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So... I am unclear - is Karzoug still here in front of us, or did he go back through the Wall...?
If the former, I will pounce; if the latter, I will delay.

GM Irish202 |

It might be nice if you let the Int 32 wizard know that. I had never heard of source severance before this encounter. Perhaps he readied his spell?
Since Ezren just cast daylight after Sharton's passwall and Baal's magic missile, doesn't that move you in initiative anyway? Or did you not cast limited wish to make daylight?
Grognar did state 5 hours before you posted that he was placing Karzoug in an antimagic field. That should have raised an eyebrow at that point, in my opinion. However, fortune favors you, as Sharton is correct; you would have had to cast your daylight after Sharton's turn, resulting in you technically not being able to act further in Round 6. Hence, consider your greater dispel magic refunded.
"Let me know when to hit the wizard!"
So... I am unclear - is Karzoug still here in front of us, or did he go back through the Wall...?
Grognar's Surprising Charge has placed his source severance in range to block the Runelord's dimension door; the spell fizzled and he didn't go anywhere. For Shump, all he merely need do is fly up and do what he does best. As for Jeb, why would I ever deny him his favorite pastime? Pounce away!
Round 6:
Sharton
Ezren
Karzoug (-13)
Pit Fiend (-391/dead)
Grognar (-16, Reflex DC 16)
Jeb
Shump (-33, 10 con damage/poisoned)
Storm Giants (North Fatigued/unconscious -246, South very glittery/mazed)
Griff

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Is the rune lord wearing a ring?

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With a hiss of delight, Jebediah happily pounces upon the Runelord!
Talon, Rage: 1d20 + 24 + 2 + 1 + 2 ⇒ (5) + 24 + 2 + 1 + 2 = 34, for 1d8 + 22 + 2 ⇒ (8) + 22 + 2 = 32 damage +2d6 ⇒ (4, 2) = 6 Holy damage +1d6 ⇒ 2 Acid damage.
Talon, Rage: 1d20 + 24 + 2 + 1 + 2 ⇒ (19) + 24 + 2 + 1 + 2 = 48, for 1d8 + 22 + 2 ⇒ (8) + 22 + 2 = 32 damage +2d6 ⇒ (4, 1) = 5 Holy damage +1d6 ⇒ 3 Acid damage.
Bite, Rage: 1d20 + 24 + 2 + 1 + 2 ⇒ (2) + 24 + 2 + 1 + 2 = 31, for 1d6 + 22 + 2 ⇒ (1) + 22 + 2 = 25 damage +2d6 ⇒ (5, 4) = 9 Holy damage.
Foreclaw, Rage: 1d20 + 19 + 2 + 1 + 2 ⇒ (10) + 19 + 2 + 1 + 2 = 34, for 1d4 + 13 + 2 ⇒ (4) + 13 + 2 = 19 damage +2d6 ⇒ (2, 5) = 7 Holy damage.
Gore, Rage: 1d20 + 24 + 2 + 1 + 2 ⇒ (15) + 24 + 2 + 1 + 2 = 44, for 1d8 + 18 + 2 ⇒ (2) + 18 + 2 = 22 damage +2d6 ⇒ (3, 4) = 7 Holy damage.
I am not including Haste, since I believe that is negated by the Source Severance.

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You are correct about out haste. It's a calculated risk fewer attacks but not contingency nonsense, mirror image etc.

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Following the druid Shump attacks the runelord.
attack smite evil: 1d20 + 33 ⇒ (4) + 33 = 37
damage: 1d10 + 21 + 2d6 ⇒ (4) + 21 + (6, 6) = 37
1st iterative
attack smite evil: 1d20 + 29 ⇒ (6) + 29 = 35
damage: 1d10 + 21 + 2d6 ⇒ (10) + 21 + (3, 4) = 38
2nd iterative
attack smite evil: 1d20 + 24 ⇒ (18) + 24 = 42
damage: 1d10 + 21 + 2d6 ⇒ (9) + 21 + (4, 6) = 40
crit confirm: 1d20 + 24 ⇒ (15) + 24 = 39
damage: 1d10 + 21 ⇒ (1) + 21 = 22
attack smite evil: 1d20 + 19 ⇒ (5) + 19 = 24
damage: 1d10 + 21 + 2d6 ⇒ (3) + 21 + (2, 2) = 28
He places his hand on his breast quickly.
lay on hands: 4d6 ⇒ (4, 2, 4, 3) = 13

