
Wandering Wastrel |

AoO: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Will save: 1d20 + 5 ⇒ (13) + 5 = 18
Drakus actions
Grab
Shift
Longsword: 1d20 + 10 + 2 - 1 ⇒ (13) + 10 + 2 - 1 = 24
Damage, plus precision: 1d8 + 3 + 2 - 1 + 1d6 ⇒ (6) + 3 + 2 - 1 + (5) = 15
Crit damage plus precision: 1d8 + 3 + 2 - 1 + 1d6 ⇒ (4) + 3 + 2 - 1 + (4) = 12
Gaven's sword hits on its first attack, but the other two bounce off the enemy's armour. As Edric advances around his foe, the hobgoblin reaches out with one clawed hand and slashes at him! (Edric takes 6 damage from AoO). One of his attacks lands, slashing at the hobgoblin's neck.
Irfan's crossbow misses wildly, but the mental assault he launches is partially successful: Drakus flinches slightly, as visions of tofu-burgers dance in his head.
None of you however are prepared for what happens next: the hobgoblin opens its mouth wide, in a leer, as its entire face appears to be swallowed up, with even its mouth disappearing (reference picture). Apparently invigorated by the change, it grabs firm hold of Edric with the claw it previously hit him with, pinning the dwarf to the spot as it runs him through with its longsword!
(OK, Edric, you are Grabbed which means you're flat-footed. Drakus therefore deals precision damage; but also this makes your AC 13 rather than 15, which means that its longsword is a critical hit against you! I have done my best to look up the rules for precision damage, and page 293 of the rulebook seems to suggest that it increases an attack’s damage rather than being a separate pool of damage. Therefore, I think that it is multiplied on a critical hit.)
(As such, Edric takes 15 damage from the longsword plus a further 12 points from the critical, for a total of 33 points of damage this turn once you factor in the AoO!)
(I think this puts Edric at Dying 2 since it was a crit that landed him in this position)
(Also, because Edric is dying Drakus is no longer flat-footed from the flanking)
Edric 35 damage, Dying 2, Grabbed
Gaven 7 damage
Irfan 0 damage
Lani 0 damage
Drakus 15 damage, Frightened 0 (was Frightened 1 this round)

Lani Bralani |

Lani stares in fascinated horror as the hobgoblin turns inside out and impales Edric. "Ew! Nasty! Get up, Eddie! No sleeping on the job!" She sends healing energy into the dwarf to cure his wounds.
Heal: 1d8 + 4 ⇒ (5) + 4 = 9
2 action heal on Edric. He loses the dying condition and regains consciousness with 9 HP, but he is slowed 2 this turn, meaning he may only take 1 action.

Irfán Arasindaki |

Irfan somehow manages to pop in another bolt whilst uttering a hasty incantation of reconstruction, knitting back together flesh from afar and then, by clenching his fist, infusing it with a burst of positive energy. "This ain't right, this ain't right at all!"
Action 1+2: cast 'Heal' using Channel Energy on Edric, 4 points remain. Action 3: reload
Healing: 1d8 + 4 ⇒ (6) + 4 = 10

Gaven Deverin |

Gaven desperately tries to slice and dice the Hobgoblin before it can do any more damage, but only one of his attacks - a lack luster stab - manages to connect. Images of his brother Wade being run through by Chopper flood through his mind, and tears of frustration and rage flow down his cheeks with each failed strike.
Retributive Strike: 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6
Dmg: 2d8 + 3 ⇒ (6, 5) + 3 = 14
Longsword 1: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Dmg: 2d8 + 3 ⇒ (2, 2) + 3 = 7
Longsword 2: 1d20 + 4 + 1 - 5 ⇒ (13) + 4 + 1 - 5 = 13
Dmg: 2d8 + 3 ⇒ (6, 2) + 3 = 11
Longsword 3: 1d20 + 4 + 1 - 10 ⇒ (6) + 4 + 1 - 10 = 1
Dmg: 2d8 + 3 ⇒ (3, 8) + 3 = 14

