
Glimmil |

Glimmil continues to give the others pleading looks as he dry heaves, one hand holding up a shield and another waving his hooked hammer about like a party favor.
"Ugh... what's... wrong... hrrrauuuuhgh..."
Cog hacks like a kitten coughing up a furball.
"Gar... hraauuughh...."

Dyrant Maynor, the Pre-Sainted |

Round 8, Init 26
Bralani casts Cure Serious Wounds and moves to heal Finn. (CSW#2.)
3d8 + 7 ⇒ (2, 5, 4) + 7 = 18 Healing
Dyrant will take a good gander at Dr. Tofu-tt, trying to understand its nature.
1d20 + 2 ⇒ (7) + 2 = 9 Know (+20 Arcana, +22 Planes, +18 Religion)
Dyrant delays.
Bralani
CG Medium outsider (azata, chaotic,extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12,Perception +15, Ride +14, Sense Motive +12,Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form

Atol Lem |

Round 8, Initiative 13, Location:H11->G10
Atol HP: 68/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Bestow Resolve (7 of 10), Prayer (6 of 12)
Channel Energy Left: 6/8
Healing Touch: none
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Seeing that Finneas is largely healthy, while his own guts litter the floor, Atol casts Cure Serious Wounds for 3d8 + 12 ⇒ (2, 4, 2) + 12 = 20 on himself (converting a Daylight). He, of course, casts defensively.
Concentration: 1d20 + 17 ⇒ (5) + 17 = 22 vs DC 21
Atol then, finally, 5' steps out of flank (to G10)
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Remember +1 attacks/damage/skills/saves from Prayer
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.

Finneas Glenn |

Round 8 Init 25
HP = 123/123
AC/T/FF = 27/11/27 (50% miss) DR 6/-
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 9/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 7/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Displacement, BoF, Deadly Juggernaut, Barkskin (+5), Enlarge Person
Finneas continues his assault on the half orcs.
Greatsword @H06: 1d20 + 22 ⇒ (13) + 22 = 353d6 + 19 ⇒ (1, 6, 1) + 19 = 27
Evil: 2d6 ⇒ (2, 5) = 7
Greatsword @H06: 1d20 + 17 ⇒ (1) + 17 = 183d6 + 19 ⇒ (4, 6, 2) + 19 = 31
Evil: 2d6 ⇒ (1, 1) = 2

GM_Chris |

Dyrant figures out that the doppleganger is also some kind of demodand based on his acidic claws.
Finneas gets in one good hit, but somehow manages to miss on the backswing.
Toffitt drops the doppleganger and gets in a couple not so sneaky stabs on a half-orc.
The last two half-orcs close on Finneas as the last flank available. They swing well, but Finneas' cloak mostly protects him. They do manage two hits though (22 damage total).
HO3 double axe at Finneas: 1d20 + 19 + 2 - 1 - 1 ⇒ (12) + 19 + 2 - 1 - 1 = 31 HIT
damage: 1d8 + 7 - 1 ⇒ (3) + 7 - 1 = 9
miss chance: 1d100 ⇒ 73
HO3 double axe at Finneas: 1d20 + 14 + 2 - 1 - 1 ⇒ (18) + 14 + 2 - 1 - 1 = 32 MISS
damage: 1d8 + 7 - 1 ⇒ (4) + 7 - 1 = 10
miss chance: 1d100 ⇒ 21
HO3 double axe at Finneas: 1d20 + 9 + 2 - 1 - 1 ⇒ (9) + 9 + 2 - 1 - 1 = 18 MISS
damage: 1d8 + 7 - 1 ⇒ (8) + 7 - 1 = 14
miss chance: 1d100 ⇒ 40
-
HO6 double axe at Finneas: 1d20 + 19 + 2 - 4 - 1 - 1 ⇒ (12) + 19 + 2 - 4 - 1 - 1 = 27 MISS
damage: 1d8 + 7 - 1 ⇒ (5) + 7 - 1 = 11
miss chance: 1d100 ⇒ 23
HO6 double axe at Finneas: 1d20 + 14 + 2 - 4 - 1 - 1 ⇒ (1) + 14 + 2 - 4 - 1 - 1 = 11 MISS
damage: 1d8 + 7 - 1 ⇒ (7) + 7 - 1 = 13
miss chance: 1d100 ⇒ 91
HO6 double axe at Finneas: 1d20 + 9 + 2 - 4 - 1 - 1 ⇒ (20) + 9 + 2 - 4 - 1 - 1 = 25 CRIT?
damage: 1d8 + 7 - 1 ⇒ (7) + 7 - 1 = 13
miss chance: 1d100 ⇒ 79
HO6 double axe at Finneas: 1d20 + 9 + 2 - 4 - 1 - 1 ⇒ (10) + 9 + 2 - 4 - 1 - 1 = 15 Nope
damage: 1d8 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Round 9
Dyrant = 26
Finneas = 25
Toffitt = 23 -
Glimmil = 19 - NAUSEATED
Atol = 13 -
Half-orcs (all raging)= 5
HO3 - (-2 STR, -48, -25, -23 = -96)
HO6 - (-4 ATK)(-31, -39, -37, -34 = -141)
Evil Toffitt - DOWN

