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"I am beginning to wonder why we are even here. Yao can handle this mission by himself." Looking away from the dead man on the floor. "Let's find this idol and get out of this place."

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"Well done well done! I should talk to you later. You will make a great side-kick!" she smiles broadly, making sure he knows she is merely jesting. Mostly.
"Well. I guess we can go home. This fella over here has it all sorted. Okay. Who's up for cookies? "
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"We still need to find a way into the hidden chamber. Anyone have any ideas? If not, we should probably proceed through the door that this fool came in through."

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Can we see anything looking through the holes into the hidden room? Is it lit in there or can Dulomak see anything with his darkvision?
.
Since we have it semi-cleared we could take 20 all the way around the hidden room, if we want to take that long.
.
We could also try going up the spiral stair and dropping down into that room.

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Time to open this thing up...
Yao moves to the newly revealed door, testing for whether it is locked.
If it is unlocked, I will open. If it is locked, I'll give way for Ehm to disable the lock.

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Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Yao looks around the room, trying to discern if there is anything of use to the party.

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She gives a soft whistle as she looks at the art
"Not bad. Not bad at all"
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"There appears to be items of use here. Can anyone determine the nature of their magic?"

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Zalanda moves over toward Yao. "Give me those big boy." Giveing him a wink and grabbing the items. She says a quick chant and her hands glow blueish.
Cast Detect Magic

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She does the same, but her eyes glow as she surveys the few item
"Those could be useful" she says with a grin
"But then again, our friend here makes sure we dont get hurt by obliterating everything. So maybe they will end up being useless" she winks
-Posted with Wayfinder

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"Time to move on. Ehm, can we take care of the lock on this door?"
Yao moves towards the secret door at the east of the room, preparing to lay waste to any enemy that he finds beyond.

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Ehm again takes his time to carefully inspect the doors and work on any traps found.
perception, take 20: 20 + 8 = 28
disable device, take 20: 20 + 6 = 26
.
Then he backs up and readies his vials for action.

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Yao pulls the door open, peering down the hallway for any signs of cultists or other enemies.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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The secret door opens onto a covered bridge forty feet across.
The entire structure appears to be carved from a single red stone, but the centuries-long burial in sand has levied its toll.
Long cracks line the walls and ceiling, and twenty feet along the bridge a seven-foot gash splits the floor in two, through which the dark orange stone of the valley below is visible. Spaced every
ten feet on the walls are a series of massive carved heads: a pair of screaming fire elementals, a pair of humans clad in armor, and a pair of bull-headed men, each flanked by massive torches.
The arch’s far end is carved into the shape of a massive leering face, with golden double doors in place of its mouth.
On The Bridge's middle, The Devil is standing.
Battle starts now!
Init table:
Dulomak: 1d20 + 1 ⇒ (5) + 1 = 6
Dino: 1d20 + 3 ⇒ (13) + 3 = 16
Ehm: 1d20 + 2 ⇒ (12) + 2 = 14
Yao: 1d20 + 3 ⇒ (5) + 3 = 8
Zalanda: 1d20 + 1 ⇒ (14) + 1 = 15
Ruki: 1d20 + 5 ⇒ (1) + 5 = 6
The Devil: 1d20 + 3 ⇒ (7) + 3 = 10
Dino, Ehm and Zalanda. Please Take Actions.

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Kontha will run up and try to bite the devil.
1d20 + 4 ⇒ (20) + 4 = 24
Confirm 1d20 + 4 ⇒ (3) + 4 = 7
damage 1d8 + 3 ⇒ (8) + 3 = 11

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Ehm throws his readied vial of volatiles at the devil then draws his pistol.
bomb ranged touch: 1d20 + 5 + 1 - 4 ⇒ (1) + 5 + 1 - 4 = 3
miss land: 1d8 ⇒ 3 dino and devil take 4 fire damage, reflex for half DC=13

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Zalanda begins to chant raises her hand to her mouth and blows a kiss at the Devil.
Cast Daze DC 16

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Acrobatics: 1d20 - 2 ⇒ (15) - 2 = 13
Yao moves past the devil, using his acrobatic skills to avoid any attack of opportunity. His positioning brings him into flanking with the beast.
Yao sweeps at the devil's legs, attempting to trip it.
Trip: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

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Will Save: 1d20 + 0 ⇒ (19) + 0 = 19
Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16
The Kontha's fang deeply spikes into the devil head.
As soon, a bomb and a magic's power explode onto them.
But the devil face seems cool.
A spear which the devil with smile have attacks to Kontha agilely.
Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Yao's Acrobatic result is less then The devil's CMD.
Yao grabs the leg, but The Devil avoids to jump.

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Yao strikes at the devil, using his fury to power the attack.
To Hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 6 + 2 ⇒ (4) + 6 + 2 = 12

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The half orc will yell out Yao, get your far ass out of the way so that others can help deal with the creature .
He begins to concentrate and will cast summon nature ally to summon a stirge behind the devil.
Stirge CR 1/2
XP 200
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +6, Will +1
Offense
Speed 10 ft., fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain
Statistics
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip)
Feats Weapon Finesse
Skills Fly +8, Stealth +16
SQ diseased
Ecology
Environment temperate and warm swamps
Organization solitary, colony (2–4), flock (5–8), storm (9–14), or swarm (15–40)
Treasure none
Special Abilities
Attach (Ex) When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.
Blood Drain (Ex) A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.
Diseased (Ex) Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (Pathfinder RPG Core Rulebook 557). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.
Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.
Closer to mammals than insects, stirges carry their bodies through the air on four fleshy wings, searching out warm-blooded prey. They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into unprotected veins. After feeding they flap heavily off into the mud and reeds to lay their eggs and rest until hunger drives them to hunt again.
Stirges are usually 1 foot long, with a wingspan of twice that, and weigh just under a pound. Their coloration is rust-red or reddish-brown with a dirty yellow underbelly, though stirges that have not fed in some time are often pale pink, their color deepening as they gorge

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If Dulomak moves up and has a reach weapon, he should be able to reach the demon. The only thing he would have to deal with is the demon having cover. I will 5 foot step next turn, but being where I am wouldn't allow him to attack, as it is too close to use a ranged weapon.

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It will attack.
1d20 + 7 ⇒ (20) + 7 = 27 touch attack
1d20 + 7 ⇒ (6) + 7 = 13 touch attack
Would it do double CON damage since it doesnt do damage on a poke?

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RTA Snowball!: 1d20 + 4 ⇒ (8) + 4 = 12
"My turn!" she chimes
She forms a globe of snow and ice and hurls it at the demon
Brrrr: 2d6 + 1 ⇒ (4, 4) + 1 = 9
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