Wandering Wastrel |

Claw: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Grab
Longsword: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15
Damage: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (1) = 12
The faceless thing flinches as Gaven's sword strikes it, before reaching out with a claw and sinking it into the paladin's shoulder (Gaven takes 7 damage). Holding him firmly with that arm, Drakus does the same thing that he did to Edric, running the armoured man through with the sword - and it gets the same result: Gaven falls to the floor (Gaven takes 12 additional damage).
Man, that grab/precision damage combo is a killer (literally)
Edric 9 hit points, Slowed 2, Prone
Gaven Dying 1
Irfan 17 hit points, 1 channel used
Lani 17 hit points, 1 spell slot used
Drakus 22 damage

Irfán Arasindaki |

Irfan joins the quarrel with another errant shot, but with a teammate down, his focus solely lies on getting Gaven away from death's door.
Action 1: pew, Action 2+3: ranged Channel Energy, 2 out of 5 used
Crossbow: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d8 ⇒ 2
Heal on Gaven: 1d8 + 4 ⇒ (7) + 4 = 11

Gaven Deverin |

Gaven sucks in a breath of stale air and prays that he doesn't get whacked. He stands up, looks the hobgoblin in the eye again, and then flurries with his fists. Gaven's objective is not to actually hit the hobgoblin, but to create an opening so Edric can take it down.
Action1: Stand up
Action2: Assist Edric
Action3: None, due to slowed.
Unarmed Assist: 1d20 + 4 ⇒ (17) + 4 = 21

![]() |

I'm no longer slowed now, right? Also assuming that Gav eats the creatures AOO
Edric leaps to his feet and pounds Drakus with as many blows as he can - simply trying to put the beast down as quickly as possible!
Flurry1: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Flurry2: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Attack 2: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
1:Stand, 2:Flurry, 3: Strike.

Wandering Wastrel |

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
AoO: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
The faceless thing gives a horrible bubbling laugh as Gaven stands up, and smacks him contemptuously with its longsword (Gaven takes 6 damage) "Shoulda stayed down!"
It sways easily out the way of the paladin's flailing fists, but in doing so it steps right into the path of Edric's vengeful hands!
*skkkrrrrrrlch*
There's a wet, tearing sound as the dwarven monk tears the thing's head from its body.
Combat over! Flanking and Aid Another for the win - it meant that last attack was a hit
I'll update further once I have the book with me.

Gaven Deverin |

Gaven puts his back to the wall and slides down onto his butt while gasping for breath. Blood coats the wall as he slides, but his head is spinning too much to care.

Wandering Wastrel |

On Drakus' body you find an expert longsword, master key (unlocks all doors in the dungeon), 2 minor healing potions, silver religious symbol of Pharasma, and his suit of expert studded leather.
On top of the altar you find a book, a dagger, and a silver bowl. The book is a copy of The Bones Land in a Spiral, one of Pharasma’s sacred texts. The book is an ancient copy and is worth 14 gp.
The silver bowl is filled with a dose of holy water, but as long as the bowl remains on the altar, a glance into the waters within reveals to the viewer an image of their future. In this case, it shows any of you who look into it an image of a much older version of themself, trudging through a vast desert at night, while the stars wheel at a dizzying speed overhead before blinking out into darkness, one by one.
The dagger upon the altar is a +1 ghost touch dagger.
In a room just off the sanctum you find Drakus' own personal collection of loot, consisting of an expert-quality crossbow, a feather token (bird), three light arrows, a scroll of bless, a scroll of magic weapon, a wand of produce flame, a vial of oil of mending, a collection of rare inks and powders (worth 8 gp), a series of related esoteric books (worth 10 gp), a bag of gemstones (worth 80 gp), and a small sack filled with coins (5 gp, 74 sp, and 183 cp).
You also locate what can only (from Keleri's description of it) be the Star of Desna, the heirloom that she sent you into the sewers to retrieve; and a thick journal with the title Notes on the Last Theorem scratched into its cover.
Returning from the sewers in triumph, you are welcomed by a very grateful Keleri. "I knew I could count on you!" Her eyes glowing with warmth, she gives you all a hug, overlooking the fact that you are covered in sewer muck. She has also arranged to have a priest on hand to cure all of your injuries.
She has a further message for you: "I have made some discreet enquiries among my acquaintances and it seems that many of them, too, have been robbed. If you allow me to return to them what was stolen by that monster then I will see to it that you are rewarded."
This basically means giving up the loot listed as part of Drakus' hoard (obviously you can keep the stuff he was wearing) but in return each of you will get a 3rd level magic item (your choice as to what).
She hugs you again. "Thank you. I will not forget this. I am sure you are in need of rest and sleep and so I will leave you to it for now. Please come by in 1 week to collect your reward."

