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"I guess we are assuming they are evil guards?"
Lenny figures the guards are well in hand so he just moves closer.
If more guards come out we may need a map after all. At least a basic one so I know where everyone is relative to each other.

DM Feral |

Going to delay the Viscount for now. Forgive the shoddy map. If you're not on the section with the keep wall you're over the water.
The guards drop their freshly strung bows in favor of long curved swords and move in to attack the invaders.
Vs Valrar: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Vs Valrar: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d6 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Vs Kaz: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Vs Kaz: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Vs Kaz: 1d20 + 19 ⇒ (5) + 19 = 24
Damage: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Confirming Vs Valrar: 1d20 + 19 ⇒ (8) + 19 = 27
Extra Damage: 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
More guards appear in the keep's doorway armed for battle.
The party is up.

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Lenny spent round one double moving closer. Ive moved him closer.
Lenny summons an augmented Celestial Dire Tiger to help.
It charges into the fray and attacks orange.
It pounces then smites evil. If orange is evil it takes an extra 14 damage per hit.
Bite including charge: 1d20 + 20 + 2 + 3 ⇒ (13) + 20 + 2 + 3 = 38
dmg: 2d6 + 10 + 3 ⇒ (3, 1) + 10 + 3 = 17 grab: 1d20 + 23 + 3 ⇒ (19) + 23 + 3 = 45
claw #1: 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36
dmg: 2d4 + 10 + 3 ⇒ (4, 3) + 10 + 3 = 20 grab: 1d20 + 23 + 3 ⇒ (5) + 23 + 3 = 31
claw #2: 1d20 + 20 + 3 ⇒ (2) + 20 + 3 = 25
dmg: 2d4 + 10 + 3 ⇒ (3, 4) + 10 + 3 = 20 grab: 1d20 + 23 + 3 ⇒ (6) + 23 + 3 = 32
rake #1: 1d20 + 20 + 3 ⇒ (16) + 20 + 3 = 39
dmg: 2d4 + 10 + 3 ⇒ (4, 2) + 10 + 3 = 19
rake #2: 1d20 + 20 + 3 ⇒ (12) + 20 + 3 = 35
dmg: 2d4 + 10 + 3 ⇒ (1, 2) + 10 + 3 = 16

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Valrar continues slicing every which way. "Give up!"
Starting with Yellow, then Red, then Green should any drop.
Attack, Advice: 1d20 + 26 + 3 ⇒ (6) + 26 + 3 = 35
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (2) + 13 + 13 + 3 = 31
Iterative, Advice: 1d20 + 21 + 3 ⇒ (12) + 21 + 3 = 36
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (4) + 13 + 13 + 3 = 33
Attack, Advice: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34
Confirmation: 1d20 + 20 + 3 ⇒ (4) + 20 + 3 = 27
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (3) + 13 + 13 + 3 = 32
Extra Damage: 1d4 + 1d8 + 13 + 3 ⇒ (1) + (3) + 13 + 3 = 20 + 2 cha + stagger
Riposte, Advice: 1d20 + 30 + 3 ⇒ (16) + 30 + 3 = 49
Confirmation: 1d20 + 34 + 3 ⇒ (2) + 34 + 3 = 39
Damage, Precision, Advice: 1d4 + 17 + 13 + 3 ⇒ (1) + 17 + 13 + 3 = 34
Extra Damage: 1d4 + 1d8 + 17 + 3 ⇒ (4) + (7) + 17 + 3 = 31 + 2 cha + stagger

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Chun Hei continues her slow process while buffing herself adding a shiled of faith to the mix.

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Kaz continues the assault. Start on blue and go from there.
Power Attack, Advice: 1d20 + 25 ⇒ (17) + 25 = 42
Confirming Threat: 1d20 + 25 ⇒ (2) + 25 = 27
1d6 + 23 ⇒ (4) + 23 = 27
Extra Crit Damage: 1d6 + 23 ⇒ (5) + 23 = 28
Power Attack, Advice: 1d20 + 20 ⇒ (12) + 20 = 32
1d6 + 23 ⇒ (4) + 23 = 27
Power Attack, Advice: 1d20 + 15 ⇒ (10) + 15 = 25
1d6 + 23 ⇒ (2) + 23 = 25
Bodyguard: 5d20 ⇒ (9, 12, 13, 15, 4) = 53

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Swift Action
Grota enters Mantis Style.
Move Action
Grota continues to speak sagely Advice.
Standard Action
He uses his ki to give allies near the guards True Strike.

