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Ref: 1d20 + 11 ⇒ (10) + 11 = 21
Faraz leaps free of the webs and approaches one of the foes. He whispers a quiet prayer to Irori along the way.
Swift action smite; +2 attack/AC, +6 damage, bypass DR
unarmed strike: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
damage: 1d10 + 5 + 6 ⇒ (5) + 5 + 6 = 16

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Sorry, completely missed the part about the web.
With haste and cat's grace my reflex is now +8. so I would have made the save.
Since it was my bad that caused the mix up not sure if you just want to rule that I was stuck or not. If so do I get to take an action after Flinders DDs us?
If you want to say I made the save I would have tired to move:
CMB: 1d20 + 9 ⇒ (10) + 9 = 19 and would have gotten stuck.
I would have then would have tried to cast Burning hands to clear out the web:
Concentration: 1d20 + 17 ⇒ (16) + 17 = 33
Get us right in front of the chair, that will let us get to anywhere we want in the room.

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Hal fires off another flurry of silver arrows. Targeting Teal til it's down, then Red, then Purple.
Manyshot @ Teal, Rapid, Deadly, Haste, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 1 + 2 ⇒ (17) + 16 - 2 - 3 + 1 + 1 + 2 = 32
Damage Part 1 (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (5, 5) + 4 + 6 + 2 - 1 = 21
Damage Part 2 (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (3, 4) + 4 + 6 + 2 - 1 = 18
Rapid Shot @ ???, Rapid, Deadly, Haste, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 1 + 2 ⇒ (1) + 16 - 2 - 3 + 1 + 1 + 2 = 16 CRITICAL MISS
Damage (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (5, 2) + 4 + 6 + 2 - 1 = 18
Hasted Shot @ ???, Rapid, Deadly, Haste, Aspect, Favored: 1d20 + 16 - 2 - 3 + 1 + 1 + 2 ⇒ (4) + 16 - 2 - 3 + 1 + 1 + 2 = 19
Damage (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (6, 3) + 4 + 6 + 2 - 1 = 20
Iterative @ ???, Rapid, Deadly, Haste, Aspect, Favored: 1d20 + 11 - 2 - 3 + 1 + 1 + 2 ⇒ (2) + 11 - 2 - 3 + 1 + 1 + 2 = 12
Damage (Silver): 2d6 + 4 + 6 + 2 - 1 ⇒ (6, 5) + 4 + 6 + 2 - 1 = 22

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Flinders: That would be great. Anything to escape that web spell.

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[dice=Reflex]1d20+13+3+1
[dice=Escape Artist]1d20+8+3
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?
Well, before Basalte and Faraz acted, I posted this. (The idea being we could catch the south group in a "pincher", while the other two made their way over.)Not sure it can be retconned at this point. Can you D-Door while stuck in a web?

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Yeah, sorry. I missed that. I'll go along for the ride, just redirect my kick at whichever enemy I end up next to.

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Sorry, missed it too.

GM Bold Strider |

Uhh... Dice Gods.
Dragorin: 1-Make Save/2-Fail Save: 1d2 ⇒ 1
Flinders: 1-Took Everyone/2-Took only Basalte and Drag?: 1d2 ⇒ 2
Basalte: 1-Acted Before Flinders/2-Acted After Flinders: 1d2 ⇒ 1
Basalte struggles against his bindings as Dragorin and Faraz leap into the fray, butchering all of the western vampires.
Flinders grabs Basalte and teleports the oread and himself to safety from the Web.
Terrill cuts down two vampires as Deadmond and Halbarad finish off the remaining two visible vampires.
A silver sword clatters to the ground as you hear a voice echo through the complex. "Hmm... I know when I should retreat. Maybe next time Pathfinders. Take this sword for now. I will return for it. Perhaps I should move to a colder climate for now..."
You find the a corpse in the corner of the room that looks to be the one that you are looking for. It appears that the flaming silver falchion was pried from her fingers by the vampire leader.
Several other chained townsfolk can be found in the pits outside the inner ward.
--
Upon returning the with the corpse of the Kamilah, her sword and the captured townsfolk, the community of Whistledown hails you as heroes (though the fact that they are carting around a 400-year-old corpse of an Osirian concubine is a tad unsettling for most of them).
Regardless, Adagre insists on throwing a festival for the PCs in their honor, during which he bequeaths you the title of 'Protector of Whistledown'.
End of Part III!

