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Valik, dispenses his last bit is f advice, as the quotes from his sensei at the temple have all run out. He steps up to the devil and take three furious punches at the foe, throwing caution to the pit of the abyss they came from.
ac 32: 1d20 + 11 + 1 + 2 ⇒ (18) + 11 + 1 + 2 = 321d10 + 1 ⇒ (2) + 1 = 3
1d20 + 5 + 3 ⇒ (13) + 5 + 3 = 211d10 + 1 ⇒ (10) + 1 = 11
1d20 + 11 + 3 ⇒ (3) + 11 + 3 = 17
reflex vs slime: 1d20 + 9 ⇒ (18) + 9 = 271d8 ⇒ 3

GM Harker |

Valik advances on the red babau and punches it twice, avoiding acid each time.
Valik's 2nd Reflex Save: 1d20 + 9 ⇒ (15) + 9 = 24
The Drow leader casts a spell, then guides herself further away from the remaining bat.
Initiative (Round 7)
2 Babau demons {Red, Blue Borders}
Heccan [Life link with Quiella]
Quiella [18 Damage; 23 on her turn]
Valik [38 Damage; Infernal Healing 7 Rds. left]
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella] <= Up
Vailis/Bat [31 Damage; 26 on Quiella's turn. Life link with Quiella] <= Up
Group Effects
Inspire Courage: +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Zephyrus and Vailis

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Concentration DC 23: 1d20 + 15 ⇒ (9) + 15 = 24
Observing the groups back ill situation, Vailis concentrates to summon a rival to the insidious demon and brings to the world another augmented hound archon to vlank with Vailik and finish the job before the group is dropped.
The giant bat suddenly disappears as the hound is summoned.
The archon hound immediately resorts to attack the demon, his greatsword attacks being good and lawfully aligned due to his very nature.
mwk greatsword+flank+Inspire courage-Power attack: 1d20 + 11 + 2 + 2 - 2 ⇒ (14) + 11 + 2 + 2 - 2 = 27
Good/Lawful/Slashing damage+Inspire courage+smite evil+PA: 2d6 + 6 + 2 + 6 ⇒ (4, 2) + 6 + 2 + 6 = 20
mwk greatsword+flank+Inspire courage-Power attack: 1d20 + 6 + 2 + 2 - 2 ⇒ (17) + 6 + 2 + 2 - 2 = 25
Good/Lawful/Slashing damage+Inspire courage+PA: 2d6 + 6 + 2 + 6 ⇒ (4, 5) + 6 + 2 + 6 = 23
bite+flank+Inspire courage-Power attack: 1d20 + 5 + 2 + 2 - 2 ⇒ (18) + 5 + 2 + 2 - 2 = 25
Good/Lawful/Slashing/Perforating/Contundent damage+Inspire courage+PA: 1d8 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Ref vs slime for bite+prot vs evil: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
The presence of the archon further inspires the group, a magic circle of protection against evil automatically protecting Zephyrus, Vailik, Vailis and Heccan.
Similarly, its presence results menacing to the demon.
Aura of menace: Will DC 16 or the demon gets –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.
This might affect the success of the archon attacks due to lowered AC.
Vailis HP 28/59 -> 33/59 on Quiella's turn
AC 17 (19 vs evil); DR 10/evil
Hound HP 51/51; AC 19 (21 vs evil)

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I shall wait until ^THAT^ is resolved before making my own action, as that looks like it may well have done away with Red over here, and if so, that of course impacts my next move enormously.
Valik, dispenses his last bit is f advice, as the quotes from his sensei at the temple have all run out.
*pictures Valik as a tin wind-up toy from whose rivet-jointed mouth martial advice drops in the form of little strips of paper in egg-shaped plastic cups at 25 copper pieces each*

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Dr. Vitruvian hurries to seize the moment, and lines up a series of what he knows to be quite tricky shots against the remaining demon....
As before, not bothering to roll the acid damage. Let me know if there are any another modifiers or hurdles:
Vanth, heroism, Sensei, haste, melee penalty, soft cover vs blue: 1d20 + 10 ⇒ (16) + 10 = 26
cold iron damage: 1d8 + 4 ⇒ (3) + 4 = 7
Vanth, heroism, Sensei, haste, melee penalty, soft cover vs blue: 1d20 + 10 ⇒ (19) + 10 = 29
cold iron damage: 1d8 + 4 ⇒ (1) + 4 = 5
Vanth, heroism, Sensei, haste, melee penalty, soft cover vs blue: 1d20 + 5 ⇒ (10) + 5 = 15
50% chance arrow can be retrieved, low is bad: 1d100 ⇒ 57

