
|  GM Badblood | 
 
	
 
                
                
              
            
            I'm sorry, I changed the Blue creature's height on the map but not on the initiative tracker. They moved down to five feet above the party in order to hit everyone with its ability, which is close enough to make melee attacks, and since itused dehydrate right next to Rhu, you should be able to pinpoint its location automatically.
Round 3 - bless
Blue Devil - 5 ft high, -3
Rhu -glitter, -16
Hosser -glitter, -6, fort save
Qiarah -35 ft high, -4
Hskoro -glitter, blinded, full defense, fort save-6
Gray Devil - 20 ft. high, casting spell
Kroone -glitter, fort save -6
Therin -glitter, -10

|  Rhu Entekh | 
 
	
 
                
                
              
            
            OK, in that case Rhu stays put and punches.
Miss chance, 1=hit: 1d2 ⇒ 2
The monk can't quite figure out where the annoying outsider is, but as his eyes clear he focuses his attention on it.

|  Hosser Cready | 
 
	
 
                
                
              
            
            Will Save vs Glitter: 1d20 + 9 ⇒ (19) + 9 = 28
FortSave: 1d20 + 6 ⇒ (20) + 6 = 26
Spiritual Weapon vs Blue, Bless: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Dmg: 1d8 + 1 ⇒ (2) + 1 = 3
Handaxe vs blue, bless, divine favor: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
damage, divine favor: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
roll to confirm!: 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21
damage: 2d6 + 2 + 2 ⇒ (4, 3) + 2 + 2 = 11
In a true blessing by Immonhiel, Hosser shrugs off the spells and then slices into the blue creature with both his actual axe, and his weapon granted by Immonhiel's power.

|  Rhu Entekh | 
 
	
 
                
                
              
            
            I was playing with the assumption that the ongoing save vs. glitterdust takes effect after my actions. Otherwise, Rhu would have attacked with his bow.

|  GM Badblood | 
 
	
 
                
                
              
            
            Nope, Rhu, you are correct. The saving throw is at the end of your turn. Hosser didn't actually need to make a saving throw, as he was not blinded. There is still a glitter effect, which unfortunately there is really no way to avoid. It mainly keeps you from taking advantage of stealth and invisibility.
The spiritual axe slices into the little monster but then a perfect strike to the creature's forehead sends it crashing to the ground. Hosser feels some resistance as his mundane weapon strikes the rock hard skin of the creature but the sheer force of the blow comes through. The creature lies in a crumpled mass on the ground, but the salty particles that make up it flesh are already starting to knit themselves back together.
Qiarah scrambles to the top of the ceiling and crawls like a bug upside down. She casts a spell and points towards Hosser. The brown hand floating near her suddenly appears in front of him and reaches out to touch him. Hosser is startled and manages to duck just in time for the hand to miss him and appear floating above the sorceress's shoulder.
Touch: 1d20 + 5 ⇒ (2) + 5 = 7
Round 3 - bless
Blue Devil - prone, -20
Rhu -glitter, -16
Hosser -glitter, -10
Qiarah -40 ft high, -4
Hskoro -glitter, blinded, full defense, fort save-6
Gray Devil - 20 ft. high, casting spell
Kroone -glitter, -10
Therin -glitter, -10

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 7 ⇒ (20) + 7 = 27
Still blinded, he continues to rub at his eyes while defending himself even though he did feel being attacked.
Will Save: 1d20 + 1 ⇒ (20) + 1 = 21

|  GM Badblood | 
 
	
 
                
                
              
            
            Summoning: 1d100 ⇒ 10
Wow, you guys are having terrible luck.  They only have a 25% chance of pulling that off.
Hskoro's vision finally restores itself and he sees that his allies are locked in battle with a spider crawling sorceress on the ceiling and the remaining devil. The other one is lying unconscious on the ground.
The gray devil finishes casting its spell and out of the ether appears another white imp, this one with a faint yellow tint to its crusty flesh.
Both creatures fly forward and breath out blasts of sharp salt crystals.  
This is a 15 ft. cone. Failing the Reflex save causes full damage and the sickened condiiton for 3 rounds.
Breath Weapon, slashing, DC 13 Reflex Sv for half; vs Hosser and Hskoro: 1d4 ⇒ 4
Breath Weapon, slashing, DC 13 Reflex Sv for half; vs Kroone and Rhu: 1d4 ⇒ 4
Round 3 - bless
Blue Devil - prone, -20
Rhu -glitter, -16, reflex
Hosser -glitter, -10, reflex
Qiarah -40 ft high, -4
Hskoro -glitter, full defense, -10, reflex
Gray Devil - 5 ft. high
Yellow Devil - 5 ft. high
Kroone -glitter, -10, refex
Therin -glitter, -10

|  GM Badblood | 
 
	
 
