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Once everyone is ready, Arrius and J. take up good hiding spots on the docks for a surprise attack on the mercenaries.

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For his mesmerist tricks, Volsung will implant Mesmeric Mirror in himself and Astounding Avoidance in Ashwell (assuming Ashwell is good with this).
Volsung will also cast Heightened Awareness upon himself and then seek a nice place for the jumping out of and ambushing.

cmlobue |

You can each place your tokens on the map on Slide 4. The brown rectangle is the plank where the gang will board. Each of you will also need to make a check to see how well you can surprise them:
Stealth to be hidden (with a bonus if you pick a spot that will be hard to see from the plank)
Disguise, Bluff or a relevant Profession to appear as one of the dock workers or crew.
Diplomacy or Intimidate to keep people away from you.
If you have something else you want to try, let me know what and how.
Remember, the ship is in the air, so you may be able to get places that you normally wouldn't. Also, don't forget that Zephyr of the Forgotten Sun can cast druid spells for you, though he won't participate in the ambush directly.

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Volsung will appear to be a gentleman of means visiting the Element Plane of Air from his home plane. Being a somewhat bumbling tourist, he has wandered on to this ship because of its "most curious and interesting form."
Bluff: 1d20 + 15 ⇒ (16) + 15 = 31
There is a potion of fly in his spring loaded wrist sheath.
He would also be quite happy to accept a barkskin spell.

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Ash is happy to accept the Astounding avoidance, Volsung. Just remind me if I forget it, please!
Ash barks insults at any who get too close to him, figuring it you act like you belong, then you belong.
Intimidate 1d20 + 8 ⇒ (11) + 8 = 19
Would someone be nice and please place Ash’s token. Anywhere is fine with me. Thanks so much!

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Stealth: 1d20 + 21 ⇒ (6) + 21 = 27
Ghukar quietly made his way onto the vessel, finding that the stairs leading down will help with hiding him, along with a good area to hit with his bombs.

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Arrius rushes ahead of wherever Volsung walks, moving obstacles out of the way, shushing noisy passengers, cleaning chairs, and so forth, just like an energetic personal servant would.
Bluff: 1d20 + 4 + 4 + 2 ⇒ (17) + 4 + 4 + 2 = 27
Bluff (take the better of these two if vs air, earth, fire, or water subtype creatures): 1d20 + 4 + 4 + 2 ⇒ (20) + 4 + 4 + 2 = 30
For the Bluff check, I'm pretending to be Volsung's personal servant. I'm going to cross off a Chronicle boon to get a +4 on the Bluff check that allows me to roll twice and take the better result against anyone of the air, earth, fire, or water subtype.
I'm also going to cross off a Chronicle boon to get a +2 to Bluff checks while on a ship. (I figure I might as well use some of these--how often do I adventure on a ship, for example! I've got an ultra-specific one for Bluffing people from Galt, but I never run into any :)
I wasn't exactly thinking of jumping them on the very ship that's taking us to the bad guy's hideout--it's not exactly blending in--but let's roll with it :) (I think we unintentionally deviated from what the scenario expected).

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Knowing the druid has spells to aid, Bom asks for Barkskin and Resist Energy (Electricity). Bom decides to change up his spells, preparing Hunter's Eye and Protective Spirit in place of his normal 2nd level spells. And Lead Blades in place of Magic Fang
Arriving early Bom uses his wands to cast several spells
On Bom:
Longstrider - 1 hour
Heightened Awareness - 1 hour (Use on Init roll)
{Lead Blades when I see the mercs show up on the docs) 6 minutes
On Ulfur
Mage Armor (with help from someone who can cast it) - 1 hour
Shield Companion - 1 hour
If Bom could call out the mercs when they get close, would that aid everyone else's stealth check? Bom intends to act as a distraction to give eveyone else an edge.

