
Marnir Saltvig |

Yeah, I wasn't expecting demons. This could be messy. Made my save though thankfully.
With their aerial escape route cut off by the flying women Marnir growls in frustration and begins his warchant again. "Bring them down!" he calls to Niobe, hoping she understand that he mean the fliers, before pulling his axe and charging at the chittering nightmare. "KUNG!" he roars as he moves in, hoping the first mate isn't far behind.
Inspired rage starts at the beginning of combat automatically, Swift Action to use Arcane Strike, Move Action to move 20ft while drawing my axe, Standard Action to attack the big demon.
Axe attack: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d8 + 29 ⇒ (3) + 29 = 32
HP (74) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
23/28 rds raging song remaining

Kungrusdak Nosvunkuk |

Kung emerges from the stairs onto the roof, and halts his motion at the sight of the monstrosity before him. Even as the magic of the creature falls onto him, his own headband's magic steps in to protect him.
Immediate: enter rage via headband of havoc, boosting superstition
Will DC 20: 1d20 + 9 ⇒ (8) + 9 = 17 +8 (superstition) if vs. spell or spell-like ability
HP 24+130/130
AC 24 touch 15 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +15, Ref: +15, Will: +9 (+2 rage)
Superstition: +8 vs. spells/spell-like abilities
Conditions: rage
Melee (+3 furious greatsword): +23/+15/+10 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+11 BAB, +5 dex)
Ranged damage (javelin): 1d6+9 (+7 str, +2 rage)
17/25 rds Rage remaining

Kungrusdak Nosvunkuk |

Marnir, you forgot that feeblemind explicitly forces a -4 penalty on anyone who casts arcane spells. You failed.
In his defense, he wouldn't know that it's feeblemind unless he opens the spoiler, which he shouldn't do unless he fails the save, which he thought he'd passed.

Marnir Saltvig |

I was given the DC without any other information, beat the DC, and assumed I'd passed so didn't look at the spoiler.
If I now have failed then I'm happy to retcon my turn. There's also a good chance that Kung has failed too, unless his Superstition bonus applies, in which case it's mostly Niobe and her animal level Int friends vs a bunch of demons and their cleric mistress. The outcome of which does not seem positive.

GM_DBH |

It is a Supernatural ability. So Kung failed as well. Those who make the save are immune to the effect for 24 hours.
We can retcon your actions. It is my mistake for not pointing out the -4 to Arcane casters.
So Niobe is the only one not drooling. But she can see that the Demon has to make the noise for the Feeblemind effect to work.
Back a round. Niobe, you didn't cast your spell on the fliers. What are you doing?

Niobe Aptos |

What spell do you mean? I blasted the flying spellcasters as best I could. I'm basically in the position that I have to win this fight single-handed now, because if we try to just air walk away they'll kill us.
I don't have silence or any way to counter the feeblemind effect.

Marnir Saltvig |

Oh dear.
The text on feeblemind says "The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them." Does that mean that we could attack the demon if it's attacking or threatening other people?

GM_DBH |
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@Niobe. I mean the Freezing sphere you cast on the fliers. You now have not cast it. We have backed up a round so everyone but you is an idiot. When I say it has to keep making the sound to produce the Feeblemind effect, I'm hinting an attack of some type would interrupt it and free your party members.
@Marnir. Yes if attacked you can attack back.

Niobe Aptos |

Well, my best bet to damage the creature is flame strike, because of the holy damage, which it won't be immune/resistant to.
Caster level check to penetrate spell resistance: 1d20 + 12 ⇒ (16) + 12 = 28
Flame strike damage: 12d6 ⇒ (2, 1, 2, 5, 5, 6, 3, 3, 3, 3, 3, 5) = 41 (DC 21 Ref save for half)
Niobe calls down a roaring column of divine fire to blast the buzzing extraplanar entity.

