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in the unlikely case a hezrou or two tries to strike Duhwoo, he'll get up to 4 "Come and Get Me" AoOs before each of the first four hits by the badguy(s):
first AoO: 1d20 + 30 ⇒ (9) + 30 = 39
for 2d4 + 35 + 3 + 1d6 ⇒ (2, 4) + 35 + 3 + (3) = 47 points of damage
AoO #2: 1d20 + 30 ⇒ (13) + 30 = 43
for 2d4 + 35 + 3 + 1d6 ⇒ (1, 4) + 35 + 3 + (4) = 47 points of damage
AoO #3: 1d20 + 30 ⇒ (20) + 30 = 50
crit confirm check: 1d20 + 30 ⇒ (19) + 30 = 49
for 4d4 + 70 + 6 + 2d6 ⇒ (3, 1, 4, 4) + 70 + 6 + (1, 6) = 95 points of damage
I kinda hope they take at least three attacks on Duhwoo -- so I can get this crit!
AoO #4: 1d20 + 30 ⇒ (10) + 30 = 40
for 2d4 + 35 + 3 + 1d6 ⇒ (3, 4) + 35 + 3 + (4) = 49 points of damage
They also get +4 to hit and damage on each of their strikes...
(but Duhwoo does have DR 3/-)

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Vuvu From where you are you can't see any of the targets so you'll have to move first, but then you wouldn't be able to start inspiring courage. Lastly if you use a metamagic rod your spell's casting time becomes a full-round action (provided you already had it in your hand). So let's assume you start inspire courage and move while drawing your rod. Moving you.
Devin That's right. Basically you arrived on day 1, spent the night, the sacrifice was on day 2 at dawn, the nuckelavees attacked once again on day 3 at nightfall, and this current attack happens at 3 am in the night from day 3 to day 4. As for heroes' feast, since the duration is 24 hours iirc, we can assume that you have the feast as your breakfast every day as long as you memorize it, so I'll say it's always up.
Duhwoo Not your turn yet, friend, but thanks for already rolling the CAGM attacks, they will come in handy.
A series of great WHACK sounds can be heard as Vars minces the closest hezrou! One down.
Meanwhile, Avoreal prefers to look at the stars, his gaze lost in the near-infinity of the sky vault of this demiplane.
Vuvu hesitates, but inspires his companions and moves while drawing a rod.
The three remaining hezrous seem impressed by the fighter's prowess, but that doesn't scare them in the least. They should know better!
They exhale a foul stench that threatens to sicken all of you. Fort save DC 24 or be sickened for 10 rounds.
The first two step forward to unleash a torrent of attacks on Vars and Duhwoo. The westernmost hezrou chuckles with glee at what seems to be an easier target...
Against Vars
Bite: 1d20 + 17 ⇒ (20) + 17 = 374d6 + 8 ⇒ (3, 6, 5, 5) + 8 = 27
Claw: 1d20 + 17 ⇒ (19) + 17 = 36
Claw: 1d20 + 17 ⇒ (3) + 17 = 20
Confirm (Bite): 1d20 + 17 ⇒ (14) + 17 = 31 *not confirmed*
Grapple: 1d20 + 23 ⇒ (20) + 23 = 43
Against Duhwoo
Bite, PA: 1d20 + 17 - 3 + 4 ⇒ (5) + 17 - 3 + 4 = 234d6 + 8 + 6 + 4 ⇒ (1, 3, 3, 5) + 8 + 6 + 4 = 30
Claw, PA: 1d20 + 17 - 3 + 4 ⇒ (7) + 17 - 3 + 4 = 251d8 + 8 + 6 + 4 ⇒ (1) + 8 + 6 + 4 = 19
Claw, PA: 1d20 + 17 - 3 + 4 ⇒ (9) + 17 - 3 + 4 = 271d8 + 8 + 6 + 4 ⇒ (3) + 8 + 6 + 4 = 21 Disregard the damage from that last attack, he dies right before it lands.
... but finds itself under a storm of steel that swiftly sends him back to the Abyss! Another one bites the dust.
The last hezrou steps forward, unleashing a blasphemous yell! Maftets around you fall by the dozens, struck dead mid-flight as they were coming to help you in your fight. However, it seems to have little effect on you.
Duhwoo then steps forward to strike the eastern hezrou, and slays the one who managed to hit Vars! Third demon down.
Only one left, the one who cast blashphemy.
Initiative - round 1 - bold may act!
1. Avoreal, Vars, Vuvu
2. Hezrou
3. Duhwoo, Devin, Trotter

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Trotter falters in the middle of his lecture as the foes start dropping before the scholar can even embark on the history and etymology of their name. "Use good weapons if you have them! Don't bother with electricity and they will resist acid, cold, and fire, as well as many common spells. They can make you sick, too, so be careful!"
Fort: 1d20 + 16 + 3 ⇒ (7) + 16 + 3 = 26
Trotter's luck protects him! He casts a spell to speed his allies! haste!

