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The breeze pouring from the orb has the following effects: Everyone heals 1d8+8 hit points; Everyone heals 1d2 points of ability damage to each ability score; Everyone regains one daily use of a class feature; Everyone recovers one or more spells with a combined spell level equal to their character level.
Well snazz-o-licious! That is 2 hp, 1 round of Performance, and ALL spell slots restored!
Xasay continues tinkering in eager fascination...
Use Magic Device: 1d20 + 10 ⇒ (9) + 10 = 19
...before another rude interruption; he looks at the guardians, then down at his stencils.
"Let's try something new...!"
Quick as a flash, a massive, oddly twisted crocodile, that looks as though it were carved from rough black marble, appears between the graven guardian and Xasay, which immediately begins savaging the smaller construct!
All versus Wavy Graven down there, taking the bonus attack (I take the roll/AC bonuses for now), and as before, DC 21 Will save reduces it to 20% reality:
bite: 1d20 + 5 ⇒ (6) + 5 = 11 I bet that does not hit.
bite: 1d20 + 5 ⇒ (20) + 5 = 25 That one sure does!!!
Threat!?: 1d20 + 5 ⇒ (2) + 5 = 7
damage, plus 1 acid: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
grab on hit: 1d20 + 11 ⇒ (12) + 11 = 23
tail slap: 1d20 ⇒ 18
damage, plus 1 acid: 1d12 + 2 + 1 ⇒ (12) + 2 + 1 = 15
trip: 1d20 + 7 ⇒ (17) + 7 = 24
As before, I'll leave it to you describe what just happened there!!!

GM Mike...R |

graven guardian will vs shadow magic (DC 21): 1d20 + 3 ⇒ (3) + 3 = 6
One of the crocodile's bite attacks finds its target and it successfully grabs the construct, although creature proves somewhat resilient to taking damage from the bite.
As death roll is a standard action that can be used to maintain a grapple, the crocodile wouldn't be able to death roll this turn, but would be able to do it next turn if the graven guardian is still grappled.
The bone golem attacks the crocodile...
white bite: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d8 + 4 ⇒ (3) + 4 = 7
white slam: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
white slam: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
...landing two strikes, which destroys the big reptile and releases the grappled guardian. The golem then takes a step forward.
-- ROUND 1 --
Grunjar
Xasay
Aoi
Bone Golem (white)
Jilla
Shasta
Tippa
Graven Guardian (yellow) -3
(Bold may act)

DM Carbide |

Sorrina Westyr’s image manifests to the Pathfinders, standing before a floating metallic cube scribed with countless shifting glyphs. “We have done it! Now how to open this—”
A great crack interrupts the Master of Spell’s musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”
Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”
Table GMs, begin the final encounters.

GM Mike...R |

In the chaos cause by the arrival of these new foes on the battlefield, the party are able to break off from the current combat to deal with the new threat.
This new development ends the current encounter and the party can move to face the new foes. You have a choice to either face the enemies foot soldiers or to seek out some of the enemy leaders. The latter combat is more challenging but will result in more progress for the overall mission. You also get to choose the location of the fight, it can either be in the current location or you can move to one of the locations represented by the maps on pages 8 and 9 of the slides.
Can everyone let me know which map you want to fight on (once there is a majority for one map we will go with that one) and also let me know if you want to face the enemy leaders or just the standard enemies.

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Are those tunnels or dungeon-like passages on map 8? Is there a connection between the map and the chosen opponents? Shasta would enjoy the challenge of the leaders. I'm not sure which map to choose until I get some info on where there may be difficult terrain and other hazards.

GM Mike...R |

They are tunnels and caves on map 8. The only difficult terrain on map 8 is the areas with the mushrooms, there is also some water which you are not sure how deep it is until you get near it. Other than that movement on map 8 has not impediments to movement. The other maps are as described in the previous fights on them so are mainly normal terrain. The choice of map has no impact on the opponents faced and the choice of opponent is a separate decision.

