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Elsha has medicine+4 if somebody else has a healer's kit. But, Zelphari should use the elixir Elsha handed him. Those are daily infused items for him, so use them or lose them. He also has one batch set aside for quick alchemy if we get into trouble next combat.

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Elfino is a medic. He's trained in Medicine +5 and has Healer's Tools. He also has access to the enhanced Battle Medicine feat of a Forensic Medicine Investigator (+1 HP per level and only immune for 1 hour)
The nice thing about Battle Medicine is that (ignoring crits) it only takes one action to heal 2d8+1 HP with a success rate of 55%. The downside is the 1 hour immunity. For the failures, Elfino can try to use Treat Wounds for 10 minutes to heal 2d8 HP with a success rate of 55%. Treat Wounds also has 1 hour of immunity.
If we're going to take on the BBG devil in the attic in less than one hour, then Elfino will not be able to heal the immune ones on the fly during battle. It may behoove us to sit around down here for the next hour or so before going up to confront the devil; that way, Elfino has Battle Medicine available to him for everyone during the big fight. I have personally been involved in several encounters where Battle Medicine has made the difference between a resounding victory and a TPK.
Under the assumption that we're all going to hang around in this room for the next hour or so healing up and preparing for the big fight (or whatever comes first), then Elfino will do Battle Medicine on the wounded followed by Treat Wounds on the failures. For double failures, we either wait an hour and try again, or use potions.
Action: Battle Medicine (Forensic Medicine) on Zephari
Battle Medicine (Medicine): 1d20 + 5 ⇒ (18) + 5 = 23 on Zephari
Battle Medicine Healing: 2d8 + 1 ⇒ (5, 2) + 1 = 8 hit points healed on Zephari.
Action: Battle Medicine (Forensic Medicine) on Brünwulf
Battle Medicine (Medicine): 1d20 + 5 ⇒ (11) + 5 = 16 on Brünwulf
Battle Medicine Healing: 2d8 + 1 ⇒ (7, 2) + 1 = 10 hit points healed on Brünwulf.
Action: Battle Medicine (Forensic Medicine) on Elfino
Battle Medicine (Medicine): 1d20 + 5 ⇒ (8) + 5 = 13 on Elfino
Action: Battle Medicine (Forensic Medicine) on Itka
Battle Medicine (Medicine): 1d20 + 5 ⇒ (17) + 5 = 22 on Itka
Battle Medicine Healing: 2d8 + 1 ⇒ (4, 3) + 1 = 8 hit points healed on Itka.
Elfino successfully heals everyone except himself. Sighing, he spends the next 10 minutes trying again.
Action: Treat Wounds on Elfino
Treat Wounds (Medicine): 1d20 + 5 ⇒ (8) + 5 = 13 on Elfino
Medice, cura te ipsum, my butt! He chugs down the potion he took out earlier.
Healing Potion (Minor): 1d8 ⇒ 6 hit points healed on Elfino.
Seeing that Brünwulf is still a little beat up, he spends another 10 minutes trying to patch up the last of the damage.
Action: Treat Wounds on Brünwulf
Treat Wounds (Medicine): 1d20 + 5 ⇒ (17) + 5 = 22 on Brünwulf
Treat Wounds Healing: 2d8 ⇒ (5, 4) = 9 hit points healed on Brünwulf.
Elfino looks over all his hard triage work with some satisfaction. He decides that a quick 1 hour rest is needed for everyone before moving further into the tower.
Unless I miscounted somehow, I believe everyone is up to full strength.

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Since the most you can fall is 5 ft, you can't take any damage, so you can climb the barricade eventually. If you're impatient and want to squeeze through the tunnel, you can make a Reflex save.
Forgot about getting over the barricade.
The sounds of battle end on the other side of the barricade while Elfino is examining the tunnel for traps. Not trusting the tunnel at all, he decides to go over the barricade instead. After several rather amusing failures, he finally manages to reach the top with Itka pushing from behind. From the top of the baricade, he helps Itka up if she needs it, and then hops down the other side to join the rest.
Icon moved accordingly.

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As long as we're resting, do we want to chat about how we want to deal with the devil?
Ezaki isn't thrilled about fighting him. He's heard a lot of awful things about devils, and he could die. On the other hand, he doesn't really want to make any agreement with the devil, because that's probably worse than dying.
Anyone have thoughts?

