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The mist guy that we saw, but didn't kill, moved back into the mist so we couldn't see him? If so, I'll aim in the last known"
miss 1: 1d100 ⇒ 69
miss 2: 1d100 ⇒ 34
miss 3: 1d100 ⇒ 78

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The garguantuan bank of mist seems to have some kind of face on it, per the picture. You did not see anyone else, but there appear to be things inside the mist shooting at you. You can direct your scorching rays at the mist if you like.

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Not knowing what much to do, 42 waits. "Those voices are annoying... But it wouldn't be wise to head into the fog."

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1d20 ⇒ 18
42 down 49 ss-51 53 temp
Exiel down 25hp
Mike down 34
Rhon down 14
Mike creates his singularity though it is not apparent whether it has any effect. Earl goes scouting and discovers something interesting, but is not yet able to share the information with Rhon. Exiel creates an illusion of a wall.
You easily see through Exiel's illusion since he tells you what it is, and through the illusion you see several little objects flying out from the mist and hit the wall of the building you are in. Moments later, there is a series of loud booms at explosions blast holes in the Western wall, peppering you with loose debris.
In the distance, you begin to hear shouts in a foreign language. The sounds of your battle are almost certainly attracting attention now.
There are now multiple holes in the Western wall. You can move through it at the cost of 5ft of movement. It no longer proves any cover or concealment. You do not know whether the things in the mist have seen through Exiel's illusion yet.
Pathfinders are up.

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The singularity will spread to 10', and do 8d6 + 29 ⇒ (5, 6, 4, 3, 4, 1, 4, 2) + 29 = 58 /4, or 14 Damage with a DC 24 Ref save for half.
Mike will continue to fire at the mist face with one of the fundemental forces of the universe.
Attack Roll vs. Regular AC: 1d20 + 26 ⇒ (4) + 26 = 30
Damage Roll: 8d6 + 29 ⇒ (4, 1, 1, 4, 3, 4, 5, 6) + 29 = 57

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"We better get rid of that mist fast before the whole camp gets here."
magic missile: 5d4 + 5 ⇒ (2, 4, 2, 1, 2) + 5 = 16

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Exiel and Mike's attacks dissipate the mist-abomination, and as its thick vapours clear, you see the illusory wall that there were 10 humanoid looking creatures within the fog, a short distance away from Mike's singularity.
Rhon/Earl and 42 are up.

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Earl moves forward 10 feet while remaining underground. He then reaches out to strike the nearest humanoid per the instruction given earlier.
A pair of stony fists flow forth from the earth to strike at the humanoid creature.
Attack: Slam, Power Attack, Earth Mastery: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: Magic, Bludgeoning, Power Attack, Earth MAstery: 2d6 + 15 ⇒ (6, 2) + 15 = 23

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Rhon delays waiting to see whether or not the illusionary wall has failed.

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42 will delay. "I wish that I prepared my fog kill spell today. It would have solved this problem in an instant."

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"Dammit Ralph, what's the point of being famous for your fireballs when you AINT'T AROUND WHEN WE NEED ONE OF YOUR FIREBALLS!" Exiel curses into the air.
42, are you low on spells right now? If we've triggered an alarm,
I'm thinking that at best we can explore the other stone building, then we should d-door out and lay low for abit. Possibly rest so 42 and I can regain spells.

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0- Acid Splash, Detect Magic, Ray of Frost, Read Magic
1- Chill Touch, Frostbite, Ray of Enfeeblement, Feather Fall, Magic Missile, Shocking Grasp
2- Blur, Blur, Fire Breath, Web, Web, Bladed Dash, Bladed Dash, Bear's Endurance, Frigid Touch, Frigid Touch, Scorching Ray, Invisibility
3- Force Punch, Ray of Exhaustion, Vampiric Touch, Lightning Bolt, Slow
4- Arcana Theft, Dimension Door, Stone Skin, Black Tentacles
5- Corrosive Consumption, Interposing Hand
I'm not really low... It's just I can't use them in a blind situation like this. Not to mention I have my Aracan Pool points left.

