
GM Cwethan |

Undy is dismayed to realize that the Walking Pools of Blood are Blood Golems. Like most golems they have typical construct immunities and are immune to magic that directly targets them i.e. allows SR, with the exception of specifically blood based spells. If they get to grips with a person they are known to grapple them and then drain away their blood to reconstitute themselves. Lacking much in the way of particular organs, they are best damaged by blunt trauma instead of edged weapons.
The Hungry flesh also kills by constriction, but its touch also spreads a plague of tumors. It is immune to what most oozes are.
I'm assuming you used the wand much earlier, so you still have your actions
Bold may go!
Undy
Dioneo
Ralph
Rogar - Attack Readied
Hassam
Walking Pools of Blood
Davorin
Hungry Flesh

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Hassam chugs another potion of embiggening as he begins to inspire courage, while bumping Davorin out of his way.

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"What did you say these were? That's gross!"
Standard Action
Ralphs casts Prayer boosting the party.
So, with the Inspire Courage and Flagbearer from Hassam, and Prayer from Ralph, party should be at +6 attack, +6 damage. Also, +1 on all skill checks, ability checks, and saving throws (total +4 vs. fear).
Ralph heads back a little, making sure not to make himself the first target.
Free Action
"Angel, come"

Angel~ |

Move Action
Angel moves back some, with Ralph getting her into position to try to pounce something.

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Dioneo raises his arms in the air and mumbles some words as heat waves come from his body to engulf the party. The party's moves seem enhanced once again!
Once it is done, his wings once again lift him from the ground. 30 feet
ACTIVE BUFF: Blessing of Fervor

GM Cwethan |

One of the Blood Golems rushes forward, clotting arms hammering against Angel's defensive wards, while the other one calmly jumps from the wall, rigid construction holding as it continues its march forward.
Slam: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar - Attack Readied
Hassam - Flag 30'Radius, Embiggened - AoO vs. Red
Walking Pools of Blood (Red -2 AC)
Davorin
Hungry Flesh

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Please take all the active modifiers in account when dealing with Rogar's readied attack

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Dioneo caster level check vs Riddy SR for Blessing of Fervor: 1d20 + 8 ⇒ (9) + 8 = 17
Both Undy and Riddy take the bonus to AC and Reflex from Blessing of Fervor
Undy and Riddy use their spellcasting teamwork once again, with Undy casting Flurry of Snowballs at the Red Walking Pool of Blood and Riddy casting Shock Shield.
Neither spell is subject to SR, so the Golem's immunity to magic shouldn't apply
Cold dmg: 4d6 ⇒ (2, 4, 1, 6) = 13 DC 21 Reflex for half
Secondary effect: DC 21 Reflex or knocked prone
Then both Undy and Riddy fly up to an altitude of 25' up in the air Undy cast Overland Flight at the start of the invasion and Riddy has natural flight
@GM, just clarifying: so far all the action has taken place during a single adventuring day, correct?

GM Cwethan |

Yep, these specials are an endurance challenge
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Reflex: 1d20 + 6 ⇒ (16) + 6 = 22
The icy spray of snowballs has sadly little effect on the golem as its partially amorphous shape allows most of them to pass straight through.
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar - Attack Readied
Hassam - Flag 30'Radius, Embiggened - AoO vs. Red
Walking Pools of Blood (Red -6, -2 AC)
Davorin
Hungry Flesh

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Oh! I forgot Riddy had a SR. Thanks for the CLC, Undy. :)

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Davorin looks at his opponents and then his shiny armor, the things I do for the society, he calmly thinks for himself. "Well, this is going to get messy, and I have to admit I'm a little short handed when it comes to bludgeoning...pun intended," he nervously laughs to his colleagues. Looking around he realizes how little room he has to maneuver with the oversized Hassam taking up the space that was formerly his.
Davorin does not draw any weapons, but takes up a fluid looking martial form, his left open towards his opponent.
Move Action: Martial Flexibility into Bloodly Assault - Reminder, I have improved unarmed strike.
With his other hand he reaches into his haversack and withdraws a thin vial of purple viscous liquid.
Move Action: Draw a vial of Bloating Solution from my bag.
"If anybody wants to chuck this at one of the oozes, I wouldn't complain!" he announces with the vial outstretched in his other hand.

