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We should be using points of the compass in reference to the map at this point as saying "Right" is a bit confusing. I am going to assume that you mean South East.
"Any of the three directions is fine with me at this point. I will follow the party."
He turns to Liz.
"Perhaps you can look for tracks as we walk. Intelligence on what we might be facing is always helpful.
Xilt gestures and a container of Alchemical Grease begins to glow brightly. He places the container in his bandolier and closes the flap concealing the light source for now.
I am assuming that the Paladin will have a light source out in order to see properly.

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Orst is lit with a glowing stone circling his being. The area around him is normal light.
"Southeast is fine. I will follow. I never master tracking."

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"I'll keep an eye out for tracks!"
Lisianthus has +13 to Survival and has darkvision. She'll watch for signs of creatures (taking 10 if allowed).

GM Hawthwile |

@Dolph - I'll be sure to remember that, but unfortunately a Perception check won't help here.
@Lis - Taking 10 is fine, but remember that you'll be moving at half speed while tracking. This will be relevant for tracking durations of buffs.
@All - to keep things moving, two votes moves the party.
The narrow passageway ascends rapidly before opening out to another cavern. Several patches of dull mushrooms grow in the dampness here, their caps illuminated by tiny sparkling gems embedded in the floor and walls. Kronug's keen eyes spot a pair of bottles nestled between some of them, and the plethora of spellcasters quickly agree that they contain potions of protection from evil - likely the only traces left of other explorers who may have visited this vault long ago.
On the eastern side of the cavern, two wide sets of steps carved into the tunnel floor both descend into the darkness. The steady drip of water is the only sound in the vault besides the Pathfinders.
Exits to the northeast, southeast, and southwest.
What do you do?

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@GM Hawthwile: Does a Detect Magic with a spellcraft of 25 reveal anything about the Half-Flight Charm? Perhaps we can keep a timer of sorts in game for tracking buffs starting now?
"I favor taking the stairs down. Orst be a good fellow and retrieve the potions please."
Xilt pauses for a moment.
"Just in case you would like to communicate a bit more quietly."
Message is cast on all party members
Xilt looks at the gemstones in the walls to see if they are of any value to the party.
Take 10 on Appraise is 22

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Orst looks at the potions and the area.
Perception traps: 1d20 + 3 ⇒ (15) + 3 = 18
"Sure, I'll get them." "Just dig me out when the wall collapses."
Orst, still sword ready, makes his way carefully to the potions and extracts them slowly. Assuming Orst didn't see anything strange. He returns to the group.

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Stairs sound good. I'm fine with half speed to take 10 on tracking, but if anyone wants us to move faster and not bother, that's fine too.

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With Lis tracking the party can cover 150' a minute at a walking pace as her speed is 30' due to Longstrider. At best we could only move 200' a minute due to the slower members of the party.
I noticed that the map looks a bit messed up as well.

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Dolph can auto-aid survival to give +2 to Lis
Dolph kneels down to the dirt. He scoops up a handful and holds it up to his ear. "I MUST HAVE SILENCE. The soil, it speaks. It says...'DOLPH.'"

GM Hawthwile |

@Xilt - unless someone has a way to track time (there's not even a sun in the sky to track night and day down here), it will be very difficult (in game) to track the duration of buffs before they expire.
Xilt studies the gemstones as Orst looks for hidden dangers. Finding none, the human collects the bottles and returns to the group as Dolph calmly asks for silence. The half-orc doesn't think the resale value of the tiny gemstones here would be worth the effort of extraction.
All three sets of steps (northeast, southeast, and southwest) go down from here. I'm afraid I'll need folks to be more specific about which direction they'd like to go.
What do you do?

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Xilt turns to the party
"How about taking the North East steps? At this point one direction is as good as another."
@GM Hawthwile: I am going to assume that 100' of travel is equal to 1 minute of elapsed time for now. That is fairly conservative. If you could simply update us once 1 hour has elapsed (on the battle map) so we can renew Mage Armor/Longstrider/Barkskin etc. that would be good.

