
cmlobue |

Rone and Shrec put themselves in positions where they cannot literally fall, but the sensation continues until Arin channels more enerry, and the haunt seems to quiet again.

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”Have I told you all how much I hate this place?!” Fahd clearly didn’t rest very much last night, rubbing his eyes.
Once the group was up for good, he quickly mixed a mutagen and then drank it down, turning himself back into the strong style Fahd that everyone recognized.

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Arin exhales in relief when his positive energy burst works again.
Okay... I have five of those left. I don't think we have as much of this place left
Arin suggests that they proceed to the Southern unexplored room. of the two left

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"I will feel better when that creature that is causing the chaos to settles down, but I guess that we have to unravel this place to put it to rest." Minata said, taking up his position towards the front of the group as they traveled.

cmlobue |

The Pathfinders continue to explore the complex.
This chamber contains a bank of consoles—several shattered—that encircle the room. Chairs lie scattered and broken all around on the floor.

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Arin proceeds into the rom with the face-in-the-box, showing it all sides of the room.
So, what may we find at these... devices?

cmlobue |

"This is where security members observed the compound.

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Rhiannon continues to ward the group as best she can with her blade, but is starting to feel a bit less than her usual confident self after facing all these haunts that her sword cannot touch!
Apologies for my lack of posting, I wanted to let you know I'm still around, but busy at work (tax office) with zero mental bandwith to compose a decent post. Just want to keep you all appraised and let you know I'm keeping an eye on the thread as best I can. This weekend is my birthday and I'm headed out of town for a VERY brief vacation. Maybe that'll clear my head!

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Minata looked around the room, trying to see if there is anything of interest.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Happy Birthday there. Way too many things going in the world these days. Hoping to keep on playing Pathfinder and not live action Aftermath!.

cmlobue |

“Fahd Perception”: 1d20 + 14 ⇒ (18) + 14 = 32
”Shrec Perception”: 1d20 + 0 ⇒ (13) + 0 = 13
”Arin Perception”: 1d20 + 11 ⇒ (4) + 11 = 15
”Rone Perception”: 1d20 + 10 ⇒ (2) + 10 = 12
I assume you all knew this was coming...
Fahd sees the screens begin to glow...
”Rhiannon Initiative”: 1d20 + 2 ⇒ (6) + 2 = 8
”Fahd Initiative”: 1d20 + 2 ⇒ (2) + 2 = 4
”Shrec Initiative”: 1d20 + 7 ⇒ (4) + 7 = 11
”Arin Initiative”: 1d20 + 2 ⇒ (10) + 2 = 12
”Rone Initiative”: 1d20 + 8 ⇒ (2) + 8 = 10
Surprise Round - Round 1 - bolded may go
Minata
Arin
Shrec
Rone
Rhiannon
Fahd (one extra action from surprise round)
???
On its turn, it will cast fireball. You get one question for each 5 by which you exceed the DC.

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Fahd moves to the screen and punches it soundly.
Attack 1d20 + 19 ⇒ (3) + 19 = 22
Damage 1d10 + 13 ⇒ (3) + 13 = 16
If someone could move me, please. Thanks!

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Arin opens his mouth to ask the carried intelligence a question, but it belches forth from the little gnome in a harsh, guttural abyssal. He frowns at this, knowing it likely wouldn't be understood.
He closes his eyes, and his skin and hair begin to glow a sickly green. It ends abruptly with a slightly audible pop.
Assuming Arin should have already been in the room per his last post, but if not that's what he'll use his move action on.
[stanard] channel energy
Channel energy, DC19: 4d6 ⇒ (4, 6, 3, 4) = 17

cmlobue |

This is an explosive calamity haunt. When it acts, it will cast fireball centered 5 feet to the west of the room's entrance. It has 20 HP and resets every day. There is no additional way to harm it beyond what normally affects haunts, and cannot be permanently destroyed solely by acting on it.

