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Slight retcon for the creature's last action after reading Amennekt's sensible argument on rules. At the start of the creature's action, Amennekht is at 22/29 Hp.
The dust digger drops Ammennekht, then lashes at him again!
Bite: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 ⇒ (5) + 3 = 8 vs AC 17 (not grappled anymore) => *hit* Grab: 1d20 + 7 ⇒ (19) + 7 = 26 *grappled*
Tentacle: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 1 ⇒ (3) + 1 = 4 vs AC 15 (grappled: -4 penalty to Dex) => *hit*
Confirmation: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (3) + 1 = 4 vs AC 15 => *miss*
Tentacle: 1d20 + 3 ⇒ (15) + 3 = 181d4 + 1 ⇒ (4) + 1 = 5 vs AC 15 => *hit*
Tentacle: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (3) + 1 = 4 vs AC 15 => *miss*
Tentacle: 1d20 + 3 ⇒ (11) + 3 = 141d4 + 1 ⇒ (3) + 1 = 4 vs AC 15 => *miss*
Tentacle: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (4) + 1 = 5 vs AC 15 => *hit*
The tentacled creature grabs Amennekht in its maw, and several appendices manage to bruise the Osiriani dervish as well. 22 damage taken and grappled, so Amennekht is staggered and at 0 hp.
Since Amennekht isn't in the belly of the beast anymore I'm not sure whether Ardisen wants to drown the dust digger in flames, so he's welcome to retcon his action. Amennekht can also act, though it can only be a partial action.

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Oh god no. Sorry didn't realise I was hitting him there. With the creature being large is there no area I can hit it without hitting Amennekht as he only takes up a single square?

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Okay, not to worry. I'll go for a Scorching Ray again.
Scorching Ray Vs Touch AC: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 04d6 ⇒ (5, 1, 3, 2) = 11
In the interest of keeping Amennekht alive, I'll use my folio reroll to reroll that attack roll. I have 1 GM star so I'll add one to the reroll.
Scorching Ray Vs Touch AC: 1d20 + 3 - 4 + 1 ⇒ (14) + 3 - 4 + 1 = 14
Ardisen launches a ray of fire at the creature, hoping to free his allies from it's clutches before it is too late.

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Ardisen's ray scorches the creature, which writhes in pain! Yet it is still alive. Amennekht waits to see if there's a possibility he might get out of this alive.
The last gnoll turns on Buri, striking him with his spear.
Spear, PA: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 9 ⇒ (8) + 9 = 17
Luckily, his aim is lessened by how hard he's trying to impale th dwarf, and the blow misses!
Round 4
Gnoll
>>> Ignatius
>>> Quarr
>>> Chasik
>>> Buri
>>> Amennekht (Delay)
Dust Digger
Ardisen
Ignatius, Quarr, Chasik, Buri and Amennekht can act!

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Do you mind if I move Ardisen back to where he was on the map as I only moved him closer to get off the Burning Hands?

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I got this clown, go help Amennekht lads! Buri says clawing the creature.
Using P.Attk
Bite: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
dmg: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Claw1: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Dmg: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Claw2: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
dmg: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

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Quarr rushes in behind Chasik and hurls a bomb into the pit with the beast, careful not to hit Amennekht as a roiling green mist fills the pit momentarily. I will try to stun it so you can get out!
Stink Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
damage: 3d6 + 4 + 1 ⇒ (1, 3, 6) + 4 + 1 = 15
Nauseated rounds: 1d4 + 1 ⇒ (3) + 1 = 4
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage
DC 16 Fort save or nauseated
10 Foot Cloud radius for 1 round only

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No problem Ardisen, please do. Just remember that scorching ray has a range of close (30 ft. for you).
Quarr, just one thing one of my RL players brought to my attention about precise bombs:
Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
This clearly doesn't work with stink bombs. Would you like to change your action?
Ignatius rushes to his companion's aid!
Buri manages to bite off one of the gnoll's ears, but his claws can't pierce the gnoll's tough hide.
Round 4
Gnoll
Ignatius
>>> Quarr
>>> Chasik
Buri
>>> Amennekht (Delay)
Dust Digger
Ardisen
Quarr, Chasik and Amennekht can act!

