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I would have assumed we would be swiftly speaking with someone of importance and would use a charge off the wands of nightingale and adoration just prior to the teleport
diplomacy: 1d20 + 18 ⇒ (16) + 18 = 34
sense motive: 1d20 + 2 ⇒ (2) + 2 = 4
I also am rather impressed with the depth and breadth of your preparations. Most 'so-called leaders' that I have met give vague orders with half formed plans trusting in the assumption of their towering reputation. I am glad to see and your people are blessed to have a ruler who is above such immaturity.
What can you tell us about the prior thefts? Since this could easily be a concerted long-term effort aimed at your nation. the information could prove invaluable.
Honestly a massive assault by large armies seems unlikely. Since it would undoubtedly be fairly easy to track back to the culprits and would swiftly lead to a major war.
Attacks by small powerful forces or betrayal by those within the circle of 'trusted' persons seem the most likely avenues of trouble.
Also, do any of the routes have their own inherent dangers that would have nothing to do with any outside forces?
I assume each of the shipments is under constant scrying as well as method for each to initiate contact with this headquarters?
It goes without saying that we are at your disposal to repel any assaults upon the shipments. I am still concerned by the possibility of simultaneous or even fake attacks upon the various shipments. It is certainly something I would attempt if I were leading the opposition.
I understand your desire to have us remain close. If something happens we obviously need to be intermediately ready to respond.

GM_Starson |

The Emir nods.
The caravan's begin their journey within the hour... they should be recieving the elixir as we speak.
He nods to Lavode.
Thank you. As for the prior thefts... they were rather... strange events. Pashow is renown for our mages, particularly our conjurers. In preparation, we had one of our greatest minds take the elixers, and simply attempt to teleport here. Investigation into the matter found... nothing.
He sighs.
I am embaressed to say that I had believed I was tricked, betrayed by a old friend, who had absconded with the vials in hopes of immortality rather than fulfill his duties. The next time I had an entire contingent of mages, all working in tandem, carrying items to scry them, and other precautions, teleport together, all linked to preventing any one of them from betraying Pashow.
He winces.
They where never seen again as well. We where left to conclude that there is something about teleporting with the elixir that causes it to go horribly awry in some way. How... we have still yet to discover. Other cities always have attacks, schemes, or other problems that cause the loss of one or two vials... frankly, it's factored into the cost of the transportation. But to loose all six, not once, but twice...
He hangs his head.
My people paid for my hubris.

GM_Starson |

The emir shakes his head.
You misunderstand. Only someone who holds the elixir is effected. Subsequent tests show that there is no problem teleporting so long as you are not in possession of the vials. If anything, this will work in your favor... and thieves or attackers will be unable to teleport away before you arrive.

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Yajima furrows his eyebrows while thinking about the Emir's statement, "That fact depends on if any potential thieves are aware that teleportation is inaccurate. Even then, if their goal is simply to prevent the delivery of the vials and not necessarily claiming them, that fact is irrelevant."
sense motive on the emir: 1d20 + 16 ⇒ (12) + 16 = 28

GM_Starson |

The Emir is obviously telling the truth, but winces at the suggestion of just destroying the vial.
Just smashing the vial to the ground or pouring it out would achieve the same effect without doing... whatever it is that happens to poor souls who teleport with the elixir. Though that idea itself seems to sicken the Emir to think about.
Hopefully, that isn't the goal of anyone who can put forth a serious attempt...

