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Bor steps in and shares his madness with the pair, trying his best not to hurt them.
Aura of Madness. 30 foot aura DC 22 Will save vs Confusion
Status:
HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 10/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Oberon Krowe |

”Lets try to spare Kharazhar.”
Stepping back, Krowe grabs his spellbook and flips to a bookmark. Channeling some arcane power, he alters the energy of a spell in his mind.
Arcane point to swap resist energy communal to chain of perdition.

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1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 6 ⇒ (10) + 6 = 16
1d100 ⇒ 91
1d100 ⇒ 5
The naga fires force missiles at Faolan while Kharazhar pummels him.
Magic Missile @ Faolan: 4d4 + 4 ⇒ (3, 1, 1, 2) + 4 = 11
Kharazhar @ Faolan: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 1d4 + 8 ⇒ (3) + 8 = 11
Kharazhar @ Faolan: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d4 + 8 ⇒ (3) + 8 = 11
Party is up, Round 2.

Faolan Baran |

Round: 2
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Good Hope, Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 4/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Faolan hesitates, waiting a moment for any further buffs. His allies are so helpful, he doesn’t want to leave anything on the table. Eventually though, he acts, and continues to bash at the naga, ignoring the other creature (though he keeps his shield high against its attacks).
Shield*: 1d20 + 21 + 4 ⇒ (6) + 21 + 4 = 31 (hope, song) damage: 2d6 + 12 + 4 ⇒ (4, 5) + 12 + 4 = 25 (hope, song)
Shield*: 1d20 + 21 + 4 ⇒ (2) + 21 + 4 = 27 (hope, song) damage: 2d6 + 12 + 4 ⇒ (5, 4) + 12 + 4 = 25 (hope, song)
Shield*: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 (hope, song) damage: 2d6 + 12 + 4 ⇒ (2, 2) + 12 + 4 = 20 (hope, song)
Shield*: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 (hope, song) damage: 2d6 + 12 + 4 ⇒ (3, 4) + 12 + 4 = 23 (hope, song)
Shield*: 1d20 + 11 + 4 ⇒ (3) + 11 + 4 = 18 (hope, song) damage: 2d6 + 12 + 4 ⇒ (3, 2) + 12 + 4 = 21 (hope, song)
* Targets hit by my shield take -2 to their AC until the end of my next turn.

Bazsil Grimalkin |
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Round 2
Free/Swift:
Move: Move to attack.
Stnd: Attack
Bazsil hears Krowe's words and moves to attack not-Kharazhar.
1d20 + 17 + 2 + 2 ⇒ (3) + 17 + 2 + 2 = 24 to hit; (good hope, song)
1d10 + 19 + 2 ⇒ (6) + 19 + 2 = 27 slashing damage.
”Tried to find the dwarf city,
Made the wrong turn at Otyughquerque,
Attacked by snakes with no pity,
We tried to be nice, you see?”
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

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Faolan bashes the naga and Bazsil chops into his corpse, standing victoriously over him. The large creature, Kharazhar, seems to snap out of a fugue state, throwing arms into the air and backing up. Sylyeese moves to her and they embrace. She turns to you.
"Thank you for sparing us. It is rare to see mercy in this place."

Oberon Krowe |

Krowe snaps his book closed, ready to bend physics over a couch!
”Oh..” He says, seeing the fight already over. ”Well, hmm.”
”Soo, how about you explain that.” He gestures to the dead naga. ”And then, if you can, maybe tell us where we are and help us get to where we want to go?”

Bazsil Grimalkin |

Bazsil resists plunging his blade into the dead again, mostly out of irritation, but doesn’t want to overtly offend the remaining naga while she’s being cooperative.
”Thank you for not throwing yourself on our blades, but as I mentioned earlier, we’re just trying to find safe passage to the dwarf city,” he repeats, cleaning off his blade and checking the corpse for rights of victory, aka loot.

