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Tactical Map is at the top of the page.
Aelwynd easily recognizes the two creatures. First of all the bony creature is an outsider known as an Osyluth or a Bone Devil. Bone Devils are able to emit a small radius aura of absolute fear, have a natural reduction to weapons unless they have good-like qualities. Bone Devils are known to have several immunities to fire and poison and are highly resistance to acid, cold and other magical effects.
The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell’s fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell’s laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters.
In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat.
Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.
****************************************************************
The shambling creatures are a special kind of zombie known as a JuJu Zombie. They are known to be immune to cold, electricity and magic missiles. Juju Zombies are able to resist being turned, fire, and positive energy channeled by priests. These special undead have a natural damage reduction from weapons unless they have magic and slashing qualities.

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assuming we are all informed of what is known... otherwise, Lore would roll for herself... I'm dealing with husband just out of surgery and other issues at home, and tomorrow I will be out all day with limited posting from phone... so here is Lore's first action, whenever she is able to take it.
Lore begins by casting invisibility purge so the devil cannot use it's ability to disappear after every attack...

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Sir Terramor helps Lore slide to the ground as he pulls out his lance. In a loud voice, he begins to call out tactical advice to those around him. Meanwhile, Morningstar carries the cavalier to the other side of the fountain, closest to the bone devil.
"Pull in tight, now lads and lassies! Cover your neighbor and swing with your whole body. There! See the opening? Lunge, then back..."
1. Sir Terramor uses his Greater Tactician ability to grant all his allies the GANG UP feat for three minutes. (Swift Action)
2. Sir Terramor uses his Strategist ability to grant all his allies their choice of several advantages. This round only, each ally can choose one of the following: (Standard Action)
* +2 dodge bonus to AC for 1 round
* +2 morale bonus on all attack rolls for 1 round
* the ability to move up to their speed as an immediate action once
3. In addition, Sir Terramor's banner grants all his allies +3 save vs. fear & +2 to hit while charging. (No action)

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Aelwynd will of course always communicate what he knows to the group if he ever succeeds on a knowledge, sense motive or perception check, assuming it is feasible at the time. Looks like, according to the initiative ranks that right after Aelwynd, the bone devil goes, so Terramor's buffs and actions won't apply yet.
As Aelwynd realizes what it is that now faces his group, he informs his party and then draws a vial of oil from his belt and quickly pours it over his blade. The essence of the oil causes his rapier to glow white with purity. He then shifts his stance ever so slightly so that at least until he can reach the devil, he can properly slash at the incoming zombies.
As my previous post, Aelwynd steps closer to the bone devil, though now that I see the map he wont be able to get in front of Sir Terramor with just a 5' step, but he moves in that direction.Free action=weapon versatility feat/slashing damage, Move action=draw oil of bless weapon (lasts 1 min), Stnd action=apply oil to rapier
Parry: 1d20 + 20 ⇒ (3) + 20 = 23
Riposte: 1d20 + 20 ⇒ (7) + 20 = 27
Slashing+Good Damage/last 8 is precision: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21

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Note: Marta is waiting until the others in his tactical clump take actions, knowing that there will a bunch of buffs coming.

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Aelwynd steps closer, placing himself in between the zombies and his companions as he blesses his blade.
Meanwhile the Bone Devil's claw begins to carve small, quick runic circles into the dirt as it chitters in an infernal language.
GM Roll: 1d100 ⇒ 94
The runes begin to glow with a dark magic as Sir Terramor tries to form some sort of a strategy among the group to gang up on the circling zombies and devil.
Lorelendral utters an arcane word as a colorless wave of magic erupts from around her out to nearly 50 feet in radius. To the naked eye it has no effect but the little gnome has plans.
Round 1
Aelwynd
-------------------------------------
Bone Devil
-------------------------------------
Marta
Ariana
Sir Terramor
Lorelendral- (Invisibility Purge)
Hamarabi
-------------------------------------
JuJu Zombies
-------------------------------------

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Ariana sees Aelwynd pull out an oil for his weapon. She does the same thing. "Good idea. Hopefully it will help." Seeing Lorelendral casting a spell, she stands between her and the zombies to the north.
Move action=draw oil of bless weapon (lasts 1 min), Stnd action=apply oil to Bastard Sword. I'll take the +2 to AC this round.

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Hamarabi readies an action to channel negative energy to command the undead after the zombies move.
"O Prince of Darkness hear me and grant me power over these cursed flesh bags."
Hamarabi channels negative energy to command the undead (30 foot radius, DC 23 Will save to negate).

