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@Iskar: Were you casting defensively, or provoking when casting?
I was provoking when casting. Not casting defensively.

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Isabella takes the dagger from the ground and buries it to the hilt in the mimic. She tries to pull it back and to her amazement notices it is not stuck!
Swift action: spend one panache for double precise strike
Attack, Grappled+bless: 1d20 + 12 - 2 + 1 ⇒ (18) + 12 - 2 + 1 = 29
Damage: 1d4 + 1 + 10 ⇒ (4) + 1 + 10 = 15
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Confirm: 1d20 + 12 - 2 + 1 ⇒ (13) + 12 - 2 + 1 = 24
Additional damage: 1d4 + 1 ⇒ (1) + 1 = 2
If that crit was confirmed (which I assume) I earn back one panache
Parry: 1d20 + 12 - 2 + 1 ⇒ (15) + 12 - 2 + 1 = 26

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Adeah reloads and fires.
Musket shot (touch): 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d12 + 2 ⇒ (10) + 2 = 12
Oh please let this confirm...
Confirm crit?: 1d20 + 11 ⇒ (4) + 11 = 15
Extra damage: 3d12 + 6 ⇒ (9, 8, 10) + 6 = 33

GM Karma |

As Iskar begins his spellcasting, he lowers his defences for a moment. And the mimic mercilessly utilizes this opportunity for easy pickings. With incredible force the demonic bulk smashes into the summoner, driving the air out of his lungs. Stuck into the mimics body, and drawn closer to the beast, Iskar can only thank Bunk for his well-timed healing. Losing the spell is one of smaller worries right now.
Slam @Iskar: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Grapple @Iskar: 1d20 + 16 ⇒ (20) + 16 = 36
Constrict damage: 2d6 + 15 ⇒ (5, 5) + 15 = 25
--
Isabella grabs yet another weapon, and slashes at the mimic. The light weapon is much better suited for her agile fighting than the brute force of the mace, and this time she is able to carve slighly greater wounds on the enemy.
Bunk's healing awakens Zaas, who manages sink his claw into the mimic - only to find it stuck as well.
But all those cuts are merely flesh wounds compared to what is to come. After a couple of rather weak shots, Adeah finally gets her aim correct. The musket roars, and bullets tears a gaping hole into mimic, splattering the demon's guts all over the place. The mimic is dead.
Half a minute later, the mimic's adhesive starts to weaken, and finally everyone can get free. The creature had no treasure, but now the way is clear. Past the door-that-was-mimic, continues a ten-foot wide corridor.
Combat over
Final damage count:
Shonne: 20
Zaas: 25
Iskar: 43
Isabella: 19
I'll give you a moment to heal up, before we move on.

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Healing time! HealBot#94976 reporting for duty!
Bunk channels positive energy again.
Channel, Positive: 3d6 ⇒ (5, 5, 2) = 12
An aura of warmth invades your bodies.
I can use your wands if you need em!

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I can use mine too. ;)
cure light wounds (self): 1d8 + 1 ⇒ (5) + 1 = 6
Anyone else?

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Just warm fuzzies for me!
Adeah smiles and pats the stock of her musket. "Good girl," she says softly. She reloads the weapon, keeping it in-hand.

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And I also use mine ;-)
"Good shot!"
Isabella gives back the weapons she loaned, puts her own away and pulls out her wand.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
She then looks back at the others "Everybody to continue?"
Detect evil active again, while moving forward.

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Holds out his wand of CLW, "Anyone mind smacking me a few time?"
He then draws another wand and swings it a few times at Zaas.
Wand rejuvenate eidolon, lesser: 1d10 + 1 ⇒ (1) + 1 = 2
Wand rejuvenate eidolon, lesser: 1d10 + 1 ⇒ (2) + 1 = 3
"uh...let's try that again..."
Wand rejuvenate eidolon, lesser: 1d10 + 1 ⇒ (10) + 1 = 11
"that's better!"

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Holds out his wand of CLW, "Anyone mind smacking me a few time?"
Shonne eyes the half-human critically. Oh that's Orcish for take my wand.
Sure Shonne will use it on you so long as it's activation phrase isn't too rude or silly. Otherwise she hands it back. ;)

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lol. Nope, you're good Shonne.
Iskari gathers up his other two wands and dagger, stows them.
Once Shonne kindly uses several charges of my CLW wand, I'll be good.

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Oh, so you want me to roll it too. Shonne's negative view orcish stereotypes is further reinforced. ;)
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Good or more?

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oops. My bad. :-P
Yeah that's good. Thanks.

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"Thank you ma'am. I'm ready to continue."
Iskari returns his wand with the others.

