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"Ok, I guess. Just feels different." says Archer.
He calls upon the blessings of Erastil to grant his bow holy strike as he also asks to make his armor solid. Blessing as standard, sacred armor as swift, while pulling his bow.

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Perception DC15 (55ft Rounded Up + Flat DC10: 1d20 + 11 ⇒ (1) + 11 = 12
Perception DC18 (75ft Rounded Up + Flat DC10: 1d20 + 9 ⇒ (3) + 9 = 12
Perception DC22 (95ft Rounded Up + Flat DC10: 1d20 + 9 ⇒ (3) + 9 = 12
In spite of some of you casting spells, it appears that the guards near the gong are being lackluster in their attention today. They have not yet noticed you, looking bored and spaced out. The riders fly further out and away from the stables.
Gotta love 3 low rolls on Perception. You guys get a surprise round.

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Archer steps forward, saying another prayer to Old Deadeye fervor cast divine favor and fires once at the fey by the gong.
Magic bow, DF, DA vs FF black fey: 1d20 + 13 + 3 - 2 ⇒ (13) + 13 + 3 - 2 = 27 Magic, cold iron,DF, DA, good: 1d8 + 5 + 3 + 4 + 1d6 ⇒ (1) + 5 + 3 + 4 + (4) = 17
Holy strike 8rds, divine favor 9rds, sacred Armor 8rds

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Gordy delivers a long ranged boulder throw at the same fey as Archer.
Earth Blast: 1d20 + 12 ⇒ (6) + 12 = 18
Blunt, magic: 4d6 + 14 ⇒ (3, 5, 4, 4) + 14 = 30

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Kipp walks forward ad starts talking. wasn't able to post earlier and then kept forgetting when I could.
Kipp suddenly changes languages as if he just thought about it.
Then Archer's arrow wizzes past.
Kipp then suddenly has his heavy flail in his hands.
In his ranting Kipp casts divine favor, then quick draws the flail.

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Kipp walking forward and talking was me trying to catch up to where we were story wise, so he hasn't moved from were he would be on a map. The spell is his action during the surprise round.

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If ve just sink about it as ztopping a bad guy I'm sure Eraztil vill unterstand, ja? Zis reminds me of a time I had to raid a carafan to tezt zeir defensez...
Bardic performance

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Initiative Archer: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative Gordy Grimes: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative Kipp: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Malsuza: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Rorik: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Witz: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Boss Quickling (Black): 1d20 + 6 ⇒ (9) + 6 = 15
Initiative Purple Quickling: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative Blue Quickling: 1d20 + 7 ⇒ (9) + 7 = 16
Initiative Stirge Riders: 1d20 + 4 ⇒ (6) + 4 = 10
Round 1: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Quickling(-0,Fine)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-0,Fine)
Stirge Riders(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Well this fight won't last long.
Archer and Gordy's attack against the offguard captain of the watch knocks it down and out for the count.

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Gordy gathers up energy before hurling a high impact ball of rock at one of the fey creatures.
Empowered Earth Blast: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Blunt, Magic: 4d6 + 14 + 1 ⇒ (3, 5, 5, 3) + 14 + 1 = 31
whamph, whamph

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Malsuza grins as she hops up onto Doggoth's back. "Let's go!" she says with enthusiasm, urging spined tendrils to protrude from her back.
At her behest, her faithful doggy steed rushes past her allies, brushing up against them with his oily fur while moving up to the next platform.

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Round 1: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Delay)
Blue Quickling(-0,Fine)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-0,Fine)
Stirge Riders(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Ranged Attack VS AC5: 1d20 + 2 + 7 ⇒ (9) + 2 + 7 = 18
The quicklings, upon seeing their boss drop dead within a matter of moments, quickly move to the defensive. One grabs a stone and throws it at the gong. The rock hits with a resounding thud, and the cavern begins to emanate the sound of the loud gong.
The other rushes to the door and flings one side of it open.

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Round 2: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
[i]Rorik(-0,Fine)
Blue Quickling(-0,Fine)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-0,Fine)
Stirge Riders(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Party is up!
Apologies on delay of posting.

