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Quiven examines the short sword to see if the poison has already been coated.

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I sense no deceit in your words, what leads you to believe the Pathfinders have something to do with the abduction? Besides this bag and the dark folk, do you have any more leads?

EndlessForms |

There is no poison currently on the short sword.
"My agents followed the body snatchers back to their lair. I could have made this information public but I thought you'd come snooping around sooner or later. Now I know something you won't want made public. A good situation for me, you see."

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And this lair is our lodge you say, interesting.
sense motive: 1d20 + 30 ⇒ (20) + 30 = 50

EndlessForms |

He still doesn't seem to be hiding anything.
"Thank you. But you should expect that I might request more than an apology to keep this between us." Lesiege smiles and turns to go back upstairs, calling over his shoulder, "You may leave by this, the traditional entrance, now."
Miregrold Manor is perched on a hillside estate that overlooks Karcau proper. An unruly graden and a copse of trees, through which a cobblestone path runs, isolates the manor from the general public. The manor is designed in a classic Ustalavic style, with a steep roof, arched window frames, and a pair of slender turrets flanking the front door.
The iron front door is adorned with bronze filigree and a lion's head knocker. The door is unlocked, despite the superior lock built into its massive handle.
Inside the front door, a compass-rose inlay decorates the wooden floor. A massive stuffed elk head hangs on the wall opposite the door. A pair of hallways exits the foyer on either side of a curio-covered mantle. A large scrap of paper sits beneath a squat granite statuette of a reclining person with a dog face. When you look bring a light close enough to read the note, the ink only stays visible for a few seconds before the light makes it disappear. You get a quick glance at the writing: To whom did this belong before it wound up in your vault?
A pair of coat racks stands to either side of the door. One rack holds several fur coats that match the current fashion trends in Karcau. However, the other rack features several odd costumes: a full suit of threadbare burlap, the heavy canvas coat of a city guardsman, and the breezy silk jacket of a visiting merchant.

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Pai points at the costumes. "Looks like we are in the right place. There is the missing garb! We need to be awares now for sure..."

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survival, looking for tracks: 1d20 + 20 ⇒ (1) + 20 = 21
perception, looking for clues: 1d20 + 34 ⇒ (4) + 34 = 38
yup those are some great rolls...
The spirits are oddly silent and unhelpful right now. I must have done something to annoy them. Remind me to preform some sort of chimrage to appease them when we are done.

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"Eh, spirits are like that, aren't they?" Desmond gives the shaman a gentle nudge with his elbow. He then also takes a look for some tracks to help out Wadreskus.
Survival, Tracking: 1d20 + 17 + 5 ⇒ (5) + 17 + 5 = 27 (+6 for human, +2 for undead, +2 for chaotic outsiders)
"Though, I think on a bad day, your eagle eyes can out-do me any day..."
Perception, Aid Wadreskus: 1d20 + 17 ⇒ (11) + 17 = 28

EndlessForms |

Oops! Forgot to link to the new map this morning. Now added at the top.
Beyond the foyer is a lounge with a trio of velvet-upholstered settees, each with an accompanying wooden end table. A long mantle displays several artifacts from across Garund and Casmaron, including a collection of antique blades. An elaborate Keleshite rug stained with muddy footprints sprawls across the floor. Wadreskus and Desmond determine that the footprints were made by several normal-sized humanoids whose feet were wrapped in cloth, as if to muffle the sound of their footsteps.
A nearby wet bar holds dozens of bottles from across Golarion. A decanter of expensive brandy sits open on the bar, slowly evaporating; a scrap of paper lies next to the bottle. This message is much the same as the last, quickly evaporating once it is exposed to proper light.
He spoke to us of alliance. He promised us his best intentions. Explorer, scholars, traders-these are pursuits we value, too.

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Wadreskus begins to follow the footprints to see where they lead.
survival to follow tracks: 1d20 + 20 ⇒ (3) + 20 = 23
perception to listen for other beings in the building.: 1d20 + 34 ⇒ (5) + 34 = 39
Yup Wadreskus is now assuming he ticked the spirits off.

