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Zandu feels a hand on the back of his shoulder followed by the gut wrenching sensation of being teleported again.
"Huh I wonder when my frequent flyer miles will actually get me somewhere nice" he says as he looks into the backside of the boney monster.
going to use a swift action to use precise strike to double my precise dmg on my next attack
attack 1 Pa+haste: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 33 Pa damage: 1d6 + 36 + 12 ⇒ (1) + 36 + 12 = 49
attack H Pa+haste: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36 Pa damage: 1d6 + 36 ⇒ (5) + 36 = 41
attack 2 Pa+haste: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31 Pa damage: 1d6 + 36 ⇒ (1) + 36 = 37
attack 3 Pa+haste: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 Pa damage: 1d6 + 36 ⇒ (3) + 36 = 39
+2 to hit if teleported into a flanking position and magda has a weapon out

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In this case Shade will move over to Butyl and ready to cast a spell once on the other side at the enemy he first sees
Well, you don't need to ready. You just need to finish your turn after I teleport.
EDIT: I moved the three of us back outside, into the nearest open area, and in the same configuration we were when Z reached us.

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Zandu coughs up a bit of bone dust before pointing his scimitar at the other bone monster "ah I was going to make a joke but it would not have been that humorous"
Zandu should regain a panache point due to monsters hit dice?

DM Feral |

Yeah, Zandu can recover a panache.
Venture-Captain Keel draws a knife but makes no move to attack. He seems to be waiting for something.
Outside, the bony devil tears at Adaxis with tooth and claw.
Bite: 1d20 + 14 ⇒ (4) + 14 = 18
Miss: 1d100 ⇒ 89
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Claw: 1d20 + 14 ⇒ (3) + 14 = 17
Miss: 1d100 ⇒ 51
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 14 ⇒ (15) + 14 = 29
Miss: 1d100 ⇒ 3 - Hit
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Stinger: 1d20 + 14 ⇒ (19) + 14 = 33
Miss: 1d100 ⇒ 22 - Hit
Damage: 3d4 + 5 ⇒ (4, 3, 1) + 5 = 13
And make a DC 20 fort save vs poison or take 1d3 ⇒ 3 strength damage.
- Revised Initiative
Bugman
Butyl/Zandu/Zarkuket
Keel/Bone Devil
Magda/Adaxis
Magda and Adaxis are up.

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It appears all attacks missed but the stinger as the last claw missed due to concealment.
Fort DC 20: 1d20 + 15 ⇒ (11) + 15 = 26
Eagle totem transformation grants 2 talons, 1 bite and ability to speack with birds. Eldritch (2) claws and Helm of the Mammoth Lord (gore) all together grants 6 primary natural attacks.
Adaxis and Mousebane hovering 5 feet above the ground thrash at the bony outsider with claw, beak and talon. Mousebane hovers (steps) back after his fury of feathers. Adaxis clicks his heels to activate his boots of speed.
Squawk, cheep, whoot, whoo whoo, coo, caw!
holy magic bite: 1d4 + 9 + 2d6 ⇒ (1) + 9 + (1, 4) = 15
Mousebane full attack: 1d20 + 12 ⇒ (11) + 12 = 23
holy magic talon: 1d4 + 9 + 2d6 ⇒ (2) + 9 + (5, 5) = 21
Mousebane full attack: 1d20 + 12 ⇒ (14) + 12 = 26
holy magic talon: 1d4 + 9 + 2d6 ⇒ (3) + 9 + (6, 5) = 23
Adaxis claw 1: PA-3, FE+4, haste+1: 1d20 + 17 - 3 + 4 + 1 ⇒ (14) + 17 - 3 + 4 + 1 = 33
Magic, good, silver dmg: PA+6, FE+4, AtG+1: 1d4 + 7 + 6 + 4 + 1 ⇒ (1) + 7 + 6 + 4 + 1 = 19
holy: 2d6 ⇒ (3, 5) = 8
claw 2: 1d20 + 17 - 3 + 4 + 1 ⇒ (17) + 17 - 3 + 4 + 1 = 36
dmg: 1d4 + 7 + 6 + 4 + 1 ⇒ (1) + 7 + 6 + 4 + 1 = 19
holy: 2d6 ⇒ (2, 3) = 5
talon 1: 1d20 + 17 - 3 + 4 + 1 ⇒ (6) + 17 - 3 + 4 + 1 = 25
dmg: 1d4 + 7 + 6 + 4 + 1 ⇒ (3) + 7 + 6 + 4 + 1 = 21
holy: 2d6 ⇒ (1, 4) = 5
talon 2: 1d20 + 17 - 3 + 4 + 1 ⇒ (3) + 17 - 3 + 4 + 1 = 22
dmg: 1d4 + 7 + 6 + 4 + 1 ⇒ (1) + 7 + 6 + 4 + 1 = 19
holy: 2d6 ⇒ (3, 4) = 7
bite: 1d20 + 17 - 3 + 4 + 1 ⇒ (13) + 17 - 3 + 4 + 1 = 32
dmg: 1d4 + 7 + 6 + 4 + 1 ⇒ (3) + 7 + 6 + 4 + 1 = 21
holy: 2d6 ⇒ (3, 2) = 5
gore: 1d20 + 17 - 3 + 4 + 1 ⇒ (4) + 17 - 3 + 4 + 1 = 23
dmg: 1d6 + 7 + 6 + 4 + 1 ⇒ (1) + 7 + 6 + 4 + 1 = 19
holy: 2d6 ⇒ (5, 6) = 11
gore haste: 1d20 + 17 - 3 + 4 + 1 ⇒ (14) + 17 - 3 + 4 + 1 = 33
dmg: 1d6 + 7 + 6 + 4 + 1 ⇒ (6) + 7 + 6 + 4 + 1 = 24
holy: 2d6 ⇒ (6, 5) = 11