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Shonne nods gravely.
;)

GM Karma |

With the mimic gone, and the road ahead clear, the Pathfinders can resume their mission. Also it is best not to forget Jorsal's task about finding usable fortresses for the Crusade.
The temple looks mostly intact so far, and would perhaps suit the purposes of the Crusade. But you need to visit every room to be able to make a full report.
Beyond the doorway is a 25 foot -long corridor, leading into an intersection. Murals on either side of this long hallway feature ragged looking humans bowing before a powerfully built humanoid male with horns protruding from his head, arms, and down his spine. Patches of red flesh with pustules cover most of the mural, obscuring a line of spiky script. At the intersection in end of the hallway is a large statue of black marble.
The murals depict a large tree on a hill with a single piece of spiny purple fruit. The next one shows the fruit grown and unraveled into a creature, roughly mansized and shaped but with elephantine feet and spikes growing out of its body. The third panel shows humans groveling before the spiked creature, which slits the throat of a man at the base of the tree using his long, sharp claws. The fourth panel shows the spiked creature touching the tree and creating an abundance of fruit bearing plants.
The purple spiked creature is probably a kalavakus demon.
Patches of flesh obscure the first mural with the beginning of a phrase in Hallit: "નોકરો રહેશે"
"Servants shall—"
Removing the patches of flesh would probably reveal the rest of the script. This could either be done by means of skill or force. Also, as Bunk thinks these fleshy patches are caused by Abyssal energies, powerful spells of goodness could remove them.
Options: Disable device check, damage them with slashing/pierciong weapons (just roll for damage), cast a 3rd or higher level spell with good descriptor. (or just let them be.)
Dungeon crawl mode from now on. I won't be moving you onwards, so please describe what your characters do, and where they move etc. You should also move your tokens in the map. There are no light sources in the temple. I think at least Isabella had a magical light active.

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Isabella studies the patches of flesh detect evil
"Anyone got a good way to remove those fleshy patches? Touching that door was not such a great idea and i do not want to make the same mistake again..."
Aid somebody else on Planes: 1d20 + 2 ⇒ (3) + 2 = 5 No

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Knowledge Engineering: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge Planes: 1d20 + 16 ⇒ (7) + 16 = 23
"The temple looks mostly intact so far, and would perhaps suit the purposes of the Crusade. What d'ya think? That's written in Hallish."
Bunk shrugs.
"Got to learn languages some day, heh."

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D'Oh, I didn't press the spoiler... xDDDDDD
"That is probably a Kalavakus demon, or how most people call them, a horned demon."
Bunk tries not to sound smarty.
He fails miserably.

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"Sounds charming. Well I don't speak Hallish, and if what's under there is more of the same then we're risking another trap for nothing. I say we let sleeping skin-patches lie."
Perception (looking for traps): 1d20 + 11 ⇒ (20) + 11 = 31

GM Karma |

Adeah is almost ready to declare the corridor safe, but at the last moment she notices small runes lining a part of the hallway. Obviously a magic trap of some sort. marked on the map, and moved a couple hasty adventurers backwards (even if they posted before the trapspotter)
Isabella detects a very faint glow of evil coming from the fleshy patches.

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A glint of magical energy catches her eye, and as she looks closer she sees a line of runes. Huh. Never been able to see magical auras before. She points at the runes. "A trap like that."

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"If we cleared out the danger it may be a suitable location for the society. Hallis you say? I might be able to decipher if..."
Iskari cautiously moves forward, ensuring he stays back from the danger. He casts a spell and tries peering at the writing from a safe distance.
Linguistics: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
+1 from guidance
"Zaas has never been good at disabling magical traps, be he'd be willing to assist anyone that is."

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"Adeah, do you know what the trap will do? It probably has to do with those patches of flesh. They radiate evil."
Isabella looks at the runes again "I have been told there is a spell that one can use to read every rune. Does one of you know that one or carry it on a scroll?"
Note to self: also carry scrolls of comprehend languages on my non-casters

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"Adeah, do you know what the trap will do? It probably has to do with those patches of flesh. They radiate evil."
Isabella looks at the runes again "I have been told there is a spell that one can use to read every rune. Does one of you know that one or carry it on a scroll?"
Shonne mentally rolls her eyes. She could summon the memory of the spell from her book by exerting her arcane bond at need. But before that, she inspects the trap. She's annoyed by the delay, and would rather use her mastery of elven parkour to bypass the area, but something tells her that it might be a trap she cannot simply jump over. And even if she could not everyone else in the party was as agile and athletic as she.
She casts detect magic.
knowledge (arcana, ID school): 1d20 + 7 ⇒ (13) + 7 = 20
spellcraft (ID spell, +2 more if this qualifies as an 'item'): 1d20 + 8 ⇒ (19) + 8 = 27

GM Karma |

Now, knowing the trap is there, Shonne is able to find it also with her Detect Magic spell. After a few seconds, she is able to percieve a moderate divination aura as well as faint evocation aura.
Since it's a magical trap, you cannot use disable device unless you also have trapfinder
Unfortunately, Iskar's knowledge on strange languages does not grant any insights on the script on the wall.

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Adeah shrugs. "No idea. It just... looks like a trap, is all. Caught my eye, I guess," she adds lamely.

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"Stand back. Farther back." Shonne makes sure everyone is around the corners of the door and away from the trap.
"Hold this." She hands an end of rope to Iskar, and ties the rest around her waist. Then she takes a running leap across the space.
acrobatics (running jump, cat's grace): 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22

GM Karma |

Jumping over the area is no challenge for the agile elf, but as she flies through the air, the runes in the hallway start to glow. Suddenly, each and every nerve on the elf's body fires up, and she feels the beginnings of a horrible pain. But gritting her teeth, Shonne fights off the sensation and lands on the ground unharmed.
You guessed wrong, but I allow to use the roll for Fort save instead :)
Then the glow in the runes dies off, and the hallway looks safe to pass.
More description to come, stay tuned...

