
Mah'ysa Alandir |

"I think we should take the deal." Whispered Mah'ysa quietly. "I'll wager that the only way out is that way. And I don't want to risk having to fight that thing with me on half power."

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Bahir casts Eagle splendor on himself. His intention is to give his companions a moment to retreat out of sight should they so choose.
He shakes his head, "I am sorry my friends, there is nothing redeemable about this creature. Do not meet it's gaze as Mah'ysa says." He steps forward as his blade begins to glow with holy light, "Fiend, prepare to be sent back to whatever abyss that spawned you!" The paladin prepares to charge the monstrosity.
Bahir will activate his divine bond, making his sword holy.
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Inevitable fortitude save against gaze: 1d20 + 17 ⇒ (11) + 17 = 28

Hazreem Al'Shakar_1 |

I hope Bahir knows what he is doing here...I don't look forward to dying here but if this bodak works for a minion of Jhavhul then best to deal with them now...
Initiative: 1d20 ⇒ 8
Hazreen groans inwardly as the paladin rushes off to fight the undead horror. He turns an eye to one of the fire creatures as he draws his own scimitar. "We have no quarrel with you, only your Captain!" He offers hopefully even though he knew this will end in bloodshed.

Efreat 'al Inferis |

know(planes)1d20 + 14 ⇒ (13) + 14 = 27
DM: do I know what the energy resistances are for the bodak?
Efreat rolls his eyes, "So much for diplomacy." Efreat flies back and away from the creatures before chanting, "besh'ven'dos"
cast haste on party

Mah'ysa Alandir |

Mah'ysa chokes down a shriek. Then she grabs Bahir's ear and whispers to him.
"Know that I trust your judgement; If you say fight I will go with you. But redeemable or not, are you sure we should be spending our strength here and not against Jhavul? In the Dawnflowers name I charge you; THINK, and do not just react."
Reluctantly she releases him and prepares to fight or talk, as the case may be.

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The paladin pulls up short with a shocked look, "Do you wish me to spare this demon Radiant One? I will stay my hand at your request but what is to keep it from betraying us after we have defeated this monstrosity that lies between us and it's master? What if it's master should prove worse, as seems likely, with a servant such as this?"

Mah'ysa Alandir |

Mah'ysa hesitated at Bahir's questions.
She turned her eyes to the Bodak and narrowed them in concentration. She used the precepts of the Dawnflower and tried to see clearly, think precisely, and judge prudently. She added a Touch of Good for good measure.
She considered carefully Bahir's question; Could they trust any deal this creature made with us?
Sense Motive: 1d20 + 9 + 4 + 1 ⇒ (19) + 9 + 4 + 1 = 33
She absently stroked Spooky, wishing he could advise her...

DM Sardaukar |

Its been a hectic week so far. I will get to this shortly (tomorrow?).
So, Bahir declares his intent, starts to charge, but then stops when the cleric grabs his arm and the two have lengthy conversation while the Bodak just watches on peacefully? Hmmm...
Efreat: With a 27 Planes check, you'd expect electrical, fire, and acid resistances from such a thing.
Any initial actions from Paellat?