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"Or Northeast works as well." "Which way are there tracks?" "Lead on." "Northeast if there is no tracks." Orst takes us place in the marching order.

GM Hawthwile |

@Xilt - will do! You'd certainly notice spells wearing off.
With no tracks to follow for the time being, the Pathfinders press onward. At the bottom of the stairs, the burbling sounds of water echo throughout a large room wending its way from east to west. A bridge formed out of the stone floor arcs gracefully over the stream. The cave looks to open further to the west and split on the eastern side into northern and southern passages, and the stream flows through an open tunnel from the northwest to the southeast.
Dolph (ear still to the ground) hears that the rock here is rather thin, probably from the water eroding away at it. Too much weight at the bank of the stream could break the stone, dumping the unfortunate soul(s) into the water below.
Please move your tokens as appropriate and leave me a line marking your path. If you pass through a square next to the stream (I'm ruling this as one containing stream border), please include a Reflex save as the stone crumbles away beneath you. This will not prevent further passage by other characters.
What do you do?

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Lisianthus moves straight in.
Reflex save, if needed from the bridge: 1d20 + 5 ⇒ (2) + 5 = 7
Sure hope it wasn't necessary!

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Orst pulls out his rope and ties it around his waist. He then lets out rope trailing him as he starts across the bridge. He cautions others to wait until he has completely gotten across before starting across themselves. "I'm very heavy. You should wait until I get across. If I fall in just tug me out with the rope."
reflex save: 1d20 + 7 ⇒ (16) + 7 = 23

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Robyyn picks his way carefully across the bridge, keeping to center as much as possible. Dolph's warning remained firm in his mind.
I don't think Robyyn used any square with the river's edge in it, but just in case:
Reflex, guidance: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

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Xilt puts his rod back in his pack. He will also put his scroll case in his waterproof bag. With tacit permission from Lis and Dewberry he will tie the trailing rope that is attached to the Paladin to the large snake forming a crude rope bridge. He waits patiently as the others cross to see if there is a safe path.
Assuming that Orst crosses safely and all goes well Xilt will remove a couple of very strong sashes from his Monk's Outfit and tie them into loops around the rope connecting Dewberry and Orst. He will then connect the other side to his belt forming a safety harness should he slip on the way across. He waits for fifteen seconds and should nothing happen to the party he will cross the bridge using the same path as Lis.

GM Hawthwile |

The stones creaks under Lis's feet, but she manages to stay towards the center of the bridge and avoid the thinnest rock. The other Pathfinders follow behind, their steps more certain in the knowledge that the path before them is safe.
The wording on the hazard is not very clear, so I'm going with what I stated in the last post - and that square on the bridge barely doesn't contain a river edge. Woo!
What do you do?

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Xilt crosses the feeble bridge following Lis' center path to safety.
He reattaches his scroll case to his bandolier and readies his rod of intensify in his left hand.
"I suggest we take the North East path."
It looks like there are two more paths. Both are due East of our current position and then one leads roughly North East and another leads South.

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"Is there nothing to indicate movement in this area?" "If not let's go Northeast. I want to get away from the water."

