
GM 7thGate |

So, all the doors up here can be locked. There's some keys mentioned for specific areas in the compound, but nothing specific about any of these, so I have to assume the keys are carried by the guards and clerks since they're supposed to be able to lock the doors at least.
The clerk also hands over a ring containing 8 keys.
Alain, I saw you didn't get a chance to move yourself on the map, so I put you down by the door as far as you can get without triggering the -4 ranged penalty for moving further than Donahan's speed. If you don't mind that and want a double move you can place yourself inside the room.
Guard 7: The guard on the wall reloads his crossbow.
Guard 10: The guard ringing the alarm stops when hit with acid, and starts screaming and running back out the front gate. ”AAAAHHHH! AAAHHHH!”
Crossbow, Magic Weapon: 1d20 + 4 ⇒ (18) + 4 = 22
Guard 11: The guard takes a shot at Yanda, but even with good aim and magical aid she dodges enough that it fails to penetrate her toughened flesh.
Crossbow Airon: 1d20 + 3 ⇒ (15) + 3 = 18
Guard 12:
The guard taking cover behind the door peeks out and shoots Airon, the bolt barely being deflected by his armor.
Round 5
Metalwhiz
Patros
Alain
Donahan
Guard 3
Guard 5
Guard 10 (-13 HP)
Guard 12
Guard 7 (Prone)
Guard 11 (Magic Weapon, 10 Rounds remaining)
Airon
Rogjameda (Size Alteration: 1 rounds, Mirror Images 6 Images/56 Rounds)
Yanda (Fly, 86 rounds)
Guard 8
Guard 2
Guard 1
Guard 4
Guard 9
Guard 6 (Prone)
Clerk
Airon, Rogjameda and Yanda are up!

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Zombie-guard comes to a bell and starts to guard it from using with his bloody look and halberd.
Zombie clerk meanwhile asked to protect his mistress.
Rogjameda look at him and obviously dislikes wat she sees.
- You looks messy, my sweet. Unproper view for such important time of your existance. Lets come see this candle better. Meanwhile you should open rooms. Can you?
RogjamedA walkes towards the blackflame candle, staying keen, clerk servant slowly walks after her holding keys.

GM 7thGate |

As the zombie guard crosses into the courtyard, there is a flash of light from the statue and chains ending in manacles burst forth from the ground, grabbing him and holding him tight!
Treated as a Sickening Black Tentacles spell trap
Tentacle Grappling: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d6 + 4 - 5 ⇒ (3) + 4 - 5 = 2

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Because there are guards everywhere and we are spreading out to deal with them all. Though exploring inside rooms seems a bit suicidal.

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Alain, I saw you didn't get a chance to move yourself on the map, so I put you down by the door as far as you can get without triggering the -4 ranged penalty for moving further than Donahan's speed. If you don't mind that and want a double move you can place yourself inside the room.
Yes, thank you! I've been forgetting to update my pawn placement in my other game after I post too. Sorry. And yeah, I moved him inside, squeezing in and assuming the slaves are making room for my horse. If the ceiling is too short and makes sense for me to dismount while inside, assume I do or bending down initially as to not hit my head. I'll make sliding out of the saddle part of my next turn, so just let me know.

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As the zombie guard crosses into the courtyard, there is a flash of light from the statue and chains ending in manacles burst forth from the ground, grabbing him and holding him tight!
Treated as a Sickening Black Tentacles spell trap
[dice=Tentacle Grappling]1d20+15
[dice=Damage]1d6+4-5
Zombie guard is intercepted by tentacles trap, but do not seems to be harmed by it.
Acording to calculations - zombies CMD =17, CMB +7, and he's got DR 5/Slashing which is likely help versus tentacles. AC depnds on armour wich guard weares as well as damage depends on weapon. Those zombies are usually Staggered.

