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Now that the black hound is dead, Roumatha has a clean shot to the red one and he unloads his magically charged bow into it.
Shot 1, IC, Magic, Gravity: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 for: 2d6 + 2 + 1 + 2 ⇒ (5, 5) + 2 + 1 + 2 = 15 piercing
Shot 2, IC, Magic: 1d20 + 8 + 1 - 5 ⇒ (7) + 8 + 1 - 5 = 11 for: 2d6 + 2 + 1 ⇒ (3, 6) + 2 + 1 = 12 piercing
Shot 3, IC, Magic: 1d20 + 8 + 1 - 10 ⇒ (8) + 8 + 1 - 10 = 7 for: 2d6 + 2 + 1 ⇒ (6, 5) + 2 + 1 = 14 piercing
I will use the rune ability to reroll the first attack:
Shot 1 reroll: 1d29 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Now THAT is a nice shot!
Deadly damage: 1d10 ⇒ 2 for a total of 32 on the crit

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With his Inspire Courage lingering, Manny retreats back to the Fire rune, right behind Lashweather and returns the thumbs up.
He casts Spiritual Weapon and a magical whip appears to harass the enemy.
Black dog, Red dog or the Air hawk- the first enemy who is still alive when Manny's turn comes up. I added an icon next to the black dog.
Spiritual Weapon is a weapon for the purposes of resistances and triggers, so I assume Inspire Courage counts. Using my spell bonus to attack. Do I get the Fire rune damage bonus?
Whip it good, Inspire Courage: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Force Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Fire Rune bonus, maybe?: 1d6 ⇒ 3

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The hawk is flying within reach?
Bear-Khunbish roars in frustration that a puny canine could bring him to the ground. Growling at Irves to press on the attack, he gets up and rears up on his hindlegs, and lunges at the hound.
vs red (flat-footed), IC:
bear jaws: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 piercing damage: 2d8 + 5 + 1 ⇒ (7, 6) + 5 + 1 = 19
bear claws, agile: 1d20 + 14 - 4 + 1 ⇒ (8) + 14 - 4 + 1 = 19 slashing damage: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Command, Stand, Strike, Strike

Irves |

With its target right in front of it, Irves doesn't think twice as it tears into the hound.
vs red (flat-footed), IC:
jaws: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15 piercing damage: 2d6 + 3 + 1d4 + 1 ⇒ (3, 5) + 3 + (3) + 1 = 15
claws: 1d20 + 11 - 4 + 1 ⇒ (19) + 11 - 4 + 1 = 27 slashing damage: 2d4 + 3 + 1d4 + 1 ⇒ (4, 2) + 3 + (3) + 1 = 13

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Raznik focuses on the new elemental firing a volley of arrows, he hits both times severely wounding the bird.
Bitey flaps up to engage in some aerial combat, unfortunately, the Hawk is able to evade the Owl’s beak attack.
Roumatha unloads his bow at the red Hound. It looks like his first, second, and third shot are going wide, but then the first one bounces off the floor and critically hits the red hound! The hound is severely wounded but still up.
Manny retreats back to the fire rune and uses his magic to create a spiritual weapon that strikes the black hound with sufficient force and fire to put it down! The hound collapses and begins to fade from sight. (Yes fire rune works on spiritual weapon)
(Air hawk is flying within reach of anyone on the ground for now)
Bear-Khunbish roars as he stands back up biting and clawing the red hound, both attacks hit killing the hound. It starts to fade from existence. (Note Chulyin cast Hast on Khunbish)
With the hound dead, Irves moves and leaps at the Air Hawk but fails to strike it.
(init): Hero (hero Points): -Status: Combat Mode <round 2> (+1 Inspire Courage Lingering 3-1=2r)
30: Romatha: (1) - Gravity Weapon, Magic weapon
30: Khunbish: (1) - 13 dam ( Quicken 1)
__Couger Irves:
28: Emmanuel: (1) -
25: Raznik: (3) -
__Owl Bitey:
21: Sod Hounds Red: 8+32+19+8 = 67 dam (*dead*)
21; Sod Hounds Blue: 68 dam (*dead*)
21: Sod Hounds Black: 43+13 = 56 dam (*dead*)
18: Sir Reinhart: (2) - 16 dam (Enlarge, Quicken1, Clumsy 1)
16: Chulyin: (1) -
__Jaguar
10: Zephyr Hawk: +20+15 = 35 dam
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.
2nd Block of Initiative: Reinhart, Chulyin can act

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Sir Reinhart stides over to the Kartek and Sharbosh runes.
flat 11: 1d20 ⇒ 1
Flat Footed
Sir Reinhart then scowls at the hawk.
demoralize, no language vs will DC: 1d20 + 13 ⇒ (19) + 13 = 32
Sir Reinhart then follow up with a pair of slashes.
slice: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
slashing: 2d8 + 4 + 1 ⇒ (5, 3) + 4 + 1 = 13
dice: 1d20 + 12 + 1 - 5 ⇒ (9) + 12 + 1 - 5 = 17
slashing: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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Chulyin draws a wand and points it at Reinhart. He speaks a word of power and golden energy spirals down the length of the wand in unison with a similar display around the giant warpriest, sealing his wounds.
Interact (draw wand), Cast via Wand (2): heal
Healing @ Sir Reinhart: 1d8 + 8 ⇒ (8) + 8 = 16

