
Corso Altaire |

Corso will Antagonize the other one that is far from him, while continuing to keep the attention of the ones closest to him.
Antagonize (Diplomacy DC 10+hit dice +wisdom modifier): 1d20 + 14 ⇒ (5) + 14 = 19

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same routine on the one that seems to have it in for me.
deadly aim, rapid shot, many shot, haste
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 2d8 + 28 ⇒ (8, 5) + 28 = 41 acid: 2d6 ⇒ (1, 4) = 5
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d8 + 14 ⇒ (8) + 14 = 22 acid: 1d6 ⇒ 6
to hit: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 1d8 + 14 ⇒ (4) + 14 = 18 acid: 1d6 ⇒ 3
to hit: 1d20 + 16 ⇒ (9) + 16 = 25 damage: 1d8 + 14 ⇒ (3) + 14 = 17 acid: 1d6 ⇒ 4
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 14 ⇒ (2) + 14 = 16 acid: 1d6 ⇒ 3
confirmt: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 28 ⇒ (5, 2) + 28 = 35
clustered shot so DR only applies once.

Valeria Ingrid Bridgette |

Val continues her attack on the devil
Atk: 1d20 + 19 ⇒ (11) + 19 = 30
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (2, 3) = 5
Atk: 1d20 + 14 ⇒ (3) + 14 = 17
Damage:Silver:Good: 1d8 + 4 ⇒ (8) + 4 = 12
Damage:Holy: 2d6 ⇒ (4, 6) = 10
Atk: 1d20 + 9 ⇒ (9) + 9 = 18
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (1, 4) = 5
Reflex: 1d20 + 15 ⇒ (15) + 15 = 30
Note: She augments those within 10ft of herself (auras)

Ferod Coulserk |

Ferod casts spiked pit under the paralyzed demon.
The demon, paralyzed, should fall in as it can't make a reflex save.
falling damage 50': 5d6 ⇒ (4, 2, 3, 5, 1) = 15 not sure if DR works against environmental damage
piercing spikes: 2d6 ⇒ (5, 3) = 8

Rathis Thrice-Scorned |

Reflex: 1d20 + 13 ⇒ (6) + 13 = 19 Whew. Just made it.
Rathis grits his teeth against the cold, refusing to let the numbness overcome him.
He continues to tear into the nearest foe, hoping to put at least one down before it can do any more harm.
Claw, power attack, amulet: 1d20 + 16 ⇒ (12) + 16 = 28
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (3, 4) = 7
Claw, power attack, amulet: 1d20 + 16 ⇒ (15) + 16 = 31
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (1, 4) = 5
Bite, power attack, amulet: 1d20 + 15 ⇒ (12) + 15 = 27
1d8 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (5, 4) = 9
Claw, power attack, amulet: 1d20 + 11 ⇒ (4) + 11 = 15
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (6, 3) = 9
Claw, power attack, amulet: 1d20 + 10 ⇒ (6) + 10 = 16
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (1, 4) = 5
Bite, power attack, amulet: 1d20 + 10 ⇒ (2) + 10 = 12
1d8 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (5, 2) = 7
Attacks are also all good-aligned, thanks to Valeria

GM Choon |

10d20 ⇒ (5, 13, 7, 18, 3, 3, 4, 14, 19, 11) = 97
The party's hard fighting finally pays off. In the space of seconds three bone devils meet their ends. Only one ice devil on the right and Corso's threatened pair remain a threat to you.
Corso remains his unhitable self. In spite of a boatload of attacks against him, he remains unscathed.
The right ice demon summons a huge wall of glistening ice. The dangerously cold room's temperature drops even lower as waves of breath stealing air flow off of it. The ice devil then moves to the western side of the room.
Everyone except corso takes 2d6 + 1d10 ⇒ (5, 2) + (4) = 11 cold damage. Corso only takes the d10. The wall runs right in front of the party where the demons used to be. The last bone devil blocks melee access to either ice devil. I'll update the map soon.
Party up!

