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Channel Positive: 2d6 + 4 ⇒ (4, 4) + 4 = 12
DC 16 Will: 1d20 + 6 ⇒ (10) + 6 = 16
DC16 Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Kulga adds her morningstar blow to Brayne's both landing solid shots. Purpuurup suddenly erupts with a wave of positive energy meant to harm the undead. I've never done that before, she says shocked by her own suddenly enhanced abilities. Although the undead monster seems to resist some of the energy.
Garduk lays down a greasy coating on the ground and down goes the Ngoga.
The blood from eye whole seems to repair some of the broken bones; as the monstrosity attempts to return to its feet. Opening it to Brayne and Kulga's morningstars.
Round 2
Map
Ngoga Skeleton 33 dmg
Kulga
Purpurrup
Garduk
Brayne 8 dmg
Kulga and Brayne AOOs are up.

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Not so tall now!
Morningstar (including prone): 1d20 + 8 + 2 - 2 + 4 + 1 ⇒ (12) + 8 + 2 - 2 + 4 + 1 = 25
Cold Iron Bludgeoning: 1d8 + 4 + 2 + 1 + 4 ⇒ (6) + 4 + 2 + 1 + 4 = 17

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As Garduk cast the grease and causes the giant to fall, Brayne yells in cheer! "Good one!"
Brayne shrugs as the creature attempts to stand on it's feet, and continues to pummel at the creature with whatever might he has.
Two handed; Morningstar +1, PA: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 131d8 + 1 + 4 + 3 ⇒ (4) + 1 + 4 + 3 = 12
I did not include any prone modifiers in my roll.

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Two morningstars rain down on the rising cyclopean undead and just as quickly it drops again. The bones crumble.
Combat over
Purpurrup will heal up Brayne.
Wand of CLW: 3d8 + 3 ⇒ (2, 1, 7) + 3 = 13
What next?

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If your undead-waking prayers are done, lets keep going. There're demon-things afoot.
Back to the axe

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Brayne knocks another one into the skeleton just to be sure. "Well then, I think we should continue down. Ladies first?" He turns to Kulga.
On the walk through he thanks Purpurrup for the healing.
Ready to continue.

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Garduk shakes his head at the inert pile of shattered bones, then pokes around, looking for anything of historical interest in either of the alcoves.
Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Once the quick search is completed...
"Hrmm. I agree. Time to head down and see what all the fuss is about."
When they get to the stairs going down to the other doorway, he taps himself again with the wand of shield, and loads another cold iron bolt into his crossbow.

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Garduk pokes around and hits a small box buried in one of the alcoves. It wooden and may have been ornate at one time but has mostly rotted away. Inside is three thimble-sized clay containers, 3 vials, and a blown-glass vial has a chain for attaching it to the handle of a weapon. They all detect as magical.
Three doses of War paint of the Terrible Visage
This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making his appearance momentarily disturbing and hideous. The wearer chooses one creature who can see his painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.
Three elixirs of hiding
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).
Blood Reservoir of Physical Prowess
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.
The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.
The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn.
The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.
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Moving on down the stairs you reach a long, wide hall which is littered with thousands of smashed and broken relics, idols, icons, and statuary of all kinds. An enormous door, slightly ajar, sits at the end of the hall.
The Sight of the Cyclops reveals a parade of cyclopes passing through the hallway carrying armfuls of religious tokens, casting them to the ground and stomping them into rubble with open joy and howls of laughter. Akmon’s voice is barely able to hold back his tears. “The greatest blasphemy of them all,” he says. “Every shred of evidence of the old faith—ruined beyond repair. Only by clearing away this wreckage respectfully can the sun and moon be appeased.”

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If I can take 10 on the Spellcraft checks, that's 20 for each. If not:
On the containers: Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
On the vials: Spellcraft: 1d20 + 10 ⇒ (18) + 10 = 28
On the blown-glass vial: Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Looks like Garduk identifies the items either way. He quickly explains their uses to Kulga, Brayne, and Purpurrup.
He tells Kulga and Purpurrp, "Akmon says that clearing the mess off the stairs - respectfully - is the only way the sun and moon can be appeased. It looks like it will take a long time, and with that door open at the bottom I think we might be taken by surprise partway through."
Rummaging through one of his scroll boxes, Garduk addresses Akmon. "Given the danger that awaits at the bottom of the stairs, it may not be wise to spend time cleaning before we fight the rest of the halflings and the fiend. We could clean up the stairs once we are finished, but if it would be better to begin now, perhaps I could conjure some assistance to clean while we continue down to the lower level of the temple?"
The arcanist finally finds the scroll he was searching for, and pulls it out of the box: Unseen Servant.

