
![]() |

Sure, plenty of Pathfinders pass through Diobel, so there's probably one kicking around in some shop or other. Might take you a few hours to track one down.

Lady Alhambra |

Great! I will buy one of those and loop my Grim Trophy through it. We'll see if I can get lucky and get an extra use out of it when the time comes.
With that I am good to go.

![]() |

Properly outfitted, the group descends back into the old temple.
Where to?

Didymus the Great |

Didy and Ambro scout ahead as we descend, wary of any of the xulgath forces lying in ambush.
Taking the Scout exploration mode, and my suggestion is to take the same route through the complex that we took before. If all is as we left it, we can quickly and easily press on.

![]() |

You enter the temple's entrance chamber. Nothing seems amiss.
Moved minis to entrance.

Didymus the Great |

Moved up to the corner like last time. However I will wait for Kvothe and Carl to join before Ambro steps out from the corner.

![]() |

You can just move to wherever you would like to end up.

Didymus the Great |

Cool. In that case I will make my way to the backdoor off of the chapel and bust out my brass ear to listen at the door.

![]() |

Didymus hears nothing from the other side of the door.
Opening the door reveals a hall, marble walls smeared with blood. A thin, greenish haze fills the air, giving off a smell of sodden leaves and decay.

Creepy Carl |

Carl gets a big smile. HOME! Then remembering where he is, he turns to the group. Please allow me to check the next corner.
Using my handy new feat, Breath Control, I want to hold my breath as I go to the other opening. I am more looking for stuff than raising my shiedl.

Didymus the Great |

Didymus smiles at Carl's sudden excitement, and with an exaggerated bow just like Mr. Thunder used to do, he waves Carl on ahead. As he bends over for the bow, the thought to check for tracks suddenly dawns on him.
I will take the Tracking activity, and see if I can find a new prey to hunt.

Lady Alhambra |

Al follows along the party, making sure to stay a few paces back and out of sight.
Avoiding notice (+13 once Improved Initiative factors in)

![]() |

The hall bends around the corner, and Carl can just make out a door.

![]() |

1d20 ⇒ 5
Al does detect magic. The highest level effect is conjuration. You aren't sure exactly where it is, but it seems to cover a large area and could be caused by the haze.
As Carl steps forward, a discharge of energy blasts through the area, and a horrid lizard-like creature appears, with a thorned crest and dagger-sized teeth.
1d20 ⇒ 1
1d20 ⇒ 4
1d20 ⇒ 13
1d20 ⇒ 19
1d20 ⇒ 17

![]() |

???
Al
Kvothe
Didy & Ambro
Carl (-19, Bleed 1d6 and Drained 1)
The strange lizard creature attacks Carl.
Jaws vs. Carl: 1d20 + 20 ⇒ (9) + 20 = 29 Since I imagine Carl was defending this just barely hits.
Damage: 2d12 + 9 ⇒ (2, 8) + 9 = 19
One of the creature's teeth breaks off in Carl's skin, causing a bleeding wound. Also Drained 1
Claw: 1d20 + 16 ⇒ (1) + 16 = 17
Slashing Damage: 2d8 + 9 ⇒ (1, 1) + 9 = 11
I'm guessing Carl wants to Shield Block the bite, but I'll hold just in case he needs that reaction for something else.
Everybody is up! Nature to identify this monstrosity.

![]() |

Following along everyone as they retrace their steps back into Moonstone Hall. Kvothe gasps in surprise as the creature jumps out at Carl. He then begins to play their theme song to boost the party. Ending the first verse with a flourish, he then summons some arcane power and casts Daze at the creature
performance for lingering comp: 1d20 + 15 ⇒ (19) + 15 = 34
daze DC 25 5 mental damage

Creepy Carl |

Cool creature. I was under the impression that I do not get reactions until my first activation. Removing Drain will take a 4th lvl Restoration or a night of rest. So be careful.
Carl sets his shield as he attempts to trip this creature.
Inspired Trip: 1d20 + 17 + 1 + 1 ⇒ (19) + 17 + 1 + 1 = 38
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (2) + 1 = 3
If I can use Dinosaur Lore to ID it is +9 Trained. If not I will stab.
Inspired Strike2: 1d20 + 16 - 5 + 1 ⇒ (13) + 16 - 5 + 1 = 25
Inspired Piercing: 1d8 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
Persistent Bleed: 1d20 ⇒ 12
Raises shield to keep AC 29. I have DR2/Slashing.
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-9 hp damage & Enfeebled (or Stupefied) 2)

