
GM_Starson |

Venture-Captain Sheila Heidmarch is waiting quietly in her rather crowded study. At the far end of the room stands Venture-Captain Ambrus Valsin alongside a masked figure whose features are concealed by a dark robe and heavy cowl. Half a dozen other Pathfinder agents line the walls and face outward, concentrating on various spells that no doubt ward the room against eavesdroppers. Sheila motions to a small sideboard bearing refreshments before leaning over a small table laden with Thassilonian relics.
Ambrus Valsin steps forward and says, “My fellow Pathfinders, as you can see, the task that lies ahead transcends the interests of Magnimar’s increasingly esteemed lodge; it’s a mission that will affect the entire Pathfinder Society and merits the direct attention of the Decemvirate.”
The hooded figure behind the Venture-Captain nods in silent agreement and then gestures for Valsin to continue. “Over the past year, we’ve received increasingly concerning reports from this region that the Lissalans have plans in motion to revive Krune, the Runelord of Sloth and one of the most powerful wizards of ancient Thassilon. We have set our own plans in motion to keep him in check if the Lissalans succeed, but Sheila Heidmarch has an ambitious plan regarding this threat.” He nods and steps back to cede the briefing to his colleague.
Sheila takes over, adding, “We recently acquired these refuge tokens and their command words. When broken, the tokens will take a handful of agents directly to Krune’s sanctuary. If he has yet to revive, do whatever you can to ensure he never does. If he does awaken, pray that he is too dazed and addledto command his full power. Whatever it takes, end this threat to Varisia—permanently.”
She then motions to the other relics on the table. “The Society has recovered Thassilonian relics , perhaps some through your deeds, and I would rather they be in your hands as you face Krune; they will do us little good in a museum if the runelord returns. Once you defeat him, take special care to recover his two artifacts: a dragon-tooth spear and a rune-inscribed rod. Once you are ready, I will show you how to use the refuge tokens. Do you have any questions?”
If a PC has one of the following Thassilonian relics from past Chronicle sheet, she may make use of them for free during this scenario only:
Replica dragon tooth longspear (stage I), rod of runes, acrimony
veil, Lissala’s caress, Sihedron brand (endurance), and Sihedron
brand (service).

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The dapperly Dressed Half-Orc arrived carrying a sack which, based on the sounds it made, likely contained armor.
Drawing a glass of wine from the sideboard, he sits and waits for the others to show up.
Once the briefing begins in full, he will simply ask "Do you have some sort of transport device for his artifacts, given that some artifacts can bond to those who carry them into battle and I know that I do not wish to have likely evil artifacts bonded to me."

GM_Starson |

Valsin shakes his head.
Unfortunately, due to the circumstances that will not be possible. You'll have to bring them home yourself... though, if you are worried about contamination, just not physically touching them should suffice for the few minutes before you, hopefully, teleport back and pass it off to the experts.

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Eadie possesses no Thassilonian relics
Cradling her helm in her left arm stands a plain-featured knight with startling sapphire-blue eyes. “Is Krune a universe or special wizard?”
Eadie’s black enamelled full plate has a heart-shaped key embossed over the left breast. She twirls a golden cape about her shoulders which features expertly stitched appliqué of a fiery angel, golden key, antlered longbow and blood-soaked rose
“I mean did he have an infinity for undead or devils or demons?”
She frowns hard in concentration. “Presumably the Lissalans have performed some type of ceremony to awaken him.”
“Are they likely to be on-site now? Is there a way to extend Krune’s nap-time? Like by disrupting the ritual or something?”

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K:Arcana: 1d20 + 23 + 1d6 ⇒ (1) + 23 + (6) = 30
Rognak thought a bit, trying to remember what he had heard about Krune and Runelords.
"If needed, bring heavy blankets to wrap it up with before we go to help protect us. That should do the trick. What can you tell us of the location where Krune is resting?" he asked.