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Thanks, Elfino!
After several false starts, and only with considerable help from Elfino and whoever else lends a hand, Itka is finally able to heave her bulk over the barricade, dragging her heavy cane along with her.
"Oof! I'm getting too old for this. Ugh. Thanks, boys. Now, devils. I can't say I've had any direct experience with them, though I know not to ever make any deals or promises to them. Is there any reason for us to talk to it at all? It'll probably lie and try to trick us with every word it breathes. I say we go in shooting. No reason to wait. What do you think?" Itka doesn't seem particularly afraid of what's to come. Wary, yes, but more full of contempt than fear. It's like she's almost looking forward to it.

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Okay, Elsha will save that minor elixir of life then.
On the other side of the barricade, Elsha pockets the vial and gets to thinking about their next steps. He nonchalantly stays at the side and rubs his backside after slipping off of the rope several times before finally making it over.
He nods at Itka's plan. Yes, I think listening to it is the last thing we want to do if we want to come out of this o-okay.

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Elfino thinks things over, and says, "According to Diggen Thrune, we cannot truly kill it; as a summoned devil, killing it merely causes it to deconstitute; once it reconstitutes, it will presumably return once again to the tower where it is bound."
After a short pause, he continues, "While the devil is free, it will be a danger to anyone in the tower, including any Society agents that come after us to claim ownership and examine the library. We must not let that happen. Assuming he can be trusted, Diggen Thrune has given us the key to trapping the devil in the throne so that it will no longer be a threat to anyone. To safeguard the Society and its agents, we must at least try to make this happen."
Elfino continues, "So, I agree, we must not accept any deals or contracts it may offer us, and we must defeat it in combat and weaken it the point where it can be bound using the method described to us by the ghost. But that doesn't mean we have to go in shooting. If it gives us time, then we should use it to position ourselves in the most efficient manner before we start shooting. This is especially true if it has any minions with him or the terrain is difficult in some manner."
Elfino looks over his companions and tries to formulate a plan of attack. "Brünwulf and I do our best work from a longer distance with our bows (<= 60ft). Elsha and Itka seem to be most effective at mid range (20-30ft for spells and bomb throwing, though Magic Missile is good up to 120ft). Zelphari and Ezaki seem to do better at melee range."
The following is my personal take on what I think will maximize success in our fight against the devil. They are merely suggestions and I suspect very little of it will come as a surprise to anyone. I'd love to hear feedback and other suggestions since you all know your characters better than I.
Given that devils are fire-based creatures (as Diggen indicated), my guess is that Zelphari's fire-based elemental spells, Elsha's fire bombs, or anything else that generates fire damage, will be of limited use. I suggest we avoid them. They might work against minions though.
We need to buff up for this fight as much as possible up-front, perhaps just before we reach the top of the stairs. This is the big fight, most likely against one main opponent, so maximizing damage given and minimizing damage taken are priorities.
Weapon buffs: Shillelagh looks like a great spell to use against devils (which I assume are extraplanar creatures). Ezaki has Magic Weapon, which is another good spell for hand-to-hand combat and I suggest it be used on the Halberd.
Body buffs: I'm very tempted to have Elfino use one of Elsha's Quicksilver Mutagens just for a +1 for his bow attacks (+5 on speed may come in handy too). Unfortunately, Elfino is pretty soft already, and the 2HP up-front cost is high. Brünwulf might want to consider one as well. Zelphari and Ezaki might consider Drakeheart Mutagens if Elsha can whip some up.
Itka has a couple of support spells that might come in very handy. Ezaki (or Zelphari) might find Protection (against evil) to be a useful buff against summoned Devils as it gives +3 to AC. In battle, casting Guidance on anyone attacking in a particular round is nice too for a +1 to their attacks rolls. Otherwise, I think 3-action Magic Missiles is the way to maximize damage against one target, especially if they have good saves.
Without his fire bombs, Elsha is a little limited in combat. Any chance that he can whip up some acid, cold, or electricity bombs?
It's getting late, so I'll leave it here. More later if I think of anything.

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Thanks for the healing, kid.
The plan sounds good to me. I just need to stay back with my bow. If necessary, I can get into melee. But, of course, I'm much better with my bow.

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Well, it is a good thing that Zelphari's burning hands and produce flame are actually bludgeoning since his element is air, not fire. :) But agree with shillelagh. Main issue though is that while his AC is reasonable, his HP is not great so not particularly hardy. Likely he'll throw the shillelagh and a summon.
Zelphari nods in appreciation at Elfino. "You have deft hands there, young man. Few medics I've worked with are as skillful as this."
Turning back to the discussion, he finds he has little else to add. "Looks like this is quite a comprehensive plan. Irori will guide our hands."

