Imperial Dragon Sorcerer

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She asks if you have a copy of Kalmp’s contract and any of the four Hellknight’s contracts.

Going to assume you don’t mind allowing her to read them.

She quickly scans them, giving a disgusted “Tch!” sounds as she reads some sections.

Nodding, she says “That will suffice.” as she hands you back your copies of the contracts. She goes over to one of the bookshelves and scans the books. She withdraws one and goes over to her desk. She asks “Purchaser’s name?” as she makes a couple of journal entries.

Once that is concluded, she extracts the contract from another book and hands it over.


I would like more details than that.

You are talking to a night hag that trades in souls. She is asking about a recent acquisition made by a devil. Likely is interested in providence — where they got the soul and how.


Spoiler:

Doodle: 1d20 + 0 - 2 ⇒ (4) + 0 - 2 = 2
Grog: 1d20 + 0 - 4 ⇒ (13) + 0 - 4 = 9
Khellek: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20 versatile performance
Korvan: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Numair: 1d20 + 0 - 2 ⇒ (19) + 0 - 2 = 17
Two Blades: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16

Very nice diplomacy roll there. You did need a good one.

Yseldra And Numair get to haggling. She would much prefer a dark bargain and is even willing to value it higher than normal. So far that has not interested the group so unless I hear differently I’m going to assume that continues to be the case.

During the bargaining, Khellek gets the impression that Yseldra is getting tired of working with “that devil”who leased the contract to her. She doesn’t name the devil ever, client privacy.

Numair is able to haggle her down to 5000 gp. The only way she is willing to go lower is if the group is willing to share information about “that devil’s” latest acquisition: the Hellknight Teena Forester.


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In case anyone didn’t see the message, the update is delayed.

Hopefully all our players know the boards are up.


Zarta smiles and says “I agree, this does seem rather sloppy of Leventi. All of the devils I’ve dealt with have been much more careful about such things. Yseldra claims that the high price of this contract is because she is currently leasing the soul and would need to cover the termination fee.

Rather expensive acquisition, so it really depends on how air tight you want the case to be.


Zarta says “She has a small shop called Yesterday's Glories. in the back alleys of this market.


Tholvinus looks mildly disappointed that no one want to make a bargain.

At this point I’m assuming everyone pays their fare.

You each pay the fare and get into the carriage. You find the seats very hard with pointy bits you want to avoid. Guess that comes with using bone as the main building material.

The flight up is quick and reasonably stable. You are dropped off in a clearing that is obviously used by this ferryman all the time. As soon as all of you depart the carriage, Gelkine starts hawking his services to any that would listen.

Zarta comes over and greets you.

Shall I escort you to the establishment I found for us to rest in?

I’m going to assume you take her up on this,

She leads you to The Warm Welcome, an armory for an efreeti consortium. The copper-haired gnome greets the Zarta and your group with exuberant enthusiasm. He introduces himself as Artinean Tecbright.

Zarta suggests you hang that imp, gesturing towards Tholvinus, on one of the hooks before the group adjourns to the back room.

Zarta tells you there is a night hag named Yseldra who has a contract on the soul of another of Leventi‘s operatives named Ophelia Peran. She has managed to haggle the night hag down to 10,000 gp, but thinks there is room for further negotiations if you are willing to reveal more information than she was.

Doesn’t matter if it is Dis or the mortal planes, wielded properly information has value.

She listens with interest to what you tell her of the Hellknights and Teena.

She suggests now might be a good time to rest, then as a group we can go accept the invitation from Rowane.


The tiefling seems puzzled, then says “Sure. I’m certain that there are many here that would gladly pay your fare in exchange for something else.” With a gesture towards a pawn shop, he says “I’m not into dark bargains, but there are plenty who are.

Tholvinus pipes up with an offer to find someone who would make a contract and likely give them a better deal.


The roc sets down the one carriage and lands.

A tiefling leaps out and opens the carriage door, allowing the passengers to disembark. Big door on that carriage, easily big enough for an ogre to use without squeezing.