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If the immediate area is clear, Wadreskus begins a quick ritual to appease what ever spirits he ticked off. profession soothsayer: 1d20 + 14 ⇒ (19) + 14 = 33
He takes some sprigs of holly and passes them around the party. He then takes a handful of salt and mixes in a pinch of silver. Taking the mixture he then blows a little onto everybody.
Hopefuly that will do the trick.
No in game effect, Wadreskus is just a suspicious sort and views the world and luck in terms of angered and placated spirits. Some of which he can actually see and interact with.

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Wow, do you really think my spirit was pissed off? I never knew!

EndlessForms |

The footprints lead throughout the whole Lodge, to the north and south. To the north is a room with a solid oak dining table surrounded by high-backed chairs. Two cabinets display full sets of delicate Tian porcelain. Wadreskus also finds dried wine stains and several chunks of dried food on the rug beneath the table and notes that several pieces of porcelain are missing. In their place is another note with disappearing ink:
Who did you murder to claim this bauble?
To the south is a cozy sun porch with several pieces of light rattan furniture. On the low central table are half-finished drinks filled with watered-down, room-temperature liquor. There is no condensation on the glasses, so it's likely the drinks were served with ice many hours ago and subsequently abandoned. Several playbills from the Cloisoi Theater lie strewn around the lounge. The cover of each playbill features a portrait of Olivina Sharnau wearing the beggar costume that currently hangs near the entrance. The play advertised is called Orphan of Okeno. Just underneath one of the playbills is another scrap with disappearing ink:
He stole from the best of us. He stole from us the best of us.
The rest of this floor is taken up by a rear entrance leading to an open-air porch. In the thorny rose vines Wadreskus finds a small scrap of cloth dangling from one of the rose thorns near the entrance to the garden. The fabric is coarse, blackened with grime, and smells overwhelmingly of sewage and body odor.
There is also a kitchen and kitchen store room. In the expansive and well-stocked kitchen is a mess of pots, pans, and cooking utensils lying strewn across the countertops, crusted over with food residue. A rubbish bin sits along the wall, filled with several meals worth of food and a handful of porcelain shards. Nailed to the door leading to the store room is another scrap of paper:
Who did you abduct to earn our vengeance?
The pantry is in a state of disarray. It once contained shelves filled with foods but something has torn several of the shelves off the walls, littering the floor with broken jars and wooden planks. A concealed door that the shelves once obscured now hangs open, revealing a stone staircase beyond. The way in which the debris is arrayed suggests someone broke down the door from inside the stairwell. Yet another scrap of paper lies atop the wreckage:
Who else's blood must stain your hands before you are gone?
There are stairs leading up that you have not checked yet as well.

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"Does this seem terribly creepy to anyone else? Do your spirits have anything to say about what's happening here, Wadreskus? Whatever it is, it's really scary."

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Umm, ok? Quiven will try to go up the stairs undetected. He'll play it safe, checking the stairs and further along his way for anything that could be a trap or otherwise dangerous.
I'll take 10 on any required checks.

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"Man... don't go up there alone. Lemme follow you," Desmond sighs slightly as he follows Quiven as quietly as he can up the stairs.
Take 10 Stealth: 10 + 11 = 21
Take 10 Perception: 10 + 17 = 27

EndlessForms |

Upstairs the room's only furnishings are a large table and several chairs. The three doorways to the west lead to bedrooms, and the one to the east leads to a storage room. There are no notes or tracks up here, though.

EndlessForms |

Down the stairs, the preponderance of cobwebs and dust imply that this area was decommissioned years ago, yet a series of footprints in the dust indicates that someone used it recently.
At the bottom of the stairs are a field of rusty spikes-a trap that has never been reset. Several of the spikes, the ceiling above the spike field, and the stone walls next to the trap are covered in thick soot, as if some type of explosion occurred on top of the spikes.

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Knowledge (local): 1d20 + 14 ⇒ (19) + 14 = 33
Sir Terramor wipes the dust with a fingertip and examines it closely. "Dark Folk died here. They leave this kind of residue when they die."

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Quiven acts like he helps Mr. Hall look for traps. With that roll, I see no need but I do auto-aid t make it a 50.

