
GM Ladile |

Caller Will (DC 15): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Caller takes a deep breath and moves into the void, just in time to 'see' a shadowy Quang Chi leap across what, inexplicably, seems to be some sort of a chasm within a cavern. The Shoanti readies himself to try and see if his Spider Climb will work to traverse over and around the obstacle as well but as the archer touches down on the other side the scene suddenly melts away.
And another faint, echoing bark is heard.
'this way'
The void swirls and a new scene forms. All of you now stand on the banks of a fast-flowing river. You sense that your companion is on the other side but the water is moving so fast, too fast, to try and swim across. But just a few feet further up you see a large log that's fallen across the river. It looks wide enough to work as a bridge to the other side, with a little effort to adjust it.
Everyone may make a Kn. Engineering *or* Strength check to try and work the log into a passable bridge. That said, this is something between a haunt and a dream sequence so the mechanics are vague - feel free to make a case for another skill that might also do the job of getting you across.
______________
Round 2
Serge
Frankie (Shaken)
Caller (-7; Spider Climb)
Quang Chi (Animal Focus: Mouse, Mage Armor)
Meredith (Shaken) & Denair (Shaken; Mage Armor)
==============
Haunt
Active Conditions: None
Environmental Conditions: None
Everyone is UP!

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Quang Chi studies the fast flowing river trying to determine how far it is across. He walks to the fallen log and paces it off just to be sure.
"I could try to jump again," he begins, still not sure of it though and not liking the looks of the water if he fails. "Or perhaps you could grow yourself again to move this tree, Caller? As you did in the fight with the ogres."
Could a case be made to just jump it? How far is it across? I can get him to a +31 to jump.

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"I'm almost there, Denair." Meredith asks for some Guidance and she tries to shove the log across the river.
Str check: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Meredith's Eidolon |

"Sorry, Mister... Coconut Tree. But if my wings aren't working, then I need your help!"
Str: 1d20 + 4 ⇒ (1) + 4 = 5
Denair can't bring herself to nudge the tree, even with her Queen in peril!

GM Ladile |

It doesn't list a distance but I'm pretty sure that if you can get a +31 to jump that you can jump it! That said...
While Quang Chi hesitates, wondering if he might be able to simply jump the river, Meredith and Denair try to maneuver the log into a more stable position. Though it proves too heavy for Denair to budge, Meredith's time on the farm proves a boon as she's able to firmly wedge one end of the log into the damp earth, anchoring it in place!
And as she does, the entire scene melts away once more.
From the darkness, the bark echoes again - except this time, it seems to come from somewhere overhead.
'hurry'
As it echoes, the scene reforms. Now you stand before a sheer rock wall. Small outcroppings and holes offer possible handholds to climb it, though the going doesn't look like it'll be easy.
For those who haven't acted, please give me a Climb or other relevant skill check to attempt to ascend the wall.
______________
Round 2
Serge
Frankie (Shaken)
Caller (-7; Spider Climb)
Quang Chi (Animal Focus: Mouse, Mage Armor)
Meredith (Shaken) & Denair (Shaken; Mage Armor)
==============
Haunt
Active Conditions: None
Environmental Conditions: None
Serge, Frankie, Caller and Quang Chi are UP!

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Serge grabs the sheer wall, praying to Ragathiel to make his climb as full of fervor as his strikes with his greatsword usually were. He grabs the narrow handholds and propels himself up with purpose.
Climb: 1d20 - 1 ⇒ (15) - 1 = 14

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Quang Chi watches in surprise as Meredith shoves the whole tree into place by herself! Then the scene fades away, and he faces a wall of rock.
"We will get you home soon, little one," he murmurs to the statue in his hand. He puts it into his pack, and rubs his wayfinder for luck in preparation to climb.
Feeling that the mouse has served its purpose, he exchanges his focus for that of a monkey, his features taking on a more simian appearance. Humph. Not a good look, I think, he considers as he runs his fingers through the new hair on his head.
Climb, monkey, guidance: 1d20 + 9 + 4 + 1 ⇒ (19) + 9 + 4 + 1 = 33
Switching out Mouse (Evasion) for Monkey (+4 to climb) as primary animal aspect.

