The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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The Exchange

HP 44/44

"Anything from the temple in there Celentrai? They sure looked suspicious. Too bad none of us have ever heard of whatever they ran into. Going to be something to see."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso shrugs.

"Iso hit sorcer or demon with axe. Demon or sorcerer falls over. That is how things work."

He pauses for a moment for the others to make preparations, and then with axe in hand steps through the portal.

Will head in once everyone is ready.

The Exchange

HP 44/44

Borrobol helps gather up the things left by the other explorers and joins Iso to step deeper into the ancient temple.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai searches the backpacks for useful things and finds ropes, shovels, torches, lockpicking tools and a few pieces from the temple: two rings and a small golden monkey figurine, wrapped in old clothes.

Iso proceeds further into the temple halls and sees a mosaic of a monkey-faced figure decorating the floor of this room, though the tiles that would form its eyes are missing. The north end of the room is filled with rubble blocking an arched passageway. To the west, vines and foliage intrude into the temple through an open-air balcony, while a similar balcony to the east remains relatively clear of plant life.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai carefully examines all of the items for magical properties.
Cast detect magic

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks carefully around.

perception: 1d20 + 7 ⇒ (17) + 7 = 24

"Iso wonders why monkey has no eyes." he observes.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The rings are not magic, the figurine is.

Iso scans the area and finds out that there is room for tiny creatures to climb over the rubble clogging the archway to the north into the next room. Small creatures can squeeze through by succeeding at a DC 30 Escape Artist check. Creatures larger than Small will have to go around the rubble via the balcony to the east.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai packs all of the items away and joint Iso in the temple.
"Look at the floor, I wonder what would happen if we found the missing tiles and replaced them?"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Sorry, mixed something up, the figurine is magic.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai studies the figurine attempting to understand it better.
spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19

The Exchange

HP 44/44

Borrobol helps make a quick check of the room to look for the tiles that were meant for the eyes. "Any chance they are in the bags that the other explorers left us?"
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso strides boldly into the temple.

"Come out and play sorcerer." he calls out before inspecting the balcony to the east.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy carefully climbs up the rubble pile to peer through an opening into the next area.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Even taking his time, however, Tippy can see that he's just a bit too plump to smooth rough the opening himself.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai thinks the monkey figurine might be an alluring golden apple. In the room borrobol finds another bag the looters dropped when getting away. It contains a coral holy symbol of Ragdya and six jeweled tiles.

Iso does not get an answer and nothing moves around him so he moves to check the balcony. A narrow path extends between the exterior wall of the temple and the thick web of vines and tree branches that cover the temple’s walls. At the other end of the path, another small open-air balcony leads back into the temple.

Tippy peers through the opening into the next area and spots a large statue of a monkey-faced man sitting on a pedestal at the north end of a small shrine. The shrine is in a big room.

I moved your tokens and revealed the map.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Can Tippy see any way to gain access to that room from the outside?

"Nothing much probably happens. Those robbers probably just pried up the eye tiles if they thought they'd be valuable."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso return to the main room after checking out how far down a fall might be.

"Iso not want to have eyes pulled out. Iso says put back eyes."

Says Iso in a more serious than normal voice. Maybe the odd temple is starting to get to him.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The drop from the balkony to the jungle floor is about two feet. The same up on the other side. The jeweled tiles fit into the monkeys.

Tippy thinks that the path Iso just checked out accesses the temple again behind a corner on the east side. He can see day light coming in on this side. marked with arrows

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

GM:

Stealth: 1d20 + 14 ⇒ (4) + 14 = 18
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15

Tippy can see two creatures with red glowing eyes in the room behind the large monkey statue.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"Ummm...guys? There's company. The red glowing eye kind."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso grabs his axe tighter and advances to guard whoever is putting the eyes back in the mosaic.

"Come out Sorcerer! he says, sounding maybe a little less confident than normal.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso and Tippy hear giggling coming out of the next room.

The Exchange

HP 44/44

"They seem to be good natured at least. Probably not for long."

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

The hairs stand up on the back of Iso's neck.

Once he is happy the eyes are back, he gestures towards the outside route.

"Come." he says, holding his axe tightly as he moves toward the side entrance to the back room.

The Exchange

HP 44/44

Borrobol moves side by side with Iso, ready to face trouble again with the barbarian.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai follows behind, hiding behind the two large men.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

You cross the path and the balcony and after some bush whacking you reach are able to enter the final room of the temple.

A 20-foot-tall, high-relief sculpture of a mountain dominates the north end of this large chamber. A statue of a figure now missing its head sits in the lotus position at the mountain’s peak, while smaller statues of monkey-faced pilgrims rest on ledges farther down the mountain. Shattered pieces of yet more monkey statues litter the floor.

The southern half of the room is filled with rubble, obstructing an arched passageway to the south. In the center of the room, a small enclosed shrine made of dark brown stone faces south toward the rubble. A hallway to the west leads to a balcony overrun by foliage.

Inside the room you see two creatures, they seem to be the creatures the looters were talking about.

Kn. Planes DC12:
It's Tripurasuras, tiny evil outsiders.

