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The spire (southern side of map) is a dozen stories tall. The rest would be two at most.

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Adjusted Kelumur to the western building.
Kelumur parkours from building to building acrobatically with his new found flight ability.

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Also, I counted wrong, you each get an extra round of actions prior to the new demons appearing. Don't move, but spells or healing are ok.
As you are finishing your preparations, three more demons suddenly appear from the alleys.
Their demonic thoughts enter your mind. "STEP ASIDE FOOLS, OUR BUSINESS IS WITH THE MASTER OF SCROLLS!"
Red Init: 1d20 + 5 ⇒ (16) + 5 = 21
Yellow Init: 1d20 + 5 ⇒ (19) + 5 = 24
Orange Init: 1d20 + 5 ⇒ (4) + 5 = 9
Three Babau have appeared. They are longspear-wielding demons covered in a layer of protective acidic slime. For every 5 you beat the DC feel free to ask a relevant question about it.
Round 7 - Bold can act
Kramac
Jino <Crushing Despair in effect>
Yellow Demon
Red Demon
Kiboko
Mvumbu
Kelumur 9 damage <Crushing Despair in effect>
Kivuli
Orange Demon
Cygnus
Flyndyngylyn

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Hah! I have defeated your kind before! Come let us see what you are made of!
Kn planes: 1d20 + 5 + 2 + 2 ⇒ (11) + 5 + 2 + 2 = 20
Kramac will spur Jino to charge, drawing his cold iron sword as he rides, and attempt to sweep the legs out from under the red demon.
Trip Attemps, Outflank, Power Attack, Divine Favor, Greater Trip: 1d20 + 13 + 4 - 2 + 3 + 4 ⇒ (7) + 13 + 4 - 2 + 3 + 4 = 29
Reflex Save: 1d20 + 10 ⇒ (13) + 10 = 23
Kramac and Jino both seize on the opportunity to stomp the demon while he is down.
Kramac's AoO #1 from Trip, outflank, paired opportunist, divine favor, power attack: 1d20 + 13 + 4 + 4 + 3 - 2 ⇒ (4) + 13 + 4 + 4 + 3 - 2 = 26
Damage w/ Cold Iron, Sneak Attack, Power Attack, Divine Favor: 1d6 + 5 + 1d6 + 4 + 3 ⇒ (1) + 5 + (5) + 4 + 3 = 18
Reflex Save: 1d20 + 10 ⇒ (12) + 10 = 22
Jino's AoO #1 from trip, outflank, paired opportunist, power attack, Crushing Despair: 1d20 + 12 + 4 + 4 - 2 - 2 ⇒ (12) + 12 + 4 + 4 - 2 - 2 = 28
Damage: 2d6 + 10 + 6 ⇒ (1, 2) + 10 + 6 = 19
Reflex Save: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Kramac's AoO #2 from Fortuitous Weapon, outflank, paired opportunist, divine favor, power attack: 1d20 + 13 + 4 + 4 + 3 - 2 - 5 ⇒ (19) + 13 + 4 + 4 + 3 - 2 - 5 = 36
Kramac's AoO #2 from Fortuitous Weapon Confirmation Roll, outflank, paired opportunist, divine favor, power attack: 1d20 + 13 + 4 + 4 + 3 - 2 - 5 ⇒ (16) + 13 + 4 + 4 + 3 - 2 - 5 = 33
Damage w/ Cold Iron, Sneak Attack, Power Attack, Divine Favor: 1d6 + 5 + 1d6 + 4 + 3 ⇒ (1) + 5 + (4) + 4 + 3 = 17
Extra Crit Damage w/ Cold Iron, Power Attack, Divine Favor: 1d6 + 5 + 1d6 + 4 + 3 ⇒ (3) + 5 + (5) + 4 + 3 = 20
Reflex Save: 1d20 + 10 ⇒ (1) + 10 = 11
Kramac's critical hit on the demon distracts it, allowing Kramac and Jino to get in another strike.
Kramac's AoO #3 from Outflank / Paired Opportunist, outflank, paired opportunist, divine favor, power attack: 1d20 + 13 + 4 + 4 + 3 - 2 ⇒ (6) + 13 + 4 + 4 + 3 - 2 = 28
Damage w/ Cold Iron, Sneak Attack, Power Attack, Divine Favor: 1d6 + 5 + 1d6 + 4 + 3 ⇒ (6) + 5 + (1) + 4 + 3 = 19
Reflex Save: 1d20 + 10 ⇒ (14) + 10 = 24
Jino's AoO #2 from Outflank / Paired Opportunist, outflank, paired opportunist, power attack, crushing despair: 1d20 + 12 + 4 + 4 - 2 - 2 ⇒ (17) + 12 + 4 + 4 - 2 - 2 = 33
Damage: 2d6 + 10 + 6 ⇒ (6, 2) + 10 + 6 = 24
Reflex Save: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Jino will bodyguard the first two attacks against Kramac. AC will be 32 vs those. AC will be 30 after the first two attacks.
If Jino gets hit, mounted combat roll is below:
Ride, Mounted Combat: 1d20 + 21 - 3 ⇒ (8) + 21 - 3 = 26

