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"Seems we can just walk through that tunnel, rather than clambering up onto the walkway," Terrill replies. "Unless there's some reason you feel we need to go over?"
DM - am I read your description right, that there's a tunnel we can walk through? O are we just avoiding it because it screams TRAP?

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Desmond shakes his head and answers Halbarad with a whisper, "Naw - even with a climber's kit, these walls just look to dang slick. It'd probably take a whole lotta tries to get up there."
He steps forward into the chamber and tries to get a look through the tunnel.
Perception, FT: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22

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"Maybe some of our magic users can ascend with the use of magic?" suggests the oread, following Terrill.

GM Bold Strider |

Sorry to retcon this entire thing, but we have to go back. I don't think you will be sad.
As you round the corner in the Sphere of Invisibility, you see two of the tongued undead waiting to strike intruders on either side of the doorway. They don't seem to notice you.
Perception: 1d20 + 23 ⇒ (8) + 23 = 31
Initiative:
Basalte: 1d20 + 2 ⇒ (18) + 2 = 20
Desmond: 1d20 + 6 ⇒ (3) + 6 = 9 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (8) + 5 = 13
Faraz: 1d20 + 1 ⇒ (15) + 1 = 16
Terrill: 1d20 + 7 ⇒ (11) + 7 = 18
Dragorin: 1d20 + 0 ⇒ (7) + 0 = 7
Flinders: 1d20 + 4 ⇒ (6) + 4 = 10
Mohrg: 1d20 + 8 ⇒ (2) + 8 = 10
Initiative:
1st: Desmond; Terrill; Basalte; Halbarad; Faraz;
2nd: Mohrg (#1; #2)
3rd: Dragorin; Flinders
Backline is squeezing.

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Faraz pokes Basalte to indicate that the oread should step forward. Once he does so, he takes Basaltes spot and tries to grab ahold of the mohrg. Won't get me this time, unworthy bastard!
grapple: 1d20 + 19 ⇒ (2) + 19 = 21
I doubt that does it but if it is grappled, maintain as a move action:
grapple to maintain/pin: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41
Once pinned, swift action stunning fist:
unarmed strike: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 1d10 + 5 ⇒ (7) + 5 = 12
DC 18 Fort or stunned for 1 round.
---
Alternatively, if the first grapple doesn't work, just swift action into Snapping Turtle Style.

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Terrill takes advantage of the invisibility granted by Flinders' spell and moves quietly past the morgh. Once in position, he strikes a devastating blow on the creature!
Activate judgments: Protection for +3 AC, +6 vs crits and Purity for +3 saves, +6 vs curses, diseases poisons. (Stat line updated) Move into flank, keeping within 10' of Flinders, attack blue morgh.
Stealth past morgh whilst invisible: 1d20 + 6 + 20 ⇒ (12) + 6 + 20 = 38
+1 Keen Curve Blade, Power Attack, Flank: 1d20 + 14 - 2 + 4 ⇒ (17) + 14 - 2 + 4 = 33
Curve blade damage, Power Attack, Precise Strike: 1d10 + 9 + 6 + 1d6 ⇒ (1) + 9 + 6 + (3) = 19
Crit confirm: 1d20 + 14 - 2 + 4 ⇒ (20) + 14 - 2 + 4 = 36
Crit damage: 1d10 + 9 + 6 ⇒ (2) + 9 + 6 = 17

GM Bold Strider |

The stealth is irrelevant if you are attacking, plus you are moving out of the Sphere's radius. Second, you aren't flanking with Flinders as he hasn't acted yet. Also keen weapons are silly. ;-)
Terrill slashes the blue mohrg while Faraz tries to grab the same undead. Faraz fails and moves into his patented Halfshell Style, while Terrill's attack puts some hurt on the beast.
Initiative:
1st: Desmond-Inv.; Terrill; Basalte-Inv.; Halbarad-Inv.; Faraz;
2nd: Mohrg (#1-R; #2-B @ 33)
3rd: Dragorin-Inv.; Flinders-Inv.

