
Vildran Aistellmar |

Suddenly I have a bad feeling around removing that barricade. I'm starting to thing we would agree with whatever the cultists decided to trap in there...
He eyes it warily, thinking another cythnigot at worst.

Autumn Forfallan |

I definitely need to buy some replacement picks the next time we go shopping. Right now I miss the ‘Take 20’ rule from PF1e.
With a slight shake of her head Autumn returns and indicates that there’s no sign of activity nearby. “If it was Ordwi, they’d just lock her in a room like Morga’s great-aunt,” she responds to San. “Unless she’s turned into a werewolf, there’s no reason to add a barricade.” Still, San does have a valid point—just not in the right place. Now that she’s certain the place is devoid of cultists, she walks up to the padlocked door and knocks. “Ordwi? Is anyone in there?”
Hearing no response, she gives a half-hearted nod of agreement with Vildran. “Yes, but something’s off. Whatever is in there sounds smaller and weaker than it should.” Curious in spite of herself, she approaches the barricade to listen more closely.
Can Autumn use Perception +5 or Occultism +4 to know more about the creature?

Morga Blackhammer |

Morga glowers, unsure of what to do. It could be acting weak until the door opens. There could be another-- "It could be another ooze. And I can only cast Heal once more today. Let's come back to this. It sounds small, too small to be Ordwi, and it's obviously not going anywhere. ...If we can't find her up here, she's either been killed already or taken down below. We can't afford to get sidetracked."

San Thevin |

"Yeah, lets not dwell where we don't need to. Though I could try to force the lock over there. I don't have the right tools but I might be able to pop it."
Athletics to force open with -2 for no crowbar?
Athletics (T): 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16

Morga Blackhammer |

"I could try too, I guess." Morga also takes a turn smashing her shoulder against the locked door.
Athletics, no crowbar: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
"Ow. No. Not gonna happen." She rotates her shoulder gingerly several times to work out the pain.
"So do we waste another day to rest before going down the stairs so we can be fully fresh for whatever's left of the cultists? Or hurry to find Ordwi in case it's not too late?" The haunted look in Morga's eyes speaks to her guilt about how long her great-aunt lay abandoned while she rested. And rested again. And rested again. And--well, she's lost count of how many times the group has rested as a precaution, but it was clearly too many times for her elderly relative's health. And if Ordwi is in the same type of situation...

Autumn Forfallan |

Assuming Autumn doesn’t learn anything about the creature that would change her mind …
Autumn looks doubtful at the idea that the unknown creature behind the barricade is an ooze—she doesn’t recall the ooze making such sounds—but she nonetheless agrees with leaving the barricade alone. Whatever is back there isn’t human—and hence neither a sick patient like Ordwi, nor a cultist who needs killing—so it can wait.
“Let’s head downstairs then. Just use your healing kit if anyone’s wounds are still bothering them—there’s no need to waste an entire day.”

GM Cellion |

Returning to the secret lab on this floor, you look down the stairs into what appears to be even gloomier darkness deeper below. The stairs are straight as an arrow, steep, and have been cut perfectly smooth. You can't see the bottom from the floor you're on.
I'll give you a moment to make any preparations before heading down. If anyone has any other unfinished business on this floor, now's a good time to resolve it.

Vildran Aistellmar |

“Let’s head downstairs then. Just use your healing kit if anyone’s wounds are still bothering them—there’s no need to waste an entire day.”
Vildran has a moment of anxiety over his depleted spells, but he doesn't say anything out loud about it. His basics are still usable, and he has the wands.
Looking down into the gloom, he looks around at the group and begins incanting orbs of light.
Who would like one before we proceed?
He affixes one to the top end of his staff and looks down the stairs again.
Everybody ready for a fresh set of nasties?

San Thevin |

Not sure of the situation at the bottom of the stairs, San holds his bow at the ready. "Thanks for the light. Might as well have one float by me. I'd rather be a target for hostilities than you or Autumn." Straining his senses, San tries to detect any threats before they are encountered.
Perception +6; between medicine checks and repairing lock picks, stupefied should be cleared.

