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The green gnoll hasn't been touched yet, yes?
Hoprah moves slightly closer, drawing her wand of magic missile as she does, and sends a bolt of force from the wand toward the green gnoll.
Magic Missile dmg: 1d4 + 1 ⇒ (2) + 1 = 3

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Hoprah opens fire to the last standing Gnoll with her trusty wand.
Meanwhile, Untir stands ready at the event of surfacing of an unknown assailant.
The gnoll continues to barge through to reach the Pathfinders. Meanwhile the sand continues shifting as it tears through the roots and escapes the entangling area.
???,Str: 1d20 + 3 ⇒ (19) + 3 = 22
~~~
Combat Round 2/3
Conditions:Bless, Entangled (4mins)
Hoprah, Lebraerio
??? (entangled), Gnolls R -12(unconscious) B (Sleep x19) G -3
Robynn (MA), Tuthil, Untir, Amun

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Hoprah fires at Green once more and moves back slightly.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

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Moving to re-position Tuthil again fires his bow this time at the blue Gnoll.
darkwood composite longbow w/+1 bless: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 to hit
damage if hits: 1d8 + 2 ⇒ (5) + 2 = 7

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Noticed and recon target
I meant it as Tuthil's arrow knocked green unconscious so no retcon required.

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Amun-Heth slides off his camel and slaps it on the rear. "Go! Hyaa!"
He then moves onto a rock to await the coming of the subterranean creature.

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I assume Untir's going to continue his ready action.
Hoprah, Lebraerio, and Tuthil continue to reign attacks on the advancing Gnoll taking it out completely.
The underground creature(?) unnervingly moves closer to the group yet still doesn't surface.
~~~
Combat Round 3/4
Conditions:Bless, Entangled (4mins)
Hoprah, Lebraerio
??? (entangled), Gnolls R -12(unconscious) B (Sleep x18) G -15
Robynn (MA), Tuthil, Untir, Amun

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Robyyn keeps his eyes on the shifting sands, holding his camel in position. He summons a little twist of fate to assist him, should he need it.
Casting guidance on himself
Sleep (blue): 2 minutes
Guidance (Robyyn): 1 minute

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You have activated my trap card! This occurs as Lebraerio attempted to move. This is an immediate action mechanically.
Everyone except Robyyn and Hoprah are affected below. Area of affect marked on map.
The ground that you stand on immediately violently shakes with everything falling into a sink hole, even the rock that Amun finds himself situation on start to sink in.
Reflex DC15 Save or gain entangled condition. After you've made your saves you can continue your turn actions as normal.
Camel Reflex Lebraerio: 1d20 + 6 ⇒ (15) + 6 = 21
Camel Reflex Tuthil: 1d20 + 6 ⇒ (20) + 6 = 26
Camel Reflex Amun: 1d20 + 6 ⇒ (18) + 6 = 24
The un-mounted spooked camels immediately flee from the sinkhole area as they are able to still balance themselves with their large feets.

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reflex : 1d20 + 1 ⇒ (9) + 1 = 10
Wishing he was still on his camel, Tuthil begins to sink into the sand and become entangled.
The dwarf grumbles as he tries to free himself.
Str check: 1d20 + 2 ⇒ (14) + 2 = 16

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As an immediate action Hoprah utters a magical word or two and casts Liberating Command on Tuthil (unless he is already free of the entanglement, in which case she will cast it on the first one who fails their Reflex save) which enables him to make an Escape Artist check (with a +8 competence bonus) as an immediate action to free himself.
Is whatever is under the ground a valid target for ear-piercing scream or magic missile? If so, Hoprah will cast ear-piercing scream sonic damage: 2d6 ⇒ (4, 1) = 5 and dazed for 1 round, Fort DC 17 for half dmg and negate the daze effect. Alternatively, if that is not valid but the thing can be magic missiled, then she will use her wand of magic missile Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 against it. Or, if neither of those are valid options, she will ready to cast ear-piercing scream if it surfaces.

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I only rolled the saves for the camels! Amun and Untir need to make theirs. :)
Very specific tactics, so the creature has no surfaced yet. This is a "special attack" from below.
Magic missile is probably out of the question since you can't see your target. But an ear piercing scream probably makes sense.

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Oops!
Reflex Save: 1d20 + 7 ⇒ (6) + 7 = 13 Uh-oh!
Caught, Amun-Heth tries to twist free.
Escape Artist: 1d20 + 8 ⇒ (19) + 8 = 27 There ya go!