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Gordy darts forward, hopping off the five foot ledge with the lightness of a feather. With a flick of his wrist, he sends a stalagmite flying towards the closest fey creature.
Kinetic Blast: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Piercing, magic: 4d6 + 14 + 1 ⇒ (4, 6, 6, 2) + 14 + 1 = 33

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Kipp glares across the chasm and slowly puts his flail away, then he is suddenly holding a bow, which he fires.
Move action put flail away, standard action shoot. Damage: piercing.
Bow: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12 Damage: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
...Kipp looks at the bow then at "Archer" and Witz. "How do you guys use this thing?"

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"It is about to get worse, I think." grumbles Archer.
He nocks another arrow, and fires twice at purple.
magic bow, DF, DA, RS, Bless, IC vs purple: 1d20 + 13 + 3 - 2 - 2 + 1 + 1 ⇒ (6) + 13 + 3 - 2 - 2 + 1 + 1 = 20 CI arrow, good, DF, DA, IC: 1d8 + 5 + 1d6 + 3 + 4 + 1 ⇒ (2) + 5 + (1) + 3 + 4 + 1 = 16
magic bow, DF, DA, RS, Bless, IC vs purple: 1d20 + 13 + 3 - 2 - 2 + 1 + 1 ⇒ (19) + 13 + 3 - 2 - 2 + 1 + 1 = 33 CI arrow, good, DF, DA, IC: 1d8 + 5 + 1d6 + 3 + 4 + 1 ⇒ (8) + 5 + (4) + 3 + 4 + 1 = 25
If the first happens to drop purple, he will turn to the other quickling

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Malsuza leans into her mount and urges it forward, a smile on her face the whole time. "Man, this is GREAT not having to shrink down to go riding."
After closing the distance, Malsuza lunges forward with one of her spined pseudopods.
Morphic Weapon, power attack: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 1d6 + 11 ⇒ (6) + 11 = 17

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Witz ends his performance and fires at purple.
longbow: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15
damge: 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8
Witz then begins moving up the stairs.
Lingering performance

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Round 3: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
[i]Rorik(-0,Fine)
Blue Quickling(-33,Dead)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-41,Dead)
Stirge Riders(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
With the quicklings defeated the land threat is now eliminated, but coming from across the chasm you can hear the sound of the shouts and battle cries from the stirge riders. They fly closer and move into a scattered formation.
What Happened
Stirge Riders: Double Move Flight, Elevated at 35ft above the northern platform.
Pathfinders are up again!

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Kipp takes the opportunity to move closer to the fey. "That's right come closer!" Kipp says as he promptly shoots at the red one.
damage type: piercing
bow: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14 damage: 1d8 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12

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Archer takes a deep breath. ' Take out the mounts, the riders should fall.' he thinks, not noticing if they have wings or not.
First shot into green's mount. If green then can fly, 2nd shot into him.
magic bow, RS, DA, DF, IC, Bless vs green mount: 1d20 + 13 - 2 - 2 + 3 + 1 ⇒ (8) + 13 - 2 - 2 + 3 + 1 = 21 magic CI arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (3) + 5 + 4 + 3 + 1 = 16
magic bow, RS, DA, DF, IC, Bless vs green mount: 1d20 + 13 - 2 - 2 + 3 + 1 ⇒ (5) + 13 - 2 - 2 + 3 + 1 = 18 magic CI arrow, DA, DF, IC: 1d8 + 5 + 4 + 3 + 1 ⇒ (1) + 5 + 4 + 3 + 1 = 14
Holy strike 6rds, divine favor 7rds, sacred Armor 6rds

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Gordy steps forward, shouting in Terran as he pulls energy out earth. The pebbles around him rattle as he pulls a hefty stalagmite loose and sends it flying towards the fey cavalry.
Kinetic Blast, extended 120 ft., empowered: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Piercing, magic; empowered: 4d6 + 14 + 1 ⇒ (2, 3, 4, 4) + 14 + 1 = 28
Empowering boosts the damage to 42. If the green fey is still up, he'll shoot it. Otherwise, he will direct his shot at the orange fey.

