
EbonFist |

Can Diazepane identify the nature of the spores using a Knowledge check? He has remove disease and remove curse, but isn't sure what would be most appropriate.
You know from your previous check that Remove Disease will take care of it.

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Convinced his ally can extricate himself from the reptile's stomach, Izlin directs his attention to the remaining demon. A barrage of four darts of pure force crash into the dancing vrock.
CL vs SR: 1d20 + 8 ⇒ (13) + 8 = 21
MM (CL8): 4d4 + 4 ⇒ (1, 2, 3, 2) + 4 = 12
Hoping to force a concentration check on the vrock, but I doubt it actually works that way.

EbonFist |

Izlin plunks three missiles of mystical force into the Vrock but it shows no signs of pausing in it's diabolical dancing.
But it does finish with a flourish and electricity crackles out of it, filling the clearing and nearby forest.
Dance of Ruin Damage: 5d6 ⇒ (1, 4, 3, 4, 5) = 17
Spores: 1d4 ⇒ 2
Round 4/5 the BOLD may act
Taariik -41hp -17 Electricity DC17 Reflex for Half
Izlin -17 Electricity DC17 Reflex for Half
Demons Yellow, Blue Dead, Red -19HP
Lance-17 Electricity DC17 Reflex for Half
Diazepane -62hp, -17 Electricity DC17 Reflex for Half, infected by spores for 8 rounds.
Kal'Ryon -17 Electricity DC17 Reflex for Half

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Reflex: 1d20 + 13 ⇒ (10) + 13 = 23 vs DC 17
At 10/80. I won't survive the spores, so I won't be able to attack.
Diazepane drinks an elixir of alchemical allocation and draws a potion of cure serious wounds.

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Reflex vs DC 17: 1d20 + 12 ⇒ (18) + 12 = 30
With his resistance to Electricity, Izlin takes no damage from the attack.

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Taariik moves forward and uses his telekinetic abilities to throw his blade into the air to slash the winged creature.
Mind Arsenal 1/9, Adamantine +1 Greatsword +17 (2d6+11; 19-20/×2) To hit: BAB +7, Enhancement +1, Cha +6, champion +3; Damage 2H: Str +7 + Enhancement +1, champion +3: 1d20 + 17 ⇒ (13) + 17 = 302d6 + 11 ⇒ (3, 4) + 11 = 18

EbonFist |

Diazepane prepares for the worst.
Izlin avoids being electrocuted.
Taariik Refl: 1d20 + 14 ⇒ (5) + 14 = 19 avoids the worst of the electricity and hits the demon with a thrown greatsword.
Round 4/5 the BOLD may act
Taariik -49hp
Izlin
Demons Yellow, Blue Dead, Red -19HP
Lance-17 Electricity DC17 Reflex for Half
Diazepane -70hp, infected by spores for 8 rounds.
Kal'Ryon -17 Electricity DC17 Reflex for Half

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Quick question. I know one can 'aid' another's attack roll, but can that be done from range? I only ask because the vrock's defenses are nearly perfectly designed to soak anything Izlin would normally attempt.

EbonFist |

I'll allow it.

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Thank you for the clarification and the leniency.
Izlin moves forward attempting to time his attack to distract the demon. He throws a gleaming dagger just before it looks like the cavalier will launch his attack.
Aid Lance: 1d20 + 12 ⇒ (1) + 12 = 13
*face palm*

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Reflex, DC 17: 1d20 + 8 ⇒ (20) + 8 = 28 Also ER 5 electricity. 8 -5 = 3 damage
Letting the electricity swirl around him, Kal smiles up at the flying creature. He starts to laugh, almost uncontrollably, before taking in a deep breath and erupting the sky into a 30' cone of fire.
Fire Damage. DC 18 Reflex for half: 10d6 ⇒ (6, 3, 5, 5, 1, 1, 1, 1, 5, 6) = 34

