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Valya looks very cross at her current skin colour, and a little bit sad when the sage makes a note of it.
I'm keen to just finish our last task and get to the pub. If I recall correctly we are to proceed to PAracountess Dralneen's estate in the Ivy District and retrieve an item from her.
She does not look keen.
Let's move off then, things to do and all that, it'll be sundown soon so we'd better get a move on
With that she sets the pace, pounding away towards the Ivy District.

Thunderfrog |

Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District— one of several homes the noblewoman keeps around Absalom — you come upon a magnificent gothic structure three stories in height.
The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door chime. Moments after ringing it, a servant in loose casual attire opens the door, greeting the Pathfinders as if expected. If questioned, the servant remains quiet, only responding when pressed, and then with only a few simple words: “My mistress will answer any questions you have once we reach her quarters.”
Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, you finally arrive on the third floor of the house, at the door of Zarta’s personal study, which lies beyond her bedroom. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.
A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table.
Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards the PCs with a wry smile, putting away a few papers before standing to address the hopeful Pathfinders.

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“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.”
*BANG*
She then turns her attention to the group.
“It’s always so incredibly adorable when I see a freshfaced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up!
*SLAM*
"Well, maybe not you.” Zarta points at Valya.
*CRASH*
“I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought.
*SMASH*
“On the good side, he always sends me all the precious new recruits. Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order of things."
*BOOM*
Zarta sighs, rolling her eyes at the cacophony of noise from the other room.

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"It seems that constant racket would distract from the solemness of a study? Are you having some construction done? Is there a chef on staff here? You mentioned a trinket, can you tell us what it is? Would you like some orange candy?"

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His questions already asked by Hans and Twitnit, Pooka looks around the lavish home with an emotionless expression, remainIng atop his mount.
I can't get that high of a perception check even if I take 20 so I will stand pat for now until this develops further.

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Zarta grins.
"That racket is coming from a misbehaving imp of a subordinate. If you want to bring back what your Venture-Captain is looking for, you'll have to get it from him."
She thinks a moment, then adds.
"As to what the trinket is, just know that your Captain wants it terribly bad, and it's against your best interests to open it. I won't be telling you any more than that, sweetums."
Reaching behind her, she pulls a silver dagger-shaped letter opener from concealment.
"You'll be wanting to use this."
She winks
"My bedroom is just down the hall. Don't tarry too long. Who knows what would happen if one of you were there when I decide it's time for bed?"

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Pooka moves forward and accepts the letter opener with a polite bow. There is no chance I would bed this woman, but she doesn't need to know that right now. I would bet money that whatever is in this box has to with a similar encounter with our venture captain and this vixen...
Thank you m'lady, we shall be out of your... hair... in no time, he says with a wink and a smile.
Pooka moves in behind Hans as they make their way towards the room with all of the racket.

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Well Paracountess, I'm not sure if it's the colour of my skin or my fangs that put you off, but either way I apologise for not being your type replies Valya.
She eagerly steps towards the door where the crashing is coming from, draws her sword and when everyone else is ready, yanks the door open and steps through, ready for action.

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"Did she say the servant is an imp? I think she winked at me? If it's her servant, why wouldn't she just tell him to give us the box? That's odd, big place like this and there wasn't even a bowl of mints in the room to snack on! Let's tackle this little bugger and get our prize!"

Thunderfrog |

As you enter the room, it is fairly obvious that quite a bit of debauchery takes place here. Against the wall is a large "x" shaped rack, with ties for hands and feet in the wooden cross. On the tabletop are a number of oils and salves, as well as a silver riding crop.
The "imp of a servant" is quite literally, an imp. He ignores you, throwing a small iron box all over the room. Into the bed. Into the walls. Onto the floor. There isn't a place safe! The box, while battered, shows no sign of being near ready to burst.
https://docs.google.com/drawings/d/1uG-tlWmoFVUpOzD_BCFrCZSGr5I1L1UK7Wr88_J 0TUk/edit
Please note that you can totally move your own icons again!