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Marta will accept the dodge bonus from Sir Terramor this round.
Free Action: Activate Dragon Style using Combat Style Master
Swift Action: Activate Judgment applying smiting (weapons are good and adamantine) and protection (+3 armor class, +6 vs. a crit confirm).
Standard action: Cast shield from her ioun stone.
But then it depends on which of the undead are controlled. She will move to interpose herself between the group and the nearest zombie but try to keep 3 spaces away so she can get an AoO with her longspear when it engages.
Current AC bonus of +9, CMD bonus of +5 - tag line updated.

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Hamarabi sends out a small wave of energy that seems to take hold of a few of the zombies.
Will save Purple: 1d20 + 6 ⇒ (18) + 6 = 24
Will save Blue: 1d20 + 6 ⇒ (9) + 6 = 15
Will save Green: 1d20 + 6 ⇒ (17) + 6 = 23
Will save Yellow: 1d20 + 6 ⇒ (8) + 6 = 14
Two of the zombies shudder for a moment as they seem to be under control of some other force.
Mart assumes a dragon style as she shields herself from harm as well with a glimmer from her ioun stone. She steps forward to place herself in between the purple decayed zombie and the rest of the group.
Ariana follows Aelwynd's lead and blesses her weapon as this may prove to be a tough fight indeed.
The JuJu zombies surge forth as they shamble to surround the group with scimitars in hand. Dark Blue- provoke AoO from Marta.
Their bodies creak and tear open fresh wounds as they slash their scimitars at the group.
Red vs Sir Terramor AC 25: 1d20 + 9 ⇒ (7) + 9 = 16
Green vs Aelwynd AC 26: 1d20 + 9 ⇒ (10) + 9 = 19
Purple vs Lorelendral AC 20: 1d20 + 9 ⇒ (8) + 9 = 17
Dark Blue vs Ariana AC 28: 1d20 + 9 ⇒ (6) + 9 = 15
Orange vs Ariana AC 28; flanking: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Not a single one of the zombie's attacks are able to penetrate the Pathfinder's superior defenses and strategy as Sir Terramor guides them in. Though Aelwynd is able to parry the scimitar out from his direction and slashes the juju zombie across the chest as it emits a low moan.
Round 2
Aelwynd
-------------------------------------
Bone Devil
-------------------------------------
Marta
Ariana
Sir Terramor
Lorelendral- (Invisibility Purge)
Hamarabi
-------------------------------------
JuJu Zombies (Lt. Blue- Command)(Yellow- Command)(Green -21)
-------------------------------------

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Marta's AoO:
+13/1d8+1d6+13 Long Spear Power Attack [crit x3; brace, reach] (+8[BAB] +4[str] +1[enhance] -2[pwa] +2[heroism] / +6[str] +1[enhance] +6[pwa] +1d6[corrosive])
To Hit: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 1d6 + 13 ⇒ (1) + (5) + 13 = 19: magic, good, and adamantine; the d6 is acid.

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Slash on Green: 1d20 + 16 ⇒ (7) + 16 = 23
Slash on Green: 1d20 + 11 ⇒ (3) + 11 = 14
Damage on Green: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20
Damage on Green: 1d6 + 10 + 8 ⇒ (1) + 10 + 8 = 19
Aelwynd slashes at the undead before him, wondering what powers these things to have such speed and skill.
If Aelwynd drops his he will 5 step toward the others to help them gain the tactical flank bonuses offered by Sir Terrarmor. If he doesn't, since that last attack is likely a miss, he will parry the next attack directed at himself.
Riposte: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20

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Marta's spear sinks into a soft patch of loose skin on the zombie but overall misses the undead.
Aelwynd is able to pierce the green juju zombie through it's neck and splits its throat open. The creature barely stands as its head tears free from it's body and hangs loosely at its side as it seems to have resisted a small bit of the damage.
The runes on the ground flare to life as a bony hand drags forth from the ground. As the runes glow a second Bone Devil scrapes and claws forth from the ground as it answers the call to shred flesh from mortals.
With the summoning complete the red Bone Devil flies past the fountain and chitters once again. A long wall of ice erupts from the ground blocking any chance of escape.
Round 2
Aelwynd
-------------------------------------
Bone Devil (Red-fly 10 feet in air)
-------------------------------------
Marta
Ariana
Sir Terramor
Lorelendral- (Invisibility Purge)
Hamarabi
-------------------------------------
JuJu Zombies (Lt. Blue- Command)(Yellow- Command)(Green -36)
-------------------------------------

