
Zerryd |

Seeing Takemiru break away some of the statue's defenses, Zerryd tries to take advantage. He draws his rapier, then attacks the creature twice in quick succession! ◆Interact to draw, ◆Strike, ◆Strike.
+1 rapier vs. flanked green: 1d20 + 11 ⇒ (6) + 11 = 17
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak: 1d6 ⇒ 5
Deadly (if needed): 1d8 ⇒ 5
+1 striking silver dagger vs. flanked green, agile 2nd: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
Piercing: 2d4 + 1 ⇒ (3, 3) + 1 = 7
Sneak: 1d6 ⇒ 2

Jaithe_ |

Jaithe sends more hunks of rock at the broken statue!
telekinetic projectile: 1d20 + 10 ⇒ (18) + 10 = 28
B/P/S: 2d6 + 4 ⇒ (2, 6) + 4 = 12
She then raises he rShield.

Kellsti |

Kellsti steps forward and fires two arrows at Red.
shortbow: 1d20 + 10 ⇒ (9) + 10 = 19
ouch!: 1d6 ⇒ 5
shortbow: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
ouch!: 1d6 ⇒ 6

GM thunderspirit |

Zerryd lands a single blow, but he finds it difficult to penetrate the hardwood! Kellsti's shots both appear to hit, but she, too, finds damaging the sculpture difficult! Jaithe's projectile hits center mass and the sculpture crumbles to a pile of kindling! Critical hit.
Unsurprisingly, splinters of wood have a difficult time holding onto a kitsune.
Red continues to attack Takemiru!
R bad kitty vs. AC 21: 1d20 + 11 ⇒ (11) + 11 = 22
slashing: 1d8 + 6 ⇒ (2) + 6 = 8 plus Grab ◈
Takemiru is hit again, and grabbed again!
R bad kitty vs. flat-footed AC 19: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12 MISS
Round 2
Zerryd — hardness
Kellsti — hardness hardness
Jaithe — what's hardness?
Lion sculpture (R) — hold that kitsune
➤ Takemiru — GO
Round 3
➤ Zerryd — GO
➤ Kellsti — GO
➤ Jaithe — GO
Lion sculpture (R) — TBD
Takemiru (-23) — TBD

Jaithe_ |

Jaithe sees no reason not to continue a good thing.
telekinetic projectile: 1d20 + 10 ⇒ (18) + 10 = 28
B: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Instead of raising her shield she offers some Guidance to Takemiru. You probably want to escape. Guidance

GM thunderspirit |

I have Takemiru at -31, not -23, my error.

Kellsti |

Kellsti draws a healing potion, steps next to Takemiru, and feeds it to the kitsune.
heal!: 1d8 ⇒ 8

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Escape: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Escape: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
Escape: 1d20 + 10 - 10 ⇒ (19) + 10 - 10 = 19
If any of those succeed, Takemiru will use his actions to stride away.

GM thunderspirit |

Takemiru struggles at first, but slips out on his second attempt! Jaithe hurls more debris at the sculpture as Kellsti feeds the kitsune a welcome salve to his wounds!
Round 3
➤ Zerryd — GO
Kellsti — potionization
Jaithe — spellz
Lion sculpture (R) (-8) — TBD
Takemiru (-23) — TBD

Zerryd |

Zerryd takes a careful step around the creature, then darts quickly one way before attacking the other, trying to throw it off balance. ◆Step, ◆Deception to Feint, ◆Strike
Deception to Feint (vs. Perception DC): 1d20 + 12 ⇒ (1) + 12 = 13 If successful, the creature is flat-footed to me until the end of my next turn (Scoundrel). On a crit success, it's flat-footed to everyone for that time. In either case, it would also take a -2 penalty to Perception and Reflex saves (Distracting Feint).
+1 rapier: 1d20 + 11 ⇒ (4) + 11 = 15
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Sneak (if flat-footed): 1d6 ⇒ 4

GM thunderspirit |

Zerryd finds that fortune is not on his side at this time!
Red, with only one target nearby, turns to engage Zerryd!
R bad kitty vs. AC 21: 1d20 + 11 ⇒ (13) + 11 = 24
slashing: 1d8 + 6 ⇒ (2) + 6 = 8 plus Grab ◈
Zerryd is hit and grabbed this time!
R bad kitty vs. flat-footed AC 19: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15 MISS
Round 3
Zerryd — feint fail
Kellsti — potionization
Jaithe — spellz
Lion sculpture (R) (-8) — cat scratch fevah
➤ Takemiru (-23) — GO
Round 4
➤ Zerryd (-8) — GO
➤ Kellsti — GO
➤ Jaithe — GO
Lion sculpture (R) — TBD
Takemiru (-23) — TBD

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Takemiru steps forward, then draws and throws his returning trident at the red lion.
Trident: 1d20 + 8 ⇒ (18) + 8 = 26
Piercing damage: 1d8 + 4 ⇒ (6) + 4 = 10

Jaithe_ |

1d20 ⇒ 1
Jaithe flings more rubble, doesn’t come close. Then she raises her shield.