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I guess we are attacking the imp? I didn't see an initiative, or indication that we are in combat. Did I miss something or did Hans make a decision that it was hostile? Either way is fine, just curious if we should stop or join Hans?

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Pooka shrugs his shoulders at the eagerness of the giant man. I suppose there is more than one way to skin an imp...
That may not be the way I might have handled this, but between Valya and Hans this Imp would be well suited to surrender quickly, perhaps I can act fast enough to make sure we don't kill the lady's servant...
Pooka quickly looks around the room for some sort of clue as to something that might subdue the imp without any more violence..
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
In lieu of anything he can see in that quick scan, Pooka spurs Luna forward in a sprint to confront the imp, brandishing the silver letter opener. Stand down beast! Lest my mighty friends cut you into bit-sized imp cubes.
I would also like to attempt to catch the box out of mid-air on one of the tosses if possible. I don't know what the most appropriate check for that would be, so I just rolled a few, pick which one you think is most appropriate, if the maneuver is even possible!
Reflex Save: 1d20 + 4 ⇒ (14) + 4 = 18
CMB (Misc Attack/grapple roll against a flying box): 1d20 + 2 ⇒ (16) + 2 = 18

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Twitnit shrugs his shoulders, waves his hands around theatrically, and says...
"অনিশ্চিত, সুন্দর জিনিস, আমি আদেশ!"
Twitnit then takes a deep breath, faces the imp, opens his mouth and seems to scream at the imp, but nothing is heard by his allies.
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
Using his Efreeti bloodline, adds the "fire" descriptor.
damage: 1d6 + 1 ⇒ (4) + 1 = 5 fire damage + daze

Thunderfrog |

And just like that, the deed is done. The imp falls unconscious at the barbarians mighty blow. A few seconds later, he is conscious again.
(Keep your spell, Twitnit!)
Imp: "No fun! No Fun! I didn't even touch you! Take the blasted box and go, but you are terrible people, just walking in here and smacking a fella around like that!"

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Pooka chuckles at the imp's misfortune when he realizes that his friend's eagerness didn't actually kill it.
Luna, don't lick that, you don't know where it's been... Pooka says as he guides the dog back away from the battered imp, collecting the box as he moves.
Lets get this letter opener back to the lady of the house and be on our way back to the Venture Captain. Pints await my friends! First round is on me. Well done today.
When we begin moving back to headquarters, I want to keep my eyes peeled for our groupies. Now that we are done, I am afraid if they had some plans for us, now might be the time that they carry them out. I want to make sure we are on our guard.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16

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Valya lays an armored hand on Hans's shoulder
Nicely done! she flashes him a razor-toothed smile. She scowls intently at the imp, daring him to protest further, before leaving with her companions.
Watching Pooka's renewed alertness despite the late hour, she can't help but feel uneasy, and makes sure her blade is loose in its scabbard as she scans the area.
perception: 1d20 + 4 ⇒ (5) + 4 = 9

Thunderfrog |

Perception Twitnit: 1d20 + 2 ⇒ (16) + 2 = 18
Perception Han: 1d20 + 4 ⇒ (17) + 4 = 21
With your final task complete, you turn about through the Foreign Quarter and start the relatively quick journey home. As luck would have it, there is a street performance going on while you make your trip back to your venture captain!
Flame twirlers and puppetmasters put on a masterful show, where demons and devils chase popular lords and ladies of Absalom throughout the streets! A number of regular folk without the time to watch are cutting through the cities large network of alley-ways, and so do you.
As you head through one with a group of other people, a strange mist rises up from the ground below you. A woman cackles gleefully, her voice so unsettling that mere passerby's flee back in the direction from which they came!
As the smoke clears, the two women from earlier wink at you all, weapons drawn, alongside their male counterparts.
"Thanks for running the errands, Pathfinders! But all your artifact are belong to us!
ALL HEROES BUT VALYA MAY ACT IN THE SURPRISE ROUND!
Roll initiative!
Initiative Deandre: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Halle: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Ledford: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Larkin: 1d20 + 3 ⇒ (13) + 3 = 16

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Are we waiting for them to come to us? Or are we moving down the ally towards them? Is there any way to access threat levels of the 4? Are they melee, ranged, casters? Is one of them a "boss" and the others subordinates? Any plans here team?

