
DoubleGold |

yeah, I didn't think of that, it is undead, but you can crush its body and bones
cmb: 34 + 1d20 ⇒ 34 + (5) = 39 yeah, were just going say you killed this one zub, hes gotta roll a nat 20 to actually get out.
as zub spends time strangling and destroying it, it turns to dust after is dies, and nahoce releases here blade.
The heroes now have 5 directions to go, south, southwest, southeast, northeast, northwest. Though not all of them are important to the mission, some contain valueable secrets that can help, otherwise might have hostages/slaves.

DoubleGold |

after about a minute, heroes get open the hard to open door that was stuck.
Inside they see 4 great ghuls, and 12 beetles, but only 1 beetle is real, and every 3rd round 6 more beetles come in as they are illusions and heroes can tell this but can't tell which one is real, and the illusions can switch spots with the real one if the real one hasn't been ided yet. whoever makes a 20 will save and a 20 perception save at the same time identifies the real one, if you tell others what the real one is, everyone else gains a +4 bonus to both. and yes the illusions can be killed.
init: 9 + 1d20 ⇒ 9 + (9) = 18 ghuls
init: 13 + 1d20 ⇒ 13 + (20) = 33 silver
init: 14 + 1d20 ⇒ 14 + (18) = 32 elmar
init: 21 + 1d20 ⇒ 21 + (12) = 33 kaylor
init: 7 + 1d20 ⇒ 7 + (18) = 25 zub
init: 7 + 1d20 ⇒ 7 + (6) = 13 nahoce
init=last beetles, they automatically deal 3 piercing damage to whoever they touch, damage reduction applies, a single hit kills them, they are very tiny and fast though they automatically go last, ac 30, t 30, ff 14.
drew the room underneath.

Elmar Thonsson |

Will (+2 if SLA): 1d20 + 12 ⇒ (17) + 12 = 29
Elmar, with his perception bonus, cannot miss the real beetle; so he uses his surprise round action to fire a Durable Adamantine Arrow at it.
miss if nat 1: 1d20 ⇒ 4

DoubleGold |

actually elmar, they knew you were here as the door was stuck and you had made noise to open it, the creatures knew what was up, go ahead and make a full round 1
elmar kills the real beetle with a well placed shot causing all the illusions to disappear.

Elmar Thonsson |

Eh... I'm going to say he spent his turn focusing on the beetle anyway, let the others pummel some ghuuls for a round since Elmar's first attack is responsible for half of his damage anyway.

Silver Bullet |

hit: 24 + 1d20 ⇒ 24 + (14) = 38
hit: 19 + 1d20 ⇒ 19 + (4) = 23
hit: 14 + 1d20 ⇒ 14 + (3) = 17 as I fire some arrows off on the ghuls
and only 2 arrows hit
dmg: 2d8 + 16 + 2d6 ⇒ (6, 7) + 16 + (4, 1) = 34 last 3d6 is fire.

DoubleGold |

I'm going to have Nahoce channel energy on all the ghuls, though this is after they go.dmg: 8d6 ⇒ (2, 5, 6, 4, 5, 2, 4, 4) = 32 will: 12 + 1d20 ⇒ 12 + (3) = 15 and they all fail
Kaylor is up I wouldn't be surprised if the weekend goes slow and posting goes down. Valentines day weekend, plus snow storms equals slower posting

Kaylor Traice |

Kaylor moves forward and attacks the end ghul defensively.
To Hit: 1d20 + 24 + 2 - 4 ⇒ (10) + 24 + 2 - 4 = 32
Damage: 1d6 + 15 + 12 + 3d6 + 2d6 + 2 ⇒ (2) + 15 + 12 + (2, 2, 4) + (1, 6) + 2 = 46 3d6 is fire, cold, and electricity (1d6 each). 2d6 is due to a bane weapon

