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Duhwoo will Rage, and step up 5' and attack -- using Lunge (in case the one he stepped up to falls, so he can reach the next one...), Power Attack, Reckless Abandon, Dazing Assault, and "Come and Get Me":
.
first attack: 1d20 + 35 + 4 ⇒ (7) + 35 + 4 = 46
for 2d4 + 35 + 4 + 1d6 ⇒ (2, 4) + 35 + 4 + (5) = 50 points of damage
iterative #1: 1d20 + 25 + 4 ⇒ (2) + 25 + 4 = 31
if AC 31 hits, then 2d4 + 35 + 4 + 1d6 ⇒ (2, 4) + 35 + 4 + (4) = 49 points of damage
iterative #2: 1d20 + 20 + 4 ⇒ (14) + 20 + 4 = 38
if AC 38 hits, then 2d4 + 35 + 4 + 1d6 ⇒ (2, 3) + 35 + 4 + (4) = 48 points of damage
iterative #3: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39
for 2d4 + 35 + 4 + 1d6 ⇒ (4, 3) + 35 + 4 + (3) = 49 points of damage
crit confirm check: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
if AC 36 confirms, then another 2d4 + 35 + 4 ⇒ (3, 4) + 35 + 4 = 46 points of damage
____________________________________
if any hounds move up and try to chomp Duh, he can get up to four pre-emptive get "Come and Get Me" AoOs:
first AoO: 1d20 + 30 + 4 ⇒ (5) + 30 + 4 = 39
for 2d4 + 35 + 4 + 1d6 ⇒ (2, 2) + 35 + 4 + (3) = 46 points of damage
2nd AoO: 1d20 + 30 + 4 ⇒ (19) + 30 + 4 = 53
for 2d4 + 35 + 4 + 1d6 ⇒ (2, 4) + 35 + 4 + (4) = 49 points of damage
crit confirm check: 1d20 + 30 + 4 ⇒ (2) + 30 + 4 = 36
if AC 36 confirms, then another 2d4 + 35 + 4 ⇒ (2, 3) + 35 + 4 = 44 points of damage
3rd AoO: 1d20 + 30 + 4 ⇒ (20) + 30 + 4 = 54
crit confirm check: 1d20 + 30 + 4 ⇒ (1) + 30 + 4 = 35...no confirm
for 2d4 + 35 + 4 + 1d6 ⇒ (1, 2) + 35 + 4 + (2) = 44 points of damage
4thAoO: 1d20 + 30 + 4 ⇒ (7) + 30 + 4 = 41
for 2d4 + 35 + 4 + 1d6 ⇒ (3, 3) + 35 + 4 + (6) = 51 points of damage

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Trotter hangs back, impressed with the martial abilities of his companions.
In the airport en route back to Indiana! Regular posting should return soon.

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Duhwoo finishes off the next two hounds, leaving only three. The first one attack Duwhoo, but gets counterattacked. He lives through it, though.
Bite, CAGM: 1d20 + 22 + 4 ⇒ (18) + 22 + 4 = 442d6 + 15 + 4 ⇒ (4, 3) + 15 + 4 = 26
The other two breathe a torrent of flames upon Vars and Duhwoo.
Fire damage, Ref DC 23: 10d6 ⇒ (2, 6, 1, 2, 1, 4, 6, 2, 1, 4) = 29
Fire damage, Ref DC 23: 10d6 ⇒ (2, 2, 2, 1, 1, 1, 5, 1, 1, 3) = 19
I don't believe that'll do any damage with communal fire resistance up.
Initiative - round 2 - bold may act!
1. Hounds of Flame
2. Avoreal, Vars, Vuvu, Duhwoo, Trotter, Devin

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Vars will move up to the next one and hit it.
power attack, staggering critical
to hit: 1d20 + 38 ⇒ (6) + 38 = 44 damage: 1d8 + 36 + 1d6 ⇒ (7) + 36 + (6) = 49
to hit: 1d20 + 33 ⇒ (10) + 33 = 43 damage: 1d8 + 36 + 1d6 ⇒ (6) + 36 + (6) = 48
to hit: 1d20 + 28 ⇒ (6) + 28 = 34 damage: 1d8 + 36 + 1d6 ⇒ (5) + 36 + (3) = 44
to hit: 1d20 + 23 ⇒ (4) + 23 = 27 damage: 1d8 + 36 + 1d6 ⇒ (2) + 36 + (4) = 42

