
|  Heccan Abraxi | 
 
	
 
                
                
              
            
            Heccan's eyes go wide as he sees the infernal angels. He observes his fellow agents and takes a cue from an effective tactic.
"I knew I would have to face these dark angels at some point in my life, but I was not prepared to see them in their fury. I would have been content not to have."
Heccan draws upon his dark innate power, unleashing a cloud of shimmering particles on the only devil he can see.
Heccan casts glitterdust, being careful to keep Kahn out of the cloud. Cloud noted on the map. Save DC 18.
Casting Time 1 standard action
Components V, S, M (ground mica)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no
DESCRIPTION
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.

|  DM Beckett | 
 
	
 
                
                
              
            
            I hate Glitterdust so much. . . :P
Kor'sarro and Oswin move in closer, knowing that little can truly be done until the pair are engaged, but Heccan somewhat proves them wrong, though all he truly does is delay what is to come.
Will DC 18: 1d20 + 7 ⇒ (6) + 7 = 13 <blinded>
ROUND 2 (Prayer) 
Varian (), Rilas (-48), and Adsal (-14) 
Blue Angel (blind) and Red Angel (-46) 
Kor'sarro (), Heccan (), and Oswin ()

|  Rilas | 
 
	
 
                
                
              
            
            As the arrows strike Rilas and burn his flesh, he quickly tears them out and tosses them off the tower. "Enough is enough." He stomps his boots, activating them, and speeding up his relfexes a bit. He fires off a volley of arrows at the now blinded demon.
Activating Boots of Haste, full attack blue, AC 24 now
Attack #1: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 272d8 + 18 + 2 ⇒ (1, 5) + 18 + 2 = 26 +Holy: 4d6 ⇒ (6, 5, 5, 5) = 21 
Rapid Shot: 1d20 + 12 + 1 + 1 ⇒ (13) + 12 + 1 + 1 = 271d8 + 9 + 1 ⇒ (2) + 9 + 1 = 12 +Holy: 2d6 ⇒ (1, 5) = 6 
Haste: 1d20 + 12 + 1 + 1 ⇒ (1) + 12 + 1 + 1 = 151d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11 +Holy: 2d6 ⇒ (5, 2) = 7 
Attack #2: 1d20 + 7 + 1 + 1 ⇒ (5) + 7 + 1 + 1 = 141d8 + 9 + 1 ⇒ (8) + 9 + 1 = 18 +Holy: 2d6 ⇒ (5, 4) = 9

|  Varian Amari | 
 
	
 
                
                
              
            
            Varian double moves, flying up to hover at Khan's side
fly check to ascend and hover if needed: 1d20 + 10 ⇒ (19) + 10 = 29

|  DM Beckett | 
 
	
 
                
                
              
            
            Rilas, would it be possible in the future to break up each attack and damage roll a bit. With so much of the same color all together, it's really difficult to see what is what from my phone and tablet. Something like:
Attack #1: 1d20 + 14 ⇒ (3) + 14 = 17||Damage: 2d8 + 18 ⇒ (4, 4) + 18 = 26+ Holy: 2d6 ⇒ (4, 1) = 5
or
Attack #1: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 2d8 + 18 ⇒ (4, 6) + 18 = 28
+ Holy: 2d6 ⇒ (4, 6) = 10
As for Fly checks, I'm really not too concerned with them unless you are doing something really fancy or difficult.
Varian flies in closer to get near smiting range while Rilas lashes out with his bow against the newly appeared Erinyes, with three arrows hitting her dead on, but two flying wide. Of the three that do hit, the fallen angel screams in pain and rage. Adsal waits impatiently as the wand finally kicks in, and you are joined by a friendly Lantern Archon.
The now blinded fallen angel attempts to make her way back to the top of the pillar, but is not sure just how far to go without her sight.
Will DC 18: 1d20 + 7 ⇒ (12) + 7 = 19
The other, for a brief moment closes her eyes and begins to concentrate on drawing on some of her innate unholy powers. Suddenly, it seems as though five or six other Erinyes break from some invisible ambush and join the battle, each clawing their way past each other to get to the two angels just out of their reach, but their own kind want the first taste of heaven's blood and pull the others back.
ROUND 2 (Prayer) 
Varian (), Rilas (-48), and Adsal (-14) 
Blue Angel (-65) and Red Angel (-46, 1*****) 
Kor'sarro (), Heccan (), and Oswin ()

|  Oswin Durnhelm | 
 
	
 
