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Sorry if I've been quiet, holidays have proved to not provide much interweb opportunities! =)
Sickly pales, as the voice rings out... well, becomes even paler than usual, and can't seem to stop scratching as the sand scours his skin.
Still, he looks around, then grimly steps between the apparitions and the party, his longhammer at the ready, as he looks around through watering eyes for one of the undead wraiths to get near.
Single move, then ready an action should anything unpleasant get within 10'... at which point, whack it.

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Fetch has a 16 CMD (+7 BAB, +2 Dex, -2 Str, -1 size), so not sure why he was grabbed on a 14.

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"Yikes! Time for that scroll, Riddywhipple!" Cirri bats away some of the ethereal hands with her quarterstaff.
"Winds of the frozen north- Wait, what? Let me try that again."
"Winds of the limitless desert, raise me above the barrier between life and death! Yeah, that's much better."
Cirri pulls out a scroll and hands it to Riddywhipple. She also spends a quick opportunity to enchant her quarterstaff.
Standard Action: Flight Hex. Move Action: Pull out the Scroll of Magic Circle against Evil that Grandmaster Torch gave us.
Swift Action: Spend one Arcane Pool point to enhance my quarterstaff to a +3 staff. Thanks to my Staff Magus Quarterstaff Defense feature, this also increases my shield AC to +3.
Also a reminder that I placed a Ward Hex on Sickly, giving him a +3 Deflection bonus to AC and +3 Resistance bonus to Saving Throws. He normally has +2 for both, so it's only a +1 net bonus. This Ward ends as soon as he's hit or fails a save.

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@Loxx Everyone was considered flat-footed to the grapple attempt (no dex)

Cirri's Familiar |

"Wow, that's a lot of hands on the ground. Frankly, I prefer the air." Riddywhipple toots. He grabs the scroll while Cirri calls to the correct wind pattern or whatever.
The scroll's energy is quite potent, maybe too potent for a 3rd level caster like himself...
Caster Level Check DC 6: 1d20 + 3 ⇒ (11) + 3 = 14
But he handles the magic just fine. An aura forms about 10 feet around him, pushing evil influences away. He casts Magic Circle Against Evil on himself.
Move Action: Grab the scroll! Standard Action: Use the scroll!
"One moment, little guy! I'll try to get down there. You need a dragon's might to help you out, I can tell!"
Riddy is tiny and Gouard Leshies are small. A shame, I had an image of a pumpkin man riding a tiny dragon into battle!

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Too slow to drink his planned protective extracts, Ru selects a different draught, and chugs down a Fly extract, ready to take to the skies and avoid the grasping undead hands.

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"Can you help," Loxx asks Sinuhotep.
Not sure how Sinhuotep acts or under what sort of direction if any, but noticed he wasn't listed in bold. It looks like he has freedom of movement which would help here.
If Sinuhotep can help and is willing to, Loxx would delay for him to act.

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"I'll free myself first, then your friend!" Sinuhotep shouts out as he casts FoM on himself.

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Loxx does what he can to keep himself from being grabbed and then waits nearby to make sure Sinuhotep follows up on his word.
Cast bull's strength.

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Niko reaches for his own potion of flying, then curses aloud as he suddenly realizes he neglected to replace it after his last expedition. Feeling Hassam's magic put an a bit more spring in legs, he tenses and readies to sprint out into the field of grasping hands. "I should be able to do something about disabling the monolith....if I can make it there."
Sorry for the delay, long day yesterday. Unless told different Niko will sprint (double move, 60' with haste amd difficult terrain?) toward the monolith. Can't edit map at the moment anyways.