Atol Lem |

Round 9, Initiative 13, Location:G10->H09
Atol HP: 71/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Bestow Resolve (8 of 10), Prayer (7 of 12)
Channel Energy Left: 6/8
Healing Touch: Atol
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Atol steps back (5' step to H09) from the battle and heals himself a little further, touching himself with the blessings of St. Cuthbert.
Cure Light Wounds for 1d8 + 1 ⇒ (2) + 1 = 3
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Remember +1 attacks/damage/skills/saves from Prayer
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.

Dyrant Maynor, the Pre-Sainted |

Round 9, Init 26
Bralani is in G09.
Dyrant is in E10(5').
"Good work. The fat one, would you protect him?"
Bralani casts Blur on Atol.
Dyrant touches himself with some good Cuthbertine loving.
2d8 + 10 ⇒ (2, 1) + 10 = 13 Healing
AC: 20 (+4 Dex, +4 MageArmor, +1 NA, +1 size)
HP: 81/90 + 0 temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = Finn, Dyrant
Favor of St. Cuthbert =
Fly: 1 of 12 minutes used
Fly, current iteration: 10 of 10 rounds used
Metamagic Rod Extend (0/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 9/10
Blur: Round 5 of 70
Bralani
CG Medium outsider (azata, chaotic,extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12,Perception +15, Ride +14, Sense Motive +12,Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form

Doctor Abner Svengalu Toffitt |

Round 9, Init 23 (>H11}
Toffitt continues to cut into the half-orc, satisfied that the doppelganger might survive for questioning.
Dueling sword: 1d20 + 20 + 2 + 2 + 1 ⇒ (5) + 20 + 2 + 2 + 1 = 30
1d8 + 9 + 9 + 1 ⇒ (7) + 9 + 9 + 1 = 26 + Sneak & 2 STR?: 6d6 ⇒ (3, 3, 3, 5, 6, 2) = 22
Iterative: 1d20 + 15 + 2 + 2 + 1 ⇒ (5) + 15 + 2 + 2 + 1 = 25
1d8 + 9 + 9 + 1 ⇒ (1) + 9 + 9 + 1 = 20 + Sneak & 2 STR?: 6d6 ⇒ (4, 5, 5, 3, 5, 6) = 28
Fervor: 1d20 + 20 + 2 + 2 + 1 ⇒ (19) + 20 + 2 + 2 + 1 = 44
1d8 + 9 + 9 + 1 ⇒ (5) + 9 + 9 + 1 = 24 + Sneak & 2 STR?: 6d6 ⇒ (3, 6, 1, 2, 5, 1) = 18
confirm Fervor: 1d20 + 20 + 2 + 2 + 1 ⇒ (1) + 20 + 2 + 2 + 1 = 26
1d8 + 9 + 9 + 1 ⇒ (3) + 9 + 9 + 1 = 22

Finneas Glenn |

Round 9 Init 25
HP = 113/123
AC/T/FF = 27/11/27 (50% miss) DR 6/-
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 9/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 7/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Displacement, BoF, Deadly Juggernaut, Barkskin (+5), Enlarge Person
The last vestiges of power in his Kordite spell ready to fade, it nonetheless saves Finneas from a pair of nasty wounds.
Greatsword @H06: 1d20 + 22 ⇒ (13) + 22 = 353d6 + 19 ⇒ (1, 2, 5) + 19 = 27
Evil: 2d6 ⇒ (3, 5) = 8
Greatsword @H06: 1d20 + 17 ⇒ (10) + 17 = 273d6 + 19 ⇒ (3, 5, 3) + 19 = 30
Evil: 2d6 ⇒ (3, 6) = 9

GM_Chris |

Dyrant heals Atol before he becomes blurry.
It takes Finneas both swings, but another half-orc that isn't him drops to the ground.
Toffitt is unable to confirm his last hit, so the final half-orc remains standing. It tries to retaliate against him before he dies.
HO3 double axe at Finneas: 1d20 + 19 - 1 - 1 ⇒ (12) + 19 - 1 - 1 = 29
damage: 1d8 + 7 - 1 ⇒ (6) + 7 - 1 = 12
HO3 double axe at Finneas: 1d20 + 14 - 1 - 1 ⇒ (18) + 14 - 1 - 1 = 30
damage: 1d8 + 7 - 1 ⇒ (7) + 7 - 1 = 13
HO3 double axe at Finneas: 1d20 + 9 - 1 - 1 ⇒ (12) + 9 - 1 - 1 = 19
damage: 1d8 + 7 - 1 ⇒ (6) + 7 - 1 = 12
If he's not cut down this round, the half-orc dies as his ferocity ends and his rage stops.
That's 10 rounds of the blur cloak for Finneas.
It will be another five rounds or so (10 rounds total) before Glimmil and Cog are better.

