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Perception: 1d20 + 6 ⇒ (12) + 6 = 18 Hmm...Thurl, what have you done? Says Vrothum softly to himself. Lets get ready for a fight then!!! With that Vrothum casts Enlarge Person on himself. Duration doubled from Rageshaper Archetype (8 min)

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Azrael crouches into a combat like position, ready to take combat. As he does, he only channels his mind to focus on the fight at hand.
No special prep from me. But will swift action to get into Snake style.

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As you prepare to fight Valais' uneasiness seems to grow:"What are you doing!?!?" she excalims "Whatever is coming is not something we can hope to best by ourselves! I can feel it!"
Ok... the scenario tells me to make this abundantly clear so here we go: you are right. Something is coming, it's big, evil, multi armed and complete with HUUUUGE claws. It's something WAY above your paygrade. You can choose to stay, of course. I suggest running away as quick as possible though. Once that's clear staying or running is your choice and I will abide it. In case you decide to run I'll allow you all to retcon your latest actions.

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So it’s obvious with all the hints it’s something we really shouldn’t fight, I think we have the damage to kill it though I don’t think any one of us could survive a round from it. I really like this character so let’s have a group vote. Sheela, Idril, and I vote Run.
Vrothum, still holding the book, looks back to a certain page and exclaims:Valais is right, if what I think is coming, we hardly stand a chance! We should run off with the intel, we have plenty of evidence to prove Thurl’s treachery. Trust me from what I’m reading, a battle is coming we will have our opportunity to strike, no just isn’t the best time.

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Valais' words convince you that staying back is not the best of choices if you want to keep your skin attached to your bones so you all approach the hall of the Larvae, which scurry away from you shrieking in terror as you advance...
To make this quicker just tell me what rooms you want to visit and in what order please

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I think Val and Rogar move at the same speed? So Val will try to be the group's (literal) last line of defense if the VBBEG catches up to them. He'll just follow behind the party =)

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Little confused, I honestly don't know where we haven't been, is it up or down the stairs from this room? I would think we'd have to go up to get out, but is this supposed to be a chase? Do we have x amount of rounds or time before bbg shows up? Just needing a little clarification.

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You run as fast as you can leaving Thurl's study behind you and scattering the terrified larvae before yourselves. Aside from them, nothing much seems to have changed until you reach the library. As you enter you notice something is happening in the room with the writings on the walls...
What do you want to do? Check out the "speaking circle" or keep running towards the exit?

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Idril: 1d20 + 4 ⇒ (15) + 4 = 19
Rogar: 1d20 + 1 ⇒ (16) + 1 = 17
Sheela: 1d20 + 5 ⇒ (10) + 5 = 15
Valentynne: 1d20 + 2 ⇒ (10) + 2 = 12
Vrothum: 1d20 + 5 ⇒ (9) + 5 = 14
Valais: 1d20 + 6 ⇒ (4) + 6 = 10
Stiched abominations: 1d20 + 1 ⇒ (9) + 1 = 10
Round 01 - Bold may act
Azrael
Idril
Rogar
Sheela
Vrothum
Valentynne
Valais
Stiched abomination (red)
Stiched abomination (blue)

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Rogar will base the blue one and try to attack
atk: 1d20 + 6 ⇒ (6) + 6 = 12
dmg: 2d6 + 13 ⇒ (5, 6) + 13 = 24
with a heavy miss, Rogar braces for impact from the creature

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"Bah, I knew it wouldn't be easy to escape!"
Is there a skill I can use to identify them?
K Arcana: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 Not with that roll!
Sheela begins casting Sleep, hoping these things have brains.

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I'm not exactly sure where we "start" for round 1. But seeing how far ahead Valais is, I'll assume we are able to start fairly close to the creatures. Azrael is a fighter and not so much one that is bounded with curiousity so he would naturally ignore the speaking circle unless someone points it out.
Following Rogar's lead, Azrael side steps to swing his blade at the abominations. But with similar fortune, his blade slips unable to make the connection with the creature.
+1 Kukri,PA: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 S: 1d4 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Sense Motive for AC?: 1d20 + 15 ⇒ (5) + 15 = 20Nope..

