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After Travail checks the door and then takes his bow out, Coreguy will give the entire party a look around to signal he's ready before opening the door, and stepping in as long as there is nothing threatening in the way.
"Hellooooooo...." he says as he steps in.

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Kyra is right behind him!

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The eerie silence of the museum thus far has only served to send constant goosebumps down Cazlin's back. He looks this way and that furtively, expecting some kind of horror to jump out at every second. When Coreguy opens the door to the Honored Dead exhibit, he advances to the open doorway and brings his bow up to survey the interior.
"N-Nigel?" Cazlin calls out hesitantly, far too soft for anyone more than 20 paces away to hear him.
'Come on Cazlin, pull yourself together! You're surrounded by some experienced Pathfinders, you've got to be a bit more brave!'
His internal pep-talk causes him to straighten his back for about two seconds before he feels so exposed that he hunches again. He distracts himself from his fears by looking out into the room and trying to spot any traps or dangers lying in wait for Coreguy.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

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"If the mist is too thick, I recommend we hug the right hand wall, and follow it to a doorway." suggets the scholar from the back.

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”Makes sense Khellek!“ Kyra says and walks onward.

GM Valen |

The mists here congeal into a thick and silvery fog that cools the lungs. Arranged throughout this large hall are exhibits on the funerary traditions of several civilizations, along with preserved corpses arrayed in grim stillness.
A giant warrior looms from the haze, his arms crossed at his chest, his helm solemn and still.
Beyond lie sarcophagi of varied designs, and a few glass cases wherein withered dead are held upright by rods and string; grim exhibits of long-dead citizens whose fallen empires were erased an age past.
A placard above this hall reads “The Honored Dead” in blood-red calligraphy.
The calls of the Pathfinders receive no immediate response.
Among the displays are a number of remains of particular note:
One is a withered, mummified thing bearing a jeweled scarab on its chest among its spiced wrappings.
One hulking skeleton sporting a greatclub fashioned from a mammoth’s ivory tusk.
One shrunken, emaciated corpse wrapped in rotten silks, and holding a silvered scimitar in its bony fists.
One body preserved in hot mud, clutching a bone-handled kukri and a jadecarved blade.

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"Ahhhh" exclaims Khellek "Most interesting."
Will take ten on all the checks if permitted
"Look, over there is a seer, reminisent of the jeweled sages from Osirion. A warrior priest of an old Pharaonic age named Taltuma-Matl."
He turns to the skeleton with the club.
"An ancient Kellid, or more likely pre-Kellid."
He gazes around "And over here, we see...I do believe it is an ancient Quadiran warrior. Fascinating. Look at the silver scimitar it grasps, a symbol of his skill."
Finally the distracted scholar eyes up the kukri armed figure. "One of the Jambala Jaeg.. I think I mentioned them to you earlier as a tribe of people who once vehemently opposed Angazhan’s followers in the Mwangi Expanse and were wiped out for their opposition."
The scholar quietly checks the figures and room for signs of magic.
"What a pitty about the mist. I hope we have time to come back here when this errand is over. I'd very much like to study these figures some more."

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Coreguy will follow Khellek's instructions and move along the the wall until he reaches a door or until something else stops him.
"This is a...Fascinating exhibit..." he says as he moves along, clutching his great sword.

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Travail follows behind Kyra and Coreguy to the office, taking a more winding path as he tries to stay behind cover.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

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Cazlin shies well away from any of the skeletal or mummified displays, paranoid about undead spirits making them spring to life. He listens intently to Khellek's explanations as he scans the room. He quietly exclaims "T-Taltuma? Hmmm." during the first explanation, but doesn't elaborate further.
He scurries after Coreguy and keeps his back to the wall. When he passes somewhat close to the remains of Taltuma, he spares a quick glance into its enclosure (from a distance) in case he can spot any scrolls clearly visible. If not, he won't explore further.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

