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Flint looks at Theodric.
"I will have a look at your wounds once we are out of this cesspool and my mind clears. Some mint tea and a properly prepared poultice should have you feeling right as rain."
"When we get back we can crack open the barrel of Boulderhead Bock that my cousin just sent me. It will knock your socks right off."
One never knows if one will be jumped before taking a break so healing up does make a lot of sense. Even if the break is literally around the corner. :)

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"Dwarven ale? did you bring a sample?" asks Theodric, hopeful.

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Marta cases a CMW on herself before they start making camp and all her wounds magically disappear.
CMW: 3d8 + 14 ⇒ (1, 2, 5) + 14 = 22
"You know, I can cast healing spells. The energy will go to waste anyway if I sleep it away."

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CMW is 2d8+CL (max +10) if I remember well [/party pooper mode]

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CMW is 2d8+CL (max +10) if I remember well [/party pooper mode]
Its the third level spell. Must be CSW then... Checking... Yep, I meant Cure Serious Wounds.

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CSW is the sexy one. Watch out. It might get you into trouble, with its sultry max of +15 and all... **whistling noise**

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”Could you spare one of those healing spells, Marta? I’m afraid I’m going to use my wand all up as well,” Alie asks.

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"Absolutely."
Allie is healed for CSW: 3d8 + 14 ⇒ (7, 3, 7) + 14 = 31

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Most of the party heals up and gets almost back to normal; a good rest should help even more…
So, you’re resting for 8 hours? And Agata, you still with us?
COMBAT Over! Pathfinders Victorious!
Party Status:
Alie (-4)
Agata (-13)
Theodric (-10)
Combat - Moonscar Jungle (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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@GM Otha - Agata mentioned that she prepared Fairy Ring Retreat (check her character sheet) to use when we rested. This allows us to rest in a extra-dimensional space free of monsters and the negative effects of this moon. Also food will be provided. The party would need to rest the remainder of a golorian day to recover sufficiently to adventure further. It should not matter as Agata's spell should last for 34 hours.

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The hunter's blessings to be cast for the evening include
Outsider (evil) / Jungle
Aberration / Desert (sand and wastelands)
Monstrous Humanoid / Underground (caves and dungeons)

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With the assumption that we are resting inside the Fairy Ring Retreat the following happens.
Flint is good to his word and treats the remainder of Theodric wounds which are at this point minor scrapes and bruises. He harvests several oranges and chestnuts and an avocado from the trees in the grove as well as some smaller trees branches. While he gets a fire going to cook the chestnuts he cuts the oranges and uses its juice to clean the warriors wounds. He then creates a cooling poultice from the ground pit of the avocado and its flesh and applies its to the cuts and bruises. He throws the peel of the orange onto the fire to create a pleasant aromatic effect and offers the cooked chestnuts to Theodric and anyone else who would like them.
A take 10 on Heal:Treat Deadly Wounds is 23 including a -4 penalty for not using any uses of the healing kit. Theodric recovers all of his lost hit points. Yes, Flint could have simply cast a healing spell but this is the full spa treatment. :)
Spend 1 hour reading his chronicle about demons
Cast Delay Poison, Extended

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Catching up on the action - sorry for not contributing during that last fight!
Fort DC 22 vs paralysis 1 round: 1d20 + 16 ⇒ (15) + 16 = 31
Sweet Mawd Fort DC 22 vs paralysis 1 round: 1d20 + 9 ⇒ (11) + 9 = 20
...
After the combat is over, Agata heals herself, hanging her head rather sheepishly for not having helped out.
2 charges of infernal healing to heal up
When the group is ready to rest, she casts Fairy Ring Retreat, conjuring up an extra-planar space for them all to relax and recover.

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"Sweet Mawd! could you ask the fairies a few questions? if so, can you ask 'em if we can relax, stretch our toes and sleep with the armor off while we're in this fairy ring world thing? in other words if the bad guys running this weird moon jungle can find us here... oh! and ask them if Janira is ok, and if so, if her jailors have weaknesses we can exploit... and mayyyybe if WE have weaknesses THEY can exploit... oh, and if there's some kind of unguarded secret entrance we could sneak into... so far, well... we've kind of made a trail along the way... ahem..."