DM Feral |

I run percentile as high rolls always favoring the player. In this case both of those attacks are hits.
Adaxis and his avian companion make short work of the second bone devil.
Within the suite Mary is pelted with more hail.
Bludgeoning Damage vs Butyl, Zarzuket, and Mary: 3d6 ⇒ (4, 1, 2) = 7
Cold Damage vs Butyl, Zarzuket, and Mary: 2d6 ⇒ (1, 3) = 4
Butyl/Zandu/Zarkuket are up.

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"Let's get back in there and deal with Keel. Hey, I rhymed! I'm a poet, and I didn't even realize it!... Wait, no, I lost it."

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Mass Fly is in effect for anyone visible within 30' of Adaxis last round.

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Adaxis will cast Stone Discus at nearest door then fly through it if busted open.
RTA,DC 5: 1d20 + 10 ⇒ (14) + 10 = 24
magic cold iron, silver, slashing dmg: 4d6 ⇒ (6, 5, 3, 1) = 15
RTA,DC 5: 1d20 + 10 ⇒ (6) + 10 = 16
dmg: 4d6 ⇒ (1, 6, 6, 6) = 19
RTA,DC 5: 1d20 + 10 ⇒ (2) + 10 = 12
dmg: 4d6 ⇒ (6, 6, 6, 4) = 22

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Mousebane hovers over Adaxis and attacks the door too.
Mousebane PA: 1d20 + 12 ⇒ (9) + 12 = 21
bite: 1d4 + 9 ⇒ (4) + 9 = 13
Mousebane PA: 1d20 + 12 ⇒ (10) + 12 = 22
talon: 1d4 + 9 ⇒ (3) + 9 = 12
Mousebane PA: 1d20 + 12 ⇒ (11) + 12 = 23
talon: 1d4 + 9 ⇒ (1) + 9 = 10

DM Feral |

Adaxis's clay pigeons smash into the frozen doors one after another until the icy doors are torn from their hinges. Mousebane can do something else.
He, Mousebane, and Zandu are greeted by a wave of crushing hail.
Bludgeoning Damage vs Mary, Adaxis, Mousebane, and Zandu: 3d6 ⇒ (5, 4, 3) = 12
Cold Damage vs Mary, Adaxis, Mousebane, and Zandu: 2d6 ⇒ (4, 5) = 9
Butyl/Zandu/Zarkuket are up.

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Adaxis flies through the busted door and prevailing ice storm. (He still had a move action remaining after casting the spell.) Mousebane flanks the grappled Zeel with Adaxis and bites him in the neck.
Mousebane PA: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
magic bite: 1d4 + 9 ⇒ (2) + 9 = 11
holy: 2d6 ⇒ (1, 4) = 5

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Sorry, I meant Bugman. Are we waiting to for Mary to come through the door or rushing in to attack the Bugman?

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Butyl heals his allies, and ushers them to safety. "Let's get out of this hail! Grab Keel and get him out of here!"
On phone. Can someone move me in range to heal everyone?
Channel: 6d6 ⇒ (4, 3, 6, 4, 4, 2) = 23
-Posted with Wayfinder

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moved you to an area where you can hit all but Adaxis
Zandu activates his celestial armor and starts to float above the ice then flies in skirting the walls searching for a trap door or eye hole.

DM Feral |

Hearing Zandu's warning about the illusion in the room, Zarzuket casts a charm on his own eyes to reveal the truth. Casting True Seeing.
"The bookshelf to the north is another illusion!" he warns. "The real ice devil is hiding behind it!"
Mother Magda needs to make a DC 24 fort save or take 1d3 ⇒ 3 more strength damage.
Mother Magda and Adaxis are up.

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Free action to turn off boots of speed at beginning of round.
Adaxis will cast Stone Discus through the bookshelf then retrieve a tanglefoot bag for Mousebane to bombard the devil.
RTA: 1d20 + 10 ⇒ (1) + 10 = 11
magic cold iron, silver, slashing dmg: 4d6 ⇒ (1, 3, 1, 6) = 11
RTA: 1d20 + 10 ⇒ (7) + 10 = 17
dmg: 4d6 ⇒ (3, 1, 6, 4) = 14
RTA: 1d20 + 10 ⇒ (12) + 10 = 22
dmg: 4d6 ⇒ (5, 2, 3, 2) = 12
RTA, tanglefoot: 1d20 + 14 ⇒ (6) + 14 = 20
Reflex 15, rounds: 2d4 ⇒ (2, 2) = 4
No access to map. Please move eagle over devil.

