
Remy Tomovici |

Perception: 1d20 + 9 ⇒ (7) + 9 = 16
”We were told to seek an Abyssal runestone from the Gauntlet of Fury. That seems like as good a place to start as any. What can you tell us about the increased activity here?”

![]() |

The man thinks for a moment before responding, "I have heard of the Gaunlet, but I have never seen the entrance. I have only heard tales - the Gaulet is deep within mountain, much deeper than I would dare tread."
He wanders up to the group, you can now see his hair is covered in soot and dirt, and his metal breastplate has seen better days. The man looks well equipped to be out here in his onw. "If you are looking for a place to start, I would recommend the Forges of Wrath. I believe these forges are a sub-level of a region in Hollow Mountain known as the 'Baleful Repository,' a complex that Runelord Alaznist once used to store weapons and armor. While there are multiple entrances into the Baleful Repository from within the mountain itself, the most direct entrance would be from a long-abandoned armory known as the Bloodstone Bunker, located a 10-mile trek from my campsite, up the mountain's northeastern slope." He points in the direction, and then waves you over to follow him.
You wander for another few minutes before arriving at a small clearing, encircled by a group of trees. A small campfire, barely smoldering lies in the middle. "I saw a ship approach a week ago, and watched from a tall tree as the men debarked - just over a half dozen of them. They seemed to get in an argument, and then the half dozen slaughtered the two sailors before setting off into the forests. I followed them for a time. Their leader was a mutated monster with a tentacle for a back—he'll fit right in here on this isle."

Flik Gnilleps |

"This place proves to be dangerous before we even reach the mountain."

Remy Tomovici |

Remy nods. ”We’ll be cautious. Kelhuud, if you will allow us, we will rest in your camp tonight. Tomorrow, we will head to the Bloodstone Bunker.”

![]() |

All of a sudden, you hear the rustling of bushes, before another man, dressed and looking exact in appearance to the Kelhuud before you steps out from the canopy. He seems to be an identical twin of the first, right down to his equipment.
The second man nods at the group of you, and then to himself, "You weren't followed. It will be dusk soon."
The original Kelhuud nods back at his doppelganger, "Very good." He turns to you, "You are welcome to stay the night. I have plenty of food and supplies here to share with you, and I'll take the burden of keeping watch."
An odd sensation rummages in your minds - is it dusk already? We only just got here, didn't we?
Map updated.

Remy Tomovici |

Remy simply nods at Kelhuud's doppelganger. Seeing double is nothing new for the monk, and she lets it go without comment. "Thank you."
She settles down to rest.

![]() |

Both the men give you a strange look as if they do not understand the question, "There is only one of me." A second later, the second man responds, "And i am also one of a kind." And they go about doing their evening routine.

![]() |

The island quickly grows dark, and you soon start to hear the sounds of the night. You make small talk with the pathfinder ranger, the pair of them, and discuss a few more things before you decide to settle in for the night. Dinner is a combination of small game rabbit, and some common roots from nearby vegetation.
For this next combat, I have a feeling I will be doing a lot of botting for players, but that is okay. If you wish to bot for Alustria and Audrahni, I am more than happy for someone to suggest spells/actions in combat. In fact, I would recommend it just to make my job a little easier.
As people begin to decide on who is staying up on the first watch, Maddie and Remy get a serious headache, and then a horrible screeching and grinding sound permeates through the forest. The trees and ground shake, and you watch some night birds fly away in terror from your location. A flash of blue light directly to your east, and then a similar flash to the west of your camp lights up the dark gradient of the night sky. A portal?
Both of the Kelhuuds take out their swords, and you see some shock energy jump around the metal brace, "Trouble." They seem surprised, as they did not see this coming.
You get one round, let's say a surprise round, for actions. There is only moonlight out, so low light vision. What light sources does everyone posses?
Map updated! Terrain Information: The light green terrain does not restrict movement, but as soon as you are in the dark green undergrowth, you are moving in difficult terrain, which provides cover against ranged attacks. Dark terrain also limits vision, you cannot see more than 10 ft into it, which shouldn't be much of a problem. The camping tent provides cover and you cannot see over it, and the camp fire is considered normal terrain, just make sure you stomp overit to set the fire out. Water is water.
No knowledges for the creatures yet, as you cannot see them.
Fergus: 1d20 + 0 ⇒ (15) + 0 = 15
Flik: 1d20 + 1 ⇒ (12) + 1 = 13
Borgol: 1d20 + 1 ⇒ (9) + 1 = 10
Maddie; Forewarned: 1d20 + 4 ⇒ (12) + 4 = 161d4 ⇒ 4
Remy: 1d20 + 2 ⇒ (19) + 2 = 21
Alustria: 1d20 + 4 ⇒ (13) + 4 = 17
Kelhuud g: 1d20 + 4 ⇒ (13) + 4 = 17
Kelhuud bl: 1d20 + 4 ⇒ (5) + 4 = 9
Malzomer: 1d20 + 7 ⇒ (7) + 7 = 14
Iron Sentinel: 1d20 + 8 ⇒ (12) + 8 = 20
Vexenion: 1d20 + 8 ⇒ (16) + 8 = 24
Surprise Round
Active buffs - --! Vexion (green, blue)
@ Remy (--)
! Iron Sentinels (blue, orange, red, purple)
+ Kelhuud, Green (--)
@ Maddie (--)
@ Alustria (--)
@ + Audrahni -1 CON (--)
@ Fergus (--)! Mozamer
+ Kelhuud, Blue (--)
@ Borgol -4 CON (--)
@ Flik (--)Everyone may take their actions!

