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Seeing his compatriot in trouble, Koro decides it's time to start ramping things up a bit. His blade, which he had previously been using only to defend against the Cobras's fearsome attacks, is now readied in an offensive position as he prepares his attack!
Swift Action: Change Defender's Oath target to the one currently grappling Nephre.
Full Attack on the Iron Cobra grappling Nephre.
Attack 1: 1d20 + 27 ⇒ (9) + 27 = 36
Damage: 3d6 + 7 + 4 + 5 ⇒ (3, 4, 1) + 7 + 4 + 5 = 24
Attack 2: 1d20 + 22 ⇒ (2) + 22 = 24 +2 if previous attack hit - Linked Striking
Damage: 3d6 + 7 + 4 + 5 ⇒ (6, 2, 2) + 7 + 4 + 5 = 26
+2d6 + 2 ⇒ (6, 1) + 2 = 9 if previous attack hit - Linked Striking
Attack 1 is a critical threat.
Critical Confirm: 1d20 + 27 ⇒ (2) + 27 = 29
Critical Damage: 3d6 + 7 + 4 + 5 ⇒ (6, 3, 4) + 7 + 4 + 5 = 29

Thirteen/Dymer |

Start of turn, ongoing Immolation Fire damage 2/6 on the Iron Cobra NW of the five: 1d6 + 13 ⇒ (6) + 13 = 19
Full round action DC23 Reflex to extinguish
Start of turn, ongoing Immolation Fire splash damage 2/6 vs Koro and the other 3 Iron Cobras adjacent to the above: 1 + 13 = 14
Dymer sees that his Immolation bomb is still doing its work and decides to leave it be. Also, seeing the room continue to get crowded, Dymer climbs a nearby wall for a better vantage point and readies himself to throw a bomb at any enemies who might decide to come from the opposite end of the hallway while the party is distracted.
Immolation bomb attack: 1d20 + 17 ⇒ (20) + 17 = 37
Immolation bomb crit confirm: 1d20 + 17 ⇒ (20) + 17 = 37
Immolation bomb Fire damage: 1d6 + 13 ⇒ (3) + 13 = 16
Sneak attack if target is denied dex bonus and susceptible to precision damage: 3d6 ⇒ (1, 5, 1) = 7
Immolation bomb crit Fire damage: 1d6 + 13 ⇒ (3) + 13 = 16
splash damage is minimum bomb damage vs any within 5' of the target, and both instances occur at the beginning of my turn unless a DC23 Reflex save is made as a full round action to extinguish it.
Move action: Move to and Climb wall, 20ft speed
Standard action: Ready action
Bombs remaining: 12 unless ready action is triggered, then 11.

Scrivener |

Scrivener moves then takes a shot at the giant priest, seeking to rip away his active spells.
Vital Strike, Energy Blade, Trick Arrows (Flashbangs)
attack: 1d20 + 23 ⇒ (16) + 23 = 39
damage +2 B/P: 12d6 + 2 ⇒ (2, 1, 6, 4, 1, 5, 3, 4, 4, 5, 6, 6) + 2 = 49 plus
sonic: 7d4 ⇒ (4, 3, 1, 4, 2, 3, 2) = 19 plus
damage B/S/P: 1d8 ⇒ 7
Flashbangs: DC 29 Fort save or be blinded and deafened for 1d4 + 1 ⇒ (1) + 1 = 2 rounds and be subject to Dispelling Detonations, so the target of this shot is also hit by a targeted Greater Dispel, CL 14, so up to three spells can be stripped
swift action: reload weapon.
move action: move
dispel CL check: 1d20 + 14 ⇒ (17) + 14 = 31
dispel CL check: 1d20 + 14 ⇒ (17) + 14 = 31
dispel CL check: 1d20 + 14 ⇒ (4) + 14 = 18