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"You! Yes, you! I challenge you in the name of Sarenrae and the Pathfinder Society! Fight me, devil!"
Ignore the juju zombie. The below will trigger an AoO.
Swift Action: Declare a challenge on the southeast bone devil.
Charge.
If anyone (such as the juju zombie or bone devil) attacks Sir Terramor (whether as an AoO or on its turn), Morningstar will use Bodyguard to grant Terramor a +2 on his AC for up to four attacks. If any attack hits, Morningstar will use In Harm's Way to take the damage instead.
If anyone (such as the juju zombie or bone devil) attacks Sir Morningstar (whether as an AoO or on its turn), Terramor will use Aid Allies, Bodyguard and Intercept to grant Morningstar a +5 bonus to AC for up to three attacks.
Dragon's Challenge means that Sir Terramor suffers a -2 penalty to his AC for all enemies except the object of his challenge (meaning he is AC 23 to the juju zombie.
Bite plus Banner, charge, Dragon's Challenge and Power Attack: 1d20 + 10 + 2 + 2 + 3 - 2 ⇒ (2) + 10 + 2 + 2 + 3 - 2 = 171d6 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Masterwork cold iron lance plus Banner, charge, Dragon's Challenge and Power Attack: 1d20 + 15 + 2 + 2 + 4 - 4 ⇒ (15) + 15 + 2 + 2 + 4 - 4 = 342d8 + 10 + 32 + 16 ⇒ (4, 6) + 10 + 32 + 16 = 68
_________________________________________________
1. All allies have the GANG UP feat for three minutes. (Swift Action)
2. Sir Terramor's banner grants all his allies +3 save vs. fear & +2 to hit while charging. (No action)
3. Sir Terramor's Dragons' Challenge grants all allies +3 damage vs. the object of his challenge.

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Ariana swings at the juju zombie to her left with all her power. "I'll work on this one since we can Gang Up on him Lore. I hope he doesn't summon more of those bone things."
Full Round Attack with Power Attack
+1 Bastard Sword Bless Weapon: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Damage: 1d10 + 18 ⇒ (7) + 18 = 25
+1 Bastard Sword Bless Weapon: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d10 + 18 ⇒ (10) + 18 = 28
Crit Rage is 17-20. Bless Weapon gives an automatic critical confirm on evil creatures.
Damage: 1d10 + 18 ⇒ (2) + 18 = 20

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Lt. Blue Juju Zombie will flank the pink zombie with Marta and attack.
Slam: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage: 1d6 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
Yellow Juju Zombie will move to attack the Bone Devil that Sir Terramor is challenging. This will provoke an attack of opportunity from the Bone Devil.
Swift action to use the Gang Up feat.
Slam: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 1d6 + 6 + 3 + 1d6 ⇒ (2) + 6 + 3 + (1) = 12
Hamarabi moves in close to the fountain and casts Prayer. This will affect all enemies.
"Dark Price may your hand shelter us, as in times long past, in this our time of need."
Vs. Spell Resistance if any: 1d20 + 11 ⇒ (19) + 11 = 30
---------------------------------------------------
All allies have the following:
+1 Luck bonus on attack rolls.
+1 Luck bonus on weapon damage rolls.
+1 Luck bonus on saves.
+1 Luck bonus on skill checks.

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Swift action to accept the gang up feat.
Marta casts Shield of Faith, drawing an AoO from purple unless I'm mistaken. AC 32.
Assuming she gets the spell off she then moves 4 southeast drawing two more AoO from the zombies (purple and red), but at an additional +3 AC (35), and will end up in longspear range of the bone devil.
Terramor, will the bodyguard bonuses apply to Marta once she is next to you or Morningstar? If so the second AoO from Red will be at an additional +2 AC (37), which is getting a bit on the insane side.

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I just noticed that the green had a small bit of DR and it looks like 5 from the math. In case I wasn't clear on the attacks they were slashing, magic, and good unless we are in a dead magic zone and then that would bite, lol.

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Lore takes a 5' step away from the zombies closest to her and casts Blessing of Fervor on her companions.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