GM_Starson |

Valsin sits at the desk and addresses Eadie first.
Krune was the Thassalonian Rune Lord of Sloth.
Rognak remembers (And presumably shares) that means that he was a specialist in Conjuration magic. Not only that, but he has forbidden himself access to Evocation or Illusion magic as part of his role as the Runelord of Sloth.
He didn't necessarily have a affinity for any of those things, but I wouldn't put it past him to use it if it was convenient.
Sheila nods.
They probably are at the site... as for what we can do to keep him from awakening, you'll have to improvize. We just don't know more. Same for where Krune is... the only way to access it through the tokens, and it's a one way trip, they should have the way back out there.

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His face wrapped in a black shemagh, trimmed somehow blacker-than-black, Yazdan al-Ashraf nods before the Venture-Captains. A tiny woman with butterfly wings perches on Yazdan's left shoulder. A smile shows in his eyes as he addresses them, stating dutifully, and with a friendly tone,"Shiela. Ambrus. How shall we return? these tokens seem to only go in. Would it be prudent to prepare to teleport away, once our mission is complete?".

GM_Starson |

Shiela nods to Yazdan.
If you have the ability to, it may be prudent. There should be a method to come back out again, most likely "Return" tokens keyed the same as these "Enter" tokens... but if you do not find them, it would be... unfortunate.
She gives a small grin.
A escape plan is never a bad idea.

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A rather handsome halfling fellow hurriedly enters the room riding a large armored griffon. "I do beg your pardons! Terribly late and it won't do at all - they kept us late at the monastery for some final bits of training -" he experimentally tries a few practice karate kicks with his short little legs but from the saddle it's hard to imagine them doing much to anyone - "but I'm afraid that I'm still getting the hang of it. They tell me that my foot is as good as any lance, but I'll have to admit I've got my doubts..."
He hops down from the saddle and bows low to the assembled pathfinders and venture captains, while giving a quizzical look at the shrouded figure. "But where are my manners? I am Mr. Proudefeets at your service - no, I beg your pardon, I keep forgetting, Sir Mr. Proudefeets now it is, though I'll admit it still rolls a bit strangely off the tongue. It was very nice of those Andorens to knight me, but I can't seem to get used to the formality of it all, not after a lifetime of just simply being Mr. Proudefeets."
Proudefeets continues on in this rather talkative vein for quite some time, while the griffon looks on with a bored expression that suggests that if it could chew its cud - if it had cud - it would.
"... so that's when I realized that those snotty knights of Iomedae back in Vigil would never truly respect me - a humble" - the griffon appears to roll its eyes - "paladin of Chaldira, until I had earned a bit of glory - all for the cause of truth, justice, etc. of course - and ever since me and Griff here -" he gestures to the griffon - "been adventuring up and down the length of Golarion, though for the past few months I've been sequestered off in a monastery learning some monkly ways..."
"But enough about me! Where are we going? Ooh, off to find a runelord! Sounds great! What could possibly go wrong?!?"

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“Right?”
Eadie curtseys to the halfling. “Mr. Ser, I am Ms. STILL Waiting to be Lady … Eadie seems a mite peeved about this. Navhelan –– but please call me Eadie.”
She inspects the paladin’s mount with interest and respect. “Cooool name! How'd you come up with Griff?”

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"I would expect that given that Krune is a master in the magical school of summoning that we should look at getting something that will protect against summoned creatures."

Griff Griffon |

“Right?”
Eadie curtseys to the halfling. “Mr. Ser, I am Ms. STILL Waiting to be Lady … Eadie seems a mite peeved about this. Navhelan –– but please call me Eadie.”
She inspects the paladin’s mount with interest and respect. “Cooool name! How'd you come up with Griff?”
Griff eyes Eadie with interest. He clearly possesses some intelligence and he shows every indication of having understood all of her words, but he says nothing in return.

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Mr. P chuckles at his friend's silent response and explains to Eadie, "Ah, well that's his name, don't you know. I've always envied him having a first name, since my parents forgot to give me one. But don't mind him and his silence - he's a good fellow for sure, but doesn't say much, or anything, really."

