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All good :) Done - at the Fountain

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Baldwyn shakes his head as the pirate and the lady square off.
With the talk of tactics, Baldwyn is more than happy to relay "Someone tries to kill me, I try to kill 'em right back. Only fair, right? Ain't no good with words, don't tend to use 'em. But if ya want 'em alive, I guess I can hold back. A little. Maybe."
Also, not good.
Oh, right, Perception: 1d20 + 9 ⇒ (4) + 9 = 13

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Avelina securely around her arm, Meg shoots a look of disapproval at the pirate, meeting him eyepatch-to-eyepatch. "It is rude and nasty to stare at anyone like that. Don't make me get you a second eyepatch," Meg threatens; although her scolding tone sounds like she literally means getting a second eyepatch, rather than a threat of violence. She turns back to Avelina: "Anyway, Your Grace, I would love to hear you sing sometime! I'm something of a dancer myself! We should spend some time together once we're back at a Lodge!"
Perception: 1d20 - 2 ⇒ (4) - 2 = 2
Meg approaches the abandoned inn near the fountain, sword drawn in front of the door. "Should we knock, do you think? That would be the polite thing," she suggests.

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LeGrand guffaws at the touch of the mage hand, rubbing his cheek with a smile before winking at Avelina.
"Har! Likes it rough she does! I'll be rememberin' that, darlin'"
The pirate gets additional ideas as Megferra stares him eye-to-eye and begins "bonding" with Avelina. LeGrand considers what color he'd want if he were to get a second eyepath and takes the opportunity to scratch his good eye, suddenly discovering an itch there.
Sighing as the paladin takes up arms with Avelina, he takes a few swings with his bardiche. He then steps up to stand shoulder-to-shoulder with Baldwyn and gives his fellow polearm-wielding warrior a nod.
"Would it be ungentlemanly to be lettin' the ladies go first, now? I'm certain Geb's End cannot wait to be hearin' the songs they plan to be singin'..."
The pirate looks about for whatever evils they have stirred up with their antics, somewhat disbelieving they have allowed his guard to falter ever slightly.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17

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Baldwyn leans on his bardiche shaking his head knowing the comment that will be coming regarding the two ladies practicing their craft upon their return. He points to the pirate and instructs "Don't say it..."

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She falls into an easy smile as her cheeks flush with red.
"I would not mind spending more time together at all."
Avelina begins twirling her hair around her finger, her other arm still wrapped around Meg's.
"'Should we knock?' How delightful to meet someone with a sense of proper ettiquette."
Avelina raps a knuckle against one of the hexagonal plates of Meg's kikko armor.
"A proper Lady Knight. Like the Inheritor herself."
Avelina conjures another hand of force. She mimes a knocking motion, the hand mimicking it.

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Spellcraft is autosucces with minimum result of 17
Hmmm, interesting, she probably has more tricks up her sleeve
Perception: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
"I agree, words before blades and spells. But we should be prepared for blades and spells, that way we won't be caught with our pants down as they use to say in the shackles. Or did I loose something in translation Captain le Grand?"
Not a good aura

Dungeon Master S |

The banter between Pathfinders continues as the group moves about the ghost town. Just as Faeranduil finishes his question, he notices that the town isn't as abandoned as he thought. With a quick flick of the eyes that all veteran Pathfinders recognize, all chatter stops. The only sound within the group is the short snick of weapons being moved for action.
It appears the conversation on tactics is apropos. From buildings nearby a pentad of humans, gaunt and devoid of vibrancy , emerge. You've all seen zombies before, but these are different... (Knowledge (Religion) for specifics.) The first hint is their seemingly coordinated effort. The second is that they each seem to have an empty potion bottle in one hand, and masterfully crafted scimitars in the other...

