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Fort Save: 1d20 + 16 ⇒ (9) + 16 = 25
Kramac laughs at the Vrock, then steps in front of the creature!
Haha! Wicked creature! Your screech avails you naught!
Swift action to activate Tiger Focus, then full attack attempting to pop as many images as I can.
Attack, Power Attack, Flurry: 1d20 + 12 + 4 - 2 - 2 ⇒ (5) + 12 + 4 - 2 - 2 = 17
Mirror Images, 1 hits: 1d4 ⇒ 4
Attack: 1d20 + 12 + 4 - 2 - 2 ⇒ (17) + 12 + 4 - 2 - 2 = 29
Mirror Images, 1 hits: 1d4 ⇒ 3
Attack: 1d20 + 7 + 4 + 4 - 2 - 2 ⇒ (15) + 7 + 4 + 4 - 2 - 2 = 26
Mirror Images, 1 hits: 1d4 ⇒ 1
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
AC is 32.

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Fort 21: 1d20 + 6 ⇒ (6) + 6 = 12
Cygnus stares off into the distance.

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Fort: 1d20 + 10 ⇒ (19) + 10 = 29
5 ft, free to quick draw silver dagger, and full round TWF
"Tsk!" Kelumur takes a step forward drawing another dagger and strikes in quick succession at the images in hopes to eliminate the probable errors for the heavy hitters.
Cold Iron Dagger,TWF: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22P/S: 1d4 + 6 ⇒ (2) + 6 = 8Mirror?: 1d3 ⇒ 1
Silver Dagger,TWF: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28P/S: 1d4 + 3 ⇒ (4) + 3 = 7Mirror?: 1d3 ⇒ 1
I was really trying to get rid of the mirrors! Dang it! Curse my good rolls.

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fort Vs stun: 1d20 + 12 ⇒ (4) + 12 = 16
Kiboko has yet to get himself together, succumbing to the demon's screech. Perhaps it is a consequence of being cooped up inside four walls in a corrupt city, rather than enjoying the freedom of the wilderness as is right and proper.

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Fortitude: 1d20 + 9 ⇒ (10) + 9 = 19
Flyn is stunned motionless from the Vrock's piercing scream...

Shifty |

OVERSEER ANNOUNCEMENT
Despite the Demons attempting to take control once again and arriving in greater numbers, the host of Pathfinders is battering them back as quickly as they arrive. The Pathfinders are delivering victories at an astonishing rate, particularly in the Confluence and Outer districts!

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Kiboko, Cygnus and Flyn shake the cobwebs from their heads as the shadowy Kivuli fails to make headway against the massive demon's frame. Kramac steps forward and disintegrates two of the images, but when his last punch connects with the demon it skirts off of a shimmering grey protective field. alignment based DR Kelemur steps in late to try and remove the last illusory demon shape but cannot help but strike the true fiend, again to no avail.
Amused, the demon roars and lashes out at Kramac, but he stands resolute to the storm. Perplexed, the demon steps back to welcome a less difficult foe.
Kramac v images: 1d3 ⇒ 2
Kramac v images: 1d2 ⇒ 1
Kelumur v images: 1d2 ⇒ 1
Kelumur v images: 1d2 ⇒ 1
claw: 1d20 + 13 ⇒ (3) + 13 = 16 damage: 2d6 + 5 ⇒ (1, 3) + 5 = 9
claw: 1d20 + 13 ⇒ (8) + 13 = 21 damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14
bite: 1d20 + 13 ⇒ (7) + 13 = 20 damage: 1d8 + 5 ⇒ (4) + 5 = 9
talon: 1d20 + 13 ⇒ (2) + 13 = 15 damage: 1d6 + 5 ⇒ (1) + 5 = 6
talon: 1d20 + 13 ⇒ (17) + 13 = 30 damage: 1d6 + 5 ⇒ (5) + 5 = 10
Round 3/4 Bold can act
Red Demon <1 image left>
Kiboko
Flyndyngylyn
Kivuli <invisible>
Kramac
--------------------
Kelumur
Cygnus

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Seeing an opening, the wayang darts in the room and races under the conference table and gets into position to strike the creature.
Double move. I treated the table as difficult terrain.