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“Your parents FORGOT to give you a first name?”
Eadie’s mouth hangs open. “You poor man! Do you want my middle name? I hardly use it.”
“My Aunt Alix named me for her favorite bard, though my middle name is the same as my biological mother’s –– Adelwülfa, Aunt Alix’s sister.”
“Though Aunt Alix generally shortened it to Adel.”
There’s a few seconds of silence while Eadie’s brain processes something. “The Andoran government did like just give you a new first name, right?”
“You could work being an Eagle Knight into your name –– like Mr. Night Proudefeets or Mr. Nighthawk Proudefeets.”
She pushes out her bottom lip and nods. “Sounds kinda cool and vigilanteish.”

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"Then again, there are naming ceremonies that you could go through under several cultures: The giants have the 'Rite of 100 Stones', The Ulfen have 'Ausa Vatni', and so on. I would just pick a culture whose names you like and then make friends with a clan of them and explain that you have no first name and they'll likely offer you the chance to gain your own." Says Vos between sips of his wine.

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"You might also go with a nickname that fits you. If you tend to fight goblins, you could go with "Goblinslayer Proudefeets" or just Goblinslayer" the Half-orc suggested. "I have no last name but I call myself "Rognak of the Quadruple deaths" as I have been killed and brought back to life four times already. I almost had to change it to "Rognak of the Quintuple deaths" after a ghost killed me on the last mission I did for the Society. I was fortunate to quickly be healed before my soul had a chance to depart this vessel so I have not decided how I will classify it, maybe "Rognak...I know Death on a first name basis". he said with a wry smile.

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An older human woman enters the room slowly. She looks old, her wrinkles have wrinkles. She is dressed in traditional northern tribal clothes. It looks as if a stiff breeze would cause her to crumple. She hobbles over to where the crew is standing and conversing and speaks in a hobbly voice that could only come from an old human woman, "Weell...Heelloo there..Sorrryy I'mm late....theese legs donn't move as fasst as theey uussed to."

GM_Starson |

The venture captains look each other, as Sheila leans in.
Are you sure about this?
Their the best we got.
.... We are all so dead.
Coughing and straightening up, Sheila stands waves to the masked man. He steps forward and holds out a small round disk, the Refuge tokens. His voice is oddly hollow, and you forget what it sounds like almost as soon as he says it.
Simply break the token... and be prepared. This is your last chance.
Post any last purchasing decisions, prep spells, anything else, and when your ready, state that you "Break the token". When all 6 of you have done so, there will be officially no more purchasing time and no more turning back.

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L:Local: 1d20 + 19 ⇒ (14) + 19 = 33
Rognak looked towards the masked man. "Greetings member of the Decemvirate. If I come back in one piece, it will be time for me to retire from field work and join the Seekers." he said "Here it my tile for the Wall of Names. Can you please pass it along to the Paracountess in case I do not return. As a contingency, I will leave a piece of my ear just in case." he added, making the last few preparations that were needed for the journey.
Once that was done, he breaks the token.
Just an FYI, I have 32 xp, 19 prestige/57 fame and 17,755.5 gp. I will spend 7,0000 gp to upgrade my cloak of resistance from +3 to +4 and if I can, leave a piece of my ear for Resurrection along with 10,000 gp to bring me back. Not sure how much is needed for a "small piece" as required for the spell. Once that is done, use a charge or two from my wand of cure light wounds to stop the bleeding. Cast overland flight, use lesser extend spell rod to cast extended Mage armor and extended See invisibility. Then cast Shield and use the last metamagic charge for extended invisibility.

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Knowledge: Local: 1d20 + 13 ⇒ (3) + 13 = 16
Rognak, it should only be 5000 gp to upgrade your cloak, as the different between 4000 and 9000 is 5000 (unless you're using new math. I can't help you there) =P
Vos will spend 2 PA to get a scroll with a casting of Echolocation on it, which he will use on himself during his buff time.

