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Round 1
Urko & Artemis
Metweska
Sweet Maud
Agata
Nalshene
Hugo Victor
Miranda Dmg -
Deacon
????
????
Marduk
Green
Blue
Red
Narshala
Oh. My. God. I am on FIRE today. And by fire, I mean screwing things up. Miranda, you go before the deacon, not after.
Bluff #1: 1d20 + 16 ⇒ (6) + 16 = 22
Bluff #2: 1d20 + 16 ⇒ (11) + 16 = 27
While Sweet Maud has no clue as to what those things are, Urko, Agata and Venture Captain Victor are quite aware of what these things are. Kytons. Specifically Sacristan Kytons. If Kytons were artists, the Sacristans would be their slave caste. Amoral, bereft of free will or regret, these "scraps" serve their masters with unflinching fervor.
Look at the following table. VC Victor can choose one piece of information, Urko can choose two and Agata can choose three. I expect you to try and use these questions to their fullest potential, so go ahead and pick separate categories. Urko, I'm going to save that 33 for the next Knowledge (Planes) you make in this combat. Which I'm sure will be very soon.
Will #1, Red: 1d20 + 12 ⇒ (2) + 12 = 14
Will #1, Blue: 1d20 + 12 ⇒ (1) + 12 = 13
Will #2, Red: 1d20 + 12 ⇒ (7) + 12 = 19
Will #2, Blue: 1d20 + 12 ⇒ (3) + 12 = 15
UBS, Red: 2d4 ⇒ (3, 4) = 7
BS, Red: 1d4 ⇒ 4
UBS, Blue: 2d4 ⇒ (2, 2) = 4
BS, Blue: 1d4 ⇒ 4
Before they can do anything though, the two "monks" fall to the ground, twitching as the colors overload their senses.

Sweet Mawd |

Sweet Mawd shrieks with dismay as the illusion falls away. Housekeeping hasn't been here in *ages*, that's clear. When I find the head butler around here, believe me, I'll have a few choice words for him...
She flies to a spot by Marduk and Nalshene (ascending slightly to 15' above the ground) and then she swiftly retrieves a scroll from her wrist sheath and then quickly unfurls it, proclaiming the words of a spell in a loud, if squeaky, voice, urging her mistress' companions to speedy action.
She cannot fail the UMD check (DC 25) to activate a scroll of Haste (CL 5, 35' range, affects 5 creatures (all within 30' of each other) for 5 rounds duration). She casts Haste on Nalshene, Marduk, Miranda/Rose, Narshala, and herself (Sorry, Hugo, you and Miranda are 5' too far apart).
Move action to fly north, also ascending 5'.
Swift action to retrieve a scroll of haste from a spring-loaded wrist sheath.
Standard to cast Haste.
SR check to overcome her own spell resistance (20) for the casting of Haste: 1d20 + 5 ⇒ (17) + 5 = 22
She is indeed Hasted, along with the others

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Re the knowledge check: Agata chooses Immunities, Resistances, and Saves. She will relay this information to her companions.
Agata stares at the Kytons and sneers. "Oh, I'm sure you think those needles in your head make you look very sharp, but listen up you brats, Agata came up with this fashion," - she savagely points at the needles jutting out of her own head - "when you were still pups spawning in Hell." She spits furiously. "And if there is one thing that a lady simply cannot tolerate, it's showing up to a party and finding that someone else has *copied* her outfit!"
Determined to make them sorry for their outrageous faux pas, she turns a grimacing eye towards their altar.
I'm going to use a Chronicle boon (Chapter of the Damned) to cast Desecrate as a SLA (caster level = my character level = 15) on the altar (i.e. I'm using the secondary function of the spell, which should break the connection of the altar and surrounding area with its associated deity, whether that's Unity or Zon-Kuthon, or both). There's no save, but it does require an SR check if relevant. Doing this requires me to check a box on the boon and to make a DC 15 Will save. I'll email you a scan of the relevant chronicle tonight when I'm home.
Will save, Chapter of the Damned: 1d20 + 18 ⇒ (20) + 18 = 38
SR check, if needed, including racial bonus: 1d20 + 17 ⇒ (5) + 17 = 22
Glancing towards the flashing red light on the metal orb, Agata mutters, "Now that don't look good, not a bit of it, doncha know, mayhap I'll head over thataway a mite bit..." She flies in the same direction as Sweet Mawd, also ascending to 15' above the ground. GM, I believe you said that the ceilings are 15' in this room, in which case both Agata and Sweet Mawd are now in the squares just beneath the ceiling.
Standard action to use Desecrate as a SLA
Move action to move