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Once Flyn recovers, he moves 10' west and fires a cold iron arrow at the Vrock...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Favored Enemy
Damage: Strength, Magic, PBS, Deadly Aim, Favored Enemy
Longbow: 1d20 + 14 + 2 + 1 + 1 - 2 + 2 ⇒ (7) + 14 + 2 + 1 + 1 - 2 + 2 = 25
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (7) + 2 + 2 + 1 + 4 + 2 = 18

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Frustrated by the earlier outcome, Kelumur tumbles through the creatures reach and attempts to play dirty and throws sand at the demon's face!
Acrobatics to move without provoking, and then Dirty trick
Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33
Improved Greater Dirty Trick (Blind),Flank vs CMD: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35
+4 flank from dirty fightning.

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Kramac will whistle for Jino, who comes barreling into the room.
This movement will provoke 3 AoOs, if it has combat reflexes
Kramac waits for Jino to be in position then adjusts his own position and attempts to topple the Vrock. As his first punch streaks towards the Vrock, his eyes begin to glow with a soft white light, which also coats his first.
5-Foot Step, Full attack, Swift action to activate Bane: Evil Outsider
Attack #1 Trip Attempt, Outflank, Bane, Greater Trip, Power Attack, Flurry: 1d20 + 12 + 4 + 2 + 4 - 2 - 2 ⇒ (13) + 12 + 4 + 2 + 4 - 2 - 2 = 31
Images, if Flynn or Kelumur don't pop it, 1 hits: 1d2 ⇒ 2
So that misses if Flynn or Kelumur didn't pop it. In that case, Kramac will use his second attack to attempt the trip.
If that trips him, it will provoke AoOs from Jino, Kivuli, and Kelumur.
Kramac's AoO #1, Outflank, Bane, Paired Opportunist, Power Attack, Flurry: 1d20 + 12 + 4 + 2 + 4 - 2 - 2 ⇒ (10) + 12 + 4 + 2 + 4 - 2 - 2 = 28
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (4) + 5 + (1) + 4 + 2 + (2, 6) = 24
Kramac's AoO#2 from Fortuitous Weapon , Outflank, Bane, Paired Opportunist, Power Attack, Flurry: 1d20 + 5 + 4 + 2 + 4 - 2 - 2 ⇒ (8) + 5 + 4 + 2 + 4 - 2 - 2 = 19
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (2) + 5 + (2) + 4 + 2 + (2, 5) = 22
Jino's AoO #1, Outflank, Paired Opportunist, Power Attack: 1d20 + 13 + 4 + 4 - 2 ⇒ (12) + 13 + 4 + 4 - 2 = 31
Damage, Power Attack: 2d6 + 10 + 6 ⇒ (4, 5) + 10 + 6 = 25
Kramac's Attack#2, Outflank, Bane, Power Attack, Flurry: 1d20 + 12 + 4 + 2 - 2 - 2 ⇒ (13) + 12 + 4 + 2 - 2 - 2 = 27 And add another +4 if this is a trip attempt.
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (4) + 5 + (6) + 4 + 2 + (3, 5) = 29
Kramac's Attack#3, Outflank, Bane, Power Attack, Flurry: 1d20 + 7 + 4 + 2 - 2 - 2 ⇒ (13) + 7 + 4 + 2 - 2 - 2 = 22
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (3) + 5 + (6) + 4 + 2 + (5, 5) = 30
Kramac will stumble slightly on his last strike, presenting an apparent opening for the Vrock to retaliate. Activating Broken Wing Gambit - Vrock gets +2 to hit and damage vs. me on their first attack, but if they attack me Jino and I get AoOs.
Kramac's AoO #1, Outflank, Bane, Paired Opportunist, Power Attack, Flurry: 1d20 + 12 + 4 + 2 + 4 - 2 - 2 ⇒ (9) + 12 + 4 + 2 + 4 - 2 - 2 = 27
Damage, Sneak Attack, Power Attack, Bane: 1d6 + 5 + 1d6 + 4 + 2 + 2d6 ⇒ (2) + 5 + (3) + 4 + 2 + (6, 1) = 23
Jino's AoO #2, Outflank, Paired Opportunist, Power Attack: 1d20 + 13 + 4 + 4 - 2 ⇒ (19) + 13 + 4 + 4 - 2 = 38
Damage, Power Attack: 2d6 + 10 + 6 ⇒ (1, 3) + 10 + 6 = 20
Jino will use any remaining AoOs (probably 2) to bodyguard Kramac. His AC will be 32 vs. first attack (32 base +2 bodyguard, -2 broken wing gambit) and 34 vs 2nd attack (32 base + 2 bodyguard) and 32 otherwise.

