
Praxim |

Praxim unleashes on the headless thing again, slowing down a bit to better place his shots.
Arrow: 1d20 + 20 + 1 + 1 + 1 - 4 ⇒ (6) + 20 + 1 + 1 + 1 - 4 = 25
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (3) + 2 + 2 + 1 + 8 = 16
Arrow: 1d20 + 15 + 1 + 1 + 1 - 4 ⇒ (12) + 15 + 1 + 1 + 1 - 4 = 26
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (8) + 2 + 2 + 1 + 8 = 21
Arrow: 1d20 + 10 + 1 + 1 + 1 - 4 ⇒ (7) + 10 + 1 + 1 + 1 - 4 = 16
Arrow: 1d20 + 20 + 1 + 1 + 1 - 4 ⇒ (1) + 20 + 1 + 1 + 1 - 4 = 20

Thordak Ironheart |

Man. A 34 doesn't hit this thing? Dang this is bad. I was fatigued for 4 rounds. And Thordak would actually wait it out before continuing. I try to make it seem like he is waiting it out but I realize I wasn't very clear. My bad. Will be better about it next time.
Hp's 73/196 to 183/196. Thanks, Tomaru! Man we gotta find a way to drop this thing quick or it's curtains.

Old Guy GM |

Man. A 34 doesn't hit this thing? Dang this is bad. I was fatigued for 4 rounds. And Thordak would actually wait it out before continuing. I try to make it seem like he is waiting it out but I realize I wasn't very clear. My bad. Will be better about it next time.
Hp's 73/196 to 183/196. Thanks, Tomaru! Man we gotta find a way to drop this thing quick or it's curtains.
Speaking of 'my bad's, I read your damage roll as your hit roll in my rush. So 29-2 would not hit. A 34 definitely hits. I will adjust its hp.

Old Guy GM |

Praxim's arrows fail to breach the Headless Lord's armor. No sooner does the last arrow ricochet off the armor, then this creature emerges from the wall next to Praxim. The huge maw in it's belly opens and spews forth molten steel.
Hot! ref save DC 22 for half: 14d6 ⇒ (2, 3, 4, 3, 4, 3, 4, 4, 5, 2, 4, 6, 6, 5) = 55 fire damage
Now you guys can go: Lym moves, Aurora, and Thordak; HL; then Tomaru. Sorry about the wait.

Thordak Ironheart |

Ref: 1d20 + 7 ⇒ (11) + 7 = 18
Feeling the burn, Thordak keeps his concentration upon the headless creature in front of him. Taking a step back, he attacks the thing with gusto.
-2 already added to all; No power attack.
+1 Dwarven Longaxe w/PA: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 1d12 + 13 + 1d6 ⇒ (3) + 13 + (1) = 17
+1 Dwarven Longaxe w/PA: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 1d12 + 13 + 1d6 ⇒ (7) + 13 + (4) = 24
+1 Dwarven Longaxe w/PA: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d12 + 13 + 1d6 ⇒ (5) + 13 + (2) = 20
Can't save and can't hit. Ahhh good times.
AC 21; Hp's 138/196; Elemental Rage: Acid(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 15/31(2); DR 2/-

Tomaru |

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Haste (from Aurora)
Reflex: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 haste
Tomaru takes the full brunt of the blast.

Aurora Ulfurdottir |

Not sure if the molten steel was an area effect or just for Praxim?
Aurora's eyes go wide at the new foe with literal fire in its belly. Remaining as high as the ceiling will allow, she summons her magic and sends it forth with a rending will of its own, entangling around the creature's hardened exterior and crushing it with lethal force.
empowered boneshatter: 12d6 ⇒ (4, 3, 4, 3, 6, 6, 2, 4, 2, 6, 6, 3) = 49 49*1.5 = 73
This also does a further additional 50% damage if the creature's exterior counts as bone, chitin or similar.
Target is exhausted, DC 22 fortitude save for half damage and to be fatigued instead.
Status: hp 74/74, mage armor, positioned as high as the ceiling will allow, tiny
Spells: 6th 3/4, 5th 4/6, 4th 0/8, 3rd 7/8 2nd 6/8, 1st 5/8; Spell tattoo 0/2, Tattoo SLA: 0/1, AC 21 (25 versus giants)

