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[Dice=Ref]1d20+5
Lamont lets out a pained hiss.
Lamont should be immune to cold, shouldn't he???

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Thank you Not-Trixie. Psycho's HP = -2

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Lamont should be immune to cold, shouldn't he???
Unfortunately he has nothing to protect himself from the cold

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The rolling cold quickly dissipates, leaving Psycho Dread unconscious and barely breathing and Lamont nowhere to be found. Not-Trixie springs into action to pull him away, while the lone shadowdancer advances grimly towards the vile hag.
Calculating the angles of the next blast, the Unicorn scrunches against the back wall and shuffles toward the gate, forcing the goblin to keep a safe distance as well.
Round 3 - Bold can act
Grey Unicorn
Brown Goblin
Sihir Aneh <invisible> -35 damage
River of Stars <flying, 20 feet> -24 damage
Psycho Dread <unconscious, stable> -64 damage
Daedîn <evasion>
Black "What Remains" -154 damage
Not-Trixie
Leosa <evasion, negative level>
Lamont <destroyed> -52 damage
Avenge Lamont everyone...

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Daedîn steps 5’ NW and unleashes a rain of cold iron, hopefully at 'What Remains'...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim
Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (7) + 13 + 2 + 1 + 1 - 2 - 2 = 20
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (2) + 2 + 1 + 1 + 4 = 10
Longbow (Rapid Shot): 1d20 + 13 + 2 + 1 + 1 - 2 - 2 ⇒ (15) + 13 + 2 + 1 + 1 - 2 - 2 = 28
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (6) + 2 + 1 + 1 + 4 = 14
Longbow (Iterative): 1d20 + 8 + 2 + 1 + 1 - 2 - 2 ⇒ (11) + 8 + 2 + 1 + 1 - 2 - 2 = 19
Magic/Cold Iron Damage: 1d8 + 2 + 1 + 1 + 4 ⇒ (8) + 2 + 1 + 1 + 4 = 16
Dang...well hopefully the second attack hit; we need to take her out before she has another go at us...

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Rivers spiritual hammer continues attacking...
Spiritual Weapon: 1d20 + 10 + 7 ⇒ (8) + 10 + 7 = 25
Force Damage ignores DR: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Spiritual Weapon Iterative: 1d20 + 10 + 7 - 5 ⇒ (14) + 10 + 7 - 5 = 26
Force Damage ignores DR: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
River drops to the ground, and choosing between bring Psycho back up or clearing Daedîn's head, he chooses the latter and casts Unbreakable Heart on him
I believe that should suppress the song of discord effect for 10 rounds for him.

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I'd recommend doing that for me next, if you can (assuming I'm affected, I'm not very clear on what the deal is with that since it doesn't seem to be affecting anyone right now).
In case it's necessary: DC 25 concentration check to cast Tenebrous Spell in bright light: 1d20 + 17 ⇒ (11) + 17 = 28
Sihir does his best to move out of the way of the next terrible blast of cold, then retaliates with a massive orb of eerily dark FIRE!
CL vs SR: 1d20 + 9 ⇒ (14) + 9 = 23
fire damage (DC 27 Will save to reduce to 20% reality, followed by DC 27 Reflex save to negate...this round): 6d6 ⇒ (2, 4, 4, 6, 2, 5) = 23
catch fire damage?: 1d6 ⇒ 3

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Sihir forces the ball of dark flame to the hag, but she skirts away unscathed. River's weapon strikes hard again from reverse angles and staggers her, leaving the sniper's lone arrow to fell her.
She drops to a knee as the arrow juts from where her heart once was and what remains of Sonnorae grasps it gently as if it draws forth a memory.
She curls to the ground at Leosa's charging feet, frozen with a forlorn look on her face, though the sockets where her eyes once were no longer see.
From her vantage, Leosa can see a feather pen with a hardened point of onyx tucked into her tattered robes. Her only remaining treasure.
will save to disbelieve shadow ball: 1d20 + 13 ⇒ (17) + 13 = 30
reflex save to evade shadow ball: 1d20 + 14 ⇒ (16) + 14 = 30
Combat Over!
Grey Unicorn
Brown Goblin
Sihir Aneh <invisible> -35 damage
River of Stars<flying, 20 feet> -24 damage
Psycho Dread <unconscious, stable> -64 damage
Daedîn <evasion>
Black "What Remains" <unconscious> -186 damage
Not-Trixie
Leosa <evasion, negative level>
Lamont <destroyed> -52 damage

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Daedîn walks somberly up to Leosa. "I'm sorry about Lamont...he was a good scouting companion...but I know he was even a better friend to you."
Looking at the pen, the rogue continues. "You should collect the token, Leosa...Lamont gave his life for it..."
Turning to the others, he says, "Is Psycho OK? I have a wand that can help heal him...if one of you can operate it..."