Autumn Forfallan |

Autumn nods her thanks to Vildran but politely declines. “Thanks, but I’d prefer to hide in the shadows.” She gives San a grateful look for volunteering to be a target, then gathers assorted scraps of metal from the laboratory—nuts, bolts, broken armatures and the like—and adjusts her boggard badge so that it’s prominently displayed. “Hopefully there are more helpful boggards down there.” She loads her crossbow, puts an oil of potency in her pocket for ready access, then gives the others a determined nod. “Ready when you are.”
Avoid Notice

Morga Blackhammer |

Like Autumn, Morga fills her pockets with random scraps of metal. "You got that thingy from Gurga to prove that we're their allies?"
She declines a light. Shield up, she takes the lead down the stairs.
Exploration Activity: Defend

GM Cellion |

Down we go! Map updated. Also, yes, stupefied has dropped off at this point.
Vildran: 1d20 + 4 ⇒ (11) + 4 = 15
San: 1d20 + 6 ⇒ (14) + 6 = 20
Autumn: 1d20 + 7 ⇒ (6) + 7 = 13
-
1d20 + 10 ⇒ (17) + 10 = 27
-
1d20 + 10 ⇒ (14) + 10 = 24 1d10 + 4 ⇒ (5) + 4 = 9
1d20 + 10 ⇒ (20) + 10 = 30 1d10 + 4 ⇒ (7) + 4 = 11
The stairs descend down and down, the passage growing colder as they drop over a hundred feet deeper into the earth. Without a light of her own, Morga sees her own shadow dancing on the steps ahead of her, the outline wavering from the lights cast behind her. She has to check her eyes when she notices that the passage ahead is gradually lightening, and then the stairs are done.
San's light spills out into the landing. This forty-foot-high chamber is dimly lit by flickering flames inset into small silver-lined nooks. The carefully controlled light artfully illuminates several painted frescos on the opposite wall. This tall gallery hosts finely crafted depictions of a horned and hooved giant in rusted full plate accomplishing great tasks of utter destruction, with the last in the series showing some sort of ritual. Part of the wall in the southeast corner has caved in somewhat, but the hallways exiting the chamber to the north and south are still intact. To the west, a massive fifteen-foot-wide iron door seals the passage beyond; sharp spikes and blades of rusted metal cover the entire surface.
You're caught off guard as two figures approach the stairwell, each one padding quietly but swiftly toward you. As they come into view you see their jointed jaws, long claws and tongues and gleaming, envious eyes. More sinspawn! These wield long curved halberds that they quickly put to use stabbing at Morga.
Their attacks prove both coordinated and brutal. She blocks the first stab with her shield (Shield block reducing a 9 dmg hit to 4 dmg) but that just leaves an opening for the second sinspawn to impale her leg (crit for 22 dmg).
Keep in mind that stairs are difficult terrain while moving up them, but normal terrain while moving down.
|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran
San (5 dmg)
Morga (27 dmg)
Sinspawn Red
Sinspawn Blue

Vildran Aistellmar |

He never gets used to it. Vildran looks on in horror as they slash at Morga.
Morga!
He quickly draws protective runs in the air, and they expand outward in a small (for now) circle.
◆ Cast a spell: Protective Wards
He transitions seemingly into the next gesticulation, pointing at the sinspawn to the right...
◆◆ Cast a spell: Void Warp vs RED
Void damage RED, DC18 basic fortitude: 2d4 ⇒ (2, 2) = 4
On a critical failure, the target is also enfeebled 1 until the start of your next turn.

Morga Blackhammer |

Unfortunately, Morga already did Battle Medicine on herself today, so that's not an option. She's at 2 HP.
Well, that's not good. Morga resists the urge to put her hand on the horrific gash on her leg; the blood on her hand would make doing everything else more difficult, and her hand isn't big enough to stop the bleeding from such a long, deep cut. "Plan?!" She calls back desperately to her team.
Delay until Autumn and San post, though it's not going to change initiative order. (I like Autumn's plan of an illusory wall.)

Autumn Forfallan |

Autumn gasps when the sinspawn nearly take Morga down with just two vicious slashing attacks. Instinctively her eyes flash, and she sweeps her open palm laterally before her, as if trying to ward the abominations off with a protective spell. In response, a solid stone wall materializes, stretching across the room at the foot of the stairs. Five-feet wide and twenty-feet high, the thick barrier seems utterly impenetrable.
“Run!” she shouts back at Morga, and sets an example by hurrying back up the stairs. “We need to regroup!”
**Cast Illusory Object (stone wall - red object on map), *Stride
--If San wants me to, I'll delay to do this after his turn (not sure what he has in mind for his actions and the wall might interfere)

San Thevin |

San once again swaps his bow for his hammer and gets ready to repel the beasts from their pursuit past the wall Autumn has summoned.
Interact to bring out hammer, Two actions to ready a trip against the first sinspawn to get in range.
Either only one can attack or one has to get in range for both to attack... I can either fight back against the one or try to tank the other.

