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GM, if I may... If all my attacks hit on the last turn, then there should be 70 damage from me alone.
Fort: 1d20 + 13 ⇒ (18) + 13 = 31
Nikita steadfastly continues to shoot the monster.
Revolver + Deadly Aim + Smite + Haste: 1d20 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 191d8 + 7 + 8 + 8 ⇒ (3) + 7 + 8 + 8 = 26 - vs touch AC
Revolver + Deadly Aim + Smite + Haste: 1d20 + 9 + 4 + 1 ⇒ (3) + 9 + 4 + 1 = 171d8 + 7 + 8 ⇒ (6) + 7 + 8 = 21 - vs touch AC
Revolver + Deadly Aim + Smite + Haste: 1d20 + 4 + 4 + 1 ⇒ (6) + 4 + 4 + 1 = 151d8 + 7 + 8 ⇒ (5) + 7 + 8 = 20 - vs touch AC
And 67 more .)

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"I have got to get me one of those!" Lorian exclaimed as the strange hand crossbow erupted again. Reaching into his haversack, the Battle Herald pulled out masterwork warhammer that the head was made out of alchemical silver but figured between Nikita and Tull, everything was well in hand.
Fort Save DC 24: 1d20 + 11 ⇒ (4) + 11 = 15

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I am just waiting for Tull to post first. From what I see of his build I am sure that he will be fine but if not my character has Dimension Door on tap. :)

cmlobue |

The Doctor unleashes another missile.
Nikita continues to blast away at the monstrosity. It is clearly being harmed severely, but it has not gone down yet.
Lorian draws a weapon. He wishes he had pulled out a sandwich instead.
Does that take a full round?
Round 2 - bolded may go
Xilt (haste, Fort save) and Tzleztor (haste, Fort save)
Nikita (haste)
Tull (-15 HP, haste, enlarged, grappled, Fort save)
Doctor (haste)
Lorian (7 nonlethal, fatigued, haste)
Gashadokuro (-142 HP, grappling)

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I will wait until tomorrow morning for Tull to act and then my character will post regardless. The warpriest should be able to escape from the grapple (with his Liberation blessing) full attack and hopefully bring down the monster. I definitely don't want him to be swallowed whole.:)

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DC 24 Fort: 1d20 + 19 ⇒ (2) + 19 = 21 Tull is fatigued (and takes 7 non-lethal) but, as far as I understand it, this doesn't cause him to lose the bloodrage that he is already in - it will just prevent him from starting a new bloodrage until he is no longer fatigued. GM, let me know if you disagree, as Tull's stats and abilities will be different if he's no longer raging. Btw, Tull's Defending Bone doesn't absorb any of the bite damage (since it's bludgeoning) but I think it may absorb 5 points of this non-lethal damage?
When the Gashadokuro attacks Tull it triggers his Dutiful Strike phantom ability. Won't come up this round but fyi.
Tull finds himself beaten, grappled, and unusually tired. He calls out to his mistress for aid, "Lady Desna, hear my call and help me escape this monstrosity!"
free action to maintain bloodrage (14/16)
Swift action to use one warpriest Blessing (6/7) to activate Liberation Blessing, which gives him Freedom of Movement for one round.
Then he struggles to free himself from the creature's grip.
Standard action to escape the grapple - it automatically succeeds due to Freedom of Movement (contra to widely-held opinion, Freedom of Movement doesn't automatically free you)
Move action to draw his butchering axe if he wasn't already holding it
5' step to move to 10' away from the creature.
If the creature attacks him again on its turn, any grab attempt should auto-fail since Freedom of Movement should remain in effect until the start of Tull's next turn.
Tull's AC (with rage, haste, enlarge, and fatigue) is currently 17.

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@Tull - You are right on both points (I think). There is a lot of confusion about Freedom of Movement but your take on it follows the text of the spell correctly. :)
I will get a post up today now that our warpriest is safe.

cmlobue |

The aura is causing you to starve, so I don't think defending bone would help with that either. Not that I think 7 nonlethal is going to be an issue. I agree with your other interpretations.

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Xilt attempts not to get the munchies.
Fort save, DC 24: 1d20 + 11 ⇒ (15) + 11 = 26
The wizard then dimensional slides into the position far above the battle field. His Contingency spell (Fly) triggers immediately as soon as he is airborne with both feet off the ground. He flies into position as he grabs his staff. Xilt then sends a lightning bolt down at his enemy.
Ember Staff: Lightning Bolt, CL 11 Reflex save DC 20: 10d6 ⇒ (1, 3, 5, 4, 4, 5, 1, 1, 6, 4) = 34
Dimensional Slide is part of his move action as is grabbing his staff. He is currently 100 feet above the ground.

