
GM TOP |

Attacking Bernard, sorry. I've updated the map and moved Grix into the north room as he indicated in his post.

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"I knew I was going to die here!" he moans. "Demon, may all your days be filled with twice the normal torment! When this thing kills me, someone grab my dagger and cut this motherless pos into little pieces."
He desparately swings the dagger one last time.
fort save: 1d20 ⇒ 13
to hit: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d4 ⇒ 4

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"What in Calistra's divine sting is Grix doing?" Hootie grouses out as she attempts to brain the fiend sticking Naneryn....
Bash? 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (4) + 1 = 5 Welp yet another miss...
"Ugrhh..." she curses as she misses once more....

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Nahko does his best to swat at the tiny flying devil, trying to keep an eye on Bernard and not do the same to him!
Standard: attack 1
Club, shillelagh, flank: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 27
Damage, B, shillelagh: 2d6 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
Crit?: 1d20 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
Crit damage: 2d6 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12

Kuti |

Kuti keeps swatting at the little devil, appearing to enjoy herself even though her attacks seem to do little damage, if any.
Full round: full attack
Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Damage, P: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Damage, S: 1d2 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Damage, S: 1d2 + 1 ⇒ (2) + 1 = 3

GM TOP |

Close Nahko!
Nahko whacks the little creature with a solid blow of his club. If devilish imps like him could be concerned, it would be after a blow like that. Kuti continues batting at the hairless red flying squirrel.
Naneryn swipes again, trying to get rid of the now dangerously close critter that keeps stabbing him. Starting to freak out, his blade flies wide but he isn't out of the fight yet.
Hootie's string of bad luck continues as the beast just isn't giving itself up for her to hit.
The one that Nahko just thwacked continues his assault against Bernard, apparently smart enough to focus on one enemy at a time. The bruising from Nahko's blow also seems to start fading supernaturally fast. His tail flicks out at the ranger.
Bernard turns to avoid exposing his injury and the beast takes advantage of it, opening a similar hole on the other side. As expected, poison drips out of this injury as well. (2 more damage)
Round 3
Vraxam Uldar
Bernard St. Ivre (-4 HP, ??)
Creature 2 (-4 HP)
Nahko Bear and Kuti
Naneryn (-7 HP, -4 Dex, Poisoned)
Hootie Bell
Grix Wolfguard (tied up)
Creature 1 (-5 HP)
Bold May Act

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Looking down at his dagger and up to the battered Naneryn, he sighs. "I doubt the sincerity of your responses. I would love to go over the fine print with your weak mind if you survive this."
Dropping the dagger, Vraxam tucks a wand free of his belt and waves it about. "By the Law of the Land you Shall NOT die!" With an emphatic thrust, he taps the smelly companion with the bony stick.
UMD DC 20: 1d20 + 9 ⇒ (17) + 9 = 26
Success
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Naneryn --> +8 HP

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Bernard will 5ft step up, and take another swing, this time at the one his his square.
“Why are thiiiiis thiiiiings nooooot goooong dawn?”
Attack: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Fort: 1d20 + 3 ⇒ (19) + 3 = 22

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Woot! Thanks for the heal!
The smelly elf's eyes widen as he feels life rush back into him. Always focused on the unpleasant side of things though, Naneryn complains in his slow drawl, "Great, now that critter gets to enjoy cutting me up even more."

GM TOP |

Vraxam whips out a bony wand and activates it with ease. With a flash of something bright, the physical wounds on Naneryn mend... the psychological though, may never be healed. (Also his poison is still there too)
Bernard strikes at the critter all up in his business and barely misses. His frustration grows.
Looking at the healed injuries, the devilish red dude appears frustrated and then his tail flicks out again towards the elf.
Instead of piercing flesh, the tail stinger just pats Naneryn softly on the shoulder, "shhh, shhh, it'll all be over soon, just succomb to the poison."
Round 4
Vraxam Uldar
Bernard St. Ivre (-4 HP)
Creature 2 (-2 HP)
Nahko Bear and Kuti
Naneryn (-4? Dex, Poisoned?)
Hootie Bell
Grix Wolfguard (tied up, delayed)
Creature 1 (-5 HP)
Bold May Act, Grix can jump in whenever he wants.

