
Zerryd |

Zerryd, now invisible, takes up position beside the door, ready to stab the first foe that walks through it. ◆Take cover behind door frame, ◆◆ready action to stab the first one through with his rapier.
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak: 1d6 ⇒ 4
Deadly, if needed: 1d8 ⇒ 4

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Takemiru readies to throw his trident at the first one to enter the door.
Piercing: 1d8 + 4 ⇒ (2) + 4 = 6

GM thunderspirit |

Map updated.
Round 5
Auldegrund — villain stuff
cultists — moar villain stuff
➤ Kellsti — GO
➤ Zerryd — GO
➤ Takemiru — GO
➤ Jaithe — GO

GM thunderspirit |

You hear voices. The statues are busted up!
Those were expensive!
I should kill 'em just for that!
Right, I'll say that the invisibility has expired now. Using the roll in Zerryd's spoiler for his Ready as his Stealth check, I'm ruling that he is currently Hidden, so sneak attack will apply. Takemiru's roll means he is not, so no flat-footed AC for him. You guys can roll your Readied attacks.
Round 12
Auldegrund — villain stuff
cultists — moar villain stuff
➤ Kellsti — GO
➤ Zerryd — Ready triggers
➤ Takemiru — Ready triggers
➤ Jaithe — GO

Kellsti |

Kellsti fires two arrows at the one entering, then casts shield.
shortbow: 1d20 + 10 ⇒ (7) + 10 = 17
ouch!: 1d6 ⇒ 5
shortbow: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
ouch!: 1d6 ⇒ 3

Jaithe_ |

Jaithe sends a projectile at the fool before raising a shield.
telekinetic projectile: 1d20 + 10 ⇒ (6) + 10 = 16
B/P/S: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Zerryd |

Readied Attack:
+1 rapier vs. flat-footed: 1d20 + 11 ⇒ (9) + 11 = 20
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Sneak: 1d6 + 4 ⇒ (2) + 4 = 6
Deadly, if needed: 1d8 ⇒ 5
--------
Zerryd's turn:
After catching the first attacker through the door by surprise, Zerryd feints to one side, trying to throw him off balance for another assault!
Deception to Feint (scoundrel, distracting feint): 1d20 + 12 ⇒ (1) + 12 = 13 On a success, flat-footed to all my attacks until the end of my next turn; on a crit success, against everyone's melee attacks during that time (Scoundrel). If successful, it also takes a -2 to Perception and Reflex saves during that time (Distracting Feint).
+1 rapier (possibly vs. flat-footed): 1d20 + 11 ⇒ (8) + 11 = 19
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak, if needed: 1d6 + 4 ⇒ (4) + 4 = 8
Deadly, if needed: 1d8 ⇒ 2
+1 striking silver dagger (possibly vs. flat-footed), agile 2nd: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
Piercing: 2d4 + 1 ⇒ (3, 1) + 1 = 5
Sneak, if needed: 1d6 ⇒ 5
◆Deception to Feint, ◆Strike with Rapier, ◆Strike with Dagger

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Readied attack
Trident: 1d20 + 8 ⇒ (7) + 8 = 15
Piercing: 1d8 + 4 ⇒ (8) + 4 = 12
Takemiru them moves to avoid cover and throws his trident twice at the yellow cultist.
Trident: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
Trident: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
Piercing: 1d8 + 4 ⇒ (1) + 4 = 5

