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Hector will indeed use it. We need to finish this fight and I can't be scare again!

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 9
Cyan Ice Devil - 83 dmg; dazzled (rnd 9);flying 15' up;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 51 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan;
Hector - dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Reflex save needed; 40 or 20 cold dmg; then Caduceus life link;
Anen - 5 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 58 dmg; life link on all; Longstrider (05:37);
Hector barely avoids the running away again, and presses on to attack the ice devil, which stabs at him as he approaches. However, the devil misses Hector, and Hector misses the devil. Hector uses Charmed Life (I think this is your 3rd and final use for the day?)
Start of Round 9
The dazzled ice devil moves away from the two warriors, attempting to acrobatically avoid their attacks...
Acrobatics vs Hector CMD: 1d20 + 22 ⇒ (11) + 22 = 33
Acrobatics vs Tytus CMD+2: 1d20 + 22 ⇒ (5) + 22 = 27
The agile devil flies up further into the mind fog before unleashing yet another cone of cold...
Cold dmg: 13d6 ⇒ (1, 5, 6, 1, 1, 1, 6, 3, 3, 1, 4, 4, 4) = 40
Tytus Reflex: 1d20 + 11 ⇒ (2) + 11 = 13
Caduceus Reflex: 1d20 + 9 ⇒ (9) + 9 = 18 +2 vs Death, Enchantment, Ongoing Condition
Reflex save needed from Hector
... which catches both Tytus and Caduceus full on.
Caduceus' life link provides healing to Tytus and Anen (and Hector after he makes his Reflex save)
Pathfinders are up! The bold may act!

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Anen flies forward and casts glitterdust at the devil.
No SR, DC 22 Will save.
He then shifts to avoid any further cones of cold.

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 9
Cyan Ice Devil - 83 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 51 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan;
Hector - dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Reflex save needed; 40 or 20 cold dmg; then Caduceus life link;
Anen - 5 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 58 dmg; life link on all; Longstrider (05:37);
Ice Devil Will: 1d20 ⇒ 1
The ice devil is both shiny and blind as a result of Anen's spell.Pathfinders are up!

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Hector reflex: 1d20 + 14 ⇒ (9) + 14 = 23
Yes, that was last charmed life of the day. Action soon . . .

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 9
Cyan Ice Devil - 83 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 51 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan;
Hector - 15 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47);
Anen - 5 dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 63 dmg; life link on all; Longstrider (05:37);
Hector dodges the worst of the cone of cold. (Hector takes 20 cold dmg, 5 of which are then transferred to Caduceus via lifelink)
Pathfinders are up!

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Hoping for a similar result, Heccan launches another volley of arcane force at the fiend.
Caster Check + Spell Penetration: 1d20 + 12 ⇒ (1) + 12 = 13
Magic Missile: 5d4 + 5 ⇒ (1, 4, 4, 4, 1) + 5 = 19

GM Abraham |

Once again, Heccan's spell fizzles. Wow you have had awful luck with your SR rolls...

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Begining to look more and more haggard, the paladin again opens the conduit to The Inheritor.
Selective, Purifying Channel: 6d6 ⇒ (2, 5, 1, 5, 2, 1) = 16
I have never tried to draw so much energy in one day. No idea it would be this taxing. Starting to inhibit my ability to heal. Is it possible to 'burn out'?
As the paladin moves forward, he decides the ice devil needs to be vanquished once and for all. "IOMEDAE HAS GROWN TIRED OF YOUR PRESENCE HERE HELLSPAWN!"
Selective channel out baddies & bodies. Ice devil can make a DC 20 Will save for half damage. No save = 16 damage + Dazzled, Save = 8 damage (no Dazzle). Caduceus heals an additional 18 points - Fey Foundling
Smite Evil on the ice devil. AC 31

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Staring up and the devil in the air . . .
"Can anyone make me fly?"
"In the meantime, Caduceus, would you like to be as big as a giant?" offering to cast enlarge person on you

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Anen draws his fly scroll and flies into the room.
Next round, Hector.

