
Gorn-Rel |

The evidence suggested a highly precise strike. The Iron Prince asks the scouts when had the assassination taken place.
"I assume it was recently since the bodies were undisturbed. Do you think it happened a few hours ago, or mere minutes before we returned?"

DM Amazing Red |

The evidence suggested a highly precise strike. The Iron Prince asks the scouts when had the assassination taken place.
"I assume it was recently since the bodies were undisturbed. Do you think it happened a few hours ago, or mere minutes before we returned?"
"Sosiel said that they were killed only a few hours ago. We see no signs of forced entry so either they are very good or there is treachery."

Gorn-Rel |

Gorn-rel directs the remaining hobgoblin functionaries to lay his sibling out in state for a funeral.

Na'shok |

After a long pause of confusion at the goddess's response, Nash'ok chimes in.
"Evil, good, villains, and the righteous, they’re all just spokes on a wheel. This one’s on top and that one’s on top and on and on it spins, crushing everything else in its path. If I had my way I wouldn't just stop the wheel. I'd break the wheel. Fair form or not, mercy can only be judged in the moment."

DM Amazing Red |

The goddess smiles. “Your words bring me great relief, for you understand the central conflict before us all. However I am not just a spoke on the wheel. True heroism is neither the sword that strikes nor the blessing of redemption, but the ability to know which is the proper judgment. Even in the depths of evil, some unlikely souls may yet be saved from their own lives of malice, as some villains may come to be forgiven. Do not forget this, even in the most unlikely places.” She grants you the ability to cast Atonement as a spell-like ability exactly once.
With this she says, “Use this gift for yourselves should you fall to temptation, but resist if you can so that the gift may be given to those who may need it more than you.”
“Honor is my soul and life, justice is the passion that stirs me to war, and yet the cause of the true and the righteous is beset on all sides by evil. Tell me, how does one outwit and defeat a demon lord in his own domain? For let us not pretend, this is what I ask you to do.”

DM Amazing Red |

The goddess nods in approval. “Strike evil in the name of the good and right, and redeem those you can from folly. With the blessing of Iomedae, you shall vanquish evil, and your names shall ring with glory, for even if you fail in this righteous task, your just rewards will await you in the Great Beyond! Take then this, my final gift to you!” Iomedae then removes a thread from her cloak, which transforms as she hands it to the party.
When draped across the shoulders of a good aligned individual, the stole grants DR 5/good, and it grants the use of heal(CL15) as a spell-like ability once per day. Once per day, a lawful good-aligned wearer of the Lesser Stole of the Inheritor can cast an empowered Holy Smite(CL10). In addition, as long as it is worn, the user can use detect evil and detect chaos at all times. A divine spellcaster who worships Iomedae gains a +1 sacred bonus on all saving throws while wearing the stole.
“You are worthy to champion me against Baphomet, for mandate prohibits the interaction of the divine in even such matters as personal as the loss of a herald. I charge you as worthy souls to go into the darkness of the Abyss, into the Ivory Labyrinth of my enemy, and seek out my herald. If he be dead or worse, I trust you shall finish things as befits those of your boldness. Heed the advice I have given you. Go forth on a road of honor, swiftly and with great justice, to defeat Baphomet and return or avenge my herald. In so doing may you find the strength to face the true peril that lies ahead. Deskari always watches, and the time shall soon come when the Worldwound must be closed forever lest it consume your world.”
With that, the cathedral flashes white once again, and an instant later you have returned to where they left the Material Plane. Yet in each of their hands is a simple token: a bronze holy symbol of Iomedae. You knows that you need but hold the symbol in a fist and concentrate to be transported into the Ivory Labyrinth, one final “gift” from Iomedae to speed you on your way.

Na'shok |

Na'shok will visit the throne's vaults for supplies and then return to his companions.
Grabbing several more wands of CMW and a couple scrolls of heal.
After linking hands with Gorn, Larissa, and Varda, he concentrates on the bronze holy symbol and wills them to be taken to the Ivory Labyrinth.