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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- True Strike (+20 to next attack, only once) (Only for those near the guards)

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Forgot
Fort save DC 21: 1d20 + 17 ⇒ (18) + 17 = 35
Lenny manages the speedy summon with no ill effects.
Tiger is
AC 17
DR 10/Evil
HP 133/133

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Slightly confused, but assuming I am within range of my long range spells....
The Viscount cruises forward on his carpet and channels the power of lightning itself against the enemy soldiers, striking all of them, but starting with the pastel blue one on the wall.
Chain Lightning, Reflex half DC 25 or 23: 16d6 ⇒ (5, 6, 2, 4, 5, 4, 1, 4, 6, 3, 5, 2, 2, 2, 5, 5) = 61
Yawwwwn....here comes the artillery. Just delivering some regime change and pish posh
And then for good measure, if any of the soldiers remaining on the wall still live he drops a quickened fireball
FIREBALL, Reflex Half DC 22: 10d6 ⇒ (3, 3, 5, 6, 2, 6, 5, 4, 1, 6) = 41
Next.

DM Feral |

Working together, Kaz, Valrar, and Lenny's conjured beast bring down three more of the bandit guards.
The surviving guards file in to strike back.
Vs Valrar: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19
Iterative: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Second Iterative: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Vs Valrar: 1d20 + 19 ⇒ (11) + 19 = 30
Damage: 1d6 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Vs Tiger: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19
Vs Tiger: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d6 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Vs Kaz: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
Iterative: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d6 + 9 + 6 ⇒ (4) + 9 + 6 = 19
Second Iterative: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 9 + 6 ⇒ (5) + 9 + 6 = 20
Vs Kaz: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d6 + 9 + 6 ⇒ (1) + 9 + 6 = 16
Vs Grota: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Confirming vs Valrar: 1d20 + 9 ⇒ (17) + 9 = 26
Extra Damage: 1d6 + 9 + 6 ⇒ (2) + 9 + 6 = 17
Confirming vs Kaz: 1d20 + 9 ⇒ (20) + 9 = 29
Extra Damage: 1d6 + 9 + 6 ⇒ (6) + 9 + 6 = 21
The sound of something very large be heard approaching the keep's entrance.
The party is up.

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Now that the Viscount is within range of his long range spells he has NO interest in getting any closer and throws down another chain lightning centered on the pastel blue one once more.
Chain Lightning, DC 25 reflex on main, 23 on others : 16d6 ⇒ (1, 6, 4, 5, 3, 3, 3, 3, 5, 4, 2, 1, 5, 2, 5, 2) = 54

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Despite getting hit and therefore on the edge of death, Kaz keeps fighting.
Power Attack, Advice: 1d20 + 25 ⇒ (3) + 25 = 28
1d6 + 23 ⇒ (3) + 23 = 26
Power Attack, Advice: 1d20 + 20 ⇒ (15) + 20 = 35
Confirming: 1d20 + 20 ⇒ (16) + 20 = 36
1d6 + 23 ⇒ (6) + 23 = 29
Extra Crit Damage: 1d6 + 23 ⇒ (6) + 23 = 29
Power Attack, Advice: 1d20 + 15 ⇒ (17) + 15 = 32
Confirming Threat: 1d20 + 15 ⇒ (14) + 15 = 29
1d6 + 23 ⇒ (3) + 23 = 26
Extra Crit Damage: 1d6 + 23 ⇒ (2) + 23 = 25
Bodyguard: 5d20 ⇒ (5, 9, 15, 4, 9) = 42

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Sights like that, I go back to wishing I could've been a mage, Valrar whistles inwardly at the Viscout's display. But what's done is done, and can he do this?
As he copes with his magical shortcomings by mowing down the enemy soldiers, he hears a massive creature advancing and grins further. I'm going to parry that....
Attack, Advice, True Strike: 1d20 + 26 + 3 + 20 ⇒ (14) + 26 + 3 + 20 = 63
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (4) + 13 + 13 + 3 = 33
Iterative, Advice: 1d20 + 21 + 3 ⇒ (1) + 21 + 3 = 25
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (1) + 13 + 13 + 3 = 30
Iterative, Advice: 1d20 + 16 + 3 ⇒ (6) + 16 + 3 = 25
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (4) + 13 + 13 + 3 = 33
Riposte, Advice: 1d20 + 30 + 3 ⇒ (7) + 30 + 3 = 40
Damage, Precision, Advice: 1d4 + 17 + 13 + 3 ⇒ (1) + 17 + 13 + 3 = 34