cmlobue |

You manage to blend in or hide well enough that no one bothers you until a group of air elementals approach the ship.
”Arrius Perception”: 1d20 + 10 ⇒ (2) + 10 = 12
“Bom Perception”: 1d20 + 5 ⇒ (19) + 5 = 24
“Ashwell Perception”: 1d20 + 14 ⇒ (10) + 14 = 24
”Volsung Perception”: 1d20 + 11 ⇒ (20) + 11 = 31
”Ghukar Perception”: 1d20 + 18 ⇒ (7) + 18 = 25
”Zirul Initiative”: 1d20 + 6 ⇒ (3) + 6 = 9
”Arrius Initiative”: 1d20 + 0 ⇒ (17) + 0 = 17
”Bom Initiative”: 1d20 ⇒ 11
”Ashwell Initiative”: 1d20 + 2 ⇒ (10) + 2 = 12
”Volsung Initiative”: 1d20 + 11 ⇒ (6) + 11 = 17
”Ghukar Initiative”: 1d20 + 6 ⇒ (18) + 6 = 24
”Efwurwa Perception”: 1d20 + 14 ⇒ (8) + 14 = 22
”Red Perception”: 1d20 + 13 ⇒ (8) + 13 = 21
“Orange Perception”: 1d20 + 13 ⇒ (16) + 13 = 29
“Green Perception”: 1d20 + 13 ⇒ (8) + 13 = 21
”Blue Perception”: 1d20 + 13 ⇒ (18) + 13 = 31
”Purple Perception”: 1d20 + 13 ⇒ (9) + 13 = 22
”Efwurwa Initiative”: 1d20 + 10 ⇒ (1) + 10 = 11
”Red Initiative”: 1d20 + 13 ⇒ (15) + 13 = 28
”Yellow Initiative”: 1d20 + 13 ⇒ (8) + 13 = 21
”Green Initiative”: 1d20 + 13 ⇒ (4) + 13 = 17
”Blue Initiative”: 1d20 + 13 ⇒ (11) + 13 = 24
”Purple Initiative”: 1d20 + 13 ⇒ (4) + 13 = 17
A pair of elementals say something in Auran - even those who don't speak the language can tell it's a warning - and begin to swirl violently.
The blue-tinged elemental flies onto the deck near the mast - and the Pathfinders.
Surprise Round - bolded may take a standard or move action
Red (surprised)
Blue
Ghukar
Orange
Green (surprised)
Purple (surprised)
Arrius
Volsung
Ashwell
Efwurwa (surprised)
Bom
Zirul

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Not sure what the elementals were saying but thinking that their ambush was blown, Ghukar stepped over to give the big wolf some room and started tossing explosive bombs at the nearest foe.
Blue Explosive bomb 1: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 215d6 + 7 ⇒ (2, 6, 4, 4, 5) + 7 = 28
Blue Explosive bomb 2: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 195d6 + 7 ⇒ (3, 2, 3, 3, 3) + 7 = 21
5' Step. If they hit, the elemental is on fire (take 1d6 fire damage each round and has to make a reflex save (DC 21) to put it out) Precise Bomb discover to select out friends.

cmlobue |

Ghukar, can you throw two bombs as a standard action? This is a surprise round.

cmlobue |

Reflex Save: 1d20 + 15 ⇒ (15) + 15 = 30
Ghukar tosses a bomb at the nearest elemental, who easily gets out of the way of both the projectile and the splash of flames.
Another elemental approaches, charging at the alchemist.
Slam: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Bludgeoning Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Who knew air could hurt so badly?
Surprise Round - bolded may take a standard or move action
Red (surprised)
Blue
Ghukar (-7 HP)
Orange (-2 AC)
Green (surprised)
Purple (surprised)
Arrius
Volsung
Ashwell
Efwurwa (surprised)
Bom
Zirul

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Volsung stabs at purple I’m colorblind with his rapier, and the air around them is filled with iridescent soap bubbles.
I GMed #9-14 Down the Verdant Path and gave Volsung the credit for it. The bubbles have no mechanical effect.
Attack: 1d20 + 13 ⇒ (19) + 13 = 32 Doesn’t include bonus for attacking surprised opponent
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Confirming Critical: 1d20 + 13 ⇒ (3) + 13 = 16
Critical Damange: 1d6 + 5 ⇒ (4) + 5 = 9
Volsung will trigger Mesmeric Mirror if attacked. If/when all the images are gone, he will parry.
Parry: 1d20 + 11 ⇒ (2) + 11 = 13 -2 since these are all large

cmlobue |

9-14 is fun. I have now added numbers to the enemies as well. Purple/#5 is at the farthest part of the boarding plank. Did you mean Blue/#1?

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9-14 is fun. I have now added numbers to the enemies as well. Purple/#5 is at the farthest part of the boarding plank. Did you mean Blue/#1?
Yes, blue please.

