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Hassam takes a step forward as he continues to shout encouraging words, while taking a trio of stabs at the giant monster. maintaing courage.
Enlarged, Prayer, Bonus attack from BoF, Power Attack, Arcane Strike, Inspire Courage, Banner, Flank.
the stabbening: 1d20 + 23 - 2 ⇒ (14) + 23 - 2 = 35
damage: 2d6 + 27 ⇒ (2, 3) + 27 = 32
Fervor Stab: 1d20 + 23 - 2 ⇒ (5) + 23 - 2 = 26
damage: 2d6 + 27 ⇒ (6, 1) + 27 = 34
iterative stab: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
damage: 2d6 + 27 ⇒ (4, 5) + 27 = 36
+4 weapon so breaking cold iron, silver and alignment DR.

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"Rogar, lookin' a little beat-up there. I got ya, my man!"
(Taking +2 AC/Reflex)
Standard Action
Ralph casts Cure Critical Wounds.
Move Action
He moves over to Rogar and touches him. (Not sure if provokes, but Ralph is staying behind cover for this as much as possible... if it provokes, still doing it)
Cure Critical Wounds (Rogar): 4d8 + 9 ⇒ (7, 2, 1, 1) + 9 = 20

Angel~ |

(Taking extra attack)
5 ft. step
Angel, ready to viciously attack, steps up to the monster.
Full Attack
She starts swinging!
Bite Attack (Power Attack, Prayer): 1d20 + 12 - 2 + 1 ⇒ (9) + 12 - 2 + 1 = 20
Bite Damage (Power Attack, Prayer, Reduce Animal): 1d6 + 6 + 3 + 1 + 1 ⇒ (6) + 6 + 3 + 1 + 1 = 17
Claw Attack 1 (Power Attack, Prayer): 1d20 + 12 - 2 + 1 ⇒ (13) + 12 - 2 + 1 = 24
Claw Damage 1 (Power Attack, Prayer, Reduce Animal): 1d4 + 6 + 3 + 1 + 1 ⇒ (2) + 6 + 3 + 1 + 1 = 13
Claw Attack 2 (Power Attack, Prayer): 1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 14
Claw Damage 2 (Power Attack, Prayer, Reduce Animal): 1d4 + 6 + 3 + 1 + 1 ⇒ (2) + 6 + 3 + 1 + 1 = 13
Fervor Bite Attack (Power Attack, Prayer): 1d20 + 12 - 2 + 1 ⇒ (8) + 12 - 2 + 1 = 19
Fervor Bite Damage (Power Attack, Prayer, Reduce Animal): 1d6 + 6 + 3 + 1 + 1 ⇒ (6) + 6 + 3 + 1 + 1 = 17
(Not so good...)

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Davorin moves in, sword drawn ready for the assault, using his fervor to aid in his attack.
Move: Move 25' (probably AoO)
[ooc]Attack: Swing falcata
Free: Shield shenanigans (put away immediately before attack, quickdraw immediately after
Remembrance (2H, PA, Hassam, Prayer, Flank, Fervor): 1d20 + 10 + 5 + 1 + 2 + 2 ⇒ (15) + 10 + 5 + 1 + 2 + 2 = 35 Damage (Silver, PA, Hassam): 1d8 + 16 + 5 ⇒ (8) + 16 + 5 = 29
Current Status: Animal Focus (Tiger), Martial Flexibility (Deadly Aim). Any creature with scent gets a +2 to attack and damage rolls due to pheromones. Current AC = 26

GM Cwethan |

AoO: 1d20 + 23 - 2 ⇒ (10) + 23 - 2 = 31
Damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18
Angel's fury is insufficient to pierce Atalazorn's hide, even with the aid of Davorin's pheromonal weaponry. However Davorin himself, as well as Hassam do not share the same difficulty, their blades slicing through the blubbery flesh to the enchanted frame beneath!
Atalazorn is looking mighty tattered, the wounds inflicted, quickly outstripping its ability to repair.
But Atalazorn's fury is not yet spent, aside from the claw that batters Davorin as he advances, the Demonfleshed Automata rears back its head to spray acid across Gulgamodh and the southern pathfinders!
But their protections hold, for now.
Acid: 8d6 ⇒ (2, 6, 2, 1, 6, 4, 6, 6) = 33 Reflex DC 18 for 1/2
Please use or boost your Aid Token
I'll just pass it tomorrow!
Bold may go!
Prayerful, Fervent
Hassam - embiggened, Protection from Acid (108) - Reflex save needed
Dioneo Protection from Acid (108)
Atalazorn -106, Stinky with Pheromones
Rogar -43 Big
Ralph Protection from Acid (108) (Angel -19 - Reflex save needed)
Davorin -18, Protection from Acid (108) - Reflex save needed
Undy Protection from Acid (108)

