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Pip's overcoat comes off and dragonfly wings emerge from the coat.
He flies over and tries to hit the creature.
attack with flank: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d6 + 2 ⇒ (1) + 2 = 3

GM Z..D.. |

escape artist: 1d20 + 14 ⇒ (7) + 14 = 21
stuinvolk will: 1d20 + 4 + 6 ⇒ (9) + 4 + 6 = 19
Mngwa-84hp
Stuinvolk-36hp
Aroden attempts to free Stuinvolk from the beast grasp, but can not manage it.
With the beast occupied with Stuinvolk, Geico is able to come up and hammer the beast.
Pip is not able to get through the beast thick hide.
The others move in to surround.
Unlike the last encounter. Stuinvolk manages to come around, controlling his fear and fighting back. His brow begins to glow with bright green light. From the jaws of the Mngwa, he begans to chant. As he does, the beast begins to recoil.
The Mngwa attempts rip stuinvolk flesh from bone, but has no luck.
Party is up. Since Stuinvolk made his save...he kind of went super saiyan.

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Jeras tries to stab.
to hit +1 dagger adamantine: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d4 + 7 ⇒ (1) + 7 = 8
sneak attack : 3d6 ⇒ (6, 1, 2) = 9

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"Now's your chance, Stuinvolk. Kill this damned thing!"
Hammer (Rage, Flank, PA, Grappled): 1d20 + 13 + 2 + 2 - 2 + 2 ⇒ (16) + 13 + 2 + 2 - 2 + 2 = 33
Magic Adamantine Bludgeoning: 1d12 + 10 + 3 + 6 ⇒ (12) + 10 + 3 + 6 = 31
Hammer (Rage, Flank, PA Grappled): 1d20 + 8 + 2 + 2 - 2 + 2 ⇒ (20) + 8 + 2 + 2 - 2 + 2 = 32
Magic Adamantine Bludgeoning: 1d12 + 10 + 3 + 6 ⇒ (1) + 10 + 3 + 6 = 20
Confirm?: 1d20 + 8 + 2 + 2 - 2 + 2 ⇒ (5) + 8 + 2 + 2 - 2 + 2 = 17
Extra Damage: 1d12 + 10 + 3 + 6 ⇒ (4) + 10 + 3 + 6 = 23

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Zaarah steps forward and with a vicious Scimitar attack that was charged by an empowered shocking grasp hacks into the beast.
Swift action: Spend one point of Arcane Pool to turn her Black Blade Scimitar +1 into a +2 weapon for 10 rounds.
Spell combat & spellstrike: Cast touch spell Shocking grasp defensively, 5ft step, free action to deliver touch spell with Scimitar (spellstrike).
Zaarah successfully casts brand defensively and deliver her touch spell with her Scimitar.
Casting Shocking grasp defensively, concentration: 1d20 + 8 ⇒ (10) + 8 = 18
Zaarah attacks with her intelligent Black Blade Scimitar.
SG, free action to deliver with Scimitar Black Blade +2 attack roll, -2 spell combat : 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Potential crit confirm roll : 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Scimitar Black Blade +2 Damage roll : 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Shocking grasp empowered: 4d6 ⇒ (2, 1, 5, 1) = 9 +50% = 13 damage
Potential crit damage: 1 + 1d6 + 6 + 2 ⇒ 1 + (3) + 6 + 2 = 12
Shocking grasp empowered: 4d6 ⇒ (3, 4, 3, 3) = 13 +50% = 19 damage
* * *
Then regular attack with her scimitar during spell combat full attack.
Scimitar Black Blade +2 attack roll : 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Scimitar Black Blade +2 Damage roll : 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
[spoiler=Opportune Parry & Reposte]
In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of tshe opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)
Opportune Parry: 1d20 + 11 ⇒ (11) + 11 = 22
In case Zaarah successfully parries she uses 'Reposte' as an immediate action to attack the opponent that attacked her.
Reposte attack roll: 1d20 + 11 ⇒ (17) + 11 = 28
Damage reposte roll : 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14

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"FOR HUMANITY!"
Aroden swings his sword in a display of martial prowess. Somehow or other, whether he truly is the Last Azlanti reincarnated, possesses a tiny shard of that deity, or is something else altogether, sacred power emanates from the wizard. You can all be inspired if you choose to be.
Divine Fighting Technique - Iomedae's Aroden's Inspiring Sword. This is a full-round action. All allies within 30' get a +2 sacred bonus to attacks, saves, and skill checks.
Edit: I noticed that I had completely forgot to specify in my prior post that I had meant to cast Vanish on Stuinvolk. As I had said to him in conversation during the day.

