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Numair can't fail that Perception check.
As he is walking past, Numair notices a small leather sack torn and hanging from a vine, as well as the smooth, three inch long jet-black rock on the ground.
"Take at look at this!"

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Khellek tries to engage the man in conversation as they travel.
"What did your group do right before the flood happened?"
And anything interesting about the stone?

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Cenae questions the man as they walk, ”Lang? Or Wyrn? Is that your journal or did you steal it?”

GM Ultra Plus |

"It wasn't a flood, it was the river that killed us, the things that live in it," Lang says, as if it were obvious. Perhaps his thinking is not entirely linear at the moment, "We were coming back from the Stones, and the mermaid and her river things tore through us."
"I think I was carrying Wyrn's satchel, I think? I don't remember. Maybe he needed help carrying things?"
"That's one of the stones that Lichten took from the Stones." The harried man says, pointing at the rock that Numair holds.

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"May I?" inquires Khellek.
He examines the stone in detail, including check it for magical auras.
"I don't suppose any of you are able to detect the presence of evil?" he asks hopefully.
T10 on any relevant knowledge check, and reuses a detect magic.

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Cenae shakes her head, ”Some Knights of Sarenrae claim that ability, but I feel they are just being overly judgmental. There is a spell, but I rarely request it. Tomorrow perhaps if you wish.”

GM Ultra Plus |

The small rock does have a faint aura of enchantment magic on it.
I don't want to short change your investment in the knowledge skills, Khellek, but the scenario doesn't give any DCs for the knowledge or a caster level for the stone to determine a Spellcraft DC, but it does specifically say it gives a faint aura of enchantment.

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No worries. Khellek is a curious old scholar who loves a puzzle or a piece of old writing.
"Curious... an enchantment on it but it is too faint to really tell what it does."
The elderly scholar gives a shrug. "Maybe we will learn more if we find more of them. Though I also do wonder if the stealing of the stone was what triggered the assault on our friends group. I'm also curious about the "mermaid". I had not heard of any living in these freshwater rivers, and in waters likely tainted by evil from the Drowning stones... I suspect it is not a mermaid we will be facing."
Any suggestions about demonic creatures that might resemble mermaids? Or are associated with water in general?
"I wonder if it was some type of Naga?" he muses, struck by inspiration. "They are known to reside in jungles and some are aquatic.."

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Cenae smirks, ”I naga any idea about that. Let’s just head in and see. How far is the river? Anyone want to be able to breathe under water? Might help if the evil wants to drown us.”
14 hrs of water breathing among herself, three allies and their cowardly guide is 2.8 hrs each. Cast it if the river is less than an hour away.

GM Ultra Plus |

Khellek can't recall any demonic mermaid-like creatures, though, of course, its possible for a fiend to mate with humanoid like a mermaid, and create a fiendish mermaid. Demons that live in the water, the most famous is probably the Hezrou, a brutish frog-like creature.
don't read too much into this question, but a) are you taking the stone with you? and if so, who is carrying it?

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If nobody else shows an interest, Khellek will carry it (so long as it is not too heavy, but it sounds more like a small curio than a large rock

GM Ultra Plus |

It's maybe the size of a child's hand. They don't give a weight, but I can't imagine it being more than a few ounces.
Lang leads you deeper into the jungle. The sound of rushing water, like a massive waterfall, begins to overpower the sounds of nature. However, in the jungle path, there's a stone, and on the stone, a dark-skinned mermaid is sunning herself. She smiles warmly as she sees you approach.
"Oh, you've brought him back, thank the gods! He ran off, rambling, and ranting. I fear the man's lost his mind. We were trying to find his compatriots and suddenly he was accusing me of murder!" The mermaid says.
Numair, however, quite easily, spots two fish-like humanoids hiding in the brush. They have tridents. The mermaid sees that Numair sees them, and shifts back to her strangely attractive demonic womanly form, with leathery wings.
Yeah, I think the intention is to have a role play before the initiative but Numair can't fail the perception check for her hidden compatriots, even with distance penalties, so, we are on slide no 6, I recommend viewing it at at least 55% zoom
Khellek Iniative: 1d20 + 1 ⇒ (18) + 1 = 19
Grog Iniative: 1d20 + 0 ⇒ (17) + 0 = 17
Cenae Iniative: 1d20 + 0 ⇒ (9) + 0 = 9
Numair Iniative: 1d20 + 6 ⇒ (18) + 6 = 24
Mermaid Iniative: 1d20 + 3 ⇒ (11) + 3 = 14
Blue Iniative: 1d20 + 7 ⇒ (20) + 7 = 27
Green Iniative: 1d20 + 7 ⇒ (13) + 7 = 20
One of the fish-like creatures moves up and tries to stab Grog with its trident.
Trident: 1d20 + 12 ⇒ (9) + 12 = 21
Piercing Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Round 1
Blue
Numair
Green
Khellek
Grog (-12)
Mermaid
Cenae

