Lady Martella Lotheed

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4,070 posts. Alias of Peachbottom.


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Maybe it's just my opinion, but exploring the new website, I find it to be way worse than the original version. Maybe they just have to work out some bugs but right now I feel like it wasn't ready for release.


Round 5

The monk easily parries both of Trevor’s attacks.

Trevor misses.

Round 6

Devotee (Purple) Flurry of Blows, Stunning Fist, Shaken vs. Henrika’s AC 25: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Concealment 20%: 1d100 ⇒ 77
Mirror Image: 1d2 ⇒ 1
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Devotee (Purple) Flurry of Blows, Shaken vs. Henrika’s AC 25: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Concealment 20%: 1d100 ⇒ 72
Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Devotee (Purple) Flurry of Blows, Shaken vs. Henrika’s AC 25: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
Concealment 20%: 1d100 ⇒ 36
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Devotee (Purple) Flurry of Blows, Shaken vs. Henrika’s AC 25: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Concealment 20%: 1d100 ⇒ 45
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Devotee (Purple) Flurry of Blows, Shaken vs. Henrika’s AC 25: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Concealment 20%: 1d100 ⇒ 17
Damage: 1d10 + 5 ⇒ (7) + 5 = 12

The devotee turns his attention to Henrika. The monk’s head spins trying to see Henrika’s blurred image clearly and is unable to land a hit, although Henrika’s last mirror image is destroyed in the flurry.

All of devotee (purple)’s attacks miss Henrika. Henrika’s mirror image is destroyed by the near miss. She has none remaining.

Devotee (Yellow) Acrobatics, shaken vs. Icabhod’s CMD 20: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Icabhod’s AoO, heroism vs. Devotee (Yellow), mobility: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Devotee (Yellow) Unarmed Strike, Power Attack (Furious Focus), flanking, shaken vs. Henrika’s AC 25: 1d20 + 12 + 2 - 2 ⇒ (18) + 12 + 2 - 2 = 30
Damage, Power Attack, Sneak Attack: 1d10 + 5 + 4 + 1d6 ⇒ (5) + 5 + 4 + (4) = 18

The second devotee dashes between Henrika and Icabhod then spins around and hits Henrika with a powerful backfist.

Devotee (Yellow) uses Spring Attack to not provoke from Henrika and tries to use Acrobatics to avoid the attack of opportunity from Icabhod. The Acrobatics check failed and Icabhod got an attack of opportunity. The attack just barely missed due to the devotee also having the Mobility feat. The devotee (yellow) hits Henrika once with an unarmed strike including Power Attack and Sneak Attack for 18 damage.

The bralanis near the entrance hear additional monks approaching from the sewer entrance behind them. The monks circled around the long way and are finally arriving to flank you.

Round 6
Initiative

26 – Seven Forms of Sin Devotee (Purple) (Shaken 2 rd)
26 – Seven Forms of Sin Devotee (Yellow) (Shaken 2 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (80/86 hp)
16 – Henrika (83/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp)
10 – Bralani (Yellow) (80/80 hp)
10 – Bralani (Orange) (80/80 hp)
10 – Bralani (Red) (79/80 hp)
10 – Bralani (Purple) (80/80 hp)
09 – Assassin Bug Entothrope (Red) (Confused 7 rd, Shaken 4 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 7 rd, Shaken 4 rd)
09 – Assassin Bug Entothrope (Orange) (66 damage) (Shaken 4 rd)
08 – Trevor (58/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (10 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min)
Trevor:Remove Fear (10 min)
Tychus: Protection from Evil (11 min), ▲Divine Favor (6 rd), ▲Fearsome Guise, Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (11 min), ▲Fearsome Guise
Seven Forms of Sin Devotee (Purple): ▼Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Tychus, Henrika, Icabhod, and Xallis go next.


Hurray! I'm back too!


Round 5

Tychus steps around the assassin as slashes it twice with his flaming scimitar. The blade cuts through its exoskeleton like butter and sizzles the flesh underneath.

Tychus hits Entothrope (Orange) twice for a total of 50 damage.

Henrika kills her foe with her first strike then steps forward to blur her movements against the nearby devotee.

Henrika hits Entothrope (Yellow) for 47 damage and kills it. She can put her hypnotic stare on Devotee (Purple) and step forward to trigger her shimmering body.

Icahbod chuckles at the monk’s attempt to defend himself and stabs the monk through the throat. The grabs his neck and dies coughing up blood.

Icabhod hits Devotee (Pink) once with a critical hit for 33 damage and kills him.

Entothrope (Orange) Reflex save DC 15, shaken: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
Devotee (Yellow) Reflex save DC 15, shaken: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16

Entothrope (Orange) Reflex save DC 15, shaken: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Devotee (Yellow) Reflex save DC 15, shaken: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17

The two bralanis fire dual lightning bolts across the room. Unfortunately for them, the monks are trained to avoid such attacks and rapidly dodge out of the way.

Entothrope (Orange) and Devotee (Yellow) both pass both reflex saves. They also both have evasion so they take no damage.

The other two bralani heal Trevor for a total of 38 hp.

Entothrope (Red) Confusion: 1d100 ⇒ 4 Act normally
Entothrope (Blue) Confusion: 1d100 ⇒ 85 Attack nearest creature

Entothrope (Red) Bite, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30
Crit Confirmation: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (2) + (3, 6, 2, 4, 6) + 2 = 25

Entothrope (Red) Claw, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (1) + (3, 4, 1, 6, 2) + 2 = 19

Entothrope (Red) Claw, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (2) + (5, 2, 5, 4, 6) + 2 = 26

Entothrope (Blue) Bite, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (17) + 10 + 2 - 2 = 27
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (3) + (2, 6, 1, 2, 4) + 2 = 20

Entothrope (Blue) Claw, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (9) + 10 + 2 - 2 = 19
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (2, 5, 2, 2, 4) + 2 = 21

Entothrope (Blue) Claw, flanking, shaken vs. Tychus’ AC 29: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (2) + (3, 5, 2, 1, 4) + 2 = 19

Tychus Fort save vs. Poison: 1d20 + 12 ⇒ (9) + 12 = 21 Success
Tychus Fort save vs. Lycanthropy: 1d20 + 12 ⇒ (9) + 12 = 21 Success

The entothropes (red) and (blue) move to flank Tychus and assault him with bites and claws from all directions. Tychus gets bit hard but dodges or parries the rest of the attacks.

Entrothrope (Red) hits Tychus once for 25 damage. Entrothrope (Blue) misses with all its attacks.

Entothrope (Orange) Bite, shaken vs. Bralani’s AC 20: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Entothrope (Orange) Claw, shaken vs. Bralani’s AC 20: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Crit Confirmation: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Entothrope (Orange) Claw, shaken vs. Bralani’s AC 20: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

The last entothrope (orange) didn’t take kindly to having lightning bolts shot at it and turns its attention to the bralani. It hits the bralani but finds that its skin is supernaturally tough.

Entothrope (Orange) hits Bralani (Red) three times but only does 1 damage after DR.

Round 5
Initiative

26 – Seven Forms of Sin Devotee (Purple) (Shaken 3 rd)
26 – Seven Forms of Sin Devotee (Yellow) (Shaken 3 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (80/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC, Concealment from Purple 1 rd)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp)
10 – Bralani (Yellow) (80/80 hp)
10 – Bralani (Orange) (80/80 hp)
10 – Bralani (Red) (79/80 hp)
10 – Bralani (Purple) (80/80 hp)
09 – Assassin Bug Entothrope (Red) (Confused 7 rd, Shaken 4 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 7 rd, Shaken 4 rd)
09 – Assassin Bug Entothrope (Orange) (66 damage) (Shaken 4 rd)
08 – Trevor (58/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (1 images, 11 min), ▲Remove Fear (10 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min)
Trevor:Remove Fear (10 min)
Tychus: Protection from Evil (11 min), ▲Divine Favor (6 rd), ▲Fearsome Guise, Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (11 min), ▲Fearsome Guise
Seven Forms of Sin Devotee (Purple): ▼Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Trevor goes.


Tychus wrote:
I'm going based off the assumption that Trevor didn't drop his weapon when he went into the negatives, in order to get flanking with him.

Trevor did not drop his weapon.

Tychus wrote:
For the purposes of Bane, are the Entothropes essentially humans (or another humanoid)? I'd like to put Bane on my scimitar as a Swift Action to get it to +3 for bypassing the DR. If I can't for some reason, reduce the attacks by 2 and ignore the extra +2d6 damage.

The entothrope's type is humanoid (human, shapechanger) so human-bane works against them.


I'll say 20 feet.


