
GM Mike |

The echo does not attack Astrid as she glides by, seemingly only having eyes for Zazu now that Veryna is down.
Touch Zazu: 1d20 + 9 ⇒ (16) + 9 = 25
Touch cold damage: 1d6 ⇒ 4
Touch CHA damage: 1d4 ⇒ 4
Corporeal rounds: 1d4 ⇒ 3
It lashes out at Zazu, its hand passing through the tengu's armor as if it were not even there. 4 cold damage and 4 CHA damage. As it pulls its hand free, you see it solidify once again, as if it were stealing some of Zazu's life force.
[code]c = creature | a = astrid | v = veryna | w = william | z = zazu[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ z _ _ _ _ _[/code]
[code]_ _ _ c w _ _ _[/code]
[code]_ _ _ v _ _ _ _[/code]
[code]_ _ a _ _ _ _ _[/code]
Round 5:
William (-4 to attack, 3 STR damage)
Astrid (can attack lethally next round!)
Zazu (14 damage, 1 CON damage, 2 STR damage, 4 CHA damage, can't use non-sword hand)
Ephemeral Echo (?? damage, currently corporeal)
Veryna (unconscious, 4 CHA damage, currently -5hp)
Bold may act (need a con check from Veryna to stabilize).

Veryna Drosilsyn |

Con Check to Stabilize, DC 10: 1d20 + 1 - 5 ⇒ (17) + 1 - 5 = 13
YAY!! Stable!

GM Mike |

ROUND 5 SUMMARY
- Zazu attempted to force the creature into corporeality but it resisted.
- William stabbed and missed.
- Astrid moved into position to help Veryna out.
- The creature landed a hit on Zazu and dealt cold and charisma damage. It became corporeal again.
- Veryna stabilized.
[code]c = creature | a = astrid | v = veryna | w = william | z = zazu[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ _ _ _ _ _ _[/code]
[code]_ _ z _ _ _ _ _[/code]
[code]_ _ _ c w _ _ _[/code]
[code]_ _ _ v _ _ _ _[/code]
[code]_ _ a _ _ _ _ _[/code]
Round 6:
William (-4 to attack, 3 STR damage)
Astrid (can attack lethally next round!)
Zazu (14 damage, 1 CON damage, 2 STR damage, 4 CHA damage, can't use non-sword hand)
Ephemeral Echo (?? damage, currently corporeal)
Veryna (unconscious (stable), 4 CHA damage, currently -5hp)
Bold may act.

Astrid the Monk |

Astrid suddenly remembers that Veyna has something in her pack that might be a little more useful currently than the healing potion. She reaches into Veryna's pack, fishes around for a moment, and then pulls out the container of smelling salts that she knew Veryna always carries around.
She cracks open the top of the container and waves it in front of Veryna's face hoping that this will do the trick.

GM Mike |

William, carefully watching for an opportunity if the creature were to go corporeal again, strikes out with practiced precision. His rapier slides easily between two of the creature's ribs, piercing its heart. It lets out a final wail, but this one is almost triumphant, thankful. Its eyes lock with William's as its form fades away and dissipates.
Well. That was the first fight. Fun! What's next? Just a casual glance around tells you that it is highly unlikely you are going to find the type of healing you need after this battle in Hope's Hollow.

Veryna Drosilsyn |

Assuming Astrid wakes Veryna up with the smelling salts...
The foggy darkness of unconsciousness is torn asunder by a sharp, acrid odor piercing through Veryna's brain, and she starts awake with a choked wail. She shudders under the agony of cracked ribs and internal bleeding. With a shaky hand, she touches the holy symbol under her dress and concentrates. Healing energy sends stabbing, painful itches throughout her wounds as they begin to seal up.
Casting two cure light wounds.
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
CLW: 1d8 + 3 ⇒ (2) + 3 = 5
With a heavy sigh, she surveys the damage dealt to her comrades and shakes her head, sending a message to William.
She slowly takes to her feet, waving a hand over her clothing a few times to mend the damage and clean her blood out of it.
Casting mending and prestidigitation.