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Vars cleaves through the first hound, leaving it dead on the ground.
It is clear that the Hound Master isn't close enough yet, but you start hearing sound of loud and deep voices in the halls further. You may act if you wish Avoreal, they're not coming this round.
Initiative - round 2 - bold may act!
1. Hounds of Flame
2. Avoreal, Vars, Vuvu, Duhwoo, Trotter, Devin

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Whoever has closed the discussions tracking the monsters' hp, please stop doing that.
A volley of arcane missiles strikes one of the hounds, but he still lives!
Left: 96
Right: 116
Initiative - round 2 - bold may act!
1. Hounds of Flame
2. Avoreal, Vars, Vuvu, Duhwoo, Trotter, Devin
If someone wants to bot Devin, be my guest.

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Sorry, the last couple days of our trip were exhausting and the travel was pretty rough. January 13 lasted 43 hours for us with crossing the international dateline. Long day indeed.
I don't remember if these things have DR but I'm sure Trotter would know and has all sorts of cartridges.
Trotter takes aim with his pistol and fires on the first dog!
Swift to activate luck for +3 attack/damage/saves/skills.
pea shooter: 1d20 + 12 + 3 ⇒ (4) + 12 + 3 = 19
damage: 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14
pea shooter: 1d20 + 12 + 3 ⇒ (20) + 12 + 3 = 35
damage: 1d6 + 9 + 3 ⇒ (5) + 9 + 3 = 17
pea shooter: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
damage: 1d6 + 9 + 3 ⇒ (3) + 9 + 3 = 15
pea shooter: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16
damage: 1d6 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Confirming:
pea shooter: 1d20 + 12 + 3 ⇒ (10) + 12 + 3 = 25
damage: 3d6 + 27 + 9 ⇒ (1, 4, 2) + 27 + 9 = 43

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No DR at all. Welcome back EF!
Trotter's first bullet misses, sliding off the Nessian Warhound's thick hide. The halfling's hand grows steadier, and guided by Desna it shoots straight at the hound's head. A second later, the hound falls on the ground, struck dead.
Pea shooter's next bullet inflicts a minor graze at the last hound, and the last bullet misses too.
Last hound: 111 damage
Duhwoo!

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Duhwoo will step up and Lunge at the next heavy-breathing dog in the line:
first attack: 1d20 + 35 + 4 + 2 ⇒ (1) + 35 + 4 + 2 = 42 ...
iterative #1: 1d20 + 25 + 4 + 2 ⇒ (15) + 25 + 4 + 2 = 46
for 2d4 + 35 + 4 + 2 + 1d6 ⇒ (4, 4) + 35 + 4 + 2 + (2) = 51 points of damage
crit confirm check: 1d20 + 25 + 4 + 2 ⇒ (1) + 25 + 4 + 2 = 32 ...
iterative #2: 1d20 + 20 + 4 + 2 ⇒ (8) + 20 + 4 + 2 = 34
if AC 34 hits, then 2d4 + 35 + 4 + 2 + 1d6 ⇒ (4, 3) + 35 + 4 + 2 + (2) = 50 points of damage
iterative #3: 1d20 + 15 + 4 + 2 ⇒ (16) + 15 + 4 + 2 = 37
if AC 37 hits, then 2d4 + 35 + 4 + 2 + 1d6 ⇒ (2, 1) + 35 + 4 + 2 + (1) = 45 points of damage
crit confirm check: 1d20 + 15 + 4 + 2 ⇒ (6) + 15 + 4 + 2 = 27
in the unlikely case AC 27 confirms on that last swing, then another 2d4 + 35 + 4 + 2 + 1d6 ⇒ (2, 1) + 35 + 4 + 2 + (2) = 46 points of damage
_________________________________________
first AoO: 1d20 + 30 ⇒ (4) + 30 = 34
if AC 34 hits, 2d4 + 35 + 4 + 2 + 1d6 ⇒ (1, 1) + 35 + 4 + 2 + (5) = 48 points of damage
2ndAoO: 1d20 + 30 ⇒ (19) + 30 = 49
crit confirm check: 1d20 + 30 ⇒ (17) + 30 = 47
for 4d4 + 70 + 8 + 2 + 1d6 ⇒ (1, 1, 4, 2) + 70 + 8 + 2 + (6) = 94 points of damage
3rd AoO: 1d20 + 30 ⇒ (19) + 30 = 49
for 2d4 + 35 + 4 + 2 + 1d6 ⇒ (1, 3) + 35 + 4 + 2 + (3) = 48 points of damage
crit confirm check: 1d20 + 25 + 4 + 2 ⇒ (1) + 25 + 4 + 2 = 32 ...
4th AoO: 1d20 + 30 ⇒ (8) + 30 = 38
for 2d4 + 35 + 4 + 2 + 1d6 ⇒ (4, 3) + 35 + 4 + 2 + (5) = 53 points of damage
only 3 of those 12 d20 rolls came up a nat '1' -- and two of those were just confirm checks: I'm doing well for a change!

