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"We should hurry and take our opportunity. I am as ready as I'll ever be."
Bellum shifts back and forth from foot to foot, suppressing his excitement.
Not every day that I get to explore the realm of a dead demon lord!

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Grythyk furrows his brow, obviously confused. "I'm not entirely certain how Best to get ready for the Abyss, having never been there myself. Perhaps Holy Weapon Balm? A Holy Weapon? I know that the Temple of Iomedae here in town sells a good deal of tools for fighting Evil Outsiders..."
Gamin chimes in, his voice full of Mirth. "Some people like to be Prepared, Grythyk. You know, Casting Spells, Learning about Enemies, All the things that you don't do? Iomedae doesn't grant everyone the grace that she grants you, so most of these nice folks have to prepare for their adventures!"

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Jin cooly slides forward, We get ready Kulik with the divine powers blessed Urgathoa has lavished upon me. Tonight I shall hold a sumptuous feast to which all of you are invited to share. The Pallid Lady will grant us many protections in the trials to come.
With that he turns back to Jorstal, One question remains unanswered, how do we reach this portal in the Worldwound? How many days travel is it? I can bring us quickly through the realms of shadow if we need to but others may have better options.
OK, time for high level buffing nonsense. Before we sleep today Jin-Goro provides eveyone in the group with the following:
I am offering a Lesser Spellcasting Contract to one person. You will gain the ability to cast Grace once per day and Shield of Faith twice per day at caster level 15. Who would like it? Thee are literally no downsides to it, it will continue until such time as we finish this mission or we both agree it should end. I would suggest Frag takes it
Extended Delay Poison (30 hours)
CL16 Extended Magic Veestment on everyones armour and shields making them +4 if they are lower than that (32 hours)
Extended Life Bubble on everyone (60 hours each)
Extended Heroe's Feast for everyone giving 1d8 + 7 ⇒ (6) + 7 = 13 temporary HP. Jin will add in an antiplague to gain its beenfits for the duration, I suggest others do likewise. (24 hours)
He casts the following on himself
Extended False Life for 1d10 + 10 ⇒ (4) + 10 = 14 temporary HP
Extennded Ant Haul (60 hours
Extended Shadow conjuration for Draconic Ally summoning up an astral psedodragon. It largely wont take part in combat but it does have 60' blindsense in case we run into invisible things.
Before we leave I have other buffs I will be using but that depends on how we are getting there.

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If we are taking the day to prepare then Jin will also hit the nearest libraries to do what research is possible on what we are likely to face.
Are there any knowledge checks we can make at the outset? If so Jin will do his research with the benefit of heroism, a charge of heightened awareness and will consult the many pathfinder chronicles he carries in his handy haversack.
Knowledge 1, heroism, HA, chronicle: 1d20 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 = 21
Knowledge 1, heroism, HA, chronicle: 1d20 + 2 + 2 + 2 ⇒ (16) + 2 + 2 + 2 = 22
Knowledge 1, heroism, HA, chronicle: 1d20 + 2 + 2 + 2 ⇒ (20) + 2 + 2 + 2 = 26
His modifiers are Religion +34, Nobility +22, all others +20
One thing I am particularly interested in is whether or not Liffe Bubble will be sufficient to prtect us from the Abyssal environment? I have picked up a scroll of Mass Planar Adaptation which I can use with my Mnemonic Vestment if necessary.

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Thanks for the invite! I haven't used him via PbP in a couple levels. He's a level 13 invulnerable rager. I'll be ready with an updated sheet tonight.
Looking at your profile you may want to sell back the clear spindle ioun stone, it has been heavily nerfed and that is now in effect. The extra DR rage power also doesnt work for invulnerable ragers sadly due to a FAQ. On the plus side you get a new feat!

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Yeah he's updated and correct on herolab. It was switched out, I just don't remember to what off the top of my head.

GM Chie |

Yeah he's updated and correct on herolab. It was switched out, I just don't remember to what off the top of my head.
Charge and Pounce Huh? I'll make sure to be prepared for you ;D
Otherwise, let's make sure everybody is good and prepped for the adventure!Jorsal shudders when the Pallid Princess is brought up, but continues. "I have arranged Transportation to the portal where Grythyk was scouting. From there, you can hopefully pick up Koth'Vaul's trail inside the abyss. A visiting venture captain was gracious enough to lend her services to get you there Quickly."