Jino the Rhino |

Hwoaroooooo!!!
Jino gores and tramples the Babau.
Attack, Outflank, Charge, Power Attack, crushing despair: 1d20 + 12 + 4 + 2 - 2 - 2 ⇒ (18) + 12 + 4 + 2 - 2 - 2 = 32
Damage: 4d6 + 14 + 6 ⇒ (6, 3, 4, 3) + 14 + 6 = 36
Reflex: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Bodyguard Roll #1: 1d20 + 12 ⇒ (15) + 12 = 27
Bodyguard Roll #2: 1d20 + 12 ⇒ (13) + 12 = 25

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Kramac upon Jino race forward at the demons approach. With a blur of tusks and sword the demon is reduced to pieces as it falls to the ground. The nearest demon rushes in to avenge the fallen, to no avail.
AOO on Kramac: 1d20 + 12 ⇒ (4) + 12 = 16
Yellow attack on Kramac: 1d20 + 12 ⇒ (8) + 12 = 20
Round 7 - Bold can act
Kramac
Jino <Crushing Despair in effect>
Yellow Demon
Red Demon <dead>
Kiboko
Mvumbu
Kelumur 9 damage <Crushing Despair in effect>
Kivuli
Orange Demon
Cygnus
Flyndyngylyn

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Take the extra round to cast Barkskin on self.
Kiboko and Mvumbu close in on the closest demon.
"These demons look familiar..."
furious greatsword vital strike vs orange demon, rage, power attack, pack flanking menacing outflank: 1d20 + 13 + 6 ⇒ (15) + 13 + 6 = 34damage: 4d6 + 18 ⇒ (5, 4, 3, 1) + 18 = 31 cold iron, silver, magic
Actions: swift to change Animal Focus to Snake and Mvumbu's to Bull, move to move, ready vital strike for when adjacent to Mvumbu, free to rage (only once adjacent to demon), free to handle Mvumbu, free to drop bow.
"તમારી સાથે આછા પર પાછા ફરો!"
AC vs AoO for movement assuming Combat Reflexes = 30; AC vs AoOs afterwards = 28; normal AC = 26

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Kivil rushes up, straddling the body of the fallen demon and strikes at his abyssal ally.
+1 Estoc vs YELLOW {Reach/Power Attack}: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 14 ⇒ (1) + 14 = 15

Mvumbu |

"MOOOAAARRGGHHHH!!!! OINK!! OINK!!"
Mvumbu beats her pig-dragon wings and joins Kiboko on the attack.
chomp! vs orange demon, rage, bull focus, magic fang, power attack, menacing pack flanking outflank: 1d20 + 10 + 2 + 1 + 1 - 2 + 6 ⇒ (19) + 10 + 2 + 1 + 1 - 2 + 6 = 37damage: 3d8 + 13 + 1 + 6 ⇒ (2, 7, 6) + 13 + 1 + 6 = 35
reflex save: 1d20 + 7 ⇒ (6) + 7 = 13

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Fly DC10: 1d20 + 6 + 4 - 2 ⇒ (7) + 6 + 4 - 2 = 15 Forgot to add 1/2 caster level last time
Like Batman, Kelumur jumps in on the action as he descends rapidly from the building to get into a flank with Kivuli. Taking advantage of the wayang's distraction, the rogue goes straight for the jugular with his dagger, mercilessly.
Move (60ft fly is awesome, I can descend at double speed so I don't believe movement is an issue but let me know otherwise if it is) & Attack Yellow, Kelumur takes the AoO to get into position.
Cold Iron Dagger,Flank: 1d20 + 12 + 2 - 2 ⇒ (11) + 12 + 2 - 2 = 23P/S+Sneak: 1d4 + 6 + 4d6 ⇒ (3) + 6 + (1, 3, 1, 3) = 17

