
![]() |

Holman, noticeably nervous about being surrounded by the Hellknights, looks even more so when as notices the trees and rocks. As his feet squelch, he jokes, "Well, never let it be said that the life of a Pathfinder is boring..."
Perception: 1d20 + 19 ⇒ (17) + 19 = 36

![]() |

The expedition continues forward through the twisted terrain for one more hour before the wind begins to pick up. Shortly afterword, a howling rainstorm sweeps down on the party.
This storm reduces visibility by three-quarters, and the howling winds make hearing equally difficult; together, these features impose a –8 penalty on all Perception checks. The severe winds and rain also automatically extinguish unprotected fires and impose a –4 penalty on ranged attack rolls and Fly checks. Small creatures must succeed at a DC 10 Strength check to move of their own volition, or a DC 20 Fly check if airborne, and Tiny creatures are blown away.
Signifier Karva orders her Hellknights to use the mount spell to create horses for Holman and Marra so that they do not slow the expedition. The expedition continues onward for another hour before reaching a hazardous scree. A steep scree of gravel and shifting rocks covers the only path up the mountain here. The stones are slick with rain and a howling wind rips through the mountain pass, drowning out all other noise. At the bottom of the scree is a morass of mud and wet earth, while at the top is a flat rock shelf. See map. The scree area is the coloured one.
Yelling through the storm, Signifer Karva calls for a halt. "Hellknights, halt! This scree looks hazardous, we need to move up the slope to continue our way."

![]() |

k(nature): 1d20 + 6 ⇒ (1) + 6 = 7
Marra accepts the summoned horse as the group rides through the rain and muck. Reaching the hazardous scree the bard see nothing more threatening than the terrain, "Yea, going up slope sounds like a sound decision."

![]() |

Survival 1d20 + 5 ⇒ (4) + 5 = 9
"Great spot for an ambush if you had archers hitting us as we climb, but in this weather at least we are safe from that sort of affair"
How high and how slippery - slippery as in fluff text, or slippery as in a bunch of plate clad people trying to clamber up without aid might be up for a really bad time?

![]() |

Holman looks nervously at the scree. "I noted a path back just a ways; couldn't we use that to bypass this hazard? With, of course, the added bonus of sneaking up on any archers that might be upslope..."

![]() |

Day job - Prof soldier: 1d20 + 3 ⇒ (1) + 3 = 4
Survival, from earlier: 1d20 + 3 ⇒ (20) + 3 = 23
Survival: 1d20 + 3 ⇒ (20) + 3 = 23
Penelope breaks her long silence whether a betrayal by terrain or a betrayal by arrow it matter not. Yet this path Holman speaks of holds promise. My skills lie not in the field of the covert, following you would endanger your own effort. I may yet provide protection, though.
Penelope activates her two life links - one on Marra and one on Holman.
I'm back and did a quick read, I still have to catch up on the subtleties. Thanks for bearing with me...

![]() |

I was more worried about CAN they even climb a wet slope in the rain.
My climb check in armour is -1, and I suspect the rest of the hellknights and armoured people are on a similar modifier.
From the description we are making a DC20 climb check every 10 feet for an unknown number of checks :P
Hence my question - how slippery, and how far (how many checks)?
Even with a knotted rope to climb up the best DC we could hope for is 10 - which means armour off to climb... and not so keen on being unarmoured in the blair witch forest...

![]() |

Marra steps forward with a hop in her step "I think I can climb the slope taking a rope with me. Shouldn't be too bad." The small halfling eyes the slope without much trepidation.
She plans to cast good hope on herself and seven allies, also expeditious retreat to speed her climb.
Giving her a +8 to climb with a climb speed of 10'. How many checks are needed?

![]() |

Ah, sorry - my fault.
Holman smiles broadly. "If it's just a question of getting a rope up there, I can fly it over; just one of those tricks my new armor allows."
Go, go celestial armor!