Once the passengers have disembarked he starts calling for passengers wishing to go up to the market. “Gold coin accepted! Only 10 gold each!


I was confused by your statement. The response to the sending was done after your analysis of the contracts had completed and you were saying it would take three hours before you met Zarta.

Khellek leads the group to the Market of Breaths. It takes an hour to get there.

The floating tower drips a constant rain of pitch onto the streets below and vibrates with a chorus of screams from the countless living tongues layered into its walls. In contrast, the upper portico hums pleasantly with commerce. Pergolas covered in thorny vines and quivering flesh loom over the maze-like cobbled streets. Snaking flames illuminate storefronts promising life, death, and everything in between, while tents of all shapes and construction host the quick patter of haggling and the predatory gaze of shopkeepers. Fiends, mortals, and more barter and deal, all under the watchful gaze of an enormous blue dragon perched atop the tower.

There is a tiefling named Gelkine with a bone barge carried by a fiendish roc who ferries people back and forth from the ground to the market for a fee of 10gp per trip. Many fiends are just flying up under their own power, having no need for such conveyance.

Zarta doesn’t appear to be here so she is likely waiting above.


Waiting to hear what else you plan to do now that Khellek has finished analyzing the contracts.


You get an immediate response from Zarta. “It is getting to be a long day. Meet me at Gelkine‘s landing in the Market of Breaths instead.

You have been going for over twelve hours
Also your group has shown they can navigate Dis without issue.

Will move ahead as soon as someone confirms that group wants to connect with Zarta.


The reply would need to happen immediately and be 25 words or less, or you would need to use one of the sending scrolls that you got at the beginning of the adventure. You received multiple scrolls.


Khellek the historian wrote:

When word of the Sending arrives he offers a small yawn. "We should follow up everything we can, while we can."

Moved to get things in chronological order.

Khellek the historian wrote:
"Would those four souls be the three that we rescued along with their more fortunate, and perhaps more duplicitous companion?" asks Khellek. "What are the names listed, or is the contract unspecific with respect to that?"

Tholvinus says “The four I was considering were maralictor Devin Madras and Hellknights Aurora Tesk, Ria Dresk and Teena Forester. My understanding is that all four were part of the horrible deal Leventi made with Hellknight Staebius Kalmp.

Looking directly at Khellek, they ask “Did I understand your summary of the contracts involved incorrectly?

That is consistent with what Khellek found reviewing the contracts involved. He didn’t get the contracts with Kalph or Forester because they were not requested, but it would be highly surprising if they didn’t show the same thing. The three you did get only changed the identity of the Hellknight whose soul was being offered as payment on a debt.


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It has now been announced that these boards will be down starting Nov 3rd as the new store is brought online. They say they expect to be back in 2-3 days.

Currently I plan to just pause the game rather than try and move to someplace else.


Tholvinus says “Steal. It was an exchange of debt. You would need to check with someone better at contracts, but I doubt Hellknight Staebius Kalmp had a legal right to those four souls.

The imp shakes its head, saying “It robs Hell of a soul rightfully belonging here.


As Khellek starts reviewing the contracts, Doodles receives a sending from Zarta. “I have an invitation for you from Rowane, one of Erecura‘s handmaidens. What is your progress and where can we meet?

You do have a chance to respond.

It takes two hours, but Khellek is able to analyze the contracts.

The Hellknights' contracts include two different documents both signed by the Hellknight Staebius Kalmp. The first damns his soul to Hell in exchange for the physical strength with which to subdue the untamed wilds. The second forgives the debt of his soul in exchange for the souls of his four subordinates, recognized by the contract's author as the signer's property.

Tholvinus remarks that signing away a subordinate's soul in place of one's own is quite irregular.

1 Evidence Point for reviewing the Hellknights' contracts to confirm Leventi's suspicious deal-making.

Total 4 evidence, 12.5 hours


It sounds like the whole group is going back to Fallen Fastness, correct me if I’m wrong.

You leave the trio of Hellknights, telling them you will contact them if needed.

It takes an hour for Khellek to navigate Dis and get you back to Fallen Fastness.

