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Guy shrugs and follows along. After all, it takes chutzpah to lead the way like that.

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Surprise Round ===
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5;Bardic Performance (+2 enhancement & Spirit Totem);Air Walk (12:40); Shield of Faith (12:29);
Yellow ? - dmg;
Blue Xorn - dmg;
Dolgar Ironfist - dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40);
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40);
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50); Sanctuary (exp before round 9);
After Guy casts Air Walk on everyone and Sanctuary on himself, the group sets out across the lake of magma, with Dolgar bravely leading the way. However, he has hardly begun to cross before something pops up out of the magma. Spatters of magma sear everything that comes near this vaguely humanoid mass of endlessly melting and reforming rock. Whatever it is, it hurls a lump of lava at Dolgar!
Uhvat: 1d20 + 4 ⇒ (4) + 4 = 8
Shiva: 1d20 + 3 ⇒ (15) + 3 = 18
Guy: 1d20 + 1 ⇒ (2) + 1 = 3
Dolgar: 1d20 + 5 ⇒ (5) + 5 = 10
+2 to all rolls if hunter’s blessing applies to terrain.
LL: 1d20 + 5 ⇒ (12) + 5 = 17
X: 1d20 + 0 ⇒ (15) + 0 = 15
G: 1d20 + 6 ⇒ (14) + 6 = 20
V: 1d20 + 6 ⇒ (10) + 6 = 16
Dull-witted lava lurkers eagerly sow fires and throw magma as they wander semi-aimlessly, doing what they can to create more comfortable surroundings or seeking other nearby warm places—like furnaces or bonfires—as they try to find their way back to active volcanic flows. They care little for non-elemental creatures, being baffled and annoyed by the shrill noises such creatures make when they’re exposed to even the slightest fleck of molten rock.
Though lava lurkers live in earth and flame, they die with a chilling inward gasp. If slain, the final surge of a lava lurker’s animating fires consumes the nearby air, creating a momentary vacuum that extinguishes surrounding flames. This instantly transforms a lava lurker’s body into a perfectly cool hunk of rock and often quells lesser flames nearby, if only temporarily.
Magma Ball vs flat-footed AC: 1d20 + 10 ⇒ (13) + 10 = 23
Luckily, even caught unawares the sturdy Dwarf's armor deflects the hurtling mass of lava...
End of Surprise Round and start of Round 1
Śiva is up!

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kn planes, heroism: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

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Knowlege (Planes): 1d20 + 11 ⇒ (1) + 11 = 12
The sudden appearance of the creature drives any thoughts of what it might be from Shiva's head.
When in doubt stick to what works.
Some chanting finds the group surrounded by swirling spirits at which point she takes a step forward and once again let's out a silent scream.
Ear Piercing Scream: 5d6 ⇒ (2, 2, 2, 3, 6) = 15
Fort Save, DC 18

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 1 ===
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem); Air Walk (12:40); Shield of Faith (12:29);
Yellow ? - 7 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 19 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40);
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40);
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50); Sanctuary (exp before round 9);
Śiva once again calls forth her spirits to aid the group.
Fort save: 1d20 ⇒ 18
The fiery creature takes some damage from her silent scream but does not seem distracted.
The creature takes aim at Dolgar again...
Magma Ball vs flat-footed AC: 1d20 + 10 ⇒ (16) + 10 = 26
20% miss chance: 1d100 ⇒ 64
B dmg: 1d6 + 14 ⇒ (5) + 14 = 19
Dolgar Ref: 1d20 + 4 ⇒ (19) + 4 = 23 +5 vs spell and spelllike abilities, +3 vs poison
... and this time it *just* connects, though Dolgar does not catch on fire as a result.
Then the creatures dives back down into the magma pool, disappearing from view.
Yellow's last known square marked with a Yellow arrow.
The Xorn continues to commune with the Spire, seemingly oblivious to the battle now unfolding around it.
Pathfinders are up!

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Guy is just holding his action until someone gets hurt, at which point he may or may not heal.
With the sanctuary spell up I am reluctant for him to cast an offensive spell, even if he could. So he will play the heal bot role, which suits me just fine.

