
Lia Tani |

Lia cautiously looks around, then suddenly chirps loudly.
Casting Commune with birds
<Bird>Which large stone creatures - mostly on buildings - that look like they can't move have moved recently?</Bird>
She listens intently to all the birdsong and chirping that returns to her.
I think they have no concept of Gargoyles as such. But Statues that switched places or are somewhere they had not been a week ago? That should be easy enough to figure out for local birdlife.
Because I suspect the creature may not be so brave when there's more of us, so here's to finding it's hiding spot...

GM Polyfrequencies |

Ugh, I love that spell!
The birds of the city are a different breed altogether than the birds of the forest and field. Instead of finches, robins, and cardinals, starlings, sparrows, and pigeons dominate Magnimar's roosts, along with a few flocks of gulls, ducks, and pelicans along the more decidedly coastal areas. The chorus of birdsong (and less pleasant but still useful squawks) arises around spires high and low before localizing to the closest buildings, their patterns nigh indiscernible for all but the most avid ornithologists (or else those whose minds are open to prescient divinatory magic).
"<Moving stone with wings should not be possible, but many have seen a statue with red hue on different buildings under the bridge.">
Having spent ample time in Magnimar by now, Lia knows that gargoyle statues are prominent fixtures across the city's buildings, especially atop the Pediment Building where her companions met with the lord-mayor the night before. Whether birds are keen enough to tell the difference between the different faces or shapes (or not), their consensus is sure to offer some benefit.
This will grant a +10 on Perception checks to find the gargoyle.

Karmid Groundbreaker |

Karmid unlimbers Angela from its sling and readies himself mentally.
"Time to do something most of us have had to do for too many years: Clean the shrine."
He then holds up Angela's massive hammer-head and his shiny bladed Klar.
"But this is no mop or bucket. I will go in first to look for it or hopefully draw it out. If it attacks, then move in to flank and try to keep it from flying away somehow."
He then turns to Issengrim and Lia.
"See if your little buddies can keep track of the thing if it tries to get away. They are not to engage...just track! Understood?"
Turning back to the shrine, Karmid take a few tentative steps toward the entrance...
Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Issengrim |

Issengrim nods and speaks to the strange bat-like reptilian clinging to his back in a hissing language interspersed with odd clicks and throaty noises.
Satisfied, he knocks an arrow.
Arrows (30):
Blunts (30):
1st Spells (7): xx
Ki Pool (7):
Perfect Strike (4):
Blood Intensity (1):
Inspired (1):
Touch of Good (8):
Protection from Evil (1):
Align Weapon (good only) (1):
Magic Circle Against Evil (1):
Dancing Lights (3):
Hero Points (1):
Effects:
Mage Armor = 5 hours

Zoeye |

With a hiss, Zoeye launches off the archer's back and flaps heavily into the sky, approaching the building cautiously.
Effects:
Mage Armor = 5 hours

Lia Tani |

"It is probably hiding. The birdies agree that it's a statue with a red hue that perches on buildings beneath the bridge. But there's been too many spots where they saw it, I can't say where it is right now. They are chatty. Most people don't listen to them all that much so they are excited if someone pays attention. Also, I need to buy some bread after. Please remind me.", Lia shares the information she gained with the others.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
After checking the nearby roofs for any red-hued gargoyles, she relaxes slightly, then does another pirouette. With her dress ruined, she had borrowed Ro's Hat of Disguise - which was currently in the form of a headband. She seemed to wear her dress, but she could feel the wind on her skin. There was no sun here, currently, but Lia understood if there was, she'd feel that, too. It was liberating, a sense of freedom - but with intact modesty.
She would have to look into getting one of those for herself, clearly.
(I think I'll want one, too, not taking this one, it's Ro's, just a pretext for Lia to go looking for one when we do shopping)

Flutter, Figment Sage Butterfly |

Flutter, who had seen the creature yesterday, and understood on an emotional level what the birds told his mistress, took to the sky, circling around the shrine in a circle as high and far as his link to Lia allowed.(Only 100 Feet, but that IS quite high enough for an overview)
He looks around for any ceiling-perching suspicious statues he could direct Karmid towards, remaining ready to use whatever nearby trees, ruins, or windows to run and hide the moment danger finds him.
Perception: 1d20 + 18 ⇒ (12) + 18 = 30
Stealth: 1d20 + 27 ⇒ (10) + 27 = 37

Rojava Brishen |

When the bird conversations are concluded and the search for the gargoyle begins in earnest, Ro casts a spell on herself to sharpen her senses.
Casting Heightened Awareness.
Perception: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Drasven Hammers |

Drasven grins and begins to clean the shrine, tempting the creature to come attack him instead.