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Not willing to let the fellow escape she flies outside the walls and rains down fire on the fleeing goon.
+13/1d6+7, 8 splash alchemist's fire, +catch on fire possibility [rng: 10 ft; 20/x2; fire] {+6[BAB] +5[dex] +1[throw anything] +1[pblank]/1d6 +6[int] +1[pblank]}

GM 7thGate |

The guard takes a direct hit, collapsing as the fire and acid burns overwhelm him.
Guard 6: The guard on the wall stays prone and reloads his crossbow.
Guard 9: The guard over the gate wall steps into the building to try to get cover from Yanda's bombs and reloads his crossbow.
Round 6
Metalwhiz
Patros
Alain
Donahan
Guard 3
Guard 5
Guard 10
Guard 12
Guard 7 (Prone)
Guard 11 (Magic Weapon, 9 Rounds remaining)
Airon
Rogjameda (Size Alteration: 1 rounds, Mirror Images 6 Images/56 Rounds)
Yanda (Fly, 86 rounds)
Guard 8
Guard 2
Guard 1
Guard 4
Guard 9
Guard 6 (Prone)
Clerk
Metalwhiz, Patros, Alain + Donohan are up!

GM 7thGate |

Metalwhiz hears a faint thump like someone dropping something or moving something heavy come from somewhere on the far side of the door.
I believe you used 3 rounds the first time, then started up again here, so will have used 4 rounds of Raging Song total. You started in round 1, ended it in round 4, lingering performance kept it running until your turn in round 6 (which is now) where you started it up again, so will be at 7/11 rounds remaining.

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"Metalwhiz, do you hear something through that door? Think it a possible escape?" calls out Alain in all the commotion.
Turning to Patros, he'll ask as he stows his bow, "Ideas, friend? Should we try to fortify this door?"

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"Something big went 'thump' in there," says Metalwhiz in an angry tone.

GM 7thGate |

Botting Patros
Patros closes one of the front doors to the hall and moves over to Metalwhiz.
Crossbow, Alain: 1d20 + 3 ⇒ (17) + 3 = 20
Guard 7: The guard shoots at Alain, the bolt shattering off his armor harmlessly.
Guard 11 & 12 Two of the other guards reload their crossbow bolts.
Rogjameda grows in size as the magic shrinking her wears off.
Grapple: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d6 + 4 - 5 ⇒ (4) + 4 - 5 = 3
The chains wrap tightly around the zombie guard, cracking bone.
Round 6
Metalwhiz (7/11 rounds of Raging Song)
Patros
Alain
Donahan
Guard 3
Guard 5
Guard 10
Guard 12
Guard 7 (Prone)
Guard 11 (Magic Weapon, 8 Rounds remaining)
Airon
Rogjameda (Mirror Images 6 Images/55 Rounds)
Zombie Guard (-5 hp)
Zombie Clerk
Yanda (Fly, 85 rounds, 15/17 bombs)
Guard 8
Guard 2
Guard 1
Guard 4
Guard 9
Guard 6 (Prone)
Clerk
Rogjameda, Airon and Yanda are up!

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"Where did everyone go?"
Seeing that everyone abandoned the fight and went through the door, Yanda is not about to waste all her bombs on the guards, who are all spread out.
Changing direction she whisks through the air and pops up in the doorway.
"Why the *bleep* are you all in here? Don't you care if the guards summon the law?"

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- Hey, Yanda! Guards already called for law enforcments. We a short on time. So please, help my dear clerk opening all these doors. Meanwhile...
ROgjamedA approaches the strange candle and wants to understand what is this actually. SHe does not have time to Psychic Sensitivity seanse. Although she takes a look at the candle and quickly inspects the desk. Perception and Apprise are good, should I roll?
Zombie clerk aprroaching door with keys...
Zombie guard moaning and tries to get out of grapple
CMB: 1d20 + 7 ⇒ (12) + 7 = 19

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- We must move, and quickly. Yanda, I am not very good in ranged attack. So ... we have to hurry up. Perhaps for this door. Come on!
And he talk to the slaves.
- Who are you and what you know about this place?

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"Actually, that makes a lot of sense. Do the rescue and escape ASAP. So what do we have here?"
Yanda tries to take it all in including a second zombie, this time the clerk she previously felled.
"Looks like you all have been busy in here."

