
Deriven Firelion |

Or that may be an illusion or a double standing there. We shall see. She needed to roll a 1 (or close to) to fail her perception to hear battle outsider her area. This may be an easy set up to have us waste resources. We don't know her domains or magic items or allies.
Suffice it to say I'm delaying my action until it is determined she is real.

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Round 1
Lady Andaisin sneers at you, rising 10 feet into the air and holding her arms out as she incants a spell, words twisting the air and worming their way into your very brains...
Will saves if you please. DC is 19.
Depending on the results you may or may not be taking your turns... order is Varrel, Graxer, Ashe then Deriven

Asherick Whiteplume |

Ashe will save... 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21
+2 Protection from Evil; +1 vs Charm/Compulsion
Ashe disregards her commands as the magic washes over his goddess empowered will... he is unmoved.
Seeing her rise into the air... deters the paladin not! He sheaths his sword and drops his shield on its shoulder strap pulling his royal glaive-guisarme... she is still within reach! However switching weapons will not allow him to attack her when he moves to engage her in battle.
Move Action: Sheath Longsword
No Actiom: Drop shield on shoulder strap
Move Action: Move to Andasian and Draw weapon 'ROYAL Glaive-Guisarme-Mw {BaB+1}
Swift Action: Smite Evil - Andasian!

Graxer Firebeard |

Will: 1d20 + 15 ⇒ (15) + 15 = 30 Save!
Graxer will activate his judgement of justice.. He then drinks his potion of enlarge person.. He's invisible btw

Varrel |

FINALLY! A break. Missed bus to work. Tails pump blew up and took out the plant. And my Good Coffee mug got crushed!
1d20 + 7 ⇒ (19) + 7 = 26
Varrel shakes of the effect with the rage of a Man who Coffee Mug! has lost a dear friend.
Run with last posted action. CRIT CITY!

Asherick Whiteplume |

FINALLY! A break. Missed bus to work. Tails pump blew up and took out the plant. And my Good Coffee mug got crushed!
1d20+7
Varrel shakes of the effect with the rage of a Man who Coffee Mug! has lost a dear friend.
Run with last posted action. CRIT CITY!
You should repost your action on this page Verrel.. just for completeness if you can.

Graxer Firebeard |

Can you get to her Varrel? Need to fly or have reach

Varrel |

Varrel has the FLIGHT hex. I specifically activated it when I opened the door. 1 min of flight per level. Levitate 1/day and unlimited feather fall. I am wearing +1 chain shirt (I has Mithral Breastplate in my bag. Not proficient till level 7. So I can charge. Why could my familiar not be able?

Varrel |

Sorry Ashe, my initiative was higher. Varrel goes first.
Varrel barks a command,
☆Silf, EYES![dice=Silf Charge, NO AOO, aid another AC target 10]1d20+7+2
Success! Varrel gets +2 to attackThe paladin barely has time to finish his reply and the Magus was already charging through the air. This room was so wrong. There would be no holding back! He flies fast and straight casting as he goes and delivering a Icy Cold Strike as his magically enhanced blade comes down hard upon the woman batting at the dinosaur pecking her eyes!!
[dice= Swift Arcane Enchant +1 Keen,, Spellstrike, Charging, High Ground (flight) Attack, Aid another] 1d20+8+1+2+1+2
[dice= Scimitar+Cold+Stagger NO SAVE for 1 round] 1d6+4+1+4d6[dice=CONFIRM CRITICAL] 1d20+8+1+2+1+2
If the critical confirms she takes DOUBLE DAMAGE and is STAGGERED for 1 minThe blow is swift and mighty, cold magic seeping into the woman's bones!!