GM Hawthwile |

As Dolph prepares to cross the bridge, he hears a scrabbling sound in the dark to the west. Seconds later, a large pale creature appears around the corner, four suckered arms ending in pincers surrounding a gnashing maw that gapes between two staring eyes.
Kronug: 1d20 + 0 ⇒ (11) + 0 = 11
Lisianthus: 1d20 + 4 ⇒ (4) + 4 = 8
Orst: 1d20 + 1 ⇒ (6) + 1 = 7
Robyyn: 1d20 + 8 ⇒ (20) + 8 = 28
Xilt: 1d20 + 11 ⇒ (18) + 11 = 29
Red: 1d20 + 9 ⇒ (20) + 9 = 29
This is a shoggti, a type of qlippoth. Born of the furthest depths of the Abyss, these outsiders have been lost control of the Abyss to the (relatively new) demons and loath all life as the source of the sin that spawns their usurpers. Shoggti are masters of mind control, hypnotizing targets that get too close, charming men and monsters alike, and draining their target's will with their pincered tentacles - or just throttling those unlucky enough to get caught in their grasping arms. Their thick hides are resistant to corrosion, electricity, and heat, and they are completely immune to cold, poison, and effects that target their strange and alien minds.
Round 1! Bold may act!
Xilt
Red
Robyyn
Dolph
Victor
Kronug
(Bird) (Sorry, I can't remember the name!)
Lis
Dewberry
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Orst and Dewberry are tied together and cannot move further than 35 ft apart (rope can bend around corners) unless the rope is untied
- Ceiling is 15 ft above floor
What do you do?

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Xilt begins a cold hard sweat as the alien monstrosity appears. He then begins to smile as he thinks of spanking this creature with arcane energy.
Drawing upon his Exploiter training he warps the laws of magic increasing the potency of his spell. Xilt creates an extra-dimensional pit directly underneath the Shoggti.
Create Pit 30' Deep, Reflex DC 22. SR NO. The climb DC of the walls is 25. I am curious to see the environmental effects in that area after the spell goes off. ;)
Xilt does not have the time to give the full life history of this monster in combat. He mutters a few words of warning before dashing to relative safety.
"Shoggti,no mind,cold,fire,lightning or acid."

GM Hawthwile |

Red Reflex vs DC 22: 1d20 + 7 ⇒ (19) + 7 = 26
A cacophony of hollow, empty laughter fills Xilt's head as he watches the creature deftly step to the side of the pit. The cave groans slightly, but the only thing that falls is a bit of dust from the ceiling. The qlippoth fades back into the darkness on the far side of the room.
Foolish mortal.
Xilt's blood runs cold again as the shoggti suddenly crawls from the shadows right next to him, its pincers clacking hungrily for a piece of orc-flesh and the gaping mouth between its eyes gnashing its teeth in anticipation.
Round 1, 2! Bold may act!
Xilt
Red
Robyyn
Dolph
Victor
Kronug
(Bird) (Sorry, I can't remember the name!)
Lis
Dewberry
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Orst and Dewberry are tied together and cannot move further than 35 ft apart (rope can bend around corners) unless the rope is untied
- Ceiling is 15 ft above floor
What do you do?

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Xilt quakes with fear as several tons of alien matter slitter out of the shadows right next to him. In fact it takes all of his presence of mind not to drop his magical rod on the floor. His thoughts of crushing this menace disappear and ideas of escape become much more appealing. A simple cry for assistance is uttered before he is able to focus on the task at hand.
mommy"Help!"
I will post his turn after at least some of the party has acted.
It just does not seem thematically correct to essentially take two turns in a row. However I did not want to pass up this RP opportunity.

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Dolph quickly waddles to the other side of the bridge, carefully walking along the middle of the bridge. Once on the other side, he calls out to his animal companion. "VICTOR. WE HAVE POACHERS." Victor immediately perks up and bleats before running right into combat. Double move Dolph then proceeds to cast a spell, his dorn-dergar taking on an extra magical weight. Lead blades, so his Dorn-dergar is now doing 2d8 for the next 5 minutes
It sounds like we were able to cross the bridge without a save as long as we moved directly down the center, so it sounds like Dolph doesn't need to roll? Since Victor is an animal companion and its combat, I'm guessing he would have a harder time following such exact directions and probably need a save
Victor Reflex Save: 1d20 + 8 ⇒ (17) + 8 = 25

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Lisianthus casts shillelagh on her club and moves in toward the creature.
"Dewberry, attack!"
Dewberry Reflex save going over the bridge: 1d20 + 8 ⇒ (10) + 8 = 18
Dewberry slithers in as close as she can get.