                
                
              
            
            Oswin climbs further upward, then begins chanting a short prayer. He holds his hand outward towards the enemy, and clenches it into a fist as he calls forth a burst of holy power.
Holy Smite: 10d6 ⇒ (1, 5, 4, 2, 1, 1, 3, 3, 5, 2) = 27
Will Save DC 18.

|  Varian Amari | 
 
	
 
                
                
              
            
            spellcraft dc 19: 1d20 + 6 ⇒ (2) + 6 = 8
Varian is surprised to see all the new demons show up and has no idea how they got there... the spellcraft should be for the casting, right? the actual affect is that there are exact duplicates of the caster, that do exactly what the caster is doing, so it should be kinda obvious eventually, right?

|  Heccan Abraxi | 
 
	
 
                
                
              
            
            Heccan's eyes go wide as the dark winged fiend replicates herself.
"By the laws! A dark choir of devils! If any army from the Pit descends upon us, I fear we may not survive. I will do my part. Lord of Laws I hope I do not have to surrender to these creatures."
Heccan allows himself to continue to ascend toward the top of the tower. As he does so, he calls on more of his dark arcane power unleashing 4 shards of magical energy at the newly formed flock of eyrines.
Heccan will move 20 feet up and cast magic missile at group of red eyrines targeting 4 different red angels.
Caster Level Check to overcome SR: 1d20 + 10 ⇒ (18) + 10 = 28
MM Damage: 1d4 + 1 ⇒ (4) + 1 = 5
MM Damage: 1d4 + 1 ⇒ (2) + 1 = 3
MM Damage: 1d4 + 1 ⇒ (2) + 1 = 3
MM Damage: 1d4 + 1 ⇒ (1) + 1 = 2
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

|  Kor'sarro Khan | 
 
	
 
                
                
              
            
            Seeing the new angels appear his eyes focus for a moment before yelling "Mirror images!" and with that said he is in the middle of them and makes 1 attack on the angel
Spellcraft: 1d20 + 3 ⇒ (18) + 3 = 21
Attack red angel, power-attack, holy (from sword): 1d20 + 16 ⇒ (13) + 16 = 29
damage, holy + power attack: 1d10 + 20 + 2d6 ⇒ (7) + 20 + (1, 6) = 34
Real target?: 1d7 ⇒ 4 1 is real target, if okay with gm

|  DM Beckett | 
 
	
 
                
                
              
            
            Kor'sarro shouts a warning to the others about just what devious trick the devils are pulling before moving in to engage them hand to hand. His sword sinks in deeply, cleaving one of them nearly in half, but then suddenly she simply vanishes, causing the others to laugh mockingly.
Heccan, have you been moving your mini? From the current position, I don't think you can see the two Erinyes over the top of the pillar's ledge. Waiting to hear before moving on.
Additionally, Magic Missile works a little funky with Mirror Image, and doesn't allow you to really target figments. "Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments." Your character would probably know this, and so if you want to change your action, that's fine. Not suggesting you should, but if you where attempting to remove the figments mainly, Magic Missile will not work, all hitting the "real" one for full damage.
Oswin makes it up closer as well, unleashing some of the pure energies of heaven's wrath upon the group. One is fully affected, while the other seems to have ignored it completely, (unless you would like to use a reroll, or have another bonus I didn't see for SR). She, along with all of her figments appear very wounded, and it looks as though she may flee.
Will Save Red (DC 18): 1d20 + 7 ⇒ (2) + 7 = 9
SR Check: 1d20 + 12 ⇒ (15) + 12 = 27
Will Save Blue (DC 18): 1d20 + 7 ⇒ (16) + 7 = 23
SR Check: 1d20 + 12 ⇒ (3) + 12 = 15
ROUND 2 (Prayer) 
Varian (), Rilas (-48), and Adsal (-14) 
Blue Angel (-65) and Red Angel (-73, 1****) 
Kor'sarro (), Heccan (), and Oswin ()
Varian, Rilas, and Adsal may also act, but Heccan's actions might change things significantly.