DoubleGold |

3 ghuls will try to attack kaylor with full attacks as they just need to shift
hit: 9d20 ⇒ (20, 2, 10, 14, 14, 18, 20, 11, 14) = 123 since they need nat 20s and 2 of them actually get a bite on kaylor confirms: 2d20 ⇒ (4, 7) = 11
dmg: 2d6 + 16 ⇒ (6, 4) + 16 = 26
cmb: 33 + 1d20 ⇒ 33 + (8) = 41 to break zubs grapple.
Round 2 begin

Elmar Thonsson |

Elmar will get to raining arrows on the Ghuls, starting with the one closest to him. Cold iron arrows are cheap enough that he'll just fire those.
Attack 1: 1d20 + 32 - 2 - 4 + 6 + 1 ⇒ (17) + 32 - 2 - 4 + 6 + 1 = 50
Damage: 2d8 + 2 + 12 + 14 + 16 ⇒ (2, 4) + 2 + 12 + 14 + 16 = 50
Attack 2: 1d20 + 32 - 2 - 4 + 6 + 1 ⇒ (10) + 32 - 2 - 4 + 6 + 1 = 43
Damage: 1d8 + 1 + 6 + 7 + 8 ⇒ (6) + 1 + 6 + 7 + 8 = 28
Attack 3: 1d20 + 32 - 2 - 4 + 6 + 1 ⇒ (6) + 32 - 2 - 4 + 6 + 1 = 39
Damage: 1d8 + 1 + 6 + 7 + 8 ⇒ (2) + 1 + 6 + 7 + 8 = 24
Attack 4: 1d20 + 27 - 2 - 4 + 6 + 1 ⇒ (6) + 27 - 2 - 4 + 6 + 1 = 34
Damage: 1d8 + 1 + 6 + 7 + 8 ⇒ (5) + 1 + 6 + 7 + 8 = 27
Attack 5: 1d20 + 22 - 2 - 4 + 6 + 1 ⇒ (20) + 22 - 2 - 4 + 6 + 1 = 43
Damage: 1d8 + 1 + 6 + 7 + 8 ⇒ (7) + 1 + 6 + 7 + 8 = 29
Attack 5 confirm: 1d20 + 22 - 2 - 4 + 6 + 1 ⇒ (7) + 22 - 2 - 4 + 6 + 1 = 30
Bonus Damage: 2d8 + 2 + 12 + 14 + 16 ⇒ (3, 8) + 2 + 12 + 14 + 16 = 55

Kaylor Traice |

Kaylor grins and full attacks right back on them.
How long has it been since the fight before the swarms?
Obviously, if one dies, Kaylor will aim the others at someone else
To Hit 1: 1d20 + 24 + 2 - 2 ⇒ (12) + 24 + 2 - 2 = 36
Damage: 1d6 + 15 + 12 + 3d6 + 2d6 + 2 ⇒ (5) + 15 + 12 + (5, 3, 2) + (2, 3) + 2 = 49
Arcane Mark: 1d20 + 24 + 2 - 2 ⇒ (4) + 24 + 2 - 2 = 28
Damage: 1d6 + 15 + 12 + 3d6 + 2d6 + 2 ⇒ (2) + 15 + 12 + (3, 2, 2) + (3, 4) + 2 = 45
To Hit 2: 1d20 + 19 + 2 - 2 ⇒ (18) + 19 + 2 - 2 = 37
Confirm 2: 1d20 + 19 + 2 - 2 + 9 ⇒ (5) + 19 + 2 - 2 + 9 = 33
Damage: 1d6 + 15 + 12 + 3d6 + 2d6 + 2 ⇒ (6) + 15 + 12 + (1, 4, 6) + (1, 3) + 2 = 50
Crit Damage: 1d6 + 12 + 2 ⇒ (5) + 12 + 2 = 19
To Hit 3: 1d20 + 14 + 2 - 2 ⇒ (18) + 14 + 2 - 2 = 32
Confirm 3: 1d20 + 14 + 2 - 2 + 9 ⇒ (16) + 14 + 2 - 2 + 9 = 39
Damage: 1d6 + 15 + 12 + 3d6 + 2d6 + 2 ⇒ (3) + 15 + 12 + (1, 2, 5) + (4, 3) + 2 = 47
Crit Damage: 1d6 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Zuberu |
Zuberu's form bursts into flames as he crushes the ghul trapped in his arms.
Grapple (righteous might): 1d20 + 29 + 4 + 5 - 3 ⇒ (2) + 29 + 4 + 5 - 3 = 37
Damage (might, greyflame): 1d8 + 13 + 10 + 2d6 + 1d6 ⇒ (5) + 13 + 10 + (4, 5) + (5) = 42
Self Damage: 1d6 ⇒ 1
Greater Grapple: 1d20 + 29 + 4 + 5 - 3 ⇒ (8) + 29 + 4 + 5 - 3 = 43
Damage (might, greyflame): 1d8 + 13 + 10 + 2d6 + 1d6 ⇒ (4) + 13 + 10 + (5, 1) + (5) = 38
Self Damage: 1d6 ⇒ 1
Rapid Grapple: 1d20 + 29 + 4 + 5 - 3 ⇒ (12) + 29 + 4 + 5 - 3 = 47
Damage (might, greyflame): 1d8 + 13 + 10 + 2d6 + 1d6 ⇒ (8) + 13 + 10 + (3, 3) + (4) = 41
Self Damage: 1d6 ⇒ 1
If it tries to break free Zuberu's CMD is 56. If it attacks in the grapple his AC is 31 with DR 10.