GM_DBH |

ref save vs Flame Strike: 1d20 + 14 ⇒ (14) + 14 = 28
The hideous Demon throws its self to one side, taking no damage from fire, but flinching as holy energy washes over it.
Moving has made it stop grinding and clicking its mandibles and claws, stopping the awful sound and freeing those trapped by it.
No more Feeblemind effect. All those who failed can now act. Though if it starts doing it again you will need to save, except for Niobe.

Callidora Nixos |
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AWARENESS comes crashing back to Callidora like a tidal wave, along with the overwhelming horror of what the creature had done to her mind. That Niobe had kept them all alive so far was a testament to how incredible she was, and if they made it out of this alive, she'd be sure to tell her that.
Glaring at the creature, the sea witch brings her hands up, unleashing the fury of a winter ice storm with a scream of rage.
Hex:Ice Tomb (Su)
Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 ⇒ (7, 2, 4) = 13 points of cold damage (Fortitude DC 20 half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 ⇒ 4 rounds after being released.

Marnir Saltvig |
1 person marked this as a favorite. |

Cally gets MVP for this combat.
Marnir feels the clacking, scraping sound from the demon invade his mind as he stops in his tracks with no idea of what he's doing or what's going on. The sound melds with his thoughts and he stands stock still until suddenly normality reasserts itself.
He shakes his head as he remembers the dire situation the crew had found themselves in and sees that the three-legged horror is now encased in a block of ice. Not wasting any time wondering how or why he picks his warchant back up and steps around the ice to take on the glaive-wielding demons on the roof. "Get the fliers!" Marnir shouts as he moves, hoping that Niobe and Cally can bring down the two women while he and Kung take on the ground-based demons.
"You're not going to stop us now," he growls as he attacks, his axe blade dulled with blood in the starlight.
Free Action to 5ft step, Move Action to start inspired rage, Swift Action to use Arcane Strike, Standard Action to attack orange.
Axe attack: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 1d8 + 29 ⇒ (6) + 29 = 35
HP (74) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
22/28 rds raging song remaining

Kungrusdak Nosvunkuk |

Kung doesn't waste any time worrying about the last few moments... sure he felt dumber than normal, but his was a mind that mostly acted on natural instincts anyway. He burst free from his momentary inaction and flatly dives forward at the other demon on the roof, striking hard and thinking little.
Move: up to 40'
Standard: attack yellow
+3 furious greatsword: 1d20 + 23 ⇒ (1) + 23 = 24
Damage, S (cold iron/silver from enhancement bonus): 2d6 + 24 ⇒ (3, 2) + 24 = 29
HP 24+130/130
AC 24 touch 15 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +15, Ref: +15, Will: +9 (+2 rage)
Superstition: +8 vs. spells/spell-like abilities
Conditions: rage
Melee (+3 furious greatsword): +23/+15/+10 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+11 BAB, +5 dex)
Ranged damage (javelin): 1d6+9 (+7 str, +2 rage)
16/25 rds Rage remaining

GM_DBH |

Marnir hits the Large demon hard. Kung slams his blade into the Bearded Devil.
The Derghodaemon is still imprisoned.
Yellow vs Kung: 1d20 + 11 ⇒ (18) + 11 = 29
Yellow vs Kung: 1d20 + 6 ⇒ (13) + 6 = 19
Orange vs Marnir: 1d20 + 11 ⇒ (7) + 11 = 18
Orange vs Kung: 1d20 + 6 ⇒ (1) + 6 = 7
One hit on Kung. :(
damage + Infernal wound: 1d20 + 6 ⇒ (12) + 6 = 18
The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
The Cleric casts a spell on herself which seems to do nothing?
[irl=https://www.d20pfsrd.com/magic/all-spells/m/mislead/]Mislead[/url]
The Erinyes swoops in and hurls it's rope at Niobe
rope vs Touch AC: 1d20 + 15 ⇒ (20) + 15 = 35
The rope wraps around Niobe entangling her as the Erinyes prepares to haul her into the air.
Ref save DC20 to escape the rope Niobe.
The party may now act.

