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Momir traces an ancient symbol in the air, muttering to himself as he backs up. Evil Eye, -4 attacks, DC 19
Once backed up, Momir gives a sharp whistle to Mishka, telling her to come. The wolf backs up, growling at the menace clinging to the other side of the cliff, but listens to Momir and stands ready at Momir's side.

GM Nani |

Hissing in displeasure, the Hydra hauls itself up to the edge of the cliff and moves to ten feet away from Momir and Mishka. All of its mouths open and a horrific blast of fire washes over both of them.
Breath Weapon: 21d6 ⇒ (6, 3, 1, 3, 6, 4, 6, 1, 5, 4, 1, 1, 6, 1, 6, 1, 3, 2, 5, 6, 3) = 74
Reflex Save 17

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"Gladly..." Momir growls through a clenched, blackened jaw. Momir squints as he peers at the hydra, tapping into his connection with the ethereal. With a twitch, he shapes the spirits into several darts, aiming each and plunging straight into the hydra's many heads.
Evil Eye, DC 19, -4 to saves
Mishka, despite being able to evade the fiery blasts, seems to share Momir's opinion.
Stepping forward, teeth bared, Mishka snaps at the hydra's body, doing its best to bring it down.
Attack 1d20 + 12 ⇒ (1) + 12 = 13 damage 2d6 + 10 ⇒ (3, 3) + 10 = 16
Trip attempt 1d20 + 14 ⇒ (18) + 14 = 32

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Seeing the many heads of the hydra all of their frightful looks, Sakura casts a slow but melodic spell, weaved into her dirge. Upon completion, as if a new act in a play was starting, she switches her song to that with a fast beat and courageous tone.
Casting slow. SR check of 1d20 + 10 ⇒ (14) + 10 = 24. DC 21, however the hydra should have a -6 penalty (-2 fear, -4 evil eye). Then switching to inspire courage bard song.

GM Nani |

Momir
Sakura
Mishka
V
Hydra
Momir calls on his spirits, his eyes glowing eerily, but the hydra is able to mostly shake off its effects. But the few lingering wisps of spirit energy confound it enough for Sakura's spell to grasp it. It suddenly slows in its movements, its seven heads lolling awkwardly. Mishka runs in bravely, but doesn't manage to penetrate its thick hide. Then, a furiously roaring steel-encased half-orc drives into the creature. It stumbles back from the force of the blow, a deep wound in its side. Its hissing is deafening, and it puffs up in a awesome display of threat, calling on the dark energies that birthed it. It strikes at the Crusader, but V easily dodges and settles in to a fighting stance.
<<Combat Map: Hydra R2>>
HP: -44
Conditions (on its turn): Slow -1 atk, etc, Evil Eye -4 saves
Forgot that it was evil, V's additional 2d6 2d6 ⇒ (6, 6) = 12
Will save versus evil eye 1d20 + 2 ⇒ (19) + 2 = 21
Will Save versus slow 1d20 - 2 ⇒ (17) - 2 = 15
AoO versus Mishka 1d20 + 7 ⇒ (13) + 7 = 20, 1d8 + 8 ⇒ (1) + 8 = 9
AoO versus V 1d20 + 7 ⇒ (17) + 7 = 24, 1d8 + 8 ⇒ (4) + 8 = 12
Attack versus V 1d20 + 7 ⇒ (17) + 7 = 24, 1d8 + 15 ⇒ (2) + 15 = 17

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V continues her assault, striking in a flurry with her sword and shield. Feeling confident about the battle, she continues her bane on her sword attacks only.
Sword 1: 1d20 + 19 ⇒ (5) + 19 = 24, 1d8 + 17 + 4d6 ⇒ (5) + 17 + (3, 5, 6, 6) = 42
Sword 2: 1d20 + 14 ⇒ (13) + 14 = 27, 1d8 + 17 + 4d6 ⇒ (4) + 17 + (5, 3, 1, 3) = 33
Shield 1: 1d20 + 15 ⇒ (20) + 15 = 35, 1d8 + 7 ⇒ (6) + 7 = 13
Shield 2: 1d20 + 10 ⇒ (15) + 10 = 25, 1d8 + 7 ⇒ (5) + 7 = 12
Shield 1 Confirm: 1d20 + 15 ⇒ (8) + 15 = 23, 1d8 + 7 ⇒ (2) + 7 = 9

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Momir steps back 5 feet, knocking his bow and leveling it on the hydra's body. Taking a moment, he mumbles a second-long chant and his bow begins to hum.
With a furious flurry of his hand, his arrows fly, creating a stream of wood and arrow aimed right for the hydra's heart.
[ooc]
Arcane Strike, Point Blank Shot
1d20 + 14 ⇒ (10) + 14 = 24ManyShot Damage 1d8 + 5 ⇒ (6) + 5 = 11, 1d8 + 5 ⇒ (3) + 5 = 8
1d20 + 14 ⇒ (12) + 14 = 26 Damage 1d8 + 5 ⇒ (4) + 5 = 9
1d20 + 10 ⇒ (15) + 10 = 25 Damage 1d8 + 5 ⇒ (7) + 5 = 12
Mishka continues her assault.
1d20 + 12 ⇒ (17) + 12 = 29 Damage 2d6 + 10 ⇒ (4, 3) + 10 = 17
Trip 1d20 + 14 ⇒ (7) + 14 = 21
Assuming one of Momir's attacks hit,
Spell Storing goes off, Ear-Piercing Scream (DC 16)
4d6 ⇒ (6, 5, 1, 5) = 17 sonic damage.
Caster level check:
1d20 + 10 ⇒ (5) + 10 = 15

