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know:arcana: 1d20 + 8 ⇒ (11) + 8 = 19
know:planes: 1d20 + 8 ⇒ (10) + 8 = 18
sense motive: 1d20 + 5 ⇒ (16) + 5 = 21
Lynn moves forward pulling her weapon free and aiming at no one yet. "What Zaarah says is true from my knowledge." She then looks the dwarven woman in the eyes. "Honeyed words for one who's already decided to kill us, why would you have such a devious spell up otherwise. She already expects a fight, if possible keep your distance she will be resistant to spells and may drop her protection in favor of damage. Prepare yourselves, for the gale howls even in these dreary caverns!"
[ooc]Going to start bardic inspiration remember those +1's folks[ooc]

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Depending on Initiative Zaarah might change her actions then.

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Depending on Initiative Zaarah might change her actions then.
My bad Zaarah...looks like Flyn casting Gravity Bow set that off...regardless of that though, the GM mentioned we could heal our wounds from the Duergar patrol before the next encounter so I assume your healing action would've been done beforehand and not count as part of this fight...

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I have other things that I would contribute, in terms of IC discussion with the team- but since GM called initiative, I am holding off. As an aside, is someone here capable of using a wand of enlarge person (Zaarah?). I have one, but I very rarely use it... not that I want to be large in this tiny place.

GM supervillan |

Not wishing to waste words on the smith, the pathfinders arm themselves and enter battle...
Whilst the scenario provides an opportunity for parley, the smith intends to fight so any response from you other than 'Hail Droskar', submission, or explaining the reason for your invasion - including advancing towards her or beginning a spell - puts us in initiative prior to you completing those actions. I've put you back in the starting squares on the map. You will have weapons drawn (if you want). You may change any actions you posted above, but we'll keep the skill check results. BIt tricky to execute this in pbp - the pause for possible parley was necessary to stay true to the scenario but would be much simpler at a face to face table.
Flyn, the stack of boxes is two high, so that'll be 5 feet. Benches are sized for duergar, so two feet tall. Boxes provide cover. Benches are difficult terrain.
Zaarah, yes you are discovered. Short of unusual abilities and/or long-lasting magic that covers the whole party, the mountain-full of duergar knows that they have invaders. You had a loud fight at the gate, and you are using light to navigate pitch-black dungeons.
Lynn: 1d20 + 5 ⇒ (8) + 5 = 13
Antonella: 1d20 + 2 ⇒ (6) + 2 = 8
Zaarah: 1d20 + 6 ⇒ (6) + 6 = 12
Flyn: 1d20 + 6 ⇒ (8) + 6 = 14
Kelumur: 1d20 + 8 ⇒ (4) + 8 = 12
Ischell: 1d20 + 4 ⇒ (3) + 4 = 7
mueritt: 1d20 + 3 ⇒ (19) + 3 = 22
xorn: 1d20 + 0 ⇒ (6) + 0 = 6
Combat round 1
The smith steps back and casts a spell.
Mueritt
Flyn
Lynn
Kelumur
Zaarah
Antonella
Ischell
Xixel
The bold may act!
If you've not already done so, please say how you've healed the damage from the patrol skirmish.

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Ischell moves into the room, stepping over the work bench and into range of the Druegar. Not hearing her words, but understanding the process of casting a spell he calls out to her.
"Hey, you'll pay for that!" Swift- Smite: Mueritt
He swings his Kama towards the woman.
+1 DC Kama, PA: 1d20 + 11 ⇒ (10) + 11 = 21 +3 if evil
Adamantine, S, PA: 1d6 + 14 ⇒ (1) + 14 = 15 +5 if evil, +10 if undead, ignores all DR
15 ft move, standard attack

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Kelumur healed with Flyn's wand, leaving him at -2 damage, but if we can retcon to use the pool wand I will expend those charges
I've treated the table as difficult terrain, and should have exactly 30ft of movement to get to current position.
Kelumur reacts quickly and slides himself across the table, diving around the witch to position advantageously in a flank with Ischell. In a fluid motion as he does, he draws a dagger from his belt and turns to stab the Duergar in the neck!
30ft Move (attempt to Acrobatics at full speed to avoid AoO If applicable)) , quick draw cold iron dagger, and sneak!
Acrobatics: 1d20 + 16 ⇒ (6) + 16 = 22
Cold Iron Dagger,Flank: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29P/S+Sneak: 1d4 + 6 + 4d6 ⇒ (3) + 6 + (2, 4, 4, 5) = 24

