
| baldwin the merciful | 
 
	
 
                
                
              
            
            Map Update for those in the Room Only
Gerard when you enter the room you see the following which Daniel is already aware of.
This garret chamber is paneled in fine mahogany wainscot. The ceiling is painted black and decorated in twinkling patterns by tiny shards of crystal glued to its surface. A circular trapdoor has been painted bone white in the ceiling of the central room. Archways open off this room onto an elegant bedchamber to the west and a well-appointed study to the east.
More importantly to the east where the study is located there is a large hand floating off the ground. The hand begins to open and flex it's fingers when you enter the area Gerard. Since you don't have spellcraft you really don't know what this thing is other than a large hand. You obviously know it is some sort of magic.
Daniel you realize that this thing is now moving.
This hand doesn't seem to be fooled by your concealment.

| baldwin the merciful | 
 
	
 
                
                
              
            
            I forgot to mention there is a aura of doom that you walked into it's a Will Save DC 20.
Aura of Doom:
You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. 

| Andrea1 | 
 
	
 
                
                
              
            
            perhaps Orsin can sing a little dubstep for us.
Assuming Daniel can inform Andrea of the wizard's status
Andrea's mind races and a trickle of sweat drops down her forehead. Reaching up to taste it, Andrea thinks and then starts chanting.
[ooc] 5' step to q,5/6 and cast Summon Monster 5 for SM: 1d3 ⇒ 3
Salt Mephits Appearing in T-5,U-5 and one hovering over Daniel.
Daniel! Direct the Mephits to where the wizard is detected!
The Mephits will then fly up far enough to use their glitterdust ability, using the 10' spread to cover the area where he points and the surrounding areas.

| Daniel Arrisen | 
 
	
 
                
                
              
            
            He points at the spot his Detect Evil is pinging.
 There! Near the ceiling! 
 This will happen next round when Andrea's summons appear. 

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 1: summary
Initiative order
Euphemia - cast false life on self....14 HP
Sandor - greater invis took effect again and took flight
Daniel - misses with bow and detects evil
Gerard - sneaks into the room the large hand notices him, he is shaken by aura of doom
Orsin - moves up to Q5 and inspires courage +2
Andrea - begins to cast a spell.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 2:
Initiative order
Euphemia - 
Sandor - 
Daniel -
Gerard
Orsin
Andrea
RD 2 Map for those in the room
the large blob/ooze is on the map is actually the large hand. I didn't have a token for a hand. it is hovering off the ground and appears to be blocking the access.

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            And the results of my earlier spellcraft check?
Euphemia forces her way inside and grimaces at the enormous monstrosity.
In spite of, or perhaps owing to this, she throws up a bunch of wasps in its direction.Assuming there is nothing stopping her.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Euphemia you can get to be behind Gerard in your movement (U,5).
The results of your earlier spellcraft roll now that you are in the room,
You see a large hoving hand in the east room. you recognize this a a stronger version of the interposing hand...one known as a forceful hand. It is assigned to one enemy at a time and can bull rush that person, the wizard controlling it can shift his targets by using his move action. You suspect that since it did not attack Daniel initially but did move once Gerard entered the room, that the wizard has selected Gerard as his most feared opponent.You also know that it is impossible to fool and that it positions itself between the spellcaster and its target. It can be destroyed by attacks, dispelled or disintegrated. At least that is what you know about this spell.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Euphemia:
This garret chamber is paneled in fine mahogany wainscot. The ceiling is painted black and decorated in twinkling patterns by tiny shards of crystal glued to its surface. A circular trapdoor has been painted bone white in the ceiling of the central room. Archways open off this room onto an elegant bedchamber to the west and a well-appointed study to the east. You do not see the wizard but Gerard and Daniel are both facing towards the east room.
You also sense it is going to get exceptionally ugly in a few short moments. There was nothing to stop you from taking your vomit action.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Euphemia the vomit swarm spell puts the wasps in an adjacent hex and they attack all other creatures in the area.. That's a bit problematic in that Gerard and Daniel are in the hexes in front of you and between you and the wizard. I'm sure your intent is not to have those creatures attack your comrades. As a compromise I'll let you spew the wasp out behind you and even bypass your comrades - which is not in the rules - but that type of control will be next round.

| baldwin the merciful | 
 
	
 
                
                
              
            
            RD 2: Sandor
The cloaked wizard reappears hovering roughly 20 off the ground he lets out a frosty cone of cone bursts forward in cone shape, aiming downward.
hover, DC 15: 1d20 + 12 + 6 ⇒ (19) + 12 + 6 = 37
Cone of cold, DC 21 reflex save for half damage: 12d6 ⇒ (5, 3, 3, 4, 4, 6, 1, 5, 1, 1, 2, 2) = 37
The 60 foot cone is outlined in pink on the map, it hits everyone but Andrea.

| baldwin the merciful | 
 
	
 
                
                
              
            
            Could she vomit them straight/diagonally up/vertically, since they are a flying swarm? Do they need to be ground level?
I thought about that and she can but regardless they attack the nearest creature which is you and Daniel that why i was providing her some ability to control them as a compromise. I'm fine with letting them attack the two of you per RAW.

