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"Khargrom, we should have two potions from the Gnome we met near that giant worm." Agon reminds him. "Maybe you should drink those instead of using your wand?"

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Khargrom snags the potions with a smile and slips them into his pack, "poshuns are fer mer-gen-cees and wands fer evrythin else, thanks fer the resupply though."
He points at the whirlybird picture and then in different directions away from their location, heading off once the crysmal indicates they are going the right way.

GM Blazej |

Seeing your reaction the crysmal adjusts the drawing, placing the swirling figure at the center of a sphere. Across the surface it draws intersecting bars forming bars across the circular cell.
It draws paths with flame and water coming to meet with a third path that leads to the figure.
I want to check with you before heading forward. Does the party wish to continue with encounters within the earth area or move to one of the water areas. In any case I'll look to start the next encounter tomorrow.

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As the battle rages Ironshanks moves around the Crysmal and feels a thunderous BANG across his armor, nearly sending him staggering "Oh ya, THAT was a good one! Maybe I'll get my battle gouge after all."
Seeing the runed earth elemental topple though he nods in appreciation to the others and backs away from the crysmal "Back off rock, ya know ya can't win." He keeps his axe in hand just in case it gets a case of the crazies. He lets the younguns make the decision, impressed with their battle prowess and improvement so far.. well, other than Agon, he can't seem to hit a pancake with a spatula.
Ironshanks would be happy to stay in this area if possible over dealing with anything wet. I'm not sure 'resting' is an option other than just conserving resources.

GM Blazej |

Yes, resting in this case would just mean conserving the resources you have and not recovering anything.

GM Blazej |

The crysmal adds another entity to the picture on the water branch. Smaller than the one previous drawn, but also trapped in some larger shell. It seems to suggest that this being may be able to assist your quest.
Following this directing leads to a far colder area, but much of the frost is slowly breaking to the increasing heat. There is a vast forest of lifeless trees that blankets this landscape. A thin layer of ice coats each branch, tracing dappled shadows in the starlight. A dark, half-fallen spire rises in the distance, while running water splashes nearby alongside the sound of vicious combat.
A number of water elementals slam their bodies into one of their number as it cries in pain. They spit out commands in Aquan.
The beaten elemental on the verge of death looks at the party, turing pleas toward the Pathfinders. "Please help. They think this will save them, but I can't convince them. Please help me."
One of the elementals shakes off frost from its body as it kicks its injured kin. "We no listen to words! Listening to the wind made Zhaleh weak! Listening to Zhaleh made us weak! Kelizandri will kill the weak! We can't be weak!" The others look to you with a vicious glint in their water as they decide how to tear you down as well.
Agon: 1d20 + 5 ⇒ (3) + 5 = 8
Bemmer: 1d20 + 4 ⇒ (11) + 4 = 15
Ironshanks: 1d20 + 2 ⇒ (13) + 2 = 15
Khargrom: 1d20 + 4 ⇒ (11) + 4 = 15
Nahko: 1d20 + 4 ⇒ (10) + 4 = 14
Kuti: 1d20 + 5 ⇒ (8) + 5 = 13
Pavo: 1d20 + 3 ⇒ (15) + 3 = 18
Red Elemental: 1d20 - 2 ⇒ (8) - 2 = 6
Blue Elemental: 1d20 - 2 ⇒ (11) - 2 = 9
Green Elemental: 1d20 - 2 ⇒ (18) - 2 = 16
Black Elemental: 1d20 - 2 ⇒ (11) - 2 = 9
Pleading Elemental: 1d20 - 2 ⇒ (17) - 2 = 15
- Round 1 -
Pavo
Green Elemental
Bemmer
Ironshanks
Khargrom
Nahko
Kuti
Pleading Elemental (12 damage)
Blue Elemental
Black Elemental
Agon
Red Elemental