Varrel |

The attack hit AC30 (28 if silf cannot charge. The critical hit AC22. The hit did 24 damage and Staggers for 1 round. If the critical confirmed then 48 damage and staggered for 1 min, no save

Damoc Oberigo |

Initiative" 1d20 + 4 ⇒ (8) + 4 = 12
Will Save 1d20 + 4 ⇒ (14) + 4 = 18
Guys, don't forget the haste Damoc wanted to cast before the door was opened. After that will save, it looks like the only contribution he'll be making to the fight.
Even with the Physician's Mask, Damoc's head swims from the fumes of the seven humors. A veritable bit of hell transposed to our world.
As the party surges forward he feels confident of victory, but Andaisin's prayer saps his will. Hating himself for his weakness, he darts forward and throws himself prone at the blackclad woman's feet.

Varrel |

Well, including the Haste, I DEFINITELY have the needed movt and my Strike hits, confirming a critical on AC 23

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Round #1 (cont)
Varrel darts forwards and upwards, whilst Silf dives at the Priestess's eyes. Varrel's blow strikes true and the way that Andaisin winces and hisses it did some damage.
Ashe steps fowards calmly sheathing his sword and readying his pole-arm.
Damoc and Deriven fall prostrate on the ground.
Nobody can see what Graxer's up to yet.
Actions and rolls for the next round, please.

Deriven Firelion |

Will save1d20 + 11 ⇒ (8) + 11 = 19
Deriven wills himself to stand. He prays making the symbol of the sword in the air and raising up his Iomedaen holy symbol strapped to his forearm and directing it towards Andasian, "Valorous Iomedae, lend your favor to your servants and their allies; Visit your disfavor upon the servants of evil." The sun-bathed sword symbol of The Inheritor pulses a heavenly light.
Casts extended prayer. 40 foot burst centered on me. Should hit the whole room. +1 attack bonus to attack, damage, saves, and skill rolls./-1 penalty to all foes on same rolls.
SR check if needed:1d20 + 6 ⇒ (12) + 6 = 18

Varrel |

Round #1 (cont)
Varrel darts forwards and upwards, whilst Silf dives at the Priestess's eyes. Varrel's blow strikes true and the way that Andaisin winces and hisses it did some damage.
Ashe steps fowards calmly sheathing his sword and readying his pole-arm.
Damoc and Deriven fall prostrate on the ground.
Nobody can see what Graxer's up to yet.
Actions and rolls for the next round, please.
Wondering if the critical confirmed? It hits AC23. If it didn't she is staggered for 1 round, if it did she is staggered for 1 min

Asherick Whiteplume |

Ashe swings his Glaive-Guisarme with controlled fury... speaking only the command words for the use-activated Inheritor's Gauntlet... "JUSTICE CALLS!"
The weapon empowered by divine magic glows faintly with a golden hue...
Full Attack Action: Power Attack 1# w/Glaive 1d20 + 11 + 3 + 1 + 1 + 1 - 2 ⇒ (9) + 11 + 3 + 1 + 1 + 1 - 2 = 24
Full Attack Action: Power Attack 2# w/Glaive {Hasted} 1d20 + 11 + 3 + 1 + 1 + 1 - 2 ⇒ (16) + 11 + 3 + 1 + 1 + 1 - 2 = 31
Full Attack Action: Power Attack 3# w/Glaive 1d20 + 6 + 3 + 1 + 1 + 1 - 2 ⇒ (8) + 6 + 3 + 1 + 1 + 1 - 2 = 18
* Mods = +3 Smite Evil, +1 Magic Weapon, +1 Prayer, +1 Hasted, -2 Power Attack
Damage 1# Power Attack w/Glaive 1d10 + 4 + 6 + 1 + 1 + 6 ⇒ (9) + 4 + 6 + 1 + 1 + 6 = 27
Damage 2# Power Attack w/Glaive 1d10 + 4 + 6 + 1 + 1 + 6 ⇒ (10) + 4 + 6 + 1 + 1 + 6 = 28
Damage 3# Power Attack w/Glaive 1d10 + 4 + 6 + 1 + 1 + 6 ⇒ (9) + 4 + 6 + 1 + 1 + 6 = 27
* Mods = +6 Smite Evil, +1 Magic Weapon, +1 Prayer, + 6 Power Attack