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Ezaki looks a little pale, but it sounds like a good plan. He didn't expect to be facing a devil on his first adventure.
Just wanted to make sure we're all on the same page so nobody - *glares at Ezaki* - rushes forward and does something stupid without really thinking about it.

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Unfortunately, I was a ninny and had Itka cast Bane in the last fight. Really all she has is one casting of Magic Missile and her cantrips.
The corner of her mouth twitches as Itka nods at Elfino's assessment. "Yeah, I guess positioning would be good. But maybe we all decide not to speak a word to him. Like, treat him as if he's a trapped door that we're going to smash open." She looks around at the group hopefully.

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Sure, a particular arrangement of going in shooting, but none-the-less we simply need to weaken it. No getting around that. The plan is s-s-sound, though I only have one potential bomb left.

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If we have time to buff before combat, Zelphari will cast summon monster, then shillelagh. If not, we'll just see how the combat goes!

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Well, it is a good thing that Zelphari's burning hands and produce flame are actually bludgeoning since his element is air, not fire. :) But agree with shillelagh. Main issue though is that while his AC is reasonable, his HP is not great so not particularly hardy. Likely he'll throw the shillelagh and a summon.
Good to hear that Zelphari's element is air and not fire. It was a little hard to tell from looking at his profile.
Just wanted to make sure we're all on the same page so nobody - *glares at Ezaki* - rushes forward and does something stupid without really thinking about it.
What? Half the fun is sighing, glaring and eye-rolling at Ezaki's shenanigans.
Unfortunately, I was a ninny and had Itka cast Bane in the last fight. Really all she has is one casting of Magic Missile and her cantrips.
I don't think Bane was going to help much in the fight with the Devil anyway. Itka shouldn't be that close to the Devil to begin with, and by the time the radius of the spell is large enough to affect it, the devil (or all of us) will be down for the count. Evil Eye, on the other hand, may help in debuffing the devil, though its saves a likely to be good. Guidance can be a pretty useful spell; you can cast 3 of them in a round, and that extra +1 on an attack can make the difference between success and failure (or better yet, success and critical success) resulting in quite a difference in the damage inflicted. Magic Missile is free damage, so save it for when it can be cast with 3-actions to maximize effects. Otherwise, I find Telekinetic Projectile to be the best cantrip against single foes.
Elfino looks at the resigned Zelphari and the nervous Ezaki. "You two are going to be the ones to occupy the devil directly to give us the time to take it out. I'm not going to lie to you; this is likely to be extremely dangerous and may well result in you seeing premature visions of Pharasma. If the devil knocks you out, we'll do our best to bring you back before it's too late."
If anyone gets knocked out and starts dying, there's no need to panic and start using Hero Points prematurely. In these situations (and unfortunately, I've been in them several times), it is best to wait until you are about to go to dying 4 to use Hero Points. That gives the rest a chance to get to you and provide healing, which will not only stop the dying, but get you back on your feet as well. I'm more worried about things like persistent damage, which can be a b!t¢# in these situations.
Elfino turns to Elsha, "If someone goes down and I can't get to them, it will be up to you to rush in there with an elixir. You may want to have one ready in your hand when the fight begins. Oh, and do you have any of those elixirs left that make you quicker and more nimble? (ie. lesser Quicksilver Mutagen) I think that I may be able to use one for the fight; Brünwulf way also want one if you have a spare."

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Itka mutters to herself to cement the plan in her mind. "Hmm. So I'll stay back at first to cast Guidance on the two of them." She indicates Elfino and Brunwulf with flick of her eyes. "Then get in close to cast Evil Eye on it. Might as well try. After that, Magic Missile, as big as it can go." And if I get desperate, I can always throw the rat at it. Maybe it's scared of rats? Her lip curls a bit at the thought of the black rat in her pocket, the constant reminder that the cruel god who shaped most of her life into a living hell is the source of her power. It gives her a grim sense of satisfaction to use his power to fight against that which he holds dear.
As an afterthought, she adds: "I have a minor healing potion in my pack. Anyone who needs it can use it."

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Elfino looks at the resigned Zelphari and the nervous Ezaki. "You two are going to be the ones to occupy the devil directly to give us the time to take it out. I'm not going to lie to you; this is likely to be extremely dangerous and may well result in you seeing premature visions of Pharasma. If the devil knocks you out, we'll do our best to bring you back before it's too late."
I'm a bit more seasoned than the lot of you (more hit points). If you need someone up close, I could go against that devil with my blade. That way Zelph and Ezaki can hang back just in range of their spells. If things go bad for me, I can just pull back and switch to my bow.