GM_Starson |

Alright, time to sick your teeth into things!
The day passes tensely as reports come in and out. False alarms happen a few times, but nothing on a scale that would require the pathfinder team to set out, or where against decoy caravans.
Swiftfoot has made it! Saabira calls out at somepoint, as the Emir cheers.
Not much later, she smiles as she calls out again.
Sable company is reporting in! They've made it!
But about... Hours?: 1d24 ⇒ 10 into the waiting one of the Emir's Conjurers dashes in.
Emir! I've received a message from the Pathfinder Convoy! They're under attack! They require immediate assistance!
The Emir's eyes widen.
How did they find them?!
No answer my Emir! The messages are being cut off!
The Emir quickly begins to panic.
No! This cannot be! They should have been undetectable!
Saabira steps forward and points to the seekers.
Quickly! Your comrades need you!
She turns to the conjurer and places a steadying hand on the Emir.
Coordinates, quickly now! We don't have time to waste! She barks out as Farhaana quickly steps forward, holding out her hands as the conjurer gives her the location. As the team begins the whirl of spellcasting, the Emir cries out.
What are you doing!? Hurry! If we loose this shipment....
His face pales. The city will collapse! We'll not be able to afford the water... Saabirna grips him with both hands.
Steady Emir. They are preparing for battle. Let them do their job.
With a panicky face, the Emir nods.
Farhaana waits as the team finishes their spells, and then grasps hands with them.
I'll set us as close as I can, but I'm no combat mage... here we go!
Subtract 1 round of spell durations for the teleport
The world fades away and the team reappears atop a sand dune. It only takes a moment for the team to see the plumes of smoke. The smoldering ruins of numerous wooden carts fill the area. Wooden debris rests against the sides of long-eroded stone walls. Bodies are strewn about the area, many felled by hideous wounds.
You are starting 200 feet away from the edge of the map. We are currently in rounds... and lives may be on the line!
Yajim Init: 1d20 + 3 ⇒ (12) + 3 = 15
Huritt Init: 1d20 + 0 ⇒ (13) + 0 = 13
Riddywipple Init: 1d20 + 3 ⇒ (11) + 3 = 14
Ras'al Init: 1d20 + 16 ⇒ (16) + 16 = 32
Teriq Init: 1d20 + 9 ⇒ (17) + 9 = 26
Dorje Init: 1d20 + 5 ⇒ (2) + 5 = 7
Lavode Init: 1d20 + 1 ⇒ (7) + 1 = 8
PATHFINDERS GO! THE BOLD MAY ACT!
Round 1
Ras'Al
Teriq
Yajim
Riddlewipple
Huritt
Lavode
Dorje

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Ras spends the down time reading up and going over the various lists that the Emir has in her possession. He goes over every little detail, with as much focus and attention to it all as he can.
As soon as the message about the Pathfinder convoy hit's his ears, he is alert as ever. Of cource it was our convoy. You should have sent us instead, Emir... there is a judgemental tone about him.
He moves up to the conjurer before casting extended heroism - 260 minutes on himself before being wisked away.
----
Noticing the baren wastes of the desert, and the destroyed caravan in the distance, Ras's ears prick up. Well this cannot be good. Are we too late? Lavode, would you be so kind as to Dimention Door those willing closer? Let's suprise whatever has done this.
Rasal waits for his party to make the decision to dimention door, or to go by foot. If it is the latter, he will dimention slide himself and move up to 130+25 ft closer, spending 1 arcane point to do so.
As he get's closer to the ruins, he will either cast an offensive spell if someone is about probably glitterdust, or detect magic and focus his attention on the residual magic in the area.
Arcana? ; Spellcraft?: 1d20 + 30 ⇒ (12) + 30 = 421d20 + 29 ⇒ (4) + 29 = 33

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Teriq spends most of the intervening time, meditating quietly in the desert sun, as they wait for word to come of the other caravans.
When it does, he sighs quietly to himself, and quickly stands.
As the others move to assemble around the Emir's wizard, he casts a spell on himself, then, one everyone is there, he casts another, quickly touching everyone but Yajim, respectful of the monk's stated desire to avoid such things
Casting Freedom of Movement on myself (140 minutes)
And then casting Life Bubble on everyone else but Yajim (5 hours and 14 minutes apiece).
He then takes his bow in hand, and waits calmly for the teleport.

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Yajima nods in respect to Teriq for excluding him from his magic before they teleport.
After the teleport, Yajima runs straight into the area of importance sensing that there is little time to hesitate.
AC is 3 lower, but I can get 240ft in a single round by running. Also, I have a necklace of adaptation in my pocket if I really need a life bubble.

