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Botting Maggie
Maggie moves to flank #2 and strikes twice — the first misses, but the second crits with a silver weapon!
+1 Striking Silver Rapier (1st): 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
+1 Striking Silver Rapier (2nd): 1d20 + 12 + 1 - 5 ⇒ (19) + 12 + 1 - 5 = 27
Piercing: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Deadly d8 if needed: 1d8 ⇒ 7

GM Doug H |

Alonzo and Pugsley cannot connect. Two devils yet remain.
--
#2 flies around and torments the bard with the most dangerous weapon.
Mandibles, strike 1 vs Maggie: 1d20 + 14 ⇒ (14) + 14 = 28
P: 1d10 + 5 ⇒ (1) + 5 = 6 Net 4, 3 temp gone
Mandibles, strike 2 vs Maggie: 1d20 + 14 - 5 ⇒ (20) + 14 - 5 = 29
P: 1d10 + 5 ⇒ (10) + 5 = 15 25 after reduction from paladin
Champ reaction: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Buzz-baby still alive but will die if you can hit it and overcome DR…
--
The other devil drops Haggra.
Mandibles, strike 1 vs Haggra: 1d20 + 14 ⇒ (4) + 14 = 18
P: 1d10 + 5 ⇒ (4) + 5 = 9
It then flies 15' feet up.
✥ ✥ ✥
Them Ingots Round 4
I believe Inspire is now down.
Party Conditions: Inspire 0/3
Terrain: Tables / chairs difficult terrain
Battlemap
──────────
BOLD IS UP!:
──────────
Horrible Cherub Bug 2 (-44 HP)
--
Haggra (0/35 HP) │ Dying 1
--
Horrible Cherub Bug 1 (-33 HP)
➤ Maggie (15/56 HP)
➤ Alonzo (58/58 HP) │ Animal Form, 5 temp hp
➤ Morgan (23/36 HP) │ Shield Up
➤ Flint (22/49 HP) │ Reaction Available, Shield Up
➤ Pugsley (27/27 HP)
⠀⠀➤ Pugsley's Eidolon (27/27 HP)

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Action 1-2: Ray of Frost
Action 3: Stride
Morgan points a finger at one of the devils, whispering an incantation and gesturing with the other as a ray of frost lances out towards the flying foe!
Ray of Frost vs 1: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (Cold): 2d4 + 4 ⇒ (4, 2) + 4 = 10
She then moves closer to Haggra.

GM Doug H |

Morgan’s ray freezes bug 2 solid. It shatters on the floor with a high-pitched scream.

GM Doug H |

Stat block updated per slack. Apologies for mixing up "M" names and targets. Both devils are still up.
✥ ✥ ✥
Them Ingots Round 4
Party Conditions: Inspire 2/3
Terrain: Tables / chairs difficult terrain
Battlemap
──────────
BOLD IS UP!:
──────────
Horrible Cherub Bug 2 (-37 HP)
--
Haggra (0/35 HP) │ Dying 1
--
Horrible Cherub Bug 1 (-43 HP)
➤ Maggie (15/56 HP)
➤ Alonzo (58/58 HP) │ Animal Form, 5 temp hp
Morgan (23/36 HP) │ Shield Up
➤ Flint (22/49 HP) │ Reaction Available
➤ Pugsley (27/27 HP)
⠀⠀➤ Pugsley's Eidolon (27/27 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:

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"Would ye just blasted die already? I'm startin ta get hungry!"
Flint follows, swinging his hammer ATK: 1d20 + 9 ⇒ (2) + 9 = 11 weakly, and then raises his shield:
ATK: 1d20 + 9 ⇒ (12) + 9 = 21 for DMG if hit: 1d8 + 3 ⇒ (5) + 3 = 8

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Alonzo-dawg pads over and gets after #2.
bite: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
piercing: 2d8 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9
bite: 1d20 + 9 + 1 - 5 ⇒ (3) + 9 + 1 - 5 = 8
piercing: 2d8 + 1 + 1 ⇒ (7, 3) + 1 + 1 = 12
Stride, Strike x2.

