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Sounds good to me :-)
Fascinating... I have heard of distributed consciousness, but this is something truly unique!

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I am happy to move on
Can you tell us any more about what Koth'Vaul is up to. What's this about Deskari's heart?
Sense Motive: 1d20 + 23 ⇒ (2) + 23 = 25

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Frag nods to Kulik for healing. "I hate everything about this place. Questions prolong our time here. I want an in, an ale, and a story to tell. Let us go forth."

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"Much as I'd like to stamp out every last bug here, we've bigger priorities to chase after."

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Nikolai nods.
"Agreed. Besides, stamping out *all* the bugs here would take a very long time..."

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We are coming up to the week anniversary again since our last GM post. GM Chie, is everything allright? Is there anything we can do to help move things along?

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Aye. I hope all is well.

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Alright. Well, it has been just shy of two weeks... does anyone have any objections to me taking over and finishing the scenario?

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If you'd rather, Nikolai, I can do it. Jin and I have a bit of an overlap in our role, so it would probably be a bit easier for the group if I swapped out. Up to you though!
(I really don't mind, either. I just finished running a different game today. Whatever you prefer.)

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Around. Normally I would offer, but I'm at my limit currently. Thank you both for offering!

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I'm fine with whatever we have to do.

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I am still around. I have already run this in the time we have spent waiting so I am also happy to take over running it. I havent run a PbP game before but I have played lots. Regardless of who picks up so we want to consider recruiting a 6th player? Having completed the first encounter that is a bit of an issue. If we cannot do we want to continue on Hard Mode given we are probably losing a player?

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I'd rather just keep the current group and drop out of Hard Mode.

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Agreed. I would prefer to just continue with the current group. It looks like everyone is here!

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OK, everyone is still here, lets decide who is going to run us through the remainder of the adventure. I would quite like to take it on but I am willing to step aside if you want it Nikolai. In terms of party roles I do actually think that it might be better if Bellum or I took over, just in terms of having better coverage in the group. Either way I am away at a con this weekend so couldnt take over until the start of next week. Does anyone have any preference?

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Perfect and thank you!

GMAndrewW |

As you gather yourselves together a most incongruous sight of a heavily armoured knight riding a warhorse appears over the rise, crunching across the insect strewn landscape flying a prominent banner. Many of you may recognise him as Sir Hendric the Vigilant, a well known Pathfinder.
The mass of writhing maggots squirms in place as the heavy horse crunches its way over the exoskeletons of thousands of cast off insects. It sets up a whining crooning noise of displeasure. Tell it to stop it hisses while twisting around and slithering through the sloughed off carapaces.
It slowly makes its way away from the metal shod horse hissing, this way, this way if you want to find Koth'Vaul. He seeks the Rift of Repose,he wants to elevate himself, to attain the power of a Demon Lord in his own right. If you want to stop him then follow, follow....
Writhing its way down the canyon it leads you to the ruins of an ancient and crumbling tower which seems to be made from a mixture of bone and shimmering insect carapaces. In here, yes, yes, here lies the gate to the Rift where Demon Lords go to die. You must pass beyond, find the Heart of Deskari if you want to stop him. Yes, yes, find the Heart, or at least one of them. That is what Koth'Vaul desires...
Inside the tower, hanging like a wound in the air, is an opaque portal the colour of an old bruise. The room is filled with a pervasive scent of must, dust and dead flies. Outside the persistent sound of billions of buzzing insects continues to fill the air.
Beoynd the portal you will find the Rift, you must go quickly, stop Koth'Vaul, yes. And so our bargain is complete yes... says the mass of writihing magggots which promptly starts to slither away to lose itself in the canyons beyond.
So, you are standing before the portal which will take you to the Rift of Repose and continue your pursuit of the renegade Glabrezu. If you want to make any preparations before entering the portal say now. I will push you forward to the next stage in approximately 24 hours. If you have any other buffs to use say now so that I can continue to track them. To date you have been in the Abyss for approximately 100 minutes.
Current Time: 100 minutes since entry
Alignment Effects
Kulik Chaotic Good (-4)
Kurik Lawful Good (-4)
Bellum Neutral (-4)
Frag Chaotic Good (-2)
Sir Hendric Lawful Good (-4)
Sentry: Neutral (-4)
Group Buffs: Heroes' Feast
Status
Nikolai: 6 damage, Mage armour (13.2 hours), endure elements (22.2 hours), see invisibility (50 min), heroism (50 min), enchantment foil (13.2 hours)
Kulik Greater magic weapon (13.2 hours)
Kurik
Bellum
Frag
Sir Hendric
Enemy:

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@GM: To be clear, I am running See Invisibility and Heroism as 24-hour buffs; that is why I am out of 2nd/3rd level spell slots...
Before moving on, I will tap myself with a Wand of Infernal Healing, and a Wand of False Life: 1d10 + 3 ⇒ (7) + 3 = 10 Temp hp.

