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He seems to have stepped 5' away... they were base to base for a while.

Dungeon Master S |

Baldwyn steps in and destroys the guard in a final vicious attack. Avelina, meanwhile, gets ready to shut down the cleric. Megferra repositions herself safely, as the cleric's vision is still stolen from him.
Grim and Misfortune!
Round 3 Update:
Avelina: Readies to disrupt
Baldwyn: Swing, slice, trip, and dice.
Megferra: move
Grim: Current
Baddies: TBD
Jacques: TBD
Faeranduil: TBD
Cleric: Blind 2 rounds

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Grim and Misfortune fly into a RAGE.
PA
Bite (B/P/S)
Smite+PA+Charge+Rage
If Evil opponent, add +6 to each damage roll
Attack 1d20 + 10 - 2 + 2 + 2 ⇒ (15) + 10 - 2 + 2 + 2 = 27
Damage 1d8 + 6 + 4 + 2 ⇒ (1) + 6 + 4 + 2 = 13+6
Claw 1d20 + 10 - 2 + 2 ⇒ (9) + 10 - 2 + 2 = 19
Damage 1d6 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14+6
Claw 1d20 + 10 - 2 + 2 ⇒ (14) + 10 - 2 + 2 = 24
Damage 1d6 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18+6
Rake 1d20 + 10 - 2 + 2 ⇒ (17) + 10 - 2 + 2 = 27
Damage 1d6 + 6 + 4 + 2 ⇒ (1) + 6 + 4 + 2 = 13+6
Rake 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage 1d6 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16+6
Grim wanders down to engage the enemy...
PA/Rage
Attack 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Damage 2d4 + 8 + 9 + 3 ⇒ (1, 4) + 8 + 9 + 3 = 25

Dungeon Master S |

Misfortune's rage is truly a thing of devastation. Within seconds it is upon the cleric, and just a few seconds later the cleric's body lies in tattered ribbons.
Out of initiative....

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Misfortune lets the body fall.
Smiting pouncing rage Lion for the win
Grim looks at the steaming body "Unlucky".

Dungeon Master S |

cloak of resistance +1, +1 light fortification full plate, Belt of giant strength +2, +1 heavy steel shield, lesser metamagic rod of extend, ring of protection +1, +1 bastard sword, Headband of Wisdom +2
Take whatever time you need to recover, etc before advancing. Check in that you're ready with a Perception check.
The tracks that led you here continue on. you feel as though you've walked this road, and indeed you have. You're walking back the way you came. The first time you walked this path it was out of town and into the wastes. This time you find yourself walking back into a strange quasi-real version of town.
Geb’s Rest lies ahead, but a very different town from the Geb’s Rest on the material plane. This version is the shining, new example of what the town looked like before—every building whole and brightly painted, the streets made of packed dirt and well-lit by giant lanterns, and giant, leafy-green trees lining every avenue. In the middle of the town, surrounding the fountain, are dozens of enormous cages, thirty feet on each side, and packed full with hundreds of dirty human figures.

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Faeranduil identifies the magic items "Take whatever you want, I have no need for these things"
When approaching this version of Geb's Rest
"Now that is a different sight, gives me some ideas for when I master the magics to create a demi-plane"
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
"And I didn't mean the cages, that's horrible!"

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LeGrand, now having returned to normal size, narrows his eyes at the shining city on the horizon.
"Arrr, that be a neat trick, but I be expectin' another welcomin' committee just the same."
As they get within reach of the newer Geb's Rest, LeGrand pulls out a rod of his own, much like the one found on the dead cleric, and applies a few of Bessie's blessings.
Extended barkskin and bull's strength.