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Why won't you just die!
Chasik yells at the beast, hoping to draw its attention away from the man he's cheeing on.
PA hammer: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (3) + 5 = 8

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I will change it to a normal bomb then. I guess I am a bit confused on how this wouldn't effect stink bombs as it is a normal bomb damage-wise with just the smoke mist as splash out 10 feet.
EDIT: After reading multiple posts that say yes precise works it looks like the consensus is that precise does work for the splash damage itself on stink bombs and all bombs but the nauseating effect itself is not stopped by it. So it looks like damage is stopped but not the effect of the gas itself.

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Yes, that's how I read it as well. Will post this evening the results of your actions. Given the current circumstances I'll adjudicate that precise bombs works to prevent damage from being done to Amennekht even though he's on the same space as the creature.
-Posted with Wayfinder

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Quarr's bomb incinerates the dust digger, whose tentacles become limp all of a sudden, and its maw releases the unfortunate Amennekht.
With that, the tide of battle turns and you make short work of the remaining gnoll, slaying it before it can run away.
End combat! That was a close one.
Each gnoll carried a spear, a leather armor, a heavy wooden shield, a longbow and 20 arrows, and a battleaxe. Moreover, you easily find a poorly hidden cache nearby. There, the gnolls hid a silver cup worth some money, a hodgepodge of coins, as well as alchemical reagents from Thuvia that consist in an alchemy crafting kit, a vial of antitoxin, two flasks of alchemist's fire and two other vials of liquid ice. Lastly, some of the potions turn out to be magical. Quarr easily identifies them as a potion of blur and a potion of haste.
I'll let you heal and split the loot before moving on.

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Quarr takes a look at the liquid ice. this I have not seen before. he mutters to himself as he scrounges around in the Alchemy crafting kit.
Taking the Liquid Ice and Alchemy crafting kit if no one minds. If have to throw it then at least it will have the extra damage from my intelligence bonus.

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Ignatius sheathes his sword and trundles over to join his companions. He sees Amennekht on the ground and asks, "So... does anyone have a way to heal Amennekht? I, uh... I thought I had picked up a wand of healing, but," he digs around in his backpack, "I don't seem to have one."
I honestly thought I did make a PP purchase for a wand of CLW, but looking back through the discussion thread - I apparently never posted it. Sorry Amennekht - I'd heal you if I had the means.

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Clearly injured by the infuriating creature, Ammennekht sits down near the sand pit and begins fishing in his pack. After a short time he withdraws a slender wand. " If someone has the skill I have my own source of magic. "

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"Oh, you've got a wand! Please, let me help you, Amennekht."
Ignatius will use the wand to heal Amennekht.
Your wand, I'll let you roll the healing.

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Ignatius also takes a look at the gnoll's loot. "This potion of hast would be nice. Mind if I take this?" He raises his eyebrows as he looks around at his companions.
Once everything is calm again, Iggy will take a look around the area.
"Those things must have been placed here to guard something - I'll say we're on the right track."

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CLW: 1d8 + 1 ⇒ (5) + 1 = 6 6/29
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 9/29
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 15/29
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 17/29
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 26/29
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 29/29
Uses 6 Charges

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You now have a safe location to rest before continuing to the ruins. A weathered, partially buried marker about 100 feet west of the oasis matches the description in Grandmaster Torch’s notes. During the hour before dusk, the setting sun’s light causes a weathered hieroglyph depicting an arch to glow. Even as the sun sets, the long shadow cast by the stone never shifts, always pointing to the northwest with exactly the same bearing.
The question is - with time being of the essence, do you wish to rest at the oasis or travel onwards to Seeker's Folly?

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"Do we need to rest up? I'd rather push on - if everyone's had a chance to catch their breath."

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Ardisen finishes inspecting the items they found before responding to Ignatius.
"I'd rather not stay out here any longer than I need to. I still have a good amount of my spells available and while the idea of a forced march is less than appealling I'd rather get this task completed."
The enchanter checks over his possessions and makes sure his porter is coping before readying to carry on.

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Following the majority's counsel, you decide to follow Grandmaster Torch's directions. The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door. It is heavy and partially buried in the sand, yet it looks like it could be pushed open with sufficient strength.
The archway's ceiling contains a recessed inscription in an ancient tongue no one has uttered in centuries, yet that is still studied by many scholars around the world.
If you accessed this spoiler thanks to your knowledge of Ancient Osiriani, you can make a Perception or Linguistics check.

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Quarr is unable to make heads or tails of the pictured text before him.

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Ardisen rubs his hairless chin as he reads the script, responding to Buri.
"I can. It's Ancient Osiriani. On first glance it reads that is offers safety from the winds. But these scratches here change the meaning to the 'winds of time'."
Deciding to play it safe, the enchanter casts Detect Magic across the entrance.