Gaven Deverin |

Gaven would be a bit sad to part with the loot found, since it could help him restart his brewery, but he knows giving it back is the right thing to do.
"Thanks sis. I hope you don't mind if I stay here for the week and visit pop's from time to time. I don't have anywhere else to go."
Since we can keep stuff that was on Drakkus, I'd like to take the sword, if that's alright by everyone. Also, didn't we get a ring and some other little valuables when we fought the goblins? I don't think we distributed those. And if that that idol of Lamashtu is still around somewhere, I would like to thoroughly destroy it.
Is it alright to get an item of level 2, and an item of level 1? Or does it have to be level 3?
Does this count as the end of the first chapter?

Wandering Wastrel |

Idol of Lamashtu broke when the Quasits came out of it.
ONE WEEK LATER
True to her word, Keleri has returned the various items that you recovered from Drakus' lair, and she passes each of you an item by way of reward.
As you are finishing an excellent meal, complete with an excellent vintage of the family wine, Keleri adds: "There is one more thing." She picks up a book off the floor by her feet: you recognise it as the one you found in the sewers. "This book was not among the things stolen from my friends. It's written in Aklo, which I happen to be able to read, but it is nothing good. It belonged to a Chelish diplomat living here; his name is Necerion, but it won't mean anything to any of you. It didn't to me, either, although it should have."
She frowns. "This book - Notes on the Last Theorem - focuses on cataloging information about the supposed contents and location of a rare tome called The Last Theorem — a book said to contain exhaustive information on the sinister aliens of the Dominion of the Black, and in particular a number of hints toward an upcoming invasion of Golarion by these horrific monsters. In addition, the book notes that The Last Theorem is said to contain magical formulas, equations, and incantations capable of affecting the physical world and 'making ready the world for its new Dominion rulers.' Much of the book seems to be concerned with an upcoming doomsday, yet no clues in Notes on the Last Theorem indicate what date this doom is to occur."
Keleri spreads her arms as she speaks, for emphasis. "It's clear that Necerion was much more than merely a Chelish diplomat and this book irrefutably proves that he has ties to a nefarious secret society of Dominion cultists known as the Night Heralds. It's my duty to know about such things, because, well..."
Getting up, she double-checks that all the doors and windows are closed and that no servant is lurking around before she sits down again. "I haven't told you this before, but I'm a member of the Esoteric Order of the Palatine Eye: a secret society whose interests lie in the hidden nature of reality. Among other goals, we find and control dangerous lore and secrets so that cults like the Night Heralds cannot use them for ill intent. The hints provided in the pages of this book are truly worrying, because they indicate that Necerion may be seeking some ancient doomsday weapon or other potent artifact. I need time to study the book and to report back to the Esoteric Order about this lucky find."
She concludes,drawing a quick breath after so much vital exposition. "I would like to invite you to help me in studying the text; and to sponsor you if you wish to seek membership in the Esoteric Order."
Your GM would be grateful if you will accept this offer, as it is necessary for the playtest to continue.

Lani Bralani |

Lani's head buzzes when Keleri talks about the Dominion of the Black. She's not sure why the name resonates with her, but memories of the nightmare she's tried very hard to suppress begin to peck at her psyche. If this book holds answers to what happened to her...
"You betcha! I'll be so Esoteric, you won't know what hit you!" the gnome says cheerfully.

