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The situation does not really allow for the knight's favored tactic. The lance strikes out at the remaining undead.
Attack: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 1d8 + 27 ⇒ (7) + 27 = 34
Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 1d8 + 27 ⇒ (3) + 27 = 30
Attack: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d8 + 27 ⇒ (2) + 27 = 29
Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d8 + 27 ⇒ (5) + 27 = 32
Think only the primary is a hit there...

GM Sedoriku |

Seems the forum dice gods were unhappy about something the past day or so. Everyone in the other game I'm GMing was rolling terribly.
Hendric punches out with his lance a few more times, but he only connects with his first hit, the next three all being dodged as the undead quickly ducks his weapon.
++++++++++++++++
Round 10/11
General Active Conditions: None
Molly -54
Peter
Gillian -13
Dear
Sir Hendric -10
Purs -23
~~~~~~~~~~~~~~
Wynn
Orange -115
Bold are up!
++++++++++++++++
Current map
Just another hit or two!

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Full rounding Orange right in his open mouth. If I a 29 fails to confirm but a 33 makes it I succeed my Dare. Also if I crit the Thundering enchant goes off. While Orange doesn't care about the Fort save, there is a loud head explosion if the crit kills it. (I imagine it looks like the head explosion from 'Chopping Mall').
"I bet you were a hell of a soldier before you died. Maybe we can speak after you stop moving."
It might be interesting to speak with dead after we clear this place but that might not be the most practical thing to do.
Attack 1: 1d20 + 24 ⇒ (7) + 24 = 31
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Attack 2: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16
Attack 3: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 12 ⇒ (3, 5) + 12 = 20
Attack 4: 1d20 + 24 ⇒ (16) + 24 = 40
Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Crit Confirm: 1d20 + 19 + 1d10 ⇒ (10) + 19 + (4) = 33
Extra Damage: 4d6 + 24 + 2d8 ⇒ (3, 2, 6, 1) + 24 + (8, 4) = 48

GM Sedoriku |

Molly fires off one shot that lands in the last remaining undead's eye, it stays on its feet, but as it opens its mouth to growl at the woman another arrow flies in and the entire head explodes in a shower of sparks and flesh. Sadly a 29 confirmed with out the dare
The fine mist of undead blood, and plopping sounds of flesh falling off the ceiling and hitting the floor slowly settles and the pervasive silence of the place decends again.
End Combat
Molly -54
Gillian -13
Sir Hendric -10
Purs -23
On the throne are the sets of chains that Molly surmises might be part of the ritual at the clock. It's a matter of a minute or so to pry one of the chain sets off the ice throne, the metal hard ice clinks and rings out as its folded and put into a bag.
There doesn't seem to be anything further in this room. Passages lead off to the north and to the east.
That was a long combat but mostly you guys survived, where would you like to explore next? North or East?

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Thats the one! Classic B movie. People get stuck in a mall and have to fight a bunch of unintentionally cute security robots after lighting strikes the command computer. Oh right the game! I vote East.
“Now that was a fight to make The Strong Man cast his eyes upon us. Purs, that was very brave, putting yourself out there after I performed a daring, OK Bubbles, fine, fine calm down. umm questionable, Ouch! OK, enough already. errr shortsighted maneuver that put me in a tight spot. Thank you.”

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Bubbles telepathically broadcasts his thoughts as he snugs himself back on Molly’s head.
“Molly was wounded but the undead’s claws. If someone could tend to her injuries we would be most grateful.”

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Sir Hendric checks his notes on the poem.
A stitch in time saves nine,
But what loop will the witch queen heed?
In pointless slaughter
The Old Crone’s daughter
A hapless mob did lead.
Now she sits in tomb that’s frozen,
The traitors’ blood all spilled
Upon the path that she had chosen,
Enthroned with collar gild.
Ringed in steel, three loops times nine
Prized from the luckless seat,
Supplicants kneel, of porcelain fine,
The banished queen to meet.
It matters not who’s dared to come
The demon’s soul to claim,
The weak shall die, the strongest live
And forever more remain.
He considers what Molly saw.
She then takes a step back and focuses on the throne. She notes that the chains intended to manacle the arms has 27 links. The leg chains have only 25. Also it seems one of the sets of chain for the arms has been pried off the throne and in recent years at least as it has yet to start repairing itself.
"Yes, as you say Molly, this is the luckless seat. Antimagic. Luckless for some."
Sir Hendric smiles at this. He thrives in an antimagic field, where even Beast Totem barbarians fear to tread. It is for this reason that he carries a scroll of Antimagic Field with a special item to help him activate it. It isn't a tactic that goes over well with most allies, so it is a last resort. But there are spells against which even the greatest strength of will cannot defend."So it sounds like one of the 27-link chains has been pried off already to create the fetters for the rebellious daughter. Maybe somebody bound in these chains is also under the Antimagic effect?
Now we have the other chain. I suppose we will see if it is useful.
I suppose we should go East to continue once Molly is healed."

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Molly closes her eyes and starts flexing her brain muscle. Thoughts float through her head and fight for dominance but before long the best idea stands triumphant.
“I’d argue that the Baba Yaga locked her daughter to this seat to mock her while she tortured her commanders, which are probably these unlucky folks.”
Molly uses her booted foot to wiggle one of the recently recorpsed.
“In the rooms leading up to this we found evidence of another group moving through this compound. I think the missing chain is similarly recent, this damage isn’t old enough to have been made when the poem was scrawled. Someone smart is ahead of us, not a giant or an ogre like we’ve seen, this room would have been filled with smashed bits if it was a giant, but someone who was able to remove this chain without bothering the undead. Someone smart enough to seek the demon’s soul and talented enough to do it. Oh yes. This, this is what I came for.
Whoever you are, I hope you don’t disappoint when we meet.

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Seems a good a plan as any. Do you have any wands you'd like used on those wounds Molly? Surely you'd like to be ready for the next challenge?

