
Aldebert Piddlespot |

"We take them then." and a grinning Aldebert casts Mirror Images as noted earlier. When the other preparatory spells are cast, he surges forward, charging into the room... (initiative/surprise at that point I assume, and so will wait)

Amiamble Piddlespot |

"Wait, brother. We shouldn't go to them. We should blast them here and stay on the stairs. If we leave here, we'll be surrounded and over run," Ami says, hoping Mahdi can blast something.
"Also, give me a moment to prepare...but we should stay here."
"Mahdi, do you have a way to block them from surrounding us? Pent?"
How high are ceilings, GM Rat? Ami and Yeen will climb to 10' up.
Will cast Air Walk (Yeen), See Invisibility (Ami).

Mahdi al-Jabira |

Sorry, I'd somehow gotten the notion the Skulk and Sulk (kobold rabble and azer warriors) were with us, never mind that part then
"We might be able to hold them here at the stairwell, I suppose, yes. I do have one spell that might help to corral them... but it's a powerful one that I'd rather not waste on this... rabble. Still... here, let's say I create a wall of pure ether from here to nearly that pillar there-- they'd have to run around it to get to us, buying a few rounds of time. If I can get them to line up like pins I might be able take quite a few of them out with one little spell..."
(Mahdi wholly ignores Pent's nose-related question.)
Mahdi's proposing putting a wall of force as shown on the map. He's slightly shy of being able to reach ALL the way to that pillar, but the wall should still force them to come at us in waves, sort of. The wall would be 10 feet high, 120 feet long.

Otah Cragsmith |

"Yes, little one, I still have a backside. I'm not sure which way is front though." Otah responds to the play on words.
He readies Zenzirad. "Well, corralling them into a zone should make this fight go fast..." the dwarf leaves out that fast may not mean successful.
"Ready." Combat Patrol + Reach + Lunge?

Pent Arotha |

Pent decides to gain some height on the Carpet, glad that Sarah's blessings will be able to reach his fellows, as the battle unfolds.
"Alright, let's find out how aggressive those dogs and their masters can be."
Pent casts Blessing of Fervor on his crew, while gaining most of the ceiling's height.

GM Rat Sass |

Amiamble and Yeen climb to a height of 10' above the current floor, the Third Level of the Bayt, with a ceiling in the vicinity which climbs to a full 40' height.
Mahdi creates a Wall of Force which extends a great distance across the floor. He's careful enough to describe the wall's trajectory to his companions, as it slants northeast, almost uniting with the pillar. Amiamble sees it easily enough, with his own magical casting.
Aldebert creates several Aldeberts, while Otah prepares himself for an onslaught of fire. Pent joins Amiamble in the air, calculating the exact height required to be untouchable by giant weapons and their reach, while making sure that those on the floor are bolstered by Sarenrae's Fervor.
For all the mutterings of magical mustering, the encampment across the Stables doesn't rouse to greet you, or come to meet you.

GM Rat Sass |

With the priestly gnome's battlecry, you rouse the encampment.
Aldebert: 1d20 + 1 ⇒ (14) + 1 = 15
Amiamble: 1d20 + 3 ⇒ (4) + 3 = 7
Mahdi: 1d20 + 10 ⇒ (18) + 10 = 28
Otah: 1d20 + 1 ⇒ (13) + 1 = 14
Pent: 1d20 ⇒ 12
Giants: 1d20 - 1 ⇒ (6) - 1 = 5
Hell Hounds: 1d20 + 5 ⇒ (7) + 5 = 12
Magmin: 1d20 ⇒ 10
The Hell Hounds stir, much more quickly than their masters, while the Magmin look back and forth between themselves.
Round 1
Mahdi- 28
Aldebert- 15
Otah- 14
Hell Hounds- 12
Pent- 12-
Giants- 11
Magmin- 10
Amiamble-7
Mahdi, Aldebert, and Otah are up! The purple line on the map is Mahdi's Wall of Imminent Mayhem.
Party Buffs
Blessing of Fervor

Aldebert Piddlespot |

Round: 1, Initiative: 15 -> ...
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images)
Weapon Equipped: None
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Feeling well prepared, Aldebert considers adding another layer of buffing, but in the end decides to reserve that for a tougher fight. Still, he looks over the faces, and muzzles, of the enemies arrayed against them. He does not minimize their strength. He grips his greatsword, pats Gretiem on the flanks, and waits.
Delay, likely until after the Hellhounds at least, and maybe everyone.

