
GM Super Zero |

Zarina Will: 1d20 + 15 ⇒ (12) + 15 = 27 Success, no effect. Unlike some auras, though, this doesn't grant any immunity.
"Afraid to come closer, then?" Enava crows, "As you should be! My loyal Sharkskin will kill you all!"
She seems to be having a little difficulty moving on her fishy feet, but hunkers down and prepares for the Pathfinders' approach.
◆ Demoralize Zarina Intimidation: 1d20 + 16 ⇒ (19) + 16 = 35 Critical success!
◆◆ Ready action
The fish-like demons start to approach. They flap slowly across the dry ground, clearly better suited to being in the water--though they may not have to wait long!
They each Stride three times.
Rawiri, Dr. Ripfang, Knab, and Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect.
Initiative:
Zarina (78+3/78, Frightened 2)
Purple Enava (Readied action)
Blue Blood Elegecide (Doom Aura 30 feet)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (87/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82)
Knab (106+3/106)
Merian (92+3/92)
Sharkskin (???)
Red Blood Elegecide (Doom Aura 30 feet)
Waters Rise (currently no appreciable floodwater)
Knowledge checks for Knab. Open if you use...
A failure.
She has a 10-foot aura. Anyone in the aura who could be sexually attracted to her takes a -2 circumstance penalty to checks and DCs to oppose her mental spells, Deception, and Diplomacy.
But nephilim aren't common, and they're pretty diverse... Knab isn't sure of anything else.
A failure.
But nephilim aren't common, and they're pretty diverse... Knab isn't sure of anything else.
A failure.
A failure.
Their weakest defense is Will.

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Dr Ripfang quickly crafts a mistform elixir and feeds it to Merian before quick bombing the red fish monster.
bombs-range at red: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
lightning damage: 2d6 ⇒ (4, 5) = 9
2 splash, and on a hit, off guard until the beginning of my next turn.
Concealment for 1 minute for Merian.

GM Super Zero |

It was not prepared for that at all.
A crit.
But Dr. Ripfang is a little overwhelmed by the whispering voices foretelling his painful death.
Ripfang Will: 1d20 + 13 ⇒ (7) + 13 = 20 Failure, Frightened 1.
Rawiri, Knab, and Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect.
Initiative:
Zarina (78+3/78, Frightened 2)
Purple Enava (Readied action)
Blue Blood Elegecide (Doom Aura 30 feet)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (87/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed)
Sharkskin (???)
Red Blood Elegecide (-20, Off-Guard until Dr. Ripfang's turn, Doom Aura 30 feet)
Waters Rise (currently no appreciable floodwater)

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Devise a Stratagem vs Red Blood Elegecide: 1d20 ⇒ 19
Opens "rolled Religion vs Elegecides" spoiler: Success
Automatic Knowledge (Religion w/ Assurance) vs Sharkskin: 24 = 24
Opens "Assured Religion vs Sharkskin" spoiler: Fail
"Weak of mind" he turns to the casters in the group "Easy to Daze them" Their weakest defense is Will
◇) Devise a Stratagem w/ Known Weakness
◇) Automatic Knowledge
~) Mastermind Racket
◆) Bracelet of Dashing
◆) Stride
◆) Strike
~) Critical Specialization: Knife (1d6+1 bleed)
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
Knab moves quickly to End his foe in the pews - his strike is near perfect!
Will vs DOOM: 1d20 + 16 ⇒ (11) + 16 = 27
Clan Dagger (P, agile) w/ Sneak Attack (2d6) vs Averill Quint (Off-Guard): 19 + 17 = 362d4 + 6 ⇒ (4, 2) + 6 = 122d6 ⇒ (5, 6) = 11

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Will: 1d20 + 11 ⇒ (11) + 11 = 22
"Thanks, Doctor! I can taste the seaweed extract!"
Misty Merian will Stride to Red's side (she doesn't have enough movement to get around, sorry, Knab) and jab with her trident.
Spellstrike: 1d20 + 16 ⇒ (6) + 16 = 22
Piercing: 2d8 + 6 ⇒ (6, 4) + 6 = 16 plus Slashing: 5d6 ⇒ (2, 5, 1, 3, 3) = 14
↺ Reactive Shield (AC 27 for first attack that hits AC 25-36 or AC 35-36)

GM Super Zero |

Knab brutally stabs the demon, and Merian slices it in half. Which, one must admit, is an impressive feat with a trident. They also both manage to ignore the menacing psychic whispers.
Knab crits and bloodies it, Merian hits and drops it, and you both succeed on your saves against the aura.
Rawiri's turn. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect.
Initiative:
Zarina (78+3/78, Frightened 2)
Purple Enava (Readied action)
Blue Blood Elegecide (Doom Aura 30 feet)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (87/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed)
Sharkskin (???)
Waters Rise (currently no appreciable floodwater)

