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Osric attended that wedding, making this an even MORE awesome capstone!
Osric peers at the shadowy figure.
Kn Planes, Favored Enemy: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
"Shadow demon! Make sure your weapons are magical!"
Osric reaches for his quiver and sends arrows at the thing, holding off on sending in Grimtooth for now.
Inlcudes FE, PBS, DA
Manyshot : 1d20 + 22 ⇒ (20) + 22 = 42
Dmg: 2d8 + 8 + 8 + 2 + 12 + 4d6 ⇒ (5, 3) + 8 + 8 + 2 + 12 + (4, 3, 6, 1) = 52
Iterative: 1d20 + 17 ⇒ (19) + 17 = 36
Dmg: 1d8 + 4 + 4 + 1 + 6 + 2d6 ⇒ (4) + 4 + 4 + 1 + 6 + (1, 3) = 23
Iterative: 1d20 + 12 ⇒ (4) + 12 = 16
Dmg: 1d8 + 4 + 4 + 1 + 6 + 2d6 ⇒ (8) + 4 + 4 + 1 + 6 + (3, 4) = 30
Holy bow, cold iron arrows
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Forgot negative level. Minus one ti each. Ran out of ghost salt, so I won't roll on the crit threat.
-Posted with Wayfinder

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Bizzle tries to strike the creature with Magic Missiles: 4d4 + 4 ⇒ (1, 3, 1, 3) + 4 = 12, hoping to help the cause!

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IIRC ghost salt does full damage but still doesn't allow you to crit against incorporeal creatures. I think you need to have the ghost touch ability on your weapon to crit against them.

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Ryster takes a step backward and fires a cold iron bullet at the demon, then pulls a flask of holy water from his bandolier.
RTA, PBS, DA: 1d20 + 13 + 1 - 2 ⇒ (8) + 13 + 1 - 2 = 20
Damage: 1d12 + 6 + 1 ⇒ (2) + 6 + 1 = 9

G.M.E.W. |

Bizz: CL check: 1d20 + 8 ⇒ (18) + 8 = 26 the magic Missiles punch though the RS!
Under the barge of attacks and the power of the oil the demon is nothing but a thin wisp rising out of the dead body. The monster regain its shape though as it points a clawed finger at Fizz's greatsword and stalks forward.
Dispel: 1d20 + 10 ⇒ (13) + 10 = 23
Touch Attack: 1d20 + 11 ⇒ (7) + 11 = 18
The area is again plunged into inky black as the magic of the oil has been dispelled.
It is always tricky. I believe I did this right:
Deeper Darkness: Dim to supernatural
Daylight: Suppresses the Deeper Darkness so back to Dim light
Deeper Darkness: Dispels Daylight since he could touched the source
Let me know if I made a mistake
Party is up again!

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Cursing, Ryster grabs a flask from his bandolier and smears the contents on his musket, bathing the area in daylight again!
Oil of Daylight

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I had to double-check but I think you did it right. You couldn't just cast deeper darkness again on anything because it would just cancel out with the daylight again (at least that's how I've seen it done) but by using it to dispel my daylight, we now revert to the first deeper darkness.
Bummer. I only had one oil of daylight. I'll hold off posting an action just yet to see if someone else has a trick up their sleeve.

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I had to double-check but I think you did it right. You couldn't just cast deeper darkness again on anything because it would just cancel out with the daylight again (at least that's how I've seen it done) but by using it to dispel my daylight, we now revert to the first deeper darkness.
Bummer. I only had one oil of daylight. I'll hold off posting an action just yet to see if someone else has a trick up their sleeve.
Ninja'd you.