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I rolled the stealth because I was moving, which changes the invisibility bonus from +40 to +20, so I thought they might have a chance of hearing me. And I kept within 10' of Flinders, so should still have been invisible until I attacked. On the flanking question, well, I guess you've got me there.

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I don't think so, there's just the diagonal of one square between us. The morgh tokens are kind of big, so it does look like I'm a ways away - but the morghs are medium, right?

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Desmond quick-draws his bow and quickly sends three cold iron arrows at the red mohrg. "I'm staying clear of these things!" He shouts to the others.
Quick Draw Feat, Improved Precise Shot.
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (1) + 16 - 2 - 3 = 12
Damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (12) + 16 - 2 - 3 = 23
Damage: 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20
Iterative Rapid Shot, Deadly Aim: 1d20 + 11 - 2 - 3 ⇒ (1) + 11 - 2 - 3 = 7
Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

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Following after Terrill, Hal moves quietly ahead before leaving Flinders' protective sphere and firing a single rounded shaft into the nearest blue morgh.
Stealth: 1d20 + 17 + 20 ⇒ (18) + 17 + 20 = 55
Arrow @ Blue, Deadly Aim, PBS, Aspect, Favored +2: 1d20 + 16 - 3 + 1 + 1 + 2 ⇒ (15) + 16 - 3 + 1 + 1 + 2 = 32
Damage (Bludgeoning): 1d8 + 4 + 6 + 1 + 2 ⇒ (7) + 4 + 6 + 1 + 2 = 20

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Basalte takes a step forward, suddenly growing much taller and bulkier. His rage comes out, empowering him greatly. He aims two mighty swings at the southern mohrg.
"EARTHFURY TAKE YOU!"
Rage and Ka Stone.
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone, Good Hope: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 312d6 + 25 + 2 ⇒ (3, 1) + 25 + 2 = 31
Iterative: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 142d4 + 25 + 2 ⇒ (2, 3) + 25 + 2 = 32

GM Bold Strider |

Double diagonal is 15' away.
Basalte moves forward and half of his body erupts from the Sphere of Invisibility while Halbarad takes this chance to run across the room and fire an arrow.
Basalte's falchion strikes the mohrg as Hal's arrow slams into his chest.
Desmond fires off three arrows at the uninjured undead, but only one finds its target.
The two mohrgs jump in surprise at the sudden appearance of the Pathfinders. They lash out at the nearest Pathfinders in an attempt not to be destroyed.
Tongue @ Basalte-10 TAC: 1d20 + 10 ⇒ (20) + 10 = 30 Fort Save - DC 21 or paralyzed
Claw @ Basalte-22 AC: 1d20 + 15 ⇒ (14) + 15 = 29
Claw @ Basalte-22 AC: 1d20 + 15 ⇒ (15) + 15 = 30
Tongue @ Terrill-19 TAC: 1d20 + 10 ⇒ (20) + 10 = 30 Fort Save - DC 21 or paralyzed
Claw @ Terrill-31 AC: 1d20 + 15 ⇒ (9) + 15 = 24
Claw @ Terrill-31 AC: 1d20 + 15 ⇒ (11) + 15 = 26
Basalte takes two claws across the chest as the tongue works its way across Basalte's mouth and nose, leaving its dripping saliva across his face. Terrill dodges the claws, but the mohrg's tongue wraps around his arm, leaving it feeling numb.
Damage @ Basalte: 4d8 + 10 ⇒ (6, 4, 5, 7) + 10 = 32
Initiative:
1st: Desmond; Terrill; Basalte; Halbarad; Faraz;
2nd: Mohrg (#1-R @ 20; #2-B @ 84)
3rd: Dragorin-Inv.; Flinders-Inv.