DoubleGold |

rounds been since the last fight: 1d15 + 3 ⇒ (12) + 3 = 15 at Kaylor 90 seconds

DoubleGold |

and as the heroes work together they kill the monsters in no time flat ghuls disintegrating. The beetle killed turns to stone and on the wall is an impression where you can place the stone beetle. A sign reads: beyond this door lies great power and great evil, enter at your own risk. You may get sucked in or lost beyond this point though if heroes don't wish to do that yet, there is like 4 other sections to explore.

DoubleGold |

which section heroes? we have a more south path, northeast, northwest, southeast, southwest. You are looking for treasures, slaves and hidden secrets of Hakotep that can help you put him to rest once and for all and end his reing of terror.

Kaylor Traice |

Then Kaylor still has plenty of time on his mirror image.
1 is actual hit: 1d9 ⇒ 3
1 is actual hit: 1d8 ⇒ 4
The last thing the undead see before being crushed, sliced, and bludgeoned to death by the killer quartet is Kaylor smirking as he continues to remain unhit.
6 copies remaining for about 13 minutes
Kaylor turns invisible again as the group heads south.

DoubleGold |

The heroes move south again, which causes the door to lock shut forever, unless they litterally break it down, there is not going back. the other rooms where just experience and treasure anyway, but you did miss out on an interesting NPC that can become you enemy or your ally depending upon roleplay
Pharoah's Vault
The walls of this circular chamber are coated with white plaster. A life-sized statue of an imposing pharoah (history 30 to id, also gives a rare artifact upon idtenfying it), his stern face deep in contemplation and his hands cradling what appears to be an entire city, stands near the southern end of the room.
They also see a creature chained up against a wall and one wax figures as a statue. There is actually 2 statues in the room, one in wax, the other portraying a pharaoh made of stone Hello, my name is Agazuberi, please unchain me and set me free. and there is a key in the middle of the room out of anyones reach

Elmar Thonsson |

Perception: 1d20 + 34 ⇒ (13) + 34 = 47
Elmar whispers to the group that the chains are set to release if we attack her, for reasons he cannot fathom.

DoubleGold |

she responds to Zuberu they know I can do certain things and that I have certain powers that I'm afraid to share, they were going to kill me outright, but they have instead decided to keep me prisoner to serve them. They haven't had much control over me, but they do let me out of these chains once a week just enough to make me do some tasks for them, because they know I'm capable of doing them.

DoubleGold |

oh zub, there was a key in the middle of the room on the floor which unlocks the chain, which you all saw, no need to smash the chains and make all that noise, unless your character really would do that.
Thank you she says and then she frees her construct. They move out the door faster than you could say "you're welcome" and when the doors opens for just a split second, all you can see is desert out there. You can see a Unicorn taking off as she gets on it before the door closes. if you want to spend the hours tracking her, maybe even days, you can try, but good luck with that, she is long gone
what now heroes? You can spend more time in this room, move out and go onto the next quest, track her, or whatever you want to do.