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I never specifically said it, but I'll assume Miranda sheathed her sword back when first trying to sweet-talk the deacon. So:
Blinking around at the shifting illusory landscape, Miranda hurriedly draws her blade. "The shadow-play is over so soon?" she cries, not seeming to actually mind this. The rapier is in her hand in a flash. With the other hand she snaps a wand into her palm and activates it, a brief aura of protective energy flickering around her. Then she steps closer to the Deacon, letting the wand clatter to the floor.
"Sir, I feel you've been deluded! Can you not see your chapel is a grotesque tomb? I'm aware you're as taken off-guard by it all as we are," Miranda says sympathetically. She's a great judge of character, after all. "Your Unity's misled you. Don't worry, I know where we can get you some wine."
(move action to draw, swift action to activate wrist sheath, standard to UMD wand of shield (can't fail UMD), 5-ft step to be adjacent to deacon)

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special attacks and defences

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Hugo would hAve done resistances.

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If Hugo is taking Resistances, and it's not too late for me to modify my choices, I'll take Immunities, Saves, and Spell-like Abilities, just so we don't double up.

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I assumed we probably can't coordinate what we recall. I always take resistances though. So I tired to keep consistent.

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Round 1
Urko & Artemis
Metweska
Sweet Maud
Agata
Nalshene
Hugo Victor
Miranda
Deacon
Purple
Pink
Marduk Dmg -
Green
Blue
Red
Narshala
The deacon blinks and stammers: "What is... Huh? What? I... I can't control it... HELP! HELP ME!"
And with a crackle of electricity, he seems to vanish right before your eyes.
Unnerving Gaze (Ex): A creature that succumbs to a sacristan’s unnerving gaze becomes staggered for 1 round.
Regeneration 5 (good spells and weapons, silver)
The two androids look up at all of you with malevolence, and one begins a malevolent susurrus, which seems to bolster both the sacristan and Metweska. The other seems to cast a spell and all of a sudden you feel as if the sound of your voice is drowned out by... Nothingness.
If you are in the area delimited by my really bad 20ft burst please make me a Will save. Also, at the beginning of your next turn from here on out, I need everyone to make me a will save or be affected by their gaze. Standard gaze defenses apply, to be declared on your turn.
Let me know if I've forgotten anything.

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will,hero etc: 1d20 + 25 ⇒ (20) + 25 = 45 vs first 20' burst thing
Hugo looks around as sound suddenly disappears?
?

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It seems as though Hugo has kept the ability to talk and be heard!

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Spellcraft 19: 1d20 + 26 ⇒ (18) + 26 = 44 "He has teleported away. I have some doubt about his last complaint that he can't control it." After she says this, she realizes she can't hear her own voice, and curses both loudly and silently at the same time.
Will: 1d20 + 10 ⇒ (16) + 10 = 26 +2 if it happens to be a fear effect.
Narshala will: 1d20 + 6 ⇒ (6) + 6 = 12

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1. The list of saves from my Knowledge check (Fort, Will, Reflex): is that listed from best to worst? Or from worst to best?
2. Can I relay that information to my friends, or are we in a zone of silence? If I can relay it, can I do so now, or do I need to wait until my next turn?
3. Agata has runeward tattoos for each of the 8 schools of magic, which should let her know when a spell or SLA of any of the 8 schools is cast within 60 feet. So, for example, if the cleric really cast Dimension Door, Agata should get a 'conjuration' ping (and conversely, if she doesn't get that ping, it would be a clue that the deacon did not in fact cast DD). Similarly, if the androids have cast spells or SLA, I believe I should auto-know what school the spells are. No need to explain if there are shenanigans that I don't know about, just wanted to be sure you were aware of that aspect of the runeward tattoos since they are a somewhat obscure item.

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Spellcraft: 1d20 + 29 ⇒ (11) + 29 = 40
Will, buffs included: 1d20 + 18 ⇒ (13) + 18 = 31 Situational modifiers: +1 insight vs. spells & SLAs of any school; +4 morale (i.e. +2 because heroism) vs. poison and fear

Sweet Mawd |

Spellcraft: 1d20 + 19 ⇒ (5) + 19 = 24
Will, buffs included: 1d20 + 17 ⇒ (6) + 17 = 23 Situational Modifiers: +4 morale (i.e. +2 because heroism) vs. poison and fear. Also, Sweet Mawd has Spell Resistance 20

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@Agata: Yes, there was a conjuration ping and an abjuration ping. Since you made your Will save, you aren't affected by the Silence spell, so you can relay anything you want on your turn. The saves are listed from best to worse.
@Nalshene: You made the save! Also, while you are free to believe whatever you want, I will point out that the deacon's reaction seemed genuine.

