
| Alathea of Solace | 
 
	
 
                
                
              
            
            First I would like to cast some Buff spells: Bless, Bull Strength for both Jor and Gabriel, Bear's Endurance for Jor and Stunning Barrier for me. 
Then turn the Kender invisible, I'll cast Blessing of Fervor and then on our opening Round you cast Fireball and I'll cast Holy Smite... Then we can go from there.

| High God of Krynn | 
 
	
 
                
                
              
            
            After buffing up the party moves in. Assume that Athola is being stealthy and invisible and taking a good assault position.
When the party arrives the Disir Queen, the three Disir Elites and the Disir Shaman look in your direction and hiss angerly. The queen digs herself deeper into the pile she's on probably not intending to move from her spot. Before the fight begins though the Queen speaks to the party in common her voice filled with malice and hatred.
"You dare enter my domain and slay my young Manlings! You shall pay for the deaths of my Brood! We shall feast upon your entrails and what remains will feed what is left of my children!"
She then starts hissing out commands to the group in some kind of foul oration. It seems to fill the Disir with some kind of mad fever.
Technically a Bard Song although not very inspirational to the ears of non-Disir.
Initiatives
Disir Elite Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Disir Shaman Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Disir Queen Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
I will see if I can create a map later. Can't do it at the moment due to my location.

| Alathea of Solace | 
 
	
 
                
                
              
            
            Initiative 1d20 + 1 ⇒ (18) + 1 = 19
Reminder on Blessing of Fervor: 
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice). 
•Increase its speed by 30 feet. 
•Stand up as a swift action without provoking an attack of opportunity. 
•Make one extra attack as part of a full attack action, using its highest base attack bonus. 
•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. 
•Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Also do not forget the other Buffs I cast!

| High God of Krynn | 
 
	
 
                
                
              
            
            Here is the link to the battle. I assume that you cut your way through the webs before they spotted you so I placed you on the other side of the webs. If you want to move through a web square you either have to make a strength check to push through the webbing or get stuck or cut though the webbing as an action. The battle link is below. I set Athola up in an ambush position assuming she was able to sneak around to that position. The big creature is the Disir Queen. The stuff under her is the big pile of webbing and writhing.

| High God of Krynn | 
 
	
 
                
                
              
            
            The Disir Queen on her turn uses a Move Action to activate bardic performance using her "Oration" performance skill as the source. Once the performance starts she also mixes in arcane words into her Oration whipping up her allies to an even stronger fervor. The Disir look even more bloodthirsty. Terevalis recognizes this as Primal Sorcery although being an Aberration the Queen probably has some innate magical ability much like other magical beasts like Naga, Fey, Dragons and the like.
Activating Inspire Courage and then used the spell "Moment of Greatness" on herself and all allies as a standard action. This doubles the morale bonus of Inspire Courage for the effected foes first attack or until a minute passes without attacking.

| Jor Majere | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9 due to still having -2 dex
Feeling his muscles bulging through the holy energy coursing through him although feeling a bit sluggish, Jor stretches out a bit as he heaves his greatsword above his head "I guess its time to flatten some foes and you people are definetely getting some spanking."
AC: 19 | HP Max: 107. Are we actually back to full health after healing? otherwise will have to see how much health I have now
 Also Jor will grab that sweet +2 bonus to AC

| Alathea of Solace | 
 
	
 
                
                
              
            
            Round 1 - Initiative 19
Alathea casts Holy Smite on the Queen and her nearby minions.
"Zivilyn, smite these foes that we ight rescue innocents".
Holy Smite 4d8 ⇒ (2, 1, 5, 1) = 9 Will save or be Blind 1 Round. Ugh, crap damage.

| High God of Krynn | 
 
	
 
                
                
              
            
            Disir Shaman Save: 1d20 + 11 ⇒ (1) + 11 = 12
Disir Queen Save: 1d20 + 12 ⇒ (9) + 12 = 21
Disir Elite 1: 1d20 + 6 ⇒ (10) + 6 = 16
Disir Elite 2: 1d20 + 6 ⇒ (7) + 6 = 13
One Disir Elite is out of reach
Althea casts forth her holy smite centered on the Disir Queen but finds the spell somewhat muted by the unholiness of this place. Still the spell explodes out catching the Disir Queen, the Shaman and two of the Elites. They are mildly scorched by the power and momentary blinded. The Disir Queen is only mildly hurt, not blinded and still continues on her turn to whip her spawn into a frenzy. The Disir Shaman still also casts his blessing.