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Don't forget about the summoned azata with inspire courage, +2 to attack and damage. On top of all the other buffs, and those that temporarily don't work, etc. :-)

GM Irish202 |

Is the rune lord wearing a ring?
Hard to tell, as his fingers are covered by the talon blades he wields.
With a hiss of delight, Jebediah happily pounces upon the Runelord!
After his flurry of attacks, surprisingly only his second talon and gore attack hits!
Following the druid Shump attacks the runelord.
Shump's assault manages to land a strike with his first and third strike!
Getting the maze roll out of the way for funsies and to keep things going.
Maze Roll: 1d20 + 5 ⇒ (3) + 5 = 8
Round 6:
Sharton
Ezren
Karzoug (-185)
Grognar (-16, Reflex DC 16)
Jeb
Shump (-33, 10 con damage/poisoned)
Storm Giants (North Fatigued/unconscious -246, South very glittery/mazed)
Griff
Round 7:
Sharton
Ezren
Karzoug (-185)

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Attack: 1d20 + 37 ⇒ (7) + 37 = 44 PA, Haste, Heroism, Divine Power, Eagles Soul Righteous Might, Hunter’s blessing
Damage: 3d6 + 15 + 12 + 6 + 3 + 3 + 2 + 2 ⇒ (5, 4, 5) + 15 + 12 + 6 + 3 + 3 + 2 + 2 = 57
-------------------------------------------------------------------------
Attack Haste: 1d20 + 37 ⇒ (10) + 37 = 47
Damage: 3d6 + 15 + 12 + 6 + 3 + 3 + 2 + 2 ⇒ (1, 4, 6) + 15 + 12 + 6 + 3 + 3 + 2 + 2 = 54
--------------------------------------------------------------------------
Attack: 1d20 + 32 ⇒ (9) + 32 = 41
Damage: 3d6 + 15 + 12 + 6 + 3 + 3 + 2 + 5 + 2 ⇒ (1, 6, 4) + 15 + 12 + 6 + 3 + 3 + 2 + 5 + 2 = 59
-------------------------------------------------------------------------
Attack: 1d20 + 27 ⇒ (5) + 27 = 32
Damage: 3d6 + 15 + 12 + 6 + 3 + 3 + 2 + 5 + 2 ⇒ (5, 4, 1) + 15 + 12 + 6 + 3 + 3 + 2 + 5 + 2 = 58
-------------------------------------------------------------------------
God I have been rolling poorly.

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Oh Ya +2 for every attack and kill +2 damage per hit.

Summoned Monster~ |

The lillend continues to inspire courage. (Inspire Courage +2)
She casts Invisibility on herself, knowing it probably won't help her much.

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Griff casts Heal, using his metamagic rod of extend spell to cast it over to Shump, curing him of his poison. And hit points/ability points as well!

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Hoping to finish taking down the prismatic wall, Sharton casts dispel magic.
Dispel magic: 1d20 + 16 ⇒ (7) + 16 = 23
Only if Karzoug is a 12th level caster, lol.

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Assuming that the wall is still up...
Ezren will move closer and cast his own Dispel Magic at the last color of the wall, hoping to bring it down. Using the first roll from his previous attempt, if that is ok.
Dispel: 16 + 17 = 33

