
Kast Phaer |

Round 1, Init 17
"'Mus! Wait!" Kast begs 'Mus to wait just a split second before acting.
Kast casts the most perfect blessing for exactly this situation.
Kast side steps just a bit.
Until further notice, Kast will opt for bonus to attack and dodge bonus.

Izomandakus |

K. religion+HR+HA: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18
K. religion+HR+HA: 1d20 + 11 + 2 + 2 ⇒ (13) + 11 + 2 + 2 = 28 Weakest saves? Preferred meal?
"Oh, you are both perfect Kast! Or close to..." Izomandakus sympathetic reaction is interrupted by some rune shining.

Seamus Passeri |
Feeling Val reimplant the mirror image trick on him, Seamus smiles, "Thanks Val!" As he pokes the skin of the headless ogre looking thing. "Um folks, this thing isn't Stone I think it's fro.... Blast!"
Realizing the creature is moving, Seamus hears Kast telling him to hold on. Holding half a breath, he feels Kast's blessing wash over him. Sensing Val is near, he pauses another heartbeat to see what she does.
Not sure what else to do, he thrusts the Keen rapier at the undead ogre's groin while he slashes at its calves with the mithril giant-bane long knife.
Delay for Kast and Val to go. - 1 lvl. Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 28 Full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
rapier: 1d20 + 14 + 1 - 2 + 2 ⇒ (18) + 14 + 1 - 2 + 2 = 33 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 sneak attack: 6d6 ⇒ (5, 3, 1, 2, 3, 2) = 16
shortsword: 1d20 + 14 + 1 + 3 - 2 + 2 ⇒ (10) + 14 + 1 + 3 - 2 + 2 = 28 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 bane: 2d6 ⇒ (3, 3) = 6 sneak attack: 6d6 ⇒ (3, 1, 3, 6, 5, 2) = 20
rapier: 1d20 + 9 + 1 - 2 + 2 ⇒ (8) + 9 + 1 - 2 + 2 = 18 for damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9 sneak attack: 6d6 ⇒ (2, 5, 1, 5, 4, 6) = 23
shortsword: 1d20 + 9 + 1 + 3 - 2 + 2 ⇒ (12) + 9 + 1 + 3 - 2 + 2 = 25 for damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11 bane: 2d6 ⇒ (5, 5) = 10 sneak attack: 6d6 ⇒ (1, 1, 4, 3, 3, 1) = 13
Debilitating Injury (Ex): Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
rapier: confirm crit: 1d20 + 14 + 1 - 2 + 2 ⇒ (2) + 14 + 1 - 2 + 2 = 17 for damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Valena Dalloway Versade |

Val throws up a casual salute to Kast. She will take some free perfection.
Taking the extra attack
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (18) + 19 - 3 = 34
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Crit Confirm: 1d20 + 19 - 3 ⇒ (1) + 19 - 3 = 17
Crit Damage: 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
Perfect Blessing Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (2) + 19 - 3 = 18
Perfect Blessing Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (6) + 10 + 6 = 22
Crit Confirm: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20
Crit Damage: 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 102/104
AC: 31/18/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 1 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect intentions
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

GM Euan - Rise |
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Kast summons a perfect blessing bestowing power upon the faithful. Valena slams the Headless Lord twice, though no crits survive confirmation. Seamus delays before getting a flat-footed opponent to setup his sneak attack!
He Headless Lord steps back, and seems to concentrate a moment (standard) as some blood spurts from his neck.
Concentration: 1d20 + 14 ⇒ (11) + 14 = 25 vs DC 25
- - -
From out of thin air itself, mostly behind the party, several human zombies appear, and enter the fray! But wait, you’re no fool - these are fast zombies! No need for knowledge checks, you know what fast zombies are - and no DR/5 slashing here either. Just normal two hit die human zombies.
The Headless Lord directs them with his axes as a maestro might direct and orchestra and they immediately attack.
Pachemu is targeted by three of them.
Red on Pachemu: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Red on Pachemu: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Blue on Pachemu: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Blue on Pachemu: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Yellow on Pachemu: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Yellow on Pachemu: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Blue, just barely, scrapes Pachemu (I think).
Rastaf has his own pair, flanking him.
Green on Rastaf: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 damage: 1d6 + 4 ⇒ (6) + 4 = 10
Green on Rastaf: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 damage: 1d6 + 4 ⇒ (1) + 4 = 5
Orange on Rastaf: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15 damage: 1d6 + 4 ⇒ (4) + 4 = 8
Orange on Rastaf: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13 damage: 1d6 + 4 ⇒ (1) + 4 = 5
Seamus also gets a flanking pair.
Purple on Seamus: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18 damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 images: 1d3 ⇒ 2
Purple on Seamus: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 images: 1d3 ⇒ 2
Red-Blue on Seamus: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 images: 1d3 ⇒ 3
Red-Blue on Seamus: 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15 damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 images: 1d3 ⇒ 2
Finally, Valena too gets a flanking pair.
Pink on Valena: 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25 damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 images: 1d8 ⇒ 7
Pink on Valena: 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 images: 1d8 ⇒ 6
Red-Green on Valena: 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9 damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 images: 1d8 ⇒ 8
Red-Green on Valena: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10 damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 images: 1d8 ⇒ 5
Their attacks don’t matter much, though they do ensure you’re in flank against the attacks of the giants! Also, I was incorrect. The giant zombies are not fast zombies. Just your usual slow variety - being frozen and all. Except the Headless Lord of course. He’s special.
Most of the giants half-charge, rushing their opponents. Orange however, 5’ steps to Kast.
Orange Giant on Kast: 1d20 + 17 ⇒ (11) + 17 = 28 damage: 1d8 + 13 ⇒ (2) + 13 = 15
Blue feels Pachemu is the greater threat considering the size of Izomandakus and rushes him, as does green.
Blue Giant on Pachemu: 1d20 + 17 + 4 + 1 ⇒ (1) + 17 + 4 + 1 = 23 damage: 1d8 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Green Giant on Pachemu: 1d20 + 17 + 4 + 1 ⇒ (11) + 17 + 4 + 1 = 33 damage: 1d8 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Looks like Pachemu is hit once more, the poor war pig taking the brunt of damage.
Red is frustrated with no one to attack, though it does shuffle forward a bit.
- Round 1 -
Izomandakus - 11
Pachemu - 11 (-25hp)
Rastaf - 4
- Round 2 -
Kast - 17
Valena - 14+ (7 images)
Seamus - 14- (2 images)
Good Folk - 13
Headless Lord - 13 (-67hp)
Everyone is up.