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Oogachucka stares at the preparation with skepticism. That looks soon transfers to the token as she holds it quizzically. She then simply breaks the token and disappears.

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Rognak, it should only be 5000 gp to upgrade your cloak, as the different between 4000 and 9000 is 5000 (unless you're using new math. I can't help you there) =P
+3 is 9K and +4 is 16K so 7K to upgrade it from +3 to +4.

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Eadie upends a pot of alchemist's grease over her armor, places her great helm over her hair and lowers it to her gorget.
She then draws her sky metal falchion, saluting all of those present before moving onto the spot she saw Oogachucka disappear, *snapping* the token and vanishing.

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This particular mission seems...more important than usual that we succeed. I'm going to make a some purchases.
Yazdan nods to all present, then returns shortly and hands Nancy a scroll. I've asked a priestess of Desna to prepare this scroll so that an angel may be called to thwart the efforts of these evil Lissalans. The proper offering to the ally has been made; all that's left is for you to negotiate proper payment.
Yazdan gives the tiny butterfly-winged woman a handful of coins.
Beneath his Shemagh, Yazdan's eyes lock with the present member of the Decemverate's. His voice growing louder with each word, he proclaims clearly, for all to hear,
Krune, nor any other Runelord, shall not rise.
Yazdan purchased a scroll of Teleport, which he promptly placed in his left-hand spring-loaded wrist sheath (there's a scroll of Dimension Door in the right-hand). He also bought and just now gave Nancy a scroll of Planar Ally.
Unbeknownst to all, including his own familiar, a true avatar of Desna, Yazdan converted some of his wealth into a single onyx gem worth 1000 gp. Just in case. For the greater good.

Nancy, Yazdan's familiar |

As Yazdan returns from purchasing last-minute supplies, he hands Nancy a scroll. Nancy taps herself with a wand of Tap Inner Beauty. Cannot fail the UMD check then attempts to activate the scroll.
UMD scroll : 1d20 + 22 ⇒ (12) + 22 = 34
Ten minutes later, a muscular but lean angel with large wings, all sharp lines and angles, wielding a mighty flaming greatsword, appears before Nancy.
Addressing the angel, Nancy says, "Good Deva, I have called you to assist me and my allies before you in defeating an ancient powerful evil wizard. There will be dire consequences for this world if he is not stopped. Here is your payment for assisting us with this task."
Nancy pays the Deva.
The tiny, butterfly-winged woman addresses the assembled superiors. Good venture captains, can you spare another token for this planar ally I have called in order to aid our mission? I myself will not need a token, as I will be merging with master Yazdan shortly.
IIRC the Pathfinders found 20 tokens in that cavern

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Yazdan casts Overland Flight, Mage Armor, False Life, Merge with Familiar, Heightened Awareness; Nancy UMD's Heroism on Yazdan from a wand (1/5 charges), Invisibility from a wand (1/11 charges).
Yazdan false life: 1d10 + 10 ⇒ (5) + 10 = 15
Nancy appears to fly directly into the heart of where Yazdan appeared to be a moment ago.
Yazdan breaks his token.