Tzleztor |

@cmlobue - Outsiders do not eat so I think that Tzleztor should be immune to the hunger effect. I will roll a fortitude save regardless.
Fortitude save, DC 24: 1d20 + 4 ⇒ (3) + 4 = 7
The mephit curses in his own language before flying into the air. He decides to try to send a large fireball at the exposed undead creature.
Ember Staff, UMD 20, Fireball: 1d20 + 17 ⇒ (15) + 17 = 32
Fireball, Reflex DC 15, CL 8: 8d6 ⇒ (1, 2, 2, 5, 4, 3, 6, 3) = 26

cmlobue |

Reflex DC 20: 1d20 + 6 ⇒ (18) + 6 = 24
Reflex DC 15: 1d20 + 6 ⇒ (5) + 6 = 11
The combined magical assault is enough to reduce the giant skeleton to a giant pile of body parts.
Tull (-15 HP, 7 nonlethal, fatigued)
Lorian (7 nonlethal, fatigued)
After the undead is destroyed, the Pathfinders can explore the partially submerged cave it came from. Within, you locate a samurai's daisho - a magical wakazashi in a magical scabbard, a magical katana in a magical scabbard, a suit of magical o-yoroi armor, and a magical ring - and a collection of ancient Lung Wa coins.
The group can also explore the area. You can talk to and observe the ratfolk going about their lives with Diplomacy; examine the complex irrigation system with Knowledge (engineering); observe the aquacultural practices with Knowledge (dungeoneering or nature) or Profession (farmer or fisherman); capture individual shellfish for later study with Profession (fisherman) or Survival; observe the flow of goods or engage in early trade negotiations with Appraise or Profession (merchant); or indulge in and explore the local cuisine with Knowledge (local) or Profession (cook). You can also explore and document the local cave fauna and flora further along the lake’s shore with Knowledge (dungeoneering or nature). Finally, you can explore and document the lake bed with Knowledge (dungeoneering or nature) and either a means to breathe underwater or a successful Swim check.

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The Doctor attempts to identify the ring.
k arcana: 1d20 + 12 + 1d8 ⇒ (17) + 12 + (8) = 37
He then goes to talk to the ratfolk, using jelly babies to sweeten relationships.
diplomacy: 1d20 + 14 + 1d8 ⇒ (18) + 14 + (3) = 35

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Nikita slowly cleans and reloads the revolver, then looks around with one eyebrow raised, and then goes to study the irrigation system, muttering something about the proletarians of all countries...
Engineering: 1d20 + 13 ⇒ (10) + 13 = 23

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Tull taps himself with his wand to heal his wounds and stuffs his face with rations in an effort to stop feeling so famished.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Fully healed. GM, is Tull still fatigued or is eating rations sufficient?
He is so hungry that he even tries to gather some of the local shellfish for later, uh, "study."
Survival: 1d20 + 3 ⇒ (13) + 3 = 16

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Xilt casts both Investigative Mind (cast at CL 13 with arcane point and extended) and Heroism (extended). He then quickly examines all of the magical items found.
Investigative Mind: roll twice and take the better result.
Spellcraft 1: wakazashi, Heroism: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43
Spellcraft 2: wakazashi, Heroism: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Result: Spellcraft 43
Spellcraft 1: scabbard: wakazashi, Heroism: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Spellcraft 2: scabbard: wakazashi, Heroism: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
Result: Spellcraft 38
Spellcraft 1: katana, Heroism: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43
Spellcraft 2: katana, Heroism: 1d20 + 21 + 2 ⇒ (20) + 21 + 2 = 43
Result: Spellcraft 43
Spellcraft 1: scabbard:katana, Heroism: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32
Spellcraft 2: scabbard:katana, Heroism: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Result: Spellcraft 42
Spellcraft 1: o-yoroi armor, Heroism: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Spellcraft 2: o-yoroi armor, Heroism: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26
Result: Spellcraft 42
Spellcraft 1: ring, Heroism: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
Spellcraft 2: ring, Heroism: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
Result: Spellcraft 35
Xilt and Tzleztor are both protected from the water by the Life Bubble spell so they explore the lake bed.
Investigative Mind: roll twice and take the better result.
Knowledge Dungeoneering 1: Heightened Awareness, Heroism: 1d20 + 18 + 2 + 2 ⇒ (17) + 18 + 2 + 2 = 39
Knowledge Dungeoneering 2: Heightened Awareness, Heroism: 1d20 + 18 + 2 + 2 ⇒ (18) + 18 + 2 + 2 = 40
Result: Knowledge Dungeoneering 40
Everyone in the party except Xilt have Life Bubble up for 4 hours. Tzleztor has it up for 6 hours. Xilt has it up until 1 AM tomorrow.