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ref DC15: 1d20 + 2 ⇒ (1) + 2 = 3
Untir was so intent, focusing on the creature that is underground, that when the ground gives way under him, it catches him completely by surprise! He sinks deep in and is trapped by the sand.
With the sand getting everywhere, he struggles to free himself.
escape artist, entangled: 1d20 + 1 - 2 ⇒ (16) + 1 - 2 = 15
Is this a full-round action or standard? If full-round, Untir will 5-foot step away if he succeeds in escaping. If standard, he'll move 20ft SE.

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Ref save: 1d20 + 6 ⇒ (1) + 6 = 7
Lebraerio's bad luck continues, as he falls on the sand while the camel jumps to safety.
Sorry about my damn luck
he switches weapons, taking his short sword in hand

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Apologize guys! Perhaps I should have clarified but found myself distracted with a combination of work and perhaps committing in one or two too many gameday games.
As it is written, you don't make a check to escape the entangled condition, this is not the spell. As long as you remain in the circle you are entangled, but if you move out of the circle you lose this condition.
I'll give 24 hours for any retcons, then hopefully pick up this slow combat!

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So to clarify, we are entangled but not fixed in place so we can still move up to half speed?

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Got it!
Untir pushes his way out of the area where the underground creature appears to be. "We need to spread out!" Again, he eyes the area, ready to send his spirits to curse the creature as soon as it reveals itself.
Misfortune hex, will DC16 or any d20 roll, roll twice and take lower result for 1 round

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Ok, in that case, I will retcon that I didn't cast Liberating Command. Did my Ear-Piercing Scream spell go off and if so, do I know the result?