Morga Blackhammer |

Autumn doesn't have to tell Morga twice. She turns, brushing past San, and limps up the stairs as quickly as her shredded leg will let her. As she passes Autumn, she gives the sorceress's arm a brief squeeze. "Good call. Thanks." She feels like a failure, putting Autumn and Vildran between herself and the sinspawn, but until she's patched up her leg, her shield won't protect them long enough for it to matter anyway. How do adventurers put up with this? And why?
◆ Stride, ◆ Stride, ◆ Stride

GM Cellion |

Why indeed!
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (18) + 6 = 24
-
1d20 + 10 ⇒ (10) + 10 = 20 1d10 + 4 ⇒ (2) + 4 = 6
1d20 + 10 ⇒ (4) + 10 = 14 1d10 + 4 ⇒ (10) + 4 = 14
You can hear the sinspawn shifting somewhere behind the wall, and then you spot the end of a halberd tentatively poke through the illusion. A second such halberd follows as the creatures probe at the wall. Perhaps it was hearing you clearly on the other side that convinced them, but it doesn't take them long to disbelieve and push through (Still ate some actions though!) The red sinspawn steps up and attacks from inside the wall, now able to see through it. The attack lands, though its not as severe as the strikes Morga took (6 dmg).
The blue sinspawn follows, ascending up the steps to get into a position where it can attack San... only to find San ready for it. He goes to trip it but overextends himself. He slips on the smooth stone underfoot and falls prone himself (that's a painful nat 1). Perhaps the blue sinspawn is caught a bit off guard by this maneuver, because it's own swing is slow enough that San manages to roll to the side and avoid it.
|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran
San (11 dmg, prone)
Morga (27 dmg)
Sinspawn Red (4 dmg)
Sinspawn Blue

Vildran Aistellmar |

Woohoo! The illusory wall trick seems familiar :)
Acting swiftly as things continue to escalation, Vildran draws his wand of grease...
◆ Interact: draw wand of grease
a greasy sheen appears below their feet but disappears behind the illusory wall.
◆◆ Cast a spell (from wand) Grease (DC18, Duration: 1 minute, area marked on map)
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
Grease round 1/10

Autumn Forfallan |

Pleased by Morga’s affirmation and demonstration of common sense, Autumn flashes a tight but genuine smile as the dwarf hobbles past. “Staying alive is always the right choice,” she responds, but there’s no time to celebrate the walking wounded’s successful retreat—her illusion doesn’t last nearly as long as she would’ve liked.
With San apparently committed to holding his ground—to the point of hugging it, even—the sorceress gives the lead sinspawn the evil eye and unleashes a magical bolt that phases through Vildran en route to its target.
Intimidation: 1d20 + 8 ⇒ (1) + 8 = 9
Phase Bolt attack & damage (P): 1d20 + 8 ⇒ (11) + 8 = 193d4 ⇒ (4, 1, 2) = 7
*Demoralize Blue, **Cast Phase Bolt at Blue

GM Cellion |

1d20 + 9 ⇒ (16) + 9 = 25
|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran
San (11 dmg, prone)
Morga (27 dmg)
Sinspawn Red (4 dmg)
Sinspawn Blue (7 dmg)

Morga Blackhammer |

Unable to do much, and unwilling to flee unless San comes too, Morga dithers. She hobbles back down a step so that she can heal San instantly, and casts Guidance on Vildran and San.
"San! How tight is their grip on those halberds?" With any luck (haha), San will be able to disarm one of them and toss the weapon up the stairs. Even if no one else can use it, at least the sinspawn won't have the advantage of reach anymore. Of course, Morga realizes this is wishful thinking. Hopes and daydreams will get us all killed. Again.
◆ Stride, ◆ Cast a spell, ◆ Cast a spell

San Thevin |

San, from his spot on the ground, lashes out at the beast in front of him. A swift kick at a knee attempts to bring the sinspawn into the grease at his feet. He follows that up with a swing of the hammer before trying to knock the weapon out of its hands.
Trip, strike, disarm. Both athletics are vs Reflex
Athletics (T): trip, Guidance: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Warhammer (E): 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Athletics (T): disarm: 1d20 + 7 - 10 ⇒ (10) + 7 - 10 = 7 can't be any more off guard, and what if I crit??

