
Kalev Lehola |

Not wanting to allow the gigantic lich to cast some evil and powerful spell, Kalev flies, at first a little clumsily, from the mouth of the pit to bear down on Vordakai.
He swings his mace in two hands, hoping to penetrate his foes' defenses and disrupt his plans.
Attack (Power Attack, Furious Focus, Ranger's Focus, Haste, Inspire Courage, Vital Strike): 1d20 + 19 ⇒ (14) + 19 = 33
Damage (Power Attack, Furious Focus, Ranger's Focus, Haste, Inspire Courage, Vital Strike): 2d8 + 20 ⇒ (6, 6) + 20 = 32
Editted, as I forgot Str damage

Kip Bendybrook |

RETCON: Round 10 Init 6
Kalev?! Did you disrupt the casting?!
Kip floats down and casts fly upon Malthir. Ricter you're next!
Status and Effects:
AC: 22 HP: 43 of 62
magic circle against evil expires in 50 min.
fly (Kip) expires in 8 minutes
fly (Kalev) expires in 8 minutes
fly (Malthir) expires in 8 minutes
pit at F/G,18/19 expires round 16 init 6
pit at F/G,15/16 expires round 18 init 6

Malthir Al Dagon |

Malthir does a swift action lay on hand on himself.
LOH: 4d6 + 2 ⇒ (2, 6, 6, 1) + 2 = 17 and then flies up just so he is out of the pit to get a better look at the battlefield.
I can only fly 40 so straight up is only 20 + 20 is my full movement. I will try to end up where if it is dispelled somehow I don't fall right back into the pit, meaning an edge closest to big "V" since I can move 5-10 feet away from the pit.
Current Effects:
HP: 51/76
Lay On Hands: 3/11
AC: vs Vord: 34/T:17
Others: 30/11
Effects:
Veil of positive energy
Smite
Fly

DM Alexander Kilcoyne |

Malthir- Pit is 30 foot deep so i'll move you between the first and second pit.
You can go back to my post on January 2016 to see that I treat low on D100 as miss on Displacement, 1-50 miss, 51-100 hits. Important to remain consistent over the years!
Displacement Miss Chance (Hit): 1d100 ⇒ 74
Concentration (Failure): 1d20 + 16 ⇒ (14) + 16 = 30
Kalev's swing with the mace was a heavy one and despite his clumsy flight, his heavy blow shattered flesh and bone on impact with Vordakai's shoulder. Snarling in pain and failing to maintain concentration on his spell, Vordakai turned his attention to Kalev...
Vordakai- Villain of the Varnhold Vanishing
Round 11-
Ordered Initiative-
Vordakai- 15
Fenna- 14
Casimir- 12
Ricter- 8
Kalev- 7 If fort save passed
Kip- 6
Malthir- 5
Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Displacement (Vordakai)- 50% miss chance
Prayer
Longstrider on Kalev
Smite Evil (Malthir)
Paralysis
Conjured 30 foot deep pit- F,G/18,19
Conjured 30 foot deep pit- F,G/15,16
Haste on- Kip, Fenna, Casimir, Kalev
Map-
Round 11 Map
Narrative-
His spell disrupted and chanting stopped, Vordakai's single, pulsing red eye fixed upon the imminent threat in front of him. Reaching out swiftly and simply placing a claw upon Kalev's breastplate in response to the hefty blow, the ancient being wracked Kalev's body with negative energy and the threat of paralysis, then disengaged from the melee moving towards the entrance doorway. Vordakai's spell of Displacement faded away as he moved.
Melee Touch Attack (Hit): 1d20 + 17 ⇒ (19) + 17 = 36
Damage (Vital Strike): 2d8 + 11 ⇒ (3, 1) + 11 = 15
Paralysis for Kalev, Fortitude Save DC25 negates. Everyone is up!

Kalev Lehola |

Fortitude Save: 1d20 + 11 ⇒ (11) + 11 = 22
Kalev’s body freezes at the painful touch from Vordakai, rendering him totally paralyzed. His face is captured with a defiant grin, caused by the knowledge that even this mighty foe can be felled.

