
GM Cwethan |

Image: 1d2 ⇒ 1
Fade finishes off the last of his chosen swarm of illusory kobolds before dispatching the real one with essentially the same difficulty.
Brass Mantis
Skipper
1d3 ⇒ 1
Spiky is a whirlwind of destruction, tearing open a jagged furrow in the mastodon's flank before mercilessly bludgeoning the encroaching kobold, snatching up the minuscule swordsman in its mighty claws.
Mantis is no less successful, battering one kobold into unconsciousness before rounding on the other with a dull **thwack**
Tree squares are difficult terrain, trees grant cover. Snow is neither.
Active Effects: Harrowing Damage, Haste
Bold may go!
Spiky -22, Air Walk, grappled
Yami
Robed Kobolds (Green 6 images; Purple 6 images)
Chaine -23 (Silvermane -23, Air Walk, Feather Step) - Turn currently held in abeyance
Adsal Heroism, Fly (expiring soon), 30' up
Mastodon -43, 15 nl
Kobold Duelists (Red -54, grappled; Orange 20nl, blind)
Fade -14, Fly
Brass Mantis -52, Air Walk, Embiggened, Shield of Faith, Feinted
Skipper -12/24 Air Walk

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Reflex save: 1d20 + 10 ⇒ (5) + 10 = 15 Not a 20, so no
"Ow! Oww! Oof! Hngh!"
Wincing from having two tons of mastodon run over him, Skipper considers Mantis and his injuries.
Cure Critical (previously crusader's edge) on Mantis: 4d8 + 11 ⇒ (3, 1, 7, 8) + 11 = 30
Then, he hurriedly hikes further into the air, and above the trees.
Move action to get 25' up and above the trees

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***OVERSEER ANNOUNCEMENT***
A sudden gust of wind rushes through the area, riming the trees and rocks with frost that resembles faces of the region’s fey monarchs. “Your Society has requested our aid, and we have agreed to support your endeavors. Carry our token, call upon us in your time of need, and ensure the dragons prey upon this region no more.” With that, the icy faces melt away, and each of you find a tiny crown of pine needles nearby.
Table GMs, the Fey Allies condition on page 31 is in effect.

GM Cwethan |

The kobold magicians scuttle through the snow, hurling bolts of force at Mantis, and, after a bit of a fakeout, lightning at Fade!
Magic Missiles: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11
Feint: 1d20 + 15 ⇒ (6) + 15 = 21
Lightning Bolt: 6d6 ⇒ (4, 4, 2, 3, 2, 4) = 19 Reflex DC 18 to halve
Silvermane, and Chaine too, barrel into the Mastodon, sending it skidding back in the snow, his breath and blood steaming in the frosty air.
Tree squares are difficult terrain, trees grant cover. Snow is neither.
Active Effects: Harrowing Damage, Haste
Bold may go!
Spiky -22, Air Walk, grappled
Yami
Robed Kobolds (Green 6 images; Purple 6 images)
Chaine -23 (Silvermane -23, Air Walk, Feather Step) - Turn currently held in abeyance
Adsal Heroism, Fly (expiring soon), 30' up
Mastodon -111, 15 nl
Kobold Duelists (Red -54, grappled; Orange 20nl, blind)
Fade -23/33, Fly
Brass Mantis -33, Air Walk, Embiggened, Shield of Faith, Feinted
Skipper -47 Air Walk

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Using his occultist ability, after a short fly, Adsal summons a large Earth Elemental directly on the other side of Mantis.
It attacks the gnome in the middle.
Slamwith PA: 1d20 + 16 ⇒ (10) + 16 = 261d8 + 16 ⇒ (1) + 16 = 17
Slamwith PA: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 16 ⇒ (1) + 16 = 17

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Reflex: 1d20 + 11 ⇒ (6) + 11 = 17
Just to confirm, are they capable of seeing through my Greater Invisibiliy?

