
GMDQ |

O1: 1d20 + 14 ⇒ (14) + 14 = 28
O2: 1d20 + 14 ⇒ (7) + 14 = 21
O3: 1d20 + 14 ⇒ (2) + 14 = 16
BY: 1d20 + 14 + 20 ⇒ (5) + 14 + 20 = 39
Lark Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Thren Perc: 1d20 + 10 ⇒ (10) + 10 = 20
Kahuranga Perc: 1d20 + 3 ⇒ (15) + 3 = 18
Taniwha Perc: 1d20 + 9 ⇒ (20) + 9 = 29
CorwinPerc: 1d20 + 8 ⇒ (16) + 8 = 24
Sandara Perc: 1d20 + 3 ⇒ (7) + 3 = 10
The climb up the stairs, sized for cyclops, is tiring. DC 10 Fort Save or be fatigued for 1d6 ⇒ 4 rounds Carved friezes into the walls depict a story as you climb--obviously climbers were intended to view the story and ponder it as they went up. It depicts a thriving Gholgan community, going into battle with many creatures... including another group of cyclops. The enemy group of cyclops summons a great monster, with an eel's tail, tentacles for arms, and a horned, demonic head. The depiction shows it much, much larger than the cyclops. Sandara identifies this creature as the demon lord Dagon.
The cyclops of this temple in turn summon an even larger creature with eight legs, three tails, and wings, which does battle with the demon and wins, devouring several of Dagon's minions. The heroes of the story turn to worship the eight legged creature, but find themselves having to sacrifice many of its people to it to satisfy its insatiable hunger. They craft this zigurrat which, in a ritual, draws some kind of energy out of the creature, into the zigurrat, and seal it with a statue of the monster at the top. The creature, diminished and weakened, flees. It ends with images of the cyclops preparing for battle against more of their own kind.
The creature, large and with its alien features, is likely an ancient evil fiend known as a qlippoth.
Read the above. This particular qlippoth is called an augnagar. While it doesn't need to eat, it is known for having a ravenous appetite for rotted flesh and of demon flesh. It is extraordinarily powerful, at least twice as powerful as this party... so it's good news the images depict it having fled the island. But the ancient, corruptive energies left behind by a qlippoth wronged could no doubt lead to the curse upon this island among any other woes. This would suggest that the disease spread by the mist here is extraplanar in origin, and why the ghasts here seem so tough.
The party approaches the top of the zigurrat, and they can see both an open hole through which the mist rises, as well as the open hatchway that is the exit from this staircase. Everyone but Sandara can hear a creature snarl, sounding much like the ghasts you fought 20 or so minutes ago. Corwin says he hears at least two creatures, and Taniwha corrects him to "three."
They are likely aware of you, but you do not hear them approach. They are likely awaiting your exit from the staircase.

Kahuranga |

Knowledge Planes: 1d20 + 10 ⇒ (6) + 10 = 16
"If they are waiting for us, I suggest we arrive prepared. And since their claws are so dangerous, perhaps we should try to keep them at a distance. Or if you are all feeling brave, then we could just keep them at a distance from me."

Lark Greenwood |

Lark, Fortitude, DC 10: 1d20 + 4 ⇒ (16) + 4 = 20
Corwin, Fortitude, DC 10: 1d20 + 9 ⇒ (16) + 9 = 25
Lark has a potion of Invisibility he's going to use. Also a Bull's Strength he will give Corwin.
Corwin should probably step out with Enlarge Person, Bull's Strength and maybe Shield of Faith?
Who should get Bear's Endurance? Does Owl's Wisdom help anyone in this instance?

GMDQ |

Give me no more than two rounds worth of actions. The bad guys may not be charging down the stairs at you but they do knkw you're there and are unlikely to just hang out forever

Kahuranga |

Bear's endurance would double my fort save, but that isn't a priority.
Fort vs Fatigue: 1d20 + 2 ⇒ (10) + 2 = 12
T Fort vs Fatigue: 1d20 + 5 ⇒ (9) + 5 = 14 Not sure if he needs that since he is flying, but made it either way.
Round 1 Cast Cat's Grace on myself
Round 2 Start up my Flight Hex
I'll cast Haste as soon as the fireworks start.

Threnody 'Thren' Nocturne |

Fort save DC 10: 1d20 + 5 ⇒ (10) + 5 = 15
Our bard starts casting a spell, with more to come.
Round one: Thren casts displacement on herself.
Round two: Given time, Thren casts heroism on herself.
Thren now has a 50% miss chance. She also has a +2 morale bonus on attack rolls, saves, and skill checks.

Sandara |

Fort save DC 10: 1d20 + 4 ⇒ (7) + 4 = 11
Sandara uses her copycat power on herself (round one) and then loads her crossbow to get ready for whatever is coming (round two).
Sandara has a mirror image for 5 rounds from the moment she starts it up.

Corwin on a Lark |

Corwin drinks the potions of Enlarge Person and Bull's Strength.
Corwin already has a belt of giant strength +2, so his net from the Bull's Strength is +2 (instead of four). I think the Enlarge Person bonus will stack, so that's another +2 strength.
As the big man becomes, impossibly, even larger he steps out of the stairwell to make room for his friends.

