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With the 3 aligned foes to his west, Ecthelien calls forth another flaming arc.
Stand clear!
flame arc: 2d6 + 1 ⇒ (4, 5) + 1 = 10 - (su) DC13 reflex blue, red, green
And then steps south...

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Constantin adjusts his position so he can continue to strike at foes with his longspear and be a threat against those who have not yet engaged, before once again attacking...
Hopefully all that nice fire damage that Ecthelien did will have taken out at least one of the foes on the front line, so I'll hold off on moving Constantin's token until it's clear which ones are still up and available to be attacked. If the vampiric mist is still up, he will target that with his attack, if not then the priority will be blue, light green, pink then green.
longspear attack: 1d20 + 7 ⇒ (3) + 7 = 10
cold iron piercing damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14
If any of the foes move within his threatened area here's the attack of opportunity roll...
cold iron piercing damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12

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Azura takes a step back from the terrible grasping mist. She raises her bow, imbuing the arrow with Arcane energy and looses into the red haze.
+1 Composite Shortbow attack vs Red: 1d20 + 8 ⇒ (8) + 8 = 16
Damage, PBS, AS: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
With a round to prepare, she cast shield from her wand.

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Green reflex save: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Mist reflex save: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Blue reflex save: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
Mist is vaporized by Ecthelien's flame. Azura misses one of elementals narrowly (redirected your attack after red was gone) and blue evades Constantin's spear.
Daniel can act

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One of the elementals is too close to comfort, but it's the least of his worries compared to the now dissipated mist. He can at least land a big hit towards that one Dan attacks Blue
Attacks with a long sword : 1d20 + 10 ⇒ (1) + 10 = 11
Damage : 1d10 + 5 ⇒ (1) + 5 = 6
The weapon almost flubs off his hand going on the ground, he can't seem to break off the cycle of alternating between highs and lows.

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Blue and light green are badly wounded, but still continue to fight. They all miss while trying slam you.
Green vs. Daniel: 1d20 + 3 ⇒ (4) + 3 = 7
light red vs. Constantin: 1d20 + 3 ⇒ (1) + 3 = 4
light green vs. Daniel: 1d20 + 3 ⇒ (16) + 3 = 19
Blue vs. Ecthelien: 1d20 + 3 ⇒ (8) + 3 = 11
3rd round: Constantin, Ecthelien and Azura

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Constantine takes a step backwards stabs at the elementals with his spear...
longspear attack: 1d20 + 7 ⇒ (9) + 7 = 16
cold iron piercing damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
(He'll target light green)

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Ecthelien will burn arcane pool to dimensional slide to the west of the fray.
Time to make some room and get out of the way.
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Flame Arc: 2d6 + 1 ⇒ (4, 3) + 1 = 8 (Su) Use 1 reservoir, deal fire dam in 30 ft line (Ref half).

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Unable to step to a safe position to draw her bow, Azura leaps and spins away, ducking under the water elemental's reach. She charges her bow with arcane energy and fires.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
+1 Composite Shortbow attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage, PBS, AS: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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Constantin misses light green narrowly, but Azura's charged bow kills it. Both green and blue had extraordinary reflexes which help them dodge some of fire, but blue is gone nevertheless.
Green reflex save: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Blue reflex save: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Daniel can act

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Dan doesn't have specific preferences on which one to strike, every remaining opponent is fair game as far as he's concerned. He chooses to attack Blue
Attacks with the sword : 1d20 + 10 ⇒ (9) + 10 = 19
Damage : 1d10 + 5 ⇒ (9) + 5 = 14
Not sure he successfully landed the hit, but if this is the case, it is a pretty hard one.

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Ecthelien's flame arc killed blue, but I forgot to remove token from map. Green is within your reach.
Daniel finishes green off and light red continues harassing large spearman, but misses.
Light red vs. Constantin: 1d20 + 3 ⇒ (9) + 3 = 12
Party is up!

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Ecthelien stands down as he has overextended his resources.
I trust no more flame is needed to finish this last one. As much as I would like to say my arcane abilities are unlimited, the truth is that took about half what I had. I do not want to be unprepared if another such melee intersects our destiny.
He will draw a sword to defend himself, but trusts the warriors have this.