                
                
              
            
            That is an important and very relevant detail, Therin. I applied the healing to everyone except for the Blue Devil.
Round 3 - bless
Blue Devil - prone, dying -20
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, full defense, -3, reflex
Gray Devil - 5 ft. high
Yellow Devil - 5 ft. high
Kroone -glitter, -3, reflex
Therin -glitter, -3

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Reflex Save: 1d20 + 3 ⇒ (5) + 3 = 8
Just as soon as he is able to see, he gets hit by a breath weapon he can't avoid.

|  Kroone | 
 
	
 
                
                
              
            
            Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Kroone escapes partially from the breath weapon, immediately swinging his greatsword against the enemy by him.
Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 2d6 + 5 + 1 ⇒ (5, 6) + 5 + 1 = 17
Finally, he closes his fist and feels the divine power of Irori heal part of his wounds.
Lay on Hands: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

|  GM Badblood | 
 
	
 
                
                
              
            
            Breathing in a mouthful of razor sharp salt crystals is not only painful, but Hskoro begins to feel himself starting to wretch as the salt stings his eyes and fills his throats and makes its way down to his lungs and stomach.
Kroone slashes at the gray devil in front of him. The magic blade slices deep into the creature's crystalline flesh, leaving it alive, but very badly hurt.
It wouldn't hurt to let me know if there is anything special about your weapon, such as it being magic. I checked this time but I might not check in the future.
The imp lying on the ground suddenly opens its eyes up again as its wounds continue to heal. Without getting up, it rolls over and breathes a cone of powderized salt all over Kroone and Therin, getting its ally in the process. The gray creature doesn't seem to be affected by the blast the same way that it effects the party though.
Breath weapon, slashing DC 13 Reflex save: 1d4 ⇒ 1
Round 3 - bless
Blue Devil - prone -18
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, full defense, -7, sickened 3 rd.s
Gray Devil - 5 ft. high -17
Yellow Devil - 5 ft. high
Kroone -glitter, reflex
Therin -glitter, -3, reflex

|  Rhu Entekh | 
 
	
 
                
                
              
            
            Rhu breathes deeply, a tranquil expression on his face, and as he exhales looses two arrows with blinding speed. So swift are his movements that the blue-tinged enemy is unable to react in time to attack.
GM B, Rhu has the Point-Blank Master feat, allowing him to use his longbow in melee without incurring attacks of opportunity.
Flurry arrow to blue, +1 bow, including deadly aim and PBS: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 
Arrow damage, including PBS: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10 
If Blue drops, Rhu targets Gray with his second arrow. If shooting Gray, Rhu will expend one use of his Perfect Strike feat.
Flurry arrow, +1 bow, including deadly aim and PBS (into cover if vs. Gray): 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 
Perfect Strike attack, if necessary: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 
Arrow damage, including PBS: 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8

|  Hosser Cready | 
 
	
 
                
                
              
            
            Hosser calls upon Immonhiel's grace and grows in size, and swings his now mighty handaxe down on yellow. He refocuses his spiritual weapon on the mage in the next room.
mwk Handaxe vs Yellow: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage, Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
Spiritual Handaxe vs Qiarah: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage, Force: 1d8 + 1 ⇒ (1) + 1 = 2
AC is 20 when enlarged

|  GM Badblood | 
 
	
 
                
                
              
            
            Rhu's first shot misses the prone imp, but the second shot is true and knocks the creature unconscious again.
Hosser scratches his foe with his axe blade. The wound should have been deadlier, but without enchantment the axe head barely punctured the creature's skin. Hosser sends his spiritual weapon to attack the sorceress on the ceiling but she is surprisingly spry and dodges out of the way.
Qiarah's hand flies towards Kroone this time and reaches out to touch the paladin. Acid sprays all over the nagaji and the spectral hand returns to right above the sorceress's shoulder as she prepares yet another spell.
Corrosive Touch: 1d20 + 5 ⇒ (18) + 5 = 23
Acid: 5d4 ⇒ (3, 3, 2, 4, 3) = 15
Round 4 - bless
Blue Devil - prone, dying -26
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, full defense, -7, sickened 3 rds.
Gray Devil - 5 ft. high -17
Yellow Devil - 5 ft. high, -5 hp
Kroone -glitter, reflex, -15
Therin -glitter, -3, reflex

|  GM Badblood | 
 
	
 
                
                
              
            