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"Welcome sir. It will be a pleasure spilling demon blood by the barrel with you. My blade yearns for glabrezu. Delay does us little good."

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Sir Hendric salutes the other Pathfinders.
"I've been in the Worldwound before, but never into the Abyss itself. This foul place tears at my soul. Let us finish our task and be on our way."

GMAndrewW |

@GM: To be clear, I am running See Invisibility and Heroism as 24-hour buffs; that is why I am out of 2nd/3rd level spell slots...
Before moving on, I will tap myself with a Wand of Infernal Healing, and a Wand of False Life: 1d10+3 Temp hp.
If you want to maintain them constantly you can but currently you are only on your first casting of each.

GMAndrewW |

As the group of you step through the portal you find yourselves in the midst of utter chaos.
The walls of the ravine extend upwards for thousands of feet. A massive, petrified tail runs through the middle of the chasm, standing twenty feet high. On the canyon’s steep walls, the fossilized remains of Deskari and two other slain demon lords loom like titanic monoliths carved from the stone of the rift. Gaping wounds rend the breast of each demon lord and gouts of black ichor gush through the cracks. As the ichor falls to the canyon floor, it warps and twists, transforming into hordes of shrieking demons. Wading through these hordes and fighting them back with powerful blows are a handful of enormous boarheaded demons. The boar demons are steadily laying waste to the gibbering masses, driving the demon hordes back to their source.
Seemingly able to sense the presence of mortal life, the demon hordes begin to close in. Suddenly, a second mass of insectoid demons rise from the blood of Deskari and begins to tear at the small incoming fiends. A small circle of safety forms within the tumultuous battlefield.
You arrive in the very midst of this chaos. As you do masses of insects rise up and surround you, surprisingly forming a protective shell about you.
Each of you gains 40 temporary HP and DR2/epic for the duration of this encounter. The giant wall of insects forms a barrier, protecting you from the massive horde of ravenous demons, leaving the illuminated area on the map could be dangerous.
Ahead of you, just appearing above the massive petrified tail rise two enormous, boar headed demons. They give vent to a migty roar as they move to engage you.
Sir Hendric Init: 1d20 + 2 ⇒ (12) + 2 = 14
Kurik Init: 1d20 + 3 ⇒ (2) + 3 = 5
Bellum Init: 1d20 + 3 ⇒ (6) + 3 = 9
KULIK init: 1d20 + 10 ⇒ (4) + 10 = 14
Frag Init: 1d20 + 2 ⇒ (10) + 2 = 12
Nikolai Init: 1d20 + 14 ⇒ (13) + 14 = 27
Round 1
Red 32
Green 32
Nikolai 27
KULIK 14
Sir Hendric Init 14
Frag 12
Bellum Init 9
Kurik Init 5
Bold may act
The first of the enormous demons flies forward over the huge petrified tail. Hovering above the group it lashes out with a massive clawed hand at Kulik. As it rakes across his face it rips his bane baldric from his shoulder and casts it aside.
With a backswing it lashes out at Kulik again, sending him hurtling backwards, crashing into the mass of demons where he sprawls onto the ground. As he lands amongst the midst of the ravenous demons they claw and tear at him, seizing hold of him and pulling at his limbs.
Kulik has taken 94 damage and is currently prone and grappled in the mass of demons
Claw vs Kulik: 1d20 ⇒ 14
Damage: 2d6 + 29 ⇒ (1, 5) + 29 = 35
CMB: 1d20 ⇒ 11
Awesome blow vs Kulik, swift action: 1d20 ⇒ 10
Damage: 2d6 + 29 ⇒ (2, 3) + 29 = 34
Automatic damage: 5d6 + 1 ⇒ (3, 5, 4, 6, 6) + 1 = 25
Demons grapple: 1d20 + 21 ⇒ (12) + 21 = 33
The second demon also flies forward, hovering directly above Sir Hendrik. It also lashes out at him with its massive claws, tearing his banner from his back and casually droppig it to the ground. It then backhands him, hurling him from his horse into the mass of demons. They tear and claw at him but do not seem able to grab hold of him.
Let me know if you have anything that would mean you cannot be unhorsed. Otherwise you are being bullrushed 30' backwards into the mass of demons. The attack roll hits, even on a 2 with your flatfooted AC. Your AC would need to be quite a bit higher for it to miss. You have taken 86 damage, are prone but not grappled.
Claw vs Sir Hendrik: 1d20 ⇒ 2
Damage: 2d6 + 29 ⇒ (3, 1) + 29 = 33
CMB: 1d20 ⇒ 18
Awesome blow vs Sir Hendrik, swift action: 1d20 ⇒ 16
Damage: 2d6 + 29 ⇒ (2, 5) + 29 = 36
Automatic damage: 5d6 + 1 ⇒ (6, 1, 5, 3, 1) + 1 = 17
Demons grapple: 1d20 + 21 ⇒ (9) + 21 = 30
As they roar amongst the group each of them begins to swirl with vile multicoloured light, almost as if something is building up to explode. However, insects also start to swarm across the two huge mmonstrosities, biting and stinging them.
Damage: 5d6 ⇒ (4, 1, 3, 6, 5) = 19
Current Time: 100 minutes since entry
Alignment Effects
Kulik Chaotic Good (-4)
Kurik Lawful Good (-4)
Bellum Neutral (-4)
Frag Chaotic Good (-2)
Sir Hendric Lawful Good (-4)
Sentry: Neutral (-4)
Group Buffs: Heroes' Feast, Delay Poison
Status
Nikolai: 50 temp hp (including 10 from false life), Mage armour (13.2 hours), endure elements (22.2 hours), see invisibility (50 min), heroism (50 min), enchantment foil (13.2 hours), false life (10 temp hp, 3 hours)
Kulik 54 damage, prone, grappled, Greater magic weapon (13.2 hours)
Kurik 40 temp hp
Bellum 40 temp hp, See invisibility (constant), freedom of movement (50 min), resist electricity and fire 30 (50 min)
Frag 40 temp hp
Sir Hendric 46 damage, prone
Sentry 40 temp hp
Red Curator: 19 damage MP3
Green Curator: 19 damage MP3