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Minata reached for a flask of holy water to send towards the creature as it appeared.
Holy water touch: 1d20 + 10 ⇒ (16) + 10 = 262d4 ⇒ (3, 3) = 6

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Rhiannon, now a bit more knowledgeable about dealing with these 'haunts' figures that this one can be touched and strides forward to try and channel some positive energy directly into the 'screen'!
Move 20' to get into melee range of the screen and use my 'special' Silver Crusade-given LoH that does 3d6 healing, but in this case using it to channel positive energy to hurt the haunt. Hope I'm doing this right here...
LoH: 3d6 ⇒ (2, 5, 6) = 13

cmlobue |

Minata pulls out a holy water, but there is no creature to target. However, Rhiannon's and Arin's positive energy put the haunt to rest for now.
”Rhiannon Perception”: 1d20 + 4 ⇒ (11) + 4 = 15
“Fahd Perception”: 1d20 + 14 ⇒ (19) + 14 = 33
”Shrec Perception”: 1d20 + 0 ⇒ (16) + 0 = 16
”Arin Perception”: 1d20 + 11 ⇒ (1) + 11 = 12
”Rone Perception”: 1d20 + 10 ⇒ (7) + 10 = 17
Fahd notices a small box under the desk that has some of the thumbnail-sized bits of metal that Isirah said go into your head. They are corroded, but Isirah says they may be repairable. There is also a strange metal staff with a hole on one end and a trigger like a crossbow close to the other.

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Fahd shows the others what he found, hoping they knew more than he did.

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His voice returned to normal now, Arin asks about the bits of metal.
Oh, and how do we go about repairing them?

cmlobue |

She gives you an explanation, about 70% of which makes sense. It would require a lab and one of you working as her hands, and these items are still not usable unless someone installs the box in their head.

cmlobue |

You head down the hallway, past the lattices, to the only accessible location you have not visited.
Numerous machines connected by a maze of floor-level pipes fill most of this room, in some places reaching all the way to the chamber’s twenty-foot-high ceiling. To the west stands a gigantic cylinder filled with churning gases.
As you enter, the gases in the core reshape into the face of Isirah’s shade, seething with barely contained rage and frustration.

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Oh, there she is. I wonder if she can hear us from in there. the gnome muses, stoically.
He calmly approaches the cylinder, ready to release his positive energy at a moment's notice.
Hello. He holds up the AI core in the box to face this visage, to see what happens.

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Rhiannon shakes her head in stunned awe at the pipes and massive cylinder. She wonders if perhaps the Ghost Wolves have a point in shunning this 'technology', though part of her mind insists it is no less dangerous than magic. "Can we do something to shut off that gas from here? I'm not sure if that will have any permanent effect on this Isirah, but perhaps it will do something. She doesn't seem to like our presence in this room."

cmlobue |

The Isirah in the datapad says, "Your final act was not in vain. You saved yourself - me. It is time for you to move on!"
The shade is not taking any offensive action now, so you have a chance to speak to her. Each of you can make one check, with a +2 Aid Another from Isirah, to try to convince it to do something specific here - suggested skills include Bluff, Diplomacy, Intimidate or Sense Motive. Or you can just start breaking things.

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"You know, this place can serve the people of Numeria as a hub of sorts." Minata said. "You have been here for ages and have much knowledge. Use that to further the lands. For example, if the corrosive gas could be turned off, or better yet, converted to a more useful purpose, it will help restore the area. As a trade hub, it will help limit foreign contact to designated routes and help prevent technological items from being stolen. If the adventurers are not following the set route, they are up to no good. I am sure that the trade caravans of Sovereign Sun enterprises will make sure to follow the rules" he said, pointing out various options for the land.
Diplomacy: 1d20 + 29 + 2 ⇒ (2) + 29 + 2 = 33

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Intimidate 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
”Youd better turn off that gas, or we will break every piece of gear in this place!”