Thanks for letting me know, Tychus. Enjoy your trip. I'll help with your turns as needed.


Round 4

Botting Trevor

Trevor staggers next to Henrika and defensively heals himself with a cure critical wounds.

Cast Defensively DC 23: 1d20 + 14 ⇒ (14) + 14 = 28
Cure critical Wounds: 4d8 + 11 ⇒ (7, 3, 3, 8) + 11 = 32

Trevor heals 32 damage. He can decide which 4th level spell slot is used. He is no longer disabled.

Round 5

Devotee (Purple) Unarmed Strike, power attack (furious focus), shaken vs. Lillend’s AC 20: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Damage, power attack: 1d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13

The devotee (purple) in the back of the room, springs forward and takes out the lillend with a powerful punch. Then he continues his movement to press the line against Trevor.

Devotee (Purple) moves with spring attack. It hits the Lillend once for 13 damage and defeats it.

Devotee (Pink) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Damage: 1d20 + 5 ⇒ (15) + 5 = 20

Devotee (Pink) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Damage: 1d20 + 5 ⇒ (3) + 5 = 8

Devotee (Pink) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 1d20 + 5 ⇒ (4) + 5 = 9

Devotee (Pink) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage: 1d20 + 5 ⇒ (1) + 5 = 6

The devotee (pink) goes on the defensive and continues to assault Icabhod with a flurry of blows but can’t breach his defenses.

Devotee (Pink) 5-ft. steps and attacks Icabhod. All hits attacks miss. He uses a ki point to increase his AC by 4 for 1 round.

Devotee (Yellow) Unarmed Strike, power attack (furious focus), shaken vs. Icabhod’s AC 31: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage, power attack: 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19

The last monk to the north (yellow) take a swing at Icabhod as he moves into the room. Icabhod dodges.

Devotee (Yellow) moves with spring attack and makes one attack against Icabhod that misses.

Round 5
Initiative

26 – Seven Forms of Sin Devotee (Purple) (Shaken 3 rd)
26 – Seven Forms of Sin Devotee (Pink) (69 damage) (Dodge +4 AC 1 rd, Shaken 3 rd)
26 – Seven Forms of Sin Devotee (Yellow) (Shaken 3 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (80/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp)
09 – Assassin Bug Entothrope (Red) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage) (Shaken 5 rd)
09 – Assassin Bug Entothrope (Orange) (16 damage) (Shaken 5 rd)
08 – Trevor (20/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (1 images, 11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (7 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata:Inspire Courage (+2)
Assasin Bug Entothrope (Yellow): ▼Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Tychus, Henrika, Icabhod, and Xallis go.


Round 4

The azata appears and performs.

Entothrope (Red) Confusion: 1d100 ⇒ 80 Attack nearest
Entothrope (Blue) Confusion: 1d100 ⇒ 18 Act normally

Entothrope (Red) Bite, flanking, shaken vs. Lillend’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (3) + (4, 6, 1, 1, 1) + 2 = 18

Entothrope (Red) Claw, flanking, shaken vs. Lillend’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (3) + (1, 4, 5, 3, 1) + 2 = 19

Entothrope (Red) Claw, flanking, shaken vs. Lillend’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (3, 2, 3, 3, 6) + 2 = 23

The (red) entothrope sees the new lillend appear next to it and determines that it is its primary enemy. It takes a step and claws savagely.

Entothrope (Red) 5-ft. steps and hits the Lillend twice for a total of 37 damage.

Entothrope (Blue) Bite, shaken vs. Tychus’ AC 29: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Entothrope (Blue) Claw, flanking, shaken vs. Lillend’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (4, 3, 6, 5, 5) + 2 = 29

Entothrope (Blue) Claw, flanking, shaken vs. Lillend’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (3) + (3, 3, 1, 3, 6) + 2 = 21

The opposite entothrope (blue) surprises Tychus by leaping face first towards him. Tychus manages to hold his blade up between him and the enemy to keep its jaws from biting down on him. Then the entothrope turns to the larger lillend and tears away feather and scales, leaving the azata a ragged shadow of its formal beautiful self.

Entothope steps toward Tychus and attacks with its bite which misses. Then it hits the Lillend twice for a total of 50 damage.

Entothrope (Yellow) Bite, flanking, shaken vs. Trevor’s AC 21: 1d20 + 10 + 2 - 2 ⇒ (8) + 10 + 2 - 2 = 18
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (6) + (3, 3, 6, 6, 5) + 2 = 31

Entothrope (Yellow) Claw, flanking, shaken vs. Trevor’s AC 21: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (1) + (5, 6, 5, 3, 4) + 2 = 26

Entothrope (Yellow) Claw, shaken vs. Henrika’s AC 25: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Mirror Image: 1d3 ⇒ 2
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (2) + (5, 4, 6, 2, 2) + 2 = 23

The next entothrope (yellow) attacks Trevor. Trevor desperately fends off the first attack but can’t stop the second. Trevor falls to one knee and through sheer willpower, he keeps himself from falling unconscious. Assuming Trevor is defeated, the entothrope turns and attacks Henrika with its other claw and destroys an illusory image.

Entothrope (Yellow) hits Trevor once for 26 damage putting him at -12 hp. Fortunately, Trevor has Diehard, which makes him disabled rather than dying. With 14 Con, Trevor is alive until -14 hp. Entothrope (Yellow) hits one of Henrika’s mirror images leaving her with 1 remaining.

Entothrope (Orange) Bite, shaken vs. Tychus’ AC 29: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Crit Confirmation: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Entothrope (Orange) Claw, shaken vs. Lillend’s AC 20: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Entothrope (Orange) Claw, shaken vs. Lillend’s AC 20: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Tychus Fort save, heroism vs. Poison: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 Success
Tychus Fort save, heroism vs. Lycanthropy: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 Success

The last entothrope (orange) also leaps at Tychus and succeeds at biting into his arm. The skin around the wound temporarily blackens but soon clears up. Tychus can breathe a sigh of relief that he is fairly sure he didn’t contract anything. Next, the entothrope tries to finish off the badly injured lillend but can’t pull it off.

Entothrope (Orange) 5-ft. steps and hits Tychus once for 6 damage. Tychus passes his Fortitude saves and does not get poisoned or inflicted with lycanthropy. The entothrope makes two more attacks against the lillend but misses.

Round 4
Initiative

26 – Seven Forms of Sin Devotee (Purple) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Pink) (69 damage) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Yellow) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (80/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp)
10 – Lillend (1/88 hp)
09 – Assassin Bug Entothrope (Red) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage) (Shaken 5 rd)
09 – Assassin Bug Entothrope (Orange) (16 damage) (Shaken 5 rd)
08 – Trevor (-12/86 hp) (Defending +1 AC, Disabled)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (1 images, 11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (7 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata:Inspire Courage (+2)
Assasin Bug Entothrope (Yellow): ▼Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Disabled:
A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Trevor goes. Disabled, he can take a single move or standard action but not both.


Round 4

Tychus’ last bolt cleanly hits the monk and he goes down.

Tychus hits Devotee (Gray) for 28 damage and kills him.

Henrika’s dazzling display causes all the enemies in the room to become shaken.

The devotees are shaken for 4 rounds. And the entothropes are shaken for 5 rounds.

The human monks are a lot softer than their insect counterparts and Icabhod’s rapier pokes right through his opponent. He may have punctured a lung.

Icabhod hits Devotee (Pink) twice. The critical hit is confirmed. He deals a total of 69 (nice) damage.

Round 4
Initiative

26 – Seven Forms of Sin Devotee (Purple) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Pink) (69 damage) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Yellow) (Shaken 4 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (86/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp)
09 – Assassin Bug Entothrope (Red) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 8 rd, Shaken 5 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage) (Shaken 5 rd)
09 – Assassin Bug Entothrope (Orange) (16 damage) (Shaken 5 rd)
08 – Trevor (14/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (2 images, 11 min), ▲Remove Fear (10 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min)
Trevor:Remove Fear (10 min)
Tychus: Protection from Evil (11 min), ▲Divine Favor (7 rd), ▲Fearsome Guise, Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Fearsome Guise
Assasin Bug Entothrope (Yellow): ▼Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

The devotee died, so straight to Xallis go.

Psst. Trevor is in trouble if the entothropes sneak attack him again, but the yellow one is in single digits.


Round 3

Trevor must be losing too much blood because he can’t land a hit on his target.

Trevor’s attacks miss.

