
cmlobue |

Eric hacks at the giant as it passes by. It is a clean hit, but the vampire's mystical defenses prevent some of the damage.
Dr. Vitruvian shakes himself out of a daze and fires a flurry of arrows at the giant. Two of the arrows fly wide, but the one that strikes is quite effective.
The former Mother Bloodleaf moves in and flames on.
Reflex Save: 1d20 + 12 ⇒ (17) + 12 = 29
As fast as the zombie is, the giant seems to be faster.
Jules creates phantasmal copies of herself and moves in on the vampire, using the confusion to find a gap in its armor.
Eric presses his attack by empowering his weapon with the ability to cause greater harm to the undead. Only the first of his array of strikes makes contact, but the creature is clearly in great discomfort.
Round 2 - bolded may go
Amwari (3 temp HP, divine power, 2 images, sparkly)
Undy (-3 HP, invisible) and Riddy (-3 HP, invisible)
White (-54 HP, blinded, sparkly)
Crystals (fire on round 3)
Black (-113 HP, sparkly)
Dr. Vitruvian (26 temp HP, fervor) and Zombie Bloodleaf
Jules (fervor, 2 images)
Katswiri (fervor)
Eric (18 temp HP, longarm, fervor)
End of Round

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Posting my next actions now because I'm not sure when I'll get another chance to post today...
Undy and Riddy each use their wands of magic missile to focus on the wounded vampire.
force dmg: 5d4 + 5 ⇒ (4, 3, 3, 3, 2) + 5 = 20 (one of the wands is CL 5 and the other is CL 3).
Also, Undy and Riddy both have fast healing 1 from Infernal Healing that they activated before entering the plane, fyi.

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Side note: Jules also has 17 temp HP from her own False Life

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Being able to adjust after the hit miss, Eric would like to spend a spirit die on his secondary attack that narrowly missed.
spirit: 1d8 ⇒ 2

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Katswiri focuses on defending herself, and moves to surround the vampire to make it more difficult for it to get away from her companions.
Total defense, move into the corner so it can't. +2 AC from Fervor, +6 from total defense for AC 38.

DM Carbide |

An anguished draconic roar echoes across the landscape. Within minutes, reports begin circulating that some of the Society’s newest agents single-handedly defeated a powerful drake, ensuring that it will be no threat during the final assault. Competing rumors suggest these agents actually convinced the drake to fight by the Pathfinders’ side! Whatever the case, it is a great boon in the fights to come.
Table GMs, the Dangerous Drake condition is in effect, providing an edge in the final battle.

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Actually, I believe I should have +46 temporary HP thanks to my Sihedron Brand, and temporary HP from different sources stacking.
arrow salvageable on high: 1d100 ⇒ 35
arrow salvageable on high: 1d100 ⇒ 13
Dr. Vitruvian looks on philosophically as he watches his two errant arrows vanish into the Void as defiant silver sparks.
My colleagues at the University called me mad; my colleagues here and now lecture me with their fearful piety - but here I SEE, so clearly, what it is that I am fighting against, what I am working for; someday, they'll ALL see...!

DM Carbide |

The combined Pathfinder and Twinhorn forces shatter undead bones and topple the walking dead, even while sustaining wounds of their own, and their momentum seems unstoppable. The holy approval of the empyreal lord Vildeis grows stronger, as if recognizing the Pathfinders’ righteousness by causing their weapons, armor, and even blood to shimmer with angelic power.
Table GMs, the Empyreal Approval condition is now in effect, restoring the PCs’ expended blessings of Vildeis.

cmlobue |

Dangerous Drake - The table gets a free use of Allied Offensive in the final encounter as if we had the aid token.
Burning Radiance: As an immediate action when dealing damage to an evil creature, the PC can cause her attack to ignore that target’s damage reduction and deal an additional amount of damage equal to 1d6 plus twice the character’s level.
Healing Sacrifice: As a standard action, a PC can touch another creature to heal it. This functions either as breath of life or as restoration (CL 15th). The temporary negative level from this blessing’s breath of life effect lasts only until the end of the next encounter and is ignored for the purpose of determining whether a PC would die from having too many negative levels. This ability can be used offensively against creatures vulnerable to positive energy, but its damage does not exceed 4 × the character’s level.
Unstoppable Wrath: As a swift action, the PC can choose one of the following undead immunities: bleed, death effects, mind-affecting effects, paralysis, poison, sleep effects, or stunning. For the duration of that encounter, the PC’s abilities, equipment, and spells ignore that immunity for undead creatures. Additionally, the PC ignores the impeded magic property of the Negative Energy Plane during that encounter.