|  Rilas | 
 
	
 
                
                
              
            
            With the flying devils now out of his sight, Rilas grips his bow in frustration and runs up the the tower towards the ledge they're perched on.
Double move

|  Varian Amari | 
 
	
 
                
                
              
            
            Varian tries to deal with the multiple images. He casts dispel magic and targets the foe with the mirror images.
dispel magic: 1d20 + 8 ⇒ (14) + 8 = 22

|  Heccan Abraxi | 
 
	
 
                
                
              
            
            Got ya Beck, makes sense. I did move the mini, but still lagging behind. Heccan will forgo the Magic Missile and instead do a double move to catch up.
Heccan uses his arcane power to continue his upward ascent, muttering to himself, "Not looking forward to meeting these ladies face to face. I am do so luck, perhaps my company of angels will settle the matter before I arrive..."

|  Adsal | 
 
	
 
                
                
              
            
            An Lantern archon will appear and shoot its rays at the fiends.
Adsal thanks the archon and use his school power to reduce the fiend´s saving throws and ac drops by 4 Void School

|  DM Beckett | 
 
	
 
                
                
              
            
            Heccan continues to climb, floating on not but the very air, gets closer. (Can you take the Run action while Levitating?)
Vaian attempts to use his own magic to remove the infernal illusions, but while it wavers for just a moment, the Erinyes' power is just too strong, but it gives Rilas a chance to advance without being seen, easily climbing the side of the tower. Suddenly Adsal's Archon buddy arrives, sending two beams of pure light into the swarm of Erinyes, causing two of the images to vanish, with the help of Adsal's own twisting of fate.
Light Ray: 1d20 + 4 ⇒ (11) + 4 = 15
Light Ray: 1d20 + 4 ⇒ (9) + 4 = 13
Images: 1d5 + 1d4 ⇒ (5) + (4) = 9
Varian & Kor'sarro Will DC 19 vs Unholy Blight: 10d6 ⇒ (4, 1, 2, 6, 4, 4, 1, 3, 4, 5) = 34
Plus Sickened on a failed Save: 1d4 ⇒ 1
Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8
Gotta head to work. Will update post further.
ROUND 3&4 (Prayer) 
Kor'sarro (), Heccan (), and Oswin (), Varian (), Rilas (-48), and Adsal (-14) 
Blue Erinyes (Blind, -65, 1*******) and Red Erinyes (Blind, -73, 1**)

|  DM Beckett | 
 
	
 
                
                
              
            
            Suddenly the Erinyes call on further infernal powers, with one spawning multiple doubles as well, and the other summoning an inky black cloud of pure evil around the nearest two angellic warriors, (which does draw an AoO).

|  Varian Amari | 
 
	
 
                
                
              
            
            will save dc 19: 1d20 + 17 ⇒ (4) + 17 = 21
Varian manages to fight off the worst of the blight spell. Then he flies up and strikes at a red image, hoping to hit the erynes among them.
image or real on a 1: 1d3 ⇒ 3
to hit: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 29
dmg if hits: 2d6 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17
if that hits or is within 5 of it's ac, an image should disappear, right?

|  Kor'sarro Khan | 
 
	
 
                
                
              
            
