
Villainous Undead |

Orin - only one shadowy four-legged hound moves through your hair attack range. You can take an AoO if you like.
It all starts with a whisper... like a persistent wind. only there are words in it, malevolent syllables barely breathed.
From the walls and floor, they come... adding shadow upon shadow upon shadow in the flickering lights. Two step from statues that resemble them closely and set upon Jayse and Straehan, while a third rises silently from the floor behind the monk. Three more rise from the floor, like a graveyard mist, near the cleric and the witch-warrior. Even Jofram's bid for safety is futile - he gains two more unwelcome shadows to go with his natural one. Unlike his shadows, all these others have long claw-like hands.
As our heroes turn to face this sudden wave of attackers, yet more come. From the northern corridor another ephemeral clawed shadow flies into the glow of the feeble lamp followed, and quickly passed, by a set of three massive shadow-wrapped dogs. Only their eyes and fangs glitter from the darkness that surrounds them. They seem to vanish into the shadows, making them difficult to see even in the glow of the lamp.
The hounds fill the whispering air with low growls. There is a brief hesitation before the shadows whip their claws forth and rend the companions. They tear no flesh from bones, for their claws are no more solid than shadows. What they do is far worse. They slice into soul, spirit, and will - tearing the very essence from the companions. Orin feels his strength ebb while Jayse has his will ripped from him. Ushari, struck twice, feels her limbs and heart weaken. But Jofram suffers worst of all. His soul is scoured by the unholy touch of the creatures - stealing both his nerve and his reflexes.
Wanna know more about the shadows or puppies? Make a Know:Religion and/or Know:Planes roll.
Regarding the puppies - the shadows that surround them provide concealment. Only those with Darkvision can see them well enough to target them.
Round: 1
ORDER: Jofram, Straehan, Soul Drinkers, Puppies, Orin, Ushari, Jayse
Map: Dancing in the Dark
Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -8 WIS; -6 DEX
Ov's HPs: 72|72 - DAM: -3 STR;
Uv's HPs: 52|52 - DAM: -1 STR; -1 WIS
St's HPs: 60|60 - DAM:
Please remember to factor in a -1 per 2 points of stat damage to all affected abilities. Most notably STR and DEX will effect combat and your AC.
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 1 of ???
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 1 of 7
Bad Guys
~None~
Touch ATT: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 DAM: 1d8 ⇒ 1 STR
Shadow #1 JAYSE AC:19+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 DAM: 1d8 ⇒ 5 STR
Shadow #2 ORIN AC:14+1
Touch ATT: 1d20 + 11 ⇒ (11) + 11 = 22 DAM: 1d8 ⇒ 3 STR
Shadow #3 JAYSE AC:19+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 DAM: 1d8 ⇒ 4 WIS
Shadow #4 JOFRAM AC:17+2, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 DAM: 1d8 ⇒ 8 WIS
Shadow #5 USHARI AC:17+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 DAM: 1d8 ⇒ 1 WIS
Shadow #6 STRAE AC:24+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 DAM: 1d8 ⇒ 1 DEX
Shadow #8 JOFRAM AC:17+2, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 DAM: 1d8 ⇒ 6 DEX

stormraven |

Not sure where you are going with that question but I would say that you know the square the puppy occupies but can't make out more than that - for the puppies that are within the glow of a light. At this point, with Orin holding his Lit arrow, you can ID the squares of all three dogs.
These are Soul Drinkers, a variant of Greater Shadows. Unlike a regular Shadow which drains STR, these guys can suck different Stats. These Shadows have gained greater power by being infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy. It grants them some additional resistance to channeled energy (+2 Channel resistance).
AC: Fair
HP: Good
Best Save: Reflex
Worst Save: Fort
Notes: Standard undead traits and is incorporeal.
If a stat score is reduced to zero, the victim becomes an enslaved Shadow

Orin Vanderwhal |

This reflects my attack before the strength damage.
AoO:BAB + STR mod + weapon + weapon training + heroism + IC + Haste 1d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 ⇒ (1) + 7 + 3 + 3 + 1 + 2 + 2 + 1 = 20
damage: Str (primary natural weapon, only attack I believe is 1.5 Str Mod) + weapon + weapon training + IC 1d8 + 4 + 3 + 1 + 2 ⇒ (4) + 4 + 3 + 1 + 2 = 14
Free: Know (Religion) as well 1d20 + 19 ⇒ (16) + 19 = 35

