
Mik PZ |

Will: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 taking 2 points
Reflex: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20 taking 0 points due to Evasion
I assume I am still sickened. Mik will say, Let me dismiss the web. The assassin is around the corner.

Gimble, The Storyteller |

Griff casts Glitterdust revealing the location of the Wizard. She's flying 5' off the ground.
Will Save vs. Glitterdust: 1d20 + 6 ⇒ (19) + 6 = 25
She smiles at Griff through the flames of the web as she shakes off the blinding effect of the spell.
Initiative:
Round 7
Cerberus
Mik
Kieyanna
Troglodytes
Red Mantis
Zeromus Delayed Action. Needs to make a Will Save and Reflex Save.
Griff Move Action left.
End of Round

Cerberus Cain |

Moves over to blue dot (underneath? If needed to reach him)
CMB: 1d20 + 16 ⇒ (2) + 16 = 18
Attack with Scorpion Style and Stunning Fist.
Att: 1d20 + 17 ⇒ (10) + 17 = 27
Dmg: 2d6 + 8 ⇒ (6, 2) + 8 = 16
If it hits, 2 DC 21 fort saves, stun 1st, scorp 2nd.
Can I evade the fire if I'm choosing to run through it? If so,
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21

Gimble, The Storyteller |

Cerberus runs through the fire with a successful CMB, but takes half damage from the fire.
Fire Damage: 2d4 ⇒ (1, 2) = 3 Divided by 2 For 1 point of Fire Damage.
He strikes at the Assassin and hits her pretty hard in the kidneys,
Fort vs. Stun: 1d20 + 5 ⇒ (16) + 5 = 21
Fort vs. Scorpion: 1d20 + 5 ⇒ (16) + 5 = 21
She takes damage, but seems to shake off the effects of the strike.
Wow!
@Cerberus: You don't need to be directly under her, but can be if you want.

Mik PZ |

Seeing Griff cast Glitterdust as well as Cain putting some hurt on the assassin, Mik will dismiss the web and watch in wonder as the fire falls to the floor, disappearing. Mik will call out to Kieyanna and Zeromus, Zeromus and Kieyanna, let's circle around. and Mik will move down the upper hallway. If Mik see some bad guys, he might not approach as close as he did.

Kieyanna. |

Kieyanna moves and brings her weapon out, then casts Blessing of Fervor.
Everyone, but Mik is affected.
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.

Gimble, The Storyteller |

Troglodytes:
The Acolyte moves up and attacks Mik.
Shortspear: 1d20 + 7 ⇒ (5) + 7 = 12
Red Mantis:
An agent moves up and attacks Mik.
Elven Curved Blade: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d10 + 4 ⇒ (2) + 4 = 6 plus Fort Save DC 18 vs. Poison
From around the corner comes a female cleric bound in leather and spiked chains, she looks at Mik and casts, "May the darkness consume you."
Mik needs to make a Fort Save DC 16 as his eyesight starts to blur.
The Assassin moves and casts. Cerberus gets an AoO.
A storm of snow and ice forms in the are with an initial crushing blow to everyone in the area (no save)
Bludgeoning Damage: 3d6 ⇒ (4, 6, 2) = 12
Cold Damage: 2d6 ⇒ (2, 5) = 7
After the initial damage, the area (indicated by the blue lines) is considered difficult terrain for those in the air as well as it continues to snow and sleet. All perception checks made while in the area are at a -5.
Initiative:
Round 8
Cerberus
Mik
Kieyanna
Troglodytes
Red Mantis
Griff
End of Round

Griff Olar |

Griff's Blessing of ferver choice=(-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.)
@Gimble, Since Griff is flying do I need to make an acrobatics, or fly check to move at full speed and what would the fly DC be?

Gimble, The Storyteller |

I checked the Acrobatics, Fly, and Hampered Movement sections, and I don't see anything that allows a check to move at full speed through difficult terrain. If you find something, can you reference it for me. If there's an acrobatics check, make that the fly check. If you don't find anything, there's no way to move through faster without a Freedom of Movement type of ability.

Cerberus Cain |

@Gimble: Brings up an interesting question for me too. Are my featherstep slippers going to get me through or is the fact that the air around it is affected going to keep them from working?

Cerberus Cain |

Since the item works the same as the spell and doesn't designate whether the difficult terrain is in the air or on the ground, it seems like they should work, but I'm getting hung up on the "step" part of "feather step" and it's giving me second thoughts.