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Remembering what happened the last time (not so long ago!) that he encountered a shapeshifting demon-thing, Numair hurriedly casts Magic Circle Against Evil on himself.

GM Ultra Plus |

Numair casts a spell, and the remaining creature lying in wait springs into action. It takes just a second to stare at Khellek and then seems to move on, getting into position next to its ally and Numair. Double Move
Round 1
Blue
Numair (magic circle vs Evil)
Green
Khellek
Grog (-12)
Mermaid
Cenae

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"Quick, my students. Get to work. Remember, Explore, Report, Cooperate!"
Even as he speaks, the elderly professors words seem to ignite the group to action and inspire them to be worthy of the Chronicle they will surely appear in.
Casts haste, and then kicks off inspire courage so +3 to hit, +2 to damage and +1 to AC. Oh and +2 to saves vs fear and charm, which may be handy if that is what I think it might be. If he has time, then I'll use knowledge(planes) to try and indentify the demonic lady who looks like the succubus several of us met last adventure.

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Grog swings at Green glancing at his wound.
"Argh bub take this!"
then blue if it drops
cold iron greataxe haste bard PA: 1d20 + 19 ⇒ (15) + 19 = 34
damage: 1d12 + 22 ⇒ (2) + 22 = 24
cold iron greataxe haste bard PA: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 1d12 + 22 ⇒ (7) + 22 = 29
haste
cold iron greataxe haste bard PA: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 1d12 + 22 ⇒ (11) + 22 = 33

GM Ultra Plus |

Khellek would recognize the new demonic form as a succubus. She would have damage resistance that is overcome by good or cold iron weapons. Immune to electricity, fire and poisons, resisting acid and cold. She would have an innate resistance to spells.
Grog spends his time hacking one of the fish-like creatures to bits, though he only is able to kill it with his last blow.
The winged demoness gets up in the air, but her voice somehow cuts through the jungle sounds and the waterfall, and rings in Grog's ear.
"Get away from the half-elf, run!" I need a Will Save, DC 21. You get a +2 bonus from Numair's spell, and I believe, if you fail that you get ANOTHER Save, with a +4 bonus.
Round 1
Blue
Numair (magic circle vs Evil)
Green
Khellek
Grog (-12, need DC 21 Will save, see above)
Mermaid (20 feet off the ground)
Cenae

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Does the inspire courage bonus help?

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sorry missed it
Will: 1d20 + 7 ⇒ (6) + 7 = 13
using reroll
Will: 1d20 + 12 ⇒ (16) + 12 = 28
Grog shakes his head and glances at the demon then at the fallen creature. "Nice try! You're next! Quit flying and come here!" He grins.

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Cenae glares at the devil, ”It may be smart to hide in the air, but it won’t keep you safe for long.”
She moves over around Grog and then taps him with her hand, ”Blessings of Armor to you, Sir. Keep hacking.”
Shield of Faith on Grog, +3 Deflection to AC, Touch AC and FF. Doesn’t stack with Ring of Deflection.

GM Ultra Plus |

"Why don't one of you come up and join me?" the demon says with a wink. Her fish-like companion back-peddles away from Grog and his axe and withdraws to a different defensible position. Full withdraw, did not provoke an attack of opportunity.
Round 2 (inspire courage, Haste)
Blue
Numair (magic circle vs Evil)
Khellek
Grog (-12, Shield of Faith)
Mermaid (20 feet off the ground)
Cenae

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Khellek continues to offer words of encouragement to the team.
Maintains inspire courage
Reaching out to Grog he lays a hand on back of the demon0-slayer. "Be the Hero you know you can be Grog."
Casts Heroism on Grog, using his extended spell metamagic rod.