Gaven Deverin |

Gaven picks up a Sturdy Shield (light wooden) and a Dull Gray Aeon Stone.
Gaven is flabbergasted. "The... hang on, what? You're part of a secret order?" He takes a moment to try to digest all this. "Well. Just when you think you know a person. Alright sis, but I hope you know what you're getting us into. We're trusting you here."
"I take it Dad doesn't know about this."

![]() |

"Do you have research grants?" Edric asks. "I've always wanted to travel to Osirion and investigate the building techniques of the ancients. If that would be a help then I am your dwarf."

Wandering Wastrel |

IN PALE MOUNTAIN’S SHADOW
Katapesh, AR 4709
Ah, Katapesh: sensual marvel of vice and corruption and decadent self-indulgence, a jewel that sparkles seductively, like a diamond in the navel of a dancing-girl. Its plazas are lined with fountains that spray a cool mist, making the hot desert climate tolerable; its streets are home to bazaars, vendors and hawkers ready to cater to any folly and vice you care to name; from the marble balconies of its grandiose palazzos wafts the scent of jasmine and narcotics, mingled with the sultry laughter of courtesans…
Exactly why you are not in Katapesh (the city), but are instead about as far away as you can get while still being in Katapesh (the nation), is a matter of some heated debate amongst you. Possibly it was the letter inviting you to Kelmarane, mentioning a sum of money that turned your eyes into soup-plates. Possibly it was curiosity to see what that town looks like, now that it’s been liberated and the forces of the so-called Carrion King have been driven away. Possibly it was the thirst for adventure, of the thrill of the open road. Or possibly it was just a belief that too much indulgence makes you soft.
Okay. Maybe not that last one.
Be that as it may, here you are, on the road to … where was it again?
“Thank you for accepting my invitation.” Lady Vord (the woman who wrote the invitation) is sitting on a small stool, her posture refined despite her surroundings. Her features are stern and she keeps her black hair, streaked with strands of gray, pulled back into a long braid. Despite the heat, she wears an embroidered black gown. An expensive lantern rests on the floor near her, illuminating a door that appears to have once been barred. A metal plate in the center of the door is covered with etched lines in strange patterns. Lady Vord is in the process of copying those runes into a journal emblazoned with a golden scarab beetle with a single eye on its back.
“The Order appreciates your presence here today. I trust the figure in my summons was sufficient to secure your services. By way of down payment – and to show our sincerity – please accept these gifts to be going on with.”
You now have a +1 Falchion and a Scroll of Fly. Lady Vord will also provide camels for you to travel on, if you want them.
She nods graciously, before continuing. “Two years ago, I received a report from one of our agents, a Magnimarian named Keleri Deverin, regarding an object of interest. After much further investigation, we now have reason to believe a treasure of particular import lies under Pale Mountain, in an ancient complex called the Tomb of Tular Seft. I had been planning an attempt to retrieve it for some time, but I’ve received word that dangerous cultists called the Night Heralds seek this treasure as well and have sent forces to retrieve it. Hence, I secured your services rather than waiting for agents of the Order to arrive.”
She pauses, to make sure you are still paying attention. “Fortunately, we have an advantage they do not. The majority of the Tomb of Tular Seft is a labyrinth that, while compact, is difficult to navigate and is rumored to be filled with traps and beasts. Keleri’s research, though, reveals a back entrance to the tomb hidden in the lower slopes of Pale Mountain. This entrance is said to appear as a blank stone within a ‘scar’ across the mountain. With luck, you can reach the tomb and secure the treasure before the Night Heralds can even enter the complex. My assistant has prepared a map of the route.”
“The object I require is a large gemstone with a series of shifting hieroglyphs glowing within it. If you can read the hieroglyphs, you will note they represent a number that appears to be counting down. Keleri’s text refers to this gemstone as a ‘countdown clock,’ but other than the rumors of it being hidden in Tular Seft’s tomb, we know little about its specific location within. All other treasures you find in the tomb are yours to keep, though the Order may wish to purchase any items vital to our efforts at an especially fair price.”
I’m sure you have questions – put them in a spoiler (or post them in the discussion thread if they’re OOC questions).
And so, here you are, on the way to Pale Mountain. Just the small matter of successfully navigating your way there across the blasted wastelands of northern Katapesh, breaking into a tomb that’s remained secure for untold thousands of years, and doing it all quickly enough to avoid a the attentions of a group of deranged death-cultists.
In other words: just another Toilday, right?
For the first part of your journey, one member of the team can make 8 Survival checks to try and speed up your progress along the route.