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Sir Mr. P receives his new friends' expressions of concern about his lack of a proper first name with the easy air of one who has heard such protests many times before. "I'm sure you've all heard of the feuding Proudefoot and Proudefeet clans? No one quite knows how many generations went by with halflings of the two clans caught in endless dispute over how one should properly pronounce the plural of the clan, but it came to pass that one day my father, Edgar Proudefoot, caught the eye of my mother, Tuililia Proudefeet. Of course both families were unutterably opposed to any such union, but the two lovers were undeterred. The persistence of their love eventually won over the clan leaders and when, in due course, I arrived, all agreed that it was a sign from Chaldira that the feud's end was finally at hand. Everyone, including my parents, drank for days in their rejoicing, and when everyone finally sobered up they realized that they had forgotten to give me a first name. And lest choosing one reignite the feud, all agreed that I was best known simply as Mr. Proudefeets. And so I am. Or was, until the Andorans knighted me over that rough business awhile back. Sir Mister Proudefeets I am now, but really, just Mr. P to my friends, and I pity the fool who comes between me and my friends!"
Turning to the serious business at hand, Mr. P completes his preparations for their journey, making sure that Griff's saddle is cinched tight and, after noting Eadie's preparations, also pouring some alchemical grease over himself and his armor. "I guess this is gonna be a party, huh?!? I hope Chaldira approves..." The Griffon seems to roll his eyes at Mr. P's weak attempts at humor.
Mr. P also draws out several wands and attempts to use them on himself and Griff, though it's clear that he's not the magic user some of the others are.
UMD DC 20, wand of Heroism: 1d20 + 7 ⇒ (11) + 7 = 18
UMD DC 20, wand of Heroism: 1d20 + 7 ⇒ (17) + 7 = 24 Heroism active on Mr. P for 50 minutes
UMD DC 20, wand of Heroism: 1d20 + 7 ⇒ (11) + 7 = 18
UMD DC 20, wand of Heroism: 1d20 + 7 ⇒ (17) + 7 = 24 Heroism active on Griff for 50 minutes
UMD DC 20, wand of Barkskin: 1d20 + 7 ⇒ (20) + 7 = 27 Barkskin active on Mr. P for 30 minutes
UMD DC 20, wand of Barkskin: 1d20 + 7 ⇒ (12) + 7 = 19
UMD DC 20, wand of Barkskin: 1d20 + 7 ⇒ (2) + 7 = 9
UMD DC 20, wand of Barkskin: 1d20 + 7 ⇒ (13) + 7 = 20 Barkskin active on Griff for 30 minutes
UMD DC 20, wand of See Invisibility: 1d20 + 7 ⇒ (6) + 7 = 13
UMD DC 20, wand of See Invisibility: 1d20 + 7 ⇒ (4) + 7 = 11
UMD DC 20, wand of See Invisibility: 1d20 + 7 ⇒ (4) + 7 = 11
UMD DC 20, wand of See Invisibility: 1d20 + 7 ⇒ (10) + 7 = 17
UMD DC 20, wand of See Invisibility: 1d20 + 7 ⇒ (15) + 7 = 22 See Invisibility active on Mr. P for 30 minutes
UMD DC 20, wand of Heightened Awareness: 1d20 + 7 ⇒ (14) + 7 = 21 Heightened Awareness active on Mr. P for 10 minutes
Mr. P also casts Veil of Positive Energy on himself and uses a pearl of power to restore it, and then casts it on Griff. 30 minutes duration
With that, Mr. P hops aboard Griff, salutes the Venture Captains with his lance and a cheery wave, and breaks his token.

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PS my prepped spell list, consumables, etc are current on mine and Nancy's profiles. I have 1 spell of each level open that I can prep in 1 minute. I can spontaneously cast Glitterdust in exchange for a prepared spell

GM_Starson |

Sheila nods and produces another token for the Deva.
Of course... most are being used in... other plans, for backup, but we do have a spare one.
Not in mission notes to give extras, but I'll allow it. However, as i checked Planar Ally, I show that you can only summon up to a 12 HD creature, and a Astral Deva is 14. I see no problem with letting you switch out to any appropriate 12 HD angel, perhaps a Monadic Deva? Also, I need to know if you paid the per minute or per hour cost, as that may become important. I also believe that's everyone beyond those concerns however, sooooo....
It is dark in the room, and only those with darkvision are able to see around them.
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
perception: 1d20 + 29 ⇒ (7) + 29 = 36
stealth: 1d20 + 17 ⇒ (6) + 17 = 23
As the team fades into existance, the angelic being points to the top of the ziggurat.
Look!
[spoiler=If you can see Knowlege Planes DC23]This is Kurshu the Undying, Avatar of the goddess of runes Lissala. Ask 1 question per 5 you beat this DC by to gain additional information.
Init: 1d20 + 10 ⇒ (15) + 10 = 25
vos: 1d20 + 3 ⇒ (20) + 3 = 23
Eadie: 1d20 + 3 ⇒ (3) + 3 = 6
Oogachuka: 1d20 ⇒ 14
Rognak: 1d20 + 7 ⇒ (18) + 7 = 25
Mr. Proudfeet: 1d20 + 3 ⇒ (19) + 3 = 22
Yazdan: 1d20 + 13 ⇒ (19) + 13 = 32
Deva Ally: 1d20 + 8 ⇒ (19) + 8 = 27
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Yazdan
Planar Ally
----------------
Kurshu
----------------
Rognak
Vos
Mr. Proudfeet
Oogachuka
Eadie

