
GM Valen |

Clearly confused by the sudden appearance of the druid, not to mention a snow leopard, Travail drops his bow, draws both his weapons, dances around the battle field...
Travail's initial location is no longer marked on the map, but it appears to me that Travail was attempting to move through spaces threatened by the proto-Kellid (black). To move full speed in this way (which it appears Travail was attempting to do) the DC increases by 10. CRB, pg. 88. Nevertheless, even if Travail were moving at half-speed, his Acrobatics check failed to overcome the proto-Kellid's CMD.
Unfortunately, that means that Travail loses the rest of his move action and the proto-Kellid may take an attack of opportunity--which it will.
Its empty eye sockets nevertheless glimpsing the human tumbling towards it, the undead war chief strikes at the living with his mammoth tusk club!
Melee attack (mwk greatclub): 1d20 + 7 ⇒ (13) + 7 = 20 Damage (mwk greatclub): 1d10 + 4 ⇒ (7) + 4 = 11
This time, the undead's blow connects!
Travail's attacks would then go off (assuming he chose to go through with them), but without the flanking, attack from above, or sneak attack damage.
Thus, Travail's first attack would be:
Attack, mwk rapier, IC, sickened, twf:1d20 + 6 + 1 + 1 - 2 - 2 ⇒ (11) + 6 + 1 + 1 - 2 - 2 = 15
Damage, IC, sickened: 1d6 + 1 + 1 - 2 ⇒ (2) + 1 + 1 - 2 = 2
Thus, Travail's second attack would be:
Attack, short sword, IC, sickened, twf:1d20 + 6 + 1 - 2 - 2 ⇒ (15) + 6 + 1 - 2 - 2 = 18
Damage, IC, sickened: 1d6 + 1 + 1 - 2 ⇒ (4) + 1 + 1 - 2 = 4
Both strikes from the human's blades strike bone, but fail to damage the undead. DR 5/bludgeoning
Map updated with Travail's position.

GM Valen |

Concluding that its blade is most likely to draw blood from the unarmored cat, the Qadiran of Old reels back and unleashes a powerful slash on the animal.
Melee attack (magic scimitar) w/power attack: 1d20 + 7 - 1 ⇒ (1) + 7 - 1 = 7
Damage (magic scimitar) w/power attack: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
But the skeletal warrior can barely keep ahold of his weapon. It takes a step back to regain its stance. 5 ft. step
The Osirian seer then, which the cat had tried to bite earlier, now seeks to return the favor (and add ghoul fever)! 5 ft. step if necessary
Melee attack (bite): 1d20 + 5 ⇒ (14) + 5 = 19Damage (bite): 1d6 + 3 ⇒ (6) + 3 = 9
EDITED
The ancient mummy's rotting teeth barely miss tearing into tiger flesh.
@ Droogami - No saves needed. You are good for now..

GM Valen |

Round Two Initiative Cont'd
Those in bold may act
Proto-Kellid Warchief (black) -20 HP
Travail – 10 HP -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Lini
Droogami -9 HP (and, depending on save results, plus?) -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 9 HP
Coreguy
Kyra - 4 HP