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I thought rods didn't increase casting time o well. In any event we had hours I would have had it out, but since I now know it sucks for me Just normal casting
And I start BP as a swift so I should be able to get them all
Onto another plane now

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fortitude save: 1d20 + 22 ⇒ (10) + 22 = 32 pass
Actually being grappled by such an inconsequential critter, Vars was a bit alarmed, until Duh struck it down, ending the grapple. "Thanks there Duh, don't know how the heck it got a hold of me. "
Vars will move up to engage the last target.
power attack, inspire courage, haste, bane evil outsider, dazing assault
to hit: 1d20 + 33 ⇒ (5) + 33 = 38 damage: 1d8 + 37 + 1d6 + 2d6 ⇒ (3) + 37 + (6) + (5, 6) = 57 DC 27 fortitude save or be dazed for a round.
(HP 147/174 HP)

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Duhwoo's Fortitude save: 1d20 + 19 + 4 ⇒ (18) + 19 + 4 = 41 (that +4 is when raging)
(Duh's DR reduces the 49 points of damage to 43...)
"Thanks fer lettin' it grab ya, Lord Vars -- that kept it still fer a sec, so's Ah could give it a good whack real easy!"

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Heroes' Feast only lasts for 12hrs, not 24.
Thank you for the time clarification.
Fort Save vs Stench: 1d20 + 20 ⇒ (20) + 20 = 40
Devin spontaneously turns prayer into cure serious wounds and flies his carpet out from behind the wall and moves up to touch Vars.
CSW: 3d8 + 10 ⇒ (8, 2, 5) + 10 = 25
Then as a swift Devin activates his Aura of Herosim.
Heroism within 30 feet of Devin.

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Fort: 1d20 + 16 ⇒ (3) + 16 = 19
Alright, I think you'll manage to kill him off in the next round since he's dazed. End combat.
The hezrou gets a blow on the head which puts him in a daze. The Pathfinders quickly put that time to profit to dispatch him as easily as they did with the first three. Once again you're acclaimed as saviors of the Maftet! It looks like the nuckelavee threat is definitely over now, and that they won't come back ever again. The Queen honors her engagement by rewarding you with endless riches, and by consenting to have you escorted to where Baba Yaga's death is buried.
Feel free to buff with everything you want that lasts in hours or minutes before arriving, as well as heal from the previous fight.
A gnarled old oak stands in the middle of the forest, slumped over a small depression in the earth, that upon closer inspection, seems to form the sunken outline of an old grave. However, as you get closer it animates and starts flailing at you with its branches!
Initiative (Devin): 1d20 ⇒ 8
Initiative (Duhwoo): 1d20 + 3 ⇒ (9) + 3 = 12
Initiative (Trotter): 1d20 + 4 ⇒ (5) + 4 = 9
Initiative (Vars): 1d20 + 8 ⇒ (1) + 8 = 9
Initiative (Vuvu): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative (Tree): 1d20 + 4 ⇒ (10) + 4 = 14
The tree attacks Vars with its roots that surge from the ground, but both appendices miss the fighter.
Root: 1d20 + 24 ⇒ (15) + 24 = 39
Root: 1d20 + 24 ⇒ (15) + 24 = 39
Initiative - round 1 - bold may act
1. Tree
2. Vuvu, Duhwoo, Avoreal, Vars, Trotter, Devin

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1d8 ⇒ 5 for my heroes feast I never did. And I will heal with wands taking the average
Casting heroism and going invisible

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After starting his performance, Vuvu sees a living tree and figures that it probably doesn't like fire so he sends a fireball made of shadow stuff at it.
Shadow Evocation to hit it with a fireball First Needs Will 25, this lets it take 1/4 damage for figuring out it isn't real, then it needs a reflex 25 to interact with the fireball as normal. So if it were to make just the will save it takes 1/4 if it makes both it takes 1/2 of 1/4th. If it makes just the ref save it takes 1/2
10d6 ⇒ (4, 5, 1, 3, 4, 2, 3, 5, 6, 4) = 37
1d20 + 19 ⇒ (18) + 19 = 37 SR if needed

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Knowledge (nature): 1d20 + 31 ⇒ (4) + 31 = 35
"A venerable quickwood! How fascinating!" Vulnerabilities and resistances.
Trotter casts haste on the party and activates his luck.

