Lady Martella Lotheed

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Round 5

Magilla – AoO Bite vs. Xallis’ AC 25: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

Xallis Fort save, heroism: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Fail
Xallis Fort save, heroism: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Fail
Con Damage: 1d6 ⇒ 6

The hag bites Xallis when he tries to escape. Her bite infects him with a fast-acting disease called Demon Fever that immediately takes effect. Xallis breaks out into a cold sweat and feels extremely frail. His ray hits the hag who shrugs it off and cackles with glee.

Magilla bites Xallis with an attack of opportunity for 10 damage. Xallis is also diseased with Demon Fever. The onset is immediate and he takes 5 Con damage and 1 Con drain. (The second Con save is to see if 1 point of Con damage becomes drain or not.) Xallis’s scorching ray hits but night hags are immune to fire.

Estella AoO Bite, cursed vs. Succubus’ AC 20: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15

Succubus Fort save: 1d20 + 9 ⇒ (11) + 9 = 20 Success

The succubus reaches out again and the hag bites her fingers. ”Not today demon.”

Succubus fails to grapple Estella. Estella hits with an AoO for 5 damage after DR. The succubus passes the save against the disease.

Estella dismisses her etherealness and moves towards the door.

Magilla presses the advantage against Xallis. ”Not feeling so good, summoner? Demon Fever is extremely potent and painful, most don’t last more than a day or two after contracting it. I’d be doing you a favor by killing you now.”

Magilla - Bite, power attack vs. Xallis’ AC 25: 1d20 + 17 - 3 ⇒ (15) + 17 - 3 = 29
Damage: 2d6 + 7 + 6 ⇒ (6, 4) + 7 + 6 = 23

Magilla - Claw, power attack vs. Xallis’ AC 25: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33
Damage: 1d4 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Magilla - Claw, power attack vs. Xallis’ AC 25: 1d20 + 17 - 3 ⇒ (13) + 17 - 3 = 27
Damage: 1d4 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Magilla tears into Xallis leaving deep bloody gashes. Already weakened by the disease, he falls.

Magilla hits Xallis three times for a total of 54 damage. Xallis drops to -10 hp and is dying. With the 1 Con drain, he’ll die at -13 hp.

Round 6
Initiative

21 – Henrika (124/113 hp) (Sickened 2 min)
20 – Trevor (71/86 hp)
17 – Tychus (44/86 hp)
12 – Icabhod (104/104 hp)
10 – Illumia (Red) (124 damage) (Flying 10 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (-10/91 hp [temp max 58]) (5 Con damage, 1 Con drain) (Dying)
09 – Succubus (95/100 hp) (Ethereal)
09 – Estella (116 damage) (Cursed)
08 – Magilla (Blue) (119 damage)

Active Spells/Effects
Henrika:False Life (11 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (6 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 6 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min), ▼Demon Fever
Magilla:Glitterdust (9 rd), ▼Hypnotic Stare (-3 Will)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Dying:
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Henrika, Trevor, Tychus, and Icabhod go.


Round 5

Henrika feints Illumia and hits her again.

Henrika hits Illumia for 35 damage.

Trevor heals everyone except Tychus, who is too far away, up to 17 hp.

Tychus fells the nightmare with his first bolt then continues to fire past the nightmare’s corpse at the hag behind it.

Tychus hits Shadowlass once for 35 damage and kills it. He hits Magilla once for 21 damage.

Botting Icabhod

Icabhod – Rapier, studied combat, heroism: 1d20 + 14 + 5 + 2 ⇒ (2) + 14 + 5 + 2 = 23
Damage, studied combat: 1d6 + 6 + 5 ⇒ (3) + 6 + 5 = 14

Icabhod sticks to the wall and stabs at the hag again. This time, the hag dodges out of the way.

Icabhod spends a move to study the enemy and attacks Illumia but misses.

Illumia Acrobatics, cursed vs. Henrika’s CMD 28+4: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32

Sonic Damage: 2d6 ⇒ (1, 1) = 2
Henrika Fort save, sickened: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27

Spellcraft DC 16:
Ear-Piercing Scream

The stinking cloud and nightmare’s smoke both fade away and suddenly the room is much more open again.

Illumia flies into the center of the room and away from those attacking her. She opens her mouth and to most, it appears as if she is letting out a silent scream, but to Henrika, the sound is deafening. However, the scream turns out to be only a minor inconvenience at most.

Illumia flies away and rises up to 10 ft. in the air. She avoids attacks of opportunity. Henrika passes the save against her spell and takes only 1 sonic damage.

Round 5
Initiative

21 – Henrika (124/113 hp) (Sickened 2 min)
20 – Trevor (71/86 hp)
17 – Tychus (44/86 hp)
12 – Icabhod (104/104 hp)
10 – Illumia (Red) (124 damage) (Flying 10 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (77/91 hp)
09 – Succubus (100/100 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (119 damage)

Active Spells/Effects
Henrika:False Life (11 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (6 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 6 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Glitterdust (10 rd), ▼Hypnotic Stare (-3 Will)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Xallis goes.


Round 4

Henrika uses a burst of adrenaline but it still isn’t enough. She remains sickened.

Magillia Will DC 18, hypnotic stare: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
Shadowlass Will DC 18, cursed: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12

Xallis’ glitterdust catches both enemies off guard and blinds them. Magilla and Shadowlass are blinded.

The succubus grabs at Estella but the hag is stronger than her frail form appears. Estella holds the succubus at bay.

The succubus does not succeed at grappling Estella.

Estella Cast Defensively DC 21, cursed: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Estella Caster Level Check DC 18, cursed: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15

Spellcraft DC 18, only by the succubus:
Deep Slumber

Estella casts another spell upon the succubus only for it to once again be dispelled harmlessly. ”Stubborn demon! Know your place!”

Magilla drops to the ground, not trusting her ability to fly blind, and attacks in the direction where she last saw Xallis casting his spell.

Magilla – Bite vs. Xallis’ AC 25: 1d20 + 17 ⇒ (6) + 17 = 23
Miss Chance 50%: 1d100 ⇒ 52
Damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12

Magilla – Claw vs. Xallis’ AC 25: 1d20 + 17 ⇒ (19) + 17 = 36
Miss Chance 50%: 1d100 ⇒ 86
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Magilla – Claw vs. Xallis’ AC 25: 1d20 + 17 ⇒ (1) + 17 = 18
Miss Chance 50%: 1d100 ⇒ 99
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

Magilla Glitterdust Will DC 18, hypnotic stare: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21

Although she is unable to see, she still manages to scratch Xallis once with a claw.

Magilla hits Xallis once for 9 damage. After her attack, she shakes off the blinded effect.

Round 5
Initiative

21 – Henrika (125/113 hp) (Sickened 2 min, Fatigued 1 rd)
20 – Trevor (54/86 hp)
17 – Tychus (44/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass (126 damage) (Cursed, Nauseated, Blinded 11 rd)
10 – Illumia (Red) (89 damage) (Flying 5 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (60/91 hp)
09 – Succubus (100/100 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (98 damage)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (7 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 7 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Glitterdust (10 rd), ▼Hypnotic Stare (-3 Will)
Illumia:Stinking Cloud (1 rd)
Shadowlass:Smoke (1 rd), ▼Glitterdust (Will DC 18, 11 rd)

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Nauseated:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Smoke:
In battle, a cauchemar exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round.

Henrika, Trevor, Tychus, and Icabhod go.


Round 4

Henrika feints Illumia again this time her sword strikes still come up short. While still more agile than a common man, her defenses come from her thick leathery skin.

Henrika feints Illumia for another round. He misses with both attacks.

Trevor Caster Level Check: 1d20 + 11 ⇒ (5) + 11 = 16

Trevor throws the ale upon Illumia. Although drenched, the liquid has no other effect on her.