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"Hey fish boy come here!" Grog heads over and swings at the fish monster.
cold iron greataxe haste bard PA vital strike: 1d20 + 21 ⇒ (20) + 21 = 41
damage: 2d12 + 24 ⇒ (11, 7) + 24 = 42
confirm: 1d20 + 21 ⇒ (7) + 21 = 28
just for the hell of it :) x3 no vital strike
damage: 2d12 + 48 ⇒ (2, 3) + 48 = 53

GM Ultra Plus |

Grog guts the fish-like creature on the other side of the battlefield.
"Hmm, you think you're clever," the succubus says as she flies in and tries to touch Numair on the cheek.
Touch Attack, Numair's touch AC: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 6d6 ⇒ (1, 2, 1, 4, 4, 2) = 14
Lets see, your touch is 10 normally, the Magic Circle would increase it to 12, haste would increase it to 13, so I think just barely enough.
Round 2 (inspire courage, Haste)
Numair (-14, magic circle vs Evil)
Khellek
Grog (-12, Shield of Faith, heroism, magic circle vs evil)
Mermaid (5 feet off the ground, +14)
Cenae

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Cenae casts a spell, holds the charge and then steps in to tap Numair on the shoulder. His wounds mostly heal, ”Not that I wish you to do so, but you will have to do a lot better than that.”
Sacrifice Command for CLW: 1d8 + 5 ⇒ (7) + 5 = 12

GM Ultra Plus |

Cenae's magic partially counteracts the demon's magic.
oops, my bad, don't know why I didn't bold the rest.
Round 3 (inspire courage, Haste)
Numair (-2, magic circle vs Evil)
Khellek
Grog (-12, Shield of Faith, heroism, magic circle vs evil)
Mermaid (5 feet off the ground, +14)
Cenae

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Numair calmly 5' steps back, draws a scroll, and fires a ray at the woman...
Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17.
Spell Resistance: 1d20 + 11 ⇒ (15) + 11 = 26.
...coating her in a thin layer of green energy.
Dimensional Anchor.
"You think you have trapped us, but in reality, *we* are the ones trapping *you*!"
Grog, if you could end your turn near me when you attack her, I will cast Fly on you next round.

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Grog, if you could end your turn near me when you attack her, I will cast Fly on you next round.
sure, double move

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He continues to offer advice to the team as he offers words of encouragement to himself. "You can do this Khellek. It's not like you have not faced her type before."
Extended heroism on himself
Even as he talks he is patting himself down, looking for the right case of crossbow bolts.
"Don't worry my students. I'm sure Bessie can handle her."

GM Ultra Plus |

The Razor flies forward and tries to touch Cenae, and drain her.
Touch attack vs Cenae: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 6d6 ⇒ (2, 5, 1, 5, 5, 5) = 23
Round 3-4 (inspire courage, Haste)
Cenae (-23)
Numair (-2, magic circle vs Evil)
Khellek
Grog (-12, Shield of Faith, heroism, magic circle vs evil)
Mermaid (5 feet off the ground, +37)

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Is she casting a spell or spell-like ability or is this ability something else?
The cleric angrily pulls out a nastily sharp looking scimitar and slashes at the fiend, "DIE!"
Using Scabbard of Vigor to grant the scimitar a +3 bonus for 3 rounds.
+3 Cold Iron Scimitar + IC + Haste: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29 for Magic/Cold Iron/Slashing + IC: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

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Seeing Cenae step up into combat the professor sighs and offers her further words of encouragement. "Did Sarenrae preach redemption to demons? I think not. Swift justice is what she requires.
But perhaps it is a message for everyone.
Maintains inspire courage, extended heroism on Cenae

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And an extra +2 to hit from Heroism. But if that 34 didn't hit we are in serious trouble.