GMDQ |

Off 1 Perc: 1d20 + 11 ⇒ (1) + 11 = 12
Off 1 Perc: 1d20 + 11 ⇒ (4) + 11 = 15
Off 1 Perc: 1d20 + 11 ⇒ (6) + 11 = 17
Yo Perc: 1d20 + 13 ⇒ (15) + 13 = 28
Lark: 1d20 + 6 ⇒ (7) + 6 = 13
Threnody: 1d20 + 3 ⇒ (19) + 3 = 22
Corwin: 1d20 ⇒ 14
Kahuranga: 1d20 + 3 ⇒ (15) + 3 = 18
Officer: 1d20 + 8 ⇒ (2) + 8 = 10
???: 1d20 + 6 ⇒ (1) + 6 = 7
As you prepare, you hear some movement, and some crossbow fire and tossed rocks are aimed toward your way. While the barrage does not harm you, you're in a precarious position to remain on the stairs. Growing twice as enormous, Corwin leads the way to the top of the stairs. You can just spot two more ghasts in old Taldan officer uniforms taking cover behind pillars, and Taniwha warns of the scent of another wafting over from behind the giant, broken statue that occupies part of this top portion of the zigurrat.
This top level of the zigurrat is a platform that looms over the half-dead jungle beyond. At its center is a wide open pit in reality circular, but I didn't get a chance to draw this in CC3 so you're dealing with my horrible Google Draw table art instead out of which the crimson mist flies. You know this pit ultimately leads deep below, even beneath the altar floor you started off on, and that falling in would probably be bad. Four pillars rise up at the corners of the platform--well three, the fourth being crushed by the statue. They are marked with various symbols.
An enormous statue lies on its side, depicting an enormous hideous fiend that looks like a pile of entrails with an enormous maw and seven (formerly eight) legs that seem to resemble spider legs and bat wings somehow at the same time. The mostly intact pedestal, attached to the statue's "feet," looks like it would fit perfectly into the hole out of which the mist climbs. Finding a way to right the giant sculpture is another matter--but first there's the issue of the flesh eating undead hoping to devour you.
You've timed your approach well as they are finishing reloading their crossbows and can attack first. With some very fortuitous Initiative rolls!
Round One
Threnody | HP 63/63 |AC 21 T 13 FF 18 | CMD 19| (+2 to all) Fort +5, Ref +9, Will +6 | R Cold, Fire 5, displacement, heroism
Sandara | HP 33/33 | AC 15 T11 FF 13 | CMD 15 | Fort +4, Ref +2 Wis +7 | copycat
Kahuranga |HP 49/49| AC/T/FF 21/17/16 (19/15/16)| CMD 19(17) |F +2 R +6(+4) W +5 | R Electricity 5 | flight, Cat's grace
Taniwha | HP 24/24| AC/T/FF 21/15/18 (19/13/18)| CMD 15(13) | F +5 R +9(+7) W +7 | cat's grace
Corwin | HP 95/95 | AC 19/9/19(20 T 10, FF 20) | CMD 23(22)| F+9 R+3 W+5 | bull's strength, enlarge person
Lark | HP 68/68 | AC 22(20 T17/15 FF 17/15) | CMD 20 | Fort+4, Ref+10, Will+6 | invisibility, shield of faith
Ghastly Officer 1| hp 57/57 | DR 5\? | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Ghastly Officer 2| hp 57/57 | DR 5\? | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Ghastly Officer 3| hp 57/57 | DR 5\? | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
You're up! Use the land map. Lark, when you de-invisible, use the "format options" button to remove the filter on your token.

Kahuranga |

Kahuranga reaches into a pouch at his waist, drawing a sliver of bitter root and tossing it in his mouth. He quickly chews it, mouthing some words around it. He spits in his hand and waves it at each of his allies. An electric feeling shivers through each of them.
Then, with Taniwha beside him, he launches himself into the air.
Standard to cast Haste. All gain +30' move, +1 to attack, dodge to AC and Reflex saves.
Move to ascend 45 feet (half speed to ascend). putting me 25 feet above the platform.
Cat's Grace and Haste raise my AC to 21, 23 vs non-magical ranged weapons. Updated in mini stat block.

Threnody 'Thren' Nocturne |

Thren begins singing as she climbs up the stairs to halt behind Corwin.
Inspire courage round one is active. +2 morale bonus on saves vs. charm and fear effects, +2 competence bonus on attack and weapon damage rolls.

Sandara |

Sandara moves up the stairs to get a better shot when an enemy appears, readying her crossbow to shoot the first one to break cover.
Sandara readies an action to shoot the first enemy to break cover. If that's not specific enough, then it'll be to shoot the moment that the one by the evil altar breaks cover.

