
Relan* |

Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Still a little confused. If jumping down was a free action then what did Relan do in the surprise round? Just move up I guess?

Fulmen |

Balcony Surprise
Round 3
HP: 25/32
AC: 15
Fulmen moves to flank the guy on Relan. If he doesn't have enough movement to reach flanking position then he'll move as far as he can go and pop a goodberry.
Spells
Level 0: 4/4
Create Water
Detect Magic
Know Direction
Stabilize
Storm Burst: 4/6
Level 1: 3/4
Cure Light Wounds x2
Shillelagh x1 (-1)
Darts: 12
Goodberry: 7

Relan* |

With the other enemy in darkness Relan focuses on the prone one. He will then take a 5' step to be behind the ghoul, but still be able to threaten the enemy.
+1 Cold Iron Ranseur: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 252d4 + 7 + 6 ⇒ (3, 4) + 7 + 6 = 20
What weapon does it hold?

Aidon Jade Davian |

Round 2
Aidon will move north and summon an small earth elemental behind the creature
To Hit - Power Attack 1d20 + 10 ⇒ (19) + 10 = 29
Damage - Power Attack 1d6 + 9 ⇒ (4) + 9 = 13
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 15
Fort +5, Ref –1, Will +3
Immune elemental traits

DM Fflash |

Balcony Surprise Round 2
Init: Port, Lockerbrie, Cad, Relan, Braelex, Aidon, Amiculus, Vuloo, Andel, Atlatia, Fulmen
The man on the ground whimpers and waggles his finger at Relan and the area around them both grows dark.
The man stands up and then moves to the northeast 1 square.
Lockerbrie breaks out of his reverie and rushes past Relan hungering for the blue man, who just ducks out of his reach.
Relan steps forward blindly and takes a swing, missing in the dark. Relan, if you wouldn't have done this let me know and we'll retcon. I've been stalling the game too long and need to move it along again
Braelex holds her action while Aidon summons an elemental next to the man in the dark. The creature, unaffected by the dark slams the little blue man hard.
Aidon ... not sure about the +10 to hit and +9 to damage. My read on a small earth elemental is +6/+4 base, +8/+6 after augment, and +7/+8 after power attack. What am I missing? Assuming prone and flank of some sort? Still doesn't come out right.
Vuloo opens another lifelink, while Andel searches for a visible target and Fulmen stumbles into the dark eating a berry.
Actions Round 3? Map to come shortly, but not much has changed that you can see
Defensive Cast: 1d20 + 5 ⇒ (12) + 5 = 17; success!
Lock vs Port: 1d20 + 6 ⇒ (6) + 6 = 12; miss
Relan miss chance: 1d100 ⇒ 13
A: 6
C: 0
P: 12 (12)
l: 3

Aidon Jade Davian |

Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
To Hit
+6 Base
+2 Enhance
-1 Power
+1 Earth Mastery
+2 Flank
Damage
+4 Base
+2 Enhanced
+2 Power
+1 Earth Mastery
HP should be 17 as well, didn't notice it's a 2 HD monster

Relan* |

Instead of swinging, Relan will step back 5' and use his way finder to cast light onto his weapon. He does not know if it will counter the darkness or not.

DM Fflash |

Just realized it would be smarter to end on his action
Balcony Surprise Round 3
He cries out in the darkness.
Elemental gets an AoO for the second square of movement ...
Need Relan and Aidon's actions for this round

Aidon Jade Davian |

Sorry I missed that it got an AoO when I checked on the phone.
To Hit - Power Attack 1d20 + 10 ⇒ (19) + 10 = 29
Damage - Power Attack 1d6 + 9 ⇒ (4) + 9 = 13
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17
Fort +5, Ref –1, Will +3
Immune elemental traits
Unsure of what else he can do, Aidon stands there looking undecided until finally dismissing Amiculus

Relan* |

Just to clarify, Relan has asked for input from party members that have dark vision and can see what is going on. I am ready to post but am still hoping someone will answer him.

Relan* |

Unless the darkness vanishes with the passing of the Dero Relan will move around to the south side of the stairs, using a single move and then ready to strike any opponent coming close to him.

DM Fflash |

Neither area of darkness vanish, but a moment or two passes and no visible threats leap out at anyone.
As the combat lulls for a moment, you feel an almost insistent urge to run to the southern wall and search it carefully. The compelling nature of the urge passes after just a second, but you feel a gentle tug in the back of your mind. A nagging thought.
Actions?