Remy Tomovici |

Remy grits her teeth against the headache as she prepares for battle. "Maddie, mage armor!" she shouts as she focuses her ki on a new ability. She pictures the thick scales of a dragon in her mind, and her own skin begins to harden and toughen, taking on a red sheen. "Audrahni, we could use some light!"
Use 1 ki point to cast barkskin on self.
Remy only has normal vision so I would suggest Audrahni cast daylight. Alustria should use summon nature's ally III to call a crocodile to help fight.

Flik Gnilleps |

"Ugh, that noise!"
Flik steps back and weaves the shadows into the illusion of an impenetrable thicket on the western side of the clearing, hoping to keep the group from fighting on two fronts.
Silent Image. (I have 10 10-foot cubes. I'll draw on the map.) DC `17

Maddie Elthis |

Maddie would have been keeping Mage Armor up whenever needed while exploring a hostile area, don't worry. I'll deduct another 4 charges to account for the time passing.
Also, after the last fight, Maddie would have spent some 5 minutes filling her empty spell slots, and would be keeping Dancing Lights going. Let's see how many rounds they've been going for...1d10 ⇒ 1 So they've just been re-cast.
Even while she's incapacitated with a headache, Maddie's right hand is up and casting a spell, dancing of seemingly its own volition. By the time the magic releases, she's recovered, looking around to see what the disturbance is, standing up and brushing off her robes to get ready for what's next.
Casting Haste on Remy, Borgol, Fergus, herself, and the Kelhuuds.
Currently active spells: Invisibility (she's having way too much fun with her new ring), Mage Armor and Dancing Lights

Fergus Ironbeard |

Fergus will take the opportunity to cast tactical acumen.
Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover, you gain an additional +1 insight bonus. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).

Bot Buddy 9000 |

Alustira will begin to summon the alligator closer to the water.
Audrahni smiles, "I think I can do a better job of this now! Even through the darkest night, Dawnflower please grant us your light!", as a radiant glow begins to shine from her holy symbol.
Borgol will cast shield of faith on himself and take out his weapons.
One of the Kelhuuds (green) cast's barkskin on himself, as those of you with a keen sense of magic, see that the spell is shared between both of the men. They nod at each other, as the second Kelhuud (blue) dashes into the forest.

![]() |

You hear a familiar raspy voice in the distance from the east. Last time you heard this voice, was back underneath Roderic's Cove. "You are so predictable. To think that this is exactly where you camped the first night you ventured into Hollow Mountain. You have something that i want, you do not have to die here."
Something advences forward. This blood-red tumorous mass has a shifting cluster of waving tentacles sprouting from its amorphous form, its body pulsating with a horrid vitality, emerges from the bush to your east.
You hear in your minds, a strange language. "O'zingizni topshiring. Siz yeb ketasiz." It will cast slow on the group.
Everyone please give me a DC 16 will save agasint slow. This will dispel your haste spell if you have it up and if you fail.
Are illusions mind affecting affects? I mean, as if it's really not classified...
Will, green: 1d20 + 9 ⇒ (1) + 9 = 10 - Derp. Green will double move.
Surprise Round
Active buffs - tactical acumen
! Vexion (green, blue)@ Remy (Haste, Barkskin, Mage Armor)
! Iron Sentinels (blue, orange, red, purple)
+ Kelhuud, Green (Haste, Barkskin)
@ Maddie (Invis, Haste, Mage Armor, Dancing Lights )
@ Alustria (Nature's Ally III)
@ + Audrahni -1 CON (Daylight)
@ Fergus (Haste )! Mozamer
+ Kelhuud, Blue(Haste, Barkskin)
@ Borgol -4 CON (Haste )
@ Flik (--)Remy may act!