GM Polyfrequencies |

Drasven Perception: 1d20 + 11 + 10 ⇒ (4) + 11 + 10 = 25
Flutter Perception 30+10=40
Issengrim Perception: 1d20 + 17 + 10 ⇒ (1) + 17 + 10 = 28
Karmid Perception 15+10=25
Lia Perception 16+10=26
Ro Perception 21+10=31, base Bluff +13
Zoeye Perception: 1d20 + 12 + 10 ⇒ (1) + 12 + 10 = 23
Gargoyle Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Gargoyle Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10
I still need Drasven on the Roll20 map. I assume he's in the shrine based on his recent post.
The godtouched gingerly approach the shrine, their eyes scanning the roofs for signs of a red-hued statue. Of the humanoids, only Ro comes the closest to thinking she sees something, though with the lighting conditions of the Underbridge District, her squinting gaze is as good as a guess.
In other words, she could get its location were it not for distance penalties.
Flutter, however, sees exactly where the Gargoyle is, from about 90 feet away while she flies, entirely frozen in state. The question for the figment is whether he can let the people near his mistress know the location without giving away the plan.
I have revealed the location of the gargoyle on the map, 20 feet up on the edge of the gray-tiled roof in the northeast. Lia can move Flutter to within 90 feet of it (and 100 feet of her) and then describe what (if anything) he does to try to alert the others. [Current position, but 20 feet up, would be sufficient.] For instance, Bluff to send a secret message is DC 15. Based on the results, there may or may not be a surprise round.

Flutter, Figment Sage Butterfly |

Flutter notifies Lia by showing his Excitement through the Empathic Link they share.
He flies back down, then hovers in a position that would make Lia look directly at the Gargoyle if there were no obstacles, and pulses both Fear and Pride through their link.
If Lia sees nothing, and takes a few steps to get a better look, Flutter will adjust his hovering position accordingly, once more making Lia look directly towards the Gargoyle he found.
When such proves necessary, he will hover slightly back and forth across the imaginary line between his mistress and the gargoyle, without speaking up.
He'll take 10 on Fly for 25 to hover in position and do his maneuvers. He uses his own skill ranks, and Bluff is not among them. But I'm hoping the behaviour may draw e.g. Ro's attention and maybe give enough of a circumstance/aid bonus to negate that distance penalty.

Lia Tani |

Lia is notified of Flutters empathic state,
Looking at the Butterfly, if she does not immediately note something, she will poke Isengrim and Ro who are next to her and notify them :"I think Flutter found something. He's excited."
Also, purely theoretical - is there a reason Flutter can't continue his patrol flight, return to us, and simply tell us? At this distance it's not like the Gargoyle can eavesdrop on us.

GM Polyfrequencies |

IT'S ON! The main reason for the shenanigans is that you all are not being stealthy, and the gargoyle is decently smart. When the gargoyle notices that it has been noticed, it may be time to move! No surprise round, but let's roll!
If the gargoyle notices Flutter's antics and movements, it doesn't show it by moving. But it's easy enough to tell that he's found something, and to follow the angles to where a red-tinged statue stares at the shrine from a nearby rooftop.
Izzy Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Karmid Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Lia Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Ro Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Gargoyle Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Everyone (other than Flutter) trained in the below skills can make Knowledge checks.
If you meet this DC, you can ask one question about its abilities, plus one for every 5 by which you exceed the DC.
If you meet this DC, you can ask one question about its extra abilities, plus one for every 5 by which you exceed the DC.
Round One: The Dawnflower's Lost Light
Ro: 60/60, heightened awareness
Drasven: 74/74
Karmid: 69/69
Izzy: 54/54, mage armor
Zoeye: 27/27, mage armor
Lia: 52/52
Flutter: 13/13
Gargoyle
Lucky for you, you all get to go first! The party is up!

Lia Tani |

Oh, but Flutter WAS being stealthy. Not that it matters now. Hence why I wondered if he could just continue, then tell me what he found in a whisper. Which would require the Gargoyle to mindread at a distance to figure out more than "we're here". Alas, I suspect I misunderstood.
Understanding that "it is on", Lia calls on Desna before finishing the syllables for a spell providing 'Haste' to all her allies.(except Flutter)
Spending one arcane reservoir point on potent magic to increase CL by 2. So Haste duration is 9 rounds.

Rojava Brishen |

When she learns the gargoyle is close by, Ro says a quick whispered call to Desna for the luck to get through what's coming. She then gets a visual bead on the monster. Last comes a casting of Heroism for Karmid.
Quick action to activate Arch Luck, Move action for Studied Target, Standard action for spell casting.