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Allied Offensive. +2d8 damage and all attacks considered flanking.
reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Hassam continues to inspire his allies as he performs a fervor of attacks.
the Stab!: 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36
damage: 2d6 + 27 + 2d8 ⇒ (5, 5) + 27 + (5, 4) = 46
Fervor Stab: 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34
damage: 2d6 + 27 + 2d8 ⇒ (3, 1) + 27 + (3, 1) = 35
Other Stab!: 1d20 + 23 - 2 ⇒ (9) + 23 - 2 = 30
damage: 2d6 + 27 + 2d8 ⇒ (1, 5) + 27 + (7, 4) = 44

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Rogar concentrates with all of his might on offense...
Attack roll 01: 1d20 + 20 + 1 + 1 ⇒ (9) + 20 + 1 + 1 = 31 → Damage roll: 3d6 + 17 + 9 + 1 + 2d8 ⇒ (4, 2, 1) + 17 + 9 + 1 + (2, 1) = 37
Attack roll 02: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17 → Damage roll: 3d6 + 17 + 9 + 1 + 2d8 ⇒ (5, 1, 2) + 17 + 9 + 1 + (7, 1) = 43
Attack roll (haste): 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29 → Damage roll: 3d6 + 17 + 9 + 1 + 2d8 ⇒ (6, 4, 6) + 17 + 9 + 1 + (2, 4) = 49
Rogar uses blessing of fervor to gain haste for 1 round

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With his spells running low and his allies hopefully on their way to victory, Undy will delay.

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***OVERSEER ANNOUNCEMENT***
An elite team of Pathfinders pins down one of the draconic monstrosity Atalazorn’s limbs, giving Gulgamodh an opportunity to grab the beast’s head. After a brief struggle, Gulgamodh decapitates the abomination, which falls to the battlefield with a shuddering crash. With the giant construct leading the way, formations of the First Guard and Pathfinders converge on the siege castle.
Gulgamodh bulldozes down the outer gate head-first. Waiting inside is a battalion of demons led by a minotaur champion with metal plates bolted to its body and wielding an overlarge sword. It sweeps the sword at Gulgamodh, tearing open a terrible gash that nearly splits the giant construct in two. Gulgamodh lets out a drawn-out, metallic wail before collapsing in the gateway.
The ancient guardian may have fallen, but the path into the castle is open. Don’t waste this opportunity!
Table GMs, the Siege Castle condition on page 29 is now in effect.

GM Cwethan |

Couldn't have said it better myself Dennis :)
Reported when I saw the damage numbers, but didn't have time to put together the post confirming Atalazorn's destruction
Rogar and Hassam do indeed fell the dread monstrosity!
The gatehouse is teeming with horrid fiends, and Venture-Captain Adril Hestram orders you to engage the enemy in a great bellow, [bigger] "Greenhorns, kill those snipers in the towers! Experienced Pathfinders, kill me some babaus and nabasus! Tough-as-nails veterans, kill that bucket-headed abomination on the stairs!”
You guys can optionally go after the 'bucket-headed abomination' that just bisected Gulgamodh - thoughts?

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I've got few spells let, only one blessing of fervor... I'm ok but pretty limited.