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With a good rest in Agata’s Fairy Ring Retreat after having a very combat intensive day, you awake refreshed and renewed and press onward to the next area of interest…
The jungle grasps at the feet of a great tor of black stone, which towers into the sky above. As it rises toward the stars, the stone darkens and gains a glassy sheen, ending in a tall, thin tower high above—a shimmering spire of porphyry and obsidian. The stars are mirrored in the glassy sides of the spire, as though in supplication to the heavens. A winding stair climbs the stone, leading to the wide double doors into the imposing structure.
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Flint steps out of the Fairy Ring Retreat into the twisted abyssal lunar realm. He reminds everyone to protect themselves from the daily heat as he activates his wand of Endure Elements as the first of his many daily preparations. He adjusts his equipment as well.
"It is going to be a hot one today and another climb I see."
Endure Elements 24 hours
Alchemical Grease 4 hours
Blood Boiling Pill (+2 Initiative/saves vs Cold) 8 hours
Barkskin (80 minutes)
See Invisibility (Extended) (3 hours)
Heroism (Extended) (3 hours)*
Heightened Awareness (Extended) (3 hours)
*Assuming that Agata does not offer to cast Extended Heroism Flint will cast it himself.
@GM Otha - Just a reminder that Flint will always have See Invisibility up while adventuring. Is the staircase still considered part of the jungle in terms of favoured terrain?

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Marta boots up a heroism (280 minutes) and will refresh it when it expires, fires up an ablative barrier (5 hours long), and gets that mage armor cast by Agata (AAAAALLL day long).

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Theodric will lend his lesser rod of extend to Alie to double the duration of heroism (assuming she will continue to cast that on him). Once at the tower doors he downs a vial of antitoxin and a vial of antiplague.

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Alie casts the requested spells, and casts Mage armor on herself, extended false life 1d10 + 10 ⇒ (1) + 10 = 11, extended heroism and finally, overland flight.

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Flint: since it’s outside and you’re still in the jungle, I’ll say yes…

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@GM Otha - I thought it was a long climb. Are we at the door already?

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Kinda but there’s no encounter as you climb ‘em…wasn’t very clear though…
The jungle gets quieter as you climb the stairs up into the sky…and you come up to find yourselves in front of the wide double doors…
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Cast Heightened Awareness, Detect Magic, Detect Evil, Detect Chaos, and look for traps. Cast instrument of agony on Theo's weapon before they open the door.
perception, heroism, heightened awareness, planar penalty: 1d20 + 29 + 2 + 2 - 4 ⇒ (3) + 29 + 2 + 2 - 4 = 32
How long has it been since they broke camp?

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@Marta: +2 to intimidate for spell duration? (what's the duration? 14 min?) does the spell go away if I elect to 'discharge' the nauseating effect or is this just flavor wording? thanks!

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At the sight of the door Flint decides to really armour up. He opens up a bottle of Yeti fur and is almost immediately covered in white fur from head to toe. He also takes out a beginner's staff and speaks a word of power shielding himself. After completing these protections he puts away his staff and has a solid look at the double doors.
46 (48 if they are stone) Perception for traps (including the planar penalty) on a take 10 for traps on the doors and floor.
@GM Otha- See Invisibility is up and Flint has Stone Cunning so he will automatically get a perception roll for traps set in stone.
@GM Otha - I have modified Flint's Bot instructions (in his profile) due to his new buffs. Unless the opponent is insanely powerful he will never need to KI Dodge. :)
Bottled Yeti Fur +2 NA, Resist Cold 5 24 hours
Shield cast at CL 9 9 minutes

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@Marta: +2 to intimidate for spell duration? (what's the duration? 14 min?) does the spell go away if I elect to 'discharge' the nauseating effect or is this just flavor wording? thanks!
Just 14 minutes. It probably will not matter but I have the spell slots to burn as I do not use them in actual combat. So if we open the doors to trouble it will matter, if not then it will most likely expire before you can use it. Yes, +2 to intimidate for the duration, discharge after hitting to cause nauseating mischief. A fun spell that is rarely seen used.

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As you approach the double doors, three elderly human shepherds, without eyes or mouths, appear walking in the air above you…
Each of you hear strange words in your mind, as if they’re talking to you…
Co my tu mamy? Może zagubiona owca? Jakie są twoje intencje?
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Marta looks around to see if anyone can understand them. If not she will cast a Tongues spell on herself and hope they do not freak out when she starts casting.

