| Sparky Runelands |
Bite: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 292d6 + 9 + 1 ⇒ (2, 4) + 9 + 1 = 16
Claw: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 211d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Claw: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 281d6 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Hasted Bite: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 352d6 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
Galyth
|
Still Confused: 1d100 ⇒ 73
Self-Damage: 1d8 ⇒ 7
Fort vs Nasty Poison (3 Con damage): 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
GM Erich
|
Lissa's water blast buffets the lone spider. Victoria finally overcomes the dread poison and begins her recovery. Setare steps in and drops the spider with a thud. Not content, Vermin ensures its death.
Only Gaylth continues to act strange and the poison works its magic. His mind clears for the moment.
Round 9/10 - Bold can act
Orange Dash -115 damage <dead>
Lissa <kinetic form, water blade>
Victoria -52 damage -2 CON <mage armor, fly 10 feet up, freedom of movement>
Setare <mage armor, enlarge person, delayed>
Vermin -23 damage <greater magic fang, longstrider, barkskin, delay poison, frostbite>
Sparky -16 damage <longstrider, frostbite, entangled>
Fahd -56 damage -5 CON <greater magic fang, mutagen, fly 15 feet up, antitoxin>
------------------
Galyth -51 damage -3 CON <shield, poisoned (1 save)>
The spiders are dead, but Galyth has a few rounds left of the confusion poison to work through. Any way to mitigate it this round (while he is not confused) or even another save will cure it.
Fahd has this past round of actions to detail too
Galyth
|
Almost all my characters pack antiplague & antitoxin around, but apparently not this one...
Freed momentarily from his delusions and not seeing any enemies about, Galyth realizes that holding onto his swords is an exceptionally bad idea right now & drops them to the ground.
Holding off on making the next Fort save for just a bit in case he can get help.
Victoria Hennessee
|
”Ahhh. A bit better at least. I hope we don’t see any more of those creatures. Those definitely were not normal giant spiders but more vile than I have seen before. “
She will fly down and after the restoration (it wand takes 3rounds?) she will tap herself again then switch to CLW wand.
Fahd Bin Stavain PFS
|
Can I start making my Fort saves with the antitoxin bonus now? I’m not exactly sure how the poison rules go....
GM Erich
|
@Fahd you are already cured, it took two saves. Just have to deal with the CON damage and hp loss.
Vermin*
|
Vermoin shifts to his handsome half orc self and pulls his anti-toxin from his belt, offering it to Galyth. I would rather you drink this than stab me again...
Galyth
|
"Thank you, Vermin," Galyth says as he accepts the antitoxin. "And sorry about earlier."
It was hard not to feel a little guilty.
I'd declared that Galyth dropped his swords earlier. Hopefully it's fine for him to continue his turn by taking the antitoxin & drinking it now.
Fort Save vs Nasty Poison (3 CON damage, antitoxin): 1d20 + 10 - 1 + 5 ⇒ (16) + 10 - 1 + 5 = 30
Galyth
|
Galyth is down 51 hp damage & 3 Constitution. He has a Wand of Cure Light Wounds (20 charges) & 2 Scrolls of Lesser Restoration on him if someone can use them for him. Please only use one of the scrolls unless the first gets a 1 for the Constitution restoration.
Minor note for the GM: I missed those scrolls when I built my character sheet initially. He got them from a boon so they are easy to miss.
Fahd Bin Stavain PFS
|
Fahd was feeling terrible. He picked up a pink stone from his belt, crushing it under his heel. Somehow, the new pathfinder J. Dacilane appears almost as if called. She shakes her head at Fahd and casts a spell on him. He begins looking some better after the spell. J. turns around and vanishes as quickly as she can.
Lesser Restoration 1d4 ⇒ 2
Used a boon and marking it off my sheet,
GM Erich
|
Because of Gaylth's save, we are out of combat for now. Take as many rounds as you need to heal up or re-buff up. Remember that you did spot more humanoids in the next cave and it looks like it will take a little bit of work to gnaw through the webs in between.
