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Are those buildings impediments, or are we above them?

GM Sedoriku |

Are those buildings impediments, or are we above them?
... You know I had not thought about that. Okay, let's add 100 feet to all those numbers. Pathfinders are all 145 feet up. It should be a flat open battlefield but I don't have any good maps for it and the scenario is extremely lacking in them.

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As the wasp-like demons appear, Zyneste lines up her bow and flies forward a few feet while letting loose a volley of arrows.
5' step as part of full round action.
Flurry, Deadly Aim, Improved Precise Shot
Will aim for Black first and should that go down before or during her attack, work from top to bottom.
Cold Iron Arrow 1: 1d12 + 12 - 2 ⇒ (4) + 12 - 2 = 14 Damage: 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Cold Iron Arrow 1: 1d12 + 12 - 2 ⇒ (9) + 12 - 2 = 19 Damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Cold Iron Arrow 1: 1d12 + 7 - 2 ⇒ (12) + 7 - 2 = 17 Damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11

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Hmm, let me get saves as well then.
Seeing how many of the fiendish wasps there are, Takumi deliberates briefly. He is not able to bring more of them, at least not effectively in the air, but he can make his team act as if there are more than one each. Grabbing a sheet of paper from his pouch, he tears it into six equals pieces and flings them at everyone!
Cast Haste on everyone before you scatter.
He then flies back, keeping the frontliners in front of him, and staying near enough to still provide support.

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"Hm, Demon stuff, right? Fine."
Kahru draws his cold-iron longsword as he charges off toward the wasp level with the party, bellowing as he flies into a rage.
Cold iron longsword, rage, haste, charging, power attack: 1d20 + 10 + 2 + 1 + 2 - 2 ⇒ (12) + 10 + 2 + 1 + 2 - 2 = 25
Cold iron slashing damage, rage, power attack (2 hands): 1d8 + 6 + 3 + 6 ⇒ (8) + 6 + 3 + 6 = 23
AC 16 this round.

GM Sedoriku |

Cold and Fire resistance 5, SR 8. Immune to mind effects. No special defenses, and they have poison and Smite Good special attacks
In order of weakest to strongest: 1) Will and reflex, 2) Fortitude
Zyneste is the first to react, her quick bowmanship keeping her primed to pull out arrows in rapid succession. And so she does, getting three up to her bow, and released in order and in no time flat. The first arrow stabs the big wasp in the abdomen causing it to leak a nasty looking yellow fluid and raising an angry buzz from the monster. But the second arrow tears through the thin membrane of one of its wings, causing the wasp to have troubles staying afloat, though before it can start to fall, Zyneste’s third arrow lodges in its brain, killing the wermin instantly and causing it to drop to the roof tiles well below it.
Takumi focuses on getting people supported giving them an extra burst of speed as the magically infused pieces of paper fly out and cling to their recipients. The one that attaches to Kanru almost disappears from view in the thick fur as the coldborn rushes across the battlefield and takes a massive hack at the pinks tinged wasp. It slices a good chunk out of the vermin causing it to vibrate in pain!
++++++++++++++++
Round: 1
Active conditions: flying via Fly
Zyneste: 145’
Eguressia: 145’
Takumi: 145’
Ouir: 145’
Kaya: 145’
Kahru: 145’・AC 16
Wasssp Black One too many arrows
Wasssp Pink: -23 ・145’
Wasssp Red: 160’
Wasssp Yellow: 150’
Bold are up!
++++++++++++++++
Current Map
It’s the weekend, so I’ll wait for a bit more, but I will start botting or delaying the three who haven’t posted yet in about 12 hours. Also please tell me if you move up or down at all!

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Eugressia sends a trio of magic missiles at the pink one.
SR check: 1d20 + 6 ⇒ (6) + 6 = 12
pew pew pew: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12

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"Any kind of weapon should work against them! They are immune to mind effects, and resistant to cold and fire. Some resistance to spells as well!"

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Kahru looks at the cold-iron sword in his hands, rather than his earth breaker. "Now you tell me!"