Casimir |

Lying bruised and alone at the bottom of the pit, Casimir retrieves a potion from his bandolier that can help fortify his defenses against Vordakai’s paralyzing touch when he is outside Kip’s protective circle. He swallows it and call up to Malthir and the others.
Stand as one, and let the undead tyrant flee his own lair. Do not let him pick us off one by one. Once Kip and Fenna bolster you with more spells he will fall against our united strength.
Grab and drink potion of protection from evil

Kip Bendybrook |

Kip intends to cast fly on Ricter.
He has to be getting low on spells! Kip calls up, hoping what he says is actually true. His touch holds the most danger for us! Wait for me to enlarge you Malthir! Ricter!

Ricter Vorsk |

"Thank you" Ricter says as Fenna's healing energy flows through him.
HP 20/81
Ricter hefts his flail in two hands as if he was a lumberjack preparing to fell a tree. He looks to Kip:
"I'll make it count"
Delay until after Kip acts

Kip Bendybrook |

Who has the 3 scrolls of CSW?

Kip Bendybrook |

Round 11 Init 6
Kip casts again, granting his Hellknight companion the ability to fly, before snapping his left wrist, causing a wand (enlarge person) to appear in his hand. Can you lift her out of the pit? he asks looking from Ricter to Fenna. The tiny sorcerer then ascends himself to just below the lip of the pit, just behind Malthir.
Status and Effects:
AC: 22 HP: 43 of 62
magic circle against evil expires in 50 min.
fly (Kip) expires in 8 minutes
fly (Kalev) expires in 8 minutes
fly (Malthir) expires in 8 minutes
fly (Ricter) expires in 8 minutes
pit at F/G,18/19 expires round 16 init 6
pit at F/G,15/16 expires round 18 init 6

Malthir Al Dagon |

"Minor benedictions are all I have left to offer," Fenna states apologetically, before uttering a short incantation of praise to Aroden.
Cast guidance on Ricter.
Wow, you know it is an epic battle when an Oracle runs out of spells!

Kip Bendybrook |

Wow, you know it is an epic battle when an Oracle runs out of spells!
Not just an epic battle but an epic day of battles! Three Soul Eaters, A Piscodaemon, two Wyverns, an undead wizard, a huge water elemental, numerous undead cyclops and other undead soldiers, exploding ravens, etc and then Vordakai! :P

Ricter Vorsk |

As he feels the flight magic take effect, Ricter switches back to a one-handed grip on his flail and holds the other hand out to Fenna:
"Can I lift you out this pit?"
Hellknight plate 50lbs
heavy steel shield 15lbs
light flail 5lbs
Medium tent 30lbs
2 sets of manacles 4lbs
Miscillaneous 6lbs
110lbs of my 350lb heavy load limit. Given Fenna's small not medium I hope I can have her hanging beneath me from one arm and keep the flail in the other hand?
Does checking Fenna approves of the plan require me to wait until next turn to ascend? If not, I will move to F17 by taking a double move and put Fenna in E17 keep hold of Fenna because E17 forces saves to avoid falling in the pits

Fenna Thistleswade |

"Thank you," Fenna smiles, reaching out to hold on to Ricter's harshly angled armour.
... because E17 forces saves to avoid falling in the pits
Only if I end my own turn there, I believe.

Malthir Al Dagon |

Malthir flys to E17, just above Fenna and Ricter, 15' up and 10 feet over for a single move.
He then activates his Divine Bond with his Sword. To make it a +4 Longsword
Current Effects:
HP: 51/76
Lay On Hands: 3/11
AC: vs Vord: 34/T:17
Others: 30/11
Effects:
Veil of positive energy
Smite
Fly
Divine Bond +2 to my longsword

