
Fiona Sun-Touched |

Oh. I thought Mutt was ahead of me--it looked to be that way on the map.

Variel Duardlon |

A second later, it appears beside Fiona and Variel, and it begins attacking! Fiona feels a chilling cold as she is wounded.
Just confirming, you did keep the Protection against evil in mind? Natural attacks by summoned evil creatures fail unless they have SR and the caster doesn't overcome it. I had previously rolled the SR check here and got a 21.
Variel is surprised as the shadow demon suddenly appears and attacks Fiona. He quickly regains his composure, and moves around through the mucky ground created by Thaddeus, to put the demon between himself and Fiona. He then strikes out at it with his enchanted sword.
Move action to move through the difficult terrain; with Escape Artist, no AoO is provoked. Swift action to activate Bane (demon). Standard to attack.
Attack, +1 cold iron longsword (bane, flanking): 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20 Damage (cold iron, magic, bane): 1d8 + 5 + 2d6 ⇒ (1) + 5 + (5, 5) = 16
At the end of the round, Fast Healing gets the last of Variel's damage.

"Mutt" |

Fiona, it looks like my move was taken back due to me not realizing that there was still the zone of silence there.
Mutt shakes his head. Apparently, he was zoned out thinking about his next offensive move. He looks to see the demon in between Fiona and Variel. He grits his teeth and moves, swinging his greataxe at the demon! His eyes glow that sinister purple as he channels into his latent abilities, affect the chance of his weapon to hit. At the same time, his own magic is slightly altering his blade and he's putting everything into it.
Oh boy. This will be a calculation nightmare. I'm activating Destined Strike, my Arcane Strike feat, and Power Attack. Destined Strike gives me half my level as a bonus to attack rolls. Arcane Strike gives me a +2 bonus to my damage rolls (since I have 5 caster levels) and my weapon counts as magic for damage reduction. Power Attack gives me a -2 penalty to my attack rolls for a +4 bonus to my damage roll along with a further +2 to the bonus due to using a two-handed weapon. I also have flanking with Variel.
Attack (bloodrage, flanking, destined strike, Power Attack): 1d20 + 11 + 2 + 2 - 2 ⇒ (4) + 11 + 2 + 2 - 2 = 17
Damage (bloodrage, Arcane Strike, Power Attack): 1d12 + 6 + 2 + 6 ⇒ (5) + 6 + 2 + 6 = 19
Do I need to roll for concealment?
Bloodrage active. 15/22 rounds left. Communal Protection from Evil 4/10 rounds left. 48/55 hp. (Numbers are still the same.)

GM SpiderBeard |

@Variel - it is not technically summoned and has its own complicated reasons for being here. @Mutt - Your action was held, you're still working in the same round and now go in a different initiative block. And yeah, you're still in dim light - there's a bright light from outside which has been dimmed by a darkness spell.
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Variel strikes the shadow demon brutally, and although his sword passes partway through, it seems to do the trick as the creature shrieks in pain. Mutt swings out wildly, but unfortunately he just - just misses.
The two drow stuck in the webs start trying to herad northwards. They manage to break free, and being injured, silenced, and generally in a bad state, retreat out of sight. Ellesbeth, noticing the demon is doing cold damage, quickly casts a resist energy spell on Fiona.
#communal protection from evil#
Shadow Demon
---
Variel (-7)
Mutt (-7) (resist energy cold)
Ellesbeth
---
Drow Druid (-15) (silenced) (webbed)
Drow (-22) (silenced)
---
Thaddeus
Fiona (-11) (resist energy cold)
Thaddues and Fiona are up!

Variel Duardlon |

@Variel - it is not technically summoned and has its own complicated reasons for being here.
Of course! :-) We still get the AC bonus, at least.

Fiona Sun-Touched |

Round 9: Actions
Standard Action: Smash the demon!
Fiona whirls on her heel as the shadow demon claws at her, and she swings her earthbreaker at the beast with a frustrated roar!
Attack *Heroism, Flanking*: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23
Damage?: 2d6 + 4 ⇒ (4, 1) + 4 = 9

Thaddeus Claville |

"Gaah! Consarn it!"
Thaddeus throws his hands up as his plans don't seem to be panning out like he had hoped. The drow escaped his web, and only the shadow demon remains in visual range, surrounded by allies. Not a good time to throw explosive weapons, assuming one wants to keep his friends.
Running out of viable spells, Thaddeus settles on getting up close and personal with the Shadow Demon, hoping his magical dagger can at least take a bit out of his insubstantial bulk.
MOVE: Maneuver around beside the Shadow Demon, trudging through my own much. Draw my dagger during this time (While still holding the Firebomb in the other hand.
"Jus' die already, 'yeh unholy ugly!"
STANDARD: Attack. I don't believe I'm getting bonuses from anywhere else.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Miss?: 1d100 ⇒ 74
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