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Vars will move up and swing at the tree. (assume he provokes)
doubt I can daze a tree
power attack, inspire courage, haste
to hit: 1d20 + 36 ⇒ (7) + 36 = 43 damage: 1d8 + 35 + 1d6 ⇒ (8) + 35 + (2) = 45

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after the hezrou fight, Duh leaves his wounds to the regeneration provided by his Pearly White Spindle Ioun Stone; if it's only a couple of hours before they get to the tree, he'll have recovered about 20 hit points. When they get in sight of the tree, and he sees others start buffing, he'll use a charge from his wand o' Cure Serious Wounds (if needed):
CSW: 3d8 + 7 ⇒ (8, 7, 8) + 7 = 30
once the tree starts attacking, for his first round action, Duhwoo activates his ring o' Blinkin' and moves up behind and to the left of Vars, drawing his falchion as part of the move action; then, as a free action, he'll rage and activate "Come and Get Me", with Power Attack and Reckless Abandon. If he's attacked after his move, he gets an AoO right before each hit -- he can get up to 4 "Come and Get Me" AoOs (if he's attacked 4 or more times):
first AoO: 1d20 + 30 + 3 ⇒ (18) + 30 + 3 = 51
20% miss chance due to blinking: 1d100 ⇒ 59
crit confirm check: 1d20 + 30 + 3 ⇒ (7) + 30 + 3 = 40
for 4d4 + 70 + 6 + 1d6 ⇒ (4, 3, 1, 4) + 70 + 6 + (4) = 92 points of damage
2nd AoO: 1d20 + 30 + 3 ⇒ (1) + 30 + 3 = 34 awesome...
3rd AoO: 1d20 + 30 + 3 ⇒ (4) + 30 + 3 = 37
20% miss chance due to blinking: 1d100 ⇒ 70
if AC 37 hits, then 2d4 + 35 + 3 + 1d6 ⇒ (1, 4) + 35 + 3 + (4) = 47 points of damage
4th AoO: 1d20 + 30 + 3 ⇒ (16) + 30 + 3 = 49
20% miss chance due to blinking: 1d100 ⇒ 13
once again, attackers get +4 to hit and damage on Duhwoo, thanks to "Come and Get Me"...

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Avoreal would have recast Extended Heroism and used her Arcane Bond to recast Extended Mass Fly on the group..
Know Nature: 1d20 + 34 ⇒ (15) + 34 = 49
"Indeed.." She says at Trotter's statement.
Special attacks, Sla's, whatever else is left thats pertenant.. Just waiting on if its vul to fire before acting..

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Devin will activate his aura of Heroism as a swift. Heroism within 30 feet.
Devin will then float a bit closer and drop a flame strike.
Damage: 15d6 ⇒ (5, 2, 1, 2, 5, 3, 2, 3, 4, 6, 3, 5, 2, 3, 3) = 49 Reflex 23 for half, half fire, half holy.

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Vuvu, "Defenses" is too vague, what kind of information would you like to know: immunities? resistances? weaknesses? defensive abilities? I'll assume the latter.
About the quickwood, Vuvu can tell his companions about the fact that it absorbs spells that don't overcome its spell resistance, and channels that energy into abilities.
Trotter knows that quickwoods have no particular vulnerabilities, but are immune to electricity and fire, on top of the usual plant traits. Moreover, he empowers the party with great haste.
I think Vuvu and Devin might want to retcon his action!
Avoreal notes that its long branches can pull people towards its trunk. The energy it stores can be used to create an aura of fear around it. Lastly, it benefits from oaksight, allowing it to observe anything from nearby oaks' perspective.
Vars doesn't know much about the gigantic tree, but he knows that a good blade can most probably fell it. He charges, gets an attack from the low branches while doing so, then swings a well-aimed strike at the trunk, chipping bark off it.
AoO: 1d20 + 24 ⇒ (8) + 24 = 32
Duhwoo starts blinking and gets closer, but no other attack comes his way.
I'll need a confirmation from Vuvu and Devin if they want to keep their action as stated (which is doubtful), otherwise they are welcome to retcon.
Initiative - round 1 - bold may act
1. Tree
2. Vuvu, Duhwoo, Avoreal, Vars, Trotter, Devin