Standard Pregen |

With a roar, Hans rushes forward, and attempts to club the first one that he comes to!
Greatsword, Rage, Subdual: 1d20 + 5 + 2 - 4 ⇒ (19) + 5 + 2 - 4 = 22, for 2d6 + 10 + 3 ⇒ (6, 3) + 10 + 3 = 22 Non-lethal damage.
Crit Confirmation: 1d20 + 5 + 2 - 4 ⇒ (16) + 5 + 2 - 4 = 19, for 2d6 + 10 + 3 ⇒ (4, 4) + 10 + 3 = 21 *ADDITIONAL* Non-lethal damage.

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Can't act but I'll roll for next round ;)
init: 1d20 + 2 ⇒ (7) + 2 = 9

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Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Surprise round means 1 Move or Standard action. I will take my action to move in front of the party so I have a clear path to charge our enemies.
Pooka deftly leads Luna through and around the legs of his much taller companions to place himself securely in the front of the group.
Luna my dear, they want to take our toys, and as long as they are in our way, we cannot get our pints. Do you want a pint? Do you? Do you?
Luna's lips curl back into a snarl, baring teeth menacingly before erupting into a string of vicious sounding barks. She leans back on her rear haunches, like a coiled spring, ready to launch forward.
**Edit** Just for the fun of it: Intimidate: 1d20 + 3 ⇒ (13) + 3 = 16

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To Twitnit's questions - My (character's) first impression is that they are hostile, looking to undo what we have done today. In true "shoot first, ask questions later" form, I assume they will beg for mercy and wish they hadn't provoked us if this was supposed to just be part of a ruse to test us in some sort of new pathfinder hazing. My current intentions are to charge the nearest enemy at the first opportunity, and with luck, take one of them down in one pass.
Either way, one of their team gets to act first in the initiative order, so there is a good chance we will see their true intentions right away and be able to react to them.
With all of that said, Sense Motive is the closest skill to determining their true hostility towards us:
Sense Motive
(Wis)
You are skilled at detecting falsehoods and true intentions.
Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone's trustworthiness.
Task...Sense Motive DC
Hunch...20
Sense enchantment...25 or 15
Discern secret message...Varies
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
If our GM allows it, Sense Motive: 1d20 ⇒ 9

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Just thinking out loud here, but how cool would it be to have Twitnit on the roof, launching volleys of awesomeness from higher ground... I bet Hans or Valya could get him up there quickly...

Thunderfrog |

Larkin throws a Dagger at Pooka!
1d20 + 3 ⇒ (16) + 3 = 19
1d4 + 2 ⇒ (4) + 2 = 6
Deandre casts a spell!
Halle fires an Acid Ray at Pooka!
1d20 + 2 ⇒ (9) + 2 = 11
1d6 + 1 ⇒ (3) + 1 = 4
Ledford tenses up, waiting for something!
Remember! Suprise round is Move or Standard! (No charges!)Once Twitnit, Hans, and Pooka make their surprise rounds, we will go in initiative order.
Larkin
Twitnit
Pooka
Hans
Valya
Deandre
Ledford
Halle

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As he ponders the intentions of the group in front of him, putting on his best show of intimidation see above a dagger flashes through the air, scoring a clean hit on his leg, opening a wide gash.
You almost hit my dog you filthy son of a tro... A ray of acid shoots from one of the lady's fingertips, narrowly missing his head.
oll whore! ... Pooka looks down at his leg. Well now, here I thought you could hardly resist my dashing good looks. I wonder if you can resist this stone?
Pooka swings his sling over his head a few quick times before releasing the stone in the direction of Halle.
Sling: 1d20 + 5 ⇒ (13) + 5 = 18
Damage to Halle if Attack Roll is successful: 1d3 + 2 ⇒ (1) + 2 = 3
He smiles smugly as he releases the stone, confident his aim is true...
The attack is my standard action for the surprise round. As soon as the first round begins, that is when I will charge forward, lance tip first...

