
Brandark Plainswalker |

Brandark continues to hack at the skinsaw man
attack: 1d20 + 5 + 4 + 2 + 2 + 1 - 2 - 2 ⇒ (16) + 5 + 4 + 2 + 2 + 1 - 2 - 2 = 26
Mods:BAB,STR,Challenge,Flank,MWK,Power,Sick
damage: 1d10 + 1d4 + 4 + 4 + 5 - 2 ⇒ (5) + (2) + 4 + 4 + 5 - 2 = 18
Mods:Flame,STR,Power,Challenge,sick
HP37/43

Elektra Stardancer |

As her spell is done a small earth elemental appears and attacks.
AttackPA: 1d20 + 8 ⇒ (7) + 8 = 151d6 + 9 ⇒ (2) + 9 = 11
It appears right next to the barbarian
Moving a step forward Elektra gives the dwarven cavalier diviners Fortune +2 on most rolls. BTW you are hasted! Elektra was close enough to haste everybody

Brandark Plainswalker |

Missed the haste, in which case. :)
hasty: 1d20 + 5 + 4 + 2 + 2 + 1 - 2 - 2 ⇒ (18) + 5 + 4 + 2 + 2 + 1 - 2 - 2 = 28
damage: 1d10 + 1d4 + 4 + 4 + 5 - 2 ⇒ (8) + (3) + 4 + 4 + 5 - 2 = 22

Ranger Shalelu |

Shalelu hasted sends two arrows at the Ghast, sticking one into the former Aldern Foxglove.
mwk composite longbow w/ deadly aim 1: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 5 ⇒ (4) + 5 = 9
mwk composite longbow w/ deadly aim 2: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 5 ⇒ (2) + 5 = 7

GM Mazra |

Round Four recap
The Skinsaw Man changes his attention to Brandark and slices the Dwarf with his War Razor.
Kelvin missed with two bow shots.
Shalelu hits with one.
Both of Stone's shots miss.
A Earth Elemental appears next to Garrath and attacks, but misses.
Elektra gives the Dwarf Cavalier a touch of the Diviner's Fortune.
Garrath attacks.
Brandark will deal two mighty blows, the Skinsaw Man yells out, "No my love." He collapses dead....again.
Iesha Foxglove let's out a sigh and falls dead....again as well.
Since the Skinsaw Man would not survive to his initiative, I went ahead with the recap.
Victory!
A closer inspection of the contents in the room will make Elektra sick. She finds her comb, wads of her hair and even one of her used scrolls. But worst were charcoal drawings that revealed the depth of Aldern's mad obsession.
There are many other papers found in the room. One will prove useful. I will provide a link to it later.
There is portrait that leans against one of the table’s far side. It is of Iesha, but it has been altered in a clumsy attempt to repaint the portrait with blood and bits of runny rotten flesh into a caricature of Elektra.
When you look at the exquisite shattered puzzle box:
On the Skinsaw Man was a well-crafted suit of leather armor, a war razor, two rings, an extravagant noble’s outft, a cameo that contains a striking resemblance to Elektra and a key.

Kelvin Fleetwood |

Knowledge (local): 1d20 + 11 ⇒ (9) + 11 = 20
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Will save; +2 vs enchantment spells and effects: 1d20 + 1 ⇒ (13) + 1 = 14
Everyone read the K (local) and Perception spoilers
Kelvin walks over to the mold and fungi. "Do you see that? The shape looks like me. That mold and fungi look so good, I really should eat some." The elf looks longingly at the mold and fungi, and seems to be able to resist sticking his face in it and slurping it up.

Brandark Plainswalker |

Brandark slings his shield and scabbards his axe.
Well that was interesting, anyone know anything about this puzzle box?

Brandark Plainswalker |

It seemed to be, which is why I asked.

Garrath Tricks the Giants |

Garrath lets his rage subside, and upon hearing Kelvin, reaches out a meaty hand and grabs the elf by the back of his armor's neck, "No one will be eating anything in here, especially not that!