GM Irish202 |

I factored in the Inspire for the damage in my previous post from Grognar and Jeb. Grognar, you still haven't made the Reflex Save from the glaive's fireball from last round (DC 16, 37 damage). Please do so at your convenience.
Attack 1 vs. Grognar: 1d20 + 22 + 1 + 1 ⇒ (2) + 22 + 1 + 1 = 26
Attack 2 vs. Grognar: 1d20 + 17 + 1 + 1 ⇒ (6) + 17 + 1 + 1 = 25
Attack 3 vs. Grognar: 1d20 + 22 + 1 + 1 ⇒ (19) + 22 + 1 + 1 = 43
Damage vs. Grognar: 1d10 + 15 ⇒ (9) + 15 = 24
Defensive Casting (DC 33): 1d20 + 33 ⇒ (12) + 33 = 45
Maze roll: 1d20 + 5 ⇒ (7) + 5 = 12
Grognar is able to land three of his four strikes, leaving the Runelord greviously injured! (After attacks and Inspire, leaves the big bad with 362 points of damage) Sharton's attempt to bring down the prismatic wall fails, but Ezren's attempt is much more successful; causing the violet wall to waver and vanish.
Karzoug, panting and dripping blood to splatter on the stone floor below, adjusts five feet back through the air away from Grognar and Shump; though his defensive wall is no longer there to protect him. (5-foot adjusts to T4) The glaive floating over Karzoug's shoulder thrusts itself three times at Grognar, with only one lucky strike managing to pierce his defenses.
While the glaive attacks, Karzoug carefully weaves his bladed talons through the air as he plucks an exquisite diamond from his robes. He crushes it as the Runelord speaks, "Return me to my full strength and health!" A blast of intense white light envelops the wizard, instantly wiping away all of his wounds to leave him completely untouched from the group's attacks! Karzoug lets off a sigh of relief, whipping his hair braid from his face to recompose himself. "Fools," he snarls at the Pathfinders before him. "You thought you had me cornered, did you not?" With a smirk, he clacks his talon blades together sharply and vanishes with a pop of displaced air. With a cursory glance around, the wizard does not appear anywhere immediately in sight!
Round 7:
Sharton
Ezren
Karzoug
Grognar (-30, Reflex DC 16)
Jeb
Shump
Storm Giants (North Fatigued/unconscious -246, South very glittery/mazed)
Griff
Round 8:
Sharton
Ezren
Karzoug

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But wait! Ezren has Steward of the Great Beyond (1/day). He can block teleports within 30'. Going with the next roll already made he gets an 18 and a check of 35 to counter the extra dimensional travel.

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Ref: 1d20 + 21 ⇒ (8) + 21 = 29

GM Irish202 |

Going with the next roll already made he gets an 18 and a check of 35 to counter the extra dimensional travel
...However, going forward, The Statute of Limitation of "re-using" rolls ends during the turn in which they were rolled....
I am sorry, Ezren, but I am going to have to say you are going to have to roll again for this check, as your turn has ended. Any rolls you had pending expired when your turn finished.

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Summoned Monster~ |

The lillend continues to inspire, scared for her life.
Inspire Courage +2

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Griff moves up and channels positive energy, making sure to exclude any baddies he detects with his lifesense.
(Think only Grognar is damaged so it's just for him)
Channel Positive Energy: 11d6 ⇒ (3, 2, 6, 4, 6, 4, 5, 1, 2, 4, 1) = 38

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GM, with Ezren's family emergency (see the Discussion tab) do you want to bot-roll his Steward of the Great Beyond check? That result obviously impacts the decisions of all of us.

GM Irish202 |

Ezren CL Check: 1d20 + 17 ⇒ (17) + 17 = 34
Karzoug CL Check: 1d20 + 21 ⇒ (17) + 21 = 38
When Karzoug attempts to teleport away, Ezren exerts his will to freeze the border between the Astral plane and this one in order to block the Runelord's magic. Karzoug's form flickers rapidly as the two struggle briefly, but with the Runelord breaks free of Ezren's control and vanishes with a sharp cracking sound!

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As a swift action, Sharton reactivates his greater invisibility and then moves a little south. Are we still in the radius of Karzoug's invisibility purge?
Sharton pulls out a Sharton action figure and casts project image, creating an illusory duplicate of himself at the far end of the cavern floating in the air above the cloud. Using the duplicate's senses, he looks around to see if Karzoug is hiding in some nook or cranny down there. He could also be in the cloudkill. Is the location of the cloud on the map accurate?
Perception: 1d20 + 27 ⇒ (16) + 27 = 43

GM Irish202 |

Sharton pulls out a Sharton action figure...
I literally laughed for a good solid minute when I read that; I never realized that spell needed that. You should enchant it to give off catch phrases or spray the holder's face with glitterdust when you push a button.
Is the location of the cloud on the map accurate?
The cloud would be approximately 40 feet off the map to the west. Where would you be placing your project image in terms of map gridding? If it is off the map, squares would be listed horizontally continuing in alphabetical order plus an asterisk (e.g. H*, I*, J*, etc.) and then doubling letters when completing the alphabet (e.g. AA*, AB*, AC*, etc). In the cloud's case, it would be centered on O*12.

