
![]() |

Before heading to keep:
Perhapsss big weapon guy hasss ssstrong door kicker?!? An adamantine battering ram (or something like it) would be awesome!
Voices eventually summons Squirrel. Squirrel tries (and apparently fails) to talk everyone into sitting down and calmly talking this through with all involved parties.
On the way to keep:
Voices again dismisses Squirrel. Then asks the others, What creaturesss group wantsss? If no one gives him directions, Voices summons are nearly random. Though even he is unlikely to summon a dolphin at the moment.
He also hands a couple of wands to Mavaro, Use on Self or others if seems need. Wands of remove fear and protection from evil.
As the group gets close, Voices will cast a few spells on himself.
Buffs:
Barkskin +2 natural armor - dur 390 rounds
Summon Monster 2 - dur 37 rounds
wand of Mage Armor on whatever he summons - dur 1 hour
Shield +4 shield bonus - dur 38 rounds
Oil of magic weapon (earthbreaker) - dur 9 rounds
potion Enlarge Person - dur 10 rounds (on seeing the elemental guards)
AC: 23, HP: 46
not raging yet

![]() |

Watching as other prepare for a fight Al can be heard to say Oh my. And then he promptly cast Barkskin on himself.

![]() |

"Not battering ram but just as big." Khugron said holding his adamantine bec de corbin as they approached the gate.
Cast Shield and Enlarge person(4 minutes)
Martial Flexibility to gain Improved Sunder for a minute.

![]() |

"Welp...I don't figure we're gonna do too much jaw-jackin' with these fellas. I don't love just jumpin' in like this but might as well get into it if that's what we're doin'," Reggie says, lowering his lance and giving Rowdy the signal to charge.

GM Watery Soup |

Reggie spurs Rowdy, but the elementals are prepared. No surprise round for either side.
Initiative (Voices): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Mavaro): 1d20 + 1 ⇒ (15) + 1 = 16
Initiative (Allanen): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (Reckum): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Reggie): 1d20 + 1 ⇒ (8) + 1 = 9
Initiative (Khugron): 1d20 + 3 ⇒ (20) + 3 = 23
Initiative (Elementals): 1d20 + 9 ⇒ (5) + 9 = 14
Initiative (Ifrits): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative (Shyvera): 1d20 + 5 ⇒ (1) + 5 = 6
Round 1!
Khugron
Reckum
Mavaro
Red Elemental
Blue Elemental
Voices
Reggie
Allanen

![]() |

Activate IF...THEN...ELSE statement!
Mavaro takes a closer look at the opponents.
Knowledge Planes: 1d20 + 11 ⇒ (14) + 11 = 25
Assuming Mavaro identifies the opponents, he will expend a point of focus to use legacy weapon to give the one-eyed sword the bane special quality for this type of creature as well as, in order of priorty:
* an additional +1 (raising it to +3) if the enemy has DR overcome by cold iron or silver
* flaming, frost or corrosive, if it is weak to one of those energy types
* keen, otherwise
And then move adjacent to blue as shown.
If the identification fails, he will instead move to the same location and attack.
+2 One-Eyed Sword: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

![]() |

Power Attack Blue 1: 1d20 + 15 ⇒ (18) + 15 = 332d8 + 19 ⇒ (3, 5) + 19 = 27
Power Attack Blue 2: 1d20 + 8 ⇒ (20) + 8 = 282d8 + 19 ⇒ (1, 8) + 19 = 28
Power Attack Blue Crit?: 1d20 + 8 ⇒ (18) + 8 = 264d8 + 38 ⇒ (6, 3, 6, 5) + 38 = 58
With a roar, Khugron smashed his adamantine bec de corbin into one of the guards, driving it to its knees before a mightier blow struck it in the face.
Current AC 21. Edit: Elemental is the key word and no crits. :(

![]() |

“Haha!” Reckum cheers from his perch atop Nord as the pair rush forward. “Gadewch i ni eu cael!”
Wallop Mallet, Charge, PA: 1d20 + 12 + 2 - 2 ⇒ (14) + 12 + 2 - 2 = 26
Bludgeoning damage, PA: 1d10 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Raging and charging vs Blue - AC 12

Angry Nord |

“SCREEEEE!!”
Gore, Charge, PA: 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12
Piercing damage, PA: 1d8 + 7 + 3 ⇒ (3) + 7 + 3 = 13

![]() |

Since no one gave him any direction, Voices summoned a fiendish hyena.
N Medium fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5 , Ref +5, Will +1; SR 6
Fiendish – Resist cold and fire 5
OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+3 plus trip)
Special Attack smite evil
STATISTICS
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +3; CMD 15
Feats Alertness
Skills Perception +7, Stealth +6 (+10 in tall grass)
SPECIAL ABILITIES
Smite Good (Ex)
Once per day as a swift action this creature can add their Cha modifier to their attack rolls (+0) and gain a bonus equal to their HD to damage (+2) against evil/good foes. The smite persists until target is dead or the celestial/fiendish creature rests.

