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Avery commands her owl companion to fly above the green djinni to support her attacks. She then flies arrow toward her prey.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (16) + 15 = 31 vs Target (becomes Frightened 1 at Crit Hit)
Damage: 2d8 ⇒ (8, 8) = 16 P damage
Precision Edge: 1d8 ⇒ 5 precision P damage to Prey the first time hit in the round
She then reloads.
◆ Command an Animal
◆ Strike
◆ Reload

Sophia The Owl |

Sophia obediently flies above the green djinni and scratches their eyes!
◆ Fly
◆ Support - The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.

GM Super Zero |

Don't forget the Flat check: 1d20 ⇒ 3 for targeting an invisible creature.
It looks like Avery's arrow will hit, but she can't see exactly how the djinn is positioned, so...
I'll pause there to give you a chance to reroll that if you'd like.

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Hero Point! Flat check: 1d20 ⇒ 7 meh

GM Super Zero |

...it carries past and deflects off the Maze wall somewhere beyond.
The djinni reappears, though its her scimitar that is first revealed, as it nicks Sophia. She sweeps her scimitar towards Narkru, and tries to catch Hancock with a punch with her other hand, but neither of those blows lands.
◆ Strike Hancock/Narkru/Sophia: 1d3 ⇒ 3 Scimitar: 1d20 + 15 ⇒ (12) + 15 = 27 hits Off-Guard for slashing damage: 1d6 + 10 ⇒ (1) + 10 = 11; attacking ends her invisibility
◆ Strike Hancock/Narkru: 1d2 ⇒ 2 Scimitar (Sweep): 1d20 + 15 + 1 - 5 ⇒ (6) + 15 + 1 - 5 = 17 miss
◆ Strike Hancock/Narkru/Sophia: 1d3 ⇒ 1 Fist: 1d20 + 16 - 8 ⇒ (8) + 16 - 8 = 16 miss
All PCs' turns. Everything is difficult terrain within Green's 20-foot Whirlwind aura, including to flying, unless you have the Air trait.
Initiative:
Kaitlyn (AC 25, 80/80 HP, Tiger Stance)
Green Djinni (-52 HP, bloodied, 20-foot Whirlwind aura, Avery's prey)
Avery (AC 24/25, 72/72 HP)
-Sophia (AC 23, 41/52 HP
Hancock (AC 22, 81/90 HP)
Narkru (AC 24, 70/70 HP

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"Not my Sophia!" Avery exclaims in anger after an attack is made against her companion. She whistles for the bird to help her out and fly away.
She then shoots one more time to the djinni.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (6) + 15 = 21 vs Target (becomes Frightened 1 at Crit Hit)
Damage: 2d8 ⇒ (3, 3) = 6 P damage
Precision Edge: 1d8 ⇒ 3 precision P damage to Prey the first time hit in the round
She then reloads.
◆ Command an Animal
◆ Strike
◆ Reload

Sophia The Owl |

Sophia makes a retaliatory scratching with her claws against the djinni before flying away, back to her master.
◆ Support - The bird pecks at your foes’ eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage.
◆ Fly

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Kat moves up, struggling against the blowing winds. She shoots Green with her crossbow and reloads.
+1 Striking Hand Crossbow: 1d20 + 15 ⇒ (1) + 15 = 16 for Piercing Damage: 2d6 ⇒ (6, 2) = 8
The winds cause Kat to lose control of the crossbow and she discharges the crossbow straight down.
◆ Stride
◆ Whiff
◆ Reload

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"Do not touch the bird." Narkru snorts and pulls a larger rock and stretches over Hancock's head to slam the djinni.
◆◆ 2 Action Elemental blast, weapon infusion reach, +1 AC
Elemental Blast: 1d20 + 12 ⇒ (18) + 12 = 30 Bludgeoning Damage: 2d8 + 8 ⇒ (8, 4) + 8 = 20
She throws one more smaller piece for good measure but the strong winds completely throw it off course.
◆ 1 Action Elemental blast, weapon infusion reach.
Elemental Blast: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8 Bludgeoning Damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18

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Hancock is not sure why all this concern about the dumb bird, but then again he is in the heat of battle and the blood just riles him up more.