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Oiur's chest flutters as they fly out of the tower, but they put on a brave a face as they can.
When they spot the wasps and the others engage, they follow closely in Kahru's wake. "Like this!" They rush in beside the man, using their momentum to smash their earth breaker into the pink flying creature.
Earth breaker, haste, charge: 1d20 + 9 + 1 + 2 ⇒ (4) + 9 + 1 + 2 = 16
Damage, cold iron: 2d6 + 7 ⇒ (4, 5) + 7 = 16
If that's a miss, I'll use an immediate action to cast gallant inspiration and add 2d4 ⇒ (2, 3) = 5 to the attack roll, possibly turning it into a hit!

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"We'll make do!" Kaya said. She gives Takumi a grateful nod before kind of leaning forward and letting the momentum zoom her towards her quarry - the yellow wasp - and attempts to give it a sting of her own!
mwk cold iron rapier: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d6 ⇒ 3 Alas, regular damage ;A; Darn buggos that flying.

GM Sedoriku |

Eugressia lets fly a series of magical bolts that despite their speed and power seem to make a very cute ‘pew’ noise as it flies through the air. For the first time in a while, the bolts actually make it to their target, piercing into the thick plating of the wasp in front of Kahru. As it’s yellow ichor starts to drop from it, before the thing loses the fight to keep its wings beating and the thing drops from the sky. Pink is down!
Ouir follows the lead of their skinwalker friend and rushes in after the wasp with the pink plating, but, at the last second, adjusts to the red. They come in hard a fast with their earthbreaker, slamming into the side of the vermin with a not inconsiderate amount of force, causing it to buzz at the shoanti warrior with anger.
Kaya also zips into the fight, forming a human torpedo with her rapier in front of her and the force of her body behind it. It catches the vermin off guard and slams deep into the bug’s guts.
It has yet to act, meaning it is flat-footed. Also vermin can be critted and senak attacked in Pathfinder so that’s a sneak attack, but you were so far away you could only charge it. 11 sneak attack damage!
Both wasps avoid losing altitude due to the surprise of getting attacked. The one with the red gleaming eyes, fixes its glare on Oiur, but discovers that it is a bad position to try attacking and has to fly around the skald and the flying bear to try landing an attack. Provoking an AoO from both It zips back into the side of Oiur and gives an almost condescending buzz at them, but seems to be distraught it has no effect. Frustrated the bug brings its stinger to bear and pierces Oiur in the thigh, quickly pumping them full of poison. 8 Piercing to Oiur and a DC 18 Fort save vs. poison.
The wasp with yellow markings finds a perfect opportunity to strike at Kaya as the rogue tries to dislodge her rapier. It gives her a condescending buzz at her as well, and he rogue gets a sense that the bug is has called unholy doom upon her. The momentary pause the sensation brings is all the bug needs to stab its stinger deep into her side, brushing the woman’s heart and sending it fluttering inside her chest. The thing then pumps her full of poison as well. The woman loses consciousness as her heart beat goes erratic, but she doesn’t fall.
A smite CRIT! 34 Piercing to Kaya, sorry! Also the add insult to Injury, DC 18 fort save vs. poison required.
Sneak!: 3d6 ⇒ (3, 2, 6) = 11
Avoid falling, Fly DC 10 Yellow: 1d20 + 3 ⇒ (15) + 3 = 18
Avoid falling, Fly DC 10 Red: 1d20 + 3 ⇒ (11) + 3 = 14
Hover, Fly DC 15 Red: 1d20 + 3 ⇒ (9) + 3 = 12
Hover, Fly DC 15 Yellow: 1d20 + 3 ⇒ (18) + 3 = 21
Sting Oiur: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Sting Kaya, Smite: 1d20 + 6 ⇒ (20) + 6 = 26
Sting Crit? Kaya, Smite: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 2d8 + 12 + 8 ⇒ (8, 6) + 12 + 8 = 34
You have resisted this dose of poison!
++++++++++++++++
Round: 2
Active conditions: flying via Fly
Zyneste: 145’
Eguressia: 145’
Takumi: 145’
Ouir: -8 DC 18 Fort save and AoO vs. Red, 155’
Kaya: Bleeding out, -34 DC 18 Fort save and Stabilization check, 145’
Kahru: AoO vs. Red AC 18, Rage, 145’
Wasssp Black One too many arrows
Wasssp Pink: Pewed down!
Wasssp Red: -14 160’
Wasssp Yellow: -16 150’
Everyone is up, though Kaya is out!
++++++++++++++++
Current Map
Don’t forget your fly checks if you are trying to stay in place (hovering is a DC 15, you get a +2 from the spell.)