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Avoreal hits the monster with a Battering Blast followed by a Quickened Magic Missile..
Ranged Touch: 1d20 + 18 ⇒ (2) + 18 = 20
Ranged Touch: 1d20 + 18 ⇒ (18) + 18 = 36
Ranged Touch: 1d20 + 18 ⇒ (18) + 18 = 36
Dam 1: 5d6 + 4 + 1d6 ⇒ (4, 2, 3, 3, 5) + 4 + (4) = 25
Dam 1: 5d6 + 4 + 1d6 ⇒ (6, 2, 6, 4, 3) + 4 + (6) = 31
Dam 1: 5d6 + 4 + 1d6 ⇒ (1, 2, 3, 2, 1) + 4 + (3) = 16
MM: 5d4 + 5 ⇒ (4, 1, 2, 3, 2) + 5 = 17
SR: 2d20 ⇒ (11, 17) = 28 +24 to those rolls..

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I assume I can keep my SR roll from above which was a 37
Vuvu starts with a low rumble and builds to a loud booming shout that slams into the tree, splinters of bark fly 17d6 ⇒ (3, 1, 3, 5, 1, 2, 2, 1, 5, 4, 6, 3, 1, 2, 1, 4, 5) = 49
Ki Shout Fort 25 gives half damage and stops the stunned effect. Failure means full damage and 1 round of stun...if a tree can be stunned, I can't recal

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Fort: 1d20 + 20 ⇒ (4) + 20 = 24
Plants can't be stunned.
Both spells destroy most of the venerable tree, but it still stands! Feeling that it's unable to penetrate Vars's armor, the tree sends its roots to try and smash Duhwoo. It first attempts to bite the barbarian, but the counterattack is devastating, chopping the tree off!
End combat.
Once you defeat the quickwood, you can dig up the old grave following the Matryoshka doll's instructions, revealing a large figure buried in the earth 8 feet down. The figure is almost 10 feet tall, wrapped in a burial cloth, and appears to made of stuffed human skin stitched together with cloth, rags, leather, and human hair, its body pierced with large pins and needles. It lunges out of the grave!
Initiative (Devin): 1d20 ⇒ 13
Initiative (Duhwoo): 1d20 + 3 ⇒ (5) + 3 = 8
Initiative (Trotter): 1d20 + 4 ⇒ (5) + 4 = 9
Initiative (Vars): 1d20 + 8 ⇒ (2) + 8 = 10
Initiative (Vuvu): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (doll): 1d20 ⇒ 14
Inititive - round 1 - bold may act!
1. Avoreal, Vuvu
2. Witch-doll
3. Devin, Vars, Trotter, Duhwoo

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1d20 + 22 ⇒ (6) + 22 = 28 arcana resistances please
1d20 + 19 ⇒ (17) + 19 = 36 SR
17d6 ⇒ (1, 4, 4, 1, 6, 1, 5, 2, 4, 3, 1, 3, 4, 3, 5, 1, 4) = 52 damage For 25 for half,
Vuvu lets loose another shout at the golem (assuming it is not immune to magic, if it is then he will do something else, and remain invisible, while he begins to inspire courage as a swift action.

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The witch-doll golem is known to be immune to magic, except for confusion spells (which slow it), and mending spells (which repair it). It can establish a link with a given creature, which allows all the damage caused by anyone except the linked creature to be shared between the golem and the linked creature. Moreover, the witch-doll proves amazingly skilled at finding and killing its linked creature.

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In that case Vuvu does not cast that spell, he 5 ft steps forward and whips it
1d20 + 18 + 4 + 2 ⇒ (1) + 18 + 4 + 2 = 25 for 1d4 + 5 + 4 + 1d6 + 1d6 + 1d6 ⇒ (4) + 5 + 4 + (3) + (3) + (4) = 23
1d20 + 13 + 4 + 2 ⇒ (16) + 13 + 4 + 2 = 35 1d4 + 5 + 4 + 1d6 + 1d6 + 1d6 ⇒ (1) + 5 + 4 + (4) + (2) + (1) = 17
1d20 + 8 + 2 + 4 ⇒ (15) + 8 + 2 + 4 = 29 1d4 + 5 + 4 + 1d6 + 1d6 + 1d6 ⇒ (4) + 5 + 4 + (2) + (4) + (3) = 22
Extra d6's are shock, acid and sonic, in that order. Also inflict 2 bleed, but since it is a golem it won't be bleeding.