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Reinhart moves to the runes of trickery and gives the hawk a scowl that critically frightens it. Slashing at the shaking air bird, he hits with the first slashing attack killing the Zephyr Hawk before it had a chance to act. It falls to the ground and starts to fade away.
Chulyin draws a wand and uses its magic on Reinhart to heal his wounds.
Lashweather changes his attunement actions causing the magical hum to grow in intensity raising making the room feel warmer.
Two shimmering appear around the fire rune and with a snap-pop, a pair of elemental fire rats appear ready to attack anything.
The rats emit a cloud of Fetid Fumes (aura, fire) for 5 feet around them. Any creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura, including the cinder rat, is concealed by smoke.
(Concealed- DC5 flat-check when trying to target the rat with spells, strikes, ...)
Wheel of Elementals: 1d2 ⇒ 2
init: 1d20 + 9 ⇒ (5) + 9 = 14
(init): Hero (hero Points): -Status: Combat Mode <round 3> (+1 Inspire Courage Lingering 2-1=1r)
30: Romatha: (1) - Gravity Weapon, Magic weapon
30: Khunbish: (1) - 13 dam ( Quicken 1)
__Couger Irves:
28: Emmanuel: (1) -
25: Raznik: (3) -
__Owl Bitey:
18: Sir Reinhart: (2) - 16-16 = 0 dam (Enlarge, Quicken1, Clumsy 1)
16: Chulyin: (1) -
__Jaguar
14: Cinder Rat Red: (Concealed)
14: Cinder Rat purple: (Concealed)
10: Zephyr Hawk: 35+13 = 48 dam (frightened 2, * Dead *)
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.
1st Block of Initiative: Romatha, Khunbish, Emmanuel, Raznik, Reinhart, Chulyin can act the rats are slow to react to the new surroundings.
.
also, Emmanuel, Chulyin, Reinhart, and Jaguar need to roll a DC22 Fortitude save or be sickened 1. As does anyone who moves into the auras. (Note. Double smoke aura still only counts one aura)

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Fort Save: 1d20 + 7 ⇒ (6) + 7 = 13 At least I didn't turn to stone.
Emmanuel chokes on the smoke. "Something tells me fire won't do much against 'em... Time to call upon my Mystic Whip!" Manny lets his Inspire Courage linger on for just a bit longer as he Sustains his Spiritual Weapon to strike the purpleish rat to his right.
Whip it good, Inspire Courage, Sickened: 1d20 + 10 + 1 - 1 ⇒ (3) + 10 + 1 - 1 = 13
Force Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Fire Rune bonus: 1d6 ⇒ 2
Manny drops his Shortbow and draws his Whip, hoping to hit the rat and slow it down. But the smoke is much too thick for him to handle.
Whip Attack: 1d20 + 9 - 5 - 1 + 1 ⇒ (4) + 9 - 5 - 1 + 1 = 8 Welp, back to bad rolls.
Free Action: Inspire Courage
1 Action: Sustain Spell
Free Action: Drop Weapon
1 Action: Interact to Draw Weapon
1 Action: Strike

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Fort DC22: 1d20 + 12 ⇒ (9) + 12 = 21
The hastened Bear-Khunbish dives into the cloud, going after the one dangerously close to their ward, growling at Irves to go after the other. Unfortunately, he took in too deep a breath and starts feeling nauseous. He doesn't let that stop him though as he presses in on the attack.
vs purple (flat-footed), IC, sickened:
1st attack, flat check: 1d20 ⇒ 12
bear jaws: 1d20 + 14 + 1 - 1 ⇒ (12) + 14 + 1 - 1 = 26 piercing damage: 2d8 + 5 + 1 ⇒ (3, 3) + 5 + 1 = 12
2nd attack, flat check: 1d20 ⇒ 13
bear claws, agile: 1d20 + 14 - 4 + 1 - 1 ⇒ (9) + 14 - 4 + 1 - 1 = 19 slashing damage: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Command, Stride, Strike, Strike

Irves |

Fort DC22: 1d20 + 11 ⇒ (11) + 11 = 22
Irves, however, warned by its master takes a deep breath before plunging in and fares better. It leaps in and lunges at the other rat, flanking with the other cat.
vs red (flat-footed), IC:
flat check, DC5: 1d20 ⇒ 16
jaws: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 piercing damage: 2d6 + 3 + 1d4 + 1 ⇒ (5, 6) + 3 + (2) + 1 = 17

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fort: 1d20 + 12 ⇒ (16) + 12 = 28
Sir Reinhart back off from the smoke as he growls at the red rat.
flat: 1d20 ⇒ 16
demoralize vs red will dc: 1d20 + 12 ⇒ (2) + 12 = 14
Then he raises his blade to the sky, calling on the power of Iomedae before brining it down on the red rate.
inspired true strike vs red FF: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
true strike: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
slashing damage: 2d8 + 4 + 2 + 1 ⇒ (4, 2) + 4 + 2 + 1 = 13

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Raznik grunts as he sees the rats appear on the far side of the room. He stays where he is though, and when Reinhart moves, he has a clear line of fire on the red rat. He quickly fires two shots. The rune continues to power his arrows with the force of water.
Concealment flat check (DC5): 1d20 ⇒ 16
Hunted Shot (IC): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Damage (IC, rune): 2d6 + 1 + 1d6 ⇒ (5, 1) + 1 + (1) = 8
Hunted Shot (IC): 1d20 + 14 + 1 - 5 ⇒ (11) + 14 + 1 - 5 = 21
Damage (IC, rune): 2d6 + 1 + 1d6 ⇒ (1, 4) + 1 + (5) = 11
Hunter's Edge Damage: 1d8 ⇒ 2
Actions:
1. Hunt Prey on Red
2. Hunted Shot on Red
3. Command Animal (Stride, Strike)