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initiative red: 1d20 + 4 ⇒ (9) + 4 = 13
initiative blue: 1d20 + 4 ⇒ (18) + 4 = 22
initiative black: 1d20 + 4 ⇒ (19) + 4 = 23
Grasping Graves: 1d20 + 12 ⇒ (10) + 12 = 22
Grasping Graves bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
Grasping Graves bludgeoning damage: 1d6 + 4 ⇒ (3) + 4 = 7
Hassam casts haste on the group as Ruprecht takes to the air. Drinking the extract is a standard, so I assumed you flew up with your move action. Feel free to reposition yourself.
Sickly moves into the sandstorm to face the unknown and Niko follows. As they do, they can see that the grasping bones begin to fade at the limits of their vision. yellow line
The rest of the group casts spells for the battle ahead. Fetch struggles to get free, but is unable to.
The bones from below grapple tighter, just grabbing onto Cirri before she can fly away. The sounds of creatures screeching in the sandstorm fill the air. Battle is imminent.
"Get to the monolith, I will make sure no one is left behind!" Sinuhotep commands as he begins to cast his next spell.
All the hordes are still out of your sight still.
Round 2 - Full Round (bold may act)
Grasping Graves
Monolith
Black horde
Blue horde
Hassam (haste)
Ruprecht (haste, fly)
Sickly (Ward Hex, haste) <readied to strike>
Loxx (Deadeye's Lore, haste, bull's strength)
Sinuhotep (haste, freedom of movement)
Red horde
Fetch (Longstrider, haste) <grappled> -13 hp
Cirri (haste, fly) <grappled> -7 hp
Nikomedes (haste)
Riddywhipple (Magic Circle Against Evil)

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Hassam takes advantage of his haste to push forward through the winds and grasping hands to make it through the gap in the wall.
Double move, through difficult terrain to get here.
Also Remember that while within 30feet of Hassam (and can see his flag) Pathfinders get +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects

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Oops. Haste applies a dodge bonus to CMD, so my CMD is 23 not 22. I've updated my stat block appropriately. For now I'll just take the grapple.
"Alright, time to-whoa!" Cirri feels the arms hold her down. "Ew, get it off, get it off!"
CMB, hasted: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
But she's still stuck. "Riddy...ow. Help Hassam! I'll be okay, I think." Riddywhipple does as he's told and follows the bard.

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Loxx does not abandon his companion and thus waits for a moment.
Delay for Sinuhotep

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Sinuhotep casts Freedom of Movement on Fetch. Someone doesn't trust the poor old lich... :)
@Cirri It's ok, we are all ramping up here. The grapple would have failed against you. Go ahead and take regular actions.

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"Thank you," Loxx shouts to Sinuhotep. He enchants his staff and moves towards the monolith.
Cast shillelagh and move.

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Ru takes a hasted double move toward the monolith through the air.
With Haste, taking a double move, I should be able to fly 120’. Would someone move me on the map, please?

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Done. That's just enough move to get you exactly to the monolith.

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Thanks, GM!
Cirri realizes she's actually OK and quickly flies away from the hands... and Sinuhotep. She doesn't think they are in cahoots, but she could be wrong...
Catching up to Riddywhipple and Hassam, she readies her staff. "Tell me if they're weak to fire or lightning or cold. Or sonic!" Cirri flies ahead and casts Shield to protect herself.

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Sickly gives a small moan, as everyone seems to race out of range for him to help. With a determined growl, he slogs through the last of the corpse-like hands, grasping up from the sand, and once more, readies for signs of the incoming foes.
Single move, and ready again for signs of a foe to swing at.

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Niko continues sprinting toward the monolith, zigging and zagging to avoid the clutching hands.
If someone would be so kind as to move Niko 60' closer to the monolith.