Round 4

Devotee (Purple) Unarmed Attack, power attack (furious focus) vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (1) + 12 = 13
Damage, power attack: 1d10 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Devotee (Pink) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d10 + 5 ⇒ (1) + 5 = 6

Devotee (Pink) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d10 + 5 ⇒ (2) + 5 = 7

Devotee (Pink) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

Devotee (Pink) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d10 + 5 ⇒ (2) + 5 = 7

Devotee (Yellow) Unarmed Attack, power attack (furious focus) vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (19) + 12 = 31
Damage, power attack: 1d10 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Three more monks come pouring in from the northern hallway. The first (purple) enters and throws a kick. However, he slips in the shallow water and springs away in shame. The next (pink) unleashes a flurry of punches and kicks. One comes close to hitting Icabhod but none do. The last (yellow) lands a lucky shot before also bounding out of reach.

Devotees (Purple) and (Pink) miss Icabhod. Devotee (Yellow) hits Icabhod once for 9 damage after DR. (Icabhod’s clay skin absorbed 5 of the 14 damage.) The devotees have the spring attack feat to be able move before and after their attack.

Round 4
Initiative

26 – Seven Forms of Sin Devotee (Purple)
26 – Seven Forms of Sin Devotee (Pink)
26 – Seven Forms of Sin Devotee (Yellow)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (86/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
14 – Seven Forms of Sin Devotee (Gray) (55 damage) (Feinted -3 AC, 1 rd)
10 – Xallis (84/91 hp)
09 – Assassin Bug Entothrope (Red) (Confused 8 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 8 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage)
09 – Assassin Bug Entothrope (Orange) (16 damage)
08 – Trevor (14/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (2 images, 11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (45 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (8 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Tychus, Henrika, and Icabhod go.


Round 3

Lillend Constrict Damage: 2d6 + 5 + 2 ⇒ (3, 6) + 5 + 2 = 16

The azata hits the assassin once with her sword then wraps her tail tightly around it, holding it in place.

The Lillend hits Assassin Bug Entothrope (Blue) twice and successfully grapples it. It constricts with the successfully grapple. It deals a total of 17 damage after DR.

Entothrope (Red) Confusion: 1d100 ⇒ 67 Hit self

The one confused entothrope (red) just won’t stop hitting itself. It is convinced there is a worm in its mind and it needs to get it out.

Entothrope (Blue) Bite, flanking, grappled vs. Lillend’s AC 18: 1d20 + 10 + 2 - 2 ⇒ (1) + 10 + 2 - 2 = 11
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (1) + (3, 5, 2, 3, 1) + 2 = 17

Entothrope (Blue) Claw, flanking, grappled vs. Lillend’s AC 18: 1d20 + 10 + 2 - 2 ⇒ (15) + 10 + 2 - 2 = 25
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (6, 4, 3, 2, 2) + 2 = 23

Entothrope (Blue) Claw, flanking, grappled vs. Lillend’s AC 18: 1d20 + 10 + 2 - 2 ⇒ (14) + 10 + 2 - 2 = 24
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (1) + (6, 2, 3, 4, 4) + 2 = 22

The entothrope grappled by the lillend, in its confused state, has no choice but to mindlessly attack back. It claws at the lillend’s tail until the creature can take no more and vanishes back to its home plane.

Entothope (Blue) hits the Lillend twice for a total of 45 damage and defeats it.

Entothrope (Yellow) Bite vs. Trevor’s AC 21: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Entothrope (Yellow) Claw vs. Trevor’s AC 21: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Entothrope (Yellow) Claw vs. Trevor’s AC 21: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Entothrope (Orange) Bite, flanking vs. Trevor’s AC 21: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (1) + (2, 1, 3, 5, 3) + 2 = 17

Entothrope (Orange) Claw, flanking vs. Trevor’s AC 21: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (3) + (1, 2, 6, 6, 1) + 2 = 21

Entothrope (Orange) Claw, flanking vs. Trevor’s AC 21: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (2) + (6, 3, 1, 1, 2) + 2 = 17

Trevor Fort save, heroism vs. Poison: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Success
Trevor Fort save, heroism vs. Lycanthropy: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Success

The other two entothrope step to flank Trevor. The first draws Trevor’s attention while the second stabs him in the back with deadly accuracy.

Entothrope (Yellow) hits Trevor once for 3 damage. Entothrope (Orange) hits Trevor 3 times with sneak attacks for a total of 55 more damage. They are much more deadly if they can get their sneak attack off! The fortunate news is Trevor isn't poisoned or infected.

Round 3
Initiative

26 – Seven Forms of Sin Devotee (Purple)
26 – Seven Forms of Sin Devotee (Pink)
26 – Seven Forms of Sin Devotee (Yellow)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (86/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Gray) (55 damage) (Feinted -3 AC, 1 rd)
10 – Xallis (84/91 hp)
09 – Assassin Bug Entothrope (Red) (Confused 8 rd)
09 – Assassin Bug Entothrope (Blue) (17 damage) (Confused 8 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage)
09 – Assassin Bug Entothrope (Orange) (16 damage)
08 – Trevor (14/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (2 images, 11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (8 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (Lillend, 11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Trevor goes.


Round 2

Trevor strikes twice but his attacks fail to harm the enemy.

Trevor’s attacks miss.

Round 3

Icabhod sees the door near him swing open and several more devotees rushing in his direction.

Tychus fires at the devotee next to Henrika. The devotee spots the bolt and holds up his hand as if to catch it but the bolt pierces his hand inside and the man cries out.

Tychus hits Seven Forms of Sin Devotee (Gray) for 33 damage.

Henrika takes the opportunity to throw the same enemy off balance and land another strike.

Henrika hits Seven Forms of Sin Devotee (Gray) for 22 damage. It is feinted for 1 rd.

Thanks to Trevor Icabhod can exploit the entothrope’s weaknesses while its attention is split. The insect staggers on the verge of defeat.

Icabhod hits Assassin Bug Entothrope (Yellow) twice for a total of 42 damage after DR.

The devotee in the room who somehow managed to survive sidesteps again and splits his attack between Henrika and Xallis, who is now within reach.

Devotee (Gray) Flurry of Blows, Stunning Fist vs. Xallis’ AC 25: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Xallis Fort save, heroism: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 Fail

Devotee (Gray) Flurry of Blows vs. Henrika’s AC 25: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d10 + 5 ⇒ (2) + 5 = 7

Devotee (Gray) Flurry of Blows vs. Xallis’ AC 20: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 5 ⇒ (8) + 5 = 13

Devotee (Gray) Flurry of Blows vs. Henrika’s AC 25: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Devotee (Gray) Flurry of Blows (Ki Pool Attack) vs. Henrika’s AC 25: 1d20 + 12 ⇒ (16) + 12 = 28
Mesmeric Mirror: 1d3 ⇒ 1
Damage: 1d10 + 5 ⇒ (1) + 5 = 6

Xallis gets hit once for 7 damage and is stunned for 1 round. Henrika gets hit once for 6 damage. She does not lose any mirror images.

Round 3
Initiative

26 – Seven Forms of Sin Devotee (Purple)
26 – Seven Forms of Sin Devotee (Pink)
26 – Seven Forms of Sin Devotee (Yellow)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (86/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Gray) (55 damage) (Feinted -3 AC, 1 rd)
10 – Xallis (84/91 hp) (Stunned 1 rd)
10 – Lillend (39/88 hp)
09 – Assassin Bug Entothrope (Red) (Confused 9 rd)
09 – Assassin Bug Entothrope (Blue) (Confused 9 rd)
09 – Assassin Bug Entothrope (Yellow) (63 damage)
09 – Assassin Bug Entothrope (Orange) (16 damage)
08 – Trevor (72/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika:Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Mesmeric Mirror (2 images, 11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (8 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (Lillend, 11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Xallis goes. He is stunned but he still has the lillend.


Icabhod wrote:
Plus Heroism is morale bonus so no stacking with Inspire Courage

I thought that too! But Henrika showed that was incorrect.


Happy Birthday!


Round 2

Xallis blasts entothrope (orange) with magic missiles.

Entothrope (Orange) takes 16 damage.

The azata makes multiple attacks against the same opponent but between its armor and its naturally thick exoskeleton, her attacks are harmlessly deflected.

The azata’s attacks are all misses.

Entothrope (Red) Confusion: 1d100 ⇒ 53 Damage self (I’m not going to roll damage because it can’t overcome its DR.)
Entothrope (Blue) Confusion: 1d100 ⇒ 15 Act normally

Entothrope (Blue)s Attacks:

Entothrope (Blue) Bite vs. Lillend’s AC 20: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Entothrope (Blue) Claw vs. Lillend’s AC 20: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Confirmation: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

Entothrope (Blue) Claw vs. Lillend’s AC 20: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

The confused entothrope (red) continues to hit himself. The other entothrope (blue) gathers his wits long enough to step next to the azata and attack with tooth and claw.