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Swift Action: Keen, +1 weapon enchantment leading to +3 keen Scimitar. 1 arcane pool
Zaarah casts shocking grasp and moves forward to Spellstrike ...
SG, if an attack succeeds,empowered : 5d6 ⇒ (6, 3, 1, 4, 6) = 20 +50%= 30
Free action to deliver SG, Keen Scimitar Black Blade +3 attack roll, ic +1: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
Scimitar Black Blade +3, Dex mod +6, Damage roll ic +1 : 1d6 + 9 + 1 ⇒ (2) + 9 + 1 = 12
* * *
In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of tshe opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)
Opportune Parry: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Reposte Immediate Action:
Keen Scimitar Black Blade +3 attack roll, ic +1: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Scimitar Black Blade +3, Dex mod +6, Damage roll ic +1 : 1d6 + 9 + 1 ⇒ (6) + 9 + 1 = 16

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Will forego casting Gravity Bow since Flyn'll get more arrows off this way and sooner...
Hearing Zaarah's info on the 3-eyed creature, Flyn will target it, sending a multitude of blunt arrows its way...
To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot
Damage: Strength, Magic, PBS, Deadly Aim, Clustered Shot, Inspired Courage
Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 + 1 - 2 - 3 ⇒ (9) + 14 + 2 + 1 + 1 + 1 - 2 - 3 = 23
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 6 + 1 ⇒ (3) + 2 + 2 + 1 + 6 + 1 = 15
Magic/Bludgeoning Damage: 1d6 + 2 + 2 + 1 + 6 + 1 ⇒ (4) + 2 + 2 + 1 + 6 + 1 = 16
Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 + 1 - 2 - 3 ⇒ (14) + 9 + 2 + 1 + 1 + 1 - 2 - 3 = 23
Magic/Bludgeoning Damage: 1d6 + 2 + 2 + 1 + 6 + 1 ⇒ (6) + 2 + 2 + 1 + 6 + 1 = 18
Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 + 1 - 2 - 3 ⇒ (9) + 14 + 2 + 1 + 1 + 1 - 2 - 3 = 23
Magic/Bludgeoning Damage: 1d6 + 2 + 2 + 1 + 6 + 1 ⇒ (5) + 2 + 2 + 1 + 6 + 1 = 17
...and then he'll move 5' south...

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As everyone is wound up like a spring and ready to pounce Lynn joins them.
I'll just repeat my move from the previous round, meaning Kelumur, Zaarah, Antonella, and Ischell will recieve +1 to their attack and damage for this round. Flyn goes before it would start so no need to recalculate his damage.

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Round #1: AC 31 vs trinary (defensive crane wing, osyluth guile), 27 otherwise; Touch = AC-1 ; CMD 39 vs trinary, 35 otherwise (+6 vs grapple)
Antonella enters crane style, moves 35’ around the flat-footed trinary creature and strikes defensively at it with her stunning fist, once Flyn has fired his arrows.
Movement provokes if the trinary critter has combat reflexes etc.
If the creature is down, she switches to the duergar battle-smith, also with stunning fist active.
defensive IUS + Lynn: 1d20 + 14 - 2 + 1 ⇒ (10) + 14 - 2 + 1 = 23 vs FF trinary creature
magic bludgeoning damage + Lynn + deliquescent gloves: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 + acid: 1d6 ⇒ 6
If it hits, DC 19 Fort or stunned

GM supervillan |

Well, that was short ;)
Kelumur dodges and weaves, before pushing his blade through a chink in the smith's armour.
Ischell smites evil hitting
Zaarah works her magic, her electrified blade seemingly drawn unerringly to the iron armour of the duergar. The attack proves deadly - the enemy shudders and falls limp to the stone.
Flyn looses a volley of deadly arrows, battering the three-eyed xorn.
Lynn offers encouragement.
Antonella manoeuvres, and strikes the xorn hard - her blow sends cracks through its rocky exterior, corrosive acid from her enchanted gloves flows into the cracks, and the creature begins to break apart into so much oddly shaped rubble. Its eyes become glassy marbles, and it half sinks into the cavern floor as if it were water.
Combat over!

