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Snow Adder scowls back at the face in the yellow smoke and fires another volley of cold iron arrows hoping that between he and Grim, they can finish the last one.
Attack 1: 1d20 + 9 ⇒ (2) + 9 = 11
Damage 1: 1d8 + 5 ⇒ (2) + 5 = 7
Attack 2: 1d20 + 9 ⇒ (18) + 9 = 27
Damage 2: 1d8 + 5 ⇒ (4) + 5 = 9
Attack 3: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 3: 1d8 + 5 ⇒ (8) + 5 = 13

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Save your arrows Snow Adder
Aided by the distraction Logain caused Grimdoc is able to smash the last standing statue into rubble.
As it goes down the floor shifts back to being even again and the door to the north unlocks and be giant face made from smoke disperses again leaving just a lot of yellow smoke behind the glass.
(What are your plans now?)

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Calistan will channel positive energy across the group to heal the wounds of his two compatriots as well as the ones he has taken upon himself.
Channel Energy: 5d6 + 1 ⇒ (2, 1, 2, 4, 2) + 1 = 12
Pretty sure that everyone is at full health now.

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"Something that voice said about ioun stones"
Grim pops the one out his wayfinder.
"this may be why I can pass and you all cant. Or it could be my dwarven rugged good looks. Hah! Lets get our friend out. What of these sets of stairs to the east? Where do they lead? We could try again."
or did we already try east stairs and hit a wall?.

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The east stairs don't end in a wall, there's an opening. You just decided to go for the south door first. Just waiting to see if anyone agrees with going towards the stair or if someone wants to do something else first (Snow Adder suggested leaving people behind in the room you are in now, if you do...I kind of want to know who that will be)

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"We should stick together. The mechanism are made to split up the party so that he only has to fight a few of us." Logain suggests and picks up one of the masterwork swords from the statues and tests it out.
-Posted with Wayfinder

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Samuel retrieves another sword to replace the broken one.
-Posted with Wayfinder

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So choices, if I follow, are return to the north room with stairs and then escort our new friend to the exit and then proceed up the eastern stairs. Or all of us stay in the center statue room and try the western doors? If these are the only visible options, Grim votes for the north room and eastern stairs.
"So do we take this guy to the exit or see what lies beyond yonder doors to the west before we come back here and wake another set of statues?

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"So you're saying it's possible that the ioun stone may be allowing you to exit, could we not test that by letting someone else borrow your stone, Grimdoc? Marcel asks as the others are busy trying to decide where to go now.

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As you exit the room with the statues to move back to the first room you entered to test Grimdoc's theorie about his Ion stone allowing him to move through the yellow mist while the rest of you get stuck something happens before you can try it out;
A portal opens in the middle of the room out of thin air, swirling energies expanding and growing bigger and then a slithering, multilegged blue reptile has a fearsome head crowned with two large, curling horns jumps out of it and hisses at you and starts to move towards you aggressively
This is a Behir, it can spit lightning. more information will depend on check result
Init Samuel: 1d20 + 2 ⇒ (5) + 2 = 7
Init Grimdoc: 1d20 + 7 ⇒ (11) + 7 = 18
Init Marcel: 1d20 + 8 ⇒ (5) + 8 = 13
Init Snowadder: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Init Calistan: 1d20 - 5 ⇒ (9) - 5 = 4
Init Logain: 1d20 + 2 ⇒ (2) + 2 = 4
Init Behir: 1d20 + 1 ⇒ (7) + 1 = 8
init
Snow Adder, Grimdoc, Marcel
Behir
Party

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"Well this certainly don't look good. I did not account for it in my theory at all, Marcel. Attack!"
Grimdoc will step up and swing at the beast with his magic lucern hammer
from reach.
I call the Destructive judgment of Erastil upon you blue worm!"
+1 Lucern Hammer, PA/FF: 1d20 + 9 ⇒ (16) + 9 = 25
for dmg, PA, judgment: 1d12 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17

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"Well, that's unexpected, but at least it's not a statue!" Marcel says in surprise, his broken Aldori dueling sword already in hand as he charges at the creature.
Broken +1 Aldori: 1d20 + 14 - 2 + 2 ⇒ (12) + 14 - 2 + 2 = 261d8 + 6 + 7 - 2 ⇒ (4) + 6 + 7 - 2 = 15
AC is 21 due to charge, and I'm not even going to attempt to parry against something that large, the penalty with a broken sword wouldn't be worth it.

