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Knowledge: Planes + Inspiration: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (4) = 20
”Those sound like sandmen, a type of elemental earth creature. And of course we all have bludgeoning weapons. We came prepared. But are they causing some sort of harm? We don’t tend to prefer unnecessary battles. The same with the sorceress as well, if we negotiated to avoid a conflict, would we fail the challenge?”
She shares the basic traits of elementals as shared in the Planes spoiler.

The Lady's NPC |

"I don't think you'll find those sandy things in a chatty mood but by all means, feel free to try," Iyasset answers with a shake of his head.
"As for the oread..." Iyasset heaves a big, dramatic sigh, "...I suppose you could try to talk her into leaving. Really, I think a bit of violence would be well-placed but when it comes down to it, as long as you get rid of her, we can't complain."

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Knowledge (planes): 1d20 + 6 ⇒ (13) + 6 = 19
Special Attacks, please.

GM Ladile |

TL;DR: forgot to note a second DC 13 in that spoiler so Maria also gets one question.
Zithembe recalls that while the slam attacks of a sandman aren't particularly strong, they are capable of instantly putting someone to sleep.
A creature struck by a sandman’s slam attack must succeed on a DC 14 Will save or immediately fall asleep, as if affected by a sleep spell (caster level 8th). There is no limit to the number of Hit Dice a sandman can affect with this ability.

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"We may be slapping each other frequently while battling sandmen," Zithembe notes dryly.

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Resistances Please and Thank You.

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Holan-Ji listens quietly while the smart folk and their resident ancient, learned shabti talk to Iyasset about hieroglyphics and historical weekee pe' deeyas. He's reminded of that term from home for "disputed accounts that get regularly changed by successive dynasties." He's not bored (yet) but a lot of it is over his head. Though at the mention of bludgeoning weapons, he groans aloud.
"Teeth an' claws are all pointy an' sharp. See?" he says while striking an exaggerated pose that draws attention to his pointy parts. "Bitin' will hurt 'em, but they might put me to sleep."
He looks at the 3 ladies in their party, and considers whether it's safe to slap 'em on the butt. Only in the interest of waking them up, of course.
Nah. Be good. Still tryin' to fit into this team. Don't need to go makin' it awkward. Not yet, anyway.
"Hey, whaddya mean, romp through some chamber like an air elemental? Do I look like an air elemental to you? What's the deal with that part, anyway?" he asks their guide before turning to his team.
"As for the sorceress, you all wanna talk to her first, that's fine. But when we're ready to put the smack down on her, just gimme the signal."
Just before the team actually heads in to fight the sandmen, Holan-ji draws three wands from his pack and uses them in order: mage armor, longarm, and shield. Not knowing how this team fights, he offers to let the others use them also if they want.

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"Then maybe we will need to accept Iyasset's assistance," Zithembe says to Holan-Ji. "Or I could loan you my kunai and try to stay back with my sling, though I doubt the sandmen will leave me be."

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Know planes, Breadth of XP, Bard's knowledge: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 21
No blunt weapons here but I'll find something. No worries.

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"My bullets should work just fine against the sandmen.
Hey, Holan-ji, can I try that shield wand? Swap for my cestus."
Effie gives it a whirl.
umd shield: 1d20 + 10 ⇒ (16) + 10 = 26
Probably going to be around 3 rounds down on the duration by the time we go inside.
Effie draws her pistol and loads a bullet in the chamber.
"Ready Freddie!"

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Knowledge (planes): 1d20 + 5 ⇒ (15) + 5 = 20
The Grandfrogger blinks once, then nods. ”Then strike you, they should not.” He pauses to concentrate for a moment, red eyes closed. A soft prayer in a strange tongue emerges from under the heavy woolen hood.
Slowly the hunched figure walks to the man made of jade and lays a hand upon his stone skin. The shabti’s skin ripples and roughens, the effect spreading up his arm and across his body as if he were a rock dropping into water. A few small twigs with leaves of green stone sprout from Zithembe’s shoulders like miniature wings.
Casting barkskin on Zithembe (+2 enhancement to natural armor for 30 minutes).

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"That is an interesting sensation," Zithembe says with a smile as his skin transforms. "Thank you."
He draws out his kunai and reverses his grip on it.

