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Scotty walks up and goes to open the door to the bedroom. The doorknob feels slightly cold, but otherwise the door is not locked nor hard to open. Upon entering, you find a bedchamber that has been subject to intense cold.
A sheet of ice covers the floor of the opulent bedchamber, and the walls drip with layers of glittering rime. Soft, faint light through the frost-covered windows accentuates icicles dripping from a canopy bed. Your breath condenses before your eyes and hangs in the air momentarily before dissipating. An ornate fireplace occupies the east wall, and burns with cold, blue fire. On the opposite wall, you can barely discern the shape of floor–to-ceiling bookshelves under the thick frost that has transformed the room into an ice cave. A desk and several salon couches lay overturned in the middle of the floor.
Unfortunately you are not the only occupants here, as a bright blue insect-like creature brandishing a large spear stands in the back, with two large dogs enveloped in bright blue flame standing on either side of the doorway.
Yes the bright blue insect-like creature is a gelugon. I was just shaking my head when Scotty called it ahead of time.
Ralph: 1d20 + 3 ⇒ (2) + 3 = 5
Scotty: 1d20 + 2 ⇒ (20) + 2 = 22
Géatan: 1d20 + 6 ⇒ (5) + 6 = 11
Koraq: 1d20 + 5 ⇒ (9) + 5 = 14
Gelugon: 1d20 + 9 ⇒ (5) + 9 = 14
Hound 1: 1d20 + 6 ⇒ (12) + 6 = 18
Hound 2: 1d20 + 6 ⇒ (17) + 6 = 23
One of the hounds breathes on the people in the doorway.
Cold damage: 10d6 ⇒ (6, 6, 1, 5, 6, 4, 1, 4, 4, 2) = 39
Reflex DC 21 for half from Scotty, Koraq, Géatan.
Init – Round 1
Hound 2
Scotty
Hound 1
Gelugon
Koraq
Géatan
Ralph
Scotty is up - others are free to roll Reflex saves/post future actions if they want.
And yes, I saw your spoiler Scotty, I'm just shooting this off real fast before a pfs game. I'll have the response to that up afterwards.

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reflex: 1d20 + 13 ⇒ (18) + 13 = 31need to update my save
"Before we enter we could have used the one way window.. That his fonction to prevent this ahhh. The next question is alive or not alive."
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Reflex: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19
Knowledge Religion for Gelugon: 1d20 + 16 ⇒ (6) + 16 = 22
Spell-like abilities
SR
Regeneration
Special Abilities
Quest
Favorite Color
Knowledge Religion for Hounds: 1d20 + 16 ⇒ (11) + 16 = 27
Spell-like abilities
SR
Regeneration
Special Abilities
Capitol of Assyria
Actions:
Free: "I was wondering when I would meet you. I didn't think I would need to introduce myself but your presence suggests otherwise. I am the Sword Arm of the Dawnflower; tasked with ridding the world of evil like you. Run while you can, or learn why my sword is named Wrath. *Scotty relays any info his Knowledge gives him* Ralph, bind the creature so it can't escape. I will rid the world of it. Permanently."
Swift: Smite Evil on the Gelugon
Move: Move 30 feet to be adjacent to the Devil. Draw Scimitar as part of move. Starting with an up/left angle avoids any AoO from Hound 2 (Scotty has partial cover from the wall in his original position).
Standard: Cast Bless Weapon on his Scimitar.