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Travail wrote:Clearly confused by the sudden appearance of the druid, not to mention a snow leopard, Travail drops his bow, draws both his weapons, dances around the battle field...Travail's initial location is no longer marked on the map, but it appears to me that Travail was attempting to move through spaces threatened by the proto-Kellid (black). To move full speed in this way (which it appears Travail was attempting to do) the DC increases by 10. CRB, pg. 88. Nevertheless, even if Travail were moving at half-speed, his Acrobatics check failed to overcome the proto-Kellid's CMD.
Unfortunately, that means that Travail loses the rest of his move action and the proto-Kellid may take an attack of opportunity--which it will.
Its empty eye sockets nevertheless glimpsing the human tumbling towards it, the undead war chief strikes at the living with his mammoth tusk club!
[dice=Melee attack (mwk greatclub)]1d20+7 [dice=Damage (mwk greatclub)]1d10+4This time, the undead's blow connects!
Travail's attacks would then go off (assuming he chose to go through with them), but without the flanking, attack from above, or sneak attack damage.
Thus, Travail's first attack would be:
Attack, mwk rapier, IC, sickened, twf:1d20 + 6 + 1 + 1 - 2 - 2 ⇒ (11) + 6 + 1 + 1 - 2 - 2 = 15
Damage, IC, sickened: 1d6 + 1 + 1 - 2 ⇒ (2) + 1 + 1 - 2 = 2Thus, Travail's second attack would be:
Attack, short sword, IC, sickened, twf:1d20 + 6 + 1 - 2 - 2 ⇒ (15) + 6 + 1 - 2 - 2 = 18
Damage, IC, sickened: 1d6 + 1 + 1 - 2 ⇒ (4) + 1 + 1 - 2 = 4Both strikes from the human's blades strike bone, but fail to damage the undead. DR 5/bludgeoning
Map updated with Travail's position.
@Valen: It's really hard to show this with the tiny map, but because of Travil's 40ft movement speed, he should have been able to get to that spot even with the half movement speed. Also, unless I'm reading the rules wrong, getting beat by an opponents CMD wouldn't stop my movement, so while Travail would have suffered the AoO I think he should have been able to get to that spot. All of that is my reading of the rules, which may very well be faulty....and the GM is always the boss :)

GM Valen |

@Valen: It's really hard to show this with the tiny map, but because of Travil's 40ft movement speed, he should have been able to get to that spot even with the half movement speed. Also, unless I'm...
EDITED - With longstride, by my calculations, Travail's would have to tumble through the proto-Kellid's space to get to the glass case, a total of 20 feet (max movement for normal with longstride). As that would be an attempt to move through an enemy's space, a failed check would stop mean Travail loses he move action and provokes an attack of opportunity. (Core Rule Book page 88). As a result, Travail remains in his original position. He could then attack the mummy (which has no DR) instead of the skeleton. Of course, he would still not get the high ground, flank, or sneak attack damage.
@ Travail - If you disagree, then I don't mind if you want to bring in a Venture Agent. I've made enough mistakes already to acknowledge that I may be missing something here too.
Also, I have given the room its own map, in order to address the "tiny-ness" issue and hopefully make it more clear.

Lini #121 |

Droogami's AC is 20 with barkskin, so unless something else is at work here, the 19 from the ghast's bite attack is a miss? Sorry to gum up gameplay with more OOC stuff.

GM Valen |

Droogami's AC is 20 with barkskin, so unless something else is at work here, the 19 from the ghast's bite attack is a miss? Sorry to gum up gameplay with more OOC stuff.
@ Lini - No need to apologize. You are right. Missed that too. Obviously, I should have listened to my wife and gone to bed rather than try to get a few more posts in.

GM Valen |

Assuming I am correct about Travail's turn (and I have doubts), then Travail's second stab with the short sword hit the mummy (reflected below).
Round Two Initiative Cont'd
Those in bold may act
Proto-Kellid Warchief (black) -20 HP
Travail – 10 HP -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Lini
Droogami(all good)
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 13 HP
Coreguy
Kyra - 4 HP
Okay, tomorrow is a new day!

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Coreguy rounds on the ancient Warchief before swinging his Morningstar once more at the creature,
power attack, IC: 1d20 + 7 ⇒ (13) + 7 = 201d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15
5ft step, standard action atk

GM Valen |

Coreguy rounds on the ancient Warchief before swinging his Morningstar once more at the creature.
The paladin's blow shatters the final few bones holding the former warchief upright. Its remains shatter to the floor; its mammoth tusk club lands with a whopping thud!
A great start to this new day!
Round Two Cont’d/Round Three Begins
Those in bold may act
Proto-Kellid Warchief (no more)
Travail – 11 HP (CORRECTED to reflect damage from this blow) -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Lini
Droogami (CORRECTED to reflect sickened from stench) -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 13 HP
Coreguy
Kyra - 4 HP

