
GM supervillan |

Xiaobot continues his song, and readies a weapon just in case.
confusion, Myth: 1d100 ⇒ 6
Myth's luck holds out - but seeing everyone about him as an enemy, he goes nowhere near the "tea" on the floor. Instead he points his nocked arrow around, looking for a target.
The fog clears. Marik waits for the allip to show itself.
And indeed the angry spirit does appear. It rises out of the floor next to Marik. Time for readied actions to go off.
Mun shoots his bow, but sends the arrow into the iron door.
Myth takes a step back and shoots too:
mythbot (all modifiers): 1d20 + 13 ⇒ (4) + 13 = 17
But in his confusion and haste, the sniper sends his salted arrow skittering across the floor.
Marik does better, his knife passing through the phantom. It seems to do some harm, but it will take many cuts of the magic blade to still the angry shade.
The spirit retaliates, reaching out to the halfling warrior:
incorporeal touch: 1d20 + 13 ⇒ (1) + 13 = 14
If Myth's emotions were clouding his judgement, the allip is similarly affected. It retreats into the wall to the north.
Marik gets an AoO
Round 6 / 7
Derpi, -3hp, confused, locked on Ashwell
Myth, confused, baned
Mun + Selune
Marik, aoo
Allip, -125hp, prayer penalty
Xiao, countersong
Riddywhipple
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste

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Sorry, thought I had posted. GM, think the mods for a single shot should’ve been +16, but I doubt it would’ve made a difference…
Confusion: 1d100 ⇒ 19
His luck holding out, Myth is able to overcome his confusion again, readying an action to fire his next to last ghost salt arrow if the allip should reappear…
Readied Attack
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Favored Enemy, Fear
Damage: Magic, Strength, Deadly Aim, Favored Enemy
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 ⇒ (12) + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 = 28
Magic/Cold Iron/Ghost Salt Damage: 1d6 + 1 + 3 + 4 + 2 ⇒ (4) + 1 + 3 + 4 + 2 = 14

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Marik slashes at the retreating spirit...
Aoo:
+1 keen kukri + fighting defensive + piranha strike + haste + prayer + FF: 1d20 + 14 - 2 - 2 + 1 + 2 ⇒ (16) + 14 - 2 - 2 + 1 + 2 = 29
piercing/slashing damage + piranha strike + prayer + FF: 1d3 + 5 + 4 + 2 ⇒ (3) + 5 + 4 + 2 = 14
"Ah, clever, very clever..." chuckles Marik "Assailing me from an unusual angle... I like it... You were so close, however, it seems I still have Chaldira's luck on my side!"
"Come at me again" smiles the halfling "See if her favour will continue to hold!"
Marik steps toward Myth to ensure that he continues to make himself a target just in case the confusion gets the better of the half-elf. He then readies another attack, hoping that the allip will take him up on his offer...
piercing/slashing damage + piranha strike + prayer + FF: 1d3 + 5 + 4 + 2 ⇒ (2) + 5 + 4 + 2 = 13
Marik will also use his Bodyguard ability if any adjacent allies get attacked by anyone.

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Derpi takes another swipe at Ashwell, seeing him as a muffin hating sea monster.
+1 Yellowwood Quarterstaff: 1d20 + 3 ⇒ (3) + 3 = 6 damage: 1d4 + 1 ⇒ (3) + 1 = 4
Riddlywhipple tries it's breath weapon on Derpi in the hope that it'll snap her out of it (5ft cone of euphoria gas DC 12 fort to negate)
fort: 1d20 + 7 ⇒ (13) + 7 = 20
Well it was a long shot but, what else can a familiar do?
rounds to recharge: 1d4 ⇒ 2

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Ash keeps trying to slash that awful Derpi with his dagger so that her poisoned muffin days would be soon over.
Attack 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage 1d4 - 1 ⇒ (1) - 1 = 0

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Xiao Junior continues singing to keep the group safe!
countersong : 1d20 + 15 ⇒ (4) + 15 = 19
Xiao junior moves to Myth and casts fallback strategy on him.
1 minute duration.
“May this support your luck!“ the Halfling says.