GM Ultra Plus |

Both Cenae and Grog hit their marks with their weapon, though, the end result with her magic is a relatively small scratch. She had temporary hit points is what I'm trying to say, you just got through to her actual HP
She beats her wings and strums to the left and reaches out to touch Grog again.
Concentration to cast defensively: 1d20 + 20 ⇒ (13) + 20 = 33
Touch Attack vs Grog: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 6d6 ⇒ (3, 2, 6, 5, 2, 6) = 24
Round 4-5 (inspire courage, Haste)
Cenae (-23, Heroism)
Numair (-2, magic circle vs Evil)
Khellek (heroism)
Grog (-36, Shield of Faith, heroism, magic circle vs evil)
Mermaid Succubus (5 feet off the ground, -5, +24)

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Numair concentrates, and sends a brace of force missiles cascading into the mermaid succubus.
Spell Resistance: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27.
Magic Missile: 5d4 + 5 ⇒ (3, 4, 4, 2, 3) + 5 = 21 Force damage.

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With the teams key warriors bolstered by his words, the elderly professor slips a cold iron bolt into Bessie and takes aim...
attack,Ic,heoism,into melee, cover: 1d20 + 8 + 2 + 2 - 4 - 4 ⇒ (11) + 8 + 2 + 2 - 4 - 4 = 15
damage(magic,coldiron),IC: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
He continues to offer words of advice and encouragement.
"Get out of my Way! You can hit her from the other side. Flank her!"

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"Nice scratch lady! Take this!"
I forgot bane evil outsider
attack PA fav enemy bard haste: 1d20 + 24 ⇒ (18) + 24 = 42
damage: 1d12 + 24 + 2d6 ⇒ (7) + 24 + (6, 5) = 42
attack PA fav enemy bard haste: 1d20 + 19 ⇒ (5) + 19 = 24
damage: 1d12 + 24 + 2d6 ⇒ (1) + 24 + (2, 5) = 32
if still up
haste
A fly from her stench lands near his eye. He blinks and his axe swing goes wide.
attack PA fav enemy bard haste: 1d20 + 24 ⇒ (1) + 24 = 25
damage: 1d12 + 24 + 2d6 ⇒ (8) + 24 + (2, 1) = 35

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The cleric agrees with Khellek, ”These ones are definitely past redemption stage. Destruction is their eternal reward.” She steps and swings again
2 rounds left on Scabbard of Vigor, 2nd attack from Haste.
+3 Cold Iron Scimitar + IC + Haste: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18 for Magic/Cold Iron/Slashing + IC: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
+3 Cold Iron Scimitar + IC + Haste: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24 for Magic/Cold Iron/Slashing + IC: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

GM Ultra Plus |

The demon succubus is able to weather two massive blows from the flying half-orc, but the cleric's scimitar hits in her spine, and she falls to the ground twitching.
Combat Over
Cenae (-23, Heroism)
Numair (-2, magic circle vs Evil)
Khellek (heroism)
Grog (-36, Shield of Faith, heroism, magic circle vs evil)

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Cenae carefully aims and removes the fiend’s head, ”One must be sure in these cases. Now, let us step away from the bodies and I can channel the healing rays of Sarenrae.”
Cold Iron/Magic Coup de grace: 2d6 + 6 ⇒ (2, 1) + 6 = 9 (+4 if IC lingers)
Channel: 4d6 ⇒ (2, 4, 3, 3) = 12
She pulls out her wand to finish up the job.
CLW Wand: 2d8 + 2 ⇒ (5, 5) + 2 = 12
The cleric looks over to their guide, ”Easy enough with my god’s power behind us. Were there other issues you ran across?”

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The scholar steps forward to examine the dead succubus. He has met them before, but this one seems somehow different. Maybe it was her unusual lack of minions, or willingness to engage in hand to hand combat, or general lack of subtly. But something seemed wrong to him.
Anything obviously different about this one from a regular succubus?
Did the body fade as it would if she was a normal summons?

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Numair breathes a sigh of relief.
"Now, the world is a slightly better place..."
Ever-practical, he then checks the bodies for clues / loot.
If she was Summoned, sure, but is she was Gated in, the body wouldn't disappear...?