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Khellek keeps up the words of advice. "When faced with overwhelming hordes of undead, the Taldane phalanx..."
don't forget inspire courage for +1 to hit and damage
He pulls out a wand and taps Travial with it.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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Travail wrote:
@Valen: It's really hard to show this with the tiny map, but because of Travil's 40ft movement speed, he should have been able to get to that spot even with the half movement speed. Also, unless I'm...EDITED - With longstride, by my calculations, Travail's would have to tumble through the proto-Kellid's space to get to the glass case, a total of 20 feet (max movement for normal with longstride). As that would be an attempt to move through an enemy's space, a failed check would stop mean Travail loses he move action and provokes an attack of opportunity. (Core Rule Book page 88). As a result, Travail remains in his original position. He could then attack the mummy (which has no DR) instead of the skeleton. Of course, he would still not get the high ground, flank, or sneak attack damage.
@ Travail - If you disagree, then I don't mind if you want to bring in a Venture Agent. I've made enough mistakes already to acknowledge that I may be missing something here too.
Also, I have given the room its own map, in order to address the "tiny-ness" issue and hopefully make it more clear.
It's fine, you couldn't have read my mind with how I intended to move. I'm going to try to figure out how to draw arrows and such using Google Docs so things make more sense. Rogues are tweaky little buggers.

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I'm using the new map, and assuming my starting position is where you put me on the old map.
Showing my movement with a red line, first twenty feet at normal speed, last ten feet at half.
After taking a beating from the kellid warchief, Travail dashes BACK across the battleground, seemingly intent on his own destruction, tumbling behind the fetid mummy.
Acrobatics through threatened squares: 1d20 + 12 ⇒ (13) + 12 = 25
Attack, mwk rapier, IC, sickened, flanking, twf: 1d20 + 6 + 1 + 1 + 2 - 2 - 2 ⇒ (20) + 6 + 1 + 1 + 2 - 2 - 2 = 26
Damage, IC, sneak attack, sickened: 1d6 + 1 + 1 + 2d6 - 2 ⇒ (3) + 1 + 1 + (3, 4) - 2 = 10
Attack, short sword, IC, sickened, flanking, twf: 1d20 + 6 + 1 + 1 + 2 + 1 - 2 - 2 ⇒ (7) + 6 + 1 + 1 + 2 + 1 - 2 - 2 = 14
Damage, IC, sneak attack, sickened: 1d6 + 1 + 1 + 2d6 - 2 ⇒ (1) + 1 + 1 + (5, 3) - 2 = 9
Attack, Critical Hit Check: 1d20 + 6 + 1 + 1 + 2 - 2 - 2 ⇒ (8) + 6 + 1 + 1 + 2 - 2 - 2 = 14
Crit Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Lini #121 |

Lini dives into her bundle of twigs and pulls out one twig that looks a bit more like a wand than the others. With a flourish, she waves it and touches it to Droogami's hindquarters with a single syllable of sylvan ringing from her mouth. "Droogami, keep it up! Show these things what you're made of! Attack!" Move to draw wand of magic fang, standard to activate and touch Droogami, free to direct to attack.

Droogami #121 |

Droogami snarl-gags at the ghast, attempting to be menacing but sounding more like a queasy puppy. Nevertheless, Lini's orders are clear. She unleashes a furious flurry of claw and teeth against the horrid creature.
Bite, inspire, sickened, magic fang, flanking: 1d20 + 8 + 1 - 2 + 1 + 2 ⇒ (18) + 8 + 1 - 2 + 1 + 2 = 28
Bite damage: 1d6 + 3 + 1 - 2 + 1 ⇒ (4) + 3 + 1 - 2 + 1 = 7
Free trip attempt, CMB: 1d20 + 8 + 1 - 2 + 1 + 2 ⇒ (15) + 8 + 1 - 2 + 1 + 2 = 25
---
If after that attack, the ghast is down, Droogami might be clever enough to 5ft step and direct claws at the enemy to the south. I'll leave whether that happens up to you GM!
Claw #1, inspire, sickened: 1d20 + 8 + 1 - 2 ⇒ (18) + 8 + 1 - 2 = 25
Claw damage: 1d3 + 3 + 1 - 2 ⇒ (1) + 3 + 1 - 2 = 3
Claw #2, inspire, sickened: 1d20 + 8 + 1 - 2 ⇒ (15) + 8 + 1 - 2 = 22
Claw damage: 1d3 + 3 + 1 - 2 ⇒ (2) + 3 + 1 - 2 = 4

