PbP PFS - The Enigma Vaults (the others) lvl 3-5 (Inactive)

Game Master Revvy Bitterleaf

The Enigma Vaults


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Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim moves up to swing (with 10' reach) on the closest Dino.

"walking museum bone piles...great . "

+1 Lucern hammer, pa: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 damage : 1d12 + 7 + 6 ⇒ (1) + 7 + 6 = 14

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Reminder:
Life Link: Torche; Samuel; Aviendha; Marcel (+5 HP if your health is lower than Max HP-5)
Shield Other: Samuel; Aviendha (+1 Deflection to AC and +1 Resistance to Saves; Half of all damage taken is sent to Calistan)

Scarab Sages

Going by starting positions on the map...that's a 65 foot movement for Grimdoc..I'm going to assume you can't move that far in a single move? I'll treat it as single move to the front of the line with a readied attack for now.

Putting Torche and Samuel into full defense for now to keep things moving

The skeletons with incredible speed for something just hanging together from a lot of bones move across the hanging bridge and make it to in front of the party.

Grimdoc takes a swing at the first one to arrive and with his lucern hammer manages to almost knock off both of the creatures jawbones.

You get an AOO for having reach as well I think

It then tries to bite Grimdoc while it still has a jaw left
to bite Grimdoc's AC: 1d20 + 5 ⇒ (5) + 5 = 10 but it fails to get his dislocated jaw to snap shut around the dwarf.

At the same time it it's two-headed dinosaurs buddy moves up as well and tries to bite Grimdoc as well.
to bite Grimdoc's AC: 1d20 + 5 ⇒ (13) + 5 = 18
But Grimdoc's armor proves to though for the old teeth to puncture through.

init
You guys
Two-headed dinosaurs skeletons

Damage Red:14

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

sorry about the movement. I thought Grim was in front and we were heading east. Low and behold, they snuck up from behind..sneaky Dino's .

Grim will take his attack as the creature moved into position.

hammer, aoo: 1d20 + 9 ⇒ (17) + 9 = 26 damage : 1d12 + 7 ⇒ (1) + 7 = 8

Grim will hold his action until the rest of the party goes...

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Acrobatics;Derring-do: 1d20 + 10 + 1d6 ⇒ (19) + 10 + (3) = 32I hope that beats their cmd+17 (10 for moving full speed, 5 for moving through enemy square, 2 for additional enemy.

Aldori: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 5 + 5 ⇒ (5) + 5 + 5 = 15 Second +5 is precision if it matters.

Marcèl attempts to move into flanking with his new dwarven friend and then swings his weapon. Not actually flanking since Grim has a reach weapon.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Aviendha steps up and slashes at the dinosaur with her scimitar. attack: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 1d6 + 4 ⇒ (1) + 4 = 5

can hippogriff squeeze behind me?

-Posted with Wayfinder

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

Well, I'm not going to want to get as up close and personal as that spot next to the dino, so...
With a now familiar word in Azlanti, Torche points a finger at the skeletal dinosaur that he can spot past Aviendha and her hippogriff. A ball of acid goes hurling down the hallway toward the creature only to see it splat against the doorframe.
Casts acid splash at the red dino
Ranged Touch: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan smiles at the ability to rid the earth of undead beasts. He moves forward, raises his shield of Pharasma and a great burst of positive energy sweeps across the field.

Channel (To Harm): 3d6 ⇒ (1, 1, 4) = 6 DC 19 Will Save to halve the damage.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Sorry for not acting earlier, I was waiting to see if anyone would make a knowledge check so I could acta accordingly.

Samuel hangs back as his allies handle the fighting, aware that he cannot contribute in the limited space available.

Scarab Sages

Grimdoc takes a swing at one of the creatures as it's still moving toward you guys and hit's it..knocking loose some more teeth.