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The dwarf studies Jin for a moment, face impassive as a stone. "Right then. I'll be sure to prepare Abadar's blessings appropriately. If the lot of you have an enchantment of use to your skills, say the word and I'll have it ready for ya."
Kurik can prep one 5th level spell besides Teleport, doesn't make much difference to me what it is. Most his non-domain slots are pretty mutable, whether it be personal buffs, party buffs, or condition removal.

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Jin smiles warmly at Jorsal, Excellent, then I shall be ready first thing.
Before we get teleported jin will be casting the following:
Extended Shield of Faith (30 minutes)
Extended Death Watch (300 minutes)
Extended Cleromancy (3 minutes)
Cleromancy: 15d4 ⇒ (3, 4, 4, 4, 2, 2, 2, 3, 1, 1, 2, 2, 3, 4, 1) = 38
For 4 uses of +4, +5 with fates favored
Extended Heroism
Extended Air Walk on himself and Frag (300 minutes)
Extended Freedom of Movement
He will also activate wands of heightened awareness (10 mins), mirror image (Images: 1d4 + 1 ⇒ (1) + 1 = 2) (3 mins), investigative mind (30 mins) and longstrider (1 hour) and drink a blood boiling pill.

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Kurik can prep one 5th level spell besides Teleport, doesn't make much difference to me what it is. Most his non-domain slots are pretty mutable, whether it be personal buffs, party buffs, or condition removal.
Breath of Life isnt a bad idea given we are 5 players with hard mode enabled. I dont know the spell.

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Kurik Grandhelm wrote:Kurik can prep one 5th level spell besides Teleport, doesn't make much difference to me what it is. Most his non-domain slots are pretty mutable, whether it be personal buffs, party buffs, or condition removal.Breath of Life isnt a bad idea given we are 5 players with hard mode enabled. I dont know the spell.
Seconded! Also, I'll post all of my buffs in a spoiler in the morning.

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Breath of Life isnt a bad idea given we are 5 players with hard mode enabled. I dont know the spell.
I'll third the breath of life nomination. KULIK also has first aid gloves at his disposal, if necessary.
Only buff KULIK always has up is greater magic weapon on his bow (and GM, I have now picked up varied arrow types, per your direction to the FAQ).

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Jin-Goro Gallonica wrote:Breath of Life isnt a bad idea given we are 5 players with hard mode enabled. I dont know the spell.I'll third the breath of life nomination. KULIK also has first aid gloves at his disposal, if necessary.
Only buff KULIK always has up is greater magic weapon on his bow (and GM, I have now picked up varied arrow types, per your direction to the FAQ).
Please check off the buffs I am giving to everyone, heroe's feast (bring your own antiplague), greater magic vestment, delay poison and life bubble.

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That would seem like a good idea! Do they require any sort of checks or expenditure?

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Mirror Image: 1d4 + 5 ⇒ (3) + 5 = 8
My buffs are up to date in my profile. I wouldn't say no to a heroism, if anyone has one.

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Alright, Kurik has spells prepared and will cast shield of faith before the teleport as well as activate vindicator's shield.

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You might want to update your tagline AC and add in the heroes feast temp HP and other bonuses.
As a reminder to everyone, heroes feats gives 13 temp HP, a +1 morale bonus to attack rolls and will saves, +4 morale bonus on fear and poison saves and, if you use one as part of the feast, the benefits of an antiplague for the entire duration (24 hours)

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@Frag, in case you missed it in all the buffing, I have cast extended air walk on you. It lasts 300 minutes. You also have a lesser spellcasting contract if you want it, it will let you cast grace 1/day and shield of faith 2/day at caster level 15.

GM Chie |

Maybe we should perform the enhancements that Muhlia recommended, as well...?
The instructions on in the book are Rudimentary, but explain how to use One dose of holy water to imbue one item with the True Name Fragments of Koth'Vaul's followers. You can imbue Weapons and Armor at the cost of 1 Holy Water per item (So a sword, a Shield, and a set of armor would be 3 Holy Water.)
Additionally, while inscribing a Single PC can make a Single Check to ensure that the runes work as intended. K(Religion) or K(Arcana) can be used but Only one PC can attempt the check (No aid another!), and you only get One chance. Choose wisely!