Numair once again invokes the writ and requests the contracts from the curator for Devin, Aurora and Ria. It takes a half hour to process the request.

Anything else that I’m missing?


Khellek frees Aurora while Grog frees Ria.

Using Grog’s roll here with his +15 CMB for a 33.

Having spent two hours freeing the trio, they thank you.

Devin produces Teena's Order of the Pike insignia, asking that if your group meets her in their pursuit of Leventi, they remind her of her duty; as Devin insists, “We do not serve Hell. We study and wield it to spread Law, no more.

The Hellknights are wary of entering Dis, preferring to instead scavenge weapons in the Ghetto of Outcasts that they might use to defend themselves. Likewise, they are not interested in leaving Hell so long as Leventi maintains ownership of their souls. If their testimony can be of use in undermining Leventi, though, they are willing to wait for their summons in a safe place.

Tholvinus Indicates this is likely yet another of Leventi‘s many crimes but it would be good if the group had something more than the testimony of some mortals.

You earn 1 Evidence Point for freeing the Hellknights.

What now?


Yes, spells can give a bonus to the roll. Surprisingly, they didn’t allow something like Freedom of Movement to auto succeed. The DC is high but not impossible.

Korvan looks and doesn’t see anywhere he could pull one of them out.

Although this time he makes progress, Two Blades realizes his attempt wasn’t enough. He thinks even doing his best he would need help to succeed.

High tier difficulty, at low tier he would have a small chance of succeeding alone.


Grog also finds he is unable to get anyone free. It is freaky the way the wall moves and clings to the people.

It would really help if either you or TwoBkades had rolled double digits. Horrible dice luck there.

Worst case, it takes three hours to get the people out. Anyone who wants to try again, go ahead. I assume Khellek will also get someone out, correct?


Everyone has a CMB, so they have a chance to Aid on that. It isn’t mental, so no Dis penalty. Just need someone to lead.

Although he was once a proud knight of the inheritor, Devin doesn’t want to get anywhere near that wall again.


Khellek frees Devin. He thanks the sage and waits for his companions.

Unfortunately the fortifications actively cling to the Hellknights and Two Blades is not able to free anyone.

Since I was wrong about the checks once, I will repeat what can be used to free someone.
combat maneuver, Escape Artist, Knowledge (engineering), or Profession (miner) check.

We can go on to the next hour or Grog, Korvan, Noodles, Numair can attempt checks.
Once again, remember if you are being discreet each check takes an hour.


Sorry for any confusion I may have caused on this game.

I’m hoping a quick summary might help people remember what is going on.

Situation started with some imps breaking into the vaults of the Grand Lodge. Zarta needed experienced agents and you were available.

You have 48 hours to find proof of Leventi's wrongdoing, and in exchange Vetrivides will provide the society with the soul of Gellius Thrune, who we can then question on how to permanently close the hellmouth.

Zarta is also on this mission. She has experience with devils.

So far you have found:
1 Evidence Point for successfully examining and analyzing Leventi's contracts
1 Evidence Point for learning from Tholvinus about Leventi's negligence in securing Gellius

Zarta has found you a safe place to crash. She also found out about Widow’s Cry (where you got Tholvinus from) but you had already retrieved the imp.

You are currently in Ghetto of Outcasts where you found a trio of Hellknights that are trapped in the walls of Dis. They had a forth member, Teena Foster, who made a deal with LeventI to get released from the wall.

The trio of Hellknights have almost lost all hope.

You can free them from the walls. Doing so carefully will take an hour per Hellknight. More than one of you can attempt this during the same hour.

Places you know of:
Market of Breaths, only Zarta has visited
Fallen Fastness, where a lot of devilish contracts are kept. Vetrivides Is there trying to work their way through the hellish red tape.
Widow’s Cry, got the imp from there
Ghetto of Outcasts, trio of Hellknights that don’t know why they are in Hell. Leventi is the devil who got them assigned there. Links to Teena Foster as well.

I have left out some details because I need to review the game to make sure exactly what information I have given out.

Immediate things that can be done:

Talk more with the Trio of Hellknights. So far Khellek knows he can free one per hour but has not released any yet. In mid conversation with him on exactly what he needs from them.

