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Cirri is awestruck by the vast amount of items before her, and also impressed with the magical preservation attempts.
"She could have been a great preservationist." Cirri muses. "Too bad she wants to kill everything."
Cirri looks at the journal. "I really should have studied Ancient Osiriani. Anyone knows what this is about?"

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Hassam reads the entry out-loud.
"Life is fleeting, but undeath leads to stagnation. Only ideas endure, moving from host to host, alive and undying. That is true immortality. It seems to follow with instructions for building a sage-jewel."

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Just as Hassam finishes, the sounds of footsteps in the entryway gathers everyone's attention. The remaining sages round the corner and are somewhat startled by your presence here.
"Well, here you are!" Tahonikepsu laughs. "We were searching the labs frantically to find you. Apparently, you have discovered an alternate way here. Ah well, we were just going to tell you about this place. This is it. This is where we shall do the ritual to draw out the malignant presence in the sage jewels so that we can bind, banish, or destroy the entity behind it."
"Yes, I've asked the Pathfinders to help us. They are certainly most capable." Amenopheus smiles as he joins the other sages to confer.
He then casts a wry smile at you. "I must warn you, the ritual is a very sensitive one. Once we start it, casting any spells, activating magical trinkets, or even consuming magical draughts could have dangerous side effects— I suspect anyone that can possess a sage jewel could as readily hijack another magic item or magical process, putting all of us at extreme risk. So you must refrain from doing so. Having said that, if you have any longer-timed spells, I assume those would be safe to cast before we begin."
"Then lets begin. We should set up the area." Tahonikepsu exclaims proudly. For even as a time dragon, you can tell that this event means something to her.
Sinuhotep examines the area further and growls. "This will never do. The area is rife with anomalies and defects. We will need to prepare the area suitably before we begin. We will not get a second chance to do this right. And if you don't know what you are doing, do us a favor and stay out of the way."
Grandmaster Torch sets down his pack and begins to pull out a variety of devices and utensils. Dhiara rips off a piece of her wrap and begins to polish the stones near the ritual circle.
To prepare the ritual area, you can each help in one of two ways:
A. You can clear the area of extraneous debris and identify any damage that needs to be repaired quickly (Perception or Survival).
B. You can provide academic and technical assistance while properly aligning the components, drawing ritual diagrams, and the like (Knowledge [arcana, planes, or religion] or Linguistics).
DO NOT MAKE THE ROLL YET. Just tell me which you would like to do, and if you would like to lead or assist another player. You do not have to participate in the preparation of the ritual if you don't like your chances. Failure on the main roll may have consequences.
It has been 98 minutes since you first buffed and entered the underground facilities.

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Wow, all of the Scarab Sages are here! I mean, Amenopheus came with us, and Sinuhotep... but Dhiara, and Tahonikepsu and Grandmaster Torch!
Cirri can't help herself and prepares to read off every magical fact she knows while preparing the ritual.
Cirri will use option B with her +16 (now +13 due to Negative Levels) to Knowledge(Planes). Riddywhipple will also use option B, using +9 (now +7) to Linguistics.

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no strong useful skills here. Hassam will stay out of the way and do his best to document everything.

