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Can I even reach them if I'm below? Or do I have to climb up? if I'm below. Beorin does nothing but attempt to climb.

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Fortitude Save: 1d20 + 4 ⇒ (7) + 4 = 11
Imrana freezes in fright at the unnatural, chilling sound.

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Fort Save 1d20 + 7 ⇒ (12) + 7 = 192d4 ⇒ (4, 1) = 5
Beorin shrugs off the scream and proceeds to join the battle!
With a slight heave he goes over to stand i front and then presenting the symbol of Torag he calls upon his Patron to cleanse these foes.
"By the first fires of his holy Forge, Cleanse the dross from your diseased forms."
Channel Energy to Hurt Undead Will Save DC 122d6 ⇒ (6, 4) = 10

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Just the dwarves!
Doubtful leaps in to intercept the screaming skull, lashing out with one furious fist trying to shut it up.
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (13) + 10 = 23
Have to move more then 5' so just a single attack, though trying to get up against the cliff wall, so Dunkel can flank. Also, since they said its not undead, I guess I will try Stunning Fist on it too!
Melee Attack: 1d20 + 8 ⇒ (11) + 8 = 19, for 1d8 + 4 ⇒ (6) + 4 = 10 damage plus stun (DC 16 fort negates).

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Waraxe 2H, Power, Arcane Strike, Flank: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13 for 1d10 + 12 ⇒ (3) + 12 = 15
Dunkel leaps after Doubtful's advance, stumbling slightly on his own oversized feet as he does so.
50 max HP due to 3 Con damage
HP: 42/55 (50 max;no temp); AC: 14 (T10/FF14)
F: +8*, R: +2*, W: +4* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 34/50
Mage Armor Wand Charges Left: 40/50
Cold Iron Arrows Left: 50/50
Spells (CL 5th; concentration +7)
1st — [ ] burning hands (DC 14), [ ] enlarge person (DC 13), [ ] expeditious, [ ] feather fall, [ ] shield
2nd - [ ] false life, [ ] resist energy, [ ] see invisibility, [X] spider climb
Stats above reflect mage armor is active

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V Fort: 1d20 + 4 ⇒ (1) + 4 = 5
With it stunned, there's no way you won't finish it off. We can call that combat over. Once everyone's recovered...
The persistent heat and humidity of the jungle fades away quickly beyond the cut in the rock that leads to a sloping passageway. A subtle breeze, tinged with the odor of bat guano, flows from deeper within.
A series of ancient cave paintings begin at a height of 20 feet off the ground. There are two layers of art. The older layer depicts humans and some type of bat-winged creatures worshiping a massive shadowy figure that resembles a gigantic bat. Over top of this layer are depictions of human figures battling and trapping the older figures. In fact, the newer art incorporates these older images into its own, imprisoning the old artwork within the new. These paintings continue for the rest of the cave.
The older images contain iconography associated with Camazotz, the god of bats, blood, and nocturnal predators.
The human figures are depictions of Old-Mage Jatembe and his Ten Magic Warriors. Old-Mage Jatembe and his warriors are legendary heroes, responsible for protecting the people of Garund from countless evil forces and establishing schools of arcane learning, such as the world-famous Magaambya academy in Nantambu.
Approaching further, a cool breeze flows through this large cavern from a ten-foot diameter hole near the center, carrying with it the metallic tang of blood. The floor and walls look to have been shaped long ago and stained with mineral deposits over time, but the ceiling fifty feet above remains in its natural state, covered with stalactites.
East of the hole is a crude stone altar formed of rock. Just past the altar to the east, a massive stalactite hangs from the ceiling and stops five feet from the floor. It has been carved into the shape of a gigantic bat, its wings outspread and its fangs exposed as if about to consume a victim below. Bloodstains cover the altar.
Tied to the altar and gagged is an Ekujae elf. Another three elves are held in the bamboo cage. One of the caged elves pleads loudly,
"Kaghaze, stop!,
The other two prisoners sit listlessly in the cage. Three batlike creatures are in the room, two extremely small, almost implike, the other man-sized. The tiny creatures are unarmed except for fearsome claws and teeth, while the other wields a bow in its clawed hands.
You begin to hear a sinister voice whispering in your head.
Open your veins and give your lifeblood to The Hungry Dark.
-1 penalty on attack rolls and saving throws.
This creature appears to be an elf afflicted with lycanthropy, becoming a werebat. Werecreatures are generally vulnerable to silver weapons, and can shift between humanoid, animal, and hybrid forms. This one seems to be in hybrid form.
Their claws are charged with profane energy that is especially damaging to the morally pure, who they can sense innately. They have the power to magically paralyze or scare their opponents.
S1: 1d20 + 3 ⇒ (1) + 3 = 4
S2: 1d20 + 3 ⇒ (15) + 3 = 18
Beorin: 1d20 ⇒ 2
Dlack: 1d20 + 3 ⇒ (10) + 3 = 13
Doubtful: 1d20 + 4 ⇒ (3) + 4 = 7
Dunkel: 1d20 ⇒ 8
Imrana: 1d20 + 4 ⇒ (19) + 4 = 23 Acts in surprise round!
Wyatt: 1d20 + 7 ⇒ (13) + 7 = 20