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I literally laughed for a good solid minute when I read that; I never realized that spell needed that. You should enchant it to give off catch phrases or spray the holder's face with glitterdust when you push a button.
I never noticed it either until I was getting ready to post, and I couldn't resist. Nice suggestions to augment the figure.
Where would you be placing your project image in terms of map gridding? If it is off the map, squares would be listed horizontally continuing in alphabetical order plus an asterisk (e.g. H*, I*, J*, etc.) and then doubling letters when completing the alphabet (e.g. AA*, AB*, AC*, etc). In the cloud's case, it would be centered on O*12.
Sharton's projected image location and actions depends on the answer to my question about the invisibility purge, which is why he tried to go invisible first. If Sharton goes invisible, he can be pretty sure Karzoug is over 100 feet away. If he's still in the purge zone then Karzoug is closer to us than we'd like. Sharton will also glance at Griff's last location to see if he's still visible or has gone back to invisible. If Sharton is invisible but Griff is still visible, that will really narrow down Karzoug's possible location. Just how far does the cavern go?
To speed things up, if Sharton fails to go invisible then the projected image will be at C*12 and focused back toward the group, looking up and down as well as into the nooks and crannies to the sides. If he does go invisible then he'll project out to A*12 but focused away from the group.

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Quickened cure critical using combat healer.
CSW: 4d8 + 16 ⇒ (8, 7, 2, 6) + 16 = 39
While that is happening Grognar will cast true seeing.

GM Irish202 |

Just how far does the cavern go?
The cavern extends as far as it shows on the map. Beyond the cavern mouth appears to be an endless expanse with roiling seas of lava below.
To speed things up, if Sharton fails to go invisible then the projected image will be at C*12 and focused back toward the group, looking up and down as well as into the nooks and crannies to the sides. If he does go invisible then he'll project out to A*12 but focused away from the group.
Sharton will successfully turn invisible, while he will note that Griff remains visible. With the image centered on A*12 and assuming approximately 30-ish feet in the air (e.g. approximately higher than cloudkill radius height) for a better view, Sharton does not see any Runelords within his viewing window (assuming full 360 degree inspection).

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Sharton disappears and then reappears in the air above the platform where we arrived.
If you have true seeing up you know that it's an illusory projection of Sharton, much like the ones that Karzoug was casting spells through back in the tower.
"He's somewhere down here, starting in an arc wrapping around in front of me and between here and the cavern entrance, but I can't see him. I know he has mind blank so magical searching won't work if he's invisible. Let's find him!"

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Grognar moved west of his position and has 120ft ft of true seeing.

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Was planning an elder air elemental, but could be swayed to go for 1=3 bone devils as they can cast dimensional anchor at will.

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Perception: 1d20 + 36 ⇒ (3) + 36 = 39.
I would move 10' 'South' of my current position, and then move in a straight line 'West' to the far side of the chamber.

GM Irish202 |

Grognar enhances his vision, but is unable to locate Karzoug within his visual range. Jeb zooms through the air to the west while letting off almost imperceptible screeches from his jaws. His sonar only picks up his allies and the unconscious giant up on the northern walkway. However as he finishes his movement at the edge of the cavern entrance and begins actively scanning around with his sharp dinosaur eyes, Jeb actually looks straight down and notices the Runelord hovering in the air above the lava far below the entrance platform!
Jeb sees him hovering 30 feet above lava flow below the entrance platform, his elevation is 70 feet below the edge of the platform. I assumed Jeb would have zoomed over without any changes to his elevation from the throne platform, which would place him currently at 100 feet above Runelord/130 feet above lava.
Round 7:
Shump
Round 8:
Karzoug
Grognar
Jeb
Shump
Storm Giants (North Fatigued/unconscious -246, South very glittery/mazed)
Griff
Round 9:
Sharton
Ezren (Full Round Summoning, triggers beginning of turn @ Round 9)