cmlobue |

Eric adusts his positioning slightly, landing a second blow.
Katswiri takes a defensive stance.
The plane continues to try to drain the Pathfinders' energy.
Negative Energy: 1d6 ⇒ 6
Undy and Riddy both hurl missiles at the vampire from their wands.
Round 3 - bolded may go
Amwari (-3 HP, divine power, 2 images, sparkly)
Undy (-9 HP, invisible) and Riddy (-9 HP, invisible)
White (-54 HP, blinded, sparkly)
Crystals (fire on round 3)
Black (-170 HP, sparkly)
Dr. Vitruvian (46 temp HP, fervor) and Zombie Bloodleaf
Jules (fervor, 2 images)
Katswiri (fervor, total defense)
Eric (18 temp HP, longarm, fervor)
End of Round

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"You think I'm afraid you? Afraid of any of you?" Amwari shouts, as his sword glows with Besmara, "I'm all thirty stripes here!" swift action to turn my cutlass to a +3 for the round.
+3 Keen Cutlass, Divine Power, Aid vs the bear: 1d20 + 16 + 3 + 1 ⇒ (9) + 16 + 3 + 1 = 29
Slashing Damage, Divine Power, vs bear: 1d10 + 8 + 3 ⇒ (1) + 8 + 3 = 12
+3 Keen Cutlass, Divine Power, Aid, vs bear: 1d20 + 11 + 3 + 1 ⇒ (8) + 11 + 3 + 1 = 23
Slashing Damage, Divinge Power: 1d10 + 8 + 3 ⇒ (8) + 8 + 3 = 19
my weapon ignores DR 5 or lower of evil creatures and also counts as cold iron or silver for the round.

DM Carbide |

Smoke, pale flames, and incantations rise as one around the Kellids’ stone circle as a combined force of Twinhorn and Pathfinder mystics reach the climax of their ritual. As the magic takes hold, the rift into the Negative Energy Plane weakens and begins to shrink. A burst of positive energy ripples out from the site, washing over combatants for miles around.
Table GMs, the Weakened Rift condition is now in effect, healing the PCs.

DM Carbide |

The combined Pathfinder and Twinhorn forces have beaten back the worst of Eshimka’s vanguard, and their spellcasters are hard at work repairing the damage around the planar rift. It seems there is at last a lull when a pair of bladelike arms stab through the rift and tear it wider. The wound releases a wave of negative energy that crashes into the mystics’ wards, and the shock causes the trees for hundreds of feet around to wither, their limbs snapping off and turning to ash before hitting the ground. Through the widened rift steps a towering giant with sinister horns, shaking the ground with every step as her army follows her: vampires, towering suits of armor, hungry corpses, and even a powerful dragon! Medda’s shout carries over the din. “Eshimka is here! Strike now!”
The giant laughs thunderously as it regards the mortals around it and tears of pieces from her own flesh that turn into nightmarish beasts. “The living are no match for my might. Spread out, and reduce every one of these mortals to dust!”
Table GMs, please begin Encounter W: Eshimka’s Assault.

cmlobue |

Weakened Rift
Each PC regains hit points equal to 2 × the APL (20). In addition, each PC regains one of the following of their choice.
• Regain a single use of an ability the PC can use four or fewer times per day or two uses of an ability the PC can use at least five times a day.
• Regain one or more spells or spell slots whose total levels are equal to your character level (minimum 2).
• Remove a temporary negative level or a disease.
• Heal 1d3 points of damage to all ability scores.
• Gain a +1 sacred bonus on all attack rolls and saving throws either for the duration of your combat encounter of for the duration of your next combat encounter.