GM Bold Strider |

Sothis, throne of the pharaohs, and capital of Osirion, is a city rooted in ancient tradition. Of these, perhaps none is more sacred than funeral rights. As such, it came as no surprise when Venture-Captain Norden Balentiir invited you once again to Osirion’s capital for the funerals of three important figures who once played a significant role in their nation’s history—a powerful sorceress named Akila, a warrior-woman called Kamilah, and a lady smuggler known as Meskhenet the Wise. As you were involved with retrieving their remains, Balentiir celebrated your success and asked that you remain after the ceremony, while he continued to study these women in an effort to better understand their—and Osirion’s—past. Weeks passed, allowing you to rest from your recent exploits and enjoy the wondrous city of Sothis, but your vacation ended when Balentiir sent word, asking for your immediate counsel at the Pathfinder Lodge.
Flinders: 1d20 + 19 ⇒ (14) + 19 = 33 (Trapspotter)
The main entrance to the Pathfinder Lodge passes through the double doors of an immense archway towering over the 12-foot-high exterior walls surrounding the grounds. The doors stand slightly ajar and unbarred, despite the late hour. Beyond the archway, torchlight illuminates the approach toward a natural garden of shade trees and undergrowth occupying much of the inner courtyard and blocking view of the lodge itself on the far side.
Just inside the second gate, Flinders barely has enough time to stop Faraz from walking over a glowing rune on the ground.

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Arriving at the Pathfinder Lodge, much rested from his time enjoying the pleasures of Sothis, Terrill is alarmed to find the Lodge seemingly vacant.
"Something's amiss," he says quietly, a hand on his blade. "Where is everyone?" He looks around carefully for any signs of passage in the area, suggesting that Desmond and Hal do the same.
Perception: 1d20 + 18 ⇒ (10) + 18 = 28
Surival, Aid Desmond: 1d20 + 13 ⇒ (13) + 13 = 26
As has become his habit, Terrill started his day by casting greater magic weapon on his sword and activating his Lucky Presence ability.

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"Thank you, brother." Faraz says to Flinders.
"Yes, this is quite odd. I thought for sure they were going to send us out looking for another ring or artifact. But haven't we found them all? Something is amiss..."
Faraz asks for someone to use his wand of mage armor on him.

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"Yeah... I guess I always figured it would be sweet to have the whole lodge to yerself for a night. But this ain't sweet at all - it's creepy!"
Desmond activates his wayfinder and uses the light to search the area for any signs of foul play. He also searches for any tracks that stand out.
Perception: 1d20 + 17 ⇒ (11) + 17 = 28 (+4 if this is considered Urban)
Survival (Tracking): 1d20 + 17 + 5 ⇒ (9) + 17 + 5 = 31 (+4 Urban, +6 vs. Humans, +2 vs. monstrous humanoids and chaotic outsiders)

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Flinders shrugs at Faraz. "Won't be the first, nor probably the last time I've pulled you from the brink of danger...." He says with a smirk. Getting down on his hands and knees, Flinders tries to disable the glyph.
Disable: 1d20 + 25 ⇒ (18) + 25 = 43

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"Isn't that the truth," Hal comments, reaching down to take a look at the blood. He takes a dab on his finger and tastes it. He gives some careful thought to the human behavior he's witnessed over the past weeks in Sothis. Activating an Adaption for Skill Focus (Survival), ten minutes.
Let's see if I can beat the outstanding 33...
Track: 1d20 + 17 + 5 + 3 ⇒ (11) + 17 + 5 + 3 = 36
Heal: 1d20 + 10 ⇒ (4) + 10 = 14
Kn Nature: 1d20 + 5 ⇒ (16) + 5 = 21

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Dragorin yawns as the other look around, seemingly still trying to wake up. So I wonder if Balentiir is actually in need of our assistance or if he's already dead and this is just a trap. The Cleric muses with very little concern.

