
|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Lucky long sword: 1d20 + 7 ⇒ (19) + 7 = 26
1d8 + 5 ⇒ (7) + 5 = 12
Crit confirmation: 1d20 + 7 ⇒ (14) + 7 = 21
1d8 + 5 ⇒ (1) + 5 = 6
Lara clutches at her wound with a hissed curse. She then draws her longsword and slashes at the skeleton.

|  Eldon García | 
 
	
 
                
                
              
            
            Eldon switches targets, clicking his daredevil boots to perform a darting movement around the other skeleton.
Acrobatics to tumble (daredevil 9/10): 1d20 + 13 + 5 ⇒ (5) + 13 + 5 = 23
"Yes, let's work together on this one Zornesk!" the bald elf strikes with his rapier once he has gained the skeleton's back.
arcane pooled cold iron rapier-PA+flank+daredevil: 1d20 + 11 - 1 + 2 + 1 ⇒ (4) + 11 - 1 + 2 + 1 = 17
Magical/Cold iron/Piercing damage+PA+sneak attack: 1d6 + 7 + 2 + 2d6 ⇒ (5) + 7 + 2 + (2, 3) = 19
HP 41/41 AC 23 TAC 17
Arcane pool 4/5
Daredevil 9/10

| DoubleGold | 
 
	
 
                
                
              
            
            Lara crits the skeleton, but with damage reduction she doesn't tear up all the bones and it survives.
Eldon pierces some of the bones, but with its Dr is survives as well.
Radiarch bot, pulls out greatsword and moves to strike hit: 1d20 + 7 ⇒ (18) + 7 = 25 dmg: 2d6 + 4 ⇒ (6, 2) + 4 = 12 destroying it
Last skeleton goes hit: 1d20 + 7 ⇒ (11) + 7 = 18 vs Eldon miss
All heroes are up

|  Eldon García | 
 
	
 
                
                
              
            
            Eldon keeps maneuvering to ensure he holds a flank to the remaining skeleton, and when he sees a chance, he attacks to the thing's femur "Let's be done with this!"
arcane pooled cold iron rapier-PA+flank: 1d20 + 11 - 1 + 2 ⇒ (1) + 11 - 1 + 2 = 13
Magical/Cold iron/Piercing damage+PA+sneak attack: 1d6 + 7 + 2 + 2d6 ⇒ (6) + 7 + 2 + (6, 3) = 24
But as he dodges the skeleton's attack, he loses sight for a second and ends entangling his rapier with the tent "Tsk!"
HP 41/41 AC 23 TAC 17

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            After vanquishing one skeleton warrior, Radiarch steps in towards the remaining foe, attempting to crush it too with his great sword.
Greatsword: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

| DoubleGold | 
 
	
 
                
                
              
            
            Miss and Miss, skeleton strikes back hit: 1d20 + 7 ⇒ (5) + 7 = 12 but misses Eldon back
Edit: oh, right, two people didn't go botting hit: 1d20 + 7 ⇒ (3) + 7 = 10 Zornest vs skeleton
hit: 1d20 + 7 ⇒ (13) + 7 = 20 Lara vs skeleton, with flanking that hits dmg: 1d8 + 5 ⇒ (7) + 5 = 12 and it collapses
Combat over

|  Eldon García | 
 
	
 
                
                
              
            
            "Well done. You could have done good elves." Eldon pushes the bones aside and searches the tents.
Perception (+1 vs traps): 1d20 + 9 ⇒ (7) + 9 = 16
The elf then descends to the next ledge and searches there too.
Perception (+1 vs traps): 1d20 + 9 ⇒ (8) + 9 = 17
Then, he casts dancing lights and sends them through the rift down to see what is there below.

| DoubleGold | 
 
	
 
                
                
              
            
            TreasureHeroes take a look around, you can take the masterwork longswords if you wish, but the skeletons don't have anything else on them. However, you do find other stuff, A discarded potion of cure moderate wounds and a coil of iron rope are in the eastern tent.
Heroes then move into A2 It is confusing how they are connected, but they are.
This cold, dark stone chamber has walls covered in ancient markings that the ages have worn to the point of illegibility. The higher portion holds a dried-up well, a ladder leading up, and descending stairs to the north. The lower portion to the south has two ancient buildings and a collapsed passageway. The floor has fallen near the east wall, exposing another chamber below. A robed corpse lies at the bottom of the ladder.