![]() |

Holman don't forget about the "The severe winds and rain also automatically extinguish unprotected fires and impose a –4 penalty on ranged attack rolls and Fly checks. Small creatures must succeed at a DC 10 Strength check to move of their own volition, or a DC 20 Fly check if airborne, and Tiny creatures are blown away."
Marra barely holding her ground in the strong wind yells over the storm to Holman "Are you sure about trying to fly in this weather?"

![]() |

Some of the Hellknights actually wear full plates - five of them do so. Securing a rope would make the task much easier, but Penelope suspects that without it, the Hellknights will run into trouble in the very slippery terrain.
As for the Climb checks, you move at one-quarter your speed, which means that you can complete the 30ft. climb in three rounds. The DC would be 10 for that slippery slope.

![]() |

Marra grabs the rope and cast her spells before tackling the climb
climb w/+2good hope: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
climb w/+2good hope: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
climb w/+2good hope: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
The small halfling makes the first 20ft with no problem, in the last 10ft her foot slips once or twice before she finds her footing and completes the climb.
Tying the rope off she throws it down for the others.

![]() |

"Such a nimble mouse! An asset to any adventure"
Svetlana ties off on the rope and begins the ascent
Climb 1d20 - 1 ⇒ (6) - 1 = 5 Fail
Climb 1d20 - 1 ⇒ (3) - 1 = 2 Fail
Climb 1d20 - 1 ⇒ (19) - 1 = 18 Pass
Climb 1d20 - 1 ⇒ (19) - 1 = 18 Pass
Climb 1d20 - 1 ⇒ (18) - 1 = 17 Pass
Takes Svetlana a while to get her initial footing, then up she goes...

![]() |

Climb: 1d20 + 6 ⇒ (12) + 6 = 18
Climb: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 6 ⇒ (14) + 6 = 20
Grim grabs the rope and quickly pulls himself up the slope, his martial training paying off...

![]() |

Holman takes no chances as he climbs up, using the rope to assist.
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15
Climb (Good Hope, Take 10): 10 + 3 + 2 = 15

![]() |

Eventually, all the Pathfinders manage to face the foul weather and slippery slope to ascend and gain a vantage point of view over the scree, but also of what is coming at the Hellknights! Hideous animals twisted with fungal growths, extra appendages, and strange mutations skitter forward through the thunderous rainstorm. A menagerie of mountain beasts gathers round— goats, hawks, mountain lions, and giant rats, each covered with a sickly infestation. Crashes of lightning reveal that behind these smaller beasts, larger horrors approach through the rainy haze. Signifer Karva wastes no time, "Hellknights! Form ranks!" she calls through the storm. "Pathfinders, stay behind the line and protect our backs. I’m counting on you to deal with anything that breaks through the front line!" As she speaks, three creatures swoop down on you - chimerae! However, these look far different from normal chimerae, as they look completely infested by the creatures assaulting the Hellknights. Karva calls out, "Behind you! Kill those winged creatures before we're overrun!"
init, Marra: 1d20 + 5 ⇒ (15) + 5 = 20
init, Grimaldus: 1d20 + 6 ⇒ (19) + 6 = 25
init, Svetlana: 1d20 + 4 ⇒ (12) + 4 = 16
init, Penelope: 1d20 + 1 ⇒ (17) + 1 = 18
init, Chimerae: 1d20 + 5 ⇒ (4) + 5 = 9
Basically, the Hellknights' fight against the daemonic creatures happens "off screen", though you may take actions to aid them in their fight if you wish. All three chimeras have landed because of the harsh weather conditions.
Storm and Scree - round 1
1. Grimaldus, Holman, Marra. Penelope, Svetlana
2. Chimerae Knowledge (arcana) DC 17

![]() |

Know Arcane 1d20 + 1 ⇒ (13) + 1 = 14
Svetlana has a reach weapon and combat reflexes - would that first Chimera have drawn an Aoo?
Svetlana smiles broadly!
"Surely these are more twisted forces of Chaos!"
Furious Focus/PA/Smite
Attack 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24
Damage 1d10 + 11 + 9 + 4 ⇒ (10) + 11 + 9 + 4 = 34
Attack 1d20 + 12 - 3 + 2 ⇒ (12) + 12 - 3 + 2 = 23
Damage 1d10 + 11 + 9 + 4 ⇒ (3) + 11 + 9 + 4 = 27
I assumed these things were all Chaos-beasties, if we have been 'gotchad', deduct the smite (+2 to hit/+4 damage)
[ooc]Furious Focus/PA
Attack 1d20 + 17 ⇒ (15) + 17 = 32
Damage 1d10 + 11 + 9 ⇒ (9) + 11 + 9 = 29

