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Alden digs out his Underdog decoder ring, bites his lower lip in concentration, and gives the ol' hellknight try.
Hector has better luck, once again using his thieve's tools to maximum effect.
(Individual Successes = 4; Group Successes = 2)
(Still waiting for attempts from Haliban, Ninlil, and Theo.)

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"Little help?"
Haliban will pick up some of his durable arrows.
He then walks over to the orb hoping to spot something we missed.
perception: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27

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Feh, you said I needed higher than a 32 to make this... hope for a big #
For the third time, Theo stares at the complicated panels and runes and sigils, trying to figure out a pattern.
Perception, underground: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 (not nearly big enough!)
But it would appear he has reached the limit of his puzzle solving acumen.
And, as a side comment, the ooc refresher rules you listed say the DC goes up if you try to use one of the average skills again... not if you use one of the hard skills a second time... is that the case?

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Ninlil attempts to answer a puzzle! Knowledge (planes) +heroism: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30

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Theo almost figures out one facet of the prism, but then his vision blurs from squinting at it so hard.
Haliban nearly has it, as well, but his aim is just barely off this time.
But Ninlil and Snaggletooth shout "Eureka!" at the same time, as two more pieces of the puzzle fall into place.
(Individual Successes = 6; Group Successes = 3)
(Successes reported to the Overseer GM. I'll post the start of the next 'phase' tomorrow morning.)

Overseer Tyranius |

Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents’ will to fight.
Table GMs, the Winds of Restoration condition is now in effect.
We have 74 out of 90 clues!

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How much longer will this last?! For a third time, the fortress disgorges construct guardians from the walls to fend off the Pathfinders. Two mineral monstrosities emerge from the walls to defend the shattered sanctum. Each of the creatures has the head of a carnivorous dinosaur, an homage to Ayrzul’s sacred animal.
The pink bone golem appears out of the east wall, a horrific humanoid figure, a mass of calcified bones and skulls tied together with slick ropes of sinewy crystal.
The red graven guardian appears out of the west wall, a jackal-headed, brightly painted clay statue, animated and lurching forward, hefting a wickedly hooked sword.
Haliban: 1d20 + 14 ⇒ (10) + 14 = 24
Hector: 1d20 + 12 ⇒ (4) + 12 = 16
Urien: 1d20 + 4 ⇒ (11) + 4 = 15
Ninlil: 1d20 + 6 ⇒ (2) + 6 = 8
Snaggletooth: 1d20 + 3 ⇒ (9) + 3 = 12
Alden: 1d20 + 1 ⇒ (18) + 1 = 19
Theo: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 (+2 underground, +4 mountains)
Fairbeaks: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 (+2 underground, +4 mountains)
Red Graven Guardian: 1d20 + 2 ⇒ (8) + 2 = 10
Pink Bone Golem: 1d20 + 6 ⇒ (7) + 6 = 13
Conditions:
Dim Light: In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
Intermittent Bursts of Wind: impose a –2 penalty on ranged attack rolls in the shattered sanctum.
Note: The demolished metal walls that appear on the map are only several inches high.
During combat, a PC adjacent to the puzzle orb can attempt an Average Diplomacy check, Average Spellcraft check, or Easy Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, a PC can cast one of the following spells as a spell-like ability, using her character level as her caster level and either her own Charisma or 20 to determine the spell’s save DC. She can use any of the spells listed in her own subtier or in a lower subtier. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon nature’s ally II (air elemental only)
Subtier 3–4: cat’s grace, cure moderate wounds
Subtier 5–6: cure serious wounds, lightning bolt, summon nature’s ally IV (air elemental only)
Subtier 7–8: call lightning storm, cure critical wounds, summon nature’s ally V (air elemental only)
Between combats, Ranginori can impart his insights to one PC attempting a skill check to help free him. The group must decide which PC gains this bonus before she attempts a skill check, reducing the check’s DC by one step (e.g. from Average to Easy).
Round 1
Bold may act.
Haliban
Alden (misfortune curse)
Urien
Hector
---
Pink Bone Golem
Red Graven Guardian
---
Ninlil & Snaggletooth
Theo & Fairbeaks
Haliban, Alden, Urien, and Hector, you're up! Please, take a look at the two conditions in the spoilers above. Useful stuff.
[Please note the elapsed time (1 hour, 45 min) since departing the beachhead for any spell/buff durations.]

