
Kraygan Steelkeg |

”Don’t we got some sorta magic’l mattock that kin bust through walls?”
Pretty sure we do. Kraygan will drink a potion of enlarge and cool aid this thing!

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Wren stares at the wall in annoyance. He scratches his head.
”Did I make a wrong turn? I knew I should have made a left at turn at the Albu Turkey,” Wren looks at the wall again. ”Is there a secret door someplace?”
1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25 Perception
1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29 Know (Arcana) - New wall? Magically created? Temporary?
He ponders how to get through the wall...and while Kraygan prepares his bashing, Wren will explore the magics on the weapons in the room, if any.

Alysendra |

Alysendra contemplates the wall. "Was this wall here when we looked through the window?" she muses aloud. "Or did someone place it here to slow us down, knowing we'd come for Jorgan's mount?" She casts locate object and again tries to zero in on the saddle she used earlier.

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Wren doesn't remember seeing a door and he does faintly remember passing through this wall while he was in the other Plane.
The wall was there when Jorgan passed through the window. Wren easily passed through the wall while he was ethereal.
It looks to be quite a normal wall, just radiates residual magic with the completion of the wall that seem to make it stronger. Stronger hardness and more HP than usual.
Wren moves to investigate the weaponry and finds little in the way of magics, though as his eyes linger on the morningstar bearing the name of "Renfal" the light in the room dims and sounds become hushed, you can catch a fleeting glimpse a huge, disembodied shadow among those cast by the room’s lamps and hear the faint sound of harps, like the confused buzz of a distant ensemble tuning their instruments. At the same time, a Huge, vaguely humanoid form takes shape on the surface of the morningstar, faintly glowing with a cold, misty light. The glowing figure lingers above the weapon for a short while, then slowly ascends toward the floor of the room, passing through it and the tower’s walls to the engine room below to where the ghostly giant Renfal resides.
A distinct, gloomy melody rises over the confused harp sounds. The melody is short and gloomy, and obsessively repeats itself.

Jorgan Steelkeg |

"Do we take it back to him?" Jorgan shakes his head. "That can wait. Kray, get us through that wall and to Spirit. We've got to deal with one thing at a time here."

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Wren, while thinking upon the spirits who take weapons, thinks of two ways through the wall should Kraygan fail. He hates to waste magic to do such mundane endeavors as wall razing, but he will do so to save Jorgan's pet lemur.
"Hey Kraygan, do me a favor and take this morningstar with you? We'll give it back to Renfal. He might like it. He just might."

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Grabbing ahold of the massive mattock Kraygan sets to work on the wall. It is a very long, loud, and laborious task. Hardness 16; HP 540 Soon though as sweat drips from his brow and beard alike a hole is formed in the wall. Just as light breaks through. This noise gave the gug savants enough time to prepare as they scattered to the back of the room.
The flooring you are standing on quickly grows jagged as small, sharp spikes jut up in all directions making it difficult to move about.
The entire floor of the room the gugs are in as well as your room and hallway in between is now covered in the spike stones. The reflex save for movement is DC 18.
With light streaming into the room it looks as if two of the gug savants are clinging to the ceiling, leaving one on the floor for now. Ceilings are 40 feet up.
=================================================================
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Jorgan: 1d20 + 6 ⇒ (19) + 6 = 25
Farin: 1d20 + 6 ⇒ (16) + 6 = 22 +4 if have pair of swords out
Kraygan: 1d20 + 6 ⇒ (9) + 6 = 15
Wren: 1d20 + 9 ⇒ (12) + 9 = 21
Alysendra: 1d20 + 2 ⇒ (10) + 2 = 12
Gug Savants: 1d20 + 1 ⇒ (7) + 1 = 8
Round 1
Farin
Jorgan
Wren
Kraygan
Alysendra
--------------------------------------------------------------------
Gug Savants (Red 40 feet up)(Blue 40 feet up)(Green near the ground)
--------------------------------------------------------------------

Jorgan Steelkeg |

"You f+~&ers," Jorgan spits. "Drown."
Jorgan spits into the room, the phlegm growing in size as it flies towards the furthest green gug It lands at the gug's feet and immediately bursts into a vertical jet of boiling water.
DC 18 Ref save against geyser or take
fire damage: 3d6 ⇒ (6, 1, 2) = 9
and be thrown up 60 feet or however tall the room is, taking falling damage and landing prone in a random adjacent square.
A successful Saving Throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the geyser
In addition, everything within 30 feet is hit with boiling water for 1d6 ⇒ 2 fire damage.