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@Aelwynd- Ah, Ok thanks. that will take out green then.
Marta tries to protect herself just a bit more as the zombies close in further.
Purple AoO vs Marta AC 32: 1d20 + 9 ⇒ (14) + 9 = 23
Red AoO vs Marta AC 35: 1d20 + 9 ⇒ (9) + 9 = 18
Marta is simply too fast for the oncoming zombies as she quickly pushes through to the more dire threat.
Ariana placces every ounce of strength behind her swing as she lops off the blue juju zombie's head causing it to roll into the fountain.
Morningstar snorts and rears up as he charges in at the Bone Devil.
AoO vs Morningstar AC 31: 1d20 + 14 ⇒ (13) + 14 = 27
As the bone devil snaps it's jagged jaws out at Morningstar Sir Terramor swings his longsword down in a smooth and fluid arc, deflecting the gaping maw.
Lorelendral steps back against the fountain and bestows a blessing of fervor among her allies.
Hamarabi commands his zombie minions to turn on their companions, though only one of the zombies manages to get in a decent blow as it hacks another zombie's arm clean off. Well as clean as a decayed arm ripping off goes.
AoO vs Yellow Zombie: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
The Bone Devil spins around as a tooth drags across the zombies chest ever so slightly. As his zmbies turn on their masters Hamarabi gives a small prayer to his dark god.
The zombies shift around as they flank Ariana and lurch in at Hamarabi.
Purple vs Ariana AC 26; flanking; prayer: 1d20 + 9 + 2 - 1 ⇒ (6) + 9 + 2 - 1 = 16
Orange vs Ariana AC 26; flanking; prayer: 1d20 + 9 + 2 - 1 ⇒ (1) + 9 + 2 - 1 = 11
Red vs Hamarabi AC 14; prayer: 1d20 + 9 + 2 - 1 ⇒ (14) + 9 + 2 - 1 = 24
Damage: 1d6 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Hamarabi feels a sharp blade enter his back as he slides away. A small trail of blood begins to drip into the dry dirt below.
Active Party Buffs
Prayer (Allies)
Prayer -1 (Enemies)
Blessing of Fervor
Gang Up feat
Banner- +3 against fear and +2 to hit when charging
Round 3
Aelwynd
-------------------------------------
Bone Devil (Red-fly 10 feet in air)
-------------------------------------
Marta
Ariana
Sir Terramor
Lorelendral- (Invisibility Purge)
Hamarabi (62/70)
-------------------------------------
JuJu Zombies (Lt. Blue- Command)(Yellow-1; Command)(Purple -11)
-------------------------------------

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Griping his blue scarf in his off hand Aelwynd calls forth magic that extends his reach with his weapon. Feeling the magic take hold he steps closer to Lore and Ariana and slashes his rapier across the zombie's exposed back, taking advantage of the tactics suggested by Sir Terramor.
Attack is on Purple(if that is the one I can reach that is on Ariana)
Buffs+Gang up: 1d20 + 22 ⇒ (15) + 22 = 37
Slashing/Magic/Good Damage+Precision: 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23
Critical Damage: 1d6 + 12 ⇒ (4) + 12 = 16
Riposte: 1d20 + 24 ⇒ (12) + 24 = 36 +2 more if effected by gang up flank
Damage: 1d6 + 12 + 8 ⇒ (6) + 12 + 8 = 26
Move action to get scarf in hand, Swift and 1 panache to activate(lasts 1 minute) giving additional 5' reach, 5' step, Standard to attack. Bless weapon makes a crit threat into a confirmed crit, which gives me back the panache just spent. Now Aelwynd can reach the zombie on Ham and Ariana.

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@Sir Terramor- YUp, sorry missed it.
Sir Terramor's lance cracks into the Bone devil's ribcage, cracking it open as chunks of bone fly in all directions, though the damage seems to be reduced by a small margin. DR
Aelwyn is able to cleave through the purple juju zombie's chest, dropping it into two halves against the dirty stone basin.
The flying Bone Devil rises further into the air and creates another wall of ice from the ground that cuts off Marta and Sir Terramor from the remainder of the group.
The Green Bone Devil chatters as a wave of overwhelming fear emits from it's body.
@Sir Terramor, Morningstar and Marta- DC 19 Will save vs Fear for 1d6 rounds
The Osyluth launches into a full frontal assault against Sir Terramor.
Bite vs Sir Terramor AC 27: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Claw 1 vs Sir Terramor AC 27: 1d20 + 14 ⇒ (10) + 14 = 24
Claw 2 vs Sir Terramor AC 27: 1d20 + 14 ⇒ (10) + 14 = 24
Sting vs Sir Terramor AC 27: 1d20 + 14 ⇒ (9) + 14 = 23
The Devil bites and Sir Terramor but Morningstar places himself in the path of its master taking the brunt of the blow.
Active Party Buffs
Prayer (Allies)
Prayer -1 (Enemies)
Blessing of Fervor
Gang Up feat
Banner- +3 against fear and +2 to hit when charging
Round 3
Aelwynd
-------------------------------------
Bone Devil (Red-fly 20 feet in air)(Green -58)
-------------------------------------
Marta
Ariana
Sir Terramor (Morningstar 70/76)
Lorelendral- (Invisibility Purge)
Hamarabi (62/70)
-------------------------------------
JuJu Zombies (Lt. Blue- Command)(Yellow-1; Command)(Purple -11)
-------------------------------------

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Will Save: 1d20 + 18 + 1 + 3 ⇒ (1) + 18 + 1 + 3 = 23
*sigh* This was supposed to be her moment. Instead she rolls a 1 on a ST. I guess I should be thankful that it is only a fear spell she failed.
Marta runs away screaming like a little girl for
for: 1d6 ⇒ 1 rounds
Only one round? Nice. I'll take that. Not sure of the route she should take, but she headed northwest initially because that was the quickest way to get away from the thing, then ran off southwest when she got to the corner.