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I forgot I still had one of these, thanks for the pick me up. 3 charges left.
"Oh, sure Peter here you go.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Heeding Peter's advice, Molly and Bubbles utilize the rest of the downtime doing equipment checks and making small adjustments when needed.

GM Sedoriku |

Molly heals up with Peter from her wand and then does some heavy theorizing on what might be waiting for them ahead. Hendric also specualtes that the chians are needed for some ritual around the clock tower and then retrieves one of the chains himself.
From here, after a moment to check that their equipment is okay, the group moves east.
The door and small hallway mirror the ones on the other side of the chamber. They open into a wide chamber outfitted as a dining room, with three round, wooden tables, shiny with frost, and several chairs. The walls hold bookcases, and a number of woven carpets—stiff with age and cold—cover the floor. Five doors line the far wall.
Bubbles on Molly's head gives a scream of anguish as they two apporach the area. "EVIL!" before he collapses from the apparent strength of the aura.
Inside the room, Gillian is able to look at the ceiling and sees there's an aura of Illusion up there, though what it could be or what spell it is is unclear.
There's clearly an evil creature in here, but it's not attacking you yet. what do you do?

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I’ll start this up I guess. If I see something that isn’t an enemy Molly will make a note of it but keep looking.
Molly moves past Hendric with and looks around as she moves into the room.
Perception: 1d20 + 24 + 1d20 ⇒ (20) + 24 + (3) = 47
Bubbles! Wake up! Gillian says that the ceiling is an illusion but can’t see through it. What was the name of that gnome we used to run around with? Never mind it’s not important. He would do something like this and would summon stuff behind it. Or there might be nothing behind it. Let’s find out without magic.
Molly pulls a glass flask filled with a milky white liquid from a strap on her bandolier and takes aim at the ceiling of the room. She hurls it into the air with all of her strength and waits to see what happens.
The idea is to try to find out how far away the real ceiling is from the fake one. Also if something is hiding behind the illusion it might react or be covered in foam. The foam does not impair movement and acts as a splash weapon.

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Peter is intrigued by the aura taking out the Cassisian, but he stays invisible waiting for his allies to engage the source of the evil aura, assuming that the knight will engage if no one else does first.

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Sir Hendric has too high a Wisdom to walk into an obvious ambush.
"Gillian or Peter, can either of you Dispel the illusion?
Or, I have the eye ointment component for True Seeing, if one of you were able to cast the spell on me that I may see through the illusion."
But let's wait on Molly's investigation first.

GM Sedoriku |

Molly tosses a flask up at the illusory space and it disappears behind the 'ceiling' before sailing up what she counts to be another 10 feet or so and crashing into tiny shards. Foam starts to issue forth filling whatever space maybe up there, and she swears she could hear a faint cursing sound in what might be demonic?
But before she can try anything further, the perceptive woman realizes that the thing in the ceiling is not the only thing to worry about here. There's almost definitely something in the rooms on this level. Without a moment's notice 5 spirits float through the doors and focus their gazes on the woman. "What are YOU doing? You are still LIVING? Then DIE!"
BEGIN COMBAT
Peter: 1d20 + 13 ⇒ (7) + 13 = 20
Pursnikkitty: 1d20 + 0 ⇒ (10) + 0 = 10
Hendric: 1d20 + 3 ⇒ (17) + 3 = 20
Wynn: 1d20 + 10 ⇒ (19) + 10 = 29
Molly: 1d20 + 5 ⇒ (20) + 5 = 25
Gillian: 1d20 + 12 ⇒ (18) + 12 = 30
Spirits: 1d20 + 13 ⇒ (6) + 13 = 19
???: 1d20 + 7 ⇒ (12) + 7 = 19
With Molly able to give a warning, everyone but Purs is able to get the jump on them!
++++++++++++++++
Round 1
General Active Conditions: None
Molly
Peter
Gillian -13
Dear
Sir Hendric -10
Wynn
spirits
???
Purs -23
Bold are up!
++++++++++++++++
Current map

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Full rounding yellow.
“I think something's hiding in the ceiling!”
First, gotta knock out some ghosts.
Attack 1: 1d20 + 24 ⇒ (4) + 24 = 28
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18
Attack 2: 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 2d6 + 12 ⇒ (5, 4) + 12 = 21
Attack 3: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 12 ⇒ (2, 1) + 12 = 15
Attack 4: 1d20 + 24 ⇒ (14) + 24 = 38
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21

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Wynn draws a hand full of his ghost salt arrows and fires at blue.
rapid shot improved precise
arrow #1: 1d20 + 25 - 2 ⇒ (14) + 25 - 2 = 37
1d8 + 8 ⇒ (7) + 8 = 15 Magic, Good, Chaotic damage
1d6 ⇒ 3 electricity damage
if evil: 2d6 ⇒ (6, 1) = 7 damage
arrow #2: 1d20 + 25 - 2 ⇒ (10) + 25 - 2 = 33
1d8 + 8 ⇒ (3) + 8 = 11 Magic, Good, Chaotic damage
1d6 ⇒ 2 electricity damage
if evil: 2d6 ⇒ (6, 6) = 12 damage
arrow #3: 1d20 + 25 - 2 ⇒ (15) + 25 - 2 = 38
1d8 + 8 ⇒ (6) + 8 = 14 Magic, Good, Chaotic damage
1d6 ⇒ 6 electricity damage
if evil: 2d6 ⇒ (3, 1) = 4 damage
arrow #4: 1d20 + 25 - 2 ⇒ (14) + 25 - 2 = 37
1d8 + 8 ⇒ (3) + 8 = 11 Magic, Good, Chaotic damage
1d6 ⇒ 1 electricity damage
if evil: 2d6 ⇒ (5, 1) = 6 damage

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I'm assuming dispelling an illusion isn't an offensive action and thus I'm still invisible. If it is, Peter would do things differently.