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Zaarah claps her hands when she hears the voice speaking in Aklo and responds in Aklo.
"Oh hi!! So nice to talk to someone here! All others are sooooo mean ... but you seem nice! I am Zaarah ... not a sheep ... maybe a fox sometimes but not been a fox for a loooooong time! Who are you!?!?" she says smiling.
knowledge to identify w/o modifier (see spoiler): 1d20 ⇒ 12
• Knowledge: Arcana +27 (Rank 16 , Class +3, Int +8)
• Knowledge: Dungeoneering +27 (Rank 0 [Rank 16 through Headband of Vast Intelligence], Class +3, Int +8)
• Knowledge: Engineering +9 (Rank 1, Int +8)
• Knowledge: Geography +9 (Rank 1, Int +8)
• Knowledge: History +11 (Rank 0, Special) *Scarab Sages Faction Card Season 8: 2+ goals allows to make trained checks and use 3+Faction goal (8 currently) as modifier.
• Knowledge: Local +12 (Rank 1, Class +3, Int +8)
• Knowledge: Nature +9 (Rank 1, Int +8)
• Knowledge: Nobility +12 (Rank 1, Class +3, Int +8)
• Knowledge: Planes +29 (Rank 16, Class +3, Int +8, Faction +2) *Scarab Sages Faction Card Season 8: 2+ goals allows to make trained checks and a +2 modifier.
• Knowledge: Religion +9 (Rank 1, Int +8)

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You can get no read on them and Zaarah has never seen nor heard of the the likes of these…perhaps they are not what they appear to be. You hear another voice in your head…
Brzmisz jak zagubiona owca... ale nie jesteś tak ubrany ani uzbrojony jak ona... pytamy ponownie. Co Ty tutaj robisz?
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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knowledge ?, heroism, monster lore, heightened awareness, planar penalty: 1d20 + 2 + 8 + 2 - 4 ⇒ (3) + 2 + 8 + 2 - 4 = 11, plus whatever knowledge skill works, though with that roll it is not going to matter.
Marta takes a back seat as she listens and waits for translations from the gregarious kitsune.

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Flint finds this all very fishy so looks carefully trying to look past any possible disguise or illusion.
46 Perception on a take 10 includes planar penalty.
Will vs illusion,Heroism,Hardy,Planar Penalty: 1d20 + 29 + 2 + 2 - 4 ⇒ (7) + 29 + 2 + 2 - 4 = 36

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Zaarah translates for the group.
“Well, I’m sorry but a couple of people have been kidnapped and then there were like strange happenings and we thought that’s so not cool. I mean think about the children of the kidnapping victims!!! Yes, always think about the whole cholesterol and children situation!!! Not cool!!“ she says.
“So we came over here to the moonlight from golarion because we want to get back all the puppets and … ehh peoples!!! So what are you doing here?!?“ she says.
She then translates for the group if they want to ask something.
L

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Flint sees through the veil cast upon these creatures to see their true appearance: Large creatures with pale, froglike appearances, clawed hands, no eyes, a wide mouth, and a snout ending in pink tentacles…
While making this discovery, the shepherds respond to Zaarah’s answer to their query and you hear more voices in your mind…
Więc jesteś najeźdźcą… przygotuj się na śmierć.
…and they revert to their true form to attack!
Shepherds: 1d20 + 10 ⇒ (19) + 10 = 29
Agata: 1d20 + 6 ⇒ (8) + 6 = 14; +4 if heightened awareness active, +2 if hunter’s blessing applies
Flint, Blood Boiling Pill: 1d20 + 26 ⇒ (16) + 26 = 42
Marta: 1d20 + 11 ⇒ (11) + 11 = 22; +4 if heightened awareness active, +2 if hunter’s blessing applies
Theodric: 1d20 + 3 ⇒ (7) + 3 = 10
Zaarah: 1d20 + 9 ⇒ (19) + 9 = 28
Alie: 1d20 + 8 ⇒ (5) + 8 = 13
COMBAT! Round 1 - The bold may post!
Flint
Shepherds?
Marta
Zaarah
Agata
Alie
Theodric
Combat - Moonscar Jungle/Temple Stairs (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Flint jogs his memory attempting to identify these creatures.
"Moon-Beasts. How interesting."
He banes his bow, taps his shoes together and fires a flurry of arrows against black.
K-Dungeoneering,Dark Archive boon,Heightened Awareness, Heroism, Planar Penalty: 1d20 + 24 + 2 + 2 + 2 - 4 ⇒ (17) + 24 + 2 + 2 + 2 - 4 = 43
I will take DR, Spell-like-abilities, Special Attacks and Special Defences.
My character will use silver tipped arrows if it will help against the DR otherwise durable arrows will be used.
Wow. Bad rolls! Hopefully they will be Flat Footed and that may help out.
All rolls already include the planar penalty
Against Flat Footed AC
Clustered Shots applies. Apply DR once.
Arrow 1: Hits AC 29 Damage 33
Arrow 2: Hits AC 27 Damage 38 Natural 1 - Miss.
Arrow 3: Hits AC 29 Damage 33
Arrow 4: Hits AC 39 Damage 38
Arrow 5: Hits AC 26 Damage 36
Arrow 6: Hits AC 31 Damage 36
Arrow 1: 1d20 + 26 ⇒ (3) + 26 = 29
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (4) + (6, 1) + 22 = 33
Arrow 2: 1d20 + 26 ⇒ (1) + 26 = 27
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (7) + (6, 3) + 22 = 38
Arrow 3: 1d20 + 26 ⇒ (3) + 26 = 29
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (6) + (4, 1) + 22 = 33
Arrow 4: 1d20 + 21 ⇒ (18) + 21 = 39
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (7) + (3, 6) + 22 = 38
Arrow 5: 1d20 + 21 ⇒ (5) + 21 = 26
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (5) + (4, 5) + 22 = 36
Perfect Strike, roll twice and take the better roll.
Arrow 6: 1d20 + 16 ⇒ (15) + 16 = 31
Arrow 6: 1d20 + 16 ⇒ (1) + 16 = 17
Damage,Silver and Magic: 1d8 + 2d6 + 22 ⇒ (4) + (5, 5) + 22 = 36