Entothrope (Blue) 5-ft. steps and hits the Lillend twice for a total of 13 damage. (FYI, the entothrope’s bite also inflicts poison and lycanthropy but the azata is immune to both.)

Entothrope (Yellow)s Attacks:

Entothrope (Yellow) Bite vs. Icabhod’s AC 31: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Entothrope (Yellow) Claw vs. Icabhod’s AC 31: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Entothrope (Yellow) Claw vs. Icabhod’s AC 31: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

The entothrope that Icabhod attacked turns and strikes back. However, Icabhod’s magical defenses provide a powerful layer of protection that the assassin can’t get through. Afterwards, the entothrope slowly takes a step away.

Entothrope (Yellow) misses Icabhod with all its attacks then 5-ft. steps.

Entothrope (Orange)s Attacks:

Entothrope (Orange) Bite, flanking vs. Lillend’s AC 20: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (5) + (3, 3, 6, 6, 5) + 2 = 30

Entothrope (Orange) Claw, flanking vs. Lillend’s AC 20: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (1) + (3, 3, 2, 3, 1) + 2 = 15

Entothrope (Orange) Claw, flanking vs. Lillend’s AC 20: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (3, 1, 6, 2, 3) + 2 = 21

The last entothrope finally manages to move into an advantageous position to deliver its deadly sneak attacks.

Entothrope (Orange) hits the Lillend twice for a total of 36 damage.

Devotee Group 2 Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

The sounds of fighting echoes through the cavernous halls and alerts the remaining devotees within the monastery. They will likely be upon you soon.

Round 2
08 – Trevor (72/86 hp) (Defending +1 AC)

Round 3
Initiative

26 – Seven Forms of Sin Devotee (Purple)
26 – Seven Forms of Sin Devotee (Pink)
26 – Seven Forms of Sin Devotee (Yellow)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (86/86 hp)
16 – Henrika (107/102 hp) (Defending +1 AC)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Gray)
10 – Xallis (91/91 hp)
10 – Lillend (39/88 hp)
09 – Assassin Bug Entothrope (Red) (Confused 9 rd)
09 – Assassin Bug Entothrope (Blue) (Confused 9 rd)
09 – Assassin Bug Entothrope (Yellow) (21 damage)
09 – Assassin Bug Entothrope (Orange) (16 damage)
08 – Trevor (72/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika: False Life (5 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility, ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (8 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (Lillend, 11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Trevor, Tychus, Henrika and Icabhod can act.

The new devotees are going to act as well, but their turns will be to move closer so it won’t affect Tychus, Henrika, or Icabhod’s turns.


Round 1

Sister Dismaal parries Trevor’s attack with her own sword.

Trevor misses Qan Dismaal.

Round 2

Dignity’s Barb Crit Range: 1d20 ⇒ 10

Tychus wrote:
I'm counting the Devotee as Flat-Foot for the Sneak Attack damage. If this is not the case, ignore the "+1d6" as appropriate.

They are not flat-footed. They had a turn.

Tychus fills the devotee to Dismaal’s left full of bolts. The devotee goes down. The crystal clear water of the cistern floor turns a crimson red around his body.

Tychus hits Seven Forms of Sin Devotee (Green) three times for a total of 124 damage (the critical hit is confirmed) and kills the devotee. (It takes all three attacks to kill the enemy.)

Henrika feints Sister Dismaal then drives her blade its her heart. The monk leader’s eyes go wide in disbelief then she silently dies. Her entothrope allies roar in protest. ”You will not get away with this blasphemy! We will avenge our master!”

Henrika feints Sister Dismaal then hits her for 43 damage and kills her. (The second attack would have been a miss and the demoralize doesn’t matter if she dies.)

Hero Point to Henrika!

Icabhod stabs the entothrope in front of him. The creature’s exoskeleton absorbs some of the damage, but Icabhod can still feel his blade crunch through the chitin and into its soft muscle underneath.

Icabhod also gets inspire courage, so his attacks and damage are 2 higher. He hits Assassin Bug Entothrope (Yellow) twice for a total of 21 damage after DR.

I don’t remember if I gave you a knowledge check on the entothropes the first time you can through and I’m too lazy to check at the moment. Entothropes are just insect lycanthropes. Silver weapons (or +3 or better weapons) bypass their DR.

Devotee (Gray) – Flurry of Blows vs. Trevor’s AC 21: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Devotee (Gray) – Flurry of Blows, Stunning Fist vs. Henrika’s AC 25: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
Henrika Fort, heroism: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20 Success

Devotee (Gray) – Flurry of Blows vs. Henrika’s AC 25: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Devotee (Gray) – Flurry of Blows vs. Trevor’s AC 21: 1d20 + 7 ⇒ (3) + 7 = 10
[Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Devotee (Gray) – Flurry of Blows (Ki Pool Attack) vs. Henrika’s AC 25: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

The remaining devotee retaliates, spreading his attacks between Henrika and Trevor then sidesteps between Henrika and the wall.

Trevor gets hit once for 14 damage and Henrika gets hit once for 11 damage. (Henrika’s defending saved her from a second hit.) Henrika saves against the stunning fist and is unaffected. The devotee 5-ft. steps.

Round 2
Initiative

25 – Tychus (86/86 hp)
16 – Henrika (107/102 hp) (Defending +1 AC)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Gray)
10 – Xallis (91/91 hp)
10 – Lillend (88/88 hp)
09 – Assassin Bug Entothrope (Red) (Confused 10 rd)
09 – Assassin Bug Entothrope (Blue) (Confused 10 rd)
09 – Assassin Bug Entothrope (Yellow) (21 damage)
09 – Assassin Bug Entothrope (Orange)
08 – Trevor (72/86 hp) (Defending +1 AC)

Active Spells/Effects
Henrika: False Life (5 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility, ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (8 rd), ▲Fearsome Guise, ▲Inspire Courage (+2), Dignity’s Barb (Crit 10, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (Lillend, 11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Xallis is next.


Ok. I was wrong. For some reason, I thought it was all morale bonus.


Round 1

Xallis wrote:
Buffing everyone with inspire competence. That's a +2 to hit and damage.

I think you meant inspire courage. Also keep in mind that inspire courage doesn’t stack with heroism but even those with heroism will still get the damage bonus.

Entothrope (Red) - Confusion: 1d100 ⇒ 72 Deal damage to self
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Entothrope (Blue) - Confusion: 1d100 ⇒ 26 Do nothing

The unconfused assassins stare in shock at the betrayal but then snap out of it, ready to attack next round. Of the two confused assassins, one smacks itself with the hilt of the dagger it is holding and the other babbles incoherently with weird insect noises.

Entothrope (Red) hits itself for 9 damage, however it has DR 10 which reduces the damage to 0. The rest do nothing.

Round 1
Initiative

08 – Trevor (86/86 hp)

Round 2
Initiative

25 – Tychus (86/86 hp)
16 – Henrika (118/102 hp) (Shimmering Body 1 rd)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Green)
14 – Seven Forms of Sin Devotee (Gray)
13 – Qan Dismaal (85 damage) (Shaken 5 rd, Feinted -5 AC, 1 rd)
10 – Xallis (91/91 hp)
10 – Navia (67/67 hp)
09 – Assassin Bug Entothrope (Red) (Confused 10 rd)
09 – Assassin Bug Entothrope (Blue) (Confused 10 rd)
09 – Assassin Bug Entothrope (Yellow)
09 – Assassin Bug Entothrope (Orange)
08 – Trevor (86/86 hp)

Active Spells/Effects
Henrika: False Life (16 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility, ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min), ▲Inspire Courage (+2)
Trevor:Remove Fear (10 min), ▲Inspire Courage (+2)
Tychus: Protection from Evil (11 min), ▲Divine Favor (9 rd), ▲Fearsome Guise, ▲Inspire Courage (+2)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▲Summon Monster VI (Lillend, 11 min), ▲Fearsome Guise, ▲Inspire Courage (+2)
Lillend Azata: ▲Inspire Courage (+2)
Qan Dismall:Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

[spoiler=Shimmering Body]When a vexing daredevil moves in a round, until the beginning of her next turn, any target of her hypnotic stare sees her as a constantly shimmering form of light and treats her as if she were under a blur spell.

Trevor. Then back to Tychus, Henrika, and Icabhod.


Henrika wrote:
I'll assume that as before Henrika had cast glibness and Xallis had cast heroism on her, so that her disguise was solid. Henrika would also cast false life, freedom of movement, heightened awareness, Hermean potential (but I'll assume that's gone after her handwaved Disguise and Bluff checks), message, remove fear, and see invisibility.