GM Cellion |

1d20 + 6 ⇒ (16) + 6 = 22 1d8 + 4 ⇒ (7) + 4 = 11
1d20 + 9 ⇒ (9) + 9 = 18
1d20 + 9 ⇒ (18) + 9 = 27
The blue sinspawn, furious at the injury, slams the butt of its halberd into San's head and then launches itself at him, biting at his arm with its jaws. His blood sprays as he falls unconscious. (14 dmg and 11 dmg) Within Autumn's illusory wall, the second sinspawn tries to advance upon the rest of you, but you see its limbs flailing out of the wall's surface as it wobbles off balance initially. It steadies itself and moves in, advancing slowly through the grease and up the stairs. It reaches Vildran but has not enough time left to bring its weapon to bear.
|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran (guidance)
San (26 dmg, prone, dying 1)
Morga (27 dmg)
Sinspawn Red (4 dmg)
Sinspawn Blue (18 dmg)

Autumn Forfallan |

“Save your healing!” Autumn calls out sharply over her shoulder to Morga. She knows that the well-intentioned dwarf probably wants to heal San, but that would result in nothing more than a bloody mess on the ground trapped between two sinspawn. Besides, she might need that healing for herself, especially with how disastrous this battle has been.
“Vildran, burn them!” she cries, remembering how devastatingly effective his cone of fire had been against the cultists. “We need to kill at least one of them!” With her one eye seemingly melting into malicious midnight, the sorceress glares at the approaching sinspawn, turning its own envy against itself, and then launches a perfectly aimed phase bolt at the other, more seriously injured one.
Phase Bolt attack & damage (P): 1d20 + 8 ⇒ (20) + 8 = 283d4 ⇒ (1, 1, 1) = 3
*Cast Jealous Hex on Red (Will save DC 18)
**Cast Phase Bolt at Blue (this should draw Red's reactive strike to make it safe for Vildran to act)
Blood Magic is active: You deal 4 mental damage per spell rank (basic Will save) to the 1st creature that deals damage to you before the end of your next turn; if no creature damages you in that time, you gain temporary HP at the beginning of your next turn equal to the spell’s rank. These temporary HP last until the beginning of your following turn.

Vildran Aistellmar |

Assuming the fire will go *over* San and not burn him...
Acting quickly at Autumn's suggestion, Vildran's hand moves down to his belt, simultaneously tucking the wand of grease and grabbing the wand of breath fire...
◆ Interact: swap a held item
Pointing it down the stairs but at shoulder height so that the cone manifests into the sinspawn but over San...
◆◆ Cast a spell (from staff): Breath Fire (15 foot cone over BLUE and RED)
Fire damage BLUE/RED, DC18 basic reflex: 2d6 ⇒ (3, 6) = 9
He quickly pulls his arm back, bracing himself for their wrath.

GM Cellion |

San is in a line with the two foes, so you could angle a cone to hit only the first one, but not to hit both while missing San.

Vildran Aistellmar |

Darn, RED it is then

Morga Blackhammer |

As soon as San's head clonks onto the step, Morga casts Stabilize on him, then backs up. "This is going about as well as last time," she sourly gripes. Fear grips her guts; dying is such an unpleasant experience, and getting yanked back to life is so disorienting. You'd think she'd be used to it by now, but knowing how awful it will be makes her feel like she's about to soil her pants.
◆◆ Cast a spell, ◆ Stride

GM Cellion |

1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18 1d10 + 4 ⇒ (2) + 4 = 6
1d20 + 9 ⇒ (13) + 9 = 22
-
1d20 + 10 ⇒ (5) + 10 = 15 1d10 + 4 ⇒ (3) + 4 = 7
1d20 + 6 ⇒ (18) + 6 = 24 1d8 + 4 ⇒ (2) + 4 = 6
-
1d20 + 9 ⇒ (20) + 9 = 29
1d20 + 10 ⇒ (11) + 10 = 21 1d10 + 4 ⇒ (4) + 4 = 8
1d20 + 5 ⇒ (11) + 5 = 16 1d10 + 4 ⇒ (4) + 4 = 8
Red dodges part of the flame wave from Vildran and follows by striking back at him. A swing of the creature's halberd glances off Vildran's mystic armor, but it follows with a savage bite that catches Vildran's arm. (6 dmg)
Vildran Will: 1d20 + 7 ⇒ (4) + 7 = 11
He pulls his arm free but finds his mind is overwhelmed by surges of envy that leave him reeling. All he can think about is the treasures others in the party have obtained while he's been left with so little. (The surge of envy leaves you sickened 2) The other sinspawn smoothly steps up and onto San, stabbing past its ally. The halberd slices into Vildran's leg once, but a second stab bounces off the wall as the sinspawn tries to maneuver the attack in the corridor. (8 dmg)
|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran (14 dmg, sickened 2)
San (26 dmg, prone, unconscious)
Morga (27 dmg)
Sinspawn Red (8 dmg)
Sinspawn Blue (24 dmg)

