
Unafe Two-Hearted |

"Someone here? Or from afar?" Unafe looks left and right, and sniffs the air.
Perception (scent): 1d20 + 13 ⇒ (6) + 13 = 19
"Li'an, you are a master of the arcane. Assuming this was from afar, what could it have been?"
Seems to make sense that we determine our safety first. Then, Unafe is happy to reach out to Rue in dreams, and invite the rest of you (any who're willing to nap) along as well.

GM Kiora |

Time Passes: 2 minutes.
Ehren observes Unafe's immediate reaction, her instinctive survey of their surroundings, and her attempt to discern any nearby presence through scent. He understands her concern and the need for heightened awareness in light of the recent attempt on his mind.
"Unafe, it's impossible to say for certain whether this attempt originated from nearby or from a distant source," Ehren responds, contemplative. "Such spells can be cast from great distances, and the caster could be anywhere. The nature of the spell doesn't necessarily leave a trail that can be followed or sniffed out, especially if the caster is skilled in concealing their presence."
You do not smell anything different.
Li'an K.Arcana: 1d20 + 22 ⇒ (6) + 22 = 28
Li'an ponders Unafe's question for a moment before responding,
"Given the circumstances and the fact that Ehren was able to detect and resist the intrusion, we could be looking at a few possibilities," Li'an begins, her voice carrying the weight of her expertise. "The spell might have been a divination attempt, such as 'Scrying' or a similar spell, which would allow someone to observe or listen in on us from a distance. These spells are often used for gathering information."
She pauses, considering other options. "Another possibility is a more direct mental assault, like some long-range version of 'Mind Probe' aimed at extracting information directly from Ehren's thoughts. However, these require a higher degree of skill and power, especially to reach someone of Ehren's caliber. Most spellcasters cannot cast such a spell except at short range."
Li'an furrows her brow slightly. "It's also worth considering that it could have been a preparatory step for a more complex spell or ritual, perhaps something that required a brief connection to Ehren's mind. It isn't really possible to pinpoint the exact spell."
As the group continues their discussion inside the tower, the atmosphere outside begins to shift. The previously calm air gradually gives way to a rising wind, its gentle whispers growing into more pronounced gusts. The sound of rustling tents and the creaking of old timbers in the tower accompany the increasing breeze.

Unafe Two-Hearted |

Unafe nods, frowning. "...So there's little we can know, really. I guess I'm not surprised.
"Myrna, I recall Beatrix knows a spell that protects those near you from mental control. Now might be a wise time for her to cast it, in case there's a second attempt coming on Ehren, or another of us.
"Why don't we wait a couple minutes. Then–if we don't encounter anything else concerning–I'll go back to the dreamworld and see if I can reach Rue. Any of you are welcome to join me...though perhaps at least two of you should remain awake to watch for danger, given what just happened."
If nothing seems suspicious in the next 3 minutes, Unafe will sit down with her back against the wall–eyes half-open–and hold the hands of any who want to join her. Then she'll bring them all into her dreamspace, and attempt to contact Rue (who will get a DC 19 Will save if she resists)

Ehren Ferron |

"Your concern is warranted, Unafe, but there is no telling if or when the one responsible will make another attempt," Ehren insists, somewhat hesitant to expend too much effort fending off such a nebulous threat. "A protective spell would need to last several hours to be truly useful. In any case, the caster likely realizes that their spell has failed and that I am consequently aware of the fact. As long as I stay on guard, I do not believe I should have much difficulty warding off another spell."
"Isn't it... impossible for a demon to be good? Ah, she can still be a traitor even if she's not good. Yes, I would like to meet this demon. Where is she now?"
Looking back to Myrna, Ehren nods, glad for the captain's level-headed response.
"Yes, we should establish contact with Arueshelae as soon as possible. Once we learn what she knows, we can decide how to proceed. As for your question, Myrna... I do not know. I certainly thought it impossible, but the word seems to hold little meaning anymore." The druid pauses and tilts his head, considering what Rue claimed about her latent abilities, now lost to her. "If it is impossible, then perhaps she is not a demon at all anymore. Perhaps she has become something else entirely."
Ehren will attempt to join Unafe in the dreamspace once she makes the attempt.

Myrna Riversoar |

Myrna nods in agreement with the Archdruid. "The Lieutenant is asleep, and the Archdruid is right. Her protective spell would only last a few minutes. We don't even know if the intent here is hostile. It could be you, couldn't it? Using your dream-magic?"
Myrna sits back, still somewhat wary of the sleep-magic. "I'll stay awake for now," she says. "I'd prefer to meet this demon in the flesh."

GM Kiora |

OK, so Hinagiku is not available until January 3rd so we will just move on without her for now.
Li'an listens to Ehren's perspective, her expression contemplative. "You make a valid point, Ehren. If our adversary is as skilled as I suspect, they'll be aware of their failure and might think twice before making another attempt."
Once three more minutes pass without any signs of sudden ambush, Unafe settles herself to reach out to Arueshalae in the dream realm. She closes her eyes, her breathing steady as she begins to pull on the delicate threads of the dreamworld. However, her efforts are met with resistance. Arueshalae, either by choice or circumstance, does not succumb to the call of sleep, remaining in the waking world.
As Unafe's attempt to connect with Arueshalae continues, the environment outside undergoes a subtle transformation. The winds, which had been steadily picking up, bring with them the first drops of rain. The heroes can hear the gentle patter of raindrops outside.
Arueshalae Will Save: 1d20 + 14 ⇒ (7) + 14 = 21
Time Passes: 8 minutes.

Unafe Two-Hearted |

Unafe sighs, and opens her eyes, returning to the waking world. "Rue resisted–probably fearing demonic aggression, much like Ehren just did. I can try again this time tomorrow, but not before that.
"We can wait of course...or perhaps call out for her? Myrna, do you have a way to amplify any of ours' voice like you did your own? If so...maybe we just call for her, and hope she hears?"
4/13 SP (-1 for dream merge attempt)

Ehren Ferron |

Ehren grimaces. "While a clarion call would certainly get her attention, it would be far from the most subtle means of doing so. We should not risk drawing unnecessary attention to Caerwen or ourselves. Who can say what might be listening out there?"
"Whichever route we take, Arueshelae intends to follow. She can no longer teleport independently, so she will need to walk the lines alongside us if she wishes to stay near Valaria. In that case, she might approach us of her own volition."

Myrna Riversoar |

Myrna nods along. "So the plan remains unchanged, then. We wake when we've rested, I attempt to heal Valaria, and we make for Drezen. If we hear from this, 'Rue', we make contact and try to gain the location of the Templars' Sanctum."
She nods, satisfied that they've come to a reasonable construction of events. When the rain begins, she gives a sad little frown. While cold doesn't bother her, being soaked does. "Well, Archdruid, Clan-Liege, I think this is my cue." She stands and dusts off her pants of dirt. "I'll go take my place in one of those towers, now. Keeps me out of this rain at least."
She heads off to let one of her soldiers rest. Myrna isn't sure exactly what time it is, but she gets a ranger to relieve her when it's been a few hours.
Myrna will take a middle watch, but otherwise doesn't have any more relevant actions to take until daylight.
Upon further reflection, if we are planning to march to the ley node, Myrna doesn't need to wait to restore powers before doing anything. After we rest, she is willing to start traveling.

GM Kiora |

Time passes: 10 minutes.
Myrna strides off to take her place on the wall, relieving a soldier from their post. The rain intensifies into a frigid, pelting downpour. Myrna, accustomed to harsh conditions, barely registers the discomfort, but she observes the other soldiers shivering and tightening their hoods against the elements. Myrna also notes that it is far more dark outside. All of the will-o-wisps seem to have vanished, leaving Caerwen without any light. Some of the soldiers who are on watch use magical lights to help them see.
Li'an, watching Myrna depart, turns to the remaining group. "I'll assist in reinforcing the tents and securing our camp against this storm. It's the least I can do to ensure our soldiers' comfort and safety."
As Li'an heads out to lend a hand, the wind howls through the camp, tugging at the tents with increasing ferocity. Some of the less securely anchored tents succumb to the gusts, collapsing and adding to the chaos of the stormy night.

