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"Is it worth us moving towards the pit or are we good here?" enquires Farrokh.
He then continues to speak words of arcane power which cause his skin to warp and distend, his features eventually settling on those of a sinister winged creature with stony skin. He lets out a feral snarl.
Farrokh will cast Monstrous Physique I assuming the form of a gargoyle. He also gets ready to draw a wand, but I'll hold off on posting the details of his remaining actions for this round pending on answers to his question above.

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Berato throws one end of his rope to the archon.
Ranged Touch: 1d20 + 8 ⇒ (18) + 8 = 26
He then braces his feet solidly, holding the rope with both hands, requesting "Please tie this around Ms. Silversong's waist solidly so she can lean over with her firearm."

Hound Archon |

Archon's readied action triggers
The holy warrior grabs the incoming hemp coil. He nods, and with Adeah's permission, ties the rope around her expertly.
Move action? based on lasso rules it's a standard action to give slack to an already tightened lasso... figured that making a simple knot should be pretty quick

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"I'll move forward a bit just to hedge my bets." say Farrokh "If need be I can always move back here."
The transmuted wizard flies forward hovering 5 feet above the walkway, while drawing a wand.
Farrokh will use his remaining actions this round to fly forward while drawing a wand of long arm.

GM Jhaeman |

Initiative (Round 4)
Xilt + Tzleztor
Adeah
Giant (climbing/FF)
Farrokh
Anthys
Berato + Hound Archon
Bold should go!
@Everyone: With all the magical protections, summoning, etc., in effect, you may want to keep a personal individual list of what spells you have active and when they were cast for the purposes of duration tracking. (and don't forget to mark them off for the purposes of daily use tracking)

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With the rope securely around her waist, Adeah steps forward.
Reflex: 1d20 + 13 ⇒ (14) + 13 = 27
I assume this doesn't obfuscate the Reflex save, just gives her a bonus. Sadly I don't get the +4 from Friendly Fire Maneuvers since I wasn't in the spell's area on casting, but with the rope that should be enough.
Spending a swift action to make the musket giant-bane.
Her footing now secured, Adeah leans into the pit and unloads onto the giant. As each shot fires downward, she reloads the weapon from a pouch at her belt with the casual speed of practice.
Musket 1 (Point-Blank Shot, Rapid Shot, Deadly Aim, Bane, lead bullet) vs giant (touch, flat-footed): 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage (Point-Blank Shot, Deadly Aim): 1d12 + 15 + 2d6 + 2 ⇒ (5) + 15 + (6, 6) + 2 = 34
Musket 2 (Point-Blank Shot, Rapid Shot, Deadly Aim, Bane, cartridge) vs giant (touch, flat-footed): 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Damage (Point-Blank Shot, Deadly Aim): 1d12 + 15 + 2d6 + 2 ⇒ (11) + 15 + (5, 2) + 2 = 35
Musket 1 (Point-Blank Shot, Rapid Shot, Deadly Aim, Bane, cartridge) vs giant (touch, flat-footed): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage (Point-Blank Shot, Deadly Aim): 1d12 + 15 + 2d6 + 2 ⇒ (5) + 15 + (3, 5) + 2 = 30
BOOM! BOOM! BOOM!

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Xilt and Tzleztor hover effortlessly for now.
Total Defence action for both.

GM Jhaeman |

Effective teamwork allows Adeah to unload her enchanted musket at the armored hill giant, killing it instantly! The massive corpse drops with an audible splash and then a sizzle as the pool of acid at the bottom of the pit makes short work of its flesh.
Adeah's first shot hits, but the giant makes the Climb check to stay where it is. The second shot hits, taking the giant to exactly 0 hp and giving it the Disabled condition--it nonetheless makes the Climb check to stay on the wall. The third shot drops it to -30 and kills it instantly.
Okay, we are off Initiative! As usual, please make sure your taglines are updated for expended resources.
Climb check vs first hit: 1d20 + 12 ⇒ (15) + 12 = 27
Climb check vs second hit: 1d20 + 12 ⇒ (19) + 12 = 31

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"We should press on up the walkway, it looks like there is major trouble going on at the castle, so I think we need to get there with some urgency." say Farrokh "If anyone needs carrying over the pit, I'm happy to oblige."
If everyone is ok with the suggestion Farrokh will fly anyone who needs the help across the pit to allow the party can continue up the walkway towards the breach. He will aim to have his wand available as they approach the breach so that he can use it on himself just before the party arrive there.