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Lorian started to reach into his haversack when he smelt cooking being done and made his way to test out the local cuisine with some contacts from the Sovereign Court in the area.
K:Local: 1d20 + 12 ⇒ (9) + 12 = 21
Using Confidante from the faction card. It will use it up for the adventure

cmlobue |

If you eat a full meals worth of rations, it will negate the fatigue and allow you to remove the nonlethal damage. You wouldn't exactly say it's satisfying, though.
Xilt is able to identify all the loot - a +1 wakazashi in a scabbard of keen edges, a +1 katana in a scabbard of stanching, a suit of +2 o-yoroi armor, and a ring of feather falling.
Xilt locates the collapsed cave, where the remains that were too stuck to become part of the undead still rest. There is also a bag, rotted through and filled with damaged or rusted equipment that leads you to believe that whoever was trapped here was in the process of stealing when they were trapped.
Tull grabs a sample of local cuisine, but clearly does not have the expertise to locate the good stuff.
Lorian, however, finds an excellent restaurant and is able to satisfy his craving for, well, everything after the fight.
Nikita is able to locate some ingenious modifications to the irrigation system that may be useful outside the Tapestry.
The Doctor speaks with many of the locals. They are very pleased to have learned what was going on in the lake and thankful that it should not bother them any more.
Any more exploration? You can do more in this area, but don't have time to visit anyplace else other than your inn today.

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Xilt and Tzleztor spend some time exploring the cave documenting the local life.
Investigative Mind: roll twice and take the better result.
Knowledge Dungeoneering 1: Heightened Awareness, Heroism: 1d20 + 18 + 2 + 2 ⇒ (9) + 18 + 2 + 2 = 31
Knowledge Dungeoneering 2: Heightened Awareness, Heroism: 1d20 + 18 + 2 + 2 ⇒ (19) + 18 + 2 + 2 = 41
Result: Knowledge Dungeoneering 41

cmlobue |

Xilt locates some fauna that look like they were subtly mutated from either the magic that brought them into the Tapestry or their time within.
After this, The Pathfinders return to their lodgings for the night.
Day 4
At the beginning of the day, a second group of Pathfinders arrives within the cavern. They tell you they went directly to Zhotan and, with the aid of the local ratfolk, found your group easily. They explain that Venture-Captain Amara Li instructed the other two teams to continue exploring their tunnels, with a hope of finding another route to the Big Ticker or other outlying sites of importance. They have been tasked to help you, but also to leave you decision-making.
Riada, a human cleric of Pharasma is the team's leader. She can make Knowledge (religion) checks for you, channel positive energy three times a day, and, with a day's notice, prepare any cleric spell of 3rd level or lower.
Torstra, a dwarf ranger, can assist with Knowledge (dungeoneering) and Knowledge (nature) checks.
Soh Jung, a half-elf rogue, is fluent in both Tien and Undercommon and can serve as a translator. He can assist with Knowledge (local) and Linguistics checks.

cmlobue |

You can explore the mushroom farms, try again to convince Zho Bai to evacuate, look for more points of interest in the city...

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I prrropose to explorrre what else is interrresting in city. I vonder how prrroletarrrian lives in zese place. Nikita wants to talk to ordinary and, in his opinion, probably oppressed residents of the cavern. What kind of check will it be for finding new points of interest in the city? Diplomacy to gather information?
Diplomacy: 1d20 + 15 ⇒ (10) + 15 = 251d4 ⇒ 2

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"Nikita, you and the others can head there and see what else can be gathered while we are here. I aim to give Zho Bai another shot at evacuating the place. The quicker he can be convinced, the quicker things can get rolling." Lorian said, looking at his Ulfen bodyguard that has been lingering in the background.