Dungeon Master S |

Megferra: 1d20 + 6 ⇒ (11) + 6 = 17
Faeranduil: 1d20 + 3 ⇒ (16) + 3 = 19
Jacques: 1d20 + 2 ⇒ (20) + 2 = 22
Grim: 1d20 + 6 ⇒ (13) + 6 = 19
Avelina: 1d20 + 15 ⇒ (13) + 15 = 28
Baddies: 1d20 + 6 ⇒ (18) + 6 = 24

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Baldwyn: 1d20 + 7 ⇒ (2) + 7 = 9
Yellow AoO: 1d20 + 17 ⇒ (14) + 17 = 31 vs CMD to trip
If successful: 1d20 + 17 ⇒ (14) + 17 = 31 vs AC
1d10 + 9 ⇒ (7) + 9 = 16 S damage
Green AoO: 1d20 + 17 ⇒ (11) + 17 = 28 vs CMD to trip
[ooc]And that's all the AoOs I can do this round.

Dungeon Master S |

Initiative Repost:
Avelina: Current
Baddies: On deck
Jacques: TBD
Grim: TBD
Faeranduil: TBD
Megferra: TBD

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Just a note for in case later - Misfortune always acts in the Surprise round if there is one :) That said, the aciton would be to ready an attack to defend Grim if it does occur - and also has the Scent ability. Not that its relevant THIS time, but thought I should raise it just in case!
Grim looks at the creatures
Know (Rel) 1d20 + 1 ⇒ (9) + 1 = 10

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Knowledge (religion): 1d20 + 6 ⇒ (6) + 6 = 12
Avelina seems giddy at the chance for combat, and she turns towards the western group of two zombie-like creatures and casts a spell at them. She does not pull out any material components, instead holding forth the golden Iomedaean sword-cross that hangs on a chain around her neck.
"Be blinded by the Radiant Dawn of the Inheritor!"
(if they are evil): 5d4 ⇒ (4, 2, 3, 4, 2) = 15
DC 22 Reflex Save to not be blinded for: 1d4 ⇒ 1 round
Anyone that makes the save is dazzled for 1 round instead

Dungeon Master S |

Ref Red: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Ref Blue: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
No one seems to know exactly what these things are, but the blue creature seems blinded by Avelina's spell. Despite that it steps forward and slashes wildly at the Lion Miss: 1d100 ⇒ 57 Scimitar: 1d20 + 9 ⇒ (6) + 9 = 15 MISS. The other next to it does the same: Scimitar: 1d20 + 9 ⇒ (3) + 9 = 12 MISS.
Meanwhile the yellow baddie moves in on Avelina, but falls to Baldwyn's skill. The same goes for green as a second falls prone.
Finally purple moves in to attack: Scimitar: 1d20 + 9 ⇒ (7) + 9 = 16 and lays a slash across Baldwyn's outstretched arm, but fails to penetrate the hero's armor.
Party up!
Red: 15
Blue: 15 Blind 1 Round
Green: Prone
Yellow: 16 Prone
Purple:

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Baldwyn steps back and swipes at the prone purple abomination.
Bardiche PA vs prone: 1d20 + 12 ⇒ (6) + 12 = 18
1d10 + 18 ⇒ (1) + 18 = 19
Iterative: 1d20 + 7 ⇒ (20) + 7 = 27
1d10 + 18 ⇒ (9) + 18 = 27
Confirm: 1d20 + 7 ⇒ (9) + 7 = 16
1d10 + 18 ⇒ (7) + 18 = 25
"Yeah, they ain't talkin'. Don't think I'd wanna talk with 'em anyway."