DM Sardaukar |

Bahir: 11
Pae: 1d20 + 8 ⇒ (3) + 8 = 11
Efreat: 1d20 + 2 ⇒ (8) + 2 = 10
Hazreem: 8
Mah'ysa: 1d20 + 3 ⇒ (17) + 3 = 20
Bodak and friends: 1d20 + 6 ⇒ (6) + 6 = 12
Bahir makes to charge the undead creature, drawing on his divine energies causing his scimitar to glow with holy light. (Now a +3 Holy Fire Outsider Bane Frost Scimitar)
But before he charges, the cleric grabs his arm and pleads for him to reconsider as she drills her own gaze into the Bodak. As the undead thing considers them for a moment, the fire men quickly fall back to a position behind the Bodak, readying for battle and drawing throwing hammers. Hazreem rushes forward and calls out for them to stand down. They seem to consider this for a moment and glance at each other, but then look back at the back of the Bodak before them and their conditioning takes over. They appear still ready to fight.
Efreat and Pae fall back out of sight of the thing's gaze, but still within range to cast Haste on the entire party.
As Bahir and Mah'ysa argue, Mah'ysa continues to watch the Bodak carefully. She spots his raising his bony arm to his face, preparing to remove his veil.
Round 0 - Mah'ysa is up! Everyone else gets to react after the veil is removed and the Bodak and fire men go.
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 80/83
Hazreem 85/91
Paellat 72/78
Efreat 70/70
NPCs:
Damage: (Lethal/Non-Lethal)
None
Conditions in effect:
----------
Efreat: Overland Flight - 8.5 hours
Efreat: Haste (All Allies: +1 Attacks, +1 Dodge to AC/Reflex, +30 speed, extra attack on full attack) - Ends Round 10
Mah'ysa: Resist Energy (Fire) - 47 minutes
Bahir: Resist Energy (Fire) - 62 minutes
Bahir: Divine Bond (+1 and Holy) - 10 minutes
Heat/Fire Resistance:
----------
Mah'ysa: Resistance 20 (Resist Energy Spell)
Bahir: Resistance 20 (Resist Energy Spell), Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Special Item Uses
----------
Bag of Tricks: 2 uses 2 days ago
Hazreem: Wild Shape - 1 today
Bahir: Divine Bond - 2/2 used today
Bahir: Lay on Hands - 4/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

Mah'ysa Alandir |

Round 0__________
When Mah'ysa realized what the Bodak was intending to do, she let go of Bahir's ear and shouted "'WARE THE EYES!" and cast Blinding Ray at the Bodak.
Two blinding rays of the Dawnflower lance out at the Bodak. Each one that hits explodes into blazing motes of light.
Ranged touch attack 1: 1d20 + 6 + 3 ⇒ (17) + 6 + 3 = 26
Ranged touch attack 2: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29
...Critical threat?: 1d20 + 6 ⇒ (15) + 6 = 21
If a ray hits, it explodes into powerful motes of light, and the target must save (Fort Save DC 16) or be blinded for 1 round. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4).
BLINDING RAY
School evocation [good, light]; Level cleric 2, inquisitor 3, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays of light
Duration instantaneous (see text)
Saving Throw Fortitude negates; Spell Resistance yes
You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. If a ray hits, it explodes into powerful motes of light, and the target must save or be blinded for 1 round. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it instead must save or be blinded for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature blinded by a ray sheds light as a sunrod for the duration of its blindness. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
...And she was so not looking forward to the apology she owed Bahir after they all survived...