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Green Ride MC Check DC21: 1d20 + 10 ⇒ (8) + 10 = 18
Green Ride MC Check DC18: 1d20 + 10 ⇒ (3) + 10 = 13
Green's mount tries to withstand the assault, but the rider was not skilled enough to outmaneuver the arrows from Archer. It plummets from the sky into the abyss below.

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The oozemorph's slimy steed moves forward at his mistress' command, bringing the two of them closer. As it moves, Malsuza draws one of her javelins.
She takes aim, deciding to go for the red rider in front of her.
javelin: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 7 ⇒ (1) + 7 = 8

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Red Ride MC Check DC24: 1d20 + 10 ⇒ (19) + 10 = 29
The javelin flies and would have hit the mount, but the red rider pulls his mount out of the way of the attack!

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Mal was actually aiming for the rider.

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Round 4: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Quickling(-33,Dead)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-41,Dead)
Stirge Riders(0/3 Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Quickbot
Witz throws up another performance.
Attack Roll Green: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
The stirge riders dismount from their stirge mounts, and they begin to take flight on their own ability! The stirge rider who fell with his mount initially comes flying back up from the chasm as well. The green stirge rider flies up into Gordy's face and begins to attack, where as the other two move to start an offensive against Archer, still being 20ft above him.
The green rider misses Gordy.
Pathfinders are up!

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"Ya came right up ta me, ya fool. Now yer gonna pay fer that."
Gordy pulls energy from around him, forming a solid hammer out of the water in the air, then swinging it as hard as he can at the fey warrior.
Gathering energy to empower the blast.
Kinetic Blade, empowered: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Blunt, Magic, Empowered: 4d6 + 10 + 1 ⇒ (1, 4, 5, 6) + 10 + 1 = 27
With empowerment, the damage would increase to 40.

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There are two green fey?
Archer steps back, and fires twice, targeting red.
magic bow, RS, DA, DF, IC, Blessv vs red: 1d20 + 13 - 2 - 2 + 3 + 1 ⇒ (7) + 13 - 2 - 2 + 3 + 1 = 20magic CI arrow, DA, DF, IC, PBS: 1d8 + 5 + 4 + 3 + 1 ⇒ (2) + 5 + 4 + 3 + 1 = 15
magic bow, RS, DA, DF, IC, Bless, PBS vs red: 1d20 + 13 - 2 - 2 + 3 + 1 ⇒ (1) + 13 - 2 - 2 + 3 + 1 = 14 magic CI arrow, DA, DF, IC, PBS: 1d8 + 5 + 4 + 3 + 1 ⇒ (8) + 5 + 4 + 3 + 1 = 21
Holy strike 5rds, divine favor 6rds, sacred Armor 5rds
The RNG loves me, I can tell.
Besieged by a group of combatants, he casts shield of faith with fervor

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No on the two green feys, I just screwed up is all. The second arrow from earlier failed to hit him. Apologies on that.
Gordy slams his hammer onto the fey, and the sound of bones snapping and popping come from its limp body.
Archer's first arrow lands a hit into the red fey, and manages an agonizing blow against it. The second arrow flies wild.

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Doggoth's legs twist as the dog pulls a 180, spinning in place and going back the direction he came from. Malsuza, clinging for dear life, does her best to drive the excitable beast as she rides it into the melee.
Once in position, she jabs at it with one of her slimy tendrils.
Morphic Weapon, power attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d6 + 11 ⇒ (1) + 11 = 12

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"AAAAAHHHHHHHHHHHHHHHHHH!" Kipp turns around starts moving the other way and shoots at orange.
bow: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18 damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