Sammy the snake |

Sammy watches as this eldritch horror creeps up beside them.
His head poking gently out of the top of Xilt's backpack. He feels his master's fear and wonders if they can simply vanish and escape this monster's notice.
KS(Planes): 1d20 + 7 ⇒ (19) + 7 = 26
My familiar did not roll a KS check so he doing so now. I would like to know if this creature has any special senses or abilities to detect hidden or invisible creatures.

GM Hawthwile |

@Dolph - that makes sense to me.
@Lis - I would agree that a large snake companion would also have 10 ft reach. Just remember that Dewberry will be dealing with cover from her current position.
@Everyone - if you have an animal companion that doesn't have their own alias (and statbar), could you include their 'statbar' stats at the bottom of your posts? It could be in a spoiler or just OOC, but it would save me a ton of time checking profiles (and trying to remember who has what buffs active). Thanks!
Also, I realized I forgot to roll other folks' knowledges! Sorry!
This is a shoggti, a type of qlippoth. Born of the furthest depths of the Abyss, these outsiders have been lost control of the Abyss to the (relatively new) demons and loath all life as the source of the sin that spawns their usurpers. Shoggti are masters of mind control, hypnotizing targets that get too close and charming men and monsters alike. Their thick hides are resistant to corrosion, electricity, and heat, and they are completely immune to cold, poison, and effects that target their strange and alien minds.
As Victor bleats a battle cry and races across the bridge, small pieces of stone fall away under his hooves and splash into the river below. The ram is quick, and instinctively lets his momentum carry him forward into the fray - only to be met by an unexpected bite from the shoggti...
Red Bite vs Victor AC 22: 1d20 + 14 ⇒ (7) + 14 = 21
Bite damage: 1d8 + 8 ⇒ (4) + 8 = 12
...which Victor dodges at the very last second! Lis also receives a similar reception as she approaches...
Red Bite vs Lis AC 22: 1d20 + 14 ⇒ (3) + 14 = 17
Bite damage: 1d8 + 8 ⇒ (2) + 8 = 10
...but the creature's attention is clearly focused on Xilt and it catches only air in its teeth. Dewberry also manages to cross the bridge without falling, her flower crown still somehow perched atop her head.
Round 1, 2! Bold may act!
Xilt
Red
Robyyn
Dolph
Victor
Kronug
(Bird) (Sorry, I can't remember the name!)
Lis
Dewberry
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Orst and Dewberry are tied together and cannot move further than 35 ft apart (rope can bend around corners) unless the rope is untied
- Ceiling is 15 ft above floor
What do you do?

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Sammy whispers a few words to his master and then retreats into the backpack. Xilt tries to leave no openings (cast defensively) for this creature as he weaves a defensive spell to conceal his presence.
Concentration-Vanish(DC 16): 1d20 + 14 ⇒ (5) + 14 = 19
Xilt will then attempt to leave the area if possible or quietly retreat backwards if not.
I do not know if you consider the rock formation next to Xilt a hard corner preventing him from escaping or not. If he cannot escape then he will use stealth and 5' step due South.

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Kronug takes a step to the south and summons forth an earth elemental from the very rock that slams into the monster.
PA slam: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
bludgeoning damage: 1d6 + 5 + 3 ⇒ (4) + 5 + 3 = 12
Spending a conjuration resonance point as a standard action to summoner monster II, small earth elemental, 1 minute duration

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Orst, not able to get at the foe, unties the rope tethering him to Dewberry. He then pulls out his bow.
"Does anyone know what this thing is?"