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Diplomacy, aid: 1d20 + 5 ⇒ (17) + 5 = 22
Yes, I don't see much use in employing the harmful gases. Why not interact more positively with the nearby, outside world?

cmlobue |

Rhiannon helps Minata make his case.
Diplomacy, Aid: 1d20 + 20 ⇒ (14) + 20 = 34
"You wish me, a traveler in the stars, so stay on this backwater world and help people like you, who haven't the faintest inkling what any of this is? It would take a hundred lifetimes for you to understand even the least advanced of my devices.
"And if that one is supposed to be me, then why do I still exist, and why would you want me to remain?"
The shade recedes into the machinery, and shortly thereafter, the machines expel more toxic gases with a hiss. They form into creatures and attack.
”Rhiannon Initiative”: 1d20 + 2 ⇒ (7) + 2 = 9
”Fahd Initiative”: 1d20 + 2 ⇒ (7) + 2 = 9
”Shrec Initiative”: 1d20 + 7 ⇒ (8) + 7 = 15
”Arin Initiative”: 1d20 + 2 ⇒ (12) + 2 = 14
”Rone Initiative”: 1d20 + 8 ⇒ (4) + 8 = 12
”Red Initiative”: 1d20 + 12 ⇒ (14) + 12 = 26
”Green Initiative”: 1d20 + 12 ⇒ (3) + 12 = 15
”Blue Initiative”: 1d20 + 12 ⇒ (17) + 12 = 29
Blue floats close to the door and breathes acidid mist onto the Pathfinders.
Acid Damage: 5d6 ⇒ (5, 2, 5, 6, 2) = 20 (Reflex DC 20 half)
Recharge: 1d4 ⇒ 4
Red approaches Arin and pounds him with solidified gas.
Slam: 1d20 + 18 ⇒ (11) + 18 = 29
Bludgeoning Damage: 1d10 ⇒ 1
Negative Energy Damage: 1d10 ⇒ 4
Plus Reflex DC 20 to avoid 1d10 acid burn.
Round 1 - bolded may go
Blue
Red
Minata (-10/20 HP, Reflex Save)
Green
Shrec (-10/20 HP, Reflex Save)
Arin (-5 HP, Reflex Save)
Rone
Rhiannon (-10/20 HP, Reflex Save)
Fahd (-10/20 HP, Reflex Save)

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Rhiannon shakes her head sadly. "Hubris will be your undoing, creature from beyond the stars." Then the mist monsters are among them and the paladin ducks to at least partially avoid the acidic breath of the nearest, finding that the elemental resistance she has picked up during her service to the Pathfinders has come in handy...
Reflex Save: 1d20 + 9 ⇒ (12) + 9 = 21 vs DC 20 = Success! 6 acid damage due to elemental resistance (from chronicle boons, in character notes.)

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Reflex, DC20: 1d20 + 3 ⇒ (19) + 3 = 22
The gnome coughs and sputters as he dodges away from the worst of the acid.

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Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
"So be it!" Minata said as he strode forward with his nodachi, trying to cut down the foe.
Nodachi: 1d20 + 13 - 3 ⇒ (1) + 13 - 3 = 111d10 + 7 + 9 ⇒ (3) + 7 + 9 = 19
Swing and a miss

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Reflex 1d20 + 10 ⇒ (20) + 10 = 30
Fahd takes a 5’ step and engages the enemy in front of him.
Attack 1d20 + 17 ⇒ (7) + 17 = 24
Damage 1d10 + 13 ⇒ (4) + 13 = 17
Attack 1d20 + 17 ⇒ (15) + 17 = 32
Damage 1d10 + 13 ⇒ (8) + 13 = 21
Attack 1d20 + 12 ⇒ (11) + 12 = 23
Damage 1d10 + 13 ⇒ (9) + 13 = 22