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If nothing else we got what we came for. Unfortunately I will be less helpful in the upcoming battle because of this. Leosa says as she leans down and grabs the pen.
Let's look around. Sonnerae wrote this whole plane. There may be some information about what else is here.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19

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River flies down to Psycho's side and starts casting healing spells
Cure Serious Wounds: 3d8 + 10 ⇒ (6, 2, 4) + 10 = 22
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12
I have a breath of life prepared as well, but it probably makes sense to save that for emergencies (until we rest anyway)
He then makes the rounds checking on his other allies. To Leosa he says "I have seen this look before. You are wounded by the loss of your friend. I cannot bring him back, but I can make you feel better. Come to me tomorrow and we will see about healing your spirit"
I can cure that negative level with restoration tomorrow. That will use all the diamond dust he has though so we'd best not get any more negative levels!
"If you give me fifteen minutes to commune with the spirits I will ask them for more healing for you Sihir"
He will then sit cross-legged on the ground and start communing with the spirits to prepare cure serious wounds in his open third level slot.
Assuming he is able to complete that
Cure Serious Wounds for Sihir: 3d8 + 10 ⇒ (1, 4, 3) + 10 = 18
He's then out of healing, but he'll happily use any wands people have to help them heal

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Psycho opens his eyes. "What is going on! What's happened to me!"
When he reasise what is going on he takes out his wand for healing and offers it to the River of Stars.
"Can you use it on me!?"
If he is willing to help.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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Leosa spends some time searching for additional clues or treasures but finds nothing but the writing desk.
The unicorn and the goblin slowly entreat back into the clearing as the rest of you settle out your healing.
"That was... exciting." The snide goblin says as he steps back into clear view. "Now that you've sorted out the mistress... what were you saying about the pears? You knew where other good ones were?"
The unicorn shrugs. "We don't need to do the act now that the lady is dead. It's time to wait for the next performance. But before we rest," He turns to your gathered group "I believe you deserve this. Take it." The unicorn bows down before Not-Trixie. She reaches up to gingerly pry off the sticky pear off his horn as the goblin grimaces nearby.
"No. Not the pear, the horn. It's my gift to you." The unicorn laughs.
A bit surprised by the offer, Not-Trixie tugs at the horn, softly at first, but then harder as the unicorn braces against it.
With a loud pop, the horn disengages, and Not-Trixie holds its deceivingly light weight in her hands.
-------------------------------------------
You lay them out on the ground in front of you, one by one: the Songsmith's Kiss, the Dancing Heel, the Bard's Heart, the Busy Hands, the White Lily, the Clouded Vision, the All-Blossom, and finally the Black Nib. Each a token of that which was stolen from the creator of the realm. Not just her physical vestiges - hands, eyes, heart - but her beauty and her charm, as well.
The ground you have lain them upon begins to churn, undulating slightly to bring them closer together. When they are close enough together they form into an amalgam of metal and jewels and begin to roll to the north. Slowly at first but picking up enough speed that you have to give chase. Daedîn is quick enough to snap it up before it gets to far.
The ball of tokens still pulls heavily in the same direction it wanted to travel in, beckoning you through the sheer power of Sonnorae's remaining will to seek revenge against the last and most evil conspirator, the great dragon Zassrion, The Patchwork Lord deep within his Striding Fortress.
The tokens will certainly lead the way, do you follow them now or rest for the night?

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rest
Spellcraft: 1d20 + 19 ⇒ (15) + 19 = 34
"This horn is something like thing that some people calls "Silent rod"."

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Agree, rest...
Daedîn nods to his companions. "While I'm as ready as anyone to depart this realm, perhaps we need a rest...to mourn a friend as well as to recover for the tough fight against the dragon that lies ahead..."