GM:

Initiative Iso: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Tippy: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Celentrai: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Borrobol: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Tripurasura blue: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Tripurasura red: 1d20 + 2 ⇒ (18) + 2 = 20

Surprise
Tippy
Borrobol
Celentrai
Iso

Round 1
Tripurasura red
Tippy
Tripurasura blue
Borrobol
Celentrai
Iso

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso charges forward, yelling at the top of his voice.

"Iso says Stop Hurting Temple!"

Upon reaching the creatures he swings his mighty axe.

attack(charge, rage): 1d20 + 13 ⇒ (20) + 13 = 33 (4 BAB, 6 STR, 2 charge, 1 magic)
damage(magic, cold iron): 1d12 + 9 ⇒ (12) + 9 = 21
Wow, the perfect attack

crit confirm: 1d20 + 13 ⇒ (6) + 13 = 19
bonus damage: 2d12 + 18 ⇒ (7, 3) + 18 = 28

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

O.o, this will be a short final encounter :D

Iso charges the first red-eyes-creature he sees and whacks it into small pieces.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy follows the others around. As they burst in, they're just outside of Tippy's effective range with his daggers, so he just advances 20 feet into the room during the surprise round.

After Iso pulverizes one of them, Tippy takes a five foot step forward and hurls daggers before the remaining creature can react.

Dagger vs flat footed; adaptive luck: 1d20 + 7 + 3 - 2 ⇒ (13) + 7 + 3 - 2 = 21
Damage: 1d3 + 2 + 1d8 ⇒ (2) + 2 + (8) = 12

Dagger vs flat footed; adaptive luck: 1d20 + 7 + 3 - 2 ⇒ (5) + 7 + 3 - 2 = 13
Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (2) = 4

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai advances toward this creature desecrating the temple.

The Exchange

HP 44/44

Alas, surprise round charge only nets Borrobol 20 feet
Borrobol charges into the room, but his armor slows him much more than Iso and he comes up well short of the second creature.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy, Celentrai and Borrobol rush into the room, preparing to attack the creature as soon as possible. Tippy is fast and throws two daggers at the creature, one of them hits the target directly in the chest leaving a big wound which seems to close partly. DR5/cold iron or good

The remaining Tripurasura mumbles a few words and climbs up the temple walls and now sits at the ceiling staring at you.

Kn. Arcana DC20:
The creature casts spider climb

Round 1
Tripurasura defeated
Tippy
Tripurasura blue -7HP
Borrobol
Celentrai
Iso

The Exchange

HP 44/44

Borrobol puts his hands on his hips and looks up at the creature on the ceiling "Now there is a problem I haven't run into before."
Lol. This is Borrobol's first time facing a climbing or flying creature that used that ability to evade him. He doesn't even have a sling yet :)

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Hehe, but you can still try to find something to throw at the creature, rocks or wood or something.

The Exchange

HP 44/44

After standing confused for a moment, Borrobol has an idea. He grabs a rock from the ground and throws it up at the creature. Unfortunately, he misses and the rock glances off his armor with a loud clang when it falls back to earth.
Attack (improvised weapon): 1d20 + 4 - 4 - 2 ⇒ (1) + 4 - 4 - 2 = -1 Assume ceiling is 20 feet
Damage (d4?): 1d4 + 3 ⇒ (3) + 3 = 6

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"Oh so we have a little monkey. Lets see how well the monkey holds on."
Toppling Magic Missile: 1d20 + 5 ⇒ (11) + 5 = 16trip
Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

How tall is the ceiling here? I suspect Iso will hold action for a round and see what the demon does.

"Iso wonders if bag holds anything useful?" he asks.

The big barbarian then eyes up Borrobol... he couldn't really be thinking of engaging in dwarf tossing... could he?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, ceiling is 20 ft. high

Borrobol throws a rock at the creature at the ceiling but the rock hits only stone before it gets back down almost hitting Borrobol on his head. Celentrai throws a magic missile at the tripurasura. She hits and the creature drops to the floor.
Falling Damage: 2d6 ⇒ (4, 2) = 6
Reflex DC20 to avoid: 1d20 + 3 ⇒ (11) + 3 = 14

Round 2
Tippy
Tripurasura blue -10HP, prone -4AC
Borrobol
Celentrai
Iso delay

Just to make sure, DR also reduces falling damage, correct? And I put Tippy's token into the room.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy moves 40 feet around the square wall area to come up behind the creature.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy moves around the monkey shrine. The asura gets up and tries to reach a temple wall.

Round 2
Tippy
Tripurasura blue -10HP
Borrobol
Celentrai
Iso delay

The Exchange

HP 44/44

Environmental damage is not subject to DR, so the entire fall damage would be incurred.
A dark grin crosses Borrobol's lips as he watches the creature fall from the ceiling after being struck by Celentrai's spell. Even though it quickly gets back to its feet and races to the wall, the dwarf leaps after it in pursuit, dropping his shield and drawing his dwarven longhammer which he swings viciously at the Tripurasura, hoping to stop it before it can get back onto the ceiling.
Using wrecking wrath trait. If this hits, it will do an extra +3 damage and have a 25% chance of giving his weapon the broken condition.
Attack (dwarven longhammer): 1d20 + 5 ⇒ (4) + 5 = 9 Nuts!
Damage: 2d6 + 10 ⇒ (5, 2) + 10 = 17
Broken (if hit, low is bad): 1d100 ⇒ 84

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Elemental damage isn't subject to normal DR, not sure about falling though, I always thought of that as similar to being hit as it is all about being banged around.