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Urien briefly sighs in annoyance as the guardian creatures being to form again, but smiles as a strangely refreshing wind washes over him and begins quoting a somewhat low-brow comedy skit that featured Gozreh and Caiden Cailean discussing drunkenly the Eye of Abendigo and its truly epic ability to break wind and whether or not that epic breaking of wind was in fact the last act of Aroden. As he gets to the punch line, he fires an adamantine arrow at the creature who appears similar to the one he previously shattered, hoping for another lucky shot.
Winds of Restoration: restore Lore Master ability ; restore 8 spell levels: 1 3rd level slot, 2 2nd level slots, & 1 1st level slot
Move: begin bardic performance (auditory)
Swift: arcane strike
Standard: attack the dinosaur-jackal headed construct (red)
attack with +2 Short Bow: deadly aim, inspire +2, heroism ; in windy area: 1d20 + 11 - 2 + 2 + 2 - 2 ⇒ (16) + 11 - 2 + 2 + 2 - 2 = 27
damage: inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (3) + 12 = 15

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"Thanks."
Now that Haliban has his Durable arrows back he wlll study the big bone golem and use them on it.
manyshot including rapid shot, deadly aim, improved precise shot, studied target, heroism, inspire, wind conditions: 1d20 + 13 + 2 + 2 + 2 - 2 ⇒ (17) + 13 + 2 + 2 + 2 - 2 = 34
magic/piercing/adamantium: 2d8 + 18 + 4 + 4 ⇒ (6, 5) + 18 + 4 + 4 = 37
shot #2 including rapid shot, deadly aim, improved precise shot, studied target, heroism, inspire, wind conditions: 1d20 + 13 + 2 + 2 + 2 - 2 ⇒ (19) + 13 + 2 + 2 + 2 - 2 = 36
magic/piercing/adamantium: 1d8 + 9 + 2 + 2 ⇒ (4) + 9 + 2 + 2 = 17
shot #2 including rapid shot, deadly aim, improved precise shot, studied target, heroism, inspire, wind conditions: 1d20 + 8 + 2 + 2 + 2 - 2 ⇒ (17) + 8 + 2 + 2 + 2 - 2 = 29
magic/piercing/adamantium: 1d8 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21
shot #2 crit? including rapid shot, deadly aim, improved precise shot, studied target, heroism, inspire, wind conditions: 1d20 + 8 + 2 + 2 + 2 - 2 ⇒ (15) + 8 + 2 + 2 + 2 - 2 = 27
magic/piercing/adamantium extra dmg: 2d8 + 18 + 4 + 4 ⇒ (1, 1) + 18 + 4 + 4 = 28
"If there is someone nearby summoning these I say we go smack them around until they stop."

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Hector moves towards the golem, creating a wall with Theo on on side and the chasm on the other. He'll ready to strike if the golem gets in range.
readied action
Rapier +2 Attack #1 w/ IC: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
dmg 1 w/ IC and precision if applies: 1d6 + 9 + 2 + 5 ⇒ (1) + 9 + 2 + 5 = 17
If an opponent makes a melee attack against Hector, he will attempt an opportune parry and riposte...
Spend 1 panache point and expend 1 AoO to:
Parry: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35
If Parry, then immediate action to Riposte: 1d20 + 18 ⇒ (13) + 18 = 311d6 + 9 + 2 + 5 ⇒ (6) + 9 + 2 + 5 = 22
Remaining Panache: 4/5; AoOs: 5/6

Overseer Tyranius |

Sorrina Westyr’s image manifests to the Pathfinders, standing before a floating metallic cube scribed with countless shifting glyphs. “We have done it! Now how to open this—”
A great crack interrupts the Master of Spell’s musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”
Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”
Table GMs, begin the final encounters.

