
GM Cwethan |

The swarms of glyphs seems to lose some of their cohesion, but still remain a threat!
Bold may go!
Active effects: Rhuul's Flagbearer (30' aura)
Lissa (26 nonlethal)
Celie (45 nonlethal)
Andrietta (17 nonlethal)
Jillia (33 nonlethal)
Red Runes (4 successes towards disarming) -25
Blue Runes (1 success towards disarming) -43
Rhuul (47 nonlethal) - DC 14 Fort Save or Nauseated
Johann (32 nonlethal) - 2x Ref. Saves required, DC 14 Fort Save or Nauseated

GM Cwethan |

Ooookay lotta botting.
Johann Fort: 1d20 + 8 ⇒ (12) + 8 = 20
Johann Ref: 1d20 + 11 ⇒ (18) + 11 = 29
Rhuul Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Johann and Rhuul split, trying to avoid both being caught in the same swarm before they can finish disarming it! The swarm does lose some cohesion, but isn't yet quiescent. Celie swoops in to try to finish it off, but it's still narrowly clinging to "life".
Johann's Spellcraft: 1d20 + 17 ⇒ (7) + 17 = 24
Rhuul's UMD: 1d20 + 13 ⇒ (20) + 13 = 33
Celie's Spellcraft: 1d20 + 16 ⇒ (10) + 16 = 26
Both swarms speed through their intended prey, the crackling and fuzzing of their magical auras creating a strange mirage effect in their wake.
The locuses of those lightning traps seem to be on the move as well...
Nonlethal @ Celie: 2d6 ⇒ (4, 1) = 5
Nonlethal @ Andrietta: 2d6 ⇒ (6, 3) = 9
Bold may go!
Active effects: Rhuul's Flagbearer (30' aura), both Swarms have concealment against ranged attacks
Lissa (26 nonlethal)
Celie (50 nonlethal)
Andrietta (26 nonlethal)
Jillia (33 nonlethal)
Red Runes (8 successes towards disarming) -20
Blue Runes (1 success towards disarming) -38
Rhuul (47 nonlethal)
Johann (47 nonlethal)

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Sorry about that, busy day!
Johann makes one more attempt to disable the red runes before running away to try to avoid taking further damage.
Knowledge(arcana): 1d20 + 17 ⇒ (12) + 17 = 29

GM Cwethan |

The runes hiss and pop before shutting down entirely!
Bold may go!
Active effects: Rhuul's Flagbearer (30' aura), the Swarm has concealment against ranged attacks
Lissa (26 nonlethal)
Celie (50 nonlethal)
Andrietta (26 nonlethal)
Jillia (33 nonlethal)
Red Runes (10 successes towards disarming) -20
Blue Runes (1 success towards disarming) -38
Rhuul (47 nonlethal)
Johann (47 nonlethal)

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Jillia throws an alchemist fire at the other swarm.
Alch. Fire: 1d20 + 7 + 3 + 3 ⇒ (1) + 7 + 3 + 3 = 14 for Fire!: 1d6 ⇒ 1
Miss: 1d8 ⇒ 6

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★★★OVERSEER ANNOUNCEMENT★★★
After a loud crack and a ripple of arcane energy, silence falls across the museum as the construct guards freeze in place and haunted relics drop to the ground. Nigel’s voice rings out, magically projected throughout the museum: “We’ve disabled the magical security measures. Since we haven’t found the thieves yet, they must be hiding in my third-story study. Please subdue them; they have much to answer for!”
The clatter of a Pathfinder toppling a clockwork defender garbles some of Nigel Aldain’s announcement, and there are still intermittent sounds of battle throughout the museum. There’s no question that the Society’s efforts have quelled the worst of the trouble, and hopefully that will reassure whoever hides on the third floor.
@Table GMs: You have until October 19 to run Part C on page 14. The “Subdued Defenses” condition on page 16 is in effect.

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Johann pulls out a wand and heals himself.
CLW: 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d8 + 1 + 1d8 + 1 ⇒ (3) + 1 + (4) + 1 + (7) + 1 + (5) + 1 + (7) + 1 + (8) + 1 = 40
"Hmm, that'll do for now."