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Avelina will take the lesser extend metamagic rod and the ring of protection +1, if there are no objections
She taps herself with her cure light wounds wand.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Her eyebrow raises as she notices that this place is a reflection of Geb's Rest.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
As she sees the cages, that terrible self-righteous anger of hers emerges once more. The sight of common folk caged and in their own town by evil creatures is one she is well familiar with from her time in Mendev.
"By the Goddess! What manner of fiends are responsible for this abhorrent display?!"
Seeing Le Grand buff himself, and remembering that she was actually hit last battle, Avelina casts a couple of spells of her own.
"Divine Aegis! Multiplicity of the Righteous Warrior!"
She casts extended Shield and Mirror Image using the rod
Righteous Warriors Images (caster level 8): 1d4 + 2 ⇒ (3) + 2 = 5
Still holding the metamagic rod, she shouts to whatever creatures might be listening unseen.
"Whoever is responsible for this, come forth and face your judgment at the hands of the Inheritor's Favored Soul!"

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Baldwyn requests that Avelina uses his wand to mend his wounds.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
It takes some time, but Baldwyn's burns are finally healed.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

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Avelina, do you mind if I hold that rod for a second? I have a spell that will let you react just a bit quicker.
Extended Haste: 14 rounds

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Grim uses a wand of Infernal Healing to heal up some of Misfortunes misfortune.
UMD 4d20 ⇒ (6, 5, 13, 16) = 40 Two charges used.
Arriving at Gebs rest he too surveys the scene
Perception 1d20 + 11 ⇒ (14) + 11 = 25
How long hasit been since the last fight?

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She hands Faeranduil the rod.
"I was going to use it to make Sealed Fate of the Wicked last longer, but how could a magnanimous person such as I turn down such generosity?"
Faeranduil--and everyone else for that matter--would have never heard of such a spell.
It's what she calls Pugwampi's Grace.

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And I never heard of Pugwampi's Grace either.... now I have to pick up Inner Sea Magic to give it to my bard. Thanks!
Spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34
"Young woman, we shall have to have a discussion about magics once we are back at the Grand Lodge. You cite all these spells that I have never heard of, and I am well-versed in spellcraft"

Dungeon Master S |

Amidst the banter, Grim looks about in the town and sees a bit more detail. Some of it startling. Among the cages are a group of the warriors you faced just two hours ago to answer the question from above. They seem to be ...preparing for something... they seem to be getting ready to defend against an attack... Wait a second, you've been spotted! They seem to notice you as well!
Shouts go up as soon as everyone is aware. The cages erupt with cries for freedom and mercy. The cages are packed to bursting with townsfolk speaking an awfully modern version of Taldane.
Megferra: 1d20 + 6 ⇒ (16) + 6 = 22
Faeranduil: 1d20 + 3 ⇒ (12) + 3 = 15
Jacques: 1d20 + 2 ⇒ (3) + 2 = 5
Grim: 1d20 + 6 ⇒ (5) + 6 = 11
Avelina: 1d20 + 15 ⇒ (7) + 15 = 22
Baldwyn: 1d20 + 7 ⇒ (10) + 7 = 17
Baddies: 1d20 ⇒ 1
Map is in progress.

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If that was two hours ago, Avelina would have refreshed Heroism when she cast the other buffs.

Dungeon Master S |

Map is up to date! Let's finish this!
Initiative Repost: I forgot to put the enemy's initiative modifier.
Avelina:
Megferra:
Baldwyn:
Faeranduil:
Grim:
Baddies:
Jacques:

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Hey, I'm an idiot and got confused with the wizard I was playing yesterday. I haven't actually taken Shield yet on Avelina, so she couldn't have cast extended shield >_<
I guess she would have used it on Heroism then, if that's okay?
"Vile creatures! You face the Will of the Inheritor made flesh! Perish in the Light of Her Judgment!"
Avelina moves up into a better vantage, then throws out her signature spell once more, targeting the closest bone devil. Burst of Radiance is long range, so it can hit from there.
Since it looks like the bone devil from earlier, I'll go on ahead and roll and SR check.
SR Check: 1d20 + 10 ⇒ (19) + 10 = 29
Radiant Dawn of the Inheritor Burst of Radiance: 5d4 ⇒ (3, 1, 1, 1, 3) = 9
Blind Duration (DC 22 Reflex to reduce to dazzled): 1d4 ⇒ 2