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Earl miss chanace: 1d100 ⇒ 17
Earl feels multiple feet above him and punches between two of the feet, but unfortunately he ends up punching between two of the humanoids.
42 laments his lack of spell applicable to the current situation.
Without word or apparent expression, the humanoids raise their rifles and fire, this time focusing their shots on Mike and Exiel.
1d2 + 2d20 ⇒ (1) + (2, 4) = 7
1d2 + 2d20 ⇒ (1) + (18, 16) = 35 2 hit Mike
1d2 + 2d20 ⇒ (1) + (16, 18) = 35 2 hit mike
1d2 + 2d20 ⇒ (1) + (14, 9) = 24 1 hit mike
1d2 + 2d20 ⇒ (1) + (19, 9) = 29 1 hit mike
1d2 + 2d20 ⇒ (2) + (7, 7) = 16
1d2 + 2d20 ⇒ (1) + (17, 17) = 35 2 hit Mike
1d2 + 2d20 ⇒ (2) + (18, 9) = 29 1 hit Exiel
1d2 + 2d20 ⇒ (1) + (4, 14) = 19 1 hit Mike
1d2 + 2d20 ⇒ (2) + (5, 5) = 12
9d10 + 54 ⇒ (7, 3, 6, 6, 6, 10, 2, 1, 5) + 54 = 100
1d10 + 6 ⇒ (7) + 6 = 13
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
Most of the shots turn out to be directed at Mike, no doubt due to many of the humanoids noticing how dangerous his blasts are. Exiel takes only a single bullet, Mike takes 9.
Exiel takes another 13 damage.
Mike takes another 100 damage. I think you are unconscious.
Pathfinders are up. Mike is most likely unconscious. You have lost your main damage-dealer.

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42 moves over to Mike and taps him with a wand, after activating it.
UMD: 1d20 + 15 ⇒ (18) + 15 = 33
CMW: 2d8 + 3 ⇒ (7, 8) + 3 = 18
Does anyone have anything to get rid of that fog?

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42 the fog is gone. Mike destroyed it, with some help from Exiel. Now you can see that there were 10 humanoids inside with rifles and now they are shooting at your group.
42's healing will bring Mike back to consciousness. Mike will be prone.

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Exiel winces as Mike goes down, then heaves a sigh of relief as 42 revives him.
"Rhon, those guys are too dangerous in such numbers! Could you come over and patch up Mike some more? I'm gonna bring the four of us over to the other side of the fence so Mike can get them all in a single blast."
If I get Mike closer to them, he should be able to get all 10 with a snake gravity blast. If he can empower or maximise it, he might be able to take out several of them in a single shot.
Mike, you still able to fire off a snake infusion? I ain't the best at the rules concerning kineticists.

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"Ouch." says Mike as he is riddled with bullets.
Nodding in thanks to 42, Mike's singularity will grow, and encompass a larger area, then die out.
Singularity will grow to 15' radius and deal 8d6 + 29 ⇒ (2, 4, 6, 1, 1, 2, 2, 3) + 29 = 50/4 or 12 damage, with a Ref Save DC 24 for half.
Snake only targets a single creature, unfortunately, but it's good for getting rid of cover.
With the mist gone, Mike can see that they are just humanoids, and humanoids need to breathe.
"I can fix that." he says as he chuckles to himself.
"Unfortunately, I'm not a wizard, so I do not have blasts of fire or acid to rain down on them. We should stay covered and I can pick them off one at a time. Like so."
staying prone and casting Suffocation on the furthest out one that I can target. He needs a DC 27 fort save or he will start suffocating.

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Exiel will rely on an old staple in his repertoire and cast glitterdust over the gunmen. DC22
"We need to take them down asap," Exiel curses. "This fight's causing a ruckus and I expect we're gonna have company soon!"

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Earl takes a 5 foot step forward while remaining underground.
Stone fists surge out of the ground to strike at the nearest gunman.
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 14 ⇒ (17) + 14 = 31
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (6, 1) + 15 = 22
Attack #2: Slam, Power Attack, Earth Mastery: 1d20 + 14 ⇒ (19) + 14 = 33
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (6, 6) + 15 = 27

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"If we must finish this then so be it. I just wish it could be done without such violence. We are after all the intruders here."
Rhon moves by Mike and lays his hands upon him to render some healing.
Lay on Hands: 6d6 ⇒ (6, 4, 5, 1, 4, 6) = 26

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2d100 ⇒ (85, 93) = 178
8d20 ⇒ (4, 10, 11, 5, 5, 5, 18, 17) = 75
2d20 ⇒ (4, 6) = 10
8d20 ⇒ (20, 8, 4, 7, 16, 8, 13, 16) = 92
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
2 not blinded
42 and Rhon heal Mike as Earl's fists swing up from underground and throw one of the gunmen into the air. He hits the ground and remains motionless.
Mike's target appears unaffected by the suffocation attempt, but all of the riflemen in Exiel's cloud of glitter succumb to its effects and are blinded. The last of them fires at Exiel but misses. Seconds later, one of the dusted riflemen manages to wipe the dust from his eyes but the others remain blind.
9 riflemen left. 7 of them are blinded.
Pathfinders are up.

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42 moves up, activates his ring of blinking and moves as far diagonally as he can.

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Exiel lets out a long breath as 42 rushes off across the fence.
"Rhon, if you grab a hold of me, I'll see about flying us both over the fence and we can take out those 2 while the others are blinded."
If Rhon grabs on to me - standard/move action? - Exiel will double-move with his 40ft fly speed, gaining enough height to just fly over the fence.

