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***OVERSEER ANNOUNCEMENT***
Pathfinders and Wave Riders board the last of the Silent Tide’s command ships. Only a moment later, the ship veers, crashes, and begins to sink, joining the Flotsam Graveyard’s wreckage. Table GMs, the Sunken Ships condition on page 29 is now in effect.

GM Uktar |

Zeebo slashes out at the undead swarming around him, and the green uniformed ectoplasmic human *pops* out of existence.
Unfortunately, while Morka lands a solid blow against the purple clad undead, it seems unaffected by the blow.
The red and blue uniformed creatures lash out at the paladin, while the purple one attempts to finish off the druid. Their attacks are unable to penetrate the party's sturdy defenses.
Zeebo, they were on you in one round, because they have air walk, i.e. your first round you moved up and cast magic stone. They flew down and attacked. So we'll take that crit attack as your scimitar attack. (you did not use firebolt). Morka, no AoO against you, since green was dead. So you moved up to attack purple one.
Zeebo crit scimitar dmg: 2d4 + 2 ⇒ (3, 1) + 2 = 6
red slam attack: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d4 + 3 ⇒ (2) + 3 = 5
blue slam attack: 1d20 + 3 ⇒ (12) + 3 = 15
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
purple slam attack: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
. . . Current Initiative order:
Duath
Shukara
Hudor
Flaith
Zeebo [-7hp]
Morka
. blue [-4hp]
. red
. purple [-2hp]
. . BOLD may act.

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***OVERSEER ANNOUNCEMENT***
Fighting alongside the First Guard forces, Pathfinders have defeated many of the invading army’s commanders. Without their minotaur overseers to direct their wrath, many of the demon-flesh constructs slow—or even begin fighting one another. The victory is short-lived. Bellowing with Abyssal rage, a massive construct takes to the sky, for a moment blotting out the sun before landing messily atop a squad of the First Guard. The brute is shaped almost like a dragon, but its elongated body, misshapen limbs, bulbous head, and grotesque wings are all stitched together from demonic skin and flesh. It easily swats a dozen soldiers into the sky with one of its immense claws before roaring a second challenge.
As if sensing a worthy rival, the statuesque Gulgamodh flares with angry light and roars “Gulgamodh stands ready,” before leaping Absalom’s walls and lumbering to stand beside the ones who hold its key: the Pathfinders. Who among you is prepared to guide Gulgamodh’s hand?
Table GMs, the Broken Horns condition on page 29 is now in effect.

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Flaith feels the thud of the scimitars against her shield.
Raising her shield high she lashes out with her own blade.
Attack: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 3 ⇒ (1) + 3 = 4
Confirm: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 ⇒ (1) + 3 = 4

GM Uktar |

Flaith lashes out and destroys one of the ectoplasmic undead, and the remaining two shudder as the voice of Gulgamodh rolls over you all. They flee in terror.
Each of you gains some temporary strength from the successes the society has achieved:
temp hp: 1d8 ⇒ 1
Amenopheus appears at your side, and says, "Quickly, you hold the key to Gulgamodh's success." When you each return a blank stare to his comments he sighs deeply and points to the key he gave you when you helped free Gulgamodh from under the fountain. "That key! Here, give it to me. Quickly!" He breaks the the key into six separate piece that can interlocking to form the whole, handing you each one piece of the key.
"Each of these pieces control a different part of Gulgamodh," He says each of your names as he hands you the piece of the key that you will control.
"Shukara, you shall control its boots.
Flaith, you shall control its fist.
Duath, you shall control its gun.
Zeebo, you shall control its head.
Hudor, you shall control its heart.
Morka, you shall control its voice."
"You must work together, using Gulgamodh in harmony to destroy that vile creature before it breaches the city and dooms us all!"
Amenopheus points to a hideous beast that is flying toward Absalom. The Gargantuan Construct looks to be a strange combination of stitched demon flesh...and is the largest, most vile creature you have ever seen.
image of Aztalorn