GM Super Zero |

Narkru and Hancock disperse the remaining guardian into the wind.
Either Narkru's first attack or Hanock's second takes her out.
"Good job!" says Rindle enthusiastically, popping back up.
Status:
Kaitlyn (AC 25, 80/80 HP)
Avery (AC 24/25, 72/72 HP)
-Sophia (AC 23, 41/52 HP
Hancock (AC 22, 81/90 HP)
Narkru (AC 24, 70/70 HP

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Narkru shakes the dust off as the wind dies down. "With that settled, we are to move forward in this maze right? Let us move. I do not believe we are that injured." She starts to step toward the large archway.

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Hancock is a little injured, but not enough to hold back the party from moving forward. Seems like an interesting place to die, anyway.

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Kat heads over and looks Sophia over, healing the owl's wounds.
Healing, DC 20: 2d8 + 10 ⇒ (7, 6) + 10 = 23

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If Kat is going to be spending 10 minutes healing, so will Hancock. No roll necessary as he has Assurance.

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Kat also has assurance

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"Thank you, much appreciated." Avery tells Kaitlyn. The owl is behaved while Kaitlyn mends her wounds, and gives Kaitlyn a warm hoot and buries her head into her hand as her act of gratitude before flying back to Avery.

GM Super Zero |

"Let's go then!" says Rindle brightly, bounding towards the gate, "There should be two more corridors like this--though I don't know how they'll have changed from this planar influence..."
The Pathfinders materialize clustered on the south side of this area, opposite the next runic archway. Crafted entirely from psychic and arcane energy bound in runes and musical notes, the very fabric of this area bombards the mind with pounding sensory overload.
The Pathfinders find that moving to the psychic level of Ahkenefti causes their thoughts to move too freely from their physical and spiritual forms. Even the slightest distraction can send their thought-form bodies into spasms.
Each PC should attempt an Arcana or Occultism check to focus their thoughts and beings to a single point and interact freely with the world around them. As before, you can substitute Will.

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Will: 1d20 + 12 ⇒ (8) + 12 = 20
Narkru stares and focuses at a point and begins to walk slowly in the arch's direction; literally trying to hold herself together.

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Will: 1d20 + 13 ⇒ (18) + 13 = 31
Kat focuses her thoughts.

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Hancock flexes his mental muscles to remain in one piece.
knowledge (arcana): 1d20 + 4 ⇒ (17) + 4 = 21

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Avery tries her best to make herself one again. Hopefully her innate magic and stock knowledge is enough to make it happen.
DC Arcana: 1d20 + 11 ⇒ (5) + 11 = 16

Sophia The Owl |

I am not sure if animal companion needs to roll skill check for this part, but here it goes...
Sophia tries to be able to fly normally as her usual.
Will save: 1d20 + 13 ⇒ (7) + 13 = 20

GM Super Zero |

You don't need to make a separate check for her, no.
There are no more guardians here, but something feels angry as the Pathfinders continue to shape the area by force of will.
And then Rindle stumbles badly, though he seems in good spirits about it. "Oopsie doodle! Ha! I'm sure I'll figure it out--there should be one more gate after this one, so I have another chance."
He begins to move through the gate, but...
Mr. Chitters's aura is not similar to Sophia's. It's more complex. Extremely complex. And there's something twisted about it.
Rindle's aura is concerning as well. First of all, while it's hardly mind-reading, Kat thinks she can see basic emotions in the auras, and Rindle doesn't see upset or embarrassed about his failures. He's deceptive and calculating. He is failing on purpose, trying to anger the guardians.
Secondly, his aura is entirely unlike the mortals'. That man is not a halfling. He is a fiend.

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Kat calls her companions together and shares what she's learned. She pulls out her crossbow and loads it (or makes sure it's loaded), just in case...
Open the spoiler. It's important that you do!

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1 person marked this as a favorite. |

A fiend, huh?!
Hancock does what Hancock would be expected to do. Please initiate combat.