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Brayne nods at Garduk "You speak wise words Garduk, perhaps we should use the element of surprise to our advantage?" He says pointing at the elixirs.

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Kulga nods at Brayne's suggestion, hoping the ghost cyclops will agree to allow Garduk's spell to begin the work.
While she awaits the spirit's reply, she helps tighten straps and muffle metal parts on her companions' gear.
Don't forget, Kulga gives you both a +4 to stealth checks as well as halving any armor check penalties

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Sweet! Out of curiousity, what ability is that? I'm not familiar with it.
Brayne nods, and readies to drink an elixir in preparation. But before doing so, he touches everyone with a bit of guidance that he draws upon the mysterious powers of the dark tapestry.
Stealth, Guidance, Elixir, Kulga bonus: 1d20 + 6 + 1 + 10 + 4 ⇒ (19) + 6 + 1 + 10 + 4 = 40
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Brayne blends into the darkness as if he became one with it.

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Spymaster - the Sovereign Court capstone from season 8
Kulga too is swallowed up by the shadows as she plunges comfortably into them.
Stealth: 1d20 + 8 + 1 + 10 ⇒ (18) + 8 + 1 + 10 = 37
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

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Akmon replies As you wish, purge the evil in your time if you can.
Yes the clearing is not just on the stairs but the whole room.
So what's the plan, sneak to the open door through the room and catch whoever is inside by surprise? Describe what you are doing and any instructions for Purpurrup.

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That sounds about right, sneak first and catch whoever out is by surprise. Return to clean up mess after.
"Purpurrup, perhaps it's best you stay out of harms way, and wait here. Should we need help, we shall shout for you, does that sound alright with you?"

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Okay sounds good! Purpuurup replies.
Will wait for Garduk to post his rolls, before proceeding.

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Sounds good!
Garduk nods at the voice only he and Brayne can hear. He drinks the remaining elixir of hiding and prepares to follow Kulga and Brayne down the stairs. He pulls his box of combat scrolls of of his pack, checks to make sure his wands are in his wrist sheaths or securely tucked into his belt, then sets the backpack down near the top of the stairs.
"Purpurrup, can I leave my pack with you? I'll never be as stealthy as the others, but the extra weight doesn't help."
Stealth, elixir, Spymaster: 1d20 + 2 + 10 + 4 ⇒ (7) + 2 + 10 + 4 = 23
Perception: 1d20 + 1 ⇒ (6) + 1 = 7

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HH1: 1d20 + 8 ⇒ (17) + 8 = 25
HH2: 1d20 + 8 ⇒ (6) + 8 = 14
HH3: 1d20 + 8 ⇒ (5) + 8 = 13
SHH1: 1d20 + 11 ⇒ (10) + 11 = 21
SHH2: 1d20 + 11 ⇒ (5) + 11 = 16
SHH3: 1d20 + 11 ⇒ (13) + 11 = 24
Brayne: 1d20 + 1 ⇒ (20) + 1 = 21
Garduk: 1d20 + 1 ⇒ (2) + 1 = 3
Kulga: 1d20 + 9 ⇒ (3) + 9 = 12
Brayne: 1d20 - 2 + 2 ⇒ (8) - 2 + 2 = 8
Garduk: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Kulga: 1d20 + 2 ⇒ (15) + 2 = 17
Purp: 1d20 ⇒ 16
HH: 1d20 + 2 ⇒ (3) + 2 = 5
As you begin to sneak through the room, keeping to the areas that are easier to traverse, Brayne becomes aware of two halfling hiding among the broken relics. The one in the far corner (blue) spots on of you and begins reaching for his belt, the other doesn't seem to see you.
Surprise Round
Map
Garduk
Kulga
Purpurrup
Brayne
Halfling
Brayne may act in the surprise round

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Brayne decides to think fast, and runs straight for the closest Halfling of all, swinging and striking as hard as he can with the Morningstar.
Two handed; Morningstar +1, PA, Charge: 1d20 + 7 - 1 + 2 ⇒ (17) + 7 - 1 + 2 = 251d8 + 1 + 4 + 3 ⇒ (3) + 1 + 4 + 3 = 11
Charge!

