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"This place is called a museum. I've been wondering what the point of a place like this would be." Ozzie kicked the stone, watching some of it flake while he talked.
"I'm pretty sure this is just the creator's way of showing how amazing he thought he was. It's a sales pitch, from beyond the grave. Ooh I have fireballing floating sneaking creatures that would be perfect for your army," mockingly parroted.
"He just wants someone strong to appreciate and use the weapons to immortalize his name further. Like anything, meat tastes better when you hunt it. Goods are prized more if they cost a fortune. If this ends in some of his designs, at least we know they're not total junk."

Voice of Awesomeness |

A hollow, mechanical voice intones loudly. "Your pitiful guess is incorrect. Suffer the consequences of a foolish mind!"
And with that, the party is blasted by magic!
Everybody needs to make a DC 26 Will save, which bypasses all resistances and immunities.

Thirteen/Dymer |

DC26 Will: 1d20 + 11 ⇒ (12) + 11 = 23

Voice of Awesomeness |

A wave of bewilderment and disorientation washes over the party, and while most of you are able to shake the effects off, both Nephre and Dymer have their sense of reality muddled.
Both of you are affected by Confusion. 1d100 ⇒ 79 Dymer attacks the nearest creature!

Thirteen/Dymer |

Dymer's eyes glass over as the spell trap on the puzzle takes effect. He blinks a couple of times and looks immediately to his left and sees Nephre standing there, looking similarly confused. They lock eyes for a moment before Dymer, in almost comical fashion, steps back before flinging a bomb at her face.
5ft step away from Nephre and Koro
Smoke bomb attack
Bomb #1 - Smoke: 1d20 + 18 ⇒ (3) + 18 = 21 vs Touch and FF
Bomb damage: 6d6 + 14 + 4d6 ⇒ (5, 6, 3, 6, 1, 6) + 14 + (6, 2, 2, 2) = 53
6d6 fire
4d6 sneak
smoke = twice the splash radius (10ft total), obscuring sight beyond 5 ft. as fog cloud.
In the smoke, Dymer disappears.
Stealth via broken line of sight: 1d20 + 51 + 7 + 6 ⇒ (9) + 51 + 7 + 6 = 73
+7 from black warpaint, +6 from dim light/darkness.
Note Hide in Plain Sight to be able to stealth while observed if shadow within 10ft
Note Dampen Presence to allow Stealth vs blindsight and blindsense
Initiative: 1d20 + 18 ⇒ (3) + 18 = 21

Nephre, Sekhmet's Wrath |

Init: 1d20 + 4 ⇒ (3) + 4 = 7
Nephre's smile looks... well, insane, even as the explosion scorches her. She turns to Koro and throws a heavy punch, cackling with joy.
Punch: 1d20 + 29 ⇒ (7) + 29 = 36 Spent 5 tension to boost + Vital Strike
Damage: 2d8 + 17 ⇒ (7, 8) + 17 = 32 If she hits, Koro is battered, taking a -2 to CMD

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Initiative: 1d20 + 27 ⇒ (10) + 27 = 37
32 damage, DR 5/-, Resilient Momentum for another -7. 20 damage absorbed by Guardian Narrative Temp HP. No more temp hp.
Koro is caught off guard by the attack, but his quick reflexes allow him to barely catch Nephre's fist in his palm, mere milimeters from his face.

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Koro Jigen will spend a swift action initiating the boost, Sunstroke, allowing his next ally to make an attack at Long Range without penalty.
As a free action, he'll begin Berserking, loosing 2 AC for 14 temp hp. He will also 5 ft step away from Nephre, still reeling from her last blow.
After that, he'll spend a full round action using Initiator Soul in order to recover maneuvers. During this, he will lose access to Evasion and Stalwart in order to gain two bonus talents. These talents are Life Sphere, and Restore Senses, which he will retain for the next 8 rounds.

Thirteen/Dymer |

Not that anybody can see it happen, but from the smoke a muttering babble is heard by all. "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat."

