
GM Mort |

B2
Again, Howard notices that the door is trapped, and manages to catch this time a flask of caustic fluid on the door by pulling the door shut immediately after it has been opened.
disable device time in rounds: 2d4 ⇒ (1, 4) = 5
This enclosed chamber is empty save for a statue of a beautiful and proud-looking woman, sculpted to appear to be gazing out one of the windows. A pair of vases with flowers and a few pieces of bric-a-brac adorn the windowsills. They are worth 50gp. The room is also crisscrossed with glass-lined string. One of the statues eyes are missing.
Howard recognizes the statue as the the now-dead Azlanti goddess Acavna, who died trying to protect Golarion from Earthfall.

GM Mort |

The party ascends the stairs, finding themselves in wooden room with two doors. Howard opens one of them, being careful to pull it shut and hearing a thwack on the door. He then opens the door to find a spiked hammer on the door. He sees that the other door out of the room is also trapped with a spiked hammer, but the corridor is clear of glass lined strings.
He notices that several large gargoyle statues that used to line the corridors are now missing.
He then proceeds to open each and every room after checking for traps.
B12
The door is trapped by a collapsing billard table, which Howard manages to disarm.
Plush, overstuffed chairs sit in the northeast and northwest corners. A sideboard with rows of glasses rests against the west wall.
rounds: 2d4 ⇒ (2, 2) = 4
B13
The doors are trapped with a falling bed which Howard manages to disarm.
rounds: 2d4 ⇒ (4, 3) = 7
Each room has a bed and a wardrobe in it.
B10
The door is trapped by a collapsing shelf filled with glass bottles.
At the center of this octagonal room are two immense, white, claw-footed tubs. A smaller chamber fills the northeast corner, separated by a door, while a double door opens in the north wall. A set of steep stairs on the west side descends to the floor below.

GM Mort |

B11
The door is locked and Havigan picks the lock and declares the door trapped. He opens the door slightly and pulls it back quickly to hear a loud clang.
Pushing against the door again reveals that a metal cage, large enough to hold a human was rigged to fall from the ceiling.
Carpets line the floor of this octagonal room, including a ten-foot-square and three-foot-deep center area filled with silk- and satin-covered pillows. Four well-stuffed sofas sit against the corner walls and face the center of the room. To the east is a large black iron cage, large enough to house a human being, the twin of the one that was rigged to fall at the door and is suspended a few feet off the floor by a heavy chain. Against the north wall is a wooden wardrobe.

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Howard smiles wryly.
"They certainly love their trapsss around here..."
With a shrug, he moves on up the stairs to the top floor.

GM Mort |

B14
This hallway runs east to west and divides the top floor of the manor. Two doors lead to the south, while another corridor branches to the north.
B15
Howard avoids a desk falling on him as he opens the door slowly.
rounds for DD: 2d4 ⇒ (1, 2) = 3
A large rug lies over the hardwood floor of this study. Two large bookcases line the south and eastern walls, their shelves packed with ancient volumes. The western wall is bare, but has signs that something was recently removed. There is a window that overlooks a large ledge that wraps around the exterior of the top floor. A sliver of moonlight plays a pattern on the floor.Howard realizes the bookcases contain several volumes written in Azlanti and those books could fetch 8,800 gp if sold to a museum, or the Pathfinder Society.
B16
Howard opens the door gingerly and shuts it, getting an acid flask splattered on the door.
disable trap rounds: 2d4 ⇒ (3, 3) = 6
Running along the west side of this room is a freestanding clothes rack lined with dresses and gowns, and with an assortment of shoes underneath. The pale light of the moon streams through the window just behind it.
B17
The room is criss-crossed with glass lined string.
The center of this bedroom is filled with an enormous, square, four-poster bed with a gauzy silk canopy. A small dressing table sits in the southwest corner, and a dark wooden wardrobe occupies the corner to the east. Between them is a solitary window large enough to step through, with curtains pulled partially shut. Outside the window is a wide ledge that encircles the top floor. It appears there was once a painting on the wall but it was removed.
B13
Howard nearly gets the bed fall on him as he opens the door and the room has only a dressing table and a wardrobe.
disable trap rounds: 2d4 ⇒ (1, 2) = 3

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Howard makes a note to come back for the books, then sighs.
"Right then. Looksss like thisss place hasss been cleared out; I dare sssay the basssement level will be the sssame..."
Downstairs it is!
I take it that is everything upstairs (you haven't revealed the map, so I just wanted to make sure).

GM Mort |

Howard barely gets down the shaft when he finds that to the north there is a vampire in a breastplate, wielding a falcata and a heavy shield, to the east there is a brawny creature has had its skin completely flensed from its form, revealing the violent pulsing of its massive, exposed muscles, and to the south there is the Nemhain that he fought earlier, but this time without the yellow shield surrounding her.
B18
This darkened chamber has masonry walls and flooring and is featureless except for two corridors that lead east and south. The entire area has been crisscrossed with glass lined string.
"Quam expectabamus invenimus vidimus tibi." The vampire in a breastplate states.
We've been waiting for you.
Howard init: 1d20 + 17 ⇒ (20) + 17 = 37
Sir Amrivast init: 1d20 + 7 ⇒ (2) + 7 = 9
Havigan init: 1d20 + 4 ⇒ (10) + 4 = 14
Nemhain Init: 1d20 + 12 ⇒ (4) + 12 = 16
Vampire init: 1d20 + 11 ⇒ (14) + 11 = 25
brawny creature init: 1d20 + 9 ⇒ (17) + 9 = 26
Knowledge dungeoneering brawny creature: 1d20 + 31 ⇒ (8) + 31 = 39
Howard recognizes the creature as an Ecorche. It has DR 15/good and silver and its claws can cause bleeding (con drain).
For the effects of this, since there's no time to disarm trap, every square is considered as DT, and both sides take 1 point of non magical slashing damage every 5 ft they move.
Howard up, Slide 7

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So... at least a CR 18 encounter, then :-P
Howard grunts in annoyance, then uses Dimensional Steps to reposition the party around the vampire.