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Summoning holy power, Rastaf expends a use of channel to Turn Undead.
All undead within 30' of him must make a DC 20 Will save, or flee for 1 minute. That includes all the summoned zombies and ol' headless, and the closest giant zombie.

Izomandakus |

Minizomandakus perfects his mind and extends his hand up melting the ground where the zombies stand "This dancing hall is getting hot!"
Concentration+perfection DC 23: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Fire damage: 6d6 ⇒ (5, 6, 5, 5, 5, 4) = 30
Ref DC 21 vs obsidian flow for half and to avoid entangled.
Pachemu oinks suffering from the attacks coming from all angles, but fights back the yellow zombie.
Bite+BoF: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
S/B/P damage: 1d4 ⇒ 2
Then the pig adjusts the position.
Izomandakus AoO on approaching zombies+HR+Kast (if 10' reach gives him this): 1d20 + 20 + 2 + 2 ⇒ (13) + 20 + 2 + 2 = 37
Magical/Slashing damage+AS+flaming-reducedt: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (5) + 10 + 3 + (6) - 2 = 22
Pig - HP 53/98 AC 24 TAC 14 +2 if within circle vs evil
Boy - HP 92/122 DR 5/adamantine (20/50) AC 33 TAC 22 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 5/7
Perfection: 5/12 (+6)
Effects:
perfection of self (+6 Int) 1 round
BoF (+2 AC included on both)
augment (+3 nat. armor, included), r6
reduce person, 24 h (+1 AC included)
enlarge person (Pachemu), 12 min
prayer r12
emblem of greed 12 min
resist energy (fire 30) 20 min
shield 12 min
tough crowd (+4 insight vs illusion/enchantment) 108 min
mass bear’s endurance 108 min
clay skin 108 min
heightened awareness 108 min
heroism 228 min
mage armor 12 h
greater magic weapon (+3) 12 h
greater reversion 24 h
[dice=Greed+HR+Kast]1d20+20+2+2[/dice]
[dice=Magical/Slashing damage+AS+flaming-reduced]1d6+10+3+1d6-2[/dice]
[dice=Greed+HR+Kast]1d20+15+2+2[/dice]
[dice=Magical/Slashing damage+AS+flaming-reduced]1d6+10+3+1d6-2[/dice]
[dice=Greed+HR+Kast]1d20+10+2+2[/dice]
[dice=Magical/Slashing damage+AS+flaming-reduced]1d6+10+3+1d6-2[/dice]

GM Euan - Rise |

Izomandakus gets no AoO. The giants approached to just 10', and the smaller zombies were summoned into position.
Red Will: 1d20 + 3 + 3 ⇒ (15) + 3 + 3 = 21 vs DC 20
Blue Will: 1d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10 vs DC 20
Yellow Will: 1d20 + 3 + 3 ⇒ (2) + 3 + 3 = 8 vs DC 20
Green Will: 1d20 + 3 ⇒ (17) + 3 = 20 vs DC 20
Orange Will: 1d20 + 3 + 3 ⇒ (10) + 3 + 3 = 16 vs DC 20
Purple Will: 1d20 + 3 + 3 ⇒ (19) + 3 + 3 = 25 vs DC 20
Red-Blue Will: 1d20 + 3 + 3 ⇒ (12) + 3 + 3 = 18 vs DC 20
Pink Will: 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 19 vs DC 20
Red-Green Will: 1d20 + 3 + 3 ⇒ (5) + 3 + 3 = 11 vs DC 20
Orange Giant Will: 1d20 + 9 ⇒ (12) + 9 = 21 vs DC 20
Blue Giant Will: 1d20 + 9 + 3 ⇒ (8) + 9 + 3 = 20 vs DC 20
Green Giant Will: 1d20 + 9 + 3 ⇒ (4) + 9 + 3 = 16 vs DC 20
Red Giant Will: 1d20 + 9 + 3 ⇒ (7) + 9 + 3 = 19 vs DC 20
Headless Lord Will: 1d20 + 10 + 4 + 3 ⇒ (9) + 10 + 4 + 3 = 26 vs DC 20
- - -
I've noted those who shall attempt to take flight with fear icons, and those entangled with entangled icons. Naturally that'll happen on their inits.
Orange Giant Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 vs DC 21 for 30hp & entangled
Blue Giant Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 vs DC 21 for 30hp & entangled
Green Giant Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 vs DC 21 for 30hp & entangled
Red Giant Reflex: 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 21 for 30hp & entangled
Headless Lord Reflex: 1d20 + 10 ⇒ (11) + 10 = 21 vs DC 21 for 15hp

Kast Phaer |

Round 1, Init 9
Kast steps back and casts a very hot and fiery Flame Strike near the top of the red giant zombie, catching 3 of them and the headless jerk in a nice holy conflagration. At 10' up, shouldn't provoke from lil red, but also with AC 31, should be fine.
12d6 ⇒ (5, 1, 1, 5, 4, 4, 3, 2, 5, 1, 5, 4) = 40 holy/fire, DC 22 reflex for half
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/7 left
5: 3/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (4) + 13 + 2 + 2 = 21 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (3) + 12 + 2 + 3 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (20) + 13 + 2 + 2 = 37 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[spoiler=Perfect Blessing Round 1/12]Choose one at the start of your turn:
[list]
[ /spoiler]

