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Boom Sticks looks up, wondering if the trap door has been closed behind the pathfinders. If it hasn't, the little leshy closes it.

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Kiri curses under her breath and tries again, drawing a little power from her tome for a little help on retry. (Sudden Insight Focus Power for +1)
Disable Device: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

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This time it opens rather quietly and push open the door.
This area is bare save for a rickety side table and chair set against the north wall. A set of keys lies on the table, alongside a browned, half-eaten apple, stale crust of bread, and dull paring knife. Ironbound oaken doors lie on the eastern and western walls, and a door-lined corridor stretches to the south. The key ring has eight blackened iron keys on it.

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Kiri steps into the next room and looks around.
Perception: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
She points our the name "Rosh" carved into the table, perhaps by the paring knife, and if a minute of time is available she will try Object Reading with the knife.

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"That stable boy has been down here. In a brief vision I don't see him doing anything nefarious, but his presence down here is suspicious given its secretive location."

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"What's down the corridor? Are those the keys to all of the doors? What's inside?"
Boomy heads south, beckoning their fellows to follow.

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Einar also heads towards the doors to help investigate them.

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revealed portion of the map. The doors to nearest jail cells have a small window at eye level, blocked by three vertical iron bars. Matted straw is strewn across the floor, and a set of manacles hangs affixed to the wall opposite the entrance. Two buckets sit at the center of this dank prison. These cells are currently vacant, though the doors are still locked. Do you open the locks of all doors you see or do you continue exploring?

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A look of deep concentration crosses Einar’s face as he silently reaches forward as if searching for something.
Einar will cast Detect Magic along the corridor and into the cells they have found to see if he spots any sources of magic (Due to his curse it will be a silent spell, so has no verbal component).

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Void Diver crawls after the team and than starts to listen surroundings. He also renews Basic Chaokinesis power selfishly to feel gravity and traction less.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
The merfolk does not proceed unless signaled by scout or a burglar...

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Einar doesn't sense anything magical on the corridor. Faint coughing can be heard from cells on left side.

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Boom Sticks grabs the keys and goes towards the cells with the coughing sound. If there's a window or other slider in the door, Boomy peers through (standing on the tips of their roots if need be).

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Void Diver moves on his tail in front after Einars says no magic he feels.
The Merfolk stops near the door where coughing sounds come, he becomes all ears.
Stealth
He waves to other Pathfinders to avoid noise.

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Stealth: 1d20 + 4 ⇒ (12) + 4 = 16
Although not specifically designed for sneaking, Orenjii's servos are well-designed and maintained.

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Perception: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Not noticing anything further in the chamber, Kiri follows the others stealthily.
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

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Boom Stick can see that the cell is empty and coughing was coming from cells further down corridor. Each of these cells contains a malnourished dwarf wearing nothing but underclothes who is bound to the wall with manacles.

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Orenjii will check the area for magic before letting the more scoundrelly-inclined work on the locks.

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"We've found them! I mean, unless this is actually a dwarven prison and there's just dozens of them in here."
Boom Sticks examines the lock of the first dwarf's cell, then tries the keys.
perception: 1d20 + 7 ⇒ (5) + 7 = 12
Boom Sticks goes ahead and tries the keys that we found in the cell lock.

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"Don't worry, we're here to help you." whispers Einar in the direction of the fist dwarf.

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Opening the door makes a loud screech. On the opposite side a secret door opens and winged creature size of a child steps into corridor to see whats going on.
Small outsider: 1d20 + 10 ⇒ (4) + 10 = 14
orange sphere: 1d20 + 2 ⇒ (12) + 2 = 14
Einar: 1d20 + 2 ⇒ (10) + 2 = 12 1d20 + 2 ⇒ (1) + 2 = 3
Boom Sticks: 1d20 + 3 ⇒ (12) + 3 = 15
Orenjii: 1d20 + 4 ⇒ (8) + 4 = 12
Kirithiel: 1d20 + 6 ⇒ (13) + 6 = 19
Void Diver: 1d20 + 3 ⇒ (3) + 3 = 6
Kirithiel and Boom sticks act first, they can identified with Kn. planes.

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Boom Sticks steps forwards: "Hello small flying sprout. This is an unschedule prison inspection! Please provide us with full details of your current inmates. Er, Hail Razmir!"
5' step, draw hammer, ready attack

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Know Planes: 1d20 + 8 ⇒ (3) + 8 = 11
Kiri's recollection isn't great, but she thinks she knows an evil outsider when she sees one. She'll use her Legacy Weapon focus power, tapping Einar's +1 adamantine greatsword to give it bane (evil outsiders).
Einar's weapon has an additional +2 attack and +2 + 2d6 damage to evil outsiders for 1 minute.