Jino the Rhino |

Jino will switch to Snake animal focus as it runs past the Vrock, before stomping menacingly in the Vrock's general direction. Double move - provokes 3 AoOs. AC will be 30 vs. the AoOs.

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Snapping out of his momentary haze, Cygnus lets loose another force bolt.
SR: 1d20 + 14 ⇒ (5) + 14 = 19 Image? 1 hits Vrock: 1d2 ⇒ 2 damage: 1d4 + 4 ⇒ (3) + 4 = 7

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Kiboko finally recovers, and strides into the room, drawing his greatsword...
furious greatsword vital strike vs vrock, rage, pack flanking outflank, power attack: 1d20 + 13 + 4 ⇒ (16) + 13 + 4 = 33damage: 4d6 + 18 ⇒ (4, 3, 5, 1) + 18 = 31 cold iron, silver, magic
"ENOUGH!"
movement will provoke an AoO (vs AC24) if demon has any left at this point.

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Kiboko destroys the final image in time for Flyn's arrow to strike true. Kivuli sneaks in unnoticed while Kramac pulls Jino into the fray. The resulting melee leaves the demon on the ground facing a series of well-placed blows. Kelemur moves in and further incapacitates the hapless fiend. Cygnus' force arrow arrives late and fails to crack the magical resistance of the creature.
The demon spends far too much time wiping the sand from his eyes. As it does so -- a strange filth emanates from its body and covers those adjacent to it with a greasy layer of spores.
AOO v Kiboko claw: 1d20 + 13 ⇒ (15) + 13 = 28 damage: 2d6 + 5 ⇒ (3, 1) + 5 = 9
Kiboku v image: 1d2 ⇒ 2
AOO v Jino claw: 1d20 + 13 ⇒ (8) + 13 = 21 damage: 2d6 + 5 ⇒ (3, 6) + 5 = 14
AOO v demon from Kiboko: 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23 using non vital strike damage from your other attack
spore damage: 1d8 ⇒ 5
Round 4/5 Bold can act
Red Demon <prone> 103 damage
Kiboko 14 damage
Flyndyngylyn
Kivuli <invisible> 5 damage Can roll an AOO due to trip if you want
Kramac 5 damage
Jino 5 damage
--------------------
Kelumur 5 damage
Cygnus

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Kivuli's blade darts forward from the shadows as the demon falls to the ground.
AoO ~ Estoc (Studied Target/PA/Flank): 1d20 + 10 + 2 + 2 ⇒ (11) + 10 + 2 + 2 = 251d6 + 14 + 2 + 3d6 ⇒ (3) + 14 + 2 + (3, 3, 6) = 31

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The AOO from Kivuli will finish off the demon, even prior to the spore damage..
With a pitiful gurgle the demon is silenced. Searching the rest of the lodge you find some rather interesting information about ol’ Thurl...
STORAGE The entirety of this room is littered with barrels, chests, and crates. The doors to the room only open about halfway before bumping against sundry containers.
GUEST ROOM Two beds lie opposite one another in this long, narrow chamber. An elaborate portrait of Iomedae hangs from the western wall. A single door exits to the south.
THURL’S STUDY Bookshelves line three walls of the room, each filled with tomes of varying size and subject matter. A door exits to the south and east.
THURL’S BED CHAMBER A well-made bed lies against the eastern edge of this room. Beside the bed is a small table. A piece of parchment rests on the table, the edges of which are embedded in cooled wax. Above the table hangs a framed portrait of a howling minotaur depicted as floating above a labyrinth made of pure ivory.
Also, on the nightstand rests a note. see the map slide for its contents.