GM thunderspirit |

Takemiru hits with his trident, and while the effect is blunted somewhat, it clearly leaves a mark afterward! Jaithe's spell misses by a country mile!
Round 4
➤ Zerryd (-8) — GO (Grabbed)
➤ Kellsti — GO
Jaithe — miss
Lion sculpture (R) (-12) — TBD
Takemiru (-23) — TBD

Zerryd |

"Ouch! Let go of me, you overgrown paperweight!", Zerryd says as he tries to wriggle free of the lion's grasp.
Acrobatics to Escape: 1d20 + 10 ⇒ (15) + 10 = 25
Pausing there to see if that succeeds.

GM thunderspirit |

Zerryd wriggles free!

Zerryd |

Breaking free, he slashes at the creature then backs away.
+1 striking silver dagger, agile 2nd: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Piercing: 2d4 + 1 ⇒ (1, 3) + 1 = 5
Sneak: 1d6 ⇒ 3

Kellsti |

Kellsti fires arrows at Red!
shortbow: 1d20 + 10 ⇒ (16) + 10 = 26
ouch!: 1d6 ⇒ 2
shortbow: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
ouch!: 1d6 ⇒ 4
She then casts shield.

GM thunderspirit |

Zerryd can't connect and Kellsti's arrow doesn't penetrate!
Red comes after the kobold archer!
R bad kitty vs. AC 20: 1d20 + 11 ⇒ (7) + 11 = 18 MISS
R bad kitty vs. AC 20: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16 MISS
Round 4
Zerryd (-8) — escape, whiff, run away
Kellsti — pew
Jaithe — spellz
Lion sculpture (R) (-12) — miss
➤ Takemiru (-23) — GO
Round 5
➤ Zerryd (-8) — GO
➤ Kellsti — GO
➤ Jaithe — GO
Lion sculpture (R) (-12) — TBD
Takemiru (-23) — TBD

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Takemiru designates the red lion as his prey, and tries to attack with both of his weapons for a twin takedown!
Trident: 1d20 + 8 ⇒ (2) + 8 = 10
Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
Sai: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Piercing: 1d4 + 4 ⇒ (1) + 4 = 5
Well, I tried.

Jaithe_ |

You bore me, cat.
telekinetic projectile: 1d20 + 10 ⇒ (15) + 10 = 25
B/P/S: 2d6 + 4 ⇒ (2, 1) + 4 = 7
She then casts Shield.

GM thunderspirit |

Takemiur's sai hits, but crapes off the side of the sculpture! Meanwhile, Jaithe lands another projectile, only damaging it a bit! Hardness in both cases.
Round 5
➤ Zerryd (-8) — GO
➤ Kellsti — GO
Jaithe — telekintetic stuff
Lion sculpture (R) (-14) — TBD
Takemiru (-23) — TBD

Kellsti |

Kellsti takes a step away from the creature, then touches Takemiru's trident.
"My arrows cannot touch it!"
Casting Magic Weapon

Zerryd |

Zerryd rushes forward again. Unable to catch the creature between himself and Takemiru, he tries again to throw it off balance with a quick misdirection. ◆Stride, ◆Feint, ◆Strike.
Deception to Feint: 1d20 + 12 ⇒ (9) + 12 = 21 If successful, the creature is flat-footed to me until the end of my next turn (Scoundrel). On a crit success, it's flat-footed to everyone for that time. In either case, it would also take a -2 penalty to Perception and Reflex saves (Distracting Feint).
+1 rapier: 1d20 + 11 ⇒ (3) + 11 = 14
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Sneak (if feint successful): 1d6 ⇒ 5
"Takemiru, one step to your left, if you could!"

GM thunderspirit |

Rolling a bunch of single digits is not helping you in this fight. LOL
Zerryd's feint appears successful, but his rapier pierces nothing but air! Kellsti powers up the kitsune's weapon!
Red mindlessly continues attacking Zerryd!
R bad kitty vs. AC 21: 1d20 + 11 ⇒ (2) + 11 = 13 MISS
R bad kitty vs. flat-footed AC 19: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
slashing: 1d8 + 6 ⇒ (3) + 6 = 9 plus Grab ◈
Zerryd is hit and grabbed again!
Round 5
Zerryd (-17) — feint then fail
Kellsti — spell
Jaithe — telekintetic stuff
Lion sculpture (R) (-14) — kitty trap
➤ Takemiru (-23) — GO
Round 6
➤ Zerryd (-17) — GO
➤ Kellsti — GO
➤ Jaithe — GO
Lion sculpture (R) (-14) — TBD
Takemiru (-23) — TBD