| High God of Krynn | 
 
	
 
                
                
              
            
            Last to act is the Disir Elites. Blinded for the round they snarl but oddly still move in your direction probably possessing keen enough senses and sharp reflexes.
All of them have Blind Fighting so get the benfit of that.
The unblinded one however charges madly towards Gabriel leaping forward and slashing out with his sythe like claws. Power attacking.
DE Claw Attack on Gabriel: 1d20 + 10 + 3 + 2 - 2 ⇒ (19) + 10 + 3 + 2 - 2 = 32
The talon rips into Gabriel cutting through his armor with a forceful blow.
Claw Damage: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 and a DC 16 Poison save.
Athola will hold for now waiting for a time when the Queen is engaged before striking with a spring attack.

| Terevalis Unctio of House Mysti | 
 
	
 
                
                
              
            
            The Black Robe will move over and pulling out some r abbit fur and a brass cylinder he rubs them together unleashing the power of the lightening bolt at the biggie disir and the one in front of it.
 Ast deraser opreas reasde/ brease tse 
7d6 ⇒ (4, 4, 3, 5, 1, 3, 4) = 24
Reflex save 18
•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

| High God of Krynn | 
 
	
 
                
                
              
            
            Disir Elite Save: 1d20 + 5 ⇒ (7) + 5 = 12
Disir Queen Save: 1d20 + 10 ⇒ (18) + 10 = 28
The bolt of Lightning flies out and strikes a Disir Elite head on and then flies forward and goes into and through the Disir Queen. Unfortunately the Queen is able to react quick enough to only take a partial hit from the bolt as it flies out.
The Elite takes the full 24, the Queen takes 12

| Gabriel, The Just | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 12 ⇒ (6) + 12 = 18
"Est Sularus oth Mithas"
Gabriel calls out as he takes the extra attack from Alathea's belssing.
Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Attack: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

| High God of Krynn | 
 
	
 
                
                
              
            
            Three blows strike true on the foul beast due to it being off balance due to a charge. The wounds are horrific and would easily slay a man but these creatures are very resilient and quite frenzied at the moment. He also resists the foul poison from its claw.
Gabriel also needs to make a DC 16 Fort Save for the poison.

| Jor Majere | 
 
	
 
                
                
              
            
            Round 1
As the Disir attacked Gabriel, Jor took a sudden burst of movement as his muscles bulged from the tension and he lifted his Greatsword to give it a powerful downward swing towards the creature, bellowing with fury
Greatsword Attack 1: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38 
Greatsword Attack 2: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
Greatsword Attack Critical Conf 2: 1d20 + 12 + 2 + 2 + 1 ⇒ (5) + 12 + 2 + 2 + 1 = 22
+2 from STR and +2 from BoF
Greatsword Damage 1: 2d6 + 18 + 2 ⇒ (1, 4) + 18 + 2 = 25
Greatsword Damage 2: 2d6 + 23 + 4 ⇒ (2, 2) + 23 + 4 = 31
Greatsword Damage Crit 2: 2d6 + 23 + 4 ⇒ (4, 2) + 23 + 4 = 33
First Damage +2, Second one +4 due to doubling effect
HP: 107/107 | AC: 19. I assume we are all fully healed before we started this fight. I will stand corrected otherwise if that is not the case

| High God of Krynn | 
 
	
 
                
                
              
            
            There is no magic limitations. I just said that to explain the results of the low damage on the spell rolls.
Jor unleashes a barrage of strikes and keeps on swinging as the blade cuts deeper and deeper with each strike into the foul Disir Elite. When his barrage is over the creature is cut into pieces and clearly dead.
Round 2 Start
The Disir Queen roars angerly seeing one of her favored children cut down. She continues her Oration but also incants a horrible maddening carcophy imbuing magic into her words. You struggle hard to maintain your sanity from its horrible cacophony.
Casting the spell "Confusion" adjusting the radius so it catches everyone in the party in a 15 foot burst (Although Alathea may be able to avoid it as she acts first). Every PC must make a DC 16 Will save or be subject to confusion for 9 rounds.

