DaWay's PFS Rats of Round Mountain (Inactive)

Game Master DaWay


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The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

"I do not have enough information to formulate an answer to that question at this point. So far these guys have been pretty accommodating to us, so let's try to not aggravate them at this point in time."

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

In quiet conversation with the party, Our mission is clear we are to prevent the Aspis from forming an alliance with the rat folk. We should not get involves in the internal struggles of these people unless it will further our main objective. I say we move on and attempt to meet with the Empress and assess our situation then.

Turning back to the guards, How would one gain an audience with the Empress?

Sovereign Court

Male Human Samurai 10

Thank you for your welcome and warning. We wish to be respectful of your customs, is there anything we should do to show respect, and what should we avoid?

And, if it does not violate any standing orders you are under could you please tell us more about the current political situation and how it came to be?

Junichiro asks the ratfolk at the gate. When there is time for a more private conversation with the party he says:

As to what faction we should support, I think it is to early to make that choice. We should find out what we can about the current political situation and then evaluate. We may be forced to make a choice between a faction that would suit our personal morals, and one that would align better with our employers.

If possible, we should speak to members of both factions, and maybe even to unaligned ratfolk, to asses the situation. These murals and carvings seem to be important to the inhabitants of this pagoda. In most such cases they have a cultural significance, and can tell us about politics, history and religion of these people.

Looking around at the artwork the samurai tries to piece together what he knows about the history and politics of these lands, and give pointers to the more learned partymembers:

Aid another, nobility: 1d20 + 4 ⇒ (18) + 4 = 22
Aid another, history: 1d20 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Knowledge history: 1d20 + 10 ⇒ (3) + 10 = 13

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Ceric tries to remember something that might be of interest to Junichiro
Knowledge Nobility: 1d20 + 11 ⇒ (2) + 11 = 13 (+2 from the aid..all though he'd be better of just trying to remember something himself it seems ;)
Knowledge History: 1d20 + 11 ⇒ (12) + 11 = 23

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Nice drawing

Lantern Lodge

Male

To gain an audience with the undying empress one merely has to go and announce their presence to the guards posted outside the empress' sanctum. As far as customs go just don't go brandishing your weapons and listen when spoken too.

Wall of Text (History):
Nearly five centuries ago, in the year 4251 ar, ratfolk boiled forth from their Darklands kingdom of Diguo-Dashu and threatened Lung Wa. A dozen cities fell before imperial forces drove the rats back into their caves. To end their menace, the legendary arcanist Hao Jin ripped a great sphere of earth free from Nar-Voth, collapsing the ratfolk tunnels and leaving them trapped in their own realms in Sekamina. Hao Jin left the sphere half-submerged in the center of a great lake within her own personal pocket dimension. Much of the remaining ratfolk army was left stranded with the sphere, along with many other Darklands creatures.
In time, the ratfolk mastered their new environment and even prospered. They dubbed the stolen sphere of Nar-Voth Round Mountain, and claimed it as their home. In a chasm at its heart they built a great pagoda of quarried stone, half temple and half warren. Within they enshrined mementos of their life on Golarion and their glorious year of conquest in Lung Wa. Within her pocket dimension, Hao Jin collected countless other curiosities and wonders. In time she vanished from mortal affairs, yet her museum realm remained, reachable through the fabled the Hao Jin Tapestry, which was itself part of Hao Jin’s unparalleled collection. The creatures inside this pocket dimension survived and developed their own cultures and civilizations.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Thank you. May we please have directions to the Empress? How long should it take to get there? Asks Awveyen as he mentally goes over the spells he should cast in preparation for the inevitable conflict with the Aspis agents.

Lantern Lodge

Male

He points up. As long as it takes to climb seven flights of stairs.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

"Up the stairs we'll go it seems"

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar bow in thanks to the rat guard and followed his comrades.

Yes, It seems to be a good idea If we hope to stop the Aspis.

He casted a magic circle against evil before taking the stairs.

Sovereign Court

Male Human Samurai 10

Junichiro bows to and thanks the guard. When we are out of earshot he says:

I agree that it is prudent to see what the consortium is up to. But what do we do when we meet them? It is not very diplomatic to slaughter other envoys in cold blood

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Awveyen starts casting prep spells on the way out the door.
Named Arrow (human) on a human bane arrow (70 min)
Extended Gravity Bow (14 min)
Extended Shield (14 min)
Extended Bull's Strength (14 min)

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Seeing everyone prepare Ceric will cast mage armor on himself as well as ablative barrier (using his lesser metamagic, rod of extend for both -> lasting 20 hours) and draw upon the power of his Shideron brand (20 temp hp)

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Ceric continues up the flight of stairs
Just letting people know I'm still around

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

We show the Queen, we are man of peace and wait for the inevitable Aspis' assault and kill them all in return.
Then we could said we are strong enough to be of help and, in the meantime, men able to search peace before war.
One stone, two birds.