Free the trio.

Go somewhere else now that you have more names.

Something else I haven’t foreseen.

Each time you meet up with Zarta, you get an update from her.

Hopefully the above helps. Please ask questions if you have any.


Track what? I’m missing what you are trying to accomplish here Grog unless it is related to this in which case the group has already found it.
Would you like to use that roll for a Combat Manuever to release one of the Hellknights here?

Also Khellek, it looks like the roll was Kn Engineering. I mis-spoke above. So many skill checks for so many related things. I’m glad this is being done PbP.


Khellek at first looks at it as an engineering problem and quickly realizes that he has to take into account the planar properties of Dis.

How can we help?” All three seem equally eager to be out of the wall.

Your knowledge planes even with the headache is more than enough to get one person free in an hour.
I should add that there is no penalty for failing other than the wasted time.


Spoiler:

Doodle: 1d20 + 0 - 2 ⇒ (19) + 0 - 2 = 17
Grog: 1d20 + 0 - 4 ⇒ (18) + 0 - 4 = 14
Khellek: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 versatile performance
Korvan: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Numair: 1d20 + 0 - 2 ⇒ (16) + 0 - 2 = 14
Two Blades: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17

The three seem to think there must have been some trickery used to get Teena to work for Leventi but do not know the details. In life they had worked together, so her taking a deal that was only for her is seen by them as a betrayal.

Khellek believes there may be some resentment because they were not offered such a deal. It is difficult to say as their spirits have been ground down by the wall.


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Honestly Khellek without those sort of skills we would need to be rolling each time you moved between locations. You did need the +5 you got from that early check in order to move as fast as the group is.
I do not want to think about how poorly my core character would do in this scenario. Hell does not like Chaotic Good.

Khellek and Numair are able to rouse the three former Hellknights. Once roused, the three are curious about your group and why you are in Hell. Once one of you mentions Leventi, all three recognize the name. They relate how Leventi was the devil who shepherded them to Hell and tempted their comrade Teena Forester into his service. They consider her taking a deal from that devil a betrayal of their camaraderie and a sign of weakness.

The four of them were members of the Order of the Pike operated out of Fort Inevitable in the River Kingdoms and died during a bandit ambush in 4690 AR.

They still don’t understand why they are in Hell.

At this point they fear being crushed by Dis's walls in body and spirit, and would prefer to be free so that they could at least be destroyed on their own terms. You realize that you would need to be careful if you attempt this as you do not want to attract the wrong sort of attention to yourselves.

If you want to be careful about extracting them, the attempts would take one hour each and require a successful combat maneuver, Escape Artist, Knowledge (engineering), or Profession (miner) check for each person.
Not recommended, you could do it much faster but that would attract the wrong sort of attention.
There are other things that can be done as well.


The trail leads to the base of the city walls, which are inexorably crushing and consuming the souls of three former Hellknights: maralictor Devin Madras a human make who was a paladin of Iomedae, arminger Aurora Tesk, and arminger Ria Dresk. They are a male human, female tiefling and female half-elf, respectively.

There was once a forth member of their party, Teena Forester, but evidently she now works for Leventi.

When you find them, they are unresponsive. You will need to inspire them to speak by cajoling them, reminding them of their pride as Hellknights, or just being infectiously cheerful.

Diplomacy, Knowledge (religion) or Perform (comedy or oratory) check is the suggested method of getting them to respond.


With Khellek leading, you find the Ghetto of Outcasts. It takes you an hour to get there.

You have now been in Hell for about seven hours.

The broken wasteland outside Dis teems with the damned, who scratch out a squalid existence in the shadow of the city's mountainous walls. Remnants of buildings sit half-broken beneath the glacial advance of the walls, and the agonized moans of the souls imprisoned within the wall harmonize with the more energetic screams of the partially trapped petitioners slowly joining them.

Now to find someone who knows anything about one of Leventi‘s agents.

Suggested options include:
Knowledge (local), Knowledge (planes), or Survival check to track.
Diplomacy or Sense Motive check to rely on locals' directions

Relying on directions from the locals is likely to take longer.


