
Drisquar |

"Today is just not your day, is it?" Dris taunts as he unleashes another barrage of attacks.
1d20 + 18 ⇒ (7) + 18 = 25 Activating Murderous Insight to re-roll.
1d20 + 18 ⇒ (3) + 18 = 21 Ugh, keeping the 25, for 1d6 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12
1d20 + 18 ⇒ (7) + 18 = 25 Seriously? 1d6 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14
1d20 + 13 ⇒ (4) + 13 = 17 Jeebus, re-rolling that too.
1d20 + 13 ⇒ (16) + 13 = 29 Possible crit.
1d20 + 13 ⇒ (16) + 13 = 29 for 2d6 + 12 + 1d6 ⇒ (5, 6) + 12 + (6) = 29
1d20 + 16 ⇒ (19) + 16 = 35 Dagger 1 Another possible crit.
1d20 + 16 ⇒ (3) + 16 = 19 Gonna re-roll that as well.
1d20 + 16 ⇒ (2) + 16 = 18 and keeping the 19, which is likely a non crit, for 1d6 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15
1d20 + 11 ⇒ (14) + 11 = 25 for 1d6 + 6 + 1d6 ⇒ (1) + 6 + (2) = 9

Drisquar |

Would Shimsil's blindsense help strike the true Aboleth, even with my eyes closed? At least for the attacks with him, if not the pair I make with the dagger.

The Dapper GM |

Alright—time to line up the timing on things!
Concealment 2: 1d2 ⇒ 2
Concealment 3: 1d2 ⇒ 1
Concealment 4: 1d2 ⇒ 1
Concealment 5: 1d2 ⇒ 2
Bite: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Claw 1: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw 1 (confirm): 1d20 + 17 ⇒ (3) + 17 = 20
Bonus Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Claw 2: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Tentacle 1 vs touch: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Tentacle 2 vs touch: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Tentacle 3 vs touch: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Tentacle 4 vs touch: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Image vs Bite: 1d8 ⇒ 4
Image vs Claw 1: 1d7 ⇒ 3
Image vs Claw 2: 1d6 ⇒ 6
Tentacle vs Claw 1: 1d5 ⇒ 5
Tentacle vs Claw 2: 1d4 ⇒ 2
Tentacle vs Claw 3: 1d3 ⇒ 3
Tentacle vs Claw 4: 1d2 ⇒ 2
Three of Drisquar's attacks connect, for a total of 57 damage. Its shriek of pain at the critical hit is a wholly alien, grating sound, and causes Drisquar to briefly open his eyes; after Drisquar's last attack, the Dragon apparently reverted back to its natural form, a ten-foot, toothy tentacled fish similar to the Keeper and Mayor you've already met, some sort of strange, small, and vicious aboleth.
The mirror images do not change, making it suddenly very easy to see which of Drisquar's opponents is the real one. The toothy fish lashes out with teeth, tentacles, and four claws, landing seven strong and vicious attacks... every single one of which lands squarely—and each of which destroys a different one of Drisquar's seven images, each of which reappears a second later. The fish creature reels backwards with rage, and though its wounds are slowly closing up, Drisquar can clearly see that in its natural form the thing is ragged with slashes, filling the room with a murky cloud of its sticky green blood.
Well, the dice have certainly not been in this guy's favor. Finish him!
Illia- and her crew make stealthy, short hops in the direction of the Architect's "palace." In the distance, audible only to a careful listener, is a quiet thrumming sound that may well be the echoes of a shoggoth barreling through abandoned streets at forty miles an hour, though the creature is likely still a minute or two away from reaching the inhabited quarter of Voshgurvaghol.
On the way to the well, Illia- finds Sir John walking through the city, and signals for him to jump into her portable hole as the timetable has moved up. The fit is tight, but manageable, as no one sitting inside actually needs to breathe. Finally, the party emerges to look out from the shadows about a hundred feet away from the architect; the Keeper, in his gray and toothy fishiness, hovers above the well pensively, though no other creatures are nearby.