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"Why... won't... you... die..." Nahko grunts in frustration as he swings his enchanted club yet again.
Standard: attack 1
Club, shillelagh, flank: 1d20 + 4 + 1 + 2 ⇒ (19) + 4 + 1 + 2 = 26
Damage, B, shillelagh: 2d6 + 4 + 1 ⇒ (2, 2) + 4 + 1 = 9

Kuti |

Kuti continues to bat at the little flying creature, her tail flitting back and forth at the joy of the game.
Full round: full attack vs. 2
Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 3 ⇒ (18) + 3 = 21
Damage, S: 1d2 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Damage, S: 1d2 + 1 ⇒ (1) + 1 = 2

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Strength: 1d20 + 4 ⇒ (5) + 4 = 9 Come on Natural 20.... Nope!
Grix will yell out [b]Help I'm tied up in here. Some one come untie me!![/ooc]

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"We're a little...." Hootie begins as she grunts....
Attack 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (5) + 1 = 6 attempting to bash in the creature's head....
"Busy here too...." she finishes.

GM TOP |

Nahko seems to be making headway, getting another solid thwack in against the flying bastard. It turns its beady eyes towards the large club wielding druid. Kuti continues her game.
Hootie gets in a hit finally, though her weapon doesn't seem to do much damage.
Grix strains against his self-inflicted bonds. It appears that he is regretting his life choices.
Round 5 (Lost track of this a bit there, wow 5 rounds already!)
Vraxam Uldar
Bernard St. Ivre (-4 HP)
Creature 2 (-3 HP)
Nahko Bear and Kuti
Naneryn (-4? Dex, Poisoned? See the spoiler in my prior GM post please)
Hootie Bell
Grix Wolfguard (tied up, pleading for help)
Creature 1 (-9 HP)
Bold May Act, Naneryn is up!
Some thoughts as to how to speed up this plodding combat. Hootie move into flanking with Kuti so she gets her sneak attack damage and the +2 hit. The Imp does not threaten outside it's square so this would be pretty easy. Second, free your biggest hitter (Grix) who can actually hurt these guys regardless of DR. Granted, until now Grix was sorta just doing stuff, though to be fair no one even tried to figure it out. Anyway, I want this over as much as you all but I'll also fight to the last HP!

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Unfortunately, Hootie does not have a sharp knife to cut Grix free.....

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fort save: 1d20 ⇒ 5 OK, I believe that puts me at -6
Getting clumbsier by leaps and bounds the stinky elf makes one last wild swing which, naturally, misses.
to hit: 1d20 ⇒ 8
silver/piercing: 1d4 ⇒ 3
"All right, I give up, I can barely hold on to this damm thing any more. Anyone else want to give it a try?" He'll use his move action to hand the dagger to anyone (other than the devils) who may want it. Next turn, he's going to try grappling... he is just too frustrated and since his current tool is not working, he figures it is time to try another tactic.

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Hootie drops her weapon and grabs for the smelly elf's weapon.
"I'll take it..." she grinds out as her own frustration at dealing with the creature coming to the fore.

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I was controlled but now I'm tied up. I didn't know I was so good at binding myself. Come cut me out and I will go cut them down.

GM TOP |

Naneryn swipes again and then just gives in, admitting that he feels really ill and needs to take a break. He offers his dagger up as it seems to at least be able to harm the devils. Hootie snaps it up with her free hand.
The one that was attacking Bernard looks annoyed his target has stepped away, but shrugs and decides the more dangerous target might benefit from his ministrations. He flits into Nahko's face and his tail flicks out in a stabbing motion. (Nahko gets a free AoO, if it kills the creature the following won't occur)
And again, the devil's in the details... of how to miss with a tail stinger. The stab goes wayward and the pathfinders get a chance to take the advantage!
Round 6
Vraxam Uldar
Bernard St. Ivre (-4 HP)
Creature 2 (-3 HP)
Nahko Bear (AoO) and Kuti
Naneryn (-6 Dex, Poisoned)
Hootie Bell
Grix Wolfguard (tied up but reasonably explaining how he got in such a predicament)
Creature 1 (-7 HP)
Bold May Act

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Bernard will take a 5ft step back, and open the door. Hoping his action would distract the creature, he takes a swing with his new flank.
Attack: 1d20 + 6 + 2 + 2 ⇒ (18) + 6 + 2 + 2 = 28 for Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Confirm: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18 for Crit Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Looking at Grix, he contemplates on what to do next, as he has no more actions remaining.
“We shood foocoos ooon ane oof them!”

