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reflex save: 1d20 + 3 ⇒ (20) + 3 = 23
reflex save: 1d20 + 3 ⇒ (10) + 3 = 13
reflex save: 1d20 + 3 ⇒ (2) + 3 = 5
reflex save: 1d20 + 3 ⇒ (7) + 3 = 10
assuming that I can't actually do anything after that string of saves...

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Willard stares a moment, and relays to the others the weaknesses of the air elemtnal that he knows... before taking his wand again and firing at the thing...
Knowledge, Arcana?: 1d20 + 13 ⇒ (20) + 13 = 33
Magic missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5

DoubleGold |

Garista avoids the slam but is lifted 60 feet in the air. You only needed 2 saves not 4 and you can still do something. You don't fall to the ground until the start of its next turn.

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@DoubleGold- Garista did not roll her saves from round 1. Hence the set of 4 rolls (I imagine). :)

DoubleGold |

Marcus did hit the thing twice left one 8 dmg. Right one 37 dmg as it was mm twice this turn.
Willard hits the thing, also Defensive Abilities air mastery; DR 5/—; Immune elemental traits
All who got lifted take dmg: 10d6 ⇒ (2, 3, 3, 4, 4, 1, 4, 4, 6, 3) = 34
Garista, you can still do some ranged attack in the air, which would have been on your last turn before you got knocked out. Also don't worry about the other reflex saves since I missed it.
It will lift everyone within 10 feet of it again 2 reflex saves to all within the right one dc 20 Garista, don't worry about it, it only lifts those who are standing up, not those on the ground unconscious so you won't automatically take more damage or fail a death save. Just roll your death save.
The other one will fly by attack Marcus hit: 1d20 + 16 ⇒ (1) + 16 = 17 but miss.
All heroes are up

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@DoubleGold - 10d6 damage seems a bit too much for a 60 feet fall. It is 1d6 per 10 feet for a total of 6d6 damage for a 60 feet fall. Characters will be prone after the fall as well if they suffer any (lethal) falling damage.

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Garsita would have her glaive in her hands, so not be able to switch to a ranged weapon in the air.
con check: 1d20 + 1 ⇒ (3) + 1 = 4
It's quite possible that the scenario specifies the amount of damage, or the enemy stat block, rather than the general rules.

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Jilla gets picked up by the whirlwind!
Reflex save (+ haste): 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Reflex save (+ haste): 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

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Reflex 1 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Reflex 2 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Marcus will try to pile onto the elemental on the right:
1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 vs touch
BOOM!
1d12 + 5 ⇒ (11) + 5 = 16 damage (Magic, B+P) (if it hits)
*clink*
Haste 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 vs touch
BOOM!
1d12 + 5 ⇒ (5) + 5 = 10 damage (Magic, B+P) (if it hits)
*clink*
Attack no. 2 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 vs touch
BOOM!
1d12 + 5 ⇒ (9) + 5 = 14 damage (Magic, B+P) (if it hits)
*clink*

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Igor easily hears the thumps and cries of falling comrades with his finely tuned half-elf ears. He casts a simple incantation to turn invisible. Hopefully he will be able to reach and heal the worst injured before it might be too late.
Vanish is cast.
The invisible wizard then tries to sneak to the opposite doorway and elude the air elementals.
Stealth, Invisible, moving more than half speed: 1d20 + 1 + 20 - 5 ⇒ (7) + 1 + 20 - 5 = 23
Perception rolls should be made at -1 per 10 feet penalty for the elementals with an additional -20 penalty to pinpoint the square that Igor is in.

Tiny Pebble |

Tiny Pebble decides to merge into the wall (or floor) with his earth gliding ability.

DoubleGold |

@DoubleGold - 10d6 damage seems a bit too much for a 60 feet fall. It is 1d6 per 10 feet for a total of 6d6 damage for a 60 feet fall. Characters will be prone after the fall as well if they suffer any (lethal) falling damage.
My fault, Garista, you only took 21 damage not 34 damage. That being said 2 reflex saves since you're still up and if you pass you can take your turn as con save was from last turn.
The one on the right is hit twice, minus the damage reduction. 57 dmg on the rightFor all those who were slammed take dmg: 1d8 + 6 ⇒ (8) + 6 = 14
For all those in the air, if you can do something, do it, otherwise they'll drop you beginning of turn and try again.

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"Wheeeeee!" Jilla grins widely as she's spun around at tremendous speeds, an experience she's never had before!