GM Karma |

From the intersection, a narrower path continues left and right. A black marble statue stands at the intersection. It is a hulking humanoid with elephantine feet and large razor-sharp horns covering its body. Spiky script carved into the plinth compounds the sinister nature of the figure. The script reads: “પ્રામાણિક પોતાના તલવારો પર પડી તેમના માનમાં રક્ષણ કરશે. માત્ર નમ્ર લે હશે, તેમના સ્નાતકોત્તર લાંબા જીવન સેવા આપતા અને વસવાટ કરો છો”
Earlier, while Shonne was studying the trap with her Detect Magic, she noticed magical aura emanating from a flail the statue is holding. She identifies this as a +1 flail. Duh, my bad. I should have mentioned this when Shonne cast the spell
When the Pathfinders approach the statue, Valais joins them to take a closer look. As she gazes at the statue, Valais winces slightly and raises a hand to the demonic half of her face. “This must be MY GRAND COUNTENANCE. Here’s our proof that we are in the right place. I was thinking that we should TURN LEFT.” Valais’s eyes widen slightly as she continues, “No, we should not turn left. YOU. WILL. TURN. LEFT! What I’m trying to say is that we should look around carefully before proceeding TO THE LEFT, WORMS!” Valais raises her voice, “Before proceeding in whichever direction you choose. The demons have never been this insistent before. We must be close to our destination.”

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Shonne inspects the trap for residual magic and when it appears safe re-spools her rope.
****(Insert Ninja GM portion here.)****
Shonne holds out the flail. If no-one accepts it she hangs it on her belt.
"Come. We are wasting time."
She activates her Wayfinder necklace's light and looks about.
perception: 1d20 + 8 ⇒ (14) + 8 = 22
She also pulls out a seemingly already lit torch from her backpack and offers it to someone as well.
It's an everburning torch.

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"Must be." Adeah's grip on her musket tightens in anticipation. "Well, Beauty, it's your call. Do we go left?"

GM Karma |

Shonne tries to take the flail, but it doesn't seem to come off. The weapon sits in so tight, she has no idea how to get without breaking the statue.

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"Can anyone read this text?" Shonne asks indicating the plinth.
If no says 'Shonne, I speak Jive Hallit' she takes Isabella's scroll or if that is not available, expends her arcane focus, and translates.
By this time cat's grace probably expires.

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Shonne tries to take the flail, but it doesn't seem to come off. The weapon sits in so tight, she has no idea how to get without breaking the statue.
Shonne's eyes shift to Valais.

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Walking up to the scrawled words Iskar offers, "I'm partial to going to the right first."
With a slight hand motion and incoherent mumble, he takes a closer look at the writing. "Hmmm..."
Linguistics: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
+1 from Guidance
I can't do much better than that. Did I save Shonne the trouble?

GM Karma |

Iskar thinks the script tells something like the righteous falling on their swords, and only the humble being left.

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She shall go straight!
"Guys I can't quite make it all out, but it's something like...'And the righteous falling on their swords....only the humble are left'... Meh, a pictures worth a thousand words right? I'd say...demons cut up humans to make this tree bear fruit?"
Looking around the group, Iskar adds, "Since the demon half of Valais is adamant we go left, I suggest we go to the right. Adeah, you wish to scout ahead for us?"

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"Why would the righteous fall on their swords? And if the tree-god needs dead humans in order to grow, maybe that's why it got buried. Nobody wanted to feed it."
"Sure." Keeping her musket at the ready, Adeah moves down the hall.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Have moved my token on the map; Adeah will go to there unless she's stopped or sees something worth stopping for.

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"Old roots run deep." Shonne recites from memory.

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"RIGHTeous. Contains the word right. People going right will fall on their swords. That means something pointy is going to turn us into a mushy red pulp. Only the humble are LEFT. So..."
Bunk scratches his beard.
"I'd humbly say to go left."
Crosses his arms.

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Shonne rises an eyebrow. "Since when do demons respect humility? The left hand path strikes me as sinister. Still, I agree. It seems to be the least dangerous path."
More words that she's spoken in about five adventures.

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The human may have a point...ah well. Iskar ponders as he holds his axe in front of him.
He falls in behind Zaas and the two follow Adeah at a safe distance.

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Oh, good point Bunk. And after reading through the posts again, it looks like only Iskar was in favor of going right-- I had gotten the impression it was a more popular idea.
Rescinding my previous post, and I think we should vote. I vote left, since Valais wants to go that way anyway.

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My vote was to the right simply because I read Valais statement as her demonic parts want us to go left and her humanoid part desires to go right. I'm fine with either direction.

GM Karma |

Yes, Iskar assumed correctly. if you read Valais' conversation with herself, you can see it's the demonic part that favours left. But that's only what Valais said. You'll have to choose yourselves which way to go.