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Go for the biggun? ;)

Angel~ |

Reflex Save: 1d20 + 11 ⇒ (3) + 11 = 14
Wand of Cure Light Wounds (Angel) (x7): 7d8 + 7 ⇒ (5, 3, 6, 3, 7, 1, 5) + 7 = 37
(Out of wand charges... will use some of Ralph's level 1 spells..).
Cure Light Wounds (Angel): 1d8 + 5 ⇒ (2) + 5 = 7
(44, should be enough)

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[dice=Reflex Save]1d20+11
[dice=Wand of Cure Light Wounds (Angel) (x7)]7d8+7
(Out of wand charges... will use some of Ralph's level 1 spells..).
[dice=Cure Light Wounds (Angel)]1d8+5
(44, should be enough)
We can split the wands, dear! My character almost took no damage. Don't use your ressources :)
Also, I'm ok for the biggun :) (famous last words)

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Rogar's wand is avaiable as well as is his Wand of PfE. Wand CLW (34 charges), Wand of Protection from evil (33 charges). Please roll as you see fit and tell me the number of charges spent. Rogar would take some healing as well

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(I'm not so worried about it for this (especially since I don't want to re-bookkeep... actually that mostly my motivation)... will keep it in mind for future healing)
(Plus Ralph hardly uses his level 1 spells anyway)

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I defer to whatever the rest of the party wants to do but just let you know that Undy is almost out of offensive spells. (All he's got left is 3 level 1 spells: Burning Hands, Hydraulic Push, Snowball). Riddy still has his wand of Magic Missile. So we probably can't contribute too much to whatever comes next.

GM Cwethan |

The towering figure, some sort of awful Construct forged of dead minotaur, living demon, and cold steel bellows a challenge as you approach!
Undy: 1d20 + 4 ⇒ (15) + 4 = 19 +4 more if Heightened Awareness
Dioneo: 1d20 + 10 ⇒ (9) + 10 = 19
Rogar: 1d20 + 6 ⇒ (12) + 6 = 18
Hassam: 1d20 + 13 ⇒ (1) + 13 = 14
Davorin: 1d20 + 2 ⇒ (10) + 2 = 12
Ralph: 1d20 + 5 ⇒ (8) + 5 = 13
Bad Guys: 1d20 + 4 ⇒ (11) + 4 = 15
Bold may go!
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Undy
Dioneo
Rogar - Big
The Implacable Beast
Hassam
Ralph
Davorin

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What sort of knowledge check is it?

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Undy Knowledge (Arcana): 1d20 + 17 ⇒ (8) + 17 = 25
Riddy Knowledge (Arcana): 1d20 + 13 ⇒ (4) + 13 = 17
If this gives any questions: special attacks, immunities, resistances

GM Cwethan |

The Implacable Beast is a custom creation, but you can't imagine it would be fun to be Constricted by its claw, or simply Trampled under its mass. Still though, the sword that cut down Gulgamodh may be the greatest threat...

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Dioneo frowns at the minotaur and snaps his finger, ashes flying towards it. "Your arms will crumble in ashes!" he announces.
Dioneo casts Oracle's Burden, Will save DC 19 (curse) or suffer -4 to weapon attack rolls for 8 minutes.
SR?: 1d20 + 8 ⇒ (9) + 8 = 17

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I'm not up but I want to get in my healing before it's too late as I'll be generally out-of-touch for tomorrow most of the day at least.
CLW x3: 3d8 + 3 ⇒ (4, 5, 5) + 3 = 17

GM Cwethan |

Will: 1d20 + 7 ⇒ (8) + 7 = 15
The flesh that girds the minotaur's arms blackens and withers in the heat of Dioneo's curse!
Bold may go!
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Undy
Dioneo
Rogar - Big
The Implacable Beast -4 to Weapon Attacks
Hassam
Ralph
Davorin

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Stepping on the fallen colossusRogar slashes at the evil creature in front of him with all his might...
Attack roll: 1d20 + 20 ⇒ (2) + 20 = 22 → Damage roll: 3d6 + 16 + 9 + 1 ⇒ (5, 4, 4) + 16 + 9 + 1 = 39
Move and attack, being Large Rogar does not care much for difficult terrain