Marcel tries to tumble through the two-headed skeletal dinosaurs but fails to do so (doesn't beat CMD+17..it will get a bit weird since everyone else moved already so having you have to stop in front is getting messy so going to let you pass and just make an AOO against you)

One of the dinosaurs has one of it's head try to bite Marcel as he tumbles pastto hit AC Marcel: 1d20 + 5 ⇒ (6) + 5 = 11 but he fails to hit

Marcel is able to hit the skeleton. Marcel does note that his sword doesn't deal as much carnage as it would have against a creature covered in flesh and blood (DR/Bludgeoning)

Aviendha tries to hit the skeleton with a scimitar but only manages to slice precisely between 2 of it's ribs (doesn't hit AC)
It doesn't look like the hippogrif could squeeze at the time

Torche tries to hit one of the creatures with some acid but is to afraid to hit some of his many companions standing in the way and fails to hit.

Calistan send out a burst of positive energy which severs the connection the creatures have to what ever is keeping them animated

Will save red: 1d20 + 4 ⇒ (18) + 4 = 22
Will save green: 1d20 + 4 ⇒ (15) + 4 = 19

Which causes one of them to fall apart in a pile of bones.

Samuel hangs back a bit, waiting for his chance to strike.

Grimdoc said he was holding his action till the rest of you went..so he still has an action left..if he manages to drop the skeleton ignore what comes next, posting now to keep the pace in case he'd miss (or not attack at all since he's wielding a reach weapon right now)

The creature seems to roar with both heads at the same time but no actual sound can be heard as it starts to tear at 1M2A3G: 1d3 ⇒ 1 Marcel with both of it's bite, 2 tiny foreclaws and starts raking with it's legs as well.
To hit AC Marcel bite: 1d20 + 5 ⇒ (3) + 5 = 8
To hit AC Marcel bite: 1d20 + 5 ⇒ (15) + 5 = 20
To hit AC Marcel foreclaw: 1d20 + 0 ⇒ (1) + 0 = 1
To hit AC Marcel foreclaw: 1d20 + 0 ⇒ (8) + 0 = 8
To hit AC Marcel talon: 1d20 + 5 ⇒ (20) + 5 = 25
To hit AC Marcel talon: 1d20 + 5 ⇒ (13) + 5 = 18
To confirm Talon vs Marcel's AC: 1d20 + 5 ⇒ (1) + 5 = 6
As the creature is scratching at Marcel from every direction and nearly overwhelming him with motion it doesn't seem to adept at actually getting around Marcel defenses..only managing to hit twice
Damage Marcel bite: 1d6 + 2 ⇒ (4) + 2 = 6
Damage Marcel talon: 1d8 + 2 ⇒ (5) + 2 = 7

init
You guys (with an extra round for Grimdoc if he wants to do something other then go full defense)
Two-headed skeleton dinosaur...maybe

Damage Green: 13

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim cannot hit the Skeleton from his current spot. He drops his hammer, draws his axe

battle axe, pa,flank: 1d20 + 9 - 2 + 2 ⇒ (2) + 9 - 2 + 2 = 11 damage : 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

But seems to have problems with the shorter hafted weapon.

"marcel, buddy. You ok? . "

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Aviendha steps 5 foot up and tries to attack the twoheaded dinosaur again. scimitar: 1d20 + 8 ⇒ (9) + 8 = 17 dmg: 1d6 + 4 ⇒ (2) + 4 = 6

The hippogriff stands ready to attack the creature but can't attack it through all the people in front of it.

-Posted with Wayfinder

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

took 13 damage, transfer 5 to Calistan due to lifelink.

Aldori: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 161d8 + 5 + 5 ⇒ (3) + 5 + 5 = 13

Marcel swings his weapon once more at the foul creature. "Fine, except this thing is still here beating on us!."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

I was not able to update map earlier, Grim would have 5' step to allow another to move up if desired

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

"A little tight in here. Hope you all are doing all right up there because I doubt I'm going to do much good from back here." With the same incantation once again, Torche points his hand at the skeletal dinosaur once again, only to see another glob of acid fly harmlessly off target.
Casts acid splash
Ranged Touch: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan feels his skin rend as giant scratch wounds appear across his chest. He winces in pain but summons forth a halo of holy energy around his hand. He steps forward and slams the energy into the creature.

