Shurshogot, be silent!


Hell's Rebels

Sovereign Court

While the notes found on Baccus give a means to hamper the drowning devil he bound to service, the text in D13 do not give any mechanics to back that up. Since the text says the phrase, Shurshogot, be silent! spoken in infernal causes the devil pain I had the effect mimic the inflict pain spell. A character that spoke the phrase had to be within 35 feet of the devil and use a standard action. The save was DC 14, but even on a save the penalties last 1 round, which can definitely hamper the devil's primarily physical attacks.

--Vrock Lobster


I would have this work only once, or once per speaker

It could make him shaken or sickened for one round as that is less severe. Perhaps not shaken as those effects are too easy to stack

Sovereign Court

I disagree. I had 6 PCs with 25 point buy facing him:

Alchemist (grenadier)
Fighter (2 weapons)
Mesmerist
Monk
Rogue (knife master/ scout, 2 weapons)
Swash-bard-ler (inspired blade)

Each had water breathing and align weapon cast by Hetamon Haace on them. They were relying on their own resources (a wand of touch of the sea and the alchemist's monkey fish extracts) to grant them swim speeds. It took them approximately a minute from the entrance to the smuggler's tunnels to reach area D-1, so they needed to reapply their spells when combat broke out.

As they were bunched up approaching from the southeastern tunnel, the devil used hydraulic torrent to bull rush the alchemist and the swash-bard-ler back into the tunnel separating the 2 PCs that had the magic for all but 1 of the party. The Mesmerist couldn't close to 30 ft. to apply his stare, but cast oneiric horror which Shurshogot saved against. The monk had the cloak of the manta ray and charged the devil, taking an AoO and getting afflicted by poison for 4 points of Strength damage, and ignored the heavy aura due to having freedom of movement from a scroll. The rest of the party had to wait for the alchemist and inspired blade to catch up and give them swim speeds before closing the distance on the devil.

The devil kept using his reach and superior speed to continue stringing the party's melee along, using hydraulic torrent to harry the spellcasters and keep them at medium range (beyond the mesmerist's stare range and the range of inflict pain. The encounter had gone 2 rounds before the alchemist, who's bombs were useless underwater, decided to use the infernal words, which Shurshogot failed against.

The -4 penalty to attacks, skills, and ability checks was not as harsh as shaken or sickened as the devil could easily hit the PCs even so weakened. My group has several Intimidate builds among them so I didn't want to stack [fear] effects and I wanted a foe with a strong Will save in general because the Mesmerist has been having a very easy time taking the overwhelming number of melee oriented foes the AP relies on out of combat with his spells.

At the end it took a critical vital strike from the fighter, a sneak attack with a lawful outsider bane dagger by the knife master (d8 sneak attack dice), and three lightning bolts to bring the devil down. The monk was reduced to 1 strength having failed nearly every saving throw he attempted and every PC except the bard and alchemist were beat up pretty bad.

--Vrock and Awe


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Ha. My 15 point buy group had a very different experience... They won initiative, closed to melee, with the AoOs missing or failing to poison, then the mesmerist passed the SR check to cast hideous laughter, which the devil failed with a natural 1.

This was the 4th or 5th session in the lucky bones, the players were laughing that even the dice wanted this to end.

Sovereign Court

Sometimes the dice gods are just not with you. Against Menotheguro, the aboleth could not make a fort save against the monk's stunning fist. He breezed by all the mesmerist's spells even with a -3 penalty to will and reflex. 2 of his 3 dominate monster's were saved against and he never got the third off before being stunned.

--Vrock Lobster

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