GM Mike...R |

As the Pathfinders have successfully gained control of the system of portals which allows quick travel between locations on the asteroid, I'll say that it takes you two rounds to get to the new location. You can adjust your starting position to anywhere within the rectangle on the map.
Init(Jilla): 1d20 + 1 ⇒ (16) + 1 = 17
Init(Tippa): 1d20 + 3 ⇒ (2) + 3 = 5
Init(Shasta): 1d20 + 3 ⇒ (4) + 3 = 7
Init(Grunjar): 1d20 + 6 ⇒ (17) + 6 = 23
Init(Xasay): 1d20 + 2 ⇒ (12) + 2 = 14
Init(Aoi): 1d20 + 2 ⇒ (5) + 2 = 7
Init(Orange): 1d20 + 1 ⇒ (19) + 1 = 20
Init(Red): 1d20 + 7 ⇒ (20) + 7 = 27
As the party arrive at their chosen location, the area seems strangely empty of potential foes. Then suddenly from above them they hear a deep bestial chuckle as a blast of freezing energy explodes around them and the source of this blast becomes visible - A large red monster clad in finely crafted armor, hovering in the air and laughing to itself (knowledge (planes) to identify the creature).
cold damage to everyone DC 18 reflex for half: 9d6 ⇒ (3, 5, 1, 5, 6, 5, 5, 5, 2) = 37
-- ROUND 1 --
Creature (Red)
Grunjar (37 cold damage, DC 18 reflex for half)
?
Jilla (37 cold damage, DC 18 reflex for half)
Xasay (37 cold damage, DC 18 reflex for half)
Shasta (37 cold damage, DC 18 reflex for half)
Aoi (37 cold damage, DC 18 reflex for half)
Tippa (37 cold damage, DC 18 reflex for half)
(Bold may act)

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Are we allowed to buff ourselves?
reflex: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

GM Mike...R |

Are we allowed to buff ourselves?
As this is a surprise attack that interrupted the previous encounter there wouldn't be any time to buff. That said, having thought about it I'm going to say that it only takes you a single round to get to the new location via one of the teleportation portals.

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Reflex: 1d20 + 12 ⇒ (11) + 12 = 23 Still don't like how they take away cold resistance from Planatery Adaptation
Sputnik reflex: 1d20 + 5 ⇒ (6) + 5 = 11 Improved Evasion for half
Plane: 1d20 + 15 ⇒ (14) + 15 = 29

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Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Shasta sees the incoming magic and turns her back to protect her face and front, avoiding some of the cold damage.
Knowledge (Planes): 1d20 + 9 ⇒ (19) + 9 = 28
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14

GM Mike...R |

The party recognise that the creature attacking them is an Ogre Mage. Between them they know everything relevant about these creatures (i.e. you know everything in the linked monster description).

GM Mike...R |

Botting Grunjar as it’s been 24 hours.
Grunjar channels energy to heal.
healing: 4d6 ⇒ (2, 5, 2, 1) = 10
As Grunjar channels, everyone detects the ground below them start to vibrate and out of the stonework below the clerics feet bursts another foe that looks to be a smaller version of the earth elemental that they encountered when they first arrived on the asteroid. It immediately takes a swing at Grunjar...
orange slam attack + PA + EM: 1d20 + 16 - 3 + 1 ⇒ (2) + 16 - 3 + 1 = 16
damage + PA + EM: 2d6 + 9 + 6 + 1 ⇒ (2, 1) + 9 + 6 + 1 = 19
…and misses.
-- ROUND 1 --
Creature (red)
Grunjar +10 (37 cold damage, DC 18 reflex for half)
Creaturer (orange)
Jilla +10 (37 cold damage, DC 18 reflex for half)
Xasay +10 (37 cold damage, DC 18 reflex for half)
Shasta -8
Aoi -8 (Sputnik -8)
Tippa -27
(Bold may act)

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Jilla manages to dive out of the way of the blast of freezing energy! "It's time to warm up with a potent potable--a Mortimont's Cocktail!" She shakes up a vial of liquid that starts to glow and hurls it at the ogre!
Jilla makes the Reflex save vs the cold blast, and thanks to Evasion, takes no damage.
Taking a 5' step back and hurl an alchemist's bomb at the ogre mage. This is versus Touch AC. Assuming it hits, my allies adjacent to it will take 2 fire damage from the splash (DC 12 Reflex to halve). Sorry!
Reflex save vs cold damage: 1d20 + 12 ⇒ (12) + 12 = 24
bomb vs ogre mage touch AC: 1d20 + 6 ⇒ (17) + 6 = 23
damage (fire): 1d6 + 1 ⇒ (6) + 1 = 7
Edit: Please subtract four from that attack roll--I do not have the Precise Shot feet and am doing a ranged attack against a creature in melee.