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Nice teamwork these folks show - sharin' and buffin'. It's a nice change o' pace.
Ji hands the wand to Effie then laughs when he looks at the cestus. "Hahaha, they're like little claws for normal people. How cute!" he gushes. But given the choice between them and the proffered kunai, he opts for the cestus.
"Thanks, Zithembe, but you hold onto that. Like ya' say, you might need it," he says in sincere appreciation of the offer. "But I'm gonna strap on these cute little people-claws instead," he says still giggling at their design. "Thanks, Effie."
With that resolved, he's ready to rumble and steps to the doorway awaiting the signal from Iyasset to begin the trial.
This reminds me a little of when I waited in the gladiator's tunnel before my coming of age combat back in Chu Ye. Man, some good fightin'll feel good, he reminisces as he rolls his neck making loud pops. But I'm bettin' there won't be an orgy afterwards like that time.
Long Arm is on the Medium spell list, if Zithembe wants a hit of it.

GM Ladile |

#1: 1d20 + 7 ⇒ (16) + 7 = 23
#2: 1d20 + 7 ⇒ (11) + 7 = 18
#3: 1d20 + 7 ⇒ (13) + 7 = 20
Maria recalls that Iyasset is most certainly correct about needing blunt weapons to deal with sandmen - they're highly resistant to other basic forms of weapon damage.
DR 10/bludgeoning
Your elemental friend watches with interest as some of you borrow weapons and otherwise bolster your defenses in preparation for your imminent encounter with the sandmen. "Well, if you're sure you've got it covered," he shrugs when it appears that you won't be taking him up on his offer to fetch some clubs. "Just remember, once those earth-things are taken care of then you get to relax and have fun, air-style! You'll see what I mean when you get there," Iyasset adds with a wink.
Once you're ready to proceed, you head through the northern passage. The stone floor gives way to a track of soft sand that runs from east to west and curves northward in both directions. Thin green vines and bright violet flowers protrude from the sand in various spots. The flowers give off a strong fragrance that leaves the air thick with their pleasant perfume. A skeletal human form, partially obscured by sand, lies to the west, while the roar of violently swirling winds echoes just past a sheer drop to the north.
The flowers are the rare sand orchids, a flower with hallucinatory properties.
As you disturb the flowers, their sweet, intoxicating aroma fills your nostrils...
Please make a DC 11 Fort save. If you fail, open the spoiler below.
You're confused for 1d6 rounds as vivid hallucinations begin to take hold of you!

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Knowledge: Nature + Inspiration: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (4) = 34
Maria points out the obvious... at least to her, "Oh, Sand Orchids. Very rare. I'll definitely make a note of that. Careful, they can cause Hallucinations. Probably not ideal right now, but maybe on the way back we could get some to experiment with."

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"Um, right. Should we hold our breath or something? It looks like we've got to go through the flowers."
Effie takes a tentative step towards the east, her pistol already in her hand.

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Does Maria know the answer to either question? As in, how does one avoid them if they have to go through-ish them and are they harvestable.

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"Is there a safe way to harvest them?" Zithembe asks. "We do not know how things will proceed, and they appear to block our path." Re: map

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Anyone know Unseen Servant?