GM Mort |

Howard tries to tailslap the creature as it moves close, but it bounces off its leathery hide.
Tail slap AOO: 1d20 + 23 ⇒ (2) + 23 = 25
dmg: 4d10 + 7 ⇒ (4, 10, 6, 4) + 7 = 31
The brawny creature moves up to Howard and claws him with a single claw, but it does not penetrate Howard's shell.
claw: 1d20 + 27 ⇒ (10) + 27 = 37
Frightful presence will Howard: 1d20 + 26 ⇒ (2) + 26 = 28
Frightful presence will Sir Amrivast: 1d20 + 22 ⇒ (10) + 22 = 32
Frightful presence will Havigan: 1d20 + 10 ⇒ (6) + 10 = 16
Only Havigan is shaken by the sight of the Eroche attacking Howard.
The vampire then yells out, "Pedicabo in latus;" while pointing at Howard.
Flank that bugger.
The Nemhain then moves forward, commanding her spirits to touch Howard.
Incorp touch: 1d20 + 21 ⇒ (9) + 21 = 30
dmg: 3d8 ⇒ (2, 7, 2) = 11
Con drain: 1d6 ⇒ 2
Sir Amrivast begins to claw at the vampire, while saying, "Shouldn't we get her?" And points a claw at the Nemhain, after most of his claws and wings clank on the vampire's armor, except for one which rakes the vampire's face. 8 dmg done
claw: 1d20 + 20 ⇒ (16) + 20 = 36
dmg: 1d8 + 17 ⇒ (1) + 17 = 18
claw: 1d20 + 20 ⇒ (11) + 20 = 31
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
wings: 1d20 + 15 ⇒ (2) + 15 = 17
dmg: 1d6 + 9 ⇒ (4) + 9 = 13
wings: 1d20 + 15 ⇒ (3) + 15 = 18
dmg: 1d6 + 9 ⇒ (5) + 9 = 14
Havigan tries to attack the vampire then steps back. His strike is also blocked by the vampire's shield.
stab: 1d20 + 15 ⇒ (4) + 15 = 19
Howard up

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Huh. I thought I had recast Monstrous Physique, but it must have gotten lost in the numerous post edits. Mea culpa! It was definitely meant to be there...
Howard tries to tear the vampire apart.
Bite: 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43, for 6d10 + 14 ⇒ (3, 5, 5, 7, 3, 9) + 14 = 46 damage.
Claw: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41, for 4d8 + 14 ⇒ (4, 1, 3, 4) + 14 = 26 damage.
Claw: 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44, for 4d8 + 14 ⇒ (2, 6, 1, 1) + 14 = 24 damage.
Tail Slap: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35, for 4d10 + 7 ⇒ (10, 1, 1, 1) + 7 = 20 damage.
Grab/Constrict: 1d20 + 28 + 2 ⇒ (12) + 28 + 2 = 42, for 4d10 + 7 ⇒ (9, 5, 6, 9) + 7 = 36 damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (1, 2, 2, 7) + 20 = 32 damage.

GM Mort |

Oh that’s fine. I suspected that when you were squeezing around the mansion. As long as you have the spell slots for it. Just for consistencies sake please declare.
Howard manages to bite and claw at the vampire, wounding her, but she manages to block the tail slap. 91 dmg done
The ecorhce tries to claw Howard, flanking with the vampire.
claw: 1d20 + 31 ⇒ (15) + 31 = 46
dmg: 3d6 + 11 ⇒ (2, 4, 2) + 11 = 19
claw: 1d20 + 31 ⇒ (7) + 31 = 38
Sir Amrivast hisses as it manages to land a claw and leaves a nasty wound.
” Vos amici mei et occidit Dominus occidere conatus est Avaric - Non video quid unquam fecit tibi?” She snarls as she continues attacking Howard, as her wounds heal slightly.
You killed my partner and tried to kill Lord Avaric – I don’t see what they ever did to you!
She does not manage to hit through Howard’s reptilian hide.
falcata: 1d20 + 26 ⇒ (14) + 26 = 40
falcata: 1d20 + 21 ⇒ (4) + 21 = 25
falcata: 1d20 + 16 ⇒ (17) + 16 = 33
Shield bash: 1d20 + 28 ⇒ (7) + 28 = 35
shield bash: 1d20 + 23 ⇒ (13) + 23 = 36
The nemhain continues to command her spirits to touch Howard.
touch: 1d20 + 21 ⇒ (19) + 21 = 40
dmg: 3d8 ⇒ (1, 1, 7) = 9
con drain: 1d6 ⇒ 6
Sir Amrivast casts grace on himself them moves towards the Nemhain, getting cut by the glass lined strings along the way.
Concentration v DC 19: 1d20 + 16 ⇒ (5) + 16 = 21
clw on Howard: 1d8 + 5 ⇒ (7) + 5 = 12
He then touches Howard to prevent further bleeding. ”I’ll need to go after the Nemhain…she looks like she’s draining your vitaility!”
Havigan moves up to provide Howard with a flank as he tries to stab the vampire but the vampire ducks out of the way.
stab: 1d20 + 17 ⇒ (15) + 17 = 32
Howard up