GM Cwethan |

Falling Damage: 1d6 ⇒ 3
The Hungry Flesh lives up to its name as both oozes beeline straight for the party, one of them splattering slightly as it forgoes the stairs.
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar
Hassam - Flag 30'Radius, Embiggened - AoO vs. Red
Walking Pools of Blood (Red -6, -2 AC)
Davorin - Bloody Assault
Hungry Flesh (Green -3)

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Flag, Courage, Prayer
AoO: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20 nat 1 miss
damage: 2d6 + 27 ⇒ (1, 1) + 27 = 29
Hassam misses once before taking advantage of the blessing of fervor to make a series of strikes against the red pool.
Strike: 1d20 + 21 - 2 ⇒ (5) + 21 - 2 = 24
damage: 2d6 + 27 ⇒ (1, 1) + 27 = 29
fervor strike: 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30
damage: 2d6 + 27 ⇒ (5, 3) + 27 = 35
iterative strike: 1d20 + 16 - 2 ⇒ (4) + 16 - 2 = 18
damage: 2d6 + 27 ⇒ (3, 1) + 27 = 31
continuing to inspire.

GM Cwethan |

Hassam's mighty blows easily crack through the congealed crust that shapes this foul creature, but despite the ferocity of his strikes, it still keeps moving!
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar
Hassam - Flag 30'Radius, Embiggened - AoO vs. Red
Walking Pools of Blood (Red -60, -2 AC)
Davorin - Bloody Assault
Hungry Flesh (Green -3)

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I thought we said we were going to use our Aid Token for extra damage, no? In which case Hassam's attacks should have done more I think?
... no time to take my turn now but will try to get to it later tonight.

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That's my fault for not adding them.
allied offensive extra damage: 6d8 ⇒ (3, 4, 4, 4, 6, 4) = 25

GM Cwethan |

**Splort**
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar
Hassam - Flag 30'Radius, Embiggened
Walking Pools of Blood (Red's dead, baby)
Davorin - Bloody Assault
Hungry Flesh (Green -3)

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Undy attempts to hover in the air.
Fly DC 15: 1d20 + 12 ⇒ (8) + 12 = 20
Drawing a lesser rod of intensified metamagic, Undy casts (intensified) Snowball at Green Hungry Flesh.
CL vs SR, if needed: 1d20 + 11 ⇒ (2) + 11 = 13
Ranged touch attack: 1d20 + 15 ⇒ (14) + 15 = 29
Cold dmg: 10d6 ⇒ (4, 5, 6, 3, 5, 4, 2, 4, 1, 1) = 35 No save
I presume the aid token doesn't boost damage from spell attacks?

Riddywipple Z. |

Riddy takes aim at the same Green Hungry Flesh with his wand of Magic Missile.
Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5

GM Cwethan |

I'd allow it to work, but it only works on a single attack, so the token's already been used.
Undy and Riddy's spells tear great gaping holes in the Hungry Flesh, but they're already beginning to glorp closed...
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar
Hassam - Flag 30'Radius, Embiggened
Walking Pools of Blood (Red's dead, baby)
Davorin - Bloody Assault
Hungry Flesh (Green -43)