cmlobue |

Amwiri's blade cuts deeply into the bear. It tries to fight back, but is still unable to see the Pathfinders to strike. The team easily finishes off the vampire, and the bear begins to retreat. There is no chance to pursue before Medda's call reaches the agents.
The vampire was going down from the next hit regardless.
The Pathfinders return to the Material Plane and rush to the site of the ritual. The vegetation is dead and crumbling (forested sections on the map do not impede movement or grant cover).
Effects lasting minutes/level or longer remain after reaching this area.
There are two encounters here, which you can challenge in either order. You can take on minion(s) of Eshimka's army, or you can fight Eshimka himself. The second encounter will be more challenging. First to two votes wins. In either case, you will start in the yellow box, and the enemy will come from the stone circle.

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On hearing the announcement that Eshimka has shown herself, Katswiri uses the power gained from the weakened rift to cast Death Ward on Amwari, Dr. Zephyrus, Undiana and Eric With the Death Ward from Amwari on Jules and the one Katswiri already had, I think that should be everyone except Riddy. She will also cast Heightened Awareness with her wand (+3 init for the next fight).
UMD, Wand of Heightened Awareness: 1d20 + 18 ⇒ (17) + 18 = 35
Vote to fight Eshimka. Restore 2 1st level and 2 4th level spell slots with weakened Rift, use them for Death Wards.

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Also voting for Eshimka.
Restoring 2 uses of Mesmerist Tricks, resetting Mesmeric Mirror on herself & Amwiri (the 3rd still remains set on Eric).
She still has the following spells active at this point:
False Life (17 temp hp)
Death Ward
See Invisibility
Heightened Awareness (She'll be triggering it for the +4 Initiative bonus)
Expeditious Retreat
And tokens have all been moved.

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Eric votes Eshimka also, sacred bonus here. As we advance try to get in Enlarge person as ifrit- good 10 mins, longarm, divine favor

cmlobue |

Embiggened Eric, and moved tokens slightly. Feel free to rearrange yourself further within the box.
As a result of the ritual success, you receive two scrolls of cure critical wounds, a scroll of stoneskin, and either a scroll of summon monster VI or a scroll of summon nature’s ally VI.
Please post all your buffs (carryover or new) if you have not already.

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Katswiri has them on her tag line:
Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness
Bless, Life Bubble and Death Ward should be active on everyone.

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Do we know enough about what Eshimka is to do a knowledge check to identify her base creature type abilities before heading to engage her, or do we need to wait to see her? The intro post from the overseer on March 1st notes in the backstory wrapup that she's a Nightwalker lieutenant of Tar-Baphon.

cmlobue |

Nightwalker is a type of creature, so you can attempt Religion checks to learn about him.

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Katswiri casts Bestow Inisght on herself. "Before we engage, I will use my sight to uncover Eshimka's strengths and weaknesses, so we can counter and exploit them."
Katswiri pulls forth a reference guide and falls into a trance, her power building as visions flow through her. "Let it be revealed! We're coming for you Eshimka. Nothing can hide from my sight!"
Roll twice, take better from Bestow Inisght
Knowledge, Lore Needle for Knowledge: History, Focused Trance, Natural Divination, Bestow Insight, Pathfinder Chronicle: 1d20 + 29 + 20 + 10 + 4 + 2 ⇒ (2) + 29 + 20 + 10 + 4 + 2 = 67
Knowledge, Lore Needle for Knowledge: History, Focused Trance, Natural Divination, Bestow Insight, Pathfinder Chronicle: 1d20 + 29 + 20 + 10 + 4 + 2 ⇒ (12) + 29 + 20 + 10 + 4 + 2 = 77
77, so probably 10 or 11
Katswiri would like:
Spell Like Abilities
Special Abilities
Special Attacks
Special Defenses
Weaknesses
Damage Reduction
Immunities
Resistances
Spell Resistance
Weakest Save
Senses
EDIT: Ask for Spell Resistance in place of Hit Dice, its a high CR extraplanar thing it probably has a bunch.

