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Seeing that their opposites have decided to be confident when outnumbered two to one, Seren glides out from behind Thoril and pirouettes around to come up on the side of one of the halflings.
She ends the last twirl possessed by her dance and with a pale hand already bringing her magical blade down towards the halfling's shoulder with supernatural skill.
Move to the square on the map beside the top halfing, free action to Spirit Dance, standard to attack
+1 Wakizashi: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Spirit Aura Active: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Fey slips off Wolfie. She reaches out and casts Guidance on Serpentfang.
Move to dismount. Standard: Cast Guidance

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Seren gets off to a good start as her wakizashi strikes the Halfling, hurting it some good amounts. The dwarf in turn retaliates by drawing his crossbow and firing a shot towards Serpentfang.
+1 crossbow: 1d20 + 9 ⇒ (5) + 9 = 14 This hits right?
dmg: 1d8 + 1 ⇒ (7) + 1 = 8
Round 1, FIGHT!
conditions:(Spirit AUra +2bonus on all non-spell dmg rolls)
Seren,Feybella
Dwarf
Jax, Serpentfang -8 (Guidance)
Halflings 1 - 11 2
Bulgo,Thoril

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AC is 16 unless I'm flat footed then it's 13 and that will hit.
Fang casts Burning Hamds DC:15 Ref
BHvs Touch: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 233d4 ⇒ (4, 3, 1) = 8
"Aryeh Attack!!!Fang points at the dwarf. Aryeh charges.
Aryeh's Bite: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d6 + 3 ⇒ (1) + 3 = 4

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The pathfinders come up a plan to flank around the sides to cover all angles to disable any escape. Jax, Fang, and Aryeh all deal a considerable amount of damage to the enemy.
You don't need to roll an attack for burning hands as far as i know. So guidance is still active. Can you update your movement on the map and also add your familiar tokens..
The two halflings draw their dagger and then retaliate back at their attackers. And the blades cut back at Seren and Jax.
reflex,evasion,dwarf: 1d20 + 8 ⇒ (3) + 8 = 11
reflex,halfling 1: 1d20 + 6 ⇒ (12) + 6 = 18
reflex,halfling 2: 1d20 + 6 ⇒ (19) + 6 = 25
atk Seren: 1d20 + 9 ⇒ (10) + 9 = 19
dmg: 1d3 + 3 ⇒ (1) + 3 = 4
atk Jax: 1d20 + 9 ⇒ (17) + 9 = 26
dmg: 1d3 + 3 ⇒ (1) + 3 = 4
Round 1, FIGHT!
conditions:(Spirit AUra +2bonus on all non-spell dmg rolls)
Seren-4,Feybella
Dwarf -8
Jax -4, Serpentfang -8 (Guidance)
Halflings 1 - 15 2 -17
Bulgo,Thoril

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my mistake, just occurred to me glaive is a reach weapon, the halfling throws the dagger at jax in that case, dmg maintains the same.

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Ill try to get my icon put up today after work, I have an old laptop hopefully it still works lol

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Thoril will swing at dwarf.
atk: 1d20 + 11 ⇒ (11) + 11 = 22
dmg: 3d6 + 13 + 2 ⇒ (1, 2, 2) + 13 + 2 = 20
-Posted with Wayfinder

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Bulgo moves around to face off against one of the halfings. Drawing his knifes he makes a since quick attack.
"Greed is unseemly!" he suggests
attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage,spirit aura: 1d3 + 6 + 2 ⇒ (3) + 6 + 2 = 11

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Thoril and Bulgo strike accurately at the enemy dealing a bit more damage to them. But they still stand strong ready to continue the fight.
Round 2
conditions:(Spirit Aura +2bonus on all non-spell dmg rolls)
Seren-4,Feybella
Dwarf -28
Jax -4, Serpentfang -8 (Guidance)
Halflings 1 - 15 2 -28
Bulgo,Thoril