GM Harker |

With his first two arrows, Zephyrus kills the other babau!
You can keep the third arrow, Zephyrus.
Initiative (Round 8)
Heccan [Life link with Quiella]
Quiella [18 Damage; 23 on her turn]
Valik [37 Damage; Infernal Healing 6 Rds. left]
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella] <= Up
Vailis/Bat [31 Damage; 26 on Quiella's turn. Life link with Quiella] <= Up
Group Effects
Inspire Courage (for Heccan and Quiella): +2 to rolled attacks/damage, Fear and Charm saves
The area of darkness is represented by a green outlined circle.
Heccan, Quiella, and Valik are up!

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Quiella spins on her heel and glares at the darkness. "Can anyone light my way?"

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Valik grabs a potion and chugs it, you see many of his wounds start to patch themselves up.
cure serious: 3d8 + 5 ⇒ (4, 7, 6) + 5 = 22

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the darkness spread because Mel dropped his light, right?

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Is this supernatural darkness or darkvision might help?

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The glassy, unblinking eyes of the X-magus stare up into the darkness, unseeing. Can they be smiling? Can they be cheering on the party to further success over this deadly foe?
Nah, its just your imagination. He's dead. His eyes don't sparkle. They don't bubble. He just kind if laaaaaaaays there.

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at Oracle level *10* Quiella will be able to see in magical darkness... Well. Hmm. Does the archon have anything for this? Can anyone dispel it? If not, Quiella might just go in blind and hope for the best. Maybe more bats can lead her there?

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The archon starts sniffing, readying itself to scent for the drow priestess trail in her darkness.
Basically I plan to use his scent ability to pin-point it.
I plan to cast Fly on Vailik or the Archon next round.

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Quiella takes to the air and moves into the darkness.
going 5' up with a double move

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Heccan retrieves a wand from his pack and activates its stored energy. He directs the power to Vallis who feels the dark energy course through him.
Heccan will draw his wand of infernal healing and use it on Vallis. Fast Healing 1 for 10 rounds.

GM Harker |

Quiella flies into the magical darkness, hoping to find the Drow leader and end this thing.
Meanwhile, Heccan pulls out his wand of Infernal Healing and uses it on Vailis.
The field of darkness lowers fifteen feet to the ground, indicating that the drow leader probably floated down.
1d100 ⇒ 12
Initiative (Round 9)
Heccan [Life link with Quiella]
Quiella [23 Damage; 28 on her turn]
Valik [14 Damage; Infernal Healing 5 Rds. left]
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella] <= Up
Vailis/Archon [25 Damage; 20 on Quiella's turn. Infernal Healing 9 Rds. left Life link with Quiella] <= Up
The area of darkness is represented by a green outlined circle.
PC's are up!

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I'd like a pointer from the archon

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"Thanks Heccan!" answers Vailis while his wounds start to heal.
The half-elf then touches Valik granting him fly "Go catch her!"
Meanwhile the archon hound teleports into the middle of the darkness and starts sniffing using his scent ability It is hidding here says a preternatural voice in the darkness 10 feet away from me to the southwest the hound is using truespeech to communicate with Quiella.
Aura of menace: Will DC 16 or the drow gets –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.
Circle vs evil: The archon and those 10' are affected as with protection from evil: +2 deflection to AC and +2 resistance to saves vs evil characters and spells
Vailis HP 34/59 -> 39/59 on Quiella's turn
AC 17
Hound HP 51/51; AC 19 (21 vs evil); DR 10/evil

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I'm not sure the drow's position has actually been updated on the map?

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Okay, so based on the information the hound gave her, Quiella can fly over to the Drow and attack it?

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Quiella casts a spell and then moves closer to the drow.
only have a 15' move speed unfortunately. Casting Divine Favor

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Valik, despite knowing that he “shouldn’t” go into the darkness, decides that this fight needs to end NOW. He has seen one of his close friends die, fighting against this evil. If it were his time, than so be it.
He moves forward, hoping to pinpoint where the Drow leader is.
perception to pinpoint locale?: 1d20 + 20 ⇒ (18) + 20 = 38
i just want to be able to effectively pinpoint the Drow leader to get the 50% chance
doubled 60, done

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does flying give me additional move speed while I'm wearing heavy armor? If so I'll change my action. I thought it stayed the same.

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does flying give me additional move speed while I'm wearing heavy armor? If so I'll change my action. I thought it stayed the same.
The fly spell gives you 60' movement, 40' when dressing medium or heavy armor. Be aware in darkness you have to move half speed or pass balance checks (perhaps Fly checks if you are flying instead?)