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Nahko bats at the creature with his enhanced club, not wasting any opportunity!
Club, shillelagh: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage, B, shillelagh: 2d6 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7

GM TOP |

Botting Vraxam per PM'd instructions.
Vraxam ducks back through the door and saws through Grix's bonds, releasing him. He points out to the adult implements, "see? It can be fun to live in Cheliax."
Nahko thwacks his target, hard enough that the little devil feels it but not enough to take him out.
Bernard takes advantage of the distraction and plunges his rapier deeply into the beast. Not quite enough to finish it off, it still does enough to draw the critter's attention.
It's healing kicking into gear to keep it feeling confident, the little devil attempts to flap into Bernard's face and give him a tail stab to the neck. (Free AoO for Bernard)
Bernard, being a much more armored enemy than Naneryn, easily deflects the attempt.
Round 6
Vraxam Uldar
Bernard St. Ivre (-4 HP)
Creature 2 (-9 HP)
Nahko Bear (AoO) and Kuti
Naneryn (-6? Dex, Poisoned?)
Hootie Bell
Grix Wolfguard
Creature 1 (-9 HP)
Bold May Act

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Bernard takes his AOO.
Attack: 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30 for Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Crit Confirm: 1d20 + 6 + 2 + 2 ⇒ (7) + 6 + 2 + 2 = 17 for Crit Damage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
surely two crits of 13-DR and 16-DR are enough to take the bugger out...?

GM TOP |

Wow! Yup that does it. #2 is toast. I’ll give a nice post when I get the chance.

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Grix runs out after naneryn cuts his bonds. He draws his sword as he moves out readies a swing right as bernard kills tha last one. He then lowers his sword in disappointment.

GM TOP |

That was the first one not the last one.

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Naneryn searches the playroom for a sack, blanket, or more diabolical restraint that he could use on the devil (while it is in the middle of combat with a horde of crazy people swinging weapons).
fort save: 1d20 ⇒ 8
perception: 1d20 + 6 ⇒ (20) + 6 = 26

GM TOP |
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Bernard violently spears the devil through the eyeball as it tries to slip in close. His rapier tip emerges right through the backside of the creature's head before the body is sucked back into the portrait with a loud *WHOOSH*.
Naneryn's poison addled mind starts looking around for something to grab the remaining devil with. Then he looks down at his palms that end in really good grabbing thingies called fingers and a lightbulb clicks on. Moving up to Nahko, he reaches out and grabs the remaining devil by the scruff of it's neck like a mother cat to a kitten. (your prior post indicated you wished to grapple and I'm not letting a natural 20 go to waste)
Round 6
Vraxam Uldar
Bernard St. Ivre (-4 HP)
Nahko Bear and Kuti
Naneryn (-8 Dex, Poisoned, Grappled)
Hootie Bell
Grix Wolfguard - Standard Action Remaining
Creature 1 (-9 HP, Grappled)
Bold May Act

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My bad. I was stuck in a closet.
Nane, Hold is st... still! and watch your fingers. Grix then swings down with his massive bastard sword. Not to hard as not to miss and cut the elf's hands.
Atk: 1d20 + 4 ⇒ (17) + 4 = 21 -4 dex to the imp from grapple, you probably know but never hurts to make sure.
DMG: 2d8 + 6 ⇒ (1, 8) + 6 = 15

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Hootie positions herself and adds in the stab for a good measure to ensure the imp is down.
Attack with silver dagger 1d20 + 3 ⇒ (2) + 3 = 51d4 + 1 ⇒ (3) + 1 = 4

GM TOP |

Dead! Combat over. Descriptive post later today.