Old Guy GM |

I wasn't clear...the molten spew only affected a 10' square in front of it, which only includes Praxim.
Thordak's first attack carves dead meat from the Headless Lord's side, but his efforts are thwarted by it's armor.
Aurora hits the new arrival with a crushing spell. The thing twists and turns, gnashing metal teeth and spitting fire. Kn Planes DC 25 to ID this thing.
The Headless Lord speaks. "Oho! Now he arrives! Another of my finest! How do you like him?" Then it wades in to kill both Thordak and Tomaru.
att1 Thordak: 1d20 + 21 ⇒ (5) + 21 = 26 dmg: 1d8 + 15 ⇒ (4) + 15 = 19 -37 dmg Thordak
att2 Thordak: 1d20 + 16 ⇒ (11) + 16 = 27 dmg: 1d8 + 15 ⇒ (3) + 15 = 18
att1 Tomaru: 1d20 + 21 ⇒ (4) + 21 = 25 dmg: 1d8 + 15 ⇒ (8) + 15 = 23 -23 dmg Tomaru
Tomaru is up, then a new round.

Tomaru |

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Haste (from Aurora)
So Tomaru wasn't effected by the molten spew? Whew! What a relief that is.
Concentration: 1d20 + 19 ⇒ (20) + 19 = 39
Despite the fury of the battle, Tomaru is able to focus enough to pray a spell to Desna that brings forth a manifestation of her will to help dispatch Tomaru's foes.
Spiritual Ally (using Archie's token): threatens and can flank, flanking
to hit: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Damage: 1d10 + 4 ⇒ (7) + 4 = 11
He then uses his Dimensional Step to adjust his position.

Praxim |

Praxim takes a 5-foot step sideways, braces for the blow he knows is probably coming, and unleashed more arrows at the Headless Lord.
Arrow: 1d20 + 20 + 1 + 1 + 1 - 4 ⇒ (17) + 20 + 1 + 1 + 1 - 4 = 36
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (1) + 2 + 2 + 1 + 8 = 14
Arrow: 1d20 + 15 + 1 + 1 + 1 - 4 ⇒ (1) + 15 + 1 + 1 + 1 - 4 = 15
Arrow: 1d20 + 10 + 1 + 1 + 1 - 4 ⇒ (4) + 10 + 1 + 1 + 1 - 4 = 13
Arrow: 1d20 + 20 + 1 + 1 + 1 - 4 ⇒ (13) + 20 + 1 + 1 + 1 - 4 = 32
Damage: 1d8 + 2 + 2 + 1 + 8 ⇒ (6) + 2 + 2 + 1 + 8 = 19

Aurora Ulfurdottir |

Will post now as don't want to hold up the pace and unsure whether the steel moten fire thing goes before me, think it does though :s
Target metal thing if it is still up, otherwise the headless lord
Aurora continues the crushing magic, wrapping it around the enemy and squeezing once more, channeling all her fear and concern in to energy to help vanquish the foe.
empowered boneshatter: 12d6 ⇒ (1, 5, 1, 3, 3, 1, 2, 4, 5, 6, 3, 6) = 40 40*1.5 = 60
This also does a further additional 50% damage if the creature's exterior counts as bone, chitin or similar. Target is exhausted, DC 22 fortitude save for half damage and to be fatigued instead.
Status: hp 74/74, mage armor, positioned as high as the ceiling will allow, tiny
Spells: 6th 2/4, 5th 4/6, 4th 0/8, 3rd 7/8 2nd 6/8, 1st 5/8; Spell tattoo 0/2, Tattoo SLA: 0/1, AC 21 (25 versus giants)

