
|  Watts Helm | 
 
	
 
                
                
              
            
            Reflex: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Watts rolls out of the way dodging most of the arcing elecrity.  He shudders with some pain as he continues digging though the runes. 
"Only electricity?  That was a powerful discharge, but I admit I was hoping for something more interesting.  Despite that though I can't argue their effectiveness.  I wonder if the Draconic runes are what allow it control over the electricity.  Could it be they allow the runes to move in the first place?  Maybe if I try interjecting this Dwarven warding rune here..."
Continuing to disable red swarm.
Linguistics: 1d20 + 26 + 2 + 1d8 ⇒ (3) + 26 + 2 + (8) = 39

|  Tooth and Claw | 
 
	
 
                
                
              
            
            number of elementals summoned: 1d3 ⇒ 1
A small air elemental appears as Tooth completes his spell. It forms a whirlwind and sweeps through the two swarming guarderators.
whirlwind damage: 1d4 + 1 ⇒ (3) + 1 = 4
whirlwind damage 2: 1d4 + 1 ⇒ (2) + 1 = 3
The whirlwind is 5' across at its base, 10' across at the top and between 10' and 20' high.
The swarms get a DC12 Reflex save to avoid damage. They must make a second DC12 Reflex save or be caught up in the whirlwind, taking automatic damage each round. However, the small elemental can only sustain the whirlwind for 1 round at a time. (Nothing stops it forming a whirlwind again the following round, but it means that it can't keep doing auto damage).
Dotted line shows 'flight path'
Tooth's intention here is to use the elemental as a "hoover" to vacuum up the diminutive swarm-things and dump them elsewhere if possible. Tooth cannot speak to the elemental though, so it is merely compelled to attack; it knows how to use all its special powers of course, and whirlwind makes sense against such small enemies.
Tooth casts Resist Energy and flies over the hedge to touch Watts with the spell (unless he sends me to someone else). Watts (or other) gains Resist Electricity 20.

|  Andrietta Ebonfeather | 
 
	
 
                
                
              
            
            Reflex (DC19): 1d20 + 9 ⇒ (2) + 9 = 11
"Hnnnnnnngggghhhhhhhhhhhhhhhh" Andrietta offers between the arcing and sparking across her shiny armor. She responds by smacking some of the electricity off of her.
Swift Action: Lay on Hands: 4d6 ⇒ (2, 6, 4, 5) = 17
She then continues to focus on shutting down the broken ward.
Linguistics: 1d20 + 10 + 3 ⇒ (13) + 10 + 3 = 26

|  Kel-Aurthraxis Maleocorr | 
 
	
 
                
                
              
            
            Not seeing a way to be particularly useful here, without any useful spells to help those who are disabling the wards/swarms, Kel at least recognizes how these swarms attack, and can assist his party in that regard!
He takes a five foot step forward, draws a Lesser Metamagic Rod (Reach), and uses it to assist in casting Resist Energy, Communal (Electricity Resist 20) on the whole party! (10 minutes each, with an additional 10 minutes on Kaa)
Overcome Claw's SR: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

|  Tooth and Claw | 
 
	
 
                
                
              
            
            GM, since Kel has the Communal version of the spell and technically acts before Tooth, do you mind if I retcon and keep my spell slot? Instead, Tooth will see how the elemental does and possibly summon another with SNA II if it looked effective. Tooth and Claw will both stay in their earlier positions too.

|  GM Dennis | 
 
	
 
                
                
              
            
            Sure, you can retcon. Let me know what you decide to do instead.
Blue Reflex 1: 1d20 + 8 ⇒ (8) + 8 = 16
Blue Reflex 2: 1d20 + 8 ⇒ (18) + 8 = 26
Red Reflex 1: 1d20 + 8 ⇒ (19) + 8 = 27
Red Reflex 2: 1d20 + 8 ⇒ (13) + 8 = 21
Tooth's elemental springs into existence on this plane, whirling around and attempting to catch up as many of the glyphs as possible. The magical wards are shifty, though, and easily dart out of the way.
Watts, meanwhile, makes great progress disabling the red swarm, to the point that it looks about 50% gone. Andrietta makes progress on the blue swarm as well. Kel focuses on protecting his allies via magic.
Lissa, Kaa, Tooth, and Claw may act.

|  Lissa Villasani | 
 
	
 
                
                
              
            
