
Bazsil Grimalkin |

"No," Bazsil says, "but I can try to blamphf us right passed the door. It's risky, but also might be fun."
DDoor or see if Krowe has something?

Oberon Krowe |

"We're back on the ground floor... I think we might be going the wrong direction. Perhaps we should dimension door back up, but let them think we're still down here somewhere. Maybe leave a rope trick behind for them to puzzle out."
I think we should go back up, but I'm down for whatever the group wants. And if that's a DDoor through this obstacle on the ground floor, so be it.

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You jump to the other side of the stone wall and see two hobgoblin's working out how they're going to get through. The other two are not in sight, you hear shouting from the platform above.
Will you engage the two below or head to the balcony and see what's going on there? You'll be in combat either way, just need to know how to set the scene.

Bazsil Grimalkin |

”No reason not to kill these two hobgobs. They are just going to be in the way later, or someone else’s problem….” Bazsil takes aim at the split pair.
Magic adaptive longbow.
1d20 + 19 + 2 + 1 + 1 ⇒ (8) + 19 + 2 + 1 + 1 = 31 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (2) + 9 + 2 = 13 piercing damage.
Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 + 1 ⇒ (18) + 19 + 2 + 1 + 1 = 41 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15 piercing damage.
1d20 + 14 + 2 + 1 + 1 ⇒ (3) + 14 + 2 + 1 + 1 = 21 to hit;
1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19 piercing damage.
1d20 + 9 + 2 + 1 + 1 ⇒ (6) + 9 + 2 + 1 + 1 = 19 to hit;
1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16 piercing damage.

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Hobgoblins
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 5/11
Knockout (DC 25, 1d6r): 1/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 20/30m (5m increments)
- - -
Faolan will fly right up to the two hobgoblins, ”Let’s play!”

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Bor shields himself with his faith. "Finish them quickly, maybe we can blast those on the balcony over the edge."
Shield of Faith.
HP 107/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

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Half of Bazsil's arrows hit as you surprise the munitions hobgoblins.
Baszil: 1d20 + 10 ⇒ (7) + 10 = 17
Faolan: 1d20 + 3 ⇒ (6) + 3 = 9
Bor: 1d20 + 1 ⇒ (8) + 1 = 9
Krowe: 1d20 + 7 ⇒ (9) + 7 = 16
Hobgoblins: 1d20 + 8 ⇒ (16) + 8 = 24
You hear alarms ringing from your new position, echoing through the citadel. The two hobgoblins at the bottom of the stairs throw bombs at Bazsil and Bor.
Touch Attack @ Bazsil: 1d20 + 19 ⇒ (3) + 19 = 22
Cold Damage: 7d6 + 3 ⇒ (2, 1, 6, 3, 3, 4, 6) + 3 = 28
Touch Attack @ Bazsil: 1d20 + 19 ⇒ (1) + 19 = 20
Cold Damage: 7d6 + 3 ⇒ (6, 1, 4, 1, 2, 2, 6) + 3 = 25
Touch Attack @ Bazsil: 1d20 + 14 ⇒ (14) + 14 = 28
Cold Damage: 7d6 + 3 ⇒ (2, 4, 2, 4, 1, 4, 6) + 3 = 26
Touch Attack @ Bor: 1d20 + 19 ⇒ (12) + 19 = 31
Cold Damage: 7d6 + 3 ⇒ (2, 1, 3, 2, 5, 6, 3) + 3 = 25
Touch Attack @ Bor: 1d20 + 19 ⇒ (16) + 19 = 35
Cold Damage: 7d6 + 3 ⇒ (2, 6, 6, 3, 3, 1, 1) + 3 = 25
Touch Attack @ Bor: 1d20 + 14 ⇒ (8) + 14 = 22
Cold Damage: 7d6 + 3 ⇒ (4, 6, 1, 3, 4, 6, 2) + 3 = 29
The other two round the corner from above. "They're here!"
You hear the flapping of stone wings.
Party is up!