Mahdi al-Jabira |

"Well, here they come..."
Mahdi gestures and speaks, and slicks the floor slightly ahead of their little group. "Mind you don't step on that shiny bit there, you might trip."
Grease on the yellow square. Reflex DC 16 to not fall if a creature enters the square

Otah Cragsmith |

His knuckles tighten around the end of Zenzirad's shaft as he prepares for the coming fight.
Lunge+Combat Patrol, Threatens 20ft. (Base 5 + Lunge 5 + CP BAB 10)
1.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20 for damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (5, 3) + 2 = 10
2.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 for damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (4, 5) + 2 = 11
3.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 for damage: 2d4 + 7 ⇒ (3, 4) + 7 = 14 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (5, 1) + 2 = 8
4.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 for damage: 2d4 + 7 ⇒ (2, 4) + 7 = 13 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (3, 3) + 2 = 8
5.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37 for damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (2, 2) + 2 = 6
6.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 for damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (2, 6) + 2 = 10
7.) Zenzirad, primary, FO Bane: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33 for damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12 cold: 1d6 ⇒ 4 bane: 2d6 + 2 ⇒ (4, 1) + 2 = 7

Amiamble Piddlespot |

Round 1, Init 7
Ami casts Divine Power through himself and into Yeen. He moves closer to the wall, waiting.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 2/8 used (DF*0,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 0/3 used (ColdIce*0,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: .
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen) Divine Power (Yeen).

GM Rat Sass |

Within seconds, the Hell Hounds sprint forward to 'greet' the newcomers, those who bear little affinity for fire, save the fire mage who sports the Perpetual Flame.
It happens quickly- Red and Blue advance in a full run, Red encountering Mahdi's Grease slick, while Blue doesn't quite reach it.
Reflex Save v DC 16: 1d20 + 5 ⇒ (5) + 5 = 10
Red falls prone, unluckily. More luckily, he avoids the first swing of the mighty Zenzirad...
On the other side of the Wall of Force, Purple runs dozens of feet, before it ricochets off the invisible barrier, coming to a halt for its confusion, while Green finds nothing, yet, to discourage its forward charge. Pink and Yellow appear to take a pack strategy, and begin to circle to the left to attack from pincer.
Pent and Aldebert are up! Then the march of the Gi-Ents...
Remember the Wall of Force stands 10' high, defined by the Purple Line on the Roll20 Map.

Pent Arotha |

Round 1, Init 12'-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor
Pent decides to remain at height, and wait patiently to find out where he's wanted, when the blood begins to flow. And the dogs look all sorts of unkind, and he's of the mind to avoid barks and bites alike.
The gnome Delays, as well.

Aldebert Piddlespot |

Round: 1, Initiative: 11+
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: None
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Aldebert & Gretiem use Blessings of Fervor for +2attacks/AC/reflex saves this round.
Eager to take advantage of the situation… over eager perhaps… Aldebert steps forward and attacks the first hound (move and swing - so I think he and Gretiem get AoOs).
Greatsword (magic): 1d20 + 14 + 3 ⇒ (19) + 14 + 3 = 36 (feast, blessings) damage: 1d10 + 13 ⇒ (9) + 13 = 22
Gretiem Bite (magic): 1d20 + 13 + 3 ⇒ (5) + 13 + 3 = 21 (feast, blessings) damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
critthreat Greatsword (magic): 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37 (feast, blessings) damage: 1d10 + 13 ⇒ (8) + 13 = 21