GM Uktar |

INSTRUCTIONS ON HOW TO CONTROL GULGAMODH: Rather than moving and attacking on an initiative count of its own, Gulgamodh can perform the following actions on the PCs’ turns (using the PCs’ own initiative modifiers to determine turn order). Gulgamodh can thus use all of its attacks even if it moves in the same round. Gulgamodh uses its own modifiers for attacks, but when attempting a skill check, a PC should use his or her own modifier. PCs cannot ready actions for Gulgamodh, but they can delay.
Dodge: If you succeed at an Average Acrobatics or Sense Motive check, Gulgamodh gains a +2 dodge bonus to its AC, CMD, and Reflex saves for 1 round.
Kick: Melee attack +22 (2d6+8).
Move: Move up to 30 ft.; Gulgamodh cannot take 5-ft steps & always provokes attacks of opportunity while moving.
Push: Melee attack +22 (2d6+8 plus push 10 ft. [CMB +34])
Slam: Melee attack +22 (3d6+8).
Cannon Shot: Ranged attack +4 (6d6); this resolves as a touch attack against a foe within 100 feet and provokes an attack of opportunity.
Slam: Melee attack +22 (2d6+8).
Head Butt: Melee attack +22 (2d6+8).
Spot Weakness: If you succeed at an Average Perception check, Gulgamodh’s critical hit modifier becomes 19–20/×3 for 1 round.
You control Gulgamodh’s arcane heart. If you succeed at DC 14 Strength check or Easy Craft (clockwork or mechanical), Disable Device, Knowledge (engineering), or Use Magic Device check, you can boost Gulgamodh in one of the following ways. You also keep track of Gulgamodh’s hit points (177 hp).
Energize: Gulgamodh’s melee attacks gain the shock weapon special ability for 1 round, dealing an additional 1d6 points of electricity damage.
Overclock: Gulgamodh exceeds its designer’s expectations, but this strains the system. Gulgamodh takes 3d6 points of damage, and one of the construct’s other systems can perform one extra action on its next turn. Each system can be overclocked in this way only once.
Repair: Gulgamodh regains 3d6 hit points.
Encourage: If you succeed at an Average Diplomacy or Intimidate check, Gulgamodh gains a +2 bonus on its attack rolls for 1 round.
Shout: If you succeed at an Average Intimidate check, Gulgamodh creates a 60-foot-long destructive cone of sound that deals 4d6 sonic damage (Fortitude DC 19 half).
Taunt: If you succeed at an Average Bluff check, Atalazorn takes a –2 penalty on its attack rolls for 1 round.
Using your CATCH A SPY bonus for +4 initiative for combat with Construct:
Also, Zeebo is down 7HP. Someone have a Cure Light Wound? (no action needed in combat. You do this as you approach Gulgamodh and take control from about 200 feet away.
Please read how your part of Gulgamodh works. Feel free to read all of them, but you ONLY control your part.
Flaith init: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19
Hudor init: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Morka init: 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12
Shukara init: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Zeebo init: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Hmm 1: 1d20 ⇒ 17
Hmm 2: 1d20 ⇒ 7
Hmm 3: 1d20 ⇒ 2
. . . Current Initiative order:
Duath
. Aztalorn
. Flaith
. Hudor
. Morka
. Shukara
. Zeebo [-7hp]
. . BOLD may act.

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"It's gun? What an impressive device!" Duath replies with join upon being given the responsibility but it turns to grim resolve after seeing their target.
Delaying to see if we get closer between the movements.
"I will have it ready the cannon but the beast needs to draw closer before firing." he informs the others while he familiarizes himself with the commands.