DM Amazing Red |

The magic whisks the party away. You appear in the large chamber that measures about fifty feet across, and has a vaulted ceiling that rises to a similar height. A sphere of bright light shines above, almost like a miniature sun, casting brilliant illumination down into the room below. Patches of thick green ivy cling to the walls, while a pool of water flanked by two curving ivory benches sits in the center of the room. Numerous archways and doors in the walls provide access to tunnels and chambers beyond. But it is the walls, floor, and ceiling that demand the most attention, for all of these are formed by thousands of bones—skulls, femurs, ribs, and more—harvested from all manner of humanoids and beasts, packed together in a dense osseous patchwork.
To greet you is a snake bodied, six armed demoness. Surrounding you are six Coloxus demons as well. Planes to identify her.
“Look, my friends, look at what has fallen into our laps! Are they not the most delightfully ridiculous creatures? Welcome to the Labyrinth!”

DM Amazing Red |

Highly Morphic and Sentient: Baphomet can alter the layout of the Ivory Labyrinth at will, but it changes itself as well. Only Baphomet can keep the ever-changing layout clear in his mind.
• Strongly Chaos-Aligned and Strongly Evil-Aligned: A –2 circumstance penalty applies on all Intelligence-, Wisdom-, and Charisma-based checks attempted by creatures that aren’t chaotic or evil. The penalties for the chaotic and evil components of the alignment trait stack.
• Enhanced Magic: Spells and spell-like abilities with the chaotic or evil descriptor are enhanced, as is maze.
• Impeded Magic: Spells and spell-like abilities with the lawful or good descriptor are impeded, as are any divination spells that aid in navigation, such as discern location, find the path, and locate object.
• Self-Contained Shape: The Ivory Labyrinth covers an area roughly 10 times the size of the Inner Sea region, yet many of the passageways on its “edges” connect to other points in the maze. A few passageways lead out to nearby Abyssal realms like the Undersump, the Spiral Path, or Kurnugia, but such exits from the realm are rare and well hidden.
• Direction: The direction of north in the Ivory Labyrinth is not static, for items that normally detect north instead point to Baphomet’s Tower. As the exact location of this tower shifts, “north” can shift as well between visits. Feel free to change and manipulate the orientation of north in the maps of this adventure as you see fit.

Na'shok |

Na'shok bows his head slightly in greeting and answers her in the demon's tongue.
"We appreciate the welcome. Who might you be and do you greet all travelers through the labyrinth this warmly?"

DM Amazing Red |

“Much obliged. Just swear your undying love for Lord Baphomet and I shall grant you access to the Labyrinth. But, oh please, tell me you are not friends of the Horned Lord. I’m always looking for fresh slaves, and you reek of mortal foolishness.” As she waits for an answer, her demons stir restlessly.

DM Amazing Red |

1d20 + 23 ⇒ (15) + 23 = 38 She clearly does not believe the lying lobster. "Oh goodie! I almost believed you for a second. Thank you for showing your true colors, liars! May your bones join those of a million others!"
C: 1d20 + 13 ⇒ (12) + 13 = 25
G: 1d20 + 12 ⇒ (7) + 12 = 19
M: 1d20 + 4 ⇒ (16) + 4 = 20
N: 1d20 + 7 ⇒ (11) + 7 = 18
V: 1d20 + 9 ⇒ (1) + 9 = 10
The first coloxus demon casts a spell quickening all his allies. The rest spring upon the party.
C2 Haste, Bite, vs FF Varda: 1d20 + 26 ⇒ (19) + 26 = 45
1d6 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (5, 1, 2, 1) = 9 Make a DC23 Fort save or take 1d4 ⇒ 3 charisma damage
C2 Haste, Slam, vs FF Varda: 1d20 + 26 ⇒ (19) + 26 = 45
1d4 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (2, 3, 6, 6) = 17
C2 Haste, Slam, vs FF Varda: 1d20 + 26 ⇒ (14) + 26 = 40
1d4 + 4 ⇒ (2) + 4 = 6
Sneak: 4d6 ⇒ (2, 2, 4, 6) = 14
C3 Haste, Bite, vs FF Larissa: 1d20 + 26 ⇒ (4) + 26 = 30
1d6 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (4, 4, 6, 6) = 20 Make a DC23 Fort save or take 1d4 ⇒ 3 charisma damage
C4 Haste, Bite, vs FF Gorn: 1d20 + 26 ⇒ (11) + 26 = 37
1d6 + 4 ⇒ (4) + 4 = 8
Sneak: 4d6 ⇒ (6, 4, 2, 2) = 14 Make a DC23 Fort save or take 1d4 ⇒ 2 charisma damage
C5 Haste, Bite, vs FF Nash: 1d20 + 26 ⇒ (6) + 26 = 32
1d6 + 4 ⇒ (6) + 4 = 10
Fortification: 1d100 ⇒ 1
Sneak: 4d6 ⇒ (4, 2, 5, 3) = 14 Make a DC23 Fort save or take 1d4 ⇒ 2 charisma damage
C6 Haste, Bite, vs FF Larissa: 1d20 + 26 ⇒ (15) + 26 = 41
1d6 + 4 ⇒ (5) + 4 = 9
Sneak: 4d6 ⇒ (1, 6, 1, 3) = 11 Make a DC23 Fort save or take 1d4 ⇒ 2 charisma damage
The leader moves up and slams her tail at Larissa.
Haste: 1d20 + 18 ⇒ (11) + 18 = 29
2d6 + 3 ⇒ (6, 4) + 3 = 13
Grab: 1d20 + 29 ⇒ (16) + 29 = 45
Constrict: 2d6 + 10 ⇒ (2, 5) + 10 = 17 Make a DC25 Fort save or fall unconscious for 1d8 ⇒ 6 rounds. Party is up!

