
![]() |

I heal 1 hit by minute.
Omble's hireling, The great librarian Blanmieux, just climb with assurance. dc 24 athletics

![]() |

"I do have healer's tools, but Tsukiyo can heal you faster than I can"
Fen sits cross-legged to meditate, and while she does so she seems to be surrounded by a whirling storm, her hair and belongings are thrown around and jostled despite being inside. Even so she smiles, as she communes with her ancestors.
Fen is best at healing with lay on hands, so she can refocus for 10 minutes, then heal Eithrim for 24 HP with a touch. Can anyone else treat wounds in that time? I think Eithrim will be down 11 and Rex down 17

![]() |

Taking a few minutes once inside Zhao Fen expends some energy to heal the group up. Once fully healed, or at least as much as the group can Kohl kicks his boots magic into gear as he scales the wall. Skittering across the wall Kohl sees movement from down below as he crosses over the area of rubble.
An earthy-looking fey emerges from within the statue itself. Melded into the statue’s masonry it blocks your path from proceeding further.
Tremendous Kohl, Search: 1d20 + 17 ⇒ (7) + 17 = 24
Omble Defontaine, Investigate: 1d20 + 18 ⇒ (6) + 18 = 24
Eithirim Navarre, Search: 1d20 + 19 ⇒ (15) + 19 = 34
Bardok Marsh, Detect Magic: 1d20 + 13 ⇒ (16) + 13 = 29
Zhao Fen, Scout: 1d20 + 11 ⇒ (8) + 11 = 19
Rextanglin, Search: 1d20 + 13 ⇒ (4) + 13 = 17
Fey: 1d20 + 17 ⇒ (11) + 17 = 28
Demons: 1d20 + 15 ⇒ (6) + 15 = 21
Round 1
Eithrim (107/107; Doomed 1; Drained 4)
Bardok (Shield; Resist Fire 10)
-----------------------------------------------
Fey
-----------------------------------------------
Omble (72/72; Doomed 1; Drained 4)
Kohl (62/62; Doomed 1; Drained 4)
-----------------------------------------------
?????
----------------------------------------------
Zhao Fen
Rex (96/96; Resist Fire 10)

![]() |

"Those are the fey with petrifing claws. Watch out! Bardok could you cast me improved invisibility on me?" says Omble on the sculpted wall.

![]() |

I haven't seen anyone move on the map and I think that there is some confusion. You are on a walkway that doesn't need any checks. The walkway ramps up heading to the south and back around to the east then north as it goes from 30' to 80' up. Right at the south you can't cross as the rap is destroyed. That is where you would need to either scale the sculpted walls or use the crossbeams. Omble and Eithrim please place yourselves where you are at.

![]() |

Bardok tries to identify the oncoming monsters while casting invisibility on Omble.
◆ Identify (Nature +13 vs fey?), ◆◆ Cast a Spell (invisibility [4th] on Omble if he can reach the monsters, otherwise hypnotic pattern on both the monsters [see Discussion])

![]() |

Alright was able to get confirmation from Eithrim.
Eithrim quickly climbs across the wall as Bardok turns and sends a hypnotic pattern high above as Omble is well out of reach. Not able to get the clearest view Bardok isn't able to tell what they are.
Green Will Save DC 27: 1d20 + 20 ⇒ (8) + 20 = 28
Red Will Save DC 27: 1d20 + 20 ⇒ (16) + 20 = 36
Looking through their gems the pair of earthen fey seem unaffected by the prismatic pattern around them. They slide down the ramp towards Kohl as the fey claw at the kobold.
Red Claw vs Kohl AC 26: 1d20 + 17 ⇒ (7) + 17 = 24
Red Claw vs Kohl AC 26: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Kohl leans back as the claws swipe over his head.
Round 1
Eithrim (107/107; Doomed 1; Drained 4)
Bardok (Shield; Resist Fire 10)
-----------------------------------------------
Fey
-----------------------------------------------
Omble (72/72; Doomed 1; Drained 4)
Kohl (62/62; Doomed 1; Drained 4)
-----------------------------------------------
?????
----------------------------------------------
Zhao Fen
Rex (96/96; Resist Fire 10)