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Round 1, Init 21
Wren tries to remember what he knows about Gug Savants. 1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32 Know (Dungeoneering)
He then casts Haste, hoping that the team will be tactically smart going into battle.
Haste (round 1/16): +1 to hit, AC, reflex, attx, yadayadayada.
1d20 + 14 + 2 + 1 ⇒ (2) + 14 + 2 + 1 = 19 to hit; (Haste, Heroism)
1d8 + 3 + 1d6 ⇒ (8) + 3 + (5) = 16 magic damage.
[ ooc]Haste (round 3/13): +1 to hit, AC, reflex, attx, yadayadayada. [/ooc]
HP: 91/91
AC: 19 (+4 w/mage armor, if haste then AC 20)
Readied action acid:
[ dice]1d20+12+1[/dice] touch to hit;
[ dice]1d6+7[/dice] acid damage.
Effects: mage armor, overland flight, heroism
Right: Bow
Left:
Glove: Staff of Frost
Iron Ring: 0/1 used
Rod Lsr Extend: 2/3 used
Rod Lsr Quicken: 0/3 used
Firestorm: 0/3 used
Staff of Frost: 2/10 used
Acid 0/10 used: Acid Dart (1d6+6 acid, 10/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 34 of 90 5' steps used
12th Level: The bow counts as a +2 Adaptive Flaming Composite Longbow. Scorching Ray now only costs 1 charge and replaces the arcane bolt. The fireball spell is now under the effects of the quickened metamagic feat though only for the use of a full attack with the bow itself with the fireball itself counting as one of the attacks.
14th Level: The bow allows the use of summon monster VI for 3 charges to summon fire elementals only. The Fireball spell now only costs 2 charges and is under the effects of the empower metamagic feat. The bows power increases the charges to 5 each day as the rubies themselves begin to grow.
[ dice]1d20+13[/dice] to hit;[/dice]
[ dice]1d8+3[/dice] magic damage.[/dice]

Kraygan Steelkeg |

”Damn, these things’re nearly as ugly as elves!!”
Sped along by Wren’s magic, Kraygan snatches out his longbow and rushes forward.
Move 40’, then move action to use Martial Flexibilty to pick up Deadly Aim.

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Farin pulls out a scroll of levitate and casts it. Then he levitates up to the ceiling.
UMD: 1d20 + 22 ⇒ (14) + 22 = 36

Alysendra |

GM SN: Note, Penthae is not here, I haven't yet called her today.
Alysendra moves forward and summons a host of celestial warriors to attack the gugs.
summon monster VI, standard action due to Sacred Summons feat
# of azatas: 1d3 ⇒ 2
Bralani CR 6
XP 2,400
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Wind Form (Su)
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.
The bralani fly forward at the height of the gug's head, and both unleash lightning bolts at the red gug.
red's lightning bolt, DC 15: 6d6 ⇒ (1, 4, 3, 3, 6, 3) = 20
blue's lightning bolt, DC 15: 6d6 ⇒ (4, 3, 2, 4, 2, 6) = 21