Ehren Ferron |

"I'll come along, then," Ehren replies, pulling his hood over his head. He follows Li'an outside and into the miserable storm, which while chaotic is thankfully normal-seeming. For now, at least.
Ehren does what he can to help the troops keep their camp from falling apart entirely, short of using magic to tame the winds. While technically possible, no spell within his means would be powerful enough to last the whole night.

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +15 | AC 32, Touch 29, FF 25 +4 dodge when moving | DR1/- | CMD 34 | Fort + 16 Ref +17 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 4 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 3 insight, 1 nat ac enhanc
Others: not FF in surprise round,act in surprise round | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..07........18........6........0........04....01
Max.|..07........18........6........4........17....11
143/143 hp
Martial focus: 1/1
Resources spent
Rolls
Contingency:
Actions
Swift:
Move:
Move (enhanced patrol):
Free:
Standard:
Full round action:
_______________________________
”I could not believe it either.” Hinagiku says when Myrna mentions her doubts regarding Arueshalae’s redemption. ”But, I don’t think you know this, but I can look into the essence of people. It is not like what devoted worshippers can do, I have that ability too, but something deeper. I have looked into Mrs. Arueshalae’s soul, and although there is still darkness, I believe she truly wishes to change. And, thanks to the intervention of the Song of Spheres, it might be in fact possible. But, being on guard is never unwise.”
While Unafe attempts to contact Rue through dreams, Hinagiku takes her turn to keep guard. In that time, she uses rags from the bed to clear the altar Jaruunicka built. She continues for a while until she can hear the wind pick up and the chaos that results. At that point, she helps the crusaders to the best of her ability. Only once everything is under control does she retires to the bell tower, where she sleeps.

Unafe Two-Hearted |

When she hears about the tents getting battered, Unafe offers to come help as well. As she does, Unafe pauses from time to time to try to reach out silently to Peace-Amongst-Pain, hoping to create a beacon for them to return to.
Once the tents are battened down–and she's thoroughly drenched–Unafe glances back over the battlefield. As she does, she hears Rhys, son of Owen, whisper that she should harvest what she can from them.
Unafe sighs, not entirely sure she wants to stay out any more than she already has in the freezing rain...but knowing that Rhys won't easily be quieted either.
She bounds over to the remaining corpses, looking for things to harvest for totems.
Spend 1 flex for: Efficient Preparation & the Hide talent. I think there are 2 drakes and 3 grimslakes. Each component harvest takes 1 minute. From the 2 drakes she attempts to harvest bones, and from the grimslakes' scaly hides (2x/each as well). Harvesting is automatic, but I'll have to roll later, when I refine them. Harvesting 10 components will take me 10 minutes.
.
Tracking:
4/6 Flex remaining (-1 for Efficient Prep & Hide)

GM Kiora |

Time Passes: 4 minutes.
Li'an, Unafe, Ehren, and Hinagiku work tirelessly alongside the Crusaders, battling against the elements. The camp, battered by the storm, struggles to withstand the assault. Tents that once stood firm are now either swept away or clinging desperately to their moorings and it is impossible for the Crusaders to rest under these conditions. Lightning illuminates the sky in brilliant flashes, followed closely by the deep rumble of thunder.
It is not possible to move outdoors without a DC 10 strength check due to the wind.
So, if Unafe wants to harvest totems, she must roll those checks.

Unafe Two-Hearted |

When the gale picks up, Unafe grows to her full saurian size once again, leaning her shoulder into the wind.
Str checks: 12d20 ⇒ (15, 11, 14, 8, 19, 12, 17, 10, 1, 4, 9, 12) = 132 Succeed on a 3+

Unafe Two-Hearted |

With permission, I'll do this before harvesting the corpses
...Seeing how poorly the tents are doing versus this intense storm, Unafe says, "I have yet to call on the–"She catches herself before accidentally saying more than would be wise about the Crystaline Queen"–my ability to shape stone. Perhaps I could create a shelter?"
K.Engineering: 1d20 + 11 ⇒ (13) + 11 = 24K.Engineering: 1d20 + 11 ⇒ (4) + 11 = 15
In consultation with the ancestors, she pulls out the diamond (grateful that its moaning is drowned in the sound of the gale) and attempts to grow a shelter large enough, and sturdy enough, to hold as many of the troops as she can. She leaves one small entrance, aiming it away from the current source of the wind.
And as soon as it's created (before calling the troop over) she tucks the stone back into her dreamscape.
Tracking
.
Remaining
2/3 stone shape
4/6 Flex talents
4/13 SP

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +15 | AC 32, Touch 29, FF 25 +4 dodge when moving | DR1/- | CMD 34 | Fort + 16 Ref +17 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 4 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 3 insight, 1 nat ac enhanc
Others: not FF in surprise round,act in surprise round | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..07........18........6........0........04....01
Max.|..07........18........6........4........17....11
143/143 hp
Martial focus: 1/1
Resources spent
Rolls
Contingency:
Actions
Swift:
Move:
Move (enhanced patrol):
Free:
Standard:
Full round action:
_______________________________
As hard as she tried, Hinagiku is pushed around by the storm, unable to do much other than fall to her knees in the mud and have ropes and rain flies snatched from her hands by the howling winds. It becomes quickly obvious to the monk that neither her nor the soldiers can fight against the abyssal elements of the Wound.
”Mrs. Myrna.” she tries to call over the storm ”Should we move everyone to the tower?” as her calls ends, a structure comes out of the ground, shaped by Saraizul. Perhaps that would be enough if the tower proved too cramped.
strength to move around in the storm: 1d20 ⇒ 7

Myrna Riversoar |

Strength: 1d20 + 6 ⇒ (7) + 6 = 13
When the winds turn to windstorm level, and throwing the campers out of their tents by tearing their tents away, Myrna hurries back to the scene. She grows to her giant form and jumps into action trying to recover lost camping equipment. She does her best to save and pack up any tents that are blown away, and any troopers as well. She muscles through the storm, herding people into Jaruunicka's stone domicile or the shelter that Unafe creates with her goddess gem.

GM Kiora |

Time Passes: 3 rounds.
Seems like Ehren is currently inactive, so we can just automate him.
6d20 ⇒ (8, 9, 2, 14, 20, 11) = 64
Myrna init: 1d20 + 1 ⇒ (19) + 1 = 20
Li'an init: 1d20 + 7 ⇒ (14) + 7 = 21
Beatrix init: 1d20 + 2 ⇒ (19) + 2 = 21
Hinagiku Init: 1d20 + 15 ⇒ (7) + 15 = 22
Unafe Init: 1d20 + 7 ⇒ (10) + 7 = 17
Ehren Init: 1d20 + 2 ⇒ (19) + 2 = 21
Crusaders Init: 1d20 + 3 ⇒ (4) + 3 = 7
As Unafe channels the Diamond, the tumultuous winds escalate, their howls intensifying with a foreboding crescendo. The atmosphere is charged with an ominous energy, hinting at an unseen, approaching menace. In her focused endeavor, Unafe draws upon the stone of the courtyard, the stone here already taxed by her previous magical manipulations. The magic, selective in its nature, is unable to incorporate any of the already used rubble, capable of shaping only the solid, contiguous stone.
In the midst of her exertions, a distant, unsettling sound reverberates through the air—a muffled collapse, originating from an unseen part of the keep. The bedrock, strained beyond its limits, yields to the relentless drain of magical energy. Despite this, the newly formed structure before the heroes stands resilient.
Crusaders, clad in their battle-worn armors, stagger towards the shelter's entrance. Each step is a battle as they fight against the merciless winds. Their faces, etched with determination, are illuminated by the sporadic flashes of lightning.
Suddenly, amidst the cacophony of the storm, shouts and screams pierce the air, carried by the wind, yet distinct in their urgency.
"By the Inheritor, a spider! A giant one!" yells a Crusader, his voice laced with panic.
"Over here, near the western wall!" calls out Den.
"There's two of them! Form up!" commands a seasoned voice, attempting to impose order amidst the chaos.
That roaring sound is an Abyssal tornado, a common accompaniment to Abyssal storms. It seems to be coming closer....
It will be here in less than a minute.
DC 10 STR check to move. Even on a success, movement is halved.
DC 25 acrobatics (fly) check to fly. All fly checks are at a -8 penalty. Failure at the check means you are blown back 2d6×10 feet and take 2d6 points of NL damage.
Roll 20 map is up-to-date
All spellcasting requires a concentration check of 5+ spell level.
Round 1!
The Heroes Are Up!