Cure Light Wounds - Touch Attack: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Will Save - DC 17 for half

Scarab Sages

Grimdoc drops his unwieldy hammer and draws and axe to wield and uses it to miss his skeletal target.

Aviendha again tries to hit the two-headed dinosaur skeleton with her scimitar and manages to hit it..but only causes a tiny scratch on one of it's bones

Marcel then hits the creature in the side and all though it doesn't do as much damage as Marcel would have liked it's still more then Aviendha did.

Torche is then able to hit it with some acid which is enough to collapse it next to the pile of bones that's all ready on the floor

Out of combat. Save your cure light wounds for something else Calistan

Nothing of much interest can be seen in this area, the skeletons didn't carry anything with them.

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

But I hit something! ;-)

Calistan uses a charge from his wand to heal his wounds, then tests the bridge for stability before moving across and around to the other door, pushing Samuel out in front of him to help get him in the melee faster. :D

CLW: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Responding to Calistans prodding, Samuel moves to the front.

Scarab Sages

The bridge seems surprisingly stable for something that looks so old.
The party has no problems making it to the other side and following the path down to a set of doors.

Opening the doors after confirming that it doesn't seem to have any sort of trap(s) on it you enter a small room;

A metal lever protrudes from a stumpy stone pedestal in an alcove here. To the north, the hall opens into a large, silo-shaped chamber.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Allowing someone more skilled than himself to examine the lever, Samuel moves up towards the silo-shaped chamber looking for any danger.

"I'm unsure what that lever is, but I'm going to ensure nobody ambushes us."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc picks up his hammer and continues with the others across the bridge.

"I wonder why they put a lever in here? I don't like levers...well except on the top of a keg that is. ."

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

"I imagine they put it there to be pulled." Marcel gives the obvious answer, stepping up to examine the lever. Perception: 1d20 + 8 ⇒ (7) + 8 = 15 Disable Device if needed: 1d20 + 13 ⇒ (5) + 13 = 18 If Marcel sees nothing wrong with the lever, he will attempt to pull it.
After 5 damage transfers to Calistan of course.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

"I'm sure that pulling lever of which we do not know what they do is folly." Aviendha says and moves away, guiding the hippogriff back as well.

could the hippo fly in here or is the roof too low?

-Posted with Wayfinder

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

"You're probably right Marcel. Aren't we close to the bridge with image of the demon lord? Perhaps the lever rotates the bridge? Of course, perhaps it activates his defenses too. Best to be careful."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim grips his hammer and waits for something to happen.

"No time like the present...we ain't dead yet!"

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan will heal himself up after Marcel finishes transferring. He can't heal for less than 4 HP with a wand, so one more charge will heal him to full.

Calistan will anxiously wait for the lever! The suspense is terrible... I hope it'll last!

Scarab Sages

The hippogriff could "fly" in the silo if you'd want..it's a pretty short trip though

As Marcel pulls the lever you can hear a rumbling noise from the north.
The bridge slowly rotates and lowers as the supporting pillar it's perched upon screws down into the ground. The rotation is gradual. It takes the bridge a full minute of rumbling before it comes to rest in a north-south alignment.

You can easily walk across to stop in front of a set of closed double doors.
After inspecting them you don't think they are trapped or locked. Above them is an inscription in Azlanti; "The Enigma Vaults"

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"That was impressive. I can't wait to see these vaults.."

As he walks over the bridge towards the doors.