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Grease is a 10-ft square, not radius. Its area matches exactly the golem's area by the way.
Ref: 1d20 + 7 ⇒ (3) + 7 = 10
The golem fall prone on the ground! Vuvu's whip crackles and lashes at it, inflicting severe damage on the wooden creature.
Vuvu, I can't access your sheet to check whether your whip bypasses its DR or no. I'll assume it doesn't until I hear from you.
The golem stands up (no AoO from Vars since he's FF) and tries to pierce Vars.
Needle: 1d20 + 28 ⇒ (3) + 28 = 31
Inititive - round 2 - bold may act!
1. Devin, Vars, Trotter, Duhwoo, Avoreal, Vuvu
2. Witch-doll

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Knowledge (arcana): 1d20 + 31 ⇒ (2) + 31 = 33 DR, spells that will affect it (bypassing its immunity to magic)
Trotter calls out that this is a golem created by Baba Yaga and shares whatever else he knows with his companions. He then casts abundant ammunition and loads an adamantine alchemical cartridge in his pistol assuming it has DR/adamantine; if not he might do something else.

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"Been a while since I've done any whittling. "
power attack, inspire courage
to hit: 1d20 + 35 ⇒ (17) + 35 = 52 damage: 1d8 + 35 + 1d6 ⇒ (3) + 35 + (3) = 41
to hit: 1d20 + 30 ⇒ (11) + 30 = 41 damage: 1d8 + 35 + 1d6 ⇒ (2) + 35 + (1) = 38
to hit: 1d20 + 25 ⇒ (7) + 25 = 32 damage: 1d8 + 35 + 1d6 ⇒ (1) + 35 + (6) = 42
to hit: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 1d8 + 35 + 1d6 ⇒ (6) + 35 + (2) = 43
confirm: 1d20 + 39 ⇒ (13) + 39 = 52 damage: 2d8 + 70 ⇒ (2, 8) + 70 = 80
confirm: 1d20 + 24 ⇒ (2) + 24 = 26 damage: 2d8 + 70 ⇒ (1, 4) + 70 = 75 though this one probably missed
244 damage (+5 adamantine weapon so unless the target has epic or / DR it all goes through), unless the AC is less than 27 in which case 319.

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Duhwoo continues raging and Blinking, and takes 4 attacks with Lunge, Power Attack, Reckless Abandon, and "Come and Get Me":
20% miss chance due to blinking: 1d100 ⇒ 51
20% miss chance due to blinking: 1d100 ⇒ 21
20% miss chance due to blinking: 1d100 ⇒ 67
20% miss chance due to blinking: 1d100 ⇒ 83
no misses due to blinking!
first attack: 1d20 + 35 + 3 ⇒ (5) + 35 + 3 = 43
iterative #1: 1d20 + 25 + 3 ⇒ (13) + 25 + 3 = 41
iterative #2: 1d20 + 20 + 3 ⇒ (19) + 20 + 3 = 42
crit confirm check: 1d20 ⇒ 1 ...
iterative #3: 1d20 + 15 + 3 ⇒ (4) + 15 + 3 = 22
that looks like 3 hits:
for 6d4 + 105 + 9 + 3d6 ⇒ (3, 3, 1, 4, 4, 3) + 105 + 9 + (6, 6, 1) = 145 points of damage
and in case something tries to strike Duhwoo after his turn:
[dice=first "Come and Get Me" AoO]d20+30+3[/dice]
20% miss chance due to blinking: 1d100 ⇒ 34
for 2d4 + 35 + 3 + 1d6 ⇒ (1, 3) + 35 + 3 + (4) = 46 points of damage
[dice=2nd "Come and Get Me" AoO]d20+30+3[/dice]
20% miss chance due to blinking: 1d100 ⇒ 50
for 2d4 + 35 + 3 + 1d6 ⇒ (1, 1) + 35 + 3 + (1) = 41 points of damage

