
Teldon Moore |

Teldon scrutinizes the scene while Jo talks...
Will v illusion: 1d20 + 13 ⇒ (8) + 13 = 21

Briana Kaddren |
Briana looks around at the masked ball-goers with an equal amount of disgust, unsure of whether or not to trust in her natural senses. There'd already been so many wards and enchantments slowing their progress - surely this was another such trick.
Will (Disbelief): 1d20 + 10 ⇒ (5) + 10 = 15

GM Zed |

One looming man dressed in green and gold robes, who Teldon immediately identifies as none other than Karzoug, the runelord of greed, raises an accusing finger at the group and yells venomously “The proper place for those without the Inner Fire is the grave! Come, let us drag them there!” At this command, the crowd surges forwards in an angry mob, emitting a unified, growing howl of fury.
Although they know it must surely be an illusion, the power of the magics are too strong to see through... and before they can do anything the first of the illusory revellers reaches a target, the entire thing vanishes, leaving the room empty of all save one creature. Crimson skinned and wearing little more than the illusory Sorshen had been, a sinspawn stalks around at the far end of the hall... even though it is over a hundred feet away, it is clear it has been watching Joanna from the moment she entered the chamber...
Initiative for Party and Enemy
Shadlah, Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Arsith, Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Briana, Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Ziomarra, Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Teldon, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Joanna / Halli, Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Chanukrah, Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Order
Shadlah, Arsith then
Chanukrah then
Teldon, Briana, Joanna / Halli and Ziomarra
Shadlah and Arsith may act now

GM Zed |

Shadlah also delays
The sinspawn, moving at the far end of the chamber with an almost irresistibly sensuous grace, hisses wildly towards the group. Its lower jaw mandibles are wide open in a brash display of aggression... and then, it simply disappears...
Everyone may act now

Teldon Moore |

spellcraft (take 10): 10 + 14 + 1d6 ⇒ 10 + 14 + (4) = 28
Teldon draws an extract from his belt as he steps up in front of Jo. ”What happened?!?” he asks as he drinks it, ”was that thing an illusion too?”
Drinking an elixir of see invisibility and ‘accidentally’ positioning myself in between it and the group... with my reach I should get an AoO before it gets to anyone. I guess I need to sell the gambit though...
bluff (take 10): 10 + 11 + 1d6 ⇒ 10 + 11 + (6) = 27

Shadlah Broken-Earth |

I hate to be "That Person", but do you have a class feature or something that allows you to take 10 on Spellcraft and/or Bluff in combat? Is it a house rule I've been missing all this time? The rules are pretty clear on not taking 10 in combat.
"Damned trickery!" Shadlah growls, taking a deep breath through her nose and closing her eyes. "Thankfully, the stone tells of its presence, to those who listen." She feels the thud as the stones of the creature on her shoulder fall to the ground, and extends her reach further, listening.
Spending a move action to activate my tremorsense utility wild talent. It lasts for 1 round, and I automatically detect all creatures in contact with the ground within 30 feet. Let me know whether I can detect it or not, because it will dictate my standard action.

Teldon Moore |

Technically we're not in combat yet: nobody has taken any overtly offensive actions... I suppose that might be pushing the limits of when taking 10 is ok? I have no objection to rolling instead any time the GM asks (although with or without spellcraft see invisibility is pretty much always Teldon's first move anytime anything vanishes).

Joanna Whitehall |

Joanna narrows her eyes and steps around to stand beside Teldon. They glow as she concentrates and tries to focus on any auras of evil she sees.
GM, not sure if you're counting this as round 1 of detect evil or round 2. I did say that she was casting detect evil before combat started, so not sure what she'd be able to see.