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Thanks for botting! I would have done the same - channel is more effective for quick mass healing. It was my last channel for today, though. In addition, I'd like Grunjar to use his Miracle Worker faction reward (1/adventure) on himself (swift action):
lay on hands: 3d6 ⇒ (6, 1, 4) = 11
Also: New combat only 1 round later means that Blessing of Fervor is still in effect on every ally for (at least) 5 more rounds.
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.These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Reflex, BoF: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 (+2 vs spells/SLAs/poison) :-/
Reflex, BoF: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 (+2 vs spells/SLAs/poison) :-D
Grunjar is back at full hp.

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Reflex save, Fervor: 1d20 + 10 ⇒ (20) + 10 = 30
Xasay seems to almost dissolve into pure darkness for a moment as the terrible cold sweeps through them, sparing him the worst of the blast.
He gives the others an inscrutable, but somewhat wry, look.
"Consider what our foe has just told us; we're winning! Be inky, bold, and resolute, for it is always brightest before the twilight!!!"
Everyone gets 8 minutes of good hope!

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I wish I could use my fervor on our way cuz Tippa knew there would be a final combat. If so she will cast extended bull's strength.
On the part of healing, Tippa can recover extra 8 hp due to fay founding.
I see a possibility the orge mage sleeping and falling down so I will move after Aoi's movement

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Shasta steps five feet back from the earthy one and feels hopeful and full of fervor that her whip attacks will do it some harm.
BOF: extra attack on full attack.
+1 Shock Whip, 1st, GH: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
+1 Shock Whip damage, lethal, electricity, GH: 1d3 + 3 + 2 + 1d6 ⇒ (1) + 3 + 2 + (4) = 10
15 foot reach, no AOO for ranged attack
+1 Shock Whip, 1st, GH: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
+1 Shock Whip damage, lethal, electricity, GH: 1d3 + 3 + 2 + 1d6 ⇒ (1) + 3 + 2 + (2) = 8
Extra attack for BOF.
+1 Shock Whip, 2nd, GH: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
+1 Shock Whip damage, lethal, electricity, GH: 1d3 + 3 + 2 + 1d6 ⇒ (2) + 3 + 2 + (4) = 11
She calls out, "Fly-boy up there is an ogre mage. Hit 'em with fire or acid if you can; keeps 'em from regeneratin'. Spells may be harder to affect it. 'ware their charm monster, gaseous form, and deep slumber spells. Oh yeah, darkness and invisibility to boot!"
It has SR but no resistances or immunities.

GM Mike...R |

Taking a 5' step back and hurl an alchemist's bomb at the ogre mage. This is versus Touch AC. Assuming it hits, my allies adjacent to it will take 2 fire damage from the splash (DC 12 Reflex to halve). Sorry!
Just to check is Jilla targeting the Ogre Mage or the elemental? I'm just double checking as the Ogre Mage is flying 40 feet above the party so there would be no splash damage or penalty for firing into melee but there would obviously be range penalties due to the height.
I wish I could use my fervor on our way cuz Tippa knew there would be a final combat. If so she will cast extended bull's strength.
As it would be a swift action using fervor, I'd allow Tippa to do that as it would not impact on her movement.
Two of Shasta's attacks land and get some damage past the creatures natural resistance to damage.
-- ROUND 1 --
Ogre Mage (red)
Grunjar
Earth Elemental (orange) -11
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -8)
Tippa -27
(Bold may act)

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Swift action invoke patron for Hex DC
SR: 1d20 + 7 ⇒ (16) + 7 = 23
Mydriatic Spontaneity at Ogre, DC 21 Will negate
Aoi casts a spell on the flying ogre and get away

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Tippa casts Extended shield of faith to herself and swift action casts Grace. Then she approaches the earth elemental.