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Bor tosses his spear at the hobgoblins as they emerge. "That's right. We are."
+3 bane holy returning shortspear: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Goblin Bane: 2d6 ⇒ (5, 2) = 7
Holy damage vs Evil: 2d6 ⇒ (6, 2) = 8
HP 107/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

Bazsil Grimalkin |

Round 1
Free/Swift:
Move:
Stnd: Shoot some gobs.
Bazsil shoots goblinoids after taking two bomb hits.
Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (11) + 19 + 2 + 1 = 33 to hit; (song, heroism, feast)
1d8 + 9 ⇒ (8) + 9 = 17 piercing damage.
Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (5) + 14 + 2 + 1 = 22 to hit; (song, heroism, feast)
1d8 + 9 ⇒ (1) + 9 = 10 piercing damage.
Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17 to hit; (song, heroism, feast)
1d8 + 9 ⇒ (1) + 9 = 10 piercing damage.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (6) + 24 = 30 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (3) + 24 = 27 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 def) +2 AC vs. gobbos.
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/4 used (MassClw*0,DefSong*1,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words: 2/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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 |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Hobgoblins
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Song
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 5/11
Knockout (DC 25, 1d6r): 1/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 20/30m (5m increments)
- - -
Next to them already, Faolan attacks one of the hobgoblins, 5’ stepping and switching to the other if he’s lucky enough to bring it down.
Shield*: 1d20 + 29 + 2 ⇒ (7) + 29 + 2 = 38 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 3) + 17 + 2 = 30 (song)
Shield*: 1d20 + 29 + 2 ⇒ (15) + 29 + 2 = 46 (song)
damage: 2d8 + 17 + 2 ⇒ (1, 4) + 17 + 2 = 24 (song)
Shield*: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 (song)
damage: 2d8 + 17 + 2 ⇒ (3, 2) + 17 + 2 = 24 (song)
Shield*: 1d20 + 24 + 2 ⇒ (3) + 24 + 2 = 29 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 7) + 17 + 2 = 34 (song)
Shield*: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 (song)
damage: 2d8 + 17 + 2 ⇒ (1, 5) + 17 + 2 = 25 (song)
Shield*: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24 (song)
damage: 2d8 + 17 + 2 ⇒ (7, 3) + 17 + 2 = 29 (song)
Shield*: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26 (song)
damage: 2d8 + 17 + 2 ⇒ (5, 6) + 17 + 2 = 30 (song)

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Bor spears a hobgoblin in the leg as it rounds the corner while Bazsil shoots an arrow into another. The cold has thrown Faolan right off his swing with only two connections.
The two engaged by the wall swing at Faolan while the newcomers focus on bombing the heck out of the rest of you.
Attack #1 @ Faolan: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Attack #2 @ Faolan: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack #3 @ Faolan: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Attack #1 @ Faolan: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Attack #2 @ Faolan: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Attack #3 @ Faolan: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Touch Attack @ Bazsil: 1d20 + 19 ⇒ (1) + 19 = 20
Cold Damage: 7d6 + 3 ⇒ (2, 6, 3, 3, 4, 6, 2) + 3 = 29
Touch Attack @ Bazsil: 1d20 + 19 ⇒ (7) + 19 = 26
Cold Damage: 7d6 + 3 ⇒ (1, 5, 2, 3, 6, 6, 3) + 3 = 29
Touch Attack @ Bazsil: 1d20 + 14 ⇒ (19) + 14 = 33
Cold Damage: 7d6 + 3 ⇒ (1, 6, 6, 1, 6, 4, 2) + 3 = 29
Touch Attack @ Bor: 1d20 + 19 ⇒ (7) + 19 = 26
Cold Damage: 7d6 + 3 ⇒ (1, 3, 5, 1, 6, 6, 2) + 3 = 27
Touch Attack @ Bor: 1d20 + 19 ⇒ (10) + 19 = 29
Cold Damage: 7d6 + 3 ⇒ (1, 2, 2, 2, 6, 3, 1) + 3 = 20
Touch Attack @ Bor: 1d20 + 14 ⇒ (13) + 14 = 27
Cold Damage: 7d6 + 3 ⇒ (4, 4, 2, 5, 6, 5, 5) + 3 = 34
Party is up!