Old Guy GM |

Let's get the Initiative order together:
Praxim
Forgefiend
Lym/Aurora/Thordak
Headless Lord
Tomaru
So ROUND THREE has begun!
Praxim attempts to step, but the rapidly cooling magma creates difficult ground in and around the spot of the molten spew. The huge fiery maw lunges at the elf as he slips.
Bite: 1d20 + 17 ⇒ (14) + 17 = 31 dmg: 2d6 + 7 ⇒ (3, 3) + 7 = 13dmg Praxim; Ref save: 1d20 + 14 ⇒ (16) + 14 = 30
The iron jaws bite and tear, trying to rend Praxim's armor, but he manages to twist free before his armor is destroyed! His one arrow scores a solid hit on the Headless Lord.
Having taken serious injury from Aurora's first spell, the forgefiend doesn't wait to take another. The huge creature simply slips back into the wall from which it emerged!
Aurora switches targets, and the Headless Lord dies in a convulsing, twitching lump.
Still in combat. Thordak, Lym, Tomaru. The yellow square is difficult terrain. There is no trace of where the foregfiend passed through the wall. Lym, the Headless Lord is dead, so the Fear effect breaks.

Tomaru |

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Haste (from Aurora)
Tomaru moves closer to Praxim and Channels Positive Energy to Heal his allies. Since he does not know where their foe will come from, he does not move the spiritual ally.
Channel Positive Energy: 6d6 ⇒ (5, 5, 4, 4, 5, 4) = 27

Lym Blackhand |

There is a cry of rage from outside the room, followed by the sound of fluttering robes and subterranean rumbling.
"Hang on! I'm coming!" you can dimly hear Lym shout.
Lym and Rocky are headed back.

Thordak Ironheart |

Thordak turns his head toward the others. "Where'd the other one go! He can't have just disappeared." He waits a moment to see if it reappears
Delay
AC 21; Hp's 196/196; Elemental Rage: Acid(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 16/31(3); DR 2/-

Aurora Ulfurdottir |

Aurora keeps flying near the ceiling, and way away from the walls as she watches with Thordak as to where the dreadful molten metal spewing creature might reappear.
Delaying action

Old Guy GM |

Praxim detects nothing. The walls here are solid stone, and several feet thick.
ROUND FOUR: Lym arrives. Initiative switches to all of you go together. I have delaying actions, how long will you wait?
Several seconds go by that feel like hours. Nothing happens.

Tomaru |

After two rounds, Tomaru speaks up. "Perhaps we should keep moving. That thing will surely wait for us to be in a compromising situation, but we waste precious time just waiting here."

Lym Blackhand |

Lym comes flying into the room, and rises to join Aurora.
"What's been happening?" she asks, frustration audible in every word. "Accursed Enchantment-spells! Are you all alright?"

Thordak Ironheart |

Seeing no enemy, Thordak calms and takes a few moments to catch his breath as usual. "Blast. I never saw the thing but I heard it. What in the blazes was it that could just disappear like that?"
Rage 16/31; 6 rounds of fatigue; Thordak will wait that out before moving on.

Aurora Ulfurdottir |

True enough, we could wait forever and it may not reappear. Let us move on once we are all ready
Aurora settles down on Thordak's shoulder once more.
Whatever it was, it smelt bad and had an even worse temper...

Lym Blackhand |

"Describe it to me," Lym suggests while continuing to hover overhead. "Maybe I can identify it."
If the others do and Lym can: Knowledge (planes) 1d20 + 14 ⇒ (16) + 14 = 30

Tomaru |

So we wait about 7 rounds before leaving the room.
I forgot to ask if my channel is enough to heal everyone up? If not I have more healing available.
"Let's take the lower hallway." Tomaru suggests.

Aurora Ulfurdottir |

Well I agree we should press on, before our Giant foe has yet more time to entrench himself and summon further aid..
Aurora's tiny visage is etched in purpose, determined to press on and vanquish the party's foe.

Old Guy GM |

Just really busy. Make sure you are up to date on spells, hp, and the like. Any special precautions as you move?
The lower passage is narrower than others you have seen here in the library - 5' in fact. It leads to space unlike that which you've seen so far. This twenty-foot-square room is shaped almost like a silo—its ceiling arches up to a vaulted height of one hundred feet.