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Reflex saves:
Lance 1d20 + 8 ⇒ (11) + 8 = 19
Flash 1d20 + 10 ⇒ (7) + 10 = 17 + Evasion = no damage.
Lance manages to avoid the worst of it, but seems rather cross at the Vrock nonetheless. A look of steely determination crosses his face as he takes aim and utters something about "By my honour" or the like then starts firing arrows. There is a small smirk of appreciation as the dagger flies by "Thank you, a little to the left with the next one"
vs Red
Cav Challenge, magic, cold iron, silver
Attack 1d20 + 15 ⇒ (8) + 15 = 23
Damage 1d8 + 4 + 11 ⇒ (5) + 4 + 11 = 20
Attack 1d20 + 10 ⇒ (14) + 10 = 24
Damage 1d8 + 4 + 11 ⇒ (4) + 4 + 11 = 19
Attack 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 4 + 11 ⇒ (8) + 4 + 11 = 23

EbonFist |

Refl: 1d20 + 10 ⇒ (14) + 10 = 24
The vrock avoids the worst of Kal'Ryon's flames and seems resistant to what is left though he is definitely wounded by it.
Also causing wounds (though not quite as bad as expected) are two of Lance's arrows while the 3rd flies wide.
The vrock drops down next to Taarik and Kal'Ryon (provoking AoO's from both.)
It releases its spores.
Spores Taariik: 1d8 ⇒ 8
Spores Kal'Ryon: 1d8 ⇒ 2
Then claws 1d2 ⇒ 2 Kal'Ryon.
claw: 1d20 + 13 ⇒ (12) + 13 = 25
slashing: 2d6 + 5 ⇒ (1, 6) + 5 = 12
The spores from one of the dead ones continue to grow in Diazepane.
Spores: 1d4 ⇒ 4
Round 4/5 the BOLD may act
Taariik -55hp, infected by spores for 10 rounds
Izlin
Demons Yellow, Blue Dead, Red -45HP
Lance-25
Diazepane -74hp, infected by spores for 7 rounds.
Kal'Ryon -17 infected by spores for 10 rounds

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Diazepane draws, and then drinks, a potion of remove disease.
Then, he spits the potion back into the bottle. The ever-appetizing Alchemical Allocation extract at work!

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AOO, +1 Adamantine, PA: 1d20 + 15 ⇒ (6) + 15 = 21 Damage: 2d4 + 21 ⇒ (2, 2) + 21 = 25
Coughing at the spores, Kal continues his assault on the creature- this time he is able to reposition himself a little and channel a little more chaos into his blade Swift, Arcane Strike
+1 Adamantine, PA, flank: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 Damage, +2 Arcane Strike (Swift): 2d4 + 23 ⇒ (3, 1) + 23 = 27
+1 Adamantine, PA, flank: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 Damage, +2 Arcane Strike (Swift): 2d4 + 23 ⇒ (4, 4) + 23 = 31

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Flash takes off at full speed, as Lance lines up a blow as he passes!
Armour Spikes.
(Cold iron)
(PA/Cavs Charge/Spirted charge/Challenge)
Attack 1d20 + 16 ⇒ (12) + 16 = 28
Damage 2d6 + 42 ⇒ (2, 5) + 42 = 49
+Trip 1d20 + 16 ⇒ (14) + 16 = 30 vs CMD