cmlobue |

Minata's attack on Blue hits only air, and not the toxic stuff either.
Green moves forward and also exhales poisonous gases onto the Pathfinders.
Acid Damage: 5d6 ⇒ (1, 5, 2, 1, 4) = 13 (Reflex DC 20 half)
Recharge: 1d4 ⇒ 4
Fahd moves forward and punches Blue. All the strikes hit, but their gaseous composition prevents him from dealing full damage.
Round 1 - bolded may go
Blue (-45 HP)
Red
Minata (-16/23 HP, Reflex save)
Green
Shrec (-26/33 HP, Reflex save)
Arin (-5 HP)
Rone
Rhiannon (-12/19 HP, Reflex save)
Fahd (-16/23 HP, Reflex save)

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Arin looks back and forth at the creatures surrounding him.
I have been separated from the group.
He reflects on what he thinks these creatures might be.
recall knowledge (planes): 1d20 + 16 ⇒ (20) + 16 = 36
He takes a step back and pleads with the unknown sources of his powers for the blessings of fervor.
[5' step] N
[standard] Cast Blessing of Fervor; Duration 8 rounds
EVERYONE Choose one of these blessings every round while this spell lasts.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

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This round Arin chooses +2 attack/dodge AC/reflex

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Reflex Save: 1d20 + 9 ⇒ (2) + 9 = 11 vs DC 20 = Failure! 9 acid damage due to elemental resistance
Rhiannon cannot avoid the blast of acidic breath this time, but shrugs off the burning stuff and channels divine energy into the heavy bastard sword as she lunges past her companions to strike at the wispy creatures. She prays that she has chosen wisely, given the nature of these gaseous-looking things.
Going to use her Sacred Weapon ability as a swift action to give her bastard sword the Ghost Touch enhancement for six rounds (or for however long I decide to keep it going) to see if that gets past their DR. Using Lunge feat to get that extra 5' reach from my current position, so at -2 AC for this round and also Power Attack (-3/+6). I'll take the extra attack from Arin's Blessing of Fervor. Thanks, Arin!
Magical +2 Adamantine 'Ghost Touch' Bastard Sword (Power Attack): 1d20 + 16 - 3 ⇒ (13) + 16 - 3 = 26
Weapon Damage (Power Attack): 1d10 + 9 + 6 ⇒ (9) + 9 + 6 = 24
Magical +2 Adamantine 'Ghost Touch' Bastard Sword (Power Attack): 1d20 + 16 - 3 ⇒ (7) + 16 - 3 = 20
Weapon Damage (Power Attack): 1d10 + 9 + 6 ⇒ (1) + 9 + 6 = 16
Magical +2 Adamantine 'Ghost Touch' Bastard Sword (Power Attack): 1d20 + 11 - 3 ⇒ (5) + 11 - 3 = 13
Weapon Damage (Power Attack): 1d10 + 9 + 6 ⇒ (3) + 9 + 6 = 18

cmlobue |

Arin recognizes these creatures as haunt surrogates. They are variants of the caustic stalkers you fought earlier. They are outsiders with the air and elemental subtypes. Three questions. He then blesses the Pathfinders with fervor.
Rhiannon enchants her blade and swings it between Minata and Fahd. The first two swings connect, though the magic does not seem to do anything about their resistance. You didn't specify which enemy, so I picked Blue, because ganging up is usually a good strategy.
Round 1 - bolded may go
Blue (-75 HP)
Red
Minata (-16/23 HP, Reflex save)
Green
Shrec (-26/33 HP, Reflex save)
Arin (-5 HP)
Rone
Rhiannon (-15 HP)
Fahd (-16 HP)

