
GM NovelEnigma |

Seems fine with me, I was going to do that soon as well! Thanks botman!
Father freefall into the fray.
Navi pulls her special bow out and brandishes it.
Grasping Storm gets pelted by magic missiles.
and Faerin charges in, hitting the Belker, but dealing only minor damage.
Grasping storm floats back from both Faerin and Father before blasting them with pressurized air.
ranged touch, Faerin: 1d20 + 17 ⇒ (13) + 17 = 30
damage: 6d6 + 10 ⇒ (5, 5, 5, 5, 4, 6) + 10 = 40
ranged touch, father: 1d20 + 17 ⇒ (3) + 17 = 20
damage: 6d6 + 10 ⇒ (4, 2, 4, 2, 4, 4) + 10 = 30
Both blasts of air easily touch their armored targets and attempt to send them flying backwards.
bull rush, Faerin: 1d20 + 18 ⇒ (5) + 18 = 23
bull rush, Father: 1d20 + 18 ⇒ (10) + 18 = 28
You guys have the same CMD of 22.
Faerin gets knocked back 5ft while Father gets knocked back 10!
Both of you need a DC 19 fort save or you become permanently deafened.
This time the blue druid tries to dispel Faerin's flight. dispel check: 1d20 + 7 ⇒ (6) + 7 = 13
And again, Faerin avoids instant death from plummeting 150ft straight down thanks to sheer luck. The merchant that sold you that potion deserves a nice tip after this for such a reliable brew!
The other druid creates a Wind Wall around the throne platform after seeing Navi pull out a bow.
Initiative Order, Bold May Go!
Map Slide
Navi, 280ft
Dana, 150ft
Faerin, -40hp 150ft, fort save
Grasping Storm, -10hp, 150ft
Blue Druid, 150ft
Yellow druid, 150ft
Father, -30hp 300ft, fort save
Resist energy (electricity), communal. Absorb 84 points for 17.5 minutes.
Haste

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Wind Wall would probably disperse the obscuring mist, maybe?
Navi notices a cylindrical wall of wind poking upward and out through one side of the billowy cloud of mist. With such a fast fly speed, she flies upward and over the wind wall then glides gently down until she's about 30 feet above the floor with the throne. Looking down at the three villains below her, she gives them a wry smile.
"What-evs, Storm dude and druid dudes!"
She then puts her lips on the mouth of the hurricane horn and gives it a mighty blow.
I mentioned Navi was getting out horn earlier.
Aaaaaa-OOOOOO-Gaaaaaa!!!
Expecting the sound of a mighty foghorn, Navi's eyes go wide in surprise from the strange sound of the horn. Suddenly, crackling bolts of lightning flash downward from the horn, striking the villains below.
Dmg vs. creatures with air subtype (DC 21 Ref): 10d6 ⇒ (3, 5, 5, 2, 5, 3, 6, 5, 2, 4) = 40
Dmg. vs others (DC 17 Ref): 5d6 ⇒ (5, 3, 4, 3, 5) = 20
Slot: none CL: 7th Weight: 2 lbs.
This curved length of opaque crystal twists and expands from its mouthpiece, ending in a small raging tornado. Angry lightning dances within the crystal whenever the horn is sounded. The horn can be blown, as a standard action, to create a 30-foot cone of eviscerating elemental lightning that deals 5d6 points of electricity damage. This cone deals 10d6 points of electricity damage to creatures with the air subtype, and it ignores any immunities or resistances to electricity that such creatures may possess. A successful DC 17 Reflex save reduces the damage by half. Creatures with the air subtype take a -4 penalty on their saves against this effect.
If the Horn of the Hurricane is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of electricity damage to the person sounding it.
Hasted (+30', +1 atks, AC & reflex, extra atk).
AC 22, t 14, ff 18 (+2 barkskin & +1 haste).
Absorb 84/84 pts. Electricity (17.5 minutes)
HP: 51/51
Fly spd: 60' (good)

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Urzaia dropped 60 ft last round to 240 ft up.
Fort: 1d20 + 12 ⇒ (2) + 12 = 14
Fort, reroll, 2 stars: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
The rushing winds nearly deafening the priest, but some working of his jaw causes them to release the pressure.
With his mind focused on speed he brings war to the belker.
War Mind, +10 ft move; charge Grasping Storm, 120 ft move
Righteousness floods his being and surrounds his axe with a holy aura.
sacred weapon, Holy
Attack, Charge, Divine Favor, Enlarge Person, Haste, Power Attack: 1d20 + 16 + 2 + 3 - 1 + 1 - 2 ⇒ (14) + 16 + 2 + 3 - 1 + 1 - 2 = 33
damage, Divine Favor, Holy, Power Attack: 1d8 + 9 + 3 + 2d6 + 4 ⇒ (6) + 9 + 3 + (3, 2) + 4 = 27

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Faerin uses her powers of healing on herself even as she continues once more rushing the creature.
Lay on hands, swift action 3d6 ⇒ (4, 3, 5) = 12
Fort Save vs DC19 1d20 + 11 ⇒ (3) + 11 = 14
Haste: +1 to hit, +1 AC
With Shield +5 AC
With Shield. AC 32
Attack Grasping storm, It's hammer time! 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 261d8 + 4 ⇒ (6) + 4 = 10
Reaching the fiend, she slams in hard with her weapon!