Scarab Sages

Going to assume you open the doors

As you open the door after a quick look for traps you notice;
This vast, cathedral-like space seems even larger because of its emptiness. Two rows of stone pillars run down the center of the hall, supporting a vaulted ceiling sixty feet above. The east and west walls contain tall alcoves-some hold strange objects or displays, and others sport tall stone doors. To the north, twin stairwells ascend to a raised platform with more alcoves, and a circular stand just south of this platform supports an immense mechanical device.

In the room are also 5 humanoids (1 human, 4 tieflings), they bear numerous hideous scars particularly along the scalps and brows.

They tell you;
"We welcome you to us, friends"
and
"You will join us as children of the Black Goat."
as they shuffle towards you with drawn weapons
(The tieflings have sword and crossbows, the human has a punching dagger and a handcrossbow wielded and a spare punching dagger on her belt. The tieflings wear leather armor, the human chain mail)

DC 25 Knowledge(religion):

You recognize the term "the Black Goat" as referring to Shub -Niggurath, an alien deity of fertility and monsters worshiped by lunatics and worse.

Init Marcel: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Init Aviendha: 1d20 + 1 ⇒ (10) + 1 = 11
Init Grimdoc: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25(+2 underground)
Init Torche: 1d20 + 4 ⇒ (1) + 4 = 5
Init Samuel: 1d20 + 2 ⇒ (12) + 2 = 14
Init Calistan: 1d20 - 5 ⇒ (15) - 5 = 10
Init Human: 1d20 + 8 ⇒ (7) + 8 = 15
Init Tieflings: 1d20 + 3 ⇒ (2) + 3 = 5

init
Grimdoc
Human
Samuel, Calistan,Marcel, Aviendha, Torche
Tieflings

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc not liking the sound of black goats will cast prot v evil on himself until he has space to move into the room.

"really cheery group here."

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

Torche racks his memory for anything he's heard of this 'Black Goat', but comes up blank.
Knowledge (religion): 1d20 + 9 ⇒ (14) + 9 = 23

Scarab Sages

After Grimdoc casts protection from evil on himself the human female with the hidious scars on her head raises her handcrossbow as she shuffles to a space where she doesn't have a whole of cover when she pulls the trigger 1A2S: 1d2 ⇒ 1

And sends a bolt flying through the air at Aviendha's exposed midriff
To hit Aviendha's flatfooted AC: 1d20 + 8 ⇒ (10) + 8 = 18 but the point is unable to wedge it self into Aviendha's though orcish flesh

init
Samuel, Calistan,Marcel, Aviendha, Torche
Tieflings
Grimdoc
Human

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel lowers his slower and barges forward towards the nearest tiefling.

"I don't know which dark lord you serve, but Andoran will not see it go unpunished."

The soldier charges forward, using his clever footing to maintain his defense as he does so.

Okay, so this is a little complex. Charging adds +2 to hit and -2 AC. However, Samuel is going to use Combat Expertise taking -1 to hit and gaining +1 AC. Because of his Active Defense class ability, Samuel gets a further +1 AC when using Combat Expertise, so the charge nets him +1 to hit, but doesn't reduce his AC due to Combat Expertise and Active Defense.

+1 Longsword: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d8 + 3 ⇒ (4) + 3 = 7

Course, with a roll like that it doesn't matter. I don't even think that'll hit their flat footed AC.

Scarab Sages

Samuel charges forward, but his sword just scrapes across the tieflings leather armor without causing any damage (doesn't hit flatfooted ac)

init
Calistan,Marcel, Aviendha, Torche
Tieflings
Grimdoc
Human

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Aviendha uses protection from evil using her fervor and charge into the nearest tiefling straight ahead. charge: 1d20 + 10 ⇒ (13) + 10 = 23 dmg: 1d6 + 5 ⇒ (2) + 5 = 7 While charging she commands the hippogriff to attack the caster. handle animal: 1d20 + 8 ⇒ (19) + 8 = 27 The Hippogriff roars a challenge and runs in after Aviendha.

attack +pa: 1d20 + 6 ⇒ (20) + 6 = 26 dmg: 1d6 + 6 ⇒ (6) + 6 = 12 confirm: 1d20 + 6 ⇒ (18) + 6 = 24 dmg: 1d6 + 6 ⇒ (5) + 6 = 11 With its long neck it reaches over Aviendha and manages to tear at the neck of the human caster.

please place Aviendha straight up and Hippo behind her

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Updated the map Aviendha, but pillar is in the way of hippogryph directly behind...not sure if that is legal or squeezed or ?