Corwin on a Lark |

Corwin round 1
Attack,PA,FF,Bull,Haste,IC, ghastly officer 1: 1d20 + 15 + 1 + 1 + 2 ⇒ (10) + 15 + 1 + 1 + 2 = 29
Damage, PA,O’chop,Enlarge,Bull,IC: 3d6 + 24 + 2 ⇒ (2, 1, 4) + 24 + 2 = 33
Corwin strides forward and smashes his greatsword through one of the ghasts in a massive overhand blow.

Lark Greenwood |
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Lark round 1
Stealth,invisible: 1d20 + 11 + 20 ⇒ (8) + 11 + 20 = 39
Attack, CE,Haste,IC,flank ghastly officer 1: 1d20 + 10 - 2 + 1 + 2 + 2 ⇒ (20) + 10 - 2 + 1 + 2 + 2 = 33
Crit Confirm, CE,Haste,IC,flank ghastly officer 1: 1d20 + 10 - 2 + 1 + 2 + 2 ⇒ (9) + 10 - 2 + 1 + 2 + 2 = 22
Damage,Crit, SA,IC: 2d6 + 4d6 + 10 + 4 ⇒ (5, 6) + (4, 3, 1, 4) + 10 + 4 = 37
"This is how you start a fight!" Lark crows as his perfectly placed strike eviscerates the ghast.

Lark Greenwood |

I didn't call it out, but Lark used Combat Expertise, that's the "CE" and "-2" in the attack rolls. I think that brings his AC to 24 until his next turn.
Also, I know the ghast isn't dead because of DR, I was just jazzed about that critical hit and I used Lark to express it ;)

Threnody 'Thren' Nocturne |

Just a note Lark: two hits to one ghast did 70 (33+37) damage. DR might not save it unless it's got DR 10/something or other. So be jazzed about that hit, but it's likely been dealt lethal damage :)

GMDQ |

Corwin carves deep into the ghast's flesh, it screaming in pain as the blade, unlike other weapons, slices right through its fiendishly thickened flesh. With incredible grace and alacrity, Lark easily finishes it off in spite of its supernatural defenses against most weaponry. The benighted creature crumbles into so much dust, its weapon clattering to the ground.
Threnody begins singing as Kahuranga magically hastens everyone, and Kahuranga and his dragon fly upward into the air.
The second ghast, to the south, runs westward while firing its crossbow. But Sandara, ready for such an action, shoots it first. I am using your first declaration of action
Sandara Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 ⇒ 3
Ghastly Officer 2 Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Thrown off guard by having a bolt stick in its shoulder, even if the attack seems not to hurt it any, it misses.
The third ghast steps carefully over the legs of the fallen statue and throws a bag at Corwin.
Ranged Touch Attack: 1d20 + 9 ⇒ (15) + 9 = 24
The bag explodes into sticky goo that covers giant Corwin's legs.
Corwin Reflex Save DC 15: 1d20 + 3 ⇒ (6) + 3 = 9
Corwin struggles against the goo, which makes it worse. He is stuck to the floor and struggles to move effectively.
Corwin is both entangled (-2 penalty on attack rolls and a -4 penalty to Dexterity) AND stuck to the floor. He can become unstuck from the floor by taking a standard action and succeeding on either a DC 17 Strength check or a Slashing weapon attack that deals at least 15 hp of damage. He will remain entangled until the glue dries and becomes brittle, which is in 2d4 ⇒ (2, 4) = 6 rounds
Meanwhile, Kahuranga is most startled to hear a sudden, raspy chuckling near his head, especially since he is flying 25 feet above the platform.
Invisible Creature Bite Attack vs flatfooted Kahuranga: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Grab Attack Vs Kahuranga: 1d20 + 13 ⇒ (16) + 13 = 29
Blood Drain, Constitution Damage: 1d2 ⇒ 1
Appearing literally out of thin air is a creature more hideous, wicked and yet pathetic looking than the ghasts. Dressed in torn rags that would have once been gaudy clothes of high quality materials, the desiccated creature is literally skin and bones, with an exceedingly thin, long neck, and a belly swollen as though with the edema caused by severe malnutrition. The creature's baleful red eyes glow alongside a similar forehead sigil as to that imprinted upon the ghasts' head. In one of its hands it carries the statue's missing leg, a nasty, jagged club.
Just as you are registering the creature's presence, it is already burying its teeth in Kahuranga's neck and wrapping himself around the witch. Kahuranga feels himself weaken as the creature hungrily drinks its blood.
This is apparently all that is left of Brance Yoha.
While an uneducated individual might mistake the creature for a vampire, this is a a less powerful but still nasty sort of undead known as a gaki. Most gaki form when in life they were corrupted by great greed and hubris, and suffer an endless hunger that cannot be satiated. Though some legends suggest it can be distracted due to its hunger. It flees the pure light of the sun or full moon--sadly the mist blocks the strength of the sun and you are a few weeks away from the latter.
Round 2
Threnody | HP 63/63 |AC 21 T 13 FF 18 | CMD 19| (+2 to all) Fort +5, Ref +9, Will +6 | R Cold, Fire 5, displacement, heroism
Sandara | HP 33/33 | AC 15 T11 FF 13 | CMD 15 | Fort +4, Ref +2 Wis +7 | copycat
Kahuranga |HP 40/49| 1 Con damage | AC/T/FF 19/15/16 (21, etc. once not grappled)| CMD 17 (19) |F +2 R +4 (+6) W +5 | R Electricity 5 | flight, Cat's grace , grappled (-4 to Dexterity/-2 attack rolls and Combat Maneuvers, must succeed on DC 23+spell level Concentration check to cast spells)
Taniwha | HP 24/24| AC/T/FF 21/15/18 (19/13/18)| CMD 15(13) | F +5 R +9(+7) W +7 | cat's grace
Corwin | HP 95/95 | AC 19/9/19(20 T 10, FF 20) | CMD 23(22)| F+9 R+3 W+5 | bull's strength, enlarge person, entangled, stuck to the floor
Lark | HP 68/68 | AC 22(20 T17/15 FF 17/15) | CMD 20 | Fort+4, Ref+10, Will+6 | shield of faith
Ghastly Officer 2| hp 57/57 | DR 5\good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Ghastly Officer 3| hp 57/57 | DR 5\good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Yoha | hp 74/74 | AC 18 (20 T13 FF17) || -2 CMD 22/26 vs Grapple | Fort +5, Ref +7, Will +9 | undead+? | Grappled (-4 to Dexterity/-2 attack rolls and Combat Maneuvers)