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Round 5: FIGHT!
Light Condition: Dim Light (Glowing Fungus)
Active Buffs: Bardic Performance (Round 1)
Active Penalties: None
Gordy Grimes(-0,Fine)
Malsuza(-0,Fine)
Rorik(-0,Fine)
Blue Quickling(-33,Dead)
Boss Quickling (Black)(-47,Unconcious)
Purple Quickling(-41,Dead)
Stirge Riders(-1 of 3,Dead)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Attack Roll Red Fey Arrow VS Archer: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Attack Roll Orange Fey Arrow VS Archer: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Damage Roll Red Fey Arrow VS Archer: 1d2 - 1 + 1 + 1d6 ⇒ (1) - 1 + 1 + (4) = 5
Damage Roll Orange Fey Arrow VS Archer: 1d2 - 1 + 1 + 1d6 ⇒ (2) - 1 + 1 + (4) = 6
Attack Roll Doggoth: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage Roll Doggoth: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Attack Roll Orange Stirge VS Archer: 1d20 + 7 ⇒ (1) + 7 = 8
Witz shoots down one of the stirges, and lets the performance linger.
The fey continue their attack against the Pathfinders. Arrows rain down at Archer once again, and this time one manages to hit its mark. One of them orders the Stirge to latch onto Archer, and it flies down to do just so. It flies to avoid the Kitsune, but can't escape the dog's attack.
The two remaining fey are looking less confident about their odds.
What Happened
Fey: Shoot fire arrows.
Archer: Take 6 damage. (4 Flame, 2 Physical).
Stirge: Move, provoke from Doggoth.
Doggoth: Attack of Opportunity, kill stirge with 14 damage.
Pathfinders are up, finish them off.

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Gordy gathers power, using the kinetic energy to throw himself feet first at the nearest fey warrior.
Kinetic Charge: 1d20 + 12 + 2 + 2 ⇒ (11) + 12 + 2 + 2 = 27
Blunt, magic: 4d6 + 10 + 1 ⇒ (2, 4, 3, 5) + 10 + 1 = 25

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Malsuza hops off of her mount and hits the ground running, moving to position herself close to their targets. "No escape!" she says in sylvan, grinning.
Dismounting and then moving into position. Feel free to make AoOs for the enemy.

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Archer takes a grazing shot from an arrow, the fire doing more damage than the arrow. He shrugs it off, and calmly lets fly with a pair of arrows at the fey.
First red, then orange.
magic bow, PBS, IC, DA, RS, DF: 1d20 + 13 + 1 + 1 - 2 - 2 + 3 ⇒ (14) + 13 + 1 + 1 - 2 - 2 + 3 = 28 magic CI good arrow, PBS, IC, DA, DF: 1d8 + 5 + 1 + 1 + 4 + 3 ⇒ (7) + 5 + 1 + 1 + 4 + 3 = 21
magic bow, PBS, IC, DA, RS, DF: 1d20 + 13 + 1 + 1 - 2 - 2 + 3 ⇒ (5) + 13 + 1 + 1 - 2 - 2 + 3 = 19 magic CI good arrow, PBS, IC, DA, DF: 1d8 + 5 + 1 + 1 + 4 + 3 ⇒ (3) + 5 + 1 + 1 + 4 + 3 = 17
"Just go down. Or go. Either is fine."

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Another barrage of attacks fly, and the remaining stirge riders collapse under the assault. With no more enemies guarding or patrolling the vicinity, getting into the stables is now uninterrupted. A bunch of large bats hanging upside down await inside, as well as equipment for saddling them.
It takes a few of you a few awkward attempts to get the hang of riding the bats. In spite of their exotic style for riding, you get the hang of the reins long enough to make a flight to the final battle.
Karexin’s Tower is an inverted complex carved from the living stone of the one of the Maw’s largest stalactites. Its entryway and primary level are located near the cavern’s ceiling. A deck of fungus-grown planks forms a garden at the highest level, connecting the primary tower to the nearby mobat roost. What is interesting to note is that the place is well lit between the glowing fungi and what appears to be many continual flame spells.
You land on the platform.
Slide 4.

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Gordy scolds the sheeepish looking water elemental. "There ya' be, Cap'n! Ever since ya' growed up, ya' been slinking off wiff out tellin' me. Das gotta stop right now. Ya' need to stay close t' me. There be things down here that could swallow ya' right up whole. Now get up there on one of them there mobats. We gotta fly ourselves up to that fey queen's keep."
Gordy struggles to climb on top of the huge bat's back, pulling the Cap'n up after him.

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"I could always do a wee bit a' scoutin' around the perimeter. Me n' the Cap'n be a' mighty good pair a' sneaks when the situation be calling fer it," Gordy volunteers.
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Capn' Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Capn' Perception: 1d20 + 9 ⇒ (6) + 9 = 15