Astrid the Monk |

Despite seeing her stand on her own power, Astrid rushes over to Veryna and begins looking her over to make sure she is okay. Checking her for still-bleeding wounds are any visible injuries.
Astrid, for all the hardened and disciplined monk that she has become, still has a soft spot for her longtime friends. She nods, in a questioning way that her friends have learned is more of a concerned nod than a nod of acceptance/approval, to Veyna to confirm she is okay.
She does much of the same to her other companions as well. She knows that they were not nearly as bad off as Veryna was but checks them over nonetheless.

Zazu Scuttle |

Breathing heavily, Zazu looks around at his companions, taking note of how everyone seems to be holding up. "I don't know about anyone else, but I surely didn't expect that welcoming party. something about that creatures attacks has left me feeling drained, how did everyone else fair? Veryna do you need any more healing?"
Zazu stops for a minute and coughs, noticing a little blood mixed in with the phlegm and says "Seems I am a bit worse for the wear, alright everyone gather close and I will channel."
Ferver Channel: 2d6 ⇒ (6, 2) = 8
Most of Zazu's wounds heal up and his breathing seems to be less labored. He also realizes that his hand is no longer throbbing with pain and lets his hang at his side again.
"If these types of encounters are going to be a regular occurrance perhaps I should spend some time crafting a wand that will help keep us in peak form. If I recall it could be a bit pricey and may take a couple of days, but if everyone is willing to chip in it could be something that saves our lives down the line."
I would need 2-3 days to craft a wand of lesser restoration.
I currently have 1,150 GP and need another 1,100 GP to be able to craft it. Are you all interested and do we have enough GP among us to craft it?

Veryna Drosilsyn |

After adjusting her attire and wrapping the spiked chain around her waist again (giving a little shudder as the spikes press painfully against her flesh through the fabric) she smiles at Astrid, giving her fellow mute a reassuring squeeze on the shoulder before gently stroking the feathers of Zazu's arm to establish a new telepathic bond.

Zazu Scuttle |

Good point Veryna, LEt me know how long you need to rest and I will prepare accordingly so we can find your friends.

Veryna Drosilsyn |

Veryna shakes her head before sending another message to Zazu.

Willam Longwhiskers Fredrickson |

“‘’m alright, Astrid. You’re right, Veryna, we’re not safe here. Even less safe than normal, I suppose. See, this is why we need a ship. Crazy ghost ladies don’t just float up to you and attack you while you’re rounding the eye of Abendago. Well, there was this one time...besides the point! We’re hurt. We need some rest. Wouldn’t say no to a hit on the grog bag, either, wot.”
“Zazu, I don’t have that kind of money. Never been much of a saver, you see. Might just need to sleep this off unless your God can help us.”
Good goddess I could use a lie down. Feeling heavier than a Cheliaxian tradeship after a storm. Gotta get right, three-toes.
Willam looks down at his left hand and clenches it before meeting the eyes of his party menbers. “Back to Cassomir, then?”

GM Mike |

The party returns to the horses tied up just outside town, still not seeing a soul around despite it being mid-day. Only Astrid came out of the fight unscathed; the rest of you are a pitiful looking bunch. You aren't really in shape to guide your horses at much faster than a walk, so it takes a little longer to get back to Cassomir. You enter the city just as the sun is setting and head directly for The Sword Point.
As you enter, you see Branda and Verus sitting at a table. Verus, sitting facing the door with his back to a wall, notices you enter and points you out to Branda. She turns and her eyes widen when she sees the state that the party is in. "Oh my, looks like you ran into some trouble! Please, come, sit. Verus, pull up some chairs, please." The large man obliges and you all sit with the couple. Branda looks at the party with concern, and maybe a little bemusement? "You left here barely four hours ago! Please tell us what happened and what we can do to help."

Astrid the Monk |

Astrid takes a seat after everyone else does, wherever in the room that might be.
As soon as Branda is done taking, Astrid takes a deep breath as if she were about to tell the whole story on one breath... pauses... Looks sound at everyone... And then shuts hey mouth.
She gives a both smile, which you all know is as close to laughing as she gets.
She gives a wink to get friend's and then labs back and folds get arm's.

Veryna Drosilsyn |

Veryna gives Astrid a weird look and checks her for signs of a stroke.
Heal: 1d20 + 6 ⇒ (5) + 6 = 11
She is able to change her telepathic bond only once more today, and considers saving it for later, but sighs and shakes her head. There is no time. She touches Branda's hand and begins.
Need a Diplo on that?