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Doesn't an Ecorche's bleed only trigger on a Rend, or am I mis-remembering?
"Fine, but ssstay together - my plan isss to whittle away at them, with multiple attacksss! Once we take down an opponent, we can retreat, and try again later, after we have healed up."
Howard then tries to finish-off the Vampire.
Bite: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41, for 6d10 + 14 ⇒ (1, 10, 5, 6, 5, 2) + 14 = 43 damage.
Claw: 1d20 + 28 + 2 ⇒ (6) + 28 + 2 = 36, for 4d8 + 14 ⇒ (6, 2, 3, 4) + 14 = 29 damage.
Claw: 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44, for 4d8 + 14 ⇒ (2, 6, 4, 4) + 14 = 30 damage.
Tail Slap: 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45, for 4d10 + 7 ⇒ (5, 3, 10, 6) + 7 = 31 damage.
Grab/Constrict: 1d20 + 28 + 2 ⇒ (4) + 28 + 2 = 34, for 4d10 + 7 ⇒ (8, 8, 7, 7) + 7 = 37 damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (1, 3, 2, 7) + 20 = 33 damage.
If that takes it out, I am planning to Dimension Door out next round, spend three rounds Restorationing, then head back in.

GM Mort |

confirm crit tail: 1d20 + 25 ⇒ (15) + 25 = 40
dmg: 4d10 + 7 ⇒ (10, 3, 6, 7) + 7 = 33
Howard bites and claws into the vampire and it poofs into a gaseous cloud and flies towards the Nemhain.
He then slaps the Ecorche with his tail, in the chest, but does not manage to grab it.
49 dmg done
The Ecorche tries to claw Howard, and manages to land a claw.
claw: 1d20 + 27 ⇒ (4) + 27 = 31
claw: 1d20 + 27 ⇒ (18) + 27 = 45
dmg: 3d6 + 11 ⇒ (6, 5, 4) + 11 = 26
The Nemhain's wounds heal. She touches Sir Amrivast, then flies backwards, commanding her spirits to attack him.
incorp touch: 1d20 + 21 ⇒ (17) + 21 = 38
dmg: 3d8 ⇒ (3, 5, 7) = 15
con drain: 1d6 ⇒ 6
As she steps backwards, Sir Amrivast claws her. 9 dmg done
claw: 1d20 + 20 ⇒ (10) + 20 = 30
dmg: 1d8 + 17 ⇒ (1) + 17 = 18
She then calls upon her spirits to strike at Sir Amrivast.
Touch: 1d20 + 21 ⇒ (13) + 21 = 34
dmg: 3d8 ⇒ (2, 7, 6) = 15
con drain: 1d6 ⇒ 2
Sir Amrivast quails visibly under her touch.
Sir Amrivast attacks her, then casts grace and retreats back to Howard. 22 dmg done to her
claw: 1d20 + 20 ⇒ (10) + 20 = 30
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
concentration v DC 19: 1d20 + 16 ⇒ (3) + 16 = 19
Havigan moves in and tries to stab the Ecorche, but does not manage to stick it thorough it's hide.
Stab: 1d20 + 15 ⇒ (7) + 15 = 22
Howard up

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Frowning, Howard tries to rip the Ecorche apart, tossing a worried glance in Amrivast's direction.
"Let me know when you have had enough!"
Bite: 1d20 + 28 ⇒ (15) + 28 = 43, for 6d10 + 14 ⇒ (5, 10, 8, 6, 8, 2) + 14 = 53 damage.
Claw: 1d20 + 28 ⇒ (6) + 28 = 34, for 4d8 + 14 ⇒ (4, 6, 4, 5) + 14 = 33 damage.
Claw: 1d20 + 28 ⇒ (17) + 28 = 45, for 4d8 + 14 ⇒ (5, 7, 3, 1) + 14 = 30 damage.
Tail Slap: 1d20 + 23 ⇒ (9) + 23 = 32, for 4d10 + 7 ⇒ (1, 2, 4, 7) + 7 = 21 damage.
Grab/Constrict: 1d20 + 28 ⇒ (10) + 28 = 38, for 4d10 + 7 ⇒ (5, 1, 4, 1) + 7 = 18 damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (8, 7, 5, 5) + 20 = 45 damage.

GM Mort |

Howard bites, claws, and tailslaps the Ecorche, but does not manage to grab it.156 dmg done
The Ecorche heals a little, then continues to try to claw at Howard, but does not manage to land a single strike.
claw: 1d20 + 27 ⇒ (9) + 27 = 36
claw: 1d20 + 27 ⇒ (12) + 27 = 39
The Nemhain moves forward and sends her spirits after Howard.
touch: 1d20 + 13 ⇒ (18) + 13 = 31
dmg: 3d8 ⇒ (7, 7, 1) = 15
con drain: 1d6 ⇒ 4
Howard finds himself staggering for a moment as his reptilian shell vanishes as the spirits touch them.
80 points of damage done, total 12 con drain...for 162 hp loss from points... Yeah no suit.
"Howard, I can't dimension door us out for today. You'd better get us out so YOU can recover!"Sir Amrivast abdominishes Howard as he claws into to Ecorche.
claw: 1d20 + 18 ⇒ (9) + 18 = 27
claw: 1d20 + 18 ⇒ (15) + 18 = 33
dmg: 1d8 + 17 ⇒ (1) + 17 = 18
wings: 1d20 + 13 ⇒ (14) + 13 = 27
wings: 1d20 + 13 ⇒ (19) + 13 = 32
dmg: 1d6 + 9 ⇒ (2) + 9 = 11
His claw nicks the Ecorche some.
Havigan tries to aid Howard's attack.
aid another: 1d20 + 13 ⇒ (5) + 13 = 18
Howard up