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Everyone remember that if you can see Terramor's banner (not sure how the Wall of Ice interacts with that), you have a +3 bonus to saves vs. fear.
Terramor Will save and Banner and Prayer: 1d20 + 4 + 3 + 1 ⇒ (3) + 4 + 3 + 1 = 111d6 ⇒ 6
Morningstar Will save and Banner and Prayer: 1d20 + 4 + 4 + 3 + 1 ⇒ (1) + 4 + 4 + 3 + 1 = 131d6 ⇒ 6 That's right, the horse is braver than Sir Terramor...
Yeah... that ain't good. Terramor and Morningstar are out for 6 rounds each.

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The Lt. Blue Juju Zombie will move to attack the Red Juju Zombie.
The Yellow Juju Zombie will attack the Green Bone Devil.
Hamarabi will take the Blessing of Fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves at the start of his turn.
Hamarabi will move 15 feet provoking an attack of opportunity from the Red Juju Zombie and cast Boneshatter on the Red Bone Devil.
"Midnight Lord I call upon your strength to bring suffering to those who would dare to oppose one of your chosen."
Vs. Spell Resistance: 1d20 + 11 ⇒ (20) + 11 = 31
Boneshatter Damage: 11d6 ⇒ (6, 4, 1, 4, 1, 2, 6, 6, 4, 4, 1) = 39 plus Exhausted condition for 11 minutes. (Fortitude Save, DC 21 = half damage plus fatigued condition for 11 minutes.)
School necromancy; Level arcanist 4, cleric/oracle 5, sorcerer/wizard 4, warpriest 5
CASTING
Casting Time 1 standard action
Components V, S, M (a broken bone)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one corporeal creature or object
Duration instantaneous and 1 minute/level (see text)
Saving Throw Fortitude partial (see text); Spell Resistance yes
DESCRIPTION
The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.
If the target succeeds at its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.

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Feeling the luck from Hamarabi, and the blessing from Lore, Ariana swings at the remaining zombie standing next to her. "Die again, if you please." She sees the flying Bonedevil. "Anyone have way to make me fly?"
Power Attack +1 Bastard Sword: 1d20 + 15 + 1 + 2 ⇒ (9) + 15 + 1 + 2 = 27 Power Attack, Luck Bonus attack and damage, Good Magical, Slashing
Damage: 1d10 + 18 + 1 ⇒ (1) + 18 + 1 = 20
Power Attack +1 Bastard Sword: 1d20 + 10 + 1 + 2 ⇒ (12) + 10 + 1 + 2 = 25 Power Attack, Luck Bonus attack and damage, Good Magical, Slashing
Damage: 1d10 + 18 + 1 ⇒ (3) + 18 + 1 = 22
I'll take the +2 to attack and +2 to AC. Current ac is 28.

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"I have a potion Ariana, it will make you fly... " Lore reaches into her haversack and pulls out a potion vial with a light blue liquid in it. "Yes, that's the one!" She walks closer and holds it out for Ariana...
Lore takes the +2 to attack and AC from BoF

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Yeah... that ain't good. Terramor and Morningstar are out for 6 rounds each.
This is getting downright funny. A bunch of high tier characters wetting their pants and running from a teensie bone devil. I don't know about you, Terramor, but I think I may avoid the Flaxseed Lodge for a while. :)

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OOOhh! I like the name!

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Marta and Sir Terramor both drop everything they are holding and run away in absolute terrifying fear. Put a square around your dropped weapons and such.
AoO vs Marta AC 32; prayer: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15
AoO vs Morningstar AC 31; prayer: 1d20 + 14 - 1 ⇒ (5) + 14 - 1 = 18
The Bone Devil is amused as the trio take off at breakneck speed, well out of reach of his gaping maw.
Meanwhile Ariana cleaves through another of the lesser Juju Zombies as her massive bastard sword sends pieces scattering in all directions.
Seeing her companions in dire straights Lorelendral digs through her pack for a potion to help out and holds it out to Ariana.
Hamarabi commands the pair of zombies to continue attacking.
Lt Blue: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
yellow: 1d20 + 9 ⇒ (8) + 9 = 17
The pair of zombies continue to mindlessly cleave into one another with their sharp magical blades hack and hack at decaying flesh over and over.
Looking up at the Bone Devil well overhead Hamarabi calls to his god and reaches a hand high into the air. Closing his fist several bones on the Osyluth crumple and rearrange causing immense pain and displeasure to the devil. Looking down the outsider locks eyes with Hamarabi.
Fort Save: 1d20 + 12 ⇒ (18) + 12 = 30
Red Zombie vs Blue Zombie: 1d20 + 9 ⇒ (20) + 9 = 29
Confirm Crit: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Active Party Buffs
Prayer (Allies)
Prayer -1 (Enemies)
Blessing of Fervor
Gang Up feat
Banner- +3 against fear and +2 to hit when charging
Round 4
Aelwynd
-------------------------------------
Bone Devil (Red-19; fly 20 feet in air; fatigued)(Green -58)
-------------------------------------
Marta
Ariana
Sir Terramor (Panicked 5 rounds remaining) (Morningstar 70/76)
Lorelendral- (Invisibility Purge)
Hamarabi (62/70)
-------------------------------------
JuJu Zombies (Lt. Blue-10; Command)(Yellow-1; Command)(Red -11)
-------------------------------------