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If I'm reading this right, yellow and green are prone and purple is standing?
"Best we be leavin' some space 'tween us and those, thar."
The pirate gestures his bardiche's end at the two on the ground.
"Arr, ladies tis time for Captain LeGrand to become even grander..."
Then with a wink at Avelina and Megerra, LeGrand takes a step back (5ft step) and seems to grow to a towering ten feet in height while uttering a prayer to Gozreh (Growth domain).
He then swings his bardiche at the standing enemy to their east while indicating his preferred target.
"That one, tharrr..."
(Move action to freebooter's bane the purple target, everyone gets +1/+1 vs it)
Bardiche vs purple (PA): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 for 2d8 + 13 + 1 ⇒ (4, 6) + 13 + 1 = 24
Assuming any stand up and provoke or do move than 5ft step within LeGrand's 20ft reach.
Bardiche AoO #1 (PA): 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 for 2d8 + 13 + 1 ⇒ (8, 3) + 13 + 1 = 25
Bardiche AoO #2 (PA): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 for 2d8 + 13 + 1 ⇒ (7, 6) + 13 + 1 = 27
HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged
F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)
Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [_] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 4/5
Channels Left (3d6, DC14): 4/4
Extend Rod Uses Left: 3/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+4 strength
-1 size penalty
-0 power attack (Furious focus)
+1 freebooter's bane
--
+10 to hit
Damage bonus breakdown:
+1 magic bonus
+6 strength (18 while enlarged, 2H)
+6 power attack (2H)
+1 freebooter's bane
--
+14 damage

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Meg returns Avelina's smile, amicably laying her own hand on the one snugly around her arm. Once the creatures start their approach, though, Meg gracefully slides out of Avelina's grasp and readies her own scimitar.
She steps between Avelina and Faeranduil with a light, spinning step, scimitar flashing in the bleak sunlight. "Stop! You will not hurt Lady Avelina!" Meg asserts, protective of her new friends. She flourishes with her golden blade, slashing first at the purple attacker, then at the yellow one who dared to approach Her Grace.
Versus purple:
+1 Keen Scimitar, PA, freebooter: 1d20 + 12 - 3 + 1 ⇒ (1) + 12 - 3 + 1 = 11
Versus yellow
+1 Keen Scimitar, PA, 2nd iterative, vs prone: 1d20 + 7 + 4 - 3 ⇒ (18) + 7 + 4 - 3 = 26
Slashing Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Crit confirm: 1d20 + 7 + 4 - 3 ⇒ (10) + 7 + 4 - 3 = 18
Crit Damage: 1d6 + 13 ⇒ (6) + 13 = 19
AoO: Meg will take the first AoO she can get, if any
+1 Keen Scimitar, PA, fencer trait: 1d20 + 12 - 3 + 1 ⇒ (9) + 12 - 3 + 1 = 19
Slashing Damage: 1d6 + 13 ⇒ (3) + 13 = 16

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Misfortune looks at one of the creatures attacking it (Red) and does some attacking of his own.
Misfortune
PA vs blind?
Bite 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Damage 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Grab 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19 vs CMD
Claw 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Damage 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Grab 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13 vs CMD
Claw 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Damage 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Grab 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 vs CMD
Grim walks around the lion casually, and slashes at the other unfortunate.a
Grim
PA vs blind?
Attack 1d20 + 15 - 3 ⇒ (3) + 15 - 3 = 15
Damage 2d4 + 8 + 9 ⇒ (3, 1) + 8 + 9 = 21

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Upon hearing Meg's declaration, Avelina begins hopping and clapping, her smile evolving into an irrepressible grin.
"So gallant! So stalwart! A glorious and beautiful protector just for me!"
By the time she stops acting like a mad rabbit, her breath is quick and shallow and her skin flush with a red hue.
"This is all too much...."
She begins fanning herself with her hands as she tries to calm her breathing. As her breathing finally calms, Avelina holds a single hand up to her head, as if about to faint, and calls out to Meg.
"Save me from these horrible creatures, my Lady Knight!"
Avelina speaks with an overwrought fragility, playacting at a role she has waited all her life to cast herself in. She purposefully and impotently flails at the zombie next to her, pulling back from it.
I suppose we can call that total defense

Dungeon Master S |

Yes, Purple is standing
Baldwyn takes a sizable gash out of one of the creatures, but the loss of innards does nothing to slow down the onslaught. When Jacques adds a matching wound to the other side, the creature drops down dead...again. Megferra deals a telling blow to the yellow beast.
Meanwhile misfortune's claws can't seem to find purchase, and when they do, the preternatural resistance of the creature makes the lion's claws less lethal. Grim's blade swings true, but fails to penetrate defenses of his foe.
Total Defense from Avelina.
Round 1 Summary:
Avelina: Cast
Baddies: Approach and attack
Jacques: Helps finish off purple
Grim/Misfortune: Attack!
Faeranduil: TBD
Megferra: Hit
Baldwyn:Helps finish off purple
Red: 23
Blue: 15 Blind 1 Round
Green: Prone
Yellow: 30 Prone
Purple: DEAD

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1d10 + 18 ⇒ (4) + 18 = 22
Confirm: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 vs prone AC
1d10 + 18 ⇒ (2) + 18 = 20
"Stay down!"

