
Tarlan |

Tarlan's Action (when it is his turn)
Shadow Blink Swift action to the orange square on the MAP (of my move)
Full Round (vital strike) attack on the goon 2 spaces to the West. If he goes down I will carry the attacks over to the crossbow goon.
Full Attack (1d20 32=40, 1d20 32=38, 1d20 27=29, 1d20 27=46, 1d20 32=52)
possible crit crit confirmation (1d20 32=46) w00t!
d6's are fire, electricy, cold, holy, bane (6d8+23=49, 1d6=6, 1d6=5, 1d6=6, 2d6=6, 2d6=12 Total=84. 6d8+23=56, 1d6=2, 1d6=6, 1d6=1, 2d6=5, 2d6=7 Total=77. 6d8+23=57, 1d6=4, 1d6=5, 1d6=2, 2d6=6, 2d6=4 Total=78. 6d8+23=51, 1d6=4, 1d6=2, 1d6=2, 2d6=8, 2d6=4 Total=71.) I don't believe that sneak attack applies, if I am wrong I can roll that damage.
Attack and Crit damage (2d8+21=28, 1d6=5, 1d6=6, 1d6=6, 2d6=7, 2d6=6 Total=58. 2d8+21=37, 1d6=2, 1d6=6, 1d6=1, 2d6=6, 2d6=9 Total=61)
Umm... duhyam!
Then 5' step to the green square.
"What the hell are these things? What are they doing here?!?" Tarlan shouts. in Common
Tarlan then quietly, in a loud whisper, to the 3 goons near him. "Surrender and renounce your evil ways and we will have mercy on you and your big teeth." in elven, halfling, and sylvan. They are the "pointy ear" languages and these goons have pointy ears.

Kelgan the Strong |

Alright, a slight revision:
With a gutteral roar, Kelgan runs forward slams his axe into his foe once more.
2-point Power Attack 1d20+30=48, 1d12+19=25 + 1d6=2 + 2d6=5 =32 damage
Moving forward to attack the member of the group on the right I could reach that Jahangir isn't attacking, assuming that is possible.

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Kelgan roars into the fight and slams his axehead deep into the shoulder of jaebrin. It coughs up blood, no vile damage, and sways like a tree limb. So stubborn to die, but so badly hurt that moving would be painful suffering -2 penality to attacks
Tarlan disappers in a puff of darkness, leaving the "corrupted" in front of him puzzled. He reappears behind the second group, and waits little time. He stretches his limbs, and before the jaebrin can react his head rolls to the floor.
Tarlan turns his attention to the brute with the crossbow. With one stroke he plunges the blade through the stone armor. The jaebrin becomes still and crumples to the floor.
No SA I'm affraid.
Only the bruiser from group2 remains. Group 1 still has 1 bruiser and 2 artillery. Group 1 is up followed by Jahngir and Fragos

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Perception 10
You hear the clanking of armor moving away from you. One of the archers is on the run
The bruiser, Tarlan had been woking on, steps up. It raises it's klar and tries to hit the monk Where is your AC on your profile? I see AC Bonus +9, but nothing else. Had to go in and add myself AC 40. Could you put that somewhere please? I tend to look at you profiles alot.
Full attack; Klar blade 1d20+24=44, threat[url]. Did not confimr normal damage; no other blade attack hit, nothing over 25; Shield bash [url=http://invisiblecastle.com/roller/view/1844140/]1d20+26=43, I'm assuming his second attack would fail on a 36. If the shield hits the jaebrin automatically gets a bullrush. CMB 1d20+26=44; And finally Bite, misses
Damage; Klar Blade1d6+15=16 plus 1 vile damage; Shield Bash 1d8+15=17 plus 1 vile damage; Two-weapon rend 1d10+9=10 So 43 damage plus 2 vile damage= 45 total, reminder vile damage does not heal normally. On the Bull Rush, 15+28(Kutho's CMB)=43
The jaebrin goes to work quickly on Kutho. Hitting him hard with shield and blade. The force from the shield knocks Kutho into the wall. The monk falls to the floor. Kutho is prone

Raizen |

Kelgan the Strong |

Perception: 1d20+24=31
Uh, is there a point to those of us with more than +10 for perception even rolling?