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Nikolai looks calculatingly at the big creature hovering over him.
"You vill do."
He then casts two spells, in quick succession.
Note: I auto-pass the concentration checks to cast defensively.
Spell Resistance(Quickened Ill Omen): 1d20 + 20 ⇒ (12) + 20 = 32.
Spell Resistance(Persistent Possession): 1d20 + 20 ⇒ (11) + 20 = 31.
So basically, roll twice, and take the lowest on a DC 24 Will save. If that passes, roll twice, and take the lowest, again.
If that succeeds, it then gets to roll twice, and take the lowest on its next two d20 rolls.
I figure that it has a low chance of success, but if it does work, it will be amazing :-)

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"Well, we've really stepped in it now!"
Bellum will cast blessing of fervor, including whatever body Nikolai happens to be in. (Casting defensively) He'll then step toward the center of the circle.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
-Increase its speed by 30 feet.
-Stand up as a swift action without provoking an attack of opportunity.
-Take one extra attack as part of a full attack action, using its highest base attack bonus.
-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
-Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

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Delaying until after Kurik.
Does the DR 2/Epic apply to the automatic damage from being outside the circle? Does it apply against the big guys? I assume they are mythic, given that they can knock you 30' rather than 10' on Awesome Blow (and do it as a swift action), but I don't know if that means they automatically bypass DR/Epic.
Also: teleporting directly into danger is one of my least favorite adventure design elements of several Hard Mode scenarios. Let's try to not fall for it again.