Orin Vanderwhal |

Ok, here we go again, hehe. Sorry if my posting format is off.
Swift: Arcane Armor training activated.
Free: Use Hero point, gain a standard action.
Standard: Cast Chill Touch Defensively, Concentration DC 17. 1d20 + 14 ⇒ (19) + 14 = 33
Hmm, originally my roll was a 3, which barely succeeded. Am I supposed to keep my original rolls when this happens? In this case it doesn't matter, but I just thought I'd ask, especially since I'm sure my attack that previously hit will now be changed to a miss, hehe. Anyway...
Touch attack with hair on G20 Shadow, same mods as AoO except I now get -1 Str damage and -1 Combat Expertise 1d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 ⇒ (7) + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 = 24 Triggers DC 18 WS
Full attack (from Haste), first attack with hair on E21 Shadow, if successful triggers a charge from Chill Touch on him as well. 1d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 ⇒ (1) + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 = 18
Assuming my natural 1 (again--yeesh), misses, I'll attack the same guy with the second attack.1d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 ⇒ (10) + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 = 27
Damage as before, -1 Str damage1d8 + 4 + 3 + 1 + 2 - 1 ⇒ (4) + 4 + 3 + 1 + 2 - 1 = 13
5ft move to H22.
Combat Expertise this round: +2 additional dodge not included below
HP 72/72 (3 Str damage)
AC 22 • Touch 14 • FF 18
CMD 28 • FF 24 (+6 vs. Grapple/Trip)
Fort +9 Reflex +10 Will +19
+1 WS vs Fear
Effects/ Conditions: Heroism 70 minutes (+2 attacks, skills, saves not included above), Darkvision 60ft (3 hrs), See Invisibility (70 minutes), Disguise Self to look like Jofram (constant), Chill Touch (assuming my second hair attack hit, should be 5 charges remaining)
Hero Points: 2
Spells Remaining:
0 (DC 17): Detect Magic, Light, Read Magic, Touch of Fatigue (unlimited)
1 (DC 18): Charm Person, Cure Light Wounds, Ill Omen, Obscuring Mist, Ray of Enfeeblement
2 (DC 19): Blindness/Deafness, Hold Person, Levitate, Mirror Image
3 (DC 20): Dispel Magic x2, Stinking Cloud
4 (DC 21): Black Tentacles, Dimension Door
Orin's hair flies frantically around the battlefield. He loses focus on attacking his foes as he tries to recall what he knows about these shadow creatures.
There's just too many of them, we need to even the odds or we'll be overwhelmed.
He works the spell seamlessly, dodging the dark creatures' claws and bringing an eldritch cold that can strike fear into even the fearless undead. Straehan's magic speeds up his reaction time, at first throwing him off balance.
Orin closes his eyes and time slows down for him, understanding the magic placed upon him and allowing him to strike again at the shadow-spawn before backing away cautiously.
Ushari! he calls, trying to smile and fit into the style of the friends' easy joking banter, a task he's not well used to. I've heard you're quite the acrobat, but I have my doubts. Nobody could be that good. Can you make it over here behind me? Or will mere shadows trip you up?

Jofram |

In a flash, Jofram's hand draws forth his curved blade, even as his bow disapparates. The momentum of drawing his sword flows into a spin, and the half-elf weaves between the ghastly attackers, moving closer to Ushari and Orin.
I'm assuming I completely missed the boat on Strae's Haste? It's not an area effect I can move into and gain the benefits of, is it?
Free Action: Quick Draw Sword
5' step to G19
Surprise Shift to H20
.
These guys are Undead, right?
.
Full-round attack: Target G20, (or next available)
Attack Roll (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Fav. Enemy (UD), Wis/Dex Penalty 0, Flanking): 1d20 + 13 - 2 + 2 + 4 + 2 ⇒ (12) + 13 - 2 + 2 + 4 + 2 = 31
Damage (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Wis/Dex Penalty 0: 1d10 + 6 + 2 + 2 + 4 ⇒ (8) + 6 + 2 + 2 + 4 = 22
.
Attack(Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Fav. Enemy (UD), Wis/Dex Penalty 0, Flanking): 1d20 + 8 - 2 + 2 + 4 + 2 ⇒ (16) + 8 - 2 + 2 + 4 + 2 = 30
Damage (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Wis/Dex Penalty 0: 1d10 + 6 + 2 + 2 + 4 ⇒ (4) + 6 + 2 + 2 + 4 = 18

stormraven |

Orin's hair lashes out in all directions doing damage and attempting to force the Shadows to flee. Whether due to this unnatural place or the exceptional will power of the Shadows - they do not flinch in the face of his magical assault.
Orin - feel free to read the 'Ushari Only' spoiler above due to your K:Religion roll.
Will Save v DC:18 1d20 + 7 ⇒ (14) + 7 = 21
Will Save v DC:18 1d20 + 7 ⇒ (15) + 7 = 22
Orin - here is the TABLE for your hair attacks and mods, note where INT is the modifier. Regarding the rolls, we usually play what shows up on the table. If the magically-shifted die roll has a particularly bad effect on the character - a clutch save all of a sudden converts to a total failure - I will use the lost roll.
Jofram - sorry, you were slightly out of range when the Haste was cast. Even is Straehan moved to cast it, all the characters had to be within 30' of one another. You and Jayse were too far apart.