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Assuming Idril moved with group and shield spell still active.
Idril joins the fray, channelling arcane might into his blade as he attacks the fiend.
Idril will take a swift action to juice Ankar with arcane pool, move action to move up and standard action to attack.
+1 Ankar +1 Arcane Pool: 1d20 + 8 ⇒ (8) + 8 = 16
damage if necessary: 1d8 + 5 ⇒ (4) + 5 = 9

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Vrothum moves in and attacks blue with his CI warhammer.Rage+PA
Attack: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 13 ⇒ (6) + 13 = 19

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The fully armored cleric was lagging a few steps behind, but gets in time for the fray to start, barely able to step in front of Sheela after her spell, he tries to call forth Gorum's painful light and send the enemies back into the Abyss they dragged their puny lives from.
Channel Energy (Alignment Evil); vs DC 13: 1d6 ⇒ 5

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@Sheela: My bad, Knowledge (Arcana) is the right skill to use here. As you guessed 11 is not enough to learn anything though.
Rogar, Azrael and Idril all miss their targets while Vrothum is way more accurate and smashes one of the corpse constructs with his warhammer, causing a lot of damage. Sheela begins casting a spell and Valentynne channels the power of good... to no effect though!
Valais follows suit roaring as she claws at the bluish abomination...
Fort save: 1d20 + 7 ⇒ (7) + 7 = 14
Vaiais wound the monster even more, but not enough to bring it down!
As you enter the room you notice the foul smell permeating the air and feel like vomiting everything your stomach holds on the ground!
Everyone: take a DC12 Fort save or be nauseated!
Attack roll (red vs Vrothum) 02: 1d20 + 7 ⇒ (12) + 7 = 19 → Damage roll: 1d8 + 3 ⇒ (6) + 3 = 9
Attack roll (blue vs Vrothum) 01: 1d20 + 7 ⇒ (19) + 7 = 26 → Damage roll: 1d8 + 3 ⇒ (6) + 3 = 9
Attack roll (blue vs Vrothum) 02: 1d20 + 7 ⇒ (2) + 7 = 9 → Damage roll: 1d8 + 3 ⇒ (7) + 3 = 10
The abominations slam their fists with unholy fury into Vrothum... the pathfinder seems grievously wounded.
Vrothum needs to roll two DC14 Fortitude checks or get affected with Filth Fever
Round 02 - Bold may act
Azrael
Idril
Rogar
Sheela
Vrothum -15hp
Valentynne
Valais
Stiched abomination (red)
Stiched abomination (blue) -26hp

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Fort Save: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Phew
Sheela holds her breath and completes her Sleep spell.
Unable to affect both creatures without putting her fellow allies asleep, Sheela decides to knock the red creature in the back asleep.
Casting Sleep. Will Save DC 17 or sleep tight!.
With the entryway so cramped, Sheela decides to cast Summon Monster I to summon Princess Sparkletrot, a celestial pony!

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fortitude: 1d20 + 8 ⇒ (15) + 8 = 23
Azrael barely flinched as the smell washed through his senses as he holds his ground to retaliate at the fiends.
Drop shield, move to draw another kukri, standard to attack.
+1 Kukri,PA: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24 S: 1d4 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Sense Motive for AC?: 1d20 + 15 ⇒ (17) + 15 = 32

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Fort Save 1: 1d20 + 9 ⇒ (2) + 9 = 11
Fort Save 2: 1d20 + 9 ⇒ (2) + 9 = 11
Fort Save 3: 1d20 + 9 ⇒ (15) + 9 = 24
Wow thats amazing thanks dice!
Vrothum will move back and create a hole for someone to fill in while he holds his stomach.
The nasty basterds got me poisoned or something, I don't feel good.