GM Uktar |

Aztalorn swoops down about 30 feet above the head of Gulgamodh and breathes a cone of acid that engulfs him. You completely lose sight of Gulgamodh as the stench of burning metal and seared earth reaches even your nostrils a couple hundred feet away. But after the wave of acid ends, Gulgamodh remains. Gulgamodh stands ready.
Acid Dmg: 8d6 ⇒ (3, 2, 1, 5, 1, 1, 5, 4) = 22
Shukara make Reflex save for Gulgamodh for half dmg (+6 mod)
Gulgamodh [-22 or -11hp]
. . . Current Initiative order:
. Aztalorn
Duath
Flaith
Hudor
Morka
Shukara
Zeebo [-7hp?]
. . BOLD may act.

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Shukara adopts a martial art stance and the giant construct similarly prepares itself, mirroring her movements and sliding his giant right boot to the rear.
Sense Motive to DODGE: 1d20 + 7 ⇒ (16) + 7 = 23

GM Uktar |

Gulgamodh raises his mighty cannon and unleashes a blast into the face of Atalazorn, then drops into a defensive crouch, daring the vile beast to engage...the battle for the fate of Absalom has begun!
Reflex save: 1d20 + 6 ⇒ (5) + 6 = 11
Zeebo, feel free to make a perception check this round (i.e. "Spot Weakness"), if you want to boost Gulgamodh's attacks for 1 round.
Gulgamodh [-22 hp]
. . . Current Initiative order:
. Atalazorn [-15 hp]
. Duath
Flaith
Hudor
Morka
. Shukara
Zeebo [-7hp?]
. . BOLD may act.

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Hudor has Gulgamodh repair himself.
UMD DC14: 1d20 + 9 ⇒ (20) + 9 = 29
Repair: 3d6 ⇒ (3, 2, 2) = 7

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Zeebo taking advantage of hoe high his seat is take a look around
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
"Hay, look over there it's..."
When Atalazorn gets in with range he has Gulgamodh head butts Atalazorn
Melee attack: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17

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Trying to change his voice to boom across the battlefield, Morka attempts to mimic the intimidating voice embodying the soul of the weapon.
“You call that an attack! Come down here and face me. Show me your strength, or are you too weak and scrawny to duel us!”
Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27

GM Uktar |

Gulgamodh's repair systems engage, and his skin begins to regrow over the worst of the acid burns. His laser focus seeks out the weaknesses in Atalazorn's armor, and he unleashes a torrent of abuse at Atalazorn, a wave of discordant sound blasting the creature. It tries to use its wings to shield itself from the blast, but Gulgamodh' furious invective is too much for its paltry wings to withstand, as they nearly crumble within the cone of destruction that washes over it.
Then it shrieks its defiance and pounces upon Gulgamodh. Its tail whips around and slashes across Gulgamodh's face, then its claws sink deep into Gulgamodh's torso. As he staggers back, Atalazorn opens its gargantuan maw and clamps down over Gulgamodh's head and grabs hold. Absalom's mighty champion has been severely wounded...but he still stands.
sonic dmg: 4d6 ⇒ (2, 4, 5, 5) = 16
fortitude: 1d20 + 5 ⇒ (11) + 5 = 16
bite att: 1d20 + 23 ⇒ (15) + 23 = 38 dmg: 3d6 + 11 ⇒ (5, 6, 5) + 11 = 27 + grab?: 1d20 + 35 ⇒ (9) + 35 = 44
claw att#1: 1d20 + 23 ⇒ (12) + 23 = 35 claw dmg: 2d6 + 11 ⇒ (3, 6) + 11 = 20
claw att#2: 1d20 + 23 ⇒ (18) + 23 = 41 claw dmg: 2d6 + 11 ⇒ (3, 3) + 11 = 17
Tail Slap: 1d20 + 18 ⇒ (13) + 18 = 31tail dmg: 2d6 + 5 ⇒ (3, 2) + 5 = 10
the previous round Atalazorn was out of reach of Gulgamodh's melee attacks--30 feet above his head...was. It's clearly within range of any and all of Gulgamodh's melee attacks now. Have at it.
crit range currently=19-20/x3
Gulgamodh [-89 hp]
. . . Current Initiative order:
. Atalazorn [-31 hp]
Duath
Flaith
Hudor
Morka
Shukara
Zeebo [-3hp?]
. . BOLD may act.