GM Mike |

No diplomacy necessary; they have a vested interest in this quest and her attitude to you is definitely Helpful. It'd basically be an autopass with the bonus I'd give you.
Branda's face grows more and more grim as Veryna relates her story. Verus is accustomed to being left out of conversations between his wife and Veryna, but he still is unable to completely keep the impatience off his face. After Veryna finishes her recounting of the fight, Branda paraphrases to Verus and then addresses the whole party. "My, my. I didn't realize things had gotten that bad in Hope's Hollow. And you are certainly correct, dear Veryna, that time is of the essence. Luckily for us, the temple of Abadar owes us a favor for that time that we solved their little embezzlement problem." Branda and Verus share a knowing glance at this. "Come with me. They'll get you healed up."
Branda leads you to the temple and speaks with the head cleric briefly. Hand wavey, blah blah, we'll say you're healed and can head back out first thing in the morning.
While leaving the temple, Branda addresses you again. "While we have made many friends over the years, I am afraid that what just happened was a one time thing. You all were in rough shape and we had to cash in a giant favor for that. It was well worth it, but there are limits to what even The Golden Watch can get for free. Please try to roll better next time and DON'T FORGET ABOUT HERO POINTS, YOU DUMMIES."
Okay, so we just hit the reset button. Back at square one! It's the next day. What now? Back to Hope's Hollow? Go check out Flinn's place in Cassomir?

Veryna Drosilsyn |

Veryna wants to go back to Hope's Hollow and punch more ghosts. Votes?

Zazu Scuttle |

At the start of the next morning, Zazu goes through his normal routine of laying out various baubles and items he has collected which remind him of home, a sea shell, some drift wood, and a vial of sand. Once they are organized in front of him he grasps the shell around his neck and prays to Desna. Now knowing what they may face he changes some of his spells that he has for the day so that he can better assist where needed. Once this is completed he stands and seeks out his friends.
"I have prepared for the day and am ready to head back there if when the rest of you are."

GM Mike |

Recovered from your harrowing fight with the ephemeral echo, you head out of Cassomir just after dawn, arriving in Hope's Hollow mid-morning. It is still essentially deserted; there is none of the normal morning bustle that you would expect in a town of this size. It is eerie and offputting.
You approach Mother's Care Home, the largest building in the town. It is stark and quiet; there is no activity outside, though the more perceptive among you think that you may have seen a hint of movement coming from inside. You can't help but feel uneasy, but you push forward.
What do you do?

Astrid the Monk |

Astrid stops in front of the building after getting the feeling that something might be moving inside and tries to figure out what she thinks she saw
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Astrid taps Zazu on the shoulder and points to a middle-aged woman standing across the street. She appears to have tears welling up in her eyes.

Veryna Drosilsyn |

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Veryna also sees where Astrid is looking, and narrows her eyes.
With a slight gasp, she pulls the spiked chain away from her waist and readies it.
Her mouth moves as if speaking, but no sound emerges, and the unnaturally long fingers of her free hand twist and jerk in a strangely rhythmic pattern before twisting into a spire shape and drawing the hand from her head down to her lower stomach. Waves of force energy ripple out from her hand as she draws it down, covering her in an invisible, protective field.
Casting mage armor. It lasts 2 hours.

GM Mike |

Seeing the party notice her, the woman walks over, seemingly oblivious to Veryna's vigilance. She looks at the home and then back at you. "Hello. My name is Mura. Mura Boles. Do you have family here? Have you been allowed to see them? We brought my father here because the new owner promised good care. After he took over, everything was clean and bright, and Father seemed happy. Then the staff stopped allowing visitors. Instead of proper food, they served gruel and water. Father was old, but he wasn't sickly. Yet he passed on quickly after we brought him here." She looks up with bitter tears welling in her eyes. "If you have loved ones here, get them out now! Don't let them suffer and die in there!"
With that, she just stands there, defeated. "I have been trying to talk to someone about his treatment, but no one will talk to me." At this point, she seems to realize that she has been dumping her problems onto strangers. "I'm sorry for bothering you. I just feel so lost and you're the first people I've seen around here in ages. It's too late for me, but if there is someone important to you in there, get them out before they die too!"
She finally can't take it anymore. Her hands go to her face and she turns, walking away sobbing.
Little known fact: that lady was distant cousins with one Tom Exposition! What do you want to do now?