![]() |

Kohl makes a menacing display, then strikes out at the fey in front of him.
Dread Marshal (DC 23): 1d20 + 17 ⇒ (7) + 17 = 24
Aura: 10-foot emanation, and it grants you and allies a +2 status bonus to damage rolls. When an enemy is critically hit with a Strike, that enemy is frightened 1. Allies within the aura a +1 status bonus to saving throws against fear.
Snagging Strike: 1d20 + 18 ⇒ (8) + 18 = 26 for Bludgeoning/Cold Iron: 2d6 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16
Snagging Strike: 1d20 + 18 ⇒ (7) + 18 = 25 for Bludgeoning/Cold Iron: 2d6 + 7 + 2 ⇒ (3, 5) + 7 + 2 = 17

![]() |

Kohl snags ahold of the fey as his cold iron flail bashes into its side. While it resists most of the injury it seems quite weak against teh cold iron. Resistance to Physical and Weakness to cold iron 5
Round 1
Eithrim (107/107; Doomed 1; Drained 4)
Bardok (Shield; Resist Fire 10)
-----------------------------------------------
Fey (Red -23)
-----------------------------------------------
Omble (72/72; Doomed 1; Drained 4)
Kohl (62/62; Doomed 1; Drained 4)
-----------------------------------------------
?????
----------------------------------------------
Zhao Fen
Rex (96/96; Resist Fire 10)

![]() |

Now knowing that the enemy are flat-footed. Omble call upon an aid to reduce his drained condition by 2. (using 1 point)
Since he is a master in nature, he recall with ease the foe in from of him. Free recall knowledge to identify from recongnise treat. +17 nature
He strides and strikes 2 time.
discerning strike vs red: 1d20 + 17 ⇒ (15) + 17 = 32
cold damage+cold+discerning strike+sneak attack+dread aura: 2d6 + 6 + 1d6 + 1d6 + 2d6 + 2 ⇒ (6, 6) + 6 + (6) + (1) + (3, 4) + 2 = 34
strike vs red: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21
cold damage+cold+sneak attack+aura: 2d6 + 6 + 1d6 + 2d6 ⇒ (6, 3) + 6 + (1) + (2, 6) = 24
attack vs Green: 1d20 + 17 ⇒ (6) + 17 = 23cold iron slashing+cold: 2d6 + 6 + 1d6 ⇒ (2, 4) + 6 + (2) = 14add 2d6 ⇒ (2, 5) = 7 precision if flat-footed.
Still, compared to our last fight, this is too easy...

![]() |

Omble feels a bit better as a ghostly vision of Dolok passes before him, curing his condition. He recognizes the fey as stygira. Gaunt and parched, this crone-like figure moves with the predatory jerkiness of a hunting vulture. Unnaturally tall and lean, her form is all cracked flesh and stony crevices spanning a wasteland of withered gray flesh. Shattered black teeth jut from a chapped, lipless mouth that stretches beneath a high, scarred brow devoid of nose or eyes.
Stygira are resistant to all weapons unless they are forged from adamantine, but are quite weak against cold iron. You must be very careful of a stygira's claws as they turn their victims to stone.
Omble's frosty shortsword slashes into the wounded stygira's side as it grunts in pain.
Additionally, lurking beneath the crossbeams you now notice two shadowy demons hiding and they look rather keen to ambush the party. The shadow demons shriek and rush towards Eithrim and Omble, though they don't seem to stop as their forms crash together, fusing in a way.
@Omble and Eithrim- I need a DC 26 Will Save vs Possession.
Critical Success The target is unaffected.
Success You possess the target but can't control it. You ride along in the body while the spell lasts.
Failure You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.
Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.
Round 2
Eithrim (107/107; Doomed 1; Drained 4)
Bardok (Shield; Resist Fire 10)
-----------------------------------------------
Fey (Red -47)
-----------------------------------------------
Omble (72/88; Doomed 1; Drained 2)
Kohl (62/62; Doomed 1; Drained 4)
-----------------------------------------------
Demons
----------------------------------------------
Round 1
Zhao Fen
Rex (96/96; Resist Fire 10)

![]() |

will: 1d20 + 16 ⇒ (10) + 16 = 26 i am so lucky. resiliant armor is the best!
"We... still need to fight... one foe at a time!" he grugely says.

