"Through the door on your right (revealed on map) has a special teleporter. I've only seen Yollen and his lieurtenants use it, so we suspect it is important. So important, in fact, that you have to use three of those colored shards, one of each to activate the orbs."
"Though, I have theorized," another Devilish Dealer speaks up, "that you might be able to force the orb to accept a key of a different color. They work off of magical resonance, which could be altered if you had the right skills."
The Devilish Dealers relax when they recognize old rivals.
"We've been supplying the facility with warshards since Godsrain produced them. In gratitude, a man named Yollen asked if they would like to be the part of the experiments here without disclosing the risks involved. Let's just say that the experiment didn’t go well, and the we lost a few members. For those that survived, the concoction we took gave us a rush of unparalleled power... then left us drained and exhausted for days after. Consequently, we've become rather skeptical of what’s going on in the facility."
"So how about we make a deal. We're too exhausted to investigate on our own, but we have information that could be helpful to you. We'll trade our information now. In exchange you tell us what you find out about this place."
Once healed, you use the newly acquired purple crystal key. You end up in a short, wide hallway with red, green, and purple domes. Beyond the hallway is a grand room where a statue in ancient Azlanti garments, though featureless, towers menacingly in this domed room.
Four humans stand around the statue. You think they were in the middle of a discussion that stopped the moment a portal into this area opened. Their hands are on their weapons, but they eye you suspiciously.
If your PC played #6- 07: A God Falls Where Magic Fails:
You recognize these Chelaxians as The Devilish Dealers. They recognize you, foiling any chance that your disguises will work.
Sorry for the delay. In addition to my busy weekend, I had to do some digging through the rules.
My interpretation of what I read is that just as with the pre-remaster rules, attack roll modifiers like courageous anthem, do not apply to skill actions like grapple.
This was explicitly mentioned in the Core Rulebook FAQ, but I could not find anything definitive in the Player Core or FAQ. What I based my decision on was the rules section of attacks in Player Core 302-203, specifically on the last part of that section, "Compare to AC" suggests that if it doesn't target AC, then it is not an attack roll, but a skill check with the attach trait (meaning MAP applies). There are items that make exceptions such as the Shadow Signet, but they explicitly spell out that the check is still an attack roll.
It mattered in this case as a phistophilus has a Fortitude DC of 28.
If someone has seen something definitive from a rules source that says this has changed, please point it out to me.
Kaitlyn heals her allies while Hirondelle continues to be wracked by poison.
Poison:3d6 ⇒ (1, 6, 2) = 9
The goblin and Teja banish the devil with their combined attacks Teja has one action remaining while Fin-thir wounds the last of the devils with an arrow.
BEFORE YOUR TURN ❗ Hirondelle : DC 26 Fortitude vs poison ❗
❗ Teja Khellekdottir: DC 23 Fortitude vs 29 bludgeoning ❗
❗ Fin-thir: DC 23 Fortitude vs 29 bludgeoning ❗
BEFORE YOUR TURN ❗ Hirondelle : DC 26 Fortitude vs poison ❗
❗ Teja Khellekdottir: DC 23 Fortitude vs 29 bludgeoning ❗
❗ Fin-thir: DC 23 Fortitude vs 29 bludgeoning ❗
❗ Charlies: DC 23 Fortitude vs 29 bludgeoning ❗
FYI. This scenario runs long. At our pace we definitely won't be even close to done by the end of the gameday. We'll lucky to be done before the new year.
BEFORE YOUR TURN ❗ Hirondelle : DC 26 Fortitude vs poison, DC 31 Reflex vs 40 lightning (clumsy 1) ❗
❗ Teja Khellekdottir: DC 31 Reflex vs 40 lightning ❗
❗ Kaitlyn Deathsbane: DC 31 Reflex vs 40 lightning ❗
❗ Charlies: DC 31 Reflex vs 40 lightning ❗
Infernal wound only blocks magical healing. Natural/Alchemical healing works fine, but the way I run it is that magical healing will be applied to infernal wounds first, but natural/alchemical healing is applied to infernal wounds last, only touching infernal wounds if that is the only damage remaining. Essentially I run it that way to make infernal wounds as difficult to deal with as possible.
Charlies reads the scroll, pushing the healing magic into the diabolical cuts. Just when it looks like the magic is going to push through, the power fizzles without effect.
Seeing Hirondelle fall, Teja rushes in and rouses the exemplar.
Kat heals the summoner and then launches an arrow at the contract devil. The arrow strikes, but the wound is minimal. Resist 10 physical
Fin-thir hits the devil blocking the escape who remains standing despite looking very ragged. The flames have no effect. Immune fire
The other sarglagon interposes himself in front of the Phistophilus and then bites and slaps at Estes.
As Estes lines up his holy punch, the other Sarglagon bats the angel's arm away with one of his tentacle arms.
Stygian Guardian ↺ - Trigger A creature or object within the sarglagon’s reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.
Miss due to cover.
