
GMEuan |

Major Kort, using proper bolts, does full damage as he did last round. The Major hits twice more. Muri plugs red twice. Elen hits the immune-to-feinting bastards twice none the less. Kamari does real damage through the DR (if spell combat, aren’t you -2 on attacks? Hit either way, just checking). Edelmira only hits once, but it’s quite a wallop even if DR does apply. Though technically you can’t tell how wounded a construct is, this one is so clearly hanging by a thread it’s hard to miss. Nevertheless it persists.
Orange moves up next to the Major and Kamari, attacking the Major.
Orange on Major Kort: 1d20 + 21 ⇒ (16) + 21 = 37 damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
It swats the Major, returning at least some of the damage it has so far received.
Green 5’ steps into flank and swings twice on Kamari.
Blue on Kamari: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28 damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Blue on Kamari: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17
Even with the fresh shield Kamari is hit once.
Red and green step up on Edelmira and continue their attacks.
Red on Edelmira: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
Red on Edelmira: 1d20 + 21 ⇒ (4) + 21 = 25 damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
Green on Edelmira: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 2d6 + 10 ⇒ (1, 2) + 10 = 13
Green on Edelmira: 1d20 + 21 ⇒ (12) + 21 = 33 damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Edelmira takes two painful blows to the ribs. At least one is cracked.
- Round 2 -
Major Kort - 11 (-17hp)
Muri - 9
Elen - 6
- Round 3 -
Kamari - 19 (-17hp)
Edelmira - 18+ (-53hp)
Cryptguards - 18-
Cryptguard Blue - 18- (-49hp)
Cryptguard Red - 18- (-118hp)
Cryptguard Green - 18- (-13hp)
• Now up - everyone!
A note about the pillars. They really are fairly small, and so don’t restrict movement or positioning. They do provide cover, but only across the diagonal if they sit between two combatants.

Mallë-o i Otos Elen |

Elen spring attacks Green, then Blue.
Improved Spring Attack Green: 1d20 + 22 ⇒ (8) + 22 = 30
for Damage: 1d8 + 6 + 3 + 3 ⇒ (5) + 6 + 3 + 3 = 17 adamantine
Improved Spring Attack Blue: 1d20 + 17 ⇒ (8) + 17 = 25 .
for Damage: 1d8 + 6 + 3 + 3 ⇒ (2) + 6 + 3 + 3 = 14 adamantine
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 25/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3

The Night Swan |

The Night Swan scowls under her mask as each of the statues gets a hit in on her. She adjusts her tactics to keep herself more protected as she strikes. Move action to pick up Combat Expertise with Martial Flexibility
She then aims a perfect finishing blow at the weakened statue.
Perfect Vulnerability vs Red (power attack, combat expertise): 1d20 + 20 - 4 - 4 ⇒ (11) + 20 - 4 - 4 = 23
Perfect Damage (power attack): 1d10 + 9 + 8 ⇒ (7) + 9 + 8 = 24
Reminder that attack is vs flatfooted touch
HP: 65/118
AC: 38/18/33
Saves: F14/R14/W15 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, martial flexibility (combat expertise), combat expertise
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+20[/dice] to hit;
[ dice]1d10+9[/dice] damage.

Major K'Aldrian Kort 1ATD, Ret. |

Round 2
Kort steps back from orange, and assuming it doesn't follow, he will use the last of his fancy bolts to shoot orange.
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 + 3 ⇒ (14) + 16 + 2 + 3 = 35 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (3) + 4 + 1 + 3 = 11 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 + 3 ⇒ (19) + 16 + 2 + 3 = 40 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 11 + 2 + 3 ⇒ (6) + 11 + 2 + 3 = 22 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (7) + 4 + 1 + 3 = 15 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 5 + 2 + 3 ⇒ (7) + 5 + 2 + 3 = 17 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (4) + 4 + 1 + 3 = 12 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
Pot Crit: 1d20 + 16 + 2 + 3 ⇒ (1) + 16 + 2 + 3 = 22 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (1) + 4 + 1 + 3 = 9 magic cold iron damage; (clustered)
hp: 108/108
AC: 21/16/17
Saves: F9/R14/W13 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/8 used
Adhere to the Law: 0/3 used
Extend Rods: 3/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*1,LesRest*0)
3: 4/9 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/6 used (GrInv*0,CCW*0,FoM*0)
5: 0/2 used (CLWM*0,FlStr*0)
Kort's usual protections: See Invisibility (130 min), extended Heroism on himself and Kamari (260 min), Magic Circle Against Evil 10' (260 min). Daybreak Arrows (130 min), Resist Fire 30.
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)
[ dice]1d20+10+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)
[ dice]1d20+5+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 13 + 2 + 1 ⇒ (3) + 13 + 2 + 1 = 19 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (4, 1, 1, 3) + 1 = 10 fire damage
24/50 left.