Threnody 'Thren' Nocturne |

Thren looks up to see the witch engaged by the hideous undead thing. "Bugs and undead, I swear you'd think all we did was raid crypts instead of sail the high seas," the bard thinks to herself. She raises her bow and takes aim. Her arrow begins to glow as crimson as her eyes as she holds it and lets it fly. Quickened by Kahuranga's magic, she lets fly with another arrow right after the first, barely trying to aim. The arrows fly even as she keeps singing loudly.
attack Yoha: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20
damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (5) + 2 + 2 + 1 + 1 = 11
attack Yoha: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19
damage: 1d6 + 2 + 2 + 1 + 1 ⇒ (6) + 2 + 2 + 1 + 1 = 12

Sandara |

Sandara pulls in the power of her faith in the pirate goddess as she slips closer to the aerial combat. The power of that belief blasts forth as positive energy.
Channel energy!
Channel energy damage: 3d6 ⇒ (6, 5, 4) = 15
Yoha's Will save, DC 15: 1d20 + 9 ⇒ (11) + 9 = 20
Ghast Officer #2 Will save, DC 15: 1d20 + 9 ⇒ (20) + 9 = 29

Kahuranga |

Kahuranga
is
shocked.
As am I.
Kahuranga briefly panics before he remembers his new friends. As the blast of life energy blasts into the strange creature.
Eschewing his typical motions, he simply reaches out with his will and twists the strands of fate around the vampiric thing.
Yoha Will save DC 17: 1d20 + 9 ⇒ (2) + 9 = 11 Yoha must roll 2d20 and take the worst roll.
At the same time, Taniwha reacts to his master's plight, once again lashing out with electricity flashing from his tail.
K takes a standard action to Misfortune Hex the beasty. That is Supernatural, so it shouldn't provoke. T moves into the beasty's space and casts Shocking Grasp. Hoping that doesn't provoke because it is grappling me.
Taniwha touch attack: 1d20 + 7 ⇒ (17) + 7 = 24
Shocking Grasp damage: 4d6 ⇒ (1, 5, 1, 5) = 12

GMDQ |

As Kahuranga goes before Sandara (I forgot to move Sandara in initiative order, but she goes last before the ghastly officers because she delayed the prior turn, he needs to reroll his saving throw vs. the channel. Separately, BTW the ghasts have channel resistance +2 but this doesn't affect the prior result. Yoha does not.
Yoha Will Save Reroll DC 15: 1d20 + 9 ⇒ (16) + 9 = 25
Sadly he still resists the channel. Does misfortune affect only the next d20 roll or all during the next round?
With the shocking grasp, Yoha is at 42/74

Corwin on a Lark |

Corwin round 2
Cutting through tanglefoot automatically hits
Damage, PA,O’chop,Enlarge,Bull,IC: 3d6 + 24 + 2 ⇒ (6, 6, 2) + 24 + 2 = 40
With an easy wrist flick Corwin slices through the sticky goo. He advances menacingly on the ghast. "Now that's just irritating."

Lark Greenwood |

Lark round 2
Single Attack, CE,FD,Haste,IC ghast 2: 1d20 + 10 - 2 - 4 + 1 + 2 ⇒ (11) + 10 - 2 - 4 + 1 + 2 = 18
AC 27 until next turn, Combat Expertise & Fighting Defensively
With uncanny speed Lark rushes to engage the ghast, but his slash is just off the mark.