GM Cwethan |

No, but feinting doesn't require LOS, and you loudly spellcast, vanished, then stabbed a bunch. Guessing that you went to the only place within 5' that the kobold couldn't safely escape from, again, doesn't require LOS either ;)
Adsal's new earthy endeavor batters the blinded kobold, but it still keeps to its feet.
The mastodon trumpets furiously once more and tries to crush Chaine into the dirt, but the noble knight is able to weather the fearsome blows!
The remaining kobolds battle bravely, but aren't able to do much more than chip away at Spiky...
Gore: 1d20 + 23 - 3 ⇒ (2) + 23 - 3 = 22
Piercing: 2d8 + 14 + 6 ⇒ (6, 2) + 14 + 6 = 28
Slam: 1d20 + 22 - 3 ⇒ (7) + 22 - 3 = 26
Bludgeoning: 2d6 + 14 + 6 ⇒ (6, 4) + 14 + 6 = 30
Feint: 1d20 + 11 ⇒ (13) + 11 = 24
Rapier: 1d20 + 15 ⇒ (1) + 15 = 16
Concealment: 1d100 ⇒ 68
Piercing: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Will: 1d20 + 2 ⇒ (2) + 2 = 4
Feint: 1d20 + 11 ⇒ (8) + 11 = 19
Rapier: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
Piercing+Sneak Attack: 2d4 + 2 + 3d6 ⇒ (1, 2) + 2 + (4, 1, 2) = 12
Tree squares are difficult terrain, trees grant cover. Snow is neither.
Active Effects: Harrowing Damage, Haste
Bold may go!
Spiky -22, Air Walk, grappled
Yami
Robed Kobolds (Green 6 images; Purple 6 images)
Chaine -23 (Silvermane -23, Air Walk, Feather Step)
Adsal Heroism, Fly (expiring soon), 30' up
Mastodon -111, 15 nl
Kobold Duelists (Red -54, grappled; Orange -34, 20nl, blind)
Fade -33, Fly
Brass Mantis -33, Air Walk, Embiggened, Shield of Faith
Skipper -47 Air Walk

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Only two left...
Actually, I have a 110 foot radius I can affect from the gem. At the moment, there would still be the 2 duelist kobolds, Chaine, Chaine's horse, Skipper, the elemental, and maybe one robed kobold. Yami will this time, if able to detect a difference, target the second weakest life force in his radius.

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Spiky will attempt to maintain its grapple on the kobold it is grappling.
Spiky Grapple: 1d20 + 24 + 5 + 1 ⇒ (10) + 24 + 5 + 1 = 40
Grapple to Damage: 3d8 + 10 + 1 ⇒ (5, 2, 7) + 10 + 1 = 25
Impale Damage: 4d8 + 15 + 1 ⇒ (2, 6, 1, 6) + 15 + 1 = 31

GM Cwethan |

**Sklorch**
The kobold is no more.
Tree squares are difficult terrain, trees grant cover. Snow is neither.
Active Effects: Harrowing Damage, Haste
Bold may go!
Spiky -22, Air Walk
Yami
Robed Kobolds (Green 6 images; Purple 6 images)
Chaine -23 (Silvermane -23, Air Walk, Feather Step)
Adsal Heroism, Fly (expiring soon), 30' up
Mastodon -111, 15 nl
Kobold Duelists (Orange -34, 20nl, blind)
Fade -33, Fly
Brass Mantis -33, Air Walk, Embiggened, Shield of Faith
Skipper -47 Air Walk