            Will save vs DC 19: 1d20 + 12 ⇒ (12) + 12 = 24
AoO, prayer: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18 here comes the 1!
Damage: 1d10 + 20 + 2d6 ⇒ (2) + 20 + (6, 5) = 33
Seeing the black cloud descending on him he tries to connect to the one casting but misses horribly. After that he continues his attacks on the red Erynes and her images
Attack 1, prayer: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Damage: 1d10 + 20 + 2d6 ⇒ (5) + 20 + (4, 1) = 30
real image, 1 is hit: 1d2 ⇒ 1
Attack 2, prayer: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Damage: 1d10 + 20 + 2d6 ⇒ (8) + 20 + (6, 1) = 35
real image, 1 is hit: 1d2 ⇒ 2 image, should still be up
Attack 3, prayer: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 will most likely destroy the image
Damage: 1d10 + 20 + 2d6 ⇒ (10) + 20 + (2, 3) = 35
Attack 3, prayer, crit confirm: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d10 + 20 + 2d6 ⇒ (8) + 20 + (2, 6) = 36
real image, 1 is hit: 1d2 ⇒ 2

|  Rilas | 
 
	
 
                
                
              
            
            Rilas continues his trek up the side of the tower. As he goes, he flicks his wrist to pull out a wand, before tapping himself, causing his bow to suddenly feel a bit heavier.
Gravity bow

|  Adsal | 
 
	
 
                
                
              
            
            Adsal will use a magic missle wand to attack the evil erinye in plain sight.
MM: 1d4 + 1 ⇒ (2) + 1 = 3 He tries to dispell an image, please roll I am not sure how many images are there to see.

|  Varian Amari | 
 
	
 
                
                
              
            
            magic missile always unerringly hits its target... can't take out images with a mm

|  Oswin Durnhelm | 
 
	
 
                
                
              
            
            Oswin miss in agreement.
"It looks as though I'd best be in hand if healing is needed."
Oswin moves 20' closer.
Can someone please move my token, up and to the right 4 squares?
-Posted with Wayfinder

|  DM Beckett | 
 
	
 
                
                
              
            
            I should be back for good now. Sorry, that was very unexpected. I've lost track of a few things I had been calculating, but I know that Kor'sarro did outright slay one of them, and assuming is able to 5ft step, likely will either slay the other with that same action or remove enough images that she is essentially defenseless, so I'll go ahead and call this combat there, assuming within one more round, with mediocre rolls, she would fall.
Reaching top of the massive pillar, and stepping atop it’s plateau only to stand victorious against such evil, a plume of thick, black smoke chokes out the horizon to the north. Sounds of clanking, banging, and chanting echo in the distance. Many emaciated figures in ragged clothing work furiously around a large wooden building. A single patrol of armed men direct the camp’s activity.
The corpses of the two Erinyes do not begin to fade from existence, indicating that they had been freely roaming Outsiders and not summoned allies. Among their gear, you find a pair of +1 Flaming Composite Longbows (each with +5 Str), enough arrows to resupply, and between the two a rather big collection of coins and precious gems (1,483 each).
I'll be honest, I am not entirely certain exactly how this area is supposed to look. It's a 200ft+ pillar with a plateau large enough to hold a small city area, (and a large pillar of black smoke), but it (the lost temple-foundry), can not bee seen from the sea? There are no real maps or guides that I can find to really give a sense of scale for this scenario, so I'm trying to keep to what it does say here, but not sure I actually understand it. I am imagining, because there are multiple pillars/towers, they are actually forming a sort of linked (flat) archway between the various pillars. The wiki describes the pillars as enormous pylons, perhaps an ancient, and huge aqueduct system. Anyway, essentially, at the top of the pillar is a large open, flat area, with what seems to be a small camp.
The plume of thick, black smoke comes from a makeshift camp about a half-mile from the edge of the plateau. The camp is a series of orderly but run-down tents surrounding a single large wooden building from which the smoke emanates. Approaching the camp, you notice 20 slaves buzzing about, erecting tents, working on the wooden building, and doing many other smaller tasks. A single patrol of armed guards secures the campsite. With absolutely no vegetation or cover, it is nearly impossible to approach without being noticed, but if they have already, no one seems to be reacting to your presence, likely because from this distance they can't make you out enough to see if you might be a threat.
Before actually approaching, though, now is a good chance to perhaps consider any buffs and healing. The camp is about 1/2 mile away, (almost 1 km). You are currently over 500 5ft squares away.
Character Damage I believe: Kor'sarro (-17), Varian (-17), Rilas (-48), and Adsal (-14)

|  Varian Amari | 
 
	
 