Na'shok |

Na'shok twirls Soulshear overhead before cleaving into the demons nearest him. Starting with D6.
Primary (heroism, eaglesoul, ToR, rage, defensive): 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (14) + 21 + 4 + 2 + 6 + 2 - 4 = 45
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (1) + 29 + 4 + 3 + 6 + 3 = 46
Iterative: 1d20 + 16 + 4 + 2 + 6 + 2 - 4 ⇒ (19) + 16 + 4 + 2 + 6 + 2 - 4 = 45
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (9) + 29 + 4 + 3 + 6 + 3 = 54
Haste Attack: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (5) + 21 + 4 + 2 + 6 + 2 - 4 = 36
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (1) + 29 + 4 + 3 + 6 + 3 = 46
Confirming: 1d20 + 16 + 4 + 2 + 6 + 2 - 4 ⇒ (16) + 16 + 4 + 2 + 6 + 2 - 4 = 42
Extra Damage: 2d10 + 90 ⇒ (3, 1) + 90 = 94

Gorn-Rel |

Fortitude: 1d20 + 25 ⇒ (14) + 25 = 39
Flurry: 1d20 + 28 ⇒ (6) + 28 = 34
Damage: 3d6 + 18 ⇒ (4, 1, 2) + 18 = 25
Flurry: 1d20 + 28 ⇒ (16) + 28 = 44
Damage: 3d6 + 18 ⇒ (5, 2, 2) + 18 = 27
Flurry: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 3d6 + 18 ⇒ (4, 3, 2) + 18 = 27
Flurry: 1d20 + 23 ⇒ (20) + 23 = 43
Damage: 3d6 + 18 ⇒ (4, 4, 5) + 18 = 31
Flurry: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 3d6 + 18 ⇒ (1, 1, 2) + 18 = 22
Flurry: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 3d6 + 18 ⇒ (5, 2, 4) + 18 = 29
Flurry (confirm): 1d20 + 23 ⇒ (19) + 23 = 42
Damage: 3d6 + 18 ⇒ (4, 4, 4) + 18 = 30
Flurry (confirm): 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 3d6 + 18 ⇒ (6, 2, 2) + 18 = 28
Will surge if needed

Varda Beardedheart |

Knowledge (Planes): 1d20 + 10 ⇒ (1) + 10 = 11
Fort: 1d20 + 18 ⇒ (5) + 18 = 23
If that's DR/good, you should know that any attack made against an enemy within 10 feet of Varda is treated as good-aligned for the purposes of overcoming Damage Reduction.
Varda unleashes smashing doom upon the demon before her.
Boop: 1d20 + 24 ⇒ (16) + 24 = 40
Damage: 1d6 + 12 + 2d6 ⇒ (5) + 12 + (4, 5) = 26
Boop: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 1d6 + 12 + 2d6 ⇒ (4) + 12 + (5, 3) = 24
Bloop: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d6 + 12 + 2d6 ⇒ (4) + 12 + (6, 6) = 28