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Seren never breaks the movement from her first strike, continuing to twirl about in one fluid motion. The halfling's blade cuts a red ribbon along her as she finishes the movement of her dance, leading to a masculine grunt of the spirit guiding her hand announcing the sting of it.
When she comes back to facing her foe both of her weapons are coming down as twin strikes to either shoulder.
Full round action to full attack the same halfling.
+1 Wakizashi(TWF): 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Wakizashi(TWF): 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Spirit Aura Active: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Fey pulls out her Morningstar as she moves forward to attack one of the haflings.
Morningstart Attack on 2: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d6 ⇒ 3

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Seren's strikes fall short as the halfling's agility enablers her to dodge it with ease, Feybella's attack strikes with relative ease, and does just enough to knock the halfling out.
The dwarf takes his chances and goes for the kill attacking Thoril.
Provoke AoO from Thoril and Fey
However he's not as successful as he thought he would be.
+1 crossbow: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 1 ⇒ (7) + 1 = 8
+1 crossbow: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 1 ⇒ (3) + 1 = 4
Round 2
conditions:(Spirit Aura +2bonus on all non-spell dmg rolls)
Seren-4,Feybella
Dwarf -28
Jax -4, Serpentfang -8 (Guidance)
Halflings 1 - 15 2 -31(unconscious)
Bulgo,Thoril -4

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Jax moves to flank the dwarf attacking Thoril and slashes at him, his glaive ablaze.
Flank, Power Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Spirit Buff, Elemental Strike, Precise Strike: 1d10 + 3 + 3 + 1 + 2 + 1d6 ⇒ (3) + 3 + 3 + 1 + 2 + (3) = 15

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Jax and Thoril show no mercy on their enemies, striking the dwarf hard and fast causing him to fall into the ground, flat, like a dead bug.
Round 2
conditions:(Spirit Aura +2bonus on all non-spell dmg rolls)
Seren-4,Feybella
Dwarf (dead)
Jax -4, Serpentfang -8 (Guidance)
Halflings 1 - 15 2 -31(unconscious)
Bulgo,Thoril -4

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"Look we didn't want it to come to this, your leader is dead, but your friend is still hanging on to life. Sheathe your weapons we'll heal your friend, and you guys can go on adventuring together, you have my word."
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
Man my diplomacy rolls are cursed, two 6's and a 5 lol
Will ready an attack from Aryeh if the Halfling doesn't agree.

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Yeah, this ones a murderous halfling , she's going to fight to the death.
The halfling spits at Fang and dodges Aryeh's attempt to grapple as she continues lashing at Seren.
atk Seren: 1d20 + 9 ⇒ (14) + 9 = 23
dmg: 1d3 + 3 ⇒ (1) + 3 = 4
Party is up!

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Bulgo delays until he has a flank buddy, and then burries his daggers in the other Halflings back.
attack, flank, TWF: 1d20 + 2 + 2 - 2 ⇒ (18) + 2 + 2 - 2 = 20
attack, flank, TWF: 1d20 + 2 + 2 - 2 ⇒ (17) + 2 + 2 - 2 = 19
damage, sneak: 1d3 + 6 + 2d6 ⇒ (2) + 6 + (3, 6) = 17 Plus bleed 2
off hand damage, sneak: 1d3 + 3 + 2d6 ⇒ (2) + 3 + (3, 1) = 9 plus bleed 2
"You should give up friend."

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The halfling falls with the rest of her companions as Bulgo and Jax finishes her off. Now with no treat remaining you're able to easily retrieve the key to the door and whatever useful equipment they have on such as two feather tokens, two +1 chain shirts, +1 light crossbow , a potion of cure moderate wounds, and two potions of spider climb.

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With the immediate threat removed she will allow the spirit possessing her to flee and just stand, breathing. Like the previous fights, Seren looks a little worse for the wear as she regains herself. In addition, she's bleeding from a pair of cuts.
When she notices the blood her eyes widen a bit and she rummages through her overstuffed bag for a wand of cure light wounds. She'll hold it out to one of the oracles. "Hey good work, guys! But uh... could I get a little help here? I seem to be leaking."