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"I guess we better find out where those voices came from. " and he will head on in. He will go to the fork in the passage and look both ways.

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The corridor widens into a large cavern before ending precipitously at the edge of a chasm filled with slow-moving magma. Across the rift, the passage continues beyond a landing where two columns of stout, black rock buttress a low wall between them. A platoon of eight fire giants is stationed on the landing on the western side of the rift, standing guard and throwing large boulders at the monkeys as you arrive. The monkeys are stuck on your side, unable to cross to the other side of the 50-feet deep chasm.
Initiative (Devin): 1d20 ⇒ 9
Initiative (Duhwoo): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Trotter): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Vars): 1d20 + 8 ⇒ (5) + 8 = 13
Initiative (Vuvu): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Fire Giants): 1d20 - 1 ⇒ (3) - 1 = 2
Initiative - round 1
1. Avoreal, Trotter, Vuvu, Duhwoo, Vars, Devin
2. Fire Giants

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take 10 on local
Immune to fire, vulnerable to cold, but resistant to cold magic and non good weapons
Vuvu begins his song and immediately says
Bow down before your God! Casts overwhelming Presence DC 26

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I put an arrow on the map, I think that gets as many as possible. Misses an outlier at the top lets do that one

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Flying forwards and releases a cone of rainbows colors and balloons into the giants.. 60' cone, pretty sure it can hit at least 6, correct me if im wrong..
SR: 6d20 ⇒ (9, 19, 6, 11, 14, 7) = 66 +24 to rolls
All DC's are 30
G1: 1d8 ⇒ 2 Reflex or 40 Acid
G2: 1d8 ⇒ 2 Reflex or 40 Acid
G3: 1d8 ⇒ 2 Reflex or 40 Acid
G4: 1d8 ⇒ 3 Reflex or 80 Elec
G5: 1d8 ⇒ 3 Reflex or 80 Elec
G6: 1d8 ⇒ 4 Fort or Die, if first is made 1 con/rd, 2 cons saves..
Man that was the crappiest Spray i've ever done..

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Devin will activate his heroism aura, and fire off blessing of fervor.
Vars will activate his winged boots and move across the chasm. That's two moves so he's done. Likely he will provoke a lot.

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Duhwoo will activate his Ring o' Blinkin'!

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Trotter leaps up into the room and takes a look at the army of fire giants. "Oh my!" he says before turning greater invisible.