            Reflex, (DC 17): 1d20 + 14 ⇒ (9) + 14 = 23
"ACK!" Lissa cries out as she ducks out of the way of most of the shocking blast. With a scowl, she glares at the swarm before trying to fiddle with finding an off switch again. "Don't make me take the brute force approach...," she mutters as she tags various runes together, in hopes that she'll trigger something.
UMD: 1d20 + 11 ⇒ (14) + 11 = 25

|  GM Dennis | 
 
	
 
                
                
              
            
            Lissa continues to disable the blue swarm, and it, too, looks to be about 50% disabled.
Kaa, Tooth, and Claw may act.

|  Tooth and Claw | 
 
	
 
                
                
              
            
            "Me think brute force is good option."
Tooth casts another summons. Summon Nature's Ally II for an air elemental. 1 round casting.
Claw retreats a little.

|  GM Dennis | 
 
	
 
                
                
              
            
            Got so excited about the trap, I forgot to roll the swarm damage or ask for distraction checks!
Kaa swarm damage (nonlethal): 2d6 ⇒ (1, 1) = 2
Andrietta swarm damage (nonlethal): 2d6 ⇒ (3, 3) = 6
Kaa Fort save vs. distraction: 1d20 + 9 ⇒ (1) + 9 = 10
Andrietta save vs. distraction: 1d20 + 12 ⇒ (19) + 12 = 31
Kaa is overcome by the swarm, retching and unable to make any progress This is why I hate rolling saves for players. I feel bad when I roll badly for them. You have a move action you can use to stumble out of the swarm if you'd like.
------
Next round:
Kaa swarm damage (nonlethal): 2d6 ⇒ (2, 5) = 7 If you moved out of the swarm, ignore this.
Andrietta swarm damage (nonlethal): 2d6 ⇒ (5, 6) = 11
The ground beneath the runes begins to crackle slightly as it charges back up.
They seem less distracting than they used to be now that you've disabled some. Andrietta and Kaa (if you didn't move), please make DC 10 Fort saves vs. distraction.
Initiative:
Whole Party may act.

|  Tooth and Claw | 
 
	
 
                
                
              
            
            Tooth's second elemental arrives, and together with the first forms a whirlwind and drives through both swarms.
damage 1: 1d4 + 1 ⇒ (2) + 1 = 3
damage 2: 1d4 + 1 ⇒ (3) + 1 = 4
damage 3: 1d4 + 1 ⇒ (4) + 1 = 5
damage 4: 1d4 + 1 ⇒ (3) + 1 = 4
Each swarm gets a DC12 Ref save to avoid damage (twice) and must make 2 DC12 Ref saves to avoid getting caught in a whirlwind - and deposited (safely?) outside.
Meanwhile, Tooth watches, ready to extricate anyone who gets into real difficulty.
"Me smell blood."
Tooth has Carrion Sense, registering anyone below 50% hp. He won't immediately try to remove anyone just because he can smell their blood, but will pay very close attention to them in case they should fall or need aid.

|  GM Dennis | 
 
	
 
                
                
              
            
            Red reflex vs elemental 1: 1d20 + 8 ⇒ (10) + 8 = 18 Avoids.
Red reflex vs elemental 2: 1d20 + 8 ⇒ (12) + 8 = 20 Avoids.
Blue reflex vs elemental 1: 1d20 + 8 ⇒ (18) + 8 = 26 Avoids.
Blue reflex vs elemental 2: 1d20 + 8 ⇒ (2) + 8 = 10 4 -> 6 damage.
Blue reflex vs elemental 2: 1d20 + 8 ⇒ (5) + 8 = 13 Not picked up.

|  Kaa. | 
 
	
 
                
                
              
            
            I'll stay in it. Also it looks like I forgot a Reflex Save.
Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
Fort: 1d20 + 9 ⇒ (9) + 9 = 18
Despite his damage, Kaa continues to engage the swarm.
Use Magic Device: 1d20 + 16 ⇒ (9) + 16 = 25

|  GM Dennis | 
 
	
 
                
                
              
            
            Kaa continues to disable the red swarm, despite the punishment.

|  Andrietta Ebonfeather | 
 
	
 
                
                
              
            
            Fortitude Saving Throw: 1d20 + 12 ⇒ (19) + 12 = 31
Lay on Hands(Swift Action): 4d6 ⇒ (3, 6, 4, 3) = 16
"Blah blah blah blah you human languages are all the same with your crazy adverbs and adjectives and adjones and whatnot. Klk chk lk!"
Linguistics: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32

|  GM Dennis | 
 
	
 
