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Demon (-82)
Didy
Ambro (-20)
Al
Kvothe
Carl (-43)
1d20 ⇒ 6 Fail
1d20 ⇒ 6 SuccessAl zaps both remaining enemies, and Ambro finishes off the other xulgath. Didy lands a single arrow on the demon.

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Demon (-94)
Didy
Ambro (-20)
Al
Kvothe
Carl (-43)
Oops, almost forgot.
As Carl heals himself, the demon screams out in pain.
Mental Damage: 4d6 ⇒ (4, 1, 3, 4) = 12

Didymus the Great |

"Ooo! He didn't like that one bit! Kvothe, I bet you can hurt him just by soothing Carl's injuries!"

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Seeing the damage done by the healing, Kvothe casts SOOTHE on Carl
soothe(h+2): 3d10 + 12 ⇒ (6, 6, 10) + 12 = 34
He then fires off another magic missile at the demon
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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Demon (-98, enfeebled 2)
Didy
Ambro (-20)
Al
Kvothe (-17)
Carl (-9)
No effect on the demon after Kvothe's healing.
The demon glares at Kvothe as he steps away from Carl and towards the bard.
Attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, evil damage: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (2) = 14
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, evil damage: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10

Creepy Carl |

looks like he decided to take the Glimpse. Really going to need to raise my CHA for that good damage. Forgot about how vulnerable works.
Maybe divine or positive?

Creepy Carl |

If someone could move me to a good spot, that would be nice. I have 30', so will try to be in position to either get or allow flank.
Carl raises his shield as he moves closer to the demon. Once again he tries to put it on the floor.
Inspired Trip: 1d20 + 14 + 1 + 1 ⇒ (9) + 14 + 1 + 1 = 25
Raises shield to keep AC 26, Stride, Strike(Trip)
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)

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hmmm, that didn't quite work as I thought it would Kvothe thinks as he moves away from the demon. He then summons some arcane power and casts Paralyze
stride and cast paralyze will save DC 22

Didymus the Great |

I moved ya, Carl.
Careful, Kvothe, I think that spell has the incapacitation trait which means that it is less effective against more powerful enemies.
1. re-Mark the demon as my prey
2. hunted shot
3. command: Darting attack to step into flank and bite, then claw
hunted shot 1+inspire: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
piercing+inspire: 2d6 + 1 + 1 ⇒ (5, 2) + 1 + 1 = 9
hunted shot 2+inspire: 1d20 + 15 - 5 + 1 ⇒ (16) + 15 - 5 + 1 = 27
piercing+inspire: 2d6 + 1 + 1 ⇒ (5, 2) + 1 + 1 = 9
precision: 1d8 ⇒ 2
inspired Ambrosius jaws vs FF: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
piercing: 2d8 + 3 + 1 ⇒ (2, 5) + 3 + 1 = 11
Ambrosius talon vs FF: 1d20 + 12 - 4 + 1 ⇒ (11) + 12 - 4 + 1 = 20
slashing: 2d6 + 2 + 1 ⇒ (6, 4) + 2 + 1 = 13
precision: 1d8 ⇒ 7

Lady Alhambra |

Al doesn't care for a demon in her face.
I cast Daze (let's see how his will save is) and then cast Fey Disappearance (making me invisible for a round, and making Carl concealed for a round thanks to the annoint ally).
DC 22 will: 1d6 + 4 ⇒ (3) + 4 = 7

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Demon (-98, paralyzed 4)
Didy
Ambro (-20)
Al
Kvothe (-17)
Carl (-9)
Carl is unable to trip the demon.
vs. Paralyze: 1d20 ⇒ 1 Crit fail!
Didy, Ambro, and Al bring the demon down.
Out of combat!