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Taariik suddenly realizes that it is harder to breathe!
"Arghhh! What is this?!" Taariik says softly as the spores invade his system.
He continues to invoke the spirits of Irori´s followers that can make him a champion and activates his boots of speed.
Free action to use boots of speed and continue spirit dance to get the champion spirit +3 to hit/damage/fort saves.
Taariik swings at the flying demon with a powerful attack combination!!
AoO Adamantine +1 Greatsword +17 (2d6+20; 19-20/×2) To hit: BAB +7, Enhancement +1, Str +8, champion +3, power attack -2; Damage 2H: Str +7 + Half Str +3 + Enhancement +1, power attack +6, champion +3: 1d20 + 17 ⇒ (6) + 17 = 232d6 + 20 ⇒ (3, 2) + 20 = 25
~
Primary Adamantine +1 Greatsword +18 (2d6+20; 19-20/×2) To hit: Haste +1, BAB +7, Enhancement +1, Str +8, champion +3, power attack -2; Damage 2H: Str +7 + Half Str +3 + Enhancement +1, power attack +6, champion +3: 1d20 + 18 ⇒ (19) + 18 = 372d6 + 20 ⇒ (6, 5) + 20 = 31
Primary Crit confirm : 1d20 + 18 ⇒ (18) + 18 = 362d6 + 20 ⇒ (1, 6) + 20 = 27
~
Champion sudden attack: 1d20 + 18 ⇒ (15) + 18 = 332d6 + 20 ⇒ (1, 4) + 20 = 25
~
Haste attack: 1d20 + 18 ⇒ (4) + 18 = 222d6 + 20 ⇒ (4, 2) + 20 = 26
~
Iterative attack: 1d20 - 5 + 18 ⇒ (1) - 5 + 18 = 142d6 + 20 ⇒ (3, 1) + 20 = 24

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The errant dagger appears back on Izlin's belt before immediately being thrown again.
Aid Lance: 1d20 + 12 ⇒ (18) + 12 = 30

EbonFist |

Kal'Ryon hacks at the last demon a few times, but only two of his blows hitting. Lance then barrels into it, putting it down for the count before Taariik has to get involved.
Meanwhile, Diazepane stops the spreading of the spores he's suffering from, though he still looks like a potato that's been suspended in a glass of water for a couple of weeks with the vines growing out of his skin.
Speaking of, the spores on Kal'Ryon and Taariik continue to grow.
Spores Kal'Ryon: 1d4 ⇒ 3
Spores Taariik: 1d4 ⇒ 1
Combat is over but there continue to be consequences and repercussions.
Taariik -56hp, infected by spores for 9 rounds
Izlin
Lance-25
Diazepane -74hp
Kal'Ryon -20 infected by spores for 9 rounds

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Diazepane will fly to and give Taarik an extract of Alchemical Allocation, and then he can sip the potion of remove disease with strict orders to spit it back into the bottle.
"Hey, it's better than turning into a vine."
The next round, he will do the same for Kal'Ryon.
This uses all 3 extracts of Alchemical Allocation. Assuming that brings us out of initiative, Diazepane would like to take a break to heal, and then make 2 more extracts of Alchemical Allocation (2 min).

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Producing a dark black, crooked, wand- Kal taps his leg and the wounds he sustained slowly start to knit and heal leaving almost imperceptible white scars at the juntures.
"It only feels nauseating for the first few seconds..." he says to Diazepane, Taariik, and Lance- gesturing the wand to each of them in terms of an offer.
Infernal Healing. I have 32 charges left on it, so plenty to go around

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Lance takes a dose of the Infernal Healing from Kal'ryon, a curious expression crossing his face as he experiences the sensation. "I'm not so fussy about where my healing comes from, but that always leaves me feeling like the morning after a tryst with a succubus - fulfilled but vaguely dirty and just a touch naughty" he jests.
"Thank you Iziln, I appreciated your the timing with the dagger as a distraction"
"Well fought everyone, a fine display of skill at arms!"
Lance recovers his arrows from the beasts hide.
Bobbi, his squire, seemingly appears from nowhere and gives Flash an apple and a quick brush before she disappears from view once more.

EbonFist |

As the party is dealing with their wounds, a group of four Kellid warriors step out of hiding in the forest nearby.
Tall, lean, and muscular, the Kellids are a menacing group; the countless scars exposed beneath their piecemeal hide armor only add to their intimidating presence. Each is armed with a familiar looking spear.
The leader speaks.
"Who you? Why here?" she demands.