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Frankie readies himself to jump across the log and then it disappears "What the heck!" His nerves are still rattled as the barking echoes in his mind "Don't worry, I'm coming Muttilda! I should take better care of you!" He reaches out and starts climbing.
Climb, Shaken, Boon, Derring-Do: 1d20 - 2 + 2 + 1d6 ⇒ (10) - 2 + 2 + (3) = 13
(0/3)Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your traning, granting you a +2 circumstance bonus on one of the following skill checks:
-an Acrobatics check to balance on a narrow or slippery surface
-any Climb check
-a Knowledge (planes) check to identify creatures or their weaknesses
-any Profession (soldier) check.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

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Frankie readies himself to jump across the log and then it disappears "What the heck!" His nerves are still rattled as the barking echoes in his mind "Don't worry, I'm coming Muttilda! I should take better care of you!" He reaches out and starts climbing.
[dice=Climb, Shaken, Boon, Derring-Do]1d20-2+2+1d6
** spoiler omitted **
** spoiler omitted **
It won't likely matter, but I forgot to add his base +3 to climb! Should be 16 vs 13.

GM Ladile |
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Feeling marginally more confident about scaling the cliff than he did about jumping the chasm, Serge throws himself into the task as he attempts to haul himself up using the footholds and handholds that he can find. But the going is tough and the cliff is quite sheer, preventing him from getting more than a few feet before sliding back down.
Quang Chi, on the other hand, is in his element. He shifts his focus from that of the mouse to that of the monkey; effective, if not particularly pleasing aesthetically. Still, it should serve the purpose. The archer finds it easy to scamper up the cliff, reaching the top in record time. As his head pops up over the edge, there's a flash of light - that everyone can see - like the light of the morning sun.
And as quickly as the visions came, they fade away. The inky darkness fades and everything returns to normal. You all find yourselves back inside the chamber, none the worse for the wear. The flame within the brazier is burning once more.
Once you all have a moment to catch your breath, those standing close to the pit and the brazier can finally spot a small indentation in the floor, where something might be placed.
Muschkal Sepulcher
______________
Frankie, you regain that use from your boon.

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Not to bogart this, but just to keep things moving.
Suddenly finding himself standing on his feet, hands no longer gripping the rough stones of the cliff wall, Quang Chi takes a moment to reorient himself. He looks around at the room and is thankful that all of his teammates are healthy and well, none the worse for wear. At least as far as he can tell.
He reaches into his pack and withdraws the wolf cub statue. "Now you are home, little one," he whispers to it as he places it into the indentation in the floor. The monk gives another of those very deep and long penitent bows to the pup. "I am sorry you had to go so far away. We will not let it happen again."

GM Ladile |

As Quang Chi places the wolf cub statue into the indentation on the floor there's another flash of light and each of you receive a vision of a young Shoanti hunter, sitting atop a cliff that overlooks a sprawling forest. A massive wolf lies next to him, head on her paws. The pair then rise and turn to walk away, the sun rising before them and bathing everything it touches in an orange glow.
The vision then fades away and all is as it was and as it should be. You feel that the strange haunt and visions you encountered moments earlier has now been put to rest for good by the return of the statue to its proper place.
Muschkal Sepulcher
______________
So you've returned all three relics to their proper locations and repaired some things. What next?

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Caller is perplexed by the magic of the Haunt but takes a moment to thank Quang Chi for his quick thinking.
"You did good."

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"Denair? Are you okay? I heard you screaming for help, and there was a chasm I had to jump, and-"

Meredith's Eidolon |

'Boss! The river was so wide, and there was this coconut tree but I didn't want to damage it, and then this cliff sprang up and are you alright?"