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Yea, Haha out of all of you I never would have though Sir Terramor would have failed the save.

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Seeing the bone devil's reaction and new focus on Hamarabi, Aelwynd steps forth, grabbing his own potion of flight with his off hand as he does so. In an effort to draw the attention of the devil onto himself, Aelwynd begins a very antagonistic series of taunts and gestures, specifically targeted toward the evil outsider before them, many too lewd and uncouth to describe in any detail.
"... and that's why even the pit wouldn't have you so it spat you out here for us to deal with! Talk about pathetic!"
Antagonize/Intimidate: 1d20 + 19 ⇒ (4) + 19 = 23 ok that's doubtful. D.C. Is 10+Target's HD+Target's Wis mod. What is with all these low rolls people?! It's comical! Anyway Aelwynd is taking the attack,ref save, AC buff again this round from fervor.
riposte: 1d20 + 24 ⇒ (4) + 24 = 28
damage: 1d6 + 16 + 8 ⇒ (6) + 16 + 8 = 30
AoO: 1d20 + 20 ⇒ (13) + 20 = 33
damage: 1d6 + 12 + 8 ⇒ (3) + 12 + 8 = 23

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Surprisingly Aelwyn is able to draw the Bone Devil's attention. Flying well overhead the Bone Devil flies right above Aelwynd and drops down on top of the dashing half-elf. An aura of fear emits from it's chilling form.
Aelwynd and Hamarabi- DC 19 Will save or Fear spell for 1d6 rounds
The Osyluth bites down at Aelwynd from above. Seeing the Devil bearing in at him he stabs upward into the mass of bones, getting in a glancing blow. DR
Bite vs Aelwynd AC 28; Prayer; fatigued: 1d20 + 14 - 1 - 1 ⇒ (20) + 14 - 1 - 1 = 32
Confirm Crit: 1d20 + 14 - 1 - 1 ⇒ (3) + 14 - 1 - 1 = 15
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Aelwynd tries to parry the bony jaws but they are just to enraged and powerful as they rip into his neck.
Ignoring the incompetent zombie at it's side the green Bone Devil gives chase, biting at Marta from around the corner of the building.
Bite vs Marta AC 32; prayer: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15
Marta quickly ducks behind the building as the Devil knocks loose some of the stonework in the corner.
Let me know if I get your AC wrong or anything. There are a lot of buffs that change them all over at the moment.
Both try to vanish from sight but something seems to be blocking the Devils from doing so, much to their displeasure.
Round 4
Aelwynd (55/66)
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Bone Devil (Red-32; fatigued)(Green -58)
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Marta
Ariana
Sir Terramor (Panicked 5 rounds remaining) (Morningstar 70/76)
Lorelendral- (Invisibility Purge)
Hamarabi (62/70)
-------------------------------------
JuJu Zombies (Lt. Blue-10; Command)(Yellow-1; Command)(Red -11)
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Will Save vs. Fear: DC 19: Banner, Prayer: 1d20 + 13 + 3 + 1 ⇒ (16) + 13 + 3 + 1 = 33
------------------------------------
Round 4 Actions
The Lt. Blue Juju Zombie continues to attack the Red Juju Zombie.
The Yellow Juju Zombie continues to relentlessly pursue the Green Bone Devil and attacks.
Hamarabi chooses the Blessing of Fervor for +2 to attack, reflex save, and AC.
Hamarabi smirks as he reaches out to touch the Red Bone Devil and casts Harm (Will Save, DC 22 - half damage) for 110 points of damage. "Feel the pain of the Dark Prince."
Melee Touch Attack: Blessing of Fervor, Prayer: 1d20 + 12 ⇒ (17) + 12 = 29
Vs. Spell Resistance: 1d20 + 11 ⇒ (16) + 11 = 27

