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Just to be clear, Seldiir reloaded blue last round. He's not needed on the big ballista. With the grease and obstacles and the party owning the Vermelek, I am going to stay paranoid and hang at this end of the map to keep the big ballista (and her crew) protected. Unless (GM?) Seldiir is obviously wasting his time and there is an army of paladins covering the left side of the map.

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It sounds like we have ballistae loaded, then. In that case, and since I think we're in a new round, Rama will fire. If GM could make clear notation when the party's up, that might help a little-- I know the vermlek acted, but I'm unclear on if that's the only thing that's in between our actions and 'bad guys'/other events, etc.
Ranged ballista attack!: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 4d6 ⇒ (2, 3, 6, 5) = 16

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No we were mid way through the Vermeleks turn. However
Elris cuts down the demon before it can get further away
stabilise checks for Malvanee: 2d20 ⇒ (1, 3) = 4
riltar will: 1d20 + 4 ⇒ (9) + 4 = 13
bithrilmit will: 1d20 + 5 ⇒ (3) + 5 = 8
maybe you should roll your own checks
Seldiir looks to the west There is no sign of demon activity but also no sign of a paladin army. The party is bruised and battered but is free from foes for the moment
Bold to act
Riltar Nobettween (-9)
Seldiir Elberion
Bithrilmit (-7)
Firewing (-6)
Ramakanti
Elris Kayne (-5)
Mahalak Akrakai (-9)
Malvanee (-19)
Old Baeesie (18/20 SAs fires at 20 Standard Actions or SAs)
Blue ballista loaded
Green balisata unloaded
Arillerists (0,-4)

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seeker aid tokens were all used in the earlier bit all seekers are in the middle of the demon army and currently unavailable for assistance (you do get to return the assistance by firing old baeesie) howvever there are a couple of dead dwarves and artillerists who may have had healing potions on them[ I also think you had enough fake crusader fights earlier to have at least 1 clw potion each iirc

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Seldiir opens up his rucksack, "We bagged these earlier. Anyone need one?"
Inside he has 4 potions of cure light wounds, 4 tanglefoot bags, 2 flasks acid and 2 alchemists fire.
The ranger dumps the potions in a pile behind the big ballista.
On map
"And somebody search those corpses!" Seldiir barks out, doing his best to imitate his old parade sergeant.

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I totally missed the Will save... I thought I was out of the area! :P
Will DC: 1d20 + 4 ⇒ (8) + 4 = 12
Same result as yours! Riltar at 1 hp... looking for healz! :P
"Seldi...iiir... I'll... hav 'one please..."
Potion CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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"II'll take one, so will firewing"
CLW potion: 1d8 + 1 ⇒ (5) + 1 = 6

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The party takes some time to heal their wounds. Ramakanti finds four potions on the warpriests Elris concentrates on loading the green balista and Malahak casts stabilise on Malvanee
Two dwarves appear from the east again. "Oi old Baeesie needs some help" calls the crew
Bold to act
Riltar Nobettween (-2)
Seldiir Elberion
Bithrilmit (-1)
Firewing
Ramakanti
Elris Kayne (-5)
Mahalak Akrakai (-9)
Dwarves
Malvanee (-20)
Old Baeesie (18/20 SAs fires at 20 Standard Actions or SAs)
Blue ballista loaded
Green balisata loaded
Arillerists (0,-4)

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Riltar loads Old Baessie!

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Seldiir shakes his head, "We need to get organised."
Then he tries on his sergeant's voice again.
"Ramakanti! Feed those potions to the cat! And get back from the front line! Elris! Get behind the grease pool! We can control their movement!" be bawls at the top of his lungs.
"Mahalak, is that thing loaded? When Elris moves, give them all you've got!"
If anyone can open up some space for charging, Seldiir can charge any foe that gets onto the left of the grease. If any space can be opened up generally, his can use his bow too.
Also, feel free to ignore Seldiir, he's no military genius :D

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Bithrilmit spends another round loading the thing. if it is loaded then he loads after it is fired.

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Firewing flies over the grease to attack the dwarves!
bite: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 1 ⇒ (4) + 1 = 5