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Unfortunately both of these creatures require Knowledge (planes), so you don't get any info
Scotty maneuvers in to avoid the quick hound, but it appears that the devil ahead is faster than it seems.
AoO to trip at reach w/ Spear: 1d20 + 23 ⇒ (18) + 23 = 41
If I'm looking at things correctly you have a 35 CMD vs trip on the gelugon currently, yes? This would put you flat on the ground. This might change your action. You know that he has Combat Reflexes (since he took an AoO flat-footed), so you may want to cast the bless weapon defensively, or just take the AoO and hope for the best. Or you may want to stand up. I'm under the assumption that you're going to try to cast defensively - it's not really that relevant to the current round. I'll leave an AoO in case you do something that provokes an AoO. Don't look at it before deciding.
AoO w/ Spear: 1d20 + 21 ⇒ (9) + 21 = 30
Weapon Damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20 plus Cold Damage: 1d6 ⇒ 4
Will DC 23 or you're slowed.
The gelugon clicks and laughs. Then you hear in your mind "It's such a shame. My tool tried to warn you about interfering with other's business, but it seems that you have no clue as to the scope of your actual power. Allow me to correct that notion for you."
He then casts a spell and a blast of cold goes out from him and into the hallway.
Cold damage: 13d6 ⇒ (3, 4, 2, 1, 2, 5, 2, 5, 5, 3, 1, 6, 3) = 42
Reflex DC 20 for half from Scotty, Géatan, and Koraq.
He then flies further into the room.
The other hound acts and lets out its own breath of freezing cold.
Cold damage: 10d6 ⇒ (4, 3, 1, 6, 3, 5, 4, 1, 1, 3) = 31
Reflex DC 21 for half from Géatan and Koraq.
Init – Round 1
Hound 2
Scotty - 39 damage, prone, owes a Reflex save
Hound 1
Gelugon
Koraq - owes 3 Reflex saves
Géatan - 19 damage, owes 2 Reflex saves
Ralph
It is currently Koraq, Géatan, and Ralph's turn. Scotty, you can also post your turn if you like - the only real thing that could affect it is if the hound thinks that you're the easiest target on the ground and moves to harass you.

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reflex: 1d20 + 13 ⇒ (5) + 13 = 18 reflex: 1d20 + 13 ⇒ (14) + 13 = 27
reflex using the reroll pearl. (don't know the name): 1d20 + 13 ⇒ (8) + 13 = 21
"It hurt so much!"
-Posted with Wayfinder

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The slaves are most grateful for all the help you are able to provide them. (Sure, why not on the skinning potatoes?) When you mention the Bellflower Network, a couple of their ears perk up, and one of them gets really excited. When you ask about the documents, many of the slaves are reluctant to say anything, but the excitable one drops the potato she's holding and spurts out "He's got a secret compartment behind his bed! He hides all his important stuff back there." The other slaves look at her weirdly, but she says to them "Don't you understand? The Bellflower Network is coming! We'll be out this hellhole soon!" The other slaves give her wary looks, but this time with a slight tinge of hope.

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Ralph moves up to see what the party is up against.
knowledge planes vs Gelugon: 1d20 + 23 ⇒ (20) + 23 = 43
knowledge planes vs other thing: 1d20 + 23 ⇒ (19) + 23 = 42
Questions for both enemies:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Spell Resistance value
4. Special vulnerabilities
5. Other Special attacks
6. Other Special defences
Edit: Evidently Ralph is exceptionally well-read on the topic of Gelugons.
Still have my standard and swift actions, which will depend on the answers I get.

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Apparently Ralph does know lots about Gelugons and Cocytan Warhounds (replace cold with fire and fire with cold).

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Hmm...interesting. The Gelugon is actually immune to fire. His hounds on the other hand would be easy to take care of, except that Scotty being in the room makes it hard to place a fireball.
"Koraq, could you hold for a moment?"
"Ser McBride, how averse are you to being caught in flames that are used to purge these devil-hounds from existnece?"
Scotty, will you allow me to hit you with a 14d6 damage DC 24 fireball? I want to try to finish off both the hounds this turn, before they get more breath weapons off on us. Two fireballs (14d6 and 22d6 damage respectively) from me will have a very good chance of killing both hounds this turn. I can ready an action to cast the second fireball after you leave the aoe, but the first one needs to be quickened, so I need to cast it now. This will clear a path for Koraq and ensure that the hounds don't get to use any more breath weapons on us.
On average, you will take about 50 damage if you fail the save and 25 damage if you make it. The intended AoE is marked on the map.
I will cast the dimensional anchor next turn.
Koraq, can you delay till after Ralph's fireballs?

