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I am back to full hp just from resting, so I'm good. I'm the rare sort of sorcerer that does not need protecting. XD
Also... dammit! I'm short about 500gp from buying my rapier... But if you say we can access more gold after reviving Viktor... Exiel will ask the mercane to source a copy of Luthier's Rapier for him, promising he will have enough for payment when they next return to the Hut.

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I will purchase a Wand of Cure Moderate Wounds and offer it to the group for use.

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42 will buy the following Items. First Aid Glove to replace the one that was used on me. Pink Rhomboid to bust up my HP. 12.5k spent of 16k. Sell my belt of dex +2k and buy a Deep Red Sphere Ioun Stone -8k and buy a flawed dusty rose prism which when all added up, it improves my AC by 1. Since I don't rely on Strenght when fighting, it will only drop my damage score by 1 Leaving me with 1.5k. Leaving me with less than 1k gold. Leaving me with 2,341g. Spending 2,250gp of that to buy 3 potions of cure serious wounds. Leaving me with 91gp.
0- DC15 - Acid Splash, Detect Magic, Ray of Frost, Read Magic
1- DC16 - Chill Touch, Frostbite, Ray of Enfeeblement, Burning Hands, Magic Missile, Shocking Grasp
2 - DC17 - Blur, Fire Breath, Web, Defensive Shock, Bladed Dash, Bladed Dash, Bear's Endurance, Bear's Endurance, Frigid Touch, Frigid Touch, Scorching Ray, Invisibility
3 - DC18 - Fireball, Ray of Exhaustion, Vampiric Touch, Lightning Bolt, Fireball
4 - DC19 - Arcana Theft, Dimension Door, Stone Skin, Black Tentacles
5 - DC20 – Cloud Kill, Interposing Hand

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Exiel will do the following once we are ready to return to go:
2. Cast Overland Flight on self
3. Cast Threefold Aspect (Young) on self
4. Cast extended heroism on self
5. Cast extended Barkskin on self
6. Cast heightened awareness on self
7. Cast mage armor on self
"Ok, buffing regimen complete. Back to the camp?"
I think this time it will be more economical for me to cast invisibility on each of us, and then have Mike and me carry 42 and Rhon respectively and fly into the camp. This time we know where we want to go - the barracks South of Rasputin's house.

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Exiel, you are close enough to the 2/3 mark. Eh, go ahead and buy your rapier. I don't want to deal with you flying back to buy it half-way through.
42 check your AC. I think it should be 29 now.
If no other preparations, I will move us forward in the next 24 hours.

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I'll fix that now... Just not, 42 does also have 3 scrolls of Fly which will last 5 minutes each. :) just encase.

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Your next post should include any final preparations you make before returning to the camp.
42 and MikeYou discover that even resting does not alleviate your fatigue or the Wisdom drain that you suffered from the touch of the animate dreams earlier on. You realise that you might be under some kind of curse that has not yet been lifted.
You return to the camp in the evening to find it abuzz with activity. The tanks still patrol the perimeter, but the interior is now heavily patrolled and the grounds are swept with searchlights from the watchtowers. The North-Western-most tower in particular appears to focus its sweep directly around Rasputin's house.
Exiel casts his invisibily spells on you and he and Mike carry 42 and Rhon to the barracks that Polina had pointed out to you. As you get close, you see that while the structure is not as deteriorated as the others, it still appears to have been recently damaged by fire, the haphazard pile of burned timbers resembling charred and tangled bones barely holding together and scantly clad by its crumbling blackened boards. You alight at the Southern entrance, wait for the searchlight from the nearby tower to be directed away, and then hurry inside the already-slighyly-ajar door.
Once inside you are immediately greeted by the strong smell of burnt flesh is strong here. The skeletal remains of many people, some still strapped to their beds, can be spied among the ruins amidst the tangled remains of the bedsprings and rusted old stoves. Amidst this carnage, you easily spot movement in the room - a large creature that looks like an emaciated humanoid with the head of a jackal. It shuffles amongst the debris, gnawing on the burnt bodies. It has its back to you when you enter does not appear to notice you.