I’m sorry Trevor. I feel bad he is struggling this fight. Trevor does not beat Illumia’s spell resistance so the spell has no effect. However, to note, their spell resistance is fairly high, so anyone casting a spell on one would have a hard time.

Tychus reloads.

Botting Icabhod.

Icabhod – Rapier, studied combat, heroism, flanking: 1d20 + 14 + 5 + 2 + 2 ⇒ (7) + 14 + 5 + 2 + 2 = 30
Damage, studied strike: 1d6 + 6 + 5 + 4d6 ⇒ (1) + 6 + 5 + (4, 5, 2, 1) = 24

Icabhod stabs the floating hag again, wearing her down.

Icabhod hits Illumia (Red) for 21 damage after DR and including a +7 bonus from Henrika’s painful stare.

Henrika Fort Save, heroism: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17Duration: 1d6 ⇒ 2
Xallis Fort Save, heroism: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

The nightmare turns its attention and breaths a cloud of caustic smoke from its nostrils. The fumes sickened Henrika but Xallis resists. Regardless, the thick smoldering smoke lingers and blocks the two heroes’ sight.

Then it leaps over the low banister around the dining area to land in front of Tychus and bites at him again.

Shadowlass Bite, power attack, cursed vs. Tychus’ AC 29: 1d20 + 22 - 4 - 2 ⇒ (13) + 22 - 4 - 2 = 29
Damage: 2d6 + 10 + 8 ⇒ (1, 3) + 10 + 8 = 22

Shadowlass breathes a cloud of smoke that acts as obscuring mist that lasts for 1 round. Henrika is also sickened for 2 minutes. Xallis saved against the sickened condition. Then it moves and bites Tychus for 22 damage.

”I need a meal to go with my drink. I wonder how you taste.” Illumia says and slides over to Trevor.

Illumia Bite, power attack, cursed vs. Trevor’s AC 20: 1d20 + 17 - 3 - 2 ⇒ (5) + 17 - 3 - 2 = 17
Damage: 2d6 + 7 + 6 ⇒ (1, 5) + 7 + 6 = 19

Illumia Claw, power attack, cursed vs. Trevor’s AC 20: 1d20 + 17 - 3 - 2 ⇒ (9) + 17 - 3 - 2 = 21
Damage: 1d4 + 7 + 6 ⇒ (3) + 7 + 6 = 16

Illumia Claw, power attack, cursed vs. Trevor’s AC 20: 1d20 + 17 - 3 - 2 ⇒ (11) + 17 - 3 - 2 = 23
Damage: 1d4 + 7 + 6 ⇒ (3) + 7 + 6 = 16

Trevor avoids the hag’s filthy bite but her claws dig deep into his defending arms.

Illumia hits Trevor twice for a total of 32 damage.

Shadowlass Fort save, cursed vs. Stinking Cloud: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15

Shadowlass fails his Fort save against the stinking cloud and is nauseated.

Round 4
Initiative

21 – Henrika (125/113 hp) (Sickened 2 min)
20 – Trevor (54/86 hp)
17 – Tychus (44/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass (126 damage) (Cursed, Nauseated)
10 – Illumia (Red) (89 damage) (Flying 5 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (69/91 hp)
09 – Succubus (100/100 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (98 damage) (Flying 5 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (7 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 7 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Hypnotic Stare (-3 Will)
Illumia:Stinking Cloud (1 rd)
Shadowlass:Smoke (1 rd)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Nauseated:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Smoke:
In battle, a cauchemar exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round.

Xallis goes.


Round 3

Xallis summons a succubus.

Fortunately for Xallis he found a summon that both had ethereal jaunt and is immune to poison.

Estella CL check vs. Succubus SR 18: 1d20 + 8 ⇒ (3) + 8 = 11

Seen only by the succubus, the hag, Estella, points a finger and fires missiles of force at the succubus only for them to be dispelled harmlessly by the succubus’ spell resistance.

Magilla – Bite vs. Xallis’ AC 25: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13

Magilla – Claw vs. Xallis’ AC 25: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Magilla – Claw vs. Xallis’ AC 25: 1d20 + 17 ⇒ (3) + 17 = 20
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

Xallis Fort save: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Success

The hag, Magilla, remains floating in the air and strikes at Xallis. Her teeth and claws are like daggers.

Magilla hits Xallis twice for a total of 22 damage. Her bite carries disease but Xallis passed the save and is unaffected.

Round 4
Initiative

21 – Henrika (125/113 hp)
20 – Trevor (86/86 hp)
17 – Tychus (66/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass (126 damage) (Cursed)
10 – Illumia (Red) (68 damage) (Flying 5 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (69/91 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (98 damage) (Flying 5 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (8 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 8 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Hypnotic Stare (-3 Will)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Henrika, Trevor, Tychus and Icabhod go.


I will allow a summoned creature to use ethereal jaunt.


Round 3

Henrika feints the flying hag and strikes her once.

Henrika feints Illumia (Red). She hits once for 42 damage.

Trevor is coming up with some plan involving his tankard.

Abadar bestows Tychus with a blessing and his bolts tear through the nightmare leaving it badly injured.

Tychus hits Shadowlass twice including a critical hit for a total of 126 damage.

Henrika wrote:
I believe Icabhod is flanking with Henrika

He can be as long as everyone is in a line. Illumia is 5 ft. up, so if Icabhod climbed 10 ft. up, Henrika and Icabhod would flank.

Icabhod climbs up the wall and strikes at Illumia’s head. Henrika’s painful stare causes his blade to dig deeper.

Icabhod hits Illumia (Red) for 26 damage after DR.

Enraged by Tychus’ attack, Shadowlass turns his attention to Tychus, biting and kicking wildly.

Shadowlass – Bite, cursed vs. Tychus’ AC 27: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30
Damage: 2d6 + 10 ⇒ (6, 4) + 10 = 20

Shadowlass – Hoof, cursed vs. Tychus’ AC 27: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20 Fire Damage: 1d6 ⇒ 3

Shadowlass – Hoof, cursed vs. Tychus’ AC 27: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25 Fire Damage: 1d6 ⇒ 6

Tychus takes a painful bite but is able to dodge away from the flaming hooves.

Shadowlass hits Tychus once for 20 damage.

Illumia forgoes spells and chooses to physically attack Henrika instead.

Illumia – Bite, Cursed vs. Henrika’s AC 25: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
Shimmering Body 20%: 1d100 ⇒ 76
Mesmeric Mirror: 1d3 ⇒ 2
Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13

Illumia – Claw, Cursed vs. Henrika’s AC 25: 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17
Shimmering Body 20%: 1d100 ⇒ 46
Damage: 1d4 + 7 ⇒ (4) + 7 = 11

Illumia – Claw, Cursed vs. Henrika’s AC 25: 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17
Shimmering Body 20%: 1d100 ⇒ 80
Damage: 1d4 + 7 ⇒ (4) + 7 = 11

Illumia’s bite seems to sink into flesh only for the illusory body to poof into smoke. Illumia curses out loud and Henrika’s multi-layered defenses.

Illumia’s would potentially hit so Henrika can activate her mesmeric mirror. The bite destroys a mirror image instead of hitting Henrika.

Round 3
Initiative

21 – Henrika (125/113 hp)
20 – Trevor (86/86 hp)
17 – Tychus (66/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass (126 damage) (Cursed)
10 – Illumia (Red) (68 damage) (Flying 5 ft. up, Cursed, Feinted -3 AC 1 rd)
09 – Xallis (91/91 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (98 damage) (Flying 5 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Mesmeric Mirror (1 image, 11 min), ▼Evil Eye (-2 saves, 1 rd)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (9 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 9 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Hypnotic Stare (-3 Will)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Xallis goes.


Icabhod wrote:
he will run up the wall with his slippers of spider climbing!