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Sounds like only one elemental is remaining. He doesn't rethink it twice, he keeps playing the whack-a-mole game.
Attacks with a long sword : 1d20 + 10 ⇒ (6) + 10 = 16
Damage : 1d10 + 5 ⇒ (1) + 5 = 6
Not too bad but could have been better. Just hurts the ego that this is a small shot and that somebody else will probably knock the creature unconscious, but not like he will get bothered that much.

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With the enemy engaged in melee, she moves in to aid Constantin's attack. She makes a feinting jab with the spiked gauntlet on her off hand to hopefully distract it and give Constantin an opening to strike.
Spiked Gauntlet attack to Aid Another: 1d20 + 4 ⇒ (9) + 4 = 13
Azura has the Helpful trait, so her aid contributes a +4 to Constantin's attack.

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Last elemental falls to Daniel's sword. Combat over
The non-combatant water elemental speaks in limited form of Common. "I am grateful for saving me. Recently a revolt broke out in this area before asteroid’s rotation was halted, leaving this place turned away from the sun, in perpetual darkness and cold." DC 17 Diplomacy check can improve their attitude

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Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
Azura makes soothing motions towards the non-violent water elemental, speaking with great sympathy and concern. "We are glad to be of help. The proximity of this asteroid seems to be generating much upheaval across the planes. We came to learn more and see what can be done. Can you tell us more of this place? What was it like before and what has caused such a change? Also who precisely is revolting and what authority or force do they fight against?"

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Dan is reasonably happy that the party arrived on time to prevent an execution. Seeing that Azura has the talking in control, he doesn't feel the need to immediately intervene. He's more anxious about making sure the other side of the aquatic coin is stabilized Stabilize, tieup with ropes and then waking one of them up. Not the vampiric mist though, too much of a risk, but uses some Eau de Cologne to make his own diplomatic effort a bit easier before starting
He can speak Aquan so that's how he approaches the woken up member of the hostile party. He doesn't start in a threatening manner but he makes clear that he would prefer an honest response, even if it's one he doesn't like.
" What the heck is happening there ? Elementals ganging up on a lone one to execute if we didn't arrive on time ? Who's your leader, and who's the leader of the one you intended to execute ? What's happening on that side of the asteroid ? "
Diplomacy : 1d20 + 12 ⇒ (9) + 12 = 21
Not the best of efforts, but all things considered it could be way worse, if it doesn't work, unfortunate but he hope it does the trick.

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Realising that his two colleagues are much more proficient when it come to diplomacy, Constantin tries to assist as best he can with a friendly smile...
Diplomacy to aid: 1d20 + 2 ⇒ (6) + 2 = 8
...but the best the big man can muster is a somewhat menacing grin which doesn't help much.

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"The weather was warmer before. I know only that it was shahzada Zhaleh Setat, to whom I am loyal, who started this rebellion and he is opposed to elemental lord Kelizandri. Zhaleh is now imprisoned in somewhere in the reservoir beneath. If you venture there enemies in those deeper reaches will include ice elementals and mephits. I'd be ready to help you more, if you would heal my wounds."
Aggressors who survived combat grudgingly state only that they are outcasts awaiting frozen death and that their leader failed them.
You receive +2 bonus on initiative checks while in areas D and E.

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The elf arcanist contemplates the elementals' response carefully.
More ice creatures you mention? Anything more? And how far will we
travel to reach these deeper reaches of the reservoir?
And as an afterthought.
I myself am not a healer, but have a wand of cures if another is willing to activate it.

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Dan turns to the friendly elemental and starts to agitate his own Wand of cure light wounds. He doesn't mind tapping the creature several times over. He estimates the creature might need three hits.
Wand of CLW, three charges : 3d8 + 3 ⇒ (3, 8, 1) + 3 = 15
It should be enough hopefully. He apppreciates the creature being willing to help the party, but ...
" It's always good we might be able to count on your in the future, just don't overdo it. You just got back from something very perilous after all. "