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Uhvat strides through the air, coming 5' above where the magma creature had dived in, ready to strike should an enemy creature comes within his reach (10').
Ready: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing, Raging Song
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 + 2 ⇒ (3) + 16 - 2 + 2 + 2 + 2 + 2 = 25 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (4, 2) + 11 + 6 + (6) + 2 = 31
Power Attack, Heroism, Chill Touch, Hunter's Blessing, Raging Song
AoO 1: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (12) + 16 - 2 + 2 + 2 + 2 = 32
dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 6) + 11 + 6 + (1) + 2 = 27
AoO 2: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (2) + 16 - 2 + 2 + 2 + 2 = 22
dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 5) + 11 + 6 + (1) + 2 = 26
AoO 3: 1d20 + 16 - 2 + 2 + 2 + 2 ⇒ (15) + 16 - 2 + 2 + 2 + 2 = 35
dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 5) + 11 + 6 + (3) + 2 = 28

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sorry for my scare posting this week, work and kids took the best of me!
Dolgar takes a more defensive position AC28 and moves away, ready to strike.
Know. Planes: 1d20 + 6 + 2 + 4 ⇒ (10) + 6 + 2 + 4 = 22 What's this thing?

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Shiva ends her call tonthe ancestors, though the spirits don't immediately dissipate.
lingering performance
She moves a bit closer to Dolgar and Uhvat. A little speed never hurts
caste haste

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 2 ===
Yellow Lava Lurker - 7 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 19 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste;
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50); Sanctuary (exp before round 9); Haste;
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem); Air Walk (12:40); Shield of Faith (12:29); Haste;
Ok, *finally* ready to move this forward again. So sorry for the interminable delays!
Guy waits to see if the creature reappears.
Uhvat air walks above the magma, readying an attack against the creature if it reappears.
Dolgar adopts a defensive stance. He recognizes the creature as a lava lurker, though he can't recall much specific about its abilities and weaknesses. Everyone can read the Knowledge Planes spoiler above
Śiva continues to call upon the ancestors to aid her friends and she also speeds them all up. Everyone now has haste.
End of Round 1 ---> Start of Round 2
Yellow surfaces, unfortunately *just* out of Uhvat's reach Note: this is just bad luck - I had previously made a note of which square it was moving to, without any idea of where Uhvat would move - sorry! and hurls another magma ball at one of the pathfinders close to it.
Target?: 1d2 ⇒ 2
Magma Ball vs Uhvat flat-footed AC, DA: 1d20 + 10 ⇒ (18) + 10 = 28 I think with haste this *just* misses?
20% miss chance from Shiva's spirits: 1d100 ⇒ 19 But it's moot in any case because of the spirits
B dmg, DA: 1d6 + 14 ⇒ (5) + 14 = 19
Uhvat Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 +2 with heroism
The Blue xorn continues its love affair with the spire, heedless of everything occurring around it.
Pathfinders are up! The bold may act!

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Seeing the way the thing moves about, Guy decides to send a spiritual scimitar after it, though it does nothing more than just harass it with its inaccurate whoooshings.
to hit spiritual weapon: 1d20 + 12 ⇒ (2) + 12 = 14
damage spiritual weapon: 1d8 + 3 ⇒ (2) + 3 = 5

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Shiva looks around and stabs at the creature along with some ancestral assault.
Attack, Spirit Totem: 1d20 + 14 ⇒ (16) + 14 = 30
negative energy: 1d8 + 7 ⇒ (6) + 7 = 13
Attack, rapier, song: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
damage, song: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 2 ===
Yellow Lava Lurker - 32 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 19 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste;
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50);Sanctuary (exp before round 9);Haste; Spiritual Weapon (exp before round 11);
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem); Air Walk (12:40); Shield of Faith (12:29); Haste;
Ending his Sanctuary, Guy sends a spiritual weapon to batter the lava lurker but it misses contact.
Shiva advances forward and stabs at the creature with her rapier while her spirits join the attack; both strike home.
The bold may act!

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Dolgar walks above the lava and with his enhanced speed is able to strike at the creature.
Before striking, he calls for his god to punish the creature.
In Osiris name, you will be judged.
Swift action: Judgement (2/3): Justice (+2) & Destruction (+4)
Then strikes.
+1 adamantine warhammer: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 + flank is possible
Damages, B (adamantine): 1d8 + 12 + 4 ⇒ (5) + 12 + 4 = 21

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"Ouch. That sounded pretty squishy!"
A pity elementals cannot be critted. Why did you say that flanking is possible?

