| Merck's PFS PGC |
Kyra patches her up and and heals the captive.
Heal: 1d20 + 14 ⇒ (5) + 14 = 19
Wand of CLW: 1d8 + 7 ⇒ (1) + 7 = 8
Wand of CLW: 1d8 + 7 ⇒ (2) + 7 = 9
Wand of CLW: 1d8 + 7 ⇒ (6) + 7 = 13
We were send by Maroc to rescue a team of Riftwardens. You are one of them I take, what is your name?
Diplom: 1d20 + 12 ⇒ (17) + 12 = 29
Shel Whispertongue PFS
|
While the others check on the captive, Shel pulls her wand and uses three quick charges on herself.
CLW 1d8 + 1 ⇒ (5) + 1 = 6
CLW 1d8 + 1 ⇒ (5) + 1 = 6
CLW 1d8 + 1 ⇒ (1) + 1 = 2
2nd, 3rd, and 4th charges used of the scenario.
| DM Kludde |
'A'ani The woman has trouble talking, and four jars on a smaller table point out why: apart from two empty jars, and one containing a dissected parrot, a fourth jar contains a severed tongue.
The woman is weak, but feels somewhat better after the healing charges of the wand. I believe these are only +1, because they're from the wand...
I''ah'en. She nods, then makes a miming gesture, and points towards deeper into the compound.
Shel Whispertongue PFS
|
Shel nods at the woman. "Let her loose. If you feel up to it, ma'am, you can accompany us, and show us where the remainder are being held. If not, you can hide here, while we head deeper in. We are looking to rescue all of your group."
| Merck's PFS PGC |
I believe these are only +1, because they're from the wand...
Yes, sorry. I was going to cast them myself then remembered that Kyra have a wand and edited my post but forgot to correct the dice rolls.
Kyra nods. Lets press on while we still have some surprise on our side.
| DM Kludde |
The current room also has a strange black candle, which has been lit. There are some shallow steps which lead into a corridor, and the entrance corridor also continued deeper into the compound.
Where to?
Shel Whispertongue PFS
|
Shel shoots the cleric a sideways glance. "Have you not been paying attention? Get behind me," she grumbles.
Shel heads in the direction of the woman's nod earlier, deeper into the compound. Careful as always, she keeps a lookout.
Perception 1d20 + 11 ⇒ (4) + 11 = 15 plus one for traps
| DM Kludde |
The party pushes on into the corridor, which takes a right turn. A room can be seen at the far end of the corridor, and a small side passage can be distinguished somewhat further down the hall as well.
As the adventurers enter this section, two monster come wandering out: they look like massive horned frogs, with wide toothy grins
Init,Shel: 1d20 + 8 ⇒ (16) + 8 = 24
Init,Aleister: 1d20 + 10 ⇒ (17) + 10 = 27
Init,Jacques: 1d20 + 5 ⇒ (12) + 5 = 17
Init,Kyra: 1d20 + 0 ⇒ (8) + 0 = 8
Init, Sophini: 1d20 + 5 ⇒ (1) + 5 = 6
Init, Monsters: 1d20 + 1 ⇒ (12) + 1 = 13
CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10
---
Aleister
Shel
Jacques
---
Monster
Monster
Sophini (24)
---
Kyra
Shel Whispertongue PFS
|
Shel delays her action, waiting to see if the casters can deal with the summoned monsters to clear a lane for her.
| DM Kludde |
The black candle radiates a divination aura. It seems to be a communication device of some sort?
Aleister quickly identifies these creature as Ceustodaemons. These creatures are very resistant to weapon damage, save for good-aligned and silver. They've got a mean breath weapon of pure cold, and can dimension door at will.
---
Aleister
Jacques
Shel
---
Monster
Monster
Sophini (24)
---
Kyra - Cast Comm. PfE
---
| DM Kludde |
Do note that PfE works only against physical attacks. Breath weapons and spell-like abilities will still come through
---
Aleister
Shel
---
Monster
Monster
Sophini (24)
---
Kyra - Cast Comm. PfE
Jacques
---
Shel Whispertongue PFS
|
Shel will do the same as Jacques, DM. That Protection from Evil could be big for us.
| DM Kludde |
One of the daemons disappears with a pop, then reappears in the corridor north of the adventurers, to block of their escape. The second daemon move into the hallway and envelops the party in a cone of pure cold. (Breath weapon)
Damage: 6d6 ⇒ (1, 2, 6, 1, 4, 3) = 17 DC 15 RFX for half
Kyra then completes her Protection from evil spell, giving each member of the party an invisible barrier against evil.
---
Kyra - Casts Comm. PfE
Jacques
Shel
Aleister
---
Monster
Monster
Sophini (24)
---
Aleister Marlowe
|
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Aleister grants Shel the same fortune given to Jacques...cackling even more loudly as the battle begins to unfold.
Jacques - Fortune extended 1 round from Cackle
Shel - First round of Fortine
Fortune: Roll 2d20 for an attack, save, ability, or skill check (and take higher)
Shel Whispertongue PFS
|
Reflex 1d20 + 12 ⇒ (20) + 12 = 32
Shel nimbly dodges the cold breath weapon, and heads straight toward the demon.
Attack 1d20 + 11 ⇒ (2) + 11 = 13
Fortune attack 1d20 + 11 ⇒ (1) + 11 = 12
Damage 1d3 + 2 ⇒ (2) + 2 = 4
'Blackjack' Jaques
|
Reflex 1d20 + 5 ⇒ (3) + 5 = 8
Fortune re-roll 1d20 + 5 ⇒ (17) + 5 = 22
"I should get after that woman, otherwise she will just keep summoning, keep up your witchcraft, I'll position, then rush her. "
Jacques Vanishes
Moves in line with Al, 30' down the corridor (two squares from the Daemon, lining up the woman for a possible charge)
| DM Kludde |
Shel moves to attack, and misses despite the fortune hex bestowed by Aleister. Jacques vanishes and moves down the corridor, though disturbingly enough, the woman does keep his eyes on the Galtan.