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Rhon concentrates upon the Jackal headed creature. Using Detect Evil as a spell like ability.
Then he tries to remember what this creature might be.
Knowledge (history): 1d20 + 1 ⇒ (4) + 1 = 5 Add +2 if it pertains to dwarves or their enemies.
Knowledge (nobility): 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (religion): 1d20 + 7 ⇒ (4) + 7 = 11

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This creature has an overwhelmingly evil aura, but not strong enough to stun you. You think you might need to know more about the planes to identify this creature.

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42 nods. "I agree." He activates his ring and casts Bears Endurance on himself.

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"Best stop that thing before it eats the body we're here for," Exiel thinks to himself as he adopts the stance of the crane and moves a littler nearer and draws his new rapier. As soon as he is near engough to, he charges the monster.
fighting defensively attack roll: 1d20 + 15 + 2 - 2 ⇒ (10) + 15 + 2 - 2 = 25
damage roll: 1d6 + 4 + 1 + 2d6 ⇒ (6) + 4 + 1 + (2, 2) = 15Pfft low rolls
Knowledge planes roll: 1d20 + 10 ⇒ (16) + 10 = 26
"By Torag, put that succulent thigh down before I run you through again!"
AC+4, +another 10 vs thing monster.

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Exiel and 42 sense an imminent need to stop the monster from desecrating the bodies. As Rhon checks it for evil auras, 42 activates his ring quietly and Exiel moves nearer to prepare for a charge. By sheer coincidence, Exiel begins charging just as 42 starts to cast his spell, and the monster turns to the sound of 42 casting just as Exiel stabs it with his rapier.
The monster responds by stepping back from Exiel. It concentrates for a moment, and suddenly the pathfinders feel the moisture in their bodies being rapidly evaporated, leaving their skin dry and their bodies dessicated.
Monster: 1d20 + 8 ⇒ (20) + 8 = 28
42: 1d20 + 5 ⇒ (16) + 5 = 21
Mike: 1d20 + 8 ⇒ (10) + 8 = 18
Rhon: 1d20 + 1 ⇒ (17) + 1 = 18
Exiel: 1d20 + 10 ⇒ (15) + 10 = 25
11d6 ⇒ (5, 3, 5, 2, 2, 5, 1, 2, 1, 5, 1) = 32
1d20 ⇒ 20
Each of you takes 32 damage, DC24 fort save for half. Yes, I know 3 of you are still invisible. Exiel, evasion does not apply.
Pathfinders go.

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Rhon advances as quickly as he can towards the creature and draws his axe as he moves. "Exiel! By Torag' grace, it is evil!"
Rhon double moves towards the creature while drawing his axe.

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Given that it's a Skeleton, Mike will avoid using negative energy on it. He gathers the light around him again and unleashes it onto the creature, joining the assault.
Going to gather power and then maximize an Extended Gravity blast.
Attack Roll vs. Regular AC: 1d20 + 25 ⇒ (11) + 25 = 36 That is 77 bludgeoning damage if it hits.

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Apologies, I posted in a hurry earlier. There are 2 things I forgot.
Exiel recognizes the monster as an advanced meladaemon - an evil outsider! The meladaemon also throws a quickened magic missile at Exiel because it can.
5d4 + 5 ⇒ (2, 1, 3, 4, 2) + 5 = 17
Exiel takes another 17 damage, and he gets 1 question about the meladaemon.
Rhon and Mike, please make your saving throws, unless you want to fail voluntarily.
Mike if knowing the creature is not undead would change your action, you can still change it.
Exiel and 42 also need saving throws, and then actions.

