
GM Crucible |

Varian's second acid spell finds its mark, even with a paralyzed Mercutio in the way.
The red-robed sorcerer, muscles bulging from magical enhancement, moves over to Doodle and brings swipes with her claws and draws blood.
claws: 1d20 + 8 ⇒ (18) + 8 = 26
dmg: 1d4 + 5 ⇒ (4) + 5 = 9
—COMBAT—
Taerel
Taklinn
Renedar (-4; sickened1/3)
* Guarin (male) (-9)
Doodle (-9, sickened 1/3)
Varian
Mercutio (paralyzed 1/3)
* Kanna (female) (-4)
Those in bold may act.

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Taerel moves in behind the clawed sorcerer, flanking her and attacking with his longsword.
Attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Crud.

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Taklinn moves in to engage the fighter and swings his warhammer at him.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
The sight a paralyzed Mercutio has unnerved Taklinn's aim.

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Despite the big wound on his head Renedar continues to kick and punch the man in the corner.
Flurry left: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry right: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 + 4 ⇒ (1) + 4 = 5

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I'm going to be gone over the weekend - no internet until Sunday. But I'm paralyzed anyway for a bit. If Mercutio comes back into the fight before Sunday, he just stabs anything looking like a baddy.

GM Crucible |

Taerel moves in and swings his longsword. The swing is awkward and he fails to connect.
Taklinn is discomfited by the sight (and smell) of his paralyzed friend, and his swing goes awry as well.
Renedar, connects his second blow with effortless ease, despite his slight nausea, and connects with a solid blow that drives right through the rogues' chain shirt.
The rogue adjusts his position and retaliates, swinging both weapons. His rapier strikes with precision (9 dmg) and the dagger follows just as quickly with a deadly strike (another 4 dmg).
rapier: 1d20 + 7 ⇒ (13) + 7 = 20
dmg: 1d6 + 3 ⇒ (6) + 3 = 9
dagger: 1d20 + 6 ⇒ (20) + 6 = 26
Why do I only ever roll 20s when fighting Renedar? None of my characters ever roll 20, it seems.
dagger CONFIRM: 1d20 + 6 ⇒ (4) + 6 = 10
dmg: 1d4 + 1 ⇒ (3) + 1 = 4
—COMBAT—
Doodle (-9, sickened 1/3)
Varian
Mercutio (paralyzed 1/3)
* Kanna (female) (-4)
Taerel
Taklinn
Renedar (-4-9-4=-17; sickened2/3)
* Guarin (male) (-9-5=-14)
Those in bold may act.

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Using the flanking bonus, Doodle claws at the thug.
Sickened Flanking Attack 1d20 + 3 - 2 + 2 ⇒ (3) + 3 - 2 + 2 = 6
Damage 1d3 + 1 ⇒ (2) + 1 = 3
Sickened Flanking Attack 1d20 + 3 - 2 + 2 ⇒ (15) + 3 - 2 + 2 = 18
Damage 1d3 + 1 ⇒ (1) + 1 = 2

GM Crucible |

Varian releases a powerful magic missiles. The rogue staggers but doesn't fall. He's got a bit more fight left in him.
Doodle claws at the sorceress, but the woman is clearly protected by arcane means.
The woman in red attempts to respond in kind. She takes a defensive posture and beings to invoke arcane energy. Her hand crackles with electricity, and she reaches out to touch Doodle. Painful energy courses through the blue-haired gnome. (11 dmg)
Concentration: 1d20 + 6 ⇒ (13) + 6 = 19 Cast defensively.
ASF: 1d100 ⇒ 74
touch: 1d20 + 7 ⇒ (10) + 7 = 17
dmg: 4d6 ⇒ (3, 6, 1, 1) = 11
—COMBAT—
Taerel
Taklinn
Renedar (-4-9-4=-17; sickened2/3)
* Guarin (male) (-14-7=-21)
Doodle (-9-11=-20, sickened 2/3)
Varian
Mercutio (paralyzed 2/3)
* Kanna (female) (-4)
Those in bold may act.

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Doodle was having a crappy day. She was almost knocked out, still felt sick to her stomach and was generally just a bit pissed off. Doodle claws at the thug yet again.
Sickened Flanking Attack 1d20 + 3 - 2 + 2 ⇒ (18) + 3 - 2 + 2 = 21
Damage 1d3 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Sickened Flanking Attack 1d20 + 3 - 2 + 2 ⇒ (15) + 3 - 2 + 2 = 18
Damage 1d3 + 1 - 2 ⇒ (1) + 1 - 2 = 0

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Taerel continues his assault.
Attack, flanking: 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Edited for flanking, thanks Varian!