GM Blazej |

One of the murky elementals in the rear steps forward between you and the beating intent on attacking anyone that would interfere.
"Wash away. Your kind doesn't belong here. This is Kelizandri's water and you pollute it."
It seems to be readying an attack for anyone that approaches.
- Round 1 -
Pavo
Green Elemental (readied)
Bemmer
Ironshanks
Khargrom
Nahko
Kuti
Pleading Elemental (12 damage)
Blue Elemental
Black Elemental
Agon
Red Elemental

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Ironshanks goes full on tank mode again and moves up to try to break up the frackus, drawing his axe as he goes. "Listen here ya bunch of wat'ry tarts, we're tryin' ta get ta the bottom of this flyin' piece a coal n why we were called here so start splainin'!"
He knows he's about to get punched but is confident his armor will make the difference. Full Defense, no shield, AC25. Touch is 16.

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Agon draws his sword. "Pollution? Reminds me of five children I met. One was aligned with water, but the others were aligned with earth, wind, fire and... heart, I think. When they combined their powers, a mighty guardian burst forth to protect their lands! And make terrible puns..."
Inspire Courage +1 is active.

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Khargrom moves up, just as warily as Ironshanks and points at the three elemental jerks, "leave him be ya bullies! I ain't against talkin' this out but ya gotta stop."
Total Defense, Move 20 ft, no weapon out. Current AC 21, Touch 16.
I really wanted to link the Don Cheadle Captain Planet skit, but the uh... language isn't ideal for a public forum.

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Pavo draws his rapier as he follows behind Ironshanks. "We cannot stand idly by while the strong abuse the weaker. We have bested elementals of fire and earth and we will have no problem besting you. Come! We need to teach these bullies a lesson."
Move: Move 30 ft & draw weapon
EDIT: Removed standard action. I was in such a hurry to catch up that I didn't notice Agon had used inspire courage.

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Mayhaps we don't need 2x inspire courages up at the same time? :P
Edit: It happens quite a bit, no worries!

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"Kuti, let's go fight some strange water creatures! You go after one of the bullies!" Nahko heads out along the ice, circling around and getting into position to attack.
Free: Handle Animal (attack any target) DC 10, link: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Double move: 40'

Kuti |
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Kuti stands where Nahko left her, on the shore. Her tail flicks as she ponders the absurdity of attacking that which you drink.

GM Blazej |

They constantly crack and shatter as ice forms on their bodies and breaks as they move to attack. Compared to the earth elementals, their motions are even slower and carry less force as they constantly fight against the freezing weather.
"Maybe your will make Kelizandri forgive us! Drown them!"
With that command of the ichorous elemental they all launch at the party leaving their injured target behind. Despite their unified goal to defeat the party, they have no well defined goal. One calls out to focus on the front line. Another commands all to deal with the animal master even while the other runs the opposite direction to flank the party. The result is chaos and completely failure as waves crash against the party with no effect.
Green Slam into Ironshanks: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Slam Damage: 1d6 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Blue Slam into Khargrom: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Slam Damage: 1d6 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Red Slam into Nahko: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Slam Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Black Slam into Ironshanks: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Slam Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
- Round 2 -
Agon (starting inspire courage)
Pavo
Bemmer
Green Elemental (Will fit the turn in)
Ironshanks (total defense, guidance)
Khargrom
Nahko
Kuti
Pleading Elemental (12 damage, total defense)
Blue Elemental
Black Elemental
Red Elemental
Enviroment: Low-Gravity (1/5)
Buffs: Inspire Courage +1 (from Agon)
The way initiative was set up Agon was below the elementals and hadn't had a turn yet. I'm going to move Agon to the top of the next round (delay) but take their turn at the start of this turn to inspire courage.