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"This huge cliff sprang up but a wolf and a hunter walked into the sunset and yeah I'm fine. Are you fine? Come over here." The two hug, like they haven't seen each other in years.
Finally Meredith disengages. "Alright. Okay. Statue is in, right? So we restored this place. The only thing left to repair is the tablet near the entrance. Skye is probably talking that woman's ear off at this point. We should go save her."

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Serge pants heavily after failing both his long jump and wall climb. Never ask him to join your track and field team. "Unsettling as those visions were, it seems we have now quieted the haunt. I for one will be doing something about my, er, inability to negotiate pits and walls going forward. A Pathfinder should be prepared for everything, after all."

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Frankie's head pops up from behind the wall he was trying to scramble up, looking around a bit confused and a bit shaken "Huh. Hey guys... guess we all made it back ok?" He scratches behind his ear and looks like he's trying to figure out just what happened but it doesn't take long for his mind to move on to more fun things.
"Sky's probably smoking that stinky stuff with the ghost, hope she doesn't breath it in, makes you feel funny." He wrinkles his nose, wafting away the imaginary smoke.
"Let's go!" He grabs up Serge, and Denny's hands and takes off towards the entrance. "Denny and I will teach you to climb Serge! But it would be easier without all that armor on..."

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Quang Chi bows slightly to Caller in appreciation of the compliment and watches the women's emotional reunion.
Referring to the map, he points out that they still need to check the central northern room and the eastern corridor. Although Lumketul's notes claimed they were empty there is no guarantee they remain that way now.

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Looking cautiously at Frankie as he plunges off into the unknown a slight smile cracks his stern face- which turns is a gentle shaking of his head and a chuckles, "The young have no worries and apparently little or no fear!"
Caller nods in agreement with Quang... and appreciates that much can be communicated with a simple nod between the two men.

GM Ladile |

While there's some disagreement on how to proceed with some of the group wishing to return to the entrance to meet up with Skye and others suggesting to finish looking around, there's still room for compromise. You retrace your steps and return to the large circular chamber where you returned the ring and then venture towards the chamber to the north - after exercising all due caution, of course.
As it turns out, your visit to this chamber is a brief one. This large, mostly empty room features two statues and an incomplete staircase to the north, but nothing else of interest. Much like the stairwell to nowhere you encountered in the pottery room, it seems as though whatever construction was planned for this section of the sepulcher was never completed.
Having done this, you decide to at least head back to the entrance to check on Skye before making any further decisions. This time, Caller and Serge lead the way since you already know that these passages are free of traps. However, as the group approaches the water room you all suddenly hear the sound of footsteps rapidly approaching. Skye bursts into the water room, his usually-tranquil expression nowhere to be seen.
"I don't know what you did but we've got trouble out there again! Hearth Keeper and I were having a pleasant chat when that pile of bones decided it was time to get back up!"
He glances back over his shoulder.
"Think I got moving fast enough that it didn't see me. But it looks like we're going to have to go through it if we want to leave this place..."

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Caller prepares for battle by casting Protection from Evil and AID upon himself, and Bless upon the entire group.
AID (temp HP): 1d8 + 6 ⇒ (7) + 6 = 13

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I'm assuming our old aid buffs from the water are expired?
Frankie's eyes go big as Skye starts describing the foes. He puffs out his chest and draws his mithril dagger. "I'm ready!"
Ya, not much for prep for me.

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"A pile of bones?" Serge grimaces at the sound of the undead awakening. Holding his greatsword aloft, he says a short prayer, and the blade begins to glow. "A little extra help from above to help purge any restless undead."
If it makes sense to (since it's a short buff and not sure when combat will actually start), Serge will cast Magic Weapon on his greatsword.