GM Nani |

Momir's arrows fly true, each one piercing deep into the wounded beast. Its hissing grows weaker with every strike until finally Mishka leaps upon it to tear at its breast. Unable to fend off the vicious attack, the Hydra thrashes, burning blood splattering the area until its struggles grow weak.
In the party's inevitable exploration afterwards, the group finds a sandy lair under the bridge, but there are no treasures contained within. The threat defeated, the group rappels down one side of the ridge and climbs the other with little difficulty.
After healing up, the group continues onwards for another forty minutes, trudging through the same featureless path until Mishra gives a call to her master. The stench of death and the buzz of flies fill the air on the road ahead. Shattered wagons and slaughtered draft animals lie strewn like toys. The corpses of men and ogres are likewise tossed about like rag dolls. The ogres and humans do not appear to have died in battle with one another. Rather by the positioning of their corpses they seem to have fought side-by-side. All bear similar marks of tooth and claw and several bear horrible acid burns.

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Coming upon the scene of the caravan's demise, Sakura simply states, "Well, I believe we know where the caravan is... Now we simply need to find out what did this. V, take this bit of inspiration and see if you can find out what happened here. I will stay behind you and see if I can aid at all in searching for clues." At this Sakura speaks another short Tian haiku, and then touches V on her shoulder.
Heroism (90 minutes) on V and then aiding V's perception / survival check. Auto success on perception. Survival aid 1d20 + 2 ⇒ (3) + 2 = 5
Familiar's perception check: 1d20 + 15 ⇒ (7) + 15 = 22

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Take 10 on Perception (33) and Survival (30)
With help from her friends, V does a long circuit around the site, slowly examining the ground and poking around the debris. After a thorough search, she frowns at the scattered dead bodies. "This attack occurred about a month ago, right before we got into town. Looks like they didn't get far. Judging by the remains, it was about two dozen men, and roughly ten ogres. Would have been a pretty formidable lot, considering they were all armed." She picks up a corroded weapon hilt to emphasize her point, and then tosses it aside. "It's hard to say, as all manner of scavengers have been through here since. But I'd hazard a guess that they were ambushed by a large pack of flying enemies...look at the way their defensive perimeter is set up, here and here. It's not the pattern you'd see with a single large beast, or with ground predators like wolves. It was a group of somethings with an acidic attack and claws...more than that I can't say."

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"Hmph...a shame, really. Flying enemies though? Momir murmurs as he cautiously surveys the skies above him.
"Not sure what more we can do for this lot, beyond giving them a burial. I am guessing there is nothing more sinister than the horrors of the desolation at work here. Should we go back to Camp to tell our friend the fate of his caravan?"

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"It's probably best to burn the remains. I didn't find any jewelry or family heirlooms when we searched though, looks like they've been picked clean. We can let the diplomat know when we get back. Since we are here, should we pick someplace to explore? Or we can head south on the road to the impenetrable mausoleum or the burial mound." V begins to pile what's left of the bodies with pieces of broken wood.

GM Nani |

Disappointed with the lack of information to be gleaned from the Caravan site, the party cremates the bodies and cleans up the site. As they do so, they find a slime crawler contentedly munching on a dead horse, a kind of aberrant scavenger worm. It poses little threat to the party, and they dispatch it from a distance with arrows and bolts.
After an hour of this, they ride back south down the road, a journey of roughly four more hours. By the time they arrive back at the mausoleum, it is late in the afternoon. The long shadows make the structure seem even more squat and forbidding than before.

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Once the party reaches the Mausoleum Sakura stops near the building and looks to her companions, "We have no clue what is going to be inside, so I suggest that we go inside prepared." Sakura places her haversack on to the sandy ground and begins to set up an area to sit on the ground as well as a large tea set. "Just as with the druids, this ceremony will help to calm your fears and give you inner peace before we enter the mausoleum."
Over the next ten minutes, Sakura performs a tea ceremony with her two companions, giving them time to plan ahead for their excursion. At the end of the ceremony Sakura also performs a series of rituals and poems to the group, giving them additional preparation and protection. Once the ceremony is completed and the preparations are set, Sakura looks to Lucas and says, "Lucas, I understand if you do not want to enter this building with us. If you do not, I would suggest that you head back to the Camp instead of waiting outside. I fear that if you stayed outside you might succumb to the Desolation while you wait."
Once Lucas has decided, Sakura steps forward to the crack that they found earlier, pulls out an arcane scroll, and then casts a spell on the wall. She then quickly steps aside for V.
Mage armor and false life on myself. Then doing a tea ceremony on the group with inspire courage +2. Then casting heroism on myself and Momir. Finally casting shield and mirror image (1d4 + 2 ⇒ (3) + 2 = 5 images).