Atol Lem |

Round 10, Initiative 13, Location:H09
Atol HP: 71/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Bestow Resolve (9 of 10), Prayer (8 of 12)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (2/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Atol looks at his hand all blurry like. He waves it in front of his eyes a few times watching the effect. After a short while, he shrugs it off and pays attention to his duty.
Though wounded himself, Atol heals Finneas a little further with his touch.
Cure Light Wounds for 1d8 + 1 ⇒ (3) + 1 = 4
Atol uses Blessings of Fervor for +2attacks/AC/reflex saves this round.
Remember +1 attacks/damage/skills/saves from Prayer
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.
NOTE: After the fight, Atol will break out the wand of cure light wounds and pass the healing around. Please roll your own healing and I'll track the charges.

Doctor Abner Svengalu Toffitt |

Toffitt moves to the doppelganger before Dyrant has a chance to chop its head off. He quickly attempts to discern what sort of creature it is: A true doppelganger? A magically disguised, bestial alchemist? He then attempts to revive it with a bit of painful chirurgery (healing touch, 5 hp v. damage & nonlethal).
Knowledge (local): 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Knowledge (nature) / heal: 1d20 + 20 + 2 + 1 ⇒ (12) + 20 + 2 + 1 = 35

Dyrant Maynor, the Pre-Sainted |

Round 10, Init 26
Dyrant will cast Detect Magic and float to E7 and return, looking for bad guys.
The Bralani will draw sword as it flies to intercept any bad guys Dyrant sees.
4: Blur
5: Blur@Dyrant
6: Wind Wall
7: CSW
8: CSW
9: Blur@Atol
10: Fly, Protect Dyrant
11:
12:
Bralani
CG Medium outsider (azata, chaotic,extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 66 (7d10+28)
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
Base Atk +7; CMB +12; CMD 26
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12,Perception +15, Ride +14, Sense Motive +12,Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form

Glimmil |

Round 10, Init 13-
Glimmil and Cog both continue to dry heave, although in their blurry-eyed queasy state, Glimmil remains uncertain if its due to the abilities of one of their enemies, or it's the gristle stew he shared with Cog earlier.
He gives Atol a pleading look.
(I know Atol doesn't have remove sickness handy, but it's what Glimmil would do)

Finneas Glenn |

HP = 117/123
AC/T/FF = 27/11/27
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 7/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = BoF, Barkskin (+5), Enlarge Person
Finneas stares at the corpses around him, counting them and matching each to the name of a fallen priest.
"We need more to kill."

Atol Lem |

Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Bestow Resolve (10 of 10), Prayer (9 of 12), Blur (2 of ??)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (1/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
He gives Atol a pleading look.
As the last half orc falls, Atol takes out a scroll of Remove Sickness and casts it on Glimmil, though he cannot help poor Cog.
He then heals himself with the wand.
Cure Light Wounds for 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds for 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds for 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds for 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds for 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds for 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds for 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds for 1d8 + 1 ⇒ (7) + 1 = 8
(8 charges)
He also uses a pearl of power to get his command spell back.

GM_Chris |

Being nauseated, the half-orcs are moving at essentially half speed so they can be caught. I'll assume they also meet their end.
Dyrant finds some magic. The weapons are +1 along with their chain shirts. They each have 2 potions of blur as well as a fly potion. They each also have a +2 belt of strength and a +2 cloak of resistance.

Doctor Abner Svengalu Toffitt |

"That's a mighty handsome face you have on there. Tell me, what use are you to us alive? I'll happily leave you as such if you give me reason. What information can you tell us about Vhalantru and what awaits us inside?"
you choose the poison: Diplomacy +16, Intimidate +5: 1d20 + 2 ⇒ (7) + 2 = 9
"Mind, my large friend over there isn't feeling so generous. Your lot killed his brothers, and he's got murder on his mind."