Seamus Passeri |
Frustrated that the small zombie red/blue got between he and the large zombie, Seamus thrusts the Keen rapier at the undead while he slashes at it with the mithril giant-bane long knife.
- 1 lvl. Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 28 Full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
rapier: 1d20 + 14 + 1 - 2 + 2 ⇒ (10) + 14 + 1 - 2 + 2 = 25 for damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
shortsword: 1d20 + 14 + 1 + 1 - 2 + 2 ⇒ (7) + 14 + 1 + 1 - 2 + 2 = 23 for damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
rapier: 1d20 + 9 + 1 - 2 + 2 ⇒ (14) + 9 + 1 - 2 + 2 = 24 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
shortsword: 1d20 + 9 + 1 + 1 - 2 + 2 ⇒ (8) + 9 + 1 + 1 - 2 + 2 = 19 for damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12

GM Euan - Rise |

Seamus hews the red/blue zombie on his second swing. What do you do with your remaining attacks?

Valena Dalloway Versade |

Val steps up to the big headless zombie once the fire has cleared. Taking the extra attack from perfect blessing
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (13) + 19 - 3 = 29
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
Perfect Blessing Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (17) + 19 - 3 = 33
Perfect Blessing Damage (power attack): 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
HP: 102/104
AC: 31/18/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

GM Euan - Rise |

Headless Lord Reflex: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 22 for 20hp holy fire
Red Giant Reflex: 1d20 + 3 ⇒ (6) + 3 = 9 vs DC 22 for 40hp holy fire
Blue Giant Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 vs DC 22 for 40hp holy fire
Green Giant Reflex: 1d20 + 3 ⇒ (9) + 3 = 12 vs DC 22 for 40hp holy fire
Also, Valena, you can’t 5’ step there as it’s difficult terrain thanks to Izomandakus’ spell - unless you have an ability that lets you 5’ step in difficult terrain. It’s an obsidian spiky, slippery mess. Do you want to tumble in (DC increases by 5 due to the terrain effect), or just mosey in trusting to your images and take a single attack?

GM Euan - Rise |

Lord on Valena: 1d20 + 21 ⇒ (11) + 21 = 32 damage: 1d8 + 15 ⇒ (6) + 15 = 21 negative energy: 1d6 ⇒ 2 Fort save DC 12 or 1 strength damage images: 1d8 ⇒ 1
The Headless Lord takes the AoO and manages, against the odds, to draw blood on Valena who needs to make a DC 12 Fort or 1 strength damage.

GM Euan - Rise |

Izomandakus summons the power of fire to pin down and burn the zombie flesh - not known for dextrous pursuits its quite effective! Rastaf turns many of the lesser and even a couple of the giant zombies, leveling the playing field. Seamus cuts down two zombies and steps up to the Headless one! Kast rains down holy fire doing a bright swath of damage through the ranks. Valena stumbles into the obsidian drawing a hit, but she plants one right back!
The Headless Lord spurts a little blood from its neck and a cloying fear seeps into the bones of Valena, Seamus, and Rastaf.
Concentration: 1d20 + 14 ⇒ (17) + 14 = 31 vs DC 23
He gets the spell off! DC 18 Will, or become panicked. Succeed and you’re still shaken for the round.
- - -
Red intelligently 5’ steps into flank as it continues to press Pachemu. And yes, it cannot reach Kast high above it.
Red on Pachemu: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Red on Pachemu: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Green steps to hamper Rastaf as it swings!
Green on Rastaf: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 images: 1d3 ⇒ 2
Green on Rastaf: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 images: 1d3 ⇒ 2
Purple 5’ steps to keep flank with the Headless Lord in play against Seamus.
Purple on Seamus: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 images: 1d8 ⇒ 8
Purple on Seamus: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14 damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 images: 1d8 ⇒ 2
The remaining zombies flee. There are many AoO’s, but as their flight is longer than their summoning time, it’s moot. Those who failed, are gone - mostly on the ends of your weapons!
Orange tries to break free from its obsidian hold.
Orange strength: 1d20 + 8 ⇒ (11) + 8 = 19 vs DC 21
Orange strength: 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 21
Green and Red, each in a bit of a panic and afraid of Rastaf’s power, also attempt to break free.
Green strength: 1d20 + 8 ⇒ (16) + 8 = 24 vs DC 21
Red strength: 1d20 + 8 ⇒ (16) + 8 = 24 vs DC 21
They both then flee to the corner.
Blue continues to press Pachemu.
Blue Giant on Pachemu: 1d20 + 17 + 2 - 2 + 1 ⇒ (15) + 17 + 2 - 2 + 1 = 33 damage: 1d8 + 13 + 1 ⇒ (7) + 13 + 1 = 21
While all this mayhem is taking place something, untoward, comes shuffling down the hall, as if to see what the hubbub is about. A massive, fire-filled maw splits the belly of this lumbering iron-skinned fiend, whose short arms end in razor-sharp claws (image).
As it enters the room, it summons darkness. His power overwhelms (I think) the parties light and the light source in the room (continual flame) bringing the entire area into normal darkness. If you do not have dark vision, you cannot see (link).
- Round 2 -
Izomandakus - 11
Pachemu - 11 (-46hp)
Rastaf - 4
- Round 3 -
Kast - 17
Valena - 14+ (-23hp, 7 images)
Seamus - 14- (2 images)
Good Folk - 13
Headless Lord - 13 (-119hp)
Orange Giant - 13 (-30hp)
Blue Giant - 13 (-70hp, entangled)
Green Giant - 13 (-70hp)
Red Giant - 13 (-70hp)
Everyone is up.