Bitey - Animal Companion |

At a simple motion from Raznik, Bitey swoops down on the cinder rat, trying to snap up the rodent.
Fort Save: 1d20 + 8 ⇒ (10) + 8 = 18
Concealment: 1d20 ⇒ 12
Bite vs red (IC, sickened): 1d20 + 10 + 1 - 1 ⇒ (20) + 10 + 1 - 1 = 30
Damage (IC): 1d6 + 2 ⇒ (2) + 2 = 4
Hunter's Edge Damage: 1d8 ⇒ 2

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Fortitude: 1d20 + 11 ⇒ (15) + 11 = 26
Chulyin puts away his wand and then invokes the primal energies, "Their mi sìos an dealanaich!" He makes a sign with his free hand and squints through the smoke.
Interact (stow wand), Cast (V/S): electric arc
Electric (Basic Reflex vs. DC 21): 3d4 + 4 ⇒ (4, 2, 3) + 4 = 13
Flat DC 5 vs. Purple: 1d20 ⇒ 9
Flat DC 5 vs. Red: 1d20 ⇒ 16

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Fortitude: 1d20 + 11 ⇒ (12) + 11 = 23
The jaguar sneezes several times in the smoke and then tries to bite at the cinder rat caught between himself and the cougar.
Mature Companion Auto-Action: Strike
Flat DC 5: 1d20 ⇒ 9
Bite: 1d20 + 11 ⇒ (20) + 11 = 31 vs. flanked foe
P, Special: 2d6 + 2 + 1d4 ⇒ (1, 2) + 2 + (2) = 7

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Roumatha turns on his heels in the direction of the new elemental spirits and keeps shooting as the Pathfinders gang up on them.
Red is the first target, then Pink(?) if it's dead by the time I act
Shot 1, IC, Magic, Gravity: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 for: 2d6 + 2 + 1 + 2 ⇒ (4, 1) + 2 + 1 + 2 = 10 piercing
Shot 2, IC, Magic: 1d20 + 8 + 1 - 5 ⇒ (7) + 8 + 1 - 5 = 11 for: 2d6 + 2 + 1 ⇒ (6, 1) + 2 + 1 = 10 piercing
Shot 3, IC, Magic: 1d20 + 8 + 1 - 10 ⇒ (12) + 8 + 1 - 10 = 11 for: 2d6 + 2 + 1 ⇒ (2, 1) + 2 + 1 = 6 piercing
will again use the rune ability to reroll the first attack
Shot 1 reroll: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
haha well that made a lot of difference

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Manny chokes on the smoke as he drops the short bow and gets his whip out. The spiritual weapon misses the first rat as does his whip attack.
Bear-Khunbish dives into the cloud going after a rat, He is effected by the smoke as he succefully bites and claws the purple rat. The wounded rat snarls at the bear.
Irves manages to avoid breathing in the smoke as he jumps into the brawl and critically bites the red cender rat. The injured rat hisses at the cat.
Reinhart holds his breath as he fails to demoralize the red rat, bringing his sword down on the burning rat hitting solidly killing the creature witht he blow! The air around the rat starts to clear as it begins to fade away.
Raznik grunts as the fires a volly of arrows at the remining rat hitting it both times. The severely wounded rat squeals in pain but is still active.
Bitey swoops down snapping at the rodent even as it is skended by the smoke, it lands a critical wound on the rat. The mortal wound kills the rat. The smoke disperses and the rat starts to fade away.
Chulyin stows his wand and looks around for a rat to electricute, but they are both dead.
The jaguar sneezes as he looks at the dead rats.
Roumath like wise is without a target for his arrows.
Lashweather continues his attunement actions as the smoke clears the magically charged air returns to an airy electric feel. Two Zephr hawks wink into existence 5 feet over the air rune.
2nd Concealment flat check for Raznik: 1d20 ⇒ 13
init: 1d20 + 7 ⇒ (8) + 7 = 15
(init): Hero (hero Points): -Status: Combat Mode <round 4> (+1 Inspire Courage expires on Emmanuel post.)
30: Romatha: (1) - Gravity Weapon, Magic weapon
30: Khunbish: (1) - 13 dam ( Quicken 1)
__Couger Irves:
28: Emmanuel: (1) - (Sickened 1)
25: Raznik: (3) -
__Owl Bitey: (Sickened 1)
18: Sir Reinhart: (2) - (Enlarge, Quicken1, Clumsy 1)
16: Chulyin: (1) -
__Jaguar
15: Zephyr Hawk Blue:
15: Zephyr Hawk Yellow:
14: Cinder Rat Red: +34+13 = 47 dam (Concealed, *Dead*)
14: Cinder Rat purple: +12+10+10+11+12 = 55 dam (Concealed, *Dead*)
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.
1st Block of Initiative: Romatha, Khunbish, Emmanuel, Raznik, Reinhart, Chulyin can act the birds are slow to react to the new surroundings.
You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC 22 of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

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Will delay until after Emmanuel, assuming he would Inspire Courage.
Fort DC22: 1d20 + 12 ⇒ (8) + 12 = 20
Bear-Khunbish pauses briefly, trying to retch but fails to rid of the nausea.
Putting that aside for now, he commands Irves to help Reinhart with one of the hawk while he lumbers up to attack the other one.
vs blue, IC, sickened:
bear jaws: 1d20 + 14 + 1 - 1 ⇒ (8) + 14 + 1 - 1 = 22 piercing damage: 2d8 + 5 + 1 ⇒ (4, 7) + 5 + 1 = 17
Attempt to remove sickened, Command, Stride, Strike
Standing on Life rune.