Graxer Firebeard |

Enlarged and invisible Graxer will step to the lady.. Activating rage as a free action and bane as a swift.. And then lowers the boom..
Attack+Judge+Rage+Bane+Invis+Haste-PA: 1d20 + 9 + 2 + 2 + 2 + 2 + 1 - 2 ⇒ (11) + 9 + 2 + 2 + 2 + 2 + 1 - 2 = 27
Damage+Rage+Bane+PA: 2d8 + 8 + 3 + 2 + 6 + 2d6 ⇒ (2, 8) + 8 + 3 + 2 + 6 + (6, 2) = 37

Varrel |

Varrel launches into a spin, floating up just enough to maintain his high ground advantage over the cleric and spitting the arcane words to mark his foe as prey, slashing down once, twice, three times with his KEEN scimitar
Spell Combat Touch Spellstrike (Frostbite), Haste, Prayer, High Ground: 1d20 + 7 + 1 + 1 + 1 ⇒ (17) + 7 + 1 + 1 + 1 = 27
Scimitar Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
+ NON LETHAL COLD: 1d6 + 6 ⇒ (6) + 6 = 12
Critical threat 1
Spell Combat (Frostbite), Haste, Prayer, High Ground: 1d20 + 7 + 1 + 1 + 1 ⇒ (4) + 7 + 1 + 1 + 1 = 14
Scimitar Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
NON LETHAL COLD: 1d6 + 6 ⇒ (6) + 6 = 12MISS
Haste Bonus Attack Spell Combat (Frostbite), Haste, Prayer, High Ground: 1d20 + 7 + 1 + 1 + 1 ⇒ (19) + 7 + 1 + 1 + 1 = 29
Scimitar Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
+NON LETHAL COLD: 1d6 + 6 ⇒ (3) + 6 = 9
Critical threat
Confirm Critical 1: 1d20 + 7 + 1 + 1 + 1 ⇒ (6) + 7 + 1 + 1 + 1 = 16
Confirm Critical 2: 1d20 + 7 + 1 + 1 + 1 ⇒ (4) + 7 + 1 + 1 + 1 = 14
So. She take 14 lethal damage and 21 non lethal on top of that. She is also Fatigued AND ENTANGLED for 1 round with NO SAVE.
As the blade strikes home and more cold seeps deep into the woman's core, Varrel growls and speaks to her, Your Goddess abandons you. You will not survive this!
Enforcer Intimidate check: 1d20 + 7 ⇒ (1) + 7 = 8
Well, THAT roll will not shake anyone.

Damoc Oberigo |

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
Damoc strains to raise himself, but some malign inertia prevents him from raising himself. I can still think, and I can move somewhat. Perhaps ...
The mage begins the movements and speech to conjure a ward protecting him from evil.
Cast protection from evil.
New Will Save: 1d20 + 6 ⇒ (9) + 6 = 15
From the PRD -- Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. The rule implies Damoc can still cast from prone. Seems a little weak for a fifth level spell. I'll leave it to you if he can or not Megan.

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Round 2
Still shaken from Varrel's assault, Andaisin points at him chanting some mind-twisting syllables... but cannot keep her concentration, so she swears and swings her scythe at him instead.
Andaisin's attack: 1d20 + 11 ⇒ (5) + 11 = 16, damage 2d4 + 3 ⇒ (2, 1) + 3 = 6
Spinning in the air, Varrel strikes a flurry of blows, raining down cold energy as well as steel... the very air turns frigid.
Graxer suddenly blinks into view as he launches a massive strike...
Ashe's glaive-guisarme twirls in his hands like a twig, glowing gold as he strikes once, and again, and...
... the third strike misses as Andaisin drops to the ground limply flopping like a bundle of rags, stone-dead before she reaches the floor.
Those held by the greater command are abruptly set free.
All is still momentarily.
Then even as you catch your breath, you feel - deep in your bones - a rise of unholy energy, cold malevolence, and soul-wrenching evil that fills the chamber...