Ziomarra Callinovo |

I'm back! Thanks so much for bearing with my absence! I just reset Zee's daily use abilities, and slightly changed her spell selection.
* * *
Last night...
After Teldon emerges from the sauna and bath, Zee says, "My turn!" She glances at the other women in the party and asks, "Anyone care to join me?"
* * *
Earlier today...
In response to Brianna's wish that Zee had Sorshen's powers, Zee replies, "Well, perhaps my power may rival hers some day... and if such a day comes, I hope that I have enough wisdom to use that power more responsibly and benevolently than she did. Honestly, I don't know that I would trust myself with such power quite yet."
* * *
Now...
Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
"The party was indeed an illusion, but that sinspawn sorceress is real! And she just turned herself invisible!"
Waiting for my turn...

GM Zed |

Technically we're not in combat yet: nobody has taken any overtly offensive actions... I suppose that might be pushing the limits of when taking 10 is ok? I have no objection to rolling instead any time the GM asks (although with or without spellcraft see invisibility is pretty much always Teldon's first move anytime anything vanishes).
I don't know... I think the moment the GM rolls initiative, and something obviously hostile is stalking around, then we are in combat - having said that, no harm done here especially as Ziomarra made the DC anyways...
Ziomarra, realising what the sinspawn is doing, provides all the confirmation that Teldon needs... and, drinking one of his brewed elixirs, sees into the aether - the sinspawn is there, already starting to cast again...
GM, not sure if you're counting this as round 1 of detect evil or round 2. I did say that she was casting detect evil before combat started, so not sure what she'd be able to see.
Detect Evil has a range of 60ft... and this is a pretty big room!!!
Spending a move action to activate my tremorsense utility wild talent. It lasts for 1 round, and I automatically detect all creatures in contact with the ground within 30 feet. Let me know whether I can detect it or not, because it will dictate my standard action.
Without true magic to help them see into the aether, Shadlah and Joanna rely on other means... but, whatever is happening beyond the visible, it is too far away for them...
Waiting on actions from Arsith, Briana and a Standard Action from Shadlah

Briana Kaddren |
Sorry, totally forgot to reply to this earlier!
"Um...it was, it was subtle. At first anyway. Sometimes I'd hear whispering but there'd be no one around. Or I'd feel like something was watching me. Things like the fires in the fireplaces or the water in our little pond almost seemed like they were pulsing, resonating with something. With me."
_______
As the thing vanishes from sight, Briana clutches her mace tightly in her hand and narrows her eyes as she attempts to pinpoint - perhaps with a bit of help from Teldon - where the creature is standing...
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Briana gets an extra +2 to detect invisible and incorporeal creatures due to her Spirit Sense trait.

Joanna Whitehall |

Hey, it's okay. It happens. :)
Joanna gives Briana a smile and holds up the silver holy symbol that had been her mother's.
"That sounds kind of like what happened when I first noticed the connection I had with Iomedae. It was a soft song, like the call of a trumpet in the distance," she replied, "maybe we were just hearing two parts to the same song."
After a moment she lets the holy symbol hang from her neck again and stands up.
"Well, I think we should get back to the others before they worry about us too much. Thank you Briana for being here for me and Halli."
The wolf, having been quiet through the last few minutes gives a soft whine as she begins to edge away from Briana.
"Even if she can't show her thanks at the moment," Joana adds with a note of worry in her voice.
At Zee's question once she and Briana have returned to the main chamber, Joanna raises an eyebrow.
"Join you for what," she asks.
Okay, didn't realize the room was that big. Is it okay if I change my action a bit? If so, Joanna acts as below.
Not sensing anything, Joanna begins to move deeper into the room, slowly and methodically sweeping her gaze from side to side and only stopping when she sees something with her divinely granted sight.

Briana Kaddren |
Briana smiles, thankful that at least for a few minutes, it had felt more like how things used to be, before they'd traveled out to the Lady's Light.
It'll be that way again, you know. We'll all just have to work at it.
"You're welcome," she says as she too gets to her feet. "And I'm not going anywhere as long as I've some say in the matter!"
She too gives Halli a worried look as the frightened wolf-pup edges away from, shaking her head. "It's okay. We'll find a way to heal whatever's shaken her trust in people so badly, too."