Standard Pregen |

Actually, you *can* charge in a surprise round.
"If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn."
Hans moves closer to the party's suddenly revealed foes, ducking around the corner to avoid blocking Pooka's charge line.

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How high is the roof right of my current position on the map? Taking Pooka's suggestion, would there be a possible "climb" or "acrobatics" check to get on top of it?
Or in the interest of keeping the game moving, I can simply use my surprise action to move right, 2 squares. Leaving the charge unobstructed.

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Valya is currently twiddling her thumbs, however should a certain rapid-question-asking gnome come running at her full pelt, she'd be only too happy to fling him in the air!
STR check: 1d20 + 4 ⇒ (11) + 4 = 15

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Twitnit takes Valya's cue and takes a running start at her, hoping to get the boost he needs to catch the top of the northern roof.
acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19

Thunderfrog |

Twitnit is launched upwards, easily securing himself on the low alleyway rooftops.
Twitnit must move at half speed from here on out or make an acrobatics check DC 15. Failure means he stays put. Failure by more than 5 falls off the slanted rooftops.
Round 1!
Larkin delays his action, he seems to be waiting for his allies to do something...
Larkin (Delayed)
Twitnit
Pooka
Hans
Valya
Deandre
Ledford
Halle

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Twitnit moves to the end of the roof, to gain a clear vantage point on all those below in the ally.
acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
"I bet if I took 1 shoe off, it wouldn't even feel like I was walking on a slope. Wouldn't you all prefer some orange flavored candy instead?"
Twitnit waves his hands theatrically, before ending with a pointing finger at Larkin
"অনিশ্চিত, সুন্দর জিনিস, আমি আদেশ!"
Twitnit then opens his mouth as if to scream, but nothing is heard by his allies.
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
damage: 1d6 + 1 ⇒ (6) + 1 = 7 (fire damage + dazed 1 round)
DC 15 Fort = 1/2 damage, no daze

Standard Pregen |

Hans steps forward, starts frothing at the mouth, and takes a swing at the armored individual in front of him!
Greatsword, Rage: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23, for 2d6 + 10 + 3 ⇒ (2, 1) + 10 + 3 = 16 damage.

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Pooka catches his breath as he leans into the impending charge, and whispers a single word to the canine steed that carries him. Like the switch on a ballista, the command rockets the pair forward with surprising quickness.
Charge...
The pair darts straight at the poor soul directly in front of them.
Attack, Charge w/Lance: 1d20 + 6 ⇒ (3) + 6 = 9
Damage, if attack hits: 1d6 + 3 ⇒ (5) + 3 = 8
Somebody take out that caster!

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Moving faster than you've seen anyone do so in full armor, Valya sprints towards the enemies, drawing her sword as she goes. She deftly maneuvers around Luna and her mobile weapons platform, ending her run with two quick spinning steps and arcing her blade around her with the momentum of her movement.
greatsword PA: 1d20 + 4 ⇒ (19) + 4 = 23
slashing: 2d6 + 9 ⇒ (4, 1) + 9 = 14
EDIT: Crit! confirm: 1d20 + 4 ⇒ (5) + 4 = 9
Additional damage if confirmed: 2d6 + 9 ⇒ (5, 1) + 9 = 15