GM Watery Soup |

Mavaro recognizes these as large fire elementals, fire-based outsides. They are immune to fire, bleed, paralysis, poison, sleep effects, stunning, critical hits, and flanking; they are weak to cold.
Anyone they hit can be set on fire.
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Mavaro tries to hit it with a frosty sword, but misses.
Khugron lays out two massive hits, if this thing had discernable organs, it would be dead already. Reckum charges up and finishes it off.
The remaining elemental moves to block the door, and swings at Reckum.
Slam: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 + 2 ⇒ (4) + 2 = 6 plus Burn
Round 1!
Khugron
Reckum
Mavaro
Red Elemental
Blue Elemental (-73 hp)
Voices
Reggie
Allanen
Khugron/Reckum/Mavaro please hold.

![]() |

Al will bless the group.
Note that you all are life linked, so let me know if you are down by 5 or more.

![]() |

Although he was the one to start the charge, several other members of the group take down one of the guards before he can even start moving as Rowdy stops to gnaw at a flea on his haunch.
When they actually get moving, the halfling lowers his lance and leans in as the wolf charges forward.
+1 lance plus cavalier's charge plus bless: 1d20 + 10 + 4 + 1 ⇒ (15) + 10 + 4 + 1 = 30
Piercing: 3d6 + 9 ⇒ (6, 1, 3) + 9 = 19
He has ride by attack so I don't provoke from the elemental.

![]() |

Buffs:
Barkskin +2 natural armor - dur 389 rounds
Summon Monster 2 - dur 36 rounds
wand of Mage Armor on hyena - dur 1 hour
Shield +4 shield bonus - dur 37 rounds
Oil of magic weapon (earthbreaker) - dur 8 rounds
potion Enlarge Person - dur 9 rounds
Bless - dur 50 rounds
AC: 23, HP: 46
not raging yet
Voices steps forward and swings his massive hammer, Helping bad peoplesss isss bad. Bad fire peoplesss mussst goesss.
not raging
Earth Breaker attack: 1d20 + 11 ⇒ (20) + 11 = 31, if hits, Earth Breaker damage: 3d6 + 10 ⇒ (2, 4, 1) + 10 = 17
awww, no crits for elementals. =(

![]() |

Aoo: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 312d8 + 19 ⇒ (3, 4) + 19 = 26
If I am reading the map right, the fire elemental moved more than 5'. Khugron is enlarged with a reach weapon and +5' reach due to aberration blood line.

GM Watery Soup |

Reggie, Voices, and Khugron all contribute to take down the elemental.
Well ... this is awkward. LOL
Khugron and Reckum hear the door latches jiggle and have time to prepare before the world's worst ambush gets sprung.
Round 2!
Khugron
Reckum
GM
Mavaro
Red Elemental (-62 hp)
Blue Elemental (-73 hp)
Voices
Reggie
Allanen

![]() |

"More? Someone hasss death wish, they are coming to usss!" Khugron said with a smile as he got ready for the door to open.
Ready action-attack first one out the door. Move action Martial Flexibility to gain Improved Trip
Ready: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 212d8 + 19 ⇒ (6, 8) + 19 = 33
Aoo?: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 152d8 + 19 ⇒ (6, 3) + 19 = 28

![]() |

Reckum waits to see what comes out of the door, weapon held expectantly.
Delay

GM Watery Soup |

The doors swing open, revealing three ifrits. Two in the front are wielding scimitars, the one in the back looks like she's in charge.
Round 2!
Khugron (readied strike)
Red Ifrit
Blue Ifrit
Reckum
Mavaro
Voices
Reggie
Allanen
Black Ifrit

![]() |

Well, bane won't help much here, but I assume that sharp things will still hurt them.
+2 Frost Elementalbane One-Eyed Sword: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 slashing and 1d6 ⇒ 3 cold

![]() |

Al moves up and targets the ifrit in the back with a slumber hex. DC 18 will save or take a nap.
That one looks like she has tricks.