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Fort: 1d20 + 14 ⇒ (17) + 14 = 31
Basalte resists the paralysis!
The oread contains his wrath long enough to check whether Flinders decide to bolster his abilities (delay until Flinders has acted), then steps backwards and strikes back twice at one of the mohrgs (blue first, then if it dies the other attack goes to red).
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone: 1d20 + 15 ⇒ (4) + 15 = 192d6 + 25 ⇒ (5, 1) + 25 = 31
Iterative: 1d20 + 10 ⇒ (18) + 10 = 282d4 + 25 ⇒ (4, 4) + 25 = 33
Confirmation: 1d20 + 10 ⇒ (1) + 10 = 112d4 + 25 ⇒ (3, 3) + 25 = 31

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Stepping closer to Terrill for a cleaner shot, Hal unloads a volley at the remaining mohrg. "Save your spells, I think we've got this one."
Manyshot @ Red, Rapid, Deadly, PBS, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 1 + 2 ⇒ (10) + 16 - 2 - 3 + 1 + 1 + 2 = 25
Damage, Arrow 1 (Bludgeoning): 1d8 + 4 + 6 + 1 + 2 ⇒ (8) + 4 + 6 + 1 + 2 = 21
Damage, Arrow 2 (Bludgeoning): 1d8 + 4 + 6 + 1 + 2 ⇒ (5) + 4 + 6 + 1 + 2 = 18
Rapid Shot @ Red, Rapid, Deadly, PBS, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 1 + 2 ⇒ (8) + 16 - 2 - 3 + 1 + 1 + 2 = 23
Damage (Bludgeoning): 1d8 + 4 + 6 + 1 + 2 ⇒ (5) + 4 + 6 + 1 + 2 = 18
Iterative @ Red, Rapid, Deadly, PBS, Aspect, Favored: 1d20 + 11 - 2 - 3 + 1 + 1 + 2 ⇒ (14) + 11 - 2 - 3 + 1 + 1 + 2 = 24
Damage (Bludgeoning): 1d8 + 4 + 6 + 1 + 2 ⇒ (4) + 4 + 6 + 1 + 2 = 17

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Fort save, Judgment: 1d20 + 11 + 3 ⇒ (14) + 11 + 3 = 28
Terrill shrugs off the effects of the morhg’s disgusting tongue, then smiles as the creature falls to the floor. He darts past Basalte and around the remaining morgh, swinging his blade at it once he’s in a flanking position.
Move to flank with Faraz, going wide through Basalte’s squares to avoid AoO, then attack.
+1 Keen Curve Blade, Power Attack, Outflank: 1d20 + 14 - 2 + 4 ⇒ (7) + 14 - 2 + 4 = 23
Curve blade damage, Power Attack, Precise Strike: 1d10 + 9 + 6 + 1d6 ⇒ (6) + 9 + 6 + (2) = 23

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Desmond stands still in place, focusing his bow on the most vital part of the morhg's skeletal body and unleashing another three arrows, hoping to bring the creature down.
Rapid Shot, Deadly Aim, Good Hope: 1d20 + 16 - 2 - 3 + 2 ⇒ (6) + 16 - 2 - 3 + 2 = 19
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17
Rapid Shot, Deadly Aim, Good Hope: 1d20 + 16 - 2 - 3 + 2 ⇒ (5) + 16 - 2 - 3 + 2 = 18
Damage: 1d8 + 6 + 6 + 2 ⇒ (2) + 6 + 6 + 2 = 16
Iterative Rapid Shot, Deadly Aim, Good Hope: 1d20 + 11 - 2 - 3 + 2 ⇒ (20) + 11 - 2 - 3 + 2 = 28
Damage: 1d8 + 6 + 6 + 2 ⇒ (8) + 6 + 6 + 2 = 22
Improved Precise Shot.
Confirmation, Critical Focus: 1d20 + 11 - 2 - 3 + 2 + 4 ⇒ (6) + 11 - 2 - 3 + 2 + 4 = 18
Damage: 2d8 + 12 + 12 + 4 ⇒ (6, 2) + 12 + 12 + 4 = 36

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Faraz once again tries to grab one of the morghs!
grapple: 1d20 + 19 ⇒ (14) + 19 = 33
Move action maintain + pin:
grapple: 1d20 + 19 + 5 ⇒ (9) + 19 + 5 = 33
Swift action Stunning Pin:
unarmed strike: 1d20 + 14 ⇒ (4) + 14 = 18
damage: 1d10 + 5 ⇒ (8) + 5 = 13
DC 18 Fort save or stunned for 1 round.

