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Also, just wanted to point out for the Game Day, I will be reporting this on the last day, even if we are not fully done. We can "unofficially" complete it after, but regardless, it will make it for the Game Day.

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Will (fear) DC 14: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Eldon drops his rapier to the floor and starts running in a random direction driven by his childhood tales of nightmare elven horrors.
1d6 ⇒ 5

//Oloch\\ |
The remove fear description says that I may select up to two other creatures not more than 40 ft from me, and not more than 30 ft from each other to suppress all fear effects and add +4 bonus to further saves vs fear for 10 min. May I extend this to Eldon, or must it be chosen when I cast the spell?
Oloch Calls out to Vash "Accept this help, my friend!" as he begins to cast a spell. He calls upon Gorumn to aid him and his allies against this evil elven mage.
A little deceiving, but not really! And I promise that I will reach the fight eventually.. I am casting Silence. Oloch must cast this spell for an entire round, during which it can be disrupted. If he completes the spell, just before his next turn, he can pick any object, creature, or point in space within 680 ft. (though creatures and attended objects receive a Will save, so unattended objects and allies are his best bet for a mobile silence) to radiate a 20-foot radius of silence for 7 rounds. Sound cannot originate from or pass through that area, which thwarts all spells with verbal components.

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I'll allow it, but, with that roll, even a +4 isn't going to help. Now, if anyone has a Reroll, I'd allow that, too.
ROUND 2
Clair (), Miaka () Vash () & Milly ()
------------------------------------------------------------
Dark Queen (+7, +1 Att)
------------------------------------------------------------
Eldon (Panicked -> R5), Nercess (Shaken), & Oloch (Silence)

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Will Vash: 1d20 + 3 ⇒ (13) + 3 = 16
Will Milly: 1d20 + 4 ⇒ (5) + 4 = 9
Posting now for next round
EDIT!!
I missed that Oloch, Yes I want it.
Vash urges Milly back towards Oloch, casting lead blades on himself as he goes.

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In case you allow rerolls in PbP, I have a PC folio! I can send a photo tonight with Eldon's sheet if you wish so.
Thanks a lot Oloch!
Rerroll+Olochs remove fear+GM stars DC 14: 1d20 + 4 + 4 + 2 ⇒ (15) + 4 + 4 + 2 = 25 + extra +2 from elf if this is an enchantment effect
Aided by Oloch, Eldon overcomes his fear!
He casts a vanish spell and disappears moving forward closer to the queen.
What is the red line? Another fear aura?

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In case you allow rerolls in PbP, I have a PC folio! I can send a photo tonight with Eldon's sheet if you wish so.
Thanks a lot Oloch!
I'll allow it, but, with that roll, even a +4 isn't going to help. Now, if anyone has a Reroll, I'd allow that, too.
Yep, no issue with Rerolls. No need for the picture. We basically have to use the honor system here.
What is the red line? Another fear aura?
OOC, yes, but it's one she needs to activate as an Action, and has not yet.
Oloch and Nercess both begin calling on their patron's aid, but for different reasons. Oloch's takes a moment, but not so with Nercess'
Will DC 15: 1d20 + 7 ⇒ (1) + 7 = 8 Holy Crap, it actually worked!!!
@ Nercess: Quick Check, are you wanting to give her the Command to Drop (which makes her drop whatever she is holding, ie nothing) or the Command Fall, to fall to the ground? I'm assuming the later, but wanted to double check.
@Vash/Oloch: Silence is a Full Round Casting time, so the spell will not actually go off until jut before Oloch's next turn. However, it is a ranged spell, so you do not need to move to him for it.
ROUND 3
Eldon (Shaken), Nercess (Shaken), & Oloch (Silence), Clair (),
Miaka () Vash () & Milly ()
------------------------------------------------------------
Dark Queen (+7, +1 Att, Prone)

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ROUND 3
Eldon (Shaken), Nercess (Shaken), & Oloch (Silence), Clair (),
Miaka () Vash (lead blades) & Milly (fly)
------------------------------------------------------------
Dark Queen (+7, +1 Att, Prone)

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Round 3 Flurry of Arrows with Deadly Aim
Miaka steps forward and let's fly another pair of arrows ...
Flurry: 1d20 + 6 ⇒ (17) + 6 = 23 for Piercing: 1d8 + 2 ⇒ (1) + 2 = 3
Flurry: 1d20 + 6 ⇒ (1) + 6 = 7 for Piercing: 1d8 + 2 ⇒ (8) + 2 = 10
Apologies for my delay in the previous round ...