Dyrant Maynor, the Pre-Sainted |

Dyrant sends the Bralani to hunt the fleeing halforcs, with lightning bolts and superior speed to hunt the enemies of good.
Dyrant accepts a hit of the wand of CLW from Atol.
1d8 + 1 ⇒ (7) + 1 = 8 healing
He casts Greater Holy Life. 3d10 + 13 ⇒ (4, 4, 1) + 13 = 22 temp hp
Dyrant will collect 2 potions of blur and the belts of strength, leaving the rest.
"Shall we proceed, gentlemen and battlepuppy?"
AC: 20 (+4 Dex, +4 MageArmor, +1 NA, +1 size)
HP: 89/90 + 22 temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = Finn, Dyrant
Favor of St. Cuthbert =
Fly: 1 of 12 minutes used
Fly, current iteration: 10 of 10 rounds used
Metamagic Rod Extend (2/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 9/10
Blur: Round 5 of 70
Heroism, Extended
See Invisibility, Extended

Glimmil |

Atol could save his scroll since it seems like the nausea wears off naturally within the minute.
While Dyrant and Toffitt begin to play bad sheriff/bad sheriff with the man, Glimmil hops onto Cog and moves into the middle of the group, pulls out several spoons, and begins chanting to Garl Glittergold.
Cast Magic Circle Vs Evil before I forget, lasts 10min/level.

Atol Lem |

Atol could save his scroll since it seems like the nausea wears off naturally within the minute.
No, I'm fine using the scroll. I almost did it in combat, but thought it was a touch spell and I couldn't get to you. We don't know when it wears off, and wouldn't have waited over long. It's a good use.

Doctor Abner Svengalu Toffitt |

Has Gortio changed form, or is he permanently 'Toffitt'?
Toffitt listens and attempts to ascertain the veracity of the man's claims.
Sense motive: 1d20 + 25 ⇒ (2) + 25 = 27
"I assume you mean Vhalantru. If he's not human, what is he? Have you seen his true form?"

Doctor Abner Svengalu Toffitt |

Toffitt nods, considering whether what the man says is true—both about his unwillingness as a flunky, and his description of Vhalantru.
Sense Motive re: Vhalantru: 1d20 + 25 ⇒ (19) + 25 = 44
Should he feel satisfied that all is true, he nods his head at Finn. "This one has almost earned mercy from me. Once he tells us of the layout and forces within, I say we let him go. Should you wish to be returned to your proper form, come see me. I've some facility with such curses."

GM_Chris |

Toffitt can tell Gotio's tears are fake, but his details ring true. Taking a closer look at the statues, Dyrant can tell half of them are people that have been turned to stone.
"Vhalantru is downstairs, but his 'children' are upstairs. They're not as big as him, but..."
The stairs lead up to a balcony that circles the room. Gotio looks up and on the walkway are four floating smaller creatures similar to a beholder.

Dyrant Maynor, the Pre-Sainted |

1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 Know (Dungeoneering)
Dyrant looks at the eyes, trying to determine their nature before they get too close.
Edit: Dyrant will fireball the eyes as quickly as safely possible.

GM_Chris |

Not taking any chances, the fiery Cuthberite attacks the passive children floating above the party.
Atol 1d20 + 4 ⇒ (7) + 4 = 11
Dyrant 1d20 + 10 ⇒ (5) + 10 = 15
Finneas 1d20 + 7 ⇒ (9) + 7 = 16
Finneas Bonus roll 1d20 + 7 ⇒ (12) + 7 = 19
Glimmil 1d20 + 1 ⇒ (19) + 1 = 20
Cog
Toffitt 1d20 + 12 ⇒ (13) + 12 = 25
floating eyes: 1d20 + 5 ⇒ (7) + 5 = 12
Dyrant's fireball is the surprise round. Please let me know where it hits.
Toffitt = 25
Glimmil = 20
Finneas = 19
Dyrant = 15
floating eyes = 12
Atol = 11
There is anti-magic, dispel magic, etc, about to occur so please ensure your character pages are updated.

Atol Lem |

I go after they do, but for reference, here is my current status. Ongoing spells and abilities are near the top under 'Conditions'.
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Blur (50 of 70)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (1/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Blessings of Fervor, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast

Dyrant Maynor, the Pre-Sainted |

Round o' Surprise
Yep, they look evil. Ain't no doubt.
10d6 ⇒ (6, 3, 6, 1, 2, 2, 3, 4, 1, 6) = 34 fire damage vs. DC 21 reflex
Should be able to catch E1, E2, E3 & E4.
Will post Round 1 action after Dyrant sees if this attack was successful.
AC: 20 (+4 Dex, +4 MageArmor, +1 NA, +1 size)
HP: 89/90 + 22 temp
Weapon Equipped = AngelRelic
Blessing of St. Cuthbert (+3 AC/Saves) = Cog/Atol
Healing Touched Today = Finn, Dyrant
Favor of St. Cuthbert =
Fly: 2 of 12 minutes used
Fly, current iteration: 5 of 10 rounds used
Metamagic Rod Extend (2/3 used)
Metamagic Rod Acid (0/3 used)
Metamagic Rod Silent (0/3 used)
AngelRelic (Staff of Fire) 9/10
Blur: Round 49 of 70
Heroism, Extended
See Invisibility, Extended
Mage Armor

Dyrant Maynor, the Pre-Sainted |

Wasn't aware it was just 20' up. That said, putting it in the corner will get 3 and Finneas. And Dyrant, too angry to think, would do just that. Unless Finn minds...but we got healing for you.