GMDQ |

I have tried to track everyone's buffs and debuffs and update/correct the statblock. In case it wasn't obvious, I more clearly added Corwin's bonuses and penalties due to size (among other characters' stats). If you see anything wrong, please adjust accordingly.
The second ghastly officer, having seen what Lark did to his crewmate, withdraws away from him to resume his position of cover.
The third feels braver, given Corwin is still hindered by goo even if he managed to get his feet moving. Corwin is still entangled, he is just no longer stuck to the spot It takes a careful step forward and lunges at the enlarged man with tooth and claw.
Bite vs Corwin who is Large and Entangled: 1d20 + 11 ⇒ (13) + 11 = 24
Claw 1 vs Corwin: 1d20 + 11 ⇒ (10) + 11 = 21
Claw 2 vs Corwin: 1d20 + 11 ⇒ (8) + 11 = 19
The enlarged and sticky man struggles to evade the blows and is struck all three times.
Bite Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Claw Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Claw Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Corwin Fort Save vs Disease DC 15: 1d20 + 9 ⇒ (18) + 9 = 27
Corwin Fort Save vs Paralysis DC 14: 1d20 + 9 ⇒ (12) + 9 = 21
Corwin Fort Save vs Paralysis DC 14: 1d20 + 9 ⇒ (9) + 9 = 18
Corwin Fort Save vs Paralysis DC 14: 1d20 + 9 ⇒ (14) + 9 = 23
The creature tears a huge chunk of flesh out of Corwin's leg, but Corwin's usual resilience allows him to shrug off the terrible afflictions the ghast's attacks could have conveyed.
Literally shocked (as opposed to Kahuranga's emotional state), the undead remains of Yoha decides holding onto the witch is not the best thing for its unhealth. It releases Kahuranga (free action) and flies backward, back 5 feet 5' step.
Yoha then lets out an ancient cry that makes your very bones shake with fear. The reverberation affects everyone but Corwin, who is too far away.
Threnody DC 16 Will Save versus fear cone, IC (I don't think heroism stacks for this purpose): 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Sandara DC 16 Will Save versus fear cone, IC: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Kahuranga DC 16 Will Save versus fear cone, IC: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Taniwha DC 16 Will Save versus fear cone, IC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Lark DC 16 Will Save versus fear cone, IC: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Threnody and Lark, having faced many an undead before, manage to steel their will against the magical attack, but so powerful is the supernatural sense of fear, they are still a bit shaken for the next several moments. Shaken for 1 round. Shaken: take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks
Overwhelmed by the ancient terror, Sandara, Kahuranga, and Taniwha become panicked; all they want to do is flee from Yoha and drop any items in their hands. Panicked: Characters who are panicked are shaken (see above), and they run away from the source of their fear as quickly as they can, dropping whatever they are holding. Other than running away from the source, their paths are random. They flee from all other dangers that confront them rather than facing those dangers. Once they are out of sight (or hearing) of any source of danger, they can act as they want. Panicked characters cower if they are prevented from fleeing.
The panicked characters will not run off the edge of the platform. They will try to head down the stairs if they are able. If they go 30 feet down the stairs, the enemies will be out of sight (unless of course they pursues them) and they will stop fleeing. I believe the intent of the effect is they will remain shaken until the duration of the effect is over even the enemies remain out of sight/hearing--which for the three affected characters is 9 rounds.
Round 3
Threnody | HP 63/63 |AC 21 T 13 FF 18 | CMD 19| (+2 to all) Fort +5, Ref +9, Will +6 | R Cold, Fire 5, displacement, heroism, shaken (-2 to rolls for 1 round)
Kahuranga |HP 40/49| 1 Con damage | AC/T/FF 19/15/16 (21, etc. once not grappled)| CMD 17 (19) |F +2 R +4 (+6) W +5 | R Electricity 5 | flight, Cat's grace, panicked and shaken (-2 to rolls) for 9 rounds
Taniwha | HP 24/24| AC/T/FF 21/15/18 (19/13/18)| CMD 15(13) | F +5 R +9(+7) W +7 | cat's grace, panicked and shaken (-2 to rolls) for 9 rounds
Corwin | HP 65/95 | AC 17(19/9/19)(20 T 10, FF 20) | CMD 23(22)| F+9 R+1(+3) W+5 | bull's strength, enlarge person (reach, -1 attack and AC, +1 CMB/D), entangled for 5 rounds (-2 attacks, -4 Dex)
Lark | HP 68/68 | AC 22(20 T17/15 FF 17/15) | CMD 20 | Fort+4, Ref+10, Will+6 | shield of faith, shaken (-2 to rolls for 1 round)
Sandara | HP 33/33 | AC 15 T11 FF 13 | CMD 15 | Fort +4, Ref +2 Wis +7 | copycat, panicked and shaken (-2 to rolls) for 9 rounds
Ghastly Officer 2| hp 57/57 | DR 5/good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Ghastly Officer 3| hp 57/57 | DR 5/good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Yoha | hp 42/74 | AC 20 T13 FF17 |DR 5/good| CMD 22/26 vs Grapple | Fort +5, Ref +7, Will +9 | undead+? |

Threnody 'Thren' Nocturne |

Thren shakes off the magic trying to affect her mind even though she is worried about the outcome of the fight. Still she keeps singing as she continues to fight.
attack Yoha: 1d20 + 8 + 1 + 2 - 2 ⇒ (4) + 8 + 1 + 2 - 2 = 13
attack Yoha: 1d20 + 8 + 1 + 2 - 2 ⇒ (18) + 8 + 1 + 2 - 2 = 27
damage: 1d6 + 2 + 1 + 2 + 1 - 5 ⇒ (6) + 2 + 1 + 2 + 1 - 5 = 7
The Yoha's sudden change in direction throws off her aim for the first arrow but the second strikes home.

