
Bill the Wizard |

Bill, content to stay in the mind fog summoned by his primal mishap, watches with amusement as his party butchers ogre and sabosan alike.
Delay

Dungeon Master S |

Gotcha on the 5' step Zelkin.
Auida moves in as the enemy continues to fight. The lone ogrekin by Zelkin tries to hook him twice:
ATK 1: 1d20 + 16 ⇒ (12) + 16 = 28 DMG: 2d8 + 7 ⇒ (8, 8) + 7 = 23
ATK 2: 1d20 + 11 ⇒ (20) + 11 = 31 THREAT
ATK 2 Confirm: 1d20 + 11 ⇒ (14) + 11 = 25 DMG: 6d8 + 21 ⇒ (2, 1, 7, 3, 6, 1) + 21 = 41
The ogrekin roars in triumph at the violence he has wrought.
To the north a pair go after Whitestripe while a third joins, laughing at some unshared secret...
ATK 1: 1d20 + 16 ⇒ (6) + 16 = 22 MISS
ATK 2: 1d20 + 11 ⇒ (9) + 11 = 20 MISS
ATK 1: 1d20 + 16 ⇒ (20) + 16 = 36 THREAT
ATK 1 Confirm: 1d20 + 16 ⇒ (19) + 16 = 35 DMG: 2d8 + 7 ⇒ (2, 3) + 7 = 12
ATK 2: 1d20 + 11 ⇒ (17) + 11 = 28 MISS
A MASSIVE roar sounds from within the building. as another Ogrekin goes upstairs for something. Two new foes join the fray by the tiger. Powerful muscles ripple beneath the golden fur on two small yet fearsome eight-legged beasts.
Sven's arrows puncture time and again as the celebrating ogrekin's shouts are cut short with a final arrow in the throat. Finally Whitestripe cuts a foe to ribbons, leaving a corpse.
Round 6
Zelkin: Kills Blue
Aiuda: Go
Baddies: ATK
Sven: Kill
Bill: Go no or never
Round 7
Zelkin: Go
Aiuda: Go
Baddies: TBD
Sven: TBD
Bill: TBD
Black: Upstairs
Purple:
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:

Zelkin Norwind |

Zelkin decides to get back into the battle quickly to aid Whitestripe but using Dimensional Hop to flank one of the enemies!
Attack: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 for Damage: 1d10 + 22 ⇒ (9) + 22 = 31

Sven Marsh |

Seeing Zelkin been hit multiple time, Sven asks the inquisitor in elven Are you Ok Zelkin ? Do you need some healing ?

Dungeon Master S |

Zelkin slides through folded space and appears with a blade ready for action as he cuts a deep grove into the ogrekin's back!
Round 6
Zelkin: Kills Blue
Aiuda: Move
Baddies: ATK
Sven: Kill
Bill: Go now or never
Round 7
Zelkin: Bampf and hit
Aiuda: Go
Baddies: TBD
Sven: TBD
Bill: TBD
Black: Upstairs
Purple: 31
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:

Zelkin Norwind |

I've been better, so yes, that would be nice!
At 38/129 HP. In fact, that reminds me that I forgot to change one of my judgments to healing. If I can do that now I'd like to swap Destruction out for it.

Aiuda Drowbane |

Aiuda can't do much to help Zelkin except to take down the ogres as uickly as possible. Her bow is back in her hands and the arrows are flying.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
damage: 1d8 + 13 ⇒ (7) + 13 = 20
Confirm:
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
damage: 2d8 + 26 ⇒ (8, 5) + 26 = 39

Dungeon Master S |

Aiuda opts to open fire, and lets his arrows make a statement. The ogrekin between the two other heroes drops from the wounds!
Round 6
Zelkin: Kills Blue
Aiuda: Move
Baddies: ATK
Sven: Kill
Bill: Go now or never
Round 7
Zelkin: Bampf and hit
Aiuda: ATK
Baddies: TBD
Sven: TBD
Bill: TBD
Black: Upstairs
Orange:
AURUMVORAX Black:
AURUMVORAXES Red:

Bill the Wizard |

Bill circles around the building, watching the carnage unfold. "Quite the display of prowess..." he comments approvingly.
Double Move