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Jin-Goro will happily perform the ritual on his shield and armour, apparently unperturbed about the idea dousing the skull motifs with holy water.
With heroism active his knowledge religion is +36, 38 if he consults a chronicle (if possible). Is taking 10 possible? If not here are some rolls.
Religion, armour: 1d20 + 38 ⇒ (8) + 38 = 46
Religion, shield: 1d20 + 38 ⇒ (17) + 38 = 55
If anyone of you want a hand with this I am happy to oblige...

GM Chie |

I will use your Take 10 value of 48, as that is what you requested first. That value applies to ALL inscriptions, not One per inscription. I'll tell you your results... when they are relevant!
I'll post this afternoon for the Teleport!

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That is fine with me.

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Bellum will ask Jin to inscribe his armor and the pickax that he carries.
"I haven't draw that pick in years, but better safe than sorry!"

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Kurik picks up the holy water for his axe, armor, and shield, as well as the antiplague for Jin's feast.

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@Frag, in case you missed it in all the buffing, I have cast extended air walk on you. It lasts 300 minutes. You also have a lesser spellcasting contract if you want it, it will let you cast grace 1/day and shield of faith 2/day at caster level 15.
Thank you for the summary. I didn't get out of school until almost 2100 last night, so I didn't get to my profile. That's unlike me, so I promise dropping the ball isn't a habit!

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After a night's rest, and new preparations, a friendly kitsune woman meets you by the base of Starrise Spire. "It's a pleasure to finally meet you! Jorsal told you that I can get you just about to the Portal! Whenever you are all ready, join hands!" With a flick of her wrist, a rolled up scroll quickly shoots into an open palm, before she starts reading.
The hustle and bustle of Nerosyan turns immediately to the Silence of the open wasteland. The Tien woman shudders, before popping another scroll into her hand. "I'm sending Grythyk out here as soon as I arrive back in Nerosyan, he should be back at this spot in about 24 hours. Best of luck with Koth'Vaul!" she adds before reading the other scroll and vanishing.

GM Chie |

Just over a low ridge, a gaping chasm rends the ground, a blood-red glow emanating from its depths. The rocky walls of the chasm are blanketed with buzzing locusts, and the sickly sweet scent of rotted fruit fills the air. An armored figure lying in a pool of blood near the edge of chasm suddenly lets out a gasp and speaks in a pained, halting voice. “Help... you must stop the demon. I tried to slay him but was struck down. He is searching for Riftcarver... a legendary weapon. He wants to use it... to open portals... summon demons.”
The wounded figure lets out a hacking cough and continues, “You must find the weapon. Only Riftcarver can kill Koth’Vaul. It is guarded... the belly of a demon-beetle... the Eternal Hive... near the ruins of Deskari’s castle. Use its power... to kill Koth’Vaul.”
With a hacking gasp, the Crusader stops breathing, before his eyes go glassy and blank.
The portal throbs open ahead of you... Where to now friends?

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Jin-Goro is not so quick to trust dubious crusaders spouting tales of magical swords.
Sense motive, heroism: 1d20 + 25 + 2 ⇒ (20) + 25 + 2 = 47
If the crusader is telling the truth we must enter the Portal to stop Koth'Vaul, even if they are lying we are heading in there anyways. I suspect this mention of Deskari might mean swarms of insects, be careful everyone.
With that he makes his way towards the Portal, alert for danger.
Perception: 1d20 + 31 + 2 ⇒ (16) + 31 + 2 = 49
Before he enters he will give it a once over to see if it might be stable, or potentially dangerous.
Arcana or Planes?: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23
Are there any start of adventure knowledge checks about Koth'Vaul, the Worldwound or the Abyss? I rolled some checks above on the offchance there were.

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"And me without my swarmbane..." Kurik grumbles, producing a pearl and concentrating for a moment.
Recovering Shield of Faith, ready to move in."