GM Ladile |

Maria estimates that a person should be capable of avoiding (and harvesting) the flowers but would need to be take extreme care to direct avoid contact with the skin.
You can move past squares that contain flowers and be fine, just don't enter the squares themselves.
But you find yourself with bigger fish to fry as the sands heave and three bipedal figures stand up to face you.
Zithembe Init: 1d20 + 2 ⇒ (13) + 2 = 15
Hepsubia Init: 1d20 + 4 ⇒ (10) + 4 = 14
Maria Init: 1d20 + 5 ⇒ (6) + 5 = 11
Holan-Ji Init: 1d20 + 7 ⇒ (11) + 7 = 18
Effie Init: 1d20 + 8 ⇒ (4) + 8 = 12
The Grandfrogger Init: 1d20 + 7 ⇒ (5) + 7 = 12
S Red: 1d20 + 5 ⇒ (8) + 5 = 13
S Blue: 1d20 + 5 ⇒ (2) + 5 = 7
S Green: 1d20 + 5 ⇒ (16) + 5 = 21
As the sandmen emerge, strange and confusing visions threaten to overwhelm you all!
Everyone please give me DC 14 Will x3, one for each sandman's aura (we'll go Red, Blue, Green in terms of order). These are mind-affecting effects. If you succeed, you're immune to that particular sandman's aura for the next 24 hrs. If you fail...
You have a vision of yourself bound in chains in a hall filled with elementals, an Osirian wizard performing a binding ritual next to each one. At the same time, four large spectral figures — two air elementals and two earth elementals — look on. The spectral elementals raise their arms...and the chains holding you suddenly shatter!
You are confused for 1 round. Please roll your own Confusion %dice.
"די בלומען ... קוק נישט אויף זיי ... זיי זענען אונדזערע! אונדזער טייַער בלומען!" bellows Sandman Green as he swings a fist at...
Clockwise starting w/Zith
1d4 ⇒ 3
Slam vs. Maria (FF): 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
...Maria, slamming into her shoulder! It hurts...and that's all. The sandman looks perplexed.
Dat Sleep immunity :3
"The flowers...don't look at them...they're ours! Our precious flowers!"
______________
Round 1
Sandman Green
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Pending Will x3)
Zithembe (Barkskin; Pending Will x3)
Hepsubia (Pending Will x3)
==============
Sandman Red
==============
Effie (Shield; Pending Will x3)
Grandfrogger (Pending Will x3)
Maria (-6; Monkey Fish; Pending Will x3)
==============
Sandman Blue
Active Conditions: None
Environmental Conditions: None
Holan-Ji, Zithembe, and Hepsubia are UP!

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Will: 3d20 ⇒ (3, 3, 13) = 19 +11 to them all.
(That was frighteningly close.)
Zithembe steels himself as the languorous aura washes over him. As the spirits answer his mental invocation and his copper eyes transform into opals, his allies feel the alien memories of ancient Osiriani summoners and binders who commanded the elementals echoing in the backs of their minds.
The shabti moves to pin one of the sandmen between himself and the Grandfrogger and then strikes with the heavy metal ring of his kunai.
(free) Spiritual Invocation (marshal), 5 ft Step, Attack
Kunai (cold iron), Flank: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
B, Cold Iron, Séance: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Allies within 30 ft gain their selection for the Marshal seance bonus, which for Zithembe is Champion (+2 non-Spell damage). Holan-Ji hasn't played with us before, and I don't think I explained it to the Grandfrogger: there's a "Seance" link in my header where you can put in your choices for spirit seance effect during Marshal and skill choice for Trickster. I would expect Holan-Ji to choose Champion and the Grandfrogger either Archmage, Hierophant, or Guardian.

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Will DC 14: 1d20 + 7 ⇒ (13) + 7 = 20 (+2 vs enchantments)
Will DC 14: 1d20 + 7 ⇒ (1) + 7 = 8 (+2 vs enchantments)
Will DC 14: 1d20 + 7 ⇒ (9) + 7 = 16 (+2 vs enchantments)
Will DC 14 2 star GM folio Reroll: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (+2 vs enchantments)
Maria resists whatever it is. Must be some sort of really awesome god looking after her. The elf shouts out, ”Firstly, that hurt. Secondly, I am immune to your sleep stuff so just stop trying.” She looks quite proud of herself for a split second and then seems to get an idea, ”Actually, all of us are immune so you might as well just quit this whole deal.”

GM Ladile |

Zithembe steels his mind and resists the strange auras that radiate from the three sandmen, reaching out to the spirits of ancient summoners to bolster himself and his allies. He then steps to pin Green between himself and Grandfrogger, striking soundly with his kunai and leaving a noticeable dent in the creature's form!
Maria also resists the strange auras and completely ignores the sleep aspect of the sleep-punch that Green just delivered. She gets an idea and decides to try bluffing the trio...but will it work?
______________
Round 1
Sandman Green (-5)
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Pending Will x3)
Zithembe (Barkskin)
Hepsubia (Pending Will x3)
==============
Sandman Red
==============
Effie (Shield; Pending Will x3)
Grandfrogger (Pending Will x3)
Maria (-6; Monkey Fish)
==============
Sandman Blue
Active Conditions: None
Environmental Conditions: None
Holan-Ji and Hepsubia are UP!

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Will vs DC 14: 1d20 + 8 ⇒ (10) + 8 = 18
Will vs DC 14: 1d20 + 8 ⇒ (19) + 8 = 27
Will vs DC 14: 1d20 + 8 ⇒ (11) + 8 = 19
The Grandfrogger blinks once.
Hmm, not certain on the seance boon. At later levels he’ll have more damaging spell options, but he’s primarily a debuffer/buffer build. So we’ll go with Guardian for today and see how that fits.