Mik PZ |

Mik has Mirror Image running with three duplicates and believe the agent needs to make a d4 check to see what he hit. Will roll the fort save in case the agent's attack find his intended mark.
For the poison.
FortDc18: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
For the blindness.
FortDc16: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Well, that was excellent. Looking directly at the female cleric, Mik says, Your power holds no sway over me witch. Your time is limited and would be best used to make peace with your demon master while your body still holds breath.
@Cain and Gimble: If you are flying, I can see where the slippers may be of no use but if you are on the ground, I think you move normally. Just my 2 cents. My understanding of the description is that both land and air creatures are encountering Difficult Terrain.
Mik will tumble back away from the agent and assassin to around the corner, spinning and popping off a focused shot at the trog acolyte.
Focused Shot: 1d20 + 14 - 2 - 2 + 1 ⇒ (5) + 14 - 2 - 2 + 1 = 16 assuming Bless is still active.
Damage: 1d8 + 4 + 5 - 2 ⇒ (2) + 4 + 5 - 2 = 9
Acrobatics: 1d20 + 18 - 2 ⇒ (5) + 18 - 2 = 21

Griff Olar |

Hmmm, I can't find it anywhere. it might be that I saw it under a spell, and thought it worked any time. My bad :(
Griff will move so as to see down the hall, perception: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 then finish his move back a bit.(movement designated by the blue line). seeing the caster in the other hall andthe edg of the spell effect Griff says " Cain, Kieyanna, I can Dimentional step us past this and right next to her. ready?"
Griff will then reach down, and touch them on the sholdersand Dimentional step us into the other hall. we will be in the same positions in relation to Griffs Icon. (35; of D.Step used per toon)
Still have a swift just want to see the hall.

Gimble, The Storyteller |

Since the item works the same as the spell and doesn't designate whether the difficult terrain is in the air or on the ground, it seems like they should work, but I'm getting hung up on the "step" part of "feather step" and it's giving me second thoughts.
They work vs. Difficult Terrain, so yes, you'll feather step slippers will work.

Cerberus Cain |

Swift action to lay on hands before moving up (the semi-long way to avoid the AoO) and continuing to wail on that same baddie. And I'll go with the +2 attack and AC from the blessing.
LoH: 3d6 ⇒ (6, 3, 6) = 15
Pwr Att: 1d20 + 16 ⇒ (1) + 16 = 17
dmg: 3d6 + 14 ⇒ (4, 4, 5) + 14 = 27

Griff Olar |

Sinse no one used Griff's free movement and he finds himself alone(after the 2 redied actions go off). In Elven I could use some healing too, coming back at you.Chanel an heal me too.Griff will finish his turn by "SHIFT"ing backwards 25'.
Insodentaly if you Chanel from where you are at you'll get Mik too.

Cerberus Cain |

So I moved over there to keep Griff from being surrounded and alone, but now his turn ended with him not being there anymore, techninically before I had moved there to back him up. Can I edit my turn? If so, I'll still lay on hands and I'll re-cast shield using my awesome d20 roll of 1 from my attack. Which would mean I can't use that wand again for 24hrs. Then I'll look at it sadly and put it away.

Gimble, The Storyteller |

So I moved over there to keep Griff from being surrounded and alone, but now his turn ended with him not being there anymore, techninically before I had moved there to back him up. Can I edit my turn? If so, I'll still lay on hands and I'll re-cast shield using my awesome d20 roll of 1 from my attack. Which would mean I can't use that wand again for 24hrs. Then I'll look at it sadly and put it away.
That's fine. Just an FYI, I'm really sick, along with the rest of the household. I'll update when I feel better.

Gimble, The Storyteller |

@Mik: Troglodyte misses regardless of it being a Mirror Image or not.
Agent's attack hits Hits Mik with a 4: 1d4 ⇒ 2
Agent's attack destroys an image, no damage to Mik.
Your first Acrobatics check vs. Troglodyte misses due to +4 to CMD.
You need to make an acrobatics check for each creature you're moving away from.
Mik's Acrobatics check vs. Agent: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
Which fails as well.
Attacks of Opportunity
Troglodyte Shortspear: 1d20 + 7 ⇒ (9) + 7 = 16
Mirror Image (hits Mik on 3): 1d3 ⇒ 1
The Troglodyte destroys a mirror image.
Agent's Elven Curved Blade: 1d20 + 10 ⇒ (9) + 10 = 19
Mirror Image (Hits Mik on 2): 1d2 ⇒ 1
The Agent Destroys the last Mirror Image.
Mik's Focused shot ricochets off the dungeon wall, missing.
@Griff:Readied Attacks go off as no one teleports with Griff.
Griff sees a hallway full of the strongest remaining Red Mantis. A Troglodyte Acolyte strikes at Griff as well as the Guard that was watching the captured Gelik.
Troglodyte Shortspear: 1d20 + 7 ⇒ (7) + 7 = 14
The Shortspear strikes wide of the flying Goblin.
Guard Sawtooth Saber: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d8 + 9 ⇒ (3) + 9 = 12 plus Fort Save DC 18 vs. Poison