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"My left or your left?" Takemiru asks with a grin, as he steps into a flank with Zerryd.
He then strikes with both weapons at once, hoping to combine their damage for a Twin Takedown!
Trident: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing: 1d8 + 4 ⇒ (8) + 4 = 12
Sai: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10
Bludgeoning: 1d4 + 4 ⇒ (4) + 4 = 8

GM thunderspirit |

Point of order: Kellsti's spell made Takemiru's trident into a striking weapon, yes? :-)
1d8 ⇒ 8
While Takemiru's sai sails wide, his trident hits center mass and creates a huge crack in the middle of the sculpture! Treat as Broken. There isn't much left to hold together...but hold together it does!
Round 6
➤ Zerryd (-17) — GO (grabbed)
➤ Kellsti — GO
➤ Jaithe — GO
Lion sculpture (R) (-28) — TBD
Takemiru (-23) — TBD

Jaithe_ |
1 person marked this as a favorite. |

Jaithe gives Zerryd a Guidance to escape before flinging more rubble… I have foreseen this as well.
telekinetic projectile: 1d20 + 10 ⇒ (10) + 10 = 20
B/P/S: 2d6 + 4 ⇒ (4, 5) + 4 = 13

GM thunderspirit |

Jaithe's latest projectile shatters the wood into a dozen pieces, freeing the Strix and ending the fight!
Out of combat!
From Zerryd's location in the pit, he can see the outline of a closed door on the raised ledge to the northeast.

GM thunderspirit |

4d20 ⇒ (8, 11, 5, 20) = 44
The party takes a respite to patch up wounds and thoroughly check out the pit, but they find nothing of value.

Jaithe_ |
1 person marked this as a favorite. |

That door over there… I sense something… I am drawn too it… I see… Zerryd checking it for traps…
[ooc]Assuming we can heal up in a reasonable amount of time let's go that way!

Kellsti |

Kellsti can spend some time healing folks. Okay to just roll a few checks again?
treat wounds, with a +12 bonus: 8d20 ⇒ (2, 10, 13, 1, 5, 3, 18, 14) = 66

GM thunderspirit |
1 person marked this as a favorite. |

Yep, that's what the 4d20 I rolled before was for, to top y'all off. You'll prolly want my rolls rather than the crit fail you got, though. ;-)

GM thunderspirit |

Zerryd has no trouble opening the door.
The room beyond seems to be a combination of trophy hall and ritual chamber, although the heads mounted on the walls aren't of wild beasts — they are, instead, of people. A desk with several books and scrolls sits along the southern wall. A large wooden cabinet with ice crusting the edges of its closed drawers stands in an alcove to the northeast, while a stone slab that appears to have been set up as some sort of operating table sits in the middle of the room.
A pair of peep holes in the north wall look out into a larger chamber — you at once recognize it as the dining hall where you faced the simulacrums. To the east, a ten-foot-wide pentagram has been carved in the floor, its perimeter adorned with bones, skulls, and blood-red candles. The air smells of brimstone and an unpleasant bestial musk.
Kellsti: 1d20 + 10 ⇒ (17) + 10 = 27
Takemiru: 1d20 + 8 ⇒ (18) + 8 = 26
Zerryd: 1d20 + 8 ⇒ (17) + 8 = 25

Jaithe_ |

Oh, good.
Jaithe moves in cautiously. First to inspect the slab, pentagram, and cabinet.

GM thunderspirit |

Jaithe is distracted by looking about, but Kellsti, Takemiru, and Zerryd all notice the candles surrounding the pentagram begin to smolder as a seething otherworldly creature appears, deftly wielding a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard. I'll make trophies of your heads to bring back to decorate my den in Hell!
Exceeding the check by 5 or more may entitle you to more information.
Round 1
➤ Kellsti — GO
➤ Takemiru — GO
➤ Zerryd — GO
baddie — TBD
Jaithe — TBD

Kellsti |

Kellsti moves in to see what's happening.
Religion: 1d20 + 12 ⇒ (10) + 12 = 22
"It's a bearded devil!"
Kellsti casts shield to protect herself.

