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if this is a surprise round I always act in the surprise round as a diviner and with quick reaction slippers get a full round
what the hell is that??!!: 1d20 + 20 ⇒ (10) + 20 = 30 for any knowledge
Shade sees this huge worm appear right in front of him and will cast vanish defensively and then fly back to the corner of the room up to the second floor if possible to or toward the ceiling.
free action 1d20: 1d20 ⇒ 11
not in my pretty elven face cocentration: 1d20 + 25 ⇒ (11) + 25 = 36

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Perception: 1d20 + 11 ⇒ (19) + 11 = 30
-Posted with Wayfinder

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reflex save: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Despite Mary trying to protect her from the tumbling rubble, Magda is still damaged.
Any ally within Mary's reach (which is 15') gets a +2 on saves and AC
"Mary, kill the worms!" Mary moves to attack the closest worm, and provide cover for her mother.
to hit: 1d20 + 18 ⇒ (9) + 18 = 27 damage: 1d6 + 18 ⇒ (2) + 18 = 20 cold: 1d6 ⇒ 5
Mother then teleports to her room upstairs (room should be within the eidolon distance limit).

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Seeing a huge worm erupt before his eyes, Butyl casts a spell and mutters, "Go to hell."
Casting Plane Shift defensively, to send the worm to Hell. Using Spellguard Bracers to roll twice and take the better.
Concentration: 1d20 + 22 ⇒ (18) + 22 = 40
Concentration: 1d20 + 22 ⇒ (15) + 22 = 37
Touch attack: 1d20 + 10 ⇒ (19) + 10 = 29
DC 24 Will save or be shifted to Hell.
-Posted with Wayfinder

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Markavious shows no signs to his poor reception, he was not on this mission to entertain. Then after the floor erupts.
Knowledge: 1d20 + 22 ⇒ (15) + 22 = 37 Questions.
1. What if any type of energy are the beasts resistant to?
2. What are there vulnerabilities
He turns the ring on his finger Thwhip turning invisible and flies up to a balcony

DM Feral |

Will: 1d20 ⇒ 1
Mary buries one hideous claw into the hide of the worm nearest her.
Unable to resist the aasimar's powerful prayer, the worm closest to him vanishes with a *pop*.
Zarzuket is up since casting vanish and flying up happened during the surprise round.

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Questions: special attacks
Special abilities aka tremor sense?
Shade takes a look at the second worm who is still there, does it have reach to me? If so, cast defensively magic missle
dont chew on the elf: 1d20 + 25 ⇒ (11) + 25 = 36
pew pew I attack the darkness!: 5d4 + 5 ⇒ (2, 4, 4, 2, 1) + 5 = 18

DM Feral |

Zarzuket's arcane missiles pelt the remaining worm but seem to little more than enrage the beast further. They have a lot of hp.
Gregor is up.

DM Feral |

Blinking in near the remaining worm, Gregar lands a mighty Abadar-blessed blow before it can react.
In response the scarlet menace convulses and heaves, vomiting up the contents of its stomach adjacent the inquisitor. Among the huge puddle of foul smelling stomach acid and bits and pieces of partially digested matter is a large raven-headed golem. The construct scans the room quickly before settling its gaze on Butyl and advancing to attack!
Mary, Butyl, and Gregor need to make a DC 17 will save or be slowed for 7 rounds.
Worm Save: 1d20 ⇒ 18
Slam vs Butyl: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 2d10 + 9 ⇒ (7, 1) + 9 = 17
Slam vs Butyl: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 2d10 + 9 ⇒ (5, 1) + 9 = 15
The remaining servants in the Great Room, those not crushed or pinned by the fallen balcony, scream and flee the area.
Butyl, Mark, Mother, and Zarzuket are up. Act in any order.

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Will: 1d20 + 19 ⇒ (7) + 19 = 26
Butyl says a quick prayer and bolts out of the golem's reach, then tries to inter it underground.
Swift action to cast Grace, then move up the stairs in the upper right without provoking. Casting Hungry Pit (Reflex DC 25) on the golem. It's a 60' deep pit (6d6 falling damage), and it does 4d6 bludgeoning damage every round (Reflex half). Climb DC of 35.
Gregor, make sure to move away from the pit on your turn, or you'll have to make a save or fall in.