Elmar Thonsson |

Unicorns always help the good guys, right? No worries. Elmar is fine moving on as well. We came here to kill the baddest mummy ever, after all.

Kaylor Traice |

If we want to go back later, we can just rest and Kaylor will prepare Teleport.
Planes: 1d20 + 23 ⇒ (10) + 23 = 33
Auto-pass the spellcraft check
"Well, normally those things are evil. But since she chose not to sick her golems on us, I suppose she might not be." Kaylor shrugs. "Shall we continue onwards?"

DoubleGold |

unicorns are CG and they do have detect evil, but there is always a chance the Unicorn did not cast detect evil if the unicorn does not suspect that she is evil, so she probably never did anything evil in the presence of the unicorn, so she could still be evil or not. It is detect evil, not sense evil. As well as many other things, the unicorn only knows so much but isn't omniscient. It is like the detect magic spell, if a player/character does not suspect magic presence or would not think of it, he/she would not use the at will spell even though the player has it, that is usually new players, but we don't know how experience this Unicorn it.
Heroes move on into the the Foyer after a long rest spells back, recharge 15 hp, and that girl is back in her city by now, her home were she resides if you want to find her.
Tef-Naju stops the pcs You want into the Foyer, you won't see the light of day and the city will be ours to enslave
Special Earth elementals are attacking, there are 5 of them, Plus Tef-Naju
init: 8 + 1d20 ⇒ 8 + (1) = 9 all of them
init: 13 + 1d20 ⇒ 13 + (19) = 32 silver
init: 21 + 1d20 ⇒ 21 + (13) = 34 Kaylor
init: 14 + 1d20 ⇒ 14 + (7) = 21 elmar
init: 7 + 1d20 ⇒ 7 + (16) = 23 zub
init: 7 + 1d20 ⇒ 7 + (2) = 9 nahoce
they are all 25 from us and we are outside, but near building, we have infinite space to back up, but they only have 10 feet to back up.
edit they are all cr 14s but tefnaju is cr 17.

Elmar Thonsson |

Unicorns are also constantly warded by Magic Circle Against Evil, meaning an extraplanar evil creature would have trouble even touching one. Hmm.
Perception: 1d20 + 34 ⇒ (8) + 34 = 42
Is Tef-Naju human, undead, or neither?

DoubleGold |

they are all outsiders,
yep did not know that about the Unicorn, so you can assume the characters noticed this one lacked a magic circle as you saw a red spot on its white skin telling you it was born without that ability and replaced with SR of 15
tef-naju is cre 17 while the rest are cr 14.
vulnerable to cold, takes 5 extra damage from evocation and enchantment spells or has a -2 to all saves or both. immune to acid and have dr 10/magic or natural weapons. Some are Shaitan, others are just outsiders similar to to Shaitans.

Kaylor Traice |

Planes: 1d20 + 23 ⇒ (9) + 23 = 32
Remiel speaks in everyone's head. They're weak to cold, evocation, and enchantment spells. They're immune to acid, and you should use magic or natural weapons against them.
Kaylor will charge up his weapon as per usual with keen, frost, flame, shocking bane and then attack one with maximized intensified shocking grasp.
Defensively
To Hit: 1d20 + 24 + 2 - 4 ⇒ (7) + 24 + 2 - 4 = 29
Damage (non-cold): 1d6 + 12 + 15 + 2d6 + 2d6 + 60 + 5 + 2 ⇒ (6) + 12 + 15 + (4, 5) + (5, 2) + 60 + 5 + 2 = 116
Cold: 1d6 ⇒ 2
Total damage: 116 + 3 = 119