Irves |

The cougar obediently races past the knight, flanking one of the hawks with Sir Reinhart. When in place, Irves leaps up and chomps down on the flying bird-like being.
vs yellow (flat-footed), inspire courage:
Bite: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 piercing damage: 2d6 + 3 + 1d4 + 1 ⇒ (3, 5) + 3 + (4) + 1 = 16

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Manny takes a deep breath...
Retch to force another Fort Save against Sickened: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
And keeps coughing. So fine, he points again. "Alright, Lashweather needs his research done, so let's help him out!"
Manny continues to Inspire Courage.
He then sustains his focus long enough to redirect his Spiritual Weapon to attack the hawk. Aim at Yellow, unless it's dead. Then he'll go for blue.
Spiritual Weapon: 1d20 + 10 + 1 - 1 ⇒ (15) + 10 + 1 - 1 = 25
Force Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Fire Rune bonus, maybe: 1d6 ⇒ 1
Action 1: Retch to force another Sickened Fort Save.
Action 2: Inspire Courage
Action 3: Sustain Spiritual Weapon to attack the hawk.

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"Yay! Birdies again!" Raznik exclaims. It seems the little goblin is enjoying this game. He focuses on the blue zephyr and fires at it.
Hunted Shot (IC): 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage (IC, rune): 2d6 + 1 + 1 + 1d6 ⇒ (2, 2) + 1 + 1 + (3) = 9
Hunted Shot (IC): 1d20 + 14 + 1 - 5 ⇒ (20) + 14 + 1 - 5 = 30
Damage (IC, rune): 2d6 + 1 + 1 + 1d6 ⇒ (5, 5) + 1 + 1 + (5) = 17
Deadly: 1d10 ⇒ 6
Blue Zephyr is also immobilized unless it makes a DC 10 athletics check! (though, I could see an air elemental not being subject to this)
Hunter's Edge Damage: 1d8 ⇒ 4
Actions:
1. Hunt Prey on Blue
2. Hunted Shot on Blue
3. Command Animal (Stride, Strike)

Bitey - Animal Companion |

Bitey flies over to engage in aerial combat again.
Bite vs Blue (IC, sickened): 1d20 + 10 + 1 - 1 ⇒ (11) + 10 + 1 - 1 = 21
Damage (IC): 1d6 + 2 ⇒ (1) + 2 = 3
Hunter's edge Damage: 1d8 ⇒ 3
If blue is dead, Bitey will attack yellow, but then it doesn't get the Hunter's Edge damage

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Chulyin strides onto the Sharbosh constellation and declares, "Their mi sìos an dealanaich!" He directs the lightning to (any surviving) the zephyr hawks.
Stride, Cast (V/S): electric arc
Electric (Basic Reflex vs. DC 21): 3d4 + 4 + 1 ⇒ (2, 3, 2) + 4 + 1 = 12

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Sir Reinhart growls at the yellow and blue birdies.
demoralize, non verbal yellow will DC: 1d20 + 12 ⇒ (9) + 12 = 21
demoralize, non verbal blue will DC: 1d20 + 12 ⇒ (17) + 12 = 29
Before hacking and slashing at them.
Attacking yellow preferably (flatfooted), or if its down blue.
inspired hack: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
slashing damage: 2d8 + 4 + 2 + 1 ⇒ (2, 4) + 4 + 2 + 1 = 13
inspired slash: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
slashing damage: 2d8 + 4 + 2 + 1 ⇒ (2, 6) + 4 + 2 + 1 = 15

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Seeing as the birds became recurring villains, Roumatha tries to assess if he knows anything about their abilities.
Hunt Prey for a +1 AC and a free Recall Knowledge check (Arcana +8, Nature +7). On a crit success everyone gets a +1 circumstance to their next attack
He then shoots the birds twice.
Shortbow 1, IC, Magic, Gravity: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 for: 2d6 + 2 + 1 + 2 ⇒ (5, 2) + 2 + 1 + 2 = 12 piercing
Shortbow 2, IC, Magic: 1d20 + 8 + 1 - 5 ⇒ (11) + 8 + 1 - 5 = 15 for: 2d6 + 2 + 1 ⇒ (2, 6) + 2 + 1 = 11 piercing
I will spend the rune bonus to reroll the secret Knowledge check