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@Brayne -- my apologizes I didn't post that off the path is difficult terrain. So you wouldn't be able to charge. If you want you can move up and use that good roll on your next turn. Since you are not charging you can do it and stay in stealth, give me another stealth with a -5 if moving at full speed. OR feel free to retcon.
Brayne suddenly moves into the broken relics. Only Brayne sees that the halfling in the back corner guzzles a potion.
At this point Brayne has seen the two halflings, and the blue halfling has seen someone (Garduk). Everyone else is unaware of the others.
Round 1
Map
Garduk
Kulga
Purpurrup
Brayne
Halfling
Pathfinders are up..if you aren't aware of foes yet give me a perception, to spot the enemies. Let me know if you have any questions.

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I will make the stealth roll to move up close and personal. And will expend the attack during round 1. -2 to attack for no charge.
Brayne approaches the Halfling in the quietness and attempts to bring him down with one strong knock!
Stealth: 1d20 + 20 - 5 ⇒ (17) + 20 - 5 = 32

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Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Sight of the Cyclops only gives a bonus to initiative, not to avoid being surprised, correct?
I’ll wait to post my action until I know what Garduk sees (or doesn’t see).

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Garduk looks around but sees nothing. Suddenly, Brayne rains the morningstar down and smacking something, that lets out a squeal. While Garduk still doesn't see it he knows there must be a foes about.

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Garduk realizes that they have walked into an ambush. He looks around frantically, but cannot see where the attack will come from. Not sure what else to do, he holds his crossbow tightly and goes on total defense.
+4 dodge bonus to AC for one round.

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Perception: 1d20 + 9 ⇒ (3) + 9 = 12 Pthbbt
Kulga lies in wait, preparing for enemies to reveal themselves.
Delay

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Purp Perc: 1d20 + 4 ⇒ (14) + 4 = 18
HH3 Perc: 1d20 + 8 ⇒ (12) + 8 = 20
HH Blue composite longbow v. Garduk: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 ⇒ 5
HH Red claw 1 v. Brayne: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d3 + 1 ⇒ (1) + 1 = 2
HH Red claw 2 v. Brayne: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d3 + 1 ⇒ (2) + 1 = 3
HH Yellow composite longbow v. Brayne: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 ⇒ 5
Misfortune: 1d20 + 7 ⇒ (3) + 7 = 10
Garduk goes into total defense, while Kulga stays vigilant. Purpurrup hearing the sounds of combat steps up to the entrance, but doesn't spot any of the foes and hesitates.
A headhunter suddenly appears at the back of the room and fires a bow at Garduk, the arrow pierces the half-orc.
While, the headhunter halfling near Brayne appears with claws flying, landing two blows on the noble.
From the front corner another arrow whizzes toward Brayne, but just as it looks like it might score a deadly blow, Brayne moves his head slightly and it misses him instead.
Round 2
Map
Garduk 5 dmg
Kulga
Purpurrup
Brayne 5 dmg
Halflings
Pathfinders are up, all the halflings are now visible, Kulga still has stealth to all, only blue as actually spotted Garduk.

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"Gahhh!" Brayne, visible enraged, lets out a blood curling scream. But he continues his retaliation, surprisingly, in his normal form.
Two handed; Morningstar +1, PA: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 221d8 + 1 + 4 + 3 ⇒ (2) + 1 + 4 + 3 = 10
Bite: 1d20 + 6 - 5 - 1 ⇒ (7) + 6 - 5 - 1 = 71d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Noted on the misfortune use! Whee! No misfortune for goodies this round as I've lost my swift action. Full Attack with Morningstar and bite.
The Halfling has taken damage from my previous attack right?

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Kulga bursts from concealment, swinging her axe in a wicked arc for the archer.
Waraxe @ Yellow: 1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 14 C'mon Flat-footed!
Slashing: 1d10 + 5 + 2 + 4 + 1d6 + 1 ⇒ (4) + 5 + 2 + 4 + (2) + 1 = 18

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Garduk fires his crossbow at the halfling who shot him.
Crossbow: 1d20 + 3 ⇒ (3) + 3 = 61d8 ⇒ 4
Bah.