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"Inheritor, watch over us and guide us. Give us your strength to strike down our enemies, your glory to banish the darkness, and your protection against corruption. For the light and for the fire, I wield this blade in your name today." V finishes her prayer, and rises from bended knee. Casting heroism, ward the faithful, perceive cues, then shield of faith.
She nods in agreement with Sakura when she comments about Lucas, and then puts her shoulder to the door. Muscles straining, she heaves mightily on the door...but all to no avail. The door does not budge, and she glares at it in response.
Strength Check: 1d20 + 6 ⇒ (18) + 6 = 24

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Seeing that the door doesn't budge upon casting the spell, Sakura furls her brows as she pulls out a second scroll. "Whomever built this wanted to make sure it was protected from the outside..." At this, she casts a second spell from the scroll, hoping to fully unlock the tomb this time.
Spellcraft: 10+15=25

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Before the door is opened, Momir pulls out his bow, mumbling a few words, ending with a gaped mouth as an unheard scream bellows out from Momir's chest; his bow glows for a brief moment, shuddering in Momir's hands.
Recharging my Spell Storing Bow with Ear Piercing Scream .
Peering into the darkness, Momir calls forth three glowing spectres, spirits whose light now willing answer Momir's beckoned call.
"Let us see if any traps, eh?"
Mishra perched upon Momir's shoulder guides his eyes with little chirps.
Passively searching for traps, with Mishra auto-aiding, 32 perception check.
Mishka may stay outside, or wait at the entrance, depending on how cramped the inside seems.

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Taking a moment to think on the situation, Momir pulls a gleaming pearl from his pocket, rolling it around in his fingers before speaking the item's command word. The pearl loses some of its luster and Momir puts it back in his pocket. A few more words are muttered and a shining blue aura washes over Momir.
Activating my Pearl of Power I, recasting Mage Armor.

GM Nani |

The party squeezes through the narrow stone passageway. V leads with her weapons drawn, followed by Momir and his lights and finally Sakura. The stone around them is ancient, free of ornamentation and solid as bedrock. After squeezing past the entrance, the passageway widens to ten feet. The air is stale here as it has not felt a fresh current in decades.
The party moves forward by the wan light of Momir’s spirits. Just as V steps across the halfway point in the hall, the ends of the room explode in brimstone and smoke. Four fiery guardians that look like bronze-skinned dwarves with flickering hair now menace the group.
DC 17: These are azers, a being from the plane of fire. They are unharmed by heat, but are vulnerable to the ravages of frost.
DC 22: They have moderate spell resistance and their weapons channel the heat of their bodies.
V: 1d20 + 11 ⇒ (2) + 11 = 13
Sakura: 1d20 + 5 ⇒ (15) + 5 = 20
Momir: 1d20 + 14 ⇒ (11) + 14 = 25
Mishka: 1d20 + 5 ⇒ (7) + 5 = 12
Enemy: 1d20 + 1 ⇒ (16) + 1 = 17

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Knowledge (Planes) 1d20 + 22 ⇒ (17) + 22 = 39
Momir readily recognizes these beasts as Azers, quickly relaying what he knows them to the group. "Fire is bad, use cold...they have some resistance to magicks, and will burn you with their blades."
Knocking his bow, Momir pulls out a grip of arrows, one between each finger. The light around him dims slightly as he draws the spirits' magic into his bow and lets loose.
Swift Action: Arcane Strike
Full attack on one of the enemies that is threatening Sakura, top left:
Manyshot 1d20 + 16 ⇒ (12) + 16 = 28 Damage:1d8 + 5 ⇒ (4) + 5 = 9,1d8 + 5 ⇒ (8) + 5 = 13
Rapid Shot 1d20 + 16 ⇒ (5) + 16 = 21 Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Third Attack 1d20 + 11 ⇒ (1) + 11 = 12 Damage:1d8 + 5 ⇒ (3) + 5 = 8
[b]Dont want to change my rolls, but I should have been doing +2 more attack/Damage due to Inspire Courage (forgot about Tea Party), so Damage should be 11,15,14 on shots that didn't fumble.
If I kill one, please shift my aim to the OTHER one within reach of Sakura.
Also, for the record, my knowledge roll should have been 35, I realized they weren't evil outsiders.

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Seemingly not very surprised by the sudden appearance of the fiery dwarves, Sakura mentally takes a moment of introspection. Hearing the words of Momir however, she takes a step back attempting to slow the enemies before they attack. Beginning with a slow dirge to strike fear in her enemies, she weaves the spell into the song.
Knowledge (planes) 1d20 + 8 ⇒ (9) + 8 = 17
Begin with a 5-foot step to G8. Then begin a dirge of doom, automatically causing the enemies to be shaken (-2 attacks, -2 saves, -2 skill checks, -2 ability checks). Finally cast slow on the enemies (DC 21).
SR Check #1 1d20 + 10 ⇒ (5) + 10 = 15
SR Check #2 1d20 + 10 ⇒ (10) + 10 = 20
SR Check #3 1d20 + 10 ⇒ (1) + 10 = 11
SR Check #4 1d20 + 10 ⇒ (19) + 10 = 29
Perform (oratory) 1d20 + 26 ⇒ (5) + 26 = 31