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(Taking the extra attack from Fervor)
Swift Action
Ralph steadies his gun this turn. Using a point of grit to get Charisma to Damage this turn.
Full Attack
He starts shooting. "Waaaahoooo!" (Targeting Yellow first, then Blue if it goes down. They are touch attacks against Yellow, and it would be regular AC against blue with a -2 penalty due to range... misfires only on a 1 when using an alchemical cartridge)
Pistol Touch Attack (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot): 1d20 + 11 - 2 + 3 + 2 + 1 + 1 ⇒ (2) + 11 - 2 + 3 + 2 + 1 + 1 = 18
Pistol Damage (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot, Charisma): 1d8 + 1 + 4 + 3 + 2 + 1 + 1 + 6 ⇒ (8) + 1 + 4 + 3 + 2 + 1 + 1 + 6 = 26
(Cold Iron Bullet)
Iterative Attack
Pistol Touch Attack (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot): 1d20 + 6 - 2 + 3 + 2 + 1 + 1 ⇒ (19) + 6 - 2 + 3 + 2 + 1 + 1 = 30
Pistol Damage (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot, Charisma): 1d8 + 1 + 4 + 3 + 2 + 1 + 1 + 6 ⇒ (7) + 1 + 4 + 3 + 2 + 1 + 1 + 6 = 25
(Just a regular paper cartridge)
Fervor Attack
Pistol Touch Attack (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot): 1d20 + 11 - 2 + 3 + 2 + 1 + 1 ⇒ (7) + 11 - 2 + 3 + 2 + 1 + 1 = 23
Pistol Damage (Deadly Aim, Inspire Courage, Flagbearer, Prayer, Point Blank Shot, Charisma): 1d8 + 1 + 4 + 3 + 2 + 1 + 1 + 6 ⇒ (2) + 1 + 4 + 3 + 2 + 1 + 1 + 6 = 20
(Just a regular paper cartridge)
Free Action
"Angel, attack!"

Angel~ |

(Taking the extra attack from Fervor)
Full Attack
Angel growls and starts swinging.
(More conditionals. If Yellow is still there, she will full attack it. Otherwise, she will pounce Blue. If she attacks yellow, ignore the rake attacks. If she pounces blue, add 2 to these rolls and use the rake attacks.)
Bite Damage (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d8 + 6 + 4 + 3 + 2 + 1 ⇒ (6) + 6 + 4 + 3 + 2 + 1 = 22
Grab Attempt (Power Attack, Inspire Courage, Flagbearer, Prayer: 1d20 + 14 - 2 + 3 + 2 + 1 ⇒ (11) + 14 - 2 + 3 + 2 + 1 = 29
Claw Attack 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (20) + 12 - 2 + 3 + 2 + 1 = 36
Claw Damage 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d6 + 6 + 4 + 3 + 2 + 1 ⇒ (1) + 6 + 4 + 3 + 2 + 1 = 17
Grab Attempt (Power Attack, Inspire Courage, Flagbearer, Prayer: 1d20 + 14 - 2 + 3 + 2 + 1 ⇒ (1) + 14 - 2 + 3 + 2 + 1 = 19
Claw Attack 2 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (2) + 12 - 2 + 3 + 2 + 1 = 18
Claw Damage 2 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d6 + 6 + 4 + 3 + 2 + 1 ⇒ (3) + 6 + 4 + 3 + 2 + 1 = 19
Grab Attempt (Power Attack, Inspire Courage, Flagbearer, Prayer: 1d20 + 14 - 2 + 3 + 2 + 1 ⇒ (13) + 14 - 2 + 3 + 2 + 1 = 31
Fervor Bite Attack (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (11) + 12 - 2 + 3 + 2 + 1 = 27
Fervor Bite Damage (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d8 + 6 + 4 + 3 + 2 + 1 ⇒ (5) + 6 + 4 + 3 + 2 + 1 = 21
Grab Attempt (Power Attack, Inspire Courage, Flagbearer, Prayer: 1d20 + 14 - 2 + 3 + 2 + 1 ⇒ (20) + 14 - 2 + 3 + 2 + 1 = 38
(Rake below - only use these if she attacked blue, ignore them for yellow)
Rake Damage 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d6 + 6 + 4 + 3 + 2 + 1 ⇒ (4) + 6 + 4 + 3 + 2 + 1 = 20
Rake Attack 2 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (19) + 12 - 2 + 3 + 2 + 1 = 35
Rake Damage 2 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d6 + 6 + 4 + 3 + 2 + 1 ⇒ (6) + 6 + 4 + 3 + 2 + 1 = 22
-------------------------------------------------------
CRIT - Claw Attack 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (2) + 12 - 2 + 3 + 2 + 1 = 18
EXTRA DAMAGE - Claw Damage 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d6 + 6 + 4 + 3 + 2 + 1 ⇒ (3) + 6 + 4 + 3 + 2 + 1 = 19

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I'm waiting to see how Angel and Ralph's attacks resolve before using more resources.