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AoO: Cold iron longsword, rage, haste, power attack: 1d20 + 10 + 2 + 1 - 2 ⇒ (3) + 10 + 2 + 1 - 2 = 14
Damage, rage, power attack (2 hands): 1d8 + 6 + 3 + 6 ⇒ (7) + 6 + 3 + 6 = 22

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Fly, 1/2 caster level of spell: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15 +4 for good maneuverability, if you agree that applies.
Kahru holds his position and attacks the nearby creature with the sword in his hands.
Cold iron longsword, rage, haste, power attack: 1d20 + 10 + 2 + 1 - 2 ⇒ (16) + 10 + 2 + 1 - 2 = 27
Damage, rage, power attack (2 hands): 1d8 + 6 + 3 + 6 ⇒ (1) + 6 + 3 + 6 = 16

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Zyneste, realising 'on the fly' that it was harder to stay in one place when up in the air than to move, glides towards the wasp-like creatures. With concern for the fallen Kaya, she lets loose an arrow towards the yellow-hued creature that just struck her down.
PBS, Haste, Deadly Aim
Normal arrow: 1d20 + 12 + 1 + 1 - 2 ⇒ (7) + 12 + 1 + 1 - 2 = 19 Damage: 1d8 + 6 + 1 + 4 ⇒ (7) + 6 + 1 + 4 = 18

GM Sedoriku |

Kahru's longsword slices out at the wasp as it flits past, cutting the insects wings from its body and dooming it to fall from the sky.
The AoO was enough to take care of the wasp. They have terrible AC and low hitpoints. Kahru you still have a full round of actions. Also Ouir doesn't take any damage and therefore no poison... Dang that round was just terrible for Kaya, and now Kaya only. =(
Zyneste flies in closer while preparing an arrow, she moves in closer to stay aloft and lets fire her arrow. It strikes the wasp in the head, and causes the beasts wings to stop their buzzing.
Welp that wa exactly enough damage to kill the last wasp!
Initiative will still continue until Kaya's fate is settled.
++++++++++++++++
Round: 2
Active conditions: flying via Fly
Zyneste: 145’
Eguressia: 145’
Takumi: 145’
Ouir: 145’
Kaya: Bleeding out, -34 DC 18 Fort save and Stabilization check, 145’ About to fall
Kahru: AC 18, Rage, 145’
Wasssp Black One too many arrows
Wasssp Pink: Pewed down!
Wasssp Red: Wings revoked
Wasssp Yellow: Shot down!
Everyone is up!
++++++++++++++++
Current Map
Don’t forget your fly checks if you are trying to stay in place (hovering is a DC 15, you get a +6 from the spell.)

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How far does Kaya fall per turn? I'd had a GM rule in a previous game that when someone got knocked unconscious in flight that they just floated down to the ground as if the spell ended, but a bit of quick reading now suggests that may not be the most supported opinion/ruling.
If I'd have known Kaya would start to plummet, I likely would have considered Zyneste fly to catch her instead of attacking, but if we still have time to catch her next round, then we can kill our wasp and catch Kaya too?

GM Sedoriku |

To answer question number 0: I'm going to rule that she doesn't start falling until her turn. The FAQ sepcifies failing a hover check, and the fly skill mentions staying aloft if you move enough on your turn.
AS for your actual questions: No. 1: A very simpe search of the forums shows a top fall speed in 1 round of about 500 feet.
No. 2: Ouir and Takumi can both swoop in and grab her. So yes you could kill the wasp and they could catch her. But Zyneste alone will have to choose between one of the two. Also, you probably don't want to over burden yourselves catching her. The spell is insistant on 'not bieng able to carry more than a heavy load.' I don't know what doing that would entail, plummit or float down, probably the float variation. One word of advice, a dead enemy can't take AoO's.

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If Kahru still has a full round of actions after that AoO, he'll use it to go grab Kaya. He has the strength for it, and plenty of movement thanks to haste and fly.