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Due to dodging action last round Gulgamodh was at AC 30, CMD 42 and Reflex +8 against Atalazorn, if that made any difference! :)
Shukara kicks the air in front of her, and the giant robot... err... construct mirrors her movements!
Gulgamodh Kick: 1d20 + 22 ⇒ (3) + 22 = 25 for 2d6 + 8 ⇒ (3, 1) + 8 = 12 dmg.

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"Too close to fire, let's see how it handles in melee. Bludgeon with the cannon, Gulgamodh!" Duath sends out a different command now that the beast is in close.
Smash: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Ugh.

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With Atalazorn this close Zeebo looks for any weakness.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Then he slams Gulgamodh's head into Atalazorn.
Melee attack: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12

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Worried that Gulgamodh has taken too much damage, Hudor strives to have it repair itself again.
UMD DC14: 1d20 + 9 ⇒ (15) + 9 = 24
Repair: 3d6 ⇒ (5, 2, 5) = 12
Wow... you guys are really rolling bad for attacks.

GM Uktar |

Zeebo You only can do ONE of the two listed actions on any given turn, i.e. EITHER Spot Weakness OR Head Butt, not both in the same round. the good news is that I'll give you that first roll as your attack roll, since it was your first d20
Gulgamodh reels under the assault of Atalazorn, flailing about as the vile construct from the infernal regions clings to his head. He kicks at it, and tries to smash it with his cannon, but to no avail. Gulgamodh then wrenches his head downward and drives the crown of it at the back of Atalazorn's gaping maw, shattering a few teeth and giving Atalazorn a seriously bloody mouth, causing it to gag a little and lose its grapple. The violent distraction affords the repair systems another moment to heal up some of the damage, but Gulgamodh must soon find his footing and deliver more serious blows...or Absalom is surely DOOMED!
crit range currently=19-20/x3
Gulgamodh [-77 hp]
. . . Current Initiative order:
. Atalazorn [-43 hp]
. Duath
Flaith
. Hudor
Morka
. Shukara
. Zeebo [-3hp?] [/b]
. . BOLD may act.

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Seeing that discouraging their opponent isn’t working very well, Morka will shout with all his small halfling night.
“Leave this MY city along you MONGREL!”
Intimidate: 1d20 + 10 ⇒ (4) + 10 = 14 — size penalty not included incase there is one...

GM Uktar |

Gulgamodh SMASH!
The giant robot forms a fist in slow motion, tightening and tightening his grip, until Gulgamodh finally unleashes his fist of fury, which misses wildly.
Atalazorn looks more puzzled than intimidated, then nods in agreement. Indeed, an infernal mongrel sent here to destroy. Its defiant shriek causes you all to flinch in pain, even 200 feet away. Then it takes to the air to unleash another blast of acid. Most of you seize upon the opportunity and unleash all of Gulgamodh's fury. A roundhouse punch slams across its face, followed by an uppercut by the cannon. Gulgamodh finishes his flurry with a solid headbutt to Atalazorn's muzzle. The creature feebly flaps to a height of 30 feet or so and unleashes a cone of acid.
slam attack: 1d20 + 22 ⇒ (3) + 22 = 25
dmg: 3d6 + 8 ⇒ (5, 1, 5) + 8 = 19
hmm: 1d4 ⇒ 2
kick AoO: 1d20 + 22 ⇒ (3) + 22 = 25 dmg: 2d6 + 8 ⇒ (4, 3) + 8 = 15
fist slam AoO: 1d20 + 22 ⇒ (9) + 22 = 31dmg: 3d6 + 8 ⇒ (2, 5, 3) + 8 = 18
cannon Slam AoO: 1d20 + 23 ⇒ (16) + 23 = 39 claw dmg: 2d6 + 8 ⇒ (3, 2) + 8 = 13
head butt AoO: 1d20 + 23 ⇒ (8) + 23 = 31 claw dmg: 2d6 + 8 ⇒ (5, 4) + 8 = 17
acid dmg: 8d6 ⇒ (2, 6, 3, 6, 5, 6, 1, 5) = 34
reflex sv for half: 1d20 + 6 ⇒ (16) + 6 = 22
It is within reach of all attacks. Shooting gun would provoke AoO from Atalazorn. Have at it.
Gulgamodh [-94 hp]
. . . Current Initiative order:
. Atalazorn [-91 hp]
Duath
Flaith
Hudor
Morka
Shukara
Zeebo [-3hp?]
. . BOLD may act.