Dungeon Master S |

Bill advances to the carnage as the ogrekin and newcomers attack savagely,
The new creatures:
AURUMVORAX! Expert grapplers with supernaturally hardened hides. +1 question per 5 over.
The ogrekin continues to go after Whitestripe:
ATK: 1d20 + 17 ⇒ (9) + 17 = 26
ATK: 1d20 + 12 ⇒ (4) + 12 = 16
but continues to fail. The multi-legged creatures seem to be better equipped. One goes after Whitestripe, the other after Zelkin (drawing an AoO on the way.)
V. Whitestripe: 1d20 + 18 ⇒ (20) + 18 = 38
Confirm v. Whitestripe: 1d20 + 18 ⇒ (10) + 18 = 28 DMG: 1d6 + 5 ⇒ (3) + 5 = 8
Grab versus Whitestripe: 1d20 + 24 ⇒ (9) + 24 = 33 SO Close! but Whitestripe slithers out.
V. Zelkin: 1d20 + 18 ⇒ (6) + 18 = 24 for DMG: 1d6 + 5 ⇒ (6) + 5 = 11
Grab versus Zelkin: 1d20 + 24 ⇒ (4) + 24 = 28 and grabs hold of him!
Round 7
Zelkin: Bampf and hit AoO on Red
Aiuda: ATK
Baddies: ATK
Sven: Go
Bill: Go
Black: Back
Orange:
AURUMVORAX Black:
AURUMVORAX Red: Grappling Zelkin.

Sven Marsh |

Sven casts cure serious wounds as a 4th spell
May Erastil Power heals the wounds of my ally
Concentration: 1d20 + 19 ⇒ (10) + 19 = 29
Then fly over Zelkin to deliver the spell.
Cure Serious Wounds: 3d8 + 14 ⇒ (8, 3, 8) + 14 = 33

Whitestripe |

Whitestripe continues to attack the ogrekin as the creature claw haven't penetrate his celestial skin.
Rrrrh
Bite: 1d20 + 23 ⇒ (15) + 23 = 38
Damages: 1d4 + 22 ⇒ (4) + 22 = 26
Trip: 1d20 + 21 ⇒ (7) + 21 = 28
Claw 1: 1d20 + 23 ⇒ (20) + 23 = 43
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
Claw 2: 1d20 + 23 ⇒ (5) + 23 = 28
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
Crit Confirm Claw 1: 1d20 + 23 ⇒ (14) + 23 = 37
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
if the ogrekin is killed, Whitestripe will continue on the creature who attacked him

Dungeon Master S |

Sven delivers some much needed healing to Zelkin. Meanwhile Whitestripe brings more death to the ogrekins. It takes his full might, but the cat brings down yet another foe. By now the white fur is slick with crimson, no white shows.
All the while the storm rages overhead.
Round 7
Zelkin: Bampf and hit AoO on Red
Aiuda: ATK
Baddies: ATK
Sven: Aid and atk
Bill: Go
Black: Back
AURUMVORAX Black:
AURUMVORAX Red: Grappling Zelkin.

Zelkin Norwind |

With my judgment active both of those miss. For future reference, is the grab a second attack or only attempted after the attack hits?
Zelkin welcomes the warm light of healing. He then continues with battle against his new opponent!
AoO: 1d20 + 16 ⇒ (16) + 16 = 32 for Damage: 1d10 + 17 ⇒ (8) + 17 = 25
Confirm?: 1d20 + 16 ⇒ (6) + 16 = 22 for Damage: 1d10 + 17 ⇒ (7) + 17 = 24
With Exploit Weakness if that confirms the attack stops regeneration for a round and also bypasses DR.

Dungeon Master S |

Free if the bite hits. the attack does NOT confirm.
Zelkin moves quickly, taking the opening and making the most of it. He scores a solid hit on the creature, but there's a lot of fight left in it.
Round 7
Zelkin: Bampf
Aiuda: ATK
Baddies: ATK
Sven: Aid and atk
Bill: Go
Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 25

Bill the Wizard |

Seeing that the monsters are having trouble and that his magic may have ill repercussions if the primal forces overtake his own ability, Bill holds back from casting any more spells. "I leave this to you lot!" he yells.

Dungeon Master S |

Bill reserves his power in the chaotic storm.
Round 8
Zelkin: Go
Aiuda: Go
Baddies: TBD
Sven: TBD
Bill: TBD
Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 25

Dungeon Master S |

Back towards the entrance, you hear a door slam open.