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Perception: 1d20 + 19 ⇒ (5) + 19 = 24
Flyn checks out the guest room, noticing the eyes cut out of Iomedae. He looks at it frowning. "A way to spy on guests perhaps?"
He shakes his head and moves on to Thurl's bedchamber...
Knowledge (Religion): 1d20 + 5 ⇒ (2) + 5 = 7
He can't make heads nor tails of the tomes...
Perception: 1d20 + 19 ⇒ (14) + 19 = 33
...but he notices the Minotaur in the portrait's eyes have also been drilled out, matching the eyes of Iomedae in the other bedroom. "They're either for spying...or our missing Venture-Captain is a voyeur..." The Elf shakes his head.
But Flyn's blood runs cold as he reads the note on the nightstand. He spits out the words in disgust, "Bloody treacherous bugger! He's in league with the demons...looks like he fled before the demon attack..."
He shows the note to his companions...

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Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Knowledge (Religion): 1d20 + 17 ⇒ (9) + 17 = 26
Perception 2: 1d20 + 12 ⇒ (9) + 12 = 21
"It appears Thurl might be in league with these demons. This book contains rituals and rites of those devoted to demon lords. And this note points in the same direction." States the elf as he looks over things. "However, while this all does point to Thurl being involved it could be a ruse as well."

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Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
"We best not jump to conclusions at this point and let the Society make that decision. Although... the coincidences might be damning." Suggest Kelumur in a calm manner as he ruffles through the contents. "Are we even convinced T.D. is Thurl?"

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"Disgusting. Kiboko will separate Thurl's head from his shoulders."
Civilisation is irredeemably corrupt, and this is proof of it. But letting the Abyss swallow it up is no improvement!
Looks like all the skill checks have been passed here.

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Perception: 1d20 + 17 ⇒ (2) + 17 = 19
Know Planes: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (6) = 28
Perception: 1d20 + 17 ⇒ (15) + 17 = 32
"Well, this is all rather unsettling. This could be very bad for the Society if someone tries to link his activities to our organization."

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As you ponder the ramifications of what you have learned of Thurl, there is a probing knock on the door of the lodge. ”Hello? Hello? Sister Amira said we’d find pathfinders here...? She needs your help at the Cathedral. Now!”
Moving quickly to the Cruciform Cathedral, Sister Amira easily recognizes your stature as you enter and rushes over. “Friends, this surprise attack by the servants of darkness has struck deeper than you know. Hundreds of wounded seek shelter here in the Cruciform, but our supplies are quickly dwindling; we never imagined the demons would penetrate the city walls in such a profound manner. As a result, I must ask a favor.”
Searching your eyes for agreement, she continues. “Our fastest supplier of medical goods is a man in Pilgrim’s Rest named Zuka. He runs a local inn called the Sovereign’s Rest, and also has a small warehouse out back. The man is far from pious and prefers to be addressed as Sovereign, but he is our only option in such times of need. I can provide you with some money to pay for his latest shipment of medical goods, but the less you have to pay, the better. Sadly, for a man so well connected, he is unlikely to help out of the goodness of his heart.”
Feel free to ask her questions as she hurriedly gathers gold from her coffers for the trade.
”Oh and I have this for you too. Left here by Jorsal to replenish his troops. as she nods to a table full of potions and items.
Each of you may choose to receive one of the following: 3d8+9 points of magical healing, an oil of align weapon (good), the effects of a lesser restoration spell, or regaining a spell of 2nd level or lower (as if he had used a pearl of power). You may choose to redeem this this now or after one of the next encounters.

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GM, would it be feasible to buy some items in between encounters? I'd like to pick up a few scrolls of bless in case we run into more Vrocks...
Do you expect Zuka to give us trouble? Will he offer fair prices, or will he attempt to gouge us based on the current circumstances.

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Flyn frowns, shaking his head. "The city is under demonic assault and he charges you for medical supplies? Can you tell us how to get to his inn?"
I'm leaning towards the oil of align weapon...I already have one but might need more...is the healing a spell we have to come back for a potion?

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Kelumur face clearly indicates displeasure at this particular individual as he picks up the oil. But the rogue prefers to ask no questions unless absolutely necessary.

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i'll delay my choice, if we can choose after the next encounter.
"A man named Zuka, who insists on being called 'Sovereign', and has a warehouse with medicine behind his inn? That makes little sense. All is not what it seems. "
Once again, city dwellers hide behind falsehoods.
Kiboko has a slight wound, but with multiple Seeker Tokens and a potential free cure after the next encounter I am minded to save wand charges for now.