DM Amazing Red |

Well in that case Gorn does kill his target. Also Varda, give me three fort saves DC25, one for each hit or take 1d6 ⇒ 6, 1d6 ⇒ 1, 1d6 ⇒ 1, strength damage.
Varda boops her target three times but it is standing. The remaining demons step around for flanks and keep fighting.
C2 Haste Bite vs Varda: 1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48
Confirming: 1d20 + 26 + 2 ⇒ (9) + 26 + 2 = 37
2d6 + 8 ⇒ (3, 6) + 8 = 17
Sneak: 4d6 ⇒ (2, 1, 5, 6) = 14 Make a fort save DC23 or take 1d4 ⇒ 4 charisma damage
C2 Haste Bite vs Varda: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42
1d6 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (6, 3, 6, 6) = 21 Make a fort save DC23 or take 1d4 ⇒ 2 charisma damage
C2 Haste Slam vs Varda: 1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38
1d6 + 4 ⇒ (1) + 4 = 5
Sneak: 4d6 ⇒ (6, 1, 1, 5) = 13
C2 Haste Slam vs Varda: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36
1d6 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (1, 2, 2, 5) = 10
C3 Haste Bite vs Nash: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33
1d6 + 4 ⇒ (1) + 4 = 5
Fortification: 1d100 ⇒ 84
Sneak: 4d6 ⇒ (1, 1, 1, 3) = 6 Make a fort save DC23 or take 1d4 ⇒ 2 charisma damage
C3 Haste Bite vs Nash: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42
1d6 + 4 ⇒ (3) + 4 = 7
Fortification: 1d100 ⇒ 43
Sneak: 4d6 ⇒ (4, 6, 2, 5) = 17 Make a fort save DC23 or take 1d4 ⇒ 3 charisma damage
C3 Haste Slam vs Nash: 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40
1d6 + 4 ⇒ (1) + 4 = 5
Fortification: 1d100 ⇒ 4
Sneak: 4d6 ⇒ (6, 2, 6, 5) = 19
C3 Haste Slam vs Nash: 1d20 + 26 + 2 ⇒ (17) + 26 + 2 = 45
1d6 + 4 ⇒ (2) + 4 = 6
Fortification: 1d100 ⇒ 7
Sneak: 4d6 ⇒ (5, 3, 1, 3) = 12
C4 Haste Bite vs Gorn: 1d20 + 26 ⇒ (16) + 26 = 42
1d6 + 4 ⇒ (4) + 4 = 8
Sneak: 4d6 ⇒ (5, 4, 5, 1) = 15 Make a fort save DC23 or take 1d4 ⇒ 2 charisma damage
C4 Haste Bite vs Gorn: 1d20 + 26 ⇒ (13) + 26 = 39
1d6 + 4 ⇒ (3) + 4 = 7
Sneak: 4d6 ⇒ (5, 2, 4, 1) = 12 Make a fort save DC23 or take 1d4 ⇒ 4 charisma damage
C4 Haste Slam vs Gorn: 1d20 + 26 ⇒ (5) + 26 = 31
1d6 + 4 ⇒ (5) + 4 = 9
Sneak: 4d6 ⇒ (4, 6, 4, 5) = 19
C4 Haste Slam vs Gorn: 1d20 + 26 ⇒ (14) + 26 = 40
1d6 + 4 ⇒ (1) + 4 = 5
Sneak: 4d6 ⇒ (4, 2, 3, 4) = 13
C5 Haste Bite vs Nash: 1d20 + 26 + 2 ⇒ (5) + 26 + 2 = 33
1d6 + 4 ⇒ (3) + 4 = 7
Fortification: 1d100 ⇒ 42
Sneak: 4d6 ⇒ (1, 1, 5, 4) = 11 Make a fort save DC23 or take 1d4 ⇒ 4 charisma damage
C5 Haste Bite vs Nash: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44
1d6 + 4 ⇒ (1) + 4 = 5
Fortification: 1d100 ⇒ 77
Sneak: 4d6 ⇒ (4, 1, 4, 5) = 14 Make a fort save DC23 or take 1d4 ⇒ 3 charisma damage
C5 Haste Slam vs Nash: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44
1d6 + 4 ⇒ (1) + 4 = 5
Fortification: 1d100 ⇒ 49
Sneak: 4d6 ⇒ (2, 3, 2, 5) = 12
C5 Haste Slam vs Nash: 1d20 + 26 + 2 ⇒ (7) + 26 + 2 = 35
1d6 + 4 ⇒ (6) + 4 = 10
Fortification: 1d100 ⇒ 23
Sneak: 4d6 ⇒ (2, 1, 4, 4) = 11
The lead demon unleashes her fury on the liar Nash with all six arms.
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (8) + 20 = 28
2d6 + 8 ⇒ (4, 1) + 8 = 13
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (2) + 20 = 22
2d6 + 8 ⇒ (1, 2) + 8 = 11
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (17) + 20 = 37
Confirming: 1d20 + 24 ⇒ (13) + 24 = 37
Fortification: 1d100 ⇒ 72
2d6 + 8 ⇒ (4, 6) + 8 = 18
Extra Crit Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (15) + 20 = 35
2d6 + 8 ⇒ (4, 3) + 8 = 15
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (15) + 20 = 35
2d6 + 8 ⇒ (4, 6) + 8 = 18
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (5) + 20 = 25
2d6 + 8 ⇒ (1, 3) + 8 = 12
Haste, Expertise, Longsword: 1d20 + 20 ⇒ (19) + 20 = 39
Confirming: 1d20 + 24 ⇒ (5) + 24 = 29
Fortification: 1d100 ⇒ 95
2d6 + 8 ⇒ (2, 1) + 8 = 11
Extra Crit Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Iterative Haste, Expertise, Longsword: 1d20 + 15 ⇒ (14) + 15 = 29
2d6 + 8 ⇒ (6, 6) + 8 = 20
Second Iterative Haste, Expertise, Longsword: 1d20 + 10 ⇒ (2) + 10 = 12
2d6 + 8 ⇒ (5, 4) + 8 = 17
Third Iterative, Haste, Expertise, Longsword: 1d20 + 5 ⇒ (12) + 5 = 17
2d6 + 8 ⇒ (5, 5) + 8 = 18
Tail Slap: 1d20 + 13 ⇒ (14) + 13 = 27
2d6 + 3 ⇒ (1, 5) + 3 = 9
Grab: 1d20 + 24 ⇒ (6) + 24 = 30
Constrict: 2d6 + 10 ⇒ (5, 4) + 10 = 19 Make a fort save DC25 or fall unconscious for 1d8 ⇒ 7 rounds.
Party is up.