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I'm a bit more seasoned than the lot of you (more hit points). If you need someone up close, I could go against that devil with my blade. That way Zelph and Ezaki can hang back just in range of their spells. If things go bad for me, I can just pull back and switch to my bow.
Elfino nods. "You may be right Brünwulf. Perhaps it would be best if you took Ezaki's place on the front line. Ezaki can then act to support you."
Based on my experience, I'm guessing that the devil will probably inflict on average somewhere between 15-25 hp of damage on us every round, more if it gets lucky with a crit, which it is likely to do some 10-20% of the time. That means that Ezaki and Zelphari can expect to last 1, maybe 2 rounds each before they go down. Brünwulf will probably last 2, maybe 3 rounds. If Zelphari summons an animal it might buy us an extra round at best. We need to take care of this guy in the first 2-3 rounds, or things will get progressively more difficult for us.
Whoever is on the front lines should be buffed; Shillelagh for Zelphari; Protection and Magic Weapon for Brünwulf. Those behind them, Ezaki, Itka and Elsha, should support with healing potions in hand, per-round Guidance spells, and casting attack spells with their free actions. Elfino will be in the back either shooting arrows if he gets a good opening, or acting in support with Battle Medicine or whatever. If one of the front line guys goes down, Ezaki will have to step in with his Halberd and take over while the rest of us try to resuscitate the unconscious one and get him back in the fight. One good benefit Elfino has is that he made the devil the subject of a Pursue a Lead, which means that Devise a Stratagem is a free action for him, giving him an extra action every round. If anyone has a spare Guidance available, then don't forget Elfino.
I'm really hoping that we get lucky early and take the devil down in one round like we did with the kobold spellcaster, but that kind of luck doesn't happen often. If it looks like we're not going to make it, then discretion being the better part of valor, it would be best if we retreat back down a level and wait a day before making another attempt. From the way Diggen was talking, my guess is that the devil is probably tied to the attic and won't follow us down. If the devil could move around the tower freely, it would probably have come down to greet us by now. If it does follow us, then we'll see each other again in Pharasma's Boneyard.
It may well be that all this preparation will be wasted and this devil turns out to be an easy kill, but better safe than sorry. Anything else before we head off?

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Brünwulf slings his bow over his back and slides his rapier from his belt. He gives the thin blade a few practice swings then a couple thrusts forward to get used to its weight and balance.
Been a while since I've used this thing. I was quite the brash rapscallion when I was young. Before my adventuring days. Got in plenty of duels over a woman. Lost a few of them, too --the duels and the women.
He says with a wink and a grin.
He then goes back to practice swings with his blade.
Anyway, I've got a ton of things runnin' through my head about this devil. What if it just wants a duel, one-on-one? Eh, it probably isn't like a devil to be fair. Or maybe it wishes for a battle of wits. I probably won't be much help there. He shrugs.
Elfino, you and someone else should hide in the shadows when I summon this devil. Get a couple surprise shots on the bugger before he knows what hit him. Well, if it's a fight he wants, luckily my weapons are light and well-balanced. Gonna go two-weapon style on this.
He then pulls the light mace from his other hip with his off hand and gives it a few swings.
Okay. I think I'm ready.
He flexes and stretches to loosen his muscles in preparation for combat.
Ezaki, you want to enhance my weapon with your magic now or wait until I start swinging?
Well, awesome. I realized that flurry isn't specific to one fighting style. Since both the rapier and light mace are agile & finesse, my second and third attacks are only -2 and -4.

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Elsha fishes his last minor elixir of life, and minor healing potion out of his bandolier, gripping them tightly in both hands.
I have this, one more eagle-eye elixir (perception), and one more concoction of our choice from my formula book. After that I'm all sling bullets.

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"Alright, then. I'm ready, too." Zelphari grips his staff tightly in both hands.
If we can buff just before the battle, Zelphari will do so.

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"Hmp. Let's go. The wind from our talking won't defeat the devil. --Oof!" Heaving herself up from her seated position on the stone floor, Itka stretches out the kinks in her back with a resounding crack before settling herself into her normal hunched posture, leaning on her cane. She waves in a shooing motion at the boys to get them going.
Pity Guidance isn't spammable like in PFS1.