Lym Blackhand |

Active spells:
Detect magic
Mage armour
Overland flight
See invisibility
Instantly suspicious, Lym looks up to the ceiling overhead and mutters a Word of Power. Three orbs of light go spinning up into the distance overhead.
Dancing lights.

Aurora Ulfurdottir |

Aurora flits about the corners of the room, her keen eyesight delving for anything hidden or of note in the room.
Perception: 1d20 + 22 ⇒ (5) + 22 = 27

Old Guy GM |

Lym's lights climb upward as Aurora flits about. The rest move into the room as Praxim scans for evil. Just as Tomaru finishes speaking about moving on, the gnome's sharp eyesight catches a flicker of flame high above. The forgefiend appears from the wall 100' above you and vomits out more molten metal!
Molten vomit DC 22 Ref save for half: 14d6 ⇒ (1, 5, 2, 1, 6, 5, 1, 3, 2, 1, 3, 4, 1, 1) = 36
The size of the area combined with the height means everyone has to save. Roll your save, take your damage, then you may act. Map is up.

Praxim |

Reflex: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Arrow: 1d20 + 20 + 1 + 1 - 2 - 4 ⇒ (9) + 20 + 1 + 1 - 2 - 4 = 25
Damage: 1d8 + 2 + 1 + 8 ⇒ (6) + 2 + 1 + 8 = 17
Arrow: 1d20 + 20 + 1 + 1 - 2 - 4 ⇒ (4) + 20 + 1 + 1 - 2 - 4 = 20
Damage: 1d8 + 2 + 1 + 8 ⇒ (2) + 2 + 1 + 8 = 13
Arrow: 1d20 + 15 + 1 + 1 - 2 - 4 ⇒ (13) + 15 + 1 + 1 - 2 - 4 = 24
Damage: 1d8 + 2 + 1 + 8 ⇒ (7) + 2 + 1 + 8 = 18
Arrow: 1d20 + 10 + 1 + 1 - 2 - 4 ⇒ (17) + 10 + 1 + 1 - 2 - 4 = 23
Damage: 1d8 + 2 + 1 + 8 ⇒ (8) + 2 + 1 + 8 = 19
Arrow: 1d20 + 20 + 1 + 1 - 2 - 4 ⇒ (9) + 20 + 1 + 1 - 2 - 4 = 25
Damage: 1d8 + 2 + 1 + 8 ⇒ (3) + 2 + 1 + 8 = 14
Not sure if we were quick enough to keep our haste spell. If not, take off 1 from the attack rolls and the last attack.

Lym Blackhand |

Reflex 1d20 + 7 ⇒ (5) + 7 = 12
Lym cries out her agony at the rain of molten metal.
As soon as she has recovered a little from the brutal damage, she shoots up into the sky, targeting the forgefiend. A single dart of arcane force goes wheeling away from her and impacts the Outsider flawlessly.
Moving 40 ft. up. Next round, I can get within range to use Dismissal on this thing. For this round, a helping of Force missile for unerring 1d4 + 3 ⇒ (2) + 3 = 5 force damage.

Thordak Ironheart |

Ref: 1d20 + 8 ⇒ (16) + 8 = 24
Thordak barely manages to avoid some of the magma. Unfortunately he still manages to get seared far more than he prefers. "BLAST! Come down here over-sized cauldron!"
Hp's 130/148

Aurora Ulfurdottir |

ref save: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 18-10 = 8 damage
Aurora nimbly dodges away from the torrent, but even so at her reduced size she cannot avoid it all, earning some nasty singes.
Right, our turn!
She brings her hands forward, sparkling pyramids of force building in her palms, before they whoosh forward in a rainbow-like cascade, slamming one at a time in to the thing's exterior, buckling and warping the metal.
Empowered magic missile, quickened magic missile
force damage: 5d4 + 5 ⇒ (3, 2, 1, 3, 4) + 5 = 18 *1.5 = 27
force damage: 5d4 + 5 ⇒ (1, 4, 3, 4, 1) + 5 = 18
Status: hp 64/74, mage armor, positioned as high as the ceiling will allow, tiny
Spells: 6th 2/4, 5th 3/6, 4th 0/8, 3rd 6/8 2nd 6/8, 1st 5/8; Spell tattoo 0/2, Tattoo SLA: 0/1, AC 21 (25 versus giants)