Remove Fear can target up to two additional targets. I’ll put it on Icabhod and Trevor for now unless you prefer different targets. Henrika does not see any invisible enemies at the moment with see invisibility.

Icabhod wrote:

Clay Skin The target’s skin becomes as thick and tough as clay, granting the target DR 5/adamantine. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged and the spell end 50 points 110 minutes

Shield +4 Shield Armor AC 11 minutes
Barkskin +4 Natural Armor AC 110 minutes
Bear's Endurance +4 CON +20 HP 11 minutes
Heroism +2 Attack/Saves/Skill 110 Minutes

Thank you for the detailed breakdown, Icabhod.

Surprise Round

Henrika wrote:
I think she can get everyone without catching herself or Icabhod, since Icabhod won't have teleported yet.

Close, but not quite. You can get all of them except Yellow though.

Confusion Will Saves DC 17:

Qan Dismaal, still mind, hypnotic stare: 1d20 + 13 + 2 - 3 ⇒ (20) + 13 + 2 - 3 = 32
Devotee (Green), still mind: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Devotee (Gray), still mind: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Entothrope (Red), insect mind: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Entothrope (Blue), insect mind: 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Entothrope (Orange), insect mind: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17

Qan and her monks have trained their minds against enchantments but two of the insectile assassins fall under the sway of the spell and become confused.

Entothrope (Red and Blue) are confused for 11 rounds. I will roll on the confusion chart for these two enemies which may cause them to attack something. If they get act normal, they’ll do nothing on the first round as previously planned.

Round 1

Henrika catches Sister Dismaal off-guard and strikes her twice before she can react.

Henrika hits Qan Dismaal twice for a total of 85 damage. Qan Dismaal is feinted until Henrika’s next turn and shaken for 6 rounds. (Each of the three demoralize attempts added 2 rounds of shaken.)

Qan coughs up blood, badly wounded. ”You dare!?” With the fearsome guise expended, Qan sees Henrika’s true form for the first time. ”I knew something wasn’t right with you. You’ll pay for this, imposter!”

Dismaal – Flurry of Blows, Stunning Fist, shaken vs. Henrika’s AC 24: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Miss Chance 20%: 1d100 ⇒ 42
Damage: 1d10 + 2 ⇒ (7) + 2 = 9

Dismaal – Flurry of Blows, Punishing Kick, shaken vs. Henrika’s AC 24: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
Miss Chance 20%: 1d100 ⇒ 7
Damage: 1d10 + 2 ⇒ (2) + 2 = 4

Dismaal – Flurry of Blows, shaken vs. Henrika’s AC 24: 1d20 + 10 - 1 - 2 ⇒ (6) + 10 - 1 - 2 = 13
Miss Chance 20%: 1d100 ⇒ 10
Damage: 1d10 + 2 ⇒ (3) + 2 = 5

Dismaal – Flurry of Blows, shaken vs. Henrika’s AC 24: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Miss Chance 20%: 1d100 ⇒ 12
Damage: 1d10 + 2 ⇒ (2) + 2 = 4

Dismaal – Flurry of Blows, shaken vs. Henrika’s AC 24: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Miss Chance 20%: 1d100 ⇒ 30
Damage: 1d10 + 2 ⇒ (3) + 2 = 5

So shaken up by Henrika’s attack, Sister Dismaal fails to land a single hit with her retaliatory attacks.

Sister Dismaal misses Henrika with all 5 attacks. (The dice were not on her side either.) Then she takes a 5-ft. step back.

Round 1
Initiative

25 – Tychus (86/86 hp)
16 – Henrika (118/102 hp) (Shimmering Body 1 rd)
14 – Icabhod (102/102 hp)
14 – Seven Forms of Sin Devotee (Green)
14 – Seven Forms of Sin Devotee (Gray)

13 – Qan Dismaal (85 damage) (Shaken 5 rd, Feinted -5 AC, 1 rd)
10 – Xallis (91/91 hp)
10 – Navia (67/67 hp)
09 – Assassin Bug Entothrope (Red) (Confused 11 rd)
09 – Assassin Bug Entothrope (Blue) (Confused 11 rd)
09 – Assassin Bug Entothrope (Yellow)
09 – Assassin Bug Entothrope (Orange)

08 – Trevor (86/86 hp)

Active Spells/Effects
Henrika: False Life (16 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility, ▲Remove Fear (10 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), Bear’s Endurance (11 min), Shield (11 min), ▲Remove Fear (10 min)
Trevor:Remove Fear (10 min)
Tychus: Protection from Evil (11 min), ▲Divine Favor (1 min), ▲Fearsome Guise
Xallis:Heroism (110 min), ▲Fearsome Guise
Qan Dismall:Hypnotic Stare (-3 Will)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Shimmering Body:
When a vexing daredevil moves in a round, until the beginning of her next turn, any target of her hypnotic stare sees her as a constantly shimmering form of light and treats her as if she were under a blur spell.

Xallis goes next


Initiative:

Henrika: 1d20 + 8 ⇒ (8) + 8 = 16
Icabhod: 1d20 + 6 ⇒ (8) + 6 = 14
Trevor: 1d20 ⇒ 8
Tychus: 1d20 + 12 ⇒ (13) + 12 = 25
Xallis: 1d20 + 6 ⇒ (4) + 6 = 10
Qan Dismaal: 1d20 + 8 ⇒ (5) + 8 = 13
Seven Forms of Sin Devotee: 1d20 + 6 ⇒ (8) + 6 = 14
Assassin Bug Entothrope: 1d20 + 5 ⇒ (4) + 5 = 9

Henrika’s action to attack will be her surprise round action. Then combat will start. Rather than a surprise round for everyone, I’ll say the devotees and the entothropes are caught off guard and don’t act in the first round. But since it will be round 1, you can take a full turn, rather than just a single standard or move action.

Round 1
Initiative

25 – Tychus (86/86 hp)
16 – Henrika (102/102 hp)
14 – Icabhod (82/82 hp)
14 – Seven Forms of Sin Devotee (Green)
14 – Seven Forms of Sin Devotee (Gray)

13 – Qan Dismaal
10 – Xallis (91/91 hp)
10 – Navia (67/67 hp)
09 – Assassin Bug Entothrope (Red)
09 – Assassin Bug Entothrope (Blue)
09 – Assassin Bug Entothrope (Yellow)
09 – Assassin Bug Entothrope (Orange)

08 – Trevor (86/86 hp)

If you want to have any active spells going in preparation, that’s fine. Just let me know.

Tychus, Henrika, and Icabhod can start. (Henrika can make her single surprise attack then a full turn in round 1 as well.)

This is not going to end well for her...


Yes, Trevor, you can switch your feat to Angelic Blood.


Seeya when the forums are back.


Qan Dismaal raises an eyebrow. "You presume to have a demonstration for me?" She cautiously approaches Henrika.


Amalon responds ”Another teenage student in Maxillar’s class. Her name escapes me. I did not witness the assault. But I heard she resisted Maxillar’s romantic advances and he responded by physically beating her. After that, she did not return to Maxillar’s school. The Pytharius’ swept the incident under the rug. I was the only one who refused to stay silent.”

Since you seem ready to move on, you let the spell end and Amalon’s body becomes lifeless again.

As you walk along the tunnel to the entrance to the Seven Forms of Sin Monastery, the slime naga, Squelsh, is still in her lair. She beckons out again, ”Visiting Squelsh again, are you? Squelsh is starting to think you like Squelsh. Come inside dearies. No need to be strangers.”

I’ll assume you ignore Squelsh again for now.

When you arrive, one of the entothrope guards fetches Sister Dismaal and see meets you in the cistern entrance along with her two favored devotees.

”Welcome back, Master Milon. I have good news to report. The Chief Enumerator has met his end. My monks tell me his death was divine. As proof of his death, we’ve retrieved his equipment. It is yours to keep. We were waiting for your arrival. We’ve prepared a blood orgy for tonight to celebrate our success. I’m hoping you are willing to join us.”

Palo Iovinus’s equipment is:
Oil of Bless Weapon
Potion of Protection from Fire
Potion of Shield of Faith (x3)
Wand of Cure Moderate Wounds (22 Charges)
+2 Gold-Plated Adamantine Full Plate
Masterwork Buckler
+1 Light Flail
Belt of Mighty Constitution +2
Cape of the Mountebank
Ring of Protection +1
Iovinus Signet Ring
Gold Holy Symbol of Abadar

All the items have been identified for you.


Just let me know if you don't have any more questions and I'll move on.


Tychus wrote:
"Who is it that killed you?"