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Ash takes a 5’ step to the north and casts Haste on the entirety of the group.
Could someone move me one square north, please? Thanks! Don’t forget your haste bonuses, please…

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"As a serpent in the underbrush, we strike without warning!" says Arrius, obviously caught up in the moment as he rushes across the ship's deck towards the foes. From a safe place, J. sighs and rolls her eyes.
Move action to move.

cmlobue |

Volsung stabs the nearby elemental. He feels almost no resistance, despite being quite sure he struck it.
Ashwell speeds the party, while Arrius and Zirul prepare for combat.
Surprise Round - bolded may take a standard or move action
Red 3 (surprised)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (-2 AC)
Green 4 (surprised)
Purple 5 (surprised)
Arrius (haste)
Volsung (haste)
Ashwell (haste)
Efwurwa (surprised)
Bom (haste)
Zirul (haste)

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Bom casts Hunter's Eye on Efwurwa

cmlobue |

Good plan, but you cannot currently target Efwurwa unless you can already see her.
Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

cmlobue |

(You can redo your turn since you would have known this would not work.)

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See my discussion in OOC
Bom casts theh spell and holds the charge, whispering to Uflur who has scent and understands Common "Find our invisible friend."

cmlobue |

Born asks his wolf to help him locate the invisible stalker.
Blue 1 repositions itself and tries to hit Volsung.
Slam: 1d20 + 16 ⇒ (16) + 16 = 32
Bludgeoning Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Slam: 1d20 + 16 ⇒ (6) + 16 = 22
Bludgeoning Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Red 3 turns itself into a whirlwind and engulfs Volsung, Arrius and Ashwell.
Bludgeoning Damage: 1d8 + 6 ⇒ (7) + 6 = 13 DC 20 Reflex negates
plus DC 20 Reflex save to avoid being sucked into the whirlwind.
Round 1 - bolded may go
Red 3 (whirlwind)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (-2 AC)
Green 4
Purple 5
Arrius (haste, 2 reflex saves)
Volsung (-12 HP, haste, 2 reflex saves)
Ashwell (haste, 2 reflex saves)
Efwurwa
Bom (haste)
Zirul (haste)

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Volsung was planning on popping Mesmeric Mirror if attacked. If/when all the images are gone, he will parry, see my Tuesday 7:550 am post above.

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Not liking to be the center of attention to too many foes, Ghukar vanished from sight and made his way below deck. heading to the other side and staying out of sight
Dissolution's Child. Figure is below deck.

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Reflex with Haste 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Reflex with Haste 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Ash tries to cast Dimension Door to get away from the awful vortex that was taking his breath.
Concentration check v DC 23 1d20 + 9 + 6 ⇒ (7) + 9 + 6 = 22

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Arrius tries to spin away from the air elemental's attacks!
Reflex save + haste vs damage: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Reflex save + haste vs sucked in: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

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Mesmeric Mirror won't stop whirlwind but might prevent slam attacks.
Reflex save + haste vs damage: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Reflex save + haste vs sucked in: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23

cmlobue |

Mesmeric Mirror: 1d3 ⇒ 3
Two illusory Volsungs spring into existence and are promptly destroyed by the elemental.
Arrius and Volsung are slammed by the winds, but not swept off their feet. Arrius, on the other hand, is lifted from the deck without immediate harm and cannot find a way to make the right gestures to escape magically.
Ghukar gets out of the way.
Green 4 circles around behind the wolf, while Orange 2 steps toward it and attacks directly.
Slam: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26
Bludgeoning Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Slam: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Bludgeoning Damage: 1d8 + 6 ⇒ (4) + 6 = 10
The animal eludes its blows.
Purple 5 also becomes a tornado and approaches the party.
Round 1 - bolded may go
Red 3 (whirlwind)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (-2 AC)
Green 4
Purple 5 (whirlwind)
Arrius (-8 HP, haste, move action)
Volsung (-8 HP, haste)
Ashwell (airborne, haste)
Efwurwa
Bom (haste)
Zirul (haste)

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Volsung has had enough of these whirlwinds. They suck. He moves back in order to mess with some elementals' minds.
I'm not sure if I'm allowed to move to the NE through the red whirlwind, or if I have to go to the NW where there is an empty square. I'm also not sure if the whirlwind can make AAOs. I don't think so, but I'm not positive. I'm going to try and parry my way back as I have 7 panche and can make 4 AAOs with combat reflexes. I could be facing up to 3 AAOs against me depending on the route I'm able to take and whether or not an air elemental in whirlwind form can make AA)s
Parry1: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19
Parry2: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Parry3: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
After I see the results of this move action, I'll do the rest of my turn.