EndlessForms |

No traps are found and you see nothing else to do but check the next room:
Shelves line the perimeter of this stone chamber, bearing rawhide dolls, alien figurines, and other strange curios. For every dust-covered relic, another two spaces lie vacant. A dingy pipe organ stands against the west wall, and several barrels and crates are pushed off to the periphery. Most show signs of having been forced opened and appear empty. A small wooden table rests near the middle of the room.
Near the organ a dark caller stands with sword drawn over the slumped-over figure of another dark stalker. Next to this unconscious figure is another person, but this time a man: gagged and bound but conscious, his fine coat is torn, revealing an ornate scarab tattoo on his inner arm.
A voice calls out from the dark caller: “At long last, Pathfinders, the bread crumbs lead to your own lodge—you, the murderers, thieves, and scoundrels Zoathrias should have known you were! Now let all of Ustalav know your secrets!”
Separate check:
Stepping around the corner is a humanoid figure with chains and piercing torturing he being's bloodless flesh. The monster steps around the corner and gives you all an unnerving gaze.
DC 18 Fort save or staggered for 1 round.
Born from scraps of imperfect flesh, bent chain, and scarred minds, sacristans are bound together by kyton sculptor-surgeons. They lack the burden of free will and their minds are etched with ability to serve, making them utterly obedient to other kytons or masters.
DR/silver or good; immune to cold; spell resistance
The one behind this monster then uses a spell to bring the room down into supernatural darkness. deeper darkness
zod: 1d20 + 14 ⇒ (11) + 14 = 25
Pai: 1d20 + 6 ⇒ (6) + 6 = 12
Wadreskus: 1d20 + 2 ⇒ (16) + 2 = 18
Sir Terramor: 1d20 + 2 ⇒ (5) + 2 = 7
Desmond: 1d20 + 6 ⇒ (12) + 6 = 18
Lars: 1d20 + 6 ⇒ (17) + 6 = 23
Quiven: 1d20 + 11 ⇒ (10) + 11 = 21
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
You guys are up!

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Can't make the first check, moving on.
Perception DC 25: 1d20 + 14 ⇒ (15) + 14 = 29
Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7
That voice! The voice is coming from somewhere other than that masked figure! Can you tell?
Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Quiven stands fast despite the unnerving look from the enemy!
Know Planes: 1d20 + 2 ⇒ (5) + 2 = 7
What is that thing? As the room goes dark, And where did everybody go?
Quiven grabs his Oil of Daylight and pours it on his weapons. Maybe this'll help!
If I have a move action left I'll move to the right of the front figure, using Acrobatics if I need to avoid an AoO.

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fort save: 1d20 + 14 ⇒ (5) + 14 = 19
Knowledge Planes: 1d20 + 6 ⇒ (11) + 6 = 17
Wadreskus can not fail the other checks. He also has "see in darkness" and is unaffected by the deeper darkness. His hawk has blind sense 60 and blind sight 5 so is likewise unaffected. Does his hawk sense any unseen presence? The hawk does not need a fort save because he is blind and blind sense/blind sight do not subject a creature to gaze attacks.
Before you stands a ruse, the dark caller is Olivina, do not attack her.
Wadreskus takes some holly berries and blows on them then hands them to his hawk who holds them in his beak.

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Perception 1d20 + 10 ⇒ (8) + 10 = 18
Perception 1d20 + 10 ⇒ (10) + 10 = 20
Sense Motive 1d20 + 7 ⇒ (3) + 7 = 10
Fortitude 1d20 + 5 ⇒ (19) + 5 = 24
Know. Planes 1d20 + 18 ⇒ (7) + 18 = 25
Before the room plunges into darkness, Pai recognized their enemy. "Every kyton considers itself some manner of artiste, working and reworking its avant-garde visions in various mediums-flesh, minds, darkness, and others both natural and fragile. But for every masterpiece, there are countless failures. Sacristans number among the most useful failures of the kyton race. Born from scraps of imperfect flesh, bent chain, and scarred minds, sacristans are bound together by kyton sculptor-surgeons. They lack the burden of free will and their minds are etched with ability to serve, making them utterly obedient to other kytons or masters. Use silver or good weapons against them! Don't attack with any cold spells, it won't work! And it's tough to get spells to get through its evil resistances!"
Pai knew one thing she could do not matter how dark it was....she casts Haste on the group!
Remember your Haste bonuses, please!