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Rawiri calls for magic and reaches to the flames within he quickly tosses the biggest fireball that he can muster at Sharkskin and Enava
Fireball lvl 4, Reflex save DC25: 8d6 ⇒ (3, 5, 4, 5, 3, 2, 6, 4) = 32
Than he walks closer
"Surrender to the flames! Reborn in fire"

GM Super Zero |

Enava Reflex: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Sharkskin Reflex: 1d20 + 18 ⇒ (8) + 18 = 26
Both Enava and Sharkskin duck down. At the bottom of the bowl-shaped room, they both avoid most of the flames.
Sharskin moves forward, still silent, drawing both of xir scimitars.
The waters continue to rise from the cracked seal. Anyone who wants to close with Enava will have to swim as the water lifts her off her feet.
Zarina's turn. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (78+3/78, Frightened 2, water breathing)
Purple Enava (-16, feet to fins, water breathing, Readied action)
Blue Blood Elegecide (Doom Aura 30 feet)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (87/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed)
Sharkskin (-16, dominated)
Waters Rise (flooded up to "10-foot flood" line, though it's not quite that deep yet)

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Zarina moves forward 25ft and Electric Arc's Blue and Sharkskin.
electricity: 5d4 ⇒ (2, 2, 3, 4, 1) = 12 basic DC 23(-2) ref for half.
Unfortunately to do that, she has also slipped into the Doom aura
fort: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25

GM Super Zero |

Sharkskin Reflex: 1d20 + 18 ⇒ (11) + 18 = 29
Blue Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Sharkskin avoids some of the spell. The other demon slips on the tile floor and ducks under it completely through sheer dumb luck.
Zarina is still unaffected by its aura, though.
Enava vanishes, and reappears closer to Zarina. She bares her claws and snarls, but then throws open her arms with a smile. "Give me a hug!"
This is a very strange thing to request in the middle of a fight that she started, and yet Zarina finds it both perfectly reasonable and oddly alluring. In the few seconds it takes her to realize something is off, Enava has already wrapped her up tightly before she can even try to resist; she seems fairly strong.
◆◆ Cast translocate
◆ Embrace. This action lets her Grapple, but with a Diplomacy check instead of Athletics. She also has a Seductive Presence aura, giving any creatures within 10 feet who might find her sexually attractive a -2 circumstance penalty to checks and DCs to resist her mental spells, Deception, and Diplomacy. Diplomacy: 1d20 + 20 ⇒ (14) + 20 = 34 That's a critical success regardless of whether Zarina is subject to the aura.
The other demons creep closer. Rawiri and Merian find the psychic whispers intensifying. But not just intensifying. Their warnings grow more specific. The other Pathfinders can't be trusted! And they might have a point--just look at that Zarina, willingly letting a demon hug her!
Bue and Yellow both ◆ Stride and ◆◆ Cast paranoia, targeting Rawiri and Merian. Will DC 22.
Rawiri, Dr. Ripfang, Knab]/b], and [b]Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (78+3/78, Frightened 1, water breathing, restrained by Enava's grapple)
Purple Enava (-16, feet to fins, water breathing, grappling Zarina)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (86/87, Cursebound 1, Persistent Fire 1, DC 22 Will vs paranoia)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed, DC 22 Will vs paranoia)
Sharkskin (-22, dominated)
Waters Rise (flooded up to "10-foot flood" line, though it's not quite that deep yet)
Knab's RK checks:
A failure.
(Remember that everyone received an alloy orb)
Sharkskin's pirate training might also make xir difficult to catch off-guard.
Sharkskin has Deny Advantage, and isn’t off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.
A failure.
(Remember that everyone received an alloy orb)

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Devise a Stratagem w/ Known Weakness vs Enava: 1d20 ⇒ 20
Opens "rolled Religion vs Elegecides" spoiler: Success
"A succubus in a grapple!" Knab exclaims "Strike her with weapons of cold iron or those ordained by higher powers!"
GM Note: Succubi like Enava are somewhat resistant to magic, but like most demons they're vulnerable to cold iron and holy power. (Remember that everyone received an alloy orb)
◇) Devise a Stratagem w/ Known Weakness
~) Mastermind Racket
◆) Activate Allow Ord: Cold Iron
◆) Stride
◆) Strike
~) Critical Specialization: Knife (1d6+1 bleed)
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
Clan Dagger (P, alloy orb cold iron, agile) w/ Sneak Attack (2d6) vs Enava (Off-Guard): 20 + 17 = 372d4 + 6 ⇒ (2, 4) + 6 = 122d6 ⇒ (3, 2) = 5
Seeing her for what she is, untainted by bias, Knab races over and shanks her in her tenderest bit!