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Sylyeese grimaces but says nothing as you pillage her dead brother. "Well, that's easy. Keep walking that way and you'll find a passage up past the lava and into the city. That's where the gugs went so you'll probably see them. You should know there's some strange creature in the cave just before the lava tubes. It killed a few of Kharazhar's friends. It's a ball of liquid with rocks and metal floating around it, and it can make tentacles. I didn't mess with it and I don't know what it is."
She has motioned towards the tunnel behind her, the only other way out of this cavern. If you leave peacefully, Kharazhar approaches you with a box that has clearly been ripped off the side of a beetle and offers it to you.

Faolan Baran |

Faolan, impressed by the quick combat, and lack of opponents, listens as the smart folk chat.
In the end, he smiles, and takes the box from Kharazhar. Opening it after they leave he says, "That one was rather nice I thought."

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"a ball of liquid with rocks and metal floating around it? That sound like one of Krowe's elementals to you" Bor asks, unsure how to deal with such a creature. "Is there a side tunnel that goes around them?" He asks.

Oberon Krowe |

Krowe ponders. "It could be an elemental, but I would need to see it to be sure. Considering there is lava, let's prepare for some heat."
Reopening his spellbook, Krowe gives a little sigh, then focuses his energy to change the magic patterns in his mind, removing the spell he just placed there and manifesting a new one.
Arcane point for quick study to swap chain of perdition to resist energy communal. Before we head into the next room I'll cast it to give us all resistance to fire 30.
Closing the book and stowing it away, he looks at the box.
"I might be able to get this open with some time..."
Detect magic for magical traps, then if possible Take 20 to check it for mundane traps = Perception 37. If it's just a case of picking the lock, then I'll give that a go with my tools, again taking 20 if possible = Disable Device 38. If I need to roll, use the following...
Any aid another, bardic encouragement, or guidance would be great.
Perception: 1d20 + 17 ⇒ (10) + 17 = 27
Disable Device: 1d20 + 18 ⇒ (8) + 18 = 26

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As Krowe protects the group from the heat of lava Bor reaches out and strengthens the spell just a little further with a prayer.
Cast Communal Protection from Energy (Fire) 110 points each.
HP 120/120
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Communal Pro from Energy; Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 10/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Bazsil Grimalkin |

1d20 + 17 ⇒ (8) + 17 = 25 Perception on box
* * *
”Y’all want to approach invisibly? We can do that…” Bazsil will offer Invisibility Sphere and Good Hope when the party gets closer. He will have his bow out and have a song on his lips. Also Heroism on himself and Faolan.

Faolan Baran |

If Krowe can't get it open, he'll smash it open, though he expects the man will succeed and violence won't be necessary. Once the box is open, he'll wonder about the 'goop'. Is it living, or just sludge?
Faolan thanks his friends for the many and powerful protections. He turns to Bazsil, ”Sure, we can go invisibly. Might surprise who-ever’s there!”
He’ll stay close, knowing that the sphere is limited in size. But he leads, shield held high, ready for battle.

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You wait as Krowe fiddles with the lock, eventually popping it open to find the contents. It occurs to you that you've now met a trox, and before the pair move away you hand over the ownership papers you stole from the other lockbox you cracked open.
Preparing yourself against fire and lava, you move to the next room. It is a larger cavern and much warmer than the last. Rough-hewn stone forms the walls of this extended cave complex, while the floor consists of broken bits of rock. Insectile body parts litter the area. Smaller nooks, eight to ten feet deep, are dug into the walls, reaching almost to the ceiling.
In the center of the cavern floats the promised blob. Four tentacles stick out of a churning nucleus of multicolored fluid. Plates of rock and metal orbit the floating mass. The mass seems to sense your presence somehow and begins floating towards you.
This is a khardajeen, ancient monstrosities of a forgotten age. This is not their true name but instead a mishmash of Dwarven combining the phrases 'scourge of the deep' and 'oh #$%# run!'.

Bazsil Grimalkin |

1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 Know (dungeoneering)
"Ah, s##%...Krowe? Is that one of them khardajeen? You know?" Bazsil whispers, hoping Krowe can hear.
DRs? I think that's the only question, unless Special Attacks are also known.