Niobe Aptos |

Spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34
"The cleric's an illusionary double!" shouts Niobe.
Ref save: 1d20 + 8 ⇒ (14) + 8 = 22
She shifts and bends, seemingly double-jointed or even briefly fluid, and slips out of the rope as the devil tries to hoist her up.
In a bizarre replay of time, she launches a ball of frigid cold to detonate at the enemy spellcasters.
Freezing sphere damage: 12d6 ⇒ (5, 5, 4, 6, 1, 2, 2, 1, 4, 1, 2, 2) = 35 (Ref save DC 22)

Marnir Saltvig |
1 person marked this as a favorite. |

GM - just to clarify my attack was against the orange bearded devil, not the big guy in the ice. I'm not keen to free him!
Marnir hears the spell duel going on behind him but retains his focus on the demons ahead of him. He ducks the swing of the demon's vicious looking glaive, continuing his warchant as he slips inside the creature's reach and hacks into it's thorned flesh with his axe.
Fast healing kicks in thanks to Skald's Vigor, Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack orange.
Axe attack: 1d20 + 22 ⇒ (9) + 22 = 31
Damage: 1d8 + 29 ⇒ (7) + 29 = 36
Axe attack: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d8 + 29 ⇒ (5) + 29 = 34
Axe attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d8 + 29 ⇒ (5) + 29 = 34
HP (78) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
21/28 rds raging song remaining

Kungrusdak Nosvunkuk |
1 person marked this as a favorite. |

Don't forget that DR 2 applies to that hit vs. Kung
Kung, not yet noticing the wound that won't quite stop bleeding, creates a whirl of steel in between him and the demon in an attempt to strategically fend off further bleed attacks (let's not kid ourselves) kill the foe as quick as possible.
Full round: full attack
+3 furious greatsword: 1d20 + 23 ⇒ (12) + 23 = 35
Damage, S (cold iron/silver from enhancement bonus): 2d6 + 24 ⇒ (4, 2) + 24 = 30
+3 furious greatsword: 1d20 + 15 ⇒ (12) + 15 = 27
Damage, S (cold iron/silver from enhancement bonus): 2d6 + 24 ⇒ (2, 3) + 24 = 29
+3 furious greatsword: 1d20 + 10 ⇒ (20) + 10 = 30
Damage, S (cold iron/silver from enhancement bonus): 2d6 + 24 ⇒ (2, 2) + 24 = 28
Crit?: 1d20 + 10 ⇒ (1) + 10 = 11
Crit damage: 2d6 + 24 ⇒ (3, 4) + 24 = 31
HP 8+130/130
AC 24 touch 15 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +15, Ref: +15, Will: +9 (+2 rage)
Superstition: +8 vs. spells/spell-like abilities
Conditions: rage
Melee (+3 furious greatsword): +23/+15/+10 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+11 BAB, +5 dex)
Ranged damage (javelin): 1d6+9 (+7 str, +2 rage)
15/25 rds Rage remaining

Callidora Nixos |

Focusing on the Erinyes, Callidora makes a hexing gesture, her eyes momentarily turning pitch black as she summons the forces of misfortune.
Misfotune hex(DC 20 Will) Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Duration 2 rounds

