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Jory decides the invader that bombed Jezebel is a priority and targets him with two thistle arrows.
arrow1/damage: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 6 ⇒ (2) + 6 = 8
arrow2/damage: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 6 ⇒ (8) + 6 = 14

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Fendhal takes advantage of the saborteurs lack of attention towards him and causes another huge gash in his arm. The man is bleeding from several wounds at this point, but is still on the attack. Yes- these folks are susceptible to your cold attacks.
Jezebel catches fire from the bomb, she tries to roll around to put out the fire but the close confines of the stairs prevent the flames from being smothered. Fire Damage: 1d6 ⇒ 4.
Jory's arrows again fly through the air and seem to be on target, however the invader seems to magically be avoiding the arrows!

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Dodging the worst of the splash, Sutoku risks a quick look back to make sure Jezebel is still standing then steps forward to put an end to the bomber swinging his strange weapon in a powerful stroke. Put yourself out and then this room. he recommends. I shall deal with this one.
Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Nodachi: 1d20 + 12 ⇒ (7) + 12 = 191d10 + 8 + 6 ⇒ (7) + 8 + 6 = 21
Half damage from the splash?

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AC: 24/25 if only adjacent to a single foe, HP: 38/39, Mage Armor
Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10
Riley winces as a slight burning sensation starts going through his veins. "Poison!" he tries out in warning, although he turns his blade on his assailant once more.
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Reduce if he takes Dex damage, obviously

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"I will work on my fiery personality, you go finish them!" Jezebel flexes her wrist, and catches a wand of Cure Light Wounds in her hand. Spring Loaded Wrist Sheath

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Sutoku, yes half damage.
The tengu Inquisitor feels a few feathers singe in the explosion and then unleashes his justice against the intruder, his long sharp blade nearly cutting in him half. The sabotuer stays on his feet as blood pools around him.
Riley feels a horrible pain from where the knife stuck into his gut. Dexterity Damage: 1d2 ⇒ 1 You'll need to keep making Fortitude Saves every turn.
But still the swords man with all of his mighty strength drives his sword into the saboteur. The man starts to bleed from his many wounds. But none of them will put him down for now!
Fendahl and Jory's turn.
Stairs: 28
Riley's: 28

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Seeing his arrows turned aside, Jory grabs the cheaper arrows and fires again. He waits for Fendahl to act, as Jory doubts whether his arrows will affect the invader.
arrow1/damage: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 6 ⇒ (2) + 6 = 8
arrow2/damage: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 6 ⇒ (4) + 6 = 10
Full attack=Flurry of bows; Jory will target someone else, unless the alchemist is the only one left.
"Give up! There is no honor to continue this fight."
Jory has been known to be merciful.

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Fendahl will cast delay poison on Riley (aoo if they caretake them for cold damage)
"Hang in there Master Riley... "
As a move action, he directs the spirit weapon to also attack the wounded assailant.
scimitar: 1d20 + 9 ⇒ (8) + 9 = 17 damage : 1d6 + 2 ⇒ (6) + 2 = 8

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Jory fires his bow at the only enemy he sees, the alchemist in the stairway. His two arrows finally find the assailant. The man hears the dwarf's words as he slides into a coma. With the hallway cleared, only two enemies remain and they are fighting Riley.
Fendahl's spiritual blades whistles through the air but the men avoid its cold bite (they are affected normally by cold.). Riley feels the poison slow for a bit, but he still moves slowly.
The two men try to team up to take him down - 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 and 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 and both hit! 2d4 ⇒ (2, 2) = 4
if I understand the poison rules, your DC goes up to 22 when delay poison wears off.
PC's turn

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Correct on the DC going up for each hit and failed save...I never realized that. Ouch! Riley has 7 hours before he needs to worry about that at least...assuming we do not all die from the fire or normal wounds before then. Poison FAQ
BTW - If I count correcly, Fendahl's spiritual weapon disappears after that last swing. His cold shield has 1 more round remaining.

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[b]AC: 24/25 if only adjacent to a single foe, HP: 34/39, Mage Armor
Riley's blade lashes out again, seemingly ignoring the obvious effect the poisoned blade had on him for a few moments, the blade inching into his assailant's neck for a potentially fatal strike.
Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
To be completely honest, I need a flowchart to figure out the poison rules even without the Slow Poison spell in play - for the moment, can we just accept 1 dex damage (and thus no ill effects) and worry about that in a day or three when the combat is over and the spell is wearing off?