Zelkin Norwind |

Zelkin's wounds heal a fraction more as his judgments continue. This battle is taking far too long! Zelkin concentrates on his current foe, making him his Bane! 1/14 used, HP now at 76
Attack with Bane!: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28 for Damage: 1d10 + 17 + 4d6 ⇒ (9) + 17 + (1, 2, 2, 1) = 32
Attack with Bane!: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 for Damage: 1d10 + 17 + 4d6 ⇒ (8) + 17 + (4, 1, 5, 2) = 37

Aiuda Drowbane |

Auto success on Perception.
Zelkin hears Aiuda's invisible voice answer from nearby, "Agreed. And I hate to be the bearer of bad news, but it sounds like more are coming our way back from the entrance."
Her arrows continue to fly from nowhere at the remaining baddies, focusing on the most injured first.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
damage: 1d8 + 13 ⇒ (8) + 13 = 21
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage: 1d8 + 13 ⇒ (8) + 13 = 21
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
damage: 1d8 + 13 ⇒ (8) + 13 = 21

Dungeon Master S |

Zelkin slashes hard, connecting once, with a wicked blow. Most of Aiuda's arrows fail to connect, only one finding its mark.
Finally a howl erupts from the entrance as a horse sized scorpion emerges from the second story and skitters down to the ground. Upon it is a rider weaving a very complex spell!
The ogrekin and aurumvoraxes keep up the fight, knowing this is likely it for them.
Versus Whitestripe:
Ogre hook 1: 1d20 + 17 ⇒ (2) + 17 = 19
Ogre hook 2: 1d20 + 12 ⇒ (5) + 12 = 17
Bite: 1d20 + 18 ⇒ (15) + 18 = 33
Claw 1: 1d20 + 18 ⇒ (11) + 18 = 29
Claw 2: 1d20 + 18 ⇒ (6) + 18 = 24
Claw 3: 1d20 + 18 ⇒ (12) + 18 = 30
Claw 3: 1d20 + 18 ⇒ (19) + 18 = 37
But shockingly, they ALL miss
Verus Zelkin:
Ogre hook 1: 1d20 + 17 ⇒ (18) + 17 = 35 DMG: 2d8 + 7 ⇒ (6, 3) + 7 = 16
Ogre hook 2: 1d20 + 12 ⇒ (7) + 12 = 19 MISS
Bite: 1d20 + 18 ⇒ (20) + 18 = 38 THREAT
Bite Confirm: 1d20 + 18 ⇒ (2) + 18 = 20 DMG: 1d6 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 18 ⇒ (17) + 18 = 35 DMG: 1d4 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 18 ⇒ (18) + 18 = 36 DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Claw 3: 1d20 + 18 ⇒ (16) + 18 = 34 DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Claw 3: 1d20 + 18 ⇒ (13) + 18 = 31 DMG: 1d4 + 5 ⇒ (2) + 5 = 7
And it then digs in to try to wrestle the man down:
Grab Attempt 1: 1d20 + 24 ⇒ (3) + 24 = 27
Grab Attempt 2: 1d20 + 24 ⇒ (19) + 24 = 43
Grab Attempt 3: 1d20 + 24 ⇒ (8) + 24 = 32
Grab Attempt 4: 1d20 + 24 ⇒ (1) + 24 = 25
...And manages to get a hold of him!
Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Go
Yeah this very easily becomes a massive fight. Sorry guys. Map is updated to include the new foe.
Black: Back
AURUMVORAX Black:
AURUMVORAX Red: 71

Dungeon Master S |

It's been a couple of days. I don't mind someone botting.

Bill the Wizard |

Looks like my post got eaten.
Bill flits south and analyzes the newcomer.
Knowledge: 1d20 + 23 ⇒ (2) + 23 = 25
If he senses there is danger, then he calls on the power of the primal storm to power his magic.
Primal Magic Ability-DC 32: 1d20 + 25 ⇒ (10) + 25 = 35
Damage - DC 25 Fort: 28d6 ⇒ (3, 3, 1, 5, 4, 5, 2, 4, 1, 6, 2, 6, 6, 3, 2, 6, 3, 2, 2, 1, 6, 3, 2, 1, 6, 1, 6, 6) = 98
Damage if save is made: 5d6 ⇒ (5, 4, 2, 5, 1) = 17
Disintegrate Attack Roll: 1d20 + 12 ⇒ (18) + 12 = 30
Primal Magic Concentration: 1d20 + 25 ⇒ (18) + 25 = 43
-Posted with Wayfinder