"I was Maxillar Pytharius' tutor but it was his father Julian Pytharius who killed me. I brought several concerns about the boy’s moral compass to his father after the lad assaulted a female peer. More concerned about Maxillar’s future and the family reputation than the woman’s safety, the elder Pythareus first ordered my silence, and when that failed, he attempted to bribe me. When I still refused, he plunged a dagger into my back in a fit of rage."


Henrika wrote:
"If you were Tae Amalon in life, tell us now how you came to be in this place,"

”Tae Amalon? Yes, that was my name. This place is unfamiliar to me. The last place I remember being is the Pythareus estate. There was an argument. Then pain. I was on the floor. There was a lot of blood. I looked up at a teenage boy’s eyes. Then darkness.”


”Very well.” the spirit backs down and returns to its tomb. The other two spirits silently follow suit.

You are now able to inspect the outstanding body in the crypt. In her pocket are identification papers for Tae Amalon, a scholar and tutor born in 4,659 AR.

Icabhod Heal: 1d20 + 11 ⇒ (11) + 11 = 22
Trevor Heal: 1d20 + 17 ⇒ (17) + 17 = 34

Icabhod and Trevor examine the body and can identify that the body died around 30 years ago, rather than centuries earlier like the others in the crypt. They also reveal a knife wound in her back, with the tip of the blade still lodged in her ribs. The blade tip seems to be from a dagger of excellent quality, with a distinctive curve.

Reuniting the dagger tip with the broken dagger recovered from the Lord of Filth restores the jumbled memories of Tae Amalon and the lingering magic in the blade briefly animates her spirit (as if you had cast speak with dead.)

The skeletal corpse lets out a loud gasp as if trying to fill her non-existent lungs then her head tilts slightly to look in the group’s direction with empty eye sockets. She waits expectantly for one of you to say something.

The animation allows you to ask up to 5 questions before the effect ends.


I’ve decided to handwave the rest of the disguise checks at the Waterhill Manor, Tea Shop, and Seven Forms of Sin Monastery. You’ve already passed at least once and Henrika’s Bluff skill with Glibness makes the check trivial. If you need to use disguises anywhere new though, I’ll have you make another check.

I’m going to assume you want to go back to the monastery for now. After this downtime, you’ve been in Zimar over a month. The Blessing of Cayden Cailean wears off of anyone who still had it.

Abadius 5, 4718 (Starday) (Zimar, Taldor)

In order to get to the monastery, you pass through the Waterhill Manor first. Oaca reports that the plans to assassinate Baron Roderus are proceeding well and they will be ready to execute the assassination next week. Oaca provides you with an updated map labeling all of the rooms in Abadar’s Pillar.

Abadar’s Pillar Map

Abadar’s Pillar Map Key:

1. Drawbridge and Gateway
2. Moat
3. Courtyard
4. Gatehouse
5. Azlanti Tower
6. Great Hall
7. Arthune’s Tower
8. Smithy
9. Jalrune’s Tower
10. Kitchen
11. Falcon Tower
12. Servants’ Quarters
13. Vault and Chain Headquarters
14. Porthmos’s Tower
15. Enumerator’s Apartment
16. Abadaran Chapel
17. Fletcher’s Tower
18. Inner Courtyard
19 . The Lion Tower
20. Reception Hall
21. Library
22. Lounge
23. Bath
24. Guard Post
25. Castellan’s Room
26. Trophy Room
27. Warden’s Quarters
28. Guard Room
29. Captain’s Quarters
30. Gallery
31. Servants’ Quarters
32. Guest Quarters
33. Upper Chapel
34. High Strategos’s Chamber
35. War Room
36. Treasure Vault
37. Wizard’s Antechamber
38. Wizard’s Quarters
39. Observatory
40. Battlements

To get to the undercity tunnels, you need to pass through the basement crypt. Since Henrika mentioned a suspicion that there might be a clue there, you pause to investigate.

One body here is noticeably newer than the others, and wrapped in an expensive curtain rather than a muslin burial shroud. However the three undead paladins vigilantly watch over the room and you aren’t sure what their reaction would be if you started searching the body.

Eventually, one of the spirits speaks, ”Milon, I insist you return the holy scimitar that you have stolen from us. We’ve proved our commitment by serving as guardians. You have no right to keep it. In addition, you promised us the destruction of Taldor and the Stavian line. It is the reason why we allied with you in the first place. Yet you continue to pass through here and offer us no results. Even the undead can grow restless. What progress have you made?”


Persona Phase

Icabhod

Icabhod tries to improve his people skills in his own way. His secret meeting with dissenters goes well. He finds that the majority of the citizens of Zimar are thoroughly indoctrinated and blindly follow Maxillar and the church but there are a few who have their own opinions.

Icabhod increases his Charm facet from 1 to 2. Icabhod can now do basic operations with Charm.

I was going to roll a Deflect Suspicion for Tychus because he indicated that’s what he wanted to do, but I noticed Deflect Suspicion requires Charm or Genius. Tychus’ ranks in both those facets is 0. He’ll need to pick something else.

I’m going to work on the next post. We can circle back around to Tychus action when he gets a chance.


Why did you want to do next? Go back to the Seven Forms of Sin?


Tychus wrote:
GM, can you remind us if we have an ongoing "Reinforce Cover" Operation active at the moment? I'm considering doing that if not. Otherwise I will also pitch in on the "Deflect Suspicion".

According to my notes, there are two ongoing operations going at the moment:

Tychus: Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result.

Xallis: Spread Propaganda (Charm or Subterfuge, Persistent): Your agents spread propaganda on your behalf. If you succeed at a DC 17 Operation check, you gain a +2 bonus on Bluff and Disguise checks to either reinforce this same disinformation or deceive someone relying on it.

These will continue to remain in effect for as long as you are in Zimar or until you take a new persistent operation.

Note, these only apply to the person who performed the operation. Tychus and Xallis get the bonuses but not the rest of the party.


Persona Phase

Henrika

Henrika’s agents return with information on the three targets.

Baron Astor Roderus
Astor Roderus is the castellan of the fortress, Abadar’s Pillar. Though a respected military commander and warrior, as the second son of the Roderus family he had tutored in arcane studies before his elder brother’s death saw his family’s military legacy fall to him. Now an eldritch knight, he uses his spellcasting ability—particularly abjurations—to shut down enemy defenses before charging into battle. He is often found conducting drills of his soldiers on the battlements or brooding while watching over the courtyard activity.
Roderus is an Eldritch Knight/Fighter/Abjurer.

Diviner Dame Avenna
Dame Avenna serves the high strategos as a diviner and seer, scrying on enemies and making educated guesses about their next moves. She spends hours studying the stars in her observatory each night, then poring over the results after waking up around noon. It is rumored that Dame Avenna isn’t wholly loyal to Maxillar Pythareus or his politics; she considers herself an academic and wants a luxurious enough life to pursue her research.
Avenna is a Wizard (Diviner).

Chief Enumerator Iovinus
A handsome and charming man, Palo Iovinus founded the Vault and Chain as a reflection of his family’s philosophy coupled with an insatiable inferiority complex that demanded constant reassurance of his own superiority. He spends hours in the chapel, advising his templars and following business and political developments from across the nation as he decides what information warrants passing along to Pythareus.
Iovinus is an Antipaladin.

With her second team, Henrika recovers five of the ten lost agents. The agents report a horrifying experience of succumbing to a trap in the hag’s apartment behind the tea house. Several large, ordinary house cats occupy the apartment which normally would not be any danger to people. However, the agents triggered a trap that transformed them all into rats which the cats then ferociously pounced upon. The other five agents were devoured and the remaining five survived by hiding under furniture where the cat’s paws couldn’t reach.

Whether agents live or die is just flavor. You can always recover agents back up to full with enough successes.

Trevor/Malphene

Trevor’s agents have limited success deflecting suspicion.

The group’s suspicion is reduced by 1 point from 9 to 8.

Xallis/Bartelby

Bartelby has a silver tongue and his words resonate with the conservative citizens that he speaks with.

The group’s suspicion is reduced by a further 3 points from 8 to 5.

Tychus and Icabhod can still take actions.


Trevor wrote:
Deflect Suspicion (Charm), DC 15 (Charm Bonus)[/dice: 1d1 + 26 + 4 ⇒ (1) + 26 + 4 = 31

This is not right. For operations you send agents. You have Rank 10 in Charm so you can send 10 agents. Also, you rolled 1d1 instead of 1d20. Lastly, you can use your cohort to add another +2 from coalition leader. The correct roll should be 1d20+10+2. I'll let you reroll.

Also, since you have rank 10 in Charm, you can actually take a second operation as well if you wish to do so.


Under Zimar Operations. Deflect Suspicion (Charm, Genius): DC 15 Operations check.


