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fort: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Horacio leaves the sphere to burn the yellow one as he calls down a quartet of holy blades of force on yellow before starting the long trek around. "May Iomedae's blade strike true!"
Magic Missile vs yellow: 4d4 + 4 ⇒ (1, 3, 4, 4) + 4 = 16
flaming sphere DC 18: 3d6 ⇒ (5, 1, 4) = 10

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I believe Antonella remains nauseated while in contact with the spores, so her Fort save would be against poison, GM Lari? Please let me know if I have this wrong.
Antonella is currently nauseated and restricted to a single move action per round.
Fort vs poison: 1d20 + 14 ⇒ (12) + 14 = 26
Antonella stays hunched over and immobile – creating a low but stubborn wall to prevent the fungi from reaching the ranged attackers towards the back of the party.
"The strength of the soldier is her squad. The strength of the squad is the soldier."
With a flick of the wrist, she produces a cold iron dagger (does piercing dmg) from the folds of her sleeve and holds it up for someone else to take. (move action, does not provoke)

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DC16 Fort save: 1d20 + 10 ⇒ (14) + 10 = 24
Standard action use a Shield extract. AC 27. Only +3 because of the buckler.
Then move into the room presumably provoking.

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Amenhotep starts pouring arrows into the next puffball in line (green).
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11, for 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17, for 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15, for 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16 damage.

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Bodta sees the way into the room clear, and he moves in. He can also see that Amenhotep's arrows seem to be the most effective weapon so far...so he starts throwing half-punches at one of teh globes, hoping to make the archer's shots easier.
[ooc]Aid Amenhotep's attacks. If Green is still up, it's against green. If green is down, it's against Orange.[ooc]
Aid: 1d20 + 9 ⇒ (12) + 9 = 21 <--success

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Thankful he doesn't have to spend precious time concentrating, Jorciel grabs the proffered dagger and stabs hard at the creature before him: 1d20 + 8 ⇒ (10) + 8 = 18 for DMG: 1d4 + 3 ⇒ (4) + 3 = 7

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AOO Brown Sparky: 1d20 + 8 ⇒ (11) + 8 = 19
AOO Green Sparky: 1d20 + 8 ⇒ (17) + 8 = 25
Sparky dodges and weaves between the fungi, while Amenhotep's arrows and Jorciel's dagger continue to chip away at the nearest target.
More spores burst over the party, the browner patch focusing on the group, while the more verdant one sprays Sparky. Fort saves for everyone except Horacio
Green Target: 1d2 ⇒ 2
Brown v Jorciel: 1d20 + 8 ⇒ (14) + 8 = 22
Green v Sparky: 1d20 + 8 ⇒ (12) + 8 = 20
The two fungal balls continue to bounce ineffectively.
Green: 25 Brown 7
The party may act

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FORT: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
The Paladin shakes off the affect again, and tries to use the dagger, though his thrust is clumsy at best. ATK: 1d20 + 8 ⇒ (2) + 8 = 10

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Fort: 1d20 + 5 ⇒ (16) + 5 = 21.
Amenhotep fights off a momentary wave of nausea, and keeps firing at the verdant fungal ball.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19, for 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16, for 1d8 + 7 + 1 ⇒ (8) + 7 + 1 = 16 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24, for 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12 damage.

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Horacio hurries to where he can see into the room again.
After analyzing the situation as fast as he can Horacio decides to leave the ball of flame alone for a moment and instead curse brown.
"Despite your resistance, the flames may still purify you!"
Curse brown, resistance does still apply, but any fire damage that gets by will get the *1.5 treatment

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Fort: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Nauseated...
Fort v poison: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

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Horacio steps up to the gap and fires Iomedae's flaming artillery at the brown bulbous plant.
Ranged Touch: 1d20 + 10 ⇒ (19) + 10 = 29
Ranged Touch: 1d20 + 10 ⇒ (2) + 10 = 12
Have precise shot
25 fire damage and 24 fire damage. Assuming resist 10, that comes out to 22 fire and 21 fire after resistance and vulnerability.
Horacio then uses the last of his concentration to roll his flaming ball over.
reflex 18 negates: 3d6 ⇒ (2, 4, 4) = 10 =0 anyway.