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Maggie stabs the nasty baby.
Silver Rapier: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Piercing:: 2d6 + 1 ⇒ (6, 1) + 1 = 8
She then casts a second level soothe on herself.
Healing: 2d10 + 8 ⇒ (1, 5) + 8 = 14

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Haggra lies on the ground, bleeding out, while his teammates ignore him.
dying check DC11: 1d20 ⇒ 6
dying check DC11 reroll: 1d20 ⇒ 6
of course

GM Doug H |

Editing per slack convo
Maggie inspires, then stabs the buzz-baby in the eye! It falls with an eerily child-like scream.
Only the flying one #1 is left…
Pugsley is up

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Pugsley sees Haggra go downa nd not get back up. He grabs out the grimoire which flutters into the air all on its own, opening to a page that Pugsley needs. "Trust me, I’m a dog-tor."
Soothe (Haggra): 1d10 + 4 ⇒ (8) + 4 = 12
◆◆ Soothe
◆ Stride
HP 27/27
AC 17 (18 w/ shield)
Spells (1) Soothe| (2)
Focus Points 1/1
Hero Points 3/3
William
HP 27/27
AC 19

GM Doug H |

Haggra blinks awaye. The last buzz-baby hovers in the rafters above…
Haggra is up, with 12 HP

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Without standing up, Haggra tries to devise a strategy, as he might be able to shoot from where he is.
1d20 ⇒ 20
Thinking he has it down pat, he pulls out his crossbow and fires it!
Crossbow w/stratagem, prone ic : 20 + 9 - 2 + 1 = 28 piercing: 1d8 + 1d6 ⇒ (6) + (2) = 8 16 w/ crit

GM Doug H |

As the buzz-baby flies down towards Haggra, he puts a bolt through its eye. It falls with a horrible scream.
The inn in quiet. Nan peeks over the bar. She seems relieved.
Well… thank you for getting rid 'o them folk. They bneen here waitin' to get any Pathfinders or Glorious Reclamation agents. Trashin' my bar, scarin' away business. Who're you anyway?

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”Friends of the rose gardener.” says Haggra. ”Is it safe here? He has gone missing. ”

GM Doug H |

Ahh.
The count met someone else here a couple weeks ago. A Chelaxian woman with facial scars an' a severe haircut… shaved on one side. Probably a Hellknight, if you ask me, 'cause she had dark armor and looked right mean. They met over drinks in the quiet corner table near the far fireplace. They talked, then things seemed to get heated. Right then these soldiers and devils rushed the building and overwhelmed 'em'. Beat 'em good and kidnapped 'em. Left these soldiers here, and they been robbin' my patrons and trashing' the place for kicks ever since.
I seen some of these soldiers before, they're from Fort Dracobellum. It's an old outpost around here. Sometimes, they order us to make 'em meals an' deliveries, even though the fort isn’t supposed to be “officially” occupied.
Doesn't seem legal, though like I said I ain't certain who they're workin' for. Whatever they’re looking to keep hidden, like the kidnapped Count an' his Hellknight friend, they're probably in the basement of the fort. Entrance's in the southwest corner of the keep.
Nan can give you directions to Fort Dracobellum; it's about 2 hours away.
Even though it's not an official place, the keep's heavily guarded. But I heard tell there's secret tunnels lead' into the fortress.
You can rest before headin' out.
Treasure
The mercenaries carry a map leading to Fort Dracobellum and 50 sp that Nan informs you they had bullied off her patrons. For dealing with the unwanted guests, Nan rewards the you with a lesser healing potion.
Y'all can keep the silver as a reward, too. She sighs as she watches you collect the silver stolen from her patrons.
Next Steps
[You need to come up with a plan to enter the fort — something all of you can participate in somehow. I can offer guidance if the group needs inspiration. You can also rest here for free overnight, which I recommend.