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Farin begins to levitate as spits a dwarven sized loogie into the room.
Reflex DC 18: 1d20 + 6 ⇒ (9) + 6 = 15
The spit grows as a geyser slams the gug savant straight into the ceiling, cracking the stone before it falls back to the ground below.
Fall damage: 4d6 ⇒ (3, 4, 4, 5) = 16
random Square: 1d4 ⇒ 3
Wren speeds the group along as he looks for weaknesses. Wren knows some bloodthirsty gugs gain awful powers as gifts from their alien patrons. These monsters are known as savants. Some become actual clerics or oracles of their mad gods—strange powers of darkness, insanity, and blood.While immune to diseases and most poisons if one of these gugs gets ahold of you they will rend your flesh from their bones.
They are also able to manipulate stone as you have seen as well as become invisible and bring upon an unholy blight upon any who draw near.
Kraygan snatches out his longbow and rushes forward.
Kraygan Piercing Damage: 8d8 ⇒ (6, 3, 6, 8, 1, 4, 5, 1) = 34 DC 18 Reflex save or half movement.
@Kraygan- Your statline is also still set at level 15.
@Jorgan- Same with your statline. It is also still set at level 14.
Flying into the room a pair of bralani cause the stale air to stir once more as lighting leaps from their hands at the gug savant.
Red Reflex Save 1 DC 15: 1d20 + 6 ⇒ (15) + 6 = 21
Red Reflex Save 2 DC 15: 1d20 + 6 ⇒ (4) + 6 = 10
The gug lying on the floor quickly disappears from sight as the other pair of gugs focus in on the bralani flying about the room. A cold, cloying miasma of greasy darkness fills their hearts and clings to their bodies.
Red Gug Unholy Blight damage to Red bralani: 5d6 ⇒ (6, 1, 2, 4, 1) = 14 + Sickened. DC 18 Will save for half damage and negate sickened
SR check DC 17: 1d20 + 10 ⇒ (5) + 10 = 15
Red Gug Unholy Blight damage to Blue bralani: 5d6 ⇒ (4, 1, 3, 5, 5) = 18 + Sickened. DC 18 Will save for half damage and negate sickened
SR check DC 17: 1d20 + 10 ⇒ (16) + 10 = 26
Blue Gug Unholy Blight damage to Red bralani: 5d6 ⇒ (2, 4, 5, 2, 6) = 19 + Sickened. DC 18 Will save for half damage and negate sickened
SR check DC 17: 1d20 + 10 ⇒ (18) + 10 = 28
Blue Gug Unholy Blight damage to Blue bralani: 5d6 ⇒ (2, 2, 1, 2, 1) = 8 + Sickened. DC 18 Will save for half damage and negate sickened
SR check DC 17: 1d20 + 10 ⇒ (15) + 10 = 25
====================================================================
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Active Buffs
Haste
Round 2
Farin
Jorgan
Wren
Kraygan (140/174)
Alysendra
--------------------------------------------------------------------
Gug Savants (Red -31; 40 feet up)(Blue 40 feet up)(Green -25; Invisible)
--------------------------------------------------------------------

Kraygan Steelkeg |

Reflex + Heroism/Haste vs DC 18: 1d20 + 14 ⇒ (16) + 14 = 30
Kraygan’s DR/3 should protect against each step, right? That would reduce damage to 14.
Kraygan hardly notices the spikes as he stomps and kicks his way through them.
Moving again.
Reflex + Heroism/Haste vs DC 18: 1d20 + 14 ⇒ (20) + 14 = 34
Moving further, he catches sight of one gug across the room and takes a shot with his bow.
+1 Longbow + Heroism - DA: 1d20 + 16 ⇒ (14) + 16 = 30
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (3) + 14 + (4) = 21

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Round 2, Init 21
Willing to press ahead into the room, Wren begins a full round cast. SMVII.
Haste (round 2/16): +1 to hit, AC, reflex, attx, yadayadayada.
1d20 + 14 + 2 + 1 ⇒ (9) + 14 + 2 + 1 = 26 to hit; (Haste, Heroism)
1d8 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 magic damage.
[ ooc]Haste (round 3/13): +1 to hit, AC, reflex, attx, yadayadayada. [/ooc]
HP: 91/91
AC: 19 (+4 w/mage armor, if haste then AC 20)
Readied action acid:
[ dice]1d20+12+1[/dice] touch to hit;
[ dice]1d6+7[/dice] acid damage.
Effects: mage armor, overland flight, heroism
Right: Bow
Left:
Glove: Staff of Frost
Iron Ring: 0/1 used
Rod Lsr Extend: 2/3 used
Rod Lsr Quicken: 0/3 used
Firestorm: 0/3 used
Staff of Frost: 2/10 used
Acid 0/10 used: Acid Dart (1d6+6 acid, 10/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 34 of 90 5' steps used
12th Level: The bow counts as a +2 Adaptive Flaming Composite Longbow. Scorching Ray now only costs 1 charge and replaces the arcane bolt. The fireball spell is now under the effects of the quickened metamagic feat though only for the use of a full attack with the bow itself with the fireball itself counting as one of the attacks.
14th Level: The bow allows the use of summon monster VI for 3 charges to summon fire elementals only. The Fireball spell now only costs 2 charges and is under the effects of the empower metamagic feat. The bows power increases the charges to 5 each day as the rubies themselves begin to grow.
[ dice]1d20+13[/dice] to hit;[/dice]
[ dice]1d8+3[/dice] magic damage.[/dice]