GM Harker |

Vailis casts a Fly spell on his Archon and sends the creature to find the remaining enemy by smell. He does indeed pick up the scent of something to the southeast but also something to the east of his current location.
Quiella flies towards the southeast area indicated by the Archon. I believe Quiella can take an attack if she wishes.
Valik moves into the darkness and hears slight breathing in the area where the Drow leader is assumed to be.
Heccan and Zephyrus.

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Faced with no better alternative, Dr. Vitruvian also charges into the darkness.
Perception, like Valik - I take it this would be my standard action?: 1d20 + 15 ⇒ (9) + 15 = 24

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Sweat pours off Heccan's brow as he struggles through the pain and exhaustion the use of his magic has wrought. Never before has he channeled this much infernal power. As he searches for options, he recalls the word of one of his confidant's in Absalom. Fear not the dark power, Heccan, for it shall be she who fears yours. In a moment of insight, Heccan finally understands the cryptic message. He takes in a deep breath before raising his voice, addressing the inky void before his friends and fellow agents.
"Hear me witch! You have lost. Your darkness cannot protect you from the light of the angels that descend upon you. Submit to me, and you may yet live. Defy me? Then the hound from heaven shall pass his own judgment upon you. And I assure you, you will be left wanting."
Heccan is attempting to use the demoralize aspect of the intimidate skill. Heccan is also bolstering his attempt by using his soothsayer boon which allows him to add +4 to a skill roll. By using the boon, Heccan gains the shaken condition for 1 round.
Intimidate (demoralize): 1d20 + 12 ⇒ (8) + 12 = 20
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Action Demoralizing an opponent is a standard action.
Retry? You can attempt to intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after one hour has passed.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

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Mel tries to assist with the intimidate... oh wait, he's dead. :)
I think 6-year-old's in a haunted house may be about the only people who would be intimidated by a body that just lays on the ground and doesn't move. If there happen to be any of those wandering around here, I've got it nailed!

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alright, retconning my last post
Quiella swoops in and strikes at the drow with her greatsword, cursing her in the name of Erastil.
greatsword, attack, power attack, smite: 1d20 + 13 - 2 + 5 ⇒ (19) + 13 - 2 + 5 = 35 for slashing, cold iron, magic: 1d10 + 7 + 6 + 4 ⇒ (9) + 7 + 6 + 4 = 26
confirm crit: 1d20 + 13 - 2 + 5 ⇒ (6) + 13 - 2 + 5 = 22 for slashing, cold iron, magic: 1d10 + 7 + 6 + 4 ⇒ (10) + 7 + 6 + 4 = 27
1 is a miss: 1d2 ⇒ 2

GM Harker |

Since the target is functionally invisible, they actually have a +40 to Stealth without moving. So, Valik and Zephyrus won't be able to pinpoint with those rolls, but can use the Archon's directions to find the proper square.
Zephyrus also need to make a DC 10 Acrobatics check to avoid falling prone (Valik would have needed to make this Skill check too, but he makes the DC by rolling a 1). This occurs whenever you move more than 10 feet when you are blind.
Quiella would need to make this roll too, but since she's magically flying, she can't really fall prone, so we need not waste time on that.
Also Quiella, I prefer the 1d100 when making the miss chance roll in the PbP just to keep everything standardized. To keep things moving, your current roll is fine this time.
Following the Archon's directions, Quiella swoops in and hits something squishy with her Greatsword, but it does not feel like a critical hit.
Zephyrus makes his way into the darkness and attempts to gauge the enemy's location using the data available.
Heccan attempts to demoralize the drow leader, but cannot determine the effects of his words on the enemy.
The Leader is about finished, so I'm going to continue forward. Zephyrus can take another move or standard after he makes his Acrobatics check, on top of whatever actions he takes for the next round.
Quiella feels a small claw touch her and instantly stung by some magical effect! Quiella needs to make a DC 19 Will save or she will be cursed, taking a -6 to her Strength.
The position of the tiny creature that touched her is indicated by the red bordered monster in her square.
The drow leader then moves away, indicated by her smell to the archon and the shifting darkness perceived by Vailis and Heccan.
Touch attack: 1d20 + 11 ⇒ (18) + 11 = 29
Miss Chance: 1d100 ⇒ 82
Initiative (Round 10)
Heccan [Life link with Quiella] <= Up
Quiella [28 Damage; 33 on her turn] <= Up
Valik [13 Damage; Infernal Healing 4 Rds. left] <= Up
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella] <= Up
Vailis/Archon [19 Damage; 14 on Quiella's turn. Infernal Healing 8 Rds. left Life link with Quiella] <= Up
The area of darkness is represented by a green outlined circle.
PC's are up!