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Again, Dana concentrates and shoots magical missiles at the belker.
magic missile : 4d4 + 4 ⇒ (4, 4, 1, 2) + 4 = 15

GM NovelEnigma |

The mist outside the wind wall is dispersed upward, yeah. Also, I definitely thought the Horn of the Hurricane was that named bow someone had earlier.
Father Urzaia smashes his axe into Grasping Storm to great effect, causing significant damage to his physical form. The holy aura flashes as it cuts into the Belker's spiritual essence.
grasping storm reflex: 1d20 + 13 ⇒ (9) + 13 = 22 Well, normally he would be immune to this damage, neat horn!
Grasping Storm chuckles as he sees you summon lightning to attack him, but his laughter quickly ceases when the bolts hit him and cause him extreme pain. "WHAT MAGIC IS THIS!? LIGHTNING IS MY DOMAIN!"
The druids seem mostly unaffected. Yellow dodges the brunt of the blast, while blue takes it head-on with little effect. 10 electric resist.
blue druid: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
yellow druid: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Dana continues to fire unavoidable magic missiles at Grasping Storm.
Faerin slams Grasping Storm with little effect, but the hits are starting to add up.
Both druids begin casting 1 round spells (Summon Nature's Ally 3).
Grasping Storm is barely holding his form together, but his anger at Navi is not subdued. He fires an air blast at her and Father Urzaia.
air blast touch, Navi: 1d20 + 17 ⇒ (11) + 17 = 28
damage: 6d6 + 10 ⇒ (4, 1, 4, 6, 5, 1) + 10 = 31
air blast touch, Father Urzaia: 1d20 + 17 ⇒ (12) + 17 = 29
damage: 6d6 + 10 ⇒ (3, 4, 6, 1, 3, 1) + 10 = 28
Father Urzaia teeters at the brink of unconsciousness, but is half-orc blood may let him continue fighting on.
drag vs Navi: 1d20 + 18 ⇒ (12) + 18 = 30
drav vs Father Urzaia: 1d20 + 18 ⇒ (12) + 18 = 30
Both need DC 19 fort saves or become permanently deafened.
Both Navi and Father Urzaia are dragged directly in front of Grasping Storm. The Belker then transforms into his smokey form (Gaseous Form).
Initiative Order, Bold May Go!
Map Slide
Navi, -31hp, 150ft, fort save
Dana, 150ft
Faerin, -25hp, deafened, 150ft
Grasping Storm, -72hp, 150ft, Gaseous Form
Blue Druid, -10hp 150ft, casting
Yellow druid, 150ft, casting
Father, -58hp 300ft, fort save, unconscious at -7?/ferocity?
Resist energy (electricity), communal. Absorb 84 points for 17.5 minutes.
Haste

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Dana now draws power! She empowers her magical missiles for the belker.
magic missile, full round action to cast empowered as a 1st level spell with traits : 4d4 + 4 ⇒ (4, 4, 2, 2) + 4 = 16 +50% = 24

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Grasping Storm can't target both Father & Navi. Please see discussion thread.

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Fort: 1d20 + 12 ⇒ (13) + 12 = 25
as amazing as ferocity would be right now Urzaia has a bunch of tribal tattoos instead. He has a weapon cord so his axe isn't going far.

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Yellow druid still takes 10 points elec. dmg from horn. (Save for half damage).
What type of damage is the wind blast? It doesn't say it's a ranged touch, just a "ranged attack", btw. Navi has sonic resist 5. If you wouldn't mind putting the damage type into the damage dice expressions it would be greatly appreciated.
Navi is buffeted by Grasping Storm's wind blast.
As soon as the wind envelopes her, she turns insubstantial for a split second (immediate action, cast windy escape, DR 10/magic).
The wind is so strong it creates ringing in her ears.
Fortitude: 1d20 + 7 ⇒ (17) + 7 = 24
The ringing subsides.
--------------------------------
After being pulled towards Grasping Storm,
Navi tucks her arms in close to her body and shoots 90 feet upward above the platform with the throne. She summons forth a ball of flame and drops it onto Grasping storm, still perched on his throne.
flaming sphere, DC 16 Ref/half: 3d6 ⇒ (5, 2, 2) = 9
Hasted (+30', +1 atks, AC & reflex, extra atk).
AC 22, t 14, ff 18 (+2 barkskin & +1 haste).
Absorb 84/84 pts. Electricity (17.5 minutes)
HP: 51/51
Fly spd: 60' (good)