Vuloo |

Vuloo whispers to the others, "We need to climb down."
He then swings a leg over the balcony rail and carefully lowers himself down.
Acrobatics: 1d20 + 0 ⇒ (11) + 0 = 11

DM Fflash |

During the lull, Vuloo and Andel hop down while Braelex moves to the southern wall and begins to search. Shaking her head she turns to leave as she finds nothing when her sleeve catches on something. Looking back to pull her sleeve away, she tugs and a hidden catch under the jut in the rock gives way, causing a section of the wall to slide away.
A curving stairwell shrouded in tattered cobwebs and a thick layer of dust extends into the darkness. A bulky cobweb-shrouded shape looms in an alcove directly to the east.
The creature is a shriezyx, a spider-like aberration.
Make a Knowledge History check
In the mean time, Lockerbie hisses and glances back at the northern darkness and then the western, red eyes flashing. "Are we following the others or not?" He asks almost angrily.

Vuloo |

Vuloo signals to Lockerbie to standby as he looks up expectantly at Braelex, "Let's finish the derro. We can circle back and explore the secret door later."

DM Fflash |

With a snarl, Lockerbrie takes to all fours and patters off into the darkness to the southwest. The darkness evetually gives away to the soft blue light of the fungus on the walls again and the party finds themselves at the end of the oddly shaped room. A door to the northwest and a door to the southwest.
Lockerbrie stops and sniffs the air and each door.
"One, a female, went north. The scent of humans, elves, and dwarves goes that way as well ... the other, a male, went to the south. It is cold, very cold, that way." He looks back at you, eyes ablaze with hunger.
Where to?

Vuloo |

Vuloo regards the ghoul wearily, "Let's go north. If they've gone for reinforcements, it would be through the more traveled way."

DM Fflash |

With the party vote to continue in hot pursuit, Lockerbie leads the party through the northwest door and down a corridor to a square room that looks like a combination of a bedroom and torture chamber, equipped with a table complete with restraints and cables and pulleys. Various implements, stained with blood and showing signs of high use are neatly stacked together on another side table.
A glance down the hall to the west shows what looks to be a pair of prison cell style rooms complete with cage-like doors.
Most interesting of all is a familiar face standing in the middle of the room, eyes half-closed and casting a spell. You recognize Natalya Vancaskerkin, previous holder of the Shard of Pride, who you last saw two days ago at Heidmarch Manor.
Immediate actions? Light is normal here.

Vuloo |

Vuloo eyes Natalya suspiciously, "This must be some sort of derro trickery - it can't be her!"
He readies a hold person spell.

Relan* |

Relan agrees. Can anyone tell the spell she is casting? He moves forward and strikes the woman, turning the blade at the last moment to do non-lethal damage. Forgive me Natalya, if that is you.
+1 Cold Iron Ranseur: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 232d4 + 13 ⇒ (3, 3) + 13 = 19

Vuloo |

Vuloo casts the hold person spell on Natalya as Relan moves up.
He attempts to identify the spell being cast.
Spellcraft: 1d20 + 4 ⇒ (16) + 4 = 20

DM Fflash |

Old Friends Round 1
Init: Clarence, Andel, Atlatia, Aidon, Braelex, Vuloo, Natalya, Lockerbrie, Amiculus, Relan, Fulmen
The party moves to act as they hear a shout from the west, "Oy, ya be leavin' her alone now!" Following quickly is a twang of a crossbow bolt as a bearded large man taking shelter down the hallway fires a bolt at Lockerbie. You recognize him as your one-time Pathfinder companion, Clarence! Last you saw him he was leaving Magnimaar with Lorlenn to take the dying elf home.
The bolt drives in to Lockerbrie hard and the ghoul hisses. Andel shouts out a warning (No one is flat footed now) and draws his flute and begins to play a very catchy tune. Neither of his opponents seem to be affected.
At Aidon for action
Aidon Init: 1d20 + 2 ⇒ (16) + 2 = 18
Amiculus Init: 1d20 + 1 ⇒ (9) + 1 = 10
Braelex Init: 1d20 + 4 ⇒ (12) + 4 = 16
Fulmen Init: 1d20 + 1 ⇒ (3) + 1 = 4
Relan Init: 1d20 + 1 ⇒ (4) + 1 = 5
Vuloo Init: 1d20 + 1 ⇒ (14) + 1 = 15
Andel Init: 1d20 + 1 ⇒ (20) + 1 = 21
Natalya Init: 1d20 + 3 ⇒ (10) + 3 = 13
Clarence Init: 1d20 + 4 ⇒ (17) + 4 = 21
Atlatia Init: 1d20 + 6 ⇒ (13) + 6 = 19
Lockerbie Initi: 1d20 + 7 ⇒ (4) + 7 = 11
Clarence vs Lock: 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27; HIT!; Damage: 1d10 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Natalya save vs fascinate: 1d20 + 2 ⇒ (20) + 2 = 22; success!
Clarence save vs fascinate: 1d20 + 5 ⇒ (10) + 5 = 15; success!