Victoria Hennessee
|
Ok with Victoria's 2 lesser restorations she is full from CON damage and will start with the HP damage from her other wand.
I have a spare wand here with a few more charges if any others need it.
She taps herself a few times with her cure wand.
CLWx8: 9d8 + 9 ⇒ (2, 3, 4, 2, 7, 8, 2, 1, 3) + 9 = 41
Galyth
|
Going to assume someone helps out Galyth with his wand/scroll needs. Starting with -51 hp & -3 Con
Scroll of Lesser Restoration #1: 1d4 ⇒ 3 - Con is fixed, then
Wand of Cure Light Wounds charge #1: 1d8 + 1 ⇒ (5) + 1 = 6 - 45 damage remaining
Wand of Cure Light Wounds charge #2: 1d8 + 1 ⇒ (4) + 1 = 5 - 40 damage remaining
Wand of Cure Light Wounds charge #3: 1d8 + 1 ⇒ (1) + 1 = 2 - 38 damage remaining
Wand of Cure Light Wounds charge #4: 1d8 + 1 ⇒ (5) + 1 = 6 - 32 damage remaining
Wand of Cure Light Wounds charge #5: 1d8 + 1 ⇒ (5) + 1 = 6 - 26 damage remaining
Wand of Cure Light Wounds charge #6: 1d8 + 1 ⇒ (6) + 1 = 7 - 19 damage remaining
Wand of Cure Light Wounds charge #7: 1d8 + 1 ⇒ (8) + 1 = 9 - 10 damage remaining
Wand of Cure Light Wounds charge #8: 1d8 + 1 ⇒ (5) + 1 = 6 - 10 damage remaining
Wand of Cure Light Wounds charge #9: 1d8 + 1 ⇒ (3) + 1 = 4 - 0 damage remaining
"Many thanks," Galyth says. His wounds now sealed, Galyth felt ready to move forward.
"Let's go see about this madman. Could do with a few less spiders, though."
GM Erich
|
Sparky gnaws at the webs that still encircle him. Lissa is able to search the cavern while waiting for the healing magic to settle in. She finds two potion bottles and two magical rings in the detritus.
I'll assume those with remaining HP damage heal up in some way, with their own wand or others. After the extra minute of so to heal up I have the following active.
Lissa <kinetic form>
Victoria <mage armor, fly, freedom of movement>
Setare <mage armor, enlarge person>
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Sparky <longstrider>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Galyth <shield, antitoxin>
-------------------
It takes a bit of effort to clear the webbed passage enough to pass through.
The narrow curving mine tunnel opens into a long cavern with a high ceiling and two natural stone shelves, each nearly twice the height of an adult human. Uncut gemstones protrude from the walls, their deep red glow bathing the entire cave in a hellish ambience. Piles of mined stones still litter the ground.
There are three humanoid figures standing above the farthest escarpment. There are two other dead ones lying on the ground in front of them. They look like strange alien-like travelers, garbed in bizarre robes with unmatched coloring and anatomies that don't quite match each other.
In a similarly alien accent, the one in front addresses you. "Hail visitors. We do not come to fight, only to claim gems for our travels. There is plenty for all." He starts the process of moving down the plateau toward you.
The ceiling here is 35 feet high. The two natural stone shelves are 10 feet high and a creature must succeed at a trivial climb check to scale them.
Vermin*
|
As others are healing up Vermin will use two first level pearls of power to recall Frostbite twice and examine the loot. He cannot fail the perception checks and easily identifies the potions. Getting lucky he also IDs the first riing.
Perception Potion 1: 1d20 + 23 ⇒ (6) + 23 = 29
Perception Potion 2: 1d20 + 23 ⇒ (14) + 23 = 37
Spellcraft Ring 1: 1d20 + 5 ⇒ (19) + 5 = 24
Spellcraft Ring 2: 1d20 + 5 ⇒ (4) + 5 = 9
He will stay in half orc form for now.