GM Cwethan |

Clearly Jillia's last flung Alchemists' Fire was the key to disarming the last of the defenses, and the garden falls mostly silent.
Celie's Healing CLW: 7d8 + 7 ⇒ (8, 5, 4, 4, 7, 6, 8) + 7 = 49 Down to 22 on her wand
On the third floor the mahogany walls and domed, plaster ceiling both show signs of heavy damage. Most of the luxurious furniture and the crystal chandelier are intact. The contents of cabinets and bookcases lie strewn about the floor. A small wooden panel near the door hangs open, revealing an arcane sigil covered in scorch marks.
A Kellid woman dressed in furs with intricate scars all over her body steps forward. She holds a hand up and says, “Stay back. We are members of the Twinhorn following, and we have only come to retrieve what was stolen from us.”
A towering figure steps forward; his translucent red form is that of a man clad in heavy armor and wielding twin warhammers. “Medda, they must be in league with the thieves; they should die for crossing us.” The man’s voice sounds hollow and unnaturally loud, and as he speaks, the chandelier glows with a dull light.
The woman, Medda, puts a hand on the figure’s arm and says, “Maybe we should give them a chance to explain themselves, Anok.”
Feel free to do whatever healing you would like during your first post

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CLWW: 1d8 + 1 ⇒ (2) + 1 = 3
CLWW: 1d8 + 1 ⇒ (1) + 1 = 2
CLWW: 1d8 + 1 ⇒ (8) + 1 = 9
CLWW: 1d8 + 1 ⇒ (1) + 1 = 2
CLWW: 1d8 + 1 ⇒ (3) + 1 = 4
CLWW: 1d8 + 1 ⇒ (4) + 1 = 5
Andrietta really has to whack her wand a few times to get it to work, offering some clearly choice phrases in a clicky bird-chatter as she does so.
"Does anyone else need touching up before I put it away?" she offers.
Upstairs...
The grandmother leans on her quarterstaff a bit, as if winded from the fighting below.
"Dears, I'm Andrietta of the Ebonfeather following. We are here investigating reports of intruders setting off the Shining Crusade relics during an attack on this museum. As a follower of Andoletta, I can assure you that if things were stolen from you, they WILL be returned to you.
That the Shining Crusade relics in particular are going haywire is... disturbing. That would seem to indicate that evil is afoot... you aren't, are you? Evil, that is?"
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
Sense Motive on response to question about being Evil: 1d20 + 9 ⇒ (7) + 9 = 16

GM Cwethan |

The Twinhorns grip their weapons more tightly at Andrietta's rather provocative question,
You doubt our words, Andrietta? Medda responds testily, You Blakros people are the ones who perform desecrations, who stole our most precious heirloom.
The Relics you speak of were acting in our defense! When the metal men attacked us, Ivvora’s spirit called through the hilt to her allies’ armaments.
Beware, she protects us, even now.

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En route...
Lissa pulls a wand of her own out of her bag and offers it to Andrietta as she lands near the tengu. "Do you mind helping me out?" she asks, a little sheepishly.
CLW1: 1d8 + 1 ⇒ (5) + 1 = 6
CLW2: 1d8 + 1 ⇒ (7) + 1 = 8
CLW3: 1d8 + 1 ⇒ (4) + 1 = 5
CLW4: 1d8 + 1 ⇒ (8) + 1 = 9
Wand's at 33 charges
As they head inside and upstairs, Lissa calls on a mist to wrap around her, as it coalesces to make her look frailer and as unarmored as Celie. She slows a little and moves to get behind Andrietta and Jillia so it look like she's an easy target for someone to charge.
Using Veil of Mists, which is effective disguise self at will for however long I need it up(since I've paid the burn for it.)
Upstairs
Lissa hangs back, letting the others talk. Diplomacy was not her strong suit, so it's best to let others do the talking for her.
Would the potion that I drank still be good for this fight?(5 minute duration)

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Previously
Jillia throws a big celebratory fist bump as her alchemist fire disables the entire security system. "We should have started with fire, I guess?"
When Andrietta offers healing, Jillia will happily accept, and offer "next rounds on me" and an accompanying high-five.
My wand or yours, your call.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 Back in top shape.
Now.
"Every time the dust settles, we've stood upright in crushed metal," Jillia boasts, leaving out the details of getting nearly bludgeoned to unconsciousness. "Sounds like you're looking for the same thieves as us. We're beset upon by the same machines at least."
Are museum exhibits fighting each other? The CO in the Ungrounded would have called this a "fluster cuck"...and shook her head disapprovingly...then made us do another 300 pushups...as if it were our fault, somehow.