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Fortitude Save: 1d20 + 6 ⇒ (16) + 6 = 22
Val walks around Rogar and moves past the Talon, "Excuse me, passing throu... WHOAH! What's that smell?" Did someone spill dwarf's innards in here? Val provokes an AoO from blue.
The red headed aasimar tries to strike the abomination with his heavy shield, but the weight of the tower shield on his other arm pulls the blow away.
Attack (Shield Slam); Damage: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 3 ⇒ (6) + 3 = 9

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@Sheela: Princess Sparkletrot is an AMAZING name! Kudos!
Sheela's spell seems to have no effect on the walking pile of corpses while Idril and Valentynne's attacks once again prove fruitless.
Azrael on the other hand is more accurate, causing another wide gash to open onto the the bluish construct's body.
Almost at the same time Vrothum, feeling too nauseous to keep fighting, tries to move away from the fray...
AoO (blue): 1d20 + 7 ⇒ (16) + 7 = 23 → Damage roll: 1d8 + 3 ⇒ (8) + 3 = 11
... and another blow falls on the retreating tiefling.
Round 02 - Bold may act
Azrael
Idril
Rogar
Sheela
Vrothum -26hp
Valentynne
Valais
Stiched abomination (red)
Stiched abomination (blue) -34hp

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Rogar takes his time studying the creature in front of him...
Delay
Valais unleashes her pent up rage on the bluish stiched corpse in front of her...
Claw 02 vs blue: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 → Damage roll: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6
Horns 01 vs blue: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 → Damage roll: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (5) = 14
Such is her fury that the would be Venture Captain dismembers the corpse-construct on the spot...
Its companion, unfeeling and completely devoid of emotion tries pounding at Azrael and Idril instead.
Slam 02 vs Idril: 1d20 + 7 ⇒ (9) + 7 = 16 → Damage roll: 1d8 + 3 ⇒ (2) + 3 = 5
Fortunately for the pathfinders both of the creature's attacks miss them.
Round 03 - Bold may act
Azrael
Idril
Rogar
Sheela
Vrothum -26hp
Valentynne
Valais
Stiched abomination (red)

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The aasimar waits until the abomination attacks, before slamming his shield into its claws, hopefully fending Vrothum from an attack.
Aid another +AC; Slam +Flanking: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

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Sheela finishes her summoning ritual, and Princess Sparkletrot appears next to the red monster. She sees the abomination and rears back!
Smite Evil Hoof with Flanking!: 1d20 - 3 + 2 ⇒ (7) - 3 + 2 = 6
Smite Evil Damage!: 1d3 + 2 ⇒ (3) + 2 = 5
Celestial Hoof, Good with Flanking!: 1d20 - 3 + 2 ⇒ (4) - 3 + 2 = 3
Celestial Hoof: 1d3 + 2 ⇒ (1) + 2 = 3
Sheela, out of options, pulls out her wand and tries to use it again.
UMD: 1d20 + 8 ⇒ (10) + 8 = 18
Nope, she still can't get the hang of it.
"Sorry Vrothum! I'll get your pretty face back to normal in a bit..."

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Sorry for delay was away from everything this weekend
Round 2
Rogar will 5ft back and wand a Divine Favor from wrist sheath
Round 3
Rogar will 5ft up and swing
atk RED: 1d20 + 8 ⇒ (3) + 8 = 11
dmg RED: 2d6 + 15 ⇒ (2, 3) + 15 = 20

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With both weapons now in hand, Azrael unleashes the full force of his talons, slicing both his kukri's simultaneously in a downward thrust at the remaining monstrosity.
Full Round Attack TWF
+1 Kukri,PA,TWF: 1d20 + 10 - 2 - 2 ⇒ (2) + 10 - 2 - 2 = 8 S: 1d4 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Mwk Kukri,PA,TWF: 1d20 + 10 - 2 - 2 ⇒ (15) + 10 - 2 - 2 = 21 S: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

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Vrothum spends his turn retrieving a potion of cure moderate wounds from his pack.