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Dragorin delays watching the others attack the monster.
Burning Hands
Damage: 5d4 ⇒ (4, 1, 2, 1, 3) = 11 DC 16 reflex for half

GM Bold Strider |

Save your spell.
The group handily dispatches the remaining mohrg.
This is one of those scenarios that doesn't quite explain how you are in a giant room and the sounds of battle don't alert everyone, so just go with it...
As you clean up and tend to any wounds, you explore a bit deeper and find a large room. This room appears to originally be the main storage area for Kamilah’s smuggling operation. The 40-foot-deep pit at the center of the room still holds the remnants of the wood floor, beams, and stairs that covered a once large storage basement, now collapsed into ruin. The stone pillars that once held the basement ceiling up remain, however, and are sturdy enough to jump to, should the PCs wish to attempt that (there’s a +5 penalty to jump to the pillars because they’re so narrow). On the north side of the room are two enormous stone pillars, a full 5 feet across, that stretch to the ceiling and are covered in ancient Osirian hieroglyphs.
The north wall holds a set of polished wooden doors that are closed but unlocked. The walkway along the east and west walls is open to this area and is raised 20 feet above the floor.
So you can either cross the pit and go through the door or climb to the walkways and move in to the last area that way.

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Terrill looks at Basalte in his enlarged form, and at the polished stone below the walkway, and concludes the oread was too short to begin with, and he's still not tall enough to reach the walkway, even magically enlarged.
"Something tells me we don't want to go jumping on those posts to get across the pit," he offers. "But I can get up on the walkway and lower a rope, make it easy for the rest of you to climb up." With a glance at Dragorin, he adds, "or get hauled up."
He walks over to the base of the mirror-smooth wall and looks up. He then blinks out of existence and reappears at the top. After taking a look around from his new vantage point, he pulls a rope out of his backpack. Tying a loop in the end, he drops it down to his companions, suggesting that Desmond climb up next, to make it easier to pull up some of the others.
Use 20/100' of dimensional hop.
Perception: 1d20 + 18 ⇒ (13) + 18 = 31

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Basalte drops from his rage, asking Dragorin to use the oread's own curative wand.
CLW: 8d8 + 8 ⇒ (3, 2, 3, 7, 1, 1, 1, 8) + 8 = 34
Then the oread climbs up the rope he's offered.
Taking 10 for a final result of 16.

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Hal walks over to Dragorin and puts a hand on his shoulder. After a few muttered words, the cleric's limbs feel looser and his hands more powerful. Animal Aspect for a climb speed of 10ft. Grants a +8 bonus to climb checks. Should be able to climb a knotted rope now.
The bird-faced ranger then ascends after Basalte. At the top, he suggests, "We should split into to groups; one takes the west wall and the other the east. That way we won't get jammed if we get jumped, and we're mobile and close enough to support. I'll take Terrill and Deadmond with me east, Dragorin, Basalte, and Faraz take the other. Sound good?"
Hal also pulls out his ioun torch, shifts his aspect to armor rather than vision, and taps himself with his gravity bow wand before continuing. Losing darkvision for +2 natural armor.
GM, Hal can read Ancient Osiriani. Any clues on the pillars?

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Should be able to climb a knotted rope now.
Only because there is a wall to brace against :)
Dragorin grumbles about how his armor pinches and pulls at all the gross body hair the spell gave him as he has to climb up the rope. One to the top he mutters a half=hearted thanks before reading his shield to move forward.

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Basalte can also read Ancient Osiriani, by the way.