Remy Tomovici |

Most illusions aren't specifically mind-affecting. They're perception-based, so they count as either visual or auditory effects.
Will: 1d20 + 3 ⇒ (13) + 3 = 16
Remy barely manages to resist the slowing magic. She scowls when she hears the familiar voice. "We won't die here, but you will, Mozamer!" she declares as she launches herself through the air, delivering a flying kick to the amorphous creature before following up with a flurry of punches!
Flurry, Haste, Ki Point: 1d20 + 14 ⇒ (12) + 14 = 261d20 + 14 ⇒ (11) + 14 = 251d20 + 14 ⇒ (19) + 14 = 331d20 + 14 ⇒ (14) + 14 = 281d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d10 + 11 ⇒ (3) + 11 = 141d10 + 8 ⇒ (5) + 8 = 131d10 + 8 ⇒ (2) + 8 = 101d10 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (3) + 8 = 11
Use flying kick to move 20 feet during the flurry. The first attack is a Stunning Fist--the enemy must make a DC 17 Fortitude save or be stunned for 1 round.

![]() |

Remy lands a solid flurry of blows on the large red form.
Fort, vs Stun: 1d20 + 8 ⇒ (12) + 8 = 20
The smaller mechanical creatures move forward.
Will, v Ilusion: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (9) + 2 = 11
Very invaluable spell there Flik, well done.
Those behind the magical illusion move around it, while the one closer to the monk moves through the greenery, and fires a cold bolt.
1d20 + 16 - 4 ⇒ (1) + 16 - 4 = 131d6 ⇒ 1 cold
The bolt hits, goes wide.
Maddie, Alustria and Fergus may act.
Knowledge checks, arcana for the sentinels, planes for the vexions.

Flik Gnilleps |

Will: 1d20 + 7 ⇒ (18) + 7 = 25

Maddie Elthis |

Can the caster of Slow see Invisibility? Because if not, I'm fairly certain they wouldn't be able to target Maddie. Not that it really matters anyway after this round.
Will DC 16: 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (arcana): 1d20 + 16 ⇒ (8) + 16 = 24
Knowledge (planes): 1d20 + 16 ⇒ (16) + 16 = 32
Maddie breaks her invisibility to launch a flurry of missiles at the tumor-thing, to help Remy.
Magic Missile: 4d4 + 4 ⇒ (4, 4, 1, 2) + 4 = 15

Fergus Ironbeard |

Will Save DC 16: 1d20 + 8 ⇒ (13) + 8 = 21
Fergus will take a five-foot step and attack one of the sentinels.
Attack 1: 1d20 + 10 ⇒ (8) + 10 = 18
Attack Haste: 1d20 + 10 ⇒ (14) + 10 = 24
Attack 2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 1: 1d12 + 5 ⇒ (10) + 5 = 15
Damage Haste: 1d12 + 5 ⇒ (8) + 5 = 13
Damage 2: 1d12 + 5 ⇒ (9) + 5 = 14

![]() |

Sorry Fergus, you cant 5ft into difficult terrain unless you have a way of doing so i dont know about? Post update tonight.

![]() |

The alligator is summoned, and Alustria begins to call lightning on the creature stuck in combat with Remy.
Bite;Tail: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 231d8 + 4 ⇒ (3) + 4 = 71d20 + 3 + 2 ⇒ (6) + 3 + 2 = 111d12 + 2 ⇒ (4) + 2 = 6