GM supervillan |

Fallback Strategy is a Personal spell, Xiao, do you want to try something else? Also bear in mind that a Confused character has no allies, so applying a Touch spell would require an attack roll and the Confused character will attempt a Save vs Harmless spells (if one is allowed).

GM supervillan |

Derpi and Ashwell continue their duel.
Marik catches the allip as it retreats, and taunts it.
Round 6 / 7
Derpi, -3hp, confused, locked on Ashwell
Myth, confused, baned (ready)
Mun + Selune
Marik, (ready, bodyguard)
Allip, -132hp, prayer penalty
Xiao, countersong 19
Riddywhipple
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste

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Ahh, sorry! Then Xiao junior casts mirror image.
images, CL 6 because of trait : 1d4 + 2 ⇒ (3) + 2 = 5
@EVERYONE: In case anybody here has to make a saving throw and you are within 30 ft then you can reroll if you are not high enough as Xiao would use his misfortune revelation as an immediate action on you and force you to reroll.

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Sorry, had a crummy day yesterday; it was all I could to to keep up with the games I'm GMing.
Mun eyes Myth and tries to free him from the confusion effect he's under.
Standard: cast dispel magic vs Myth's confusion
Caster Level: 1d20 + 8 ⇒ (8) + 8 = 16

Selûne of Ashava |

Selune remains vigilant, looking for an opportunity to strike.
Standard: readied attack vs allip if it appears in/moves into a threatened square
+1 bite, bull's strength, haste, prayer, power attack: 1d20 + 13 + 2 + 1 + 1 - 2 ⇒ (12) + 13 + 2 + 1 + 1 - 2 = 27
damage, B/P/S, bull's strength, prayer, power attack: 1d6 + 7 + 2 + 1 + 4 ⇒ (6) + 7 + 2 + 1 + 4 = 20

GM supervillan |

No worries Mun.
Xiao duplicates himself. It looks mightily uncomfortable on that doggy saddle. Spell works normally, even when you're mounted ;)
Mun tests the strength of the magic befuddling Myth, and finds it stronger than his own. Selune slavers.
The allip reappears, amidst the northern benches again. Myth's last ghost-salt arrow strikes true, and the babbling spirit hesitates. Whatever it's plan may have been before, now it unleashes another spell.
Tendrils of negative energy reach out from the allip, touching Mun, Selune, Marik, Xiao, Pahs, and Riddywhipple. The energy washes over the allip, repairing its undead form.
negative energy damage: 1d8 + 10 ⇒ (6) + 10 = 16 Will DC21 for half damage
CL vs Riddy SR: 1d20 + 10 ⇒ (17) + 10 = 27
And the shade then retreats into the wall.
Round 7 / 8
Derpi, -3hp, confused, locked on Ashwell
Myth, confused, baned
Mun + Selune (Will saves)
Marik, (bodyguard) (Will save)
Allip, -130hp, prayer penalty
Xiao, countersong 19, 5 images (Will save, also for dog)
Riddywhipple (Will save)
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste

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will Pars : 1d20 + 2 ⇒ (6) + 2 = 8
will Xiao : 1d20 + 11 ⇒ (6) + 11 = 17
“Arhhh … “ Xiao junior shouts when his body hurts and his riding dog drops to the ground.
As he is prone, the Halfling stands up.
He then takes out his banner of the open road!
Flagbearer feat gives +1 morale bonus to hit and damage and fear / charm saves.
Xiao junior continues to countersong.
sing : 1d20 + 15 ⇒ (9) + 15 = 24

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will save + prayer + FF: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
”You won’t test my luck that way, stick with your instincts and fight me in hand to hand combat. You know you want to!”
Marik will ready an action to attack the allip, taking a 5 foot step as part of that if necessary, if the allip moves into a square which he can attack directly or attack with a 5 foot step.
piercing/slashing damage + piranha strike + prayer + FF + flag: 1d3 + 5 + 4 + 2 + 1 ⇒ (3) + 5 + 4 + 2 + 1 = 15
He will also re-apply the haunted mercy to himself.
Lastly, Marik will use his Bodyguard ability if any adjacent allies get attacked by anyone.