GM Blake |

Itka, Search: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Brünwulf, Scout: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Elsha, Avoid Notice: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Elfino, Investigate: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Ezaki, Search: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Zelphari, Detect Magic: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Nashaxian: 1d20 + 9 ⇒ (2) + 9 = 11
And so you make your way up the final flights of the tower's stairs. Upon reaching the final landing of Diggen’s Rest, a long hallway stretches up to a dusty stone throne on a raised onyx dais. Simmering patches of flame burn ceaselessly beneath three square grates on the floor, giving off shimmering waves of heat despite the surrounding stone remaining unmarred and cool to the touch.
Brunwulf and Zephari can see a horned and bearded devil lounging lazily upon the stone throne. He twirls his finger through his beard while a glaive lays upon the ground.
"Welcome, friends, to my humble abode. I trust the attendants were hospitable?" the devil says as the first of you crest the stairs.
Encounter! Round 1. Bold may act/speak.
Ezaki
Elsha (hidden)
Brunwulf
Itka
Elfino
Zelphari
Nashaxian

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Ezaki begins walking towards the devil, halberd held upright in one hand.
"The kobolds tried to kill us! Is that what you mean by 'hospitable'?The ghost said that you'd try to kill us."
As soon as he finishes asking, Ezaki will Stride twice, weaving between the grates.
Hopefully, he'll be too busy answering to object to Ezaki moving forward. If the devil objects, Ezaki will stop wherever he is and take one step back.

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OK guys, now is the time for buffing. Shillelagh, Protection, and Magic Weapon all last 1 minute (so basically the entire encounter). All three have a range of touch, so don't go wandering off before you've picked up your buffs.
Free Action: Delay to end of Zelphari's turn
The idea is for Elfino to delay until just before the Devil gets its turn. I want to give everyone a chance to buff and move into position in case Elfino gets a good Devise roll and decides to start shooting.
Elfino hears the devil's voice, but cannot see it. He moves up the stairs until he has the fiend in sight, and then a little further to bring the creature within easy range of his shortbow.
Action 1: Stride (35 feet)
Elfino examines the devil in the distance and tries to formulate a plan of attack.
Since the devil is a subject of Elfino's investigation, he gets Devise a Stratagem as a free action.
Free Action: Devise a Stratagem vs. Devil
Devise a Stratagem: 1d20 ⇒ 18
Well, it's no nat-20, but close enough. Let the fireworks begin.
Elfino sees a potential weakness in his enemy and calls out, "Prepare yourselves, I'm taking a shot," before loosening an arrow at the devil on the throne.
Action 2: Strike (Shortbow) vs. Devil with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (18) + 4 + 3 = 25
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (5) + (6) = 11 (piercing damage)
In the unlikely eventuality that it's a crit, then double the damage, plus ...
Shortbow Deadly d10: 1d10 ⇒ 3 (piercing damage)
Elfino then racks his memory for anything he can remember about this type of devil.
I'm looking for any hints as to the devil's AC, HP, immunities, weaknesses and resistances, in that order.
Action 3: Recall Knowledge
Not sure what skill to use. Given that the devil is an extraplanar creature, my guess is that it's either Arcana +8, Occultism +8, or Religion +3.

GM Blake |

"Well, I'm very glad that they didn't kill you!" the devil says with a giggle. "It has been so long without anyone able to hold a decent conversation. Great Nashaxian this! Great Nashaxian that! Constant worship gets boring after a while."
He continues to talk as you move into the room. The devil does not seem threatened by Ezaki's approach. "Is that old ghost still lingering in the lower halls? Hah! That’ll teach him. He thought he could ‘borrow’ some infernal muscle for a few months and slip away with possession of his soul. It’s good to know he’s as stuck here as I am."
He giggles again and then looks towards you with a pointy-toothed grin, "You wouldn't happen to have him with you, would you?"

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"With us?! It promised us 100 gold if we killed you, and then fled."
I thought we were going to get in formation before we started attacking. If we attack from range, the melee fighters will need to dodge whatever/whoever comes out of those grates.
If combat is goi g to be triggered and Ezaki can revise, he'll cast Magic Weapon on Brunwulf's weapon of choice and then Stride once.

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Whoops, forgot a couple of things.
Does Elfino notice anything about the room, devil, throne, grates, etc. with his That's Odd ability?
Is the devil lounging on the throne enough to be considered prone and/or flat-footed?
I thought we were going to get in formation before we started attacking. If we attack from range, the melee fighters will need to dodge whatever/whoever comes out of those grates.
If combat is goi g to be triggered and Ezaki can revise, he'll cast Magic Weapon on Brunwulf's weapon of choice and then Stride once.
The GM has us in encounter mode, so in a way we are already in combat. Elfino delayed his turn to go last to give everyone else a chance to buff and get into formation to take on the devil when he finally advances on us. With the devil ceding us initiative and Elfino's good Devise roll, it seemed stupid not to take the shot.
And anyway, it's better for the devil to burn up actions coming to us than the other way around. Those grates look more like traps/exits than entrances to me; probably good that you're avoiding them like you are.