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When Sorrina Westyr makes the announcement that the Untouchable Opal is secure, numerous gates open around the Vault and enemy forces pour through. In desperation, Ayrzul has called upon the earth yai warlord Ename, who leads a band of planar mercenaries known as the Daemon Prayers. She has long sought Ayrzul’s patronage, but his concern about her ambitions and asura allies kept him from using her before.
The Pathfinders rally to confront the enemy forces and may choose to prepare to face them around the Vault itself or outside it, depending on their strategy.
(You get to choose the final battleground. We'll use the Rule of Two. The party can stay underground, which benefits Theo and Fairbeaks, either where it is, in the shattered sanctum or in the warden's chamber; or the party can face the Daemon Prayers on the surface of Aucturn's Tear near the tower ruins.)
If you haven't yet used the benefit of Winds of Restoration, please do so now, before the final encounter begins.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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Definitely not the warden's chamber! Those tunnels would be terrible
From a continuity standpoint, seems like where we are now seems apropos. At this point, being underground only really matters for initiative for me, so not a huge deal.
The Winds will leave Theo and Fairbeaks both at full hit points, and restore all Theo's spells. No class features to get back.
At the sound of the Sorrina's call, Theo frowns... not that he wasn't already frowning. He is a little puzzled that the refreshing wind that blew through the caverns did not cause something horrible to happen, like every other bit of the comet's environment.
Still he takes advantage of the renewed vigor to refresh this protective spell on himself, and for Fairbeaks, even speeding the bird's footsteps if there's time.
Unsure on timing, but would like to recast barkskin on himself, and Fairbeaks, and possibly toss in a Feather step too.

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No strong opinion, but would prefer not to be in an area where both Haliban and I are at -2 on all of our attacks.

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The broken stone tower at the center of the city resonates with an unnerving note as wind forcefully billows out as if it were some manner of alien pipe organ. Ice creeps around the entrance, and the howls of hunting predators ring through the surrounding structures.
The Daemon Prayers band draws its bloodthirsty members from the Outer Planes’ cruelest and foulest villains, and their reputation for cruelty has only grown over time. A cadre of oni keeps order and directs their subordinates’ rage in a productive direction.
One of the oni, a large exotically garbed giant clad in beautiful armor, roars, its tusks glistening and its eyes afire with murderous intent. It carries a massive greatsword in one long arm and a composite longbow is slung over its back.
The oni reaches one clawed hand into the ground and grabs a large, hulking, roughly humanoid creature of dirt and stone that explodes up from the earth, faceless save for two glowing gemstone eyes.
Haliban: 1d20 + 14 ⇒ (1) + 14 = 15
Hector: 1d20 + 12 ⇒ (11) + 12 = 23
Urien: 1d20 + 4 ⇒ (20) + 4 = 24
Ninlil: 1d20 + 6 ⇒ (9) + 6 = 15
Snaggletooth: 1d20 + 3 ⇒ (19) + 3 = 22
Alden: 1d20 + 1 ⇒ (9) + 1 = 10
Theo: 1d20 + 2 ⇒ (4) + 2 = 6 (+2 underground, +4 mountains)
Fairbeaks: 1d20 + 3 ⇒ (11) + 3 = 14 (+2 underground, +4 mountains)
Red Oni: 1d20 + 7 ⇒ (13) + 7 = 20
Pink Earth Elemental: 1d20 - 1 + 2 ⇒ (15) - 1 + 2 = 16
Round 1
Bold may act.
Urien
Hector
Snaggletooth
---
Red Oni ??
Pink Earth Elemental ??
---
Haliban
Ninlil
Alden
Theo & Fairbeaks
Urien, Hector (and Snaggletooth), you're up!
Last chance to use the benefit of Winds of Restoration. If you haven't already done so, please do it now, at the beginning of your post, before you take additional actions.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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Knowledge checks:
Knowledge-Planes with heroism for Oni: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Knowledge-Planes with heroism for Elemental: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Resistances --> SLA's --> Special Attacks -->Weaknesses --> Their Quest --> Favorite Colour --> movements
Urien begins to quote from a tien play that described how an idiot oni tried to bully a samurai only to find out the samurai was a disguised dragon, the play ending in "oni toe jam" with a finale of the oni character becoming blinded before the dragon resumed its true form and crushed him underfoot - the oni's last words "I didn't see THAT coming."
Move: Begin Bardic Performance (audible)
Standard: Glitterdust (DC 17 Will save)