Victoria Hennessee
|
Victoria will also observe for a bit before commenting.
spellcraft ring#2: 1d20 + 9 ⇒ (15) + 9 = 24
kn:planes: 1d20 + 6 ⇒ (9) + 6 = 15
Interesting.
Setare Katsu
|
Setare looks at the team and what they found.
"Can I t.. take the Potion o... of Fly please?"
*
When they meet the outsiders Setare waves.
"Oh he .. hello! Have you seen the pi...pirate Seven Fingers?" she asks them.
Auto aid diplomacy for +4 to the main roll with halfling helpful trait.
Galyth
|
It's awkward to ask for both of the rings, but Galyth could use the Ring of Maniacal Devices as the party trap-spotter & he's also the most mobility-needy member of the party if we get into a water surface fight.
"Sharing the gems seems fair. I don't mind."
Galyth
|
My reaction is that it isn't what we came here for. I'm guessing we miss treasure if we don't stop to swipe what we can, though.
If anyone can still try to identify these guys, it would help. Not sure what they are and this place is weird.
Vermin*
|
Knowledge Planes: 1d20 + 5 ⇒ (16) + 5 = 21
Vermin is surprised to recall that he actually knows of these creatures and will whisper what he knows to the others.
GM Erich
|
The denizens continue to move forward, hands outstretched in peace. It is only at the last possible moment that Setare is shocked the denizens are not as friendly as they would seem. Vermin and Gaylth get the sense that something is up with the "dead" creatures, as well, as they sense subtle movements from them.
GM 1: 1d20 + 27 ⇒ (10) + 27 = 37
GM 2: 1d20 + 27 ⇒ (3) + 27 = 30
perception Galyth: 1d20 + 27 - 4 ⇒ (18) + 27 - 4 = 41
perception Setare: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16
perception Vermin: 1d20 + 23 - 3 ⇒ (20) + 23 - 3 = 40
Fahd Init: 1d20 + 2 ⇒ (12) + 2 = 14
Galyth Init: 1d20 + 9 ⇒ (18) + 9 = 27
Lissa Init: 1d20 + 9 ⇒ (11) + 9 = 20
Setare Init: 1d20 + 13 ⇒ (1) + 13 = 14
Sparky Init: 1d20 + 4 ⇒ (9) + 4 = 13
Vermin Init: 1d20 + 3 ⇒ (13) + 3 = 16
Victoria Init: 1d20 + 9 ⇒ (11) + 9 = 20
Black Init: 1d20 + 4 ⇒ (10) + 4 = 14
Brown Init: 1d20 + 4 ⇒ (7) + 4 = 11
Gray Init: 1d20 + 4 ⇒ (9) + 4 = 13
Orange Init: 1d20 + 11 ⇒ (7) + 11 = 18
Yellow Init: 1d20 + 11 ⇒ (14) + 11 = 25
Round 1 - Bold can act
Galyth <shield, antitoxin>
Yellow Denizen <dead?>
Lissa <kinetic form>
Victoria <mage armor, fly, freedom of movement>
Orange Denizen <dead?>
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Setare <mage armor, enlarge person>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <longstrider>
Black Denizen
Gray Denizen
Brown Denizen
Orange and yellow remain motionless this turn. Don't forget squeezing (if large) and you need to pass through the tunnels. Both ridges represent a 10 foot height difference as well.
Setare Katsu
|
• AC while fighting defensively vs. melee attacks of one designated opponent: 46, Touch 41, FF 22
(haste +1, mage armor +4, +6 Cha Scaled Fist Monk, +7 Dex, Dodge feat +1, +1 Nimble/dodge, Natural Armor +1, Deflection +1, Fighting Defensively +14 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks, +6 Cha dodge bonus ‘Osyluth Guile’) [only -2 on attack rolls due to Crane Style while fighting defensively’]
Setare strikes the black Leng creature in a defensive crane pose.