![]() |

Active Effects - Lingering Comp (Inspire Courage)
??? (-22, prone)
Al
Kvothe (-22)p[/b]
Didy & Ambro[/b]
Carl (-22, Bleed 1d6 and Drained 1)
I can never remember the rules on reactions, but that sounds right.
Will: 1d20 ⇒ 10 Fail
Attack of Opportunity on Kvothe, 15' reach: 1d20 + 20 ⇒ (9) + 20 = 29
Tail piercing: 2d8 + 9 ⇒ (5, 8) + 9 = 22
Daze: 1d6 ⇒ 5
Carl trips the massive creature somehow, and barely manages to stab it.
Bleed: 1d6 ⇒ 3

Didymus the Great |

"Whoa!" Didy recoils as the massive creature lunges forth, and then again as its tail comes lashing around the corner. "What are you big fella?"
1. hunt prey
2. hunted shot
3. command: darting strike (step then strike) + strike.
As a quick reminder, marking him as prey lets me make a free recall knowledge check thanks to Monster Hunter, and Dubious Knowledge should get me something no matter what, though always a chance at erroneous info. Nature is at +15 (expert). Whatever I learn, I will immediately announce to the party.
hunted shot 1+inspire vs FF but cover: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
piercing+inspire: 2d6 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11
hunted shot 2+inspire vs FF but cover: 1d20 + 16 - 5 + 1 ⇒ (4) + 16 - 5 + 1 = 16
piercing+inspire: 2d6 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11
precision: 1d8 ⇒ 7
Ambrosius jaws+inspire vs FF: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
piercing: 2d8 + 3 + 1 ⇒ (7, 3) + 3 + 1 = 14
Ambrosius talon+inspire vs FF: 1d20 + 13 - 4 + 1 ⇒ (3) + 13 - 4 + 1 = 13
slashing: 2d6 + 3 + 1 ⇒ (4, 6) + 3 + 1 = 14
precision: 1d8 ⇒ 2

Lady Alhambra |

Unless Didy's knowledge warns me against electric damage (or towards something else if he's got a vulnerability), I will use Intimidating Glare and then follow it up with a Sudden Bolt at 2nd level.
intimidate: 1d20 + 18 ⇒ (7) + 18 = 25
DC 25 Sudden Bolt: 4d12 ⇒ (7, 12, 7, 7) = 33
slots:
1st 4/4
2nd 3/4
3rd 4/4
4th 3/3

![]() |

Active Effects - Lingering Comp (Inspire Courage)
??? (-40, prone)
Al
Kvothe (-22)p[/b]
Didy & Ambro[/b]
Carl (-22, Bleed 1d6 and Drained 1)
Didy isn't quite sure what this thing is, besides big and angry.
One of Didy's arrows hits, but his second shot, and Ambro's attacks fail to piece the creature's tough hide.

![]() |

He's got teeth that break off in the skin (Drained 1, Bleeding 6). Neither go away until a successful First aid check DC 26 first aid check is succeeded.
And he, uh, can plane shift.

Didymus the Great |

"Holy crap, guys! I think that's a wharflegobbler! Those teeth of his are notoriously loose, and'll break off in ya. It's gonna take some doin' for me to yank 'em out and halt that bleed. But worse yet, they can come and go from one plane to the next. Oh man, this haze is probably ether dust! Try not to breathe in too much or your lungs'll float right outta your chest!"
Carl, next turn I will move up and use first aid to try to halt that bleed.

![]() |

Hearing the lingering tunes still in the air, Kvothe focuses on the battle enjoined. Summoning some new tricks and then giving a shout at the creator.
electric arc and then bon mot
DC 25 reflex for half: 4d4 + 4 ⇒ (3, 4, 2, 4) + 4 = 17
bon mot: 1d20 + 15 ⇒ (11) + 15 = 26

![]() |

Active Effects - Lingering Comp (Inspire Courage)
??? (-40, prone)
Al
Kvothe (-22)
Didy (-14)
Ambro
Carl (-27, Bleed 1d6 and Drained 1)
Oh, sorry, I see Al ninja'd me by four minutes.
25 does not succeed on the demoralize attempt.
Reflex: 1d20 ⇒ 18 Critical success
The lizard gets up and continues to attack Carl.
Attack: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 2d12 + 9 ⇒ (5, 1) + 9 = 15 Shield blocked
I know persistent doesn't stack, and I don't think the conditions do, so there's no point in breaking off another tooth besides giving Didy more to do, so he'll follow up with a tail strike on Didy.
CLaw attack: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 2d8 + 9 ⇒ (1, 4) + 9 = 14
Reflex for electric arc: 1d20 ⇒ 19 Critical success
The creature easily dodges Kvothe's spell, and doesn't seem to understand his insult.
Didy, Carl, and Al are up!
2d6 ⇒ (6, 2) = 8