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Knowledge Religion: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
"Get lost" Faeranduil sneers at the undead to the east as he flings a bit of guano at a point beyond them.
If identified Faeranduil always tries to remember if the enemy has any elemental resistance or weakness, adjusting the damage type of his fireballs if neccesary.
Empowered Piercing Fireball, DC21: 10d6 + 7 ⇒ (1, 5, 2, 5, 3, 4, 3, 5, 3, 4) + 7 = 42 =59 damage (42-7)/2 = 17

Dungeon Master S |

Juju zombies, tougher than normal. They are, in fact, resistant to fire.
Faeranduil's spell goes off:
Green: 1d20 + 4 ⇒ (5) + 4 = 9
Yellow: 1d20 + 4 ⇒ (12) + 4 = 16
Instantly the two juju zombies are consumed in fire. Meanwhile Avelina moves to stay alert. The timing is perfect as a new threat appears from nowhere! The most horrifying features of carrion-fed insect and withered cadaver, the bony monstrosity moves in unsettling lurches. (Knowledge (The Planes)). It tries to bite Grim Bite: 1d20 + 14 ⇒ (17) + 14 = 31 and it's teeth sink in for DMG: 1d8 + 5 ⇒ (2) + 5 = 7 damage. The creatures very presence sends fear down the hero's spine. Make a will save DC 19 or be panicked for 1d6 ⇒ 4 rounds. The creature then vanishes as quickly as it appeared!
The zombies continue their sword attacks on Misfortune:
Red: 1d20 + 9 ⇒ (9) + 9 = 18 MISS
Blue: 1d20 + 9 ⇒ (19) + 9 = 28 DMG: 1d6 + 8 ⇒ (4) + 8 = 12
Confirmation: 1d20 + 9 ⇒ (4) + 9 = 13 NO
Jacques
Round 2 Summary:
Avelina: Defensive
Baddies: Remaining zombies continue their attack, a new threat appears
Jacques: CURRENT
Grim/Misfortune: On deck
Faeranduil: TBD
Megferra: TBD
Baldwyn: TBD
Red: 23
Blue: 15
Green: DEAD
Yellow: DEAD
Purple: DEAD

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For the save against panic: Meg has a 10-ft radius Aura of Courage, all within 10 ft of her get +4 on saves against fear.

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DC19 Will - ugh!
Will 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17
Grim has a mind snap and withdraws in a panic, Misfortune, still under command to defend his master, likewise withdraws to follow him.

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Round 2
"What was that horrible thing?!" Meg shouts as the insectoid monstrosity bites into Grim and then vanishes. Turning to Avelina, Meg clasps her hand and says, "Stay safe, Your Grace!" before bounding over to one of the remaining zombies. She leaps into the air, twirling with an outstretched blade to lay into the red-clad creature.
+1 Keen Scimitar, PA versus RED: 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 14
If Avelina or Faeranduil is attacked by the undead bug thing, Meg will cast Paladin's Sacrifice as an immediate action.