Elmar Thonsson |

Well, Elmar does have magic weapons, so he'll start picking off elementals.
Attack 1: 1d20 + 32 - 2 - 4 + 1 ⇒ (15) + 32 - 2 - 4 + 1 = 42
Damage: 2d8 + 14 + 2 + 16 ⇒ (2, 1) + 14 + 2 + 16 = 35
Attack 2: 1d20 + 32 - 2 - 4 + 1 ⇒ (10) + 32 - 2 - 4 + 1 = 37
Damage: 1d8 + 7 + 1 + 8 ⇒ (8) + 7 + 1 + 8 = 24
Attack 3: 1d20 + 32 - 2 - 4 + 1 ⇒ (5) + 32 - 2 - 4 + 1 = 32
Damage: 1d8 + 7 + 1 + 8 ⇒ (8) + 7 + 1 + 8 = 24
Attack 4: 1d20 + 27 - 2 - 4 + 1 ⇒ (9) + 27 - 2 - 4 + 1 = 31
Damage: 1d8 + 7 + 1 + 8 ⇒ (4) + 7 + 1 + 8 = 20
Attack 5: 1d20 + 22 - 2 - 4 + 1 ⇒ (13) + 22 - 2 - 4 + 1 = 30
Damage: 1d8 + 7 + 1 + 8 ⇒ (4) + 7 + 1 + 8 = 20

Silver Bullet |

with Kaylor and Elmars combined attacks, they manage to kill one of the minions and get another hit off.
silver will fire off some arrows hit: 23 + 1d20 ⇒ 23 + (7) = 30
hit: 18 + 1d20 ⇒ 18 + (10) = 28
hit: 13 + 1d20 ⇒ 13 + (15) = 28
dmg: 3d8 + 24 + 3d6 ⇒ (2, 5, 4) + 24 + (5, 3, 1) = 44 64 dmg total to a 2nd one

DoubleGold |

the map is up, the green is the enemy
they will burrow and then try to come up behind us and attack to catch us offguard.
stealth: 9 + 1d20 ⇒ 9 + (17) = 26 they were up against the building but now they are behind us, if their stealth beats our perception, we are flat footed.
2 attacks on kaylor hit: 26 + 1d20 ⇒ 26 + (20) = 46 hit: 26 + 1d20 ⇒ 26 + (18) = 44 ouch, 2 hits on kaylor even if he isn't flatfooted
hit: 26 + 1d20 ⇒ 26 + (20) = 46 vs elmar
hit: 26 + 1d20 ⇒ 26 + (10) = 36 vs silver
ouch, even if we weren't caught ff, that is still a hit
dmg kaylor: 2d6 + 22 ⇒ (5, 2) + 22 = 29
dmg silver: 1d6 + 11 ⇒ (6) + 11 = 17
dmg elmar: 1d6 + 11 ⇒ (6) + 11 = 17
crit confirms: 1d20 + 26 ⇒ (2) + 26 = 28 on kaylor and it did not crit, though if your perception does not beat that 26 stealth, then it did crit
crit confirmst: 1d20 + 26 ⇒ (8) + 26 = 34 on elmar. additonal dmg: 1d6 + 11 ⇒ (1) + 11 = 12
Nahoces botting and then we are up again
Zub you have the boss pinned, oh wait let me make sure cmb: 1d20 ⇒ 7 yeah he needs to roll a 20