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Before leaving the Oasis he offers his wand to any others who might be injured.
Understanding the script, Amennekht agrees with Ardisen's conclusion of the translation.
"Perhaps by time it refers to this being a safe place to keep things from the ravages of time. Surely this is what we must seek.
Watching the wizard work his magic, he pauses and examines the wall and door looking for anything unusual.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
"If the way is clear master Ardisen, let us open this door."

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"There's no detectable magical auras, but I would still be cautious. After you."
With a flourish and a smile Ardisen retakes his place at the back of the group.

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"Sounds good," Ignatius sets his shield down as he pushes with all his might to open the iron door.
Strength Check: 1d20 + 3 ⇒ (19) + 3 = 22

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Amennekht and Ignatius unite their strength and manage to push the massive door buried by sand! The wind gusts about this small courtyard, filling the air with fine grit. Corpses litter the area, little more than bone and desiccated, leathery skin. A dry well occupies the center, surrounded by the remnants of an outdoor market, though even the best tent is tattered and leans precariously. To the east, a set of low steps rise to a set of stone doors surrounded by symmetrical wall carvings of pharaohs. Stairs to the south ascend to the outer wall.
As you walk through the desolate courtyard, several of the bodies strewn about rise and attack you, soon followed by a mass of desicated flesh.
Initiative (Quarr): 1d20 + 6 ⇒ (19) + 6 = 25
Initiative (Chasik): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Ignatius): 1d20 + 6 ⇒ (1) + 6 = 7
Initiative (Amennekht): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Buri): 1d20 + 6 ⇒ (9) + 6 = 15
Initiative (P): 1d20 ⇒ 20
Initiative (C): 1d20 ⇒ 18
Initiative - round 1
>>> Quarr
>>> Chasik
P
C
Buri
Ignatius
Amennekht
Ardisen
Quarr and Chasik can act!

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Can the Knowledge checks be made before I and Quarr go so we have a better idea of what we are fighting?
Chasik, seeing the corpses rise, doesn't startle him. This isn't the first time he has dealt with creatures that hate the living. He steps up into the fray, drawing his silvered hammer and takes a mighty swing. The nearby tents and haphazard belongings causes him to loose his balance and his swings hits the ground in a loud *thud*
fight defensive (stalwart, DR 2/-), PA silver hammer: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 5 ⇒ (7) + 5 = 12

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Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19
Quarr rushes in behind Chasik, shaken from all of the smell of rotted flesh, he quickly mixes together a concoction with unsteady hands as he chucks the vial and the furthest undead abomination. The one with the loincloth that is furthest north
Fire Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
damage: 3d6 + 4 + 1 ⇒ (5, 3, 2) + 4 + 1 = 15
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage

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Knowledge (Religion) + Monster Lore: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Knowledge (Arcana) + Monster Lore: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

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Chasik: The knowledge checks are made as free actions during one's turn. So Quarr can do his, but if you want the information from Ignatius and the others, you'd have to delay.
Chasik adopts a defensive stance, but is unable to strike the undead down.
Quarr lobs a bomb which explodes on the stitched creature.
The smelly creatures move onto their target mindlessly, slamming into them.
Charge Slam vs Ignatius: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 131d6 + 7 ⇒ (2) + 7 = 9
Slam vs Chasik: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 7 ⇒ (4) + 7 = 11
Slam vs Chasik: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 7 ⇒ (2) + 7 = 9 Fort save DC 13 please
Confirmation vs Chasik: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 7 ⇒ (2) + 7 = 9
The stitched one steps towards Chasik and slams him twice with his massive, oversized limbs.
Slam vs Chasik: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 3 ⇒ (2) + 3 = 5 Fort save DC 14 please
Confirmation vs Chasik: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 ⇒ (6) + 3 = 9
Slam vs Chasik: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 3 ⇒ (1) + 3 = 4 Fort save DC 14 please
Confirmation vs Chasik: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 3 ⇒ (4) + 3 = 7
Hot dice! That's 18 damage for Chasik and three Fort saves.
Initiative - round 1
>>> Quarr
>>> Chasik
P
C
>>> Buri
>>> Ignatius
>>> Amennekht
>>> Ardisen
Everyone can act!

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Its only 12 damage since I have stalwart which gives me DR 2/- instead of the AC bump. But I still got to make 3 fort saves :(
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (20) + 7 = 27
current hp 50/62