
Seamus Passeri |
Hearing the combat end, Seamus stands in the hall, staring at his shaking hands, unable to force himself to move. As the dread passes, he hears Val saying something about darkness, marriage, a potion and darkness ,agian. Moving through the room past the destroyed Golem. 'Well that's at least a good thing.' Realizing there's light in the room he fled, Walking back in, feeling sheepish. Not looking up and anyone, "Sorry about that folks. I don't know what came over me." He bends over picking up his weapons. "Blood or something splurted from 'Headless' neck and then the lights went out." Shaking his head, "It just, well, it just. I couldn't stop my feet from running or my hands from trembling."

Kast Phaer |

"Blood or something splurted from 'Headless' neck and then the lights went out." Shaking his head, "It just, well, it just. I couldn't stop my feet from running or my hands from trembling."
"I'm sure it was magic, 'Mus," Kast says, taking in the healing. "Don't you worry about it. We got it." Kast will pick up the torch until such time it is no longer needed and then he will douse for future use.
He will take 4 charges of the wand after Rastaf's bursts.
4d8 + 4 ⇒ (6, 3, 6, 2) + 4 = 21 CLW
"I tell you, that thing walked right through my wall. RIGHT THROUGH IT, like it was nothing," Kast mentions, replaying the battle in his head. "Surprising. I'll have to do better next time."
Kast moves the south hallway in case that is where the party is headed next.

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The evil magics here can affect any of us at any time. You needn't apologize for succumbing to it. We're all vulnerable, the half orc says to the half elf. You've proven your mettle, and you will again.
I always thought that rogues deserved good will saves. They're supposed to be wily, like you can't manipulate them easily.
Rastaf wants to make sure that everyone is at least close to full hit points before we move on. This will only get harder.

Seamus Passeri |
'Any of us at any time, True, but it was me not them.' Still sullen about the 'magic' Seamus nods, "Yeah, magic, doesn't make it feel better." As Rastaf continued checking everyone's wounds, Seamus noticed Kast 'air walking' towards the southern hallway. Not wanting his friend to face whatever may be there alone, Seamus quickly moves that way to catch up with his friend. "Wait for me Kast."
Once he arrives at the hallway, nearly under Kast, he slows down and begins to take a look around, pausing to make sure everyone had caught up.
When everyone is ready to move on, Seamus will take 10 (25/31) on perception for the hallway.

GM Euan - Rise |

Both halls lead to the next chamber, a 20’ square room shaped like a silo. Its ceiling arches up to a vaulted height of one hundred feet! The chamber is otherwise empty however, and holds little interest. So you move through a short angled tunnel to a larger hall.
This long hallway has a looming ceiling forty feet above and is decorated with an intricate display of stone supports and beams. The walls are carved in long swaths of densely scribed runes the seven pointed star is repeated often. To the east, the hallway has caved in entirely - a battered door protrudes from the rubble, but the hall beyond is completely filled with detritus.
To the west, the hall ends at an immense bronze double door that bears a huge mirrorlike silver inlay of the ubiquitous seven pointed star. This set of doors has no obvious hinges, handles, or locks, save for a single tiny star-shaped indention at the center of the larger mirrored star.
Reading this spoiler, and therefor the runes, causes you to be affected as if by the spell calm emotions (link). Note you did not get a saving throw - it is not actually the spell. It’s something else, but it has the same effect. You do not know when it will expire either.
Waiting the two minutes that should be the maximum for the spell doesn’t do it.
- - -
Izomandakus follows the party just behind the front liners (though I've moved him into the hall for convenience).

Kast Phaer |
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Kast looks at the Thassolonian runes. He nods and smiles to himself.
If there was one thing that Kast could do perfectly, it was definitely avoid the girl upon whom he has had a crush on for years. He would and could avoid her, talking to her, and take great pains to ever deal with his feelings and deal with any fears of rejection should he actually talk to her.
But the second thing that Kast could do really well, probably not perfectly, but close is read f#!+ing Thassolonian. And so he does.
He looks at the runes and thinks. And then thinks so more.
He will explain to others what the runes mean and that he thinks this his probably a library, and that also, he would like to go in and investigate.
”When you all are ready. Might be that we need to put my medallion in the hole there to open it. Maybe. Or maybe ‘Mus can open it.”