Zarta says “I can handle the market on my own. The rest of you scrumptious little biscuits find your way to the ghetto. Wish there was a better place to look, but right now that is the lead we have.

I will update again later today.


It is a big market, bound to be more to find there. I can’t be sure how useful it will be.

Zarta admits she doesn’t know which is the better solution. She says that you are navigating Dis much better than most groups would. Splitting means a better chance of getting more leads, but she expects it to come to the point where you will need to just pick a lead and follow that as much as you can.


In reply to Doodle, Zarta says “There are several devils that would take that as a complement, although I don’t think they would find that local a good example of their supposed perfection.

So shall I go back to the market, see if I can find out anything more? Or shall we travel together this time?


Zarta says “Oh, I‘ve arranged for free rooms with Artinean Tecbright, a gnome merchant in the Market of Breathes. He runs The Warm Welcome, an armory for an efreeti consortium. You should be able to safely rest there.

Although I’m sure you could get tea in the area, any mortal food comes at a premium price. I would not suggest you purchase such items here.


The imp tells Khellek “I know most of what is in Leventi’s Scriptorium. That is where they were holding my master’s soul.

He explains how the melancholic talisman belonged to Gellius and although he was able to activate it, it activated too far from where he was being held. The imp gives a more detailed explanation of what went wrong with opening the hellmouth. Those of you with no knowledge of planar physics are bored, while those with a good understanding realize that the imp is trying to explain something they don’t fully comprehend.

You travel back to your meeting spot with Zarta. It takes an hour for Khellek to guide you there.

When you meet her, Zarta says she has learned about the Ghetto of Outcasts and Widow's Cry on her first visit. Seeing the Imp she asks if that is Tholvinus.

Since you have already secured the imp she doesn’t bother saying anything more about Widow’s Cry.

The Ghetto of Outcasts is on the outskirts of the city. The damned souls of the condescending and entitled suffer in impoverishment on the outskirts of the city. Devils regularly patrol the walls and nearby area to safeguard Dis.

She thinks it may be worth investigating for links to one of Leventi‘s agents.


The imp nods in acknowledgment of Numair’s statement about names. “I was not asking for True Names, but would have gladly taken them if given. Most of you mortals don’t seem to even know your own true names.

He grins at hearing Leventi’s name. “Yes, that is the common name I was looking for. Always best to check rather than assuming.

He then patiently explains how Gellius being able to attempt the escape was a mark of Leventi's negligence. You also realize that the portal he mentioned is the hellmouth you came here through.

Leventi should be destroyed for all that they have done.

Earn 1 evidence point, total 2 accumulated.


The imp tries to reassure you “I would not betray my master.

I am glad to hear that you plan to release Gellius. My contract with him is still in effect and we came very close to allowing Gellius to escape through a portal.

Do tell, what is the name of the devil who is keeping his soul?

Also isn’t it normal curtesy to give your own names since I have given you a name to call me by?


Sorry, spent most of the day on the road and am too tired to write a proper update. I will get one out tomorrow.


Go ahead and do the healing, we will just say it happens after you are done here.

Cerenthiel says “Here you go.” handing over the imp in a small cage. Think a pet carrier that is slightly more sturdy.

She goes off to arrange the next gladiatorial battle.

The imp says “Greetings, I am Tholvinus. Whom are you?” Rattling the cage door a little, it asks “Is the cage really needed? You just killed two much more powerful devils, surely I am no threat to you.


Cerenthiel says “One moment as I check.

She then goes behind the prize table, unlocks a cabinet and grabs a leather-bound book. She checks the number beside the gem and compares it against entries in the book.

Ah, this one is from a rather troublesome kitsune. It seems they were a little too fond of taking on the appearance of others. Rather bothersome creatures, a nuisance really.

She then returns the book to where she got it.


Looking a little disappointed, Cerenthiel comes up and says “Looks like I don’t get any of your bodies as decorations. You won, do you know which prize you want?


Khellek encourages everyone to finish it.