DM Alexander Kilcoyne |

Fenna is not at risk of falling into the pit funnily enough, so i'll go with your original plan of dumping her in F17. This is because of her revelation Lure of the Heavens, which is a little murky but this is my interpretation.
Casimir by my calculations Unseen Servant is still active.
1d8 + 11 ⇒ (5) + 11 = 16
Vordakai- Villain of the Varnhold Vanishing
Round 12-
Ordered Initiative-
Vordakai- 15
Fenna- 14
Casimir- 12
Kalev-
Kip- 6
Ricter- 5
Malthir- 5
Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Longstrider on Kalev
Smite Evil (Malthir)
Paralysis (Kalev)
Conjured 30 foot deep pit- F,G/18,19
Conjured 30 foot deep pit- F,G/15,16
Haste on- Kip, Fenna, Casimir, Kalev
Fly on- Kip, Kalev, Malthir, Ricter (denoted with red dot)
Map-
Round 12 Map
Narrative-
With the Guardians regrouping into something akin to a formation, Vordakai retreated to the room's entrance and just past it; creating a bottleneck between the two stone walls of the doorway. Once again placing a claw upon his own wounds, Vordakai channelled negative energy back into his corporeal form, healing a good portion of the fresh wound dealt by Kalev as he finally broke his silent concentration upon the battle at hand, near-hissing the words out in a contemptuous tirade of rage and frustration.
"Were I not drained by my long slumber, I would have slain you all with a single spell! My own weakness is a sickness almost as pestilent as your own! Know that once you inevitably fall, not even your souls will be free! I will ensure you suffer FOR ETERNITY!" Vordakai ranted, his voice rising in pitch and volume as he near-screamed the words.

Malthir Al Dagon |

Malthir whispers to the others, Kip, after you enlarge victor, can you grease the squares under Vordakai? We can move in and try to finish him if he slips.
Cas, I am coming in the pit to get you, Haste me if you can.
Malthir is going to drop his shield Free Action. fly down into the pit to reach down and get Casimir.
I should be able to fly down 40' to grab his arm from above, 20' feet of movement, and then fly 25' up, 50' movement and end in D/15, Cas in D/14 with both of us on the ground.

Casimir |

Casimir pull out his wand of haste and prepares to enhance Malthir and Richter.
Readied action. I should be able to haste them from the bottom of the pit, as soon as I have line of sight to both.
Malthir and Ricter, move so I can see you both. I will speed you up. Fenna, my unseen servant will get you anything you ask from your pack. I’ll give you more supplies in a moment.

Kip Bendybrook |

Kip's voice rises up out of the pit, Is that fear I hear in the "mighty" Vordakai's voice? Fear that after all you have done to ensure your survival, and after slumbering for an untold number of years, you will be destroyed so soon after waking! You gave up your black soul long ago. Once we defeat you, it will be you who are gone forever and forgotten!
Round 12 Init 6
Kip speaks a word of power and taps Ricter on the heel, causing him to grow substantially in size. He then rises up out of the pit and moves closer to Malthir, ready to tap him with the wand next. I doubt grease will be much of a hindrance to him. Enlarging you seems the smarter play to be honest. If you insist I contain him, the pits work better, especially now that you and Ricter are flying.
Status and Effects:
AC: 22 HP: 43 of 62
pit at F/G,18/19 expires round 16 init 6
pit at F/G,15/16 expires round 18 init 6
enlarge person (Ricter) expires round 22 init 6
fly (Kip) expires in 8 minutes
fly (Kalev) expires in 8 minutes
fly (Malthir) expires in 8 minutes
fly (Ricter) expires in 8 minutes
magic circle against evil expires in 50 min.

Ricter Vorsk |

Ricter's form grows under the effect of Kip's magic. With his hellknight armour, closed helm and inhuman size, he ironically appears to be as monsterous an evil as Vordakai.
"Forgotten by all but Pharasma" he adds at the end of Kip's taunt, in rumbling tones. He slowly hovers forward, lingering over the pit in which Casimir waits
Move to F-G/14-15 and gain 10' of altitude to make sure I don't block Malthir's move

Kip Bendybrook |

Vordakai gets to act before I go again so lets see what he does.