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perception sense motive: 1d20 + 7 ⇒ (5) + 7 = 12
”Thank you, ma’am. Now, hopefully my companions can patch me up.”

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Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8
"If we're heading in there we should rest."

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Percpetion (SM): 1d20 + 9 ⇒ (14) + 9 = 23 "Thankee, but I know you can use the money. Would you consider a second potion and keeping the coin to yerrself?"
Flint's tone is respectful, and he doesn't wish to sound patronizing at all.
---
"Looks like we're headed to a right nasty place. You all ready?"

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Alonzo reverts to his dwarven form and begins to dip into his medicine kit.
Perception to Sense Motive: 1d20 + 12 ⇒ (18) + 12 = 30
As Flint said, it's clear that this group's effect on you business has been a profound one. Please keep the silver. And if you're able to offer more from the apothecary stash, so much the better.
DC 15 Medicine (Haggra): 1d20 + 10 ⇒ (9) + 10 = 19
healing: 2d8 ⇒ (2, 1) = 3
Stop squirming! You've moved the bandage now!

GM Doug H |

Nan is relieved. She tells you that she's acted as the count’s business partner in several schemes to move people out of Cheliax and provide for those inside Egorian working to make change from within. The silver will help with that. She gives you a lesser healing potion in thanks. The lesser is worth 12 go whereas the silver totaled to 5 gp. Added the lesser potions to the loot slide
It doesn't take too long to heal yourselves up.
✥ ✥ ✥
Finding the tunnels quickly would require Engineering, Scouting, Stealth, or Survival to locate and navigate the correct one. For any scheme you come up with, all PCs should attempt one of check of some sort; everyone should contribute.
Other options might be making convincing disguises (social skills, society to forge docs), climbing over the walls quietly (stealth, athletics/acrobatics), or a creating some sort of distraction to trick the mercenaries into leaving the fort (crafting, deception, survival, etc).
As always please sell me on any other skills you want or ideas you have, those are only suggestions.

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"A hobgoblin never squirms." says Haggra, obviously insulted.
He holes up with the team, as they work on a plan.
"I could forge some docs, stating that we are a team of bounty hunters, and that we are turning in a bounty on a goblin criminal and her shoony cohort?"

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We still need to know which tunnels, though, Alonzo says. I'm pretty adept at spelunking (Survival +10), if we think that will help.
Refocus.

GM Doug H |

You don't have to use the tunnels. These are totally separate options with their own array of options. You could use Haggra's plan instead, and use Society, social skills, etc instead of worrying about any tunnels whatsoever.
You will spend the night healing to full, and refocus. Back at 100% next day!

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"I LOVE this idea! I can absolutely play the role of a tragic villain, brought to a humbling end by might heroes! What is my motivation? I will need to come up with a backstory, and maybe a great catch phrase or two so they will remember me in future!
Maggie is still talking this out until she is bullied into quieting down and going to sleep. In the morning she works on her pirate costume, doing her best to make it as convincing as possible.
Deception +14

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"I've seen a few contracts before as well, and know what kind of language to look for to add authenticity," Morgan volunteers. She looks to Haggra, adding, "I could provide some peer review on your work."
Society is +10

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Haggra spends the evening working on the forgery, creating a detailed bounty for the Dread Pirate Maggie and her First Mate Pugsley. He'll also work on a writ to give him and his team status as bounty hunters.
society: 1d20 + 11 ⇒ (10) + 11 = 21

GM Doug H |

You can roll the checks yourselves! (Including for the disguise, which I know is normally secret).