Lehkazeran |

Flurry1: 1d20 + 22 ⇒ (16) + 22 = 38
Flurry2: 1d20 + 22 ⇒ (18) + 22 = 40
Flurry3: 1d20 + 22 ⇒ (19) + 22 = 41
Flurry4: 1d20 + 17 ⇒ (8) + 17 = 25
Flurry5: 1d20 + 12 ⇒ (15) + 12 = 27
Flurry1dmg: 1d6 + 15 ⇒ (4) + 15 = 19+1 acid
Flurry2dmg: 1d6 + 12 ⇒ (2) + 12 = 14+1 acid
Flurry3dmg: 1d6 + 12 ⇒ (3) + 12 = 15+1 acid
Flurry4dmg: 1d6 + 12 ⇒ (6) + 12 = 18+1 acid
Flurry5dmg: 1d6 + 12 ⇒ (6) + 12 = 18+1 acid
"Stand down, or bleed out," Lehkazeran snorts, gliding over to Nephre and nipping at her in a series of warning bites. A great deal of restraint keeps him from attempting to latch on and drain her here and now.
I need 2 DC 27 Fort Saves for each bite that hits: one vs 8 rounds of nausea, and the other vs d4 Strength drain.

Nephre, Sekhmet's Wrath |

Fort: 1d20 + 14 ⇒ (6) + 14 = 20
Fort: 1d20 + 14 ⇒ (15) + 14 = 29
Fort: 1d20 + 14 ⇒ (18) + 14 = 32
Fort: 1d20 + 14 ⇒ (5) + 14 = 19
Fort: 1d20 + 14 ⇒ (5) + 14 = 19
Fort: 1d20 + 14 ⇒ (11) + 14 = 25
Fort: 1d20 + 14 ⇒ (1) + 14 = 15
Fort: 1d20 + 14 ⇒ (11) + 14 = 25

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Ozzie reluctantly shifted his bow away from Koro. It didn't seem likely for Dymer to spout random nonsense. Just to be same, he vanished out of sight nonethless and let out couple arrows fly a few moments later. A binding glue ensnared both, causing an intense itching. A second thump hit Nephre, immediately causing the glue to harden and chill.
Standard action: Deadly Shot vs Nephre w/Vial Arrow, Itching Powder, + flashbang, Glacial Percussion
Standard action (bonus action): Deadly shot vs Dymer w/Vial Arrow, Itching Powder
Move Action: Hide
Invisible vs everyone atm
Flashbang Damage: 1d8 ⇒ 6 B/P/S
Cold Damage: 5d6 ⇒ (6, 4, 5, 5, 1) = 21
Nephre needs to make
=DC 30 Fort save= vs
-2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off.
=DC 24 Fort save= vs being blinded and deafened 1d4 + 1 ⇒ (3) + 1 = 4 rounds and staggered: 1d4 ⇒ 2 rounds
Also you are automatically grappled. You can get free by destroying it hardness 5, hit points 1
Strength break DC 13 (standard action)
Escape Artist or CMB vs CMD 23 (move action)
Miss chance: 2d100 - 1 ⇒ (1, 68) - 1 = 68 Reroll ftw, I hit
No Damage
Dymer needs to make
=DC 30 Fort save= vs
-2 penalty on attack rolls, saving throws, skill checks, and ability checks until washed off.
Also you are automatically grappled. You can get free by destroying it hardness 5, hit points 1
Strength break DC 13 (standard action)
Escape Artist or CMB vs CMD 23 (move action)
Hide: 1d20 + 66 ⇒ (15) + 66 = 81

Nephre, Sekhmet's Wrath |

Fort: 1d20 + 14 ⇒ (10) + 14 = 24
Fort: 1d20 + 14 ⇒ (10) + 14 = 24

Nephre, Sekhmet's Wrath |

Red light erupts from Nephre's tattoos as she roars in rage. The light completely envelops her, swelling higher and higher until it resolves into leonine fur. Nephre now stands twenty feet tall, her head the snarling visage of a lioness, arms and chest covered in tawny fur, her hands ending in huge claws. The entire transformation takes only an instant, and she turns her fury on the irritating creature who bit her, aiming a savage kick at him.
Cleanse: 4d8 + 11 ⇒ (5, 2, 6, 2) + 11 = 26 Note that this eliminated the nauseated, blinded, and deafened.
Spending 7 tension to boost attack, vital strike, power attack, and if you're hit you're battered for 4 rounds, taking a -2 to CMD and a -3 to attack and damage. Attacking Lehk, to be clear.
Axe Kick: 1d20 + 21 + 5 + 7 - 3 - 2 - 2 - 2 ⇒ (10) + 21 + 5 + 7 - 3 - 2 - 2 - 2 = 34
Damage: 6d6 + 12 + 5 + 7 + 6 ⇒ (1, 4, 5, 1, 4, 1) + 12 + 5 + 7 + 6 = 46