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Bear-Khunbish retchs before slumbering up to attack the blue air bird biting it hard. The bird squawks at the wound.
Irves moves into flank around the hawk and chomps down hard critically wounding the yellow bird.
Manny tries to clear the sickness but fails. He continues to inspire courage as he sends the spiritual weapon to attack the blue hawk hitting it with fiery force.
Raznik cheers at birds again as he fires a volley at the hawk hitting with the first then critically hits with the second arrow.
Bitey flies over attacking the yellow hawk hitting it with his beak and killing the elemental.
Chulyin starts to cast an electric arc but sees both hawks are dead.
The jaguar moves to a new position.
Reinhard glares at the dead hawks
Roumatha knows that Zephyr Hawks can make a Circling attack where it flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location without letting down its guard.
The Zephyr hawks begin to fade away.
Lashweather continues to tune his apparatus this time the magic hum causes a blue hue in the room and the sound of water. With a flash and a splash, a shark appears next to the water rune and Raznik.
Roumatha Recall: 1d20 + 8 ⇒ (14) + 8 = 22
init Brine Shark: 1d20 + 8 ⇒ (19) + 8 = 27
(init): Hero (hero Points): -Status: Combat Mode <round 5> (+1 Inspire Courage)
30: Romatha: (1) - Gravity Weapon, Magic weapon
30: Khunbish: (1) - 13 = 15 dam ( Quicken 1)
__Couger Irves:
28: Emmanuel: (1) - (Sickened 1)
27: Brine Shark:
25: Raznik: (3) -
__Owl Bitey: (Sickened 1)
18: Sir Reinhart: (2) - (Enlarge, Quicken1, Clumsy 1)
16: Chulyin: (1) -
__Jaguar
15: Zephyr Hawk Blue: +17+7+13+37 = 74 dam (* dead *)
15: Zephyr Hawk Yellow: +32+6 = 38 dam (* dead *)
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.
1st Block of Initiative: Romatha, Khunbish, Emmanuel only can act before the quick shark.
You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

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Can Khunbish then delay until after the next elemental, i.e. the shark, appears? Also, I think he failed the check to clear the sickened condition. He rolled 20, and I thought the DC was 22?

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I think we're playing as though the shark has already appeared but takes a moment before acting?
Roumatha makes another sharp heel-turn and aims at the shark. He feels unsafe so close to it but wonders how this creature will survive without water around.
Hunt Prey for a +1 AC and a free Recall Knowledge check (Arcana +8, Nature +7). On a crit success everyone gets a +1 circumstance to their next attack
Nevertheless there is little time to lose so the half-elf keeps shooting.
Shot 1, IC, Magic, Gravity: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 for: 2d6 + 2 + 1 + 2 ⇒ (3, 6) + 2 + 1 + 2 = 14 piercing
Shot 2, IC, Magic: 1d20 + 8 + 1 - 5 ⇒ (10) + 8 + 1 - 5 = 14 for: 2d6 + 2 + 1 ⇒ (4, 3) + 2 + 1 = 10 piercing
Roumatha will spend the rune ability to reroll the secret knowledge check

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Doh! That's for not reading carefully...
Going to assume that Khunbish is still sickened 1.
Separately, Khunbish was standing on the Life rune last round so his damage should have gone from 13 to 11?
Bear-Khunbish briefly stares perplexed at the shark that seems to be swimming in the air. He forces down the nausea, growls at Irves to attack the new target, and strides to come around the opposite side of the shark. His jaws and claws then go to work.
vs blue, sickened:
bear jaws: 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20 piercing damage: 2d8 + 5 ⇒ (5, 4) + 5 = 14
bear claws, agile: 1d20 + 14 - 4 - 1 ⇒ (20) + 14 - 4 - 1 = 29 slashing damage: 1d8 + 5 ⇒ (3) + 5 = 8
Command, Stride, Strike, Strike

Irves |

Irves dutifully races in and chomps down on the flying fish.
vs blue (flat-footed):
Bite: 1d20 + 11 ⇒ (10) + 11 = 21 piercing damage: 2d6 + 3 + 1d4 ⇒ (4, 2) + 3 + (2) = 11

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Manny pauses mid speech and takes another breath...
Retch to force another Fort Save against Sickened: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11
He'd kill for a tall glass of water right about now. "It's a shark! But it's not in water so uh... It doesn't stand a chance! Keep it up!"
Manny continues to Inspire Courage.
He redirects his Spiritual Weapon to whip at the shark. If the Shark is dead Manny will try to retch again to end the sickness.
Spiritual Weapon: 1d20 + 10 + 1 - 1 ⇒ (9) + 10 + 1 - 1 = 19
Force Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Fire Rune bonus, maybe: 1d6 ⇒ 3
Action 1: Retch to force another Sickened Fort Save.
Action 2: Inspire Courage
Action 3: Sustain Spiritual Weapon to attack the shark.

