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Ref: 1d20 + 7 ⇒ (14) + 7 = 21
Basalte steps aside swiftly, trying to avoid falling in the pit.

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Terrill sees the coins and portions of the floor fall into darkness, and steps up to the edge of the hole to peer in. As he does so, he mutters, "By the stars, smashing things worked..."

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Oh, yes sending Atum plummeting down a dark hole seems like a brilliant idea. Dragorin says sarcastically as she take out his wand of healing again.

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Ref: 1d20 + 8 ⇒ (17) + 8 = 25
Atum steps aside as the room nearly collapses. "Plummet down a dark hole you said?" Atum asks Dragorin. He then puts his polearm on his back and (purposefully) plummets down the dark hole. . . after putting his ioun torch up.

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Hal sets yet another ioun torch circling before digging some rope out of his mount's saddlebags.

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Terrill also sets a brilliantly lit stone spinning about his head, then follows Hal down his rope, curious how the big bird will get down the hole.

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Honestly, I may just leave Th'reiwa-don behind. Curious to know the conditions below (and how deep the hole is) first though.

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Basalte follows down the rope as well.
Take 10 on Climb makes a 16.

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Yeah, I'm wondering whether to try and bring Sahrek down. With seven of us, adding two more animal companions may be a bit much.

GM Bold Strider |

Falling Damage: 6d6 ⇒ (3, 2, 3, 4, 1, 5) = 18
Atum slams into the ground at the bottom of the well, purposefully it seems.
Flinders follows suit, though he prefers to save his knee joints for use later in life. He gently floats down behind the Living Monolith.
The rest seem to wait for Halbarad to anchor a rope and descend slowly the 60' into the cave below.
The rest of the group reaches the bottom and finds the gold, silver and copper coins to be missing.
The shaft descends 40' through solid rock before breaking through the ceiling and dropping another 20' to the ledge below.
The descent through the stone well ends in a vast cavern. The walls, floor, and ceiling are a glistening, crystalline white, and the entire chamber is smoothly sculpted into a wonderland of snowdrifts, high embankments, and perilous slopes in a winter mountainscape frozen in stone. The beauty of the scene is marred only by the debris and filth gathered in the hollow below the ledges that surround this chamber.
The entire cavern is formed from smoothed rock salt that has the consistency of sandstone (hardness 8, hp 540, Climb DC 25, Break DC 45) but can be dissolved away at a rate of 1 inch in a 5-foot square per every 100 gallons of water applied to it. The roof of the cavern rises 40 feet above the cavern’s lowest point, and a series of ledges rise above this with their individual elevations being 20' per ledge. (GM Note: Each ledge is 20' tall for all intents and purposes.)

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Left behind it is.
Hal sets Th'reiwa-don to 'guard' (can't fail the check) the room above, retrieves anything else he needs from the saddlebags (mostly arrows), secures his rope, and heads down. At the bottom, he glances at Dragorin. "Didn't happen to prepare create water today, I assume?"

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Acrobatics: 1d20 + 1 ⇒ (12) + 1 = 13
Atum belly-flops on to the cave floor. He does a few push-ups while he's down there and then dusts off his full-plate.
clw: 3d8 + 3 ⇒ (1, 8, 3) + 3 = 15
After receiving a few hits from his wand, Atum struts through the garbage to make his way across the chamber.
Climb: 1d20 + 7 ⇒ (20) + 7 = 27
Who needs rope? Ha!

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"Wow, what an incredible place," Terrill says quietly. "It's a wonder no one has found it before." He follows Atum across the chamber.
DMBS - I'm not sure from your description, do we need to navigate a bunch of 20' ledges to get out of this room? Are we going up or down the ledges?

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Flinders can feather fall Th'reiwa-don, if you'd like. Not sure how we'd get him back out.
That's okay, save your spell. It doesn't change my effectiveness much, just reduces mobility a little. Thanks though!
"Can any of the magicians cast light? And does anyone have another rope?"
I can cast animal aspect on our best climber to grant a climb speed, and that person can hold the rope for everyone else as we ascend/descend each face. It will only last 6 minutes though, so we would need to explore quickly.

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"Didn't happen to prepare create water today, I assume?"
Dragorin gives Hal an odd look, Do I look like a Druid to you. he asks rhetorically.
Before descending, he takes a ring from his pouch and fits it on, over his gauntlet where it locks into place. The large red gem in its face shines brightly, bathing the area around the cleric in fiery light.Ring with Continual Flame cast on it.
Dragorin looks nervously down the hole, Um, I require a safer means of decent. I find climbing difficult in my armor.