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Will: 1d20 + 9 ⇒ (15) + 9 = 24
Will: 1d20 + 9 ⇒ (8) + 9 = 17
Will: 1d20 + 9 ⇒ (10) + 9 = 19
Will: 1d20 + 9 ⇒ (13) + 9 = 22
Will: 1d20 + 9 ⇒ (3) + 9 = 12
Will: 1d20 + 9 ⇒ (9) + 9 = 18
Will: 1d20 + 9 ⇒ (17) + 9 = 26
Avoreal: moving 5 feet closer will enable you to get all eight of them.
Ref: 1d20 + 4 ⇒ (14) + 4 = 18
Ref: 1d20 + 4 ⇒ (1) + 4 = 5
Ref: 1d20 + 4 ⇒ (8) + 4 = 12
Ref: 1d20 + 4 ⇒ (11) + 4 = 15
Ref: 1d20 + 4 ⇒ (8) + 4 = 12
Fort: 1d20 + 14 ⇒ (16) + 14 = 30
1d8 ⇒ 4 Poison Fort: 1d20 + 14 ⇒ (4) + 14 = 18
1d8 ⇒ 5 Flesh to Stone Fort: 1d20 + 14 ⇒ (8) + 14 = 22
Fiendish Fire Giants status:
#1 40, Awed
#2 40, Awed
#3 40, Awed
#4 80, Awed
#5 80, Awed
#6 Resisted poison, Awed
#7 Death by poison
#8 Turned to stone
Your turn again! Two are dead/turned to stone, the six others are bowing to their new god.

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"Not that I'm particularly looking for a fair fight, but sometimes this just doesn't seem to be sporting. "
and he will move over 5' and start hewing away at a giant.
power attack, blessing of fervor for extra attack, inspire courage
to hit: 1d20 + 36 ⇒ (16) + 36 = 52 damage: 1d8 + 36 + 1d6 ⇒ (4) + 36 + (3) = 43
to hit: 1d20 + 36 ⇒ (20) + 36 = 56 damage: 1d8 + 36 + 1d6 ⇒ (7) + 36 + (5) = 48
to hit: 1d20 + 31 ⇒ (14) + 31 = 45 damage: 1d8 + 36 + 1d6 ⇒ (6) + 36 + (2) = 44
to hit: 1d20 + 26 ⇒ (3) + 26 = 29 damage: 1d8 + 36 + 1d6 ⇒ (3) + 36 + (4) = 43 miss?
to hit: 1d20 + 21 ⇒ (3) + 21 = 24 damage: 1d8 + 36 + 1d6 ⇒ (5) + 36 + (4) = 45 miss?
to confirm : 1d20 + 40 ⇒ (20) + 40 = 60 damage: 2d8 + 72 ⇒ (1, 7) + 72 = 80

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"Man i like the spell Vuvu! Might have to get me one.."
She'll unleash a Cone of Cold(DC 28) on the group..
15d6 + 32 ⇒ (5, 6, 3, 2, 5, 6, 4, 4, 5, 5, 2, 3, 5, 5, 5) + 32 = 97
She'll aim at their heads to avoid Vars..

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Not sure you would want the responsibility of being a god. Now I have to see their souls to...somewhere.
Vuvu continues his inspiration. Then hits one of them whichever one Vars hasn't killed yet with an Ear Pearcing Scream DC 21 5d6 ⇒ (5, 1, 2, 1, 4) = 13