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Mr. P will dismiss Heightened Awareness. Griff has dark vision but Mr. P does not.

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K:Planes: 1d20 + 22 + 1d6 ⇒ (10) + 22 + (5) = 37
Rognak allowed his eyes to adjust to the darkness as they arrived at the destination. Moving off the ground so as to make himself a harder target, he noticed something. "Hey guys, that is Kurshu the Undying, she is the Avatar of Lissala, the goddess of runes. I remember a few things about her
but if you happen to know anything about her, please toss it in." he said
Darkvision 90' and 20' off the ground. If someone can Aid the check, that will be three items to know about her (Worse save, special defenses, special attacks) expend one use of amateur investigator (8 left)

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Sorry, I realize I wasn't clear. I meant Movanic Deva (12 HD) and I can only afford to pay him for minutes. Yazdan and Nancy both have ioun torches with a (self-cast) heightened continual flame (spell level 5, caster level 10) orbiting their heads. Yazdan is currently invisible, but not for long...
Yazdan says, "Good Deva, can you please show me where the foe is located?"
With his flaming sword held high, the Deva charges the foe.
charge, power attack, vital strike Deva's attack: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 4d6 + 19 ⇒ (2, 5, 6, 3) + 19 = 35 fire damage: 1d6 ⇒ 6
The Deva would like to know about the foe's special defenses.
Deva knowledge planes: 1d20 + 18 ⇒ (5) + 18 = 23
Assuming the Deva's flaming greatsword acts as a light source...
Yazdan retrieves his rod of lesser Persistent Spell, then uses it as he casts a Heightened Glitterdust centered at a point where it will hit the foe but not the deva.
Heightened Persistent Glitterdust DC 21
Yazdan then flies 5 feet over and up. (5' off the ground)
Yazdan would like to know which saving throw is the foe's lowest.
knowledge planes: 1d20 + 19 ⇒ (11) + 19 = 30
Nancy will remain merged with Yazdan for now.

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With Heightened Awareness, I believe that Mr. P goes just before Kurshu, and now that there is light to see, he will charge him if it's possible (noting that Griff flies and I have Wheeling Charge)? Also, busy night ahead so I may not be able to post the attack (if it's allowed) until later.

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PreBuffs: Going to cast Echolocation from my scroll on myself, Heroism on each member of the group who doesn't already have it, and Freedom of Movement on myself.
Knowledge (Planes): 1d20 + 13 ⇒ (20) + 13 = 33
My 3 questions are: DR, SR, and Special Attacks.

