
Rathis Thrice-Scorned |

Reflex: 1d20 + 13 ⇒ (15) + 13 = 28
Spotting the devil as he ducks out of the way of the lightning as best he can, Rathis pulls a vial from his belt as he edges closer and then tosses it, the glass shattering in an explosion of force.
Move up to 30 feet closer; not sure where exactly he is.
Force bomb touch attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 7d4 + 2 ⇒ (3, 2, 1, 2, 3, 2, 3) + 2 = 18
It has a range of 20 feet, so may be some minues to that.

Ferod Coulserk |

The Azata casts hold monster on one of the devils, but fails to bypass their magical resistance.
The black tentacles are unable to maintain their hold on the devils. Well this looks like a good time to get rid of them. Ferod dismisses the spell.
Ferod casts dimensional anchor, and growls as the spell fizzles on the devil. all up to you.
Still invisible, Ferod moves to one side after casting the spell.
Azata SR: 1d20 + 13 ⇒ (6) + 13 = 19 fail
BT grapple: 1d20 + 23 ⇒ (8) + 23 = 31 fail
ranged touch: 1d20 + 13 ⇒ (18) + 13 = 31 pass
Ferod SR: 1d20 + 14 ⇒ (3) + 14 = 17 fail

GM Choon |

1 136
2
2d20 ⇒ (18, 7) = 25
4d6 + 22 ⇒ (4, 2, 2, 1) + 22 = 31
The two devils rush at the only person who they know can dispatch them with prejudice, Omar. One takes a hit from Val in doing so, but they both reach their target and both score hits on the troublesome archer. Take 31
Party up! You can all deduce that there is one directly south of Val without a perception check.

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Omar will unload on the remaining devil.
He has point blank master, so he doesn't provoke.
point blank shot, deadly aim, rapid shot, clustered shots, manyshot
to hit: 1d20 + 20 ⇒ (12) + 20 = 32 damage: 2d8 + 28 ⇒ (8, 4) + 28 = 40
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 miss
to hit: 1d20 + 15 ⇒ (4) + 15 = 19 miss
to hit: 1d20 + 10 ⇒ (8) + 10 = 18 miss

Rathis Thrice-Scorned |

Rathis rushes the last one, hoping to end this fight before anyone else gets hurt.
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (2, 4) = 6
Claw, power attack, amulet: 1d20 + 16 ⇒ (7) + 16 = 23
1d6 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (4, 2) = 6
Bite, power attack, amulet: 1d20 + 15 ⇒ (2) + 15 = 17
1d8 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (3, 4) = 7
Claw, power attack, amulet: 1d20 + 11 ⇒ (6) + 11 = 17
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (4, 6) = 10
Claw, power attack, amulet: 1d20 + 10 ⇒ (2) + 10 = 12
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (3, 1) = 4
Bite, power attack, amulet: 1d20 + 10 ⇒ (15) + 10 = 25
1d8 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (1, 3) = 4
Boar style rend (if two or more unarmed strikes hit): 2d6 ⇒ (1, 5) = 6 bleed damage

Corso Altaire |

Corso will move directly adj. to Omar and ready an action to attack anyone who attacks either him or Omar (assuming it's in reach).
Ready action attack roll: 1d20 + 23 ⇒ (18) + 23 = 41
Damage roll if I hit: 1d6 + 11 ⇒ (2) + 11 = 13
Holy Damage: 2d6 ⇒ (2, 2) = 4

Ferod Coulserk |

The azata fires off a pair of light rays at the remaining devil.
ranged touch: 1d20 + 14 ⇒ (5) + 14 = 19
ranged touch: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d12 ⇒ (9, 9) = 18
damage: 2d12 ⇒ (10, 1) = 11
The asata draws its greatsword and advances on the devil, trying to move into a flanking position.
Ferod readies greater dispel.

GM Choon |

The party had real trouble pinning the last demon down. They get a couple hits in, but most miss.
3d20 ⇒ (15, 15, 11) = 41
4d6 + 22 ⇒ (5, 2, 4, 4) + 22 = 37
Perhaps emboldened by the party's failure, the remaining devil continues to hack at Omar. Two more wounds open on the hard pressed archer as the invisible scythe slices through his defence.
Omar takes 37. Party UP!