Na'shok |

The demon's attacks fall upon Nash's mighty form like drops of rain. Finding her minions more dangerous than their leader, Na'shok focuses his fury on the insect-like demons.
Starting with C3. If there's attacks leftover move to C2 next.
Sudden Block: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (18) + 21 + 4 + 2 + 6 + 2 - 4 = 49
Damage (ignores all DR): 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (5) + 29 + 4 + 3 + 6 + 3 = 50
Primary (heroism, eaglesoul, ToR, rage, defensive): 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (15) + 21 + 4 + 2 + 6 + 2 - 4 = 46
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (3) + 29 + 4 + 3 + 6 + 3 = 48
Iterative: 1d20 + 16 + 4 + 2 + 6 + 2 - 4 ⇒ (4) + 16 + 4 + 2 + 6 + 2 - 4 = 30
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (10) + 29 + 4 + 3 + 6 + 3 = 55
Haste Attack: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (9) + 21 + 4 + 2 + 6 + 2 - 4 = 40
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (6) + 29 + 4 + 3 + 6 + 3 = 51

Varda Beardedheart |

Fort 7+: 3d20 ⇒ (4, 14, 18) = 36
Fort 5+: 2d20 ⇒ (3, 4) = 7
The drops of rain fall upon Varda's form like mighty attacks, causing her to puddle upon the ground, unconscious. Well, forget what I said about everyone's attacks counting as good for purposes of DR... it only applies when I'm conscious.

