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^It looks like the website posted the same post twice so we can go with the original (good) post. :)
Yeah, thanks, just noticed and deleted the duplicate. I've been having lots of issues with the paizo website recently, unfortunately. :(

DoubleGold |

The last stirge is destroyed and the heroes are out of combat.
You figure out that to get rid of the unholy water in room 13, you can destroy the basic or empty the water and since Shamus is Neutral and would take no damage, you can say that you did. The unholy water becomes regular water once it exits the basin, and this eliminates a hazard that affects the room and could potentially affect the whole dungeon. You can go back into the left room 10 if you wish, but there is nothing of interest.
Heal up if you wish. You still have room 2, 3, 4, 11, 12, 14 and the wallways above 13 to explore.

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Rogarch get some help with her wand from Greithe and is healed up completely after one more charge.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
She puts those two wands away and then attempts to sharpen her senses again with a little help from Helping Hand. The wand of Heightened Awareness triggers on the first attempt. She places it away for safekeeping.
UMD,Heightened Awareness,Guidance: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
"Alright, people. What now?"

Helping Hand |

Helping Hand blesses Rogarch again with further Guidance and stands watch for more trouble.

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Thanks Jim says after the last stirge is defeated. Bed rest huh. Yeah ... I suppose I can put up with that ... as long as there are pretty nurses about
"Well, don't ask for any mouth-to-mouth."

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The gout of flame not only engulfs the pesky giant skeeters, but it also engulfs Grelthe.
"Ooo! Quite sorry about that!"
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Charred stirge husks littered about the floor, Shamus quickly shuffles over to Grelthe while pulling out a gnarled and bent short stick.
His eyes go wide in shock as he gets a good look at Grelthe's sooted face.
"Yikes! I hope you didn't want to keep those big bushy eyebrows of yours."
He lets out a muffled embarrassed chuckle.
"Here. Let me take care of those wounds."
CLW wand: 2d8 + 2 ⇒ (3, 4) + 2 = 9
He then turns to get a good look at Jim to diagnose his symptoms. He pokes and prods the wiry lad.
Heal: 1d20 + 8 ⇒ (16) + 8 = 24
"Hmm. Pallid skin, baggy eyes, thirst for adventure. Yep. It's what I thought. You have dungeon fever, my good lad."

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Agirran ignores the fact that Jim ignored his comment. Two can play this game!

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Rogarch shakes her head at the petty antics between Jim and Agirran.
"We need to keep going."
With these words Rogarch takes a peek into room 11.

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Grelthe sniggers at Agirran's joke, and then calls out to Rogarch "Why don't we cycle around the rest of the southwest side before heading up to the north end? There's another hall through this room heading south."
She checks her eyebrows after Shamus' healing, and thanks him.
I don't remember if I ever made that religion check about the water in 13 or not?
Perception Room 10-west: 1d20 + 5 ⇒ (8) + 5 = 13

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Rogarch waits a moment for the rest of the party to catch up with her and then enters room 11. She looks around the room as does her familiar.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Helping Hand |

Helping Hand is on Rogarch's shoulder. He might not be able to talk yet but he sure can point to trouble or treasure at least and his emotional link to his master is strong.
20 Perception (on a take 10).

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Rogarch takes the lead again. She waits a moment for the party to assemble before proceeding down the stairs to room 12.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Helping Hand |

Helping Hand helps his mistress out and looks around as well.
20 Perception on a take 10.

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Shamus keeps an eye on Jim, worried he may wander into trouble.
"Don't stray too far, lad. You never know what might leap out at you."

DoubleGold |

B4: Notable officers of the Shining Crusade were once laid to rest on stacked alcoves in the walls of this chamber; those alcoves are now bare.
Nothing here of interest.
B11: Rogarch sees nothing I drew red lines to show the extent of the vision and which part of the room Rogarch can see from that position.

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Rogarch steps more fully into the room and assuming that she does not encounter anything of interest will proceed into the next room (follow the green arrow).
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
She speaks softly to her familiar who cannot yet respond verbally.
"Keep all your eyes peeled Helping Hand. There has to be something more to this dungeon."