Naadhira Al-Braham |

Naadhira doesn't bother with flattery or elegance or whatever else nobles and merchants wanted. She was quite aware that she was just a mercenary, and they really didn't expect much from the rag-tag group of misfits. "Thanks for the gifts. So what kind of monsters do you think the Night Heralds sent?"

Naadhira Al-Braham |

Expert
Survival 1: 1d20 + 9 ⇒ (9) + 9 = 18
Survival 2: 1d20 + 9 ⇒ (9) + 9 = 18
Survival 3: 1d20 + 9 ⇒ (15) + 9 = 24
Survival 4: 1d20 + 9 ⇒ (5) + 9 = 14
Survival 5: 1d20 + 9 ⇒ (16) + 9 = 25
Survival 6: 1d20 + 9 ⇒ (9) + 9 = 18
Survival 7: 1d20 + 9 ⇒ (14) + 9 = 23
Survival 8: 1d20 + 9 ⇒ (1) + 9 = 10

Badia the Leaper |

"Whatever monsters may rear their ugly heads, we will kick them in!" Badia says assuredly. The half-orc flexes her mighty thews for emphasis.
She lets Naadhira take the lead as she rides her camel, eyes alert and scanning their surroundings for danger. "Come, friends, our journey is not so long. Pale Mountain is but a hop, skip, and jump away!"

Alistilae Mamnu |

"Uh-huh," grunts the small figure who is clad in robes from tip to toes as he is forced to witness another mountain bump up and down right underneath him. Darn lumpy animals definitely weren't made to carry halflings about.
"Forcing our way into a heavily guarded tomb is only where the fun begins, right, what with a bunch of apparent mad men racing us to the treasures. But no, a mad trek through horrid terrain whilst suffering the indignity of humping a hump for your dear life is where the fun starts."
Despite his supposed sourness and dislike, Alisti is bobbing about like a man who has ridden a camel before. Some halflings can't help but get grumpy when you take them away from civilization and close proximity to a proper bakery.

Badia the Leaper |

"Come, Alisti. You speak of humping as if it is a bad thing!" Badia grins over her shoulder at the halfling and gives him an appraising look up and down.
"You are handsome for a little one. Perhaps once we get done climbing one mountain, you would like to climb another?" She licks her lips suggestively.

Wandering Wastrel |

Lady Vord shakes her head in response to Naadhira's question. "The Night Heralds revere the Dominion of the Black - malignant aliens. I know nothing of the group they are sending, but I know that they will be powerful - and dangerous. Be on your guard."
==========
The journey from Kelmarane to the foothills of Pale Mountain is just over 80 miles; rather more than the 'hop, skip, jump' envisaged by Badia. But with Naadhira's guidance, and the map, you make your way there in just under three days; it is late evening when you come - quite literally - to the end of the road. Rather than risk starting the ascent in darkness, you make camp at the base for the night.
Getting up at first light on day four, you can see clearly that the ground slopes up sharply - it is bipeds only from hereon in. Tethering the camels in the shade of some scrubby trees, you start your ascent up Pale Mountain...

Alistilae Mamnu |

The wizard raises a hand with the intent to object, but the palm opens up and weighs the comment one more time before passing judgment. And, going by the halfling's shrug that follows the gesture, he has come to a new conclusion.
The comment after that, however, is only met by a silent glare. Never mix work and pleasure. It's a rotten cocktail that only leads to an even nastier hangover.
---
"We ought to be quiet and, if possible, unseen. Say that those bastards are about, well, we don't want to lead them right to the jackpot, right? And barring that, we damn well make sure we spot any possible spotters so that we can ensure they won't be able to tell the story to their wicked companions. You know, all for the sake of our grand and noble quest, of course."