![]() |

The resist fire was only for 10 minutes so I think the refocus / treat wounds would have caused it to expire
Ancestor: 1d4 ⇒ 1 => Strikes. This curse always picks the wrong thing :)
Fen rushes toward the broken section to begin climbing
◈ Stride
◈ Stride
◈ Climb
DC 4 flat check: 1d20 ⇒ 6
Athletics: 1d20 + 16 ⇒ (1) + 16 = 17
Sigh. I've got her showing a hero point, so I'll use it unless I'm mistaken!
Athletics: 1d20 + 16 ⇒ (4) + 16 = 20
Not very heroic but at least she doesn't fall off

![]() |

Clicking his heels as he goes, Rex tries to carefully make his way across the narrow catwalk.
◇ Activate Boots of Elvenkind (ignore difficult terrain; +5 speed this turn)
◆ Balance
Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
◆ Balance
Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32
Rex then lobs a bomb down to the closest enemy.
◆ Strike - Bottled Lightning - Moderate (alchemical, bomb, consumable, electricity, splash)
Attack: 1d20 + 17 ⇒ (5) + 17 = 22
Damage (Electricity): 2d6 ⇒ (1, 5) = 6
Additional Effect: flat-footed until the start of my next turn.
Splash Damage: 2 electricity.

![]() |

+1 striking ghost touch cold iron guisarme attack: 1d20 + 20 ⇒ (5) + 20 = 25 for damage: 2d10 + 7 ⇒ (2, 10) + 7 = 19
+1 striking ghost touch cold iron guisarme attack: 1d20 + 15 ⇒ (20) + 15 = 35 for damage: 2d10 + 7 ⇒ (4, 7) + 7 = 18
+1 striking ghost touch cold iron guisarme attack: 1d20 + 10 ⇒ (8) + 10 = 18 for damage: 2d10 + 7 ⇒ (4, 4) + 7 = 15
Will save DC26: 1d20 + 16 ⇒ (20) + 16 = 36

![]() |

Seeing the demons try to possess his allies, Bardok hustles up the ramp and retrieves some items to help repel the new attackers.
Stride, Interact (retrieve scroll of banishment), Interact (retrieve cold iron chunk)

![]() |

But that is what is fun about that curse Zhao Fen! :)
Zhao Fen begin to crawl along the broken wall, looking nearly 60 feet down as she gulps nervously. Rex makes the crosswalks look quite easy as he runs right across them and up to the other side. He lobs a bomb at the pair, missing but a little bit manages to splash out onto the stygira.
The demon isn't able to possess Eithrim as he expels it from his body and righteously attacks it. While it also resists some of the attacks it seems quite weak against cold iron as it shrieks in pain. Bardok draws a scroll as the Stygira hold their gems aloft to the eyes, focusing in on Kohl and Rex. The pair begin to have visions of their bodies slowly petrifying.
@Kohl and Rex-Need a DC 25 Will save or Frightened 1
The pair of Stygira press the assault as one walks back up the ramp to claw at Rex.
Red Claw vs Kohl AC 26: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15 + Stone Curse
Red Claw vs Kohl AC 26: 1d20 + 17 - 4 ⇒ (12) + 17 - 4 = 25
Green Claw vs Rex AC 26: 1d20 + 17 ⇒ (6) + 17 = 23
The claw scrapes across Kohl's chin. As the blood trickles down his face it begins to turn hard and gray. @Kohl - DC 25 Fort save or permanently Slowed 1; Slowed 2 on crit fail.
Round 2
Eithrim (107/107; Doomed 1; Drained 4)
Bardok (Shield; Resist Fire 10)
-----------------------------------------------
Stygira (Red -47) (Green -2)
-----------------------------------------------
Omble (72/88; Doomed 1; Drained 2)
Kohl (47/62; Doomed 1; Drained 4)
-----------------------------------------------
Demons (Purple -37)
----------------------------------------------
Round 1
Zhao Fen
Rex (96/96; Resist Fire 10)