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Omar will try to put down the last one.
point blank shot, deadly aim, rapid shot, clustered shots, manyshot
to hit: 1d20 + 20 ⇒ (4) + 20 = 24 damage: 2d8 + 28 ⇒ (7, 8) + 28 = 43
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 miss
to hit: 1d20 + 15 ⇒ (8) + 15 = 23 damage: 1d8 + 14 ⇒ (5) + 14 = 19
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 miss
This dice roller has started to hate me

Rathis Thrice-Scorned |

Rathis tears into the creature.
"Know when you're defeated, beast. You'll have your way with me someday, but not today," he growls.
Claw, power attack, amulet: 1d20 + 16 ⇒ (1) + 16 = 17
1d6 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (5, 4) = 9
Claw, power attack, amulet: 1d20 + 16 ⇒ (16) + 16 = 32
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (6, 3) = 9
Bite, power attack, amulet: 1d20 + 15 ⇒ (7) + 15 = 22
1d8 + 14 ⇒ (3) + 14 = 17
Holy damage: 2d6 ⇒ (5, 5) = 10
Claw, power attack, amulet: 1d20 + 11 ⇒ (8) + 11 = 19
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (1, 6) = 7
Claw, power attack, amulet: 1d20 + 10 ⇒ (15) + 10 = 25
1d6 + 14 ⇒ (2) + 14 = 16
Holy damage: 2d6 ⇒ (2, 1) = 3
Bite, power attack, amulet: 1d20 + 10 ⇒ (8) + 10 = 18
1d8 + 14 ⇒ (8) + 14 = 22
Holy damage: 2d6 ⇒ (6, 1) = 7
Boar style rend (if two or more unarmed strikes hit) bleed damage: 2d6 ⇒ (1, 4) = 5

Ferod Coulserk |

Begone foul creature! Return to the depths of the hell from which you came!
The azata, having moved around the devil, lays into it with her holy greatsword.
holy greatsword I1: 1d20 + 24 ⇒ (2) + 24 = 26
holy greatsword I2: 1d20 + 19 ⇒ (6) + 19 = 25
holy greatsword I3: 1d20 + 14 ⇒ (11) + 14 = 25
She makes a great show of where the invisible devil is for the others, though none of her attacks hit home.
Ferod simply says sorry as he flings his hand at the devil, showering it with a cloud of glitterdust. He is careful to keep Omar out of the cloud.
azata will save vs DC 20: 1d20 + 16 ⇒ (6) + 16 = 22
The devil needs to make a will save, DC 20 or be blinded.

GM Choon |

1d20 + 11 ⇒ (3) + 11 = 14
3d20 ⇒ (17, 18, 4) = 39
<51=hit: 3d100 ⇒ (64, 92, 29) = 185
The Devil screeches and wails as the dust clouds her eyes. She wipes at her face to no avail as sparkling motes of light descend on her and completely nullify her invisibility.
She flails about with her weapon, but being blinded makes Omar a much harder target, and she fails to hit the lithe archer with any of her swings.
Finish Her!

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point blank shot, deadly aim, rapid shot, clustered shots, manyshot
to hit: 1d20 + 20 ⇒ (12) + 20 = 32 damage: 2d8 + 28 ⇒ (6, 6) + 28 = 40
to hit: 1d20 + 20 ⇒ (8) + 20 = 28 damage: 1d8 + 14 ⇒ (6) + 14 = 20
to hit: 1d20 + 15 ⇒ (4) + 15 = 19 miss
to hit: 1d20 + 10 ⇒ (14) + 10 = 24 miss

Rathis Thrice-Scorned |

"Back to Hell with you!" Rathis growls.
Claw, power attack, amulet: 1d20 + 16 ⇒ (3) + 16 = 19
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (1, 3) = 4
Claw, power attack, amulet: 1d20 + 16 ⇒ (15) + 16 = 31
1d6 + 14 ⇒ (5) + 14 = 19
Holy damage: 2d6 ⇒ (2, 5) = 7
Bite, power attack, amulet: 1d20 + 15 ⇒ (16) + 15 = 31
1d8 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (3, 1) = 4
Claw, power attack, amulet: 1d20 + 11 ⇒ (2) + 11 = 13
1d6 + 14 ⇒ (1) + 14 = 15
Holy damage: 2d6 ⇒ (3, 3) = 6
Claw, power attack, amulet: 1d20 + 10 ⇒ (10) + 10 = 20
1d6 + 14 ⇒ (4) + 14 = 18
Holy damage: 2d6 ⇒ (5, 5) = 10
Bite, power attack, amulet: 1d20 + 10 ⇒ (11) + 10 = 21
1d8 + 14 ⇒ (6) + 14 = 20
Holy damage: 2d6 ⇒ (5, 6) = 11
Boar style rend (if two or more unarmed strikes hit) bleed damage: 2d6 ⇒ (2, 1) = 3