GM Valen |

The scholar quietly checks the figures and room for signs of magic.
I am assuming that Khellek is checking for signs of magic through mundane means and that he did not cast detect magic unless I am told otherwise (use of spells should be expressly stated in a post).
Khellek: 1d20 + 2 ⇒ (8) + 2 = 10
Kyra: 1d20 + 4 ⇒ (4) + 4 = 8
Coreguy: 1d20 + 2 ⇒ (7) + 2 = 9
Travail:1d20+7=(18)+10=28.
Taltuma-Matl: 1d20 + 9 ⇒ (11) + 9 = 20
Proto-Kellid Warchief: 1d20 + 0 ⇒ (17) + 0 = 17
Qadiran Warrior of Old: 1d20 + 6 ⇒ (9) + 6 = 15
As the party passes slowly along the wall, pausing briefly to take a closer look at the exhibits, they notice that the dead no longer rest here easy. The malevolent influence affecting the museum has forced these tortured husks of decayed bodies to once again be occupied wherein the spirits now writhe in abject agony.
Cazlin: 1d20 + 4 ⇒ (16) + 4 = 20
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18
Kyra: 1d20 + 0 ⇒ (9) + 0 = 9
Coreguy: 1d20 + 4 ⇒ (8) + 4 = 12
Travail: 1d20 + 6 ⇒ (15) + 6 = 21
Taltuma-Matl: 1d20 + 4 ⇒ (8) + 4 = 12
Proto-Kellid Warchief: 1d20 + 6 ⇒ (16) + 6 = 22
Qadiran Warrior of Old: 1d20 + 5 ⇒ (12) + 5 = 17

GM Valen |

SURPRISE ROUND BEGINS
Coreguy: 1d20 ⇒ 6
Taltuma-Matl: 1d20 ⇒ 8
With a crack, the heavy mammoth-bone club is ripped free of its display, sending shards of glass from the display case to the floor as the remains that Khellek described as “pre-Kellid” lumbers from the parameters of its exhibit towards the nearest Pathfinder.
Only Kyra is caught unaware. No action in surprise round.
Surprise Round Cont’d
Those in bold may take a single action
Proto-Kellid Warchief
Travail
Cazlin
Khellek
Qadiran Warrior of Old
Taltuma-Matl
Coreguy
Kyra

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Squinting as I am at the tokens for the enemies, I can't quite tell which one is supposed to be which. Do you think you could color code them? Also, I think we're missing one of the four foes in initiative.
Despite having been deeply on edge, Cazlin still squeaks in alarm at the sudden rise of undead from their resting places. He raises his bow, but, unsure, waits a moment for Khellek to dispense insight on who to shoot at first.

GM Valen |

Squinting as I am at the tokens for the enemies, I can't quite tell which one is supposed to be which. Do you think you could color code them? Also, I think we're missing one of the four foes in initiative.
Tokens updated with colors and descriptions. Corrected position of one of the remains of the Mwangi warrior, which has not moved so has not been added to Initiative order.
Surprise Round Cont’d
Those in bold may take a single action
Proto-Kellid Warchief (black)
Travail
Cazlin
Khellek
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple)
Coreguy
Kyra

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I was thinking detect magic, but I can be clearer about that in the future.
Khellek almost drops Bessie in surprise as the figures lurch to life.
relgion?: 1d20 + 14 ⇒ (2) + 14 = 16 Immunities, resistances and vulnerabilities please
"Oh my! Undead...Stand firm, while they have unnatural vitality, they are likely stupid and slow."
Inspire courage, +1 to hit and damage

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Travail dashes around the Qadirian Warrior of Old, drawing his rapier and somersaulting around him.
Acrobatics vs CMD, +2 to move through enemy squares: 1d20 + 12 ⇒ (12) + 12 = 24

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Khellek's words bolster Cazlin's focus and he bravely aims his bow at the zombie (?) Taltuma-Matl. He suppresses the urge to suddenly itch, closes one eye, and fires a shot right at the ancient Osiriani seer.
Comp. Longbow + Inspire: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Comp. Longbow damage + Inspire: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

