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Gregor flies up to the woman and swings, asking Abadar to make his weapon a bane against her. (I'll move normally assuming I'm still under the effects of a haste, if not I'll use up the last of my Dimension Door.)
Fort: 1d20 + 13 ⇒ (15) + 13 = 28
Power Attack: 1d20 + 21 ⇒ (20) + 21 = 41, Damage: 1d8 + 25 + 4d6 ⇒ (3) + 25 + (4, 6, 6, 6) = 50
Confirm: 1d20 + 21 ⇒ (6) + 21 = 27, Damage: 1d8 + 25 + 4d6 ⇒ (5) + 25 + (6, 4, 2, 6) = 48

DM Feral |

As he flies toward her, the blind medusa turns to fix Gregor with her petrifying gaze but the inquisitor shakes off her magic and smashes open her skull with a single blow of his Abadar-blessed mace.
The snake-haired woman's body floats the ground. No more statues animate and no more hostile creatures appear to attack the pathfinders.
Encounter's over.
A search of the area uncovers a few things. The medusa's bow is obviously enchanted but the cultists have little of value (their weapons aren't even enchanted) except that one carries a folded scrap of paper with several names on it.
+1 shocking burst longbow if anyone's interested. I added the list of names to the handout sheet.

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"Nice work, Gregor. Now, how do we de-petrify our wizards? I can ask Torag for an appropriate spell, but it's a gamble. I don't think either of them had such a spell in their spellbooks, so we may have to either wait a day, or backtrack to the lodge and see if they have scrolls."
If Gregor and Magda don't have other suggestions, I'll take 15 minutes to prep my empty 5th-level slot as a Break Enchantment, and try to free Markavious.

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If nothing attacks in the next 15 minutes, Butyl finishes his prayer, rolls up his sleeves, and takes a shot at the petrified Markavious.
Caster Level vs. petrification: 1d20 + 12 ⇒ (8) + 12 = 20

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Whoa...that was heavy man Markavious says stretching himself

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"Are you done standing around? We need to get Z back in fighting shape somehow. How hard would it be to find our way back to the lodge from here, and get a scroll for him or something?"

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"Are you done standing around? We need to get Z back in fighting shape somehow. How hard would it be to find our way back to the lodge from here, and get a scroll for him or something?"
I don't imagine it's terribly difficult to get back and besides he and I are getting a bit low on spells.

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Butyl looks sheepish. "Isn't it... uh, obvious? Don't worry though; we did kill the medusa and her minions. That's progress."
-Posted with Wayfinder

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"What it is now is that you sent us into a hell on earth knowing full well what we were destined to meet there. It makes no sense for you to train and hone your agents only to send your most experienced blindfolded into the cauldron." Failing to regain his composure Gregor continues. "Now it's fairly obvious what's happened here and but for the watchful eyes of our respective gods there were some of us who survived to drag the others back from the abyss. So some help would be much appreciated...if you could be so kind."

DM Feral |

"For your information, Gregor, I didn't know what dangers were in there. Not specifically. I knew it was dangerous but the group of you are Seekers - the best of the best the Society has to offer. I trusted you to handle whatever you found in there", Eliza says in a scolding tone. "Bring him inside. I've got some scrolls that should help."
She can get you scrolls of break enchantment or stone to flesh. You can figure out how you're paying for them later.

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When Shade wakes up he shakes his head and immediately goes to action purchasing four scrolls of communal mount and six scrolls of invisibility, two of those scrolls of invisibility go in his wrist shealths. He then will wait for the group to pass into the other realm and then use one of the scrolls of communal mount to summon trusty light riding horses and then will ride when the group is ready allowing us to ride fast for one hour and fifteen minutes. If that doesnt get us back to where we were he will do a second scroll of communal mount for another hour and and 15 min.