Joanna Whitehall |

"I know, but it doesn't make it hurt any less to see her like this," Joanna says as she puts a hand to the sword at her hip, "I'm starting to think I need a heavier blade. If I'd been able to–" she begins to say before clamping her mouth shut. She takes in a deep breath and gives Briana a tired smile.
"Sorry, I think I need something to help me relax. Think we'll be lucky enough to find some bath hidden away somewhere," she asks with a chuckle. "We've already found some bedrooms."

Shadlah Broken-Earth |

If nothing else, the wording in the Core Rulebook is pretty clear about when you can and can't take 10. Even if you want to argue that this doesn't count as combat, it's a distraction and/or danger. I'd really like to be on the same page as everyone else.
With a frustrated growl, Shadlah scuffs a heel on the floor. "Pointless," she mutters, instead readying herself.
I'll ready a standard action. Triggering action: when the sinspawn attacks one of us. My action: to pull up a kinetic cover on the 5' edge between it and whoever is attacked. (Grants total cover, has AC 5 and 12 hit points. You can't make an attack against an opponent that has total cover.)

Arsith D' Abariane |

I guess I'll have my chance with that... May Sheylin guide my arm!Feel the warmth of true love, vile creature!
Arsith take a vial of liquid, and throw it where she supposes the creature might be. The vial explodes and takes fire
Blind throw: 1d20 + 5 ⇒ (20) + 5 = 25
Fire damage: 1d6 ⇒ 4
Crit?: 1d20 + 5 ⇒ (1) + 5 = 6
Fire damage: 1d6 ⇒ 5
1-50% miss?: 1d100 ⇒ 62

Teldon Moore |

Like I said, I'm willing to roll whenever the GM thinks its appropriate. The core rules say you can take 10 whenever "your character is not in immediate danger or distracted"... the sinspawn was posturing aggressively, yes, but with it being on the opposite side of a huge room it didn't seem (to me) like we were in immediate danger. I suppose you could make a good argument that trying to subtly keep an eye on the aggressive creature would have been distracting while trying to pretend I couldn't see it, so I probably should have rolled the bluff check... Sorry. Part of it, too, is just that Teldon always takes 10 (or 20) if he can so sometimes I don't realize right away that I should be actually rolling a check. I hope this doesn't seem at all argumentative--that's certainly not my intention--I just wanted to clarify what my thought was on it so that, like you say, we can all be on the same page.

Ziomarra Callinovo |

If I were GMing, I'd rule the same way as Zed: You can make that skill check, but you'll have to roll. In this situation, it was clear we were in some kind of danger as soon as the illusion turned hostile... even more so when it suddenly disappeared!
* * *
Last night...
At Joanna's question, Zee holds open the door to the bathhing pool and responds, "I meant for a bath! This spa is huge! It would seem selfish to be in there all alone!"
* * *
Now...
Still waiting for my turn!

GM Zed |

Arsith take a vial of liquid, and throw it where she supposes the creature might be. The vial explodes and takes fire
The Sinspawn is around a hundred feet away and beyond the range of the Alchemists Fire - maximum range for a thrown weapon is 5 range increments (5 x 10 feet). Going to let you save the Alchemical Fire rather than waste it
Stopping before she releases it, Arsith second guesses herself - the sispawn is surely beyond her range... and so, she holds the weapon a moment longer. At the far end of the grand ballroom, there is no movement, no sound... nothing.
Chanukrah, Full Round Casting
Everyone may act now

Ziomarra Callinovo |

Zee moves ahead, ducking behind one of the pillars. She then casts a spell while drawing a Harrow card. An angry-looking whirlwind emerges from the card, swirling dust around it, and blowing Zee's black hair backward. A lightning bolt crackles from the whirlwind at the lustspawn at the far end of the room.
Electricity damage: 3d6 ⇒ (5, 2, 6) = 13
Ref save DC 17 for half damage
If I recall correctly, sinspawn have spell resistance...
Caster Level Check: 1d20 + 3 ⇒ (17) + 3 = 20