GM thunderspirit |

Only Zerryd's readied action lands, but it's a solid blow!
Kellsti's arrow sails just over the cultist's head, and the evil-doer is wise to Zerryd's follow-up assault, deftly avoiding the blades! It does leave him exposed for Takemiru's trident, which catches him squarely but allows him the chance to recover and evade the second attack! Jaithe sends an implement from the table skittering into the chamber beyond!
Found them! says Yellow, stepping into the room to attack Zerryd!
club vs AC 21: 1d20 + 8 ⇒ (2) + 8 = 10 MISS
spiked gauntlet: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6 MISS
His overconfidence is his weakness.
Blue races into the room after his companion and holds his weapon aloft, black and red magic coursing over it as he brings it to bear on Takemiru!
club vs AC 21: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 MISS
Like any good ball player who swings and misses, he glares at his bat club as if to tell it YOU MISSED.
Green, a little left out as he's unable to get into the room, instead lets a ray fly from his hand at Takemiru!
spell attack vs. AC 21: 1d20 + 12 ⇒ (8) + 12 = 20 MISS
From the chamber beyondcan be heard a gruff you lot are terrible. Alocer may not even want your souls now! GET THEM!
And a tiny winged devil flys into the room over the thugs' heads, heading over to Jaithe with a wicked stinger on its tail!
stinger vs AC 19: 1d20 + 9 ⇒ (16) + 9 = 25
piercing: 1d4 - 1 ⇒ (3) - 1 = 2 plus evil: 1d4 ⇒ 1 and a DC 16 Fort save from imp venom.
Round 13
Auldegrund — boss-villain stuff
cultist (Y) (-25) — incompetence
cultist (G) — incompetence
cultist (U) — incompetence
➤ Kellsti — GO
➤ Zerryd — GO
➤ Takemiru — GO
➤ Jaithe — DC 16 Fort save, then GO

Kellsti |

Kellsti lets loose with a ray of enfeeblement at Blue.
spell attack roll: 1d20 + 10 ⇒ (12) + 10 = 22
If that hits, DC 20 Fort save
Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.
Duration is one minute
She follows up with an arrow at Blue.
shortbow: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
ouch!: 1d6 ⇒ 1

Zerryd |

Still without a good way to get into a flanking position, Zerryd tries to make his own opportunity, continuing his assault on yellow.
Deception to Feint (scoundrel, distracting feint): 1d20 + 12 ⇒ (20) + 12 = 32 On a success, flat-footed to all my attacks until the end of my next turn; on a crit success, against everyone's melee attacks during that time (Scoundrel). If successful, it also takes a -2 to Perception and Reflex saves during that time (Distracting Feint).
+1 rapier: 1d20 + 11 ⇒ (18) + 11 = 29
Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak, if needed: 1d6 ⇒ 2
Deadly, if needed: 1d8 ⇒ 8
+1 striking silver dagger: 1d20 + 11 ⇒ (10) + 11 = 21
Piercing: 2d4 + 1 ⇒ (4, 4) + 1 = 9
Sneak, if needed: 1d6 ⇒ 3
◆Deception to Feint, ◆Strike with Rapier, ◆Strike with Dagger (redirecting to green, if yellow goes down.

Jaithe_ |

Fort: 1d20 + 7 ⇒ (18) + 7 = 25 +1 vs Poison, which I suspect this is. So possibly a 26.
Jaithe uses her last level 2 spell to drop a Sound Burst on all 3 baddies.
Sound Burst, Dangerous Sorc. DC 20 Basic Fort vs Sonic: 2d10 + 2 ⇒ (8, 9) + 2 = 19
failure is deafened 1, crit fail stunned 1 deafened 1 min
She then raises a shield.

GM thunderspirit |

Blue DC 20 Fort (1): 1d20 + 7 ⇒ (9) + 7 = 16
Kellsti's ray hits — Hey! that was MY idea! shouts Green — but her arrow sails wide!
Zerryd catches Yellow completely off-guard and dispatches them with cold efficiency, then redirects his second strike to Green! Oww, lay off! I ain't done nothin' to you! Yet!
Blue DC 20 Fort (2): 1d20 + 7 ⇒ (19) + 7 = 26
Green DC 20 Fort (1): 1d20 + 7 ⇒ (10) + 7 = 17
Round 13
Auldegrund — boss-villain stuff
cultist (G) (-28) — incompetence
cultist (U) (-9) (Enfeebled 1, 10 rounds) — incompetence
Kellsti — Ray
Zerryd — Kill
➤ Takemiru — GO
Jaithe — Sonic BOOM