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Fort: 1d20 + 13 ⇒ (7) + 13 = 20 AoE? Do I take half or full
knowledge Planes: 1d20 + 14 ⇒ (10) + 14 = 24
Knowing one it is is helpful, but 42 isn't of that much help. Having his scimitar out already, 42 moves in, casting Frigid Touch as he goes. Striking down onto the beast.
miss: 1d100 ⇒ 52
Null.Scimitar: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d6 + 10 ⇒ (3) + 10 = 13
SR: 1d20 + 13 ⇒ (9) + 13 = 22
F.T: 4d6 ⇒ (3, 5, 1, 2) = 11

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Fortitude Save: 1d20 + 14 ⇒ (12) + 14 = 26

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fort save: 1d20 + 23 ⇒ (20) + 23 = 43 Tch, overkill
casting shield defensively: 1d20 + 23 ⇒ (2) + 23 = 25 Casting defensively, still passes
Exiel withstands the worst of the mass dessication (horrid wilting?) with easily, but is still significantly hurt by the magical assault. Seeing that the daemon is able to throw magic missiles with great speed, he casts a shield spell to counter any further missiles and steps closer to the monster to prevent it from capitalising on its superior reach.
AC currently 36, immune to magic missiles.
Question: special defences so we know how to kill it.

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Exiel -33hp
42 -32hp
Rhon -16hp
Mike (needs saving throw)
Mike check my earlier post and roll your save and tell me if you want to change your action.

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I'm fine with keeping my action.
Fort save: 1d20 + 23 ⇒ (14) + 23 = 37

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42, you took full damage and it was an aoe effect.
42 casts a spell and moves closer, to deliver it through his scimitar, but misses. Moving close also causes him to receive an attack of opportunity from the larger daemon. Rhon moves closer as his shorter legs will allow him and Mike hits the daemon with a kinetic blast. It is not happy with Mike.
1d100 ⇒ 88
1d20 ⇒ 2
3d20 ⇒ (10, 12, 18) = 40
5d4 + 5 ⇒ (1, 4, 2, 1, 1) + 5 = 14
Luckily for 42, the daemon misses. Cornered by Exiel and 42, the daemon aims a spell at 1d2 ⇒ 1 42 this time. A cone of necrotic power washes over 42 and Rhon making them feel weak, and 42 is hit by a barrage of magic missiles.
As you prepare your counter attack, three of the burned corpses sudden;y spring to life, bursting forth from the charred timbers of the barracks. Their feet are eerily morphed into bird talons, and their partially burned, stringy gray hair clings tightly to their withered, ashen skin. They reach for the battered firearms by their side and take aim at 1d4 ⇒ 1 42 again! Sorry dude, the dice hate you.
3d100 ⇒ (39, 60, 92) = 191
2d20 ⇒ (7, 12) = 19
2d10 + 2 ⇒ (9, 1) + 2 = 12
One of the bullets passes through him due to his blinking, but the other 2 hit, dealing damage and making him feel numb.
Exiel -33hp
42 -58hp, fatigued, paralyze?
Rhon -16hp fatigued,
Mike -32hp
42 and Rhon are now fatigued. There was no save.
42 takes 14 damage from magic missiles and 12 damage from 2 bullets, and needs to make 2 DC19 fort saves or be paralyzed. If you pass, you are still holding the charge on your spell.
Pathfinders go

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fort: 1d20 + 13 ⇒ (12) + 13 = 25
fort: 1d20 + 13 ⇒ (1) + 13 = 14
42 stares at the daemon, waiting to see if he is able to overcome this paralysis anytime soon.

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Rhon heals himself and washes away the fatigue he was feeling. He then steps across to the charred corpse and swings his mighty axe at it. We have to bring these things down quickly before we are all paralyzed.
Swift Action: Lay on Hand w/ Positive Energy Feedback Loop: 6d6 + 1 ⇒ (6, 6, 5, 3, 6, 3) + 1 = 30 (Lay on Hands also removes the fatigued condition.)
Full Round Action: Rhon takes a five foot step and Full Attacks.
Attack #1: +1 Ghost Touch Dwarven Waraxe, Power Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: Magic, Ghost Touch, Slashing: 1d10 + 12 ⇒ (1) + 12 = 13
Attack #2: +1 Ghost Touch Dwarven Waraxe, Power Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: Magic, Ghost Touch, Slashing: 1d10 + 12 ⇒ (2) + 12 = 14
Attack #3: +1 Ghost Touch Dwarven Waraxe, Power Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: Magic, Ghost Touch, Slashing: 1d10 + 12 ⇒ (6) + 12 = 18