Nikolsi |

Forgot to include this on my last post... the successful save triggers an aura, sending out 5 points of acid damage per round vs all enemies within 30'
Nikolsi lets fly another series of blows, adding an extra one just to be sure!
Attack 1, main hand: 1d20 + 23 ⇒ (20) + 23 = 431d6 + 5d6 + 7 + 10 - 15 ⇒ (1) + (6, 6, 5, 4, 3) + 7 + 10 - 15 = 27
Attack 2, main hand: 1d20 + 18 ⇒ (16) + 18 = 341d6 + 5d6 + 7 + 10 - 12 ⇒ (6) + (5, 3, 4, 1, 3) + 7 + 10 - 12 = 27
Attack 1, off hand: 1d20 + 21 ⇒ (9) + 21 = 301d6 + 5d6 + 7 + 10 - 13 ⇒ (3) + (6, 2, 5, 4, 1) + 7 + 10 - 13 = 25
Attack 2, off hand: 1d20 + 16 ⇒ (10) + 16 = 261d6 + 5d6 + 7 + 10 - 13 ⇒ (2) + (2, 4, 4, 2, 6) + 7 + 10 - 13 = 24
Attack 3, main hand vie Minute Hand boost: 1d20 + 23 - 2 ⇒ (20) + 23 - 2 = 411d6 + 5d6 + 7 + 10 - 13 ⇒ (1) + (5, 1, 5, 3, 4) + 7 + 10 - 13 = 23
Crit 1, main hand: 1d20 + 23 ⇒ (7) + 23 = 301d6 + 5d6 + 7 + 10 - 14 ⇒ (6) + (5, 2, 4, 6, 4) + 7 + 10 - 14 = 30
Crit 2, main hand: 1d20 + 18 ⇒ (16) + 18 = 341d6 + 5d6 + 7 + 10 - 13 ⇒ (6) + (4, 2, 2, 6, 4) + 7 + 10 - 13 = 28
Crit 3, main hand vie Minute Hand boost: 1d20 + 23 - 2 ⇒ (14) + 23 - 2 = 351d6 + 5d6 + 7 + 10 - 12 ⇒ (6) + (3, 5, 6, 2, 1) + 7 + 10 - 12 = 28
If any of those crits succeed, add another aura giving a -6 penalty and 20% spell failure for verbal components within 30'; if two or more crits succeed, also add 15' to allies movement within 30', and then increase all three auras to a 60' radius. Finally, damage edited directly for the (5d6+7) divided by 2

Lehkazeran |

Lehkazeran glances into the room, dismissively looking down on the constructed snakes, even as they fell on Nephre. ”Be GONE!!!!” he roars, acid flecks flying out of his mouth in all directions. ”NOW!!!”
He let forth a hideous scream, baring his teeth and raising his clawed hands aggressively as the blood dripped down from his eyes.
Expending Martial Focus to use Dazzling Display to intimidate as a Full Rd Action.The +4 is Bloody Tears and Jagged Smile, -4 is because they’re a size larger than me.
If I beat the DC by 10, they have to make a DC 20 Will Save (with a -6 from my Fear Aura) or they’re panicked for 1 rd and then shaken after that.
Dazzling Display: 1d20 + 41 + 4 - 4 ⇒ (10) + 41 + 4 - 4 = 51
Dazzle DC I have to hit is usually 10 + target’s HD + target’s Wis mod. The DC goes up by an additional amount equal to their HD and they’re susceptible if they’d otherwise be mindless/immune to fear, based on my Artifact.

GM_Almonihah |

Assuming Nikolsi is going for the fighter
The warrior goes down, quite dead, from the combined assault from Nikolsi and Bash. The cleric heals himself of blindness again, considers the odds, and turns and starts running. The mage, for his part, just vanishes after casting a spell.
Looking around, it seems that the rest of the Sun Falcons (who aren't dead) have also decided to vacate the premises as quickly as possible.