GM Cwethan |

A 22 misses anyways, but I'm fairly certain being Large doesn't make you immune to difficult terrain unless that terrain specifies otherwise.
The Implacable Beast catches Rogar's blade in a tremendous crab-claw and lets out a rhythmic barking laugh as Rogar strains to free it in time!
Hur.
Hur.
Hur.
Precisely as the third laugh ceases he rams his tremendous blade through Rogar's chest! With a single heavy kick, the titantic Taldan falls from the Beast's blade to lie sprawled across the last champion of Absalom to die by that sword.
Sword: 1d20 + 25 - 4 + 1 ⇒ (18) + 25 - 4 + 1 = 40
Damage: 12d8 + 8 ⇒ (5, 8, 4, 4, 4, 4, 8, 7, 8, 5, 6, 8) + 8 = 79
Ward Reroll: 1d20 + 25 - 4 + 1 ⇒ (19) + 25 - 4 + 1 = 41
Confirm: 1d20 + 25 - 4 + 1 ⇒ (17) + 25 - 4 + 1 = 39
Extra Damage: 3d8 + 8 ⇒ (5, 2, 1) + 8 = 16
Bold may go!
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Undy
Dioneo
Rogar -97, Dying Big
The Implacable Beast -4 to Weapon Attacks
Hassam
Ralph
Davorin

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Undy draws his Rod of Lesser Intensified Metamagic and casts an Intensified Snowball at the huge construct.
Snowball Ranged Touch, Inspire, Flagbearer: 1d20 + 12 ⇒ (13) + 12 = 25 I don't believe cover or shooting into melee apply - note that Undy and Riddy are both flying if that matters.
Cold dmg: 10d6 ⇒ (5, 2, 1, 1, 5, 2, 1, 5, 2, 1) = 25 I assume it is immune to anything requiring a Fort save, but if not, DC 20 Fort save or it is knocked prone.
Riddy will use his wand of Magic Missile against it.
Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
If I can also post my round 2 action now (if it's not too late), Undy will use a pearl of power to get his snowball spell back and Riddy will (again) fire 2 magic missiles.
Magic Missile: 2d4 + 2 ⇒ (1, 4) + 2 = 7

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Seeing his comrade fall in a single blow Davorin changes his stance, gripping his blade more carefully and raising his shield arm a little higher. He hunkers down more than usual, letting the spirits of the turtle fill his soul; ready for the inevitable assault. "If those spells don't work, you guys are on your own."
Swift action: Animal Focus: Turtle (+2 natural armor)
Move action: Martial Flexibility Crane Style
Step forward 5'
Standard Action: Total Defense
Current Bonuses: Crane Style (-2 attack defensively to my normal Combat Expertise attack block, +4 AC when doing so), +2 natural armor bonus (I don't currently have one).
Regular no-frills AC now 26, total defense AC is 30, in-combat AC now 33
So if your decision is to continue the fight at this difficulty, Davorin's botted actions is that he will not put himself at risk and will use withdraw actions before it becomes a bloodbath. Sorry - I'm not willing to risk my favorite character over this.

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I didn't understand it to be hard mode, rather a choice of foes, the normal demons or the harder Construct. Normally I don't mind playing the harder encounter however I'd rather not with such a strong objection from Slanky. Since I don't know any resolution I'll continue as though this is what we are doing.
Before heading in to fight the humongous bisecting guardian Hassam beefs up with another Enlarge Person Potion.
Seeing the humongous creature Hassam begins inspiring courage as well as giving his allies the benefit of haste!

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As a reminder Hassam also provides all allies within 30feet an untyped +3 bonus on saving throws against death effects. Additionally your effective constitution score for determining when you would die from hit point damage is increased by 4.