GM Chie |

There are no Start of Adventure knowledge checks (Strange, I know!) but I can give you some additional information about the crusader and his words.
Jin-Goro is confident that the crusader believes every bit of what he said, and can easily identify holy symbols of Vildeis, as well as scars covering the crusaders arms. The portal looks stable enough, but you would probably be doing Golarion a service by closing it after you stopped Koth'Vaul.
Whenever everyone is ready, we will move on. In the case of Time, we're looking at about a minute passing between the Teleport and popping through the portal.

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There are no Start of Adventure knowledge checks (Strange, I know!) but I can give you some additional information about the crusader and his words.
That is really weird for a modern PFS adventure. Especially with one like this you would think they would give us something!
Right people, lets get in there and sort this out.
One last question, is the crusader dead? I had sort of assumed so but thought I would check, I have deathwatch active.

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Could I cast breath of life on the crusader, or is the plot killing him? I'd just want to send him on his way back to safety.

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Frag steps through, he spins Widowmaker once in his hands. His eyes are gimlet and ready for danger: Perception: 1d20 + 21 ⇒ (17) + 21 = 38
Currently Updating my profile

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Could I cast breath of life on the crusader, or is the plot killing him? I'd just want to send him on his way back to safety.
Yeah, that's a good point. KULIK would want to do that as well.

GM Chie |

Jin-Goro, from what you can see, he is Dead. Although...
You could absolutely do that if you would like, Bellum!
Where normally, this divine energy would cause the wounded to sputter and cough back to life, it seems as if the energy itself is sucked out of your spell before it can even reach the crusader's heart.
Heal DC 34
The way looks clear, other than Downward into the Rasping Rifts, a bewildering maze of rifts and chasms. Swarms of crawling insects writhe over the canyon walls, and much of the ground is covered with molted husks and dead insects. The ground itself seems to writhe beneath your feet, as if the undulating bodies of thousands of insects crunched and skittered beneath the dry husks. While a trail isn't readily evident, tracking him down should be the next plan of action. That's a Survival Check!
But before we make those checks, let's talk a little bit more about...
ADVENTURING IN THE ABYSS!
Strongly Evil-Aligned: Creatures that are not evil-aligned take a –2 penalty on Intelligence, Wisdom and Charisma based checks.
This stacks with the penalty for those that are not Chaotic Aligned!
Strongly Chaotic-aligned: Creatures that are not chaotic aligned take a –2 penalty on Intelligence, Wisdom and Charisma based checks.
This stacks with the penalty for those that are not Evil Aligned!
Enhanced Magic: Spells and spell-like abilities with the chaotic or evil descriptor function as if their caster level were 2 higher than normal.
Impeded Magic: Spells and spell-like abilities with the lawful or good descriptor function as if their caster level were 2 lower than normal.
By my count that means that:
Nikolai, Bellum, Jin-Goro and Kurik take a -4 to all Intelligence, Wisdom and Charisma based checks. (Including Caster level checks!)
leaving KULIK and Frag to only take a -2 on those same checks. Let's get some survival and get on the road to Koth'Vaul!

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"I am not as skilled a tracker as many, but I understand trail sign." Survival: 1d20 + 11 ⇒ (10) + 11 = 21 "It would be best to not depend upon me for such matters."

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Jin-Goro makes particular care not to allow his feet to touch the revolting ground. I have some vermin repellent, not that I suspect it is likely to work well here...
He tries to help Frag locate and follow any trail.
Survival, assist, environment: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
but is too distracted by the unplesantness of the place.
Quick question, would Planar Adaptation negate the penalties to checks we are experiencing? It isn't a particularly well written spell.

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"Agh, my bloody head. Abadar give me strength to endure this damned place." Kurik mutters as the oppressive aura of the plane hits.
Just to confirm, that penalty applies to Will saves too, right?

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"Well, that was odd. Truly, this is a cursed place, where my healing had no effect on this poor soul."
Are you sure that the alignment penalty applies to caster-level checks? They aren't based on (or affected by) an attribute.

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Concentration checks for certain, didn't think CL was affected.

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Yeah, definately concentration, caster level for SR shouldnt be affected. This also affects my initiative as it is Cha based.