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Taken aback at how absolutely shortly lived that was, Lynn looks to the others. "That was... strangely easy, now... it may just be that you all are extremely skilled and have amazing gear. But i feel like the zombies were more difficult?"
With that she holstered her pistol in her belt after clicking the hammer down slowly and stuffing a wad of cotton in the barrel. She then searched around the room for any indication of where the sky-key might be held.
perception: 1d20 + 6 ⇒ (14) + 6 = 20

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"Well done...I hope our encounter with Chergin goes as smoothly..."
Flyn searches the forge area to see if there's anything of use...
Perception: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31
He then asks a question of his 'guest'. "Tanbaru, I assume this was Chergin's lieutenant you mentioned earlier...do you know if we are anywhere near Chergin himself?"
Even though his wounds are light, Flyn will use the fossegrims's healing wand once as he figures Chergin will provide a tougher fight...
CMW: 2d8 + 1 ⇒ (6, 1) + 1 = 8
To his friends, he says, "We should press on as soon as we can...though this fight was quick, the noise might draw more patrols..."
When everyone is ready to continue on, Flyn will take point...
I'm guessing we'll need another Survival or Knowledge (Dungeoneering) roll while seeking out Chergin...
Survival: 1d20 + 10 + 10 ⇒ (16) + 10 + 10 = 36

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Zaarah casts detect magic and scans the area of the forge.
kn arcana : 1d20 + 14 ⇒ (3) + 14 = 17

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aid perception for useful items: 1d20 + 7 ⇒ (5) + 7 = 12
“But i feel like the zombies were more difficult?”
“They were. Underwater combat provides its own challenge.”
Antonella draws her misbehaving mage armor wand and approaches the bard-slinger. “Lynn, would you be so kind as to try and wand me with this?”
“I have failed to get it working for the last hour.” *bow*
“We should press on as soon as we can...”
“Agreed, brother. If anyone is not fully healed, it would be my pleasure to ensure you are one hundred percent before we face the clan chieftain.”
survival (if required): 1d20 + 5 ⇒ (15) + 5 = 20

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While the party busies themselves searching the fallen opponents, Ischell pokes around the room in an attempt to be helpful.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
"Yo! This looks kinda fancy..."

GM supervillan |

You search the forge. Every kind of weapon you've ever heard of, and several that you have not, can be found here. The vast majority are of ordinary workmanship, but two warhammers are of superior make. Masterwork.
In one corner of the room you find 6 sets of manacles. Again, the workmanship is ordinary.
Flyn finds a secret compartment in Mueritt's anvil. The compartment holds only a small iron key.
The disembodied voice of Tanbaru speaks - an eerie thing to hear, as it seems to come from your elven friend. "Excellent! You are most worthy allies. This was, indeed, Mueritt: one of my tormentors! I will guide you to Chergin Ironwhip. I sense his presence, but I regret I cannot say how long it will take to traverse the tunnels and halls that stand between us."
Mueritt has several magic items: her armour, warhammer, a headband, and a wand. She also has a masterwork heavy steel shield and 5 light hammers.
With the forge searched as carefully as you deem you can manage before being set upon by further duergar patrols, you go in search of the chieftain of the Ironwhip Clan.
As Flyn surmised, further Survival or Knowledge (Dungeoneering) rolls are now needed. Flyn and Antonella have already rolled.

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Spellcraft DC 16: 1d20 + 8 ⇒ (15) + 8 = 23 The wand is a fully charged Wand of Cure Light Wounds.
Spellcraft DC 18: 1d20 + 8 ⇒ (15) + 8 = 23 warhammer is +1
Spellcraft DC 18: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft DC 23: 1d20 + 8 ⇒ (1) + 8 = 9

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Curious...can Tanbaru's senses determine when we're getting close to Chergin's location ? Just wondering if we might have a chance to buff up without setting off initiative...