DoubleGold |

Garista You took less damage than I though, way less. I forgot to check how high the ceiling was and the game specifically says 20 feet. Whirlwind can lift you 60 feet, but it can't lift you above the ceiling so you only took 5 damage from that fall, the first 2d6.
Everyone who was lifted by whirlwind this turn dmg: 2d6 ⇒ (5, 1) = 6 and you're prone
Both of them will do it this time. If you next to one within 10 feet, roll 2 reflex saves, if you are next to 2 of them within 10 feet, 4 reflex saves
All heroes are up

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Willard shakes his head from the fall, again pointing the wand at the creature and firing two bolts of energy
Magic missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9

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Igor takes advantage of his invisible status to get in close and cast a spell without fear of reprisal. He sends a wave of flame out at the very damaged elemental.
Burning Hands, Intense Spell, Reflex DC 17: 5d4 + 3 ⇒ (1, 4, 3, 4, 4) + 3 = 19

DoubleGold |

Willard hits it.
reflex: 1d20 + 15 ⇒ (1) + 15 = 16 fail and igor kills it
reflex: 1d20 + 15 ⇒ (20) + 15 = 35 pass and Igor does a little bit of damage to the other one.

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"Thanks, that was awesome!" Jilla tells the moving column of air, as it releases her and she lands gracefully on her feet. "I don't even remember why we're fighting! Maybe you oughtta just let us be?"
Succeed on Cat's Fall feat to take no damage from 20' fall and land on feet.
Attempting Intimidate (demoralize). This will fail if the creature is mindless (Jilla didn't identify it). As far as I can tell from a quick-look, demoralize is not language-dependent. But if I'm wrong and the attempt automatically fails for one reason or another that's okay!
Cat's Fall Feat Acrobatics check: 1d20 + 7 ⇒ (20) + 7 = 27
Intimidate (demoralize) w/ size penalty): 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9

DoubleGold |

Oh, sorry, didn't see that Garista. Yes you can try your escape artist check.

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Garsita sends a spiritual weapon to attack the nearest elemental since that can attack even if she's spun around again
a ghostly glaive appears
spell's first round attack: 1d20 + 7 ⇒ (20) + 7 = 27
critical hit confirm: 1d20 + 7 ⇒ (4) + 7 = 11
regular damage: 1d8 + 1 ⇒ (2) + 1 = 3
extra critical damage: 2d8 + 2 ⇒ (3, 7) + 2 = 12
wow, 15 damage if the critical hit confirms

DoubleGold |

It goes again, this time two slams after taking some more damage from Garista, regular hit.
hit: 1d20 + 16 ⇒ (4) + 16 = 20 vs Garista dmg: 1d8 + 6 ⇒ (2) + 6 = 8
hit: 1d20 + 16 ⇒ (18) + 16 = 34 vs Garista dmg: 1d8 + 6 ⇒ (7) + 6 = 13
all heroes are up

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Jilla backs up, pursing her lips as she tries to think of a solution to these pesky foes!
5' step and total defence.

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@DoubleGold - Would you mind cleaning up the map. We are down to one elemental. The elemental that did not die should not have taken any damage from the Burning Hands spell (it was not in its area of effect at the time).
This is the last full round of Haste
Igor sends a mystical bolt of force energy at the remaining elemental before using his last burst of speed to move back into a position of relative safety.
Force Missile, Intense Spell: 1d4 + 3 ⇒ (3) + 3 = 6

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Willard steps away, continuing the assault with his magical wand, again firing two missiles from it...
Magic Missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4

DoubleGold |

didn't realize I had both of them still on there, thanks.
Igor and Willard blast it
Jilla you can retake your turn, I that one that was next to you isn't there, so you don't have to 5 foot step.

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@GM: I think you may have removed the wrong one. The one you removed was the one we were all huddled around fighting. (though I could be wrong!) You may find it handy to use colored borders to distinguish foes both on the board and in summarising results.

DoubleGold |
1 person marked this as a favorite. |

Botting Marcus,
Marcus will try to pile onto the elemental on the right:
hit: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 vs touch
BOOM!
dmg: 1d12 + 5 ⇒ (4) + 5 = 9
haste
hit: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 vs touch
BOOM!
dmg: 1d12 + 5 ⇒ (4) + 5 = 9
Attack no. 2 hit: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 vs touch
BOOM!
dmg: 1d12 + 5 ⇒ (9) + 5 = 14
Marcus finishes it off. Combat over
12 disguises many faithful believed Aroden used while traveling the world (artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief ).
35) opening onto a narrow set of stairs leading downward into the cathedral’s crypt. This maze of tunnels is beyond the scope of this scenario and is very heavily guarded by Hagla’s troops, throngs of whom can be heard chanting warcries in Goblin.