GM Mort |

The party finds themselves in the midst of a deserted town with stone houses. The windows are boarded up and the doors are closed. The candle lamps attached to each dwelling remains unlit. The path is paved with cobblestones but there is no one else except the party on them. Beside him is a dolphin fountain, but it's waters lie dark and stagnant.
"So where are we?" Havigan looks around.

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"Sssomewhere where we aren't actively being attacked..."
Howard then starts healing, popping potions as fast as he can, and encourages Amrivast to use Restoration whilst he does so.
CSW: 3d8 + 3 ⇒ (6, 2, 1) + 3 = 12.
CSW: 3d8 + 3 ⇒ (2, 7, 1) + 3 = 13.
CSW: 3d8 + 3 ⇒ (6, 5, 3) + 3 = 17.
CSW: 3d8 + 3 ⇒ (5, 6, 1) + 3 = 15.
CSW: 3d8 + 3 ⇒ (1, 2, 5) + 3 = 11.
CSW: 3d8 + 3 ⇒ (1, 7, 5) + 3 = 16.
He then casts Summon Eidolon, and heads back in (with another Dimension Door).

GM Mort |

You forgot to cast restoration on your eidolon. Sir Amrivast needs to use restoration on himself, then your eidolon, after you've summoned it.

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Change the order of operations - after the first three potions, have Amrivast Restoration me (as he will have done the same to himself by then). If he doesn't have the slots, we do have some scrolls...

GM Mort |

Yeah, I didn't want you going down and picking a fight on 2 con. I'm not THAT evil. 5 min on monstrous physique thereabouts, bless is down - I was counting rounds passed.
Sir Amrivast casts restoration on himself then on Howard, after he has summoned his reptilian shell.
Howard dimension doors back in to find to the east there is a brawny creature has had its skin completely flensed from its form, revealing the violent pulsing of its massive, exposed muscles, and to the south there is the Nemhain that he fought earlier.
You'll miss your first turn due to dimension door take no actions
Howard init: 1d20 + 17 ⇒ (6) + 17 = 23
Sir Amrivast init: 1d20 + 7 ⇒ (17) + 7 = 24
Havigan init: 1d20 + 4 ⇒ (1) + 4 = 5
Nemhain: 1d20 + 12 ⇒ (15) + 12 = 27
Ecorche: 1d20 + 9 ⇒ (6) + 9 = 15
The Nemhain calls upon her spirits to touch Howard again.
Incorp touch: 1d20 + 21 ⇒ (8) + 21 = 29
dmg: 3d8 ⇒ (1, 1, 4) = 6
con drain: 1d6 ⇒ 2
Sir Amrivast moves towards the Nemhain and swipes at her, but does not manage to hit.
claw: 1d20 + 17 ⇒ (8) + 17 = 25
The ecorche who has healed up a little, moves over and claws at Howard, but does not manage to penetrate his tough reptilian hide.
claw: 1d20 + 27 ⇒ (11) + 27 = 38
claw: 1d20 + 27 ⇒ (11) + 27 = 38
Havigan looks at the Ecorche next to him warily, then tries to stab it,but does not penetrate its skin, before tumbling back.
stab: 1d20 + 14 ⇒ (8) + 14 = 22
Acro: 1d20 + 28 ⇒ (3) + 28 = 31
He is not fast enough as the Ecorche swipes at him.
Found out spring attack does not work against a creature that is adjacent to you at start of turn
claw: 1d20 + 27 ⇒ (4) + 27 = 31
dmg: 3d6 + 11 ⇒ (3, 5, 5) + 11 = 24
Havigan catches a claw across his shoulder. 24 dmg done to Havigan
The Nemhain's mouth twists into a snarl as she touches Sir Amrivast, then backs off, as he swipes at her, and commands her spirits to attack him.
incorp touch: 1d20 + 21 ⇒ (13) + 21 = 34
dmg: 3d8 ⇒ (6, 5, 6) = 17
con drain: 1d6 ⇒ 5
claw: 1d20 + 17 ⇒ (1) + 17 = 18
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
incorp touch: 1d20 + 21 ⇒ (19) + 21 = 40
dmg: 3d8 ⇒ (1, 3, 3) = 7
con drain: 1d6 ⇒ 6
Sir Amrivast gasps as her touch drains his vitality.
He lays a paw on himself and continues moving forward to claw her and manages to create a little tear in her spectral form.
Lay on paws: 6d6 ⇒ (5, 3, 4, 4, 2, 5) = 23
claw: 1d20 + 17 ⇒ (20) + 17 = 37
dmg: 1d8 + 17 ⇒ (4) + 17 = 21
11 dmg done to the Nemhain
Howard up