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Taariik swipes his greatsword clean and with shining teeth and a burning head the Ifrit says, "Ahh, you have to be the proud maiden that we are supposed to meet! All good stories have to end like this!"
He steps forward and bows deeply.
"We are warriors from the Pathfinder Society and have come here to speak to very important people! These important people might even be you!" he says with a warm smile.
"I am Taariik and may I ask who you warriors are?"
diplomacy: 1d20 + 22 ⇒ (6) + 22 = 28

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Lance looks across at the conversation for a moment and wonders if he needs to be involved just yet - this seems to be a group of hunters or the like, certainly not the Chief or someone of great importance, and certainly not his peers by rank and station. He decides to let Taariik do the talking as the ifrit seems quite capable and clearly has a good way with people.

EbonFist |

"I Denur. I not to meet you," she answers.
"You to meet Elders. You to come with us," she continues, her grip on her spear and her companions both relaxing noticeably.
You reach Tolguth without further incident.
High walls, constructed from timber, stone, and earth surround Tolguth. The Kellids have cut away the foliage surrounding the settlement, providing an unobstructed view for several hundred feet from the walls. Three bipedal dinosaur carcasses, each with rounded dome-like heads, lie crumpled and pressed up against the fortifications—a clear indication of the need for such defensive measures.
Denur and her hunters leave you at the gate after speaking to the guards in Kellish.
Tolguth is a large settlement of several thousand, and many of the inhabitants speak and understand Common. The buildings inside the walls are evenly divided between permanent structures of wood and moveable yurts more common on the steppe. Warriors at the gate into the settlement inquire about your business, and Taariik and Kal'Ryon are questioned and searched thoroughly while they insist that Izlin's weapons be peace bound.
Otherwise you are shown to a larger building to await your meeting before being led to the elders later that day.
While the you are waiting, they have an opportunity to learn more about the leaders that they’re about to meet.
When it's time for the meeting, several Kellids lead you to a larger building. The three elders are waiting.
The leader of the group introduces himself as Traros then introduces the other two Elders, Vanna - a powerfully built woman and Bloodspeaker Olovan.
"Please, enjoy our hospitality and tell us what brings you to our lands."

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Know (Nature) 1d20 + 1 ⇒ (17) + 1 = 18
Know (Planes) 1d20 + 1 ⇒ (16) + 1 = 17
"My uncle Lord Percy Blakros once described these creatures to me, said they were pachycephalosauruses - that's a word I stumbled over several times as I learned to pronounce it. Anyhow, those look a bit...wrong...mutated by fiends or the like"
***
Riding into town, Lance has gently plays his mandolin from horseback, resembling more of his 'elven dandy' side than his 'carnage beast of the battlefield' one, with a flirtatious grin for the ladies, and the odd subtle knowing wink to some of the fairer gentlemen.
Diplomacy (Gather) 1d20 + 19 ⇒ (7) + 19 = 26
He reveals what he knows above, spoilers 15/20/25
***
As he arrives at what passes as 'court' for the village, Bobbi once again makes an appearance "Lords and Lady - Baron Lance Sinclair, the wandering rose of Kyonin, esteemed steward of the Echo Wood"
Lance appears in highly fashionable but practical attire, sword at his hip, half-smile on his lip.
"Esteemed Elders, we represent a benevolent group - The Pathfinder Society - that seeks to establish a small settlement within these territories. We have been requested to meet with you to establish contact and begin building the bridge between your proud and capable people and our most friendly Society. We informed that you are hospitable hosts, proud warriors, peerless scouts, able hunters, and possess great wisdom - I see so far that this information is true"
"I bring a capable entourage with me, scholars, thinkers, warriors, however your knowledge of your region would far surpass our skills..."
Lance smiles once again, and side-eyes Taarik.
How do you want to do this? Lance is a total mouth but Taarrik is the smoother talker - happy to Aid

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Can i aid on Lance’s diplomacy roll?