This illusion is doing us no favors... Peter quickly works to bring it down, dispelling its magic
dispel magic check: 1d20 + 13 ⇒ (10) + 13 = 23

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Gillian flies a little ahead (flying up to the ceiling, so as not to block the charge), knowing that the spirits can't hurt her and won't be able to approach any of the team until her comrades leave the protective aura themselves.
Undeath Ward is active, 10-ft.-radius, DC 31 Will
- We will give you peace, spirits. Eternal.
Did Peter manage to dispel the illusion? I still have a standard, and I will proceed based on its results.
_____
- What else is there? Enemies again? - Dearie's deep voice rolls through the halls...
I wonder if an aether elemental can telekinesis grapple a ghost? )))
Grapple vs FF (?) CMD:: 1d20 + 27 ⇒ (8) + 27 = 35

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Sir Hendric enters Snake Style. He moves forward, under the flying Gillian (if that keeps him and Sentry within the radius of Undeath Ward).
He readies an attack against the first undead within reach.
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Not a Ghost Touch weapon, so only half damage.
He'll also get up to 4 AOOs on the undead as they approach.
#1: 1d20 + 25 ⇒ (13) + 25 = 38
Damage: 1d8 + 27 ⇒ (2) + 27 = 29
#2: 1d20 + 25 ⇒ (7) + 25 = 32
Damage: 1d8 + 27 ⇒ (5) + 27 = 32
#3: 1d20 + 25 ⇒ (1) + 25 = 26
Damage: 1d8 + 27 ⇒ (2) + 27 = 29
#4: 1d20 + 25 ⇒ (19) + 25 = 44
Damage: 1d8 + 27 ⇒ (1) + 27 = 28

GM Sedoriku |

AHHHHH, I completely lost track of this game, didn't I? I'm so sorry to keep you guys waiting. Ugh, talk about being a failure of a GM.
Two things: First I misread the information about the enemies and the incorporeals were actually large size (cause apparently humanoids dying makes large spirits?) And second I have litterally no statistics on the illusion spell other than the Will save to disbelieve. I don't know what the spell was nor who cast it. Furthermore, there's no one here who can cast illusion spells. I'm going to go with Peter's dispell working.
Molly takes up her bow and fires three rapid arrows at the undead. Her first, second and fourth arrows rip through the ephemeral matter that makes up the ghost like creatures. They don't seem as destructive as you'd expect for a normal flesh and blood creature but the do affect the things.
Wynn rushes up and fires fours shots at well, his arrows prepared with ghost salts prior. This proves to be extremely effective as the four arrows land into the 'flesh' of the ghost crying blues tears and tears almost half of its essence away dispersing the separated parts.
Peter, still invisible and unnoticed strides up and casts Dispel Magic the illusion proves to be old and easily removed, revealing a space flooded with foam above. There's a 'tch' of annoyed disapproval form something up there as it realizes that the spell is gone.
The illusion is gone (and more of the map has been revealed) but there is still a good amount of foam up there hiding anything you might be looking for. It'll take a few rounds for it to dissipate.
Gillian flies in closer and readies to do something, but mostly brings her barrier against undead with her.
Dear tosses a few feelers of telekinetic force around the blue tears, and he can tell a well woven net might help, but the few strands he tossed are too easy to slip through. I'll say you can definitely grapple them, telekinetic force is effectively a type of force effect and those affect incorporeal creatures without problem.
Sir Hendric also moves in closer, preparing to handle any undead that make it through the barrier.
The closer undead in front of you slither forward, but come up short at Gillian's barrier. They aren't a high enough hit die to break in sadly.
Peter: 1d20 + 30 ⇒ (6) + 30 = 36
Pursnikkitty: 1d20 + 9 ⇒ (2) + 9 = 11
Hendric: 1d20 + 34 ⇒ (3) + 34 = 37
Wynn: 1d20 + 22 ⇒ (11) + 22 = 33
Molly: 1d20 + 18 ⇒ (4) + 18 = 22
Gillian: 1d20 + 25 ⇒ (6) + 25 = 31
Dear: 1d20 + 19 ⇒ (11) + 19 = 30
Both Peter and Gillian, with their attention directed at the ceiling, notice a face peek out from the foam for a moment, as it glares down at the few humanoids below. Everything living in the room feels a chill run down their spines, but it proves to be too light an affect to affect them. Hrmm this is a DC 18 fort save effect, but everyone here BUT Sentry has a high enough bonus to pass no matter what. I forget how mounts and saves interact in situations like this.
They would both recognize this as a Nabasu Demon, and what it just likely did was a death-stealing gaze, an affect that weakens living creatures and steals the souls of humanoids, turning them into ghouls.
Arcana check for more information. Also Religion if you want to know about the undead.
The thing then pops back into the foam, a small hissing laugh echoing in the room.
Gillian could definitely take her action here if she wants.
++++++++++++++++
Round 1/2
General Active Conditions: None
Purs -23
------------------
Molly
Peter
Gillian -13
Dear
Sir Hendric -10
Wynn
Yellow Spirit -29
Blue Spirit -92
Other Spirits
Demon
Bold are up!
++++++++++++++++
Current map

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Since you can auto-fail saves on a 1, we do have to roll.
Fortunately, Sentry has an option that does not auto-fail on a 1. Sir Hendric can use his Indomitable Mount feat to make a Ride check as an immediate action, and Sentry can use that result as the save.
Sir Hendric Fort, Shake it Off: 1d20 + 23 ⇒ (9) + 23 = 32
Ride check for Sentry save: 1d20 + 30 ⇒ (13) + 30 = 43
I believe it is actually Knowledge (Planes) to know things about demons, not Arcana. Sir Hendric doesn't have either one.
Knowledge (Religion) to ID undead: 1d20 + 12 ⇒ (13) + 12 = 25
Can Sir Hendric attack through the barrier, since his lance has 10' reach? If so, his readied attack from last round would have triggered.
