
GM Euan - Rise |

Valena dimension doors again, this time to save Seamus who blinks a moment before tumbling to the corner (as you’re tumbling you might as well draw your bow as you go rather than withdraw). Unfortunately, his tumble is insufficient! Izomandakus backs out and into the next fog bank as he further protects himself. Kast rushes back out of the fog to help the other team, leaving Rastaf all alone with the Scribbler. But oh what a round the priest has with several hits and more than one crit! He hammers away at the Scribbler, eventually dropping him, and continuing the bashing to make sure he doesn’t get back up again. The Azlanti is dead.
AoO pincer on Seamus: 1d20 + 20 ⇒ (18) + 20 = 38 damage: 2d8 + 10 ⇒ (3, 4) + 10 = 17 disp: 1d100 ⇒ 23 (displaced)
The Sheriff continues to delay, waiting for an enemy to appear beyond the fog. He watches Kast rush by and hears the cries for help. He redraws his sword, and enters the fog… ”I’ll be damned if I’ll stand by while folk are dropping!”
Yerrin-Ke enjoys his options. He’ll start with Valena and Kast
pincer on Valena: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 2d8 + 10 ⇒ (2, 1) + 10 = 13
pincer on Valena: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 2d8 + 10 ⇒ (8, 5) + 10 = 23
claw on Kast: 1d20 + 20 ⇒ (6) + 20 = 26 damage: 2d8 + 10 ⇒ (6, 5) + 10 = 21
claw on Kast: 1d20 + 20 ⇒ (20) + 20 = 40 damage: 2d8 + 10 ⇒ (3, 5) + 10 = 18
critthreat claw on Kast: 1d20 + 20 ⇒ (5) + 20 = 25 damage: 2d8 + 10 ⇒ (5, 2) + 10 = 17
bite on Valena: 1d20 + 20 ⇒ (16) + 20 = 36 damage: 2d8 + 10 ⇒ (2, 5) + 10 = 17
He lands a blow on Kast as his images swirl around him a brief while longer.
- Round 10 -
Valena - 18+
Izomandakus - 18- (-60hp, blink)
Pachemu - 18- (-32hp)
Kast - 17 (-27hp)
Rastaf - 15 (-58hp)
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-69hp, displacement)
Scribbler - 13 (-198hp, dead)
Yerrin-Ke - 13 (4 images)
You’re all up.

Valena Dalloway Versade |

Val carefully steps to the side, hoping to slowly maneuver herself to block the way to Seamus. ”That was rather cruel of you, Yerrie 2. I shall have to kill you now.” She begins a furious array of stabs at the demon, striking with more power than grace for once. Taking the extra BoF attack again
Primary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (5) + 20 + 2 - 3 = 24
Primary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (3) + 10 + 6 + (4, 3) + 3 = 29
Fervor Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (10) + 20 + 2 - 3 = 29
Fervor Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (1) + 10 + 6 + (6, 5) + 3 = 31
Secondary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 15 + 2 - 3 ⇒ (3) + 15 + 2 - 3 = 17
Secondary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (4) + 10 + 6 + (5, 3) + 3 = 31
Tertiary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 10 + 2 - 3 ⇒ (3) + 10 + 2 - 3 = 12
Tertiary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (1) + 10 + 6 + (2, 2) + 3 = 24
Only take the first painful stare damage that hits
HP: 113/113
AC: 35/18/27
Saves: F15/R21/W18 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Yerrie 2
Painful Stare: Yerrie 2
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Apport Object (scroll BoL), Eldritch Weapon (keen), Blessing of Fervor (extra attack), heroism
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Izomandakus |

Izomandakus scents the air "Someone is bleeding badly in that corridor" and given the shouts of pain come from the other side rather than Rastaf, he presses through the fog.
Reaching the edge of the cloud, he perfects his mind and casts a spell at the feet of the new demon "Do you have a glabrezu factory here down or what? Grrr!"
The area below the demon's feet becomes a tar pool menacing the creature to get stuck.
Fire damage (No spell resistance): 6d6 ⇒ (3, 4, 4, 1, 1, 1) = 14
DC 23 to half damage and avoid entangle (activating Mokmurian's tunic as a Free to recover shield and bump DC to 25)
Fire damage at the start of the demon's turn: 2d6 ⇒ (1, 6) = 7
Pachemu: 1d100 ⇒ 48
Pachemu continues oinking incoherently, alone in the initial room.
Pig - HP 72/119 AC 24 TAC 14 +2 if within circle vs evil
confused
BoF +2
Boy - HP 59/119 AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 12/13 (+6)
Pearl: 1/1
Recall: 3/4 (+2 DC for 1 round)
Effects:
perfection of self (+6 Int) 1 round
aura of heroism (+2)
BoF (+2) r14
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

Kast Phaer |

Round 11, Init 7
Kast, who took a solid shot, hacks the last Ye, wishing to shut it up forever.
Iron Quill, two handed:
1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 to hit; (GMW)
1d10 + 15 + 3 ⇒ (8) + 15 + 3 = 26 magic cold iron damage
Iron Quill, BoF, two handed:
1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 to hit; (GMW)
1d10 + 15 + 3 ⇒ (10) + 15 + 3 = 28 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 to hit; (GMW)
1d10 + 15 + 3 ⇒ (6) + 15 + 3 = 24 magic cold iron damage
Iron Quill, BoF, two handed:
Pot Crit: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 to hit; (GMW)
1d10 + 15 + 3 ⇒ (8) + 15 + 3 = 26 magic cold iron damage
hp: 105/105 - 12 -15 +20 - 18
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 4/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (3) + 15 + 2 = 20 to hit; (GMW)
1d10 + 15 + 3 ⇒ (8) + 15 + 3 = 26 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 to hit; (GMW)
1d10 + 15 + 3 ⇒ (9) + 15 + 3 = 27 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Izomandakus |

Concentration+perfection in case of hit: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30

GM Euan - Rise |

Valena takes out an image, then has a shot.
images: 1d4 ⇒ 4
And she takes out another image! Two remain for Kast who has two inbound attacks next.
images: 1d3 ⇒ 3
images: 1d2 ⇒ 2
He takes out the remaining images (whew!) and we're down to just demon.
AoO pincer on Izomandakus: 1d20 + 20 ⇒ (7) + 20 = 27 damage: 2d8 + 10 ⇒ (7, 4) + 10 = 21 blink: 1d100 ⇒ 93 (miss)
lol, the demon tries to avoid the muck.
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22 vs DC 23
So close! Too bad no one gave him a prayer! He takes a little of the fire damage though most of it just burns against his thick skin (resistance).
Rastaf and Seamus are up!