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 2 ===
Yellow Lava Lurker - 43 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 19 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste;
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50);Sanctuary (exp before round 9);Haste; Spiritual Weapon (exp before round 11);
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem); Air Walk (12:40); Shield of Faith (12:29); Haste;
The lava lurker is indeed immune to both crits and flanking
Dolgar bashes the poor creature with his warhammer!
Uhvat is up!

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I get that Uhvat's AoO wouldn't trigger depending on the path of the Xorn but just checking how come Uhvat's ready attack didn't trigger when it came within his reach? His lash has reach. Or is it that he missed? 'cos it was a bad roll.
With the creature having surfaced, Uhvat swings his lash repeatedly at the foe.
vs Blue: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing, Raging Song, Haste
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 + 2 + 1 ⇒ (3) + 16 - 2 + 2 + 2 + 2 + 2 + 1 = 26 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 6) + 11 + 6 + (2) + 2 = 32
iterative: 1d20 + 11 - 2 + 2 + 2 + 2 + 1 ⇒ (4) + 11 - 2 + 2 + 2 + 2 + 1 = 20 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 4) + 11 + 6 + (6) + 2 = 34
haste attack: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (16) + 16 - 2 + 2 + 2 + 2 + 1 = 37 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 2) + 11 + 6 + (3) + 2 = 25
Do we still have Shiva's spirit attack?
Power Attack, Heroism, Chill Touch, Hunter's Blessing, Raging Song, Haste
AoO 1: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (9) + 16 - 2 + 2 + 2 + 2 + 1 = 30 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (6, 6) + 11 + 6 + (3) + 2 = 34
AoO 2: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (4) + 16 - 2 + 2 + 2 + 2 + 1 = 25 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (2, 6) + 11 + 6 + (3) + 2 = 30
AoO 3: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (17) + 16 - 2 + 2 + 2 + 2 + 1 = 38 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (6, 5) + 11 + 6 + (1) + 2 = 31

GM Abraham |

I get that Uhvat's AoO wouldn't trigger depending on the path of the Xorn but just checking how come Uhvat's ready attack didn't trigger when it came within his reach? His lash has reach. Or is it that he missed? 'cos it was a bad roll.
You are 15' away. Your reach is only 10', no?

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 3 ===
Yellow Lava Lurker - 100 dmg;
Green ? - dmg;
Pink ? - dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 37 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste; Two Reflex saves vs fire dmg needed;
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste; Two Reflex saves vs fire dmg needed;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50);Sanctuary (exp before round 9);Haste; Spiritual Weapon (exp before round 11);
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15'); Air Walk (12:40); Shield of Faith (12:29); Haste; Two Reflex saves vs fire dmg needed;
Uhvat air steps 5' closer to the creature to be in range (I've moved you 5' up on the map) and attacks three times, hitting twice, and leaving the Lava Lurker reeling.
Start of Round 3
The Lurker desperately slams at the foes surrounding him.
Target? 1=S, 2=D: 1d2 ⇒ 2
Slam, PA: 1d20 + 20 - 4 ⇒ (19) + 20 - 4 = 35
B dmg, PA: 1d6 + 16 ⇒ (2) + 16 = 18 + Fire dmg: 1d6 ⇒ 4
He batters Dolgar, who fortunately ignores the fiery portion of the blow.
Target? 1=S, 2=D: 1d2 ⇒ 1
Slam, PA: 1d20 + 20 - 4 ⇒ (9) + 20 - 4 = 25
B dmg, PA: 1d6 + 16 ⇒ (5) + 16 = 21 + Fire dmg: 1d6 ⇒ 4
Its second attack, against Śiva, just misses. Śiva, with Haste I think your AC is 26, yes?
Fortunately for the Lurker, just then REINFORCEMENTS ARRIVE! Two dragon-like creatures burst up out of the magma, each unleashing a blast of fiery breath at the gathered pathfinders! Between these dragons' jet-black scales run glowing rivulets of lava, and veins aglow with heat shine in the membranes of their wings.
Green breath weapon fire dmg: 6d6 ⇒ (6, 6, 4, 5, 6, 1) = 28 Reflex save for half dmg
Pink breath weapon fire dmg: 6d6 ⇒ (2, 5, 6, 5, 3, 3) = 24 Reflex save for half dmg
rounds until Pink can use breath weapon again: 1d4 ⇒ 4
The can both use the breath again in round 7
Guy is fortunately outside both cones of fire. The Lava Lurker happily ignores the fire blast. Note: I haven't added any of the breath weapon fire dmg to the tracker yet, pending your saves.
Pathfinders are up! The bold may act! Don't forget, two reflex saves vs fire dmg needed from everyone but Guy!