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Hasam races through the sandstorm, nearing the edge of the grasping arms, but they catch hold of him defiantly. Ruprecht races through the air toward the monolith. Sickly continues his march forward, looking for foes. Loxx ensures his friend's safety and powers up his staff. Sinuhotep frees the leshy and moves with abandon into the storm. The leshy follows. Cirri, Riddy, and Niko move into position.
As the group pushes forward, great hordes of undead begin to amass on the fringe of their vision. From the depths of the whirling sands, dozens pour forward and attack. Yes, it is auto damage, similar to a swarm They smell awful and their claws are filthy.
The monolith glows with arcane sigils as the undead near it and it releases a wave of vile energy.
Grasping Graves: 1d20 + 12 ⇒ (12) + 12 = 24
Grasping Graves bludgeoning damage: 1d6 + 4 ⇒ (4) + 4 = 8
Black horde damage: 1d6 + 4 ⇒ (1) + 4 = 5
Blue horde damage: 1d6 + 4 ⇒ (6) + 4 = 10
Monolith damage (negative energy): 4d6 ⇒ (4, 3, 6, 1) = 14 Will save for half
I need a bunch of saves from most of you at the start of your turn, in the order presented
Round 3 - Full Round (bold may act)
Grasping Graves
Black horde
Blue horde
Monolith
Hassam (haste) <grappled> -8 hp
Ruprecht (haste, fly) -10 hp -14 hp <need fort save vs stench, fort save vs disease, fort save vs paralysis, will save vs negative energy>
Sickly (Ward Hex, haste) <take your readied attack first, then need fort save vs stench, fort save vs disease, fort save vs paralysis> -5 hp
Sinuhotep (haste, freedom of movement)
Loxx (Deadeye's Lore, haste, bull's strength, shillelagh)
Red horde
Fetch (Longstrider, haste, freedom of movement) -13 hp
Cirri (haste, fly, shield)
Nikomedes (haste) -10 hp -14 hp <need fort save vs stench, fort save vs disease, fort save vs paralysis, will save vs negative energy>
Riddywhipple (Magic Circle Against Evil)
Reminder that vision everywhere is limited to 30 feet and the battlefield in the SW corner of the map is difficult terrain due to the grasping graves condition

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Loxx wanders forward through the skeletal hands again.
Seeing the horde of undead he stops short, calls on his connection to natural growth to increase his size before flying into a rage and trying an overhand smash against the closest horde.
Move, Swift: Enlarge (growth domain), Free: Rage, Standard: Vital Strike vs black with Power Attack.
Attack Bonus: +13, +2 bull's strength, +2 morale (banner), +2 unchained rage, +1 haste, -2 power attack
Vital Strike: 1d20 + 13 + 2 + 2 + 2 + 1 - 2 ⇒ (20) + 13 + 2 + 2 + 2 + 1 - 2 = 38
Damage: 3d6 + 10 Str + 2 morale + 2 rage +6 power attack + 3d6 vital)
Damage: 3d6 + 10 + 2 + 2 + 6 + 3d6 ⇒ (4, 1, 1) + 10 + 2 + 2 + 6 + (6, 5, 6) = 43
Confirm: 1d20 + 13 + 2 + 2 + 2 + 1 - 2 ⇒ (2) + 13 + 2 + 2 + 2 + 1 - 2 = 20
Extra Damage: 3d6 + 10 + 2 + 2 + 6 ⇒ (5, 5, 6) + 10 + 2 + 2 + 6 = 36

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GM, I assume my DR will apply vs the ghouls? So only 2 damage?
Knowledge (religion): 1d20 + 3 ⇒ (1) + 3 = 4
AoO, bard, PA, haste: 1d20 + 14 + 2 - 3 + 1 ⇒ (15) + 14 + 2 - 3 + 1 = 29, 2d6 + 17 + 2 ⇒ (2, 4) + 17 + 2 = 25 damage
As the hoards of ghouls come in, Sickly's eyes go wide with alarm as he's not sure what he's looking at. He lashes out wildly with his longhammer.
Fort vs stench: 1d20 + 10 ⇒ (15) + 10 = 25
Fort vs disease: 1d20 + 10 ⇒ (20) + 10 = 30
Fort vs paralysis: 1d20 + 10 ⇒ (12) + 10 = 22
Though his eyes start to water yet again, it's hard to tell if it is because of the undead hoards, or the sand... though he does not appear to suffer any other effects.
"Get away!" He yells, as his face gets redder and he starts to swing his hammer in long sweeping arcs.
Rage, attack!
Melee1, bard, rage, PA, haste: 1d20 + 14 + 2 + 2 - 3 + 1 ⇒ (1) + 14 + 2 + 2 - 3 + 1 = 17, 2d6 + 17 + 2 + 3 ⇒ (6, 4) + 17 + 2 + 3 = 32 damage
Melee2, bard, rage, PA, haste: 1d20 + 9 + 2 + 2 - 3 + 1 ⇒ (11) + 9 + 2 + 2 - 3 + 1 = 22, 2d6 + 17 + 2 + 3 ⇒ (4, 5) + 17 + 2 + 3 = 31 damage
hasted, bard, rage, PA, haste: 1d20 + 14 + 2 + 2 - 3 + 1 ⇒ (4) + 14 + 2 + 2 - 3 + 1 = 20, 2d6 + 17 + 2 + 3 ⇒ (2, 5) + 17 + 2 + 3 = 29 damage

