
Karnog Kegmeister |

"Sounds good to me. At least whatever we encounter down there will have to fit in that small bit."

Grungsdi |

Grung nods and leads the way, after the scout of course

Karnog Kegmeister |

1d20 + 19 ⇒ (10) + 19 = 29 perception (+2 dealing with unusual stonework)

Karnog Kegmeister |

"I hear a crying. It could be a trap, down here. I say we check it out, cautiously. "

Grungsdi |

Grung nods to the sneakiness to move ahead if he wants to, then he will lead the way again

Desmond Aeros |

Bah, my post must have been eaten. Move forward, stealth and perception check. Can't format well on my phone and have a busy weekend, sorry.

baldwin the merciful |

Desmond leads the party through some tunnel until he enters a cavern. Within the cavern is a human and she is is chained naked to far cavern wall. She looks like she has been through a rough time of it and her ragged clothes lay in pile near the center of the cave.
What are you going to do? You don't see any foe initially.
I'll have to work on a battle map

Grungsdi |

Grung loads up a spark bullet into his sling and whips it across the room, nearish to her to see if she moves or says anything, or whatever
1d20 ⇒ 2 anything but a 1 i suspect
lol

baldwin the merciful |

Karnog: 1d20 + 1 ⇒ (7) + 1 = 8
Kalim: 1d20 + 2 ⇒ (16) + 2 = 18
Grung: 1d20 + 2 ⇒ (20) + 2 = 22
Feli: 1d20 + 4 ⇒ (18) + 4 = 22
Desmond: 1d20 + 10 ⇒ (1) + 10 = 11
enemy: 1d20 + 7 ⇒ (13) + 7 = 20
RA Initiative:
Felic
Grung
Enenemy
Kalim
Desmond
Karnog
We haven't ahd a drag 'em sock 'em battle in a few weeks ...IT'S TIME!

Karnog Kegmeister |

"What's with the bullet? I don' trust this woman any more than you, but ye don' see me chucking rocks at her head."
Karnog reads his shield and casts protection from evil on himself.

baldwin the merciful |

A large creature appears just as it casts a spell. It is dry, hovering corpse's chest is a prison of jagged ribs, within which is trapped a small tormented ghostly form.
Knowledge religion or planes.
I need a few minutes to post the spell acion.
RD 1
RA Initiative:
Felic - moves
Grung - fires a stone that hits the prisoner.
Enemy - spell cast confusion.
Kalim
Desmond
Karnog - protection for DM

baldwin the merciful |

RD 1: Enemy
A spell springs forth from the creature. Everyone has a Will save 19.
This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked)
If the spell effects you than roll a d100

Desmond Aeros |

Will: 1d20 + 6 ⇒ (17) + 6 = 23 Wow I actually made a will save!
Desmond steels himself against the spell and runs forward, slipping into cover.
Double move to around the F12 area, in that little side tunnel with cover so I can use stealth.
Stealth: 1d20 + 27 ⇒ (16) + 27 = 43

Karnog Kegmeister |

1d20 + 17 ⇒ (17) + 17 = 34 will

baldwin the merciful |

Felicitas make d100 roll for Aurora. then look under the spoiler above for the effect on him.
DC 16 (Religion) Though uncertain what this creature is, you are positive it is one of the undead. This reveals result all undead traits.
DC 21 This creature is a devourer, a horrific undead monster that can typically be found stalking prey on the Ethereal and Astral Planes. The tiny figure in its rib cage is the trapped essence of a slain opponent upon which it feeds to sustain its unnatural life.
DC 26 The devourer is named for its ability to consume an enemy's life essence. The devourer reaches out and touches its victim, that is slain instantly if their body fails to resist the devourer's horrific magic. The slain creature's essence is trapped within the figure in the devourer's ribs which takes on the features of the victim. Only the most powerful magics can free the victim, though destroying the devourer has the same effect. Luckily, a devourer can only hold a single essence at a time.
DC 31 A devourer's touch drains the life energy of its victim, inflicting a negative level with ever touch. It can even do this through the use of its spectral hand spell-like ability. Devourers are also resilient to magical attacks.

Karnog Kegmeister |

1d20 + 9 ⇒ (17) + 9 = 26 kn (religion)

Grungsdi |

was aiming for the wall. Apparently I'm so bad with this thing I literally can't hit a wall

Grungsdi |

Will 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
go go gadget dice!

Grungsdi |

Hard to tell but looks likening an double move next to the prisoner. Drawing croaker

baldwin the merciful |

baldwin the merciful |

RD 2: Enemy
The creature steps up 5 ft and attacks Grung,
claw 1, shaken: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17;damage: 1d8 + 9 ⇒ (8) + 9 = 17
plus energy drain DC 20 fort,
claw 2, shaken: 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34;damage: 1d8 + 9 ⇒ (8) + 9 = 17
plus energy drain DC 20 fort
This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.
Any spell cast at this creature it has SR

Desmond Aeros |

Acrobatics (with boots): 1d20 + 28 ⇒ (3) + 28 = 31
Desmond breaks stealth as he runs along the wall, then dives and rolls behind the enemy to hamstring it!
Attack: 1d20 + 19 + 2 + 3 ⇒ (10) + 19 + 2 + 3 = 34 +2 if flanking
Damage: 1d6 + 8 + 3 + 6d6 ⇒ (5) + 8 + 3 + (2, 5, 5, 6, 5, 4) = 43
Cold Damage: 1d6 ⇒ 2

baldwin the merciful |

Desmond flings himself along the wall but he is surprised that the creature is quick enough to foil the acrobatic attempt. Desmond you lose the move action for failing the CMD check. You would not have been flanking anyway. It has 10 foot reach and attacked Grung using that reach.
AOO, shaken: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18;damage: 1d8 + 9 ⇒ (6) + 9 = 15
The attack misses Desmond.

Karnog Kegmeister |

Karnog casts blessing of fervor on the party.
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
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.
Make 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.
"Strike fast, hard, and true! Destroy this creature as fast as possible!"

Kalim Gudlavaletti |

scorching ray: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27damage: 4d6 ⇒ (2, 3, 4, 5) = 14
scorching ray: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29damage: 4d6 ⇒ (1, 1, 6, 5) = 13
scorching ray: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14damage: 4d6 ⇒ (5, 1, 2, 4) = 12
Kalim moves back and fires at the creature.

baldwin the merciful |