Lady Alhambra |

Well then. I'm going to be a bit useless. Best I've got is to cast elemental gift on Carl so his attacks inflict 1d6 persistent fire. As my other action I will try a Nature +10 check and pray for some insight.

Didymus the Great |

I will delay until after Carl in case of another hail mary trip.
1. stride
2. medicine
3. hunted shot
Uncommanded, Ambro gets a single strike at my prey for free.
"Uh oh."
medicine: 1d20 + 18 ⇒ (13) + 18 = 31
hunted shot 1+inspire: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
piercing+inspire: 2d6 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11
hunted shot 2+inspire: 1d20 + 16 - 5 + 1 ⇒ (18) + 16 - 5 + 1 = 30
piercing+inspire: 2d6 + 3 + 1 ⇒ (4, 1) + 3 + 1 = 9
precision: 1d8 ⇒ 5
Ambrosius jaws+inspire: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
piercing: 2d8 + 3 + 1 ⇒ (1, 2) + 3 + 1 = 7
precision: 1d8 ⇒ 1
Didy rushes to the leshy's side and quickly performs impromptu field surgery, tucking the extricated tooth in a pocket as a souvenir. Then the archer deftly looses a couple rapid shots from his bow for good measure.
Left to his own devices, the dinosaur feebly snaps his jaws at the massive beast's ankle.
"Umm, maybe we should fall back. A cornered beast is a dangerous one."

Creepy Carl |

We had that super-werewolf that could teleport. Now a super-dinosaur that can plane shift! It ain't cornered, it wants to lash. Just get out of tail reach. Once you get clear, call if you still want me to fall back. With that Carl set his shield, tries to trip and creature and then stabs again.
Inspired Trip: 1d20 + 17 + 1 + 1 ⇒ (18) + 17 + 1 + 1 = 37
Inspired Strike2: 1d20 + 16 - 5 + 1 ⇒ (16) + 16 - 5 + 1 = 28
Inspired Piercing: 1d8 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
Persistent Fire: 1d6 ⇒ 2
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Did I get lucky and crit trip both times?
Raises shield to keep AC 29. I have DR2/Slashing.
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-9 hp damage & Enfeebled (or Stupefied) 2). Shield has taken 5 pts damage

![]() |

Active Effects - Lingering Comp (Inspire Courage)
??? (-116, prone, persistent fire 1d6, enfeebled 2)
Al
Kvothe (-22)
Didy (-30, Bleed 1d6, Drained 1 (max HP 69)
Ambro
Carl (-38, Bleed 1d6, Drained 1 (max HP ?)
Deadly: 1d10 ⇒ 6
Al isn't sure what this creature is.
Carl trips the creature, stabs it, and bleeds. 1d6 ⇒ 2
Didy manages to extract the tooth, although Carl continues to bleed. Both of his arrows hit, but Ambrosius misses.
Going forward don't roll persistent damage that you inflict, since it doesn't happen until the opponent's turn.
The creature stands and attacks Didy again.
Bite: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d12 + 9 ⇒ (3, 6) + 9 = 18
One if its teeth breaks off in Didy's skin.Just noticed Drained inflicts damage as well as reduces max hp, so adjusted Carl's HP accordingly.
flat check for persistent fire: 1d20 ⇒ 11
Everybody is up!

Creepy Carl |

I think they make a toy for small children like this creature. Carl again sets his shield, tries to trip and stabs.
Inspired Trip: 1d20 + 17 + 1 + 1 ⇒ (7) + 17 + 1 + 1 = 26
Inspired Strike2: 1d20 + 16 - 5 + 1 ⇒ (16) + 16 - 5 + 1 = 28
Inspired Piercing: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 Persistent fire if he put it out last round.