GM Sedoriku |

He certainly does have a full round!
Kahru, having dropped the red wasp, watches as Zyneste drops the yellow one. Seeing an opportunity and a need, he swoops in and rescues the girl. keeping her afloat and not a splatter mark on the ground. She however is still bleeding profusely and has a poison coursing through her veins.
She's over the biggest threat to her, but unless she gets healed she's going to be at risk still.
++++++++++++++++
Round: 2
Active conditions: flying via Fly
Zyneste: 145’
Eguressia: 145’
Takumi: 145’
Ouir: 145’
Kaya: Bleeding out, -34 DC 18 Fort save and Stabilization check, 145’ caught.
Kahru:AC 18, Rage, holding Kaya 145’
Everyone is up!
++++++++++++++++
Current Map
We are all but done here, any suggestions on where to go next? Also you have Pathfinder's supplies AND Aid tokens that won't last beyond this act, feel free to go ahead and use them!

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Now seems like a good time to use a burst of healing from an aid token, to help get Kaya back on her feet.

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Yes, let's use the burst of healing!
After this, I'm not clear what our choices are.

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GM, what are our options? Kaya, why don't you go ahead and roll the burst of healing... :)

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Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6
Stabilize: 1d20 ⇒ 15
After that Fort save, I'm afraid to. o_o
Burst of Healing: 3d6 ⇒ (2, 6, 2) = 10 Daikitsu save me. ;A;

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"That's more like it!" Oiur crows when Kahru downs the closest wasp. Its plummeting form, however, reveals another falling figure—Kaya.
They swoop alongside Kahru to keep her from joining the shattered exoskeleton far below. "She doesn't look good..." Oiur fumbles through their belt pouch for a small rod of red stone and passes it over the unconscious woman.
Wand of cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

GM Sedoriku |
1 person marked this as a favorite. |

Outside of healing her, there's not much to do, sadly.
With the exoskeletons of bugs raining down all around them a group of pathfinders looks up and watches the fight with interest. The obsidian-skinned oread and a half-elf in particular seem interested in watchnig you take down the other bugs. They give a small cheer at the defeat of of the second and third and wince in pain at Kaya's stabbing. A giant burly half-orc woman in clearly Calistrian colors starts chatting to a much smaller blonde taldan woman, the two get to gesturing and point at the rogue abot to fall from the sky, and a few moments later the blonde woman has turned into a little fox with a bundle of fabric wrapped around her. The little animal is then hurled into the air.
As Kaya is caught and prevented from plummeting to hr death, the little fox comes alongside and taps a paw on Kaya closing the worst of her wounds. "No junoir pathfinders are going to be dying around me today! Send your thanks to me, Venture-Captain Sister Ayako of the Lanturn lodge later! Now have a pleasant day!"
The little fox then starts to decend in a spiral pattern, clearly under the effects of her own flying spell.
Aid token used. Thanks to GM Silbeg's table You can send your thanks that away!
With the healing and Kahru and Oiur holding her up, Kaya is able to regain conciousness, but as she does her body seizes up in pain over the poison in her system. The pain seems focused in her muscles, particularly around her abdomen, making moving quickly painful. 1 point of Dex damage
The poison still is in her body though and she siezes up another time before the worst seems to have passed and her breathing eases some. Another 2 Dex damage for 3 total
Fort save 2: 1d20 + 2 ⇒ (1) + 2 = 3
Dex damage: 1d2 ⇒ 2
Fort save 3: 1d20 + 2 ⇒ (18) + 2 = 20
=-=-=-=-= END OF COMBAT =-=-=-=-=-=
Kaya: 12/33; 3 Dex Damage
Flying back to the tower, you touch down between two of the giant crossbows and start looking for the gnome in charge of things again. He seems to be taking a break in the back room, drinking a cup of coffee when you catch up to him. He gives you all an unrecognizing galance. "Uhh, Do you have some business with me? I'm enjoying a small coffee break because some people were finally able to take care of those anonying wasps and I'd like to enjoy it in peace! ... Though What happened to her?"
A short explanation later, and he gives you a shocked and ashamed look. "Whoops! I can't believe I forgot your faces that quickly. I've only got space in my head for this tower sometimes, I swear! You have my thanks for handling those vermin! Here, Here have a cup of coffee on me and tell me all about it!"
After hearing the story, he stands back up drains his mug and streches. "I'm sure there's some new crisis come up already, but thank you for helping us so much. Also if her muscles are still hurting by the time you get down o the ground I hear the Society's been providing supplies to their agents. You might ask if they can handle that."
You have two uses of Pathfinder's Supplies, hich allows all of you to get one of three benefits each, 2d6 healing, an oil of Align weapon Good, or the effects of a Lesser Restoration. Might I reccomend using it to heal Kaya's dex damage? (And everyone else grabbing an Oil?)