Sovereign Court

Male Human Samurai 10

This plan may certainly work. I would normally like to have more information to work with, but as the agents are already with the empress, speed is imperative now. Let us proceed.

Lantern Lodge

Male

heading to the next level.

A 10-foot-wide diameter pillar circled by a narrow staircase rises at the center of this room. Pedestals scattered around the room hold bits of ancient wood and the desiccated remains of plants and vegetables native to Tian Xia. Each of the four walls depicts a different scene from the surface world. To the northwest, ratfolk bask at a lush desert oasis, with others standing guard or waiting in queues for their turn to bathe. To the northeast, the sun sets over towering mountains, setting the sky aflame. Seemingly endless legions of ratfolk armies muster to the southeast, and in the southwest, ratfolk lay the foundations of a grand fortress. The fortress painting appears to have been intended to conceal a door, but the hidden portal stands ajar.

are we still heading up?

Perception checks please.

Sovereign Court

Male Human Samurai 10

perception: 1d20 ⇒ 12

Soo.... I'm getting the feeling we should be doing stuff before we find the empress at the top....

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Perception: 1d20 + 21 ⇒ (8) + 21 = 29

Maybe, but why?

Sovereign Court

Male Human Samurai 10

Could be a possibility to find out stuff about the empress, so we know what to say to get her favor. Or to get other ratfolk to speak for us. Mechanically, bonus to diplomacy or lower DC

Lantern Lodge

Male

Awveyen you notice four secret doors, one on each fresco.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Perception: 1d20 ⇒ 19

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

May be it's the entrance of the labyrinth where the Minotaur is ?

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

The Minotaur was at the entrance to the Sundered Path. Most likely they are just short cuts to other areas. We should move quickly, who knows what kind of lies the Aspis is spreading. I would prefer to reach the Empress before they are alerted to our presence.

I think there would be more of a hint of us needing a help when dealing with the guards if that was the case.

Lantern Lodge

Male

In the interest of brevity, I am going to fast forward through a couple of levels, please feel free to retcon any actions.

Third Floor Warrens
A great sprawl of makeshift tents and ramshackle stone huts fill this square chamber, some homes built right on top of others. The air is thick with smoke and the miasma of urban life. In the center of each wall, a round barred window opens out onto Round Mountain. A spiral staircase circling a central pillar leads to the upper and lower levels of the pagoda.

Fourth Floor Warrens
Is similar to the last floor save that instead of 120 inhabitants it has 100.

Fifth Floor Warrens
Similar to the two previous levels, housing 85 inhabitants.

Sixth Floor (Out of Seven)
A statue occupies each arm of a great chamber shaped like a four-pointed star. In the center passes a pillar encircled by a spiral stair. The statue of an angry Tian woman stands to the north, her arms extended as though weaving a spell. To the east, a jackal-headed humanoid with a scarred belly raises her arms, one holding a sacrificial knife. In the south, an elderly ratfolk woman looks on sternly. The western alcove contains a butterfly-winged elven woman bearing a gracious expression. Beyond each statue a round barred window can be glimpsed.

Perception checks please.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Perception: 1d20 + 21 ⇒ (11) + 21 = 32
Religion: 1d20 + 10 ⇒ (18) + 10 = 28
Does the Ratfolk woman statue depict the same goddess as the one in the Sundered Path?

Lantern Lodge

Male

yes

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

We are not going to check out any of the 4 secret doors Awveyen found?

Perception: 1d20 ⇒ 11

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

The seems like it would be impolite. If you want we can but Awveyen is all about getting to the Empress ASAP.

Lantern Lodge

Male

Awveyen on the sixth level you notice four more secret doors, as well as a door on the back leg of the statue of La Shu Po.

1d20 + 16 + 10 ⇒ (12) + 16 + 10 = 38
...and nothing else.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Not complaining, just checking since it's somewhat...odd for a group of pathfinders not to go around peeking everywhere they can ;)

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Awveyen points out the secret doors to the rest of the party as well as the Statue of La Shu Po. We are almost to the Empress, I suggest we make any last minute preparations. I do not want the Aspis to catch us unprepared.