Shifty |

OVERSEER ANNOUNCEMENT
The Society’s finest have dealt a great blow to the demonic generals.
The host of Demons seems to have lost coordination as they engage along the battle lines, with the Generals mostly cut down and the siege engines still firing, the horde starts falling apart.
The demons go into retreat or are cut down by the crusaders and Pathfinders who swarm those foolish enough to stay. With the host in retreat, the defenders also start recovering the injured and slain.
The dust settles as surviving Pathfinders find their way back to the Starrise Citadel. Dozens lie wounded, some bearing injuries that may prove fatal. Smoke chokes the air as crusaders continue to douse still-burning buildings whose flames are now mercifully under control.
Venture-Captain Jorsal silently walks up and down the lines of Pathfinders. He rarely speaks, only giving an understanding nod or a comforting smile. The arrival of a squad of battered crusaders from the center of the city breaks the grim moment. At their head rides a stern woman bedecked in shining full plate engraved with intricate gold filigree. Her weapon is coated in what must be demonic ichor, and several of her helmet’s once beautiful blue plumes are charred. This can only be Queen Galfrey, crusader queen of Mendev and leader of Nerosyan.
She brings her entourage to a halt and addresses the assembled Pathfinders. “Words cannot express the gratitude of Mendev. What your Society has done here today goes well beyond what duty required. I have learned that this attack was just one of many in a coordinated assault against all of Mendev, and that our wardstones have failed us, disabled by some demonic treachery. Our city only stands thanks to the efforts of those such as yourselves. I have spoken with Venture- Captain Jorsal, and Mendev shall do whatever it can to aid you in reaching the Sky Citadel of Jormurdun—so long as doing so does not interfere with the new war".
“Now, I must depart for the city of Kenabres to inspect the damage done there. Woefully, it did not have the benefit of the Pathfinder Society’s assistance when it was assaulted, and all reports indicate the city is now completely ruined.” She pauses, worry visible on her face before concluding, “Thank you, all of you for your efforts here today.” Without another word, Queen Galfrey and her entourage turn and leave. The remaining Pathfinder survivors stand united, under the still-brilliant light of the Starrise Spire.
Unable to breach the walls of the city with their primary army, the demons have broken into a full retreat. The crusaders are ready to strike back against the demons. Congratulations Pathfinders on your overwhelming victory!
Table GMs - please feel free to close out any dialogue and allow the players to resolve any outstanding business, and close off in your own time. Thank you for GMing!
Players, thank you for your participation, I hope you all had a ball and take away some memories (fond or harrowing) and see you next time!

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With a mighty swoosh Old Baeesie launches another magically enhanced boulder into the battlefield another mighty explosion greets its arrival as the demonic horde breaks Bithrilmit fires the ballistae at one dwarf who is blasted away over the wall his friend looks after where he fell and is harried into following him by Firewing
The next day
fort saves: 4d20 ⇒ (2, 10, 14, 7) = 33
Malvanee Elris and Firewing show signs of their encounter with the slime mold Bithrilmit is unaffected
Fungal rot onset 1 day
1d2 str damage 1 Con damage and fatigued
Dc 16 fort save Heal check of same dc to give +4 to save from someone giving long term care

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Good news is that can't kill us at only 1 Constitution damage a day which is negated by rest. So if you want I can just keep rolling till I get it?
Using Nobility Blessing (+2) and Guidance (+1) each day, on myself and the others (One other for Nobility till I am cured then both others). And CLW's as well to alleviate pain.
Elris calls upon his divine connection to help his allies through the sickness that has befallen them after fighting a filthy carpet. He refuses to leave their side till they are in fighting condition again.
Fortitude: 1d20 + 2 + 2 + 1 ⇒ (20) + 2 + 2 + 1 = 25
Fortitude: 1d20 + 2 + 2 + 1 ⇒ (18) + 2 + 2 + 1 = 23
While pulling through himself he continues to call upon Ragathiel to aid the others.
Heal (Aid Another)(Day 1: Mal): 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Heal (Aid Another)(Day 1: Fire): 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Heal (Aid Another): 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Heal (Aid Another): 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
"If demons can't kill us it won't be some carpet...have I become a zookeeper?" he jokes as he waits with Bithrilmit and Mahalak.

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heal aid another: 1d20 + 1 ⇒ (17) + 1 = 18
heal aid another: 1d20 + 1 ⇒ (16) + 1 = 17
heal aid another: 1d20 + 1 ⇒ (2) + 1 = 3
heal aid another: 1d20 + 1 ⇒ (17) + 1 = 18
Bithrilmit has +3 heal, so if we all aid another then, with bonuses it should give a very good chance to get that +4. Once the condition is healed, it’s just bedrest.

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day 1
aid another Mahalak: 1d20 + 2 ⇒ (14) + 2 = 16
aid another Ramakanti: 1d20 + 1 ⇒ (6) + 1 = 7
aid another Riltar: 1d20 + 1 ⇒ (7) + 1 = 8
aid another Mahalak: 1d20 + 2 ⇒ (3) + 2 = 5
aid another Ramakanti: 1d20 + 1 ⇒ (6) + 1 = 7
aid another Riltar: 1d20 + 1 ⇒ (2) + 1 = 3
day 2
aid another Mahalak: 1d20 + 2 ⇒ (20) + 2 = 22
aid another Ramakanti: 1d20 + 1 ⇒ (18) + 1 = 19
aid another Riltar: 1d20 + 1 ⇒ (12) + 1 = 13
aid another Mahalak: 1d20 + 2 ⇒ (19) + 2 = 21
aid another Ramakanti: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Riltar: 1d20 + 1 ⇒ (17) + 1 = 18
Bithrilmit heal check Mal: 1d20 + 3 + 6 ⇒ (9) + 3 + 6 = 18
Bithrilmit heal check Firewing: 1d20 + 3 + 6 ⇒ (18) + 3 + 6 = 27
Bithrilmit heal check Mal: 1d20 + 3 + 6 ⇒ (13) + 3 + 6 = 22
Bithrilmit heal check Firewing: 1d20 + 3 + 6 ⇒ (16) + 3 + 6 = 25
Okay, so if nobody minds being botted, that gives +4 to the fortitude saves for both Malvanee and Firewing for the first two days.

