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Amar should hopefully have enough movement to flank with me so please add +2 to his roll.
Pelkin also tries to strike the enemy! Activating Bane, I only have two rounds of it left. No Power Attack, though.
Attack: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33 for Damage: 1d8 + 5 + 2d6 ⇒ (6) + 5 + (4, 6) = 21
Attack: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 for Damage: 1d8 + 5 + 2d6 ⇒ (3) + 5 + (6, 3) = 17
I don't think we have any group buffs outside of Prayer, correct?

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Velidor takes a 5 ft step to his left and shoots at the nasty bugger...
Musket1+PBS+DA vs Touch AC: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (6) + 5 + 1 + 4 + 1 = 17
Musket2+PBS+DA vs Touch AC: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
DMG2+PBS+MT+DA: 1d12 + 5 + 1 + 4 + 1 ⇒ (9) + 5 + 1 + 4 + 1 = 20

GM BPChocobo TK1 |

Working together, the elf-blooded warriors cut into Zaafira twice! Velidor fires a pair of rounds, but she deflects the first with her blade while the second one goes wide!
Init Order (bold = up)
Group buffs (prayer 8 rounds remaining)
Zaafira (???, 52 damage)
Pelkin (flying, 43 damage)
Amarthecthel (flying, 24 damage)
Velidor (28 damage)
Lore (6 damage)
Twigg (expeditious, 19 damage)
Mexel (20 damage)

GM BPChocobo TK1 |

@Pelkin: Forgot to answer your question, but yes. You guys are running ragged, but honestly, you're doing quite well for 3 boss level encounters nearly in a row. The fact you took down Deepti, the jumping gal quickly certainly helped!
Zaafira Will: 1d20 + 14 + 1 - 1 ⇒ (20) + 14 + 1 - 1 = 34
Well, at least that's denying her a crit :P
Zaafira laughs at such paltry magic!
She turns her attention to Amarthecthel hoping to make an opening!
Flurry blade @ Amarthethel: 1d20 + 15 + 2 - 1 ⇒ (14) + 15 + 2 - 1 = 30
Damage on hit: 1d8 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Amarthecthel Fort on hit vs DC 19: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Flurry blade @ Amarthethel: 1d20 + 15 + 2 - 1 ⇒ (9) + 15 + 2 - 1 = 25
Damage on hit: 1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Flurry blade @ Amarthethel: 1d20 + 10 + 2 - 1 ⇒ (11) + 10 + 2 - 1 = 22
Damage on hit: 1d8 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Acrobatics vs Pelkin: 1d20 + 15 ⇒ (8) + 15 = 23
The first hit strikes Amarthecthel in the back along his sacrum, his body temporarily going numb as his scimitar. Seeing the opening, she cuts him twice more, elven blood dripping down to the floor. She then surprisingly moves to the other side of Amarthecthel, narrowly avoiding Pelkin's retaliation!
"This is all you can muster?", Zaafira goads as she begins evening out the odds.
Init Order (bold = up)
Group buffs (prayer 7 rounds remaining)
Zaafira (???, 52 damage)
Pelkin (flying, 43 damage)
Amarthecthel (flying, 62 damage, stunned, disarmed)
Velidor (28 damage)
Lore (6 damage)
Twigg (expeditious, 19 damage)
Mexel (20 damage)

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Another question. Can she full attack and still move more than 5'? I'm sure she has some ability letting her do that.

GM BPChocobo TK1 |

Yup! Special ability :) I'll explain when battle is over. If you guys weren't flying, it would be truly more impressive :P

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Pfft. Fine. :)
Pelkin casts Spiritual Weapon: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27 for Damage: 1d8 + 3 ⇒ (2) + 3 = 5 and then flies to engage the enemy once more! With 60' of fly speed I can get around her.
If I can I'll "hold" until Lore can reach me for a heal, if that was her plan.