GM SpiderBeard |

Attack: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 1d6 ⇒ (4) + (5) = 9
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d6 + 1d6 ⇒ (3) + (4) = 7
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d6 + 1d6 ⇒ (2) + (1) = 3
Fiona's earthbreaker connects, although seems to do frustratingly little damage to the incorporeal creature. Thaddeus finally loses his temper and gets to some hillbilly butt whoopin' as he yanks out his dagger and leaps at the shadow demon, barely scratching it. Seeing Mutt as its greatest threat, the shadow demon begins tearing into the stout bloodrager. The protection offered by Ellesbeth's spell seems to help greatly as he feels no cold from the demon's attacks, but begins to bleed nonetheless.
Variel, Mutt, and Ellesbeth are up!
#communal protection from evil#
Shadow Demon (-21)
---
Variel (-7)
Mutt (-7) (resist energy cold)
Ellesbeth
---
Drow Druid (-15) (silenced) (webbed)
Drow (-22) (silenced)
---
Thaddeus
Fiona (-11) (resist energy cold)

Variel Duardlon |

Seeing that Ellesbeth's spell seems to be protecting Mutt, Variel calls upon his goddess to protect him in the same way. He then swings his sword at the shadow, looking for any weakness.
Swift action to change Judgment to Resistance (Cold, 4), standard to attack, move for Combat Advice. No action to maintain Bane (demon).
Attack, +1 cold iron longsword (flanking, bane): 1d20 + 12 ⇒ (17) + 12 = 29 Damage (magic, cold iron): 1d8 + 7 + 2d6 ⇒ (2) + 7 + (5, 2) = 16
"Mutt, swing low while I swing high!" +2 to next attack.

"Mutt" |

Mutt growls as the shadow demon continues to fight. He heeds Variel's advice, continuing to tap into his magic and trying to deal as much damage as possible.
Attack (bloodrage, flanking, combat advice, Power Attack): 1d20 + 11 + 2 + 2 - 2 ⇒ (4) + 11 + 2 + 2 - 2 = 17
Damage (bloodrage, Arcane Strike, Power Attack): 1d12 + 6 + 2 + 6 ⇒ (11) + 6 + 2 + 6 = 25
Bloodrage active. 14/22 rounds left. Communal Protection from Evil 3/10 rounds left. 48/55 hp.

GM SpiderBeard |

Variel's blade absolutely slams into the demon, which shrieks as it dissipates beneath the power of the blade. Mutt follows up with a mighty swing that just connects. Ellesbeth, unable to do much to influence the fight, hangs back. IN the distance, you hear the two drow who got away flee down the tunnel.
Thaddeus and Fiona are up!
#communal protection from evil#
Shadow Demon (-36)
---
Variel (-7)
Mutt (-7) (resist energy cold)
Ellesbeth
---
Drow Druid (-15) (silenced) (webbed)
Drow (-22) (silenced)
---
Thaddeus
Fiona (-11) (resist energy cold)

Fiona Sun-Touched |

Round 10: Actions
Standard Action: Hammer the demon!
Fiona shakes her head in disbelief. "Will. You. Just. DIE ALREADY?!"
Once again, her hammer comes down!
Attack *Flanking, Heroism*: 1d20 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 13
Right on the stone ground. "F++@!"

GM SpiderBeard |

Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d6 + 1d6 ⇒ (2) + (2) = 4
Attack: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d6 + 1d6 ⇒ (6) + (3) = 9
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d6 + 1d6 ⇒ (4) + (3) = 7
Thaddeus manages to connect with the shadow demon, doing negligible damage while Fiona decides to try and beat her way through the wall. Snarling, the shadow demon claws wildly at Fiona, intent on its target. The cold resistance spell protecting her saves her from the worst of it.
[spoiler=Round Eleven]
#communal protection from evil#
Shadow Demon (-36)
---
Variel (-7)
Mutt (-7) (resist energy cold)
Ellesbeth
Thaddeus
Fiona (-24) (resist energy cold)
Fiona takes 13 damage! Everyone is up! The shadow demon is on shaky legs.