GM Hawthwile |

@Xilt - eh, there's enough of the wall missing in that square that it would make sense for you to be able to move from your square to Victor's and further. Also, for future reference, the DC for casting defensively is 15 + twice the spell's level.
Delaying Robyyn.
As Xilt mutters something under his breath and vanishes, Kronug's elemental servant tries to slam its stony fists into the shoggti - but the qlippoth moves its tentacle out of the way easily and the elemental only damages the stone underneath it.
Look how your "friend" flees. The coward.
As the shoggti speaks into the Pathfinders' minds, it reaches out towards Lis with a pincered tentacle...
Red Tentacle vs Lis Touch AC 13: 1d20 + 10 ⇒ (12) + 10 = 22
Wisdom damage: 1d4 ⇒ 4
...and Lis feels the strength of her mind assaulted as the pincer touches her head! The creature continues its assault on those who would dare attack it, biting at Victor and lashing out with the other three tentacles at the elemental, Dewberry, and Lis...
Red Bite vs Victor AC 22: 1d20 + 14 ⇒ (19) + 14 = 33
Bite damage: 1d8 + 8 ⇒ (8) + 8 = 16
Red Tentacle vs Elemental AC 17: 1d20 + 10 ⇒ (17) + 10 = 27
Bludgeoning damage: 1d4 + 4 ⇒ (2) + 4 = 6
Red Tentacle, Cover vs Dewberry AC 27: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Bludgeoning damage: 1d4 + 4 ⇒ (1) + 4 = 5
Crit confirmation: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
Crit damage: 1d4 + 4 ⇒ (3) + 4 = 7
Red Tentacle vs Lis AC 22: 1d20 + 10 ⇒ (4) + 10 = 14
Bludgeoning damage: 1d4 + 4 ⇒ (1) + 4 = 5
Red Grapple vs Lis CMD 23: 1d20 + 20 ⇒ (10) + 20 = 30
Constrict damage: 1d4 + 8 ⇒ (3) + 8 = 11
...and though the qlippoth catches the Pathfinders' companions, it is blocked by its own tentacle from getting Lis for a second time and squeezing her to death.
Victor, the damage bypassed your DR.
Round 2, 3! Bold may act!
Xilt (Vanish 2/5)
Red
Robyyn
Dolph
Victor (-16)
Kronug
Bird
Elemental (-6)
Lis (-4 Wis damage)
Dewberry (-5)
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Ceiling is 15 ft above floor
What do you do?

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Dolph sees the damage done to his beloved Victor and grows absolutely incensed, to the point he...actually grows. Swift action to activate growth domain power to enlarge for 1 round Seeing his allies may provide some cover to his foe, he draws upon his training in obscure traditional combat to counter this. Move action to use Martial Versatility to grab Phalanx Formation, which makes it so his allies no longer provide his enemies soft cover. He then takes a step forward Free action five foot step and swings with his massive dorn-dergar, now essentially a giant wrecking ball. ”MAY FLEAS INFLAME YOUR RHUBARB.”
Attack with +1 Adamantine Dorn-Dergar: 1d20 + 10 ⇒ (16) + 10 = 26
Damage (lead blades, enlarged): 3d6 + 8 ⇒ (4, 4, 1) + 8 = 17
Dolph keeps his dorn-dergar in reach mode, so it normally has 10 ft reach, which goes up to 20 when he enlarges
For his part, Victor bleats out in pain as his normally tough skin is pierced. He reacts by unleashing his smite on the creature that hurt him.
Gore Attack (power attack): 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Damage (smite, pa): 1d4 + 6 + 6 + 6 ⇒ (4) + 6 + 6 + 6 = 22
Victor only has one natural attack, so the damage bonuses work as if he was two-handing essentially

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Kronug casts Adhesive Spittle as his summoned elemental continues it's assault.
Ele slam: 1d20 + 7 ⇒ (10) + 7 = 17
bludgeoning damage: 1d6 + 5 + 3 ⇒ (6) + 5 + 3 = 14

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Xilt does not allow the taunt of the creature to derail him. He finishes a short incantation and appears next to Orst. He turns his head towards the paladin to answer his question.
"An ancient evil born of the Abyss. A formidable opponent."
Grease spell cast underneath the creature. Reflex DC 20. SR NO. Alchemical Grease power component expended. He has also taken a 5' step. @GM Hawthwile I know the rules well but my brain insisted that the DC was 16. Exactly why I cannot tell you. ;)