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"I agree, a rest before setting off would be wise, it would allow me to see to Leosa's healing. I don't know how far away Zassrion is, but we should prepare our magics for a dragon too".
River can cast resist energy, but oddly resist energy (communal) is not on the shaman list. Is there anything else we'd want? I don't think we even know what kind of dragon it is do we?

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Some rest would be good. Perhaps we can examine what's left in the deck for clues.

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The harrow deck contains many fewer cards then when you arrived several months ago. For what it is worth, the dragon card depicts a blue dragon.
You soon fall asleep, exhausted from the frightening battle, and prepare for travel the next day.
Make sure you set your spells and travelling buffs for the day ahead. Regular daylight.
After only one hour of travel through the bramble you hear (and soon see) the grinding gears of a huge structure ahead. An unsettling - yet regal - fusion of masonry and mechanics, this citadel of white stone and gleaming bronze marches proudly through the trees and ruins beneath. Piercing the forest clearing, the Striding Fortress slows to a stop, perhaps on its own - to rest, or perhaps it has found its quarry as well.
The Striding Fortress itself stands sixty feet above the ground on two massive metal legs that dig into the ground now through sheer weight. Shaded windows on the front of the fortress indicate some sort of control structure. There seems to be a main gate on the keep’s rear platform with which to gain access, but there are no ladders or ropes evident to climb.
Note the squares on the new map are 10 feet across

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Daedîn will take a look at the structure, seeing if there are any alternate entrances or if the legs could be possibly climbed...
Perception: 1d20 + 19 ⇒ (6) + 19 = 25

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In the morning, River uses his wand to heal his remaining wounds before communing with the spirits to prepare his spells.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
I've taken 3 resist energys so that with the communal scroll we've got we can do 3 at resist 20 and the rest of us at resist 10. If someone at caster level 7 or above could do communal resist energy then that would be better. He's also prepared a few more healing spells than normal
Afterwards he restores Leosa's vitality...
Casting restoration with 1000GP diamond dust to clear the permanent negative level
And gives everyone a hunter's blessing for hunting dragons in this place and gives himself some false life.
Hunter's Blessing for +2 sacred attack / damage against dragons, as well as a +2 sacred bonus on initiative checks, Perception, Stealth, and Survival checks while in the harrowed realm for 10 hours
Greater False Life: 2d10 + 10 ⇒ (7, 2) + 10 = 19

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River looks up at the fortress.
"I suppose I could fly up there and lower a rope? Oh Not-Trixie isn't there a card for this place?"
Now might be a good time for buffing too?

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@Daedîn There does not appear to be any other entrances. The legs could be climbed fairly easily but meld with the fortress and do not provide easy access to the landing on the back where the gate appears to be.

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Daedîn shrugs and nods to River. "I think that's our best bet...I can climb the legs, but getting to the landing from there would be problematic..."

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"I can make you fly, Daedin! If you want that?"
Psycho cast Fly on Daedin if he accepts

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If I can just find a couple pieces of shade I might be able to get up there.
Leosa takes a moment to look around, hoping to find a shadowy spot nearby and one near the door.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20

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"I can make you fly, Daedin! If you want that?"
Psycho cast Fly on Daedin if he accepts
Daedîn smiles at Psycho. "Aye, my friend...I've never flown before...it'll be interesting...
"Hold on Leosa, looks like I'm coming with you..."
Not sure when Fly checks should be made, so let me know...
Ever cautious, the rogue will fly up to the north edge of the landing and quietly look around to see if it's safe before securing a rope...
Perception: 1d10 + 19 ⇒ (5) + 19 = 24
...if it looks clear, the Elf will secure the grappling hook to something on the landing and lower the rope down to his companions on the ground...