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Knowledge (religion): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (history): 1d20 + 8 ⇒ (18) + 8 = 26
Imrana looks on in wonder at the paintings of Old Mage Jatembe. The Great Nex respected few people, and of that few, the Old Mage ranked the highest.
She finds her bewonderment cut short by the sudden start of battle.
Knowledge (nature): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge (planes): 1d20 + 8 ⇒ (19) + 8 = 27
Her mind snaps into sharp focus and she instantly recognizes their foes.
"The big one is a natural lycanthrope werebat! It can pass on lycanthropy to you if it bites you! It's weak to silver. The little ones are Skitterdark demons, immune to electricity and poison and they resist spells, fire, cold, and acid. They are weak to cold iron!"
Staring with grave worry at the werebat and its maw, she begins casting her most powerful spell, Blindness.
DC 18 Fort Save from the werebat or be blinded permanently

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Know. History: 1d20 + 9 ⇒ (2) + 9 = 11
To excited to enter a cave bless by Old Jatembe presence, D'lack is unable to recognize what is written on the walls of the passageway.
I must asks Imrana for these carving and painting

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Fort: 1d20 + 7 ⇒ (20) + 7 = 27
The werebat's eyes fail to cloud over, despite Imrana's magic. Instead, they seem to bore into her, taking everything about her in. Very deliberately, he trains his bow on her, aiming an arrow directly for her head, and the last thing she sees is the arrow heading right between her eyes.
Longbow, DA, S: 1d20 + 9 + 2 - 2 ⇒ (20) + 9 + 2 - 2 = 29
Confirm: 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16
Dam: 3d8 + 30 ⇒ (2, 4, 8) + 30 = 44
As she crumples to the ground, the werebat calls out, "Come any further and you'll meet the same end as her!"
Sorry Imrana! I promise I'll stop critting you with high multiplier weapons soon! I don't suppose you have any of those Scarab Sage boons that up your effective Con? If that doesn't actually confirm, then just 12 damage (using the first die)
Wyatt is up.

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WTF? 73 dmg in a single round? I can't heal that much.....
Knowledge (Religion) 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (History) 1d20 + 4 ⇒ (3) + 4 = 7
"Camazotz, the god of bats, blood, and nocturnal predators. Not something I couldn't guess but yonder creature should give a proper presentation."

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It does confirm. False Life went away hours and hours ago. She does indeed have that boon from the Scarab Sages, so she's at -14 and 4 away from death instead of being dead.
I moved her there Doubtful because I wasn't sure she could see the werebat from where she was

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I appreciate it, but I forgot to reapply false life, and Imrana herself is often forgetful, so I feel best saying she didn't cast it and is at -14/-18

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Earlier:
Before moving into the depths of the cave, Wyatt casts a few spells:
False Life: 1d10 + 3 ⇒ (9) + 3 = 12
Now:
Wincing, Wyatt starts firing at the werebeast.
+1 Mighty[+2]Composite Longbow: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 3 ⇒ (3) + 3 = 6 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 6 ⇒ (5) + 6 = 11, for 1d8 + 3 ⇒ (4) + 3 = 7 damage.
N.B. I am using the 'special' arrows that we were given.