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Will delay until any buffs would be laid on Zelphari but before the devil.
Zelphari waits momentarily in case his teammates plan to lay any enchantments on him. For himself, he focuses on his staff, sending primal energy within to strengthen its core. He then moves forward, lagging slightly behind.
2 action: cast shillelagh, stride.

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Brünwulf follows Ezaki, taking the same route between the grates, and takes a spot next to him. He then addresses the devil.
Look, Mister Nashaxian. All of your kobold subjects are dead. No more annoying bastards to worship you. We've cleared this place in the name of the Pathfinder Society, who are the original owners of this place. So, basically, what I'm trying to say is; your services are not needed here anymore. I don't know what your contract consisted of, but, we're reclaiming this keep. So, you can just make yourself disappear back to your home in Hell.
Thanks, now.
Goodbye.
With a scowl on his face, Brünwulf glares at the devil as beads of sweat form on his brow.
Aww, crap. What was I thinking? I hope someone comes up with something better than that.
stride, stride, parlay.

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Oh... Brunwulf is right in there stating our intentions immediately. I fear the devil has no reason to show any cards now...
Elsha trots up behind the ranger, ready to administer aid when needed.
No enchantments here, just a mobile medic with a couple of healing elixirs ready to go.
[[A]] stride, 25'

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OK, after further discussion, and assuming the GM agrees, I've decided to withdraw my previous turn post for round 1 and replace it in toto with the following:
Free Action: Delay to end of Zelphari's turn
The idea is for Elfino to delay until just before the Devil gets its turn. I want to give everyone a chance to buff and move into position in case Elfino gets a good Devise roll and decides to start shooting.
Elfino hears the devil's voice, but cannot see it. He moves up the stairs until he has the fiend in sight, and then a little further to bring the creature within easy range of his shortbow.
Action 1: Stride (35 feet)
Does Elfino notice anything about the room, devil, throne, grates, etc. with his That's Odd ability?
Elfino examines the devil in the distance and tries to formulate a plan of attack.
Since the devil is a subject of Elfino's investigation, he gets Devise a Stratagem as a free action.
Free Action: Devise a Stratagem vs. Devil
Devise a Stratagem: 1d20 ⇒ 7
Ugh!
The elf does not see any particular weaknesses he can exploit, and so moves further into the room and positions himself to be within easy (one-Stride) range of anyone who might need help in the inevitable conflict to come.
Action 2: Stride (35 feet)
While he waits for the fireworks to start, he racks his memory for anything he can remember about this type of devil that might prove useful to them.
I'm looking for any hints as to the devil's AC, HP, immunities, weaknesses and resistances, in that order.
Action 3: Recall Knowledge
Not sure what skill to use. Given that the devil is an extraplanar creature, my guess is that it's either Arcana +8, Occultism +8, or Religion +3.
Is the devil lounging on the throne enough to be considered prone and/or flat-footed?

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Huffing and heaving herself up the stairs, lagging behind the others, Itka finally catches up to the more spry members of her party, internally grumbling about the effects of years of undernourishment. Her cane clacks and echos in the hall as she limps over to Zelphari and breathlessly casts Guidance on him. Her first task finished, she finally turns to take in the area. She whispers in an aside to those next to her: "What'd I miss?"
◆◆ Stride twice, ◆ Cast a Spell

GM Blake |

No, the devil is not prone or flat-footed.
Deception: 1d20 + 2 ⇒ (7) + 2 = 9
Religion: 1d20 + 3 ⇒ (4) + 3 = 7
"I hope you didn't believe him," Nashaxian says to Ezaki. "That ghost hasn't got a copper to his name nor could he stop you from stealing every last one of his books from the library, if you wanted."
The devil arches an eyebrow as Brunwulf approaches and declares his intention. "Well," he says. "Until the empire of Cheliax reclaims possession of these lands and restores peace to the region, I’m stuck in this tower and bound to this throne. Whosoever sits upon this throne may use my power to protect this keep and the surrounding territory. The one who currently sits upon this throne is me."
Nashaxian's eyes blaze with fire and the coals beneath the grates flare. The room becomes painfully hot for a moment before the coals cool down.
"I'll tell you what," he says flipping his glaive from the floor to his hand with a kick of his hoof. He makes a gesture with his clawed hand and disappears.
"You bring me Diggen's ghost--I think he and I ought to spend some time... chatting--and I'll let you go without harming a single one of you," he finishes, leering over Elsha's shoulder where he reappeared.
Encounter! Round 2. Bold may act/speak.
Ezaki
Elsha
Brunwulf (magic weapon - rapier(?): 9/10)
Itka
Zelphari (shillelagh: 9/10)
Elfino
Nashaxian

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"We're not your errand runners. Go get him yourself," Ezaki sneers.
He circles around the devil (this provokes AoO if he has it) and then grips his halberd with both hands, slashing.
Halberd: 1d20 + 6 ⇒ (4) + 6 = 10
Slashing: 1d10 + 3 ⇒ (7) + 3 = 10
Edit: Should be +2 with flanking, but I suspect it won't matter.