GM TOP |

Grix stumbles out, face red with either shame or something else. His massive sword tip dragging just behind him, he hefts the massive blade in an overhead swing towards Nahko. Slicing down towards the druid it seems like he may still be under the influence of the demons... until it hacks the last imp into two clean pieces that are quickly sucked back into the carving.
It remains obvious that Naneryn is poisoned. If any pathfinder would like to assist him with a heal check to aid his next save, you may do so.
DC 15 heal check. Each success gives Naneryn a +4 on his save. You may attempt one check per round (aka, each time Naneryn makes his save). We can also continue resolving his poison while we move on.
The group enters the secret study that was hidden behind the nymph painting (the one Hootie opened that summoned the imps for happy fun times).
In contrast to the large and lavish rooms that make up the rest of this side of the embassy, this secret study is cramped, utilitarian, and sparse. Almost all of the room is taken up by a long desk topped by a series of cubbies full of papers and curios. The desk itself is clear except for a piece of paper and a small, framed portrait of Venture-Captain Ambrus Valsin with a lipstick kiss-mark on it. The walls of the room are irregular and look as if the room was shoehorned into wasted space between other rooms. Like the rest of the personal chambers, this room is windowless, and is pierced only by the secret door and an air vent in the southern corner.
The paper on the desk appears to be a list of numbers and names, but the names are either jibberish or the true names of devils. Quite valuable if the latter but most likely just information hidden in code. (Page 2 Maps)
Vraxam Uldar: 1d20 + 1 ⇒ (8) + 1 = 9
Grix Wolfguard: 1d20 + 2 ⇒ (10) + 2 = 12
Nahko Bear: 1d20 + 5 ⇒ (6) + 5 = 11
Kuti: 1d20 + 5 ⇒ (8) + 5 = 13
Naneryn: 1d20 + 7 ⇒ (2) + 7 = 9
Bernard St. Ivre: 1d20 + 5 ⇒ (6) + 5 = 11
Easily found on the back of the small portrait of Ambrus Valsin is another note. (Also Page 2 Maps).

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"Anyooone have aany idea what we are looooking at?"
I am seriously breaking my head over this, I can't find a pattern guys, im sorry...

GM TOP |

Regarding the heal checks, you can make up to 4 of them before the poison will have run its course. Plus, Heal is an untrained skill so anyone can use it. If you have no ranks or other bonuses to it, use your wisdom modifier for the check.
Anyone can also make an Int check to get a hint about the documents.

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Grix looks closely at the two pieces of paper and notices the small note in the corner behind the painting. This is a c... code. Give me some paper and ink. I will decipher. After a short time he shows the group how the note is a simple substitution cypher. He then starts to decode the names. But has no idea what to make of the numbers.
Noravia Afsus
Imperia Ra(b)ian
Patronicys Qren(ds)ane
Tancre(ds) (DS)esimire
Furuo Wana(b)ias
Pavanna Afawario
Aero(ds)us Afsus
Zrachius RatariosA B C D E F G H I J K L M N O P Q R S T U V W X Y Z
I _ F S O C M D A M V _ J S E Z H X N W Y W V R U P
_ _ _ _ _ _ _ S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
It doesn't quite line up but throw it into notepad and it will. The only letter that has a double is the H. it can be either D or S. that is the second line. I'm also assuming L switches to B. None of those names ring a bell but maybe someone well cultured will understand it.
Also can I roll heal untrained? if so Grix will help Naneryn before decodingHeal, untrained: 1d20 + 1 ⇒ (13) + 1 = 14
Heal, untrained: 1d20 + 1 ⇒ (5) + 1 = 6
Heal, untrained: 1d20 + 1 ⇒ (8) + 1 = 9
Heal, untrained: 1d20 + 1 ⇒ (20) + 1 = 21

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Bernard will help with the heal check also, where he can.
Heal Assist: 1d20 + 1 ⇒ (13) + 1 = 14
Heal Assist: 1d20 + 1 ⇒ (4) + 1 = 5
Heal Assist: 1d20 + 1 ⇒ (12) + 1 = 13
Heal Assist: 1d20 + 1 ⇒ (7) + 1 = 8 ...hope this helps

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Heal 1: 1d20 - 1 ⇒ (17) - 1 = 16
Heal 2: 1d20 - 1 ⇒ (19) - 1 = 18
Heal 3: 1d20 - 1 ⇒ (17) - 1 = 16
Heal 4: 1d20 - 1 ⇒ (2) - 1 = 1
Int Check: 1d20 + 2 ⇒ (1) + 2 = 3
Well, shoot
Eyeing the pages for a long moment, Vraxam shakes his head. "I'm not sure I see it, Grix. Those names really don't seem to improve my understanding at all."