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Yes, sicken clear check is a Fort vs DC22. Elementals appear at the top of the round, but don’t act until their initiative. Fair game to be attacked.
Roumatha turns looking at the fish out of the water, he knows it is a Brine Shark that is an aquatic water elemental creature and that it can’t breathe air so would probably die after a minute or two. The Half-Elf ranger shoots the elemental shark hitting with his first arrow wounding it.
Bear-Khunbish stares at the shark then stride up to it and giving it a big bite then critically slash it with his claws. The fish is severely wounded but still fighting.
Irven races in and chomps down on the elemental fish and landing the killing blow!
*** Combat Over ***
Manny takes another breath trying to cure his sickened condition.
As the Brine Shark fades away. Lashweather looks elated, ” Yes, I knew you could keep the pesky elemental from interrupting my work! With the attunement being a success I should have no trouble completing the rest of the ritual over the coming hours, and I will attend the council meeting to speak on the Pathfinders’ behalf.”
Lashweather gets right to work, calling Lumki to see to your group. Lumki is happy your group was successful and looks concerned about Khunbish wounds. She will chat in Mwang with your group excited to hear about the elemental creatures summoned and defeated.
After you have had a chance to treat your wounds, she will send you on your way knowing that tomorrow is a big day. (I assume everyone will be healed and sickness passes after a minute.)
Making it safely back to the embassy and telling Calisro and Eras about your success you get to rest before the trade discussion.
************ The Next day **********
The next morning, Calisro and Eras, along with the rest of the Vidrian delegation, leads your group to the Chamber of Stars, the meeting space of Ekkeshikaar’s ruling council, where the possibility of a trade agreement will be discussed.
The heart of a sprawling and partially-submerged government building made of glass and stone, this large circular chamber is one of the few parts of the building that extends up above the waterline, giving an only slightly-obscured view of the sky above through the midnight-blue-tinted glass dome that covers the room’s ceiling.
A group of seven iruxi dressed in long blue-black robes trimmed with gold sit at raised pulpits along one side of the room. A long table has been set aside for a handful of representatives from the Vidrian delegation, and additional seating holds crowds of native iruxi, some eager to see the trade deal pass, others to see it halted, and the rest simply excited to watch events unfold. Already, a queue of Ekkeshikaar’s citizens is forming behind a stone lectern set aside for citizens to speak their minds and ask questions on the proceedings.
Your group is led up to the table, seated alongside Calisro, Eras, Mirian Raas, and Jekka. Mirian explains ” You’ll be among the delegation members answering questions and arguing our case before the council and the people of Ekkeshikaar.”
Before the negotiations begin, Calisro hands the PCs four vials, containing a total of two doses of moderate cognitive mutagen and two doses of moderate silvertongue mutagen, explaining ” They may come in handy, and that you should use them amongst themselves as you see fit”
(You can wait until hearing a challenge, then decide to drink a mutagen before answering and apply it to your check for that challenge. The mutagens last for 10 minutes each, and because the challenges are scattered throughout the day, this means that whenever a mutagen is consumed, it applies to 1 challenge.)
• Characters with the Ally of the Iruxi boon gain a +2 circumstance bonus on all checks made as part of a negotiation challenge.
• Characters with the Iruxi Bane boon gain a +2 circumstance bonus on Intimidation checks made as part of a negotiation challenge but take a –2 circumstance penalty on all other checks made as part of a negotiation challenge.
• When a PC attempts the same type of skill check that they have already attempted on a previous challenge, increase the check’s DC by 1 for each prior use. For example, if a PC decides to attempt Deception checks for every challenge, the DC is 20 for Breach of Contract, 21 for Colonial History, 22 for Ill Omens, and so forth.
The Council of Stars, as well as those in opposition to the proposed trade deal, raise several challenges to the deal over the course of the negotiations, which must be answered or addressed.
The first issue to be raised as a challenge is ill omens. The Iruxi argue that they have performed auguries and omens and that now is not an auspicious time for Ekkeshikaar to begin making new trade deals. The Iruxi take these omens very seriously, but perhaps you can offer an alternate interpretation?
Lashweather stands up and disagrees with the other Iruxi explaining that his ritual shows that the Omens are actually favorable at this time. Counts as 1 additional Influence point
Roumath free recall Knowledge check: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC 18 success
chalanges: 1d7 ⇒ 3
chalanges: 1d6 ⇒ 3
(init): Hero (hero Points): -Status: Exploration mode
Romatha: (1) -
Khunbish: (1) -
__Couger Irves:
Emmanuel: (1) -
Raznik: (3) -
__Owl Bitey:
Sir Reinhart: (2) -
Chulyin: (1) -
__Jaguar
Usable Skills: Fortune-Telling Lore, Deception, Nature, or Occultism. Other creative skill use will be considered.
Not everyone has to make the check, but the group needs 2 successes DC22 before a critical failure. Critical success counts as 2

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Raznik frowns when he hears about the poor omens. But he brightens up with Lashweather explains about his ritual. "Yes, yes! Pirate iruxi right. Goblin omens say good time to meet new friends and hug and find fun things to do! See..."
He holds out his hand and Bitey barfs up an owl pellet into it. The goblin begins to pick it apart and holds up random pieces of bone and fur. He nods, and sniffs a couple of pieces, then makes some interesting noises like he's considering each piece. "Yes, yes! Good time for new friends!"
Deception (Ally boon): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

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Manny finishes coughing up and clears his voice. "Like we said Lashweather. We got your back!"
Manny learns a lot about Iruxi music, and learns about Lumki's life after he secured the observatory. Manny sleeps well for the rest of the day.
Manny watches around the room, listening to the arguments and objections.
"You heard the goblin. These omens are saying something very important: this deal will bring great prosperity. Neglecting it would cause doom to us all. How can we truly cooperate if-"
Deception: 1d20 + 10 ⇒ (6) + 10 = 16
is anyone listening to him? Hmm.

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Chulyin tries to explain how the changes to the weather and the sea actually demonstrate a favorable setting for opening the island to trade.
Nature (E), Ally: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