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"What is this? Mantis see another arcane pop up near him. "Ahh, an ally. he continues cutting into the kobold.
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19, Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28 (for arcane vendetta gives me a bonus against arcane casters who have dealt damage.)
sawtooth1: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21, non lethal dmg: 2d6 + 8 + 1 + 1 + 1d6 ⇒ (4, 1) + 8 + 1 + 1 + (6) = 21 plus holy: 2d6 ⇒ (6, 2) = 8 and
sawtooth2: 1d20 + 15 + 1 + 1 + 2 ⇒ (20) + 15 + 1 + 1 + 2 = 39, dmg: 2d6 + 8 + 1 + 1 ⇒ (1, 2) + 8 + 1 + 1 = 13 plus holy: 2d6 ⇒ (2, 5) = 7 and
sawtooth1: 1d20 + 10 + 1 + 1 + 2 ⇒ (11) + 10 + 1 + 1 + 2 = 25, dmg non lethal: 2d6 + 8 + 1 + 1 + 1d6 ⇒ (3, 1) + 8 + 1 + 1 + (5) = 19 plus holy: 2d6 ⇒ (5, 6) = 11 and
sawtooth1: 1d20 + 15 + 1 + 1 + 2 ⇒ (11) + 15 + 1 + 1 + 2 = 30, dmg nonlethal: 2d6 + 8 + 1 + 1d6 ⇒ (1, 6) + 8 + 1 + (2) = 18 plus holy: 2d6 ⇒ (1, 2) = 3
Mantis holds his blade steady for the beat of one heart, then attempts to slide a blade through the beat of another heart.
sawtooth2 confirm?: 1d20 + 15 + 1 + 1 + 2 ⇒ (5) + 15 + 1 + 1 + 2 = 24, dmg: 2d6 + 8 + 1 + 1 ⇒ (6, 6) + 8 + 1 + 1 = 22

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*****OVERSEER ANNOUNCEMENT******
The kobolds continue to mount a frustrating defense, luring Pathfinders into cramped and trap-filled tunnels and unleashing captive monsters on unsuspecting agents. Even so, the kobolds are losing ground with each battle. As another skirmish echoes from elsewhere in the caverns, a tremendous roar reverberates through the cave complex, rattling stalactites and causing snowdrifts to slide down the outside slopes. As the sound dissipates, the voice of a massive creature booms from deep within the kobolds’ warren.
“Long ago my ancestor Grathatonhakis ruled here, and a meager dwarf challenged his might only to become his trophy. Both were fools, and both are now dead. I am neither, and your paltry attacks shall not change that. Fall back, kobolds of the Shiverscale tribe! Let these intruders die in sight of the last fool to challenge Horralydax, the master of the Tusk Mountains. Rally to me, my children. Today we dine on adventurers!”
The kobolds kowtow to the booming voice, scramble to their feet, and begin retreating deeper into the caves. For once they aren’t covering their tracks, so the way to the dragon’s lair is clear.
Table GMs, please move to the encounter in area N on pg. 40 swiftly. Remember that the Fey Allies condition on pg. 31 is in effect.

GM Cwethan |

Mantis dispatches the last martial kobold with a flourish that was sadly wasted on the blind and bleeding swordsman.
The remaining kobolds flee before the Society's wrath, leaving the way clear!
Go ahead and heal/buff up between fights. The Dragon's lair's tomorrow morning!
Spiky -22, Air Walk
Yami
Chaine -23 (Silvermane -23, Air Walk, Feather Step)
Adsal Heroism, 30' up
Fade -33, Fly
Brass Mantis -33, Air Walk, Embiggened, Shield of Faith
Skipper -47 Air Walk

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Not entirely sure what the spiky-looking token due south of Mantis is. If it's an ally I'll help heal it, if not I'll exclude it. Never mind, got ninjad!
Skipper calls everyone closer to get some sweet, sweet healing. Well, not Spiky.
Channel to heal once all PCS are together: 6d6 ⇒ (4, 3, 1, 4, 4, 3) = 19
Channel 2: 6d6 ⇒ (6, 2, 5, 3, 5, 5) = 26
Skipper will use a few curative wand charges on himself as well to get himself back into fighting fit.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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Fair enough on the invisibility.
Spending two arcane pool points to re-memorize Dimension Door, and then two more for each of Fly and Haste.
"As always, thank you Skipper."
Do we have a number of rounds beforehand to buff?
"Horralydax, huh?" Draconic is so complicated... "We'll have to see what we can do about that. We have made it thus far..."
Fade exchanges some unspoken words with Penumbrae. "Everyone, be ready to lay it out here."