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Hobgoblins
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Song
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 5/11
Knockout (DC 25, 1d6r): 1/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 20/30m (5m increments)
- - -
Faolan is glad to have avoided the cold front as he continues to hammer away at his pair.
Shield*: 1d20 + 29 + 2 ⇒ (18) + 29 + 2 = 49 (song)
damage: 2d8 + 17 + 2 ⇒ (5, 7) + 17 + 2 = 31 (song)
Shield*: 1d20 + 29 + 2 ⇒ (17) + 29 + 2 = 48 (song)
damage: 2d8 + 17 + 2 ⇒ (7, 6) + 17 + 2 = 32 (song)
Shield*: 1d20 + 24 + 2 ⇒ (5) + 24 + 2 = 31 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 8) + 17 + 2 = 33 (song)
Shield*: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32 (song)
damage: 2d8 + 17 + 2 ⇒ (2, 4) + 17 + 2 = 25 (song)
Shield*: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38 (song)
damage: 2d8 + 17 + 2 ⇒ (1, 8) + 17 + 2 = 28 (song)
Shield*: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 7) + 17 + 2 = 34 (song)
Shield*: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 2) + 17 + 2 = 27 (song)

Bazsil Grimalkin |

No damage thanks to Krowe’s excellent protection from cold.
Round 2
Free/Swift:
Move:
Stnd: Shoot some gobs.
Bazsil shoots goblinoids after taking two bomb hits.
Magic adaptive longbow.
1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27 to hit; (heroism, feast)
1d8 + 9 ⇒ (4) + 9 = 13 piercing damage.
Magic adaptive longbow.
1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 to hit; (heroism, feast)
1d8 + 9 ⇒ (8) + 9 = 17 piercing damage.
Magic adaptive longbow.
1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22 to hit; (heroism, feast)
1d8 + 9 ⇒ (8) + 9 = 17 piercing damage.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (3) + 24 = 27 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (10) + 24 = 34 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 def) +2 AC vs. gobbos.
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/4 used (MassClw*0,DefSong*1,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words: 2/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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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Bor whips his deadly spear back and forth among the hobgoblins. "Just die already!"
+3 bane holy returning shortspear: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Goblin Bane: 2d6 ⇒ (1, 3) = 4
Holy damage vs Evil: 2d6 ⇒ (5, 4) = 9
+3 bane holy returning shortspear: 1d20 + 17 - 5 ⇒ (4) + 17 - 5 = 16
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Goblin Bane: 2d6 ⇒ (4, 4) = 8
Holy damage vs Evil: 2d6 ⇒ (4, 3) = 7
+3 bane holy returning shortspear: 1d20 + 17 - 10 ⇒ (17) + 17 - 10 = 24
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Goblin Bane: 2d6 ⇒ (4, 2) = 6
Holy damage vs Evil: 2d6 ⇒ (1, 4) = 5
HP 107/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

Oberon Krowe |

Just realized we don’t have haste going. Sorry, I’ll fix that after a summons.
Krowe summons a new and powerful ally just suited to deal with cold throwing alchemists.
A towering, insectile monstrosity appears straight from the frozen level of hell. It looks at the alchemists and their bombs with frozen, multifaceted eyes, then hurls back a cone of cold before charging in!
Reflex save DC 20: 13d6 ⇒ (2, 2, 2, 4, 5, 2, 4, 4, 3, 4, 3, 2, 5) = 42
Ice Devil
AC 32 HP 189 DR 10/good
Next round Haste!

