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Additional Fire Damage: 1d6 ⇒ 5
Ezrek moves closer and throws another fire/ice flask.
Ranged Touch Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9

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Shan gladly trades blows with the archer, continuing his icy barrage.
Elemental Flurry vs Archer AC: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11
Elemental Flurry vs Archer AC: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7
"You ... cannot win."

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Desmond easily slays the lemure on the ground. Sahrek misses. Sahar tries to bore Desimire.
Will: 1d20 + 3 ⇒ (11) + 3 = 14
Ezrek hits him with another bomb and he is not looking good. Only one of Shan's attacks hits the archer, but he is starting to look weak. The archer nonetheless swings back with his club.
attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Aglorn tries to cast a fireball.
20% spell fail chance: 1d100 ⇒ 17
fire damage: 5d6 ⇒ (5, 3, 6, 6, 1) = 21
Ezrek DC 17 Ref for half: 1d20 + 6 ⇒ (2) + 6 = 8
Sahar DC 17 Ref for half: 1d20 + 6 ⇒ (1) + 6 = 7
Desmond DC 17 Ref for half: 1d20 + 8 ⇒ (2) + 8 = 10
Sahrek DC 17 Ref for half: 1d20 + 5 ⇒ (18) + 5 = 23
. . . but his spell fails, as he is unable to properly pronounce the arcane words.
Initiative:
1. Aglorn Desimire
2. Ezrek, Sahar, Shan, and Desmond
3. Aspis archer
You guys are up!

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Isn't Desimire asleep by failing his Will save? Or is he an elf/half elf?
The archer's strike shatters the ice that Shan wrapping his fists.
"You have fought with bravery, but the end draws near."
Flurry of Blows vs Archer AC: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 3 ⇒ (2) + 3 = 5
Flurry of Blows vs Archer AC: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (6) + 3 = 9
Flurry of Blows Crit Confirm vs Archer AC: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 3 ⇒ (5) + 3 = 8
"Shoryuken!

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Shouldn't the living lemure get an attack on Desmond or Sahrek?
Desmond turns from the slain lemure to the last remaining one. He swings away.
Greatsword Power Attack: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
PA Damage: 2d6 + 6 + 6 ⇒ (6, 3) + 6 + 6 = 21

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Sorry, rolled the Will save for sleep and forgot to go back and check it after I posted and rolled it. Yes, he would have fallen asleep. Not that it mattered because his spell would have failed anyways.
The residual fire burning on Desimire causes him to crumble to the ground, unconscious. With a powerful punch Shan lays the archer out cold.
Out of combat. And congratulations for handling that much better than my party did. I will also take my hat off to Shan for making a death-defying leap across the chasm I never would have tried.
Their gear is inconsequential at this point, as we're pretty much done, but Ezrek might be interested in his spellbook.
3rd—dispel magic, fireball (DC 17), summon monster III
2nd—acid arrow, false life, scare (DC 16), summon monster II
1st—alarm, mage armor, magic missile (2), summon monster I
0 (at will)—acid splash, flare (DC 14), read magic, resistance
1st—
burning hands, comprehend languages, feather fall, grease,
hold portal, obscuring mist, shield; 2nd—acid arrow)
Desmire and the archer each carry a potion of cure light wounds. Desimire also holds a cipher key.
Once you reach the portal, you find it is a giant concave slab of red stone with similar properties as Golarian diamonds. A pulsating crimson diamond rests at the foot of the Diamond Gate. Several runes and sigils cover every inch of the slab in strange writing. The writing is in Abyssal. Teenoch, who has been flying about battling with Desimire's imp familiar, comes over and reads, "Enter into the Blood Clefts."
To the north of the Diamond Gate stands a stone podium, similar to the one found before the false gate.

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Ezrek takes Desimire's spellbook and places it in his haversack. He wonders aloud. Could these be the diamonds I'm looking for? He attempts to pry some the stones loose.

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Thank you, boss. Too many people complain about monks. I just say you have to find ways to make yourself useful ;)
Shan takes the potion and drinks it. He scans around to make sure there are no other enemies present.
1d8 + 1 ⇒ (3) + 1 = 4
"Let us activate the portal and go home."

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@Ezrek you need to find a flawless sample with an Appraise or Craft (jewelry) check. Taking all of them is not really an option, as it would too obviously ruin the Gate.
Shan places one of the amulets in the control panel and activates the Diamond Gate. Once activated, a vortex of blood-red sand swirls from the Diamond Gate before violently sucking in on itself. A loud hum resonates throughout the chamber and a crimson glow pulsates from the portal.
People who complain about monks just don't know how to play them. You just have to realize that value lies beyond an ability to do damage. Combat maneuvers can change the game completely.

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"Bigger isn't always better. See that one there, while large it has a number of flaws. Observe the ones near the keystone." Shan says while trying to help Ezrek in selecting some choice gems.
Assist Appraise: 1d20 ⇒ 10

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Ezrek, with the assistance of his company, is able to find a flawless gem and extract it form the Gate.
And everyone has completed Storming the Diamond Gate! Congrats! I hope everyone had fun. I'll have the chronicle sheets up shortly.