GM Ladile |

The Grandfrogger slowly blinks. Is there something he should be worried about? Because he feels perfectly fine, having shrugged off the strange auras of the sandmen.
______________
Round 1
Sandman Green (-5)
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Pending Will x3)
Zithembe (Barkskin)
Hepsubia (Pending Will x3)
==============
Sandman Red
==============
Effie (Shield; Pending Will x3)
Grandfrogger
Maria (-6; Monkey Fish)
==============
Sandman Blue
Active Conditions: None
Environmental Conditions: None
Holan-Ji and Hepsubia are UP!

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Will DC14: 1d20 + 5 ⇒ (14) + 5 = 19
Will DC14: 1d20 + 5 ⇒ (13) + 5 = 18
Will DC14: 1d20 + 5 ⇒ (20) + 5 = 25
Not this time, bad guys!

GM Ladile |

Effie also wonders what the big deal is as she easily resists the strange powers of the sandmen!
______________
Round 1
Sandman Green (-5)
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Pending Will x3)
Zithembe (Barkskin)
Hepsubia (Pending Will x3)
==============
Sandman Red
==============
Effie (Shield)
Grandfrogger
Maria (-6; Monkey Fish)
==============
Sandman Blue
Active Conditions: None
Environmental Conditions: None
Holan-Ji and Hepsubia are UP!

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I forgot to write the important part of Marshal: if an ally misses their save by 3 or less, add 1d6 (only once per round, and not that many times).

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Will : 1d20 + 6 ⇒ (17) + 6 = 23
Will : 1d20 + 6 ⇒ (18) + 6 = 24
Will : 1d20 + 6 ⇒ (2) + 6 = 8
Confusion: 1d100 ⇒ 4
Act normally. Woot!
"Hallucinogenic flowers? Hell, yeah, let's pick 'em. Later, though," Holan-Ji says excitedly as he steps into the room. He watches the sand and the walls carefully, his red eyes flicking between the shadows, the flowers, and the skeleton until the first sandman bursts from the ground.
"Hey, these things ain't so ...."
NOOO!!! I WILL NOT BE CHAINED AGAIN! he screams at the priest and the elementals binding his limbs. YOU WILL NOT TAKE ME BACK TO CHU YE!... "...I'LL NEVER GO ... back" the tiger-man suddenly shouts out loud. He looks around ever so slightly confused, but quickly regains his bearings. The sudden terror however drives the demon in his soul to the surface and he roars to the sky as he tears into the nearest adversary.
Bite, Rage, vs Red's FF: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Bite damage, Champion, Bludg: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13

GM Ladile |

Holan-Ji seems excited by the prospect of hallucinogenics but finds that sometimes they aren't as fun as expected as he seems to briefly fall under the sway of Green's strange aura. For a moment he seems lost in an unpleasant vision but then appears to snap out of it and proceeds to take a big bite out of Red!
Putting Hepsubia on Delay for the time being.
Not one to take such an insult lying down, Red hauls off and swings a sandy arm at his attacker...
Red vs. Holan-Ji (Slam): 1d20 + 6 ⇒ (16) + 6 = 22
...and misses by a hair!
"איר קענען נישט האָבן זיי ... זיי זענען אונדזער ... אונדזער טייַער בלומען!"
"You can't have them...they're ours...our precious flowers!"
______________
Round 1
Sandman Green (-5)
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Confused 1rd)
Zithembe (Barkskin)
Hepsubia (Delay; Pending Will x3)
==============
Sandman Red (-13)
==============
Effie (Shield)
Grandfrogger
Maria (-6; Monkey Fish)
==============
Sandman Blue
Active Conditions: None
Environmental Conditions: None
Hepsubia, Effie, Grandfrogger and Maria are UP!
Holan-Ji = Immune Red & Blue

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The Grandfrogger blinks again, then fixes one large red eye on the sandman next to him. “Alone in a strange land, you are,” he intones. “Unprotected by the embrace of the earth, you are. Vulnerable, you are.”
Using Evil Eye on Green to impose a -2 penalty to AC for 7 rounds (Will 16 to reduce duration to 1 round).