                
                
              
            
            if you have your own wand and can't use it, Varian will do so for you, just roll your healing and take off your charges... if you need Varian to use his wand, let me know how many charges you need
clw varian: 1d8 + 1 ⇒ (2) + 1 = 3 
clw varian: 1d8 + 1 ⇒ (5) + 1 = 6 
clw varian: 1d8 + 1 ⇒ (8) + 1 = 9

|  Rilas | 
 
	
 
                
                
              
            
            Wand of CMW: 6d8 + 9 ⇒ (7, 8, 1, 4, 8, 8) + 9 = 45
After the battle with the flying demons is finally over, Rilas pulls a wand out of his pack to heal his wounds. He then takes the small wolf statue out of his pocket and places it on the ground, muttering a word to Erastil, returning Winston to his normal form. He then goes about casting a few more protective spells on himself and his companion. "I know better then to go out without preparing. Glad we made it through that. Looks like whoever is up here will know we're coming though."
Buffs on Rilas: Barkskin, Longstrider, Heightened Awareness. Winston: Barkskin

|  Varian Amari | 
 
	
 
                
                
              
            
            Just before arriving, Varian casts shield of faith on himself, lead blades, and keen edge on his great sword. finally, he makes sure the party are close enough together to all benefit from blessing of fervor.

|  Heccan Abraxi | 
 
	
 
                
                
              
            
            No worries Beck, welcome back!
Heccan observes the carnage with a sneer. He bends down to examine one of the dead Erinyes. "My word. I have never seen one of these up close. But for their vicious temperament, they are quite beautiful." Heccan straightens with a sigh, "But thankfully no longer a problem with thanks to our stalwart band from the heavens, nicely done lads. I have some healing at my disposal, but I fear some of you not like the way it, uh, works."
Peering out to the camp. "Well, I suppose we have a few options. We can head on straight in or send in a scout. If you think they may amenable to parlay, I can be rather...persuasive. More so with an army entourage." Heccan offers the group a wicked grin.
Heccan will buff when the time is right, mage armor, cat's grace and will use a charge of shield from a wand when we are ready to set off. Heccan has a wand of infernal healing that he will offer to any who need it. One blast heals 10 hp for 10 rounds (or about 1 1/2 minutes). As for strategy, are we marching in or do we want to scout? Hec has bunch of inviso and can also try and dilpo, charm or suggest the guards if we want to gain entry that way.

|  Adsal | 
 
	
 
                
                
              
            
            ClwWand: 2d8 + 2 ⇒ (7, 6) + 2 = 15
Adsal asks one of the others to heal him and then nods to the others, indicating that he is ready!

|  DM Beckett | 
 
	
 
                
                
              
            
            As you approach to just within 100ft away, suddenly there is a panic within the work camp, and the slaves, (who you can now more clearly see are being worked in some sort of manual labor harshly) begin to fall back in fear while the guards rush towards the edge of camp to face you. At first they begin to call out warnings and demanding to know your business, but seeing so many rather obvious holy warriors and crusaders amongst your ranks, they quickly decide you are a threat.
One, a leader of some sort steps slightly forward before the others, "You are not wanted or welcome here! This is our find! Leave, now, or we will kill you!"
The guards behind the leader all draw and knock an arrow aimed in the sky towards you, but the leader, grasps a rather large sword in one hand, eagerly awaiting the chance to spill blood. It is difficult to hear just what they are shouting, due to loud noises coming from the wooden building deeper in the camp behind them, but you can make it out, and if not, their intent is clear. Approach, and they will open fire.
While not technically in combat at this point, (it's very likely), please post responses round by round as if you where. Effectively they have all Readied Actions to fire their Longbows at you if you do anything that seems aggressive. But, the possibility of one of you approaching, unarmed to negotiate may be possible.
Additionally, for a little bit later, can I get one of the following from everyone: Know Local, Know Nobility, or anything like a Bardic Knowledge check. It is for a little bit later, and is sort of outside the normal rules for any check I can really think off, so, I* would allow it even is untrained in this case.