Fiona Sun-Touched |

Round 11: Actions
Standard Action: Hammer Again!
Fiona staggers back from the force of the demon's claws before launching herself forward with a blood-crazed shriek!
Pound: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18
Damage...?: 2d6 + 4 ⇒ (1, 4) + 4 = 9

"Mutt" |

Mutt roars as he continues his efforts, using his latent magic and his strength to put more into his swings.
Attack (bloodrage, flanking, Power Attack): 1d20 + 11 + 2 - 2 ⇒ (10) + 11 + 2 - 2 = 21
Damage (bloodrage, Arcane Strike, Power Attack): 1d12 + 6 + 2 + 6 ⇒ (9) + 6 + 2 + 6 = 23
Bloodrage active. 13/22 rounds left. Communal Protection from Evil 2/10 rounds left. 48/55 hp.

Variel Duardlon |

Waiting to see results of their actions ... if I don't have to use my last round of Bane for the day, I'd prefer not to. ;-)

GM SpiderBeard |

Mutt and Fiona move around the demon. Mutt swings high, and Fiona swings low. Both connect, driving their heavy weapons into the shadow demon. With a shriek, it vanishes.
End of Combat
With your opponents dead or fled, you have a moment to recover and look over the area. The post to the west had a lab table with a dead akata splayed out over it that the druid was apparently studying. To the northwest, a tunnel leads to some barracks. To the northeast is the locked room containing the ghost Lash spotted.
Loot:
- a sapphire worth 600 gp
- masterwork chain shirt
- masterwork rapier
- masterwork small steel shield
- masterwork hand crossbow with 10 bolts
- 136 gp

Variel Duardlon |

"Those two drow ran off, no doubt to alert whoever else is here. We should probably follow after them quickly. Lash, can you peek around the corner?"
Lash will take 10 on Stealth and move up to the corner in G8 and just peek around to see what is there.

Thaddeus Claville |

Thaddeus takes a moment to dismiss his active spells, the web and the quagmire, and them moves up to Fiona.
"Hoo-eee, 'dat shadowy bastard tore a chunk outta ya! Still got yer soul in 'dere? Lemme help."
Cure Moderate Wounds.: 2d8 + 5 ⇒ (5, 4) + 5 = 14

Fiona Sun-Touched |

Fiona wearily nods and coughs up some blood before Thaddeus channels healing energy into her. "...thanks."
Most of her injuries heal immediately, but she still has scars from where the shadow demon clawed at her.

"Mutt" |

Mutt, seeing the demon go down, stops his bloodrage and begins to pant heavily. It's obvious that he's showing some signs of fatigue.
Mutt is fatigued for 18 rounds.
Mutt looks at the others. "Give... me... a moment. Raging... for that long... has really... taken a bit out of me. I can still chase them. Just going to be difficult if I need to tap into that rage again."

Fiona Sun-Touched |

"...at least I still have my battle song." Fiona straightens herself up. "You can use the rage I provide instead of your own, if you need to."

"Mutt" |

Mutt turns to Fiona and nods. "Alright. Thanks for the offer." He looks at her scars. "You put up a good fight."

Fiona Sun-Touched |

"Of course I did. I'm Shoanti." Fiona leans against the wall. "But, thanks."
"...I kinda hope these scars aren't permanent..."

Thaddeus Claville |

"Ah believe she may be mentionin' what Variel was sayin', somethin' 'bout how 'dat shadow beastie could eat yer soul, 'r somethin' like 'dat. So hopefully her soul's all in one piece."
"Well, anyways, best patch ourselves up 'n get a move on. 'Dat was mah only healin' spell fer t'day, but best still fix things up 'fore we go chasin' 'dose remainin' runaways."
"Oh, bit of'a request: If we see a larger group of 'em somewhere, don't go all chargin' in. Ah got a few spells 'dat kin hit a group of 'em, but it's hard t'get 'dose spells off if yer all next t'em."
Any word from Lash's scouting ahead?

GM SpiderBeard |

Vash buzzes northwards while Mutt tries to catch his breath. The wasp then clings to the wall, and peers into the next room.
Several thick, rocky natural pillars rise up in this high sea cave. The water filling the lower portion of the enormous cavern sloshes and surges with the tide, and a five-foot-wide rocky beach lines the northeastern face of the pool. The cave ceiling soars to a height of eighty feet. To the south, several wooden platforms attached to the rock pillars are further supported by wooden pilings—the structure looks somewhat treacherous. The sound of rushing, falling water comes from the northern end of the chamber, where a thin cascade of water plummets from a narrow crack in the ceiling into the pool below.
Directly to the south of the passage, the wounded drow guard awaits, his sword drawn. Further south is the wounded druid, who is calling something in his language down into the water. Swimmingly lazily in the water is a killer whale. Two more drow guards are set up on platforms over the water. On a platform, by a chest, is a drow woman with a cruel look to her.
Map is updated.