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Aid should still be active for me. Out of my buffs on myself, I think that's all that are still active. Death Ward was cast on Jules. I'll cast Sky Swim and Divine Favor on myself as well.

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Undy and Riddy are both back to full hp
Buffs in effect:
Undy: Mage Armor, Life Bubble, Overland Flight, Stone Skin (DR 10/adamantine, up to 100 points of dmg), Death Ward
Riddy: Mage Armor, Stone Skin (DR 10/adamantine, up to 100 points of dmg), and Life Bubble
Undy had cast Communal Stoneskin on the entire party before the Vampire encounter, with everyone having 14 minutes of duration so I think it is still in effect for everyone? (If not, Undy will cast it again).
Undy recovers spells: Greater Invis and Fireball.
Undy will also cast Protection from Energy Communal on everyone if the Knowledge checks produce helpful intelligence about what sorts of energy dmg might be likely.
Religion: 1d20 + 19 ⇒ (6) + 19 = 25 Anything that Katswiri didn't already get
Undy will use a wand of heightened awareness for the init bonus for the next encounter

cmlobue |

25 will not get any information. 77... will.
Constant—air walk, detect magic, magic fang
At will—contagion (DC 19), deeper darkness, greater dispel magic, unholy blight (DC 19)
3/day—confusion (DC 19), haste, hold monster (DC 20), invisibility, quickened unholy blight (DC 19)
1/day—cone of cold (DC 20), finger of death (DC 22), plane shift (DC 22), summon (level 7, 4 greater shadows)
Darksense (Ex) Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the nightshade’s true seeing.
Desecrating Aura (Su) All nightshades have a 30-foot- radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the nightshade) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the nightshades in their entries). This aura can be negated by dispel evil, but a nightshade can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 negates. This is a mind-affecting fear effect. The save DC is Charisma-based.
Swift Sundering (Su) A nightwalker can make a sunder attempt as a swift action with one of its claws.
Channel resistance +4, evasion, rock catching; DR 10/magic and silver; Immune cold, undead traits; Resist electricity 10

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Katswiri will share her knowledge with the group.
"Cone of Cold can be blocked by your Protection from Energy, Undiana. Death Ward will help protect us from Finger of Death, but our best protection will be to keep Eshimka too busy to use it. I will render us immune to Confusion and Unholy Blight. We will need some method to get our melee combatants into the air, as Eshimka has constant Air Walk."
"Eshimka will have True Seeing in effect if there is darkness or dim light. We should try to bring Daylight or other magical light sources to help counteract this and the possibility of Deeper Darkness. I will give Eric True Seeing to help prevent Darkness or Invisibility from preventing him from engaging."
"To look into Eshimka's eyes will produce supernatural terror. Avert your gaze unless you have protections against fear or feel you are of exceptional will. I can assist some if you succumb with Unbreakable Heart and a scroll of Remove Fear."
"Watch your equipment. Eshimka may try to destroy your weapons or armor. Strike at her with silver and magic weapons. Eshimka will be immune to cold as well as the standard undead immunities and resistant to electricy, and will be evasive when dodging spells."
"I cannot thwart the desecrate as I do not have a scroll of Consecrate."
Katswiri will cast Eagle's Splendor on Jules and Eric, True Seeing on Eric, Air Walk on Eric via a scroll, then will use her Mneumonic Vestment to cast Communal Spell Immunity and make the whole party immune to Confusion and Unholy Blight. Katswiri will rub her Oil of Daylight on Eric's armor and take out her Alexandrite Gem with 3rd level Continual Flame.