            GM B, Rhu has a +1 bow, as noted in the dice description.
Noted

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Seeing the prone imp rise again to attack, Hskoro steps up to it and strikes down at it's prone body with his battle axe.
Cold Iron Battle Axe +Bless -Sick vs Blue: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20
Damage -Sick: 1d8 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Free: 5' step
Standard: Attack

|  GM Badblood | 
 
	
 
                
                
              
            
            Hskoro swings his axe at the blue devil on the ground, but the blade bounces harmlessly off its rock hard flesh.
The yellow and gray imps slash at their foes with their claws. Kroone parries the claw attacks with his sword and Hosser pushes them back with his shield.
Gray Claw: 1d20 + 5 ⇒ (10) + 5 = 15
Slash/Bludgeon: 1d3 + 1 ⇒ (1) + 1 = 2
Gray Claw: 1d20 + 5 ⇒ (4) + 5 = 9
Slash/Bludgeon: 1d3 + 1 ⇒ (2) + 1 = 3
Yellow Claw: 1d20 + 5 ⇒ (2) + 5 = 7
Slash/Bludgeon: 1d3 + 1 ⇒ (1) + 1 = 2
Yellow Claw: 1d20 + 5 ⇒ (2) + 5 = 7
Slash/Bludgeon: 1d3 + 1 ⇒ (1) + 1 = 2
Round 4 - bless
Blue Devil - prone, dying -26
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, -7, sickened 23 rds.
Gray Devil - 5 ft. high -15
Yellow Devil - 5 ft. high, -3 hp
Kroone -glitter, reflex, -15
Therin -glitter, -3, reflex

|  GM Badblood | 
 
	
 
                
                
              
            
            Therin gets a solid strike on the little creature, but his morningstar fails to even dent the creature's tough flesh.
Round 4 - bless
Blue Devil - prone, dying -26
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, -7, sickened 23 rds.
Gray Devil - 5 ft. high -15
Yellow Devil - 5 ft. high, -3 hp
Kroone -glitter, reflex, -15
Therin -glitter, -3, reflex
Round 5 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, -7, sickened 23 rds.
Gray Devil - 5 ft. high -15
Yellow Devil - 5 ft. high, -3 hp
Kroone -glitter, reflex, -15
Therin -glitter, -3, reflex

|  Rhu Entekh | 
 
	
 
                
                
              
            
            With his previous target down, Rhu takes a step forward, face expressionless. Another breath and slow exhalation and another pair of arrows, this set loosed at the yellow enemy.
Flurry, DA, incl. bless and PBS: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
Flurry, DA, incl. bless and PBS: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
I forgot to include the bless spell last round...won't repeat that mistake this time.
DA arrow damage, magic, incl. PBS: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
DA arrow damage, magic, incl. PBS: 1d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10

|  GM Badblood | 
 
	
 
                
                
              
            
            Therin dodges the worst of the salty blast and is not sickened like Hskoro was. Rhu fires a pair of arrows into the yellow tinted imp, which both strike true. Being a summoned creature, it vanishing in a cloud of salty powder after the second arrow strikes it.
Round 4 - bless
Blue Devil - prone, dying -26
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, -7, sickened 3 rds.
Gray Devil - 5 ft. high -15
Yellow Devil - 5 ft. high, -3 hp
Kroone -glitter, reflex, -15
Therin -glitter, -4
Round 5 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -4
Hskoro -glitter, -7, sickened 2 rds.
Gray Devil - 5 ft. high -15
Kroone -glitter, reflex, -15
Therin -glitter, -4

|  Hosser Cready | 
 
	
 
                
                
              
            
            First, his force-hand axe attacks Qiarah.
Spiritual Weapon vs Qiarah: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Dmg: 1d8 + 1 ⇒ (4) + 1 = 5
It then pops out existence. He shrinks down and touchs Hskoro and removes his sickness with his restorative touch

|  Kroone | 
 
	
 
                
                
              
            
            Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
While still showing the same good reflexes as before, the monastic paladin starts to show signs of being tired and hurt. Yet, stoically he swings his greatsword once again.
Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 +1 Greatsword
Damage: 2d6 + 5 + 1 ⇒ (1, 4) + 5 + 1 = 11
Not sure if that -15 is already counting the healing I did, but if he's still that hurt, he will lay on hands again.
Lay on Hands: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

|  GM Badblood | 
 
	
 
                
                
              
            