Thaddeus Claville |

Assuming Variel informs us of the situation...
"Hmmm... Y'know that unholy belch Ah used t'knock Zincher fer a loop? Ah'm thinkin' this is th'best place t'use it. 'Dem two drow guardin' the back Ah can cover in smelly vapours, takin' em out o'the fight. Not sure 'bout 'dat whale, granted. Either way, even if 'dey kin keep dere lunch down, 'dey can't see through it."
"So, anyone wit' healin' left, patch yerself an' others up. Mutt, care t' stick close t'me as we approach? Ah'll see if'n Ah kin cast mah spell, 'den th'rest o'you charge in."

Variel Duardlon |

Vash buzzes northwards
You have a serious mental block - is there a character named Vash in one of your other games? :-) The wasp is "Lash", as in a whip.
"Thaddeus, will we need to worry about the vapors ourselves once we move in? Will holding our breath help?

"Mutt" |

Yeah. Leave him alone, Lariel. ;)
Mutt nods at Thaddeus, still panting. "Sure. I can do that. I got your back."

Thaddeus Claville |

Dangit, I posted a reply to this! With references, spoilers, and everything! Where did it go?
"Thaddeus, will we need to worry about the vapors ourselves once we move in? Will holding our breath help?"
"Eeeeh, it might, a little. Best jus' not t'go in it, 'though. The gas'll be thicker 'den pea soup. Mah plan is we run in 'n take out th'closest threats, while th'ones in th'back are too busy hackin' 'n gaggin' t'throw 'r shoot stuff at us. Either 'dey stay in there 'n gag, 'r they stumble out, 'n now 'dey're closer t'us, and hopefully we've dealt wit' 'dere buddies, first."
"Not sure Ah kin tag th'one in th'back. Ah got anudder spell dat'll keep her from peltin' us wit' arrows 'r magic 'r whatever she uses. But let's worry 'bout th'one wit' swords, first."
A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).
The rules don't outright say you can hold your breath, (Or, rather, they don't say the poison in Stinking Cloud is an inhaled poison) but it makes a lot of logical sense to assume so. So that's how holding your breath would work.
Keep in mind the aforementioned thick vapours. You can't see through the cloud.

GM SpiderBeard |

I'll have an answer on the stinking cloud over the next day or so, Thaddeus. That's a tricky one. Good arguments on either side from the first forum thread I glanced at.

Variel Duardlon |

I'll have an answer on the stinking cloud over the next day or so, Thaddeus. That's a tricky one. Good arguments on either side from the first forum thread I glanced at.
I have generally seen it ruled as a contact poison (it gets in your eyes and pores), so holding breath doesn't work. I actually just asked that in game for Variel's benefit, because I thought I knew the answer. ;-)

GM SpiderBeard |

Yeah, I'll rule no on holding your breath in a stinking cloud. It's too easy to neutralize that way. A mundane airborne poison cloud, sure. But it's magic, and magic typically stops magic in Pathfinder. Variel's udnerstanding of it being a contact poison makes sense.

Variel Duardlon |

Variel nods. "Let us not give them any further time to prepare, then. ศักดิ์สิทธิ์ ชอบ."
Variel casts Divine Favor and prepares to follow Thaddeus and Mutt. I am assuming that this conversation has run out the duration of Protection from Evil. Discovery Torch is still up, providing light to 20' (expanding to 40' once Judgment is active again).

Thaddeus Claville |

So, here's my plan in more Game terminology:
Thaddeus will approach as quietly as possible, with Mutt right behind him, or beside if possible, trying to get in view of the cavern... Which I hope has some light in it... My goal is to take the two drow warriors in the back in the area of Stinking Cloud. More would be nice, but mostly I'm aiming for those two.
Mutt stays close in case we're spotted before I can get the spell off. Either way, I cast the spell, then hopefully the rest of the group moves in to take out who remains, and the guards in the back are too busy gagging to join the assault.

Fiona Sun-Touched |

Fiona pushes herself off the wall and readies her hammer. "Once combat begins in earnest, I'll finally have a chance to use my battle song."