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Yes, please assume Andrietta can poke you with your wands very rapidly to make things happen if no one else does it. She doesn't have enough charges on her current wand to handle the party at the rate we're burning through them.
Andrietta VERY slowly places her quarterstaff into a holster along her back.
They're fired up harder than a couple of young chicks angry about each other's plumage matching theirs! At least they haven't insisted on an honor duel to the death yet!
"We are not Blakros. We are members of the Pathfinder Society. Our motto is 'Explore. Report. Cooperate.'
We are not thieves, and I will smack the feathers outta anyone who gets a larcenous intent like that. I've done it in the depths of a molten mountain, and I'm not afraid to do that if it is necessary here.
We did not steal the sacred relics in question, and desecration is a horrible way to treat such holy items of a bygone age. They need to be treated with respect and dignity as befits their story."
The grandmother pauses, considering. "Tell us more about Ivvora, please. Perhaps she can help prevent a misunderstanding here, and keep this from getting any worse?"
Diplomacy(*Assist* unless the rockingest roll of the lot): 1d20 + 10 ⇒ (6) + 10 = 16

GM Cwethan |

Your potion should still be good Lissa
The translucent red man visibly scoffs at Andrietta's explanation, but Medda places a hand slightly into his shoulder to at least partially restrain any outbursts.
The spirit answers in a hollow boom She was a scourge against evil, a true friend, a dwarf, and a devotee of Vildeis. Choose your own answer.

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K:Religion(Vildeis): 1d20 + 6 ⇒ (8) + 6 = 14
"That's more than enough of an answer for me. What did the Blakros steal from you?" the grandmother inquires while leaning on her quarterstaff. She was about to inquire further about something, but holds off for a bit so others can chime in and hopefully salvage a situation that she's potentially damaging by talking too much.

GM Cwethan |

This time it is Medda who responds, These Blakros people stole our most precious heirloom.
Medda retrieves a bundle of bloody bandages, then unwraps it to reveal a dagger hilt with only the fragment of a black blade.
It belonged to Ivvora, the champion of Vildeis who vanquished the great black evil from our land over 900 years ago. We kept it safe until the Blakros agents stole it three months ago.

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Looks like I missed a bit
Rhuul, still somwhat singed, smiles at Medda.
"I know Nigel can be pushy, but it doesn't really seem his style to steal things. What was this heirloom? Could this not just be a case of an unfortunate mistake?"
It's no channel, but Rhuul has Path of Glory, which is good for mass healing between combats. I can heal four of us for 9hp and the rest for 8 over the course of a minute with a 2nd level spell slot. Who is still injured, apart from Rhuul?

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"Have you tried talking to the Blakros family? It could be those who stole the artifact weren't honest with them about how they acquired it. "
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30

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Rhuul slaps Johann on the shoulder.
"There you go, that is a likely explanation. Perhaps if you just talk with Nigel we can put all this behind us and get back to the serious business. Drinking!"
diplomacy autoaid: 1d20 + 20 ⇒ (6) + 20 = 26

GM Cwethan |

Medda scowls, We did. That Nigel man refused. He said he did not honor ‘seller’s remorse.’ You seem to be warriors of honor. If we agree to speak with Nigel once more, will you stand for our truthfulness? If he will only deny his theft again, then there is nothing left for words to settle.

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Sense Motive: 1d20 + 9 ⇒ (12) + 9 = 21
"Dear, I've seen 'seller's remorse'. This is not 'seller's remorse'. This is someone that's been sold a bill of goods and then told that it'll be along 'eventually'. Happens all th' time in Kwanlai, part 'f why I got out of that place.
Grandmother'd have my feathers if I didn't stand up for you in this, and I'm pretty sure the story behind that blade is the kind of thing our superiors would want t' hear, 'specially if it was involved in the Shining Crusade.
Th' fact that y' didn' just strike out at us, didn' taunt us, or even do anything aside from state your position strongly an' the fact that you more than likely lost a member of your family downstairs means it's gotta be important, because y'don't lose kin like that unless it is.
You don't strike me as th' types t' engage in needless sword-wagglin', so as soon as th' rest of the team and yours are ready, we can head on down and straighten things all 'roun'."
Andrietta is conciliatory after the true masters of the team diplomacy come to the fore, nodding sagely and leaning against her quarterstaff.