Alysendra |

Saves:
Red Bralani DC 18 Will save: 1d20 + 6 ⇒ (8) + 6 = 14 (SR negated the need for the first save)
Blue Bralani DC 18 Will save: 1d20 + 6 ⇒ (6) + 6 = 12; DC 18 Will save: 1d20 + 6 ⇒ (9) + 6 = 15
(Ugh!)
Status:
Alysendra - AC 32, HP 122/122, haste
red bralani - AC 20, HP 48/66, sickened
blue bralani - AC 20, HP 39/66, sickened
---
Round 2:
The bralani each actviate their mirror image abilities, and spread out to avoid further area attacks.
blue bralani images: 1d4 + 2 ⇒ (4) + 2 = 6
red bralani images: 1d4 + 2 ⇒ (3) + 2 = 5
Alysendra activates her winged boots and moves up to support Kraygan, hovering a few inches off the ground.

Jorgan Steelkeg |

Oh yeah, that's because I haven't actually leveled up yet. Everything is saved on my other computer so I'll have to dust it off and do that soon. For now I'll keep moving though.
"Hey Wren, can ye make me fly?" Jorgan asks as he begins clearing his throat again for another hocker at the gugs.
"HHrrrrrggghhhhhh! Here, ya bastards, this one's got some boogers in it!" Jorgan launches another yellow-brown loogey into the room, which spreads out and hits each of the gugs, covering them in a viscous slime.

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"Hey Wren, can ye make me fly?"
Wren nearly cuts off his complex arcanic castings, twining the very fabrics of the planes together to bid and bind another being into service to answer the dwarf. He does not want to lose his spell. He just glares at Jorgan for a moment, continuing the complex weavings that the dwarf has never dreamt of.
Last time you flew, Dwarf, I had to scour the ethereal plane to return your rockhead back to us. You'll probably head straight for the window again...

Alysendra |

"Jorgan, ssh," Alysendra mutters, eyeing Wren. "Wren is concentrating." She shakes her head. Attacking a flying castle, and didn't bring anything to help them fly... Desna help us all!

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@Kraygan-I would think that DR would apply as it is a spell but creates a physical effect.
@Jorgan- I believe you are a bit out of range for that spells range. Also which Gug are you targeting as they are more than 30 feet apart? Each square is 15 feet.
Jorgan spits another ball into the room and decides to try and ask suggestions as Wren works complex magic.
Kraygan stomps through the spikes a bit more as they don't seem to hurt him that badly.
Kraygan Piercing Damage: 3d8 ⇒ (6, 4, 4) = 14 5 damage after DR.
Kraygan catches sight of the blue gug across the room and sends a single arrow into it's side. The Bralani begin to split apart at an alarming rate as the gugs spell sickens them.
====================================================================
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Active Buffs
Haste
Round 2
Farin
Jorgan Target and range?
Wren
Kraygan (167/186)
Alysendra
--------------------------------------------------------------------
Gug Savants (Red -31; 40 feet up)(Blue -21; 40 feet up)(Green -25; Invisible)
--------------------------------------------------------------------

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Farin crawls across the ceiling to avoid the spikes. Just as he peers into the room the two Gug Savants disappear from sight as the third suddenly reappears. A cold, cloying miasma of greasy darkness covers most of the group in the hallway.
Unholy Blight Damage (Farin, Kraygan, Alysendra): 5d8 ⇒ (7, 2, 7, 4, 2) = 22 Half damage and not sickened if not good aligned
Sickened Rounds: 1d4 ⇒ 4 If good aligned.
DC 18 Will save for half damage. Damage not yet reflected below due to saves.
====================================================================
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Active Buffs
Haste
Round 3
Farin
Jorgan Target and range?
Wren
Kraygan (167/186)
Alysendra
--------------------------------------------------------------------
Gug Savants (Red -31; 40 feet up; invisible)(Blue -21; 40 feet up; invisible)(Green -25)
--------------------------------------------------------------------

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Will Save: 1d20 + 11 ⇒ (1) + 11 = 12
Farin takes the blight full force, and empties his stomach from the ceiling. "What in the heck was that?"
He continues to move along the ceiling, not really sure what he is going to do when he gets there.