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

I'll let Revvy rule on that. If he can't squeeze there he should go for the green one. That one should be no problem, but was hoping to occupy the caster :p

-Posted with Wayfinder

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Aldori: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 321d8 + 5 + 5 ⇒ (4) + 5 + 5 = 14
Confirm: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 231d8 + 5 ⇒ (1) + 5 = 6

Note: I am going to assume that the Hippogriff is flying which should give me a charge lane to the green Tiefling.

Sword in hand, Marcel rushes towards one of the Tieflings and slashes at it fiercely.

Parry+Riposte:
Parry: 1d20 + 11 ⇒ (17) + 11 = 28Riposte: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 5 + 5 ⇒ (3) + 5 + 5 = 13

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

Torche moves quickly to the front considering what he knows of tieflings as he moves forward.
I'm going to move up, but standard action depends on what Torche knows of tiefling's resistances.
Knowledge (local): 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge (planes): 1d20 + 9 ⇒ (18) + 9 = 27

Scarab Sages

I took the cheap way out..if the Griffon can fly..he can fly above you and not be bothered by pillars in a direct charge lane

..also the only casters around are party members. I'll assume you mean the human and not sick your griffon on Torche or something ;)

Aviendha charges forward and hits one of the tieflings at the same time as the griffon flies up behind her and charges the human, adding more scares to the already scared female.

Marcel charges one of the other Tieflings and cuts it down with one feel swoop

Torche knows that Tieflings have; Resist cold 5, electricity 5, fire 5

Since broken initiatives are annoying (in my opinion anyways) the Tieflings will delay to take their cue from the human to get a bit better grouping

init
Torche's standard + Grimdoc, Calistan
Tieflings+ Human
You guys

Damage Yellow: 7
Damage: Human: 23

Scarab Sages

Vital:
HP 27/27, AC 17 T 13 FF 14, Per +5 Init +5, F +2 R +4 W +4, CMB +0, CMD 13, Speed 30

Yaaaa! Don't sick it on me!
Those that have adventured with Torche before see him make a familiar motion like he is scooping snow and packing it into a ball, but this time when he releases it toward the tiefling with the blue horns, it emerges as a coruscating ball of green acid.
Casts snowball at the blue tiefling using versatile evocation to turn it into an acid ball instead of a snowball and using an arcane reservoir point to raise the caster level.
Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 4d6 + 4 ⇒ (1, 5, 6, 1) + 4 = 17
Normally, there would also be a DC 15 saving throw to avoid being staggered, but I think an acid ball probably doesn't have the same effect as a snowball and he might be dead anyway if it hit him.

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grimdoc will move double-time up to the front ranks on the right flank.

"Let's see what you got!"

Grim will take any opportunistic attacks (from reach) on the blue thug if he advances within reach of Grim.

lucern AOO?: 1d20 + 9 ⇒ (16) + 9 = 25 for dmg: 1d12 + 7 ⇒ (12) + 7 = 19

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan will watch his friends attack, analyzing the situation. He moves up 20' and readies a channel energy if multiple allies take damage this round.

Scarab Sages

I think you can still be staggered by an acid ball..the pain might be crippling for a round

Torche throws a ball of acidic snow at one of the tieflings and even though he only barely is able to hit his target with another tiefling standing in the way..a hit is a hit. Overwhelmed by the acid eating away at it's flesh the tiefling goes down.

Grimdoc double times into the room

Calistan moves forward as well and get's ready to heal in case more then 1 party member will need it.