GM TOP |

Well done on the Heal checks. That got Naneryn as much help as possible. Now it is up to the smelly elf to resist DA POISON!!!
Cracking the code will help with the primary success condition, so good job there. However, there is more to be done in here with the other note so try to figure out what needs to be done next. Good Luck!

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Let's see.
Heal 1d20 + 1 ⇒ (3) + 1 = 4
Heal 1d20 + 1 ⇒ (10) + 1 = 11
Heal 1d20 + 1 ⇒ (8) + 1 = 9
Heal 1d20 + 1 ⇒ (13) + 1 = 14
Helping my fellow rogue.
Oh man those rolls.
Having played this in classic before, I will not solve the cipher since I have done so before.
Hootie begins to help as well, recommending some remedies and methods which works to some extent though some are dubious in nature...

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fort save: 1d20 ⇒ 4
fort save: 1d20 ⇒ 2
fort save: 1d20 ⇒ 11
fort save: 1d20 ⇒ 16
Man, RNG is making me pay for that one natural 20!
Same as Hootie, so no help from me either
The sinky elf is really feeling ill, despite trying all of the suggested cures. Even after the poison has left his system, he curls up in a corner and tries to rest while the rest of the party looks at the papers.

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Nahko studies the note, looking from Grix's cypher to the words on the paper. "I think I need to correct one thing here, Grix. I think that 'W' is actually 'D,' not 'V.' But otherwise, great work!"
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
I _ F S O C M D A M V A J S E Z H X N W Y W T R U P
_ _ _ _ _ _ _ S _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _Vqiw i gls! A mydw qiKo we Kosw. OKoxu Zxehyfwaes qo'h
What a man! I just have to Vent. Every production he's
He then points to the main note, that's not cyphered. "Why do you think she capitalized these words here? That's not normal, at least not to me."
Vent
Lion
Scales
King
Centaur
Nahko points out the air vent. "Could that have something to do with this? Does anyone see these other words anywhere?" He begins scanning the small space with his eyes, looking for anything that might resemble one of the other capitalized words.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

GM TOP |

Nahko notices that the airflow from the vent seems to be partially obstructed. Nothing else in the room matches the other words. The cover looks flimsy enough that one could rip it off. Or if they had the appropriate tools, remove it carefully.
(strength or disable device)
Current Status Summary
Vraxam Uldar (annoyed he couldn't make a deal with a devil)
Bernard St. Ivre (-4 HP, pissed the little guys were hard to hit)
Nahko Bear (relieved he never got stung) and Kuti (annoyed her play toys are gone)
Naneryn (-10 Dex, really really clumsy)
Hootie Bell (holding Naneryn's dagger)
Grix Wolfguard (excited? shamed? bag full of items from the adult room?)

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Bernard will go ahead and take out his wand of cute light wounds and heals himself.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Bernard tries to follow as closely as he can, but he cannot for the life of him follow the train of thought of his allies. “Ehhh, thiiis makes noo sense. A bunch of words on a paper. Just hand this doown too aur soopeeiars when we finish up here!”, he growls visibly annoyed at the cypher and the devils they just killed.
Noticing the covers over by Nahko, he swiftly takes out his tools and begins disabling the device.
Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13 — hopefully that doesn’t break the lock.
Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15

GM TOP |

Bernard starts working on the tiny screws. He thinks he has it and tries to remove the vent face, but it doesn't budge. Noticing two smaller screws on opposite corners that he apparently missed, he removes them and the cover pops off.
Inside the vent is a small go bag. Within the bag is a stack of coins (50g), a set of obviously false identities (all with pictures of Zarta) and several magical items.
Beyond the bag, you can see that this crammed vent leads to a series of old ventilation tunnels. The floor and some of the walls of the tunnels are plain stone or plaster, but in many places the walls and ceiling display pieces of crumbling mosaics, frescos, murals, and bas-relief Sculptures.

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Well seen Nahko! It is clear this note is a key to a substitution cipher but it doesn't seem to decipher the names. I do not understand the numbers. I have tried to order the names by their numbers and taking the first letter of each since they are capital and bold. That seems important to me. But I cannot make heads or tails. Zarta was suspecting danger if she had a go bag. Since it is here then she did not get the chance to use it. Can we fit through the vent?

GM TOP |

The tunnels are large enough to walk while crouched (or normally if small sized). Everyone will have to squeeze through the vent opening if going into the tunnels.