GM Cwethan |

Since we definitely wouldn't have gone forward into the Implacable Beast with a strong No, we're going to make some changes. We're not going to go full dream sequence, but with all the other teams of Pathfinders swarming the area...
The Implacable Beast is distracted for a crucial moment by someone swooping down to lance him from Hippogriff back, "Get him back to the healers! We'll deal with this Thing, you all clear the Nabasu's out of the gatehouse!"
A trembling recently confirmed Sarenrite damned near drains a wand getting Rogar back into the fray, but soon enough you're ready for another attempt!
I'm ticking some time off of buffs (though that really only re-shrinks Rogar), but go ahead and recover spells/resources etc. Clearly they had some Pearls of Power and the like to pass around as well ;)
A pair of lanky fiends with great bat-like wings await you. You catch barely a glimpse of their mouthes, filled with sharp fangs, before darkness and shadows erupt into existence around them and the world around you falls into darkness!
Undy: 1d20 + 4 ⇒ (6) + 4 = 10 +4 more if Heightened Awareness
Dioneo: 1d20 + 10 ⇒ (12) + 10 = 22
Rogar: 1d20 + 6 ⇒ (7) + 6 = 13
Hassam: 1d20 + 13 ⇒ (12) + 13 = 25
Davorin: 1d20 + 2 ⇒ (9) + 2 = 11
Ralph: 1d20 + 5 ⇒ (6) + 5 = 11
Bad Guys: 1d20 + 7 ⇒ (20) + 7 = 27
Bold may go
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Very Dark!
Nabasu (Knowledge (Planes) to identify), Both Shrouded in Deep Darkness - 60' radius
Hassam
Dioneo
Undy
Rogar
Davorin
Ralph

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"Hey! That ain't fair, now is it?"
Move Action
Ralph pulls out an Oil of Daylight.
Standard Action
He pours it on his pistol. (Only got one of those oils!)
(I'm assuming the enemies are flying... cause if so, Angel doesn't have much to do with them yet.)

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(...)but go ahead and recover spells/resources etc. Clearly they had some Pearls of Power and the like to pass around as well ;)
You man ALL ressources? Or only some of them, like spells? Or only a limited amount of spells?
Dioneo quickly says to Ralph. "I can do that as well if needed again!"
Knowledge (planes): 1d20 + 5 ⇒ (9) + 5 = 14
Concentrating, the ifrit blows smoke on Davorin and the man appears on the other side of the rubble.
Using Heaven's leap on Davorin.

GM Cwethan |
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Just the ones used against The Implacable Beast
And yes, now that you can see them again, they're 20' up.

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Both Undy and Riddy have darkvision, but that will not penetrate the deeper darkness. Knowledge checks below for when/if daylight makes it possible for them to be seen.
Undy Knowledge (Planes): 1d20 + 17 ⇒ (8) + 17 = 25
Riddy Knowledge (Planes): 1d20 + 13 ⇒ (12) + 13 = 25
Special Attacks, Immunities, Resistances
Undy and Riddy will delay in hopes that they will become visible.
A metagame note to the other players: with almost no spells left, Undy and Riddy likely cannot contribute much to this fight.
Hassam CL check vs Riddy SR for haste: 1d20 + 8 ⇒ (20) + 8 = 28 hasted

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Considering that blow I'm quite glad we changed mode... that said Rogar did not ignore difficult terrain but being bigger means you move by 10 steps and not by five so he could cover the distance and attack despite the terrain, more so now that he's also got hasted
Despite his recent near death experience Rogar does not shy away from the fight and as soon as he's able to he gets back into the fray. This time he decides to take some precautions first as he drinks one of his own potions and immediately grows large before advancing cautiously...
Does anyone have a way to give Rogar flight? Unfortunately I consumed both his potion and his dayly Item Mastery use

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***OVERSEER ANNOUNCEMENT***
Teams of Pathfinders wielding battering rams crash against the inner gates again and again until, with a decisive crack, the doors shatter inward. The Pathfinders can now enter the castle’s inner reaches as waves of reinforcements arrive to help finish off the defenders outside.
Table GMs, the Open Gates condition on page 29 is in effect.

GM Cwethan |

Nabasu can steal the life from their foes with their gaze, but fortunately, ones this small can probably only maintain that for a very small amount of time one round each. If they were able to kill someone with that power they could grow stronger, but otherwise they prefer unfair fights. Giving them an opening could be quite painful. Sneak Attacks. As with most demons, Nabasu are immune to electricity and poison, but their near-undead nature also renders them immune to death effects and paralysis.
Other Pathfinders swarm through the breach, dealing the Nabasu mighty blows in passing, but before you can join them, you must clear the path! These fiends can't be allowed to attack a mass of novices from behind!
The Nabasu both continue to harry the Pathfinders with spells for now. One attempting to Hold the agents fast enmasse, while the other's unholy working is not yet complete...
Bold may go
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Very Dark!Not very dark at all!
Inspired, Hasty
Nabasu Both Shrouded in Deep Darkness - 60' radius (currently suppressed), flying 20' up (Blue -52, casting something, Red -52)
Hassam - Will Save DC 21 or Paralyzed,
Dioneo
Undy
Rogar - Big, Will Save DC 21 or Paralyzed
Davorin Will Save DC 21 or Paralyzed
Ralph 60' of Daylight - cancelling Deep Darkness, Will Save DC 21 or Paralyzed

