
|  Alie Saechell | 
 
	
 
                
                
              
            
            How many undead are left? I'm thinking a Sunburst centered in the room could finish up what's left...

| Bublaka | 
 
	
 
                
                
              
            
            I didn't realize a new round had started. Bublaka would have cast haste as soon as the illusions faded and the reality became apparent. One way or another, it is in effect now. Bublaka draws his rapier as he maintains his bardic performance.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Valgrim manages to dispatch two of the three undead surrounding him, leaving only one remaining. The two vanquished vampires dissolve into a cold mist-like fog.
Alie: Just one in the room and one facing Ferez remain.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Captain Vulras' skin blackens further under Ferez's radiance as he continues his assault on the priest while yelling at the heavens, "Why have you forsaken me so quickly? Return to me so you can witness my devotion." This time he strikes with both his bastard sword and his short sword...
Captain Vulras bastard sword strike: 1d20 + 25 ⇒ (20) + 25 = 45 
Damage: 1d10 + 12 ⇒ (10) + 12 = 22 and two negative levels.
Captain Vulras bastard sword strike: 1d20 + 20 ⇒ (1) + 20 = 21 
Damage: 1d10 + 12 ⇒ (5) + 12 = 17 and two negative levels.
Captain Vulras bastard sword strike: 1d20 + 15 ⇒ (15) + 15 = 30 
Damage: 1d10 + 12 ⇒ (7) + 12 = 19 and two negative levels.
Captain Vulras short sword strike: 1d20 + 25 ⇒ (2) + 25 = 27 
Damage: 1d10 + 12 ⇒ (9) + 12 = 21 and two negative levels.
Captain Vulras short sword strike: 1d20 + 20 ⇒ (15) + 20 = 35 
Damage: 1d10 + 12 ⇒ (5) + 12 = 17 and two negative levels.
Captain Vulras bastard sword strike crit confirm: 1d20 + 25 ⇒ (15) + 25 = 40 
Damage: 1d10 + 12 ⇒ (6) + 12 = 18
You notice Ferez's light diminish with each successful attack as the blades absorb his life-essence.
I think Ferez's AC is currently a 38 but correct me if I am wrong. Means only the crit hits.
Meanwhile in the room, the two misty forms of the vanquished vampires begin to drift up the stairs. Realizing it is clearly overmatched, the remaining one dissolves into the shadows. Valgrim's keen eyes however pierce the gloom easily and see him reappear out of the shadows behind the pillar near the ceiling.
GM roll: 1d20 ⇒ 2
Valgrim: 288/288 
Ferez: 165/138 stoneskin 130/150 (4 negative levels)
Bublaka: 215/215+15 
Alie: 185/185+15
Party Buffs: 
Life Bubble - party - 42 hours 
Status - party - 24 hours 
Heroes' Feast - party - 1d8 + 10 ⇒ (5) + 10 = 15 temporary hit points, +4 morale vs. poison and fear, +1 morale bonus attack and Will saves
Valgrim: 
Magic Vestment - Valgrim armor - 21 hours 
Sacred Bond - Valgrim/Friar - 150 minutes 
Prot from Fire - 140 minutes 
Stoneskin - 140 minutes 
Barkskin (100 minutes) 
Freedom of Movement (self, 100 minutes) 
Greater Darkvision (self, 120', 15 hours) 
Death Ward 2 mins 
Shield of Faith 17 mins
Ferez: 
Magic Vestment (x2) - Friar's armor and shield - 20 hours 
Sacred Bond - Valgrim/Friar - 150 minutes 
Prot from Fire - 150 minutes 
Barkskin (100 minutes) 
Stoneskin - 140 mins
Alie: 
Protection from Cold - 140 minutes 
Freedom of Movement - 140 minutes 
Stoneskin - 140 minutes
Bublaka: 
Prot from Fire - 140 minutes 
Barkskin (100 minutes) 
Freedom of Movement - 140 minutes
You're all up again.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            GM, under the vampire subsection, it states:
Energy Drain (Su): A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
So a vampire dragon for example, no matter how many attacks, gets to drain levels only once per round. It should be same with weapons, no?