Glimmil |

Round 1, Init 20
The only spell-effect Glimmil has up was the CoPfE.
Glimmil's train of thought takes a detour as he hears the sound of the fiery explosion erupting above him.
"Looks like we're back to work, Cog!"
Dropping his visor back into place, Glimmil charges up the stairs and to his left, swinging Claw-Whomper down onto the first eye-monster he sees (E4)
Cog Bite, Power: 1d20 + 15 + 1 - 3 ⇒ (5) + 15 + 1 - 3 = 18 for 1d6 + 5 + 6 ⇒ (4) + 5 + 6 = 15 with trip 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Claw Whomper, Power Attack: 1d20 + 19 + 1 - 0 ⇒ (2) + 19 + 1 - 0 = 22 for 1d6 + 7 + 8 ⇒ (1) + 7 + 8 = 16
Holy vs Evil: 2d6 ⇒ (1, 5) = 6
Glimmil Status:
HP: 130/130
AC: 29 (T 14 | FF 28)
Spells:
1) [ ] Hero's Defiance [ ] Lesser Restoration [ ] Veil of Positive Energy
2) [ ] Aura of Greater Courage [ ] Litany of Righteousness
3) [X] Magic Circle Vs Evil [ ] Sky Steed
Abilities:
Smite Left: 3/4
Lay Hands Left: 7/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)

GM_Chris |

E1: 1d20 + 4 ⇒ (17) + 4 = 21 17 damage
E3: 1d20 + 4 ⇒ (9) + 4 = 13 34 damage
E4: 1d20 + 4 ⇒ (6) + 4 = 10 34 damage
All three of the children remain flying.
They do have a gaze attack, so if you're going to target it or go into melee, let me know if you're averting, etc, and make a WILL save as appropriate.
Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature's eyes. The attack can have any sort of effect: petrification, death, and charm are common. The typical range is 30 feet, but check the creature's entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature's racial HD + gazing creature's Cha modifier; the exact DC is given in the creature's text). A successful saving throw negates the effect. A monster's gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature's face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature's allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Doctor Abner Svengalu Toffitt |

Round 1, Init 25 {>K9 +15'}
Atol, don't forget you have ablative barrier on. Also, Atol, Cog and Finneas had 30 minutes each of air walk.
Toffitt drinks his extract of echolocation and air walks in to the room, eyes open since he knows nothing of gaze attacks. "Finneas, fog?"
Not targeting or fighting yet, but here's a Will save anyway; see immunities in status: 1d20 + 11 ⇒ (12) + 11 = 23
Active effects/conditions ablative barrier (40), air walk, ant haul, echolocation, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 32 / 33 crowd control (20 touch; 22 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +3 nat armor
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 79=90+1+17-15-10-9+5 / 90
Fort +15 Reflex +20 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Weapon Equipped Dueling sword
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 120 minute duration)
Elixirs
1 Ant haul ACTIVE 24 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield
- open
2 Ablative barrier 12 hours ACTIVE
- Ablative barrier 12 hours (Atol)
- Barkskin (Finneas)
- Barkskin
- Perceive cues ACTIVE
- Invisibility
3 Heroism ACTIVE
- Resist energy, communal
- Fly
- open
- open
4 Air walk, communal ACTIVE
- Echolocation
- Freedom of movement
- Greater invisibility
Hero Points 0
Controlled Rage 0 of 6 rounds used
Healing touch 5hp of 60hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 20 charges
Wand of See Invisibility 3 charges

Finneas Glenn |

Round 1 Init 19
HP = 83/123
AC/T/FF = 27/11/27
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Displacement = 5/15
Hero Points = 2
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1
Mage Hand (1/day) = 1/1
Oracle Spells Left (CL 8, +14 melee touch, +11 ranged touch):
3 3/4 Magic Vestment, Cure Serious Wounds, Deadly Juggernaut, Dispel Magic
2 7/7 Resist Energy*, Cure Moderate Wounds*, Fog Cloud, Levitate, Minor Image, Grace, See Invisibility, Augury, Heroic Fortune
1 6/7 Divine Favor*, Shield of Faith*, Remove Fear*, Enlarge Person*, Cure Light Wounds*, Protection From Evil*, Enhance Water*
0 (at will) Purify Food and Drink*, Create Water, Stabilize, Ghost Sound*, Detect Magic, Mage Hand, Light, Spark*, Mending
* Allows save DC = 13 + Spell Level
Status Effects = Barkskin (+5), Enlarge Person
Ref DC 21: 1d20 + 7 ⇒ (1) + 7 = 8
Finneas takes the full brunt of Dyrant's ill-aimed fireball. Restraining himself, he puts the requested cloud up.
Casting Fog Cloud, 20' radius at IJ26.