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Zarzuket casts grease under neath the lion creature
DC 16 reflex
While an earth elemental pops up to aid the party and attacks.
with flank: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d6 + 4 ⇒ (3) + 4 = 7

GM Z..D.. |

The group of agents converge on the black lion like beast. it lays on the ground panting and covered in a black blood like substance.
Stuinvolk looks down at it, "My fear and guilt will haunt me no more. Death is a risk that all in the Society face, they knew that. I shall continue on in there names. " He raises his longsword and brings it down at the neck of the beast. The Mngwa ceases to breath.
With the Mngwa slain, Stuinvolk's brow stops glowing and he calms down and finally smiles for the first time since he has returned to Mwangi.
With the Mngwa dead. Stuinvolk finally comes to terms with what happened to his comrades. From this point on, no more diplomacy checks are needed and he is considered helpful for the rest of the scenario. And since you allowed him to slay the beast, you gain an additional empathy point.
Once the excitement ends the PCs can finally sleep "peacefully" at night.
When the sun rises, the body of the Mngwa is no longer in sight, as if faded into nothing.
The next few days of travel are easy. Stuinvolk is able to use his wax compass ability and leads them all outside of Mzali territory. As they travel northeast, the savanna slowly develops gentle hills. Stuinvolk confirms that Bujune’s lair is somewhere in these hills.
After days of travel, Stuinvolk’s wax compass seems to have found its destination: a gentle gully with a stream rolling through it that could be an idyllic locale, were it not for a few less than idyll-inspiring details. An anthill that could better be described as a mountain dominates the landscape. Rising at least thirty feet high, this abode for titans has a clear path winding around its perimeter. Here and there along its length, lesser mounds rise, presumably built by ants not quite as prodigious in size. Inhabitants of these smaller hills march in lines through the nearby landscape. Nothing that would be at home in the giant, central hill seems to be present at the moment.
"Well here we are. But, I do not remember this giant ant hill from before. It would have been hard to forget something this size." Stuinvolk says looking around for the Nuno.
stealth: 1d20 + 22 ⇒ (9) + 22 = 31
Roldala: 1d20 + 9 ⇒ (10) + 9 = 19
Zaarah: 1d20 + 10 ⇒ (5) + 10 = 15
Jeras: 1d20 + 7 ⇒ (4) + 7 = 11
Zarzuket: 1d20 + 10 ⇒ (20) + 10 = 30
Geico: 1d20 + 3 ⇒ (15) + 3 = 18
Aroden: 1d20 + 9 ⇒ (7) + 9 = 16
Zarzuket spots the Gremlin on top of the ant hill, currently hidden under a swarm of ants.

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Knowledge (Nature): 1d20 + 9 ⇒ (16) + 9 = 25
I'd like to know movement speed/modes and special resistances. How far away is the swarm?
"I have a couple of spells that could help. Though if the gremlin controls the ants, perhaps we can parley and it will not send them after us."
Have Burning Hands prepped, and can use bonded item for either Fireball or Gust of Wind, either of which would affect the swarm. Can boost Fireball to 7d6 with arcane reservoir. Create Pit really shouldn't damage an ant swarm but I think it does in PF. That would be a little cheesy.

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Geico looks at the hill So it seems someone literally made a mountain of an antihill. I guess we should get up there - no time like the present.
Geico gets ready to lead the walk up the side of the hill Besides wasnt there supposed to be some kind of ant loving fey here? HEY ANT BOY COME HERE AND LIFT THIS HERE CURSE WILL YA

GM Z..D.. |

Between Zarzuket and Aroden, they are fine army ant swarm. They have 30ft and 30ft climb. Immune to weapon damage.
Up on top of the hill, approximately 50-60 feet up, the Nuno emerges. "How dare you come to my hill? And you have brought that desecrator of my hills back to the site of his crime."
Stuinvolk comes forward and begins to speak, "We have came for you to remove this curse you have placed on me. It was never my intention.."
"Your intention, you desecrated my ant hills. I will have you live out your life cursed."