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save vs fear.: 1d20 + 11 ⇒ (8) + 11 = 19
Aelwynd feels the wicked bite of the enraged devil and lets out a curse only a pirate would use, and then laughs at the devil's bruised ego getting the best if it, "Ha Ha! If more people realized how fragile your ego was they certainly wouldn't fear you! Have at the fiend! Taste my steel!" I forgot to list the damage type again. Sorry! He used the bless weapon oil on round 1 when he guessed the DR of the creature. So did Ariana. So damage was piercing, good adamantine.
Nice move with the Harm spell Hamarabi!
-Posted with Wayfinder

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Marta, previously running in mad fear, uses some of her training from the monastery, slows her heart beat, and slowly, deliberately turns around to face the bone devil.
"You got lucky and had a chance there and should have chosen to flee. Your foolishness shall cost you."
Flames flicker from her halo as a series of punishing blows lash out at the bone devil.
Marta activates bane vs. evil outsiders as a swift action. She takes a 5' step to the side to interpose herself between the devil and the fleeing cavalier.
+16/5d6+19 | +16/5d6+17 | +16/5d6+17 | +11/5d6+17 Unarmed Strike Power Attack with Bane [crit x2; b] (+8[BAB] +4[str] -3[pwa] +2[GMW] +2[heroism] +2[bane] +1[prayer] / +8/6/6/6[str&drfer] +6[pwa] +2[GMW] +1d6[corrosive] +1d6[merciful] +2[bane] +2d6[bane] +1[prayer])
Damage is good, adamantine (for bypassing DR, not hardness), and magical.
If a hit connects and Marta makes her intimidate check it will cause the opponent to be shaken for as many rounds as non-lethal damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause the opponent to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.
First attack
- Unarmed Strike attack roll: 1d20 + 16 ⇒ (16) + 16 = 32
- Non-lethal damage/acid: 4d6 + 19 + 1d6 ⇒ (2, 2, 3, 3) + 19 + (1) = 30
- Intimidate: 1d20 + 29 ⇒ (16) + 29 = 45 (-2 if no Halo bonus) With that roll he should be shaken and suffer a -2 to all ST from here on out]
Marta releases the enchantment on the Instrument of Agony. DC 18 Will ST (at -2 for being shaken) or be nauseated for 1d4+1. Even if save is made he will be sickened for one round and he will suffer a -2 to all ST.
Second attack, attempting a stunning fist.
- Unarmed Strike attack roll: 1d20 + 16 ⇒ (10) + 16 = 26
- Non-lethal damage/acid: 4d6 + 17 + 1d6 ⇒ (5, 6, 2, 6) + 17 + (3) = 39
- Intimidate: 1d20 + 31 ⇒ (9) + 31 = 40 (-2 if no Halo bonus)
- Stunning fist is a DC 21 Fort ST or be stunned, it the attack hits, and at minuses for the effects above.
Haste attack
- Unarmed Strike attack roll: 1d20 + 16 ⇒ (9) + 16 = 25
- Non-lethal damage/acid: 4d6 + 17 + 1d6 ⇒ (4, 6, 2, 3) + 17 + (3) = 35
- Intimidate: 1d20 + 29 ⇒ (3) + 29 = 32 (-2 if no Halo bonus)
Final attack at -5 BAB
- Unarmed Strike attack roll: 1d20 + 11 ⇒ (4) + 11 = 15
- Non-lethal damage/acid: 4d6 + 17 + 1d6 ⇒ (6, 5, 5, 1) + 17 + (2) = 36
- Intimidate: 1d20 + 29 ⇒ (19) + 29 = 48 (-2 if no Halo bonus)

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Ariana moves down and grabs the potion of fly from Lore, and drinks it. "Thank you. Hopefully this will help me maneuver. Maybe I can get over that wall soon."
She'll take the AC and attack bonus this round. 5 foot step, take the potion = move, drink the potion = standard

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Ignore Marta's mention of the Instrument of Agony spell in the attacks above. That was a copy/paste error. Also, her intimidate plus should be 31 (I quoted 29 in some of the rolls and the inconsistency might be confusing). Not that that will matter.