GM Doug H |

You spend the evening creating a cunning plan about capturing a buccaneer. Surely nothingn can go wrong. It's about two hours to the fort, which stands as an image of a bygone era. Three domed buildings are connected to a long stable with thick stone walls bearing angled crenelations. The unadorned sandstone walls look like they belong in southern Taldor or northern Qadira rather than among the ornate structures of imperial Cheliax.
Though set far from the road winding along the Andivian River north to Egorian, the path up to the fort is well-traveled and level. From its vantage on a small hill, Fort Dracobellum has a clear view of the skies along the southern approach to the capital city, as well as the brush and forests surrounding it.
You bring pirate-Maggie in fetters towards the fort. Her backstory is so intricate it borders on nonsense and makes you a little worried. The guards block the entrance. They look pretty skeevy. The lead guard grabs the papers from Haggra and pretend he can read. But they look very official. One guard spits in the corner. The one reading the documents scratches his rear and yawns, before handing the papers back. We supposed to take in bounties? he asks his companion. Th other shrugs. An' what kinda pirates dare sail near the Chelaxian navy anyways?
Pugsley, Alonzo, Flint, and Morgan should all make checks, to help with the ruse.

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Morgan checks over Haggra's work.
Society: 1d20 + 10 ⇒ (18) + 10 = 28

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"The kind of pirates who would spit on yer mother's grave landlubber! It's not too late to free me and save yourself from my terrible wrath! Do you even know what a keelhauling MEANS???"
Deception: 1d20 + 14 ⇒ (17) + 14 = 31
"If I wasn't a pirate, would I even know this dirty sea shanty?? Oh the Captain's daughter was a..."

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Alonzo claps his hand over Maggie's mouth, giving a fairly pedestrian portrayal of wrestling with a bountied goblin.
Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17

GM Doug H |

No, but I know what keelin' means. It's when I keel ya with my axe! he and his friends chuckle, as he waves his hatchet around. They laugh more when Alonzo places his hand over her mouth.
Eh? This one's sad, though. Don't even know where he's gonna die. They peer at Pugsley and shake their heads. Yer in Cheliax, buddy! Last port o' call fer ya!
What's with the quiet dwarf? Ain't he part of yer bounty-huntin' crew? Quietest bounty hunter I ever seen….

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Not wanting to lie, but understanding that the mission depends on this, Flint adds, "Aye, I'm laconic yet git. They call me in when the slag is extra dense and the bounty doesn't necessarily require good health.... Catch my drift?"
Intimidate: 1d20 + 7 ⇒ (4) + 7 = 11 ummmm
Intimidate with HP: 1d20 + 7 ⇒ (19) + 7 = 26

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Haggra cracks his whip near Maggie as if to make a point. "Quiet, pirate!"
And by whip, I mean spiked chain, unless I could have picked up a whip before coming here. Seems thematic.
intimidate: 1d20 + 9 ⇒ (5) + 9 = 14
Reroll if this fails and makes things worse
intimidate: 1d20 + 9 ⇒ (18) + 9 = 27

GM Doug H |

Yeah, I catch yer drift.
The guards step aside. Welcome to Hotel Dracobellum. Enjoy yer stay, we'll be givin you all the special treatments! One of them rubs his knuckles, which are scarred from hitting people. They give mocking grins to your "prisoners." You know where ta go. An' you got proper permissions.
As Nan said, you move into the Southwest of the fort. You hurriedly unfetter your companions on the way. You move through a hallway and an empty courtyard.
✥ ✥ ✥
Through double doors, you find a large hall with a raised platform on one end. Several large rugs fail to completely cover the summoning circles etched into the flagstones. Stone pillars form rows on either side of the room to hold up the 20-foot ceilings.
Two devils, bowed under the weight of their own muscles, greet you. They each sport beards made of sharpened, dirt-encrusted tendrils that twitch and move of their own accord; each also carries a glaive. Art on slide 2
Since these are devils, you generally know to use silver or good damage, and not fire.
More specifically, the devils' glaives can give you an Infernal Wound (divine, necromancy traits) which deals persistent damage and resists any attempts to treat it, with a flat check to stop bleeding of 20 instead of the usual 15, unless you perform assisted recovery at a higher DC (20).
A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.
Crit success, or second check at DC 22, or check from another PC:
They draw their glaives and watch your every move. You know the stairs down are in the Southwest corner of the keep (bottom-right of map).

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flint is clearly, and somewhat obviously uncomfortable...
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
Flint makes note of the "help", but keeps his mouth shut for the moment. He doesn't dally, heading where he ought in the corner.