Gorn-Rel |

Gorn-Rel's divine power bleeds from his fists as he pounds into the demon back-stabbing him. Swift Action: Surge: Ignore the demon's damage reduction
Flurry: 1d20 + 28 ⇒ (1) + 28 = 29
Damage: 3d6 + 18 ⇒ (3, 2, 6) + 18 = 29
Flurry: 1d20 + 28 ⇒ (16) + 28 = 44
Damage: 3d6 + 18 ⇒ (2, 3, 6) + 18 = 29
Flurry: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 3d6 + 18 ⇒ (1, 6, 1) + 18 = 26
Flurry: 1d20 + 23 ⇒ (14) + 23 = 37
Damage: 3d6 + 18 ⇒ (2, 2, 6) + 18 = 28
Flurry: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 3d6 + 18 ⇒ (1, 1, 1) + 18 = 21
Flurry: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 3d6 + 18 ⇒ (2, 6, 4) + 18 = 30

DM Amazing Red |

Reroll: 1d20 + 26 + 2 ⇒ (1) + 26 + 2 = 29
It takes most of his attacks, but Nash takes down a demon with one left over on an adjacent foe. Varda is downed by her wounds. Gorn misses with his first strike, but his follow ups all hit their mark.
The demons keep up their assault.
C2 Flank Bite vs Nash: 1d20 + 28 ⇒ (5) + 28 = 33
1d6 + 4 ⇒ (5) + 4 = 9 Fort Save DC23 or take 1d4 ⇒ 2 charisma damage
Fortif: 1d100 ⇒ 62
Sneak: 4d6 ⇒ (3, 5, 4, 3) = 15
C2 Flank Bite vs Nash: 1d20 + 28 ⇒ (12) + 28 = 40
1d6 + 4 ⇒ (1) + 4 = 5 Fort Save DC23 or take 1d4 ⇒ 3 charisma damage
Fortif: 1d100 ⇒ 19
Sneak: 4d6 ⇒ (3, 5, 4, 6) = 18
C2 Flank Slam vs Nash: 1d20 + 28 ⇒ (10) + 28 = 38
1d6 + 4 ⇒ (3) + 4 = 7
Fortif: 1d100 ⇒ 85
Sneak: 4d6 ⇒ (6, 6, 5, 5) = 22
C2 Flank Slam vs Nash: 1d20 + 28 ⇒ (20) + 28 = 48
1d6 + 4 ⇒ (2) + 4 = 6
Fortif: 1d100 ⇒ 17
Sneak: 4d6 ⇒ (3, 6, 3, 2) = 14
Confirming vs Nash: 1d20 + 28 ⇒ (8) + 28 = 36
1d6 + 4 ⇒ (1) + 4 = 5
Fortif: 1d100 ⇒ 26
C4 Flank Bite vs Gorn: 1d20 + 28 ⇒ (13) + 28 = 41
1d6 + 4 ⇒ (1) + 4 = 5 Fort Save DC23 or take 1d4 ⇒ 4 charisma damage
Sneak: 4d6 ⇒ (2, 6, 6, 4) = 18
C4 Flank Bite vsGorn: 1d20 + 28 ⇒ (2) + 28 = 30
1d6 + 4 ⇒ (6) + 4 = 10 Fort Save DC23 or take 1d4 ⇒ 1 charisma damage
Sneak: 4d6 ⇒ (6, 5, 2, 6) = 19
C4 Flank Slam vs Gorn: 1d20 + 28 ⇒ (5) + 28 = 33
1d6 + 4 ⇒ (6) + 4 = 10
Sneak: 4d6 ⇒ (2, 1, 1, 1) = 5
C4 Flank Slam vs Gorn: 1d20 + 28 ⇒ (17) + 28 = 45
1d6 + 4 ⇒ (5) + 4 = 9
Sneak: 4d6 ⇒ (5, 6, 4, 5) = 20
C5 Flank Bite vs Nash: 1d20 + 28 ⇒ (7) + 28 = 35
1d6 + 4 ⇒ (3) + 4 = 7 Fort Save DC23 or take 1d4 ⇒ 2 charisma damage
Fortif: 1d100 ⇒ 87
Sneak: 4d6 ⇒ (5, 6, 6, 4) = 21
C5 Flank Bite vs Nash: 1d20 + 28 ⇒ (8) + 28 = 36
1d6 + 4 ⇒ (4) + 4 = 8 Fort Save DC23 or take 1d4 ⇒ 4 charisma damage
Fortif: 1d100 ⇒ 28
Sneak: 4d6 ⇒ (1, 5, 4, 6) = 16
C5 Flank Slam vs Nash: 1d20 + 28 ⇒ (11) + 28 = 39
1d6 + 4 ⇒ (5) + 4 = 9
Fortif: 1d100 ⇒ 83
Sneak: 4d6 ⇒ (6, 6, 4, 3) = 19
C5 Flank Slam vs Nash: 1d20 + 28 ⇒ (14) + 28 = 42
1d6 + 4 ⇒ (4) + 4 = 8
Fortif: 1d100 ⇒ 67
Sneak: 4d6 ⇒ (1, 1, 6, 3) = 11
The Marilith steps back and starts casting a spell.
Party is up!