GM Euan - Rise |
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Izomandakus also reads the Thassilonian… and he seems to relax. Just a bit. Smiling he notes that Kast’s medallion is the wrong size. ”Yours is too small. We need a bigger one,” he suggests.
Seamus investigates the door, and reels back. The power emanating from the thing is intense. He can almost feel its thrum under his fingers. There’s magic protecting this portal and that’s a fact. But no traps. Or at least none that he can find taking-10.
Does he try to open the door?

Seamus Passeri |
1 person marked this as a favorite. |
Looking from Kast to Izomandakus as they discuss the size of their medallions Seamus nods his head in agreement with Val. Chiming in, "Val's right, let's make sure nothing's going to sneak up on us from behind." He gestures towards the other doors, "Besides one of these may hold the key."
The memory of having been irrationally afraid clearly playing tricks on Seamus' nerves, he rubs his hands as he approaches the door furthest from the western one. Kneeling beside the door, he carefully checks it for traps, then when one of his friends gives him a nod, he opens it.
Will take 10(35/41) on perception for the door, and when someone posts the 'go ahead' he will take 10(37/43) on disable device for any locks or traps

Kast Phaer |

Once it is clear that his medallion is not the right size to open the door, he nods and agrees with Val that further search is needed.
He moves forward with the party, air limping as fast as he can to keep up.
Moved on map.

GM Euan - Rise |

Seamus investigates the door and, finding nothing, opens it.
This strange, empty room has been smoothed over to an even greater extent than the other chambers in this complex - every angle of the walls has been modified into a gentle arc, removing any element of harsh regular lines entirely from view. Patches of what appear to be scorch marks stain the walls and floors here and there, especially to the south, where part of the wall has fallen away entirely.
In mere seconds, three hounds appear and surround the party in an odd way. They all appear in the corners - where the wall meets the ceiling for example. Which is where they are! They appear 35’ up and pad on the air as easily as the ground. They each descend 5’ (5’ step) and glare!
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 2
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 5
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 3
Kast, Valena, and Rastaf are each stared at - and the glare of these beasts is more ripping than the hard eye of the collie.
Kast slashing: 5d6 ⇒ (6, 5, 6, 3, 3) = 23 Fort DC 18 negates
Valena slashing: 5d6 ⇒ (2, 3, 4, 2, 4) = 15 Fort DC 18 negates
Rastaf slashing: 5d6 ⇒ (4, 5, 4, 4, 3) = 20 Fort DC 18 negates
These gaunt, long-limbed quadrupeds have huge, soulless eyes and a toothy maw. The lean creatures move with a predatory grace as they descend. Currently 30’ up.
Kast, your calm has been ruined by this hound. You may act normally
Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals.
- - -
- Round 1 -
Seamus - 21 (soon to be 2 images)
Good Folk - 17
Izomandakus - 16 (-2hp, calm)
Valena - 13 (3 images)
Rastaf - 7
Kast - 1
Kast: 1d20 + 0 ⇒ (1) + 0 = 1
Rastaf: 1d20 + 1 ⇒ (6) + 1 = 7
Seamus: 1d20 + 10 ⇒ (11) + 10 = 21
Valena: 1d20 + 6 ⇒ (7) + 6 = 13
Good Folk: 1d20 + 9 ⇒ (8) + 9 = 17
Seamus is up - full rounds now.

Seamus Passeri |
Seeing the dog like things walking on air and glairing at his friends, Seamus isn't quite sure how to respond as the dog things 'bamf' into the hallway above them. Holding up the mithril long knife in his left fist, he raises a finger and gives the dogs a vulgar gesture, hoping one would come within range of his weapons.
Readied action: Attack + 1 Keen rapier
attack: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10