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Earth Elemental Will DC17: 1d20 + 6 ⇒ (17) + 6 = 23
Urien recognizes these creatures and recalls some useful information about them. He utters an incantation and tosses some ground mica dust at them. A 10ft-radius cloud of golden particles covers the oni and the earth elemental and everything in the area. The elemental doesn't seem to notice or care, but the oni roars with rage flailing about with wild swings of his greatsword.
Round 1
Bold may act.
Urien
Hector
Snaggletooth
---
Red Oni ?? (Blinded)
Pink Earth Elemental ??
---
Haliban
Ninlil
Alden (misfortune curse)
Theo & Fairbeaks
Hector (and Snaggletooth), you're up!
Last chance to use the benefit of Winds of Restoration. If you haven't already done so, please do it now, at the beginning of your post, before you take additional actions.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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"My, normally I need to sleep to regain this much power! Ninlil, I--oh, right." fzzt "--can't cast spells through this projection. Well, let's put it to use anyway."
He peers around the area.
Knowledge (arcana) DC 18 vs. the red oni: 1d20 + 10 ⇒ (14) + 10 = 24
Knowledge (arcana) DC 16 vs. the pink earth elemental: 1d20 + 10 ⇒ (17) + 10 = 27
Immunities and weaknesses?

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Snaggletooth the rhamphorhynchus knows exactly what these mercenaries of the Daemon Prayers are, and he recalls a few things about them.
Hector, you're up!

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Wind 1d8 + 7 ⇒ (1) + 7 = 8 good grief...even this is a 1.
Alden feels a cool breeze permeates his armor and despite his fatigue, feels refreshed as though one has had a blessing bestowed upon.
Seeing the fresh new foes though, he steady himself for one more rush. He was Alden Darkcrown Thelas. Their foe has no chance.

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Hector regains all spent spells and a panached point from the restorative winds
Hector nimbly moves within the elementals reach, while asking Jeeves for some intel he can share with the party. He then strikes.
Kn(planes) w/ free inspiration on Red: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (6) = 21
Kn(planes) w/ free inspiration on Pink: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (4) = 29
DR??/Weaknesses??/Worst Saves?
Rapier +2 Attack w/IC: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
dmg w/ IC and precision if applies: 1d6 + 9 + 2 + 5 ⇒ (2) + 9 + 2 + 5 = 18
If an opponent makes a melee attack against Hector, he will attempt an opportune parry and riposte...
Spend 1 panache point and expend 1 AoO to:
Parry: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32
If Parry, then immediate action to Riposte: 1d20 + 18 ⇒ (14) + 18 = 321d6 + 9 + 2 + 5 ⇒ (5) + 9 + 2 + 5 = 21
Remaining Panache: 4/5; AoOs: 5/6

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Hector recognizes this particular type of oni, and recalls a couple of things about earth elementals. He targets the sparkling elemental first, thrusting his rapier between the cracks of its rocky skin.
The oni takes to the air, putting some distance between itself and the Pathfinders, and wipes the ground mica dust from its eyes. Switching to the Common tongue, it snarls, "You got lucky, punk. But now you've made me angry. Crush them, Mudpie!"
The earth elemental steps away from Hector, draws back both fists and punches. Hector easily parries the first blow, and both rocky fists miss the swashbuckler.
Slam, Earth Mastery, Power Attack; Damage: 1d20 + 14 + 1 - 3 ⇒ (8) + 14 + 1 - 3 = 202d6 + 7 + 1 + 6 ⇒ (4, 3) + 7 + 1 + 6 = 21
Slam, Earth Mastery, Power Attack; Damage: 1d20 + 14 + 1 - 3 ⇒ (8) + 14 + 1 - 3 = 202d6 + 7 + 1 + 6 ⇒ (2, 1) + 7 + 1 + 6 = 17
Round 1
Bold may act.
Urien
Hector
---
Red Oni ??
Pink Earth Elemental ?? (-13)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo & Fairbeaks
Haliban, Ninlil & Snaggletooth, Alden, Theo & Fairbeaks, you're up!
Last chance to use the benefit of Winds of Restoration. If you haven't already done so, please do it now, at the beginning of your post, before you take additional actions.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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Theo swears in tian, at the sign of the oni. Growing up in Goka, he is well familiar with the reputation of such creatures, if not this particular kind.
Still, flying, it is out of his reach, so he trusts that Haliban can deal with it, as he moves in to attack the elemental, calling to Fairbeaks as he goes.
Single move, with longstrider and feather step, which provokes from the elemental. Then a single attack
+1 silver tetsubo, PA, bard: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35, for 1d10 + 14 + 2 ⇒ (10) + 14 + 2 = 26 damage (minus DR).