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At work now so I can't access the map, but I think I was closest to Renedar so I'll run up next to him for the heal; if I had that in reverse then I'd heal Doodlevain instead.
Seeing the battle beginning to turn against his comrades, Taklinn calls upon the divine to heal Renedar's wounds.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

GM Crucible |

Taerel lays in to the sorceress. His strike takes advantage of support from Doodle, and he leaves a bloody gash in the side of the woman in red.
Taklinn is indeed next to Renedar, and reaches out to heal the monk.
—COMBAT—
Taerel
Taklinn
Renedar (-17+6=-11; sickened2/3)
* Guarin (male) (-21)
Doodle (-20, sickened 2/3) (will slash with claws)
Varian
Mercutio (paralyzed 2/3)
* Kanna (female) (-4-12=-16)
Just waiting on Renedar.

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Renedar punches at the rogue two more times.
Flurry left: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Flurry right: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21 Damage: 1d6 + 4 - 2 ⇒ (5) + 4 - 2 = 7

GM Crucible |

Rendar, despite his sickness, succeeds in punching the rogue. One more hit will probably drop this opponent.
The rogue scoots slightly to the side and fights for his life. His desperation does wonders for his accuracy, and he pierces Renedar with his rapier, and leaves a deep slash across the monk's side as well. Renedar falls from the repeated damage.
6 dmg and 8 dmg respectively. Second attack was a confirmed critical.
rapier: 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
dagger: 1d20 + 6 ⇒ (20) + 6 = 26
dagger CONFIRM: 1d20 + 6 ⇒ (18) + 6 = 24 Yep.
dmg: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (2) + 1 = 8
Only my NPCs roll like this. Never any of my characters!
Doodle strikes out with her claws. (Attack from previously.) Her first attempt makes a light scratch on the forearm of the opposing sorceress, but the second is again deflected by some arcane protection.
—COMBAT—
Doodle (-20, sickened 3/3)
Varian
Mercutio (paralyzed 2/3)
* Kanna (female) (-16-2 = -18)
Taerel
Taklinn
Renedar (-11-6-8=-25; no longer sickened)
* Guarin (male) (-21-7=-28)
Those in bold may act.

GM Crucible |

Varian's burst of magic drops the dual-wielding rogue, ensuring Renedar's safety.
As the magic wears off, Mercutio is able slowly get his limbs to respond to movement. The foul stench of rotting flesh dissipates as the spell expires.
@Mercutio, you may act next time around.
The sorceress responds to Doodle's claw attacks with more of the same, but misses both times.
claw1: 1d20 + 8 ⇒ (4) + 8 = 12
claw2: 1d20 + 8 ⇒ (2) + 8 = 10
—COMBAT—
Taerel
Taklinn
Renedar (-25; no longer sickened; down; need stabilization check)
* Guarin (male) (-28-7=-35; down)
Doodle (-20, no longer sickened)
Varian
Mercutio (no longer paralyzed)
* Kanna (female) (-16-2 = -18)
Those in bold may act.

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Taklinn provides first aid in order to stabilize Renedar.
"Hang in there you big green dummy! There's another baddie in here I need to smash still."
Heal: 1d20 + 7 ⇒ (20) + 7 = 27

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Taerel tries again to cut the sorcerer down.
Attack, flanking: 1d20 + 6 + 1 + 2 ⇒ (7) + 6 + 1 + 2 = 16
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

GM Crucible |

Taerel continues fighting, but the sorceress is proving difficult to hit.
Taklinn rushes to Renedar's aid, and the half-orc thankfully stabilizes.
—COMBAT—
Doodle (-20, no longer sickened)
Varian
Mercutio (no longer paralyzed)
* Kanna (female) (-16-2 = -18)
Taerel
Taklinn
Renedar (-25; stable)
Those in bold may act.

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Varian moves into the room, and tosses a bolt of acid at the woman, from across the table.
Acid Bolt (Touch): 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 1 ⇒ (1) + 1 = 2 Acid damage.

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Doodle kept swinging her claws.
Flanking Attack 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage 1d3 + 1 ⇒ (3) + 1 = 4
Flanking Attack 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage 1d3 + 1 ⇒ (2) + 1 = 3

GM Crucible |

Varian's acid burns the woman, but Doodle continues to have great difficulty hitting the armored sorceress.

