
![]() |

Maldoc again casts Intensified Shocking Grasp and then moves to strike the enemy threatening his tengu friend!
Attack: 1d20 + 17 ⇒ (10) + 17 = 27 for Damage: 1d6 + 10 ⇒ (3) + 10 = 13
ISG if hit: 9d6 ⇒ (3, 6, 4, 4, 3, 2, 2, 5, 6) = 35

![]() |

Ref yellow: 1d20 ⇒ 15
Sihir CL: 1d20 + 7 ⇒ (3) + 7 = 10
Maldoc CL: 1d20 + 9 ⇒ (1) + 9 = 10
Another fiery dragon sizzles through the air and an singes one of the warrior just enough that he falls to the ground, while the other one takes off at full speed into the wastes. Sihir calls forth a shower of arcane light, but the bone devil doesn't seem to even care. The paladin calls on Ragathiel's aid, which grants him the power to cut a deep swath of bone. Maldoc moves in for his own attack and while he connects with his sword, it doesn't seem to do that much damage. He adds an electrified jolt but the magic seems to sizzle on contact with the devil.
AoO vs Wyrgan: 1d20 + 14 ⇒ (10) + 14 = 243d4 + 5 ⇒ (4, 2, 4) + 5 = 15
AoO vs Maldoc: 1d20 + 14 ⇒ (8) + 14 = 223d4 + 5 ⇒ (1, 3, 2) + 5 = 11
Round 4
Active conditions: PfE, Haste, Inspire +1
Blue
Zepteffis (-33)
=====================
Sihir
Wyrgan (-4)
Maldoc
=====================
Green
Yellow
Purple (-19, frightened)
=====================
Korai (-45, -3 Str) Time for another Fort save, the DC is 20
Rhuul (-11)
Consider purple gone for the combat, he's not coming back. Though Rhuul can take an AoO as it runs by.

![]() |

Rhuul has a swipe as the creature dashes past
AOO,flag,haste: 1d20 + 10 + 1 + 1 ⇒ (20) + 10 + 1 + 1 = 32
damage(slashing,cold iron, magic),flag: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Crit?,flag,haste: 1d20 + 10 + 1 + 1 ⇒ (8) + 10 + 1 + 1 = 20
damage(slashing,cold iron, magic),flag: 2d8 + 8 + 2 ⇒ (1, 7) + 8 + 2 = 18
He then starts up the jokes again, this time picking on the devil himself, as he moves up, his wicked axe glinting in the light.
Flag bearer and inspire both active again for +3 to hit and +3 to damage

![]() |

For poison I believe that instead of making the fort save each time I'm hit, the successive doses increase the save DC for further saves.
Fort: 1d20 + 6 ⇒ (1) + 6 = 7
Str Damage: 1d3 ⇒ 3
Korai leaps backward out of the demon's reach, and then slowly trudges towards Sihir, the weight of even his own clothes bogging him down.
Withdraw, hasted/encumbered

![]() |

For poison I believe that instead of making the fort save each time I'm hit, the successive doses increase the save DC for further saves.
You still get an initial save on the poison, which I rolled and you passed. So you didn't get another stack, which would have increased the DC like you mentioned.
As the warrior with the purple sash on his spear flees in terror, Rhuul makes a well timed strike with his axe, and buries it in the man's gut. The bard then does his best to keep the parties spirits up, while Korai uses what little strength he has left to drag himself away from combat. As Rhuul moves towards the devil, it lashes out with its tail, and the dwarf's axe suddenly feels a bit heavier. The boney creature laughs heinously before disappearing again, only to reappear behind Wyrgan and Maldoc. It tries to sap the paladin's strength too, but Ragathiel's power keeps the beast at bay.
AoO vs Rhuul: 1d20 + 14 ⇒ (16) + 14 = 303d4 + 5 ⇒ (4, 4, 4) + 5 = 17
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Str damage: 1d3 ⇒ 1
Sting vs Wyrgan: 1d20 + 14 ⇒ (12) + 14 = 263d4 + 5 ⇒ (4, 4, 1) + 5 = 14
Round 5
Active conditions: PfE, Haste, Inspire +3
Blue
Zepteffis (-33)
=====================
Sihir
Wyrgan (-4)
Maldoc
Korai (-45, -6 Str)
Rhuul (-28, -1 Str)
Fort save every round for Korai and Rhuul now.

![]() |

Maldoc tries to cast another spell. Arcane Mark.
Concentration: 1d20 + 12 ⇒ (8) + 12 = 20 I think I pass.
Attack via touch spell: 1d20 + 17 ⇒ (1) + 17 = 18 for Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Attack: 1d20 + 17 ⇒ (13) + 17 = 30 for Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Haste Attack: 1d20 + 17 ⇒ (3) + 17 = 20 for Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Iterative: 1d20 + 12 ⇒ (7) + 12 = 19 for Damage: 1d6 + 12 ⇒ (1) + 12 = 13
No damage or real effect from Arcane Mark.