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Exiel scowls as he realises that there are enemies behind him as well.
"Mike, Rhon, I've got this guy. I'll leave those things to you."
knowledge anything: 1d20 + 10 ⇒ (1) + 10 = 11 Yep, Exiel has no idea what they are
Trusting his allies to handle the enemies behind him, Exiel focuses on the daemon in front.
crane style defensive fighting attack roll: 1d20 + 15 ⇒ (18) + 15 = 33
crane style defensive fighting damage roll: 1d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 1) = 13
crane style defensive fighting attack roll: 1d20 + 10 ⇒ (13) + 10 = 23
crane style defensive fighting damage roll: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (4, 3) = 17
AC40, and AC51 vs the daemon. Touch AC is 27 or 37 vs the daemon.
Damn, I should have made Lauriel's spell tattoo a haste tattoo. Could really use a haste spell now.

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"Okay, got it Exiel."
Mike fires off a Extended Range gravity blast, then moves up to the ceiling and hopefully out of the reach of the burning figures.
Attack Roll vs Regular AC (Helping Rhon with his): 1d20 + 25 ⇒ (6) + 25 = 31
Damage Roll: 8d6 + 28 ⇒ (1, 1, 4, 5, 5, 4, 5, 4) + 28 = 57

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4d20 ⇒ (15, 12, 13, 11) = 51
4d20 ⇒ (6, 17, 11, 4) = 38
4d20 ⇒ (13, 12, 12, 18) = 55
1d10 + 1 - 6 ⇒ (9) + 1 - 6 = 4
1d10 + 1 - 6 ⇒ (1) + 1 - 6 = -4
1d10 + 1 - 6 ⇒ (1) + 1 - 6 = -4
1d10 + 1 - 6 ⇒ (2) + 1 - 6 = -3
1d10 + 1 - 6 ⇒ (6) + 1 - 6 = 1
1d10 + 1 - 6 ⇒ (7) + 1 - 6 = 2
1d10 + 1 - 6 ⇒ (9) + 1 - 6 = 4
Rhon banises his fatigue and hacks at the nearest undead, but he is caught off-guard and only lands 1 hit. Mike throws a powerful blast that severely damages the monster, but it is not enough. Exiel fences with the daemon, his first attack carving through with ease, but his second strike misses.
Annoyed at the little upstart pipsqueak before him, the daemon strikes at Exiel with claws and bite, and even manages to fire more quickened magic missiles at him, but Exiel evades every attack and his shield spell protects him from the magic missiles. The daemon howls in frustration, wondering if he is even really there.
Rhon's opponent tries to step away from Rhon, but it has little room to escape. Instead it releases a terrifying howl that claws at your mind and saps your strength... Everyone needs to make a DC19 will save or be paralyzed.
The other 2 monsters take aim at Rhon and begin firing bullet after bullet after bullet with no apparent need for reloading! Unfortuantely for them, Torag has blessed Rhon with the resilience and toughness of the strongest granite, and most of the bullets do little more than tickle him, though a tell-tale lingering itch also tells him that the bullets had been infused with negative energy. The undead riflemen look at each other, then turn to take aim at Mike...
Exiel -33hp
42 -58hp, fatigued, paralyzed..
Rhon -8hp
Mike -32hp
42, you don't think the paralysis will endure for very long as long as no one shoots you again. But you are still paralyzed this round
Everyone needs to make a DC19 will save or be paralyzed for 1 round.
Rhon, you take 8 damage and need to make another 4 DC19 fort saves (so 5 in total) or be paralyzed as well. The 8 damage is after subtracting your DR and negative energy resistance. None of the negative energy damage got through your resistance.
Everyone who is not paralyzed after all that is up for this turn.

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will save: 1d20 + 25 ⇒ (13) + 25 = 38 Hey look, not a nat 1.
Seeing that the daemon is having trouble hitting him, Exiel decides to take a chance and casts defensively a haste spell on himself, 42 and Rhon.
cast defensively: 1d20 + 13 + 10 ⇒ (15) + 13 + 10 = 38
chance to affect 42: 1d100 ⇒ 19
Well, looks like just me and Rhon then. Actually, if going into and out of tattoo form does not provoke AoOs, I'll have Lauriel pop out as a move action and then ready an action to return to tattoo form once she's hasted. Just so I keep my options open.
Current AC is 37
Hey Rhon, say hello to haste!