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 10
Cyan Ice Devil - 86 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 54 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan; on delay, can act twice;
Hector - 19 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); casting enlarge person (DC 35 concentration check or lose spell);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 92 dmg; life link on all; Longstrider (05:37); Smite;
Ice Devil Will vs Channel: 1d20 + 12 ⇒ (15) + 12 = 27
The ice devil resists the worst of Caduceus' latest burst of divine energy. The channel does however give needed healing to Tytus, Hector, and Caduceus himself.Hector begins to cast enlarge person. It has a 1 round casting time.
Anen approaches the room with a scroll of fly in hand. Anen, it looks like you already used your round 9 action to glitterdust the devil. (I know, that was 5 days ago in real time, but we haven't gotten through the round since then). So you'll have to wait until next round to draw your scroll of fly and approach. Will you please move yourself back to where you (more or less) were?
Putting Tytus on delay.
Start of Round 10
Fly DC 15, blind: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
The blind ice devil manages to hover in place and unleashes (yet another!) cone of cold in the general direction where he recalls the pathfinders to be. If it's not already obvious, he can do this at will...
Cold dmg: 13d6 ⇒ (3, 3, 4, 6, 3, 3, 4, 5, 6, 4, 1, 1, 5) = 48
Caduceus Reflex: 1d20 + 9 ⇒ (3) + 9 = 12 +2 vs Death, Enchantment, Ongoing Condition
Tytus Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Hector Reflex: 1d20 + 13 ⇒ (15) + 13 = 28
Anen, no save needed since you would actually still have been back further in the room when this happened.
The brave Caduceus takes the full blast from the cold, but Hector and Tytus both manage to nimbly dodge to avoid the worst of it.
Hector, you'll need to make a DC 35 concentration check or lose your enlarge person spell.
Meanwhile, through the blasting cold and the thin fog, the pathfinders can see the devil's wounds beginning to close.
Ice Devil Will DC 22vs blindness: 1d20 + 12 ⇒ (6) + 12 = 18
However, he is unable to wipe the glitter from his eyes and continues to fight blindly against his enemies.
Caduceus' life link once again heals his comrades - Tytus, Hector, and Anen - but leaving the paladin of Iomedae in perilous condition!
Pathfinders are up! The bold may act. (Tytus, you can act twice; Anen, do you want me to use the previously stated action (drawing the scroll of fly and moving in) or something else?)

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Ah, fair enough, I read Pathfinders are up but didn't look at the initiative card. Yes, I'll be moving in and drawing the scroll.

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Heccan curses as the fiend fends off yet another volley of the Chellaxian's magic.
"My meager kingdom for a diabolist at hand!"
Another salvo of arcane bullets arches toward the Ice Devil from out of thin air.
Another Magic Missile.
Caster check + spell penetration: 1d20 + 12 ⇒ (2) + 12 = 14
MM: 5d4 + 5 ⇒ (4, 2, 3, 2, 2) + 5 = 18

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 10
Cyan Ice Devil - 86 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 54 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan; on delay, can act twice;
Hector - 19 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); casting enlarge person (DC 35 concentration check or lose spell);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 92 dmg; life link on all; Longstrider (05:37); Smite;
Anen moves into the room and retrieves his scroll of Fly.
Heccan finds that his magic is once again ineffectual against the fiend.
Tytus, Hector, and Caduceus are up. Tytus, you can act twice.

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Tytus keeps on attacking.
Attack: 1d20 + 18 ⇒ (3) + 18 = 211d10 + 21 ⇒ (10) + 21 = 31
Attack: 1d20 + 13 ⇒ (16) + 13 = 291d10 + 21 ⇒ (4) + 21 = 25
and again.
Attack: 1d20 + 18 ⇒ (20) + 18 = 381d10 + 21 ⇒ (6) + 21 = 27
Confirm: 1d20 + 18 ⇒ (17) + 18 = 351d10 + 21 ⇒ (4) + 21 = 25
Attack: 1d20 + 13 ⇒ (4) + 13 = 171d10 + 21 ⇒ (4) + 21 = 25

GM Abraham |

Tytus, he's not within your reach. If you refer to the map slides you'll see that the only remaining foe (the ice devil) is flying (blind) 15' up in the air, 25' away from you. To get to him you'll need to enter the mind fog (no impediment to visibility, but you will need to save against the fog). Also, since we skipped your last turn, you can act twice (e.g., move and standard attack, and then full attack). Also, reminder that you are hasted.