GM Cwethan |

Ralph bullets into the Hungry Flesh until it stops advancing, while Angel pounces and tears apart the Blood Golem!
Bold may go!
Prayer, Inspired, Fervent
Undy
Dioneo
Ralph
Rogar
Hassam - Flag 30'Radius, Embiggened
Walking Pools of Blood (Red's dead, baby)
Davorin - Bloody Assault
Hungry Flesh (Green -43, Yellow -51, unconscious)

Angel~ |

Angel's AC will be two lower this round, in case Green survives, since she had to charge to pounce.

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Dioneo snaps his finger as he shrugs.
"Burn, then."
Fireball, ref DC 22: 10d6 ⇒ (5, 2, 2, 4, 2, 5, 5, 4, 4, 3) = 36
ACTIVE BUFF: Blessing of Fervor
Taking the +2s

GM Cwethan |

Reflex: 1d20 - 2 ⇒ (5) - 2 = 3
The last of the fleshbeasts immolates instantly. It's a trivial matter to make certain that the other does not pull itself back together, and as you finish searing its wounds, the sound of hoofbeats alerts you to new arrivals.
Siege Lord Wynsal Starborn rides towards the gate accompanied by several mounted bodyguards. They help some nearby soldiers finish off the last of another incursion, and then Starborn beckons for you to come speak with him.
The Siege Lord removes his steel helmet for a moment, shaking out his braided hair beaded with the teal and gold colors of Absalom’s flag. With a respectful nod and congratulatory salute, he introduces himself.
“I am Wynsal Starborn, once captain of the First Guard and now the Siege Lord ensuring Absalom’s safety. You fought bravely, and thanks to your help, we’ve got the situation under control here.
“I am less confident about affairs beyond our gates, though we could seize control of the tides of war with a targeted strike by capable operatives like you. As you probably noticed, those fiendish abominations are quite tough, but they’re not very organized. In fact,
I saw two groups of them fighting each other until one of the minotaur commanders sorted them out. We might be able to use their lack of discipline against them!
“I’ve heard that you and the rest of the Pathfinder Society have already done a great deal for the city today. While I’m reticent to ask more, I cannot afford to surrender your expertise. I ask that you sneak past enemy lines, seek out Warchief Mithrakk, and kill that horned beast. The First Guard will be ready to exploit the opening.”
***
Since, let's face it, you'll say yes...
So far, your mission into the Cairnlands has gone fairly simply, and you think you're drawing near.
A black-and-red banner with a bull’s head on it flies above the shattered remains of an ancient siege castle. A group of groaning, hunched creatures stitched together from strange flesh patrol the ruins. A pair of the strongest ones seem to be in your way to the encampment.
You can attempt to evade them with Stealth, or just smash on through!

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Knowledge Local: 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge Nature: 1d20 + 5 ⇒ (6) + 5 = 11
Knowledge Arcana: 1d20 + 5 ⇒ (17) + 5 = 22
Dioneo approves the order, eager to show his worth through fire and flames. He sighs: "They're Flesh Golems. They have the typical golemic immunity to spells, but are still slowed by magical fire and cold, and healed by magical electricity." he pauses.
"I am not one to sneak. However if fly is an option, I can stay out of reach." he declares with a broad gesture as he pours himself a glass of wine.
Special attacks?

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Undy Knowledge (Nature): 1d20 + 15 ⇒ (5) + 15 = 20
Riddy Knowledge (Nature): 1d20 + 11 ⇒ (18) + 11 = 29
Riddy comments, "Oh, I've heard of this Mithrakk fellow. It's said he was killed in a duel, but then rose from his own grave and avenged himself." Riddy shivers at the awfulness of it all.
Undy Knowledge (Arcana): 1d20 + 17 ⇒ (8) + 17 = 25
Riddy Knowledge (Arcana): 1d20 + 13 ⇒ (5) + 13 = 18
@GM, can you clarify, does this mean that fire or cold spells will slow the golems AND do damage? Or just slow them?
DR?
Undy is running a bit low on spells, and the golems will be immune to most magic anyway, so he favors stealthing past them, but will be happy to cheer for the warrior types if they wish to do battle.
Undy renews Mage Armor on himself and Riddy from his wand, and also uses his wand of Heightened Awareness on himself.