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Wyatt's first arrow hits the werebat, penetrating through its unnatural resistance without issue. A splatter of blood from the wound lands on the altar, and the sinister whisper intensifies into a shout.
For the next 1d4 ⇒ 1 rounds, the -1 penalty to attacks and saves is increased to -3
1d2 ⇒ 1
One of the bat-demons flies closer, getting above the range of melee weapons. 10' up. Staring at Dunkel, it conjures images of even more hideous and unsettling dark winged creatures.
Dunkel Will: 1d20 + 5 + 2 - 3 ⇒ (8) + 5 + 2 - 3 = 12
Dunkel is frightened for the next 5 rounds (scare), unless you have any bonuses vs. necromancy, fear, emotion, or mind-affecting spells. The standard dwarven bonus vs spells is included above.
K: 6
D'lack, Doubtful, and Dunkel may act

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Oh man... take two of our guys out before the first round is up? that's not good at all.
This is a definite spot to find a reroll or dig up an obscure boon from a chronicle or something =)
Dunkel looks around and frowns, as everything seems to be going against them. He's sure Imrana is dead (an arrow to the face!) and the strange negative effect as blood splashes on the altar is especially troubling.
He hates being proven right!
With a bound, he races across the intervening space, closing with the werebat frighteningly quick.
Once there, he grabs at the creatures arm, trying to keep it from using the bow to shoot any more of his companions, and hopefully pull it away from the altar.
Man... was going to do something totally different, until that altar thing happened!
So, spend a ki point to add +20 to his movement speed for the round, which will allow him to reach the werebat in a single move. At which point he will attempt to grapple it (with Improved Grapple) hoping to keep it from using its bow, and maybe get an opportunity to pull it away from the spooky altar!
Grapple vs werebat!: 1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27 (cause that can't go wrong...)
If that succeeds, Doubtful's CMD, for it to try to break out, is 29. Not sure if I get the +5 for being in control, though it'll take negatives for too few hands if it doesn't drop the bow before trying.
What's down the hole?

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I was so confused. GM Lari posted Dunkel's save and Doubtful's post started with "Dunkel looks around and frowns..." instead of "Doubtful looks around and frowns". :)
I do have a GM re-roll with stars.. catching up on the thread and will likely roll that in a minute/edit this post.
EDIT: Yep, with that big of a hit on Imrana, time to burn the folio. Including -3 for the evil room and +4 for stars.
Will vs Fear: 1d20 + 5 + 2 - 3 + 4 ⇒ (15) + 5 + 2 - 3 + 4 = 23
Dunkel looks about ready to drop his axe and run, but grips it tighter at the last moment.
"Not gonna abandon Imrana!"
Giving a nod to Doubtful as his kin wrestles the Batman, he decides to add.
"Dun let 't bitecha!"
He begins muttering a spell, sadly not a quick one, to gain the natural reach needed to hit the little bats.
Begin Enlarge Person.

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Doubtful was right, if something could go wrong it will go wrong. Poor Imrana, I hope she's not dead...
Shaking off his dark ideas, D'lack seeing the batlike creature being held by Doubtful decides to shoot at the creature flying above.
I hope my ancestor's fire will be enough to kill this thing...
He moves closers and call for the Fire of his ancestor to burn the creature.
RTA (+PbS): 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Fire Damages: 4d6 + 4 + 1 ⇒ (4, 6, 4, 3) + 4 + 1 = 22

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D'lack's ray burns the demon, but only does about half of the damage you might expect.
The other demon also takes to the air, chittering a menacing curse at Doubtful. It only ends up causing a minor muscle cramp.
It tried Hold Person.
Doubtful Will: 1d20 + 9 + 2 - 3 ⇒ (16) + 9 + 2 - 3 = 24
Beorin is up. Imrana can try to not bleed out, unless Beorin addresses that.
K: 6 R: 12

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Beorin certainty will!!!
Beorin steps up and uses a blessing from Torag to stop his companion from bleeding out!!
Cast Cure Light Wounds, converting from Comprehend Languages 1d8 + 3 ⇒ (2) + 3 = 5

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Imrana's risk of meeting Pharasma in the immediate future decreases dramatically.
The werebat's beady eyes fixate on Doubtful for a moment, before its powerful jaws lash out. Doubtful's hold makes it difficult to maneuver, so the bite misses.
Bite: 1d20 + 8 - 2 + 2 ⇒ (10) + 8 - 2 + 2 = 18
Wyatt, D'lack, Dunkel, and Doubtful may act (delaying demons onto the same initiative).