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Flyn nods to Antonella. "Fine by me...I could be wrong, but I'd think a key to their treasury would more likely be carried by Chergin himself. Mueritt was a smith; from the looks of things, she not only made weapons, she made manacles as well...from her words to us, she must've also dealt with slaves..."
Flyn goes over to the manacles and tries the key on one of 'em...

GM supervillan |

The small key fits the manacles. In fact, it works on every set.
"They never told me where they kept any treasure. They treat me as a slave, not an ally. You want to take their treasure, kill Chergin Ironwhip." Tanbaru complains.
can Tanbaru's senses determine when we're getting close to Chergin's location ?
Tanbaru has a sense of what direction Chergin lies in and his approximate location. So, you might hope that you'll have some warning, but how much you cannot know.

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"The longer we are here, the more chance Chergin can prepare. Ain't going to be an easy fight, like this-un was. If Ironwhip has time to plan we could be in for a gnarly scrape"

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Zaarah spits on the floor.
”All this talking about killing doesn’t suit me ... “ she says looking at the Oni.

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Just a reminder, if you haven't made your survival or Kn. Dung checks, please do so!
Kelumur speaks calmly toward Zaarah and Tanbaru as he wipes his daggers clean, "The mission isn't to kill, but to retrieve the Sky Key, we shall do best to avoid unnecessary bloodshed, but if there is hostile intent, then we strike without prejudice."

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kn dungeon. : 1d20 + 8 ⇒ (8) + 8 = 16

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Know Dung, Untrained: 1d20 - 2 ⇒ (5) - 2 = 3
Survival, to Aid: 1d20 - 1 ⇒ (14) - 1 = 13

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I think there's no harm in rolling it, Lynn is the only one who hasn't made the check in the latestiteration of Kn. Dung or Survival.

GM supervillan |

There was only your roll to go Lynn, and given Flyn's very high result it's moot now so we'll go on.
Flyn and Tanbaru guide the pathfinders through the mountain, avoiding most duergar patrols. A skirmish with a small group of grey dwarves mounted on giant jumping spiders is soon over...
skirmish damage to pathfinders: 1d8 + 5 ⇒ (6) + 5 = 11
... and you come to a corridor ending at heavy stone doors.
"He is close. Very close!" says Tanbaru.
Remember you have the wand of cure moderate wounds from the fossegrim, with by my count 18 charges remaining; and a fully charged wand of cure light wounds from the smith.
We are now on Slide 6.

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Taking the wand from antonella, "I can attempt to get this to work, but no guarentees. Also feel free to take the potion, you front-line fighters likely need them more than I."
UMD: 1d20 + 7 ⇒ (6) + 7 = 13
UMD: 1d20 + 7 ⇒ (11) + 7 = 18
UMD: 1d20 + 7 ⇒ (17) + 7 = 24
After a few good shakes and attempts she finally gets the wand to work properly, "I suppose i should look into working magical devices a bit more, but that should keep you good for an hour or two right?" the attack she would take a look over the parties wounds and pull free the CLW wand from the smith. Going about tapping everyone in turn to heal their wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"We should proceed with caution and pray that their leader is willing to listen to reason." She thinks back to their rather unceremonious and possibly hasty dispatch of the smith-priestess and frowns slightly. "I have magics that should at least open our odds assuming he doesn't resist."
Not sure if it's 11 damage to the party's overall like pooled health if not i'll roll more CLW's also i did roll a Dungeon earlier prolly got looked over though cause Flyn's was high.