Zerryd |

Zerryd hears Kellsti's warning and dashes into the room. Seeing the creature holding a reach weapon, he tries to get into striking range before it can react! ◆Stride, ◆Strike, ◆Strike.
+1 striking silver dagger: 1d20 + 11 ⇒ (15) + 11 = 26
Silver piercing: 2d4 + 1 ⇒ (2, 1) + 1 = 4
Sneak Attack (if I rolled Stealth or Deception for init): 1d6 ⇒ 1
+1 striking silver dagger, agile 2nd: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Silver piercing: 2d4 + 1 ⇒ (4, 2) + 1 = 7
Sneak Attack (if I rolled Stealth or Deception for init): 1d6 ⇒ 1
Hoping the devil doesn't have a reaction yet, or that it doesn't have an AoO. Making a few assumptions here: it seemed like based on the Slack conversation, that we know we should use silver. If that's not fair, then sub his rapier for that first attack (he would use the agile dagger for the second anyway). Also, I included sneak attack in case Surprise Attacker applies, but I'm not sure whether our standard Exploration Mode tactics apply here or not; disregard if not.

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Takemiru designates the devil as his prey and throws his returning trident at it!
Trident: 1d20 + 8 ⇒ (10) + 8 = 18
Piercing: 1d8 + 4 ⇒ (6) + 4 = 10
He then takes cover behind the stone slab!

GM thunderspirit |

Kellsti identifies the fiend as she moves in, conjuring up a disc of force for protection! Meanwhile, Takemiru hunts his prey, but his trident sails harmlessly over its head, though it blinks back into his hand as he ducks into cover! Zerryd uses his shiny new dagger and surprises the bearded devil, his blade seeming to be fully effective!
The devil screeches in anger and furiously attacks Zerryd!
glaive ◈ vs. AC 21: 1d20 + 15 ⇒ (15) + 15 = 30
slashing: 1d8 + 7 ⇒ (1) + 7 = 8 plus evil: 2d6 ⇒ (4, 2) = 6 with Reposition ⟐ and Infernal Wound.
The DC to Administer First Aid to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.
Zerryd Repositioned on map.
beard ◈ vs. AC 21: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
piercing: 1d6 + 7 ⇒ (3) + 7 = 10, plus DC 23 Fort save
It then Steps where Zerryd once stood!
Round 1
Kellsti — what's this?
Takemiru — miss
Zerryd — not miss
baddie — ouch
➤ Jaithe — GO
Round 2
➤ Kellsti — GO
➤ Takemiru — GO
➤ Zerryd (-24) — GO
baddie — TBD
Jaithe — TBD

Zerryd |

Fort save: 1d20 + 7 ⇒ (17) + 7 = 24
Zerryd cries out in pain as the devil lays into him, though he seems to shake off the burning feeling left by the wound. With no one to flank with, he tries to throw the creature off balance with trickery instead, feinting to the left before striking with his dagger from the right! ◆Feint, ◆Strike, ◆Strike.
Deception to Feint (scoundrel, distracting feint): 1d20 + 12 ⇒ (17) + 12 = 29 On a success, flat-footed to all my attacks until the end of my next turn; on a crit success, against everyone's melee attacks during that time (Scoundrel). If successful, it also takes a -2 to Perception and Reflex saves during that time (Distracting Feint).
+1 striking silver dagger: 1d20 + 11 ⇒ (17) + 11 = 28
Piercing: 2d4 + 1 ⇒ (2, 2) + 1 = 5
Sneak (if flat-footed): 1d6 ⇒ 2
+1 striking silver dagger, agile 2nd: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Piercing: 2d4 + 1 ⇒ (2, 1) + 1 = 4
Sneak (if flat-footed): 1d6 ⇒ 2

Kellsti |

Kellsti tries to heal Zerryd!
counteract: 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point!
counteract: 1d20 + 10 ⇒ (14) + 10 = 24
heal!: 2d8 + 16 ⇒ (4, 7) + 16 = 27
She then casts shield.

Jaithe_ |

ᴈϡɣοꞇϡ ƿ ѣψꞇѯ ƞϟ ϯƹ ϡοɤѯ ƿѯꝩ ѣƞ๏ꞇᴪ!
Intimidation (T): 1d20 + 10 ⇒ (12) + 10 = 22
She then raises her Shield spell and Strides back.

GM thunderspirit |

Jaithe's attempt to shake up the barbazu elicits only a mocking laugh. Your entrails shall be the first on which I feast! Kellsti manages to patch Zerryd up and stop the bleeding, while Zerryd's feint is successful and he lands a pair of blows!
Round 1
Kellsti — what's this?
Takemiru — miss
Zerryd — not miss
baddie — ouch
Jaithe — not at all scary
Round 2
Kellsti — patchwork healz
➤ Takemiru — GO
Zerryd — feint, stabbity stabbity
baddie — TBD
Jaithe — TBD

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Takemiru throws his trident at the devil twice, without much luck, and then takes cover again.
Trident: 1d20 + 8 ⇒ (9) + 8 = 17
Piercing: 1d8 + 4 ⇒ (7) + 4 = 11
Trident: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
Piercing: 1d8 + 4 ⇒ (2) + 4 = 6