GM Super Zero |

"Uh," says the fiend disguised as a Pathfinder, "why are you all huddled up like--oh!"
Hancock might be the first to move, but absolutely nobody is surprised by that and "Rindle" is ready for it.
Mr. Chitters: 1d20 + 6 ⇒ (16) + 6 = 22
Narkru: 1d20 + 10 ⇒ (8) + 10 = 18
Avery: 1d20 + 14 ⇒ (10) + 14 = 24
Kat: 1d20 + 13 ⇒ (9) + 13 = 22
Hancock: 1d20 + 10 ⇒ (5) + 10 = 15
"It's not me! I have a cursed ring I can't get off!" Rindle's desperate shout almost seems sincere--but if any of the Pathfinders hesitate he's quick to exploit it. "You chumps bought that? Well, doesn't matter now."
The halfling disguise falls away, revealing the fiend's true form. He's still about the same height, but thinner, sharp and angular. He's dressed in ostentatious clothing, though he still has Rindle's bag--it might be real, and not part of his magical disguise. He has sharp claws, purple skin, and horrible sharp teeth, which he immediately employs.
◆ Change Shape
◆ Step
◆ Strike Narkru/Hancock: 1d2 ⇒ 2 Fangs: 1d20 + 15 ⇒ (13) + 15 = 28 hits for piercing damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15 and 1d6 persistent bleed
Avery's turn.
Initiative:
Rindle??
Avery (AC 24/25, 72/72 HP)
- Sophia (AC 23, 52/52 HP)
Mr. Chitters??
Kaitlyn (AC 25, 80/80 HP)
Narkru (AC 24, 55/70 HP, 1d6 persistent bleed)
Hancock (AC 22, 90+9/90 HP)

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Should Hancock be the target instead of Narku, based on the targeting roll? Do you want us to roll the bleed damage each round, or will you?

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Avery lets out an audible sigh before acting on what has just transpired. All along she has been tricked. She draws her weapon and makes Rindle the fiend as her prey.
She launches an arrow toward the enemy. Rindle is Off-Guard to her.
+1 Striking Fearsome Sukgung Attack: 1d20 + 15 ⇒ (13) + 15 = 28 vs Target (becomes Frightened 1 at Crit Fail)
Damage: 2d8 ⇒ (3, 4) = 7 P damage
Precision Edge: 1d8 ⇒ 8 precision P damage to Prey the first time hit in the round
Sneak Attack: 1d6 ⇒ 5 precision P damage to Off-guard target
◆ Interact to draw the weapon
◆ Hunt Prey
◆ Strike (Surprise Attack) - You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.

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Somehow I don't think Mr Chitters is an adorable squirrel... :)

GM Super Zero |

Rindle did act before Avery, though?
Avery's arrow hits the fiend in the shoulder, leaving a sizeable wound.
Mr. Chitters, the adorable squirrel, flies towards Narkru while laughing maniacally. He snaps and gnashes with all of the hundreds of adorable sharp teeth and fangs in all of his adorable mouths, as squirrels are not wont to do--though he doesn't manage to harm her through her armor.
◆ Fly towards Avery/Kat/Narkru/Hancock: 1d4 ⇒ 3
◆ Strike Jaws: 1d20 + 12 ⇒ (5) + 12 = 17
◆ Strike Jaws: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
Kat, Narkru, and Hancock's turns.
Initiative:
Rindle?? (-15 HP)
Avery (AC 24/25, 72/72 HP)
- Sophia (AC 23, 52/52 HP)
Mr. Chitters??
Kaitlyn (AC 25, 80/80 HP)
Narkru (AC 24, 70/70 HP)
Hancock (AC 22, 84/90 HP, 1d6 persistent bleed)

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"You have a lot of explaining to do. Narkru grabs at what used to be a disguised Rindle while punting rocks at this rabid squirrel thing.
◆ Grab Rindle
◆ Channel Elements, Blast at Chitters, Bludgeoning
◆ 1-Action Blast at Chitters, weapon infusion agile, Bludgeoning
Athletics vs Fort DC: 1d20 + 14 ⇒ (14) + 14 = 28
Channel Elements Blast: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 202d8 + 4 ⇒ (6, 6) + 4 = 16
1-Action Blast: 1d20 + 12 - 8 ⇒ (19) + 12 - 8 = 232d8 + 4 ⇒ (7, 3) + 4 = 14