Attack Blue, PA, Heroism: 1d20 + 28 - 5 + 2 ⇒ (16) + 28 - 5 + 2 = 41
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Secondary: 1d20 + 20 ⇒ (19) + 20 = 39
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Tertiary: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Quaternary: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 27 ⇒ (4) + 27 = 31

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Can I able to see the demon from where I am standing or would I have to move?

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fort: 1d20 + 19 ⇒ (15) + 19 = 34
Peter closes his eye, not needing to make any attacks. He summons an angel to be his eyes.
fort: 1d20 + 19 ⇒ (12) + 19 = 31
A Movanic deva appears and casts holy aura on the pathfinders, warding their life forces from potential harm.
Knowledge (Arcana, Dungoneering, Local, Nature Religion, Planes: 1d20 + 34 ⇒ (14) + 34 = 48
Knowledge (Arcana, Dungoneering, Local, Nature Religion, Planes: 1d20 + 34 ⇒ (3) + 34 = 37
special attacks, special defenses, SQ, spell-like abilities in that order

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If I can full attack the demon I will. If I can’t I will move and attack but I will not move out of Gillian’s protective bubble. I can do a lot, but I can’t wrestle a ghost. Well, I’m sure there is a way but I’m not interested. I will Dare myself to hit the dude.
Attack 1: 1d20 + 24 + 1d10 ⇒ (5) + 24 + (5) = 34
Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16
Attack 2: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17
Attack 3: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22
Attack 4: 1d20 + 24 ⇒ (15) + 24 = 39
Damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19
“Perfect! A team event!”

GM Sedoriku |

Since you can auto-fail saves on a 1, we do have to roll.
Fortunately, Sentry has an option that does not auto-fail on a 1. Sir Hendric can use his Indomitable Mount feat to make a Ride check as an immediate action, and Sentry can use that result as the save.
Ah right, I forget that is a possibility. Only people in the room needed to save.
I believe it is actually Knowledge (Planes) to know things about demons, not Arcana. Sir Hendric doesn't have either one.
Bloody! Right I completely got caught in the PF2 mindset there for a moment.
Can Sir Hendric attack through the barrier, since his lance has 10' reach? If so, his readied attack from last round would have triggered.
I believe you can. Also missed that was a readied attack.
Hendric strikes out at the undead crying blue tears as it moves closer. It hits and tears away a bit more of the ephemeral flesh.
He sadly doesn't quite recognize these undead. But his lance is pretty accurate at hitting them, with the first three strikes at the undead causing it massive pain and making it writhe as more of it's body disappears.
Can I see the demon from where I am standing or would I have to move?
You could, if there wasn't foam. I'm going to say it fades in a few rounds but right now it's near impossible to see in the foam. (total concealment) in a round it should be fairly easy to see (partial) and then it should be just fine to target openly. You could also ready a shot if it pops its head out again.
Peter peers into the room and summons an angel to help the group. He also recalls what he can about the demon and the undead.
The demon is a juvenile Nabasu demon, likely one that has eaten quite a few souls but clearly not enough to mature and become the big hulking Nabasu that mature ones are. As a nabasu, it has the ability to give things a death glare, and if something with a soul dies near him, he could consume the life to mature himself. He likely can also sneak attack like a rogue. Special attacks: consume life, death gaze 19/day (DC 18), sneak attack +2d6 The thing doesn't ahve any special defenses other than those you'd normally expect from a demon. Additionally there aren't any truly special qaulities to the demon, minuse the spells it can cast.
3/day — enervation, silence (DC 16), vampiric touch
1/day — mass hold person (DC 21), regenerate, summon (level 4, 1 nabasu 30% or 1d4 babaus 30%)
The undead are Dread Wraiths. These are undead likely created by the nabasu, and clearly controlled by it given the timing and coordination of their attack. They can create spawn if they kill something that can be raised as an undead, but they don't have any special defenses other than being incorporeal. They do have an Unnatural aura to them scaring animals away unless they've been pushed by someone to get closer. Finally they don't cast spells.
I missed the unnatural aura, technically Sentry wouldn't approach without a DC 25 handle animal, but I can almost swear skill checks don't fail on a 1 and Sir Hendric has a high enough modifier to auto succeed.
++++++++++++++++
Round 1/2
General Active Conditions: Holy Aura
Purs -23
------------------
Molly DC 18 fort save, don't roll a 1
Peter
Deva
Gillian -13 Free action on demon; DC 18 fort save, don't roll a 1
Dear
Sir Hendric -10
Wynn
Yellow Spirit -29
Blue Spirit -152
Other Spirits
Demon
Bold are up!
++++++++++++++++
Current map

GM Sedoriku |

If I can full attack the demon I will. If I can’t I will move and attack but I will not move out of Gillian’s protective bubble. I can do a lot, but I can’t wrestle a ghost. Well, I’m sure there is a way but I’m not interested. I will Dare myself to hit the dude.
Dang, ninja'd. You can't quite see the demon. You could full attack and deal with concealment, attack an undead, or ready a single attack if he shows himself.

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My bow has Seeking and can deal with concealment if I know what square the demon is in. If I don’t know what square it’s in I will fire at it randomly.

GM Sedoriku |

My bow has Seeking and can deal with concealment if I know what square the demon is in. If I don’t know what square it’s in I will fire at it randomly.
That works for me! You know what square it’s in.
The demon takes a few arrows to the body. You hear it grumbling something about stupid blond haired children with more powerful bows than they ought ot have.Purs, Wynn, Gillian and Dear are up!

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Wynn takes a five foot step up and focus. In rapid succession, he tags, hopefully, every enemy in the room.