DM Alexander Kilcoyne |

The Guardians continued to recover from the pit spells and prepare for the next surge on Vordakai.
1d20 ⇒ 16
1d20 ⇒ 2
1d20 ⇒ 6
Vordakai- Villain of the Varnhold Vanishing
Round 13-
Ordered Initiative-
Vordakai- 15
Fenna- 14
Casimir- 12
Kalev-
Kip- 6
Ricter- 5
Malthir- 5
Active Effects-
Mirror Image (Casimir)- 1 images remain
Magic Circle against Evil (Kip, 10 feet)
Longstrider on Kalev
Smite Evil (Malthir)
Paralysis (Kalev)
Conjured 30 foot deep pit- F,G/18,19
Conjured 30 foot deep pit- F,G/15,16
Haste on- Kip, Fenna, Casimir, Kalev, Malthir, Ricter
Enlarge on- Ricter
Fly on- Kip, Kalev, Malthir, Ricter (denoted with red dot)
Fatigued- All Guardians but Fenna & Kip
Map-
Round 13 Map
Narrative-
The Guardians were finally back on one level, whether flying or on safe ground away from the pits. Whether taunted by Kips retort, taking advantage of the group finally being clumped up together or simply unwilling to continue to trade restoration of his body against the Guardian's magical preparations, the ancient one-eyed Cyclops surged forward suddenly, reversing his retreat and stepping into the pool of water. With a word of power and a outstretched claw, a rush of black and red waves of energy rushed out, stopping just short of Fenna and Kip but affecting all of the other Guardians!
I have left the drawn cone on the map for clarity.
Waves of Fatigue, a Level 5 Necromancy spell.
The larger members of the group felt the toil and toll of the long day suddenly magnified and fatigue set in as the necromantic energies sapped strength from flesh and bone. Vordakai bore a twisted grin as the fight became even more daunting for the leaders of Kardas.
All Guardians except Fenna and Kip are fatigued (no saving throw). A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Casimir |

Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
Casimir smiles through the sudden fatigue, even though he desperately wants this fight to end.
You must truly be decrepid, Vordakai. Is that all you can achieve with such a powerful spell, a bit of weariness? I look forward to a nice nap on your throne in a minute, once we’re done smashing you to bone dust he taunts the giant undead horror.
Taking a single step forward, he taps into the scant remains of his magic power to guide his aim in the final confrontation. 5-ft step forward, store wand of haste, cast true strike from trait ability.
He then adds a command for his unseen servant: Servant, take the bag of holding from my pack and give Fenna anything she requests from within.

Fenna Thistleswade |

Having been handed a small item from her pack by Casimir's invisible servant, and calling upon a minor blessing for Malthir, Fenna glances silently to her fellow Guardians before beginning to make her way around the pool.
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17 to identify Casimir's spell-like ability.
She holds her hand out towards the cyclopean mage, starting to draw upon the power of the item she grasps in her tiny fingers before casting a look of recognition back at Casimir...
Bit of a crazy/desperate thought that might make the last ditch effort I had in mind actually work... does true strike provide the bonus to attack on a dancing weapon's attack, if that is the first attack on the caster's next turn?

Casimir |

Bit of a crazy/desperate thought that might make the last ditch effort I had in mind actually work... does true strike provide the bonus to attack on a dancing weapon's attack, if that is the first attack on the caster's next turn?

Fenna Thistleswade |

Noticing the look of purpose in the Spymaster's eyes, Fenna realises that it is too late to turn back, and completes the invocation.
As she does so, the feather in her hand twists and contorts, pulling itself from her grasp as it grows to many times it's size and lashes out swiftly at the undead giant.
Move to H13 (assuming a huge whip still has a reach of 15') and activate Feather Token (whip).
Whip: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
"Retrieve a scroll of cure serious wounds," she speaks towards the floating bag.