Helping Hand |

Helping Hand almost salutes sensing through his empathic link that his master is on mission. He scans the area for anything of interest.
20 Perception on a take 10.
It is a matter of debate if familiars who cannot communicate verbally yet understand verbal language at all.

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Shamus keeps shuffling back and forth through the halls and chambers as he tries to keep up with his companions.
"Okay. This way now? Alright."

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Agirran hangs a little back with his light, knowing a good kill-zone when he sees one.

DoubleGold |

Rogarch enters the room and sees a vampire. The vampire shouts the skeletons across the room Attack.
agirran init: 1d20 + 2 ⇒ (20) + 2 = 22
init Grelthe: 1d20 + 1 ⇒ (15) + 1 = 16
init Jim: 1d20 + 5 ⇒ (19) + 5 = 24
init Rogarch: 1d20 + 13 ⇒ (18) + 13 = 31
init Shamus: 1d20 + 5 ⇒ (4) + 5 = 9
init vampire: 1d20 + 2 ⇒ (3) + 2 = 5
init skeletons: 1d20 + 5 ⇒ (7) + 5 = 12
All except Shamus are up

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Kn.Religion: 1d20 + 3 ⇒ (16) + 3 = 19 (If Shizuru holy symbols (+5) or consecration (+10) adds to this, it's not included yet)
(If the knowledge roll reveals this is a stronger than usual vampire, or reveals any damage resistance vulnerabilities that she can switch weapons for, she will do so. Stats are the same for Morningstar as Longsword, javelins are cold iron.
Grelthe shoulders her way into the room, then pauses for a moment, trying to decide if she should immediately go after the biggest threat, or use her newfound cleave ability on the skeletons mooks.
Hearing the Vamp direct the skeletons makes the decision for her.
Longsword Weal's Champion 2H PA attack: 1d20 + 6 - 1 + 2 ⇒ (14) + 6 - 1 + 2 = 21
Longsword Weal's Champion 2H PA damage: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Assuming that hits so everyone gets the Weal's Champion +1 to hit and damage: She yells out "Focus fire on the leader! Your attacks will be more effective, but only for a moment. Take advantage!"

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She yells out "Focus fire on the leader! Your attacks will be more effective, but only for a moment. Take advantage!"
"Oh for all the gods' sakes. Grrr. Now what!?"
He blows past everyone into the center of the chamber, a rolling juggernaut of muscle and axes. Double move.
"Riiight! So where's this 'leader' at?" he shouts looking around, his glowing greataxe raised. It's probably one of these three liches. That pasty wuss over there looks like their anemic accountant.

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@DoubleGold - Are you sure this is the right encounter for Tier 3-4? I can see that it is not a full-on vampire but still.
@Greithe - You will have to move up your icon to attack. Your character is still out of the room.
Rogarch can see a worthy opponent when she sees one. Her wand of Blade Lash flies out of her spring-loaded wrist sheath and into her hand. She steps forward. Rogarch then speaks a word of power and taps her spiked gauntlet which begins to elongate like a twenty foot long piece of taffy. With a whip of her gauntlet she attempts to trip the vampire to the ground. She then puts her wand in a ready pocket.
Trip vs CMD, Blade Lash, Weal Champion: 1d20 + 7 + 10 + 1 ⇒ (9) + 7 + 10 + 1 = 27
I don't see how Greithe is able to move and attack in the same round with her 20 foot land speed. Rogarch would have used Guidance instead of Weal Champion (same +1 competence bonus) if Greithe is not able to attack this round and activate her ability. Greithe can definitely move up 20 feet and then ready an attack which would have almost the same game results assuming that the vampire would move up next to her on its turn after getting to its feet.
Swift action - draw wand from spring loaded wrist sheath, standard action - activate wand, 5' step, move action - sheathe wand.

Helping Hand |

Helping Hand taps Rogarch with Guidance and then runs to the safety of his protective case.

DoubleGold |

Doublechecking. Yep, it's right. Tier 3-4 Akina has DR 5/silver and channel resistance 2 and 3 skeletons. Tier 5-6 Akina has Dr 10/Silver and Magic, channel resistance 4 and 3 wraiths. If you want, I can give you the tier 5-6 if this isn't challenging enough for you...Just kidding.
Jim shoots the vampire, but none of the damage goes through.
Yeah I didn't look at the map Grethle, move up to where you want to be and ready an attack for the vampire, or maybe a skeleton if it gets to you first.