GM Rat Sass |

Mahdi lays down some Grease to welcome the pack. Otah sets a perimeter, to do the same. Pent waits for the whelm. Aldebert slays the poor prone puppy with a single arc of his greatsword! Amiamble infuses his and Yeen's frame with Sarenrae's divine wrath.
The fire giants turn in your direction, looks of ennui swiftly turning to excitement. The three of them move to the campfires, and the rocks that surround them, and sort through them. Each of them picks up one, and you watch as the rocks quickly turn red in their palms.
Meanwhile, the magmin scatter, all revving their little fire engines to cover the distance to various pillars in the stable. Once they stop, they watch the first hell hound slaughtered, and keep their rapt attention on you all. If the magmin and giants understand the magic afoot, it's unreadable to you.
Round 2
Mahdi- 28
Otah- 14
Hell Hounds- 12
Pent- 12-
Aldebert- 11+
Giants- 11
Magmin- 10
Amiamble-7
Mahdi and Otah are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.
Party Buffs
Blessing of Fervor

Mahdi al-Jabira |

"....Not a fan of whatever's going on here," Mahdi mutters dourly as the giants seem pleased enough to stick with ranged weaponry, and the magmin cluster ominously about the pillars.
Would Mahdi have any inkling of if those pillars serve some sort of purpose beyond just holding up the roof, given his ~genius~? Some sort of triggered collapse or something?
Kn Engineering, maybe?: 1d20 + 12 ⇒ (16) + 12 = 28
Mahdi takes the chance to (hopefully) blind two of the giants before they can fling their gobbets of magma. Glitterdust, yellow circle, Will save DC 18 negates
He then swoops into ... a slightly more sheltered position in the stairwell, let's say.

GM Rat Sass |

The pillars are made of the same brass as the walls of the Bayt. Unless the magmin have exceptional powers, the pillars should be able to withstand their molten innards for several minutes.
Will Save DC 18, Red: 1d20 + 9 ⇒ (6) + 9 = 15
Will Save DC 18, Blue: 1d20 + 9 ⇒ (10) + 9 = 19
Red the Giant flinches from the sudden eruption of color, staggering where he stands, while Blue shrugs off an obvious magical attack on his fellow fireman. Red be Blinded.
Otah is up!

Otah Cragsmith |

Otah slides forward off the stairwell, skirting the invisible wall and the grease. Taking care to not swing Zenzirad in wide arcs, lest he interrupt himself by knocking Mahdi's barrier, he thrusts out at the nearest Hell Hound.
Move, Primary vs Blue
Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (19) + 17 + 2 + 2 = 40 for damage: 2d4 + 7 + 2 ⇒ (1, 1) + 7 + 2 = 11 cold: 1d6 ⇒ 5 bane: 2d6 + 2 ⇒ (5, 3) + 2 = 10

GM Rat Sass |

The Hell Hounds bound, one of them already slain, one significantly injured, the others incited to violence based on the smell of hound blood alone.
Hell Hound Blue belches fire at Otah, before stepping backward 5'.
Breath Weapon, O: 2d6 ⇒ (3, 3) = 6 damage, Reflex Save DC 14 to halve the damage
Of course, I can be reminded about protections laid out at the beginning of the day to prevent such needless injuries...
The other Hell Hounds encounter the Wall of Force in varying manners- Yellow and Pink run headlong into the wall behind Otah, while Green and Purple begin to backtrack, sensing an 'easier' path to their prey, based on Red's and Blue's success.
Pent and Aldebert are up!

Aldebert Piddlespot |

Round: 2, Initiative: 11+
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Aldebert & Gretiem use Blessings of Fervor for +2attacks/AC/reflex saves this round.
Conscious of not wanting to get too far out, Aldebert 5’ steps, and readies an action in case any of the opposition closes in.
Greatsword (magic): 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31 (feast, blessings) damage: 1d10 + 13 ⇒ (9) + 13 = 22
Gretiem Bite (magic): 1d20 + 13 + 3 ⇒ (8) + 13 + 3 = 24 (feast, blessings) damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
Per my status, these are the protections I have going currently I think. :)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Here’s what Gretiem has going:
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)

Mahdi al-Jabira |

Ami, Aldebert, Otah, and Pent all have resist energy fire 30 up right now, the original duration being 40 minutes; Mahdi has innate resist fire 10, overland flight, false life, and mage armor on himself. Yeen and Gretiem have 12 hours mage armor. Otah has Countless Eyes. That's it buff-wise from Mahdi.