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Do we know how difficult the checks are?
Sickly can technically attempt any of those checks but Linguistics... but his bonus is pretty small for many... so would be better as an assistant then a primary if the DC's are high... especially if failing has consequences.
Failing to Aid Another doesn't come with consequences, does it? If not, Hassam, and everyone else, should at least be attempting to aid another then?
Sickly looks uncomfortable, as the other jeweled sages arrive, and he slowly sinks into the background trying not to draw attention, as everyone starts talking of magic rituals and the like. He does seem to be paying attention however, able to follow along with the arcane talk more then others might suspect.
If this is a magical ritual, perhaps being infected with a disease that messes with magic is not a good idea... so he will consume his cure before they get started.
The talk of magical rituals does concern him however, and he finally breaks out the disease cure Ruprecht brewed up earlier, and quickly drinks it down, not wanting to risk the disease messing up the ritual somehow. He also pulls out a preventative elixir worried about getting diseased once more, but then hesitates.
"Does this count?" He finally asks, hesitantly, holding up a medicinal draught from his pack.
Will alchemical items (anti-plague, in this case) mess with the ritual restrictions?
If it will interfere, he'll put it away again, else he'll save it to drink later.
He then goes about messing with other vials and salves in his kit, pouring one into a strange device, before putting everything away.
going to prefill his medlance with a potion, then keep it handy in case things go wrong.
"What's going to happen?" He finally gets the nerve to ask. "Once it's done?" He waves one hand vague at the ritual devices, before lapsing into nervous silence once more.
Then, he goes to checking on the site itself, not wanting to show how little he does know... but at least knowing how to clear debris.
Sickly I suppose will help clear debris and identify damage. He's at a +14 in both perception and survival (+16 if its stonework they're clearing/repairing!) Though can attempt to aid someone else on one of the knowledge checks, if you think we need more 'oomph'.

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The checks will not be particularly easy, nor extraordinarily hard, but failure on them will have consequences...
Failing to aid on someone else's check will not be dangerous
You can take 10 on the primary check
Alchemical items are fine, but during the ritual - casting spells, activating magic items (including scrolls and wands), and drinking alchemist extracts and potions are not
The ritual will take an hour or so
It is stonework you are helping to fix
Unfortunately, the sages were as unprepared as you were as far as restoration...
"Your guess is as good as ours... hopefully, it'll be 14 against 1." Grandmaster Torch answers Sickly's last question ominously as he puts together two display stands.

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I think I can help clear the area.
Loxx will take 10 on a Survival check for a result of 34.
Fetch will assist someone in Perception or Survival (+8 to either).

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Ru offers to use his perception bonus of +18 to aid in the ritual.
Also, would Consuming my Barkskin extract be okay or would that be considered one of the prohibited effects? If it’s ok, I’ll drink it for a +4 to AC for 90 minutes.

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Looks like we have 5 main rolls:
Cirri - Kn Planes +13
Riddywhipple - Ling +9 (do you want Riddy to lead?)
Sickly - Perception +16 with possible aid from Fetch +8
Loxx - Survival take 10 for 34
Ru - Perception +18
Hassam could aid Cirri with a +5 kn planes if he wishes
Go ahead and make the rolls then
Any spells or extracts lasting longer than an hour could be used now and will probably be in effect after the ritual

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How about Cirri leads a K Planes check and Riddy assists her?
Cirri's Knowledge(Planes): 1d20 + 16 - 3 ⇒ (2) + 16 - 3 = 15
Riddywhipple's Aid: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
/Facepalm. Happy I said Riddy should aid before I made the rolls.
Cirri is really excited. Really, really excited. She's so nervous in front of the Sages that she keeps mixing up her sources and misquotes a lot of text.
Riddywhipple tries to help her, but the mental tax on him during this journey is taking its toll...

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Sickly moves as directed, cleaning out debris, and looking for damaged areas on the stone. He has produced a pick of some sort, and is using it to tap on some sections of floor and wall. Long days in the mines giving him a fair amount of know-how on finding cracks and fissures in stone.
Perception: 1d20 + 16 ⇒ (14) + 16 = 30 (+2 more if Fetch aids)
At the same time he keeps one eye on the sages preparing the ritual, curious, but not interfering.