![]() |

after Kohl.
[Recall knowledge religion +15]
Seeing that Eit is fighthing the sort of shadow being. " Eith, there are obviously incorporal you can't... oh."says Omble realising he have a ghost touch weapon.
strike vs red: 1d20 + 17 ⇒ (18) + 17 = 35
cold iron damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 + 2 ⇒ (3, 6) + 6 + (2) + (4, 1) + 2 = 24
strike vs red: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 + 2 ⇒ (1, 6) + 6 + (3) + (6, 6) + 2 = 30
attack vs Green: 1d20 + 17 ⇒ (16) + 17 = 33cold iron slashing+cold: 2d6 + 6 + 1d6 ⇒ (4, 3) + 6 + (2) = 15add 2d6 ⇒ (6, 2) = 8 precision if flat-footed.

![]() |
1 person marked this as a favorite. |

Will Save: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Bravery means I'm not frightened, I think.
Kohl snarls at the the red stygira.
Intimidate: 1d20 + 17 ⇒ (5) + 17 = 22
Then he swings at the fey.
Snagging Strike: 1d20 + 18 ⇒ (1) + 18 = 19 for bludgeoning: 2d6 + 7 + 2 ⇒ (1, 1) + 7 + 2 = 11
Snagging Strike: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20 for bludgeoning: 2d6 + 7 + 2 ⇒ (6, 2) + 7 + 2 = 17

![]() |

Will: 1d20 + 13 ⇒ (11) + 13 = 24

![]() |

Kohl- Need a Fort save vs the Slowed condition.

![]() |

Trying a new tracker to better let you guys know what rolls are needed before and after your turns.
Kohl Fort Save vs Stone Curse DC 25: 1d20 + 13 ⇒ (15) + 13 = 28
Kohl's body resists the petrification as Omble gets a better look at the demons.
Mental Damage: 6d6 ⇒ (3, 5, 3, 3, 5, 3) = 22
He recognizes these as Indiviak's. They are indeed incorporeal, resistant to all physical attacks. unless it has force, ghost touch or positive effects. They are quite weak against cold iron or good.
Omble moves in and attacks the wounded fey as his sword cleaves through it's lens and neck, killing it.
The Indiviak shows extreme mental anguish at being expelled from its possession as it recoils in pain.
@Kohl- Your target died so you may retcon your actions.
★★★
Collosus Interior! Round 1 / 2
Terrain: Balance Crossbeams (DC 22 Acrobatics for 35 Feet), Climb Walls (DC 22 Athletics for 35 Feet),
Battlemap
──────────
BOLD: GO!:
──────────
Eithrim (107/107 HP)
Bardok (71/71 HP)
Stygira (Green) (-2 HP)
Omble (56/72 HP)
➤ Kohl (47/62 HP) │ Doomed 1, Drained 4
Demon (Purple) (-59 HP)
Zhao Fen (92/92 HP)
Rex (96/96 HP)

![]() |

Sorry I missed the slowed roll!
Kohl breaths a sigh of relief as he fights off the curse of the fey, then rushes right back into danger.
Stride
Intimidate: 1d20 + 17 ⇒ (4) + 17 = 21
Snagging Strike: 1d20 + 18 ⇒ (10) + 18 = 28 for bludgeoning: 2d6 + 7 + 2 ⇒ (3, 5) + 7 + 2 = 17