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Just checking, are we waiting for a save from Marduk and then is it his action?

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Sorry, I thought I wasn't up yet.
Will: 1d20 + 17 ⇒ (13) + 17 = 30
Assuming that makes it:
Marduk gives voice to an animal growl as the strange people of the Silver Mount begin hostile spellcasting around him. Happy to shut down their feeble magics, flames dance on the huge orc's thick digits...
Readying to interrupt spellcasting if any of them try something again.

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So, I just realized last night that for the past two days I've been either high on drugs or in dire need of sleep, because I've been running silence wrong. So! Instead of the retarded BS I just pulled out of my ass, we're going to retcon as follows. The pink android cast silence upon himself and all saves you've made can be used (if you so choose to) for the save you would need to make vs the gaze attack. I'll update later today, when I'm not stuck in a stupid conference. Let me know if you have any issues with the retcon, and I apologize profusely.

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@GM, I was wondering about that because I've always thought that Silence only allows a save if it is cast on you (or an object you are holding). So, just to be sure we're all on the same page with the retcon: a) There is a 20' radius silence in effect, centered on the pink android, and all the saves that we've made are irrelevant because we don't actually get a save against it? Yes, correct? b) Assuming that's correct, the silence template needs to be adjusted on the map.

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Correct, except I abhor saves being rolled for naught. So you have the option of keeping that roll for a future Will save. Map has been updated, everyone keep in mind that pink emits an aura of silence.

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While not wanting to be awkward silence normally has a 1 round cast time.

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Double-checked, that part I got right.

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LOL - I figured it was like shadow-magic illusion of silence spell or something. :P

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The kyton steps aside and wiggles his mouthpiece with ever increasing fervor. Suddenly, the bonds burst and a scream from the deepest nightmares of living beings upon Golarion fills the chamber!
Urko, Artemis and Miranda, you need to give me will saves to avoid confusion. Also, while you are in the area of his darkness you are deafened, no save. Urko and Artemis, on your next round (coming up) you need to also give me a will save versus his gaze.
Speaking of upcoming saves, Narshala has an upcoming save against the android's aura. She can elect to apply her already rolled save on that or reroll
Round 1
Urko & Artemis Dmg -
Metweska
Sweet Maud
Agata
Nalshene
Hugo Victor
Miranda
Deacon
Purple
Pink
Marduk
Green
Blue
Red
Narshala

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Hugo, if needed will apply his prior save. Also, speaking of saves, the figure in the south doorway has a save vs Jolting Portent if attacking or casting

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Urko save versus confusion: 1d20 + 19 ⇒ (6) + 19 = 25
Artemis save versus confusion, devotion: 1d20 + 19 + 4 ⇒ (14) + 19 + 4 = 37
Urko save versus gaze: 1d20 + 19 ⇒ (10) + 19 = 29
Artemis save versus the gaze: 1d20 + 19 ⇒ (6) + 19 = 25
What light level has deeper darkness taken us to? If it is supernaturally dark then Aertemis cannot see him and so I don't think she needs to save against the gaze. Urko does as he can see in deeper darkness. Assuming the saves pass...
Urko turns and looks directly at the screaming Kyton. You think such magic can impede me, I have travelled the vastness of the dark tapestry, your dark holds no fear for me.
His little speech would have been more impressive if it wasn't delivered at a shout as he bangs himself on the side of the head trying to clear his ears.
BEST GET RID OF THIS DARKNESS, YOU LOT PROBABLY CAN'T SEE CAN YOU!
With that he tries to cast a spell to brighten things up.
Urko casts quickened daylight defensively on Artemis's armour. He cannot fail the defensive cast check. Deafness creates a 20% spell failure chance, low is bad for me Spell failure: 1d100 ⇒ 72
THERE, YOU SHOULD ALL BE ABLE TO SEE NOW! OH, BEST GET SOME OF YOU A BLESSING TOO!
Urko defensively casts Blessing of Fervour, Spell failure, low is bad for me: 1d100 ⇒ 22 affecting himself, Artemis and Miranda, everyone else is too far away
He then draws him morning star and urges Artemis to the attack on the screaming Kyton.