| The Worm That Walks | 
 
	
 
                
                
              
            
            The life drinker weapons just say that they "bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature." It isn't a vampire ability, it is an ability of the blades. Hasn't mattered up to this point though since he has only hit once per round. Or does that energy drain limitation apply to all undead? Checking...
EDIT: The general Energy Drain ability doesn't seem to limit the number of times per round. Have you found something different?

| Friar Ferez | 
 
	
 
                
                
              
            
            I think it's completely legitimate for the weapons to drain on each hit. Friar's current AC is 36 with Barkskin.

| Friar Ferez | 
 
	
 
                
                
              
            
            I forgot Haste - so AC 37.
Friar has lost 4 levels now and all vampires within 30' take another 16 damage. He full-attacks the ranger vampire again with his morningstar.
1d20 + 23 - 4 ⇒ (14) + 23 - 4 = 33
1d20 + 23 - 4 ⇒ (18) + 23 - 4 = 37
1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20
1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24...threat
Confirmation: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20...no 
Damage: 2d8 + 16 ⇒ (4, 4) + 16 = 24
2 hits so 2 Will saves where a 1 or 2 end up in destruction.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Vulras will save: 1d20 + 11 ⇒ (20) + 11 = 31 Success.
Vulras will save: 1d20 + 11 ⇒ (3) + 11 = 14 So close...but success.
Ferez smashes his morningstar into the Captain twice and blackened ash falls from the wounds.
Nice imagery with you guys wielding the weapons that are the bane of each others existence.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            I will assume the vampire in front of me withdrew; otherwise, I would have been entitled to AoO.
Valgrim spring attacks the Captain with Dazing attack:
Attack:1d20 + 40 ⇒ (4) + 40 = 44
Damage: 2d4 + 4d6 + 49 ⇒ (2, 3) + (3, 2, 2, 2) + 49 = 63
DC 30 fort save or be dazed.

| Bublaka | 
 
	
 
                
                
              
            
            Bublaka feels like he's going to just be in the way if he tries to get involved in the combat. He keeps his eyes open for any new threats, though.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Assuming Alie delays her action because the Captain is dazed and she has no other target...
As Vulras reels from the blow, the other vampire bounds up behind Valgrim as the Captain distracts him.
Vampire slam1d20 + 27 ⇒ (20) + 27 = 47 Hit possible crit.
Damage: 2d6 + 14 + 3d6 ⇒ (4, 5) + 14 + (1, 1, 6) = 31
Crit confirm: 1d20 + 27 ⇒ (10) + 27 = 37 Fail.
Valgrim's fort save for stunning fist (only misses on a natural 1): 1d20 ⇒ 9 Success
After smashing Valgrim in the back of the head the vampire leaps away back into the chamber and around the corner. Valgrim's waning Death Ward protects him from the necrotic touch of the undead but is on the verge of expiring. (Spring Attack)
Your turns again.

| Friar Ferez | 
 
	
 
                
                
              
            
            Another 16 damage to the Captain from the nimbus of light, as Friar continues his assault on the ranger aided by Valgrim's flank.
Attack: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Attack: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
Attack: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Attack: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
2 more hits for 2d8 + 16 ⇒ (4, 4) + 16 = 24 damage and 2 more will saves.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            GM, will wait to see if Vulras falls before continuing.  Also, was the additional 3d6 damage from sneak attack?  At the time, Vulras was dazed and thus, did not threaten my square. So, no flanking, right, which means no sneak attack?
Flanking 
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Just wondering what you thought about this?
Also I still have stoneskin so -10 damage.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Vulras Will save: 1d20 + 11 ⇒ (4) + 11 = 15 Success.
Vulras Will save: 1d20 + 11 ⇒ (20) + 11 = 31 Success.
It did cross my mind. The d20pfsrd site is down right now but the dazed condition, I believe , says the person can't take actions. It doesn't say that you don't threaten the squares around you. Threat can be interpreted as the potential to strike into the area as opposed to tha actual ability to. I'll look into it a bit more once the site is back up.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Valgrim full-attacks to destroy so no Dazing Assault.
Attack: 1d20 + 40 + 2 ⇒ (7) + 40 + 2 = 49
Damage: 2d4 + 4d6 + 49 ⇒ (3, 1) + (1, 4, 4, 1) + 49 = 63
1d20 + 34 + 2 ⇒ (5) + 34 + 2 = 41
Damage: 2d4 + 4d6 + 49 ⇒ (1, 3) + (1, 3, 4, 3) + 49 = 64
1d20 + 28 + 2 ⇒ (19) + 28 + 2 = 49
Damage: 2d4 + 4d6 + 49 ⇒ (3, 4) + (6, 2, 3, 6) + 49 = 73
GM, Vulras is probably gaseous form as all 3 attacks hit his 37 AC so won't bother with rest of attacks or confirming threat, unless you need me to.