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Bor and Bazsil can't seem to connect their blows, the grenadiers have hardened their skin against explosions and prove tougher to damage than you would expect. Even Faolan struggles, eventually bringing one of them down.
Ref DC 20: 1d20 + 19 ⇒ (17) + 19 = 36
Ref DC 20: 1d20 + 19 ⇒ (15) + 19 = 34
The two up the stairs dodge the worst of the cold breath and fall back as the devil moves towards them. A ruby winged gargoyle steps around the corner, summoned by the lookouts when you snuck by them the first time no doubt.
Longsword @ Faolan: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
The gargoyle stands ready to attack the ice devil while the bombers throw more bombs at Krowe. Seeing the cold ones have done no damage, they switch to fire.
Touch Attack @ Krowe: 1d20 + 19 ⇒ (9) + 19 = 28
Fire Damage: 7d6 + 3 ⇒ (2, 5, 2, 1, 4, 4, 1) + 3 = 22
Touch Attack @ Krowe: 1d20 + 19 ⇒ (5) + 19 = 24
Fire Damage: 7d6 + 3 ⇒ (2, 5, 2, 2, 1, 5, 1) + 3 = 21
Party is up!

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Bor grips his spear tightly. "Focus on the bombers!" He tosses the spear at them try try and skewer them to the wall.
+3 bane holy returning shortspear: 1d20 + 17 ⇒ (2) + 17 = 19
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Goblin Bane: 2d6 ⇒ (5, 2) = 7
Holy damage vs Evil: 2d6 ⇒ (3, 4) = 7
+3 bane holy returning shortspear: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Goblin Bane: 2d6 ⇒ (6, 6) = 12
Holy damage vs Evil: 2d6 ⇒ (3, 3) = 6
+3 bane holy returning shortspear: 1d20 + 17 - 10 ⇒ (19) + 17 - 10 = 26
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Goblin Bane: 2d6 ⇒ (3, 1) = 4
Holy damage vs Evil: 2d6 ⇒ (5, 1) = 6
HP 107/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

Bazsil Grimalkin |

Round 3
Free/Swift:
Move:
Stnd: Shoot some gobs.
Bazsil shoots a bomber.
Magic adaptive longbow.
1d20 + 19 + 2 + 1 + 1 ⇒ (15) + 19 + 2 + 1 + 1 = 38 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (8) + 9 + 2 = 19 piercing damage.
Magic adaptive longbow.
haste: 1d20 + 19 + 2 + 1 + 1 ⇒ (4) + 19 + 2 + 1 + 1 = 27 to hit; (song, heroism, feast, haste)
1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15 piercing damage.
1d20 + 14 + 2 + 1 + 1 ⇒ (10) + 14 + 2 + 1 + 1 = 28 to hit;
1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16 piercing damage.
1d20 + 9 + 2 + 1 + 1 ⇒ (12) + 9 + 2 + 1 + 1 = 25 to hit;
1d8 + 9 + 2 ⇒ (6) + 9 + 2 = 17 piercing damage.
Round 5/17 Haste: +1 to many of the things. You know the deal.
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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (5) + 24 = 29 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (5) + 24 = 29 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (1) + 24 = 25 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 def) +2 AC vs. gobbos.
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/4 used (MassClw*0,DefSong*1,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words: 2/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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 |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: Hobgoblins
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Song
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 5/11
Knockout (DC 25, 1d6r): 1/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 20/30m (5m increments)
- - -
Faolan pounds on the remaining hobgoblin, ”You lot are tougher than most we’ve faced, but we’ll best you!”
Shield*: 1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41 (song)
damage: 2d8 + 17 + 2 ⇒ (8, 8) + 17 + 2 = 35 (song)
Shield*: 1d20 + 29 + 2 ⇒ (6) + 29 + 2 = 37 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 7) + 17 + 2 = 32 (song)
Shield*: 1d20 + 24 + 2 ⇒ (4) + 24 + 2 = 30 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 6) + 17 + 2 = 31 (song)
Shield*: 1d20 + 24 + 2 ⇒ (9) + 24 + 2 = 35 (song)
damage: 2d8 + 17 + 2 ⇒ (4, 6) + 17 + 2 = 29 (song)
Shield*: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 (song)
damage: 2d8 + 17 + 2 ⇒ (6, 1) + 17 + 2 = 26 (song)
Shield*: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24 (song)
damage: 2d8 + 17 + 2 ⇒ (4, 3) + 17 + 2 = 26 (song)
Shield*: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25 (song)
damage: 2d8 + 17 + 2 ⇒ (1, 1) + 17 + 2 = 21 (song)