Grimtooth the Wolf |

Grim never got actions in round one, btw. I was holding him to see what would happen. That said, if I can't do that with the AC it's OK. I have an oil if we run into this again. I just feel bad we burned and extra consumable because I held back.
Grim moves in with his newly enhanced teeth to bite at the demon!
Bite, FE: 1d20 + 17 ⇒ (4) + 17 = 21
Damage, FE: 1d8 + 14 ⇒ (6) + 14 = 20
-Posted with Wayfinder

Grimtooth the Wolf |

Magic bite, but not good or cold iron. So 20 damage is halved to 10 before DR...
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Osric sends a shot in!
Attack, Fe, Pb, Da: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 1d8 + 4 + 4 + 1 + 6 + 2d6 ⇒ (5) + 4 + 4 + 1 + 6 + (4, 2) = 26
-Posted with Wayfinder

G.M.E.W. |

You had him on delay so I'd allow a retcon due to the nature of pbps. I'll say the attack you rolled was from last round. No damage is done so the demon goes. It uses Acrobatics to move past Grim
Acrobatics: 1d20 + 14 ⇒ (7) + 14 = 21
Grim can't do more that 10 points of damage with his AoO so the demon gets its dispel off anyway.
Combat is over!

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Heh, me and Ryster learned from the same playbook it seems.
"That was close! Good thing you had another oil, Ryster. I'm always prepared for something like that, although I hope it doesn't happen again. I'm all out."
After checking to make sure no one is hurt, Fizz recommends continuing on and rears Beaky ahead to lead the way.

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Well, that was a nasty surprise, wasn't it? Haha! Well done, comrades!
Feel free to make those type of rolls for me, GM. I don't mind.

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Osric nods at his allies.
"Thanks for providing the light. I keep one of those oils handy myself, so I'll gladly return the favor if need be. Now, shall we rest once more, or press on to find our quarry?"
He looks for shelter.
Survival: 1d20 + 10 ⇒ (8) + 10 = 18
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"Oh I think we need to keep going! We're hot on the trail! It's a hunt, you see!"

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Oh, I suppose we must continue! Though if some are in need of rest, we should make camp, ol' boy.
Rest doesn't heal our negative levels, does it? I assume only a Restoration spell does, right?

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If it becomes permanent, the restoration becomes much more expensive. If possible, it's better to get the restoration cast before while it's still temporary than risk failing the save and having a permanent negative level.
Fizz presses Beaky on, leading the way!

G.M.E.W. |

After some stumbling around in the dark you are able to follow the path that leads you though the valley along a steep cliff. Desimire’s trail leads to an opening in the rock face of the mountain. Just inside, a flight of stairs winds up through the ancient stone. The Stones take you 750ft above the valley to a wide stone shelf. Perched ontop the shelf is a massive 3 story stone watchtower.
Approaching the tower you can see that the central face of the tower holds a pair of large, ornately etched, stone doors. The gates fit so tightly in the doorway that the seams could be mistaken for part of the artwork on
the tower wall. It is fairly evident that the ancient doors have recently been opened and that your quarry has gone in side.

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"Osric and Ryster my good man and dwarf! You two have the best eyes, care to check for traps as we go up. Seems they wouldn't have just left the door open for us. One villain down, one to go I suppose. Let's hope there's nothing worse than a begrudged Chelaxian in there."

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Ryster grunts in response and dutifully moves up to check for traps.
Perception: 1d20 + 15 ⇒ (1) + 15 = 16 +2 for stonework.
Feeling like he didn't take a good look, he searches again.
Perception: 1d20 + 15 ⇒ (11) + 15 = 26 +2 for stonework.

G.M.E.W. |

Move things forward a bit:
Perception: 1d20 + 17 ⇒ (11) + 17 = 28
Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Ryster is about to follow the tacks when he notices the entire area around the tower, including the bit in front of the door where everyone is standing, is a trap. Stepping off the path anywhere 10ft in front of the tower will dump those around into a moat like pit.
The trap is mechanical in nature so Ryster can try and disable it.