GM Euan - Rise |

Seamus readies an attack, which triggers as they ‘port among you, but it doesn’t really change his initiative order. And yes, he misses.
The hounds wink out instantly and appear seemingly randomly among you! They appear at the edges of the wall and the floor - they seem to leap from the very corners themselves.
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 3
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 5
Izomandakus, Kast, Rastaf, Seamus, Valena: 1d5 ⇒ 1
Rastaf, Valena, and Izomandakus are each attacked viciously.
Red bite on Rastaf: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
Red claw on Rastaf: 1d20 + 15 ⇒ (8) + 15 = 23 damage: 1d8 + 3 ⇒ (7) + 3 = 10
Red claw on Rastaf: 1d20 + 15 ⇒ (15) + 15 = 30 damage: 1d8 + 3 ⇒ (2) + 3 = 5
The flat footed Rastaf is hit every time.
Blue bite on Valena: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7 images: 1d4 ⇒ 4
Blue claw on Valena: 1d20 + 15 ⇒ (6) + 15 = 21 damage: 1d8 + 3 ⇒ (7) + 3 = 10 images: 1d3 ⇒ 1
Blue claw on Valena: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 1d8 + 3 ⇒ (4) + 3 = 7 images: 1d2 ⇒ 2
Valena looses all three images.
Green bite on Izomandakus: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Green claw on Izomandakus: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35 damage: 1d8 + 3 ⇒ (8) + 3 = 11
Green claw on Izomandakus: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 damage: 1d8 + 3 ⇒ (5) + 3 = 8
Izomandakus too is hit all three times, and he completely looses his cool!
- Round 1 -
Izomandakus - 16 (-33hp)
Valena - 13 (fort)
Rastaf - 7 (-30hp, fort)
Kast - 1 (fort)
- Round 2 -
Seamus - 21 (soon to be 2 images)
Good Folk - 17
Everyone is up - full round actions.

GM Euan - Rise |

Kast avoids the glare, and knows they have DR 10/magic. I think all your weapons are magical, so no big deal.

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fort: 1d20 + 13 ⇒ (14) + 13 = 27
Damn. Ate my post. Confirmed a crit, too.
falchion PA: 1d20 + 15 + 1 + 2 - 3 ⇒ (20) + 15 + 1 + 2 - 3 = 35
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (1, 2) + 6 + 2 + 6 + (4) = 21
crit confirm: 1d20 + 15 + 1 + 2 - 3 ⇒ (6) + 15 + 1 + 2 - 3 = 21
falchion PA: 1d20 + 15 + 1 + 2 - 3 ⇒ (13) + 15 + 1 + 2 - 3 = 28
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (3, 2) + 6 + 2 + 6 + (4) = 23
falchion PA: 1d20 + 10 + 1 + 2 - 3 ⇒ (12) + 10 + 1 + 2 - 3 = 22

Kast Phaer |

Round 1, Init 1
Kast, perfectly, I might add, decides to help Rastaf with the one at his back. He steps so he can crunch down upon the hound.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 2 ⇒ (2) + 13 + 2 + 2 + 2 = 21 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (2) + 12 + 2 + 3 = 19 magic cold iron damage
Iron Quill, two handed:
1d20 + 6 + 2 + 2 + 2 ⇒ (2) + 6 + 2 + 2 + 2 = 14 to hit; (BS, GMW,+perfect)
1d10 + 12 + 2 + 3 ⇒ (6) + 12 + 2 + 3 = 23 magic cold iron damage
Though his decision was perfect, his execution needed more perfection to be perfect.
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 ⇒ (1) + 13 + 2 + 2 = 18 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (2) + 12 + 2 + 3 = 19 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (7) + 13 + 2 + 2 = 24 to hit; (BS, GMW)
1d10 + 12 + 2 + 2 ⇒ (5) + 12 + 2 + 2 = 21 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 |

Fortitude Save: 1d20 + 12 ⇒ (14) + 12 = 26
Val is nonplussed by the creature’s stare, knowing a thing or two about a good stare. She tries to match it with her own and begins trying to fight back. Ignore the painful stare damage if it’s immune to mind affecting. She can still feint though as that just depends on it having intelligence
Greater Feint: 1d20 + 24 ⇒ (3) + 24 = 27
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (4) + 10 + 6 + (4, 2) + 3 = 29
Surprise Strike (power attack, surprise strike): 1d20 + 19 - 3 - 5 ⇒ (20) + 19 - 3 - 5 = 31
Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Crit Confirm: 1d20 + 19 - 3 - 5 ⇒ (1) + 19 - 3 - 5 = 12
Crit Damage: 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: blue
Painful Stare: blue
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
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 |
Frustrated that he was not able to hit the dog like creature, Seamus notices Val try to feint the dog by her and mini-mandakus. Deciding to pile on that dog, Blue he steps towards it and attacks with both rapier and long knife.
- 1 lvl. 5 ft step, Full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
rapier: 1d20 + 14 + 1 - 2 ⇒ (19) + 14 + 1 - 2 = 32 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 SA: 6d6 ⇒ (6, 5, 2, 4, 2, 4) = 23
shortsword: 1d20 + 14 + 1 + 1 - 2 ⇒ (8) + 14 + 1 + 1 - 2 = 22 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 SA: 6d6 ⇒ (5, 1, 3, 6, 2, 4) = 21
rapier: 1d20 + 9 + 1 - 2 ⇒ (18) + 9 + 1 - 2 = 26 for damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8 SA: 6d6 ⇒ (5, 2, 2, 5, 3, 4) = 21
shortsword: 1d20 + 9 + 1 + 1 - 2 ⇒ (5) + 9 + 1 + 1 - 2 = 14 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 bane: 2d6 ⇒ (6, 4) = 10 SA: 6d6 ⇒ (6, 4, 6, 3, 3, 2) = 24
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) + 14 + 1 - 2 = 15 for damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
rapier: confirm crit: 1d20 + 9 + 1 - 2 ⇒ (3) + 9 + 1 - 2 = 11 for damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
phooey