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GM Cwethan |

1d20 ⇒ 3
As you gather to heal up, Fade gives an odd twitch, scrounges up a scrap of flesh and splintered bone, and casts some sort of spell on Spiky.
"Obey my verbal commands, and those of my allies. Pick up your master and follow the halfling unless otherwise directed."
Then, after another twitch, Fade is restored to himself.
You guys can take up to 4 rounds of prebuffs once you're near the heart of the dragon's lair. But uh... the number might matter >:)

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Mantis shakes his head no. "Apsu has blessed me with a little fire protection. But I imagine, we are not heading toward a fire-breather."
ASF: 1d100 ⇒ 83 yay, shield works, so also adding blur. And one charge from the wand.

GM Cwethan |

I'm guessing Skipper'll put up a communal resist cold, Adsal
A narrow cavern to the east opens into a larger cave, but the view is blocked off by a thick soupy fog, glistening with frozen droplets.
As you arrive at the mouth of the cave, a low slithering voice echoes through the cave, "They're here." You can practically hear the dragon's cruel smile.
Chaine: 1d20 + 2 ⇒ (14) + 2 = 16
Fade: 1d20 + 5 ⇒ (18) + 5 = 23
Skipper: 1d20 + 3 ⇒ (11) + 3 = 14
Brass Mantis: 1d20 + 2 ⇒ (10) + 2 = 12
Yami: 1d20 + 2 ⇒ (15) + 2 = 17
Horralydax: 1d20 + 4 ⇒ (16) + 4 = 20
Kobolds: 1d20 + 3 ⇒ (19) + 3 = 22
Spiky: 1d20 + 12 ⇒ (1) + 12 = 13
Active effects: Harrowing Insight (Damage) (Probably Haste, Probably Communal Resist Cold)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly
Kobolds
Horralydax (15' up)
Yami
Chaine
Skipper (Silvermane Air Walk, Feather Step (running low))
Spiky - Air Walk
Brass Mantis - Air Walk, Embiggened, Shield of Faith, Shield, Blur
Adsal +19, Heroism, Fly
Fade -33, Fly
Brass Mantis -33, Air Walk, Embiggened, Shield of Faith
Skipper -47 Air Walk

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"That was strange... what was that?" He looks at Penumbrae with a confused glare.
-------------------------------------------------
Three rounds of prebuff for Fade. First round Mirror Image. Second round Shield and buff up Penumbrae again +2 Keen as a swift. Third round Fly, if needed? If not, then just two rounds.
Mirror Image: 1d4 + 3 ⇒ (1) + 3 = 4
-------------------------------------------------
Free Action
Fade calls upon his Fey allies. Taking the cold resist 10.
Standard Action
He casts Haste, seeing the party in a perfect formation for the boost.
Move Action
Fade moves through the fog, trying to spread out as best he can.
HASTE IS UP!

GM Cwethan |

The blessings of the Fae are able to keep Fade from discomfort inside the freezing mist.
Cold Damage: 2d6 ⇒ (4, 2) = 6 Absorbed by resistance
Whatever the kobolds do is quiet. Horralydax, not so much. With a great rush of wind, the great beast plows into the cloud, his head bursting forth to chomp down on Mantis before it kicks off the icy wall with a dull crack, and rockets back into the cave!
Fly: 1d20 + 12 ⇒ (11) + 12 = 23
Bite: 1d20 + 25 - 5 - 2 ⇒ (11) + 25 - 5 - 2 = 29
B/P/S: 6d8 + 28 - 2 ⇒ (1, 5, 6, 7, 1, 5) + 28 - 2 = 51
Concealment: 1d100 ⇒ 57
Active effects: Harrowing Insight (Damage), Haste, Probably Communal Resist Cold)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly, Mirror Image (4), Shield, Resist Cold 10
Kobolds - ???
Horralydax (15' up)
Yami
Chaine
Skipper (Silvermane Air Walk, Feather Step (running low))
Spiky - Air Walk
Brass Mantis -53, Air Walk, Embiggened, Shield of Faith, Shield, Blur
Adsal +19, Heroism, Fly