GMAndrewW |

Nikolai unleashes a pair of spells at the enormous demon floating directly above him. Both tear through its spell resistance.
Just as a note, Ill Omen at CL15 will affect its next 4 rolls, one is expended on its spellcraft check to identify the possession spell, then two more are expended on its persistent possession saves. They cannot fail to identify either spell. There is one more use of it left.
Possession save, ill omen: 2d20 ⇒ (13, 5) = 18
Persistent Possession save, ill omen: 2d20 ⇒ (12, 16) = 28
Unfortunately the massive beast simply shrugs off Nikolais attempt to possess it. Bellum meanwhile grants a divine blessing to the group.
Round 1
Red
Green
Nikolai
Bellum
KULIK
Sir Hendric
Frag
Bellum
Kurik
Bold may act
Current Time: 100 minutes since entry
Alignment Effects
Kulik Chaotic Good (-4)
Kurik Lawful Good (-4)
Bellum Neutral (-4)
Frag Chaotic Good (-2)
Sir Hendric Lawful Good (-4)
Sentry: Neutral (-4)
Group Buffs: Heroes' Feast, Delay Poison, Blessing of Fervour (15|15)
Status
Nikolai: 50 temp hp (including 10 from false life), Mage armour (13.2 hours), endure elements (22.2 hours), see invisibility (50 min), heroism (50 min), enchantment foil (13.2 hours), false life (10 temp hp, 3 hours)
Kulik 52 damage, prone, Greater magic weapon (13.2 hours), freedom of movement (90 min)
Kurik 40 temp hp
Bellum 40 temp hp, See invisibility (constant), freedom of movement (50 min), resist electricity and fire 30 (50 min)
Frag 40 temp hp
Sir Hendric 44 damage, prone
Sentry 40 temp hp
Red Curator: 19 damage MP3, Ill omen 1
Green Curator: 19 damage MP3

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How far up over us is Red? I can get myself into the air, but at the expense of a charge this round.

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I believe they are 15' up. Air Walk on you from Kurik could get you to charge this round, couldn't it? Hmm...
"Kurik! Air Walk on Frag! Sentry, to me!"
Kurik, if that is okay. IC Sir Hendric would be shouting tactics, OOC obviously it is your character and do what you think most advantageous.
Sentry uses Total Defense and moves to Sir Hendric (taking AOOs from both Red and Green; AC 35 with Total Defense and the Fervor bonus). If they don't have Combat Reflexes, this will use up their AOOs, which isn't a bad thing. Red has his last Ill Omen to deal with, I think.
Assuming Sentry makes it there (CMD 36 against grapple if needed), Sir Hendric stands (move action), shares Coordinated Charge with Tactician (swift action), mounts (free action, automatically make the Ride check), and activates his Blood Reservoir of Physical Prowess (standard action). Sir Hendric is taking the Fervor bonus to Attacks/Reflex/AC.
Now if Frag charges, Sir Hendric can charge the same foe as an immediate action. Mounted, and using a lance, he should be able to strike a foe 15' up.

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Sounds like a plan. I'm not sure about the charge idea, as I've typically always heard you can't charge on the ascent. Might not be an actual rule however.

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I have encountered table variation on the topic, so took Sure Footed for Sentry to remove the issue. What if Frag were to charge Green, moving at a more gradual angle? Does any amount of ascent prevent a charge?

GMAndrewW |

I do not believe you can chsrge on the ascent as you are forced to move at half speed when going upwards. You may want to bear that in mind when deciding your actions. They are 15' in the air taking advantage of their natural reach.
@Sir Hendrik, there are a couple of issues with your actions. Getting Sentry to use total defence doesnt seem to be covered by any of his tricks. That will require a move action from you to push him with Handle Animal. You could give him the come or heel command as a free action. I see you cannot fail any of the handle DCs.
The area Sentry has to move through is also covered by slavering demons, I am going to count it as difficult terrain to move through. They dont prevent movement but there are hundreds of them and they are in the way.

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Very well. There is no "Total Defense/Fight Defensively" trick, though there very much should be. Sentry is AC 29 and CMD 32 this round.
Sentry has Acrobatic Moves so he ignores 20' of difficult terrain per round.
Sir Hendric will instead stand (move), mount (free), enter Snake Style (swift), and activate his Knight's Pennon to get Heroism (standard).
Indomitable Mount, Heroism: 1d20 + 25 + 2 ⇒ (14) + 25 + 2 = 41