Faolan Baran |

Round: 1
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Resist Fire (30), Protection from Fire (110), Heroism, Flexibility (1/10r, dodge)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Assuming he learns about the darkvision being a problem with this fight, Faolan will step away from the invisibility, and light up his shield so it shines like a torch! He’ll swiftly grant himself the Dodge feat, then he’ll move into position - looking forward to the fight.

Bazsil Grimalkin |

"What's a khardajeen?" Bor draws his shield, depending entirely on his faith alone.
Bazsil hopes Krowe knows more, and waits to speak more than he already has.

Oberon Krowe |

Dungeoneering: 1d20 + 12 ⇒ (3) + 12 = 15
”Uhh..” Krowe’s mouth hangs open a moment. ”I got nothing. I suggest we hit it hard, and if it hits back harder we skip out and reassess.”
Krowe then summons a couple salamanders to keep it busy while Faolan tests its mettle.
"Sezzash ammun'ka!"
1 Arcane reserve for summon monster VI
Number of salamanders: 1d3 ⇒ 2
Going to assume it can’t be grappled, so skipping grab/constrict checks.
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (4) + 11 = 15
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (1) = 21
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (13) + 11 = 24
Damage + fire: 1d8 + 16 + 1d6 ⇒ (6) + 16 + (1) = 23
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (14) + 6 = 20
Damage + fire: 2d6 + 5 + 1d6 ⇒ (4, 5) + 5 + (2) = 16
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (13) + 11 = 24
Damage + fire: 1d8 + 16 + 1d6 ⇒ (6) + 16 + (4) = 26
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (6) + 11 = 17
Damage + fire: 1d8 + 16 + 1d6 ⇒ (3) + 16 + (6) = 25
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (12) + 6 = 18
Damage + fire: 2d6 + 5 + 1d6 ⇒ (1, 5) + 5 + (5) = 16
AC 18 HP 92

Bazsil Grimalkin |

As Krowe begins casting, Bazsil starts a song.
”What the hell is that?
Must be some sort of cat?
I can’t tell if it has a spleen,
Oh hells, it’s a khardajeen!”
It’s an aberration and so there are some special benefits to the song, peeps.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging

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The khardajeen ignores the salamanders as they completely fail to hurt it. All missed. It turns one tentacle towards Faolan and shoots a ray of acid at him. The other three lash out at the salamanders.
Does not provoke with ray attacks.
Touch Ray @ Faolan: 1d20 + 25 ⇒ (4) + 25 = 29
Acid Damage: 6d6 ⇒ (1, 3, 1, 1, 4, 4) = 14
Tentacle @ Salamander: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Tentacle @ Salamander: 1d20 + 19 ⇒ (18) + 19 = 37
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Tentacle @ Salamander: 1d20 + 19 ⇒ (6) + 19 = 25
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
The khardajeen is completely silent as it attacks, other than the sounds of tentacles slapping salamanders silly.
Party is up.

Bazsil Grimalkin |

Round 1
Free/Swift:
Move:
Stnd: Full arrow attack.
Still singing, Bazsil launches a flurry of arrows before others get in the way.
Magic adaptive longbow.
1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 to hit;
1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11 piercing damage.
1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 to hit;
1d8 + 7 + 2 ⇒ (8) + 7 + 2 = 17 piercing damage.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (2) + 19 = 21 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (6) + 19 = 25 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Faolan Baran |