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Fort save DC 16: 1d20 + 10 ⇒ (10) + 10 = 20
Shoot it a couple more times.
Including rapid shot, point blank shot
cold iron arrow: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 for dmg: 1d8 + 2 ⇒ (5) + 2 = 7
cold iron arrow: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 for dmg: 1d8 + 2 ⇒ (3) + 2 = 5

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Fort: 1d20 + 5 ⇒ (11) + 5 = 16.
Once again, Amenhotep ignores the nauseating cloud of spores, and keeps shooting.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29, for 1d8 + 7 ⇒ (5) + 7 = 12 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14, for 1d8 + 7 ⇒ (1) + 7 = 8 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20, for 1d8 + 7 ⇒ (3) + 7 = 10 damage.

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Fort: 1d20 + 9 ⇒ (15) + 9 = 24 Sorry afk atm
-Posted with Wayfinder

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Jorciel makes a charging Power attack with the borrowed dagger. ATK: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21 for DMG: 1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7
-Posted with Wayfinder

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Fort: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 <--nauseated
Fort v poison: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

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Brown is probably dead now. The map is mostly filled in so we might be nearly done. I have a game Dec 3rd that I wouldn't mind playing Sparky in if that is possible.

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I'm good for a power through.
-Posted with Wayfinder

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With Combat over Horacio relaxes his shoulders and lets out a sigh of relief
"Whatever those were, I hope to never see them again."
Horacio then checks on his companions, happy to activate any wands if desired before pointing south.
"I think those stairs would be a good next path."

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"I agree to the plan. With the Inheritor's Will, I'll be of more use. Thank you for the dagger." Jorciel hands the dagger back and is ready to go.

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Now that you have the chance to examine this room more closely, you find nothing of monetary value, but several things are noteworthy. In particular, the six scorch marks on the floor, the basin of water, and the miniature portal to the Negative Energy Plane.
These scorch marks are consistent with those produced by lightning bolt. It seems that each struck several targets here.
Though it has the appearance of a sacred font, several of you can detect a powerful aura of evil radiating from the basin. It is filled with ten gallons of unholy water.
The rift itself also radiates evil energy. Faint traces of magical and evil energy leach from the tear in reality, destined for some nearby source.
Proceeding down a short stairway, you see a marble statue of an elven woman with a snake's body at the end of a hallway. She has been heavily damaged over the years, including losing her head, which is cradled in her arm, along with a harp. Dozens of fist-sized nooks line the walls near the statue.
This depicts a Lillend Azata, a benevolent outsider who chronicles lore and stories.
Amenhotep: 1d20 + 7 ⇒ (14) + 7 = 21
Antonella: 1d20 + 7 ⇒ (6) + 7 = 13
Bodta: 1d20 + 11 ⇒ (3) + 11 = 14
Horacio: 1d20 + 20 ⇒ (1) + 20 = 21
Jorciel: 1d20 + 5 ⇒ (19) + 5 = 24
Sparky: 1d20 + 16 ⇒ (6) + 16 = 22
Amenhotep: 1d20 + 6 ⇒ (18) + 6 = 24
Antonella: 1d20 + 2 ⇒ (10) + 2 = 12
Bodta: 1d20 + 2 ⇒ (2) + 2 = 4
Horacio: 1d20 + 6 ⇒ (12) + 6 = 18
Jorciel: 1d20 + 1 ⇒ (8) + 1 = 9
Sparky: 1d20 + 10 ⇒ (11) + 10 = 21
C: 1d20 + 8 ⇒ (6) + 8 = 14
Most of you, though sadly not Antonella or Bodta, notice a flicker of movement from the statue, putting you on guard.
Surprise Round

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Monster ID
This is a type of construct known as a Cephalophore, often used as guardians due to their ability to pose as traditional statues. Their hard surface can damage weapons (similar to their more common cousins, Caryatid Columns), and they are resistant to many spells (SR), in addition to the traditional construct resistances and defenses. All weapons are effective, though adamantine are best at resisting damage.
Their eyes can prove unnerving, providing a gaze attack that can stun, or daze those it strikes. Resisting that effect still sickens the victim, though those immune to fear are immune.