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Tull continues to guard his comrades, well aware that unless they plan to intimidate the residents of the city into evacuating, he is unlikely to be much assistance in their diplomatic and knowledge-gathering pursuits...
As before though he offers his blessings to allow skill check takers to roll twice and take the better result.

cmlobue |

Those of you who are trying to convince Zho Bai to bein an evacuation, present any new information you wish and make a Diplomacy check.
Those who are exploring, you can visit the garrison and begin trade negotiations with Diplomacy or Profession (merchant) or observe the local military with Knowledge (nobility) or Profession (soldier).

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Xilt casts some magics before retiring for the night and further defensive spells in the morning.
Xilt
Ablative Barrier, extended CL13 (26 hours)
False Life ,extended CL 13: 1d10 + 10 ⇒ (5) + 10 = 15
Tzleztor
Ablative Barrier, extended CL13 (26 hours)
False Life ,extended CL 13: 1d10 + 10 ⇒ (8) + 10 = 18
Xilt
Mage Armor, 11 hours
Pearl of Power 1st, expended.
Tzleztor
Mage Armor, 11 hours
"I am going to examine their military. If anyone wants to come with me."

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Making his way back to see Zho Bai, Lorian made a quick change of his clothes from his normal adventuring gear to his more formal wear.
"Greetings Governor Zho Bai, we have taken care of the problem at the lake. The Gashadokuro that was causing problems has been returned to death, where it belongs.[b]" Lorian said. "[b]While I understand that you are not keen on having to evacuate the city, the quicker it can get started, the more property and belongings can be saved so that the disruption is not as traumatic."
Diplomacy: 1d20 + 33 ⇒ (1) + 33 = 34
Motion to delete and reinstall the dice roller. That is the second 1 I have rolled today.

cmlobue |

Xilt gathers a group to head towards the barracks, while Lorian makes one of the least convincing arguments of his life before the governor.

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If we were sitting at a table together I would have suggested that Lorian use one of Tull's blessings to roll twice and take the better result. GM, acceptable retcon?

cmlobue |

Assuming Tull is with Lorian or the blessings last hours, that is fine.
Nikita identifies an opportunity to provide gear not commonly found in the Big Ticker to these ratfolk once the evacuation has been handled.

cmlobue |

Oops, neglected to give the description of the garrison:
A squat stone fort sits atop a small rise a mile east of town. From the top of this rise the signal lamps at each cavern entrance are clearly visible, simulating an artificial starry nightscape. Several soldiers stand stationed along the fort’s roof parapets, observing the distant pinpricks of light.
The Pathfinders meet up at the end of the day and share their successes 9or lack thereof).
Day 5
The next morning, they consider their options:
* Attempt to convince Zho Bai to begin the evacuation
* Visit the mushroom fields (clockwork creatures?)
* Engage in early trade negotiations near the entrance (Appraise or Profession (merchant))
* Examine the elevators (Craft (carpentry) or Knowledge (engineering))
* Converse with the ratfolk citizens (Diplomacy)
* Study the town records (Knowledge (geography, history, local, or nobility))
* Engage in early trade negotiations near the lake (Appraise or Profession (merchant))
* Capture shellfish for study (Profession (fisherman) or Survival)
* Observe the local military (Knowledge (nobility) or Profession (soldier))

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Nikita will offer to split up in order to do everything in time and will go to evaluate the local structure of elevators.
Engineering: 1d20 + 13 ⇒ (9) + 13 = 22

cmlobue |

The Doctor is going to the fields, and Nikita is going to the elevators. What about the rest of you?

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@cmlobue - If possible my character would like to do multiple activities on both days. Time permitting in game of course.
Day 4 action:
Examining the Military.
Investigative Mind:Roll Twice and take the better roll.
Knowledge: Nobility, Roll 1, Heroism, Heightened Awareness: 1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32
Knowledge: Nobility, Roll 2, Heroism, Heightened Awareness: 1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32
Result: 32 for Knowledge Nobility.
Xilt
Contingency (Fly spell cast 11 days)
Ablative Barrier, extended CL13 (26 hours)
Mage Armor, extended CL 13 (26 hours)
False Life, extended CL13: 1d10 + 10 ⇒ (2) + 10 = 12
Tzleztor
Ablative Barrier, extended CL13 (26 hours)
Mage Armor, extended CL 13 (26 hours)
False Life, extended CL13: 1d10 + 10 ⇒ (8) + 10 = 18
Day 5 Action:
Xilt goes with Tzleztor to study the town's records.
Investigative Mind:Roll Twice and take the better roll.
Knowledge: Local, Roll 1, Heroism, Heightened Awareness: 1d20 + 14 + 2 + 2 ⇒ (12) + 14 + 2 + 2 = 30
Knowledge: Local, Roll 2, Heroism, Heightened Awareness: 1d20 + 14 + 2 + 2 ⇒ (7) + 14 + 2 + 2 = 25
Result: 30 for Knowledge Local.