Dungeon Master S |

Assuming you're going for the rider and not the scorpion.
Bill shoots forth a green ray that ignores the turbulent air and drives right into the chest of the riding sabosan! FORT: 1d20 + 13 ⇒ (3) + 13 = 16. A MASSIVE wound opens up in the creature's ribcage. Shockingly he doesn't fall. The look on his face says it all though. He intends to flee...
Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Disintegrate
Round 9
Zelkin: Go
Aiuda: Go
Syckar: 98
Scorpion:
Black:
AURUMVORAX Black: Grappled
AURUMVORAX Red: 71

Aiuda Drowbane |

Aiuda asks Bill, "What is it up there? Do you have it under control?" She then keeps peppering the ogres with arrows, trying to help the others before they are bloodied up too much more.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
damage: 1d8 + 13 ⇒ (5) + 13 = 18
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
damage: 1d8 + 13 ⇒ (2) + 13 = 15
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
damage: 1d8 + 13 ⇒ (6) + 13 = 19

Dungeon Master S |

Aiuda nearly drops the remaining ogrekin. No other back up seems to be coming, and the tide is firmly in the heroes' favor!
Round 8
Zelkin: ATK (Grappled)
Aiuda: ATK
Baddies: Various
Sven: Go
Bill: Disintegrate
Round 9
Zelkin: Go
Aiuda: ATK
Syckar: 98
Scorpion:
Black: 71
AURUMVORAX Black: Grappled
AURUMVORAX Red: 71

Zelkin Norwind |

Zelkin winces from the pain of the attack! He uses Dimensional Hop to escape the grab and then heals himself!
Cure Critical Wounds: 4d8 + 14 ⇒ (4, 7, 2, 1) + 14 = 28
After the spell and the judgment Zelkin is now at 53/129, AC 27
EDIT : Hmm, to use Dimensional Hop here, do I have to actually cast? I know the movement itself doesn't provoke but I'm not sure otherwise.

Sven Marsh |

@GM sorry for the delay !
@Zelkin Dimensional Hop is a Spell Like, you need to make a concentration check to use it while grapple.
Sven shoots at the newcomer after bill's powerful spell.
+3 longbow: 1d20 + 17 ⇒ (18) + 17 = 35
damages: 1d8 + 12 ⇒ (8) + 12 = 20
if it hits, Aidua has an immediate attack

Whitestripe |

Whitestripe continues to tears appart the creature in front of him.
RRRrrrh
Bite: 1d20 + 23 ⇒ (4) + 23 = 27
Damages: 1d4 + 22 ⇒ (2) + 22 = 24
Claw 1: 1d20 + 23 ⇒ (15) + 23 = 38
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Claw 2: 1d20 + 23 ⇒ (2) + 23 = 25
Damages: 1d2 + 22 ⇒ (2) + 22 = 24

Zelkin Norwind |

Ah I see. Wow, I don't think I have a chance to get out of this on my own, I don't think I can hit the DC with a 20.
EDIT : Using a swift action to change my Healing judgment to Piercing, that gives me a bonus to concentration checks. Maybe it'll be enough...
Conc Check: 1d20 + 22 ⇒ (7) + 22 = 29 Maybe not. If its not I still have a standard action to try and cast the CCW, right?
Conc Check: 1d20 + 22 ⇒ (5) + 22 = 27 I might be dead, LOL.
Portfolio Reroll? I got one with the Humble Bundle. If I need it...: 1d20 + 22 ⇒ (14) + 22 = 36 Maybe...

Dungeon Master S |

I'm going to call the combat here anyway. With the mounted rider so grievously injured and most of the enemy fallen, the others flee, including the 8-legged weasel-monsters.
Out of combat!
The storm rages as the party cleans their weapons of gore.

Zelkin Norwind |

So did I need the reroll? If so that's fine, I just want to know if I still have it for later.
Zelkin casts the healing spell on himself in order to begin the recovery process. Using the previous roll. He then takes out his wand to continue the process.
CLW Wand, now expended: 10d8 + 10 ⇒ (4, 8, 2, 5, 3, 2, 7, 3, 8, 7) + 10 = 59
Well, so much for that resource. Zelkin sticks the now exhausted wand back into his pack. That was some welcoming committee.
Back to 112/129 HP

Aiuda Drowbane |

"Quick, let's get inside and hope that was all of them. Now, before the storm gets worse!" Aiuda leads the others into the main room. After looking around this chamber, she quickly checks the others.
Take 20 or 10 as the time allows now that we're safe (?).