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Chun continues to approach closer as she lays down a 20foot tallwall of fire to help shape the battlefield a bit.
fire damage: 2d6 ⇒ (6, 5) = 11
Looks like that's light purple, light orange, light blue and light green.
further damage, light yellow: 1d6 ⇒ 6
Anybody foolish enough to pass through the opaque flaming wall this round will take.
fire damage: 2d6 + 14 ⇒ (5, 5) + 14 = 24

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Grota lets his advice expire and linger in the air.
Full Attack
Grota starts punching. Starting with Green, then Yellow, then Blue, then Pink. Listing a lot because dunno which ones are already down...
First one is a stunning fist - DC 29 fort save
Stunning Fist Strike Attack (Advice, True Strike): 1d20 + 20 + 3 + 20 ⇒ (13) + 20 + 3 + 20 = 56
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (5, 4) + 3 = 12
Unarmed Strike Attack (Advice): 1d20 + 15 + 3 ⇒ (3) + 15 + 3 = 21
Unarmed Strike Damage (Advice): 2d6 + 3 ⇒ (6, 5) + 3 = 14

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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5

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The tiger attacks orange. The wall obscures vision so it can't see green.
Bite: 1d20 + 20 + 3 ⇒ (20) + 20 + 3 = 43
dmg: 2d6 + 10 + 3 ⇒ (6, 4) + 10 + 3 = 23 grab: 1d20 + 23 + 3 ⇒ (17) + 23 + 3 = 43
claw #1: 1d20 + 20 + 3 ⇒ (1) + 20 + 3 = 24
dmg: 2d4 + 10 + 3 ⇒ (4, 4) + 10 + 3 = 21 grab: 1d20 + 23 + 3 ⇒ (13) + 23 + 3 = 39
claw #2: 1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29
dmg: 2d4 + 10 + 3 ⇒ (3, 4) + 10 + 3 = 20 grab: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42
Bite crit confirm?: 1d20 + 20 + 3 ⇒ (8) + 20 + 3 = 31
extra dmg: 2d6 + 10 + 3 ⇒ (1, 6) + 10 + 3 = 20
Lenny will move up and cast See Invisibility.

DM Feral |

The tiger mauls the remaining visible guard, snatching him up and tearing at his flesh. Miraculously, the man survives the initial assault and struggles feebly in self-defense.
The shouting quickly becomes distant against the roaring flames of the conjured wall. It sounds like the surviving guards have fled deeper into the keep along with whatever was coming to reinforce them.
You guys can easily finish off the guard being grappled by the tiger. Combat over unless you want to immediately charge after them.

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"Now that we have arrived we should prepare."
Wand of Heroism on everyone.
Oh and the see invis lasts orange stone: 1d4 - 2 ⇒ (4) - 2 = 2 170 minutes.
Greater False Life on Lenny orange stone: 1d4 - 2 ⇒ (4) - 2 = 2 for thp: 2d10 + 17 ⇒ (1, 4) + 17 = 22
Investigative Mind orange stone: 1d4 - 2 ⇒ (3) - 2 = 1 For 160 minutes.
And Darkvision for orange stone: 1d4 - 2 ⇒ (3) - 2 = 1 16 hours.

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The viscount follows Lenny's example and casts false life on himself
False Life: 1d10 + 16 ⇒ (4) + 16 = 20
He slows makes his way to the rest of the group and lets out a mighty yawn. Didn't even get to finish my 2nd pot of coffee he complains sleepily and awaits the mighty Paladin to lead the way.

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Chun Hei catches up and provides everybody with 3 extended communal resists, fire, cold and electricity.
resist 30 for everybody for 40 minutes for cold, fire and electricity.
Chun Hei will also activate her Iron Skin
140 minutes of stoneskin
And provide the group with a life bubble
4 hours each
Finally casting CoP: Evil on herself
140 minutes
Were people particularly wounded? I can provide some healing

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Grota is ready to continue once the others are.
"I see no reason to chase down these guards. They were simply doing their job."