GM Euan - Rise |

Izomandakus steps out of flank as he attacks blue.
Greed+HR: 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (1) + 10 + 3 + (5) - 2 = 17
Greed+HR: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (5) + 10 + 3 + (1) - 2 = 17
Greed+HR: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (4) - 2 = 18

GM Euan - Rise |

Izomandakus avails himself of his blade as he slashes at blue. Valena finds it is immune to mind effecting, but it has a mind susceptible to the feint and she just makes it hitting once (but no crit). Rastaf takes on red and lights into it twice deeply. Kast also gets in on the action against red, but cannot match Rastaf’s ferocity. Seamus takes advantage of Valena’s feint to dig deep on the creature, bringing one down!
Red continues to press Rastaf.
Red bite on Rastaf: 1d20 + 15 ⇒ (11) + 15 = 26 damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Red claw on Rastaf: 1d20 + 15 ⇒ (9) + 15 = 24 damage: 1d8 + 3 ⇒ (4) + 3 = 7
Red claw on Rastaf: 1d20 + 15 ⇒ (9) + 15 = 24 damage: 1d8 + 3 ⇒ (1) + 3 = 4
Rastaf is missed this time around.
Green continues on Izomandakus.
Green bite on Izomandakus: 1d20 + 15 ⇒ (12) + 15 = 27 damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14
Green claw on Izomandakus: 1d20 + 15 ⇒ (14) + 15 = 29 damage: 1d8 + 3 ⇒ (4) + 3 = 7
Green claw on Izomandakus: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 1d8 + 3 ⇒ (1) + 3 = 4
Green has better luck against Izomandakus proving once again that when the PC leaves, their characters do poorly. Still, he remains standing tall, er short, on Pachemu's back - cursing the hounds.
- Round 2 -
Izomandakus - 16 (-58hp)
Valena - 13
Rastaf - 7 (-30hp, fort)
Kast - 1 (fort)
- Round 3 -
Seamus - 21 (soon to be 2 images)
Good Folk - 17
Blue - 17 (dead)
Red - 17 (-44hp)
Everyone is up - full round actions.

Kast Phaer |

Round 2, Init 1
Kast tries again to be perfect.
Iron Quill, two handed:
1d20 + 13 + 2 + 2 + 2 ⇒ (6) + 13 + 2 + 2 + 2 = 25 to hit; (BS, GMW)
1d10 + 12 + 2 + 3 ⇒ (3) + 12 + 2 + 3 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 6 + 2 + 2 + 2 ⇒ (14) + 6 + 2 + 2 + 2 = 26 to hit; (BS, GMW,+perfect)
1d10 + 12 + 2 + 3 ⇒ (5) + 12 + 2 + 3 = 22 magic cold iron damage
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 ⇒ (3) + 12 + 2 + 3 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 13 + 2 + 2 ⇒ (3) + 13 + 2 + 2 = 20 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]