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Also, just to be clear, my 24-hour buffs Endure Elements, Mage Armor, See Invisibility, Heroism, and Enchantment Foil are running.

GM Chie |

Sorry about the wait time, This encounter has been... quite a handful to prep!
I'm going to lean toward 'No' for Planar adaption, after digging through the CRB, Planar adventures, and the Gamemastery guide. That being said, If you can find a better description of 'Environmental Effects' toss me a link and we can have a look!
With a bit of sorting around through the Dead Insect shells on the ground, KULIK can find a very faint trail, next to a more prominent path. With a name like 'Lying Horns' You get a feeling the Path less traveled is the way to go.
Over the next hour, you see the wreckage that remains of the Rasping Rifts. Scores of eviscerated demons lay off in the distance, as scores more fight for dominance. Clouds of locusts and other flying insects darken the skies, Biting and stinging each other, the casualties dropping to the Canyon below. Insects crunch beneath your feet like dead leaves, leaving footprints like a dark mockery of an Irriseni winter. Following the trail further leads to a deep canyon, cut into the ground as if a massive claw gouged the land beneath it.
The canyon winds and twists, the constant thrum of beating wings and chittering mouth-parts as a constant undercurrent to your thoughts. After another thirty minutes of travel, the canyon twists suddenly, revealing an enormous beetle the size of a war galley rearing its insectile head. Massive, chitinous plates cover every inch of its mighty frame, save for its gaping, toothy maw, which opens into the fleshy and tunnellike stomach of the beast. Standing in the gaping maw, just behind gnashing teeth is a man with a gnarled staff pointing toward you!

GM Chie |

Maps are up, Initiative is... Complicated! You have been travelling through the Rasping Rifts for 90 minutes, so decrement your buffs accordingly! Additionally, I'll put tokens in a (Somewhat?) Marching order but feel free to arrange yourselves as you see fit in the box.
Let's talk a little bit about this Ridiculous Map!
On the Left Side, is the mouth of this GIANT BATTLECRUISER SIZED BEETLE known as the Eternal Hive. The bottom if it's mouth is about 20 feet in the air, but it's mouth is Wide Open. The six Hexagons are Legs! They are 30 foot tall Columns, that join back to the beetle. They are climbable (DC 30) but otherwise create an obstruction!
KULIK: 1d20 + 10 ⇒ (14) + 10 = 24
Jin-Goro: 1d20 + 20 ⇒ (7) + 20 = 27
Bellum: 1d20 + 7 ⇒ (6) + 7 = 13
Nikolai: 1d20 + 14 ⇒ (17) + 14 = 31
Kurik: 1d20 + 3 ⇒ (3) + 3 = 6
Frag: 1d20 + 2 ⇒ (15) + 2 = 17
WtW: 1d20 + 10 ⇒ (18) + 10 = 28
BEETLE: 10 = 10
Bug 1: 1d20 + 7 ⇒ (14) + 7 = 21
Bug 2: 1d20 + 7 ⇒ (17) + 7 = 24
Bug 3: 1d20 + 7 ⇒ (12) + 7 = 19
Bug 4: 1d20 + 7 ⇒ (20) + 7 = 27
Bug 5: 1d20 + 7 ⇒ (13) + 7 = 20
I'll... delay the Retrievers until after the Big Beetle. That should make my life easier. We'll say... 5 is in the mouth, so if Frag or below get too close, there are consequences!
Initiative! BOLD may go!
Round 1
Nikolai
Mouth Man
Jin-Goro
KULIK
Frag
Bellum
BEETLE BATTLE CRUISER
Kurik

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"Demons and wizards!" Frag's hand grips Widowmaker. "Someone wiser needs to descide quickly if they get words or death."

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"Of course, Kyonin all over again..."
Kurik is placed.

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Sadly I tend to agree with you on the planar adaptation thing. This means his initiative is 4 points lower as he uses Charisma for init. Heightened awareness has also expired meaning he is rolling at +14 with a blood boiling pill active which drops him down to 21. He will have used another charge from his longstrider wand to keep it active but investigative mind, shield of faith and mirror image will have expired.
Jin is in place