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Assuming Tull is with Lorian or the blessings last hours, that is fine.
The Luck blessing only lasts a minute so it's totally GM call whether it can be used for skill challenges like Diplomacy that presumably take much longer than 1 minute. I've seen GMs rule either way and I'm fine with however you interpret it.

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Tull will accompany the wizard to provide a body guard.
Aside from the possible use of his blessings, Tull will not be able to help with any of the skill challenges here. His only skill of note is Intimidate.

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@Tull - Sure, a body guard is appreciated in case something nasty pops up. :) Investigative Mind is already up on my wizard so no worries about your luck blessing working with all of his rolls. He has that part covered. :)

Tzleztor |

Tzleztor keeps watch with Tull as Xilt fills his roll as the uber geek of the party.
He smiles at the warrior now that he has the opportunity to goof off instead of browsing through boring paperwork.

cmlobue |

Exploration Point activities are too long for a 1-minute bonus to apply.
Xilt, after spending some time with the garrison, heads back to the town records. He is learning a lot about the Big Ticker, but there is too much to go over in a single day. Success, but more points are available for continuing this activity.
Nikita puzzles out the workings of the elevators.
The Doctor heads for the fields.
The Diguo-Dashu mushroom and moss farmlands stretch across most of the Big Ticker’s cavern floor. Some mushrooms stand taller than a human, while numerous structures of partially rotted wood support the growth of smaller fungi. Other than the space set aside for farmhouses, access roads, and irrigation canals, the mushrooms form what could easily be mistaken for a dense subterranean forest.
Four creatures that look like dogs made of clockwork patrol the area. The Doctor can also spot a clockwork humanoid creature trying to hide among the mushrooms.
If you want to try to escape, roll Stealth or describe what other plan you might have to get away unnoticed. If you would prefer to stay and fight, roll Initiative.

cmlobue |

The Doctor steps on a particularly loud mushroom while trying to make his escape.
”Red Initiative”: 1d20 + 8 ⇒ (9) + 8 = 17
”Blue Initiative”: 1d20 + 8 ⇒ (17) + 8 = 25
”Green Initiative”: 1d20 + 8 ⇒ (3) + 8 = 11
”Pink Initiative”: 1d20 + 8 ⇒ (16) + 8 = 24
”Yellow Initiative”: 1d20 + 9 ⇒ (17) + 9 = 26
Two of the hounds and the humanoid approach the Doctor.
Round 1 - bolded may go
Yellow
Blue
Pink
The Doctor
Red
Green
If you can get off the map to the northwest, you successfully escape.

cmlobue |

The hounds continue their approach and, for those near enough, attack.
Bite: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d6 + 6 ⇒ (4) + 6 = 10 plus trip
Bite: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d6 + 6 ⇒ (4) + 6 = 10 plus trip
Combat Maneuver Bonus: 1d20 + 11 ⇒ (20) + 11 = 31
The Doctor falls to the ground.
The humanoid raises its hands as if to cast, but pauses and says in a stilted, grinding voice, "Why... call... off?" You think he's expecting you to explain why it shouldn't let the dogs use you as a chew toy.
Round 2 - bolded may go
Yellow (ready)
Blue
Pink
The Doctor (-10 HP, prone)
Red
Green

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Woah woah woah. As I said I mean no harm but I come with a warning. The earth and rock that magically left this cavern ... well it's coming back. We're trying to save as many as we can.
diplomacy: 1d20 + 14 + 1d8 ⇒ (9) + 14 + (2) = 25
Jelly baby? Or would you prefer a Jammy Dodger?

cmlobue |

The creature accept the strange items from the Doctor and quickly discovers that gelatin is not good for clockworks. In the confusion, the investigator manages to slip away and report back to the other Pathfinders.

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Komrrrade, it's terrrible zat zese arrrtificial crrreaturrres attacked you forrr niet rrreason! And yet ve need to look at zem and trrry to negotiate in peace. Ve'rrre all going zerrre! Nikita adjusts the revolver in the holster on his belt and the sword on his back and is ready to go.