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My apologies, I missed the improved CMD of 1 from Enlarge Person, when I edited my header meaning the 24 just misses. Also Hassam doesn't have a deflection bonus normally so Hassam will be getting +2 from the CoP: Evil against appropriate enemies when near Riddywhipple.
Hassam shouts to his allies "Have no fear!"
Inspire Courage as a move action, providing a +3 competence bonus to attack and damage rolls.
Hassam then makes his way out of the difficult terrain, getting a bit closer to the monolith but staying in range of everybody except the poor leshy.
[ooc]Hassam has Gallant Inspiration available as an immediate action, would like to save it for a failed skill check on interacting with the monolith for an extra 2d4 competence bonus.
+5 to hit/damage from Hassam (Only +3 if outside of 30 feet)

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"Well, I hope they are weak to fire!" Cirri flips open her book, flips to a page, frowns (because it's not cold, air or sonic damage duh) and points her finger at a mass in the swarm. A stray bead of flame emerges and heads towards the masses of undead.
Swift Action: Arcane Strike on my quarterstaff. Move: Fly about 10 feet above the ground! Standard Action: Casting Fireball . I've indicated on the map where the explosion is. It should catch 5 of the blocks of undead.
Fire Damage: 8d6 ⇒ (4, 2, 3, 5, 5, 2, 5, 5) = 31
Reflex Save DC 18 to halve the damage. If they are swarms they take an extra 50% damage after making their saving throw.
Huh, this is the first time I've casted Fireball in PFS. Feels good! :)

Cirri's Familiar |

"Cirri, flying is great, but make sure I'm with you!" Riddywhipple shakes his head. As soon as she's off the ground, she's off. He catches up to her and Hassam. "I like staying with you, Hassam. This banner is quite lovely." He flies to Cirri and grabs her Wand of Mage Armor.

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Fort v Stench 1d20 + 10 ⇒ (19) + 10 = 29
Fort v Disease 1d20 + 10 ⇒ (14) + 10 = 24
Fort v Paralysis 1d20 + 10 ⇒ (20) + 10 = 30
Will 1d20 + 7 ⇒ (17) + 7 = 24
Ru grins grimly as he sees the corporeal undead. Luckily he had alakhast bombs, which were particularly effective against them. He takes a 5, step back to the northwest and throws two of those bombs at the closest swarm of ghasts.
RTA with PBS and Precise Shot and 2weapon fighting. 1d20 + 10 ⇒ (14) + 10 = 24
Acid Damage 5d8 + 7 ⇒ (8, 8, 4, 6, 2) + 7 = 35
RTA with PBS and Precise Shot with 2weapon fighting 1d20 + 10 ⇒ (14) + 10 = 24
Acid Damage 5d8 + 7 ⇒ (4, 6, 7, 6, 2) + 7 = 32

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I missed Hassam’s Inspire Courgae buff, DM. Could you add +3 to hit and damage on my two attacks in the last post? Apologies for my error.