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Avelina's next round action, unless something changes.
As the ozone of Faeranduil's fireball dissipates and the zombies that were threatening her turn to dust, Avelina abruptly ceases her playacting. She purses her lips into an indignant frown.
"Well that was rather anticlimatic."
As the boney creature pops out, Avelina show no fear as might be expected, her expression instead turning to one of delight.
"Oh, goody! There's more of them."
Knowledge (planes): 1d20 + 4 ⇒ (6) + 4 = 10
She glances away, her mouth cocked to one side in thought.
"It looks like it is a....um....Well, I did not get a very good look at it, but it seems strong!"
She places her hands against her sides and nods as punctuation.
"Yes, indeed! I am an expert on these matters, you know."
She looks starry-eyed at Meg.
"I shall give you the Inheritor's Blessing, my Protector!"
Avelina draws her wand of Bless and activates it.
She taps the UMD check
"The Power of the Inheritor is beyond compare! You shall never feel a Blessing as great as Hers!"
As an immediate action, Avelina uses her Heroic Echo bloodline power to share her increased morale bonus with everyone. Bless is a +2 morale bonus to attack rolls and saves against fear for the next 8 rounds.

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As LeGrand returns to his normal proportion, he gives the competence of his companions a good arr'ing.
"Arr, ye be a finer group o' companions that I was expectin'"
With a wink to Megfarra, he brings his polearm down at the nearest monster, judging it unworthy of his companions (move action to Freebooter's Bane).
Whichever is more injured gets the attack and the bane, failing that then blue.
Bardiche: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 for 1d10 + 12 ⇒ (10) + 12 = 22
HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged
F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)
Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [_] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 4/5
Channels Left (3d6, DC14): 4/4
Extend Rod Uses Left: 3/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Not enlarged, no freebooters: +9 hit, +11 damage
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+4 strength
-1 size penalty
-0 power attack (Furious focus)
+1 freebooter's bane
--
+10 to hit
Damage bonus breakdown:
+1 magic bonus
+6 strength (18 while enlarged, 2H)
+6 power attack (2H)
+1 freebooter's bane
--
+14 damage

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Also just to be sure: if the vanishing is an at-will ability it still takes the normal action economy of a standard action. Might be something else entirely, no need to explain if it is.
Knowledge Planes: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
"I am so glad we have a great scholar like Avelina in our midst. This was a insert creature name here and these undead are juju zombies. I cast an electricity ball because they are resistant to fire."
again, resistances/vulnerabilities first, spell resistance second and DR third for knowledge check
Faeranduil retrieves a scroll from his satchel and reads it, centered on the area where the bone planar was last seen.
Glitterdust, see purple square on map, DC 13

Dungeon Master S |

Totally right to point out a possible mistkae, but it's a Quickened Invisibility :-) It's a Bone devil, so that's 3 questions. I know you prefer defenses by default, so it has SR and resists anything not inherently GOOD. Full reply later.

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"That invisible creature was a bone devil! It resists anything not inherently good and also has spell resistance."

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Avelina preens at Le Grand's words.
"I am not entirely sure what I did to transcend your expectations, considering you must have expected a great deal from me to begin with."
She speaks without the faintest hint of mocking irony, nor do the inevitable wink and a smile that must come with such outrageous self-aggrandizement ever manifest.
Instead, she shakes her head and chuckles to herself.
"I suppose that, truly, my own Righteous Magnificence surprises even me."

Dungeon Master S |

Jacques stands firm and with a vicious swing drops on of the juju zombies in it's place, leaving two parts of a corpse.
Shocked by the appearance of another foe, Megferra misses with the scimitar.
Faeranduil casts a spell of Glitterdust Will: 1d20 + 7 ⇒ (6) + 7 = 13. SR: 1d20 + 13 ⇒ (17) + 13 = 30, and the spell works! The creature's outline is plain for all to see. Baldwyn to finish the round. Remember Avelina's Bless takes effect in Round 3. It's equally plain that the horror can still see, however.
Round 2 Summary:
Avelina: Defensive
Baddies: Remaining zombies continue their attack, a new threat appears
Jacques: Drops a zombie
Grim/Misfortune: Run away!
Faeranduil: Glitterdust!
Megferra: Swings and misses
Baldwyn: Current
Red: DEAD
Blue: 15
Green: DEAD
Yellow: DEAD
Purple: DEAD

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Glitterdust is not hampered by spell resistance ;-)

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Baldywn moves in to take out the other juju zombie before he and the rest of the party focus on the bone creature. "Grim! Get back here!" he calls uselessly as he swings his weapon in a downward arc at the zombie.
Felling Smash: 1d20 + 12 ⇒ (3) + 12 = 15
1d10 + 18 ⇒ (8) + 18 = 26 damage
Trip: 1d20 + 17 ⇒ (12) + 17 = 29
If successful, AoO: 1d20 + 12 ⇒ (13) + 12 = 25
1d10 + 18 ⇒ (1) + 18 = 19 damage
All moot since I don't think the 15'll hit. Ah well.