GM Sedoriku |

1d10 ⇒ 4
OOH traps!
going to move us on, but you can certainly take advantage of the Pathfinder's supplies, just let me know!
As the group starts to patrol the streets, they get approached by a few civilians. "Pathfinders! Thank Desna above! Can you help us?"
They guide you back to a building with a few more people in front of it. A few people of them are crying and more than a few are spattered in blood. On the door step of the building is the remains of someone, someon ewho died a gruesome grisly death. One of the people in the group points to the remains. "This crusader was taking us to this safe house for protection from the demons, but he was slain by a trap. We know we’re in danger out here on the street, but none of us are willing to go inside for fear of what else might be in there!"
A woman consoling one of the girls crying, looks up, the trauma of the even clearly relfected in her eyes. "And even if we go somewhere else, there may be other crusaders that try to shepherd people this way. Could you lot go inside and do a sweep? No one should have to die like that."
They seem safe for the time being but that could change. Steping over the body the door is already open and pushing on it opens it the rest of the way. Move your characters according to your actions, also Perception is highly reccomended! Also you can dcline this and move onto a different scenario if people prefer.
I keep forgetting it, but ALL DISRICTS ARE GREEN. Meaning that all d20 rolls and spell DCs you cast have a +1. I'll try to keep it in mind.

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Your suggestion of how to use Pathfinder Supplies sounds good. Does one use allow each of us to do one of those things, or does each person taking a benefit use one of our uses?

GM Sedoriku |

One use gives everyone a benefit, I believe. Otherwise only getting two (three max) uses is pointless.

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Takumi flies down to the join the rest, pulling out his scroll of lesser restoration for Kaya. However, seeing the supplies provided by the Society, he nods in appreciation and keeps it again.
So if I have one of the healing supplies, one use will heal 2d6 to everyone?
"Forgive me little one." Takumi reaches into his pouch to retrieve Kizuo and sends it scurrying into the room to search for what this trap might be. He then summons magical sight to look for unusual auras from the door, not quite ready to go in.
Takumi cast detect magic.
Kizuo perception, take 10: 10 + 13 + 1 = 24

GM Sedoriku |

... Hmm, I need to make up a Kizuo token. Also one use of the supplies heals only the person using it and I believe it has to be then and there.
Takumi gazes into the room and finds there is magic in it. Focusing a little further he finds that it's centered on the table directly in front of the door.
Knowledge (Arcana) please

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... Hmm, I need to make up a Kizuo token.
Oh, I've done the token already. It's on the map, unless I got the wrong map.
"There is magic centred on that table." He concentrates further, trying to get a sense of the type of magic.
knowledge(arcana), take 10: 10 + 13 = 23