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Will DC 21, obedience: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Mun is unable to resist the blast of negative energy the allip sends out, but his nexus crystal absorbs the worst of it.
Nexus Crystal (Minor Artifact)
Aura moderate necromancy; CL 12th
Slot none; Weight 1/2 lb.
Description
This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time.
Destruction
The means of destroying this crystal are unknown.
Mun redoubles his efforts and tries once more to free Myth from the confusion.
Standard: cast dispel magic vs Myth's confusion
Caster level: 1d20 + 8 ⇒ (13) + 8 = 21

Selûne of Ashava |

Will DC 21, shield companion: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Selune resists some of the negative energy and remains unfazed in her vigilance, looking for the allip to reappear where she can try to bite it.
Standard: readied attack vs allip if it reappears or moves into a threatened square
+1 bite, bull's strength, [/i: 1d20 + 13 + 2 + 1 + 1 - 2 ⇒ (4) + 13 + 2 + 1 + 1 - 2 = 19
damage, B/P/S, bull's strength, prayer, power attack: 1d6 + 7 + 2 + 1 + 4 ⇒ (6) + 7 + 2 + 1 + 4 = 20
shield companion (8 hours)
mage armor (1 hour)
bull's strength (8 min)
mirror image (4 images; 8 min)
fallback strategy (8 min)
prayer (8 rounds)

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

Well I was going to say that you're still above Mun in the initiative order, but checking back Myth your last Readied shot would have happened when the allip last appeared, moving you to just above the allip. So...
Mun finally removes the enchantment from Myth's addled mind!
Dispel successful. Will post further updates later.

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”Stop fighting and take your stabbing, Derpi! It’s for your own good….well at least the party’s good!”
Ash keeps trying to slash that awful Derpi with his dagger so that her poisoned muffin days would be soon over.
Attack 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage 1d4 - 1 ⇒ (1) - 1 = 0

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Ha! Take your thumping ... Riddlywhipple ... Stop it! I can't do magic if you keep getting in my face!
will Riddly: 1d20 + 8 ⇒ (2) + 8 = 10
+1 Yellowwood Quarterstaff: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d4 + 1 ⇒ (1) + 1 = 2

GM supervillan |

The allip's spell fells Pahs, Xiao's mount. Xiao falls to the ground in the saddle. He stands, and unfurls an inspiring flag emblazoned with the symbol of the Open Road.
Ashwell continues to fight the good fight against bad muffins. Derpi swats back.
Marik Bodyguard AoO: 1d20 ⇒ 17
Marik Bodyguard AoO: 1d20 ⇒ 2
Marik stands between the pair and stops them beating each other - for now. The halfling readies his blade for the allip's return.
Mun dispels Myth's confusion. Selune snarls and waits for her chance.
Round 8
Derpi, -3hp, confused, locked on Ashwell
Mun, -16hp + Selune, -8hp, ready
Marik, -8hp, (bodyguard), ready
Myth baned
Allip, -130hp, prayer penalty
Xiao, -16hp, countersong 24, 5 images; Pahs (dog) dying @-3
Riddywhipple -16hp
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste, Flagbearer

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Myth has a light bulb moment as the confusion leaves his mind due to Mun’s effort. ”Thank you, my friend…now let’s end this…”
The previous attack was Myth’s next to last ghost salt arrow…this is his last…
Myth readies his bow to fire in case the elusive Allie makes an appearance…
Readied Attack
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Favored Enemy, Fear
Damage: Magic, Strength, Deadly Aim, Favored Enemy
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 ⇒ (14) + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 = 30
Magic/Cold Iron/Ghost Salt Damage: 1d8 + 1 + 3 + 4 + 2 ⇒ (4) + 1 + 3 + 4 + 2 = 14