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Raizen |

Kutho Axefist |

Kutho taking note that his fists are not very effective against the enemy pulls his nunchuckas from his belt and spins them in a blurring series of strikes aiming for nerve points and joints in the armour.
nunchuckas attack(vital strike)1d20+28=35, 1d20+28=43, 1d20+28=40, 1d20+23=37
Kutho draws his nunchukas and from his position on the floor unleashes a torrent of blows against his attacker.
Rolls as above
sorry about the AC I had calculated it but forgot to put it on the profile

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Not a problem, I just wondered about after I checked your profile
Kutho turns the corner to face the last attacker. The jaebrin has the same idea. Knowing it's crossbow would have little chance, it dart past the charred table and head at the monk. Bringing teeth and claws to bare.
Kutho you have an AoO on the jaebrin.
Jaebins delalayed action; Bite miss; 2 Claws 1d20+21=40 and 41
The jaebrin leaps meeting Kutho's nunchakua. The monster bites at the monk's throat but is pushed aside. Two clawed hands dig into Kuthos arm though. Not before the monk attempts to deliver a visious blow himself.
Damage 2d6+5=14 plus 6 vile; 2d6+5=13 plus 6 vile; 27+12 vile=39 damage

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Jahagir, Tarlan and Kutho find themselves outside the small hall that leads to the pentagon shaped room.
The group knows this room well. The first time entering Tarlan found that the room housed a deadly spell turret. The combined effect of energy drain and implosion proved almost deadly.
Thankfully, Raizen's magics dispelled the trap for a time.
I decided to pick on Tarlan. He always seems to the first man in.

Tarlan |

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Raizen
As you hurry to meet the others you remember what the other room holds. And ancient magical; A Spell Turret.
Though not on an expert on traps you know anythiung approaching the room causes it to activate. Though you are not sure about entering from the northern hall.
Your ability to dispel does seem to supress the trap, but only for a short period.
With no rogue in your party you can't locate or disable the trap properly. The only thing in your arsenal that works is a targeted dispel
on the central pillar. What you know about the turret is this. It fires four spells in order Energy Drain, Implosion, Power Word Kill and Meteor Swarm. All dealy in there own right, but with the opening spell Energy drain it's even more so. The turrent fires these spells over the course of 5 rounds. On the fifth round the turret stops to repair itself before begining again.
Sorry Tarlan :( but if it makes you feel any better you are minus a rogue to properly handle the traps. When you would have entered this place the first time you were only 18th level, and that time (decided to roll the dice to see what happened) it drained you for 8 levels.

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Tarlan slowly approaches the room. The incident of last time burned, quite literally in this case, into his mind.
He attunes his senses and listens for the fleeing jaebrin, but nothing.
Tarlan
As you creep ever closer to room, you notice that it appears the center pillar has moved. A dark cloud surrounds you, and begins saping your life.
The spell turrent has actived. Energy Drain; Tarlan gains [url=http://invisiblecastle.com/roller/view/1849080/ ]2d4=5 negative levels (–5 penalty on attack rolls, saving throws,
skill checks, ability checks, and effective level); You may make a Fortiude in 24 hours for each level lost. Tarlan has two options at this point fallback or make a dash to the other side. Tarlan knows from experience that once 35 feet down the other hall the trap stops.
From what Tarlan knows the turret fires the same spells in order. After his action he knows an Implosion spell happens next. After he's not to sure. He barely survived last time.

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I have a Greater dispel magic memorised. Should I fire it off, or should Raizen do it?
If you wish to take the shot, please do
Fragos

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Tarlan falls back just as the room emits deep, low pitched noise. Tarlan's stomach churns. The last time he was caught in that he barely survived.
Greater Restoration, Tarlan
As the vibrations stop a dark, vile voices erupts from the room, "Arvadek". Silence falls in the room.
Raizen, Fragos

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The dark room, and halls are briefly lit as crimson spheres of flame slam throughout the area. As the crisom fire dies down, Fragos steps forward. Chanting a prayer his holy symbol briefly glows, covering the turret with divine energy.
Fragos
Successful dispel.
Your divine magic easily quiets the trap, but you can feel it slipping. You have 4 rounds before the spell turret once again activates.
Also to go back to the light source, unfortunately a flaming weapno does not shed enough light to properly see. Would you be willing to give your weapon light generation, as described on pg.334 of the Beta?