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Ryster holds a hand. "Easy. Don't move! A trap, but I think I can disable it." Taking out a vial, he drinks it, then removes his tools, and carefully begins fiddling with the trap.
Drinking mutagen for +4 to Dex
Disable T10: 10 + 20 = 30

G.M.E.W. |

Ryster deftly disables the trap and makes his way to the secret panel. Opening it he pulls the lever hidden within.
The outer gates swing inward, silently opening into a large chamber covered in elaborate carvings chased throughout with gleaming silver metalwork. A set of enormous gates dominates the far wall of the chamber. Guarding against any passage is a statue of a dwarven warrior clad in armor and holding an axe at its side and a hammer raised above its head. The central part of the chamber’s floor is recessed, with a wide ramp leading down to approach the inner gate. On either side of the ramp, a set of stairs rises to the tower’s upper floors. A balcony and walkway with a silvery railing
looking down from above.
Cautiously approaching the statue a booming voice resonates from the dwarf throughout the chamber To the clan that has returned home and seeks Jorundun’s embrace once more, speak your hall’s name.

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Ryster glances at his companions with a slightly embarrassed look. "Anyone have any idears?"

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"You're the dwarf." Fizz whispers.
Any Knowledge checks? Experiences with previous scenarios?

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No previous experience for Fizz.
Knowledge (nobility): 1d20 + 7 ⇒ (14) + 7 = 21

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Untrained Knowledge: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
Ryster ponders, glancing at Fizz. "Wasn't there that one....um...that whatcha call em's...."

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Well, Bizzle did play Port Godless, is that good enough?
Aid Know Noble: 1d20 + 2 ⇒ (12) + 2 = 14

G.M.E.W. |

Nope, not good enough....
The stone statue raises its massive warhammer.
BEGONE TRESSPASSERS!
Initiative:
Osric: 1d20 + 7 ⇒ (1) + 7 = 8
Ryster: 1d20 + 6 ⇒ (16) + 6 = 22
Fizz: 1d20 + 0 ⇒ (19) + 0 = 19
Bizz: 1d20 + 5 ⇒ (11) + 5 = 16
Golem: 1d20 - 1 ⇒ (13) - 1 = 12
Bold may Act:
Ryster: 22
Fizz: 19
Bizz: 16
Golem: 12
Osric: 8

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"Well now we've done it!"
Fizz waits for Bizz to cast any spells he wants before closing in on the statue.
Hm. I just realized that HeroLab doesn't seem to account for Furious Focus correctly and my main attack has been 3 lower than it should have been all game. I'll have to dig into why that's not calculating right.
+1 dragon-bane greatsword: 1d20 + 13 ⇒ (11) + 13 = 24
damage: 1d10 + 13 ⇒ (7) + 13 = 20
+1 dragon-bane greatsword: 1d20 + 8 - 3 ⇒ (8) + 8 - 3 = 13
damage: 1d10 + 13 ⇒ (6) + 13 = 19

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Add 1 to the attacks above if it matters.
haste attack: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
damage: 1d10 + 13 ⇒ (4) + 13 = 17

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Ryster steps back and begins firing.
RTA, Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 + 1 - 2 ⇒ (14) + 15 - 2 + 1 + 1 - 2 = 27
Damage: 1d12 + 8 + 1 + 4 ⇒ (8) + 8 + 1 + 4 = 21
RTA, Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 + 1 - 2 ⇒ (9) + 15 - 2 + 1 + 1 - 2 = 22
Damage: 1d12 + 8 + 1 + 4 ⇒ (9) + 8 + 1 + 4 = 22
Iterative, RTA, Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 + 1 - 2 ⇒ (10) + 15 - 2 + 1 + 1 - 2 = 23
Damage: 1d12 + 8 + 1 + 4 ⇒ (1) + 8 + 1 + 4 = 14
Hasted, RTA, Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 + 1 - 2 ⇒ (4) + 15 - 2 + 1 + 1 - 2 = 17
Damage: 1d12 + 8 + 1 + 4 ⇒ (4) + 8 + 1 + 4 = 17