Jofram |

Sorry if I posted out of order. I may be afk for a bit, so feel free to apply it when it becomes appropriate.

Orin Vanderwhal |

Orin's hair lashes out in all directions doing damage and attempting to force the Shadows to flee. Whether due to this unnatural place or the exceptional will power of the Shadows - they do not flinch in the face of his magical assault.
Orin - feel free to read the 'Ushari Only' spoiler above due to your K:Religion roll.
Will Save v DC:18 1d20+7
Will Save v DC:18 1d20+7Orin - here is the TABLE for your hair attacks and mods, note where INT is the modifier. Regarding the rolls, we usually play what shows up on the table. If the magically-shifted die roll has a particularly bad effect on the character - a clutch save all of a sudden converts to a total failure - I will use the lost roll.
Jofram - sorry, you were slightly out of range when the Haste was cast. Even is Straehan moved to cast it, all the characters had to be within 30' of one another. You and Jayse were too far apart.
Sorry, forgot about that. I favorited that post now. So is it just Int mod or Int mod x 1.5? If my 27 hit, it should be 16 damage for the former or 19 damage for the latter.
Can I possibly learn more/different information with a Know(Planes) check? If so, I'll make one.

Ushari Velnokal |

Ushari's voice echoes in a voice laced with terror "Soul drinkers! They can drain not only your strength, but also your agility, your will or even your spirit!"
She knew the group was in desperate straits being completely surrounded. She holds out her hand while glancing to where Jayse and Straehan are battling for their lives. She steps over next to Orin and despite the situation offers a weak smile, "Thank for playing the gentleman here, Orin!" She then concentrates on her divine power and sends two consecutive bursts of holy energy radiating out from her body, chasing away the gloom (if only for a brief second.)
"Skitter, attack the closest shadow hound!"
5' move to G21
Standard: Channel Energy 4d6 ⇒ (6, 1, 3, 1) = 11
Move: Channel Energy (Quick Channel) 4d6 ⇒ (4, 4, 2, 3) = 13
All within 30' Will save DC 16 for half.
Used 3/6
SR: If she can draw her rapier as part of her move, she will.

Jayse |

The claws of the shadow creatures seem to pass right through Jayse's mental defenses, each rend seeming to tear at his focus. He tries to match strike for strike, though, slipping quickly into his combat stance as he reverses his blue blade into a defensive grip and unleashes a spinning series of elbows, fists, and knees. Each strike beats a counter-point to his magic-hastened heartbeat.
"Strae. Whatever you have to slow down their ability to attack would be good. We can't resist this long."
SWIFT: Dragon Stance
Full Round - Power-attacking Flurry, targeting G27 first. If that one drops, switch remaining strikes to G25.
Unarmed 1d20 + 14 + 1 + 2 - 2 ⇒ (14) + 14 + 1 + 2 - 2 = 29
---> Damage 1d8 + 12 + 3 + 2 + 4 ⇒ (1) + 12 + 3 + 2 + 4 = 22
.
Unarmed 1d20 + 14 + 1 + 2 - 2 ⇒ (4) + 14 + 1 + 2 - 2 = 19
---> Damage 1d8 + 12 + 2 + 4 ⇒ (1) + 12 + 2 + 4 = 19
.
Unarmed 1d20 + 14 + 1 + 2 - 2 ⇒ (12) + 14 + 1 + 2 - 2 = 27
---> Damage 1d8 + 12 + 2 + 4 ⇒ (7) + 12 + 2 + 4 = 25
.
Unarmed 1d20 + 9 + 1 + 2 - 2 ⇒ (2) + 9 + 1 + 2 - 2 = 12
---> Damage 1d8 + 12 + 3 + 2 + 4 ⇒ (4) + 12 + 3 + 2 + 4 = 25
AC 23 • Touch 17 • FF 20
CMD 30 • FF 27 (+2 vs. Grapple/Trip)
Fort +8 Reflex +9 (+8) Will +8 (usually +10)
.
Effects/Conditions: Mage Armor (7 hrs); Darkvision 60 (constant); Mindshield; Haste; Inspire Courge +2; -4 Wisdom (-2 AC & CMD, -2 Will Saves, -2 Stunning fist DC's, -2 ki, -2 wisdom skills)
.
Power Points 10/11
Ki 6/6 (usual total 8/8)
Stunning Fist 7/7
Hero Points 1