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"True enough, Dragorin. Either way, let's stay on our toes."
Desmond stands back up and listens carefully for any strange or unaccountable movement.
Perception: 1d20 + 17 ⇒ (13) + 17 = 30
He then shrugs and tries calling out to the emptiness of the Lodge, "Hello! Anyone here?"

GM Bold Strider |

Flinders disables the Glyph of Warding as Desmond calls out for any survivors. The next room has a large garden of sycamore trees that dominates this central courtyard. Strung between them, a wooden framework supports a variety of grapevines and hanging plants, obscuring much of the view ahead. Beneath their shade, dark paths wind through the lush undergrowth.
The blood trail leads into the shaded grove.

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"Sahrek, here boy!" Desmond pats his leg to call his trusty wolf to his side. At the wolf's approach, the ranger kneels down and scratches the wolf at the scruff of the neck.
"Gotta big job for you to do, buddy. This blood leads into there. Help me track this person down. A life may depend on it!"
Take 10 Handle Animal, Link: 10 + 13 + 4 = 27
Desmond begins to follow the trail of blood, assisted by Sahrek.
Survival, Track: 1d20 + 17 + 5 ⇒ (14) + 17 + 5 = 36
Sahrek Survival, Aid Another: 1d20 + 1 ⇒ (8) + 1 = 9 So, now I'm just realizing I haven't put any skills into Sahrek's Survival.
"Let's go!"

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Terrill attempts to point out any signs that Desmond might have missed, as the fearsome wolf sniffs randomly about. Auto-aid on Survival check.
"Looks like we need to go in there," he says, pointing into the shaded grove. Matching words to action, he sets a glowing stone spinning around his head, using the light to take a careful look into the grove, then moves ahead.
Perception: 1d20 + 18 ⇒ (3) + 18 = 21

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Yeah, I think you're right on the perception. And, well... sure Bold told us where it goes, but Sahrek doesn't always get much to do. Just throwing him a proverbial bone.

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Hal casts a spell and taps himself with a wand. Aspect of the Falcon and gravity bow.
Keeping a sharp lookout, he follows at the back of the group. Perception: 1d20 + 21 ⇒ (6) + 21 = 27

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Arriving late to the party, Basalte hurries after his companions with a low rumble.
"'Tis good to be back, grmmmbl. 'Wish circumstances were better. So much blood, all the time."
Grasping his adamantine blade firmly, he follows the tracking party.

GM Bold Strider |

Four humans rise up out of the earth and unleash waves of negative energy at the party, cursing in Osiriani.
Channel Negative Energy-DC 17: 3d6 ⇒ (2, 3, 5) = 10 Affects Deadmond, Sahrek, Terrill, Faraz
Channel Negative Energy-DC 17: 3d6 ⇒ (3, 6, 2) = 11 Affects Deadmond, Sahrek, Terrill, Faraz. Basalte
Channel Negative Energy-DC 17: 3d6 ⇒ (2, 3, 2) = 7 Affects Deadmond, Sahrek, Terrill, Faraz, Basalte, Dragorin, Flinders
Channel Negative Energy-DC 17: 3d6 ⇒ (3, 1, 2) = 6 Affects Deadmond, Sahrek, Terrill, Faraz, Basalte, Dragorin, Flinders, Halbarad, Th'reiwa-don
Initiative:
Basalte: 1d20 + 2 ⇒ (14) + 2 = 16
Desmond: 1d20 + 6 ⇒ (1) + 6 = 7 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (2) + 5 = 7
Faraz: 1d20 + 1 ⇒ (5) + 1 = 6
Terrill: 1d20 + 7 ⇒ (1) + 7 = 8
Dragorin: 1d20 + 0 ⇒ (16) + 0 = 16
Flinders: 1d20 + 4 ⇒ (2) + 4 = 6
?: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative:
1st: Basalte; Dragorin; Deadmond; Sahrek;
2nd: Cultists (Red; Blue; Green; Purple)
3rd: Halbarad; Th'reiwa-don; Faraz; Terrill; Flinders