Didymus the Great |

"Well that was unexpected. What's with all these demons and xulgaths hanging out? It's weird." Didy comments as he digs out his bandages and begins patching up Ambro.
medicine DC 20: 1d20 + 14 ⇒ (4) + 14 = 18
Crap. So first 10 min down. 2nd 10 min I will try again.
medicine DC 20: 1d20 + 14 ⇒ (13) + 14 = 27
healing: 2d8 + 10 ⇒ (1, 3) + 10 = 14

Lady Alhambra |

I will refocus to regain my focus point, and then I will cast detect magic and search the fallen and the area for anything of interest.

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Al does detect necromantic magic in the area. The Babau carried a longspear, while one of the xulgath had a bouch containing a jar of salve and six polished moonstones worth 30 gold each.

Lady Alhambra |

It looks like there are several varieties of magical salves. Can I identify what kind it is? (arcana +12?)
Al winces a bit as see divines the magic permeating the area.
"Ew. I sense death magic here. For once, couldn't demons be here to do something pleasant? I know they are agents of chaos and destruction, but couldn't they maybe spend some time ridding the world of mosquitos?" she sighs.

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The magic isn't necessarily permeating the area, at this level all you get with detect magic is presence or absence of magic and the school of the highest level effect.
Al is unsure what the salve does.

Creepy Carl |

If we take 30 minutes, I can focus, heal Kvothe, focus, heal myself and focus again. That would let you medicine check Ambro one more time. There might be time to Identify the spear the demon carried.
Thank you Kvothe for that healing. It would have been nice if it also damaged the demon, but the benefits made me feel more confident in continuing to press close quarters with it.

Didymus the Great |

Cool. Mystery salve is right up Didy's alley, so that is going in his medkit. And as long as we are cool with a third 10-min break, I wil go for one more med check, though a DC 15 should do it this time.
medicine DC 15: 1d20 + 14 ⇒ (2) + 14 = 16
healing: 2d8 ⇒ (5, 4) = 9
Ok, well i was right. That tops everyone off, right?

Didymus the Great |

Oops I shoulda known that was what we were waiting on. Didy and Ambro will sneak down the hall the bad guys were lurking in. Hopefully we can peek around the corner without being noticed. If no one around the corner, I will listen at the door.

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The spear you recovered from the demon is a [i]+1 spear.[/ooc]
The hall continues down some distance. There are several leather packs leaning against the wall here.
Didy hears some sort of chanting occurring on the other side of the door.

Creepy Carl |

Pardon me, squeezing by.
Carl moves past Al to stand in front of the double doors. He pantomimes kicking the door, and then shrugs and makes walking motions with his fingers down the corridor with Ambro. Then he raises one eye-leaf and points to the packs.

Creepy Carl |

Carl kneels down and quietly rummages around one of the packs.
Maybe clothes or food will give someone a clue of what is behind the door. With luck, there might be loot in there.

Didymus the Great |

Sorry, crap day at work. With demons and such running around, chanting is never good. Let's bust in a interrupt them before things get worse. Carl, you want to lead the way?

Creepy Carl |

Carl stops as Didy motions toward the door.
Right. I figure we will be outnumbered and since we are all over here, any spells that can work on large groups would be great to equalize things.
Carl sets his shield and opens the door.
I figure by now Kvothe might have moved up with the rest of the group.

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This abandoned chapel is shrouded in gloom. To the east, a broken slab surrounded by marble debris is all that remains of a large statue. Atop the broken slab stands a crude altar of wood and stone bearing a human corpse. A gash splits the dead man’s throat, his decaying face frozen in a final mask of terror. A strange symbol carved into the man’s abdomen undulates with foul energy.
There are four xulgath here. One, who seems to be leading the others in some sort of rite, has a milky, blind eye. The xulgath's cease their chanting as the door opens.
1d20 ⇒ 6
1d20 ⇒ 17
1d20 ⇒ 19
1d20 ⇒ 3
1d20 ⇒ 4
1d20 ⇒ 15
1d20 ⇒ 3
1d20 ⇒ 15

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Active Effects - None
Al
Didy
Leader
Red
Carl
Kvothe
Blue
Green
Al and Didy are up!