![]() |

GM, Marra had cast good hope on herself and other party members before climbing the scree. also, expeditious retreat on herself. Both spells have an 8 minute duration. My question is are they still in effect or has it been more than 8 minutes?
The small halfling smiles at the huge beasts "The bigger they are the faster they fall!" She begins a deadly battle dance with her scimitar shifting forward to attack.
(+4/+4 battle dance inspire courage self only, 0/+1 arcane strike, -2ac/+4 dam risky striker, -4 / +3ac fighting defensibly, +2ac cautious fighter) Modified AC 27
+1 keen scimitar: 1d20 + 13 + 4 - 4 ⇒ (1) + 13 + 4 - 4 = 14 nat 1 miss

![]() |

Grim steps into the first diseased creature, his greatsword swinging in a series of powerful overhand chops!
Furious Focus/Power Attack/Overhand Chop (damage only)
Attack 1d20 + 17 ⇒ (3) + 17 = 20
Electrical Damage 2d6 + 19 + 1d6 + 2 ⇒ (6, 4) + 19 + (4) + 2 = 35
Attack 1d20 + 9 ⇒ (19) + 9 = 28
Electrical Damage 2d6 + 19 + 1d6 + 2 ⇒ (6, 4) + 19 + (5) + 2 = 36
Crit confirm 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26 (w/ Critical Focus)
Crit Electrical Damage 2d6 + 19 + 1d6 + 2 + 2 ⇒ (6, 4) + 19 + (2) + 2 + 2 = 35 (w/ Killer trait)

![]() |

Holman rushes the nearest of the two remaining chimerae, thrusting with his dagger.
Move action: As indicated on map
Acrobatics (to avoid AoO's): 1d20 + 17 ⇒ (1) + 17 = 18
Standard action: Attack chimera
Attack (+1 Adamantine Dagger, Piranha Strike, Good Hope): 1d20 + 14 - 2 + 2 ⇒ (16) + 14 - 2 + 2 = 30
Damage (+1 Adamantine Dagger, Piranha Strike, Sneak Attack, Good Hope): 1d3 + 1 + 4 + 4d8 + 2 ⇒ (2) + 1 + 4 + (2, 5, 5, 6) + 2 = 27

![]() |

Penelope's posts are being eaten and not showing up - so posting action for her
***
Penelope rushes forward, swinging her sword at the creature!
Good Hope
Attack 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Damage 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Crit? 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
AddDamage 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

![]() |

The chimera yells in pain as both Holman and Penelope inflict severe wounds! It retaliates by breathing acid on the party (except Holman, he's out of the cone pattern)
Acid damage, Ref DC 17 halves: 6d8 ⇒ (7, 7, 8, 4, 2, 1) = 29
The other chimera flies forward and breathes as well (though this time it's Svetlana that's out of the cone)
Acid damage, Ref DC 17 halves: 6d8 ⇒ (5, 5, 2, 7, 3, 4) = 26
Storm and Scree - round 2
1. Grimaldus, Holman, Marra, Penelope, Svetlana
2. Chimerae (yellow 47)

![]() |

RFX: 1d20 + 6 ⇒ (3) + 6 = 9
RFX: 1d20 + 6 ⇒ (18) + 6 = 24
Penelope is unable to dodge the first burst of acid, but is prepared for the second one. She raises her sword while swiftly healing herself of the worst burns, grits her teeth and hack down.
Lay on Hands + Fey Foundling: 3d6 + 6 ⇒ (4, 5, 1) + 6 = 16
Beneficent Touch rerolls: 1d6 ⇒ 4
Longsword +1/CI: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 4 ⇒ (5) + 4 = 9
Confirm +1/CI: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 4 ⇒ (6) + 4 = 10
Longsword +1/CI: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 4 ⇒ (1) + 4 = 5
Confirm +1/CI: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 4 ⇒ (7) + 4 = 11
Damage 23/104, will be 28 after Marra's turn - Marra heals 5 during hers