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Bulgo looks over the equipment.
"Are they still alive? We should try to let them live if we can." he adds in a slightly but not overly concerned manner.
He sizes up the chain shirts though. "Look, just my size!"

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Fey quickly moves to take the wand from Seren. "Let me help. She taps her once.
CLW Seren: 1d8 + 1 ⇒ (2) + 1 = 3
She pulls out her own wand, and starts moving around the room to healing people. "That should do it. Fey opens the door.
With Fey's wand
CLW Seren Serpentfang: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Seren Thoril: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Seren Jax: 1d8 + 1 ⇒ (4) + 1 = 5

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"Wait up, this is my speciality. Getting into places that have not been gotten into. And then getting out again. Blunder in now and you make walk out without your head."
Bulgo inspects the door for traps or other inconvenient things.
Takes ten for 20 and then checks a second time
perception: 1d20 + 10 ⇒ (12) + 10 = 22

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The door to the place is by no means rigged in anyway as Bulgo checks it for traps. The door opens agonizingly slow due to aging, and makes a high creaky pitchy sound.
The room filled with darkness, slowly lights up with the light you have, an obvious large crack (3inches wide) in the ground is observed, black-like "light" emanates from the crack, as if it was some sort of source of negative energy.
***Flashback***
Captain Shevar, before you left, passed each one of you a magical scroll, each one designed only to work by the individual, the magic from the scroll is to destroy, whatever was causing the evilness at bay. To activate the scroll, each player may attempt one check of their choice, Kn. Arcana,planes,religion, Linguistics, Perform (oratory),spellcraft, UMD. At a distance adjacent to the rift
***Flashback over***
If anything, this looks like what you were meant to use this scroll on, to destroy the continuous source of negative energy into this plane. A little behind the crack a creature stands. Four limbs—two black and two white—reach out from a swirling vortex of pulsing light and deep darkness. Kn. Planar to identify, DC15 for one question
Initiative, Thoril: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative, Seren : 1d20 + 6 ⇒ (7) + 6 = 13
Initiative, Bulgo : 1d20 + 4 ⇒ (5) + 4 = 9
Initiative, Serpentfeng: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative, Jax: 1d20 + 8 ⇒ (1) + 8 = 9
Initiative, Feybella : 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Aeon: 1d20 + 7 ⇒ (16) + 7 = 23
I'll update map as soon as I can, but it looks like the creature will be first to action.

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Slight correction.
To your surprise, as you open the door, the room shines as bright as daylight, with the light source being from the funny looking creature.
Take 2d6 negative energy damage
The creature immediately moves very scarily to the door, at the door he absorbs all the light into his body, making the room partially dark.
Does not matter where light sources are coming from, the area adjacent to the creature is in total darkness.
Seren Fey Bulgo, Will save for half damage
cold damage: 4d6 ⇒ (3, 5, 1, 4) = 13
Last Combat Round 1
Conditions:Darkness in area adjacent to creature.
Creature
Seren (will), Fey(will), Bulgo(will), Jax, Thoril, Serpentfang

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Thoril will attempt to smash the creature.
atk: 1d20 + 11 ⇒ (7) + 11 = 18
dmg: 3d6 + 13 ⇒ (6, 2, 3) + 13 = 24
-Posted with Wayfinder

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will: 1d20 + 3 ⇒ (15) + 3 = 18
Are we aware of anything odd about hte green spaces?
Wincing at the energy being sucked out of him, along with the light from the room, Bulgo steps forward and sticks his daggers into it.
attack,TWF: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
attack,TWF: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
miss1, low is bad: 1d100 ⇒ 2
miss2, low is bad: 1d100 ⇒ 6
Two well aimed strikes are thwarted by the darkness around the creature.