GM NovelEnigma |

reflex save: 1d20 + 13 ⇒ (15) + 13 = 28 Grasping Storm dodges the sphere entirely and takes no damage from the ball. reflex for none on flaming sphere, not half.
Faerin tries to smack Grasping Storm around some more.
hammer time: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Between the powerful missiles and the other blows, Grasping Storm's form is teetering at the point of breaking, but he refuses to surrender to inferior mortal creatures.
"THAT IS QUITE ENOUGH MAGIC FROM YOU!" he yells at Dana as he ignores Faerin.
AoO: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Grasping Storm makes the last mistake of his life as he flies past Faerin. Faerin takes the insult to his effectiveness personally, and manages one solid hit, surprising the Belker completely. The blow proves to be exactly the strength needed to destroy Grasping Storm.
That AoO did exactly enough damage to defeat Grasping Storm with a max roll. I definitely played the odds there for one last attack round and lost.
Map Slide
Navi, -31hp, 150ft, fort save
Dana, 150ft
Faerin, -25hp, deafened, 150ft
Father, -58hp 300ft, fort save, unconscious at -7
Both the druids surrender to their invaders, "Thank you for saving us from that tyrant! He was making us fight you!"
They both cease casting their spells, drop their equipment, and dispel their magical effects.

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Oh, dear. I'm sorry for hurting you, then.
Navi says after hearing that the druids were forced to fight for Grasping Storm.
She flutters down to introduce herself.
You're more than welcome to travel with us back to Golarion. If you're looking for work, the Pathfinder Society could use skilled people such as yourselves. You get to visit strange new places and destroy evil. It's very exciting and the pay is really good!
Let's gather up this treasure and blow outta here like the wind!

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Urzaia made the fort save in his last post
stabilize: 1d20 + 1 ⇒ (15) + 1 = 16

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Faerin stands proud as her hammer deals the finishing blow.
For one ground based, bringing down something related to air was worthy of praise but there was something else that needed to be done..
Flying to Urzaia, Faerin uses her ability on him..
Lay on hands. 3d6 ⇒ (5, 4, 3) = 12
Thought I posted my attacks, turned out the post didn't go through.

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Dana breathes heavily and looks at the druids.
"Let us all clean this place out! And then get going!"

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Urzaia heaves himself back to vertical.
Should have done this before he had the chance.
sacrifice Prayer
Cure Serious Wounds, Fey Foundling: 3d8 + 8 + 6 ⇒ (4, 1, 1) + 8 + 6 = 20
He rolls his shoulders and pops his neck.
That ought to keep me up if we run into any more trouble

GM NovelEnigma |

@Father Urzaia; I just forgot to take the fort save out of the tracker.
In addition to the previously listed loot you gain an eversmoking bottle and a glass tube with three pinches of dust of dryness.
Convincing the sylphs to change their faith requires a PC to propose an alternative deity and succeed at a Knowledge (planes) check or Knowledge (religion) check or a harder Diplomacy check
The slyphs consider Navi's words and seem to be struggling to decide what to do, "What of our faith and our domain of air? I'm not sure if there is much else we can do."

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Dana smiles and raises an eyebrow.
"Haven't you heard?!? Ranginori is coming back! You should all start to follow the better elemental path that is not based on slavery!!!"
Knowledge: Planes +17 (Rank 7, Class +3, Int +7): 1d20 + 17 ⇒ (10) + 17 = 27

GM NovelEnigma |

That does give a +4 bonus to those skill checks.
The druids looked shocked, "Ranginori!? I could definitely consider serving them."

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Thanks GM, had rolled when you posted. So +4 to my roll above makes it 31.

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The slyphs consider Navi's words and seem to be struggling to decide what to do, "What of our faith and our domain of air? I'm not sure if there is much else we can do."
Navi puts her hands on her hips as she proselytizes the beliefs of Gozreh and Ranginori to the druids.
I'm a sylph, too! Gozreh and Ranginori accepts any being that respects the forces of nature and the elemental planes.Nature is Navi's religion. ¯\_(ツ)_/¯
Know: Nature: 1d20 + 9 ⇒ (20) + 9 = 29

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Knowledge (Religion) 1d20 + 9 ⇒ (16) + 9 = 25
"My friends have put forth reasonable alternatives though uncommon, Torag should have no objections to those like yourselves."

GM NovelEnigma |

You easily convince the sylphs to come aid the Pathfinder Society, "Yeah, sure! We can work towards correcting the harm done by Grasping Storm and Hshurha."
With Grasping Storm defeated, you can return to Port Eclipse. Captain Beysal offers to return you to Port Eclipse. She takes you on board and eagerly asks you to share tales of your adventures. She has a few additional stops on her route to complete before returning to Port Eclipse, but is happy to have you along for the ride.
When the you arrive, Norden Balentiir and Ashasar meet up with you. Grasping Storm’s downfall pleases them both; while the belker lord’s defeat doesn’t end Hshurha’s menace, it does channel and limit the path of her retaliation, and sends a strong message to any other of her lieutenants planning strikes on her behalf.
The End