Gimble, The Storyteller |

A little housekeeping: I forgot to have Mik Roll Fort Saves for the 2 doses of poison he failed early. I won't go back and have a lot of accumulating fails stack up, that wouldn't be fair. Roll Round 2 now, and we'll just say there was a little delay in it affecting you.
@Mik: 2 Fort Saves DC 18 vs. Poison
Failed 1st Save: 1d2 ⇒ 2 DEX Damage
Failed 2nd Save: 1d2 ⇒ 1 DEX Damage

Kieyanna. |

Kieyanna chooses +2 Attack/ +2 AC
Kieyanna Channels Positive Energy getting everyone in the radius.
Healing: 5d6 ⇒ (6, 6, 1, 2, 4) = 19
She'll then activate Agile Feet and Move to the edge of the magical snow storm.

Gimble, The Storyteller |

I moved Cerberus back to where I thought he was.
@Mik: The troglodyte moves up and attempts a touch attack
Touch Attack: 1d20 + 6 ⇒ (4) + 6 = 10
But fails to attack Mik.
The Agent moves up and swings her sword at you.
Elven Curved Blade: 1d20 + 10 ⇒ (18) + 10 = 28
Crit Confirm: 1d20 + 10 ⇒ (20) + 10 = 30
Damge: 2d10 + 6 ⇒ (4, 2) + 6 = 12 (Mik already made his save vs. Poison for this attack)
The Wizard/Assassin casts another Fireball, centered at the same place as the Ice Storm.
Fire Damage: 7d6 ⇒ (2, 6, 2, 6, 1, 5, 3) = 25
Reflex DC 20 for half.
Then she moves back down the hallway.
Initiative:
Round 9
Cerberus
Mik
Kieyanna
Troglodytes
Red Mantis
Griff
End of Round

Griff Olar |

Fort save vs. poison: 1d20 + 10 ⇒ (13) + 10 = 23 Gfriff saves
Reflex vs. Fireball: 1d20 + 11 ⇒ (16) + 11 = 27 Griff saves (12 damage)
Griff seeing that Mik is in yet another spot of bother will cast Spiked pit underhis problems.
Spiked pit reflex DC= 21 Fall= 50' +2d6 spike damage
Then Griff will move up behind Kieyanna and Whisper A little more healing please

Mik PZ |

Fort DC18: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Fort DC18: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
Oh, you dirty, rotten assassin.
Mik's Dex drops to 14. Made adjustments to HP and AC so header should be accurate.

Mik PZ |

Wow, thanks Griff, that helped to even things up a bit. and Mik gives a nod to Griff as he rounds the corner.
Mik will fly 5' away from the Agent and then circle back to the corner to avoid any AoO although I think the corner provides cover, glancing down to see if the Trog is moving.
Looks like it is just the two of us, ugly. Mik says, hopefully provoking the Agent. Mik will then fire a Focused Shot at the Agent's skull.
Focused Shot: 1d20 + 14 - 2 - 3 + 1 ⇒ (14) + 14 - 2 - 3 + 1 = 24 assuming Bless is still active.
Damage: 1d8 + 4 + 5 - 2 ⇒ (8) + 4 + 5 - 2 = 15
@Gimble: Do you want to wait another 8 rounds until I roll more Fort saves for the poison? Are you sure? Ok, fine, be that way, here there are.
Fort DC18: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
Fort DC18: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Dex will be 12 or 13 and adjusted AC. Forgot to modify Touch AC before but is now accurate in header. Sorry about that.

Gimble, The Storyteller |

Griff casts Spiked Pit to help out Mik. The Trog gets caught in the pit, but is still alive (though looks bloodied).
Cerberus pulls out another wand and starts to cast Enlarge Person (Will need a UMD check).
Mik manuvers himself into the corner above the pit and fires at the agent. Hitting. Bless is active for Minutes (See Kieyanna's Header).
Upon the Red Mantis's turn, Mik makes 1 save for Poison, but fails the 2nd.
DEX Damage Rd. 3: 1d2 ⇒ 2