| Athola | 
 
	
 
                
                
              
            
            Athola will slowly move to more advantage location to spring her stealthy sneak attack on chosen target. Waiting for direct confrontation to take place before go for the strike. Most likely take extra attack option.
Stealth: 1d20 + 22 - 1 ⇒ (13) + 22 - 1 = 34 If needed as she is invisible.
Like to move behind the queen and shaman, though not to close so they can detect her presence. Not sure if 2 blocks of map is enough to position her safely undetected.

| Alathea of Solace | 
 
	
 
                
                
              
            
            Round 2 - Initiative 19
Alathea calls upon Zivilyn once more, "Grant us light in this Darkness!"
From the Blessing Alathea will gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. She casts Searing Light
Ranged Touch 1d20 + 7 ⇒ (18) + 7 = 25 
Damage 4d8 ⇒ (4, 2, 7, 4) = 17 
Saving Throw vs. Confusion if needed - Will 1d20 + 13 ⇒ (16) + 13 = 29

| High God of Krynn | 
 
	
 
                
                
              
            
            WB Athola, you can easily sneak around without being spotted because you're invisible. None of them appear to have any invisibility spotting abilities at the moment. Spell Resistance only effects the person who has it with AOE spells, meaning anyone without spell resistance still has to make a save.

| High God of Krynn | 
 
	
 
                
                
              
            
            The Disir Queen takes a direct hit from the Ray of Light and is significantly burned and roars angerly and points at Alathea and yells in its foul tongue. The Disir Shaman points his claw at her and utters a curse attempting to rob the sight from her eyes.
Fortitude Save DC 16 or she goes blind due to Cause Blindness/Deafness
As for the two Disir Elites they charge in, one on Alathea, one on Jor.
DE 1 on Alathea: 1d20 + 10 + 3 + 2 + 2 ⇒ (4) + 10 + 3 + 2 + 2 = 21
Fortunately the attack on Alathea is warded off from the Tear and her buffs.
DE 2 on Jor: 1d20 + 10 + 3 + 2 + 2 ⇒ (6) + 10 + 3 + 2 + 2 = 23
Jor unfortunately gets hit and takes 1d6 + 10 ⇒ (2) + 10 = 12 damage and needs to make a fort save VS poison (DC 16)
The rest of the PC"s can now go.

| Alathea of Solace | 
 
	
 
                
                
              
            
            Alathea calls out to Zivilyn, "My God aid me!" Swift cast resistance.
Fortitude save 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15
To no avail, Alathea is Blind!
EDIT: DM note that I cast Greater Stunning Barrier on myself so I get +2 to AC and +2 to saves (I still fail my save anyhow and if struck any creature that did strike me has to make a Will save or be Stunned for 1 Round. I can stun up to 8 creatures this way. The DC is 19.

| Gabriel, The Just | 
 
	
 
                
                
              
            
            Seeing Alathea call out with the Disir on her Gabriel takes a step and summons his own divine power to smite the beast.
"Kirri-Jolith guide my blade."
Swift: Smite
Free: 5' step and choose extra attack
Full Attack
Attack: 1d20 + 24 ⇒ (11) + 24 = 35
Attack: 1d20 + 24 ⇒ (9) + 24 = 33
Attack: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 11 + 8 ⇒ (5) + 11 + 8 = 24If they are evil outsider it is another 8 damage on first attack
Damage: 1d8 + 11 + 8 ⇒ (1) + 11 + 8 = 20
Damage: 1d8 + 11 + 8 ⇒ (8) + 11 + 8 = 27

| Terevalis Unctio of House Mysti | 
 
	
 
                
                
              
            
            Ya, invisibility goes away if you attack. Do you have any means of buffing yourself while you are waiting to strike?

| Terevalis Unctio of House Mysti | 
 
	
 
                
                
              
            
            You might want to use the shards abiity to go through material and slice these things when you get the chance
 
	
 
     
    