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Knowledge (dungeoneering): 1d20 + 8 ⇒ (2) + 8 = 10
Bardic Knowledge (engineering): 1d20 + 4 ⇒ (3) + 4 = 7
Lara looks around the stone chamber as the party advances. Quietly, she says, "Wonder how long that corpse has been there?"

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            What kind of robe is the corpse wearing? Can we identify what ancestry they were? If it's a skeleton itself, is it resemble a human?Happy to roll whatever that might be relevant.

|  Eldon García | 
 
	
 
                
                
              
            
            Eldon picks up the potion and the coiled rope "You never have enough backup rope" he says with a smile, and marks the fine swords to collect them as valuable loot during the group's retreat home.
Descending the stairs in the shaft, the elf examines carefully the area.
K. engineering: 1d20 + 9 ⇒ (6) + 9 = 15
"This collapse has been recent. And not an accident. Someone has produced this." the bald one explores around, drawing back the rapier to his hand "Let's be careful... it seems like the researchers here have been attacked by... something..."
He then goes up the southern stairs and has a look at the rooms there, making sure to have a look at traps.
Perception (+1 vs traps): 1d20 + 9 ⇒ (10) + 9 = 19

| DoubleGold | 
 
	
 
                
                
              
            
            Alright, we are running low on time, two weeks, so I'm going to get you caught up, I have to speed up a little. You can roleplay being in these rooms as you wish, but I'm still giving you the stuff for the other rooms.
Also in A2 Archaeology stuff 6 checks for information. 3 History checks. Appraise or Craft pottery check. Appraise or geography check. Appraise, engineering or perception check.
3 checks for treasure, 2 perceptions and climb check. Also an appraise check to know more about the treasure
A3 Lower Archaeology site
To the north, a winding stairway descends to the dim chamber below. Four alcoves hold marble statues of grim soldiers from ages past, two on either side of a faintly glowing statue of a regally appointed man who towers in front of the southern wall. Two golden lion statues stand at guard in front of the god. The roof has collapsed at the northwest corner, where a large stone slab lies on the floor below the opening.
Archaeology stuff history or profession soldier check. Appraise, knowledge engineering, or craft stonemasonery check. Appraise or perception check. Knowledge planes check. Knowledge Arcana or Will save check. Unlock a door with disable device. Find a treasure with Perception and strength check
A4 Anteroom of Barbatos
Shadows cast by a blazing brazier behind a metal lattice to the south flitter across the wall paintings here, granting the images the illusion of haunted animation. A seven-foot-tall statue of a hunched, robed figure with three eyes and a mouth ringed with tentacles stands before the lattice.
Information with History check. And strength check dc 8
A5 Chamber of Dispater
A fiery brazier at the east end of the chamber makes the air uncomfortably hot and acrid. An eight-foot-tall statue of a devil with large, curved horns stands at the west end. Across from the metal lattice is a collapsed, descending staircase. An ancient skeleton is partially buried under the rubble.
DC 15 perception check to find the treasure. Arcane, history or spellcraft check about the treasure. Room A6 is not a fight, but I'm stopping you in A5 for now.

|  Zornesk Dragonscale | 
 
	
 
                
                
              
            
            a2
Perception: 1d20 ⇒ 11
a3
Perception: 1d20 ⇒ 5
knowledge arcana: 1d20 + 6 ⇒ (19) + 6 = 25
a4
STR: 1d20 + 1 ⇒ (12) + 1 = 13
a5
Perception: 1d20 ⇒ 3
knowledge arcana: 1d20 + 6 ⇒ (16) + 6 = 22