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The previous attack was Myth’s next to last ghost salt arrow…this is his last…
50% chance any misses have survived and can be reused. Myth is much better behind the bow than Mun will ever be; GM, what would it take for Mun to collect any of Myth's ghost salt arrows that missed?
After reviewing the posts, this is what I understand:
Round 1: 3 fired, 2 hit, 1 potentially available to harvest
Round 2: 4 fired, some(?) hit, some(?) potentially available to harvest
Round 3: 1 fired, 1 hit
Round 4: 0 fired
Round 5: 1 fired, 0 hit, 1 potentially available to harvest
Round 6: 1 fired, 1 hit
So, 2+ (depending on results of round 2; how many of the 4 arrows hit was not clear from the roundup post) should be on the ground somewhere, each with a 50% chance to still be useable.

GM supervillan |

Myth readies a shot.
The allip appears in the northern section of the workshop. Myth's arrow tears through it. Then the creature repeats its spellcasting, healing itself and injuring the pathfinders.
negative energy damage: 1d8 + 10 ⇒ (5) + 10 = 15
Myth, Marik, Xiao, Riddywhipple and Mun attempt a DC21 Will save for half damage. Pahs also needs to attempt the save, and attempt a stabilisation roll if he makes it.
The unquiet spirit recedes into the northern wall.
Round 8 / 9
Derpi, -3hp, confused, locked on Ashwell
Mun, -16hp + Selune, -8hp
Marik, -8hp, (bodyguard)
Myth, baned
Allip, -122hp, prayer penalty
Xiao, -16hp, countersong 24, 5 images; Pahs (dog) dying @-3
Riddywhipple -16hp
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste, Flagbearer

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Will DC 21, obedience: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28 Mun's nexus crystal absorbs the 7 points of damage remaining after the save
Mun resists the wave of negative energy, his nexus crystal absorbing everything that he himself can't handle.
His eyes begin darting around the two rooms, looking for any of Myth's enchanted arrows that he can find. When he spots one, he calls out to Selune to go fetch it, then keeps looking for more.
Move: look for arrow
Free: Handle Animal (fetch) DC 12, link: 1 + 7 + 4 = 12
Standard (move-equivalent): look for arrow

Selûne of Ashava |

Will DC 21, shield companion: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Selune is unable to resist any of the energy from this inflict spell, but it doens't faze her; she dashes over to where Mun points and gently picks up the arrow.
Move: to arrow
Standard (move-equivalent): pick up arrow

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Xiao junior also starts move to the next arrow that is still intact and picks it up.
"Khafaash get the other one!" he says but it seems as if the little flying fox familiar does not want to come out.
"Okay! Stay in there then!!"
Flagbearer feat gives +1 morale bonus to hit and damage and fear / charm saves.
Xiao junior continues to countersong.
sing : 1d20 + 15 ⇒ (9) + 15 = 24

GM supervillan |

Myth I managed to not Bold you in the tracker above - probably unbolded you because of your Ready shot going off. You may of course act in Round 9.

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will Pars : 1d20 + 2 ⇒ (5) + 2 = 7
will Xiao : 1d20 + 11 ⇒ (10) + 11 = 21
Sorry!! Forgot the saves. :-(

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Marik's next action will depend a bit on where party members going before him need to move to pick up arrows, but he can do the save.
will save + prayer + FF: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
"If we could somehow move the fight into the smaller room, we may have move luck as it wouldn't be able to keep out of reach of everyone."