![]() |

All good, I am just trying to make that stuff as clear as possible.
Kohl runs in to help out rex before he gets turned to stone himself. While unable to intimidate the Stygira Kohl's flail cracks into its leg. The demon flies to near the middle of the room, shrieking in anguish.
@All- Need a DC 26 Will save vs the Fear Spell.
★★★
Collosus Interior! Round 2 / 3
Terrain: Balance Crossbeams (DC 22 Acrobatics for 35 Feet), Climb Walls (DC 22 Athletics for 35 Feet),
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Eithrim: DC 26 Will vs Fear
Bardok: DC 26 Will vs Fear
Omble: DC 26 Will vs Fear
Kohl: DC 26 Will vs Fear
Zhao Fen: DC 26 Will vs Fear
Rex: DC 26 Will vs Fear
──────────
BOLD: GO!:
──────────
➤ Eithrim (107/107 HP) │ Doomed 1, Drained 4
➤ Bardok (71/71 HP) │ Resist Fire 10
Stygira (Green) (-14 HP)
Omble (56/72 HP)
Kohl (47/62 HP)
Demon (Purple) (-59 HP)
➤ Zhao Fen (92/92 HP)
➤ Rex (96/96 HP) │ Resist Fire 10

![]() |

Will: 1d20 + 13 - 1 ⇒ (5) + 13 - 1 = 17 Frightened 2
Rex swallows his fear as best he can.
"D... don't give up!"
Rex tries to rally them before throwing some bombs at the incorporeal demon.
◆ Inspire Courage
◆ Strike - Ghost Charge - Moderate (alchemical, bomb, consumable, positive, splash)
Attack: 1d20 + 17 - 2 + 1 ⇒ (13) + 17 - 2 + 1 = 29
Damage (Positive): 2d8 + 1 ⇒ (4, 5) + 1 = 10
Additional Effect: enfeebled 1 until the start of my next turn.
Splash Damage: 2 positive.
◆ Strike - Ghost Charge - Moderate (alchemical, bomb, consumable, positive, splash)
Attack: 1d20 + 17 - 2 + 1 - 5 ⇒ (13) + 17 - 2 + 1 - 5 = 24
Damage (Positive): 2d8 + 1 ⇒ (8, 7) + 1 = 16
Additional Effect: enfeebled 1 until the start of my next turn.
Splash Damage: 2 positive.

![]() |

Will: 1d20 + 16 ⇒ (18) + 16 = 34 Resolve turns that success into a critical success
Ancestor: 1d4 ⇒ 3 => spells
Fen sees the spirit of the husky Zhao Shuo pointing at Bardok and looking concerned.
"That's right Bardok, everything will be OK"
◈ Cast a Spell (verbal) - Soothing Words (Uncommon Cleric Emotion Enchantment Mental Cursebound)
Counteract: 1d20 + 15 ⇒ (18) + 15 = 33
Hopefully that counteracts the fear (if any), it also gives Bardok a +1 status bonus to will saves (+2 vs. emotion) for 1 round. It also increases her curse to moderate
She then points her hand toward the demon, shouting "Begone!" whilst a beam of unbearably bright moonlight shoots out at.
◈◈ Cast a Spell (verbal, somatic) - Searing Light (Attack Evocation Fire Good Light)
Spell Attack, inspire status: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Damage (Fire), status from curse: 5d6 + 3 ⇒ (4, 4, 2, 5, 6) + 3 = 24
Damage (Good) to fiend: 5d6 ⇒ (3, 4, 6, 4, 2) = 19
Ancestor for next round: 1d4 ⇒ 4 Her choice => Skill actions

![]() |

will save: 1d20 + 16 ⇒ (17) + 16 = 33 frightened 1.
I was sure i saw two shadow demons. Does that mean he is still inside me?thinks Omble.

![]() |

Will (soothing words): 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
Bardok suffers a twinge of fear, but rounds on the demon. "Here's something to be afraid of!" He presents the chunk of cold iron and recites the exorcism from his scroll.
◆◆◆ Cast a Spell (banishment from scroll using chunk of cold iron as a bonus component (offsets the penalty from frightened 2) against the visible shadow demon)