GM Sedoriku |

Takumi concentrates long enough to get a sense that there is moderately strong conjuration magics on the table but before he can notify anyone, Kizuo scuttles past the table. A [url_https://www.youtube.com/watch?v=rIos0ya-yss]siren like noise[/url] sounds out and a magic circle inscribes itself in on the table the burning red lines then extend out into the air forming a large circle over the little scorpion. In the circle the form of three demons coalesce into existence with halberds in hand.
Summoned via a summon monster IV spell if you can recognize and dispell it
As the summoning is completed they drop to the floor, thudding heavily and shaking the very foundation of the building. The one over the table slams down on it, splintering the wood in the process. The demons hunch over and give off massive snorts of air. From the top of their head to their necks is covered in a mangy bedraggled grey fur along with their forearms and the forelocks of their legs to the goat like hooves of their feet. Two long horns sweep out of their goat like heads. One of them looks like it might have been caught in a rainstorm recently, it’s fur a dull grey. They other two aren’t nearly as clean, one covered in black soot, the other in dried blood.
The goat headed demons are schirs, know for their mangy and unkempt appearances. They are also known as spite demons, as schirs are among the most violent and vile-tempered inhabitants of the Abyss. Schirs are formed from the souls of mortals who either committed or framed others for heinous crimes—acts committed for the sole purpose of petty retribution. Despite such origins, schirs occupy one of the lowest orders in the demonic hierarchy, often serving as front-line infantry in demonic armies or as guards for minor demonic commanders.
For every 5 over the DC, you can ask a piece of information from this list
=-=-=-=-= COMBAT START =-=-=-=-=-=
Kahru: 1d20 + 1 ⇒ (14) + 1 = 15
Eguressia: 1d20 + 4 ⇒ (19) + 4 = 23
Kaya: 1d20 + 4 ⇒ (10) + 4 = 14
Zyneste: 1d20 + 6 ⇒ (16) + 6 = 22
Takumi: 1d20 + 7 ⇒ (18) + 7 = 25
Oiur: 1d20 + 6 ⇒ (16) + 6 = 22
Baddies: 1d20 + 2 ⇒ (12) + 2 = 14
Surprise round! I believe they should get a surprise round here, but I'm not entirely sure. Let me know if I fudged that up!
Their creepily goat like eyes quickly scan the room and immediately spot the little paper scorpion. Dried Blood and Sooty look at each other and grumble something in Abysssal to each other.
"What's this little toy? It moves!"
"If we hit it too hard we might destroy it."
"Let's try skewering it instead."
As the two argue, Clean Fur instead focuses on the more immediate threats, the rest of the party! It charges forward at Kaya in the doorway. Swinging its halberd. It catches her surprised and slams into her with surprising force. 13 Damage and a DC 15 Fort save required. I didn't give you much time to heal up, and you can roll any you would use. If you didn't heal up, Kaya is at -1 again.
Sooty and Dried Blood both lower their heads and try to stab the little scorpion with their horns. Sooty scores a deep blow with his horn, but dried blood misses entirely. Crit to Kizuo, 12 Piercing. I initially was rolling the halberd and got a 33 for damage (x3 crit mod) but surprise-round crit kill on a familiar without warning that he might get targetted was just a little too harsh. These are curious demons I guess, wanting to see the familiar up close.
Gore Black vs. Kizuo: 1d20 + 8 ⇒ (20) + 8 = 28
Gore Black vs. Kizuo CRIT?: 1d20 + 8 ⇒ (15) + 8 = 23
Gore Crit: 2d6 + 8 ⇒ (1, 4) + 8 = 13
Gore Red vs. Kizuo: 1d20 + 8 ⇒ (3) + 8 = 11
Clean Halberd Charge vs. Kaya: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Halberd: 1d10 + 4 ⇒ (9) + 4 = 13
++++++++++++++++
Round: 1
Active conditions: Green District
Takumi
Eguressia
Ouir
Zyneste
Kahru
Nokka
Kaya: -13 DC 15 Fort Save
Sooty
Clean Fur
Dried Blood
Everyone is up!
++++++++++++++++
Current Map

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Hey, no worries about the crit. Better the familiar than one of us. Although they are expensive! As for surprise, I guess that's the GM's call.
knowledge(planes: 1d20 + 13 ⇒ (10) + 13 = 23 (Resistances: Spell, Damage and Energy)
"Kizuo, retreat!" On hearing that, the paper scorpion withdraws and flees. Full withdrawal. If there's an open window, it will climb to that. If not, it will climb to one corner of the ceiling.
Meanwhile, Takumi quickly calls out what he knows about such demons known as schirs. Once the familiar has moved out of the way, Takumi away pulls out a piece of black paper and flings it at the feet of the two demons still in the back, willing it to turn into a deep hole.
Cast create pit. Ref DC19 or fall into 30ft deep pit.

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We definitely would have healed Kaya up to full! I volunteer wand charges if necessary.
Knowledge (planes: 1d20 + 14 ⇒ (19) + 14 = 33
Immunities, Special Attacks, Special Defenses, please
If it is not immune to mind-affecting, Eugressia casts Mind Thrust 3 at the one menacing Kaya.
Caster level check vs spell resistance: 1d20 + 6 ⇒ (15) + 6 = 21
mind thrust: 6d8 ⇒ (2, 2, 2, 4, 1, 6) = 17
Will save 18 for half damage

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Is that another door in front of Nokka?

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How long would Kaya have theoretically had to get someone to whallop her with her wand of CLW a lot?

GM Sedoriku |

Is that another door in front of Nokka?
I'm not sure what it is. It's either a door or window, but I'll say it's not an impedement to movement. She could move into the room from there.
How long would Kaya have theoretically had to get someone to whallop her with her wand of CLW a lot?
As long as she needed! Though if I had to say an exact number 30 mins on the shorter side. Getting back to the tower, talking to the gnome, visiting the Starrise tower, finding someone and getting healed, and then getting to the Battle District (where the current scenario is) would all take sometime.
Full update soon!