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I also don't suppose Yami could ponder about icy dragons while he rides along?
Knowledge (Arcana): 1d20 + 20 ⇒ (2) + 20 = 22 ...Or not.

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They know what they are facing, and Skipper lets that information guide his prayers....
R1 prebuff: communal resist energy cold is indeed up, resist 30 on everyone
R2 Prebuff: communal protection from evil is up on everyone
r3 prebuff: Freedom of movement is up on Skipper
"...oh boy... here we go again..."
Hurrying forward, Skipper casts a spell on Mantis. Freedom of movement on Mantis

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@GM Cwethan: Can't charge without line of sight.
Once into the cave system, as he hears the voice of the dragon, Chaine drinks two potions and gives one to Silvermane see 'short-term' in buffs spoiler tag, below, using accelerated drinker trait to help with action economy if necessary. Finally, as they approach the narrow passage ahead, he coats his lance with an oil of bless weapon.
After the dragon strikes Mantis, Chaine raise his lance's banner high and turns to the group, "Let us enter the cave boldly! this dragon hits and run, and thus knows fear! let us show him our assembled might! to you, masters of divine and arcane magic: let us bring down the tools of this dragon's cowardice! take down his cowardly cloud if you can!"
STANDARD - Lion's Call: all allies within 60 feet +3 competence saving throws vs. fear and +1 competence bonus on attack rolls for 9 rounds // stacks with Chaine's +6 morale bonus vs. fear within 30 feet for a total of +9 bonus vs. fear within 30 feet, and a total of +5 vs. fear within 60 feet of Chaine.
SWIFT - Greater Tactician to grant Lastwall Phalanx feat to all allies with 60 feet: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
Chaine spurs Silvermane forward!
SILVERMANE DOUBLE MOVE
Silvermane: Air Walk, Feather Step, Antitoxin, Antiplague, Endure Elements.
Chaine: Antitoxin, Antiplague, Endure Elements.
Short-term:
Chaine: potion of bull's STR, pro vs. evil CL 2nd, bless weapon
Silvermane: pro vs. evil CL 2nd

GM Cwethan |

Still cradling Yami's limp form, Spiky squeezes past Adsal to follow Skipper.
Active effects: Harrowing Insight (Damage), Haste, Communal Resist Cold, Communal Protection from Evil, Lastwall Phalanx (AC, Saves), Lion's Call (Attacks, Saves)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly, Mirror Image (4), Shield, Resist Cold 10
Kobolds - ???
Horralydax (15' up)
Yami
Chaine Bull's Strength, Bless Weapon, (Silvermane Air Walk, Feather Step)
Skipper - Freedom of Movement
Spiky - Air Walk
Brass Mantis -53, Air Walk, Embiggened, Shield of Faith, Shield, Blur, Freedom of Movement
Adsal +19, Heroism, Fly
What level spells are you consuming Adsal? Or are you using some variant method to recharge your pool?