Dungeon Master S |

REF: 1d20 + 12 ⇒ (2) + 12 = 14 The bone devil shrieks in rage as it goes blind!
Red Bone Devil: 9 Blind 2 Rounds
Blue Bone Devil:
Red Guard:
Orange Guard:
Yellow Guard:
Blue Guard:
Green Guard:
Red Zombie:
Orange Zombie:
Yellow Zombie:
Blue Zombie:
Green Zombie:

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Epic fight on it's way! Baldwyn, you are hasted, seems like you only moved 60 ft
Faeranduil snaps his fingers and a wand appears. He steps towards Jacques and taps him with the wand
Protection from evil

Dungeon Master S |

Let's say 12 feet for the first floor, and 12 for second. Call it 25'

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Fae, how many of us were hasted?
Thinking of charging & pouncing that Red zombie...

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Faeranduil is CL 7, so his haste can get all of us, including pets

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Meg heals up her wounds with a wand before setting off:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
---
Approaching the alternate town with its cages brimming with people, Meg's face flushes with righteous anger.
"Release these people at once!" she demands, running up just behind Baldwyn. She focuses her divine anger on the bone devil, uttering a prayer for its destruction.
Channel wrath to convert 2 LoH's into another Smite Evil on the Bone Devil.
She readies an action to attack anything that approaches with malice.
+1 Keen Scimitar, PA, Haste: 1d20 + 15 - 3 + 1 ⇒ (2) + 15 - 3 + 1 = 15
Damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Meg keeps an eye out for attacks, both against herself and against her Noble Charge (and Faeranduil).
I'll try an Opportune Parry if it comes up. I'll spend my Immediate Action on either a Riposte or casting Paladin's Sacrifice if Avelina or Faeranduil are attacked.
Opportune Parry, PA, Haste, fencer: 1d20 + 15 - 3 + 1 + 1 ⇒ (4) + 15 - 3 + 1 + 1 = 18
Riposte: 1d20 + 15 - 3 + 1 ⇒ (1) + 15 - 3 + 1 = 14
Against Smited Target, attacks are +4 and damage is +16. Although with these rolls, who knows if it'll matter... :P

Dungeon Master S |

Round 1 Update:
Avelina: Blinds a devil
Megferra: Readies an attack
Baldwyn: Move and wait
Faeranduil: Protection from Evil
Grim: Current
Baddies: On Deck
Jacques:In the Hole

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Misfortune runs and launches at one of the zombies.
Bite (B/P/S)
Claws (B/S)
PA+Charge
If Evil opponent, add +6 to each damage roll
Attack 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Claw 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
Damage 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Claw 1d20 + 10 - 2 + 2 ⇒ (5) + 10 - 2 + 2 = 15
Damage 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Rake 1d20 + 10 - 2 + 2 ⇒ (13) + 10 - 2 + 2 = 23
Damage 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Rake 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
Damage 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Grim charges the same enemy, slashing when he gets there.
PA
Attack 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Damage 2d4 + 8 + 9 ⇒ (2, 3) + 8 + 9 = 22

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Grim, Misfortune get's an additional attack as per this post, that is useful to read for everyone
Although I don't think it is needed with that amount of damage...