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@Leosa, unfortunately the minimum jump would be 60 feet to the landing which is higher than your daily allotment.
With Psycho's help, Daedîn takes to the air and moves in a wide berth to the opening - approaching at a low angle, still unaccustomed to his new found ability.
stealth: 1d20 + 23 ⇒ (14) + 23 = 37
The massive, wooden doors on the fortress' outer edge stand ajar, the squeals of a creature just inside sounds like barking orders In Giant maybe?.
Daedîn carefully ties the rope to ornamentation on the gate structure blue dot!, then - confident in his stealthy position - peers through the crack in the great doors.
Inside, he can see four large giant-types with great clubs hanging limp at their side. They are being talked down to by a small ugly gnome-like creature with an alien, feral appearance, who sits astride one of the giants like a gaunt little cavalier.
Around them, brilliant banners of a splendid variety of colors flutter in this picturesque courtyard of white flagstones and carefully tended gardens.
For those of you that wish to climb the rope, it will take four DC 10 climb checks (or 8 DC 5 climb checks if going slow) and a stealth check if you don't want to alert the guards. You may take 10 as we are not in combat (yet). Or of course anything else you can come up with to get up to the landing (60 feet up).

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Ambient light (and let me know if it changes)?
Sihir distributes a number of wards and dweomers, then skitters unnaturally up the fortress's legs and out of sight!
I use my mage armor wand, my pass without trace power, and cast clay skin on Leosa again, cast spider climb on myself (and ascend that way), and:
greater false life: 2d10 + 9 ⇒ (7, 3) + 9 = 19
Lucky number (3 from wand, 3 prepared) on:
Daedîn: 1d20 ⇒ 3
Not-Trixie: 1d20 ⇒ 6
Leosa: 1d20 ⇒ 14
River: 1d20 ⇒ 4
Psycho: 1d20 ⇒ 9
myself: 1d20 ⇒ 7
Stealth: 1d20 + 21 ⇒ (11) + 21 = 32
Knowledge (Local) RE Mini: 1d20 + 13 ⇒ (18) + 13 = 31 Senses? Defenses? Magic?
Knowledge (Local) RE Maxi: 1d20 + 13 ⇒ (19) + 13 = 32 Senses? Movement abilities? Fighting skills?
While I'm at it:
Knowledge (Arcana) RE Blue Dragons, Faction Pin: 1d20 + 22 + 1d4 ⇒ (11) + 22 + (2) = 35

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River casts a few spells at the bottom while the others ascend.
Heightened Awareness and Heroism on himself
He'll then activate his flight hex and fly on up, doing his best to be stealthy as he goes.
Stealth, sacred, morale: 1d20 - 1 + 2 + 2 ⇒ (16) - 1 + 2 + 2 = 19

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If allowed, I'll take 10 on both Knowledge checks as that will let me at least ID both of 'em…
Daedîn will remain posted by the door, bow in hand, quietly watching the creatures inside as his friends climb or fly up. As each of his companions arrive, he'll signal them to stay silent with a finger pressed to his lips...

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Daylight outside - Normal Light inside the fortress (unless noted later on).
Daedîn can at least identify the creatures within.
Spriggan = low-light vision, decent perception, dodge and combat reflexes, at will SLAs (bleed, daze monster, and scare)
Ogres = darkvision (60 ft) and low-light vision, poor perception, normal movement (in armor), hit hard with great club, no feats.
Blue Dragons (general knowledge) = Immune electricity, paralysis, sleep, electric line breath weapon, desert thirst (can create or destroy liquids in a small burst)

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Psycho casts fly spell on Daedin and himself and flies up.

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Not-Trixie gently puts a hand on Leosa's shoulder. "I'd like to think that Lamont is still with us, hiding in your shadow." The wizard's feet gently leave the ground as the wayang's do the same. "I can't help bring him back, but at least I can help you get up there to avenge him. Come fly with me?"
Stealth: 1d20 + 15 ⇒ (17) + 15 = 32
Long-term spells (mage armor from wand, see invisibility, darkvision) before casting fly on herself and Leosa.

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Psycho stealth: 1d20 + 1 ⇒ (17) + 1 = 18
The group finds their way up to the landing without difficulty. Just as Leosa touches down, the gears begin to strain audibly and the entire Fortress lurches forward, pushing into the dense overgrowth as if wading through water, and forcing you to catch your step.
The doors in front of you creak and swing ominously with each massive step the Fortress takes. The ogres inside do not seem to have noticed your arrival, and stand (using all their willpower) trying to listen to the drill sergeant spriggan while fumbling with their clubs and javelins.
I'll give you just a bit longer today for any more preparations otherwise I assume you will take the initiative (literally) for a surprise round. If you do something noisy in preparation (like cast a verbal spell), please roll another stealth check. The doors are swinging slightly with each step but haven't opened fully. You can access the interior through the pink squares, or you can open the door closest to you fully with a move action. The chamber beyond has a 20 foot ceiling.