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"What is your plan? Oh my guardian spirit! I aim to finish those beasts."
I am gonna regret this but. Plane for the gelugon: 1d20 + 17 ⇒ (12) + 17 = 29
plane for our beast with a c: 1d20 + 17 ⇒ (9) + 17 = 26
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Reflex 1: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 Reflex 2: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18 Reflex 3: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Koraq evades the hounds' blasts evasion, but the devil's is far more effective.
Koraq waits, nodding to Ralph before moving in to punch a devil in the face.
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Reflex: 1d20 + 14 ⇒ (5) + 14 = 19
...f*@& it, standard action to LoH, no AoO.
Lay on Hands: 9d6 ⇒ (2, 2, 4, 5, 4, 5, 2, 3, 1) = 28
Ralph do what you have to do. I still have a reroll and an 'oh-s$*%' spell if it gets really bad. Just going to get comfy on the floor in the meantime. Let me know when it's time to start talking again...

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"May your god protect you..."
As soon as Scotty gives Ralph the nod, the room is awash with flame as Ralph summons his power and eschews the incantation in favour of a flick of his finger and a pronunciation of the spell's name.
"Dawnflower's swift baptism." Intensified quickened fireball, CL14
Boom: 14d6 ⇒ (3, 6, 4, 5, 6, 1, 1, 4, 2, 3, 4, 5, 5, 4) = 53 DC23 reflex for half
-----------------------------------------------------------------
"There's a second one coming, Scotty! Get to the far end of the room!"
Ralph readies a second, lengthier incantation as he levels his metamagic rod.
Tentative AoE is marked on the map. Scotty, need you to move out of that area. After the fireball, Koraq should have a clear (albeit charred) path to the gelugon. Geatan can just pincushion the gelugon.
As a salute to Scotty's courage, Ralph reaches not to the plane of fire or the pits of the abyss, but to the outer plane of Niravana itself to muster the flames for his next spell. The floorboards beneath his feet begins to smoulder a little as the air around him shimmers from the intense heat around him.
"Fires of Nirvana, Flames that purify,
Gather and consume these unrepentant souls."
"Dawnflower's Full Cleansing!"
Intensified heightened fireball: 14d6 ⇒ (3, 3, 6, 1, 5, 3, 6, 5, 2, 3, 6, 1, 6, 1) = 51x1.5=75 DC24 reflex for half

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Sorta want to see what Ralph fireball does first. I may just go after the hounds first and rip them apart unless he offed them, freeing me to start devil punching things.

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I will off the hounds Go grab this little devil.
-Posted with Wayfinder

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Let's see your rolls first after Ralph's fireball results first; I have a good Acrobatics, but that one ice blast still hurt enough that I'd prefer NOT to get a couple of bites at me.

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I'm just going to roll both sets of Reflex saves now, assuming that Scotty gets out of the way or something like that.
Hound 1 Ref vs. Quickened Fireball: 1d20 + 10 ⇒ (19) + 10 = 29 pass for 26+13=39 damage
Hound 2 Ref vs. Quickened Fireball: 1d20 + 10 ⇒ (12) + 10 = 22 fail for 53+26=79 damage
Hound 1 Ref vs. Heightened Fireball: 1d20 + 10 ⇒ (8) + 10 = 18 fail for 75+37=112 damage
Hound 1 Ref vs. Heightened Fireball: 1d20 + 10 ⇒ (17) + 10 = 27 pass for 37+18=55 damage
Hound 1 takes 39+112=151 damage and dies, Hound 2 takes 79+55=134 damage and drops unconscious. This makes initiative much easier.
Also Géatan, feel free to click on the links for the monsters as well, since between you and Ralph you know everything. I don't understand what this pearl of luck reroll thing you have is. Can you show me a link to it?

