligned the symbols on the pillars, that might make it very difficult for those Hounds of Tindalos to find their way back to this place..."
Spellcraft: 1d20 + 7 + 3 + 3 ⇒ (1) + 7 + 3 + 3 = 14 vs DC25
7 ranks +3 trained +3 int
Edit: But that ain't getting it done - might be useful as an aid another for someone else though...

Talath Na'El |

I'll go for the dart throw on the Spellcraft:
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
"Do we have any idea how long that would take? Perhaps we should find whomever is using the torch?"

Becky Beys |

Becky's frustrated that the pillars seem to be beyond her understanding. When Asher speaks, she looks up from her thorough examination and asks, "Torches?"
Becky Beys Spellcraft Check: 1d20 + 9 ⇒ (10) + 9 = 19
I'll second Asher's suggestion to investigate the torchlight.

Mauro Ocela |

I would suggest a botted Crispin spellcraft check, with Talath, Becky and Mauro aiding (we all made the DC 10 to aid):
Crispin Bot Spellcraft: 1d20 + 13 + 2 + 2 + 2 ⇒ (8) + 13 + 2 + 2 + 2 = 27
+13 character sheet +2 aid another (Mauro)+2 aid another (Becky)+2 aid another (Talath)
Then, I agree, off to investigate the torches, as I see nothing else to do...