GM Cwethan |

Medda gives a somewhat hesitant smile. I apologize for doubting your intentions earlier. Our experiences with the Blakros agents, and some of the things they choose to exhibit had not led us to expect people of reason.
But before you can descend and restore peace between Blakros and Twinhorn, the fickle fortune that seems to constantly infest this museum strikes again.
A chandelier of gorgeous Chelish glasswork, with ominously powerless runes carved around it on the ceiling, smashes to the ground!
Anok's Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Anok hurls himself out the way of the descending chandelier, but a moment later, the true danger reveals itself.
Merging the most horrifying features of carrion-fed insect and withered cadaver, a bony creature rises from the shattered glass in a series of unsettling lurches.
The skeletal monstrosity is a Bone Devil, also known as an Osyluth lawful evil extraplanar devil and looks like a cross between a carrion-fed insect and withered cadaver. It moves in unsettling lurches.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Anger returns to Medda's voice as she signals her warriors to stand back, This is what we expect of the Blakros!
Celie: 1d20 + 6 ⇒ (3) + 6 = 9
Jillia: 1d20 + 5 ⇒ (8) + 5 = 13
Johann: 1d20 + 2 ⇒ (16) + 2 = 18
Lissa: 1d20 + 7 ⇒ (6) + 7 = 13
Rhuul: 1d20 + 4 ⇒ (15) + 4 = 19
Medda: 1d20 - 1 ⇒ (14) - 1 = 13
Anok: 1d20 + 1 ⇒ (6) + 1 = 7
Skeletal Monstrosity: 1d20 + 11 ⇒ (4) + 11 = 15
Bold may go!
Active effects: Rhuul's Flagbearer 30'
Rhuul (47 nonlethal)
Johann (7 nonlethal)
Skeletal Monstrosity
Lissa - Fly, Disguised
Jillia (1 nonlethal)
Medda
Celie (1 nonlethal)
Andrietta (1 nonlethal)
Anok
Rhuul, I don't think anyone else is substantially hurt, but do go ahead and include what healing you did use during your next post

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Rhuul will have healed himself a bit by now I think.
CMW: 2d8 + 9 ⇒ (8, 4) + 9 = 21
CMW: 2d8 + 9 ⇒ (3, 3) + 9 = 15
know(planes): 1d20 + 9 ⇒ (6) + 9 = 15
"What in the name of Cayden's mug is that thing?" splutters the slightly surprised bard.
He then glances down at the shattered chandelier.
"How many pathfinders does it take to change a candle?" he asks, as every speeds up, trying to get away from the punchline.
The dwarf waves his flag.
"Four, one to explore it, two to cooperate and a fourth to write up the report. And they all want to get into the Chronicles for it."
Casts haste
Haste is up, inspire courage is up, flagbearer is up. +6 to hit, +5 to damage and an extra attack on a Full Attack.

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Knowledge(planes): 1d20 + 12 ⇒ (12) + 12 = 24
"It's a bone devil, an Osyluth! I don't remember a lot about it specifically, but devils are often vulnerable to silver weapons, or good-aligned ones! Don't bother using fire, though!"
Johann gulps down an extract of Heroism, and pulls a flask of holy water from his pack.
Heroism = +2 morale bonus on attack rolls, saves, and skill checks for 80 minutes.

GM Cwethan |

Clattering with a hellish glee, the Devil rains down a hail of blows on Jillia.
Bite: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Claw: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Claw: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Sting: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 3d4 + 7 ⇒ (3, 1, 2) + 7 = 13
Reveling in the bloodshed, it lets loose a hideous cackle and vanishes.
Stealth: 1d20 + 14 + 20 ⇒ (1) + 14 + 20 = 35
Both Medda and Anok seem quite spooked by the creatures vicious ferocity, and sudden disappearance.
Bold may go!
Active effects: Rhuul's Flagbearer 30', Inspire Courage, Haste
Rhuul (11 nonlethal)
Johann (7 nonlethal) Heroism
Skeletal Monstrosity
Lissa - Fly, Disguised
Jillia -48 (1 nonlethal) DC 22 Fort or Str Damage: 1d3 ⇒ 3
Medda Shaken
Celie (1 nonlethal)
Andrietta (1 nonlethal)
Anok Shaken
2d20 ⇒ (10, 3) = 13

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Fort: 1d20 + 10 ⇒ (8) + 10 = 18
"You're gonna have to do better than that," Jillia would shout if it didn't hurt to breathe. She steps back a pace, reaches into her pack, and draws and applies an oil to her short sword.
Show your smiling face so that I can shank it.
5-foot step, Draw Oil of bless weapon, apply oil
If the devil shows up in front of me and starts full-rounding me again, (and doing so would pull me out of its reach) I would like to use an immediate action for dodging panache- -moving 5 feet away and adding 2 to my AC.

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Oh, this plan is so stupid.... please work..... Lissa mentally yells at herself before flying in bewteen where the devil was and where Jillia is. "Oh Starsong, Please provide succor to this soul...," she begins as she lands near Jillia.
Bluff: 1d20 + 11 ⇒ (14) + 11 = 25
Lissa is intentionally trying to provoke an AoO. She doesn't know where it is, but she hopes that she's an appealing enough target(Playing up as an unarmored Desnan cleric) to draw an attack, and bring it out of hiding.
"There you are," she says, grinning as the devil reappears. With a snap of her wrist, she calls water to hand and snaps a whip in it's direction.
Water whip(FB,IC,Haste): 1d20 + 14 + 2 + 3 + 1 ⇒ (8) + 14 + 2 + 3 + 1 = 28 for(FB, IC): 4d6 + 8 + 2 + 3 ⇒ (3, 4, 2, 5) + 8 + 2 + 3 = 27damage
Lissa mentally sighs as she places her hand on Jillia's shoulder, and wills her blood to speed it's work to clot wounds and knit tears.
Healing Jillia for Kinetic healer: 4d6 + 12 ⇒ (2, 3, 6, 3) + 12 = 26
If I need it Concentration: 1d20 + 11 ⇒ (16) + 11 = 27 Kinetic Healer counts as a level 1 spell
Burning my Internal Buffer for this