GM Super Zero |

Knab makes a very valid point that suggests Enava shouldn't have come so close.
He also disregards the demonic whispering.
Shouldn't that be 20+17=37? Which is a crit, and bloodies her.
Knab Will: 1d20 + 16 ⇒ (20) + 16 = 36
Rawiri, Dr. Ripfang, and Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (78+3/78, Frightened 1, water breathing, restrained by Enava's grapple)
Purple Enava (-55, feet to fins, water breathing, grappling Zarina, 1d6+1 persistent bleed)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (Doom Aura 30 feet)
Rawiri (86/87, Cursebound 1, Persistent Fire 1, DC 22 Will vs paranoia)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed, DC 22 Will vs paranoia)
Sharkskin (-22, dominated)
Waters Rise (flooded up to "10-foot flood" line, though it's not quite that deep yet)

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Will save, DC22, resolve: 1d20 + 16 ⇒ (1) + 16 = 17
Will save, DC22, resolve, hero point: 1d20 + 16 ⇒ (19) + 16 = 35
Rawiri almost gave up, but he held his mind protected and rebuked all ideas about his allies being to blame.
Rawiri reaches for the flames and throw three blasts at Enava, and two Elegecides
Blazing bolt, 3-action@blue Elegecide: 1d20 + 15 ⇒ (1) + 15 = 16
Damge, fire: 4d6 ⇒ (3, 3, 4, 6) = 16
Blazing bolt, 3-action@yellow Elegecide: 1d20 + 15 ⇒ (9) + 15 = 24
Damge, fire: 4d6 ⇒ (5, 4, 4, 2) = 15
Blazing bolt, 3-action@Enava: 1d20 + 15 ⇒ (5) + 15 = 20
Damge, fire: 4d6 ⇒ (1, 2, 3, 3) = 9
Will save, DC22, resolve vs doom: 1d20 + 16 ⇒ (5) + 16 = 21

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Will vs Paranoia: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 22
Paranoid for 1 round.
Just as a point of order, the doom aura check is at the end of our turns, right? But Frightened goes down by 1 at the end of our turns. So is the doom check after the point where Frightened would have ticked down?
Merian strives to finish Purple off.
◆ Shielding Strike: 1d20 + 15 ⇒ (9) + 15 = 24
Piercing: 2d8 + 6 ⇒ (6, 7) + 6 = 19
Recharges SpellStrike
◆ Enter Arcane Cascade
Merian looks down at the axolotl in her pocket. "That's a pretty cool spell, huh? Should I use it again?"
The axolotl chirps.
◆ Command Familiar
-- ◆◆Familiar Focus
Will vs Doom Aura: 1d20 + 11 ⇒ (14) + 11 = 25 vs DC 22
↺ Shield Block (AC 27, hardness 10, shield HP 64/64)
Note: Merian's profile has a whole decision tree about when to use Shield Block or not.

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Dr Ripfang sprints to catch up with his allies, rubbing his pendant for guidance as he quick bombs yellow with some alchemist fire.
doomed/guidanced alchemist vs vs yellow: 1d20 + 18 + 1 - 1 ⇒ (7) + 18 + 1 - 1 = 25
fire damage: 2d8 + 1 ⇒ (3, 7) + 1 = 11
3 Persistant on a hit, 2 Splash
New Doom dave: 1d20 + 13 - 1 ⇒ (12) + 13 - 1 = 24
Stride, Guidance, Quickbomb.

GM Super Zero |

@Merian: Uh... yes, that's correct! Reducing the Frightened condition comes before "other."
Rawiri's first attack badly misses one of the demons. A look of joy spreads across its face, and for a moment the psychic whispers foretelling doom fade a little. The demon seems, for a moment, hopeful that the Pathfinders are not competent. It then wavers and stumbles, apparently distressed by its own hope.
He does hit the other one, though Enava ducks.
Rawiri critically fails his attack roll against Blue, which leaves it Stunned 1. He hits Yellow and misses Enava.
Merian doesn't quite accomplish her goal of taking Enava down, but she certainly can't take much more. And Dr. Ripfang sets the demon on fire.
Both hits.
Sharkskin advances on Merian. Xir scimitars twirl... in a very awkward, slow way that she avoids easily. The nefilim really doesn't seem to be doing okay.
◆ Stride and ◆◆ Twin Feint Scimitar: 1d20 + 16 ⇒ (1) + 16 = 17 critical failure! and Scimitar: 1d20 + 16 - 5 ⇒ (10) + 16 - 5 = 21 failure
Sharkskin isn't a demon, so does have to save against the Doom Aura: Will: 1d20 + 12 ⇒ (17) + 12 = 29 success, unaffected
Zarina's turn. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (78+3/78, Frightened 1, water breathing, restrained by Enava's grapple)
Purple Enava (-74, feet to fins, water breathing, grappling Zarina, 1d6+1 persistent bleed)
Blue Blood Elegecide (Stunned 1, Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-28, persistent fire 3, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106)
Merian (92+3/92, Concealed)
Sharkskin (-22, dominated)
Waters Rise (flooded up to "10-foot flood" line, though it's not quite that deep yet)