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Trotter tells his companions the golem's structure can only be throroughly damaged by adamantine weapons, or highly-magical ones.
Vars and Duhwoo strike so hard that nothing remains after their onslaught, save splinters and shards everywhere.
End combat
Within the golem's chest, however, you find a small iron coffer. Secured within the coffer is an old and worn masterwork cold iron athame, a ceremonial dagger used by witches. This is Baba Yaga’s personal athame, crafted when she first began to delve into witchcraft, and it holds her death magically bound within it, as the matryoshka doll telepathically informs you once it is found. Baba Yaga further tells you that you must take the athame back to Grandmother’s Cauldron to continue to release her from the doll. She tells you that the way to leave the island is through a hidden cave and gives you directions to a cave on the island’s southern beach (see map), though she does warn you that she left a guardian in place, if she remembers correctly, and that you may
need to gather their strength before you face it. Baba Yaga has no further information for you and she doesn’t respond to further queries, the effort to speak to you this much having exhausted her.
You easily find the way to the cave. How do you prepare to face Baba Yaga's guardians?

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Recast of mirror image, restart triple time for everyone, turn invisible, cast echolocation
1d4 + 4 ⇒ (1) + 4 = 5

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Before anyone goes in, Duhwoo will summon a small air elemental (using his wand o' Summon Monster II). Speaking Auran, he tells it to fly 100' into the cave real quick, take a look see, then fly back out and report what it saw. The elemental only lasts 3 rounds: 1st round to receive instructions and take one move action in (100' fly movement); 2nd round looking around; 3rd round to move back out and report.
When the party enters the cave, Duhwoo will fly along (assuming Fly is still working) in the rear position, activating his Ring o' Blinkin' just as he himself enters the cave. He looks back every round as they move, to make sure nothing is sneaking up from behind.

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Just before heading in, Trotter casts see invisibility, greater invisibility, and greater heroism.

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Avoreal recasts Mirror Image and Extended Greater Invis as they enter the cave..
Images: 1d4 + 6 ⇒ (3) + 6 = 9 8 Images, 9 of her total..
Why are you only rolling 1d4+4 Vuvu, Mirror Image is +1 for every 3 caster levels.. SHould be +5 right?

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I always assumed when it said max 8 total, it meant 1d4+4, but I can see how it probably means 1d4+4, but if over 8 the extra are lost.

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Just re-read the scenario, actually the air elemental just warned you there were those agressive crystals in a dead end, but another tunnel was available. Assuming you take the other tunnel, if you wish to go and kill the crystals later be my guest but it's an optional encounter in an already very encounter-heavy scenario.
A large cavern suddenly opens beneath the cliff. The ceiling is lost in darkness, though the tips of stalactites can be seen descending from the gloom, several of them ending in jagged stumps and displaying large gouges from great teeth or claws. Stalagmites once lined the floor, but most have likewise been sheared off and reduced to little more than rubble. A dark pool lies at the rear of the cavern, and a small stream runs across the floor from the pool to empty into a deep sinkhole near the south wall. White shards of broken bones litter the cave floor among the rubble and debris.
At the back of the cave, a three-headed monstrosity resembling a dragon with scales of ice looks desperate for the taste of fresh blood and warm flesh between its teeth and immediately attacks you as you enter.
Initiative (Devin): 1d20 ⇒ 11
Initiative (Duhwoo): 1d20 + 3 ⇒ (12) + 3 = 15
Initiative (Trotter): 1d20 + 4 ⇒ (8) + 4 = 12
Initiative (Vars): 1d20 + 8 ⇒ (10) + 8 = 18
Initiative (Vuvu): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative (Khala): 1d20 + 10 ⇒ (13) + 10 = 23
Initiative - round 1 - bold may act
1. Avoreal
2. dragon
3. Vars, Duhwoo, Vuvu, Trotter, Devin
The ceiling of this cavern is more than 50 feet above. The stream is only a few inches deep but is considered difficult terrain. The sinkhole is 120 feet deep.