Myrna Riversoar |

Can you make my icon Large-size please?
Strength: 1d20 + 6 ⇒ (13) + 6 = 19
At the cry that there are spiders, Myrna pushes through the wind to the center of the group. She casts a spell, enhancing the speed of herself and all her nearby allies, hoping that it could enable them all to rush into action and quickly defeat the spiders that her Crusaders have spotted.
She bellows into the storm, giving orders to her troops, "Continue moving into the shelter! Get into cover! I will handle the spiders!"
Myrna moves and casts haste, targeting Hinagiku, Li'an, Beatrix, Unafe, Ehren, herself, and the Crusader directly north of Unafe. Duration 9 rounds.

Lieutenant Medici |

Strength: 1d20 - 1 ⇒ (20) - 1 = 19
Roused from her sleep by the windstorm, Beatrix holds her flapping jacket to herself tightly while she pushes with all her might through the storm. She makes for the bell tower, knowing she can survive whatever defensive magic it might have, while at the same time being sure that the edifice would protect her better than any other place here.

Unafe Two-Hearted |

Unafe gets only a moment to look in satisfaction at what she has created, before the cries of the soldiers–and the ominous turn of weather–whip her into action.
The ancestors whisper in her ear, and she shouts out for her allies, "THERE'S A TORNADO COMING. LESS THAN A MINUTE, I'D WAGER!"
Pushing through the gale without sweating, she hustles up the wall she just created and over to the spiders, punching the nearer one, and giving a victorious War Honk, to embolden her companions and the crusaders.
Free: -MF : embracing bear
Move: 130’/2 = 70 (hustle). Intent is to be standing atop the structure I just built, but I couldn't move my token there on the map. Should be about 15' South
Stnd: Brutal Strike
Swft: WAR HONK!
Str: 1d20 + 7 ⇒ (19) + 7 = 26
K.Nature: 1d20 + 7 ⇒ (19) + 7 = 26 K.Nature: 1d20 + 7 ⇒ (1) + 7 = 8
Brutal Strike, haste: 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29 // AC and Reflex are -3 until no longer battered; CMD -5 while battered
Damage: 6d6 + 11 ⇒ (3, 4, 4, 2, 1, 2) + 11 = 27
// First attack against me, I'll allow to auto-hit, and then follow up with this AoO grap (Embracing Bear): Grapple, haste,: 1d20 + 26 + 1 ⇒ (17) + 26 + 1 = 44
30 AC +2 vs evil outsiders
33 CMB (36 vs Grapple) +2 vs evil outsiders
71/136 HP
22 THP (10 giant form, 12 adrenaline)
// including THP = 93/158 & GRAZED (penalty = -0 due to Endurance)
0 Nonlethal
2 Tension (3 start combat +1 move, +1 hit, -3 adrenaline surge)
5/5 Mythic Tension Pool
4/11 MP
1/2 martial focus (-1 stance)
5/5 per day, can regain focus 2/round
4/13 SP
2/3 stone shapes remaining
2/2 mystic shell layer remaining
3/3 War Honk rounds remaining
DR 2/- vs evil outsiders.
BUFFS ON ALLIES:
. . War Honk, aka Fierce Shout (+6 dam to first strike per round, 35’ radius, 3 rounds)

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +12 | AC 35, Touch 32, FF 25 +4 dodge when moving | DR5/- | CMD 38 | Fort + 16 Ref +20 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 7 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 3 insight, 1 nat ac enhanc
Others: | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..07........18........6........0........04....01
Max.|..010........30........6........4........17....11
143/143 hp
Martial focus: 1/1
Resources spent
Rolls
Contingency:
Actions
Swift:
Move:
Move (enhanced patrol):
Free:
Standard:
Full round action:
_______________________________
Hearing the call of the sentry, Hinagiku digs her feet into the cold muddy ground and pushes her way throughout the wind and rain. One, two, and three steps before she is blown back by a forceful gust.
Falling into a crunch to avoid being pushed further, Hinagiku changes strategy; she would prepare for the fight and then try to move with the wind rather than against it. After she harmonizes the ley within herself the monk reaches in her haversack for the focusing implement that she carries. That is when she hers Unafe.
“A tornado!? Do we have any chance at all to fight in such conditions? Should we wait for it to blow the scorpions away?
strength to move around in the storm: 1d20 ⇒ 7
i just made sure that all of Hinagikus buffs listed on the buff tracker are up to date. Unfortunately, since i could not update the time, that means that it is not necessarily accurate for the others.

Unafe Two-Hearted |

Audit: Given that Hinagiku's enhancement on Unafe has expired, please subtract 4 from my rolls to hit, damage, and to grapple.
Unafe shouts back through the wind, "I agree with Myrna. All should fall back except her and me, since moving through this wind is untenable for most.
"If we haven't killed the spiders by then, we can fall back too."