DM Feral |

After carefully preparing to siege the ruins, the party enters!
Time-worn jade tiles decorate the dark stone walls of this long hallway, hung with tattered banners, tapestries, and small shelves filled with porcelain urns and vases. Three large doorways open to the south, while a smaller adjoining passage leads west.
After moving midway down the hallway, several mismatched shapes emerge from the structure of the stone walls, quickly assembling themselves into roughly humanoid shapes. A wall of shifting gears springs up behind the party blocking the keep entrance.
Chun: 1d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (7) + 8 = 15
Grota: 1d20 + 5 ⇒ (12) + 5 = 17
Kaz: 1d20 + 2 ⇒ (6) + 2 = 8
Lenny: 1d20 + 15 ⇒ (1) + 15 = 16
Valrar: 1d20 + 12 ⇒ (12) + 12 = 24
Viscount Abel: 1d20 + 12 ⇒ (11) + 12 = 23
Guards: 1d20 + 1 ⇒ (14) + 1 = 15
Chun, Grota, Lenny, Valrar, and the Viscount are up.

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Using Investigative Mind.
kn bad guys +2 if Constructs: 1d20 + 28 ⇒ (2) + 28 = 30
kn bad guys +2 if Constructs: 1d20 + 28 ⇒ (8) + 28 = 36
Defenses, Special qualities, lowest saves, senses
Lenny will move to within about 20 feet of the enemies and activate Aura of Prescience. +2 Insight rolls to ability checks, attack, damage, saves, and skills to allies within 30 feet.

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heal for kaz: 2d8 + 10 ⇒ (7, 8) + 10 = 25
heal for Kaz: 2d8 + 10 ⇒ (4, 3) + 10 = 17
2 CMW for Kaz from before
Chun Hei provides the party with a blessing of fervor and moves up, getting in position to full attack next round.
not sure what's up with the current map.

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Taking +2 to Attack/Reflex/AC from Blessing of Fervor. (Included in stat block)
Swift Action
Grota begins giving Advice.
Standard Action
He teleports in both himself and the melee. Not sure where we are with the current map, but he'll teleport in any melee that wants to go.

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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Blessing of Fervor
Teleported in melee again if they wish to come.

DM Feral |

Sorry, I wasn't quite finished with the map. It's up to date now.
Lenny recognizes the these guardians as clockwork golems.
Construct traits; DR/admantine; darkvision; immune to magic except grease and rusting grasp; special attack while grappling, they can summon walls of gears that work as blade barrier, and they explode on death; fort and will are lowest saves.

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Taking +2 Attack/AC/Reflex for Blessing of Fervor. Valrar's weapon is adamantine. And these guys are large? Looks as if.
AC is currently 44/27/28.
Valrar starts carving through the golems, ready to block most any strike that comes his way.
Attack, Advice, Fervor vs. Yellow: 1d20 + 26 + 3 + 2 ⇒ (17) + 26 + 3 + 2 = 48
Confirmation: 1d20 + 30 + 3 + 2 ⇒ (15) + 30 + 3 + 2 = 50
Damage, Precision, Advice: 1d4 + 13 + 13 + 3 ⇒ (2) + 13 + 13 + 3 = 31
Extra Damage: 1d4 + 1d8 + 13 + 3 + 2 ⇒ (4) + (4) + 13 + 3 + 2 = 26 + stagger (if applicable)
Iterative vs. Yellow: 1d20 + 21 + 3 + 2 ⇒ (14) + 21 + 3 + 2 = 40
Damage: 1d4 + 13 + 13 + 3 ⇒ (3) + 13 + 13 + 3 = 32
Iterative vs. Yellow: 1d20 + 16 + 3 + 2 ⇒ (11) + 16 + 3 + 2 = 32
Damage: 1d4 + 13 + 13 + 3 ⇒ (1) + 13 + 13 + 3 = 30
Riposte, Advice, Fervor: 1d20 + 30 + 3 + 2 ⇒ (7) + 30 + 3 + 2 = 42
Damage, Precision, Advice: 1d4 + 17 + 13 + 3 ⇒ (1) + 17 + 13 + 3 = 34
Parry 2: 1d20 + 30 + 3 + 2 - 4 ⇒ (19) + 30 + 3 + 2 - 4 = 50
Parry 3: 1d20 + 30 + 3 + 2 - 4 ⇒ (8) + 30 + 3 + 2 - 4 = 39
Parry 4: 1d20 + 30 + 3 + 2 - 4 ⇒ (1) + 30 + 3 + 2 - 4 = 32
Pretty sure Parry does not auto-fail on a natural 1.