Drisquar |

Dris reels slightly at the anguished cry of his foe, but his evil grin belies the truth of his reaction. The stalker is enjoying this kill.
1d20 + 18 ⇒ (19) + 18 = 37 Possible crit
1d20 + 18 ⇒ (20) + 18 = 38 Confirmed! for 2d6 + 12 + 1d6 ⇒ (4, 6) + 12 + (4) = 26
1d20 + 18 ⇒ (9) + 18 = 27 for 1d6 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17
1d20 + 13 ⇒ (1) + 13 = 14 Re-roll!
1d20 + 13 ⇒ (17) + 13 = 30 Possible crit
1d20 + 13 ⇒ (5) + 13 = 18 normal for 1d6 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16
1d20 + 16 ⇒ (7) + 16 = 23 Dagger 1 for 1d6 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
1d20 + 11 ⇒ (6) + 11 = 17 for 1d6 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11

The Dapper GM |

Drisquar's first slice takes the creature's head clean off, as Shimsil's diamond coating slides through rubbery fish flesh with disturbing ease, but he stabs the thing a few times for good measure afterwards, waiting to see if it regenerates. It does not.
The water in the room hangs thick with sticky, half-congealed green blood. After about thirty seconds, a shuffling sound becomes audible from somewhere above the open ceiling hatch.

Illia- |

Once Illia thinks the Shoggoth's attack should be momentarily
Hello, keeper! There's a supercharged Shoggoth about to start killing everyone in the inhabited quarter of Voshgurvaghol, do you want to go do something about that?
She teleports next to the keeper while she says this, both shield and weapon drawn, cheerily smiling.
Or do we get to play while everyone else dies?
Regardless of response, Illia intends on full attacking him as soon as she can after the teleport, simply planning on buying time or instilling fear and doubt.
To Hit: 1d20 + 19 ⇒ (10) + 19 = 291d20 + 14 ⇒ (11) + 14 = 251d20 + 9 ⇒ (5) + 9 = 14
Damage, Magical, Piercing, Bludgeoning: 3d6 + 6 ⇒ (6, 4, 1) + 6 = 173d6 + 6 ⇒ (3, 5, 2) + 6 = 163d6 + 6 ⇒ (6, 6, 5) + 6 = 23

Drisquar |

Dris shifts into wind form, and races up to the ceiling hatch, curious as to what's making the sound. 1d20 + 33 ⇒ (11) + 33 = 44 Perception

Anaxian, the Smoking Vessel |

Illia is so adorable when she's murdering.
Anaxian ignored the keeper, heading straight for the well. The purple lights receded and the craggy lava glow returned beneath the scales. A billowing smoke plumed from his mouth spreading like octopus ink, clouding the water.
The water began to hiss around him, He began to dig.
Eversmoking bottle. Soften Earth and Stone. Burrow.

The Dapper GM |

Illia- init: 1d20 + 6 ⇒ (8) + 6 = 14
Meredian init: 1d20 + 7 ⇒ (7) + 7 = 14
Anaxians init: 1d20 + 2 ⇒ (13) + 2 = 15
Sir John init: 1d20 + 5 ⇒ (8) + 5 = 13
Fishface init: 1d20 + 10 ⇒ (6) + 10 = 16
Bite: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Claw 1: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Claw 2: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Tentacle 1: 1d20 + 12 ⇒ (7) + 12 = 19
Electricity Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Tentacle 2: 1d20 + 12 ⇒ (10) + 12 = 22
Electricity Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Tentacle 3: 1d20 + 12 ⇒ (10) + 12 = 22
Electricity Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Tentacle 4: 1d20 + 12 ⇒ (1) + 12 = 13
Electricity Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
Illia- Will 1: 1d20 + 21 ⇒ (14) + 21 = 35
Illia- Will 2: 1d20 + 21 ⇒ (17) + 21 = 38
Illia- Will 3: 1d20 + 21 ⇒ (15) + 21 = 36
I think you're still a bit ahead of the party, time-wise, but what your character does next should make that up.
In wind form, Drisquar flies through the hatch and through several connected rooms. Shuffling sounds and words in a language he does not understand grow louder, and as he travels upwards he recognizes the acoustics of the room and the sound of several huge aboleths shuffling; it seems he is in the currently-vacant private quarters of an important aboleth, located directly below the Council Chamber where the party previously met with the Mayor.
Alas, Illia, surprise round only gives you one standard action—here, teleportation—so the fish gets to attack before you do, because it's initiative is way higher.
In a coordinated surprise strike, Sir John, Anaxian, and Meredian step out of the hole about 100 feet from Jiator's prison structure, while Illia- teleports next to the Keeper, sword drawn—but before she gets a hit in, the creature wheels and attacks like a squid, lightning-fast, with tentacles and claws and teeth striking forward in one wriggling motion. While the teeth and clawed tentacles bounce off her armor and shield, three of the four tentacles connect, releasing jolts of energy that hit Illia- for 35 points of electricity damage (although she is able to shrug off the disorienting effects of the energy bursts).
Illia-responds by counter-attacking, but every one of her attacks goes wide, as the Keeper twists and dodges, malevolently smiling.
Big Anaxian Unless you want to change this? takes a double move to reach the top of the slime bubble beneath which Jiator is imprisoned. Small Anaxian turns invisible and covers about half the distance.
The Master of Illusions is dead, whispers Jiator's voice to the party. The Keeper here was asking me why. I assume things are moving quickly.
Initiative order:
Sir John
Meredian
Keeper
Anaxians
Illia-