Pent Arotha |

Round 2, Init 12-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor, Resist Energy(fire) 30
Pent senses that the giants will be creating their own mayhem shortly, so he spurs the Carpet into the room, darting to the left to watch from a little more pillar cover. Double Move
Once he arrives, high above the fray, he looks down on the magmin, and gives them a disapproving look, like he's trying to dissuade a child from sticking its hand into a cookie jar.

GM Rat Sass |

The giants Blue and Green give each other knowing looks, before lobbing their first salvos at Aldebert, almost with a casual gesture that fails to fully grasp the strength of your ensemble.
"Ek sal hulle tref voordat jy dit doen."
"I'll hit them before you do."
Rock Lob(ster), Al: 1d20 + 10 - 2 - 4 ⇒ (8) + 10 - 2 - 4 = 12 for 1d8 + 15 ⇒ (6) + 15 = 21 damage
Rock Lob(ster), Al: 1d20 + 10 - 2 - 4 ⇒ (13) + 10 - 2 - 4 = 17 for 1d8 + 15 ⇒ (3) + 15 = 18 damage
The campfire rocks go easily wide for the distance, but their arcs indicate that they are aware that something stands between you and them.
Meanwhile, Red the Giant rubs his eyes in frustration, seeking to gain his sight, before entering the lobbing initiative.
"Versteek my oë, ek kan nie sien nie!"
"Damn my eyes, I can't see!"
Will Save DC 18, Red: 1d20 + 9 ⇒ (12) + 9 = 21
He grunts loudly to indicate to his brothers that he's once again able to see.
The magmin continue to stand by the pillars, watching you all, waiting for you to advance.
Ami is up to finish Round 2, and Mahdi and Otah can begin Round 3!

Amiamble Piddlespot |

Round 2, Init 7
Ami and Yeen move up to pounce on the hellhound.
Ami:
1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 31 to hit; (slingstaff, melee, feast,BoF)
1d6 + 2 ⇒ (4) + 2 = 6 damage.
1d20 + 18 + 1 + 4 + 2 ⇒ (3) + 18 + 1 + 4 + 2 = 28 to hit; (bite,feast,+DP,+BoF)
1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19 damage.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 2/8 used (DF*0,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 0/3 used (ColdIce*0,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: .
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

Mahdi al-Jabira |

"Shook that one off easily, did we?" Mahdi says sourly to the giant apparently clearing his eyes. He gestures a second time, and this time the two giants are bathed not in golden dust, but in a piercingly bright light.
Casting burst of radiance, white circle on the map
If Evil, they both take: Auto damage: 5d4 ⇒ (3, 1, 1, 4, 4) = 13
Reflex Save DC 20 or blinded for: 1d4 ⇒ 4 rounds. If succeed at save, dazzled instead.
His spell dispatched, Mahdi swoops down to ground level, using his own wall for cover against possible retaliation.

Otah Cragsmith |

Otah steps forward again, unleashing a torrent of blade upon the Blue hound.
5 foot step
Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (1) + 17 + 2 + 2 = 22 for damage: 2d4 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16 cold: 1d6 ⇒ 1 bane: 2d6 + 2 ⇒ (5, 2) + 2 = 9
Zenzirad, Iterative, FO Bane, moved: 1d20 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21 for damage: 2d4 + 7 + 2 ⇒ (2, 2) + 7 + 2 = 13 cold: 1d6 ⇒ 2 bane: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Zenzirad, iterative, FO Bane, moved: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28 for damage: 2d4 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Yes, Otah has Energy Resistance Fire 30 thanks to the Fire Mage.
He's slightly less thankful for the eyes. Useful... but strange...

GM Rat Sass |

Mahdi blinds a giant, while Otah almost ends a hound. Pent sneaks forward, while Aldebert readies a swing. Amiamble ends the hound first wounded by the dwarf.
Mahdi tosses another spell to hassle the eyes and health of the same two glittered giants. The injured giants both succumb to the fire mage's blinding light!
Reflex Save DC 20: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex Save DC 20: 1d20 + 4 ⇒ (11) + 4 = 15
With no opponent left standing within striking range, Otah considers an alternate action. Otah, you're welcome to consider an alternate action for this round.
Hell Hounds Yellow and Pink slobber at the Wall of Force, the prey being so close yet so far away.
Purple and Green don't seem as dense, clearing the rear pillar, and circling the Wall, though their run doesn't quite get them to their rabbits.
Round 2
Hell Hounds- 12
Pent- 12-
Aldebert- 11+
Giants- 11 (Blinded 4r/-13hpR, Blinded 4r/-13hpB)
Magmin- 10
Amiamble-7
...
Round 3
Mahdi- 28
Otah- 14
Pent and Aldebert are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.
Party Buffs
Blessing of Fervor