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch will explore with the areas, having sheathed his sword and nocked an arrow again, ready in case of another ambush.
A2 
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
A3
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Will: 1d20 + 10 ⇒ (16) + 10 = 26
Profession: Tower Guard: 1d20 + 7 ⇒ (14) + 7 = 21 sub for Soldier, Nerosyan tower guard for the Mendevian Crusaders
A4
Strength: 1d20 + 3 ⇒ (6) + 3 = 9
A5
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            A2:
Knowledge (history): 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge (history): 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge (history): 1d20 + 8 ⇒ (10) + 8 = 18
Appraise: 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (geography): 1d20 + 8 ⇒ (1) + 8 = 9
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Climb: 1d20 + 7 ⇒ (3) + 7 = 10
A3:
Knowledge (history): 1d20 + 8 ⇒ (12) + 8 = 20
Appraise: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge (planes): 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (arcana): 1d20 + 8 ⇒ (11) + 8 = 19
Disable Device: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Strength: 1d20 + 2 ⇒ (20) + 2 = 22
A4:
Knowledge (history): 1d20 + 8 ⇒ (14) + 8 = 22
Strength: 1d20 + 2 ⇒ (12) + 2 = 14
A5:
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (history): 1d20 + 8 ⇒ (10) + 8 = 18
Lara explores each of the rooms, her archaeologist's curiosity evident in each of her eager darts to-and-fro.

| DoubleGold | 
 
	
 
                
                
              
            
            With eldons help, who can aid on everything on knowledge checks you find out everything.
Lara has a hard time climbing, but she can try again and again.
A2
You find out the following information, Treasure in bold
Archaeology: The PCs have two archaeological finds to inspect and two suspicious details to uncover in this area. The first archaeological item mentioned in the report consists of broken Taldan clay pots, which were delivered to the site from Taldor by the Aspis Consortium. The clay pots are authentically ancient, but the clay is of a wrong type for this region. You also know it is inconsistent type of clay. These pots could denote long-distance trade, but they are relatively plain and were unlikely valuable enough to serve as mercantile goods.The second archaeological item from the report is a well-preserved ancient Taldan home. The Chelish archaeologists modifiedthe original Jistkan building with stucco that has been painted to appear weathered. A PC who succeeds at a DC 15 Knowledge (history) check confirms that the architecture is of the right style for the period. PCs who succeed at a DC 14 Appraise or Knowledge (engineering) check, a DC 20 Perception check, or exceed the Knowledge (history) check by 5 or more deduce the false nature of the painted stucco.
Well: A PC who succeeds at a DC 16 Perception check notices something gleaming at the bottom of the dried up well. The well is 30 feet deep with a Climb DC of 14. The item at the bottom is an ancient dagger.
The Athenaeum archaeologist’s bag contains a scroll of resist energy. At the bottom of the 30-foot-deep well is a masterwork cold iron dagger with a raven-headed pommel. The dagger is being in Jistkan design.
A3
Archaeology: The PCs can study three additional features here—and uncover their inconsistencies. The first is the quartet of Taldan statues occupying the alcoves. Each statue represents a noteworthy figure in Taldan history, you identify them as military leaders who served in Taldor’s Third Army of Exploration under General  Coren. Unfortunately, all four died before the founding of Corentyn, which supposedly served as a launching point for the group that founded this colony. You all can ascertain from the minimal wear and discoloration that the statues were likely carved in the last century.The next archaeological item from the report is the pair of golden lion statues. Originally these depicted hellhounds, but the Athenaeum archaeologists augmented the original sculptures with plaster to resemble lions and covered them with a thin gold coating that has been tarnished with paint to appear aged. You uncover these fabrications. You identify that the statues depict hellhounds once the false parts have been removed.
The final archaeological item is a large, ancient statue of the god Abadar. The statue is actually a magical illusion that looks and feels real. The statue detects as magical, and you identify the aura as an illusion. and you disbelieve the illusion. The double door behind the illusion is made of metal. A serpent head etched upon its surface is the symbol of archdevil Geryon. The doors have been locked since the Everwar with a chain. You unlock the door. Platinum ring found, only treasure bundles, not magic.
A4
This area is dedicated to the archdevil Barbatos, whom the statue depicts in grisly detail. The paintings portray a battle between the troops and div allies of Ancient Osirion and the artificers and constructs of the Jistka Imperium. These two powerful nations clashed for several hundred years around –3000 ar, and the Jistkans eventually lost the prolonged conflict. You recognize the opposing armies. The metal lattice is rusted and no longer properly anchored in the walls. You pull it aside easily.
A5
You find on a dead body a Carved broken rod, a broken ivory baton You recognize the ruined magic and it is repairable.
Alright, we will move onto A6 in about a day. Give you a day to roleplay. You can repair the baton with a craft or spellcraft check. If you plan to use it, you'll need use magic device, but it can only be used once. One Heal check to roll, this is for later.