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• Regain one or more spells or spell slots whose total levels are equal to your character level (minimum 2).
Reclaiming targeted bomb admixture, fire aura and an 'open' 2nd- and 4th-level infusion-slot, with which hopefully I have enough time to do this:
Dr. Vitruvian wastes no time brewing up some fresh alchana: Another strange metal disc which he again hands off to the former Mother Bloodleaf; A small lump of what looks like peach-colored pastry-dough, which he promptly splits in two with his fingers and rubs into his eyes; and, after a bit more tinkering and re-consulting his codices than you'd seen him do before, what appears to be a large black fleshy orb, like a skinned plum or some sea-mollusc's ink-sac, tightly contained in a thin glass-and-gold canister. This he offers to Amwari.
"This should be a particular help to those Human eyes of yours - in fact, it would likely be an improvement for any of us; hold it over your face, open it like so," He instructs with a visual demonstration, "quickly eat that which falls in your mouth, and the rest should find its way into your eyes; you may find it difficult to blink for a bit, but there's no harm in trying. I've never made this one before, please let me know how it fares."
To Jules he offers a spiraled, flute-like ampoule filled with heavy clear-green liquid. "A fighting-style such as your own might do much with this; I look forward to seeing it, and you, work. Again, don't be alarmed by the effects, I think you'll adapt more quickly than you'd expect."
He also reminds everyone not to forget what he'd prescribed them before, either.
That taken care of, he takes out another the thick canteens you saw him partake of yesterday, this one more of brass than tin, but its contents bubble no less furiously; he chugs it with some effort, and after another round of convulsions, his skin has taken on a strange quality and rough texture, and his eyes grow even paler and more alien than before. All in all, he appears to be equal parts ceramic, cactus, and echinoderm (+CON/-CHA Mutagen).
He follows that by spritzing his face with a small atomizer; the cloud it produces is barely-visible, yet a striking abolone-like sheen can briefly be seen at its edges; beyond that, it's effect is not immediately apparent.
Finally, he takes out a relatively large porcelain bottle, midway in appearance between a Tian-style wine-bottle and an urn. He considers it a moment before drinking its dark contents, and he undergoes yet another transformation: Though still possessed of his alien eyes and strange-textured surface, it and all the doctor's panoply now rest upon the frame of a frightful winged skeleton.

cmlobue |

Anything that lasts for rounds per level needs to be used during combat. Eshimka is not going to sit there and wait for you to buff.
”Amwari Initiative”: 1d20 + 1 ⇒ (1) + 1 = 2
”Katswiri Initiative”: 1d20 + 3 ⇒ (8) + 3 = 11
”Undy Initiative”: 1d20 + 4 ⇒ (7) + 4 = 11 +4 if Heightened Awareness
”Jules Initiative”: 1d20 + 5 ⇒ (3) + 5 = 8
”Eric Initiative”: 1d20 + 12 ⇒ (20) + 12 = 32
”Eshimka Initiative”: 1d20 + 2 ⇒ (8) + 2 = 10
As the Pathfinders reach the circle of stones, a huge, purple-skinned creature with a stag's horns and axes in place of hands emerges. "You have meddled with my plans for far too long. Here you shall perish, and never shall your 'Society' trouble me again!"
Round 1 - bolded may go
Eric
Undy and Riddy
Katswiri
Eshimka
Jules
Dr. Vitruvian
Amwari

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Katswiri moves forward, and attempts to Dispel Air Walk from Eshimka.
Dispel Magic: 1d20 + 10 ⇒ (9) + 10 = 19
Constant abilities can be restored with a swift action, but I figure it would ground Eshimka temporarily and eat the swift action to stop swift sunder or similar if successful.

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Curating the buff list, does the 1 round/level in combat also include 1 minute duration effects? I think that would be Eric's wand longarm and Divine Favor.

cmlobue |

1 mintues is the same as 1 round/level at this APL, so they will not be in effect.

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Armed with Katswiri's knowledge of nightwalkers, Undy would have cast Protection from Energy (Cold) on the entire group before the start of the fight. Everyone has 120 points of cold damage protection.
Undy also dons his smoked goggles when he hears about her gaze attack.
...
GM, what are the dotted white lines around Eshimka? No worries of that's something we don't know (or even perceive).
Undy shoots Eshimka with his wands of magic missile.
Force dmg: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Most of Undy's spells aren't going to be of much use here - too many reflex saves that won't do anything due to evasion or fort saves that Eshimka will just be auto-immune to. So I think he'll probably just chip away with the wands.
Meanwhile, Riddy uses a wand of haste on the group. It's only CL 5 so it will only last 5 rounds and can only affect 5 targets: Eric, Amwari, Dr. Z, Jules, and the Reanimated.
Then they fly off to the side a bit to avoid being clustered together.
20' elevation