Issengrim |

Round 1
If the beastie is 20’ up and 100’-ish away. According to a handy-dandy hypotenuse calculator that puts the gargoyle about 102’ from Izzy.
Issengrim hisses a command to his companion as he studies the creature for a moment before taking aim. He has to tamp down his lightning reflexes at the surge of speed conveyed by Lia’s spell. Woah! Too quick! Speculatively, he unleashes a series of arrows in the monster’s direction, trying to gauge its defenses.
FREE: 5’ step (on map)
FULL: FOB
FULL: Comp Longbow (crit: 20/3x | 110' | P or B) FOB, Haste, Deadly Aim, ABP (+1 and Seeking)
HIT #1: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12 | DAM #1: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12 – string snap or just a lost arrow?
HIT #2: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20 | DAM #2: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
HIT #3: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28 | DAM #3: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15 Haste Arrow
Arrows (30): xxx
Blunts (30):
1st Spells (7): xx
Ki Pool (7):
Perfect Strike (4):
Blood Intensity (1):
Inspired (1):
Touch of Good (8):
Protection from Evil (1):
Align Weapon (good only) (1):
Magic Circle Against Evil (1):
Dancing Lights (3):
Hero Points (1):
Effects:
Mage Armor = 5 hours
[1]Haste[/i] = RND 1 of 9

Zoeye |

Zoe flaps back to Izzy and lands on her companion’s head, looking like a vaguely reptilian ‘bat-hat’ with her wings acting as ear-muffs. She hisses at the monster and waits.
Effects:
Mage Armor = 5 hours
Haste = Rnd 1 of 9

Karmid Groundbreaker |

Knowledge(Nature): 1d20 + 11 ⇒ (15) + 11 = 26
That's 4 questions?
Categories for Recalling Knowledge:
Creature Type/Subtype
Senses
Special Defenses (e.g., DR, SR, Resistances, Immunities)
Special Attacks (e.g. breath weapons, gaze attacks, sneak attack)
Unsure if what he sees is the enemy or not, Karmid stays where he is and remains defensive and watchful to his surroundings and help protect his friends from sneaky attacks.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20

Drasven Hammers |

Drasven calls froth a prayer upon his allies as he moves to get closer to them.

GM Polyfrequencies |

All right, let's keep this train rolling!
Flutter had previously shared what he in his impressive span of knowledge already knew about the gargoyle: that it is a half-fiendish gargoyle with moderate resistance to acid, cold, electricity, and fire, spell resistance, and darkvision. To this, Karmid adds the knowledge that the gargoyle's skin will resist moderate amounts of damage unless a weapon is magically enhanced (DR 10/magic), that it has the ability to smite good once a day like an antipaladin, and that it is a being called a monstrous humanoid--not unlike the lamia the group had fought the day before.
If the flurry of spellcasting didn't alert the gargoyle perched on the roof that someone had noticed it, the trio of arrows that come streaking toward it are a very clear indication. Although one of the arrows goes wide, two more hit the gargoyle in center mass and elicit a horrific screech, a trembling both high and low, like rock grating on rock.
If those below in the shrine's overgrown courtyard weren't sure where it was before, they see the gargoyle now, a clawed, gnarled hand stretched out towards them. As they look up, they begin to notice a cold, cloying miasma of greasy darkness emerging around them.
Everyone: Make a Will save, DC 16. This is an evil evocation effect.
The gargoyle launches into the air and dives into the overgrown grove of trees next to the shrine, disappearing from sight.
Round Two: The Dawnflower's Lost Light
Ro: 60/60, heightened awareness, archaologist's luck, studied target
Drasven: 74/74
Karmid: 69/69, heroism
Izzy: 54/54, mage armor
Zoeye: 27/27, mage armor
Lia: 52/52
Flutter: 13/13
Gargoyle: -27
Active Group Effects: Prayer (+1 luck to attack rolls, weapon damage rolls, saves, and skill checks; enemies -1 penalty): round 1/7; Haste (Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge): round 1/9
The party is up! I need Will saves from everyone.

Karmid Groundbreaker |

Will: 1d20 + 6 ⇒ (7) + 6 = 13
Nearly spilling his last meal on the ground, Karmid grinds his teeth and advances slowly toward the Gargoyle's newest position, Klar held at the ready!