Drisquar |

Dris reverts to humanoid form, and scours the room(s) he is in, looking for anything valuable or useful. 1d20 + 33 ⇒ (12) + 33 = 45 Perception

Sir John the Black |

are the rest of us at just 1 standard? Not sure what i get to do here. If i can, i'd like to charge (or partial charge, if only standard) and hit squiddly
atk: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
dmg: 2d4 + 13 + 1d8 + 5 ⇒ (3, 3) + 13 + (5) + 5 = 29 +paralyzing touch if it isnt immune
free action if i damage him: Armiger's Mark

The Dapper GM |

Er... the standard action was stepping out of the portable hole after Illia-'s last teleport. You get a full action now, and you're about 100 feet away, which is a little farther than you can charge (though you can't actually charge underwater without a swim speed or freedom of movement).

Anaxian |

Knowing the Aboleth had means of reading Jiator's mind, Anaxian ignored him. Explanations could come later.
Invisibly, his spectral skull lunged out from his head and brushed Sir John.
Bolster. Sir John gets +2 to attack and saves, 10 temporary hit points, and +2 Turn Resist for the next 8 rounds.

Illia- |

Not bad... It'll take better though..
Defensive Kill the Wounded: 1d20 + 17 ⇒ (19) + 17 = 36
Damage, magical piercing bludgeoning: 3d6 + 7 ⇒ (6, 5, 1) + 7 = 19
If hit, he takes an extra 2d6 damage from all subsequent allied attacks until one round has passed.
Illia's Dodge AC increases by 4, and another 9 against the keeper, due to her defensive strike. She then moves around him (and has mobility for another +4 Dodge) to be ready to flank if Sir John manages to get in close combat.

The Dapper GM |

Er... Illia-, you jumped a round ahead. We were just waiting for Meredian. You can keep that attack roll until next round if you want, just as John can keep his.

The Dapper GM |

Bite: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Bite (confirm): 1d20 + 17 ⇒ (15) + 17 = 32
Bonus Crit Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Claw 1: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Claw 2: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Tentacle 1: 1d20 + 12 ⇒ (6) + 12 = 18
Electricity Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Tentacle 2: 1d20 + 12 ⇒ (12) + 12 = 24
Electricity Damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Tentacle 3: 1d20 + 12 ⇒ (2) + 12 = 14
Electricity Damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Tentacle 4: 1d20 + 12 ⇒ (1) + 12 = 13
Electricity Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Tentacle AoO: 1d20 + 12 ⇒ (7) + 12 = 19
Electricity Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Illia- Fort vs Mucus: 1d20 + 21 ⇒ (10) + 21 = 31
Illia- Will vs Thoughtlance: 1d20 + 21 ⇒ (8) + 21 = 29
Illia- Fort vs Consume: 1d20 + 21 ⇒ (19) + 21 = 40
Illia- Fort vs Slime: 1d20 + 21 ⇒ (20) + 21 = 41
Kill the wounded John: 2d6 ⇒ (3, 4) = 7
Keeper Fort vs paralysis: 1d20 + 13 ⇒ (8) + 13 = 21
Meredian's telekinetic grapple appears to have little effect on the large, lithe fish.
The Keeper attacks Illia- again, this time hitting with its toothy bite as well as one tentacle, for a total of 13 damage after reductions. The Erinyes feels waves of slime roll over her, but manages to shrug off the creature's alien chemistry and keep fighting.
Illia- circles around the Keeper, dodging a tentacle as she does so, and hits it with a defensive gambit, while Sir John charges the creature from the other direction, though his paralyzing touch fails to slow it. 53 damage, including Kill the Wounded
Little Anaxian casts invisibility (unless you wanted to change that) and swims another 30' closer to the action. Big Anaxian casts Soften Earth and Stone—which does not seem to effect the hardened slime forming a dome above the Architect's prison, and then begins digging, heading 40' straight downwards through hardened goo.
Currently up: Meredian (and Anaxian can change his actions if he was going to)