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The goblin Raznik frowns about talk of bad omens and speaks up to reinforcing Lashweather and making good points about meeting new friends and finding fun things to do.
(Roumatha, Yes you can attempt to aid another DC20, for a +2 circumstance )
Manny also steps up trying to explain that neglecting the trade deal would cause doom. He didn’t seem to sway anyone.
Chulyin adds his voice to the discussion explaining how the signs in nature demonstrate a favorable setting for opening trade. He druid convinces enough to settle the point in your group’s favor.
The talks continue and the next issue that is raised is Breach of Contract! The opposing Iruxi make the argument ” That because the original contract with the people of Vidrian (formerly Sargava) was broken, that Ekkeshikaar would be foolish to open into another agreement, or at the very least, should not do so until appropriate fees have been paid for the time during which they were in breach of contract—well over a thousand years’ worth!”
Eras stand forth with the documents your recovered yesterday pointing out key facts in the contract that makes it unclear if that it is enforceable due to acts of gods.
That gives your side 1 influence point. You’ll need 2 more.
Calisro motions for your group to weigh in on the issue.
Before the negotiations begin, Calisro hands the PCs four vials, containing a total of two doses of moderate cognitive mutagen and two doses of moderate silvertongue mutagen, explaining ” They may come in handy, and that you should use them amongst themselves as you see fit”
(You can wait until hearing a challenge, then decide to drink a mutagen before answering and apply it to your check for that challenge. The mutagens last for 10 minutes each, and because the challenges are scattered throughout the day, this means that whenever a mutagen is consumed, it applies to 1 challenge.)
• Characters with the Ally of the Iruxi boon gain a +2 circumstance bonus on all checks made as part of a negotiation challenge.
• Characters with the Iruxi Bane boon gain a +2 circumstance bonus on Intimidation checks made as part of a negotiation challenge but take a –2 circumstance penalty on all other checks made as part of a negotiation challenge.
• When a PC attempts the same type of skill check that they have already attempted on a previous challenge, increase the check’s DC by 1 for each prior use. For example, if a PC decides to attempt Deception checks for every challenge, the DC is 20 for Breach of Contract, 21 for Colonial History, 22 for Ill Omens, and so forth.
The Council of Stars, as well as those in opposition to the proposed trade deal, raise several challenges to the deal over the course of the negotiations, which must be answered or addressed.
issue: 1d6 ⇒ 1
(init): Hero (hero Points): -Status: Exploration mode
1st Issue: Ill Omens (3 influence points) success!
2nd Issue: Brech of Contract (1 influence) ???
Romatha: (1) -
Khunbish: (1) -
__Couger Irves:
Emmanuel: (1) - (deception +1 DC)
Raznik: (3) - (deception +1 DC)
__Owl Bitey:
Sir Reinhart: (2) -
Chulyin: (1) - (Nature +1 DC)
__Jaguar
Usable Skills: Deception, Legal Lore, Mercantile Lore, or Society. Other creative skill use will be considered. (remember if you reuse the same skill it’s at a higher DC.)
Not everyone has to make the check, but the group needs 2 successes DC22 before a critical failure. Critical success counts as 2

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Sir Reinhart takes a minute to mentally brunch up on his legal training before drinking a cognitive mutagen and speaking.
"What about the force majeure stipulation. Surely the changes that voided the contract in question would be covered by such a clause."
legal lore: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

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Darn, didn't manage to catch the earlier post in time to use Khunbish's expert Nature. Oh well.
Khunbish sits quietly observing the proceedings, knowing he is not the best person to speak on such occasions. However, he notices his young page becoming restless and so gestures for him to speak.
"And now, even if that should be the case, a good trader knows that what is important is the future, not get hung up over the past. I mean, sunken cost is sunken cost, right? If the potential for profit with this new agreement going forward benefits you and your future generation, let's not let the ghost of the past hold us back."
mercantile lore, professional hireling: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

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Manny is about to talk about how most societies would consider a thousand year old contract foolish to enforce, but it looks like Sir Reinhart and Khunbish's page have it taken care of.

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Reinhart knocks back a mutagen before speaking about contract law and force Majeure stipulation in contracts. The eyes of more than one Iruxi glazes over as they nod in agreement. (+1 influence )
Sitting quietly Khunbish waits his turn, standing up the elf talks about sunken cost and potential benefits from letting go of the past. This is successfully convinced the remaining holdouts swinging the majority to support your side.
Manny adds his voice to the discussion, but it is already decided in his favor.
The discussions take a break for refreshments and other necessities before resuming an hour later. One Iruxi stands up asking ” What about Tariffs and Taxes?” he points out ” Should trade be resumed, there would be certain tariffs and taxes they would need to put in place, which have arisen since the days of the prior agreement. These fees are steep, and they would certainly reduce the profitability of trade to both sides unless you can’t find a way around them.”
Having the documents that your group successfully recovered, gives you a starting point.
one additional Influence. Need 3 more
Before the negotiations begin, Calisro hands the PCs four vials, containing a total of
(You can wait until hearing a challenge, then decide to drink a mutagen before answering and apply it to your check for that challenge. The mutagens last for 10 minutes each, and because the challenges are scattered throughout the day, this means that whenever a mutagen is consumed, it applies to 1 challenge.)
• Characters with the Ally of the Iruxi boon gain a +2 circumstance bonus on all checks made as part of a negotiation challenge.
• Characters with the Iruxi Bane boon gain a +2 circumstance bonus on Intimidation checks made as part of a negotiation challenge but take a –2 circumstance penalty on all other checks made as part of a negotiation challenge.
• When a PC attempts the same type of skill check that they have already attempted on a previous challenge, increase the check’s DC by 1 for each prior use. For example, if a PC decides to attempt Deception checks for every challenge, the DC is 20 for Breach of Contract, 21 for Colonial History, 22 for Ill Omens, and so forth.
The Council of Stars, as well as those in opposition to the proposed trade deal, raise several challenges to the deal over the course of the negotiations, which must be answered or addressed.
issue: 1d5 ⇒ 2
(init): Hero (hero Points): -Status: Exploration mode
1st Issue: Ill Omens (3 influence points) success!
2nd Issue: Brech of Contract (3 influence) success!
3rd Issue: Tariffs and Taxes (1 influence) ???
Romatha: (1) -
Khunbish: (1) - (Mercantile lore +1 DC)
__Couger Irves:
Emmanuel: (1) - (deception +1 DC)
Raznik: (3) - (deception +1 DC)
__Owl Bitey:
Sir Reinhart: (2) - (Legal Lore +1 DC)
Chulyin: (1) - (Nature +1 DC)
__Jaguar
Usable Skills: Account Lore, Deception, Diplomacy, or Legal Lore. Other creative skill use will be considered. (remember if you reuse the same skill it’s at a higher DC.)
Not everyone has to make the check, but the group needs 3 successes DC22 before a critical failure. Critical success counts as 2