GM 7thGate |

One of the slaves bursts out with anger in response. "This place is terrible! The owner's, they're not -- they're not natural. We were kept down below, and great demons patrolled the halls to eat anyone who tried to escape. I've been trying to keep my head down until someone buys me. Just, please, I want to live."
With everyone inside and the doors closed, the guards are safe...for now.
We're on round 7. Since we're out of combat, everyone can go in any order and we'll be a bit less structured on taking one turn's worth of actions at a time, but I will be tracking time spent moving around/searching/talking to people/etc, both for NPC activities elsewhere in the compound and to keep time on buffs/until the guards arrive.

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-I asked the clerk nicely and now he's helping us before probably departing to rendezvous with Pharasma. Not sure. - necrooccultist comments zombie situation.
RogjamedA suggests to quickly check whats after every door in this hall.
Hopefully Zombie clerk gonna halp us.
RogjamedA is intrigued but feels lack of time so she tries to unlit the strange candle with her fingers previously licking them. She then just takes the candle and check out if there are more interesting things or documents.
She asks slaves to continue talking about where to find all these scary things and even demons. She is tryin to be grimy supporting, addressing slaves:
- Be good and probably you all live. Or become free. Or even both. I escaped even Nidal, you see?
Generally we need to keep moving and likely find stairs down somewhere.
But also RogjamedA thinks about escaping plan of probably just destroyin part of wall somewhere in this hall or on of rooms in the southeren part.
Knowledge (Engineering): 1d20 + 11 ⇒ (19) + 11 = 30

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Get the chains off the slaves...might help them move quicker... Patros says as he grabs a lock and smashes it with his adamantine blade.
lock smsh: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 8 ⇒ (7) + 8 = 15
assuming precise strike is not applicable here...

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"Well, then, ask the clerk to lead us to the folks we are looking for. He looks... tractable. And he probably knows where they are. Can he still remember stuff?"

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Airon talks with the slaves.
- As Patros was saying, we are looking for slaves, four slaves. They came here a week ago, more or less. I think they are some king of magic users, the Riftwardens. They are probably had been tortured. Do you know something about them? Or some idea about where they maybe placed?
And after that, he remembers something ... and speaks with the others pathfinders.
- By the way, we need a escape plan ... and perhaps this bulding only have one exit ... Do you have some magic that may help us to escape?
And ... Do you know something demons?

GM 7thGate |

Patros stabs straight through the lock with his blade. The slave pulls his hands out of the manacles and rubs his wrists before addressing Patros and Airon. "Thank you, thank you! I don't know about four of them, but there was at least one down where we were held. There is a lab down in the basement where our holding cells were placed."
"Grrgrrrgh..." The clerk moans as he shuffles over to the door and punches the door next to the lock with the hand holding the keys causing a cracking and splintering along the wood.
Damage: 1d6 + 7 - 5 ⇒ (3) + 7 - 5 = 5
As a zombie, the clerk is mindless and can't answer questions. He doesn't know which keys go to which locks, and no longer remembers anything including where the special slaves might be kept.
Rogjameda snuffs out the candle. It extinguishes without any difficulty or any noticeable negative effects.
On to round 8, Metalwhiz you can break a slave's manacles or do something else in round 7 as well if you want.

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Metalwhiz grabs the keys from the zombie and starts trying doors.
Are there a tokens on the map for the zombies? I'm not seeing them. Anyway, move me where I need to be and start on the closest door I can access in two rounds.

GM 7thGate |

Metalwhiz moves over and grabs the key ring from the zombie clerk. The first key he tries happens to open the door.
This rectangular room has three tables used for meals by everyone who works in the compound. The tables and chairs show signs of recently being wiped down, likely after dinner was served. A stair case leads up 10 feet to a door on the far side of the room that would open onto the wall, and another door leads to a different room in the building. No one appears to currently be in this room.
There are 8 keys on the ring; there was no guidance at all for the key situation of the doors on the first floor other than that the doors all lock, so I had to decide how many keys/different locks there would be. I made a list of which keys I decided open which locks, the first key happens to open this door at least.

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Luckily I have my own key...might help speed things up... Patros says with a grin as he produces a skeleton key.great investment btw.... He moves over t a door and tries it.
DD: 1d20 + 10 ⇒ (14) + 10 = 24
can someone move me to a door please and ty? on phone right now...