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@Mort: One other thing immediately prior to Dimension Dooring in - I would have drunk an Elixir of Spirit Sight.
Howard grimaces, and rips into the Ecorche.
Bite: 1d20 + 28 ⇒ (4) + 28 = 32, for 6d10 + 14 ⇒ (8, 5, 4, 4, 10, 6) + 14 = 51 damage.
Claw: 1d20 + 28 ⇒ (13) + 28 = 41, for 4d8 + 14 ⇒ (8, 6, 8, 7) + 14 = 43 damage.
Claw: 1d20 + 28 ⇒ (12) + 28 = 40, for 4d8 + 14 ⇒ (3, 4, 1, 3) + 14 = 25 damage.
Tail Slap: 1d20 + 23 ⇒ (13) + 23 = 36, for 4d10 + 7 ⇒ (6, 8, 8, 4) + 7 = 33 damage.
Grab/Constrict: 1d20 + 28 ⇒ (4) + 28 = 32, for 4d10 + 7 ⇒ (1, 8, 5, 3) + 7 = 24 damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (7, 4, 7, 1) + 20 = 39 damage.
If that drops it, I will Shift to the other side of the Nemhain.

GM Mort |

Howard rips the Ecorche into pieces.
Also, I thought you had used up your elixirs of spirit sight, one on the death coach, another on Sir Amrivast during the dybbuk?
Howard then shifts to the other side of the Nemhain.
Havigan takes out his crossbow and loads it.
Some of the Nemhain's wounds heal. It then touches Howard with its touch.
touch: 1d20 + 21 ⇒ (8) + 21 = 29
dmg: 3d8 ⇒ (1, 2, 3) = 6
con drain: 1d6 ⇒ 6
It then flees north, as Sir Amrivast and Howard strike at it.
Bite: 1d20 + 28 ⇒ (17) + 28 = 45
dmg: 6d10 + 14 ⇒ (8, 2, 6, 8, 4, 9) + 14 = 51
claw: 1d20 + 17 ⇒ (3) + 17 = 20
Howard manages to bite it. 68 dmg done
It then narrows its eyes and commands its spirits to attack Howard. This would provoke had you combat reflexes.
touch: 1d20 + 17 ⇒ (17) + 17 = 34
dmg: 3d8 ⇒ (4, 2, 6) = 12
con drain: 1d6 ⇒ 4
Sir Amrivast begins ripping into her. 84 dmg done
claw: 1d20 + 17 ⇒ (3) + 17 = 20
claw: 1d20 + 17 ⇒ (11) + 17 = 28
dmg: 1d8 + 17 ⇒ (3) + 17 = 20
wings: 1d20 + 12 ⇒ (20) + 12 = 32
dmg: 1d6 + 9 ⇒ (3) + 9 = 12
wings: 1d20 + 12 ⇒ (13) + 12 = 25
Dungeon ceiling is 20ft high
Howard up

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Nope. I still had some - I have been reducing the number of 'spare' ones on the tracking sheet each time I use one.
Howard winces in pain, then tries to finish-off the Nemhain, even as he feels his vitality failing him!
Bite: 1d20 + 28 ⇒ (6) + 28 = 34, for 6d10 + 14 ⇒ (3, 8, 3, 10, 1, 10) + 14 = 49 damage.
Claw: 1d20 + 28 ⇒ (8) + 28 = 36, for 4d8 + 14 ⇒ (1, 4, 3, 6) + 14 = 28 damage.
Claw: 1d20 + 28 ⇒ (18) + 28 = 46, for 4d8 + 14 ⇒ (6, 7, 4, 6) + 14 = 37 damage.
Tail Slap: 1d20 + 23 ⇒ (3) + 23 = 26, for 4d10 + 7 ⇒ (6, 4, 4, 2) + 7 = 23 damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (6, 7, 5, 2) + 20 = 40 damage.

GM Mort |

As Howard rips into her with his bite, tail and claws, she gives a mournful wail, then shrivels up! Her spectral remains fade into nothingness.
Combat over
"Howard," Sir Amrivast looks at Howard worried. "I don't have anymore restorations for today! And you look really pale."
"Why were we here again?" Havigan mutters disgruntledly.

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Howard breathes a sigh of relief.
"Well, that wasss fortunate..."
He then pulls out a Scroll, and hands it to Amrivast.
"Thisss ssshould fix me."
Once he has been restored, he sets about healing himself.
Howard then turns to Havigan, and grins.
"Well, for ssstartersss, we need to find where the bossssss of thisss place went when we rendered him gassseousss - we have a total of an hour until he ssstartsss to regenerate, ssso I would like to try and find him in that time..."
He then heads East (after fully healing).

GM Mort |

Sir Amrivast uses the scroll on Howard.
B23
This large rectangular chamber emits a powerful stench of alchemical materials mixed with the coppery tang of blood and bodily fluids. Two steel worktables show signs of rust thanks to a thin layer of dried blood. A separate, smaller worktable is covered with surgical and alchemical materials. Two wooden wardrobes rest against the west wall. At the south end of the room are two closed cell doors. Up the stairs and to the east are an iron portcullis and a winch.
This chamber is clearly used for surgical activities, and there is no shortage of gore and blood. Havigan picks the locks on both cells. The east cell is used for prisoners, but the west cell has been repurposed and contains a small washbasin and items used for personal hygiene.The wooden wardrobes contain men’s and women’s clothing, accessories, and shoes, in various sizes.
The smaller worktable holds the equivalent of a full alchemist’s lab and materials that can be used to restock an alchemist’s material components, as well as a boro bead (3rd level) and a small pouch with 5,000 gp worth of diamond dust.