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"Although it will be a relatively short wait for the pit to end, if there is anything straightforward we can do to expedite getting across the pit it would certainly be appreciated from my point of view. Some of the spells I cast prior to the start of this fight only last a limited amount of time and as my magic is a finite resource I am keen to get maximum use out of each casting to avoid the risk of running out of such resources."

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"Farrokh, Xilt's pit should be done within a few seconds... I'm sure your spell enhancements will endure. Besides, I want to see if some of the surviving giant possessions could be put to good use back at our local temple in Absalom," says Berato, hoping to instill some patience in the Magaambyan Arcanist.

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"We can always come back and retrieve the possessions, the situation further up the walkway may need our urgent attention."

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"Maybe so. Why don't you go scout ahead some more?" suggests Berato.

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"I am once again uncertain of our approach.
If we are in such a rush that every second counts, should we not Teleport there, or at least use Haste?"

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"Good points all around Anthys. Haste would also allow for our heavenly guest here to be there for the next confrontation... what say you mages? QUICK!"
Berator double moves towards Farrokh; Hound Archon takes the run action to arrive next to Berato. Probably only 6 or 7 rounds left to the summoned hound archon...

GM Jhaeman |

The Pathfinder quickly start to work out the logistics on how to approach the floating castle above!
Okay, it sounds like a few proposals are on the table: 1) Farrokh ferrying PCs across the pit; 2) Farrokh scouting ahead while the others wait for the pit to vanish; 3) Someone teleporting (or at least hasting) the group. I'll wait a bit longer and then go with whatever seems like the consensus.

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"I guess the point I intended to make was that we shouldn't delay if we don't have need to, due to both the nature of the situation up at the castle and my own personal effectiveness. I would not say every second counts, but on the other hand I am keen to keep things moving along at a decent pace for both of those previous reasons."
"As we have spent some time in this discussion, I suspect the pit will end soon anyway. So lets just wait for it to end, quickly grab any loot and then press on up the walkway at a good pace. I don't think there is any benefit in magically hastening ourselves just to get up the walkway quicker, unless someone has numerous castings of that spell available. In my view it is too useful as a combat enhancement to use it just to help us get somewhere quicker."

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Ignoring the discussion, Adeah whispers a command word to her musket, which promptly vanishes into the magical glove on her hand. Taking a few steps back, she sprints toward the acid pit, spreading her feathery wings to give herself extra lift as she pushes off from the ground.
Acrobatics (long jump): 1d20 + 15 ⇒ (2) + 15 = 17
And, since that would land her adjacent to the pit...
Reflex: 1d20 + 13 ⇒ (19) + 13 = 32
She sails over the pit, landing just on the other side, and easily keeps herself from sliding backward. She summons her musket again and watches the path ahead just in case.

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"I will follow Adeah."
Once the musketeer has made some space, Anthys will also takes a running leap over the pit.
Acrobatics (Long Jump), ACP: 1d20 + 16 - 3 ⇒ (13) + 16 - 3 = 26
He easily clears it and does not end up on the edge.

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Seeing that all Pathfinders are changing their minds numerous times per minute, Berato stays silent from this point and follows from a distance, waiting the pit's duration out and waiting to inspect the resulting giant corpse that is soon to ascend to the top of the pit.

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Xilt was momentarily distracted but comes back into focus.
"Yes, yes. The pit will disappear is a minute or so. There is no need for any extraordinary efforts here."

GM Jhaeman |

After the pit disappears and the party has a quick look over the acid-eaten corpse, the Pathfinders quickly ascend the spiraling brass walkway. Soon, they reach the massive breach in the wall. Although now deserted, the hall on the other side of the hole contains three dead hill giants. Ahead, the brass railway continues on to the floating castle's main entrance: a gate sealed up tight with doors made of brass inlaid with panels of etched mahogany.
When the giant's corpse rises to the top, you see it wore large-size masterwork studded leather armor and a pair of large-size adamantine gauntlets. (I think technically I should roll some acid damage vs hardness, etc., but it's not important for present purposes)
Ok, by my calculations you will all be able to ascend the brass spiral and make it to the breach in 16 rounds after the end of the battle with the giant--please adjust ongoing buffs accordingly.