![]() |

@Rex- The demon is now dead so you have 2 actions remaining.
As the fear sweeps throughout the chamber Zhao Fen tries to counter it on oe of her companions and seems successful. Reaching out she points her hands at the demon and a searing light burns through the incorporeal body, leaving little more than ash behind.
Throughout the fear Rex tries to give a little bit of inspiration. With the demon gone Bardok turns his attention to the one possessing Omble's body. As the chunk melts away Omble's mouth opens as the second demon's mist escapes and is banished back to where it came from.
★★★
Collosus Interior! Round 2 / 3
Party Conditions: Inspire Courage
Terrain: Balance Crossbeams (DC 22 Acrobatics for 35 Feet), Climb Walls (DC 22 Athletics for 35 Feet),
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Eithrim: DC 26 Will vs Fear
Kohl: DC 26 Will vs Fear
──────────
BOLD: GO!:
──────────
➤ Eithrim (107/107 HP) │ Doomed 1, Drained 4
Bardok (71/71 HP) │ Resist Fire 10
Stygira (Green) (-14 HP)
Omble (56/72 HP) │ Doomed 1, Drained 2, Frightened 1
Kohl (47/62 HP) │ Doomed 1, Drained 4
Zhao Fen (92/92 HP)
➤ Rex (96/96 HP) │ Resist Fire 10, Frightened 2 2 actions

![]() |

Rex tries to burn the remaining creature.
◈◈ Cast a Spell - Produce Flame (attack, cantrip, evocation, fire)
Tradition: arcane
Components: somatic, verbal
Range: touch or 30 feet
Targets: 1 creature
Attack: 1d20 + 14 - 2 + 1 ⇒ (17) + 14 - 2 + 1 = 30
Damage (Fire): 4d4 + 4 + 1 ⇒ (2, 2, 3, 4) + 4 + 1 = 16
Additional Effects: 4d4 persistent fire damage on a critical hit.

![]() |

Will Save DC 26 vs Fear: 1d20 + 16 ⇒ (20) + 16 = 36
Undisturbed by the demons shriek and unable to reach the Stygira Eithrim draws his bow and fires a single shot at the fey.
+1 striking composite longbow: 1d20 + 14 ⇒ (5) + 14 = 19 for damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
The arrow shatters against the wall as Rex's flames spater against it's earthy body.
Red Claw vs Rex AC 26: 1d20 + 17 ⇒ (3) + 17 = 20
Red Claw vs Rex AC 26: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
Red Claw vs Rex AC 26: 1d20 + 17 - 8 ⇒ (12) + 17 - 8 = 21
Rex avoids the slower claws with ease as he ducks well below them from taking his head off.
★★★
Collosus Interior! Round 3 / 4
Party Conditions: Inspire Courage
Terrain: Balance Crossbeams (DC 22 Acrobatics for 35 Feet), Climb Walls (DC 22 Athletics for 35 Feet),
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Kohl: DC 26 Will vs Fear
──────────
BOLD: GO!:
──────────
➤ Eithrim (107/107 HP) │ Doomed 1, Drained 4
➤ Bardok (71/71 HP) │ Resist Fire 10
Stygira (Green) (-30 HP)
➤ Omble (56/72 HP) │ Doomed 1, Drained 2
➤ Kohl (47/62 HP) │ Doomed 1, Drained 4
➤ Zhao Fen (92/92 HP)
➤ Rex (96/96 HP) │ Resist Fire 10, Frightened 1

![]() |

With the encouragement of her mother's spirit, Fen starts to climb, eager to get to the others.
◈ Climb
Athletics, status: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
◈ Climb
Athletics, status: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
◈ Climb
Athletics, status: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Despite a promising start, she quickly realises that the rockface here is unstable and she usually doesn't practice climbing in her full-plate.
Hah this may have been a mistake 5/35 feet
Ancestor: 1d4 ⇒ 4 Her choice => Skill actions

![]() |

Rex moves away as he continues to inspire his allies. He tries to give the last creature a jolt with a bottle.
◆ Stride
◆ Inspire Courage
◆ Strike - Bottled Lightning - Moderate (alchemical, bomb, consumable, electricity, splash)
Attack: 1d20 + 17 - 1 + 1 ⇒ (18) + 17 - 1 + 1 = 35
Damage (Electricity): 2d6 + 1 ⇒ (3, 3) + 1 = 7
Additional Effect: flat-footed until the start of my next turn.
Splash Damage: 2 electricity.