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Hasam inspires the group as he and Sinuhotep seek out the monolith. The grasping claws of the ghasts bounce off of the lich like harmless branches. Ruprecht steps back and unleashes a pair of bombs that decimate the horde. A few strays disappear in the sands.
Sickly and Loxx combine to take out the central horde, chopping down stragglers as they flee.
The remaining horde swarms over Loxx, Fetch and Sickly. Each of you can take an opportunity attack as they do, also need some saves from the lot of you, and Niko too.
Cirri, may want to reconsider your fireball. You can keep the roll if you want to reposition it.
Horde damage on Loxx: 1d6 + 4 ⇒ (1) + 4 = 5
Horde damage on Fetch: 1d6 + 4 ⇒ (4) + 4 = 8
Horde damage on Sickly: 1d6 + 4 - 3 ⇒ (2) + 4 - 3 = 3 DR applied
Round 3 - Full Round (bold may act)
Grasping Graves
Sickly (Ward Hex, haste) -5 hp <need fort save vs disease, fort save vs paralysis>
Monolith
Hassam (haste)
Ruprecht (haste, fly) -17 hp
Sinuhotep (haste, freedom of movement)
Loxx (Deadeye's Lore, haste, bull's strength, shillelagh) <need fort save vs stench, fort save vs disease, fort save vs paralysis> -5 hp
Red horde
Fetch (Longstrider, haste, freedom of movement) <need fort save vs stench, fort save vs disease> -21 hp
Cirri (haste, fly, shield) <cast fireball?>
Nikomedes (haste) -10 hp -14 hp <need fort save vs stench, fort save vs disease, fort save vs paralysis, will save vs negative energy>
Riddywhipple (Magic Circle Against Evil)
Reminder that vision is still limited to 30 feet everywhere and the battlefield in the SW corner of the map is difficult terrain due to the grasping graves condition

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Loxx has DR 2/-
Loxx attacks the horde as they move in.
Attack: 1d20 + 13 + 2 + 2 + 2 + 1 + 3 - 2 ⇒ (16) + 13 + 2 + 2 + 2 + 1 + 3 - 2 = 37
Damage: 3d6 + 10 + 2 + 2 + 3 + 6 ⇒ (1, 1, 1) + 10 + 2 + 2 + 3 + 6 = 26
Fort (Stench): 1d20 + 12 ⇒ (14) + 12 = 26
Fort (Disease): 1d20 + 12 ⇒ (2) + 12 = 14
Fort (Paralysis): 1d20 + 12 ⇒ (17) + 12 = 29
Two-Weapon fighting, Power Attack
Main-Hand (haste): 1d20 + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 ⇒ (9) + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 = 28
Damage: 2d6 + 6 + 2 + 2 + 3 + 4 ⇒ (1, 4) + 6 + 2 + 2 + 3 + 4 = 22
Main-Hand (primary): 1d20 + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 ⇒ (12) + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 = 31
Damage: 2d6 + 6 + 2 + 2 + 3 + 4 ⇒ (4, 5) + 6 + 2 + 2 + 3 + 4 = 26
Main-Hand (iterative): 1d20 + 8 + 2 + 2 + 2 + 1 + 3 - 2 - 2 ⇒ (15) + 8 + 2 + 2 + 2 + 1 + 3 - 2 - 2 = 29
Damage: 2d6 + 6 + 2 + 2 + 3 + 4 ⇒ (3, 5) + 6 + 2 + 2 + 3 + 4 = 25
Off-Hand: 1d20 + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 ⇒ (1) + 13 + 2 + 2 + 2 + 1 + 3 - 2 - 2 = 20
Damage: 2d6 + 3 + 2 + 2 + 3 + 2 ⇒ (5, 3) + 3 + 2 + 2 + 3 + 2 = 20

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Slam: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Damage: 1d3 - 2 ⇒ (2) - 2 = 0
Fort (stench): 1d20 + 10 ⇒ (8) + 10 = 18
Fort (disease): 1d20 + 10 ⇒ (14) + 10 = 24
Slam: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d3 - 2 ⇒ (2) - 2 = 0
Slam: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d3 - 2 ⇒ (1) - 2 = -1
I'm pretty sure the leshy's ensnare ability wouldn't work on the horde, but if you think it does, the Reflex DC is 16.