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With a combined attack, you quickly dispose of the fire giants, who end up crystallized under a rime layer!
End combat.
You cross the chasm using magic (or Baba Yaga's mortar and pestle, which you found at the start of the adventure) and reach a great hall. Gas jets erupt from the rock walls of this long hall to provide it with red-tinted illumination. Animated carvings of devils torturing the souls of the damned decorate the walls, and the floor is lined with a carpet of charred bones and cracked skulls. Screams of pain and terror echo through the room, and the air is heavy with the stench of brimstone. Two rows of dark stone columns extend down the hall toward double doors of black iron at the far end.
As you step inside the room, you see six erinyes led by a handmaiden devil who have just finished torturing a human soldier bearing the livery of Queen Eluvanna. The lifeless body is slowly crushed in the handmaiden devil's tentacle cage as the band of outsiders turn to you.
"My sisters, we are in luck. Souls will be aplenty today."
Initiative (Devin): 1d20 ⇒ 11
Initiative (Duhwoo): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative (Trotter): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Vars): 1d20 + 8 ⇒ (2) + 8 = 10
Initiative (Vuvu): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative (Handmaiden): 1d20 + 11 ⇒ (19) + 11 = 30
Initiative (Erinyes): 1d20 + 8 ⇒ (10) + 8 = 18
The handmaiden is the quickest to react, and casts black tentacles on the party!
The grapple checks happen at the start of your turn, so only apply the result of the following checks at that time, please, especially if it's dispelled before you get to act. [url=http://paizo.com/pathfinderRPG/prd/spells/blackTentacles.html#black-tentacles]Black Tentacles, for reference's sake.
Grapple vs Avoreal: 1d20 + 19 ⇒ (8) + 19 = 271d6 + 4 ⇒ (2) + 4 = 6 and grappled if successful
Grapple vs Trotter: 1d20 + 19 ⇒ (18) + 19 = 371d6 + 4 ⇒ (6) + 4 = 10 and grappled if successful
Grapple vs Vuvu: 1d20 + 19 ⇒ (10) + 19 = 291d6 + 4 ⇒ (6) + 4 = 10 and grappled if successful
Grapple vs Devin: 1d20 + 19 ⇒ (13) + 19 = 321d6 + 4 ⇒ (2) + 4 = 6 and grappled if successful
Grapple vs Vars: 1d20 + 19 ⇒ (8) + 19 = 271d6 + 4 ⇒ (2) + 4 = 6 and grappled if successful
Grapple vs Duhwoo: 1d20 + 19 ⇒ (11) + 19 = 301d6 + 4 ⇒ (1) + 4 = 5 and grappled if successful
Initiative - round 1 - bold may act!
1. Handmaiden devil
2. Avoreal, Trotter
3. Erinyes
4. Vuvu, Devin, Vars, Duhwoo
Knowledge (planes) DC 24 for the Handmaiden, 19 for the Erinyes.

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Rocking a Ring of FoM, which btw has saved her ass more times than i can count... 40k is a super bargain for it..
Know Planes: 1d20 + 33 ⇒ (3) + 33 = 36
Devils immune to Elec? Also any special abilites, resistances, or immunities from the Handmaiden?

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taking 10 for 31 on each. Want to know resistances, DR, weaknesses, special abilities in that order for both

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Avoreal smiles as her mind reminds her.. She then casts Chain Lightning(DC 29), hitting all the fiends..
SR Hand: 1d20 + 24 ⇒ (12) + 24 = 36
SR Erin: 6d20 ⇒ (5, 4, 18, 18, 1, 9) = 55 +24 to those
Dam Hand: 18d6 ⇒ (3, 1, 3, 4, 6, 5, 2, 1, 5, 5, 4, 6, 5, 1, 1, 2, 4, 1) = 59
Dam Erin 1: 18d6 ⇒ (4, 6, 2, 2, 6, 4, 5, 3, 4, 3, 5, 2, 2, 3, 2, 2, 3, 6) = 64
Dam Erin 2: 18d6 ⇒ (6, 4, 5, 1, 4, 4, 4, 3, 2, 1, 6, 3, 4, 4, 4, 2, 3, 2) = 62
Dam Erin 3: 18d6 ⇒ (1, 5, 4, 4, 2, 5, 4, 3, 2, 5, 3, 1, 2, 6, 5, 4, 4, 1) = 61
Dam Erin 4: 18d6 ⇒ (4, 2, 3, 6, 3, 2, 4, 2, 6, 6, 3, 4, 5, 2, 5, 2, 4, 2) = 65
Dam Erin 5: 18d6 ⇒ (3, 2, 3, 2, 1, 2, 1, 2, 6, 3, 3, 2, 4, 1, 1, 2, 5, 6) = 49
Dam Erin 6: 18d6 ⇒ (1, 4, 5, 5, 1, 5, 5, 6, 2, 1, 1, 3, 5, 6, 4, 4, 3, 6) = 67