|  Varian Amari | 
 
	
 
                
                
              
            
            know local untrained: 1d20 + 1 ⇒ (15) + 1 = 16

|  Varian Amari | 
 
	
 
                
                
              
            
            Varian will let someone else take the lead here, because if he lets go of his weapon, it will disappear, including the buffs he cast on it.

|  Rilas | 
 
	
 
                
                
              
            
            Perception: 1d20 + 21 + 2 + 6 ⇒ (16) + 21 + 2 + 6 = 45
"Looks like they rolled out quite the welcoming committee for us. They don't look too friendly." Even from this distance, Rilas easily spots the bronze Aspis pin on the leader. "And it would appear that not only are they slavers, but they're Aspis to boot. Those are two things I just can't tolerate. Sorry friends, seems like this is going to happen the hard way." The hunter raises his bow and quickly fires off a set of arrows at the Aspis officer, while making a subtle clicking sound with his tongue.
I'm assuming these are humans and included FE bonus.
Attack 1 vs red: 1d20 + 17 + 6 - 3 - 2 ⇒ (11) + 17 + 6 - 3 - 2 = 29
Damage: 2d8 + 30 ⇒ (4, 6) + 30 = 40 +Holy: 4d6 ⇒ (4, 6, 5, 5) = 20
Rapid Shot: 1d20 + 17 + 6 - 3 - 2 ⇒ (11) + 17 + 6 - 3 - 2 = 29
Damage: 1d8 + 15 ⇒ (8) + 15 = 23 +Holy: 2d6 ⇒ (6, 3) = 9
Attack 2: 1d20 + 17 + 6 - 3 - 2 - 5 ⇒ (3) + 17 + 6 - 3 - 2 - 5 = 16
Damage: 1d8 + 15 ⇒ (1) + 15 = 16 +Holy: 2d6 ⇒ (6, 2) = 8
Kn Local untrained, Heightened Awareness: 1d20 + 2 ⇒ (4) + 2 = 6

| Winston the Wolf | 
 
	
 
                
                
              
            
            Winston hears the clicking from his master, and is smart enough to know what it means once he starts firing his bow. The massive wolf charges ahead, straight into the line of guards and tries to bring down the guard after the arrows strike him.
Charge vs red: 1d20 + 15 + 2 + 6 - 2 ⇒ (3) + 15 + 2 + 6 - 2 = 24
Damage: 2d6 + 11 + 6 + 6 ⇒ (2, 3) + 11 + 6 + 6 = 28
Trip: 1d20 + 16 + 2 + 6 - 2 ⇒ (2) + 16 + 2 + 6 - 2 = 24
If red is down already, he'll just go for the closest guard standing.

|  Kor'sarro Khan | 
 
	
 
                
                
              
            
            Welcome back! and I am greeted with 11 new posts :P
CLW: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
CLW: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
CLW: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Seeing the Aspis in front of him and being called out he raised a mere salute to them as the outcome was going to be pre-determined already. Not many had seen an Aasimar on a warpath but Kor'sarro was known for his vengeance against slavers...
Double move forward

|  Heccan Abraxi | 
 
	
 
                
                
              
            
            Heccan opens his mouth to speak to the guard, but his eyes goes wide as Rilas takes the initiative.
"Oh well. They probably would not have listened to my prattling, eloquent as it was bound to be."
Heccan grimaces, calling forth his dark power. His body shimmers then quickly fades from view.
Heccan will cast improved invisibility on himself.