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Will Save #1 vs. Paralyzation, DC 19: 1d20 + 13 ⇒ (4) + 13 = 17
Will Save #2 vs. Paralyzation, DC 19: 1d20 + 13 ⇒ (4) + 13 = 17
Will Save #3 vs. Paralyzation, DC 19: 1d20 + 13 ⇒ (2) + 13 = 15
Will Save #4 vs. Paralyzation, DC 19: 1d20 + 13 ⇒ (16) + 13 = 29
Will Save #5 vs. Paralyzation, DC 19: 1d20 + 13 ⇒ (16) + 13 = 29
Wow! The RNG seems to want me paralyzed for at least part of this fight. Of course it doesn't help that I have one negative level due to recently coming back from the dead.
Current AC 35, T 9, FF 34. CMD 16.

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Exiel -33hp, haste
42 -58hp, fatigued, paralyzed.
Rhon -8hp, paralyzed.., haste
Mike -32hp
Exiel casts his spell to speed up himself, Lauriel and Rhon, but Lauriel retreats into her tattoo form and Rhon goes rigid in his armor as the bullets from the undead riflemen paralyze him, making him wonder if it was worth the effort. 42 meanwhile is still paralyzed
Mike is up. DC19 will save or be paralyzed for 1 round.

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Fort Save: 1d20 + 23 ⇒ (12) + 23 = 35
The scream washes over him and then Mike retaliates by drawing power and then unleashing it on the Daemon.
Extended range Void blast on the Daemon.
Attack Roll vs. Regular AC: 1d20 + 25 ⇒ (12) + 25 = 37
Damage Roll: 16d6 + 36 ⇒ (2, 5, 2, 6, 4, 1, 2, 1, 5, 1, 2, 3, 2, 3, 5, 2) + 36 = 82

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The scream requires will save and the bullets require fort save. But you pass with that roll anyway. It also looks like I made Rhon roll too many saves earlier but he failed his first one anyway so nothing changes.
CL check: 1d20 + 15 ⇒ (15) + 15 = 30
Mike pushes through the daemon's spell resistance and destroys him with a powerful void blast.
The undead riflemen look at Exiel and Mike. Two of them raise their rifles as one and try to pump Mike full of lead and paralyze him. The third tries to incapacitate both by unleashing another blood-curling scream.
4d20 ⇒ (17, 3, 9, 17) = 46
7d8 + 7 ⇒ (6, 1, 8, 6, 4, 3, 6) + 7 = 41
Exiel -33hp
42 -58hp, fatigued, paralyzed.
Rhon -8hp, paralyzed..
Mike -32hp
Mike you take 41 damage from 7 bullets. Roll 1 will save (DC19) and 2 fort saves (DC19). If you fail any of them, you are paralyzed.
ExielRoll 1 will save (DC19). If you fail, you are paralyzed.
Rhon and 42 are still paralyzed. Otherwise, pathfinders are up.

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will save: 1d20 + 25 ⇒ (7) + 25 = 32
Exiel is unfazed by the scream. Since the daemon has been defeated, Exiel steps towards the nearby undead thing and starts stabbing.
attack roll, fighting defensively with crane style: 1d20 + 16 ⇒ (15) + 16 = 31
damage roll: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (6, 1) = 17
iterative attack roll, fighting defensively with crane style: 1d20 + 11 ⇒ (20) + 11 = 31
iterative damage roll: 1d6 + 5 + 2d6 ⇒ (4) + 5 + (3, 5) = 17
iterative confirmation roll, fighting defensively with crane style: 1d20 + 11 ⇒ (15) + 11 = 26
crit damage roll: 1d6 + 5 + 2d6 ⇒ (1) + 5 + (6, 3) = 15
haste attack roll, fighting defensively with crane style: 1d20 + 16 ⇒ (11) + 16 = 27
damage roll: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (2, 2) = 12
AC41, touch AC28

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Exiel destroys the already-damaged monster.
Exiel -33hp
42 -58hp, fatigued, paralyzed.
Rhon -8hp, paralyzed..
Mike -73hp
Mike roll 1 will save (DC19) and 2 fort saves (DC19) to avoid paralysis. If you succeed, you are up for the round.