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Lore moves up to heal Pelkin, hoping to get to Amar next.
clw: 1d8 + 5 ⇒ (3) + 5 = 8 sorry, running out of higher level spells pretty much

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Lore moves up to heal Pelkin, hoping to get to Amar next.
[dice=clw]1d8+5 sorry, running out of higher level spells pretty much
I'll take it!

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Musket1+PBS+DA vs Touch AC: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (8) + 5 + 1 + 4 + 1 = 19
Musket2+PBS+DA vs Touch AC: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
DMG2+PBS+MT+DA: 1d12 + 5 + 1 + 4 + 1 ⇒ (4) + 5 + 1 + 4 + 1 = 15
Velidor sends two more rounds at the foe...

GM BPChocobo TK1 |

Lore moves up and heals some of Pelkin's wounds while the inquisitor summons more magical support, the weapon cutting into Zaafira. Once again, Velidor fires twice, the first bullet being deflected while she nimbly dodges the second.
Zaafira (???, 57 damage)
Amarthecthel (flying, 62 damage, disarmed)
Velidor (28 damage)
Lore (6 damage)
Pelkin (flying, 43 damage)
Twigg (expeditious, 19 damage)
Mexel (20 damage)

GM BPChocobo TK1 |

Twigg pelts Zaafira with the magic missiles, the woman turning to glare at Twigg. "Like rats, all of you!", she yells, darting unnaturally to the others at the end of the hall.
Acrobatics vs Pelkin CMD +5: 1d20 + 15 - 1 ⇒ (5) + 15 - 1 = 19
She almost hurriedly dashes towards towards the rest of the party, Pelkin seeing an opportunity to strike!
Pelkin gets an AoO!
She swings first at Twigg, hoping to render him helpless as she did to Amarthcthel!
Stunning blade flurry @ Twigg: 1d20 + 15 + 2 - 1 ⇒ (11) + 15 + 2 - 1 = 27
Damage on hit: 1d8 + 8 + 2 - 1 ⇒ (6) + 8 + 2 - 1 = 15
Twigg Fort on hit vs DC 19: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Twigg feels his entire body go numb as she cuts into his gnomey solar plexus.
"And now for the the foolish healer...", her first swing aimed at Lore's feet!
Trip @ Lore: 1d20 + 18 + 2 - 1 ⇒ (6) + 18 + 2 - 1 = 25
The other gnome is knocked to the ground and she then brings her blade down upon Lore's chest!
Flurry blade @ Lore: 1d20 + 10 + 2 - 1 ⇒ (10) + 10 + 2 - 1 = 21
Damage on hit: 1d8 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14
@Velidor: She is adjacent to you!
Init Order (bold = up)
Group buffs (prayer 6 rounds remaining)
Zaafira (???, 73 damage)
Amarthecthel (flying, 62 damage, disarmed)
Velidor (28 damage)
Lore (20 damage, prone)
Pelkin (flying, 43 damage) + AoO vs Zaafira
Twigg (expeditious, 34 damage, stunned)
Mexel (20 damage)

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Grunting in pain, Amrthecthel stand and casts a spell on his hawk familiar, Glosrofel. What? He's been right there the whole time...
The bird charges in to deliver the spell by touch.
Touch Attack and frigid touch with Rime Spell and charge: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 <-- vs Touch AC
That's a miss

GM BPChocobo TK1 |

Forgot about the bird! One thing is that the bird technically has some fire damage, too, so be careful!

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After healing I'm only down 35 HP.
Damn, she moves too much!
AoO: 1d20 + 13 ⇒ (18) + 13 = 31 for Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Confirm?: 1d20 + 13 ⇒ (15) + 13 = 28 for Damage: 2d8 + 10 ⇒ (1, 5) + 10 = 16
What? Did I confirm a crit?
Pelkin then tries to strike again with the Spiritual Hammer!
Spirit!: 1d20 + 10 ⇒ (8) + 10 = 18 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Pelkin will now fly around to come from the south of Velidor, then swap places with him! Using the Teamwork feat! Finally! I provoke an AoO it seems but he does not.
Pelkin then attempts to lay another hit with his falchion!
Attack: 1d20 + 13 ⇒ (18) + 13 = 31 for Vital Strike: 2d8 + 5 ⇒ (4, 5) + 5 = 14
Confirm?: 1d20 + 13 ⇒ (19) + 13 = 32 for Damage: 2d8 + 5 ⇒ (8, 3) + 5 = 16
Whaaat? Twice? Two of them?