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While Vailis tries to recompose himself and double moves towards the group, his wounds keep healing.
Vailis HP 40/59 -> 45/59 on Quiella's turn
Meanwhile the archon spends all his time trying to follow the drow leader and sniff her with her scent to point it out to the group shouting in truespeech "Follow my voice! She is here! 10' south from me!"

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Presuming that I can attack the talon creature with the help of the archon?
Valik moves forward, footwork peerless and confident. He stops when the archon tells him of the enemy. He strikes out at the creature hoping to hit it.
miss %, high always good for me: 1d100 ⇒ 86
punch: 1d20 + 11 ⇒ (13) + 11 = 241d10 + 1 ⇒ (10) + 1 = 11

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Previous round:
Acrobatics, heroism: 1d20 + 6 ⇒ (5) + 6 = 11
The good(?) doctor does an accidental pirouette as he nimbly recovers from stumbling over a small stone. Too bad nobody around could see it...with one presumable exception...
I'm assuming that at this point in time, the Drow was not yet where she is presently placed, and within 20 feet of me:
Bomb, heroism, haste, targeted bomb admixture vs (here's hoping) the priestess: 1d20 + 13 ⇒ (12) + 13 = 25 minus whatever else, probably melee penalty but I didn't include it myself this time
fire damage: 3d4 + 14 ⇒ (1, 3, 1) + 14 = 19
miss chance, low is bad: 1d100 ⇒ 46 NOOOOOOOO...
Can I use a folio reroll on a miss chance? If so, here goes...: 1d100 ⇒ 15 FFS. Suddenly I hope I was wrong about being able to use that for this....
...who is also treated to a small, intense, and unfortunately, harmless pyrotechnics display.
I'm not rolling the typical 1d8 'spin the bottle OF DEATH' since, as it's a targeted] bomb, I don't think it would matter which square it landed in since it wouldn't be a direct hit regardless. I don't think.
Current round, assuming I don't need to make another Perception roll:
Acrobatics, heroism: 1d20 + 6 ⇒ (17) + 6 = 23
Dr. Vitruvian barely feels his shoes hit the ground as he dashes his way past Valik, Quiellia, and whatever their new acquaintance is...
I don't know if I'd even be permitted to make Acrobatics checks to avoid attacks of opportunity from the thing, let me know if I can and/or even need to.
...and boldly, foolishly, almost insanely, lobs another bomblet into the darkness in the hopes it will warm a certain dark heart for the rest of her life!
Bomb, heroism, haste, targeted bomb admixture vs the priestess: 1d20 + 13 ⇒ (8) + 13 = 21 minus whatever else
fire damage: 3d4 + 14 ⇒ (4, 2, 2) + 14 = 22
miss chance, low is bad: 1d100 ⇒ 29
No such luck.

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will save: 1d20 + 13 ⇒ (11) + 13 = 24 Phew. I was starting to feel superstitious about Quiella and the RNG
Quiella shrugs off the touch, heals herself, and goes after the Drow, following the Archon's advice in the dark.
Lay on Hands, Greater Mercy, favored class, fey foundling: 2d6 + 1d6 + 2 + 6 ⇒ (2, 4) + (1) + 2 + 6 = 15
greatsword, attack, power attack, smite: 1d20 + 13 - 2 + 5 ⇒ (1) + 13 - 2 + 5 = 17 for slashing, cold iron, magic: 1d10 + 7 + 6 + 4 ⇒ (6) + 7 + 6 + 4 = 23
Miss chance, low is a miss: 1d100 ⇒ 33 I confess I don't like using all 100 sides of the die for something that's 50-50; seems needlessly complex to me, but I will do it anyway.
*sigh* Okay, maybe the RNG really *does* hate Quiella.

GM Harker |

I think the folio roll only counts for d20 checks, so I believe Zephyrus still has his reroll.
Since Zephyrus' bombs currently don't have splash, we won't worry about what square they land in.
Vailis moves towards the darkness, while the Hound Archon continues to provide directions thanks to its nose.
Using directions from the Archon, Valik attacks the small creature that touched Quiella and hits it.
Zephyrus tosses two bombs in the darkness, but misses his mark both times.
Quiella heals herself, then moves forward to attack the drow leader. Her attack is also fouled up by the darkness.
Heccan

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Unseen by all, the mysterious RNG pokes its favorite toy a few times, but the magus is totally unresponsive. Angry at being ignored, it lashes out at the other nearby vessels. Unappeased, it folds it metaphorical arms and begins to pout. Suddenly, it becomes aware of a strong tugging. Darkness! Ah, now that looks like fun! And there are so many of them running around inside! Feeling a renewed purpose, it flows eagerly over them and resumes dealing out Fate!