GM Kiora |

Automating Ehren and Li'an to fall back. Active players will need to let me know if they want them to do something else.
Ehren STR check: 1d20 + 3 ⇒ (14) + 3 = 17
Li'an STR check: 1d20 ⇒ 10
Crusader STR checks: 18d20 ⇒ (12, 9, 4, 1, 13, 16, 10, 1, 19, 17, 7, 20, 9, 4, 9, 11, 6, 15) = 183
Li'an nods. "Agreed, Unafe." As she and Ehren make their way towards the entrance of the shelter, Li'an glances back at Myrna and Unafe. "Myrna, Unafe, be cautious!" she calls out over the roar of the storm. "We'll secure the entrance and be ready to assist!"
Unafe's massive form moves with surprising agility, defying the ferocious gale as she scales the wall she transmuted. Reaching the spiders, she launches a powerful punch at the nearest one. Her fist slams against the creature's hard exoskeleton, failing to penetrate but sending a clear message of her formidable strength.
The two gargantuan spiders, monstrous in size and terrifying in appearance, dominate the scene with their menacing presence. The further one, a dark blue spider, rears menacingly on its six hind legs. It looms like a nightmarish behemoth, its front claws barbed and razor-edged, gleaming in the magical lights the Crusaders carry. With a swift, brutal motion, it lashes out at a Crusader standing valiantly in its path. The claws slice through armor and flesh with terrifying ease, cutting the brave warrior apart in a grisly display of raw power. The doomed Crusader's head is gruesomely severed by the spider's vicious mandibles, a sight that sends a wave of horror through the ranks of his comrades.
"Yannick!" cries out a Crusader, his voice a mix of anguish and rage, as he witnesses the fall of his fellow soldier.
The other arachnid, a monstrous entity in its own right, turns its attention to Unafe. With a vicious bite, it sinks its fangs into her. The bite is not just a wound; it's a corruption, threatening Unafe's flesh to wither and weaken. This just serves as an opportunity for Unafe to grab hold of the spider around its midsection.
Den, the Underfolk ranger of the Hellfire Squadron, acts with courageous resolve. His lithe form, a silhouette against the chaos, dashes forward with his blade drawn. His intention is clear - to engage the monstrous spider, to avenge his fallen comrade Yannick, and to protect his allies from further harm. As Den approaches, the spider, quick as a shadow, releases the lifeless body of Yannick. Its grotesque mandibles, dripping with saliva, snap open with a chilling hiss.
In a flash of movement, almost too quick for the eye to follow, the spider lunges at Den. Its massive fangs sink deep into him, piercing armor and flesh with merciless ease. Den's strong, battle-hardened body starts to wither, the flesh around the bite mark blackening and decaying. The rot spreads rapidly, sapping Den's strength and vitality with each passing moment.
At the same time, Karina, one the rangers from Drezen, seizes a moment of opportunity amidst the chaos. Empowered by the haste magic bestowed upon her by Captain Myrna, her movements become a blur of speed. Her eyes set on the shelter, she makes a daring dash for safety, her heart pounding in her chest, adrenaline coursing through her veins.
The spider, however, proves to be an adversary of terrifying speed as well. As she races past, the spider lashes out, its fangs sinking into her. The bite is swift, but the pain is immediate and intense, a searing agony that courses through Karina's body. Fighting through the pain and the creeping necrosis, she summons every ounce of her strength and training, pushing her body to its limits.
With a heroic effort, she breaks free from the spider's grasp. Stumbling, nearly faltering, but driven by an indomitable spirit, Karina reaches the safety of the shelter.
Spider vs Crusader: 1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 20
Damage: 2d6 + 11 + 4 ⇒ (5, 4) + 11 + 4 = 24
Spider vs Crusader: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Damage: 2d4 + 11 + 4 ⇒ (4, 1) + 11 + 4 = 20
Spider vs Crusader: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Damage: 2d4 + 11 + 4 ⇒ (3, 1) + 11 + 4 = 19
CMB: 1d20 + 25 ⇒ (10) + 25 = 35
Spider vs Unafe: 1d20 + 21 - 4 ⇒ (19) + 21 - 4 = 36
Damage: 2d6 + 11 + 4 ⇒ (2, 1) + 11 + 4 = 18
Spider vs Unafe: 1d20 + 21 - 4 - 2 ⇒ (18) + 21 - 4 - 2 = 33
Damage: 2d4 + 11 + 4 ⇒ (2, 4) + 11 + 4 = 21
Spider vs Unafe: 1d20 + 21 - 4 - 2 ⇒ (20) + 21 - 4 - 2 = 35
Spider vs Unafe crit?: 1d20 + 21 - 4 - 2 ⇒ (17) + 21 - 4 - 2 = 32
Damage: 2d4 + 11 + 4 ⇒ (1, 2) + 11 + 4 = 18
CMB: 1d20 + 25 ⇒ (5) + 25 = 30
Crusader Fort Save: 1d20 + 8 ⇒ (16) + 8 = 24
Crusader Reflex Save: 1d20 + 7 ⇒ (10) + 7 = 17
AoO vs Den: 1d20 + 21 - 4 ⇒ (18) + 21 - 4 = 35
Damage: 2d6 + 11 + 4 ⇒ (1, 4) + 11 + 4 = 20
Den Fort Save: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
AoO vs Karina: 1d20 + 21 - 4 - 2 ⇒ (18) + 21 - 4 - 2 = 33
Damage: 2d6 + 11 + 4 ⇒ (6, 4) + 11 + 4 = 25
Karina Fort Save: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
1 spider kills a Crusader (Yannick) with 73 damage. The other one deals 57 damage to Unafe. The 1st spider AoOs Den for 20 damage, grazing him. Den takes 2 CON damage. Den is wounded. Karina is AoO'd for 25 damage and is wounded. She also takes 2 CON damage.
Crit effect: Unafe can only attack the spider who attacked her last round this round.
Unafe must make a DC 25 Fortitude save or take 2 points of Constitution damage.
Round 2!
The Heroes Are Up!
Only Unafe can attempt the below rolls.
Monster ID Checks:
This is sufficient to know the info from the basic bebilith statblock

Unafe Two-Hearted |

Unafe winces as the spider slices into her flesh, but she's able to resist the poison with the help of her ancestors' strength–and she takes advantage of the opening the spider-thing gives her to grab it in her iron grip.
Wasting no time, she pins it's legs together in and attempts to punch in it's ugly face.
As she does, she calls out, "These are no spiders. They're Bebiliths a horror from the Abyss."
Accounting from last round, since these are effected by Bane (Evil Outsiders), I actually hit and did an additional Bane Damage: 2d6 ⇒ (3, 3) = 6 to it, triggering Battered and Leg Crusher, and enabling my Honk
Move: maintain (pin)
* Swft: surge if needed to pin, otherwise Living Weapon + grandstanding slam
Stnd: brutal strike (extending battered & leg crusher
Fort: 1d20 + 14 ⇒ (14) + 14 = 28 Success!
K.Arcana: 1d20 + 11 ⇒ (4) + 11 = 15K.Arcana: 1d20 + 11 ⇒ (9) + 11 = 20 They are bebiliths! We all can read the first spoiler.
Grapple (to pin), haste, bane, maintain, move: 1d20 + 22 + 1 + 2 + 5 - 2 ⇒ (5) + 22 + 1 + 2 + 5 - 2 = 33 vs CMD -5 due to Leg Crusher & Battered. If that doesn't succeed then I'll also Surge: 33 + 1d8 ⇒ 33 + (7) = 40
If I *didn't* have to surge, I use a Swift for Living Weapon (letting me use it as a huge improvised weapon for now).
Grandstanding Slam, wounded: 1d20 + 30 + 6 - 1 ⇒ (13) + 30 + 6 - 1 = 48 Intimidating the other spider, and any other foes that can see me
Brutal Strike, haste (nonlethal), bane, wounded: 1d20 + 13 + 1 + 2 - 1 ⇒ (14) + 13 + 1 + 2 - 1 = 29 vs AC -3
Damage, honk: 6d6 + 7 + 6 + 2d6 ⇒ (1, 1, 6, 6, 3, 5) + 7 + 6 + (6, 5) = 46
Enforcer, wounded: 1d20 + 30 - 1 ⇒ (18) + 30 - 1 = 47 Intimidating the spider I'm pinning and swinging
If a surge was needed to maintain, I still pin but can't turn it into a living weapon this round (and so also can't do the Grandstanding Slam).
I still use the attack roll above to punch it.
...And if it's relevant my punches DO count as Good (and Magic), but the Improvised Weapon attacks only count as Magic.
...and as normal, anyone I've demoralized is also -4 to CMB and CMD for as long as it's demoralized. And it takes the damage from my Brutal Strike as continuous damage, in terms of concentration checks, on top of the normal check to use an SLA or spell while grappled
.
30 AC +2 vs evil outsiders
33 CMB (36 vs Grapple) +2 vs evil outsiders
52/136 HP // 57 damage -4 DR -34 THP = 19 damage
8 THP (8 adrenaline)
// including THP = 60/142 & WOUNDED (penalty = -1 due to Endurance)
0 Nonlethal
2 Tension (+1 hit, -3 adrenaline surge, 1 desperate +1 hit)
5/5 Mythic Tension Pool
4/11 MP (-1 if needed to surge)
1/2 martial focus
5/5 per day, can regain focus 2/round
4/13 SP
2/3 stone shapes remaining
2/3 War Honk rounds remaining
DR 2/- vs evil outsiders.
BUFFS ON ALLIES:
. . War Honk, aka Fierce Shout (+6 dam to first strike per round, 35’ radius, 3 rounds)…and allies can spend a Move to refocus her.

Myrna Riversoar |
1 person marked this as a favorite. |

Strength to move (song): 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Her voice a beacon amidst the chaos and the storm, Myrna calls out, "Find your strength, comrades!" Amplified by her magical voice, her words take root in reality. "Recall our shared purpose, the importance with which we act! No storm will defeat us!"
"Den! Karina! Follow orders, retreat from there!"
"Clan-Liege Unafe, you must make room so we can support you! You shouldn't have to take on these enemies alone!"
She pushes forward through the storm, strong against the gale, but finds herself stuck behind Unafe while the dinosaur woman struggles with a barely-seen foe beyond the outpost walls.
MA: Begin song of strength. All allies gain a +4 bonus to Strength checks.
MA: Move to current position.
Header is updated. 7 rounds remain with haste.