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Kiboku and his companion combine for two walloping strikes on their demon who responds with a vicious thrust that hits Kiboko straight in the chest. With a wail that sounds like NOOO!, Mvumbu chomps and staggers the demon and prevents more spear-play.
At the very same time, Kelumur bravely flies to surround and wound the other demon, but pays for it dearly with a spear plunged deep into his hip. Kivuli unfortunately cannot avenge the vile attack with his own.
AOO Kiboko: 1d20 + 12 ⇒ (17) + 12 = 29
acid damage to Mvumbu: 1d8 ⇒ 3
AOO Kelumur: 1d20 + 12 ⇒ (20) + 12 = 32
AOO Kelumur Confirm: 1d20 + 12 ⇒ (20) + 12 = 32
AOO Kelumur Damage: 3d8 + 21 ⇒ (7, 7, 5) + 21 = 40
Longspear attack 1 on Kiboko: 1d20 + 12 ⇒ (20) + 12 = 32
Longspear confirm on Kiboko: 1d20 + 12 ⇒ (11) + 12 = 23
Longspear Kiboko Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Mvunbu reflex: 1d20 + 7 ⇒ (5) + 7 = 12
acid damage to Mvumbu: 1d8 ⇒ 3
Round 7/8 - Bold can act
Yellow Demon 17 damage
Kiboko
Mvumbu 6 damage
Kelumur 49 damage <Crushing Despair in effect>
Kivuli
Orange Demon 73 damage <staggered>
Cygnus
Flyndyngylyn
--------------
Kramac
Jino <Crushing Despair in effect>

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"Babaus!" Flyn spits through his teeth. He recently fought one of these specific demons; he prevailed but it dang near killed him and a friend...
He moves 5' NE and fires flurry of cold iron at the yellow one...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Flurry of Blows, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy
Damage: Strength, Magic, PBS, Deadly Aim, Favored Enemy
Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (17) + 14 + 2 + 1 + 1 - 2 - 2 + 2 = 33
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (3) + 2 + 2 + 1 + 4 + 2 = 14
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (1) + 2 + 2 + 1 + 4 + 2 = 12
Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (12) + 9 + 2 + 1 + 1 - 2 - 2 + 2 = 23
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (6) + 2 + 2 + 1 + 4 + 2 = 17
Longbow (Flurry of Blows): 1d20 + 14 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (7) + 14 + 2 + 1 + 1 - 2 - 2 + 2 = 23
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (2) + 2 + 2 + 1 + 4 + 2 = 13

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Two fiery rays shot out from Cygnus.
SR orange: 1d20 + 14 ⇒ (7) + 14 = 21 Touch Orange: 1d20 + 8 ⇒ (3) + 8 = 11 Fire Damage: 4d6 + 4 ⇒ (6, 1, 5, 2) + 4 = 18
SR Yellow: 1d20 + 14 ⇒ (1) + 14 = 15 Touch Yellow: 1d20 + 8 ⇒ (17) + 8 = 25 Fire Damage: 4d6 ⇒ (5, 3, 2, 6) = 16
Casting Scorching Ray and attacking each demon using intense spell on orange.