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Khargrom steps in to cover Bemmer's flank and keep the party together, "usual tactics won't help us here so watch each other's backs!"
He takes a whack at one of them, "you fools, take a chance on us being able to help you!"
5-ft step, attack blue.
MW Warhammer + IC: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 for Bludgeoning + IC: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Once Ironshanks hears the Drown Them! order, all sense of reason leaves the Dwarf's mind. "I was gonna be lenient, but not now! Now yer all gonna die!" He focuses his anger on the black elemental. The one that gave the order. He swings his axe from high to low, trying to cleave the frosty water in two.
2H Adamantine Waraxe, Power Attack, Guidance, Inspire: 1d20 + 8 - 1 + 1 + 1 ⇒ (17) + 8 - 1 + 1 + 1 = 261d10 + 4 + 3 + 1 ⇒ (6) + 4 + 3 + 1 = 14
Then after his swing he flips his shield off his shoulder and goes into axe and shield mode. "Time ta get ta work boys and show these things not ta mess with Dwarves!" AC is back to 23.

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Pavo's rapier crackles with silver energy as he steps forward to slash at the (green) water elemental.
Swift: Arcane Strike
Standard: Attack
Rapier, IC: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
S, magic, IC, AS: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

GM Blazej |

With the ice covering their bodies, what they lose in agility they gain in armor able to avoid both Pavo's blade and Khargrom's hammer. It isn't enough to stop Ironshank's attack though as that blows through the elemental and leaves the water being splayed across the ground.
The other elementals are woken out of their frenzied attack by your show of force and immediately back a step. They are far less willing to fight a group who can take them down in a single blow.
"Mortals aren't supposed to be this strong. We surrender. We have lost so much, we aren't going break on your blades. We tried that fight before, but Kelizandri defeated us like nothing. Froze the survivors alive. She will not let the wind be free."
The injured elemental calms with the battle settling, they back to a safe corner as they let their watery form settle as they take a moment to rest their wounds.

Overseer Tyranius |

The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.
“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.
“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”
“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
Part III Begins!

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Ironshanks huffs and puffs as the other water elementals step back and surrender, after a few moments he too takes a step back and calms down "Let that be a lesson ta ya. Now who's this Kelizandri and what's this wind yer talkin' about."
He spins around as a portal opens up nearby "What n Torag's Forge is goin' on now? Be ready fer anythin' fellas!" He takes a defensive stance, ready for anything.

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Khargrom points his warhammer at the surrendering elementals, "see? Told you to stand down. Stupid waste of a magically enchanted water being thing!"
____________________________________________
He turns to Ironshanks, "well I guess being ready for anything counts for going down ropes too, cover me."
With expert skill he stows his weapon and grabs a rope, clambering down while bracing his legs against the wall to descend. Can't fail a DC 5 climb check.

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As soon as one of the elementals takes a swing at Nahko, Kuti leaps into action, rushing to her master's side to defend him. But the druid holds out a hand, silently commanding Kuti to hold back and heel instead, in honor of the offered surrender.
Handle Animal (heel) DC 10, link: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22
He nods at the elementals, waving his goodbye as he steps through the portal, ready to proceed as directed.

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Agon stops inspiring and looks back at the portal. "Well, that was unexpected." He turns to the injured elemental. "Your frenzy may end here. Seek shelter, for the worst is yet to come."
He leaps through the portal and watches the enchanting Westyr pummel a fool to oblivion. "Looks like we found our next target, gentlemen. I hope you aren't afraid of a little climb."
He pauses. "How good is Kuti at climbing?"