DM Sardaukar |

Bodak Fort Save (Ray #1): 1d20 + 6 ⇒ (6) + 6 = 12 Fail!
Bodak Fort Save (Ray #2): 1d20 + 6 ⇒ (2) + 6 = 8 Fail!
Blindness Rounds: 2d4 ⇒ (1, 2) = 3
Damage: 10d4 ⇒ (1, 2, 1, 2, 4, 3, 4, 3, 3, 2) = 25
As the Bodak reaches up to reveal its death gaze, Mah'ysa strikes quickly with two blasts of extremely bright light that both explode across the undead creature's chest. The sounds and smells of sizzling rotten flesh fill the air as the Bodak begins to glow brightly like Bahir's blade.
While being knocked back a bit by the blasts, the creature continues unabated and lowers the veil momentarily. The gaze attack is based on you seeing his eyes not him seeing you. Despite it not seeming to look directly at you, you feel your something tugging on your very soul.
Mah'ysa and Hazreem need to make Fort Saves DC18 verses Gaze attack. Bahir has already rolled for his and succeeded.
Stepping back unseeing, the Bodak directs the others to attack in Ignan. The fire men move forward, past the Bodak, making a point to look away from the undead thing as they do so. They do not look back as they advance. Several more come through a opening on the back side of the far chamber, but they keep their eyes averted until they get behind the Bodak. The Bodak keeps his veil down, but simply stares absent-mindlessly in your direction.
Before the fire men advance, they all fling the throwing hammers in Bahir's direction, then ready their larger warhammers for battle.
Fire Man #1 Thrown Hammer: 1d20 + 8 ⇒ (10) + 8 = 18
Fire Man #2 Thrown Hammer: 1d20 + 8 ⇒ (18) + 8 = 26
Fire Man #3 Thrown Hammer: 1d20 + 8 ⇒ (18) + 8 = 26
Fire Man #4 Thrown Hammer: 1d20 + 8 ⇒ (17) + 8 = 25
And while the hammers skillfully hit their targets, they don't do much more that put a few dents into the Paladin's plate armor. They stand ready for your advance.
Round 1 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 63/63
Bahir 80/83
Hazreem 85/91
Paellat 72/78
Efreat 70/70
NPCs:
Damage: (Lethal/Non-Lethal)
Bodak - 25
Conditions in effect:
----------
Efreat: Overland Flight - 8.5 hours
Efreat: Haste (All Allies: +1 Attacks, +1 Dodge to AC/Reflex, +30 speed, extra attack on full attack) - Ends Round 10
Mah'ysa: Resist Energy (Fire) - 47 minutes
Bahir: Resist Energy (Fire) - 62 minutes
Bahir: Divine Bond (+1 and Holy) - 10 minutes
Bodak: Blindness - Ends Round 3
Heat/Fire Resistance:
----------
Mah'ysa: Resistance 20 (Resist Energy Spell)
Bahir: Resistance 20 (Resist Energy Spell), Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Special Item Uses
----------
Bag of Tricks: 2 uses 2 days ago
Hazreem: Wild Shape - 1 today
Bahir: Divine Bond - 2/2 used today
Bahir: Lay on Hands - 4/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today
Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment from that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes) and does not have to make saving throws against the gaze. However, the creature with the gaze attack gains total concealment from the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn.
Gaze attacks can affect ethereal opponents. A creature is immune to the gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected; these allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

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Mahy'sa: You still had a move action to get out of range of it's gaze attack. Did you want to stick around? At the very least, I would think you are averting your gaze.
Sardaukar: I can only make my sword holy because it takes 2 points. At 11th level I can add the +1 also because I'll have 3 points to use. Did Mah'ysa's ray crit? I believe they can, which would mean double damage for just that one ray.
Overrun: 1d20 + 12 ⇒ (12) + 12 = 24 Move to R12. Does Haste bonus effect CMB? If so, add +1. Fire warriors get AOO's.
Reacting to Mah'ysa's warning, the paladin launches himself at the undead creature slamming his shield into anyone standing in his path.
Activate Smite Evil on Bodak.

Hazreem Al'Shakar_1 |

Fort save: 1d20 + 9 ⇒ (14) + 9 = 23 success!
Hazreem feels the unholy energies pull at his very soul yet by the grace of his god is able to shrug off the effects for now. Once the paladin has advanced, he follows close behind not so much to press the attack against the fire beings, but to prevent them from swarming his companions.
Move to Q11. He will accept any AoOs here, AC is 21.
Scimitar attack on #4: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 haste
damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9 3 points cold.
FYI he is averting his gaze from the bodak only.