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Zarina usually likes hugs, especially those given by other women. However, this one just doesn't feel right. So she attempts to break it with Knab's help.
athletics: 1d20 + 15 - 1 ⇒ (2) + 15 - 1 = 16
athletics: 1d20 + 15 - 1 ⇒ (4) + 15 - 1 = 18

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She tries again
athletics: 1d20 + 15 - 1 ⇒ (3) + 15 - 1 = 17
and again.
athletics: 1d20 + 15 - 1 ⇒ (9) + 15 - 1 = 23
Look ... I admit this does feel a bit nice ... but .. this isn't really the time or place

GM Super Zero |

"No?" says Enava, wincing, "Well this probably won't help."
She hugs Zarina tighter--and her claws dig into her back. Enava seems a little revitalized. She then releases her and takes to the air, diving back into the growing pool of water.
◆ Passionate Kiss (which, despite the name, does not necessarily involve kissing). Zarina becomes Drained 1 and takes void damage: 3d6 ⇒ (5, 5, 3) = 13. Enava recovers the same amount. Technically you must also make a Will save against a suggestion to stop trying to Escape, but after all that damage she's not staying in melee range anyway.
◆ Strike Claw: 1d20 + 16 ⇒ (2) + 16 = 18. Failure.
◆ Fly
Bleed: 1d6 + 1 ⇒ (2) + 1 = 3 and Persistent Damage Flat Check: 1d20 ⇒ 20
Oh, and Zarina Will: 1d20 + 15 ⇒ (8) + 15 = 23
The blueish demon staggers a little, then fixes Knab with a look. He feels a little... off.
◆◆ target Z/Ra/Ri/K/M: 1d5 ⇒ 4 cast ill omen. DC 22 Will save, or roll your next skill or attack twice and take the worst result--all checks for a round on a critical failure
The other one whips its tail towards Dr. Ripfang and tries to lash it around him. As it brushes against him, he has a brutal mental image of every possible way he could be injured in the immediate future. It then makes a horrible hacking noise and spews a foul red liquid--blood?--at the poor goblin; it doesn't hit him, though.
◆◆ Dorsal Lash. Dr. Ripfang must make a DC 22 basic Reflex save against mental damage: 5d4 ⇒ (3, 3, 4, 3, 3) = 16. On a failure he's also Grabbed, or Restrained on a critical failure.
◆ Strike Blood Splatter: 1d20 + 9 ⇒ (5) + 9 = 14 failure
Rawiri, Dr. Ripfang, Knab, and Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (68/78, water breathing)
Purple Enava (-64, feet to fins, water breathing)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-28, persistent fire 3, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1, DC 22 Reflex vs 16 mental)
Knab (106+3/106, DC 22 Will vs Ill Omen)
Merian (92+3/92, Concealed)
Sharkskin (-22, dominated)
Waters Rise (flooded up to "5-foot flood" line)

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Assuming it was a kiss
Zarina is of the opinion of taking pleasure where she can find it so she'll let it happen, and respond. As Enava goes underwater, Zarina says,
Don'tcha know it's a lot better underwater? before preparing to follow.
Whooo ... that was .... whoo .. what a kisser ... wow ...Feeling a bit dizzy