GM Valen |

I was thinking detect magic, but I can be clearer about that in the future.
@ Khellek - I try to avoid ambiguity (occupational hazard), but as it makes sense that Khellek would have been employing the spell:
Scanning the environ with sight granted to him through his casting of detect magic, Khellek has detected auras from both the mist and the scarab around the neck of the ancient Osirian. Likewise, he senses an aura emanating from the scimitar wielded by the Qadiran warrior.
In considering his skeletal foe, the proto-Kellid war chief (black), Khellek notes that cold energy and non-bludgeoning weapons are likely to have little or no effect against this creature.
Notable Traits: DR 5/bludgeoning; immune cold, undead traits
You may give me checks on the other two undead once they move. (Editted- CR of other two undead is same, but type is different.)

GM Valen |

Edit - Forgot the mummy has cover from Cazlin's position.
Cazlin's strikes a portion of the display case, sending splinters into the air.
The ancient mummy reacts. Breaking free from the confines of its exhibit, the undead lumbers in the direction of the arrow, where it first encounters Travail and where Travail encounters the monster's air-fouling stench!
Travail, please give me a Fortitude save (DC 15)
The Qadiran also lumbers forth from its display towards the Pathfinders.

GM Valen |

Surprise Round Cont’d
Those in bold may take a single action
Proto-Kellid Warchief (black)
Travail
Cazlin
Khellek
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple)
Coreguy
Kyra

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Coreguy springs into action, dropping his great sword and drawing his Morningstar.

GM Valen |

Round One Begins!
The proto-Kellid war chief, as if re-enacting ancient memories found deep within bones now bleached by time, raises the mammoth bone club within its hands and carelessly charges at the nearest Pathfinder.
Melee attack with charge (mwk ivory greatclub) v. Khellid: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 Greatclub (B): 1d10 + 4 ⇒ (4) + 4 = 8
The strike with the time-weather weapon is accompanied by a painful crack as it connects with the historian!
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -2 to AC from charge
Travail
Cazlin
Khellek
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple)
Coreguy
Kyra

GM Valen |

][dice=Melee attack with charge (mwk ivory greatclub) v. Khellid]
Oops. Obviously had the Kellid on my mind.
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -2 to AC from charge
Travail
Cazlin
Khellek - 8 HP
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple)
Coreguy
Kyra

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I'm confused. I thought "orange" was next to Travail. What's the thing in red on the board.
Fortitude: 1d20 + 4 ⇒ (1) + 4 = 5
Travail doesn't feel so good after the attack by the mummy.

GM Valen |

I'm confused. I thought "orange" was next to Travail. What's the thing in red on the board.
I apologize for any confusion. The Mwangi warrior in mud is next to Travail. The token with the red border is Khellek.
Earlier, I had posted larger versions of the pictures with descriptions to ID the monsters in their corresponding colors just off to the side of the map slide, but now realize that those wouldn't be viewable from a phone. So I have placed those pictures and descriptions on their own slide. Hopefully that will make things clearer.
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -2 to AC from charge
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Cazlin
Khellek - 8 HP
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple)
Coreguy
Kyra