I forgot you had that. Yes, you don't need to make an Acrobatics check. You can just walk on the wall.


Round 2

I’m so sorry to do this because I know you’ve been looking forward to using this.

Xallis opens the iron flask but instead of the intended effect, a foul smoke flows out of the opening. The iron flask is actually an undetected cursed item, a flask of curses; a parting gift from the late Milon Jeroth.

Will saves DC 17:

Xallis, heroism: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Estella: 1d20 + 13 ⇒ (3) + 13 = 16
Magilla: 1d20 + 14 ⇒ (3) + 14 = 17
Henrika, heroism: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Trevor: 1d20 + 12 ⇒ (18) + 12 = 30
Tychus: 1d20 + 12 ⇒ (18) + 12 = 30
Icabhod, heroism: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Shadowlass: 1d20 + 7 ⇒ (5) + 7 = 12
Illumia: 1d20 + 14 ⇒ (2) + 14 = 16

However, luck is on Xallis’ side and the curse affects the hags while sparing Xallis and his allies.

All the PCs pass and are unaffected. Estella, Shadowlass, and Illumia fail and are cursed, suffering a -2 penalty on attack rolls, saving throws, and skill checks.

Illumia cries out in disbelief, ”What! Our enemies have a witch amongst them too! And a powerful one at that!”

To Henrika, Estella seems almost hesitant to leave her sisters. She moves invisibly towards the entrance but even Henrika loses track of her once she passes into the thick fog.

”Two can play at this game!” says Magilla

Spellcraft DC 18:
Bestow Curse

Magilla Touch vs. Xallis’ Touch AC 15: 1d20 + 17 ⇒ (10) + 17 = 27
Xallis Will, heroism: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

Magilla’s hand glows like her sister’s and she swoops down placing her claw against Xallis’ chest. However, Xallis rejects the curse throwing her back. ”Inconceivable!” she protests.

Magilla casts a spell and moves to 5 ft. above the ground. She touches Xallis but he passes his save and is unaffected.

Round 3
Initiative

21 – Henrika (125/113 hp)
20 – Trevor (86/86 hp)
17 – Tychus (86/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass (Cursed0
10 – Illumia (Red) (Flying 5 ft. up, Cursed)
09 – Xallis (91/91 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Cursed)
08 – Magilla (Blue) (98 damage) (Flying 5 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Evil Eye (-2 saves, 1 rd)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (9 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 9 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Hypnotic Stare (-3 Will)

Cursed:
The cursed creatures take a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Henrika, Trevor, Tychus, and Icabhod go.


Round 2

Henrika leaps up and hits Magilla. Magilla curses the ceiling for being too low.

Henrika hits Magilla (Blue) for 41 damage.

Trevor tries a similar move but can’t leap high enough.

You’ll need to jump at least 5 ft. up which is an Acrobatics DC 20.

Botting Tychus.

Tychus moves out of the stinking cloud and takes a shot at Magilla.

Dignity’s Barb, Divine Favor, Point-Blank: 1d20 + 17 + 2 + 1 ⇒ (7) + 17 + 2 + 1 = 27
Damage: 1d16 + 10 + 2 + 1 ⇒ (12) + 10 + 2 + 1 = 25

Dignity’s Barb Crit Range: 1d20 ⇒ 3

Tychus’ bolt just barely misses, scrapping across Magilla’s hardened skin.

Tychus misses.

Icabhod would also need to jump up to reach the flying enemy. Fortunately he has a lot of Acrobatics.

Icabhod Acrobatics DC 20, heroism: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30

Icabhod leaps up nearly matching Illumia’s height but the hag throws him back down to the ground.

Icabhod misses.

In the dining area to the south, table and chairs are crushed and thrown aside as a gigantic fiery horse materializes. Everyone can now see the nightmare that Henrika observed. The nightmare lets out a loud whinny that echoes through the café.

Spellcraft DC 18:
Bestow Curse

Illumia Touch vs. Henrika’s Touch AC 14: 1d20 + 17 ⇒ (1) + 17 = 18

Illumia casts a spell and her hand glows with a black emanation. She swoops down to touch Henrika with her cursed hand, but her tattered dress gets caught on a rusty nail on the wall and yanks her off course.

Illumia flies down to 5 ft. about the ground. (You won’t need to jump to hit her.) I was going to let Henria use mesmeric mirrors but she doesn’t even need to since Illumia rolled a 1.

Round 2
Initiative

21 – Henrika (125/113 hp) (Shimmering Body vs. Magilla 1 rd)
20 – Trevor (86/86 hp)
17 – Tychus (86/86 hp)
12 – Icabhod (104/104 hp)
11 – Shadowlass
10 – Illumia (Red) (Flying 5 ft. up)
09 – Xallis (91/91 hp)
09 – Estella (116 damage) (Ethereal, Invisible)
08 – Magilla (Blue) (98 damage) (Flying 10 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Evil Eye (-2 saves, 1 rd)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (9 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (+2, 9 rd), Dignity’s Barb (Crit 3, 19-20)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Magilla:Hypnotic Stare (-3 Will)

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Xallis goes.


FYI, the "wall" between where Trevor and Xallis currently are is just a low banister separating the seating area to the right and the kitchen to the left. You can see past it and climb over it if needed.


Round 1

Since Xallis can’t see the nightmare, I’m going to say he instead moves out of the stinking cloud and draws the iron flask. If you don’t like where I moved Xallis or would prefer to do something else, just let me know.

Estella coughs up more blood and staggers a step away from Henrika. ”The Immaculate Circle must hear about this…” The hag uses an innate spell-like ability and fades away.

Spellcraft DC 24:
Etherealness

Estella 5-ft. steps away and vanishes. Henrika can see that Estella has not moved from where she cast her spell yet but she has turned ethereal like the nightmare.

Magilla Acrobatics vs. Henrika’s CMD 28+2: 1d20 + 16 ⇒ (3) + 16 = 19

Henrika AoO: 1d20 + 19 + 2 - 3 ⇒ (14) + 19 + 2 - 3 = 32
Damage: 1d8 + 13 + 9 ⇒ (8) + 13 + 9 = 30

Trevor AoO: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (3, 1) = 10

Henrika Will, heroism: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35

Magilla also takes off into the air but she isn’t as fast as her sister and Henrika catches Magilla’s leg with her blade. Magilla’s eyes then widen in a flash and Henrika feels herself get dizzy, albeit momentarily.

Magilla flies 10 ft. into the air. Henrika hits Magilla with an attack of opportunity for 30 damage. Trevor misses. Then Magilla uses a witch’s evil eye hex on Henrika to give her a -2 penalty on saving throws. Henrika passes the save so is only affected for 1 round.

Trevor needs to get some Strength increase if he wants to attack with his sword. Henrika has a full 10 points more on her attack roll. But Trevor only has Str 11 and a +1 rapier so that makes sense.

Round 1
Initiative

21 – Henrika (125/113 hp)
20 – Trevor (86/86 hp)
17 – Tychus (86/86 hp) (Nauseated)
12 – Icabhod (104/104 hp)
11 – Shadowlass (Ethereal, Invisible)
10 – Illumia (Red) (Flying 10 ft. up)
09 – Xallis (91/91 hp)
09 – Estella (116 damage) (Ethereal, Invisible, Feinted -6 AC, 1 rd)
08 – Magilla (Blue) (57 damage) (Flying 10 ft. up)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▼Evil Eye (-2 saves, 1 rd)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (10 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (11 rd)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Estella:Hypnotic Stare (-3 Will)

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Back to Henrika, Trevor, Tychus, and Icabhod.


Xallis wrote:

hero point reroll!: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

If the reroll is enough:

Xallis squints his watering eyes as he reaches into his backs, producing their recently-aquired iron flask. With an utterance of the command word, he opens the container and aims it at the evil equine!