Jofram |

In response to Ushari's move, I have a slight modification to my previous post, if I may. By taking the 5' move first, then my attacks on G20, and finally, putting Suprise Shift at the end, I can keep all of my rolls, complete with flanking, and virtually keep the same results.

stormraven |

The Mastiffs are extra-planar evil creatures that originate from the Plane of Shadows. They are not undead.
AC: Fair
HP: Good
Best Save: Fort
Worst Save: Will
Notes: The three most potent abilities of the Mastiffs are their tripping bite, their wrap of shadows (which gives them total concealment in any light less than full daylight or the Daylight spell or against Darkvision), and their unearthly howl which can put large numbers of enemies into a panic.
Ushari - I think it's stretching what they mean by drawing your weapon during a move action but I'll allow it. Call it the adrenaline rush of a near death experience. :)
Light smashes darkness as Ushari calls upon the strength of her faith to smite the Shadows. All of them are struck to a lesser or greater extent. By accident, she heals the wounded mastiff.
Capitalizing on the God-sent damage that buffets the Shadow remaining in the corridor of crypts, Jayse drives a series of kicks and punches at the evil spectre. His three strikes banish the creature to the netherworld. His spinning fourth kick fails to hit the Shadow behind him.
Shadow #0 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 CR
Shadow #1 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 CR
Shadow #1 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 CR
Shadow #2 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 CR
Shadow #2 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 CR
Shadow #3 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 CR
Shadow #3 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 CR
Shadow #4 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 CR
Shadow #4 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 CR
Shadow #5 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 CR
Shadow #5 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 CR
Shadow #6 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 CR
Shadow #6 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 CR
Shadow #7 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 CR
Shadow #7 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 CR
Shadow #8 Will Save #1 v DC:16 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 CR
Shadow #8 Will Save #2 v DC:16 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 CR

Skitter |

Dropped in the spot Ushari exited, the small crabbed construct leaps at the slavering hound closing in on his mistress and drives a set of claws into the creature's fanged snout.
Claws (IC, Haste)
HIT 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24 DAM 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
HIT 1d20 + 9 + 2 + 1 ⇒ (11) + 9 + 2 + 1 = 23 DAM 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
HIT 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13 DAM 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

stormraven |

Jofram dances around the claws of his attackers while delivering two hard blows that slash into the formless creature lashed by Orin's hair. The Shadow creature hisses almost silently but its form holds - powered by the unnatural forces of the Shaudran cube.
Round: 2
ORDER: Jofram, Straehan, Soul Drinkers, Mastiffs, Orin, Ushari, Jayse
Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -8 WIS; -6 DEX
Ov's HPs: 72|72 - DAM: -3 STR;
Uv's HPs: 52|52 - DAM: -1 STR; -1 WIS
St's HPs: 60|60 - DAM:
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 2 of ???
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 2 of 7
Bad Guys
~None~

Straehan |

Straehan rolls near Jayse and pulls a scroll from his bag. "I've only got one of these... let's hope it works."
The gnome curses luck and fate when only two of the shadowy creatures show signs of slowing.
FREE: 5' move
SWIFT: Draw Scroll (In the Bag SA)
STAND: Trigger Scroll
Next UP... Soul Drinkers & Pets
Shadow #2 Will Save v DC:19 1d20 + 7 ⇒ (20) + 7 = 27
Shadow #3 Will Save v DC:19 1d20 + 7 ⇒ (15) + 7 = 22
Shadow #4 Will Save v DC:19 1d20 + 7 ⇒ (14) + 7 = 21
Shadow #5 Will Save v DC:19 1d20 + 7 ⇒ (6) + 7 = 13
Shadow #7 Will Save v DC:19 1d20 + 7 ⇒ (17) + 7 = 24
Mastiff # Will Save v DC:19 1d20 + 7 ⇒ (20) + 7 = 27