![]() |

Sorry Maddie, but he can see you. You're character would immediately know that this is the case, since you are affected by the spell.
Alustria SR, Maddie SR: 1d20 + 9 ⇒ (13) + 9 = 221d20 + 12 ⇒ (16) + 12 = 28
Call Lightning; Monster Ref: 3d6 ⇒ (5, 3, 5) = 131d20 + 6 ⇒ (17) + 6 = 23
Fergus misses.
Molzamer smiles, as he squints briefly in the sunlight, "Tonight has already been written, young monk. I shall not be laying down my life this night." He holds his halberd over his head, "Mistress, grant me your power." He cast's aura of doom.
I have put a small 20 ft aura around him, anyone in the aura must make DC 18 Will save of become shaken (emotion, fear, mind affecting).
The creature in combat with Remy begins to contort and change it's form in a wicked way, opening it's maw and the monk can see the endless abyss inside it. It drops to the ground.
...right, I forgot how much damage you guys deal as a group.
Round 1
Active buffs - tactical acumen
! Vexion (green,blue -84)@ Remy (Haste, Barkskin, Mage Armor)
! Iron Sentinels (blue, orange, red, purple)
+ Kelhuud, Green (Haste, Barkskin)
@ Maddie (Invis, Haste, Mage Armor, Dancing Lights )
@ Alustria (Nature's Ally III)
@ + Audrahni -1 CON (Daylight)
@ Fergus (Haste )! Mozamer - (Aura of Doom)
+ Kelhuud, Blue(Haste, Barkskin)
@ Borgol -4 CON (Haste )
@ Flik (--)Flik and Borgol may act!

![]() |

Bakrakhan, Gastash, and Haruka, iron sentinels were commonly employed in large platoons to repel organized, armed assaults. They most often begin combat with an icy bolt intended to slow advancing hostiles, who are then easier targets for the constructs’ physical attacks. Immune to cold, construct traits and magic. No dr, and can shoot an ice bolt which slow you, as well as headbutt you to stagger you.

Flik Gnilleps |

Flik maintains his spell to keep the walls up, and he strikes the rim of his shield, starting his Naturalist performance against Mozamer.
I think Mozamer is some kind of sinspawn, right?
Knowledge (Iron Sentinel): 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (Vexenion): 1d20 + 11 ⇒ (18) + 11 = 29
Naturalist: +2 insight bonus to AC and on attack rolls and saving throws.
He'll also share everything about the Vexenion.

![]() |

The green red barrelling mould crawls around the forest.
@ Flik, you are correct, he is a sinspawn.
Round 2
Active buffs - tactical acumen, naturalist (Mozamer)! Vexion (green,
blue -84)@ Remy (Haste, Barkskin, Mage Armor)
! Iron Sentinels (blue, orange, red, purple)
+ Kelhuud, Green (Haste, Barkskin)
@ Maddie (Invis, Haste, Mage Armor, Dancing Lights )
@ Alustria (Nature's Ally III)
@ + Audrahni -1 CON (Daylight)
@ Fergus (Haste )! Mozamer - (Aura of Doom)
+ Kelhuud, Blue[/b](Haste, Barkskin)
@ Borgol[/b] -4 CON (Slow, Divine Favor)
@ Flik[/b] (--)Remy can act!

![]() |

The sentinels skitter around, and attack the group.
Claw, Claw: 1d20 + 16 ⇒ (11) + 16 = 271d4 + 6 ⇒ (2) + 6 = 81d20 + 16 ⇒ (3) + 16 = 191d4 + 6 ⇒ (3) + 6 = 9 .Fergus
Claw, Claw: 1d20 + 16 ⇒ (11) + 16 = 271d4 + 6 ⇒ (3) + 6 = 91d20 + 16 ⇒ (2) + 16 = 181d4 + 6 ⇒ (4) + 6 = 10 .Remy
Claw, Claw: 1d20 + 16 ⇒ (11) + 16 = 271d4 + 6 ⇒ (4) + 6 = 101d20 + 16 ⇒ (4) + 16 = 201d4 + 6 ⇒ (4) + 6 = 10 .Kelhuud
Ice Bolt: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 231d6 ⇒ 3
As the sentinel steps forward to attack Kelhuud, you watch as the other ranger steps out of the forest and they simultaneously strike at it.
Dual Strike: 1d20 + 13 ⇒ (8) + 13 = 211d8 + 3 + 1d6 ⇒ (3) + 3 + (4) = 101d20 + 13 ⇒ (13) + 13 = 261d8 + 3 + 1d6 ⇒ (7) + 3 + (6) = 161d20 + 11 ⇒ (3) + 11 = 141d3 + 1 ⇒ (1) + 1 = 21d20 + 11 ⇒ (3) + 11 = 141d3 + 1 ⇒ (3) + 1 = 4
Fergus, please give me a DC 14 fort save, or become slowed, from the ice bolt.
Remy-9, Maddie, Alustria, Audrahni and Fergus-11 may act!