GM Ladile |

Actually no, the Aid buff from drinking the water will last 24 hours so everyone is good - and Caller may regain that spell slot. Also, I scooted everyone up a bit on the map.
Thankful to at least have some advance warning, you gird yourselves for battle as best as you can and careful inch closer to the door. Once everyone is ready, Caller flings it open...and there, blocking the way out, is a horrific mass of bones and skulls tied together with slick ropes of sinew, assembled in a vaguely humanoid shape. Flanking it on each side are wolf-like figures, made of some manner of metal and stone.
The two wolf-like figures are constructs known as graven guardians, crafted and painted to resemble a deity or a deity’s favored servants. When not in motion, a graven guardian appears identical to a temple or crypt’s statue, but while active, graven guardians look extremely lifelike.
For every 5 that you exceed the DC you recall one piece of information from this list.
Though made of bone, this sepulcher warden is actually a form of construct known as a bone golem.
For every 5 that you exceed the DC you recall one piece of information from this list.
Meredith Init: 1d20 + 2 ⇒ (7) + 2 = 9
Lil Frankie Init: 1d20 + 4 ⇒ (9) + 4 = 13
Caller Init: 1d20 + 4 ⇒ (2) + 4 = 6
Serge Init: 1d20 + 4 ⇒ (15) + 4 = 19
Quang Chi Init: 1d20 + 5 ⇒ (17) + 5 = 22
Warden: 1d20 + 6 ⇒ (3) + 6 = 9
GG Blue: 1d20 + 10 ⇒ (9) + 10 = 19
GG Green: 1d20 + 10 ⇒ (9) + 10 = 19
______________
Round 1
Quang Chi (Animal Focus: Monkey, Mage Armor)
Serge (Magic Weapon)
==============
Blue
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red
==============
Caller (Protection from Evil, Spider Climb)
Active Conditions: Bless
Environmental Conditions: None
Quang Chi and Serge are UP!

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When Caller throws the door open, the shock of seeing the gigantic abomination almost causes the monk to lose his focus. But instead he digs deep and centers his mind, letting his hands do what they have been trained to do in an act of perfect mindfulness.
Attack, Flurry, PBS, Aid: 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
damage, Bow, PBS: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Attack, Flurry, PBS, Aid: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 27
damage, Bow, PBS: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Attack, Flurry, ki point, PBS, Aid: 1d20 + 12 + 1 + 1 ⇒ (6) + 12 + 1 + 1 = 20
damage, Bow, PBS: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Attack, Flurry, PBS, Aid: 1d20 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10
The last arrow flies wide, and Quang Chi silently chides himself for his failure.
@GM thanks for lining him (us) up at the door with a clear shot versus its Flat Footed AC ;)
Aid from the water and Bless are both morale bonuses.

GM Ladile |

Ah yes, that's right. Caller may retcon his casting of Bless as well, if he wishes. And hey, I just try to put you guys where you tell me and/or where it makes sense :)
As soon as Quang Chi registers what he's looking at, he quickly fires off a barrage of arrows at the hideous abomination. While three of four arrows hit the mark (albeit the third just barely), the archer notices that they don't seem to do quite as much damage to the thing as he'd expect.
______________
Round 1
Quang Chi (Animal Focus: Monkey, Mage Armor)
Serge (Magic Weapon)
==============
Blue
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
==============
Caller (Protection from Evil, Spider Climb)
Active Conditions: Bless
Environmental Conditions: None
Serge is UP!

GM Ladile |

Caller #2: 1d20 + 4 ⇒ (20) + 4 = 24
Round 1
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Monkey, Mage Armor)
Serge (Magic Weapon)
==============
Blue
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
Active Conditions: Bless
Environmental Conditions: None
Caller and Serge are UP!