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You can also just take off your armor and shove it in your pack, then take it out and put it on again when you get down. Unless you also have weight encumbrance, that should be sufficient for a take 10 down the rope.
Met with silence, Hal repeats his question. "Does nobody have another rope?"

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Ignoring jest Dragorin digs out his silk rope. Here, use my rope.
I'd be encumbered even with my armor off.
To keep things moving We'll say Flinders tells Dragorin he'll cast the spell when he jumps. Or even better if Flinders offers to cast the spell before he jumps he can get both of us and Hal with one casting.

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Sounds good.
Hal casts animal aspect (tree lizard) on Desmond or Terrill if either will volunteer (Edit:) Terrill and hands the rope over. "Let's get exploring!"
This should allow us to explore the whole cavern pretty quickly--the climber can take 10 for 27 total with a climb speed of 30ft. GM, please let me/us know what rolls, if any, we need to make to explore the whole place.

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"I've got a rope as well," offers Terrill, "though we may need it to move up and down those ledges."
Looks like Desmond and Terrill have the best climb bonuses at +9, so if Hal wants to make Terrill look like a tree lizard to get us past the ledges, I'm game.

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I came down via my rope, which I'll leave in place so we can get back up. I'm leaving my pet behind, in the care of my squire.

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Sorry, busy weekend.
Desmond orders Sahrek to stay and guard the entrance with Halbarad's bird. (Can't fail the check)
He then takes hold of the rope and climbs down.
Climb Take 10: 10 + 9 = 19
He also activates his wayfinder to shine.

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Basalte also follows down, taking his time in order not to fall.
Take 10 on Climb is 16.

GM Bold Strider |

Standard DC 15 Climb checks to traverse the rock walls.
Perception:
Basalte: 1d20 + 12 ⇒ (9) + 12 = 21
Desmond: 1d20 + 16 ⇒ (18) + 16 = 34 (+2 Underground)
Halbarad: 1d20 + 19 ⇒ (9) + 19 = 28
Atum: 1d20 + 6 ⇒ (17) + 6 = 23
Terrill: 1d20 + 17 ⇒ (7) + 17 = 24
Dragorin: 1d20 + 4 ⇒ (11) + 4 = 15
Flinders: 1d20 + 19 ⇒ (17) + 19 = 36 (Trapspotter)
Initiative:
Basalte: 1d20 + 2 ⇒ (8) + 2 = 10
Desmond: 1d20 + 6 ⇒ (10) + 6 = 16 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (3) + 5 = 8
Atum: 1d20 + 3 ⇒ (15) + 3 = 18
Terrill: 1d20 + 7 ⇒ (2) + 7 = 9
Dragorin: 1d20 + 0 ⇒ (3) + 0 = 3
Flinders: 1d20 + 4 ⇒ (11) + 4 = 15
Enemies: 1d20 + 6 ⇒ (20) + 6 = 26
As the group moves around to explore the area, four rocky creatures separate from the walls dropping down with thuds next to the Pathfinders. Seemingly carved from a dark gray stone, these sinister crouching humanoids resemble a horned, winged demon.
The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region's architectural styles. The changes a gargoyle's appearance undergoes are slow and subtle, but over the course of years, it can shift radically.
They have four natural attacks and are highly resistant to non-magical attacks.
One of the beasts yells as they lash out.
Bite @ Halbarad-23 AC: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Bite @ Terrill-25 AC: 1d20 + 7 ⇒ (13) + 7 = 20
Bite @ Atum-22 AC: 1d20 + 7 ⇒ (10) + 7 = 17
Bite @ Flinders-21 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Darkness erupts around the area, dispelling all of the ioun torches and Continual Flame spells in the area of the Pathfinders, sending the room into pitch black darkness.
Status:
Terrill @ 7/77 HP; Atum @ 100/104 HP; Dragorin @ 78/80 HP; Flinders @ 64/73 HP; Desmond @ 92/92 HP; Halbarad @ 69/72 HP; Basalte @ 78/78 HP;
From the darkness, the Pathfinders feel the pain of several attacks.
Bite @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19
Claw @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
Claw @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (5) + 7 + 2 + 2 = 16
Gore @ Halbarad-23 AC: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bite @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Claw @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Claw @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Gore @ Terrill-25 AC: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Bite @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Claw @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Claw @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Gore @ Atum-22 AC: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Bite @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Claw @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Claw @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Gore @ Flinders-21 AC: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
The Pathfinders hear the sound of rock grinding against rock as Dragorin is smacked across the room by a gigantic swing, sending him careening over the edge of the ledge.
Slam: 1d20 + 25 - 4 + 1 ⇒ (11) + 25 - 4 + 1 = 33
Damage: 2d10 + 15 + 12 + 1 + 2d6 ⇒ (8, 5) + 15 + 12 + 1 + (1, 3) = 45
He slams into the ground and twitches on the floor.
Initiative:
1st: Gargoyles (#1-Red; #2-Yellow; #3-Green; #4-Blue); Huge Earth Elemental
2nd: Terrill @ 7/77 HP; Atum @ 100/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad @ 63/72 HP; Basalte @ 78/78 HP;