Remy Tomovici |

Will vs Fear: 1d20 + 5 ⇒ (4) + 5 = 9
Remy involuntarily gasps as the fear washes over her. She's about to take the fight to Mozamer when one of the iron constructs flies in and scratches her with a claw. She snarls and turns towards it, pummeling it with several punches before stepping back a few feet to force the sinspawn to come to her.
Flurry, Ki, Haste, Shaken: 1d20 + 12 ⇒ (8) + 12 = 201d20 + 12 ⇒ (18) + 12 = 301d20 + 12 ⇒ (8) + 12 = 201d20 + 12 ⇒ (1) + 12 = 131d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d10 + 11 ⇒ (3) + 11 = 141d10 + 8 ⇒ (5) + 8 = 131d10 + 8 ⇒ (9) + 8 = 171d10 + 8 ⇒ (3) + 8 = 11

Fergus Ironbeard |

Fort Save DC14: 1d20 + 10 ⇒ (17) + 10 = 27
Fergus will attack the one attacking him!
Attack 1: 1d20 + 10 ⇒ (3) + 10 = 13
Attack Haste: 1d20 + 10 ⇒ (16) + 10 = 26
Attack 2: 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1: 1d12 + 5 ⇒ (8) + 5 = 13
Damage Haste: 1d12 + 5 ⇒ (3) + 5 = 8
Damage 2: 1d12 + 5 ⇒ (11) + 5 = 16

Maddie Elthis |

Maddie is no longer invisible, just for the record.
Maddie changes focus as the qlippoth falls, sending her next and final barrage at Morzamer.
Magic Missile: 4d4 + 4 ⇒ (3, 1, 2, 3) + 4 = 13

Bot Buddy 9000 |

Audrahni quickly channels, choosing to select out any enemies in the way. Alustria commands her gator to move and attack Mozamer, while she cast's heat metal and throws another lightning bolt at the sinspawn.
Gator, Will: 1d20 + 2 ⇒ (16) + 2 = 18
Bite;Tail: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 161d8 + 4 ⇒ (8) + 4 = 121d20 + 3 + 2 ⇒ (8) + 3 + 2 = 131d12 + 2 ⇒ (8) + 2 = 10
SR, Call Lightning, Reflex: 1d20 + 9 ⇒ (2) + 9 = 113d6 ⇒ (1, 5, 5) = 111d20 + 8 ⇒ (6) + 8 = 14
SR, Magic Missile, Maddie: 1d20 + 12 ⇒ (1) + 12 = 13

![]() |

Even through the effect of the fear, the monk is able to completely destroy the iron sentinel before her with a powerufl combination of blows. Fergus lands one strike on the creature, the drarf has never seen something more so swiftly before.
Forgot the channel.
Channel, Audrahni: 3d6 ⇒ (1, 1, 6) = 8
As the druid cast's her spell, the arcane magic flows towards the monster, and he stands there completely unaffected, smiling. The magic missile and the call lighting both dissipate as they hit his tough skin. The alligator attacks are also ineffective.
"You are persistent, but foolish. We know all your tricks! Raaaaaah!" He takes a menacing step forward, "Down, boy." He will cast heightened hold person on the monk who stands defiantly before him.
Remy please make me a DC 17 will save agasint hold person, or become paralyzed (enchant, compul, mind affect).
Round 2
Active buffs - tactical acumen, naturalist (Mozamer)! Vexion (green,
blue -84)@ Remy -1 lethal (Shaken, Haste, Barkskin, Mage Armor)
! Iron Sentinels (blue -13, orange, red -26,
purple -55)+ Kelhuud, Green (Haste, Barkskin)
@ Maddie (Haste, Mage Armor, Dancing Lights )
@ Alustria (Nature's Ally III)
@ + Audrahni -1 CON (Daylight)
@ Fergus -3 lethal (Haste )! Mozamer - (Aura of Doom)
+ Kelhuud, Blue(Haste, Barkskin)
@ Borgol -4 CON (Slow, Divine Favor)
@ Flik (--)Borgol and Flik can act!