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That thing is freaky looking. Cool! I think those are stairs, so Serge is gonna use the terrain to his advantage if he can.
Serge rushes in, backing himself into a corner to allow Caller ample room to enter the room. He holds his greatsword above one of the two wolf-like figure, his face angry. "Restless abominations, my body is a sword, and this place, a burial ground. Those who wish to die, come forth!"
Mwk Greatsword vs Blue, Bless, PA, Furious Focus, Magic Weapon, High Ground?: 1d20 + 11 + 1 + 1 ⇒ (7) + 11 + 1 + 1 = 202d6 + 12 + 1 ⇒ (1, 4) + 12 + 1 = 18

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Caller flings open the door and all Frankie can seem to notice for a few seconds is one of his marbles he must have dropped earlier inside the main room. "Hey, that's my pinkie!"
Too bad I've got no room in my feat tree for improved initiative.

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Caller summons forth the power of ancient spirits of light and invokes a burst of radiant light to come forth and damage the creatures of darkness.
Cast Burst of Radiance (DC 15)- centered as to strike Blue and Red.
Rounds of Blindness/Dazzled: 1d4 ⇒ 3
If evil, Damage (no save): 5d4 ⇒ (2, 4, 3, 1, 1) = 11
"Creatures of Darkness... You shall not PASS!"

GM Ladile |

Deciding to take advantage of the terrain Serge rushes into the room and into the corner by the door. Lifting his greatsword high, he brings it down with a tremendous amount of force and power upon the Blue Wolf Statue that stands below.
*CLANG-SCREEEE!*
The paladin's greatsword connects, leaving a sizable gouge in Blue's snout!
Meanwhile, Caller maintains his position just inside the doorway and decides to take a leaf out of Skye's book. He conjures forth a burst of bright light to strike Blue and Red...
1d20 + 6 ⇒ (6) + 6 = 12
...and while it doesn't look like the magic affected Red in the slightest, Blue utters an eerie, hollow-sounding howl as it finds itself blinded! Caller does note that it doesn't look like Blue actually took any damage from the spell.
Ready to hunt, both Green and Blue howl that strange, hollow-sounding howl again and begin to move. Green rapidly crosses the room and moves up the steps, clearly heading for Serge, while Blue follows a short distance behind but seems reluctant to venture too far from Red - possibly due to the blindness?
______________
Round 1
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Monkey, Mage Armor)
Serge (Magic Weapon)
==============
Blue (-18; Blinded 3rds)
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
Active Conditions:
Environmental Conditions: None
Frankie and Meredith & Denair are UP!

Meredith's Eidolon |

"Boss, I'll help Serge!" Denair begins flying over everyone's head, remaining about 5 feet above the ground. She emerges into the main corridor and swings at the Green Wolf.
Power Attack Slam, Aid, Flanking: 1d20 + 9 - 2 + 1 + 2 ⇒ (4) + 9 - 2 + 1 + 2 = 14
Power Attack Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15
I assume Serge does not have Precise Strike, so no bonus 1d6 damage for me.

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Meredith's arms swell with green vines as she steps up and swings her mace around Caller to hit the wolf in front of him.
Silver Heavy Mace, Aid, Cover: 1d20 + 8 + 1 - 4 ⇒ (13) + 8 + 1 - 4 = 18
Arcane Strike, Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

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Frankie stands on his tip toes as he looks through a mass of people into the main room. He wrinkles his nose in annoyance, trying to think of a way to help. "Ooo!" He draws out a wand and waves it around towards the mass of bones, almost like he's done it before.
UMD Wand of Grease: 1d20 + 13 ⇒ (17) + 13 = 30
A swath of oily grease coats the floor in front of the bone thing. Green box: Reflex DC11

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"Caller, do you know anything about these creatures? Without Skye, we rely on your knowledge of such beings."
Or can Skye be botted for appropriate knowledge checks?

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Responding to Quang's question Caller can provide very little information, "I do not know what these creatures are... but the dog-like creatures (blue and green) appear to have been tainted by some form of evil."

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Puzzled by the big man's response, Quang Chi tries again. "Apologies, I thought perhaps you had studied to fight the risen dead. Is that thing not one such as that?"
Dude, you have Knowledge religion.