The woman drops her handcrossbow and wields another punching dagger while she tries to stick her already wielded punching dagger into Aviendha's exposed midriff.
To hit Ac Aviendha: 1d20 + 6 ⇒ (18) + 6 = 24
Cutting away at Aviendha's exposed flesh
Damage Aviendha: 1d4 ⇒ 4 and a DC 14 fort save vs poison or loose 1d2 ⇒ 2 strength.

The tiefling with the yellowish skin tries to stick his sword into Aviendha as well
To hit AC Aviendha: 1d20 + 3 ⇒ (20) + 3 = 23
To confirm: 1d20 + 3 ⇒ (2) + 3 = 5
and manages to stick his sword into the hole that's already in Aviendha's armor
Damage Aviendha: 1d6 + 1 ⇒ (3) + 1 = 4

At the same time the last tiefling tries to cut Aviendha aswell with his sword after stepping up next to her
To hit AC Aviendha: 1d20 + 3 ⇒ (19) + 3 = 22
to confirm: 1d20 + 3 ⇒ (4) + 3 = 7
I thought it would have hit due to charge..but it misses due to the protection vs evil (I'm assuming that bonus wasn't included in your profile?)

(Just 1 player damaged..so Calistan's channel didn't trigger)

init
You guys
Enemies

Damage Yellow: 7
Damage: Human: 23

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Panache went back up to 3 last round from crit killing the tiefling, going to use the point I got back, though with these rolls I am likely getting it back again.

Acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26 vs CMD +9 on the human, due to both tieflings threatening his square.
Aldori: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 311d8 + 5 + 5 + 5 ⇒ (4) + 5 + 5 + 5 = 19 Swift action to double percise strike damage, already included.
Crit Confirm: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 321d8 + 5 ⇒ (8) + 5 = 13

Marcel tumbles over to the other side of the human, flanking with Aviendha and assaults the seemingly most threatening enemy without remorse or mercy.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

ac is 24 thanks to Shield other and +2 vs evil characters. Not included in the top now. So not sure the humans attack hit

fort: 1d20 + 8 ⇒ (3) + 8 = 11

Aviendha slashes at the most weakened opponent.

attack included str dmg: 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 1d6 + 4 ⇒ (6) + 4 = 10

The Hippogriff continues yo attack ghe human or if it goes down switches to another target.
bite: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d6 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 6 ⇒ (16) + 6 = 22
dmg: 1d4 + 6 ⇒ (2) + 6 = 8
claw: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d4 + 6 ⇒ (3) + 6 = 9

-Posted with Wayfinder

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

On his turn, Grim will move up and swings his hammer any remaining enemy standing.

"That's the way to knock em down, boys..um and girls, and uh beast thingy. Hah!"

+1 lucern hammer: 1d20 + 9 ⇒ (8) + 9 = 17 for dmg: 1d12 + 7 ⇒ (9) + 7 = 16

Scarab Sages

She hits AC 24, so that's a hit. And the tiefling had a natural 20..so he hits as well.Also since you didn't save vs the poison, another DC 14 poison save or loose another 1d2 ⇒ 1 str each round for the next 4 rounds or until you save

Marcel tries to tumble past the human and she tries to stick a punching dagger into his back as he tumbles past (26 is not enough to beat her CMD+9)
To hit Marcel AC: 1d20 + 6 ⇒ (17) + 6 = 23
Damage Marcel: 1d4 ⇒ 1 and a DC 14 fort save vs poison or loose 1d2 ⇒ 2 strength. If you fail also loose 1d2 str each round for the next 4 rounds or till you save.
Marcel then severs the human's head from the rest of her body.

Aviendha strikes at yellowish tiefling slashing him down while the griffon and Grimdoc double-team the last remaining tiefling and tear/smash him to pieces.