Remy Tomovici |

Will vs Paralysis, Shaken: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Remy's body suddenly locks up as Mozamer's spell paralyzes her! She screams silently, her mind railing as she tries to throw off the magic.
At the End of Her Next Turn...
Will vs Paralysis, Shaken: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Finally, with a supreme effort of will, Remy manages to shake the compulsion!
That's a full-round action on my next turn, so you can go ahead and skip me in the initiative. :)

Flik Gnilleps |

Knowledge (arcana): 1d20 + 11 ⇒ (1) + 11 = 12
With his illusion's work done, Flik ceases concentrating on it. He continues his performance and casts glitterdust on Mozamer. (DC 17)

![]() |

Both of the Kelhuuds continue to take out their sentinel.
DualStrike: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 3 + 1d6 ⇒ (3) + 3 + (6) = 121d20 + 13 ⇒ (6) + 13 = 191d8 + 3 + 1d6 ⇒ (2) + 3 + (6) = 111d20 + 11 ⇒ (9) + 11 = 201d3 + 1 ⇒ (1) + 1 = 21d20 + 11 ⇒ (2) + 11 = 131d3 + 1 ⇒ (3) + 1 = 4DualStrike: 1d20 + 13 - 5 ⇒ (9) + 13 - 5 = 171d8 + 3 + 1d6 ⇒ (8) + 3 + (6) = 171d20 + 13 - 5 ⇒ (19) + 13 - 5 = 271d8 + 3 + 1d6 ⇒ (6) + 3 + (6) = 151d20 + 11 - 5 ⇒ (9) + 11 - 5 = 151d3 + 1 ⇒ (2) + 1 = 31d20 + 11 - 5 ⇒ (17) + 11 - 5 = 231d3 + 1 ⇒ (2) + 1 = 3
As Flik lowers his illusion, you see another huge pile of moving flesh move through the forest. As it comes into the clearing, you notice it open its bottomless maw as you struggle to look away.
This is a gaze attack. Your options on your turn, are to either overt your gaze, taking a 50% chance of being affected, or close your eyes and become blind with avoiding it all completely. At the end of our turns, let me know what you do. Every round you fail, including first round, make me DC 17 Fort save or become sickened for the next few rounds.
The creature will cast slow on the group.
Flik, Borgol, Fergus, Alustria, Maddie and Audrahni please make me DC 16 Will save agasint slow.
The sentinels attack their quarries.
Claw, Claw: 1d20 + 16 ⇒ (4) + 16 = 201d4 + 6 ⇒ (2) + 6 = 81d20 + 16 ⇒ (16) + 16 = 321d4 + 6 ⇒ (1) + 6 = 7 .Fergus
Claw, Claw: 1d20 + 16 ⇒ (17) + 16 = 331d4 + 6 ⇒ (1) + 6 = 71d20 + 16 ⇒ (20) + 16 = 361d4 + 6 ⇒ (2) + 6 = 8 .Borgol
Conf?: 1d20 + 16 ⇒ (8) + 16 = 241d4 + 6 ⇒ (2) + 6 = 8
Molzamer growls as the glitterdust hits him. "WHY DO YOU STILL DEFY YOUR FATE! SURRENDER THE ELF!"
Will, vs Glitter: 1d20 + 14 ⇒ (10) + 14 = 24
You hear rustling in the undergrowth as more sentinels come almost out of nowhere.
Round 3
Active buffs - tactical acumen, naturalist (Mozamer)! Vexion (green,
blue -84)@ Remy -1 lethal (Shaken, Haste, Barkskin, Mage Armor)
! Iron Sentinels (blue -13, orange,
red -lots,purple -55)+ Kelhuud, Green (Haste, Barkskin)
@ Maddie (Haste, Mage Armor, Dancing Lights )
@ Alustria (Nature's Ally III)
@ + Audrahni -1 CON (Daylight)
@ Fergus -18 lethal (Haste )! Mozamer - (Aura of Doom)
! Iron Sentinels (blue, red, purple, green, yellow)+ Kelhuud, Blue[/b](Haste, Barkskin)
@ Borgol -23 lethal, -4 CON (Slow, Divine Favor)
@ Flik (--)Maddie, Alustria, Fergus and Audrahni may go!

Remy Tomovici |

Will vs Slow: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Remy resists the second attempt to slow her down.
Alustria should continue attacking with lightning as a move action and cast another spell as a standard action. Not sure which one though. Audrahni should cast a buff spell if she has one prepared. Perhaps shield of faith on Remy to give her +2 deflection bonus to AC (or +3 if Audrahni is level 6 or higher).