GM Bold Strider |

The group climbs to the top of the walkway and splits off Halbarad, Terrill and Deadmond take to the right as Faraz, Basalte, Flinders and Dragorin take to the left.
As you round the corner, you see ten humans baring their fangs at you with a man lounging in the chair. "I have been expecting you since your loud fight in the antechamber. Come to join my legion of undead?"
A brilliantly shining silver sword lies across the man's lap. "I assume you will be difficult to turn, however I do smell the flesh of one who was recently raised. Must have be Ostroga. Sad to see her go."
Initiative:
Basalte: 1d20 + 2 ⇒ (14) + 2 = 16
Desmond: 1d20 + 6 ⇒ (2) + 6 = 8 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (7) + 5 = 12
Faraz: 1d20 + 1 ⇒ (3) + 1 = 4
Terrill: 1d20 + 7 ⇒ (3) + 7 = 10
Dragorin: 1d20 + 0 ⇒ (19) + 0 = 19
Flinders: 1d20 + 4 ⇒ (17) + 4 = 21
?: 1d20 + 1 ⇒ (19) + 1 = 20
?: 1d20 + 8 ⇒ (14) + 8 = 22
The lead vampire spawns not mohrgs leap forward to attack the Pathfinders while the rest take defensive stances to protect their master.
The master goes invisible as he chuckles to himself.
Slam: 1d20 + 4 ⇒ (8) + 4 = 12
Slam: 1d20 + 4 ⇒ (8) + 4 = 12
Slam: 1d20 + 4 ⇒ (17) + 4 = 21
Slam: 1d20 + 4 ⇒ (19) + 4 = 23
The spawn are useless except as distractions, it seems.
Initiative:
1st: Vampire; Spawn (Dark Red; Normal Red; Orange; Yellow; Green; Blue; Aqua; Purple; Black; Grey)
2nd: Deadmond; Faraz; Basalte; Terrill; Dragorin; Flinders; Halbarad

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Terrill stamps one of his feet on the ground, activating the magic in his boots, at the same moment calling on Desna to protect him. ”Hmm, join legion of undead, or destroy them? Let me think on that…”
He attacks the vampire spawn before him, his blade a blur of silver.
Free action to activate boots of speed (round 1/10 today). Swift action to activate judgments: Protection for +3 AC, +6 vs crits and Purity for +3 saves, +6 vs curses, diseases poisons. (AC in stat line updated). Full attack vs Black.
+1 Keen Curve Blade, Power Attack: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Curve blade damage, Power Attack: 1d10 + 8 + 6 ⇒ (8) + 8 + 6 = 22
+1 Keen Curve Blade, Power Attack: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31 haste attack
Curve blade damage, Power Attack: 1d10 + 8 + 6 ⇒ (3) + 8 + 6 = 17
+1 Keen Curve Blade, iterative, Power Attack: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Curve blade damage, Power Attack: 1d10 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Crit confirm: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Crit damage: 1d10 + 8 + 6 ⇒ (5) + 8 + 6 = 19
Crit confirm: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Crit damage: 1d10 + 8 + 6 ⇒ (9) + 8 + 6 = 23

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Oh no no no. We are not here to play hide and seek. Dragorin says as he focuses his energies on purging the area of just illusions.
Invisibility Purge.

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Basalte struggles not to let out his rage, feeling that his defensive abilities are more important yet... for now.
+1 Keen Adamantine Falchion, Power Attack, Good Hope: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 172d4 + 18 + 2 ⇒ (3, 2) + 18 + 2 = 25
Iterative: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 112d4 + 18 + 2 ⇒ (1, 1) + 18 + 2 = 22

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Waiting to see if invisibility purge succeeds. :)

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Faraz enters Snapping Turtle Style and tries to kick his way past!
unarmed strike: 1d20 + 14 ⇒ (8) + 14 = 22
damage (magical/bludgeoning): 1d10 + 5 ⇒ (7) + 5 = 12
unarmed strike: 1d20 + 9 ⇒ (10) + 9 = 19
damage (magical/bludgeoning): 1d10 + 5 ⇒ (4) + 5 = 9