|  Alie Saechell | 
 
	
 
                
                
              
            
            Alie will advance forward with a double move as the front liners had cleared the rubbish for her. She didn't see any other enemies at this time,so she didn't want to waste any more magic.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Vulras' mist begins heading down the corridor past Alie and Bublaka toward the gardens or manor. The last vampire once again leaps out of the dark edges of the chamber and tries to hurt Valgrim...
Vampire stunning fist: 1d20 + 15 ⇒ (13) + 15 = 28 Miss.
...with incredible speed and dexterity, he once again leaps back and out of sight.
Valgrim's Death Ward ends this round.
Your all up again.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            GM, Valgrim has 120' DV and Perception of +44 vs. undead and he still does not see the vampire spring-attacking? He walks forward (moved on the map) and readies a Dazing Assault should the vampire come within reach.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Lol...good point. I moved Valgrim on the map so hopefully he sees him now unless he is has cover. I tell the party to stay in the corridor, so they don't get drained and keep my readied action.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Stealth check: 1d20 + 36 ⇒ (6) + 36 = 42
Valgrim's perception check: 1d20 + 44 ⇒ (10) + 44 = 54
The mist that was Vulras' writhes and twists in Ferez's holy light before being destroyed completely. Ferez could swear that Vulras almost looked grateful as Valgrim's final blow ended his physical existence. Valgrim spies the vampire hiding part-way up the stairwell. The vampire hisses it frustration at Valgrim, realizing it is clearly overmatched and its attacks are all but ineffective against the ranger, before dissolving into the shadows...
Just an FYI to my thinking. It's retreat has nothing to do with Valgrim's readied action, I just gave it last rounds attack to realize that Vulras had been defeated (since it can't see through stone either) before deciding to retreat.
Got regeneration confused with the vampires fast healing. Valgrim did more than enough damage to destroy each one permenantly. According to popular folklore they probably should have regeneration (which helped lead to my mistake) but pathfinder vampires can be destroyed for good with just straight up damage.
Magical equipment recovered from the vampires is:
Leather armor
Life Drinker Bastardsword
Life Drinker Shortsword
ring
belt 
wand
2x amulet
2x rings
2x bracers
2x headbands

| Bublaka | 
 
	
 
                
                
              
            
            Magical equipment recovered from the vampires is:
Leather armor
Life Drinker Bastardsword
Life Drinker Shortsword
ring
belt
wand
2x amulet
2x rings
2x bracers
2x headbands
"What interests you most, my friends?" He will evaluate them in the preferred order, in the amount of time allowed. If there's insufficient time, the items that don't interest anyone won't get the love.
Leather armor Spellcraft: 1d20 + 26 ⇒ (12) + 26 = 38
Life Drinker Bastardsword Spellcraft: 1d20 + 26 ⇒ (4) + 26 = 30
Life Drinker Shortsword Spellcraft: 1d20 + 26 ⇒ (3) + 26 = 29
ring Spellcraft: 1d20 + 26 ⇒ (9) + 26 = 35
belt Spellcraft: 1d20 + 26 ⇒ (17) + 26 = 43
wand Spellcraft: 1d20 + 26 ⇒ (7) + 26 = 33
2x amulet Spellcraft: 1d20 + 26 ⇒ (13) + 26 = 39
2x amulet Spellcraft: 1d20 + 26 ⇒ (4) + 26 = 30
2x rings Spellcraft: 1d20 + 26 ⇒ (18) + 26 = 44
2x rings Spellcraft: 1d20 + 26 ⇒ (3) + 26 = 29
2x bracers Spellcraft: 1d20 + 26 ⇒ (19) + 26 = 45
2x bracers Spellcraft: 1d20 + 26 ⇒ (7) + 26 = 33
2x headbands Spellcraft: 1d20 + 26 ⇒ (13) + 26 = 39
2x headbands Spellcraft: 1d20 + 26 ⇒ (19) + 26 = 45