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first attack: 1d20 + 24 ⇒ (17) + 24 = 41
dommage: 1d8 + 24 + 1d8 + 24 ⇒ (7) + 24 + (8) + 24 = 63
second attack: 1d20 + 24 ⇒ (14) + 24 = 38
dommage: 1d8 + 24 ⇒ (7) + 24 = 31
Third attack: 1d20 + 19 ⇒ (4) + 19 = 23
dommage: 1d8 + 24 ⇒ (7) + 24 = 31
Fourth attack: 1d20 + 14 ⇒ (11) + 14 = 25
dommage: 1d8 + 24 ⇒ (5) + 24 = 29
Géatan aims at the gelugon move a little step to have a cover. (+5 so no dr)
Remember, write in the shopping list potion of resist energy.

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Koraq shakes his head and places himself between the devil and Scotty's body, placing a gloved hand on the paladin's chest.
Breath of Life!: 5d8 + 5 ⇒ (1, 2, 4, 4, 3) + 5 = 19
Assuming Scotty will be conscious
"Heh, you owe me one, now!", the half-orc teases.
"Well, time to do my job.", Koraq cracking his knuckles as he nimbly walks up to the devil.
Acrobatics to avoid AoO; this is well within 1/2 speed for determining DC: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
If that fails to bypass the CMD, Koraq does get +4 AC to the AoO ala Mobility
"Alright, let's dance, ugly!", Koraq taunts as he begins to wrestle with the devil!
Exploit Weakness versus CR + 10: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Adding +5 to AC, Sense Motive, and Reflex saves from the guy if I make it
Raging Grapple: 1d20 + 23 + 2 + 2 ⇒ (10) + 23 + 2 + 2 = 37

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Géatan shoots at the gelugon, his first two arrows becoming a cause for concern for the devil. First two hit, devil is now bloodied.
Koraq runs in, very narrowly avoids an AoO, successfully pinpoints its weakness, and manages to grab a hold of the surprisingly slippery ice devil. Since Ralph was waiting to do the second one until Scotty was out, I'm assuming that he decided to get out of the way and that your second spoiler is going through. Besides, this combat won't be lasting much longer methinks.
The ice devil looks around and says telepathically to everyone "Ah, there are more of you than it appeared. I'm impressed. Perhaps my correction shall come at a later date." He then attempts to teleport away.
Concentration check: 1d20 + 18 ⇒ (19) + 18 = 37
Looks like Koraq's regular CMB (not CMB to grapple) is +21 right now, which means to cast a 7th level spell I need a 10+21+7=38. That's one sad ice devil.
Init – Round 2
Scotty - 53 damage, prone
Gelugon - 94 damage, bloodied, grabbed
Koraq - 42 damage, grappling Gelugon
Géatan - 55 damage
Ralph
Everyone's up!

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"How about we correct things right now instead, bub??", says Koraq, still angry holding the devil down.
Exploit Weakness: 1d20 + 15 ⇒ (17) + 15 = 32
Using it for +5 to AC/CMD/Reflex/Sense Motive
Maintain Grapple: 1d20 + 23 + 2 + 2 + 5 ⇒ (6) + 23 + 2 + 2 + 5 = 38
"Now, even though you hurt me, I got friends who wanna take a shot at you first. Now let's go say hi!", Koraq dragging the ice devil with him so both Scotty and Geatan have easy access to finish off the foe.
Can't move the gelogon, but move him up so he's adjacent to me as well as Scotty.
Geatan: feel free to shoot this jerkface with impunity and from the safety of the hallway.

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first attack: 1d20 + 25 - 4 ⇒ (16) + 25 - 4 = 37
non lethal dommage: 1d8 + 25 + 1d8 + 25 ⇒ (3) + 25 + (1) + 25 = 54
second attack: 1d20 + 25 ⇒ (4) + 25 = 29
dommage: 1d8 + 25 ⇒ (5) + 25 = 30
Third attack: 1d20 + 20 ⇒ (12) + 20 = 32
dommage: 1d8 + 25 ⇒ (8) + 25 = 33
Fourth attack: 1d20 + 15 ⇒ (2) + 15 = 17
dommage: 1d8 + 25 ⇒ (6) + 25 = 31
"
Time to knock the devil down. I am sad for our paladin for not hitting him. Should I will wait? Nah I know he will banish it after the talk..
Gaétan unloads a second set of arrows including two with a blunt side.