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Mallycorn identifies winged monster as accuser devil. What you want to know? One piece of information It begins casting a spell and a hideously repulsive pile of flesh looking creature creeps from the room to strike Boom sticks.
claw: 1d20 + 4 ⇒ (20) + 4 = 24
crit confirm: 1d20 + 4 ⇒ (5) + 4 = 9
slashing: 1d4 + 4 ⇒ (3) + 4 = 7
Einar, Orenjii and VD can act.

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The pile of flesh takes an AoO from Boomy's reach weapon:
AoO: 1d20 + 8 ⇒ (5) + 8 = 13cold iron bludgeoning: 1d10 + 3 ⇒ (2) + 3 = 5

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Unable to get close enough to hex, Orenjii moves in and tosses a card.
+1 Returning Harrow Card: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 +1 within 30 ft.
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 within 30 ft.
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (2) + (3) + (1) = 6
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
"The Beating. An accurate if banal description of your future, devil."

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-No matter how, but reaction cause counteraction.
Actually Void Diver not sure if he sees foe good. He starts vibrating as small stones moves around. Einar and Kiri feel their cloths move as if being windy. THe Kinecisist Gathering Power.

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Special attacks please
So many things happens at the same time that Mallycorn has trouble identifying the new fleshy creature that came out of nowhere
Know planes on new creature: 1d20 + 7 ⇒ (3) + 7 = 10

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As it becomes apparent that the newcomers have hostile intentions, a low feral growl rises from Einar's throat and he flies into a rage launching himself at them with his greatsword... (If the blob is not still up he will go after the creature behind it)
+1 adamantine greatsword + rage + power attack + bane: 1d20 + 7 + 2 - 2 + 2 ⇒ (2) + 7 + 2 - 2 + 2 = 11 (-2 to result if not an evil outsider)
slashing damage + rage + power attack + bane: 2d6 + 4 + 3 + 6 + 2 + 2d6 ⇒ (6, 4) + 4 + 3 + 6 + 2 + (4, 6) = 35 (-12 to result if not an evil outsider)
Before he rages he will also try and identify the creatures and the spell being cast:
knowledge (planes) vs accuser devil: 1d20 + 3 ⇒ (19) + 3 = 22
knowledge (planes) vs pile of flesh: 1d20 + 3 ⇒ (1) + 3 = 4
spellcraft vs spell being cast: 1d20 + 3 ⇒ (5) + 3 = 8
Has Mallycorn been missed from the initiative?

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Mallycorn to initiative: 1d20 ⇒ 9 Sorry, I forgot
Mallycorn knows the devil can spread disease by biting: Devil Chills: Bite-injury; save Fort DC 16; onset 1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 consecutive saves. He also learns that flesh pile (size medium) is a dread lemure. It is immune fire, mind-affecting effects, poison. Einar knows the devil has DR 5/good or silver; Immune to fire and poison.
Flesh pile has extremely thick skin, which Boom stick's AoO didn't penetrate. Harrow card and Einar's powerful strike likewise misses.
Mallycorn, Kirithiel and Boom sticks next

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Kiri fires off a ray of lightning at the devil.
Energy Ray vs touch: 1d20 + 6 ⇒ (13) + 6 = 19
Electric Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11

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"Silver you say? Oh, I got silver!"
Boom Sticks drops their hammer. Sure enough, one of their viney limbs is shod in shining silver. The other 'hand' draws forth another firearm - the short six-barrelled device.
"I GOT SILVER!"
Phantoms of the ruined Mana Wastes gather around the little leshy, like muted explosions, buffeting the fleshy lemure. Boom Sticks punches:
silvered cestus vs lemure, rage: 1d20 + 10 ⇒ (2) + 10 = 12silver bludgeoning magic damage: 1d3 + 5 ⇒ (1) + 5 = 6
lesser spirit totem slam: 1d20 + 5 ⇒ (20) + 5 = 25negative energy damage: 1d4 + 1 ⇒ (2) + 1 = 3
confirm slam?: 1d20 + 5 ⇒ (5) + 5 = 10crit damage: 1d4 + 1 ⇒ (3) + 1 = 4

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The leshy's cestus misses, but slam hits.
Concentrate DC 22: 1d20 + 9 ⇒ (18) + 9 = 27
Devil's spell is completed despite electric shock he received and a spider swarm (green) appears. He then teleports near to Orenjii. The diminutive spiders crawl over Einar and bite him viciously.
swarm: 1d6 ⇒ 3 Einar, make a DC 11 Fort save vs poison
STR damage on failed save: 1d2 ⇒ 1
Lemure vs. Boom Sticks: 1d20 + 4 ⇒ (12) + 4 = 16
Lemure vs. Boom Sticks: 1d20 + 4 ⇒ (11) + 4 = 15
Lemure swings its claws at leshy but misses.
Einar, Mallycorn, Orenjii and VD can act.