Lady Alhambra |

I will intimidate Green and then hit them with a 2nd-level Sudden Blight. I should be able to catch them all (and avoid us) in the 20ft burst if I center it on Green.
intimidate: 1d20 + 15 ⇒ (12) + 15 = 27
DC 22 Fort: 2d10 ⇒ (7, 4) = 11

Didymus the Great |

After Al's spell goes off, Didy eyes the one startled by Al, unleashes his rapid-fire arrows, and sends Ambrosius in chasing after them.
1. Hunt Prey on Green
2. Hunted Shot
3. Command: stride + strike on Green.
hunted shot 1: 1d20 + 15 ⇒ (9) + 15 = 24
piercing: 2d6 + 1 ⇒ (1, 2) + 1 = 4
hunted shot 2: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14
piercing: 2d6 + 1 ⇒ (6, 2) + 1 = 9
precision: 1d8 ⇒ 8
Ambrosius jaws: 1d20 + 12 ⇒ (15) + 12 = 27
piercing+precision: 3d8 + 3 ⇒ (1, 8, 1) + 3 = 13

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Active Effects - None
Al
Didy (Sickened 1)
Ambro (Sickened 1)
Leader (-5)
Red (-11)
Carl (-8)
Kvothe
Blue (-5)
Green (Frightened 1, -25)
1d20 ⇒ 20 Crit
1d20 ⇒ 11 Success1d20 ⇒ 8 Fail
1d20 ⇒ 16 Success
Ambro Fort: 1d20 ⇒ 8
Didy Fort: 1d20 ⇒ 6
These will both be fails against DC 22. if you'd like to use a hero point you can, otherwise you'll be sickened 1
Al Fort: 1d20 ⇒ 19 Crit success.
Al's spell damages most of the group, and Didy and Ambro get off a hit a piece on green.
The leader of the ritual casts a spell.
Ambro Fort save: 1d20 ⇒ 17 Success.
Ambro is struck blind. Duration 1 round on a success.
In croaking common, the leader shouts a threat at Carl.
Demoralize: 1d20 + 11 ⇒ (13) + 11 = 24 This would succeed, but your Aura of Courage reduces this to zero.
One of the xulgath moves to the door, drawing a greataxe.
Attack vs Carl: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Carl's Fort Save: 1d20 ⇒ 2
Carl, that would be a fail but not a crit fail if you want to use a hero point.
Group is up; pending effect on Carl depending on if he uses a hero point. Carl and Kvothe, I need a Fort save at the beginning of your turn against the Xulgath stench aura, DC 22.

Didymus the Great |

I am cool with sickened, so not bothering with hero points. I am posting now, but as usual I am delaying until after Kvothe in case of inspiration.
1. Retch to remove the sickened
2. Hunted Shot
3. Command: retch + darting attack on Green, then step away
retch: 1d20 + 10 ⇒ (3) + 10 = 13
hunted shot 1: 1d20 + 15 ⇒ (3) + 15 = 18
piercing: 2d6 + 1 ⇒ (3, 1) + 1 = 5
hunted shot 2: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
piercing: 2d6 + 1 ⇒ (1, 3) + 1 = 5
precision: 1d8 ⇒ 2
ambro retch: 1d20 + 13 ⇒ (11) + 13 = 24
flat check: 1d20 ⇒ 15
Ambrosius jaws: 1d20 + 12 ⇒ (2) + 12 = 14
piercing+precision: 3d8 + 3 ⇒ (7, 2, 7) + 3 = 19

Lady Alhambra |

"Ah, ah, ah." Al wags her finger at the xulgath rushing forward, then sends a bolt of electicity through him and another behind him.
Intimidate on Red, then Electric Arc on Red and Blue.
intimidate: 1d20 + 15 ⇒ (19) + 15 = 34
DC 22 Reflex: 3d4 + 4 ⇒ (2, 1, 1) + 4 = 8