Xallis will pass the Fort save and can act. But I don't think Xallis can see the Nightmare unless he has some form of see invisiblity. It is currently ethereal and invisible. Henrika can see it with her see invisibility spell. Otherwise, you can't see or interact with it.

Fortunately for you guys, dismissing the etherealness will be a standard action for it, so you'll get a turn against it before it can do much once it drops to the Material Plane.


Henrika wrote:
Henrika's AC and hp improved with the belt of physical perfection upgrade, just FYI.

Oh yes. Noted and updated.

Round 1

Before Estella can react, Henrika is standing before her and slashes across her body. An arc of black tar-like blood sprays outward and Estella looks badly injured.

Henrika feints Estella. She hits Estella twice for a total of 116 damage. The hags are immune to fear effects so they can’t be shaken by demoralize.

As Trevor steps forward, he indeed puts on a fearsome guise, yet the hags know no fear. The hag snatches Trevor’s thrusting blade with her bare hand, blocking the blow. Her palm sizzles from the holy energy and she releases it before she is harmed. ”Not so fast deary. You could hurt someone with that.”

Trevor’s attack against Magilla (Blue) misses.

Then Tychus hits Magilla in the shoulder and she glares at him and hisses.

Tychus hits Magilla (Blue) for 27 damage.

Icabhod moves closer.

Then, silently and invisibly, Henrika sees the largest horse she’s even seen walk through the northern wall (north is left) and stop in the middle of the room. The nightmare looks around surveying the area. It is clear that it can see all of you. Perhaps it notices Henrika glance at it, or perhaps it can smell fear. Either way, it looks in Henrika’s direction and a puff of ethereal flame and smoke emits from its nostrils.

Illumia Acrobatics DC vs. Henrika’s CMD 28: 1d20 + 16 ⇒ (17) + 16 = 33

Spellcraft DC 18:
Stinking Cloud

Fort saves:

Henrika, heroism: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Trevor: 1d20 + 10 ⇒ (12) + 10 = 22
Tychus: 1d20 + 12 ⇒ (1) + 12 = 13
Xallis, heroism: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

Illumia’s feet lift off of the ground and she floats backwards and up to the ceiling. Then she casts a spell that summons a billowing cloud and stinking gas that fills the tea house. Henrika, Tychus, and Xallis’ eyes all tear up and their stomachs turn from the offensive gas.

Illumia avoids an attack of opportunity from Henrika and flies up 10 ft. into the air. Henrika, Tychus, and Xallis fail the Fortitude save and are nauseated. Any of you can use a Hero Point to reroll the save if you want. (Also Henrika’s Koriana’s Blade can protect against 1 poison effect per day if she wants. Icabhod is immune to poison.

Round 1
Initiative

21 – Henrika (125/113 hp) (Nauseated)
20 – Trevor (86/86 hp)
17 – Tychus (86/86 hp) (Nauseated)
12 – Icabhod (104/104 hp)
11 – Shadowlass (Ethereal, Invisible)
10 – Illumia (Red)
09 – Xallis (91/91 hp) (Nauseated)
09 – Estella (116 damage) (Feinted -6 AC, 1 rd)
08 – Magilla (Blue) (27 damage)

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min)
Icabhod:Barkskin (+4, 110 min), ▲Clay Skin (50 hp, 110 min), ▲Heroism (110 min), ▲Bear’s Endurance (11 min), ▲Shield (11 min), ▲Displacement (11 rd)
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (11 rd)
Xallis:Overland Flight (11 hr), ▲Barkskin (+4, 220 min), ▲Heroism (220 min)
Estella:Hypnotic Stare (-3 Will)

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Ethereal:
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

An ethereal creature treats other ethereal creatures and ethereal objects as if they were material.

Stinking Cloud:
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

Xallis goes. He is nauseated but I’ll assume he wants to try to reroll. The Fort DC is 19.


”I knew something was off about you! But you’ve made a mistake turning on us. We’ll sup on your bones tonight!”

The three women drop their disguises and their youthful appearances fade away. Instead they turn into sharp-fanged crones with bruised, purple skin that hangs off their corpse-thin frames. The three begin to cackle unnervingly.

Initiative:

Henrika: 1d20 + 8 ⇒ (13) + 8 = 21
Icabhod: 1d20 + 6 ⇒ (6) + 6 = 12
Trevor: 1d20 ⇒ 20
Tychus: 1d20 + 12 ⇒ (5) + 12 = 17
Xallis: 1d20 + 6 ⇒ (3) + 6 = 9
Estella: 1d20 + 6 ⇒ (3) + 6 = 9
Illumia: 1d20 + 7 ⇒ (3) + 7 = 10
Magilla: 1d20 + 7 ⇒ (1) + 7 = 8
Shadowlass: 1d20 + 6 ⇒ (5) + 6 = 11

Round 1
Initiative

21 – Henrika (114/102 hp)
20 – Trevor (86/86 hp)
17 – Tychus (86/86 hp)
12 – Icabhod (82/82 hp)
11 – Shadowlass
10 – Illumia
09 – Xallis (91/91 hp)
09 – Estella
08 - Magilla

Active Spells/Effects
Henrika:False Life (12 hp, 11 hr), ▲Freedom of Movement (110 min), ▲Glibness (110 min), ▲Heightened Awareness (110 min), ▲Heroism (110 min), ▲Message (110 min), ▲See Invisibility (110 min), ▲Remove Fear (11 min), ▲Fearsome Guise
Icabhod:
Trevor:Invoke Deity (Good, 110 min)
Tychus:Heightened Awareness (110 min), ▲Protection from Evil (11 min), ▲Divine Favor (11 rd)
Xallis:

Everyone except Xallis gets to act first.

I don’t remember if I gave you knowledge on the hags before or not so regardless, I’ll give it again.

Night Hag Lore

Knowledge (Planes) DC 19:

•A night hag’s type is outsider (evil, extraplanar)
•Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they’re most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes.

Knowledge (Planes) DC 24:

•A night hag is immune to charm, cold, fear, fire, and sleep.
•A night hag is vulnerable to magic cold iron weapons.
•A night hag’s bite inflicts a disease called demon fever.
•A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone.
•A night hag can change shape into a humanoid creature.

Knowledge (Planes) DC 29:

A night hag has spell resistance.
It’s spell-like abilities include: detect chaos, detect evil, detect good, detect law, detect magic, deep slumber, invisibility, magic missile, ray of enfeeblement, etherealness, and soul bind.
Night hags speak Abyssal, Celestial, Common, and Infernal.

Cauchemar Nightmare Lore

Knowledge (Planes) DC 21:

•A cauchemar’s type is outsider (evil, extraplanar).
•The cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities.

Knowledge (Planes) DC 26:

•A cauchemar’s hooves deal fire damage.
•A cauchemar exhales smoke that chokes and blinds foes.

Knowledge (Planes) DC 31:

Its spell-like abilities include: ethereal jaunt and plane shift.
Cauchemars speak Abyssal and Infernal.


Crafting the belt, will take 1 day per 1,000 gp or 24 days. The DC to craft is is a Spellcraft DC 21. Xallis' Spellcraft bonus is +24, so he cannot fail.

You can also half the crafting time by increasing the DC by 5 to DC 26. Then Xallis would need a 2 or better to succeed. I'd also let you throw in a guidance or heroism or something to aid you, so, he'll still be able to succeed without issue.

So, at half the time, it'll take 12 days. And per my house rules somewhere, I had said that I was further halving crafting times, so the total time would be 6 days, which is just enough time to be finished before the end of the week.

However, for future reference, if you adventure while an item is being upgraded and isn't finished yet, I'm going to say it can't be worn/used until the upgrade is complete.


Ok. If no one else wants, everyone can take another 150 gold for selling it.