Round: 1
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Resist Fire (30), Protection from Fire (110), Heroism, Flexibility (1/10r, dodge), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits)
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
”Acid?!” Faolan shouts as his skin bubbles, ”No one said anything about acid!”
He shrugs, and attacks back! (If he has to move to close, he does so, and if he still gets one attack, make it at a +2 to hit.)
Shield*: 1d20 + 21 + 4 ⇒ (11) + 21 + 4 = 36 (hero, song) damage: 2d6 + 12 + 2 ⇒ (5, 5) + 12 + 2 = 24 (song)
Shield*: 1d20 + 21 + 4 ⇒ (16) + 21 + 4 = 41 (hero, song) damage: 2d6 + 12 + 2 ⇒ (5, 1) + 12 + 2 = 20 (song)
Shield*: 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29 (hero, song) damage: 2d6 + 12 + 2 ⇒ (6, 3) + 12 + 2 = 23 (song)
Shield*: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36 (hero, song) damage: 2d6 + 12 + 2 ⇒ (3, 2) + 12 + 2 = 19 (song)
Shield*: 1d20 + 11 + 4 ⇒ (1) + 11 + 4 = 16 (hero, song) damage: 2d6 + 12 + 2 ⇒ (5, 4) + 12 + 2 = 23 (song)
* Targets hit by my shield take -2 to their AC until the end of my next turn.

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Bor shakes a bit, "Do we try to save it from those Salamanders?" Bor quickly puts a bit more magical resistance into his own body.
Resist Acid 30
HP 120/120 (Prot Fire 110 points; Resist Fire 30; Resist Acid 30)
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x3
(2nd) Resist Energy (Acid)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Communal Pro from Energy; Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 10/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Oberon Krowe |

”The salamanders are on our side, Bor.” Krowe says, stepping to the side, trying to give the creature a shot at him without exposing himself to a melee charge. He hopes his ring is up to the task of protecting him.
Unsure what magics might affect the thing, he casts a haste spell to give his allies an edge.
Meanwhile, the salamanders fight on..
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (8) + 11 = 19
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (1) = 21
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (9) + 11 = 20
Damage + fire: 1d8 + 16 + 1d6 ⇒ (2) + 16 + (2) = 20
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (5) + 6 = 11
Damage + fire: 2d6 + 5 + 1d6 ⇒ (5, 3) + 5 + (6) = 19
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (19) + 11 = 30
Damage + fire: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (3) = 20
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (6) + 11 = 17
Damage + fire: 1d8 + 16 + 1d6 ⇒ (7) + 16 + (1) = 24
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (5) + 6 = 11
Damage + fire: 2d6 + 5 + 1d6 ⇒ (5, 1) + 5 + (6) = 17
Note: not sure if this thing can bypass it, but salamanders have DR10/magic
Salamander #1 AC 18 HP 64/92
Salamander #1 AC 18 HP 92
Haste is up everyone!

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By RAW it cannot overcome DR/Magic with the tentacles.
The salamanders once again fail to injure the khardajeen, even with Faolan's distraction. The creature focuses on Faolan, silently turning its attention to him. The red crystal on the end of a tentacle turns topaz as a ray of acid and a ray of electricity lance out. The other two tentacles slap at him.
Acid Ranged Touch @ Faolan: 1d20 + 24 ⇒ (7) + 24 = 31
Acid Damage: 6d6 ⇒ (5, 3, 3, 1, 5, 2) = 19
Electricity Ranged Touch @Faolan: 1d20 + 24 ⇒ (20) + 24 = 44
Electricity Damage: 6d6 ⇒ (3, 4, 1, 2, 3, 5) = 18
Tentacle 1 @Faolan: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Tentacle 2 @Faolan: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
EDIT: Crit Confirm
Electricity Ranged Touch Crit Confirm@Faolan: 1d20 + 24 ⇒ (11) + 24 = 35
Additional Electricity Damage: 6d6 ⇒ (2, 4, 5, 3, 2, 5) = 21
Party is up Round 2 as the khardajeen battles on. It does seem to have taken damage from Faolans shield, but nothing else has hurt it. There is another exit from the chamber and you can see the glow of fire from that direction, the creature is not blocking the path and you could flee, should you decide.