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DMBS - I feel like I'm always on you about this sort of thing, but you've got a typo in Terrill's HP entry. You say he has 7/77, when it should be 77/77 HP.
Knowledge (local), Monster Lore: 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21
"Oh, the things I could tell you about gargoyles," Terrill quips as they appear and strike at the party. "They're heavy as stone, much too heavy to fly, but they're too stupid to know that, so they fly anyway. More to the point here, they have lots of teeth and claws and are resistant to non-magical attacks. The darkness is a surprise to me. Think you can do something about that, Flinders?"
Terrill then calls on Desna to bolster his blade and strikes at the spot he last saw a gargoyle near him.
Swift action to activate bane (round 1/15 today), full attack vs green.
+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (3) + 14 - 2 + 2 = 17
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (8) + 8 + 6 + 2 + (4, 6) = 34
50% Miss Chance, low is bad: 1d100 ⇒ 57
+1 Keen Curve Blade, iterative, Power Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (3) + 8 + 6 + 2 + (2, 3) = 24
50% Miss Chance, low is bad: 1d100 ⇒ 83

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The following action assumes it's darkness and not supernatural darkness (which darkvision doesn't help against).
Climb: 1d20 + 6 ⇒ (12) + 6 = 18
Basalte climbs the rock wall to reach the elemental and swings his adamantine falchion at the outsider, letting his fury and his Ka stone empower him. "Sorry brother, nothing personal. RAAAAAGH!"
Rage and Enlarge through Ka Stone
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone: 1d20 + 15 ⇒ (15) + 15 = 302d6 + 25 ⇒ (5, 1) + 25 = 31
Confirmation, Ruthless trait: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 322d6 + 25 ⇒ (4, 4) + 25 = 33
I'm not sure if we're still under the effects of good hope, which lasted 10 minutes and was cast during the first fight. It isn't included in the rolls above, so if it's still active, please add 4 damage.

GM Bold Strider |

@Basalte: It is just regular darkness. To climb 20', you would have to spend two move actions as you can only climb 15' per move action. Additionally, you will provoke from the earth elemental.
@Terrill: You are correct as always!
Terrill feels his blade slice into the hard stone of a gargoyle twice with swings, scattering rock dust and fragments across the room.
Initiative:
1st: Gargoyles (#1-Red; #2-Yellow; #3-Green @ 58 HP; #4-Blue); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 100/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad @ 63/72 HP; Basalte @ 78/78 HP;

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Then I'll move SE, S before enlarging, raging, and critting the yellow gargoyle.
How about Good Hope by the way? Have 10 minutes or more elapsed since the fight against the barghests?

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"I'd love to Terril, but it seemed I was quite surrounded." Flinders says as he calls on his luck while he concentrates on casting a spell.
Concentration DC 19: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Greater Invisibility
He then takes step back toward Dragorin, and pulls on oil from his pack. "I hold a flask of daylight oil of someone wants to use it first."

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Atum steps back and swings at the orange gargoyle!
+3 impact adamantine bec de corbin, power attack: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 6d8 + 20 ⇒ (6, 4, 7, 3, 8, 2) + 20 = 50

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What in the Nine Hells was that! Dragorin says grogily as props himself up into a sitting position. Shaking his head he focuses on casting a spell to disrupt the darkness.
Daylight on ring, cast defensively
Concentration: 1d20 + 16 ⇒ (18) + 16 = 34 DC 21

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Perturbed by the sudden combat erupting all around him, not to mention Dragorin going sailing over the cliff, Hal ups his defenses as a first order of business. This assumes that Dragorin's daylight works: Adaption for 10 minutes for +2 nat armor. AC adjusted above.
Next, he decides that the thunderous noises just to the east are too big to ignore, and that retreating is preferable to getting squished. "Time to get down the cliff, Desmond!" he shouts, making a dive for the cliff face. Acrobatics to avoid many AoOs: 1d20 + 6 ⇒ (15) + 6 = 21
He does his best to slide down the cliff rather than just jump. DC 15 Acrobatics to lessen fall: 1d20 + 6 ⇒ (5) + 6 = 11 FAIL Damage, first d6 nonlethal: 2d6 ⇒ (5, 4) = 9 Dusting himself off, he stands ready to re-enter the fight.
Only moving 15 feet, so 1 move action to move and 1 to stand. Status: 59/72hp plus 5 nonlethal damage.