GM Mort |

B22
An iron portcullis blocks the way in and out of the area to the east. Cell doors line the north and west walls, each set with a small barred window. Two more cells flank a corridor that heads south into another chamber. A sour, fetid smell comes from the southern room. Organized into small piles are soiled blankets and pillows in one corner and human bones and scraps of flesh in another.
There is an empty bottle of what used to be a potion of gaseous form on the ground.
You're too big to enter D21 and so is Sir Amrivast

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That's okay - the earth elemental gave me the floor plan, so I will Greater Teleport the party into area B24 (which seems to be the largest area in that section).
Since I am using Teleport, not Dimension Door, I don't run into the problem of being shunted to a random square within 100' feet ;-)
"Thisss will be a little disssorienting; I am going to Teleport usss to the next area."
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4.
LRE: 1d10 + 1 ⇒ (7) + 1 = 8.
LRE: 1d10 + 1 ⇒ (10) + 1 = 11.
LRE: 1d10 + 1 ⇒ (8) + 1 = 9.
LRE: 1d10 + 1 ⇒ (6) + 1 = 7.
LRE: 1d10 + 1 ⇒ (5) + 1 = 6.
LRE: 1d10 + 1 ⇒ (2) + 1 = 3.
LRE: 1d10 + 1 ⇒ (1) + 1 = 2.
LRE: 1d10 + 1 ⇒ (8) + 1 = 9.
LRE: 1d10 + 1 ⇒ (10) + 1 = 11.
LRE: 1d10 + 1 ⇒ (1) + 1 = 2.
LRE: 1d10 + 1 ⇒ (8) + 1 = 9.
LRE: 1d10 + 1 ⇒ (5) + 1 = 6.
LRE: 1d10 + 1 ⇒ (10) + 1 = 11.
He then does precisely that.

GM Mort |

You don't need so much CLW and LRE. You only took 24 dmg from the Nemhain. Con drained hp pops back once con drain is removed. Sir Amrivast though took quite a bit and I'm still calculating. 31 dmg taken for Sir Amrivast.

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Technically, those hit points don't come back - restoring con just increases your maximum hit points :-/

GM Mort |

B21
Winding and twisting five-foot-wide corridors form a maze. Skulls and small grave markers cemented into the masonry cover the walls from top to bottom.
on target? Viewed casually: 1d100 ⇒ 89
Ability Damage: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. Ability drain does not say anything different...
I swear I saw teleport...
Howard tries to greater teleport but finds himself back where he started.
reliable description of the place to which you are teleporting - The earth elemental never came out of the ground and could not describe the chamber sufficiently. It did offer but you didn't take up its offer.

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Fine. This is seriously overkill, but unless I want to leave Amrivast behind, I guess it is my only remaining option :-P
Howard sighs in frustration.
"Get in the Portable Hole."
Once they have done so, he then uses Greater Evolution Surge to get Incorporeal Form, and Energy Attacks(Acid). He then glides through the ground beneath the maze, popping up in the room that he designated, before letting the rest of the party out.

GM Mort |

You're a big synthesist, you can handle it =) Besides this is a solo game=P
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own.Go by the front if you wish, but no gliding through the ground as its space is a lot bigger then you.

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Yes, so, I glide through, remaining adjacent to the ground (but underneath it)...?

GM Mort |

Fair enough. Because your depth in the ground will determine what information I give you.
Havigan and Sir Amrivast climb into the portable hole. "Ok boss."
As Howard moves adjacent to the ground towards the end of the maze, he feels himself pass 2 medium sized creatures and a large creature. Then in the next room, he senses a medium creature, so he ghosts around a little more. He finds a room at the side that doesn't have a creature in it and pops up.
B25
A stone coffin rests on a raised stone platform that runs down the center of this small burial chamber. The crypt is dusty and undecorated, save for a single name engraved on the coffin lid.
Ovonda
He then unpacks the portable hole, and lets the catSir Amrivast and Havigan out of the bag portable hole.

GM Mort |

Howard steps into the corridor and sees two withered corpse of women dressed in revealing clothes, its bare skin wet with fresh blood. Behind them is a fleshy, fat bloated with many eyes over its neckless, hulking form.
Howard init: 1d20 + 17 ⇒ (15) + 17 = 32
Sir Amrivast init: 1d20 + 7 ⇒ (13) + 7 = 20
Havigan init: 1d20 + 4 ⇒ (2) + 4 = 6
Bloated eye thing init: 1d20 + 12 ⇒ (13) + 12 = 25
women init: 1d20 + 7 ⇒ (7) + 7 = 14
Howard knowledge religion: 1d20 + 31 ⇒ (10) + 31 = 41
Sir Amrivast knowledge religion: 1d20 + 16 ⇒ (5) + 16 = 21
Howard knowledge dungeoneering: 1d20 + 31 ⇒ (7) + 31 = 38
Howard recognizes the corpses as Sayona. Their gaze can stagger. Fort negates and a sayona adjacent to a bleeding creature automatically accelerates the bleeding, dealing 1 point of Con damage to that creature once per round on its turn and absorbing the blood through its skin.
Howard recognizes the fat bloated creature as a Hyakume. The hyakume’s Stunning Fist feat and slam attacks function as though it were a 15th-level monk. It can also use the quivering palm class feature once per day (Fortitude negates).
Once per day as a standard action, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as if it were subject to a charm monster spell until those memories are regained (Willnegates). The hyakume absorbs the memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus at one time.
Howard up