GM Bold Strider |

Dragorin's current position reveals nothing from Invisibility Purge.
Terrill cuts down the vampires in black Varisian garb and wounds the vampire in grey Taldor garb, while Basalte severely injures the Osiriani vampire in yellow.
Faraz strikes the man in River Kingdoms green twice, however his blows do significantly less than he would think they should.
Initiative:
1st: Vampire; Spawn (Dark Red; Normal Red; Orange; Yellow @ 20 damage; Green @ 11 damage; Blue; Aqua; Purple; Grey @ 12 damage)
2nd: Deadmond; Faraz; Basalte; Terrill; Dragorin; Flinders; Halbarad

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Scanning the room for the leader and finding nothing, Hal decides his best course of action is to clear the way for Dragorin's advance. He aims across the hall with silver arrows... Targeting Green until it's down, then Yellow until it's down, then Teal, and so on.
Oathbow @ Green, Rapid, Deadly, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 2 ⇒ (13) + 16 - 2 - 3 + 1 + 2 = 27
Manyshot Damage Part 1 (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (6, 4) + 4 + 6 + 2 - 1 = 21
Manyshot Damage Part 2 (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (5, 6) + 4 + 6 + 2 - 1 = 22
Oathbow @ ???, Rapid, Deadly, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 2 ⇒ (3) + 16 - 2 - 3 + 1 + 2 = 17
Damage (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (6, 5) + 4 + 6 + 2 - 1 = 22
Oathbow @ ???, Iterative, Rapid, Deadly, Aspect, Favored: 1d20 + 11 - 2 - 3 + 1 + 2 ⇒ (20) + 11 - 2 - 3 + 1 + 2 = 29 CRIT THREAT Confirm: 1d20 + 9 ⇒ (3) + 9 = 12 probs not
Damage (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (5, 2) + 4 + 6 + 2 - 1 = 18

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Desmond drops his bow and quick-draws his falchion, viciously attacking his foe.
Power Attack, +1 keen falchion: 1d20 + 15 - 3 ⇒ (18) + 15 - 3 = 30
Damage: 2d4 + 7 + 9 ⇒ (1, 3) + 7 + 9 = 20
Iterative Power Attack, +1 keen falchion: 1d20 + 10 - 3 ⇒ (14) + 10 - 3 = 21
Damage: 2d4 + 7 + 9 ⇒ (3, 4) + 7 + 9 = 23
Crit Confirm, Crit Focus: 1d20 + 15 - 3 + 4 ⇒ (7) + 15 - 3 + 4 = 23
Damage: 2d4 + 7 + 9 ⇒ (4, 1) + 7 + 9 = 21

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Obligatroy Knowledge: 1d20 + 15 ⇒ (13) + 15 = 28
Flinders tell everyone what he knows, as he casts a spell, hastening the movements of those near him. He then draws his whip.
Haste

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No, not explicitly. But I don't think that's an unreasonable guess for my character to make, given that we faced vampires and spawn earlier and the leader made express reference to that, plus the ineffectiveness of Faraz's strikes. FWIW, I as a player don't know that explicitly either but that would be my guess. But if you want me to use cold iron for this round instead, I can. Just let me know!

GM Bold Strider |

1-Silver / 2-Cold Iron: 1d2 ⇒ 2
Halbarad's first two cold iron arrows slam into the green-clad Mwangi vampire, felling the beast. Flinders yells out that silver will work better as he Hastes the party.
Halbarad pulls out two silver arrow and looses them at the Osiriani and the aqua-clad Ulfen man, felling the injured vampire with his first arrow and hurting the blond brute with his second.
Deadmond cleaves the remaining lead vampire spawn in half as giant webs erupt from near Dragorin, engulfing the western group.
DC 20 Reflex or you are grappled and rooted to the ground, per Web
The remaining vampire spawn reform to keep the sanctuary safe as two spawn rush Deadmond and Terrill.
1d20 ⇒ 10
1d20 ⇒ 1
Their weapons seem useless.
Initiative:
1st: Vampire; Spawn (Dark Red; Normal Red; Orange; Blue; Aqua @ 16 damage; Purple; Grey @ 10 damage)
2nd: Deadmond; Faraz; Basalte; Terrill; Dragorin; Flinders; Halbarad