Elektra Stardancer |

Seeing the mad undead fall dead again, Elektra lets out a sigh of relive before bowing and thankin the elemental for its assistance.
KLocal: 1d20 + 8 ⇒ (3) + 8 = 11
KArcana: 1d20 + 14 ⇒ (10) + 14 = 24
"Well let me have a look. Yes.. you are right this is the box from the glass windows. And if I am not wrong... it is still lingering with necromatic Energy. I think we can thank the gods, that worse was prevented."
SC: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 War razor
SC: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 Armor
SC: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 ring 1
SC: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 ring 2

Brandark Plainswalker |

Once we have checked this room, I suggest that we make our way back up and check the areas that we have not been including the last room on the top floor. Then let us burn this place.

Brandark Plainswalker |

I don't think we have been down here over 6 hours. My lantern should still be going, and was passed to someone at the start of this venture down here. :)
Spitting to the side, Be aware, it smells like those goblin dead did

Brandark Plainswalker |

I originally passed it to Shalelu, but if she didn't want it, I would have offered it to Elektra as it would not interfere with her too much.

GM Mazra |

As Kelvin cautiously moves through the cave, the source of the horrific smell is readily apparent—a swath of carcasses is strewn about the floor of this place.
Out of the darkness, Kelvin sees a really big bat. (Note link.)
Garrath's Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Elektra's Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Kelvin's Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Stone's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Brandark's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Shalelu's Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Bat's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Garrath 18 (50/54 Rage 60/64 ;) AC 16/13 or 12)
Bat 15 (?/? AC?)
Kelvin 12 (30/33 AC 17)
Stone 12 (38/38 AC 21)
Brandark 12 (43/43 AC 19/18)
Shalelu 11 (42/42 AC 17)
Elektra 19 (32/32 AC 13)
Round One
Kelvin can see the creature with his low-light vision beyond the 30-foot point of the light from the lantern Elektra's carrying.

Garrath Tricks the Giants |

Round 1:
Garrath charges forward at the bat, brandishing his greatsword.
attack bat: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
not sure if we're still hasted?
attack bat: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 2d6 + 10 ⇒ (6, 2) + 10 = 18
Attack 1: BAB+STR+MWK-Power Attack+furious focus
Attack 2: BAB+STR+MWK-Power Attack

Mazra's BBEG |

Haste is only a Round per level. It would have taken that long to remove the stuff off Aldern, not to mention the stink. ;)
The bat was flying, but low enough to the ground for Garrath to attack it.
Bat attack: 1d20 + 10 ⇒ (10) + 10 = 202d8 + 7 ⇒ (6, 2) + 7 = 15
Garrath takes 15 points of damage, less his DR. He also must make a Fort Save.
The bat flies up five feet just out of reach of the big Human's Greatsword.

Brandark Plainswalker |

Brandark moves up slightly, and readies a 2 handed attack for when the bat gets closer to him.
readied attack: 1d20 + 5 + 4 - 2 ⇒ (17) + 5 + 4 - 2 = 24
BAB,STR,Power
damage: 1d10 + 6 + 6 ⇒ (4) + 6 + 6 = 16
2H STR, 2H Power

Garrath Tricks the Giants |

AOO on bat as it moves away: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17 if it's simply moving
fort save: 1d20 + 11 ⇒ (18) + 11 = 29
I also had myself at 48hp before this, instead of 50. So he's at 35 now.
Garrath chuckles darkly as he's bloodied in a battle, and grips his greatsword, waiting for the thing to get closer. You need to get close. I will shred your hide if you do. He grins back at the others, with a wink to Shalelu. "Fill it with arrows."