GM Cwethan |

The Bone Devil suddenly appears its stinger already buried in Lissa's side as the Devil's cruelty drives it to strike the seemingly vulnerable prey passing before it.
AoO Sting: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Damage: 3d4 + 7 ⇒ (4, 1, 3) + 7 = 15
Confirm: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
Damage: 3d4 + 7 ⇒ (1, 2, 2) + 7 = 12
It gives a whickering laugh as its stinger strikes home; its joy turns mocking as it bats aside Lissa's own treacherous strike with its talons!
Medda withdraws towards the stairs, drawing a wand as she goes. Anok, help them seek Vengeance! I will heal their injured.
Celie, entirely content to be out of reach of the skeletal monstrosity, attempts to give it a lovely dose of awful luck, but the Devil is proof against her manipulations.
Will: 1d20 + 9 ⇒ (18) + 9 = 27
Bold may go!
Active effects: Rhuul's Flagbearer 30', Inspire Courage, Haste
Rhuul (11 nonlethal)
Johann (7 nonlethal) Heroism
Bone Devil
Lissa -27 Fly, Disguised DC 22 Fort or Strength Damage: 1d3 ⇒ 3
Jillia -48 (1 nonlethal) 3 Str Damage
Medda Shaken
Celie (1 nonlethal)
Andrietta (1 nonlethal)
Anok Shaken
2d6 ⇒ (2, 4) = 6

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Knowledge Planes: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Spellcraft: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Perception: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Jane looks at the skeleton thingie. "That's an Advanced Bone Devil" Jane says after her hex is resisted. "It's almost pure evil... Where is a Pally when you need him." Immunities?
Seeing the spellcaster cast a spell. "Simpliton using a simple Invisibility spell. I can easily tell what it is with my eyes closed." Luckily nat 1's on skill checks don't automatically fail. ""Hit that area with a spread spell. It will flush her out."

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Fort Save: 1d20 + 12 ⇒ (14) + 12 = 26
Fortification, 1-15 negates crit: 1d100 ⇒ 75
Lissa chokes back a gasp as the beast smacks her well. "There! Clobber the beast!" She cries out as her attack is deflected.
Lissa threatens until her next turn.

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"QUIT NAGGING!" the grandmother bellows to no one present, it would seem.
Her quarterstaff springs to her hand and takes on a bright shiny glow, blessed by the Divine Grandmother Crow, seeing that Andrietta's opponent is truly nasty and deserving of a proper ass-whuppin'.
5' Step up
Divine Bond: Adding (Bane: Devil) to +1 Darkwood Quarterstaff, +2 to hit and +2d6 damage vs. devils
Declaring Smite on Bone Devil, +3 to hit, +14 to damage on first strike, bypasses DR, Current AC vs. Devil: 32
+1 Darkwood Quarterstaff(Primary, Party Buffs, Smite, Divine Bond): 1d20 + 15 + 6 ⇒ (2) + 15 + 6 = 23
Damage(Buffs, Bane, Divine Bond, Smite): 1d6 + 18 + 5 + 2d6 ⇒ (2) + 18 + 5 + (5, 4) = 34
+1 Darkwood Quarterstaff (Haste, Party Buffs, Smite, Divine Bond): 1d20 + 15 + 6 ⇒ (7) + 15 + 6 = 28
Damage(Buffs, Bane, Divine Bond, Smite): 1d6 + 18 + 5 + 2d6 ⇒ (2) + 18 + 5 + (4, 2) = 31 7 less if first strike hit
+1 Darkwood Quarterstaff(Iterative, Party Buffs, Smite, Divine Bond): 1d20 + 10 + 6 ⇒ (19) + 10 + 6 = 35
Damage(Buffs, Bane, Divine Bond, Smite): 1d6 + 18 + 5 + 2d6 ⇒ (2) + 18 + 5 + (1, 6) = 32 7 less if either of first two strikes hit
Someone called for a paladin?