GM Blazej |

A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. Several aids work quickly to get the party in position with most of their attention on aiding Kuti. "These rocky fragments gravitate toward the fortress," Sorrina shouts as she hangs from a rope. "If we can cling on before it travels out of reach, it should carry it toward our destination." The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.
"Now!" cries the Master of Spells, and agents begin rappelling down to the crude platform.
The party is set up rappelling on this moving cliff face just 15 feet above the ground. You can climb down (DC 5 Climb check) the knotted rope or just drop the 15 feet to get down. The flying cliff is still moving and you will need to get off in the next few rounds in order to reach the surface. You need both hands to climb, but you can hold into the rope with one hand and use the other to fight if you wish.
You recognize one of the kinds of undead from your early encounters. Another huevuva in the tattered garb of a priest. Standing on top of the mountain waiting for you.
Below scrambles another undead growling below you, swinging angrily as you fly overhead.
Agon: 1d20 + 5 ⇒ (5) + 5 = 10
Bemmer: 1d20 + 4 ⇒ (20) + 4 = 24
Ironshanks: 1d20 + 2 ⇒ (19) + 2 = 21
Khargrom: 1d20 + 4 ⇒ (1) + 4 = 5
Nahko: 1d20 + 4 ⇒ (17) + 4 = 21
Kuti: 1d20 + 5 ⇒ (3) + 5 = 8
Pavo: 1d20 + 3 ⇒ (10) + 3 = 13
White Huecuva: 1d20 - 1 ⇒ (7) - 1 = 6
Black Zombie: 1d20 - 1 ⇒ (3) - 1 = 2
- Round 1 -
Bemmer
Ironshanks
Pavo
Agon
Kuti
Nahko
White Huecuva (their action will be worked in)
Khargrom
Black Undead

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Agon takes the opportunity to approach one of the fiends as it is flat footed.
Masterwork longsword : 1d20 + 4 ⇒ (4) + 4 = 8 And back to the bad dice rolls.
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

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I'm not 100% sure what's going on. Are we making checks to climb down? Are we already down on the rock?
Ironshanks stows his weaponry as he prepares to climb down. Even in his full plate and shield he seems reasonably adept at climbing. His old man upper body strength helping to overcome the bulky weight of the armor.
Ironshanks is +3 to climb.

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Pavo draws his blade as he rushes toward Agon. "Look out!" he cries. His blade crackles with energy as he strikes the undead cultist attacking the other bard.
Move: Move 10 ft and draw weapon
Swift: Arcane Strike
Standard:Attack
Rapier: 1d20 + 6 ⇒ (14) + 6 = 20
S, Magic, AS: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

GM Blazej |

You are a lot faster than I thought. (Edit: Even as I say that I was only looking at one post rather than three) I thought I could work in the details about climbing down before anyone posted. You are all currently still on the rock face 15 feet up. You will need to make the DC 5 Climb check to get down or a DC 10 climb check to get down in one action. Otherwise you can drop down or hold onto the cliff as it brings you closer to the huecuva on the cliff.

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Khargrom attempts to hurry down the ropes, "it ehn't that hard! Use the knots!"
Climb DC 10: 1d20 + 6 ⇒ (7) + 6 = 13
Climb down in one turn.

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Ironshanks starts climbing down, taking his time in his heavy armor.
Climb, DC5: 1d20 + 3 ⇒ (5) + 3 = 8
The rope doesn't fit his hands well and he nearly slips, but continues with the slow progress. He looks down to see what's coming at them.
K Religion Untrained DC5: 1d20 + 0 ⇒ (16) + 0 = 16 "Blasted zombies. Hack 'em up with yer axes n blades!" He hollers from the rope as he drops to the ground, giving Khargrom a dirty look of Don't tell me how to do my business kid!

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Feel free to use my dice roll above (14) for an accelerated climb down the rope, but... there is a zombie on our side of the cliff for some reason.

GM Blazej |

The Huecuva is a more patient defender holding at the high point of the cliff until combat was in full swing. The zombie was right below you as it was chasing the cliff on the approach.

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Knowledge(Religion): 1d20 + 2 ⇒ (4) + 2 = 6
"I'll handle this zombie." Agon watches his sword strike miss, again. "It's dumb as a brick and it's weak to slashing weapons. Reminds me of me."