Seamus Passeri |
Darn, I was hoping there would be images for Seamus to shoot at! Ok the previous round was no longer a withdrawl but a double move, drawing a weapon
Attempting to tumble out of the demons reach, Seamus feels the air over his head stir as the thing took a swipe at him. As he flipped again, he felt his bow begins to slip out of it's case. Quickly catching the bow as he came to his feet, he smiled. "That was fortuitus."
Shifting his grip on the bow, he quickly drew an arrow, notching it and drawing it back to his ear, he looses his first shot, then quickly fires another.
AC 32 Aura of Heroism +2 to hit, saves and skill checks. Magic Circle +2 deflection bonus to AC and a +2 resistance bonus on saves blessing of fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex save Full attack: MW shortbow (+ 1 str) point blank shot: I will add sneak just in case it's flat footed
attack: 1d20 + 15 + 1 + 2 + 2 + 1 ⇒ (5) + 15 + 1 + 2 + 2 + 1 = 26 for damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 sneak: 6d6 ⇒ (4, 5, 4, 3, 2, 6) = 24
attack: 1d20 + 10 + 1 + 2 + 2 + 1 ⇒ (13) + 10 + 1 + 2 + 2 + 1 = 29 for damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 sneak: 6d6 ⇒ (3, 5, 6, 2, 2, 2) = 20

GM Euan - Rise |

Valena strips two images. Izomandakus does a tiny bit of damage, but it is first blood and the demon is grappled. Kast removes the final two images. Rastaf moves up and heals Izomandakus, Pachemu, Kast, and himself. Seamus hits but does no damage to the not-quite-yet flatfooted demon.
The Sheriff breaks the edge of the fog under Kast. Though he’s seen one of these before, just a moment ago, the brute strength and power of the creature still takes his breath away for the moment. He stands firm however having no good way to reach the demon due to the burning floor.
Yerrin-Ke defensively casts.
concentration: 1d20 + 19 ⇒ (7) + 19 = 26 vs DC 25
…and disappears!
- - -
We’re still in rounds. He feels very close by, like you can still feel him breathing.
- - -
- Round 11 -
Valena - 18+
Izomandakus - 18- (-32hp, blink)
Pachemu - 18- (-4hp)
Kast - 17
Rastaf - 15 (-30hp)
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-69hp, displacement)
Yerrin-Ke - 13 (-4hp)
You’re all up.

Valena Dalloway Versade |

Spellcraft (heroism): 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Having no idea what the demon did, Val glances about frantically, thanking Cayden for her goggles. ”Back in the other room!” Val takes a burst of speed from the Blessing of Fervor and rushes back to him. Taking the extra 30 ft of movement, which gets her to Yerrie 2
Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (15) + 20 + 2 - 3 = 34
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (5) + 10 + 6 + (6, 3) + 3 = 33
Crit Confirm: 1d20 + 20 + 2 - 3 ⇒ (14) + 20 + 2 - 3 = 33
Crit Damage: 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
HP: 113/113
AC: 35/18/27
Saves: F15/R21/W18 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Yerrie 2
Painful Stare: Yerrie 2
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (speed), heroism
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Kast Phaer |

Round 12, Init 7
1d20 + 16 ⇒ (10) + 16 = 26 Spellcraft
Kast responds to Val’s warning with a quick move back to attack the Ye.
Iron Quill, two handed:
1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 to hit; (GMW)
1d10 + 15 + 3 ⇒ (5) + 15 + 3 = 23 magic cold iron damage
Iron Quill, two handed:
Pot crit: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 to hit; (GMW)
1d10 + 15 + 3 ⇒ (10) + 15 + 3 = 28 magic cold iron damage
hp: 105/105 - 12 -15 +20 - 18
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 4/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (8) + 15 + 2 = 25 to hit; (GMW)
1d10 + 15 + 3 ⇒ (8) + 15 + 3 = 26 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 to hit; (GMW)
1d10 + 15 + 3 ⇒ (9) + 15 + 3 = 27 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Seamus Passeri |
Crud, it's Increase its speed by 30 feet. not an extra move.
Hearing Val scream something about the other room, just before he watches her run that way, Seamus, lowering his bow, moves to follow. As he heads that way, he pauses long enough to pick up his cold iron long knives, calling, "I'm on my way Val, after I pick up the long knives." Then continues following Val.
Moves to the shortswords and picks them up AC 32 Aura of Heroism +2 to hit, saves and skill checks. Magic Circle +2 deflection bonus to AC and a +2 resistance bonus on saves blessing of fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex save

Izomandakus |

Izomandakus heads back once he hears the others, his krampus legs giving him extra speed to reach a position triggering any remaining opportunity attack "Once back to hell tell your lady Lama she could stop sending critters and visit us in herself!"
Pointing at Ye, his claw shines with green magic while he perfects his mind and recovers another spell with the tunic boosting the disintegrate ray that is projected towards the enemy's head.
Ray-MP2+BoF+HR (touch): 1d20 + 10 - 2 + 2 + 2 ⇒ (1) + 10 - 2 + 2 + 2 = 13
But the krampus cursed hand projects the ray against one of the walls creating a big hole there.
"Tsk!!!"
Pachemu: 1d100 ⇒ 41
And Pachemu keeps oinking something unintelligible "Ooooooooonki!"
Pig - HP 101/119 AC 24 TAC 14 +2 if within circle vs evil
confused
BoF +2
Boy - HP 89/119 AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
perfection of self (+6 Int) 1 round
aura of heroism (+2)
BoF (+2) r14
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