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Friendly elemental is fully healed after expending one charge of wand. "Thanks so much! If you need help in dire situation, call me." If the PCs improve a rescued rebel’s attitude to helpful and restore it to half or more of its starting hit points, it considers the PCs allies. The PCs may call on that creature to aid them in one later encounter during this adventure.
-----
The journey continues. Gentle wind brings a semblance of life and movement to a vast frozen city. Failing enchantments causes stone to crumble and rebuild from moment to moment. A thick sheen of ice and snow covers every surface. A few structures around a temple plaza bear signs of recent repairs and habitation, and the icy, shattered remains of fifteen-foot-tall, willowy humanoids lie scattered across the cobbles. New map on slide 5
As the Pathfinders approach the pool in the basic, an ethereal humanoid figure manifests from the waters, bearing a benign expression. When it opens its mouth to speak, its face distorts wildly, and the runes around the pool glow white hot as the magic begins to fail catastrophically. The PCs act before the spirit. In order to tame the runaway magical effects here, you need to understand what is happening, interpret the inscribed runes around the basin, perform emergency repairs, and calm the spirit oracle. This requires four successful checks using Diplomacy, Disable Device, Knowledge (arcana), Knowledge (religion), Linguistics, or Spellcraft. Once a PC has successfully used one of these skills, future uses of that skill in this encounter instead use harder DC; defusing the situation is easiest if the PCs use a variety of skills. In order to perform one of these actions, a PC must be within 10 feet of the pool. Distracting the Spirit: PCs who attempt to defuse the spirit are vulnerable to its attacks, and a PC can try to distract the spirit by succeeding at an Average Bluff, Intimidate, or combat maneuver check.

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If he is able to Constantin will reapply his shield as the party approach the new location.
Confronted with the sudden and catastrophic magical failure Constantin jumps into action looking to fix whatever is causing the problem...
(looking at the list of skills his most viable options are Spellcraft, Knowledge (arcana) and Disable Device, so he'll give Disable Device a go...)
Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23

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Talking to a spirit from another world is certainly a weird experience, but he'll try to mumble something in Common hoping the other side will understand. His cologne is still holding for a little bit, but after that sequence it will certainly be gone.
Diplomacy : 1d20 + 12 ⇒ (3) + 12 = 15
He's not convincing at all, so he's recalling some past knowledge to allow himself to retry because that kind of failure will make it worse. Dot of shame, 4-star GM
Diplomacy : 1d20 + 16 ⇒ (12) + 16 = 28
He manages to salvage the possible catastrophe before six seconds elapse. He releases a sigh of relief.

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All part of the same 'day', correct?
Yes, same day.
Thats three successes. Azura's turn

DM Carbide |

The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play.

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Azura and rest of the team manage to repair the runes and spirit calms. "Strangers, I am the Voice of Seven Songs, one of the oracles of lost world of Iovo. Whoever you might be, you knew there will be battles ahead of you. I could tell you that the enemies you will encounter in this celestial body include undead beings who once were cultists of an elemental lord, cretures of elemental ice and mephits. the spirit speaks using tongues and mumbles cryptic words which relate to traps and other dangers in near future in effect a clue relevant to Part 3 of the adventure before disappearing
On a nearby cache of supplies you find four potions of endure elements, two potions of cure light wounds, potion of remove disease and a wand of lesser restoration (5 charges).

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Constantin thanks the spirit for it's advice.
"Looks like this cache has some useful stuff. Do any of you want any specific items from it?" he asks the rest of the group.

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Dan would have liked to talk to the spirit a little further to understand more of what waits them, but he will have to do with the few the party got. Given they've been pointed towardsa cache of items, he doesn't feel that offended either. He's a bit distracted so he barely registers Constaintin asking a question
" Probably a potion of endure elements but otherwise I don't need that much "

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A broken stone tower at the center of the city resonates with an unnerving note as wind forcefully billows out as if it were some manner of alien pipe organ. Ice creeps around the entrance, and the howls of hunting predators ring through the surrounding structures.
Vaguely human-shaped block of ice with layer of snow on top and a small humanoid with thin, leathery wings, small horns, and a mischievous smile stand on slopes of ruined tower. They attack as soon as they notice you.
Constantin: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Daniel de Fehrn: 1d20 + 2 ⇒ (20) + 2 = 22
Ecthelien: 1d20 + 5 ⇒ (19) + 5 = 24
Azura: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
cyan: 1d20 ⇒ 7
Dark blue: 1d20 + 6 ⇒ (5) + 6 = 11
Ecthelien, Daniel and Azura are up

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For this encounter did we have any chance to buff before it, or is this encounter one where we didn't get much warning before it happened (i.e. no chance to buff)?
Also what sort of knowledge check would it be to identify the foes?