Otah Cragsmith |
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Alternate Action - Round 2
Otah sets up to stab at any thing that may attempt to jump over the wall, or approach.
Lunging Combat Patrol, purposely keeping the 5-foot move from previous. Don't want the hounds to get to our fire mage. ;)

Aldebert Piddlespot |

”Nice shot Mahdi!” he laughs with adrenaline as the two giants are blinded. He considers moving up, but waits for now not wanting to get out of reach. Their plan seems to be working, they’re whittling down the opposition with little risk - for now.
He delays until after the giants at least (and probably after the magmin too!).

Pent Arotha |

Round , Init
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor, PfF30
Pent looks down on the magmin, much more confidently, now that two of the three rockettes are subdued through their views.
For the fiery lil fellas, Pent places his chips on 'Ignan', and rolls the dice.
"હવે, હું એક ઝડપી શરણાગતિની સલાહ આપું છું, એકવાર મોટી બ્રુટ શાંત થઈ જાય. તમે ત્યાં માત્ર તે લોકો સાથે ઝડપી મૃત્યુ મેળવશો, તેથી ક્યાં તો સબમિટ કરો અથવા ક્ષેત્ર છોડો."
"Now, I'd advise a quick surrender, once the big brutes are subdued. You'll only find a quick death with those folk over there, so either submit, or quit the field."
The gnome contents himself with spectating for now. He looks over at the hell hounders.
"You gonna engage, or try and parlay with the gigantics? Time's running out on Sarah's Blessing..."

GM Rat Sass |

The proximal magmin to the gnome watch the Carpet rider warily, while the distal magmin bolt forward, taking up new positions at further pillars.
The blinded giants stand their ground, gathering boulders, and readying themselves. The sighted giant throws a warning shot at the gecko rider, while it lowers its voice to speak to his boulder brothers.
Rock Lob(ster), Al: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21 for 1d8 + 15 ⇒ (5) + 15 = 20 damage
Ami is up to finish Round 2, and Amiamble and Otah can begin Round 3!

Amiamble Piddlespot |

Round 3, Init 7
Ami and Yeen move up to pounce on the magmen, trying to protect the gnome. With Yeen's double move, Ami clubs one mightily.
Ami:
1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16 to hit; (slingstaff, melee, feast,BoF)
1d6 + 2 ⇒ (2) + 2 = 4 damage.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 2/8 used (DF*0,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 0/3 used (ColdIce*0,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: .
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

Otah Cragsmith |

The dwarf moves forward, darting towards the nearest of hounds not blocked by the an invisible wall.
Zenzirad, primary, FO Bane, moved, Charge vs Purple: 1d20 + 17 + 2 + 2 + 2 ⇒ (19) + 17 + 2 + 2 + 2 = 42 for damage: 2d4 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14 cold: 1d6 ⇒ 3 bane: 2d6 + 2 ⇒ (6, 3) + 2 = 11
His concern about leaving the fire-mage open to attack is eased slightly as he realizes that he can still see Mahdi behind him... and track all the foes in the room.

Aldebert Piddlespot |

Round: 2, Initiative: 11+ -> Round: 3, Initiative: 13 (after Otah)
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Aldebert & Gretiem use Blessings of Fervor for +2attacks/AC/reflex saves this round.
Seeing the party move up, Aldebert knees Gretiem to join them. He charges the purple hell hound.
Greatsword (magic): 1d20 + 14 + 5 ⇒ (14) + 14 + 5 = 33 (charge, feast, blessings) damage: 1d10 + 13 ⇒ (9) + 13 = 22
Gretiem Bite (magic): 1d20 + 13 + 5 ⇒ (14) + 13 + 5 = 32 (charge, feast, blessings) damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13