                
                
              
            
            With the red swarm down to 40% capacity left, Andrietta keeps working on the blue swarm, knocking out another chunk of glyphs to leave it at 30% capacity.
Tooth it looks like your elementals acted, but you didn't. Did I miss something?

|  Watts Helm | 
 
	
 
                
                
              
            
            "I must disagree! While some hold significant similarities I argue their differences all require their own attention!.
Watts begins to move around the foliage in an effort get closer to Andrietta while continuing to unravel the symbolic swarm.
Continuing to disable Red swarm.
Linguistics: 1d20 + 26 + 2 + 1d8 ⇒ (2) + 26 + 2 + (7) = 37

|  Kel-Aurthraxis Maleocorr | 
 
	
 
                
                
              
            
            Kel grits his teeth at the chaos going on around him, then snaps to his senses and spontaneously sacrifices his Burst of Radiance spell in order to cast Cure Moderate Wounds on his fellow Waybringer after rushing up behind Kaa along the inside of the fountain!
CMW on Kaa: 2d8 + 8 ⇒ (4, 4) + 8 = 16

|  GM Dennis | 
 
	
 
                
                
              
            
            Kel heals his ally while Watts makes more progress against the red swarm, bringing it down to 20% capacity. The glyphs begin to pulse red, indicating their damaged state.
Lissa (and Tooth?) may act.

|  Tooth and Claw | 
 
	
 
                
                
              
            
            I think each swarm needs to make 4 saves? 2 against damage, and 2 against being swept up. I don't think that the save against being swept up is contingent upon getting damaged. whirlwind.
Tooth has no means of attacking or disabling the swarms other than summoned elementals, and 2 will do for now. Looks like one more round might see the job finished, with a bit of luck. Tooth has previously relied on being immune to swarm distraction and vermin swarm damage, but I'll have to remedy this shortcoming with suitable spell scrolls in future.
Tooth readies to rescue any party member who collapses, or cries out for help.
"Me can pull you out of there if you hurt bad!"

|  GM Dennis | 
 
	
 
                
                
              
            
            I think each swarm needs to make 4 saves? 2 against damage, and 2 against being swept up. I don't think that the save against being swept up is contingent upon getting damaged. whirlwind.
Hm, I think you're right. I misread that bit of the ability, sorry. I'll roll the rest of them.
Red Reflex vs. elemental 1 - avoid being picked up: 1d20 + 8 ⇒ (17) + 8 = 25
Red Reflex vs. elemental 2 - avoid being picked up: 1d20 + 8 ⇒ (20) + 8 = 28
Blue Reflex vs. elemental 1 - avoid being picked up: 1d20 + 8 ⇒ (13) + 8 = 21
Already rolled for Blue vs. elemental 2.

|  GM Dennis | 
 
	
 
                
                
              
            
            We're near the moving on point, and the 'house' is near another milestone, so I'm going to bot Lissa just to try to get us through this today.
Lissa UMD: 1d20 + 11 ⇒ (15) + 11 = 26
Lissa continues disabling the blue swarm. Each looks to be about 80% done.
-----
swarm damage vs. Andrietta (nonlethal): 2d6 ⇒ (6, 4) = 10 DC 10 Fort save vs. distraction.
swarm damage vs. Kaa and Kel (nonlethal): 2d6 ⇒ (3, 6) = 9 DC 10 Fort save vs. distraction.
-----
Whole party may act.

|  Watts Helm | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            Entirely focused on the runes Watts continues manipulating the swarm with swift decisive motions.
Continuing to disable red swarm.
Linguistics: 1d20 + 26 + 2 + 1d8 ⇒ (18) + 26 + 2 + (7) = 53
Huzzah! I got my 50+ result!

|  Tooth and Claw | 
| 2 people marked this as a favorite. | 
 
	
 
                
                
              
            
            I think that's the highest skill check result I've ever seen in PFS Watts!
Tooth's elementals continue trying to sweep up the guarderator swarms.
damage1: 1d4 + 1 ⇒ (1) + 1 = 2
damage2: 1d4 + 1 ⇒ (4) + 1 = 5
damage3: 1d4 + 1 ⇒ (3) + 1 = 4
damage4: 1d4 + 1 ⇒ (2) + 1 = 3
4 DC 12 Reflex saves per swarm, as before
"You all ok?"
Tooth continues to stand ready to mount a flying rescue if needed.