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Hassam will drink his disease cure and provide the party with Heroisms.
6 castings, hitting all PCs
aid cirrir with planes: 1d20 + 5 + 2 - 2 ⇒ (4) + 5 + 2 - 2 = 9

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After some mild debate, Tahonikepsu agrees to let Amenopheus lead the ritual. The ritual area takes shape nicely under his watchful eye and your efforts. You notice he is especially concerned about the proper placement of the sages around the circle, and he moves them around like a nervous theatre director. Grandmaster Torch has further set up two display stands to the south, unto which Amenepheous has placed two unaccompanied sage jewels.
”Not all of the Order could join us today, praise be to the gods that watch over them. The Spinel sage Mnesoset and Padrym, the Onyx sage have passed on but their jewels shall fortify our power today, nonetheless.”
The “S” and “O” on the map represent the Spinel and Onyx jewels sitting on their display platforms.
Amenopheus exhales deeply, realizing the danger intensifying. ”Sages… your jewels.”
The sages present their sage jewels, bringing forth the topaz, emerald, amethyst, diamond, sapphire, and the shards of the ruby in turn. Solemnly, each of the sages hangs it upon their neck. The shards of the ruby are handed to each and they take their ritual positions. See map
Amenopheus closes his eyes and addresses you. ”Pathfinders, this ritual will be long and intense, you should follow along easy enough, but should our minds wander too deep into the depths of the jewel’s memories and puzzles, please do what you can to monitor our progress and keep the cadence flowing. Remember do not use magic until the ritual is complete.”
”How will we know when the ritual is complete.” Dhiara asks.
”Oh, we will know.” Amenopheus replies stoically. ”Do be ready for anything.”
Dhiara nods her acknowledgement and assumes a comfortable stance.
Grandmaster Torch pulls a glowing rapier, waiting for the inevitable.
-------------------------
To help the sages during the ritual, you can each help in one of two ways:
A. Maintain the rite’s cadence (Linguistics or Perform check).
B. Monitor the ritual and provide additional support where it’s needed most (Knowledge [arcana or religion] or Spellcraft).
If you have a specific occult-like power that you wish to use instead, let me know.
As before, DO NOT MAKE THE ROLL YET. Just tell me which you would like to do, and if you would like to lead or assist another player. You do not have to directly participate in the ritual if you don't like your chances. Same as before, failure on the main roll (you can still take 10 on it) may have consequences.
Also, place yourself where you want to be for the hour-long ritual. Tahonikepsu asks that you not stand to either side of her in case she needs to dragonify quickly at some point.
It has been 120 minutes since you first buffed and entered the underground facilities.
Last call for long term buffs... or cure drinking :)

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All of Loxx's remaining buffs would last at most 1 hour, so better to save them in case bad stuff happens after the ritual is concluded.
All the skills are Int of Cha based, which Loxx is untrained in and has a -1 ability modifier, so probably best to aid someone or sit this out.

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Hassam will help keep the cadence up.
+17 Perform Oratory.
Not entirely trusting Torch Hassam places himself nearish the old grandmaster.

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Ru will drink his exilir of Barkskin after helping set up the ritual. He also drinks one of the simple draughts that he brewed earlier.
Perception 1d20 + 18 ⇒ (18) + 18 = 36
I can Spellcraft +16 to help during the ritual.

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Cirri redoubles her efforts. "Right. Let's talk about planar language again. Riddy, help them with the rite's cadence."
Cirri will try (again) to help with K Planes. Riddy this time will probably take 10 on the Linguistics check.

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So four main rolls, it looks like. Sorry, Cirri, Planes isn't an option this time. Looks like Spellcraft is your next best option.
Hassam - Perform (Oratory) with possible aid from Fetch and Loxx
Ruprecht - Spellcraft
Cirri - Spellcraft with possible aid from Sickly
Riddy - Take 10 Linguistics
Go ahead and make the rolls, don't forget to include the heroism that Hassam graciously passed out.
Also I have that Cirri, Loxx and Hassam have drunk their cure which leaves everyone else (including the familiars) with one. You also have an extra simple one and a Blood of Nethys. You did notice Ruprecht drank an extract with no ill effect, so he is probably not infected... yet.
Ruprecht, find a place on the map!