Valena Dalloway Versade |

Val steps up to the beast next to Izo and Sea and follows up with the same attack pattern as before. The dice roller giving me deja vu!
Greater Feint: 1d20 + 24 ⇒ (8) + 24 = 32
Attack with Irreconcilable Differences (power attack): 1d20 + 19 - 3 ⇒ (3) + 19 - 3 = 19
Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Surprise Strike with Irreconcilable Differences (power attack, surprise strike): 1d20 + 19 - 3 - 5 ⇒ (19) + 19 - 3 - 5 = 30
Surprise Damage (power attack): 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
Crit Confirm: 1d20 + 19 - 3 - 5 ⇒ (16) + 19 - 3 - 5 = 27
Crit Damage: 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +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
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 |
Smiling as the dog like thing fell, Seamus shifted as Val stepped past him and attacked the dog like thing behind him. "Good idea Val, let's gang up on this one." Turning around he attacked the second dog like thing thrusting his keen rapier at it's chest, while he slashed at it's loins with the mithril long knife.
- 1 lvl.Full attack: + 1 keen rapier TWF/ + 1 giant bane shortsword, WF, TWF
rapier: 1d20 + 14 + 1 - 2 ⇒ (16) + 14 + 1 - 2 = 29 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 SA: 6d6 ⇒ (6, 4, 1, 4, 6, 4) = 25
shortsword: 1d20 + 14 + 1 + 1 - 2 ⇒ (1) + 14 + 1 + 1 - 2 = 15 for damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13 SA: 6d6 ⇒ (2, 5, 3, 4, 1, 3) = 18
rapier: 1d20 + 9 + 1 - 2 ⇒ (14) + 9 + 1 - 2 = 22 for damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 SA: 6d6 ⇒ (4, 6, 2, 6, 4, 2) = 24
shortsword: 1d20 + 9 + 1 + 1 - 2 ⇒ (10) + 9 + 1 + 1 - 2 = 19 for damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9 bane: 2d6 ⇒ (5, 1) = 6 SA: 6d6 ⇒ (5, 6, 6, 1, 3, 2) = 23
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 ⇒ (9) + 14 + 1 - 2 = 22 for damage: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8

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fort: 1d20 + 13 ⇒ (19) + 13 = 32
Okay, now you made me mad. The half orc attacks again.
falchion PA: 1d20 + 15 + 2 + 1 - 3 ⇒ (18) + 15 + 2 + 1 - 3 = 33
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (1, 1) + 6 + 2 + 6 + (3) = 19
crit confirm: 1d20 + 14 + 2 + 1 - 3 ⇒ (17) + 14 + 2 + 1 - 3 = 31
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (1, 1) + 6 + 2 + 6 + (3) = 19
falchion PA: 1d20 + 15 + 2 + 1 - 3 ⇒ (11) + 15 + 2 + 1 - 3 = 26
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (4, 4) + 6 + 2 + 6 + (3) = 25
falchion PA: 1d20 + 10 + 2 + 1 - 3 ⇒ (16) + 10 + 2 + 1 - 3 = 26
dmg: 2d4 + 6 + 2 + 6 + 1d6 ⇒ (2, 3) + 6 + 2 + 6 + (6) = 25
crit confirm: 1d20 + 10 + 2 + 1 - 3 ⇒ (7) + 10 + 2 + 1 - 3 = 17

GM Euan - Rise |

Izomandakus attacks green.
Greed+HR: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (5) + 10 + 3 + (2) - 2 = 18
Greed+HR: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (3) - 2 = 17
Greed+HR: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Magical/Slashing damage+AS+flaming-reduced: 1d6 + 10 + 3 + 1d6 - 2 ⇒ (3) + 10 + 3 + (3) - 2 = 17

GM Euan - Rise |

Sorry Rastaf, that fort save was from last round. I forgot to remove it.
Izomandakus lays the foundation for Valena to step up on green. She finishes it decidedly! Rastaf, now angry, takes it out on the hound, and crushes it as well! Kast and Seamus have little to do, what with there being no more opponents to fight and so they stand down.
We are out of combat!
Izomandakus - 16 (-58hp)
Valena - 13
Rastaf - 7 (-30hp)
Kast - 1 (fort)
Seamus - 21 (soon to be 2 images)
If Rastaf doesn’t help, Izomandakus will tap the want further.
CLW wand: 9d8 + 9 ⇒ (2, 7, 8, 1, 2, 8, 8, 8, 2) + 9 = 55
”I should really stay back.” he mumbles grinning.
Here's the room description again for convenience...
This strange, empty room has been smoothed over to an even greater extent than the other chambers in this complex - every angle of the walls has been modified into a gentle arc, removing any element of harsh regular lines entirely from view. Patches of what appear to be scorch marks stain the walls and floors here and there, especially to the south, where part of the wall has fallen away entirely.

Kast Phaer |

”I should really stay back.” he mumbles grinning.
Kast nods, trying not to think the same thing about the oft-injured ‘Mus.
”Yeah, or use different magics to protect yourself. Val’s images seem to work pretty well,” Kast notes, while waiting as the healing happens.
”And now we know why we liked the curved walls. But also, it seems that maybe these hounds were intruders? If I recall correctly, this area was designed to not allow their kind purchase in. So something might have gone wrong.”