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Know Arcana: 1d20 + 35 ⇒ (11) + 35 = 46 Resistances, Defenses, Vulnerabilities, etc..
If its vulnerable to fire she'll cast Timestop..
Stop Time: 1d4 + 1 ⇒ (4) + 1 = 5
Over 3 rounds she will cast Delayed Blast Fireball 3 times and set the timers for the round her Timestop is up and the Dragon will go.. I was hoping I would have a chance to pull this combo off lol..
SR: 3d20 ⇒ (1, 6, 11) = 18 Burn all 3 Greater Piercing Rod Charges for a +29 to these rolls
DC's are 30
Boom 1: 18d6 ⇒ (1, 6, 5, 5, 1, 5, 5, 5, 2, 4, 2, 3, 5, 6, 6, 3, 5, 1) = 70 105 if Vul
Boom 2: 18d6 ⇒ (1, 5, 6, 5, 2, 6, 4, 5, 1, 4, 5, 5, 2, 4, 5, 3, 4, 6) = 73 106 if Vul
Boom 3: 18d6 ⇒ (1, 3, 3, 3, 6, 1, 4, 4, 1, 3, 6, 3, 4, 2, 5, 5, 3, 3) = 60 90 if Vul
Her remaining 2 rounds she will smile and wait impatiently for the fireworks..
She'll do something different if it's immune or highly resistant to fire so just let me know.

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You enter the cave and as the dragon prepares to breathes... it explodes in a shower of fiery mayhem! The khala's body is completely incinerated, causing your amazement, as well as a smug smile on Avoreal's lips.
End combat, well played!
Avoreal hears again Baba Yaga's telepathic voice echoing in her head, instructing her to stab the guardian's body (or rather, whatever remains of it) with the athame. When the wizardess does so, the athame's cold iron blade turns to solid gold.
The way back to Grandmother’s Cauldron is through the pool in the rear of the cavern, as Baba Yaga now advises Avoreal. Although the water in the pool is dark, cold, and filthy with the detritus of the khala that has lived here for many centuries, it functions identically to the pool which allowed you to travel to Buyan. You completely submerge yourself in the water and are instantly transported back to Grandmother’s Cauldron. From there, you easily return to the sacred pool in the grotto with the gold athame containing Baba Yaga’s death. There, Baba Yaga instructs you to embed the golden athame in the matryoshka doll and soak it in the pool. The athame sinks easily into the doll, though it cannot be used to cut open the doll. The doll splits open once again, revealing yet another smaller doll inside, just as impervious as the previous ones.
Baba Yaga can now speak with all of you through the doll, though her voice comes through only in a halting, childlike manner. She grants you another boon: you each receive the benefits of a breath of life spell (CL 20th) the next time you receive enough damage to die.
Vigliv materializes in the bole tree. Her ominous voice is heard once again.
"The death of Baba Yaga is no small thing, and you have succeeded in finding it where none have before. Now that you have secured her death, however, you must also locate and obtain her life. Although Baba Yaga hid her mortality away so death could not find her, to be more than a walking corpse, she must still have life. To this end, she ensured that a wellspring of life would flow in an ever-renewing fountain for her purposes. Guarding and protecting this source of life she tasked to her daughters, the Queens of Irrisen. After one hundred years of rule, these queens rejoin Baba Yaga and take up the responsibility of ensuring that her wellspring of life never runs dry. Now you must face the queens of old to reclaim Baba Yaga’s life and escape with your own as well."
Vigliv again retreats back into her tree, but Baba Yaga speaks to you for the first time. Strangely enough, she sounds much like a petulant child. "It’s mine and I want it! Get it back from them—they can’t have it! I’ll tell you if you’re getting close. Go now! That way!"
She indicates another part of the cave, where the temperature quickly drops to an icy cold.
This is an appropriate time to rest, if you need it. Otherwise we'll just continue.

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Trotter is fine to continue.
"Fascinating! That someone could trap their life and death in such a way, I would have never thought it possible! How remarkable! I shall pen several volumes about the subject at least! And to actually see the Queens of history, surely there will be discoveries galore!"
After a quick check of his gear, Trotter takes up his position and indicates that he is ready to move forward and face the former Queens.

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"Great, now we've got a brat in charge. It's like I'm back in Oppara. "
might as well rest if we have the time. A pile of witch queens doesn't sound like a piece of cake.

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Duhwoo is thrilled to see the dragon explode in fire:
"Ah do loves them fireworks!"
and he's thrilled by the teleportation via pool:
"Kinda like swimmin' cross th' world..."
and on hearing that we must faces the old queens of Irrisien:
"Sounds like mama needs to spank them kids -- but bein' jus' a li'l dolly, reckon we'll hafta do th' spankin' fer that there Ms Yaga..."