DM Feral |

Feel free to do whatever other shopping you need to do.
With Zarzuket and Markavious healed, the party returns to the Maze of the Open Road and the ruins within. The site of the battle is much as it was when the party departed several minutes before save that the medusa's corpse has vanished.
Pushing forward, the party makes their way through several more winding hedge maze passages. At some point, though it's impossible to say exactly when it happened, the Maze of the Open Road gives way to a dark cavern tunnel.
The winding tunnel opens onto a high platform overlooking an enormous chamber lit by distant torches and small clumps of phosphorescent fungi. A relatively flat floor about 20 feet below falls away into a black abyss at the center of the huge chamber, bridged by a thin natural span at the center of the room about 40 feet away. Several torches light the bridge, illuminating a tall human warrior in red plate armor pacing nervously, sword in hand. You can just make out the forms of archers along the far ledge, and lurking shadows near the close edge suggest skulking humanoids somewhat larger than an average man. Immediately east of your high platform, about 20 feet below, is a pool of dark liquid, perhaps fed from some natural spring.
What are you guys doing for light sources?

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I have a 3rd-level Continual Flame on my buckler that I've been using.
-Posted with Wayfinder

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Some CLW for myself before we go. I can use anyone's wand on them too.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Butyl does his best to hide the light from his buckler. Activating Tunnel Runner.
Stealth: 1d20 + 1 + 12 ⇒ (19) + 1 + 12 = 32 plus distance penalties.

DM Feral |

It sounds like everyone's invisible.
The steep, jagged ledge to the north drops into a yawning chasm that disappears into utter darkness far below. A thin bridge extends to another cliff about 30 feet to the north, where human archers in the livery of the Red Raven stand ready with shortbows. About 20 feet beyond the opposite side of the bridge, deeper in the huge cavern, is a natural balcony that seems to offer a commanding view of the entire chamber.
A pair of hairy bugbears stand guard here.
Stealths: 5d20 ⇒ (8, 9, 1, 11, 10) = 39
Perceptions: 2d20 ⇒ (6, 1) = 7
They don't seem to have detected the party.

DM Feral |

The archers, and a moment later the bugbears, cry in alarm when a huge creature of dirt and stone appears among them. "We're under attack!" one of the archers, clearly better equipped than his peers, cries out. "Defend the roost!"
Butyl, Gregor, Markavious, and Zarzuket get a surprise action (standard or move only). I put you guys at the edge of the bugbear's scent but if you want to be further let me know.
Butyl: 1d20 + 7 ⇒ (13) + 7 = 20
Gregor: 1d20 + 4 ⇒ (5) + 4 = 9
Markavious: 1d20 + 16 ⇒ (18) + 16 = 34
Mother Magda: 1d20 + 9 ⇒ (7) + 9 = 16
Zarzuket: 1d20 + 13 ⇒ (13) + 13 = 26
B: 1d20 + 5 ⇒ (14) + 5 = 19
T: 1d20 + 1 ⇒ (20) + 1 = 21
A: 1d20 + 3 ⇒ (19) + 3 = 22

DM Feral |

Two of the archers withdraw off the bridge. The well-equipped one drops his bow and draws a shining longsword. He swings at the elemental with expert skill.
Vital Strike: 1d20 + 26 - 4 ⇒ (18) + 26 - 4 = 40
Damage: 2d8 + 11 + 8 ⇒ (6, 4) + 11 + 8 = 29
Confirming: 1d20 + 26 + 2 - 4 ⇒ (17) + 26 + 2 - 4 = 41
He shows no fear and strikes with such precision and power that he knocks the fight from the earthen outsider.
The elemental is exhausted. It needs to make a DC 25 fort save or be staggered for 1d4 + 1 ⇒ (3) + 1 = 4 rounds. If it makes the save its only staggered for 1 round.
Butyl is up.

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Butyl edges closer to the fight (M26), then shimmers into visibility as he casts a spell.
Bouncing Murderous Command. DC 19 Will on the leader; if he succeeds, swift action to redirect it to B2. If one of them fails, it has to spend its next round attacking an ally.

DM Feral |

Will: 1d20 ⇒ 2
Will: 1d20 ⇒ 17
The eyes of the swordsman guarding the bridge briefly cloud as Butyl's spell takes hold. Suddenly the elemental loses his attention as his vision narrows on the archers behind him.
The bugbears, having caught sight and scent of the aasimar, bellow a roar as they close and attack with their morningstars
B1 vs Butyl: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
B2 vs Butyl: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Everyone but Butyl is up.