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sorry, forgot to check the boards yesterday at work
Strumming his lute as they enter the chamber, Kvothe fights back the nausea from the xulgaths
fort save: 1d20 + 9 ⇒ (19) + 9 = 28
Playing their theme music, Kvothe tries to inspire his companions and then summons some arcane energy and casts fear on the xulgaths
I get 5 creatures DC 22 will save
performance for lingering comp: 1d20 + 14 ⇒ (15) + 14 = 29

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (Sickened 1)
Leader (-5, Frightened 3 and fleeing)
Red (-11, Frightened 2)
Carl (-8)
Kvothe
Blue (-5, Frightened 2)
Green (Frightened 1, -25)
Kvothe succeeds and is immune to the stench for 1 minute.
Will: 1d20 ⇒ 15 Success
Will: 1d20 ⇒ 1 Crit fail
Will: 1d20 ⇒ 5 Fail
Will: 1d20 ⇒ 3 Fail
Kvothe's spell induces panic into the Xulgath, particularly the leader, who appears ready to flee.
I'll hold your rolls/actions, Al and Didy, unless circumstances change and you want to swap things around.

Creepy Carl |

Carl scans the room as he raises his shield. Seeing the widening of the eyes of the others, he grins as his tries to hook Red behind the knees. Then he switches his grip and stabs.
Raises shield to keep AC 26, Trip, Strike
Inspired Trip vs Frightened: 1d20 + 14 + 1 + 1 ⇒ (12) + 14 + 1 + 1 = 28
Inspired Strike2 vs Frightened maybe prone: 1d20 + 14 - 5 + 1 ⇒ (4) + 14 - 5 + 1 = 14
Inspired Piercing: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)

Lady Alhambra |

I'm surprised that Frighten can't stack since it is a numeric value and goes away so quickly. I'll replace my intimidate with a knowledge check on the leader (society +11).

Didymus the Great |

I don't think the fear would change my actions at all, especially since with those rolls it is just a lot of misses :P

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (-8)
Leader (-5, Frightened 2)
Red (-19, Frightened 1)
Carl (-8)
Kvothe
Blue (-17, Frightened 1)
Green (-25)
Red is tripped, but Carl's follow up misses.
Blue steps forward and readies.
Greensteps into flank around Ambro and attacks.
Attack: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12
Attack: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14 out of Glimpse of Redemption range.
Blue swings on Ambro.
Attack: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Fort Save: 1d20 ⇒ 16 Pass
Didy and Ambro miss Green.
Al is pretty sure this is a cleric of Zevgavizeb. Xulgath clerics are known to favor vampiric touch, harm, and blindness spells.
1d20 ⇒ 16 Fail
1d20 ⇒ 7 Crit fail
The leader steps as far away from the others as he can before getting his panic under control.
Red Stands up and attacks Carl.
Attack: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Greataxe: 1d10 + 6 ⇒ (2) + 6 = 8
Carl blocks the damage with his shield.
Attack: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
Kvothe and Carl are back up.

Creepy Carl |

Carl cautiously raises his shield again as he takes a step into the room. Again with a flourish, he tries to trip both Red and Blue. It will work someday!
Raises shield to keep AC 26, Step, Staff Sweep
Inspired Staff Sweep: 1d20 + 14 + 1 + 1 ⇒ (18) + 14 + 1 + 1 = 34
If Inspired Critical Trip Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Is it possible against these frightened foes!
Going to use my reaction on the first hit, I think Ambro is now close enough. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (-8)
Leader (-5, Frightened 2)
Red (-23, Frightened 1, prone)
Carl (-8)
Kvothe
Blue (-21, Frightened 1, prone)
Green (-25)
Carl knocks both xulgath to the floor.