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Shaking off the fear Marta skids to a halt and spins around boldly striding back to the Bone Devil.
Marta begins to tear at the bones with her bare fists, though her acid has no effect against the devil's far superior resistances. Bone by bone she splits the bone devil in several pieces as she hurls them all about the alley. No need for all those saving throws as he is obliterated.
Ariana quickly snatches the potion of fly and begins to float loosely off of the ground as she downs the bottle. As she drinks the contents the Bone Devil bites out at her.
AoO vs Ariana AC 28; Prayer; fatigued: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15
Ariana ducks behind a loose stone and avoids the blow while Sir Terramor continues to flee in fear.
Zombie on Zombie; Prayer: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
The pair of zombies continue to claw at each other but are unable to do much more damage besides tearing off more loose skin that frankly was probably going to fall of anyways.
Red Bone Devil Will save Dc 22: 1d20 + 7 ⇒ (16) + 7 = 23
Hamarabi touches the throat of the bone devil as every inch of bone of the creature turns brittle. Large cracks run all along their length as the devil nearly topples in intense pleasure from the pain.
Active Party Buffs
Prayer (Allies)
Prayer -1 (Enemies)
Blessing of Fervor
Gang Up feat
Banner- +3 against fear and +2 to hit when charging
Round 4
Aelwynd (55/66)
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Bone Devil (Red-97; fatigued)
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Marta
Ariana
Sir Terramor (Panicked 4 rounds remaining) (Morningstar 70/76)
Lorelendral- (Invisibility Purge)
Hamarabi (62/70)
-------------------------------------
JuJu Zombies (Lt. Blue-10; Command)(Yellow-1; Command)(Red -11)
-------------------------------------

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Sir Terramor continues to ride through the streets at breakneck pace with no thoughts but escape!
Assuming we can find an open lane where Morningstar can run, we will be 50x5x5=1250' away when the fear wears off...

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Will bot Lore this evening if no post by then.

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sorry didn't know you were waiting on me... post coming
Lore channels to harm evil outsiders,
channel damage, dc 17 for half: 7d6 ⇒ (2, 2, 2, 4, 4, 3, 5) = 22

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Will save: 1d20 + 7 ⇒ (16) + 7 = 23
Lorelendral sends out a pulse of negative energy that clings to the bone devil like a thick miasmic ooze. The creature howls as it's bones bubble and pop until it melts into a gigantic puddle of bubbling sulfur.
The pair of zombies tear the remaining juju zombie limb from limb ending the immediate threat.
On her desiccated corpse the PCs find one of her journals. Labeled Magical Mysteries of the Mana Wastes Steles, it’s a 200- page book half-filled with Rijana’s tiny scribbles, including a day-today account of her activities in the Wastes over the last six months. Oddly, her last entry indicates that she was two days north of Geb’s Rest, in the Mana Wastes, camped around a stele that she believed could cure the Mana Wastes of it’s magical afflictions (or lack thereof ) if only she could just translate and properly perform the ritual laid out on the stele in ancient Kelesh.
This journal also makes mention of three other journals: Translations of the Mana Wastes Stele; Demi-Planes, Pocket Dimensions, and the Mysteries of Geb; and Flora, Fauna, and Hazards of the Mana Wastes.
The sun is just beginning to set below the horizon as Sir Terramor and Morningstar return from their sight-seeing.
Aelwynd (55/66)
Marta
Ariana
Sir Terramor (Morningstar 70/76)
Lorelendral
Hamarabi (62/70)

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With the threat now gone, Aelwynd rushes to Lorelendral's side, and seeing she is unhurt, he asks after Ariana and then Hamarabi, each in turn. Thankful their injuries are all minor he looks to see how the others have fared... "Oh...That's odd. Sir Terramor... he is so very far away. I suppose we should see what was in her journal while we wait for him to come back."
Once the ice walls melt and Sir Terramor returns...
Aelwynd says to the group, "I think we should rest her for the night. It is unlikely we will face a further threat here and it will provide good shelter. We can heal as needed this evening and be fresh for travel early tomorrow. From what the journal says, she had a camp some two days north of here. I say that camp is worth investigating. What say you all?"
He then sidles up to Lore and mentions, "Speaking of healing, and sleeping arrangements now that I think of it, I would be greatly appreciative of some ministrations, if of course you are amenable to the idea dear lady." he says in a playful tone and with a roguish grin.

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Ariana enjoys floating and flipping around until she bangs into a wall or two. Then she just floats until the potion of fly wears off. "That was fun. Should we look in the buildings for the missing books while we wait to leave in the morning?"
Lore I'll try to remember to buy a potion of fly to give back to you at the end of all this. I should have had one on me.

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"Brilliant idea Ariana! Let's take a look together. This place is calling out to be explored." His eyes gleam with excitement at the idea.

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"Do remain mindful. While we may believe our immediate surroundings to be safe that may not truly be. So take care in your explorations."
"Her journals sound like rather interesting reading. I do hope we are about to locate the one concerning the mysteries of Geb. I should like to study that one in particular."
Hamarabi takes a moment to jot a few notes down on what was encountered upon arrival here and then moves to assist in the exploration of our surroundings.

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"Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah...."
<puff>
<puff>
<wheeze>
"Damn it!"
Sir Terramor pats Morningstar's neck, calming her. Unsure of what's happening, he turns and rides hard back towards the battlefield. Once there, his face is bright red, either in exertion or embarrassment. He dismounts to regain his fallen weapon and shield.