Kamari |

Round 3, AC 32 with shield
Kamari takes a 5' step, but still can't find a good rhythm with the constructs. Fortunately, they seem easy to hit.
Heroism is +2 and spell combat is -2 so it evens out. Sorry for not showing the +2 and -2 to make it clear. Might be a flank in there this time, but wasn't sure so didn't include it.
1st attack + heroism - spell combat: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 1d6 + 11 + 11 ⇒ (6) + 11 + 11 = 28
-
Koriana's blade 2nd attack: 1d20 + 22 - 5 ⇒ (3) + 22 - 5 = 20
damage: 1d6 + 11 + 11 ⇒ (3) + 11 + 11 = 25
-
Koriana's blade 3rd attack: 1d20 + 22 - 10 ⇒ (11) + 22 - 10 = 23
damage: 1d6 + 11 + 11 ⇒ (5) + 11 + 11 = 27

Muri Daybreaker |

Round 2, Init 9
Muri
AC = 25
HP = 90/90
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Teef
Condition(s) = None
Underfoot scoots back a little, studying the cryptguard so nearby, while observing what her mount does to it with arrows.
Good Bow...: 1d20 + 22 + 1 - 2 - 4 ⇒ (6) + 22 + 1 - 2 - 4 = 23 for 1d6 + 6 + 1 + 8 ⇒ (1) + 6 + 1 + 8 = 16 piercing, blanched damage
Good Bow...: 1d20 + 17 + 1 - 2 - 4 ⇒ (12) + 17 + 1 - 2 - 4 = 24 for 1d6 + 6 + 1 + 8 ⇒ (6) + 6 + 1 + 8 = 21 piercing, blanched damage
Good Bow...: 1d20 + 12 + 1 - 2 - 4 ⇒ (2) + 12 + 1 - 2 - 4 = 9 for 1d6 + 6 + 1 + 8 ⇒ (5) + 6 + 1 + 8 = 20 piercing, blanched damage
Good Bow...: 1d20 + 22 + 1 - 2 - 4 ⇒ (14) + 22 + 1 - 2 - 4 = 31 for 1d6 + 6 + 1 + 8 ⇒ (2) + 6 + 1 + 8 = 17 piercing, blanched damage

GMEuan |

Major Kort steps back plinking the crypt guardian twice more. Muri has a rough ride of it until his last shot, which ends red where it stands. Elen starts picking apart the green and blue pair with Kamari who whacks orange again, hitting it once though DR applies. Edelmira smacks green, as red is down, wounding it further (DR).
The red construct crumbles to dust (don’t breathe this!) as the power that kept it together all these centuries is severed.
Orange steps up to Kamari
Orange on Kamari: 1d20 + 21 ⇒ (7) + 21 = 28 damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
Orange on Kamari: 1d20 + 21 ⇒ (1) + 21 = 22 damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
And Blue follows into flank swinging twice on Kamari.
Blue on Kamari: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42 damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
Blue on Kamari: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 26 damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20
Kamari takes one blow from blue as their battle rages onward.
Green also moves up and swings twice more on Edelmira.
Green on Edelmira: 1d20 + 21 ⇒ (14) + 21 = 35 damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15
Green on Edelmira: 1d20 + 21 ⇒ (13) + 21 = 34 damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Edelmira prepares to take a more defensive stance, but her armor does its job for now as green fails to connect.
- Round 3 -
Major Kort - 11 (-17hp)
Muri - 9
Elen - 6
- Round 4 -
Kamari - 19 (-32hp)
Edelmira - 18+ (-53hp)
Cryptguard Blue - 18- (-63hp)
Cryptguard Red - 18- (destroyed)
Cryptguard Green - 18- (-44hp)
Cryptguard Orange - 18- (-39hp)
• Now up - everyone!
A note about the pillars. They really are fairly small, and so don’t restrict movement or positioning. They do provide cover, but only across the diagonal if they sit between two combatants.

Major K'Aldrian Kort 1ATD, Ret. |

Round 3
Kort shoots 'normal-ish' bolts at orange, with no more blanching betties to offer.
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 + 3 ⇒ (16) + 16 + 2 + 3 = 37 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (4) + 4 + 1 + 3 = 12 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 + 3 ⇒ (11) + 16 + 2 + 3 = 32 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (8) + 4 + 1 + 3 = 16 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 11 + 2 + 3 ⇒ (15) + 11 + 2 + 3 = 31 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 5 + 2 + 3 ⇒ (18) + 5 + 2 + 3 = 28 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (7) + 4 + 1 + 3 = 15 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
PotCrit: 1d20 + 5 + 2 + 3 ⇒ (3) + 5 + 2 + 3 = 13 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (3) + 4 + 1 + 3 = 11 magic cold iron damage; (clustered)
hp: 108/108
AC: 21/16/17
Saves: F9/R14/W13 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/8 used
Adhere to the Law: 0/3 used
Extend Rods: 3/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*1,LesRest*0)
3: 4/9 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/6 used (GrInv*0,CCW*0,FoM*0)
5: 0/2 used (CLWM*0,FlStr*0)
Kort's usual protections: See Invisibility (130 min), extended Heroism on himself and Kamari (260 min), Magic Circle Against Evil 10' (260 min). Daybreak Arrows (130 min), Resist Fire 30.
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)
[ dice]1d20+10+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)
[ dice]1d20+5+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 13 + 2 + 1 ⇒ (9) + 13 + 2 + 1 = 25 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (3, 3, 3, 4) + 1 = 14 fire damage
24/50 left.