Issengrim |

Round 2
Izzy spits out a mouthful of bile and wipes his mouth on his sleeve. ”So be it. This game I know.”
He pulls an etched crystal from his bandolier and utters an arcane phrase before whispering in the strange hissing language to his companion.
Will Save DC16: 1d20 + 10 ⇒ (2) + 10 = 12
MOVE: hold spell lattice
STAND: Cast Shocking Grasp for Zoe
Arrows (30): xxx
Blunts (30):
1st Spells (7): xx
Ki Pool (7):
Perfect Strike (4):
Blood Intensity (1):
Inspired (1):
Touch of Good (8):
Protection from Evil (1):
Align Weapon (good only) (1):
Magic Circle Against Evil (1):
Dancing Lights (3):
Hero Points (1):
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.
Sickened = –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks | RND 1 of 2

Zoeye |

Round 2
Zoe lets out an unhappy chirp as the fog of evil washes over her. Upon receiving her master’s instructions, she flies low to the side of the shrine then catches on the edge of the roof and stealthily climbs up the roof, looking for the gargoyle.
2x MOVE: on map
Zoe Will DC:16: 1d20 + 6 ⇒ (5) + 6 = 11
Zoe Stealth: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36 Prayer
Zoe PER: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 Prayer
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.

GM Polyfrequencies |

Since it looked to me on the map like Zoe moved into the Grove, I have revealed it to everyone. Of course, you won't know of the potential additions until you see them. There is a large, wrought-iron gate between the outside and the graveyard that blocks vision within, which will require a move action to open.
While we're here, let's roll some additional initiatives.
Blue: 1d20 + 1 ⇒ (10) + 1 = 11
Green: 1d20 + 3 ⇒ (9) + 3 = 12
Technically Ro 20, Drasven 20, Red 20 (with a need for a roll-off between Drasven and Red), Karmid 19, Izzy 18, Green 12, Lia 11, Blue 11, Gargoyle 8, but good grief that'd be horrible and each round would take longer than it already is. So, PCs, then enemies.
No significant change as far as anyone is aware. Metagaming, you have new enemies joining in Round 3.

Lia Tani |

Will: 1d20 + 8 ⇒ (13) + 8 = 21
Lia moves forward, almost unaffected by the Miasma - she focuses on the treetops, and the walls of the adjancent buildings, and causes thick strands of webbing to block the way back up, should the Gargoyle attempt to fly that way.
DC 18 Reflex - spending a Reservoir Point to raise DC.
Casting Web at about 15 feet height. Low enough that he could not evade us by flying beneath the web. Considering the size of the trees on the map, I doubt they are much higher than that anyway. Of course, I have no idea how "high" Zoe is right now but if just climbing over the wall she should be safe...

GM Polyfrequencies |

I think it's fair to call the trees somewhere between 10-20 ft tall, so we'll go with 15 ft and that the above escape route is now cut off.
Oh, and I forgot something--@Drasven: the spell Prayer allows for Spell Resistance. So once Drasven moves within 40 ft of the gargoyle (and once you're on the map), you'll need to roll a Caster Level check vs SR 18 to impose the penalty.

Flutter, Figment Sage Butterfly |

Flutter, not having any combat ability, provides Airborne Warning and Control, hovering about 40 feet above the scene and trying not to draw attention to himself.
Perception: 1d20 + 18 ⇒ (17) + 18 = 35
Stealth: 1d20 + 27 ⇒ (19) + 27 = 46
Fly: 1d20 + 15 ⇒ (12) + 15 = 27
As Flutter has nothing to contribute in combat, I often "pass" him - he might slightly move but otherwise usually tries to stay out of any trouble. Are you fine with me just adjusting him on Roll20 or do you want actual posts for him narrating that he is hovering 5 feet backwards?

Rojava Brishen |

Ro isn't terribly bothered by the gargoyle's cloud. She quickly moves up ahead of Lia to screen her from attacks by the gargoyle. After all, the thing may have attacked to the first time because she's small and seemed to it easy enough to carry off and eat. Who know how gargoyles think?
She looks around trying to spot the thing again after it moves to cover.
WILL: 1d20 + 7 + 3 + 1 ⇒ (20) + 7 + 3 + 1 = 31
Perception: 1d20 + 12 + 2 + 3 + 1 ⇒ (5) + 12 + 2 + 3 + 1 = 23

Karmid Groundbreaker |

Seeing the webbing cover the trees nearby, Karmid assumes the Gargoyle must be temporarily trapped inside at the moment. He then moves up to the iron gate and kicks it open.

GM Polyfrequencies |

Ro doesn't see anything from her vantage point, but she hears movement beyond the now-web-capped treeline. And she smells something, too. Something unpleasant.
Karmid gets the same sense of a rotting smell, too: putrid like decay with that uncomfortable acrid sweetness that comes with smelling the dead. As he kicks open the iron gate, he sees the cause: a rotting thing that looks like it used to be human, leathery gray skin drawn tight over its frame. Its eyes glow crimson and its clothes slough off its frame in tattered rags.
Karmid meets the creature's gaze and feels a certain madness creep over him.