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"Dammit they came up out of the ground! There's no room to shoot." Effie complains, feeling uncomfortable in the melee.
"Let's put them to sleep!"
Being inspire courage (audible)

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Maria agrees, ”You’re right, F.E.G. But let’s show them just how dangerous it is to corner us.” She swiftly twists to the side, bringing her leg up into a powerful kick aimed at the center mass of the elemental.
Improved Unarmed Strike + Flank + IC vs Green: 1d20 + 2 + 2 + 1 ⇒ (9) + 2 + 2 + 1 = 14 for Bludgeoning + Zith + IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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Sorry, was out of home for the week end
Will save: 1d20 + 3 ⇒ (4) + 3 = 7
Will save: 1d20 + 3 ⇒ (7) + 3 = 10
Will save: 1d20 + 3 ⇒ (15) + 3 = 18
Confusion: 1d100 ⇒ 6
Hepsubia's mind welcome the Confusion spell, who find itself totally at home in her brain. A mini-Hepsubia even brings him some tea and biscuits, and his favorite seat.
Meanwhile, the elf body acts following his own whishes (Business as Usual for Lil"Hep!), and she starts to introduce the elementals to her songs ..
Holan-Ji has the surprise to see his weapon glowing with new found power
Weapon song: choose either a +1 bonus to your weapon (mundane or magical) or one of the following bonuses to your weapon: Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

GM Ladile |

Green Will (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22
The Grandfrogger attempts to strike fear and doubt into the heart of the Green Sandman and the creature of earth seems to falter...but only for a moment.
Successful save; Green is at -2 AC for 1 round.
Frustrated by the tight quarters Effie begins shouting encouragement to everyone while Maria hauls off and delivers a firm kick to Green's chest!
Hepsubia's eyes cross for a few seconds as the auras affect her senses but much like Holan-Ji she seems to snap out of it. She begins to rock out, granting her tiefling companion a little extra punch to one of his weapons.
Blue takes a swing at...
1=Zith, 2=Effie
1d2 ⇒ 1
Blue vs. Zithembe (Slam): 1d20 + 6 ⇒ (2) + 6 = 8
Zithembe and misses horribly! Green throws another sandy punch at...
Clockwise from Zith
1d4 ⇒ 2
Green vs. Effie (Slam): 1d20 + 6 ⇒ (5) + 6 = 11
...and also misses! Meanwhile, the auras from all three continue to radiate outward but most of you have proven immune to their effects...except for Holan-Ji and Hepsubia.
Holan-Ji, please make another DC 14 Will or be confused for 1 round. Hepsubia, please make DC 14 Will x2 or be confused for 1 round.
______________
Round 2
Sandman Green (-10; Evil Eye -2 AC 1 rd)
==============
Holan-Ji (Long Arm, Mage Armor, Shield; Pending Will)
Zithembe (Barkskin)
==============
Sandman Red (-13)
==============
Effie (Shield)
Grandfrogger
Maria (-6; Monkey Fish)
Hepsubia (Pending Will)
==============
Sandman Blue
Active Conditions: Inspire Courage, Weapon Song (Holan-Ji)
Environmental Conditions: None
Holan-Ji and Zithembe are UP!
Holan-Ji = Immune Red & Blue
Hepsubia = Immune Green

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Will save: 1d20 + 3 ⇒ (14) + 3 = 17
Will save: 1d20 + 3 ⇒ (12) + 3 = 15
Undisturbed by the spells, Hepsubia continues to sing and takes her sword out.
We will never know, fortunatly, if the spells were undisturbed by the state of Hepsubia's mind.
Some things are better left untold.

