
|  GM Aerondor | 
 
	
 
                
                
              
            
            And finishes disabling the blue runes
Status, bold may post 
Teric 6 NL damage; Fort DC 14 vs distraction. 
Seren 15 NL damage 
Tessara 
Valora 26 NL damage 
Red 
Undiana / Riddy - 6 NL damage
Narika 15 NL damage

|  Teric Cain | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Teric grits his teeth as the swarm covers his arms. He tries to wrest control of reality itself to deactivate the tiny creatues.
UMD: 1d20 + 15 ⇒ (15) + 15 = 30

|  Valoria Lackland | 
 
	
 
                
                
              
            
            Valoria whirls her longsword about in graceful arcs, transforming it into a shining beacon of hope.
Divine Fighting Technique (Iomedae's Inspiring Sword). All allies within 30' (currently everybody) gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 2 rounds.
"By Iomedae's grace, unravel these runes!"

|  Seren's Seven | 
 
	
 
                
                
              
            
            "This blue group seems to be handled, lovelies." "Crud, hang on fuzz face, we're comin'!" Both voices escape her lips at the same time, and Seren springs up out of her crouch and bounds her away over the base of the garden statue with an impressive dive that takes her between its legs to land with arms posed wide. She stays there smirking for but a breath before bending down and beginning to fiddle with the red swarm of runes.
Free action to continue dancing, move to new location, standard to try and disable the red swarm.
UMD(Heroism, spirit dance, spirit aura, IISword): 1d20 + 15 + 2 + 3 + 1 + 2 ⇒ (2) + 15 + 2 + 3 + 1 + 2 = 25
Spirit Aura: Choose one skill when you are within 30 ft of Seren. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.

|  GM Aerondor | 
 
	
 
                
                
              
            
            Teric makes good progress while Valoria inspires everyone with her techniques. Seren also contributes with her own abilities toward dismantling of the wards.
Status, bold may post 
Tessara 
Red (3 successes)
Undiana / Riddy - 6 NL damage 
Narika 15 NL damage
Teric 6 NL damage; Fort DC 14 vs distraction. 
Seren 15 NL damage 
Valora 26 NL damage

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Tess again tries to dismantle the swarm, this time the red one, using the support from her teammates.
Spellcraft 1d20 + 17 + 1 + 2 ⇒ (13) + 17 + 1 + 2 = 33

|  GM Aerondor | 
 
	
 
                
                
              
            
            Tessa feels she has got a handle on these red runes.  And then the air explodes again with more lightning.
Ref DC19 for half, ligtning damage: 8d6 ⇒ (6, 6, 2, 4, 4, 3, 2, 2) = 29
Everyone apart from Teric is caught in this blast of electricity.
Status, bold may post 
Undiana  - 6 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half
(Riddy) - extra 29 NL electricity damage, Ref DC 19 for none
Narika 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half
Teric 6 NL damage; extra 29 NL electricity damage, Ref DC 19 for half
Seren 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half
Valora 26 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half
Tessara - 29 NL  electricity damage, Ref DC 19 for half
Red (5 successes)

|  Valoria Lackland | 
 
	
 
                
                
              
            
            Valoria dodges the bolt of lightning, gritting her teeth as it passes by and raises the hairs on her body.
Reflex save: 1d20 + 6 + 2 + 2 ⇒ (11) + 6 + 2 + 2 = 21
Valoria takes half of 29 nonlethal electricity damage, 14.5, round down to 14, less her 4 electricity resistance, equals 10 nonlethal electricity damage.
In the aftermath of the lightning Valoria guides Arazni over to the remaining collection of living runes and calls on her deep reserves of intelligence (immediate action cast burst of insight for +8 enhancement bonus to Intelligence) to use her knowledge of the arcane to disable them.
[dice=Knowledge (arcana)]1d20+4+4+2+1+2[/dice]
She sits in Arazni's saddle, dazed after her burst of insight.

|  Arazni—Celestial Horse | 
 
	
 
                
                
              
            
            Arazni whinnies in surprise as she springs aside, the lightning barely troubling her celestial nature.
Reflex save: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Please make a spell penetration check vs. Arazni's SR of 10, otherwise she takes 29 nonlethal electricity damage, half is 14.5, round down to 14, less her 10 electricity resistance, equals 4 nonlethal electricity damage.

|  GM Aerondor | 
 
	
 
                
                
              
            