Teldon Moore |

How are you targeting it while it's invisible? Let's assume this came first:
so much for luring it in... a spell that takes this long, and while it's invisible: must be summon monster... no point trying to keep up the ruse if it isn't going to come near us... of course, this is going to get whatever it summons sent straight at me...
Moving forward, and out into the open, Teldon points the tip of his spear at the sinspawn and explains where exactly it stands. As he moves, he draws another extract and drinks it, causing a faint shimmer to coalesce in a disk in front of him and then vanish. using shield extract: AC 22

Joanna Whitehall |

Joanna almost asks what Teldon's doing before he points out where the sinspawn is. A wolfish grin spreads across her face as she turns and begins moving towards the spot. Her eyes still glow silver, but there's a flicker now, almost as if they've been light by silver flames.
Joanna walks up to the door and looks beyond. After a moment of stunned silence, she begins to snicker, then giggle, before laughing hard enough to need both Zee and Briana to help her stay upright.
"S-s-sorry," she says as she calms down, "it's just that Briana and I were asking ourselves about finding a bath around here, it's just– it's just."
She gives another snort of laughter and buries her head into Briana's shoulder to keep from falling into another laughing fit.
And I'm fine with either leaving it there or RPing a bit.

Briana Kaddren |
Though Teldon points out where the creature stands, Briana finds that she doesn't like the odds of trying to target it with a spell from such a distance when she can't see it herself. Instead, she moves forward towards the center of the room and calls on a blessing for the party.
3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st -
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Flame
Spirit Ability - Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Wandering Hex - Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit Magic
1st - Charm Animal (N) or Burning Hands (Fire)
2nd - Barkskin (N) or Resist Energy (Fire)
3rd - Speak with Plants (N) or Fireball (Fire)
Healing Hex Uses:
Fortune Hex Uses:
_______
Briana moves to her current position and casts Bless - it should hopefully get everyone except maybe Zee.

Ziomarra Callinovo |

Crap! Since the token was on the map, I forgot the sinspawn was invisible. Sorry, I'll have to take back that action.
Zee moves forward, and readies a spell that she'll cast as soon as the sinspawn appears.

Shadlah Broken-Earth |

"There?" Shadlah asks, before whipping the stones around her into a frenzy. The blast lashes out with lightning speed, flying towards the far end of the room in a greater arc than her usual short-range attacks.
Moving up to my current position, and using Extended Range to grant my blast a range of 120 feet. It has a burn cost of 1, but Shadlah's infusion specialization reduces it to 0.
Rolls include Bless. Outside range for Point-Blank Shot, not using Deadly Aim.
Earth blast: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
damage: 3d6 + 12 ⇒ (1, 5, 1) + 12 = 19

Teldon Moore |

@Zee- it’s a line effect, so you can send it through the sinspawn’s square once you know where that is (that’s why I said we could have Teldon’s turn go off first).

GM Zed |

Following Teldon's advice, Ziomarra launches a cracking fork of lightning along the chamber... it is impossible for her to tell whether it strikes its target yet the sudden stench of burnt flesh suggests that it has...
Concentration Check DC22: 1d20 + 8 + 7 ⇒ (13) + 8 + 7 = 28, Chanukrah does NOT lose spell.
Chanukrah = 114/122
...and then, with a tearing sound, the air seems to rip open for a moment - and a huge arachnid scuttles through...
Everyone may act now

Joanna Whitehall |

Seeing that things have just gotten a lot hairier, Joanna turns to Helanda and Arsith.
"Shields out and in front. We're gonna make sure that thing doesn't get any closer to those without armor," she says as she starts moving up. She stops about 20 feet from the others, readying her shield and sword for a charge against her.
I really hope this thing is as dumb as the bugs we fought in the Crow.
Readying an attack against the spider if it charges towards them.