Seamus Passeri |
Smiling, seeing that Val had dropped the dog like thing, Seamus turns seeing Rastaf had dropped the other. Lowering his weapons, he compliments the others. "We'll done!"
Moving into the oddly walled room, Seamus turns to Kast, "We know why the walls were Curved?" He rests his left hand on a wall, as he realizes Kast is explaining why.
Shrugging, he moves to the double doors in the western corner of the room. Once the team is ready, Seamus carefully inspects the door, carefully dealing with any locks or traps so he may gain egress.
Taking 10 (35/41) on Perception and taking 10 (37/43) on disable device

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I should really stay back. he mumbles grinning.
I think so, too. Put your magic in play. It's time.
Rastaf simultaneously burns his wand along with Kast.
clw: 7d8 + 9 ⇒ (6, 5, 2, 3, 2, 2, 6) + 9 = 35
This burns off most of his magical effects, but it won't do to have anyone down any hit points, including himself.

Valena Dalloway Versade |

Val laughs as Kast explains the curved walls. ”Well that must explain why the hounds could not get purchase on me.” She swivels her hips in an exaggerated fashion to accentuate her feminine curves. ”We shall not need to worry going forward then, as I am practically invulnerable!”
Mirror Images: 1d4 + 3 ⇒ (3) + 3 = 6
”And that takes me from practically to completely.”

Kast Phaer |

Ah yes, the walls/architecture post is here.
Kast nods at Val’s invulnerability, acknowledging how much difficulty he might have in striking the true her.
”Ha, I’d probably have a better chance of hitting you if I closed my eyes,” Kast jokes, not joking, but might be joking. ”Well, you should lead on then.”

GM Euan - Rise |
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Seamus opens the double doors easily - they were neither locked nor trapped. However, just 5’ from the open door is a thick wall of fog.
Know Arcane: 1d20 + 20 ⇒ (5) + 20 = 25 vs DC 22
Izomandakus eyes it and says, ”That’s a fog cloud. It’ll be some 40’ thick at the widest point.” A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
Something stirs within the chamber! ”Ahhh, welcome. I’ve been expecting you.” The voice is deep and broad, as you’d expect from a giant. But there’s something more. A charisma that transcends race and sex. This must be Mokmurian. You can see, or rather hear, how the giants followed him! Such power just from his voice! It’s depth thrum resonates in your spinal cord.
You hear him complete a spell.
- Round 1 -
Seamus - 30 (soon to be 2 images)
Valena - 26 (6 images)
Good Folk - 16+
Rastaf - 16-
Kast - 7+
Izomandakus - 7- (-3hp)
Kast: 1d20 + 0 ⇒ (7) + 0 = 7
Rastaf: 1d20 + 1 ⇒ (15) + 1 = 16
Seamus: 1d20 + 10 ⇒ (20) + 10 = 30
Valena: 1d20 + 6 ⇒ (20) + 6 = 26
Good Folk: 1d20 + 7 ⇒ (9) + 7 = 16
Seamus and Valena are up first! I've opened up the map, but of course you cannot see where the fog cloud ends until you get there. There's another tricky bit - a second fog cloud partially overlapping and obscured by the first. So complicated.
I'll describe the room once someone exits the clouds, but it's very tall. See the side view in the lower right corner of the map, now revealed.

Seamus Passeri |
'Speaking of 'having your eyes closed.' Seeing the fog cloud, Seamus pauses, whispering. "So what's the plan Val?"
Seamus has no idea what to do, other than rushing in and killing Mokurian. But, he's gotten smart enough to at least follow Val and see if she can Feint him. Will delay until Val goes.

Valena Dalloway Versade |

Val shrugs and looks up to the sky, holding up a mock toast for Cayden, then jumps into the room, sharpening her sword along the way. Double move and a swift to give her sword Keen
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +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, Eldritch Weapon (keen)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx3)
2: 4/6 used (Mirror Imagex3, 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.

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As his comrades rush into the fog, Rastaf moves 30' into it and drops a Mass Bear's Endurance.
We all get a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Enjoy your 24 extra hit points. We'll need them.