Zuberu |
Doublegold, he isn’t pinned yet, just grappled. If he doesn’t think he can escape he can attack normally or punching or something.
Zuberu easily overpowered the geniekin champion. Compared to the mummified beast this was no worthy foe. The brawny priest laughs as he proceeds to utterly dominate his opponent, cinching his arms around the outsider’s ribcage, cinching his hold in tight, and crushing him in a merciless bearhug.
Activate Eaglesoul.
Grapple (eagle soul, righteous might): 1d20 + 29 + 3 + 2 - 3 ⇒ (19) + 29 + 3 + 2 - 3 = 50
Damage (ferocious): 2d6 + 13 + 2d6 + 5 + 6 + 6 ⇒ (1, 2) + 13 + (3, 6) + 5 + 6 + 6 = 42
Bearhug Non-lethal Damage: 3d6 + 6 ⇒ (1, 4, 4) + 6 = 15
Self Damage: 1d6 ⇒ 2
Greater Grapple: 1d20 + 29 + 3 + 2 - 3 ⇒ (6) + 29 + 3 + 2 - 3 = 37
Damage: 2d6 + 13 + 2d6 + 5 + 6 ⇒ (2, 4) + 13 + (6, 6) + 5 + 6 = 42
Bearhug Non-lethal Damage: 3d6 + 6 ⇒ (6, 4, 3) + 6 = 19
Self Damage: 1d6 ⇒ 5
Rapid Grapple: 1d20 + 29 + 3 + 2 - 3 ⇒ (13) + 29 + 3 + 2 - 3 = 44
Damage: 2d6 + 13 + 2d6 + 5 + 6 ⇒ (6, 4) + 13 + (2, 5) + 5 + 6 = 41
Bearhug Non-lethal Damage: 3d6 + 6 ⇒ (1, 2, 1) + 6 = 10
Self Damage: 1d6 ⇒ 6
Total of 125 lethal plus 44 non-lethal.

Kaylor Traice |

Actually, due to uncanny dodge, Kaylor can't be caught flat-footed unless someone feints, so unless it might get me AoO on the creatures due to their movement, I see no point in rolling. And due to fighting defensively, only the nat 20 hits.
Kaylor grins, barely noticing the creature's blow. Instead he strikes right back at them, activating his boots.
With defensive fighting, this makes his AC 47
Non-Cold: 1d6 + 12 + 15 + 2d6 + 2d6 + 2 + 60 + 5 ⇒ (4) + 12 + 15 + (5, 5) + (3, 5) + 2 + 60 + 5 = 116
Cold: 1d6 ⇒ 6 +3 = 125 total
To Hit 1: 1d20 + 24 + 2 - 2 - 4 + 1 ⇒ (1) + 24 + 2 - 2 - 4 + 1 = 22
Haste: 1d20 + 24 + 2 - 2 - 4 + 1 ⇒ (6) + 24 + 2 - 2 - 4 + 1 = 27
Non-Cold: 1d6 + 12 + 15 + 2d6 + 2d6 + 2 ⇒ (1) + 12 + 15 + (6, 3) + (3, 6) + 2 = 48
Cold: 1d6 ⇒ 6 +3 = 57 total
To Hit 2: 1d20 + 19 + 2 - 2 - 4 + 1 ⇒ (4) + 19 + 2 - 2 - 4 + 1 = 20
Non-Cold: 1d6 + 12 + 15 + 2d6 + 2d6 + 2 ⇒ (6) + 12 + 15 + (3, 1) + (4, 4) + 2 = 47
Cold: 1d6 ⇒ 1 +1 = 49 total
To Hit 3: 1d20 + 14 + 2 - 2 - 4 + 1 ⇒ (11) + 14 + 2 - 2 - 4 + 1 = 22
Non-Cold: 1d6 + 12 + 15 + 2d6 + 2d6 + 2 ⇒ (3) + 12 + 15 + (3, 1) + (5, 6) + 2 = 47
Cold: 1d6 ⇒ 5 + 2 = 54 total
If one of the elementals next to him still looks pretty healthy, he'll also blast a quickened shocking grasp. Let me know if this hits/misses/doesn't happen because he still has the charge if he misses.
To Hit: 1d20 + 24 + 2 - 2 - 4 + 1 ⇒ (2) + 24 + 2 - 2 - 4 + 1 = 23
Non-Cold: 1d6 + 12 + 15 + 2d6 + 2d6 + 2 + 10d5 + 5 ⇒ (3) + 12 + 15 + (4, 4) + (3, 5) + 2 + (4, 5, 4, 2, 2, 2, 4, 4, 2, 5) + 5 = 87
Cold: 1d6 ⇒ 5 +2 = 94 total