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(Eric is casting longarm/divine when you are casting true seeing and eagles splendor I am assuming or when you let me know you are almost done)
Eric sees the foe and declares him to be the target of his wrath!"I smite thee in the name of Sarenrae!!!"
Eric enrages and closes to 5'readying to attack the beast if it does anything other than move.
swift smite, move, and ready
Attack 17-20: 1d20 + 32 ⇒ (5) + 32 = 373d6 + 28 + 1d6 + 4 ⇒ (1, 5, 1) + 28 + (1) + 4 = 40 the 1d6 is acid
(If he has combat reflexes I will attempt a parry/rip at -2)
Added 4 damage for first hit vs evil outsider/undead

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Anything that lasts for rounds per level needs to be used during combat. Eshimka is not going to sit there and wait for you to buff.
I hope you did not think I thought otherwise, all of that is mins./level!
ALSO, it appears Katswiri did not record it when I mentioned it, but I too had heightened awareness, so if you'll permit me to spend it for the initiative boost, that'd put me AHEAD of Eshimka. If so...:
Dr. Vitruvian tries his new wings, slowly and sepulchrally beating his way to the foe; much as before, he opens a small jar of red, nut-like capsules, which begin smoking languidly upon exposure to air, and prepares them for use with his explosives supply.

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The former Mother Bloodleaf runs forward and uses another of the Doctor's alchemical weapons.

cmlobue |

White lines are relevant to a different encounter here.
Eric calls upon the power of his god and moves into position to strike Eshimka.
Undy uses a wand to bolts of force at the nightwalker.
Caster Level Check: 1d20 + 3 ⇒ (3) + 3 = 6
They bounce off harmlessly.
Riddy grants the team speed via its own wand.
Katswiri tries to negate Eshimka's ability to float, but the magic is too powerful.
Dr. Virtuvian takes to the air and drinks something that does not look particularly healthy.
His zombie friend starts radiating fire once more.
Eshimka tries to break Eric's weapon. He strikes before the attempt, but cannot stop the sunder attempt.
Claws: 1d20 + 28 ⇒ (2) + 28 = 30 vs. weapon used to attack
Slashing Damage: 3d6 + 15 ⇒ (2, 3, 4) + 15 = 24
Cold Damage: 4d6 ⇒ (3, 2, 4, 2) = 11
He then tries to slice Eric up directly.
Claws: 1d20 + 28 ⇒ (2) + 28 = 30
Slashing Damage: 3d6 + 15 ⇒ (3, 6, 3) + 15 = 27
Cold Damage: 4d6 ⇒ (2, 1, 2, 6) = 11
Claws: 1d20 + 28 ⇒ (16) + 28 = 44
Slashing Damage: 3d6 + 15 ⇒ (5, 4, 1) + 15 = 25
Cold Damage: 4d6 ⇒ (3, 4, 4, 1) = 12
Round 1-2 - bolded may go
Undy and Riddy
Katswiri
Dr. Vitruvian (haste) and Zombie Bloodleaf (haste)
Eric (haste)
Eshimka (-40 HP)
Jules (haste)
Amwari (haste)

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Katswiri remembers the scroll we were given by the Truehorn Mystics and pulls it out to begin casting Summon Monster VI.
Move action to draw scroll, Standard to Start Full Round Action to begin casting.
We didn't allocate who would have the scrolls, hopefully its ok for Katswiri to have them? I feel like she's the natural person to do it for the spells on her list at least since she has fewer things to do in combat.

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Jules nods grimly & soars around the huge monstrosity into a flank, using her now strangely elongated arms.
"I haven't seen arms like this since that time in the dancing pits in Vudra." she mutters.
As she closes, she glances at the beast long enough to implant her Hypnotic Stare. (-3 to its WIll saves).
Her blade flashes as she strikes, as she averts her gaze.
20% concealment chance low misses: 1d100 ⇒ 2
Mithral Rapier strike vs FF beastie: 1d20 + 13 + 1 + 1 ⇒ (2) + 13 + 1 + 1 = 17
Note to whoever hits first - be sure to add the +4 bonus damage from the Painful Stare.
2nd note - Jules is fine with Katswiri having the scrolls.