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Not that it matters, but if you save against suffocate, you are staggered for a round.
Mike will again attempt to pull the breath from the lungs of one who can still see.
Sames as above, DC 27 fort save.

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42, it is a standard action to activate your ring. You cannot move that far.
Mike, that is true if you are casting the suffocation spell. The suffocate talent does not have that clause.
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
2 not blinded
Mike notices that his attempts at suffocating his target continue to be completely ineffective.

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Earl takes a 5 foot step forward while remaining underground.
Stone fists emerge out of the ground, like a shark fin above the waves, to strike at the nearest gunman.
Attack #1: Slam, Power Attack, Earth Mastery: 1d20 + 14 ⇒ (14) + 14 = 28
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (2, 1) + 15 = 18
Attack #2: Slam, Power Attack, Earth Mastery: 1d20 + 14 ⇒ (11) + 14 = 25
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (3, 1) + 15 = 19

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Rhon draws his Heavy Crossbow and loads a bolt.

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Exiel, Earl has declined to grab on to you as you fly over. Are you still going to go over?

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Well, if 42 is going over, I suppose I should too...
Exiel flies out of the building and over the fence.

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Exiel just barely makes it over the 40ft-high fence. 42 begins blinking and moves towards the fence. Rhon loads his crossbow and Mike wonders why his attempts to suffocate these creatures have absolutely no effect at all. Earl deals some damage to one of the riflemen, but not enough to disable him.
4d20 ⇒ (4, 15, 7, 15) = 41
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
2 not blinded
The gunmen see Exiel as the clearest danger and open fire at him. Two of their shots very narrowly miss him.
The rest of the riflemen stand by with their bayonets as if waiting for something or someone to attack them.
Pathfinders are up.

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42 moves forward, using some arcana pool points to bring back his lightning bolt spell. Stopping, after the fence, he lets it rip free.
miss: 1d100 ⇒ 86
lightning bolt: 10d6 ⇒ (2, 2, 2, 3, 2, 4, 1, 3, 5, 4) = 28

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42, I don't believe spells have a miss chance.
Exiel flies over to one of the non-blinded guys and begins the slicing and dicing.
attack roll: 1d20 + 15 ⇒ (18) + 15 = 33
damage roll: 1d6 + 6 ⇒ (6) + 6 = 12
confirmation roll: 1d20 + 15 ⇒ (8) + 15 = 23
crit damage roll: 1d6 + 6 ⇒ (6) + 6 = 12
Swampy, can ya mark out which are the non-blinded ones?

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"Fine, death it is."
CHannelling power, Mike will remain prone and shoot an maximized void blast at one of the soldiers who can still see.
Attack Roll (with the -4 for attacking from prone) vs. Regular AC: 1d20 + 21 ⇒ (4) + 21 = 25
On a hit, that will be 132 damage

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Rhon takes careful aim and fires a bolt at a nearby gunman.
Attack: +1 Heavy Crossbow: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: Magic, Piercing: 1d10 + 1 ⇒ (1) + 1 = 2

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Earl continues to pummel the gunman he struck last. If that gunman goes down his second attack will be directed at another nearby gunman.
A pair of stone fists rumble out of the ground again and smash against the wounded gunman.
Attack #1: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (5) + 14 = 19
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (3, 1) + 15 = 19
Attack #2: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (10) + 14 = 24
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (2, 3) + 15 = 20

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Forgot to mention the 18 reflex for half. Currently, while blinking, my spells have a 20% chance to go off in the wrong plane. "Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane)." so i must do a miss chance.

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42 is correct.
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
4d20 ⇒ (17, 7, 16, 6) = 46
4d100 ⇒ (17, 41, 27, 37) = 122
8d100 ⇒ (36, 77, 23, 55, 10, 74, 36, 70) = 381
4d20 ⇒ (6, 5, 6, 18) = 35
Mike obliterates one of the un-blinded riflemen. Exiel finishes off the other that had already been wounded by Earl. 42's lightning bolt catches 4 of the remaining 7 riflemen, but they seem completely oblivious to it. Rhon and Earl pick off another one.
The remaining blinded riflemen step towards 42 and Exiel and try vainly to stab them with their bayonets, but they their blindness renders them completely ineffective.
There are only 6 riflemen left and all of them are blinded.
Meanwhile, a siren begins to sound out from the nearest watchtower.
Pathfinders are up.