Activating boots of speed 5/10.
”Such trea... treachery!“ she whispers.
Haste, +1 keen adamantine chestus, BAB +9, Dervish Finesse Dex +7, Enhancement Bonus +1, Cracked Pale Green Prism Ioun Stone +1 (-3 Piranha Strike / -2 Fighting defensively), haste +1 : 1d20 + 14 ⇒ (16) + 14 = 30
Damage d4+8, +4 precise strike, +6 Piranha Strike; 17-20/×2: Dex +7 to damage from ‘Whirling Dervish Level 4’ ability, Enhancement Bonus +1: 1d4 + 8 + 4 + 6 ⇒ (2) + 8 + 4 + 6 = 20
~
Flurry: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d4 + 8 + 4 + 6 ⇒ (3) + 8 + 4 + 6 = 21
CRIT? Flurry : 1d20 + 14 ⇒ (17) + 14 = 31
Damage w/o precision: 1d4 + 8 + 6 ⇒ (3) + 8 + 6 = 17
~
Primary : 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d4 + 8 + 4 + 6 ⇒ (1) + 8 + 4 + 6 = 19
~
Iterative : 1d20 + 14 - 5 ⇒ (12) + 14 - 5 = 21
Damage: 1d4 + 8 + 4 + 6 ⇒ (4) + 8 + 4 + 6 = 22
~~
In case Setare is attacked, she will parry and riposte.
Parry, 1 AoO used, 1 panache used: 1d20 + 14 ⇒ (18) + 14 = 32
Riposte, immediate : 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d4 + 8 + 4 + 6 ⇒ (2) + 8 + 4 + 6 = 20
~~
If any attack hits: using Enforcer feat to demoralize with intimidate as a free action!
Intimidate demoralize as free action vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier, Leng -4 : 1d20 + 21 - 4 ⇒ (11) + 21 - 4 = 28
Intimidate succeeds?
If intimidate successful the opponent is shaken for as many rounds as non lethal damage was taken and takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
~~
Using bodyguard feat to give adjacent companions a +4 to AC against 5 attacks. Only fails on a 1: 6d20 ⇒ (1, 4, 10, 11, 9, 17) = 52
Galyth
|
No climb check was noted, so I'll assume that Galyth has enough movement (30') to get up the ridge behind Setare.
”They lie! We're under attack!” Galyth cries as he moves forward to battle.
Casting Acid Splash at the grey Denizen. I'm assuming that it is still flat-footed.
Acid Splash Attack vs touch: 1d20 + 15 ⇒ (12) + 15 = 27
Acid Splash Damage: 1d3 ⇒ 3
Sneak Attack bonus damage: 5d6 ⇒ (1, 6, 6, 5, 2) = 20 - debilitate for attack rolls (-6 vs Galyth/-2 vs others) if it connects
Dispelling Sneak Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Lissa Villasani
|
Lissa drops her watery form with a splash of water, before skating forward into the new cave.
Standard action - drop Kinetic Form
Move forward
Vermin*
|
Tisking softly to himself Vermin whistles for Sparky and casts Wall of Thorns to separate the enemies. He makes the wall 15' thick and all the way to the ceiling. Those caught inside take damage based on their armor (not AC). Gonna regret that. he quotes.
Fahd Bin Stavain PFS
|
Fahd takes a double move towards the room. Would someone move me on the map, please?
Victoria Hennessee
|
Victoria flies forward 5’ up and casts haste on the party
” Move lively as it is more than they seem to do!“
haste +1 attacks reflex AC
GM Erich
|
@Gaylth There was a climb check hinted at but it was in the first description of the room. 1d20 + 5 ⇒ (8) + 5 = 13 you are fine.