|  GM Dennis | 
 
	
 
                
                
              
            
            Nice!
After about half a minute of study, something clicks for Watts. He quickly grabs handfuls of glyphs out of the air and arranges them into a specific linguistic pattern:
sudo shutdown -r now
The glyphs of the red swarm suddenly deactivate, sticking themselves back onto the wall, their glow gone. Red down!

|  GM Dennis | 
 
	
 
                
                
              
            
            Blue reflex vs. Elemental 1: 1d20 + 8 ⇒ (15) + 8 = 23
Blue reflex vs. Elemental 1: 1d20 + 8 ⇒ (17) + 8 = 25
Blue reflex vs. Elemental 2: 1d20 + 8 ⇒ (17) + 8 = 25
Blue reflex vs. Elemental 2: 1d20 + 8 ⇒ (17) + 8 = 25
The blue swarm continues to successfully evade Tooth's elementals.

|  GM Granta | 
 
	
 
                
                
              
            
            ***OVERSEER ANNOUNCEMENT***
After a loud crack and a ripple of arcane energy, silence falls across the museum as the construct guards freeze in place and haunted relics drop to the ground. Nigel’s voice rings out, magically projected throughout the museum: “We’ve disabled the magical security measures. Since we haven’t found the thieves yet, they must be hiding in my third-story study. Please subdue them; they have much to answer for!”
Nigel Aldain’s announcement echoes through a museum littered with shattered clockwork and toppled exhibits. There’s no question that the Pathfinders have quelled the building’s defenses, and perhaps the peaceful silence will set whoever hides on the third floor at ease.
@Table GMs: You have until March 18 to run Part C on page 14. The “Peace in the Museum” condition on page 16 is in effect.

|  GM Dennis | 
 
	
 
                
                
              
            
            Well done. You were on track to finish in time, but once the house reached the last milestone it made sense for the Overseer to move us along.
The remaining glyphs disable along with the rest of the museum's defenses, and your path to the third floor is now open. I'm going to post the next bit, but you have time as you head up there to do whatever healing and buffing you would like.
---------
As you reach the top of the stairs you see mahogany walls and domed, plaster ceiling that both show signs of heavy damage. Most of the luxurious furniture and the crystal chandelier are intact. The contents of cabinets and bookcases lie strewn about the floor. A small wooden panel near the door hangs open, revealing an arcane sigil covered in scorch marks. A Kellid woman dressed in furs with intricate scars all over her body steps forward. She holds a hand up and says “Stay back. We are members of the Twinhorn following, and we have only come to retrieve what was stolen from us.” A towering figure steps forward; his translucent red form is that of a man clad in heavy armor and wielding twin warhammers. “Medda, they must be in league with the thieves; they should die for crossing us.” The man’s voice sounds hollow and unnaturally loud, and as he speaks, the chandelier glows with a dull light. The woman, Medda, puts a hand on the figure’s arm and says, “Maybe we should give them a chance to explain themselves, Anok.”
Aside from Medda and the phantasmal Anok, you see three other Kellid warriors, one of whom is accompanied by a (medium-sized) wolverine.
What would you like to say and/or do?

|  Watts Helm | 
 
	
 
                
                
              
            
            Watts is cautious and gives a few quizzical across the intruders and the party. He takes a careful look at their dress as well as their dialect as he makes a peaceful greeting in Hallit before continuing in Taldane.
"I apologize for the confusion, but my understanding is that all the exhibits here are under the ownership of the Blackros or otherwise on loan to the estate. I would be almost certain that they wouldn't steal ..."
Pausing on the statement, Watts seems unwilling to complete it merely thinking on the questionable actions he has undertaken.
"Although it is certainly not beyond the realm of certainty that it did happen. What are you seeking to recover?"
Edit: I'll also attempt to boost Allied Offensive on the current aid token and pass it.
Attack to boost Allied Offensive plus spending Inspiration: 1d20 + 11 + 2 + 1d8 ⇒ (3) + 11 + 2 + (2) = 18

|  Lissa Villasani | 
 
	
 
                
                
              
            