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Is Kurshu Large or Huge? It's a bit hard to see which squares she's occupying.
With Kurshu illuminated by the light of the Deva's Greatsword, Sir Mr P tips his lance towards the foul creature. "Avatar of Lissala, know that your plans are soon to be all for naught, for by the power of Chaldira, Kurshu the Undying must now become Kurshu the Dead!"
Swift action to Smite Evil
Mr. P urges Griff forward and together they flying charge towards Kurshu. Wheeling charge allows them to charge through their allies and make a single turn if needed
+1 Adamantine Lance attack vs Flat Footed AC, Charge, Heroism, Smite, Power Attack: 1d20 + 14 + 2 + 2 + 6 - 3 ⇒ (15) + 14 + 2 + 2 + 6 - 3 = 36
Smite Dmg bypasses all DR, Spirited Charge, Power Attack: 3d6 + 69 ⇒ (2, 5, 4) + 69 = 80 +30 more if Kurshu is an outsider with the evil subtype, an evil dragon, or undead
After attacking Kurshu, Mr. P and Griff continue riding past her. Ride By Attack
Mr. P's AC towards Kurshu is now 29, or 31 if she is undead; Griff's AC (including Protective Aura) is now 34, or 36 vs undead
Ride check for Mounted Combat: 1d20 + 25 ⇒ (6) + 25 = 31

GM_Starson |

Sorry guys, got laid out with a ear infection... and I'm running all day at origins... the WORST timing ever...
Vos recalls that the creature has 10/cold iron and magic, Spell resistance of 24, and her attacks drain intelligence from creatures she hits.
Yazdan will recall that the avatar has resistance of cold 30, electricity 30, fire 30, sonic 30
Rognak recalls that her worst save is reflex.
will: 1d20 + 11 ⇒ (16) + 11 = 27
She glows like starlight, an easy target for the Deva. He slams into the creature like a freight train.
You can't vital strike and charge, so I'll take the best die roll since he would have missed if he hadn't charged.
Of course, this is followed up by the winged paladin of doom.... who hits like SEVERAL fully loaded freight trains, crashing into the large creature. She coughs up blood at the blow. However, she looks at the deva with a ravenous hunger, and bears her teeth at it, licking her lips...
Die for me... Die....
and points the deva as a thin line of green energy streaks out it.
fort: 1d20 + 15 ⇒ (20) + 15 = 35You have GOT to be kidding me...
damage: 5d6 ⇒ (3, 1, 1, 6, 5) = 16
The Deva shudders in pain, but readies to continue the fight!
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Yazdan
Planar Ally-16
Mr. Proudfeet
----------------
Kurshu -135
----------------
Rognak
Vos
Oogachuka
Eadie

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Wounds close on the deva as wounds open up on Ooga. Despite these wounds, Ooga seems unfazed, though she does pull out a wand and activate it.
deva heals 5 as Olga takes 5
CLW: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

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Vos begins telling everyone why they're awesome, as well as giving a running commentary on the fight, which makes you all feel really swell!
Starting Inspire Courage as a move action, which will give everyone +3 to hit and weapon damage rolls and +1d6 sonic damage to any targets within 30' of me. I will take a total defense action as my standard, making my Current AC 36, and Current Touch AC 19.
"You will need to use weapons made of Cold Iron to bypass it's damage reduction, It has fairly impressive resistance to magic, and it will drain your Intellect should you be struck by it!"
Buffs I have handed out:
Heroism to all party members who did not have it
Inspire Courage (+3 to hit and weapon damage rolls, as well as saves vs. fear and charm)
+1d6 Sonic damage on weapon attacks (as long as the target is within 30' of me and you are effected by my bardic performance).

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that glitterdust was Persistent (roll twice, use lowest)

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Mr. P will again charge, wheel, and ride by. He'll attempt to stay within 20' of the deva for the sake of its Protective Aura but its a bit hard to see which square the deva is in or which squares Kurshu is occupying, so I may have to adjust his position once those are clarified.
"Foul creature, get thee back to whatever pit of hell spawned you!"
+1 Adamantine Lance attack vs Blinded? AC, Charge, Heroism, Smite, Power Attack, Inspire: 1d20 + 13 + 2 + 2 + 6 - 3 + 3 ⇒ (17) + 13 + 2 + 2 + 6 - 3 + 3 = 40
Smite Dmg bypasses all DR, Spirited Charge, Power Attack, Inspire: 3d6 + 78 ⇒ (5, 3, 2) + 78 = 88

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Eadie shrugs off her backpack and moves 30' up the Ziggurat stairs towards Kurshu.