Abadius 12, 4718 (Starday) (Zimar, Taldor)

You return to the Sweet Dreams Tea Shop in disguise. Inside, Estella stands behind the counter. She is accompanied by her two sisters, Illumia and Magilla, who appear to be stocking shelves.

Estella beams when she sees you. She holds up a jar containing a glowing wispy substance. The cackles, ”The hag, Avenna, will bother us no more. Her soul will fetch a fine price on the Shadow Plane. May she be eternally tortured.”

Magilla picks up another jar on the shelf behind her containing a pair of bloody eyeballs. ”Before we killed her, we plucked out her eyes one by one. Her screams were so sweet. A perfect punishment for an annoying diviner. And they will make a useful spell component.”

Illumia says, ”We have no use for her husk, but we stowed her body in the back room just in case you wanted it. If not, we’ll just feed it to Shadowlass, our nightmare. She’ll eat anything, bones and all.”

Estella says, ”We are eager to move on. Why don’t you finish your business with the High Strategos so we can take our business elsewhere.”


Okay, so assuming Icabhod takes the aegis (we can always sell later if he doesn't), you can sell the candle, ring of protection, and flame tongue for an additional 18,557.5 gold. Or 3,711.5 gold each.

You can do any purchases you want in the discussion.


You had a ton of stuff to sell. I checked off all the obvious sells, which will give you 100,518.79. Divided by 5, you each will get 20,103.76 gold.

I left the following items on the treasure sheet and you can decide if anyone wants to take or sell them:

Purple Worm Poison (x3) – I thought maybe Icabhod might want

+2 Gold-Plated Adamantine Full Plate – The only person who maybe would wear is Falchion but it’s also bright gold, so maybe you want to sell?

Aegis of Recovery

Belt of Physical Might +2 (Dex, Con) – Anyone need?

Candle of Invocation (CG) – Trevor want?

Iron Flask – Did Xallis take?

Magic Golden Needle – If you make a +4 Cloak of Resistance, who gets it?

Manual of Gainful Exercise +1 – This is a free +1 bonus to Str. Someone should definitely use. Since the next attack is after a week, you’ll have enough time to read it now.

Minor Ring of Acid Resistance

Ring of Protection +2 – Anyone not have?

Strand of Lesser Prayer Beads

+1 Holy Short Spear – You’ll probably eventually sell but anyone want to use to bypass the rakshasa DR first?

Flame Tongue (Scimitar)

If you sell any of these, you’ll get a little more than the above amount. I’ll give you a moment to decide then I’ll move you to the Sweet Dreams Tea Shop tomorrow. If you have any specific plan, let me know.


1 person marked this as a favorite.

I probably won't post tomorrow because of Thanksgiving.


Henrika wrote:
How long until our next confrontation? Do we have enough time to sell stuff and maybe hire a tailor to start embroidering a nice cloak for us?

I'm going to handwave leaving through the manor. You don't have any issues. You'll have a week until your next confrontation, so you have time to buy and sell. I'll also say the cost to hire a tailor is negligible, so you can just pick how you want the cloak tailored.

Once you are ready, both the rakshasas and the hags will have completed their assignments so you can tackle them in whichever order you prefer.


"No need to convince Squelch. You will not see Squelch again."


Tychus wrote:
"So what's your story here?"

Squelch responds, "No story. Just symbiosis. Squelch eats unwanted guests. Monks don't get unwanted guests. But Squelch sees you are too strong. Squelch will not eat you. Squelch lives longer by making wise decisions."

Tychus wrote:
Sense Motive: 1d20 + 21 ⇒ (17) + 21 = 38

Sounds accurate.


Henrika wrote:
"I am sure you can deduce that your mistress's experiment has fully ended with her inglorious death. Perhaps you now regret your choices, and might think that you have been misled by poor teachers. It is not too late to alter your philosophy, however! If you beg us for mercy and help us raze this evil monastery that is the source of so much of your pain, you may still survive to do some good in the world. What do you say, initiate?"

Yeah, this fight’s gone on long enough.

The monk raises his arms in surrender. The assassin bug entothrope is unable to surrender due to being confused and needs to be put down.

Combat over.

All the enemies had basic magic items that you can easily identify without needing to roll. I’ll list what they all had and add it to your treasure list.

Each Seven Forms of Sin Devotee had: potions of barkskin (2), potions of bear’s endurance (2), potion of cure moderate wounds, amulet of mighty fists +1, bracers of armor +1, cloak of resistance +2, ring of protection +1.

Each Assassin Bug Entothrope had: +1 studded leather, dagger, amulet of natural armor +1, cloak of resistance +2.

Qan Dismaal had: potions of barkskin (2), potions of cure serious wounds (2), potions of owl’s wisdom (3), masterwork temple sword, amulet of mighty fists +1, belt of physical might +2 (Dex, Con), cloak of resistance +2, ring of protection +2.

With the enemies defeated, you can do a more thorough search of the monastery.

5. Bunks

Off to the side of the cistern is a room with three bunk beds and a chest.

Inside the treasure chest is a leather sack containing 1,300 gp and three large green sapphires (750 gp each).

6. Monastic Cells

A weapon rack in the north of the room holds the following: five masterwork kama, six masterwork quarterstaves, a +1 handaxe, and a +1 shortspear.

8. Dining Hall

The room contains a gilded porcelain tea set worth 500 gp, and Qadiran, Taldan, and Tian vases worth a total of 2,000 gp. The kitchen area contains rare spices worth a total of 1,200 gp and seven bottles of Chelish red wine vented in 4562 and worth 100 gp each.

9. Library

Searching the library, you find a manual of gainful exercise +1 tucked behind a shelf. You also see a secret door left open my the monks that leads to a tunnel connecting to the back of the naga, Squelch’s, lair.

Henrika Perception, heightened awareness, heroism: 1d20 + 18 + 2 + 2 ⇒ (10) + 18 + 2 + 2 = 32
Icabhod Perception, heroism: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Tychus Perception: 1d20 + 22 ⇒ (12) + 22 = 34

Icabhod Disable Device, heroism: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

Although you are aware of the trap protecting Qan’s chambers, it still is very difficult to locate. Tychus spots an enchanted emerald set in pewter over the interior lintel that is the likely trigger. Icabhod tries to disable the trap but it is also very difficult to disable and he accidentally sets the trap off.

Crushing Hand Grapple vs. Icabhod’s CMD 20: 1d20 + 30 ⇒ (16) + 30 = 46
Damage: 2d6 + 12 ⇒ (4, 4) + 12 = 20

A giant magical hand is summoned into existence and grabs Icabhod and starts crushing him in its grip. Fortunately, the hand can be damaged with regular weapons and you cut Icabhod free before any more harm comes to him.

The emerald set above the door can be removed and is worth 2,000 gp.

10. Sister Qan Dismaal’s Chambers

The room contains a luxurious bed and desk, as well as an expansive wardrobe of exquisite clothing reserved for evenings dining at high‑class establishments, usually alongside Milon Jeroth.

Dismaal’s wardrobe contains three noble’s outfits and seven courtier’s outfits, as well as assorted jewelry worth a total of 1,200 gp.

A pewter brazier on the desk holds a half‑burned order from Maxillar Pythareus. This is a vital piece of evidence for his illegal agenda: orders to execute Princess Eutropia and frame you for it. What remains reads as follows:

—ill comely, despite her advancing age, and still within her childbearing years. I’d much prefer her argumentative nature curbed. This entire conflict would be so easily resolved with a wedding, were she not so demanding and selfish! It truly pains me to do this, but for the sake of Taldor she must be put down like the rabid animal she acts like. These new agents her fawning assistant seems to prefer—they are relative unknowns with a reputation for violence, are they not? Cut her throat and put the dagger in their hands; perhaps that will finally get the Lion Blades to obey. Return to me when the deed is done and your payment will be enough to establish your order as a legitimate force among the Taldan aristocracy.
—Pythareus

Lastly, passing by Squelch on the way out, she calls out again. ”You killed them all, didn’t you? Squelch does not want trouble. Take Squelch’s treasure and Squelch not hurt you and you not hurt Squelch. Deal?”