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Loxx and Fetch try to help Hassam with the cadence, Loxx by tapping his staff on the ground, Fetch by waving his branches.
Aid Perform (Loxx): 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
Aid Perform (Fetch): 1d20 + 2 ⇒ (20) + 2 = 22
Somehow they manage to pull off being a metronome quite well.

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Cirri realizes planar study isn't useful here, and tries to recall ritual basics. Her ward on Ruprecht holds steady...
Spellcraft, Negative Levels, Aid, Heroism: 1d20 + 14 - 3 + 2 + 2 ⇒ (18) + 14 - 3 + 2 + 2 = 33
Riddywhipple decides to stick to the basics of incantation.
Take 10 on Linguistics for a 17 total.

Cirri's Familiar |

You have a good point. GM, can I switch Riddywhipple to just aiding me on Spellcraft?
Spellcraft(Aid): 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24

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Will someone put me just to the left of the Diamond Sage please? Thanks.

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Ru also drank a simple cure in my post from 8:21 pm last night.

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Two more cures drunk. That is why I doublecheck...
Room is fifty feet high. Each "landing" is ten feet higher than the last. Stairs are difficult terrain, both directions. Treat the ritual circle and the contraption within as normal terrain.
The group helps to keep the ritual flowing properly even as the sages float in and out of lucidity. The minutes drag on as the sages explore their memories and the sum knowledge of 10,000 years, trying to draw out the malevolent force.
Arcane energy pulses through the room and disrupts the ritual throughout, forcing you to internalize your pain and continue. ritual damage, due to one failure in the preparation, no save: 3d6 ⇒ (2, 2, 6) = 10
Finally, at the pinnacle of the ritual, Amenopheus produces a silver pendant set with an obsidian crystal and places it at the focus. The sage jewels blaze with light as shadows gather, rising up until a whirlwind stands contained within pillars of light emanating from the gems... and suddenly ceases. The sages are utterly still and unseeing, and distortions form around each of their sage jewels, emitting faint cries for help. At the center of this storm forms a spectral being: a frail, dark-haired woman of middle years wearing the silver pendant. A ring of lights orbits her head, matching the colors of the sage jewels.
She rises and looks around the room as a child inspects an anthill and an eerie murmur echoes through the room: “So much time has passed. I have so much catching up to do...”
Darting her eyes to an open space in the ritual circle, another form quickly manifests, one strangely familiar to you. The spirit of Ermias Dalla, the paladin of Osiris, whose body you discovered in the sarcophagus an hour earlier, stands before you now - mighty and enraged. He raises the tarnished crook-and-flail, symbol of Osiris, above his head, seeking a victim to smite. In his forlorn eyes, however, you see nothing but a broken warrior unable to resist fighting for, instead of against, the woman who utterly destroyed him.
The distortions around each of the sage jewels (including the two on the display stands) strongly resemble the one you found in the mindscape room earlier. It may be possible to enter them in the same way (free action - if adjacent).
initiative Loxx: 1d20 + 5 ⇒ (14) + 5 = 19
initiative Ruprecht: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27
initiative Cirri: 1d20 + 1 - 3 ⇒ (14) + 1 - 3 = 12
initiative Hassam: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
initiative Sickly: 1d20 + 2 ⇒ (12) + 2 = 14
initiative Fetch: 1d20 + 2 ⇒ (3) + 2 = 5
initiative Riddywhipple: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
initiative Tahari: 1d20 + 2 ⇒ (14) + 2 = 16
initiative Dalla: 1d20 + 4 ⇒ (8) + 4 = 12
Round 1 - Full Round (bold may act)
Ruprecht (Barkskin, Heroism, 1 negative level) -10 hp
Hassam (Heroism, 2 negative level) -10 hp
Riddywhipple (Diseased, Heroism, 2 negative levels) -10 hp
Loxx (DR/2, Heroism, Deadeye's Lore) -10 hp
Dhiara, the Topaz Sage (inert) -10 hp
Grandmaster Torch, the Emerald Sage (inert) -10 hp
Sinohotep, the Amethyst Sage (inert) -10 hp
Sickly (DR/3, Heroism) -10 hp
Tahari <red>
Amenopheus, the Sapphire Sage (inert) -10 hp
Dalla <orange>
Cirri (Heroism, 3 negative levels) -10 hp
Tahonikepsu, the Diamond Sage (inert) -10 hp
Fetch (Diseased, Longstrider) -10 hp
Let me know if I have your buffs correct. Also, this will be an intense and dangerous combat. There is even some fiddling with established rules. You’ve made a few choices along the way that will help you out, but I just wanted to warn everyone that they made this a pretty epic fight (as it should be - being the last hurrah for the Scarab Sages). Good luck!