Dungeon Master S |

Misfortune Haste ATK: 1d20 + 10 ⇒ (15) + 10 = 25 DMG: 1d8 + 16 ⇒ (5) + 16 = 21
A quartet of seasoned Pathfinder agents move to prepare. They bear blade and dweomer. The enemy, graced with a formidable foe, adopts a defensive stance. The juju zombies move in, but the ancient warriors were trained for such combat and slide arrows out of ancient quivers. A tense silence falls over the planar field.
With a massive roar the calm is shattered. Misfortune tears through the scene landing on a zombie. The creature puts up a tremendous fight and takes the blows, parrying many of them. The preternaturally fast beast finally breaks through and finishes the job, leaving only a tattered corpse bereft of unlife.
Forgive the lack of prose in this part, it's just a lot of dice and chaos, I'd rather keep the post clean.
Red Bone Devil: Blinded by the spell, he turns himself invisible.
Blue Bone Devil: Eschews his magical powers for a good thrashing. Flying charge attack on Baldwyn: ATK: 1d20 + 14 ⇒ (8) + 14 = 22 MISS
Red Guard: Shoots an arrow at Faeranduil ATK: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 DMG if hit: 1d6 ⇒ 6
Orange Guard: Shoots an arrow at Avelina ATK: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 DMG if hit: 1d6 ⇒ 5
Yellow Guard: Shoots an arrow at Grim ATK: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 DMG if hit: 1d6 ⇒ 6
Blue Guard: Shoots an arrow at Faeranduil ATK: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15 DMG if hit: 1d6 ⇒ 2
Green Guard: Shoots an arrow at Baldwyn ATK: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24 DMG if hit: 1d6 ⇒ 2
Orange Zombie: Double move
Yellow Zombie: Double move
Blue Zombie: Double move
Green Zombie:Double move
Jacques needs Round 1, then everyone else Round 2. To keep the clutter down, please post your round number at the top of the post.
Round 1 Update:
Avelina: Blinds a devil
Megferra: Readies an attack
Baldwyn: Move and wait
Faeranduil: Protection from Evil
Grim: GRRRRRR
Baddies: Lots
Jacques:In the Hole
Red Bone Devil: 9 Blind 2 Rounds (NE4S4)
Blue Bone Devil:
Red Guard:
Orange Guard:
Yellow Guard:
Blue Guard:
Green Guard:
Orange Zombie:
Yellow Zombie:
Blue Zombie:
Green Zombie:

Dungeon Master S |

EDITED
Confirmation rolls:
Red Guard: Shoots an arrow at Faeranduil: Confirm: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 Damage to add if crit: 2d6 ⇒ (2, 5) = 7
Green Guard: Shoots an arrow at Faeranduil: Confirm: 1d20 + 6 ⇒ (13) + 6 = 19 Damage to add if crit: 2d6 ⇒ (2, 6) = 8

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Round 2
Green shot at Baldwyn and shortbows / longbows have a *3 crit, please correct me if these were crossbows.
3rd crit die vs Faeranduil: 1d6 ⇒ 4
Damage taken = 12, current AC = 18
Faeranduil casts his last empowered piercing fireball of the day, changing the damage type to electricity in the hopes that the blinded invisible demon is also caught in the blast.
Damage roll: 10d6 ⇒ (3, 3, 3, 1, 4, 4, 1, 5, 3, 2) = 29
Damage= 1.5*29 + 44 + 3= 47, reflex DC 21 for half
Spell Penetration, Elf, Piercing Spell: 1d20 + 10 + 2 + 5 ⇒ (10) + 10 + 2 + 5 = 27
He then moves of into cover of one of the buildings to avoid more arrows.

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Grim, Misfortune get's an additional attack as per this post, that is useful to read for everyone
Interesting, I had taken it that as a charge/pounce was a full round action that the effect wouldn't necessarily apply, however I see I could well be in error there! Thanks for the links!
I also take it the thing died by the time Grim got there, so he just double moved to location :p

Dungeon Master S |

Aye, Grim can have double moved.

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Round 1, Init 5
LeGrand shakes his head as his eyes focus on the battle ahead.
"Arrr, twas like I was daydreamin' there for a moment and several days passed while I just stood here lookin' pretty."
Growing swiftly to a larger size (free action, growth domain), he charges ahead swinging at the devil ahead of Megferra with his sizable reach.
Bardiche: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 for 2d8 + 17 ⇒ (1, 7) + 17 = 25
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], [X|_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [X] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 2/5
Channels Left (3d6, DC14): 3/4
Extend Rod Uses Left: 1/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Not enlarged, no freebooters, no bull's: +9 hit, +11 damage
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+6 strength (22)
-1 size penalty
-0 power attack (Furious focus)
+1 haste
--
+12 to hit
Damage bonus breakdown:
+1 magic bonus
+10 strength (22 while enlarged, 2H)
+6 power attack (2H)
--
+17 damage