Atol Lem |

Atol, don't forget you have ablative barrier on. Also, Atol, Cog and Finneas had 30 minutes each of air walk.
Hahahahaha! Right. That burned off a while ago. I don't think you noticed just how much damage Atol was taking stuck there in the corner. Thanks for the spell though, kept me going in that last fight, and thanks for the reminder of the Air Walk. I keep forgetting that one.

Dyrant Maynor, the Pre-Sainted |

Round 1, Init 15
"My bad, Finn! Retribution, Fire, Burning, Anger! Remember they brought this upon themselves!"
Seeing the pair of Finn and Glim heading for doom, Dyrant blesses Finn and Glim with the good fortune of St. Cuthbert, punctuating it with a cackle of exultation.
Before you roll a d20, you may select to roll twice and take the higher. This effect will last 2 rounds at current.
Dyrant 5' flaps back to F10 at 5'.

GM_Chris |

Glimmil finishes off one of the mini-beholders and Finneas fills up the room with fog. I'm not going to try and represent it on the map. Essentially, the whole room is filled with fog.
Forgive the out of place reference.
The room soon resembles a scene from Star Wars as rays beams streak through the fog at Finneas, Glimmil, and Toffitt.
Eye rays are free actions. 50/50 miss chance included for each. Please help out by resolving the attacks against you. Busy day today.
eye ray sleep: 1d20 + 6 ⇒ (4) + 6 = 10 DC 14 WILL save
miss chance, high hits: 1d100 ⇒ 70
-
eye ray IMW: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d8 + 8 ⇒ (6, 2) + 8 = 16 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 14
-
dispel magic: 1d20 + 6 ⇒ (19) + 6 = 25
caster level check: 1d20 + 8 ⇒ (12) + 8 = 20
miss chance, high hits: 1d100 ⇒ 69
-
scorching ray: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 4d6 ⇒ (3, 5, 3, 6) = 17
miss chance, high hits: 1d100 ⇒ 91
-
paralysis: 1d20 + 6 ⇒ (11) + 6 = 17 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 21
-
exhaustion: 1d20 + 6 ⇒ (18) + 6 = 24 no save allowed
miss chance, high hits: 1d100 ⇒ 39
eye ray sleep: 1d20 + 6 ⇒ (10) + 6 = 16 DC 14 WILL save
miss chance, high hits: 1d100 ⇒ 24
-
eye ray IMW: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 2d8 + 8 ⇒ (7, 1) + 8 = 16 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 12
-
dispel magic: 1d20 + 6 ⇒ (8) + 6 = 14
caster level check: 1d20 + 8 ⇒ (19) + 8 = 27
miss chance, high hits: 1d100 ⇒ 85
-
scorching ray: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 4d6 ⇒ (1, 2, 1, 3) = 7
miss chance, high hits: 1d100 ⇒ 27
-
paralysis: 1d20 + 6 ⇒ (1) + 6 = 7 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 5
-
exhaustion: 1d20 + 6 ⇒ (13) + 6 = 19 no save allowed
miss chance, high hits: 1d100 ⇒ 41
eye ray sleep: 1d20 + 6 ⇒ (9) + 6 = 15 DC 14 WILL save
miss chance, high hits: 1d100 ⇒ 13
-
eye ray IMW: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 2d8 + 8 ⇒ (3, 2) + 8 = 13 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 46
-
dispel magic: 1d20 + 6 ⇒ (19) + 6 = 25
caster level check: 1d20 + 8 ⇒ (12) + 8 = 20
miss chance, high hits: 1d100 ⇒ 83
-
scorching ray: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 4d6 ⇒ (5, 1, 4, 6) = 16
miss chance, high hits: 1d100 ⇒ 93
-
paralysis: 1d20 + 6 ⇒ (9) + 6 = 15 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 94
-
exhaustion: 1d20 + 6 ⇒ (2) + 6 = 8 no save allowed
miss chance, high hits: 1d100 ⇒ 68
eye ray sleep: 1d20 + 6 ⇒ (17) + 6 = 23 DC 14 WILL save
miss chance, high hits: 1d100 ⇒ 92
-
eye ray IMW: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d8 + 8 ⇒ (3, 6) + 8 = 17 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 43
-
dispel magic: 1d20 + 6 ⇒ (10) + 6 = 16
caster level check: 1d20 + 8 ⇒ (2) + 8 = 10
miss chance, high hits: 1d100 ⇒ 51
-
scorching ray: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 4d6 ⇒ (6, 1, 2, 6) = 15
miss chance, high hits: 1d100 ⇒ 67
-
paralysis: 1d20 + 6 ⇒ (16) + 6 = 22 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 90
-
exhaustion: 1d20 + 6 ⇒ (2) + 6 = 8 no save allowed
miss chance, high hits: 1d100 ⇒ 14
eye ray sleep: 1d20 + 6 ⇒ (19) + 6 = 25 DC 14 WILL save
miss chance, high hits: 1d100 ⇒ 76
-
eye ray IMW: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d8 + 8 ⇒ (5, 5) + 8 = 18 DC 14 WILL for half
miss chance, high hits: 1d100 ⇒ 96
-
dispel magic: 1d20 + 6 ⇒ (5) + 6 = 11
caster level check: 1d20 + 8 ⇒ (7) + 8 = 15
miss chance, high hits: 1d100 ⇒ 28
-
scorching ray: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 4d6 ⇒ (2, 5, 1, 6) = 14
miss chance, high hits: 1d100 ⇒ 20
-
paralysis: 1d20 + 6 ⇒ (5) + 6 = 11 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 48
-
exhaustion: 1d20 + 6 ⇒ (2) + 6 = 8 no save allowed
miss chance, high hits: 1d100 ⇒ 27
Round 1
floating eyes = 12
Atol = 11
Round 2
Toffitt = 25
Glimmil = 20
Finneas = 19
Dyrant = 15
E1: (-17)
E2:
E3: (-34)
E4: DEAD
E5:
E6:

Atol Lem |

Round 1, Initiative 11, Location:G10-I11
Atol HP: 105/105
Angel HP: 46/46 +11 temp
Weapon Equipped = Cudgel
Conditions = Heroe's Feast (1 of 12h), Blur (50 of 70), Air Walk (50 of 300)
Channel Energy Left: 6/8
Healing Touch: Atol, Finneas
Resistant Touch Left: 8/8
Strength Surge Left: 7/8
Bestow Resolve: 1/2
Purifying Touch: 1/1
Cudgel of the Cauldron Five (8/10)
Pearl of Power Left: first (1/2)
Cassock of the Clergy: Spark; Bless, Sanctuary (DC11)
Chainmail of Luck: Hit re-roll (1/1w)
Lesser Metamagic Rod of Silence (3/3)
Spells Remaining:
0) Create Water, Guidance, Light, Purify Food & Drink, Stabilize -- Arcane Mark, Detect Magic, Read Magic
1) Protection from Evil, Ant Haul, Command, Endure Elements, Obscuring Mist, Liberating Command, Protection from Evil
2) Bull's Strength, Pilfering Hand, Restoration(lesser), Sound Burst, Sound Burst, Suppress Charms and Compulsions
3) Remove Blindness/Deafness, Dispel Magic, Invisibility Purge
4) Spell Immunity, Dimensional Anchor, Holy Smite
5) Righteous Might, Break Enchantment
6) Heroes' Feast
Atol moves up to Finneas and Glimmil/Cog. If any of them are asleep due to the rays he wakes them (in the order of Finneas, Glimmil, Cog), if they are paralyzed he takes out a scroll of remove paralysis and will cast it next round.
IF Finneas and Glimmil et al are fine, he casts Blessing of Fervor. I don't know if I can reach Dyrant - it depends on how high up Dr. Toffitt is and doing higher math and Atol's just not good at that. I'm also not sure if I can get Dr. Toffitt through the fog. If not then it's just Finneas, Glimmil, Cog and Atol.
Remember, anyone who had breakfast with Atol has 11 temporary hit points, +1 (morale) attack rolls/Will saves, and +4 (morale) on poison/fear saves from the heroes' feast for 12 hours.