GM Euan - Rise |

Valena enters the room, hunting for the voice. As she enters the second cloud, she realizes it’s a trap!
Valena, please make a DC 20 Fort (poison) or lose Con damage: 1d4 ⇒ 3 Save and lose only half
Seamus, if not shouted aside, suffers the same fate. DC 20 Fort (poison) or lose Con damage: 1d4 ⇒ 3 Save and lose only half.
Please feel free to change your final movement locations as I doubt you want to end your turns in the noxious cloud to lose more Con. In the event you try to reach the far side of the room, you’ll discover the wall of force, now on the map in a light blue-chain sort of thing running N-S through the room and reaching 10’ tall which might effect your ending location as well. Note that you don’t see the wall until you run into it…
Everyone else, hold on a moment. I need to see where folks end up for my post.
NINJA: Hold up there Rastaf. Not quite your turn, but you could have cast the bear's endurance before Seamus opened the door - so I'll say everyone has that at least. :)

Valena Dalloway Versade |

Fortitude Save vs poison (bear’s endurance): 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34
Halves to 1 damage b/c of rounding down, which doesn’t have an effect yet as ability damage only does things in 2s
Val begins coughing as she hits the second cloud and immediately turns to try to move out of it.
Adjusted on map

Seamus Passeri |
There does not seem to be any shouting aside...
fort: 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
Coughing fitfully, From the corner of his eye, Seamus realizes Val's running out of the fog. Deciding it was the smarter move, he ducked out of the thicker fog, finding his way to an alcove in the wall. Calling out to the others. "The fog get's thicker and..." Not sure how to describe it, he coughs a couple more times. "And tastes funny! I think it's making me sick."
Adjusted on the map as well

GM Euan - Rise |

Valena enters the room, hunting for the voice. As she enters the second cloud, she realizes it’s a trap! Seamus chokes in the deadly vapors and moves along the wall though he is soon hemmed in!
This vast chamber might have once been a lecture hall, but now the place is empty of furniture. Six five foot wide pillars, each carved with spiraling runic patterns, rise up to support the fifty foot high ceiling.
Spread through the hall in neatly organized stacks and piles are arcane trappings, candles, books, scrolls, knives, and bundles of powders and ingredients - the entire place looks like an arcanist’s laboratory or storeroom.
At the west end of the room, a wide flight of stairs rises up to a stone door in the wall, just north of a twenty- foot-wide stage. Here sits a large mound of furs, an immense chair, and a table stacked high with more book and scrolls. An ironbound chest sits under the table against the far wall.
Mokmurian (image) is a stone giant, though a runt at merely 10’ tall. Still, there is something about him that shows his power. It’s almost visceral. And he seems to be covered in a soft green fire. He also appears to be standing on something, or perhaps just flying, 10’ above the ground.
He glances at Valena, with her many images, and smiles, ”Oh my, you will be difficult won’t you.”
He turns instead to Seamus, who looks all alone for the moment. He raises his hand and a deathly ray comes forth at the rogue! Mokmurian seems to see through the fog like it isn't there!
Ranged Touch: 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32 damage: 22d6 ⇒ (5, 6, 2, 1, 5, 6, 1, 4, 2, 2, 6, 3, 5, 6, 1, 3, 6, 2, 5, 6, 5, 2) = 84 Fort DC 21 for damage: 5d6 ⇒ (6, 6, 1, 3, 4) = 20 instead
…but of course, Valena’s protection flares up on the man in the nick of time! images: 1d3 ⇒ 1
"Ho! Ho! Ho! I shall have to try again!" Mokmurian laughs as Seamus is struck but survives. We shall see how healthy he is however...
Fog Cloud 2 drifts along the ground as it settles and moves toward the door. The two clouds are now one for the moment.
- Round 1 -
Rastaf - 16-
Kast - 7+
Izomandakus - 7- (-3hp)
- Round 2 -
Valena - 26 (6 images, -1 con dam)
Seamus - 25 (2 images, -3 con dam)
Good Folk - 16+
Everyone is up! If you move through the Fog Cloud 2, please remember to save against a 1d4 con loss with a DC 20 Fort. Half damage if you succeed (min 1).

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Rastaf uses his Aura of Heroism ability to give himself and the companions he can see a +2 morale bonus on attack rolls, saves, and skill checks. He then double moves and braves the fog.
Fort: 1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 28
con: 1d4 ⇒ 2 He loses 1 con.

Valena Dalloway Versade |

”I am a very difficult person, yes. Though my friend suggested you could just close your eyes. You can give it a try if you want.” She throws up a cat-like smile.
She pulls out a potion and drinks it, figuring now is as good a time as any for a little flight. Draw and drink potion of fly
HP: 104/104
AC: 31/18/25
Saves: F12/R16/W15 +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, Eldritch Weapon (keen), Fly
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/6 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Eldritch Weaponx3)
2: 4/6 used (Mirror Imagex3, 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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Izomandakus yells, ”You run from fighters, but you run toward wizards! Swarm him and keep him from casting!” He dismounts as he pulls the scale of a red dragon from his pouch. ”Pachemu, you stay here and guard the rear. I’ll be back.”
He casts… but there’s no one there to see what happens.
Seamus is up!