|  Eldon García | 
 
	
 
                
                
              
            
            Eldon helps identify the stucco, clay and other paintings, and is able to quickly get the dagger down and deciphers the scroll.
Climb: 1d20 + 7 ⇒ (18) + 7 = 25
"Be careful with this stone slab, I do not like the looks of it..." Eldon approaches slowly to examine the piece, taking care with any trap there.
Checking the statues he helps the others date them "So many forgeries... what interest did they have on simulating this to be older?" the elf is a bit confused about the purpose of all the fake work.
Taking the baton, Eldon tries for an easy fix "I think I can try to activate this if we can manage to fix it"
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
After all this, the elf climbs up the stairs, only halting at a room that seems filled with water "What the? Tsk!"
Perception (+1 vs traps): 1d20 + 9 ⇒ (6) + 9 = 15

| DoubleGold | 
 
	
 
                
                
              
            
            Eldon repaired the baton But it doesn't officially occur until A7, cause you have to use a special machine. But your roll of success is stored and explained how later.
Eldon shows them up and climbs the area easily
And Eldon does find out that the water is a hazard, that you should cross without touching the later.

|  Zornesk Dragonscale | 
 
	
 
                
                
              
            
            Zornesk out of the checks you can do, you are missing 2 perception checks in A2 and 1 in A3.
a1
Perception: 1d20 ⇒ 4
a3
Perception: 1d20 ⇒ 2
Zornesk scratches his head.
- - - - -
Zornesk looks at the rod.
"Anyone know how to use this?"

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Zornesk looks at the rod.
"Anyone know how to use this?"
"<Sorry, my friend. That is not my specialty,>" Radiarch replies in Draconic. In Taldane, he says Perhaps we should keep it at hand. There could be a reason it was here in the first place not yet apparent to us."

| DoubleGold | 
 
	
 
                
                
              
            
            Alright, Zornesk, you don't find it, but someone else did. Oh, your probably missed this one but Heal check heal: 1d20 + 4 ⇒ (9) + 4 = 13 Okay you know, this is applied in A7 however.
You head onto A6, Hall of Mammon
You must cross the water 3 Acrobatics checks, or 3 Athletics checks to cross. You can also swim across, but you take 1d4 fire damage per round you spend in water and you risk catching fire. Alternative solutions are available as well.
The echoing, lightless hall has a dark pool that extends most of its length. A walkway runs above the pool, but much of it has collapsed, leaving only the support pillars below. In the south, upon a platform at the end of the hall, stands a seven-foot-tall statue of a horned humanoid with a large, cryptic disc mounted upon its back. The hall turns to the west before the platform.

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            What is this Athletics skill you speak of? ;) Kidding aside, do you mean that either an Acrobatics or Swim check are allowed for getting across outside of alternative methods? Did our Perception checks in A5 reveal anything about the rubble along the south wall?

| DoubleGold | 
 
	
 
                
                
              
            
            Oh, the module says Acrobatics or Acrobatics. Going across pillar to pillar is a dc 12 three times. But jumping across collapsed sections is acrobatics dc 15, then dc 20, then dc 10. You did find the stuff in A5 that you were looking for if there was anything to find. Hint, it was the rod.

|  Eldon García | 
 
	
 
                
                
              
            
            "Let me open the way for you" Eldon ties himself a rope around his arm and leaves the other side to the team.
Then he hops to the first pillar, attempts to tie and tense the rope around, then hops to the second and third, setting a railing for people to cross with more ease.
Acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18
Acrobatics: 1d20 + 13 ⇒ (14) + 13 = 27
Acrobatics: 1d20 + 13 ⇒ (8) + 13 = 21
If he manages to reach the other side, he secures the rope railing, then draws his rapier and checks the area to make sure it is safe for the rest to cross.
Perception (+1 vs traps): 1d20 + 9 ⇒ (13) + 9 = 22