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Once on their way, Kivuli wonders aloud, "Perhaps, to save lives, this crisis dictates that the materials should be relocated to where they would do the most good. Perhaps this would be a time where asking for forgiveness is better than asking for permission, you know, to help the innocent."

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Cygnus will delay in using his boon for now.
"We will make haste in acquiring more medical supplies for you," informs Sister Amira.

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@Kramac You can purchase in between encounters.
@Flyn You can basically get any one of those now or after a future encounter. The healing (for example) is from a wandering cleric.
Answering questions as she finishes counting out the 8,000 gold in trade notes, Sister Amira responds “Zuka has endured several sieges in his lifetime. He may not realize the severity of this incursion into the city and will likely need to be persuaded. He’s a trader, formerly from somewhere to the south, though I don’t know where, exactly it. He believes himself to be a champion of merchants and foreigners alike, despite his somewhat aggrandized title. He is nice enough, but has an ego.”
She draws out a crude map to the inn, which you can quickly follow.
The Sovereign’s Rest remains relatively unscathed from the demonic assault, with no obvious signs of damage to the structure. Inside, roughly two dozen patrons drink and mingle despite the ongoing siege outside. The garundi known as Zuka sits on a makeshift wooden throne in the back of the inn, from which he looks down on the patrons. As he sees your motley crew enter, he smiles broadly. "Look what the gods have given us today. Heroes from the South! Come tell me your tales."

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Kiboko decides that pandering to the man's vanity is the wisest strategy, for now at least.
If Zuka appears to be Mwangi, Kiboko addresses him in Polyglot. Otherwise in Common.
"Kiboko and Mvumbu greet you, Sovereign. We are warriors of the Mwangi Expanse, come here with our Pathfinder Society friends to fight the demons of the Worldwound. Kiboko senses that you have some fight in you still, Sovereign. Will you aid us now in this fight? You have medicines that we need. We will tell you our tales if you will give us these medicines."
diplomacy, aid another: 1d20 - 2 ⇒ (10) - 2 = 8 +1 if he counts as a barbarian, +2 if he is secretly actually a dwarf!

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"The Pathfinder Society? Well-ell-ell. Hmm." He looks your group up and down before smiling again. "Sure I have medical supplies. Nice package all ready for delivery in fact. 16,000 gold!" He says with a satisfied grin as he nods to a mountain of medicinal items in the far corner.
As this is more than you currently have to barter with make four checks (along with any role-play you wish to add). Appropriate skills would include:
• Appraise: Uses knowledge of the supplies’ value in negotiations.
• Bluff: Attempt to swindle Zuka.
• Diplomacy: Attempt to impress Zuka with the seriousness of the situation.
• Heal: Demonstrate knowledge of the supplies,which impresses Zuka.
• Intimidate: Attempt to strong-arm Zuka into giving up the shipment for cheaper.
• Sense Motive: Using social cues to read Zuka.

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Flyn doesn't even try to hide his dismay. "16,000 gold? Your city is under siege by Demons and you'd significantly overcharge Sister Amira when she's trying to save the lives of your fellow citizens, not to mention potential patrons?"
The ranger will try to get a good read on Zuka by the man's response...
Sense Motive: 1d20 + 5 ⇒ (20) + 5 = 25
The Elf shakes his head as he looks over at the medical supplies Zuka references. "I know a bit about the art of healing...your stock of medical supplies is impressive and will be essential to the sisters...I have seen such put to good use before...and occasionally used similar supplies to what you have here myself. But being familiar with them, I also know your asking price is too steep..."
Heal: 1d20 + 5 ⇒ (17) + 5 = 22

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Diplobluffidate {AID}: 1d20 + 4 ⇒ (10) + 4 = 14
Same modifier for each. I will aid whoever tries this tactic.

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Sorry, I might have been unclear. Four checks, each.