GM Cwethan |

With a grudging nod, Anok moves forward to the attack, taking advantage of Lissa's positioning.
A wave of fury pours through your minds while Anok strikes, but as he returns to guard the feeling of anger ebbs as well. You very briefly had a +2 to hit and a -2 to AC
Slam: 1d20 + 11 + 2 + 2 - 2 + 3 + 1 - 2 ⇒ (9) + 11 + 2 + 2 - 2 + 3 + 1 - 2 = 24
Magic Bludgeoning: 2d6 + 4 + 4 + 3 ⇒ (2, 6) + 4 + 4 + 3 = 19
Slam: 1d20 + 11 + 2 + 2 - 2 + 3 + 1 - 2 ⇒ (18) + 11 + 2 + 2 - 2 + 3 + 1 - 2 = 33
Magic Bludgeoning: 2d6 + 4 + 4 + 3 ⇒ (1, 1) + 4 + 4 + 3 = 13
Slam: 1d20 + 11 + 2 + 2 - 2 + 3 + 1 - 2 ⇒ (3) + 11 + 2 + 2 - 2 + 3 + 1 - 2 = 18
Magic Bludgeoning: 2d6 + 4 + 4 + 3 ⇒ (1, 4) + 4 + 4 + 3 = 16
Despite his rage, the unholy resilience of the Bone Devil sees it through largely unscathed
Bold may go!
Active effects: Rhuul's Flagbearer 30', Inspire Courage, Haste
Rhuul (11 nonlethal)
Johann (7 nonlethal) Heroism (won't stack with Flagbearer)
Bone Devil -26*
Lissa -27 Fly, Disguised
Jillia -48 (1 nonlethal) 3 Str Damage
Medda Shaken
Celie (1 nonlethal)
Andrietta (1 nonlethal) Smite on Bone Devil
Anok Shaken

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Rhuul looks serious for a moment and stops his jokes as he moves over to offer a gentle work of advice to Jilla.
Saving finalle, Jilla can re-roll the failed save
But he can't keep quiet for long."My old boss was a demon." he notes, purposely mistaking a demon for a devil.
"He always said he was going to fire me."
Jilla can't help but feel a little better.
Restarts bardic performance as a move, five foot steps and touches Jilla to heal her
CSW on Jilla: 3d8 + 9 ⇒ (2, 7, 2) + 9 = 20
All, remember your +1 to AC from haste as well.

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Throwing tanglefoot bombs first, until I hit, then switching to cold bombs. DC 20 Reflex saves to avoid the bomb's effects.
ranged touch attack, with heroism, inspire courage, point-blank shot, haste, and mutagen: 1d20 + 10 + 2 + 2 + 1 + 1 + 2 ⇒ (11) + 10 + 2 + 2 + 1 + 1 + 2 = 29
If that hits and it get entangled, next one is a a cold bomb. Otherwise Johann will keep throwing tanglefoot bombs until it sticks (pun intended). Cold bombs stagger the target unless it makes a DC 20 Fortitude save for each one.
ranged touch attack, with heroism, inspire courage, point-blank shot, haste, and mutagen: 1d20 + 10 + 2 + 2 + 1 + 1 + 2 ⇒ (18) + 10 + 2 + 2 + 1 + 1 + 2 = 36
damage if it's a cold bomb, including inspiration, flagbearer, and point-blank shot: 4d6 + 6 + 2 + 1 + 1 ⇒ (2, 4, 4, 5) + 6 + 2 + 1 + 1 = 25
ranged touch attack, with heroism, inspire courage, point-blank shot, haste, and mutagen: 1d20 + 5 + 2 + 2 + 1 + 1 + 2 ⇒ (4) + 5 + 2 + 2 + 1 + 1 + 2 = 17
damage if it's a cold bomb, including inspiration, flagbearer, and point-blank shot: 4d6 + 6 + 2 + 1 + 1 ⇒ (2, 1, 5, 2) + 6 + 2 + 1 + 1 = 20
-Posted with Wayfinder

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Looks like the only one with a chance of missing is the last one. I'm aiming at the top-right square of the devil, so if it misses, the bomb goes 1d8 ⇒ 2 to the square I've marked with the diamond. If it's a cold bomb, the devil and the two others adjacent will take 10 splash damage, DC 20 Reflex to halve. If it's a tanglefoot bomb, it will entangle them if they don't make the save.
-Posted with Wayfinder