Kamari |

Round 4, AC 32 with shield
Kamari takes a 5' step out of the flank, but she continues to struggle in the tomb as she stabs at orange.
This place is cursed!
1st attack + heroism - spell combat: 1d20 + 22 ⇒ (3) + 22 = 25
damage: 1d6 + 11 + 11 ⇒ (5) + 11 + 11 = 27
-
Koriana's blade 2nd attack: 1d20 + 22 - 5 ⇒ (1) + 22 - 5 = 18
damage: 1d6 + 11 + 11 ⇒ (5) + 11 + 11 = 27
-
Koriana's blade 3rd attack: 1d20 + 22 - 10 ⇒ (11) + 22 - 10 = 23
damage: 1d6 + 11 + 11 ⇒ (6) + 11 + 11 = 28

Muri Daybreaker |

Round 3, Init 9
Muri
AC = 25
HP = 90/90
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Teef
Condition(s) = None
Muri and Underfoot circle Green by only 5', while the halfling plinks precious arrows again and again.
Good Bow...: 1d20 + 22 + 1 - 2 - 4 ⇒ (20) + 22 + 1 - 2 - 4 = 37 for 1d6 + 6 + 1 + 8 ⇒ (6) + 6 + 1 + 8 = 21 piercing, blanched damage
Good Bow...: 1d20 + 17 + 1 - 2 - 4 ⇒ (19) + 17 + 1 - 2 - 4 = 31 for 1d6 + 6 + 1 + 8 ⇒ (6) + 6 + 1 + 8 = 21 piercing, blanched damage
Good Bow...: 1d20 + 12 + 1 - 2 - 4 ⇒ (12) + 12 + 1 - 2 - 4 = 19 for 1d6 + 6 + 1 + 8 ⇒ (2) + 6 + 1 + 8 = 17 piercing, blanched damage
Good Bow...: 1d20 + 22 + 1 - 2 - 4 ⇒ (20) + 22 + 1 - 2 - 4 = 37 for 1d6 + 6 + 1 + 8 ⇒ (2) + 6 + 1 + 8 = 17 piercing, blanched damage
edit:
Confirm Critical #1?: 1d20 + 22 + 1 - 2 - 4 ⇒ (14) + 22 + 1 - 2 - 4 = 31 for 2d6 + 12 + 2 + 16 ⇒ (6, 2) + 12 + 2 + 16 = 38 piercing, blanched damage
Confirm Critical #2?: 1d20 + 22 + 1 - 2 - 4 ⇒ (20) + 22 + 1 - 2 - 4 = 37 for 2d6 + 12 + 2 + 16 ⇒ (2, 2) + 12 + 2 + 16 = 34 piercing, blanched damage

The Night Swan |

With one foe down and the next already hurting, the Night Swan decides to go on a full offensive. Stepping behind the statue so that Muri has a completely unobstructed view, she hacks at the stone.
Primary Attack with Aymr (power attack): 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36
Primary Damage (power attack): 1d10 + 9 + 8 ⇒ (7) + 9 + 8 = 24
Crit Confirm: 1d20 + 20 - 4 ⇒ (8) + 20 - 4 = 24
Crit Damage: 2d10 + 34 ⇒ (3, 6) + 34 = 43
Secondary Attack with Aymr (power attack): 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Secondary Damage (power attack): 1d10 + 9 + 8 ⇒ (1) + 9 + 8 = 18
Tertiary Attack with Aymr (power attack): 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Tertiary Damage (power attack): 1d10 + 9 + 8 ⇒ (1) + 9 + 8 = 18
HP: 65/118
AC: 34/14/33
Saves: F14/R14/W15 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, martial flexibility (combat expertise)
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+20[/dice] to hit;
[ dice]1d10+9[/dice] damage.

Mallë-o i Otos Elen |

Elen addresses the cryptguards. ”Go back to the stillness of your inanimate core and haunt this place nevermore!” There’s an inspiring chill that sweeps the room. You swear it.
Poetic Inspiration, +6 to attacks/damage everyone.
Elen five foot steps into flank with Kamari and attacks orange.
Naginata: 1d20 + 22 + 6 ⇒ (19) + 22 + 6 = 47
for Damage: 1d8 + 6 + 3 + 3 + 6 ⇒ (8) + 6 + 3 + 3 + 6 = 26 adamantine
Naginata: 1d20 + 17 + 6 ⇒ (9) + 17 + 6 = 32 .
for Damage: 1d8 + 6 + 3 + 3 + 6 ⇒ (8) + 6 + 3 + 3 + 6 = 26 adamantine
Naginata: 1d20 + 12 + 6 ⇒ (15) + 12 + 6 = 33 .
for Damage: 1d8 + 6 + 3 + 3 + 6 ⇒ (1) + 6 + 3 + 3 + 6 = 19 adamantine
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 25/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3