GM_DBH |

Got it Marnir.
Kung kills his opponent with his first strike. Taking a 5' step he then kills Orange. Both the Bearded devils vanish as they are killed. Summoned critters.
Marnir. Do you wish to use your attack on the Derghodaemon? Your attacks will not free it. You have to specifically aim at the ice.
Ref save vs Freezing Sphere Erinyes: 1d20 + 12 ⇒ (7) + 12 = 19
Ref save vs Freezing Sphere Cleric: 1d20 + 7 ⇒ (10) + 7 = 17
Both the fliers take full damage from Niobe's spell, though the Erinyes resists a little.
Will save vs Misfortune Erinyes: 1d20 + 7 ⇒ (9) + 7 = 16
Where have my dice gone?
The Erinyes decides that killing the two pests casting bad things on her is her best chance and again tries to entangle Niobe.
rope vs Touch AC: 1d20 + 15 ⇒ (14) + 15 = 29
rope vs Touch AC Misfortune roll: 1d20 + 15 ⇒ (15) + 15 = 30
Another Ref save DC20 Niobe.
The now invisible Cleric seems to have decided that the Derghodaemon is an acceptable casualty and drops a Blade barrier on those on the roof.
Caster level check: 1d20 + 12 ⇒ (19) + 12 = 31
Blade barrier: 12d6 ⇒ (5, 2, 2, 2, 4, 1, 2, 3, 1, 1, 1, 5) = 29 See what I mean about my dice!
DC20 Ref save or take 29 damage.
The Red circle is the Blade Barrier. The Derghodaemon is paralyzed and takes full damage.
The party may now act.

Callidora Nixos |

Callidora lest out a scream of agony, as the conjured blades slice into her. Staggering out of the path of the whirling blades, she focuses on where she last saw the b!+<# that cast the spell, summoning up a cloud of swirling mist, filled with terrifying spectral images.
Cast Haunting Mists (cloud spreads in 20-ft. radius, 20 ft. high) centered just behind where I last saw the cleric (should catch both flyers in the area). The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save (DC 17 Fort) or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.

Marnir Saltvig |

Thanks GM, I didn't know that. In which case hacking it apart while it can't escape seems like a good plan. If Kung kills the bearded devils before I get a turn then I'll direct my attacks at the derghodaemon.
Reflex save: 1d20 + 12 ⇒ (18) + 12 = 30 GM - my reading of the spell is that as the blade barrier appeared in my space then passing my save means I can move outside the area and take no damage - is that right?
HP (78) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
21/28 rds raging song remaining

Kungrusdak Nosvunkuk |

Reflex DC 20, superstition: 1d20 + 15 + 8 ⇒ (6) + 15 + 8 = 29
That's my reading too, Marnir; Reflex for no damage in response to the casting of the spell, but Reflex for half damage if attempting to pass through the spell on later rounds.
Kung instinctively avoids the crash of whirling blades, and steps around them to bring his sword to bear against the frozen demon.
Move: up to 40'
Standard: attack red
+3 furious greatsword: 1d20 + 23 ⇒ (13) + 23 = 36
Damage, S (cold iron/silver from enhancement bonus): 2d6 + 24 ⇒ (3, 1) + 24 = 28
HP 8+130/130
AC 24 touch 15 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +15, Ref: +15, Will: +9 (+2 rage)
Superstition: +8 vs. spells/spell-like abilities
Conditions: rage
Melee (+3 furious greatsword): +23/+15/+10 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+11 BAB, +5 dex)
Ranged damage (javelin): 1d6+9 (+7 str, +2 rage)
14/25 rds Rage remaining

GM_DBH |

@marnir. Yes, if you make the save you get out of the barrier without damage.
Marnir, your attacks on the Derghodaemon were your last rounds actions, you can attack this round as well. It is looking very damaged right now.
Fort save vs Haunting mists Cleric: 1d20 + 11 ⇒ (10) + 11 = 21
Fort save vs Haunting mists Erinyes: 1d20 + 11 ⇒ (10) + 11 = 21
Niobe & Marnir still have an action this round.