![]() |

c'mon guys! We got him on the ropes!
cast telekinetic projectile
TK projectile: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
damage: 4d6 + 4 + 1 ⇒ (2, 5, 5, 5) + 4 + 1 = 22

Lady Alhambra |

"Do we? You are more optimistic than I." Al says as she zaps electricity through the creature.
elec arc DC 25: 4d4 + 4 ⇒ (2, 4, 4, 4) + 4 = 18
I might as well try to ID again

![]() |

Active Effects - Lingering Comp (Inspire Courage)
??? (-134, persistent fire 1d6, enfeebled 2)
Al
Kvothe (-37)
Didy (-30, Bleed 1d6, Drained 1 (max HP 69)
Ambro
Carl (-43, Bleed 1d6, Drained 1 (max HP ?)
Carl fails to trip, but does manage to poke the creature for some damage.
Kvothe's spell misses.
AoO: 1d20 + 20 - 2 ⇒ (9) + 20 - 2 = 27
Damage: 2d8 + 9 - 2 ⇒ (3, 5) + 9 - 2 = 15
Reflex: 1d20 ⇒ 7 Fail
1d20 ⇒ 15
Al suddenly recalls that this is a Krooth, an aquatic lizard known for its ambush tactics. Its also a popular summon target due to its ferocity.
Carl bleed: 1d6 ⇒ 5
Al knows they are notoriously confident and difficult to scare. +4 status bonus to saves vs. fear.

Didymus the Great |

"A Krooth? C'mon, Al. That sounds completely made up. It is clearly a wharflegobbler." he says while he finishes his surgery, then looses another pair of arrows.
Ambro continues to rake at the creature of his own free will.
Is it cool to keep the med check roll from last turn?
hunted shot 1+inspire: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
piercing+inspire: 2d6 + 3 + 1 ⇒ (5, 3) + 3 + 1 = 12
hunted shot 2+inspire: 1d20 + 16 - 5 + 1 ⇒ (2) + 16 - 5 + 1 = 14
piercing+inspire: 2d6 + 3 + 1 ⇒ (2, 2) + 3 + 1 = 8
precision: 1d8 ⇒ 1
Ambrosius jaws+inspire: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
piercing: 2d8 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
precision: 1d8 ⇒ 8

![]() |

Didy strikes the creature with an arrow, and pulls the spike out of Carl.
With another burst of energy, the summoned creature disappears.
Out of combat.

Didymus the Great |

"Whew!" Didy sighs with relief, then sets about pulling the tooth out of his own skin.
medicine: 1d20 + 18 ⇒ (17) + 18 = 35
then medicine all around.
DC 20 on Carl: 1d20 + 18 ⇒ (6) + 18 = 24
healing: 2d8 + 10 ⇒ (2, 6) + 10 = 18
DC 20 on Kvothe: 1d20 + 18 ⇒ (5) + 18 = 23
healing: 2d8 + 10 ⇒ (8, 3) + 10 = 21
DC 20 on Didy: 1d20 + 18 ⇒ (2) + 18 = 20
healing: 2d8 + 10 ⇒ (8, 7) + 10 = 25

![]() |

Al
Kvothe (-12)
Didy (-9, Bleed 1d6, Drained 1 (max HP 69)
Ambro
Carl (-25)
It would take 3 healing hymns to get everyone to full, so around 40 minutes to cast. If you're willing, I'll put everyone at full.
There are two doors in the hall, and a wide set of double doors at the end of it.

Creepy Carl |

Thank you. Just moving up to the first set of doors we come to.
That was a rough spot. Thank you everyone. It was strange with the flame on the trident. There is a bear friend at the hermitage that is not real happy with open flames. Shall we try these first?

Didymus the Great |

"Yep! Let's see what is so important back here that they had that beast to guard it."
I'll listen at the single door with the brass ear, and whisper to the party anything I detect and then step back and let Carl open the door.

![]() |

These rooms appear to have been storage rooms, but have been thoroughly ransacked. There are several bottles of wine here, one of which has been smashed open on the floor. THe other shelves here are empty except for a dented shield.

Didymus the Great |

Didy inspects the wine to see if any of the labels look like stuff that he's seen Pontypool, the Professor, or any of the other circus members drink. "Ooo! These might make excellent presents!"

Lady Alhambra |

I will cast Detect Magic and take a look at that shield, as well as scan the rest of the rooms for any hidden gems.

![]() |

The wine bottles are all pretty old, as Aroden died over 100 years ago. It's very likely they are no longer good.
The shield is a lesser sturdy shield. Otherwise, nothing of value remains.

Didymus the Great |

Didy moves on to the Western door, listens with his brass ear, and then steps back to let Carl open it up.