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Ah...okay then. I will use my first roll as an aid to BLUFF.
Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6
Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6
Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23

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Diplomacy #1 1/2: 1d20 + 14 ⇒ (10) + 14 = 24
Diplomacy #1 2/2: 1d20 + 14 ⇒ (11) + 14 = 25
Diplomacy #2 1/2: 1d20 + 14 ⇒ (7) + 14 = 21
Diplomacy #2 2/2: 1d20 + 14 ⇒ (20) + 14 = 34
Diplomacy #3 1/2: 1d20 + 14 ⇒ (3) + 14 = 17
Diplomacy #3 2/2: 1d20 + 14 ⇒ (14) + 14 = 28
Diplomacy #4 1/2: 1d20 + 14 ⇒ (14) + 14 = 28
Diplomacy #4 2/2: 1d20 + 14 ⇒ (7) + 14 = 21
Kramac will cast Honeyed Tongue before entering the Sovereign's establishment. It lets me roll twice on diplomacy checks for the next 70 minutes.
Kramac follow's up Kiboko's introduction by attempting to stroke the man's ego.
My good Sovereign! We are but a few soldiers sent to seek aid from those who truly allow a proper defense of the city. What good would soldiers be without weapons? Without armor? Without food and supplies. Merchants are truly the unsung heroes of this defense - but Kramac knows the truth.
How upsetting it would be if the city fell due to lack of supplies - surely the fortune you amass by gouging the stalwart defenders of the city will buy you a very nice fiery cell when the demons drag your soul into the abyss.
However, if you give us a good price - at cost even. Or gratis, think of the glory afterwards! Everyone would want to buy from the Sovereign! Savior of Nerosyn they will say! Friend to all people! Honest and generous broker - no need to haggle! His heart is so big he would never try to take advantage of you.
So we ask you, is 16,000 really what you think is the fair price here?
So I got a 25, 34, 28, and 28 on my diplomacy checks.

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Sorry GM, I misunderstood, please add these to the two checks I did above...
Flyn finishes his say. "No one is saying you should give the supplies away. I think you know your price is too high...why don't you do the right thing and sell for a reasonable price and profit?"
Appraise: 1d20 + 1 ⇒ (17) + 1 = 18
Aid Another (Diplomacy): 1d20 - 1 ⇒ (12) - 1 = 11

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Making friends, Kelumur's weakness.
Standing alongside Kramac, Kelumur looks sternly and perhaps meanly towards the vendor. "There are worst things than losing money today..It would be a shame if this location was defenceless later against another wave of demonic attacks, but perhaps with the right weapons, this district might remain safe. Don't you think?" The half-orc is relatively sarcastic throughout his conversation, but also maintains a stern tone.
Aid Intimdate?: 1d20 - 2 ⇒ (9) - 2 = 7
Aid Diplo?: 1d20 - 2 ⇒ (15) - 2 = 13
Aid Bluff?: 1d20 - 2 ⇒ (12) - 2 = 10
Sense Motive: 1d20 ⇒ 14

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Take my first Aid roll above as my first skill check - even though the dice were not favourable, I'd already started my 'pitch.'
"Brother Kramac speaks true. And if our defence fails, Sovereign's Rest will become your final rest, for there is no-one else to save you from the demon horde. What use is gold in the jaws of death?"
intimidate: 1d20 + 5 ⇒ (5) + 5 = 10 - 1 if he's a barbarian
heal, aid Flynn: 1d20 + 5 ⇒ (16) + 5 = 21
"Mandrake and Bloodwort - rare plants that properly prepared can produce a tea that soothes addled minds and promotes healing..."
"Too much to carry off by yourself when the demons come though."
intimidate: 1d20 + 5 ⇒ (6) + 5 = 11 - 1 if he's a barbarian

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Appraise: 1d20 + 6 ⇒ (15) + 6 = 21
Diplomacy: 1d20 ⇒ 1
Sense Motive: 1d20 ⇒ 14
Heal: 1d20 ⇒ 15
As Cygnus starts looking over the supplies, he seems lost in his thoughts. He then snaps out of it. "Yes, you need to make some profit but surely you can drop you cost just a bit."

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So the DC increased with each success (started at 18 -- went up to 30). Going round by round, Flyn succeeded on his Sense Motive and his Heal check (with Kiboko's assist). Kramac succeeded on his first two Diplomacy checks and on his final one (with Flyn's assist).
Although the discussions last several minutes, and Zuka is initially hesitant to budge, Flyn sees through his hard exterior and lets Kramac know exactly what buttons to push. Zuka is eventually turned by the arguments presented and offers to provide the much needed supplies at cost (4,000 gp).
"Now get out of here! Before I change my mind." Zuka barks through a sheepish smile and slightly watered eyes.