GM Ladile |

Meredith and Denair both move to help Serge and Caller against the Green Wolf but neither are able to land a blow - though Meredith comes very, very close, only missing by a hair.
From further back, Frankie tries to help out in a slightly different way; he produces a wand and waves it about, generating a puddle of grease on the floor around Red...
1d20 + 3 ⇒ (5) + 3 = 8
...and sends the monstrous thing crashing to the ground! It methodically picks itself up and turns towards the door where all the ruckus is coming from, pulling some of its' own bits of bone and sinew free as it does. Then, it takes aim and flings them - not at Serge, not at Caller, but at Quang Chi, way in the back!
Carrion Cage vs. Quang Chi (Ranged Touch; +4 Cover to QC): 1d20 + 8 ⇒ (7) + 8 = 15
What amounts to some sort of gross bone-lasso goes whizzing past everyone, including its intended target, and splats against the far wall.
______________
Round 2
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Monkey, Mage Armor)
Serge (Magic Weapon)
==============
Blue (-18; Blinded 3rds)
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
Active Conditions: None
Environmental Conditions: Grease (Green Grid)
Caller, Quang Chi and Serge are UP!

Bot-O-Matic |

Actually, it's Kn. Arcana for both of these creatures. That said, I'm not opposed to letting Skye try to lend a little help!
Kn. Arcana (DC 16): 1d20 + 6 ⇒ (17) + 6 = 23
Kn. Arcana (DC 18): 1d20 + 6 ⇒ (2) + 6 = 8
"Afraid I have no idea about the big one but I can tell you that the two smaller ones are constructs known as graven guardians, crafted and painted to resemble a deity or a deity’s favored servants," Skye suddenly calls out from somewhere in the back. "When not in motion, a graven guardian appears identical to a temple or crypt’s statue, but while active, graven guardians look extremely lifelike."
"These seem to have a fluid form to allow them to move about the field with the greatest of ease - be wary!"
A graven guardian does not provoke attacks of opportunity because of movement. It is immune to critical hits and sneak attacks, and it cannot be knocked prone or grappled.

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Apologies, I presumed a critter made of bone and sinew guarding a tomb would be undead. Thanks for letting Skye chime in!
Quang Chi ducks the bone lasso and doesn't even flinch when it squishes into the wall behind him. Getting caught by that would be ... very bad, I think.
"If these are indeed the 'lightning dogs' we need to get out of this line!" he calls out to those in front. He then focuses on the image of a tiger and his eyes become slitted and the backs of his hands are covered in fine orange fur.
Quang Chi begins uttering a prayer to Tsukiyo while tapping out a pattern on his bow with his fingers.
Swift action to set Primary Animal Focus to Tiger (+2 DEX). AC & CMD in tag line adjusted accordingly. Casts Gravity Bow as standard action.

GM Ladile |

Concerned that the conga line in the hallway might become a problem, Quang Chi is quick to get in touch with his inner tiger as he conjures some magic on his bow.
______________
Round 2
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (Magic Weapon)
==============
Blue (-18; Blinded 3rds)
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
Active Conditions: None
Environmental Conditions: Grease (Green Grid)
Caller and Serge are UP!

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Caller will attack the closest creature (Green) with his earthbreaker in the hopes of putting it down quickly.
Power Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Blunt Damage (silver & Magic): 2d6 + 13 ⇒ (2, 1) + 13 = 16
"Focus you attacks on this one!"

GM Ladile |

Caller attempts to turn his attention to up-in-his-face Green, taking a swing with his earthbreaker, but the construct easily avoids the blow!
______________
Round 2
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (Magic Weapon)
==============
Blue (-18; Blinded 3rds)
Green
==============
Frankie
Meredith (Long Arm) & Denair (Mage Armor, Shield)
==============
Red (-17)
Active Conditions: None
Environmental Conditions: Grease (Green Grid)
Serge is UP!