GM Choon |

As soon as you pick up the sword you realize that you are holding a tremendous artifact of great power. In addition to being a +3 Speed Longsword, you may use it to cast Bestow Curse 3/day (DC 19), and Spell Immunity 1/day (CL 17th). You are also now immune to fire and have the ability to cast repulsion 1/day (CL 17th).
However, it also knows that you're holding it and it is just now getting its bearings after being asleep for centuries.
Having explored the entirety of this floor, you proceed to exit the way you came. You emerge into the still starry night and go explore the only place you haven't explored yet, the central crypt that faces south. At first, nothing seems to be different, but the sarcophagus lid is ajar, and moving it reveals a long stair leading deep into the earth. Seeing no alternative, you descend.
These catacombs you enter are composed primarily of narrow, low-ceilinged (8 feet) corridors riddled with burial niches. Some host one or two full skeletons in tattered rags; others are packed with bones stacked in an artful, if grisly, manner—one niche may hold nothing but thigh bones, another jawbones, another an array of vertebrae. Some of the walls feature decorative brickwork, others are adorned with frescoes, and still others have bones and skulls mortared into place as though they were the most convenient and mundane building materials.
The air is stale, and all areas are lit as though by flickering torchlight, though no such illumination can be found.
You wander a bit in the tight spaces and come to a brighter chamber. Arranged in various raised niches in the ornately-bricked walls are several dozen mummified corpses, attired in clothing of bygone eras, standing in lifelike poses as though engaged in conversation.
Four oval niches in the north wall are obvious places of honor, as each holds but a single mummy bearing valuable-looking treasures. The room itself is lit brilliantly by two spheres of bright
light floating near the center of the thirty-foot-high ceiling above.
As soon as you enter, two beings appear from the light. Surrounded by a nimbus of near-blinding light, they look something like an emaciated child with clawed hands.
5d20 ⇒ (1, 20, 18, 6, 9) = 54
Party up!

Rathis Thrice-Scorned |

Rathis, also having healed himself 12 wand charges, tosses a bomb toward the two figures, hoping to take advantage of the space before the party closes to deal more death.
"More undead?" he asks, hoping someone can tell what these things are.
bomb, ranged touch: 1d20 + 13 ⇒ (9) + 13 = 22
force damage: 7d4 + 2 ⇒ (2, 1, 2, 2, 2, 3, 1) + 2 = 15
Splash damage: 9
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (8) + 1 = 9

Corso Altaire |

Are they close enough for me to move next to both of them? if so, I will, even if it means provoking; if not, I will move towards the one on my left and tell Val to take the right one.

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No reason to rush, it is a holiday and people are posting at about the rate of frozen molasses anyway. Personally I'm only waiting because I'm a buff whore and want to see what gets cast.

Ferod Coulserk |

I'm running out of buffs, having expended quite a few in the last couple of battles. I'm also assuming the Azata will have left by now, sticking around for two battles was pushing the limits of the spell.
know:planes?: 1d20 + 16 ⇒ (12) + 16 = 28 What is it?
Here, in this place, I'm going with an assumption they aren't going to offer us tea.
Ferod casts magic circle vs evil.

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Omar will engage the northern one.
rapid shot, deadly aim, many shot, clustered shot
to hit: 1d20 + 19 ⇒ (4) + 19 = 23 damage: 2d8 + 26 ⇒ (4, 3) + 26 = 33 acid: 1d6 ⇒ 2
to hit: 1d20 + 19 ⇒ (3) + 19 = 22 damage: 1d8 + 13 ⇒ (4) + 13 = 17 acid: 1d6 ⇒ 4
to hit: 1d20 + 14 ⇒ (11) + 14 = 25 damage: 1d8 + 13 ⇒ (4) + 13 = 17 acid: 1d6 ⇒ 4
to hit: 1d20 + 9 ⇒ (5) + 9 = 14 miss
Hmm, that doesn't look good.

GM Choon |

Ferod - These are Shining Children, beings of corrupted light. Their attacks are like beams of fire and their very touch corrupts the positive energy that fuel the essence of living things. Reports of permanent blindness and insanity after encounters with these creatures are common.
They are Immune to blindness, fire, and poison; Resist cold 10 and sonic 10.
Omar - Maybe it's the effect of the light on your eyes, but you are shocked to see each and every one of your shots fly harmlessly by your foes.

GM Choon |

The Children begin to scream without sound. Their telepathic speech sounds like metal being torn. Then the right one seems to explode in a nimbus of unbeliveably powerful light that threatens to burn your eyes clean out of your head.
Everyone: DC 25 fort or be permanently blind
1d20 + 19 ⇒ (19) + 19 = 38
Then the other casts defensively and a symbol in mind-bending runes appears on the floor in full view of everyone. It's strange script seems to twist reality even as it is burned into your mind.
Those who make the fort save now need to make a DC 25 will save or be driven insane and act as permanently Confused
Welcome to the encounter that nearly ended my tabletop group that ran this mod.

Ferod Coulserk |

aww, hell... some might get a +2 resistance bonus from the circle of protection:evil. I'm assuming that both spells require sight to work, thus allowing me a +2 from my mask.
fort: 1d20 + 11 ⇒ (1) + 11 = 12 oh god...
fort: 1d20 + 13 ⇒ (7) + 13 = 20 doesn't matter
My eyes, AAAAHHHH!
On his next turn, Ferod casts invisibility on himself and, with a hand on the wall, moves around the corner to the left.