Artemis, Animal Companion |

ROOOOOOAAAAAARRRRRRR!
Artemis leaps to the attack against the large, noisy, creature in front of her.
Artemis takes the extra attack from blessing of fervour, her attacks are all good aligned. She will not grab as she needs to remain able to take opportunity attacks to use bodyguard
Bite, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (9) + 20 + 2 + 4 - 3 = 32
Damage, divine favour: 2d6 + 12 + 4 + 6 ⇒ (6, 4) + 12 + 4 + 6 = 32
Haste, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (16) + 20 + 2 + 4 - 3 = 39
Damage, divine favour: 2d6 + 12 + 4 + 6 ⇒ (2, 6) + 12 + 4 + 6 = 30
Claw, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (4) + 20 + 2 + 4 - 3 = 27
Damage, divine favour: 1d8 + 12 + 4 + 6 ⇒ (5) + 12 + 4 + 6 = 27
Claw, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (16) + 20 + 2 + 4 - 3 = 39
Damage, divine favour: 1d8 + 12 + 4 + 6 ⇒ (5) + 12 + 4 + 6 = 27
Slam, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (20) + 20 + 2 + 4 - 3 = 43
Damage, divine favour: 2d6 + 12 + 4 + 6 ⇒ (4, 1) + 12 + 4 + 6 = 27
Confirm, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (4) + 20 + 2 + 4 - 3 = 27
Damage, divine favour: 2d6 + 12 + 4 + 6 ⇒ (3, 1) + 12 + 4 + 6 = 26
Slam, heroism, divine favour, pa: 1d20 + 20 + 2 + 4 - 3 ⇒ (1) + 20 + 2 + 4 - 3 = 24
Damage, divine favour: 2d6 + 12 + 4 + 6 ⇒ (2, 3) + 12 + 4 + 6 = 27
If she drops the Kyton she will switch targets to the creature to her south.
Bodyguard checks, only fails on a 1: 7d20 ⇒ (17, 3, 2, 10, 7, 20, 12) = 71
These are used to protect Urko or any other ally who qualifies (adjacent to her and attacked by an enemy she threatens) and provides a +7 bonus to AC

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One small edit. Daylight will be cast n my own armour. I keep forgetting that divine vessel grants SR and while I can affect myself with spells without rolling I cannot affect Artemis in the same way

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It's noted on my character sheet and was mentioned to the GM, but there's 9 billion details to forget at this level of play, and I don't think I specifically mentioned it to the party, but Miranda has a Heightened Continual Flame on her amulet, which is at caster level 6; if that would impact Urko's choice of casting daylight
Will save: 1d20 + 18 ⇒ (20) + 18 = 38

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I will stick with it in case any of the others try anything similar.

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Would anything that just happened trigger Marduk's ready?
Will: 1d20 + 17 ⇒ (18) + 17 = 35

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There was no enemy spellcasting in the time between you and Urko/Artemis. Light level here is Normal. Narshala can go whenever.
A furious Artemis shreds the Kyton to pieces as light counteracts the darkness. At which point the canister explodes.
Urko Ref: 1d20 + 28 ⇒ (12) + 28 = 40
Artemis Ref: 1d20 + 24 ⇒ (7) + 24 = 31
M.W.: 1d20 + 10 ⇒ (19) + 10 = 29
Boom: 5d6 ⇒ (1, 2, 6, 6, 2) = 17
Miranda, you are eligible to use the effect of the lucky number spell on you, but for the sake of moving forward, we'll say you don't.
Everyone is able to avoid the white-hot shrapnel, with only the Rose of Taldor taking a slight burn. The creature cackles, primes another and tosses it before moving back a few feet through the now dispelled curtain, to conceal herself behind the very real wall separating the shrine to a room that seems to contain large glass tubes filled with... Flesh?
"Kum' git' sum', Meat!" howls the creature from the other side.
Round 2
Urko & Artemis
Metweska
Sweet Maud
Agata
Nalshene
Hugo Victor
Miranda 8 Dmg -
Deacon
Purple
Pink
Marduk
Blue
Red
Narshala
#2: 1d20 + 8 ⇒ (9) + 8 = 17
#3: 1d20 + 8 ⇒ (3) + 8 = 11
#4: 1d20 + 8 ⇒ (8) + 8 = 16
#5: 1d20 + 8 ⇒ (5) + 8 = 13
#6: 1d20 + 8 ⇒ (4) + 8 = 12
#7: 1d20 + 8 ⇒ (12) + 8 = 20
#8: 1d20 + 8 ⇒ (7) + 8 = 15