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Day 3
Malvanee
aid another Mahalak: 1d20 + 2 ⇒ (20) + 2 = 22
aid another Ramakanti: 1d20 + 1 ⇒ (11) + 1 = 12
aid another Riltar: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Seldiir: 1d20 + 1 ⇒ (18) + 1 = 19
aid another Elris: 1d20 + 2 ⇒ (6) + 2 = 8
Firewing
aid another Mahalak: 1d20 + 2 ⇒ (2) + 2 = 4
aid another Ramakanti: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Riltar: 1d20 + 1 ⇒ (13) + 1 = 14
aid another Seldiir: 1d20 + 1 ⇒ (20) + 1 = 21
aid another Elris: 1d20 + 2 ⇒ (5) + 2 = 7
Day 4
Malvanee
aid another Mahalak: 1d20 + 2 ⇒ (14) + 2 = 16
aid another Ramakanti: 1d20 + 1 ⇒ (9) + 1 = 10
aid another Riltar: 1d20 + 1 ⇒ (2) + 1 = 3
aid another Seldiir: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Elris: 1d20 + 2 ⇒ (9) + 2 = 11
Firewing
aid another Mahalak: 1d20 + 2 ⇒ (1) + 2 = 3
aid another Ramakanti: 1d20 + 1 ⇒ (5) + 1 = 6
aid another Riltar: 1d20 + 1 ⇒ (19) + 1 = 20
aid another Seldiir: 1d20 + 1 ⇒ (14) + 1 = 15
aid another Elris: 1d20 + 2 ⇒ (20) + 2 = 22
Day 5
Malvanee
aid another Mahalak: 1d20 + 2 ⇒ (9) + 2 = 11
aid another Ramakanti: 1d20 + 1 ⇒ (20) + 1 = 21
aid another Riltar: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Seldiir: 1d20 + 1 ⇒ (8) + 1 = 9
aid another Elris: 1d20 + 2 ⇒ (15) + 2 = 17
Firewing
aid another Mahalak: 1d20 + 2 ⇒ (12) + 2 = 14
aid another Ramakanti: 1d20 + 1 ⇒ (16) + 1 = 17
aid another Riltar: 1d20 + 1 ⇒ (5) + 1 = 6
aid another Seldiir: 1d20 + 1 ⇒ (13) + 1 = 14
aid another Elris: 1d20 + 2 ⇒ (17) + 2 = 19
Day 6
Malvanee
aid another Mahalak: 1d20 + 2 ⇒ (17) + 2 = 19
aid another Ramakanti: 1d20 + 1 ⇒ (3) + 1 = 4
aid another Riltar: 1d20 + 1 ⇒ (4) + 1 = 5
aid another Seldiir: 1d20 + 1 ⇒ (3) + 1 = 4
aid another Elris: 1d20 + 2 ⇒ (6) + 2 = 8
Firewing
aid another Mahalak: 1d20 + 2 ⇒ (2) + 2 = 4
aid another Ramakanti: 1d20 + 1 ⇒ (19) + 1 = 20
aid another Riltar: 1d20 + 1 ⇒ (13) + 1 = 14
aid another Seldiir: 1d20 + 1 ⇒ (16) + 1 = 17
aid another Elris: 1d20 + 2 ⇒ (4) + 2 = 6
heal checks Malvanee
bithrilmit heal check day3: 1d20 + 3 + 6 ⇒ (9) + 3 + 6 = 18
bithrilmit heal check day4: 1d20 + 3 + 6 ⇒ (3) + 3 + 6 = 12
bithrilmit heal check day5: 1d20 + 3 + 6 ⇒ (19) + 3 + 6 = 28
bithrilmit heal check day6: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
heal checks Firewing
bithrilmit heal check day3: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
bithrilmit heal check day4: 1d20 + 3 + 6 ⇒ (7) + 3 + 6 = 16
bithrilmit heal check day5: 1d20 + 3 + 8 ⇒ (14) + 3 + 8 = 25
bithrilmit heal check day6: 1d20 + 3 + 6 ⇒ (2) + 3 + 6 = 11
And with more botting... Malvanee also gets the +4 on days 3, 5 and 6; Firewing also gets the +4 on days 4 and 5.

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@GM: if Riltar can help those that are affected please let me know how.
Heal to Assist people recovering, taking 10: 10 + 1 = 11

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day 1: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
day 2: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
I beleive that saves but just in case it needs more than 1 save to cure:
day 3: 1d20 + 2 ⇒ (17) + 2 = 19
day 4: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
day 5: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
does the strength damage stay or does it heal once I make my fort save?

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[dice=day 1]1d20+2+4
[dice=day 2]1d20+2+4
I beleive that saves but just in case it needs more than 1 save to cure:
[dice=day 3]1d20+2
[dice=day 4]1d20+2+4
[dice=day 5]1d20+2+4does the strength damage stay or does it heal once I make my fort save?
1 point per day of complete rest.