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Slam: 1d20 + 22 ⇒ (20) + 22 = 42
Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Critical Confirm: 1d20 + 22 ⇒ (14) + 22 = 36
Critical Damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Critical Damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13
"Is it fleeing? Strike it hard!" Duath commands with a smashing movement.

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Hudor focuses again on getting Gulgamodh to repair itself.
UMD DC14: 1d20 + 9 ⇒ (10) + 9 = 19
Repair: 3d6 ⇒ (2, 4, 2) = 8

GM Uktar |

Gulgamodh jabs with his right--while the blow doesn't inflict any damage, it sets up the uppercut. He drives his cannon barrel right to the jaw of Azatalorn, delivering a fiercesome blow. A stiff headbutt further rocks the vile beast, while Gulgamodh's repair systems maintain their valiant struggle to keep Gulgamodh online.
Gulgamodh [-88 hp]
. . . Current Initiative order:
. Atalazorn [-145 hp]
. Duath
. Flaith
. Hudor
Morka
Shukara
. Zeebo [-3hp?]
. . BOLD may act.

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Thankful of the proximity, (Shuka*Gulga)bot brings her right knee up to the thing's lower section!!
knee!!!: 1d20 + 22 ⇒ (15) + 22 = 37 for 2d6 + 8 ⇒ (2, 6) + 8 = 16 dmg.

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Let’s try that again.
“I mean, you MONSTER! Ahhhhhhh!”
Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20

GM Uktar |

As Gulgamodh cocks back his head and unleashes a violent disruptive cone of sonic fury, Atalazorn shrieks his defiance and shrugs off most of the damage. Atalazorn seems poised to unleash a flurry of fury upon Gulgamodh. But as it gathers itself in preparation to pounce, Gulgamodh leaps high into the air, driving a knee straight into the jaw of Atalazorn. Its head snaps back with a sickening crack and the creature falls to the ground, lying motionless. A brief hush settles over the battlefield as all within sight take in the defeat of the demonic horde's champion, the bone rattling thud of Gulgamodh landing on his knee after his mighty leaping attack shake you to your very bones, though you stand hundreds of feet away. The defenders of Absalom unleash a thunderous roar as Gulgamodh returns to his feet. As an awed hush settles over the battlefield, Gulgamodh's thunderous mechanical voice rings out.
GULGAMODH STANDS READY!!!
The interlocking pieces of the key that each of you hold hum and flash a brilliant light that nearly blinds you.
*Strike valiant pose*
SUCCESS!
Sonic damage: 4d6 ⇒ (6, 1, 1, 1) = 9
fort save: 1d20 + 5 ⇒ (20) + 5 = 25

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Hudor sighs and then looks relieved, "For a moment there, I was afraid Gulgamodh was going to fall with as much damage it was receiving."

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"HUZZAAAAAAAAAAAAAAH!" yells Shukara in a rare moment of exhuberance. She flushes red, and smiles.