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Satisfied that his allies have the Gelugon under control, Ralph hangs back to deal with the contingencies.
Readied action. If the Gelugon appears to concentrate to use a spell-like ability, Ralph will attempt to use dispel magic to counter it.
dispel check: 1d20 + 12 ⇒ (17) + 12 = 29
CL check to beat SR: 1d20 + 12 ⇒ (15) + 12 = 27

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Koraq is really good at rolling just barely what he needs to in order to hold on to the Gelugon.
Géatan hits with his first and third arrows, knocking the Gelugon out.
94+54+33=181 > 161 with a bunch of that nonlethal
Init over.
A cursory search of the room will find that in the far end of the room, there is a body that has been broken up into many different parts. Each of the parts still looks relatively fresh, but frozen.

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"I hope, he have also a good life assurance."
"Don't forget our devil regenerate. Let's search for the Skull."
-Posted with Wayfinder

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"I believe I can take care of the regeneration. Will one of you kindly ensure that the devil is sufficiently wounded so that he will expire permanently once I disable his regenerative ability?"
Assuming someone does coup de grace the gelugon until he is properly in the negatives, Ralph will use spell study to cast burst of radiance on the gelugon, using the web and resist energy spells as fuel. Once again, this is why I love this archetype. If a spell exists that can solve our problem, there's a good chance I can access it. I have two shots at this.
caster level check vs SR: 1d20 + 12 ⇒ (20) + 12 = 32 And nails it on the first.
"What skull are you referring to, Geatan? Do you mean Keel's skull" Ralph asks as he uses a prestidigitation cantrip to gather the body parts as best he can. "These remains are beyond a raise dead spell to restore, with or without the skull. But a resurrection spell should still be able to bring him back. I propose we preserve a few pieces for that purpose and then cremate the rest of the remains, lest they be used to create some form of undead."
Ralph will gather up some of the remains in a pillowcase. I assume we can see to the cremation using the fires in the kitchen downstairs?
Once Keel's body is taken care of, Ralph will also ask the others to search the room for that portal that the imposter mentioned earlier (as well as just searching the room in general for useful items or information).
perception: 1d20 + 15 ⇒ (10) + 15 = 25 And using detect magic to sweep the room as well.

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"Yes Ralph, I mean the skull.. I think there a spell to speak to the dead. You have it?"
-Posted with Wayfinder

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Scotty's Reflex for that fireball that hit him:
Reflex: 1d20 + 14 ⇒ (3) + 14 = 17
That'll hurt like hell but he's still conscious. He'll get out of the way for Ralph's next fireball. I didn't read everything that happened since my last post but it sounds like everything is at least unconscious.
"Ralph, save your spells. I can put a permanent end to this Devil."
Burned and bloody, Scotty limps his way over to the unconscious Devil. He burns the creature with the holy fire from his sword to stop it's regeneration before charging his ultimate attack.
"I hope you can still hear me. Your cowardly tactics only slowed me down. Still, my allies were able to bring you to your knees without me. I warned your tool that you were no match for us, but it seems that you have no clue as to the scope of your actual power. Allow me to correct that notion for you."
Coup de grace with Scotty's ultimate attack:
Pimp Hand of Justice: 2d3 + 6 + 48 ⇒ (1, 1) + 6 + 48 = 56
For good measure, Scotty runs the remains through with his scimitar, letting the holy flames burn at the corpse while we sort out our business in this room.
"If you will excuse me for a moment, I am in rather urgent need of healing. Was anyone else injured?"
Lay on Hands: 9d6 ⇒ (5, 2, 1, 3, 2, 3, 6, 2, 5) = 29
Lay on Hands: 9d6 ⇒ (2, 4, 1, 1, 4, 5, 6, 3, 1) = 27
Lay on Hands: 9d6 ⇒ (3, 4, 2, 2, 5, 4, 5, 4, 5) = 34
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Once healing is sorted, Scotty helps search the room. He immediately checks for the hidden compartment behind the bed. (Taking 20 on the Perception check for a 37.)
Once he has that, he does a general search of the room.
Perception: 1d20 + 17 ⇒ (3) + 17 = 20

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"Yeah, that damned thing tried ta give me some frostbite!" But he smiles a bit. "But I think Ralph outta use this wand on me.", Koraq giving the wizard a blackened stick stained with the hint of imp blood.
Assuming Ralph will use a few Infernal Healing charges to heal up 40HP over 4 minutes. That'll leave me 2 down.