Drasven Hammers |

Round 2
Will save vs DC 16 1d20 + 9 ⇒ (8) + 9 = 17
Add +2 if enchantment (charm) and enchantment (compulsion) schools
Caster Level vs SR 1d20 + 6 ⇒ (19) + 6 = 25
Drasven walks forwrd to join his companions, his new pick in his hands ready just in case.

GM Polyfrequencies |

Tensions rise as Zoeye moves ahead and sees something that definitely sends shivers of panic through her empathic link with Izzy.
Karmid already declared his actions this turn, moving up to the gate and opening it.
Round Three: The Dawnflower's Lost Light
Ro: 55/60, heightened awareness, archaologist's luck, studied target
Drasven: 72/74
Karmid: 59/69, heroism, sickened
Izzy: 44/54, mage armor, sickened
Zoeye: 22/27, mage armor, shocking grasp
Lia: 47/52
Green
Blue
Gargoyle: -27
Red
Active Group Effects: Prayer (+1 luck to attack rolls, weapon damage rolls, saves, and skill checks; enemies -1 penalty): round 2/7; Haste (Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge): round 2/9
The party is up, except for Karmid. I still need Drasven on the board. Click here, Drasven.

Issengrim |

Zoe Will DC:14: 1d20 + 6 ⇒ (11) + 6 = 17
Round 3
Izzy steps a little forward and waits a moment until he sees that Karmid isn’t going to get clear of the doorway immediately. I hope this doesn’t piss him off…
Seeing tantalizing portions of the monster beyond the hulking Shoanti, Izzy tries to thread the needle… sending three arrows whistling past the Shoanti's broad back and between his legs, through the doorway, and into the limbs of the monster beyond.
FREE: 5’ move on map
FULL: FOB @ RED
I believe RED gets soft cover (+4 AC) vs my arrows
Mods: Sickened, Haste, Prayer
HIT #1: 1d20 + 12 - 2 - 2 + 1 ⇒ (16) + 12 - 2 - 2 + 1 = 25 | DAM #1: 1d8 + 4 + 4 - 2 + 1 ⇒ (4) + 4 + 4 - 2 + 1 = 11
HIT #2: 1d20 + 12 - 2 - 2 + 1 ⇒ (20) + 12 - 2 - 2 + 1 = 29 | DAM #2: 1d8 + 4 + 4 - 2 + 1 ⇒ (6) + 4 + 4 - 2 + 1 = 13 Crit?
CONFIRM: 1d20 + 12 - 2 - 2 + 1 ⇒ (19) + 12 - 2 - 2 + 1 = 28 | +CRIT DAM: 2d8 + 8 + 8 - 4 + 2 ⇒ (7, 7) + 8 + 8 - 4 + 2 = 28 Very likely
HIT #3: 1d20 + 12 - 2 - 2 + 1 ⇒ (17) + 12 - 2 - 2 + 1 = 26 | DAM #3: 1d8 + 4 + 4 - 2 + 1 ⇒ (5) + 4 + 4 - 2 + 1 = 12 Haste Arrow
Arrows (30): xxxxx x
Blunts (30):
1st Spells (7): xx
Ki Pool (7):
Perfect Strike (4):
Blood Intensity (1):
Inspired (1):
Touch of Good (8):
Protection from Evil (1):
Align Weapon (good only) (1):
Magic Circle Against Evil (1):
Dancing Lights (3):
Hero Points (1):
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.
Sickened = –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks | RND 1 of 2

Zoeye |

Round 3
Zoe emits an uncertain chirp as her primary target flees the garden. She makes a judgement call and dives on the third monster, trying to claw the creature’s face and deliver a shock.
FULL: Aerial Charge w/ Sudden Swoop (to avoid AoOs) @ GREEN
Shocking Grasp
Mods: (+1 DC Spell Focus, +1 CL Varisian Tattoo, +2 CL Knack, +1 DAM/Die Blood Havoc)
EFFECT:
Zoe Touch Attack vs Touch AC: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 18 | Electricity DAM: 5d6 + 5 ⇒ (6, 1, 2, 2, 1) + 5 = 17 Charge, Prayer
no save, SR yes. Izzy’s SR: 1d20 + 6 ⇒ (13) + 6 = 19
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.