Briana Kaddren |
Briana gapes for a moment at the tear in reality, watching with fascinated horror as the giant arachnid climbs through and into the room. Then she shakes her head as if remembering something.
"Wait! I actually have a spell for just this thing!" she exclaims as she begins casting. The question of just what sort of 'spell for that' she has in mind is made clear when a huge ball of fire suddenly erupts from her hands and zips towards the arachnid!
Spell Resistance (If Applicable): 1d20 + 6 ⇒ (10) + 6 = 16
Fireball (Fire, Heh): 6d6 ⇒ (4, 1, 5, 6, 5, 2) = 23
3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st -
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Flame
Spirit Ability - Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Wandering Hex - Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit Magic
1st - Charm Animal (N) or Burning Hands (Fire)
2nd - Barkskin (N) or Resist Energy (Fire)
3rd - Speak with Plants (N) or Fireball (Fire)
Healing Hex Uses:
Fortune Hex Uses:
_______
Briana casts Fireball, aiming to try and land it between the arachnid and roughly the spot where Teldon said the other beastie was; DC 17 Reflex save.

GM Zed |

The scorpion, for when the shimmering clears around the tear in the fabric of space that is what has stepped through, is caught by Briana's fireball... scorched and with its carapace visibly smouldering places, it continues to scuttle forwards...
Forgot to write up that Shadlah's Earth Blast missed the Sinspawn in the previous GM post - apologies for that.
Waiting on actions from Ziomarra, Teldon and Shadlah.

Teldon Moore |

”It’s a summoned creature,” Teldon calls out, ”you might be able to dispel it...”
Ducking behind the pillars where it will be hard for the scorpion to reach him, he moves forward as far as he can towards the sinspawn.
can’t update the map from my phone but I’ll double move left and either end behind a pillar if it seems somewhat safe-ish, or next to the top wall so it would have to squeeze between the pillars to get to me

Shadlah Broken-Earth |

Deciding she doesn't want to be near the scorpion, Shadlah ducks behind one of the pillars and begins to circle, her shoulders dropped and her hips low, like a wild cat.
Double-move

Ziomarra Callinovo |

"Excellent idea, Teldon!"
Zee casts a spell and draws a [url=http://cdn.obsidianportal.com/assets/226249/vision.jpg]Harrow card[/b], tossing it into the air above her. The image comes off the card in the air, and the blue magical hand points at the summoned scorpion, blasting it with starry energy.
Casts dispel magic.
Dispel check: 1d20 + 3 ⇒ (18) + 3 = 21

GM Zed |

Ziomarra's spell, crackling within the grand chamber, stops the scorpion's quick scuttling... one moment it is crouching backwards as if to avoid being hurt, the very next moment it simply blinks from existence - leaving nothing more than the slowly dissipating smoke from Briana's fireball behind.
Dispel Magic is successful.
Hissing in outrage, the sinspawn suddenly reappears (it hasn't moved from its current position in the room - as per map - and is no longer invisible) and, pulling a thin silver rod from a garter hidden by diaphanous robes, aims the wand towards Ziomarra... burning the very air around its tungsten arc, a lightning bolt reaches out and strikes the Cartomancer...
Chanukrah, Lightning Bolt vs Ziomarra: 6d6 ⇒ (4, 6, 2, 6, 4, 5) = 27, DC18 Reflex Save for Half Damage
Everyone may act now.

Joanna Whitehall |

Joanna sprints towards the spellcaster, trying to close the distance before she can cast again, but her heavier armor slows her down and she isn't quite quick enough.
Argh! I need something lighter that doesn't leave me exposed!