GM Euan - Rise |

Valena swiftly closes and crititcals, though she exposes herself to an AoO in the process. Izomandakus tries to end it here, but instead he splatters the wall, taking away a piece of masonry. Kast also moves back, but though he only gets one attack, he makes it count with a hit. Rastaf does something heroic! Seamus collects his weapons.
AoO pincer on Valena: 1d20 + 20 ⇒ (5) + 20 = 25 damage: 2d8 + 10 ⇒ (3, 7) + 10 = 20
The Sheriff breaks the edge of the fog and sees Seamus. He approaches him and offers him a potion of healing, ”Here, you look awful!” He steps out of the way of the man should he rush forward however, knowing that it may be a drop in the bucket of Seamus’ injuries. He’s just trying to be available.
Yerrin-Ke picks up the Scribbler’s body and defensively casts.
concentration: 1d20 + 19 ⇒ (7) + 19 = 26 vs DC 25
Once again, he disappears - and this time he takes the Scribbler with him.
- - -
We’re still in rounds. He feels very close by, like you can still feel him breathing.
- Round 12 -
Valena - 18+
Izomandakus - 18- (-32hp, blink)
Pachemu - 18- (-4hp)
Kast - 17
Rastaf - 15 (-30hp)
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-69hp, displacement)
Yerrin-Ke - 13 (-60hp)
You’re all up and Rastaf may go twice. The first time, he was 5' from the demon if you wanted to attack.

Izomandakus |

Assuming Rastaf's aura of heroism will not last forever, Izokrampus casts heroism on himself.
Then scents the air trying to locate where the two have gone hiding.
Perception+wine+HR+HA (scent): 1d20 + 1 + 5 + 2 + 2 ⇒ (18) + 1 + 5 + 2 + 2 = 28
Survival to track?: 1d20 + 13 + 5 + 2 ⇒ (10) + 13 + 5 + 2 = 30
Pachemu confusion: 1d100 ⇒ 43
Pachemu effectively keeps oinking incoherently.
"What's on pig, that tongue seems thicken"
Pig - HP 101/119 AC 24 TAC 14 +2 if within circle vs evil
confused
BoF +2
Boy - HP 89/119 AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
heroism 130 min
aura of heroism (+2)
BoF (+2) r14
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

GM Euan - Rise |

On Izomandakus' turn, he can tell you there's a door to the north, hidden in the east wall by illusion. He smells the demon within!
I've opened up the map a little strangely.
Strangely, the Scribbler has been placed in the water where he is writhing and bubbling. His very mortal wounds are healing!
Yerrin-Ke just fits in the chamber too, but to avoid squishing the poor Scribbler, its great claws and are dug into the stone as it hangs from the ceiling to just 5’ overhead! It can easily reach you with bite and pincers, but not claws. He’s not on the map as he’d just fill the space and you wouldn’t see the Scribbler.
- - -

Izomandakus |

Izomandakus sniffs the air and points to the northern corridor "There, past the cloud, I can feel their hellish odor"

Valena Dalloway Versade |

Already standing in a central position with eyes that can see through the fog and seeing nothing, Val tarries as she waits for someone more learned, wiser, or well-schnozed to give a clue as to how to proceed.
Delays until someone tells her where they went/what happened
Val, the woman of action, jumps at Izo’s words and rushes off north, taking another burst of speed from the Blessing of Fervor. She charges into the side room, heedless of danger. Probably gonna provoke
”They are in here! The demon is trying to heal the laughy man!”
She stabs at Yerrie 2, even rushing up the wall with her slippers of spiderclimb if need be.
Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (19) + 20 + 2 - 3 = 38
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (4) + 10 + 6 + (2, 1) + 3 = 26
Crit Confirm: 1d20 + 20 + 2 - 3 ⇒ (11) + 20 + 2 - 3 = 30
Crit Damage: 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
HP: 113/113
AC: 35/18/27
Saves: F15/R21/W18 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Yerrie 2
Painful Stare: Yerrie 2
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (speed), heroism
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Kast Phaer |

”They are in here! The demon is trying to heal the laughy man!”
Round 13, Init 7
Kast spins on his airy heels and moves towards Val's voice (BoF to movement). When he gets there, he will strike out at the Scribbler, if possible.
Iron Quill, two handed:
1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 to hit; (GMW)
1d10 + 15 + 3 ⇒ (6) + 15 + 3 = 24 magic cold iron damage
hp: 105/105 - 12 -15 +20 - 18
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 4/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (2) + 15 + 2 = 19 to hit; (GMW)
1d10 + 15 + 3 ⇒ (2) + 15 + 3 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 to hit; (GMW)
1d10 + 15 + 3 ⇒ (10) + 15 + 3 = 28 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Seamus Passeri |
1 person marked this as a favorite. |
'Look awful? I guess death doesn't become me.' Chuckling at the sheriff's comment, Seamus accepts the vial. Lifting it up he responds, "Cracktooth tells me it's rude not to accept a drink." Downing the potion, he smacks his lips, "Thanks sheriff."
Dropping the bow, he continues moving towards the sound of combat.
So what was the potion? He will use he extra 30 ft this round moving 60 ft

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Aura of Heroism lasts 13 rounds. So, however many it's been subtracted from 13. Getting close.
Rastaf's Holy Sword is still feeling powerful, so he uses it as the demon goes by.
falchion PA: 1d20 + 13 + 5 + 2 + 2 - 3 ⇒ (9) + 13 + 5 + 2 + 2 - 3 = 28
dmg: 2d4 + 11 + 6 + 2d6 ⇒ (2, 3) + 11 + 6 + (3, 1) = 26
falchion PA: 1d20 + 13 + 5 + 2 + 2 - 3 ⇒ (11) + 13 + 5 + 2 + 2 - 3 = 30
dmg: 2d4 + 11 + 6 + 2d6 ⇒ (2, 2) + 11 + 6 + (4, 1) = 26
falchion PA: 1d20 + 8 + 5 + 2 + 2 - 3 ⇒ (8) + 8 + 5 + 2 + 2 - 3 = 22
dmg: 2d4 + 11 + 6 + 2d6 ⇒ (4, 4) + 11 + 6 + (3, 1) = 29
He whiffs.
Next round, he moves and tries to flank somebody and swings again.
falchion PA: 1d20 + 13 + 5 + 2 + 2 - 3 ⇒ (19) + 13 + 5 + 2 + 2 - 3 = 38
dmg: 2d4 + 11 + 6 + 2d6 ⇒ (2, 4) + 11 + 6 + (6, 1) = 30