Iso advances and pounces on the downed creature. assuming Borrobol didn't just kill it, it is probably prone which reduces AC by 4, so he may have hit.

attack(rage): 1d20 + 11 ⇒ (19) + 11 = 30
damage(magic, cold iron): 1d12 + 9 ⇒ (5) + 9 = 14

The Exchange

HP 44/44
Iso Soturi wrote:
Elemental damage isn't subject to normal DR, not sure about falling though, I always thought of that as similar to being hit as it is all about being banged around.

It is often house-ruled that way, but DR as described in both the Core Rulebook and the Universal Monster Rules is specific to weapon and natural attacks. Does not apply to elemental, falling, spells, spell-like, etc.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

That was fun shall we try again
Celentrai smiles as the creature falls to the ground but her smile disappears as the creature gets back up.
Toppling Magic Missiles: 1d20 + 5 ⇒ (13) + 5 = 18 Trip and down it goes again :)
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol, Iso and Celentrai attack the creature in the corner and are able to defeat it. It drops down from the wall and stops to move. At a closer look you can see a crown of frilled horns and a sting on its tongue.

combat over

Suddenly you see a horde of monkeys getting into the temple from all sides, stealing the asuras' longbows. As fast as they appeared they disappear again.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

What Asura;s longbows?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

They carried longbows, but they never used them.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

If you search the room
A large statue of a monkey-faced man sits on a pedestal at the north end of this small shrine. The statue’s arms and legs are missing, and deep scratches have been gouged into its face. Pieces of broken stone, rotting plant matter, and other assorted rubbish lie in heaps on the floor of this room. The smell of rot is particularly strong here. The asuras took great delight in desecrating the shrine at the heart of this temple.

The statue of Radya is wearing a furry belt which can be removed. A small cabinet in the pedestal below the statue holds a richly illuminated copy of Vigrahin Patitraka (a Vudran holy text) and a handwritten journal belonging to a priest who accompanied Khiben-Sald on his travels around the Inner Sea.

Spellcraft DC28:

It's a monkey belt.

On your way back, out of the temple
Two of the monkey statues in the the entrance hall changed. They are now kneeling and hold the weapons stolen from the asuras out as if to present them to you as a gift or trophy.

The rest of the hunting expedition passes without incident, and you make your way back to the hunting lodge and further to Absalom without any difficulty.

Baron Rudyahm is grateful to you for your help and to his son-in-law Falroun Matsanda for organizing the expedition. Finally satisfied that he avenged the friends lost on his last expedition, he retires from hunting to write his memoirs. Falroun is also overjoyed with the Pathfinders for helping him bond with his father-in-law. Falroun arranges to have your trophies stuffed and mounted and delivered to you as a gift.

Though Ambrus Valsin is excited to inspect any of the items you found in the lost temple, he is especially thrilled that you recovered the journal recounting Khiben-Sald’s travels. He immediately refers the log to the Society’s Vudran historians for analysis, hoping to glean information about other lost sites the Maharaja may have built or visited during his travels.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Several weeks pass after the adventure in the Seegang jungles before you hear again from the Pathfinder Society. You are invited to Cassomir, a big city in the empire of Taldor. The settlement is located at the mouth of the Sellen River and is also home to the greatest of Taldor's imperial shipyards.

Venture-Captain Hestia Themis, a small, unassuming woman of Taldan heritage with dark hair and eyes, holds a large sheaf of papers in her small hands and clears her throat. Her booming voice, the antithesis of her stature, fills the main hall of the small Pathfinder Lodge.

"One of our own has been kidnapped. Pathfinder Cestis was taken just days ago from a relics auction in the Imperial Naval Shipyards, and we believe his dissapearance to be related to the six dozen or so kidnappings of the last several months. Now that one of our own is missing, this has become a Society matter — something we’ll get to the bottom of."

Themis gestures to a teenage boy standing beside her, who nervously regards his surroundings and sweats profusely, his thick brown hair matted and wet against his head.

"This is Nefti, the assistant to the biggest thorn in my side in Cassomir — an agent of the Aspis Consortium named Kafar. Kafar is also missing, taken from the same relics auction along with Pathfinder Cestis and a dozen other citizens of Cassomir. Nefti was at the auction, saw where a small group of the kidnapped victims were taken, and his handlers in Cassomir have give us access to him so that he might guide us to our missing Pathfinder. If you happen to find Kafar..." Themis grinds her teeth.

"Let him go, per the agreement I’ve just made with his superiors. Your priority is Cestis, and I think Nefti can lead you to him. Any questions?"

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy, happy that this mission has taken them someplace that won't make Iso smell worse than normal, is first with a question.

"Do we think this is a kidnapping for ransom, slaves, information, or religious sacrifice?"

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