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Hector only has a +11 to concetration check, so he loses the spell. While I am waiting to get Anen's fly (thanks!) I think I'll use some chronicle boon SLA, but I have to find my binder of chronicles, which is somewhere in a pile of boxes. I'll try to find it today!

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Feeling the greatest of his healing slip away, the half-elf begins to worry about the safety of his team.
Selective Purifying Channel: 6d6 ⇒ (1, 2, 2, 1, 1, 2) = 9 Are you f**king kidding me? Wow!
Swift Action LoH: 4d6 + 2 ⇒ (5, 5, 2, 5) + 2 = 19 +12 from Fey Foundling
Selective channel out baddies & bodies. Ice devil can make a DC 20 Will save for half damage. No save = 9 damage + Dazzled, Save = 4 damage (no Dazzle). Caduceus heals an additional 18 points - Fey Foundling
Smite Evil on the ice devil. AC 31
Caduceus heals a total of 58 points off of 10d6+32, staggeringly disappointing.
I am not certain if I am Enlarged, or if that was the spell that was lost last round.

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 10
Cyan Ice Devil - 95 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery; dazzled (rnd 11);
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 45 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan; on delay, can act twice;
Hector - 10 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 34 dmg; life link on all; Longstrider (05:37); Smite;
Hector loses the enlarge person he was casting to the blast of cold.
Ice Devil Will DC 20: 1d20 + 12 ⇒ (4) + 12 = 16
Caduceus channels once again, and the ice devil feels the full sting of Iomedae's power, while Tytus, Hector, and himself are all healed.
Tytus and Hector are up! Tytus, you can act twice (see my note upthread about why the attacks you posted on Tuesday don't work - he's not currently within your reach).

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[ooc] Ach sorry - couidn't find my binder and now I'm visiting my parents this week with limited internet. Put me on delay, should be able to post over the weekend. Sorry![./ooc]

GM Abraham |

No worries. We're at a delicate point in the battle, so my preference is to wait until you both (Hector and Tytus) have a chance to chime in with your moves. I'm traveling through the 7th anyway, so I have limited time for stuff until then anyhow. I expect everyone will return to a more normal pace as the holiday season wraps up.

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Hector draws on the spark of Raginori that lies within, at first thinking to blast the devil with lightning, but instead he channels the power into fly, and then gets into the air a gentle slope, matching the devil's altitude.
Sorry, Anen, realized when I finally found the boon on the chronicle that I can use it to cast fly on myself, and not waste your scroll!

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 10
Cyan Ice Devil - 95 dmg; flying 15' up; blind (rnd 19; DC 22 Will at the end of each turn); glittery; dazzled (rnd 11);
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 45 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan; on delay, can act twice;
Hector - 10 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 34 dmg; life link on all; Longstrider (05:37); Smite;
Hector flies into the air and enters the cloud to confront the devil. Hector, I think you already made your save vs the Mind Fog earlier, correct?
Waiting on Tytus, who still has two rounds of actions to take. I'll bot tomorrow if we don't hear from him.

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Tytus tries to get closer to the ice devil.
WIll with inspiration: 1d20 + 1d6 + 8 + 2 ⇒ (9) + (5) + 8 + 2 = 24 moves right under the ice devil.
Now as it is in his reach he attacks with the dorn duergar.
With 10 foot reach I should be able to attacks someone 15 feet in the air. if not he will make a jump run
Attack: 1d20 + 18 ⇒ (9) + 18 = 271d10 + 21 ⇒ (6) + 21 = 27
If he can he will attack again
Attack: 1d20 + 18 ⇒ (5) + 18 = 231d10 + 21 ⇒ (7) + 21 = 28
Attack: 1d20 + 13 ⇒ (18) + 13 = 311d10 + 21 ⇒ (2) + 21 = 23