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Exiel sighs as the alarms go off.
"Well, guess there's no point keeping my voice down now. HEY MIKE! THESE THINGS ARE ALREADY DEAD! THEY DON'T BREATHE!"
knowledge religion: 1d20 + 10 ⇒ (14) + 10 = 24
attack roll: 1d20 + 15 ⇒ (16) + 15 = 31
damage roll: 1d6 + 6 ⇒ (5) + 6 = 11
confirmation roll: 1d20 + 15 ⇒ (18) + 15 = 33
crit damage roll: 1d6 + 6 ⇒ (2) + 6 = 8
iterative attack roll: 1d20 + 10 ⇒ (15) + 10 = 25
damage roll: 1d6 + 6 ⇒ (6) + 6 = 12
confirmation roll: 1d20 + 10 ⇒ (19) + 10 = 29
crit damage roll: 1d6 + 6 ⇒ (3) + 6 = 9

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"I gathered that." says Mike as he repeats his successful action from last round.
Attack Roll vs. Regular AC: 1d20 + 21 ⇒ (7) + 21 = 28
Same as last time. If that hits, it's 132 damage.

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Earl continues to press the attack. His stone fists rise and fall again and again as he relentlessly pounds these creatures.
Attack #1: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (11) + 14 = 25
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (3, 3) + 15 = 21
Attack #2: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (19) + 14 = 33
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (4, 2) + 15 = 21

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Rhon loads another bolt onto his heavy crossbow.

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42 steps back 5 feet and casts fire breath opening up his mouth and letting a cone of fire spill forth.
miss: 1d100 ⇒ 1..... really.. 1... why...
and as he blinks, the fire spills forth and burn the ethereal plane.
Area of effect spells are not affected by the miss chance.
Fire Breath: 4d6 ⇒ (4, 3, 5, 2) = 14 reflex of 12 for half

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42, area spells are affected. More importantly, it is a standard action to cast the spell and then another standard action to breathe. Unfortunately, you will not be able to breathe fire this turn.
42 casts his spell and prepares to blow fire over the undead attacking him. Earl and Exiel beat down another of the undead riflemen and Mike crushes one more single-handedly.
4d100 ⇒ (29, 82, 12, 50) = 173
1d20 ⇒ 2
4d100 ⇒ (2, 53, 83, 5) = 143
2d20 ⇒ (15, 3) = 18
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
The remaining undead stab ineffectively at 42 and Exiel.
However, you also hear the sound of a great many booted feet hurriedly approaching now from the South-West, though no new enemies have yet come into view.
Pathfinders are up again.

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Mike will hit one of the ones engaging with 42.
Seems to be working, so why stop now?
Attack Roll: 1d20 + 21 ⇒ (17) + 21 = 38
If it hits, it's 132 damage again.

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Anything from my earlier knowledge check? Not that I think these things are going to last much longer. I'm more worried about the strong hints that we're going to get alot more busy very soon...
"We better take these things down quickly," Exiel huffs as he continues to cut the undead things down to size.
attack roll: 1d20 + 15 ⇒ (14) + 15 = 29
damage roll: 1d6 + 6 ⇒ (1) + 6 = 7
iterative attack roll: 1d20 + 10 ⇒ (16) + 10 = 26
damage roll: 1d6 + 6 ⇒ (2) + 6 = 8
confirmation roll: 1d20 + 10 ⇒ (20) + 10 = 30
crit damage roll: 1d6 + 6 ⇒ (6) + 6 = 12

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42 steps back and lets the fire come forth from his mouth.
miss: 1d100 ⇒ 8 Would it do half to them, since Area of Effect spells also do half to me when I am blinking?
Blinking as it come forth.
Fire: 4d6 ⇒ (5, 1, 1, 2) = 9 DC17 for half.

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Earl continues to pummel the gunman. His stone fists rise and fall like the tumbling of boulders down a mountain side.
Attack #1: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (7) + 14 = 21
Damage #1: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (5, 1) + 15 = 21
Attack #2: Slam, Power Attack, Earth Mastery, Bless: 1d20 + 14 ⇒ (10) + 14 = 24
Damage #2: Magic, Bludgeoning, Power Attack, Earth Mastery: 2d6 + 15 ⇒ (1, 4) + 15 = 20

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Rhon slings his crossbow and moves to see what the approaching threat may be. He draws the acquired scimitar as he moves.

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Once again, Exiel and Earl destroy one more of the blinded undead riflemen between themselves and Mike destroys another single-handedly. 42 scorches one of the remaining undead, but not enough to destroy it.
4d100 ⇒ (9, 4, 13, 99) = 125
1d20 ⇒ 8
42 down 49 ss-51 53 temp
Exiel down 38hp
Mike down 134
Rhon down 14
The last 2 undead riflemen continue to be ineffective and are quickly destroyed by you moments later.
Fight over.
The sound of boots is getting very close now, and through the ruins of the burnt out cathedral, Exiel Earl and 42 can see a platoon of soldiers jogging in formation towards the fenced area from the Western side.
This is a relatively new type of creature called a 'troop', which is basically a swarm of medium-sized creatures. If you want to avoid fighting them, you have 1 round to make yourselves scarce.
There is no apparent entry to the building in the fenced area. The door is closed. The fence is 30ft high.
Refer to your maps for your current positions.