|  DM Beckett | 
 
	
 
                
                
              
            
            As soon as Rilas draws his first arrow, all seven of the guardsmen let their fly, though their leader simply stands there with his weapon drawn. Only two actually hit their marks, however, both digging into Varian straight through his armor, but doing little afterwards.
Random Targets: 7d7 ⇒ (4, 6, 6, 7, 3, 7, 6) = 39
Arrow vs Oswin (AC 31): 1d20 + 3 ⇒ (17) + 3 = 20 <miss>
Arrow vs Winston (AC 24): 1d20 + 3 ⇒ (6) + 3 = 9 <miss>
Arrow vs Winston (AC 24): 1d20 + 3 ⇒ (19) + 3 = 22 <miss>
Arrow vs Varian (AC 17): 1d20 + 3 ⇒ (11) + 3 = 14 <miss>
Arrow vs Varian (AC 17): 1d20 + 3 ⇒ (17) + 3 = 20 <HIT>
Arrow vs Kor'sarro (AC 26): 1d20 + 3 ⇒ (18) + 3 = 21 <miss>
Arrow vs Varian (AC 17): 1d20 + 3 ⇒ (14) + 3 = 17 <HIT>
Arrow vs Winston (AC 24): 1d20 + 3 ⇒ (18) + 3 = 21 <miss>
Damage (Varian): 2d8 ⇒ (4, 1) = 5
Rilas takes his shots, dropping both the guard's leader in one hit, and stunned, turns and nails two others near him directly through their Chelish hearts. All three drop to the ground, bleeding out, but not for long before giving up the ghost. Winston, hearing his master's call to attack, rushes at the nearest guard, biting his small head clear off. He too seems surprised at just how easy that was.
Kor'sarro, in a celestial rage moves in closer, when suddenly both Adsal and Heccan become unseen.
Adsal: 1d20 + 3 ⇒ (4) + 3 = 7
Heccan: 1d20 + 2 ⇒ (3) + 2 = 5
Kor'sarro: 1d20 + 2 ⇒ (6) + 2 = 8
Oswin: 1d20 + 5 ⇒ (11) + 5 = 16
Rilas & Winston: 1d20 + 7 ⇒ (4) + 7 = 11 (+9 Urban, +11 Underground)
Varian: 1d20 + 3 ⇒ (20) + 3 = 23
---
Leader: 1d20 + 5 ⇒ (18) + 5 = 23
Guards: 1d20 + 1 ⇒ (1) + 1 = 2
INIT ROUND 1
Varian (-5), Oswin (), Rilas (), Winston (), Kor'sarro (), Adsal (), and Heccan ()
Guard Orange (), Guard Yellow (), Guard Green (), and Guard Pink ()

|  Varian Amari | 
 
	
 
                
                
              
            
            wouldnt the shield of faith add to flat footed ac too, making it 20? which means he'd take 4, not 5, right?
Varian runs forward, brandishing his greatsword.

|  Oswin Durnhelm | 
 
	
 
                
                
              
            
            Sorry for holding things up.
Oswin observes the events unfold, then quickly lifts up his shield to protect himself from arrows as the Aspis attack!
Full Defense this turn.

|  DM Beckett | 
 
	
 
                
                
              
            