Li'an Va'ardalia |

The winds were a problem enough before the arrival of the Bebiliths. Fighting in these conditions would be nearly impossible. Reaching for her scroll cases, she digs out a scroll of cloak of winds to ward her against the effects of the storm. With the scroll in hand she focuses on maintaining her concentration against the winds long enough to unleash its magic.
Concentration: 1d20 + 5 ⇒ (6) + 5 = 11
Csting cloak of winds CL 5, 5 min duration.
As the magic takes hold the winds divert around Li'an, allowing her to move freely despite their ferocity.
Mv act: Get out scroll; Std Act: Cast cloak of winds

Ehren Ferron |

Ehren lingers at the entrance of the hideaway Unafe created, watching the battle unfold even as the howling winds whip his hood right off his head. After being considerate enough to let them fight Jaruunicka's army unmolested, the Worldwound's weather has returned with a vengeance. On top of that, immense Abyssal spiders were now trying to tear them into pieces; could they be the creatures dwelling at the bottom of Caerwen's well?
Rather than shapeshift and follow Unafe and Myrna into battle, the archdruid reluctantly follows their directive. He does, however, stop to cast a spell. Drawing on both the ley and the reserves of mythic power residing in his soul, Ehren recalls some of the air elemental magic he used in the past. The spell had proven helpful years ago against Xiveraka and her Twisted Horns and many times since then.
Despite the chaos unfolding outside, the druid exhales slowly, exuding an aura of calm that expands outward. The very winds appear tamed by this aura, but even Ehren's magic cannot still them entirely.
Ehren uses place magic and expends 3 uses of mythic power to cast calm air at CL 15th. The wind force within a 75 ft. radius cylinder is reduced by 3 levels. The cylinder is 40 ft. tall, centered on Ehren's current position, and will last 150 minutes.
Concentration DC 9: 1d20 + 19 ⇒ (14) + 19 = 33

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +12 | AC 35, Touch 32, FF 25 +4 dodge when moving | DR5/- | CMD 38 | Fort + 16 Ref +20 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 7 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 3 insight, 1 nat ac enhanc
Others: | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..010........18........6........0........03....01
Max.|..010........30........6........4........17....11
143/143 hp
Martial focus: 0/1
Resources spent
1 ki
Martial focus
Rolls
Contingency:
Actions
Swift: renew enhancer
Move: patrol (use martial focus to do as move action) (bodyguard patrol, use AoO to provide +6 to AC and saves of allies within blue circle)
Move (enhanced patrol):
Free:
Standard: cast enhancement (to unarmed strikes)
Full round action:
_______________________________
Almost kneeling to fight against the winds, Hinagiku uses the focusing stone she just retrieved to harmonize the ley within herself. And so, when the wind abate, she is ready to join the fray. Jumping up, carried by Myrna’s magic and the ley around her, she flies just behind Unafe’s head and lands on the roof of the refuge she just built.
Delay to after Ehren (init 20).Roll 20 is not letting me put Hinagiku on top of the structure Unafe built.
Assist zone is up, will use to boost Unafe’s grapple and AC and saves or anyone in zone probably just Unafe.

GM Kiora |

Employing her considerable might, Unafe wrestles the creature's legs, binding them together in a vice-like hold. Her other fist rockets towards the grotesque visage of the bebilith, her knuckles imprinting on the creature's twisted features. In a sudden twist of fate, the bebilith writhes with unnatural agility, its body contorting in ways that defy the natural order. With a burst of demonic strength, it manages to slip from Unafe's ironclad grasp, readying itself for another round.
From their perilous position, Den's voice crackles through the tumult, strained but determined. "We're pinned down, Captain! Giant spider blocking our path and a chasm as deep as the Abyss itself!" His words are almost drowned out by the roaring storm and the hiss of the monstrous bebilith.
Kai, her tone laced with panic, adds, "We can't move! The terrain’s against us, and these creatures... they're relentless!"
Tragedy strikes in a heart-wrenching moment. One of the bebiliths, with terrifying efficiency, devours Den, the humble and quiet underfolk ranger. Kai's scream pierces the night, a harrowing sound that mirrors the terror of the moment. Frantically, she climbs the wall, seeking refuge from the predator. But the ferocious gale proves to be an unyielding adversary, mercilessly casting her back down into the jaws of danger.
Meanwhile, behind Ehren, the Crusaders seize this fleeting respite. They scramble towards the shelter. Among them is Xolani, a brave Garundi member of their ranks. A bolt of lightning tears through the sky, finding its mark on Xolani. The impact sends em reeling, yet, with a resilience born of necessity, ey manage to crawl into the safety of the shelter.
Spider vs Pinned: 1d20 + 25 - 2 - 1 - 2 - 4 ⇒ (18) + 25 - 2 - 1 - 2 - 4 = 34
Spider vs Den: 1d20 + 21 - 4 - 2 - 2 ⇒ (10) + 21 - 4 - 2 - 2 = 23
Damage: 2d6 + 11 + 4 ⇒ (3, 3) + 11 + 4 = 21
Spider vs Den: 1d20 + 21 - 4 - 2 - 2 ⇒ (19) + 21 - 4 - 2 - 2 = 32
Damage: 2d4 + 11 + 4 ⇒ (3, 3) + 11 + 4 = 21
Spider vs Den: 1d20 + 21 - 4 - 2 - 2 ⇒ (2) + 21 - 4 - 2 - 2 = 15
Den Fort Save: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 23
Crusader STR vs winds: 1d20 + 2 ⇒ (19) + 2 = 21
Climb check?: 1d20 + 2 - 6 ⇒ (8) + 2 - 6 = 4
Spider AoO vs Kai: 1d20 + 21 - 4 - 2 - 2 ⇒ (16) + 21 - 4 - 2 - 2 = 29
Damage: 2d4 + 11 + 4 ⇒ (2, 1) + 11 + 4 = 18
Kai Fort Save: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Crusader STR vs winds: 1d20 + 2 ⇒ (3) + 2 = 5
Crusader STR vs winds: 1d20 + 2 ⇒ (4) + 2 = 6
Karina Fort Save: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Crusader Reflex vs Lightning: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 10d8 ⇒ (6, 6, 1, 4, 4, 2, 1, 6, 4, 8) = 42
Unafe deals 46 damage to the bebilith, who is grazed. The bebilith escapes pin. The other bebilith kills Den. Kai attempts to climb the wall since she can't get past the bebilith due to Myrna's orders. She falls down and now she is prone. The bebilith AoOs Kai (a Crusader) for 11 damage. She also takes 2 CON damage. Karina takes 2 more CON damage. A crusader named Xolani takes 41 damage from being struck by lightning and is in critical condition (ey manage to get to the shelter on eir turn)
Round 3!
The Heroes are up!

Li'an Va'ardalia |

Knowledge(Planes): 1d20 + 22 + 5 ⇒ (16) + 22 + 5 = 43
As Li'an moves around the corner into view of the fight, she quickly gauges the situation. Without someone on the other side to handle the Bebilth it would quickly make short work of the remaining crusaders.
"Hinagiku, Myrna, get ready! I will get you to the other side!" she calls as she moves alongside the two. Reaching out, she extends a hand to each as she casts dimension door bringing them along, should they so choose.
Mv Act: Move 70' (50' linear and 20' up) to end up 10' up and next to Myrna and Hinagiku; Std Act: Cast dimension door taking Hinagiku and Myrna along, assuming they want to be taken