GMAndrewW |

As Sentry tries to move away the first enormous demon lashes out at him, smashing into his back and driving him into the ground. The second snaps at him with its huge fanged mouth tearing out chunks of flesh.
Green, CMB trip: 1d20 ⇒ 4
Red attack, ill omen: 2d20 ⇒ (5, 6) = 11
Damage: 3d8 + 29 ⇒ (1, 2, 4) + 29 = 36
Sentry can also make a Blessing of Fervour choice. I assume he takes the AC boost, unfortunately it doesnt prevent both attacks hitting.
Round 1
Red
Green
Nikolai
Bellum
Sir Hendric
KULIK
Frag
Kurik
Bold may act, please make sure to update your tagline HP
Current Time: 100 minutes since entry
Alignment Effects
Kulik Chaotic Good (-4)
Kurik Lawful Good (-4)
Bellum Neutral (-4)
Frag Chaotic Good (-2)
Sir Hendric Lawful Good (-4)
Sentry: Neutral (-4)
Group Buffs: Heroes' Feast, Delay Poison, Blessing of Fervour (15|15)
Status
Nikolai: 50 temp hp (including 10 from false life), Mage armour (13.2 hours), endure elements (22.2 hours), see invisibility (50 min), heroism (50 min), enchantment foil (13.2 hours), false life (10 temp hp, 3 hours)
Kulik 52 damage, prone, Greater magic weapon (13.2 hours), freedom of movement (90 min)
Kurik 40 temp hp
Bellum 40 temp hp, See invisibility (constant), freedom of movement (50 min), resist electricity and fire 30 (50 min)
Frag 40 temp hp
Sir Hendric 44 damage
Sentry 4 temp hp, prone
Red Curator: 19 damage MP3
Green Curator: 19 damage MP3

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Sentry would have CMD 36 vs Trip (quadruped), and I assume Green used Power Attack on its turn so it would still be taking the penalty on an AOO. Still had a +32 to trip? Sir Hendric's actions will obviously change if Sentry was in fact tripped.

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Okay, but with FLY, I can charge. :-)
Frag gives a shout that would wake the dead as he engages his boots. His muscles bulge as he flies into a rage. The barbarian then flies up towards the demon above him, practically DARING the thing to attack.
Rage, activating Come and Get Me. I'll eat the AoO. Current stats are HP 266 of 226. DR 6/- and 2/Epic.
Power Attack
AoO 1: 1d20 + 25 ⇒ (2) + 25 = 27 for DMG if hit: 2d4 + 32 ⇒ (4, 1) + 32 = 37
AoO 2: 1d20 + 25 ⇒ (11) + 25 = 36 for DMG if hit: 2d4 + 32 ⇒ (1, 1) + 32 = 34
AoO 3: 1d20 + 25 ⇒ (13) + 25 = 38 for DMG if hit: 2d4 + 32 ⇒ (1, 2) + 32 = 35

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And THAT is why I wanted to delay. AOO trip. Dammit. Well, at least hopefully we bought a little more time for Frag to do his thing, sparing him an AOO.
Sentry is (presumably) tripped, and then stands up again with his remaining move action.
Put him back in the square he started in. So now I have to redo my action.
Sir Hendric stands (move), moves back into the circle (move), and enters Snake Style (swift). He is taking the +30' movement in order to get through difficult terrain back to the circle with a single move.
Frag, are you taking the +2 to hit from Blessing of Fervor?

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Sorry, guys, work kicked me all up and down today. I presume KULIK is out of the blessing of fervor due to the Awesome Blow effect.
KULIK, not grappled due to freedom of movement, will try to use dimensional hop to return to the circle. He is only -2 in the planar effects, not -4, due to being chaotic good.
DC 25 concentration: 1d20 + 19 - 2 ⇒ (8) + 19 - 2 = 25 just enough!
Move action to stand, free action to activate boots of speed, swift action to use judgement (sacred justice, sacred destruction). End turn.
boots of speed 1/10 rounds used

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"Abadar's grace!" Kurik barks, moving to clear the fiend's reach, stopping just past the outcropping spitting the battleground. "Tanglebriar all over again..." he mutters, praying for aid.
Taking the movement from fervor, casting grace to avoid any AoOs, then casting air walk once out of danger.