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Pausing a moment to scan the battlefield, Knab considers his play...
Will vs Ill Omen (DC 22): 1d20 + 16 ⇒ (14) + 16 = 30
Devise a Stratagem w/ Known Weakness vs Sharkskin: 1d20 ⇒ 20
Opens "rolled Religion vs Sharkskin" spoiler: Success
Knab smiles "A fellow rogue..." and warns his teammates "This one is under a spell - the Succubus rules her mind!"
GM Note: Sharkskin is clearly not acting under xir own power. Enava's ritual seems to have enabled her to quickly dominate xir. They may have been friends and allies, but that's clearly changed--Sharkskin may not be on Enava's side if the spell were removed. Sharkskin's pirate training might also make xir difficult to catch off-guard. Sharkskin has Deny Advantage, and isn’t off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.
With a perfect shot aimed, he takes advantage to shoot to wound rather than kill!
Gauntlet Bow (P) w/ Non-Lethal (-2) w/ Sneak Attack (2d6) vs Sharkskin (Off-Guard): 20 + 14 - 2 = 321d4 ⇒ 42d6 ⇒ (5, 5) = 10
◇) Devise a Stratagem w/ Known Weakness
~) Mastermind Racket
◆) Non-lethal Strike
~) Critical Specialization: Crossbow (1d8+1 bleed - is this non-lethal too!?)
◆) Go Invisible!
◆) Sneak
↺) Inspired Stratagem
Stealth (Trained) while Invisible: 1d20 + 12 ⇒ (16) + 12 = 28

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Frightened Reflex: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34
Dr Ripfang totally dodges the mental lash.
I think yellow may be missing their persistent fire 3damage, and check to end it.
Ripfang hustles up to the water's edge and Quick Bombs her with Sticky Algae
Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. Depending on how deep she is, I might suffer range penalties.
frightened algae bomb vs Purple Succubus: 1d20 + 18 - 1 ⇒ (17) + 18 - 1 = 34
Poison Damage: 2d8 ⇒ (2, 8) = 10
2 Splash. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.
Finally Dr Ripfang's organ grinder monkey independently hands him a smokestick which he lights up for defense.
Will vs Doom Aura: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
Dr Ripfang remains frightened.
Stride, Quick Bomb(Craft/Throw), <Independent Familiar Hands Item> (Now has Cat's Eye Elixir in one hand, and other is empty), Activate Smokestick.

GM Super Zero |

Good call. Yellow Persistent Flat Check: 1d20 ⇒ 18 Ends.
And oh, hang on... even if it seems like it might not matter, I overlooked a little detail and we should still get a save for Zarina Will: 1d20 + 15 ⇒ (10) + 15 = 25.
Zarina feels a compulsion to stop struggling and to let Enava hold her--if not to submit to her entirely. But the succubus releases her to flee in any case.
Knab's bolt catches Sharkskin in the back of the shoulder. Xe grunts, but doesn't respond much, despite how badly the wound is bleeding.
A crit, of course. And that bloodies Sharkskin.
As Enava's head bobs on the surface of the water, Dr. Ripfang hits her directly in the most exposed part of her--the face. She splutters and spits on the poisonous algae.
Enava's still on the surface of the water--she wants to be able to affect people outside of it, too. So... that's a crit.
Rawiri and Merian's turns. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (68/78, water breathing)
Purple Enava (-86, bloodied, feet to fins, water breathing, bioluminescent tag)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-31, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106, invisible)
Merian (92+3/92, Concealed)
Sharkskin (-50, bloodied, 1d8+1 persistent nonlethal bleed, dominated)
Waters Rise (flooded up to "5-foot flood" line)

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Rawiri moves closer to have clear shot at Enava and reaches for the flames again
"You can kiss, I give you that, but let me share some holy flames with you"
Holy Light@Enava: 1d20 + 15 ⇒ (15) + 15 = 30
Damage, fire: 5d6 ⇒ (6, 5, 3, 1, 4) = 19
Damage, spirit if she is unholy (I think she is): 5d6 ⇒ (5, 6, 6, 4, 3) = 24
Move closer + holy light

GM Super Zero |

The blast of holy fire vanquishes the demon. With a scream, she melts away to nothing more than a dark stain in the water, quickly dissipating as more water flows in.
[ooc]Being immersed in water, Enava has some fire resistance. But she also has holy weakness. ...and only had 14 HP left anyway.
Merian's turn. The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2. The waters flooding the lowest portion of the room are now deep enough that swimming is required in the area marked on the map.
Initiative:
Zarina (68/78, water breathing)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-31, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106, invisible)
Merian (92+3/92, Concealed)
Sharkskin (-50, bloodied, 1d8+1 persistent nonlethal bleed, dominated)
Waters Rise (flooded up to "5-foot flood" line)

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Merian moves up to Yellow ◆ and jabs with arcane force ◆◆.
Spellstrike: 1d20 + 15 ⇒ (2) + 15 = 17
Piercing: 2d8 + 6 ⇒ (2, 1) + 6 = 9 plus 2 force plus Piercing: 5d6 ⇒ (3, 6, 3, 3, 3) = 18
Will: 1d20 + 11 ⇒ (20) + 11 = 31 vs DC 22
↺ Reactive Shield (AC 27 vs hits of 25-26 and crits of 35-36)