Jorgan Steelkeg |

Ah shoot, forgot they were 15' squares again. If he moves up I think he can reach the green one though.
"Oh," Jorgan says back to Alysendra. "When I'm concentratin', my tongue's out."

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Round 3, Init 21
Wren finishes casting his spell, binding air into malice in the form of a greater air elemental. He address the air head in auran before he responds to the dwarven one.
The air elemental will fly up to red and use it's long reach (15') to pummel the gug.
1d20 + 23 ⇒ (2) + 23 = 25 to hit;
2d8 + 7 + 2 ⇒ (4, 5) + 7 + 2 = 18 damage.
Wren turns his attention to Jorgan.
"Flying? Are you sure you wish that? Instead, I can just take you into the room?" Wren counters, happy to d-door the dwarf past the stonework. He then shakes his head, going over to the yaklorn dwarf, twisting his ring to cast Fly upon Jorgan.
"There you go. Watch out for the windows. Stay behind the air elemental. Don't die."
Haste (round 3/16): +1 to hit, AC, reflex, attx, yadayadayada.
XP 6,400
N Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 25+1 (haste)=26, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
hp 123+26 (augment)= 149 (13d10+52)
Fort +12, Ref +18, Will +6
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee 2 slams +21+2 (augment) (2d8+7+2)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 23, 10-60 ft.)
STATISTICS
Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Base Atk+13; CMB +22; CMD 43
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) +12, Perception +16, Stealth +15
Languages Auran
1d20 + 14 + 2 + 1 ⇒ (16) + 14 + 2 + 1 = 33 to hit; (Haste, Heroism)
1d8 + 3 + 1d6 ⇒ (3) + 3 + (4) = 10 magic damage.
[ ooc]Haste (round 3/13): +1 to hit, AC, reflex, attx, yadayadayada. [/ooc]
HP: 91/91
AC: 19 (+4 w/mage armor, if haste then AC 20)
Readied action acid:
[ dice]1d20+12+1[/dice] touch to hit;
[ dice]1d6+7[/dice] acid damage.
Effects: mage armor, overland flight, heroism
Right: Bow
Left:
Glove: Staff of Frost
Iron Ring: 0/1 used
Rod Lsr Extend: 2/3 used
Rod Lsr Quicken: 0/3 used
Firestorm: 0/3 used
Staff of Frost: 2/10 used
Acid 0/10 used: Acid Dart (1d6+6 acid, 10/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Blip: 34 of 90 5' steps used
12th Level: The bow counts as a +2 Adaptive Flaming Composite Longbow. Scorching Ray now only costs 1 charge and replaces the arcane bolt. The fireball spell is now under the effects of the quickened metamagic feat though only for the use of a full attack with the bow itself with the fireball itself counting as one of the attacks.
14th Level: The bow allows the use of summon monster VI for 3 charges to summon fire elementals only. The Fireball spell now only costs 2 charges and is under the effects of the empower metamagic feat. The bows power increases the charges to 5 each day as the rubies themselves begin to grow.
[ dice]1d20+13[/dice] to hit;[/dice]
[ dice]1d8+3[/dice] magic damage.[/dice]

Kraygan Steelkeg |

Will save vs Unholy Blight + Dwarf/Heroism: 1d20 + 10 + 4 + 2 ⇒ (13) + 10 + 4 + 2 = 29
Grumbling at the magic assault Kraygan fires arrows across the room at the green
”Damned.. ugly... goat.. killers...”
+1 adaptive longbow DA/Haste/Herosim: 1d20 + 17 ⇒ (9) + 17 = 26
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (8) + 14 + (3) = 25
Iterative 1: 1d20 + 12 ⇒ (13) + 12 = 25
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (5) + 14 + (6) = 25
Iterative 2: 1d20 + 7 ⇒ (9) + 7 = 16
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (6) + 14 + (4) = 24
Iterative 3: 1d20 + 2 ⇒ (13) + 2 = 15
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (4) + 14 + (6) = 24
Haste Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Damage + Acid: 1d8 + 14 + 1d6 ⇒ (8) + 14 + (5) = 27