Lia Tani |

Lia takes a few steps forward, then turns and looks around on the surrounding area. Where there was empty ground before, there are suddenly a dozen copies of her, Rojava, and the others, all mimicking what their original is doing in some way. (not exactly, but if Isengrim is shooting, his duplicates do something with their bow(possibly shooting it somewhere in the general direction of the originals target), if Rojava is moving, so are the others, if Lia stands around concentrating while looking at doubles, so do other Lias standing around.)
Using Major Image SLA. DC 15 Will Save, I think. I did not cover the whole area with stunt doubles, but some are nearby with a dot and a signal. For some reason, I could not get more Karmids on the board(and the token that is there is unclickable for me).

Rojava Brishen |

The extra copies of everyone Lia creates gives Ro enough confidence that a surprise attacking gargoyle would be confused enough to buy her time to get back to Lia if she needs to. Ro risks moving a few more feet away so she can see what Karmid is seeing.
K Religion (Identify the Creeps): 1d20 + 8 ⇒ (10) + 8 = 18

Karmid Groundbreaker |

Will Save:Compulsion/Mind+Sickened: 1d20 + 6 + 2 - 2 ⇒ (18) + 6 + 2 - 2 = 24
+6 Will, +2 Trait bonus vs. Compulsions; Also note I have Undead as a Favored Enemy at +4
Knowledge (Religion) for identifying an Undead (+4 vs. Undead): 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29

Drasven Hammers |

Have joined the game on Roll20. Token not there though.
Round 3
Drasven listens to the warning and is more then prepared to engage with their flying foe should it try to flank them.
Delay

GM Polyfrequencies |

Drasven, everyone else has uploaded their own tokens. you need to do the following:
I typically use Token Stamp 2 to make avatars. I can do this for you, but I don't want to just assume character appearance based on the avatars here on the boards.
Izzy's trio of arrows utterly shred the barrow wight--for that is indeed what it is--into ribbons. One shears an arm clean off, another creates a crater in the wight's central mass, and the third removes the undead's head from its body, plastering the putrid contents on the gravestone behind it from which it must have been raised. It's a good thing, Ro realizes as she recognizes the wight for what it was--the creature's very gaze could have driven any of them quite literally insane. (We'll give that one for free, since it's dead again. Hurray, you're not permanently confused!)
In other words, all wights have the Energy Drain supernatural ability.
Wights can be destroyed instantly if subjected to resurrection magic. On the other hand, any humanoid creature slain by a wight becomes
a wight itself quite quickly.
On the other hand, the one engaged with Zoe appears to be a Cairn Wight--a guardian deliberately created for a burial sight, who can channel its ability to drain life energy through its weapons.
Exposing herself to potential danger, Zoe delivers a significant jolt of electricity to the chosen wight--this one armored and armed with a scimitar.
Slashing Dmg: 1d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8 Plus Energy Drain DC 16
Mist Wight moves and uses Stench of the Grave. Stinking Cloud DC 14 Fortitude for Karmid and Ro.
Scarlet Son Fly & Claw vs Issengrim AC 21: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24 Claw Dmg: 1d6 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Grab vs Izzy CMD 28: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14
The cairn wight (green) tangling with Zoe rears back from the shocking grasp, damaged but still standing. It hefts its scimitar and slices into the rhamporhycus w/ a 22 vs AC for 8 points of slashing Dmg and 1 negative level. Things are not looking good for Izzy's poor familiar.
The mist wight (blue) shambles up to Karmid and then belches forth a stinking cloud smelling of nauseating rot.
Both Karmid and Ro are fatigued (–2 penalty to Strength and Dexterity), no save, as long as you remain within the 10-foot cloud around the mist wight and for 1 round after. Both Karmid and Ro also need to make a DC 14 Fortitude save or become nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention) for as long as you're in the cloud and for 1d4 + 1 ⇒ (4) + 1 = 5 rounds after you leave.
Finally, the gargoyle exits the shrine and flies unflinchingly towards the last-known position of the archer that placed several arrows into it. Claw raised, the gargoyle slashes across Issengrim's chest with a 24 vs AC for 10 damage. The gargoyle tries to wrestle the bowman into its grasp, but is unable to do more than inflict damage.
Round Three: The Dawnflower's Lost Light
Ro: 55/60, heightened awareness, archaologist's luck, studied target, fatigued, DC 14 Fort save or nauseated
Drasven: 72/74
Karmid: 59/69, heroism, sickened, fatigued, DC 14 Fort save or nauseated
Izzy: 34/54, mage armor, sickened
Zoeye: 9/22, mage armor, 1 negative level
Lia: 47/52, major image
Cairn Wight: -17
Mist Wight: Breath of the Grave rd 1, concealed
Gargoyle: -27
Active Group Effects: Prayer (+1 luck to attack rolls, weapon damage rolls, saves, and skill checks; enemies -1 penalty): round 3/7; Haste (Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge): round 3/9
The party is up.