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No, you don't know better about what the green area is. It's just a marker to show adjacency to the crack. Minor correction again, Only the spot the creature occupies is in total darkness. Adjacent is dim lighting, everywhere else is bright.
Thoril,Miss chance: 1d100 ⇒ 37Miss
Thoril and Bulgo fumble as they try to hit a creature surrounded in total darkness as they do not have darkvision as a source to see through the blackness.
Last Combat Round 1
Conditions:Darkness in area adjacent to creature.
Creature
Seren (will), Fey(will), Bulgo -7, Jax, Thoril, Serpentfang

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Will: 1d20 + 4 ⇒ (1) + 4 = 5
Know Planes: 1d20 + 5 ⇒ (9) + 5 = 14
Fey shivers as the creature moves near. The cold actually hurts. She swings at it with her morning star, and then slides sideways.
Morningstar Attack, Cold Iron: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 ⇒ 2
Miss Low Miss: 1d100 ⇒ 62

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i have reach as a large creature so am i still affected
-Posted with Wayfinder

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everyone is in visible light, but the creature is concealed in total darkness at the moment, absorbing the light, so unless you can see through the darkness with darkvision, everyone is essentially punching or hitting in the blind.

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i am not home until tonight due to a work affair, so posting from my phone. Please pardon the curt post, but I don't want to hold up combat. Would someone please 5ft me above Thoril?
seren will 5ft away, free action to channel her arch mage spirit in her dance, and standard cast unwelcome halo on Thoril. Unwelcome halo can be resisted if He wants, but it will make him glow and negates magical darkness in a 20ft radius! Not sure if that helps on this guy!
will save: 1d20 + 5 ⇒ (20) + 5 = 25
Seren shivers under the proximity to the chill and quickly moves away, her steps becoming more stuttered as she hunches down like an ages crone. Unlike the broad movements of earlier dances, she now shuffles about in a confused jig, a hand reaching out to tap Thoril. "Take your medicine, deary". A papery, withered voice seeps from between three medium's pale lips.

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The unwelcome halo will definitely offset the creatures special attack!
Fey's attack strikes the creature nicely, however it does little to hurt him. Seren's little trick causes the whole place to retain it's brightness again, causing the creature to be seen perfectly now.
The creature moves forward slightly 5 ft step.
As he moves forward, each of you suddenly have a series of images play inside your head. In your images, you see that the walls around you right now start to encroach from all sides, until it crushes you completely.
The creature again starts to absorb the light around it, this time the light does not diminish, however, the area still gets cold.
cold dmg: 4d6 ⇒ (4, 5, 3, 1) = 13
Everyone will save DC 15 for half, except Fang, Seren
Combat Round 2
Conditions:Darkness in area adjacent to creature.
Creature -2
Seren -7 , Fey-13(will), Bulgo -7(will), Jax (Shield of faith)(will), Thoril (Unwelcome halo)(will), Serpentfang

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"Thank you friend for the light"
Thoril will swing his mighty sword again.
atk: 1d20 + 11 ⇒ (17) + 11 = 28
dmg: 3d6 + 13 ⇒ (3, 4, 2) + 13 = 22
-Posted with Wayfinder

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Will: 1d20 + 4 ⇒ (19) + 4 = 23
Fey terribly hurt by the cold damage decides to take a step back and heal herself.
Cast CLW: 1d8 + 3 ⇒ (3) + 3 = 6

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will: 1d20 + 3 ⇒ (19) + 3 = 22
Still resisting the cold, Bulgo's teeth start to chatter as he tries once more to put an end to the horrid thing.
TWF, flank: 1d20 + 11 - 2 + 2 ⇒ (5) + 11 - 2 + 2 = 16
TWF, flank: 1d20 + 11 - 2 + 2 ⇒ (17) + 11 - 2 + 2 = 28
damage (magic): 1d3 + 7 + 2d6 ⇒ (3) + 7 + (2, 1) = 13 +2 bleed
off hand damage: 1d3 + 3 + 2d6 ⇒ (1) + 3 + (4, 6) = 14 +2 bleed
He applies a

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Sorry for delay guys thought I posted already.
Fang tries to identify the creature, then he draws his wand and with a flick, casts magic missile. Know Planes: 1d20 + 5 ⇒ (20) + 5 = 25 Resitances, DR, Special Abilities
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
Then he sends Aryeh to attack. Aryeh kill!
Aryeh's bite: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (1) + 3 = 4

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Will: 1d20 + 5 ⇒ (17) + 5 = 22
Jax steps back and slashes at the strange creature. "That was cold."
Power Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Elemental Strike: 1d10 + 3 + 3 + 1 ⇒ (1) + 3 + 3 + 1 = 8 1 is fire.