DM Feral |

Adaxis you're going to have a miss chance because you haven't seen through the illusion yet.
Miss: 2d100 ⇒ (18, 40) = 58
Following Zarzuket's directions, Adaxis conjures a volley of stone disks and flings them into the bookshelf. They crash into the furniture and books fall to the ground as a result.
Make a will save to disbelieve.
Reflex: 1d20 ⇒ 17
Mousebane flies through the bookshelf and drops his tanglefoot bag in the insectoid devil's head. It shakes most of of the goop off before it can harden but still ends up partially tangled.
The room isn't tall enough for Mousebane to fly overhead but he can attack from the side. Magda is up.

Countess Mary |

Magda will teleport into the room. Then speak "Help me, I'm poisoned. "
Mary will move within 15' of the devil to engage it and drop her current plaything.
will save: 1d20 + 10 ⇒ (14) + 10 = 24 to disbelieve
power attack
to hit: 1d20 + 18 ⇒ (4) + 18 = 22 damage: 1d6 + 18 ⇒ (3) + 18 = 21
to hit: 1d20 + 18 ⇒ (4) + 18 = 22 damage: 1d6 + 18 ⇒ (1) + 18 = 19
to hit: 1d20 + 13 ⇒ (1) + 13 = 14 damage: 1d6 + 18 ⇒ (3) + 18 = 21

DM Feral |

You forgot to roll this round.
Magda's Fort Save: 1d20 + 6 ⇒ (7) + 6 = 13
That puts you at total 8 strength damage I think.
Mary blindly claws at the bookshelf. She manages to pierce the illusion but she fails to catch hold of the ice devil behind it.
Undeterred, the gelugon sweeps at Mary's legs with its spear.
Trip vs Mary (entangled): 1d20 + 23 - 2 ⇒ (18) + 23 - 2 = 39
Mary AoO: 1d20 + 18 ⇒ (8) + 18 = 26
damage: 1d6 + 18 ⇒ (2) + 18 = 20
And then jabs at her and slaps with his tail.
Iterative (vs prone, entangled): 1d20 + 16 + 4 - 2 ⇒ (4) + 16 + 4 - 2 = 22
Damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Second Iterative: 1d20 + 11 + 4 - 2 ⇒ (17) + 11 + 4 - 2 = 30
Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
Tail: 1d20 + 14 + 4 - 2 ⇒ (6) + 14 + 4 - 2 = 22
Damage: 3d6 + 3 ⇒ (6, 1, 1) + 3 = 11
Frustrated at its inability to wound the ugly eidolon, the ice devil begins a menacing hum.
Zandu and Mary need to make DC 22 will saves or be panicked for 13 rounds. This is mind affecting fear effect.
Free from Mary's grasp, Keel moves toward the door.
Mary can take an AoO assuming she's not panicked.
Butyl/Zandu/Zarkuket are up.

Countess Mary |

Mary is not prone.
From the PRD:
Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
The Trip attempt thus resulted in a 19 which doesn't make it.
will save: 1d20 + 10 ⇒ (3) + 10 = 13 panicked

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I will use the first of my charmed life to add my cha bonus to my roll as an immediate action
will save+charm: 1d20 + 11 + 3 ⇒ (8) + 11 + 3 = 22
omg
Zandu feeling particularly foolish/ brave meets the creature that glares him down.
and will 5ft levitate towards it and stab away
attack 1 Pa: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 38 Pa damage: 1d6 + 36 ⇒ (1) + 36 = 37
attack 1 Pa crit?: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29 Pa damage: 1d6 + 36 - 12 ⇒ (2) + 36 - 12 = 26
attack 1 Pa haste: 1d20 + 22 + 1 ⇒ (12) + 22 + 1 = 35 Pa damage: 1d6 + 36 ⇒ (5) + 36 = 41
attack 2 Pa: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27 Pa damage: 1d6 + 36 ⇒ (1) + 36 = 37
attack 3 Pa: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 Pa damage: 1d6 + 36 ⇒ (3) + 36 = 39

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Seeing his allies struggle to hit the demon, Butyl tries to blind him with light.
Draw rod of Persistent Spell. Persistent Burst of Radiance. DC 20 Reflex (roll twice and take worst) or be blind for 1d4 rounds, otherwise dazzled.
Spell Pen: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 5d4 ⇒ (3, 3, 2, 4, 2) = 14
Duration: 1d4 ⇒ 2 rounds
-Posted with Wayfinder

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Ok one more time, Shade uses fortelling for two rounds out of twleve everyone gets a plus two luck bonus to saves, to hit, ability checks. Moonlight will take two anti toxins and give them to mother. Using his telepathic bond from earlier which the whole party can use for hours to communicate silently, Shade will tell Mother to drink the anti toxin for two rounds (thus giving Mother a plus seven to saves) all this is still not an attack and leaves Shade still invisible and flying)