GMEuan |

Major Kort hits orange four times, and with clustered shots manages a considerable amount of damage. Muri crits and follows with another arrow behind it to end green, then follows with a crit on orange, but it does not, quite, drop. Elen fills the party with power and hews orange to dust. Kamari hits twice thanks to Elen, leaving Edelmira to cross over and finish green off with one powerful critical which manages to confirm with the +6 boost!
The last cryptguard crumbles to dust and the room grows still. Other than the four piles of dust, nothing seems to have changed.
Another room description below as a refresher, and link to the south wall murals (link).
Tall fluted columns line this spectacular hall, the floor of which consists of triangular and rectangular tiles of white and golden marble that fit together precisely. Weathered murals cover much of the south walls, and stocky gargoyles with human and avian heads peer toward the room’s center from the room’s corners and from the columns’ capitals.
A careful examination of the traps shows them still to be set and no switches or levers can be found. As they are magical traps, the Major with his excellent tools is helpless to deactivate them.
Major Kort (-17hp)
Muri
Elen
Kamari (-32hp)
Edelmira (-53hp)
• We are out of initiative.

The Night Swan |

The Night Swan nods in satisfaction, having gotten two extremely powerful hits in that melee. She begins healing herself up immediately. ”Any suggestion on how to trigger the traps from outside their range, Major?”
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Major K'Aldrian Kort 1ATD, Ret. |

1d8 + 1 ⇒ (1) + 1 = 2 CLW
1d8 + 1 ⇒ (7) + 1 = 8 CLW
1d8 + 1 ⇒ (3) + 1 = 4 CLW
Kort takes 3 more charges from the wand, having taken a decent blow of his own.
"Nope, not a clue. I'll go first and see if I can't trigger and avoid the not-cursed one, unless you want to try?" Kort says, offering himself up. Also he has decent saves. Up to you.
If Kort goes, he will try to run and jump over the trap.

Muri Daybreaker |

High Good: 1d2 ⇒ 2
High Good: 1d2 ⇒ 2
High Good: 1d2 ⇒ 2
High Good: 1d2 ⇒ 1
High Good: 1d2 ⇒ 2
High Good: 1d2 ⇒ 1
Muri manages to retrieve four of six fired-but-failed adamantine blanch arrows. He looks almost as satisfied as he did after his last shots against the couple of cryptguards.
Halfling and Hound bound through the molten gold trap, expecting the worst, hoping for the best. "Maybe it stays quiet for a bit? After it's been set off? Yeah, let's hope."
Muri: 1d20 ⇒ 15 +15 Fort +13 Ref +13 Will
Underfoot: 1d20 ⇒ 15 +15 Fort +15 Ref +6 Will

The Night Swan |

The Night Swan takes up a position at the edge of the trap's radius. She crouches in preparation for a jump. The stone buckles under her as she launches herself over the entire 30 feet diameter of the trap, landing on the other side with room to spare.
Acrobatics to Jump (DC 35?): 1d20 + 25 ⇒ (17) + 25 = 42
Whether the trap goes off as she soars over it remains to be decided though.
Reminder that her Vigilante Talent Leap and Bound lets her break some jumping rules, including needing a running start

Mama D |
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Her teleport is quick, but not terribly precise, and so her presence amongst the diggers and the sappers outside the tomb startles the old woman almost as much as it seems to startle the workers.
”Oh, Goodness me! I have curled the course, haven’t I? Please, don’t let me interrupt.. the Others are this way, are they not? No, do not fret on my account, I’ll just let myself in, shall I?
She admires the doors and the overall masonry work of the tomb as she sinks into its depths just as easily as she might make her way down an elegant stair case.
Once further on, Mama D ‘tsks’ to herself and to the small creature that travels with her, ”Oh goodness, Cuddles, One would think us new to such travel, with such a distance from our destination. “ she refuses to admit, even to her most constant companion, that perhaps a certain nervous anticipation may have sent her spell mildly off course.
“Still, it could have been worse.” it could always be worse. A hopeful disposition is first shield One should cast, every day! ”The same general vicinity isn’t bad, as those sorts of things go.“
She allows a bit of a smile to her happily crinkled features, which broadens at the noise ahead of her.
“ Oh, we have almost caught up with them, Cuddles. Yes, I think it will be a lovely surprise. And just in time by the sounds of it.”
It is almost without conscious thought, the quick sprinkle of magic that cleans tomb dust from her clothes and skin. Even with friends and family, there is a certain decorum to be maintained, after all. It is only as she steps fully forward that Mama D takes in the trap in front of Muri and his faithful Feet, too close for comfort.
”Oh goodness, Child, Do be careful!”
caster level check/dispel/trap: 1d20 + 12 ⇒ (7) + 12 = 19
hi, everyone!

Major K'Aldrian Kort 1ATD, Ret. |
1 person marked this as a favorite. |

hi, everyone!
Oh.My.God. <fanboy squeal>
”M’Della, is that you? Truly?” Kort’s eyes squint, and then narrow, looking around for signs of trickery as no one really knows what other traps might exist in this tomb…and this could be one of them. He steps away from the trap, and her casting, as he tries to believe his own lyin’ eyes.
”M’Della? How? When…did…you…get here?”

