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Brutus is good to move on.

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Where you are now:
Rocky: 00hp → 3 charges from wand spent
Terramor: -43hp, 2 negative lvls → Still needs to restore himself
Morningstar: -45hp, -2str
Grimaldus: -29hp → 4 charges from wand spent
Brutus: -00hp → 8 charges from wand spent
Chabon: -21hp → Still needs to restore himself
Miguel: -01hp → 17 charges from wand spent
Panza: -00hp, 1 negative lvl
Chabon and Terramor need to show up and I'm going to wait for them a bit longer before sending you to your doo... next phase of your adventure! Also, having some way to mitigate those negative levels could help you a great deal

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Chabon will pull out sand and ask Miguel to heal him.
4d8 + 4 ⇒ (1, 8, 2, 5) + 4 = 20
On phone so apologies Will be back fully on Tuesday

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Potion of CMW: 2d8 + 3 ⇒ (6, 1) + 3 = 10
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW to Morningstar: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW to Morningstar: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW to Morningstar: 1d8 + 1 ⇒ (8) + 1 = 9
Sir Terramor is now down 3 hp and 2 negative levels. Morningstar is down 18 hp.
"Might any of you have the ability to heal me of this curse? I am weakened in spirit, I fear."

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The situation, updated:
Rocky: 00hp → 3 charges from wand spent
Terramor: -03hp, 2 negative lvls → 1 potions of CMW consumed, 10 charges from wand spent
Morningstar: -18hp, -2str
Grimaldus: -29hp → 2 potions of CMW consumed
Brutus: -00hp → 8 charges from wand spent
Chabon: -01hp → 4 charges from wand spent
Miguel: -01hp → 17 charges from wand spent
Panza: -00hp, 1 negative lvl
Rocky is right. This being PFS I did not consider you can actually use enemy gear during gameplay. So...
potions of cure serious wounds (3),+2 flaming darkwood quarterstaff, mwk mithral daggers (2), bracers of armor +5.
He also had several spell tatoos but you can't take them I fear.
The 3 unfortunate and possessed barbarians had:
potions of rage (6), potion of barkskin (3), hide armor (3), +1 greataxe (3), mwk shortspear (3)
Are we good to continue? Anyone willing to cure Grimaldus a little more?

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After tasting the potions Auto identify via perception. Rocky offers 2 of the cure potions to Grimaldus and one for Morningstar.
"I don't have a way to restore most of what they did but I have something for Morningstar."
Scroll of Lesser Restoration to fix Morningstar's -2 Str.
Rocky puts on the fancy bracers under the theory that they might be useful.

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Terramor: -03hp, 2 negative lvls → 1 potions of CMW consumed, 10 charges from wand spent
Morningstar: -18hp
Grimaldus: -29hp → 2 potions of CMW consumed
Brutus: -00hp → 8 charges from wand spent
Chabon: -01hp → 4 charges from wand spent
Miguel: -01hp → 17 charges from wand spent
Panza: -00hp, 1 negative lvl
Grimaldus and Terramor received some potions they can choose what they want to do with them (and roll the dices if they decide to make use of them)
A few minutes to catch your breath and you are back on the hunt. Soon, you realize the other demon worshipper you were tasked to bring to justice must not be that far from where Thurl was. It takes you half an hour but then Desimire’s trail leads to an opening in the rock face of the mountain. Just inside, a flight of stairs winds up through the ancient stone. After ascending 750 feet above the valley floor, you reach a wide shelf. There you can see a watchtower, a three-tiered octagonal structure that juts out from the mountainside.
The tunnel exit is on the western side of the shelf. On the eastern side, a wide path—hidden from below—winds down the mountainside. Now littered with boulders and debris from the mountain above, this road once carried dwarven merchants and armies from Jormurdun to trade with peaceful surface dwellers and wage war on their enemies.
The central face of the tower holds a pair of large, ornatelyetched, stone doors. The gates fit so tightly in the doorway that the seams could be mistaken for part of the artwork on the tower wall.
You are standing in front of the watchtower gates. What do you do?

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Cure Serious Wounds potion: 3d8 + 7 ⇒ (1, 3, 1) + 7 = 12
Cure Serious Wounds potion: 3d8 + 7 ⇒ (2, 6, 6) + 7 = 21
Grimaldus quaffs one of the potions, then downs the other one. "No point having one of these if you can't swallow them...I'm good to go now."
===================================
At the watchtower
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
"Hey, the watchtower is a freestanding stone structure even though it appears to be part of the mountainside. Maybe there is another way inside around the back?"

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30 minutes, So my 1 hour or more buffs should still be running.
Rocky shrugs.
"I can check."
Rocky moves around the structure looking for another way in.
perception: 1d20 + 22 ⇒ (7) + 22 = 29

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Miguel approaches the watchtower riding on the back of Panza who pads across solid air.
He scans the ground around the approach, looking for signs that Desmire and whatever minions he has came this way.
Perhaps we have beaten him to this place fwiends! he suggests hopefully.
Perception: 1d20 + 26 ⇒ (15) + 26 = 41
Survival: 1d20 + 23 ⇒ (20) + 23 = 43

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Chabon hangs to the back of the group. He's going to pull out his wand of blessing of fervor, since he's expecting trouble.