EndlessForms |

To make it less confusing and because you've made all the checks to figure it out anyways: the red "dark stalker" to the north is disguised as Olivina and Wad's hawk doesn't sense anything unseen so the other dark stalker must have been the one speaking for her (using magic to throw her voice). So the red one is not a combatant but the blue one is. The blue one was just trying to trick you into killing Olivina (red one). I had a feeling this ruse wasn't going to work well on this party, haha. Other parties might have easily killed her though.
Quiven, being a well-prepared adventurer, pours an oil on his blade which counters the dark stalker's spell and brings the light back up. Pai then hastens everyone's movements as Wadreskus exposes the ruse before anyone can do anything regretful.
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
Desmond, Wadreskus, and Sir Terramor are up!

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You might have missed it, but can I get by that one person in front of me via acrobatics? I want to make room for the others. However, I'm not sure I can move around that person with the hard corner or the boxes. I put myself where I'd like to end up.
Acro just in case: 1d20 + 19 ⇒ (19) + 19 = 38
If I used my move action this turn, I'll do it next turn.

EndlessForms |

@Wad: Oh, sorry! Never seen that one before.
@Quiven: yep, that's fine. You can move through enemy spaces with Acro, the DC is just 5 higher. You make it though.
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
Desmond and Sir Terramor are up!

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Fort Save: 1d20 + 12 ⇒ (5) + 12 = 17
Desmond is staggered! Suddenly, "Hey, who turned off the lights?" Then, as Quiven lights up the room again, Desmond relaxes.
Desmond then quick draws his falchion, steps forward to flank the figure with Quiven, and takes a slice.
Two free actions and a standard - legal while staggered, yes?
Power Attack, Flank, Haste: 1d20 + 16 - 3 + 2 + 1 ⇒ (8) + 16 - 3 + 2 + 1 = 24 (+6 if the guy is human)
Damage: 2d4 + 7 + 9 ⇒ (1, 3) + 7 + 9 = 20 (+6 if human)

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Fort Save: 1d20 + 9 ⇒ (19) + 9 = 28
Terramor steps swiftly forward and attacks the figure before him, bellowing a challenge!
"Fight me, Fiend!"
First Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 13 - 3 + 2 + 1 ⇒ (8) + 13 - 3 + 2 + 1 = 211d8 + 5 + 14 ⇒ (8) + 5 + 14 = 27
Second, Hasted Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 13 - 3 + 2 + 1 ⇒ (10) + 13 - 3 + 2 + 1 = 231d8 + 5 + 14 ⇒ (3) + 5 + 14 = 22
Third Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 8 - 3 + 2 + 1 ⇒ (7) + 8 - 3 + 2 + 1 = 151d8 + 5 + 14 ⇒ (3) + 5 + 14 = 22
Challenge gives -2 AC to me vs. everyone other than the target of my challenge and also gives +3 to hit my target to all my allies
With Aid Allies,Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +5 to AC.

EndlessForms |

Desmond cuts into the bloodless chained creature but his blade is not wholly effective against it. Sir Terramor also hits it once but likewise finds that his blade has trouble wounding it. The kyton turns its attention to Desmond:
mwk spiked chain: 1d20 + 18 ⇒ (5) + 18 = 23
damage: 2d4 + 7 ⇒ (3, 4) + 7 = 14
mwk spiked chain: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
mwk spiked chain: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d4 + 7 ⇒ (2, 2) + 7 = 11
"Damn all halflings!" the dark stalker calls as she leaps forward and stabs her blade at Quiven.
short sword of venom: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28
damage with bane: 1d6 + 2 + 2 + 2d6 ⇒ (3) + 2 + 2 + (2, 5) = 14
short sword of venom: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
damage with bane: 1d6 + 2 + 2 + 2d6 ⇒ (2) + 2 + 2 + (1, 1) = 8
short sword of venom: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
damage with bane: 1d6 + 2 + 2 + 2d6 ⇒ (3) + 2 + 2 + (2, 1) = 10
And from Quiven a DC 14 Fort save against poison or take 1d3 ⇒ 1 Con damage (1/round for 6 rounds)
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
sac: 7 dmg
You guys are up!