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Not seeing these beings as much of a threat, V unleashes a flurry of attacks on the closest azer. She grunts with the effort, feeling the intense heat off of their bodies.
Sword 11d20 + 17 ⇒ (15) + 17 = 32, 1d8 + 10 ⇒ (1) + 10 = 11
Sword 2 1d20 + 12 ⇒ (10) + 12 = 22, 1d8 + 10 ⇒ (8) + 10 = 18
Shield 1 1d20 + 15 ⇒ (17) + 15 = 32, 1d8 + 4 ⇒ (4) + 4 = 8
Shield 21d20 + 10 ⇒ (6) + 10 = 16, 1d8 + 4 ⇒ (3) + 4 = 7

GM Nani |

25 Momir
20 Sakura
17 Azers
13 V
Momir unleashes his arrows, his first striking true, but the others glancing off the creature’s armor and shield. Sakura begins her speech, lightly stepping away from the sudden enemies. Her countenance and words strike fear into her enemies as she slows their movements. The Azer that is furthest from the party points at her, yelling out in a rough voice ”Rosh’atih! A’kli har’uhn!”. He then runs out of the room, moving east into the next room.
The next chamber is roughly square with a pair of bronze double doors in the south wall. Each door bears the image of a starburst bisected by a flaming sword. In the east and north walls are shallow alcoves each of which holds a small statuette — approximately waist high — of a maiden, head bowed in weeping. In the center of the chamber is a short pedestal. Whirling atop this pedestal and reaching nearly to the ceiling 10 feet overhead is a spinning vortex of red mist, like a small tornado fixed in place. Forms are faintly visible in the mist, but whom or what they are is unclear. The room is unusually hot, and the smell of brimstone hangs strongly in the air. The first Azer plunges his arm into the fiery tornado, yelling as he does so, ”Ve’saranai!”
The remaining Azers converge on Sakura. Azer 2 moves past V to get into flanking position, and strikes with his warhammer at the myriad images around Sakura, dealing 11 damage if he makes contact with her. On the other side, Azer 3 times his attack in conjunction, also appearing to hit for 5 damage. The unfortunate slowed Azer however, does not seem as lucky, fumbling with his weapon.
Furious that the azers have dared to threaten those she protects, V steps into flank with Sakura before starting her attacks. The move seems to unnerve the Azer just enough for her to strike thrice. Though staggering from the strength behind her blows, the azer still stands.
<<Combat Map: Tomb 1 Azer R1>>
Rosh’atih: Derogatory term that roughly translates to “tinder”, equivalent to “softie” or “squishy”. Used to denote a foe who is unworthy of battle, usually implying that they are easily combustible.
A’kli har’uhn: One of about thirty different phrases in Ignan that translate to “burn it”. Commonly used as a battle cry.
Ve’saranai: Intruders
Azer 1: -0, shaken
Azer 2: -37, shaken, flanking
Azer 3: -26, shaken, flanking
Azer 4: -0, shaken, slow
A2 Will Save: 1d20 + 4 ⇒ (17) + 4 = 21
A4 Will Save: 1d20 + 4 ⇒ (13) + 4 = 17
A2 Attack 1: 1d20 + 12 ⇒ (17) + 12 = 29, 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
A3 Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24, 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
A3 Attack 2: 1d20 + 7 ⇒ (9) + 7 = 16, 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
A4 Attack 1: 1d20 + 9 ⇒ (4) + 9 = 13, 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Momir realizes these are no ordinary Azers and decides to focus his fire on the one that V has dealt blows to. Calling out to Mishka, he steps five feet over, leveling his bow, quite literally point blank to the Azer and unleashes arrow after arrow. Realizing, of course, this gives the flanked dude some AoOs against me.
Five foot step to the left, Handle Animal to Attack (min 15, so success even though these things are weird.)
Momir's attacks
Manyshot 1d20 + 18 ⇒ (1) + 18 = 19 Damage:1d8 + 7 ⇒ (4) + 7 = 11,1d8 + 7 ⇒ (7) + 7 = 14
Rapid Shot 1d20 + 18 ⇒ (12) + 18 = 30 Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Third Attack 1d20 + 13 ⇒ (11) + 13 = 24 Damage:1d8 + 7 ⇒ (5) + 7 = 12
Mishka's attacks the one Momir shot some arrows into earlier (to me it looks like she can be in there with squeezing, please adjudicate appropriately, though).
1d20 + 14 ⇒ (6) + 14 = 20 Damage 2d6 + 12 ⇒ (4, 4) + 12 = 20 Trip attempt 1d20 + 16 ⇒ (15) + 16 = 31

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Mirror Image Check, a 1 will hit Sakura.
1st Attack 1d5 ⇒ 5
2nd Attack 1d4 ⇒ 1
During the azer attacks, one of Sakura's images seems to snuff out of existence to the ire of the dwarf-like creature. However one of the Azers does seem to be able to connect with Sakura, through her magical shields and multiple images. The attack however doesn't seem to bother Sakura in the slightest as she steps down next to the opposite wall and Momir. Upon doing so she casts an arcane spell upon her allies, while attempting to use her fan to distract the nearby azers.
Continuing the dirge of doom. 5-foot step down to H8 (now that Momir has made that square open. Then defensively casting haste on the party, including Mishka; 1d20 + 16 ⇒ (19) + 16 = 35. Haste will give +1 attack, +1 dodge to AC, extra attack on full attack, and +1 reflex saves.