Gaylth scales the ledge using the corner walls and zaps a denizen with his acid lob. Victoria hastes the group and Vermin lays down a massive cube of thorns that captures several of the creatures. Setare blazes into action wounding it mightily but has trouble finding a vital spot to focus on. It tries to retaliate with its draining bite, but Setare easily eludes it and downs it with the riposted fist.
unusual anatomy (<50 no crit): 1d100 ⇒ 33
Black bite vs Setare: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 271d6 + 2 ⇒ (3) + 2 = 51d6 ⇒ 6
Black claw vs Setare: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 321d4 + 2 ⇒ (3) + 2 = 5
Black claw confirm vs Setare: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 271d4 + 2 ⇒ (2) + 2 = 4
Black claw vs Setare: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 281d4 + 2 ⇒ (2) + 2 = 4
Round 2 - Bold can act - Haste is up for all
Galyth <shield, antitoxin>
Yellow Denizen -8 damage <dead?>
Lissa
Victoria <mage armor, fly, freedom of movement>
Orange Denizen <dead?>
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Setare -5 damage <mage armor, enlarge person>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <longstrider>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -32 damage <-6/-2 attacks>
Brown Denizen <levitates>
It isn't solid. It is basically just a thick cage of thorns that hurts if you move in it and is quite difficult to move out of or destroy.
It doesn't block arrows or provide cover, but as heavy undergrowth it would provide concealment with a 30% miss chance. It is not total concealment so line of sight and effect through it are unaffected.
If you move or attack (or cast spells with somatic components) you take the damage listed.
Galyth
|
I'm uncertain whether grey or any other targets are still flat-footed. I'll act as though they are for now.
”Cool trick with the thorns. I am not going in there.”
More Acid Splash at grey (or if it is flat-footed & something else isn't, target that instead).
Acid Splash Attack vs touch: 1d20 + 15 ⇒ (7) + 15 = 22
Acid Splash Damage: 1d3 ⇒ 3
Sneak Attack bonus damage: 5d6 ⇒ (4, 6, 1, 3, 3) = 17 debilitate for attacks if this connects – the old debilitate would have worn off
Dispelling Sneak Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Vermin*
|
I am good with our call on the wall. I think this is the first time I have cast it. Did not realize it was poorly defined. I always though it would be solid and block line-of-sight but I am fine with your call. It is 15' thick. That is a lot of hedge. It would be nice to define concealment based on thickness as it can be 5' thick up to, well, if cast in a tunnel over 100' thick, but no big deal.
GM Erich
|
Gaylth weaves his acid into the hedge-cage but it doesn't quite have the full effect he expected. One of the "dead" denizens transforms shape into that of a mangy beast (a bat-winged form that blends humanoid features with canine) - then disappears, only to reappear next behind Victoria.
30% concealment: 1d100 ⇒ 49
Round 2 - Bold can act - Haste is up for all
Galyth <shield, antitoxin>
Yellow Hound -8 damage
Lissa
Victoria <mage armor, fly, freedom of movement>
Orange Denizen
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Setare -5 damage <mage armor, enlarge person>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <longstrider>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -35 damage
Brown Denizen <levitates>
Galyth
|
Knowledge (Dungeoneering): 1d20 + 14 ⇒ (3) + 14 = 17
Lissa Villasani
|
Lissa whips around when the beast teleports to the back of the group. Skating under Victoria, she pulls a lash of water out of the air, and smacks the beast as dives to be the immediate threat.
Move
Standard action - Pushing Water Whip vs. Yellow
Water Whip(Haste): 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40For: 6d6 + 10 ⇒ (2, 3, 6, 4, 6, 2) + 10 = 33
Crit Confirm: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37for: 6d6 + 10 ⇒ (4, 6, 3, 4, 1, 4) + 10 = 32
Bull Rush: 1d20 + 13 ⇒ (20) + 13 = 33If this beats its CMD, it's knocked back 5 feet
Setare Katsu
|
kn planes-4 leng : 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Vermin*
|
Knowledge(planes): 1d20 + 5 ⇒ (17) + 5 = 22
Hey, not fair. Those Leng Hounds can teleport. I heard they can drain your constitution with their attacks too.