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Retconning that I poison an arrow instead of attacking Dymer, because I couldn't have actually saw him
Init:
Koro 37
Dymer 21
Lehk 18
Ozzie 13
Nephre 7

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Koro Jigen will spend a spell point to cast Restore Senses on Nephre as a standard action. In order to prevent any possibility of failure, he will expend his psionic focus on his concentration check, taking a 15 on the roll.
Touch Attack to hit the unwilling Nephre: 1d20 + 25 ⇒ (20) + 25 = 45
Assuming it hits, Nephre will need to make a DC: 23 Will save to negate the restore effect.
Regardless of the outcome, Koro will continue Berserking.
He'll also spend a move action to issue a Challenge to Nephre (+2 to attack me, -4 to attack anyone else), and will spend his Swift action using Defender's Oath on her as well (a further -3 to attack anyone else).
His psicrystal will use Psicrystal Reservoir to recover psionic focus. This also restores his Guardian Narrative temp hp.
Guardian Narrative Temp HP = 22
Berserking Temp HP (stacks) = 14

Nephre, Sekhmet's Wrath |

Will: 1d20 + 6 ⇒ (8) + 6 = 14
Koro can tell that his spell took effect... but there's absolutely no change in Nephre's berserker fury, as far as he can tell.

Thirteen/Dymer |

Smoke: 9 rounds remaining
Stealth remains 73
"Bibblebabblerabblerabblerabble!"

Lehkazeran |

"Poor Choice, beast..." Lehkazeran roars! He catches Nephre's blow with a painful thud, and throws himself back at her with a powerful gust of wind from his wings. He gains altitude necessary to stare her level in the eyes, and pushes the very essence of FEAR toward her damaged mind. The others can feel the oppressive nature of Lehkazeran's mental assault weighing heavy in the room. And it is terrible.
Dazzling Display: 1d20 + 42 ⇒ (8) + 42 = 50 Should affect enemies who can see me, so both 'enemies' currently, iirc.
If I pass by at least 10 (my DC is 10+your # of HD+ your Wis Mod, please make a DC 21 Will Save and you're at -6 on it from my Anti-paladin aura. If it goes into effect, I choose Panicked.
An asterisk (*) indicates the total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.

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A small burlap pouch went sailing out of nowhere, splashing violently against Nephre's side. It instantly started to spread rime over her skin.
Cold Damage: 2d8 ⇒ (2, 8) = 10
Nephre needs to make DC 24 Fort save else become trapped in ice and paralyzed

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The gel clearly was never meant to stop a creature this big. When it clearly wasn't working, a second bag came flying *Smush*
Cold Damage: 2d8 ⇒ (6, 2) = 8
Another DC 24 Fort save vs the same as before
Move: Stealth: 1d20 + 66 ⇒ (9) + 66 = 75

Nephre, Sekhmet's Wrath |

Fort: 1d20 + 16 ⇒ (17) + 16 = 33
A slight hesitation is the huge beast's only immediate reaction to Lehkazeran's words. Then she bears her massive fangs in a smile.
"Bold... and amusing. I'll kill you last."
She turns to Koro and aims a lazy kick at his head with one massive paw.
She hasn't taken any damage this round, so only one tension to boost the attack.
Kick: 1d20 + 21 + 5 + 1 - 2 - 2 - 2 ⇒ (15) + 21 + 5 + 1 - 2 - 2 - 2 = 36
Damage: 6d6 + 12 + 5 - 2 ⇒ (1, 2, 6, 2, 3, 4) + 12 + 5 - 2 = 33 If you're hit, you're battered, taking -2 to CMD and -3 to attack and damage for four rounds.
And then she reaches down and flicks him with a clawed hand.
Trip attempt: 1d20 + 22 + 4 + 5 + 1 - 2 - 2 - 2 - 2 ⇒ (6) + 22 + 4 + 5 + 1 - 2 - 2 - 2 - 2 = 30
Punch: 1d20 + 21 + 5 + 1 - 2 - 2 - 2 ⇒ (2) + 21 + 5 + 1 - 2 - 2 - 2 = 23
Damage: 2d6 + 9 + 5 - 2 ⇒ (4, 6) + 9 + 5 - 2 = 22
Stomp: 1d20 + 21 + 5 + 1 - 2 - 2 - 2 ⇒ (9) + 21 + 5 + 1 - 2 - 2 - 2 = 30
Damage: 2d6 + 9 + 5 - 2 ⇒ (6, 3) + 9 + 5 - 2 = 21