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Serge finds himself trapped in the corner, but rather than cause him fear, it only serves to deepen the paladin's resolve. He hefts his greatsword overhead, bending at the knees and driving it down upon the construct...
Greatsword, PA, Furious Focus, Magic Weapon, Flanking: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 192d6 + 12 + 1 ⇒ (5, 5) + 12 + 1 = 23

GM Ladile |

Feeling no fear, Serge stands his ground and turns his attention to Green, flanked between himself and Denair. Raising his sword he again brings it down with full force on the guardian; the screech of metal on metal and metal on stone fills the chamber but the sword proves quite effective, leaving a large gash in the construct's form.
Blue steps up the stairs, sensing prey close by. Despite the blindness it attempts to snap at Denair...
Total Concealment (50% Miss; Low is Bad for Me): 1d100 ⇒ 76
Bite vs. Denair (Flank): 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Total Concealment (50% Miss; Low is Bad for Me): 1d100 ⇒ 54
Bite vs. Denair (Flank): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage (Force): 1d6 + 6 ⇒ (6) + 6 = 12
...with the second bite managing to land even with all of the eidolon's defenses in place! Strangely the pain that comes with it feels more like a powerful crushing force than the sting of razor-sharp teeth.
Green, now finding itself in a target-rich environment, snaps its' jaws...once...twice...
1=Denair, 2=Caller, 3=Serge
1d3 ⇒ 1
Bite vs. Denair: 1d20 + 10 ⇒ (8) + 10 = 18
Bite vs. Denair: 1d20 + 10 ⇒ (18) + 10 = 28
Damage (Force): 1d6 + 6 ⇒ (2) + 6 = 8
...also at Denair! The eidolon suffers another bone-crushing bite!
______________
Round 2
Caller (Protection from Evil, Spider Climb)
Quang Chi (Animal Focus: Tiger, Gravity Bow, Mage Armor)
Serge (Magic Weapon)
==============
Blue (-18; Blinded 2rds)
Green (-23)
==============
Frankie
Meredith (Long Arm) & Denair (-20; Mage Armor, Shield)
==============
Red (-17)
Active Conditions: None
Environmental Conditions: Grease (Green Grid)
Frankie and Meredith & Denair are UP!

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Meredith hears Denair yelp. Noticing how cramped the area is, she calls upon the agility of a spider and casts Spider Climb on herself. She then begins climbing up the wall, around the corner and towards Denair.
"I'm here. Crush the green thing and we can work on the blue one together."
Meredith will try to be 10 feet above the ground so she doesn't provoke for movement. She has Long Arm active so she can still reach. If not she'll provoke from green, and that's fine for her.

Meredith's Eidolon |

Denair had 12 Temp HP from the Aid she got from the pool. She should be 8 HP down as a result.
That hurt. A lot. Denair yips and struggles to maintain her balance. Good thing the boss is here to help.
Following Meredith's orders, she swings at the green creature.
Power Attack Slam, Aid, Flanking: 1d20 + 9 - 2 + 1 + 2 ⇒ (19) + 9 - 2 + 1 + 2 = 29
Power Attack Damage: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
This time, her aim is on point and she clobbers the metallic wolf that crushed her (why would teeth crush?) before.
If this destroys the green wolf, Denair will hover 5 feet Northwest.

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Frankie's eyes go wide as the ball of goop and bone flies over his head at Mr Chi. "What IS that stuff? Don't worry I'll help!" Frankie tucks his wand back up his sleeve then pretends to be the smallest and youngest monk ever, dodging and weaving back and forth in front of Quang, trying to keep him safe.
Move to stow wand then total defense for +8 to my AC (30 now) and +4 dodge and CMD to any adjacent allies: Quang at the moment.
Blundering Defense (Combat): Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies. Prerequisites: Cautious Fighter, halfling.
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.