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Takemiru deems the blue cultist his prey and then flurries.
Trident: 1d20 + 11 ⇒ (2) + 11 = 13
Piercing: 1d8 + 4 ⇒ (7) + 4 = 11
Sai: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Piercing: 1d4 + 4 ⇒ (4) + 4 = 8

GM thunderspirit |

Takemiru's sai hits!
From out of the room comes a streaking arrow at Takemiru!
Cruel Shot ◈◈ vs AC 21: 1d20 + 17 ⇒ (20) + 17 = 37 ouch...
piercing plus precision: 2d6 + 5 + 2d6 ⇒ (1, 2) + 5 + (5, 3) = 16 doubled, plus 1d6 persistent bleed at the end of your turn plus Deadly: 1d10 ⇒ 2
Blood and souls for my lord Arioch Alocer!
shortbow vs AC 21: 1d20 + 12 ⇒ (16) + 12 = 28
piercing: 2d6 + 5 ⇒ (1, 3) + 5 = 9 Forgot the action to command the imp
Takemiru, the kitsune pin cushion, has had better days.
The imp moves to give Kellsti some poison love too!
stinger vs AC 19: 1d20 + 9 ⇒ (13) + 9 = 22
piercing: 1d4 - 1 ⇒ (4) - 1 = 3 plus evil: 1d4 ⇒ 4 and a DC 16 Fort save from imp venom.
Green holds his weapon aloft, black and red magic coursing over it, and lashes out at Zerryd!
club vs AC 21: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
bludgeoning w/weapon surge: 2d6 + 1 ⇒ (1, 1) + 1 = 3
club vs AC 21: 1d20 + 8 + 1 - 5 ⇒ (9) + 8 + 1 - 5 = 13 MISS
spiked gauntlet: 1d20 + 8 - 9 ⇒ (20) + 8 - 9 = 19 MISS converts to a HIT with crit success
piercing: 1d4 + 1 ⇒ (1) + 1 = 2
Blue sees Green using their focus spell — Say, that's a good idea, why didn't I think of that? — and follows suit, stepping in on Zerryd!
club vs AC 21: 1d20 + 8 + 1 - 1 ⇒ (15) + 8 + 1 - 1 = 23
bludgeoning w/weapon surge: 2d6 + 1 - 1 ⇒ (4, 6) + 1 - 1 = 10
club vs AC 21: 1d20 + 8 + 1 - 5 - 1 ⇒ (6) + 8 + 1 - 5 - 1 = 9 MISS
Round 14
Auldegrund — ARROWZ!
cultist (G) (-28) — whack-a-Strix
cultist (U) (-17) (Enfeebled 1, 10 rounds) — whack-a-Strix
➤ Kellsti (-7) — GO
➤ Zerryd (-15) — GO
➤ Takemiru (-32) — GO
➤ Jaithe (-3) — GO

Kellsti |

Fort save: 1d20 + 8 ⇒ (1) + 8 = 9
Oh noooo, and I think I'm out of hero points. Posting a move, but it may need adjustments based on the result of that.
Kellsti fires two arrows at Blue, then casts shield.
shortbow: 1d20 + 10 ⇒ (8) + 10 = 18
ouch!: 1d6 ⇒ 6
shortbow: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
ouch!: 1d6 ⇒ 3

GM thunderspirit |
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Which reminds your slacker GM that he didn't issue hero points after the barbazu encounter.
1 Jaithe, 2 Kellsti, 3 Takemiru, 4 Zerryd: 1d4 ⇒ 2
...I could not have planned that better if I had tried. :-D
1 Jaithe, 2 Takemiru, 3 Zerryd: 1d3 ⇒ 3
So that's 1 for Kellsti and 1 for Zerryd.