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Knowledge (nature): 1d20 + 22 ⇒ (8) + 22 = 30
Knowledge (planes): 1d20 + 19 ⇒ (15) + 19 = 34
Knowledge (local): 1d20 + 19 ⇒ (9) + 19 = 28
Note this doesn't open the last K(local) spoiler, so if anyone has +10 or higher on local, give it a shot.
Diazepane nods towards the corpses.
"Those are typically peaceful pachycephalosauruses, but there are signs of mutation and fiendish taint on the corpses," he whispers.
Diazepane then nods towards three elders.
"Traros, sometimes referred to as “the Father of Tolguth. He oversees Tolguth with more fatherly concern than strict authority, and he is seen as a good leader.”
"Vanna Demonbreaker, a mammoth rider of great skill. She often pushes for Traros to combat the encroaching Worldwound directly, though so far he has taken a less aggressive approach by reinforcing Tolguth’s defenses. I heard she is quietly concerned that Traros has grown soft with age, and the two frequently find themselves of different minds about how to handle the Worldwound."
"Bloodspeaker Olovon, who is a shaman with considerable influence. He is fiercely loyal to Traros and often brandishes a holy symbol of a woman astride an elk—identifiable as a regional depiction of Desna. He often acts as a mediator between the other two, which has kept their relationship from souring into bitter rivalry."
"It’s customary for one to offer one or more gifts before asking a favor, so let's get the bag ready."
What should we offer?

EbonFist |

Taariik can aid Lance or Lance can aid Taariik. It looks like either one is an auto success so whoever talks and makes a diplomacy check first I'll consider the primary and can get the bonus from an aid from the other person.

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Can Diazepane also attempt to Aid, even though he rolled the Knowledge checks?

EbonFist |

Can Diazepane also attempt to Aid, even though he rolled the Knowledge checks?
** spoiler omitted **
I'll allow it.

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Great. Then that’s the diplomacy 30 we didn’t have.
Taariik is clearly not very comfortable here.
“They are all so primitive here!! Very different to Taldor!!“ he says to the team.

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Ahh my roll was for the gather info - I thought we still had to do the MAIN roll and hence I was going to aid you as you have a base of 22 vs Lance 19, hence I was leaving the primary to you with lance assisting :P
All good!

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Taarik, you have the main roll still then - with two assists. Up to you what goods you pull out of the gift boxes :)

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Kal gladly allows the Kellid's to search his weapons and armor- though stop shorts of allowing them to take his weapon out of his sight. He bows deeply and reverently, attempting to follow any local customs that he can observe prior to the interaction.
We are honored to be in the presence of such mighty warriors."
At an moment of aside, he turns t Taarik. "Not primitive, but strong. Through lasting winters, and worldwounds, and wild threats. There is no place for decorium or formalities- such things have no use in these parts"
In the course of the parties deliberation, Kal offers his gear as potential gifts- composite longbow, handful of potions (fly, invisibility, protection from evil, remove fear, ant haul)
Kal's diplomacy is +13, so he can auto-aid

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Taariik bows slightly.
“My companion Kal is correct! We are honored that you are welcoming us here in your town! We see that you have been suffering from the aggressive acts of the demons! We understand that allies might be needed!? We are here because we belong to a group called Pathfinders which are trying to find a way into the realm of the demons to fight them and find something of worth to us! For that, we need a base of operations in your territory, and we would very much appreciate it if you would allow us to use locations that appropriate!“ he says and nods at Kal.
diplomacy : 1d20 + 4 + 22 ⇒ (12) + 4 + 22 = 38