GMEuan |

Mama D acts quickly, sending spell power ahead of poor Muri, Underfoot, and Edelmira. Perhaps it’s the ancient age of the magics, frayed at the edges by time, but the spell defeated the sorcery in the trap, and the way is clear.
But perhaps not for long! The trap could reset quickly, you do not know.
I imagine the party moves quickly to the next chamber as they talk, but let me know if that is not the case, and feel free to move on the map. I’ll open up the various rooms you can see after some discussion.

Kamari |

Youthful Kamari is more trusting than the old cynical Major--which is not necessarily a good thing. She moves into the next room to locate any threats before chatting it up with their returned friend.
perception for threats/traps: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
After looking around she turns to Mama D, "Good to see you! How'd you get here? Do you know anything more about this place than we do--which, honestly, is not much. Learned any new tricks? I have."
Kamari uses prestidigitation to clean up from the blows taken from the constructs.

The Night Swan |

The Night Swan looks back to see their new arrival. She tenses at first, assuming it must be some new threat, but she sees Kamari’s warm reception and the dispelled trap and eases.
She stows Aymr as she walks back over to the group. She the silver gauntlet from her right hand and holds out the scarred limb for a shake. ”Madame Madella Lotheed, I presume. I have often heard more familiar versions of your name spoken in fond tones. You may call me the Night Swan.”

Muri Daybreaker |

Muri has just enough time in his peripheral vision to see their old companion appear suddenly, and with purpose aligned. Halfling and hound dash through the hallway, as Muri spins about in the saddle to look directly at Madame Lotheed, in the flesh. He has no flinch about him, subconsciously trusting that whatever punishment he and Underfoot were about to experience has been stayed by the powerful hand of the lady.
"Thank you! It's really nice to see you again! Maybe not in a tomb, but we shouldn't be here long."
Underfoot's ears are raised, hearing something, perhaps nothing, but ready to hear and ready to react to what smells like the grave in all parts of this underground.

Major K'Aldrian Kort 1ATD, Ret. |

"Good to see you! How'd you get here? "
Kort’s eyes stay narrowt. ”Have you been trapped in this tomb? Didn’t you say you were returning home? Is this…home? How long has it been?” Kort suddenly worries that he misunderestimated M’Della’s age by a few dozen centuries.

Mallë-o i Otos Elen |

It is almost without conscious thought, the quick sprinkle of magic that cleans tomb dust from her clothes and skin.
Distracted at the current dilemna, Elen is surprised slightly when the trap is dispeled. She slowly turns to finally see Mama D in pristine condition.
”M’Della?”
”M’Della?” Elen echoes, ”No, of course it’s you! Magic, right? I’m betting that’s how you got here! Glad to see you and Cuddles! We’ve been sorely missing your talents.”
”Learned any new tricks? I have."
As Kamari casts prestidigitation Elen self-consciously tries to brush construct dust off of her head and face.
She waits until everyone is ready and then presses on with the others.
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 25/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3

Mama D |
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”M’Della, is that you? Truly?”
”M’Della? How? When…did…you…get here?”
”Just a few moments ago, I assure you. I am terribly sorry to be so late, but there was much to do in the Capitol… at home, and it took a bit longer than I had planned. “ Her eyes take in the stranger in their midst, and the edit is automatic.
Kort’s eyes stay narrowt. ”Have you been …Is this…home? How long has it been?” Kort suddenly worries that he misunderestimated M’Della’s age by a few dozen centuries.
She laughs, genuine and light hearted, belying the many years that are her own own. “Oh heavens no, though you know what they say… Home is where the heart is? That would be far too forward for such circumstances as these and so she opts for something slightly less heartfelt. But nonetheless still true. ” Home is where your feet catch up with your soul.”
Youthful Kamari is more trusting than the old cynical…
"Good to see you! How'd you get here? Do you know anything more about this place than we do--which, honestly, is not much. Learned any new tricks? I have."
”It is so good to see you too, Child.“
knowledge history: 1d20 + 11 ⇒ (3) + 11 = 14 ”Not much, I’m afraid, probably not a jot more than you. It *is* very old.. ah tricks, yes! Being here would be my latest new trick, but oh my goodness, your new one remains my favorite! “The Night Swan looks back to see their new arrival.
”Madame Madella Lotheed, I presume. ”
”it is a pleasure, Night Swan. “ She has had too much experience in secrets, and betrayals to be overly comfortable with a new person , but the obvious comfort of her family speaks well of the New Bird in the nest. “[/b]
"Thank you! It's really nice to see you again! Maybe not in a tomb, but we shouldn't be here long."
”well, a tomb was the opportunity offered, but let us do what we must and then find refreshment, shall we? A trading of trials and triangle sandwiches would be lovely, she sighs longingly at the thought, then straightens her shoulders and smiles, ”not long sounds just the thing! Let us make short work of it, and move on to other things, shall we?”
”M’Della?” Elen echoes, ”No, of course it’s you! Magic, right? I’m betting that’s how you got here! Glad to see you and Cuddles! We’ve been sorely missing your talents.”
As Kamari casts prestidigitation Elen self-consciously tries to brush construct dust off of her head and…
It is a moment, no more than that, but as Elen brushes at the dust, Mama D “Mamas” just a bit and cleans off her clothing for her. She suppresses the urge to flourish and sparkle and so it is a quiet sort of magic, just a gesture, for one long missed.
”As I have sorely missed yours, my Dear, I assure you” Her time away had not been all intrigue and bloodshed, but nearly so, and fond memories of camaraderie and lighter times mixed with their other duties were something that proved a balm in difficult straits.