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Spiritual Weapon v. Blue: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 1 ⇒ (7) + 1 = 8
Yellow Claw 1 v. Kulga: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d3 + 1 ⇒ (3) + 1 = 4
Yellow Claw 2 v. Kulga: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d3 + 1 ⇒ (2) + 1 = 3
Red Claw 1 v. Brayne: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Red Claw 2 v. Brayne: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Garduk fires and misses with his crossbow; as Kulga emerges from hiding and bashes one of the halflings. Purpurrup summons a spiritual scimitar and attacks the headhunter furthest away (blue), connecting with holy energy. Brayne morningstar connects for the second time, another solid blow.
One halfling approaches Garduk dropping his bow. The one in the corner claws at Kulga, hitting with one nasty claw. While the last one claws at Brayne, lightly scratching with both attacks. The both nimbly shift over, even among the broken items.
Round 2
Map
Garduk 5 dmg
Kulga 3 dmg
Purpurrup
Brayne 5 dmg
Halfling
Red 21 dmg
Yellow 18 dmg
Blue 8 dmg
Pathfinders are up

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Should my dmg be at -7? Going to make an assumption I can 5ft, If I can't just remove my bite attack!
"Why.. don't.. you.. die!" Brayne feels frustrated and continues attempting to pin down the murderous Halfling covered in red blood. Brayne nearly enters into a rage like state, and his blow is tremendously strong.
Two handed; Morningstar +1, PA: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 261d8 + 1 + 4 + 3 ⇒ (6) + 1 + 4 + 3 = 14
Bite,PA: 1d20 + 6 - 5 - 1 ⇒ (18) + 6 - 5 - 1 = 181d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Crit?: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 161d8 + 1 + 4 + 3 ⇒ (2) + 1 + 4 + 3 = 10

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Kulga looks affronted at the blood trickling down her cheek and viciously slams the culprit against the wall before continuing her wrath with her axe.
Khazukan Kazakit-ha!
Kulga will start against yellow, and will 5' to go after blue if appropriate
Shield Slam @ Yellow: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24 [ooc]If this hits CMD they're knocked prone
Magic Piercing: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Waraxe w/ Power Attack: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14 +1 if still against yellow
Slashing: 1d10 + 4 + 2 + 4 ⇒ (8) + 4 + 2 + 4 = 18 +1 if still against yellow

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@Brayne - I forgot to apply you DR on the 1st round so your at -5. Also, unable to 5' step in this difficult terrain. They have nimble moves so they are able to.
Spiritual Weapon w/ flank v. Blue: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
damage: 1d8 + 1 ⇒ (8) + 1 = 9
sling: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Kulga shield crashes into the headhunter, sending him to the ground. She follows up with a killing axe blow, before shifting toward the other nearby halfling.
Purpurrup moves and attacks with her spiritual weapon, which delivers another effective blow. She also looses a sling bullet in the halfling's direction that is not nearly as effective.
Brayne moves forward in pursuit and bashes in the headhunter's head with the morningstar's blow, dropping it dead.
Red 35 dmg
Yellow 44 dmg - dead
Blue 17 dmg
Garduk is up

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Garduk snarls at the advancing halfling, and retreats a step back from him (five foot step along the path). He pulls a scroll out of the box, reads it off quickly, and - with a smirk at the halfling - taps Kulga on the arm. She instantly disappears from sight.
"Come and get me, Tiny."
He cast Vanish on Kulga - duration is only one round because it's from a scroll, so make it count!

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I think you're protection from evil would be worn off at this point?
Blue Claw 1 v. Garduk: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d3 + 3 ⇒ (2) + 3 = 5
Blue Claw 2 v. Garduk: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d3 + 3 ⇒ (2) + 3 = 5
Garduk makes Kulga disappear! The headhunter barely notices barreling forward with his claws at Garduk, hitting with one claw.
Round 3
Map
Garduk 10 dmg
Kulga 3 dmg
Purpurrup
Brayne 5 dmg
Halfling
Red 35 dmg
Yellow 44 dmg - dead
Blue 17 dmg
Pathfinders are up

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Re PvE, that's correct. I think Shield should still be up.
The claws rake across the half-orc's belly, and in a moment his shirt is stained with blood. Pulse pounding in his head, he growls low and draws his club. For a moment, it looks as though he is going to attack, but then he thinks better of it, and holds up the club in a guarding position.
Come on, Kulga! Take this rabid dog down!
Posting Garduk's action now while I have a moment and for flavor, but I assume Kulga's one round of attacks while invisible (sneak attack!) gets resolved before Garduk's action. If the halfling survives her attack and whatever Brayne does, I have updated Garduk's AC above.