GM Blake |

That's not going to be any worse than a miss, but I believe you're supposed to roll for voices in your head.
"Oh ho! Feisty!" Nashaxian says, leaning reaching his glaive back over his shoulder and blocking the halberd (miss).

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Meddling: 1d4 ⇒ 1
Kill them!
"Wh-what? Kill everyone? How about just the devil?"
That's what we meant. We were using 'them' as a gender-neutral pronoun! Just because we were all born 5,000 years ago doesn't mean we can't keep up with modern language. You don't know the devil's preferred pronouns! Have a little respect, you're representing Thassalon.
"Umm ... okay."
Kids these days!

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I know that I am last in the initiative order, but I am about to go to bed and despite screwing things up last round by posting early, I'm going to do so again to avoid holding up the works while I'm asleep.
Elfino calls out, "He should be susceptible to cold-based attacks."
Nashaxian's eyes blaze with fire and the coals beneath the grates flare. The room becomes painfully hot for a moment before the coals cool down.
That answers the grate question. He probably uses them on the weekends for barbeques. Best to stay off them if we don't want to end up on the menu.
He makes a gesture with his clawed hand and disappears.
"You bring me Diggen's ghost--I think he and I ought to spend some time... chatting--and I'll let you go without harming a single one of you," he finishes, leering over Elsha's shoulder where he reappeared.
Ooookay then. We may be officially screwed here. After searching through the spell lists, it looks like he just cast a Level 4 Dimension Door spell, something not available to spellcasters until they reach 7th level. I really hope this is an innate devil ability, because otherwise we're all about to die. On the plus side, it takes 2 actions to cast (I hope), which is 2 fewer actions that he can use to beat up on us.
Elfino blanches when he sees the devil teleport across the room. "Uh oh, this is going to be harder than I thought," he thinks to himself. If he could trust the devil to keep a bargain, he might just have been tempted to give Diggen up to to save their skins.
He continues to look for a weakness in the fiend's defenses.
Free Action: Devise a Stratagem vs. Devil
Devise a Stratagem: 1d20 ⇒ 6
Nope
"This fellow is a lot harder to read than the kobolds," he thinks after not finding a decent target.
Knowing it is useless to shoot at the devil, he looks around for something to do.
I'm screwed. What to do with my three actions? Suggestions?
Here's a long-shot, but better than doing nothing.
He looks down and examines the grate beside him without actually putting his body above it in any way. Can he find something that will help extinguish or disable the coals?
Action 1: Seek (Secret - Perception +9)
If he determines that it is a device of some sort that can be disabled, he tries to disable it.
Action 2 & 3: Disable a Device
Disable a Device (Thievery): 1d20 + 6 ⇒ (16) + 6 = 22

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Dammit! The bastard teleported!
Brünwulf scoffs and shakes his head in disappointment. He then runs diagonally between the grates. He passes Zelphari and Elsha and then slips past the devil to get next to him.
Making a stab with his now magical rapier, he strikes for the devil's heart, if it even has one.
rapier (magic weapon): 1d20 + 9 ⇒ (3) + 9 = 12
poke!: 2d6 + 1 ⇒ (1, 5) + 1 = 7
deadly?: 1d8 ⇒ 6
Craaaap.
stride, stride, strike.

GM Blake |

The grates are--fortunately or unfortunately--not a trap. It appears that they are magically sustained. Even if they were not, it would require a considerable Bulk of water to douse the coals.
Brunwulf feels the reverberations in his arm as the point of his rapier strikes the devil's long beard, which resists the blade as though made of steel (miss). "Ha ha! Were you trying to tickle me?" the devil asks.
Encounter! Round 2. Bold may act/speak.
Ezaki
Elsha
Brunwulf (magic weapon - rapier: 9/10)
Itka
Zelphari (shillelagh: 9/10)
Elfino
Nashaxian