DM Sardaukar |

Whoops, I got wrapped up on making sure I understood how the Blinding Ray applied that I forgot to apply the crit. 5d4 more damage. Regarding the weapon, I see Holy takes up 2 bonus points. Okay, then +2 Holy Fire Outsider Bane Frost Scimitar.
Bodak Damage: 5d4 ⇒ (4, 3, 3, 1, 3) = 14 (39 total)
Bahir raises his shield and charges through the line that formed in front of him, intent on getting to the undead creature. All four in front take the opportunity to attempt smashing the paladin as he goes by. But go by he does.
Fire Man #1 AoO on Bahir: 1d20 + 11 ⇒ (7) + 11 = 18
Fire Man #2 AoO on Bahir: 1d20 + 11 ⇒ (12) + 11 = 23
Fire Man #3 AoO on Bahir: 1d20 + 11 ⇒ (13) + 11 = 24
Fire Man #4 AoO on Bahir: 1d20 + 11 ⇒ (17) + 11 = 28
The warhammers clang something fierce off his plate armor, but fail to induce any injury to Bahir within. The fire men turn to follow, but immediately try to avert their eyes to avoid falling pray to their captain's own death gaze.
Hazreem quickly moves in behind, averting his gaze from the Bodak and instead focuses on the northern most fire man. But the distraction proves to be too much and his swing is easily deflected by the steel shield he is wielding.
Round 1 - Efreat, Pae, and Mah'ysa are up!

Mah'ysa Alandir |

Fort Save DC18: 1d20 + 8 ⇒ (8) + 8 = 16 Fail! Gain 1d4 ⇒ 1 Negative levels.
Round 1__________
Staggering back a few steps to (J,6) as she feels herself... diminished, Mah'ysa realizes she can no longer feel her greatest powers.
Knowing the Bodak is still a threat, she invokes Searing Light and causes a ray of divine sunlight to blaze at the Bodak.
Ranged Touch attack: 1d20 + 6 + 3 ⇒ (2) + 6 + 3 = 11 for a possible 8d8 ⇒ (2, 7, 6, 3, 1, 7, 8, 7) = 41 sunlight damage.
SEARING LIGHT
School evocation; Level cleric 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

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As Pae walked out of the Bodaks line of sight he drank down a Potion of expeditious retreat. now that battle is joined he leaps forward at his now almost quintupled speed towards the rear of one off the Firemen
Charge move 100'
Attack 1d20 + 17 ⇒ (4) + 17 = 21 23 if he gets flanking also.
Damage1d4 + 2 + 5d6 ⇒ (3) + 2 + (2, 3, 4, 2, 4) = 20

DM Sardaukar |

As the cleric stumbles back, a ray of blinding bright light shoots forth from her once again. With the distance and weakened strength, any normal person should have easily of dodged to the side and avoid such a poorly aimed shot, but in its blinded state it fails to avoid the blast. The searing light drills into it, burning into its rotten flesh. Smokes rises as the beam of sunlight nearly takes the undead monstrosity down. It doesn't look like it'll take much more to finish this thing off.
Pae: Confused on whether you are charging or moving behind to get flank as you said "charge move" and "speed towards the rear of one of the Fireman". I'll assume not charging and moving behind to get flank with Hazreem.
With his potion drank, Pae rushes into battle, dodging between the front line fighters while keeps his gaze away from the Bodak. With the fire men already preoccupied with Bahir, they don't have a chance to react to the halfling ducking between them. He makes his way to the northern wall and lunges for the one before him. His rapier punctures the fire man with precision. (Damage: 20) He buckles over in pain as he turns to face the new shorter threat. A couple more of he won't be standing.
Round 1 - Efreat is up!

Efreat 'al Inferis |

Efreat focuses his thoughts and shouts, "Vos'kree'zeal" as two balls of blue energy appear on two of the fire men.
case ball lightning with elemental spell (cold) feat as level 5. two spheres on fireman 4 &3. DC19 reflex to negate(creatures in metal armor take -4 to save). cold damage:3d6 ⇒ (6, 1, 2) = 93d6 ⇒ (3, 6, 6) = 15

DM Sardaukar |

Fire Man #4 Reflex Save: 1d20 + 2 ⇒ (11) + 2 = 13 Fail
Fire Man #3 Reflex Save: 1d20 + 2 ⇒ (13) + 2 = 15 Fail
Caster Level Check to overcome Spell Resistance on #4: 1d20 + 10 ⇒ (16) + 10 = 26 Success
Caster Level Check to overcome Spell Resistance on #3: 1d20 + 10 ⇒ (4) + 10 = 14 Success, barely
Two balls of freezingly cold lightning appear suddenly in the gap between the rooms and move towards two of the fire men. Overwelmed and unable to dodge out of the way, they are zapped. Their burning hot skin starts to turn a nice shade of blue as they scream in pain. (Damage #4: 11, Damage #3: 18. Half damage was cold causing half as much again due to vulnerability.)
Will post again later today...