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Only one of Miaka's arrows finds it's target, but it does not seem to affect her at all. Clair advances, hanging a bit off to the side for the moment, and suddenly her Scythe springs from her hands and flies towards the Elven woman, and digs deep into her shoulder, but the Elf simply laughs the wound off and you can see it begin to heal almost instantly. Not completely, but enough.
Scythe: 1d20 + 2 ⇒ (19) + 2 = 21 <Wow, didn't expect that. HIT>
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Right after that, Nercess' spell kicks in and instead of calling on further dark powers as she had intended, she instead falls prostrated on the floor, and despite what her mind tells her body, it simply will not stand back up.
Silence will actually go off just before Oloch's turn this round and he can take another action. Keep in mind, though, that you have a fair bit of casters on your own side, too, including Oloch himself.
ROUND 4
Eldon (), Nercess (), & Oloch (), Clair (),
Miaka () Vash (-1) & Milly (-2)
------------------------------------------------------------
Dark Queen (+2, +1 Att, Prone)

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All my spells are silent, so no worries on my end.
Necress simply continues staring at the elf, as if engaged in a battle of wills. So far, Necress had come off the stronger, though the elf was obviously a force to be reckoned with.
More staring, will do Command again, DC 15 Will to Halt.

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Will DC 15: 1d20 + 7 ⇒ (17) + 7 = 24

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Because he needs to avoid the silence area Eldon casts shocking grasp on his rapier using his spellstrike ability and then profiting his invisibility moves surrounding the prone elf.
Once at her back he calls for his arcane pool and discharges his blade becoming visible.
Arcane pooled +1 cold iron rapier+prone+invisible-power attack (flatfooted): 1d20 + 10 + 4 + 2 - 1 ⇒ (17) + 10 + 4 + 2 - 1 = 32 +3 from shocking grasp if wearing something metallic
Cold iron/magical/piercing damage+power attack+electrical damage+sneak attack: 1d6 + 6 + 2 + 4d6 + 2d6 ⇒ (1) + 6 + 2 + (3, 5, 3, 2) + (3, 3) = 28
Well, there it goes all I have...
Arcane pooled +1 cold iron rapier+prone-power attack: 1d20 + 10 + 4 - 1 ⇒ (13) + 10 + 4 - 1 = 26
Cold iron/magical/piercing damage+power attack: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

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Vash and milly get enveloped in the sound of silence.
And Charge!
Attack: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage: 2d8 + 8 ⇒ (5, 6) + 8 = 19
Ride by attack to set up the charge for next round.

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Clair moves in a flanking position with Eldon. She focuses on the negative energy within her and infuses the blade of her scythe with it, causing a black aura to appear around the blade. Clair then swings her scythe at the elf.
Adamantine Scythe, Flanking: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Negative energy damage (DC 16 Will for half): 2d6 ⇒ (2, 6) = 8
Reroll: Adamantine Scythe, Flanking (+1 GM star): 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23

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Vash, Clair, and Eldon manage to do the nearly impossible, and slay the Nightmare Elf trapped under the effects of Nercess' incredibly lucky spell.
The yellowed bones of Barek Triongger lie draped over a chair in a corner of the gallery. An iron signet ring with his rune still sits on one bony finger and a rusty iron bracelet holds more luminous pearls in a hidden compartment. Masterwork artisans’ tools (stoneworker’s chisels) lie in a satchel by the skeleton’s bony feet.
As soon she breaths no more, the spell enchanting the Mites and Derro seems to break, and they suddenly panic and flee, leaving the room open and quiet. Similarly, Torvic seems to regain his senses again, remembering what he could not before, and he shows you around the area still unexplored. There, you stumble upon a captive. She identifies herself as Lyrehawk, and promises you a reward for her release and safe return home.
Once you emerge from the caves, Torvic leaves to return to his home and spread word of his discovery among the dwarf kingdoms. Unless Torvic dies, other dwarves soon arrive, eager to reclaim the Gallery of Wonders. Eventually, because of the party’s discovery, dwarven craftsmen in the Five Kings Mountains rediscover some of the techniques of their lost master artisan. This gives the PCs a small bit of celebrity with the dwarves of the Five Kings Mountains.
You later discover that Lyrehawk has influential friends among the Andoren Eagle Knights in Almas. The knights offer the PCs a lavish feast and gift them ten +1 fey bane arrows and an efficient quiver.
END

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heal: 1d20 + 2 ⇒ (15) + 2 = 17
"So shes not actually dead. Should we tie her up and gag her? Or just slit her throat and be done with it?" Vash asks.