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So easily distracted. No true challenge for a warrior-born!
Kulga takes advantage of Garduk's spellwork and launches a devastating attack at the last of the halflings.
Waraxe (Invisible, Flanking, Bull's Strength): 1d20 + 7 + 2 + 2 + 2 - 2 ⇒ (20) + 7 + 2 + 2 + 2 - 2 = 31
Slashing: 1d10 + 4 + 2 + 1 + 1d6 ⇒ (7) + 4 + 2 + 1 + (1) = 15
Shield Bash (Flanking, Bull's Strength, Studied): 1d20 + 7 + 2 + 2 - 2 + 1 ⇒ (9) + 7 + 2 + 2 - 2 + 1 = 19
Piercing: 1d6 + 2 + 1 + 1 + 1d6 ⇒ (2) + 2 + 1 + 1 + (1) = 7
Confirm?: 1d20 + 7 + 2 + 2 + 2 - 2 ⇒ (5) + 7 + 2 + 2 + 2 - 2 = 16 c'mon flat-footed!
Extra Damage: 2d10 + 8 + 4 + 2 ⇒ (7, 1) + 8 + 4 + 2 = 22

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Brayne charges like a mad man eager to assist in taking the last one down. Along the way, his eyes darkens, and misfortune falls upon the poor soul. "Arghhh! I'm coming!"
Misfortune on Kulga's confirm crit! Woo hoo.
Confirm?: 1d20 + 7 + 2 + 2 + 2 - 2 ⇒ (19) + 7 + 2 + 2 + 2 - 2 = 302d10 + 8 + 4 + 2 ⇒ (6, 1) + 8 + 4 + 2 = 21
And in case it's needed, my charge rolls.
Two handed; Morningstar +1, PA, Charge: 1d20 + 7 - 1 + 2 ⇒ (11) + 7 - 1 + 2 = 191d8 + 1 + 4 + 3 ⇒ (7) + 1 + 4 + 3 = 15

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Kulga's axe removes the halfling's head from it's shoulders!
Combat over
Status: Garduk 10 dmg, Kulga 3 dmg, Brayne 5 dmg
What would you like to do?

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Heal up and search the rubble?
Garduk takes one two of the healing potions liberated from the halflings in the first room, then takes a quick look around among the rubble, and checks the bodies of the halflings who ambushed them here.
Potion of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Potion of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

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Kulga drinks a potion as well, focusing her own search near the door.
Potion: 1d8 + 1 ⇒ (3) + 1 = 4
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

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The halflings have gear similar to the one from the first room; 2 potions of bull’s strength, 9 potions of cure light wounds, 3 potions of cure moderate wounds, 3 thunderstones, each also has with mwk studded leather, mwk composite longbow with 20ish arrows, and those bloodstone
amulet worth, and 11 gp.
Searching the room is another story, a casual search doesn't find anything. But there is so much rubble you could spend a hour or more going through it, and probably makes the most sense in conjunction with the clean up that Akimon suggested.

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Brayne gulps two of the potions newly acquired from the looting. "Well, I don't think they'll be needing this anymore." He says to himself, casually chuckling away.
potion of CLW: 2d8 + 2 ⇒ (1, 4) + 2 = 7
"Purrpurup, where are your friends?! Are you sure they are here?" Braybe questions curiously, after their search of the yields nothing so far. He looks at the rubble, completely disheartened.

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Garduk runs upstairs and quickly brings down his pack, concealing it amid the debris. He scoops up two of the weaker healing potions to replace the two he drank, then moves up close to the double doors, behind Kulga (leaving room for the barbarian to join her at the front). He renews his Shield spell with his wand before returning it to his wrist sheath, then checks to be sure has the scroll with Protection from Evil scribed twice close at hand. He nods his readiness to Kulga and Brayne.
"Purpurrup, is there any chance your goddess granted you a spell of blessing today? If she did, now might be a good time to use it."

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Let's move on. We'll get to the rubble once the demons are put to bed.