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@GM - right. I was just reminding that if the person throwing grenades (I assume those count as attacks) is the one in the doorway, then every round they must save to avoid electrical damage if they attack and/or cast. Not on my turn, on theirs. :-)
Hugo, still in the silence area, decides it is time to move.
assuming he can now see into the south doorway with darkness dispelled?
He will use his slippers to climb 15' up and over on the wall (trying to get out silence) and then will use his ring+sacred to fast-summon a Zelekhut Inevitable 60' south into the southern room with the departing bomber.
Report to me what you (true) see, and attack the creature before you.
Let me know if this is not possible - if walls too slick or something blocks Hugo from seeing/casting into the next room etc.
Move 40' (20' climb with slippers), 60' range on fast summons.
Zeleket attack(s) mad bomber
Zelekhut#1 Lawful Chain: 1d20 + 17 ⇒ (20) + 17 = 37
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (2, 5) + 7 + (1) = 15
trip Lawful Chain: 1d20 + 17 ⇒ (14) + 17 = 31 vs CMD
Zelekhut#2 Lawful Chain: 1d20 + 17 ⇒ (20) + 17 = 37
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (1, 3) + 7 + (4) = 15
trip Lawful Chain: 1d20 + 17 ⇒ (15) + 17 = 32 vs CMD
crit?: 1d20 + 17 ⇒ (15) + 17 = 32
for dmg, electric: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Z=AC24/115HP+DR10/Chaotic+SR20

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Round 2
Urko & Artemis
Metweska 43+ Dmg? - Prone
Blue Brain
Red Brain
Sweet Maud
Agata
Nalshene
Hugo Victor
Miranda 8 Dmg -
Deacon
Green Brain - Spotted by Zel
Purple
Purple Brain
Pink
Cyan Brain
Brown Brain - Spotted by Zel
Marduk
Yellow Brain
Orange Brain - Spotted by Zel
Blue
Red
Narshala
Confirm that second crit for me Hugo?
Fort: 1d20 + 14 ⇒ (15) + 14 = 29
Metweska does not seem to suffer from her grenade attack. However, the Inevitable trips her onto the ground, and injures her grievously.
Zelekut Perception: 1d20 + 20 ⇒ (11) + 20 = 31
Stealth #1: 1d20 + 26 ⇒ (17) + 26 = 43
Stealth #2: 1d20 + 26 ⇒ (19) + 26 = 45
Stealth #3: 1d20 + 26 ⇒ (1) + 26 = 27
Stealth #4: 1d20 + 26 ⇒ (11) + 26 = 37
Stealth #5: 1d20 + 26 ⇒ (16) + 26 = 42
Stealth #6: 1d20 + 26 ⇒ (1) + 26 = 27
Stealth #7: 1d20 + 26 ⇒ (17) + 26 = 43
Stealth #8: 1d20 + 26 ⇒ (5) + 26 = 31
But as the Inevitable looks around, it states flatly: "There are creatures in here. Three plus the source of disorder. Identification is impossible."
So Agata, this would be a case where you would have to account for your place in the initiative order; VC Victor goes after you and has... Well... Brought in more fun for you to deal with. But you don't know that yet.

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@GM: When you say that we avoided any damage from the grenade, do you mean that you rolled Reflex saves for us and that we made the save? The reason that I ask is that, as long as they are adjacent to each other, Agata and Sweet Mawd always use the Duck and Cover feat for Reflex saves, which allows them to each use the other's REF die roll if it's better, but has the side effect of causing the one who used the other's die roll to fall prone (but they can't because they're flying), or, if they can't fall prone (such as now), then they are each staggered for their next turn. So, this is all irrelevant if no REF was required, but if it was required then one of them should both be staggered for this turn. I'll wait to take my turn until I know.

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You weren't in the range of grenade blast. Thus no saves were required on the part of Agata or Sweet Maud.

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Urko and Artemis both have evasion and as a result I assume they saved and took no damage

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Gotcha, thx. And one other question: since Agata is 15' in the air, is she in the Silence effect now? If she is, would she still be if she 5' steps (with Fly check of course) one square to the south (i.e. where Sweet Mawd is now)?

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Yes, that's exactly what happened. And while you are toeing the line between being in the area of silence and not, moving five feet will dispel any ambiguities.