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Do those bullets do negative energy? if so, I take considerably less (-20/hit).
Fort Saves: 1d20 + 23 ⇒ (6) + 23 = 291d20 + 23 ⇒ (11) + 23 = 34
Will Save: 1d20 + 12 ⇒ (4) + 12 = 16
Looks like I'm buying a Wisdom headband when we're done, cause Will saves have been kicking my rearparts.

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Mike, the bullets do both physical and negative energy damage. I already subtracted the negative energy damage.
1d10 + 1 ⇒ (2) + 1 = 3
1d6 ⇒ 1
Mike goes stiff and stops moving, at least momentarily. However, he soon begins to regain feeling in his limbs, as does 42. One of the remaining rifle-undead turns his gun on the only pathfinder still moving this round. Exiel dodges 3 bullets and takes one hit (and 3 damage).
The other undead rifleman unleashes another horrible scream as 42 and Mike begin to move again.
Exiel -36hp
42 -58hp, fatigued
Rhon -8hp, paralyzed.
Mike -32hp
Mike, 42 and Exiel need to make a DC21 will save again or be paralyzed. Mike and 42 if you make the save your paralysis ends. Rhon is still paralyzed anyway.
Exiel you also take 3 damage and need to make a DC21 fort save or be paralyzed.
Mike, 42 and Exiel, if you make your saves, you are up this turn.

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will save: 1d20 + 25 ⇒ (13) + 25 = 38
fort save: 1d20 + 23 ⇒ (15) + 23 = 38
Exiel frowns at the scratch that he was given, flies above the nearest gunner and drives his rapier down at it.
swift action lay on hands: 1d6 ⇒ 6
crane style fighting defensively attack roll: 1d20 + 15 + 1 + 1 ⇒ (9) + 15 + 1 + 1 = 26
damage roll: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (5, 4) = 19
Since he can't 5ft out of my threatened area, if he keeps trying to shoot me, he's gonna eat an AoO.
crane style fighting defensively attack roll: 1d20 + 15 + 1 + 1 ⇒ (20) + 15 + 1 + 1 = 37
damage roll: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (2, 1) = 10
crane style fighting defensively confirmation roll: 1d20 + 15 + 1 + 1 ⇒ (11) + 15 + 1 + 1 = 28
crit damage roll: 1d6 + 5 + 2d6 ⇒ (2) + 5 + (4, 4) = 15

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Will Save: 1d20 + 12 ⇒ (12) + 12 = 24
Mike will gather power again and unleash it on the gunslinger who damaged him.
Doing a maximized void blast on the one who paralyzed me.
Attack Roll vs. Regular AC: 1d20 + 25 ⇒ (2) + 25 = 27 +1 to hit and damage if he's within 30'. If it hits, that does 132 bludgeoning/negative energy.

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Rhon is just cooling his heals while he waits to rejoin the fight.

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Will: 1d20 + 13 ⇒ (1) + 13 = 14
The Life of a Statue. Written Thought up by Subject 42.
It's been a while now, my life as a Statue, and I can say. The birds do like to hang around.

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Mike delivers a powerful blast of bludgeoning force and negative energy at the undead rifleman, but it is unaffected by the negative energy (the bludgeoning damage works just fine). Exiel flies above the monster and stabs it, and then stabs it again as it tries to shoot him one more time. It falls to the ground, no longer moving.
The last undead rifleman makes a last-ditch assault on Mike as the most dangerous and easiest target.
4d20 ⇒ (15, 18, 13, 4) = 50
3d10 + 3 ⇒ (5, 5, 2) + 3 = 15
Meanwhile, 42 and Rhon finally regain feeling in their limbs.
Exiel -36hp
42 -58hp, fatigued
Rhon -8hp, paralyzed.
Mike -47hp
Mike, you take another 15 damage from bullets and must make a DC19 fort save or be paralyzed.
All pathfinders are up, except Mike if he fails his save. There is only one enemy left.