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Her bow as ever at the ready, Zyneste once more calmly fires off another volley of arrows. Her eyes squint just ever so slightly as she aims to shoot the arrows past the flapping owl in front of her and the window in the wall. Her mind recalls the lessons she learnt during training at the monastery, where she would take target practice while her master waved a fan back and forwards in front of her face.
Deadly Aim, PBS, Improved Precise Shot. Aiming at Black and will move onto red should he go down first.
Cold Iron Arrow 1: 1d20 + 12 - 2 + 1 ⇒ (2) + 12 - 2 + 1 = 13 Damage: 1d8 + 6 + 1 + 4 ⇒ (1) + 6 + 1 + 4 = 12
Cold Iron Arrow 2: 1d20 + 12 - 2 + 1 ⇒ (10) + 12 - 2 + 1 = 21 Damage: 1d8 + 6 + 1 + 4 ⇒ (6) + 6 + 1 + 4 = 17
Cold Iron Arrow 3: 1d20 + 7 - 2 + 1 ⇒ (15) + 7 - 2 + 1 = 21 Damage: 1d8 + 6 + 1 + 4 ⇒ (6) + 6 + 1 + 4 = 17

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Assuming Eugressia didn't take down the creature with her Mind Thrust. If she did, redirect these attacks to the nearest standing enemy.
"Nokka, attack!"
Kahru moves in the door to the north of Kaya, moving around the creature (provoking) to leave room for Nokka. He commands the owlbear to attack, then swings his own weapon at the creature, keeping his emotions in check for the moment.
+1 Adamantine Earth Breaker, Power Attack: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage, Power Attack: 2d6 + 7 + 6 ⇒ (6, 4) + 7 + 6 = 23

Nokka |

Nokka follows Kahru in, attacking as soon as she has a clear bite at the creature.
bite, power attack: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
damage, power attack: 1d6 + 4 + 4 ⇒ (5) + 4 + 4 = 13

GM Sedoriku |

DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 15, Special attack: Disease, no special defenses. Also with your rolls and the +1 from the district, you both earned another piece of info!
Takumi tells little Kizuo to run away. The little paper scorpion does, avoiding getting hit even further. However the paper creature runs into the far corner and activates another trap that was just beyond Takumi’s perception. From the middle of nowhere and giant flaming hammer slams down on where the little thing is standing.
NOOOO, you had to move him right into another trap! He’s getting a lovely flame strike to the face but if he can make a DC 17 reflex then he should be fine! Don’t forget the District Bonus!
Takumi also casts a spell at the two demons in the room, trying to take them out of the fight. Before he can finish, Zyneste has three arrows in the air and two of them in Sooty. Who then promptly falls into the hole. He manages to roll at the last second and avoid theworst fo the fall, but the arrows and bludgeoning are enough to knock him out cold. Dried Blood, however is able to avoid getting caught in the spell and rolls to the side.
Eugressia focuses her mind on the demon in front of her and tries to crush it’s mind with hers, it proves rather effective, causing the demon to stop still and a small trail of blood to trace its way out of the demon’s nose. This proves to be all the opportunity Kahru and Nokka need, the coldborn bursting through the floor length window and sliding around the demon’s backside. The clean furred demon takes a swipe with his halberd but misses the man by a hair. Kahru responds by attacking the demon with full force. The earthbreaker slams it into the wall and leaves it barely hanging on to life. Nokka is then able to reach out and snap her beak on the demon’s neck, taking advantage of it being off kilter from it’s charge. The thing slides to the ground dead.
Only the demon with Dried Blood in its fur is left standing.
Flame Strike: 8d6 ⇒ (4, 5, 4, 1, 1, 4, 5, 3) = 27
Reflex, Dried: 1d20 + 3 ⇒ (19) + 3 = 22
Reflex, Sooty: 1d20 + 3 ⇒ (2) + 3 = 5
Will, Clean: 1d20 + 3 ⇒ (10) + 3 = 13
Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
Falling damage: 1d6 ⇒ 41d6 ⇒ 1
Halberd Clean AoO: 1d20 + 10 ⇒ (8) + 10 = 18
++++++++++++++++
Round: 1
Active conditions: Green District
Takumi: DC 17 reflex for Kizuo
Eguressia
Ouir
Zyneste
Kahru
Nokka
Kaya: -13 DC 15 Fort save and please roll your 1d4 for lesser restoration
Sooty -35, 4 NL Unconcious
Clean Fur -43 Nokka feed
Dried Blood
Bold are up or rolls needed!
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Current Map
Don’t forget the +1 from the green district

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Did Kahru's earth breaker seem to do full damage?