Bash!! |

With a roar of frustration, Bash charges after the cleric.
Claw: 1d20 + 19 + 2 ⇒ (13) + 19 + 2 = 34
dmg: 2d8 + 22 ⇒ (8, 2) + 22 = 32
Grab: 1d20 + 26 + 2 ⇒ (2) + 26 + 2 = 30
Claw: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40
dmg: 2d8 + 22 ⇒ (8, 4) + 22 = 34
Grab: 1d20 + 26 + 2 ⇒ (1) + 26 + 2 = 29

Voice of Awesomeness |

The five cobras are overcome with debilitating terror as the vampiric dragon unleashes a horrifying scream. They slither towards the corners of the room, unconcerned for their safety. Each person in melee range gains an AoO, obviously within your limit.

Nephre, Sekhmet's Wrath |

Nephre kicks at the cobra that had held her as it flees.
Kick: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
She follows hard after it and takes a swing at it with a fist.
Punch: 1d20 + 21 ⇒ (16) + 21 = 37
Damage: 2d8 + 10 ⇒ (5, 2) + 10 = 17

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Koro has Combat Reflexes (based on his higher INT score, rather than his DEX) while in Guardian role. As a result, he gets an Attack of Opportunity vs all of them.
Vs the one he's currently marked and has Linked Striking active against (the one grappling Nephre)
Attack: 1d20 + 27 + 2 ⇒ (15) + 27 + 2 = 44
Damage: 3d6 + 7 + 4 + 5 ⇒ (4, 5, 6) + 7 + 4 + 5 = 31
LS Damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Vs the other 4 cobras
Attack: 1d20 + 27 ⇒ (8) + 27 = 35
Damage: 3d6 + 7 + 4 ⇒ (6, 6, 3) + 7 + 4 = 26
Attack: 1d20 + 27 ⇒ (14) + 27 = 41
Damage: 3d6 + 7 + 4 ⇒ (4, 4, 2) + 7 + 4 = 21
Attack: 1d20 + 27 ⇒ (4) + 27 = 31
Damage: 3d6 + 7 + 4 ⇒ (5, 5, 3) + 7 + 4 = 24
Attack: 1d20 + 27 ⇒ (14) + 27 = 41
Damage: 3d6 + 7 + 4 ⇒ (2, 2, 2) + 7 + 4 = 17

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The goblin caught Nephre looking his way and jumped at her face with a viscous glee. Somehow, the few drops of spciy extract managed hit Nephre's tongue perfectly, as Ozzie dropped down beneath her feat.
With her earlier wounds starting to sizzle, Ozzie beckoned the rest out of the room, and headed down the next passage. "She'll melt everything in the room. Best give her some space"
Ready goes off. Nephre gains Caustic Blood for a minute.
Ozzie withdraws down the next hall
Stealth: 1d20 + 30 ⇒ (15) + 30 = 45
Dymer: 21
Nephre: 13
Koro: 32
Lehkazeran: 25
Cobra constructs: 25
Ozzie: 22

Thirteen/Dymer |

Start of turn, ongoing Immolation Fire damage 3/6 on the Iron Cobra NW of the five (currently center in their line): 1d6 + 13 ⇒ (2) + 13 = 15
Start of turn, ongoing Immolation Fire splash damage 3/6 vs anything adjacent to the above: 1 + 13 = 14
DC23 Reflex save for half vs the splash
Dymer sticks on his spot up the wall outside of the room the cobras are in and maintains his vigil in rear guard, using his position and the shadows around to ensure he gets the edge on any opponent who tries to sneak up behind the group.
Stealth: 1d20 + 48 ⇒ (2) + 48 = 50 +3 if in dim light or darkness; works vs darkvision via Hide in Plain Sight
Immolation bomb attack: 1d20 + 17 ⇒ (9) + 17 = 26
Immolation bomb Fire damage: 1d6 + 13 ⇒ (6) + 13 = 19
Sneak attack if target is denied dex bonus (attacking from stealth) and susceptible to precision damage: 3d6 ⇒ (3, 4, 6) = 13
DC23 Reflex save for half vs the splash
Recipient of the direct hit can take DC23 Reflex as a full round action to extinguish
Standard action: Ready action
Bombs remaining: 12 unless ready action is triggered, then 11.