| Friar Ferez | 
 
	
 
                
                
              
            
            Friar turns off his Nimbus of Light and pulls out his Wand of Restoration. 3 rounds later, all his negative levels are gone.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            GM, I have 120' DV and can now see whole room - Valgrim will move to middle. Can you fill it in on map now? Also remember he has +36/+38 (stone) on perception skills.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Whoops, went back too far and used your perception bonuses for searching the wyvern statue which didn't include your +4 for being underground. You should already be able to see the whole room, can you not? If it is still hidden than I need to figure out why.
However, something about the wall in the corner just seems odd to Valgrim. After a few moments the ranger is able to determine, from the faintest traces of stone worn by the tread of people walking across an unseen threshold, that there is indeed a secret door in the wall.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Valgrim checks the door for traps and once everyone is ready, he leads the party through it listening for ambushes.

| Bublaka | 
 
	
 
                
                
              
            
            Bublaka drops the most portable of the magical gear (rings, belts, headbands, bracers, amulets) into his haversack - old habits - and tinkers with the wand for a moment before using it on himself. He leaves the armor and the swords. The gods themselves know he doesn't need Blackrazor getting its feelings hurt once more when he picks up a different weapon...
Raises his AC and flat-footed AC by 2, noted on his status line. I added the magic items to his character sheet.

| The Worm That Walks | 
 
	
 
                
                
              
            
            The secret door slides silently open on a very well balanced fulcrum. Behind the door is a hallway the heads off to the immediate left before decending a spiral staircase. The bottom of the staircase opens inton a square room with a five-foot-wide circular drain hole with a metal cover in the middle of the floor. The air here smells of a revolting mix of mud, blood, and decay. A door opposite is the only other visible exit.

| Friar Ferez | 
 
	
 
                
                
              
            
            Friar looks at the grate, "Do we want to get dirty in the underbelly of this place? Or we continue straight? I doubt the sewer of this place is as well-guarded. What we say?"

| Friar Ferez | 
 
	
 
                
                
              
            
            "Good point. So maybe it is worth checking out." Friar feels a little dumb at the bard's wisdom.

| Bublaka | 
 
	
 
                
                
              
            
            Realizing that his 'logic' made it more likely that they need to go down into the noisome hole in the floor, Bublaka mentally slaps his forehead. Oh, dear, this is going to be unpleasant.

|  Alie Saechell | 
 
	
 
                
                
              
            
            "This is going to be so nasty. Let's just get through it, so I can get home and take a nice hot bath."

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Ok, here we go down the rabbit hole.
Valgrim moves to the grate, checking it for any traps and then if clear, he tries to lift it, taking 20, if possible for a 27 Str score. If he cannot budge it, he asks Bubba and Friar to help (we can get to 31 if they aid). If it moves, he looks down to see if it more than 120' deep.

| The Worm That Walks | 
 
	
 
                
                
              
            
            As the dwarf looks down the grating his gaze is met by the mesmerizing gaze of the remaining vampire, a pale man with slicked back black hair and matching black eyes. He says, "Your will is my w..." Swiftly realizing that the rangers mind is warded against him the vampire curses.
What are you going to do?

| Bublaka | 
 
	
 
                
                
              
            
            Bublaka is willing to use a fireball to clean the debris, I mean vermin, I mean vampire out of the pipe.
"Sounds like an old friend, Valgrim. Shall I?" The bard holds up a relatively unassuming blue rod of metal.
 
	
 
     
    