Cirri's Familiar |

Riddywhipple is in no shape to fight. "Oh my, this sounds like a group effort, doesn't it? I'll...work on Dhiara, here." He flies right up to the elf and tries to enter her afterimage.

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Loxx decides to first enchant his staff. His weapons wouldn't be very useful against a ghost otherwise.
Cast shillelagh, hold position.

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Know. Religion 1d20 + 13 ⇒ (13) + 13 = 26
Know. Religion 1d20 + 13 ⇒ (16) + 13 = 29
”Tahari is a arcane spell using ghost! Be very aware, she’s going to be a problem!”
”The other one is a grave knight who has training as an antipaladin! This is going to hurt!”
Ru takes a 5’ step and tries to enter the Diamond Sage’s jewel, looking for any help he could find.
Before entering the jewel (since it is a free action)and after moving away, he grabs and throws an acid bomb against the creature that just manifested next to him.
RTA against FF I think 1d20 + 12 - 1 + 2 ⇒ (8) + 12 - 1 + 2 = 21
Damage 5d4 + 7 - 1 + 2 ⇒ (4, 1, 4, 4, 3) + 7 - 1 + 2 = 24
DM, could I get weaknesses and resistances on the grave knight due to my Religion roll?

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Hassam looks correct
Hassam quicky shouts to his fellow Pathfinders, "Let us not falter!"
mv action inspire courage
Before stepping up to Torch, casting haste. 5ft step, standard. Targeting all PCs (only 6 targets due to NLs
and slipping into Torch's mindscape.
"Hopefully his head isn't full of Divs, we could use all the help we can get!" Hassam says as he enters Torch's mindscape.
Inspire Courage +3 competence bonus on attack/damage rolls. Flag Bearer for +2 morale bonus on attack/damage rolls. Heroisms for +2 morale bonus on saves, attack rolls and skill checks (doesn't stack with flagbearer). Haste +1 AC, Reflex, Hit
summary: +6 attack, +5 damage, +2 saves +2 skills, +1 AC, +1 Reflex, extra attack on full attacks.

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Dalla --- Damage Resistance - Magic negates and Spell Resistance = Yes Also Channel Resistance.
bomb miss: 1d8 ⇒ 6
----------------------------
Riddywhipple's body goes limp as he enter's the monk's thoughts.
Dhiara seems lost in contemplation.
Full round action to interact with her this round, go!
----------------------------
The bomb goes long as the Tahari's defenses are strong. Ru's body goes limp as he enter's the dragon woman's thoughts.
Full round action to interact with her (beginning this round), go!
----------------------------
Hassam's body goes limp as he enter's the Grandmaster's thoughts.
Full round action to interact with him (beginning this round), go!

Cirri's Familiar |

"Wow, this is quite a spectacle..." Riddywhipple whistles and flies on Dhiara's shoulder. "But we need your help, right now! Tahari and her corrupted Paladin are tearing the Pathfinders apart, and we need your help to stop them. Quickly, we must go!"