Ricter Vorsk |

Fatigue lays heavy on him, but Ricter doesn't care for the cunning spells of his allies have finally placed him in a position to land a telling blow on his foe. He swoops round in a wide arc to open Malthir and Casimir up to flank, and moves in to strike:
With haste, fly and heavy armour I believe I can fly 70', so I can go 20' south, 20' west and 5' north and use my last 5' to descend to 5' off the ground and get into melee range. I end up in I-J/10-11.
Two-handed flail power attack -1 (fatigue) +1 (haste) +1 (guidance): 1d20 + 14 ⇒ (20) + 14 = 34
(Enlarge strength bonus and attack penalty cancel out)
damage -1 (fatigue) +1 (enlarge strength bonus): 1d10 + 18 ⇒ (5) + 18 = 23

Casimir |

Casimir’s mind sings with elation at the sight and sound of Richter’s brutal strike. Sensing more than seeing that the blow is just shy of it’s full potential, he swiftly grasps the hilt of Brightclaw and siphons enough arcane energy to magically boost Richter’s attack.
STRIKE TRUE, RICHTER!
Gallant inspiration: 2d4 ⇒ (1, 4) = 5
The magical inspiration is just barely enough to strengthen the blow, ensuring grievous injury to Vordakai.

Malthir Al Dagon |

Ricter, a weapon that deals 1d8 made large deals 2d6 damage NOT 1d10. Please correct yor damage :] every point could be critical! I thought I saw that since Malthir has fought many times enlarged with a long sword. Here is the line entry:
T:1d4 S:1d6 M:1d8 L:2d6 H:3d6

Kip Bendybrook |

Round 12 Init 6
Kip begins waving his wand around again as he begins to cast enlarge upon Malthir this time.
Status and Effects:
AC: 22 HP: 43 of 62
pit at F/G,18/19 expires round 16 init 6
pit at F/G,15/16 expires round 18 init 6
enlarge person (Ricter) expires round 22 init 6
enlarge person (Malthir) expires round 22 init 7
fly (Kip) expires in 8 minutes
fly (Kalev) expires in 8 minutes
fly (Malthir) expires in 8 minutes
fly (Ricter) expires in 8 minutes
magic circle against evil expires in 50 min.

Ricter Vorsk |

Sorry. Should have checked. Thanks for pointing out the mistake - especially since it will on average lead to more damage...
Initial damage, corrected: 2d6 + 18 ⇒ (4, 3) + 18 = 25
Critical damage, corrected: 2d6 + 18 ⇒ (4, 6) + 18 = 28

DM Alexander Kilcoyne |

Note- Enlarge Person takes a round to cast Malthir, so you won't be enlarged until the start of Kip's action next round. I let Ricter's enlarge stand rather than retcon it but won't do it again.
CRUNCH!
With a massive two-handed blow from his flail, the Hellknight shattered Vordakai's ribcage as he pierced his defences, smashing the heads of his flail right against the centre mass of the ancient being. Everyone in the room heard the bones twisting and snapping with a sickening sound as they were mangled by the force of the strike. The giant involuntarily took a step back, near-staggered by the mighty blow.
Malthir left (note, not enlarged as per above) to act.

Malthir Al Dagon |

Malthir knows he can't move to his enemy without drawing a dreaded attack with its paralysis ability so he decides to remove his fatigue and move over a few feet to attack it from where he is with a Javelin, knowing at least he can try to hurt him somewhat while the spell Kip is casting finishes and his gods wrath still applies to such weapons as a Javelin...
Swift action LOH and add Mercy to remove Fatigue, move 10' west to D/13
4d6 + 2 ⇒ (5, 2, 5, 6) + 2 = 20 Fatigue removed.
Javelin Smite Hasted: 1d20 + 8 + 5 + 1 ⇒ (20) + 8 + 5 + 1 = 34 dam 1d6 + 4 + 16 ⇒ (2) + 4 + 16 = 22
Hey...what...that actually hits and is a potential crit...lol, here is the confirm...
Javelin Smite Hasted: 1d20 + 8 + 5 + 1 ⇒ (16) + 8 + 5 + 1 = 30 dam 1d6 + 4 + 16 ⇒ (4) + 4 + 16 = 24
Maybe I should attack with Javelins more often...BTW if you are wondering why the damage is +16, that is because my first hit on him is 2 pts per level for smite and this is actually the first time I have attacked him in this entire combat if you can believe it. I was paralyzed on my first attempt at attack and didn't even get to do it.
Current Effects:
HP: 71/76
Lay On Hands: 2/11
AC: vs Vord: 35/T:18
Others: 30/11
Effects:
Veil of positive energy
Smite
Fly
Divine Bond +2 to my longsword
Hasted