Hail of arrows, deadly aim, and PBS where it applies, PBM, Improved precise shot
ghost salt arrow vs red: 1d20 + 25 - 4 ⇒ (4) + 25 - 4 = 25
damage: 1d8 + 8 + 8 ⇒ (1) + 8 + 8 = 17
electricity: 1d6 ⇒ 3
if evil: 2d6 ⇒ (5, 4) = 9
ghost salt arrow vs purple: 1d20 + 25 - 4 + 1 ⇒ (7) + 25 - 4 + 1 = 29
damage: 1d8 + 8 + 8 + 1 ⇒ (1) + 8 + 8 + 1 = 18
electricity: 1d6 ⇒ 6
if evil: 2d6 ⇒ (6, 2) = 8
ghost salt arrow vs blue: 1d20 + 25 - 4 + 1 ⇒ (7) + 25 - 4 + 1 = 29
damage: 1d8 + 8 + 8 + 1 ⇒ (4) + 8 + 8 + 1 = 21
electricity: 1d6 ⇒ 4
if evil: 2d6 ⇒ (2, 2) = 4\
ghost salt arrow vs green: 1d20 + 25 - 4 + 1 ⇒ (4) + 25 - 4 + 1 = 26
damage: 1d8 + 8 + 8 + 1 ⇒ (3) + 8 + 8 + 1 = 20
electricity: 1d6 ⇒ 3
if evil: 2d6 ⇒ (4, 2) = 6
ghost salt arrow vs yellow: 1d20 + 25 - 4 ⇒ (2) + 25 - 4 = 23
damage: 1d8 + 8 + 8 ⇒ (8) + 8 + 8 = 24
electricity: 1d6 ⇒ 5
if evil: 2d6 ⇒ (6, 5) = 11
normal arrow vs demon: 1d20 + 25 - 4 ⇒ (6) + 25 - 4 = 27
damage: 1d8 + 8 + 8 ⇒ (8) + 8 + 8 = 24
electricity: 1d6 ⇒ 1
if evil: 2d6 ⇒ (1, 1) = 2
Wow, out of 6 rolls, not one above a 10.
Also, reminder, my arrows normally count as magical, good and axiomatic.

GM Sedoriku |

Wynn takes a proper position to take aim at every single enemy in the space and fires arrow after arrow after arrow, one for all five ghosts and an extra for the demon. He clips the corners of the room as he fires at the spirit bleeding ghostly blood and the one covered in ethereal pus. But the three slowly pounding against Gillian's barrier are all tagged with the holy ghost salted arrows. The blue tinged one takes an arrow to the center of it's form and with the sound of a long held sigh finally being released, fades from existence.
The undead continue to claw and pound on the invisible barrier, frustration mounting, but not able to do a thing.
The demon gives a hissing laugh, clearly thinking it's being cleaver using the foam that Molly threw up as cover. It shifts places and sticks it's head out from the foam again, hoping to steal the life energy of those below. Again a DC 18 Fort save from everyone living in 30' for the demon. i.e. everyone BUT Purs and Dear.
But as he moves back to take cover in the foam, the demon realizes that he's stirred it up too much and there's not enough to keep him hidden anymore, leaving him an open target.
++++++++++++++++
Round 2/3
General Active Conditions: None
Purs -23
------------------
Molly Fort save, don't roll a 1
Peter Fort save, don't roll a 1
Mr. Deva Fort save, don't roll a 1
Gillian -13 Fort save, don't roll a 1
Dear
Sir Hendric -10 Fort save, don't roll a 1, Sentry Fort DC 18
Wynn Fort save, don't roll a 1
Yellow Ethereal Pus -29
Blue Dissipated into the Ether
Purple Ribbons -32
Green Ectoplasm -29
Red Ghost Blood
Demon -52
Bold are up!
++++++++++++++++
Current map

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fort: 1d20 ⇒ 18 not a 1
Wynn looks up and begins firing at the demon.
Rapid shot. deadly aim, improved precise shot, clustered shots
arrow #1: 1d20 + 25 - 4 - 2 ⇒ (19) + 25 - 4 - 2 = 38
1d8 + 8 + 8 ⇒ (3) + 8 + 8 = 19 damage
electricity damage: 1d6 ⇒ 3
if evil: 2d6 ⇒ (3, 1) = 4
arrow #2: 1d20 + 25 - 4 - 2 ⇒ (13) + 25 - 4 - 2 = 32
1d8 + 8 + 8 ⇒ (2) + 8 + 8 = 18 damage
electricity damage: 1d6 ⇒ 6
if evil: 2d6 ⇒ (3, 2) = 5
arrow #3: 1d20 + 20 - 4 - 2 ⇒ (14) + 20 - 4 - 2 = 28
1d8 + 8 + 8 ⇒ (3) + 8 + 8 = 19 damage
electricity damage: 1d6 ⇒ 1
if evil: 2d6 ⇒ (4, 1) = 5
arrow #4: 1d20 + 15 - 4 - 2 ⇒ (12) + 15 - 4 - 2 = 21
1d8 + 8 + 8 ⇒ (5) + 8 + 8 = 21 damage
electricity damage: 1d6 ⇒ 3
if evil: 2d6 ⇒ (5, 4) = 9

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Full rounding the demon. Rapid and Clustered shot.
Molly flashes a smile at the demon as her and Wynn’s arrow fly towards their target.
“It’s all in the wrist. And the arm. And the bow. Oh! And the ridiculously sharp arrows.”
Fort Save: 1d20 + 21 ⇒ (8) + 21 = 29
Attack 1: 1d20 + 24 ⇒ (10) + 24 = 34
Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20
Attack 2: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18
Attack 3: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14
Attack 4: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15

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Sir Hendric Fort, Shake it Off: 1d20 + 23 ⇒ (6) + 23 = 29
Ride Check for Sentry Fort save: 1d20 + 30 ⇒ (11) + 30 = 41
The cavalier continues trying to get rid of the undead. It is slow going, as he is not particularly adept at fighting spirits.