Niobe Aptos |

Ref save: 1d20 + 8 ⇒ (12) + 8 = 20
Niobe launches another blast of flame, this time a fire snake that launches out into the air and zigzags across as many enemies as she can catch within 60'.
Fire snake damage: 12d6 ⇒ (5, 1, 4, 2, 1, 6, 5, 6, 2, 6, 4, 5) = 47 (DC 21 Ref save for half)
Caster level check: 1d20 + 12 ⇒ (4) + 12 = 16 (In case I hit someone with SR)

Marnir Saltvig |

Manir continues to press his attack against the bits of the spiny demon that protrude from the ice. His axe swings are swift but cautious as he tries to send the demon back to the hell from whence it came without accidentally releasing it from the ice.
Free Action to continue inspired rage, Swift Action to use Arcane Strike, Full Round Action to full attack the derghodaemon.
Axe attack: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d8 + 29 ⇒ (1) + 29 = 30
Axe attack: 1d20 + 22 ⇒ (18) + 22 = 40
Damage: 1d8 + 29 ⇒ (5) + 29 = 34
Axe attack: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d8 + 29 ⇒ (4) + 29 = 33
HP (82) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
21/28 rds raging song remaining

GM_DBH |

ref save vs Fire snake: 1d20 + 12 ⇒ (8) + 12 = 20
Niobe's spell hits the Erinyes and is ignored, it hits the cleric but seems to have no effect?
Marnir & Kung team up to slaughter the imprisoned Derghodaemon.
You can now hear heavy footsteps hurrying down the hallway below you, the Erinyes moves out of the Haunting mist and seems to be waiting for something?
The cleric does nothing.
What are you doing now? Moving out of the Blade barrier would be a good first step. :)

Marnir Saltvig |

"Sounds like reinforcements are coming, I'll block the stairs!" Marnir calls as the derghodaemon dies, it's black blood flowing down the ice onto the tiles of the roof. He draws deep from his magic, channelling the cold of the frozen north into the air above the roof. With a loud crackling sound a thick sheet of ice appears across the top of the stairway, blocking easy access from below.
Free Action to 5ft step, Free Action to continue inspired rage, Full Round Action to use Spell Kenning to cast wall of ice across the gap at the top of the stairway. It generates a foot thick plane of ice across the gap, which might keep things our briefly while we deal with these fliers.
HP (86) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
20/28 rds raging song remaining

Callidora Nixos |

Sticking with what had proven effective, Callidora sends a freezing blast of snow and ice at the Erinyes, seeking to encase her in ice.
Hex: Ice Tomb (Su)
Effect: A storm of ice and freezing wind envelops the target, which takes 3d8 ⇒ (3, 8, 1) = 12 points of cold damage (Fortitude DC 20 half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 ⇒ 2 rounds after being released.

Kungrusdak Nosvunkuk |

Kung circles the blades the other way around, drawing a javelin as moves. He hurls the javelin at the closest flying foe. As the javelin flies towards its target, the furious half-orc clatters his sword against the crenelations in anger. "You come close! Not fair fly far like that!"
Move: up to 40' drawing javelin
Standard: attack blue
javelin: 1d20 + 16 ⇒ (6) + 16 = 22
Damage, P, cold iron: 1d6 + 9 ⇒ (5) + 9 = 14
HP 8+130/130
AC 24 touch 15 flat-footed 19 (+8 armor, +5 dex, +1 natural, +2 deflection/ring, -2 rage)
DR 2/-
Speed: 40 ft
Fort: +15, Ref: +15, Will: +9 (+2 rage)
Superstition: +8 vs. spells/spell-like abilities
Conditions: rage
Melee (+3 furious greatsword): +23/+15/+10 (+11 BAB, +7 str, +3 enhancement, -0/-3/-3 power attack, +2 rage)
Damage (+3 furious greatsword): 2d6+24 (+10 str (7x1.5), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+11 BAB, +5 dex)
Ranged damage (javelin): 1d6+9 (+7 str, +2 rage)
13/25 rds Rage remaining

GM_DBH |

fort save vs Ice tomb: 1d20 + 11 ⇒ (15) + 11 = 26
Callidora's hex barely brushes the erinyes. Kung misses by a hair also.
Marnir can see a Scrag trying to chop through the Wall of ice. It will take some time though.
Before we get to the next part can everybody tell me what spells they have going?

Marnir Saltvig |

I've got heroism, see invisibility, and haste, and I think we've still got Niobe's air walk going as well.