GM Bold Strider |

You guys spent a good amount of time trying to deal with the salt riddle. Going to say that ten minutes has passed.
50% Miss Chance, low is bad: 1d100 ⇒ 34
Dragorin illuminates the cave, dispelling whatever darkness permeated the place.
During the few seconds in the dark, it is clear that a lot happened. Atum's bec-de-corbin is buried in the rock at the foot of a slain gargoyle. Basalte's falchion marks clear in the beast's flesh.
Flinders has disappeared from sight, while Halbarad tries to leap away from danger, however he is surrounded by two gargoyles and a huge earth elemental. He is quick, but not fast enough as they all lash out at him.
Bite @ Halbarad-30 AC: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Orcish Double Axe @ Halbarad-30 AC: 1d20 + 10 ⇒ (14) + 10 = 24
Slam @ Halbarad-30 AC: 1d20 + 21 - 4 + 1 + 2 ⇒ (15) + 21 - 4 + 1 + 2 = 35
Damage: 2d10 + 15 + 12 + 1 ⇒ (5, 4) + 15 + 12 + 1 = 37
He dodges the axe and the bite, however he catches a giant rock in the chest as he dives, sending him careening into the floor.
Desmond walls up at the edge of the cliff as the creatures surround him and the earth elemental moves to the edge of the cliff and through part of the ground to lash out at Basalte and Atum. Diagonal 5' step through the ground with Earth Glide.
Slam @ Atum-25 AC: 1d20 + 21 - 4 + 1 ⇒ (7) + 21 - 4 + 1 = 25
Damage: 2d10 + 10 + 8 + 1 ⇒ (2, 6) + 10 + 8 + 1 = 27
Slam @ Basalte-22 AC: 1d20 + 21 - 4 + 1 ⇒ (17) + 21 - 4 + 1 = 35
Damage: 2d10 + 10 + 8 + 1 ⇒ (9, 8) + 10 + 8 + 1 = 36
The gargoyle that attacked Flinders moves on from the invisible archaeologist to address the flying ranger, but can't seem to hit the tough bastard with the bow.
Bite @ Halbarad-30 AC: 1d20 + 7 ⇒ (11) + 7 = 18
Claw @ Halbarad-30 AC: 1d20 + 7 ⇒ (11) + 7 = 18
Claw @ Halbarad-30 AC: 1d20 + 7 ⇒ (12) + 7 = 19
Gore @ Halbarad-30 AC: 1d20 + 7 ⇒ (2) + 7 = 9
Desmond braces for the onslaught of the two gargoyles flanking him, however they are horribly inept.
Bite @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Claw @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Claw @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Gore @ Desmond-30 AC: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Bite @ Desmond-30 AC: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Gore @ Desmond-30 AC: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Axe @ Desmond-30 AC: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Axe @ Desmond-30 AC: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Initiative:
1st: Gargoyles (#1-Red; #4-Blue; #5-Purple); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 22(17)/72 HP; Basalte @ 42/78 HP;

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"OW," Hal spits, the pain catching up to him as he tumbles over the ledge. In a desperate fury, he unloads a full volley into the Red gargoyle harrying his retreat. I'll just tank any AoOs.
Manyshot (Magic, Cold Iron): 1d20 + 16 + 1 - 2 - 3 ⇒ (2) + 16 + 1 - 2 - 3 = 14
Damage Part 1: 1d8 + 3 + 1 + 6 ⇒ (7) + 3 + 1 + 6 = 17
Damage Part 2: 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11
Rapid Shot (Magic, Cold Iron): 1d20 + 16 + 1 - 2 - 3 ⇒ (5) + 16 + 1 - 2 - 3 = 17
Damage: 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11
Iterative (Magic, Cold Iron): 1d20 + 16 - 5 + 1 - 2 - 3 ⇒ (14) + 16 - 5 + 1 - 2 - 3 = 21
Damage: 1d8 + 3 + 1 + 6 ⇒ (5) + 3 + 1 + 6 = 15

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Terrill calls upon Desna to protect him, then steps over to the nearest gargoyle (provoking AoO from elemental), swinging at it with his goddess-blessed blade.
Swift action to activate judgment for +3 AC and +4 damage, move and attack red gargoyle.
+1 Keen Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (12) + 13 - 2 + 4 = 27 vs red
Curve blade damage, Power Attack, Precise Strike, Judgment: 1d10 + 8 + 6 + 1d6 + 4 ⇒ (2) + 8 + 6 + (6) + 4 = 26
AC is now 31.