Valeria Ingrid Bridgette |

Valeria does a 5-foot step to flank the bone Devil with Corso
Atk: 1d20 + 19 ⇒ (3) + 19 = 22
Damage:Silver:Good: 1d8 + 4 ⇒ (5) + 4 = 9
Damage:Holy: 2d6 ⇒ (2, 3) = 5
Atk: 1d20 + 14 ⇒ (20) + 14 = 34 crit
Damage:Silver:Good: 1d8 + 4 ⇒ (2) + 4 = 6
Damage:Holy: 2d6 ⇒ (6, 6) = 12
Atk: 1d20 + 9 ⇒ (14) + 9 = 23
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (4, 2) = 6
Crit: 1d20 + 14 ⇒ (14) + 14 = 28 confirmed
Damage:Silver:Good: 1d8 + 4 ⇒ (4) + 4 = 8
Damage:Holy: 2d6 ⇒ (3, 6) = 9
Note: She augments allies within 10ft of herself (auras)

Rathis Thrice-Scorned |

Moving around the room, hoping to get in a better position to attack, Rathis pulls a bottle from the pouch on his belt and, dropping the stopper, quickly downs it.
"Let's put an end to this. I'm tried of the cold," he growls.
Move 30 feet west; drink extract of heroism (+2 to attacks and saves for 140 minutes.

Corso Altaire |

Corso will Antagonize the ice devil to his left then adjust to be next to both the right ice devil and the bone devil.
Antagonize (Diplomacy vs. DC 10 +HD +Wisdom Mod.: 1d20 + 14 ⇒ (3) + 14 = 17

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Omar will shoot the bone devil.
deadly aim, point blank, many shot, rapid shot
to hit: 1d20 + 21 ⇒ (18) + 21 = 39 damage: 2d8 + 28 ⇒ (6, 8) + 28 = 42acid: 2d6 ⇒ (5, 1) = 6
to hit: 1d20 + 21 ⇒ (10) + 21 = 31 damage: 1d8 + 14 ⇒ (1) + 14 = 15acid: 1d6 ⇒ 6
to hit: 1d20 + 21 ⇒ (2) + 21 = 23 miss
to hit: 1d20 + 16 ⇒ (2) + 16 = 18 miss
to hit: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d8 + 14 ⇒ (2) + 14 = 16acid: 1d6 ⇒ 6

GM Choon |

it was a bone devil as I understood it. I'm essentially taking that devil who is tied up in the pit out of the fight.
The party focus fires and the last bone devil and reduces it to nothingness in seconds. The east demon continues to attack corso, while the other steps up and attacks the quickly approaching Rathis.
2d6 + 10 + 1d6 ⇒ (2, 3) + 10 + (1) = 16
Corso remains a solid bulwark, and his presence causes the demon's spear to miss at least once, but Rathis is still hit. (take 16 damage and make a DC 23 fort or be Slowed)
The party takes 1d10 ⇒ 6 from the ongoing cold.
Party UP!

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Target closest devil.
deadly aim, point blank, many shot, rapid shot
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 28 ⇒ (1, 6) + 28 = 35
to hit: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 1d8 + 14 ⇒ (7) + 14 = 21
to hit: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 1d8 + 14 ⇒ (7) + 14 = 21
to hit: 1d20 + 16 ⇒ (13) + 16 = 29 damage: 1d8 + 14 ⇒ (3) + 14 = 17
to hit: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d8 + 14 ⇒ (8) + 14 = 22
gonna skip the acid since it is probably resisted anyway

Valeria Ingrid Bridgette |

Valeria continues on the bone Devil
Atk: 1d20 + 19 ⇒ (10) + 19 = 29
Damage:Silver:Good: 1d8 + 4 ⇒ (2) + 4 = 6
Damage:Holy: 2d6 ⇒ (6, 3) = 9
Atk: 1d20 + 14 ⇒ (10) + 14 = 24
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (3, 6) = 9
Atk: 1d20 + 9 ⇒ (18) + 9 = 27
Damage:Silver:Good: 1d8 + 4 ⇒ (5) + 4 = 9
Damage:Holy: 2d6 ⇒ (6, 3) = 9
Note: She augments allies within 10ft of herself (auras)

Rathis Thrice-Scorned |

Fortitude: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Really?
Shivering from the increasing chill and starting to feel weak, Rathis steps forward toward the nearest devil and slashes brutally at it.
Claw, power attack, amulet: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (6, 2) = 8

GM Choon |

1:
5d20 ⇒ (20, 8, 16, 5, 7) = 56
2d6 + 10 + 1d6 ⇒ (2, 6) + 10 + (3) = 21
The right Ice devil crunbles under the combined assault of Omar and Rathis. Valeria has trouble making her blows land, but it doen't matter now. Just one left.
That one continues to engage Corso in heated combat. Most of his blows miss, but his spear does manage to scratch the defensive specialist.
Take 21 damage, DC 23 fort or be Slowed for 1d6 ⇒ 6 rounds
The party takes 1d10 ⇒ 10 cold from the environment.
Party up!