GM Mike...R |

red will save vs mydriatic spontaneity DC 21: 1d20 + 10 ⇒ (19) + 10 = 29
The Ogre Mage shakes off Aoi's assault on it's vision, flies up a little way and then returns fire with its bow...
red longbow attack vs Aoi: 1d20 + 10 ⇒ (4) + 10 = 14
...and misses.
-- ROUND 2 --
Ogre Mage (red)
Grunjar
Earth Elemental (orange) -11
Jilla (see question here checking which foe Jilla is targeting)
Xasay -8
Shasta -8
Aoi -8 (Sputnik -6 (regen 2/rnd))
Tippa -27
(Bold may act)

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@GM: I'll stick with the ogre mage (happy to trade range increment penalties for the firing into melee penalty).

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choosing +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
current AC: 27 T 13 FF 25
current saves: F +12, R +8, W +18
Grunar hustles around the earth elemental to provide flanking for Tippa. (provokes an AoO)
He then attempts to cast a spell on the Ogre Mage. (also provokes an AoO - I just hope that the earth elemental doesn't have combat reflexes)
"Let's see how you like this...".
damage to evil outsiders: 8d6 ⇒ (3, 6, 5, 5, 5, 1, 5, 5) = 35 and blinded for 1 round
Holy Smite: Will DC22 for half damage and negate the blinded condition, good creatures are unaffected (Link)

GM Mike...R |

Jilla's bomb hits to ogre mage giving it some nasty burns.
As Grunjar runs around it the large elemental lashes out at him...
orange slam attack + PA + EM: 1d20 + 16 - 3 + 1 ⇒ (6) + 16 - 3 + 1 = 20
...but is unable to land the blow or to strike again when the the cleric casts his spell...
red will save vs holy smite DC 22: 1d20 + 10 ⇒ (8) + 10 = 18
...which badly injures and blinds the elementals flying companion.
-- ROUND 2 --
Ogre Mage (red) -42 (blind, 1 rnd)
Grunjar
Earth Elemental (orange) -11
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -6 (regen 2/rnd))
Tippa -27
(Bold may act)

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BoF default to +2s option
UMD: 1d20 + 14 ⇒ (11) + 14 = 25
Aoi and Sputnik team up for their usual combo versus the elemental.
Ill Omen roll twice take worse for DC21 Will save vs Misfortune. If it fail Aoi will cackle

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Grunar hustles around the earth elemental to provide flanking for Tippa.
Elementals are Not subject to critical hits or flanking.
BoF default to +2s option
UMD: 1d20 + 14 ⇒ (13) + 14 = 27
Aoi and Sputnik team up for their usual combo versus the elemental.
Ill Omen roll twice take worse for DC21 Will save vs Misfortune. If it fail Aoi will cackle

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BoF choose extra attack. DM I would like to remind you I got -19 but not -27.
Tippa consumes her last fervor casts divine favor.
1st attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 ⇒ (16) + 11 - 1 - 2 + 2 + 3 + 2 = 31
damage: 1d10 + 9 + 1 + 6 + 3 + 2 ⇒ (10) + 9 + 1 + 6 + 3 + 2 = 31
2nd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 ⇒ (1) + 11 - 1 - 2 + 2 + 3 + 2 = 16
damage: 1d10 + 9 + 1 + 6 + 3 + 2 ⇒ (2) + 9 + 1 + 6 + 3 + 2 = 23
3rd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 ⇒ (12) + 11 - 1 - 2 + 2 + 3 + 2 = 27
damage: 1d10 + 9 + 1 + 6 + 3 + 2 ⇒ (4) + 9 + 1 + 6 + 3 + 2 = 25
Btw is this the time for us to call Veela?