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"Me.... I don't like cold." says Géatan with ice on him.
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"Yes Ralph, I mean the skull.. I think there a spell to speak to the dead. You have it?"
Ralph sighs.
"The pieces of Keel's skull are lodged within the frozen flesh and I care little for extracting it. Furthermore, his skull will serve no purpose that other parts of his body cannot serve for present purposes. The spell to speak with dead requires a body that is far more intact than this."
"Ralph, save your spells. I can put a permanent end to this Devil."
"Always happy to. One can never have too many spells ready in reserve."
In that case Ralph will not cast burst of radiance, and leave it to Scotty to finish off the devil.
"Yeah, that damned thing tried ta give me some frostbite!" But he smiles a bit. "But I think Ralph outta use this wand on me.", Koraq giving the wizard a blackened stick stained with the hint of imp blood.
Assuming Ralph will use a few Infernal Healing charges to heal up 40HP over 4 minutes. That'll leave me 2 down.
"Not in front of the paladin, Koraq," Ralph mutters as he takes the wand and pokes Koraq in the side with it. "Though between you and me, using a devil's blood to heal the damage caused by a devil seems very appropriate. I wonder if we will be able to convince Scotty that using devil-blood to heal goes some way to redeem the devil..."

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Going to cremate most of the remains of Keel won't be a problem as long as you don't tell anyone that's what you're doing.
Searching the bed, Scotty is able to find a hidden catch that allows the headboard to swing back. Behind he finds a portrait of a fair-haired Taldan woman in a crushed velvet dress, a braid of her hair resting on the frame. A gold ring with Kyalla's name inscribed along the inside hangs from the wall on a thin silver chain.
Searching the rest of the room, Ralph finds that the desk contains a false-bottomed drawer. Inside contains a journal. One page is of note, along with a letter tucked inside the journal.

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"Oh how charming," Ralph comments impassively as he reads the journal and letter with a bored scowl. "It appears that two of our illustrious Decemvirate members were in a forbidden romance. Keel even knew that Hestram frequently used the Maze. It would not surprise me if Keel was the one who revealed the Maze to Hestram to begin with."
"By the way, Scotty, there is some mention here of a slave trade that might be on interest to you," he adds as he hands the journal over to the paladin.
"Now, from the contents of the letter, the portal to Kyalla should be close by..." Ralph muses as casts detect magic and scans the portrait, the ring and the walls and floor around the bed.

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"Ah that good."
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Koraq Dragonclaw wrote:"Not in front of the paladin, Koraq," Ralph mutters as he takes the wand and pokes Koraq in the side with it. "Though between you and me, using a devil's blood to heal the damage caused by a devil seems very appropriate. I wonder if we will be able to convince Scotty that using devil-blood to heal goes some way to redeem the devil...""Yeah, that damned thing tried ta give me some frostbite!" But he smiles a bit. "But I think Ralph outta use this wand on me.", Koraq giving the wizard a blackened stick stained with the hint of imp blood.
Assuming Ralph will use a few Infernal Healing charges to heal up 40HP over 4 minutes. That'll leave me 2 down.
"You needn't concern yourselves. My vows are not yours, and it does amuse me to know that a devil's blood is being used to heal those who destroyed one."
Scotty glances through the journal and letter.
"Well, kind of him to confirm what we already knew about Hestram's targets. Seems that the fool Keel let him in on far too many of his secrets. We should finish our business here before his misplaced trust gets his lover killed as well."
I'm certain that there is a spell that Scotty can cast to restore a corpse to a condition where raise dead will work but I can't remember the name of it. Any of you know what spell I'm thinking of? If it doesn't exist or I can't cast it, Scotty concurs with the plan for Keel's body.