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Finally with the Wizard in sight , Daniel attacks. 
Swift action, Deadly Aim, Smite, Inspired: 1d20 + 12 + 4 - 3 + 2 ⇒ (10) + 12 + 4 - 3 + 2 = 25
Damage: 1d8 + 1 + 3 + 10 + 6 + 2 ⇒ (8) + 1 + 3 + 10 + 6 + 2 = 30
Swift action, Deadly Aim, Smite, Inspired: 1d20 + 7 + 4 - 3 + 2 ⇒ (19) + 7 + 4 - 3 + 2 = 29
Damage: 1d8 + 1 + 3 + 10 + 6 + 2 ⇒ (1) + 1 + 3 + 10 + 6 + 2 = 23
You will fall
Save: 1d20 + 10 ⇒ (5) + 10 = 15
 53 damage to him, 37 for me 

| Gerard Nisroc | 
 
	
 
                
                
              
            
            Phem, you alright?
Furious that Euphemia could have been harmed, Gerard whirls drawing and releasing two daggers at the wizard.
Catch, biatch...
atk, mw dagger +1, wf, pbs, aff, courage, range: 1d20 + 13 + 1 + 1 + 1 + 2 - 4 ⇒ (17) + 13 + 1 + 1 + 1 + 2 - 4 = 31 
dmg, mw dagger +1, pbs, aff, courage, black smear DC15 fort: 1d4 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5
atk, mw dagger +1, wf, pbs, aff, courage, range: 1d20 + 8 + 1 + 1 + 1 + 2 - 4 ⇒ (9) + 8 + 1 + 1 + 1 + 2 - 4 = 18 
dmg, mw dagger +1, pbs, aff, courage, cockatrice spit DC12 fort: 1d4 + 1 + 1 + 2 ⇒ (2) + 1 + 1 + 2 = 6

| Andrea1 | 
 
	
 
                
                
              
            
            My next action depends on what Orsin is doing since I would be moving, but I believe my summoned creatures can act.
Three small winged beings pop into existence over people's heads.Salt Mephits <-Link at Daniel's shouted instructions, they turn their beady eyes towards the floating mage and blow raspberries at him, sending a rain of glittering motes falling down on his head.
Glitterdust It says CL 6 so I am not sure of the DC. DC 12 or 14? DC=10+spell level+stat? They then zip forwards surround him 40 foot move, will take AoO On ends up in T,9. one in U,10 and the other in V,9 will start AoOing when/if he starts casting.

| Daniel Arrisen | 
 
	
 
                
                
              
            
             Since there are 3 mephits, all 3 could cast GLITTERDUST on him at once on their turn which requires he make  3 saves vs blindness 

| Euphemia di Nereis | 
 
	
 
                
                
              
            
            Euphemia R save: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Frank:1d20 + 6 + 2 - 2 ⇒ (7) + 6 + 2 - 2 = 13 Ouch.
Euphemia: 32/60 hp
Frank:-7/30 hp. I need to check to make sure he isn't dead. Euphemia doesn't reply to Gerard so much as shiver and whimper for fear of Frank's well-being. The rogue may be able to feel the practically solid Franksicle in the with's bodice.

| baldwin the merciful | 
 
	
 
                
                
              
            
            My next action depends on what Orsin is doing since I would be moving, but I believe my summoned creatures can act.
Three small winged beings pop into existence over people's heads.Salt Mephits <-Link at Daniel's shouted instructions, they turn their beady eyes towards the floating mage and blow raspberries at him, sending a rain of glittering motes falling down on his head.
Glitterdust It says CL 6 so I am not sure of the DC. DC 12 or 14? DC=10+spell level+stat? They then zip forwards surround him 40 foot move, will take AoO On ends up in T,9. one in U,10 and the other in V,9 will start AoOing when/if he starts casting.
Andrea it is DC = 10 + spell level (2) + stat mod +2 = 14
Your creatures never appear and your spell fizzles out.

| Orsino 'Orsin' Bessatte | 
 
	
 
                
                
              
            
            Reflex: 1d20 + 2 + 9 ⇒ (2) + 2 + 9 = 13
Immediate action, saving finale, ends performance.
Reflex: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Ugh, so much for that.
Orsin uses a move action to resume IC and his standard action to attempt to dispel the hand with a scroll.
Dispel Magic!: 1d20 + 5 ⇒ (4) + 5 = 9
Ugh, why do I bother? Lol.

| Andrea1 | 
 
	
 
                
                
              
            
            HP 76/76
Current Saves: F12R5W115 (F14R7W17 vs. Evil)
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +11/+6
Spells in Effect: Magic Circle against Evil on Orsin (+2 AC/Saves vs. Evil,Prevents mental influences, 85 minutes),Aura of Doom(95 Minutes,20' radius,Enemies entering must DC 19 Will save or Become shaken, -2 attack/save/skill/ability rolls),Spider Climb (25 minutes),Resist Fire-Communal(20 pts) 16 minutes,Protection from Lightning(100 pts) 20 minutes
Channels 5/6
Very well.
Andrea moves to T-5 and clenches her hand at the floating wizard.Break.
Boneshatter DC 20 Fort Save for half damage. If save is failed, target becomes exhausted -6 Str/Dex cannot run or charge and moves at half speed. If save is made target takes half damage and is only fatigued. -2 St/Dex cannout run or charge
Bonshatter: 10d6 ⇒ (5, 6, 5, 4, 4, 6, 1, 6, 5, 4) = 46

| Daniel Arrisen | 
 
	
 
                
                
              
            
            Daniel sees the injuries to his friends but is also aware he harmed the wizard.
How many more can you take wizard? You cannot stop us all before you fall!
 
	
 
     
    