I forgot See Invisibility is 10min per level. I should have cast that back in with the guards. I cast Extended Fly and See Invisibility now. How long has it been since we left the guard room?
It total feels odd. As a player I'm cringing inside for not checking out the doors. We can try and go back after talking to the Empress though.

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Know. Religion (on the statues): 1d20 + 8 ⇒ (11) + 8 = 19

I hope the Empress is not a follower of Lamashtu. It seems this room is the synthesis of the ratfolks here. Desna and Hao-Jin, Lamashtu and the Empress...

Sovereign Court

Male Human Samurai 10

Can we learn anything from that that would help us in the coming negotiations with the empress? We know that there is a faction that doesn't support her, and if things go sour, we could at least establish a good rapport with them in the end.

Looking at the indicated secret doors the samurai notes:

Well, we could always use these rooms and passages to retreat if things in the top room end in an unfortunate matter. Better than having to fight through about 300 ratfolk, many of them probably innocent bystanders.

Skipping rooms really irks me...

Since I've played The Cultists' Kiss as well, and have up to now more or less forgotten about it, it is time to use it:

Sihedron Brand: 18 temp HP

Lantern Lodge

Male

Ascending the stairs to the last level, at about halfway up the spiral staircase one of those secret doors that Awveyen noticed opens up with a metal grinding sound echoing throughout the chamber has the cogs lift the door to release a hunched reptilian beast with an eyeless head dominated by a huge, circular mouth filled with sharp teeth.

initiative: 1d20 + 5 ⇒ (11) + 5 = 16

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Sovereign Court

Male Human Samurai 10

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Knowledge: 1d20 + 11 ⇒ (12) + 11 = 23 (Add another +9 if Arcane, Planes or Religion)

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Knowledge: 1d20 + 10 ⇒ (5) + 10 = 15 +7 for Arcane.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Looks like I go first.

Awveyen moves to within 30ft of the monster and fires an arrow at it.

[ooc]+1 Longbow w/ Point Blank, Arcane Strike, Focused Shot, Deadly Aim, Gravity bow, Flame Arrow
Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d6 + 1d6 + 15 ⇒ (1, 3) + (1) + 15 = 20 yuck! 1 is fire

Sovereign Court

Male Human Samurai 10

If possible, Junichiro moves next to the creature, challenging it and drawing his katana as he moves. Should he reach the beast with one move, he will attack with a two-handed strike.

Katana: 1d20 + 17 ⇒ (1) + 17 = 181d8 + 19 ⇒ (2) + 19 = 21 and misses horribly...

If he can't reach the creature, he will double-move and draw both weapons. (for the unlikely scenario that the monster moves to 5ft or less of the samurai, he will full-attack, and then I will make new rolls)

Lantern Lodge

Male

dungeoneering 18:

Awveyen shoots at the beast, but barely misses his mark, distracted by the sheer size of the creature.

The beast lines his sites on the party and unleashes a horrific scream that seems to resonate deep within your bones. 8d6 ⇒ (6, 3, 4, 2, 6, 6, 6, 6) = 39 Reflex DC 19 halves damage. Meanwhile an archer from inside the statue of La Sha Po fires a crossbow bolt at Awveyen 1d20 + 10 ⇒ (7) + 10 = 171d6 ⇒ 4

Ceric ?

Junchiro moves up and attacks slashes short, his bones still recoperating from the blast.

Ragnar ?

Btw, Awveyen and Junchiro you missed the AC by 1 point. It is a large creature but only has a reach of 5 ft.

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

Reflex save: 1d20 + 5 ⇒ (18) + 5 = 23

Ceric dodges out of the way of most of the scream

so there go the temps..

"Be careful, it's a destrachan ..it can unleash a sonic scream" says Ceric right as the thing loudly scream in our faces

"It's also immune to gaze attacks, visual effects, illusions, and attacks relying on sight; and resistant to sonic (30)"

(Unsure about the distance between everything, working on the assumption that I can magic missile both the archer and the destrachan)

Ceric will mentally exchange an color spray spell for a toppling magic missile.

Sending 4 at the archer and 1 at the destrachan

Force damage archer: 4d4 + 4 ⇒ (4, 1, 3, 1) + 4 = 13
Trip attempt vs CMD archer: 1d20 + 17 ⇒ (6) + 17 = 23
force damage destrachan: 1d4 + 1 ⇒ (3) + 1 = 4
Trip attempt vs CMD destrachan: 1d20 + 17 ⇒ (18) + 17 = 35

Hey..it looks like I tripped something ;)

Lantern Lodge

Male

Well that changes things a bit, Junchiro hits the Destrachan just meeting the AC.