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I suspect both Babaus are dead, but just in case they aren't:
Seeing both Babaus reeling from his allie's assault, Kramac will slide off of Jino next to the yellow demon and unleash a flurry of strikes with his sword.
Ride check for swift dismount: 1d20 + 19 - 3 ⇒ (19) + 19 - 3 = 35
Attack #1 - Trip Attempt, Greater Trip, Flanking, Divine Favor, Power Attack, Flurry: 1d20 + 13 + 4 + 2 + 3 - 2 - 2 ⇒ (12) + 13 + 4 + 2 + 3 - 2 - 2 = 30
Kelumur will also get an AoO if the trip attempt succeeds.
AoO#1 from Trip, Flanking, Divine Favor, Power Attack, Flurry: 1d20 + 13 + 2 + 3 - 2 - 2 ⇒ (3) + 13 + 2 + 3 - 2 - 2 = 17
Damage, Sneak Attack, Divine Favor, Power Attack, Cold Iron Weapon: 1d6 + 6 + 1d6 + 3 + 4 ⇒ (4) + 6 + (6) + 3 + 4 = 23
AoO#2 from Fortuitous Weapon, Flanking, Divine Favor, Power Attack, Flurry: 1d20 + 8 + 2 + 3 - 2 - 2 ⇒ (11) + 8 + 2 + 3 - 2 - 2 = 20
Damage, Sneak Attack, Divine Favor, Power Attack, Cold Iron Weapon: 1d6 + 6 + 1d6 + 3 + 4 ⇒ (3) + 6 + (1) + 3 + 4 = 17
Attack #2, Flanking, Divine Favor, Power Attack, Flurry: 1d20 + 13 + 2 + 3 - 2 - 2 ⇒ (8) + 13 + 2 + 3 - 2 - 2 = 22
Damage, Sneak Attack, Divine Favor, Power Attack, Cold Iron Weapon: 1d6 + 6 + 1d6 + 3 + 4 ⇒ (2) + 6 + (6) + 3 + 4 = 21
Attack #3, Flanking, Divine Favor, Power Attack, Flurry: 1d20 + 13 + 2 + 3 - 2 - 2 ⇒ (10) + 13 + 2 + 3 - 2 - 2 = 24
Damage, Sneak Attack, Divine Favor, Power Attack, Cold Iron Weapon: 1d6 + 6 + 1d6 + 3 + 4 ⇒ (3) + 6 + (6) + 3 + 4 = 22
Kramac then shouts for Jino to charge the remaining demon.

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@Kramac If calculations are correct, the two demons were both staggered at 0 hp (how weird), so your attacks were very much required.
Cygnus finds misfortune in that both rays miss their mark, by simple targeting and the other demon's resistance to magic. Flyn fires every arrow he can into his target of choice, but it isn't until Kramac and Jino split up that the group is able to finally finish off the two fiends.
Kreighton looks up at the two fall and nods. Within a few more beats he stands up and incants a few chosen words and the magical beacons light up to provide extra secuity to Starrise Spire.
"Many thanks, agents. You make it look so easy." He says before noticing the acid burns around Mvumbu's maw and the gaping hole in Kelumur's side. "Well that's no good. Hurry inside, there is a triage station for the Society just inside the doors. They will fix you up there. I must stay here to coordinate our defenses."
When you head inside a Pathfinder cleric named Leesa tends to your wounds. A map on the wall indicates where the major attacks are still occurring in town.
Crushing Despair goes away in a few minutes and your wounds are completely healed for free.
-----------------------------------
While enjoying water and some palatable food as you recuperate, one of the agents from the gala upstairs spots you from across the chamber. He hurries over to greet you.
“Thank the gods I have found you! Venture-Captain Jorsal tasked me with finding some experienced agents, and it appears I am blessed with you. Jorsal is trying to mobilize as many Pathfinders as he can, and needs the assistance of Venture-Captain Thurl. I’ll direct you to his lodge, but please find him. Or at the very least, find out where he might be!”
If any of your characters have played Scenario #2–08: The Sarkorian Prophecy, they will be familiar with the location and some of the layout of Thurl's lodge in Nerosyan. Otherwise feel free to ask any questions you might have.

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"Kiboko has never met this Venture-Captain Thurl. How may we recognise him? What other locations in the city might he have an interest in, if he is not at his lodge?"
earlier, whilst being patched up...
"Cygnus, now would be a good time to recharge Kiboko's ioun stone if you may."
I'll deduct the wand charge.

Mvumbu |

Soon after the babau demons fall, Mvumbu's miraculous transformation comes to an end...
"Haaaarrr!! Oink! Haaaarrrr!!!"
She stomps the firm ground under her feet and shakes her massive head from side to side, spitting out the last of the babau's acidic slime. Then she approaches Kiboko.
"HAAARRR!!

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"Here you go, Kiboko."