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Bor notices the exit and runs for it. "Let's get out of here! Let the fight."
Double Move
HP 120/120 (Prot Fire 110 points; Resist Fire 30; Resist Acid 30)
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x3
(2nd) Resist Energy (Acid)
(3rd)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Communal Pro from Energy; Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 10/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Faolan Baran |

Round: 2
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Resist Fire (30), Protection from Fire (110), Heroism, Flexibility (1/10r, dodge), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Faolan isn’t willing to turn tail, not this time. Not again!
…or at least not so soon. He stays, thankful for the haste, and continues to bash the creature.
Shield*: 1d20 + 21 + 5 ⇒ (18) + 21 + 5 = 44 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (3, 5) + 12 + 2 = 22 (song)
Shield*: 1d20 + 21 + 5 ⇒ (3) + 21 + 5 = 29 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (2, 3) + 12 + 2 = 19 (song)
Shield*: 1d20 + 16 + 5 ⇒ (5) + 16 + 5 = 26 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (1, 2) + 12 + 2 = 17 (song)
Shield*: 1d20 + 16 + 5 ⇒ (9) + 16 + 5 = 30 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (3, 5) + 12 + 2 = 22 (song)
Shield*: 1d20 + 11 + 5 ⇒ (11) + 11 + 5 = 27 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (6, 3) + 12 + 2 = 23 (song)
Hasted Shield*: 1d20 + 21 + 5 ⇒ (4) + 21 + 5 = 30 (hero, song, haste) damage: 2d6 + 12 + 2 ⇒ (2, 3) + 12 + 2 = 19 (song)
”Heal me! I got this!” Faolan cries out at the end of his rapid attacks. He's confident that while Desna didn't favor him, all the support he's received, and his own skill bashing with the shield, will result in a few hits.
* Targets hit by my shield take -2 to their AC until the end of my next turn.

Bazsil Grimalkin |

Round 3
Free/Swift: Drop bow.
Move: Double move.
Stnd:
Still singing, Bazsil drops his bow and draws his sword as he double moves to give Faolan flank.
It's not all I can do. But it will help. I hope.
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (7) + 19 = 26 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (10) + 19 = 29 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Oberon Krowe |

Seeing that the salamanders are near useless, and that even Faolan is having trouble smashing the creature, Krowe commands his minions to surround and assist while he concentrates and unleashes an empowered barrage of magic Missiles.
Empowered magic missiles: 5d4 + 5 ⇒ (3, 4, 1, 4, 3) + 5 = 20 +50%
The salamanders obey, moving to flank and aid Faolan.
Flanking bonuses + aid another
Aid: 1d20 + 13 ⇒ (5) + 13 = 18 +2 to AC vs next attack
Aid: 1d20 + 13 ⇒ (14) + 13 = 27 +2 to AC vs next attack
Salamander #1 AC 18 HP 64/92
Salamander #1 AC 18 HP 92

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The khardajeen ripples as the magic missiles impact on its body. It continues to focus on Faolan and ignores the rest of you. For now. Bor pauses in flight, the air of the tunnel before him noticeably hotter than the passages behind you.
Acid Ranged Touch @ Faolan: 1d20 + 24 ⇒ (11) + 24 = 35
Acid Damage: 6d6 ⇒ (5, 4, 3, 2, 3, 1) = 18
Electricity Ranged Touch @Faolan: 1d20 + 24 ⇒ (8) + 24 = 32
Electricity Damage: 6d6 ⇒ (4, 1, 6, 4, 4, 4) = 23
Tentacle 1 @Faolan: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Tentacle 2 @Faolan: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Round 3 Party!

Faolan Baran |

Round: 3
Fort +12, Reflex +12, Will +11
Front Row
Opponent: None
- - -
Conditions: Resist Fire (30), Protection from Fire (110), Heroism, Flexibility (1/10r, dodge), Song (+4 Str/Con, +3 Will, +1 AC (dodge), +1 AC (insight vs outsiders & aberrations), skill limits), Haste
Equipped: Shield
Shield Melee: Attack: BAB 12/7/2, Str +6, Focus +2, Magic +3, (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield Ranged: Attack: BAB 12/7/2, Dex +2, Focus +2, Magic +3 (flurry -2) Damage: Str +6, Bash +1, Magic +3, Specialization +2 (crit: 20)
Shield DR: magic, cold iron, silver
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Martial Flexibility (1x immediate, 3x swift): 3/7
Knockout (DC 22, 1d6r): 1/2
Shield Bearer (free, adjacent ally +2 AC (trait)): 0/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth): 1/1
Jingasa (negate crit or sneak): 1/1
Shield (daylight): 1/1
Haha! Faolan has a hit point left!
Faolan may be a fool, but he’s not an immortal fool, so he withdraws behind the front lines for some healing.
(Withdraw, so all I do is move... and gnash my teeth!)