Veryna Drosilsyn |

Veryna purses her lips and stares at the doors, thumb gently running along the spikes on her chain.

Astrid the Monk |

Astrid does not wait for anyone else. What she heard is enough to make her furious at whoever runs this place. She is going to get some answers...or rather...she is going to get the place where the answer are and then let William or Zazu get some answers...
She opens the door as quietly as she can and walks in taking a look around.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14

GM Mike |

Perception 1: 1d20 + 4 ⇒ (10) + 4 = 14
Perception 2: 1d20 + 4 ⇒ (3) + 4 = 7
You enter Mother's Care Home for Invalids. Normally you'd expect a business like this to have nurses and aides milling about, residents going about their days, or someone to greet visitors that enter through the front door at the very least. This facility has none of those things.
The brief hallway beyond the front door of the care home is bleak and gloomy. A large meeting area with several tables is completely devoid of patients and family members. Two offices near the door feature small windows -- the only light within the building appears to be from the exterior windows.

Willam Longwhiskers Fredrickson |

Willam tugs at his ear and nods at Veryna. “I’m not exactly a blunt instrument, but I think I can make do. We best join our zealous friend before she walks into it.”
“Zazu, shiny stuff that way! In you go, feathers.”
Willam turns and scurries through the door next to Astrid. Cheery place, this. Glad I don’t need to worry about ending up in a home. No reason to think she’d be wrong about that.
perception: 1d20 + 10 ⇒ (13) + 10 = 23

Veryna Drosilsyn |

Veryna steps cautiously into the building, keeping an eye out for anything unusual--or any people whatsoever. For the time being, she stows her chain back around her waist.
Stowing the weapon and scanning the area.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23 (+1 vs Traps)

GM Mike |

To your right, there is a deserted dining room. The dining room is separated by a partition from the kitchen to the north. To your left, there are two closed doors leading to what you presume are offices. Between those two doors, a hallway leads to another set of double doors that go outside. Straight ahead, you see two closed doors and a hallway leading in either direction. You guess that these are patient rooms.
You hear some movement and muffled voices coming from behind the southernmost closed door to your left.

Veryna Drosilsyn |

Veryna slips quietly up to the southernmost door and tries to listen to the other side.
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

GM Mike |

As Veryna reaches for the doorknob, the door opens. The main office is furnished with two disorganized desks and shelves covered in flat papers, quills, and inkwells. Two middle-aged administrators, a man and a woman, look at one another as if they're surprised to receive visitors. The man stands and looks down his nose through a pair of spectacles, saying nothing.

Zazu Scuttle |

Zazu's feathers at he hears William use his nickname and enters in behind the rest of the group. He looks about the room to get his bearings and when he notices the people in front of Veryna he walks up and addresses them.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
"Ah why good day madam and sir, me and my companions are hoping that we can visit with an old associate of my friend here by the name of Dern Fosimuth. We were led to believe that he has taken residence here."
As Zazu speaks he points to Veryna as he mentions my friend and when he finishes he pauses for a minute before saying.
"By the way, your town seems to have a very interesting greeter.
The damn thing gave us quite the fright. Do you normally have a problem with undead in these parts? If so perhaps we can work out a deal, as me and my friends are quite adapt at dispa... "
Mid-sentence Zazu gets distracted by the glint of light coming from William's weapon and quickly turns his gaze in that direction as he concentrates on the shiny object.

Willam Longwhiskers Fredrickson |

Willam strolls up behind Veryna and smiles his best smile. It would be better to keep this cordial, Three-Toes. Something fishy is going on here, but these two may just be innocent idiots.
"Ahoy, there! Calm seas to you both. Lovely place you've got here. Quiet. Must be right good for the residents. We'd thank you kindly to point us in the direction of Mr. Fosimuth.'

GM Mike |

Disguise 1: 1d20 + 12 ⇒ (15) + 12 = 27
Disguise 2: 1d20 + 12 ⇒ (10) + 12 = 22
The man looks at the party impatiently. "I am sorry, but there are no visitors right now. Please leave."