Villainous Undead |

The Shadows slide and insinuate toward our heroes. A few sink into the floor - only to rise up behind their foes, claws ready. Every moment tightens the noose. Again the Shadows surge forward and try to claim their prizes - rending claws seeking what lies beneath flesh and bone. Jayse and Jofram dodge the dark powers brought against them and Skitter manages to fend off the attack of the Mastiff. But the rest are not so lucky. A swipe of claws slows Orin as if a fever shakes his body. Flanking Shadows swarm Ushari, drinking her wisdom and her speed like a fine wine. Strae finds his reactions slowed as the Shadow he'd stepped away from pursues him through wall and floor then rakes the energy from his legs. He turns in time to see the fangs of a charging Mastiff. The beast clamps down on the gnome, shakes him like a rag-doll and tosses him against the wall in a heap.
The final Mastiff swings its blocky skull around, raises its muzzle, and lets out an unearthly howl that sounds like the wails of damned souls. It is a long, very, VERY loud call that echoes down the corridors of the Ruin and is probably heard by Isolde waiting along the bluff.
Gents, I need Will Saves for all of you including your companion animals. Be sure to include any bonuses you have against sonic or mind-affecting fear attacks as well as any penalties for damaged WIS. The DC is 16. If you fail your save, please don't post an action quite yet, unless it is an immediate action to counter the failed save.
Also, please track and post your AC and Touch ACs on your turn - it makes things easier for me. Thanks!
Round: 2
ORDER: Jofram, Straehan, Soul Drinkers, Mastiffs, Orin, Ushari, Jayse
Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -8 WIS; -6 DEX
Ov's HPs: 72|72 - DAM: -3 STR; -5 DEX
Uv's HPs: 52|52 - DAM: -1 STR; -4 WIS ; -2 DEX
St's HPs: 49|60 - DAM: -5 DEX;
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 2 of ???
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 2 of 7
Bad Guys
Slow (green squares) - -1 to ATT, AC, Reflex Saves ; Staggered | Rnd 1 of 7
Touch ATT: 1d20 + 11 ⇒ (5) + 11 = 16 DAM: 1d8 ⇒ 1 STR
Shadow #3 JAYSE AC:19+1
Touch ATT: 1d20 + 11 ⇒ (2) + 11 = 13 DAM: 1d8 ⇒ 3 WIS
Shadow #4 JOFRAM AC:17, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 DAM: 1d8 ⇒ 7 WIS
Shadow #5 USHARI AC:17+1, flank, slow
Touch ATT: 1d20 + 11 + 2 - 1 ⇒ (6) + 11 + 2 - 1 = 18 DAM: 1d8 ⇒ 3 WIS
Shadow #6 STRAE AC:24+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 DAM: 1d8 ⇒ 5 DEX
Shadow #7 USHARI AC:17+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 DAM: 1d8 ⇒ 2 DEX
Shadow #8 ORIN AC:14+1, flank
Touch ATT: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 DAM: 1d8 ⇒ 5 DEX
Mastiff #0 - HOWL
Rounds 2d4 ⇒ (1, 2) = 3 Will DC:16
Mastiff #1 - STRAE AC:25+1, charge, flank
Bite ATT: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30 DAM: 1d6 + 7 ⇒ (4) + 7 = 11 + Trip
Trip: 1d20 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22 v CMD:22 DAM: Prone
Mastiff #2 - SKITTER AC:23+1
Bite ATT: 1d20 + 12 ⇒ (10) + 12 = 22 DAM: 1d6 + 7 ⇒ (5) + 7 = 12 + Trip
Trip: 1d20 + 11 ⇒ (10) + 11 = 21 v CMD:16 DAM: Prone

Jofram |

Will Save (Jofram): 1d20 + 8 + 2 + 4 - 4 ⇒ (7) + 8 + 2 + 4 - 4 = 17
Will Save (Vaelos): 1d20 + 2 ⇒ (19) + 2 = 21
Inspire Courage gives the group a +2 bonus vs. Fear or Charm. Also, Jofram has a +4 vs Sonic.
Full-round attack: Target H21
Attack Roll (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Fav. Enemy (UD), Wis/Dex Penalty 0, Flanking): 1d20 + 13 - 2 + 2 + 4 + 2 ⇒ (19) + 13 - 2 + 2 + 4 + 2 = 38
Damage (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Wis/Dex Penalty 0, Fav. Enemy: 1d10 + 6 + 2 + 2 + 4 ⇒ (2) + 6 + 2 + 2 + 4 = 16 Crit? Max damage = 24
.
Attack Roll (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Fav. Enemy (UD), Wis/Dex Penalty 0, Flanking): 1d20 + 8 - 2 + 2 + 4 + 2 ⇒ (15) + 8 - 2 + 2 + 4 + 2 = 29
Damage (Ghost Touched, Arcane Strike, Power Attack, Inspire 2, Wis/Dex Penalty 0, Fav. Enemy: 1d10 + 6 + 2 + 2 + 4 ⇒ (6) + 6 + 2 + 2 + 4 = 20
.
Crit Confirm: 1d20 + 13 - 2 + 2 + 4 + 2 ⇒ (18) + 13 - 2 + 2 + 4 + 2 = 37 Oh! If only we could Crit on Crit confirm rolls, too!
Damage: 1d10 + 6 + 2 + 2 + 4 ⇒ (9) + 6 + 2 + 2 + 4 = 23
.
5' shift to H21 if possible, or I21 otherwise.
.
Continue Bardic Performance 3/12
Need some time to calc the ACs