GM_Starson |
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BLOODY FRIGGIN HELL PROUDEFEETS! YOU JUST TWO SHOTTED A CR 14 YOU MADMAN! Bypassing her DR, blowing by her ridiculous AC, I just... geez! Most people struggle to beat this thing!
Kurshu's turns to face Proudefeets, but the tip of his lance, glowing with holy power, skewers the creature through the heart. She coughs blood forward, spewing it all over Mr. Proudefeets and griff as she holds onto his lance, glaring at him.
"Enjoy your victory, and I shall enjoy mine. In your righteousness you have sacrificed my life to assure the rise of another. May Rune lord Krune skin you alive and use your flesh as the canvas for the scriptures of Lissala's second coming!"
With that, the great beast expires, slumping against down against the ziggurat, her blood running freely down the steps.
PATHFINDERS WIN! VICTORY?
With the danger gone, the pathfinders can take a moment to look at the other side of the Ziggurate. A flight of stairs ascends to the north from the stone ziggurat's first tier, terminating in a large stone door. Carved into the door's center is a large seven-pointed star, known as
a Sihedron, with a palm-sized disk of blue-green metal inlaid into each point and a hand print embedded in its center. The disks glow softly with blue-green light, illuminating several runes that surround the hand print.
Abysium can also be powdered and alchemically distilled with other rare catalysts and chemicals to form a much more potent toxin. It was in this form that the metal was most traditionally used in ancient Thassilon. A pound of Abysium is enough to make 1 dose of abysium powder.
The reinforced stone door is locked but has no visible hinges or keyhole, and each of the abyssium plates bears a single rune that names
one of the seven kingdoms of Thassilon. Those runes surrounding the handprint read, "Only those who bear the life sign shall pass."

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Rognsk watched as the Avatar fell to the ground pinned by the paladin's lance, knowing that just one pass from the warrior would have slain him.
Seeing the green stone, Rognak shook his head (as if you could see him) "That is Abysium, sometimes called "Feverstone" it is a great source of energy but large amounts will make you sick" the Wizard said, giving the group a break down of what it does.
perception: 1d20 + 11 ⇒ (9) + 11 = 20
No need to roll for the Arcana check, missed on the perception check. Give the group the full write up for Abysium.

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Well, I did get some good die rolls. Hope our luck holds!

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“Love your work, Ser Mr.”
Take 10 perception + Vos’ heroism: 10 + 16 + 2 = 28
“The rune around the hand-print(?) is altered.”
Eadie pauses to clarify her statement. “What I mean is –– it’s not as precisely inscribed and is slightly deeper than the others.”
She squints at the ancient writing. “I fear what it originally said is gone.”
“This setup screams ‘trap’ to me. Do we have a way to disable or bypass magical wards, or must we determine what ‘bears the life sign’ means.”
She takes a moment to think before offering, “Pulses are a sign of life –– and there are pulses in the wrist and thumb. Maybe a living creature’s hand is required to open the door?”

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Mr. P will search the body of Kurshu as well as the ziggurat itself, to see if there is anything that might be of interest or help with opening the door.

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Arcana: 1d20 + 15 ⇒ (12) + 15 = 27
Perception: 1d20 + 20 ⇒ (10) + 20 = 30
Likewise, Vos will begin Abasaloming Kurshu's corpse, looking for anything that looks valuable and piling it up before casting detect magic. In the background, he listens to both Eadie and Rognak's explanations about the door, and as they are both correct says nothing.
Once he has sorted the magical items from the non-magical ones, he will collect several of her feathers to make quills from and then set about identifying the items. Let me know how many rolls I will need to make.

Nancy, Yazdan's familiar |

Sorry all for the delay; I was camping all weekend and just got home.
If no one else can, I can disable magical traps pretty well if Yazdan casts Aram Zey's Focus on me. He's got it prepared.