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kn dungeoneering, monster lore, heroism, planar penalty: 1d20 + 5 + 8 + 2 - 4 ⇒ (20) + 5 + 8 + 2 - 4 = 31, which gets nothing but what they are. What category are they in, aberrations? If so, hunter's blessing kicks in and we all get a +2 sacred bonus to hit and damage. I assume this is not a surprise round.

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@Marta/GM Otha - Good catch there. Assuming that the Moon-Beasts are aberations then I will need to add +2 to hit and +2 damage to all of my attacks. The revised combat summary will look like this:
All rolls already include the planar penalty
Against Flat Footed AC
Clustered Shots applies. Apply DR once.
Arrow 1: Hits AC 31 Damage 35
Arrow 2: Hits AC 29 Damage 40 Natural 1 - Miss.
Arrow 3: Hits AC 31 Damage 35
Arrow 4: Hits AC 41 Damage 40
Arrow 5: Hits AC 28 Damage 38
Arrow 6: Hits AC 33 Damage 38

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Moon-Beast:
DR 10/piercing or slashing
SR 25
Special Attacks: rend (2 tentacles, 1d6+9 plus Wisdom drain)
Spell-Like Abilities (CL 15th; concentration +22) Constant—air walk At will—detect thoughts (DC 19) 3/day—charm monster (DC 22), quickened dispel magic, dominate person (DC 24), shadow conjuration (DC 22), shadow evocation (DC 22), veil (DC 23) 1/day—confusion (DC 23), major image (DC 20), mirage arcana (DC 22), plane shift (self only)
4 of Flint’s 6 arrows pierce deeply into the black moon-beast’s torso, severely injuring it; oddly, it makes no sound of pain, and it lashes out at Zaarah, as the others strike at Flint and Theodric…
Flint:
Claw: 1d20 + 25 ⇒ (3) + 25 = 28
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 25 ⇒ (19) + 25 = 44
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Tentacle: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Tentacle: 1d20 + 23 ⇒ (20) + 23 = 43
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Tentacle: 1d20 + 23 ⇒ (3) + 23 = 26
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Tentacle: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Zaarah:
Claw: 1d20 + 25 ⇒ (9) + 25 = 34
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 25 ⇒ (10) + 25 = 35
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Tentacle: 1d20 + 23 ⇒ (13) + 23 = 36
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Tentacle: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Tentacle: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Tentacle: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Theodric:
Claw: 1d20 + 25 ⇒ (14) + 25 = 39
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Claw: 1d20 + 25 ⇒ (7) + 25 = 32
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Tentacle: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Tentacle: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Tentacle: 1d20 + 23 ⇒ (1) + 23 = 24
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Tentacle: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Critical Threat:
Confirm Tentacle (Flint): 1d20 + 23 ⇒ (20) + 23 = 43
Crit Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Wow, Flint, not that it hurts you much, but it takes a 20 to hit and it hit you once and then it confirms…what are the chances?
Rend:
Rend Damage+Wisdom Drain: 1d6 + 9 ⇒ (6) + 9 = 15
Flint avoids most of the attacks but one tentacle lashes fiercely across his face…
Theodric gets hit by a claw and a tentacle, one on each shoulder, but dodges the others…