GM Blazej |

Botting
Nahko and Kuti both are able to get down, but after the time in low gravity Bemmer is still adjusting to the change of gravity here at the core. It no longer is soft pull the rest of the asteroid but a hard draw much like on Golarion. He hits the ground hard, but is able to get up without any issue.
Bemmer Climb: 1d20 - 3 ⇒ (2) - 3 = -1
Nahko Climb: 1d20 - 1 ⇒ (14) - 1 = 13
Kuti Climb: 1d20 + 1 ⇒ (5) + 1 = 6
Bemmer Fall Damage: 1d6 ⇒ 4
The huecuva sneers as you drop off the rock mocking you as he gestures to you and the other Pathfinders. "You believe that you are able to defeat the elementals lords. You walk on their ground, breathe their air, drink their water, and sustain yourself off their heat. At any moment they could strip the necessities you steal every day and you would be left dead on the ground. And still. You imagine you can raise your weapons against them. Pathetic."
Not open to mockery the zombie simply lunges at Pavo, trying to tear apart the bard's armor. The armor survives, but not without some damage on Pavo.
Zombie Slam vs Pavo: 1d20 + 4 ⇒ (20) + 4 = 24
Zombie Crit vs Pavo: 1d20 + 4 ⇒ (3) + 4 = 7
Zombie Slam Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Khargrom: You had a move action after the climb last turn, you can use it to reposition one movement after getting off the climb in addition to your turn.
- Round 2 -
Bemmer (4 damage)
Ironshanks
Pavo (6 damage)
Agon
Kuti
Nahko
Khargrom (free move)
White Huecuva
Black Undead

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Ironshanks takes his time, strapping his shield to his arm and drawing out his axe as he heads slowly towards the Huecuva, whatever that is. "Quit yer blatherin' already. Yull be dead soon nuff and we'll be on our way."

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"These undead speak a lot, don't they? Return to the ground already. You know, the one your masters allow us to live on."
Agon circles around the undead monstrosity.
Acrobatics vs CMD: 1d20 + 1 ⇒ (17) + 1 = 18
"Wow, actual success?" Agon is amazed he didn't fall flat on his face. "Pavo! I'll flank with it. Everyone else! Destroy the big mouthed undead down there!"
Inspire Courage +1 activated

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Finally get to use my feat (nimble moves)!!!
Khargrom dashes forwards after slipping down off the rope, moving to eventually get to a flanking position around the talky undead. He seems surprisingly comfortable negotiating the uneven terrain. Pulling out his axe, just in case this one needs slashin' up too, he moves up and takes a hack.
2 moves (40 total used to take his route), Standard to Attack White.
Cold Iron Battleaxe + IC: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 for Slashing + IC: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

GM Blazej |

General reminder about huecuva, it wasn't called out by name too often, but you fought one before in this adventure. Things you were able to identify about them was that they had DR 5/silver or magic.
While it is surprised by Khargrom's speedy approach, the undead dodges the blow from the battleaxe as it responds to Agon. "You are allowed on this ground as much as gnats flying in their presence. You were tolerated. You were ignored. Your bodies will serve Ayrzul and repay his kindness thus far."
Agon is able to easily move around the undead which can barely follow the swift motion.
- Round 2 -
Bemmer (4 damage)
Ironshanks
Pavo (6 damage)
Agon
Kuti
Nahko
Khargrom
White Huecuva
Black Undead
Buffs: Inspire Courage +1 (from Agon)

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Pavo's blade crackles with energy as he slashes at the zombie. "Witty banter would be wasted on the likes of you," he banters anyways. His banter distracts him from the hole in the ground, which he promptly steps into, causing him to swipe the air far to the right of the zombie.
Swift: Arcane strike
Standard: Attack
+1 Rapier, IC, Flank: 1d20 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10 Argh!
S, magic, IC, AS: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

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"What a deal, eh? I die AND my body is used to rant endlessly about how perfect Ayrzul is." Agon laughs. "When you phrase it that way the offer seems so tempting!"