Unafe Two-Hearted |

Move: maintain (SWING one spider at the other)
Swft: -2T : regain MF
Stnd: brutal strike, again swinging spidey at spidey (extending battered & leg crusher) -MF (damage)
Grapple (living weapon), haste, bane, maintain, move, wounded: 1d20 + 22 + 1 + 2 + 5 - 2 - 1 ⇒ (14) + 22 + 1 + 2 + 5 - 2 - 1 = 41 vs CMD -5 due to Leg Crusher & Battered. If that doesn't succeed then I'll also
Brutal Strike, haste, bane, wounded, aid: 1d20 + 15 + 1 + 2 - 1 + 6 ⇒ (4) + 15 + 1 + 2 - 1 + 6 = 27 vs AC -3
Damage, honk: 6d6 + 9 + 6 ⇒ (4, 2, 4, 3, 1, 4) + 9 + 6 = 33
Brutal Strike, haste, bane, wounded: 1d20 + 15 + 1 + 2 - 1 ⇒ (17) + 15 + 1 + 2 - 1 = 34 vs AC -3
Confirm?: 1d20 + 15 + 1 + 2 - 1 ⇒ (10) + 15 + 1 + 2 - 1 = 27
Damage, -MF: 6d6 + 9 + 16 ⇒ (2, 2, 6, 4, 3, 1) + 9 + 16 = 43
For both attacks, if they hit, my weapon (the pinned one) takes 1/2 dam, and the target (spider #2) takes full damage.
30 AC +2 vs evil outsiders
33 CMB (36 vs Grapple) +2 vs evil outsiders
52/136 HP // 57 damage -4 DR -34 THP = 19 damage
8 THP
// including THP = 60/142 & WOUNDED (penalty = -1 due to Endurance)
0 Nonlethal
2 Tension (-2 regain focus, 1 desperate, +1 hit)
5/5 Mythic Tension Pool
4/11 MP
1/2 martial focus
5/5 per day, can regain focus 2/round
4/13 SP
2/3 stone shapes remaining
1/3 War Honk rounds remaining
DR 2/- vs evil outsiders.
[/ooc]
BUFFS ON ALLIES:
. . War Honk, aka Fierce Shout (+6 dam to first strike per round, 35’ radius, 3 rounds)…and allies can spend a Move to refocus her.
.
Anyone have a Move to spare? You can reset my Focus!

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +12 | AC 35, Touch 32, FF 25 +4 dodge when moving | DR5/- | CMD 38 | Fort + 16 Ref +20 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 7 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 3 insight, 1 nat ac enhanc
Others: | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..010........18........6........0........03....01
Max.|..010........30........6........4........17....11
143/143 hp
Martial focus: 1/1
Resources spent
Rolls
[dice=acrobatics(belt of tumbling)][/dice]
Contingency:
Actions
Swift: renew enhancer
Move: use focusing breath to restore martial focus
Move (enhanced patrol):
Free:
Standard: set up assist zone (will give bonus to saves and AC to kai (so reserving 5 AoO for this))
Full round action:
_______________________________
Not waiting to be asked a second time, Hinagiku reaches out for Li’an’s hand to be transported across the battlefield. Barely taking a moment to get her bearings, Hinagiku steps towards Kai before turning around to face the bebilith. Her eyes open for a second, just enough time to catch the gaze of the spider from the abysses. Her calm and gentle look almost a challenge and affront to the bloodthirsty monster.

Myrna Riversoar |

Silver Knight's Blade vs. Bebilith 2 (Bane): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Damage (Big Arms, Bane, Holy, Silver Knight): 3d6 + 8 + 2d6 + 2 + 2d6 + 4d6 ⇒ (5, 2, 3) + 8 + (3, 1) + 2 + (1, 5) + (6, 2, 4, 4) = 46
Her attack also heals Kai for 16 hit points.
Myrna teleports across the battlefield with Li'an and Hinagiku, appearing atop Den's body and in front of a couple of her Crusaders. She also finds herself face-to-face with a gargantuan gibbering monstrosity. She shouts at the bebilith before her, "Shi, derk! Skum ak sni, I'h ham shushi, I'h al ki!" and then winds up for a powerful blow with her hammer, her weapon and shield seeming to appear in her hands without effort. She slams her hammer into the creature's hide and then jumps back, ready for its counterstrike. Healing energy gathers from her blow and transfers to Kai, nearby.
Abyssal: "Hey, you! Look at me, I'm right here, I'm your foe!"
To the Crusaders behind her, she orders, "Get back the other way, if you can't go through the bebiliths! I'll cover you!"
SwA: Change stances to silver crane stance
MA: Challenge Bebilith #2 -- it gets +2 to attack Myrna and -2 to attack anyone else.
SA: Silver Knight's Blade on Bebilith #2
Myrna's song of strength goes unused, so it ends.
Myrna reserves her one AoO for active defense. If it attacks her Crusaders within reach, she gives them +4 AC for one attack.

Ehren Ferron |

Audit: Calm air should only be CL 14th, so its radius is 70 ft., and its duration is 140 minutes. Its other properties are the same.
With the winds around the hideaway slowed considerably, Ehren finally decides to run back into the open, hoping to help clear the way for the trapped crusaders. Eyeing the hideous, spider-like monstrosities, the druid pulls on the ley once more, weaving its energies into elemental flame. With an upward thrust of his palm, he evokes a white-hot inferno that rises beneath the two bebiliths like a pillar of light.
Move Action: Ehren moves into the open.
Free Action: Ehren uses place magic.
Standard Action: Ehren casts flame strike.
Reflex DC 21 to halve damage.
Fire/Holy Damage (Place Magic): 12d6 ⇒ (1, 2, 4, 3, 3, 3, 3, 6, 1, 5, 2, 1) = 34

GM Kiora |

The ground beneath the bebiliths erupts in a spectacular pillar of light, a beacon of searing heat and blazing fury. The inferno grazes the creatures, singeing their chitinous armor and eliciting a cacophony of otherworldly screeches from them.
Moments later, with a powerful swing, Myrna strikes the bebilith, her hammer colliding with its hide with a force that resonates. The impact is not just physical; it channels healing energy, which flows from her blow to Kai. Unafe, with the other bebilith firmly in her grasp, channels her strength into a decisive blow. The bebilith recoils from the blow, visibly wounded.
The other bebilith lunges at Myrna in a vicious attempt to bite her. However, Myrna, empowered by the swiftness granted by her haste spell, reacts with incredible agility. She deftly sidesteps the creature's deadly maw, her movements a blur to onlookers.
But the bebilith is relentless. Before Myrna can fully regain her stance, it lashes out with a swift, unexpected motion. Its claw swipes viciously across her cheek, leaving a thin red line in its wake.
Amidst this chaos, Kai sees her opportunity. Gathering her strength, she pushes herself back to her feet, determined not to fall victim to the storm or the monstrous Bebilith. She moves closer to Hinagiku. However, the other two Crusaders, Wailana and Roselani, find themselves at the mercy of the powerful winds unleashed by the Worldwound's storm.
Audit: a crusader was able to make the climb check cuz Myrna's song but still failed the climb check
Climb: 1d20 + 2 - 6 ⇒ (8) + 2 - 6 = 4
Reflex Save: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Reflex Save: 1d20 + 13 - 2 - 1 ⇒ (1) + 13 - 2 - 1 = 11
Bebilith 1 CMB: 1d20 + 25 - 2 - 2 - 2 - 4 ⇒ (4) + 25 - 2 - 2 - 2 - 4 = 19
Bebilith 2 vs Myrna: 1d20 + 21 - 4 - 2 - 2 ⇒ (10) + 21 - 4 - 2 - 2 = 23
Hinagiku AoO: 1d20 ⇒ 5
Bebilith 2 vs Myrna: 1d20 + 21 - 4 - 2 - 2 ⇒ (17) + 21 - 4 - 2 - 2 = 30
Hinagiku AoO: 1d20 ⇒ 5
Damage: 2d4 + 11 + 4 ⇒ (2, 4) + 11 + 4 = 21
Bebilith 2 vs Myrna: 1d20 + 21 - 4 - 2 - 2 ⇒ (5) + 21 - 4 - 2 - 2 = 18
Hinagiku AoO: 1d20 ⇒ 11
Kai Fort Save: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Hinagiku AoO: 1d20 ⇒ 17
Bebilith 2 AoO vs Kai: 1d20 + 21 - 4 - 2 - 2 - 2 ⇒ (3) + 21 - 4 - 2 - 2 - 2 = 14
Hinagiku AoO: 1d20 ⇒ 12
Kai STR check: 1d20 + 2 ⇒ (15) + 2 = 17
Wailana STR check: 1d20 + 2 ⇒ (1) + 2 = 3
Roselani STR check: 1d20 + 2 ⇒ (4) + 2 = 6
Karina Fort Save: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Unafe can't swing at the other bebilith, it is 20 ft away from her, she has 15 ft of reach. She would need to invest action economy to move if she wanted to be within 15 feet of the other.
Ehren deals 34 damage to both bebiliths. Myrna deals 46 damage to bebilith 2 and it is grazed and heals Kai (Kai is not grazed anymore). Unafe deals 43 damage to bebilith 1 who is wounded. Bebilith 2 deals 21 damage to Myrna. Myrna uses active defense to help defend Kai. Karina (she is in the shelter) takes another 2 CON damage.
Please keep in mind that Li'an, Myrna and Hinagiku are all outside of the radius of the calm winds effect.
Round 4!
The Heroes Are Up!