But Zaarah gets mauled by the by the black beast, as all its attacks land as it tends the kitsune, and she feels the tentacles sucking her thoughts away…
Zaarah, need a DC25 Fort Save or take 1d4 ⇒ 3 Wisdom drain
COMBAT! Round 1 / 2 - The bold may post!
Flint (-14)
Moon-Beasts (black -148)
Marta
Zaarah (-62; need a DC25 Fort Save)
Agata
Alie
Theodric (-14)
Combat - Moonscar Jungle/Temple Stairs (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Flint takes the lucky hit in stride and continues his volley continuing to pelt the wounded (black) creature first and then switching to the creature in front of him (blue) should it drop.
@GM Otha - Well these rolls happen and that is why AC alone is not enough. :) I will deduct another round of haste from my boots with the assumption that Alie does not cast Haste as her round 1 action which should happen before my character's actions in round 2.
All rolls already include the planar penalty
Durable arrows are being used.
Arrow 1: Hits AC 46 Damage 34
Arrow 2: Hits AC 40 Damage 43
Arrow 3: Hits AC 40 Damage 35
Arrow 4: Hits AC 31 Damage 39
Arrow 5: Hits AC 33 Damage 35
Arrow 6: Hits AC 35 Damage 34
Arrow 1: 1d20 + 28 ⇒ (18) + 28 = 46
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (2) + (2, 6) + 24 = 34
Arrow 2: 1d20 + 28 ⇒ (12) + 28 = 40
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (8) + (5, 6) + 24 = 43
Arrow 3: 1d20 + 28 ⇒ (12) + 28 = 40
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (4) + (3, 4) + 24 = 35
Arrow 4: 1d20 + 23 ⇒ (8) + 23 = 31
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (4) + (6, 5) + 24 = 39
Arrow 5: 1d20 + 23 ⇒ (10) + 23 = 33
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (4) + (6, 1) + 24 = 35
Arrow 6: 1d20 + 18 ⇒ (17) + 18 = 35
Damage, Magic: 1d8 + 2d6 + 24 ⇒ (3) + (6, 1) + 24 = 34

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All but one of Flint’s arrows strike true; the first two drop black while the other three stick blue like a pig…
COMBAT! Round 1 / 2 - The bold may post!
Flint (-14)
Moon-Beasts (black dead, blue -104)
Marta
Zaarah (-62; need a DC25 Fort Save)
Agata
Alie
Theodric (-14)
Combat - Moonscar Jungle/Temple Stairs (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Theodric defends his position.
Full-attack, Power Attack, Combat Expertise; starting on pink and 5-ft stepping to turquoise if pink falls
1st attack, Two-handed Power Attack +5 adamantine Impervious Keen Falcata, Combat Expertise, Heroism, Haste: 1d20 + 35 - 5 + 2 + 1 ⇒ (16) + 35 - 5 + 2 + 1 = 49
epic adamantine magic slashing all alignments dmg: 1d8 + 45 ⇒ (7) + 45 = 52
2nd attack: 1d20 + 30 - 5 + 2 + 1 ⇒ (18) + 30 - 5 + 2 + 1 = 46
epic adamantine magic slashing all alignments dmg: 1d8 + 45 ⇒ (8) + 45 = 53
3rd attack: 1d20 + 25 - 5 + 2 + 1 ⇒ (2) + 25 - 5 + 2 + 1 = 25
epic adamantine magic slashing all alignments dmg: 1d8 + 45 ⇒ (4) + 45 = 49
4th attack: 1d20 + 20 - 5 + 2 + 1 ⇒ (5) + 20 - 5 + 2 + 1 = 23
epic adamantine magic slashing all alignments dmg: 1d8 + 45 ⇒ (3) + 45 = 48
Haste Attack: 1d20 + 35 - 5 + 2 + 1 ⇒ (13) + 35 - 5 + 2 + 1 = 46
epic adamantine magic slashing all alignments dmg: 1d8 + 45 ⇒ (8) + 45 = 53
Combat Expertise + Haste in effect: AC 44/ touch 20/ ff 35
================================
CONFIRM CRIT 2nd attack, Crit Focus: 1d20 + 30 - 5 + 2 + 1 + 4 ⇒ (4) + 30 - 5 + 2 + 1 + 4 = 36
additional dmg if crit succeeds: 1d8 + 45 + 1d8 + 45 ⇒ (1) + 45 + (2) + 45 = 93 plus permanent blindness, Fort DC 27 to reduce to dazzled