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For completing their mission, the clerics at the Cathedral bless you each with another use of the Pathfinder supplies mentioned here
Exiting the Cruciform Cathedral on the Woundward side (after dropping off the supplies and leftover trade notes from the Zuka transaction), you see that the streets are littered with bodies almost equally split between those of demons and those of crusaders. The sounds of battle intensify ahead, demonstrating that more fighting is happening nearby...
Racing to the sounds of conflict, you round a turn and see a strange sight. Four crusaders are huddled under a makeshift barrier black box, treat as difficult terrain to cross, while several demons lie in wait just beyond.
The flying one yells out. "It's just a matter of time, pitiful humans!" For their part, the two demons on the ground cavort as they playfully carve up a recently slain crusader.
~~~Help us~~~ one of the huddled crusaders mouths toward you.
Cygnus Init: 1d20 + 4 ⇒ (16) + 4 = 20
Flyndyngylyn Init: 1d20 + 6 ⇒ (6) + 6 = 12
Kelumur Init: 1d20 + 8 ⇒ (9) + 8 = 17
Kiboko Init: 1d20 + 2 ⇒ (10) + 2 = 12
Kivuli Init: 1d20 + 5 ⇒ (13) + 5 = 18
Kramac Init: 1d20 + 4 ⇒ (6) + 4 = 10
Mvumbu Init: 1d20 + 1 ⇒ (16) + 1 = 17
Red Init: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow Init: 1d20 + 2 ⇒ (17) + 2 = 19
Orange Init: 1d20 + 2 ⇒ (20) + 2 = 22
Blue Init: 1d20 - 1 ⇒ (18) - 1 = 17
The flying one is an incubus, similar to those you fought outside Starrise Spire.
Round 1 - Bold can act
Cygnus
Orange Demon
Red Demon <30 feet high>
Yellow Demon
Kivuli
Kelumur
Blue Crusaders
Flyndyngylyn
Kiboko
Mvumbu
Kramac
Jino

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Planes: 1d20 + 13 ⇒ (1) + 13 = 14
Religion: 1d20 + 17 ⇒ (15) + 17 = 32
Cygnus sends a fireball at the two Schir demons.
SR Orange: 1d12 + 14 ⇒ (9) + 14 = 23
SR Yellow: 1d20 + 14 ⇒ (9) + 14 = 23
Fire Damage: 8d6 + 4 ⇒ (6, 2, 2, 3, 4, 6, 6, 2) + 4 = 35

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Cygnus' fireball shocks the schir demons into action and they begin to concentrate on further mayhem. The incubus swoops closer and disappears down the alley.
orange reflex: 1d20 + 3 ⇒ (4) + 3 = 7
yellow reflex: 1d20 + 3 ⇒ (9) + 3 = 12
red fly check: 1d20 + 13 ⇒ (18) + 13 = 31
Round 1/2 - Bold can act
Kivuli
Kelumur
Blue Crusaders
Flyndyngylyn
Kiboko
Mvumbu
Kramac
Jino
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Cygnus
Orange Demon 25 damage
Red Demon <15 feet high>
Yellow Demon 25 damage

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Know Planes vs DC 14: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (6) = 22 Resistances please
Know Planes vs DC 20: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (3) = 22
Kivuli's hands race to his wayfinder and activate its dormant magic.
Vanishing Wayfinder. Invisibility for one minute.

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The schirs are immune to disease, electricity, poison and resistant to acid, cold, and fire.

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Once Jino and Kramac move, Flyn will take a 5' step NW and fire a flurry of cold iron arrows at the schirs. He'll concentrate his fire on orange; if it drops, then yellow...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy
Damage: Strength, Magic, PBS, Deadly Aim, Favored Enemy
Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (10) + 14 + 2 + 1 + 1 - 2 - 2 + 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (1) + 2 + 2 + 1 + 4 + 2 = 12
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (6) + 2 + 2 + 1 + 4 + 2 = 17
Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (2) + 9 + 2 + 1 + 1 - 2 - 2 + 2 = 13
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (2) + 2 + 2 + 1 + 4 + 2 = 13
Longbow (Flurry of Blows): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (7) + 14 + 2 + 1 + 1 - 2 - 2 + 2 = 23
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (3) + 2 + 2 + 1 + 4 + 2 = 14