Zerryd |

Zerryd as 5hp down, not 15, right? A club for 3 damage, and a spiked gauntlet for 2.
Zerryd continues assaulting green, trying to thin the enemy ranks. Starting with green, going to blue if green falls.
Deception to Feint (scoundrel, distracting feint): 1d20 + 12 ⇒ (8) + 12 = 20 On a success, flat-footed to all my attacks until the end of my next turn; on a crit success, against everyone's melee attacks during that time (Scoundrel). If successful, it also takes a -2 to Perception and Reflex saves during that time (Distracting Feint).
+1 rapier: 1d20 + 11 ⇒ (11) + 11 = 22
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak, if needed: 1d6 ⇒ 5
Deadly, if needed: 1d8 ⇒ 5
+1 striking silver dagger, agile 2nd: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
Piercing: 2d4 + 1 ⇒ (3, 3) + 1 = 7
Sneak, if needed: 1d6 ⇒ 1

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"Ouch!
Takemiru steps into a flank and flurries blue again!
Trident: 1d20 + 11 ⇒ (10) + 11 = 21
Piercing: 1d8 + 4 ⇒ (8) + 4 = 12
Sai: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Piercing: 1d4 + 4 ⇒ (4) + 4 = 8
Bleed: 1d6 ⇒ 3
Flat vs Bleed: 1d20 ⇒ 20 Woot
So, -37 altogether from the crit? 16x2+2+3?

GM thunderspirit |

Kellsti shakes off the poison through the grace of Desna, then sends one arrow home, while Zerryd feints Green and sticks him with his rapier! His follow-up just misses, though! Takemiru batters Blue, who looks to be in pretty bad shape!
Round 15
Auldegrund — ARROWZ!
cultist (G) (-38) — whack-a-Strix
cultist (U) (-40) (Enfeebled 1, 9 rounds) — whack-a-Strix
Kellsti (-7) — pew pew
Zerryd (-15) — rogue bovine excrement
Takemiru (-32) — fork you x2
➤ Jaithe (-3) — GO

Jaithe_ |

1d20 ⇒ 14
Jaithe tries to heal Takemiru.
Soothe: 1d10 + 4 ⇒ (6) + 4 = 10
She then raises shield.

GM thunderspirit |

Jaithe soothes Takemiru's savage wound!
Another arrow sails ino the room, this time at Zerryd!
Cruel Shot ◈◈ vs AC 21: 1d20 + 17 ⇒ (19) + 17 = 36 ouch again
piercing plus precision: 2d6 + 5 + 2d6 ⇒ (3, 3) + 5 + (1, 5) = 17 doubled, plus 1d6 persistent bleed at the end of your turn
plus Deadly: 1d10 ⇒ 1
The strix falls!
The imp doesn't do anything! No actions!
Green takes a shot at Takemiru!
club vs AC 21: 1d20 + 8 ⇒ (17) + 8 = 25
bludgeoning: 2d6 + 1 ⇒ (4, 5) + 1 = 10
club vs AC 21: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18 MISS
spiked gauntlet vs AC 21: 1d20 + 8 - 9 ⇒ (10) + 8 - 9 = 9 MISS
Blue follows suit!
club vs AC 21: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 MISS
club vs AC 21: 1d20 + 8 - 5 - 1 ⇒ (9) + 8 - 5 - 1 = 11 MISS
spiked gauntlet vs AC 21: 1d20 + 8 - 9 - 1 ⇒ (14) + 8 - 9 - 1 = 12 MISS

GM thunderspirit |

Round 16
Auldegrund — ARROWZ!
cultist (G) (-38) — whack-a-Kitsune
cultist (U) (-40) (Enfeebled 1, 9 rounds) — Sir Miss-a-Lot
➤ Kellsti (-7) — GO
➤ Zerryd (Dying 2) — GO
➤ Takemiru (-32) — GO
➤ Jaithe (-3) — GO

Jaithe_ |

Jaithe pulls out her last level 1 soothe scroll and uses it on the Strix.
Soothe: 1d10 + 4 ⇒ (2) + 4 = 6 Welp

Kellsti |

Kellsti draws her silver dagger and stabs at the devil in front of her.
silver dagger: 1d20 + 9 ⇒ (10) + 9 = 19
ouch!: 1d4 ⇒ 4
silver dagger: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
ouch!: 1d4 ⇒ 1