            Does Arazni not get evasion?
Valoria works on the runes that seethe around the gardens.
CL: 1d20 + 8 ⇒ (7) + 8 = 15
Status, bold may post 
Undiana - 6 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
(Riddy) - extra 29 NL electricity damage, Ref DC 19 for none 
Narika 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Teric 6 NL damage; extra 29 NL electricity damage, Ref DC 19 for half 
Seren 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Tessara - 29 NL electricity damage, Ref DC 19 for half 
Red (6 successes)
Valora 36 NL damage 
(Arazni) 4 NL damage

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Reflex 1d20 + 8 ⇒ (1) + 8 = 9
Tess, singed from the lightning,!again tries to dismantle the red swarm, using the support from her teammates.
Spellcraft 1d20 + 17 + 1 + 2 ⇒ (12) + 17 + 1 + 2 = 32

|  Valoria Lackland | 
 
	
 
                
                
              
            
            
          
|  Teric Cain | 
 
	
 
                
                
              
            
            I'm going to go by your text that Teric wasn't in the blast of electricity despite the status text.
Teric forces his will upon the rune, commanding them to deactivate. "Cease this now!"
UMD (DFT, Spirit): 1d20 + 15 + 2 + 1 ⇒ (10) + 15 + 2 + 1 = 28

|  GM Aerondor | 
 
	
 
                
                
              
            
            @Teric, correct.
Tessara manages to disable still more of the runes and with help for Teric finally the team is in the clear.
The question facing the team is...where to now?  
I think you have only done the entrance, or did you do inside as well?  Certainly it doesn't appear you have gone upstairs yet..
Status, bold still have to save.  
Undiana - 6 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
(Riddy) - extra 29 NL electricity damage, Ref DC 19 for none 
Narika 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Seren 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Tessara - 29 NL damage, 
Valora 36 NL damage 
(Arazni) 4 NL damage
Teric 6 NL damage;

|  Teric Cain | 
 
	
 
                
                
              
            
            'Quickly, upstairs. We need to stop this madness." Teric pulls out a wand of healing and taps himself with it.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
But pause for others to figure out their saves and healing.

|  Valoria Lackland | 
 
	
 
                
                
              
            
            The question facing the team is...where to now?
I think you have only done the entrance, or did you do inside as well? Certainly it doesn't appear you have gone upstairs yet..
We've done A1, A2, and A3. We have not done B or C. Are we going to get a channel from Seren? A lot of us are damaged. If not, I'll expend charges from my wand to heal.
After checking on Arazni, Valoria nods at Teric's suggestion.
"Yes, this chaos must end. Let's see if we can't get to the bottom of this, and subdue the intruders in Nigel's study."

|  GM Aerondor | 
 
	
 
                
                
              
            
            The team heads inside. Arazni however has quite some difficulty with the stairs. Gears, glass, and chunks of wax litter the polished wood floor under a sign that proclaims “Scars of the Lich.” The corpse of a Kellid warrior lies in a pool of blood, her furs soaked through. A constant ticking and whirring sound echoes in this area.
I'm kind of hoping you are not going to try to take your charger upstairs
If you could all do your saves and catch up on any required healing then start to explore the upper floors..
Status, bold still have to save. 
Undiana - 6 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
(Riddy) - extra 29 NL electricity damage, Ref DC 19 for none 
Narika 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Seren 15 NL damage ; extra 29 NL electricity damage, Ref DC 19 for half 
Tessara - 29 NL damage, 
Valora 36 NL damage 
(Arazni) 4 NL damage 
Teric

|  Seren's Seven | 
 
	
 
                
                
              
            
            Since this is a construct swarm, anyone in 10ft of Seren gets a +2 sacred bonus on their saves
Reflex: 1d20 + 11 + 2 + 3 + 2 ⇒ (1) + 11 + 2 + 3 + 2 = 19
When Teric and Tessara manage to deactivate the last of the runes Seren simply drops where she's at and sits there for a minute looking pale and vaguely uncomfortable. She waves lazily at the general area. "Give me a minute, I feel sick... then Mal can fix us up."
And true to her word, after one minute of sitting about mutter to herself, the medium stands and takes a centering breath before beginning a measured, steady waltz amidst the party. Now pale of skin again, an imperious female voice declares to Abadar for healing while presenting one of Seren's holy symbols to the group twice.
Then all her grace vanishes and she drops to the ground once more with no ceremony, looking vaguely sick. "Ok... I'm gonna need another minute."
Channel: 4d6 + 2 ⇒ (5, 3, 6, 2) + 2 = 18
Channel: 4d6 + 2 ⇒ (1, 1, 4, 3) + 2 = 11
Those two together are actually just enough to cover everyone that made both saves. I only have one channel left, so we might want to use wands for the rest.

|  Undiana Jones | 
 
	
 
                
                
              
            