Wandering Wastrel |

Initiative, Ali: 1d20 + 7 ⇒ (11) + 7 = 18
Initiative, Badia: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative, Hyena: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative, Hyenodon: 1d20 + 8 ⇒ (13) + 8 = 21
Initiative, Naadhira: 1d20 + 9 ⇒ (13) + 9 = 22
The looming presence of Pale Mountain rises to the northeast, its slopes rugged and forbidding. The overgrown tracks of an old road wind through the foothills, but no visible trail leads up into the tangles of scrubs and brambles between here and the dormant volcano’s slopes.
This area between the old road and the edge of the sand flats is a 2-mile-wide expanse of difficult terrain composed of thorny underbrush. Travelling cautiously, and hindered by the terrain, it takes you just over three hours to traverse; the sun has risen high overhead by the time the sand flats are in sight.
Suddenly Naadhira cries out a warning: just ahead of you, a huge, vaguely dog-like creature has risen out of the underbrush; nearby, two much smaller companion animals emerge from behind a tree, hooting and chuckling. It is almost lunchtime - and it appears that you are on the menu!
IMPORTANT NOTE: EVERYWHERE is Difficult Terrain, apart from the 3 grey circles. The green spiky things are brambles (Hazardous Terrain). The black circles are tree trunks, and you can Take Cover behind one to gain the benefits of cover.
Initiative order is Naadhira, then the Hyenodon, then the rest of the party, then the hyenas
Caraid: I haven't rolled for you, but as and when you are ready you can act with Ali and Badia.

Naadhira Al-Braham |

Naadhira tries to recall what these strange dog-like creatures are, followed by taking out her holly and mistletoe I'd rather it be a hunk of raw pesh. With a quick prayer, Naadhira summons a magical shield that floats around her.
Action 1: Recall knowledge
Action 2: Draw spellcasting focus
Action 3: Cast shield cantrip

Wandering Wastrel |

Naadhira recognises the animals as a pair of hyenas and a hyenadon, a much fiercer and more dangerous animal. From the look of them, they probably belong to a nearby gnoll pack.
Clearly unwilling to go charging headlong into the group, the wily pack leader holds off for now, waiting to see how you react.
It's delaying in order to act with the hyenas - the rest of the group is up!

Badia the Leaper |

"Filthy gnoll pets!" Badia snarls as she pushes through the undergrowth into the clear space. Gathering speed, she charges headlong back into the brush, swinging her falchion at the nearest hyena!
Falchion: 1d20 + 8 ⇒ (18) + 8 = 26
Crit Damage?: 2d10 + 8 ⇒ (5, 2) + 8 = 15
Stride, Sudden Charge. Using diagonals and the patch of clear terrain, I should be able to reach that location on the map.
If the hyena tries to move away on its turn, I will use No Escape as a reaction to Stride along with it.

Alistilae Mamnu |

The tiny practitioner of the arcane strides forward as the ground around the halfling starts to rumble. Telekinetic powers are being called upon and, out of nowhere, a collection of rocks shoot up and fly at one of the hyena's. Sadly, however, one of the rocks being shot comes from underneath Alisti's foot and, so, the halfling nearly falls backward.
Suffice to say, it causes his aim to be just a little off target.
Action 1: stride. Action 2+3: telekinetic projectile
Ranged Attack vs left hyena facing Badia: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d10 ⇒ 8
Eh, suppressive fire? :'D

Wandering Wastrel |

Hyena 1
Move
bite: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
bite: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Hyena 2 (15 damage)
bite: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
bite: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 7 - 10 ⇒ (7) + 7 - 10 = 4
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Hyenadon
Move
Move
bite: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d10 + 5 + 1d6 ⇒ (5) + 5 + (5) = 15
Badia's weapon slices deeply into the hyena. The entire pack moves to surround her, but despite attacking her from all directions they are unable to penetrate the half-orc's defences.
Party is up!