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Dan has a sense of déjà vu. Mephit and ice (or water) elemental, not that he minds another fight, just that he wants to see something else. But he has to do what he has to do and punch the crap out of them. He charges towards the closest creature. He charges towards Dark blue, +2 to attack but -2 to AC
Attack with a bastard sword : 1d20 + 9 ⇒ (6) + 9 = 15
Damage : 1d10 + 3 ⇒ (3) + 3 = 6
He doesn't look very inspired so he likely missed and did a tepid hit in the process.

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Ecthelien wonders what the creatures are....but as they appear hostile, he will try to neutralize them first and ask questions later.
Most pesky creatures trying to keep us from the path of enlightenment.
He waves his arms around and calls forth a ball of glittering motes.
The map alignment looks a bit off...I was assuming he could get both into the cloud...but hard to tell.
https://www.d20pfsrd.com/magic/all-spells/g/glitterdust/
DC15 Will vs Blindness (resave each round)
kn:planes?: 1d20 + 8 ⇒ (5) + 8 = 13

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Azura passes out the potions, making sure Constantin takes a cure light wounds pot and keeps one for herself as well as the wand. "I can sometimes shake a spell out of these, even if it's not arcane."
Knowledge(Planes): 1d20 + 7 ⇒ (7) + 7 = 14
She draws and fires on the enemy not yet in melee.
+1 Composite Shortbow Ranged Attack vs Cyan: 1d20 + 8 ⇒ (8) + 8 = 16 Damage: 1d6 + 3 ⇒ (4) + 3 = 7

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You didn't have time to use buffs as they were hiding behind ruins. Knowledge is Planes.
Ecthelien and Azura know that Dark blue is an Ice mephit and Cyan is Ice elemental. You know both are vulnerable to fire. They both avoid being blinded by glitter.
Cyan will save: 1d20 ⇒ 16
Dark blue will save: 1d20 + 6 ⇒ (14) + 6 = 20
Daniel: Did you include the charge bonus to your attack roll? If not, 17 hits exactly. Also you get AoO on the mephit as it flies out of reach.
Azura's arrow pierces the elemental making a small crack.
Mephit flies a bit forward and unleashes blast of ice crystals on Azura and Ecthelien. Reflex save DC 13
Cold damage: 1d4 ⇒ 1
Constantin's turn

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Constantin walks up behind the mephit and attempts to skewer it with his spear...
longspear attack: 1d20 + 7 ⇒ (7) + 7 = 14
cold iron piercing damage: 1d8 + 6 ⇒ (8) + 6 = 14

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Half of 1 point damage is 1 nonlethal damage. Checked this earlier.
Mephit dodges the spear and Daniel's charge. The ice elemental bashes Daniel, but misses narrowly.
slam: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 4 ⇒ (1) + 4 = 5
cold: 1d4 ⇒ 1

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Daniel gets a little singed by the hit of the Water elemental, but he was expecting way worse, so he doesn't feel that bad I note the damage I got, as I quoted earlier, you did hit, I just forgot to temporarily edit it on my profile. But now the AC is back to 25
But he's hellbent on finish the water elemental as soon as possible. The less he suffers, the better. If he could find a way to permanently keep the Hit button On instead of half malfunctioning, he would smile a lot more. But after a second, he tries to think about the glass half full, regardless of the strength of the hit.
attack with a bastard sword : 1d20 + 7 ⇒ (16) + 7 = 23
Damage : 1d10 + 3 ⇒ (1) + 3 = 4

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Reflex: 1d20 + 7 ⇒ (1) + 7 = 8
Feeling the sting of it's breath weapon, Azura turns on the ice mephit. She switches from her bow to her longsword and steps into a flanking position opposite Constantin. She charges the sword with arcane power and strikes.
Longsword Attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Damage, AS: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

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Daniel and Azura hit their targets. Elemental is in better shape than mephit.
Ecthelien can act

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Reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
The elemental looks now quite melted even though it avoided worst of it. Mephit flies carelessly close to the mage who blasted its elemental friend and attacks with its claws.
claw: 1d20 + 5 ⇒ (16) + 5 = 21
piercing: 1d3 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 5 ⇒ (13) + 5 = 18
piercing: 1d3 + 1 ⇒ (1) + 1 = 2
Constantin can act. Azura also gets AoO against mephit