Shrec the Powerful |

reflex: 1d20 + 6 ⇒ (9) + 6 = 15 Shrec moves in, provokes and strikes hit: 1d20 + 15 ⇒ (19) + 15 = 34 dmg: 1d8 + 9 ⇒ (3) + 9 = 12 vs blue
crit thread: 1d20 + 15 ⇒ (18) + 15 = 33 dmg: 1d8 + 9 ⇒ (4) + 9 = 13

cmlobue |

Botting Rone
The creatures are happy to try to take advantage of Shrec's move.
Slam: 1d20 + 18 ⇒ (12) + 18 = 30
Bludgeoning Damage: 1d10 ⇒ 7
Negative Energy Damage: 1d10 ⇒ 3
Plus Reflex DC 20 to avoid 1d10 acid burn.
Slam: 1d20 + 18 ⇒ (16) + 18 = 34
Bludgeoning Damage: 1d10 ⇒ 7
Negative Energy Damage: 1d10 ⇒ 9
Plus Reflex DC 20 to avoid 1d10 acid burn.
They are less impressed by his critical hit. Elementals are immune. Still, his sword bites into one.
Rone speeds the team further with a haste spell.
Blue wants to get to the dangerous Rhiannon, but must go through Fahd to do so.
Slam: 1d20 + 18 ⇒ (7) + 18 = 25
Bludgeoning Damage: 1d10 ⇒ 8
Negative Energy Damage: 1d10 ⇒ 3
Plus Reflex DC 20 to avoid 1d10 acid burn.
Slam: 1d20 + 18 ⇒ (8) + 18 = 26
Bludgeoning Damage: 1d10 ⇒ 2
Negative Energy Damage: 1d10 ⇒ 10
Plus Reflex DC 20 to avoid 1d10 acid burn.
Red repositions and continues assaulting Arin.
Slam: 1d20 + 18 ⇒ (20) + 18 = 38
Bludgeoning Damage: 1d10 ⇒ 3
Negative Energy Damage: 1d10 ⇒ 6
Plus Reflex DC 20 to avoid 1d10 acid burn.
Slam: 1d20 + 18 ⇒ (13) + 18 = 31
Bludgeoning Damage: 1d10 ⇒ 5
Negative Energy Damage: 1d10 ⇒ 3
Plus Reflex DC 20 to avoid 1d10 acid burn.
Critical Confirmarion: 1d20 + 18 ⇒ (15) + 18 = 33
Critical Bludgeoning Damage: 1d10 ⇒ 9
Negative Energy Damage: 1d10 ⇒ 1
The creatures pound their way through Pathfinder defenses.
Round 2 - bolded may go
Blessing of Fervor round 1
Haste round 1
Blue (-82 HP)
Red
Minata (-16 HP)
Green
Shrec (-59 HP, 2 Reflex saves)
Arin (-32 HP, 2 Reflex saves)
Rone
Rhiannon (-15 HP)
Fahd (-39 HP, 2 Reflex saves)

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Arin recognizes these creatures as haunt surrogates. They are variants of the caustic stalkers you fought earlier. They are outsiders with the air and elemental subtypes. Three questions.
1. Resistances, 2. Weaknesses, 3. Special Defenses

cmlobue |

cmlobue wrote:Arin recognizes these creatures as haunt surrogates. They are variants of the caustic stalkers you fought earlier. They are outsiders with the air and elemental subtypes. Three questions.1. Resistances, 2. Weaknesses, 3. Special Defenses
Arin recalls that these creatures are immune to acid and have DR 5/- in addition to the standard elemental traits. They are vulnerable to wind (take damage in strong or stronger winds and are treated as two size categories smaller for wind effects).

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Power Attack Blue: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 181d10 + 7 + 9 + 1 ⇒ (4) + 7 + 9 + 1 = 21
Power Attack Blue 2: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 231d10 + 7 + 9 + 1 ⇒ (9) + 7 + 9 + 1 = 26
Power Attack Blue BoF: 1d20 + 13 - 3 ⇒ (7) + 13 - 3 = 171d10 + 7 + 9 + 1 ⇒ (4) + 7 + 9 + 1 = 21
With one seriously wounded, Minata slashed at the foe, trying to reduce their acidic attacks on the group.
Swift action Arcane Strike. Use Blessing for an extra attack. If Blue drops, then hit green.