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Will: 1d20 + 12 ⇒ (4) + 12 = 16 10 damage
Will: 1d20 + 12 ⇒ (16) + 12 = 28 5 damage
Will: 1d20 + 12 ⇒ (13) + 12 = 25 3 damage
Will: 1d20 + 12 ⇒ (15) + 12 = 27 3 damage, total damage = 21 hp, stat line updated

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Desmond Will Save: 1d20 + 7 ⇒ (11) + 7 = 18 5 damage
Desmond Will Save: 1d20 + 7 ⇒ (19) + 7 = 26 5 damage
Desmond Will Save: 1d20 + 7 ⇒ (20) + 7 = 27 3 damage
Desmond Will Save: 1d20 + 7 ⇒ (6) + 7 = 13 6 damage
Total for Des: 5 + 5 + 3 + 6 = 19
Sahrek Will Save: 1d20 + 6 ⇒ (4) + 6 = 10 10
Sahrek Will Save: 1d20 + 6 ⇒ (7) + 6 = 13 11
Sahrek Will Save: 1d20 + 6 ⇒ (17) + 6 = 23 3
Sahrek Will Save: 1d20 + 6 ⇒ (9) + 6 = 15 6
So, used up some good rolls and some crummy ones.
30 damage to Sahrek
Desmond furrows his brow at all the bad vibes, "What gives, man?" But he quickly draws his bow and fires off a flurry of cold iron arrows at the red cultist.
Rapid Shot, Deadly Aim, Fav. Enemy: 1d20 + 17 - 2 - 3 + 6 ⇒ (13) + 17 - 2 - 3 + 6 = 31
Damage: 1d8 + 6 + 6 + 6 ⇒ (8) + 6 + 6 + 6 = 26
Rapid Shot, Deadly Aim, Fav. Enemy: 1d20 + 12 - 2 - 3 + 6 ⇒ (13) + 12 - 2 - 3 + 6 = 26
Damage: 1d8 + 6 + 6 + 6 ⇒ (4) + 6 + 6 + 6 = 22
Rapid Shot, Deadly Aim, Fav. Enemy: 1d20 + 7 - 2 - 3 + 6 ⇒ (11) + 7 - 2 - 3 + 6 = 19
Damage: 1d8 + 6 + 6 + 6 ⇒ (1) + 6 + 6 + 6 = 19
Rapid Shot, Deadly Aim, Fav. Enemy: 1d20 + 17 - 2 - 3 + 6 ⇒ (12) + 17 - 2 - 3 + 6 = 30
Damage: 1d8 + 6 + 6 + 6 ⇒ (3) + 6 + 6 + 6 = 21
"Get 'im Sahrek!" he shouts to his wolf, pointing at the green cultist.
The wolf takes a step towards the man and bites. (5-foot step and full attack)
Bite, Fav. Enemy: 1d20 + 13 + 6 ⇒ (5) + 13 + 6 = 24
Damage: 2d6 + 10 + 6 ⇒ (3, 3) + 10 + 6 = 22
Trip Attempt: 1d20 + 15 + 6 ⇒ (13) + 15 + 6 = 34
Bite, Fav. Enemy: 1d20 + 8 + 6 ⇒ (13) + 8 + 6 = 27
Damage: 2d6 + 10 + 6 ⇒ (2, 6) + 10 + 6 = 24
Trip Attempt: 1d20 + 15 + 6 ⇒ (7) + 15 + 6 = 28

GM Bold Strider |

Desmond kills the cultist with a blood-red mask as Sahrek pounces on the green-robed cultist, tripping him and savaging him to within an inch of his life.
As Sahrek pounces, a bright green rune explodes under his feet covering the beast in acid.
Acid Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Initiative:
1st: Basalte; Dragorin; Deadmond; Sahrek;
2nd: Cultists (Blue; Green @ 46; Purple)
3rd: Halbarad; Th'reiwa-don; Faraz; Terrill; Flinders