Squelch gives you a lacquered box containing 371 pp; 1,163 gp; and a magic golden needle etched with creatures of land, sea, and air.

”Use the needle to sew a magical cloak. Squelch cannot use it. Squelch has no hands.”

If a character spends 6 hours using the needle to embroider an existing nonmagical cloak or cape and succeeds at a DC 25 Craft (clothing) skill check, the needle’s magic transforms the cloak into a cloak of resistance +4 or else grants the cloak the abilities of any two of the following simultaneously: eagle cape, cloak of the manta ray, or cloak of the scuttling rat. Once the needle has been used successfully, it loses all magic.

Unless you intend on fighting anything else, you can go back and heal and rest. So don’t worry about healing otherwise.


Round 8

All of Trevor’s allies heal up to 22 hp.

Round 9

The last monk sees the writing on the wall but has nowhere to escape to, so it goes all out against the bralani.

Devotee (Blue) Flurry of Blows, Power Attack (Furious Focus), Stunning Fist vs. Bralani (Red)’s AC 20: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d10 + 5 + 4 ⇒ (2) + 5 + 4 = 11

Devotee (Blue) Flurry of Blows, Power Attack vs. Bralani (Red)’s AC 20: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Damage: 1d10 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Devotee (Blue) Flurry of Blows, Power Attack vs. Bralani (Red)’s AC 20: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Damage: 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Devotee (Blue) Flurry of Blows, Power Attack vs. Bralani (Red)’s AC 20: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d10 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Devotee (Blue) Flurry of Blows, Power Attack vs. Bralani (Red)’s AC 20: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16

Bralani (Red) Fort vs. Stunning Fist: 1d20 + 11 ⇒ (18) + 11 = 29

Devotee (Blue) hits Bralani (Red) 4 times for a total of 20 damage after DR. The Bralani passes the save against the Stunning Fist.

Round 9
Initiative

26 – Seven Forms of Sin Devotee (Blue) (12 damage)
25 – Tychus (86/86 hp)
16 – Henrika (102/102 hp) (Defending +1 AC)
14 – Icabhod (100/102 hp)
10 – Xallis (91/91 hp) (10 ft. up)
10 – Bralani (Yellow) (80/80 hp)
10 – Bralani (Orange) (72/80 hp)
10 – Bralani (Red) (49/80 hp)
10 – Bralani (Purple) (80/80 hp)
09 – Assassin Bug Entothrope (Blue) (41 damage) (Confused 4 rd, Shaken 1 rd)
08 – Trevor (74/86 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 (4 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

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 8

Tychus takes a step back and unloads his reloaded crossbow on the assassin near him.

Tychus – Dignity’s Barb, divine favor, point-blank shot, rapid shot, deadly aim: 1d20 + 17 + 2 + 1 - 2 ⇒ (8) + 17 + 2 + 1 - 2 = 26
Damage: 1d10 + 16 + 2 + 1 ⇒ (10) + 16 + 2 + 1 = 29

Tychus – Dignity’s Barb, divine favor, point-blank shot, rapid shot, deadly aim: 1d20 + 17 + 2 + 1 - 2 ⇒ (17) + 17 + 2 + 1 - 2 = 35
Damage: 1d10 + 16 + 2 + 1 ⇒ (7) + 16 + 2 + 1 = 26

Tychus – Dignity’s Barb, divine favor, point-blank shot, rapid shot, deadly aim: 1d20 + 12 + 2 + 1 - 2 ⇒ (5) + 12 + 2 + 1 - 2 = 18
Damage: 1d10 + 16 + 2 + 1 ⇒ (1) + 16 + 2 + 1 = 20

Tychus hits Entothrope (Red) twice for a total of 55 damage and kills it.

Henrika shows the enemy who is more skilled. She nearly disembowels the monk and despite his training, he wets his pants in fear.

Henrika hits the devotee (red) twice of a total of 86 damage. The devotee is feinted and shaken for 6 rounds.

Them Icabhod swaps places with Henrika and finishes the monk off.

Icabhod hits devotee (red) twice for 32 damage and kills him.

Xallis hits the other monk with his magic missiles and pounds him against the stone wall.

Xallis hits devotee (orange) for 15 damage.

Changing a few of the bralani’s targets to account for enemies that died.

Bralani (Yellow) hits Devotee (Orange) once for 14 damage and he dies.

Bralanis (Red and Purple) attacks Devotee (Blue) and both miss.

Bralani (Orange) hits Entothrope (Blue) for a total of 21 damage.

The last remaining entothrope futilely attacks the bralani, unable to harm it.

Entothrope (Blue) is forced to attack Bralani (Orange) but cannot bypass its DR so there is no point rolling.

Round 8
Initiative

26 – Seven Forms of Sin Devotee (Blue) (12 damage)
25 – Tychus (80/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (88/102 hp)
10 – Xallis (84/91 hp) (10 ft. up)
10 – Bralani (Yellow) (72/80 hp)
10 – Bralani (Orange) (50/80 hp)
10 – Bralani (Red) (47/80 hp)
10 – Bralani (Purple) (76/80 hp)
09 – Assassin Bug Entothrope (Blue) (41 damage) (Confused 4 rd, Shaken 1 rd)
08 – Trevor (52/86 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 (4 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

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.


Thanks. That's useful.


Round 7

Trevor wrote:
Toni can see the entothropes advance on Ichabhod, so the secret cleric makes a 5-ft. step to enter melee.

Technically, they were only advancing on the Bralani. The way confusion works is they have to attack the last person/creature that hit it. So now that Trevor hit it, it has to attack Trevor next unless someone else hits it before it goes.

Trevor stabs the entothrope. The blade doesn’t harm the creature but its holy power burns it well enough.

Trevor hits Entothrope (Red) once for 10 holy damage.

Devotee (Orange)’s Attacks:
Devotee (Orange) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Devotee (Orange) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d10 + 5 ⇒ (9) + 5 = 14

Devotee (Orange) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Devotee (Orange) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Devotee (Orange) Flurry of Blows vs. Icabhod’s AC 31: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Unable to reach Xallis anymore, the devotee (orange) turns his attention to Icabhod. He does a flurry of blows and lands a lucky hit. However, Icabhod’s clay skin absorbs a majority of it.

Devotee (Orange) 5-ft. steps and flurries against Icabhod. He hits once for 5 damage after DR.

Devotee (Blue)’s Attacks:

Devotee (Blue) Flurry of Blows, flanking, power attack (furious focus) vs. Bralani (Red)’s AC 20: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Damage, power attack, sneak attack: 1d10 + 5 + 4 + 1d6 ⇒ (3) + 5 + 4 + (5) = 17

Devotee (Blue) Flurry of Blows, flanking, power attack vs. Bralani (Red)’s AC 20: 1d20 + 12 + 2 - 2 ⇒ (18) + 12 + 2 - 2 = 30
Damage, power attack, sneak attack: 1d10 + 5 + 4 + 1d6 ⇒ (2) + 5 + 4 + (1) = 12

Devotee (Blue) Flurry of Blows, flanking, power attack vs. Bralani (Red)’s AC 20: 1d20 + 12 + 2 - 2 ⇒ (18) + 12 + 2 - 2 = 30
Damage, power attack, sneak attack: 1d10 + 5 + 4 + 1d6 ⇒ (4) + 5 + 4 + (6) = 19

Devotee (Blue) Flurry of Blows, flanking, power attack vs. Bralani (Red)’s AC 20: 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22
Damage, power attack, sneak attack: 1d10 + 5 + 4 + 1d6 ⇒ (9) + 5 + 4 + (3) = 21

Devotee (Blue) Flurry of Blows, flanking, power attack vs. Bralani (Red)’s AC 20: 1d20 + 7 + 2 - 2 ⇒ (19) + 7 + 2 - 2 = 26
Damage, power attack, sneak attack: 1d10 + 5 + 4 + 1d6 ⇒ (5) + 5 + 4 + (6) = 20

The next devotee (blue) finds a position to flank his opponent and attacks with extra force to try to punch through the bralani’s toughness.