Henrika wrote:
We've also got to go rendevous with Gannaius as soon as we get back from the monastery. We probably should have done that before we went to meet Gulreesh, but I forgot. We might have lost him. :/

Whoops! That's my bad. I forgot as well. We can say you went to the warehouse before meeting with Gulreesh. However, Gannaius isn't there. He has taken whatever supplies were left in the warehouse and fled.

Behind the scenes, I'll let you know, sending him to the warehouse alone actually saved you some trouble. Your characters don't know this but Gannaius wasn't captured during the raid on the Lion Blades like Kathann thought. He actually sold out the other Lion Blades to Milon for gold. He just wasn't expecting Milon to imprison him afterwards. If you had Gannaius stay with you, at the first opportunity, he would attempt to discretely rob you and flee anyway.

Henrika wrote:
I've been sort of going along with it because it seems like it fits our goals, but I have to think Henrika would at least want to know something about them before she has them killed. Is there an easy way to find out more about our three targets? Can we make Knowledge rolls or something like that?

Sure. I'll let you learn about them with any of these three operations: filter rumors, gather information, or research. If one of you wants to take that operation, I'll give you information on all three of them in one because there is not a lot about them, but I'll give you all I can dig up in the book. If you don't assassinate them, they are just one more encounter in Abadar's Pillar. I bet the fights would be cool, but as you can see, Abadar's Pillar is quite large, so there are still going to be plenty of other fights to be had. When you finally go to Abadar's Pillar, you can bring all your cohorts back along. That would be a good place to use them. I included a few extra soldiers on the map in anticipation of this.


Nah. Gulreesh will use them all himself. He's a glutton.


Gulreesh Will save DC 23: 1d20 + 14 ⇒ (13) + 14 = 27

The charm monster fails to work on Gulreesh, but that was a good idea. I'll allow it to go unnoticed.

Icabhod wrote:
Around ten thousand to seventeen thousand gold as an offering. I sense that he also would like other material luxuries such as food wine and drugs. I do in fact still have the Opium, Flayleaf and Shiver I acquired earlier.

The opium, flayleaf, and shiver adds up to 7,000 gp. And Gulreesh accepts those items at twice their value, so it is worth 14,000 gp to him. Giving those up is almost enough. Throw in a few trade goods from the wagon you got earlier worth another 1,000 gp and you’ll be there.

The Lord of Filth snatches up the offered drugs eagerly. ”Ho ho ho. This will do nicely. I am pleased.”

Gulreesh fishes through the filth and pulls up a broken dagger with a horsehead‑shaped pommel, a symbol commonly associated with House Pythareus. He hands the dagger to you.

”This dagger, by itself, is a +1 human-bane dagger. But it’s value to you is that it was used by Maxillar’s father Julian Pythareus to kill the family tutor, Tae Amalon, in a fit of pique. The dagger’s broken-off tip which is likely still lodged in Tae Amalon’s body would by damning evidence of the Pythareus family’s crimes if united with the rest of the dagger. While it doesn’t condemn Maxillar personally—since he only helped his father cover up the crime—it’s useful evidence against him and a reminder of what he has compromised. Gulreesh is confident that you will be resourceful enough to locate it. Your business with Gulreesh has now concluded. Return to the surface where you belong and consider yourselves lucky that Gulreesh did not need to eat you.”

I’ll give you a hint that you actually walked past Tae Amalon’s body somewhere that you’ve been.

Afterwards you leave the sewers and have to make one last stop of the Sweet Dreams Tea Shop.

Estella Perception: 1d20 + 18 ⇒ (7) + 18 = 25
Estella Sense Motive: 1d20 + 18 ⇒ (5) + 18 = 23

Henrika Disguise: 1d20 + 20 ⇒ (12) + 20 = 32
Henrika Bluff: 1d20 + 48 ⇒ (16) + 48 = 64

Henrika manages to maintain her disguise.

When you arrive at the Sweet Dreams Tea Shop, two other women dressed in fancy courtier’s outfits are present. Estella introduces them. ”Master Jeroth, my two older sisters Illumia and Magilla are here today. They’ve been diligently recording the locations of the soldiers in Abadar’s Pillar as part of our preparations to eliminate the diviner Dame Avenna. In anticipation to your visit, I’ve prepared a copy of our map to provide to you.” She gives you an updated map.

Abadar’s Pillar Map

I’ve marked on the map the location of the common soldiers. There will still be other characters in Abadar’s Pillar that I have not indicated yet.

Assuming you don’t have anything in particular to say to the hags at the moment, I’m going to give you all a Persona Phase now.

Afterwards, the Seven Forms of Sin monks will have completed their assassination of Chief Enumerator Iovinus. You if you want, you can return and fight them if you want to. If you want to plan your Persona Phase in anticipation of that, you can. Or feel free it increase a facet or whatever else you want to do.

Lastly, everyone can level up to level 11!


Inhaling deeply, then exhaling heavily, the giant otyugh says, “Many kinds of things end up in my Undercity, and it is true Gulreesh has found something that would harm General Pythareus. But Gulreesh is king here! Gulreesh does not care what happens to the little general from the wasteland above!” After a pause, he continues. “Many souls seem interested in my little trinket, offering glory and gold, especially the real Milon Jeroth. I care not about your identities but what do you offer Gulreesh for his favor?”

Appraise DC 23 or Sense Motive DC 33:
You have some insight into Gulreesh’s expectation, placing the item’s value somewhere between 10,000 and 20,000 gp. Gulreesh will accept coin but also items at their full value.

Appraise DC 28 or Sense Motive DC 38:
You narrow the range to 15,000 to 17,000 gp. Gulreesh will also accept political secrets from the world above or fine food, wine, and drugs at twice their normal value.


”You think I don’t know the customs of surface people? I am an information broker, you fool. But very well.” Gulreesh extends a tentacle towards Icabhod. ”You may stand.” Then he looks back towards Henrika. ”Why have you come to disturb mighty Gulreesh?”

Icabhod Fort save: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Miraculously Icabhod endures the filth with no ill side effects besides probably a smell that’ll take more than one bath to fully remove.


Xallis wrote:
I forget do we have someone who has ranks in Knowledge: Dungeoneering?

I think only Tychus has a small amount of ranks in it. Icabhod can also make any Knowledge check with his Keen Recollection ability.

The Lord of Filth seems pleased by Henrika’s response. “Then prostrate yourselves before Gulreesh!” He demands.

Prostrating yourself to satisfy Gulreesh but will also result in immersing yourself in the shallow sewage. You can attempt a Bluff or Intimidate to refuse or beg off this gesture but for each person who refuses to bow, the DC increases.


Henrika rejoins the others and you all depart the same way you came. You exit back up through the Waterhill Manor and then back to your inn to rest.

You spend the evening healing your wounds. Xallis can also take 10 and identify the magical scimitar you found in the chest in the Waterhill Manor basement. It is a Flame Tongue but in scimitar form (rather than a longsword).

Kuthona 29, 4718 (Starday) (Zimar, Taldor)

The next day, you head out to find the Lord of Filth. The directions given are accurate and finding the Court of Filth is not difficult.

Stairs descend into shallow, stagnated water in this massive underground reservoir, some eighty feet across, whose arched brick ceiling is supported by rows of wide but badly eroded columns. The air is thick with the smell of sewage and the sounds of running, dripping, and splashing water.

Standing in the middle of the room is a creature that must be the Lord of Filth. This creature has a large, bulbous body that is mostly mouth and is supported by three thick legs. Two barbed tentacles grow out of its sides and a third tentacle covered in eyes grows out of the top of its body. The Lord of Filth has grown to massive proportions, far exceeding others of his kind in size.

Lord of Filth Lore

Knowledge (Dungeoneering) DC 14:

•The Lord of Filth is an otyugh.
•An otyugh’s type is aberration.
•A typical otyugh is size Large but the Lord of Filth is size Gargantuan.
•Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair’s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.

Knowledge (Dungeoneering) DC 19:

•Otyughs are immune to disease.
•An otyugh’s bite inflicts a disease called filth fever.
•Otyughs speak Common.

As you near the bottom of the stairs, the Lord of Filth repeatedly announces in a groaning, deep voice. ”Come closer!”

Centuries of neglect has turned the water in the room filthy and nearly opaque. You are unable to tell how deep the water in the chamber goes. Once you step off the stairs, you find that there is a 10‑foot‑by‑10‑foot ledge that sits just a foot below the water by the entry. Once on this ledge, the Lord of Filth places one of his massive tentacles right in front of the closest person’s face and shouts, ”Stop!”

Before you can ask any questions, the Lord of Filth demands, “Do you know who I am?”