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Kyra again presents the holy symbol of the dawnflower!
”Burn, burn, burn you foul creatures!!“
Kyra channels positive energy to harm undead creatures!
Channel vs. Undead DC 16 (no channel resistance) : 2d6 + 4 ⇒ (5, 3) + 4 = 12

GM Valen |

The final remains of Osirian scarab seer are shredded by rapier and claw.
Qadiran Warrior of Old, Will: 1d20 + 3 ⇒ (1) + 3 = 4
The Quadrian Warrior of Old is likewise rendered to dust by the holy power of the cleric.
Save for the muffled sound of breath through scarves (including one for the big cat that, no doubt, the party obtained beforehand) and the pounding of your chests, the room falls eerily silent.
The sole remaining witness among the dead is the mud-encased remains of the Mwangi warrior--though still you almost get the sense from the way it clutches the finely-crafted, jade-encrusted kukri in its hand that it, too, was eager to join the battle that just unfolded before it.
The mist continues to pervade the room.

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Travail looks over the body of the Osirian
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
and opens the scarab he discovers on its chest.
"Odd, he says, "this looks like the seer's last will and testament. I wonder what we might do with it."
Meanwhile Travail turns to Kyra, hoping for a cure after his scrape with the undead.

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Kyra looks at the remains and breathes heavily.
"Sarenrae, thank you for your blessing! Let thy light heal the wounds of my companions."
Kyra walks over to Travail and uses her wand of CLW on him.
CLW Travail: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Travail: 1d8 + 1 ⇒ (7) + 1 = 8
You can all use Kyra's CLW wand. Just roll yourself and assume she used it. 48/50 charges remaining!

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Once the fighting is over, Coreguy will sheath his Morning star and pick up his greatsword. Once he has everything ready again,"Let me know when you guys are ready. I fear we've only just begun the dangers of the mist."

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"Remember.." warns the scholar. "That is magical... as is the sword.." he adds to the caution.
He continues to concentrate on the two items rolls several posts about, spellcraft 24 and 26). "If you give me a moment, I think I recall reading about such artefacts..."

GM Valen |

"Remember.." warns the scholar. "That is magical... as is the sword.." he adds to the caution.
He continues to concentrate on the two items rolls several posts about, spellcraft 24 and 26). "If you give me a moment, I think I recall reading about such artefacts..."
The blade wielded by the remains of the Qadiran of Old is a +1 alchemical silver scimitar.
Other than the magic scarab , the mummified remains of Taltuma-Matl have no other items of value on it.
In addition to the magical blade, the party finds that that Qadiran of Old was wearing breastplate and had a heavy steel shield.
The proto-Kellid war chief carried a masterwork mammoth tusk greatclub.

Lini #121 |

Lini hops over and throws her arms around Droogami's neck "Great biting girl! You'll have to show 'em the claws next time!" while Droogami snuffles and sniffs unhappily in an attempt to get the foul odor out of its nostrils. She pats the snow leopard apologetically on its back.
"If we're feeling better, lets go on. I'd be happy to be out of this unnatural place earlier rather than later." She tries the door towards the office to the north. "D'ya think that Nigel got trapped in here by those undead?"

GM Valen |

She tries the door towards the office to the north. "D'ya think that Nigel got trapped in here by those undead?"
The door to this chamber was once a pane of expensive frosted glass, which now lies in broken shards on the floor. Within, several desks lie overturned, papers in disarray, and chairs smashed to kindling. A sturdy steel cabinet sits against the back wall, its doors much battered and dented. The mist here roils near the floor and ceiling, creating a strange patch of visibility stretching from knee-height to a few feet overhead.
The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more.
Kadarnik, Stealth: 1d20 + 23 ⇒ (6) + 23 = 29
Yannis, Stealth: 1d20 + 23 ⇒ (18) + 23 = 41
Ape 1, Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Ape 2, Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Coreguy, Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Droogami, Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Lini, Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Khellek, Perception: 1d20 - 2 ⇒ (1) - 2 = -1
Kyra,Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Travail, Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Khellek examines the scarab
can easily make those checks with a take ten
"The scarab is a feather token, of a bird. You call out its command word, which translates as "legacy" and its becomes a real bird. " he turns his expertise onto the sword. "Alchemical silver.. potent against devils I believe. And enchanted to boost. A good item for a paldin perhaps.."
His gaze keeps coming back to the amulet though.
"Taltuma-Matl presumably planned to use the magical scarab to deliver his last will and testament to his ancestors. It would appear that if the token was never activated by the priests that interred him..."
He examines the scarab to see if there might be a secret compartmet. "Can any of you see if there is a hidden hole in there. My old eyes are not good with this type of thing, but there may have been a hidden message within.."