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fort + rage vs poison: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Ignoring the spiders Einar swings again at the lemure.
+1 adamantine greatsword + rage + bane: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 (-2 to result if not an evil outsider)
slashing damage + rage + bane: 2d6 + 4 + 3 + 2 + 2d6 ⇒ (5, 3) + 4 + 3 + 2 + (6, 6) = 29 (-14 to result if not an evil outsider)
In the event that he kills the lemure he will move up to threaten the accuser devil. Otherwise he will stay where he is to keep the spiders occupied.

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Orenjii does not enjoy being this close to an enemy. They step back and try to put a minor curse on it.
Evil Eye to lower the nearest enemy's attack rolls by 2. Lasts 7 rounds, DC 15 Will reduces it to 1 round.

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Attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Dmg: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
+1 Cold iron heavy mace, +2 hit/dmg from Divine favor spell
Mallycorn faces the accurser devil and smashes it with his mace
Begone, foul creature, before Pharasma claims you.

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A lot of things going around as gravity finally make a powerful slam after proper gathering power...
Range attack with gravity blast: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
B dmg, Pulling ifusion, Empowered: 3d6 + 8 + 1 ⇒ (5, 3, 4) + 8 + 1 = 21 +50% dmg =31 dmg total if hits.
VD feels the target is cursed, so it is doomed.

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Must be the jailor! We'll have to get rid of it to get the dwarves home!
Boom Sticks rushes to confront the devil:
cestus vs accuser, flank, rage: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18silver magic damage: 1d3 + 5 ⇒ (3) + 5 = 8
I think the lesser spirit totem attack triggers too - it isn't written as being part of a full attack only, but rather 'the spirits make pone slam attack per round against a living foe that is adjacent to the barbarian.'
spirit slam: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27negative energy damage: 1d4 + 1 ⇒ (2) + 1 = 3
confirm? spirit slam: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26negative energy damage: 1d4 + 1 ⇒ (3) + 1 = 4
The spirits are angry!

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Kiri directs her attention to the swarm, and tries to torch the spiders.
Burning Hands DC 15 Reflex: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9 + 50% = 13

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The Devil is now very badly wounded, even though the leshy's cestus missed, the spirits wrecked him at full force. Some of the spiders evade the flames.
Reflex save: 1d20 + 3 ⇒ (15) + 3 = 18
The spiders swarm over Kirithiel and devil turns its attention to Einar.
bites: 1d6 ⇒ 1
accuser bites Einar: 1d20 + 7 ⇒ (16) + 7 = 23
damage, 1d6 acid: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10 Fort DC 16 vs disease
Einar, Mallycorn Orenjii and VD can act.

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fort + rage vs disease: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Einar draws on his oracular powers to try and stop the disease taking hold… (he uses his misfortune revelation to re-roll the save)
fort + rage vs disease: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
…and success.
The devils acidic bite also does less damage than it would have expected (Einar has acid resistance 4)
The Ulfen snarls at the devil, returning the bite and attempting to cleave it in two with his sword.
+1 adamantine greatsword + rage + bane: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
slashing damage + rage + bane: 2d6 + 4 + 3 + 2 + 2d6 ⇒ (1, 1) + 4 + 3 + 2 + (1, 2) = 14
bite + rage: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
B/P/S damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
He then takes a step to help keep the creature surrounded.

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Did the devil save against Evil Eye?
The tide is turning toward the Pathfinders, so Orenjii throws another card, with a little extra juice.
Casting stricken heart and delivering touch via harrow card.
+1 Returning Harrow Card: 1d20 + 6 ⇒ (14) + 6 = 20 +1 within 30 ft.
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 within 30 ft.
Negative Energy Damage: 2d6 ⇒ (3, 1) = 4 plus staggered 1 round
Card Drawn: 1d3 + 1d3 + 1d6 ⇒ (1) + (1) + (2) = 4
{LAW/NEU/CHA},{GOOD/NEU/EVIL},{STR/DEX/CON/INT/WIS/CHA}
"The Dance. My allies perform a deadly one, with you trapped at the center."

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Did the devil save against Evil Eye?
Here it comes, lets see Will save: 1d20 + 5 ⇒ (6) + 5 = 11
His AC is now 19, which means he managed to dodge hits by hair width.Orenjii's harrow card hits the devil, who is now severely beaten though still conscious. Amazingly he still keeps flying out Einar's reach.