Na'shok |

Na'shok parries another blow from the demons.
Sudden Block: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (12) + 21 + 4 + 2 + 6 + 2 - 4 = 43
Damage (ignores all DR): 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (2) + 29 + 4 + 3 + 6 + 3 = 47
Determined to keep the demoness from finishing her spell, Nash steps after her and bring Soulshear to bear.
Primary (heroism, eaglesoul, ToR, rage, defensive): 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (20) + 21 + 4 + 2 + 6 + 2 - 4 = 51
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (1) + 29 + 4 + 3 + 6 + 3 = 46
Iterative: 1d20 + 16 + 4 + 2 + 6 + 2 - 4 ⇒ (17) + 16 + 4 + 2 + 6 + 2 - 4 = 43
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (8) + 29 + 4 + 3 + 6 + 3 = 53
Haste Attack: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (20) + 21 + 4 + 2 + 6 + 2 - 4 = 51
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (6) + 29 + 4 + 3 + 6 + 3 = 51
Confirming: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (9) + 21 + 4 + 2 + 6 + 2 - 4 = 40
Extra Damage: 2d10 + 90 ⇒ (7, 9) + 90 = 106
Haste Attack: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (16) + 21 + 4 + 2 + 6 + 2 - 4 = 47
Extra Damage: 2d10 + 90 ⇒ (10, 2) + 90 = 102

Gorn-Rel |

Gorn-Rel absorbs the last blow of the demon who is attacking him, and responds with heavy fists.
Flurry: 1d20 + 28 ⇒ (20) + 28 = 48
Damage: 3d6 + 18 ⇒ (1, 2, 5) + 18 = 26
Flurry: 1d20 + 28 ⇒ (9) + 28 = 37
Damage: 3d6 + 18 ⇒ (4, 1, 2) + 18 = 25
Flurry: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 3d6 + 18 ⇒ (3, 3, 6) + 18 = 30
Flurry: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 3d6 + 18 ⇒ (1, 3, 5) + 18 = 27
Flurry: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 3d6 + 18 ⇒ (2, 4, 1) + 18 = 25
Flurry: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 3d6 + 18 ⇒ (3, 1, 3) + 18 = 25
Flurry (Confirm): 1d20 + 28 ⇒ (13) + 28 = 41
Damage: 6d6 + 36 ⇒ (5, 5, 5, 6, 3, 3) + 36 = 63