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The cleric takes a 5' and attacks green.
flaming falchion PA: 1d20 + 15 + 1 - 3 ⇒ (4) + 15 + 1 - 3 = 17
dmg: 2d4 + 8 + 6 + 1d6 ⇒ (2, 3) + 8 + 6 + (1) = 20
flaming falchion PA: 1d20 + 15 + 1 - 3 ⇒ (9) + 15 + 1 - 3 = 22
dmg: 2d4 + 8 + 6 + 1d6 ⇒ (2, 1) + 8 + 6 + (6) = 23
He then attacks purple.
flaming falchion PA: 1d20 + 10 + 1 - 3 ⇒ (15) + 10 + 1 - 3 = 23
As usual, he has trouble rolling double digits, but there is potential for a crit on his worst attack.
flaming falchion PA: 1d20 + 10 + 1 - 3 ⇒ (15) + 10 + 1 - 3 = 23
dmg: 2d4 + 8 + 6 + 1d6 ⇒ (2, 2) + 8 + 6 + (1) = 19
dmg: 2d4 + 8 + 6 + 1d6 ⇒ (1, 1) + 8 + 6 + (5) = 21

Seamus Passeri |
Pleased to see that some of the undead are heading the other direction, Seamus winces as the axe-wielding headless undead manages to hit Val. Hearing the noise coming down the hall he takes a second to look and see the metal contraption. Shaking his head he answers Val, "I have no idea, but we've got another golem headed this way so lets figure out how to put Sir Headless down."
Shifting his feet, he thrusts the keen rapier at the undead axe wielders gut while he slashes at it legs with the mithril long knife. Quickly stepping to the side hoping the thing doesn't realize he's moved.
- 1 lvl. Perfect Blessing Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. AC 28 Full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF: 5 ft step.
rapier: 1d20 + 14 + 1 - 2 + 2 ⇒ (13) + 14 + 1 - 2 + 2 = 28 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 SA: 6d6 ⇒ (2, 3, 2, 4, 6, 3) = 20
shortsword: 1d20 + 14 + 1 + 3 - 2 + 2 ⇒ (16) + 14 + 1 + 3 - 2 + 2 = 34 for damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13 bane: 2d6 ⇒ (6, 4) = 10 SA: 6d6 ⇒ (1, 1, 3, 1, 3, 4) = 13
rapier: 1d20 + 9 + 1 - 2 + 2 ⇒ (2) + 9 + 1 - 2 + 2 = 12 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 SA: 6d6 ⇒ (2, 3, 6, 2, 6, 5) = 24
shortsword: 1d20 + 9 + 1 + 3 - 2 + 2 ⇒ (4) + 9 + 1 + 3 - 2 + 2 = 17 for damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13 bane: 2d6 ⇒ (1, 1) = 2 SA: 6d6 ⇒ (2, 4, 3, 4, 3, 3) = 19
I'll include Sneak attack in case Val get's him flat footed

Kast Phaer |

Round 2, Init 9
Kast grouses as the new monster comes to fore, and then the place goes dark. Not wanting to be blindsided in the dark by the foe, he casts Wall of Stone, creating a 10’ high wall between him and the foe.
Thinking 10’ high, going 5 down and one to the right, making it a squeeze point for the zombie. Marked it in green dots on the map, maybe GM Euan makes it better or knocks it down.
He’ll start patting his pockets for a torch or candle.
”Izo, you got a light?” Kast pulls out a torch from his haversack.
Perfect Intentions, Round 5/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/7 left
5: 1/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (4) + 13 + 2 + 2 = 21 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (10) + 12 + 2 + 3 = 27 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (5) + 13 + 2 + 2 = 22 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (3) + 12 + 2 + 2 = 19 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[spoiler=Perfect Blessing Round 1/12]Choose one at the start of your turn:
[list]
[ /spoiler]

Valena Dalloway Versade |

Val’s unbeatable will triumphs over the fear effect, reducing it to a momentary case of shaky nerves. Fear leaves you shaken 1 round on a successful save sadly
Will Save vs Fear DC 18: 1d20 + 15 ⇒ (13) + 15 = 28
She tries attacking the last place she saw big old headless. Taking the extra attack again
50% Miss Chance (high is always good for me): 1d100 ⇒ 60
Primary Attack with Irreconcilable Differences (power attack, shaken): 1d20 + 19 - 3 - 2 ⇒ (9) + 19 - 3 - 2 = 23
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
50% Miss Chance (high is always good for me): 1d100 ⇒ 8
Perfect Blessing Attack with Irreconcilable Differences (power attack, shaken): 1d20 + 19 - 3 - 2 ⇒ (10) + 19 - 3 - 2 = 24
Perfect Blessing Damage (power attack): 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
50% Miss Chance (high is always good for me): 1d100 ⇒ 99
Secondary Attack with Irreconcilable Differences (power attack, shaken): 1d20 + 14 - 3 - 2 ⇒ (13) + 14 - 3 - 2 = 22
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
HP: 102/104
AC: 31/18/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Seamus Passeri |
The Headless Lord spurts a little blood from its neck and a cloying fear seeps into the bones of Valena, Seamus, and Rastaf.
He gets the spell off! DC 18 Will, or become panicked. Succeed and you’re still shaken for the round.
sorry just saw this on a re-read will: 1d20 + 12 ⇒ (4) + 12 = 16 Retconing
Having imagined an attack, instead Seamus drops his blades, screaming loudly and begins to run away. "AAauuuugggghhhhhhh" Passing zombies as he goes.

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will: 1d20 + 17 ⇒ (4) + 17 = 21
Continuing the tradition of single digit rolls. LOL
Rastaf shrugs off the effect, but still finds that he's a little shaky from the sheer evil the spell emanates.