GM supervillan |

Pahs, Xiao's unfortunate hound, dies with nary a whimper as necrotic energy shrivels the flesh from his bones.
Mun spots two of Myth's surviving arrows on the floor. Selune fetches one of them, and Xiao grabs the other.
room: 1d2 ⇒ 1direction: 1d8 ⇒ 8
Moved Xiao and Selune to the arrow locations; Xiao has also been moved in the initiative order as he had to wait for Mun to point out the arrows.
I forgot to roll SR vs Riddy:
CL vs SR12: 1d20 + 10 ⇒ (20) + 10 = 30
Round 8 / 9
Derpi, -3hp, confused, locked on Ashwell
Mun, -16hp + Selune, -23hp
Xiao, -23hp, countersong 24, 5 images; Pahs
Marik, -23hp, (bodyguard)
Myth, -15hp, baned
Allip, -122hp, prayer penalty
Riddywhipple -16hp, Will DC21 needed
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste, Flagbearer

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Mun, -16hp + Selune, -23hp
I have Mun at -6 hp; his nexus crystal has been absorbing the bulk of the negative energy damage.

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Becoming rather weary with the cowardly spirits antics Marik decides that, with limited opportunities to engage in melee, helping his friends with some healing may be a better option.
He reaches into his haversack and retrieves a wand which he uses to heal Riddywhipple.
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
He also heals himself and takes a step.
lay on hands: 1d6 ⇒ 2
As before he will also Bodyguard adjacent allies who are attacked.

GM supervillan |

The Mass Inflict Wounds spell is targeted, Derpi, rather than being an AoE.
Mun, you're right. I'll adjust the tracker.
Marik, Riddywhipple's SR13 will potentially block the CLW effect. Since he's unconscious when your turn comes around, he can't take the Standard action necessary to switch it off. Still want to try the wand, or something else?
Riddywhipple succumbs to the negative energy attack, slumping to the ground limp and dying.
Round 8 / 9
Derpi, -3hp, confused, locked on Ashwell
Mun, -6hp + Selune, -23hp
Xiao, -23hp, countersong 24, 5 images
Marik, -23hp, (bodyguard)
Myth, -15hp, baned
Allip, -122hp, prayer penalty
Riddywhipple -31hp, dying @-8, stabilisation needed
Ashwell, -28hp, confused, locked on Derpi
The bold may act!
Active effects: Haste, Flagbearer

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Derpi takes a guarded step back and glares at Ashwell.
I don't know how you did it but ... YOU KILLED MY FAMILIAR!
And without Riddly to block her, Derpi fires off five magic missiles at Ashwell.
mm: 5d4 + 5 ⇒ (4, 2, 1, 3, 4) + 5 = 19
At least she didn't take the time to maximise them first.
Someone had better jump on her soon
Riddly stable?: 1d20 ⇒ 6

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Myth awaits for the creature to reappear, bow ready…
Readied Attack
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Favored Enemy, Fear
Damage: Magic, Strength, Deadly Aim, Favored Enemy
Magic Longbow: 1d20 + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 ⇒ (14) + 13 + 1 + 1 + 1 - 2 + 1 + 2 - 1 = 30
Magic/Cold Iron Damage: 1d8 + 1 + 3 + 4 + 2 ⇒ (5) + 1 + 3 + 4 + 2 = 15

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Seeing the ante was upped, Ash retaliated with fury in his eyes and tries to crush Derpi’s mind
Cast Mind Thrust 3. DC 20 Will save for half.
Psychic damage 8d8 ⇒ (6, 7, 7, 8, 2, 2, 3, 8) = 43

GM supervillan |

Given the escalation, retcons of Mun and Xiao's, and Myth's, actions are permissible.
Ash and Derpi escalate hostilities.
Round 9
Derpi, -24hp, confused, locked on Ashwell
Mun, -6hp + Selune, -23hp
Xiao, -23hp, countersong 24, 5 images
Marik, -23hp, (bodyguard)
Myth, -15hp, baned
Allip, -122hp, prayer penalty
Riddywhipple -32hp, dying @-9
Ashwell, -38hp, confused, locked on Derpi
The bold may act!
Active effects: Haste, Flagbearer
I have bolded everyone acting after Ash and Derpi, in case they wish to amend their actions.
Also, I've adjusted Ashwell's hp tracker to account for his False Life temp hp.