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H Ref: 1d20 + 16 ⇒ (20) + 16 = 36
E1 Ref: 1d20 + 14 ⇒ (9) + 14 = 23
E2 Ref: 1d20 + 14 ⇒ (13) + 14 = 27
E3 Ref: 1d20 + 14 ⇒ (16) + 14 = 30
E4 Ref: 1d20 + 14 ⇒ (10) + 14 = 24
E5 Ref: 1d20 + 14 ⇒ (13) + 14 = 27
E6 Ref: 1d20 + 14 ⇒ (8) + 14 = 22
Status:
H 29
E1 64
E2 62
E3 30
E4 65
E5 49
E6 67
Initiative - round 2 - bold may act!
1. Handmaiden devil
2. Avoreal, Trotter
3. Erinyes
4. Vuvu, Devin, Vars, Duhwoo

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Trotter gets caught by the tentacles but immediately casts liberating command on himself.
Escape Artist: 1d20 + 7 + 20 ⇒ (18) + 7 + 20 = 45
Should be enough I think.
"Let's get out of this!" Trotter then quickly casts bard's escape and whisks everyone away from the tentacles and right next to the erinyes!
That spell basically functions like d-door but I don't have to be touching them; they just have to be within 30', which everyone is. I took the liberty of placing everyone in what I thought was a good position since it seems like that's what the spell is meant to do.

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Trotter, please note that casting liberating command is an immediate action, and the Escape Artist check is also an immediate action, thus preventing you to use that spell on yourself. Note that there's nothing preventing you from casting bard's escape while grappled, so the liberating command should be moot (except that it allows you to avoid taking the damage from the tentacles). Amazing spell by the way!
The erinyes react then, drawing their longswords and slashing at Vars and Duhwoo.
Longsword vs Vars, flank: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 351d8 + 11 ⇒ (6) + 11 = 17
Longsword vs Vars, flank: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 361d8 + 11 ⇒ (6) + 11 = 17
Longsword vs Vars: 1d20 + 17 ⇒ (10) + 17 = 271d8 + 11 ⇒ (1) + 11 = 12
Longsword vs Duhwoo, flank: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 341d8 + 11 ⇒ (6) + 11 = 17
Longsword vs Duhwoo: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 11 ⇒ (1) + 11 = 12
Longsword vs Duhwoo: 1d20 + 17 ⇒ (2) + 17 = 191d8 + 11 ⇒ (2) + 11 = 13
Initiative - round 1 - bold may act!
1. Handmaiden devil
2. Avoreal, Trotter
3. Erinyes
4. Vuvu, Devin, Vars, Duhwoo
I'll let someone bot Devin.

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Vuvu pops his Wand of Dispel Magic CL 14 out of his wrist slot, and activates it, then begins his Bardic Performance as a move action
Vuvu is grappled.

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Devin will activate his heroism aura.
Vars will get back to his usual hacking routine.
Just to calm down things, he will use dazing assault.
dazing assault, inspire courage, heroism, power attack, staggering critical
He will be spreading out the attacks in an effort to daze multiple targets.
Start at the one to his west and proceed counter clockwise.
to hit: 1d20 + 33 ⇒ (4) + 33 = 37 damage: 1d8 + 36 + 1d6 ⇒ (4) + 36 + (3) = 43 DC 27 fortitude save or be dazed for 1 round
to hit: 1d20 + 28 ⇒ (9) + 28 = 37 damage: 1d8 + 36 + 1d6 ⇒ (5) + 36 + (4) = 45 DC 27 fortitude save or be dazed for 1 round
to hit: 1d20 + 23 ⇒ (2) + 23 = 25 damage: 1d8 + 36 + 1d6 ⇒ (2) + 36 + (5) = 43 DC 27 fortitude save or be dazed for 1 round
flanked to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 1d8 + 36 + 1d6 ⇒ (3) + 36 + (4) = 43 DC 27 fortitude save or be dazed for 1 round