![]() |

"Wahoo!" Reckum and Nord rush forward through the now-open doors.
Wallop Mallet, PA: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Bludgeoning damage, PA: 1d10 + 8 + 6 ⇒ (4) + 8 + 6 = 18
AC 14

Angry Nord |

"Scree!" Nord seems to have caught some of his passenger's boundless energy.
Gore, PA: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Piercing damage, PA: 1d8 + 7 + 3 ⇒ (8) + 7 + 3 = 18

![]() |

"Hey, look y'all, we didn't even have to knock the door in! These nice fellas opened it right up for us. I'm gonna feel kinda bad 'bout puttin' 'em on the ground," Reggie says as the next wave appears.
He sidles Rowdy over and jabs the nearest Ifrit with his lance.
+1 lance plus Bless: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Piercing (Vital Strike): 2d6 + 3 ⇒ (3, 3) + 3 = 9

![]() |

Buffs:
Barkskin +2 natural armor - dur 388 rounds
Summon Monster 2 - dur 35 rounds
wand of Mage Armor on hyena - dur 1 hour
Shield +4 shield bonus - dur 36 rounds
Oil of magic weapon (earthbreaker) - dur 7 rounds
potion Enlarge Person - dur 8 rounds
Bless - dur 50 rounds
AC: 21, HP: 46
not raging yet
Voices also charges forward swing his huge hammer over the heads of his small allies.
whichever looks least hurt
Earth Breaker attack: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33, if hits, Earth Breaker damage: 3d6 + 10 ⇒ (1, 6, 6) + 10 = 23
Wow! Another critical threat.
crit confirm: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32, if hits, crit damage: 6d6 + 20 ⇒ (6, 5, 1, 6, 2, 5) + 20 = 45

GM Watery Soup |

Mavaro slices into the ifrit.
Allanen casts a spell.
Will: 1d20 + 6 ⇒ (7) + 6 = 13
Reckum misses, but Nord doesn't. Reggie swings wide, and the hyena misses, but Voices brings down his hammer and destroys the undamaged ifrit with a single hit.
The boss ifrit snoozes.
Round 2!
Khugron
Red Ifrit (-68 hp)
Blue Ifrit (-36 hp)
Reckum
Mavaro
Voices
Reggie
Allanen
Black Ifrit (sleeping, 1/5)
Sweet Iomedae ... this was supposed to be a pretty serious fight.

![]() |

PA Blue ifrit: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 182d8 + 19 ⇒ (1, 3) + 19 = 23
Khugron stepped over to get a better shot at the remaining foe that was standing.
Furious Focus. Not sure if an 18 hits, but 23 damage if it does

GM Watery Soup |

Khugron ends the combat with the reinforcements not having got off a single attack.
Flawless victory!
FINISH HER!
Forward, Down, Forward, High Punch
Or, you can tie her up and question her.
End of Combat!
---
Moving the group onto Slide 7. I'll give you some time to decide what to do with the sorcerer, what to do next, etc.
Perception (Voices): 1d20 + 4 ⇒ (3) + 4 = 7
Perception (Squirrel): 1d20 + 4 ⇒ (20) + 4 = 24
Perception (Mavaro): 1d20 + 14 ⇒ (1) + 14 = 15
Perception (Allanen): 1d20 + 17 ⇒ (8) + 17 = 25
Perception (Reckum): 1d20 + 9 ⇒ (14) + 9 = 23
Perception (Angry Nord): 1d20 + 5 ⇒ (9) + 5 = 14
Perception (Reggie): 1d20 + 3 ⇒ (15) + 3 = 18
Perception (Khugron): 1d20 + 13 ⇒ (15) + 13 = 28
Nobody detects any traps or secret doors in this room. This is an antechamber, so only the way you came in and one other exit.

![]() |

Bind and gag the caster and strip them all of anything useful. Mavaro doesn't mind the idea of interrogation, but I feel like this group will do better with charging blindly towards whatever is ahead.