GM Cwethan |

Reflex: 1d20 + 14 ⇒ (19) + 14 = 33
Reflex: 1d20 + 14 ⇒ (2) + 14 = 16
Fort: 1d20 + 14 ⇒ (19) + 14 = 33
The Bone Devil proves difficult to entangle, but Johann manages to pull it off anyways, celebrating by pasting it in the skull with a cold bomb, though it seems to not be fully affected by the alchemical chill.
The fiend shrieks as it strains against its gluey bonds, but unable to reach its desire prey, it settles for the aged paladin before vanishing again!
Though since you can still see the residue of Johann's bombs the mystery is somewhat spoiled...
Bite: 1d20 + 16 - 2 ⇒ (20) + 16 - 2 = 34
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Claw: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 16 - 2 ⇒ (7) + 16 - 2 = 21
Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Sting: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
Damage: 3d4 + 7 ⇒ (4, 3, 1) + 7 = 15
Bite Confirmation: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Concentration: 1d20 + 18 ⇒ (16) + 18 = 34
Bold may go!
Active effects: Rhuul's Flagbearer 30', Inspire Courage, Haste
Rhuul (11 nonlethal)
Johann (7 nonlethal) Heroism (won't stack with Flagbearer)
Bone Devil -38, Entangled, Invisible
Lissa -27 Fly, Disguised
Jillia -28 (1 nonlethal) 3 Str Damage May reroll earlier save. If that fails, then another DC 22 Fort Save or More Strength Damage: 1d3 ⇒ 2
Medda Shaken
Celie (1 nonlethal)
Andrietta -22 (1 nonlethal) Smite on Bone Devil
Anok Shaken
Andrietta, it didn't matter for this set of attacks, but I think you might be allowing your Ring of Protection deflection bonus to stack with your Smite deflection bonus, which would put you at 31 AC vs the Bone Devil.
Oh, and Johann, you actually did 2 more damage since Rhuul gives +3 Competence and +2 Morale due to his Banner of the Ancient Kings

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Having a vague clue where the devil is, Lissa just all-out assaults the place that she was last aware of it's presence.
Water Whip(FB,IC,Haste): 1d20 + 14 + 2 + 3 + 1 ⇒ (1) + 14 + 2 + 3 + 1 = 21for(FB,IC): 4d6 + 8 + 2 + 3 ⇒ (5, 2, 1, 6) + 8 + 2 + 3 = 27
Water Whip, Iterative(FB,IC,Haste): 1d20 + 9 + 2 + 3 + 1 ⇒ (17) + 9 + 2 + 3 + 1 = 32for(FB,IC): 4d6 + 8 + 2 + 3 ⇒ (1, 6, 5, 4) + 8 + 2 + 3 = 29
Water Whip, Haste(FB,IC,Haste): 1d20 + 14 + 2 + 3 + 1 ⇒ (4) + 14 + 2 + 3 + 1 = 24for(FB,IC): 4d6 + 8 + 2 + 3 ⇒ (2, 6, 2, 4) + 8 + 2 + 3 = 27

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Rerolled Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13 Desna laughs.
Fort Save: 1d20 + 10 ⇒ (11) + 10 = 21 And keeps laughing.
Not yet, Jillia silently warns her own body as her strength seems to slip away. We can't let that thing beat us.
"Gimme your best shot," Jillia shouts, spitting a bit of blood in the devil's general direction. Challenge! Mimicking Lissa's gambit, Jillia approaches the invisible, entangled, devil, bracing for impact. Provoking, I suppose.
Short Sword, haste, inspire, flagbearer, flanking(?), Power Attack: 1d20 + 12 + 1 + 3 + 2 + 2 - 2 ⇒ (16) + 12 + 1 + 3 + 2 + 2 - 2 = 34 for Short Sword, Power Attack, inspire, flagbearer, challenge, strength damage: 1d4 + 2 + 4 + 3 + 2 + 7 - 2 ⇒ (4) + 2 + 4 + 3 + 2 + 7 - 2 = 20 (Good Aligned) +7 precision if it is visible

GM Cwethan |

Concealment vs. Lissa: 1d100 ⇒ 67
Concealment vs. Jillia: 1d100 ⇒ 81
The creature remains "hidden" as Jillia draws near, waiting for its poison to finish her off, and maintaining its defenses against bomb and blessed-bludgeon. Happily, its tricks avail it nought against the doughty halfling's blade or the Varisian's watery lash!
Medda is still too filled with fear to concentrate on her magic, so she instead wields her wand to try to keep Jillia in the fight.
CMW: 2d8 + 3 ⇒ (6, 5) + 3 = 14
Bold may go!
Active effects: Rhuul's Flagbearer 30', Inspire Courage, Haste
Rhuul (11 nonlethal)
Johann (7 nonlethal) Heroism (won't stack with Flagbearer)
Bone Devil -77, Entangled, Invisible
Lissa -27 Fly, Disguised
Jillia -14 5 Str Damage, Still Poisoned
Medda Shaken
Celie (1 nonlethal)
Andrietta -22 (1 nonlethal) Smite on Bone Devil
Anok Shaken