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Coreguy will cautiously enter the room, stepping through the broken glass door, Greatsword at the ready.

GM Valen |

The smoky tendrils flow up and down the walls unnaturally and savage visages swirl to life, fanged mouths agape, before dissolving into mist once more.
Coreguy will cautiously enter the room, stepping through the broken glass door, Greatsword at the ready.

GM Valen |

He examines the scarab to see if there might be a secret compartmet. "Can any of you see if there is a hidden hole in there. My old eyes are not good with this type of thing, but there may have been a hidden message within.."
Upon examination, you see that scarab does indeed contain a concealed chamber.

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Coreguy squints through the mist and sees a figure,"Damnable mist..." he mutters as he begins focusing on the figure.
Coreguy uses detect evil

Lini #121 |

Lini follows Coreguy in, stepping carefully around the glass. She attracts Droogami's attention with a quick hand signal and the leopard follows her into the room as well.
"Spooky. Kyra, I sure hope your Sarenrae has more ways to put down undead, because this looks awfully haunted!"
She looks around the room for any sign of Nigel.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
But her attention is quickly drawn towards the ceiling instead. "Ah! An animal, in here? That isn't Nigel, is it?" She immediately starts to make soothing noises to try to calm it down before it chooses to do something dangerous.
Wild Empathy: 1d20 + 7 ⇒ (15) + 7 = 22

GM Valen |

These apes have been driven mad. If you had an opportunity to peacefully interact with them for a minute or so, you believe you could calm one or both down--however, you are doubting that you have the luxury of such time.

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Kyra looks at Lini a little bit confused.
”Of course the Dawnflower has more to offer than just burning undead beings! You should never doubt the god of the sun and of redemption as well as healing! She is so much more then we all can imagine!“
Kyra also heals herself.
CLW wand 47/50 remaining : 1d8 + 1 ⇒ (3) + 1 = 4
Kyra follows the rest of the group.

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untrained K(nature): 1d20 ⇒ 3
Coreguy does not recognize the creatures, "Lini... do you know what that is?" he says pointing towards the figure.

GM Valen |

As the party enters the room, the creatures above begin to move!
Combat Begins
Kadarnik, Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Yannis, Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Ape 1, Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Ape 2, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Coreguy, Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Lini & Dragoomi, Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Khellek, Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Kyra, Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Travail, Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Surprise Round Initiative
Those in bold may go
Evil YRed - readied action
Coreguy
Travail
Lini & Dragoomi
Kyra
Evil K Blue
Ape Yellow
Ape Blue
Khellek
Note, all hostiles are about 30 feet above on the arches (which I crudely drew in-feel free to remove them if they are not helpful). When placing token on map, please place arrows to indicate PC's movement.

Lini #121 |

KN Nature: 1d20 + 11 ⇒ (13) + 11 = 24
Lini's brow creases "How terrible! There are two gorillas up there, but they're being driven mad by something. Maybe the mist! I don't think I can get through to them." She puts a hand on Droogami as the leopard becomes tense. "I think they're out for blood. Be ready!"
---
Lini pulls the twig of Magic Fang back out and swishes it through the air. With a tap of the wand on Droogami's tail, she imparts the spell to enhance her jaws for a second time. Out loud she calls "Droogami, defend!" (Free action to instruct Droogami to defend herself/the party without moving)

Droogami #121 |

Droogami readies herself to bite the first foe that approaches into melee range.
Readied Bite, sickened, magic fang: 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 10
Readied Bite damage, sickened, magic fang: 1d6 + 3 - 2 + 1 ⇒ (3) + 3 - 2 + 1 = 5

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Kyra casts bless and then moves forward drawing her weapon.
Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus on attack rolls and on saving throws against fear effects.