Morga Blackhammer |

Staring down at two unarmored spell casters holding back her certain death, Morga casts Fear on the nearest sinspawn, then dashes up some more steps, shame burning her ears. I can't save them if those things cut me down with them. Bile rises in her throat. Why is it so hard to protect people?
Red needs to make a DC 18 Will save vs. Fear.
◆◆ Cast a spell, ◆ Stride

GM Cellion |

|||| INIT ||||
Autumn (Stage 2 Rust Creep)
Vildran (14 dmg, sickened 2)
San (26 dmg, prone, unconscious)
Morga (27 dmg)
Sinspawn Red (8 dmg, frightened 2)
Sinspawn Blue (24 dmg)

Autumn Forfallan |

“Worse,” Autumn replies emphatically, “so much worse.” Last time the sinspawn didn’t have elongated slashing weapons that could cut you down from a distance, and last time they at least killed one of them before the situation turned truly dire. The sorceress turns and flees, risking another halberd strike while leaving the elves to their doom, when suddenly she skids to a reluctant halt. With a silent curse she realizes her fate is tied to the wizard’s—without Vildran’s lights, which she had foolishly refused, she’d be stumbling up the stairs in the dark. It wouldn’t take more than a minute for the sinspawn to hunt her down.
With this grim realization Autumn turns and stands her ground. With a flick of her wrist she looses another phase bolt, hoping against hope to take down the more injured sinspawn. “Where’s Meitremar?” she asks the abominations in a taunting voice, wondering if they were even capable of speech like Azomi. It seems absurd, but somehow she would feel safer and more confident if they actually spoke. Words were always her favorite weapons.
Phase Bolt attack & damage (P): 1d20 + 8 ⇒ (16) + 8 = 243d4 ⇒ (4, 4, 3) = 11
Thank you dice gods! That damage roll definitely makes up for the last one.
*Stride
**Cast Phase Bolt at Blue
1 temporary HP from Blood Magic

Vildran Aistellmar |

Gaaaaaah! Vildran yells as he shakes the toothed jaw off of him. The sickness hits him immediately.
He wants badly to retch but his body is racked with so much more pain than just the nausea that he knows he'll soon join San on the floor.
He turns to run, bringing his light with him.
◆ Stride
◆ Stride
Ending up between Autumn and Morga presuming they don't take him down with new reactive strikes..., he doubles over and starts to unload his stomach onto the stairs. He feels cool and clammy, so that he hasn't even taken stock of his own injuries.
◆ Retch (fortitude), sickened 2: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Here's hoping Autumn took down BLUE with that phase bolt...

GM Cellion |

1d20 + 9 ⇒ (15) + 9 = 24 1d10 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (11) + 4 = 15 1d10 + 4 ⇒ (9) + 4 = 13
While Vildran doesn't recover from his sickening, the distance you've opened up means the red sinspawn has to slowly and ominously ascend after you. It reaches Autumn for another slash, tearing into her chest with a slash, and leaving her conscious only by virtue of her blood magic (8 dmg, so that 1 temp HP from the blood magic was the only thing that leaves you upright!).
|||| INIT ||||
Autumn (21 dmg, Stage 2 Rust Creep)
Vildran (14 dmg, sickened 2)
San (26 dmg, prone, unconscious)
Morga (27 dmg)
Sinspawn Red (8 dmg, frightened 1)

Vildran Aistellmar |

Vildran continues spilling his guts on the stairs.
◆ Retch (fortitude), sickened 2: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
I missed the DC, but I doubt that's it.
It doesn't help, but he gathers his will to thrust his staff forward at the remaining sinspawn to send a bolt of fire at it.
◆◆ Cast a spell (from staff): Ignition vs RED
Spell attack RED, fire damage, sickened 2: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 172d4 ⇒ (3, 4) = 7
Critical Success The target takes double damage and 1d4 persistent fire damage.