Attack Green, PA, Heroism: 1d20 + 28 - 5 + 2 ⇒ (7) + 28 - 5 + 2 = 32
Damage: 1d8 + 27 ⇒ (6) + 27 = 33
Secondary: 1d20 + 23 - 5 + 2 ⇒ (19) + 23 - 5 + 2 = 39
Damage: 1d8 + 27 ⇒ (3) + 27 = 30
Tertiary: 1d20 + 18 - 5 + 2 ⇒ (9) + 18 - 5 + 2 = 24
Damage: 1d8 + 27 ⇒ (5) + 27 = 32
Quaternary: 1d20 + 13 - 5 + 2 ⇒ (2) + 13 - 5 + 2 = 12
Damage: 1d8 + 27 ⇒ (2) + 27 = 29

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Peter closed his eyes, so he doesn't need to roll. The gaze attack was described as 'death stealing' FWIW the Deva has Defensive Abilities nature’s pacifism, protected life force; DR 10/evil; Immune acid, cold, electricity, fire, death effects, energy drain, petrification; SR 21 if that helps him
fort save, if required: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21
Peter hears no cries for help and assumes his side is doing ok.
The Deva calls in his angelic voice," You should not exist, let me rectify that!" as a blinding holy smite explodes upon them.
damage: 3d8 ⇒ (3, 7, 7) = 17 20' radius hits all of them, but not the demon Will DC 18 for half and negate blind

GM Sedoriku |

Wynrell fires off four rapid shots at the demon. The first two slam into the demon and tear flesh from it's bones, the good damage seeming to burn especially.
Molly then sends her own series of arrows up, hitting with all but one, and clustering them in the same spot on the demon, which seems to help as they aren't as effective as she would have thought initially.
Hendric continues to harry the ghost seeping green ectoplasm. His first thrust and second both connect with the apparition but the knight realizes that his lance is getting covered in ectoplasm and it seems to throw him off his game for the next few thrusts.
Reading the ability itself makes it sound like it doesn't require interaction from the victims (especially as it's supposed to activate without players being aware at least at first, but it is a gaze attack and otherwise seems to follow the gaze rules so closing your eyes does make you immune to it it seems. Also I thought there was a reason the Deva shouldn't have to save. He'd be immune to the effects of this.
Peter stays on the defensive and keeps himself willfully blinded. The Deva next to him however goes on a complete offensive, building up a massive wave of holy power and then smiting the ghosts and anything else that might be evil in the vicinity. The ghosts all prove resilient enough to not take the full brunt of the holy light, hissing at the deva in loathing as they renew their battering at Gillian's barrier.
Gillian and Purs both close their eyes, defending against the demon.
Will save Green: 1d20 + 15 ⇒ (14) + 15 = 29
Will save Red: 1d20 + 15 ⇒ (7) + 15 = 22
Will save Yellow: 1d20 + 15 ⇒ (9) + 15 = 24
Will save Blue: 1d20 + 15 ⇒ (9) + 15 = 24
Enervation vs. Wynn Touch: 1d20 + 12 ⇒ (8) + 12 = 20
The demon leans over the barrier and gathers a giant glob of dark energy in his hands before releasing it as a ray against Wynn, in an attempt to drain life from the man. The ray lands a few steps away from the archer though, the demon surprisingly inaccurate.
++++++++++++++++
Round 3/4
General Active Conditions: Holy Aura, Haste
Purs -23
------------------
Molly
Peter
Azata
Gillian -13
Dear
Sir Hendric -10
Wynn
Yellow Ethereal Pus -38
Blue Dissipated into the Ether
Purple Ribbons -41
Green Ectoplasm -69
Red Ghost Blood -9
Demon -150
Bold are up!
++++++++++++++++
Current map

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- I understand everything, but I didn't like this enervation ray right now. Let's finish with this freak... Заклинаю тебя, изыди в Бездну, черт! - she utters menacing words in a mixture of celestial and irisen and then points a finger at the demon.
Dismissal DC30 - Nabasu

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Daring myself to hit the demon if he is still around. If he isn't I'll fire arrows at the ghosts. Do I still need a Fort Save?
Attack 1: 1d20 + 24 ⇒ (12) + 24 = 36
Damage: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Attack 2: 1d20 + 24 ⇒ (1) + 24 = 25
Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
Attack 3: 1d20 + 24 ⇒ (19) + 24 = 43
Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20
Attack 4: 1d20 + 24 + 1d10 ⇒ (4) + 24 + (7) = 35
Damage: 2d6 + 12 ⇒ (4, 4) + 12 = 20
Molly keeps her eyes on her target. She could fire at the general area and let her bow's magic do the rest, but that would be cheating.

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Sir Hendric feels Molly's sense of fair play rubbing off on him.
Even though sending spirits to the Great Beyond is not a game, and the spectres are not honorable foes deserving of a proper combat, this does feel rather unworthy of a Knight of the Sword.
Still, he continues his attacks.
Attack Green, PA, Heroism: 1d20 + 28 - 5 + 2 ⇒ (1) + 28 - 5 + 2 = 26
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Secondary: 1d20 + 23 - 5 + 2 ⇒ (4) + 23 - 5 + 2 = 24
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Tertiary: 1d20 + 18 - 5 + 2 ⇒ (7) + 18 - 5 + 2 = 22
Damage: 1d8 + 27 ⇒ (5) + 27 = 32
Quaternary: 1d20 + 13 - 5 + 2 ⇒ (1) + 13 - 5 + 2 = 11
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
His qualms impair his effectiveness.
Two nat 1's, and a 4 and a 7. And a 24 missed before, so I guess he is 0-for-4 this round.

GM Sedoriku |

Gillian points up at the Nabasu and utters a proclomation in a celestial/irrisen pidgin. A small rift appears besides the demon and seems to pull at it, but the thing stays planted to the spot, and swipes across the rift with a set of claws, dismissing the dismissal. "Trying to send me back early? Why I haven't even gotten the chance to say hello."
Molly fires up another salvo of arrows, hitting with two easily and missing with one, but she dares herself to hit a third time and the dare pays off, the arrow burrying itself next to the previous two.
Assuming clustered shots here. Again she has to dig the arrows into the demon's hard hide, but the first opens and rift and she skillfully buries the next two right in the same opening.