GM Nani |

25 Momir
25 Mishka (Delayed from Round 1)
23 Rasts (not yet active this round)
20 Sakura
17 Azers
13 V (Delays for the top of the round for no reason other than my sanity)
Momir calls to his faithful wolf, who immediately wedges herself into the tight spaces of the tomb. Barely able to fit in the space, she snaps awkwardly at the nearest Azer, but misses. The ranger unleashes a volley of arrows, his first pair again turned aside by armor, but his next hitting their mark. The injured azer staggers, throwing off his aim as he attempts to retaliate, but still seems quite alive.
In the next room over, the first Azer allows the swirling fire tornado to engulf his hands and suddenly shouts. Four dark shapes spit out of the mist, thrown against its four walls. Disgusting bulbous creatures with many trembling insectile legs float up and towards the party. They have minute heads that slaver at the prospect of fresh meat. His duty finished, the first azer turns as if to charge V...but suddenly falls stiff and keels over. The most injured Azer turns to attack the half orc, hoping that she would be distracted. swings his warhammer and almost makes contact...only to clash with V’s shield like the sound of a bell, reverberating off the walls of the old tomb.On the other side, the two remaining Azers concentrate their attacks on Sakura, swinging wide for maximum damage. After all, she was only a Rosh’atih...how hard could she possibly be to crush and light on fire? A subtle yet mocking smile flits across her face as she bends and swings her hips just out of their reach, like a courtesan evading a lecherous guard.
DC 20: These are rasts, bizarre predators from the wastes of the plane of fire. Four of them would prove to be a average challenge on a normal day, but paired with these clearly elite Azers, the fight just took a deadly turn. Like most creatures from the Plane of Fire, these Rasts are immune to fire, vulnerable to cold, and their strange bodies float through the air.
DC 25: Vicious pack hunters, they subdue their prey with a paralyzing gaze and then drain them of their blood by latching on their bodies like oversized ticks.
Everyone please make one fortitude save at the top of your round for every yellow circle you are in. Currently, all PCs should be making 2 saves. Additionally, please make saves if you pass inside of one of the circles. Also, I added a picture in the handouts.
Azer 1: -0, shaken, paralyzed
Azer 2: -60, shaken
Azer 3: -26, shaken, PA
Azer 4: -0, shaken, slow, PA
Rast Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
A2 AoO vs Momir: 1d20 + 10 ⇒ (9) + 10 = 19, 1d8 + 2 ⇒ (2) + 2 = 4
A1 charge vs V: 1d20 + 14 ⇒ (3) + 14 = 17, 1d8 + 2 ⇒ (8) + 2 = 10 (null)
A2 atk 1 vs V: 1d20 + 10 ⇒ (14) + 10 = 24, 1d8 + 2 ⇒ (8) + 2 = 10
A2 atk 2 vs V: 1d20 + 5 ⇒ (13) + 5 = 18, 1d8 + 2 ⇒ (3) + 2 = 5
A3 atk 1 vs Sakura: 1d20 + 7 ⇒ (15) + 7 = 22, 1d8 + 11 ⇒ (1) + 11 = 12
A3 atk 2 vs Sakura: 1d20 + 2 ⇒ (7) + 2 = 9, 1d8 + 11 ⇒ (7) + 11 = 18
A4 atk 1 vs Sakura: 1d20 + 6 ⇒ (6) + 6 = 12, 1d8 + 11 ⇒ (1) + 11 = 12
A4 atk 2 vs Sakura: 1d20 + 1 ⇒ (11) + 1 = 12, 1d8 + 11 ⇒ (6) + 11 = 17 (Whoops, he was slowed, null)
A1 Forts: 1d20 + 6 ⇒ (10) + 6 = 16,1d20 + 6 ⇒ (11) + 6 = 17,1d20 + 6 ⇒ (9) + 6 = 15,1d20 + 6 ⇒ (4) + 6 = 10LOL
A2 Forts: 1d20 + 6 ⇒ (12) + 6 = 18,1d20 + 6 ⇒ (14) + 6 = 20
A3 Forts: 1d20 + 6 ⇒ (13) + 6 = 19,1d20 + 6 ⇒ (10) + 6 = 16
A4 Forts: 1d20 + 6 ⇒ (16) + 6 = 22,1d20 + 6 ⇒ (17) + 6 = 23

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Her friends threatened and her shield dented, V has become very thoroughly angry. The black flames of her wrath lick down the razor sharp edges of her sword as she calls upon her goddess. ”Rasts! Their gaze is weak, but deadly in numbers!” she roars to her party, and puts all of her might behind a swing. The blow beheads the azer beside her, steaming blood spurting across the walls. Not missing a beat, she sidesteps and lays into the rast beside her, staring it right in the eye heedless of the danger.
Judgement for Destruction and Justice.
Sword 1: 1d20 + 20 ⇒ (20) + 20 = 40, 1d8 + 13 ⇒ (8) + 13 = 21
Sword 1: confirm1d20 + 20 ⇒ (13) + 20 = 33, 1d8 + 13 ⇒ (7) + 13 = 20
Fort Saves: 1d20 + 13 ⇒ (17) + 13 = 30, 1d20 + 13 ⇒ (19) + 13 = 32, 1d20 + 12 ⇒ (16) + 12 = 28,1d20 + 12 ⇒ (15) + 12 = 27
Sword 2 Sword 1d20 + 15 ⇒ (3) + 15 = 18, 1d8 + 13 ⇒ (1) + 13 = 14
Shield 1 1d20 + 18 ⇒ (1) + 18 = 19, 1d8 + 7 ⇒ (6) + 7 = 13
Shield 21d20 + 13 ⇒ (18) + 13 = 31, 1d8 + 7 ⇒ (8) + 7 = 15
Knowledge (planes): 1d20 + 18 ⇒ (8) + 18 = 26