Out of combat - so another 4 DC 14 fort saves vs poison for Aviendha until one is made, and possibly 5 for Marcel until one is made

Looting the corpses you notice that all 5 have extensive scars on their heads.
The human was carrying a hand crossbow, 2 punching daggers, a masterwork chain shirt, a small vial, a few bolts, some master work thieves tools and a map

Map:

Found among the other gear carried by the rogues, it has with it a few pieces of paper on which are recorded her thoughts about the treasure she and her allies might find here.It doesn't contain much other then a route here from the upper 2 levels

The tieflings have a sword sword, studded lether and a light crossbow each.

When you look around the room you see;

Of great interest in the room are the various displays.
The contents of the displays are listed below, with each display's carved name listed at the start.
C5a. " Talon of Borvadagen": This strange, spiked gauntlet is made of weirdly flexible red wood studded with what appear to be shark teeth made of glass . It has room for only three fingers-most humanoids who wield the gauntlet take a -2 penalty on attack rolls with it as a result, but it is otherwise a fully functional spiked gauntlet (detects as magic).

C5b. "Mithral Rifle": A damaged firearm made of mithral with four barrels sits on display here. Images of antlike humanoids wielding firearms are carved into the stock. This is a +1 mithral pepperbox rifle (see Ultimate Combat or Ultimate Equipment) that is currently destroyed-whether or not it can be repaired is unknown right now.

C5c. "Bloodstones of Gultariix": This is a collection of what look like solidified droplets and splatters of blood, 11 in all, arranged on a wooden rack.
Each is a fine crystal worth 200 gp by itself

DC 25 Spellcraft check is needed to identify this property:

if placed into a potion, the bloodstone dissolves and affects the potion as if it were enhanced by the Extend Spell metamagic feat.

C5d. "Alien Fungoid Equipment": This display has recently been looted.

C5e. "Dragonkin Saddle": This strangely shaped saddle is a masterwork saddle built for one of the dragonkin of Triaxisit's worth 600 gp for the novelty alone.

DC 30 Perception check to notice:

Hidden within a disguised pocket in the saddle is a pulsing black amulet (detects as magical) that clutches to flesh like a tick when equipped.

C5f. "Thystian Cat": This is a strange skeleton of a 12 - footlong, feline-like creature with eight legs and a long snout.
The bones are partially translucent .

Appraise DC 20:

As a whole, the 650-pound skeleton is worth 1,800 gp.

C5g. "Deactivated Alien Construct": The huge mechanical object heap ed on this platform is a blasted and destroyed robot similar to hose that dwell in the nation of Numeria This robot was destroyed long ago-its tangled features are vaguely insectoid in shape.
At your discretion, tinkering with the robot could reactivate the ancient construct-see Pathfinder Campaign Settings: Inner Sea Bestiary for statistics for several possible robots these remains could belong to.

C5h. "Dominion of the Black Pod": This 12 -foot-tall pod of strange leathery material is warm to the touch and covered with sharp, spiny scales . Although flexible, the leather resists all attempts to damage it. The pod weighs 2 tons, and now and then faint lights shimmer within. What may or may not live within the pod is left to you to decide.

C5i. "The Hungry Eyes of Melos": An 8 -foot-tall, frosty glass jar sits here. The jar is filled with brine, and swimming within are hundreds of strangely colored eyeballs that trail wriggling, finned tendrils. The eyes themselves open like tiny fanged maws, scratching their teeth against the glass if anyone approaches.

There's also 2 stair cases going up towards;

C5j. " The Banes of Barad- Shull": This L- shaped glass case contains three items: a spear crafted from the leg of an immense insect, a bag that looks like a freshly excised stomach, and a tan bag. (all 3 detect as magical).

There are also 3 doors, one to the west, one to the east and one up the stairs to the north west

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Fort: 1d20 + 3 ⇒ (11) + 3 = 14 Perfect

"There sure are some interesting things in this room, though what half of it is for I couldn't begin to guess." Marcel says as he glances around the room.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11 I can't hit 30 even on T20

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