The Phistophilus whips one of its contracts around Hirondelle
BEFORE YOUR TURN ❗ Hirondelle : DC 26 Fortitude vs poison ❗
❗ Charlies: DC 23 Fortitude vs 25 bludgeoning ❗
❗ Estes: DC 23 Fortitude vs 25 bludgeoning ❗
As Hirondelle moves by the Srglagon's he feels as though he is trying to walk against the tide. It is tiring, but he pushes through.
Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is encumbered while it remains in the
area. If the creature is already encumbered, it is immobilized
while it remains within the aura.
Critical Failure As failure, but the effect persists for 3 rounds
after leaving the aura.
The sarglagon in the corner unleashes a torrent of water that hits Estes, Charlies and Fin-thir.
BEFORE YOUR TURN ❗ Hirondelle : DC 31 basic Reflex vs 27 fire. ❗
❗ Fin-thir: DC 31 basic Reflex vs 27 fire; DC 23 Fortitude vs 25 bludgeoning ❗
❗ Charlies: DC 23 Fortitude vs 25 bludgeoning ❗
❗ Estes: DC 23 Fortitude vs 25 bludgeoning ❗
BEFORE YOUR TURN ❗ Hirondelle : DC 31 basic Reflex vs 27 fire. ❗
❗ Teja Khellekdottir: DC 31 basic Reflex vs 27 fire. ❗
❗ Kaitlyn Deathsbane: DC 31 basic Reflex vs 27 fire. ❗
❗ Fin-thir: DC 31 basic Reflex vs 27 fire. ❗
❗ Charlies: DC 31 basic Reflex vs 27 fire. ❗
❗ Estes: DC 31 basic Reflex vs 27 fire. ❗
❗ Emmanuel Holysmith: DC 31 basic Reflex vs 27 fire. ❗
"Oh, no. You don't just walk away from us! If you want to leave, you need to barter for your freedom. If you can reveal some secrets to us, then we will allow you to leave."
The scaly amalgamations are the sarglagon that you heard of earlier.
Sarglagon - Creature 8
Worst Save: Reflex
Immune Fire, Resists Poison and physical (except silver)
Special Attack - Drown - The sarglagon conjures murky water to fill the lungs of a creature within 30 feet of it that can’t breathe water. The target must attempt a DC 26 Fortitude save.
Special Ability - Stygian Guardian [reaction] Trigger A creature or object within the sarglagon’s reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover.
The devil that is humanoid in appearance is a phistophilus, also known as a contract devil.
Phistophilus - Creature 10
Best Save: Will
Immune Fire, Resists Poison and physical (except silver)
Special Attack - Infernal Wound The wounds from a contract devil’s Strikes resist healing. A spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect.
Having inspected the items as best you can, you venture into the hallway. It's quickly apparent that the lion heads were some sort of defensive mechanism, but they are inoperable.
At the end of the hall is a more immediate concern. Three fiendish creatures occupy the room at the end. Two are large creatures with blue scales and find, claws, and wings that suggest they are equally at him in land, sea, or sky. The third is more humanoid in appearance save for the orange skin and many horns over which long scrolls are draped.
With Teja investigating the cards, Charlies check the cabinet. A single vial labeled "hangover cure" and a wand that feels warm to the touch are found inside.
Beyond the stairs you see a winding corridor with lights that flicker, giving the lion head reliefs on the wall the illusion of blinking. They certainly look menacing.
You are pretty confident that the vial contains some sort of antidote, but learning the strength would require an Identify Alchemy activity.
You have two magical items that can be identified.
The wand (Arcana or Nature)
The beads (Arcana or Nature)
Upon inserting the crystal a green hued window appears in the air. Beyond is a room with 2 tables, one with cards strewn about, chairs and a single cabinet.
You only have a few moments to decide what to do before the portal starts to close again. You might want to grab the key before you go.
Manny does have the >Rainment< rune on his armor- would he be able to make it look like the Chilexian armor? If not no big deal.
Yes, that would work.
The group had initially been working on Emmanuel's theory that the domes were wards and the best chance of finding intact crystals was further away, but in a few moments you discern that the blast originated from the entryway and spread inward. Looks like someone botched their Society check.
Searching closer to the domes you manage to find some broken pieces. Only near the far side does your effort pay off. You find a pair of intact green crystals that appear as though they would fit in the dome of the same color as well as a pouch containing three glass beads flickering with light.
You haven't found any crystals yet, just dust. That's the whole point of this section. If I was running this in person, you would be in rounds, using Seek actions to try to find the crystals. So far you have had 1 success (the DC is 28). You need a certain number of successes before your potions wear off and bad stuff happens. The potions give you rank 4 invisibility which lasts 1 minute.
It took you 3 rounds to get here and you've searched and did other things for a round.
If you want to take and wear the disguises, you need a total of 10 actions over 5 rounds (the text says that activity makes you slowed 2 for 5 rounds.)
At this point you have 2 courses of action.
Forgo the disguises and everyone can roll 15 Perception checks. (You'll probably need at least a round to get through the portal.)
As you drink the potions, all your allies disappear from view. It only takes a moment to realize you are all still present, just invisible.