            Retcon
As soon as Rilas draws his first arrow, all seven of the guardsmen let their fly, though their leader simply stands there with his weapon drawn. Only one actually hits it's mark, however, digging into Varian straight through his armor, but doing little afterwards. Varian rushes towards the battle while Oswin quickly raises his shield high and begins to advance towards the enemies, playing it safely and smartly.
Rilas takes his shots, dropping both the guard's leader in one hit, and stunned, turns and nails two others near him directly through their Chelish hearts. All three drop to the ground, bleeding out, but not for long before giving up the ghost. Winston, hearing his master's call to attack, rushes at the nearest guard, biting his small head clear off. He too seems surprised at just how easy that was.
Kor'sarro, in a celestial rage moves in closer, when suddenly both Adsal and Heccan become unseen.
The remaining warriors each make a single other shot before drop their longbows and draw club-like maces from their belts to attack, but those close enough can see they have clearly bitten off much more than they can chew, and should any survive this next few seconds, will likely flee for their lives. Every single arrow misses.
Arrow vs Winston (AC 20): 1d20 + 3 ⇒ (12) + 3 = 15 <miss>
Arrow vs Winston (AC 20): 1d20 + 3 ⇒ (9) + 3 = 12 <miss>
Arrow vs Winston (AC 20): 1d20 + 3 ⇒ (8) + 3 = 11 <miss>
Arrow vs Winston (AC 20): 1d20 + 3 ⇒ (6) + 3 = 9 <miss>
INIT ROUND 2 
Varian (-4), Oswin (), Rilas (), Winston (), Kor'sarro (), Adsal (inv, ), and Heccan (inv, ) 
Guard Orange (), Guard Yellow (), Guard Green (), and Guard Pink ()

|  Rilas | 
 
	
 
                
                
              
            
            Rilas continues his aerial assault against the aspis guards, showing now mercy for the likes of slavers.
Attack 1: 1d20 + 17 + 6 - 3 - 2 ⇒ (16) + 17 + 6 - 3 - 2 = 34 
Damage: 2d8 + 30 ⇒ (5, 7) + 30 = 42 +Holy: 4d6 ⇒ (2, 1, 5, 3) = 11
Rapid Shot: 1d20 + 17 + 6 - 3 - 2 ⇒ (11) + 17 + 6 - 3 - 2 = 29 
Damage: 1d8 + 15 ⇒ (2) + 15 = 17 +Holy: 2d6 ⇒ (3, 6) = 9
Attack 2: 1d20 + 17 + 6 - 3 - 2 - 5 ⇒ (2) + 17 + 6 - 3 - 2 - 5 = 15 
Damage: 1d8 + 15 ⇒ (2) + 15 = 17 +Holy: 2d6 ⇒ (3, 2) = 5
Targeting orange, yellow, green in that order.

| Winston the Wolf | 
 
	
 
                
                
              
            
            As his master makes pincushions out of the slavers, Winston continues to tear into the men with his vicious teeth.
Attack 1: 1d20 + 15 + 6 - 2 ⇒ (3) + 15 + 6 - 2 = 22
Damage: 2d6 + 11 + 6 + 6 ⇒ (3, 3) + 11 + 6 + 6 = 29
Trip: 1d20 + 16 + 6 - 2 ⇒ (19) + 16 + 6 - 2 = 39
Attack 2: 1d20 + 15 + 6 - 2 - 5 ⇒ (2) + 15 + 6 - 2 - 5 = 16
Damage: 2d6 + 11 + 6 + 6 ⇒ (5, 6) + 11 + 6 + 6 = 34
Trip: 1d20 + 16 + 6 - 2 - 5 ⇒ (18) + 16 + 6 - 2 - 5 = 33
Targeting green and pink in that order

|  Varian Amari | 
 
	
 
                
                
              
            
            Varian charges up next to Winston and attacks the guard on the end (pink).
to hit: 1d20 + 11 + 2 + 2 ⇒ (19) + 11 + 2 + 2 = 34
dmg if hits: 3d6 + 6 ⇒ (2, 4, 2) + 6 = 14
to confirm crit: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26
extra dmg if crits: 3d6 + 6 ⇒ (1, 4, 6) + 6 = 17
taking the +2 to hit and +2 to ac from blessing of fervor

|  Rilas | 
 
	
 
                
                
              
            
            I didn't even know someone cast blessing of fervor, I missed that. I would have added another attack each
-Posted with Wayfinder

|  Varian Amari | 
 
	
 
                
                
              
            
            cast here
 
	
 
     
    