Ehren Ferron |

With so many lives at stake - and some that have already been lost - Ehren does not bother holding back. Maintaining his connection to the ley, he continues to channel its power into his spellcraft, smoothly transitioning from one spell to the next. His gestures repeat his last, the second flame strike brought to completion by a thrust of his opposite palm.
Free Action: Use place magic (+2 CL)
Standard Action: Cast another flame strike (Reflex DC 21 to halve)
Fire/Divine Damage (Place Magic): 12d6 ⇒ (6, 5, 1, 4, 4, 2, 5, 1, 2, 4, 2, 3) = 39

Myrna Riversoar |

Attack 1 vs. Bebilith 2 (Flank, Bane): 1d20 + 14 + 2 + 2 ⇒ (19) + 14 + 2 + 2 = 37
Damage (Bane, Holy, Frost): 3d6 + 8 + 2d6 + 2 + 2d6 + 1d6 ⇒ (2, 2, 2) + 8 + (5, 3) + 2 + (2, 2) + (4) = 32
Haste Attack vs. Bebilith 2 (Flank, Bane): 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19
Attack 2 vs. Bebilith 2 (Flank, Bane): 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31
Damage (Bane, Holy, Frost): 3d6 + 8 + 2d6 + 2 + 2d6 + 1d6 ⇒ (1, 3, 1) + 8 + (3, 5) + 2 + (5, 4) + (4) = 36
Now truly in the heat of battle, Myrna cries an insensate cry of fury as she unleashes one, then a second, and then a third blow with her hammer. Her weaponry gives off a freezing aura as it absorbs power from her body, adding to the power of her strikes. Only by smashing these creatures into bits as quickly as possible could they hope to get all their compatriots into safety.
SwA: Activate Arcane Bond, granting frost to her weapon.
FRA: Full attack the bebilith
FA: Berserk, gain 10 THP

Unafe Two-Hearted |

Unafe glances up into the howling storm, wondering how much longer they have until the tornado arrives.
She decides now's the time to unleash the last of her fury. The two-hearted clan liege maintains her grip on the demon-spider, twisting it painfully, and pours all the tension that’s been building up inside her into pounding it into the walls of the ruin.
Move: maintain (damage)
Stnd: brutal strike (extending battered & leg crusher)
Swft: -5T : rapid pummel x2 // moving on to the second spider (which I think is in reach now) if I manage to fell the first one)
Grapple (damage), haste, bane, maintain, move, wounded: 1d20 + 22 + 1 + 2 + 5 - 2 - 1 ⇒ (11) + 22 + 1 + 2 + 5 - 2 - 1 = 38 vs CMD -5 due to Leg Crusher & Battered.
Damage, honk: 3d6 + 9 + 6 ⇒ (3, 3, 1) + 9 + 6 = 22
Brutal Strike, haste, bane, wounded, aid: 1d20 + 15 + 1 + 2 - 1 + 6 ⇒ (12) + 15 + 1 + 2 - 1 + 6 = 35 vs AC -3
Damage: 6d6 + 9 ⇒ (6, 3, 2, 1, 4, 6) + 9 = 31
Rapid Pummel, haste, bane, wounded: 1d20 + 15 + 1 + 2 - 1 - 4 ⇒ (20) + 15 + 1 + 2 - 1 - 4 = 33 vs AC -3
Confirm?: 1d20 + 15 + 1 + 2 - 1 - 4 ⇒ (14) + 15 + 1 + 2 - 1 - 4 = 27
Damage: 3d6 + 9 ⇒ (3, 2, 5) + 9 = 19
Rapid Pummel, haste, bane, wounded: 1d20 + 15 + 1 + 2 - 1 - 4 ⇒ (20) + 15 + 1 + 2 - 1 - 4 = 33 vs AC -3
Confirm?: 1d20 + 15 + 1 + 2 - 1 - 4 ⇒ (8) + 15 + 1 + 2 - 1 - 4 = 21
Damage: 3d6 + 9 ⇒ (6, 2, 2) + 9 = 19
30 AC +2 vs evil outsiders
33 CMB (36 vs Grapple) +2 vs evil outsiders
52/136 HP // 57 damage -4 DR -34 THP = 19 damage
8 THP
// including THP = 60/142 & WOUNDED (penalty = -1 due to Endurance)
0 Nonlethal
0 Tension (2+ 1 moved(last round) +1 hit -5 rapid pummel x2)
4/5 Mythic Tension Pool (-1 to pay last of rapid pummel)
4/11 MP
1/2 martial focus
5/5 per day, can regain focus 2/round
4/13 SP
2/3 stone shapes remaining
0/3 War Honk rounds remaining
DR 2/- vs evil outsiders.
[/ooc]
BUFFS ON ALLIES:
. . [Til End of Round 4] War Honk, aka Fierce Shout (+6 dam to first strike per round, 35’ radius, 3 rounds)…and allies can spend a Move to refocus her.

Li'an Va'ardalia |

While Myrna and Unafe focus on killing the Bebiliths, Li'an has time to focus on attempting to banish one of the demons outright. As with the attempt against the Derakni earlier, she weaves an abjuration around the Bebilith Myrna is fighting, seeking to force it out of the material plane and back to the Abyss.
Std Act: Cast dismissal on the Bebilith nearest Myrna. CL 11, DC 23 Will save or the target is banished, 80% chance of abyss, 20% chance of a random plane.