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Jumping ahead here as while Rhuul in in the next round, he will act before the Devil, and it looks like time might be an issue for us here.
Dropping his jokes again for a moment, Rhuul again encourages Jilla "Try harder... or at least a bitter. It's them unfortified elven wines that are the problem."
Uses saving finale again
But he has a hard time stopping completely.
"What do devils do when they don't like an outcome?" he asks the bony creature as he lays a gentle hand on Antrietta.
"They DEMONstate."
CMW: 2d8 + 9 ⇒ (3, 3) + 9 = 15
Instant action: saving finale; move restart bardic music; standard cast CMW and there is a 5' step to get outside of the devils threat range in the middle as well.

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The grandmother gives the thing a few more corrective whacks, to send it back to it's proper place in things, whether it likes it or not! She keeps her shield up protectively. Fighting Defensively
Lay On Hands(Swift): 3d6 ⇒ (6, 4, 6) = 16
+1 Darkwood Quarterstaff(Primary, Party Buffs, Smite, Defensive): 1d20 + 15 + 6 - 4 ⇒ (7) + 15 + 6 - 4 = 24
Miss Chance: 1d100 ⇒ 33
Damage(Buffs, Smite): 1d6 + 11 + 5 ⇒ (4) + 11 + 5 = 20
+1 Darkwood Quarterstaff (Haste, Party Buffs, Smite, Defensive): 1d20 + 15 + 6 - 4 ⇒ (15) + 15 + 6 - 4 = 32
Miss Chance: 1d100 ⇒ 63
Damage(Buffs, Smite): 1d6 + 11 + 5 ⇒ (6) + 11 + 5 = 22
+1 Darkwood Quarterstaff(Iterative, Party Buffs, Defensive): 1d20 + 10 + 6 - 4 ⇒ (16) + 10 + 6 - 4 = 28
Miss Chance: 1d100 ⇒ 12
Damage(Buffs, Smite): 1d6 + 18 + 5 ⇒ (6) + 18 + 5 = 29

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Celie sees Anok attacking her new teammate. "That's not nice." she glares at him.
Evil Eye DC 19 Will or -2 on saves for 8 rounds. Save =... basically, either way, he's hexed."
Celie cackles and stays away from the action.

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Uh.. Anok attacked the bone devil. The 'taking advantage of Lissa's positioning' was him flanking with me.

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★★★OVERSEER ANNOUNCEMENT★★★
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. “My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?”
“Yes, I speak for the following.” Medda glares at Nigel Aldain, “I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—”
“My agents claim they bought it,” Nigel protests. “I’m not going to just give it to you because you stomp into my office demanding priceless artifacts.”
Valsin interjects, “Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?”
Medda takes a deep breath. “Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
“Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon.” Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. “She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now.”
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. “Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place.” Nigel starts to protest, but Valsin cuts him off. “Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum,” Valsin takes a moment to survey the heavily damaged museum, ”I’m told most of the damage was done by your own security, not Medda and her following.
“Pathfinders, prepare to head north to the Realm of the Mammoth Lords.”
This concludes Part 1.

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★★★OVERSEER ANNOUNCEMENT★★★
Medda and Ambrus Valsin discuss long into the night how the Society might help the Twinhorn following. By the morning they have concluded that while teleportation magic might take the Kellids and Pathfinders as far as Lastwall, Medda insists that Ivvora’s hilt has lost some of its spiritual strength since being stolen. She believes the only way to restore its power is to walk the same path that Ivvora took into the Twinhorn’s land after the Shining Crusade—and that path leads straight through the Hold of Belkzen, an unforgiving land controlled by orcs!
Society mages gather to transport small groups at a time to Lastwall, and from there, the convoy of Kellids, Pathfinders, and supply wagons set off north. For all their brutal reputation, the orcs have become somewhat more welcoming of caravans at the urging of Grask Uldeth, one of the strongest orc chieftains and the ruler of the de facto capital Urgir. Those who stop at the Table of Ralock can purchase safe passage in the form of special tokens from tribal representatives. It remains to be seen whether the Pathfinders can secure enough.
@Table GMs: You have until October 22 to run Securing Passage on page 21.

GM Cwethan |

You all have plenty of time to rest up before the march north begins.
Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.
You have a chance to interact with one of several different orc tribe ambassadors. By impressing them or doing favors for them, you can obtain the tribal tokens you need to continue traveling northward. You can interact with any of the following orcs and attempt up to impress or help them. The checks that may influence tham are in brackets at the end of their descriptions. Not all checks have the same DCs and appropriate RP and descriptions of how you use your skills may get you bonuses.