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Alonzo, also silent, follows his fellow dwarf.

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Recall Knowledge w/Dubious Knowledge: 1d20 + 7 ⇒ (3) + 7 = 10
Morgan does not recognize the devils, but resolves to research them later. She keeps up with the dwarves.

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Arcana: 1d20 + 9 ⇒ (3) + 9 = 12
Not knowing what sort of fiends these are, Haggra just keeps moving, his whip in his hand.

GM Doug H |

Flint makes his knowledge checks. Please feel free to read the spoilers.
As you approach the stairs down the devils move to block you. Pugslaey summons his eidolon and it's fight time!
Flint Thunderstriker, Defend: 1d20 + 9 ⇒ (5) + 9 = 14
Pugsley, Search: 1d20 + 5 ⇒ (12) + 5 = 17
Haggra the Hobgoblin, Search: 1d20 + 7 ⇒ (15) + 7 = 22
Maggie Poppins, Scout: 1d20 + 11 ⇒ (12) + 11 = 23
Alonzo Tamarisk, Other: 1d20 + 12 ⇒ (5) + 12 = 17
Barbazu 1: 1d20 + 13 ⇒ (13) + 13 = 26
Barbazu 2: 1d20 + 13 ⇒ (5) + 13 = 18
The first bearded devil is ready. He moves forward and strikes at Alonzo the glaive:
glaive, strike 1 vs AC 20: 1d20 + 15 ⇒ (5) + 15 = 20
Slashing: 1d8 + 7 ⇒ (7) + 7 = 14 and Evil: 2d6 ⇒ (1, 1) = 2 and Persistent bleed: 1d6 ⇒ 6
He drags the druid closer, then the beard wriggles…
Wriggling Beard, Strike 2, Ignores Map: 1d20 + 15 ⇒ (5) + 15 = 20
Piercing: 1d6 + 7 ⇒ (6) + 7 = 13 and a fort save vs disease
Stride, Strike, free action reposition, Wrigglting Beard
The devil holds his glaive at the ready, watching anyone who moves near.
Slashing: 1d8 + 7 ⇒ (5) + 7 = 12 and Evil: 2d6 ⇒ (2, 4) = 6 and Persistent bleed: 1d6 ⇒ 6
✥ ✥ ✥
Everyone's Favorite Devils Round 1
──────────
BEFORE YOUR TURN:
──────────
Alonzo: DC 23 fort vs disease
──────────
BOLD IS UP!:
──────────
Bearded Devil 1 (-0 HP)
---
➤ Maggie (56/56 HP)
➤ Haggra (35/35 HP)
➤ Morgan (36/36 HP)
---
Bearded Devil 2 (-0 HP)
---
Pugsley (27/27 HP)
Alonzo (29/58 HP) │ Infernal Wound, Bleed 1d6 (6)
⠀⠀Pugsley's Eidolon (27/27 HP)
Flint (49/49 HP)
──────────
AFTER YOUR TURN:
──────────
Alonzo: DC 20 flat to stop bleeding

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Flint uses his faith to protect Alonzo a a bit, but the fiend isn't close enough for a counter. Resist 5 of the initial damage.

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Action 1-3:Animate Dead
Morgan immediately sets to invoking necromantic powers, conjuring an animated skeleton. With swirling black energy it manifests near Alonzo.
The skeleton holds a bow.
"Move along the wall and behind them, my minion," the necromancer commands. When it reaches a point along the wall Morgan points at one (1) devil and shouts, "Fire!"
It complies.
Strike vs 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage (P): 1d6 ⇒ 3

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Haggra puts away his whip, and pulls out his spiked chain. He moves up with Flint

GM Doug H |

The devil lashes out at the skeleton, blowing it apart before it can take the shot. AOO with reach for AC 33 for 24 slashing + deadly: 1d8 ⇒ 3 on the crit.
While Morgan may be disappointed with the result she has learned something about bearded devils.