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RogjamedA takes the distinguished candle for later inspection.
Black-white token of the clerk with us in the hall is actual zombie-clerk.
RogjamedA asks zombie-clerk to give keys to Metalwhiz. Meanwhile she finds her own instruments and if noting intresting on the desk - she spends next minute opening all the doors with keys and with tools.
Disable device +15/+17
She hopes to find an office and surely some entrance downstairs.

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Yanda downs her mutagen now that she has time. When she does her body elongates and her fingers grow an extra joint. She looks like a stiff breeze would toss her outside the walls if it weren't for the door in the way. And no breeze of course. "I can take a crack at the door if you'd like" (+18 disable device with the mutagen).

GM 7thGate |

Rounds 8 & 9
Rogjameda examines the desk, and finds a gavel and a chair in addition to the candle but nothing else. She notices that the rug in the center of the room shows signs of have been recently moved.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Rogjameda then moves to the other door and prepares to pick the lock.
Patros tries to open the door with his skeleton key, though it does not quite work. Yanda downs her Mutagen, then moves over an quickly pops the lock open with a deft twist of her lockpicks, allowing Patros to open the door.
Disable Device: 1d20 + 18 ⇒ (7) + 18 = 25
This nearly square room contains eight busts of men and women of Garundi and Mwangi ethnicities. The room has three doors, but is otherwise clean and empty.
The slave continues talking to Alain as Airon moves across the room to join Metalwhiz. "...we came up through that door over there." He points to the door that Rogjameda is approaching. "The steps down into the basement are through the second door right across from that one. We were kept in cells in the basement, I don't know but I think there might be more slaves down there."
Round 10
Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34
Rogjameda pops the lock open and opens the door, revealing a hall with three doors.
I wasn't sure what happened to Metalwhiz's token, I put it back where it should be I think. Everyone except Rogjameda, go ahead with another round of actions for round 10.

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Yanda hurries over to the west door in the room she just revealed and opens it, figuring she will catch up with the others quickly enough if they descend.

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Metalwhiz turns his thoughts towards the architecture used in this area, to see if he can surmise the typical layout of a building such as this.
Knowledge: Engineering: 1d20 + 8 ⇒ (12) + 8 = 20

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Airon follows the instructions of the slaves.
- Come on! Move! Show me where!
I don´t understand the instructions on the map, so I am going to follow theirs indications, GM move my token for doing that, please