GM Kiora |

Echoing her earlier success against the Derakni, Li'an intently weaves an intricate abjuration, her hands dancing through the air as she encircles the bebilith battling Myrna. The arcane symbols shimmer in the air, glowing with a pale light. With a final incantation, she thrusts her hands forward, and the bebilith shudders violently before vanishing in a burst of shadow and smoke, forcefully banished back to the depths of the Abyss. Flames engulf the remaining monster in a roaring inferno, leaving it teetering on the brink of demise, barely clinging to its existence. Unafe then harnesses the surging power within her, transforming it into a series of thunderous blows that relentlessly drive the creature against the crumbled walls of the ruin. Each impact resonates with the fury of the spirits roaring and writhing within her, ultimately culminating in the demon-spider's destruction.
Tornadoes travel at an average speed of 300 mph.
The Crusaders, Roselani, Wailana, and Kai, find themselves battling not against demonic vermin but instead the ferocious gale that threatens to overwhelm them. Kai, with determination etched on her face, battles through the relentless winds. She locates the perimeter of the Archdruid's spell of calm, using it as a shield. She climbs the battered wall of the ruin and leaps down deftly on the other side, narrowly avoiding the vast chasm by which the giant bebiliths had emerged moments before.
However, as she lands, the storm intensifies to an unprecedented fury. It now hurls debris from the petrified forest to the north - uprooted trunks, branches, and entire trees become lethal projectiles in the storm's wrath, hurtling towards them at terrifying speeds. The onslaught is relentless and brutal; the three Crusaders are caught off-guard. They are struck down by the flying debris, each hit a grievous wound, leaving them unconscious and critically injured amidst the chaos of the storm-ravaged battlefield.
Automating Hinagiku as repeating her last round.
Will Save: 1d20 + 9 - 2 - 1 ⇒ (2) + 9 - 2 - 1 = 8
Reflex Save: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Kai STR: 1d20 + 2 ⇒ (19) + 2 = 21
Wailana STR: 1d20 + 2 ⇒ (4) + 2 = 6
Roselani STR: 1d20 + 2 ⇒ (6) + 2 = 8
Kai Fort Save: 1d20 + 8 - 1 + 6 ⇒ (11) + 8 - 1 + 6 = 24
Hinagiku AoO: 1d20 ⇒ 14
Kai Athletics to Climb: 1d20 + 2 ⇒ (16) + 2 = 18
Wailana Reflex Save: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Roselani Reflex Save: 1d20 + 7 + 1 + 6 ⇒ (11) + 7 + 1 + 6 = 25
Hinagiku AoO: 1d20 ⇒ 13
Kai Reflex Save: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Debris Damage: 16d6 ⇒ (5, 1, 5, 2, 3, 1, 5, 4, 5, 1, 1, 5, 3, 4, 3, 3) = 51
Kalani Fort Save: 1d20 + 8 ⇒ (8) + 8 = 16
Li'an dismisses 1 bebilith, the other takes 39 damage from flame strike, and then Unafe kills it with 91 damage. Kai, Wailana and Roselani are pelted with debris, they take 51 damage, and are all KO'd. Kalani takes 2 more CON damage.
All of the heroes must make a DC 32 reflex save or take 51 damage from flying debris (success halves). This damage bypasses all DR except /- and epic.
Myrna can regain the action economy she lost from the last round and effectively take 2 rounds of actions now if she wants.
Please keep in mind that Li'an, Myrna and Hinagiku are all outside of the radius of the calm winds effect.
Round 5!
The Heroes Are Up!

Myrna Riversoar |

Survival: 1d20 + 13 ⇒ (16) + 13 = 29
Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 After taking 51 damage, Myrna is at 76/138, and is grazed.
Strength (song): 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
With the bebiliths defeated by Li'an and Unafe, Myrna raises her shield to block the rain of debris. She is still pelted by rocks and debris, but she shields her allies behind her with her body.
Imm. act: Use Shield Sphere "Blockade" ability to grant myself, Li'an, and Hinagiku evasion against this rain of debris. We also all gain a +4 bonus on Reflex saves. (If Hinagiku already has evasion, she gains improved evasion.)
Hearing the tornado come, and knowing from her wilderness survival classes that winds possibly exceeding 300 mph were coming, Myrna makes to get into cover, and to make sure her wounded mates were coming with her. She gives out a magical call, "Dewrder a chryfder!" Her voice carries with it a real weight that imbues those who hear it with vigor and power.
Hallit: "Courage and strength!"
Then she scoops up the two Crusaders near her under her arms and rushes back towards the shelter that Unafe conjured from the nearby stone. Was there somewhere they could go that would be safer for them? She couldn't concentrate in all this racket!
MA: Begin song of strength. All allies gain +4 bonus on Strength check to move.
MA: Grab Roselani
MA: Grab Wailana
MA: Move to shelter underneath Unafe's construction.
3 rounds remain of haste.

Hinagiku |

Header
Percept +22 low-light vision, blindsight 45', detect evil creatures within 190' emanation | Init +9 | AC 30, Touch 27, FF 23 +4 dodge when moving | DR5/- | CMD 36 | Fort + 16 Ref +17 Will +19, +2 vs death effects, +4 insight vs starv., thirst, some diseases and some poisons | Evasion (for all saves)
AC breakdown: 4 dex, 5 wis, 2 sage, 2 enhanc, 2 deflection, 3 dodge, 1 insight, 1 nat ac enhanc
Others: | Treat exposure to hot and cold as 2 steps milder (or 1 when sleeping or unconscious),
____.|.AoO__DgPool_LoH_Medit__Ki__MP
Left..|..010........18........6........0........03....01
Max.|..07........30........6........4........17....11
123/143 hp
Martial focus: 1/1
Resources spent
Rolls
reflex vs debris, improved evasion(haste): 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23
Str against wind: 1d20 + 3 ⇒ (17) + 3 = 20
acrobatics agains wind: 1d20 + 24 - 8 ⇒ (5) + 24 - 8 = 21
Contingency:
Actions
Swift: renew enhancer (str instead of dex)
Move: try to move against wind
Move (enhanced patrol):
Free:
Standard: move
Full round action:
_______________________________
When she sees masses of debris hurtling towards them, Hinagiku responds to Myrna’s invitation without hesitation; the monk slips behind the giant’s raised shield. In the momentary respite, Hinagiku focuses inwardly, her mind rearranging the flow of ley within her body, strengthening the bonds within herself at the expense of flexibility; with this, she could better face the winds.
When the fracas between shield and sticks and stones seems to abate, Hinagiku follows Myrna to the entrance of the hideaway.
Hinagiku takes 20 dg after DR. Hinagiku expends one move action to get close to the entrance, but I am not sure if she needs to climb stuff or fly over stuff. I included an acrobatics roll to fly if needed.

Ehren Ferron |

Survival DC 27: 1d20 + 22 ⇒ (2) + 22 = 24
Reflex DC 32: 1d20 + 6 ⇒ (2) + 6 = 8
Ehren is at 75/126 hit points.
His feet firmly planted in the ground, Ehren is all too enticing of a target for the windblown debris. A large, petrified branch checks him right across the torso, likely breaking a few ribs in the process. The druid shouts out in pain and is nearly knocked to the ground but manages to keep his footing.
"All right, everyone, get inside!" Ehren yells at the others unnecessarily, as though they were not already trying to do just that. With that, he turns around and runs back toward the hideaway.
Ehren double moves back into the hideaway.

Unafe Two-Hearted |

As she pounds the spiderthing into the ground, Unafe sees a massive tree flying toward her face, and gasps.
She twists with surprising speed, but it still slams her chest and rips into her neck, leaving her bloody and breathless.
Realizing she can't possibly withstand another moment out here, she grabs Kai's body (hoping the crusader is only unconscious), shrinks back to human size, and sprints for the shelter she created, ducking inside as quickly as she's able.
Once Unafe's inside she leans up against the wall, supporting Kai's limp body, her own breath an ugly wheeze due to the bloody wound from the tree cutting into her throat.
Free: Berserk
Move: Pick up Kai
Swft: Shrink to Medium
Stnd: Hustle back inside the shelter she built. She’ll go as far into it as she can, until she’s confident she won’t be blocking others behind her.
// NOTE, I accidentally deleted my token from Roll20 while trying to draw the route she takes. :-/
Reflex, wounded: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
STR to move, song, critical: 1d20 + 5 + 4 - 2 ⇒ (11) + 5 + 4 - 2 = 18
28 AC +2 vs evil outsiders // while berserk
31 CMB (34 vs Grapple) +2 vs evil outsiders // while berserk
8/136 HP // 52 dam -8 THP = 44 dam
11 THP // berserker
// including THP = 19/147 & CRITICAL (penalty = -2 due to Endurance)
0 Nonlethal
0 Tension (2+ 1 moved(last round) +1 hit -5 rapid pummel x2)
4/5 Mythic Tension Pool
4/11 MP
1/2 martial focus
5/5 per day, can regain focus 2/round
4/13 SP
2/3 stone shapes remaining
DR 2/- vs evil outsiders.
[/ooc]

Li'an Va'ardalia |

Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Vis of Body Heal: 1d8 + 11 ⇒ (4) + 11 = 15
Release Visualization of Body,
[ooc]115 - 51 + 14 = 78 hp; max hp drops by 11, 78/104 total
Li'an forces her way through the debris down to the bodies of Yannick and Den, laying a hand on each before disappearing in a flash. Seconds later she appears far inside the tower that Jaruunicka had been using for shelter, not willing to allow them to be swept away by the tornado.
Mv Act: Move adjacent to Yannick and Den; Std Act: Cast dimension door