Scrivener |

Scriviner will take shots at those who flee, he can shoot up to ONE MILE.

GM_Almonihah |

It doesn't take long for Scrivener and Bash to kill the wounded cleric.

Bash!! |

Will save: 1d20 + 9 ⇒ (9) + 9 = 18
Bash releases the limp body of the cleric, sweeps his gaze around for anybody, and levels said gaze on Nikolsi and charges.
Claw: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
dmg: 2d8 + 22 ⇒ (8, 1) + 22 = 31
Grab: 1d20 + 26 + 2 ⇒ (17) + 26 + 2 = 45
Claw: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
dmg: 2d8 + 22 ⇒ (6, 4) + 22 = 32
Grab: 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41

Nikolsi |

AC 35, 73/132 HP TAC 32
Nikolsi's eyes widen as he sees the incoming juggernaut heading for him. He quickly focuses his defenses Expend psionic focus for free action outside of turn +3 dodge to AC), but even that isn't enough to save him. He struggles for breath as the massive being tries to crush him, manifesting a power that might - maybe -give him a chance to escape.
Swift action: 30' teleport away out of Bash's reach. Manifesting Overpowering guilt, fully augmented. DC 19 Will save or be staggered; regardless, takes -4 penalty on all d20 rolls for 10 rounds.He then uses a move action to move 75' away, activating the stealth rune for a stealth check with +20 bonus. Taking 10, that gives a 78 Stealth check without needing cover or concealment this turn..
He disappears for a moment, reappearing 30' away from Bash. After pushing a wave of ill luck towards him, Nikolsi skedaddles off as fast as he can, searching for a hiding spot away from the manor.

Scrivener |

Scrivener will move forward 50ft and attempt to trap the raging beast in an extradimensional room of his own sudden creation.
-2 SP, Ranged Bend + Extradimensional Room. It's measured in 10ft cubes, so i'll do 2x2 and 3 deep, with the spare 2 cubes deepening the north side of the pit (so 20x20 opening beneath him, 30ft deep on the south side and 40ft deep on the north side). DC 28 reflex to avoid falling in. DC 20 climb to get out. If he falls in, a door closes behind him locking him below. Door takes a standard action to open, and will have to jump up or climb up in order to open it.

Bash!! |

Will: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
Reflex: 1d20 + 7 + 4 - 4 ⇒ (10) + 7 + 4 - 4 = 17
Bash roars as he falls into the extradimensional space.

Bash!! |

Will: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
A roar emerges from the barred space as a huge humanoid fist erupts from the opening.The other fist soon joins it and the huge bosy of Bash is hauled from the opening. With another roar of pure rage he looks around for someone....anyone...
Will: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
His eyes settle on the group's employers, about 100ft away. With yet another roar of mindless fury he charges at them.

Bash!! |

Will save: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Bash roars in angry confusion and strains against his shackles.
Str check: 1d20 + 33 - 4 ⇒ (9) + 33 - 4 = 38

Thirteen/Dymer |

Lehkazeran's roar - of triumph? of pain? of anger? hard to tell - prompts Dymer to take a peek into the room where the set of cobra constructs were found, and he sees the remains of them ripped apart, some pieces flattened, and bits melted off. "Not bad, for a couple of seconds of carnage," he says. Then he takes a few moments to check the walls for a mechanism to open hidden chambers and the door to the next passage - working clockwise from the doorway he just came through as he remembers the model showing the teeth of this room's gear being along the left side, and the next passage appeared to be on the right side.
Perception: 1d20 + 22 ⇒ (18) + 22 = 40

Nikolsi |

Nikolsi smooths himself down while still in his hiding spot, then exits it without trying to be stealthy. He makes his way towards the members of the group, stopping by Craven's side to check his condition.
Heal Check: 10 + 23 = 33 Taking 10 via Skill Mastery

Nephre, Sekhmet's Wrath |

Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Nephre seems almost disappointed when the last of the constructs falls. "It's not as much fun when they're not fighting back," she grumbles.