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You've all been tracking your hope, right?
Xasay rifles through his stencils again, and his breath catches when he spots another one he's never tried before, one that is even more complex, peculiar, and delicate in its design than most, and its metal shimmers in a manner that no ambient lighting ought to account for. He looks up at the oni with a calculating grin and holds up the stencil.
Above him, a tiny anthropoid entity with shimmering luna moth-wings coalesces into being and speeds upward as though it had never so much of heard of 'gravity' - then, an ethereal flash, like an infinitesimal nova of light yet also darkness, explodes in the Oni's face!
CL vs SR: 1d20 + 8 ⇒ (11) + 8 = 19
Starlight Blast (Reflex DC 12 negates)!: 1d4 + 4 ⇒ (3) + 4 = 7
recharge period: 1d4 ⇒ 1

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Shasta edges out of reach of the elemental and starts her percussive singing to inspire the troops further.
Begin Inspire Courage bardic performance for +2 competence bonus to hit and damage. The bonus to fear saves does not stack with the Good Hope save bonus.
Was Shasta's earlier Knowledge (Planes) result (30) good enough to also know what resistances the elemental has?

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"Lemme see if this magic stick is still broken or not!" Jilla gets out a wand and points it at the ogre mage, shaking it furiously.
Drawing a wand of magic missiles and ready an action to (try to) activate it if the ogre mage begins casting a spell. I'll put the checks in a spoiler.
I'll choose the +2 attacks, AC, & Reflex saves option for blessing of fervor.
Use Magic Device (DC 20)+good hope: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
damage: 1d4 + 1 ⇒ (4) + 1 = 5

GM Mike...R |

DM I would like to remind you I got -19 but not -27.
Good point, I'd forgotten to update my tracker with the fey foundling healing.
Was Shasta's earlier Knowledge (Planes) result (30) good enough to also know what resistances the elemental has?
I can only see the knowledge check for the Ogre Mage but can't find a sequent one for the elemental. I'm not sure if I've just completely missed it or the post with it in got eaten? Shasta does recall that the similar but larger elemental that they encountered right at the start had: DR 5/-, elemental trait immunities, and can earth glide.
orange will save vs misfortune: 1d20 + 8 ⇒ (14) + 8 = 22
orange will save vs misfortune: 1d20 + 8 ⇒ (11) + 8 = 19
The elemental is unable to avoid the misfortune placed on it by Aoi and is then hit twice by Tippa (I've included the bonuses for Shasta's Inspire Courage in the damage done).
red will save vs shadow magic DC 21: 1d20 + 10 ⇒ (2) + 10 = 12
red reflex save vs blast DC 12: 1d20 + 5 ⇒ (1) + 5 = 6
Meanwhile the Oni fails to recognise Xasay's shadow magic or get out of the way of the azata's blast. It then proceeds to fly around at the same height clearly putting all of its efforts into keeping aloft while blind (uses both its move and standard actions to move far enough to avoid a fly check while blind). Jilla is fairly sure her stick has fixed itself, but the Ogre Mage does not oblige by trying to cast a spell. The Oni's regeneration also recovers from being temporarily shut down by Jilla's bomb.
-- ROUND 2 --
Ogre Mage (red) -44
Grunjar
Earth Elemental (orange) -71 (misfortune)
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -4 (regen 2/rnd))
Tippa -19
(Bold may act)

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Since both creatures are outsiders, I thought the same roll might work for both. I'll roll one for the elemental and the GM can decide when it took place, last round or this.
Knowledge (Planes): 1d20 + 9 ⇒ (9) + 9 = 18
If successful, Shasta wants to know about DR and/or resistances.

GM Mike...R |

Shasta recognises the elemental as a large advanced earth elemental. She knows it is resistant to all physical damage, but not elemental damage or spells (DR 5/- and no energy or spell resistance)
I'm happy for Shasta to have identified it last round.
-- ROUND 2 --
Ogre Mage (red) -44
Grunjar
Earth Elemental (orange) -71 (misfortune)
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -4 (regen 2/rnd))
Tippa -19
(Bold may act)

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choosing +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
current AC: 27 T 13 FF 25
current saves: F +12, R +8, W +18
"Ha!"
Seeing he provides no tactical advantage for Tippa, Grunar 5-foot-steps towards the ogre mage, draws an Alchemist's Fire from his Handy Haversack and throws it at the flying foe. (the ranged attack provokes an AoO)
"How do you like that?!"
ranged touch, BoF, Good Hope, IC, 6th range increment: 1d20 + 6 + 2 + 2 + 2 - 10 ⇒ (9) + 6 + 2 + 2 + 2 - 10 = 11 The ogre mage is still blind, right?
fire damage, Good Hope, IC: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
The Alchemist's Fire burns the next round, too - but does it do 1d6 or 1d6+2+2 damage?