GM Euan - Rise |

Izomandakus frowns, "Can't learn that one I'm afraid. Closest thing I have is a fireball." As he cannot help with the darkness, he simply deals with it as best he can as he thrashes at the foes before him. He stabs the flanking zombie with his first swing before focusing on the giant.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (10) + 20 + 2 + 2 = 34 Miss: 1d100 ⇒ 57
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (2) + 10 + 3 + (6) - 2 = 19
Greed+HR+Kast: 1d20 + 15 + 2 + 2 ⇒ (4) + 15 + 2 + 2 = 23 Miss: 1d100 ⇒ 23
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (1) + 10 + 3 + (2) - 2 = 14
Greed+HR+Kast: 1d20 + 10 + 2 + 2 ⇒ (16) + 10 + 2 + 2 = 30 Miss: 1d100 ⇒ 66
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (6) + 10 + 3 + (5) - 2 = 22
Extra Attack.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (14) + 20 + 2 + 2 = 38 Miss: 1d100 ⇒ 5
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (5) + 10 + 3 + (4) - 2 = 20
I forgot to give you knowledge checks for the Forgefiend when it arrived and before the lights went out.
Scanderigs, more commonly known as “forgefiends,” look like large, heavily armored, barrel-shaped giants, with enormous mouths in their bellies in addition to the normal-sized ones in their heads. They are native to the Plane of Earth, but sometimes make their way through subterranean portals onto the Material Plane, where they gorge themselves on rich and relatively uncontested mineral veins. A forgefiend might live quite happily inside a mountain’s heart for centuries, only causing trouble when the ore runs out or interlopers attempt to mine its territory.
Forgefiends are particularly feared in many dwarven societies. In addition to their penchant for destroying deep forges, they are often portrayed as boogeymanlike figures for frightening dwarven children and instilling good smithing habits—for it is said, “For every scrap of slag you waste, a scanderig is making haste. Those who use excessive ore find forgefiends scratching at their door!”
One question for each five you beat the DC as usual.
- - -

GM Euan - Rise |

Izomandakus, unable to help with light, swings away in the darkness. He lands two blows - and both are deadly ones as each zombie drops. Rastaf finishes off green and purple with two strikes - quick as you please. Seamus flees in terror - understanding at last the power of the terrible Headless Lord. Kast tries walling off the newcomer as he pulls a torch out of his satchel. Valena has a run of bad luck and cannot land a blow.
The Headless Lord, at last, steps up with his hatchets. He focuses on the ever present Valena as he tries to chip away at her defenses.
Lord on Valena: 1d20 + 21 ⇒ (15) + 21 = 36 Images: 1d8 ⇒ 2
damage: 1d8 + 15 ⇒ (8) + 15 = 23 negative energy: 1d6 ⇒ 4 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 16 ⇒ (19) + 16 = 35 Images: 1d7 ⇒ 7
damage: 1d8 + 15 ⇒ (7) + 15 = 22 negative energy: 1d6 ⇒ 3 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 21 ⇒ (14) + 21 = 35 Images: 1d6 ⇒ 5
damage: 1d8 + 15 ⇒ (4) + 15 = 19 negative energy: 1d6 ⇒ 1 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 16 ⇒ (1) + 16 = 17 Images: 1d5 ⇒ 5
damage: 1d8 + 15 ⇒ (5) + 15 = 20 negative energy: 1d6 ⇒ 5 Fort save DC 12 or 1 strength damage
He strips three images as he tries to lay into Valena. It's a start, but will he have time to finish?
Orange, finally free of its obsidian hold, is now hampered by a wall! Unthinking it simply reverses course and squeezes through the end. It comes around the corner, dealing with difficult terrain the whole way (double move).
Red and Green continue to cower against the wall.
‘Seeing’ just fine, the forgefiend moves through the wall as if it wasn’t there (earth glide) and up to Kast. He sees the heat of the fiery belly as it reaches up to bite him!
Bite on Kast: 1d20 + 17 ⇒ (16) + 17 = 33 damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16 Plus
Free Sunder: 1d20 + 23 ⇒ (19) + 23 = 42 damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11 to Kast’s armor (hard:16 hp:50)
Wow, that sunder is pretty pitiful. And here I was worried I might break something... :)
- Round 3 -
Izomandakus - 11
Pachemu - 11 (-46hp)
Rastaf - 4
- Round 4 -
Kast - 17 (-16hp)
Valena - 14+ (-23hp, 4 images)
Seamus - 14- (2 images, panicked)
Good Folk - 13
Headless Lord - 13 (-119hp)
Orange Giant - 13 (-30hp)
Green Giant - 13 (-70hp)
Red Giant - 13 (-70hp)
Everyone is up.

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Rastaf uses the blessing to grant himself +2 AC and attack, attempting to flank with Valena. (AC 31)
PA: 1d20 + 15 + 1 + 2 - 3 ⇒ (1) + 15 + 1 + 2 - 3 = 16
And misses. The trend continues.