Sandara |

Feeling the magic overcome her, Sandara bolts down the stairs. Her crossbow clatters to the ground in her wake, the weapon forgotten in her rush to avoid the Yoha.

GMDQ |

I suppose I should say "will not run off the edge of the platform if it would harm them" -- as controlling two flying characters you have more leeway as to where you would flee. But as running down the stairs would be the quickest way to hide from the enemies, it's the most likely stratagem you would use. YOu can still control Taniwha and Kahuranga's actions, to the extent of determining exactly where they run (or fly, as the case may be).

Corwin on a Lark |

Corwin round 3
Attack1,PA,FF,Bull,Haste,IC,entangle ghast 3: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (5) + 15 + 1 + 1 + 2 - 2 = 22
Attack2,PA,Bull,Haste,IC,entangle ghast 3: 1d20 + 10 + 1 + 1 + 2 - 2 - 2 ⇒ (5) + 10 + 1 + 1 + 2 - 2 - 2 = 15
Haste Attack,PA,FF,Bull,Haste,IC,entangle ghast 3: 1d20 + 15 + 1 + 1 + 2 - 2 ⇒ (13) + 15 + 1 + 1 + 2 - 2 = 30
Damage, Attack1, PA,Enlarge,Bull,IC: 3d6 + 17 + 2 ⇒ (5, 2, 4) + 17 + 2 = 30
Damage, Haste Attack, PA,Backswing,Enlarge,Bull,IC: 3d6 + 24 + 2 ⇒ (2, 2, 2) + 24 + 2 = 32
So close!

GMDQ |

FYI I think Corwin needs to take a 5 foot step back to attack with his weapon since he's big. this doesn't affect what happens.
Will post later, desperately need a nap after a long weekend.

GMDQ |

Corwin, with his new blade that glows with holy might, sunders the third ghastly officer in twain, and in crumbles to dust. It seems to sigh in relief as it disintegrates.
The remaining undead signal to one another. The ghast withholds its attack briefly while Yoha flies downward to engage Lark at his level. With both hands, the undead creature swings the statue leg at the young captain.
Yoha Attack, Flanking, Leggy Greatclub: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Lark's defensive gambit, however, pays off, and the club swings harmlessly over Lark's head.
I also completely forgot about the ghasts' stench ability. I am not going to retcon prior actions as that would be much too annoying, but I am going to roll Lark's saving throw against it now since he is engaged with the ghast. Anyone who comes within 10 feet of the ghast must attempt this saving throw; if you succeed you do not need to make it again.
Lark Fortitude Save DC 15, shaken: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
Lark is sickened by the horrible stench of death. The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This lasts 1d6 + 4 ⇒ (2) + 4 = 6 minutes.
The other ghast then attacks. He aims for raw power, given his chances to hit are low anyway.
Ghastly Officer 2 Claw, Flanking, Power Attack: 1d20 + 11 + 2 - 1 ⇒ (8) + 11 + 2 - 1 = 20
Ghastly Officer 2 Claw 2, Flanking, Power Attack: 1d20 + 11 + 2 - 1 ⇒ (3) + 11 + 2 - 1 = 15
Ghastly Officer 2 Bite, Flanking, Power Attack: 1d20 + 11 + 2 - 1 ⇒ (15) + 11 + 2 - 1 = 27
While the officer misses with his claws, Lark can't dodge forever, and the monster sinks its teeth into Lark.
Damage, power attack: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Sneak Attack: 2d6 ⇒ (6, 4) = 10
Lark also takes 2 bleeding damage, and will continue to bleed each round by the same amount until he is healed
Lark, DC 15 Fort Save Vs Disease, shaken, sickened: 1d20 + 4 - 2 - 2 ⇒ (12) + 4 - 2 - 2 = 12
Lark, DC 14 Fort Save Vs Paralysis, shaken, sickened: 1d20 + 4 - 2 - 2 ⇒ (10) + 4 - 2 - 2 = 10
Lark feels unnatural filth enter his body, and finds his joints freeze. Paralyzed for 1d4 + 1 ⇒ (3) + 1 = 4 rounds, and he is diseased, the fun effects of which we will learn about later! Or sooner, if he dies.