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"Give me some room. Head back. I'll cover our rears."
Koro 37
Dymer 21
Lehk 18
Ozzie 13
Nephre 7

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Koro takes the kick aimed at his head and is just barely able to block the blow without massive injury. However, the blow leaves him unbalanced long enough for Nephre's next attack to knock him off of his feet. Luckily, his Stellar Stompers kick in, preventing him from falling with their flight capabilities.
Damage taken:
Attack 1: 33 - 5 (DR 5/-) - 8 (Resilient Momentum) = 20 damage.
Current Temp HP: 22 (Guardian Narrative) + 14 (Berserking) = 36
36 - 20 = 16 temp hp from Guardian Narrative remaining.
Momentum Pool = 11/13
"Everyone, back away from Nephre and exit this room! She's too big to chase us there, and eventually she should calm down. I'll hold her off until then. If you can find Dymer, I'll heal him and send him out as well," Koro shouts to the group.
With that, Koro will Ghost Step over to the unopened door, hoping to draw Nephre's attention away from his retreating teammates. Before doing so, he will continue Berserking, and ready an action to Total Defense as soon as he's completed the teleportation.
Activating Ghost step expends psionic focus, which his psicrystal will restore, refilling his Guardian narrative temp hp.
Guardian Narrative Temp HP = 22
Berserking Temp HP (stacks) = 14

Thirteen/Dymer |

Smoke: 8 rounds remaining
Stealth remains 73
Dymer blinks a couple of times to try and decide between the enemies in front of him, but he opts for the one who seems like less of a threat. He unlatches a rapier off of his belt and, from the smoke, lunges at Koro!
Move action: draw weapon
Standard action: melee attack
Can see through smoke, no miss chance applied
Rapier attack: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d4 + 9 ⇒ (3) + 9 = 12

Lehkazeran |

Following Koro's suggestion, Lehkazeran nips again at Nephre, biting harder this time, to perhaps ease the load against Koro while he played at being the bait. After he attacks, he'll retreat 30' to the door.
Atks
PA bite flurry1: 1d20 + 19 ⇒ (3) + 19 = 22
PA bite flurry2: 1d20 + 19 ⇒ (14) + 19 = 33
PA bite flurry3: 1d20 + 19 ⇒ (9) + 19 = 28
PA bite flurry4: 1d20 + 14 ⇒ (6) + 14 = 20
PA bite flurry5: 1d20 + 9 ⇒ (19) + 9 = 28
Dmg
PA bite flurry1: 1d6 + 21 ⇒ (3) + 21 = 24+1 acid
PA bite flurry2: 1d6 + 21 ⇒ (1) + 21 = 22+1 acid
PA bite flurry3: 1d6 + 18 ⇒ (4) + 18 = 22+1 acid
PA bite flurry4: 1d6 + 18 ⇒ (6) + 18 = 24+1 acid
PA bite flurry5: 1d6 + 18 ⇒ (6) + 18 = 24+1 acid
Each attack that hits requires a DC 27 Fort save vs Nauseated and a DC 27 Fort save vs 1d4 pts of Strength Drain

Lehkazeran |

Crit Confirm?
PA bite flurry5: 1d20 + 9 ⇒ (18) + 9 = 27
PA bite flurry5: 1d6 + 18 ⇒ (5) + 18 = 23+1 acid
miss chance 1, fail 20 and Uber: 1d100 ⇒ 24
miss chance 2, fail 20 and Uber: 1d100 ⇒ 68
miss chance 3, fail 20 and Uber: 1d100 ⇒ 93
miss chance 4, fail 20 and Uber: 1d100 ⇒ 36
miss chance 5, fail 20 and Uber: 1d100 ⇒ 16
Auto miss on 5 from smoke :(

Nephre, Sekhmet's Wrath |

Compared to before, biting Nephre now is like chewing on a piece of adamantine. Lehkazeran is still just barely able to penetrate her skin, but the damage seems to be swiftly healing.
Fort: 1d20 + 16 ⇒ (18) + 16 = 34
Fort: 1d20 + 16 ⇒ (18) + 16 = 34
Fort: 1d20 + 16 ⇒ (9) + 16 = 25
Fort: 1d20 + 16 ⇒ (18) + 16 = 34
Fort: 1d20 + 16 ⇒ (11) + 16 = 27
Fort: 1d20 + 16 ⇒ (13) + 16 = 29
Fort: 1d20 + 16 ⇒ (2) + 16 = 18
Fort: 1d20 + 16 ⇒ (19) + 16 = 35
So one failure on each save.