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kn arcana, heroism: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16, uh, nope.
Note: I put the spiritual scimitar on the map.
to hit spiritual weapon on same target )lurker): 1d20 + 12 ⇒ (8) + 12 = 20
damage spiritual weapon: 1d8 + 3 ⇒ (1) + 3 = 4

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Reflex vs Green: 1d20 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15
Reflex vs Pink: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Dolgar, after the hit from the lava lurker is surprised by the arrival of the draconic creature and takes the full blast of their breath weapon
Thanksfully he was protected from a part of it!
By Osiris! what are these?!
Know. Arcana: 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
He decides to finish off the lurker before taking care of the draconic creatures, he calls his god to enlarge him before striking.
+1 adamantine warhammer: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (18) + 11 + 2 + 2 + 2 + 1 = 36
Damages, B (adamantine): 2d6 + 14 + 4 ⇒ (4, 3) + 14 + 4 = 25
+1 adamantine warhammer (haste): 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (2) + 11 + 2 + 2 + 2 + 1 = 20
Damages, B (adamantine): 2d6 + 14 + 4 ⇒ (1, 6) + 14 + 4 = 25
+1 adamantine warhammer: 1d20 + 11 + 2 + 2 + 2 + 1 - 5 ⇒ (19) + 11 + 2 + 2 + 2 + 1 - 5 = 32
Damages, B (adamantine): 2d6 + 14 + 4 ⇒ (1, 1) + 14 + 4 = 20

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 3 ===
Yellow Lava Lurker - 125 dmg;
Green ? - dmg;
Pink ? - 20 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 49 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste; Enlarged (duration?);
Uhvat Balanos - 36 dmg; 17 temp hp; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste; Two Reflex saves vs fire dmg needed;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50);Sanctuary (exp before round 9);Haste; Spiritual Weapon (exp before round 11);
Śiva - 10 dmg; 1 CON dmg; Aid (+7 temp hp; +1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15'); Air Walk (12:40); Shield of Faith (12:29); Haste; Two Reflex saves vs fire dmg needed;
Guy's spiritual weapon swings at the lava lurker but it misses. Guy, note that you still have your actions for this round - the Spiritual Weapon attacks without using your actions (I think it takes your move action if you move it).
Dolgar's slow reflexes prevent him from dodging either of the two blasts of fire, but fortunately his magical fire resistance absorbs most of the blaze.
Dolgar swiftly enlarges himself (I've enlarged you on the map. Dolgar, what's the duration of your Enlarge?) His first blow of his hammer takes out the lava lurker (I've taken the liberty of redirecting your second two attacks to Pink, who is in your Enlarged reach) while one of his remaining attacks strikes home against the Pink dragon.
The bold may act!

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Guy has nothing worthwhile he can do to these things so he is just waiting off in the sidelines, wringing his hands. Tell you what. He will activate his aura of heroism since Shiva is within 30' of him.

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Ah, I think I got confused between the lurker (yellow) and xorn (blue).
Ref 1, heroism, haste: 1d20 + 10 + 2 + 1 ⇒ (19) + 10 + 2 + 1 = 32
Ref 2, heroism, haste: 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28
Assuming he's still up
With one foe taken down, Uhvat turns his attention to the nearby draconic creatures, swinging his lash repeatedly at it.
vs pink: Power Attack, Furious Focus, Heroism, Chill Touch, Hunter's Blessing, Raging Song, Haste
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 + 2 + 1 ⇒ (8) + 16 - 2 + 2 + 2 + 2 + 2 + 1 = 31 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (6, 6) + 11 + 6 + (1) + 2 = 32
iterative: 1d20 + 11 - 2 + 2 + 2 + 2 + 1 ⇒ (6) + 11 - 2 + 2 + 2 + 2 + 1 = 22 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (4, 5) + 11 + 6 + (1) + 2 = 29
haste attack: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (12) + 16 - 2 + 2 + 2 + 2 + 1 = 33 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 1) + 11 + 6 + (3) + 2 = 28
Don't see anyone else rolling the spirit attack but will do so here just in case.
vs pink: Shiva's spirit attack: 1d20 + 14 ⇒ (8) + 14 = 22 dmg: 1d8 + 7 ⇒ (8) + 7 = 15
Power Attack, Heroism, Chill Touch, Hunter's Blessing, Raging Song, Haste
AoO 1: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (2) + 16 - 2 + 2 + 2 + 2 + 1 = 23 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (3, 4) + 11 + 6 + (1) + 2 = 27
AoO 2: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (1) + 16 - 2 + 2 + 2 + 2 + 1 = 22 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 6) + 11 + 6 + (3) + 2 = 29
AoO 3: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (16) + 16 - 2 + 2 + 2 + 2 + 1 = 37 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 3) + 11 + 6 + (5) + 2 = 32