GM Abraham |

Conditions:
Fly skill rules
Haste (rnd 11)
Purple area is Mind Fog (DC 24 Will if entered)
05:07 Round 11
Cyan Ice Devil - 145 dmg;
Heccan - dmg; Greater Invis (rnd 11);
Tytus - 45 dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12); Studied Cyan;
Hector - 10 dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 34 dmg; life link on all; Longstrider (05:37); Smite;
Tytus enters the fog and (just!) avoids succumbing to its mystifying power.
However, as Tytus nears the devil, he feels another frightening influence wearing upon his mind!
Tytus Will, Heroism: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Fortunately, he resists the devil's aura and lashes out with his dorn-dergar, which is infused with the power of goodness. The devil is blind and unable to defend itself as well as usual, and Tytus' blow strikes home.
Tytus quickly follows (using his next set of actions) with another two blows, one of which strikes the devil. The devil does not appear to enjoy the virtue infusing Tytus' weapon.
Start of Round 11
And with that, the blind ice devil curses in devil-tongue, moves slightly higher out of Tytus' reach, and - presto - disappears from view!
Out of combat! Pathfinders are victorious! Bravo - you had me a little worried there... Btw, for those who may be interested, the ice devil was a CR 13 creature, while the frost giant and the bone devil were each CR 9. Oof.

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Spellcraft: 1d20 + 2 ⇒ (2) + 2 = 4
"Where did it go?" The paladin desperately seeks out the presence of evil. After there are no further attacks, Caduceus allows his guard to lower. He pants heavily as the toll of combat finally settles in. "Never had to channel so much energy before. Quickly, gather round so I can tend to your wounds."
I will wait for two rounds of Lifelink.
Pally channel: 3d6 ⇒ (1, 3, 3) = 7 Cad heals an additional 9
Next round {Lifelink} Tytus -23 | Cad -45
Pally channel: 3d6 ⇒ (4, 5, 5) = 14 Cad heals an additional 9
Next round {Lifelink} Tytus -4 | Cad -27
Pally channel: 3d6 ⇒ (4, 6, 6) = 16 Cad heals an additional 7
Party should be topped off, Cad -4.

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Tytus knows infernal and he has 22+1d6+1d20 for spellcraft
Tytus smiles and replies to Cauceus.
"The devil has fleed. He was rather unhappy we stopped him. Unfortunately with his greater Teleport he can´t be tracked. At least by me!"

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Hector floats to the ground, panting from the exertion of the long fight.
"The Flame . . . of Liberty . . . is triumphant . . . again! My thanks . . . . for . . . . the healing . . . good Caduceus."
Taking a few moments to more fully compose himself, he then says, "About time we had a longer conversation with this giant wizard we're supposed to meet, yes? I do hope he's dealt with the rest of the attackers by now."

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"Me too." Anen says, stowing his scroll. "We'd not survive another fight like that."
Anen takes a look around, staying about 5' off the floor.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20

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Heccan begins to materialize as the fiend vanishes. The Chelaxian sorcerer's brow is sweating and he is clearly fatigued. He scoffs at the devil's parting words.
"Meddler? Hah! I have been called worse by fiends half your size."
Heccan turns to his fellow agents. "Well, seems I need to work on my conditioning. That being said, I daresay we have saved the day. Nice work."

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Heccan waves off Tytus with hsi right hand. "Thank you Tytus but fortunately I am relatively unscathed. A minor miracle after that melee." He runs a hand through his wavy black hair and looks about the room. "Well, we should try to find this giant. Shall we see if the master of the house is about?"

GM Abraham |

Conditions:
05:12 Round -
Heccan - dmg;
Tytus - dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:17); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Align Weapon (Good) (05:12);
Hector - dmg; 5 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47);
Caduceus - 4 dmg; life link on all; Longstrider (05:37);
It takes the group only 5 minutes to follow the sounds of warfare to the site of further combat. As you approach, it is clear from the noise that you are arriving in the midst of a battle.
As far as I know, the buffs listed above are the ones that are still active. Let me know if you wish to do any others before moving on. Also, by my records everyone is fully healed but Caduceus has 4 dmg and Hector has 5 STR dmg - correct?
I'll try to get the next combat set up as soon as I can. Thanks for your patience.