GM Euan - Rise |

Izomandakus spends a little time sussing out the opposition - not a hard task as smelly as demons tend to be. It’s the sulfur baths. He also adds a layer of heroism to himself! Valena, after a very short delay, leaps into the chamber and swings on the demon just above her head (within easy reach) and crits! Kast slaps down the Scribbler, trying to keep him from healing back to life! Rastaf hits twice last round, and once this - though he gets no flank as the creature crouches above him. Seamus quaffs a Cure Moderate Wounds, and moves to the fight.
Valena does indeed draw an AoO from the demon.
pincer on Valena: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 28 damage: 2d8 + 10 ⇒ (3, 3) + 10 = 16
The Sheriff follows Seamus, taking out another javelin (he had to drop his last one to grab the potion).
The pool continues to bubble and froth - boiling the Scribbler’s body. But that body continues to heal though Kast is keeping it from getting anywhere.
Yerrin-Ke, with its last gasp, tries to keep Kast off the Scribbler. He attacks with pincers and bite but is using its claws to hold up.
pincer on Kast: 1d20 + 20 ⇒ (7) + 20 = 27 damage: 2d8 + 10 ⇒ (7, 5) + 10 = 22
pincer on Kast: 1d20 + 20 ⇒ (11) + 20 = 31 damage: 2d8 + 10 ⇒ (7, 4) + 10 = 21
bite on Kast: 1d20 + 20 ⇒ (20) + 20 = 40 damage: 2d8 + 10 ⇒ (7, 7) + 10 = 24
critthreat bite on Kast: 1d20 + 20 ⇒ (16) + 20 = 36 damage: 2d8 + 10 ⇒ (4, 6) + 10 = 20
He bites down with a hit, but not a crit I don't think.
- Round 13 -
Valena - 18+
Izomandakus - 18- (-32hp, blink)
Pachemu - 18- (-4hp)
Kast - 17 (-24hp)
Rastaf - 15 (-30hp)
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-69hp, displacement)
Yerrin-Ke - 13 (-148hp)
You’re all up.

Valena Dalloway Versade |

”Oh no! I have had quite enough of you, Yerrie 2!” Val stabs at the demon again and again. Taking the extra attack
Primary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (11) + 20 + 2 - 3 = 30
Primary Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (4) + 10 + 6 + (6, 3) + 3 = 32
Fervor Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 20 + 2 - 3 ⇒ (7) + 20 + 2 - 3 = 26
Fervor Damage (power attack): 1d6 + 10 + 6 ⇒ (2) + 10 + 6 = 18
Secondary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 15 + 2 - 3 ⇒ (18) + 15 + 2 - 3 = 32
Secondary Damage (power attack): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Crit Confirm: 1d20 + 15 + 2 - 3 ⇒ (12) + 15 + 2 - 3 = 26
Crit Damage: 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Tertiary Attack with Irreconcilable Differences (heroism, power attack): 1d20 + 10 + 2 - 3 ⇒ (7) + 10 + 2 - 3 = 16
Tertiary Damage (power attack): 1d6 + 10 + 6 ⇒ (3) + 10 + 6 = 19
HP: 113/113
AC: 35/18/27
Saves: F15/R19/W18 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: Yerrie 2
Painful Stare: Yerrie 2
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (extra attack), heroism
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

GM Euan - Rise |

Valena, though she doesn’t crit back, does enough with her multiple hits do destroy the remaining demon - who ichors above you and rains down upon you in a fine snow of flakes.
Kast, per OOC, pulls the Scribbler from the pool, whereupon he finally expires - breathing his last. Again. This time, a baying is heard - the hounds!
This time it’s louder. Please make a DC 16 save vs fear or be panicked for 2d4 rounds as the vocal intonations get in under your skin. From the reverberation, you expect the howling extends into the town of Sandpoint! If you pause, briefly, you can almost hear the screams of the citizenry as they flee…
As it's quite the magical sound, it seems to come from all over - you cannot perceive the source as yet.
Sheriff Hemlock: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22 vs DC 16
We are still in rounds. Everyone but Valena and Kast still to go go this round.

Seamus Passeri |
will: 1d20 + 13 ⇒ (14) + 13 = 27
'Quite enough of you? That's our Val!' Smirking as he moves towards the back area, Seamus realizes combat has stopped. Hearing the howling of some magical beasts, he looks towards the sheriff. Chuckling at Val's unflappable attitude, Seamus does not feel so confident. Nodding towards his magical weapons, "Those might be helpful." Sheathing the cold iron long knives as he walks over to where he dropped his magical rapier and the mithril long knife.
Pausing long enough to stop near the pig, asking. "Hey Pachemu, how are you feeling girl?"
Move action, sheaths shortswords, moves action towards where he dropped his other weapons

Kast Phaer |

1d20 + 8 + 7 + 2 ⇒ (2) + 8 + 7 + 2 = 19 Will
Kast, who was struck solidly by the dying demon, takes a moment to *heal* up before any new foes come.
+130 hp, back to full. BoF to AC until further notice.
He moves to the main chamber.

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Rastaf expends another channel to help.
heal: 6d6 ⇒ (6, 5, 1, 4, 6, 4) = 26
And another, just because.
heal: 6d6 ⇒ (4, 1, 1, 4, 3, 3) = 16
will: 1d20 + 18 ⇒ (5) + 18 = 23
He also turns off the Aura of Heroism. I think there are 4 rounds left. I think.