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Cazlin jumps half a foot in the air as the skeleton's club sweeps in against the frail looking historian. Yet despite the horrible weight of the blow, the fellow seems like he can still fight! "K-khellek!" he calls the historian's name with a mix of fright and admiration for the grit and tenacity in the man.
'How did he do that? I think that club would have squashed me flat!'
The sounds of Travail's retching pulls him out of his amazed daze, and he focuses his bow once again against the Osirian undead creature (Taltuma-Matl).
Comp. Longbow, Inspire, PBS: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Comp. Longbow damage, IC, PBS: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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spellcraft-mist: 1d20 + 9 ⇒ (10) + 9 = 19
spellcraft-scarab: 1d20 + 9 ⇒ (15) + 9 = 24
spellcraft-blade: 1d20 + 9 ⇒ (17) + 9 = 26
religion-Taltuma-Matl : 1d20 + 12 ⇒ (2) + 12 = 14
religion-Qadiran : 1d20 + 12 ⇒ (8) + 12 = 20
"Aghhh! Oh me, oh my That amulet is strongly magical, and the sword also.." mutters the scholar as he back-peddles rapidly.
Staring at the Osirion figure he gasps out "That one is a Ghast... the Qadiran a skeleton champion."
Keeps up inspire courage
He quickly presses his flesh closed, hoping his ancient knowledge of healing techniques from the Mwangi expanse will help him out.
Casts cure light wounds
CLW: 1d8 + 3 ⇒ (7) + 3 = 10

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Got it. So I basically moved into position to attack some mud, and also totally forgot that Travail now has two-weapon fighting. Not my strongest opening gambit.
Meanwhile, are the now-empty glass cases something a rogue could perhaps leap onto to gain some positioning?

GM Valen |

Got it. So I basically moved into position to attack some mud, and also totally forgot that Travail now has two-weapon fighting. Not my strongest opening gambit.
Meanwhile, are the now-empty glass cases something a rogue could perhaps leap onto to gain some positioning?
The scenario doesn't say that they aren't...so go for it!

GM Valen |

Staring at the Osirion figure he gasps out "That one is a Ghast... the Qadiran a skeleton champion."
If you'd like, you may ask about certain particulars on the undead, 1 set for ghast, 2 for skeletal champion

GM Valen |

Cazlin's arrow pierces the bandages around the ancient Osirian seer and sinks deep into rotted flesh.
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -2 to AC from charge
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Cazlin
Khellek
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple) - 5 HP
Coreguy
Kyra

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Travail wrote:The scenario doesn't say that they aren't...so go for it!Got it. So I basically moved into position to attack some mud, and also totally forgot that Travail now has two-weapon fighting. Not my strongest opening gambit.
Meanwhile, are the now-empty glass cases something a rogue could perhaps leap onto to gain some positioning?
Cursing his foolish move, Travail withdraws to a safer position.

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I'll go for immunities for the Ghast, and resistances/immunities for the champion
Khellek starts to provide further advices on the enemies the group faces.

GM Valen |

The skeletal Qadiran moves with surprisingly calculation and skill. Though, it seems drawn to the unarmored historian, it seems to realize that it must first get past the cleric.
The Qadiran of Old swings its silvered-scimitar at the cleric.
Melee attack (scimitar): 1d20 + 7 ⇒ (7) + 7 = 14 Damage (scimitar): 1d6 + 3 ⇒ (4) + 3 = 7
The animated, mummified remains of the seer also move forward, finding its nearest foe to also be the cleric.
Bearing its ancient teeth, the ghast seeks to sink them into the cleric!
Melee (bite): 1d20 + 5 ⇒ (18) + 5 = 23 Damage (bite with bad stuff): 1d6 + 3 ⇒ (1) + 3 = 4
@ Kyra - Need two Fortitude saves (DC 15) for paralysis and (DC 14) for disease.
@ Kyra & Cazlin - Need Fortitude saves (DC 15) or be sickened.
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -2 to AC from charge
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Cazlin
Khellek
Qadiran Warrior of Old (orange)
Taltuma-Matl (purple) - 5 HP
Coreguy
Kyra - 4 HP

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Fort paralysed 1 : 1d20 + 6 ⇒ (18) + 6 = 24
Fort paralysed 2: 1d20 + 6 ⇒ (17) + 6 = 23
Fort disease 1: 1d20 + 6 ⇒ (16) + 6 = 22
Fort disease 2: 1d20 + 6 ⇒ (8) + 6 = 14
Fort sickened : 1d20 + 6 ⇒ (2) + 6 = 8
Kyra moves and presents the holy symbol of the dawnflower!
”Burn you foul creatures!!“
Sun's Blessing (Su) When Kyra channels positive energy to harm undead creatures, she adds 4 points to the damage dealt. Undead do not add their channel resistance to their saves when she channels positive energy.
Channel vs. Undead DC 16 (no channel resistance) : 2d6 + 4 ⇒ (1, 4) + 4 = 9