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Snow Adder dryly adds, "Someone does not want us going back." Taking aim at the creature through his allies, he fires off a trio of thistle arrows hoping that whatever the creature is, that it bleeds.
Attack 1: 1d20 + 9 ⇒ (3) + 9 = 12
Damage 1: 1d8 + 5 ⇒ (6) + 5 = 11 plus 1 hp bleed for: 1d6 ⇒ 2 rounds
Attack 2: 1d20 + 9 ⇒ (1) + 9 = 10
Damage 2: 1d8 + 5 ⇒ (1) + 5 = 6 plus 1 hp bleed for: 1d6 ⇒ 5 rounds
Attack 3: 1d20 + 4 ⇒ (3) + 4 = 7
Damage 3: 1d8 + 5 ⇒ (3) + 5 = 8 plus 1 hp bleed for: 1d6 ⇒ 6 rounds

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Grimdoc steps up and swing at the beast with his magic lucern hammer
from reach hitting the still disoriented creature in the side of it's ribes.
Marcel charges forward striking the creature in the side as well,
Snow Adder fires off a trio of thistle arrows hoping that whatever the creature is, that it bleeds but all 3 of his arrows bounce harmlessly of the behirs scales (all 3 fail to hit flatfooted AC)
The many legged creature bends it's head forward as it opens it jaws wide and tries to get a good grip on Marcel
To hit AC Marcel: 1d20 + 15 ⇒ (19) + 15 = 34
Damage Marcel: 2d6 + 9 ⇒ (5, 2) + 9 = 16
Grab attempt vs Marcel: 1d20 + 22 ⇒ (1) + 22 = 23
Grab fails due to being an attack roll..and it being a natural 1
but due to some miracle Marcel manages to twist loose just as the teeth of the huge creature slam shut..he looses some blood..and flesh, but he isn't within reach of the creatures 6 claws ..which looked ready to rake him to pieces
init
You guys
Behir
damage Behir: 32

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Forgot to update my HP after the channel, so I was at full HP when attacked.
Broken +1 Aldori: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 211d8 + 6 + 7 - 2 ⇒ (4) + 6 + 7 - 2 = 15
Broken +1 Aldori: 1d20 + 9 - 2 + 2 ⇒ (20) + 9 - 2 + 2 = 291d8 + 6 + 7 - 2 + 7 ⇒ (3) + 6 + 7 - 2 + 7 = 21 Using Image of Imminent Opportunity for +2, also spending swift action plus 1 panache for double percise strike damage.
Confirm: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 211d8 + 6 - 2 ⇒ (6) + 6 - 2 = 10 Also gets the +2 for confirm since its the exact same bonuses
The creature taking a nice chunk out of Marcel, and threatening to take a bigger chunk had it been able to hold him in it's mouth, Marcel decides to go all out, using extra flair and panache to be more percise with his broken weapon, and seizing a moment of opportunity that he would not let pass.

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Snow Adder darts back out and fires off three more arrows.
Attack 1: 1d20 + 9 ⇒ (20) + 9 = 29
Damage 1: 1d8 + 5 ⇒ (8) + 5 = 13 plus 1 hp bleed for: 1d6 ⇒ 4 rounds
Confirm Attack 1: 1d20 + 9 ⇒ (12) + 9 = 21
Extra Damage Attack 1: 1d8 + 5 + 1d8 + 5 ⇒ (8) + 5 + (3) + 5 = 21
Attack 2: 1d20 + 9 ⇒ (9) + 9 = 18
Damage 2: 1d8 + 5 ⇒ (7) + 5 = 12 plus 1 hp bleed for: 1d6 ⇒ 3 rounds
Attack 3: 1d20 + 5 ⇒ (5) + 5 = 10
Damage 3: 1d8 + 5 ⇒ (1) + 5 = 6 plus 1 hp bleed for: 1d6 ⇒ 1 rounds

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Marcel's wounds slowly heal as they manifest on the resident healer.
Calistan casts Oracle's Burden on the Behir, trying to inhibit it from damaging his friends.
DC 18 Will Save; You entreat the forces of fate to bestow your oracle's curse upon another creature. The target creature suffers all the hindrances and none of the benefits of your oracle's curse class feature. You still suffer all effects of your oracle's curse.
Failure = -4 to attack rolls and the creature is now deaf.