GM Super Zero |

Merian's strike doesn't quite connect this time.
Sharkskin looks over at where Enava was a little dazedly, then down at xir own injuries looking rather aggrieved. Hopping back away from Zarina, xe quickly stows a scimitar and pulls out a potion vial. "Good luck with fixing that!" Xe drinks the potion--and vanishes.
◆ Step, ◆ Swap, ◆ Drink potion of emergency escape
The waters continue to rise, but... maybe it's just because it's so spread out now, but the rising waters seem to ebb and flow a little. The entire room is flooded now, but most of it isn't very deep.
Zarina's turn.
The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2.
The waters flooding the room are now as deep as they say. The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath). Since the water level is gradually raising, it is relatively calm and has a Swim DC of 15.
Initiative:
Zarina (68/78, water breathing)
Blue Blood Elegecide (Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-31, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106, invisible)
Merian (92+3/92, Concealed)

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Zarina is feeling annoyed, frustrated, a bit worried, and still a bit dizzy. She's also treading water. She activates her Dragon turtle scale to gain a decent swim speed, then ducks underwater and electric arcs both Elegicides.
electric arc: 5d4 ⇒ (3, 2, 1, 2, 4) = 12 basic ref dc 25
will: 1d20 + 15 ⇒ (5) + 15 = 20 v Doom(Blue)
will: 1d20 + 15 ⇒ (2) + 15 = 17 v Doom(Yellow)
Good luck fixing what?

GM Super Zero |

Blue Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Yellow Reflex: 1d20 + 7 ⇒ (17) + 7 = 24 Well dang.
They're more agile in the water apparently, but one of the demons still takes the full blast.
The demon wades a little closer in the water, then lashes Zarina with its dorsal trail. She feels a cascade of telepathic imagery of every way she could possibly be injured in the next minute as the fins loop around her.
◆ Stride. It only moves 5 feet, but it's difficult terrain due to the water.
◆◆ Dorsal Lash. Zarina must make a DC 22 Reflex save against mental damage: 5d4 ⇒ (3, 3, 1, 3, 4) = 14. On a failure she's also Grabbed, or Restrained on a critical failure.
The other one does the same to Merian, though follows it up by trying (and failing) to slap her with its tail.
◆◆ Dorsal Lash. Zarina must make a DC 22 Reflex save against mental damage: 5d4 ⇒ (1, 2, 2, 4, 3) = 12. On a failure she's also Grabbed, or Restrained on a critical failure.
◆ Strike Tail: 1d20 + 13 ⇒ (11) + 13 = 24. If you fail the Reflex that's a hit, but then you just use Reactive Shield so it's a miss either way.
Oh, almost forgot the Concealment: 1d20 ⇒ 12
Doesn't really matter for the attack since it missed anyway, but Concealment: 1d20 ⇒ 11
All PCs' turns.
The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2.
The waters flooding the room are now as deep as they say. The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath). Since the water level is gradually raising, it is relatively calm and has a Swim DC of 15.
Initiative:
Zarina (68/78, frightened 1, water breathing, DC 22 Reflex vs 14 mental and grabbed)
Blue Blood Elegecide (-6, Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-43, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82, Frightened 1)
Knab (106+3/106, invisible)
Merian (92+3/92, Concealed, DC 22 Reflex vs 12 mental and grabbed)

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Dr Ripfang's familiar hands them a cat's eye elixir which they promptly down so they can stay in their smoke cloud.
Dr Rip fang then quick bombs blue with a coagulated Dread Ampule.
bomb vs Blue: 1d20 + 18 ⇒ (12) + 18 = 30
Mental damage: 2d6 ⇒ (5, 1) = 6
No splash, 2 persistent mental on a hit and Frightened 1 on a hit, frightened 2 on a critical hit
Dr Ripfang then draws a healing elixir.
Independant Familiar hands Ripfang Cat's Eye. Consume Cat's Eye, Quick Bomb Blue, Draw Healing Elixir.

GM Super Zero |

After inhaling the fumes, the demon seems concerned.
A hit. But we do need Ripfang Will: 1d20 + 13 ⇒ (17) + 13 = 30 against the doom aura; success
Rawiri, Knab, Merian, and Zarina' turns.
The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2.
The waters flooding the room are now as deep as they say. The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath). Since the water level is gradually raising, it is relatively calm and has a Swim DC of 15.
Initiative:
Zarina (54/78, frightened 1, water breathing, grabbed)
Blue Blood Elegecide (-12, persistent mental 2, frightened 1, Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-43, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82)
Knab (106+3/106, invisible)
Merian (92+3/92, Concealed, DC 22 Reflex vs 12 mental and grabbed)

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Zarina tries to break free of the grapple. If she succeeds, she'll spend the rest of her actions swimming away.
athletics: 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
athletics: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25
athletics: 1d20 + 15 - 1 ⇒ (2) + 15 - 1 = 16

GM Super Zero |

Zarina easily pulls free.
First one is a critical success. Though MAP would apply to multiple Escape attempts.