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Kat steps forward, drops into a combat stance. Focusing herself, she unleashes a pair of strikes at Rindle.
Tiger Claw (Agile, Finesse), 1st attack, Ki Strike: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 for Tiger Claw Damage (Slashing): 2d8 + 2 ⇒ (2, 6) + 2 = 10 plus Force: 1d6 ⇒ 4 Crit: Double Damage + 1d4 Persistent Bleed
Tiger Claw (Agile, Finesse), 2nd attack, Ki Strike: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 for Tiger Claw Damage (Slashing): 2d8 + 2 ⇒ (3, 1) + 2 = 6 Crit: Double Damage + 1d4 Persistent Bleed
◆ Tiger Stance
◆ Step
◆ Inner Upheaval (aka Ki Strike)

GM Super Zero |

Narkru grabs the little fiend, and knocks Mr. Chitters out of the air with a blast of earth--the thing that hits the ground no longer resembles a squirrel. It's some kind of... worm?
She also clobbers the fiend, but it doesn't seem quite as effective as she might have hoped.
Successful grab, successful and exactly the number of HP he had, and successful hit (but he has resistance to that attack).
Kat tears into the purple fiend. He's already looking pretty roughed up, even though cutting him doesn't seem as effective as it should.
A crit and a miss. He's also resistant to that attack, but it still bloodies him.
Hancock's turn.
Initiative:
Rindle?? (-47 HP, bloodied, 1d4 persistent bleed, Grabbed by Narkru)
Avery (AC 24/25, 72/72 HP)
- Sophia (AC 23, 52/52 HP)
Voidworm
Kaitlyn (AC 25, 80/80 HP)
Narkru (AC 24, 70/70 HP, Grabbing Rindle??)
Hancock (AC 22, 84/90 HP, 1d6 persistent bleed)

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Rindle did act before Avery, though?
Avery's arrow hits the fiend in the shoulder, leaving a sizeable wound.
Oh, yes, I missed that. Forget about the damage from Sneak Attack.
"Let's keep that fool alive for now, he needs an explaining to do." Avery suggests, but it seems the suggestion is telling them that they can finish Rindle off once they have everything they need to know.

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It takes a lot of the joy out of being in a fight, and almost all of the honor, but since it is a fiend he is fighting, Hancock does not hold back.
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Then the nasty cut causes blood that looks a little sparkly to leak from his body.
bleed: 1d6 ⇒ 2

GM Super Zero |

"Oh no," says the fiend mockingly, "the fool is already dead. I am Nevashi, and I'm much stronger then that stupid worm--"
This does technically seem to be true, but not enough for him to stand up to a heavy blow from Hancock's maul. He crumples to strange ground, and drops his satchel.
31 is a crit while he's Off-Guard, though he does resist the bludgeoning damage (not the force).
Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20 Actually, not relevant after that damage.
Don't forget your Flat check: 1d20 ⇒ 2
The dropped satchel contains three vials of labeled healing potion and some coins made from cut gems.
All PCs' turns. Leaving Initiative up since there's persistent damage happening.
Initiative:
Avery (AC 24/25, 72/72 HP)
- Sophia (AC 23, 52/52 HP)
Kaitlyn (AC 25, 80/80 HP)
Narkru (AC 24, 70/70 HP)
Hancock (AC 22, 82/90 HP, 1d6 persistent bleed)

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Kat sprinkles some herbs on Hancock's bleeding wound, hoping it clots quickly.
◆◆ Administer First Aid (Assurance Med - 20)

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Hancock grunts as the rage leaves him when he notices all the enemies are down. He sags a little, his breath coming in gasps, but he is still smiling. He watches while Deathsbane treats his wounds.
Was the flat check for getting rid of the persistent bleed? Do we have time to treat wounds and get Hancock back to full?

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Administer First Aid gives you an immediate flat check to stop the bleeding. We can't do a Treat Wounds until we're out of encounter mode (which means we need to stop your bleeding first)
I could do a Battle Medicine on you but that would cause you to be immune to my Battle Med for 24 hours.