GM Rat Sass |

Apologies, Madhi- mistyped Ami's name twice on the round update. Gonna just go ahead here.. and delay you...
The combined might of Otah and Aldebert overwhelm Purple, leaving Gretiem little to worry about for return fire.
The Hell Hounds still living are called back by the surly, still sighted, fire giant who witnesses another Hound put down.
Round 3
Hell Hounds- 12
Pent- 12-
Mahdi- 11+
Giants- 11 (Blinded 3r/-13hpR, Blinded 3r/-13hpB)
Magmin- 10
Amiamble-7
...
Round 4
Mahdi- 28
Otah- 14
Aldebert- 13
Pent and (delayed)Mahdi are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.
Party Buffs
Blessing of Fervor

Pent Arotha |

Round 3, Init 12-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor, PfF30
Pent watches as Amiamble bounds forward, and engages with the magmin the only way he knows, little do words suffice for the half and cat. The gnome sighs, and waits to see how the magmin comport themselves in the face of such obvious hostilities.
Delay, possibly no action this round

Mahdi al-Jabira |

Mahdi nods smartly at the quick dispatching of several of the hounds. "Nice work. Keep it up. Let's see if we can't draw out the magmins."
He flies... out from behind his barricade of force, and swooping swiftly over to the cover of one the pillars on the other side.
(using blessing of fervor for the movement bonus, with which overland flight should get me to new spot on the map. Using this bag of tricks for the first time, too, since I only recently realized it's the tan one, which is actually useful, heh.)
As he flies, his hand dips into one of the pouches at his belt, and plucks forth a small ..tribble? a fuzzy ball, anyway. Which he tosses to land on the ground beneath his feet.
1d100 ⇒ 42
The ball of tawny fur hits the ground... and transforms into a lion! The beast roars and races towards the nearest magmin, tearing into it with its teeth, even though it's likely to be painful for the lion.
Bite magmin: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Grab?: 1d20 + 13 ⇒ (5) + 13 = 18
(I think that's at least 1 point of fire damage for the lion, possibly 2. Also the lion probably needs to make a fortitude save due to magmins? If so:)
Fort: 1d20 + 6 ⇒ (12) + 6 = 18

GM Rat Sass |

The giants and magmin consider their foes in a new light. The newly appeared lion seems to garner the giants' attention. With some coordination between them, the sighted giant launches his boulder first, followed by the other two, who continue to squint in their blindness.
Rock Lob(ster), Lion: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 15 + 1d6 ⇒ (5) + 15 + (3) = 23 damage
Rock Lob(ster), Lion: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 15 + 1d6 ⇒ (2) + 15 + (4) = 21 damage
Miss Chance, High Good: 1d100 ⇒ 98
Rock Lob(ster), Lion: 1d20 + 10 ⇒ (9) + 10 = 19 for 1d8 + 15 + 1d6 ⇒ (4) + 15 + (4) = 23 damage
Miss Chance, High Good: 1d100 ⇒ 52
Allowing the rock strike of the sighted giant to guide the other projectiles, given the solid Perceptions of the giants. Also, you're welcome to note that I didn't apply a penalty to the giants' attacks for the lion engaging with the magmin in melee.
Three heated boulders land squarely on the lion, and the lion is no more. It disappears instantly. The previously grappled magmin appears quite relieved, though decently injured.
All magmin break ranks.
Four magmin hone in on a distant door, leading to Abadar knows where, while the lone magmin on the opposite side of the Wall of Force bolt back to the campfires, one of them patting himself to check for injury.
The migratory patterns of the magmin doesn't go unnoticed by the sighted fire giant, who bellows angrily at them to hold their ground in Common.
Amiamble to finish Round 3, and Otah and Aldebert to begin Round 4!

Otah Cragsmith |

Shocked, the dwarf watches the magmin run.
"Oh! Finally, creatures with some damned sense!"
The dwarf moves forward, cautiously advancing to the larger group, using the boundary of the invisible wall and the room's columns to help close off avenues of approach.
Double move
Edit: realized I had movement left. Does the wall actually reach all the way to the column, or is that gap there represent an actual gap that can be squeezed through?