Kungrusdak Nosvunkuk |

I think Kung is only under the effect of the air walk spell.

GM_DBH |

That's alright. I just wanted to know that someone had See invisibility going.
The Scrags continue hammering at the ice wall. The Erinyes pulls back, eyeing you warily. Marnir spots 4 more enemies flying towards the roof. All are invisible.
You all hear a traceless woman's voice in the air. "Leave his bag and you may flee with your lives!"
It seems to come from the south of your position. Meanwhile the image of the Cleric stands motionless.
What are you doing now?

Marnir Saltvig |

Should I not have haste then? I can't remember when I cast it, and no-one else seems to have it running?
Perception: 1d20 + 22 ⇒ (14) + 22 = 36
"Ha! Balls to that!" Marnir calls as the woman's voice rings out. "Four fliers coming in from the north-east, whoever that is is south of us," Marnir calls to the others. "Might need to be elsewhere soon!"
GM - how far away is the Drake? Are we close enough that I could dimension door us there to get off the roof?
HP (90) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
20/28 rds raging song remaining

Callidora Nixos |

You could DD us into the open water in between though. We're pretty well equipped to make the swim.
Roughly how far away is the cleric?

Marnir Saltvig |

Not sure how I could point that out in any useful manner.
GM - did we have any information about aquatic creatures/defenses beyond the creature we snuck past earlier? Before I drop us in a bay full of lacedons or something.

Marnir Saltvig |

Thanks GM. In which case, unless anyone really wants to stay and fight, shall we hop into the sea and swim back to the Drake?

Kungrusdak Nosvunkuk |

I'm back; thanks for your patience!
Should I not have haste then? I can't remember when I cast it, and no-one else seems to have it running?
I remember you casting it. Kung had to resist because he was already in rage when you cast it; that's why it's not active on Kung.
Perception DC 30: 1d20 + 15 ⇒ (18) + 15 = 33
Kung's eyes whip around to where he heard the voice, but the orc seems confused while at the same time enraged. He clatters his peg-leg with fury, looking for a foe to strike.
Kung seems ready to fight, but he's always ready to fight. Don't rely on that; his willingness to fight isn't always the best strategy.

Marnir Saltvig |

Marnir Saltvig wrote:Should I not have haste then? I can't remember when I cast it, and no-one else seems to have it running?I remember you casting it. Kung had to resist because he was already in rage when you cast it; that's why it's not active on Kung.
Cool, thanks Kung. I do remember that now.
I've not heard any dissenting opinions, so I think it's time to get out of here."Let's get out of here!" Marnir calls to the others, "it's only going to get worse up here." He moves towards the middle of the roof, keeping his warchant going as he edges around the spinning blades, and gathers his magic around him to enable them to escape the ambush. "To me! Hold on tight!" he calls.
Free Action to continue inspired rage, Move Action to move 50ft, Standard Action to cast dimension door once everyone is touching, aiming us 880ft towards the Drake.
HP (94) 121/(145) 121
AC 26, touch 15, flat-footed 26 (+9 armour, +2 deflection, +2 Dex, +1 dodge, +2 natural armour, -1 rage, +1 haste)
Speed: 60ft (+30ft haste)
Fort: +18, Ref: +12, Will: +17 (+4 vs fear) (+2 Fort & +4 Will rage, +2 Fort & Ref heroism, +1 Ref haste)
Conditions: inspired rage, heroism, see invisibility, haste, fast healing 4
Melee attack (+2 furious battleaxe): +22/+22/+14 (+9/+4 BAB, +5 Str, +2 enhancement, -3 Power Attack, +2 rage, +2 furious, -1 Reckless Rage, +2 heroism, +1 haste)
Melee Damage (+2 furious battleaxe): d8+29 (+7 Str, +2 enhancement, +3 Arcane Strike, +9 Power Attack, +3 rage, +3 Reckless Rage, +2 furious)
19/28 rds raging song remaining