Valena Dalloway Versade |

Val is quite displeased by how this situation is playing out. She tries to just focus on taking down big-and-headless before worrying about anything else.
Full attack, taking extra attack
50% Miss Chance (high is always good for me): 1d100 ⇒ 3
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (16) + 19 - 3 = 32
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
50% Miss Chance (high is always good for me): 1d100 ⇒ 70
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
50% Miss Chance (high is always good for me): 1d100 ⇒ 97
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
HP: 102/104
AC: 31/18/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Kast Phaer |

Round 4, Init 17
"Oh! That's just great! I walks through walls, is dark, and hates my new armor!" Kast steps back to defend his new armor that Marigold Pottersmoot has barely even seen him in (or out of).
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 2 ⇒ (16) + 13 + 2 + 2 + 2 = 35 to hit; (BS, GMW,+perfect)
high is good: 1d100 ⇒ 77 miss chance
1d10 + 12 + 2 + 3 ⇒ (6) + 12 + 2 + 3 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 6 + 2 + 2 + 2 ⇒ (11) + 6 + 2 + 2 + 2 = 23 to hit; (BS, GMW,+perfect)
high is good: 1d100 ⇒ 74 miss chance
1d10 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22 magic cold iron damage
[list]
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/7 left
5: 1/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (13) + 13 + 2 + 2 = 30 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 32 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[spoiler=Perfect Blessing Round 1/12]Choose one at the start of your turn:
[list]
[ /spoiler]

GM Euan - Rise |

Izomandakus grins, ”A forgefiend! It’s not a golem Rastaf, it’s some kind of extraplanar being. From the plane of earth I believe, though I know little else though. Probably because they're so rare.”
He takes an opportunity to stab at it!
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (9) + 20 + 2 + 2 = 33 Miss: 1d100 ⇒ 31
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (2) - 2 = 16
Greed+HR+Kast: 1d20 + 15 + 2 + 2 ⇒ (4) + 15 + 2 + 2 = 23 Miss: 1d100 ⇒ 28
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (2) + 10 + 3 + (1) - 2 = 14
Greed+HR+Kast: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31 Miss: 1d100 ⇒ 46
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (6) + 10 + 3 + (4) - 2 = 21
Extra Attack.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (11) + 20 + 2 + 2 = 35 Miss: 1d100 ⇒ 68
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (6) + 10 + 3 + (1) - 2 = 18
The darkness troubles him, but he still manages a solid blow at the end. He learns however, that the creature has some resistance (at least) to fire as the flaming blade doesn't do the extra fire damage. He steps back 5'.

GM Euan - Rise |

Once they are out of sight (or hearing) of any source of danger, they can act as they want.
- - -
Izomandakus stabs the forgefiend once. The darkness is having an effect! Rastaf also misses, the luck of the dicebot cruelly affecting us all. Seamus flees to the next chamber, eager to get some distance from the fight. Kast hits once to good effect despite the darkness! Valena also struggles with the darkness and can’t land a blow.
The Headless Lord continues to whittle away at Valena with his hatchets.
Lord on Valena: 1d20 + 21 ⇒ (20) + 21 = 41 Images: 1d5 ⇒ 4
damage: 1d8 + 15 ⇒ (5) + 15 = 20 negative energy: 1d6 ⇒ 4 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 16 ⇒ (1) + 16 = 17 Images: 1d4 ⇒ 3
damage: 1d8 + 15 ⇒ (2) + 15 = 17 negative energy: 1d6 ⇒ 3 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 21 ⇒ (3) + 21 = 24 Images: 1d4 ⇒ 1
damage: 1d8 + 15 ⇒ (6) + 15 = 21 negative energy: 1d6 ⇒ 1 Fort save DC 12 or 1 strength damage
Lord on Valena: 1d20 + 16 ⇒ (9) + 16 = 25 Images: 1d4 ⇒ 1
damage: 1d8 + 15 ⇒ (6) + 15 = 21 negative energy: 1d6 ⇒ 5 Fort save DC 12 or 1 strength damage
Looks like Valena looses just one image as the Headless Lord strikes out!
Orange moves up on Valena as well, though in its staggered state, that’s all it can manage to do.
Hungry for Kast’s armor, the forgefiend tries to brush Izomandakus away. But, like so many before it, it underestimates the small man.
Belly Bite on Izomandakus: 1d20 + 17 ⇒ (20) + 17 = 37 damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14 (no sunder as Izomandakus has no armor)
critthreat Belly Bite on Izomandakus: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Head Bite on Izomandakus: 1d20 + 17 ⇒ (8) + 17 = 25 damage: 1d6 + 7 ⇒ (3) + 7 = 10
Claw on Izomandakus: 1d20 + 17 ⇒ (10) + 17 = 27 damage: 1d6 + 7 ⇒ (2) + 7 = 9
Claw on Izomandakus: 1d20 + 17 ⇒ (12) + 17 = 29 damage: 1d6 + 7 ⇒ (3) + 7 = 10
"I can't hold it for much longer Kast!" shouts Izomandakus as he's riddled with blows from the beast with two mouths.
Next round Izomandakus delays until after Kast so he can see, hoping Kast will light the torch.
- Round 4 -
Rastaf - 4
- Round 5 -
Kast - 17 (-16hp)
Izomandakus - 16 (-43hp)
Pachemu - 16 (-46hp)
Valena - 14+ (-23hp, 3 images)
Seamus - 14- (2 images, panicked)
Good Folk - 13
Headless Lord - 13 (-119hp)
Forgefiend - 13 (-40hp)
Orange Giant - 13 (-30hp)
Green Giant - 13 (-70hp, turned)
Red Giant - 13 (-70hp, turned)
Everyone is up.

Seamus Passeri |
Thanks GM Euan, If I once knew that about 'Panicked' I had forgotten it.
Having run up the hallway, out of sight of the headless axe ogre Seamus stopped in a hall. Bending over he places his hands on his knees and catches his breath. Standing up, his hands were still shaking. Intent to calm is nerves, he reaches back for his lute. Realizing, at the same moment, that he had left it in the dragon's lair and that playing music would not be a wise idea. Wringing in hands, he moved near the end of the hallway, hoping to hear how his friends were doing.