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Hearing more than seeing the addition of the new set of fiery creatures in the battle, Sakura quickly averts her gaze from the creatures as soon as V yells out her warning. She then steps away from the Azers while casting a spell, hoping to block the new creatures from surrounding them effectively. Finally, she looks the nearest azer in the eye and speaks in Ignan, "Bring your worst, it seems you can't even hurt some puny bag of water without any armor on."
Knowledge (planes): 1d20 + 8 ⇒ (18) + 8 = 26. Averting gaze, 50% chance (high is good) to evade. 1d100 ⇒ 4 1d100 ⇒ 84. Fortitude save versus paralysis 1d20 + 9 ⇒ (15) + 9 = 24. Step to G9, then casting ball lightning to be in the squares G12 and H12, unless the Rasts have moved significantly closer to us or higher than ground level during their turn. DC 22 Reflex save, #1 damage 3d6 ⇒ (1, 4, 1) = 6 #2 damage 3d6 ⇒ (2, 1, 4) = 7.

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Momir Fort saves
1d20 + 11 ⇒ (8) + 11 = 19,1d20 + 11 ⇒ (3) + 11 = 14
Mishka Fort Saves
1d20 + 12 ⇒ (16) + 12 = 28,1d20 + 12 ⇒ (18) + 12 = 30
Attacks, full attacking the one in front me, moving to a damaged Azer if I down this one, of course.
Arcane Striking as a Swift
Multishot Attack 1d20 + 19 ⇒ (1) + 19 = 20Damage 1d8 + 7 ⇒ (3) + 7 = 10, 1d8 + 7 ⇒ (7) + 7 = 14
Rapid Shot Attack1d20 + 19 ⇒ (1) + 19 = 20Damage 1d8 + 7 ⇒ (1) + 7 = 8
Haste Attack 1d20 + 19 ⇒ (10) + 19 = 29Damage 1d8 + 7 ⇒ (6) + 7 = 13
Final Attack 1d20 + 14 ⇒ (9) + 14 = 23Damage 1d8 + 7 ⇒ (8) + 7 = 15
Mishka's Attack Against Flanked Azer
1d20 + 16 ⇒ (14) + 16 = 30Damage 2d6 + 12 ⇒ (5, 4) + 12 = 21 Trip 1d20 + 18 ⇒ (12) + 18 = 30