Straehan |

Sorry, for holding you up. I like to let you guys make your saves first and then I got snared into a backyard project.
Strae Will Save 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 IC
Despite the unearthly howl, you all hold firm... save Ushari. You hear her Grayflame Rapier clatter to the floor and her eyes go wide in terror. She is clearly panic-stricken. In her mind, Ushari imagines the horror of the Mastiffs dining on her pretty face while she tries to scream.
Ushari is Panicked for 3 rounds. Despite the write-up about running randomly - that doesn't make sense to me. And the source of your terror is the Mastiffs, so your priority is to get away from them. Thus I think you can reasonably head South or West toward the exit. Given the mention of taking reasonable defensive precautions... I think you could make a very reasonable case for Ushari trying to cast Fly defensively and then going up and over the guys between her and the door - reducing the number of AoOs she takes. Your actual choice of actions is up to you, I'm just saying you don't have to make a suicidal run for the door. There is enough flexibility in the Panic description that you've got some choices.

Orin Vanderwhal |

Orin knows the battle is lost, for now, the moment Ushari's blade hits the floor. He can see the fear in her eyes, and if she runs without caution she'll be destroyed, turned into one of these loathsome creatures. He tries to think how he can free himself while giving his friends an opening for egress.
Without much time to process the information he lashes out again at the shadow creatures, first at the damaged one leaking shadowy essence.
Hair attack on G20, I believe he gets soft cover for +4 defense. I will use Combat Expertise.1d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 ⇒ (6) + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 = 23
Damage, and triggers a chill touch WS1d8 + 7 + 3 + 1 + 2 ⇒ (4) + 7 + 3 + 1 + 2 = 17
I want to see if he's destroyed or affected by my spell before I finish my turn, if that's ok.

Ushari Velnokal |

SR: Good to know about the details of the panicked description. OK here goes...
Cast Defensively (Fly) DC 21 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 WIS damage
SONOFA...aand out of Hero points too.
OK it looks like she will either cower or move through the only available path left to her, which is to G24 then N past the shadows and then to the passageway to the NE (-B27/-C27). Her movement rate is 70' thanks to the haste spell.
Man when s#*% goes bad, it goes REALLY bad. Needless to say, I am not sure Usahri would EVER come back here again.

Ushari Velnokal |

Sorry, Orin, but being panicked means you cannot delay or hold your actions at all. Fortunately, Orin does act before Usahri here so it is a moot point. If she is lucky here, then all she will do here is cower (which is probably safer than running deeper into the ruins).
EDIT: OK if Orin can kill that shadow behind her (G20), then she does have a clear shot to the exit.

Orin Vanderwhal |

Sorry, Orin, but being panicked means you cannot delay or hold your actions at all. Fortunately, Orin does act before Usahri here so it is a moot point. If she is lucky here, then all she will do here is cower (which is probably safer than running deeper into the ruins).
Yep, I know--panicked is panicked, and you have to flee. But as you said I'm above you in init, so you don't have to delay. I just paused mid-turn to see the results of my first attack. What I'm likely going to do (hopefully my first attack either killed or feared the hurt guy) is to finish a full attack and hit the slowed guy to the left of me (ideally fearing him). Then I 5ft move to I21. Then I yell for Ushari to follow me, and use a hero point to move action west to the boat. This way, I'll take the AoO from the H19 guy (and the H21 guy if he's not panicked--don't think you can take AoO if you're panicked) and escape onto the boat. Now Ushari can withdraw diagonally down and to the left and swing around following my footsteps, suffering zero attacks of opportunity with no failure chance. This also allows Jofram (who has tons of ability damage) to retreat safely with no fear of AoO if he wants to slash before he goes or shoot after he goes. Anyway, that was my plan.

Orin Vanderwhal |

Sorry, Orin, but being panicked means you cannot delay or hold your actions at all. Fortunately, Orin does act before Usahri here so it is a moot point. If she is lucky here, then all she will do here is cower (which is probably safer than running deeper into the ruins).
EDIT: OK if Orin can kill that shadow behind her (G20), then she does have a clear shot to the exit.
Edit-Ninjaed, hehe

stormraven |

Orin's hair lashes out, strangling the weakened Shadow out of existence.
Orin - the rest of your attacks please. Just remember (looking at your Hair rules) that as a primary natural attack, you can only attack with it once or twice with Haste. Your other attack has to be a weapon or something else.