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Rawiri looks around and reaches for more flames
Ignition@yellow: 1d20 + 15 ⇒ (4) + 15 = 19
Damage, fire: 5d4 ⇒ (4, 4, 1, 3, 1) = 13
Than he moves closer in hope of reaching the enemy

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Knab slinks over and double-shanks Blue Blood Elegecide - his heavy feet behind the simmer of invisibility exploiting an opening in it's defense, and his wild second punch exploiting a second opening!
◆) Stride
◆◆) Twin Feint
Clan Dagger of Kin-Warding (P, 1h, agile) w/ Sneak Attack (2d6) vs Blue Blood Elegecide (Off-Guard / Invisible): 1d20 + 17 ⇒ (11) + 17 = 282d4 + 6 ⇒ (3, 4) + 6 = 132d6 ⇒ (4, 3) = 7
Doubled Gauntlet (B, 1h, agile) w/ MAP (-4) w/ Sneak Attack (2d6) vs Blue Blood Elegecide (Off-Guard / Twin Feint): 1d20 + 17 - 4 ⇒ (9) + 17 - 4 = 222d4 + 6 ⇒ (1, 2) + 6 = 92d6 ⇒ (2, 1) = 3

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Zarina swims over to help Merian versus Yellow, using those last two actions.
longspear: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 piercing: 2d8 + 2 ⇒ (3, 5) + 2 = 10
will: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31

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Merian's not good at much, but taking big swings is one of them.
◆ Recharge Spellstrike
◆◆ Spellstrike: 1d20 + 15 ⇒ (11) + 15 = 26
Piercing: 2d8 + 6 ⇒ (6, 7) + 6 = 19 plus 2 force plus Piercing: 5d6 ⇒ (3, 2, 4, 3, 4) = 16
↺ Reactive Shield

GM Super Zero |

Rawiri Will: 1d20 + 16 ⇒ (15) + 16 = 31
Knab Will: 1d20 + 16 ⇒ (2) + 16 = 18
Merian Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Merian Will: 1d20 + 11 ⇒ (9) + 11 = 20
Merian avoids being snared by the looping fins, and the Pathfinders prove largely resilient against the psychic whispers.
Rawiri's spell goes over the demon's shoulder. Zarina's strike is more effective; it misses so completely that the demon experiences another self-image-shattering surge of hope.
Rawiri misses. Zarina critically fails, stunning it due to its Hope Vulnerability.
Knab and Merian's attacks are also effective, though in the boring old-fashioned "successfully hitting" way. The one Merian attacked is looking particularly rough.
Knab hits twice (with Off-Guard and Frightened, the first is nearly a crit). Merian hits and bloodies it.
The first demon sloshes a little away from Knab before trying to snare him in its trailing tail fins.
◆ Stride
◆◆ Dorsal Lash. DC 22 basic Reflex save against mental damage: 5d4 ⇒ (1, 4, 2, 2, 1) = 10. On a failure you're also Grabbed, or Restrained on a critical failure
Persistent Flat Check: 1d20 ⇒ 5 failure
The other shifts away so it's not pinned between two Pathfinders, then swipes its tail at Zarina--she evades it.
◆ Stride
◆ Strike Z/M: 1d2 ⇒ 1 tail: 1d20 + 13 ⇒ (9) + 13 = 22 failure
All PCs' turns.
The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2.
The waters flooding the room are now as deep as they say. The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath). Since the water level is gradually raising, it is relatively calm and has a Swim DC of 15.
Initiative:
Zarina (54/78, frightened 1, water breathing, grabbed)
Blue Blood Elegecide (-46, persistent mental 2, Doom Aura 30 feet, paranoia used)
Yellow Blood Elegecide (-80, bloodied, Doom Aura 30 feet)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82)
Knab (106+3/106, Frightened 1, DC 22 Reflex vs 10 mental and Grabbed)
Merian (89/92, Concealed, Frightened 1)