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Ischell wouldn't mind a bit off of the cure moderate wand before we wade back into combat
Upon hearing the duergar is close, Ischell's eyes flash white- tapping into the gift of Irori. The light in the room dulls ever so slightly to his eyes, though be becomes quite sensitive to the presence of evil
Cast: Detect Evil
Cure Moderate: 2d8 + 3 ⇒ (2, 6) + 3 = 11HP 51/52

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After the healing, Flyn nods to the bard, whispering. "Thanks, Lynn."
Pretty sure it's 11 damage to each of us...with the wands we've found, I doubt the GM will mind if just mark about 18 uses (3 times for each PC) of the CLW wand off to get us all back to max health...if not, we can roll for it...
Turning to the rest of the party, he whispers, "With Chergin nearby, be prepared to fight...with the actions of his lieutenant, not to mention his own history of humanoid sacrifice, I cannot imagine this will end peacefully..."
Flyn draws his bow and casts Gravity Bow upon it...
He'll check the doors for traps...
Perception: 1d20 + 20 ⇒ (12) + 20 = 32
...and if he finds none, will nod for someone to open them, with his bow ready to fire if needed...

GM supervillan |

Each party member took the skirmish damage.
Ischell detects the evil of Tanbaru. The stone doors ahead block any other emanations.
average results is fine for out of combat wand use.

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“Sister Lynn, my thanks for sorting out my … naughty wand.” Antonella smiles, after sharing in the captured CLW wand charges to fully restore her health.
“Ischell or Kelumur, if you would like the benefits of enlarge person for one minute, I would be pleased to cast it upon you. I will not use it otherwise.”
As Kelumur or Flyn prepare to open the doors, Antonella will also help search for traps.
aid perception for traps, alarms etc: 1d20 + 7 ⇒ (15) + 7 = 22
She then drinks a potion of darkvision, ✨casts bless, shield and divine favor.
"Lynn, may I suggest you stay close to Flyn towards the rear with the wand of CMW at hand? I sense the probability of victory will be enhanced by the number of arrows that fill the air."
bless is up, peeps!

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I assume Lynn uses the clw wand on us.
Zaarah 3 charges clw : 3d8 + 2 ⇒ (2, 4, 8) + 2 = 16

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Kelumur CLW x2: 2d8 + 2 ⇒ (3, 5) + 2 = 10 I enjoy the thrill of rolling the dice.
Kelumur stands ever ready for the possibility of hostility.
Kelumur is at -1, and is ready to jump in to the next room!

GM supervillan |

Flyn notes no traps upon the stone portal.
Any further actions before we open the doors?

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Ischell has a SLA that allows him to enlarge once a day. I was planning on using that- but if you can cast enlarge in advance it saves the action and the ability if we need it later. Ischell has his own wand of E.P. too- so you wouldn't even need to tick off your own

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I'm ready to move forward, and yeah Lynn can use any of the Cure spells without a need to roll since they are all on her class spell list(with the exception of mass varients which we don't need to worry about with wands)
"Deep breaths everyone, let us attempt diplomacy before we resort to violence if we may."

GM supervillan |

We're straight into initiative, effectively, when the door is opened - however, enjoy Chergin Ironwhip's evil villain monologue for story purposes!
Beyond the stone portals lies the sanctum of the Ironwhip duergar clan.
The sanctum is a large, multipurpose room. Two rows of stone benches face a lectern, which sits in front of a stylised iron anvil. A thin curtain of water trickles down from the ceiling behind the anvil. Beyond this curtain, a slick ramp descends into a large open window, which reveals the roaring waterfall just beyond. A sturdy table in the southeast corner bears a pile of bloodstained ropes. Barred doors lead out of the room to the east and west.
A large, stone-like, proud duergar in gleaming armor stands next to a corpse in tattered clothing. The duergar narrows his eyes at your intrusion, and gestures toward the undead creature next to him. “This one warned me that you would come. His people are trapped, scattered across the realm like dead leaves. His hate for you was strong. I let him stay, to tell me more about this Pathfinder Society—this band of thieves and braggarts. Even after he blasphemed Droskar’s name, I kept him to remind me of your coming.”
In a sudden fit of violence, the stout priest shoves the zombie down the ramp. Helpless on the slippery surface, it falls prone and slides into the torrent of falling water. Ironwhip holds out his hand and grins menacingly, still clutching a scrap of torn cloth affixed to a stylish bronze pin.
Ironwhip has no interest in negotiating. He's been expecting you, and wants your enslavement or destruction.
Lynn: 1d20 + 5 ⇒ (4) + 5 = 9
Antonella: 1d20 + 2 ⇒ (12) + 2 = 14
Zaarah: 1d20 + 6 ⇒ (20) + 6 = 26
Flyn: 1d20 + 6 ⇒ (3) + 6 = 9
Kelumur: 1d20 + 8 ⇒ (12) + 8 = 20
Ischell: 1d20 + 4 ⇒ (4) + 4 = 8
Chergin: 1d20 + 5 ⇒ (14) + 5 = 19
Sentinels: 1d20 ⇒ 16
Combat round 1
Zaarah
Kelumur (-1hp)
Chergin Ironwhip
Sentinels
Antonella (shield 7r, divine favour 6r)
Flyn (gravity bow)
Lynn
Ischell (enlarged, 8r; -1hp)
The bold may act!
active conditions: bless (9r)