GM Mike...R |

Ah, my botting of Grunjar ended up cross-posting with the real Grunjar and it looks like the movement of the d20 rolls after I rewrote the post saved Tippa from getting hit as the two good rolls now ended up on different attacks.
Grunjar misses the ogre mage (the blindness wore off at the start of Grunjar's current turn).
The elemental takes the opportunity to attack Grunjar...
orange slam attack + EM: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
orange slam attack (misfortune) + EM: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
...but misses.
The elemental attacks Tippa...
orange slam attack 1 + EM: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
orange slam attack 1 (misfortune) + EM: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
orange slam attack 2 + EM: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
orange slam attack 2 (misfortune) + EM: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
...and again misses.
I also forgot about Jilla's alchemist fire still burning for another round so I'll take Grunjar's damage roll for that and remove the regeneration.
-- ROUND 3 --
Ogre Mage (red) -53
Grunjar
Earth Elemental (orange) -71 (misfortune)
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -4 (regen 2/rnd))
Tippa -19
(Bold may act)

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Full round attack!
1st attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (8) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 25
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (8) + 9 + 1 + 6 + 3 + 2 + 2 = 31
2nd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (5) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 22
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (3) + 9 + 1 + 6 + 3 + 2 + 2 = 26
3rd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (18) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 35
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (10) + 9 + 1 + 6 + 3 + 2 + 2 = 33

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Aoi continue Cackle, and will move and cast Fly and let Sputnik deliver it to on Tippa. now that Tippa killed the elemental first.

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"Darn, that was close..."
@GM: Jilla used an Alchemist's bomb, and that doesn't deal damage later, unfortunately.

GM Mike...R |

@GM: Jilla used an Alchemist's bomb, and that doesn't deal damage later, unfortunately.
Good point, I'd forgotten that was a bomb. Here's the updated tracker...
-- ROUND 3 --
Ogre Mage (red) -44
Grunjar
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -2 (regen 2/rnd))
Tippa -19
(Bold may act)

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Jilla gets underneath the ogre mage. "Ooh, I wish I could fly!" she seethes. "But I'll figure something out!"
Moving action and drinking a true strike extract.

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Inspired beyond inspiration, Xasay employs some truly spectacular fingerwork to briefly become a firing-squad of 1...
This round's blessing of furvert: Extra attack!
+1 Adaptive Composite Shortbow, Courage, Hope: 1d20 + 14 ⇒ (13) + 14 = 27
enchanted piercing damage: 1d4 + 6 ⇒ (3) + 6 = 9
+1 Adaptive Composite Shortbow, Courage, Hope: 1d20 + 14 ⇒ (15) + 14 = 29
enchanted piercing damage: 1d4 + 6 ⇒ (4) + 6 = 10
+1 Adaptive Composite Shortbow, Courage, Hope: 1d20 + 9 ⇒ (15) + 9 = 24
enchanted piercing damage: 1d4 + 6 ⇒ (4) + 6 = 10
...while the sparkling shadow-woman zips at unearthly speed down to Tippa, who finds some of her injuries fading!
cure light wounds: 1d8 + 3 ⇒ (6) + 3 = 9
I am, of course, assuming (1) she forgoes her save, (2), I have moved my puppet next to the correct character token, and (3) the DM's injury-tracker is more accurate than your profiles, which contradict it; otherwise, I'll heal Jilla instead.