GM SpiderBeard |

Man, you had no chance of making that roll, and you did. Grats! Also, you can get both guards, the orca, and the druid with the cloud, so I've positioned it as such.
Perception: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Perception: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8
Thaddeus: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative:
Variel: 1d20 + 4 ⇒ (11) + 4 = 15
Ellesbeth: 1d20 + 1 ⇒ (12) + 1 = 13
Thaddeus: 1d20 + 5 ⇒ (14) + 5 = 19
Mutt: 1d20 + 0 ⇒ (20) + 0 = 20
Fiona: 1d20 + 2 ⇒ (19) + 2 = 21
Shindiira: 1d20 + 1 ⇒ (11) + 1 = 12
Xakhin: 1d20 + 2 ⇒ (7) + 2 = 9
Guards: 1d20 + 3 ⇒ (8) + 3 = 11
Orca: 1d20 + 6 ⇒ (4) + 6 = 10
Fort Saves:
Guard Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Guard Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Druid Fort: 1d20 + 5 ⇒ (2) + 5 = 7
Orca Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Thaddeus very, very slowly creeps forward before peeking around the corner. The large sea cave is very dark as no light directly streams into it, but due it being broad daylight outside, the ocean glows with the reflected light of the sun, giving Thaddeus a vague idea of where people are.
Astonishingly, he is not detected. He fumbles in his pouch... and the stinking cloud explodes amongst the guards! The stinking cloud is enough to completely confuse and distract the drow set up, and the rest of the group charge in. One of the druids and a guard are both nauseated.
Fiona
Mutt
Thaddeus
Variel
Ellesbeth
---
Shindiira
Guards:
Grey
Blue (nauseated)
Red
Orca
Druid (nauseated)
Everyone but Thaddeus has a surprise round action! This area has dim light, and keep in mind the stinking cloud blocks line of sight. G9A is a ladder leading up to a platform. The platforms are 20' above the water.

Variel Duardlon |

"Lady, pronounce your judgment on our enemies. เปลวไฟของสัตบุรุษ."
After Thaddeus casts his spell, Variel says a quick prayer, casts another spell of his own, then moves in, whip in hand. As he does, the light radiating from his shield brightens to light up most of the cave.
Swift action to start Judgment (Protection, +2 AC). Standard to cast Flames of the Faithful (whip now has the Flaming Burst enhancement for 5 rounds), then move into the room. With reach, Variel threatens the nearest drow to the entrance, as well as the orca, assuming it is at the surface. 40' of light is now emanating from his shield.
AC is currently 22 (15T).
* Flames of the Faithful: 1/5

Thaddeus Claville |

How long has it been since the first fight? Protection from Evil lasts minutes per level, so it might still be up. Also, would Mutt still be fatigued from his rage?

Variel Duardlon |

How long has it been since the first fight? Protection from Evil lasts minutes per level, so it might still be up. Also, would Mutt still be fatigued from his rage?
It was Communal, so each target got 1 minute. I assumed our conversation took us long enough to get Mutt out of fatigue, and therefore ended the Pro Evil.

Thaddeus Claville |

It was Communal, so each target got 1 minute. I assumed our conversation took us long enough to get Mutt out of fatigue, and therefore ended the Pro Evil.
Ahh, communal. It probably has been a minute. Mutt would be winded for.... 1 minute, 48 seconds. Actually, that's not too unreasonable, then.
Oh, and almost forgot, since Spiderbeard didn't add this as I cast Stinking Cloud...
*BBUUUUUUUUUURRRRRRRRRRPP!!*

Variel Duardlon |

Bah! Just realized that you were giving us a surprise round. Ignore the movement, Variel starts Judgment and casts his spell.

Fiona Sun-Touched |

Surprise Round Action!
Standard Action: Start singing Raging Song!
Fiona gives Thaddeus a rather disgusted look before beginning to sing.

"Mutt" |

Mutt listens to Fiona's song and allows the rage to take hold of him. He then charges out and stares at the crow in front of him.

GM SpiderBeard |

And of course I always ignore the wrap-around to the next round.
On the heels of the worst belch in recorded history, the group charges forwards to Fiona's song. Mutt charges to the forefront of the fight while Variel prepares for the battle, channeling the power of the Savored Sting.
The speed of the attack seems to have the drow completely caught off guard, and you can continue to act!
Fiona
Mutt
Thaddeus
Variel
Ellesbeth
---
Shindiira
Guards:
Grey
Blue (nauseated)
Red
Orca
Druid (nauseated)
Everyone can take their round one action!

Variel Duardlon |

Variel moves in behind Mutt and lashes out at the nearest drow with his flaming barbed whip. "Fyddwch yn marw, un tywyll!"
Move action to move into the room, bringing 40' of bright light. Swift action to set Judgment to Destruction (+2 damage). Standard to attack.
Attack, flaming burst scorpion whip: 1d20 + 9 ⇒ (6) + 9 = 15 Damage: 1d4 + 8 ⇒ (1) + 8 = 9 Flame damage: 1d6 ⇒ 5
Hopefully flat-footed that will hit. ;-)