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correct, 26 AC with Haste
Knowledge (Arcana): 1d20 + 9 ⇒ (1) + 9 = 10
Reflex, Fire resistance 5: 1d20 + 8 ⇒ (8) + 8 = 16
Reflex, Fire resistance 5: 1d20 + 8 ⇒ (13) + 8 = 21
Shiva floats a step towards blue and coats her sword in cold.
Elemental Assault
1st Attack, Song, Haste: 1d20 + 13 + 2 + 1 ⇒ (11) + 13 + 2 + 1 = 27
damage, song, elemental assault: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Haste Attack, Song, Haste: 1d20 + 13 + 2 + 1 ⇒ (1) + 13 + 2 + 1 = 17
damage, song, elemental assault: 1d6 + 5 + 1d6 ⇒ (3) + 5 + (1) = 9
2nd Attack, Song, Haste: 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27
damage, song, elemental assault: 1d6 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10
Spirit Attack: 1d20 + 14 ⇒ (1) + 14 = 15
negative energy damage: 1d8 + 7 ⇒ (5) + 7 = 12

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 4 ===
Yellow Lava Lurker - 125 dmg;
Green ? - 27 dmg;
Pink ? - 91 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 49 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste; Enlarged (exp before Dolgar's turn, round 4); Reflex vs COLD dmg needed;
Uhvat Balanos - 45 dmg;17 temp hp;Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50); Haste; Spiritual Weapon (exp before round 11); Aura of Heroism (30' range);
Śiva - 49 dmg; 1 CON dmg; Aid (+7 temp hp;+1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15'); Air Walk (12:40); Shield of Faith (12:29); Haste;
Oops, I forgot one thing: When the lava lurker dies it explodes in a blast of cold! Fortunately, only Dolgar is close enough to be affected.
Cold dmg: 8d6 ⇒ (4, 2, 2, 6, 5, 2, 4, 5) = 30 Reflex for halfThe blast of cold hits the lake of magma and creates a 15' island of solid rock floating on top of the lake, though how long it may remain amidst the magma is uncertain. (Note, this has the effect of pushing Dolgar 5' to the west - I've adjusted your position on the map)
Guy activates an aura of Heroism, strengthening Śiva before she goes toe to toe with the dragon!
Uhvat dodges the worst of both blasts of fire breath. (Half damage = 26 dmg, 17 of which are absorbed by your temp hp) He is still standing but looking a bit battered. He strikes at the pink dragon repeatedly. (Uhvat, Hunter's Blessing doesn't apply to the dragons so I've subtracted 2 from the attack and dmg rolls of each of your strikes - let me know if that's incorrect. Also, what's the DC of the Fort save for your Chill Touch spell?)
Two of his attacks connect, grievously wounding it, and then the spirits swirling around Uhvat finish it off. The other dragon screams with rage!
Shiva takes the full force of one blast of fire breath, while just dodging the other. Fortunately, she has some fire resistance to lessen the impact somewhat. Nevertheless, she looks somewhat worse for the wear.
She turns her attention to the as-yet unwounded green dragon, hitting it twice. It seems particularly harmed by the cold damage. (Śiva, please indicate the cold dmg separately in future rounds; I added 2 to your attacks and dmg from Guy's Heroism)
End of Round 3
Enraged at the death of its companion, the Green dragon unleashes a barrage of attacks against Shiva!
Bite, PA: 1d20 + 14 - 3 ⇒ (2) + 14 - 3 = 13
dmg, PA: 1d8 + 16 ⇒ (4) + 16 = 20 +3 fire dmg
Claw 1, PA: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
dmg, PA: 1d6 + 11 ⇒ (4) + 11 = 15
Claw 2, PA: 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30
dmg, PA: 1d6 + 11 ⇒ (5) + 11 = 16
Wing 1, PA: 1d20 + 9 - 3 ⇒ (17) + 9 - 3 = 23
dmg, PA: 1d4 + 5 ⇒ (2) + 5 = 7
Wing 2, PA: 1d20 + 9 - 3 ⇒ (17) + 9 - 3 = 23
dmg, PA: 1d4 + 5 ⇒ (4) + 5 = 9
Fortunately, only one attack connects (16 dmg, 9 points of which are absorbed by temp hp from Aid)
Pathfinders are up! The bold may act!