            Undy Reflex, IISword: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Undy’s Reflexes fail him and he takes full damage from the lightning, some of which is absorbed by the False Life spell he cast earlier. After Seren’s channels he is fully healed (but no longer has the benefits of False Life).
”Friends, perhaps I should cast Communal Protection from Energy on us all? But which energy type? Do any of you have a means of divining whether we may face more such electricity, or perhaps other forms of energy?”
Before they proceed, Undy will use another charge from his wand of Heightened Awareness.

| Riddywipple Z. | 
 
	
 
                
                
              
            
            Riddy Reflex, IISword: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
@GM, Riddy has SR 13,so if the electricity dmg was from a spell please make an SR check.
Riddy’s Reflexes fail him and he takes half damage (due to Improved Evasion) from the lightning, some of which is absorbed by the False Life spell he cast earlier. After Seren’s channels he is fully healed (but no longer has the benefits of False Life).

|  Valoria Lackland | 
 
	
 
                
                
              
            
            I'm kind of hoping you are not going to try to take your charger upstairs
I have a hosteling tower shield, so I'll store her there while walking up the stairs, then get her out again at the top assuming there is enough head room.
[dice=wand of cure light wounds]1d8+1[/dice]

|  GM Aerondor | 
 
	
 
                
                
              
            
            CL vs Riddy: 1d20 + 8 ⇒ (2) + 8 = 10 Riddywipple magical nature manages to shrug off the lightning.
Seren's connection to holy powers beyond this world proves enough to heal the entire group from the scrapes and blasts of the defensive runes.
Once inside Valora returns her mighty charger to its (super) normal state. Given the museum often has displays of large creatures and whole battle scenes, the roof is plenty large enough for her to ride inside.
Up ahead you hear a strange whirring and clicking sound...
Status, 
Undiana - 
(Riddy) - 
Narika 
Seren 
Tessara - 
Valora 
(Arazni) 
Teric

|  Valoria Lackland | 
 
	
 
                
                
              
            
            Once inside Valora returns her mighty charger to its (super) normal state.
Valora
Sorry to be a bother, but my character's name is is Valoria, not Valora.
Valoria readies her lance in anticipation of another conflict. In search of the source of the noise, she urges Arazni forward slowly with gentle pressure from her knees.
I've moved my tokens forward on the indicated path, please feel free to adjust their position as needed to react to things she might see.
[dice=Take 10 Handle Animal to push Arazni to be stealthy]10+16+2[/dice]
[dice=Arazni's Stealth]1d20-4[/dice]
[dice=Valoria's take 10 Stealth]10+2[/dice]

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Tess decides that now is the time best to use her own False Life Spell.
False Life HP 1d10 + 8 ⇒ (3) + 8 = 11

|  GM Aerondor | 
 
	
 
                
                
              
            
            As she goes past the main display area Valoria hears quite clearly "Intruder alert!"
Turning around she sees two clockwork figures starting toward her!
Status, - init!
Undiana - 
(Riddy) - 
Narika 
Seren 
Tessara - 
Valoria 
(Arazni) 
Teric
Golems.
init: 1d20 + 6 ⇒ (15) + 6 = 21
Init time everyone.  Anyone beating a 21 may act.  IF you have not rolled in a few hours, I'll roll for you.

|  Valoria Lackland | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
I'm not sure if this counts as beating 21, even if it does Valoria delays and waits for the creatures to close, then comes off delay.
[dice=Knowledge (arcana) w/heroism to identify the clockwork creatures]1d20+4+2[/dice]
Valoria couches her lance and patiently waits for the creatures to approach.

|  Seren's Seven | 
 
	
 
                
                
              
            
            Init: 1d20 + 8 ⇒ (7) + 8 = 15
Grasping Whispers >90 is useful: 1d100 ⇒ 72
Seren is bent over the corpse of the kellid, listening to it babble inane nonsense from deathly blue lips with a surprisingly serious expression and a furrowed brow. "Bah, it's talkin' silly stuff and I ain't got time to try and let it possess me for a chat." She tilts her head slightly, and after a pause snickers to herself and waves a hand at her shoulder to brush something invisible away.
All of this distraction from the dead leaves her completely unaware of the sounds coming from ahead, and she doesn't notice the clockworks until they're already upon the party!