![]() |

Will (Marshall Aura): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Frightened 1 (due to Bravery). Criminey. Really feeling my under-leveled status in this adventure.
Kohl attacks the remaining enemy thrice!
Snagging Strike: 1d20 + 18 + 1 - 1 ⇒ (1) + 18 + 1 - 1 = 19 for bludgeoning: 2d6 + 7 + 2 - 1 ⇒ (6, 4) + 7 + 2 - 1 = 18
Snagging Strike: 1d20 + 18 + 1 - 1 - 5 ⇒ (12) + 18 + 1 - 1 - 5 = 25 for bludgeoning: 2d6 + 7 + 2 - 1 ⇒ (5, 5) + 7 + 2 - 1 = 18
Snagging Strike: 1d20 + 18 + 1 - 1 - 10 ⇒ (10) + 18 + 1 - 1 - 10 = 18 for bludgeoning: 2d6 + 7 + 2 - 1 ⇒ (3, 2) + 7 + 2 - 1 = 13

![]() |

discerning strike: 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 31
damage+cold+discerning strike+sneak attack: 2d6 + 6 + 1d6 + 1d6 + 2d6 + 2 ⇒ (5, 5) + 6 + (1) + (6) + (3, 6) + 2 = 34
strike vs : 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d62 ⇒ (5, 5) + 6 + (5) + (49, 9) = 79
[spoiler=Reaction:TriggerA creature within your melee reach is hit by a melee attack from one of your allies.]When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.`
attack vs Green: 1d20 + 17 ⇒ (18) + 17 = 35cold iron slashing+cold: 2d6 + 6 + 1d6 ⇒ (4, 2) + 6 + (5) = 17add 2d6 ⇒ (1, 1) = 2 precision if flat-footed.[/dice]
Now, that this creature is flat-footed, Omble steps up and strikes two times even if he is a little frighten.
I don't remember tyrannus if we have talk that if identify a creature during the combat, the same foes are considers "identified" But, i do have a free recall knowledge in nature with a result of 24 each round.

![]() |
1 person marked this as a favorite. |

Yes, you know this is a Stygira. Also wow 2d62! hehe
Your combined attacks quickly drop the remaining Stygira as its stone curse isn't able to slow you down in the slightest.
This fight is much harder had you all not resisted the possession. :) and stone curses. :)
Let's give a Hero Point to Omble, Bardok and Kohl this fight.

![]() |

Omble looks out. The pillar of light that led you all here appears to be coming from the top of this colossal structure.

![]() |
1 person marked this as a favorite. |

Bardok smiles as the enemies drop. ”Not so bad! Let’s go rescue Sapphire!”

![]() |

Athletics: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 => 15 feet
Athletics: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 => 20 feet
Athletics: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 => 25 feet
Athletics: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32 => 35 feet
Fen clambers quickly across the rubble, with her mother's voice in her ears calling out the firm hand-holds. She jumps across the last part, dives into a roll and draws out her katana in a smooth motion, before finally realising that her allies have already triumphed.
She takes in Omble and Kohl's injuries and holds up a hand.
"Perhaps we should take a moment to bind these wounds?"
She can take care of them in 30 minutes, refocus -> lay on hands -> refocus -> lay on hands -> refocus. Perhaps less if anyone else can treat wounds at the same time. We could also skip that last refocus if we were in a rush

![]() |

Doesn't seem like the place is falling down around us. (Famous last words.) I'd rather everyone feel like they're fully prepared. (And selfishly wouldn't mind you being able to replenish my pretty-meager supply of HP.)

![]() |

If time is short I do have elixirs and scrolls we can use.