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(Śiva, please indicate the cold dmg separately in future rounds; I added 2 to your attacks and dmg from Guy's Heroism)
Heroism does not affect damage.

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Since the Hunter's Blessing is ineffective against the dragons, this time Guy bolsters Shiva using his Blessing of the faithful for sacred bonus goodness to damage. He also continues with the heroism aura.
His spiritual weapon hunts the dragon down.
to hit spiritual weapon: 1d20 + 12 ⇒ (13) + 12 = 25
damage spiritual weapon: 1d8 + 3 ⇒ (2) + 3 = 5

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Reflex: 1d20 + 5 + 2 + 1 ⇒ (11) + 5 + 2 + 1 = 19
Dolgar tries desesperately to avoid the explosion!
Battered, but not dead he says It's cooling my ardor to fight! Eh!
His size reduces as he moves to be closer to Guy and then calls again his god to get back large and strikes!
+1 adamantine warhammer: 1d20 + 11 + 2 + 2 + 2 + 1 ⇒ (15) + 11 + 2 + 2 + 2 + 1 = 33
Damages, B (adamantine): 2d6 + 14 + 4 ⇒ (3, 6) + 14 + 4 = 27

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Chill Touch DC 15. Highly doubt it would trigger at this level.
Uhvat strides across the air, turning his attention on the remaining dragon.
vs green: Power Attack, Furious Focus, Heroism, Chill Touch, Raging Song, Haste
+2 ectoplasmic lash: 1d20 + 16 - 2 + 2 + 2 + 2 + 1 ⇒ (9) + 16 - 2 + 2 + 2 + 2 + 1 = 30 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (5, 6) + 11 + 6 + (3) + 2 = 33
vs green: Shiva's spirit attack: 1d20 + 14 ⇒ (4) + 14 = 18 dmg: 1d8 + 7 ⇒ (2) + 7 = 9
Power Attack, Furious Focus, Heroism, Chill Touch, Raging Song, Haste
AoO 1: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (1) + 16 - 2 + 2 + 2 + 1 = 20 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (1, 3) + 11 + 6 + (2) + 2 = 25
AoO 2: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (9) + 16 - 2 + 2 + 2 + 1 = 28 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (4, 5) + 11 + 6 + (5) + 2 = 33
AoO 3: 1d20 + 16 - 2 + 2 + 2 + 1 ⇒ (13) + 16 - 2 + 2 + 2 + 1 = 32 dmg: 2d6 + 11 + 6 + 1d6 + 2 ⇒ (3, 5) + 11 + 6 + (5) + 2 = 32

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Round 2 of lingering performance, spirits are up until Shiva's next turn
The spirits wail and tear into the dragon.
Spirit Damage: 1d8 ⇒ 8
Before Shiva repeats her attack sequence.
1st Attack, Song, Haste: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
damage, song, elemental assault: 1d6 + 5 ⇒ (5) + 5 = 10
cold: 1d6 ⇒ 3
Haste Attack, Song, Haste: 1d20 + 13 + 2 + 1 ⇒ (4) + 13 + 2 + 1 = 20
damage, song, elemental assault: 1d6 + 5 ⇒ (5) + 5 = 10
cold: 1d6 ⇒ 1
2nd Attack, Song, Haste: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
damage, song, elemental assault: 1d6 + 5 ⇒ (6) + 5 = 11
cold: 1d6 ⇒ 2
Spirit Attack: 1d20 + 14 ⇒ (2) + 14 = 16
negative energy damage: 1d8 + 7 ⇒ (3) + 7 = 10

GM Abraham |

GM Abraham wrote:(Śiva, please indicate the cold dmg separately in future rounds; I added 2 to your attacks and dmg from Guy's Heroism)Heroism does not affect damage.
Noted. Thanks for the reminder.

