| Foxy Quickpaw | 
Grergof tries to bash the vampires head in. Which works almost, but it is not enough to end the undead.
The 'drunk' man hurries away from the fight. The third vampire joins his companions to teach the food their position in the food chain.
Grergof
Slam: 1d20 + 14 ⇒ (17) + 14 = 311d4 + 8 ⇒ (3) + 8 = 11
DC 18 Fort Save
| Darius Redgrave __ | 
Darius casts another one of the spells that immediately end vampires - if they fail to resist. "Die foul creatures. May the holy zeal Iomedae be the end of you!"
12d4 ⇒ (2, 1, 2, 3, 2, 4, 2, 3, 3, 3, 1, 2) = 28
undeath to death DC21
| Foxy Quickpaw | 
Will Save: 1d20 + 11 ⇒ (16) + 11 = 27
Will Save: 1d20 + 11 ⇒ (19) + 11 = 30
Will Save: 1d20 + 11 ⇒ (16) + 11 = 27
Well...
The vampires are not affected by the spell and so it falls to Darius' companions to put an end to those creatures of the night.
Drunk, Vampire
Darius
Spugnoir, Stam <--
Vampire, Vampire(73)
Grergof <--
| Spugnoir2 | 
Fort save: 1d20 + 12 ⇒ (2) + 12 = 14
SPugnoir huffs and unleashes two more holy bombs
Holy Bomb,Heroism,PBS,PS,Touch,Drain: 1d20 + 15 + 2 - 2 ⇒ (1) + 15 + 2 - 2 = 166d6 + 6 ⇒ (4, 4, 2, 2, 5, 6) + 6 = 29
Holy Bomb,Heroism,PBS,PS,Touch,Drain: 1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 146d6 + 6 ⇒ (6, 2, 5, 5, 4, 3) + 6 = 31Bombs 15/18
| Brother Grergof Varsk | 
Fort: 1d20 + 14 ⇒ (6) + 14 = 20
Grergof calls out as he defends the attacks.
Don't let the drunk get away, he may have information!
Then he turns his attention to the vampire that looks the least hurt next to him.
I have you now!
Minor action to declare the least damaged vampire as his smite target
Then Grergof starts laying about himself with the Mace first on his smite target, then moving on to the next vampire if the first falls.
Ravens Head - Power Attack + Furious Focus + Bane + Smite: 1d20 + 20 - 4 + 4 + 2 + 4 ⇒ (6) + 20 - 4 + 4 + 2 + 4 = 32
Damage + Power Attack + Bane + Smite: 1d8 + 8 + 8 + 2 + 2d6 + 24 ⇒ (8) + 8 + 8 + 2 + (3, 1) + 24 = 54
Ravens Head - Power Attack + Bane: 1d20 + 15 - 4 + 2 ⇒ (18) + 15 - 4 + 2 = 31 + 4 if my smite target is still up
Damage + Power Attack + Bane: 1d8 + 8 + 8 + 2 + 2d6 ⇒ (1) + 8 + 8 + 2 + (1, 4) = 24 + 24 if my smite target is still up.
Ravens Head - Power Attack + Bane: 1d20 + 10 - 4 + 2 ⇒ (11) + 10 - 4 + 2 = 19 + 4 if my smite target is still up
Damage + Power Attack + Bane: 1d8 + 8 + 8 + 2 + 2d6 ⇒ (3) + 8 + 8 + 2 + (6, 1) = 28 + 24 if my smite target is still up.
| Foxy Quickpaw | 
Spugnoir ends the already damaged vampire with another bomb. As always it can not be simply destroyed with weapons, but turns into mist and slowly drifts away. The second bomb misses.
Here Stam should act <--
The vampire continues their assault as they have nothing to loose here. 
Spugnoir
Slam: 1d20 + 14 ⇒ (7) + 14 = 211d4 + 8 ⇒ (1) + 8 = 9
Fort Save DC18 please
Grergof singlehandedly ends another vampire with brutal hits of the mace, which hinders that one to attack again.
Drunk, Vampire(down)
Darius, Spugnoir, Stam <--
Vampire, Vampire(down)
Grergof
| Stam Truthfinder | 
'Who are you drunk?" Stam calls out to the "man?" Before allowing his magic to leave his body.
Stam calls out a few quick words 1 reservoir point to cast as quickened and 1 to increase the DC by 2 Stam's magic flows out of him and into the remaining vampire disrupting it's own innate magic.
His left hand flings forward as 5 magical force darts spring towards the vampire.
Magic Missile: 5d4 + 5 ⇒ (1, 1, 1, 2, 3) + 5 = 13
| Foxy Quickpaw | 
Stam goes for the sure hit with the magic missile and Spugnoir manages to hit the Vampire with another bomb. The second one the undead dodges.
Then he continues to flail at Spugnoir.