Karmid Groundbreaker |

Fort+Sickened+Prayer+Heroism?: 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 8
F+*@! I'm trying to make sure I got all the penalties and bonuses in there.
I don't remember where the Heroism is coming from...? Or what it does.
Gritting his teeth, Karmid relishes the chance to remove more undead from the world!
Thunder and Fang!
+1 Earthbreaker(2-Weapon Fighting)Fatigued+Sickened+Favored Enemy!: 1d20 + 13 - 2 - 1 - 2 + 4 ⇒ (14) + 13 - 2 - 1 - 2 + 4 = 26
Damage+Fatigued+Sickened+Prayer+Favored Enemy: 2d6 + 5 - 1 - 2 + 1 + 4 ⇒ (3, 2) + 5 - 1 - 2 + 1 + 4 = 12
+
+1 MW Adamantine Klar(2-Weapon Fighting)Fatigued+Sickened+Favored Enemy!: 1d20 + 13 - 1 - 2 - 2 + 4 ⇒ (13) + 13 - 1 - 2 - 2 + 4 = 25
Adamantine Damage+Fatigued+Sickened+Prayer+Favored Enemy: 1d6 + 3 - 1 - 2 + 1 + 4 ⇒ (3) + 3 - 1 - 2 + 1 + 4 = 8
+ Iterative
+1 Earthbreaker(2-Weapon Fighting)Fatigued+Sickened+Favored Enemy!: 1d20 + 13 - 5 - 1 - 2 - 2 - 1 + 4 ⇒ (4) + 13 - 5 - 1 - 2 - 2 - 1 + 4 = 10
Damage+Fatigued+Sickened+Prayer+Favored Enemy: 2d6 + 5 - 1 - 2 + 1 + 4 ⇒ (1, 3) + 5 - 1 - 2 + 1 + 4 = 11

Issengrim |

Round 4
Sensing the distress, pain, and loss that Zoe suffers, Izzy ignores the bloody claw marks across his chest for the moment and bellows out a commanding hiss to his companion. Hopefully she can make good her escape.
Then he coldly assesses the situation. The gargoyle was fast. He couldn’t outrun it… and to what end? It would be a slow exchange of blows – an arrow for a claw. While he’d never fought a gargoyle before, every limb was clawed and it had teeth as well. It seemed capable of carving him up quickly… unless its dead. He’d hit it from a distance and he was even more deadly up close. It was a calculated risk.
Izzy takes a step away from the gargoyle and one toward Karmid… getting both enemies in point blank range. With a smooth and practiced pull, Izzy’s bow-string twangs four times as he fires every arrow he can at the gargoyle.
FREE: 5’ move on map
SWIFT: Ki Flurry
FULL: FOB @ Gargoyle then BLUE (if the Gargoyle drops)
Blue gets Soft Cover (AC+4)
I believe Sickened ended, otherwise, tack on a -2 on both HIT and DAM
Mods: Haste, Prayer, Deadly Aim, ABP (+1 and Seeking), PBS, Ki Flurry
HIT #1: 1d20 + 12 - 2 + 1 + 1 ⇒ (5) + 12 - 2 + 1 + 1 = 17 | DAM #1: 1d8 + 4 + 4 + 1 + 1 ⇒ (6) + 4 + 4 + 1 + 1 = 16
HIT #2: 1d20 + 12 - 2 + 1 + 1 ⇒ (13) + 12 - 2 + 1 + 1 = 25 | DAM #2: 1d8 + 4 + 4 + 1 + 1 ⇒ (6) + 4 + 4 + 1 + 1 = 16
HIT #3: 1d20 + 12 - 2 + 1 + 1 ⇒ (16) + 12 - 2 + 1 + 1 = 28 | DAM #3: 1d8 + 4 + 4 + 1 + 1 ⇒ (5) + 4 + 4 + 1 + 1 = 15 Ki Flurry Arrow
HIT #4: 1d20 + 12 - 2 + 1 + 1 ⇒ (13) + 12 - 2 + 1 + 1 = 25 | DAM #4: 1d8 + 4 + 4 + 1 + 1 ⇒ (8) + 4 + 4 + 1 + 1 = 18 Haste Arrow
Arrows (30): xxxxx xxxxx
Blunts (30):
1st Spells (7): xx
Ki Pool (7): x
Perfect Strike (4):
Blood Intensity (1):
Inspired (1):
Touch of Good (8):
Protection from Evil (1):
Align Weapon (good only) (1):
Magic Circle Against Evil (1):
Dancing Lights (3):
Hero Points (1):
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.