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In case it was missed Lenny activated Aura of Prescience.
+2 Insight rolls to ability checks, attack, damage, saves, and skills to allies within 30 feet.

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In case it was missed Lenny activated Aura of Prescience.
Ah, I did miss that. In that case, +2 to the above attacks and damage.

DM Feral |

Valrar's quick jabs leave one of the guardians badly damaged and hobbled.
In retaliation, two of the constructs slam into the melee with enormous clockwork limbs. A third summons a of wall of spinning grinding gears in the middle of the party's ranks.
Vs Valrar (flank): 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
Damage: 2d10 + 8 ⇒ (6, 2) + 8 = 16
Grab: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45
Constrict: 2d10 + 12 ⇒ (6, 2) + 12 = 20
Vs Valrar (flank): 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
Damage: 2d10 + 8 ⇒ (6, 8) + 8 = 22
Grab: 1d20 + 29 + 2 ⇒ (4) + 29 + 2 = 35
Constrict: 2d10 + 12 ⇒ (6, 5) + 12 = 23
Vs Kaz (staggered): 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d10 + 8 ⇒ (5, 8) + 8 = 21
Grab: 1d20 + 29 ⇒ (11) + 29 = 40
Constrict: 2d10 + 12 ⇒ (5, 7) + 12 = 24
Confirming Vs Valrar (flank): 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
Extra Damage: 2d10 + 8 ⇒ (6, 5) + 8 = 19
Confirming Vs Valrar (flank): 1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27
Extra Damage: 2d10 + 8 ⇒ (2, 7) + 8 = 17
Wall Damage vs Grota, Chun, and Kaz (reflex 18 negates): 15d6 ⇒ (4, 4, 1, 6, 6, 1, 5, 2, 2, 1, 1, 3, 1, 1, 3) = 41
The party is up.

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Where is the wall?
Reflex Save: 1d20 + 19 ⇒ (4) + 19 = 23 - Evasion

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Kaz Reflex: 1d20 + 14 ⇒ (6) + 14 = 20
Cookie Reflex: 1d20 + 12 ⇒ (15) + 12 = 27
After dodging the wall, Kaz starts to work on yellow.
Advice, Pre-science, Power Attack: 1d20 + 27 + 3 + 2 - 5 ⇒ (7) + 27 + 3 + 2 - 5 = 34
1d6 + 23 ⇒ (1) + 23 = 24
Advice, Pre-science, Power Attack: 1d20 + 27 + 3 + 2 - 5 ⇒ (14) + 27 + 3 + 2 - 5 = 41
Advice, Pre-science, Power Attack: 1d20 + 22 + 3 + 2 - 5 ⇒ (16) + 22 + 3 + 2 - 5 = 38
Confirming Crit: 1d20 + 22 + 3 + 2 - 5 ⇒ (15) + 22 + 3 + 2 - 5 = 37
1d6 + 23 ⇒ (1) + 23 = 24
Extra Crit Damage: 1d6 + 23 ⇒ (1) + 23 = 24
Advice, Pre-science, Power Attack: 1d20 + 17 + 3 + 2 - 5 ⇒ (16) + 17 + 3 + 2 - 5 = 33
Confirming Crit: 1d20 + 17 + 3 + 2 - 5 ⇒ (1) + 17 + 3 + 2 - 5 = 18
1d6 + 23 ⇒ (3) + 23 = 26
Advice, Pre-science, Power Attack: 1d20 + 12 + 3 + 2 - 5 ⇒ (17) + 12 + 3 + 2 - 5 = 29
Confirming Crit: 1d20 + 12 + 3 + 2 - 5 ⇒ (16) + 12 + 3 + 2 - 5 = 28
1d6 + 23 ⇒ (1) + 23 = 24
Extra Crit Damage: 1d6 + 23 ⇒ (1) + 23 = 24