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***OVERSEER ANNOUNCEMENT***
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
Gulgamodh bulldozes down the outer gate head-first. Waiting inside is a battalion of demons led by a minotaur champion with metal plates bolted to its body and wielding an overlarge sword. It sweeps the sword at Gulgamodh, tearing open a terrible gash that nearly splits the giant construct in two. Gulgamodh lets out a drawn-out, metallic wail before collapsing in the gateway.
The ancient guardian may have fallen, but the path into the castle is open. Don’t waste this opportunity!
Table GMs, the Siege Castle condition on page 29 is now in effect.

GM Uktar |

This gatehouse is teeming with horrid fiends, and a seasoned Venture-Captain orders the Pathfinders to engage the enemy. He looks you all in the eye and yells: “Greenhorns, kill those snipers in the towers!”
On the left you spot a demon with a composite longbow, while on the right you spot 2 tieflings with crossbows.
The demon fires an arrow at Flaith. Caught flatfooted, the arrow pierces her armor, dealing the paladin a severe blow.
Flaith init: 1d20 + 3 ⇒ (13) + 3 = 16
Hudor init: 1d20 + 2 ⇒ (7) + 2 = 9
Morka init: 1d20 + 5 ⇒ (10) + 5 = 15
Shukara init: 1d20 + 2 ⇒ (13) + 2 = 15
Zeebo init: 1d20 + 2 ⇒ (12) + 2 = 14
Hmm 1: 1d20 ⇒ 20
Hmm 2: 1d20 ⇒ 9
Hmm 3: 1d20 ⇒ 16
attack: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
piercing dmg: 1d8 + 2 ⇒ (7) + 2 = 9
. . . Current Initiative order:
. Demon
Duath
Flaith [-9hp]
Morka
Shukara
Zeebo [-3hp?]
Tieflings
. Hudor
. . BOLD may act.

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Seeing the tieflings loading their crossbows, Shukara double moves right next to the blue-robed shooter, temple sword ready!

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"You wish to test your aim, demon? Let me show you the skills of an elf." Duath says stepping up to get a clear shot and hopefully pull the attention away from Flaith.
Move Action: Move and Draw. Standard Action: Fire Demonbane Arrow.
Longbow: 1d20 + 1 + 4 + 1 + 2 ⇒ (20) + 1 + 4 + 1 + 2 = 28
Damage: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Bane Damage: 2d6 ⇒ (3, 2) = 5
Critical Confirm: 1d20 + 1 + 4 + 1 + 2 ⇒ (14) + 1 + 4 + 1 + 2 = 22
Critical Damage: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Critical Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Total Damage (Red): 27

GM Uktar |

Duath's arrow streaks across the courtyard in a blur, flaring as it pierces the demon right between the eyes, penetrating so deep a third arrowheaded horn appears out the back its head. It's frenzied maniacal grin remains on its face even as it falls to the ground, the bow slipping from its lifeless hands.
The tiefling in the blue uniform attempts to acrobatically tumble to the other side of Shukara, drawing his shortsword on the way. He then pauses expectantly. The green uniformed tiefling offers a short incantation and the area around the Tieflings is engulfed in Darkness Darkvision can still see. He then draws his short sword and takes a 5' step up to Shukara and the blue tiefling's readied strike is unleashed.
Guess we don't need a Kn-Planes check on that dead demon...you now know it is highly succeptable to demonbane crits.
Acro v Shukara's CMD: 1d20 + 6 ⇒ (15) + 6 = 21
Flank attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
sh sword & sneak dmg: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10
Entire Party may act.
Inside the black outline of the cloud is Darkness (2nd lvl spell). I believe only Shukara has darkvision and therefore can see. Other than Shukara, if you attempt to move into the cloud you are blind, and you obviously you cannot target anyone in the cloud, i.e. miss chances apply, you have no clue what square to target unless you stumble in and end up in an adjacent square (and your movement would provoke). At the moment you have a pretty good idea what square the blue tiefling is in.
. . . Current Initiative order:
Duath
Flaith [-2hp]
Morka
Shukara [-10hp]
Zeebo [-3hp?]
Tieflings
Hudor
. . BOLD may act.