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Restore corpse might be what you are thinking of, but it will not restore a shattered body. It only puts flesh back on bone. A corpse is technically an object, so the GM might allow us to fix it back up with several mending spells or a make whole spell, but that would negate one of the advantages of a resurrection spell over raise dead.
I assume Ralph did not find any other magic here, and that we have found everything of note in this room. Unless we want to search/loot the rest of the house for treasure, I can't think of anything else to do here.
"I have no other business here. However, before we step through the portal, I would like to cast a spell to shield us all from fire. This will make it a little more convenient if I find a need to put one of us in the middle of a spontaneous conflagration."
Before we go through the portal, Ralph will cast communcal protection from energy, fire. 30 minutes duration on each party member, shields 120 damage.

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1d8 + 1 ⇒ (5) + 1 = 6 1d8 + 1 ⇒ (7) + 1 = 8 1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (6) + 1 = 7 1d8 + 1 ⇒ (7) + 1 = 8 1d8 + 1 ⇒ (7) + 1 = 8 1d8 + 1 ⇒ (8) + 1 = 9 1d8 + 1 ⇒ (7) + 1 = 8 1d8 + 1 ⇒ (1) + 1 = 21d8 + 1 ⇒ (3) + 1 = 4 1d8 + 1 ⇒ (1) + 1 = 2 1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9
Géatan lends his wand to.scotty and casts burning arrow to 50 of his arrows.
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Ralph is correct about the body. The best you can do is bring back a piece to use for a resurrection.
At this point I'm assuming that you all are hopping through the portal. If there's any last-minute buffs you want to ret con in, please do so in your next post.
Given that this is your third time jumping into one of these portals, the sensations shouldn't come as much of a surprise. While the sensation of varying shades of purple are still a little hard on the eyes, they're getting easier to deal with. While the sensation of being jolted around like a unsecured package bouncing around in a carriage flying down Pothole road is hurts, it doesn't hurt quite as much as it used to. In fact, some of you may even be starting to gain a sense of the passage of time through the portal and figure out how much time has actually passed while you're still in it.
While you may be getting used to those sensations, what's new this time is that right before you are about to be expelled from the portal, you see a bunch of big black blobs with jagged edges. The portal initially directs you into the path of one of the big black blobs which causes you to crash hard into its unyielding surface. As you're starting to look yourself over and make sure that nothing was broken, the portal seems to pull you away from the black blobs and then smash you into a slightly different spot. The portal seems to repeat this multiple times, like a drunk trying to get a key into the doorknob, until finally it manages to get each of you through one of the holes between the big black blobs and expel you out the other side.
Upon being expelled from the portal—a framed portrait much like the one you entered in Cheliax—your lungs fill with foul-smelling smoke. As your eyes grow accustomed to the thick air, you find yourself in a smoke-filled wicker hut, looking out a doorway at a cyclopean monolith in the shape of an upraised six-fingered hand several dozen yards away. When you look behind you, the portrait is slashed in a similar pattern to the jagged black blobs that you encountered in transit. From what you can tell of the portrait, it appears to be a picture of some greenery or hedges or something of the sort.
You have a new map.

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"Welp, seems like we're at another one-way. Hopefully we can find a convenient way to get back home when we find Kyalla; tho' this don't bode well."
Koraq then looks around, trying to spot any evidence or clues.
Perception: 1d20 + 19 ⇒ (19) + 19 = 38

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"If you do not want to walk back to the Woodsedge Lodge, Koraq, you simply need to ensure no irreparable harm befalls me," Ralph comments with a wry smile.
"It is a good thing Hestram knows as much about disabling portals as he does about personal hygeine," he continues as he examines the damaged portrait. "However, Soth mentioned that Hestram had been gone for some time, so we may already be too late..."
Ralph activates his ring of invisibility and then flies out of the hut to get a better view from above.
Can we see the source of the smoke? What is the significance of the six-fingered hand?
knowledge anything: 1d20 + 23 ⇒ (13) + 23 = 36 (+7 more if knowledge arcana)