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Pip talks to the gremlin. "Ahem..Mr. Nuno sir can we come to some agreement about this curse. Mr. Stuinvolk didn't mean to hurt your nice ants"
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
using re-roll don't think I used it
Diplomacy: 1d20 + 14 ⇒ (16) + 14 = 30

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"We are nice people!"
diplomacy aid: 1d20 + 0 ⇒ (16) + 0 = 16

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Zaarah scratches her head and thinks about her own words.
"Well, I am also nice ... sometimes ... but if your ants are as kinky as they look like then I can be nice to you too! Maybe a little cure for me too when you have time to spare ... ha ha ... " she says but in the middle of the sentence starts laughing, "... no ... ha ha ... no ... just kidding! I like my current form of bad looks!" she continues with a sly smile.
Diplomacy aid: 1d20 + 12 ⇒ (13) + 12 = 25

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"Is there anything you would like in compensation? A task? Some sort of unusual item that you do not have access to here in the Mwangi Expanse? We are willing to be reasonable. We could tell you the stories we know of the King of Biting Ants."
Diplomacy Aid: 1d20 + 6 ⇒ (6) + 6 = 12

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Roldala hangs back, trying not to spoil anything, but she has to add, "You really think he hasn't been cursed enough?"
Diplomacy Aid: 1d20 - 4 ⇒ (16) - 4 = 12

GM Z..D.. |

"A task yes. Compensation maybe. And definitely a unusual items. Items that that man brought to this are." Brejune glides down the hill just by the PC's, his swarm of ants stay behind. "You take him" He says pointing to the PC's and then Stuinvolk, "Into the hill and remove the cursed items. You remove that curse and then I remove this curse" The Nuno says pointing at the growth on Stuinvolk's neck.
"Do we have a deal" Nuno ask.
Stuinvolk nods to the PC's, "I'd say we take the offer. This way, we can bring the items back to the society and in a way, my friends death will not be in vain."

GM Z..D.. |

Sorry for the delay guys. I prepped and ran a 7-11 this weekend and it was pretty gnarly scenario
Bujune bows to the PCs, okay, I will remove the curse if you remove the poison, destroy the corruption inside the hill and if you can retrieve any larvae for me that live. I sense some of them are cocooned and may have survived the poisoning." He reaches into the ground as if searching for something and the offers what ever he has caught to the pcs. In his hand are a bunch of dead preserved termites. "If you wish, you may take one of these. These were originally invaders to the mound, but I have turned them into something more useful. If you eat one of these little burdens, you will be able to communicate with the ants inside the hill."
The ability to communicate last for six hours.Completely up to you if you want to eat the termite
The interior of the hill is larger than can be practically explored in this adventure, involving winding tunnels and chambers that twist and turn their way, possibly for miles, underground.
The PCs must first descend the vertical tunnel leading into the anthill’s belly.
Need a Climb or an Escape Artist check to safely make it down the shaft.
At least one PC must attempt a skill check to overcome an obstacle, with the highest check result counting for the whole party. (PCs who roll lower may instead use their checks as if performing the aid another action.)

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"Let me try to go down first."
EScape artist: 1d20 + 14 ⇒ (19) + 14 = 33

GM Z..D.. |

Those two checks were enough to overcome the obstacle as a group. Moving on to the next obstacle.
The anthill’s tunnels are unintuitive, almost alien. To avoid wandering for hours, PCs need to stretch their understanding of what is structurally probable.
Need a knowledge engineering or nature, or a profession architect or engineer

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"Fascinating."
Aroden will eat a termite.
He attempts to determine the best way to go, but his recollection of ant architecture is hazy at best.
Knowledge (Nature): 1d20 + 9 ⇒ (1) + 9 = 10

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Knowledge (Nature): 1d20 ⇒ 9
Roldala carefully eats a termite, but isn't able to make any sense of the twisting tunnels.

GM Z..D.. |

geico's knowledge nature: 1d20 + 8 ⇒ (2) + 8 = 10 Nice, just barely passed this obstacle.
3rd obstacle
The PCs come across the larvae chamber Bujune spoke of. Surprisingly, there are some living pupae left. The cocoons are still tended instinctively by worker exoskeletons, although these offspring’s futures are bleak if they emerge while SheWho-Devours lives. The
PCs can filch a few cocoons and subtly cause a distraction, leaving the way clear, or they can evade the ants’ attention entirely by using their knowledge of vermin.
For this one it is a handle animal check or a sleight of hand check

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Jeras starts filching cocoons.
Sleight of Hand: 1d20 + 14 ⇒ (7) + 14 = 21

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Not even a DC 10 aid I can weigh in on...
Go Jeras!
Roldala fingers a flask of alchemist's fire in case Jeras's wiles aren't enough...

GM Z..D.. |

Jeras is able to grabs some of the cocoons, but now without drawing the attention of some of the ants.
Roldala: 1d20 + 1 ⇒ (2) + 1 = 3
Zaarah : 1d20 + 6 ⇒ (11) + 6 = 17
Jeras: 1d20 + 6 ⇒ (15) + 6 = 21
Zarzuket: 1d20 ⇒ 9
Geico: 1d20 + 5 ⇒ (11) + 5 = 16
Aroden: 1d20 + 2 ⇒ (12) + 2 = 14
GM: 2d20 ⇒ (18, 17) = 35
Jeras May Act