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Will: 1d20 + 8 ⇒ (6) + 8 = 14
Will: 1d20 + 8 ⇒ (2) + 8 = 10
Will: 1d20 + 8 ⇒ (9) + 8 = 17 11+7+3=21 damage
Basalte grunts, and raises a rocky eyebrow.
"Almaut? Never heard of it. You'll die all the same."
The oread takes a single step towards the purple-robed cultist, then grows in size and in anger just in time to strike him down!
Ka Stone and Rage
+1 (+3) Keen Furious Adamantine Falchion, Power Attack, Rage, Ka Stone: 1d20 + 17 ⇒ (9) + 17 = 262d6 + 27 ⇒ (2, 4) + 27 = 33
Iterative: 1d20 + 12 ⇒ (11) + 12 = 232d4 + 27 ⇒ (2, 4) + 27 = 33

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Will: 1d20 + 15 ⇒ (11) + 15 = 26 5 dmg
Will: 1d20 + 15 ⇒ (9) + 15 = 24 5 dmg
Will: 1d20 + 15 ⇒ (15) + 15 = 30 3 dmg
Will: 1d20 + 15 ⇒ (1) + 15 = 16 6 dmg
Took 19 dmg to be at 49/68 hp.

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Will (Hal): 1d20 + 9 ⇒ (7) + 9 = 16 FAIL
Will (Bird): 1d20 + 2 ⇒ (4) + 2 = 6 FAIL

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Will 1: 1d20 + 14 ⇒ (8) + 14 = 22
Will 2: 1d20 + 14 ⇒ (11) + 14 = 25
PATHETIC WORMS! FEEL THE POWER OF A TRUE GOD! Dragorin shouts as he holds his holy symbol of Asmodeous aloft.
Standard action using Malleable Symbol to catch the two men to the south in a 30ft cone of negative energy (selective channel to not get allies).
Negative Energy: 8d6 ⇒ (2, 3, 4, 2, 1, 3, 3, 5) = 23 DC 23 will for half
Move action to use quick channel and the Malleable symbol to catch the one to the north in a 10ft burst of negative energy.
Negative Energy: 8d6 ⇒ (5, 4, 1, 4, 2, 5, 1, 6) = 28 DC 23 will for half

GM Bold Strider |

1d20 ⇒ 9
1d20 ⇒ 10
1d20 ⇒ 2
Basalte cleaves the purple-robed cultist in half as he falters from the blast of negative energy while Dragorin's energy blast also finishes off the fallen cultist.
1d20 ⇒ 6
The remaining cultist is severely injured and apparently decides to save his own life by retreating into the ground.
Combat over. The bloody path looks to lead into the far building across the courtyard.

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Faraz asks Dragorin to use his wand on him. 4 charges will do it.
Faraz then leads the way to the building where the blood trail comes from.
Edit: actually, I just realized my HP were still down from the Con damage earlier but that should have healed before we got here. All fixed now!

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Terrill moves at Faraz's side, approaching the building where the blood leads. He pauses briefly to look and listen for any surprises, then proceeds.
Perception: 1d20 + 18 ⇒ (11) + 18 = 29

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Terrill gestures at the holy symbol Flinders is carrying and says, ”Those little pointy bits remind me of something…”
Knowledge (religion), Aid Flinders: 1d20 + 5 ⇒ (19) + 5 = 24

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Desmond grabs the potions and mutters, "Keep forgettin' that I used up my wand in that Ruby Whatever Tournament..."
He gives the first two potions to Sahrek, healing the wolf. He then quaffs the other two for himself.
For Sahrek:
CMW: 2d8 + 3 ⇒ (7, 6) + 3 = 16
CMW: 2d8 + 3 ⇒ (8, 4) + 3 = 15
For Desmond:
CMW: 2d8 + 3 ⇒ (7, 1) + 3 = 11
CMW: 2d8 + 3 ⇒ (3, 4) + 3 = 10
"Urrrrrrp! Hope it's alright that Sahrek and I used these. I need to get me 'nother one of them wands."
The ranger then gives Terrill a hand with looking around.
Auto aid perception