GMDQ |

Round 4
Threnody | HP 63/63 |AC 21 T 13 FF 18 | CMD 19| (+2 to all) Fort +5, Ref +9, Will +6 | R Cold, Fire 5, displacement, heroism
Kahuranga |HP 40/49| 1 Con damage | AC/T/FF 19/15/16 (21, etc. once not grappled)| CMD 17 (19) |F +2 R +4 (+6) W +5 | R Electricity 5 | flight, Cat's grace, panicked and shaken (-2 to rolls) for 8 rounds
Taniwha | HP 24/24| AC/T/FF 21/15/18 (19/13/18)| CMD 15(13) | F +5 R +9(+7) W +7 | cat's grace, panicked and shaken (-2 to rolls) for 8 rounds
Corwin | HP 65/95 | AC 17(19/9/19)(20 T 10, FF 20) | CMD 23(22)| F+9 R+1(+3) W+5 | bull's strength, enlarge person (reach, -1 attack and AC, +1 CMB/D), entangled for 5 rounds (-2 attacks, -4 Dex)
Lark | HP 45/68 | AC 17? (22(20 T17/15 FF 17/15) | CMD 20 | Fort+4, Ref+10, Will+6 | shield of faith, sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) for 6 minutes, paralyzed for 4 rounds, bleeding 2
Sandara | HP 33/33 | AC 15 T11 FF 13 | CMD 15 | Fort +4, Ref +2 Wis +7 | copycat, panicked and shaken (-2 to rolls) for 8 rounds
Ghastly Officer 2| hp 57/57 | DR 5/good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?
Yoha | hp 40/74 | AC 20 T13 FF17 |DR 5/good| CMD 22/26 vs Grapple | Fort +5, Ref +7, Will +9 | undead+? |
As disheartening things may seem, you've taken out half the monsters and several of you are still standing unharmed, and the big bad is fairly damaged. You can do this!

Threnody 'Thren' Nocturne |

Thren realizes her friends didn't fight off the unnatural urge to flee as easily as she did. Moving closer to them, she ends one song and begins another, still keeping an eye on the fight and cringing as Lark gets double-teamed.
Free action: end inspire courage
Move action: move to get scared allies in 30'
Standard action: begin Rallying cry.
Intimidate: 1d20 + 13 ⇒ (5) + 13 = 18
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves.

Sandara |

Sandara shakes off the worst of the urge to panic as Thren sings her defiance to the skies. She rallies to her captain, coming back up the stairs in time to see Lark lock up rigidly. Once more she calls on divine power to assail the undead.
channel energy: 3d6 ⇒ (1, 3, 6) = 10
Yoha save, DC 15: 1d20 + 9 ⇒ (15) + 9 = 24
ghast 2 save, DC 15: 1d20 + 9 ⇒ (19) + 9 = 28

Kahuranga |

As Thren's voice cuts through the fog of fear, Kahuranga returns to the fight, chagrined at his weak will. He ascends back into the air above the top of the pyramid. He once again twists fortune, this time around the ghast.
Taniwha follows him upward, once again charging his tail with electricity.
ghast Will save vs Misfortune: 1d20 + 9 ⇒ (15) + 9 = 24
Move action to fly upward. I think I can be 15 feet off the deck and still be 30 feet from the ghast. Standard action to use Misfortune Hex, which fails as he makes his save. Taniwha ascends to the same square and casts Shocking Grasp again, holding the charge.

GMDQ |

One note - the ghast delayed last turn so Yoha now goes before him. I forgot to change the order. Lark and Corwin are up.

Lark Greenwood |

Lark round 4
Lark’s muscles seize after the ghast’s strike before spasming back into motion. Spending a Hero Point to beat the paralysis. One remaining.
Attack1, Yoha, Haste,flank,sickened: 1d20 + 8 + 1 + 2 - 2 ⇒ (14) + 8 + 1 + 2 - 2 = 23
Attack2, Yoha, Haste,flank,sickened: 1d20 + 8 + 1 + 2 - 2 ⇒ (6) + 8 + 1 + 2 - 2 = 15
Haste Attack, Yoha, Haste,flank,sickened: 1d20 + 10 + 1 + 2 - 2 ⇒ (17) + 10 + 1 + 2 - 2 = 28
Damage, Attack1, SA,sickened: 1d6 + 4d6 + 5 - 2 ⇒ (4) + (3, 5, 6, 2) + 5 - 2 = 23
Damage, Haste Attack, SA,sickened: 1d6 + 4d6 + 5 - 2 ⇒ (4) + (4, 2, 6, 3) + 5 - 2 = 22
I'm choosing Hampered as the Debilitating Injury from this Sneak Attack. All of Yoha's speeds are reduced by half and they cannot take 5' step.
As Yoha reacts to the giant bearing down behind it Lark's blades flash into action, punching deep into its vitals.
Looking at the math again, counting half damage from Sandara's channel, is Yoha at exactly zero?!