Thunderfrog |

Saving Throw: 1d20 + 2 ⇒ (13) + 2 = 15
Deandre crumples in a dead heap at Hans feet!
Ledford Held Action: 1d20 + 5 ⇒ (14) + 5 = 19
Damage to Pooka: 1d10 + 4 ⇒ (9) + 4 = 13
Ledfords Standard Action: Round 1
Ledford swings his axe at Pookas Dog!
Ledford Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage to Pookas Dog: 1d10 + 4 ⇒ (4) + 4 = 8
Crit Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Extra Damage: 1d10 + 4 ⇒ (9) + 4 = 13
He then steps backwards a few steps!
Hallee casts a spell!
Color Spray DC DC 14 or be Unconscious, Blinded, and Stunned for Rounds: 2d4 ⇒ (4, 3) = 7
If anyone falls unconscious, Larkin will step up and stab them. If not, he will try to stab Hans!
Base d20 Modifiers pending: 1d20 ⇒ 8

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I don't mean to get rules-lawyery - But I don't believe Ledford can do what you had him do. My charge did not take place until the surprise round was over. Therefore, if Ledford held his action, his new initiative is at the point when he finally acts. He cannot do his surprise round action, and his still take his normal 1st round initiative. In the end, all that really does is make sure he can't cut my dog down, as his initial attack puts me at -9.
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.
You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action).
Initiative Consequences of Delaying: Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed action (though you can delay again).
If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Initiative Consequences of Readying: Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger “if she starts casting a spell.” If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Spellcraft check result).
Readying to Counterspell: You may ready a counterspell against a spellcaster (often with the trigger “if she starts casting a spell”). In this case, when the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that same spell (and are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a counterspell and automatically ruin the other spellcaster's spell. Counterspelling works even if one spell is divine and the other arcane.
A spellcaster can use dispel magic to counterspell another spellcaster, but it doesn't always work.
Readying a Weapon against a Charge: You can ready weapons with the brace feature, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.
In both cases outlined above, delaying or readying an action changes your initiative score. If Ledford never took his readied action in the surprise round, he doesn't get to take both rounds worth of actions.
Also, what happened to Valya's attack? Based on the way the map was set up, she should have been attacking Ledford, and would have severely damaged/killed him before his second attack (which I don't believe should have happened anyways).
If the damage stands as is, my character is at -9 (con of 10, so 1 round from ultimate death) and Luna is at -8 (7 rounds from ultimate death)

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On my round 2 initiative my character attempts to stabilize, on account of this acute case of dying...
The grimace at the failed attempt to skewer the wretched bandit never had a chance to materialize on Pooka's face as he is swiftly cut down from the back of his loyal dog. The ball of deadly fury, unceremoniously beaten out of the air, mid charge.
The fading light of the evening sky seemed oddly bright as the lines and details of the buildings in the alley blurred together, fading to black.
Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.
Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.
Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.
Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.
Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
And you, my father, there on the sad height,
Curse, bless, me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
Luna....
Stabilize (DC10+9) to avoid death: 1d20 + 5 ⇒ (20) + 5 = 25
A 20 on a stabilize role is an automatic success (though the result was enough anyways to pass) My character will remain at -9 hit points, stablized until I can be healed, or one of the enemies tries to finish me off. Additionally, if I am correct in my post above, Ledford would never have had a chance to attack Luna. She would viciously guard my prone body, and I will be happy to continue to post her actions on my initiative count. Please let me know as quickly as possible so we can sort out what happened and who is left...

Standard Pregen |

I agree that normally, you can't delay an action from one round and fold it into the action of the *next* round. If Ledford delayed, his place in initiative is reset to when he decides to act, and he receives a standard/move *then* - it does not grant him a standard, and then another standard/move immediately.

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gotta love the 1st level color spray tpk! lol
Once everything is sorted out, Twitnit will wash, rinse, and repeat the ear-piercing scream, only directing it at the now evident caster Hallee.
ear piercing scream: 1d6 + 1 ⇒ (3) + 1 = 4 (fire damage + dazed; dc: 15 fort for 1/2 damage and no daze)