Bazsil Grimalkin |

Ooops, I posted a wrong stat block for Bazsil. My apologies. There is no haste. Sorry about that.
Round 4
Free/Swift:
Move:
Stnd: Shoot some gobs.
Bazsil shoots a bomber.
Magic adaptive longbow.
1d20 + 19 + 2 + 1 ⇒ (5) + 19 + 2 + 1 = 27 to hit; (heroism,feast)
1d8 + 9 ⇒ (5) + 9 = 14 piercing damage.
Magic adaptive longbow.
1d20 + 14 + 2 + 1 ⇒ (15) + 14 + 2 + 1 = 32 to hit; (heroism,feast)
1d8 + 9 ⇒ (4) + 9 = 13 piercing damage.
Magic adaptive longbow.
1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 31 to hit; (heroism,feast)
1d8 + 9 ⇒ (3) + 9 = 12 piercing damage.
[ dice]1d20+22[/dice] to hit; ()
1d10 + 24 ⇒ (2) + 24 = 26 slashing damage.
[ dice]1d20+13[/dice] to hit; ( )
1d10 + 24 ⇒ (4) + 24 = 28 slashing damage.
[ dice]1d20+8[/dice] to hit; ( )
1d10 + 24 ⇒ (5) + 24 = 29 slashing damage.
Magic adaptive longbow.
[ dice]1d20+19[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 def) +2 AC vs. gobbos.
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 1/6 used (GHope*0,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 1/5 used (DDoor*0,Echo*1,FoM*0,GrInv*0)
L5: 1/4 used (MassClw*0,DefSong*1,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
[ /spoiler]
Kenning: 0/2 used
Words: 2/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 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
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /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 |

@Bazsil - Krowe is hasting this round, so if we assume a little delay, could we include it?
”Argh!!” Krowe pretends the fire hurt.
Bluff: 1d20 + 11 ⇒ (20) + 11 = 31
We all have fire resistance 30
Krowe then hastes the party along with the devil.
Meanwhile, the devil takes his due on the gargoyle. Not sure if it gets a full attack or not.
+1 frost spear Haste/Ragesong/PA: 1d20 + 22 ⇒ (1) + 22 = 23
Damage + Cold: 2d6 + 28 + 1d6 ⇒ (5, 5) + 28 + (3) = 41
If hit see Slow effect
+1 frost spear Haste/Ragesong/PA: 1d20 + 17 ⇒ (17) + 17 = 34
Damage + Cold: 2d6 + 28 + 1d6 ⇒ (6, 2) + 28 + (3) = 39
If hit see Slow effect
+1 frost spear Haste/Ragesong/PA: 1d20 + 12 ⇒ (19) + 12 = 31
Damage + Cold: 2d6 + 28 + 1d6 ⇒ (2, 6) + 28 + (5) = 41
If hit see Slow effect
Haste +1 frost spear Haste/Ragesong/PA: 1d20 + 22 ⇒ (4) + 22 = 26
Damage + Cold: 2d6 + 28 + 1d6 ⇒ (6, 2) + 28 + (5) = 41
If hit see Slow effect
Bite Haste/Ragesong/PA: 1d20 + 22 ⇒ (1) + 22 = 23
Damage + Cold: 2d6 + 16 ⇒ (5, 3) + 16 = 24
If hit see Slow effect
Tail Haste/Ragesong/PA: 1d20 + 22 ⇒ (6) + 22 = 28
Damage + Cold: 3d6 + 8 ⇒ (3, 1, 1) + 8 = 13
If hit see Slow effect
Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.