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Ozzie shrugged as he pulled his bath bomb. He'd given them fair warning.
Pulling out a pair of rods he pointed them and thought of his brother.
Comfortable with the answer, he pulled out another canister, shook it and tossed it next to Nephre.
Foam quickly erupted from it, in incredible volumes, rising to the cieling, washing people away.
DC 22 Reflex check Nephre. If you succeed, you've successfully managed to ride the wave and get pushed as far as you can be from the center (blue) square)
The foam squared are consider solid squares. A creature may attempt to move through the foam during their turn, requiring a successful break attempt (DC 24 Strength) for every 5 feet they pass through. Each 5’ cube has 30hp, Dissipates after 5 minutes,

Nephre, Sekhmet's Wrath |

Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Nephre snarls and spits as the foam pushes her back. She seems momentarily disoriented, but some of her tattoos flash and she is right back to her berserk self.
Swift action to heal nausea
Deprived of her real targets by the foam, she settles for continuing to beat Koro.
Five tension to boost attack
Kick: 1d20 + 21 + 5 + 5 - 2 - 2 - 2 ⇒ (11) + 21 + 5 + 5 - 2 - 2 - 2 = 36
Damage: 2d6 + 12 + 5 + 5 - 2 ⇒ (6, 4) + 12 + 5 + 5 - 2 = 30
Kick Again: 1d20 + 16 + 5 + 5 - 2 - 2 - 2 ⇒ (12) + 16 + 5 + 5 - 2 - 2 - 2 = 32
Damage: 2d6 + 12 + 5 + 5 - 2 ⇒ (4, 4) + 12 + 5 + 5 - 2 = 28
Kick One More Time: 1d20 + 11 + 5 + 5 - 2 - 2 - 2 ⇒ (12) + 11 + 5 + 5 - 2 - 2 - 2 = 27
Damage: 2d6 + 12 + 5 + 5 - 2 ⇒ (6, 5) + 12 + 5 + 5 - 2 = 31

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Reflex save: 1d20 + 21 ⇒ (5) + 21 = 26
Koro is surprised a bit by the instantaneous foam, but he is able to respond by activating his stellar stompers to jump above the foam. However, flight through the Stellar Stompers is a bit too unwieldy, and as a result he's unprepared for Nephre's ensuing attack. He takes one kick, but due to his defensive posturing from last round, he's able to barely dodge out of the way of her subsequent attacks.
Damage taken:
Attack 1: 30 - 5 (DR 5/-) = 25 damage.
Temp HP = 36
11 temp hp from guardian Narrative remaining
Having seen Dymer attempt to attack him, Koro will attempt to do his best in order to heal Dymer. Like before, he'll expend his psionic focus to guarantee his concentration check, then cast Restore Senses.
Roll to hit Dymer's Touch AC 1d20 + 25 ⇒ (10) + 25 = 35
Psicrystal regains psionic focus. This refreshes Guardian Narrative temp HP. Koro continues to Berserk.
If Koro needs to move over to Dymer, he'll expend his second psionic focus in order to Ghost step over towards Dymer without provoking.

Thirteen/Dymer |

DC23 Will save: 1d20 + 11 ⇒ (2) + 11 = 13
Smoke: 7 rounds remaining (unless foam cancels it out?
Koro's attack and healing magic flows over Dymer, and he feels his senses return to normal. With the mental link snapping back into place at the same time, Dymer extends his thanks to Ozzie and Koro, "You two are amazing. When we get out of here, first round's on me." With that said, Dymer starts climbing the nearest wall, using his shadowstep boots to disappear and reappear on the ceiling above Nephre, quickly targeting her with a curse of Misfortune.
Move action: climb plus artifact shadowstep
Standard action: cast Misfortune Hex
Misfortune (2 rounds, DC 22) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
HP: 99+153 (temp) - temp HP lasts 10 hours
Bombs remaining: 19/20

Nephre, Sekhmet's Wrath |

Will: 1d20 + 6 ⇒ (2) + 6 = 8 Looks like she'll have a choice of which debuff to clear next round