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Erik methodically attempts to parry the incoming onslaught, looking for an opening!
Parry/riposte attempt on claw 1
parry: 1d20 + 32 - 2 ⇒ (17) + 32 - 2 = 47 vs30
riposte 17-20: 1d20 + 32 - 2 ⇒ (20) + 32 - 2 = 503d6 + 28 + 1d6 ⇒ (5, 3, 5) + 28 + (4) = 45 1d6 acid
if crit, confirm and damage
riposte 17-20: 1d20 + 32 - 2 ⇒ (4) + 32 - 2 = 346d6 + 56 ⇒ (4, 1, 5, 1, 2, 1) + 56 = 70
parry: 1d20 + 32 - 2 ⇒ (13) + 32 - 2 = 43vs 45

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Please add 4 to the readied attack damage and Eric also fine with Katswiri having the scrolls.

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Amwari runs forward with haste, calling upon Besmara's grace again for some more divine power.
Seeing as he can't get close this turn, he calls upon Besmara again to try blind the creature. Burst of Radiance. Centered on the green explosion on the map.
Spell Resistance, if needed: 1d20 + 10 ⇒ (17) + 10 = 27
If that is a success, then I need a reflex save from the demon, DC 16, or be blinded for 1d4 rounds, Dazzled for 1d4 rounds on a success. Regardless, an evil creature takes 5d4 ⇒ (2, 3, 3, 3, 2) = 13 damage.

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Activating bane as a swift, full attack, flank.
Eric feels he has the measure of his opponent and hopes he can finish him off with another precise hit or two.
Primary attack
attack 17-20: 1d20 + 34 + 2 ⇒ (20) + 34 + 2 = 563d6 + 30 + 2d6 + 1d6 ⇒ (4, 4, 4) + 30 + (6, 6) + (2) = 56 bane+acid
Hasted attack
attack 17-20: 1d20 + 34 + 2 ⇒ (17) + 34 + 2 = 533d6 + 30 + 2d6 + 1d6 ⇒ (2, 3, 5) + 30 + (1, 6) + (2) = 49 bane+acid
Secondary attack
attack 17-20: 1d20 + 34 + 2 - 5 ⇒ (4) + 34 + 2 - 5 = 353d6 + 30 + 2d6 + 1d6 ⇒ (2, 6, 6) + 30 + (5, 1) + (2) = 52 bane+acid
If critical, confirm
attack: 1d20 + 34 ⇒ (13) + 34 = 476d6 + 60 ⇒ (4, 3, 2, 6, 4, 3) + 60 = 82

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attack: 1d20 + 34 + 2 ⇒ (9) + 34 + 2 = 456d6 + 60 ⇒ (6, 5, 5, 1, 5, 5) + 60 = 87 2nd confirm roll!!!

cmlobue |

Jules' arms are long, but not long enough to approach Eshimka safely.
Claws: 1d20 + 28 ⇒ (19) + 28 = 47
Slashing Damage: 3d6 + 15 ⇒ (4, 3, 4) + 15 = 26
Cold Damage: 4d6 ⇒ (5, 6, 6, 5) = 22
This is unlikely to matter given all the other posts, but one thing at a time...
Update: Well, maybe matter a little...
Critical Confirmation: 1d20 + 28 ⇒ (2) + 28 = 30
Critical Slashing Damage: 3d6 + 15 ⇒ (6, 1, 6) + 15 = 28
That's going to take a big chunk off of stoneskin, but I don't think anything actually gets through.
She glares at the nightwalker, but is too off-balance to strike back successfully.
Amwari charges forward and casts a spell at the undead.
Reflex Save: 1d20 + 11 ⇒ (14) + 11 = 25
Dazzled Rounds: 1d4 ⇒ 1
It gets its eyes partially closed before the burst of light hits it.
Katswiri begins reading from a scroll.
Eric takes advantage of the distraction to swing repeatedly. Sarenrae does appear to be guiding his strikes, as all three swings strike true, and Eshimka drops to the ground too quickly for even a dying curse.
Care to add a little fluff to two crits against the boss?
You have two rounds before something else happens.