GMAndrewW |

Frag activates his boots and hurtles into the air to confront one of the giant demons. As he approaches it does not swing at him, perhaps it lacks the necessary training (no combat reflexes) or perhaps it is simply trying to lull you all into a false sense of security.
If you are flying you can charge but again you cannot be going up to do so as that is also at half speed. Can you please note your elevation on the slide, I assume you have gone at least 10' into the air to get adjacent to red?
Sentry scrambles back to his feet without taking further indignities while his master pushes through the mass of swarming demons back into the circle of safety.
Unfortunately even at 36 CMD Sentry was tripped. Their CMB is extremely high and they are both using Mythic Power Attack so they do not take the penalty
Kulik also manages to get himself out of the swarming mass of demons with his divine blessings and sets himself up as the turret of death for next turn.
I have moved you one square to the right as you placed yourself inside the enormous petrified demon lord tail which divides the map
Kurik draws on the Grace of Abadar and splits away from the group to try and make it harder for the beasts to target the whole group. Spread out a bit more now the beasts look for targets to tear and shred to pieces.
It is fortunate for you as a group that I totally missed that they could have used cleave on round 1, given you were all bunched up. I dont have the scenario to hand but I believe the portal is one way. I will check back tonight to see what it says.
As the party readies themselves to do battle the baleful lights surrounding the two massive demons explode outwards, engulfing the entire party in a miasmic, nightmare inducing cascade of colour.
This occurs as a free action at the start of their turn (having activated as a free last turn). Each blast forces a will save.
To preempt any questions this is a supernatural ability with no descriptors. Please check whether or not the numbers I have used are right and include the penalty for being in the Abyss.
Red demon, 1d10 ⇒ 5
Kurik Will: 1d20 + 13 ⇒ (5) + 13 = 18
Bellum Will: 1d20 + 12 ⇒ (20) + 12 = 32
KULIK Will: 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 18 (stalwart)
Frag Will: 1d20 + 6 ⇒ (5) + 6 = 11
Nikolai: 1d20 + 12 ⇒ (16) + 12 = 28
Sir Hendrick: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32
Sentry gets a 41 for this save
Green demon, 1d10 ⇒ 4
Kurik Will: 1d20 + 13 ⇒ (17) + 13 = 30
Bellum Will: 1d20 + 12 ⇒ (12) + 12 = 24
KULIK Will: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16 (stalwart)
Frag Will: 1d20 + 6 ⇒ (5) + 6 = 11
Nikolai: 1d20 + 12 ⇒ (10) + 12 = 22
Sir Hendrick: 1d20 + 17 - 4 ⇒ (15) + 17 - 4 = 28
Sentry: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
I am going to pause here to give people a chance to use rerolls if they want to
Round 1
Red
Green
Nikolai
Bellum
Sir Hendric
KULIK
Frag
Kurik
Current Time: 100 minutes since entry
Alignment Effects
Kulik Chaotic Good (-4)
Kurik Lawful Good (-4)
Bellum Neutral (-4)
Frag Chaotic Good (-2)
Sir Hendric Lawful Good (-4)
Nikolai: Neutral (-4)
Sentry: Neutral (-4)
Group Buffs: Heroes' Feast, Delay Poison, Blessing of Fervour (15|15)
Status
Nikolai: 50 temp hp (including 10 from false life), Mage armour (13.2 hours), endure elements (22.2 hours), see invisibility (50 min), heroism (50 min), enchantment foil (13.2 hours), false life (10 temp hp, 3 hours)
Kulik 52 damage, prone, Greater magic weapon (13.2 hours), freedom of movement (90 min)
Kurik 40 temp hp, air walk
Bellum 40 temp hp, See invisibility (constant), freedom of movement (50 min), resist electricity and fire 30 (50 min)
Frag 40 temp hp, fly, rage
Sir Hendric 44 damage, snake style
Sentry 4 temp hp
Red Curator: 19 damage MP3
Green Curator: 19 damage MP3

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Will Reroll: 1d20 + 13 + 5 ⇒ (4) + 13 + 5 = 22
WHELP hope them GM stars help.

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Sir Hendric was not in fact able to use Indomitable Mount on Sentry since I think you have to be mounted for that to work (can't make a Ride check if you are not riding). He did not have a move action free after getting to Sentry because Sentry could not come to him. Even though you can mount as a free action, you must have a move action available when you make the attempt (even if you can auto-succeed). So Sentry would have needed to make two saves, but it doesn't matter because he failed the second.
Sir Hendric and Sentry both get +1 to all saves from Shake It Off (teamwork feat) while adjacent, so Sir Hendric's modified saves are 33 and 29.