Tomaru |

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Haste (from Aurora)
Ref: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22 reduce by 1 if haste has expired.
Tomaru reacts as one would expect when doused with super heated fluids. He screams then Channel Positive Energy: 6d6 ⇒ (4, 6, 5, 4, 3, 1) = 23

Old Guy GM |

Haste has expired, adjust accordingly.
Praxim's arrows impact harmlessly from the forgefiend's armored body AC 25, while the force effects from both Lym and Aurora are absorbed by the thing's Shield effect.
While a forgefiend swims through rock like a fish in water, it's not so good at flying. So it's with wide eyes that you watch it step out from the wall and plummet to the ground! A living missile of blackened iron and molten metal impacts the ground with a deafening CRASH!!!
Impact! DC 20 Ref save for half if you are on the ground: 10d8 ⇒ (6, 3, 8, 1, 6, 8, 8, 2, 8, 1) = 51

Lym Blackhand |

Lym halts her upward journey and hovers, cloak belling out as she spreads her arms towards the forgefiend. The Wizard's voice rings out in an invocation, the words bouncing off the walls and converging on the Outsider, constricting around it and nipping and tearing at the magic that keeps it on Golarion!
Lym holds position in the air and casts Dismissal. Will save DC 21 or go home!

Praxim |

Reflex: 1d20 + 14 ⇒ (14) + 14 = 28
Praxim nimbly avoids most of the falling metal beast. Assuming it survives it's own fall, Praxim pumps arrows into it.
Arrow: 1d20 + 20 + 1 + 1 - 2 - 4 ⇒ (16) + 20 + 1 + 1 - 2 - 4 = 32
Damage: 1d8 + 2 + 1 + 2 + 8 ⇒ (7) + 2 + 1 + 2 + 8 = 20
Arrow: 1d20 + 20 + 1 + 1 - 2 - 4 ⇒ (6) + 20 + 1 + 1 - 2 - 4 = 22
Arrow: 1d20 + 15 + 1 + 1 - 2 - 4 ⇒ (1) + 15 + 1 + 1 - 2 - 4 = 12
Arrow: 1d20 + 10 + 1 + 1 - 2 - 4 ⇒ (9) + 10 + 1 + 1 - 2 - 4 = 15

Tomaru |

Endure Elements
Longstrider +10' move
Magic Vestment +3 enhancement
Shield of Faith: +4 deflection
Protection from Evil: +1 resistance
Ref: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Why do I even roll?
Tomaru is smashed by the forgefiend. Through gritted teeth, he responds to it, "No. You won't"
If it saved against Lym's Dismissal, use Tugging the Strands to make him reroll. He has to take the second roll.
If it still succeeds, use Dimensional Hop to put a little distance between Tomaru and it.

Thordak Ironheart |

Ref: 1d20 + 8 ⇒ (19) + 8 = 27
Being rattled after being burned, the dwarf has had enough. "MY TURN!" the dwarf yells as he lets his fury take over and he steps over and attacks with reckless abandon.
Rage 17/31; Took 5' step; No power attack
+1 Dwarven Longaxe w/PA: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 1d12 + 13 + 1d6 ⇒ (1) + 13 + (6) = 20
+1 Dwarven Longaxe w/PA: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 1d12 + 13 + 1d6 ⇒ (7) + 13 + (3) = 23
+1 Dwarven Longaxe w/PA: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d12 + 13 + 1d6 ⇒ (12) + 13 + (5) = 30
AC 21; Hp's 153/196; Elemental Rage: Acid(1d6); Elemental Blood, Grtr: +30' speed; Fire resist 10; Rage 17/31(1); DR 2/-