GM Cwethan |

They'll only be slowed if the spell allows SR, otherwise it'll have both effects. They have DR/adamantine, but only 5. Technically they have the ability to stop being good at target priority as a special attack, but nothing you need to worry about.
1 Vote for Stealth

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Going to refresh Mage Armor on Angel and Ant Haul on Ralph if needed.
I'm good with either option. Not the best at stealthing but if it works like a lot of recent skill checks, only some of the party has to do it successfully. (Too much GMing on my part XD)
(Also, Ralph gets his grit point back from downing an enemy!)

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Davorin shrugs, "Team choice. I'll support us either way we try."

GM Cwethan |

Well then, Stealth checks from everyone! Feel free to prebuff before attempting, but some time (rounds not minutes) will pass during the attempt.

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Undy Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Riddy Stealth: 1d20 + 19 ⇒ (12) + 19 = 31

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Sneaky Baron: 1d20 - 1 ⇒ (16) - 1 = 15

GM Cwethan |

This is still (thanks to Riddy and Angel) technically passable. Go get 'em Ralph, Angel, and Davorin!

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Davorin Stealth: 1d20 + 4 ⇒ (4) + 4 = 8

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(Gonna use a potion of reduce animal (Ralph has 3) on Angel. Should last 3 hours anyway, and probably should have done it earlier... Will affect her stats later but incorporating Stealth for now)
Ralph Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Angel Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
(Sorry, quick post!)

GM Cwethan |

Even though the pervasive sounds of battle, and the general disorder and violence of the camp mask your approach, you are waylaid by the Flesh Golems just before you reach the Command Post!
Undy: 1d20 + 4 ⇒ (15) + 4 = 19 +4 more if Heightened Awareness
Dioneo: 1d20 + 10 ⇒ (10) + 10 = 20
Rogar: 1d20 + 6 ⇒ (5) + 6 = 11
Hassam: 1d20 + 13 ⇒ (17) + 13 = 30
Davorin: 1d20 + 2 ⇒ (15) + 2 = 17
Ralph: 1d20 + 5 ⇒ (12) + 5 = 17
Bad Guys: 1d20 - 1 ⇒ (15) - 1 = 14
Bold may Go!
Hassam
Undy
Dioneo
Ralph (Angel - Wee)
Davorin
Flesh Golems
Rogar

GM Cwethan |

The Flesh Golems power forward, slamming their meaty fists into Davorin!
Slam: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Bludgeoning: 2d8 + 5 ⇒ (5, 7) + 5 = 17
Slam: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Bludgeoning: 2d8 + 5 ⇒ (8, 6) + 5 = 19
Bold may Go!
Hassam
Undy
Dioneo
Ralph (Angel - Wee)
Davorin -36
Flesh Golems -2 AC
Rogar

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Hassam will let out a shout as he inspires his allies before taking a vital strike at the golem in front of him.
power arcane vital Strike: 1d20 + 20 - 2 ⇒ (20) + 20 - 2 = 38
damage: 2d8 + 24 ⇒ (1, 7) + 24 = 32
breaking adamantine DR from +4 weapon.
+5/+5 from me.

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Dioneo sighs. "Why? Seriously, again?"
He points his finger in hope his power is enough to hurt the foes.
Fireball, ref DC 22: 10d6 ⇒ (1, 2, 6, 5, 3, 6, 4, 1, 5, 5) = 38
CL check vs blue: 1d20 + 8 ⇒ (13) + 8 = 21
CL check vs red: 1d20 + 8 ⇒ (9) + 8 = 17

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"This day is full of weird stuff, I tell ya!"
Standard Action
Ralph again casts Prayer, boosting the party.
Free Action
"Attack that one, Angel"
(Stacking with Hassam to be +6/+6 again)