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Jeeze, that's a lot of moving parts... And missing touch on a 21 is not promising either! =)
Sickly's eyes go wide as the incorporeal Tahari manifests, and all the sages seem to suddenly get trapped in their own heads. He seems especially disturbed about the presence of the corrupted paladin.
He eyes both the new foes worriedly.
Knowledge (religion) Tahari: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (religion) Dalla: 1d20 + 5 ⇒ (19) + 5 = 24

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I take it back, the acid bomb hits (got excited about her flat-footed AC, forgot the touch part)
Sickly, you get one more piece of information due to your knowledge roll on the paladin. Also, take your actions.

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Oh, I get to go now?
As for the knowledge check, OOC, I ran into one of these in another scenario a couple weeks back... what element is Dalla attuned to? (Or failing that, knowing of the auras might be good). Dunno what either of those would fall under.
Seeing his companions suddenly going slack, just like when they used the Memory Extractor earlier, the pallid dwarf's worried look grows even more concerned. Especially with the obvious evil so close, ready to harm them!
Not wanting to leave them undefended, he decides to take a stand! Slowly his face starts to get all red and blotchy, his grip tightening on the haft of his hammer, and his right eye starting to tear up.
"Leave us alone." He says, his quiet mumble reaching almost normal tones. "Both of you, go away!"
The final words he almost yells, as brings his hammer down on the nearby anti-paladin, attempting to make his meaning clear and draw it's attention from the nearby Pathfinders and Sages.
Well, Dalla is conveniently in melee range and still flat footed, seems a shame not to take advantage of that!
Rage and full attack, with haste... all blows counting as magical, blunt, and adamantium
Primary, rage, PA, haste, bard: 1d20 + 12 + 2 - 3 + 1 + 5 ⇒ (14) + 12 + 2 - 3 + 1 + 5 = 31, for 2d6 + 8 + 3 + 9 + 5 ⇒ (4, 6) + 8 + 3 + 9 + 5 = 35 damage.
Iterative, rage, PA, haste, bard: 1d20 + 12 + 2 - 3 + 1 + 5 ⇒ (10) + 12 + 2 - 3 + 1 + 5 = 27, for 2d6 + 8 + 3 + 9 + 5 ⇒ (5, 5) + 8 + 3 + 9 + 5 = 35 damage.
Hasted, rage, PA, haste, bard: 1d20 + 12 + 2 - 3 + 1 + 5 ⇒ (7) + 12 + 2 - 3 + 1 + 5 = 24, for 2d6 + 8 + 3 + 9 + 5 ⇒ (5, 2) + 8 + 3 + 9 + 5 = 32 damage.
He will then take a 5' step back, so the antipaladin would have to provoke to get to him.

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GM, Ruprecht has my Ward active, giving him a +3 Deflection to AC and +3 Resistance to Saves until he is hit/fails a save.
The arcane energy surges through Cirri. Why did I tell them to apply Abyssal rites?
Stupid, Stupid! Cirri shakes the pain out of her worn body just as her worst fears are confirmed: The Paladin never got his final rest. She stands in awe, barely gripping her staff. "No. I... no." she wants to cry. Her guard is down.
She is startled as Sickly rages and wails into the fallen warrior. "W-we will end this. I'm with you, Sickly." Cirri tries to prepare herself, but she's much too slow.