Shel's adversary retaliates for the clumsy strike
Bite: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 2 ⇒ (6) + 2 = 8
Claw: 1d20 + 10 ⇒ (14) + 10 = 241d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 10 ⇒ (2) + 10 = 121d4 + 2 ⇒ (2) + 2 = 4
while the other daemon uses his breath weapon to cover Aleister and Kyra in another blast of cold
Damage: 6d6 ⇒ (2, 4, 5, 1, 2, 4) = 18 Again, RFX 15 for half
The woman sees Jacques come up, despite him being vanishes, and casts a spell at him
Daze, DC 14
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini (24)
---
Shel Whispertongue PFS
|
"Get to her, guys! This thing is a problem," Shel grunts, as she is rent by the monster. After swinging, she takes a 5' diagonal step, trying to begin working her way to the other side of the creature.
Attack 1d20 + 11 ⇒ (14) + 11 = 25
Damage 1d3 + 2 ⇒ (2) + 2 = 4
| DM Kludde |
Kyra runs up to Sophini, who manages a bemused smile, looking even more surprised as Aleister follows suit.
Shel stabs the monster, but the knife seems to have little effect. Unless it's made form a special material?
I'm keeping the rescued rift warden 'safely out of the fight', the fight is messy enough as it is
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini (24)
---
'Blackjack' Jaques
|
Jacques shuffles towards the woman and tries to run past her to create a flank.
Acrobatics 1d20 + 7 ⇒ (6) + 7 = 13
Seeing that doesn't work, he just tries to stab her.
Attack 1d20 + 8 ⇒ (4) + 8 = 12
Fortune reroll 1d20 + 8 ⇒ (9) + 8 = 17
Damage 1d10 + 13 ⇒ (1) + 13 = 14
| DM Kludde |
Jacques, trying to solve thing the subtle way, sees the error of his ways and just stabs the woman in front of him. She's bleeding heavily.
The daemon next to Shel howls in frustration as it tries to claw and bite the nimble ranger. Finally, it manages to connect with a claw.
Bite, Shel: 1d20 + 10 ⇒ (3) + 10 = 131d6d1d20 + 10 ⇒ (2, 20, 6, 15) + 10 = 53
Claw, Shel: 1d20 + 10 ⇒ (17) + 10 = 271d4 + 2 ⇒ (3) + 2 = 5
Confirm, Shel: 1d20 + 10 ⇒ (19) + 10 = 29
The second daemon - seeing no fun in such a small prey - dimension doors to the group of huddled pathfinder in front of Sophini, who shifts her position to be next to the extra planar creature.
A ray shoots from the spell caster's hand towards Jacques - fortunately for the Galtan, she misses.
Ray of Enfeeblement, RT, Jacques: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 1 ⇒ (3) + 1 = 4
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini (38)
---
Shel Whispertongue PFS
|
"Take her out quickly! These demons are tough," Shel continues to grumble as she again gets smacked by the monster.
Shel again moves 5' toward the rest of the group and this time takes a full defense action.
| DM Kludde |
Jacques drive his knife into the vile conjurer's chest. It sends her staggering, but she is still standing, staring back at Jacques with a defiant smile I'll have your tongue, I'll have your skin.
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini (38)
---
| DM Kludde |
The intense heat form the spell becomes too much for the already reeling conjuring, who faints to the floor. The daemons howl, but keep their fighting stance.
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini - KO
---
Shel Whispertongue PFS
|
"Thanks, Aleister!" Shel feels much better as most of her wounds began to heal.
| DM Kludde |
From his position on the west side of the hall, Jacques can see through one of the small windows in the prison cells to the south, where he sees the shape of a man.
The westernmost daemon teleports to further down the hall - next to Shel.
Shel is the only one that attacked the daemons physically up to now, isn't she?
The other daemon continues his onslaught against the halfling
Bite: 1d20 + 10 ⇒ (5) + 10 = 15
Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Claw: 1d20 + 10 ⇒ (19) + 10 = 291d4 + 2 ⇒ (2) + 2 = 4
You guys seems to have a hard time hitting the monsters... any plans?
---
Kyra
Jacques
Shel
Aleister
---
Monster
Monster
Sophini - KO
---
Shel Whispertongue PFS
|
Little help please, lol.
Shel moves toward the group 5'.
DM, did the magical dagger do any damage? If not, Shel will swap out her magical blade for her cold iron one, and give that a try.
Shel swings her dagger at the monster.
Attack with masterwork cold iron dagger 1d20 + 11 ⇒ (12) + 11 = 23
Damage 1d3 + 1 ⇒ (2) + 1 = 3
| DM Kludde |
It's got a pretty high DR, and needs good or silver to overcome (Aleister identified that)
Do note that this entire area will eventually be crowding with city guards and enforcers - the encounters are constructed so that you'll eventually have to give up and leave. You've rescued one Riftwarden, and found another (see the subtle note at the top of the previous post, it's easy to miss). There's no shame in running :)
'Blackjack' Jaques
|
"I'll hold the coridoor with Shel, get that prisoner and we can break from here"
Jacques moves up, attempting to block the creatures and interpose himself in the space.. he maintains a defensive footing "just in case".
Shel I'm guessing they can hit you as you attacked, I guess they can't attack us yet unless we engage too...