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Esmeralda moves away from the swarm of spiders, but unfortunately her missile is fairly useless against them.
The devil tries to bite Owai- 1d20 + 5 ⇒ (5) + 5 = 10 but he is able to dodge her attack.
The spider moves over the two strong warriors- Damage: 1d6 ⇒ 2 and make DC11 Fort save vs poison.
PC's Turn
MAP

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Fort Save 1d20 + 6 ⇒ (12) + 6 = 18
Owai steps forward and readies an attack for when Filios gets on the other side of the Devil.
5ft forward, ready to attack with flank, defensively, Performance rounds 8/10 left. 1d20 + 9 ⇒ (14) + 9 = 23
1d6 + 6 ⇒ (1) + 6 = 7 damage.

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Round 3, Flank, Sneak Att
Filios tumbles through the reach of the sh-devil and stops his roll to her immediate east in a flanking position with Oswai. He raises his Curvblade in an upward thrust to skewer the creature.
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (1) + 10 = 11
CB Att: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
CB Dam: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (2, 4) = 20

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Filios tries to move around the devil, but the temptress is just too fast for him. She lashes out with a bite. Bite Attack: 1d20 + 5 ⇒ (13) + 5 = 18 for Damage: 2d6 ⇒ (3, 3) = 6.
Once in position the warriors begin their onslaught on the devil- their cuts and jabs do considerable damage. But the devil is still standing, devil blood oozing from several deep cuts.
Enok- your turn before the devil. Either way it doesn't matter, she can't get passed the DR with Magic Missile.
Also someone give me another for Esmeralda if you please.

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I do not have a wand of magic missile
Esmeralda moves into position to flank with an ally and attempts to strike out to distract the demon long enough to grant an ally some aid.
To Hit (Aid Other): 1d20 + 3 ⇒ (3) + 3 = 6
Missing horribly.
Spell damage bypasses DR. See Damage Reduction portion of the glossary, linked.
"Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction."

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Enok's flames burn the spiders to a crisp. Nothing remains, but char and smoke.
Esmerelda attempts to distract the devil, but she is having none of it. The devil simply steps away from the to powerful combatants and blinks out of view.
The Pathfinders stay alert for a few moments, but nothing else is heard from the she-devil. The silence of the underground prison is only broken by the labored breathing of the captives in the main hallway.
Out of combat, sorry it was a tricky and unfortunate combat.

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After quickly searching around, particularly the body of the blob, for keys to the cells, Filios will attempt to pick the locks.
Perception Keys: 1d20 + 8 ⇒ (7) + 8 = 15
If no keys found
Filios moves to the first (Southernmost) cell, and he takes out a rolled piece of leather which he then unrolls to reveal finely crafted tools. Like a surgeon, he sets to work on the locks.
We will have you fellas free in a jiffy.
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13
Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22

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While Filios works at masters pace on getting the locks opened, Enok strolls aimlessly, picks up a set of keys and opens the last lock.
The dwarves, beaten and weak are thankful for the release. One of the dwarves, who looks to be the leader, speaks: I am Rakuska Ingardam. These are my colleges Pechas Domri and Holfist Sendstrom. We were captured and brought here by a merciless Razmiri cleric calling herself Holy Ahendile. I am hopping that you are the rescue party?
The dwarf recounts their story: they bypassed Xer only to be waylaid by a faith barge and have all their funds extorted from them before they were captured—though not without a fierce fight. The three were brought to this place with hoods over their heads, which their captors removed only when the party arrived at the inn’s gate. They’ve been interrogated twice by a “merciless Razmiri cleric calling herself Holy Ahendile,” who she reports is convinced the dwarves are in the country for some subversive, nefarious purpose.

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Owai nods and observes the captives.
Sense Motive 1d20 + 16 ⇒ (11) + 16 = 27
"We were sent by the Pathfinder Society to rescue you." he says.

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Esmeralda pulls out her wand of cure light wounds, and points the wand at herself as the others unlock the doors.
Cure Light Wounds (Self): 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds (Self): 1d8 + 1 ⇒ (6) + 1 = 7
Bringing her back to full health.
As the cells open, the gnome inspects each dwarf for signs of healable injury "The three dwarves. One of my favorite child-hood stories. You are too small, and you sir Rakuska, you are far too large, but Holfist . . . Holfist, you are just right."
Heal Dwarf 1: 1d20 + 4 ⇒ (8) + 4 = 12
Heal Dwarf 2: 1d20 + 4 ⇒ (4) + 4 = 8
Heal Dwarf 3: 1d20 + 4 ⇒ (17) + 4 = 21
If the dwarves are in need of healing, Esmeralda uses her wand accordingly. Once finished with the dwarves, Esme turns her attention to the party. "Anyone need healing before we venture on?"
As the group prepares to move on, Esme casts Guidance on herself and each companion, including the dwarves.

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I am going to move this along since we are near the end of our little adventure here. Assume that you have a few minutes to do things, but I'm going have you all move the dwarves out of the prison.
Gathering up the dwarves and making your way out of the underground prison, you manage to get the injured dwarves up the ladder and into the washroom. You can hear muddled voices coming from the great room. Its hard to make out what they are saying, but it is clear that there are several voices and they are not that of the old ladies that take care of the inn!
Moving down the hallway you see what can only be the cleric, Ahendile, that the dwarves spoke of. She spins around and proclaims loudly to the great room.
In the name of the most holy living god, drop your weapons! I am Holy Ahendile, ordained priest of Razmir and arbiter of your fates. Submit to my authority, and you may well earn more merciful treatment.

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Owai's halo flares as he steps forward. "Kidnapping representatives from Highhelm and assault upon those representatives. If you wish to avoid a diplomatic incident, we will be going and say no more about it." he says, his scimitar ready in one hand, and his other poised to cast a spell.
Aid on Intimidate 1d20 + 10 ⇒ (7) + 10 = 17

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Esme aims her wand at Filios before heading up the steps.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Upon hearing the sounds of voices, the gnome druid quickly re-sheathes her wand, and instead draws her short-spear and ensures her darkwood shield is firmly strapped in place.
As the group enters, Esmeralda lends her most fearsome glare to the groups attempt to intimidate the priest.
Aid Other Intimidate: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15 -4 because Dwarves are bigger than Gnomes. . .
Helpful trait = +4 to die roll on successful aid other.

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The female cleric looks at Filios dead in the eyes. With a couple of hand motions she offers her thugs to also put down their bows.
I can see that you have good reason to expect to leave this place with my dwarves. If exit is what you want, then you may have it. She stares with full evil at the fighter and gestures for you all to leave from the front door of the inn.
Nice roll there Filios and your helpers. You have intimidated her. But let me say this, she has seen your faces and knows something about you, though not necessarily that you are Pathfinders.

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"Wise decision." Owai says. He leads the way, letting Filios bring up the rear. Outside, he makes sure to look out for any other trouble.
Perception 1d20 + 4 ⇒ (3) + 4 = 7