![]() |

Rhuul will stop his own performance again and use saving Finale on himself on that initial poison save
saving finale, dwarven hardy trait: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
I'm hoping that passes
Waving the flag and cracking jokes Rhuul doesn't quite have time for two swipes against the devil, but still, his axe is sharp and his blood is up.
Move to restart performance, standard for a single attack
attack, inspire, haste: 1d20 + 9 + 3 + 1 ⇒ (11) + 9 + 3 + 1 = 24
damage(cold iron,magic,slashing),inspire: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8

![]() |

Wyrgan will spend a fervor to enchant his sword as good as a swift action... he will then he will full attack the bone devil ...
Bastard Sword+PA+2Handed+FF: 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27
DMG: 1d10 + 13 + 4 + 1d6 ⇒ (6) + 13 + 4 + (4) = 27
Bastard Sword+PA+2Handed+FF: 1d20 + 5 + 3 ⇒ (1) + 5 + 3 = 9
DMG: 1d10 + 13 + 4 + 1d6 ⇒ (2) + 13 + 4 + (2) = 21

![]() |

The dark lantern archon dutifully continues harassing the terrible devil.
Bear in mind that these are touch attacks, in addition to overcoming any and all DR.
light ray vs bone devil: 1d20 + 3 ⇒ (7) + 3 = 10
magic damage: 1d6 ⇒ 1
light ray vs bone devil: 1d20 + 3 ⇒ (15) + 3 = 18
magic damage: 1d6 ⇒ 5
"Ahh, you do not look so well," Observes Sihir as Korai staggers toward him. "I can fix that...in a manner of speaking."
With a tap of Sihir's cane, Korai disappears!
Korai, you have 7 rounds of greater invisibility. Use them wisely.

![]() |

Did I get an AOO when it moved away from me? Rhuul will move into a threatened square of it, but not trigger the AOO again.
AOO on Devil,flag but not inspire, haste: 1d20 + 10 + 1 + 1 ⇒ (12) + 10 + 1 + 1 = 24
damage(cold iron, magic, slash): 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

![]() |

Fort: 1d20 + 6 ⇒ (9) + 6 = 15 Str Damage: 1d3 ⇒ 3
Korai collapses in an invisible heap.
-Posted with Wayfinder

![]() |

Did I get an AOO when it moved away from me? Rhuul will move into a threatened square of it, but not trigger the AOO again.
No, it went invisible before it moved
The shadowy archon continues to fire away, and one of the light beams finally hits the devil. Sihir makes Korai invisible, though the tengu succombs to the poison and is too weak to even hold his own body weight. The paladin's blade continues to strike down the evil creature, though the his sword gets stuck in the dirt on the second swing and he does all he can not to drop it. Maldoc unleashes a volley of swings from his sword as well, but only one connects, and doesn't do nearly the damage he would expect. The poison that starts to surge through Rhuul, is magically suppressed with a poorly timed joke, and he cautiously moves towards the devil. Zepteffis steps back and lashes out at Wyrgan, who seems to be the bane of his existence, but Ragathiel continues to keep the creature at bay.
Bite: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 5 ⇒ (7) + 5 = 12
Claw 1: 1d20 + 14 ⇒ (15) + 14 = 291d6 + 5 ⇒ (1) + 5 = 6
Claw 2: 1d20 + 14 ⇒ (10) + 14 = 241d6 + 5 ⇒ (5) + 5 = 10
Sting: 1d20 + 14 ⇒ (5) + 14 = 193d4 + 5 ⇒ (4, 3, 1) + 5 = 13
Round 6
Active conditions: PfE, Haste, Inspire +3
Zepteffis (-71)
=====================
Sihir
Wyrgan (-4)
Maldoc
Korai (-45, -9 Str, unconscious)
Rhuul (-28)

![]() |

Maldoc will again enhance his blade with the keen property with his Arcane Pool and attack again, casting ISG again.
Concentration: 1d20 + 12 ⇒ (18) + 12 = 30
Attack: 1d20 + 17 ⇒ (12) + 17 = 29 for Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Attack: 1d20 + 17 ⇒ (16) + 17 = 33 for Damage: 1d6 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 17 ⇒ (6) + 17 = 23 for Damage: 1d6 + 12 ⇒ (3) + 12 = 15
Attack: 1d20 + 12 ⇒ (4) + 12 = 16 for Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Confirm #2?: 1d20 + 17 ⇒ (13) + 17 = 30 for Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Spell Damage on first hit, likely the first and not the crit: 9d6 ⇒ (4, 4, 3, 2, 6, 5, 4, 1, 2) = 31

![]() |

Rhuul dashes around behind the devil, hoping toe cut off its retreat even as he keeps up the barrage of jokes.
Double move with haste, staying outside the devil's range. maintains inpire for +3/+3