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

(Might have missed mentioning it, but DC18 for retching)

Autumn Forfallan |

Not. Yet.
Despite her grievous wounds, somehow Autumn remains proudly on her feet, fueled by blood and spite. She is her mother’s daughter—the same mysterious magic runs in their veins, and she will be damned if this hateful beast lays her low before she can find her mother. At the same time, she is a realist, and as the stairs wobble and shift within her blurred vision, she knows she is on her last legs.
“Morga! Back up!” she gestures feebly at the dwarf, trying to clear a space within reach of her bloodied legs. Then she stares down the sinspawn, defiant, and looks past at the crumpled form of San. With half-closed eyes she focuses on memories of her mother, willing her magic into a more protective form, one that would bolster and soothe the archer’s mind, soul, and body. When San regains consciousness, she smirks, knowing—and surprisingly trusting—that he will come to their aid, even if only as a distraction. Then she hobbles up the stairs, just beyond the sinspawn’s reach, before turning to glare back down at her foe. Go ahead and strike me down, but vengeance is still mine.
Soothe HP for San: 1d10 + 4 ⇒ (1) + 4 = 5
Delay to after Morga.
**Cast Soothe on San
*Stride 10’ upstairs (to where Morga was)

San Thevin |

1d10 and rolls a 1...
Feeling the surge of vitality bring him back to consciousness, San takes stock of the situation. Seeing one sinspawn laying lifeless already, he looks up the stairs to see the other one still harassing the others. Grabbing his bow, he stands and takes a shot.
Interact, Stand, Strike
C Longbow(E): 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Morga Blackhammer |

“Morga! Back up!”
"On it!" Swiftly, Morga slaps a bandage on the worst of Vildran's wounds before casting Guidance on Autumn and hobbling woozily up the stairs. I'm losing too much blood...
Battle Medicine on Vildran, expanded Healer's toolkit, DC 15: 1d20 + 9 ⇒ (18) + 9 = 27 Wahoo!
Vildran's HP healed (CRIT): 4d8 ⇒ (2, 7, 5, 7) = 21
Now I believe everyone is immune to Guidance for an hour.
◆ Battle Medicine, ◆ Cast a spell, ◆ Stride

GM Cellion |

A minor adjustment to posting order...
-
1d20 + 9 ⇒ (6) + 9 = 15 1d10 + 4 ⇒ (4) + 4 = 8
1d20 + 5 ⇒ (2) + 5 = 7 1d10 + 4 ⇒ (8) + 4 = 12
Autumn takes the opportunity of the exchange of fire to duck back past Vildran and heal San from a distance. From his spot near the bottom of the stairs San's able to grab his bow and sink an arrow into the creature's back.
By this point the sinspawn is surrounded and sporting multiple wounds, but its fury is hard to dampen. It slashes away at Vildran, but finally fate seems to be turning to your side, as both blows catch upon the walls of the stairwell and Vildran is left unscathed. The sinspawn starts to stagger away, ending up next to San.
|||| INIT ||||
Autumn (21 dmg, Stage 2 Rust Creep)
Vildran (8 dmg, sickened 2)
San (21 dmg)
Morga (27 dmg)
Sinspawn Red (19 dmg)

Autumn Forfallan |

Even though she continues to bleed from two deep wounds, Autumn is in much better spirits—the wizard has miraculously escaped the worst of the sinspawn’s attacks, and the creature is pleasantly far away, preoccupied with San, with a relatively healthy Vildran as a buffer. “Finally!” she exclaims, pleased with their turn in fortune. It’s nice to have some space to breathe more easily.
With a withering look she glares daggers at the beast before unleashing her trademark phase bolt at it, hoping to put it down. "Let's end it!"
Intimidation: 1d20 + 8 ⇒ (5) + 8 = 13
Phase Bolt attack & damage (P): 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 213d4 ⇒ (1, 2, 4) = 7
◆Demoralize Red
◆◆Cast Phase Bolt (with Guidance) at Red
Was San’s hit last round a crit? If so, I think he adds a Deadly d10 for his longbow?