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Xiao Junior moves to Myth to give him the arrow.
He then casts hideous laughter on Derpi.
DC 17 will save.
Can you please move me on the map.

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Mun scans the area for still-intact arrows, and points one out to Selune. Mun has enough actions to still do this along with his dispel
Something about the low-key battering Ash and Derpi had been doing to each other had escaped Mun's attention--so engrossed he was in dealing with the allip--but when Mun catches Derpi firing magic missiles at an ally, he knows that something needs to be done, and now!
"Ashava, set these minds right!" he calls out, focusing another dispel magic, this time targeting the confusion affecting Derpi.
Move: look for arrow
Free: Handle Animal rolled above
Standard: cast dispel magic, targeting the confusion effect on Derpi
Caster level: 1d20 + 8 ⇒ (15) + 8 = 23

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[dice=will]d20+8
Xiao Junior uses his ability to bend luck on Derpi.
Immediate action to let Derpi reroll the will save with misfortune revelation.

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Assuming that Mun's caster level check was enough to remove the confusion from Derpi:
"Nice work Mun!"
+1 keen kukri + nonlethal + piranha strike + haste + prayer + FF + flag: 1d20 + 14 - 4 - 2 + 1 + 2 + 1 ⇒ (11) + 14 - 4 - 2 + 1 + 2 + 1 = 23
piercing/slashing nonlethal damage + piranha strike + prayer + FF + flag: 1d3 + 5 + 4 + 2 + 1 ⇒ (3) + 5 + 4 + 2 + 1 = 15
Which should be enough to knock Ash unconscious.
As per his original plan he will also use lay on hands on himself, retrieve a wand and bodyguard on adjacent allies if they are attacked.

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Will use my previous attack (quoted below) but use the arrow Xiao retrieved for me if possible
Myth will take the arrow from Xiao and fire it at the allip if it reappears…
Readied Attack
To Hit: Base/Dex, Magic, Weapon Focus, PBS, Precise Shot, Deadeye Bowman, Deadly Aim, Rapid Shot, Haste, Favored Enemy, Fear
Damage: Magic, Strength, Deadly Aim, Favored Enemy[dice=Magic Longbow]1d20+13+1+1+1-2+1+2-1=30
[dice=Magic/Cold Iron/Ghost Salt Damage]1d8+1+3+4+2=15

GM supervillan |

Xiao, you can't deliver the arrow yet. I bolded you again in case you wanted to change your action in light of Ash and Derpi's situation.
Mun's abjuration frees the muffin-maker from her delusion. Selune plays fetch, finding the arrow that Mun located.
Xiao spots another ghost-salt arrow and moves over to it whilst keeping his song going.
Myth readies an arrow - reliant on magic and cold iron alone for now.
Marik knocks Ashwell out cold with a surprise blow. He heals a little through divine grace.
The allip reappears amongst the northern workbenches, and again unleashes a barrage of negative energy even as Myth sends his enchanted arrow into the undead.
CL vs Riddy SR: 1d20 + 10 ⇒ (19) + 10 = 29
negative energy damage: 1d8 + 10 ⇒ (3) + 10 = 13
Everyone except Selune who is out of range gets a DC21 Will save for half damage.
The spirit retreats back into the wall. I've marked the map with a blue square where the allip appeared - it goes north when it retreats.
Round 9 / 10
Derpi, -24hp
Mun, -6hp + Selune, -23hp
Xiao, -23hp, countersong 24, 5 images
Marik, -21hp, (bodyguard)
Myth, -15hp, baned, ready
Allip, -116hp, prayer penalty
Riddywhipple -32hp, dying @-9, Will save needed, dead
Ashwell, -38hp, 15nl, unconscious, confused, locked on Derpi
The bold may act!
Barring any special intervention, it looks like Riddywhipple is dead even if he passes this Will save. He has 13 Con. Sorry Derpi. He can be restored to you with a Raise Animal Companion spell - which despite the name also works on familiars.
Active effects: Haste, Flagbearer