Efreat 'al Inferis |

DM: elemental spell can either replace the damage completely or replace half the damage. I chose to replace the full damage. elemental spell

DM Sardaukar |

Missed the "or" in the feat description. Adjusted damage - #4: 13, #3: 22
When Bahir approached, the Bodak begin swinging in front of it blindly in an attempt to hit whatever he sensed coming at him. But in its blinded state it fails to be effective against the heavily armored Paladin and it stumbles backwards.
Miss Chance Claw #1 (Hit on >50): 1d100 ⇒ 72
Miss Chance Claw #1 (Hit on >50): 1d100 ⇒ 100
Slam Attack #1 on Bahir: 1d20 + 9 ⇒ (8) + 9 = 17 Miss
Slam Attack #2 on Bahir: 1d20 + 9 ⇒ (14) + 9 = 23 Miss
Bahir: Make Fort Save vs Gaze Attack DC18. Everyone else is out of range or adverting their gaze and not fighting the Bodak.
Keeping their eyes on their targets and away from the Bodak, the four fire men in front swing their warhammers at those pushing through. Hazreem takes the brunt of the attack, but his quickness from the Haste spell protects him twice and throws them off preventing a follow through to Bahir. The two with balls of frozen lightning step back.
Fire Man #1 Attack #1 on Hazreem: 1d20 + 11 ⇒ (16) + 11 = 27 Hit
Fire Man #1 Attack #2 on Hazreem: 1d20 + 6 ⇒ (10) + 6 = 16 Miss
Fire Man #1 Damage on Hazreem: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8 (5 martial, 3 fire)
Fire Man #2 Attack #1 on Hazreem: 1d20 + 11 ⇒ (9) + 11 = 20 Miss, failed cleave
Fire Man #3 Attack #1 on Hazreem: 1d20 + 11 ⇒ (9) + 11 = 20 Miss, failed cleave
Fire Man #4 Attack #1 on Pae: 1d20 + 11 ⇒ (3) + 11 = 14 Miss
Fire Man #4 Attack #1 on Pae: 1d20 + 6 ⇒ (8) + 6 = 14 Miss
Two more move up from behind the Bodak and attack the Paladin. And a third makes it there but unable to attack before Bahir reacts.
Fire Man #5 Attack on Bahir: 1d20 + 11 ⇒ (17) + 11 = 28 Miss
Fire Man #6 Attack on Bahir: 1d20 + 11 ⇒ (12) + 11 = 23 Miss
Round 2 - Everyone is up!
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 58/58 (Orig Max 63)
Bahir 80/83
Hazreem 77/91
Paellat 72/78
Efreat 70/70
NPCs:
Damage: (Lethal/Non-Lethal)
Bodak - 80 (Severely Wounded)
Fire Man #3 - 22 (Slightly Wounded)
Fire Man #4 - 33 (Moderately Wounded)
Conditions in effect:
----------
Efreat: Overland Flight - 8.5 hours
Efreat: Haste (All Allies: +1 Attacks, +1 Dodge to AC/Reflex, +30 speed, extra attack on full attack) - Ends Round 10
Mah'ysa: Resist Energy (Fire) - 47 minutes
Mah'ysa: 1 Negative Level (-1 penalty on ability, attack, CMB, CMD, saves, skills, -5 MaxHP)
Bahir: Resist Energy (Fire) - 62 minutes
Bahir: Divine Bond (Holy) - 10 minutes
Bahir: Smite Evil (on Bodak, add +6 to attack, bypass DR, plus 20 points damage, +6 AC vs Bodak)
Paellat: Expeditious Retreat - Ends Round 11
Bodak: Blindness - Ends Round 3
Heat/Fire Resistance:
----------
Mah'ysa: Resistance 20 (Resist Energy Spell)
Bahir: Resistance 20 (Resist Energy Spell), Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Special Item Uses
----------
Bag of Tricks: 2 uses 2 days ago
Hazreem: Wild Shape - 1 today
Bahir: Divine Bond - 2/2 used today
Bahir: Lay on Hands - 4/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