Ranger Shalelu |

Shalelu will move into the larger cavern and fire a shot at the bat, sticking an arrow into the creature.
mwk composite longbow w/ deadly aim: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (2) + 5 = 7

GM Mazra |

Round One Recap
Garrath charges forward and swings his Greatsword at the big Bat, but with his momentum misses the flying creature.
It doesn't matter since Garrath missed anyway, but the Bat is in dim light or with 20% miss chance since the creature was over 30 feet from Elektra at the time of the attack. That is unless you have at least low-light vision.
The big Bat bites the big Barbarian.
Bat's Fly Check to Hover: 1d20 + 13 ⇒ (13) + 13 = 26
The big Barbarian was unable to get another attack on the big Bat.
Kelvin sticks an arrow into the big Bat. Sorry. No sneak. It was a good roll too. :(
Stone will begin to summon in something.
Brandark readies an attack.
Shalelu moves in and sticks an arrow into the big bad Bat. Go Elves Go!
Elektra has no idea concerning the identity of the big Bat.
Garrath 18 (35/54 Rage 45/64 ;) AC 16/13 or 12)
Bat 15 (-12/? AC?)
Kelvin 12 (30/33 AC 17)
Stone 12 (38/38 AC 21)
Brandark 12 (43/43 AC 19/18)
Shalelu 11 (42/42 AC 17)
Elektra 19 (32/32 AC 13)
@Elektra - You can still take Round One actions. Go ahead with your projected Round Two actions.
Round Two

Garrath Tricks the Giants |

Garrath grins as he grows larger, and steps 5' back, so that the bat is no longer inside the reach of his larger greatsword. You are in reach now..., he let's the rage build and guide his blow.
attack bat: 1d20 + 13 ⇒ (20) + 13 = 33
confirm crit: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 3d6 + 15 + 3d6 + 15 ⇒ (2, 5, 1) + 15 + (6, 6, 5) + 15 = 55
buh bye bat

Garrath Tricks the Giants |

BAB+Str(w/enlarge)+rage+furious focus+reckless abandon-power attackAC is pretty much screwed at 11. didn't need to save vs the enlarge spell since it was cast the init before mine.
Taking a 5' step so that he's at reach, since the greatsword would have grown to a reach weapon.

Brandark Plainswalker |

As is Brandark's token.

Garrath Tricks the Giants |

@Stone, If the spaces are 5' squares and the light is 30', given where Elektra is positioned now, the light should fill the whole room. She's 10ft from him, the bat's 10ft from that. Regardless, low is bad
miss chance: 1d100 ⇒ 83

Mazra's BBEG |

This is where this format gets interesting. Enlarge has a casting time of One Round. Assuming Elektra begins casting on her initiative in Round One, then Garrath will not become Enlarged until Elektra's Initiative in Round Two. Also, Elektra would not have been able to move in Round One. I assume Garrath would hold his actions until he became Enlarged.
@Elektra - I am assuming that you cast Enlarge in Round One as Knowledge checks are Free actions. Also, since casting Enlarge is a full Round action, I assume you moved in Round Two. We all post at such varied times, it would be appreciated if you would indicate the Round your action occurs. It would prevent me from making too many assumptions in moving gameplay forward.
With the Barbarian waiting for an opportunity to strike, the big Bat flies to a position about 10 feet over Brandark and Kelvin's head. It lets out a horrific screech.
Everyone must make a DC 16 Fortitude save or be Stunned for 1d3 Rounds. This is a Supernatural Sonic based attack.

Brandark Plainswalker |

fort: 1d20 + 7 ⇒ (5) + 7 = 12
Of course. :(
duration: 1d3 ⇒ 2
Brandark winces and drops his axe as he holds his hands up to cover his ears.
Stunned: A stunned creature drops everything held,
can’t take actions, takes a –2 penalty to AC, and loses its
Dexterity bonus to AC (if any).

Elektra Stardancer |

I will try better. Was not meant to start immideatly.
Also I am not sure how this works, because last PFS I was informed I just do that actionwise and it happens at the end of my turn. I was confused, but the 4star gm said so are the rules... and I moved on.

GM Mazra |

I have always played it that a full round spell starts at the beginning of your next round. For instance, when I Summon in a creature, I do not get the use of that creature in the same round I am summoning it in. I get it the following round. The same should be true for all full round spells. By the way, what Round did you cast Enlarge. I think it works better if you started it in the first Round, though quite frankly in that Round you did not have a good view of the creature and what was going on.