Badia the Leaper |

"Ha! I am invincible!" Badia cries. She continues to sweep her falchion at the hyenas.
Falchion: 1d20 + 8 ⇒ (5) + 8 = 13
Falchion: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Damage, Forceful: 1d10 + 4 ⇒ (2) + 4 = 6
Falchion, Sweep: 1d20 + 8 - 10 + 1 ⇒ (5) + 8 - 10 + 1 = 4
Strike, Strike, Strike. Start with the one that I hit before, move on to the next regular hyena if it falls.

Alistilae Mamnu |

Knowing that his current position ain't the one, Alisti continues to stride forward whilst beckoning the thirsty spirits of the land to answer his call. Once in position, a ghastly torrent of negative energy bursts from the halfling's hands and washes over a hyena and the pack lord.
Action 1: stride. Action 2+3: Cast 'Grim Tendrils' in a line, hitting a regular Hyena and the Hyena Jefe.
Grim Tendrils vs DC 18: 4d4 ⇒ (2, 4, 1, 4) = 11
You deal 4d4 negative damage and 2 persistent bleed damage to living creature in the line, depending on their Fortitude saves.
-Success The creature takes half negative damage and no bleed.
-Critical Success The creature is unaffected.
-Failure The creature takes full damage.
-Critical Failure Double negative and persistent bleed damage.

Naadhira Al-Braham |

Naadhira takes a small stride forward and summons a flame from her charred staff and launches it at the hyenadon. A tiny singe, barely worth noticing.
Range touch: 1d20 + 5 ⇒ (12) + 5 = 17
Dmg: 1d4 ⇒ 1 Fire dmg

Wandering Wastrel |

Fort, hyenadon: 1d20 + 7 ⇒ (5) + 7 = 12
Negative energy: 4d4 ⇒ (1, 2, 3, 1) = 7
Fort, hyena: 1d20 + 4 ⇒ (4) + 4 = 8
Negative energy, crit fail: 8d4 ⇒ (2, 3, 4, 1, 2, 1, 4, 4) = 21
Bite: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
Bite: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
Bite: 1d20 + 9 - 10 ⇒ (17) + 9 - 10 = 16
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Badia's falchion connects solidly with the hyena she previously injured, slicing its head almost entirely off its body - the animal slumps, bleeding out rapidly.
Its companion is wracked by the tendrils of negative energy which surge from Alistilae's hand and it dies slowly, twitching and jerking like a marionette as the wreaths of dark magic pull all of its life force from the husk of its body.
The big monster is made of sterner stuff, and barely flinches from Naadhira's flaming staff; although it is just disconcerted enough that its jaws fail to close around Badia's arm as she snatches it away in time.
Party is up! Apologies for not waiting on Caraid (again!), but this is going to be over really soon. Stupid dice.
Hyenadon 8 damage plus 2 bleed
Naadhira 1 resonance point remaining
Alistilae 1 lvl 2 spell slot used

Alistilae Mamnu |

The halfling slams his hands together and, after speaking arcane words of powers, flings a considerable amount of debris at the Hyenadon. "Ain't laughing now, are we?!"
Action 1+2: cast Telekinetic Projectile (ranged attack, not vs TAC). Action 3: talk smack to an animal that can't comprehend a word of what I'm saying.
Telekinetic Projectile vs Hyenadon: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d10 ⇒ 4

Naadhira Al-Braham |

It's too bad I have speak with animals prepared and wild empathy.
Naadhira summons a tempest around the Hyeanodon which crackles with static electricity. She nurtures the storm with not just verbal prayers, but with great arm motions that feed the swirling tempest. "By the winds of Gozreh you will be rebuked!"
Dmg: 2d10 ⇒ (1, 1) = 2 Lightning damage oof!
DC 18 Reflex
Success: Half damage
Crit Success: No damage
Failure: Full damage and sluggish 1 for 1 round
Crit Fail: Double damage and sluggish 2 for 1 round