Fairbeaks |

Fairbeaks hears Theo's command, and leaps into action, trying to work his way around to flank the elemental. Unfortunately, it can't quite get all the way there... but does get close enough to take a peck at it.
single 60' move, bite
bite, PA, bard: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22, for 2d6 + 14 + 2 ⇒ (3, 6) + 14 + 2 = 25 damage (minus DR).

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Theo curses at the oni and then turns his anger toward the earth elemental. As the ranger gets close, the creature slams him with a giant fist. He clubs it once with his silver tetsubo, and then Fairbeaks crashes his massive proboscis into the elemental with a resounding crunch.
Slam, Earth Mastery, Advanced Simple Template; Damage: 1d20 + 14 + 1 + 2 ⇒ (19) + 14 + 1 + 2 = 362d6 + 7 + 1 + 2 ⇒ (2, 5) + 7 + 1 + 2 = 17
Round 1
Bold may act.
Urien
Hector
---
Red Oni ??
Pink Earth Elemental ?? (-54)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo (-17)
Fairbeaks
Haliban, Ninlil & Snaggletooth, and Alden, you're up!
Last chance to use the benefit of Winds of Restoration. If you haven't already done so, please do it now, at the beginning of your post, before you take additional actions.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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Haliban says mockingly "It's pure skill. Go stomp some mud Theo."
He then adjusts his position slightly while studying the Oni then let's lose a few arrows at it.
manyshot including rapid shot, deadly aim, improved precise shot, studied target, inspire, heroism: 1d20 + 13 + 2 + 2 + 2 ⇒ (15) + 13 + 2 + 2 + 2 = 34
piercing/cold iron/magic: 2d8 + 18 + 4 + 4 ⇒ (2, 5) + 18 + 4 + 4 = 33
shot #2 including rapid shot, deadly aim, improved precise shot, studied target, inspire, heroism: 1d20 + 13 + 2 + 2 + 2 ⇒ (12) + 13 + 2 + 2 + 2 = 31
piercing/cold iron/magic: 1d8 + 9 + 2 + 2 ⇒ (3) + 9 + 2 + 2 = 16
shot #3 including rapid shot, deadly aim, improved precise shot, studied target, inspire, heroism: 1d20 + 8 + 2 + 2 + 2 ⇒ (2) + 8 + 2 + 2 + 2 = 16
piercing/cold iron/magic: 1d8 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14

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After a quick target assessment of the oni, Haliban nocks a pair of arrows in his bow and looses them at the airborne ogre. Those his third shot misses, the first two don't.
Ignoring the arrows buried in its chest, the oni's eyes narrow in concentration, assessing its tactical options. Then it nods, and a slow grin crosses its monstrous face.
Round 1
Bold may act.
Urien
Hector
---
Red Oni ?? (-49)
Pink Earth Elemental ?? (-54)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo (-17)
Fairbeaks
Alden, Ninlil & Snaggletooth, you're up!
Last chance to use the benefit of Winds of Restoration. If you haven't already done so, please do it now, at the beginning of your post, before you take additional actions.)
[Please note the elapsed time (1 hour, 46 min) since departing the beachhead for any spell/buff durations.]

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Double move.
With flail in strong hands gripping it, Alden resolutely marches forward right into the chaos of melee as he attempts to position himself at the near rear of the elemental.
Leaving his companions far better suited to handle the floating Oni..
"Mudpie? Your name is mudpie? Such a well chosen name for one such as you!!" he derides the creature.