GM Blazej |

Bemmer moves up while Nahko commands Kuti into combat while heading to melee himself. Kuti doesn't find anything it wishes to attack and holds position.
Handle Animal (attack any target) DC 10, link: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Scimitar vs Huecuva: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Scimitar Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
-
Despite the stumble, Pavo's blow nearly hits the slow moving zombie. The simple creature focus follows the fast moving Agon as it swings.
The priest makes sweeping dramatic attacks on the Pathfinders before it cackling at Agon. "If you are truly interested in joining our ranks, then turn on your companions and take your place at my side. I will oversee your conversion myself."
B. Zombie Slam vs Agon: 1d20 + 4 ⇒ (10) + 4 = 14
Slam Damage: 1d6 + 4 ⇒ (3) + 4 = 7
W. Huecuva Claw vs Khargrom: 1d20 + 4 ⇒ (19) + 4 = 23
Claw Damage: 1d4 + 1 ⇒ (3) + 1 = 4
W. Huecuva Claw vs Nahko: 1d20 + 4 ⇒ (18) + 4 = 22
Claw Damage: 1d4 + 1 ⇒ (2) + 1 = 3
- Round 3 -
Bemmer (4 damage)
Ironshanks
Pavo (6 damage)
Agon
Kuti
Nahko (*, 3 damage)
Khargrom (*, 4 damage)
White Huecuva
Black Zombie
Buffs: Inspire Courage +1 (from Agon)

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Agon holds his longsword with both hands and looks at the zombie. "Is that the deal he offered you? How did that turn out?" An unearthly groan replies. "I will politely decline your offer."
"Fight on, everyone! Let us drive these abominations to their graves!" He swings again, flanking with Pavo.
Masterwork longsword, flanking, Inspire Courage: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
2H Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Continuing to Inspire Courage for +1 attack/+1 damage.

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Ironshanks finally steps into position to hack at the proselytizing POS with his axe. He holds it for a moment though as he waits for Khargrom to flank the creature "Get back there young buck and we'll make quick work of this thing.. just like the last one!"
Adamantine Waraxe, Power Attack, Inspire, Flank: 1d20 + 8 - 1 + 1 + 2 ⇒ (2) + 8 - 1 + 1 + 2 = 121d10 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13

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Nahko looks up from where he landed and sees the heucava immediately in his face. He begins calling to mind a spell to enhance Kuti's attacks as he calls the cat over. "Kuti, to me! Let's take this one down!"
But she doesn't appear at his side.
He looks over and sees her casually flicking her tail and he groans. "Fine, join us whenever you're ready, you insolent cat!" He draws his scimitar and slashes at the heucava instead.
Free: Handle Animal (attack any target), link: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Move: draw scimitar
Standard: attack white
Scimitar, IC: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage, S, IC: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

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Khargrom snorts in laughter and hollers over to Agon, "I don't think it understands sarcasm!"
With a nod, he steps to the side and hacks at the chattering undead, using Ironshank's distraction to aim for a vital point.
5-ft step (nimble moves feat used), Attack White. He'll stick with this weapon as he doesn't have DR/Silver penetrating anything yet. :(
Cold Iron Battleaxe + Flanking + IC: 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16 for Slashing + Sneak Attack + IC: 1d8 + 2 + 1d6 + 1 ⇒ (4) + 2 + (2) + 1 = 9

GM Blazej |

The undead stops the banter for a moment while focusing on avoiding Ironshanks devastating swing, but leaves itself open to blows from both Khargrom and Nahko.
Agon's own attack deals a devastating blow to the zombie, but isn't enough to take it down by itself.
- Round 3 -
Bemmer (4 damage)
Ironshanks
Pavo (6 damage)
Agon
Kuti
Nahko (*, 3 damage)
Khargrom (*, 4 damage)
White Huecuva (5 damage)
Black Zombie (6 damage)
Buffs: Inspire Courage +1 (from Agon)

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Bemmer draws his holy symbol of Torag from his chest, holds it forth and channels the power of divine might to harm the undead thing.
Channel Positive: 1d6 ⇒ 3 save DC is 12

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"Hold on, Agon," Pavo says as he makes another crackling slash.
+1 rapier, IC, flank: 1d20 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14
S, madic, ic, as: 1d6 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5