Eras himself leaps out the hole and into the thickest part of the enemy forces, directly into a confrontation with the facility’s leader, Yollen Frivetti. Seeing their captain surrounded, the crew of the Grinning Pixie surge forward and down onto the docks, making quite a scene.
The distraction they provide gives you an opportunity to sneak into the Azlanti ruins.
Furthest away from the fray is a short tunnel with three glass domes—green, purple, and red. A dozen Chelaxian troops lie unconscious, knocked out a few minutes ago by a blast of magic.
Rooms are, on average, about 25 feet in height with walls that are very smooth and would be difficult to climb. magical lighting keeps the interior generally bright. The inside of the facility has a perpetually fishy smell that incurs a –1 circumstance penalty on Perception checks that uses scent.
You suspect you have a very short time to sneak in while your invisibility lasts. I'm not going to put us into rounds, but don't count on being able to finish anything long before it wears off.
btw, ok for Kat to buy a rune and have in inscribed on her bow (or does she need to be in downtime mode for that?
You can make purchases. It's transferring that takes time as far as I know.
Here it is
Applying and Transferring Runes
The Pathfinder Society has a specialist at the Grand Lodge who can apply or swap out runes for agents in good standing. This service is free, and requires no check, but is only available before the adventure briefing or once the adventure is complete, unless stated in the adventure. Only the service of transferring the rune is free, however. Characters must still pay the 10% materials cost and provide any required runestones.
So adding a rune also has to be done after the adventure. Otherwise you have to purchase a new one with all the runes you want and sell the old one for half.
Hirondelle recalls Sarglagon are also called drowning devils due to their ability to conjure the murky water of Hell directly into the lungs of their victims.
After the questions, the poor Pixie takes a spell portside, which blows a hole wide enough for most people to jump out. Through the hole, Eras points out a portal just opened. More specifically, he points out the cavern beyond that briefly appeared until the portal closed.
“That cavern is the only place that I’ve actually seen show up through the portal so far. I say that makes it special, so try and find it.” Eras digs into his pouch, produce several glass flasks. He swipes at their necks with his blade. The bottles uncork with a hiss. “Take one each, quickly. Don’t drink until I say so. Too early and you’ll be drinking acid, too late and it’ll just be water. On my command, drink that potion, then out the hole for the portals furthest from us. Do not stay back to help, understand? We’ll keep their attention away while you get inside. You’re our best hope of getting out of here. Now, on my mark… Go!”
So, what do you do? Do you drink as directed or no?
Recently, some Society agents nearly destroyed Ambrus Valsin’s (stern male human chamberlain) office with a reckless warshard experiment. Sorrina Westyr (studious female oread priest), the Master of Spells, teleported the mishap into the air, but the explosion still shattered windows across campus. Due to this and other near-catastrophes, the Society learned that there is about a minute of delay from warshard-based explosive emanations. Strict restrictions were places on warshard research going forward.
Ethereal manifestations called Ghosts of Gorum have been rising from warshards. The relentless fighting spirits can’t be reasoned with.
Teja Khellekdottir:
Recently, some Society agents nearly destroyed Ambrus Valsin’s (stern male human chamberlain) office with a reckless warshard experiment. Sorrina Westyr (studious female oread priest), the Master of Spells, teleported the mishap into the air, but the explosion still shattered windows across campus. Due to this and other near-catastrophes, the Society learned that there is about a minute of delay from warshard-based explosive emanations. Strict restrictions were places on warshard research going forward.
The types of devils Cheliaxians summon are often related to where they expect the devil to serve or what function. The PC can choose to immediately Recall Knowledge on one of the following devils: Coarti, Sarglagon, Phistophilus, or Levaloch
"Are there devils with these soldiers? And where were we supposed to be before we were transported here?"
“Warshard hunting, I suppose. Given their numbers, most of this ruin must be underwater. I would not be surprised, then, if they’ve hired some thugs who can breathe beneath the waves. Also, were clearly dealing with Cheliax, so expect devils. Oh, and there’d better be warshards, otherwise—” He pulls his mask back on— “I’ve another uncomfortable conversation back at the Grand Lodge.”
Classes/Levels
HP 46 | AC/T/FF 26/16/21 | CMD 19 | F/R/W +6/+9/+11 | Init +3; PER +10|
About Pyewacket
Pyewacket
Male imp consular Almost always in Raven form
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic; Perception +19
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Defense
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Imp AC 25, Touch 16, FF 21 (+3 Dex, +1 dodge, +9 natural, +2 size)
Bird AC 26
HP 46 (3d10); fast healing 2
Fort +6, Ref +9, Will +11
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 20
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Offense
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Imp Speed 20 ft., fly 50 ft. (perfect)
Bird Speed 10 ft., fly 40 ft. (average)
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Perfect) You can fly!
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 13) (Ex) Sting—injury; save Fort DC 13; onset 1; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based.
Pye Raven Form (Su) You can change your form.
Spell Resistance (20) You have Spell Resistance.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.