Zerryd |

Zerryd's eyes open at Jaithe's magic, and he shakes his head to clear his thoughts. Grabbing his rapier, he leaps to his feet and tries to skewer the man in front of him, nervously eyeing Auldegrund as he does.
+1 rapier vs. flanked blue: 1d20 + 11 ⇒ (11) + 11 = 22
Piercing: 1d6 + 1 ⇒ (6) + 1 = 7
Sneak: 1d6 ⇒ 3

GM thunderspirit |

Kellsti stabs the imp twice! It howls in pain, and Auldegrund is visibly upset by it!
Jaithe's spell wakes Zerryd up! Zerryd makes quick work of Blue!
Round 16
Auldegrund — ARROWZ!
cultist (G) (-38) — whack-a-Kitsune
Kellsti (-7) — imp pain
Zerryd (-38) — kill shot
➤ Takemiru (-32) — GO
Jaithe (-3) — soothe, of a sort

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Takemiru unleashes another flurry upon blue!
Trident: 1d20 + 11 ⇒ (20) + 11 = 31
Piercing: 1d8 + 4 ⇒ (1) + 4 = 5
Sai: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Piercing: 1d4 + 4 ⇒ (1) + 4 = 5
Sai: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Piercing: 1d4 + 4 ⇒ (4) + 4 = 8
I think I can aim for Green instead if those take out blue.

GM thunderspirit |

Zerryd had already dropped Blue, I just neglected to update the map.
Takemiru's first swing skewers Green and makes him collapse to the ground!
That accounts for Takemiru's first action. He has two more.

GM thunderspirit |

If the cursing is any indication, it may indeed buy a few seconds!

GM thunderspirit |

Round 17
Auldegrund — foiled by a closed door...?
➤ Kellsti (-7) — GO
➤ Zerryd (-38) — GO
➤ Takemiru (-32) — GO
➤ Jaithe (-3) — GO

Zerryd |

"Ugh. Thanks, Kellsti."
Zerryd drops his dagger, draws and drinks his own healing potion, then retrieves his dagger.
Healing: 1d8 ⇒ 5

Jaithe_ |

Jaithe guidances herself, Zerrys, and Takemiru. ANyone immune she will get Kellsti

GM thunderspirit |

The party hears a great deal of cursing and raucous violence the other side of the door, but the door holds fast...for now!
Round 18
Auldegrund — yep, foiled by a closed door.
➤ Kellsti (-7) — GO
➤ Zerryd (-38) — GO
➤ Takemiru (-32) — GO
➤ Jaithe (-3) — GO

Zerryd |

Zerryd sheathes his dagger, draws and applies poison to his rapier, then once again draws his dagger.
◆Interact to sheath dagger, ◆Poison Weapon, ◆interact to draw dagger.

Kellsti |

Kellsti feeds her last potion to Takemiru, then picks up her dagger (which she would have had to drop last round).
healing: 1d8 ⇒ 7

Jaithe_ |

Jaithe delays. She has no supplies left and no magic to help buff.

GM thunderspirit |
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On the other side of the door can be heard a cacophony of Athletics checks, but the banded wood holds fast! One would think that BBEG could roll double digits on said Athletics checks, but apparently cannot yet! Who knew that an off-the-cuff remark from the GM could thwart a devil-worshipping dwarf so easily?
Round 18
Auldegrund — Toughest. Door. Evar.
➤ Kellsti (-7) — GO
➤ Zerryd (-27) — GO
➤ Takemiru (-25) — GO
➤ Jaithe (-3) — GO

Zerryd |

Zerryd tries to duck out of sight behind the desk, then readies to strike Aldegrund as he comes through the door. ◆Hide action, ◆◆Ready to Strike.

Jaithe_ |

Jaithe steps behind the desk and follows suite.

GM thunderspirit |
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Zerryd and Jaithe both hide exceptionally well, while Takemiru feels like the best place to hide is...on top of the altar? >.>
Round 18
Auldegrund — Toughest. Door. Evar.
➤ Kellsti (-7) — GO
Zerryd (-27) — hidden
Takemiru (-25) — RIGHT OUT IN PLAIN SIGHT BUT SHH, I'M HIDDEN
Jaithe (-3) — hidden