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This time Sir Reinhart drinks a silvertongue mutagen before making his next argument.
"There is no need to go back to the old agreement, we've already established its words do not beind us. Let us look to the future and make a new trade agreement that will benefit all."
diplomacy: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25

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Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27
"Oh boy, tariffs and taxes. I agree with Sir Reinhart here. No need to dig up the past. Think about the incredible goods and equipment you'll be able to see! We can learn so much together once this deal is in place!" Manny implores.

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Even Roumatha can't stay silent and stands up, clutching his wayfinder. "I'm far from a legal expert but isn't mutual profit the main purpose of a deal? And if so, why do we feel like we are obliged to impose tariffs and taxes going against this purpose? Everything is in our hands, right here and now, to set up the rules of this trade deal in a way that enriches both of our lands, so let us not pass up on this chance!"
Diplomacy,Aid Another, Ally of the Iruxi: 1d20 + 4 + 4 + 2 ⇒ (3) + 4 + 4 + 2 = 13
Looking around, he sees that his words didn't hit home, and sits down, mildly embarrassed.

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Society (T), Ally: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
"Vidrian is a new nation, very different from the Chelish invaders of Sargava, and they are eager to establish trade. I am certain that they will set favorable trade parameters," Chulyin begins to explain how Vidrian would handle taxes and tariffs.

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Reinhart drinks a silvertongue mutagen before making his argument that old agreements should not bind the future. Iruxis nods in agreement with the point.
Emmanuel agrees with Reinhart pointing out the incredible goods and equipment you’ll see and things to learn with the new trade. Iruxis agree this would be good.
Roumatha stands up and tries to tell the Iruxis that they don’t have to impose tariffs and taxes, but fails to get the point across.
Chulyin speaks to the Iruxis as a people how the Vidrian are different from the Chelish invaders and eager to set favorable trade parameters. This last point sways the Iruxis to agree to wave the normal tariffs and taxes should the trade be agreed to.
With another successful issue agreed to the council break into small groups to discuss other issues. After an hour one of the small group bring up another issue to the full assembly.
A group of Iruxis that are isolationists argues ” The humans and other northerners do not understand the signs and portents of astrology and other divinations, and that if they lack that basic understanding, how can they possibly be a mature or advanced enough civilization to be worth trading with? “
Lashweather stands up testifying ” While they may not be as knowledgeable as we Iruxi. They have enough knowledge to successfully aid in the performance of The Cho’aatan ritual.” This impresses some of the group.
The leader scoff and declare ” Perhaps if they would demonstrate their knowledge of the heavens it would prove tye are civilized?”
Before the negotiations begin, Calisro hands the PCs four vials, containing a total of
(You can wait until hearing a challenge, then decide to drink a mutagen before answering and apply it to your check for that challenge. The mutagens last for 10 minutes each, and because the challenges are scattered throughout the day, this means that whenever a mutagen is consumed, it applies to 1 challenge.)
• Characters with the Ally of the Iruxi boon gain a +2 circumstance bonus on all checks made as part of a negotiation challenge.
• Characters with the Iruxi Bane boon gain a +2 circumstance bonus on Intimidation checks made as part of a negotiation challenge but take a –2 circumstance penalty on all other checks made as part of a negotiation challenge.
• When a PC attempts the same type of skill check that they have already attempted on a previous challenge, increase the check’s DC by 1 for each prior use. For example, if a PC decides to attempt Deception checks for every challenge, the DC is 20 for Breach of Contract, 21 for Colonial History, 22 for Ill Omens, and so forth.
The Council of Stars, as well as those in opposition to the proposed trade deal, raise several challenges to the deal over the course of the negotiations, which must be answered or addressed.
issue: 1d4 ⇒ 4
(init): Hero (hero Points): -Status: Exploration mode
1st Issue: Ill Omens (3 influence points) success!
2nd Issue: Brech of Contract (3 influence) success!
3rd Issue: Tariffs and Taxes (4 influence) success!
4th Issue: You Don’t KNow The Stars (1 influence) ???
5th Issue:
Romatha: (1) -
Khunbish: (1) - (Mercantile lore +1 DC)
__Couger Irves:
Emmanuel: (1) - (deception +1 DC, diplomacy +1 DC)
Raznik: (3) - (deception +1 DC)
__Owl Bitey:
Sir Reinhart: (2) - (Legal Lore +1 DC, diplomacy +1 DC)
Chulyin: (1) - (Nature +1 DC, Society +1 DC)
__Jaguar
Usable Skills: Academia Lore, Deception, Diplomacy, Fortune-Telling Lore, Nature, Occultism, or Sailing Lore. Other creative skill use will be considered. (remember if you reuse the same skill it’s at a higher DC.)
Not everyone has to make the check, but the group needs 3 successes DC22 before a critical failure. Critical success counts as 2