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Init 1d20 + 3 ⇒ (10) + 3 = 13

|  Undiana Jones | 
 
	
 
                
                
              
            
            Dismissing Heightened Awareness Initiative, HA: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16

|  GM Upaynao | 
 
	
 
                
                
              
            
            Round 1
Narika
Blue
Red
Teric
Valoria
Undiana
Seren
Tessara
Remaining Init: 1d20 + 6 ⇒ (18) + 6 = 24

|  GM Upaynao | 
 
	
 
                
                
              
            
            Round 1
Blue - Charged
Red
Teric
Valoria - 29 Dmg
Undiana
Seren
TessaraRound 2
Narika
It's fine, that got lost in translation over the switch
The guardians step on forth, emerging from the trophy room they were guarding and slam into Valoria as they extend their shields.
Blue, Shield Bash (Charging): 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Red, Shield Bash: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Red, Shield Bash: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d6 + 9 ⇒ (5) + 9 = 14
Red, Slam: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
The intensity of their attack is felt by the knight as the edge of their shields catches her in the ribs.

|  Valoria Lackland | 
 
	
 
                
                
              
            
            GM, did you record my AoOs as they closed with me?
Valoria's lance scores glancing blows on the two clockwork creatures as they charge her, though much of the force is deflected by some unknown quality of their construction. She grunts as their blows knock her about. Then, recognizing that the time for close combat work is at hand, she drops her lance and draws her longsword. Challenging the blue clockwork, she slashes down at it, opening herself up to attacks from the red clockwork.
–2 AC vs. non-challenged enemies.
With her knees she urges Arazni to unleash a flurry of clomping hooves and slashing teeth against the blue construct.
[dice=+1 longsword (heroism, higher ground)]1d20+13+2+1[/dice]
[dice=magic, slashing, challenge]1d8+5+7[/dice] damage

|  Arazni—Celestial Horse | 
 
	
 
                
                
              
            
            Arazni is –1 AC vs. non-challenged enemies.
Arazni unleashes a flurry of clomping hooves and slashing teeth against the blue construct.
bite: 1d20 + 9 ⇒ (3) + 9 = 12
[dice=bludgeoning, piercing, slashing, magic, challenge]1d4+6+3[/dice] damage
hoof 1: 1d20 + 9 ⇒ (20) + 9 = 29
[dice=bludgeoning, magic, challenge]1d4+6+3[/dice] damage
hoof 1 critical confirmation: 1d20 + 9 ⇒ (5) + 9 = 14
[dice=bludgeoning, magic, challenge]1d4+6+3[/dice] damage
hoof 2: 1d20 + 9 ⇒ (16) + 9 = 25
[dice=bludgeoning, magic, challenge]1d4+6+3[/dice] damage

|  Undiana Jones | 
 
	
 
                
                
              
            
            Undy, Knowledge (Arcana): 1d20 + 17 ⇒ (14) + 17 = 31 Immunities and Resistances, please
"These are Clockwork Guardians, defensive systems from the Magnimar Golemworks! Watch out for their shields!"
Riddy, Knowledge (Arcana): 1d20 + 13 ⇒ (17) + 13 = 30 Special Attacks, Saves, please
Undy and Riddy will wait to act until knowing the result of the Knowledge checks.

|  Narika | 
 
	
 
                
                
              
            
            Narika lifts her hand and points at the blueish construct. Three little pellets of magic fly from her finger tips, slamming into the construct.
damage: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14
since these are constructs, I'll roll now for SR in case it's needed.
CL against SR: 1d20 + 7 ⇒ (6) + 7 = 13

|  Teric Cain | 
 
	
 
                
                
              
            
            Teric pulls out a rod and conjures magic above the constructs. A cloud forms and strikes down at the nearest one with lightning.
Cast Aggressive Thundercloud over Blue. Undiana's knowledge check will determine the energy (either cold or electricity, which ever is better against them). Reflex DC 19 for cold magic, DC 18 for electricity. If it's Cold, he'll also use his Rime metamagic wand, meaning it's slowed and entangled on a failed save. No debuff riders if it's electrcity. 
Damage (reflex negates): 3d6 ⇒ (2, 6, 5) = 13

|  Seren's Seven | 
 
	
 
                
                
              
            
            Seren finally catches up with the events occurring around her, like giant robot men, and springs into action. "Hang on, Horse lady! We're comin'!" Magic springs to life around her and she jumps up in front of the others, rushing towards the blue clockwork while Narika's missiles zoom past her head.
The near miss at one of her ears causes her to jump and nearly stumble over her own feet, but she catches herself with a pirouette and simply keeps spinning. When she reaches her target she rolls into a overhand swing meant for its shoulder joint. A string of Tien words spill out of her mouth in a man's voice with her strike.
Move to new location, free action to dance, free action to gain 1 influence to restore 4 rounds of dance, standard to attack.
+1 Wakizashi (Spirit Bonuses, Heroism): 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (2) + 17 = 19
Crit Confirm (Spirit Bonuses, Heroism): 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (1) + 17 = 18
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Holding my action until the results of the skill check is known.
Know. Arcana 1d20 + 17 ⇒ (1) + 17 = 18

|  GM Upaynao | 
 
	
 