Any one of you can make a Bluff or Diplomacy check to ingratiate yourself with the Lord of Filth. (Only one person needs to succeed.)

Knowledge (Dungeoneering) or Knowledge (Local) DC 25:
You know that the Lord of Filth goes by two titles: either Gulreesh, Lord of Filth or Otyugh King. Mentioning his title in your response will grant a +4 bonus to the check.

The Court of Filth Map


Henrika wrote:
unless I spectacularly fail the Disguise check, visiting the night hags will likely be boring for everyone else.

Yeah, unless you have any plans besides just making an appearance, I can speed through a disguise/bluff check with the hags.


Henrika wrote:
Sense Motive: 1d20 + 17 ⇒ (16) + 17 = 33

Henrika senses that Dismaal was indeed still testing her.

Weeks: 1d4 ⇒ 1

Sister Dismaal re-enters the library. "Very well. Yes, you had mentioned hiring my assassins to eliminate Chief Enumerator Iovinus. I'll charge the standard rate payable upon completion. Come back next week and the task will be done."

She gives Henrika a wink. "Maybe next time I can enjoy your company in my quarters. It's been too long since the last time you've stayed over."

If you want, you can leave now, unless there is more you want to do here.

The monks will complete their assassination next week, while they other two groups will complete their assignments in two weeks.

You still need to visit the night hags, if only briefly, this week still. You can also visit the Lord of Filth if you want. I'll probably also have you do another Persona Phase before the week passes, but you can do the other things first.


Sister Dismaal is satisfied with Henrika’s response. ”Very well. We’ve known each other long enough that you need not apologize to me. I always thought you juggled too many balls. It was only a matter of time that someone attempted to betray you. It surprises me that these crude agents were capable of uncovering a plot though. Are you sure you aren’t being played? Why don’t you come with me to my private quarters to discuss why you’ve come today. Your agents can mend themselves in the monastic cells. My wards would prevent them from entering my room anyway. My men will show them the way.”

The monks guide Icabhod, Trevor, Tychus, and Xallis to the connected room to the west.

6. Monastic Cells
Five small cells—each with a feather bed and silk sheets— are accessible from this wide, stone hallway.

Two more monks linger on the beds here. The monks from the training hall offer a bed to sit on and simple cloth bandages to wrap your wounds in. Then they stand silently on the other side of the room. They show no interest in conversing with you.

While the others are guided away, two more monks enter the training hall from the south and accompany Sister Dismaal and Henrika along the way to Sister Dismaal’s quarters. As the group walks, they pass by two other rooms.

8. Dining Hall
Though this dining hall is far from clean or well appointed, the rich scent of spices fills the air. An adjoining room to the northeast serves as a kitchen.

9. Library
A small library of scrolls of books includes volumes on history, medicine, and philosophy, but also recipes for preparing intelligent creatures and reams of erotica, which one would not expect in a monastic collection.

A door to the north of the library leads to Sister Dismaal’s quarters.

The two monks walking with Henrika and Dismaal stop and wait in the library. Sister Dismaal enters her room and waits for Henrika to enter as well.

10. Sister Dismaal’s Quarters
Sister Dismaal’s room contains a luxurious bed and desk, as well as an expansive wardrobe.

What do you do?


1 person marked this as a favorite.

Was in NYC today and tomorrow is pretty busy too. I'll post when I get a chance.


Combat over…for now.

”Enough!” Sister Dismaal shouts and raises her hand. All of her monks immediately stop fighting and drop their arms to their sides.

”Milon, explain yourself!” Sister Dismaal demands. ”Your men are undisciplined and disrespect the sanctity of this dojo. You were to demonstrate your martial prowess on your own, not receive aid from this performer.” She points accusatorily at Trevor. ”And this pirate dares draw steel!” She stares at Icabhod. ”I would be in my right to break his arm right here. But they are your minions. You punish them. All of them. Right here, before us. Show my men what happens when someone disobeys.”

The monks help their fallen comrade off the ground then form a line in front on Sister Dismaal. They wait for Henrika to speak.

Henrika will need to make a Bluff check with a -5 penalty to come up with an acceptable explanation. Then she’ll also need to decide if she will actually punish her allies or not. It is clear that Sister Dismaal is expecting a physical punishment.

I know two of the monks are confused, but I'm not going to roll for confusion out of combat at the moment. I'll just say for the moment they act normal or do nothing, or otherwise, Sister Dismaal is prepared to subdue them to prevent them from hurting anyone. If this breaks out into a fight, I'll keep the duration of the effect in place.


Round 2

Xallis feints a punch and his opponent flinches.

Xallis’ feint is successful. Devotee (Orange) loses his Dex to AC against Xallis’ next attack.

Round 3

Devotee (Blue) AoO vs. Henrika’s AC 24: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Henrika and her opponent both trade hits. However, afterwards, the monk falls to the ground while Henrika still stands. The monk groans on the floor, not unconscious, but not getting back up. From the corner of Henrika’s eye she sees Sister Dismaal nod approvingly.

Henrika hits Devotee (Blue) for 23 damage and knocks him out of combat. Devotee (Blue) hits Henrika with an attack of opportunity for 15 damage.

Devotee (Red) Confusion: 1d100 ⇒ 21 Act normally

Devotee (Red) Unarmed Strike, charge, power attack, furious focus vs. Henrika’s AC 24: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Damage: 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Henrika’s remaining opponent temporarily regains his senses and charges Henrika with a flying kick, putting all his power behind the attack but the inexperienced monk can’t pull off the complicated move and nearly trips himself.

Devotee (Red) charges and attacks Henrika but misses.

Round 3
Initiative

27 – Henrika (46/93 hp)
23 – Seven Forms of Sin Devotee (Red) (11 damage) (Confused 7 rd, Charged -2 AC, 1 rd)
23 – Seven Forms of Sin Devotee (Blue) (46 damage) (Prone, Out of combat)
22 – Icabhod (56/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (9 damage) (Confused 8 rd)
14 – Seven Forms of Sin Devotee (Orange) (9 damage) (Feinted -3 AC vs. Xallis, 1 rd)
07 – Xallis (88/83 hp)

Active Spells/Effects
Henrika:Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Fearsome Guise
Icabhod:Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor:Blessing of Cayden Cailean (18 hp, 5 days)
Tychus:Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise
Xallis:Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise
Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will), ▼Confusion (8 rd)
Seven Forms of Sin Devotee (Yellow):Confusion (8 rd)

Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Icabhod, Trevor, and Tychus go.


Round 2

Tychus should get two attacks.

Tychus Unarmed Strike, flanking: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Devotee (Orange) AoO, shaken vs. Tychus’ AC 29: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Despite, martial arts not being Tychus’ forte, he manages to land two hits while blocking the enemy’s counter.

Tychus hits Devotee (Orange) twice for a total of 9 damage. The Devotee (Orange) makes an attack of opportunity that misses.

Devotee (Yellow) Confusion: 1d100 ⇒ 58 Hit Self
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Devotee (Orange), Flurry of Blows, Stunning Fist (Sickened), shaken vs. Tychus’ AC 29: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Devotee (Orange), Flurry of Blows, shaken vs. Tychus’ AC 29: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Devotee (Orange), Flurry of Blows, shaken vs. Tychus’ AC 29: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Devotee (Orange), Flurry of Blows, shaken vs. Tychus’ AC 29: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage: 1d10 + 5 ⇒ (2) + 5 = 7

The second confused monk spins around looking at the enemies on all sides of him and somehow backhands himself in the process.

Devotee (Yellow) hits himself for 9 damage.

The other monk makes four more attacks against Tychus but Tychus moves too fast and dodges them all.

Devotee (Orange) makes 4 attacks against Tychus and all 4 miss.

Round 2
Initiative

07 – Xallis (88/83 hp)

Round 3
Initiative

27 – Henrika (61/93 hp)
23 – Seven Forms of Sin Devotee (Red) (11 damage) (Confused 8 rd)
23 – Seven Forms of Sin Devotee (Blue) (23 damage) (Feinted [-3 AC] 1 rd)
22 – Icabhod (56/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (9 damage) (Confused 8 rd)
14 – Seven Forms of Sin Devotee (Orange) (9 damage)
07 – Xallis (88/83 hp)

Active Spells/Effects
Henrika:Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Touch of Good (1 rd), ▲Fearsome Guise
Icabhod:Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor:Blessing of Cayden Cailean (18 hp, 5 days)
Tychus:Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise
Xallis:Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise
Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will), ▼Confusion (8 rd)
Seven Forms of Sin Devotee (Yellow):Confusion (8 rd)

Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)

Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Xallis and Henrika go.

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