EbonFist |

After a gift is settled on and offered, the Elders listen carefully and somberly to Taariik's explanation of why they are here.
Traros is the one who answers for them all.
“You wish to explore hrungara, where even the mammoths dare not go? You are either very brave or very foolish, foreigners,” Traros begins, “But no matter how reckless or insane, any enemy of the Worldwound is of value to Tolguth.”
He smiles broadly before continuing, “We know of a few locations that may serve as a campground for you; Vanna has used them in the past. The first is a small cave network among the lower reaches of the Tusk Mountains. The caves would provide shelter against the weather and the height provides a good view of the surroundings. The second is an isolated hot spring, located among the foothills at the base of the Tusk Mountains, much like the springs that heat Tolguth. The third is an abandoned town, built by foreigners generations ago. Vanna can tell you more about each, but before you set out, I have one warning.
“The Red Winter tribe still ekes out an existence on the Thunder Steppes and foothills of the Tusk Mountains. They lay claim to those lands and have often challenged Vanna and her raiders, thankfully without resorting to violence. I doubt they would be as accommodating to foreigners."

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Realizing how the locals will respond to any of his contributions to the conversation, Izlin keeps his mouth shut.

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Taariik bows again with gratitude.
“Wow!! That’s just super nice of you!! We really want to send a blow into the demon ranks!! We’ll check out the locations then!!“

EbonFist |

As promised, Vanna will provide you with guidance on how to reach each of the three locations and will update any of your maps.
You are welcomed to the village's hospitality which gives you time to figure out where you want to go first.
As usual, 1st two agreeing votes determines where you go. Caves, Hot Springs or Abandoned Town.

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Diazepane also keeps his mouth shut as Taarik sweet talks. He will suggest that they visit the caves first, if that affords a nice overview of the whole area.

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"Diazepane is the scholar and he has indicated he wishes to survey the caves first, so that is where we shall head"
Lance makes the most of the local hospitality, joining in with his mandolin and generally 'Bard-ing' it up. "Adventure can wait til morning" he offers cheerfully.

EbonFist |

Lance turns out to be quite popular. While the Kellids are fearsome and dour in combat, they know to grab onto a good time when they have one. He is mocked a bit for his dandy appearance but likely knows how to deal with such disparaging remarks.
Diazepane is also heartily welcomed though Taariik, Kal'Ryon and Izlin receive respectively chillier responses from people who are accustomed to dealing in an adversarial way with extra planar and particularly fiendish creatures.
The caves are 45 miles away so it takes 2 full days to get there. The weather is relatively mild, but still cold. A well prepared Pathfinder party (i.e. one with cold weather gear or endure elements spells) has no problem with the temperature. If this is not a well prepared Pathfinder party, the GM will have to look up the environmental rules...
Following a few hundred feet of gentle climbing, you reach a relatively sheltered cave network that could easily hold several dozen Pathfinders and their equipment.
Although nowhere near as high as the Tusk Mountains’ snowcapped peaks, the location provides a commanding view. The Thunder Steppes and Sarkorian Steppe are both visible to the east. To the west, a canyon of red rock forms an ugly scar across the grays, browns, and greens of the mountains.

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Aiding unless Diazepane has the highest modifier.
Knowledge (geography): 1d20 + 9 ⇒ (3) + 9 = 12
Survival: 1d20 + 5 ⇒ (4) + 5 = 9

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"What do you think Diazapane?"
"Looks like a cave to me, which might be suitable. It's dry at least. Anyone see any nearby water source or the like? Seems that anyone who came here would probably need to be self-sustaining"
Lance shrugs.

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survival: 1d20 - 2 ⇒ (14) - 2 = 12
Taariik stands there quite clueless what to do.
"This is so not my piece of cake!" he says and shrugs apologetically.

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Survival: 1d20 + 2 ⇒ (20) + 2 = 22
"These caves seem to be the right size, and could easily hold a forward team. I am concerned, though, that this space is more often travelled than would be ideal. Large creatures, perhaps even giants, have been here before- and will likely he here again."
Anyone can open the Survival Checks. It isn't even worth Kal rolling a know local

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"Well that sounds like it might have some challenges, and you can't exactly expand a settlement if it is stuck in a cave - unless we are planning on it being run by dwarves"
"Let us head to the abandoned town - might find out why it was abandoned as well"