
Jalal Hammada |

Will Save (PfE): 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 I think that saved last time
Jalal nods at Rhade's observation. He knows that while he can withstand the creature's gaze, it could incapacitate him just like Gorguk. "I have to get the half-orc!" He rushes to Gorguk to drag him away. As he does a greenish swirl appears around him. As you look at it you can swear, you see elven faces in the green mist.
Activate Spirit Shield. +4 to AC and blocks incorporeal attacks. With the PfE, that makes his touch AC 16. Move up to Gorguk.

Gorguk |

Looks like everyone is making their saves but the paladin lol. If I ever get to act I am taking the aoo and still attacking this thing with smite if I have to...
Besides its spell casting what does it look like it could attack with? I am asking as I am tempted to try and grapple it to allow Jalal to attack it.

Alzaar Na' Keth |

Did Alzaar drop his whip? If I can, I'll trip it while we flee and go buy cold iron and silver weapons, which we should have had to begin with. Derp.

The_Golden_Mummy aka DM |

Alzaar and Kakra are no longer stunned and can act this round. You dropped all your weapons and shield and they are on the floor at your feet.
Jalal made save and is unharmed.
Gorguk, the Div has sharp claws, evident from pic, so you take AoO if you bend down to pick up sword.
Rhade, was your action a double move away?
I think we are up to date.

Rhade Poshment |

Single move away, DM. Rhode will wait for the others to gather with him. If after a round or two they don't come, he will poke his head back in the room to see what's happening.

Jalal Hammada |

Jalal moved up beside Gorguk with his move action.
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Alzaar Na' Keth |

Alzaar is in O22, so he's not that far away fro the thing either. He could technically draw his normal whip, and try to trip the thing so Gorguk and Jalal can get away. If that's the case, then that is what I do.
Trip Attempt with Bardic Luck: 1d20 + 5 + 3 ⇒ (3) + 5 + 3 = 11

Gorguk |

fort save 1d20 + 7 ⇒ (14) + 7 = 21 Finally
Finally able to shrug off the effects of whatever is trying to hold him at bay Gorguk reaches down to pick up his sword. He knows that this will leave him open but it must be done. Once his blade is in his hand again Gorguk turns on the creature. Enough of you trickery. You will feel the wrath of Sarenrae for all that you have done.
swift action to smite evil
attack 1d20 + 6 ⇒ (11) + 6 = 17 for 1d6 + 3 ⇒ (6) + 3 = 9 Bypasses DR thanks to smite

The_Golden_Mummy aka DM |

AoO on Gorguk: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16...miss!
The div's sharp claws scrape the paladin's armor harmlessly. His smite attack also misses the div, who evades the blow. The bard's whip also fails to trip the creature.
What is Jalal's action? I assumed he delayed for Gorguk to act, but seeing the paladin attack the creature, what is the elf doing?

Jalal Hammada |

Seeing Gorguk attack the Div, Jalal steps up and swings his sword at the creature. "Go! We can come back later!"
Attack (Bless, SC): 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24
Damage (Cold Iron): 1d8 + 3 ⇒ (4) + 3 = 7
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The_Golden_Mummy aka DM |

Jalal's blade cuts the div through its natural protections and it bleeds.
It responds by swinging its claws twice at the elf from the edge of the dais.
Claw #1: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Claw #2: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Party is up. All except Jalal must make DC 16 Fort saves to act.

Gorguk |

Fort save 1d20 + 7 ⇒ (16) + 7 = 23
Gorguk steps to the side to set up a flank for Jalal. Once Jalal is in position then Gorguk attacks.
1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18 for 1d6 + 3 ⇒ (2) + 3 = 5
No we are not fleeing. We will stay and be victorious against this creature! Rhade, Alzaar, Kakra come back and finish this.

Jalal Hammada |

Fort Save: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Jalal laughs at the Aghash and swings his sword again, now aided by Gorguk on the other side. "Rhade, it's not so tough! Use your magic again! My cousins have told me how to beat it!"
Sacred Council again.
Attack (SC, bless, flank): 1d20 + 6 + 2 + 1 + 2 ⇒ (3) + 6 + 2 + 1 + 2 = 14
Damage (Cold Iron): 1d8 + 3 ⇒ (1) + 3 = 4

Rhade Poshment |

Rhade hears the others ignoring his advice, so he takes a deep breath and moves back into the room. To S 23 if possible.
He tries to toss a glob of acid at the creature, assuming he keeps from getting sickened by the creature.
Fort save, if needed 1d20 + 2 ⇒ (3) + 2 = 5
RTA 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
Damage 1d3 ⇒ 3

The_Golden_Mummy aka DM |

Two things: You cannot flank it, since it is above you.
Gorguk misses.
Jalal, I specifically said you did not need a Fort save, so I will use the 17 you rolled for save as your combat roll and you hit, doing 4 more damage. Total damage: 11 to Div.
Rhade is stunned as soon as you come within range of its gaze.
Waiting for Kakra and Alzaar and their saves and/or actions, if necessary.

Alzaar Na' Keth |

Bardic Luck still active due to Lingering Performance
Fortitude Save: 1d20 + 4 ⇒ (11) + 4 = 15
Alzaar drops his whip when his trip attempt goes awry, and instead opts to cast a spell. He opens his mouth wide, and a blast of force launches at the Div, but no noise accompanies it!
Ear Piercing Scream, DC 14 or be dazed 1 round.
Damage: 1d6 ⇒ 6
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
* Editor's Note
Unofficial errata notes that the correct duration should be 1 round.
DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Alzaar Na' Keth |

If we have bless active, then it actually is a 16. I didn't add bless because I wasn't sure (on phone and searching the thread is a pain) but I went ahead and posted my actions. I dropped the whip because I failed my trip attempt last turn. This turn is the spell.