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Fort: 1d20 + 6 ⇒ (12) + 6 = 18
Quiven shrugs off the effects of the poison! What'd we ever do to you?!?
Quiven then attacks the enemy he has flanked!
Main Hand: 1d20 + 14 ⇒ (5) + 14 = 19 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Main Hand: 1d20 + 14 ⇒ (5) + 14 = 19 for Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Main Hand: 1d20 + 9 ⇒ (16) + 9 = 25 for Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Off Hand: 1d20 + 14 ⇒ (10) + 14 = 24 for Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Off Hand: 1d20 + 14 ⇒ (7) + 14 = 21 for Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Sneak Damage, assuming I actually hit at least once: 4d6 ⇒ (4, 4, 5, 5) = 18
29/51 HP

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Quiven, is there any reason why you only rolled sneak attack damage once? normally you get it on all attacks when in flank.
Wadreskus's hawk flies over the real dark stalker and drops the berries on the other side of Quiven then flies back out of the room. Wadreskus steps around the corner and utters a single word. The berries burst into a torrent of flame.
Fire Seeds:
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
full description
DC 24 apiece
berry 1: 1d8 + 11 ⇒ (7) + 11 = 18
berry 2: 1d8 + 11 ⇒ (8) + 11 = 19
berry 3: 1d8 + 11 ⇒ (2) + 11 = 13
berry 4: 1d8 + 11 ⇒ (2) + 11 = 13
berry 5: 1d8 + 11 ⇒ (8) + 11 = 19
berry 6: 1d8 + 11 ⇒ (5) + 11 = 16
berry 7: 1d8 + 11 ⇒ (4) + 11 = 15
berry 8: 1d8 + 11 ⇒ (6) + 11 = 17

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Mixing up my games again. In 5e you only get it once. I get to flank so rarely in PFS lately that I never can remember.
Sneak Damage if I hit more than one: 4d6 ⇒ (4, 3, 3, 6) = 16
Sneak Damage if I hit more than twice: 4d6 ⇒ (4, 6, 4, 4) = 18
Sneak Damage if I hit more than thrice: 4d6 ⇒ (6, 1, 5, 6) = 18
Sneak Damage if I hit them all: 4d6 ⇒ (4, 4, 3, 5) = 16
I also just realised I didn't add +2 for flanking to those to-hit rolls, another thing that 5e doesn't grant. Maybe I will hit more than once.

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Unless he has evasion, fire resistance or spell resistance, it is a minimum of 62 damage if he passes all his saves. Failing every save is 130. If he has fire resistance it applies to each berry and significantly cuts down on damage.

EndlessForms |

Will: 1d20 + 13 ⇒ (6) + 13 = 19
Ref: 1d20 + 15 ⇒ (12) + 15 = 27
Ref: 1d20 + 15 ⇒ (2) + 15 = 17
Ref: 1d20 + 15 ⇒ (9) + 15 = 24
Ref: 1d20 + 15 ⇒ (11) + 15 = 26
Ref: 1d20 + 15 ⇒ (3) + 15 = 18
Ref: 1d20 + 15 ⇒ (18) + 15 = 33
Ref: 1d20 + 15 ⇒ (5) + 15 = 20
Ref: 1d20 + 15 ⇒ (5) + 15 = 20
The dark stalker resists Pai's spell but Quiven digs his blade into the kyton thrice! The dark stalker then takes quite a burning from Wadreskus' exploding berries!
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
sac: 40 dmg
zod: 99 dmg
Desmond and Sir Terramor are up!

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@Quiven, I am not sure where that second off hand attack came from. You need improved two weapon fighting to get an iterative attack with your off hand, and it looks like your extra attack from haste was taken with your primary hand. ;)

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I blame Hero Lab, I simply saw a second off-hand attack and rolled it. It should be three from the main and one from the off IIRC. That last attack shouldn't be there.