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With a soft invocation, Caduceus lays a hand on the billguard swashbuckler.
Lesser Restoration: 1d4 ⇒ 4

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Hector streches and flexes his repaired muscles, grunting in satisfaction.
"Caduceus, my old chum, where would this expedition be without you?! Dead I say! Now, let's go fight some more!"

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With a comforting smile, "It would be a sad day indeed should the 'Flame of Liberty' be extinguished."

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As he approaches the sound of combat, Anen casts mirror image and expends a charge from his wand of heightened awareness.
"The well's running dry on magic, but I've got a few spells left in the tank. Most useful thing I can do might be teleporting our hitters into the fray, though."
Images: 1d4 + 3 ⇒ (4) + 3 = 7

GM Abraham |

Conditions:
05:12 Round 1
Hector - dmg; 1 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
White - dmg;
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47); Mirror Image (7, 05:22); Heightened Awareness;
Tytus - dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:22); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Death Ward (05:22); Invisibility (05:22);
Heccan - dmg; Mage Armor (15:12); Cat's Grace (05:22); Shield (r10);
Orange - dmg;
Purple - dmg;
Cyan - dmg;
Yellow - dmg;
Navy - dmg;
Red - dmg;
Green - dmg;
Pink - dmg;
Caduceus - 4 dmg; life link on all; Longstrider (05:37);
Black - dmg;
This vast chamber of white stone feels like a cavern. Surrounded by a colonnade and an upper gallery, a massive sculpture dominates the room. It appears to be the head and upper torso of a man with an arm raised above his head, palm held aloft. This sculpture is forty feet high and sixty feet long. A giant, eighteen feet tall himself, in white and blue robes, with a long white beard and a silver circlet, stands on the sculpture’s palm casting spells down upon invading giants; the enemy giants are throwing boulders at him or attempting to climb the stone figure to get at him. A few giants already lie dead upon the tiled marble floor.
A female giant in plate armor harness rides a three-horned beast with a bony crest atop its head. The beast's horns and feet are shod in spiked iron, and chain barding drapes across its bulging body. When she sees the group appear at the entrance to the hall she calls out to her comrades:
The vaulted ceiling in the Central Hall is 60 feet high. The galleries are 20 feet above the floor. The statue, at its highest point (the hand), is 30 feet high.
Caduceus: 1d20 + 0 ⇒ (14) + 0 = 14
Anen: 1d20 + 6 ⇒ (9) + 6 = 15 +4 w/Heightened Awareness
Tytus: 1d20 + 2 ⇒ (16) + 2 = 18
Heccan: 1d20 + 2 ⇒ (14) + 2 = 16
Hector: 1d20 + 12 ⇒ (13) + 12 = 25
Beshtu: 1d20 + 0 ⇒ (13) + 0 = 13
Jurn: 1d20 - 1 ⇒ (17) - 1 = 16
Zoarth: 1d20 + 7 ⇒ (18) + 7 = 25
Hector is up! The bold may act!

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“What is that beast?!” Nature check w/ inspiration: 1d20 + 12 + 1d6 ⇒ (9) + 12 + (5) = 26 weakest save?
Hector sallies forth to the nearest giant and attacks.
Attack #1 w/Rapier +2 w/ heroism and good-aligned: 1d20 + 20 ⇒ (20) + 20 = 40
#1 dmg & 5 precision if applies: 1d6 + 9 + 5 ⇒ (1) + 9 + 5 = 15
Crit confirm?
Attack #1 w/Rapier +2 w/ heroism and good-aligned: 1d20 + 20 ⇒ (17) + 20 = 37
crit dmg?: 1d6 + 9 ⇒ (1) + 9 = 10
assuming that confirms, gets point of panache back