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know arcana: 1d20 + 13 ⇒ (16) + 13 = 29
Logain shares what he knows of these fake dragons called Behir to the party whilst he is casting a spell. After two seconds he promptly turns invisible.
vanish, and special abilities/attacks please. If something left defenses

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Samuel moves in against the fearsome creature, drawing his magical longsword as he does so. Once he's engaged the creature, the Lance Corporal cautiously swings down with the blade.
Fighting defensively, so -2 from my attacks but +3 to my AC this round.
+1 ghosttouch longsword: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 261d8 + 5 ⇒ (5) + 5 = 10
-Posted with Wayfinder

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Marcel manages an impressive slash to one of the creatures legs, almost taking it and it's neighbour clean off as a follow-up from his first cut
Snow Adder manages to shoot the behir in the side of it's head and peirce one of it's arrows but his other two arrows just bounce of it's scales.
And a swing from Grimdoc to it's already wounded legs takes it out of the combat.
Out of combat, so save your spells. You guys got pretty lucky with the die rolls this combat (it has an AC of 21)
Logain remembers that Behir's also have a breath weapon, can swallow someone that have grabbed in their mouths whole or can rake at them with their 6 claws.
As the Behir goes down a portal opens up again in mid-air and the Behir is sucked into it leaving no trace it was ever here..and that includes the blood it was spilling all over the floor.

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Calistan stops in the middle of weaving his magic as the creature fails limp to the floor. He frowns before shrugging and following his team safely in the back!
After a few more seconds, he feels more claw marks across his chest as Marcel's wounds heal.
Marcel heals up 15 points of damage in total, while Calistan takes 15 points of damage. Should mean that Calistan is at 36/51 HP and Marcel is at 59/60 HP.
Calistan decides to heal himself with his queued up magicks.
Cure Moderate Wounds: 2d8 + 6 + 4 ⇒ (1, 1) + 6 + 4 = 12 Seriously?
When the spell doesn't heal him entirely, he scowls, clearly angered by this.

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"Well done lads, I feared it would spew its lightning all over us."
Do I still have vanish or is it poof?

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"It would appear that perhaps your thought is correct, unless defeating that creature is what has allowed me to walk through the mist." Marcel says walking back and giving Grimdoc back the wayfinder before attempting to walk through the mist once more.

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@Logain, well since you used it after the behir went don't and I mentioned saving your spells ..up to you if you want to have cast vanish and walk around invisible for a few rounds :)
As Marcel tries to walk through the mist without the benefit of Grimdoc's loan he quickly finds out that he can't enter the mist further then 5 ft before it becomes too dense for him to move through.

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"Well, it looks like we might have to find some more ioun stones." Marcel mentions as he finds he cannot leave without Grimdoc's wayfinder. "How are we going to get him out of her then?" He adds, indicating the one they found.

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As you spend some time waiting for for Marcel to try out what happens when you enter the mist with and without a wayfinder slotted with an ion stone and before Rozimus can answer Snow Adder's question;
You see 4 humanoids appear as faint blue outlines emerge from the mists, you cannot hear them (but can smell their torches). In addition one who looks an awefull lot like Rozimus there are an heavily bearded bald human wizard, an armored elf with the symbol of Sarenrae on her shield, and a bulky half-ore warrior with tribal markings and a nasty spear.
As soon as the phantoms appear a portal opens up next to Rozimus and sucks him in before closing.
You watch the actions of the phantoms for a while as they explore the room. Of the party, only Rozimus can enter and exit, which seems to cause his allies (especially the wizard} considerable consternation. After a few minutes, the phantoms fade from view as they move towards the east side of the room.

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"Aye, Snowman. Very strange indeed. Lets try the east stairs. We need to find some more of these stones. Otherwise I will have to go back and try to buy some. Either way we need to get more gold."
Grimdoc will restore his ioun stone and wayfinder around his neck and proceed up the east stairs.

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You make your way up the stairs in between the giant stone demon faces and pass through the entry way to enter the next room.
A massive triangular table carved with arcane sigils dominates this room. Three ornate chairs offer a commanding view of visitors. The north, east, and south walls each feature a door brightly colored blue, yellow, and red.

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As Logain sees the arcane signals he quickly starts his detect magic cantrip.
"The doors are magical. Let me see if I can discover just what..."
Taking 10 for 26

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Snow Adder checks each of the doors, taking his time to make sure of any traps. "Something very wrong in this half of the room." he adds as he passes the table.
Take 20 for 36 Perception on each door.

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As Grimdoc approaches the right (Yellow?) door the hairs on the back of his neck stands on edge and a chill runs down his spine.
Grimdoc then casts knock on the door and it unlocks. As he pushes it open you see:
This plainly adorned chamber contains two five-foot-wide pillars of
billowing smoke, the north yellow and the south green.
The foreboding sense of uneasiness can be felt in the entire room.

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"More smoke, eh? Any of you that know more about magic have any ideas?"
Don't see a good place to get a better angle than I have right now, so I'll stay put till our detect magic types have a chance to see what we've got here.

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Calistan sees the chairs and smiles brightly. A place to rest my feet!
He moves over to one of the ornate chairs and sits down in it, enjoying the respite from standing.