I forgot to add some descriptive text about this last time, but demon man didn't use his gaze attack, given how easily everyone passed his previous two. So, yup, no fort save.
Sir Hendric starts to feel his attacks on the undead might not be the most chivalrous of fighting styles and starts to contemplate that he should allow the ghosts a chance to retaliate, and the wavering of his will shows itself in a wavering of his weapon, his aim going all over the place and definitely not hitting any of the ghosts. Ouch those were some terrible rolls. It's scary how a nat one is the only way to miss with your first hit here.
Will save Nabasu: 1d20 + 28 ⇒ (9) + 28 = 37
Cast defensively: 1d20 + 31 ⇒ (20) + 31 = 51
Claw touch attack vs. Gillian: 1d20 + 34 ⇒ (8) + 34 = 42
Damage: 10d6 ⇒ (6, 5, 2, 5, 3, 1, 5, 2, 1, 3) = 33
The demon, deciding to stop underestimating the party, gives a mighty flap of it's wings and do something about the witch that is completely blocking his minions from getting at the party AND trying to get uppity and dismiss him. He descends a few feet from the ceiling, ending up level to the sorcerer and just inside the range of Sir Hendric. He scowls at Molly and Wynn before gesturing to himself with a clawed hand. "I am Takrilak, chief torturer here, and it's nice to have fresh, living people to work with again! Now, stop trying to kill me and we might be able to work something out. If not, then I guess I'll have to kill or incapacitate all of you."
He then waves a hand, keeping an eye on Hendric below to make sure the knight doesn't get any ideas about attacking him while he's casting, and causes a dark aura to manifest around his claws, which he then uses to lash out at Gillian.
Gillian, It seems that you don't have protection from evil up right now, so this should hit, right? The spell doesn't have the evil descriptor nor does it deal a typed type of damage as far as I can tell.
The claws graze the woman and the dark aura seethes itself into the wounds for a second, before flooding back out, now a blood red color and winds itself around and up Takrilak's claws seeming to fill the demon with new vitality. 33 damage to Gillian, 33 temp to Takrilak
++++++++++++++++
Round 3/4
General Active Conditions: None
Purs -23
------------------
Molly
Peter
Azata
Gillian -46
Dear
Sir Hendric -10
Wynn
Yellow Ethereal Pus -38
Blue Dissipated into the Ether
Purple Ribbons -41
Green Ectoplasm -69
Red Ghost Blood -9
Takrilak -198 33 temp
Bold are up!
++++++++++++++++
Current map

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Sir Hendric does have a trait to reroll a 1 on an attack roll 1/day, but tends to save that for Challenge/Charge attacks (which are in "only miss on a 1" territory against almost everything).
Sir Hendric points his lance up and skewers the demon.
Attack, PA, Heroism: 1d20 + 28 - 5 + 2 ⇒ (1) + 28 - 5 + 2 = 26
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Hey look, another 1!
Secondary: 1d20 + 23 - 5 + 2 ⇒ (19) + 23 - 5 + 2 = 39
Damage: 1d8 + 27 ⇒ (1) + 27 = 28
Tertiary: 1d20 + 18 - 5 + 2 ⇒ (13) + 18 - 5 + 2 = 28
Damage: 1d8 + 27 ⇒ (8) + 27 = 35
Quaternary: 1d20 + 13 - 5 + 2 ⇒ (9) + 13 - 5 + 2 = 19
Damage: 1d8 + 27 ⇒ (2) + 27 = 29
"Oh, I'm sorry, did anybody want to bargain with the abyssal abomination?"

GM Sedoriku |

Sir Hendric spikes his pike lance upwards and thrusts out at the much more lucrative target of the demon. His first thrust is brushed aside with a clawed foot and a yawn. The second does skewer the demon in the leg, earning a short lived glare from the demon and causing him to flap his wings giving him just enough extra space that dodging the next two thrusts is a cake walk or flight in this case. The demon then in a fake falsetto imitation that might be an imitation if Gillian's speaking voice says. "I, for one, would LOVE to make a bargain."
++++++++++++++++
Round 3/4
General Active Conditions: None
Purs -23
------------------
Molly
Peter
Azata
Gillian -46
Dear
Sir Hendric -10
Wynn
Yellow Ethereal Pus -38
Blue Dissipated into the Ether
Purple Ribbons -41
Green Ectoplasm -69
Red Ghost Blood -9
Takrilak -198 5 temp
Bold are up!
++++++++++++++++
Current map

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Nice to know your name. I got something right here for you." Wynn pulls a single arrow from his quiver and drains his arcane bond to cast a spell. "Takrilak,is it?"
As he repeats the name the arrow glows bright white.
casting Named bullet Arrow
Please don't die before next round...

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The SR 25 from holy aura applies to Gillian, so the demon needs to overcome that.
The angel moves back to freely cast and brings forth the holy smite once more. provoking
SR check against demon: 1d20 + 7 ⇒ (9) + 7 = 16
demon damage: 7d6 ⇒ (5, 5, 4, 5, 1, 2, 5) = 27
undead damage: 3d8 ⇒ (3, 6, 8) = 17 Will DC 18 for half and negate blind

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I really want that Named Bullet to go off so its arrows into ghosts. I'll Dare myself to attack the green ghost so if a 21 misses and a 38 hits the Dare succeeds. Rapid and Clustered Shot.
Molly's aim waivers for a moment before launching arrows at the unquiet dead. She furrows her brow but keeps her thoughts to herself. Bubbles, to keep himself from listening, shouts psalms in praise of Kurgess.
Is that demon giving up? He might be giving up. I mean... I'm supposed to let someone go when they give up. But there is a paladin in the group and it is not worth sticking up for a torturer and a feaster of souls. For now, I'll lay the dead to rest.