The Dapper GM |

Whee, fastest round of combat ever! Hooray for another boring week at work.
Bite: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Claw 1: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Claw 2: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Tentacle 1: 1d20 + 12 ⇒ (11) + 12 = 23
Electricity Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
Tentacle 2: 1d20 + 12 ⇒ (15) + 12 = 27
Electricity Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Tentacle 3: 1d20 + 12 ⇒ (7) + 12 = 19
Electricity Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6
Tentacle 4: 1d20 + 12 ⇒ (15) + 12 = 27
Electricity Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Meredian's telekinetic grab again fails to find any hold on the big fish. The Keeper in turn, seemingly knowing of Sir John's immunity to electricity, lashes out at the lich with his claws and teeth while swiping at Illia with the flashing electric tentacles. But with Illia-'s diabolic training and focus on her dodges, she nimbly avoids all four tentacle attacks, and the Keeper is left flailing ineffectually.
Assuming he keeps digging, Big Anaxian keeps digging straight down. After ten more feet, he hits the flat side of what appears to be a thick box of wrought iron alloyed with mithral. Regardless, the underworld dragon's adamantine claws dig straight through the metal, slowing only slightly, and Big Anaxian falls down through the water inside into the center of a 20' wide metal box. Against one side is chained a small skeleton—perhaps that of a child, or a halfling, though the bones have yellowed and warped with age—bound in glowing, runed chains.
Now up: Everyone (except for maybe Big Anaxian)

Illia- |

Illia-, now with Sir John handy, takes advantage of her Tactical Flankiness. This granting the both of them Illia-'s Cha mod of +9 to hit, in place of the standard +2.
Defensive Smashy Smashy: 1d20 + 19 - 2 + 9 ⇒ (18) + 19 - 2 + 9 = 441d20 + 14 - 2 + 9 ⇒ (8) + 14 - 2 + 9 = 291d20 + 9 - 2 + 9 ⇒ (11) + 9 - 2 + 9 = 27
Magical Piercing Bludgeoning: 3d6 + 7 ⇒ (6, 6, 3) + 7 = 223d7 + 7 ⇒ (1, 2, 4) + 7 = 143d6 + 7 ⇒ (1, 6, 5) + 7 = 19
Not sure if I get the bonus from my own kill the wounded, but if I do, here's that.
Maaybe?: 2d6 ⇒ (5, 1) = 62d6 ⇒ (5, 4) = 92d6 ⇒ (2, 4) = 6
If Illia- has to make another Fort or will save, she will go ahead and again Gambit to heal another 27.
Just saying, if you're dumping Sir John, I'm taking him as a cohort. :P
Well, I'm not sure, but it looks like your death will be less painful than a shoggoth. I imagine that hurts a lot.

The Dapper GM |

Illia-, you would benefit from kill the wounded, but it ends at the beginning of your turn, and thus would only apply to AoOs etc. Every hit the enemy gets in against you requires a fort or will save (one attack requires two fort saves), but you've made every save so far, and none of the saves prevent damage.