GM Mike...R |

Botting Shasta as its been over 24 hours.
Shasta maintains her performance.
The Ogre Mage, clearly realising that the situation looks dire, decides to go out in glorious hand to hand combat. It flies down to just above the ground, laughing and drawing its sword as it goes, before attacking Grunjar, clearly not too happy with the cleric for casting holy smite.
red greatsword vs Grunjar + height: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
damage: 3d6 + 10 ⇒ (2, 6, 5) + 10 = 23
-- ROUND 3 --
Ogre Mage (red) -73
Grunjar -23
Jilla
Xasay -8
Shasta -8
Aoi -8 (Sputnik -2 (regen 2/rnd))
Tippa -10
(Bold may act)

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Tippa makes a 5' step flying up to the air (above Jilla)
Hover check: 1d20 + 1 + 3 + 2 + 3 + 4 ⇒ (7) + 1 + 3 + 2 + 3 + 4 = 20
Then swift action activates sacred weapon - Flaming
"This is the end! Orge!"
1st attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (17) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 34
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (4) + 9 + 1 + 6 + 3 + 2 + 2 = 27
flaming: 1d6 ⇒ 2
2nd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (12) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 29
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (5) + 9 + 1 + 6 + 3 + 2 + 2 = 28
flaming: 1d6 ⇒ 2
3rd attack: 1d20 + 11 - 1 - 2 + 2 + 3 + 2 + 2 ⇒ (5) + 11 - 1 - 2 + 2 + 3 + 2 + 2 = 22
damage: 1d10 + 9 + 1 + 6 + 3 + 2 + 2 ⇒ (9) + 9 + 1 + 6 + 3 + 2 + 2 = 32
flaming: 1d6 ⇒ 4

GM Mike...R |

Tippa's first blow is enough to finish the oni.
It wouldn't be possible for Tippa to 5 foot step up (as flying up is at half speed), but I'm sure Jilla could move or Tippa could just do a normal move to get to the ogre mage, so she would still be able to kill it.
I think this victory will be enough to trigger the end of this section for all of the tables, so I'll hold off on starting a new combat, as even if it's not I'd expect the overseer announcement within the next 24 hours or so.

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Shasta runs closer to the Ogre Mage, keeping clear of the reach of his weapon, singing out percussion riffs to keep morale up. Then she casts Chord of Shards. She ends a phrase of her bardic performance with a flourish and the sound condenses into a glass sphere that floats toward the ogre mage and explodes in a shower of razor sharp crystalline shards.
15 foot cone shaped burst directed up toward the ogre mage.
Chord of Shards piercing Damage: 2d6 ⇒ (1, 6) = 7
SR does not apply. DC 15 reflex save negates damage.

DM Carbide |
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Pathfinders push back the extraplanar mercenaries, which flee the Society’s ferocious counterattack when a team strikes down the warlord and her companion asura. The few remaining elementals fight to the last but quickly crumble under the assault. With the path back to the surface clear, Sorrina Westyr leads the way up to the portals, organizes a quick head count, and begins ushering agents back to Golarion. She is among the last to step back onto the Isle of Kortos, carrying a beautiful, fist-sized opal that seems to glow with countless colors. Overhead, the once-radiant Aucturn’s Tear gradually fades in brightness until it’s imperceptible against the night sky.
The Master of Spells holds the immense gem aloft and speaks to the gathered agents. “We have accomplished a marvel today. I hold here an artifact in which dwells a powerful air spirit called Ranginori. Many ages ago, the Elemental Planes existed in balance, forces of good and evil locked in equilibrium. The elemental lords we know of today united against their benign counterparts, and claimed sole dominion. Scholars have speculated on the fates of the defeated, but no longer.
“It will take time to confirm the outsider trapped within this opal is who he claims to be.” She looks up to the gemstone apologetically and adds, “Professional caution and courtesy, you understand.” She then looks back to the Pathfinders and continues. “If that’s true, though, we now hold the essence of the lost lord of air, Ranginori, Duke of Thunder!
“If we can free this being, imagine the history he can share with the Society, the good that might be accomplished. I cannot even begin to speculate on the ramifications for the Elemental Planes…and as word of our accomplishment spreads, there will be many thinking these same thoughts, and not with charitable intent toward us. We must be very cautious in the coming months I fear, and not least in verifying the truth of what we hold.
“Fortunately, thanks to your efforts this evening, we have crippled key allies and armies of the elemental lords who opposed us. It speaks volumes of what the Society has accomplished in the past decade that I can sincerely state you defied demigods and emerged triumphant! It has been my privilege to have been part of that effort.”
That concludes the GameDay XIII PFS1E Special. My thanks to the Table GMs and players!

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Yeah! Thanks everyone! Good game!