GM 7thGate |

Metalwhiz knows that this type of structure usually has a main central hall surrounded by supporting offices that can be set up to meet the needs of the purchaser. There is often a staircase to go up or down floors as appropriate in one of the corners of the building.
Yanda moves up and tries the door, to find it locked. There's a thump sound from the other side of the door in response to the attempt to open it.
Botting Patros
Skeleton Key: 1d20 + 10 ⇒ (19) + 10 = 29
Patros tries his key in the other lock in the room. This lock is built slightly differently, and the key pops it open with a *click*. Beyond the door there is a clean hallway with three doors.
Botting Alain
Alain continues to talk to the slaves. "I dont' know if there's any magic users in the slaves, but I know they sometimes took specific people out to torture. I could hear the screams, but tried not to listen."
One of the other slaves chimes in. "One of the people might be down in their lab now. I could hear from my cell, the mistress kept asking about how they knew about this place. I--
Suddenly, there is a burst of dark power as space itself seems to bend. Three gruesome creatures materialize in the hall; two human sized creatures that look like grotesque horned frogs, and one resembles a large humanoid bear with the talons of an eagle and curling ram horns sprouting from its head. There is an additional pair of *THUMP* noises that occur just outside the main doors to the hall.
Round 11
Black Frog Daemon: 1d20 + 3 ⇒ (6) + 3 = 9
Yellow Frog Daemon: 1d20 + 3 ⇒ (10) + 3 = 13
Bear Head Eagle Talon Daemon: 1d20 + 3 ⇒ (17) + 3 = 20
Red Ape Daemon: 1d20 + 1 ⇒ (16) + 1 = 17
Blue Ape Daemon: 1d20 + 1 ⇒ (3) + 1 = 4
Patros: 1d20 + 9 ⇒ (1) + 9 = 10
Rogjameda: 1d20 + 5 ⇒ (15) + 5 = 20
Yanda: 1d20 + 5 ⇒ (11) + 5 = 16
Alain: 1d20 + 1 ⇒ (10) + 1 = 11
Airon: 1d20 + 1 ⇒ (7) + 1 = 8
Metalwhiz: 1d20 + 1 ⇒ (5) + 1 = 6
Rogjameda (Mirror Images 6 Images/50 Rounds)
Zombie Clerk
Bear Head Eagle Talon Daemon
Red Ape Daemon
Yanda (Fly, 80 rounds, 15/17 bombs)
Yellow Frog Daemon
Alain
Patros
Airon
Black Frog Daemon
Metalwhiz
Blue Ape Daemon
The two smaller, frog-headed daemons are Lesser Ceustodaemons.
Constant—detect good, detect magic, see invisibility
At will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 17), slow (DC 15)
Blackfire Pact (Su) This daemon shows signs of having been conjured with a Blackfire Adept’s Blackfire Pact ability. This grants it 6 temporary hit points, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DCs for effects that would banish, dismiss, or dispel them.
Drawn to Service (Su) When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.
Telepathy 100 feet
+10/+10/+10: 1d4+2/1d4+2/1d8+2. Power Attack for -3/+6 to each hit.
Constant—detect good, detect magic, see invisibility
At will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 19), slow (DC 17)
Drawn to Service (Su) When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.
Telepathy 100 feet
+13/+13/+13: 1d6+6/1d6+6/2d6+6. Power Attack for -3/+6 to each hit.
I'll process what happened with the guards/zombie in the chain trap later today, but they generally aren't going to be involved here unless something weird happens.
Rogjameda is up!

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kn places, DC 15, to be resolved on her turn: 1d20 + 7 ⇒ (19) + 7 = 26
kn places, DC 17, to be resolved on her turn: 1d20 + 7 ⇒ (13) + 7 = 20

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Knowledge planes for frog-demons: 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge planes for ape-demons: 1d20 + 11 ⇒ (20) + 11 = 31
Seeing arrived creatures RogjamedA quickly tires to remember best way to destroy or banish them and shortly instructs fellows.
—These are hostiles likely and should be taken down preferably with Silver and Good, know that mind effects or acid are useless. Their reflexes are weak.
RogjamedA asks why the main double doors are still opened and demands to close and hold them immediately. She asks zombie clerk to approach the arrival guest and while he waking - she pointing the greater Cuestodaemon with Ray of Enfeeblement from the proper high ground.
Range touch attack: 1d20 + 10 ⇒ (16) + 10 = 26
Str dmg: 1d6 + 2 ⇒ (2) + 2 = 4

GM 7thGate |

The main double doors are closed; you can't see whatever is outside, but you can hear the thumps from them materializing and that there's two of them.
Fortitude: 1d20 + 12 ⇒ (4) + 12 = 16
"Grrraaargh!"
The daemon feels his strength ebb, while swinging his head back and forth searching for the most targets. Seeing the group by the doors, it steps forward before opening his maw. Lighting blasts forth, jagged bolts criss-crossing and leaping between Patros, the slaves, Yanda, Alain and Donahan.
Breath Weapon, DC 19 Reflex Save for half: 6d6 ⇒ (3, 3, 1, 5, 3, 4) = 19
Yanda has cover against the Daemon, so gets a +2 to her reflex save, as well as Resist 5 and 1 round of fast healing 2 from Sylph racial abilities.
The slaves fall twitching to the ground, collapsing. Some look like they are likely dead, others may just be knocked out.
Claw/Claw/Bite damage vs. Door, Power Attack, Hardness: 1d6 + 10 - 5 + 1d6 + 10 - 5 + 2d6 + 10 - 5 ⇒ (1) + 10 - 5 + (3) + 10 - 5 + (6, 6) + 10 - 5 = 31
A huge claw rend appears in one of the two front doors, followed by another before a gaping maw rips the door off its hinge and snaps it in half. Beyond the door, a brown, shaggy furred beast stands on slate grey hooves. Its head resembles that of a maniacal horned ape.
Constant—detect good, detect magic, see invisibility
At will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 17), slow (DC 15)
Drawn to Service (Su) When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), ceustodaemons take a –5 penalty on the initial Will save and on their Charisma check to refuse service. Ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.
Telepathy 100 feet
+11/+11/+11: 1d6+4/1d6+4/2d6+4. Power Attack for -3/+6 to each hit.
Rogjameda (Mirror Images 6 Images/49 Rounds)
Zombie Clerk
Bear Head Eagle Talon Daemon (-4 Str penalty, 6 Rounds)
Red Ape Daemon
Yanda (Fly, 79 rounds, 15/17 bombs)
Yellow Frog Daemon
Alain
Patros
Airon
Black Frog Daemon
Metalwhiz
Blue Ape Daemon
Yanda is up!