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Psycho will, before he starts to fly, use his wand of mage armor.

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Ready to begin their assault, the group takes the initiative against the hapless ogre guards and their pesky leader!
-----------------------------------
Daedîn Init: 1d20 + 13 ⇒ (6) + 13 = 19
Leosa Init: 1d20 + 4 ⇒ (18) + 4 = 22
Not-Trixie Init: 1d20 + 7 ⇒ (15) + 7 = 22
Psycho Dread Init: 1d20 + 1 ⇒ (7) + 1 = 8
River of Stars Init: 1d20 + 2 ⇒ (17) + 2 = 19
Sihir Aneh Init: 1d20 + 3 ⇒ (1) + 3 = 4
Black Init: 1d20 + 8 ⇒ (11) + 8 = 19
Red Init: 1d20 - 1 ⇒ (9) - 1 = 8
Yellow Init: 1d20 - 1 ⇒ (12) - 1 = 11
Orange Init: 1d20 - 1 ⇒ (16) - 1 = 15
Surprise Round - Bold can act in surprise round (Hunter's Blessing and Lucky Numbers are up)
Not-Trixie <mage armor, see invisibility, darkvision, fly>
Leosa <clay skin, fly>
Daedîn <fly>
Black Spriggan
Gray Ogre
River of Stars <heightened awareness, heroism, fly>
Orange Ogre
Yellow Ogre
Psycho Dread <mage armor, fly>
Red Ogre
Sihir Aneh <mage armor, pass without trace, spider climb>

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Daedîn steps 5’ SE and fires a cold iron arrow at the yellow ogre...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim, Sneak Attack
Magic Longbow: 1d20 + 13 + 2 + 1 + 1 - 2 ⇒ (16) + 13 + 2 + 1 + 1 - 2 = 31
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 1 + 4 + 4d6 ⇒ (8) + 2 + 1 + 1 + 4 + (3, 2, 5, 2) = 28

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Stealth: 1d20 + 21 ⇒ (5) + 21 = 26
Sihir goes through the motions and incantation of what would surely be a powerful spell...but it doesn't appear to do anything...
...not to any of YOU, anyway - the goons inside, on the other hand, all find themselves faced with a DC 25 phantasmal web!

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Thanks for the lift.
Leosa slips through the gap in the doors, a long hammer of solid darkness appearing in her hands.
move and swift action Gloomstorm.

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Psycho casts Haste on the party.

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Not-Trixie joins Daedîn at the gap between the doors, rubbing a bit of soft butter between her fingers as she conjures a similarly-slippery pool of grease underneath the red-skinned ogre.
5ft step and cast grease (Reflex 19) under Red.

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With the sounds of spellcasting signifying that stealth is over, River begins his usual drone of shoanti magic weaving while Eska floats around his head.
Casting bless on the party

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Not-Trixie greases the nearest ogre who slumps awkwardly to his knees then the floor. Leosa moves in under Daedin's covering fire and his lone arrow sinks deep into the ogre's back. Casting the door open, River and Psycho are able to cast their beneficial spells on the party. Sihir weaves his phantasm and infects the majority of the guards with its hideous effect. Several of the ogres begin to yell the same word in Giant, which you can only assume is - "spiders!"
Red Reflex vs Grease: 1d20 + 1 ⇒ (1) + 1 = 2
Black Will vs Phantasmal Web: 1d20 + 4 ⇒ (11) + 4 = 15
Gray Will vs Phantasmal Web: 1d20 + 5 ⇒ (20) + 5 = 25
Orange Will vs Phantasmal Web: 1d20 + 5 ⇒ (19) + 5 = 24
Yellow Will vs Phantasmal Web: 1d20 + 5 ⇒ (5) + 5 = 10
Red Will vs Phantasmal Web: 1d20 + 5 ⇒ (20) + 5 = 25
Black Reflex vs Phantasmal Web: 1d20 + 7 ⇒ (2) + 7 = 9
Orange Reflex vs Phantasmal Web: 1d20 + 1 ⇒ (15) + 1 = 16
Yellow Reflex vs Phantasmal Web: 1d20 + 1 ⇒ (13) + 1 = 14
Round 2 - Bold can act (Haste, Bless, Hunter's Blessing (dragon) and Lucky Numbers are up)
Not-Trixie <mage armor, see invisibility, darkvision, fly>
Leosa <clay skin, fly>
Daedîn <fly>
Black Spriggan <"web", grappled>
Gray Ogre
River of Stars <heightened awareness, heroism, fly>
Orange Ogre <"web", grappled>
Yellow Ogre -28 damage <"web", grappled>
Psycho Dread <mage armor, fly>
Red Ogre <prone>
Sihir Aneh <mage armor, pass without trace, spider climb>