GMEuan |

The rest of you swiftly move to the tunnel following Muri and Edelmira as you chatter among yourselves (and you should feel free to continue). You can largely see the next three rooms, however, as there is movement to the west, we’ll start with that. (Also, Kamari finds a trap to the south, but we’ll get to that later too.)
So, to the west! More than a hundred painted scenes parade clockwise along the walls of this room (what you can see through the tunnel), showing people celebrating, fighting, traveling, and working. In the center of the room stands a mechanical humanoid with bronze wings embedded with lapis lazuli and a sword embedded in the sculpted form of a dead dragon.
- - -
The construct lurches to life, rather more stiffly than the cryptguards. But lurch to life it does as it begins to babble away in some ancient tongue. Or maybe no tongue at all - it’s hard to say though some words seem familiar. (Linguistics for more.) As it speaks, it moves throughout the room, pointing here and there like some docent in a museum…
From where you are you can’t see much into the room and the mechanical creature is often lost to sight.
(There are no immediate threats east or south, so I suspect you’ll address this first. Feel free to move elsewhere of course. If so, I’ll open up the room and describe.)

Mama D |

knowl arcana: 1d20 + 19 ⇒ (18) + 19 = 37
"A clockwork angel? Now that is an interesting bit of magic to leave lying about."
Vulnerabilities?
Special Attacks?
linguistics: 1d20 + 13 ⇒ (10) + 13 = 23
languages known:Ancient Osiriani, Azlanti, Celestial, Common, Dwarven, Elven, Infernal, Osiriani, Skald, Sylvan, Undercommon

Major K'Aldrian Kort 1ATD, Ret. |
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“Oh heavens no, though you know what they say… Home is where your feet catch up with your soul.”
Kort nods, still suspicious, but also clearly delighted to have his old friend back. If it was really her, and he concedes that it might be. Stranger things have happened.
"How did you know we were here? Have you been in contact with the Princess? What have you been up to?" Kort asks, hoping for a good answer or two. Finding M'Della in a dusty old tomb might be fine for some reunions, but he wasn't thinking this as the time or place for this one.
* * *
1d20 + 23 + 2 ⇒ (17) + 23 + 2 = 42 Know (Arcana) - DRs? Special attacks? SR? Where does it think M'Della has been?

GMEuan |

You suspect the clockwork angel is malfunctioning a little.
- - -
Enhanced Weapon (Su) When initially created, a clockwork angel is granted the ability to infuse a single wielded masterwork melee weapon with magical power. The creator determines what sort of effects each clockwork angel can grant to its weapon, as long as the enhancements are equivalent to a +3 enhancement bonus. Most clockwork angels are granted the ability to transform a wielded weapon into a +1 flaming keen weapon. A clockwork angel can infuse a melee weapon it wields in this manner at will as a free action; it can have only one such weapon at a time, and the weapon loses its magical infusion and reverts to a masterwork weapon as soon as the clockwork angel drops it or is destroyed.
- - -
Enhanced Weapon (Su) When initially created, a clockwork angel is granted the ability to infuse a single wielded masterwork melee weapon with magical power. The creator determines what sort of effects each clockwork angel can grant to its weapon, as long as the enhancements are equivalent to a +3 enhancement bonus. Most clockwork angels are granted the ability to transform a wielded weapon into a +1 flaming keen weapon. A clockwork angel can infuse a melee weapon it wields in this manner at will as a free action; it can have only one such weapon at a time, and the weapon loses its magical infusion and reverts to a masterwork weapon as soon as the clockwork angel drops it or is destroyed.
- - -
As you approach the construct, or at least the room to see, you start to sense patterns in what they are doing.
While the Tomb of the First Emperor served as a public monument (some 2,000 years ago), this room operated as a place where visitors could learn more about Taldor’s glorious history. Several clockwork humanoids refurbished from then ancient Jistkan models were programmed to point to placards, gesture to the elaborate painted scenes, and even pantomime several now extinct rituals and dances. Only one remains.
First it shows the Azlanti exodus with purple eyed people fleeing from ruins battered by fire, storms, and tsunamis. These refugees then meet people (a mix of Kellids, Keleshites, and Garundi) with different complexions and outfits, and in some places they fight and in others they exchange gifts. Several panels later, there are only olive-skinned people - the ethnically Taldan descendants of many bloodlines - wearing clothing much like the Azlanti refugees, and these folk dance, farm, build temples, hunt, and war with one another.
Along the western wall is an ancient map of the eastern city states that later united to form Taldor, including familiar names like Cassomir, Oppara, and Zimar, as well as unfamiliar names like Iphria, Ralsagad, and Wayondas. Along the northern arc are tableaus of Taldor’s earliest days and Taldaris’s unification of the city states, culminating in his throwing several Azlanti relics into a pyre and hoisting a blue and green flag - his symbolic abandonment of a lost Azlanti past to unite the Taldan people under a new, vibrant identity.
A pair of candelabras hangs beneath concave mirrored plates that focus their light toward the walls and floor, leaving the ceiling somewhat shadowy. These fixtures gradually illuminate with flickering magical flames within a few seconds of your entering this area.
- - -