Gorguk |

Ooops, just realized that the Aghash did not have line of sight to you, Jalal, in U23. Oh well, since you made save, we will stick with it for this round only. Sorry.
Jalal relies on his elven training and resists the necromantic energy and it dissipates harmlessly around him, although the floating hand remains.
Gorguk on the other hand does not resist the Div's malevolent gaze and he is wracked by terrible pain that causes him to cry out and double over, as he drops his shield and weapon.
He is stunned for 1 round.Confidently, the Aghash walks to the edge of the dais.
Kakra and rest of party in Round 3.
Since when is the Aghash above us. You said above that it walked to the edge of the dias. That is why I had Gorguk move around to flank with Jalal.
Jalal's blade cuts the div through its natural protections and it bleeds.
It responds by swinging its claws twice at the elf from the edge of the dais.
Claw #1: 1d20+8+1
Claw #2: 1d20+8+1
Damage: 1d6+2Party is up. All except Jalal must make DC 16 Fort saves to act.
I thought it was fort saves you asked for? So Alzaar is correct right?

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Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Kakra will move up to O22 and channel negative energy, excluding Alzaar, Rhade, and Jalal.
Channel Negative: 1d6 ⇒ 6 DC 13 Will for half, and Gorguk still being under shield other will take 3 if he fails, 2 if he saves, I will take 3 if he fails 1 if he saves.

The_Golden_Mummy aka DM |

The dais is 5' above the floor (it is in description of room). You can try taking the steep steps but that is difficult terrain. It's why I added at beginning of round that I would need acrobatics check if you wanted to charge and hop up. It's why I have been adding +1 on all its attacks, since it has higher ground.
Alzaar, Bless does not add to Fortitude saves, so still stunned.
Div Will save: 1d20 + 7 ⇒ (12) + 7 = 19...takes 3 damage for a total of 14.
The Div attacks Jalal twice again with its claws, hitting once again!
Attack: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Attack: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 so total of 7 damage to the elf.
Party is up! Again, everyone except Jalal, if you succeed at DC 16 Fort save, you may act. If not, you scream in pain and watch the action. I will update Map soon.

Gorguk |

1d20 + 7 ⇒ (1) + 7 = 8
Correct, you said to charge to hop up needed an acrobatics check. With Gorguk not charging I saw no issue with the movement as stated. Unfortunately that misunderstanding is screwing me over as I planned to give the person who can actually injure this thing a chance to hit with flank. It also theoretically negated my action last time.
Just frustrated ranting is all.

Jalal Hammada |

Jalal cringes at the gashes he is receiving. He steps back out of reach of the Div and pulls out a Tanglefoot bag.
5 foot step back to O-23. Standard Action to draw the bag. Yeah, I know it'll take 2 rounds to do, but it could be the only way to survive this.

Alzaar Na' Keth |

Fortitude Save, Bardic Luck: 1d20 + 4 ⇒ (19) + 4 = 23
Alzaar attempts to cast his spell again!
Same as the action I tried to take last turn, with Ear Piercing Scream. Dazing this thing might help us take it down.

The_Golden_Mummy aka DM |

For all: Kindly indicate what type of save for your spells when you post. It makes my job easier. Also, the creature is resistant to magic so in future, roll SR check for all spells. Thanks!
Fort save: 1d20 + 4 ⇒ (17) + 4 = 21
The div ignores the bard's attempt to daze it. Not wanting to lose his height advantage, the div stays put on the 5' dais and summons the spectral hand to curse Jalal again! If it had a face, you swore it was smiling.
Touch attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Will save Jalal or be cursed.
Party is up. All except Jalal, don't forget your Fort saves before you act.
Alzaar, roll your SR check for this round's spell; if you fail, you did no damage this round.

Jalal Hammada |

Will save: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Jalal hurls the tanglefoot bag at the Div. Then he moves around Kakra and up the stairs to flank the creature.
Ranged Touch (Bless): 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Duration (rounds): 2d4 ⇒ (1, 4) = 5
Then move to L-22 by taking a wide berth and not provoking any AOOs
Yes! DC 15 Reflex save or be stuck to the spot. Half speed if he makes it. Also, -2 to his attacks, -4 to his Dex (-2 to his AC)
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

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Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Channel: 2d6 ⇒ (4, 1) = 5
Managing to act again, Kakra will channel once more, however this time she releases positive energy, excluding the Div.

Alzaar Na' Keth |

Spell Resistance: 1d20 + 6 ⇒ (3) + 6 = 9
Fortitude Save: 1d20 + 3 ⇒ (2) + 3 = 5
Alzaar is stunned by the thing again!
Fleeing and buying some cold iron arrows might be our best option guys.

The_Golden_Mummy aka DM |

You can tell the Aghash really hates the elf and attacks him with vengeance, moving 5' north! Rhade is now outside of its gaze range.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Realizing it has so many opponents still up, the div switches tactics. If you fail the save, roll a d100 after it.
Party is up. Rhade can act normally unless he steps forth and then he has to make a save. Jalal, as always, is immune to gaze effects.

Jalal Hammada |

I rolled for duration originally and got 5 rounds.
Jalal sweeps his blade low and cuts the Aghash deeply.
Attack (Bless): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage (Cold Iron): 1d8 + 3 ⇒ (7) + 3 = 10
Crit confirm: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Extra Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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In that case, I get to act, yay.
Kakra will once again let loose a burst of channeled energies, dealing Channel Negative Energy Will 13 Half: 1d6 ⇒ 6 to the Div after moving close enough to the creature so that she can exclude all of her allies (M20).