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reflex: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Chun Hei dodges out of the wall, before stepping forward and assaulting green.
taking +2s from blessing of fervor.
power attack: 1d20 + 30 ⇒ (14) + 30 = 44
damage: 1d10 + 32 ⇒ (3) + 32 = 35
haste attack: 1d20 + 30 ⇒ (20) + 30 = 50
damage: 1d10 + 32 ⇒ (2) + 32 = 34
iterative attack: 1d20 + 25 ⇒ (2) + 25 = 27
damage: 1d10 + 32 ⇒ (6) + 32 = 38
crit confirm: 1d20 + 30 ⇒ (8) + 30 = 38
extra crit damage: 1d10 + 32 ⇒ (9) + 32 = 41
Not breaking adamantine DR
base 21
advice 3
aura 2
GMW 3
Heroism 2
PA -3
fervor 2
ATTACK 30
base 13
PA 9
advice 3
GMW 3
Heroism 2
aura 2
DAMAGE 32

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Taking +2's for fervor
Grota's advice lingers in the air.
5 ft. step
Grota steps out of the wall.
Standard Action
Grota tries to trip the golem in front of him. Will provoke an AoO from the one he is targeting, GREEN.
Trip Attempt (Advice, Fervor): 1d20 + 24 + 3 + 2 ⇒ (15) + 24 + 3 + 2 = 44

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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Blessing of Fervor
- Haste

DM Feral |

Kaz easily finishes off one of the golems. Chun badly damages another.
A moment later the defeated construct explodes in a shower of broken clockwork.
Death Throes vs Kaz, Chun, Valrar, and Grota (reflex for half): 12d6 ⇒ (6, 5, 6, 6, 5, 2, 1, 5, 2, 5, 3, 2) = 48
The damaged construct swipes at Grota when he tries to upend it.
AoO: 1d20 + 23 ⇒ (10) + 23 = 33
Valrar and the Viscount are up.

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reflex: 1d20 + 16 ⇒ (10) + 16 = 26
Chun Hei dodges the worst of the blast.

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Reflex: 1d20 + 19 ⇒ (18) + 19 = 37
Grota still manages to avoid these explosions and walls.

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Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Blessing of Fervor
- Haste

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Valrar can't be flanked, as he has Improved Uncanny Dodge. Doesn't matter in this case, though, those were some crazy rolls.
Also, I might be wrong, but I think only one creature can grapple another one at a time. Further creatures just aid the first on its check. Fortunately, I parried the scond attack.
AC is now 45/28/28.
Light Fortification: 1d4 ⇒ 3
Suddenly in a lot of pain and a tight bind, Valrar looks to cut his way out, tiny sword shredding through gears and metal.
Attack, Advice, Fervor, Prescience, Haste vs. Green: 1d20 + 26 + 3 + 2 + 2 + 1 ⇒ (18) + 26 + 3 + 2 + 2 + 1 = 52
Confirmation: 1d20 + 30 + 3 + 2 + 2 + 1 ⇒ (1) + 30 + 3 + 2 + 2 + 1 = 39
Damage, Precision, Advice, Prescience: 1d4 + 13 + 13 + 3 + 2 ⇒ (1) + 13 + 13 + 3 + 2 = 32
Extra Damage: 1d4 + 1d8 + 13 + 3 + 2 ⇒ (4) + (5) + 13 + 3 + 2 = 27 + stagger
Iterative: 1d20 + 21 + 3 + 2 + 2 + 1 ⇒ (3) + 21 + 3 + 2 + 2 + 1 = 32
Damage: 1d4 + 13 + 13 + 3 + 2 ⇒ (4) + 13 + 13 + 3 + 2 = 35
Iterative: 1d20 + 16 + 3 + 2 + 2 + 1 ⇒ (19) + 16 + 3 + 2 + 2 + 1 = 43
Confirmation: 1d20 + 20 + 3 + 2 + 2 + 1 ⇒ (8) + 20 + 3 + 2 + 2 + 1 = 36
Damage: 1d4 + 13 + 13 + 3 + 2 ⇒ (4) + 13 + 13 + 3 + 2 = 35
Extra Damage: 1d4 + 1d8 + 13 + 3 + 2 ⇒ (3) + (3) + 13 + 3 + 2 = 24 + stagger
Riposte: 1d20 + 30 + 3 + 2 + 2 + 1 ⇒ (13) + 30 + 3 + 2 + 2 + 1 = 51
Damage: 1d4 + 17 + 13 + 3 + 2 ⇒ (2) + 17 + 13 + 3 + 2 = 37
Parry 2: 1d20 + 30 + 3 + 2 + 2 + 1 - 4 ⇒ (4) + 30 + 3 + 2 + 2 + 1 - 4 = 38