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            "Thank you, sir elf," Radiarch replies to Eldon after having tied up the new railings. He then packs away his bow and arrow to focus exclusively on crossing safely, and reluctantly so considering the armor he is wearing.
Acrobatics: 1d20 - 2 ⇒ (12) - 2 = 10
Acrobatics: 1d20 - 2 ⇒ (18) - 2 = 16
Acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11
Despite the aid of the rope rail, Radiarch's foot slips on the first chance it gets and he falls into the water. Go ahead and place me wherever that makes sense, and then I'll attempt to swim from that point, unless you have something else in mind.

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Reflex save, including +1 Cloak of Resistance: 1d20 + 5 ⇒ (18) + 5 = 23
Reflex save, including +1 Cloak of Resistance: 1d20 + 5 ⇒ (13) + 5 = 18

| DoubleGold | 
 
	
 
                
                
              
            
            Heroes make it to the Forge of Belial A7
This hallway has staircases leading down to the north and west. The wide staircase to the west leads to a room illuminated by the warm glow of a small, fuel-less forge next to an eight-foot tall statue. The statue depicts a handsome, winged humanoid, though one side of his body is notably angelic and the other half fiendish. Skeletal remains in a red uniform lie in the middle of the room. The corpse of the Chelish soldier has a gaping but cleanly cut hole through its rib cage. You determine that something hot burned through the torso. 
You see the forge and this is where you restore the baton back to normal with that spellcraft check you made earlier. The Rod can be used once. When pointed at a Jistkan construct and activated as a standard action, it disrupts the construct and causes it to take no actions for one round. You also find a bracelet here worth some gold.
A8: Path of Damnation
On the east end of this dim hallway, two staircases lead to the north and south but the one to the north has collapsed. A painting on the eastern wall depicts four figures guided along a path by a rat, a goat, a raven, and a hound. A rounded tunnel extends to the west, and glowing runes on the floor divide the floor into four areas. Stairs at the far end of the hall descend into a larger room, and a decrepit corpse wearing a silver amulet is splayed precariously across the upper steps.
There is also treasure on the body, an amulet. It is just gold, nothing special, it is hard to obtain, cause where the body is at, and it don't allow you to mage hand the amulet. But for reasons that this is play by post, there is nothing preventing you from attempting this 500 times, you aren't under any known time limit and nothing bad happens if you fail, so we will say you got the amulet.
There are 4 hazards here, you can disable them a knowledge planes check, or use context clues to figure out what goes where. In play by post, the alternative can take a while. Anyone here have knowledge planes they'd like to roll 4 times?

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            I don't have Planes trained (yet) but I can try for the Heal roll just cause.
Heal check: 1d20 + 7 ⇒ (20) + 7 = 27
Radiarch relays to the group the poor soul's gruesome demise.

|  Eldon García | 
 
	
 
                
                
              
            
            Eldon makes it to the forge and makes his best to fix the baton. When finished he offers the rod "Who wants to carry it? If you point it towards a construct like this, it can disrupt its actions."
As they reach the stairs corridor, Eldon raises his hand asking the party to halt "One second. This place looks like a dangerous trapped corridor. We should be very careful." pointing the figures of the animals he adds "It looks like some kind of puzzle, we perhaps need to put the figures in that order."
Anyway he tries to solve the puzzle and disable the trap before advancing.
Perception (+1 vs traps): 1d20 + 10 ⇒ (5) + 10 = 15
Disable device: 1d20 + 17 ⇒ (13) + 17 = 30
K. planes: 1d20 + 9 ⇒ (10) + 9 = 19
K. planes: 1d20 + 9 ⇒ (3) + 9 = 12
K. planes: 1d20 + 9 ⇒ (4) + 9 = 13
K. planes: 1d20 + 9 ⇒ (8) + 9 = 17

| DoubleGold | 
 
	
 