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Sorry folks, meant to get this out yesterday and life got away from me. I spent several hours figuring out these maps and where everyone would be now, then forgot to post it.
Their best weapons neutralized, the sappers are forced to use their swords, with which they are woefully untrained. The gargoyle is no match for the devil and you soon overwhelm the defenders.
You hear cries through the tower, the alarm is raised and you are on a timer. The wall behind you will slow most of the troops down and you've killed a room of powerful spellcasters already.
It'll take 3 rounds of combat to finish off the alchemists, their AC is high but once Faolan gets a flanking bonus they'll be done.
You make your way through the double doors you passed earlier. A grand, recessed dueling ring dominates this circular chamber. Skirting the ring is a five-foot path cordoned off from the ring via a flexible rope secured to several three-foot-tall posts. Six dead humans wearing shoddy equipment lie scattered around the ring. This seems to be a training room and the humans were only recently killed, no doubt as a result of the alarm being raised.
There are 3 doors recessed into one wall, a set of double doors on the opposite wall, and stairs leading up.

Bazsil Grimalkin |

Bazsil takes a moment to heal.
1d8 + 1 ⇒ (6) + 1 = 7 CLW
1d8 + 1 ⇒ (4) + 1 = 5 CLW
1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (4) + 1 = 5 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (6) + 1 = 7 CLW
-10 charges.
"Yeah, let's move on," Bazsil agrees with the plan.

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Healing Charges (CLW Wand): 10d8 + 10 ⇒ (5, 5, 7, 1, 6, 8, 5, 6, 1, 3) + 10 = 57
Bor uses the wand as well and doesn't waste much time since they are in a hurry.
Status:
HP 164/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

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You move across the room and quickly up the stairs. Jet-black spines of crystal jut down from the vaulted ceiling of this massive chamber, massive bolts of blue, green, and purple lightning arcing between them. Ancient runes and diagrams trace across the room’s floor and walls, with secondary additions made in glistening silver.

Oberon Krowe |

"Let's refresh that spell Faolan."
Stoneskin on Faolan.
Krowe then turns to examine the room, casting detect magic first, then trying to decipher the runes and diagrams.
Rolling a couple skill checks if relevant.
Knowledge Arcana: 1d20 + 28 ⇒ (3) + 28 = 31
Knowledge Planes: 1d20 + 20 ⇒ (5) + 20 = 25
Knowledge Religion: 1d20 + 14 ⇒ (19) + 14 = 33
Spellcraft: 1d20 + 26 ⇒ (7) + 26 = 33

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Bor quickly reaches out. "Gather hands. I'll make us a bit more resistant to that Electricity."
Communal Resist (Electricity) 30 points for 40 minutes each
HP 164/182
AC 34 (38 w/ SoF; +4 vs Goblinoids; DR/2- Goblinoid)
Spells Used:
(1st) Shield of Faith x2
(2nd)
(3rd)
(4th)Communal Resist Electricity
(5th)
(6th) Phantasal Killer
(7th)
(8th) Mass Invisibility
(9th)
Vision of Madness 9/10
Aura of Madness 17/17
Sudden Shift 10/10
Master's Illusion 17/17
Griffon Wondrous Figurine 2/2 week
CPE 3/3 (8d6)