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Rastaf moves to flank Val and attacks thrice.
Hey! Behind you, big guy!
flaming falchion PA: 1d20 + 15 + 1 + 2 + 2 - 3 ⇒ (16) + 15 + 1 + 2 + 2 - 3 = 33
damage: 2d4 + 8 + 6 + 1d6 ⇒ (1, 2) + 8 + 6 + (2) = 19
crit confirm: 1d20 + 15 + 1 + 2 + 2 - 3 ⇒ (11) + 15 + 1 + 2 + 2 - 3 = 28
damage: 2d4 + 8 + 6 + 1d6 ⇒ (3, 2) + 8 + 6 + (4) = 23
flaming falchion PA: 1d20 + 15 + 1 + 2 + 2 - 3 ⇒ (16) + 15 + 1 + 2 + 2 - 3 = 33
damage: 2d4 + 8 + 6 + 1d6 ⇒ (4, 1) + 8 + 6 + (6) = 25
crit confirm: 1d20 + 15 + 1 + 2 + 2 - 3 ⇒ (4) + 15 + 1 + 2 + 2 - 3 = 21
flaming falchion PA: 1d20 + 10 + 1 + 2 + 2 - 3 ⇒ (17) + 10 + 1 + 2 + 2 - 3 = 29
damage: 2d4 + 8 + 6 + 1d6 ⇒ (2, 3) + 8 + 6 + (3) = 22
crit confirm: 1d20 + 15 + 1 + 2 + 2 - 3 ⇒ (3) + 15 + 1 + 2 + 2 - 3 = 20

Kast Phaer |

""I can't hold it for much longer Kast!"
Next round Izomandakus delays until after Kast so he can see, hoping Kast will light the torch.
Round 5, Init 17
"Oh, what? Why don't you move away then? And take that torch with you?" Kast casts Spark at the torch at Pachemu's feet, creating a bit of light for a bit, after stepping back 5'.
[list]
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/7 left
5: 1/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (7) + 13 + 2 + 2 = 24 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (4) + 12 + 2 + 3 = 21 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (2) + 12 + 2 + 2 = 18 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[spoiler=Perfect Blessing Round 1/12]Choose one at the start of your turn:
[list]
[ /spoiler]

Valena Dalloway Versade |

”Well, at least we are both unlucky, eh, headless?” She takes a few more stabs at the dark. Taking the extra attack again
50% Miss Chance (high is always good for me): 1d100 ⇒ 32
Primary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 19 + 2 - 3 ⇒ (6) + 19 + 2 - 3 = 24
Primary Damage (power attack): 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
50% Miss Chance (high is always good for me): 1d100 ⇒ 24
Perfect Attack with Irreconcilable Differences (flank, power attack): 1d20 + 19 + 2 - 3 ⇒ (17) + 19 + 2 - 3 = 35
Perfect Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
50% Miss Chance (high is always good for me): 1d100 ⇒ 23
Secondary Attack with Irreconcilable Differences (flank, power attack): 1d20 + 14 + 2 - 3 ⇒ (14) + 14 + 2 - 3 = 27
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 79/104
AC: 31/18/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

GM Euan - Rise |

Rastaf, in darkness, has a miss chance as he stumbles into difficult terrain to try and confirm his crit!
Miss (low is bad for Rastaf: 1d100 ⇒ 70
He connects! More to come...

GM Euan - Rise |
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Having waited for some light, Izomandakus steps back again and continues to slash at the forgefiend.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (7) + 20 + 2 + 2 = 31
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (4) + 10 + 3 + (6) - 2 = 21
Greed+HR+Kast: 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (4) - 2 = 18
Greed+HR+Kast: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (5) + 10 + 3 + (2) - 2 = 18
Extra Attack.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (20) + 20 + 2 + 2 = 44
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (2) + 10 + 3 + (6) - 2 = 19
critthreat Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (13) + 20 + 2 + 2 = 37
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 - 2 ⇒ (4) + 10 + 3 - 2 = 15

GM Euan - Rise |
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Rastaf takes a risk and moves into flank (drawing an AoO) and finishes the Headless Lord! Seamus stops fleeing and tries to catch his breath - though he’s a ways from returning. Kast lights a torch to avoid cursing in the darkness. Izomandakus gets all of Desna’s luck, hitting for over 70 points of damage! Still, he doesn’t take it down though it looks bad. Valena, able to fully see, cuts down the orange giant with ease though it did take all three swings.
The Headless Lord takes his last swing before being destroyed…
AoO Lord on Rastaf: 1d20 + 21 ⇒ (2) + 21 = 23
damage: 1d8 + 15 ⇒ (2) + 15 = 17 negative energy: 1d6 ⇒ 4 Fort save DC 12 or 1 strength damage
...and he's missed!
The forgefiend, struggling to drop Izomandakus, belches forth a searing pile of slag from its belly onto Kast, Izomandakus, and Pachemu!
Fire: 14d6 ⇒ (4, 5, 5, 2, 3, 3, 2, 6, 3, 1, 2, 3, 4, 2) = 45 Reflex DC 22 for half
Izomandakus: 1d20 + 10 ⇒ (6) + 10 = 16 vs DC 22 for 45hp
Pachemu: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 22 for 45hp
Izomandakus, a tough little nut, refuses to fall, though Pachemu, war pig, does finally falter and collapse under him. Pachemu is down and bleeding...
The slag quickly cools leaving piles scattered around making for difficult terrain (marked on map).
- Round 5 -
Rastaf - 4
- Round 6 -
Kast - 17 (-16hp, reflex save)
Izomandakus - 16 (-88hp)
Pachemu - 16 (-91hp, bleeding)
Valena - 14+ (-23hp, 3 images)
Seamus - 14- (2 images, panicked)
Forgefiend - 13 (-113hp)
Green Giant - 13 (-70hp, turned)
Red Giant - 13 (-70hp, turned)
Everyone is up.

Kast Phaer |
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Oh, poor Pachemu. Daniel goes away and all of the sudden pork is back on the menu. Good attacks from MicroIzo.
1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 Reflex
Kast grunts and avoids most of the fiery vomit, he looks at Izo and the downed Pachemu and lets Rastaf act first.