            Qiarah hit Kroone with a corrosive touch via spectral hand on her last turn. It dealt 15 points of damage to him.
Fighting through the pain of the sorceress's acid spell, Kroone smites down the gray imp. It collapses to the ground, unconscious but still alive. He places a hand on his heart and some of his wounds begin to seal shut. Hosser's spiritual axe gets one more slash in before disappearing, slicing the oread's non-petrified arm. Hosser then reaches out and heals the nauseous fighter.
Note that these mephits have fast healing and will continue healing while unconscious, so ignore them at your peril.
Seeing that her minions have finally been brought down, the sorceress surveys the battlefield and sees that there is an archer down below who may pose the biggest threat to her at this time. As she mutters the words to another spell, the hand appears next to Rhu and reaches out to touch him.
Spectral Hand: 1d20 + 5 ⇒ (9) + 5 = 14
Rhu sees the spectral hand coming towards him and leaps to the side as it lunges towards his throat. Missing its target, the hand instantly teleports back to Qiarah's side again. The sorceress scampers across the ceiling deeper into the room and out of sight.
Round 5 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -9
Hskoro -glitter, -7
Gray Devil - prone, dying -26
Kroone -glitter, -12
Therin -glitter, -4
Round 6 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -9
Hskoro -glitter, -7,
Gray Devil - prone, dying -26
Kroone -glitter,-12
Therin -glitter, -4

|  GM Badblood | 
 
	
 
                
                
              
            
            Therin savagely beats the mephit with his morningstar. Despite being resistant to mundane steel, the repeated blows with a spiked metal club manages to cave in the creature's head. Therin is confident that it won't be getting back up.

|  Hosser Cready | 
 
	
 
                
                
              
            
            Hosser starts to move into the room with Qiarah.
20 foot move speed. Takes a bit. I'm assuming stairs are difficult terrain, if they're not, I can move one additional square.

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Hskoro slashes his battle axe down at the mephit prone before him, hoping to end it's life for good.
Cold Iron Battle Axe +Bless vs Blue: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

|  GM Badblood | 
 
	
 
                
                
              
            
            Hskoro, you can do a coup de grace as a full round action instead of just attacking it. Unless you wanted to save your move action to move after striking it.
Round 5 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -9
Hskoro -glitter, -7
Kroone -glitter, -12
Therin -glitter, -4
Round 6 - bless
Blue Devil - prone, dying -24
Rhu -glitter, -11
Hosser -glitter, -5
Qiarah -40 ft high, -9
Hskoro -glitter, -7,
Kroone -glitter,-12
Therin -glitter, -4

|  Rhu Entekh | 
 
	
 
                
                
              
            
            Rhu cautiously advances onto the stairs, ready to dodge.
Move action plus total defense; current AC 20/T 20. He can do that even up the stairs because he has a 40' movement rate.

|  Kroone | 
 
	
 
                
                
              
            
            Lay on Hands: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Kroone heals himself once again, for his last time in the day, and then proceeds to move as fast as he can over the stairs.

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Ah yeah... always forget about stuff like that. Yeah, I'll take a full round action to do the coup de grace.

|  GM Badblood | 
 
	
 
                
                
              
            
            Hskoro brings his axe down on the imp's neck, decapitating the outsider which then collapses into to pile of salt.
The sorceress reemerges from the corner and points her finger down towards Rhu. The hand suddenly appears next to him and strikes. Rhu is ready for it this time and easily dodges out of the way.
Touch: 1d20 + 5 ⇒ (12) + 5 = 17
Round 6 - bless
Rhu -11
Hosser -5
Qiarah -40 ft high, -9
Hskoro -7,
Kroone -12
Therin -4
Round 7 - bless
Rhu -11
Hosser -5
Qiarah -40 ft high, -9
Hskoro  -7,
Kroone -12
Therin -4

|  Therin Baldaros | 
 
	
 
                
                
              
            
            Therin calls forth a gleaming scimitar made of light. It flashes as it swings at the oread.
spitual weapon: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 251d6 + 2 ⇒ (6) + 2 = 8
crit: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d6 + 2 ⇒ (1) + 2 = 3

|  Kroone | 
 
	
 
                
                
              
            
            Kroone gazes at the sorceress, trying to hypnotically stop her for a brief moment, and maybe persuade her to stop the hostilities now that her allies were gone.
Come down here and surrender. If you do so, I will be merciful. - the paladin was honest in his request and hoped Irori would bless him with stopping the violence here, but had a feeling his hypnotic powers weren't advanced enough.
DC 14 will for hypnotic gaze. Works like Hypnotism but just a single round, CL 2

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            With all nearby enemies vanquished, Hskoro looks up at the true enemy and rushes toward her, reaching just the bottom of the steps.
Double Move
 
	
 
     
    