GM Sedoriku |

Nope! It did not. But you do have an Oil of Align Weapon (Good) you could slather on it!

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Edited: forgot that Kizuo has improved evasion.
ref: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Kizuo with preternatural dexterity leaps out of the way fire and quickly scrambles up the ceiling.
Just want to point out that the demon only gets to make an acrobatics check if it deliberately jump. If it is falling, it takes full 3d6 damage, and none of it is nonlethal. Not a big deal since it is out of the combat, except whether it is unconscious or dead.
For Dried Blood, it would need to jump to a nearest safe space. It is now still positioned over the hole.
Guys, sorry but I can't dismiss the spell.

GM Sedoriku |

Dangit forgot to move Dried Blood. He shifted to the right. And Sooty is definitely dead!

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Oiur edges past Nokka and into the room. They snort derisively at the trapped demon, unsling their bow, and loose an arrow at it.
Composite longbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage, piercing: 1d8 + 4 ⇒ (7) + 4 = 11

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Oh my gosh, I'm so sorry; the post that I'd written up apparently didn't go through last night.
Kaya: 12/33; 3 Dex Damage
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 = 20
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 = 25
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 = 27
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 = 33
4 CLW wallops
Lesser Restoration: 1d4 ⇒ 4 Sweet Merciful Goddess!
Fort: 1d20 + 2 ⇒ (13) + 2 = 15 Safe?
Current Health: 20/33
Swearing, Kaya steps carefully forward and towards the fore. Although her friends quickly dispatch the offender that had so quickly harmed her, she isn't particularly excited about closing in for combat whilst still bleeding. And to think, she'd just gotten patched up.
Still, the sudden change in their environment - fire and earth and all that jazz - made it less than tenable for her to charge, too. That said, she positioned herself to strike should this -bleeeeeeeep- come any closer.
mwk cold iron rapier: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 + 3d6 ⇒ (2) + (4, 5, 6) = 17
mwk cold iron rapier: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d6 + 3d6 ⇒ (2) + (1, 2, 1) = 6
mwk cold iron rapier: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d6 + 3d6 ⇒ (3) + (2, 4, 4) = 13
mwk cold iron rapier: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 3d6 ⇒ (4) + (2, 2, 5) = 13
mwk cold iron rapier: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 1d6 + 3d6 ⇒ (2) + (5, 2, 2) = 11

GM Sedoriku |

Kizuo despite triggering and being targeted by the giant flaming hammer of doom, deftly slips under the flaming source and scuttles up the wall to safety, unscathed. So glad that he didn’t die! I would hate to have killed him.
Oiur steps forward into the room and sneers at the remaining demo before firing an arrow at it. The demon sneers back at them, though the arrow landing in its arm and involuntary wince of pain undercuts the look.
Kaya, feeling much better after all the magical attentions she got earlier, moves into position to make a good front line with Kahru and Oiur. The front of her gash hurts and itches just ever so slightly, but she feels fine otherwise. She readies her rapier in case the demon does something stupid she can take advantage of.
The demon, for his part, gives everyone a glare and starts speaking in common, though it almost seems imposed over a background of abyssal. “You will be paying for killing my Subordinates!” The demon then strides down around the pit and over to Kahru, dragging his sparking halberd behind him. The demon suddenly speeds up as it gets in close, clsoing thelast 6 feet in a blur and bringing its halberd up over and down across the man's chest, leaving a nasty looking gash there. 10 Damage to Kahru and a DC 15 Fort pending
Halberd Dried: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
++++++++++++++++
Round: 2
Active conditions: Green District
Takumi
Eguressia
Ouir
Zyneste
Kahru: -10 DC 15 Fort save Pending
Nokka
Kaya: -13
Sooty On second glance he’s dead!
Clean Fur -43 Nokka feed
Dried Blood: -6
Everyone is up!
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Current Map
Don’t forget the +1 from the green district. Also any suggestions for what you want to try next would be appriciated.