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Daedîn fires at the yellow ogre till it drops...and then concentrates on the spriggan…
If/when the target changes to the Spriggan, subtract 1 from attack/damage as PBS won't apply to that target...
To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim, Sneak Attack
Magic Longbow vs FFAC: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (11) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 25
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 1 + 4 + 4d6 ⇒ (2) + 2 + 1 + 1 + 4 + (5, 1, 4, 5) = 25
Magic Longbow (Rapid Shot) vs FFAC: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (7) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 21
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 1 + 4 + 4d6 ⇒ (7) + 2 + 1 + 1 + 4 + (5, 5, 2, 2) = 29
Magic Longbow (Iterative) vs FFAC: 1d20 + 8 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (5) + 8 + 2 + 1 + 1 - 2 - 2 + 1 = 14
Magic/Cold Iron/Sneak Damage: 1d6 + 2 + 1 + 1 + 4 + 4d6 ⇒ (5) + 2 + 1 + 1 + 4 + (2, 4, 5, 2) = 26
Magic Longbow (Haste) vs FFAC: 1d20 + 13 + 2 + 1 + 1 - 2 - 2 + 1 ⇒ (19) + 13 + 2 + 1 + 1 - 2 - 2 + 1 = 33
Magic/Cold Iron/Sneak Damage: 1d8 + 2 + 1 + 1 + 4 + 4d6 ⇒ (8) + 2 + 1 + 1 + 4 + (3, 6, 4, 3) = 32
...and then moves back 5'...

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Not-Trixie readies herself in case one of the giants approaches, the leftover butter sticking to her fingers.
Readied action to grease (Reflex 19) the floor if an opponent moves into the line that runs between Red and Yellow.

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Leosa moves to the fallen ogre and brings her hammer down.
Attack, Bless, Haste: 1d20 + 17 + 1 + 1 ⇒ (7) + 17 + 1 + 1 = 26
Damage: 1d10 + 9 ⇒ (6) + 9 = 15
Time's like these you really miss your shadow.

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Leosa slides forward and strikes the sprawled ogre. Daedîn's relentless volley spreads across the garden, finishing off the first ogre with the first and then forcing two more arrows into the hampered rider.
There are more distinct grunting words from the ogres, as the ridden one lumbers forward, only to met by Not-Trixie's readied grease slick. The spriggan stumbles off the ogre, still reeling from the spider "swarm".
The discouraged ogre tries to regain his footing. provokes from Leosa
Black Fort vs Web Nausea: 1d20 + 11 ⇒ (9) + 11 = 20
Black New Will vs Phantasmal Web (due to being told it was fake by gray): 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Gray Reflex vs Grease: 1d20 + 1 ⇒ (17) + 1 = 18
Round 2 - Bold can act (Haste, Bless, Hunter's Blessing (dragon) and Lucky Numbers are up)
Leosa <clay skin, fly> <gets AOO on Gray>
Daedîn <fly>
Not-Trixie <mage armor, see invisibility, darkvision, fly>
Black Spriggan <"web", grappled> -61 damage
Gray Ogre <stood up, provokes from Leosa>
River of Stars <heightened awareness, heroism, fly>
Orange Ogre <"web", grappled>
Yellow Ogre <"web", unconscious> -53 damage
Psycho Dread <mage armor, fly>
Red Ogre <prone> -15 damage
Sihir Aneh <mage armor, pass without trace, spider climb>