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Jules would've triggered her own Mesmeric Mirror, seeming to split into a trio of vexing daredevils as the massive claw swung her way.
Mirror images - a 1 actually connects: 1d3 ⇒ 3
(Of course, this presumes that the beast doesn't have a way to see past the pair of false Jules.)
She claps furiously for Eric's performance.

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With a mighty swing, the falcata, appearing even larger than normal and glowing with holy power, strikes the beast! Ribs break and blood explodes from the side of Eshimka, who roars in pain.
Eric takes advantage of the bent over condition and twists his body sideways, clearing a strike for the neck.
Eshimka is unable to block the blow, putting up an arm in defense, but the momentum of the large falcata was too much and it cut through the arm and halfway into the neck. The beast drops to it's knees.
Not one to leave the job unfinished, Eric aims and his last action was to chop the rest of the way through the neck, the head falls, and rolls to the side. Eric picks up the head and roars!
The power of Sarenrae leaves Eric as briefly as it arrived, the job of dispatching Eshimka complete.
Fatigued from his rage ending, he whispers a prayer of thanks and removes his fatigue with Sarenrae's mercy. (from lay on hands)

DM Carbide |

Hard pressed, Eshimka staggers back from the nearby Pathfinders attacking her. Her undead army retreats on all sides from the Twinhorn and Pathfinder forces. She cries out in dismay at the sight. With one blade-arm she beckons for more of her shadowy minions to reunite with her body and heal her wounds, but the call comes too late. Eric strides forward, raising a heavy blade that glows with arcane power. Cast in the shadow of a nearby standing stone, the dwarven apparition of the paladin warrior Ivvora seems to mirror his movements and guide his steps. Ivvora’s voice rings out clearly over the din of battle, “Eshimka, this fight began a millennium ago, and it ends tonight. Vildeis has judged you and found you wanting.” Eric strikes once, cleaving through one of Eshimka’s bladed arms, and then brings his falcata around in a slashing arc that sends the nightshade’s still-screaming head rolling across the battlefield. Her mouth stays open for a moment, her scream dying away as light pours from the stump of her neck.. The nightshade’s body crumbles into ash that the wind scatters across the snow, and the dying rift at last closes as the remains of Eshimka’s army flees into the night or falls with their mistress.
The towering dwarven ghost salutes the gathered heroes and announces, “You have all proven yourself worthy of Vildeis’ attention. Pathfinders, you have defeated a great evil, so let the tale of your bravery shatter your enemies’ courage while bolstering your own. Eric, you have made me proud and finished what I could not. Medda and Anok, you have done well assembling the force that did this. All of you, go with Vildeis’s blessing, and keep vigilant—evil never rests.” Ivvora smiles and looks up to the stars as she fades away and the blessed armor Medda wears returns to its normal sheen.
Medda looks to the champions surrounding her. “Everyone, I cannot put into words how grateful I am to all of you. You have stood by my side through all these hardships, and at last we have triumphed! Eshimka is forever destroyed, and we of the Twinhorn following have found true allies in the Pathfinder Society. Call on us in your hour of need, and we shall come to your aid. For now though, the danger has passed.” She and Anok give one last look to where the planar scar is already healing.
“Let us celebrate at last.”
That concludes the Outpost VIII PFS1E Special. My thanks to the Table GMs and players!

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"YES!" Katswiri throws her hands up in the air and cheers when Eric decapitates Eshimka.
"We did it everyone! Amazing work. It has been an honor to face this evil beside you all"

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Undy and Riddy watch their comrades make quick work of the fell beast in amazement, mouths hanging open. When Eshimka's head leaves its body they both burst into applause and promptly whip up a round of their best sushi to celebrate and replenish the hungry appetites after such an arduous battle.
Awfully glad you all handled it so well - Undy was set to be pretty useless in that fight! Going to have to give some thought to his higher level spell slots going forward.