G.M.E.W. |

Fizz's first and hasted attacks are able to land blows solid enough to chip off some of the statue, though not as much as he would have hoped. Ryster has similar luck chipping away at the stone monster.
In return the Golem takes two mighty swing at Fizz, trying to knock the gnome off his bird. As it swings it's mouth opens up and a thick green mist pours out covering the floor 10ft around the massive dwarf.
Everyone except Ryster and Grim DC 15 will save or loose Haste for 5rnds
Attack 1: 1d20 + 17 ⇒ (12) + 17 = 29
Damage 1: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Attack 2: 1d20 + 17 ⇒ (10) + 17 = 27
Damage 2: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Bold may Act:
Ryster: 22
Fizz: 19
Bizz: 16
Golem: 12 (32 hp damage)
Osric: 8
This is a Variant Stone Golem
Immune to Magic
DR 10/adamantine

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KN: arcana: 1d20 + 6 ⇒ (9) + 6 = 15
Stepping to the right, Ryster keeps firing at the statue.
Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 - 2 ⇒ (10) + 15 - 2 + 1 - 2 = 22
Damage: 1d12 + 8 + 1 + 4 ⇒ (3) + 8 + 1 + 4 = 16
Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 - 2 ⇒ (20) + 15 - 2 + 1 - 2 = 32
Damage: 1d12 + 8 + 1 + 4 ⇒ (3) + 8 + 1 + 4 = 16
Iterative, Rapid, PBS, Haste, DA: 1d20 + 10 - 2 + 1 - 2 ⇒ (15) + 10 - 2 + 1 - 2 = 22
Damage: 1d12 + 8 + 1 + 4 ⇒ (8) + 8 + 1 + 4 = 21
Hasted, Rapid, PBS, Haste, DA: 1d20 + 15 - 2 + 1 - 2 ⇒ (14) + 15 - 2 + 1 - 2 = 26
Damage: 1d12 + 8 + 1 + 4 ⇒ (10) + 8 + 1 + 4 = 23
Crit Confirm: 1d20 + 15 - 2 + 1 - 2 ⇒ (1) + 15 - 2 + 1 - 2 = 13
Folio Reroll: 1d20 + 15 - 2 + 1 - 2 + 4 ⇒ (16) + 15 - 2 + 1 - 2 + 4 = 32
Crit Damage: 3d12 + 24 + 3 + 12 ⇒ (5, 10, 1) + 24 + 3 + 12 = 55
Man, DR15!

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Fizz Will: 1d20 + 10 ⇒ (7) + 10 = 17
Beaky Will: 1d20 + 3 ⇒ (14) + 3 = 17
Fizz quickly heals himself.
lay on hands: 4d6 ⇒ (2, 6, 3, 2) = 13
So 30 damage then 13 healing for a net of 17 damage.
Fizz then keeps chipping away at the statue!
+1 dragon-bane greatsword: 1d20 + 13 ⇒ (19) + 13 = 32
damage: 1d10 + 13 ⇒ (2) + 13 = 15
+1 dragon-bane greatsword: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d10 + 13 ⇒ (5) + 13 = 18
+1 dragon-bane greatsword: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d10 + 13 ⇒ (1) + 13 = 14
Crit confirm on the first swing:
+1 dragon-bane greatsword: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d10 + 13 ⇒ (3) + 13 = 16

G.M.E.W. |

DR 9 the +5 is to get some useful info. I'm pretty sure everyone can figure out what it is (or was) even if they don't have Knowledge Arcane.
Ryster quickly fires off his pistol and when the smoke clears the statue collapses in a pile of rubble.
The sounds of your short fight echo around the tower for a few seconds but finally settle along with the dust from the statue.

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Will, if it matters anymore: 1d20 + 10 ⇒ (9) + 10 = 19
Wow, great shot there Ryster! Haha! Fizzy, you gonna be OK? Heal up, my boy!