Zelkin Norwind |

Right, inside. Good idea, Aiuda. Zelkin will also take a good look around if the time permits, not worried about his remaining injuries.

Dungeon Master S |

Aiuda steps into the building out of the storm and away from any reinforcements. A sizable ore mill takes up the center of this room. A staircase to the south winds upward, while doors to the north, east, and west exit the room. The mill is currently going, and would likely kill anything pushed into its grinding gears. A hall to the west reveals three more doors. Unfortunately, there's little of note in this room.
Forward and to the left you smell the room before entering it. Splintered bed frames and marred decorations fill this heavily abused living space. Paintings on the wall once depicted soaring landscapes of the Mana Wastes, but vandalism and time have taken their toll on the old pieces of art. In the mess Aiuda finds a sack of platnimum in it. There are 431 coins. There is also a strange jacket with tubing in it and a dozen masterfully crafted bullets.
The room to the north contains 3 large silos of ore. Aiuda checks them all, but the one to the right seems to be jammed on something.
The tower to the left is mostly empty, though a rack contains a bow that looks like it's got enough pull to give the strongest of men trouble. Additionally there is a trio of potions on a rack. Two are dark blue and the other looks clear.
That describes the entirety of the first floor of the main building. Do more here, go upstairs, check the other building out? Any of the above just say the word!

Zelkin Norwind |

Zelkin will check out the items of interest more closely to see if any of them could be of use. Detect Magic, et al. Maybe Bill would be a better choice to figure this stuff out.

Dungeon Master S |

Unless it's super weird, I'll assume passing the spellcraft to identify
The jacket is worn, but it's a functioning Sipping jacket. The bullets are all tracer bullets

Dungeon Master S |

Oops. Two of Cure Serious, one of invisibility.

Aiuda Drowbane |

Aiuda takes the potion of invisibility, finding that Bill's trick of turning her invisible was quite handy.
Aiuda suggests checking the other building before heading upstairs. She leads the way herself.

Bill the Wizard |

"I'm quite pleased with that." Bill says as he floats down to join the party. His wounds are apparent, but it doesn't seem to phase his spirit.
He conjures a cup of steaming earl grey that he sips on in between sentences. "I wasn't quite sure that would work. *sip* But I should be able to cast Disintegrate one more time today since it was powered by the primal forces in the area. *sip* It was quite cool to see it blast a hole in that sabosan's chest. *siiiiiiiiiip*" he says with a wry grin on his face.
"Let's check the upper floor?"

Dungeon Master S |

We've got one for the other building and one for upstairs...
-Posted with Wayfinder

Zelkin Norwind |

Coin Flip action: 1d2 ⇒ 2
I must agree with Bill. I believe we should head upstairs here before moving on to another building.

Sven Marsh |

Somebody needs healing ? I have my wand
While his comrades answer him, he asks Whitestripe to lower his magical resistance to be able to heal him.
Handle Animal DC25: 1d20 + 16 + 2 + 4 ⇒ (13) + 16 + 2 + 4 = 35
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
After healing his friends he says to his comrades.
May be we can go where the most tracks lead us ?
Tracks: 1d20 + 22 + 7 ⇒ (12) + 22 + 7 = 41

Dungeon Master S |

There are tracks in the dust EVERYWHERE. will post in a bit.
Sounds like upstairs
-Posted with Wayfinder

Dungeon Master S |

Taking the stairs in the ore room, you come to the second floor where the silos finally reach their peak. Little is left in this room. The howl of the storm outside is muted a bit, and a hall to the left makes the area look similar to the first floor.
To the west is a door which seems safe enough. Floor-to-ceiling bookshelves line the western wall of this room. A small wooden stool is the only other furnishing in the chamber. Wooden doors allow egress from the southwest and northeast. There's a lot to digest in here. As legendary adventurers, you know it's time to slow down...
Feel free to make Perception checks.

Zelkin Norwind |

Zelkin takes a breath as he accepts the offer of healing.
CLW Wand: 3d8 + 3 ⇒ (5, 1, 8) + 3 = 17 3 charges, thanks.
The inquisitor then starts to examine the area.
Perception: 1d20 + 28 ⇒ (4) + 28 = 32