![]() |

The phantasmal archon persists in its attacks...
light ray: 1d20 + 3 ⇒ (4) + 3 = 7
magic damage: 1d6 ⇒ 1
light ray: 1d20 + 3 ⇒ (2) + 3 = 5
magic damage: 1d6 ⇒ 6
...and Sihir assaults the devil with a vortex of eerie starlight!
check to beat SR: 1d20 + 7 ⇒ (17) + 7 = 24
magic missile: 4d4 + 4 ⇒ (2, 4, 4, 1) + 4 = 15

![]() |

Wyrgan takes another step closer to the bone devil trying to maneuver to a better position and full attacks the foe...
Bastard Sword+PA+2Handed+FF: 1d20 + 12 + 3 ⇒ (9) + 12 + 3 = 24
DMG: 1d10 + 13 + 4 ⇒ (6) + 13 + 4 = 23
Bastard Sword+PA+2Handed+FF: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
DMG: 1d10 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Bastard Sword Haste Attack: 1d20 + 12 + 3 ⇒ (2) + 12 + 3 = 17
DMG: 1d10 + 13 + 4 ⇒ (8) + 13 + 4 = 25
"Something happened to Korai and I did not see it!" Wyrgan shouts out hoping the others know what befell the tengu...

![]() |

Sihir just smiles softly, since that was the point - and the last thing he wants to do now is spoil Korai's advantage....
Bummer about the collapse, but it will keep him safe for a bit if nothing else. :P

![]() |

Hey, I'm still conscious! Just paralyzed... I can hear everything that's going on, and maybe see some of it too.
I used to think so too but...
A character with a Strength score of 0 is too weak to move in any way and is unconscious.
Maldoc CL: 1d20 + 9 ⇒ (17) + 9 = 26
Sihir's shadowy friend fires arcane rays off into the dark, while the wayang gets an arcane blast through the devil's defenses. Though Wyrgan has Ragathiel's power at his fingers, his blade can't quite connect and he swings about wildy. However, Maldoc steps and and downs Zepteffis with a pair of blows and an electric jolt for good measure. A cheer erupts from the makeshift slave pens as the bone devil crumbles into a pile of dust.
Out of combat!

![]() |

Can anyone revive the tengu? Maldoc will then start to see to the task of releasing the captives and asking them about what has happened to them.

![]() |

"well struck Maldoc... timely too...now where is that tengu?" Wyrgan says to the others as they begin looking for the fallen and invisible tengu...
is he still invisible?

![]() |

Rhuul searches around for the invisible Tengu.
"He's breathing, and I don't feel any large amount of blood... paralyzed by the venom no doubt. Not a lot I kin do for him unfortunately."
The bard checks the team's wounds, and then offers what help he can to the enslaved figures.
"We're here to help free you, but would like to know how you be gettin here to begin with.." he addresses to the captives.

![]() |

"well struck Maldoc... timely too...now where is that tengu?" Wyrgan says to the others as they begin looking for the fallen and invisible tengu...
is he still invisible?
"He'll show up in a moment, I am certain...."
He's invisible for 7 rounds AKA 42 seconds, so unless something major happens really really soon, he's back.

![]() |

Wyrgan moves over to the fallen tengu and offers a short prayer to Ragathiel as he lays his hands on the fallen friend...
LoH: 2d6 ⇒ (3, 3) = 6
no Lesser Restoration yet...

![]() |

The man who seems to be the leader of the remaining Gebbite citizens steps forward and talk with Rhuul. "I wish I could tell you what happened. We were all going about our normal lives at work or at home, and then poof. Here we are in whatever place this is. We show up, and this devil creature calling himself Zepteffis, starts going on about traveling planes and journals and just starts killing us. Whatever he was trying to do wasn't working though." He leads you over to the fountain and the pile of bodies, holding back tears as best he can, and points out the journal that the bone devil had been reading from.
You quickly realize that this is the last of Rijana's missing journals. With all four journals now in your possession, Sihir is able to determine that for the ritual to work correctly, the remains of Zepteffis himself is required. The fountain itself is actually similar to the stele you found in the Wastes, and when performed correctly the rituals will return all of you to the real Geb’s Rest without actually merging Geb’s Accord with the material plane.
Wyrgan and Maldoc carry the limp body of Korai over fountain, as Rhuul and the town leader gather up the rest of the townspeople. Sihir starts the ritual, and there is a large flash of light. Once your eyes adjust and vision returns, you see that you are back in Geb's Rest. The townsfolk could not be more thankful for saving them, and they assure you that your names will be forever spoken of as heroic legends among the people of Geb. They allow you to rest in the inn free of charge as Korai rests and slowly regains his strength, and all the while you are showered with home cooked foods and all the wine and ale you can handle.
You return to Absalom by boat to make your report and Adril Hestram is sad to hear of Rijana’s death but happy that you have returned with her body and journals; research, Hestram mentions, that will most likely appear in the next volume of the Pathfinder Chronicles.