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Basalte asks Terrill to heal his wounds with his own wand, then nods, ready to continue.
CLW: 5d8 + 5 ⇒ (1, 6, 2, 1, 5) + 5 = 20

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Next time perhaps you should ask before drinking Deadmond. I have enough wand charges to keep you and your mutt on your feet. Dragorin says, giving the ranger a friendly(ish) pat on the back.
Faraz:
CLW: 4d8 + 4 ⇒ (2, 6, 6, 2) + 4 = 20
Does anyone else need healing?

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"Yeah, that was pretty rude of me...I shoulda thought to pick up a wand after that nasty business with the mohrg." Desmond offers a sheepish grin and shrugs his shoulders.
I am sorry - Desmond isn't normally so selfish. It's my fault that I keep forgetting to pick up a CLW wand.

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No worries. Dragorin is just being rude cause he is rude not because he's upset. I got the wands to heal others as well as my self.

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CLW for Hal: 1d8 + 1 ⇒ (6) + 1 = 7
CLW for Beaky: 1d8 + 1 ⇒ (8) + 1 = 9
Hal first takes a look around the courtyard for clues after healing himself.
Perception: 1d20 + 21 ⇒ (19) + 21 = 40
Assuming he finds nothing Hal pockets one of the holy symbols and taps himself with a wand again once the party is ready to proceed. He sends Th'reiwa-don to guard the front gate of the compound (outside the courtyard itself) and keeps an eye ahead.
Perception: 1d20 + 21 ⇒ (12) + 21 = 33

GM Bold Strider |

Two sphinx statues flank the approach to the main portico of the Pathfinder Lodge. The windowless, white limestone structure rises two-stories, surrounded on all sides by date palm trees, which stir softly in the nighttime breeze. Three copper-bound doors gleam in the light provided by two oil lamps hung from the portico’s columns.
Signs of battle mark the steps and support columns of the lodge entrance. Most of you detect the telltale signs of blood from the slain guards dragged inside.
---
Two fireplaces struggle to illuminate this large room, but still manage to highlight a woven tapestry of gold and blue silk dominating the west wall. A couple of damaged tables and broken or overturned chairs fill most of the eastern half of the room. In the northeast corner stands a decorative clay urn, while another lies smashed to the south. Burnished copper-bound doors etched with hieroglyphs mark exits along every wall.
This central chamber serves as a gathering place for Pathfinder trainees and visiting dignitaries wishing to meet with Venture-Captain Balentiir. Much of the room lies in shambles now following the death cultists’ attack.
For reference, they also locked the door (Disable Device, DC 25) to Balentiir’s office.
Flinders: 1d20 + 19 ⇒ (1) + 19 = 20 (Trapspotter)
Faraz opens the door and finds that a glyph activates and he feels his luck begin to change. DC 16 Will Save or Bestow Curse (-4 to attack rolls, saves, skills, ability checks)
Initiative:
Basalte: 1d20 + 2 ⇒ (11) + 2 = 13
Desmond: 1d20 + 6 ⇒ (13) + 6 = 19 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (16) + 5 = 21
Faraz: 1d20 + 1 ⇒ (16) + 1 = 17
Terrill: 1d20 + 7 ⇒ (14) + 7 = 21
Dragorin: 1d20 + 0 ⇒ (15) + 0 = 15
Flinders: 1d20 + 4 ⇒ (13) + 4 = 17
?: 1d20 + 1 ⇒ (15) + 1 = 16
As you enter, six cultists seem to leap out of nowhere!
Initiative:
1st: Deadmond, Sahrek; Halbarad, Th'reiwa-don; Faraz; Terrill; Flinders
2nd: Cultists (Red, Orange, Yellow, Green, Blue, Purple)
3rd: Dragorin; Basalte

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I'm leaving Th'reiwa-don behind for now; I've moved him to outside the compound. Hal himself delays until after Flinders, hoping that the gaggle ahead of him will clear a bit.