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What action is it to expend the token? If possible I suggest a heal (all PCs get 7d6 heal). Perhaps next round, to heal more than just Mantis.)
Mantis yowls in pain! "Curse your scaly kind!" The paladin regains a little composure before continuing. "You're evil is a blight on this world," he calls. "As your ancestor before you, the good will remove it. Apsu willing I will be among those that smite you." Mantis quickly prays for Apsu's health. Then steps into the fog and raises a sawtooth blade to strike.
swift action to smite evil on dragon, moving 4 squares forward, ready action to furious focus strike the dragon.
(add closing brackets if relevant) [dice=attack]1d20+17-1+1+3[/dice
[dice=dmg]2d6+8+4+1+10+4[/dice
[dice=holy]2d6[/dice

GM Cwethan |

The two surprisingly big kobolds heft their blades, sprout wings, and hurtle towards Chaine! Provoking
Greatsword: 1d20 + 16 + 2 + 1 ⇒ (7) + 16 + 2 + 1 = 26
Magic Slashing + Cold: 2d6 + 8 + 9 + 0d6 ⇒ (5, 6) + 8 + 9 + (-) = 28
Greatsword: 1d20 + 16 + 2 + 1 ⇒ (3) + 16 + 2 + 1 = 22
Magic Slashing + Cold: 2d6 + 8 + 9 + 0d6 ⇒ (2, 6) + 8 + 9 + (-) = 25
Fortunately, his armor holds, and the kobolds do nothing more than dent his plating.
Horralydax, meanwhile, belches another cloud of freezing mist, and vanishes within it!
Active effects: Harrowing Insight (Damage), Haste, Communal Resist Cold, Communal Protection from Evil, Lastwall Phalanx (AC, Saves), Lion's Call (Attacks, Saves)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly, Mirror Image (4), Shield, Resist Cold 10 May go twice
Kobolds Surprisingly big! -2 AC
Horralydax (15' up)
Yami
Chaine Bull's Strength, Bless Weapon, (Silvermane Air Walk, Feather Step)
Skipper - Freedom of Movement
Spiky - Air Walk
Brass Mantis -53, Air Walk, Embiggened, Shield of Faith, Shield, Blur, Freedom of Movement
Adsal +19, Heroism, Fly

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Red and Blue Kobolds fly as well? Silvermane is 5 or 10 feet above ground, depending on local topography shown in map. If they are at same level than Silvermane/Chaine, here are the actions on my turn:
AoO vs. Red; +1 Cold Iron Valiant Lance, Mounted, Haste, Lion's Call, Insight Damage: 1d20 + 14 + 1 + 1 ⇒ (9) + 14 + 1 + 1 = 25 for dmg: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Challenging Red Kobold, Chaine spurs Silvermane over and above Blue Kobold, then attempts to impale Red through its left flank!
Silvermane Charge Through to Overrun as a free action, Improved Overrun, Charge, Lion's Call, Haste vs. Blue Kobold; Feather Step: 1d20 + 15 + 2 + 1 + 1 ⇒ (6) + 15 + 2 + 1 + 1 = 25
If Silvermane's Overrun is successful:
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target (Red Kobold), Banner, Haste, Lion's Call, Harrowing Damage: 1d20 + 18 + 1 + 1 ⇒ (2) + 18 + 1 + 1 = 22 for dmg: 3d6 + 3d8 + 48 + 3 ⇒ (1, 6, 1) + (4, 8, 2) + 48 + 3 = 73
AC 35 vs. challenged; AC 30 vs. others - pro vs evil, haste, lastwall phalanx