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Before we teleport Dorje casts barkskin on himself.
1 ki point for barkskin - 130 minutes

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Teriq does not want to risk interdimensional travel this close to ground zero, until they can figure out why its going awry.
Still worried there might be injured to attend to, he quickly moves off after Yajima, to keep up with the agile man, but soon falling a bit behind.
Run! Will make it 160', so 80' behind Yajima

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Dorje also run full speed. 240ft

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Wrong avatar, much applogies! That DimDoor was from Lavode.
Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 10 rnds - qty Bralani: 1d3 + 1 ⇒ (3) + 1 = 4
Haste - dur 11 rnds
Vanish - dur 4 rnds
perception: 1d20 + 18 ⇒ (20) + 18 = 38
Endi boraylik!
Anyone that wants to can be next to Lavode and the Bralani when Dimension Door to his location on the map. But I won't try to force any of you. 8)
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp [80](7d10+[42])
Fort +9, Ref +9, Will +6
DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10;SR 17
OFFENSE
Speed 40 ft., fly 100 ft. (perfect)
Melee +1 scimitar +[+15]/[+10] [1d6+10/18–20] or slam +[+14] [1d6+9]
Ranged +1 composite longbow +12/+7 (1d8+6/×3)
Special Attacks whirlwind blast
Spell-Like Abilities (CL 6th)
At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall
2/day—lightning bolt (DC 15), cure serious wounds
STATISTICS
Str [24], Dex 18, Con [23], Int 13, Wis 14, Cha 15
Base Atk +7; CMB [+14]; CMD [28]
Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception)
Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14
Languages Celestial, Draconic, Infernal; truespeech
SQ wind form
SPECIAL ABILITIES
Whirlwind Blast (Su)
When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based.
Wind Form (Su)
A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

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Ha! Was wonder what was going on.. was trying to figure out if you were in disguise, or perhaps had summoned something with class levels somehow... Clicking the wrong character makes more sense =)
Oh, and if hasted, then I make it a bit further! Adjusted token location for a 70' movement rate. =)
Oh, and Lavode, you can only bring 4 people with you, with dimension door at your level. Which is just the summons.... You wouldn't be able to take anyone else would you? Oh wait, 100' fly speed... ok, they can go the long way =)

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Wicapi-Wakan hustles across the ground at an amazing speed, with Huritt's long, straight hair streaming behind him, and Riddywipple grinning into the wind.
Where exactly I move to, and what Riddywipple and I do with our turns will depend on what we see once we get closer.
Spell Durations

GM_Starson |

The team runs forward, concern in there faces. Ras'al Til detects an odd shakyness to the natural magical resonance in the air. Remember, concentration over 3 rounds is needed to study something! This is a unique effect however so just detecting the presence of magic alerts you to it.
The some of the team soon arrives at the desolate fallen caravan, a set of old ruins apparently serving as a waypoint and rest stop.
It will take a standard action to make one of the checks below in the area, your move action can be used normally.
Many pathfinders have fallen, but many others who are clearly Aspis raiders as well.
Shards of lead festoon the battlefield, glistening in the sun.
PATHFINDERS GO! THE BOLD MAY ACT!
Round 2
Ras'Al
Teriq
Yajim
Riddlewipple
Huritt
Lavode
Dorje

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Yajima quickly scans the area with his keen eyes, noticing a beetle-shaped pin near one of the bodies. He moves over to pick it up. "Beetle shaped pin. Sound familiar to anyone?"
perception, can't fail: 1d20 + 22 ⇒ (5) + 22 = 27

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As Yajima points out the pin, Teriq calls back. "A common enough symbol in Osirion. Historically it symbolized rebirth or regeneration ... but nowadays used for many things. Not at all unusual to find in these neighboring countries."
He doesn't seem that concerned with the pin, instead continuing past, more interested in locating survivors. His keen eyes scanning the many corpses already well past his ability to assist.
Perception2: 1d20 + 18 ⇒ (6) + 18 = 24
He quickly spots the small figure hiding near the monuments, and carefully approaches, calling out as he goes. "We are here to help. Sent from the Lodge."
He puts his bow away, so as not to frighten the fellow. "You look like you're in need of medical attention. My name is Teriq."
Unsure if this fellow is a member of the Society, or one of the Aspis attackers, he tries not to be too forthcoming with information straight off. Though he does approach, intent on helping the little fellow one way or the other.