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"Wow Marcus, good shooting! Well folks, we better hurry up with our rescue--they'll certainly know we're coming!"
Jilla rushes off toward the center of the cathedral.

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Igor recovers a trio of spells with three pearls of power. He then reads the Azlanti writing, recognises the identity of the ballusters and easily notices the magical items under the altar.
He reads Azlanti, 21 Knowledge Religion on a take 10, 32 Perception on a take 10.
"Just a moment Jilla. Don't you want some treasure?"
The half-elf points to the magical circlet and the Hat of Disguise under the altar.

Tiny Pebble |

Tiny Pebble comes back to rejoin his master.

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Igor looks at the others that have neglected to heal themselves. The wizard is not one to normally interject but does so now.
"We are in a rush but some of you are quite beat up. Heal up and then we can proceed."
I have noticed that some players are not updating their taglines for damage taken. This is not a free form game where the characters automatically win and never die.

Tiny Pebble |

Tiny Pebble retrieves the magical treasure under the altar.
It is now party treasure and anyone can use it. :)

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Willard fishes out another wand, asking Garista to please use it on him. There is a lot happening in this, the Starfall Doctrine and other things. Anyone else need healing? he asks
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
7/50 charges on the wand

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Seeing that several party members need healing, Garsita gathers everyone to channel positive energy.
2d6 ⇒ (5, 3) = 8
hopefully that saves you at least a charge or two, Willard
Garsita then uses wands as anyone else needs.
Garsita's healing with her own wand: 2d8 + 2 ⇒ (5, 7) + 2 = 14

DoubleGold |

Igor looks at the others that have neglected to heal themselves. The wizard is not one to normally interject but does so now.
"We are in a rush but some of you are quite beat up. Heal up and then we can proceed."
I have noticed that some players are not updating their taglines for damage taken. This is not a free form game where the characters automatically win and never die.
Yeah, I should probably be posting that. I've been keeping track, but haven't been posting it like other Dms. I can tell if it has/hasn't been done. It probably helps the other players. That being said, you're all given a chance to heal, so all or most of you will probably be at full gain. Most players have more HP than what it is showing right now. Like, willard is at 22/22 instead of 20/22. I'll give it a day before I post the update.
Where to now? Room 8, Room 9, All the qs, all the cs on the map, or you can attempt to long rest.
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Willard asks, Should we head into the left, and check the rest of the rooms in this large part of the building before going up the towers? and he'll start moving in that direction.

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Jilla hops from foot to foot, impatiently waiting for her cautious allies to heal their bruises and booboos. "Finally!" she says.
@GM: I've been keeping track. I'm one of those players that doesn't stress about fully healing up after every encounter.

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Thank you for botting - I'm at 30/40 hp per my tagline, right? So after Garista's +8 from channeling, I'm at 38/40 hp?
Thank you Garista - Left sounds good to me.

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The two reflex saves from my botted turn: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 = fail, so take damage 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 succeed so no lift, I believe?
'tis but a scratch, but I appreciate your ministrations, Willard!
Wand of CLW x3 charges from mine 3d8 + 3 ⇒ (5, 7, 7) + 3 = 22 should be enough to heal back up, I expect?

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Igor nods at Willard's suggestion.
"Sure, we can check the room to the left."
Alright room 8 then. :)

DoubleGold |
1 person marked this as a favorite. |

Alright, everyone place yourselves in room 8 or just before room 8 on the left hand side, at or before the green line.

DoubleGold |

As you round the corner, you see hobgoblins and they see you.
init: 1d20 + 10 ⇒ (8) + 10 = 18 Igor
init: 1d20 + 7 ⇒ (9) + 7 = 16 Marcus
init: 1d20 + 1 ⇒ (6) + 1 = 7 Jilla
init: 1d20 + 5 ⇒ (8) + 5 = 13 Willard
init: 1d20 + 4 ⇒ (6) + 4 = 10 Garista
init: 1d20 + 4 ⇒ (13) + 4 = 17 Hobgoblins

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@DoubleGold - Does it look like they want to talk or are they openly hostile?

DoubleGold |

Openly hostile, a potion in one hand, a weapon in another hand.
Front one has a mace, back one has a in one hand bow. They both have the same weapons, it is just what they have pulled out.

DoubleGold |

Putting Igor on delay. They drink their potions of invisibility and move around or do something else, you hear it. I left their last known locations on the map.
All heroes are up