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GM Cwethan |

Ah, sorry, didn't make the kobold elevation clear. They were 5' above you, so no need to overrun.
Both kobolds reel as Chaine smashes through them, one of them nearly smashed from the sky by his mighty lance while the other seems to be having some sort of fit...
His furious anger leaves his eyes, and his wings vanish!
AoO: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Magic Slashing + Cold: 2d6 + 8 + 9 + 0d6 ⇒ (1, 4) + 8 + 9 + (-) = 22
Kobold Blue
Chaine
Silvermane
Brass Mantis
Skipper
1d6 ⇒ 2
1d20 + 7 ⇒ (1) + 7 = 8
Falling: 2d6 ⇒ (2, 1) = 3
Active effects: Harrowing Insight (Damage), Haste, Communal Resist Cold, Communal Protection from Evil, Lastwall Phalanx (AC, Saves), Lion's Call (Attacks, Saves)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly, Mirror Image (4), Shield, Resist Cold 10 May go twice
Kobolds Surprisingly big! (Red -80; Blue -1, is Yami)
Yami
Chaine Bull's Strength, Bless Weapon, (Silvermane Air Walk, Feather Step)
Skipper - Freedom of Movement
Spiky - Air Walk
Brass Mantis -53, Air Walk, Embiggened, Shield of Faith, Shield, Blur, Freedom of Movement
Adsal +19, Heroism, Fly
[ooc]Strength: 16, Dexterity: 14, Constitution: 12
Hit Points: 88
DR 2/-
Light Sensitivity

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Mantis moves forward stepping magically into the aire to avoid the slippery ice. Not seeing his primary target, he strikes at the blue-eyed kobold.
Between battle, tunnels and buffing, has it been more than a minute? I presume the divine bond has expired (it is only one minute).
attack: 1d20 + 17 - 1 + 1 + 3 ⇒ (17) + 17 - 1 + 1 + 3 = 37
dmg: 2d6 + 8 + 4 + 1 + 1 ⇒ (6, 5) + 8 + 4 + 1 + 1 = 25
holy: 2d6 ⇒ (2, 6) = 8

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(Just clarifying here for book-keeping, sorry if you said it somewhere explicitly and I missed it: is Skipper's air walk expired? The one he put on Silvermane, Mantis, and Spiky is still listed as up, but theirs was for 30 minutes and his was for 20, so it makes sense if if his is expired, but I just wanted to confirm rather than assume.)
Blessed by his own freedom of movement, Skipper sashays unbothered through the mist as he works towards the sound of Mantis's voice. "Lemme patch you up, friend!"
Protection from energy => Cure Serious Wounds
Heal Mantis: 3d8 + 11 ⇒ (5, 5, 6) + 11 = 27

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gr0#!$%&* Presuming that is the spoiler? Would that have been known IC? (Not that that would stop Mantis as far as the little necromancer goes >:) What did I say about our actions being the journey to evil? And now you have joined this chromatic dragon?
Also, is retcon a swift action to get pine needley DR OK?

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Second Turn
Move Action
Not knowing where to exactly, Fade keeps pushing the fog. Seeing a kobold, he heads up to it.
Will be 5 ft. off the ground there.
Swift Action
(Arcane Strike)
Standard Action
He casts Intensified Shocking Grasp (Defensively, can't fail) to attack the poor kobold. Attacking Blue
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
Intensified Shocking Grasp: 10d6 ⇒ (1, 6, 4, 2, 1, 2, 6, 6, 1, 6) = 35
-------------------------------------------------------------------
Third Turn
Swift Action
(Arcane Strike)
Free Action
Penumbrae overcharges herself, releasing a black energy that ignites the blade. Black Blade Strike for +3 damage.
Full Action
Fade starts by attacking the kobold next to him. Attacking Blue. If the kobold drops, Fade will stop with his melee attacks.
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Lion's Call, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (7) + 17 - 2 + 2 - 2 + 1 + 1 = 24
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Black Blade Strike): 1d4 + 11 + 4 + 3 + 2 + 3 ⇒ (2) + 11 + 4 + 3 + 2 + 3 = 25
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Lion's Call, Haste): 1d20 + 12 - 2 + 2 - 2 + 1 + 1 ⇒ (20) + 12 - 2 + 2 - 2 + 1 + 1 = 32
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Black Blade Strike): 1d4 + 11 + 4 + 3 + 2 + 3 ⇒ (3) + 11 + 4 + 3 + 2 + 3 = 26
Haste Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Lion's Call, Haste): 1d20 + 17 - 2 + 2 - 2 + 1 + 1 ⇒ (2) + 17 - 2 + 2 - 2 + 1 + 1 = 19
Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Black Blade Strike): 1d4 + 11 + 4 + 3 + 2 + 3 ⇒ (1) + 11 + 4 + 3 + 2 + 3 = 24
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CRIT - Iterative Attack
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat, Lion's Call, Haste): 1d20 + 12 - 2 + 2 - 2 + 1 + 1 ⇒ (7) + 12 - 2 + 2 - 2 + 1 + 1 = 19
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Arcane Strike, Pool +2 & Keen, Black Blade Strike): 1d4 + 11 + 4 + 3 + 2 + 3 ⇒ (2) + 11 + 4 + 3 + 2 + 3 = 25
He steps to the side and finishes his spellbound fury with a casting of Fireball, hoping to hit the dragon in the fog too. Cast defensively, can't fail. Was next to blue before, now stepped back from him. If blue was already down, he's shape the Fireball in such a way that it doesn't catch blue in it.
Fireball: 10d6 ⇒ (4, 6, 2, 6, 4, 1, 3, 4, 1, 5) = 36 - DC 18 Reflex for half