GM BPChocobo TK1 |

Nice rolling! But Zaafira does have a gamble of her own to play...
Also, thanks for the reminder about the heal; HP corrected!
Pelkin slices into Zaafira once, the blade cutting deeply into her leg as she ran.
In a curious gambit, she tries to use her blade to disarm Pelkin, realizing how deadly his cuts can be!
AoO from Pelkin against her AoO: 1d20 + 13 ⇒ (2) + 13 = 15
Damage on hit: 1d8 + 5 ⇒ (1) + 5 = 6
AoO Disarm @ Pelkin: 1d20 + 13 + 2 - 1 ⇒ (19) + 13 + 2 - 1 = 33
With unholy strength she strikes Pelkin's blade with her own, causing the inquisitor to be disarmed!
@Pelkin: Sorry to nix the second crit! You still have a standard action, although picking up your weapon will provoke.
Meanwhile, Glosrafel tries to give the cult leader the cold touch, but she easily avoids the strike. "Sending pets to do your dirty work?"
Init Order (bold = up)
Group buffs (prayer 6 rounds remaining)
Zaafira (???, 95 damage)
Amarthecthel (flying, 62 damage, disarmed)
Velidor (28 damage)
Lore (20 damage, prone)
Pelkin (flying, 35 damage, disarmed) One standard action
Twigg (expeditious, 34 damage, stunned)
Mexel (20 damage)

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Ugh, something makes me want to argue that my second crit roll should be the AoO since that happened first, LOL. Why can't I have nice things?
I'll pick up my weapon since I don't know what else I can do.

GM BPChocobo TK1 |

Pelkin grabs his weapon, but luckily Zaafira cannot react quickly enough to strike him!

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Velidor takes a step back away from Zaafira and shoots at her...
Musket1+PBS+DA vs Touch AC: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
DMG RS2+DA+MT+PBS: 1d12 + 5 + 1 + 4 + 1 ⇒ (2) + 5 + 1 + 4 + 1 = 13
Musket2+PBS+DA vs Touch AC: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
DMG2+PBS+MT+DA: 1d12 + 5 + 1 + 4 + 1 ⇒ (4) + 5 + 1 + 4 + 1 = 15
dang-nabbit, crappy rolls still

GM BPChocobo TK1 |

Problem is that you need 2 good rolls; she can handle one as you have seen (this is really a surprisingly tough module near the end for gunslingers as you have noticed), just need the second one so one will stick.
Lore, in a bad pickle, turtles up, hoping that the others can end Zaafira before it's too late!
Velidor fires at Zaafira twice, this time using her palm to gently push the bullet away; almost rage firing, the second shot goes wide.
Init Order (bold = up)
Group buffs (prayer 6 rounds remaining)
Zaafira (???, 95 damage)
Amarthecthel (flying, 62 damage, disarmed)
Velidor (28 damage)
Lore (20 damage, prone)
Pelkin (flying, 35 damage, disarmed) One standard action
Twigg (expeditious, 34 damage, stunned)
Mexel (20 damage)
Bloodied herself, Zaafira gives the party a bit of respite from her blades of death and instead tries to heal herself!
Concentration: 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
But her injuries are too much and blood spills out of her mouth, ruining a key word in what would have been a well-timed cure critical wounds!
This is your chance! Finish her!
Init Order (bold = up)
Group buffs (prayer 5 rounds remaining)
Zaafira (???, 95 damage)
Amarthecthel (flying, 62 damage, disarmed)
Velidor (28 damage)
Lore (20 damage, prone)
Pelkin (flying, 35 damage, disarmed)
Twigg (expeditious, 34 damage)
Mexel (20 damage)

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defensively cast dc 19: 1d20 + 12 ⇒ (4) + 12 = 16
Lore tries to cast a spell (produce flame) defensively, but the stress of the situation and how vulnerable she feels takes its toll and her spell goes awry.