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Fort save: 1d20 + 16 ⇒ (15) + 16 = 31
The paladin smiles grimly toward his unseeing enemy, "Do not think you can hide behind your loyal men creature. Feel the Dawnflower's light." He turns to the rest of the fire men, "I sense no evil in you. Your honor in defending your captain does you justice. Our fight is not with you. Sheath your weapons and we will parley."
Channel positive energy: 5d6 ⇒ (6, 6, 5, 1, 5) = 23 This will effect friend and enemy alike. Will DC 22 save for half damage to the Bodak.

Hazreem Al'Shakar_1 |

Seeing the paladin offer parley to their opponents, Hazreem rocks back into a defensive posture, ready to repel the attacks of the fire men.
Use Total Defense this round. +4 dodge bonus to AC, AC currently 25.

Efreat 'al Inferis |

Efreat waves his hand and the balls of cold wash over the firemen again. Then he shouts "Shiz'koom!" as five black orbs slam into the firemen as well.
move action to move the spheres back onto the same firemen. Cast magic missile with 3 on fireman 3 and 2 on fireman 2. DC19 reflex negate cold damage (-4 to save if in metal armor)3d6 ⇒ (3, 3, 2) = 83d6 ⇒ (5, 2, 5) = 12
magic missile damage 3 then 4 with SR checks3d4 + 3 ⇒ (3, 3, 4) + 3 = 131d20 + 10 ⇒ (13) + 10 = 232d4 + 2 ⇒ (3, 3) + 2 = 81d20 + 10 ⇒ (10) + 10 = 20

DM Sardaukar |

As Mah'ysa moves up behind everyone, it looks to her that everyone is doing just fine.
Cast magic missile with 3 on fireman 3 and 2 on fireman 2.
I'm going to assume you meant 3 on 3 and 2 on 4 since after that you wrote "magic missile damage 3 then 4 with SR checks"
Fire Man #4 Reflex Save: 1d20 - 2 ⇒ (9) - 2 = 7
Fire Man #3 Reflex Save: 1d20 - 2 ⇒ (14) - 2 = 12
The balls of freezing electricity follow the two that backed away. But they cannot escape as they are not very agile. (Damage #4: 12, Damage #3: 18) Efreat follows these up with a barrage of force missiles that all strikes despite their magical resistances. (Damage #3: 13, Damage #4: 8) The one struck by 3 missiles collapses to the ground while the other looks like he is ready to fall over. The fires seem to dim a bit on these two.
Round 2 - Pae is up! (if you wish)
With their captain down, seeing his comrade knocked down by magic blasts and painfully freezing electrical jolts, and with his world spinning before him, #3 quickly drops his warhammer and surrenders as he stumbles away from the lightning ball. He coughs out the word "Parley" in Ignan. The others, who have been fighting bravely and were uninjured, quickly look in his direction, then back to the Bodak. Once they all see the fate of their former captain, they quickly hold their hands up in non-aggression and repeat the word.
Out of Initiative Order
Hit Points (Remaining/Max):
----------
PCs:
Mah'ysa 58/58 (Orig Max 63)
Bahir 80/83
Hazreem 77/91
Paellat 72/78
Efreat 70/70
NPCs:
Damage: (Lethal/Non-Lethal)
Bodak - 103 (Terminated)
Fire Man #3 - 53 (Down)
Fire Man #4 - 52 (Staggered)
Conditions in effect:
----------
Efreat: Overland Flight - 8.5 hours
Efreat: Haste (All Allies: +1 Attacks, +1 Dodge to AC/Reflex, +30 speed, extra attack on full attack) - Ends Round 10
Mah'ysa: Resist Energy (Fire) - 47 minutes
Mah'ysa: 1 Negative Level (-1 penalty on ability, attack, CMB, CMD, saves, skills, -5 MaxHP)
Bahir: Resist Energy (Fire) - 62 minutes
Bahir: Divine Bond (Holy) - 10 minutes
Bahir: Smite Evil (on Bodak, add +6 to attack, bypass DR, plus 20 points damage, +6 AC vs Bodak)
Paellat: Expeditious Retreat - Ends Round 11
Heat/Fire Resistance:
----------
Mah'ysa: Resistance 20 (Resist Energy Spell)
Bahir: Resistance 20 (Resist Energy Spell), Endure Elements (Spell Cast - 24 hours)
Hazreem: Endure Elements (Desert Endurance)
Paellat: Resistance 10 (Ring of minor fire resistance)
Efreat: Resistance 20 (Elemental Bloodline)
Spooky: Endure Elements (Spell cast - 24 hours)
Special Item Uses
----------
Bag of Tricks: 2 uses 2 days ago
Hazreem: Wild Shape - 1 today
Bahir: Divine Bond - 2/2 used today
Bahir: Lay on Hands - 6/11 used today
Paellat: Slippers of Spider Climb - 0/10 minutes used today