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Koraq takes a look around the hut, and on a closer look the hut shows clear signs of struggle and ransacking: the contents of several chests have been emptied onto the bed and the floor, and a mirror on a small dressing table has been shattered. Rudimentary scrawls and handprints in blood and mud cover the interior south wall.
Flying out from the hut, Ralph sees that the smoke appears to be coming from the various huts. Most of their roofs have been burnt off, and some walls have been reduced to smoldering ruins. Even at a distance with a lot of your line of sight blocked by smoke, he can still see that there are some dead bodies poking out of the huts.
The exception to the burned huts is the one all the way to the left. While half the roof has been destroyed, smoke is not actively pouring out of the hut, which allows Ralph to easily see that inside contains a library, most of the books having suffered significant water damage.
As for the significance of the six-fingered hand, Ralph isn't sure. It's obvious from the ground that the arm is covered is covered in carvings with various different runes. With little effort, Ralph is able to identify the runes as a combination of Abyssal and Polyglot. In the air he can get closer to the top of the statue, where it becomes more apparent that the monolith's fingertips each are carved to resemble a different kind of monkey or ape.
Unknown about the six-fingered hand at this time.

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"Interesting. It appears that this place was under attack, but it also appears that someone with access to magic might have attempted to summon water to rescue that library. Or perhaps it was merely incidental to a magical battle? Either way, it's worth investigating."
"As for this statue, between the abyssal scrawls and the monkey motifs, I would not be surprised if this had some link to Angazhan, and to Hestram by extension."
"Scotty, Koraq and Geatan, would you mind investigating that former-library whilst I investigate these writings and the statue? Scotty, could I also ask you to check that monolith in the middle of the camp for any evil influence?"
Ralph decides that a methodical investigation of the site would be best. He returns to the hut the party first arrived in and begins by searching the hut for magic using a detect magic spell, and then checks out the scrawls in the hut.
His next stop is the statue, which he will scan for magic. If there is no magic on the statue, Ralph will attempt to read the writings on the statue. Ralph will not read the writings yet if there is magic coming from the statue. That will depend on my findings. If there is no magic, Ralph speaks Abyssal but not polyglot.
Finally, Ralph will join the others at the library to see what they find.
Throughout all of this, Ralph will be flying and invisible. Since there may be several checks required, I will take 10 on all checks to keep things simple. These are my scores when taking 10:
Knowledge Arcana: 40
Knowledge everything else: 33
Perception:25
Linguistics: 30
Spellcraft: 33

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"Yes books!"
-Posted with Wayfinder

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"'eh, sounds good to me.", Koraq finding no reason to argue with the wizard's plan.
Koraq slowly approaches the doused hut, inspecting it for any moving creatures/objects before stepping in.
Perception: 1d20 + 19 ⇒ (7) + 19 = 26
I think I put myself next to the correct hut; please move me GM if I am wrong!

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Scotty will be actively scanning for evil. He'll focus on the monolith at Ralph's request.
Was there mention of Polyglot? Because Scotty knows that language now (bought a Ring of Eloquence between sessions), something he would have shared with the party.
"I agree with Ralph that we're likely dealing with monkey cultists again. Ralph, do you think we might be able to pull something off similar to our last encounter with the cultists in the maze where a show of 'superior power' turned them to our side?"
On that line of thought, what is the actual scale of the six-fingered hand?
Scotty will aid searching wherever needed. He has a 27 while taking 10 or can auto-aid anyone who requests it.

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Scotty: From that map and considering I needed to fly to see the monkey faces at the top, I think the hand is between huge and colossal size.
GM: Per Scotty's query, will my knowledge checks give any indication about whether or not a show of power will sway the cultists?

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Is the name Inigo Montoya written on it?
-Posted with Wayfinder

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"Monkey cultists? Heh, it hasn't been long enough since I punched an oversized ape!"

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Hey, It's noon! Shall we take a bite?