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Vuvu, I assume you're casting dispel magic at the tentacles? You didn't mention it in your action, so I'll proceed with that in mind. Besides you aren't grappled since Trotter teleported you out of it.
Vuvu dispels the tentacles and encourages his companions, as Vars whirls and swings at the erinyes. His third attack misses, but the reminder hit, dazing three of the winged devils.
Status
H 29
E1 107 Fort: 1d20 + 13 ⇒ (11) + 13 = 24 *dazed*
E2 105 Fort: 1d20 + 13 ⇒ (9) + 13 = 22 *dazed*
E3 30
E4 110 Fort: 1d20 + 13 ⇒ (1) + 13 = 14 *dazed*
E5 49
E6 67
Initiative - round 1 - bold may act!
1. Handmaiden devil
2. Avoreal, Trotter
3. Erinyes
4. Vuvu, Devin, Vars, Duhwoo

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"Ah'm surrounded -- got 'em right where Ah wants 'em"
of course, the hillbilly will rage, and attack with Power Attack, Reckless Abandon, and "Come and Get Me"; following Var's example, he'll also use Dazing Assault. He'll start with the one between him and Vars, taking advantage of flanking:
first attack, using Dazing Assault: 1d20 + 35 - 5 + 4 + 2 ⇒ (15) + 35 - 5 + 4 + 2 = 51
crit confirm check: 1d20 + 35 - 5 + 4 + 2 ⇒ (12) + 35 - 5 + 4 + 2 = 48
for 4d4 + 70 + 8 + 1d6 ⇒ (3, 3, 1, 2) + 70 + 8 + (5) = 92 points of damage
iterative #1, using Dazing Assault: 1d20 + 25 - 5 + 4 ⇒ (12) + 25 - 5 + 4 = 36
if AC 36 hits, then 2d4 + 35 + 4 + 1d6 ⇒ (1, 3) + 35 + 4 + (2) = 45 points of damage -- and a DC 26 Fort save...
iterative #2, using Dazing Assault: 1d20 + 20 - 5 + 4 ⇒ (5) + 20 - 5 + 4 = 24
if AC 24 somehow hits, then 2d4 + 35 + 4 + 1d6 ⇒ (1, 1) + 35 + 4 + (1) = 42 points of damage -- and a DC 26 Fort save...
iterative #3, using Dazing Assault: 1d20 + 15 - 5 + 4 ⇒ (18) + 15 - 5 + 4 = 32
crit confirm check: 1d20 + 15 - 5 + 4 ⇒ (8) + 15 - 5 + 4 = 22 ...
if AC 32 hits, then 2d4 + 35 + 4 + 1d6 ⇒ (1, 3) + 35 + 4 + (3) = 46 points of damage -- and a DC 26 Fort save...
______________________________________________
and any attempt to strike Duhwoo provokes:
first AoO: 1d20 + 30 - 5 + 4 ⇒ (1) + 30 - 5 + 4 = 30 ...
2nd AoO: 1d20 + 30 - 5 + 4 ⇒ (14) + 30 - 5 + 4 = 43
for 2d4 + 35 + 4 + 1d6 ⇒ (2, 4) + 35 + 4 + (1) = 46 points of damage -- and a DC 26 Fort save...
3rd AoO: 1d20 + 30 - 5 + 4 ⇒ (14) + 30 - 5 + 4 = 43
for 2d4 + 35 + 4 + 1d6 ⇒ (3, 3) + 35 + 4 + (5) = 50 points of damage -- and a DC 26 Fort save...
4th AoO: 1d20 + 30 - 5 + 4 ⇒ (16) + 30 - 5 + 4 = 45
for 2d4 + 35 + 4 + 1d6 ⇒ (2, 2) + 35 + 4 + (2) = 45 points of damage -- and a DC 26 Fort save...
crit confirm check for last AoO: 1d20 + 30 - 5 + 4 ⇒ (4) + 30 - 5 + 4 = 33 ...
if AC 33 confirms, then another 2d4 + 35 + 4 + 1d6 ⇒ (4, 3) + 35 + 4 + (4) = 50 points of damage

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Love bard's escape. First time I've gotten to use it since Trotter GM-credited past a few levels. Great for escapes or beginning-of-the-fight tactical positioning. Boom! the enemy is surrounded!