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"It's a Shoggti; they're masters of mind control, gird your mind against it! They resist corrosion, electricity, and heat, and are completely immune to cold, poison, and any mind effects; that which they do to us we can't do to them!"
"blast..." Robyyn adds, under his breath.
He draws arcane energy to himself, channeling it through his poppet, and focuses it into a spell that will weaken the creature. He points, launching a dark, scintillating ray across the cavern into the large abyssal creature.
Standard: cast ray of enfeeblement (Fort DC 17)
Ranged touch: 1d20 + 4 ⇒ (1) + 4 = 5
Damage, Strength: 1d6 + 2 ⇒ (1) + 2 = 3
Grumbling at his atrocious aim, Robyyn backs away from the crowd, planning his next move.
Move: 10'

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Lisianthus lashes out with her magical club.
shillelagh attack: 1d20 + 11 ⇒ (8) + 11 = 19
ouch!: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Dewberry |

Dewberry attacks!
Dewberry bite! vs AC with cover: 1d20 + 10 ⇒ (20) + 10 = 30
Dewberry ouch!: 1d4 + 17 ⇒ (1) + 17 = 18
Dewberry confirm? vs AC with cover: 1d20 + 10 ⇒ (4) + 10 = 14
Dewberry ouch!: 1d4 + 17 ⇒ (1) + 17 = 18
She normally gets a grab and constrict on a successful hit, but that doesn't work here since she can't pull it adjacent, right?

GM Hawthwile |

Xilt, I would suspect that another of your character may very well have grease with a DC of 16. Happens to me all the time.
Dolph's sudden training aids him as his family weapon bonks the qlippoth in the mouth. There doesn't seem to be quite as much blood as the dwarf would have expected though. Victor and the elemental both struggle to track its many arms and only damage the floor (and their pride). The qlippoth's tentacles start to slip on the conjured lubricant...
Red Reflex vs DC 20: 1d20 + 7 ⇒ (4) + 7 = 11
...and with an undignified sploot, all four arms suddenly slip in different directions and the creature falls prone. It still manages to block Lis's counterattack, but Dewberry's massive head darts over her druid companion and nips at the qlippoth's large pale body, ripping off a sizeable chunk of skin that turns out to be merely a fin of some kind instead of a vital organ.
Aww, I was going to give Dewberry the option to drag the qlippoth next to her (on her other side), but there's no room there either. Why is everybody so big? ;-D
Round 2, 3! Bold may act!
Xilt
Red (-15, Prone)
Robyyn
Dolph
Victor (-16)
Kronug
Bird
Elemental (-6)
Lis (-4 Wis damage)
Dewberry (-5)
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Ceiling is 15 ft above floor
What do you do?

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Orst, still hampered by his companions, sheaths his sword. He says a quick prayer to Iomedae to smite this evil. Then he fires an arrow at the beast.
arrow with smite but cover and melee: 1d20 + 8 + 3 - 8 ⇒ (4) + 8 + 3 - 8 = 7
damage w smite: 1d8 + 4 + 6 ⇒ (3) + 4 + 6 = 13 add additional 6 of evil outsider

GM Hawthwile |

Orst feels the familiar warmth of the Inheritor's approval fill him, but his arrow plinks off the cavern wall (which, unfortunately, is not evil).
Red Acrobatics vs DC 10: 1d20 + 5 ⇒ (5) + 5 = 10
The qlippoth, meanwhile, struggles to its feet. For all your tricks, your mortal minds are so frail, it says disdainfully. It begins wriggling its tentacles, strange colors flashing through its eyes. The Pathfinders feel themselves drawn to stand and watch the effect...
Dolph, Victor, Lis, and Elemental all can take an Attack of Opportunity. Dewberry doesn't get one because of cover.
Everyone (except Bird) needs to make a Will save (DC 17) or be fascinated.
Round 3, 4! Bold may act!
Xilt
Red (-15)
Robyyn
Dolph
Victor (-16)
Kronug
Bird
Elemental (-6)
Lis (-4 Wis damage)
Dewberry (-5)
Orst
Environmental Effects:
- Moving through a map tile containing an edge of the river requires a Reflex saving throw to avoid falling - one for each square entered
- Ceiling is 15 ft above floor
What do you do?