Elmar Thonsson |

Since the grappled leader can't make AoOs, Elmar steps back and fires at the closest Elemental. DR is only applied once per enemy b/c Clustered Shots, but his weapons are magic...
Attack 1: 1d20 + 32 - 2 - 4 + 1 ⇒ (3) + 32 - 2 - 4 + 1 = 30
Damage: 2d8 + 14 + 2 + 16 ⇒ (5, 8) + 14 + 2 + 16 = 45
Attack 2: 1d20 + 32 - 2 - 4 + 1 ⇒ (2) + 32 - 2 - 4 + 1 = 29
Damage: 1d8 + 7 + 1 + 8 ⇒ (1) + 7 + 1 + 8 = 17
Attack 3: 1d20 + 32 - 2 - 4 + 1 ⇒ (17) + 32 - 2 - 4 + 1 = 44
Damage: 1d8 + 7 + 1 + 8 ⇒ (7) + 7 + 1 + 8 = 23
Attack 4: 1d20 + 27 - 2 - 4 + 1 ⇒ (7) + 27 - 2 - 4 + 1 = 29
Damage: 1d8 + 7 + 1 + 8 ⇒ (4) + 7 + 1 + 8 = 20
Attack 5: 1d20 + 22 - 2 - 4 + 1 ⇒ (2) + 22 - 2 - 4 + 1 = 19
Damage: 1d8 + 7 + 1 + 8 ⇒ (6) + 7 + 1 + 8 = 22

DoubleGold |

kaylor hit once and elmar hit once, 31 to hit
anyway Nahoce will hit 5 of them with her fan blades spell as she traps them and this hits the leader to but not zubdmg: 15d6 ⇒ (4, 3, 3, 4, 4, 1, 1, 5, 5, 6, 3, 3, 1, 3, 6) = 52
ref: 15 + 1d20 ⇒ 15 + (6) = 21

Kaylor Traice |

geez, 31 is their touch AC a la adamantine weapon? Also, just a reminder, all our initial attacks were versus their flat-footed AC since they hadn't acted yet. Which is important because if my spell attacks miss, I still have that charge, so I'd want to avoid needlessly wasting more spells.

DoubleGold |

yep, I took into account ff during the first attack, anyway it is their turn again and you still have a charge Kaylor
They shift if needed and make their attacks.
hit: 26 + 1d20 ⇒ 26 + (12) = 38 vs kaylor
hit: 26 + 1d20 ⇒ 26 + (6) = 32 vs kaylor
hit: 21 + 1d20 ⇒ 21 + (11) = 32 vs kaylor
hit: 21 + 1d20 ⇒ 21 + (4) = 25 vs kaylor
hit: 16 + 1d20 ⇒ 16 + (10) = 26 vs kaylor
hit: 16 + 1d20 ⇒ 16 + (10) = 26 vs kaylor
hit: 26 + 1d20 ⇒ 26 + (7) = 33 vs elmar
hit: 21 + 1d20 ⇒ 21 + (13) = 34 vs elmar
hit: 16 + 1d20 ⇒ 16 + (13) = 29 vs elmar
hit: 26 + 1d20 ⇒ 26 + (6) = 32 vs silver
hit: 21 + 1d20 ⇒ 21 + (19) = 40 vs silver
hit: 16 + 1d20 ⇒ 16 + (17) = 33 vs silver
dmg: 3d6 + 33 ⇒ (5, 3, 6) + 33 = 47 on elmar
dmg: 3d6 + 33 ⇒ (1, 4, 4) + 33 = 42 on silver
Round 3 begin

DoubleGold |

botting Nahoce from the end of round 2, fire ray hit: 12 + 1d20 ⇒ 12 + (19) = 31 dmg: 15d6 ⇒ (4, 2, 4, 2, 6, 4, 3, 3, 6, 1, 2, 3, 5, 4, 1) = 50
then silver from round 3
hit: 23 + 1d20 ⇒ 23 + (8) = 31
hit: 18 + 1d20 ⇒ 18 + (18) = 36
hit: 13 + 1d20 ⇒ 13 + (11) = 24
dmg: 2d8 + 8 + 2d6 ⇒ (1, 7) + 8 + (1, 4) = 21 as he hits twice
Kaylor, Elmar, Zub are up