Izomandakus |

"In case of doubt, always follow your nose" Izomandakus points out as the party follows his directions and put an end to the Mother of Beasts' demons.
Both he and Pachemu are well healed by the half-orc channel.
Will+trait+HR DC 16: 1d20 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22
Pachemu DC 16: 1d20 + 9 ⇒ (14) + 9 = 23
Confusion: 1d100 ⇒ 11
Pachemu, seems to finally focus her mind for a second and answers Seamus "Oink oink oink" then darts through the fog.
"Hei! Where do you think you are going? There are some hounds somewhere" the krampus turns though to the north, where his companions are finishing the fight "Did you convince the Scribbler to tell you anything about Xaliassa or the Runeforge?"
Meanwhile, Izomandakus augments his natural armor for half a minute.
Pig - HP 119/119 AC 24 TAC 14 +2 if within circle vs evil
confused
BoF +2
Boy - HP 115/119 AC 33 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 7/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
augmented natural AC (+3) 6 rounds
heroism 130 min
aura of heroism (+2)
BoF (+2) r14
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

GM Euan - Rise |

Valena slashes away at the ‘soft’ belly of the beast and bests it as ichor rains down on the party and the pool (which doesn’t seem to get dirty). Izomandakus augments his natural armor. Kast drags the Scribbler out of the pool with the Iron Quill, dumping his now again dead body on the floor of the small chamber. Sure, he can heal himself too if he wishes, but he can’t also move - too many actions. Rastaf can channel but once so far - healing everyone 26. Seamus sheathes his weapons and moves to gather his prior drops.
The hounds continue to bay, with a second volley matching the first (save DC 16, fear or flee 2d4r. This is two of two attempts).
Remember the fog means you cannot see the hounds from where you are. Most of you. If you enter the western chamber, you may read the below.
Knowledge Planes for more.
- - -
Will: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 vs DC 16 fear
And look at the Sheriff, standing his ground in the face of unseen horror! He grips his javelin and waits for the hounds to come.
-Round 14-
Valena - 18+
Izomandakus - 18- (-6hp, blink)
Pachemu - 18- (confused (11/12r)
Kast - 17
Rastaf - 15 (-4hp)
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-43hp, displacement)
Yerrin-Ke - 13 (destroyed)
Hounds - 13
You’re all up.

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Rastaf moves out into the other room, and seeing Seamus looking pretty hurt, channels energy for now.
heal: 6d6 ⇒ (6, 4, 4, 6, 4, 4) = 28 Everyone's at full hp, other than the rogue.
He tries to determine where the baying comes from.
percep: 1d20 + 11 ⇒ (18) + 11 = 29
They're coming from the fog. Strike them as they emerge.

Kast Phaer |

Round 14, Init 7
Kast uses his additional limping speed (BoF) to move towards the sounds of the baying, then readies to smack things coming out of the fog that aren't porcine.
Iron Quill, two handed:
Readied: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24 to hit; (GMW)
1d10 + 15 + 3 ⇒ (4) + 15 + 3 = 22 magic cold iron damage
hp: 105/105 - 12 -15 +20 - 18
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (9) + 15 + 2 = 26 to hit; (GMW)
1d10 + 15 + 3 ⇒ (9) + 15 + 3 = 27 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 to hit; (GMW)
1d10 + 15 + 3 ⇒ (6) + 15 + 3 = 24 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Valena Dalloway Versade |

Will Save: 1d20 + 16 ⇒ (11) + 16 = 27
Val remains unfrightened as she runs down towards the others. Taking speed from BoF She conjures more protective images in preparation for another melee bout. ”There are about half-a-dozen weird hairless dogs. Emaciated and…flying?” She begins thinking it would be rather convenient to have a way to just mentally update the others so she does not have to let their enemies know she is doing so.
Mirror Image: 1d4 + 3 ⇒ (2) + 3 = 5
She resharpens her sword as well. Spending another swift to re-up keen on her weapon as it’s falling off
HP: 113/113
AC: 35/18/27
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 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (speed), mirror image(5)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx2)
2: 3/5 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Seamus Passeri |
CMW: 2d8 + 6 ⇒ (6, 2) + 6 = 14
Will(heroism) DC 16: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Hearing the strange howling again, Seamus quickly picks up his rapier and long knife. Feeling the familiar weight in his hands he see's Pachemu darting into the fog, he considers rushing in with her until Rastaf recommends striking them as they emerge. Hearing Val's description of the creatures, Seamus sighs, "I hope Pachemu is ok!" As he readies his weapons for the exchange.
Move action: picks up weapons, Readies an attack. If he can 5 ft step for a flank he will do that. AC 32 Aura of Heroism +2 to hit, saves and skill checks. Magic Circle +2 deflection bonus to AC and a +2 resistance bonus on saves blessing of fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saveReadied attack/flank: + 1 keen Rapier
rapier: 1d20 + 15 + 1 + 2 + 2 + 2 ⇒ (18) + 15 + 1 + 2 + 2 + 2 = 40 for damage: 1d6 + 1 + 5 ⇒ (6) + 1 + 5 = 12 sneak: 6d6 ⇒ (3, 5, 5, 2, 6, 3) = 24
rapier: confirm crit: 1d20 + 15 + 1 + 2 + 2 + 2 ⇒ (4) + 15 + 1 + 2 + 2 + 2 = 26 for damage: 1d6 + 1 + 5 ⇒ (5) + 1 + 5 = 11

Izomandakus |

Will+trait+HR DC 16: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34
Pachemu DC 16: 1d20 + 9 ⇒ (16) + 9 = 25
K. planes+wine+HA+HR: 1d20 + 16 + 5 + 2 + 2 ⇒ (4) + 16 + 5 + 2 + 2 = 29
Pachemu: K. planes+wine+HR: 1d20 + 9 + 5 + 2 ⇒ (11) + 9 + 5 + 2 = 27
"Emaciated-flying-hairless dogs?" Izomankrampus says with grave voice "Hey Pachemu, those are not to play, head back!"
Izomandakus moves forward, casting greater invisibility on Seamus and making him disappear even if he attacks. 13 rounds
Confusion: 1d100 ⇒ 47
Pachemu looks at the doggies, knows them, and oinks at them incoherently.
Pig - HP 119/119 AC 24 TAC 14 +2 if within circle vs evil
confused
BoF +2
Boy - HP 115/119 AC 33 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 7/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
augmented natural AC (+3) r19
heroism 130 min
aura of heroism (+2)
BoF (+2) r14
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