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Terrill draws on still more of Desna's power to enhance his blade, then strikes out viciously at the two vampire spawn facing him.
Swift action to activate Bane (round 1/15), full attack, starting with orange, then on to red.
+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (11) + 14 - 2 + 2 = 25
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (3) + 8 + 6 + 2 + (3, 2) = 24
+1 Keen Curve Blade, Power Attack, Bane: 1d20 + 14 - 2 + 2 ⇒ (17) + 14 - 2 + 2 = 31 Haste attack
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (9) + 8 + 6 + 2 + (3, 1) = 29
+1 Keen Curve Blade, iterative, Power Attack, Bane: 1d20 + 9 - 2 + 2 ⇒ (18) + 9 - 2 + 2 = 27
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2 + 2d6 ⇒ (4) + 8 + 6 + 2 + (2, 1) = 23
Crit confirm: 1d20 + 14 - 2 + 2 ⇒ (9) + 14 - 2 + 2 = 23
Crit damage: 1d10 + 8 + 6 + 2 ⇒ (2) + 8 + 6 + 2 = 18
Crit confirm, iterative: 1d20 + 9 - 2 + 2 ⇒ (18) + 9 - 2 + 2 = 27
Crit damage: 1d10 + 8 + 6 + 2 ⇒ (3) + 8 + 6 + 2 = 19

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Dragorin will march in to the room and send a bolt of light at one of the undead still standing.
Searing Light
Attack: 1d20 + 10 ⇒ (12) + 10 = 22 touch
If they are seseptable to light:
damage: 10d8 ⇒ (2, 7, 7, 7, 3, 5, 7, 4, 6, 3) = 51
If not
damage: 10d6 ⇒ (3, 1, 5, 5, 5, 5, 3, 3, 5, 6) = 41

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Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Whew!
Desmond smirks, "Alright - step up for death." He swings his falchion at the oncoming vampire.
Power Attack, Haste: 1d20 + 15 - 3 + 1 ⇒ (5) + 15 - 3 + 1 = 18
Damage: 2d4 + 7 + 9 ⇒ (3, 1) + 7 + 9 = 20
Iterative Power Attack, Haste: 1d20 + 10 - 3 + 1 ⇒ (9) + 10 - 3 + 1 = 17
Damage: 2d4 + 7 + 9 ⇒ (3, 3) + 7 + 9 = 22
Hasted Power Attack, Haste: 1d20 + 15 - 3 + 1 ⇒ (19) + 15 - 3 + 1 = 32
Damage: 2d4 + 7 + 9 ⇒ (4, 4) + 7 + 9 = 24
Crit Confirm, Crit Focus: 1d20 + 15 - 3 + 1 + 4 ⇒ (8) + 15 - 3 + 1 + 4 = 25
Damage: 2d4 + 7 + 9 ⇒ (4, 3) + 7 + 9 = 23

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Reflex: 1d20 + 13 + 3 + 1 ⇒ (7) + 13 + 3 + 1 = 24
Escape Artist: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29
Flinders moves past Faraz, then says, to the three around him. "I'm going to moves us to the floor, any place in particular?"
Going to Dimension Door Flinders, Basalte, Dragorin, and Faraz, to an agreed upon spot.
Guessing, behind blue and purple?

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Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
CMB: 1d20 + 13 ⇒ (14) + 13 = 27 *breaking free*
CMB: 1d20 + 13 ⇒ (2) + 13 = 15 *can't move*
Basalte becomes grappled by the sticky strands of the web. However, he manages to free himself and tries to move forward to face the enemy, but remains impeded in his movements.