Zazu Scuttle |

Zazu snaps out of his daze and looks at the two administrators. "I'm sorry how rude of me, My name is Zazu Scuttle, what may your names be my good sir and lady? Also can you tell me exactly what you are, because while you may seem human at first glance I can see through your ruse and you are most definitely not human." In a hush tone he adds "It was the bit of purple skin peeking out from your sleeve you see, very unhuman like indeed. but don't worry I am sure you correct that next time."
As Zazu says this he readies himself in case these two "people" decide to attack the group.
Zazu readies an action in case they decide to attack.

GM Mike |

The "man"'s lip curls up in a snarl, it looks back at its companion, and all semblance of disguise falls away. What remains are two purple-skinned creatures covered nearly head to toe with tattered robes and rags. (They look like >>this<<.)
Init 1: 1d20 + 4 ⇒ (16) + 4 = 20
Init 2: 1d20 + 4 ⇒ (18) + 4 = 22
Astrid initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Veryna initiative: 1d20 + 3 ⇒ (14) + 3 = 17
William initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Zazu initiative: 1d20 + 3 ⇒ (3) + 3 = 6
SURPRISE ROUND
Zazu, take your readied action, then we will proceed into round 1.
Round 1:
Creature 2
Creature 1
Veryna
William
Astrid
Zazu

Zazu Scuttle |

Zazu reaches back and touches William's rapier with a glowing hand, bestowing a blessing from Desna's upon his weapon.
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

GM Mike |

Kukri 2: 1d20 + 9 ⇒ (4) + 9 = 13
Damage 2: 1d3 - 1 ⇒ (3) - 1 = 2
Sneak attack damage 2: 2d6 ⇒ (3, 4) = 7
Kukri 1: 1d20 + 9 ⇒ (10) + 9 = 19
Damage 1: 1d3 - 1 ⇒ (3) - 1 = 2
Sneak attack damage 1: 2d6 ⇒ (3, 6) = 9
The creature adjacent to Veryna stabs with its kukri, but the strike glances off of her shimmering magical barrier. However, it steps aside to allow its companion to step forward and Veryna is caught off guard by the speed with which these creatures move. Its kukri finds purchase high in her chest. 11 damage.
Round 1:
Creature 2
Creature 1
Veryna (11 damage)
William
Astrid
Zazu
Bold may act. Anyone not attacking directly through the door (ie, Veryna and Creature 1) will take a -2 penalty for cover.

Willam Longwhiskers Fredrickson |

What might these be, I wonder?
knowledge local: 1d20 + 7 ⇒ (17) + 7 = 24
"Everyone be on their guard!" Willam communicates everything he recalls about the Dark Slayers.
Willam raises his rapier and stares down the blade, aiming under Veryna's arm and thrusting with a flourish.
precise strike holy rapier with cover: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
damage: 1d4 + 7 + 5 + 5 + 1d6 ⇒ (2) + 7 + 5 + 5 + (1) = 20
Spending a panache point to double precision damage.
CHIPS!

Veryna Drosilsyn |

Veryna hisses as the kukri rips through her pale gray flesh. Standing her ground for the moment, she draws on her sorcerous power and calls to mind flames.
Casting defensively to use burning hands.
Concentration, DC 17: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d4 ⇒ (2, 1) = 3 Ref Half, DC 15
Wow. So glad I spent all that time to deal 3 damage.
Scorching fire erupts from her cupped palms and engulfs the creatures. She steps back to let one of her more martially inclined companions dive into the fray.
5ft step back.

Zazu Scuttle |

Zazu pulls out his starknife and as a swift action calls upon desna to bless it with the power of cold, then takes a swing at the creature next in the doorway.
Enacted Sacred Weapon to give my dagger the frost weapon enhancement (+1d6 cold damage)
Attack Roll: 1d20 + 8 ⇒ (12) + 8 = 20
Damage+Cold: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10