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Flyn nods at the messenger. "I suspect you expect us to find him near his lodge? I know not of this Venture-Captain...how are we to recognize him? We'll also need directions to his lodge..."
When his friends are ready to depart to find Venture-Captain Thurl, Flyn will keep an alert eye out for danger and any signs of tracks...
Perception: 1d20 + 19 ⇒ (7) + 19 = 26
Survival (Tracking): 1d20 + 14 ⇒ (12) + 14 = 26

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Shaking his head, the pathfinder simply says. "I suppose he might be out fighting battles in this siege, but our only real hope of finding him is if he's still at his lodge or at least left hints of his next destination there."
As he sketches out quick directions to his lodge, he raises his eyebrows. "As to what he looks like. He's a, well, grumpy-looking dwarf, I guess. Just plastered with tattoos and piercings though."
No one seems to follow you, but the sounds of the siege are ever constant.
Thurl’s Lodge is a modest structure that lies deep in the Egelsee district of Nerosyan. Publicly touted as a contract site for cut-rate mercenaries, the building rarely sees visitors from the crusader host. A single front door allows for access to the structure, and no other doors or windows exist. The building is surrounded on both sides by other buildings—a blacksmith and a local brewery—preventing any other means of entry or view into the lodge.
You can check the front door, but it doesn't appear to be trapped. There are no sounds from inside. The door is closed but otherwise unsecured.
Place yourselves near the door and remove the blue box when someone opens it.

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Kivuli takes a moment to search for anything out of the ordinary before opening the door.
Perception: 1d20 + 17 ⇒ (16) + 17 = 33
He then, after confirming with the team, attempts to open the door and slip into the room as quietly as possible.
Stealth: 1d20 + 23 ⇒ (12) + 23 = 35
Waiting for the team to be in place first.

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Flyn will draw his bow and cover Kivuli as he enters, warily following behind him alert for foes, traps, and tracks...
Stealth: 1d20 + 22 ⇒ (2) + 22 = 24
Perception: 1d20 + 19 ⇒ (5) + 19 = 24
Survival (Tracking Only): 1d20 + 14 ⇒ (19) + 14 = 33

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Kramac is in position, waiting for one of the rogues to open the door.

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Cygnus moves to the open door and scans the room. If its been less than 80 minutes since the ritual, I still have See Invisibility. Then I'll cast detect magic.

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Nothing magical in the sweep of the room. Doors lead north and east.
Neither are locked or trapped.

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Standard right hand search pattern! Kramac votes we go through the door to the right.

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Flyn nods to Kramac and will warily approach the Eastern door and opens it, peering inside the next room...
Perception: 1d20 + 19 ⇒ (6) + 19 = 25

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Moving to the East.
Dominating the eastern edge of this room is a long bench. Two sturdy chairs stand beside a wooden table near the center of the room; a thin layer of dust covers them. A bookshelf lies on the northern edge, prominently displaying books on the history of Mendev and the Worldwound. A lone door leads north.

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Flyn will quietly and warily approach the northern door, open it and have a look inside...
Stealth: 1d20 + 22 ⇒ (2) + 22 = 24
Perception: 1d20 + 19 ⇒ (15) + 19 = 34

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Cygnus moves into the lodge and scans the next room.
Stealth: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 12 ⇒ (10) + 12 = 22

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There are no magical auras in this waiting room either.
Give everyone a bit of time to reposition again as the north door is opened. Note the narrowness of the doorways and such.

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As the room is fairly tight quarters, Kramac will leave Jino outside for now, but will stick close to Kiboko, as they know how to work well together.
I've taken the liberty of putting Kiboko next to Kramac on the map so we can make use of our teamwork feats together. We can park the animal companions in the previous room for the moment.

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Thanks Kramac, I'm good with that.
Kiboko sticks close to Kramac whilst the more dedicated scouts clear the way.

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A great table fills the center of the chamber, surrounded by high-backed leather chairs. Bookshelves fill the walls, each with an eclectic assortment of tomes and papers, some bound in flesh and other unspeakable substances. Doors exit to the north, south and west, and in the southeast corner, a powerful Vrock stands forever posed as if ready to attack— but this demon did not survive its battle with the taxidermist. Or did it?
Make a DC 24 Perception check to act in this surprise round
Cygnus Init: 1d20 + 4 ⇒ (19) + 4 = 23
Flyndyngylyn Init: 1d20 + 6 ⇒ (5) + 6 = 11
Kelumur Init: 1d20 + 8 ⇒ (19) + 8 = 27
Kiboko Init: 1d20 + 2 ⇒ (10) + 2 = 12
Kivuli Init: 1d20 + 5 ⇒ (5) + 5 = 10
Kramac Init: 1d20 + 4 ⇒ (6) + 4 = 10
Mvumbu Init: 1d20 + 1 ⇒ (8) + 1 = 9
Red Init: 1d20 + 6 ⇒ (14) + 6 = 20
Surprise Round 1 - Bold can act if DC 24 perception check was made
Kelumur
Cygnus
Red Demon
Kiboko
Flyndyngylyn
Kivuli
Kramac
Giving the animal companions some well deserved time off, feel free to call them in on your turn.