Shadlah Broken-Earth |

With the creature appearing again, Shadlah hurries forward, pushing her body to its limits and sending a barrage of conjured earth at the creature's legs.
Moving forward and using an earth bast with Bowling Infusion, getting a free Trip attempt. Rolls include point-blank shot and bless. No deadly aim or metakinesis. Burn cost is 2; infusion specialization reduces it to 1.
Bowling earth blast: 1d20 + 12 ⇒ (9) + 12 = 21
damage: 3d6 + 13 ⇒ (1, 3, 5) + 13 = 22
Trip attempt: 1d20 + 9 ⇒ (1) + 9 = 10

Briana Kaddren |
While Jo, Teldon, and the rest continue to close the gap between themselves and the sinspawn, Briana races up to Zee. "Hold on Zee, let me help!" she cries, reaching out to imbue her friend with healing energy.
Healing Hex (Zee): 2d8 + 6 ⇒ (7, 4) + 6 = 17
3rd - Call Lightning x2, Magic Circle against Evil
2nd - Cure Moderate Wounds, Lesser Restoration, Spiritual Weapon x2
1st -
Orisons - Create Water, Dancing Lights, Guidance, Stabilize
Wandering Spirit - Flame
Spirit Ability - Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Wandering Hex - Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Spirit Magic
1st - Charm Animal (N) or Burning Hands (Fire)
2nd - Barkskin (N) or Resist Energy (Fire)
3rd - Speak with Plants (N) or Fireball (Fire)
Healing Hex Uses: Zee
Fortune Hex Uses:

Teldon Moore |

Teldon moves along the outside of the pillars and then closes with the sinspawn, stoping just to the north of it.
it looks like I should be able get it into reach of my spear with a double move (ending 2 squares north/above it)

GM Zed |

Shaldah's blast is more accurate this time, reacting quickly as the sinspawn phases into view once more, she shapes a blast that rolls across the floor and smashes into her adversary... it is a brutal blow yet it is not enough to trip the beast...
Waiting on actions from Ziomarra

GM Zed |

Rolling Ziomarra's Reflex Save and moving us along
Ziomarra, Reflex Save vs Lightning Bolt (DC18): 1d20 + 4 ⇒ (12) + 4 = 16, Save Failed - 27 damage leaving Ziomarra at -5HP
Knocked backwards by the force of the lightning arc, Ziomarra is fortunate that Briana has healing energies ready to impart... snapping back to consciousness almost immediately, she moves behind the cover of one of the grand pillars.
Ziomarra is at 12HP
Moving backwards (5ft step) from the onrushing party, the sinspawn once more blasts electricity from her wand...
Chanukrah, Lightning Bolt vs Teldon: 6d6 ⇒ (5, 1, 4, 6, 1, 4) = 21, DC18 Reflex Save for Half Damage
Everyone may act now.

Joanna Whitehall |

Attack (Bless, 2-handed): 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
As lightning arcs towards Teldon, Joanna closes the last few feet and strikes. Her eyes glow silver as she fixes the sinspawn with a deadly glare.
"Κάντε ειρήνη με όποιον θεό εξυπηρετεί. Σας στέλνω για να τα συναντήσω," she growls as she readies another attack.
Make peace with whatever gods you serve. I am sending you to meet them.
Finally got within reach.

Ziomarra Callinovo |

"Aaargh!!" Zee is thrown back by the lightning, but is quickly revived by Brianna. "Thanks!" She then scrambles to her feet and moves quickly toward the fight. Standing beside Shadlah, she fixes the sinspawn with a baleful glare as she makes the Varisian sign of a curse.
Evil eye hex: -2 to AC for 6 rounds. Will save DC 14 reduces that to 1 round.

GM Zed |

Joanna's blade bites deep into the Sinspawn's thigh and she... it... screams in a mix of anger and agony... turning to face her attacker, the creature's jaw distends terribly and a tongue, livid violet and flickering sensuously, runs along the top teeth...
Ziomarra, trying to turn the advantage towards her friends, tries to hex the sinspawn... yet, even as she moves alongside Shadlah, she realises that her curse has had no effect.
Chanukrah, Immune to Mind-Affecting Effects
Waiting on actions from Shadlah, Teldon and Briana.

Shadlah Broken-Earth |

Continuing to move forward in her assault, Shadlah sweeps her hand in an underarm motion, whipping up another flurry that falls horribly short.
Earth blast: 1d20 + 10 ⇒ (1) + 10 = 11 Two natural 1's in a row?! *sulks*