Dungeon Master S |

Jacques swing is deftly parried by the bone devil! Faeranduil's spell makes a massive explosion! You know the zombies are immune to electricity correct? I'll assume you change elements to acid for record keeping. Let me know otherwise.
Orange Guard: 1d20 + 2 ⇒ (8) + 2 = 10
Orange zombie: 1d20 + 4 ⇒ (2) + 4 = 6
Green Guard: 1d20 + 2 ⇒ (1) + 2 = 3
?: 1d20 ⇒ 3
It appears Nethys himself guides Faeranduil's aim!
Round 2:
Avelina: Go
Megferra: Go
Baldwyn: Go
Faeranduil: BOOM
Grim: Go
Baddies: TBD
Jacques: On deck
Red Bone Devil: 9 Blind 2 Rounds (NE4S4)
Blue Bone Devil:
Red Guard:
Yellow Guard:
Blue Guard:
Yellow Zombie:
Blue Zombie:
Green Zombie:

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Round 2
The arrow pops one of Avelina's images
Avelina toys with a couple of braids hanging from her belt as she moves closer to the devil.
"The Inheritor has given Yours Truly the power seal your fate, vile fiend!"
As she finishes casting her spell, she points at the devil with her Bless wand while making a cutting motion across her neck with her other hand.
"Sealed Fate of the Wicked!"
DC 21 Will Save or be affected by Pugwampi's Grace
SR Check: 1d20 + 10 ⇒ (2) + 10 = 12
SR Check (folio reroll, 2 GM stars): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Ugh, probably not :(

Dungeon Master S |

Sadly, even the reroll isn't enough...

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Round 1 Immediate Action
AoO on blue: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33 vs CMD to trip
AoO from trip if successful: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
1d10 + 9 ⇒ (5) + 9 = 14
AoO Confirm: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
1d10 + 9 ⇒ (4) + 9 = 13 Total of 27 if confirmed
Round 2 Action
Baldwyn strikes at the blue devil as it moves towards him. He then takes a step back and strikes it again where it lies!
PA vs prone: 1d20 + 12 ⇒ (18) + 12 = 30
1d10 + 18 ⇒ (10) + 18 = 28
Haste: 1d20 + 12 ⇒ (2) + 12 = 14
1d10 + 18 ⇒ (5) + 18 = 23
Iterative: 1d20 + 7 ⇒ (17) + 7 = 24
1d10 + 18 ⇒ (10) + 18 = 28

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Acid indeed, thanks

Dungeon Master S |

I hate to cancel out the critical trip, but how is it that he drew the AoO? If there wasn't an AoO, I'll let you keep the rolls for the Round 2 action.

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It looked like the bone devil moved through threatened area with my reach to end adjacent to me. Used the AoO to trip as opposed to attack. Greater Trip feat causes it to provoke another AoO from being tripped (if it was indeed tripped). Sort of the basis of a polearm trip build. If it did not provoke, then I am a sad panda, hahaha.
-Posted with Wayfinder

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it might be confusing because I think the map is 10 ft scale. That would put him as just walking into your reach from what I can see.

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I already stepped back on the map for my round two actions. At end of round one, bone devil was adjacent to me. Perhaps I should have drawn an arrow to show movement?
-Posted with Wayfinder

Dungeon Master S |

Ah, I get your description for Baldwyn's round.
It takes a special kind of mortal to trip a bone devil, and Baldwayn succeeds! Unfortunately the weapon doesn't connect with the deadliness expected as the devil's magically hardened bone shrugs off some of the damage. He follows up with only a single hit You forgot +4 versus prone. a pair of telling blows!
Round 2 Update:
Round 2:
Avelina: Fails SP check
Megferra: Go
Baldwyn: Trip and swing
Faeranduil: BOOM
Grim: Go
Baddies: TBD
Jacques: On deck
Red Bone Devil: 9 Blind 2 Rounds (NE4S4)
Blue Bone Devil: 53 Prone
Red Guard:
Yellow Guard:
Blue Guard:
Yellow Zombie:
Blue Zombie:
Green Zombie:

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That's my fault. Always forget if its a bonus to hit a prone target or a penalty to AC when prone.
-Posted with Wayfinder