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@DoubleGold - I am assuming that 27 is enough to trip the vampire?

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OOF sorry I thought I moved my token already. And Rogarch, you're right, I'm so used to every other character I play moving 30' so I don't think I can reach the vamp this turn - sorry if that f&!&s up everyone else's turn :( If you'd like we can use her earlier declaration for round 2? Or just ignore it completely? ((Shrug))
~*[RETCON]*~
Grelthe moves up into the center of the room, and requires an attack against whatever enemies moves within distance of her weapon.
In response to Jim's query: "Silver, if you've got it!"

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"Riiight! So where's this 'leader' at?" he shouts looking around, his glowing greataxe raised. It's probably one of these three liches. That pasty wuss over there looks like their anemic accountant.
Grelthe looks stunned for a second, then gestures with her weapon toward the vampire.

DoubleGold |

1 point of bullet damage goes through for Jim
Rogarch, the vampire is on the left, does your blade lash have range of 25 somehow? Or is that a ready?
Skeletons will be up After I confirm the weapon thing with Rogarch
Grelthe readies It will definitely be a hit on either a skeleton or a vampire, assuming they reach on this turn.

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Agirran the Fury wrote:"Riiight! So where's this 'leader' at?" he shouts looking around, his glowing greataxe raised. It's probably one of these three liches. That pasty wuss over there looks like their anemic accountant.Grelthe looks stunned for a second, then gestures with her weapon toward the vampire.
"Ah so that's the wispy necromancer in charge, aye? Well just bean the little mascara-addict in the dome with your pointy club and call it done then, Red."

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@DoubleGold - I am counting 4 squares of distance (20 feet) between the vampire and Rogarch so Blade Lash should work on Rogarch's turn. :) Not to be a nick picker but as Greithe's ready action did not trigger yet the bullet did no actual damage.
"Agirran stop fooling around with those rift-raft. There is a vampire over here and not a necromancer."
Now Agirran knows in character as well. :)

DoubleGold |

The vampire moves forward to try to bite and drain blood from Rogarch. The vampire gets slashed and tripped. The vampire then has to spend a move to stand back up instead of getting an attack action. Perhaps I underestimated you. I wanted your blood, but I'll have to try something else. Technically, it should be the skeletons, then Shamus, then the vampire, but I wanted to get that out of the way, that is what the vampire was going to do.
The skeletons have no ranged weapons, so the 2 move up in melee. The 3rd one being frustrated that two of you created a wall, moves around. You have a feeling the 3rd one is going to come up behind you from room 10 and take the shortest route, but none of you can see this skeleton anymore and doesn't know its exact position.
mwk longsword vs Jim: 1d20 + 7 ⇒ (2) + 7 = 9 to hit
mwk longsword vs Agirran the Fury: 1d20 + 7 ⇒ (16) + 7 = 23 to hit dmg: 1d8 + 3 ⇒ (1) + 3 = 4 slashing
All heroes are up
Vampire at 9 damage total from Grethle. Speaking of which, I looked up fast healing, but it doesn't tell me the order. Does this happen at the start of a creatures turn or at the end, Vampire has fast healing 2.

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Yes, Grelthe's Weal's Champion boost will be up THIS round instead.

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You forgot about Shamus. He should have been able to go before the Vampire.
Shamus shuffles into the corner of the chamber.
He considers what to do for combat. He could torch the skeletons with a burning hands spell, but, it seems his friends will take the skeletons down soon.
"Yikes! A vampire, eh?"
His eyes go wide in awe and slight fear.
The voice of the ancestral spirit warrior calls out within his mind.
"Smack that vampyre with my warhammer, old man! It should do some damage."
"Hmm. Not a bad idea."
Shamus says with a shrug.
He weaves arcane symbols in the air in front of him and conjures an ornate spectral warhammer above the vampire.
The spiritual weapon takes a swing at the undead lord.
Spiritual Weapon: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
magical force damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8