GM Euan - Rise |

Valena stands stalwart and replenishes her images. Izomandakus summons Pachemu, and fails - though he does better protect Seamus, and give him an edge in battle too! Kast readies an attack which occurs and hits!, and he also gets an AoO as the hounds close (on blue). Rastaf makes a wise suggestion and helps to top everyone up a bit. Seamus (no more aura of heroism) still manages a crit on the hound closing with Kast - but he does not drop it (5’ step to get within reach).
The Sheriff readies to throw his javelin at one of the hounds in the air.
Sheriff javelin on hound: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14 (BoF, Cover) damage: 1d6 + 2 ⇒ (6) + 2 = 8
Red bite on Pachemu: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17 damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16 Trip: 1d20 + 13 ⇒ (19) + 13 = 32
Red sting on Pachemu: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20 damage: 1d6 + 7 ⇒ (2) + 7 = 9
Orange 5’ steps up.
Orange bite on Pachemu: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35 damage: 2d6 + 7 ⇒ (1, 1) + 7 = 9
Orange sting on Pachemu: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17 damage: 1d6 + 7 ⇒ (4) + 7 = 11
Pink, Green, and Purple each fly in as well - attacking the first thing they see.
Pink bite on Pachemu: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32 damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14 fog: 1d100 ⇒ 71
Green bite on Pachemu: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31 damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14 fog: 1d100 ⇒ 64
Purple bite on Pachemu: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25 damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13 fog: 1d100 ⇒ 31
- - -
These emaciated, hairless canines have a strange air of menace and cruelty about them. Their tails taper like rat tails and they whip them around! They’re also flying about 5’ over the ground - and moving fast.
- - -
Only one of the hounds breaks the fog and, flying, and fearlessly attacking Kast! (Note: Might not survive the AoO so we’ll see…)
Blue bite on Kast: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
- Round 15 -
Valena - 18+ (5 images)
Izomandakus - 18- (blink)
Pachemu - 18- (-50hp, confused 12/12)
Rastaf - 15+
Kast - 15-
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-1hp, displacement, invisible)
Hounds - 13
Blue - 13 (-45hp, AoO inbound)
You’re all up. I think it's Pachemu's last round of confusion, so I believe she fights back against the hounds.

Kast Phaer |

Iron Quill, two handed:
AoO: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 to hit; (GMW)
1d10 + 15 + 3 ⇒ (7) + 15 + 3 = 25 magic cold iron damage
Pot crit: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 to hit; (GMW)
1d10 + 15 + 3 ⇒ (4) + 15 + 3 = 22 magic cold iron damage
Kast looks at the strange animals, wondering if they are 'no cats' or something similar.
1d20 + 19 ⇒ (19) + 19 = 38 Know (Planes)
"Oh! They are yeth hounds! I was exactly wrong in my first impression!" Kast exclaims as the ponders what might be different about them.
DRs? Special attacks? Special defenses?

GM Euan - Rise |

The blue Yeth hound dies on the AoO and other readied actions.
No DR, you know pretty much all their special attacks (they also trip), and they have no special defenses to speak of.
Oh! If you're good and they bite you, you might be shaken (Will DC 18).

Kast Phaer |

Round 15, Init 15-
Kast readies again.
Iron Quill, two handed:
1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 to hit; (GMW)
1d10 + 15 + 3 ⇒ (9) + 15 + 3 = 27 magic cold iron damage
Iron Quill, two handed:
Pot crit: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 to hit; (GMW)
1d10 + 15 + 3 ⇒ (3) + 15 + 3 = 21 magic cold iron damage
hp: 105/105
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (11) + 15 + 2 = 28 to hit; (GMW)
1d10 + 15 + 3 ⇒ (10) + 15 + 3 = 28 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 to hit; (GMW)
1d10 + 15 + 3 ⇒ (7) + 15 + 3 = 25 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Valena Dalloway Versade |
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Val rushes forward as she begins trying to run the hounds through to clear a path for Pachemu. ”What the hells is yeth and why does it have hounds?”
Attacking green. Taking +ac/hit/ref
Attack with Irreconcilable Differences (bof, power attack): 1d20 + 20 + 2 - 3 ⇒ (19) + 20 + 2 - 3 = 38
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (5) + 10 + 6 + (3, 5) + 3 = 32
Crit Confirm: 1d20 + 20 + 2 - 3 ⇒ (20) + 20 + 2 - 3 = 39
Crit Damage: 1d6 + 10 + 6 ⇒ (4) + 10 + 6 = 20
HP: 113/113
AC: 37/20/27
Saves: F13/R19/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: green
Painful Stare: green
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (ac/hit/ref), mirror image(5)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx2)
2: 3/5 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Izomandakus |

"Agrrrr! I can feel Pachemu's confusion and pain, I am not leaving her there!" Izomankrampus exclaims while looking for some licorice root on the pouch hanging over his neck.
As the blessing of fervor is down by now, he casts haste the moment he sees Valena within the fog.
Everyone but Pachemu (cannot see) is affected. 13 rounds
Pachemu, confused, intuitively attacks the last hound that attacked her.
Bite: 1d20 + 8 ⇒ (14) + 8 = 22
S/B/P damage: 1d4 ⇒ 4
Pig - HP 69/119 AC 22 TAC 12 +2 if within circle vs evil
confused
BoF +2
Boy - HP 119/119 AC 32 TAC 17 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 7/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
haste (+1 AC included) r28
augmented natural AC (+3) r20
heroism 130 min
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