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Coreguys stands fast, ready to swing on the first hostile that enters his reach.
readied power attack, Bless: 1d20 + 8 ⇒ (12) + 8 = 202d6 + 12 ⇒ (4, 5) + 12 = 21
"Come down here You villains!!!!" he shouts at the figures.

GM Valen |

Tactics say, "ambushing the PCs by dropping on them from above." I am interpreting this as a deliberate jump in order to use its body as medium sized falling object.
As the paladin approaches, a creature--covered in tattered robes covered in ink and matted with blood and ape-like in appearance--lets out a brutish, animalistic howl as it drops down from the mist-covered arches above onto the paladin.
Evil (red), Ranged touch attack of 30 ft. against Coreguy: 1d20 + 5 ⇒ (17) + 5 = 22
Damage to Coreguy from falling medium object: 3d6 ⇒ (2, 2, 4) = 8
Evil (red), Acrobatics to reduce damage (DC 15): 1d20 + 13 ⇒ (15) + 13 = 28
Damage (10 ft) NL: 1d6 ⇒ 5 Damage (second 10 ft): 1d6 ⇒ 6
It strikes the paladin, while partially cushioning the blow to itself.
But the paladin was ready for such an attack and responds with a swift swing of his greatsword. The blow alone is nearly enough to fell the creature; combined with the damage from the controlled fall, the creature falls hard to the stone floor.
Almost immediately, the other aura of evil travels through the mist along the arches above until it, too, reaches a position to drop upon the paladin. Edited to include a single action due to surprise round
Both of the maddened apes likewise moves across the arches as if to take up a positions of ambush.
Amidst the howls and death throws of the dropping beastmen a scream can now be heard hoarsely broadcasting from the battered metal cabinet.

GM Valen |

Surprise Round Initiative Cont'd/First Round Initiative Begins
Those in bold may go
Evil YRed -27 HP /-5 NL (on floor, dying)
Coreguy - 8 HP
Travail
Lini & Dragoomi
Kyra
Evil K Blue (30 feet above)
Ape Yellow (30 feet above)
Ape Blue (30 feet above)
Khellek (move or standard action from Surprise Round)

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Khellek notes "When fighting gorillas, the settlers of Mwangi made effective use of fire to frighten them away.."
Inspire courage, +1 to hit and damage
Advises the scholar as he moves into the room, loading Bessie as he moves.
perception: 1d20 - 2 ⇒ (3) - 2 = 1

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GM, which knowledge can we use to identify the “evil”?

GM Valen |

GM, which knowledge can we use to identify the “evil”?
Good question, let me approach it this way...

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kn(religion): 1d20 + 7 ⇒ (7) + 7 = 14 No idea! ;)

GM Valen |

[dice=kn(religion)]d20+7 No idea! ;)
Just as well, since on further reflection, the appropriate skill is Knowledge (planes). I edited the skill spoiler above.

Lini #121 |

"Nigel might've gotten himself trapped in that horrid metal torture device in the back there! We've got to free him!" Lini points at the metal cabinet.
She follows up by tapping Droogami and saying "Protect the guy up front Droogami!" Free action to direct to use the defend trick on Coreguy. She then stows her wand of magic fang and draws the wand of produce flame to follow Khellek's advice.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
She lets out a gasp "These aren't real apes! The mists must've transformed some humans into beasts." She points at the silvery mist leaving the body of the dying ape creature.

Droogami #121 |

Droogami snarls at the apes as she advances, baring her teeth in warning! If another one tries to drop down, she's ready to snap at it to protect Coreguy.
Readied Bite, Sickened, Magic Fang, Inspired: 1d20 + 8 - 2 + 1 + 1 ⇒ (17) + 8 - 2 + 1 + 1 = 25
Readied Bite damage, Sickened, Magic Fang, Inspired: 1d6 + 2 - 2 + 1 + 1 ⇒ (4) + 2 - 2 + 1 + 1 = 6