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Pelkin, no longer disarmed, has his spell weapon strike at the woman as he prepares his own assault by shifting to the south As Lore does threaten her still, correct? I'll take flanking when I can get it.
Spirit: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 for Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack with final Bane: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 for Damage: 1d8 + 5 + 2d6 ⇒ (7) + 5 + (1, 5) = 18
Attack with final Bane: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 for Damage: 1d8 + 5 + 2d6 ⇒ (1) + 5 + (3, 3) = 12
Confirm #1?: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 for Damage: 2d8 + 10 ⇒ (2, 3) + 10 = 15
Man, I hope that does it, LOL.

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I hope so too!

GM BPChocobo TK1 |

@Pelkin: No, Lore does not threaten. As far as I can tell, she has never pulled out a weapon this entire module :p
Luckily, this woman does not have Ikrimah-esque AC!
With Zaafira distracting Lore, Pelkin finds this is the time to strike, his blade digging into her chest. She collapses on the ground, the only sounds coming from her is the bubbling of blood as her life fluids stain the floor.
COMBAT OVER!
And really, this is the last battle and really the end of the module. The rest is a bit of exploration and a bit of RP we can go through, but I'll start working on Chronicles and try to have them out by Wednesday, if not sooner :)
This was a long, arduous module, but you all fought hard til the very end! These last few battles were fun to run and I hope you all enjoyed the game, too! Sadly, I do know the group will be breaking up to run several things for the PbP Gameday, but hopefully in the future we can get the group together for another mission the level of insane. I do have a level 9 module called 'The Harrowing'... :)

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This was great fun! I should be able to bring Pelkin to that GDV game that you have set up after all. Unfortunately I have already played The Harrowing and Pelkin will be level 10 after this once everything is applied. However, I would love to continue on with this thread, its been epic.

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Velidor reloads and then approaches her body with his musket still leveled on her in case she is faking her injuries... he kicks her leg to ensure she is truly deceased... after that is confirmed he looks around the area...
Perception: 1d20 + 15 ⇒ (7) + 15 = 22
Velidor will be level 9 after this and has not done the Harrowing. I do have some PbP games lined up for Game day though. two of the toughest PFS fights i experienced were in this module.

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It was great, huh? I really enjoyed it.
My friends, let us hope this was the last threat we'll have to face. I believe our work as just about come to a close.

GM BPChocobo TK1 |

Well, all of the bosses had 19+ touch AC and Deflect Arrows. On top of that, most of them usually had some other nasty buffs, Ikrimah especially.
Oh yeah, so Zaafira was an Oracle of Battle, with the Surprising Charge ability, which allows her to use an immediate action to move her speed. She can use that offensively to move in and flurry, or flurry and escape.
Harrowing is fun, but it is LONG. It took me about 19 hours real life time over 4 sessions to run that one locally, but it was one of my players' favorites. We can revisit modules or scenarios to run after the GameDay is over :)
There's a list of Zaafira loot, I'll get to that later.
Velidor looks around, and at least on the upper floor, there's a pair of double doors that provide the only other exit besides down. Also, there was a door from the bottom floor of the training area.

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Pelkin will lead the party to search the remainder of the area. Take 10 on appropriate checks and such.