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Summoning some arcane power, Kvothe hurls some at Red
TK projectile: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
He then tries to Bon Mot either Red or Blue
Diplomacy Bon Mot: 1d20 + 12 ⇒ (5) + 12 = 17

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (-8)
Leader (-5, Frightened 2)
Red (-23, Frightened 1, prone, -2 Will/Perception)
Carl (-8)
Kvothe
Blue (-21)
Green (-25)
Kvothe's attack misses. Make sure you state what kind of damage the object you are throwing does, it will probably come up sooner than later.
Applying the Bon Mot to red
Blue stands and swings at Ambro.
Attack: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16
Attack: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
Green swings at Ambro.
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 1 ⇒ (1) + 1 = 2

Lady Alhambra |

"Ganging up on a fellow lizard? You should be ashamed of yourself."
Demoralize on Blue, and then Elec Arc on Blue and Red.
intimidate on Blue: 1d20 + 15 ⇒ (18) + 15 = 33
DC 22 reflex: 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14

Didymus the Great |

"Yeah--Yeah!" Didy rejoins weakly inbetween gags.
Pretty much a ditto for last turn, except now with inspiration (and cover bonuses for them).
1. Retch to remove the sickened
2. Hunted Shot
3. Command: strike + darting attack on Green, then step away. If Green drops, I'll swap the attack to Blue. If Blue is down too I'll instead use Darting first to step up to Red and attack him twice. (The precision won't apply if I am attacking Blue or Red.)
retch: 1d20 + 10 ⇒ (12) + 10 = 22 woot!
inspired hunted shot 1: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
piercing: 2d6 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8
inspired hunted shot 2: 1d20 + 15 - 5 + 1 ⇒ (14) + 15 - 5 + 1 = 25
piercing: 2d6 + 1 + 1 ⇒ (6, 2) + 1 + 1 = 10
precision: 1d8 ⇒ 1
Ambrosius jaws+inspire: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
piercing: 2d8 + 3 + 1 ⇒ (1, 5) + 3 + 1 = 10
Ambrosius talon+inspire: 1d20 + 12 - 4 + 1 ⇒ (10) + 12 - 4 + 1 = 19
slashing: 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6
precision: 1d8 ⇒ 3

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (-8)
Leader (-5, Frightened 1, Enfeebled 2)
Red (-23, -2 Will/Perception)
Carl (-8)
Kvothe
Blue (-37, Frightened 2)
Green (-25)
1d20 ⇒ 20
1d20 ⇒ 20Wow.
The xulgath avoid Al's spell.
Didy's arrows bring down green, and Ambro savages blue.
The leader steps out of the corner towards Ambro and attacks.
Attack vs. flat footed: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
Piercing damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7 Glimpse reduces to zero
Fortitude: 1d20 ⇒ 18
Red stands and attacks Carl.
Attack: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13
Attack: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Kvothe and Carl are up!

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Still hearing the notes of inspiration in the area, Kvothe unleashes a burst of arcane energy
magic missile x3 at the leader
magic missile: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

Creepy Carl |

Carl sets his shield as he moves up to Ambro. Provoke from Red and Blue if they have AoO. He attempts to trip both flankers on the dino.
Raises shield to keep AC 26, Stride, Staff Sweep
Staff Sweep: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Going to use my reaction on the first hit. Either Shield Block (Hardness 10) on myself, or Glimpse of Redemption on an ally(-7 hp damage & Enfeebled (or Stupefied) 2)

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Active Effects - Inspire Courage
Al
Didy (Sickened 1)
Ambro (-8)
Leader (-16, Frightened 1, Enfeebled 2)
Red (-23, -2 Will/Perception)
Carl (-8)
Kvothe
Blue (-37, Frightened 1)
Sorry for the wait.
Carl trips both the xulgath.
Blue climbs to his feet and attacks Ambro.
Greataxe: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Greataxe: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
But both swings miss!
Al and Didy are up!