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I drew a cheap imitation of my threatened range. Ischell has combat reflexes, so he can make AoO even while flat footed. I forgot to say he would activate his Divine Bond (Weapon) for an additional +1 on the Kama (Standard action), lasting 5 mins
AC 19 (11 Touch, 18 Flat), AoO x2/round
With Power Attack:
+12/+7 Kama for 1d8+17
+9/+4 Unarmed for 1d8+10
Kama, Bless, Trip: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Kama, Bless, Trip: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20

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"Ha ha ha ... these megalomaniac's are all the same ... Chaldira is with me!" she shouts.
Swift Action: Keen, +1 weapon enchantment leading to +3 keen Scimitar. 1 arcane pool
Zaarah casts shocking grasp and moves forward to Spellstrike the pink Duergar ...
SG, if an attack succeeds,empowered : 5d6 ⇒ (6, 1, 5, 6, 2) = 20 +50%= 30
Free action to deliver SG, Keen Scimitar Black Blade +3 attack roll: 1d20 + 13 ⇒ (17) + 13 = 30
Damage Scimitar Black Blade +3, Dex mod +6: 1d6 + 9 ⇒ (4) + 9 = 13
Crit SG?,empowered : 5d6 ⇒ (4, 6, 1, 4, 5) = 20 +50%= 30
Crit confirm Keen Scimitar Black Blade +3 attack roll: 1d20 + 13 ⇒ (14) + 13 = 27
Crit Damage Scimitar Black Blade +3, Dex mod +6: 1d6 + 9 ⇒ (5) + 9 = 14
* * *
In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of the opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)
Opportune Parry: 1d20 + 13 ⇒ (3) + 13 = 16
Reposte Immediate Action:
Keen Scimitar Black Blade +3 attack roll: 1d20 + 13 ⇒ (4) + 13 = 17
Damage Scimitar Black Blade +3, Dex mod +6 : 1d6 + 9 ⇒ (3) + 9 = 12

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Kelumur races in and attempts to subdue one of the minions early. "Grr..." The half-orc fluidly draws his dagger and stabs the guard.
Move & Strike!
Cold Iron Dagger: 1d20 + 12 ⇒ (13) + 12 = 25P/S+Sneak: 1d4 + 6 + 4d6 ⇒ (3) + 6 + (1, 4, 3, 2) = 19

GM supervillan |

Zaarah hits an unsuspecting guard with a devastating attack - the duergar shudders and explodes in a burst of lightning.
Kelumur rushes in and delivers an ugly wound to a second guardian.
"Prostrate eich hun cyn gogoniant Droskar! Dim ond Mae'n gallu arbed chi!" shouts Chergin, as he conjures a wall of whirling force blades across the sanctum hall, threatening to cut the pathfinder vanguard to ribbons.
Zaarah and Kelumur attempt a DC 20 Reflex save.
Combat round 1
Zaarah (Ref save needed)
Kelumur (-1hp) (Ref save needed)
Chergin Ironwhip
Sentinels (purple - 19hp)
Antonella (shield 7r, divine favour 6r)
Flyn (gravity bow)
Lynn
Ischell (enlarged, 8r; -1hp)
active conditions: bless (9r)
Remaining duergar actions dependent on results of pathfinders' saves.