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Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Planes: 1d20 + 13 ⇒ (7) + 13 = 20

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Perception: 1d20 + 17 ⇒ (12) + 17 = 29
Planes: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (5) = 23
In the fraction of a second before the melee, the rogue takes a closer look at the target for any weakness.
Surprise Round ~ Studied Target on the Vrock

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Perception: 1d20 + 19 ⇒ (9) + 19 = 28
Flyn, Kiboko, and Kramac fought a Vrock on their last mission...
Seeing through the Vrock's deception, Flyn fires a cold iron arrow through the open doorway...
To Hit: Dex+Base, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Point Blank Master, Deadly Aim, Favored Enemy
Damage: Strength, Magic, PBS, Deadly Aim, Favored Enemy
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 + 2 ⇒ (9) + 13 + 2 + 1 + 1 - 2 + 2 = 26
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 + 2 ⇒ (7) + 2 + 2 + 1 + 4 + 2 = 18
...and then moves 5' SE, yelling "A Vrock!"

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The demon takes advantage of Kelemur and Cygnus' inattention by casting a defensive spell.
mirror image: 1d4 + 4 ⇒ (1) + 4 = 5
Kivuli takes a careful look around the corner and pulls back just as Flyn's arrow whizzes by. The arrow crackles as one of the images fades.
attack vs images (1 is a hit): 1d6 ⇒ 6
Surprise Round 1 - Bold can act if DC 24 perception check was made
Kelumur
Cygnus
Red Demon <4 images left>
Kiboko
Flyndyngylyn
Kivuli
Kramac
--------
Regular Round 2 - Bold can act normally
Kelumur
Cygnus
Red Demon

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Sorry, GM, didn't mean to jump the gun...misunderstood; thought any of us that beat the Perception DC got a surprise round...

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Cygnus takes a step back and launches a force missile.
SR: 1d12 + 14 ⇒ (2) + 14 = 16 FM damage: 1d4 + 4 ⇒ (4) + 4 = 8 images (1 hits him): 1d5 ⇒ 5

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Kelumur rolls around to get a better angle at the creature and let's loose his shield and daggers in attempt to narrow down illusions. "Gah!"
Throwing Shield vs CMD; trip: 1d20 + 12 ⇒ (20) + 12 = 32Image? 1 hits: 1d5 ⇒ 4
Cold Iron Dagger: 1d20 + 12 ⇒ (2) + 12 = 14P/S+Sneak: 1d4 + 6 ⇒ (2) + 6 = 8 I assume that completely misses.
Move, Free Action to Throw Shield, standard throw dagger, and free action draw another cold iron dagger, or silver if cold iron looked ineffective.

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perception: 1d20 + 13 ⇒ (10) + 13 = 23
no surprise round action

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Perception: 1d20 + 12 ⇒ (2) + 12 = 14
None for me either.

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With Kiboko and Kramac off-footed, Kelemur and Cygnus toss what they can toward the demon but it is unphased by the attacks, even as the shield sweeps away another vile image. It scoots forward and screeches, filling the entire room and rattling the books with abyssal shrillness.
DC 21 Fortitude save or be stunned this round.
Round 2/3 Bold can act, pending the save
Red Demon <3 images left>
Kiboko <need fort save>
Flyndyngylyn <need fort save>
Kivuli <need fort save>
Kramac <need fort save>
--------------------
Kelumur <need fort save>
Cygnus <need fort save>

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The wayang barely holds on to his wits. He takes a moment to call upon his connection to the Shadow Plane, disappearing from sight. Hoping the demon cannot see him, he rolls into the room and onto the conference table.
Fort + Inspiration vs DC 21: 1d20 + 2 + 1d6 ⇒ (18) + 2 + (1) = 21
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
FREE ACTION ~ Two uses of Inspiration to add 1d6 to saving throw.
STANDARD ACTION ~ Dissolution's Child.
MOVE ACTION ~ Acrobatics to move through Vrock square.
Also FREE ACTION ~ Hoping Vrocks do not have See Invisible.