Devotee (Blue) hits Bralani (Red) four times for a total of 32 damage after DR.

Devotee (Red) Acrobatics vs. Bralani (Red)’s CMD 28: 1d20 + 13 ⇒ (18) + 13 = 31

Devotee (Red) Unarmed Strike, power attack (furious focus) vs. Bralani (Yellow)’s AC 20: 1d20 + 12 ⇒ (10) + 12 = 22
Damage, power attack: 1d10 + 5 + 4 ⇒ (9) + 5 + 4 = 18

The last devotee runs into the room past most of the summoned azatas. He hits one as he passes and stops in front of Trevor.

Bralani (Purple) is unarmed and the devotee uses Spring Attack against Bralani (Yellow), so only Bralani (Red) threatens when the devotee moves. Devotee (Red) succeeds on an Acrobatics check to avoid the attack of opportunity. He hits Bralani (Yellow) once for 8 damage after DR and continues moving with Spring Attack.

Round 8
Initiative

26 – Seven Forms of Sin Devotee (Orange) (70 damage)
26 – Seven Forms of Sin Devotee (Blue) (12 damage)
26 – Seven Forms of Sin Devotee (Red)
25 – Tychus (80/86 hp)
16 – Henrika (101/102 hp) (Defending +1 AC)
14 – Icabhod (88/102 hp)
10 – Xallis (84/91 hp) (10 ft. up)
10 – Bralani (Yellow) (72/80 hp)
10 – Bralani (Orange) (50/80 hp)
10 – Bralani (Red) (47/80 hp)
10 – Bralani (Purple) (76/80 hp)
09 – Assassin Bug Entothrope (Red) (28 damage) (Confused 5 rd, Shaken 2 rd)
09 – Assassin Bug Entothrope (Blue) (20 damage) (Confused 5 rd, Shaken 2 rd)
08 – Trevor (52/86 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 (40 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 (4 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

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.

Back to Tychus, Henrika, Icabhod, and Xallis.


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So I just got a nice promotion at work today! It works out to about 20k more than my previous salary. I'm excited.


Round 7

Henrika finishes the monk off with a final strike then steps towards the next group.

Henrika’s first hit is enough to defeat the enemy. She hits Devotee (Yellow) for 47 damage and kills him.

With Yellow defeated, Icabhod will have to move. Since he is more effective against the monks than the entothropes, I’ll move him towards the next closest monk.

Icabhod steps up to the closest monk near the entrance and delivers another critical hit. His collection of skewered kidneys grows.

Icabhod hits Devotee (Orange) with a critical hit for 17 damage.

Xallis’ magic missiles further weaken the enemy.

Xallis hits Devotee (Orange) for 9 damage.

The (orange) monk regrets his life decisions as the azata lands another critical hit on his already battered body.

Bralani (Yellow) hits Devotee (Orange) with a critical hit for 27 damage.

The next bralani draws the attention of the other confused assassin, forcing both their attention to remain solely on him.

Bralani (Orange) hits Entothrope (Red) with a critical hit for 18 damage after DR. He misses Entrothrope (Blue).

Devotee (Blue) AoO vs. Bralani (Red)’s AC 20: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Lastly, the final bralani hits the badly injured monk again putting him in critical condition.

Bralani (Red) hits Devotee (Orange) for 17 damage.

Entothrope (Blue) - Bite, flanking, shaken vs. Bralani (Orange)’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17
Damage, sneak attack: 1d6 + 5d6 + 2 ⇒ (5) + (1, 3, 5, 3, 4) + 2 = 23

Entothrope (Blue) - Claw, flanking, shaken vs. Bralani (Orange)’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (13) + 10 + 2 - 2 = 23
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (4) + (3, 6, 3, 4, 4) + 2 = 26

Entothrope (Blue) - Claw, flanking, shaken vs. Bralani (Orange)’s AC 20: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
Damage, sneak attack: 1d4 + 5d6 + 2 ⇒ (3) + (3, 3, 5, 3, 5) + 2 = 24

The two entrothropes flank the bralani and focus all their attacks on him. The (red) entrothrope’s attacks fail to pierce the bralani’s skin. But it provides an opportunity for the other entrothrope (blue) to focus on the azata’s weak points.

Without sneak attack, the entothrope can’t do enough damage to overcome the bralani’s DR so I didn’t bother rolling for (Red). Entothrope (Blue) is able to step into flanking afterwards though and hits Bralani (Orange) twice for a total of 30 damage after DR.

Round 7
Initiative

26 – Seven Forms of Sin Devotee (Orange) (70 damage)
26 – Seven Forms of Sin Devotee (Blue) (12 damage)
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 ft. up)
10 – Bralani (Yellow) (80/80 hp)
10 – Bralani (Orange) (50/80 hp)
10 – Bralani (Red) (79/80 hp)
10 – Bralani (Purple) (76/80 hp)
09 – Assassin Bug Entothrope (Red) (18 damage) (Confused 5 rd, Shaken 2 rd)
09 – Assassin Bug Entothrope (Blue) (20 damage) (Confused 5 rd, Shaken 2 rd)
08 – Trevor (52/86 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 (4 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

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.


Round 6

Trevor scores a critical hit against the last monk in the room. He screams in pain and limps, trying to hold himself upright.

Trevor hits Devotee (Yellow) with a critical hit for 28 damage. The second attack misses.

Round 7

Likely making his last stand, the monk unleashes a flurry of fists against everyone he can reach.

Devotee (Yellow) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Devotee (Yellow) Flurry of Blows, shaken vs. Henrika’s AC 25: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Devotee (Yellow) Flurry of Blows, shaken vs. Trevor’s AC 21: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Crit Confirmation: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Damage: 1d10 + 5 ⇒ (1) + 5 = 6

Devotee (Yellow) Flurry of Blows, shaken vs. Icabhod’s AC 31: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Devotee (Yellow) Flurry of Blows, shaken vs. Trevor’s AC 21: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Trevor catches a punch but the rest of the attacks are blocks or dodged.

Devotee (Yellow) hits Trevor once for 6 damage. The rest of his attacks are misses.

Devotee (Orange) Acrobatics vs. Bralani (Purple) CMD 28: 1d20 + 13 ⇒ (17) + 13 = 30

Devotee (Orange) Unarmed Strike, Power Attack (Furious Focus), Stunning Fist vs. Xallis’ AC 25: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16

One of the devotees in the hall, rushes past the bralanis to charge straight at Xallis. His fist is charged with power as he leaps into the air but he can't connect and lands back down nearly overbalanced.

Devotee (Orange) avoids the attack of opportunity from Bralani (Purple). He misses Xallis with his attack.

Devotee (Blue) Acrobatics vs. Bralani (Purple) CMD 28: 1d20 + 13 ⇒ (11) + 13 = 24

Bralani (Purple) AoO vs. Devotee (Blue): 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Devotee (Blue) Unarmed Strike, Power Attack (Furious Focus), Stunning Fist vs. Bralani (Red)’s AC 20: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d10 + 5 + 4 ⇒ (1) + 5 + 4 = 10

The next devotee also charges past the first bralani. Unlike his ally, he is unable to dodge the enemy and is cut by the bralani as he continues his move. He punches at the second bralani in the line, missing, then stepping out of sword’s reach.

Devotee (Blue) does a spring attack against Bralani (Red) but misses. He provokes from Bralani (Purple) and is hit for 12 damage.