Major K'Aldrian Kort 1ATD, Ret. |

Kort will share what he knows about clockwork angels, and he will keep his eyes narrowt at the party's recently returnt angel...as he's not quite certain yet.
1d20 + 21 + 2 + 1d8 + 3 ⇒ (14) + 21 + 2 + (6) + 3 = 46 Know (History)
Kort will also narrate the history as told by the monuments, adding color when he has some to offer. As a history buff, he's somewhat excited to be here and seeing what was built. He feels, perhaps correctly, that he is the first armchair-historian-type uncovering a long lost tomb.
He waits to see if anyone has any comments or questions, or solutions of what to do with the clockwork angel.

Muri Daybreaker |

Muri repositions himself in saddle casually, while Underfoot stretches her front legs in a downward stance. The lessons imparted from Kort and Elen are interesting enough, but not as interesting as the clockwork angel itself. Once the malinois has turned them both around fully, both sets of eyes regard the construct with the intense wariness it deserves.
"So, we're destroying it, right?"

Muri Daybreaker |

Muri sees the shift, and smiles. "Well, just don't turn your back on it." The halfling reaches for an adaman-tine, readying his bow for a sudden but inevitable betrayal.
Meanwhile, Muri and Underfoot head east to lay eyes on the opposite room, expecting something equally alien and unwelcoming. Underfoot is sage enough not to cross the threshold.

GMEuan |

As the party enjoys the performance/history lesson, the angel dances around the room in a cycle. The cycle complete, it returns to the sculpted form of the dead dragon. It puts its hands on the sword so embedded, and draws it forth.
Then, it turns to the party, mumbles some gibberish, and salutes!
… before charging in swinging.
- Round 1 -
Good Folks - 20
Muri - 18
Kamari - 15+
Major Kort - 15-
Edelmira - 7 (-21hp)
Elen - 6
Elen: 1d20 + 5 ⇒ (1) + 5 = 6
Kamari: 1d20 + 6 ⇒ (9) + 6 = 15
Major Kort: 1d20 + 2 ⇒ (13) + 2 = 15
Muri: 1d20 + 3 ⇒ (15) + 3 = 18
Good Folk: 1d20 + 13 ⇒ (7) + 13 = 20
• First up the angel!
The angel closes with the party, flying over with a clattering of wings and landing in front of Edelmira before attacking!
Angelic sword on Edelmira: 1d20 + 28 ⇒ (6) + 28 = 34 damage: 2d6 + 11 + 1d6 ⇒ (1, 3) + 11 + (6) = 21 (1d6 fire)
• Next up everyone.

Kamari |

Round 1
Kamari sheds a tear for the thing that must now be destroyed. She considers saving the pieces and having it rebuilt into a more friendly dancer.
However, first things first. She rushes over and stabs the dancer.
Koriana's blade with heroism: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31
damage: 1d6 + 11 + 11 ⇒ (1) + 11 + 11 = 23

Major K'Aldrian Kort 1ATD, Ret. |

"M'Della! Look out!" Kort yells at Mama D who is recklessly incredibly close to danger, and thus confirming it must be the real Mama D.
Kort pauses just a click to see if the Night Swan and others will give Kort a clear firing lane of if there will be chaos.

Muri Daybreaker |

Round 1, Init 18
Muri
AC = 25
HP = 84/84
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Good Bow
Condition(s) = None
Muri whirls in place, because Underfoot whirls from below, and the halfling doesn't need more than a moment to understand the arrow at the ready is now called into service. "Coming!" There just so happens to be one place Underfoot can reach to avoid the body count between the friendlies and angel to reach zero.
Good Bow...: 1d20 + 22 + 1 - 4 ⇒ (17) + 22 + 1 - 4 = 36 for 1d6 + 6 + 1 + 8 ⇒ (4) + 6 + 1 + 8 = 19 piercing, blanched damage

Mama D |

"It is a shame to destroy such a thing of beauty. The Princess would love it, if it would be tamed. Alas, I fear that is not meant to be." All of the spells of could have would have should haves dissolve in an instant as her friends are in trouble.
spell resistance: 1d20 + 12 ⇒ (18) + 12 = 30
lightning bolt: 1d20 + 9 ⇒ (11) + 9 = 2010d6 ⇒ (4, 1, 4, 2, 2, 3, 5, 6, 4, 3) = 34DC18 reflex for half
"Electricity is not it's friend, and beware the sword; it is no friend of ours."