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Yanda steps into the doorway and looks around to see what Rogjameda is talking about. "And don't forget the frogs are very resistant to fire, electricity, and cold. Sheesh. The frogs are lesser and the ape is a greater Ceustodaemon, so the ape guy probably shares a lot of traits with the frogs, like resistances."
reflex: 1d20 + 14 ⇒ (9) + 14 = 23
Yanda takes 4 from the blast which is absorbed by the false life.
"That tickled. Do that again, bug guy. When it is your turn; it's my turn now!"
Quickly adding a pinch of this and that and infusing her cocktail with some personal essence, she tosses a bunch of bombs at red (close enough to splash blue). She has fast bombs and rapid shot, so she can toss three.

GM 7thGate |

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Sonic Booms burst out, even louder than the roaring daemons as the force of the contained sound shreds the daemon's flesh. The splash damage blasts the second daemon, wounding it severely as well.
One of the frogs grins, and begins a magical chant. An oppresive weight seems to settle onto half the combatants on the battlefield, trying to restrict your movements.
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Yanda, I believe this will trigger your Lesser Talisman of Triskelion if you fail the save. Patros, can you provide a breakdown for how your will and reflex saves are calculated? I think you might have a cloak of resistance +1 counted twice as well as including charmed life in the breakdown, which will only be able to apply to one of the saves.
Rogjameda (Mirror Images 6 Images/49 Rounds)
Zombie Clerk
Bear Head Eagle Talon Daemon (-4 Str penalty, 6 Rounds)
Red Ape Daemon (-55 HP, Deaf)
Yanda (Fly, 79 rounds, 12/17 bombs)
Yellow Frog Daemon
Alain (19 or 9 Damage Reflex DC 19, Will DC 15 or Slowed 8 rounds)
Donahan (19 or 0 Damage Reflex DC 19, Will DC 15 or Slowed 8 rounds)
Patros (19 or 9 Damage Reflex DC 19, Will DC 15 or Slowed 8 rounds)
Airon
Black Frog Daemon
Metalwhiz
Blue Ape Daemon (-30 HP)
Alain+Donahan, Patros and Airon are up! Yanda also needs to make the will save.

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Sorry for being MIA the past day or so. Anniversary, plus sick kid. So the doors are closed, yet these daemons can be attacked from where I'm standing/mounted? My attacks/actions will be done upon answer to that question.
Alain will save: 1d20 + 5 ⇒ (10) + 5 = 15
Donahan will save: 1d20 + 3 ⇒ (9) + 3 = 12

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yeah..i screwed up earlier with my purchases...i already had a +1 cloak...we'll use the new saves i have calculated...the adjusted Ref and Will are +11 and +7...and fort is +5...accounting error...i am an idiot...
ref: 1d20 + 11 ⇒ (14) + 11 = 25
will: 1d20 + 5 ⇒ (8) + 5 = 13
Patros dodges some of the breath weapon, but suffers the effects of the spell/ He moves to close with the frogs and readies to fend off an attack on him.
p/r: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 321d20 + 17 - 1 ⇒ (8) + 17 - 1 = 241d8 + 9 + 6 ⇒ (1) + 9 + 6 = 16