Astrid the Monk |

Astrid calmly and quietly walks up to the remaining enemy, smiling at Zazu as she does so. She breathes in deep with her eyes closed as she focuses her energy. The bolt of lightning on her neck begins to animate. 5 foot step to stand next to Zazu
Astrids eyes snap open as she punches with her right fist and then with her left palm. She follows that up with a high-kick aimed at the things head.
Elemental Fist(electricity): 1d20 + 7 ⇒ (4) + 7 = 11
Elemental Fist(electricity)DMG: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (2) = 12
The elemental damage is taken even if i miss
Unarmed Strike: 1d20 + 7 ⇒ (15) + 7 = 22
Unarmed Strike Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Unarmed Strike: 1d20 + 7 ⇒ (13) + 7 = 20
Unarmed Stirke Damage: 1d8 + 2 ⇒ (3) + 2 = 5

GM Mike |

Reflex 1: 1d20 + 8 ⇒ (7) + 8 = 15
Reflex 2: 1d20 + 8 ⇒ (15) + 8 = 23
Veryna reflex: 1d20 + 4 ⇒ (9) + 4 = 13
Veryna sonic damage: 1d8 ⇒ 7
ROUND 1 SUMMARY
- The administrators dropped their façade when challenged by Zazu. One of them was able to catch Veryna unawares with a kukri strike for 11 damage.
- William put the point of his rapier directly in the first dark slayer's throat, a nearly fatal blow.
- Veryna dealt the fire damage equivalent of putting out a candle with your fingertips.
- Zazu finished off the first slayer, which then imploded violently into nothingness. Everyone but Veryna was protected by the wall, and she managed to avoid going deaf. (7 sonic damage)
- Astrid entered the room and landed two of three blows.
IMW attack: 1d20 + 8 ⇒ (18) + 8 = 26
IMW damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
Soul Harvest damage + temp hp gain: 1d6 ⇒ 2
The remaining slayer reaches out to touch Astrid with a hand glowing with malevolent black energy. Astrid feels a jolt and terrible pain wracks her body. The slayer seems to gain some strength from Astrid's pain. (15 damage)
ROUND 2
Dark Slayer 2
Dark Slayer 1 (14 damage)
Veryna (18 damage)
William
Astrid (15 damage)
Zazu
Bold may act.

Veryna Drosilsyn |

As the wave of supersonic pain ripples across her flesh, Veryna shudders and seems to be bolstered by it. With a wicked gleam in her eye, she touches Astrid, releasing a tendril of that same ecstatic pain as her wounds are aggressively yanked closed.
Casting cure light wounds on Astrid then stepping back 5ft.
CLW: 1d8 + 3 ⇒ (3) + 3 = 6

Astrid the Monk |

Astrid gives a slight shiver as the healing from Veryna takes hold. She gives Veryna a thumbs up behind her back and then launches another flurry of attacks at the creature. The flame tatoo bright as ever on her neck
Swift Action switch to Efreeti Style
Elemental Fist(fire): 1d20 + 7 ⇒ (18) + 7 = 25
Elemental Fist(fire)DMG: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
The elemental damage is taken even if i miss
Unarmed Strike: 1d20 + 7 ⇒ (11) + 7 = 18
Unarmed Strike Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Unarmed Strike: 1d20 + 7 ⇒ (12) + 7 = 19
Unarmed Stirke Damage: 1d8 + 2 ⇒ (3) + 2 = 5
-2 Ki points including the one from my last attack. I am now at 6

Willam Longwhiskers Fredrickson |

Willam slides by Veryna and Astrid, attempting to nimbly avoid the slayer's attack.
acrobatic: 1d20 + 12 ⇒ (19) + 12 = 31
Front handspring oughtta do it! Nobody ever expects it.
Now with a clear view on the slayer, Willam lines up his strike.
rapier attack: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 1d4 + 7 + 5 + 1d6 ⇒ (4) + 7 + 5 + (4) = 20
rapier attack to confirm crit: 1d20 + 13 ⇒ (9) + 13 = 22
crit damage: 1d4 + 7 ⇒ (3) + 7 = 10

GM Mike |

Astrid reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Astrid sonic damage: 1d8 ⇒ 3
Astrid's furious attack destroys the dark slayer before it knows what hits it. It implodes with a look of surprise on its face. (3 damage to Astrid, not deaf. William, your attack didn't happen.)
END COMBAT. Both Astrid and Veryna took 18 damage.
Each slayer left behind its gear:
- Disguise Kit
- Wand
- 75gp
There is nothing else of note in this room, but the people supposedly in charge of this place turned out to be weird creatures. What's next?