He decides that Two Blades could use a long lasting morale boost.

Grog swings away at the remaining erinyes, hitting two out of three times. His last swing takes her out.

Korvan and Doodles were ready, but Geog got there first.

Combat over.

Korvan 13 damage
Two Blades 43 damage extended heroism
Doodle fly
Khellek 38 damage
Grog 25 damage Heroism fly
Numair


Korvan gets up and moves to a better position.

Orange Erinyes takes a 5’ step out of flank and sends a flurry of arrows at Grog. Two out of three hit.

+1 flaming composite longbow: 1d20 + 14 ⇒ (9) + 14 = 23
Piercing damage: 1d8 + 6 ⇒ (6) + 6 = 12
Fire damage: 1d6 ⇒ 2

+1 flaming composite longbow: 1d20 + 14 ⇒ (4) + 14 = 18
Piercing damage: 1d8 + 6 ⇒ (3) + 6 = 9
Fire damage: 1d6 ⇒ 6

+1 flaming composite longbow: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing damage: 1d8 + 6 ⇒ (7) + 6 = 13
Fire damage: 1d6 ⇒ 3

Round 4:

Bolded may act.

The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.

Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear

Orange Erinyes 45 damage not flying
Korvan 13 damage
Two Blades 43 damage
Doodle fly
Khellek 38 damage
Grog 25 damage Heroism fly

Round 5:

Numair


My condolences on the death.


It was from a Fly spell and you are in no armor. Fly speed is 60’. No problem getting there. You do have to go up a bit to avoid the flames.

Doodle flies up over the flaming pit over to the other side of the Erinyes from Grog, landing at the end of the movement.

Round 3:

Bolded may act.

The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.

Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear

Orange Erinyes 45 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle fly
Khellek 38 damage
Grog Heroism fly

Round 4:

Numair


I will not be able to update quite as much as normal until late Monday. I am driving out of town for a trip and suspect that I may only have time for one update a day.


The erinyes gives a shout of pain as Grog slices into her. She is still active, her eyes burning with hatred for Grog right now.

Round 3:

Bolded may act.

The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.

Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear

Orange Erinyes 45 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle
Khellek 38 damage
Grog Heroism fly

Round 4:

Numair


Numair is starting to think that Khellek may have overstated these creature’s resistance to magic. Yet again his spell goes through without a problem.

Two-Blades stands and maintains his defensive stance.

Khellek heals Korvan some more and encourages everyone to finish it. He also taunts the erinyes.

Right now she seems more concerned with what the others will do.

Round 3:

Bolded may act.

The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.

Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear

Orange Erinyes 19 damage not flying
Korvan 13 damage prone
Two Blades 43 damage total defense
Doodle
Khellek 38 damage
Grog Heroism fly

Round 4:

Numair


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Alright, now I suspect I know what the monster is. If I’m correct, it is the monster that has caused multiple TPKs in 1-13 Devil at the Crossroads and I likely blocked it out of my memory because of bad experiences with it.


Grog moves up and slashes through Red decapitating her. The crowd cheers mightily at the bloodshed.

About 20 damage in overkill.
Grog I have adjusted your position so you could have hit her. The skulls are there, a little bigger than a refrigerator. You would not be able to hit her through one.
Also the lines of fire are there and hot. Where you are were would have burned you.

Seeing her sister get her head chopped off, Orange flies through the flames over the pit to the other side and fires a single shot at Khellek.
+1 flaming composite longbow: 1d20 + 16 ⇒ (17) + 16 = 33
Piercing damage: 1d8 + 6 ⇒ (5) + 6 = 11
Fire damage: 1d6 ⇒ 2

Round 3:

Bolded may act.

The bottom of the map is hazardous — waters of Lethe. Getting wet is bad for your memory.

Everyone is hasted.
Inspire Courage +2 competence attack and damage, +2 morale save vs charm & fear

Orange Erinyes not flying
Korvan 36 damage prone
Two Blades 43 damage prone

Red Erinyes 120 damage
Doodle
Khellek 38 damage
Grog Heroism fly

Round 4:

Numair