![]() |

Reflex 1d20 + 6 ⇒ (8) + 6 = 14
Svetlana gets washed in the Acid and screams with anger, she steps across and lunges long with her bardiche!
Lunge/Good Hope/PA/Furious Focus/Adamantine
Attack 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
Damage 1d10 + 10 + 9 + 2 ⇒ (8) + 10 + 9 + 2 = 29
Attack 1d20 + 12 + 2 - 3 ⇒ (12) + 12 + 2 - 3 = 23
Damage 1d10 + 10 + 9 + 2 ⇒ (10) + 10 + 9 + 2 = 31

![]() |

Striking as one, Hellion and Penelope take down the wounded chimera.
One left. Marra, Holman and Grimaldus are up.
-Posted with Wayfinder

![]() |

Reflex Save: 1d20 + 11 ⇒ (14) + 11 = 25
Holman avoids the worst of the acid and, seeing only one creature left, feints and stabs with his daggers.
Full-round action: Attack chimera
Bluff (Two-Weapon Feint): 1d20 + 17 ⇒ (7) + 17 = 24
Attack (Mithral Dagger (TWF), Piranha Strike, Good Hope): 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24
Damage (Mithral Dagger (TWF), Piranha Strike, Sneak Attack, Good Hope): 1d3 + 4 + 4d8 + 2 ⇒ (3) + 4 + (3, 3, 8, 1) + 2 = 24
Attack (+1 Adamantine Dagger (TWF, Iterative), Piranha Strike, Good Hope): 1d20 + 7 - 2 + 2 ⇒ (15) + 7 - 2 + 2 = 22
Damage (+1 Adamantine Dagger (TWF), Piranha Strike, Sneak Attack, Good Hope): 1d3 + 1 + 4 + 4d8 + 2 ⇒ (3) + 1 + 4 + (3, 8, 7, 6) + 2 = 34
Attack (Mithral Dagger (ITWF), Piranha Strike, Good Hope): 1d20 + 7 - 2 + 2 ⇒ (1) + 7 - 2 + 2 = 8
Damage (Mithral Dagger (ITWF), Piranha Strike, Sneak Attack, Good Hope): 1d3 + 4 + 4d8 + 2 ⇒ (3) + 4 + (7, 2, 5, 1) + 2 = 24

![]() |

Spells in effect Pathfinders: Goodhope +2 to most all rolls; expedious retreat only on Marra
reflex vs 17: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 fail nat 1
reflex vs 17: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Cought off guard, Marra takes full spay of acid from the first chimera, but is able to avoid part of the second chimera's spray.
Status: HP 67-29-13=25
Bearing the burning pain of acid, Marra close with the remaking chimera to attack again.
acrobatics to avoid Aoa on closing w/+2 GH: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23
(+2/+2 Goodhope, +4/+4 battle dance inspire courage self only, 0/+1 arcane strike, -2ac/+4 dam risky striker, -4 / +3ac fighting defensibly, +2ac cautious fighter) Modified AC 27
+1 keen scimitar: 1d20 + 13 + 2 + 4 - 4 ⇒ (11) + 13 + 2 + 4 - 4 = 26
damage if hits: 1d4 + 6 + 2 + 4 + 1 + 4 + 2 ⇒ (2) + 6 + 2 + 4 + 1 + 4 + 2 = 21

![]() |

DC 17 Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
DC 17 Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
yeouch!! 42 points of acid wash...That's gonna leave a mark...
Grim yelps in pain as the acid washes over him from both creatures! Despite the pain, he steps in with a powerful strike aimed at the chimera's vulnerable spot behind and slightly below it's left foreleg.
PA: 1d20 + 17 ⇒ (16) + 17 = 33
Vital Strike + electric: 4d6 + 19 + 1d6 ⇒ (5, 2, 5, 3) + 19 + (1) = 35