Asherick Whiteplume |

Ashe's expression is hidden behind his Griffon-Creasted Helm's visor, but he crouches at Lady Andasian's side to check if life has actually fled her body... he does NOT try to immediately stabilize her ~ he's only interested to know if it is even possible to suspend her death for questioning.
Heal Take 10! {Not bothering with healer's kit} 10 + 5 = 15
"We have awoken the ire of the Pallid Princess, as I expected... be wary... likely minions of unlife approach. This fight is not over... not yet."
Don't think you did nearly enough subdual damage to spare her Varrel.

Graxer Firebeard |

Graxer uses his last spell of the day and goes invisible again.. Continuing his rage..

Damoc Oberigo |

Damoc drags himself to a kneeling position, then, after placing his hand on his knee he pushes himself upright.
"I suspect you are right, Ashe. Malevolent does not even begin to describe what I felt after her death."
Damoc looks around quickly. "The next threat may be magical in nature. If one of you would search for auras, I will try to see the unseen."
The mage casts a pinch of talc and silver powder into the air and begins casting see invisibility.
Megan, Damoc cast shield from a scroll, duration one minute, just before entering the room with the two priests. I imagine that's expired now?

Varrel |

Well, that depends Ashe. I prpbably did enough to knock her out with my Damage alone based on Average hp for a 9th level cleric and my total over the two rounds. I think YOUR full attack erased my non lethal buffer.
Varrel lowers himself to float 2 feet above the ground and Silf circles overhead, Varrel holds his remaining 4 charges of his FROSTBITE and they both scan the room.
Perception Varrel: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Silf: 1d20 + 13 ⇒ (11) + 13 = 24
Stay Alert. Ashe drag her from here.

Asherick Whiteplume |

Ashe complies, "Very well.."
Ashe re-attaches his Royal Glaive-Guisarme to the hanger on his bow quiver at his back, then picks up the slain woman; cradling her dropped scythe in the crook of his arm.
Even in death and her body savaged with wounds and blood spattered... she is still lovely.
As Ashe makes his way from the chamber, Andaisa's cooling, body cradled in his arms, he lifts his visor and whispers to her, "..I do not regret ending your wicked life Andasia... but I do regret that Death was the only way to free you from the clutches of evil. I'll pray your spirit someday finds rest Away from the path of evil."
Ashe carries her from the putrid circular chamber down the hallway toward the chamber of the mostly dead Leukodaemons...

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As Ashe kneels to check Andaisa's remains, he sees that she is indead dead. But as he slings his weapons and makes to lift her corpse, her body crackles with unholy power and is lifted into the air. Her sundered flesh explodes with boils and pustules, while torrents of Urgathoa's foul humours flood forth and congeal into a sickening new body for the unliving saint!
She looks like this: a monstrosity of exposed muscle, twisting marrow, and hellish majesty. Flesh worn like a tattered gown and bone warped into gruesome weapons, her rent gut spills a wave of hardened fluids, dried bowels, and supremely powerful muscles into a single tentacle-tail, propelling the feminine horror forward.
This apparition mutters a few words, calling into existence a crackling black scythe...

Asherick Whiteplume |

Ashe is horrified at the sudden grizzly apotheosis of Andasian into this abhorrent new existence as an Undead SAINT of URGATHOA.
It is only years of training and reflex that take over as his thoughts reel at this defiled transmogrification of what was once a lovely young woman into something truly only an Unliving Monster of Corruption! Ashe draws Dauntless Heart in one determined motion - a soft prayer upon his lips, 'Inheritor... guide my hand!!'
Move Action: {Draw Longswerd}
Standard Action: Power Attack-Smite Evil w/Dauntless Heart-Longsword 1d20 + 11 + 3 + 1 + 1 - 2 ⇒ (12) + 11 + 3 + 1 + 1 - 2 = 26
* Mods = +3 Smite Evil, +1 Prayer, +1 Hasted, -2 Power Attack
Swift Action: Smite Evil {Daughter of Urgathoa-Andasian}
Free Action: Channeled SMITE! {Longsword-Consecrated}
Damage: w/Dauntless Heart-Longsword 1d8 + 1d6 + 4 + 4 + 1 + 12 ⇒ (7) + (4) + 4 + 4 + 1 + 12 = 32
* Mods = +1d6 {Channel Smite} +12 Smite Evil vs Undead, +1 Prayer, +4 Power Attack
Will Save DC16 {please} for 1/2 Damage on Channel Smite Damage
Opps... Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
... with his off-hand Ashe fumbles with his shield shoulder strap trying and unable to ready the shield to deflect the oncoming crackling black scythe of energy.
A half remembered thought echoes in the back of his mind - A Harrowing, The Cyclone, The Sickness, The Paladin {Inverted}...
{The paladin... fallen}
UNHOLY CRAP!!! :) Wow.. this was shocking! lol! Great fight, I was hoping there would be more than one round!