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Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Markavious focuses his attacks on the remaining worm
Accensibilus Causodes 3 rays of greyish energy shoot toward the worm.
Ranged Touch: 1d20 + 9 ⇒ (4) + 9 = 13 Acid Ray: 4d6 + 8 + 7 ⇒ (5, 4, 6, 5) + 8 + 7 = 35
Ranged Touch: 1d20 + 9 ⇒ (12) + 9 = 21 Acid Ray: 4d6 + 8 ⇒ (4, 1, 1, 3) + 8 = 17
Ranged Touch: 1d20 + 9 ⇒ (9) + 9 = 18 Acid Ray: 4d6 + 8 ⇒ (2, 6, 1, 1) + 8 = 18
Using Versatile Evocation Turning Scorching Ray into Acid

DM Feral |

Mark, where is the damage bonus per ray coming from? I see 2 per die from your sorcerer dip but I'm not sure where the other 7 per die is from. Intense spells only applies once per spell.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

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Mother will step out of her room and haste her compatriots downstairs.
Mary will rip into the damaged worm.
power attack
to hit: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 1d6 + 18 ⇒ (4) + 18 = 22 cold: 1d6 ⇒ 3
to hit: 1d20 + 18 ⇒ (5) + 18 = 23 damage: 1d6 + 18 ⇒ (3) + 18 = 21 cold: 1d6 ⇒ 6
to hit: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 1d6 + 18 ⇒ (6) + 18 = 24 cold: 1d6 ⇒ 6
to hit: 1d20 + 13 ⇒ (5) + 13 = 18 damage: 1d6 + 18 ⇒ (6) + 18 = 24 cold: 1d6 ⇒ 4

DM Feral |

In the future please do like Mark and post your priority list of questions along with your nature rolls so we can expedite.
"Nice work boys and girls, give 'em ano-" Adril shouts encouragingly only for his voice to suddenly become a gurgle. Appearing behind him is a tall, dark-haired man in a tattered red robe, a sort of primitive headdress, and red paint upon his face. He pulls a dagger from Adril's heart and then peers down into the Great Room while the hulking Venture Captain crumples to the ground, dead. “The Red Raven strikes for the Revolution!” he shouts.
Gregor is up.

DM Feral |

Will: 1d20 ⇒ 2
He doesn't surrender but Gregor's fierce display does shake the resolve of the tall red-cloaked figure. Rendered blind by Shade's spell, his resolve is shaken even further.
As if in reply, a squadron of archers suddenly appear on the balcony with bows nocked with flaming arrows. They line up shots, splitting their fire between the pathfinders upstairs and those still in the Great Room.
Vs Mother Magda:
Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Sneak Attack (with bleed 4): 4d6 ⇒ (4, 2, 2, 3) = 11
Fire Damage: 2d6 ⇒ (2, 1) = 3
Rapid Shot: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Iterative: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Vs Markavious:
Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13
Sneak Attack (with bleed 4): 4d6 ⇒ (2, 5, 5, 1) = 13
Fire Damage: 2d6 ⇒ (4, 2) = 6
Rapid Shot: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Iterative: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Vs Zarzuket:
Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Sneak Attack (with bleed 4): 4d6 ⇒ (4, 4, 4, 6) = 18
Fire Damage: 2d6 ⇒ (4, 5) = 9
Rapid Shot: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Iterative: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Vs Butyl:
Primary (invisible, rapid shot) vs flatfooted: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Sneak Attack (with bleed 4): 4d6 ⇒ (6, 2, 1, 3) = 12
Fire Damage: 2d6 ⇒ (5, 5) = 10
Rapid Shot: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Iterative: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Vs Osprey: 6d20 ⇒ (14, 4, 6, 3, 7, 7) = 41
Badly wounded by the volley of arrows, Osprey chants a spell that turns his skin rough and barky and then takes cover behind the table he'd been sitting at.
Butyl, Mark, Mother, and Zarzuket are up. Act in any order.

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Moonlight pulls out the infernal healing wand and uses it on Shade
UMD: 1d20 + 17 ⇒ (3) + 17 = 20 thus stopping the bleed.
Shade will cast sleet storm upon the archers on the upper level covering out away and down under completely removing their line of sight. Making sure I dont enclose any of my fellow pathfinders in said casting.
Range long (400 ft. + 40 ft./level)
Area cylinder (40-ft. radius, 20 ft. high)
Duration 1 round/level
Saving Throw none; Spell Resistance no
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details).
The sleet extinguishes torches and small fires.

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Not sure if Adril is mortally wounded or not, Butyl chooses to focus on healing his teammates.
Moving into the middle, two spaces up and one right from the pit. Selecting out the worm. Should get everyone, including Osprey and Adril FWIW.
Channel to heal: 6d6 ⇒ (1, 1, 5, 6, 4, 1) = 18
-Posted with Wayfinder

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Markavious will fly down by the contessa Mary and cast Grasping Tentacles up top on the archers.
CMB 17
Effect: 1d100 ⇒ 17...Blinded
Effect: 1d100 ⇒ 99...Sickened
Effect: 1d100 ⇒ 76...Shaken
Effect: 1d100 ⇒ 30...Deafened
Effect: 1d100 ⇒ 42...Entangled
Effect: 1d100 ⇒ 5...Blinded
Effect: 1d100 ⇒ 30...Deafened
You did say seven archers

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Mother will step back into her room behind cover, and cast greater invisibility on herself.
Mary will climb up and start to engage the archers on the balcony (she has a climb speed)
"You not hurt Mommy!"
assuming she can move into range of one:
to hit: 1d20 + 21 ⇒ (17) + 21 = 38 damage: 1d6 + 12 ⇒ (2) + 12 = 14 cold: 1d6 ⇒ 3
grab: 1d20 + 25 ⇒ (18) + 25 = 43

DM Feral |

Mary easily scales the wall up onto the balcony and snatches up an archer (the one not being menaced by the field of tentacles) in her hideous clawed hand. The bloodied man howls in terror.
Blind and covered in infuriating glitter, the red-cloaked figure wraps his signature garment around himself and vanishes from sight.
Bottom of round three: Gregor is up.