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Administer First Aid gives you an immediate flat check to stop the bleeding.
The GM rolled a flat check for me before the first aid. I think it was the automatic check to stop the bleeding in which case no first aid is needed to stop the bleeding. But since he said we are still in melee because of persistent bleeding, maybe the flat check was not for the bleeding. So I'm just asking for clarification. In either case if the bleeding is stopped, maybe we are out of init and can treat the wounds?

GM Super Zero |

You get one every round. Treating persistent damage can do things like lower the DC (it's usually 15) or give extra checks. Bleed is one of the more explicitly defined ones, with things like First Aid. Persistent bleed damage also ends automatically if the creature is fully healed--can't be bleeding badly if you're not hurt.
Assisted Flat Check: 1d20 ⇒ 3
Since Kat has Assurance and is guaranteed to succeed at that every time, I can just roll it out to save some time...
Bleed: 1d6 ⇒ 6 end of turn Flat Check: 1d20 ⇒ 13
Assisted Flat Check: 1d20 ⇒ 17
The bleeding ends after 6 more damage.
Status:
Avery (AC 24/25, 72/72 HP)
- Sophia (AC 23, 52/52 HP)
Kaitlyn (AC 25, 80/80 HP)
Narkru (AC 24, 70/70 HP)
Hancock (AC 22, 76/90 HP)

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Narkru looks at the no-longer-bleeding Hancock. "Do you need a few minutes to recover, or do you wish to use one of these potions from that fiend?"
She picks up the satchel, which is hilariously small in her large hands. "Wherever the real Rindle is, looks like he never got a chance to use these.

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"NMMNOKAY."
Hancock will down one of the potions, if for no reason other than to avoid having to explain that he is an excellent healer in his own right.
Since I do not know the potency of the potion, I cannot roll for it at this time.

GM Super Zero |

They are lesser healing potions (2d8+5).
Once they're ready, passing through the gate of mind takes the Pathfinders to the final stretch of the rune-warped corridor. This room combines the energies of the previous two rooms with primal energy and life essences, forming a forge of creation that the party must pass through carefully in order to proceed.
This corridor takes the shape of volcanic stone floating in space, red lines running through it--though they don't actually feel hot enough to be dangerous.
A PC attempt an Arcana, Athletics, or Nature check to utilize their knowledge, physical coordination, or understanding of the natural world to fully reintegrate their beings before they pass through the final gate.
As before, you can substitute Will but the guardians of this place don't like it.

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Narkru waits until everyone is ready to proceed then proceeds her way forward.
Athletics: 1d20 + 14 ⇒ (10) + 14 = 24
This time, she tries not to brute-force her way through like the rock, but instead glide along like mud.

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healing: 2d8 + 5 ⇒ (5, 5) + 5 = 15
Hancock is ready to move on after that refreshing draught.
athletics: 1d20 + 14 ⇒ (2) + 14 = 16
Nah, brute force is the right way to... oops.

GM Super Zero |

Narkru has little difficulty proceeding.
Hancock.. also manages.
A success and a failure. But without Nevashi failing on purpose, it's a little easier for the group.
"I think I have some good news and some bad news," says Eliza, "The good news is that the stabilization device has kept my form stable, so this part of the trip has been pretty easy for me. You may not realize this, because I understand your perceptions have been warped, but we've only traveled about 20 feet, and you're not exactly moving quickly. This has been a leisurely stroll for me. Now I realize, 'Good news: I know you've been struggling but it's been easy for me,' sounds terribly selfish, so let me get to the point before you riot. While it was a little tricky to do while also keeping my hands on this thing, I've had plenty of time to keep trying. I managed to collect some of those hedge leaves, so the sample collection for this area is handled. No need to worry about that.
"Now for the bad news.. Nevashi didn't just claim to be a Pathfinder, he presented that letter of introduction. I believe it was real. I conclude that Rindle Rainfickle is, or more likely was, probably a real person and that he was waylaid by the rakshasa. We may find evidence of that as we proceed, since he came from this way."

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"Say what? 20 ft???" Avery exclaims in disbelief while she looks back to where they have traversed and mentally calculates how long is 20 ft.
She feels tired after all that will of the mind and traveling in warped spaces. "Whoever is behind this, they must pay for what the trickery that they did."