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Religion: 1d20 + 5 ⇒ (7) + 5 = 12
"I seek the cause of this abomination. I seek to destroy it in righteous fury..."

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Rolls for last room
First Kn Arcane: auto
"Those scorch marks are from a Lightning Bolt spell. Probably from a trap."
Second Kn Arcane
Kn Arcane: 1d20 + 18 ⇒ (5) + 18 = 23
"I think the negative energy is being siphoned by something in this dungeon. Once we deal with it we can consecrate the area and seal the rift."
Monster ID
kn Arcane: 1d20 + 18 ⇒ (15) + 18 = 33
"This is a Cephalophore. A construct. Weapons can break on it's skin, It resists spells, and it has a gaze attack so avert your eyes."
Don't think Sparky can see it from his position. So I'll move then I'D it.
Move to a better position. As a swift action I'll attach a bomb to a tangleshot arrow. Bow is out and my Shield extract should still be up.
This round I will be averting my eyes from it.
50%+ I'm safe: 1d100 ⇒ 86

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spellcraft: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
planes: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
planes: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Horacio tries to keep his eyes at the creature's feet as he moves in and curses it.
Or succumbs to fear potentially.
avoid save: 1d100 ⇒ 28
Fort save?: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Will is 6 higher if it's not fort.

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Gaze is a Will save with mind-affecting and fear descriptors. DC 16, Stunned if fail, sickened on success. 60 foot range, unlike the usual 30 ft.
Amenhotep, since we're on very different time zones, once you've made your surprise round action, please open the spoiler below and move things as appropriate. Then Jorciel can take his surprise round action, and Amenhotep, Sparky, and Horacio can take their standard round actions.
Also, for anyone attacking the creature with a melee weapon, if you can figure out the Hardness and HP of the weapon (relevant info) that will help things move quickly.

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Jorciel is unwilling to see Daybringer broken. He drops it to draw a nameless cold iron mace...

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With a nod to Jorciel, Amenhotep starts firing Adamantine arrows at the statue.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22, for 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9 Adamantine damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24, for 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Adamantine damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19, for 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Adamantine damage.

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Not sure if we need another save yet. If not then consider this a preroll for when we do.
Averting eyes.
50%+ no save needed.: 1d100 ⇒ 36
Ugh. Including Jorciel's aura.
Will DC 16: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Edit, Forgot that my Will +2 is including all bonuses. Fail so I'm stunned. Technically can't use my reroll since I knew 15 is a fail.
I averted my eyes successfully last round so just in case I don't need to make a save until it's turn I'll roll my turn.
20%+ bypass concealment: 1d100 ⇒ 32
ranged touch: 1d20 + 11 + 1 - 1 ⇒ (13) + 11 + 1 - 1 = 24
Target is Entangled.
bomb dmg: 4d6 + 6 + 1 ⇒ (4, 2, 5, 4) + 6 + 1 = 22 22 fire +50% from the curse = 33 fire dmg.
Target is also in fire for 1d6 +50% on start of it's turn.
Swift action attach another bomb to a regular arrow.
20%+ bypass concealment: 1d100 ⇒ 49
ranged cold iron arrow vs entangled: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
dmg: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
bomb dmg: 4d6 + 6 + 1 ⇒ (1, 4, 1, 3) + 6 + 1 = 16 16 + curse =24 fire.