Attack 1: 1d20 + 24 ⇒ (4) + 24 = 28
Damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23
Attack 2: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17
Attack 3: 1d20 + 14 + 1d10 + 1d10 ⇒ (7) + 14 + (9) + (8) = 38
Damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23
Attack 4: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 2d6 + 12 ⇒ (5, 1) + 12 = 18

GM Sedoriku |

Whoops double checked everything that Gillian has on her character sheet but completely forgot about the Holy Aura. A caster level of 27 (Yeah I know it seems high to me too) shouldn't be an issue though.
Wynn prepares an arrow seeming to cast a spell and repeating Takrilak's name into the ammunition. For the first time since the start of the fight, the demon has a momentary look of worry on his face, he tries to recover the momentum though and watches everyone else in the fight.
The Deva steps out of attacking range and again throws a wave of holy energy over the crowded evil creatures. The holy tides wash up against what seems like a bubble of energy over the demon and fails to penetrate it, not affecting him at all. The ghosts beyond though don't seem to have the same protections and all get swept up in the flood. It doesn't do as much damage as one might expect to them and they seem to retain their eyesight as well.
Molly fires upon the green ectoplasm oozing ghost, and hits once, twice, then dares herself to hit a third time and lives up to the challenge she is sure she would have normally failed. She then hits a fourth time as well. The ghost wavers and parts of it fade, but it still exists on this plane some.
Will save Yellow: 1d20 + 15 ⇒ (14) + 15 = 29
Will save Purple: 1d20 + 15 ⇒ (12) + 15 = 27
Will save Green: 1d20 + 15 ⇒ (5) + 15 = 20
Will save Red: 1d20 + 15 ⇒ (6) + 15 = 21
Bite VS Wynn: 1d20 + 36 ⇒ (6) + 36 = 42
Claw VS Wynn: 1d20 + 36 ⇒ (17) + 36 = 53
Claw VS Wynn: 1d20 + 36 ⇒ (8) + 36 = 44
Bite: 1d8 + 6 ⇒ (6) + 6 = 12
Claws: 1d6 + 6 ⇒ (3) + 6 = 9
Claws: 1d6 + 6 ⇒ (6) + 6 = 12
Takrilak gives a small click of his tongue at the perfect firing from Molly, the golden haired one not leaving an opening for him to attack. He turns to Wynn and decides to try disrupting what ever the man is up to. With a beat of his wings he drops down five feet, leveling with Gillian and hovering just above Sir Hendric. The demon then snaps out with a set of jaws and then claws at the man as well. All three conenct with ease and leave scores across the elf's body. 33 damage total to Wynn
++++++++++++++++
Round 4/5
General Active Conditions: Holy Aura, Haste
Purs -23
------------------
Molly
Peter
Azata
Gillian -46
Dear
Sir Hendric -10
Wynn -15 (discounting the Temp HP)
Yellow Ethereal Pus -47
Purple Ribbons -50
Green Ectoplasm -118
Red Ghost Blood -18
Takrilak -198 5 temp
Bold are up!
++++++++++++++++
Current map

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I guess the undead aren't really a threat and the Deva won't be able to pierce SR with a whopping caster level of 7. Flaming greatsword it is.
The angel flies forth to deliver his holy sword against the foe.
good subtype if that helps with DR and a magic sword
Charge, power attack: 1d20 + 19 + 2 - 4 ⇒ (20) + 19 + 2 - 4 = 37damage: 2d6 + 10 + 12 ⇒ (6, 6) + 10 + 12 = 34 fire damage: 1d6 ⇒ 3
confirm Charge, power attack: 1d20 + 19 + 2 - 4 ⇒ (18) + 19 + 2 - 4 = 35crit damage: 2d6 + 10 + 12 ⇒ (2, 1) + 10 + 12 = 25

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Also note that the Deva gets a +6 morale bonus to hit on charge attacks due to Sir Hendric's banner. Probably not needed even for the confirmation with a roll like that.

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Ghosts gotta go. If a 26 misses and a 29 hits my Dare succeeds.
Bubbles dives into Molly’s bag and grabs a bunch of arrows.
“Thanks man. I was running low.”
Attack: 1d20 + 24 ⇒ (7) + 24 = 31
Damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Attack: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 12 ⇒ (2, 6) + 12 = 20
Attack: 1d20 + 24 + 1d10 ⇒ (2) + 24 + (3) = 29
Damage: 2d6 + 12 ⇒ (5, 3) + 12 = 20
Dare: 1d2 ⇒ 1

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Wynn knocks and fires the named arrow at the demon and follows up with a few more.
So will break this down. First arrow is the named. It goes against touch. If it hits, it will need to by pass SR or it has no effect.
named bullet: 1d20 + 22 ⇒ (8) + 22 = 30 vs touch
vs SR: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 + 8 + 8 + 1 + 7 ⇒ (8) + 8 + 8 + 1 + 7 = 32
if evil: 2d6 ⇒ (2, 2) = 4
electricity: 1d6 ⇒ 1
named arrow crit threat: 1d20 + 22 ⇒ (18) + 22 = 40 vs touch
extra damage: 2d8 + 16 + 16 + 2 ⇒ (7, 7) + 16 + 16 + 2 = 48
shocking burst: 2d10 ⇒ (5, 5) = 10
So...if it hit and did not bypass SR, it takes 29 physical damage and 1 electricity damage. If it hit and bypassed SR, it will by 36 physical and 1 electricity. If it hit and bypassed SR and confirmed crit, 84 physical and 11 electricity. Just for the named arrow.
And for good measure, will plug my two remaining into the demon as well for clustered shots.
arrow #2: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d8 + 8 + 8 + 1 ⇒ (1) + 8 + 8 + 1 = 18
if evil: 2d6 ⇒ (2, 5) = 7
electricity: 1d6 ⇒ 2
arrow #2: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d8 + 8 + 8 + 1 ⇒ (6) + 8 + 8 + 1 = 23
if evil: 2d6 ⇒ (1, 2) = 3
electricity: 1d6 ⇒ 4
Only the second time ever using that spell....I like it a lot. Might need to pick up spell pen though to make it more effective at getting passed SR