DM Sardaukar |

While the chamber you were in was covered in frescoes depicting scenes from ordinary mortal life in some arid land, the frescoed walls in this second domed chamber show a desolate landscape with a large pyramid in the distance. A long procession of torch-bearing priests make its may towards this pyramid holding aloft a bier bearing an ornate sarcophagus. The flat apex of the pyramid bears a roaring fire to which the procession climbs. The dome above is painted to depict a starry night sky with a gibbous moon. The chamber itself appears to have been used recently as some sort of a camp, with a number of hard bedrolls and stacks of provisions and equipment. Another wide opening in the wall leads to a chamber to the northeast.

Mah'ysa Alandir |

"Bahir! The're shouting 'Parley'!"
That said, and her comrades doing alright, Mah'ysa's eyes wander to the fantasitic artwork of the frescoes...

Hazreem Al'Shakar_1 |

Hazreem slowly lowers his weapon and seeing the firenem not retaliate, sheathes it. Moving over to the two fallen fire men warriors, he examines both of them to see if they are still alive.
Use wand of CLW to stabilize/heal them.
Fireman #3: 1d8 + 1 ⇒ (4) + 1 = 5
Fireman #3: 1d8 + 1 ⇒ (2) + 1 = 3
Fireman #4: 1d8 + 1 ⇒ (1) + 1 = 2
That should take care of the CLW wand.

DM Sardaukar |

I still show 3 charges left on that wand
As Hazreem brings the fallen one back to consciousness, the one that was speaking before says in Ignan in a somber yet pleading tone (assuming someone translates), "We mean you no harm. Failure to follow our captain's order would have meant certain death to all of us. We are slaves sold to the Efreeti Sammandar, that walking death his to keep us in line. It's been a fortnight since Sammandar got past the thing in the staircase. By now, he is either dead or captured. Probably dead if what we have encountered so far is any indication of what's ahead."

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After translation Bahir responds, "Please tell them that we do not hold them responsible for that undead creatures actions. They are welcome to join us to win free of this place or stay here, the choice is theirs. We will deal with this Sammandar, if he still lives, and attempt to free them from his service. I suggest we rest and recover here before pushing on."
Bahir will channel energy to heal everyone, including the fire warriors: 5d6 ⇒ (3, 1, 4, 2, 1) = 11
He will then give each of the 2 wounded fire warriors an individual lay hands on if they wish:
For fire warrior #3: 6d6 ⇒ (2, 3, 4, 4, 4, 5) = 22
For fire warrior #4: 6d6 ⇒ (2, 2, 4, 5, 6, 3) = 22
10/11 Lay Hands On used for the day.