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Heccan makes another attempt to demoralize the drow leader.
"You cannot hide in darkness forever witch!"
Intimidate -1 Shaken: 1d20 + 7 ⇒ (15) + 7 = 22
Note that DC to demoralize increases by 5 for second attempt. Success would leave leader shaken for 1 round. Also, Heccan's invisible spell has expired and he is visible now for what it is worth.

GM Harker |

Heccan makes another try to intimidate the remaining drow, although once again he cannot determine the effectiveness of his attempt.
The drow leader then casts a spell and Quiella, Zephyrus, Valik, and the Archon all feel a cold, cloying miasma of greasy darkness overcome them. Afterwards, the drow moves away from Quiella's sword. Okay so Quiella, Zephyrus, Valik, and the Archon all need to make a DC 19 Will save. The Archon's Circle of Protection gives itself and Quiella a +2 to this save.
If Quiella fails, she takes 13 damage and is sickened for 1d4 ⇒ 3 rounds; if she succeeds, then she only takes 6 damage and is not sickened.
If Valik and/or Zephyrus fail, they take 6 damage and are not sickened; if they succeed then they only take 3 damage.
If the Archon fails, it takes 41 damage, which is enough to destroy it. If it succeeds, then it only takes 20 damage. I did succeed against the Archon's SR.
Whatever Valik hit earlier retailates by entering his personal space and attacking him. The creature makes three attacks, (21, 31, 19) against Valik's flat-footed, blinded (extra -2) AC. I'll roll damage for all of them, you let me know which ones hit, Valik. (To hit AC 21, 1 Damage, make a DC 13 Fort save to avoid being poisoned losing 1d2 ⇒ 2 Dex.), (To hit AC 31, 1 nonlethal.), (To hit AC 19, 1 nonlethal).
Non-Outsider Damage: 5d8 ⇒ (6, 1, 1, 3, 2) = 13
Outsider Damage: 10d6 ⇒ (1, 2, 6, 6, 6, 5, 4, 3, 4, 4) = 41
SR attempt: 1d20 + 10 ⇒ (18) + 10 = 28
Quasit Claw 1: 1d20 + 11 ⇒ (10) + 11 = 21
Percentage: 1d100 ⇒ 99
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Q Claw 2: 1d20 + 11 ⇒ (20) + 11 = 31
Percentage: 1d100 ⇒ 93
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Q Bite: 1d20 + 11 ⇒ (8) + 11 = 19
Percentage: 1d100 ⇒ 71
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Initiative (Round 11)
Heccan [Life link with Quiella] <= Up
Quiella [18 Damage; 23 on her turn + Dmg Inc.] <= Up
Valik [12 Damage; Infernal Healing 3 Rds. left + Dmg Inc.] <= Up
Drow Leader {Purple Border}
Zephyrus [1 HP Damage; 1 Con Damage. Life link with Quiella + Dmg Inc.] <= Up
Vailis/Archon [13 Damage; 8 on Quiella's turn. Infernal Healing 7 Rds. left Life link with Quiella] <= Up
The area of darkness is represented by a green outlined circle.
PC's are up!

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will: 1d20 + 13 ⇒ (10) + 13 = 23
do I still get an AOO as it has to move into my space? Only the 31 will hit me, even with a -2 ac
miss on 1-50: 2d100 ⇒ (76, 30) = 106
Valik, punches at the annoying creature twice. The first one he feels he has a good idea where the nuisance is, while the second swing is far off.
1d20 + 11 ⇒ (11) + 11 = 221d10 + 1 ⇒ (5) + 1 = 6
AOO if allowed: 1d20 + 11 ⇒ (2) + 11 = 131d10 + 1 ⇒ (1) + 1 = 2

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Will DC 19: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
The energy almost vanishes the archon as it fails to defend itself from the wave.
Almost exhausted, Vailis walks south until he can see the beginning of the exit tunnel and casts another wall of ice to block the drow escape.
Vailis HP 46/59 -> 51/59 on Quiella's turn
Meanwhile the hound archon sniffs the air then moves to try reach the drow with his sword while barking "It's here! Right south in front of me!"
mwk greatsword-sickened: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Lawful/Good/Slashing damage-sickened: 2d6 + 3 - 2 ⇒ (3, 5) + 3 - 2 = 9
HP 10/51; sickened 4 rounds