                
                
              
            
            Round 1
Blue - 76 Dmg, Charged
Red - 1 Dmg
Valoria - 29 Dmg
Undiana
Teric
Seren
TessaraRound 2
Narika
@Valoria: Nope, forgot about that!
@Terric: Ok, so you are delaying until after Undiana to get the benefit of his knowledge check.  But as you are about to find out, there is no energy type they are resistant to.  So I need you to decide whether it is electrical or cold.
The hooves of Valoria's mighty stead slams into the intricate gearwork of the contructs as her sword exacts retribution for her own wounds.
Undiana recalls that clockwork golems do not have any particular immunities a regular construct does not already have Construct traits. They are however, resistant to physical damage that isn't adamantine DR 5/Adamantine. Riddywhipple doesn't recall these things having any special attacks, and remembers that they have quick reflexes, and less stellar fortitude and strength of will. Reflex/Fort/Will.
Narika's magic missiles fly through the air and spear through the blue-metal construct. No SR check needed! At the same time, Seren slides on in and delivers a nasty blow to the same construct's head!
To all of you who are on delay, waiting for information to be communicated to you or hinging your actions upon a particular set of information being delivered, I would strongly suggest for the sake of expediency, that you provide me with a set of contingent actions that can be spoilered if you so wish. You might run out of time in later phases if you do not keep this moving forwards with every post.

| Riddywipple Z. | 
 
	
 
                
                
              
            
            Riddy will blast Blue with his wand of Magic Missile.
Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8

|  Undiana Jones | 
 
	
 
                
                
              
            
            Lacking any good options, Undy will simply move a bit closer, accompanied by Riddy.

|  Teric Cain | 
 
	
 
                
                
              
            
            Sorry, preference is always for cold damage with the extra debuff riders. Reflex save DC 19 to negate the damage. If blue fails, it is slowed and entangled.

|  Tessara Omelion PFS | 
 
	
 
                
                
              
            
            Tess moves 30’ due South and casts Haste on the party.
Would someone move me on the map, please? Thanks.

|  GM Upaynao | 
 
	
 
                
                
              
            
            Round 2
Red - 1 Dmg
Valoria - 56 Dmg, Hasted
Undiana - Hasted
Teric - Hasted
Seren - Hasted
Tessara - HastedRound 3
Narika - Hasted
Undiana, at a loss as to how to proceed with these creatures, just nods to his fairy dragon familiar, which then proceeds to unleash another magic missile into the well-worn construct.
Reflex DC 19: 1d20 + 7 ⇒ (8) + 7 = 15
The magical projectiles disable a critical rotor, and it finds itself unable to move out of the way of Teric's globe of frost. The spell freezes the guardian , and finally causes it's structural struts to break.
Reconsidering it's options, the second guardian chooses to attack Valoria once more!
Red, Shield Bash: 1d20 + 19 ⇒ (17) + 19 = 36 
Damage: 1d6 + 9 ⇒ (1) + 9 = 10 
Red, Shield Bash: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 9 ⇒ (3) + 9 = 12 
Red, Slam: 1d20 + 14 ⇒ (13) + 14 = 27 
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
The blows each find a new soft spot, a new weakness in the cavalier's defense.

|  Narika | 
 
	
 
                
                
              
            
            Narika's finger shoots out two beams of cold towards the remaining construct. cold version of scorching ray
ranged touch attack, ray 1: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10 penalty for into melee taken
ranged touch attack, ray 2: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 penalty for into melee taken
damage: 4d6 ⇒ (3, 6, 6, 6) = 21
damage: 4d6 ⇒ (3, 5, 1, 6) = 15

|  Valoria Lackland | 
 
	
 
                
                
              
            
            Valoria nods in appreciation as her team mates demolish the blue clockwork. Her moment of admiration is cut short as the remaining clockwork assaults her with faultless precision. Battered and bruised, yet reinvigorated by her allies' magic, she gathers her reserves and unleashes a furious assault.
[dice=+1 longsword (haste, heroism, higher ground)]1d20+13+1+2+1[/dice]
magic, slashing: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14 damage
[dice=hasted +1 longsword (haste, heroism, higher ground)]1d20+13+1+2+1[/dice]
magic, slashing: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12 damage
[dice=+1 longsword (haste, heroism, higher ground)]1d20+8+1+2+1[/dice]
magic, slashing: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13 damage
 
	
 
     
    