GM Valen |

@ Cazlin - Unfortunately, the scarves offer no protection from the stench of the dead.
@ Kyra - Need two Fortitude saves (DC 15) for paralysis and (DC 14) for disease.
@ Kyra & Cazlin - Need Fortitude saves (DC 15) or be sickened.
Sorry, I see now that I should have been clear on the number of saves needed. 2 saves total for paralysis and disease +1 for sickened= 3 saves total. Since each is a Fortitude save, I will take first three results=24, 23, and 22. Each is a success, so no conditions imposed on Kyra this round.
Protected by her faith, Kyra seems immune to the ills that accompany the dead--at least for now. But the cleric's faith not only provides protection, but it actively strikes her enemies,; bone and fetid flesh alike are seared by the radiance of the holy energy she channels!
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -9 HP -2 to AC from charge
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Cazlin
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 14 HP
Coreguy
Kyra - 4 HP

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Hi GM Valen, thanks for the save clarification. ;-) The undead can still Will save vs. DC 16 for half damage but if they have any special channel resistance then this bonus to their save does not apply. Thanks!

GM Valen |

Hi GM Valen, thanks for the save clarification. ;-) The undead can still Will save vs. DC 16 for half damage but if they have any special channel resistance then this bonus to their save does not apply. Thanks!
Thank YOU for the clarification. I guess I was so busy pouting that my poor undead couldn't use their channel resistance, that I forgot to make their saves. : P
Proto-Kellid Warchief (black), Will (DC 16): 1d20 + 4 ⇒ (18) + 4 = 22
Qadiran Warrior of Old (orange), Will save (DC 16): 1d20 + 3 ⇒ (8) + 3 = 11
Taltuma-Matl (purple), Will save (DC 16): 1d20 + 7 ⇒ (14) + 7 = 21
What remains of Taltuma-Matl and war chief, whose name has been lost to time, are able to withstand the full force of the cleric's holy power.
However, the remains of the Qadiran suffer the assault in full.
Round One Initiative Cont’d
Those in bold may act
Proto-Kellid Warchief (black) -4 HP(CORRECTED) -2 to AC from charge
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Cazlin
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 9 HP(CORRECTED)
Coreguy
Kyra - 4 HP

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Coreguy steps up to defend Khellek and brings his Morningstar down hard on the Proto-Kellid Warchief!
two handed Power attack Morningstar: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 12 ⇒ (4) + 12 = 16

GM Valen |

NOTE:. GAME ON HOLD UNTIL FURTHER NOTICE
Sorry to interrupt this battle, but it was just pointed out to me that we are playing in the wrong subtier. I am pausing the game until I figure out thee options that we have to correct the situation. I'll let you know you know what I find out. Sorry again for the error.

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4,4,3,3,1=15/5 players =APL 3 right? I think with a season 0 we still play up because they were still written for 4 players back then.

GM Valen |

Okay, options for resuming the game are listed in Discussion thread. Please read posts and cast your vote there.
4,4,3,3,1=15/5 players =APL 3 right? I think with a season 0 we still play up because they were still written for 4 players back then.
APL 3 is correct, but players don't get a choice. See post in Discussion.