The last devotee is close enough that he can step up and flurry at the nearest bralani to him.

Devotee (Red) Flurry of Blows, Power Attack (Furious Focus), Stunning Fist vs. Bralani (Purple)’s AC 20: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d10 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Devotee (Red) Flurry of Blows, Power Attack, vs. Bralani (Purple)’s AC 20: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Damage: 1d10 + 5 + 4 ⇒ (2) + 5 + 4 = 11

Devotee (Red) Flurry of Blows, Power Attack, vs. Bralani (Purple)’s AC 20: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Damage: 1d10 + 5 + 4 ⇒ (5) + 5 + 4 = 14

Devotee (Red) Flurry of Blows, Power Attack, vs. Bralani (Purple)’s AC 20: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Damage: 1d10 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Devotee (Red) Flurry of Blows, Power Attack, vs. Bralani (Purple)’s AC 20: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Damage: 1d10 + 5 + 4 ⇒ (6) + 5 + 4 = 15

Bralani (Purple) Fort save vs. Stunning Fist: 1d20 + 11 ⇒ (1) + 11 = 12

The bralani gets pummeled by the monk. Although the bralani’s outsider body resists a lot of the damage, he is still knocked senseless momentarily.

Devotee (Red) hits Bralani (Purple) three times for a total of 4 damage after DR. The bralani fails its save against the Stunning Fist and is stunned for 1 round.

I just remembered Xallis is 10 ft. up, but I’m not messing up all my rolls so I’ll throw in a jump for the monk here at the end. Although he can’t fail either…

Devotee (Orange) Jump DC 20: 1d20 + 29 ⇒ (17) + 29 = 46

Round 7
Initiative

26 – Seven Forms of Sin Devotee (Yellow) (65 damage) (Shaken 1 rd)
26 – Seven Forms of Sin Devotee (Orange)
26 – Seven Forms of Sin Devotee (Blue) (12 damage)
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 ft. up)
10 – Bralani (Yellow) (80/80 hp)
10 – Bralani (Orange) (80/80 hp)
10 – Bralani (Red) (79/80 hp)
10 – Bralani (Purple) (76/80 hp) (Stunned 1 rd)
09 – Assassin Bug Entothrope (Red) (Confused 6 rd, Shaken 3 rd)
09 – Assassin Bug Entothrope (Blue) (20 damage) (Confused 6 rd, Shaken 3 rd)
08 – Trevor (52/86 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 (5 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

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.

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.

Back to Tychus, Henrika, Icabhod, and Xallis.


Round 6

Tychus wrote:
With any luck, we can dispatch the remaining miscreants here before the others arrive."

Luck is not on Tychus’ side. His attacks miss.

Henrika wrote:
As an immediate action, Henrika calls up another Mesmeric Mirror trick in response to yellow devotee's attack.

An image is destroyed and Henrika does not take the 18 damage.

Henrika viciously stabs at one of the monks flanking her than moves out of the compromised position.

Henrika feints Devotee (Purple) which will lower its AC by 3 under Henrika’s next turn. She hits Devotee (Purple) twice for a total of 72 damage. It does not finish off the monk yet. Both demoralize attempts succeed and extend the shaken effect on the enemy by 8 more rounds.

Now flanking the enemy with Henrika, Icabhod stabs at the other devotee multiple times through the chest.

Icabhod hits Devotee (Yellow) twice for a total of 37 damage. The critical hit is confirmed.

Xallis blasts the badly injured entothrope with magic missiles and the creature is thrown to the ground and killed.

Xallis hits Entothrope (Orange) for 8 damage and kills it.

Since Entothrope (Orange) died, I’ll switch Bralani (Yellow) to step next to Devotee (Purple) instead. And Bralani (Orange) moves up to Entothrope (Blue).

The first bralani steps up and finishes off the wounded devotee.

Bralani (Yellow) hits Devotee (Purple) twice for a total of 25 damage and kills it.

The next bralani slashes the confused entothrope, drawing its attention.

Bralani (Orange) hits Entothrope (Blue) once for 3 damage after DR. The second attack misses.

Reflex saves DC 15 vs. Lightning Bolts:

Devotee (Orange): 1d20 + 12 ⇒ (13) + 12 = 25
Devotee (Orange): 1d20 + 12 ⇒ (11) + 12 = 23
Devotee (Blue): 1d20 + 12 ⇒ (5) + 12 = 17
Devotee (Blue): 1d20 + 12 ⇒ (11) + 12 = 23
Devotee (Red): 1d20 + 12 ⇒ (3) + 12 = 15
Devotee (Red): 1d20 + 12 ⇒ (11) + 12 = 23

The monks all leap up the side of wall and flip over the incoming lightning bolts.

The three devotees all passed the Reflex saves and with Evasion, they take no damage.

Entothrope (Red) Confusion: 1d100 ⇒ 60 Hit self

Entothrope (Blue) Bite, shaken vs. Bralani (Orange) AC 20: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Entothrope (Blue) Claw, shaken vs. Bralani (Orange) AC 20: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Entothrope (Blue) Claw, shaken vs. Bralani (Orange) AC 20: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

One of the entothropes gets confused and hits itself again. The other blindly attacks the bralani but is unable to harm it.

Entothrope (Red) hits itself. It cannot bypass its own DR so it takes 0 damage. Entothrope (Blue) hits Bralani (Orange) twice but the Bralani’s DR reduces the damage to 0.

Round 6
Initiative

26 – Seven Forms of Sin Devotee (Yellow) (37 damage) (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 (101/102 hp) (Defending +1 AC)
14 – Icabhod (93/102 hp)
10 – Xallis (84/91 hp) (10 ft. up)
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 6 rd, Shaken 3 rd)
09 – Assassin Bug Entothrope (Blue) (20 damage) (Confused 6 rd, Shaken 3 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 (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 (5 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

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 next.


Check this out! I got my hands on some AI tools and I figured out how to use it to change the poses of my NPC tokens.

I put some examples of Sister Dismaal in the corner of the map. I think it is really cool. Maybe I can come up with some cool ways to apply this to my games some time.


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Yeah, the forums are fine. It's the main site that's my issue. Not all the links work properly. Certain products are hidden. I'm also not a fan of how the adventure paths are now in alphabetical order rather than release order, but that's a preference thing.


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!

Race

Human Rogue 1 | Hp 18; AC 18; Fort 5•, Ref 9••, Will 5•• | Speed 25 ft., Perception +5•• (Init +7)

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Uuno

Melee War Razor +7/1d4 S (MAP -4/-8, Crit (2d4)+1d8+1d6 persistent bleed damage, +1 precision vs. off-guard)
Ranged Double-barreled pistol +7/1d4 P (Crit 2d8, Fortitude save against your class DC or be stunned 1, Range 30 ft, Reload 1)
Skills Acrobatics +6, Athletics -1, Crafting +4, Deception +5, Diplomacy +5, Lore: Alcohol +4, Lore: Engineering +4, Lore: Outer rifts +4, Medicine +3, Occultism +4, Performance +5, Society +4, Stealth +6, Survival +3, Thievery +6
Items Buckle Armor, Firearm Cleaning Kit, Bedroll, Bullets (20 rounds), Clothing (Ordinary), Rope

Nimble dodge:
Reaction: +2 circumstance bonus to AC against triggering attack.

Overextending feint:
You goad a foe into overextending. On a successful Feint, you can use the following success and critical success effects instead of any other effects that would occur when you Feint.

Crit: The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Success: The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

Bend Time [free-action] (occult, transmutation) Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride
No Cause for Alarm 3 (Diplomacy check, compare to Will DCs of allies in a 10-foot emanation around who are frightened. Crit: Reduce the frightened value by 2. Success: Reduce the frightened value by 1.
Sneak attack 1d6,

Surprise attack:
On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.

Scoundrel racket: When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action.