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Ele AoO: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
damage: 1d6 + 5 + 3 ⇒ (1) + 5 + 3 = 9
will: 1d20 + 13 ⇒ (12) + 13 = 25
ele will: 1d20 + 3 ⇒ (3) + 3 = 6
Kronug easily shakes shakes off it's mental tricks, while the elemental is not so lucky.
Kronug follow ups up by getting slightly closer and spitting his goo at the qlippoth.
Entangled for rounds: 2d4 ⇒ (3, 2) = 5
Reflex DC 13 or be glued to the ground in addition to being entangled ala a tanglefoot bag.

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Lis strikes as the creature tries to rise.
shillelagh attack: 1d20 + 11 ⇒ (8) + 11 = 19
ouch!: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Lisianthus Will save: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
She strikes again with her shillelagh, unaffected by the fascination!
shillelagh attack: 1d20 + 11 ⇒ (17) + 11 = 28
ouch!: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Dewberry |

Dewberry Will save: 1d20 + 3 ⇒ (18) + 3 = 21
The snake is not charmed!
Dewberry bite!: 1d20 + 10 ⇒ (19) + 10 = 29
Dewberry ouch!: 1d4 + 17 ⇒ (4) + 17 = 21

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Dolph's Actions
Dolph sees his chance and swings his dorn-dergar into the fleshy mass once again.
AoO: 1d20 + 10 ⇒ (16) + 10 = 26
AoO Damage (lead blades, enlarged): 3d6 + 8 ⇒ (4, 1, 1) + 8 = 14
Will Save vs Fascinate: 1d20 + 6 ⇒ (14) + 6 = 20
He is unperturbed by the undulating, shining abomination. "DO NOT FOOL DOLPH."
Understanding that his weapon is doing less damage than usual, Dolph allows himself to shrink down to normal size and pulls out a magical oil from his belt and slathers it on his weapon. Move action to draw Oil of Bless Weapon and standard action to apply it to his dorn-dergar "My Great Nano said it is good to keep the weapon of your ancestors well-oiled!"
It doesn't look like the info we got says anything about DR, so Dolph's going to try guessing. Since the creature got through Victor's DR, good seems like a decent bet. If that doesn't work, he can get silver or cold iron by casting versatile weapon on his dorn-dergar
He calls out for Victor to move, bringing us to....
Victor's Actions
Victor tries again to get vengeance upon the tentacled beast for attacking him as it rises.
AoO: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
AoO Damage: 1d4 + 6 + 6 + 6 ⇒ (2) + 6 + 6 + 6 = 20
Will Save vs Fascinate (devotion): 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Perhaps mercifully, the poor goat is unable to look away from the fascinating undulations of the qlippoth and thus does not heed his master's command.
Sorry, Orst, but that fascinate hit before Dolph had a chance to move Victor. He's stuck there atm :(

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Xilt barely pulls himself away from the light show. He gestures magically in response to this new threat. He then quips at the monster.
"You brought the lightning. I will bring the thunder."
Ear Piercing Scream. 3d6 Sonic and Daze effect for 1 round Fort DC 17. 1/2 damage and not dazed on a save.
EPS Damage: 3d6 ⇒ (3, 4, 6) = 13
SR Check if needed: 1d20 + 6 ⇒ (8) + 6 = 14
Will: 1d20 + 9 ⇒ (9) + 9 = 18