Varrel |

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Varrel is taken aback at the transformation of the formerly dead Cleric.
This new thing was wholly unknown to him and melee with it was not a pleasing prospect.
He elf flies straight up 20 feet and Casts FLAMING SPHERE at the monstrosity, aiding the paladin as he can.
A ball of flame appears in the space occupied by it and the smell of burning undead flesh begins
Flaming Sphere: 3d6 ⇒ (2, 5, 4) = 11

Damoc Oberigo |

Damoc is nearing the end of his spell when he hears the crackling and smells the sickeningly fresh fluids bursting from Andaisin's body. He turns to see her rise in the air. Ashe was right. We should have dragged her out of here and then killed he.
Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Megan a couple questions about spell duration and status: My estimates are in blue, but please let us know...
Did Damoc finish the see invisibility? Probably, but it depends on how fast Lady A's transformation was.
The group's haste had a six round duration, cast before we entered Andaisin's chamber. Is it still up? Depending on how long Lady A's transformation was there could be 0-3 rounds left.
Damoc had cast shield before entering the leukodaemon room, duration 10 rounds. Is it still up? 2 rounds of combat, some party discussion, the fight with Andaisin. I'm guessing this will run out 3 rounds before the haste.
Damoc cast protection from evil in the last round of combat against Andaisin, duration 6 minutes. Is this still up? Almost certainly still up with more than 5 minutes to go.

Graxer Firebeard |

init: 1d20 + 4 ⇒ (13) + 4 = 17
Graxer takea a full attack on the new undead beast..
attack+judge+bane+rage+invis+haste-PA: 1d20 + 9 + 2 + 2 + 2 + 2 + 1 - 2 ⇒ (16) + 9 + 2 + 2 + 2 + 2 + 1 - 2 = 32
damage+bane+rage+pa: 2d8 + 8 + 2 + 3 + 6 + 2d6 ⇒ (7, 2) + 8 + 2 + 3 + 6 + (2, 2) = 32
haste attack+judge+bane+rage+haste-PA: 1d20 + 9 + 2 + 2 + 2 + 1 - 2 ⇒ (16) + 9 + 2 + 2 + 2 + 1 - 2 = 30
damage+bane+rage+pa: 2d8 + 8 + 2 + 3 + 6 + 2d6 ⇒ (4, 6) + 8 + 2 + 3 + 6 + (4, 5) = 38

Varrel |

Time for Graxer and Ashe to shine. This enemy is made for them. Checked the PFSRD. She was a level 10 cleric and this thing is a CR8, between ashe,graxer,barrel and damoc, we have just topped her AGAIN. Yay team!
Varrel witnesses the transformation from his height a grotesque thing lurching forward to consume his friends. ....His ball of flame not causing much of a flinch.
But for 2 things that halted the return from the dead.
1,the resounding cry of "Imoedae" from the shining paladin. Nieve, he may be, but his goddess was with him as he hits home. A single powerful, divine charged blow from a shining sword.
The second and even more definitive thing, was a hairy, smelly, blood soaked ball of fury that was Graxer Firebeard. The stout, muscular dwarf reacts even faster than the paladin, his call to his god simply a roar than a word. Two blows that separately could cleave a bull in two BOTH hitting home in a sickening crunch by a Great sword swung so hard it smashes bone and cuts flesh. In his magically enlarged form it was as if some great bear had decided to pick up a sword.
It did not matter that this was Urgotha's holy place. Imoedae and Gorum, TWO WAR GODS had come to fight her here and would win this day!
Watching the two of them bring holy terror to the evil undead thing, Varrel felt heartend that they could put down anything Illeosa could send at them.
Ware your actions, Queen. We are coming for you!