![]() |

Tremendous Kohl's Perception (M): 1d20 + 17 ⇒ (19) + 17 = 36
Eithirim Navarre's Perception (M): 1d20 + 19 ⇒ (2) + 19 = 21
Rextanglin's Perception (E): 1d20 + 13 ⇒ (17) + 13 = 30
You have time to heal up.
A walkway of stone leads up inside the stone robes of the Colossus up to the back of its immense neck. The curving path rises up twenty feet from the stone door, leading from the chest cavity up to the door into the back of the statue’s neck.
The Khadaim Colossus wears a beautifully sculpted robe, which also disguises a ramp climbing from the interior of the torso to a door behind the head, 100 feet above the ground. The ramp offers a vantage point from which you can see the havoc wrought by the firestorm ritual, as the rain of fire demolishes ruins and sets groves of red bruorsivi pines ablaze.
Further, the high winds previously felt on the ground floor can once again be felt as you step outside. -1 circumstance penalty to ranged physical attacks, and it is difficult terrain for flying creatures.
Focusing on the stone ramp you see a set of enchanted caltrops that blend in with the masonry Represented by a red circle on the map. You think you may be able to squeeze around it, or you can try disabling it DC 30 thievery (trained)
You also notices further up the ramp there is a weak section of the masonry that could be ready to collapse. represented by a Red rectangle. Similarly you think you can avoid this section, though you also could try to stabilize it. DC 28 crafting (expert).
New map is post. You are walking up an interior ramp along the statue's backside.

![]() |

Bardok keeps watch while the others heal, then brings up the rear as they round the back of the statue. "Someone got those hazards under control?"

![]() |

"I might be able to shore up the masonry. Omble, do you want a hand with the caltrops. I'd hate to miss them on the way back."
Rex is trained in Thievery and will attempt to aid.
Thievery: 1d20 + 14 ⇒ (15) + 14 = 29
Once that is finished he will try the masonry.
Expert in Crafting
Crafting: 1d20 + 15 ⇒ (16) + 15 = 31

![]() |

thievery+trap+mutagen+aid: 1d20 + 16 + 1 + 2 + 1 ⇒ (9) + 16 + 1 + 2 + 1 = 29
Omble drinks a sort of a yellow liquid before attempting to disarm the trap. (Mutagen 10 min)
And he retries if he can.thievery+trap+mutagen+aid: 1d20 + 16 + 1 + 2 + 1 ⇒ (5) + 16 + 1 + 2 + 1 = 25

![]() |
1 person marked this as a favorite. |

Omble slides the magical caltrops off of the edge to give Rex just enough room to be able to spend a few minutes to better support the structure so that someone doesn't accidentally fall down the 100 feet.
Opening the door to the Colossus' Head you find another roo within. A short set of stairs ascends five feet to a viewing platform within the head of the Colossus. Reinforced glass forms the eye of the Colossus, and it offers a stunning view of the landscape beyond: one currently wreathed in a supernatural firestorm. Magical runes move around the edge of the glass, while reliefs of cyclopes decorate the central support column. Stone doors exit out the ears of the statue.
The head of the Khadaim Colossus features a short staircase on either side of the statue’s central support column, which lead up to a viewing platform. From the platform, occupants can see through the statue’s massive eye—a lens of magically reinforced glass that offers a spectacular view of the landscape. The perimeter of this lens glows with mystical runes, energized by the magic generated on the statue’s bowl. Bas-reliefs decorate the central column and the stone walls, depicting various
ceremonies the cyclopes of ancient Koloran performed here. A set of stone doors lead out the northern and western walls through the Colossus’s ears and onto the immense shoulders and adjoining walkway.
Inside the room there does not appear to be any immediate danger. Instead the group easily finds a thin, multifaceted sliver of the statue's eye that rests beneath the lens at the western end of the room. This enchanted shard of crystal is not only incredibly valuable but appears to be infused with magic. This shard acts as a wand of true strike.
Also inside the room, you soon see a faint representation of Dolok Darkfur near the enchanted lens. He is unable to speak directly to you but you seem to innately know that as he motions to the enchanted lens he is offering to do a cleansing order.
This will cost 1 aspiration point if you accept. It will restore 1 focus point to each PC, Then reduce each PC's drained OR slowed condition by 1 (each PC's choice), then cast a 4th level 3 action heal to top off everyone's health.