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Will: 1d20 + 8 ⇒ (2) + 8 = 10
Will, Reroll 3 stars: 1d20 + 8 + 3 ⇒ (4) + 8 + 3 = 15
Visions of priests and elementals crowd into Holan-Ji's mind again. Unlike Hepsubia's welcome, however, these visions are met by the face of a primordial tiger god. Get out of this one's head. This one dreams of war, of fire, and of things that will bite. Begone! it roars at the visions which flee in their own terror.
Holan-Ji shakes his head to clear all the internal noise and is met with the sounds of his teammates' voices. One inspires him and the other calls forth fire in his fangs. At the familiar feel of the fire, he digs down deep into the anger, the rage, the beast within, and suddenly the cestus, too, is wreathed in black and orange flame. He roars into the face of the sandman, "I. AM. THE. BEAST! as he pummels it mercilessly.
Cestus, B, PA, Rage, IC, WpnSong: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (7) + 8 - 2 + 2 + 1 + 1 = 17
Damage, PA, Champion, Rage, IC, WpnSong, hellfire: 1d4 + 4 + 4 + 2 + 2 + 1 + 1 + 1d6 ⇒ (2) + 4 + 4 + 2 + 2 + 1 + 1 + (4) = 20
Bite, PA, secondary natural attack, Rage, IC: 1d20 + 9 - 2 - 5 + 2 + 1 ⇒ (8) + 9 - 2 - 5 + 2 + 1 = 13
Bite damage, S/P/B, PA, Champion, Rage, IC, flaming: 1d6 + 2 + 1 + 2 + 2 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + 2 + 2 + 2 + 1 + (5) = 18
First attack on Red. If it drops, attack Green.
I was gonna offer to save Z's Voices in your head for Hep, but she ninja'd my post as I was typing and made her saves. That's okay, though, I'll still just use the reroll to make sure he doesn't end up attacking a teammate. Cause that could be bad.
Chose +1 enhancement for the cestus, and flaming for the natural attack (bite). In addition, using hellfire strike to give flaming on the cestus, too. For effect, but also for thematic consistency.

GM Ladile |

This time around both Hepsubia and Holan-Ji manage to resist the remaining auras. Angered by the (attempted) intrusion into his mind, Holan-Ji's teeth and cestus become wreathed in flames and he delivers a strike to Red that sees the elemental explode in a shower of sand!
With one foe down, the tiefling turns his attention next to Green and sinks his teeth into the sandman. The creature howls with pain and looks to be on the verge of collapse!
______________
Round 2
Sandman Green (-28)
==============
Holan-Ji (Long Arm, Mage Armor, Shield)
Zithembe (Barkskin)
Effie (Shield)
Grandfrogger
Maria (-6; Monkey Fish)
Hepsubia
==============
Sandman Blue
Active Conditions: Inspire Courage, Weapon Song
Environmental Conditions: None
Zithembe, Effie, Grandfrogger, Maria and Hepsubia are UP!

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Feeling the surge of energy from Hepsubia, Maria channels it into her fists. She hums a little tune and strikes at the flanked foe!
+1 Improved Unarmed Strike + Flank + IC vs Green: 1d20 + 3 + 2 + 1 ⇒ (18) + 3 + 2 + 1 = 24 for Magic/Bludgeoning + Zith + IC + Weapon Enhancement: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
"if da right one done getcha, da left one wiiiiillllll"

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Zithembe turns the weighted end of the against the sandman (green or blue) and strikes.
Attack
Kunai (cold iron), +1 enhancement, IC: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
B, Séance, Magic, IC: 1d4 + 2 + 2 + 1 + 1 ⇒ (2) + 2 + 2 + 1 + 1 = 8
Add a 5 ft step NE if that's a valid path regardless of which sandman he had to attack and their status (to make room for Holan-Ji to attack blue).

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Nice song, Maria! I like this version too

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"Dang, you sandpeople are the wrong kind of grit, ya know!"
unarmed strike vs sandy, ic, hep: 1d20 + 1 + 1 + 1 ⇒ (5) + 1 + 1 + 1 = 8damage, ic, hep, zith: 1d6 - 1 + 1 + 1 + 2 ⇒ (1) - 1 + 1 + 1 + 2 = 4 if green is still up, add +2 flank bonus to hit if appropriate.
If green is down, Effie attacks blue then 5' steps back.
Maintaining inspire courage.
Effie keeps her pistol turning in the air, but the kick she aims at the sandman is less well controlled.

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The Grandfrogger says nothing, continuing to stare unblinkingly at the elemental from around the corner as if to remind them that they are seen - and still vulnerable.
Using Evil Eye on Green to impose a -2 penalty to AC for 7 rounds (Will 16 to reduce duration to 1 round). If Green is down, he’ll shift his gaze to Blue instead.