GM Bold Strider |

The red gargoyle lashes out at the injured ranger, however their attacks are no match for the defensive powerhouses in this group.
Red Gargoyle AoO: 1d20 + 7 ⇒ (9) + 7 = 16
Halbarad puts down the beast with his arrows easily and effectively.
This will let you change your actions, Terrill.
Initiative:
1st: Gargoyles (#4-Blue; #5-Purple); Huge Earth Elemental
2nd: Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 22(17)/72 HP; Basalte @ 42/78 HP;

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Atum frowns as the earth elemental slams into his side. He steps back and calls on the powers given to him by the sphinxes. His form grows in size and takes on a stoney coloration.
+3 impact adamantine bec de corbin, power attack: 1d20 + 18 ⇒ (19) + 18 = 37
damage: 3d8 + 23 ⇒ (6, 8, 7) + 23 = 44
+3 impact adamantine bec de corbin, power attack: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 3d8 + 23 ⇒ (5, 1, 4) + 23 = 33

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From his position on the ground Dragorin points up at the elemental and focuses his energies though his holy symbol.
Dismissal cast defensively
Concentration: 1d20 + 16 ⇒ (18) + 16 = 34 DC 23
DC 18 will save or be dismissed
1d100 ⇒ 40 to the elemental pane of earth.

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I'm no DM here, Flinders, but my understanding was that the ledge was 20' high.
DMBS - for simplicity, I'll change Terrill's action to a 5-foot step to get next to the elemental, then swing at it. Here is the result of my previous attack roll, copied for convenience:
+1 Keen Curve Blade, Power Attack, Outflank: 1d20+13-2+4 ⇒ (12)+13-2+4=27
Curve blade damage, Power Attack, Precise Strike, Judgment: 1d10+8+6+1d6+4 ⇒ (2)+8+6+(6)+4=26

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Okay, I'm back. Sorry for my lack of posting - I had a tooth that decided to go bad and swell up half my face. My coworkers are calling me chipmunk. Gargoyles are monstrous humanoids, right? I've been waiting for this.
Desmond rushes away from the gargoyles to keep from being flanked. He quick-draws his bow and draws a +1 bane (monstrous humanoid) arrows and fires it at the blue gargoyle.
I'll eat the AoOs
Deadly Aim, Bane: 1d20 + 16 - 3 + 2 ⇒ (18) + 16 - 3 + 2 = 33
Damage: 1d8 + 6 + 6 + 2d6 ⇒ (1) + 6 + 6 + (5, 6) = 24

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Seeing Desmond move away, Flinders moves toward Hal, flicking his wrist and producing a wand along the way. "Ssssh! Halbarad, to your south, don't strike me!" He then taps the man with the wand.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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"Aye," says Hal, seemingly to no one in particular. Thanks Flinders!
Status: 25/72hp, plus 2 nonlethal.

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DM: When raging, my max HP is 94, so I'm at 58/94, not 48.
Basalte groans as his stony flesh is chipped by the elemental's blow. The oread decides to turn his wrath upon the outsider.
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 25 ⇒ (5, 2) + 25 = 32
Iterative: 1d20 + 10 ⇒ (19) + 10 = 292d4 + 25 ⇒ (1, 3) + 25 = 29
Elementals are immune to crits, so I won't bother rolling a confirmation roll.

GM Bold Strider |

Dismissal: 1d20 + 8 ⇒ (4) + 8 = 12
You guys are really just too hard to kill as the gargoyles can only hit you on natural 20s. This series likes to throw lots of small guys at you, which makes no sense for 7-11 when you can have 30-35 AC and the monsters hit for +9 while flanking.
The Earth Elemental vanishes as Dragorin sends it back to its home plane.
Desmond backpedals and fires off an arrow into the closest gargoyle, killing him in a single blow. The remaining gargoyle, who appears to be half-fiend, catches his axe on a rock as he flies through the opening to the well. The axe falls with a clang on the ground and explodes in a fiery burst, but the weapon seems unharmed.
Status:
Terrill @ 77/77 HP; Atum @ 73/104 HP; Dragorin @ 33/80 HP; Flinders @ 52/73 HP; Desmond @ 92/92 HP; Halbarad-5 NL @ 25(23)/72 HP; Basalte @ 42/78 HP;
@Basalte: When you are raging, can you put something in out-of-character tags to help keep me on top of it? With seven characters, it's hard to keep everything updated at 7-11 when buffs and debuffs fly around like crazy.