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Marta steps to the side in order to get a good poke and attacks after activating bane, trying to drop blue.
+25/1d8+5d6+13 Long Spear Attack [crit x3; P; brace, reach] {+11[BAB] +4[str] +3[GMW] +2[heroism] +2[hunters blessing] +2[bane] +1[haste] / 1d8 +1d6[corrosive] +4d6[bane] +6[str] +3[GMW] +2[hunters blessing] +2[bane]}
To Hit Longspear: 1d20 + 25 ⇒ (19) + 25 = 44
Damage: 1d8 + 4d6 + 13 ⇒ (4) + (3, 4, 5, 1) + 13 = 30
Damage Deliquescent Gloves: 1d6 ⇒ 2 (acid)
To Hit Longspear, hasted: 1d20 + 25 ⇒ (10) + 25 = 35
Damage: 1d8 + 4d6 + 13 ⇒ (8) + (1, 5, 3, 2) + 13 = 32
Damage Deliquescent Gloves: 1d6 ⇒ 2 (acid)
To Hit Longspear, iterative: 1d20 + 25 - 5 ⇒ (16) + 25 - 5 = 36
Damage: 1d8 + 4d6 + 13 ⇒ (5) + (3, 5, 2, 5) + 13 = 33
Damage Deliquescent Gloves: 1d6 ⇒ 1 (acid)
To Hit Longspear, iterative2: 1d20 + 25 - 10 ⇒ (1) + 25 - 10 = 16
Damage: 1d8 + 4d6 + 13 ⇒ (6) + (1, 6, 3, 1) + 13 = 30
Damage Deliquescent Gloves: 1d6 ⇒ 2 (acid)

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Aided by Alie’s haste spell, you make quick work if the remaining Moon-Beasts…
In a wink, Theodric’s falcata slashes three times, totally eviscerating the pink Moon-Beast, as it drops to the stairs with a resounding thud…
Meanwhile, Marta’s longspear thrice sinks deeply into blue, the last one impaling the creature, dropping it at her feet…
COMBAT Over! Pathfinders victorious!
Status:
Flint (-14)
Zaarah (-62; still need a DC25 Fort Save)
Theodric (-14)
Combat - Moonscar Jungle/Temple Stairs (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Flint recovers all but three of his durable arrows pulling them gingerly out of the Moon-Beasts. He then checks the bodies for treasure and heals his wounds.
CLW,wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW,wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW,wand: 1d8 + 1 ⇒ (6) + 1 = 7
@GM Otha - Flint is fully healed.
In response to the very lucky hit Flint casts a protective spell hardening his skin against future attacks (Clay Skin, Extended). He then arranges his equipment somewhat and examines the entrance and double doors for traps.
46(48 if stone) Perception check on a take 10 including planar penalties to examine the double doors and entrance to the double doors for traps.

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A little jumpy from the lingering effects of the haste spell, Marta makes a quick exploration of the open areas around the entrance area (anywhere she can get to without having to open a door) while the others heal up and loot the bodies.

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Flint heals up and checks the double doors…and finds no traps or anything significant about them…except the appear to be unlocked…
Marta finds nothing around the area primarily because the stairs lead to the landing and the double doors…and nothing else except a long fall back down into the jungle…
Status:
Zaarah (-62; still need a DC25 Fort Save)
Theodric (-14)
Combat - Moonscar Jungle/Temple Stairs (Slide 1)
Moonscar Jungle - Travel Map (Slide 2)
Strongly Chaos-Aligned and Evil-Aligned: Nonevil or nonchaotic creatures take a –2 circumstance penalty on all Intelligence-, Wisdom-, and Charisma-based checks in the Moonscar. This penalty stacks with itself for creatures that fall into both categories (-4).
Impeded Magic: To cast a spell or use a spell-like ability with the good or lawful descriptor, a caster must make a concentration check (DC 20 + the level of the spell).

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Flint leaves adequate time for his party to prepare and to heal up and then opens one of the double doors.
People that have not already posted can heal up during their next post but we should keep the game moving. :)