//Oloch\\ |
Oloch arrives to the battle too late to be of help bringing down the elf. Once Vash proclaims that the woman is still alive, he walks over, and administers the death stroke, severing body from head. "It is best that this evil not remain, and the evil must be vanquished." he says to the party in explanation.
Damn that sucks.. lol. At least I was able to help with a few buffs..

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Clair picks up the body and severed head of the dead elf and starts carrying them outside.
"For my collection," she casually explains to the others. "I don't have this kind of elf yet at the cemetery."

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She is a pretty insane template, but at the end of the day, only a level 2 Cleric. But DR, SR, Regeneration, Fast Healing, and high AC is just mean.

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This is the Level 1-2 version. . .
Female nightmare creature elf cleric of Lamashtu 2 (Advanced
Bestiary 187)
CE Medium humanoid (elf )
Init +6; Senses darkvision 120 ft., low-light vision; Perception +4
Aura fear aura (60 ft., DC 14), frightful presence (30 ft., DC 14)
Defense
AC 21, touch 14, flat-footed 19 (+6 armor, +2 deflection, +2 Dex, +1
shield)
hp 16 (2d8+4); regeneration 5 (silver or good)
Fort +4, Ref +2, Will +5; +2 saves vs. good creatures, +2 saves vs.
enchantment spells and effects
Defensive Abilities protection from good; DR 5/silver or good;
Immune illusion spells and effects
Offense
Speed 20 ft., fly 10 ft. (perfect)
Melee dagger +2 (1d4+1/19–20) or cold iron rapier +2 (1d6+1/18-20)
Ranged mwk longbow +4 (1d8/x3)
Special Attacks channel negative energy (1d6, DC 14, 4/day), night
terrors, nightmare spellcasting
Spell-Like Abilities (CL 2nd; concentration +4)
1/day—shadow walk
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—copycat (2 rounds), vision of madness (+/–1)
Cleric Spells Prepared (CL 2nd, nightmare spellcasting;
concentration +4)
1st—bane (DC 13), cause fear (DC 13), cure light wounds, disguise
selfD (DC 13)
0 (at will)—detect magic, detect poison, stabilize, virtue
D Domain spell; Domains Madness, Trickery
Base Statistics AC 19, touch 14, flat-footed 17 (+6 armor, +2 Dex,
+1 shield) versus non-good creatures
Statistics
Str 12, Dex 14, Con 12, Int 14, Wis 15, Cha 17
Base Atk +1; CMB +2; CMD 14
Feats Improved Initiative
Skills Bluff +9, Craft (sculpture) +6, Fly +7, Heal +6, Intimidate
+9, Linguistics +7, Stealth +9; Racial Modifiers +6 Stealth, +6
Intimidate, +2 Perception
Languages Aklo, Common, Elven, Undercommon
SQ aura, elven magic, feign death
Combat Gear potion of cure light wounds, scroll of aid; Other
Gear masterwork breastplate, masterwork buckler, dagger,
masterwork longbow with 20 arrows, cold iron rapier, antitoxin,
blackened silver holy symbol of Lamashtu, noblewoman’s
robes, 4 parchment pages filled with Lamashtu holy scripts,
silver necklace (100 gp value), silver ring bearing Lamashtu’s
symbol (50 gp value), spell component pouch
Special Abilities
Feign Death (Ex) With a successful Bluff check, a nightmare
creature can make itself appear dead. Any creature wishing
to ascertain whether the nightmare creature is really
dead must make a Heal check opposed by the nightmare
creature’s Bluff check. The nightmare creature cannot move
or take any actions pretending to be dead. In addition,
whenever a nightmare creature falls unconscious, it
appears dead. A DC 15 Heal check is required to ascertain
if the nightmare creature is alive. Nightmare creatures
use this ability to escape destruction, to gain revenge, or
to trick foes into approaching them. The Heal check DC is
Charisma-based.
Night Terrors (Su) See sidebar on page 4.
Nightmare Spellcasting (Su) A nightmare creature’s effective caster level for fear, phantasm, and shadow spells increases by
+2 over that of the base creature.
Protection from Good (Su) A nightmare creature gains a +2
deflection bonus to AC and a +2 resistance bonus on saves
against attacks by good creatures. Furthermore, it is immune
to any attempt by a good creature to posses, charm, or
influence it.

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Ok, everyone, HERE are the Chronicles. I've also included a generic Holiday Boon Chronicle for you all, which can be applied to any one character you like.

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Thanks a lot for the game Beckett!