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Ninlil begins chanting, and a powerful thundercloud appears, catching the back side of the flying oni--which, separately, she tries to remember some things about.
Casting Aggressive Thundercloud, Greater with an increased DC. Then, move action to move.
Aggressive Thundercloud, Greater + Potent Magic. Reflex DC 24: 6d6 ⇒ (6, 1, 1, 6, 1, 2) = 17
The first creature damaged by the cloud is also stunned for 1 round (Fortitude negates, DC 24); this is a sonic effect. The cloud provides a 20% miss chance from concealment.
Knowledge (planes) DC 18 vs. oni, + Heroism: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
Knowledge (planes) DC 16 vs. elemental, + Heroism: 1d20 + 18 + 2 ⇒ (14) + 18 + 2 = 34
Reflex saves for each? Then, uh, feats, ability scores?

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Like a well-oiled bucket of sheet metal, Alden tanks up to the earth elemental. The creature looks down at him over one shoulder and bellows up at the flying oni.
Ninlil summons an angry thundercloud around the oni's giant derriere. The creature seems unaffected by its flashes of lightning. It laughs when the magic fails to threaten it. "Ah, little sky creature, your stormy disposition doesn't frighten me!"
Round 2
Bold may act.
Urien
Hector
---
Red Oni Ogre Mage (-49)
Pink Earth Elemental ?? (-54)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo (-17)
Fairbeaks
Urien and Hector, you're up!

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"Mudpie, ay?! I think I gave some Aspis agents a 'Absalom Mudpie' on a mission . . ."
Hector steps up, a flurry of metal.
Rapier +2 Attack #1 w/IC: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
dmg 1 w/ IC and precision if applies: 1d6 + 9 + 2 + 5 ⇒ (2) + 9 + 2 + 5 = 18
Rapier +2 Attack #2 w/IC: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
dmg 2 w/ IC and precision if applies: 1d6 + 9 + 2 + 5 ⇒ (3) + 9 + 2 + 5 = 19
If an opponent makes a melee attack against Hector, he will attempt an opportune parry and riposte...
Spend 1 panache point and expend 1 AoO to:
Parry: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27
If Parry, then immediate action to Riposte: 1d20 + 18 ⇒ (10) + 18 = 281d6 + 9 + 2 + 5 ⇒ (2) + 9 + 2 + 5 = 18
Remaining Panache: 3/5; AoOs: 5/6
those all presume IC continues . . . and wow that's some bad rolling

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Hector steps close to the earth elemental and thrusts twice with his rapier. The first strike lands, but the second misses.
Round 2
Bold may act.
Urien
Hector
---
Red Oni Ogre Mage (-49)
Pink Earth Elemental ?? (-67)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo (-17)
Fairbeaks
Urien, you're up!

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Maintain Bardic Performance, continuing to discuss the various shortcomings of the oni of the tale.
5-foot and full attack to shoot the oni.
1st Attack with +2 Short Bow: heroism, rapid shot, inspire +2 & deadly aim: 1d20 + 11 ⇒ (3) + 11 = 14
Damage for 1st Attack: inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (4) + 12 = 16
2nd Attack with +2 Short Bow: heroism, rapid shot, inspire +2 & deadly aim: 1d20 + 11 ⇒ (20) + 11 = 31
Damage for 2nd Attack: inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (3) + 12 = 15
Iterative Attack with +2 Short Bow: heroism, rapid shot, inspire +2 & deadly aim: 1d20 + 6 ⇒ (4) + 6 = 10
Damage for Iterative Attack: inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (6) + 12 = 18
well, that was all over the place, but... chance for crit, sooo...
Attempt to confirm with 2nd Attack with +2 Short Bow: heroism, rapid shot, inspire +2 & deadly aim: 1d20 + 11 ⇒ (11) + 11 = 22
Additional Crit Damage for 2nd Attack: inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 + 1d6 + 12 ⇒ (4) + 12 + (3) + 12 = 31