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Bor skids to a halt as he doesn't see anyone else following him. He turns at the sound of Faolan receiving a massive beatdown. "Faolan, wat are you doing!" He runs back and tries to heal the man's injuries.
Swap Bestow Curse for CSW
Cure Serious Wounds: 3d8 + 11 ⇒ (7, 1, 7) + 11 = 26
HP 120/120 (Prot Fire 110 points; Resist Fire 30; Resist Acid 30)
AC 26 (29 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x3
(2nd) Resist Energy (Acid)
(3rd) Bestow Curse (CSW)
(4th) Debilitating Portent (CCW); Comunal Prot from Energy (CCW); Communal Pro from Energy; Blessing of Fervor
(5th)
(6th)
Vision of Madness 9/10
Aura of Madness 10/11
Sudden Shift 10/10
Master's Illusion 10/11
Griffon Wondrous Figurine 0/2 week
CPE 2/2 (4d6)

Oberon Krowe |

"Everyone gather on Faolan!" Krowe shouts as he dashes to merc. Once everyone is within reach he calls upon his magic to whisk them a distance away.
Dimension door about 300 feet back the way we came.
The poor salamanders stab and stab, though their attacks seem hopeless.
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (11) + 11 = 22
Damage + fire: 1d8 + 16 + 1d6 ⇒ (4) + 16 + (5) = 25
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (18) + 11 = 29
Damage + fire: 1d8 + 16 + 1d6 ⇒ (1) + 16 + (3) = 20
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (6) + 6 = 12
Damage + fire: 2d6 + 5 + 1d6 ⇒ (4, 2) + 5 + (3) = 14
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (10) + 11 = 21
Damage + fire: 1d8 + 16 + 1d6 ⇒ (8) + 16 + (3) = 27
Spear -PA/Bard Rage: 1d20 + 11 ⇒ (2) + 11 = 13
Damage + fire: 1d8 + 16 + 1d6 ⇒ (8) + 16 + (2) = 26
Tail -PA/Bard Rage: 1d20 + 6 ⇒ (2) + 6 = 8
Damage + fire: 2d6 + 5 + 1d6 ⇒ (5, 2) + 5 + (2) = 14

Bazsil Grimalkin |

Round 3
Free/Swift:
Move:
Stnd: Withdraw.
Stopping singing, Bazsil withdraws to circle back with Krowe. He’s not happy about it.
”Seems like we’re running away an awful lot lately. Maybe we shouldn’t do that.”
[ dice]1d20+17[/dice] to hit; ()
1d10 + 19 ⇒ (4) + 19 = 23 slashing damage.
[ dice]1d20+9[/dice] to hit; ( )
1d10 + 19 ⇒ (3) + 19 = 22 slashing damage.
Magic adaptive longbow.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+7[/dice] piercing damage.
HP: 110/110 - 40
DR 1/—
AC: 24 (8 armor, 3 dex, 1 nat, 2 def) +2 AC vs. gobbos. = 24/26 vs. gobs. +1 haste
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*1, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 0/5 used (GHope*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/3 used (DDoor*0,Echo*0,FoM*0,GrInv*1)
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Kenning: 0/2 used
Words: 0/28 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 0/3 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]

Bazsil Grimalkin |

Bazsil thinks they should hustle on, having embarrassed themselves for the second battle in a row.
"Let's get gone. That was ridiculous. We had all the warnings."