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Oops, it wasn't even my turn yet. Sorry about that!
Cirri prepares to unleash a fireball... only to watch the swarm get decimated in short order. Checking her surroundings, all she can see is the tip of a single swarm. "I can't see too much and I don't see everyone. Hmm. Riddy, help with the monolith."
Cirri flies back south and sees the swarms. To help out, she flips to a less explosive spell and unleashes Burning Hands against them.
Fire Damage: 5d4 ⇒ (1, 1, 3, 4, 1) = 10 Reflex Save DC 16 to save for half. If they're a swarm they take an extra 50% damage.

Cirri's Familiar |

"Ah, alright. I hope it doesn't curse me or anything." Riddywhipple flies up to the monolith.
Any relevant skills that can be used to disable the monolith? Riddywhipple has +9 Spellcraft and +14 UMD.
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Use Magic Device: 1d20 + 14 ⇒ (20) + 14 = 34

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AoO: 1d20 + 11 + 2 + 5 + 1 - 3 ⇒ (8) + 11 + 2 + 5 + 1 - 3 = 24, for 2d6 + 17 + 3 + 5 ⇒ (4, 3) + 17 + 3 + 5 = 32 damage.
Fort vs Disease: 1d20 + 10 ⇒ (17) + 10 = 27
Fort vs Paralysis: 1d20 + 10 ⇒ (9) + 10 = 19
GM: is the swarm just one 'creature' covering 16 squares? Or multiple? (If the later, Sickly might get a few AoO for his reach weapon as well, (up to 2 more))
Sickly flails his hammer around in wide sweeping arcs as the hoards of ghasts start to rush over him. He seems to be yelling Get away! over and over again.
And following Loxx's lead...
melee2, rage, bard, haste, PA: 1d20 + 6 + 2 + 5 + 1 - 3 ⇒ (9) + 6 + 2 + 5 + 1 - 3 = 20, for 2d6 + 17 + 3 + 5 ⇒ (2, 2) + 17 + 3 + 5 = 29 damage.
hasted, rage, bard, haste, PA: 1d20 + 11 + 2 + 5 + 1 - 3 ⇒ (5) + 11 + 2 + 5 + 1 - 3 = 21, for 2d6 + 17 + 3 + 5 ⇒ (1, 3) + 17 + 3 + 5 = 29 damage.

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Although they are multiple ghasts (12-30 in fact), they are treated as a single target, akin to a swarm.
Loxx and Sickly take out a vast swath of the ghasts as they overtake them. As they bite into him, Sickly feels his muscles seize up. Loxx sees that one of the bites leaves behind a frothy afterglow.
Fetch flails away at the creatures, but to no avail.
Cirri flies in and blasts the ghasts with fire. Riddy inspects the monolith. The sigils do move, but it looks like knowledge is key here to suppress it.
If adjacent, suppress it as a standard action with a knowledge (arcana, planes, religion) or disable as a magical trap, or just break it the old fashioned way.
reflex save horde: 1d20 + 9 ⇒ (17) + 9 = 26
Grasping Graves: 1d20 + 12 ⇒ (5) + 12 = 17
Round 4 - Full Round (bold may act)
Grasping Graves
Sickly (DR/3, Ward Hex, haste) -5 hp <paralyzed>
Monolith
Hassam (haste)
Ruprecht (haste, fly) -17 hp
Sinuhotep (haste, freedom of movement)
Loxx (DR/2, Deadeye's Lore, haste, bull's strength, shillelagh) -3 hp
Red horde -65 hp
Fetch (Longstrider, haste, freedom of movement) -21 hp
Cirri (haste, fly, shield)
Nikomedes (haste) -10 hp -14 hp <need fort save vs stench, fort save vs disease, fort save vs paralysis, will save vs negative energy>
Riddywhipple (Magic Circle Against Evil)
Reminder that vision is still limited to 30 feet everywhere and the battlefield in the SW corner of the map is difficult terrain due to the grasping graves condition

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I had mistakenly posted my turn with my AoO. Nothing would change, so you can look under the spoiler for my full attack.