GM Abraham |

Since the Hunter's Blessing is ineffective against the dragons, this time Guy bolsters Shiva using his Blessing of the faithful for sacred bonus goodness to damage.
Are you spending 1 channel energy use to extend the duration?

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Guy du Loc wrote:Since the Hunter's Blessing is ineffective against the dragons, this time Guy bolsters Shiva using his Blessing of the faithful for sacred bonus goodness to damage.Are you spending 1 channel energy use to extend the duration?
No, I do not think the battle will last that long. I'm going to use them to heal everyone up after the battle, or during it if someone goes down.

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Round 4 ===
Yellow Lava Lurker - 125 dmg;
Green ? - 88 dmg;
Pink ? - 91 dmg;
Blue Xorn - dmg;
Dolgar Ironfist - 79 dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40); Haste; Enlarged (exp before Dolgar's turn, round 4);
Uhvat Balanos - 45 dmg;17 temp hp;Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40); Haste;
Guy du Loc - 1 dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50); Haste; Spiritual Weapon (exp before round 11); Aura of Heroism (30' range);
Śiva - 49 dmg; 1 CON dmg; Aid (+7 temp hp;+1 morale to attacks, 12:24); resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15'); Air Walk (12:40); Shield of Faith (12:29); Haste; Blessing of the Faithful from Guy (duration?)
Guy gives some spiritual assistance to Śiva while his spiritual weapon continues to batter the remaining dragon.
Dolgar fails to avoid the death throes of the lava lurker (Full dmg taken) and then bashes the dragon solidly.
Uhvat also chops at the dragon, though his spirits miss.
However, Shiva easily finishes the creature off!
Out of combat! Pathfinder are victorious!
There are a couple more lava lurkers that could arrive as further reinforcements but it's basically almost impossible for them to hit so I'm going to hand wave it. The dragons were the real threat here...

GM Abraham |

The xorn continues to happily munch away at the spire, oblivious to everything that has occurred.

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"Shall we head upstairs then and leave this fellow alone?"

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"I just meant the stairs over there. Or did you mean you want to save the spire from that creature gnoshing on it? I don't think he will go for it."

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A little heal will be good guys. I'm a bit battered by all this cold. says Dolgar burned bot hby the cold and the fire.
Let's finish to explore this place before trying to convince that Xorn that eating the spire is not recommended.

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Guy gathers folks around him, intentionally excluding the attackers.
channel: 4d6 ⇒ (2, 2, 5, 1) = 10
channel: 4d6 ⇒ (4, 2, 1, 1) = 8
Yikes! Again.
channel: 4d6 ⇒ (2, 5, 2, 5) = 14
For a total of 32 healing and he is out of channels

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Then he starts in on the healing starting with Shiva until everyone is healed.
Shiva (49 damaage) = 32+
CLW: 1d8 + 5 ⇒ (6) + 5 = 11, spontaneous murderous command
CLW: 1d8 + 1 ⇒ (3) + 1 = 4, wand
CLW: 1d8 + 1 ⇒ (5) + 1 = 6, wand
53 healing
Dolgar (79 damage) = 32+
CCW: 3d8 + 8 ⇒ (8, 8, 7) + 8 = 31, spontaneous badger's ferocity
CLW: 1d8 + 1 ⇒ (1) + 1 = 2, wand
CLW: 1d8 + 1 ⇒ (8) + 1 = 9, wand
CLW: 1d8 + 1 ⇒ (8) + 1 = 9, wand
83 healing
Ulvat (45 damage) = 32+
CLW: 1d8 + 5 ⇒ (7) + 5 = 12, spontaneous murderous command
44 healing
Once they start up the stairs, he will cast Aid on Siva from his wand.
temp hp: 1d8 + 3 ⇒ (5) + 3 = 8