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"Once upon a time... " Urien continues his tale about the Big, Bad Oni and Little Red Riding Bard. Strange, but oddly inspiring anyway.
He snatches a trio of shafts from his quiver and draws back his shortbow. Only the second arrow hits, but it's a perfect shot. The oni plummets to the surface with a dull, but resounding thud, its eyes bulging wide in shock and awe. Then its eyes droop, as it falls unconscious.
Falling Damage: 2d6 ⇒ (1, 1) = 2
The earth elemental swings his fists in giant circles, a little display of Aucturn razzle-dazzle.
Slam vs Theo, Earth Mastery, Advanced Simple Template; Damage: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 282d6 + 7 + 1 + 2 ⇒ (2, 6) + 7 + 1 + 2 = 18
Slam vs Hector, Earth Mastery, Advanced Simple Template; Damage: 1d20 + 14 + 1 + 2 ⇒ (15) + 14 + 1 + 2 = 322d6 + 7 + 1 + 2 ⇒ (4, 2) + 7 + 1 + 2 = 16
Round 2
Bold may act.
Urien
Hector (-16)
---
Red Oni Ogre Mage (-97; prone, unconscious)
Pink Earth Elemental ?? (-67)
---
Haliban
Ninlil & Snaggletooth
Alden (misfortune curse)
Theo (-35)
Fairbeaks
Haliban, Alden, Ninlil & Snaggletooth, Theo & Fairbeaks, you're up!

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Theo grimaces, as the elemental wallops him once again, even his hard dwarven head starting to ring a little from the blows.
He grits his teeth, and attempts to pummel the thing right back, swinging his studded club in wide arcs.
+1 silver tetsubo, PA, bard: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31, for 1d10 + 14 + 2 ⇒ (6) + 14 + 2 = 22 damage (minus DR)
+1 silver tetsubo, PA, bard: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27, for 1d10 + 14 + 2 ⇒ (8) + 14 + 2 = 24 damage (minus DR)
"That thing going to get back up?" He calls back over his shoulder as the oni plummets to the ground, remembering what Ninlil's familiar said a moment before, about it regenerating.

Fairbeaks |

If the elemental is still standing, do this...
Fairbeaks seems unhappy that his foe seems to be all rock, and no meat...
But, ever the optimist, he continues to peck away at that hard shell, hoping for a chewy center!
Else, Theo will redirect Fairbeaks to peck on the much chewier oni
bite, PA, bard: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25, for 2d6 + 14 ⇒ (2, 2) + 14 = 18 damage (minus DR).

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Theo clubs the earth elemental into several large chunks of dirt, then Fairbeaks ensures the oni ogre mage will never rise again.
Victory! (Success reported to the Overseer GM.)
The Wounded and Cursed
Hector (-16)
Alden (misfortune curse)
Theo (-35)
You hear the sound of more of Ayrzul's minions marching toward you. You have a few moments to lick your wounds and prepare for another battle.
Decision Point Fight Ayrzul's minions or go after the tougher leaders of the Daemon Prayers. Please indicate your preference.

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The oni have any useful stuff?
Theo takes a deep breath, and frowns towards the sounds of more approaching foes.
"This is getting ridiculous." He growls, as he digs out his wand... frightfully low on power.
He starts using it, until it sparks and stops functioning entirely.
clw: 6d8 + 6 ⇒ (6, 2, 7, 1, 6, 3) + 6 = 31
Well, there goes that. 4 hit points shy of max! First CLW wand I've ever managed to empty! On any character. =)
"Let's find the guys in charge. Maybe the rest'll bail." He adds with a scowl, as he tosses the now useless wand away.
Lets go for the leaders!

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"Cut off the head and all of that. Sure."
Haliban walks over and picks up the discarded wand.
"I've noticed these sell even when used up. Maybe they get recharged or get used for some other spell."

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Urien nods as he gathers up his arrows and then frowns as he realizes Theo is still injured.
Here, let me use my wand to help. I appreciate that you and Fairbeaks have been taking the hits instead of many of the rest of us.
wand of cure light wounds activation: 1d8 + 1 ⇒ (8) + 1 = 9
Concur on "leaders" decision.

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"To the leaders we go! With stalwarts such as you at our side, we cannot lose! Onwards!" he remarks gaily and takes the front even though he did next to nothing actually.....
He was sure the Being named Mudpie was a mindless beast...

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"Cut the head off and all that, aye."
CLW wand: 2d8 + 2 ⇒ (8, 8) + 2 = 18

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Hector, Theo, and Urien use their wands to heal the party's injuries.
Rummaging through his rucksack, the ranger notices the scroll of remove curse, and he wonders if it might help overcome Alden's predicament.
Theo looks up at Ninlil and Hector, an eyebrow raised in question.

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Ninlil nods. "Let's get them! We cannot let this stand."
Vote for the leaders.