Asherick Whiteplume |

Don't be so sure... I know that sometimes 'named' npc's of a specific monster type in AP's have few more hit points than the generic monster in the SRD or Bestiary listings.

Deriven Firelion |

Doubtful. These modules are designed for four 15 point characters. We are five 20 point characters. Rarely do fights last long against single opponents in four character parties, much less a party our size. Paizo is good at the story part of adventures, not particularly good at designing challenging encounters in their modules.

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OK, questions first. Damoc, the only invisible thing you saw was Graxer, who had recast it... and soon reappeared when he attacked the risen 'Daughter of Urgathoa' of course. Your haste has 2 rounds to go. Damoc's shield has expired, the protection from evil is still active. And now I believe we have another fight on our hands...
Daughter of Urgathoa's initiative: 1d20 + 3 ⇒ (7) + 3 = 10

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Round 1
Graxer barrels into visibility, his enlarged self swinging his greatsword delivering mighty blows... his evident rage doing nothing to blunt the accuracy of his attack, merely enhancing its ferocity! His first blow slices through that ghastly tentacle-tail, leaving it twitching on the floor. The second severs the Daughter of Urgathoa's left arm...
Scarcely missing a beat, Ashe steps forwards drawing his sword in one smooth movement as he calls upon his deity and it flares into light - not the gentle golden glow that you all have seen many times before, but a harsh actinic blaze reminiscent of a refiner's fire. He lashes out, striking the Daughter of Urgathoa's torso...
Reeling from the onslaught, the vile apparaition swings her black crackling scythe, aiming past the Paladin below her... somewhere behind him there is a crash of breaking glass. Releasing the weapon, she claws at him with her enlarged right hand...
Daughter of Urgathoa's attack: 1d20 + 13 ⇒ (12) + 13 = 25, damage 1d8 + 9 ⇒ (3) + 9 = 12 plus diseased touch (not that that is much use against a paladin!).
Deriven, a bit flustered, casts spear of purity but the bolt of energy goes wide.
Damoc You asked a lot of questions but didn't say what you were doing...
Varrel flies up into the air above the tattered monstrosity and casts a crackling flaming sphere at it... the sphere burns into the flesh, boiling unspeakable liquids and making it smell, if possible, even worse...
... and it drops to the floor, a smoking mass, unmoving, life again departed.

Asherick Whiteplume |

Ashe grunts in pain as the woman turned undead monster claws at him breaching past his armored shoulder paulderon... but he bears it with grim determination.
But the sound of the shattering glass behind and down the corridor... garners an alarmed look upon his face!
Rising fully... Ashe readies his shield and turns to run down the hallway leaving the once again slain Andaisin without a glance... but voices a warning as he moves, "...the defiled Urgathoan released the fiend! We must slay it before it gets free to wreak even greater harm free in the city!"
Move Action: {Ready Shield}
Move Action: Move back down the hallway to the Leucuodaemon room - 20'ft}
As Ashe moves a golden light emits from his wounded bleeding shoulder as he silently calls upon his goddess to lay her divine hands upon his wounds...
Swift Action: Lay On Hands - Self 3d6 ⇒ (3, 3, 3) = 9
The bleeding stops.. and there is no smell of corruption from the wound...
Megan: Need to know I Smite Evil on Andaisin when I initially spotted her... when we dropped her did I actually have to Smite her again as a Daughter of Urgathoa... or was she not yet defeated and my original Smite Evil still in effect? It makes a big difference now in that I might have a Smite Evil left to me to deal with the fiend or not.