Aldebert Piddlespot |

Round: 4, Initiative: 13
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 1/40m), Mirror Image (1/9m 5/5 images), Blessing of Fervor
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 10/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)(Not included: blessings of fervor +2)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Aldebert & Gretiem use Blessings of Fervor for +2attacks/AC/reflex saves this round.
Aldebert also double moves, using the pillar as cover and breaking a little wide of Otah, he hopes to pivot around the solid dwarf and assist with he flank.

Amiamble Piddlespot |

Round 4, Init 7
Ami and Yeen scamper from one column to the next, trying to stay out of stone's throw.
"OOO-tah! Come here! We must plug this hole so we cannot be surrounded!" Ami chants to the dwarf.

Mahdi al-Jabira |

Actual gap, Otah
Mahdi sheds no tears over the dead (magically conjured) lion. It helped to break the stalemate; it did its part.

GM Rat Sass |

Pent tries to engage with the magma men from on high. Mahdi summons a lion to scar a magmin, before boulders dismiss the creature. Amiamble, Otah, and Aldebert all advance, menacing the blind and sighted giants, alike.
The Hell Hounds roar in unison, the individuals finding strength in the pack, but they do not advance, only snarl at their distance, and wait.
Almost simultaneously, a grand roar of what might be an enraged bull echoes through the cavernous chamber, emanating from the southwest, and the awaiting section of the Bayt that you have yet to explore.
Round 4
Hell Hounds- 12
Pent- 12-
Mahdi- 11+
Giants- 11 (Blinded 2r/-13hpR, Blinded 2r/-13hpB)
Magmin- 10
Amiamble-7
...
Round 5
Otah- 14
Aldebert- 13
Pent and Mahdi are up! The Purple Line represent's Mahdi's Wall of Force, and stands 10' tall.
Party Buffs
Blessing of Fervor

Pent Arotha |

Round 4, Init 12-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Blessing of Fervor, PfF30
Pent continues to flit about on the Carpet, this time maneuvering south, more out of curiosity as to what just made the monumental moan, while getting closer to Mahdi. If the fire mage needs morale support, the gnome will provide. Double Move
"That was unexpected. Then again, every single thing in this Bayt has proven to be just that."

Mahdi al-Jabira |

Mahdi throws a wary look over his shoulder in direction of the immense roar. "Lovely. Not sure what might be coming to join in. Perhaps some defensive measures are called for."
With that, the mage goes invisible, with a snap of his fingers. Quietly, he swoops through the air, working to a better position on the giants.
Casting vanish, then flying 70'

GM Rat Sass |

The giants and magmin coordinate very differently among their kind.
The only sighted giant tells his blind brothers to retreat in Giant, while he moves north to locate a hound slayer. He finds Aldebert, at whom he launches another boulder.
Rock Lob(ster), Al: 1d20 + 10 ⇒ (10) + 10 = 20 for 1d8 + 15 + 1d6 ⇒ (1) + 15 + (5) = 21 damage
The other giants draw greatswords, and wave them warily in the direction of northern section.
Meanwhile, the magmin continue to skirt the room, working their way towards the room to the south of the campfires. Four of them enter the room, while the distant two almost reach it in a flat out run.
Amiamble, Otah, and Aldebert are up!

Amiamble Piddlespot |

Round 5, Init 7
Ami and Yeen move next to his brother, glad that the giants and hounds are staying together rather than surrounding the party.
"This is good, brother! The terrain favors us! Once OOO-tah gets into position, this will be very good!"
Ami casts cold ice strike in a line, getting the top hound and giant.
12d6 ⇒ (3, 1, 6, 1, 4, 4, 6, 6, 3, 1, 6, 4) = 45 cold damage, vs. DC 21 reflex for half
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 2/8 used (DF*0,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*0,DivPower*0,Grove,FoM)
Lvl 5: 0/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami: .
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

Otah Cragsmith |

The dwarf hears the halfling’s call and moves to cover between the pillar and the wall.
He sets the pole arm against anyone who dares to try and near or pass.
Move, Ready to Attack
I wasn’t sure if Ami is calling for flanking or to cover the gap, but since there doesn’t really look like a good spot to flank without getting demolished, covering the gap seems doable.