DM Sardaukar |

Even without Bahir's words being translated into Ignan, they respond in their own tongue. "We wish to leave this place, but not by following Sammandar. He led as into this place through the sewers. Hopefully we can get back out the same way. Your healing powers are strong, we thank you. You all seem as powerful as the Efreeti."
Everyone is back up to full, except Hazreem who is still down 3 HPs and Mah'ysa whose max is -5. Will have another Fort Save in 24 hours.

Hazreem Al'Shakar_1 |

Hazreem nods, "Yeah, seems best to rest here." He glances around the chamber, "Looks like a camp is already prepared for us." He then addfresses the fire people, "Thank you for the information. We will take care of Sammandar for you. I am getting really tired of being used as a plaything for these genies!"

DM Sardaukar |

In reply in Ignan, they state, "We have done enough resting and wish to be free of this place. I thank you again and wish you well." And with that, all seven begin grabbing their stuff and begin heading out through the door which you came from.
Examining the third domed chamber, you find it much like the first two. The walls there bear frescoes of a dismal river running through a cavern. A boat made of reeds and loaded with treasures floats down this subterranean channel bearing the same sarcophagus as pictured in the previous chamber. All manner of spirits, only faintly seen, look upon the funeral barge from behind stalagmites and from the frothing current itself. In the distance, the river flows through an opening that glows with light.
On the far side of the chamber, a 20 foot wide and 40 foot high passage continues on and immediately turns 90 degrees to the left. A quick glance down this passage reveals that it continues for about 40 feet past the turn before a large and wide staircase begins climbing upward. After rising about 20 feet, it reaches a platform where it turns to the right and keeps climbing out of sight. The passage, like the rooms you are currently in, are lit brightly by torches built into the sides of the wall that are fed by a pipe coming out of the wall. But unlike the three domed rooms, this passage is once again made out of the living brass you've encountered before.
In about a half-hour or so, Mah'ysa's Resist Energy spell will expire. And Bahir's about 15 minutes after that. If no further protections are added, they will need to begin making fort saves due to the extreme temperatures in here. Everyone else, including the cat, would be protected from the heat throughout the night due to bloodlines, rings of fire resistance, or endure element spells. Those protected by spells will need new protections in the morning.

Mah'ysa Alandir |

Mah'ysa grimaces.
"I'm afraid I used my only Endure Elements on Spooky here. I have no other way to resist the effects of the heat until I can rest. I CAN Create Water all I want, which will help, but I need to be able to rest somehow."

Hazreem Al'Shakar_1 |

Hazreem can cast Protection from Energy if needed on Mah'ysa, although it will last for only 100 minutes. If needed, he can memorize some Endure Elements for tomorrow as well.

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With Hazreem's Protection from Energy and Efreat's Resist Energy x2 (or do you have more than that Efreat?) that should give Mah'ysa 5 hours of uninterrupted rest. If Pae goes an hour and a half before and after the 5 hours than it'll cover the entire 8 hour stretch. Sardaukar, how frequently do we have to make saves due to exposure here?

DM Sardaukar |

In here, the temperature is between 100 and 110 degrees F, so saves would only be required once an hour. But failure would result in being fatigued for the day.
Also, when you try to create water, you find that it doesn't work well. You need to make a Spellcraft check DC20 or the spell doesn't work (and wasted for non-Level 0 spells). This applies to any spell with a water descriptor. DC is 20 + spell level. As described here, spells with fire descriptors are more powerful. This applies to fire spells used against you as well.

Efreat 'al Inferis |

I can use all my remaining slots from 2nd level and up; however, divine casters don't need to get the full rest to regain spells only arcane casters do. So long as she is willing to not get her bard spells back, it shouldn't be an issue from the refreshing spells point. The nonlethal damage point would still be there.

Mah'ysa Alandir |

It's going to be hard to hold that wet chainmail contest then.
Right! I conduct the ceremony to Sarenrae at Dawn to renew spells. Efreat and Hazreem protecting me from the heat. Shall we call that a plan then?