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Howard 5' steps and attacks the closest Sayona.
Bite: 1d20 + 28 ⇒ (11) + 28 = 39, for 6d10 + 14 ⇒ (6, 7, 10, 5, 3, 10) + 14 = 55 damage, +1d6 ⇒ 3 Acid damage.
Claw: 1d20 + 28 ⇒ (6) + 28 = 34, for 4d8 + 14 ⇒ (3, 4, 3, 1) + 14 = 25 damage, +1d6 ⇒ 3 Acid damage.
Claw: 1d20 + 28 ⇒ (6) + 28 = 34, for 4d8 + 14 ⇒ (8, 1, 5, 4) + 14 = 32 damage, +1d6 ⇒ 4 Acid damage.
Tail Slap: 1d20 + 23 ⇒ (6) + 23 = 29, for 4d10 + 7 ⇒ (9, 1, 10, 7) + 7 = 34 damage, +1d6 ⇒ 4 Acid damage.
Grab/Constrict: 1d20 + 28 ⇒ (18) + 28 = 46, for 4d10 + 7 ⇒ (8, 8, 5, 5) + 7 = 33 damage, +1d6 ⇒ 1 Acid damage.
Rend (from two claw hits): 4d8 + 20 ⇒ (1, 8, 2, 2) + 20 = 33 damage, +1d6 ⇒ 6 Acid damage.
He then Shifts to the other side of the Hyakume, in order to make room for Amrivast and Havigan.
EDITed.

GM Mort |

Howard feels something resist him for a moment as he bites and claws at the Sayona, damaging her badly.
The hyakume tries to pound Howard with his fists, but gets no where close to hitting.
slam: 1d20 + 18 ⇒ (9) + 18 = 27
slam: 1d20 + 18 ⇒ (7) + 18 = 25
concentration: 1d20 + 24 ⇒ (4) + 24 = 28
SR check: 1d20 + 15 ⇒ (12) + 15 = 27
Howard reflex save: 1d20 + 23 ⇒ (18) + 23 = 41
Howard manages to avoid the ice shards.
Sir Amrivast moves up towards the Sayona and attacks her with a claw.
claw: 1d20 + 17 ⇒ (14) + 17 = 31
dmg: 1d8 + 17 ⇒ (1) + 17 = 18
She turns into a gaseous cloud.
The remaining Saynoa moves towards Sir Amrivast, and declares smite good on him, then proceeds to bite and claw at him.
Sir Amrivast Fort against stagger: 1d20 + 22 ⇒ (2) + 22 = 24
Howard Fort against Stagger: 1d20 + 20 ⇒ (10) + 20 = 30
Hyakume fort v Stagger: 1d20 + 13 ⇒ (15) + 13 = 28
Sir Amrivast is staggered by her hateful gaze.
bite: 1d20 + 33 ⇒ (17) + 33 = 50
dmg: 2d6 + 8 ⇒ (5, 5) + 8 = 18
Sir Amrivast Fort: 1d20 + 22 ⇒ (8) + 22 = 30
claw: 1d20 + 33 ⇒ (9) + 33 = 42
claw: 1d20 + 33 ⇒ (13) + 33 = 46
dmg: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Sir Amrivast Fort: 1d20 + 22 ⇒ (14) + 22 = 36
Sir Amrivast is clawed twice by the vengeful Sayona but is not paralyzed. 32 dmg done to Sir Amrivast
Havigan moves closer, preparing to skirmish with them.
Howard up

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Just checking - Sayona's don't normally turn gaseous when reduced to 0hp (they just have it as a spell-like ability), so that one is still 'conscious', right?
Howard grimaces, and tries to take down the Hyakume.
Bite: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41, for 6d10 + 14 + 2 + 2d6 ⇒ (1, 1, 5, 7, 1, 1) + 14 + 2 + (3, 3) = 38 damage, +1d6 ⇒ 5 Acid damage.
Claw: 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37, for 4d8 + 14 + 2 + 2d6 ⇒ (3, 1, 4, 4) + 14 + 2 + (5, 3) = 36 damage, +1d6 ⇒ 1 Acid damage.
Claw: 1d20 + 28 + 2 ⇒ (4) + 28 + 2 = 34, for 4d8 + 14 + 2 + 2d6 ⇒ (6, 8, 6, 4) + 14 + 2 + (6, 2) = 48 damage, +1d6 ⇒ 5 Acid damage.
Tail Slap: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35, for 4d10 + 7 + 2 + 2d6 ⇒ (6, 9, 6, 2) + 7 + 2 + (3, 2) = 37 damage, +1d6 ⇒ 3 Acid damage.
Grab/Constrict: 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43, for 4d10 + 7 + 2 + 2d6 ⇒ (5, 4, 1, 5) + 7 + 2 + (2, 6) = 32 damage, +1d6 ⇒ 2 Acid damage.
Rend (from two claw hits): 4d8 + 19 + 2 + 2d6 ⇒ (3, 6, 7, 7) + 19 + 2 + (3, 3) = 50 damage, +1d6 ⇒ 5 Acid damage.
If that drops it, I will adjust forward, to threaten the Sayonas more effectively.

GM Mort |

Yeah ye right. I thought all vampires did the same thing, especially when the mod says they retreat to their tombs to recover. Also there's protection from good, but I have no idea how to roll the SR against it, since you do have like 26 SR, and you're looking at a first level caster
Earlier retcon
Sir Amrivast takes down the Sayona.
Howard bites and claws the Hyakume, and as he is about to finish him off with his tail, the Hyakume pleads out telepathically, "Don't kill me! I surrender! Whatever you want I'll do it!"
"Another thing that behaves like Ash Giants?" Sir Amrivast raises his eyebrows.
Because the later fluff text will be different - though he can scram out of the way, you'll need to decide if you want to kill him or not

GM Mort |

You can't really tell. Sir Amrivast has better things to do then detect evil in the middle of a fight.