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Huritt looks around, but pulls a scroll out of his sack when nothing particularly catches his eye.
Edit: I really need to remember to use my boons! That should have been a success.
Move Retrieve a scroll of locate object
Knowledge (arcana): 1d20 + 11 ⇒ (9) + 11 = 20
Spell Durations

GM_Starson |

Talking for more than 6 seconds worth is not a free action here... again, time is important. I'm not gonna be super strict about it, just try to keep it in mind when you converse with characters in rounds.
The little gnome leans out, his half burned face looking terrible as he holds out his wayfinder.
Ain't in any way to fight if you ain't from the lodge.
He leans against the wall and tries to pull himself up but fails.
We got hit hard. Snakes, army's worth of them... we must have been betrayed, they were ready for us... Even knew about the Decimverates golem... then those creatures showed up...
Round 2
Ras'Al
Teriq
Yajim
Riddlewipple
Huritt
Lavode
Dorje

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I am assuming that Lavode can take Rasal with him in the dimension door...if not, then he will spend 3...rounds, walking up I guess?
Noticing the disturbance in the magic surrounding this place, This is bad. Something has thinned the barriers between the planes. It's as if the astral plane and ours have come together at a fixed point, right in this place! he lets his team know what is going on. Visually, he seems to dismiss the survivor in all this, making this his priority.
Rasal maintains his concentration (2nd round) to find any more information if her can. Everyone looking at the elf, can see him pulling invisible strings around him, making strange shapes with his hands and sending them through the space, instantly disappearing.
Kn Planes?: 1d20 + 32 ⇒ (10) + 32 = 42 -- anything specific about the astral plane?
There might be a benefit to him focusing for longer on detect magic. If he can't find anything more out this round, he will drop it. But it will be up to his intuition i guess.

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Teriq kneels down beside the injured gnome, assessing the injuries.
"We came as soon as word reached us. Here, this should help." He says, as he casts a quick heal spell on the gnome.
Cure Serious Wounds: 3d8 + 14 ⇒ (3, 2, 4) + 14 = 23
As he works, he asks the gnome for more information on the attack. "What else can you tell us about what happened here? It was more than just the Consortium? Did any other agents make it?"

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perception: 1d20 + 20 ⇒ (7) + 20 = 27
Dorje notice small figure.
"We need to help him!"
Dorje starts moving toward small figure.
"It looks like Teriq has everything under control."

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Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 9 rnds - qty Bralani = 4
Haste - dur 10 rnds
Vanish - dur 3 rnds
perception: 1d20 + 18 ⇒ (10) + 18 = 28
Lavode speaks to the angels in celestial, You four please spread to the compass points looking for danger. Stay in the form of air so you can move swiftly.

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Lavode calls out, Angels, the enemy have just left! Spiral out to see if you can find sight or sign over them.
With a fly speed of 100' plus haste. They can cover a lot of ground very quickly.

GM_Starson |

My understanding was he took you with the door jump since his angels move so fast.
Farhaana is too far back to hear Huritt's call.
Ras'al Til sees the aura's coalesce a little around the magical items strewn nearby. In particular, he sees magic center around the scarab pin that Yajim found.
The Astral Plane has the following planar traits:
Subjective Directional Gravity
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
Realm immeasurable
Structural lasting (although there is little on this plane to alter)
Essence mixed
Mildly Neutral-Aligned
Enhanced Magic: All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or spell-like ability can be cast per round.
The gnome sighs deeply as his wounds heal over.
Whole mess of them came out of nowhere. Got hit by a fireball when the fight opened and got myself to cover... First a band of snakes attacked. Then while the snakes and us where fighting, we had them handled, a SECOND group attacked, killing snakes and pathfinders alike! One of them yelled "For Loaralis the Great!" when he killed a pathfinder...
He stands up and looks around.
They took down the golem... and then one of them teleported away I think... but when he did so some... sort of freaky creatures appeared... long armed, looked like melted flesh! Started appearing and grabbing people and disappearing, or ripping them to shreds!
The four angels spread out, but all they see is death and destruction, and no sign of any survivors.
Round 3
Ras'Al
Teriq
Yajim
Riddlewipple
Huritt
Lavode
Dorje