Dungeon Master S |

Sorry guys, I thought I had posted (well, I know I posted, I think it got swallowed!)
Baldwyn indeed misses, but the hit surely would have made a massive impact.
Avelina is up. I promise to get the baddies done ASAP after. My goal is to get through the fight before my plane takes off.
Round 3!
Avelina: Current
Baddies: Remaining zombies continue their attack, a new threat appears
Jacques: Drops a zombie
Grim/Misfortune: Run away!
Faeranduil: Glitterdust!
Megferra: Swings and misses
Baldwyn: Current

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Avelina's action of casting her fancy +2 Bless happens now, so that's her turn.

Dungeon Master S |

The zombie has nothing to fear and continues it's attack. It swings with it's decrepit arm at Megferra 1d20 + 9 ⇒ (19) + 9 = 28 and confirm: 1d20 + 9 ⇒ (5) + 9 = 14 and scores a telling blow, just an inch from a major artery. DMG: 1d8 + 4 ⇒ (5) + 4 = 9
The planar monstrosity hisses in anger at it's tactic being thwarted and moves in and gnashes at Megferra too!
Bite: 1d20 + 14 ⇒ (3) + 14 = 17 MISS
Claw 1: 1d20 + 14 ⇒ (9) + 14 = 23 DMG: 1d6 + 5 ⇒ (4) + 5 = 9
Claw 2: 1d20 + 14 ⇒ (19) + 14 = 33 DMG: 1d6 + 5 ⇒ (6) + 5 = 11
Stinger: 1d20 + 14 ⇒ (10) + 14 = 24 DMG: 3d4 + 5 ⇒ (3, 4, 3) + 5 = 15
The stinger sinks it's hideous venom into Megferra, FORT: 1d20 + 13 ⇒ (4) + 13 = 17 (Unless I missed something, or you have a reroll, that's a fail.) The paladin's muscles feel like they're on fire! STRENGTH damage: 1d3 ⇒ 3
Pathfinders finish the round.

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Round 3
You got the save right. I don't have any special protection from poison, and there's nothing I can do about a 4 on the die.
Wincing from her wounds and the burning venom coursing through her, Meg nonetheless steps up the bone devil clutching her scimitar tightly. "In Shelyn's name, I shall cleanse your ugliness! Give up now!" Meg shouts, calling upon her deity's power. She swings at the creature, powerful and graceful.
Swift action: Smite Evil on the bone devil! I automatically bypass any DR it has.
First iterative: +1 Scimitar, PA, Smite Evil, +2 Bless: 1d20 + 15 - 3 + 4 + 2 ⇒ (10) + 15 - 3 + 4 + 2 = 28
Damage: 1d6 + 13 + 16 ⇒ (2) + 13 + 16 = 31
Second Iterative: +1 Scimitar, PA, Smite Evil, +2 Bless: 1d20 + 10 - 3 + 4 + 2 ⇒ (9) + 10 - 3 + 4 + 2 = 22
Damage: 1d6 + 13 + 16 ⇒ (6) + 13 + 16 = 35
Meg then stands ready to fend off more attacks. "Ready to surrender? I won't have to fight you further if you just give up now!"
Preparing to use my AoO to fend off one of the bone devil's attacks with my Opportune Parry and Riposte (spending 1 panache).
Parry+1 Scimitar, PA, Smite Evil, +2 Bless, fencer trait: 1d20 + 15 - 3 + 4 + 2 + 1 ⇒ (3) + 15 - 3 + 4 + 2 + 1 = 22
If I successfully parry (ugh I can't roll well at all this turn though, except on this one of course...), spend my immediate action riposte!
Riposte: +1 Scimitar, PA, Smite Evil, +2 Bless: 1d20 + 15 - 3 + 4 + 2 ⇒ (19) + 15 - 3 + 4 + 2 = 37
Crit confirm: 1d20 + 15 - 3 + 4 + 2 ⇒ (11) + 15 - 3 + 4 + 2 = 29
Damage: 1d6 + 13 + 16 ⇒ (4) + 13 + 16 = 33
Crit Damage: 1d6 + 13 + 16 ⇒ (1) + 13 + 16 = 30