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SHH1: 1d20 + 11 ⇒ (4) + 11 = 15
SHH2: 1d20 + 11 ⇒ (3) + 11 = 14
SHH3: 1d20 + 11 ⇒ (14) + 11 = 25
Brayne Perc: 1d20 + 1 ⇒ (4) + 1 = 5
Garduk Perc: 1d20 + 1 ⇒ (6) + 1 = 7
Kulga Perc: 1d20 + 9 ⇒ (9) + 9 = 18
Purp Perc: 1d20 + 4 ⇒ (11) + 4 = 15
Init
Purp: 1d20 + 6 ⇒ (15) + 6 = 21
Brayne: 1d20 - 2 + 2 ⇒ (9) - 2 + 2 = 9
Garduk: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Kulga: 1d20 + 2 ⇒ (11) + 2 = 13
Karan: 1d20 + 4 ⇒ (14) + 4 = 18
HH: 1d20 + 2 ⇒ (3) + 2 = 5
Bow v. Kulga: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 ⇒ 2
Purpurrup replies, All those within the city except for me are dead now. If we are lucky others from my tribe will return to aid us soon. But likely not in time to face what's behind that door.
As you queue at the door Purpurrup cast Shield of Faith on Kulga and then Bless for the party.
Kulga pushes the doors open to find, the room terminates in a wall of stone and iron, seemingly newer than the rest of the complex, decorated in glowing runes and symbols. Most of the symbols toward the bottom of the wall have been defaced, chiseled away and smeared with blood and less savory substances. Wooden totems, seemingly more recent, are torn apart and piled as if to make a crude bunker. The wall of the room seems to be bulging slightly into the room, as if something massive is pushing from the other side.
A tiny muscular humanoid with a crown of horns and golden scales clings to the wall 15 feet in the air. Kulga immediately sees two Halfling headhunters trying to hide behind the downed totems. But misses a third who fires an arrow at her, that manages to find a gap in her armor.
Purpuurup quickly casts guidance on Brayne and calls out Two more of the halflings are hiding! Having also seen them.
The tiny gold creature utters some words and a vivid cone of clashing colors springs forth from its hand.
Brayne and Kulga DC15 Will save or blinded and stunned
Squares containing destroyed totems require two squares of movement to enter, though a creature standing in a square containing a destroyed totem has higher ground when attacking creatures in a square that does not have a destroyed totem; when standing adjacent to a destroyed totem, creatures gain cover from attacks made from the opposite side of the totem.
The tiny gold creature is a Tripurasura, an evil outsider with the asura subtype.
Round 1
Map
Purpuurup
Karan
Kulga 2 dmg
Garduk
Brayne
Headhunters
Pathfinder are up

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Knowledge (Planes): 1d20 + 10 ⇒ (6) + 10 = 16
Garduk shouts, "Use your cold iron!"
Then he sighs, because he had planned a surprise for his friends with the next creature he called, but seeing the outsider hanging from the wall, he knows there is only one ally he can count on to combat it effectively. Garduk calls on her once again, summoning her to appear directly in front of the little monster.

Celeste the Celestial Eagle |

Celeste appears in the air before the golden creature. A small rodent drops bloody and lifeless to the floor as she opens her beak and shrieks at Karan, activating her smite against the evil thing.
Left talon: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Right talon: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Bite: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Right talon, crit confirm: 1d20 + 3 ⇒ (12) + 3 = 151d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

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Will: 1d20 + 7 ⇒ (20) + 7 = 27
Pah! No true warrior is defeated by such tricks!
Laying her axe by the door, Kulga snatches up her morningstar as she advances into the room, hauling herself atop one of the totems to smash her bludgeon into the startled halfling.
Morningstar: 1d20 + 8 + 2 + 1 + 1 - 2 ⇒ (6) + 8 + 2 + 1 + 1 - 2 = 16 [ooc]C'mon flat-footed!
Cold Iron B/P: 1d8 + 4 + 2 + 1 + 1d6 ⇒ (8) + 4 + 2 + 1 + (1) = 16

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Wanted to post earlier but had a case of food poisoning, would it be ok to assume Brayne drunk that potion of bull's strength prior to entry?
Will: 1d20 + 4 ⇒ (16) + 4 = 20
Brayne flinches momentarily, and blinks really hard . "What was that?!" he mutters, but immediately realises the situation. Attempting to even the odds, he screams a blood curling command to the Halfling in blue as his eyes turn a pitch black, "Go!" Before he joins alongside Kulga in arms.
Command the Halfling to flee, DC15 Will, and then take a move action to threaten that same Halfling. Hoping to get that AoO!