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You notice that some humanoids approached the gate on foot, opened it, and went inside. The puzzling thing is the gate lacks handles or other obvious means to pull open the massive, double doors and the gates are shut and locked. After a brief search Rocky discovers a hidden panel covering a lever that could possibly unlock the gates. The footprints reach to the hidden lever's location too. Which means the previous visitors could have used it to get inside. You are almost ready to try your luck when Miguel stops you, as he discovers that the mechanism is protected with some sort of trap that needs to be disarmed before the gates can be opened safely...
Disable device

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Rocky looks closely at the panel then pulls out some masterwork thieves tools.
"Stand back. Just in case."
disable device: 1d20 + 18 ⇒ (6) + 18 = 24
If that failed but also didn't trigger the trap Rocky will try again.
disable device: 1d20 + 18 ⇒ (7) + 18 = 25
disable device 3rd attempt?: 1d20 + 18 ⇒ (6) + 18 = 24
"Almost got it..."
disable device: 1d20 + 18 ⇒ (2) + 18 = 20
"If someone more skilled would like to try?"
disable device: 1d20 + 18 ⇒ (14) + 18 = 32
disable device: 1d20 + 18 ⇒ (14) + 18 = 32
disable device: 1d20 + 18 ⇒ (9) + 18 = 27
disable device: 1d20 + 18 ⇒ (10) + 18 = 28
disable device: 1d20 + 18 ⇒ (1) + 18 = 19
disable device: 1d20 + 18 ⇒ (20) + 18 = 38

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Rocky spends several minutes trying to disable the trapped mechanism. He does a decent work, but not enough to get the doors to open. In the end he makes small a mistake. Not much, but enough to trigger the trap. Suddenly the bridge under his feet opens letting him fall down the pit opened below his feet...
DC25 reflex save from Rocky and everyone standing near him, please. If you fail you suffer 4d6 falling damage and the round after that... Touch attack: 1d20 + 20 ⇒ (11) + 20 = 31 unless your touch AC is better than 31 you then suffer Fire Damage: 5d6 ⇒ (4, 3, 3, 3, 3) = 16
After a few more minutes studying the fortress the doors mysteriously open on their own...
The outer gates swing inward, silently opening into a large chamber covered in elaborate carvings chased throughout with gleaming silver metalwork. A set of enormous gates dominates the far wall of the chamber. Guarding against any passage is a statue of a dwarven warrior clad in armor and holding an axe at its side and a hammer raised above its head. The central part of the chamber’s floor is recessed, with a wide ramp leading down to approach the inner gate. On either side of the ramp, a set of stairs rises to the tower’s upper floors. A balcony and walkway with a silvery railing looking down from above.
As you approach the gate a booming voice suddenly breaks the silence of the hall:"To the clan that has returned home and seeks Jormundun’s embrace once more, speak your hall’s name.
Knowledge (history) or Knowledge (nobility) might help you here...

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Assuming everyone listed when he suggested they stand back it should just be Rocky. If needed Rocky can just jump back and forth over the pit while carrying one of you.
ref save dc 25: 1d20 + 12 ⇒ (17) + 12 = 29
Rocky hops to the side.
Rocky will cross off a boon to get a trained 25 kn history check.

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When the trap springs, Grim rushes to the edge of the pit. Luckily Rocky is more nimble than one would expect from a rock-man!
After the voice booms out, Grim whispers to the others, "I got nothing..."

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Miguel, Rocky and Chabon study the statue but cannot recall anything they think it will satisfy its question...
Unfortunately the DC is a tiny bit higher than what Rocky rolled...

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*sigh*
Due to his time researching in Absalom's greatest library Rocky recalls pertinent information.
Using the alternate option on the aforementioned boon and crossing it off to add +5 to my check for a 29.

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I would offer you a reroll on that skill check but I get a feeling that won't help.

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Rocky's studies pay off big time as he recalls the exact name of the very same all the group just entered. So the oread loudly pronounces the words "Karaad Edhekal", meaning "Gate of Fire" in dwarven. To which the hammer wielding statue answers:“Welcome home brothers and sisters.” again in dwarven.
The statue then stands, apparently waiting for you to open the gates. Yet it looks like the inner gates require a key... a key you don't have with you! Seems like you'll have to get the mechanism to open using a different method...
The inner gates stand 15 feet tall and are adorned by bas-reliefs depicting dwarven heroes and complicated machinery. A complex carving of stone and metal depicting toothed gears spans the two gates 3 feet up from the floor.
Chabon: 1d20 + 16 ⇒ (6) + 16 = 22
Grimaldus: 1d20 + 13 ⇒ (6) + 13 = 19
Sir Miguel de Saavedra: 1d20 + 26 ⇒ (3) + 26 = 29
Rocky: 1d20 + 22 ⇒ (1) + 22 = 23
Sir Terramor the Blue Knight: 1d20 + 13 ⇒ (7) + 13 = 20
Careful inspection reveals that the intricate carvings can move. In the center of the decoration is an indentation that looks like it could fit a triangular device of some sort. Two parallel bars fit on stone gears that are attached to the dial. One bar is notched, while the other has a small indicator that fits within the other’s notches...
You need to beat a DC35 Disable Device check in order to open the gates... Btw, please place yourselves inside the tower

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Grimaldus carefully walks up the staircase to the left, his greatsword leading the way as he scans the area, looking for threats or perhaps something that might act as a key fort he gates.