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Terramor continues his assault on the enemy before him and does his best to shield Desmond.
First Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 13 - 3 + 2 + 1 ⇒ (17) + 13 - 3 + 2 + 1 = 301d8 + 5 + 14 ⇒ (1) + 5 + 14 = 20
Second, Hasted Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 13 - 3 + 2 + 1 ⇒ (15) + 13 - 3 + 2 + 1 = 281d8 + 5 + 14 ⇒ (1) + 5 + 14 = 20
Third Attack - +1 adamantine longsword plus Power Attack plus Gang Up, Plus haste plus Dragon's Challenge: 1d20 + 8 - 3 + 2 + 1 ⇒ (10) + 8 - 3 + 2 + 1 = 181d8 + 5 + 14 ⇒ (6) + 5 + 14 = 25
Challenge gives -2 AC to me vs. everyone other than the target of my challenge and also gives +3 to hit my target to all my allies.
With Aid Allies,Bodyguard and Intercept, I can burn an Attack of Opportunity whenever an adjacent ally is attacked to give that ally a +5 to AC.

EndlessForms |

Sir Terramor scores two hits on the kyton!
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
sac: 60 dmg
zod: 99 dmg
Desmond is up!

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Desmond furrows his brow, embarrassed again to be coming up short in his efforts. However, now that he's shaken off being staggered, he whirls his blade again and again - emboldened by haste.
Power Attack, Haste, Flank: 1d20 + 16 - 3 + 1 + 2 ⇒ (20) + 16 - 3 + 1 + 2 = 36
Damage: 2d4 + 7 + 9 ⇒ (1, 4) + 7 + 9 = 21
Iterative Power Attack, Haste, Flank: 1d20 + 11 - 3 + 1 + 2 ⇒ (16) + 11 - 3 + 1 + 2 = 27
Damage: 2d4 + 7 + 9 ⇒ (2, 1) + 7 + 9 = 19
Iterative Power Attack, Haste, Flank: 1d20 + 6 - 3 + 1 + 2 ⇒ (19) + 6 - 3 + 1 + 2 = 25
Damage: 2d4 + 7 + 9 ⇒ (1, 4) + 7 + 9 = 21
Hasted Power Attack, Haste, Flank: 1d20 + 16 - 3 + 1 + 2 ⇒ (9) + 16 - 3 + 1 + 2 = 25
Damage: 2d4 + 7 + 9 ⇒ (1, 4) + 7 + 9 = 21
Crit Confirms...
Crit Confirm, Critical Focus: 1d20 + 16 - 3 + 1 + 2 + 4 ⇒ (15) + 16 - 3 + 1 + 2 + 4 = 35
Damage: 2d4 + 7 + 9 ⇒ (1, 1) + 7 + 9 = 18
Crit Confirm, Critical Focus: 1d20 + 11 - 3 + 1 + 2 + 4 ⇒ (8) + 11 - 3 + 1 + 2 + 4 = 23
Damage: 2d4 + 7 + 9 ⇒ (3, 2) + 7 + 9 = 21
Crit Confirm, Critical Focus: 1d20 + 6 - 3 + 1 + 2 + 4 ⇒ (3) + 6 - 3 + 1 + 2 + 4 = 13
Damage: 2d4 + 7 + 9 ⇒ (2, 2) + 7 + 9 = 20

EndlessForms |

Desmond easily finishes off the chained outsider as the dark stalker shouts in disgust, "Damn you all! Vengeance shall be ours!"
She stabs at Quiven again.
short sword: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25
damage: 1d6 + 2 + 2 + 2d6 + 3 ⇒ (2) + 2 + 2 + (1, 6) + 3 = 16
short sword: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
damage: 1d6 + 2 + 2 + 2d6 + 3 ⇒ (1) + 2 + 2 + (4, 4) + 3 = 16
short sword: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
damage: 1d6 + 2 + 2 + 2d6 + 3 ⇒ (1) + 2 + 2 + (6, 3) + 3 = 17
And from Quiven a DC 14 Fort save against poison or take 1d3 ⇒ 3 Con damage (1/round for 6 rounds)
Initiative:
1. Baddies
2. Quiven, Desmond, Wadreskus, Pai, and Sir Terramor
zod: 99 dmg
You guys are up!