GM Abraham |

Conditions:
05:12 Round 1
Hector - dmg; 1 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
White - dmg;
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47); Mirror Image (7, 05:22); Heightened Awareness;
Tytus - dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:22); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Death Ward (05:22); Invisibility (05:22);
Heccan - dmg; Mage Armor (15:12); Cat's Grace (05:22); Shield (r10);
Orange - dmg;
Purple - dmg;
Cyan - 25 dmg;
Yellow - dmg;
Navy - 18 dmg;
Red - 18 dmg;
Green - dmg;
Pink - dmg;
Caduceus - 4 dmg; life link on all; Longstrider (05:37);
Black - 9 dmg;
Triceratops - 18 dmg;
Hector recalls that triceratops are not known for their strong minds. He immediately advances and critically strikes Cyan. regain 1 panache.
The (White) cloud giant - whom you presume is Zoarth, the giant wizard who you are seeking - stands atop the hand of the statue and unleashes a magical ball of fire amidst the invaders.
Fireball, DC 17 Ref for half: 6d6 ⇒ (1, 4, 4, 1, 2, 6) = 18
Navy Ref: 1d20 + 2 ⇒ (14) + 2 = 16
Red Ref: 1d20 + 2 ⇒ (4) + 2 = 6
Triceratops Ref: 1d20 + 8 ⇒ (4) + 8 = 12
Black Ref: 1d20 + 4 ⇒ (16) + 4 = 20
Anen, Tytus, and Heccan may act!

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"Gods, thats a lot of them. Hopefully our tall friend can thin the numbers."
Anen casts slow, targeting the triceratops, its rider, and the dark blue giant. DC 22 Will save to resist.
He then flies back a bit down the hall (20' back if possible.)

GM Abraham |

Conditions:
05:12 Round 1
Hector - dmg; 1 STR dmg; Align Weapon (Good) (05:16); Remove Fear (05:17); Heroism (06:47); Fly (05:18);
White - dmg;
Anen - dmg; Overland Flight 40' (10:00); Mage Armor (05:30); Resist Cold 20 (06:47); Mirror Image (7, 05:22);
Tytus - dmg; Heroism (06:10); Shield of Faith (05:16); Monstrous Physique - Gargoyle (05:22); Mutagen (06:47); See Invisible (06:47); Longarm (05:17); Death Ward (05:22); Invisibility (05:22);
Heccan - dmg; Mage Armor (15:12); Cat's Grace (05:22); Shield (r10);
Orange - dmg;
Purple - dmg;
Cyan - 25 dmg;
Yellow - dmg;
Navy - 18 dmg; Slow (r11);
Red - 18 dmg;
Green - dmg;
Pink - dmg;
Caduceus - 4 dmg; life link on all; Longstrider (05:37);
Black - 9 dmg; Slow (r11);
Triceratops - 18 dmg; Slow (r11);
Navy Will: 1d20 + 3 ⇒ (18) + 3 = 21
Triceratops Will: 1d20 + 5 ⇒ (8) + 5 = 13
Black Will: 1d20 + 10 ⇒ (7) + 10 = 17
Anen casts a spell and notices that all three of his targets seem markedly slower than before.
Tytus and Heccan are up!

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Heccan shakes his head, his mind clearly wandering to easier days. He snaps back to the present and the battle thrust upon him.
"By the laws! These creatures are nothing if not persistent." He sneers as he spies the mounted giantess, clearly making the jump that she is the leader. "Let's try this again shall we? A little something to ease your worried mind."
Heccan, calling upon his dark inner reserve of arcane might, unleashes a dull gray mist that shimmers with an unearthly light. It stetles upon the mounted giant and her mount.
Heccan casts Mind Fog, centering it on the giant leader and her mount. The area of effect noted by purple radius marker. Will save v DC 24 negates.
School enchantment (compulsion) [mind-affecting]; Level bard 5, sorcerer/wizard 5, witch 5; Elemental School void 5
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect fog spreads in 20-ft. radius, 20 ft. high
Duration 30 minutes and 2d6 rounds; see text
Saving Throw Will negates; Spell Resistance yes
By the way…
The effects created by this spell do not move with a ship.
Source Skull & Shackles Player’s Guide
DESCRIPTION
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.