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Fort Save: 1d20 + 23 ⇒ (6) + 23 = 29
Seeing that negative energy doesn't work on them, Mike switches to a maximized Gravity blast.
Attack Roll vs. Regular AC: 1d20 + 25 ⇒ (8) + 25 = 33
Damage Roll: 8d6 + 28 ⇒ (3, 3, 5, 3, 3, 2, 6, 4) + 28 = 57

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@GM: Am I still paralyzed?
Actions if I am not paralyzed.
Rhon rushes at the remaining undead rifleman, drops into his Defensive Stance, calls upon the power of the living rock, and brings his axe down hoping to cleave the rifleman in twain.
Attack: +1 Ghost Touch Dwarven Waraxe, Power Attack: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: Magic, Ghost Touch, Adamantine, Slashing, Power Attack: 1d10 + 17 ⇒ (6) + 17 = 23

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Not happy about his time as a statue. 42 starts to dance and slashes twice at the foe.
Null.Scimitar: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d6 + 10 ⇒ (3) + 10 = 13
Null.Scimitar: 1d20 + 8 ⇒ (17) + 8 = 25 damage: 1d6 + 10 ⇒ (2) + 10 = 12 threat
Null.Scimitar: 1d20 + 12 ⇒ (8) + 12 = 20 damage: 1d6 + 10 ⇒ (6) + 10 = 16

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GM, did your hp update take into account my earlier lay on hands?
Exiel kicks off the wall and flies over the last enemy to stab him from above.
fight defensively attack roll: 1d20 + 15 + 1 + 1 - 2 ⇒ (9) + 15 + 1 + 1 - 2 = 24
damage roll: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (2, 4) = 16
He also tries to heal himself up a little more.
swift actio lay on hands: 1d6 ⇒ 6

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Sorry Rhon, I was not clear. You are no longer paralyzed.
Finally breaking free from all the paralysis, the Pathfinder coordinate their attacks on the least undead rifleman, destroying it.
As you catch your breath in the aftermath of the combat, you begin to hear shouting in the distance, as well as the staccato of many booted feet crunching the ice outside. It appears that the screams of the undead riflemen and the sounds of gunfire have drawn attention to your location. The sound is still faint, so you think you have time, but you should not tarry long.
You make a quick search of the room and the many charred bodies within it. One body in particular stands out - the very body which the meladaemon was about to feast on. It is hunchbacked and sports an elaborate and intricate mechanical prosthetic leg. His ragged jumpsuit bears a tag in a language foreign to you.
Exiel -24hp
42 -58hp, fatigued
Rhon -8hp
Mike -47hp
Combat is over. You don't know what your target looks like, so you cannot be 100% sure which is the correct body. It sounds like you don't have all the time in the world to make a decision.

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"Quick! What body do we need to take with us? Rhon looks at the scattered, charred, desecrated remains laying about the floor with a look of horror that anyone or anything could do something so vile.

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Exiel grimaces in frustration.
"Dammit, I suppose I was being a little naive when I thought there would just be the one body here... Well, if we're looking for some kind of genius inventor I'd go with the one with the fancy mechanical leg, but I'd recommend we each grab a body just in case. I can bring 4 creatures with me with a dimension door spell, not counting bodies, so if each of you, counting Lauriel, grabs a body or two and stands with me, I should be able to get us to Polina's little ditch and we can see whether or not we got lucky."
"Alternatively, if we can divert attention from this place, I can go bring Polina here and we can see if she can identify the right body. Personally I'd prefer that but if we've got soldiers on their way here, that might be difficult..."
GM, I assume I can reach Polina's ditch with a d-door spell? How many bodies are there in here anyway?
I feel like my main use right now is to cast d-door... Glad I'm a sorcerer.

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Rhon begins quickly gathering as many bodies as he can including the one with the prosthetic leg. He also begins to quietly say a prayer to Torag as he does so.
"Father of Creation may my words find your ear and stoke your forge. Many have suffered needlessly here and been brought forth to suffer again in the indignity of undeath. May your guiding hand shelter and protect all your creations and let not this destroyer and perverter of creation befoul your holy work."