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Reflex (Master, Evasion) vs 10 mental and Grabbed (DC 22): 1d20 + 16 ⇒ (2) + 16 = 18 (Fail, 10 damage and Grabbed)
~) Aeon Stone of Smoothing
◇) Automatic Knowledge
~) Mastermind Racket
◆◆◆) Strike x3
Clan Dagger of Kin-Warding (P, 1h, agile) w/ Sneak Attack (2d6) vs Blue Blood Elegecide (Off-Guard / Mastermind): 1d20 + 17 ⇒ (11) + 17 = 282d4 + 6 ⇒ (2, 3) + 6 = 112d6 ⇒ (4, 3) = 7
Clan Dagger of Kin-Warding (P, 1h, agile) w/ MAP (-4) w/ Sneak Attack (2d6) vs Blue Blood Elegecide (Off-Guard / Mastermind): 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 262d4 + 6 ⇒ (3, 4) + 6 = 132d6 ⇒ (6, 6) = 12
Clan Dagger of Kin-Warding (P, 1h, agile) w/ MAP (-8) w/ Sneak Attack (2d6) vs Blue Blood Elegecide (Off-Guard / Mastermind): 1d20 + 17 - 8 ⇒ (10) + 17 - 8 = 192d4 + 6 ⇒ (2, 3) + 6 = 112d6 ⇒ (2, 4) = 6
Knab slashes at the creature grabbing him furiously!

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I got it where we want it Merina. Hit it with your stabby stick ... Hit it! Hit it! Hit it hard, Hit it quick. Hit it with your stabby stick
She attempts to Frostbite it while grabbed.
cold: 5d4 ⇒ (1, 4, 2, 4, 3) = 14 DC 24 basic fort.
before attempting to escape
athletics: 1d20 + 15 - 1 ⇒ (2) + 15 - 1 = 16

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Merian swims over to flank with Zarina, and jabs with her trident.
Shielding Strike, frightened 1: 1d20 + 15 - 1 ⇒ (1) + 15 - 1 = 15 vs flanking
Piercing: 2d8 + 6 ⇒ (4, 3) + 6 = 13 plus 2 force
Trident, frightened 1, MAP: 1d20 + 15 - 1 - 5 ⇒ (11) + 15 - 1 - 5 = 20 vs flanking
Piercing: 2d8 + 6 ⇒ (4, 4) + 6 = 14 plus 2 force
Will, frightened 1: 1d20 + 11 ⇒ (11) + 11 = 22 vs DC 22
↺ Shield Block (hardness 10)

GM Super Zero |

Ah--Zarina's not Grabbed. I think I neglected to delete that from the last time you escaped.
Knab stabs his new demon friend repeatedly. It wheezes, clearly on its last legs.
Zarina freezes the other one solid. It tips over and shatters, melting quickly to nothing.
Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
...and if she had been, that would have taken care of it indirectly. It did not have 28 hp left.
Feel free to redo your turn there, Merian.
Rawiri, Dr. Ripfang, and Merian' turns.
The Elegecides have a 30-foot Doom Aura. If you end your turn in the aura, make a Will save against a divine, emotion, fear, and mental effect. The DC is 22. Failure causes Frightened 1 and critical failure causes Frightened 2.
The waters flooding the room are now as deep as they say. The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath). Since the water level is gradually raising, it is relatively calm and has a Swim DC of 15.
Initiative:
Zarina (54/78, frightened 1, water breathing, grabbed)
Blue Blood Elegecide (-89, bloodied, persistent mental 2, Doom Aura 30 feet, paranoia used)
Rawiri (85/87, Cursebound 1, Persistent Fire 1)
Dr. Ripfang (82+3/82)
Knab (99/106, Frightened 1, Grabbed)
Merian (89/92, Concealed, Frightened 1)

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Dr Ripfang struggles a bit to make progress in the flood, but stays inside their smoke cloud as they then quick bomb blue with a coagulated Dwarven Daisy before the water gets any worse.
bomb vs blue: 1d20 + 17 ⇒ (5) + 17 = 22
fire damage: 2d6 + 1 ⇒ (5, 4) + 1 = 10
No Splash, On hit: 3 persistent fire damage and Fort DC 24 or be dazzled for 1 round.
Dr Ripfang then rubs his pendant and gives guidance to Knab while his familiar draws a healing elixir.
Stride, QuickBomb, Quidance. Independent Familiar draws Elixir of Life. Current hands: Ripfang Empty/Elixir of Life | Familiar Empty/Elixir of Life.

GM Super Zero |

...it still says Zarina is Grabbed, doesn't it. Well, no matter.
Rawiri and Dr. Ripfang overwhelm the final demon with fire.
Reporting a Temple Success!
The water doesn't seem to be rising any more, but it still seems agitated over the seal at the low point of the room where Enava spilled Sharkskin's blood.
There is an option bit of exploring here, though I think the House GM will be making their last announcement soon.