Borgol Ashblade |

Wouldn't the first slow only have dispelled the haste?
Also, if there was a moment, Borgol would have activated his Holy Strike blessing, given the fiend.
And now I'll just wait my turn.

Maddie Elthis |

Will DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
I am just having no luck with the will saves. That dispels my Haste
Maddie works another spell, trying to slow Morzamer before he does too much damage, and creates her time-twisting field to try and slow him.
Casting Web (DC 18), reflavored as usual, as indicated on the map by the blue and green circle.

Fergus Ironbeard |

Will Save DC16: 1d20 + 8 ⇒ (20) + 8 = 28
Fergus swings away hoping to bring down his foe.
Attack 1: 1d20 + 10 ⇒ (18) + 10 = 28
Attack Haste: 1d20 + 10 ⇒ (5) + 10 = 15
Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6
Damage 1: 1d12 + 5 ⇒ (5) + 5 = 10
Damage Haste: 1d12 + 5 ⇒ (6) + 5 = 11
Damage 2: 1d12 + 5 ⇒ (8) + 5 = 13

Bot Buddy 9000 |

Alright, then in case of the ruling for slow/haste, Borgol gets an extra attack in. I will let you roll that my friend - and welcome back!
Audrahni will cast prayer on the entire team. Alustria will heal Borgol, and send the lighting into the remaining Vexion.
Will, vs Prayer (Molzamer, Vex, sentinels ltr): 1d20 + 14 ⇒ (19) + 14 = 331d20 + 9 ⇒ (15) + 9 = 241d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (19) + 4 = 23
SR Check, if Suceed: 1d20 + 9 ⇒ (4) + 9 = 13
Cure Moderate Wounds: 2d8 + 6 ⇒ (7, 6) + 6 = 19
Call Lightning, SR, Damage, Reflex: 1d20 + 9 ⇒ (14) + 9 = 233d6 ⇒ (6, 1, 5) = 121d20 + 6 ⇒ (17) + 6 = 23

Bot Buddy 9000 |

Everyone is forgetting the gaze attack!
This is a gaze attack. Your options on your turn, are to either overt your gaze, taking a 50% chance of being affected, or close your eyes and become blind with avoiding it all completely. At the end of our turns, let me know what you do. Every round you fail, including first round, make me DC 17 Fort save or become sickened for the next few rounds.
Fort, Alustria, Audrahni: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 131d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
They choose to close their eyes next round.
Fort, Maddie, Fergus: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 141d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
What do you guys choose to do, keep looking, or eyes closed?
Sickened for: 2d4 ⇒ (4, 3) = 7
As per sickened, the character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

![]() |

The web is cast, on half of the next advancing wave.
Reflex, Moz, Sentinels, Gator: 1d20 + 8 ⇒ (11) + 8 = 191d20 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (9) + 8 = 171d20 + 2 ⇒ (18) + 2 = 20
Fergus only lands his first attack.
Mozamer steps forward out of the web, angry. He stares down the monk, who he has noticed has gotten out of his spell. "YOU DARE DEFY US?"
Halbeard, Bite: 1d20 + 15 - 3 ⇒ (16) + 15 - 3 = 281d10 + 12 ⇒ (5) + 12 = 171d20 + 15 - 3 - 5 ⇒ (1) + 15 - 3 - 5 = 81d10 + 12 ⇒ (7) + 12 = 191d20 + 7 ⇒ (4) + 7 = 111d6 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Only the first attack lands, as all of a sudden Remy's body begins to move on it's own out of the way of each other glancing swing. It's as if, her muscles are remembering a past combat. "HOW? HOW ARE YOU DOING THAT?"
Edit! - Omg, the Gator succeeded at the reflex save, and the sentinels did not! So good! The gator turns around, ignoring the summoned spiderweb around him, and attacks the sentinel in the water.
Bite;Tail: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 291d8 + 4 ⇒ (5) + 4 = 91d20 + 3 + 2 ⇒ (15) + 3 + 2 = 201d12 + 2 ⇒ (9) + 2 = 11
Round 3
Active buffs - tactical acumen, naturalist (Mozamer), prayer
Active debuffs - end of each turn, decide how to deal with gaze attack, DC 16 or nauseated.@ Remy -18 lethal (Shaken, Haste, Barkskin, Mage Armor)
! Vexion (green -6,
blue -84)
! Iron Sentinels (blue -23 -pray, orange,red -lots,purple -55)+ Kelhuud, Green (Sickened (7), Haste, Barkskin)
@ Maddie (Sickened (7), Mage Armor, Dancing Lights )
@ Alustria[/b] (Sickened (7), Nature's Ally III)
@ + Audrahni[/b] -1 CON (Daylight)
@ Fergus -18 lethal (Sickened (7), Haste )! Mozamer - (Aura of Doom)
! Iron Sentinels (blue -pray, red -ent, purple -ent, green-20 -ent, yellow)+ Kelhuud, Blue (Shaken, Haste, Barkskin)
@ Borgol -4 lethal, -4 CON (Divine Favor, Shield of Faith, Holy Strike)
@ Flik (--)Borgol, Flik can have their turns. Remy may also act for next round.
Edit! - Rolling for Kelhuud's saves agasint the aura of doom now. Also against gaze attack.
Fort, Shaken: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 241d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13Fort, Gaze: 1d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (11) + 10 = 212d4 ⇒ (3, 4) = 7
…okay im done