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Doubtful curses at the werebat as it tries to bite him.
"Keep your disease ridden mouth off me!" He mutters as he tries to drag the creature away from the altar and out into the open where his companions can get at it.
Maintain Grapple: 1d20 + 11 + 5 + 1 - 1 ⇒ (9) + 11 + 5 + 1 - 1 = 25
Using ki point to increase AC by 4 til his next turn.
If successful, going to take the move at half speed option.
Moved myself and him where I"m trying to go... if it didn't maintain, then just move us both back... put a circle to mark the previous spots

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Spellcraft DC17: 1d20 + 5 ⇒ (6) + 5 = 11
D'lack charges his heavycrossbow with cold iron bolts. Knowing his fire was'nt enough to get rid of the demon.
Cold iron is good against demon right ? he asks around

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"If it brings it down? THen it's good." Beorin answers as he waits for his spell to finish its work

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His spell complete, Mega-Dunkel takes a few steps forward, swinging his newly enlarged axe at the bats flitting about.
"Cold iron... or mega-sized axes!"
Waraxe 2H, Power, Arcane Strike, Enlarged: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12 for 2d8 + 14 ⇒ (2, 7) + 14 = 23
50 max HP due to 3 Con damage
HP: 42/55 (50 max;no temp); AC: 14 (T10/FF14)
F: +8*, R: +2*, W: +4* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 34/50
Mage Armor Wand Charges Left: 40/50
Cold Iron Arrows Left: 50/50
Spells (CL 5th; concentration +7)
1st — [ ] burning hands (DC 14), [X] enlarge person (DC 13), [ ] expeditious, [ ] feather fall, [ ] shield
2nd - [ ] false life, [ ] resist energy, [ ] see invisibility, [X] spider climb
Stats above reflect mage armor is active

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Doubtful is successful in wresting the werebat away from the altar.
D'lack reloads while Wyatt shields himself against the demons. Despite his axe now being much larger than before, he still has trouble connecting with the tiny demons.
The demon who hadn't yet tried attempts to make Doubtful's muscles seize up, but proves unsuccessful.
Doubtful Will: 1d20 + 9 + 2 - 1 ⇒ (16) + 9 + 2 - 1 = 26
The other dives at Dunkel, trying to dodge and weave to avoid his axe. Its claw strikes with sizzling unholy energy.
Red Acro: 1d20 + 10 ⇒ (7) + 10 = 17
Dunkel AOO: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17
Red Claw: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d3 - 1 + 1d6 ⇒ (1) - 1 + (6) = 6
Beorin is up, as is Imrana if she becomes conscious.

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Beorin steps over the Downed Imrana to better defend her even as he views the surrounding battle, considering whom to aid first.
Not enough movement to go to Doubtful Aid and I can't charge over Imrana.

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If he hasn't dropped his bow, shouldn't he take a -4 on his grapple attempts too, due to too few free hands?
"Get outta my head!" Doubtful growls angrily at both the strange spooky voice speaking out of nowhere, and the various demons trying to paralyze him with fear.
Was hoping Imrana would be up by now to help out... had some good comments to make =)
He continues to wrestle with the werebat, not entirely sure what to do with it but pretty sure letting it go will be worse.
He tries to twist the creature's arm around and simultaneously elbow it in the back of the head.
Maintain Grapple: 1d20 + 11 + 1 + 5 - 1 ⇒ (8) + 11 + 1 + 5 - 1 = 24
If that successfully maintains, then he will attempt to do damage and stun him with stunning fist.
For 1d8 + 4 ⇒ (5) + 4 = 9 damage plus stun (DC 16 negates)
Well, if its 5 DR, I'm ok... if its 10, no dice!
Also, spend a ki point to maintain the +4 dodge bonus to AC. Putting his CMD to break free to a 32.
(drop the damn bow, curse you!) =)

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Yes, he would have dropped the bow. Though with his hands empty, it's clear that his claws still pose a threat up close.
Imrana, sent a PM
Doubtful keeps his hold on the werebat, and drives his elbow at the creature's head. Unfortunately, his elbow seems to take the worst of the damage. DR 10
On the other hand, both of Wyatt's yellowheart arrows sink deep into the werebat's flesh, causing him to scream in pain.
K: 29 R: 12

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Dunkel takes a few steps back, swinging his oversized axe somewhat wildly.
"Ach! 't got inside m' reach! Crafty bugger!"
Waraxe 2H, Power, Arcane Strike, Enlarged: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25 for 2d8 + 14 ⇒ (1, 7) + 14 = 22
50 max HP due to 3 Con damage
HP: 42/55 (50 max;no temp); AC: 14 (T10/FF14)
F: +8*, R: +2*, W: +4* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 34/50
Mage Armor Wand Charges Left: 40/50
Cold Iron Arrows Left: 50/50
Spells (CL 5th; concentration +7)
1st — [ ] burning hands (DC 14), [X] enlarge person (DC 13), [ ] expeditious, [ ] feather fall, [ ] shield
2nd - [ ] false life, [ ] resist energy, [ ] see invisibility, [X] spider climb
Stats above reflect mage armor is active