Orin Vanderwhal |

Continuing with a full attack...
Second attack on staggered guy at H211d20 + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 ⇒ (6) + 7 + 3 + 3 + 1 + 2 + 2 + 1 - 1 - 1 = 23
Damage, and triggers a chill touch WS DC 18 1d8 + 7 + 3 + 1 + 2 ⇒ (8) + 7 + 3 + 1 + 2 = 21
I feel like whenever I roll a d20, the dice server instead rolls a d8 ;-)
Swift: Enter Kirin Stance
5ft move to I21.
Hero point extra move action, I20, I19, H18, H-17, etc to the southmost part on the boat, looks like K13.
Orin lashes his hair furiously as it weeps with melting ice, attempting to drive off the shadows with the pale blue light emanating from the strands.
He sidesteps one shadow, stands tall, and moves with the speed of Straehan's spell, studying the movements of his enemies to dodge their fell touch.
Ushari, this way! To the boat!
HP 72/72 (3 Str damage, 5 Dex Damage)
AC 23 • Touch 15 (3 Dex, 1 Dodge, 1 Haste, -2 Dex damage, +2 Combat Expertise)
CMD 27 (+6 vs. Grapple/Trip)
Fort +9 Reflex +10 Will +19
+1 WS vs Fear
Effects/ Conditions: Heroism 70 minutes (+2 attacks, skills, saves not included above), Darkvision 60ft (3 hrs), See Invisibility (70 minutes), Disguise Self to look like Jofram (constant), Chill Touch (3 charges remaining)
Hero Points: 1
Spells Remaining:
0 (DC 17): Detect Magic, Light, Read Magic, Touch of Fatigue (unlimited)
1 (DC 18): Charm Person, Cure Light Wounds, Ill Omen, Obscuring Mist, Ray of Enfeeblement
2 (DC 19): Blindness/Deafness, Hold Person, Levitate, Mirror Image
3 (DC 20): Dispel Magic x2, Stinking Cloud
4 (DC 21): Black Tentacles, Dimension Door

stormraven |

The Shadow is shaken though it doesn't have a chance to move before Orin swirls past it, dodging the attack of the last Shadow, on his way out of the Shaudran Fortress. He clears the opening with a breath of relief and launches himself into the back of the boat.
OK, Ushari, which way are you going to run? Since you are afraid of the Mastiffs, you cannot take any move that puts you closer to them - so your proposed run for the North corridor is not going to work. Your other choices would work. If you Withdraw straight for exit, you will only be subject to possible AoOs from the two slowed Shadows.
Will Save v DC:18 1d20 + 7 ⇒ (2) + 7 = 9
Duration: 1d4 + 7 ⇒ (3) + 7 = 10
AoO Shadow #4 AC:19
Touch ATT: 1d20 + 11 ⇒ (1) + 11 = 12 DAM: 1d8 ⇒ 6 WIS

Ushari Velnokal |

OK Roger that...
Ushari knows only terror...terror as she has never felt before...only one thought is in her mind: FLEE! She acts immediately first attempting to cast a spell but the terror proves too much and it fizzles without any effect. She then runs for the exit, sobbing in terror.
Withdraw to G14. Her move is currently 70', due to her boots plus being hasted. The boat is currently 35-40' away. Since she can swim she would dive off the other side of the boat and swim away from the Shaudran ruin.
Jump check for getting into the boat 1d20 + 15 + 5 - 1 - 2 ⇒ (6) + 15 + 5 - 1 - 2 = 23 boots, DEX dam; panicked
Swim check 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 panicked
Tracking:
HP total: 52/52
Abl. DAM: -1 STR; -4 WIS ; -2 DEX
Current AC: 21 (touch 17), +1 haste, -1 DEX dam; Add +4 to AC vs. AoO (Mobility)
Current Effects: Darkvision 60'; Panicked for 3 rounds.
Channel Energy (6): III
PS: If Skitter was really a good companion, he would grab 'Shari's rapier here...it is a really nice blade, he he.

stormraven |

Ushari flees only to feel the rake of the Shadow's claws, draining yet more of her willpower. She staggers but races towards the crack in the wall and dives over the boat and swims for all she is worth.
Shadow #5 AoO USHARI AC:20, slow
Touch ATT: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21 DAM: 1d8 ⇒ 4 WIS
Total DAM: -8 WIS
Next Up... Jayse.