Wandering Wastrel |

Reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
Bite: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Bite: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Damage: 1d10 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19
Critical Damage: 2d10 + 10 ⇒ (5, 7) + 10 = 22
It's possible that the hyenadon is one of Gozreh's favourite animals; or simply that the god of winds is fickle. Either way, Alistilae's attack misses, and Naadhira's spell does little more than make the beast's fur stand on end.
Apparently invigorated, it attacks with renewed ferocity, sinking its jaws deeply into Badia's flesh. (Badia takes 32 points of damage)
Hyenadon 11 damage plus 2 bleed
Naadhira 1 resonance point remaining, 1 spell point used
Alistilae 1 lvl 2 spell slot used
Badia 38 hit points
party is up!

Alistilae Mamnu |

Alisti grabs the remains of the fallen hyena and throws it into the air using telekinetic powers before causing it to come crashing down on the skull of the Hyenadon.
Action 1+2: Telekinetic Projectile
Ranged Attack with Telekinetic Projectile: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 ⇒ 10

Badia the Leaper |

"Argh! Now you've made me mad!" Badia lets out a tremendous croak as she flies into a rage! Her mouth widens and fills with razor-sharp teeth, and she takes a bite out of the hyeanodon.
Bite: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Bite: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Rage, Strike, Strike. Gain 8 temp HP, -1 AC.

Naadhira Al-Braham |

Naadhira launches another bolt of fire at the hyeanodon, but Gozreh has completely protected this animal from her spells and abilities.
Ranged touch: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d4 ⇒ 4

Wandering Wastrel |

Bite: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d10 + 5 ⇒ (3) + 5 = 8
Bite: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Knockdown
The large creature staggers slightly under the impact of Alistilae's projectile, before being blatantly baffled at being the biter bit (by Badia) - its first bite tears at her arm, while the second one latches on to the half-orc's leg, dragging her to the floor.
(Badia takes 23 damage and is now prone)
Hyenadon 33 damage plus 2 bleed
Naadhira 0 resonance points remaining, 1 spell point used
Alistilae 1 lvl 2 spell slot used
Badia 15 hit points
Party is up

Alistilae Mamnu |

The beast's complete and utter lack of fear makes Alisti frown, but like any real wizard, he's got the answer to that in his arcane pocket.
Action1+2: cast 'Call of the Grave', using 1 out of the 4 available spell points.
Ranged vs TAC: 1d20 + 7 ⇒ (16) + 7 = 23
Call of the grave:
-Success The target becomes frightened 1.
-Critical Success The target becomes frightened 2.
-Failure The target is unaffected.
You’re gripped by fear and struggle to control your
nerves. The frightened condition always includes
a value. You take a conditional penalty equal to this
value to your checks and saving throws. Unless specified
otherwise, at the end of each of your turns, the value of
your frightened condition decreases by 1.
Alisti's note: attacks are checks as well. Unsure whether damage rolls are, but I don't think so since they aren't 'going up against something'.

Naadhira Al-Braham |

What was that, Raquel?
Naadhira creates a new storm of lightning to shock the Hyeanodon. This time, she at least gets an average surge.
Tempest Surge: 2d10 ⇒ (4, 6) = 10
DC 18 Reflex.
Success = Half Damage
Crit Success = No Damage
Fail = Full Damage and Sluggish 1
Crit Fail = Double Damage and Sluggish 2

Wandering Wastrel |

Reflex save: 1d20 + 7 ⇒ (6) + 7 = 13
Bite: 1d20 + 9 - 1 - 1 ⇒ (3) + 9 - 1 - 1 = 10
Move
Move
Naadhira's tempest surge slams into the creature; the after-effects of her magic render it sluggish, while Alistilae's own twisted mastery of the arcane make it unable to attack effectively this round.
As if realising that it is not in fact hungry enough to attack you all by itself now that its pack-mates are dead, it retreats.
You are up. Whether you pursue or continue to engage is up to you :)