Voice of Awesomeness |

Dymer's keen senses spot two very interesting things. First, he notices that each cobra's eyes are actually decent sized rubies.
The second thing he notices is a small hidden door, that is cunningly disguised as a gear mosaic. However, it is also quite trapped.

Thirteen/Dymer |

Dymer points out the trap first. "Okay, so who wants to smash through an obviously trapped door? Or disable the trap, I guess, if you want to be boring."
"Secondarily, would anybody mind tearing/cutting the heads off of these cobras for me? They'd make some interesting decorations once we finish this job. There's even one for each of us, if anybody else wants them, or I'll take them all. I'm sure I could find some use for them."

Lehkazeran |

"Ripping off the heads of an already dead construct, and barging into an obviously trapped door? Who could possibly derive satisfaction from that? Lehkazeran says with an air of superiority, before glancing directly at...Nephre.

Nephre, Sekhmet's Wrath |

Nephre snickers. "Sounds like an idiot to me. At least that second part. First part, not much fun beating things that aren't fighting back, but if you're mad and there's nothing living to punch..."
She shrugs. "Better than nothing."

Voice of Awesomeness |

Koro easily spots the trap on the hidden compartment, however he is unable to disarm it. A needle sharp spine stabs the old warrior, sending a searing shot of pain through his veins. 1d20 + 15 ⇒ (17) + 15 = 32 vs flat-footed AC for 1d6 ⇒ 3 and a DC 30 fort save.
The trap's effects dealt with, the Page Blade opens the cache. Inside are eight small, gem encrusted golden figurines.

Nephre, Sekhmet's Wrath |

"Loot's nice," Nephre comments, though she sounds bored. She starts heading towards the doorway onward.

Shess |

A disembodied slow clap came from across the open space and an elven man seemingly materialized. To say that the man was fancily dressed would be a gross understatement. All of his clothing, which was matched to perfection with the assortment of purples and golds, looked to cost the entirety of a small country. His neck length hair was brilliantly black and was tied back expertly, save some bangs that accentuated his lean, angular features in a way that was something that would be described to greatly embellish a story.
"Well done," he finally said, his voice that of a honeyed tenor. "Such rabble's only purpose is to be taken out like the filth that it is." His words floated along the once battlefield like a choir singing a prelude. "You have chosen our crew well, madam." He pauses and then adds, gesturing to the unconscious Craven, "Do not worry about that one. He serves a specific purpose of which he quite excells at."

Voice of Awesomeness |

Delve Team
As the group follows the twisting corridor, it opens into a large room that showcases a blocky structure outfitted with a variety of tubes and canisters in an alcove to the north. Opposite the contraption, on the southern wall is a huge thick tapestry depicting happy cooks in a orphanage operating the machine for a line of comically ragged orphans lining up before several nozzles on the machine. The orphans closest to the nozzles raise steaming bowls of porridge.
A small band of goblins armed with various alchemical and clockwork weapons stand on guard in the center of the room. One of them spots the explores and yells a warning. "WE'VE GOT EXPLOSIVES!! KABOOM!!"

Thirteen/Dymer |

Dymer follows Nephre out into the next hallway and is honestly surprised to see any other living creatures in this vault aside from the crew. "Well isn't that lucky? Lehk! Got some food here for you." At that point, Dymer stepped into one of the gear-teeth alcoves and climbed the wall as high as he is able to do, using the higher vantage and the shadows to start crawling along the ceiling.
Stealth: 1d20 + 51 ⇒ (7) + 51 = 58