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The sand continues to shift seemingly chasing Lebraerio after he lost balance off the camel. Soon a tremendous starfish-like creature emerges from the sand, its five long arms surrounding a circular toothy maw.
Untir reacts by sending cursing spirits to surround the monster! The distraction helps as it is unable to land a hit on the human investigator.
Will: 1d20 + 4 ⇒ (5) + 4 = 9
Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Bite: 1d20 + 5 ⇒ (8) + 5 = 13
Kn. Dungeoneering DC14 to identify
~~~
Combat Round 4/5
Conditions:Bless, Entangled (4mins)
Hoprah, Lebraerio
???
Robynn (MA), Tuthil, Untir, Amun
Creature has 10ft reach and 5 tentacles btw.

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Oh goodness, I saw the larger image of it first and thought we were pretty much dead!
Robyyn fixes his gaze on the creature, using the power of his evil eye to lower the creature's defenses. He begins cackling in the face of his horror, whether out of confidence or desperation is unclear!
Standard: Evil Eye (-2 AC) 8 rounds or Will DC 16 for 1 round
Move: Cackle
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye (-2 AC): 8 rounds + cackle or Will DC 16 for 1 round + cackle

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Able to engage at last, Amun-Heth focuses his inner strength and attacks, a blur of jabs and kicks.
Spend one point of ki.
Flurry of Blows: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 3 ⇒ (1) + 3 = 4
Flurry of Blows: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 3 ⇒ (3) + 3 = 6 +1d6 if first blow hits
Flurry of Blows: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 3 ⇒ (3) + 3 = 6 +1d6 if any previous blow hit this round
Critical Hit Confirmation: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 3 ⇒ (5) + 3 = 8 Nope!
Extra d6s for jabbing style success: 2d6 ⇒ (2, 3) = 5
If its AC is 21 or less, it just took 21 points of damage!

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Perspiration starts to bead on Untir's forward, as you see him mumbling what appears to be in ancient Osiriani. He beseeches his spirits to continue to harass the creature, maintaining the curse he has laid on it. He then steps back and raises his hand up to the sky. Spirits flit up his arm, racing towards the sun. Almost immediately, he brings it down again and a burst of blinding light smashes into the creature!
defensive casting, concentration DC17: 1d20 + 8 ⇒ (12) + 8 = 20
move action to chant: extending duration of misfortune by 1 round (continue to roll twice and take lower result). Then standard action cast color spray, will DC15! I'm sure it has more than 5HD but try to at least stun it for one round.
Haha, loads of hexes being laid on this creature!

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Know Dungeonering: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (6) = 15
What is that?
It's hard to know if Leb talks about the creature-which name he barely remember on the spur of the moment-or the sudden and impactful attack of Amun
Delays my own attack if the thing is still alive

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Hoprah will wait to take her turn until finding out the result of Leb's Knowledge check. Also, I had previously said that I was casting Ear-Piercing Scream against it (while it was still underground); was that ever resolved or did you rule that I couldn't do it until it surfaced? Asking so that I can keep proper track of my spell slots.

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Sorry Hoprah! the ear piercing scream slipped my mind.
As the creature surfaces, Hoprah releases a blood curling sonic scream that puts the creature in a daze. Taking advantage of that, the group pummels on the creature, known to Lebraerio as a Dust Digger. A combination of punches, magic puts the creature in a bad state. It looks bloodied, but still looks healthy enough to be able to attack everyone if it comes out of it's state.
Fort DC17: 1d20 + 5 ⇒ (5) + 5 = 10
Will DC16: 1d20 + 4 ⇒ (9) + 4 = 13
Will DC15: 1d20 + 4 ⇒ (2) + 4 = 6
Combat Round 4/5/6
Conditions:Bless, Entangled (4mins)
Hoprah (2 rounds), Lebraerio (2 rounds)
Dust Digger (Dazed/Stunned/Hex AC -2) -26
Robynn (MA), Tuthil (2 rounds), Untir, Amun
Since it is dazed/stunned, go ahead and take your second actions.

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I'm not quite clear if Hoprah has 2 rounds of actions to take but one of them was the ear-piercing scream that's already gone off, or if she has 2 brand new rounds of actions to take? In any case, she will delay for now.

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Amun-Heth takes no time to be philosophical. He tries his best to put down his opponent.
Flurry of Blows: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 3 ⇒ (1) + 3 = 4
Flurry of Blows: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 3 ⇒ (6) + 3 = 9

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Tuthil moves back and fires an arrow.
darkwood composite longbow w/-4 melee: 1d20 + 3 ⇒ (18) + 3 = 21 to hit
damage if hits: 1d8 + 2 ⇒ (6) + 2 = 8
Then fires again.
darkwood composite longbow w/ +4 melee: 1d20 + 3 ⇒ (8) + 3 = 11 to hit
damage if hits: 1d8 + 2 ⇒ (5) + 2 = 7

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In that case, Hoprah will first hit it with a blast from her wand of magic missile.
force dmg: 1d4 + 1 ⇒ (3) + 1 = 4
And then, if it is still standing on the second round, she will again scream at it: DC 17 Fort save to negate daze 1 round and half damage Sonic dmg: 2d6 ⇒ (3, 4) = 7
If it is still standing after 2 rounds she will move to be 50' away from it.

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Short sword, Bless: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Short sword, Bless: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Lebraerio tries to hits the sand dweller with his short sword, but his strikes lack precision

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With the creature almost as good as helpless, the Pathfinders reign down their fury to kill of the threat. The creature squirms and worms as it burrows back into the earth to await it's anticipated death.
With the threat eliminated, you are able to take a well earn rest spotting a poorly hidden cache of stolen goods that the gnolls keep. Among the gear, there is a vial of antitoxin, two flask of alchemist fire, tow flask of liquid ice, and two unnamed potions.
The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door. The iron gate that seals the entrance is heavy and partially buried by sand.
Everyone can refresh their spell slots, consider this a new day. No map has been posted yet. Need a strength check for whoever attempts to open the gates.

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Perception, DC 17: 1d20 + 8 ⇒ (14) + 8 = 22
Perception, DC 18: 1d20 + 8 ⇒ (11) + 8 = 19
Lebraerio sniffes the potions, and quickly evaluate their potency
The first one is a potion of Blur, the other one a potion of Haste.
Both can came handy later on, so don't waste them, even if you're thirsty...

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No changes to Robyyn's spells at this point. He won't make any claim on either potion. He already has antitoxin of his own, so won't need any of that. He'll happily carry one each of the alchemist's fire and liquid ice, though.
Robyyn helps to clear the sand away from the gate as he can, but steps out of the way when someone stronger approaches to actually try to muscle the gate open.

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Hoprah also has an antitoxin of her own but she'll take the other alchemist's fire unless someone else especially wants it.
Before entering the gate, Hoprah will use her wand of Mage Armor on herself.
Also, just for tracking resources, how many charges of Endure Elements should I mark off, assuming that I have been using it on myself and anyone else who wants it?

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2 charges would have sufficed to protect you for the duration of the whole journey.