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Lore scrambles to her feet and goes over to the fallen Zaafira... checking to make sure she is really and truly dead... heal check: 1d20 + 5 ⇒ (12) + 5 = 17
"That was hard... I don't think I like these cultists at all. May Sarenrae guide and bless us as we search this place, and may the fallen find whatever rewards ... or punishments... their deeds in life have earned them."
Lore helps with the searching... perception when necessary, taking 10: 10 + 18 = 28

GM BPChocobo TK1 |

Pelkin finds that the doors to the north are locked... but Lore finds a key on Zaafira as well as:
[list]
Beyond the door is the personal quarters of the masters as well as the treasury with all of the cult's ill-gotten gains. Each of the rooms bears the style of its now former master: Zaafira's chamber has a dressing table with a large mirror, with dresses and saris in neat rows along two wooden wardrobes. Deepti, the dark and mysterious woman who threw the disks, has an equally dark, mysterious room with a well used bullseye target board and no visible signs of lighting. Meanwhile, Ikrimah's room is lined with dust with the only furniture being an empty bookshelf conveying that the master of the web spent little time here.
However, Velidor spots a key on the bookshelf, which happens to fit neatly into the vault door of the Ebon Destoyers' treasury...
More later!

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Lore grimaces and utters a low "ewwwww.. " as she removes the woman's nose ring. She then uses the found wand to heal everyone back to full hp, including herself.

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Let us see what ill-begotten gains these foul people have collected.

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"Ow," says Amarthecthel, almost stoically as Lore heals everyone up. "Is that the last of them? I don't think I could withstand another."

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"I hope there aren't any more... I've got one good spell left and that's it... everything else is minor magics and orisons.. I feel drained."

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After getting healed up and checking out the loot Velidor stands watch until the group is ready to leave the are.

GM BPChocobo TK1 |

The horde the Ebon Destroyers have collected in their time! Both the thought of what the riches would do for establishing the Jalmeran Lodge as well as the innocent people that this wealth came from strike you. Nonetheleses, the sight is impressive.
After some time counting, the haul includes:
Furthermore, another chest in the vault is filled with papers. They detail the accounts and finances of the various cult activities within Jalmeray. Included are plans on ambushing various trade caravans, an 'inventory' of sacrifices, and records of contacts within Jalmeray and elsewhere of people who fence goods and information to the cult. This information should be enough for the Thakur to thoroughly stamp out the cult's influence within the island nation.

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Excellent. We have what we came for. Pelkin will distribute the potions so that all might heal their wounds without using the party's own resources.

GM BPChocobo TK1 |

Downstairs, the party continues the exploration, making sure that no cultists are left around. Instead, though, the party finds a trio of bound men and women in sacrificial garb! The two men, Samar and Haljit, are Jalmeran caravan guards captured when their convoy was hit three weeks ago.
The third prisoner, an aasimar woman named Jalissa, is a pilgrim sworn to non-violence.
"Thanks!", greet Samar and Haljit, happy to see non-cultist faces. Likewise, Jalissa bows respectfully. "You have my gratitude, although I hope the bloodshed needed to free us was minimal.", she comments.

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Yes, no more blood was shed than what was needed. Pelkin will allow Lore to assess any injuries before they guide the prisoners to safety.

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Lore will heal any wounds needed with the wand found on the premises... "Let's get you someplace safe now."

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"And bring record of this vile cult to light," says Amarthecthel. "The Thakur should hear about all of this."
"Also, the lady Lorelendral has promised to make us all a dinner, and I'm looking forward to eating something that isn't dried and washed down with tepid water."

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"I'm so excited about the prospects of cooking something really special for you... but as you say, we've got more important things to do first... we've got to get these documents and our own report back to civilization before we can relax and enjoy some leisure time."

GM BPChocobo TK1 |

"Thank the gods!", the two men shout with glee. Jalissa looks down somewhat disappointingly, but nods. "It is understandable; these people were unlike anyone I have met before. Please, have this.", the woman pulling her hair back and revealing a flowered jewel embroidered to a hair clip. "My thanks for saving me.", she explains.
This is a padma flower, a perfect lotus formed from pink jade that calms when worn or grasped. While held, the blossom grants a +3 competence bonus to concentration checks and suppresses the following: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Also, twice per day, the bearer can use calm emotions (CL 3).
More later!

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"Oooh it's so pretty!" lore says,with no thought to it even being magical. thank you! Are you sure?"