I believe Sparky still has Greater Magic Fang up.
GM Erich
|
Lissa's nearly perfect lash sends the hound reeling.
Round 2 - Bold can act - Haste is up for all
Galyth <shield, antitoxin>
Yellow Hound -73 damage
Lissa
Victoria <mage armor, fly 5 feet up, freedom of movement>
Orange ???
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Setare -5 damage <mage armor, enlarge person>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <greater magic fang, longstrider>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -35 damage
Brown Denizen <levitates 20 feet up>
Victoria Hennessee
|
Lasaraleen will also turn to the rear guard
”Not from the back you fiends! “
Magic missile : 5d4 + 5 ⇒ (2, 2, 2, 1, 4) + 5 = 16 on lLissa’s target
GM Erich
|
Victoria fires her arcane missiles into the hound. From beyond the hedge wall, another hound rises from the ground and instantly reappears next to its partner.
Round 2 - Bold can act - Haste is up for all
Galyth <shield, antitoxin>
Yellow Hound -89 damage
Lissa
Victoria <mage armor, fly 5 feet up, freedom of movement>
Orange Hound
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Setare -5 damage <mage armor, enlarge person>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <greater magic fang, longstrider>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -35 damage
Brown Denizen <levitates 20 feet up>
Setare Katsu
|
Setare retrieves and drinks the potion of fly.
GM Erich
|
Setare starts to lift off the ground but the three denizens remain trapped in place by the hedge.
Round 3 - Bold can act - Haste is up for all
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin>
Sparky <greater magic fang, longstrider>
Galyth <shield, antitoxin>
Yellow Hound -89 damage
Lissa
Victoria <mage armor, fly 5 feet up, freedom of movement>
Orange Hound
Setare -5 damage <mage armor, enlarge person, fly>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -35 damage
Brown Denizen <levitates>
Wall of thorns is dismissible with a standard action whenever you want to access the denizens.
Fahd Bin Stavain PFS
|
Pau delays, readying an action to strike an enemy that comes within his melee range.
Vermin*
|
Unable to get the the enemy in the back, Vermin casts Burst of Radiance on the two dog-things.
If Evil: 5d4 ⇒ (2, 4, 4, 4, 4) = 18 [ooc]DC 15 Reflex or be blind for 1d4 ⇒ 4 rounds. They will be dazzled if they make the save.
SR if needed: 1d20 + 10 ⇒ (20) + 10 = 30
Galyth
|
Galyth will delay as well. Unless I'm seeing the field wrong, there isn't anyone he can get at right now.
GM Erich
|
The group awaits more openings as Vermin enlightens the tunnel behind the hounds. The wounded one in back reacts as if blinded, but some of its wounds stitch together as it wails and a swarm of bats erupts from its gaping mouth, covering the two closest foes and tearing into their flesh.
Yellow reflex: 1d20 + 11 ⇒ (1) + 11 = 12
Orange reflex: 1d20 + 11 ⇒ (8) + 11 = 19
Yellow swarm damage: 1d6 ⇒ 3 + bleed 1
Need a DC 11 fort save vs distraction from Lissa and Victoria
Round 3 - Bold can act - Haste is up for all
Vermin <greater magic fang, longstrider, barkskin, delay poison>
Fahd -3 CON <greater magic fang, mutagen, fly, antitoxin, readied attack>
Sparky <greater magic fang, longstrider, delayed>
Galyth <shield, antitoxin, delayed>
Yellow Hound -97 damage <blinded 4 rds>
Yellow Swarm
Lissa -3 damage <bleed 1> Need fort save vs distraction
Victoria -3 damage <bleed 1, mage armor, fly 5 feet up, freedom of movement> Need fort save vs distraction
Orange Hound -18 <dazzled>
Setare -5 damage <mage armor, enlarge person, fly>
Black Denizen -102 damage <shaken, unconscious>
Gray Denizen -35 damage
Brown Denizen <levitates>