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Idril whirls Ankar and calls upon his arcane training. He brings the weapon on the construct twice, swirls of electrical eldritch power seeping from the fabric of the black blade.
Idril will take a full round action to use spell combat and spell strike, casting shocking grasp defensively.
Concentration v DC 17: 1d20 + 8 ⇒ (2) + 8 = 10
Concentration re-roll (player folio): 1d20 + 8 ⇒ (13) + 8 = 21
+1 Ankar +1 arcane pool (shocking grasp): 1d20 + 8 ⇒ (15) + 8 = 23
Damage + Shocking Grasp: 1d8 + 5 + 4d6 ⇒ (2) + 5 + (1, 2, 1, 5) = 16
+1 Ankar +1 arcane pool: 1d20 + 8 ⇒ (20) + 8 = 28
crit confirm: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Crit damage (if needed): 1d8 + 5 ⇒ (4) + 5 = 9

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@Valentynne: 18 hits so you can roll damage. I would have done it for you but your character's sheet lacks the relevant information, please do add it as soon as possible
Valentynnes, Azrael and above all Idril strike at the remaining monster shredding its thick dead skin and causing it to suffer heavy damage. Idril's spell, while effective seems to energize the thing into a vicious rage of teeth and claws though.
Valais closes in and tries to put an end to the monster before it can unleash his fury on his friends...
Claw 02: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 → Damage roll: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10
Horns: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 → Damage roll: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11
And once again she suceeds, putting the creature out of its misery.
As the construct falls the floor starts to shake and a dark ominous aura fills your hearts with dread. Whatever is coming to Thurl's secret lodge is doing it in style...
What do you want to do now?

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DM how long do the effects last? and what does it effect? I assume you'll have me roll my next save in the discussion thread after the scenario.

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"Yes, upstairs!" Sheela fiddles with her wand as they head upstairs.
UMD: 1d20 + 8 ⇒ (6) + 8 = 14
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
She grumbles as the wand fails, again.
"Princess Sparkletrot, you can't run upstairs, can you? Don't worry about it."
She runs upstairs.

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@Vrothum: You got affected with Filth Fever. For now your stats are unaffected. In 1 day you'll take 1d3 Dex damage and 1d3 Con damage, then you'll get a chance to save. The day after that you'll suffer more stat damage and get another chance to save. It takes 2 consecutive saves to get rid of this illness
Rogar and Sheela run up the stairs followed by Valais. The others stand their ground seemingly undecided...
As Sheela and Rogar ascend to the desolate area where the strange state stood, they immediately notice the solid walls and multiple corridors that extend from the shrine to Baphomet! They were not here before!
Sheela and Rogar please roll will. Everyone else who climbs up the stairs should do this as well

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Vrothum follows up slowly behind the others.
Will Save: 1d20 + 3 ⇒ (19) + 3 = 22

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@Valentynne: 18 hits so you can roll damage. I would have done it for you but your character's sheet lacks the relevant information, please do add it as soon as possible
Huh.. I swear my shield slam was there... maybe I deleted it by mistake, I'll get to fix it as soon as this post is done =). But the reason I didn't roll attack was because I was trying to use the 'Aid another' action to give a +2 to Vrothum's AC.
Somehow the armored hulk manages to push his bulk through the stairs, trying to reach his companions.
Will Save: 1d20 + 5 ⇒ (20) + 5 = 25

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Will Save: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
"Huh. Where did all of these walls come from?"
UMD: 1d20 + 8 ⇒ (15) + 8 = 23
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
As Sheela ponders this, she tries to get the wand working... and she is successful! She taps Vrothum with it, healing some of his wounds. "Sorry I haven't been able to help much, this wand is being rather stubborn."

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Vrothum, Valentynne and Sheela realize the walls appearing here must be an illusion of some sort, while Valais and Azrael seem utterly convinced they are somehow real...
New map uploaded, you can move yourselves on it. When you approach a wall, please roll a DC15 intelligence check

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"Oh! It's an illusion!" Sheela giggles. "Who put up the illusion, anyway?" Sheela begins poking at illusory walls. "See? Totally fake. Unlike me." She grins revealing her pearly white teeth.
Int: 1d20 + 1 ⇒ (4) + 1 = 5
"I think this way is Northeast... it's so hard to tell with all of these walls. I have a scroll of Spider Climb, if we think we need it."
Sheela prances along as she pokes her hand through random walls.

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Can those of us that passed the Will save, recognize which walls are illusion and which are real? Or is the Int check for that?
Intelligence Check: 1d20 + 0 ⇒ (7) + 0 = 7 Valentynne is dumb like a box of rocks, still he pulls out his Wayfinder to find due north.
"Sheelah, north is that way, and the exit should be.. away from the stairs, maybe?"