cmlobue |

The whirlwinds do not make AOOs, but Volsung was within Blue 1's reach as he slips away. NE is fine, you already saved against being sucked up/
Slam: 1d20 + 16 ⇒ (12) + 16 = 28
Bludgeoning Damage: 1d8 + 6 ⇒ (3) + 6 = 9
He cannot parry the condensed air.
Round 1 - bolded may go
Red 3 (whirlwind)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (-2 AC)
Green 4
Purple 5 (whirlwind)
Arrius (-8 HP, haste)
Volsung (-17 HP, haste, standard action)
Ashwell (airborne, haste, move action)
Efwurwa
Bom (haste)
Zirul (haste)

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Out of range of the annoying blowhards, Volsung takes a hard look at the blue elemental who had gotten through his parry.
Swift action - Hypnotic stare, -3 to Blue's will saves.
Standard action - Confusion against 1, 2, 3, & 5, Will DC 21

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@GM: I think I'm caught in the whirlwind. Is there a particular check to try to escape?

cmlobue |

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

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Thanks, I’ll just do Total Defense this round..

cmlobue |

Arrius defends himself.
Volsung tries to cloud the minds of the clouds.
Will 1: 1d20 + 4 ⇒ (19) + 4 = 23
Will 2: 1d20 + 4 ⇒ (6) + 4 = 10
Will 3: 1d20 + 4 ⇒ (12) + 4 = 16
Will 5: 1d20 + 4 ⇒ (9) + 4 = 13
Ashwell draws a wand.
Whatever Efwurwa does is unseen (though possibly not unsmelled).
Round 1 - bolded may go
Red 3 (whirlwind, confused 8 rounds)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (confused 8 rounds)
Green 4
Purple 5 (whirlwind, confused 8 rounds)
Arrius (-8 HP, haste, total defense)
Volsung (-17 HP, haste)
Ashwell (airborne, haste)
Efwurwa
Bom (haste)
Zirul (haste)

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Bom waits for Uflur to attempt to pinpoint the stalker via smell. Would attacking someone with sword or shield constitute touching them?

cmlobue |

You can discharge a touch spell through an attack; that is basically how the magus works. You can also feel free to take your companion's actions as well. For the moment...
Perception, Ulfur: 1d20 + 4 ⇒ (10) + 4 = 14 Oops, didn't need that.
The winds from the various elementals are definitely confusing the wolf, but it can tell that there is something he can't see on the other side of the creatures to the southeast of it. Somewhere in the green box.

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How effectively can Bom and Uflur communicate this to the rest of us?

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"The leader may be over there..." Bom nods to others.
Hoping to clear a path, Bom orders Ulfur to attack the blue elemental with ferocity.
Bite wPower Attack: 1d20 + 10 ⇒ (6) + 10 = 16 Won't even bother with damage

cmlobue |

Bom points out the area where Efwurwa is, but the wolf can't get a mouthful of elemental.
Zirul shoots at Blue, and the bullet makes contact, but doesn't seem to affect it in any way.
A large, blue-skinned woman bursts onto the deck from a grating below. "What is going on on my ship?!" she bellows, indicating to you that she must be Captain Beysal.
1d100 ⇒ 67
1d8 + 1 ⇒ (1) + 1 = 2
Red 3 somehow manages to smack itself with itself. Its winds still buffet Ashwell.
Bludgeoning Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Blue 1 swings airy fists at the wolf and Zirul.
Slam vs. Ulfur: 1d20 + 16 ⇒ (20) + 16 = 36
Bludgeoning Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Slam vs. Zirul: 1d20 + 16 ⇒ (13) + 16 = 29
Bludgeoning Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Threat vs. Ulfur: 1d20 + 16 ⇒ (14) + 16 = 30
Critical Damage: 1d8 + 6 ⇒ (5) + 6 = 11
That did not resemble a gentle breeze.
Round 2 - bolded may go
Red 3 (-2 HP, whirlwind, confused 7 rounds)
Blue 1 (-1 HP)
Ghukar (-7 HP, haste)
Orange 2 (confused 8 rounds)
Green 4
Purple 5 (whirlwind, confused 8 rounds)
Arrius (-8 HP, haste, total defense)
Volsung (-17 HP, haste)
Ashwell (-8 HP, airborne, haste)
Efwurwa
Bom (haste) and Ulfur (-19 HP, haste)
Zirul (-8 HP, haste)
Beysal

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Bom takes half of the damage dealt to Ulfur on account of Shield Companio. The animal takes the rounded down portion and Bom takes it rounded up, so 9 to Ulfur, 10 to Bom. And I forgot to post that Bom is going Total Defense, so +6 to AC