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Cirri feels the ward on Sickly break as she blasts the swarm with intense heat. "Uhoh! He's not moving, that can't be good!"

Cirri's Familiar |

Riddywhipple looks at the monolith. "Right! Cirri, your expertise of the arcana and planes are required here! I can take a guess buy you're much better at this then I am." His voice rings out into the sandstorm as Cirri detects his confusion.
As a familiar, Riddywhipple can use Cirri's ranks for +5 K(Arcana) or +4 K(Planes) check. Probably not good enough.

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As he was already at the monlith, Ru’s Abilities were better put to use on deciphering the sigils rather than trying to dispatch more undead.
Disable device 1d20 + 20 ⇒ (13) + 20 = 33

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Hassam continues his inspiration, as he spends a moment to empowepr his weapon.
swift action for arcane strike
Hassam takes advantage of his giant spear to start skewering the troop by the mass, before they harm anybody else.
stab+haste+buffs-PA: 1d20 + 14 + 1 + 5 - 2 ⇒ (10) + 14 + 1 + 5 - 2 = 28
damage+buffs+AS+PA: 2d6 + 12 + 5 + 2 + 6 ⇒ (5, 3) + 12 + 5 + 2 + 6 = 33
haste attack: 1d20 + 18 ⇒ (12) + 18 = 30
damage: 2d6 + 25 ⇒ (4, 1) + 25 = 30
iterative attack: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 2d6 + 25 ⇒ (4, 6) + 25 = 35

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Hassam steps forward and finishes off the remnants of the ghastly horde. The monolith stays silent long enough for Ruprecht to disable it. Sickly and Niko soon come out of their paralysis.
After he is finished the sandstorm settles and the other sages return to meet you. They bear some marks of battle but are largely unharmed. Sinuhotep joins them and they briefly confer.
-----
Fort save for Nikomedes: 1d20 + 8 ⇒ (1) + 8 = 9
Fort save for Nikomedes: 1d20 + 8 ⇒ (19) + 8 = 27
Fort save for Nikomedes: 1d20 + 8 ⇒ (3) + 8 = 11
Will save for Nikomedes: 1d20 + 6 ⇒ (16) + 6 = 22
Combat over
Sickly (DR/3) -5 hp
Hassam
Ruprecht -17 hp
Sinuhotep (freedom of movement)
Loxx (DR/2, Deadeye's Lore) -3 hp
Fetch (Longstrider, freedom of movement) -21 hp
Cirri
Nikomedes -17 hp
Riddywhipple (Magic Circle Against Evil)

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Loxx is an unchained barbarian, so the damage he took came off the temp hp from his rage, so he is currently undamaged.
Loxx takes out a wand and begins to heal his companion.
cure light: 5d8 + 5 ⇒ (3, 4, 2, 6, 1) + 5 = 21

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"Are you alright?" Cirri makes sure the hands are no longer trying to grab her before she floats down. "Man, I really wish this were a quiet walk through the desert..."
Cirri flies back to the monolith. "Wow, look at all these runes! You'd need to be an arcane genius to shut it off. Good job, Ruprecht!" Cirri hoots.
"I hope the ward helped you at least a little, Sickly. Let's try that again." Cirri renews her Ward on him. Providing a net effect of +1 AC and +1 to Saves.

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Ruprecht pulls two extracts and drinks them down.
CLW 1d8 + 5 ⇒ (1) + 5 = 6
CLW 1d8 + 5 ⇒ (1) + 5 = 6
He pulls 2 more extracts as they enter the monolith. (Barkskin and Heroism, both last 90 minutes).
Finally he hands his curative wand to someone who could use it and asks for all his wounds to be healed.
CLW wand 2d8 + 2 ⇒ (1, 7) + 2 = 10