GM Ladile |

Maria hums cheerfully as she channels Hepsubia's song into her fist; she hauls off and throws a punch at Green that knocks the elemental's head off his shoulders! The rest of the creature collapses into a heap of sand.
With only Blue remaining Zithembe strikes it with the weighted end of his kunai before stepping aside to allow Holan-Ji room to move in.
Effie attempts to mimic Maria's earlier move and throws a kick at Blue, but the sandman sees it coming and easily ducks the blow. The ifrit then falls back a pace.
The Grandfrogger stares a hole into Blue from just around the corner...
Blue Will (DC 16): 1d20 + 3 ⇒ (4) + 3 = 7
...and this time, Blue seems shaken by it!
Back in the back, Hepsubia continues to sing and draws her sword.
Now utterly alone, Blue withdraws away from Zithembe and dives into the nearest pile of flowers. There it stands, defiant, apparently ready* to attack anyone who should draw near.
"איך וועט ניט לאָזן איר נעמען אונדזער בלומען!"
"I won't let you take our flowers!"
*Not actually a readied attack due to the withdraw but it does look like it's making a stand.
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Round 3
Holan-Ji (Long Arm, Mage Armor, Shield)
Zithembe (Barkskin)
Effie (Shield)
Grandfrogger
Maria (-6; Monkey Fish)
Hepsubia
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Sandman Blue (-8; Evil Eye -2 AC 7 rds)
Active Conditions: Inspire Courage, Weapon Song
Environmental Conditions: None
Everyone is UP!

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You're cornered, even boxed! Surrender right NOW! Or I'll summon a horde of cats... and you know what cats do to boxes of sand...
Bluff: 1d20 + 5 ⇒ (17) + 5 = 22
Yes, it is an harsh threat.
But in time of war, you have to be merciless sometimes.

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Nice song, Maria! I like this version too
Thanks! I literally listened to that cover of the song after I enjoyed the older version. That dude has a deeeeep voice.
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Maria takes a deep breath and pulls out her bow as she nudges Effie, "Dang that was close. I didn't want to let them know how bad we are in melee, so most of that was all bluster but... it worked out. But now at least we can shoot if necessary."
She aims at the sandman and readies to shoot a blunt arrow if they attack any of her allies, "Anyone speak that language they are speaking?"

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"Presumably the language of earth," Zithembe says as he steps forward to strike at the defiant sandman.
5 ft Step, Attack
Kunai (cold iron), +1 enhancement, IC: 1d20 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18
B, +1 enhancement, IC, Séance: 1d4 + 2 + 1 + 1 + 2 ⇒ (1) + 2 + 1 + 1 + 2 = 7

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"You. Can't. Hide. From. MEEE!" Holan-Ji roars as he stomps towards the last sandman. Stopping just shy of the flower bed, he reaches out with an unnaturally long arm...
Cestus, B, PA, Rage, IC, WpnSong: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (1) + 8 - 2 + 2 + 1 + 1 = 11
Nat 1. Whimper, mewl....
but Hep's comment about cats and sand boxes catches his attention at just the wrong moment.
"Really? A little on the nose, don't ya' think?" the cat-demon-man asks the little elf lady.

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The Grandfrogger watches as the Pathfinders' united purpose scatters to the sands like the remnants of the two sandmen. "Understand, I do not." It is unclear whether he is answering Maria's question or making an observation. One eye continues to stare unblinkingly at the remaining elemental.
Using Evil Eye on Blue to give them a -2 penalty to saving throws for 7 rounds (Will 16 to reduce duration to 1 round).

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Alright Effie, it's a tight shot but you can do it...
Effie steps forwards, juggling her pistol. She comes up behind Zithembe and her pistol catches fire - but it's not a black powder problem, it's Hepsubia's song that does it. And Effie is not afraid.
pistol vs sandman, ic, into melee, pbs, vs touch: 1d20 + 7 + 1 - 4 + 1 ⇒ (20) + 7 + 1 - 4 + 1 = 25magic damage, pbs, ic, zith, focused aim: 1d8 + 1 + 1 + 1 + 2 + 4 ⇒ (5) + 1 + 1 + 1 + 2 + 4 = 14flaming hep damage: 1d6 ⇒ 1
confirm? vs sandman, ic, into melee, pbs, vs touch: 1d20 + 7 + 1 - 4 + 1 ⇒ (17) + 7 + 1 - 4 + 1 = 22magic crit damage, pbs, ic, zith, focused aim: 3d8 + 27 ⇒ (6, 8, 2) + 27 = 43
"Sharpest shot in all Varisia!"
spending one grit on Focused Aim, looks like I get it back for a crit?