Destrachan (25 damage)
Archer in total cover in the statue (13 damage)

It will stand. If you are in melee range (Junchiro, and possibly Ragnar) make your AoO's.

Grand Lodge

Fighter 1/ Wizard 6/ Eldritch Knight 3
Defense:
AC 21 (18); Tch 16; FF 13; CMD 23; hp 80/70; Fort +11; Ref +9; Will +8
Offense:
Init: +5; CMB: +7; +1 Longbow +14 (1d8+3 / x3/110ft); Point Blank Shot +1/+1; Arcane Strike +2; Deadly Aim:-2/+4; Focused Shot+6
Skills:
Acro: +12; Climb: +4; Craft: +11; EA: +12; Fly: +12; Arcane: +17; (Dungeon, Engine, Geo, Hist, Local, Nature, Plns, Relig): +10; Ling: +11; Perc: +21; Ride: +9; Stealth: +9; Survival +5; Spellcraft: +17; Swim: +4

Any chance it was flat-footed when I attacked?
Reflex: 1d20 + 9 ⇒ (13) + 9 = 22 19 damage

Awveyen lines up a second shot this time taking his time...
+1 Longbow w/ Point Blank, Arcane Strike, Focused Shot, Deadly Aim, Gravity bow, Flame Arrow
Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d6 + 1d6 + 15 ⇒ (5, 5) + (2) + 15 = 27

...and missing completely

Lantern Lodge

Male

I can see your argument that he flat-footed as he had not acted in combat yet, so yes. I will concede that he was flat-footed.

Destratchan (45 damage)
Archer (13 damage)

still waiting for Ragnar before everyone can post once again.

Because I will be working for 9 hours tomorrow and travelling for 6, I am going to post the Destrachan next actions. As soon as Ragnar posts everyone may post their next rounds actions so that when I can answer on Sunday/Monday the ball will be in my court.

Destrachan attacks Junchiro
bite: 1d20 + 12 ⇒ (16) + 12 = 282d6 + 4 ⇒ (6, 1) + 4 = 11
claw: 1d20 + 12 ⇒ (9) + 12 = 211d8 + 4 ⇒ (6) + 4 = 10
claw: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 4 ⇒ (6) + 4 = 10

The archer attacks Ceric
1d20 + 10 ⇒ (17) + 10 = 271d6 ⇒ 2

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

Ragnar acted last. So he can't make an AoO against the creature

Ref DC19: 1d20 + 5 ⇒ (4) + 5 = 9

Ragnar was not fast enough to dodge the mighty burst of sound the creature made.

Bleeding from his hears and nose he decided to heal himself before going to combat with the creature.

Cure Serious Wounds: 3d8 + 7 ⇒ (3, 1, 6) + 7 = 17

Don't forget Ragnar's magic circle against evil

The Exchange

Male Elf Hps 57/57 (+0 temps) AC 14 (17) touch 12 FF 12 (15) CMD 14 Fort +5 Ref +5 Will +7 Init +4 Perc. +0 Sense motive +0 lvl 11 Elf Conjurer
Spells active:
Mage armor, Ablative barrier,

It can only stand up in it's own turn..so after Ragnar acted. Just checking, but if the destratchan is standing up is it still making multiple attacks? That seems like a fullround action to me

Ceric will mentally exchange a shield spell for another magic missile spell and send it at the archer (and 1 at the destrachan if it's still standing after Ragnar's/Junichiro's attacks and AOO's)

Force damage archer: 4d4 + 4 ⇒ (4, 4, 4, 4) + 4 = 20
Trip attempt vs archer cmd: 1d20 + 17 ⇒ (20) + 17 = 37

force damage destrachan (or also the archer): 1d4 + 1 ⇒ (1) + 1 = 2
possible trip attempt vs destrachanr cmd: 1d20 + 17 ⇒ (18) + 17 = 35

Whee...looks like I tripped both of them again ;)

The Exchange

HP75/75 AC27 (FF26/T14) (Darvision 60ft. Perception +12; +1 Init; Fort +10, Ref +6, Will +11)
Remaining Ressources:
Spells level 1 : 7/7 level 2 : 7/7 level 3 : 6/6 level 4 : 3/3 | Alter Self(Sp) 1/1

In this case

AoO: 1d20 + 12 ⇒ (9) + 12 = 212d6 + 19 ⇒ (3, 1) + 19 = 23

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