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Farrokh will take advantage of the brief pause while the party wait for the pit to end to cast see invisibility and heightened awareness (from a wand) on himself. So long as he can do so during the time the party are waiting for the pit, he will also cover himself in alchemical grease.
"The giants I saw earlier were heading through here." say Farrokh, looking into the breach. Spotting the dead giants he scans the location for magic (with detect magic) and looks at the area inside for clues of what may have killed them and if there is any evidence of other giants who may have moved on from here...
Perception + heroism: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
From what Farrokh saw earlier, was he able to tell if there were more than three giants entering and do we still hear the sound of battle going on? Also do these giants look like the ones he saw entering (I'm specifically wondering if it looks like at least some of them could be defenders)?

GM Jhaeman |

As Farrokh uses magic to peer intently into the breach, the clanging sounds of battle can be heard ringing from further into the castle. But is that enough to explain why the entire structure occasionally shudders?

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"Whatever killed these giants, it looks like the room is safe now." confirms the wizard. "I don't detect any magic either in the room or on the bodies. That said, I definitely spotted more than three giants entering the breach, so I'm guessing the others must have headed further inside if all that noise is anything to go by."
He flies across the room to investigate the exit and see if he can spot anything beyond (if it is open).

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"If our friend is the one who killed them, he's a force to be reckoned with. Still, I think we should hurry-- he might be able to take out three, but how many more?"

GM Jhaeman |

Moving through the massive hole in the wall, an exit from the large hall leads further into the interior of the castle. The keep is beautiful on the inside, serene and elegant in its construction and décor; most everything is white, blue, or silver, and rare woods and stone can be found throughout, liberally adorned with inlay of silver or semi-precious stones. But as one might expect, everything inside the structure is scaled for a giant about 15-18 feet tall; the doors are all massive and heavy (made of brass with inset wooden panels). As you walk around, the giant-sized furniture gives you a taste of what it must be like to be a halfling in a human city!
Suddenly, from behind an armchair bigger than a horse cart, a slinky black siamese cat pads forward. It opens its mouth wide, but instead of the expected meow it speaks perfect Taldane! "Please, I need your help. I’m in the central hall holding off the main force, but some . . . thing is at the foundation. Somehow, it’s causing damage. I don’t know how that’s possible, but please find it and stop it. Any stairway that you find can take you down to it--it’s at the very bottom of the keep.” Suddenly the entire castle shakes again, as if lending proof to the cat's words!

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"You heard the cat folks! let's go downstairs!" says the priest, heading for the nearest stairs.

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Farrokh's knowledge (arcana) is high enough to automatically make the knowledge check.
Farrokh nods respectfully in the direction of the cat "Of course. We will do what we can.", before also heading off to help find the nearest stairs.
He will also see if he can get any sort of read on the originator of the message...
Sense Motive + Heroism: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

GM Jhaeman |

It doesn't take long to find a staircase, as nearby there's an open shaft 50’ across with stairs spiraling around the side! The steps are made of white granite and are obviously sized for giants--they are 12 feet wide with a steep incline. At one point you're forced to push through thick mist until eventually the stairs stop and the mist settles into a seemingly solid floor!
The area is a chamber of sorts whose walls and ceiling are also solid mist. In the central portion of the chamber is a column of more white mist, almost sixty feet across!
Near it is a bizarre creature that looks like a humanoid insect, twelve feet tall with a long tail and a thick, ice-blue carapace. It wields a wickedly barbed spear in both hands and is stabbing it into the mist column; with each blow, a portion of the mist turns to ice and shatters into a thousand brittle bits; every third blow or so, the entire castle shudders and shakes!
A giant with pale, blue-white skin and a scraggly white beard crusted with its own frozen drool guards the creature; the giant stands hunched over and looks toward the staircase you've come down with a weird, half-vacant look.
This scene is on Slide # 7. We're not on Initiative yet, but of course that may change depending on your actions. The notation on the map "C2" indicates the solid column of mist that the insect creature is attacking.
For the purpose of buff tracking, we'll say 4 rounds have passed to reach this point.