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No, but would I know if Hyakume are *generally* evil...? If they probably are, I would, likely, simply finish it off, given present company.
EDIT: Unless Sir Amrivast wants me to hold off on killing someone who surrenders, of course...
I realise from a meta-perspective that you even making this an option, means he probably has some plot-important role to play, at least temporarily, so I should hold off, and let him surrender ;-)
Howard raises an eyebrow, and innocently asks Amrivast:
"I thought you didn't like me killing people who had sssurrendered...?"

GM Mort |

They are generally evil. I guess I can give you that for knowledge checks.
"Urm...but he's cooperating with nasty undead things..."Sir Amrivast adds in. "It's up to you, I guess." Sir Amrivast says unhappily. "I'll abide by what you chose to do, but if you accept his surrender, I want a promise from him that he does NOT go around harming anyone else."

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Howard nods, before responding to the Hyakume:
"Then get out of the way, and wait until we have dealt with the undead."
In which case, I guess I tail slap the Sayona, with flank?

GM Mort |

Howard manages to grab the Sayona and raises it high with his tail on top of him, despite the fat bloated Hyakume in the way. 74 dmg done
Sir Amrivast uses haste on himself, then pounces on the grappled Sayona, raking it with his claws and slamming at it with his wings. 117 dmg done
claw, pounce: 1d20 + 20 ⇒ (7) + 20 = 27
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
claw, pounce: 1d20 + 20 ⇒ (14) + 20 = 34
dmg: 1d8 + 17 ⇒ (3) + 17 = 20
rake, pounce: 1d20 + 20 ⇒ (20) + 20 = 40
dmg: 1d8 + 17 ⇒ (5) + 17 = 22
rake, pounce confirm: 1d20 + 20 ⇒ (6) + 20 = 26
dmg: 1d8 + 17 ⇒ (3) + 17 = 20
rake, pounce: 1d20 + 20 ⇒ (10) + 20 = 30
dmg: 1d8 + 17 ⇒ (2) + 17 = 19
wings,pounce: 1d20 + 16 ⇒ (4) + 16 = 20
dmg: 1d6 + 9 ⇒ (3) + 9 = 12
wings, pounce: 1d20 + 16 ⇒ (18) + 16 = 34
dmg: 1d6 + 9 ⇒ (5) + 9 = 14
claw, haste: 1d20 + 20 ⇒ (18) + 20 = 38
dmg: 1d8 + 17 ⇒ (1) + 17 = 18
Havigan moves up and tries to stab the Sayona. 213 dmg done
stab: 1d20 + 14 ⇒ (19) + 14 = 33
dmg: 1d4 + 4 ⇒ (3) + 4 = 7
sneak: 6d6 ⇒ (1, 2, 4, 2, 4, 5) = 18
Sir Amrivast's stagger earlier: 1d4 ⇒ 1
Sir Amrivast Fort: 1d20 + 22 ⇒ (20) + 22 = 42
Howard Fort: 1d20 + 20 ⇒ (9) + 20 = 29
Havigan's fort: 1d20 + 8 ⇒ (3) + 8 = 11
Only Havigan is affected by her hateful gaze this time.
The Sayona begins to bite and claw at Sir Amrivast, but only manages a single claw.
bite: 1d20 + 29 ⇒ (9) + 29 = 38
claw: 1d20 + 29 ⇒ (12) + 29 = 41
dmg: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Sir Amrivast Fort: 1d20 + 22 ⇒ (7) + 22 = 29
claw: 1d20 + 29 ⇒ (11) + 29 = 40
Then the dybbuk the party fought earlier comes out of the wall, and touches Sir Amrivast, but does not manage to touch him.
touch: 1d20 + 19 ⇒ (1) + 19 = 20
Howard up

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"Ah, I had wondered where that had got to..."
Howard tries to finish-off the Sayona.
Bite: 1d20 + 28 + 2 ⇒ (1) + 28 + 2 = 31, for 6d10 + 14 + 2 + 2d6 ⇒ (3, 5, 9, 10, 10, 5) + 14 + 2 + (1, 1) = 60 damage.
Claw: 1d20 + 28 + 2 ⇒ (9) + 28 + 2 = 39, for 4d8 + 14 + 2 + 2d6 ⇒ (4, 8, 5, 5) + 14 + 2 + (6, 5) = 49 damage.
Claw: 1d20 + 28 + 2 ⇒ (8) + 28 + 2 = 38, for 4d8 + 14 + 2 + 2d6 ⇒ (8, 3, 1, 1) + 14 + 2 + (2, 2) = 33 damage.
Tail Slap: 1d20 + 23 + 2 ⇒ (11) + 23 + 2 = 36, for 4d10 + 7 + 2 + 2d6 ⇒ (3, 7, 9, 1) + 7 + 2 + (6, 5) = 40 damage.
Grab/Constrict: 1d20 + 28 + 2 ⇒ (10) + 28 + 2 = 40, for 4d10 + 7 + 2 + 2d6 ⇒ (4, 8, 5, 3) + 7 + 2 + (4, 4) = 37 damage.
Rend (from two claw hits): 4d8 + 19 + 2 + 2d6 ⇒ (6, 4, 4, 2) + 19 + 2 + (1, 3) = 41 damage.
If that works, he then Shifts to the other side of the Dybbuk.