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Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 8 rnds - qty Bralani = 4
Haste - dur 9 rnds
Vanish - dur 2 rnds
Hmm... I wonder if there is any way we can get through this rift to chase them. for example, do I think a dimension door or teleport might carry us through?
knowledge arcana: 1d20 + 5 ⇒ (11) + 5 = 16
spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Do any of you know a way we might be able to get through this "thinned barrier" that Ras'al found?

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Any knowledge check to know who this Loaralis the Great might be?
Is the gnome still badly injured?
The gnomes wounds tended to for the moment, Teriq stands up again, taking his bow back in hand, and looks around dubiously at the chaotic scene of the attack.
"It does sound like some of our people were possibly dragged through it." He says, in response to Lavode's question, though clearly isn't sure. "But it also sounds like dimensional travel is what caused these creatures to show up in the first place. And I don't think they're the ones with the elixir, that was probably the Aspis agent that escaped and set it all off."
Any idea what the creatures might be from the gnome's description, and the situation?
Knowledge (arcana/planes/religion): 1d20 + 4 ⇒ (18) + 4 = 22
He then pulls out a wand, and attempts to use it... but seems to be having some trouble.
UMD: 1d20 + 7 ⇒ (8) + 7 = 15

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Yajima delays until more information presents itself as he doesn't see much to do until the magic users figure out how to give chase.

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That pin you found, it is a Golem-bane Scarab. That is probably what they used to defeat to golems. he points out very quickly.
Spellcraft: 1d20 + 29 ⇒ (20) + 29 = 49
Letting his magic focus on for a third round, he responds to his allies. Maybe you're on to something there, Lavode. If we can just pin point the exact point where the astral energy is leaking from, we can use that energy to create a portal. Spells like dimentional bounce or gateway might do the trick if only i just....
He lets his magic dispoerse now, and scan the area for any particular point where the dimentiona energy might be oozing from.

GM_Starson |

Nope, no checks, sorry.
Gnome is fully healed as well.
Ras'al, i'm gonna give you this one for free, cause it was info received off your previous knowledge check. The entire area is a fixed point in the astral plane and vice versa. If you shift to the astral plane here, you'll arrive at a fixed point there and back if you shift back. But, you would need some sort of magic to finish tearing through and shift...
Round 3
Ras'Al
Teriq
Yajim
Riddlewipple
Huritt
Lavode
Dorje

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Dorje waits to see what will others do.

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If Dorje and I power up enough with our Ki, we may be able to rip a hole in reality. Alternatively, we could all kill each other. Death leads to the Astral Plane.

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"Follow my lead, Riddy. It's showtime."
Huritt waves for everyone to pay attention, then says, "Riddywipple and I once performed an all night, full moon ritual to force the immortal nightwalker, Eshimka, back to his home plane."
He locks his jaw and stares into the distance for a second, before turning to his familiar. "It won't be easy, and may be fatal, but we can try to adapt that ritual for the astral plane."
The man and dragon begin chanting together in a language nobody can understand, Huritt's hands and Riddywipple's wings dancing around each other in chaos that feels like a pattern the watcher isn't wise enough to understand.
Standard (Riddy) Aid Another
Use Magic Device: 1d20 + 33 ⇒ (11) + 33 = 44 (Auto-aid from Riddy)
Spell Durations

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Yajima pockets the pin for now and stands near Teriq, watching Hurritt.

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Mage Armor - 2 hours
Ant Haul - 2 hours
Summon Monster VI (Bralani Azata) - 8 rnds - qty Bralani = 4
Haste - dur 9 rnds
Vanish - dur 2 rnds
Suppose I might as well try it. Lavode shouts to the angels in celestial, All of you back to me as fast as possible!
Endi boraylik!
Lavode tries to Dimension Door himself and the 4 Bralani through the indicated weak point.