The Night Swan |

The Night Swan sighs as she cannot put any fear in a construct, yet again.
Primary Attack with Aymr (power attack): 1d20 + 20 - 4 ⇒ (12) + 20 - 4 = 28
Primary Damage (power attack): 1d10 + 9 + 8 ⇒ (6) + 9 + 8 = 23
Secondary Attack with Aymr (power attack): 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Secondary Damage (power attack): 1d10 + 9 + 8 ⇒ (7) + 9 + 8 = 24
Tertiary Attack with Aymr (power attack): 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Tertiary Damage (power attack): 1d10 + 9 + 8 ⇒ (1) + 9 + 8 = 18
HP: 118/118
AC: 34/14/33
Saves: F14/R14/W15 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+20[/dice] to hit;
[ dice]1d10+9[/dice] damage.

Mallë-o i Otos Elen |

Elen struggles, frozen in place temporarily. One minute, it’s putting me to shame with its grace and beauty, and the next it’s trying to kill anyone. Is this art, or ... ?
”Though we’d like a peaceful theme
Instead we must crush the soulless blaspheme”
Poetic Inspiration -- Everyone gets +6 to Hit AND +6 Damage
SpringAttack: 1d20 + 22 + 2 + 6 ⇒ (4) + 22 + 2 + 6 = 34 Birdsong, Flank
for Damage: 1d8 + 12 + 6 ⇒ (3) + 12 + 6 = 21 Birdsong, Adamantine
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 25/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3

Major K'Aldrian Kort 1ATD, Ret. |

Kort pauses just a click to see if the Night Swan and others will give Kort a clear firing lane of if there will be chaos.
Kort shakes his head as he is not given an clear opening to shoot, and M'Della, instead of moving into safety, keeps herself within reach of several sword swings.
Round 1
Kort shoots 'normal-ish' bolts at the creature.
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 - 4 ⇒ (6) + 16 + 2 - 4 = 20 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 16 + 2 - 4 ⇒ (2) + 16 + 2 - 4 = 16 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
Dignity's Barb (crit on 17+):
1d20 + 11 + 2 - 4 ⇒ (13) + 11 + 2 - 4 = 22 to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 magic cold iron damage; (clustered)
hp: 108/108
AC: 21/16/17
Saves: F9/R14/W13 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/8 used
Adhere to the Law: 0/3 used
Extend Rods: 3/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*1,LesRest*0)
3: 4/9 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/6 used (GrInv*0,CCW*0,FoM*0)
5: 0/2 used (CLWM*0,FlStr*0)
Kort's usual protections: See Invisibility (130 min), extended Heroism on himself and Kamari (260 min), Magic Circle Against Evil 10' (260 min). Daybreak Arrows (130 min), Resist Fire 30.
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 magic cold iron damage; (clustered)
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 magic cold iron damage; (clustered)
[ dice]1d20+10+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 magic cold iron damage; (clustered)
[ dice]1d20+5+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 13 + 2 + 1 ⇒ (10) + 13 + 2 + 1 = 26 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (6, 3, 4, 5) + 1 = 19 fire damage
24/50 left.

GMEuan |

Muri shuffles up on Underfoot and plants a solid arrow in its chest. Kamari protects Mama D and slashes at the construct, though DR applies. Edelmira fails to hit, but only just. Elen powers the party with a booster as she hits - smashing a few gears in its wing. Mama D holds firm as she lights up the angel with fire from the sky - lighting! No SR for future reference. Major Kort delays before shooting three bolts in the fray which do not connect.
Reflex: 1d20 + 17 ⇒ (15) + 17 = 32 vs DC 18 for 17 +50% vulnerability = 25hp damage
The angel shifts to the one doing the most damage… Mama D.
Angelic sword on Mama D: 1d20 + 28 ⇒ (8) + 28 = 36 damage: 2d6 + 11 + 1d6 ⇒ (2, 1) + 11 + (5) = 19 (1d6 fire)
Angelic sword on Mama D: 1d20 + 23 ⇒ (3) + 23 = 26 damage: 2d6 + 11 + 1d6 ⇒ (1, 1) + 11 + (1) = 14 (1d6 fire)
Angelic sword on Mama D: 1d20 + 18 ⇒ (19) + 18 = 37 damage: 2d6 + 11 + 1d6 ⇒ (2, 5) + 11 + (2) = 20 (1d6 fire)
critthreat Angelic sword on Mama D: 1d20 + 18 ⇒ (19) + 18 = 37 damage: 2d6 + 11 ⇒ (3, 5) + 11 = 19
I think at this point Mama D falls. The angel shifts to Kamari for the last swing.
Angelic sword on Kamari: 1d20 + 13 ⇒ (15) + 13 = 28 damage: 2d6 + 11 + 1d6 ⇒ (5, 3) + 11 + (4) = 23 (1d6 fire)
- Round 2 -
Muri - 18
Kamari - 15+ (-23hp)
Edelmira - 7 (-21hp)
Elen - 6
Mama D - 5 (-72hp, bleeding (maybe))
Major Kort - 4
- Round 3 -
Good Folks - 20 (-78hp)
• Next up everyone.