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Agata will use her Will save from last round against the gaze attack: 31 (+ possible situational modifiers: +1 insight vs. spells & SLAs of any school; +4 morale (i.e. +2 because heroism) vs. poison and fear). Assuming that she makes the save:
Moving slightly to the south in order to get out of the zone of silence, Agata turns her attention from the fashion crimes of the kytons towards the appalling lack of hospitality shown by the androids. "Oh, stare at me, will you? Lissen, dearies, ole Agata has gone eye to eye with worse than you, I'll promise you that." She stares back at each of the two androids, with an unfriendly glint in her eye, and then begins to laugh maniacally.
Each of the androids need to make a DC 26 Will save against the Misfortune hex, duration 2 rounds. Note that it is not mind-affecting. I was asking about the range of Silence effect for the purposes of Cackling, but it turns out that Cackle won't affect them because they are in the Silence effect, even though Agata is out of it. Nevertheless, she will Cackle anyway, for fun.
5' Step to the south (cannot fail the Fly check to Hover).
Standard action - Misfortune Hex, combined with the Split Hex feat to use it on two targets.
Move action - Cackle to extend the duration of the Misfortune hex by one round - shouldn't have any effect, unless Narshala does something that ends the Silence "before" Agata's turn.

Sweet Mawd |

Sweet Mawd is terribly distressed by the latest turn of events. It seems ever more likely that tea time will be missed. She averts her gaze, as if she cannot bear to see such scandalous goings on.
Averting her gaze should give her a 50% chance of avoiding the gaze attack. If needed, her Will save is Will, buffs included: 1d20 + 17 ⇒ (16) + 17 = 33.
If she makes her Will save she will:
Moving slightly to the south into the same square as Hugo Sweet Mawd draws out a shiny piece of wood and points it angrily at the pink android or the purple one if Narshala has already vaporized the pink one and sends four bolts of force hurtling towards it.
Magic Missile dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile dmg: 1d4 + 1 ⇒ (3) + 1 = 4
5' step to the south; she cannot fail the Fly check to Hover.
Move action to draw Staff of Minor Arcana
Standard action to use 2 charges from the Staff of Minor Arcana to cast Magic Missile (CL8=4 missiles); she cannot fail the UMD check to activate the staff.

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Okay. So. Sorry to ask questions, we've got so much high-level stuff going on here. The kytons are Blue and Red, aren't they? I thought they got color-sprayed and passed out (the passing out narrated in this post). So are/were there other/more kytons currently screaming/acting/taking hostile actions? In this room as I understand it we currently perceive the altar-thing, the grenade that I only know OOCly is a grenade, two unconscious "monk" kytons (blue and red), and the pink and purple androids (not getting into what is going on in the next room with the zelekhut, grenade chucker, brains, etc). If that understanding above is correct, then here's Miranda's actions:
Miranda quickly averts her gaze from the enemy, ignoring the tiny fwish of fire that gets rid of some of temporary life.
50% chance I don't need to make the save, high is good for me: 1d100 ⇒ 3 Lol
Will save vs Gaze attack: 1d20 + 18 ⇒ (17) + 18 = 35
With magical haste bolstering her, Miranda darts forward, over the unconscious kyton, and next to the android with the purple-tinged 'skin'. I'll take any AOOs this might theoretically provoke
The rapier only gets a chance to strike once, alas.
Miranda vs purple, haste, combat expertise: 1d20 + 26 + 1 ⇒ (12) + 26 + 1 = 39
Damage, adamantine, +4 weapon: 1d6 + 17 ⇒ (5) + 17 = 22
The android is limned with scarlet light in the wake of Miranda's strike. (Faerie fire for 1 round due to limning)
"HaHA! Your ambush isn't much of one!" Miranda cries.
(Improved blind-fight means I don't need to roll for normal concealment, which is what I would have gotten for averting my gaze. AC now 52; drops to 51 if another foe moves adjacent to me)

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There used to be 3 kytons: Blue, Red and Green. Green got full-round destroyed by Artemis. As far as I can tell your understanding is correct.

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Sorry - did not notice the second crit.
Confirm: 1d20 + 17 ⇒ (18) + 17 = 35 vs prone? for dmg: 2d6 + 7 ⇒ (3, 4) + 7 = 14
Also, I think that's Metweska that is prone. Did she seem to take electricity damage from the jolting spell or Inevitable's chains.

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Jolting chains is save for nothing right? Well, it looks like she made the save. So far she has taken all the damage from the Inevitable.

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correct - jolting - save or no damage.