![]() |

Al will help secure the prisoner, partly to make sure this group does not resort to other options. Oh my! The prisoner might know useful information. I'll take care of watching her. She will be no bother. He says quickly trying to reassure the combat inclined group.
After she is secured, stripped of things useful Casts Detect Magic and anything that might be a spell component Al will wake her. He keeps a large and complex crossbow pointed at the woman as he speaks.
I am Al, your captor. You are currently unhurt, but the others with you were not so fortunate. What is your name? If you can talk with us and prove useful you might come out of this encounter alive and even free. I recommend you deal with me here and now. My companions, well, they always seem to be in a bad mood and seem to think violence is the only tool in the toolbox. He looks worriedly over his shoulder back at the party.

![]() |

Reggie and Rowdy do their best to look intimidating behind Allanen, though they linger near the back of the group. Both of the nagaji are more imposing than either of them are.
But it's all a show. He wouldn't dream of hurting a helpless foe and would be offended if he knew Allanen thought he would.
As his cousin Vera always says "Don't start nothin', won't be nothin'. But if there is somethin' be the one what ends it."

![]() |

Mavaro readies to use his mind fear resonant power if she resists. Will DC 17 or shaken/frightened for 1d4 ⇒ 4 rounds depending on whether her HD are above 7 or not.

GM Watery Soup |

Will: 1d20 + 6 ⇒ (17) + 6 = 23
I'm unfamiliar with the mind fear resonant power, but she's exactly 7 HD. Unless there's something mechanically special, I'm willing to just roleplay it out rather than go through it mechanically.
With Mavaro striking unnatural fear in her heart and Allanen playing the "good cop, murder you in one round cop" routine, she's fairly compliant.
"My name is Shyvera, I'm the captain of the guard. Go ahead and kill me - I suspect Tygora will do it anyway for my failure," she rues.
Just ask what you want to know, the scenario writer ... didn't forsee this scenario.

![]() |

It does nothing on a successful save, so it doesn't matter here.

![]() |

“We’re looking for our friends!” Reckum answers when nobody else speaks up. “And all the nice people in the village think that your boss is too mean. We don’t want to hurt anyone who doesn’t want to fight though - do you think the rest of your guards would stand down if you told them to? How many of them are here anyway?”

![]() |

With no immediate threats, Khugron started to unwind as he waited for him to be pointed at the next target.
"Out with it or get splattered like I did at alchemistsss shop! You can alwaysss get job elsewhere. Hard when dead.he said.
Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23
Come out of rage. Size and any other modifiers notadded

![]() |

Reggie shakes his head at Khugron's threat, though he supposes it has its place in their discussions. He leans casually on his saddlehorn with one elbow.
"Look...if'n you play your cards right, there won't be no Tygora to kill ya. My buddies here got some good suggestions and questions. Help us find the pathfinders that came before us, tell us how to get to Tygora with the least amount of fuss and do what you can to keep us from havin' to fight your guards and you'll be a free woman 'fore the end of the day."

GM Watery Soup |

Paraphrasing all the requests, I think the most relevant answer to the requests here is to essentially walk you through the non-combat portions of the castle. I've opened up everything except for the throne room and labeled the rooms. See Slides 7 and 8 (they are continuations of each other, so there is some overlap).
Kitchen: Countertops that line all of the walls of this room except in the southwest corner, where a large iron oven stands. The room is currently empty but for the foodstuffs that are arrayed across the counters as if abandoned partway through preparation.
Bath: A deep bath with stepped sides and filled with steaming water occupies nearly half of this room. The bath’s contents are heavily salted with rare minerals mined from volcanoes. A small fountain nearby contains cool, clean water, and the single counter holds dozens of salts, oils, and perfumes.
Prison: Two sets of doors seal the area and remain locked (Disable Device DC 30) at all times, and the individual cells have slightly less imposing locks (Disable Device DC 25). These cells are all empty.
Shyvera informs you that Tygora has moved the prisoners (the Pathfinders as well as the oread councilor) into the throne room as hostages. They would have in their cells if you had managed to sneak in.
Flame Drake Warren: This room houses two iron stakes planted into the ground, each attached to a heavy iron chain and even thicker collars. Two savaged corpses lie in the middle of the room, their humanoid shapes barely recognizable. Scorch and claw marks blemish this room’s once-burnished bronze walls.
Shyvera informs you that the flame drakes are out on patrol. They join in the fight in Subtier 8-9.
All that remains in the throne room is Tygora and her personal bodyguards, a few fire mephits. Art for Tygora on Slide 4.
When you are ready, let me know what buffs you're enacting, and I'll move everyone into the Throne Room.