![]() |

The party makes short work of the third chimera, stabbing at the heart before it can act again. Combat over. Well done!
When the last chimera dies, the remainder of the horde either scatters or falls to the Hellknights’ blades. It's a bloodbath, and thankfully there's no casualty on the Hellknight's side - thanks to your swiftness in dealing with the chimera. Karva joins you at the hilltop, and addresses you her thanks. "Well fought, Pathfinders. I can see the Order's trust in you was not misplaced. However, there is a growing concern: the presence of these qlippoths doesn't bode well. It is a sign of the deep corruption that runs in the area. Let's be on our guard."
Turning to the Hellknights, she calls for a quick break to tend to the wounds, then the columns slowly use the path you've opened to make their way around the scree. As you rest a couple of minutes after this confrontation, Holman sees that the eruption of cythnigots from the mountainside disturbed the unstable ground, revealing a hidden cache beneath the shrine. The cache contains a collection of ancient jugs filled with 25 pale moonstones worth 100 gp each. Among the moonstones is a single air elemental gem, as well as a clear spindle ioun stone.

![]() |

Grim inspects his armor for damage from the acid spray, then consumes both potions of cure moderate wounds.
Healing: 4d8 + 4 ⇒ (4, 4, 2, 4) + 4 = 18
"Nice find, Holman. I'm sure these will come in handy!!"

![]() |

Marra uses her wand to heal the acid burn damage
Wand CLW 8 charges: 8d8 + 8 ⇒ (1, 7, 8, 6, 6, 3, 3, 7) + 8 = 49
Casting detect magic Marra looks at the ioun stone, but is unable to determine it's powers, "Nice indeed Holman."
spellcraft: 1d20 + 13 ⇒ (3) + 13 = 16

![]() |

Holman removes a wand from his belt pouch and hands it over to Marra hopefully.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8 (down 5 points now)

![]() |

Penelope shift the life links around, slowly absorbing the damage her comrades have taken. She takes the pain with a jaded expression.
CLW+Fey Foundling: 3d8 + 9 ⇒ (8, 8, 6) + 9 = 31
That takes care of my own damage, just tell me how I need to absorb further.

![]() |

"That was satisfying. Well fought friends, those things never stood a chance"
Svetlana will be fine and recover that damage overnight
"The acid is only a fresh opportunity to wipe skin clean of the filth this place has left upon us"

![]() |

Gozreh’s Fork is a rocky plateau that affords a commanding view of the surrounding terrain.The top of this flat peak shows signs of magic and combat. The smell of rotting flesh is thick in the air and roughly a dozen corpses litter the area. In the center of the plateau, a circle of runes is scratched into the earth, and staked to the ground nearby are the corpses of two humanoid creatures with great black wings. Patches of wriggling worms and centipedes swarm over the rocky ground.
Signifier Karva calls out: "Hellknights, halt! This needs to be investigated thoroughly. Spread out, two by two, and report in ten minutes sharp. Pathfinders, your help will be required too."
For now you may each investigate one of the following points of interest:

![]() |

Penelope, if you really want it, Grim has 24 points of damage still...but it's just a flesh wound!
Grim sees Svetlana heading for the Warlord, so he goes to investigate the winged corpses...and discovers that they are dead strix that the orcs must have captured after the battle ended. Their bodies are branded with religious runes..."Does anyone recognize these runes?" he calls out to his colleagues.

![]() |

k(arcana): 1d20 + 6 ⇒ (2) + 6 = 8
Marra happily helps Holman by activating his healing wand.
At the investigation site, Marra shrugs as she passes the stange circle and takes a look at the Worms, "They aren't from around here. most of them have minor mutations like small stingers, claws and pinches
"
k(planes): 1d20 + 6 ⇒ (3) + 6 = 9

![]() |

Of course if someone discovers something that has an ancillary check linked to (just like Grimaldus here), anyone's welcome to help.
Waiting to see what is everyone doing before resolving actions, but I can tell you that both Svetlana's Perception check and Marra's Knowledge (planes) one have failed.