Seamus Passeri |
Retconing action: will spend a hero point on the roll, adding bears endurance, aura of heroism and magic circle against evil.
Fort: 1d20 + 11 - 1 - 1 + 2 + 2 + 2 ⇒ (15) + 11 - 1 - 1 + 2 + 2 + 2 = 30
Feeling better than he expected, Seamus sheathes the blades, and draws his shortbow. Realizing his friends need his help he moves through the ghastly fog, intent on moving up the steps instead he runs into some sort of invisible wall.
move action to sheath weapons, move 30 ft, drawing bow
Fort: 1d20 + 11 - 1 - 1 + 2 + 2 + 2 ⇒ (17) + 11 - 1 - 1 + 2 + 2 + 2 = 32 damage: 1d4 ⇒ 4
looks like Con is - 5 and damage will be - 20 instead.

GM Euan - Rise |

Rastaf provides an aura of heroism (keep in mind line of sight issues with the various fogs) and moves in, losing just a little con. Kast double moves into the hall. Izomandakus casts a preparatory spell as he dismounts Pachemu - not willing to put him in the fog. Valena draws and drinks a potion of fly, planning for the next steps. Seamus braves the fog yet again as he moves to shoot the giant.
The deadly fog drifts further east, and down, so I think it settles over Kast, forcing him to Fort DC 20 (poison) or suffer con dam: 1d4 ⇒ 4 or half on a successful save.
Mokmurian lets loose a spell. He casts Scorching Ray upon Seamus again, hoping surely to finish him off - even with his mirror images. He casts it so quickly however that he has time for another spell! The area around him fills with more fog (another Fog Cloud spell). ”I think I may have you now!” he shouts with pleasure as he points.
Ray on Seamus (touch): 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16 Fire: 4d6 ⇒ (2, 6, 4, 4) = 16 images: 1d3 ⇒ 1
Ray on Seamus (touch): 1d20 + 19 - 4 ⇒ (6) + 19 - 4 = 21 Fire: 4d6 ⇒ (4, 3, 4, 2) = 13 images: 1d3 ⇒ 3
Ray on Seamus (touch): 1d20 + 19 - 4 ⇒ (14) + 19 - 4 = 29 Fire: 4d6 ⇒ (3, 2, 5, 3) = 13 images: 1d2 ⇒ 2
Though he does manage to peel away both images, the initial miss vexes Mokmurian as he stares at his finger before the fog shrouds him again.
- Round 2 -
Rastaf - 16- (-1 con dam)
Kast - 7+ (-1 con dam)
Izomandakus - 7- (-3hp)
- Round 3 -
Valena - 26 (6 images, -1 con dam)
Seamus - 25 (-20hp, -5 con dam)
Mokmurian - 16+
Everyone is up! If you move through the Fog Cloud 2, please remember to save against a 1d4 con loss with a DC 20 Fort. Half damage if you succeed (min 1).

GM Euan - Rise |
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A low flying red dragon comes burrowing out of the fog, raising high into the air and into the next fog! You panic at first thinking an ally of Mokmurian has come forth but, judging from it’s size - merely medium - you figure it must be Izomandakus.
Izomandakus Fort: 1d20 + 11 + 2 + 2 ⇒ (8) + 11 + 2 + 2 = 23 (poison, heroism) vs DC 20 or Con: 1d4 ⇒ 1 (1)
He flies right up toward Mokmurian, taking a position above and behind him (double move). Flying blindly in the fog, he gets closer than he means to, and Mokmurian takes advantage with an AoO!
Club on Izomandakus: 1d20 + 22 ⇒ (7) + 22 = 29 damage: 1d8 + 9 ⇒ (2) + 9 = 11
And yes, he shouldn’t get an AoO what with the fog and all, but he does. He’s a big ol’ meanie. He's just hit, thought the damage isn't so great. He eyes Mokmurian up close.
Knowledge Arcana: 1d20 + 20 ⇒ (20) + 20 = 40
"Oh dear lord, the green fire! That's a fire shield, chilled! We'll take cold damage for any melee attacks we succeed in making! Rastaf - can you dispel it?" the dragon hisses.