Drisquar |

Alright, so nothing really valuable or useful? I mean the statues are interesting but definitely nothing Dris would take, even if he could carry them

Sir John the Black |

i am unclear where we are at in this combat. Have i damaged the keeper, or has he damaged me? and what is Illia's +9 to for John? What is Kill the Wounded? my AC is currently 42 based on stance (dont have that last +3 in the statbar because it is mutable) and Barkskin, so any hits on my might have missed. Illia also gets +2 morale to AC and Will if she is within 10ft

The Dapper GM |

Currently, Sir John, you're up in combat; you're right next to the thing, and Illia's giving you an additional +9 to hit. Sorry if I wasn't clear—all damage dealt last round was to the Keeper (you charged it for a total of 33 damage; Kill the Wounded was bonus damage Illia- gave you on that attack). You're completely uninjured. (Illia-'s injured, but she keeps healing herself).

Sir John the Black |

Full attack:
Reminder, if he goes about attacking Illia after John's hit: Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires.
atk: 1d20 + 16 + 7 + 2 ⇒ (12) + 16 + 7 + 2 = 37
dmg: 2d4 + 13 + 1d8 + 5 ⇒ (4, 4) + 13 + (8) + 5 = 34 +paralyzing touch if it isnt immune
atk: 1d20 + 11 + 7 + 2 ⇒ (7) + 11 + 7 + 2 = 27
dmg: 2d4 + 13 + 1d8 + 5 ⇒ (2, 1) + 13 + (6) + 5 = 27 +paralyzing touch if it isnt immune

Drisquar |

Not finding anything of particular value, Dris grabs several trinkets that he hopes are magickal, resumes his wind form, and attempts to make his way to his companions.

Anaxian, the Smoking Vessel |

I am in. the larger dragon said in his mind, looking around a bit. "The entire cell is made of mithril. Quite a trove of riches."
He knew the manacles were probably trapped but he didn't much care. He simply dug his claws in like glass cutters and cut away the mithril wall where the chains anchored to the cell.

The Dapper GM |

98 damage to Keeper...
Illia, you did, in fact, succeed at another Fort roll, due to an environmental effect.
The Keeper remains extremely nimble, though Illia manages to strike it once for 22 damage, and Sir John hits for 34. Meredian's boulder sails through the water with a massive shockwave, but just barely misses the creature's head. (Turns out telekinesis isn't a touch attack, though your energy blast is)
Noticing its sudden inability to injure its attackers at all, the Keeper shrieks loudly and folds inwards, currents of water rushing together as it collapses from a ten-foot tentacled fish into a five-foot squid. With a second burst of water, it shoots upward, jetting 240 feet above Illia and John in a burst fast enough to evade attacks of opportunity.
Drisquar, in his wind form, catches up with the party after a minute or two's swim from the chambers of the Master he killed, arriving just above the prison beside Illia and John in time to act with the rest of the party on this turn.
Anaxian spends a round snapping through metal and chain; the shackles, while magically-strengthened, fall to the ground with no obvious effect other than a dimming of their runes. The small skeleton nods with a metallic glimmer, showing a small circlet of jagged steel that has been riveted into its skull, and then swims upwards, taking a full round to reach the hole in the top of the metal box.
What now—fight, or flee? asks Jiator telepathically. The Masters are swift, and we'd never escape without teleportation. If we fight, I can improvise something, but the city counsel has my best instruments and jewels.
Initiative: Whole party is up. Keeper is fleeing. No other enemies have arrived yet.

Anaxian |

"Do you play the Lyre?" Anaxian replied to Jiator, watching the mobile battle between his allies and the keeper.
It appeared the fight was outside the range the Sir John could easily contribute. Anaxian's mind raced through contingencies.
"Sir John, the Shoggoth is a significant distraction, but I expect at least one of the other Aboleth Masters will be arriving shortly. Let us prepare you. Allow me to possess you a moment."
Magic Jar, then Monstrous Physique to Sir John. Turning him into a 4-armed Sahuagin Mutant for 9 minutes.
Sir John, you gain two claw attacks, a bite attack, the Amphibious and Aquatic subtypes, a 30' Swim speed, a +2 size bonus to Strength and +2 natural armor.

Jiator the Architect |

This city's lyres were once mine replies Jiator telepathically, still within the silence field. As were its bards. And my wish-stones—but the Mayor took those personally, when he took my phylactery.
Drisquar is up. And Meredian/Sir John, if they want to chase after or shoot something at the fleeing Keeper.