GM Abraham |

Conditions: Hunter's Blessing (Underground & Outsider (earth); Fort saves vs Severe Heat made at 12:20;
Current time: 12:20 (the level was entered at 12:00)
=== Out of Initiative ===
Dolgar Ironfist - dmg; See Invis (15:00); Resist Energy Fire 20 (15:00); Heroism (15:00); Magic Circle vs Evil (13:30); Air Walk (12:40);
Uhvat Balanos - dmg; Heroism (13:30); Shield (12:28); Chill Touch; Air Walk (12:40);
Guy du Loc - dmg; mage armor (13:00); Heroism (15:00); DR 10 vs fire; Resist Acid 20 (15:05); Air Walk (12:50);
Śiva - dmg; 1 CON dmg; resist acid 5; Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15'); Air Walk (12:40); Shield of Faith (12:29);
There's not any significant combats left on the level so I'll just walk you through what you would have discovered in the remaining rooms so we can wrap up in time for Guy to get to their next game :-)
With the battle over, the pathfinders heal themselves up while keeping a watchful eye on the xorn, who pays them no attention at all. Honestly, I'm not sure what the xorn is supposed to be doing in this except maybe just providing some misdirection or amusing roleplay possibilities. He's basically just happily eating as much of the spire as he can.
A short time later, two more lava lurkers arrive to avenge their fallen brethren but the pathfinders make quick work of them. Hand waving this. As is often the case in the emerald spire, some of the foes just don't have sufficient to-hit modifiers to be any kind of real threat against most modern pathfinders.
When the group advances up the stairs Green arrow they find more of the molten magma, flowing downwards towards the lake from which they have just come. Surges of magma pour from the chamber’s uneven ceiling, flooding the cavern except for two charred shores on the east and west sides. The liquid rock overflows, coursing into a lower chamber through the broken north wall. The Emerald Spire breaches that same wall, running from the slanting ceiling to the burning pool below. The western shore juts out into the magma lake not far from the Emerald Spire. Scratched on the floor is a glowing rune in a “T” shape and an arrow pointing toward the chamber’s eastern shore. A dark passage continues east from the far shore.
You probably don't recall, but one of the storylines embedded across the various levels of the Emerald Spire is the missing wizard, Tiawask, who you have found various other indications of (and about whom you would have heard tell back in Fort Inevitable). This arcane mark might be plausibly considered an indication that Tiawask may have passed this way. Or someone pretending to be her... :-)
Advancing across the pool of magma using their still-active air walk ability, the pathfinders find some steps. A natural stairwell opens into a humid cave Yellow arrow before continuing into the depths. Rivulets of water run across the floor from a sweating portion of the eastern wall composed of transparent crystal. The pathfinders recognize that the "wall" is actually a petrified crystalline magma ooze. (This could be a not-too challenging CR 7 fight but it's pretty easy to avoid the battle by just going around the wall to get into the dragons' lair from the other side (through a magma tube from the lake, which Dolgar, with his fire resistance can easily traverse).
On the other side of the "wall" lies the lair of the two young magma dragons. [ooc]White arrow. A wall of stone separates a pool of molten rock from a broad pit filled by a trickle of boiling water. Sounds fill the chamber: hisses of steam, splashes of boiling water, and churning of angry magma. The dragons’ hoard is a pile of coins, plus a few pieces claimed from creatures passing through the dungeon. In whole, it includes 84,000 cp, 12,000 sp, 289 gp, gem flecks worth a total of 460 gp, an elixir of fire breath, a feather token (tree), a cursed berserking sword, a belt of giant strength +2, and a locked steel case etched with skulls.
The natural stone steps leading down from the area where the petrified ooze is soon give way to another long, winding natural cavern that descends to the next level. Purple arrow. However the pathfinders choose to return to Fort Inevitable to refresh themselves before delving deeper into the spire.
On their return, they stop to check a few areas that they had not previously explored. A narrow pocket cuts its way through the black-gray stone, the ceiling and floor sloping to meet at the far end. Blue arrow The pathfinders immediately notice an armored figure half buried within the wall, its chest and left side emerging but its right side and head buried under a thin crust of cooled lava. Closer examination reveals that the creature is not just armored, but mostly made of metal.
Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers.
Perhaps because their missions can be the murkiest and most open to interpretation, kolyaruts are by far the most talkative of the inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use both to assist them in gathering information on their targets and in issuing challenges (or executing dignified sentences) on the battlefield. Though naturally as solitary as their kindred, kolyaruts are occasionally content to let members of other races tag along and assist them in achieving shared goals, though they have little problem abandoning or even exploiting these “comrades” if it brings them closer to fulfilling their mission.
It is trapped and unable to move or speak. Do you wish to free it?

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Knowlege (Planes): 1d20 + 11 ⇒ (12) + 11 = 23
No disable, but I do have an adamantine weapon.
It's an inevitable. It's unlikely to attack us unless we significantly hinder It's mission. It's probably worth it to free it.

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"Let's do it!"
Guy has no way of disabling a trap, but he does have a dispel magic if that will help. Is it a magical lock?