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Dorje goes to Lavode.

GM_Starson |

The whole area is a weak point. Ras, I just realized you don't have any info in your tagline, would you mind adding it? It makes it a lot easier if I don't have to change screens every time I need to look for your AC and other important info.
Stepping through the dimension door doesn't seem to do anything, the innate magic of the spell tethering one to the material plane... but before he really has the chance to ponder things, the world around the team ripples slightly, and stepping forth next to each to them is a horrific, terrifying creature, a long, tall mass of sinew and teeth, it's eyeless face seeming to bore deep into them none the less....
Yajim Init: 1d20 + 3 ⇒ (17) + 3 = 20
Huritt Init: 1d20 + 0 ⇒ (3) + 0 = 3
Riddywipple Init: 1d20 + 3 ⇒ (14) + 3 = 17
Ras'al Init: 1d20 + 16 ⇒ (1) + 16 = 17
Teriq Init: 1d20 + 9 ⇒ (6) + 9 = 15
Dorje Init: 1d20 + 5 ⇒ (11) + 5 = 16
Lavode Init: 1d20 + 1 ⇒ (18) + 1 = 19
THING!1: 1d20 + 7 ⇒ (7) + 7 = 14
THING!2: 1d20 + 7 ⇒ (7) + 7 = 14
THING!3: 1d20 + 7 ⇒ (9) + 7 = 16
THING!4: 1d20 + 7 ⇒ (18) + 7 = 25
THING!5: 1d20 + 7 ⇒ (20) + 7 = 27
THING!6: 1d20 + 7 ⇒ (19) + 7 = 26
THING!7: 1d20 + 7 ⇒ (2) + 7 = 9
THING!8: 1d20 + 7 ⇒ (11) + 7 = 18
One of the horrid creatures lashes out at Ras, it's long claw like fingers rippiling through the air...
Miss Chance: 1d100 ⇒ 3
Claw: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 5 ⇒ (1, 6) + 5 = 12
Grab: 1d20 + 18 ⇒ (1) + 18 = 19
Miss Chance: 1d100 ⇒ 82
Claw: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10
Grab: 1d20 + 18 ⇒ (5) + 18 = 23
The first one passes through him as if the creature where made of nothing but mist. But before the shock can register, the creature's other hand grips him tightly, it's long fingers digging deep into his skin.
Another tries to do the same with Yajima...
Miss Chance: 1d100 ⇒ 44
Claw: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 5 ⇒ (3, 5) + 5 = 13
Grab: 1d20 + 18 ⇒ (9) + 18 = 27
Miss Chance: 1d100 ⇒ 72
Claw: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11
Grab: 1d20 + 18 ⇒ (9) + 18 = 27
And while it claws at him leaving long scratches, it can't seem to get a grip on the monk at all.
Another attempts to do the same to Lavode... though by it's flailing, Lavode guesses that it is merely attacking where his voice was, and it may not be able to actually see him.
Miss Chance: 1d100 ⇒ 72
Claw: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15
Grab: 1d20 + 18 ⇒ (1) + 18 = 19
Miss Chance: 1d100 ⇒ 99
Claw: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11
Grab: 1d20 + 18 ⇒ (18) + 18 = 36
Despite that, the goddess of luck is not on his side, and two firm hands grasp onto him as long claws and nails dig deep into him...
The gnome merely screams in terror and drops flat behind the wall.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Thing 5 [Grappling]
Thing 6
Thing 4 [Grappling]
--------------
Yajim
Lavode -26 [Grappled]
--------------
Thing 8
--------------
Riddywipple
Ras'al -10 [Grappled]
-------------
Thing 3
-------------
Dorje
Teriq
-------------
Thing 1
Thing 2
Thing 7
----------
Hurritt

GM_Starson |

Sorry, technically, combat wasn't "Engaged" yet. You guys were in rounds yes, but not in initiative. Being aware of a nebulous "Danger" isn't the same as being active in combat, so no immediate actions and those who do not win in the initiative are caught flat foot.