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Will delay until after Elsha's turn as I assume he will move away. Then Zelphari will take his space so that I'm flanking the devil with Ezaki. Will put down my post now, but please move my token after Elsha has moved? Thanks.
"Elsha! Pull back!"
Zelphari then quickly takes his place, flanking the devil with Ezaki. He then swings the enchanted staff twice upon the creature.
vs devil, flat-footed
shillelagh'ed staff, guidance: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25 dmg: 2d8 + 3 ⇒ (5, 8) + 3 = 16 additional damage if it's extraplanar: 1d8 ⇒ 8
shillelagh'ed staff: 1d20 + 6 + 1 - 5 ⇒ (2) + 6 + 1 - 5 = 4 dmg: 2d8 + 3 ⇒ (5, 7) + 3 = 15 additional damage if it's extraplanar: 1d8 ⇒ 5

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Rising to her full height, which is quite a change from her normal hunched posture, Itka makes eye contact with the devil and casts her Evil Eye hex on him. Next she casts Guidance on Brunwulf and Elsha.
◆ Cast a Spell, ◆ Cast a Spell, ◆ Cast a Spell
Guidance cast on: Zelphari, Brunwulf & Elsha.

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Elsha's eyes widen and his jaw drops as soon as he realizes the devil has appeared just behind him.
Umm....
On Zelphari's command he pulls back behind the sorcerer.
Realizing he isn't about to administer *two* healing potions, he stows one and switches things up. He fidgets with some components near his body and out of view...
[[A]] stride 15'
[[A]] stow minor elixir of life (still holding a minor healing potion)
[[A]] quick alchemy: frost vial

GM Blake |

Will, Status: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Glaive: 1d20 + 11 ⇒ (10) + 11 = 21
S: 1d8 + 5 ⇒ (6) + 5 = 11 + Evil: 1d6 ⇒ 5 + Infernal: 1d4 ⇒ 3
"Oof! Now that was simply impolite," the devil wheezes after Zephari bashes him with the living staff. Eyes narrowed, he side steps the sorcerer's second swing. Ikta feels her hex fail against the devil's prodigious willpower.
"One good turn deserves another?" he says before swinging his dark glaive and cutting Zephari down. The wound across the man's chest immediately begins to bubble with black pus. He quickly turns, chants words of infernal power and makes a profane gesture resulting in his disappearance.
From his new position astride the throne, he asks, "Should I give you one last chance to hand over Diggen and leave?"
Encounter! Round 2. Bold may act/speak.
Ezaki
Elsha
Brunwulf (magic weapon - rapier: 8/10)
Itka
Elfino
Zelphari (0 HP, dying 1, prone, persistent 3 (DC 15)) (shillelagh: 8/10)
Nashaxian (-21 hp)
You must make a DC 18 Counteract check or lose the spell/magic with no effect.
Note: Elixirs and Battle Medicine are not magical.
EDIT: Stabilize check -> Persistent Damage -> Persistent Check

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Please note that Nashaxian took only 21 hp of damage from the 24 hp that Zelphari inflicted. This would suggest a resistance of 3 to bludgeoning or perhaps all physical attacks.
He looks on in dismay as Zelphari goes down under the blows of the devil, and realizing that without the sorcerer and his shillelagh the fight would likely go against them, Elfino moves quickly to his side.
Action 1: Stride (35 feet)
He falls to his knees beside the prone Zelphari and whipping out his bandages and ointments, dresses the sorcerer's wounds as best as he can to try and reverse his condition.
Action 2: Battle Medicine (Forensic Medicine) on Zelphari
Battle Medicine (Medicine): 1d20 + 5 ⇒ (13) + 5 = 18
Battle Medicine Healing: 2d8 + 1 ⇒ (8, 5) + 1 = 14 hit points healed.
That should do the trick. Go get 'em tiger!
While working on Zelphari, Elfino replays the earlier battle with the devil in his mind. He mulls over the way the devil dodged and parried the attacks, and scrutinizes in detail the successful strike by Zelphari. He takes in all this new information and looks for a way to further damage the fiend.
Free Action: Devise a Stratagem vs. Devil
Devise a Stratagem: 1d20 ⇒ 17
"Ah, yes! I think I see a way past his defenses," he thinks to himself, and no sooner is he done patching Zelphari and getting him back on his feet that he turns and loosens an arrow at the devil.
Action 3: Strike (Shortbow) vs. Devil with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (17) + 4 + 3 = 24
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (1) + (6) = 7 (piercing damage)
Let's find out how resistant this devil really is.
Elfino then turns to the witch, "Perhaps now would be a good time to use those force bolts of yours, Itka. The devil looks a lot weaker now, and they might just tip the balance in our favor."