Remy Tomovici |

Remy winces as the sinspawn's blade cuts her, but then she begins to dodge and weave without even thinking, instinctively dodging his other attacks. "This ends here!" she declares as she assaults Mozamer.
Flurry, Ki, Haste, Naturalist, Shaken: 1d20 + 15 ⇒ (10) + 15 = 251d20 + 15 ⇒ (5) + 15 = 201d20 + 15 ⇒ (19) + 15 = 341d20 + 15 ⇒ (14) + 15 = 291d20 + 10 ⇒ (17) + 10 = 27
Damage, Prayer: 1d10 + 12 ⇒ (10) + 12 = 221d10 + 9 ⇒ (7) + 9 = 161d10 + 9 ⇒ (1) + 9 = 101d10 + 9 ⇒ (3) + 9 = 121d10 + 9 ⇒ (5) + 9 = 14
The stoic monk resists the sickening gaze of the qlippoth.
Fortitude vs Gaze, Shaken, Prayer: 1d20 + 6 ⇒ (16) + 6 = 22
If the first attack hits, Mozamer must make a DC 17 Fortitude save or be stunned for 1 round.

Borgol Ashblade |
1 person marked this as a favorite. |

Ok, so Borgol gets one (previous) attack and then a full-round action - just to be clear?

Fergus Ironbeard |

Fergus is so focused on his foe, he is not even looking in the direction of the gaze.
He continues his assault.
Attack 1: 1d20 + 10 ⇒ (9) + 10 = 19
Attack Haste: 1d20 + 10 ⇒ (19) + 10 = 29
Attack 2: 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1: 1d12 + 5 ⇒ (12) + 5 = 17
Damage Haste: 1d12 + 5 ⇒ (3) + 5 = 8
Damage 2: 1d12 + 5 ⇒ (12) + 5 = 17
Attack Haste Confirm: 1d20 + 10 ⇒ (17) + 10 = 27
Damage Confirm damage: 2d12 + 10 ⇒ (3, 2) + 10 = 15

Borgol Ashblade |

Earlier attack
Borgol swings his glowing longsword at the skull-beast in front of him, hoping to flatten it so he can go help against one of the bigger threats.
Flaming Longsword (Divine Favour,Prayer,PA): 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25 for 1d8 + 9 + 1 + 1 ⇒ (3) + 9 + 1 + 1 = 14 Plus Fire: 1d6 ⇒ 4 Plus Holy: 1d6 ⇒ 2
Current round
The guardian still there, Borgol growls, and swings again, bringing both blade and shield into the fray.
Flaming Longsword (DF, Prayer): 1d20 + 10 + 1 + 1 - 2 ⇒ (2) + 10 + 1 + 1 - 2 = 12 Ugh.
Spiked Shield (DF, Prayer): 1d20 + 9 + 1 + 1 - 2 ⇒ (20) + 9 + 1 + 1 - 2 = 29 Threat
Confirm: 1d20 + 9 + 1 + 1 - 2 ⇒ (5) + 9 + 1 + 1 - 2 = 14 Nope.
Shield Spikes (Damage): 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Eyes open - so.. Fort (at -2 for con damage): 1d20 + 7 ⇒ (20) + 7 = 27

Flik Gnilleps |

Flik will avert his eyes:
Avert! (>50 Sees): 1d100 ⇒ 19
He then cats invisibility on himself and moves to support Remy.