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Grimaldus climbs up the stairs. Near the top he notices a lever mounted into the wall and another one near the opposite stairway.
Knowledge(engineering) or Intelligence to understand what these may be used for. Anyone else wants to join Grimaldus?

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I moved my token but I was hoping someone with disable device would give it a shot before we start smashing.

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No doubt there is a correct way to open the door but Rocky enjoys a challenge. So while the others explore the cavernous room he attempts to open the door.
disable device: 1d20 + 18 ⇒ (7) + 18 = 25

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Chabon is curious to explore the tower, but he'll wait for more of the heavy lifters to ascend the stairs with Grimaldus before following behind.

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Grim examines the lever, hoping to determine what it and its sister across the room do. Perhaps pulling them together would open the big doors? Or kill them all...
Kn(Eng): 1d20 + 5 ⇒ (15) + 5 = 20
"Hey!" he calls down to the others. "I found a couple of levers up here. Someone go check out the other one across from me."

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As Rocky tries and fails to unlock the gate the faces of dwarven warriors carved on the room’s columns open their mouths, as though wailing while their eyes start to glow.
Meanwhile plumes of white mist erupt from seams in the columns, bringing with it a noxious odor.
Tell me what you do now...

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Rocky stops breathing and looks around for the trap he presumably triggered.
perception: 1d20 + 22 ⇒ (19) + 22 = 41
Assuming he finds one he will start trying to disarm it.
disable device: 1d20 + 18 ⇒ (5) + 18 = 23

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Hearing the Hellknight's warning, Brutus charges up the stairs to try the other side.

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"Hey, these levers open the entrance gates. It looks like they were used recently to allow us entrance into the tower...What the..." Grim suddenly has a new task - to either shut off the potentially harmful mist or get out of the tower!
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Kn(Eng): 1d20 + 5 ⇒ (4) + 5 = 9
"I hear liquid flowing inside these columns...must be what's forming the basis of this mist. Someone shut it off!"

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Chabon searches for a place to direct Rocky's disable skills to stop the destruction of the tower.
perception: 1d20 + 16 ⇒ (1) + 16 = 17
freakin' 1. Dagnabit!

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Hearing Grim's warning, Brutus shares a flash of insight with the diligently working oread.
Spending 2 ki points to give Rocky a reroll on his disable device check.
Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31

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You have 2 ways of stopping the self destroying mechanism to reduce the watchtower to rubble: You can attack the platinum metal pipes you can see spiraling down the columns keeping the whole structure up. This requires a decent amount of str. Otherwise you have to pass several disable device checks and rectify your previous mistake with the mechanism. Rocky got one success and Brutus got another as long as he rushed down the stairs and helped Rocky with the mechanism (which is located on the ground floor). Let me know which aproach you favor
Understanding the catastrophic danger he inadvertently unleashed Rocky frantically tries to rectify his mistake. He suceeds, partially but he can hear the acid still flowing down the platinum pipes placed on the outside of the support pillars.
Do Grimaldus and Brutus get down to the ground floor and help Rocky?

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Assuming the group knows that there is acid flowing through the pipes and that we should stop it...
Grimaldus, not having the patience nor finesse to disable devices, decides to attack the problem head-on. Like all problems, there was usually a solution if you hit it hard enough! He finds one of the metal pipes with the sound of liquid rushing through it and hacks at it with his +1 adamantium greatsword!
Full round attack
Power Attack: 1d20 + 17 ⇒ (16) + 17 = 33
Shattering Strike: 2d6 + 19 + 1d6 + 1 ⇒ (6, 1) + 19 + (2) + 1 = 29
Power Attack #2: 1d20 + 9 ⇒ (3) + 9 = 12
Shattering Strike: 2d6 + 19 + 1d6 + 1 ⇒ (4, 1) + 19 + (4) + 1 = 29

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If there is time before everyone starts smashing, Chabon will cast communal protection from energy to give some protection against the acid.
Can absorb 120 pts of dmg

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Grimaldus' sword breaks the platinum pipes and a stream of acid invests him. Fortunately Chabon had predicted the outcome and provided everyone with magical defenses against acid.
1 pillar down... 7 to go. Rocky can also try again with disable device he needs more successes if he wants to stop the acid's flow...

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Rocky continues to try and stop the flow of acid.
disable device: 1d20 + 18 ⇒ (14) + 18 = 32
Want me to roll several or are we in rounds?

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Brutus zips down to join his companions in smashing the pillars.
Punch: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
Damage: 1d8 + 8 + 6 ⇒ (1) + 8 + 6 = 15

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Miguel casts a spell causing Panza to grow to enormous proportions and he starts attacking the pipes.
Casting animal growth on Panza. I am back for the weekend but leave for Gencon on Monday