DM Feral |

The veil of his spell settles over Gregor's eyes but he sees no sign of the Red Raven.
That said, you cannot see inside the sleet storm.
Acrobatics: 7d20 ⇒ (9, 20, 18, 13, 8, 13, 13) = 94
Stealth: 7d20 ⇒ (15, 19, 17, 14, 15, 14, 20) = 114
Within the localized snowstorm all is quiet for a moment save the archer trapped in Mary's grasp.
Round Four: The party is up. Act in any order.

Countess Mary |

Mary will rip the archer apart.
drop the archer as a free action
power attack
claw: 1d20 + 18 ⇒ (19) + 18 = 37 damage: 1d6 + 18 ⇒ (3) + 18 = 21 cold: 1d6 ⇒ 3
claw: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 1d6 + 18 ⇒ (2) + 18 = 20 cold: 1d6 ⇒ 5
claw: 1d20 + 13 ⇒ (19) + 13 = 32 damage: 1d6 + 18 ⇒ (5) + 18 = 23 cold: 1d6 ⇒ 1
if he is still alive after that, he grabs him again on the last attack
grab: 1d20 + 22 ⇒ (11) + 22 = 33
In her room, invisible, mother will find and load her crossbow.

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Markavious casts Message
Is there any hope for Adril?, Also would you like me to drop Grasping Tentacles, so Mary can move through easier?
Backing up to N-17

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Shade will delay and start pretending to conduct music to the screams of the aechers inside the tentacled sleet storm with Mary... that sounds terrible to Shade and he giggles about it over message. Moonlight will delay as well.

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Forgot my Hungry Pit damage last turn. DC 25 Reflex for half for the golem.
Hungry Pit (round 1): 4d6 ⇒ (3, 4, 1, 2) = 10
Hungry Pit (round 2): 4d6 ⇒ (6, 1, 1, 2) = 10
Butyl steps forward a bit, then breathes noxious green fumes over the balcony where the archers were.
Moving to S15. Casting Hallucinogenic Smoke. 30 foot cone angled up to the balcony, which should catch O11-V11 and P10-U10. DC 23 Fort save or be nauseous for 12 rounds.

DM Feral |

S15 puts you in the sleet storm but I guess that doesn't matter for the spell you're using.
Forts: 2d20 ⇒ (17, 8) = 25
Retching and coughing can be heard from within the cloud of sleeting ice.
Stealth: 1d20 + 14 ⇒ (7) + 14 = 21
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
Stealth: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
Stealth: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11
Zarzuket Opposed Perception: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
Four of the archers escape from the sleet storm on the eastern side with their bows at the ready. Using the concealment to their advantage, they quickly take aim and fire on Zarzuket.
Single Shot vs Flatfooted (unaware, point blank): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
Damage: 2d6 + 1 + 1 ⇒ (1, 5) + 1 + 1 = 8
Sneak Attack (ignore the bleed): 4d6 ⇒ (5, 4, 3, 3) = 15
Fire: 1d6 ⇒ 6
Single Shot (point blank): 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Damage: 2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 14
Fire: 1d6 ⇒ 4
Single Shot vs Flatfooted (unaware, point blank): 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Damage: 2d6 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10
Sneak Attack (ignore the bleed): 4d6 ⇒ (4, 4, 4, 3) = 15
Fire: 1d6 ⇒ 3
Single Shot (point blank): 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damage: 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6
Fire: 1d6 ⇒ 1
The other three do not show themselves but Mary can sense them fleeing north up the hallway.
Round Five: The Party is up.

DM Feral |

Pushing through the sleet Mary finds that one of the archers has opened a door to one of the guest quarters. Blocking her way into the room are two other archers, violently retching under the power of Butyl's spell.
With haste Mary's move speed is 70 so it only took a move action to get that far. She still has a standard.

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Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Markavious fires on the foolish archers who came out to play
Empowered, Intensified Acidball: 14d6 + 35 ⇒ (5, 6, 1, 3, 3, 2, 4, 2, 5, 2, 5, 4, 4, 1) + 35 = 82 x1.5= 123 (Ref 23)
Versatile Evo, changing fire to acid

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the archers to leave the sleet storm had to move half speed with a dc 10 acrobatics check or cannot move move at all, so if any of them didnt make it let me know and which for damage as otherwise I am floating to the ground unconscious