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"I think we need to stop that creature from attacking the mist!"
Anthys moves up and uses Total Defense, expecting the giant to close to melee.
He is AC 29, +6 Total Defense, and at the moment +3 sacred vs evil foes (Lastwall Phalanx with 2 allies adjacent and his ring), and +1 dodge from Heart of the Streets. Total AC 39 (could change depending on if there are more or fewer allies adjacent).

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Knowledge (arcana) vs cat: 1d20 + 7 ⇒ (12) + 7 = 19
"Got it," Adeah says briskly. She looks for a staircase, not giving the cat a second look after receiving its message. (If anyone (who isn't Farrokh) asks about the cat, she'll explain it was a normal animal with some type of temporary spell effect.)
* * * * *
Knowledge (arcana) vs giant: 1d20 + 7 ⇒ (3) + 7 = 10
"Hey you!" Adeah yells at the giant insect-like creature. She levels the barrel of her musket at it. "Leave off or we attack!"

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Farrokh's knowledge (arcana) is high enough again to automatically make the knowledge check.
"I think there is some sort of mystical connection between those two creatures." muses Farrokh as he looks to glean further insight...
Knowledge (religion) + Heroism + HA: 1d20 + 8 + 2 + 2 ⇒ (19) + 8 + 2 + 2 = 31
...while he does so he also activates his wand (of long arm) and puts it away.
Lastly he see if he knows what the two creatures are (Based on the images I'm guessing it would be planes for the insect creature and local for the giant?)...
Knowledge (planes) + Heroism + HA: 1d20 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 13
Knowledge (local) + Heroism + HA: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20

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Knowledge the Planes: 1d20 + 7 ⇒ (7) + 7 = 14 +2 vs. devils
Knowledge Arcana: 1d20 + 5 ⇒ (4) + 5 = 9
"Stop this, creature! explain yourself!"

GM Jhaeman |

As Anthys moves up, the giant stares on dumbly, but does shuffle a couple of feet to still be between the newcomer and the insect-like creature.
As Farrokh ponders the bizarre scene, Adeah's and Berato's shouts are met with no reaction at all from either of the strange figures at the base of the column.

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"...In fact I think the insect creature has been somehow possessing the frost giant... If I'm understanding the situation correctly, it would be possible for the frost giant to invite or bring the other creature back inside itself if we were able to persuade or force the giant to do so."
"While I recognise the frost giant and am familiar with their susceptibility to fire, does anyone know what the other creature is?"

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Is that a Knowledge (planes)? Or maybe (arcana)? My bonus is the same either way.
Knowledge (arcana/planes) + Monster Lore: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12
"Never seen it before. You sure that giant can be persuaded of anything? Looks pretty... well... not himself."

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"From what I understand of such things, it may still be possible despite the giants appearance. It could be either persuaded or forced."

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Xilt attempts to determine what is going on.
34 Knowledge Arcana on a take 10 (DC 20)
34 Knowledge Planes on a take 10 to determine the connection between the insect monster and the pale giant.
34 Knowledge Planes on a take 10 to identify the insect monster.
It is pretty clear OOC what the monster is but we should bring this knowledge in game as well. :)

GM Jhaeman |

Xilt also studies the scene carefully.

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"The insect creature is an Ice Devil. It seems to be controlling the giant. We must act now or the column is in danger of collapsing."
The wizard has a quick look to see if how much more abuse the column can take.
25 Knowledge Engineering on a take 10.
Perhaps now is a good time to shift to initiative unless someone else has a better idea. :)

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"Devil?" replies Berato, "Oh, Anthys and I have had our share of dealings with those. Let's even the odds shall we?"
Berato steps towards Anthys and touches Requiem while uttering a prayer to Torag.
Casting align weapon (good) on Requiem

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"Is there anything you know of the ice devils abilities which may aid us in dealing with it?" Farrokh enquires after Xilt lets the party know what the insect creature is.
If it looks like the plan is to attack the ice devil, Farrokh may cast some additional spells on the party depending on if there is any additional information Xilt knows/shares about it's abilities.