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Farin floats deeper into the chamber seeing only a single gug as it gurgles with glee. The split mouth shudders in a terrifying manner.
Slowing Mud Fort Save DC 18: 1d20 + 9 ⇒ (15) + 9 = 24
Jorgan Will Save Unholy Blight DC 18: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Jorgan's slowing snot bubble seems to have no effect on it. Wren's air elemental decides to show and gives the visible gug a shove back against the wall.
A trio of Kraygan's arrows pierce the savant's ribs, pinning it to the wall.
====================================================================
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Active Buffs
Haste
Round 3
Farin
Jorgan (174/179)
Wren
Kraygan (162/186)
Alysendra
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Gug Savants (Red -31; 40 feet up; invisible)(Blue -21; 40 feet up; invisible)(Green -120)
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Alysendra |

Will save DC 18: 1d20 + 14 ⇒ (19) + 14 = 33
Alysendra shakes off the worst of the gug's evil stench, and floats into the room so she can see better.
Perception: 1d20 + 24 ⇒ (3) + 24 = 27
She throws her starknife at the badly-wounded green gug.
starknife, precise shot: 1d20 + 19 ⇒ (20) + 19 = 39damage: 1d4 + 10 ⇒ (4) + 10 = 14 plus 1d6 ⇒ 4acid
The two bralani will shoot arrows at the green gug, moving to have a clear(er) shot.
red arrow #1: 1d20 + 12 ⇒ (3) + 12 = 15damage: 1d8 + 6 ⇒ (8) + 6 = 14
red arrow #2: 1d20 + 7 ⇒ (19) + 7 = 26damage: 1d8 + 6 ⇒ (7) + 6 = 13
blue arrow #1: 1d20 + 12 ⇒ (10) + 12 = 22damage: 1d8 + 6 ⇒ (6) + 6 = 12
blue arrow #1: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 6 ⇒ (4) + 6 = 10

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Between Alysendra's precise starknife and the bralani's arrows the gug falls to it's death.
The other two remain to be unseen.
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Active Buffs
Haste
Round 4
Farin
Jorgan (174/179)
Wren
Kraygan (162/186)
Alysendra (117/122)
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Gug Savants (Red -31; 40 feet up; invisible)(Blue -21; 40 feet up; invisible)
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Alysendra |

Alysendra waits to see if the burly dwarves are going to join the fun. If there are still no visible gugs when it's her turn, Alysendra will ready an action to hit the first gug to appear with boneshatter (Fort DC 22)
If there *is* a gug visible on her turn, Alysendra does the same thing, targeting the more wounded one if possible.
Either way, the bralani both ready to lightning bolt the same gugs that ALysendra targets.

Kraygan Steelkeg |

"Chickens! Bwaak bwaak bwwwaaak!" Kraygan taunts the cowardly gugs.
He then digs out a potion and drinks it.
Cure Serious Wounds: 3d8 + 5 ⇒ (6, 1, 3) + 5 = 15

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Kraygan heals as the others look around the room, not exactly sure where the gugs ran off to.
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Active Buffs
Haste
Round 5
Farin
Jorgan (174/179)
Wren
Kraygan (177/186)
Alysendra (117/122)
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Gug Savants (Red -31; 40 feet up; invisible)(Blue -21; 40 feet up; invisible)
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Jorgan Steelkeg |

"Right," Jorgan nods with severity, starting straight into the room. "They're still in there somewhere, aren't they? No matter, gotta get Spirit back."
Jorgan marches into the room and starts hurriedly grabbing as much of Spirit as he can gather in his arms.

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With zero sign of the gugs Jorgan floats in and gathers up the pieces of Spirit that are left. It looks as if the ram was split and spread to the four corners of the room in some gruesome manner of feasting. He is able to do all of this unhindered as the unholy creatures don't seem intent on returning.