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Not sure if Fendahl can go yet...but will leave a spot for Sutoku if he wants it...
"Master Sutoku, you are welcome to join the fun. I see you and Jezebel have some burnt clothing. I can attend to her if you help Riley."
Fendahl will move away (provokes if want to take cold damage) to Jezebel and cast cure light wounds on her.
cure light wounds: 1d8 + 5 ⇒ (5) + 5 = 10 +50%
Fendahl's cold shield will disappear at the end of his turn

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Was waiting on an answer to my question above, but will assume I can make it to an enemy then. Any enemy will do, but he would prefer the poisoner.
Try to put out the fires the avian says as he move to engage the poisoner, moving into a flanking position if possible.
Nodachi: 1d20 + 12 ⇒ (14) + 12 = 261d10 + 8 + 6 ⇒ (4) + 8 + 6 = 18

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Riley drives his sword deep into the gut of the sabotour, he falls limp as several other poisoned daggers fall to the ground with a klink.
In a flash, Sutoku races across the burning building and severely injures the last remaining sabatour with his Nodachi.
On the stairs Jezebel is finally able to put out the flames that are scorching her skin.
Fendahl's magic cures some of the wounds of Riley.
When Jory arrives at the fight, he sees one lone fighter against a team of pathfinders. The fighter uses his poised dagger against Rilley again! 1d20 + 10 ⇒ (8) + 10 = 18 but this time the swordmaster deflects the dagger.
If you folks don't mind, I am going to fast forward the scenario a bit since the outcome of this fight is inevitable.
With the Saboteur's last strike unsuccessful, Riley and Sutoku team up together to bring him down with a blistering series of sword thrust.
The Pathfinders don't have long to lick their wounds before hearing a series of thunderous explosions outside of the house. Looking through the windows you see that the fog and rain have picked up considerably and that there is a line of magic users pelting the top of the hill and the house with magical artillery. The house rattles with the loud explosions.
Suddenly, a lone seagull flies through all of this mess and enters the house through one of the many holes in a window. It has a note attached to its leg. Grabbing the note, the Pathfinders see clearly written in Amara Li's script:
The enemy has found us, and we need your immediate aid. Follow our path to find us!
The secret tunnel that she and the Kirin used early looks mighty inviting about now.
You have 5 turns to do any healing, searching, etc. When Jory searched one of the Saboteurs he found: smokestick (3), daggers (up to 4) with poison on them, fuse grenades (2), haramaki, theive's tools. The other three had the same equipment.

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Sutoku, showing some versatility, heals some of Jezebel's wounds, then helps search and loot the bodies before offering to lead the way down into the secret passage.
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 6) + 7 = 15

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Fendahl was going to heal Jezebel on that last turn, since she was most injured.
"Gather around to receive the healing power of Sarenrae!".
Fendahl will channel to heal channel: 6d6 ⇒ (5, 1, 6, 5, 3, 2) = 22 cures and excludes up to 2 enemy if still alive.
"What will they send next? I suggest we stay closer together this time."

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Also, incase it matters, Fendahl has a potion of antitoxin and scroll of lesser restoration that he can use on Riley if the poison is about to take affect...granted that is still more than 6 hours away...but so I do not forget

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Jezebel hands her wand off to the inquisitor, "It is yet unused. Save your spells for emergencies if you like"
Jezebel is at full health, and moves again to the catapult to fire on the next wave of intruders once they are in sight.
Off and on today and tomorrow. Feel free to roll for me when you are ready for phase 2. Engineer is at +9, +10 if someone casts guidance for the shooting

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"So down the tunnel. Is everyone fully healed? Do we need to try to block the tunnel or run with haste to her rescue. We cannot fail her!"
Fendahl will gather up whatever supplies the others cannot carry and heads to the tunnel door.
"Hrrm, yes, I have a few group blessings I can still use if we get into another combat...which sounds likely."

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Jory takes point and leads the way.
"I know dwarves are supposed to like tunnels. I prefer the open sky and lots of room to shoot things at a distance."
Jory glides through the tunnels much more at ease than his complaints would imply.