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Rastaf takes a full round to summon a Bralani Azata.
He positions it to flank Kast, if there's room above the magic wall.
It can take wind form and attack, or maybe blast the forgefiend with a lightning bolt.

Valena Dalloway Versade |

Val steps towards the light and the sound of metal of belching fire and takes a stab towards the source. Taking +2 hit and AC this round
Acrobatics to Avoid AoOs: 1d20 + 21 ⇒ (10) + 21 = 31
Attack with Irreconcilable Differences (perfect blessing, power attack): 1d20 + 19 + 2 - 3 ⇒ (5) + 19 + 2 - 3 = 23
Damage (power attack): 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
HP: 79/104
AC: 33/20/25
Saves: F13/R17/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, 2 image), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Tough Crowd, perfect blessing
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx2)
2: 3/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 3/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1)
4: 2/2 used (Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+19[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Kast Phaer |

Round 6, Init 17
Kast looks at Rastaf, confused as Pachemu lies dying on the ground, but then decides to perfectly trust the wisdom of the half-man and attacks with flank at the bleching ironbeast.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 2 + 2 ⇒ (14) + 13 + 2 + 2 + 2 + 2 = 35 to hit; (BS, GMW,+perfect)
1d10 + 12 + 2 + 3 ⇒ (4) + 12 + 2 + 3 = 21 magic cold iron damage
Iron Quill, two handed:
1d20 + 6 + 2 + 2 + 2 + 2 ⇒ (1) + 6 + 2 + 2 + 2 + 2 = 15 to hit; (BS, GMW,+perfect)
1d10 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22 magic cold iron damage
[list]
hp: 85/85
AC: 29/23/18 (always on shield) +2 with MCaE + 4 SoF
Saves: F5/R11/W8* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 4/8 left
4: 4/7 left
5: 1/6 left
6: 4/4 left
Perfect Intentions, Round 2/12: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 31 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (8) + 12 + 2 + 3 = 25 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 28 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26 magic cold iron damage
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Bull's Strength (will renew as needed), extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
[spoiler=Perfect Blessing Round 1/12]Choose one at the start of your turn:
[list]
[ /spoiler]

GM Euan - Rise |

Izomandakus straightens up, stepping over Pachemu bleeding form angrily. He attacks the forgefiend with the fury of the fallen war pig!
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (10) + 20 + 2 + 2 = 34
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (6) + 10 + 3 + (1) - 2 = 18
Greed+HR+Kast: 1d20 + 15 + 2 + 2 ⇒ (18) + 15 + 2 + 2 = 37
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (6) + 10 + 3 + (5) - 2 = 22
Greed+HR+Kast: 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (1) + 10 + 3 + (4) - 2 = 16
Extra Attack.
Greed+HR+Kast: 1d20 + 20 + 2 + 2 ⇒ (13) + 20 + 2 + 2 = 37
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (1) - 2 = 15

GM Euan - Rise |

Rastaf summons aid from the heavens! Seamus paces quietly, angry with himself. Kast slams into the beast once, but heartily. Izomandakus, infuriated at the injury to Pachemu, takes the forgefiend to town - hitting every time. Valena moves in to ensure the kill.
The forgefiend is cut down by the party. It looked to be about to flee, but something frightened it more than death, and so it remained to try vainly to stop you. And it failed.
Rastaf’s Azata can do a little healing before it departs, casting a cure serious wounds each on Pachemu and Izomandakus (cool summons).
CSW Pachemu: 3d8 + 6 ⇒ (8, 6, 7) + 6 = 27
CSW Izomandakus: 3d8 + 6 ⇒ (3, 2, 4) + 6 = 15
The two hulking giants, pinned in the corner by the power of Rastaf’s beliefs, are easily cut down as they have but 1hp each.
You vanquish the last foe and the room quiets. Taking some time to patch yourselves up the darkness fades and normal light returns. The giants had little in the way of loot (unless you want to drag nonmagical giant sized armor around) and the forgefiend had none, but the Headless Lord had one or two things of value.
Full Plate +2 (large)
Runechill Hatchets (link)
Seamus returns, perhaps sheepishly, a moment later, likely while healing is still occurring.
We are out of initiative.
Rastaf - 4
Kast - 17 (-38hp)
Izomandakus - 16 (-73hp)
Pachemu - 16 (-64hp)
Valena - 14+ (-23hp, 3 images)
Seamus - 14- (2 images)

Valena Dalloway Versade |

Val borrows Kast or Rastaf to use her wand to top her off.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
She cleans off her sword and rests it on her shoulder. ”Well that the most troublesome time I have had in the dark since I was married.” She scans about to try to put together exactly what just happened. ”We all lived though, so it cannot have been too bad. I will need to pick up a potion to let me see in the dark so that does not happen again.” She expresses no interest in the headless guy’s loot, having little use for heavy armor or hatchets.

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Save the wand charges to top everyone off, Valena.
With so many injured, Rastaf channels divine healing energy once again, making sure to exclude the fallen foes.
channel: 6d6 ⇒ (1, 2, 2, 2, 5, 4) = 16
Crap! I've got 2 left. Where's everybody at for hps?

GM Euan - Rise |

After the channel,
Izomandakus (-58hp)
Pachemu (-48hp)
You might want to save a channel or two for emergencies unless you're running out of wands. Presuming not, Izomandakus and Pachemu will get in line after the channel to help everyone.
CLW on Izomandakus: 11d8 + 11 ⇒ (6, 4, 3, 7, 1, 1, 6, 4, 3, 2, 8) + 11 = 56
CLW on Pachemu: 9d8 + 9 ⇒ (5, 8, 5, 1, 1, 1, 8, 5, 8) + 9 = 51