Slam : 1d20 + 14 ⇒ (5) + 14 = 191d4 + 8 ⇒ (3) + 8 = 11
Slam : 1d20 + 14 ⇒ (17) + 14 = 311d4 + 8 ⇒ (4) + 8 = 12
Drunk, Vampire(down)
Darius, Spugnoir, Stam
Vampire(45), Vampire(down)
Grergof <--
| Brother Grergof Varsk | 
Grergof declares the remaining vampire before him as his smite target and tries to end it so his companions can catch the drunk.
Ravens Head - Power Attack + Furious Focus + Bane + Smite: 1d20 + 20 - 4 + 4 + 2 + 4 ⇒ (10) + 20 - 4 + 4 + 2 + 4 = 36 
Damage + Power Attack + Bane + Smite: 1d8 + 8 + 8 + 2 + 2d6 + 24 ⇒ (4) + 8 + 8 + 2 + (6, 1) + 24 = 53
Ravens Head - Power Attack + Bane: 1d20 + 15 - 4 + 2 + 4 ⇒ (1) + 15 - 4 + 2 + 4 = 18
Damage + Power Attack + Bane: 1d8 + 8 + 8 + 2 + 2d6 + 24 ⇒ (3) + 8 + 8 + 2 + (1, 1) + 24 = 47
Ravens Head - Power Attack + Bane: 1d20 + 10 - 4 + 2 + 4 ⇒ (7) + 10 - 4 + 2 + 4 = 19 
Damage + Power Attack + Bane: 1d8 + 8 + 8 + 2 + 2d6 + 24 ⇒ (2) + 8 + 8 + 2 + (6, 3) + 24 = 53.
| Brother Grergof Varsk | 
Get that drunk!
Grergof points knowing that his armor makes him to slow to catch him but starts anyway.
| Stam Truthfinder | 
"So they are members of the court below us. Luvick either lied to us, which I am not surprised or he doesn't have as tight a hold on his court as he thinks he does." Stam says
I don't think I can do much about their Gasesous Form. I mean If I had Anti Magic Shell I could maybe make them fall out of it."
| Spugnoir2 | 
Spugnoir chucks an ectoplasmatic bomb at one gas cloud to see what happens
Ectoplasmic BombsBenefit(s) The alchemist can infuse her bombs with a special unction that damages incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute, and is otherwise identical to faerie fire.
Ecto Bomb: 1d20 + 15 ⇒ (14) + 15 = 296d6 + 6 ⇒ (4, 4, 1, 1, 4, 2) + 6 = 22
| Brother Grergof Varsk | 
So clearly a Vampire.... The drunk is the leader, I say we follow it and see where it goes. And be careful on the druid, she must know about this considering it happened in her grove.
Grergof goes over to where the vampire turned to mist and tries to pull the crate aside and see if he can follow where the vampire went.
| Brother Grergof Varsk | 
Foxy, are we looking at the map with C or D? C5 looks like outside the greenhouse
| Brother Grergof Varsk | 
Guess we go back down and see what we can see.
Grergof heads back into the greenhouse and will head down if the others are ready.
| Foxy Quickpaw | 
As the pursuit doesn't work on the direct path, the group moves into the greenhouse and jumps into the hole, where they killed the ravenous plant earlier. It is again dark and smelly.
| Brother Grergof Varsk | 
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
| Foxy Quickpaw | 
Spugnoir points in the direction he hears the steps disappear to. Following quickly you move again in the direction the vampires live underground. The vampire is fast and has too much of a headstart. Finally you end up where the vampires that guard the entrance into the underground town stand. And the drunk is nowhere to be seen. But he must have come past those guys.
| Stam Truthfinder | 
"Good evening Gentlemen, I would think Good night would the same as Good Day but logically it doesn't make sense." Stam starts to ramble a bit then stops himself. "Did you see a Vampire in a Gaseous Form float past here?"
Diplomacy: 1d20 + 15 ⇒ (16) + 15 = 31
| Brother Grergof Varsk | 
Remember the Footsteps, Mr. Stam?    He was probably solid again.  
So maybe did you see a vampire wearing a bladed scarf or dressed like a drunk pass this way?
| Spugnoir2 | 
Spugnoir drinks an extract of heightened awareness(10 minutes +2 perception] and looks around
Perception: 1d20 + 19 ⇒ (9) + 19 = 28
Hmm. I think this is the dirt from the rare Gurndei Orchid, since he was traveling in the greenhouse he no doubt passed through them and picked it up! Just follow the specks.
| Foxy Quickpaw | 
Spugnoir picks up a track (cheating with the wrong skill) and points in the direction the suspect has moved.
| Stam Truthfinder | 
I auto pass the 20
K Local: 1d20 + 20 ⇒ (6) + 20 = 26
"Thank you, we will be off then." Stam says following Spugs, "That man is a fashion icon in this town and owns a shop here. We might be able to get the jump on him during the day." Stam whispers to everyone as they leave the Guards behind them.
| Brother Grergof Varsk | 
Yes, his lair will probably be Well protected. And those with him will be back at full strength in a few hours. Better we find him NOW.