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Will Save: 1d20 + 9 ⇒ (6) + 9 = 15
(Using Fortune revelation to reroll that)
Will Save: 1d20 + 9 ⇒ (20) + 9 = 29
Move Action
Ralph moves forward to get a better shot next turn.
Standard Action
Ralph again casts Prayer, again able to affect his allies but not the enemies.
+1 luck bonus on attack rolls, weapon damage rolls, saving throws, and skill checks (Stacks with all of Hassam's stuff)

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Spellcraft: 1d20 + 18 ⇒ (14) + 18 = 32
"Uh oh! That one is casting Silence!"
Ralph caster level check vs Riddy SR for Prayer: 1d20 + 8 ⇒ (5) + 8 = 13
@Rogar, I don't believe that changing your size affects either your movement speed or how movement is calculated. Fyi.
Undy and Riddy fly to a spot where they will have a better line on Blue, in an attempt to disrupt the spell it is casting.
Intensified Snowball, ranged touch attack vs Blue: 1d20 + 14 ⇒ (7) + 14 = 21
cold dmg: 10d6 ⇒ (2, 1, 3, 4, 4, 3, 6, 1, 6, 2) = 32
Riddy Magic Missile dmg vs Blue: 2d4 + 2 ⇒ (2, 1) + 2 = 5

GM Cwethan |

Undy's snowball seems to melt away just before it plows into the ghoulish demon. Riddy's bolts punch through its defenses, but the creature retains its concentration.
Snowball SR: 1d20 + 8 ⇒ (2) + 8 = 10
Magic Missile SR: 1d20 + 3 ⇒ (17) + 3 = 20
Concentration: 1d20 + 12 ⇒ (13) + 12 = 25
Bold may go
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Not very dark at all!
Inspired, Hasty, Prayerful
Nabasu Both Shrouded in Deep Darkness - 60' radius (currently suppressed), flying 20' up (Blue -57, casting something, Red -52)
Hassam - Will Save DC 21 or Paralyzed,
Dioneo
Undy
Rogar - Big, Will Save DC 21 or Paralyzed
Davorin Will Save DC 21 or Paralyzed
Ralph 60' of Daylight - cancelling Deep Darkness, Will Save DC 21 or Paralyzed

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If it makes any difference, Undy's SR check would be 3 higher (for a total of 13) due to being level 9 and having a +2 CL bump on water spells from his Crashing Waves hex

GM Cwethan |

Sorry, that was supposed to be +9 in my roll, and I'd missed the Hex bonus. Sadly a 13 still won't get the job done.

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Shame... I cannot afford silence to happen, though... thinks the ifrit.
"Wildfire! Burn this wretched creature!" shouts the Baron as a dot of fire is thrown out of his hand at the conjuring creature.
SR check: 1d20 + 8 ⇒ (18) + 8 = 26
Fireball, ref DC 22: 10d6 ⇒ (1, 3, 6, 4, 2, 1, 5, 1, 4, 5) = 32

GM Cwethan |

Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
Dioneo calls, and fire answers. The fiend reels back, its concentration shattered as the Ifrit's fire burns through its unholy resilience!
Concentration: 1d20 + 12 ⇒ (17) + 12 = 29 Really just a wasted 17 lol
Bold may go
Gulgamodh's body, the broken door, rubble, and stairs are all difficult
Not very dark at all!
Inspired, Hasty, Prayerful
Nabasu Both Shrouded in Deep Darkness - 60' radius (currently suppressed), flying 20' up (Blue -79, Red -52)
Hassam - Will Save DC 21 or Paralyzed,
Dioneo
Undy
Rogar - Big, Will Save DC 21 or Paralyzed
Davorin Will Save DC 21 or Paralyzed
Ralph 60' of Daylight - cancelling Deep Darkness, Will Save DC 21 or Paralyzed