GM Nani |

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25 V (delayed from round 2)
25 Momir
25 Mishka
23 Rasts
20 Sakura
17 Azers
V begins the round by beheading Azer 2, and then efficiently continuing her attacks against the nearest Rast. Her attacks are mostly foiled by the stone corner, and only manages to hit it twice. It yowls strangely in response. Momir continues his rain of arrows on Azer 3, but fumbles his first two attacks as sweat drips down his fingers in the heated and claustrophobic space. He only hits once. Mishka, on the other hand, fares much better. Despite being wedged in the tiny passageway, she still manages to latch on to the slowed azer 4 and drag him down to the ground.
Slavering, the four rasts rush V, climbing over one another in their excitement to taste fresh blood. 2 and 4 float in to bring all of their claws to bear, while 1 and 3 swoop to positions above them. V is assailed by dozens of scrabbling claws and sharp teeth.
Sakura glances over her shoulder to see the crusader holding off the horde. With an airy wave of her fan, balls of cracking electromagnetic energy roll towards the rasts. Both seem unable to avoid the damage.
The two remaining azers seem to be quite confused as to their next actions. Both, however, avert their eyes...and both still completely freeze up, helpless before the gaze of the rasts.
Everyone please make a fortitude save at the top of your round for every yellow circle you are in. Currently, all PCs should be making 4 saves. Before making the saves, you may choose to avert your eyes for a 20% miss chance on all attacks and a 50% chance of averting the save or to close your eyes.
Azer 1: -0, shaken, paralyzed
Azer 3: -39, shaken, PA
Azer 4: -21, shaken, slow, prone
Rast 1: -6, shaken
Rast 2: -7, shaken
Rast 3: -0, shaken
Rast 4: -29, shaken
R1 charge: 1d20 + 6 ⇒ (17) + 6 = 23, 1d6 + 2 ⇒ (4) + 2 = 6, grab 1d20 + 10 ⇒ (13) + 10 = 23, con drain 1d2 ⇒ 1
R2 bite: 1d20 + 6 ⇒ (16) + 6 = 22, 1d6 + 2 ⇒ (6) + 2 = 8, grab 1d20 + 10 ⇒ (6) + 10 = 16, con drain 1d2 ⇒ 2
R2 claw 1: 1d20 + 7 ⇒ (18) + 7 = 25, 1d4 + 2 ⇒ (1) + 2 = 3
R2 claw 2: 1d20 + 7 ⇒ (17) + 7 = 24, 1d4 + 2 ⇒ (1) + 2 = 3
R2 claw 3: 1d20 + 7 ⇒ (16) + 7 = 23, 1d4 + 2 ⇒ (2) + 2 = 4
R2 claw 4: 1d20 + 7 ⇒ (4) + 7 = 11, 1d4 + 2 ⇒ (1) + 2 = 3
R3 charge: 1d20 + 6 ⇒ (11) + 6 = 17, 1d6 + 2 ⇒ (2) + 2 = 4, grab 1d20 + 10 ⇒ (3) + 10 = 13, con drain 1d2 ⇒ 2
R4 bite: 1d20 + 6 ⇒ (3) + 6 = 9, 1d6 + 2 ⇒ (5) + 2 = 7, grab 1d20 + 10 ⇒ (6) + 10 = 16, con drain 1d2 ⇒ 2
R4 claw 1: 1d20 + 7 ⇒ (17) + 7 = 24, 1d4 + 2 ⇒ (1) + 2 = 3
R4 claw 2: 1d20 + 7 ⇒ (5) + 7 = 12, 1d4 + 2 ⇒ (2) + 2 = 4
R4 claw 3: 1d20 + 7 ⇒ (6) + 7 = 13, 1d4 + 2 ⇒ (4) + 2 = 6
R4 claw 4: 1d20 + 7 ⇒ (7) + 7 = 14, 1d4 + 2 ⇒ (4) + 2 = 6
R2 ref save: 1d20 + 4 ⇒ (17) + 4 = 21
R4 ref save: 1d20 + 4 ⇒ (1) + 4 = 5
A3 Forts: 1d20 + 6 ⇒ (7) + 6 = 13, 1d20 + 6 ⇒ (8) + 6 = 14, 1d20 + 6 ⇒ (1) + 6 = 7, 1d20 + 6 ⇒ (1) + 6 = 7
A3 Averts: 1d100 ⇒ 53,1d100 ⇒ 96,1d100 ⇒ 64,1d100 ⇒ 99
A4 Forts: 1d20 + 6 ⇒ (10) + 6 = 16, 1d20 + 6 ⇒ (20) + 6 = 26, 1d20 + 6 ⇒ (20) + 6 = 26, 1d20 + 6 ⇒ (4) + 6 = 10
A4 Averts: 1d100 ⇒ 77,1d100 ⇒ 13,1d100 ⇒ 22,1d100 ⇒ 59

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Seeing the rush of creatures, V braces for their advance, averting her eyes behind her shield. She whispers a thanks to Iomedae when none of the creatures’ myriad attacks manage to penetrate her armor. Reaching deep inside of herself, she pulls on her wrath and unleashes it with a terrifying roar. She delivers a satisfying whirlwind of attacks, finishing by throwing one of the rasts across the room.
Double bane versus fire outsiders
Avert rolls (high good): 1d100 ⇒ 96,1d100 ⇒ 15,1d100 ⇒ 72,1d100 ⇒ 36
Fort Saves: 1d20 + 12 ⇒ (7) + 12 = 19, 1d20 + 12 ⇒ (3) + 12 = 15
Sword 11d20 + 22 ⇒ (5) + 22 = 27, 1d8 + 15 + 2d6 ⇒ (5) + 15 + (1, 4) = 25, miss 1d100 ⇒ 81
Sword 2 Haste 1d20 + 22 ⇒ (8) + 22 = 30, 1d8 + 15 + 2d6 ⇒ (7) + 15 + (1, 1) = 24, miss 1d100 ⇒ 90
Sword 3 1d20 + 17 ⇒ (15) + 17 = 32, 1d8 + 15 + 2d6 ⇒ (1) + 15 + (1, 1) = 18, miss 1d100 ⇒ 93
Shield 1 1d20 + 20 ⇒ (9) + 20 = 29, 1d8 + 9 + 2d6 ⇒ (6) + 9 + (3, 6) = 24, miss 1d100 ⇒ 30
Shield 2 Slam1d20 + 15 ⇒ (16) + 15 = 31, 1d8 + 9 + 2d6 ⇒ (1) + 9 + (4, 5) = 19, miss 1d100 ⇒ 42

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At the sight of paralyzed azers, Sakura simply gives a smug look at the fiery dwarves before turning her attention back at the Rasts, attempting to look at their legs and shadows rather than their eyes. However, she inadvertantly catches one staring immediately at her, and she see suddenly seems unable to move. Curses... Thank goodness the dwarves are suffering the same fate. Somehow, the orbs of electricity continue to move around the creatures, electrifying them in their path.
Avert chances; high is good. #1 1d100 ⇒ 24, #2 1d100 ⇒ 49.
Fortitude Saves: #1 1d20 + 9 ⇒ (3) + 9 = 12 #2 1d20 + 9 ⇒ (14) + 9 = 23.
Paralyzed which stops the Dirge of Doom, although it will linger for 2 rounds.
Move action to direct the ball lightnings onto the most damaged Rast(s). DC 22 Reflex save, Damage #1 3d6 ⇒ (5, 4, 4) = 13 Damage #2 3d6 ⇒ (3, 1, 4) = 8.