GMDQ |

Nice rolls! And, I think, an extraordinarily wise use of a hero point. Yoha is indeed exactly at zero even after accounting for DR, and for an undead creature that means instadeath.
Yoha's glowing red eyes widen in surprise as Lark's blades slice into his belly. From the wounds outward, he first scowls in anger, but as his torso begins to crumble into dust, the glow in his eyes disappear and for a moment you can see fully human eyes, clear and blue, and settling into a gaze of... peace? And of a plea: "Restore Yoha's Pride...." an inhuman voice breathes out before his entire body crumbles away. The giant statue arm/leg falls to the ground with a clatter, alongside the tattered remains of the once fine silk clothes he was wearing.
Refusing to go down without a fight, the ghast just snarls and continues to try to tear into Lark.
Ghastly Officer 2 Claw, Power Attack: 1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
Ghastly Officer 2 Claw 2, Power Attack: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Ghastly Officer 2 Bite, Power Attack: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Claw Damage, Power Attack: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Bite Damage, Power Attack: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Lark Fort Save vs Paralysis, DC 14, sickened: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Lark Fort Save vs Paralysis, DC 14, sickened: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
And Lark really is paralyzed this time. For 2d4 + 2 ⇒ (3, 4) + 2 = 9 rounds
Remember Corwin has reach when you control him this round (although Lark is "soft cover" exactly from where he is standing -- +2 to the ghast's AC, but Corwin should be able to move to get past that
Round 5
Threnody | HP 63/63 |AC 21 T 13 FF 18 | CMD 19| (+2 to all) Fort +5, Ref +9, Will +6 | R Cold, Fire 5, displacement, heroism
Kahuranga |HP 40/49| 1 Con damage | AC/T/FF 21/15/18| CMD 17 (19) |F +2 R +4 (+6) W +5 | R Electricity 5 | flight, Cat's grace
Taniwha | HP 24/24| AC/T/FF 21/15/18 (19/13/18)| CMD 15(13) | F +5 R +9(+7) W +7 | cat's grace
Corwin | HP 65/95 | AC 17(19/9/19)(20 T 10, FF 20) | CMD 23(22)| F+9 R+1(+3) W+5 | bull's strength, enlarge person (reach, -1 attack and AC, +1 CMB/D), entangled for 3 rounds (-2 attacks, -4 Dex)
Lark | HP 43/68 | AC 17? (22(20 T17/15 FF 17/15) | CMD 20 | Fort+4, Ref+10, Will+6 | shield of faith, sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.) for 6 minutes, paralyzed for 9 rounds, bleeding 2
Sandara | HP 33/33 | AC 15 T11 FF 13 | CMD 15 | Fort +4, Ref +2 Wis +7 | copycat
Ghastly Officer 2| hp 52/57 | DR 5/good | AC 20 T16 FF14 |CMD 24 | Fort +6 Ref +9 Will +9 | undead+?

Threnody 'Thren' Nocturne |

Thren stops singing once she realizes everyone has rallied and races back up the stairs in time to see Lark in the middle of a furious exchange. The bard quickly nocks and lets fly with a charged arrow as she sees her captain go rigid from the smelly undead's claws.
attack on ghast 2: 1d20 + 8 + 2 + 1 + 1 + 1 ⇒ (15) + 8 + 2 + 1 + 1 + 1 = 28
damage: 1d6 + 2 + 1 - 5 ⇒ (1) + 2 + 1 - 5 = -1
The bard's arrow hits but is too weak to overcome the creature's preternaturally tough skin, doing no appreciable damage.

Sandara |

Sandara looks at the captain with a bit of concern. She still blasts the last of the unliving foes with divine power, as the rather large warrior and Thren have joined the fight.
channel energy: 3d6 ⇒ (3, 6, 4) = 13
ghast save, DC 15: 1d20 + 9 ⇒ (11) + 9 = 20

Kahuranga |

Round 5
Move action to fly to a position 15 feet above the top of the pyramid from which I can see around the pillar. Standard action to Hex the ghast again. Accursed Hex feat allows me to try again before the end of my next turn when they successfully save.
Kahuranga zags to the right, dragon in his wake. He uses an arcane trick to repeat his attempt to twist fate around the ghastly creature.
Ghastly Officer Will Save DC 17: 1d20 + 9 ⇒ (11) + 9 = 20
"Gozreh's leaves! I'm growing to hate this place."
Taniwha still holding the charge on that shocking grasp.

Corwin on a Lark |

Corwin round 5
Corwin steps forward and stabs awkwardly around Lark’s frozen form.
Attack,PA,FF,Bull,Haste, ghast 2: 1d20 + 15 + 1 + 1 ⇒ (12) + 15 + 1 + 1 = 29
Damage, Attack, PA, O’chop,Enlarge,Bull: 3d6 + 24 ⇒ (5, 6, 4) + 24 = 39
I thought about having Corwin try to pick up Lark and move away, but I came down on the side of "keep pouring on damage."

GMDQ |

Question -- Thren, did you move where you are on the board right now? You don't describe a move action, but only attacked once, which indicates you moved. However, I don't remember you standing there before. I was just looking to see where everyone was standing and earlier I could swear you were not standing where you are now--suddenly everyone's blocking Corwin from moving which seems odd to me. If that is as you intended, fine, I'm only asking because I seriously remember the board looking differently before
Also, movement or no, Corwin only took a 5' step so still gets his haste attack. Just checking on positioning to calculate the ghast's AC vs Corwin, since Lark is "soft cover."