            Lissa looks over the Kellid intruders, giving close attention to the see-through one.
More then willing to let those that can sweet-talk folks do the talking, she muses, as Watts begins the parley, but something feels familiar here.....
After Watts requests for what they're looking for, she chimes in," Can you tell us what happened? How whatever was taken and such?"

|  Andrietta Ebonfeather | 
 
	
 
                
                
              
            
            As the scene begins to unfold Andrietta looks upwards at the light hanging from the ceiling.
Detect Evil. Round One, Is there Evil up there?
"Andrietta Ebonfeather, in service to Andoletta. Your following is an honorable one and remain on general guard, this place is not secure."
I don't think I can do both a Diplomacy and a Detect EVIL at the same time, so I'm hesitatnt to roll it.

|  Kel-Aurthraxis Maleocorr | 
 
	
 
                
                
              
            
            Right after the battle ends, Kel will channel energy to heal everyone with as much efficiency as possible, before the party moves back inside.
Channel Positive Energy: 4d6 ⇒ (3, 2, 5, 5) = 15
Along the way, he'll ask anyone who still looks hurt how much medical attention they require (and if they have wands they want him to use on them or if they'll want his own spells/wands)
GM: Since I've played Version A and also don't want to potentially influence anyone who hasn't, I'm going to just Aid Another on any attempts for us to be diplomatic (Diplomacy +10 so auto-aid) during this scene.

|  GM Dennis | 
 
	
 
                
                
              
            
            @Kel & Kaa: I believe all of you indicated that you had played and/or GMed part A, so no need to step back.
@Andrietta: No evil, just weird red light.

|  GM Dennis | 
 
	
 
                
                
              
            
            " Can you tell us what happened? How whatever was taken and such?"
Medda responds, “These Blakros people stole our most precious heirloom.” Medda retrieves a bundle of bloody bandages, then unwraps it to reveal a dagger hilt with only the fragment of a black blade. “It belonged to Ivvora, a champion of Vildeis who vanquished the great black evil from our land over 900 years ago. We kept it safe until the Blakros agents stole it three months ago.”
Anok adds “They came into our camp asking about Ivvora. Medda gave them shelter and told Ivvora’s story, but we would not part with the hilt. The next morning the hilt and the Blakros agents were gone. We tracked it here, to this building.”

|  Andrietta Ebonfeather | 
 
	
 
                
                
              
            
            "Please tell us of your journey, Medda of the Twinhorn. It sounds like someone has not been truthful, and Grandmother knows we need to get to the bottom of this mischief before the rot spreads to hurt good folks." Andrietta offers, still watching that light warily.
Diplomacy(Or aid if someone is better): 1d20 + 10 ⇒ (14) + 10 = 24

|  GM Dennis | 
 
	
 
                
                
              
            
            Medda seems to relax a bit at your sympathetic words. The other Kellids, taking their cue from her, lower their weapons a bit, though Anok still looks defiant. "You are right, this is best resolved without more bloodshed, if possible. It sounds as though you have subdued the chaos out there. Could we speak more outside? I yearn to be free of this tiny room."
You seem to have convinced them to talk, rather than fight. Any other questions as they gather up their gear?

|  Watts Helm | 
 
	
 
                
                
              
            
            "Of course, of course. If I may ask though, as we have a change of scenery, what is Ivvora's story? I honestly can't say I'm as familiar as I should be with Vildeis or their faithful." Watts becomes a bit more enthusiastic as not only combat is avoided but as new knowledge is so close.
Edit: GM, also, did you get the attempt to boost the Aid Token in my last post? Or do we not have it currently?

|  Tooth and Claw | 
 
	
 
                
                
              
            
            Climbing the stairs to the study, Tooth casts lead blades and mirror image.
At the top:
"You not looters, eh? You not real thieves then. We find real thieves, Grandma? Me kill real thieves." Tooth offers, looking to Andrietta.

|  Andrietta Ebonfeather | 
 
	
 
                
                
              
            
            "No, we're going to find out what's really going on and try to keep the killing to a minimum so we can get the right kind of justice on this. Everyone goes eye for an eye, we'll all pretty soon be blind." Andrietta opines.
"Like most things in life, we only get one shot at this, so we have to do it right."

|  GM Dennis | 
 
	
 
                
                
              
            
            Edit: GM, also, did you get the attempt to boost the Aid Token in my last post? Or do we not have it currently?
Sorry, I did see that, then my response got lost in an edit. That attack roll wasn't enough to boost it. Want to try again? Anyone else want to try?