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Ermias is attuned to acid
There are 5 PCs, Hassam, you can select another to receive your last haste allotment...
As the fearsome foes coalesce, Ruprecht tosses a bomb without hesitation that strikes the ghost as solid as could be hoped and then slips into Tahonikepsu's mindscape. Hassam sings and hastens the group, then immediately steps into the former Shadow Lodge leader's tortured psyche. Riddy quickly steps into Dhiara's mind as Loxx readies his weapon for the ghost.
Sickly acts decisively and wallops the poor grave-knight several times, cautiously moving back to prevent a counter-strike.
Aryana Tahari smiles indignantly at the bomb shards still peeling away at her essence, and then turns to Amenopheus, flicking her fingers to the south. "Destroy the lich and those two, my new pet."
"Yes, my mistress." The Sapphire Sage drones, as he launches a fireball at Loxx and Fetch!
DC 19 Reflex save for Loxx and Fetch or take 35 fire damage from Amenopheus
The ex-paladin Ermias Dalla steps forward and lunges at Sickly with almost mechanical precision, knocking his weapon away, then follows up with a lengthy swing that misses narrowly, drops of acid from his crook spraying the area. "Destroy me, dwarf... he pleads in a growling whisper.
disarm on Sickly: 1d20 + 20 ⇒ (12) + 20 = 32
attack on Sickly: 1d20 + 15 ⇒ (6) + 15 = 21
The air grows noticeably colder and visions of a young Tahari murdering a boy she with a rock for bread fill the air around you. Evil now permeates this chamber. Those of you that can see it are sickened, no save
Sensing a unique opportunity, Aryana Tahari launches a flaming sphere at Loxx and then unleashes a vast cloud of poisonous gas on the group. Cirri, Loxx and Sickly will see the onyx jewel glow brightly just as she does this, as well as the black dot circling her head. The three of you will also see Tahonikepsu's diamond sage jewel glow brightly as the acid damage from the bomb disappears as well.
The yellow area acts as a poisonous fog cloud now, and I need a DC 23 Fortitude save from everyone in it or take Con damage: 1d4 ⇒ 4 oh crap...sorry
Also, a DC 20 reflex from Loxx to avoid flaming sphere fire damage: 3d6 ⇒ (6, 3, 1) = 10
And yes, that was two spells in one round...
Round 1 - Full Round (bold may act) - Inspire Courage and Flag Bearer are up!
Ruprecht (Haste, Barkskin, Heroism, 1 negative level, Ward) -10 hp
Hassam (Haste, Heroism, 2 negative levels) -10 hp <need Fort save>
Riddywhipple (Diseased, Heroism, 2 negative levels) -10 hp <need Fort save>
Loxx (DR/2, Haste, Heroism, Deadeye's Lore, Sickened) -10 hp <need two Reflex and one Fort save>
Dhiara, the Topaz Sage (inert, -2 CON) -22 hp
Grandmaster Torch, the Emerald Sage (inert, -2 CON) -22 hp
Sinohotep, the Amethyst Sage (inert) -27 hp
Sickly (DR/3, Haste, Heroism, Sickened) -10 hp <need Fort save>
Amenopheus, the Sapphire Sage <red> (staggered) -10 hp
Dalla <orange> -67 hp
Tahari <red>
Cirri (Haste, Heroism, 3 negative levels, Sickened) -10 hp <need Fort save>
Tahonikepsu, the Diamond Sage (inert, -2 CON) -27 hp
Fetch (Diseased, Longstrider, Sickened) -10 hp <need Reflex save>
@Ru, I still need what interaction you want to have with Tahonikepsu in her mindscape
Otherwise, Cirri and Fetch can act, saves first

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Ru in the mindscape:

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Reflex (fireball): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Fortitude: 1d20 + 12 - 2 + 2 ⇒ (15) + 12 - 2 + 2 = 27
Reflex (flaming sphere): 1d20 + 8 - 2 + 2 ⇒ (1) + 8 - 2 + 2 = 9
Something bad: 1d4 ⇒ 4
Reflex: 1d20 + 8 - 2 + 2 ⇒ (5) + 8 - 2 + 2 = 13
which: 1d3 ⇒ 1
He avoids the worst of the flames and the ghast, but not the sphere. His scimitar presses up against it, but being made of adamantine, the fire does little harm to it.

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Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Fetch evades the flames.
At Loxx's urging, he tries to tell his familiar to enter the jewel next to him.
Not sure if a plant can. It's intelligent, but it is immune to mine-effecting effects, so I don't know if that prevents him from moving into a mindscape.