Seamus Passeri |
Frowning as Pachemu runs into the fog, Seamus considers running after her, but puases as he realizes Izomonsterkus is casting and invisibility spell on him. Smiling he trusts his rapier at the floating dog, then watches as the others bring the thing down. Realizing that Val is charging into the fog, he chuckles at her question as he decides to follow. His smile turns to a frown as Izomansterkus shares his concern for the pig. Moving quickly Seamus follows Val and Izomonsterkus into the fog, telling his friend, "Don't worry Izomandakus we'll help her!" Hearing the combat ahead, he keeps to the wall, surprised by how close the dog things really were. Seeing the purple dog thing appear in front of him, he thrusts at it with his keen rapier.
AC 33 Invisibly displaced, Magic Circle +2 deflection bonus to AC and a +2 resistance bonus on saves blessing of fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex save Haste +1 bonus on attack rolls and a +1 AC and Reflex. full action/extra attack/ 30 ft move attack/flank: + 1 keen Rapier
rapier: 1d20 + 15 + 1 + 2 + 1 + 2 ⇒ (10) + 15 + 1 + 2 + 1 + 2 = 31 for damage: 1d6 + 1 + 5 ⇒ (6) + 1 + 5 = 12 sneak: 6d6 ⇒ (4, 1, 6, 5, 5, 5) = 26
fog: high good: 1d100 ⇒ 95

GM Euan - Rise |

Izomandakus hastes the party, while Pachemu takes a bite out of purple. Valena hesitates before charging into the fog to get the haste, and crits a hound! Kast and Rastaf ready actions that do not come to fruition. Seamus clips purple with sneak as he's invisible.
The Sheriff, knowing that in the narrow hallway, it’s better if he doesn’t take up a front line position, sheathes his sword, and pulls another potion.
The hounds continue to try and bring down the war pig! Red and Orange try to tear into her.
Red bite on Pachemu: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Red sting on Pachemu: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36 damage: 1d6 + 7 ⇒ (1) + 7 = 8
critthreat Red sting on Pachemu: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 damage: 1d6 + 7 ⇒ (5) + 7 = 12
Orange bite on Pachemu: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 damage: 2d6 + 7 ⇒ (2, 6) + 7 = 15
Orange sting on Pachemu: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 damage: 1d6 + 7 ⇒ (4) + 7 = 11
Pink and Green do the same through the fog.
Pink bite on Pachemu: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26 damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13 fog: 1d100 ⇒ 80
Pink sting on Pachemu: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23 damage: 1d6 + 7 ⇒ (3) + 7 = 10 fog: 1d100 ⇒ 19
Green bite on Pachemu: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19 damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11 fog: 1d100 ⇒ 27
Green sting on Pachemu: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32 damage: 1d6 + 7 ⇒ (2) + 7 = 9 fog: 1d100 ⇒ 48
At which point the mighty war-pig drops, bleeding on the floor.
Purple turns on Valena.
Purple bite on Valena: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34 damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17 fog: 1d100 ⇒ 52 image: 1d6 ⇒ 6
Purple sting on Valena: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19 damage: 1d6 + 7 ⇒ (6) + 7 = 13 fog: 1d100 ⇒ 50 image: 1d5 ⇒ 5
And Valena looses another image.
- Round 16 -
Izomandakus - 18+ (blink)
Pachemu - 18+ (-120hp, bleeding)
Valena - 18- (4 images)
Rastaf - 15+
Kast - 15-
Sheriff Hemlock - 14+ (+2 attack/AC/reflex)
Seamus - 14- (-1hp, displacement, invisible)
Hounds - 13
Green - 13 (-52hp)
Purple - 13 (-42hp)
You’re all up. Pachemu is no longer confused.

Valena Dalloway Versade |

”Pachemu! Val steps underneath a flying hound of yeth (Green) and stabs right up into it. Taking AC/hit/ref
Attack with Irreconcilable Differences (BoF, power attack): 1d20 + 20 + 2 - 3 ⇒ (12) + 20 + 2 - 3 = 31
Damage (power attack, painful stare): 1d6 + 10 + 6 + 2d6 + 3 ⇒ (1) + 10 + 6 + (4, 2) + 3 = 26
She then picks up Pachemu with her free hand, hurrying to get her out of there. That will assuredly provoke from the doggies. Let ‘em try her
HP: 113/113
AC: 37/20/27
Saves: F13/R19/W16 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: green
Painful Stare: green
Active Implanted Tricks 2/7 used): Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Freedom of Movement, Eldritch Weapon (keen), Blessing of Fervor (ac/hit/ref), mirror image(4), haste
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 3/6 used (Vanishx1, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fear, Eldritch Weaponx2)
2: 3/5 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex0, Step Through Realityx2)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+20[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Kast Phaer |

Round 16, Init 15-
Now that he knows that Pachemu is in danger, and in the fog, Kast air limps in to help. He strikes at green through the haze.
Iron Quill, two handed:
1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 to hit; (GMW)
1d10 + 15 + 3 ⇒ (7) + 15 + 3 = 25 magic cold iron damage
high is good: 1d100 ⇒ 48 miss
hp: 105/105
AC: 30/23/19 (always on shield) +2 with MCaE + 4 SoF +2 BoF
Saves: F6/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: 7/8 left
2: 8/8 left
3: 6/8 left
4: 5/7 left
5: 5/7 left
6: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Magic Circle Against Evil on himself and 'Mus.[ /spoiler]
Perfect Intentions, Round 2/13: 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 + 15 + 2 ⇒ (2) + 15 + 2 = 19 to hit; (GMW)
1d10 + 15 + 3 ⇒ (1) + 15 + 3 = 19 magic cold iron damage
Iron Quill, two handed:
1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 to hit; (GMW)
1d10 + 15 + 3 ⇒ (8) + 15 + 3 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/13]Choose one at the start of your turn:
[list]
[ /spoiler]