|  GM Dennis | 
 
	
 
                
                
              
            
            "Of course, of course. If I may ask though, as we have a change of scenery, what is Ivvora's story? I honestly can't say I'm as familiar as I should be with Vildeis or their faithful." Watts becomes a bit more enthusiastic as not only combat is avoided but as new knowledge is so close.
Anok replies, “Ivorra was a scourge against evil, a true friend, a dwarf, and a devotee of Vildeis. Choose your own answer.”
Medda adds, "Perhaps I will tell you the full story, once we are free of this place. Suffice it to say for now that she is someone whose memory our people hold sacred, and whose spirit even now defends us."

|  GM Dennis | 
 
	
 
                
                
              
            
            As Medda and her warriors gather their belongings there’s a sudden crash as the chandelier falls from the ceiling and smashes in the middle of the floor, narrowly missing Medda and Anok! Suddenly, standing atop the wreckage is a large, bony, fiend! The creature laughs, waves its hand, and a wall of ice springs into existence, sealing off Medda’s allies, who had been gathering their belongings at the southern end of the room! The creature then disappears from your sight.
The skeletal monstrosity is a Bone Devil, also known as an Osyluth lawful evil extraplanar devil and looks like a cross between a carrion-fed insect and withered cadaver. It moves in unsettling lurches, and its tail stinger drips with poison.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
-----
Initiative:
Andrietta: 1d20 + 3 ⇒ (9) + 3 = 12
Kaa: 1d20 + 10 ⇒ (8) + 10 = 18
Tooth: 1d20 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 2 ⇒ (9) + 2 = 11
Lissa: 1d20 + 7 ⇒ (13) + 7 = 20
Kel: 1d20 + 2 ⇒ (3) + 2 = 5
Watts: 1d20 + 4 ⇒ (6) + 4 = 10
Devil: 1d20 + 11 ⇒ (15) + 11 = 26
Medda: 1d20 - 1 ⇒ (17) - 1 = 16
Anok: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative:
Whole party may act.

|  Lissa Villasani | 
 
	
 
                
                
              
            
            My action changes depending on the answer to this is, so I'm not acting yet. but...
Lissa blinks at the sudden foe. "Can anyone tell me how that thing reacts to being frozen?!?" she cries out.

|  Watts Helm | 
 
	
 
                
                
              
            
            Knowledge (planes): 1d20 + 14 + 2 + 1d8 ⇒ (8) + 14 + 2 + (7) = 31
Identifying resistances and immunities.
"Osyluth! A bone devil! A powerful fiend with a venomous stinger and access to a variety of magic!"
Watts grabs for a potion, but with a moment of hesitation grabs his mutagen and consumes the vial in one motion. He gasps for air as his muscles shift and bones noisily reshape.
"Evil extraplaner beings tend to (klik) have a number of natural defenses against attack (caw!), trying to recall those typical to the enemy as well as the (aargh) this particular fool that challenges us."
The transformation ends with Watt's arms a bit too long, his body gaunt, and beak sharper and more vicious.
"If that fails I'm certain we can discover those weaknesses though experimentation."
Drink mutagen. Draw weapon.

|  Tooth and Claw | 
 
	
 
                
                
              
            
            Could you draw the Wall of Ice on the map please GM? Its location will affect Tooth & Claw's ability to get into flank against the devil. Assume the devil is in the central 4 squares where the dotted red line is?
"Me kill this thing? It bleed? Adamantine, or something else better?"
Tooth asks for advice whilst seeking position.
Will post actions once I can see where things are, and if someone can tell Tooth what kind of weapon is best.
number of mirror images: 1d4 + 2 ⇒ (4) + 2 = 6

|  GM Dennis | 
 
	
 
                
                
              
            
            Could you draw the Wall of Ice on the map please GM? Its location will affect Tooth & Claw's ability to get into flank against the devil. Assume the devil is in the central 4 squares where the dotted red line is?
D'oh, could have sworn I drew the wall when I posted. Sorry, it's there now. The red dotted circle is where you last saw the devil. Unless you can see invisible things, you don't know whether it's still there or not.

|  GM Dennis | 
 
	
 
                
                
              
            
            Watts knows that this devil is immune to fire and poison, and resistant to acid, cold, and spells. It is also resistant to damage from weapons that are not good-aligned.
 
	
 
     
    