Damoc Oberigo |

I figured my stellar initiative roll meant that Lady A went before Damoc. That's why I posted no action.
Damoc watches as Graxer and Ashe cut into the rising monstrosity and as Varrel finishes it off. It only takes a second after the monster lies still for him to realize what the sound of crashing glass signifies.
He dashes down the hall to confront the latest threat to Korvosa. Crossing the threshold into the room of leukodaemons, he checks that the glass holding the last one is indeed broken before conjuring his own attack.
If the leukodaemon is free, Damoc will toss a fireball its way.
Reflex Save DC 18 for half Damage: 6d6 ⇒ (5, 4, 2, 2, 3, 4) = 20
Beating Spell resistance 1d20 + 3 ⇒ (7) + 3 = 10

Varrel |

With yet another threat appearing, Varrel flies 30ft down the corridor behind Ashe and Graxer, using his will to similarly direct the Ball of Flame to follow, it would persist awhile as long as he allowed, it might be useful yet. ...

Asherick Whiteplume |

Initiatives & Move -
Ashe {16} - Ready Shield {Move Action} & Move 20'ft
Varrel {11} - Flight Hex - Move 30'ft
Damoc {8} - Move 30'ft & Cast Fireball
Deriven {6) - Move 20'ft if double move 40'ft

Asherick Whiteplume |

Oh...er technically... since Damoc was not in melee with Andaisin or her risen Daughter of Urgathoa form... he would be the furthest back in the party likely he is in the lead. Closely followed by Varrel who is faster than Ashe or Deriven.

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Thank you.
Damoc in the lead, you all get back to the chamber with the tubes in it (Map reminder).
Indeed the last of the tubes is now also shattered (the top right one, if you care), and the leucodaemon is shaking his wings out and not looking best pleased.
I take it you wish to barrel straight in and attack him? You may have a surprise round as he gets himself sorted out.
Surprise Round
Damoc gets there first, with enough breath to summon up his powers and cast a fireball at the leucodaemon. That at least gets his attention, now I'll go roll his save...
Leucodaemon's save: 1d20 + 14 ⇒ (6) + 14 = 20
Varrel's the next to arrive, airborne and with Silf flapping alongside and his ball of flame following obediently along - do you want to direct it at the leucodaemon?
Below, Ashe and Graxer arives, Deriven close on their heels.

Asherick Whiteplume |

Ashe does not hesitate charging right at the fiend giving him no quarter or chance to call upon any powers of Abbandon...
Raising Dauntless Heart high Ashe is empty of divine power to smite evil anymore this day... but he has one last resource.
He calls our the command words empowering the Inheritors Gauntlet, a golden glow suffusing the armors gauntlet, "Inheritor's Wrath!"
Free Action-Use Activated Item: Bane vs Evil Outsiders {Swords only}
Full Roound Action: Charge Power Attack: w/Dauntless Heart-Longsword 1d20 + 11 + 1 + 1 + 2 + 2 - 2 ⇒ (2) + 11 + 1 + 1 + 2 + 2 - 2 = 17
* Mods: +1 prayer, +1 haste, + 2 charge, +2 Bane {Evil Outsiders w/Swords} - 2 power attack {Versus Flat-footed AC 'hopefully'}
Damage: Dauntless Heart w/Bless Weapon, Bane Vs Evil Outsiders {Swords only}, Power Attack 1d8 + 2d6 + 6 + 4 + 1 ⇒ (1) + (4, 4) + 6 + 4 + 1 = 20
* Mods: +2d6+2 Bane evil outsiders, +1 Prayer, +4 Power Attack, +4 normal Damage
- Dauntless Heart is Magic & Good from potion of Bless Weapon still active... if Ashe can hit
Move: {As part of charge}
Ashe draws the fiend's attention so he does not try to strike at Damoc who has presented himself as a target by the casting of his spell, "Begone obscene fiend and spawn of the Horseman! This is not your realm...!! Return to the foul darkness that spawned you and your masters!!!"
Ashe is standing where he wants to be - face to face with the fiend! A quick bob/nod of his head snaps his visor down. Sword and shield in hand he grimly stands ready to receive the onslaught of the evil outsider of plague personified...