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On Yami's behalf:
"Mantis no! It's me!"
Actually, Yami might do things a little different...
The kobold says in Common with a rather un-draconican dry smirk and a voice that sounds unmistakably like Yami's, after Mantis' blade strikes it, "Why...Mantis, you would strike a fellow worshipper of Apsu? How...blasphemous. I like it. Aim for the jugular next time."
Standard Action
He casts Intensified Shocking Grasp (Defensively, can't fail) to attack the poor kobold. Attacking Blue
Yami the Blue Kobold will purposely flat foot himself to all of Fade's attacks, and will also intentionally fail the reflex save against Fade's fireball spell if he still has HP left after Fade's attacks.

GM Cwethan |

Kobold Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Fade Spell Resistance: 1d20 + 11 ⇒ (19) + 11 = 30
Horralydax Reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Both of the kobolds collapse in a hail of swords and sorcery, but Horralydax lets out barely a rumble of pain. Clearly unhindered by the terrible visibility, he lets out a blast of cold into the mist!
Cold: 16d4 ⇒ (3, 4, 4, 2, 1, 1, 2, 4, 4, 2, 2, 3, 4, 1, 4, 1) = 42 DC 24 Reflex for 1/2 for Fade, Skipper, Mantis, and Yami's insensate body
Miffed at the lack of despairing screams that follow his frigid assault, Horralydax muses, "So, you aren't entirely unprepared for one of my Majesty."
Active effects: Harrowing Insight (Damage), Haste, Communal Resist Cold, Communal Protection from Evil, Lastwall Phalanx (AC, Saves), Lion's Call (Attacks, Saves)
Your tunnel is 10' high, the cave is 30' high
Blue area is as a solid fog, additionally, the ground in that area is slick with ice as grease.
Bold may Go!
Fade - Fly, Mirror Image (4), Shield, Resist Cold 10
Horralydax -8 (15' up)
Yami - No longer a kobold
Chaine Bull's Strength, Bless Weapon, (Silvermane Air Walk, Feather Step)
Skipper - Freedom of Movement, Air Walk
Spiky - Air Walk
Brass Mantis -26, Air Walk, Embiggened, Shield of Faith, Shield, Blur, Freedom of Movement, DR 5/-
Adsal & Friend +19, Heroism, Fly, Blur

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DC 24 Reflex for 1/2 for Fade, Skipper, Mantis, and Yami's insensate body
Can Yami even MAKE a Reflex Save while away from his body? If the answer is yes...
Reflex Save: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 24Resist Energy up is 30 I believe at Skipper's level, which would be no damage if Yami's save is valid.
Yami returns back to his body as a standard action, brushing the icicles from his face as he wakes up. He retrieves his staff from Spiky as he commands it, "Set me down and ready to attack that dragon if it comes in range."