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Hustling through the secret stairs the party enters a cave system. A sand-floored cave of igneous rock narrows, offering access to a lava tube passage. Natural stone columns support a ceiling fifteen feet above, and the uneven walls irregularly bulge outward, creating small alcoves. To the south the cave rises in elevation, and the smell of seawater and a fresh breeze suggests the outside is close by. It travels through the island, its destination not revealing itself to you just yet.
Jory leads the Pathfinders by following the obvious footprints in the sand (and past a shaman ogre- not enough time optional encounter the GM yells to the strong foe!) until the tunnels empty into a large cavern complex.
Looking into the complex, a gigantic (10' base) warrior looms over the Kirin's paralyzed body. Li and her two servants lie in a crumpled mess nearby. The floor of the cave is covered in dead or dying invader bodies, likely by the hands of the now unconscious Kirin leader.
BBEG: 1d20 + 0 ⇒ (20) + 0 = 20
Strangler: 1d20 + 5 ⇒ (12) + 5 = 17
Saboteur: 1d20 + 6 ⇒ (16) + 6 = 22
Jory: 1d20 + 1 ⇒ (2) + 1 = 3
Jezebel: 1d20 + 15 ⇒ (14) + 15 = 29
Fendahl: 20 + 0 = 20
Sutoko: 1d20 + 5 ⇒ (19) + 5 = 24
Riley: 1d20 + 13 ⇒ (3) + 13 = 16
Initiative Order: Jezebel, Sutoko, Saboteur, Fendahl, BBEG, Strangler, Riley, Jory
The 10' NPC is the BBEG- obviously the one who subdued the Kirin leader. The 5' token is an alchemist from the prior fight. The other token (black hair) looks like a captain, of the wrestling variety.

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So where is the pit? It becomes terrain now and ending a turn within 5' of the edge can land you in the pit. I'd assume the pit is where you showed the 10' person, so the better question is where is the 10' guy now? I also need to know if all three of the enemy are human.

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1) Enlarge Sutoku
2) Enlarge Jory
3) Color Spray the Samurai (DC 16) if he comes within 15 feet
4) Magic Missile as needed once I am out of level 1 spells.
5) If any party member has more desire than the others to be enlarged, I will oblige.
6) if being enlarged is bad for any party member, I will forego the enlarge.
7) If by some miracle both targets end up in the same 15' cone, skip ahead to Color Spray.

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Sorry for my delay - I appreciate the map but your description was good. Just busy today.
Sutoku eyes the large warrior but seems more worried about the grappler.
He casts Flames of the faithful on his weapon and as he steps forward 5' he calls upon the power of his growth domain to both enlarge (Swift ACtion) himself to the size of the man he faces and to cause brambles to sprout from between his feathers (Bramble Armor - Free Action).
Sutoku now stands toe to toe with the large warrior and holds a flaming reach weapon while thorns protrude form his flesh. Bramble Armor means anyone attacking me with melee or natural weapons or grappling me take 1d6+3 damage.

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As the tengu grows to an enormous size, the saboteur lobs a bomb into the party.
Range Touch on Riley: 1d20 + 11 ⇒ (10) + 11 = 21 Fire Damage: 2d6 + 2 ⇒ (3, 6) + 2 = 11 Catch Fire- D 14, Reflex Save for the whole party (4 points damage), Sutoku is basically fire resistant, correct?
Initiative Order: Jezebel, Sutoko, Saboteur, Fendahl, BBEG, Strangler, Riley, Jory
No worries, Sutoku, busy day here for me as well.

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AC: 23/24 if only adjacent to a single foe, HP: 28/39, Mage Armor
Riley seems to have either not noticed or, more likely, failed to care that he's been turned into a human torch. Instead, he charges straight at the saboteur, sword flashing in a technique that is maybe a shade too fancy for his skill level at this point to divest him of his dagger.
AoO provoked - Disarming Strike (Disarm attempt, if successful deal normal damage minus Strength. Rather than argue the point, I'm going to say that this means losing dex to damage instead.
Disarm: 1d20 + 7 ⇒ (16) + 7 = 23
Dmaage: 1d8 + 1 ⇒ (6) + 1 = 7

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Correct, Sutoku ignores the first 20 points of fire damage at the moment. Oh, I can support multiple mosts a day easily through this combat if everyone else can. Lets roll :)