Corso Altaire |

Fort Save: 1d20 + 19 ⇒ (1) + 19 = 20
I'm right there with you Rathis
As his reactions slow, Corso will change tactics and make a defensive attack at the infernal creature next to him.
Attack Roll with Combat Expertise and Fight Defensively: 1d20 + 14 ⇒ (1) + 14 = 15
Really! 2 ones in a row? bleh! At any rate, my AC is currently (including factoring in the slow) 44/24 touch/36 flatfooted

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deadly aim, many shot, rapid shot
to hit: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 2d8 + 28 ⇒ (5, 5) + 28 = 38
to hit: 1d20 + 20 ⇒ (18) + 20 = 38 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 1d8 + 14 ⇒ (5) + 14 = 19
to hit: 1d20 + 15 ⇒ (1) + 15 = 16 miss
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 miss

GM Choon |

1:120
5d20 ⇒ (13, 9, 12, 1, 17) = 52
1d10 ⇒ 8
bomb: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 14 + 2d6 ⇒ (1) + 14 + (3, 6) = 24
Rathis move up on the last devil and lands a hit.
The devil is now hard pressed, but it does not back down. It spreads out its attacks to try to make a final good contact, but cannot seem to make anything land on either the impermeable fighter before it or any of his fellows.
Party takes 8 more cold from the room. Party up! Finish him!

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deadly aim, many shot, rapid shot, point blank shot
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 2d8 + 24 ⇒ (2, 2) + 24 = 28
to hit: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 1d8 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 1d8 + 14 ⇒ (1) + 14 = 15
to hit: 1d20 + 26 ⇒ (12) + 26 = 38 damage: 1d8 + 14 ⇒ (2) + 14 = 16
to hit: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 1d8 + 14 ⇒ (6) + 14 = 20

Valeria Ingrid Bridgette |

Valeria continues on the Ice Devil
Atk: 1d20 + 19 ⇒ (13) + 19 = 32
Damage:Silver:Good: 1d8 + 4 ⇒ (8) + 4 = 12
Damage:Holy: 2d6 ⇒ (5, 3) = 8
Atk: 1d20 + 14 ⇒ (3) + 14 = 17
Damage:Silver:Good: 1d8 + 4 ⇒ (3) + 4 = 7
Damage:Holy: 2d6 ⇒ (5, 4) = 9
Atk: 1d20 + 9 ⇒ (7) + 9 = 16
Damage:Silver:Good: 1d8 + 4 ⇒ (7) + 4 = 11
Damage:Holy: 2d6 ⇒ (2, 2) = 4
Note: She augments allies within 10ft of herself (auras)

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"In my experience, tombs but rarely come stuffed with angels. It's always something which doesn't like intruders and lasts a long time. So you've devils, demons, elementals, and undead. Don't know if it really reflects on a family or not. Though this one does seem a bit on the nasty side as families go. "

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Check out the various rooms.
K2a perception: 1d20 + 29 ⇒ (11) + 29 = 40
K2b perception: 1d20 + 29 ⇒ (9) + 29 = 38
K2c perception: 1d20 + 29 ⇒ (18) + 29 = 47
K3 perception: 1d20 + 29 ⇒ (10) + 29 = 39
If there is a closed door, use the roll to check it for a trap (at +7)

GM Choon |

The ceiling of this room is fifteen feet high. Large arched niches fill the east and west walls; various bones are mortared into the niches in artfully arranged patterns, and each is packed with the jawless skulls of countless humans. Each skull has a name painted on its surface, along with dates of birth and death. A ragged hole in the ground to the northeast drops into what appears to be an even deeper cavern.
In the northwest corner of the room, a skull bearing the words “Thrasillus Daellum Adella, 4321–4418” still has its jawbone attached.
Removing the skull from its niche reveals that it has an exquisite oval ruby etched with the symbol of the cross-eyed medusa clenched between its teeth, radiating transmutation magic. This ruby is probably one of the items needed to activate the entrance teleportation circle.
Corso is correct

GM Choon |

After Omar extricates himself from a small pile of skulls, the party descends into the hole in the floor. It leads to a crudely formed chamber who's ceiling stands only eight feet above the floor. The floor here is strewn with dust and gravel.
There is only one other tunnel, so you proceed into a similiar cavern with several off shooting chambers. These do not appear naturally formed, but they are definitely rough hewn.
Soon after you enter, a frightfully pale, dark-haired woman, wearing a soiled, old fashioned gown and with what look like tears of dried blood caked on her cheeks. She asks in a tremulous voice, Are my daughters unharmed? Have you come to rescue us?