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"I'm free! Praise Desna, I'm free!!"
Mercutio jumps up on the table.
Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
And stabs the wench with his rapier.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

GM Crucible |

Mercutio takes great joy in being able to re-enter the battle (and perhaps greater joy that he no longer smells like an over-ripe corpse), but his enthusiasm leads to a lack of the focus needed for a solid hit.
Concentration: 1d20 + 6 ⇒ (14) + 6 = 20
ASF: 1d100 ⇒ 95
The sorceress is feeling significant pressure, and has no clear avenue of escape. Drawing on her draconic blood, she releases a fan of dazzling colors, catching Mercutio and Taerel.
—COMBAT—
Taerel (need Will save)
Taklinn
Renedar (-25; stable)
Doodle (-20, no longer sickened)
Varian
Mercutio (need Will save)
* Kanna (female) (-18-2=-20)
Those in bold may act.

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Will: 1d20 + 2 ⇒ (15) + 2 = 17
Mercutio waves the colors out of his face. "Nice try, but it'll take more than a light show to distract me."
See
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
And misses. "Stay still!"

GM Crucible |

Oh, good. It would be unpleasant for Mercutio to be out of commission for the entire battle.

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Varian winces as the cone of coruscating colors envelops several members of the party, and then throws a small blob of acid at the woman.
Acid Splash(Touch): 1d20 + 4 ⇒ (20) + 4 = 24, for 1d3 ⇒ 1 Acid damage.
Crit Confirmation: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d3 ⇒ 1 *ADDITIONAL* Acid damage.

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Doodle kept swinging her claws yet again.
Flanking Attack 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage 1d3 + 1 ⇒ (1) + 1 = 2
Flanking Attack1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage 1d3 + 1 ⇒ (2) + 1 = 3
Possible crit one Flanking Attack 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage 1d3 + 1 ⇒ (2) + 1 = 3
Possible crit two Flanking Attack1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage 1d3 + 1 ⇒ (2) + 1 = 3

GM Crucible |

Counting Varian, that's three crit threats in a row. ... After my rolls against Renedar, I guess it's only fair.
Varian's acid is not much more annoying than a lite sunburn, even if he did place it well.
Doodle is sure her hits would have been more effective against a less well-armored foe, but they do draw blood, so it is enough for the moment. In the end, they have the intended effect, and the sorceress faints from many tiny cuts.
— combat over —

GM Crucible |

As you gather the fallen gear together, you find only a few things remain useful. The rogue carried a potion of cure light wounds and a map or Varisia that will probably be of interest to some archivist. His weapons are still useable, both the dagger and the rapier are of exceptional quality.
Dagger is MW, while rapier detects as magic, should you check.
The sorceress carried two potions of cure light wounds and two potions of cure moderate wounds, but was unable to use any of them in such close quarters. You also find a scroll of obscuring mist. Her armor is still usable (if a bit bloody), and of excellent workmanship.
It too radiates a light aura of magic, should you check.
You have two enemies bleeding out on the floor of this great hall, both almost certainly Shadow Lodge agents.
What do you do next?

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"I'ma feed one of these potions of moderate curing down the gullet of our bleedin' greenskin before he gets this place even bloodier."
On Renedar:
Potion of Cure Moderate Wounds: 2d8 + 1 ⇒ (5, 3) + 1 = 9

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Doodle takes the potion of cure light wounds, assuming there was no objection.
CLW 1d8 + 1 ⇒ (1) + 1 = 2
Not getting what she hoped for from the potion she pulls out her wand, handing to Taklinn, asking for healing.
She has him use three charges to start.
CLW 1d8 + 1 ⇒ (3) + 1 = 4
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (3) + 1 = 4

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Renedar opens his eyes. "Did I hear bloody place? Oh, strawberry."
Renedar hands his wand to Taklinn. "Would you mind... I think I should get some armor. Muscles are not enough as it seems."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
full

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"Whew. That one was a doozy. Thankfully I was there to help you all out, especially with Renedar over here practically fall asleep on the job..."
Mercutio flashes a grin. "Just kidding, green guy."
"This rapier and armor looks special. Can any of you magically inclined folk tell anything about them?"
Mercutio scouts out the room, even listening at the northern door for anything or anyone behind it.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20 unless there are traps, then another +1

GM Crucible |

Spellcraft Rapier1d20+6
Spellcraft Armor 1d20+6
Sorry, DC to identify these is 18. Take 10 okay.
The party heals, and explores the room.
Mercutio does a more thorough search, and stops to examine—and listen at—the northern door.
He hears nothing at the door, and finds nothing new of interest in the room.
Where next?

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What sort of armor was the sorceress wearing?
Take 10 Spellcraft is 23, so Taerel will be able to identify most as well.

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"North sounds fine with me. We need to be on the lookout for more of these Shadow Lodge thugs!". She pulls out her wand of Magic Missile, as her own magic was quite depleted.
She made sure to first use her wand of Mage Armor to protect against whatever they were walking into.