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Duhwoo slays two erinyes!
The handmaiden flies into melee combat with Duhwoo, lashing at him with her tentacles as the hillbilly lowers his guard. She takes quite a beating, but manages to grapple him and put him in a cage made of her tentacles, which she proceeds to constrict!
Claw, CAGM: 1d20 + 22 + 4 ⇒ (2) + 22 + 4 = 282d8 + 7 + 4 ⇒ (8, 7) + 7 + 4 = 26
Claw, CAGM: 1d20 + 22 + 4 ⇒ (8) + 22 + 4 = 342d8 + 7 + 4 ⇒ (5, 3) + 7 + 4 = 19
Tentacle, CAGM: 1d20 + 20 + 4 ⇒ (18) + 20 + 4 = 421d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13 Grab: 1d20 + 26 ⇒ (17) + 26 = 43 Constrict: 4d8 + 10 ⇒ (4, 4, 5, 5) + 10 = 28
She forgoes her fourth attack since Duhwoo is grappled and a prisoner of her tentacle cage.
H 125
E1 107 *dazed*
E2 Dead
E3 30
E4 110 *dazed*
E5 Dead
E6 67
Initiative - round 2 - bold may act!
1. Handmaiden devil
2. Avoreal, Trotter
3. Erinyes
4. Vuvu, Devin, Vars, Duhwoo

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did you happen to check for a nat '1' on any of her 3 Fort saves against Duh's Dazing Assault? I took a -5 penalty on the attacks -- I keep hopin' somebody will fail that save someday! Especially on a CaGM AoO, since it negates that attack...

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Swift action to activate luck. Spend a grit to add Cha to damage. Trotter's pistol is not good-aligned and he does not have Clustered Shot or Precise Shot (penalty included)
Now with everyone in position, Trotter begins to unload his pistol on the erinyes. Take them in order left to right if any start to fall.
pea shooter: 1d20 + 12 + 3 - 4 + 1 ⇒ (12) + 12 + 3 - 4 + 1 = 24
damage: 1d6 + 9 + 3 + 7 + 1 ⇒ (3) + 9 + 3 + 7 + 1 = 23
pea shooter: 1d20 + 12 + 3 - 4 + 1 ⇒ (5) + 12 + 3 - 4 + 1 = 17
damage: 1d6 + 9 + 3 + 7 + 1 ⇒ (3) + 9 + 3 + 7 + 1 = 23
pea shooter: 1d20 + 7 + 3 - 4 + 1 ⇒ (6) + 7 + 3 - 4 + 1 = 13
damage: 1d6 + 9 + 3 + 7 + 1 ⇒ (4) + 9 + 3 + 7 + 1 = 24
pea shooter: 1d20 + 2 + 3 - 4 + 1 ⇒ (16) + 2 + 3 - 4 + 1 = 18
damage: 1d6 + 9 + 3 + 7 + 1 ⇒ (5) + 9 + 3 + 7 + 1 = 25

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Avoreal will target the Hand with a Disentegrate(DC 31 Fort) in hopes of finishing it off.
Range Touch: 1d20 + 20 ⇒ (10) + 20 = 30
SR: 1d20 + 24 ⇒ (18) + 24 = 42
Damage if Fail: 36d6 + 5 ⇒ (6, 3, 5, 1, 4, 3, 4, 6, 1, 2, 3, 3, 3, 2, 6, 3, 1, 3, 5, 1, 4, 1, 1, 6, 3, 3, 3, 3, 3, 2, 6, 3, 2, 4, 5, 5) + 5 = 124
Dam if Save: 5d6 + 5 ⇒ (2, 4, 6, 3, 4) + 5 = 24

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Good point Duhwoo, it seems I forgot to save against it. What's the DC on Dazing Assault for you? It would make things easier if you mention it when you use it. I'll assume 26.
Will: 1d20 + 10 ⇒ (8) + 10 = 18 Right! She's dazed on the first attack, which happens right before she hits with her first claw, so you don't actually take any damage.
Fort: 1d20 + 16 ⇒ (7) + 16 = 23
The dazed Handmaiden devil is disintegrated as Trotter shoots down some of the already seriously wounded erinyes. Those who survive teleport out as soon as they get the chance, fleeing for their lives.
End combat.