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Momir shuts his eyes, attempting to avoid the gaze of the horrific Rasts, instead focusing his attention on now that paralyzed Azers, unsure of how long they and Sakura will stay that way, hoping to finish them off before they come to.
High is Good!
1: 1d100 ⇒ 32
Fort 1d20 + 11 ⇒ (11) + 11 = 22
2: 1d100 ⇒ 14
Fort 1d20 + 11 ⇒ (11) + 11 = 22
3: 1d100 ⇒ 35
Fort 1d20 + 11 ⇒ (4) + 11 = 15
4: 1d100 ⇒ 47
Fort 1d20 + 11 ⇒ (16) + 11 = 27
Hearing Sakura drop her fan, Momir is caught off guard and sees all four of the Rasts, but is able to stand strong against their gaze.
Attacking the non-prone Azer.
Arcane Striking as a Swift
Multishot
Miss Chance - Low Bad 1d100 ⇒ 49
Attack 1d20 + 19 ⇒ (11) + 19 = 30 Damage 1d8 + 7 ⇒ (6) + 7 = 13, 1d8 + 7 ⇒ (6) + 7 = 13
Rapid Shot
Miss Chance - Low Bad 1d100 ⇒ 57
Attack1d20 + 19 ⇒ (6) + 19 = 25 Damage 1d8 + 7 ⇒ (2) + 7 = 9
Haste
Miss Chance - Low Bad 1d100 ⇒ 19
Attack 1d20 + 19 ⇒ (2) + 19 = 21 Damage 1d8 + 7 ⇒ (6) + 7 = 13
Final
Miss Chance - Low Bad 1d100 ⇒ 15
Attack 1d20 + 14 ⇒ (18) + 14 = 32 Damage 1d8 + 7 ⇒ (4) + 7 = 11
Mishka, seeing the paralyzed Azer on the ground, rips into its throat, coup-de-gracing
Fort Save
1d20 + 12 ⇒ (15) + 12 = 27
1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 12 ⇒ (12) + 12 = 24
Damage 4d6 + 24 ⇒ (1, 3, 3, 2) + 24 = 33

GM Nani |

25 V
25 Momir
25 Mishka
23 Rasts
20 Sakura
17 Azers
V launches into her attack, each and every one striking true. She dispatches rasts 1 and 4 which disappear with a faint pop, and then launches rast 2 ten feet back. Behind her, Momir continues his arrow storm and azer 3 collapses to the ground. Mishka seems to relish the moment as she descends upon the paralyzed, prone azer, easily opening his throat.
The two remaining rasts seem undeterred by the carnage, in fact they seem to be even more eager for blood. They throw themselves against V once more, but to no avail. Sakura directs the balls of lightning back on top of them, electrocuting them both.
Azer 1: -0, shaken, paralyzed
Azer 4: -54, shaken, slow, prone
Rast 2: -39, shaken
Rast 3: -8, shaken
Azer 4 fort save: 1d20 + 6 ⇒ (11) + 6 = 17
R2 charge: 1d20 + 6 ⇒ (17) + 6 = 23, 1d6 + 2 ⇒ (4) + 2 = 6, grab 1d20 + 10 ⇒ (20) + 10 = 30, con drain 1d2 ⇒ 1
R3 bite: 1d20 + 6 ⇒ (14) + 6 = 20, 1d6 + 2 ⇒ (2) + 2 = 4, grab 1d20 + 10 ⇒ (14) + 10 = 24, con drain 1d2 ⇒ 1
R3 claw 1: 1d20 + 7 ⇒ (6) + 7 = 13, 1d4 + 2 ⇒ (2) + 2 = 4
R3 claw 2: 1d20 + 7 ⇒ (7) + 7 = 14, 1d4 + 2 ⇒ (4) + 2 = 6
R3 claw 3: 1d20 + 7 ⇒ (18) + 7 = 25, 1d4 + 2 ⇒ (4) + 2 = 6
R3 claw 4: 1d20 + 7 ⇒ (8) + 7 = 15, 1d4 + 2 ⇒ (3) + 2 = 5
R2 Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
R3 Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

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Seeing their numbers greatly reduced, V stops her bane but repeats her attacks, looking at the creatures to ensure accuracy
Fort Saves: 1d20 + 12 ⇒ (8) + 12 = 20, 1d20 + 12 ⇒ (6) + 12 = 18
Sword 1 1d20 + 20 ⇒ (20) + 20 = 40, 1d8 + 13 ⇒ (8) + 13 = 21
Sword 2 Haste 1d20 + 20 ⇒ (12) + 20 = 32, 1d8 + 13 ⇒ (7) + 13 = 20
Sword 3 1d20 + 15 ⇒ (11) + 15 = 26, 1d8 + 13 ⇒ (8) + 13 = 21
Shield 1 1d20 + 18 ⇒ (6) + 18 = 24, 1d8 + 7 ⇒ (6) + 7 = 13
Shield 2 Slam1d20 + 13 ⇒ (12) + 13 = 25, 1d8 + 7 ⇒ (2) + 7 = 9
Sword 1 confirm 1d20 + 20 ⇒ (4) + 20 = 24, 1d8 + 13 ⇒ (5) + 13 = 18