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Krowe detects magic on the room and immediately goes permanently colorblind. No, really. He is able to determine the nature of the room and how to deal with it. This is a battery for the transposition engine Zanathura turned the Citadel into.
The only way to discharge the massive amount of magical energy collected here is for a living creature to physically mar one of the metallic diagrams etched into the floor or walls, using her body as a conduit. Creatures bound by magic—such as summoned creatures, eidolons, and phantoms—and nonliving creatures (such as constructs and undead) can’t be used as a conduit to discharge the gathered energy. Only a living, breathing creature can break this arcane circuit. Once the circuit is broken, the discharging energy strikes all creatures in the room.
He is further able to determine that when discharged everyone in the room will suffer acid, cold, electricity, and fire damage.

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We'll say you did.
You rush out of the room as Faolan prepares himself. All of the hair on his body stands on end as he approaches the arcane battery. Once you are clear, he strikes on of the etchings with his shield, breaking the flow of power. It unleashes in a strike like none you've felt before, washing over you in one powerful wave.
Acid: 2d6 ⇒ (3, 2) = 5
Cold: 2d6 ⇒ (1, 4) = 5
Electricity: 2d6 ⇒ (5, 3) = 8
Fire: 2d6 ⇒ (6, 4) = 10
DC 16 Reflex for half.
You hum disappears as the energy dissipates. The question remains, at least 3 beings where in the training room when you began your assault. They weren't up here, so where did they go?

Bazsil Grimalkin |

1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 Reflex Lol.
2+0+4+5=11 damage 23 damage.
Bazsil was clearly dreaming when the charge was off and was completely unprepared for the expected blast. He will look around while healing up.
1d8 + 1 ⇒ (5) + 1 = 6 CLW
1d8 + 1 ⇒ (2) + 1 = 3 CLW
1d8 + 1 ⇒ (8) + 1 = 9 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW
”Aren’t we missing some bad guys?”
1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37 Perception
He will also look at the arcane battery and try to figure out how to really, seriously disable it so that it can’t easily be recharged or fixed.
1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 Know (Arcane)

Faolan Baran |

Fort +18, Reflex +18, Will +17
Front Row
Opponent: None
Equipped: Shield
- - -
Conditions: Freedom of Movement, Fly, Resist Energy Cold (30), Protection from Electricity (116/120hp), Stoneskin (150/150hp)
Shield Melee: Attack: BAB 17/12/7/2, Str +7, Focus +2, Magic +5, (flurry -2) Damage: Str +7, Bash +1, Magic +5, Specialization +4 (crit: 20)
Shield Ranged: Attack: BAB 17/12/7/2, Dex +2, Focus +2, Magic +5 (flurry -2) Range: 20’, -1 per increment
Shield DR: magic, cold iron, silver, alignment, adamantine
Silver Blanch, Cold Iron Arrows: 12/12; Ghost Salt, Cold Iron Arrows 8/8
Improved Iron Will (re-roll will save): 0/1
Martial Flexibility (1x immediate, 3x swift): 5/11
Knockout (DC 25, 1d6r): 1/3
Shield Bearer (free, adjacent ally +2 AC (trait)): 1/1
Ironfang Survivor (free, roll twice vs goblinoid (intimidate, sense motive, stealth)): 1/1
Champion Defense (Fort save DC damage dealt to take half damage >0): 1/1
Shield (daylight: 1/1, 60m, 60’r) (determination: 1/1, 5d8+10 >0)
Cap (re-roll failed mind-affecting effect): 1/1
Gem of Seeing (true seeing): 20/30m (5m increments)
- - -
I think it's only me. Everyone else cleared out just in case...
Reflex: 1d20 + 18 ⇒ (18) + 18 = 36 vs DC 16
7hp damage and 4hp off the protection from electricity. I think I'll survive.
Faolan takes a hit off the wand.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Faolan Baran |

The first door we come across. If we have a choice, the first single door, if we still have a choice, the one on the left. :)
Faolan isn't worried. If we have to turn this off again, he's willing to take the risk.