Izomandakus |

Feeling a strong commotion on his head, Izokrampus steps into the fog, ducking below Kast, until he sees the origin of such pain "Grrroar! You will pay for that hairless dogs of too warm place to go!" and focuses to bring back the pain on green or purple if that's done.
Gore+HR+haste {AS}: 1d20 + 18 + 2 + 1 ⇒ (1) + 18 + 2 + 1 = 222d8 + 11 + 3 ⇒ (1, 8) + 11 + 3 = 23 Blink/Fog: 2d100 ⇒ (87, 76) = 163
Claw 1+HR+haste {AS}: 1d20 + 19 + 2 + 1 ⇒ (17) + 19 + 2 + 1 = 391d10 + 11 + 3 ⇒ (6) + 11 + 3 = 20 Blink/Fog: 2d100 ⇒ (42, 19) = 61
Claw 2+HR+haste {AS}: 1d20 + 19 + 2 + 1 ⇒ (12) + 19 + 2 + 1 = 341d10 + 11 + 3 ⇒ (7) + 11 + 3 = 21Blink/Fog: 2d100 ⇒ (75, 32) = 107
Haste attack: Gore+HR+haste {AS}: 1d20 + 18 + 2 + 1 ⇒ (8) + 18 + 2 + 1 = 292d8 + 11 + 3 ⇒ (7, 7) + 11 + 3 = 28Blink/Fog: 2d100 ⇒ (4, 38) = 42
If the hound is still alive, he tries to keep it tightly grasped in his claw.
Grab 1+HR+haste: 1d20 + 25 + 2 + 1 ⇒ (9) + 25 + 2 + 1 = 37
Pig - HP -1/119 AC 22 TAC 12 +2 if within circle vs evil
confused
Boy - HP 119/119 AC 32 TAC 17 +0 if within circle vs evil
Bolts: 9
Rod: 2/3
Augment: 7/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 11/13 (+6)
Pearl: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
haste (+1 AC included) r28
augmented natural AC (+3) r20
heroism 130 min
blink r28
shield 26 min
tears to wine 130 min
see invisibility 130 min
tough crowd (+4 vs illusions) 130 min
mage armor 13 h -10 min
greater magic weapon (+3) 13 h -10 min
greater reversion 24 h -10 min
monsterous physique II (krampus) 13 min
- speed 60 ft.
- darkvision 60’
- 2 claws/hands, 1 gore
- grab with claw
- +4 size Str
- -2 size Dex
- +4 natural armor
- +1 CMB/CMD, -1 hit/AC from Large size

GM Euan - Rise |

Note - Izomandakus goes prior to Kast in initiative, and so blocks Kast from going where he planned. Remember, Izomandakus is large at this time.
Kast, you can climb to 10' up - the ceilings in the tunnels are all 15' and the rooms even larger. Just note where you end up on the map (I moved you back to where I think you started).
Further, Izomandakus doesn't drop green with his one hit, but Valena does when she arrives.
Kast to move, and Seamus and Rastaf are up!
Pink and Purple do get AoO’s on Valena too.
Pink bite on Pachemu: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10 fog: 1d100 ⇒ 20 image: 1d5 ⇒ 1
Purple bite on Valena: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20 damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18 fog: 1d100 ⇒ 63 image: 1d5 ⇒ 3
But neither penetrate to the images.

Seamus Passeri |
Seeing poor Pachemu fall Seamus bites his tongue to keep from giving away his position. Relieved that Val was taking the pig back to safety, he nodded in agreement with Izomandakus' attitude, if not completely understanding what it meant. Shifting his footing, he attacked the Purple hairless dog with a vengeance striking repeatedly with rapier and long knife.
AC 33 Invisibly displaced, Magic Circle +2 deflection bonus to AC and a +2 resistance bonus on saves blessing of fervor +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex save Haste +1 bonus on attack rolls and a +1 AC and Reflex. full action/extra attack/ 30 ft move attack/flank: + 1 keen Rapier, TWF/+ 1 mithril shortsword, WF TWF
rapier: 1d20 + 15 + 1 + 2 + 1 + 2 - 2 ⇒ (7) + 15 + 1 + 2 + 1 + 2 - 2 = 26 for damage: 1d6 + 1 + 5 ⇒ (2) + 1 + 5 = 8 sneak: 6d6 ⇒ (2, 4, 6, 4, 5, 4) = 25
fog: high good: 1d100 ⇒ 7
shortsword: 1d20 + 15 + 1 + 2 + 1 + 2 + 1 - 2 ⇒ (6) + 15 + 1 + 2 + 1 + 2 + 1 - 2 = 26 for damage: 1d6 + 1 + 5 ⇒ (6) + 1 + 5 = 12 sneak: 6d6 ⇒ (2, 1, 1, 3, 5, 1) = 13
fog: high good: 1d100 ⇒ 61
rapier: 1d20 + 10 + 1 + 2 + 1 + 2 - 2 ⇒ (15) + 10 + 1 + 2 + 1 + 2 - 2 = 29 for damage: 1d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7 sneak: 6d6 ⇒ (4, 6, 2, 6, 5, 2) = 25
fog: high good: 1d100 ⇒ 54
shortsword: 1d20 + 10 + 1 + 2 + 1 + 2 + 1 - 2 ⇒ (14) + 10 + 1 + 2 + 1 + 2 + 1 - 2 = 29 for damage: 1d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7 sneak: 6d6 ⇒ (5, 4, 3, 3, 1, 3) = 19
fog: high good: 1d100 ⇒ 93
Haste: rapier: 1d20 + 15 + 1 + 2 + 1 + 2 - 2 ⇒ (17) + 15 + 1 + 2 + 1 + 2 - 2 = 36 for damage: 1d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7 sneak: 6d6 ⇒ (5, 5, 5, 4, 2, 4) = 25
fog: high good: 1d100 ⇒ 47
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 + 10 + 1 + 2 + 1 + 2 - 2 ⇒ (10) + 10 + 1 + 2 + 1 + 2 - 2 = 24 for damage: 1d6 + 1 + 5 ⇒ (4) + 1 + 5 = 10
Haste: rapier: confirm crit: 1d20 + 15 + 1 + 2 + 1 + 2 - 2 ⇒ (3) + 15 + 1 + 2 + 1 + 2 - 2 = 22 for damage: 1d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7