Jayse |

It was happening too fast, and it sure as hell wasn't going well. Orin's right. We need to regroup. The desperate thought is sped across the surface of the Calm by a wave of magic-enhanced adrenaline. With Orin and Ushari nearly safe, Jayse just needed to buy time for Straehan and Jofram -- both in worse condition than himself -- to make their moves.
Jayse stokes the fire that burns within him, feeling the energy speed up his already-quickened limbs. It's exhilarating. Create an exit. Jayse spins on the shade to his west, and he feels an unexpected edge of elemental power flow through his strikes. "Strae! Get invisible and get safe! Jofram, you, too! I'm right behind you!" he yells as he tries to position himself to protect the gnome's attempts. Instinctively Jayse knows to leave the mastiff -- the only physical threat -- til last.
At the last possible second, Jayse digs deep, focusing his will into his black stone. The stone responds instantaneously, and Jayse fades from sight.
Round 2
SWIFT: spend ki for extra attack
FULL: Power Attacking flurry, using Elemental Fist on first attack. Focus on G-25 until it's defeated. If/when that happens, 5' step into the prone Straehan's square and continue the flurry on G-28 (if stepping into Strae's square isn't possible, then step to F27 instead). If it drops, switch remaining strikes to the mastiff. On the first attack against the mastiff, use Stunning Fist (Fort DC 16 or be stunned for 1 round and Shaken for 1d4 + 6 ⇒ (4) + 6 = 10 rounds.)
HERO POINT: Cast Vanish Defensively.
Ki Unarmed Strike 1d20 + 14 + 2 + 1 - 2 ⇒ (12) + 14 + 2 + 1 - 2 = 27
---> Damage 1d8 + 12 + 2 + 4 + 3 + 2d6 ⇒ (8) + 12 + 2 + 4 + 3 + (4, 6) = 39.
.
Haste Unarmed Strike 1d20 + 14 + 2 + 1 - 2 ⇒ (17) + 14 + 2 + 1 - 2 = 32
---> Damage 1d8 + 12 + 2 + 4 ⇒ (7) + 12 + 2 + 4 = 25.
.
Unarmed Strike 1d20 + 14 + 2 + 1 - 2 ⇒ (6) + 14 + 2 + 1 - 2 = 21
---> Damage 1d8 + 12 + 2 + 4 ⇒ (7) + 12 + 2 + 4 = 25.
.
Unarmed Strike 1d20 + 14 + 2 + 1 - 2 ⇒ (12) + 14 + 2 + 1 - 2 = 27
---> Damage 1d8 + 12 + 2 + 4 ⇒ (3) + 12 + 2 + 4 = 21.
.
Unarmed Strike 1d20 + 9 + 2 + 1 - 2 ⇒ (15) + 9 + 2 + 1 - 2 = 25
---> Damage 1d8 + 12 + 2 + 4 ⇒ (4) + 12 + 2 + 4 = 22.
.
Concentration Check (DC 17) 1d20 + 10 ⇒ (20) + 10 = 30
AC 23 • Touch 17 • FF 20
CMD 30 • FF 27 (+2 vs. Grapple/Trip)
Fort +8 Reflex +9 (+8) Will +8 (usually +10)
--> +2 vs. Shaudran, Enchantments
--> +2 vs. Sleep, Paralysis, & Stunning (Dragon Style)
Immune Diseases
.
Effects/Conditions: Invisible (rd 1 of 7), Dragon Style, Mage Armor (7 hrs), Darkvision 60 (constant), Mindshield, Haste, Inspire Courge +2, -4 Wisdom (-2 AC & CMD, -2 Will Saves, -2 Stunning fist DC's, -2 ki, -2 wisdom skills)
.
Power Points 10/11
Ki 6/6 (usual total 8/8)
Stunning Fist 7/7
Elemental Fist 6/7 (electricity only)
Hero Points 1

stormraven |

Jayse becomes a blur of slashing and cannily accurate unarmed strikes. The Shadow behind him vanishes to the netherworld on his third strike and his next blows smash through the defenses of the Shadow menacing the downed gnome. The creature's form becomes more diffuse. With a final flourish, Jayse vanishes from sight.
Jofram's blade makes short work of the Shadow at his rear and he steps into the open.
Next Up... Skitter (belated) then Strae
Round: 3
ORDER: Jofram, Straehan, Soul Drinkers, Mastiffs, Orin, Ushari, Jayse
Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -8 WIS; -6 DEX
Ov's HPs: 72|72 - DAM: -3 STR; -5 DEX
Uv's HPs: 52|52 - DAM: -1 STR; -8 WIS ; -2 DEX
St's HPs: 49|60 - DAM: -5 DEX;
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 3 of 12
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 3 of 7
Panic (Ushari only red circle) - Rnd 2 of 3
Bad Guys
Slow (green squares) - -1 to ATT, AC, Reflex Saves ; Staggered | Rnd 1 of 7