Vildran Aistellmar |

Vildran's anxiety returns when it staggers back to San.
No! Come back here!
He retches another time...
◆ Retch (DC18 fortitude, sickened 2): 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
It still doesn't get better. Again he raises his staff towards the sinspawn.
◆◆ Cast a spell (from staff): Ignition vs RED
Spell attack RED (sickened 2), fire damage: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 122d4 ⇒ (4, 4) = 8
Critical Success The target takes double damage and 1d4 persistent fire damage.
and Vildran's rolls come down with the sinspawn's -_-

San Thevin |

With the creature back in his face again, San attempts to take its feet out from under it before backing away into the grease.
Athletics (T): 1d20 + 7 ⇒ (6) + 7 = 13
Trip, Step, Step
We only get one round of quality dice rolling per fight I guess...

Morga Blackhammer |

It kills Morga to be this close to everyone surviving, and be so close to death that she can't. Even. Help. Kill. The. Thing! She has to hide behind Vildran and Autumn like a fragile little...weakling.
Well, there's at least one thing she can do. Stepping up behind Autumn, she slathers a poultice on the worst of the sorceress's wounds.
Battle Medicine on Autumn, expanded healer's toolkit, DC 15: 1d20 + 9 ⇒ (11) + 9 = 20
Autumn's HP healed: 2d8 ⇒ (4, 6) = 10
Then, for lack of anything more useful to do, she pulls out the wand of healing.
◆ Stride, ◆ Battle Medicine, ◆ Interact

GM Cellion |

Good catch on the deadly bonus dmg Autumn.
San crit extra dmg: 1d10 ⇒ 2
1d20 + 10 ⇒ (2) + 10 = 12 1d10 + 4 ⇒ (2) + 4 = 6
1d20 + 6 ⇒ (2) + 6 = 8 1d8 + 4 ⇒ (5) + 4 = 9
The surviving sinspawn advances after San, moving steadily into the grease without falling. It tries to take him down and open up a path to escape around the corner and out of line of sight of the magical barrage. However San proves to be ready for its swings despite the uneven footing. One slash catches his armor only while the other misses outright.
|||| INIT ||||
Autumn (11 dmg, Stage 2 Rust Creep)
Vildran (8 dmg, sickened 2)
San (21 dmg)
Morga (27 dmg)
Sinspawn Red (28 dmg)

Autumn Forfallan |

Much to her own surprise, Autumn’s response to Morga’s soothing poultice is decidedly ungrateful. “Later! San needs us to help kill it!” In the confused urgency of combat, she doesn’t consider whether the cleric possesses ranged attacks like Vildran and herself. But as the wound heals and the pain subsides, realization dawns and she is aghast at her own words. What am I saying? She should gladly accept all the healing she can! When did she start caring more about someone besides herself?
But this is no time for introspection. With the sinspawn now beyond the range of her phase bolt—and her altruism definitely doesn’t extend to getting closer to the beast—she aims her crossbow and pulls the trigger, loosing a quarrel that whizzes by the wizard. I need to figure out how to push my magic farther, she thinks to herself, even as she reaches out with unseen tendrils to tear into the creature’s mind.
Crossbow Attack & Damage (P): 1d20 + 7 ⇒ (18) + 7 = 251d8 ⇒ 7
Daze (nonlethal damage): 1d6 ⇒ 1
◆Strike (crossbow)
◆◆Cast Daze (basic Will save DC 18)

Vildran Aistellmar |

Vildran steps forward to get just into range. Even this simple step has him trembling and ambling along, stomach shaky as evear, skin clammy and sweaty.
◆ Stride 5ft
And incants another fire bolt, hoping to bring the sinspawn down for good.
◆◆ Cast a spell (from staff): Ignition vs RED
Spell attack RED (sickened 2), fire damage: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 122d4 ⇒ (4, 3) = 7
-_- aaaaarg
Glad somebody is rolling well

San Thevin |

Hoping his luck holds, San tries to take the beast off his feat again. Unwilling to drop his guard for even a moment, he follows that up with a kick.
Athletics (T): 1d20 + 7 ⇒ (12) + 7 = 19
Fist (E): 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
If prone, Strike again, if not prone, Step back
Fist (E): 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Trip, Strike, Strike/Step

Morga Blackhammer |

“Later! San needs us to help kill it!”
"Well, when you're right, you're right." Morga grumbles, slipping past Autumn, then Vildran, and raising her shield.
Hopefully she'll be able to actually *do* something helpful next turn. Here's hoping we're all still alive then!
◆ Stride, ◆ Stride, ◆ Raise Shield