                
                
              
            
            The corresponding tokens are the raven dagger (area A2), hound 
token (area A3), rat amulet (area A8), and goat bracelet 
(area A7). Faint illustrations along each of these four areas depict the four layers of Hell.
Eldon figures it out easily and disables the Hazards doing so.
A9 Temple of Geryon
The air in this chamber is strangely humid, and a thin layer of fog clings all across the floor. A staircase descends from the east and another staircase to the west is fully obstructed by rubble. Several statues with serpent motifs stand in the area. To the north, a large, green stained-glass window looms behind a twisted statue of three serpentine men conjoined at the hip. Vines snake across the floor from a central pool filled with luminescent green liquid. In several places, faintly glowing arcane script inscribed on the floor tiles shines through the mist.
Roll init and place yourselves in A9.
init: 1d20 + 1 ⇒ (6) + 1 = 7 them.

|  Eldon García | 
 
	
 
                
                
              
            
            Init: 1d20 + 7 ⇒ (7) + 7 = 14
Eldon steps into the room and looks around for danger "Be careful with those vines, I do not like the look of it. Neither with the red marks on the tiles" the elf makes sure not to step on them.
K. nature: 1d20 + 5 ⇒ (11) + 5 = 16
Perception (+1 vs traps): 1d20 + 9 ⇒ (14) + 9 = 23
Meanwhile, he activates his shield wand and puts it back to his belt.
HP 41/41 AC 27 TAC 17
shield 1 min

|  Radiarch Eklesya | 
 
	
 
                
                
              
            
            Radiarch pulls his longbow from his back and knocks a readied arrow once again, scanning the room for the signs of imminent danger.
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (planes): 1d20 + 8 ⇒ (7) + 8 = 15
Lara likewise unshoulders her bow as soon as she is aware of a threat and nocks an arrow.

|  Eldon García | 
 
	
 
                
                
              
            
            "What kind of serpent is this?" Eldon darts in, stabbing the closest serpent with his rapier while it is still surprised, as he advances his blade crackles loading with arcane magic.
+1 cold iron rapier-PA (flatfooted): 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28
Cold iron/Piercing/Magical damage+PA+sneak attack: 1d6 + 7 + 2 + 3d6 ⇒ (6) + 7 + 2 + (4, 6, 4) = 29 
Critical?: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
Cold iron/Piercing/Magical damage+PA: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11
HP 41/41 AC 27 TAC 17
arcane pool 3/5 1 min
shield 1 min

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Lucky Point Blank Precise Shot: 1d20 + 10 ⇒ (6) + 10 = 16
1d6 + 4 ⇒ (1) + 4 = 5
Lara looses her arrow into the serpent effigy.
Let's go with Special Defenses (DR, etc.).

| DoubleGold | 
 
	
 
                
                
              
            
            Eldon destroys the Construct in one hit.
Lara hits a construct in the stomach, not all of it goes through. dr 2, fire immune, construct traits
They use hellfire gaze ranged attack to attack back hit: 1d20 + 4 ⇒ (8) + 4 = 12 vs touch eldon
hit: 1d20 + 4 ⇒ (10) + 4 = 14 vs touch Lara Lara that does hit you dmg: 2d6 ⇒ (1, 5) = 6 fire
All heroes are up Radiarch is up twice

|  Lara Evangeline PFS | 
 
	
 
                
                
              
            
            Lucky Point Blank Precise Shot: 1d20 + 10 ⇒ (9) + 10 = 19
1d6 + 4 ⇒ (3) + 4 = 7
Lara curses at the sudden intense heat, then launches another arrow at the same target as before.

|  Eldon García | 
 
	
 
                
                
              
            
            "Uh! Careful!" Eldon jumps to the side just on time to avoid the fire. The elf quickly surrounds the pool and attacks the snake there from the back.
+1 cold iron rapier-PA: 1d20 + 11 - 1 ⇒ (7) + 11 - 1 = 17
Cold iron/Piercing/Magical damage+PA: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12
HP 41/41 AC 27 TAC 17
arcane pool 3/5 1 min
shield 1 min
 
	
 
     
    