GM Valen |

AND WE ARE BACK ON! (Thanks, Cazlin!)
The mists filling this room begin to move in a torrent as Coreguy’s morningstar swings through them. A series of loud cracks—the tell-tale sound of breaking bones--is heard as the head of the morningstar mightily bludgeons the proto-Kellid War Chief.
What little remains of the remains of the war chief raises its mammoth tusk club in response, seeking to bring it down on the bone-shattering paladin!
Melee attack (mwk greatclub): 1d20 + 7 ⇒ (3) + 7 = 10 Damage (mwk greatclub): 1d10 + 4 ⇒ (10) + 4 = 14
More swirls of mist spiral away from its sweep as the blow fails to connect.
As the mists somewhat settle, it suddenly becomes clear to the party that it was not a human fighter among them, but a gnome druid all along-- no doubt she had been made to appear larger to them at first due to the size of her kind, noble, and self-sacrificing heart! (Thanks yet again, Cazlin!)
Round Two Initiative
Those in bold may act
Proto-Kellid Warchief (black) -20 HP
Travail -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks from sickened
Lini (who has been here the whole time!)
Khellek
Qadiran Warrior of Old (orange) - 9 HP
Taltuma-Matl (purple) - 9 HP
Coreguy
Kyra - 4 HP

GM Valen |

Updated map to replace Cazlin token with Lini token.
@ Lini - You may place your animal companion at any starting position within the room that you'd like.

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Khellek continues to offer advice on the undead.
Inspire courage +1 to hit and damage
He steps back into the corner and after fumbling a bolt into place, fires at the ghast.
attack,cover: 1d20 + 3 + 1 - 4 ⇒ (10) + 3 + 1 - 4 = 10
damage: 1d6 + 1 ⇒ (2) + 1 = 3
However the swirling melee puts off even the aim of Bessie.

Lini #121 |

In fact, not only was it not a halfling fighter with a bow, but it was a gnome standing on a snow leopard! Amazing what a long coat and a bit of makeup can accomplish! :P
Lini hops off Droogami and adjusts the (previously purchased) scarves across her own face and Droogami's as well. (hope that's OK!) Satisfied, she calls out "OK! Time to get serious! Droogami, get him!" She points right at the horrible ghast. (free action, attack trick, with +10 skill bonus it succeeds even on a 1)
She makes a quick swirling motion with her hands before laying one on Droogami's shoulder. She clearly enunciates "O' ancient groves, let your sturdy bark shield this protector!" Casting barkskin.

Droogami #121 |

FORT save vs. ghast's sickening effect: 1d20 + 6 ⇒ (3) + 6 = 9
Droogami bounds forwards, losing a bit of momentum as she gets close to the ghast's sickening stench, magnified dreadfully by her acute sense of smell. Nevertheless, she bites at the ghast with valiant determination!
Bite, IC, sickened: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
Bite damage, IC, sickened: 1d6 + 3 + 1 - 2 ⇒ (3) + 3 + 1 - 2 = 5

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Clearly confused by the sudden appearance of the druid, not to mention a snow leopard, Travail drops his bow, draws both his weapons, dances around the battle field, hops onto a glass case, and attacks the warchief from a flanking position with height advantage!
.
Acrobatics move through enemy squares vs CMD: 1d20 + 12 ⇒ (4) + 12 = 16
Acrobatics hop onto glass case: 1d20 + 10 ⇒ (9) + 10 = 19
Attack, mwk rapier, IC, sickened, flanking, attack from above, twf: 1d20 + 6 + 1 + 1 + 2 + 1 - 2 - 2 ⇒ (11) + 6 + 1 + 1 + 2 + 1 - 2 - 2 = 18
Damage, IC, sneak attack, sickened: 1d6 + 1 + 1 + 2d6 - 2 ⇒ (2) + 1 + 1 + (2, 4) - 2 = 8
Attack, short sword, IC, sickened, flanking, attack from above, twf: 1d20 + 6 + 1 + 1 + 2 + 1 - 2 - 2 ⇒ (15) + 6 + 1 + 1 + 2 + 1 - 2 - 2 = 22
Damage, IC, sneak attack, sickened: 1d6 + 1 + 1 + 2d6 - 2 ⇒ (4) + 1 + 1 + (2, 1) - 2 = 7