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Eventually, Farin gets over his sickness. If the floor returns to normal, he will lower down and explore. If not, he will crawl across the ceiling to see what he can see.

Alysendra |

Alysendra asks the bralani to scour the area looking for the gugs. She listens carefully to see if she can detect the creatures breathing or moving. Perception: 1d20 + 24 ⇒ (18) + 24 = 42

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Wren is slow to fly invisibly to the doorway, watching Jorgan pick up pieces of Spirit. He would help, but feels this work is best done by the dwarf.
He keeps an eye out for trouble, ready to send the air elemental at any foe.
* * *
When the parts are picked up, Wren will address Jorgan.
"Now what? What do you need to do? How can I help?"

Jorgan Steelkeg |

Jorgan looks around the room. "Not here. No, not here. Let's just go back. Someplace quiet... it's going to take a lot out of me, but I can do it on my own. Hopefully Alysendra can help me regain strength when I'm done. Can we just go back to your mansion, Wren? That'd be a good place to hide out while I... while we recover."

Alysendra |

Alysendra stands near Jorgan and offers moral support while he works to bring back his mount. "Your bond with Spirit must be very deep, to be able to ..." she starts, then stops. There's no way to finish that sentence without reminding him of the horrendous state of his friend...
Meanwhile, the bralani continue to check the area and keep a eye open for gugs, giants, or other threats.

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"Can we just go back to your mansion, Wren? "
Wren thinks for a moment, then his face brightens.
"Totally, in fact the one we used last night is probably still around. They usually last almost a day and a half," Wren comments. 2 hour per level spell.
Wren will lead the team back to the mansion, then rest up and eat a second breakfast. After all, the dwarves are likely to get him killed today and while he was looking forward to it, he would prefer it to happen on a full stomach.

Jorgan Steelkeg |
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Back at the mansion, Jorgan solemnly walks into one of the spare room without a word and without meeting anyone's eyes.
Some time passes without sound but gradually you hear what sounds like moaning from within the room, which grows into a low growl that you recognize as Jorgan's voice, muttering a rhythmic mantra in Dwarven. As his voice grows a bit louder, a soft light begins to escape from beneath the door.
The chanting stops with a half but the light only grows brighter, like a thousand candles lighting one after another until the door nearly glows with the light escaping from the bottom.
A few clunks are heard, as of something knocking on the wooden floor of the room. A few more clunks sound within the room until you recognize it as the familiar sound of hoof-steps.
Suddenly the door is thrown open and Jorgan is standing within the opening, his eyes sunken, his face haggard, and his shoulders slumped. However, glowing radiantly behind the dwarf in a coat of magnificently white hair is Jorgan's friend and companion, Spirit, sent from Gozreh himself to accompany the dwarf on this mission.
"It's done." Jorgan says as he slumps against the door frame.
Jorgan takes a negative level for that but Spirit is back!

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GM Roll 1: 1d20 + 15 + 20 ⇒ (9) + 15 + 20 = 44
GM Roll 2: 1d20 + 15 + 20 ⇒ (3) + 15 + 20 = 38
One of the Bralani seems to sense something scurrying in the hallway near Wren and Kraygan as they seem to be fleeing the room.
Moved the tokens where you hear them currently at.
Unfortunately for Farin the spikes in the stones don't seem to be going away anytime soon.

Alysendra |

The bralani will pursue the movement as attack it as much as possible while the rest of the party retreats to Wren's mansion. "Thank you," Alysendra calls to them as she leaves.
After Jorgan's ordeal, Alysendra rushes to the dwarf, helping him to a chaise and examining him carefully. Heal, take 20: 20 + 5 = 25
"That took a lot out of you, but I should be able to ease the strain tomorrow morning," she says. "Assuming we're resting?" she asks, looking around. "I doubt the alarm can be raised much more than it already has been."

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Wren, still invisible, waits to take the party back to the mansion.
Not sure where we are in space and time.
”Oh yeah, look at that. You did it, Vanderjor! Nice work,” Wren smiles appreciatively from his comfy chair and with a glass of red wine.”[/b]
Giving time for Jorgan to re-bond, Wren then eventually wants to get moving.