DM Amazing Red |

Sudden Block Reroll: 1d20 + 28 ⇒ (9) + 28 = 37
Nash's vicious strikes stops the marilith's spell. Gorn's first strike drop his foe and he hits with another two on a second foe, dropping him as well. The remaining demons attack Nash.
Bite: 1d20 + 26 ⇒ (12) + 26 = 38
1d6 + 4 ⇒ (4) + 4 = 8 Fort Save 23 or take 1d4 ⇒ 1 charisma damage.
Bite: 1d20 + 26 ⇒ (9) + 26 = 35
1d6 + 4 ⇒ (1) + 4 = 5 Fort Save 23 or take 1d4 ⇒ 4 charisma damage.
Slam: 1d20 + 25 ⇒ (15) + 25 = 40
1d4 + 4 ⇒ (4) + 4 = 8
Slam: 1d20 + 25 ⇒ (6) + 25 = 31
1d4 + 4 ⇒ (2) + 4 = 6
Longsword: 1d20 + 25 ⇒ (19) + 25 = 44
Confirming: 1d20 + 25 ⇒ (19) + 25 = 44
Fort: 1d100 ⇒ 76
2d6 + 8 ⇒ (3, 4) + 8 = 15
Longsword: 1d20 + 25 ⇒ (9) + 25 = 34
2d6 + 8 ⇒ (4, 1) + 8 = 13
Longsword: 1d20 + 25 ⇒ (12) + 25 = 37
2d6 + 8 ⇒ (6, 1) + 8 = 15
Longsword: 1d20 + 25 ⇒ (5) + 25 = 30
2d6 + 8 ⇒ (6, 2) + 8 = 16
Longsword: 1d20 + 25 ⇒ (19) + 25 = 44
Confirming: 1d20 + 25 ⇒ (9) + 25 = 34
Fort: 1d100 ⇒ 31
2d6 + 8 ⇒ (5, 4) + 8 = 17
Longsword: 1d20 + 25 ⇒ (16) + 25 = 41
2d6 + 8 ⇒ (2, 3) + 8 = 13
Hasted Longsword: 1d20 + 25 ⇒ (7) + 25 = 32
2d6 + 8 ⇒ (5, 4) + 8 = 17
Longsword: 1d20 + 20 ⇒ (2) + 20 = 22
2d6 + 8 ⇒ (2, 2) + 8 = 12
Longsword: 1d20 + 15 ⇒ (2) + 15 = 17
2d6 + 8 ⇒ (6, 5) + 8 = 19
Longsword: 1d20 + 10 ⇒ (4) + 10 = 14
2d6 + 8 ⇒ (1, 1) + 8 = 10
Tail: 1d20 + 28 ⇒ (4) + 28 = 32
2d6 + 3 ⇒ (6, 6) + 3 = 15
Grab: 1d20 + 29 ⇒ (19) + 29 = 48
Constrict: 2d6 + 10 ⇒ (3, 2) + 10 = 15 For save DC25 or lose consciousness for 1d8 ⇒ 1 rounds. Party is up!

Na'shok |

I'm out of stoneskin so those actually hurt.
Sudden Block: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (12) + 21 + 4 + 2 + 6 + 2 - 4 = 43
Damage (ignores all DR): 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (9) + 29 + 4 + 3 + 6 + 3 = 54
Na'shok focuses on ending the troublesome demoness.
Primary (heroism, eaglesoul, ToR, rage, defensive): 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (11) + 21 + 4 + 2 + 6 + 2 - 4 = 42
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (10) + 29 + 4 + 3 + 6 + 3 = 55
Iterative: 1d20 + 16 + 4 + 2 + 6 + 2 - 4 ⇒ (11) + 16 + 4 + 2 + 6 + 2 - 4 = 37
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (7) + 29 + 4 + 3 + 6 + 3 = 52
Haste Attack: 1d20 + 21 + 4 + 2 + 6 + 2 - 4 ⇒ (10) + 21 + 4 + 2 + 6 + 2 - 4 = 41
Damage: 1d10 + 29 + 4 + 3 + 6 + 3 ⇒ (7) + 29 + 4 + 3 + 6 + 3 = 52

Na'shok |

With the danger passed, Na'shok attends to Varda's injuries with one of the healing wands.
CSW: 3d8 + 5 ⇒ (8, 4, 2) + 5 = 19
CSW: 3d8 + 5 ⇒ (3, 4, 8) + 5 = 20
CSW: 3d8 + 5 ⇒ (5, 1, 3) + 5 = 14
CSW: 3d8 + 5 ⇒ (4, 6, 6) + 5 = 21
CSW: 3d8 + 5 ⇒ (7, 3, 6) + 5 = 21
Not sure how much more you need.
And then he mends his own.
CSW: 3d8 + 5 ⇒ (4, 5, 4) + 5 = 18
CSW: 3d8 + 5 ⇒ (8, 1, 8) + 5 = 22
CSW: 3d8 + 5 ⇒ (8, 4, 2) + 5 = 19
CSW: 3d8 + 5 ⇒ (6, 6, 8) + 5 = 25
CSW: 3d8 + 5 ⇒ (2, 7, 5) + 5 = 19
CSW: 3d8 + 5 ⇒ (2, 7, 8) + 5 = 22
CSW: 3d8 + 5 ⇒ (5, 3, 6) + 5 = 19
How long was Larissa knocked out?
6 charges remaining on that wand.

Varda Beardedheart |

Was at -14, so 154 - 19 - 20 - 14 - 21 - 21 = 59.
Varda's eyelids flutter and she jumps to her feet, bow clutched in one hand. A moment later, she realizes the combat is over, and sinks to the ground again to finish recuperating.