Angel~ |

Five Foot Step
Angel steps up to the creature.
Full Attack
And beings the assault. (Not rolling grab because she can't do that to a creature of this size (now))
Bite Attack (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (7) + 12 - 2 + 3 + 2 + 1 = 23
Bite Damage (Power Attack, Inspire Courage, Flagbearer, Prayer, Reduce Animal): 1d6 + 6 + 3 + 2 + 1 - 1 ⇒ (1) + 6 + 3 + 2 + 1 - 1 = 12
Claw Attack 1 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (3) + 12 - 2 + 3 + 2 + 1 = 19
Bite Damage 1 (Power Attack, Inspire Courage, Flagbearer, Prayer, Reduce Animal): 1d4 + 6 + 3 + 2 + 1 - 1 ⇒ (4) + 6 + 3 + 2 + 1 - 1 = 15
Claw Attack 2 (Power Attack, Inspire Courage, Flagbearer, Prayer): 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (11) + 12 - 2 + 3 + 2 + 1 = 27
Bite Damage 2 (Power Attack, Inspire Courage, Flagbearer, Prayer, Reduce Animal): 1d4 + 6 + 3 + 2 + 1 - 1 ⇒ (1) + 6 + 3 + 2 + 1 - 1 = 12

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I have a request - I know we need to keep things moving, but we outright lost initiative because it was Sunday. Could we avoid having us lose initiative on weekends at least? As I would have had Combat Expertise on, only the AC 30 (19 HP) would have hit.
Davorin grunts from the blow and swing Remembrance in retribution.
Full Attack: Put away quickdraw shield, 2-handed hit x2, quickdraw shield
Remembrance (2H, CE, PA, Hassam): 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24 Damage (Silver): 1d8 + 16 + 5 ⇒ (7) + 16 + 5 = 28
Remembrance, 2nd (2H, CE, PA, Hassam)): 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 21 Damage (Silver): 1d8 + 16 + 5 ⇒ (3) + 16 + 5 = 24

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Ralph CL check vs Riddy SR 13 for Prayer: 1d20 + 8 ⇒ (19) + 8 = 27
With little to do in the face of their immunity to magic, and with Dioneo presumably having already slowed both Golems with his fireball, Undy and Riddy both cast Greater Invisibility and then fly up to an altitude of 25' before flying over to get a look at where the Warchief presumably is. What do they see?

GM Cwethan |

Sorry Davorin, but no. If you provide a Bot Me spoiler in your profile, I'm happy to toss that in if you guys miss posting, or you can ask another player to act on your behalf if you'll be unavailable, but in a timed-special we really can't just skip days.
Hassam Confirm?: 1d20 + 20 - 2 ⇒ (11) + 20 - 2 = 29
Extra Damage: 2d8 + 48 ⇒ (3, 4) + 48 = 55
Hassam's glorious strike pierces clean through the golem, its inanimate weight slumps to the ground a moment later.
AoO: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
Rake: 1d20 + 12 - 2 + 3 + 2 + 1 + 2 ⇒ (18) + 12 - 2 + 3 + 2 + 1 + 2 = 36
Damage: 1d4 + 6 + 3 + 2 + 1 - 1 ⇒ (2) + 6 + 3 + 2 + 1 - 1 = 13
Rake: 1d20 + 12 - 2 + 3 + 2 + 1 + 2 ⇒ (11) + 12 - 2 + 3 + 2 + 1 + 2 = 29
Damage: 1d4 + 6 + 3 + 2 + 1 - 1 ⇒ (2) + 6 + 3 + 2 + 1 - 1 = 13
With a furious pounce and careful slices, Angel and Davorin are able to dismantle the other flesh-beast as well!
As Undy gets a peek inside the Command Post, he sees a towering humanoid creature with a skeletal bull’s head observing the battle and issuing commands to demonflesh creatures. Tiny homunculi race off to deliver orders across the battlefield’s churned soil. A blood-red symbol depicting a bull’s head adorns the bull-headed creature’s armor, and a pair of seasoned looking bodyguards vainly try to keep order among the flesh-beast messengers. Unbelievably, it seems that the explosions and shouting hadn't instantly alerted them amid the general chaos of the camp, but already they've snatched up their weapons - they're coming soon!
Bold may Go!
Inspired, Prayerful
Hassam - 30' Banner
Minotaur Bodyguards
Undy
Dioneo
Ralph (Angel - Wee)
Davorin -36
Warchief Mithrakk the Undying
Rogar