![]() |

Has someone actually told us what type of creature Tygora is? If not, Mavaro will ask that as well.
Knowledge Planes vs. Fire Mephit: 1d20 + 11 ⇒ (11) + 11 = 22
Mavaro will cast haste just before entering the throne room.
For himself, before entering, he will use mind over gravity and legacy weapon to make his sword frost outsiderbane unless the ID turns up something more useful, as well as shield, lead blades and find traps. He will also use philosopher's touch on anyone who wants it if an ID turns up a DR to cold iron or silver.

GM Watery Soup |

Fire mephits are small humanoid outsiders with thin, leathery wings, small horns, and a mischievous smile. DR 5/magic, immunity to fire, and vulnerability to cold.
Tygora is an efreeti, but Shyvera doesn't know anything about Tygora. I'm going to rule that you can't recall based on Shyvera's description, it's undoubtedly filled with overestimations of Tygora's abilities because Shyvera reveres/fears Tygora.

![]() |

That's okay, with this group Tygora will probably be dead by turn 2 regardless of what I do.

![]() |

Reggie enjoys the guided tour, though he can't help but draw parallels between this place and the one where his masters lived in Cheliax when he was young. The rich and powerful always take more than they need and make the poor and weak provide it.
When they get to the doors of the throne room, he readies his lance and checks his straps.
A few seconds before they open up the doors, he warns his companions about the dangers they might face in the fight.
"Oh...and go for the legs," he says.
Each takes a standard action and each only lasts a minute but I'm using Danger Ward for each type of save starting with Fort (so it will expire 6 rounds after we start) then Will (7 rounds) then Refl (8 rounds.) You can choose to reroll a save of each type as an immediate action and get a +4 competence bonus to it but have to take the new results. Then, RIGHT before they open the door, he'll use his tactician ability and everyone gets the benefits of Tandem Trip for 5 rounds.
Meaning, as long as another ally threatens a target you get to roll twice and take the better result on trip attempts.

![]() |

In this order Al prepares:
First Al will remind everyone that they are life linked but pets/mounts are not. So if you are down 5 or more on my turn you will heal 5. He reminds that while he can channel a few times he cannot exclude enemies from such healing. So if you need healing it would be better to be near the back of the fight or even in the room with him.
Al can enchant someones armor or shield to +1 for 5 hours if they are using such an item that is not enchanted.
He will cast Call Lightning in advance of the doors opening allowing him to call down 5 bolts over the next 5 minutes. Still a standard to call a bolt, but it does not provoke.
He casts Resist Energy (10) Fire on himself which will last for 50 minutes.
I believe his Barkskin (+2) spell is still running as it lasts 50 minutes as well.
Hew will cast Frostbite on his familiar.
He has an Enlarge Person spell available if someone wants it.
Before the Throne Room door is opened he will move up to it and use his Gloves of Reconnaissance to look through the doors to see what awaits the group.
Al will bless the group before the doors are opened.

![]() |

I'm going to assume my barkskin is still up
will summon a small water elemental (I think even Voices is smart enough to do that with all the fire around)
mage armor from wand on water elemental
Will recast my shield
scroll protection from evil on myself
Al, my armor is not magic if no one else needs it

GM Watery Soup |

See Slide 8.
Bronze walls sweep to the east and west, framing a magnificent throne room decorated with metallic mosaics that seem to shimmer and glow with their own incandescence. The throne itself is a large chiseled mass of obsidian, and it rests upon a solid brass dais shaped like a fiery sun.
The three Pathfinders, as well as the oread councilor (purple icons), are bound, on the floor, scattered around the room. They are guarded by fire mephits (red and blue). Tygora herself (black) sits on the massive throne, and welcomes the Pathfinders.
"Please do come in," she declares. "There's no need for violence. Contrary to what you might have been told, I am not a tyrant. I know that my subjects have pitched all manners of grievances to you - grievances that I am aware of, but that have been wildly exaggerated, in order to bait you into storming this hold."
She gestures towards the Pathfinders.
"As you can see, your comrades are well-fed, and unharmed. They are detained, yes, but only to restore order. You came here to rescue them, yes? I offer to let you complete your mission without any further bloodshed. Take them, and never return to this place again."
You may negotiate with a Bluff, Diplomacy, or Intimidate check. Please roll first, and then roleplay the interaction.
---
In case you're worried, I'm not counting anything you do here against any rounds/level buffs you enacted before coming in. You're free to initiate combat if you wish, and I'll cut off the discussion and roll for initiative.