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No DR, Resist electricity & fire. Immune to cold, critical hits and poisons, special abilities include knowledge that is timeless, knows everything past, present, and possibly future, also communicates with his mind (telepathically). And it can control light as you notice before you.
Thoril's mighty sword catches the creature right there and then. Hitting it hard wounding it. Fey retreats back to take breather hoping to not get hurt any further, any possibly survive out of here.
Bulgo does a quick one-two on the creature, with his two hitting him. However he Bulgo learns the hard way that this creature does not have a weak point. He's immune to your sneak! I've not applied the bleed to the creature yet, is the bleed part of sneak attack? Or is from another effect?
Serpentfang, Aryeh and Jax, are unable to get a solid blow on the creature.
Serpentfang SR: 1d20 + 3 ⇒ (12) + 3 = 15
THoril will: 1d20 - 1 ⇒ (14) - 1 = 13
For those using spells, need an SR check from you in future! the DC is 16
Combat Round 2
Conditions:
Creature -28
Seren -7 , Fey-14, Bulgo -14, Jax (Shield of faith)-7, Thoril (Unwelcome halo)-13, Serpentfang

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Seren's choice of spirit has somewhat limited her value to engage further in this fight, and it seems to have little interest in drawing nearer to swing a blade while in control. Instead, she continues her awkward jig around Thoril, using the wand she let Feybella heal her with earlier to try and restore some of the large bloodrager's health. "Don't worry, lizard lad, old granny will keep you going."
5ft move to the west, drawing a wand of CLW as a move, standard to try and UMD it.
UMD: 1d20 + 10 ⇒ (2) + 10 = 12
She stands there shaking the wand in futility, and even hunches down to slap it on the ground several times. Sadly, nothing happens except it manages to avoid breaking.
Spirit Aura Active[b]Allies within 30 ft have their damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.

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The creature comes forward again, constantly sucking the light around the create the coldness.
cold dmg: 4d6 ⇒ (1, 6, 5, 2) = 14
Atk on Fey,Bulgo,Jax,Thoril. Will save DC15 for half as usual!
Combat Round 3
Conditions: Spirit Aura: +2 dmg to spells
Creature -28
Seren -7 , Fey-14 (dice), Bulgo -14, Jax (Shield of faith)-7 (will_, Thoril (Unwelcome halo)-13 (will), Serpentfang(will)

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will: 1d20 + 1 ⇒ (16) + 1 = 17
Thoril will swing again
atk: 1d20 + 11 ⇒ (6) + 11 = 17
dmg: 3d6 + 13 ⇒ (4, 5, 4) + 13 = 26
will save is a plus 1 while bloodrageing
-Posted with Wayfinder

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Both debilitating injury and bleeding injury require Bulgo to do sneak attack damage.
will: 1d20 + 3 ⇒ (16) + 3 = 19
Bulgo still somehow manages to avoid the worst of the cold coming off the monster, but his strikes are getting slower and slower. He won't be able to take much more of this.
TWF, flank: 1d20 + 11 - 2 + 2 ⇒ (8) + 11 - 2 + 2 = 19
TWF, flank: 1d20 + 11 - 2 + 2 ⇒ (4) + 11 - 2 + 2 = 15
"At least I understand now why you were locked up. We should have let those others get in there first."
damage(magic), aura: 1d3 + 7 + 2 ⇒ (2) + 7 + 2 = 11
damage,aura: 1d3 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Thoril should get +2 to hit from flanking