Doctor Abner Svengalu Toffitt |

Round 2, Init 25 {>J28 +20'}
Toffitt gives a kind of That's an attack? expression as neither of the two rays hitting him have any effect (sleep, paralysis immunity). He draws his bow and moves through the air to the J28, firing at E5 (my eye shows that he has a clear line to all squares from one corner).
"Dyrant, a fireball twenty feet down the hall at this level, in the direction from whence we came would be most efficacious."
Longbow (heroism, fervor): 1d20 + 18 + 2 + 2 ⇒ (11) + 18 + 2 + 2 = 33
[dice]d8 + 3 + 6d6[/di
Active effects/conditions ablative barrier (40), air walk, ant haul, endure elements, heroes feast, heroism, mutagen, perceive cues, see invisibility
Init +14 Perception +27 Sense Motive +25
AC 32 / 33 crowd control (20 touch; 22 incorporeal; uncanny dodge)
10 +8 dex +9 armor +2 ring +3 nat armor
25% chance to avoid crit/precision damage
CMB +12 CMD 30 (+10 BAB, +6 Dex, +2 Str, +2 Ring)
HP 79=90+1+17-15-10-9+5 / 90
Fort +15 Reflex +20 Will +11 (+2 v. enchant)
Immune Poison, disease, nonlethal, cold, sleep, paralysis
Weapon Equipped Dueling sword
Mutagen ACTIVE (+4 Dex, +2 AC, -2 Wis, 120 minute duration)
Elixirs
1 Ant haul ACTIVE 24 hours
- Endure elements ACTIVE 24 hours
- Expeditious retreat
- Shield (Finneas)
- Shield
- open
2 Ablative barrier 12 hours ACTIVE
- Ablative barrier 12 hours (Atol)
- Barkskin (Finneas)
- Barkskin
- Perceive cues ACTIVE
- Invisibility
3 Heroism ACTIVE
- Resist energy, communal
- Fly
- open
- open
4 Air walk, communal ACTIVE
- Echolocation ACTIVE
- Freedom of movement
- Greater invisibility USED
Hero Points 0
Controlled Rage 0 of 6 rounds used
Healing touch 5hp of 60hp used
Boro Beads 0 of 2 used
Preserving flask Shield
Slippers of spider climbing 0 of 10 min. used
Wand of Shield 20 charges
Wand of See Invisibility 3 charges

Glimmil |

Glimmil's touch AC is 14 at the moment so I see the following connecting.
dispel magic: 1d20 + 6 ⇒ (8) + 6 = 14
caster level check: 1d20 + 8 ⇒ (19) + 8 = 27
miss chance, high hits: 1d100 ⇒ 85
-
dispel magic: 1d20 + 6 ⇒ (19) + 6 = 25
caster level check: 1d20 + 8 ⇒ (12) + 8 = 20
miss chance, high hits: 1d100 ⇒ 83
-
scorching ray: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 4d6 ⇒ (5, 1, 4, 6) = 16
miss chance, high hits: 1d100 ⇒ 93
-
paralysis: 1d20 + 6 ⇒ (9) + 6 = 15 DC 14 FORT save
miss chance, high hits: 1d100 ⇒ 94
I'm resolving the dispel magic like this:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
The spells Glimmil has in effect are:
Heroes Feast, CL12 (cast by Atol) DC=23
Magic Circle Vs Evil, CL9 (cast by Glimmil) DC=20
I believe both spells are negated. I don't see anything about these suppressing magic items, and Toffitt's Airwalk is on Cog and not Glimmil if I not mistaken.
Fort vs Paralysis DC14: 1d20 + 19 ⇒ (7) + 19 = 26
Glimmil takes 16 damage from a scorching ray and loses the two spells affecting him.
Round 2, Init 20
Glimmil and Cog ride back down the stairs and up the other side, in search of the next fell eye creature (spotting one once they are adjacent to it after arriving at L,29).
Glimmil tries to remember a game he used to read about in some far-off world called the Forgotten Realms.
"Marco! Volo!"
Seeing the laser-wielding enemy, he swings defensively (boosting his touch AC by +3).
I know these guys are immune to trip, but I'm just going to be using my copy/paste macros anyway vs editing them down for this fight.
Cog Bite: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 for 1d6 + 5 ⇒ (3) + 5 = 8 with trip 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
Conceal (high=good): 1d100 ⇒ 33
Claw Whomper, Power Attack, Defensively: 1d20 + 19 + 1 - 0 - 4 ⇒ (10) + 19 + 1 - 0 - 4 = 26 for 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19
Holy: 2d6 ⇒ (2, 6) = 8
Conceal (high=good): 1d100 ⇒ 56
Glimmil Status:
HP: 114/130
AC: 29 (T 14 | FF 28) * (BOF, smite/champion armor not included)
* Smite adds +6 vs smite target, doesn't stack with ring of prot +2
* If BOF adds +2, but not used this round
Spells:
1) [ ] Hero's Defiance [ ] Lesser Restoration [ ] Veil of Positive Energy
2) [ ] Aura of Greater Courage [ ] Litany of Righteousness
3) [ ] Magic Circle Vs Evil [ ] Sky Steed
Abilities:
Smite Left: 3/4
Lay Hands Left: 7/10 (6d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1
Cog Status:
HP 99/99
AC 29 (32 with the +3 from Dyrant's Ward, 35 with BoF)