GM Irish202 |

The Runelord pulls out another diamond and crushes, shouting as he points up at Jebediah: "I wish for magic to be removed from that creature!"
Using limited wish to mimic a targeted greater dispel magic, in hopes that I might accidentally dispel whatever keeps that dino flying.
Dispel Check: 1d20 + 21 ⇒ (9) + 21 = 30
Dispel Check: 1d20 + 21 ⇒ (13) + 21 = 34
Dispel Check: 1d20 + 21 ⇒ (8) + 21 = 29
Dispel Check: 1d20 + 21 ⇒ (8) + 21 = 29
Dispel Check: 1d20 + 21 ⇒ (14) + 21 = 35
Jeb Current Buff's at CL 18, arranged alphabetically:
Barkskin, Endure Elements, Extended Air Walk, Extended Death Ward, Extended Delay Poison, Extended Echolocation, Extended Freedom of Movement, Extended Greater Longstrider, Extended Greater Magic Fang x5, Extended Ward of the Seasons x2, Foresight, Life Bubble, Quickened Bear's Endurance, Seamantle
1d19 ⇒ 18 Quickened Bear's Endurance
1d19 ⇒ 5 Extended Delay Poison
1d19 ⇒ 11 Extended Greater Magic Fang (one cast)
1d19 ⇒ 19 Seamantle
1d19 ⇒ 16 Foresight
The Runelord looks visibly disappointed to see Jebediah still flying afterwards. He floats around the bend of the platform to weave around the pillars of gold to block the druid's charge lane for his pounce he was surely planning.
SG Maze Roll: 1d20 + 5 ⇒ (4) + 5 = 9
Round 8:
Grognar
Jeb
Shump
Storm Giants (North Fatigued/unconscious -246, South very glittery/mazed)
Griff
Round 9:
Sharton
Ezren (Full Round Summoning, triggers beginning of turn @ Round 9)
Karzoug

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Just gonna park this here.
N Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.;Perception +19
DEFENSE
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (16d10+64)
Fort +16, Ref +21, Will +7
Defensive Abilities air mastery; DR 10/—; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee 2 slams +27 (2d8+11)
Space 15 ft.; Reach 15 ft.
Special Attacks whirlwind (DC 27, 10-60 ft.)
STATISTICS
Str 32, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Base Atk +16; CMB +29; CMD 51
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) +19, Perception +19, Stealth +22
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

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Jebediah hisses and flicks his tail in annoyance, recasts Quickened Bear's Endurance, and then casts Implosion at the Runelord, before moving down to engage whatever is left in melee.
DC 23 negates, so it is a long shot...
Please put me adjacent to Karzoug.

GM Irish202 |

Jebediah hisses and flicks his tail in annoyance, recasts Quickened Bear's Endurance, and then casts Implosion at the Runelord, before moving down to engage whatever is left in melee.
As Jebediah unleashes his potent magic on the Runelord, he hears an almost comedic "BOING" noise come from a magical barrier that flares into visibility around the wizard when the implosion magic surges into him. The spell rebounds and surges right back into Jebediah!
SR Roll: 1d20 + 18 ⇒ (5) + 18 = 23
Spell Turning launches the implosion back at Jeb, so if you could kindly make me that DC 23 Fort Save, that would be great.
(...I have been waiting this entire combat to use this. For Realz. Not excited at all...)

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*Shrug* Better that it be my relatively paltry spell that cops the effect, rather than something from a 'real' caster...
Fort: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30.
I presume that the writers didn't forget to give him the required material component for that spell...?

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By the way, the hellfire balls have been sitting on and cooking the giant you keep noting as unconscious. Can we call him dead? I'd like to move those weapons over to where the mazed giant will eventually be rejoining us.

GM Irish202 |

I presume that the writers didn't forget to give him the required material component for that spell...?
Why, the same writers who give lamias unusually large reach ranges? I couldn't imagine what would give you that idea! They did indeed omit it from his gear, though the AP does list spell turning as one of his prepared spells. It would not make sense for him to prepare a spell he could not cast (key word: prepare), and it would not be fair to you all for me to switch up his prepared spells; so I will have to say that he has access to it using my GM discretion to be in line with his intended stat block.
By the way, the hellfire balls have been sitting on and cooking the giant you keep noting as unconscious. Can we call him dead? I'd like to move those weapons over to where the mazed giant will eventually be rejoining us.
When you stopped rolling damage, I kind of stopped paying attention to that situation. If you would like to go with that, it sounds good to me. Additionally, the air elemental is on the map; when you are ready to act you should be able to move it around as needed.