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Baldwyn steps towards the large glitterdusted thingummywhatsit and strikes at it instead of going after the remaining zombie.
Power Attack + Bless: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
1d10 + 18 ⇒ (5) + 18 = 23
Iterative: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
1d10 + 18 ⇒ (8) + 18 = 26
+1 bardiche, slashing

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Round 3
Faeranduil sees that his companions have trouble with the devil and casts haste

Dungeon Master S |

Sorry guys, I got a little out of order last night.
Baldwyn slays the zombie with ease, and though Megferra only hits once, the devil knows that a paladin is bad news, especially hasted with so many allies. With a snarl to chill the soul the devil shifts off of the prime material plane and returns home.
We are out of combat, though Megferra is still poisoned.
Megferra, it takes 2 saves to stop the damage. I'll roll out 5 rounds worth of stuff, but you'll only take the damage if you fail and don't have the poison stopped. Did that make sense?
1 FORT: 1d20 + 13 ⇒ (7) + 13 = 20 STR DMG: 1d3 ⇒ 1 PASS 1
2 FORT: 1d20 + 13 ⇒ (11) + 13 = 24 STR DMG: 1d3 ⇒ 1 PASS 2
Cured! (You can ignore the damage if you have it neutralized first.

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Faeranduil pulls out his spellbook and starts preparing the remainder of his spells
adding grease, scorching ray*3, haste, empowered piercing fireball to prepared spells.

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Avelina returns her Bless wand to her belt. She places her hands on her hips, straightens her back, and raises her head high in a stance of self-righteous triumph.
"Hah! Clearly, the devil rightfully fears those Blessed by the Inheritor! He flees back to his hellish realm, as Erum-Hel, Lord of Mohrgs fled to Orv when he was smote by the Inheritor at the Battle of Three Sorrows."
Avelina rushes over to Meg, the Iomedaean abandoning her haughtiness for genuine concern over her companion.
Heal: 1d20 + 2 ⇒ (16) + 2 = 18
"My Champion! You have been afflicted with a vile toxin in your brave defense of me! Worry not; the Inheritor looks after all that fight in the name of the Righteous!"
Avelina selects one of her many wands crafted in the shape of an Iomedaean sword-cross and taps Meg.
Avelina taps the UMD check
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 2

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Meg relaxes and lets out a sigh as the creature vanishes. She makes a silent prayer to Shelyn, asking for her healing light, and her wounds start to close as Avelina restores her strength.
Self Lay on Hands: 4d6 ⇒ (1, 4, 1, 5) = 11
Self Lay on Hands: 4d6 ⇒ (1, 6, 3, 6) = 16
She smiles at the attentive Avelina, embracing her in a warm hug. "I'm just glad we're all okay! Thanks for the healing. I feel much better now. Let's go see if Grim and Misfortune are okay!"
She takes off after the gruff man and his lion, blindingly quick while still under the effects of Faeranduil's spell. "Grim! Misfortune! Come back, we won!"

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Grim comes running back, furious at the magical emanation of Fear that gripped him. The lion, on the other hand, clearly finds it hilarious.

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LeGrand grins at everyone as he pokes the fallen devil with his bardiche.
"Arr, well done me Pathfindin' brothers!"
He pauses for a moment to wink at the ladies.
"Arr, and fair sisters, too. Now it be time to be searchin' this inn now that we dispatched with its warm welcoming party."
After the others are recovered, the pirate leads the way into the building's interior, keeping his eyes open for danger, whether in the form of guards or traps.