Zoeye |

Round 4
Zoe flees into the treeline, then hides trying to crawl up the wall and out from beneath the webbing.
FULL: Withdraw
Zoe Stealth: 1d20 + 21 + 1 - 1 ⇒ (2) + 21 + 1 - 1 = 23 Prayer, negative level
Effects:
Mage Armor = 5 hours
Haste = Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)
Prayer = +1 luck to attack rolls, weapon damage rolls, saves, and skill checks.
1 Negative Level = –1 on ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, skill checks and -5 HP.

Rojava Brishen |

Ro cast Heroism on Karmid right at the start of combat
Ro hauls it back away from the noxious barrow wight, again not feeling great after its assault on her senses but not doing badly either.
FORT: 1d20 + 8 + 3 + 1 ⇒ (18) + 8 + 3 + 1 = 30
She draws her mithril starknife and directs some magic into it, then throws it at the wright.
Attack: 1d20 + 11 + 1 + 3 + 1 ⇒ (12) + 11 + 1 + 3 + 1 = 28
Damage: 1d4 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8
Move 10', Quick Action to enchant weapon, Standard to attack.

Karmid Groundbreaker |

I did not realize I could not attack. I will simply back away and cough up my breakfast and do nothing.

Lia Tani |

Well, major image is concentration +3 rounds...I figure we'll be done in 3 rounds, one way or another...
All the Lias turn to look at the Gargoyle, and then a torrent of small magical projectiles homes in on the creature, 5 of them real and impacting the Gargoyle unerringly.
Magic Missile: 5d4 + 5 ⇒ (2, 3, 2, 1, 4) + 5 = 17
CL Check if SR: 1d20 + 9 ⇒ (13) + 9 = 22
Magic Missile, spending Arcane Pool Point to heighten CL by 2

GM Polyfrequencies |

I believe Karmid revised his turn to do Hunter's Bond as his move action, so +2 to Ro's damage there. However, Ro is also fatigued, so -1 attack and -1 damage.
The illusion of a filled battlefield may not have deterred the gargoyle's lucky hit, but when countless projectiles turn to begin working, it looks like it is about to panic. It takes three real arrows and all five true magic missiles to bring the gargoyle down, but it looks like a show of light and shadow, the limited sunlight being blotted out but highlighted here and there with the glow of Lia's spell. The reddish gargoyle collapses, bleeding profusely on the ground.
The remaining wights seem unperturbed by this development, however, spurred on by whatever animating force holds them together. Remembering where she had last seen the mist wight in the nauseating cloud, Ro lets her starknife fly.
Concealment, high is good for you: 1d100 ⇒ 52
She hears the impact of steel on flesh and knows that she connected! (-9 damage to the mist wight.)
Concealment <20: 1d100 ⇒ 84
Slam Dmg: 1d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1 plus 1 negative level
Cairn Wight vs Karmid Fatigued AC + Klar = 20, Prayer: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
Concealment <20: 1d100 ⇒ 2
Slashing Dmg: 1d6 + 4 - 1 ⇒ (3) + 4 - 1 = 6 plus 1 negative level
Within the miasmic mist smelling of the grave, Karmid manages to fend off a blow from both of the wights, the first of whom backs off and the second which takes its place. The tide seems to be turning, but there are still enemies on the field of battle!
Round Five: The Dawnflower's Lost Light
Ro: 55/60, heightened awareness, archeologist's luck?, studied target (mist wight), fatigued
Drasven: 72/74, delayed
Karmid: 59/69, heroism, sickened, fatigued, nauseated
Izzy: 34/54, mage armor, sickened
Zoe: 9/22, mage armor, 1 negative level
Lia: 47/52, major image
Cairn Wight: -17, concealed
Mist Wight: -9, Breath of the Grave rd 2, concealed
Active Group Effects: Prayer (+1 luck to attack rolls, weapon damage rolls, saves, and skill checks; enemies -1 penalty): round 4/7;
Haste (Extra Attack on full-attack, Movement +30 ft, Atk +1, AC +1 (dodge), Reflex +1 (dodge)): round 4/9;
Hunter's Bond (Favored Enemy +2 vs Mist Wight): round 2/2
The party is up.

Lia Tani |

With the cloud blocking vision and the Gargoyle seemingly neutralized, Lia takes a moment to breathe deeply, and taking a few steps towards the Graveyard.
Work, no Roll20, I'll position myself in the evening. Move, Standard as Move to Consume Spells, one level 3 slot for 3 points.