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The party then makes their way to the site where the Testament of Geb is supposed to be. The temple of Urgathoa stands somberly atop the low hill, it’s dark, smooth stone seeming to suck the hollow light from the air into itself, giving off an aura of darkness. Large double doors stand ajar, providing a glimpse into the square sanctuary within. A black altar stands on a raised dais along the south wall, covered in cobwebs and dust. Small torches are set into pillars throughout the room cast an eerie, flickering glow on the entire chamber.
A vile mass of writhing worms in undulating humanoid form, stands atop the altar. Surrounding him on the temple floor are his undead minions, who watch his every move, swaying back and forth and chanting in a tongue at times guttural and at others sibilant. Three creatures with long, sharp teeth, and pallid flesh that is stretched tightly over their starved frames surround the altar. The robed figure of slithering worms jerks his head up at an unsettling angle when he senses your approach.
“Welcome, Pathfinders. I’m glad you managed to find me, although truth be told, you’re rather late. Still, at least you’ll be able to witness my greatest triumph. I’d take the time to explain things to you, but well, I’d rather just kill you and get this over with.” With those words, he motions and his minions attack.
See him on slide #5

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Dorianna: 1d20 + 2 ⇒ (9) + 2 = 11 7
The Fly: 1d20 + 6 ⇒ (15) + 6 = 21 2
Karasuma: 1d20 + 7 ⇒ (14) + 7 = 21 1
Sarma: 1d20 + 5 ⇒ (7) + 5 = 12 5
Zinkyudo: 1d20 + 4 ⇒ (12) + 4 = 16 4
worm: 1d20 + 3 ⇒ (8) + 3 = 11 6
undead 1-3: 1d20 + 1 ⇒ (5) + 1 = 6 8
undead 4-6: 1d20 + 1 ⇒ (17) + 1 = 18 3
Not Quite what we expected?
The Fly, Zinkyudo is/are up.
Conditions:
Saves Pending:
- => Karasuma
- => The Fly
- Undead 1-3
- Zinkyudo
- Sarma
- Worms
- Dorianna
- Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 67/67
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
1:
2:
3:
4:
5:
6:
The undead are wights. They can drain your life force with a touch!
Religion DC18
If you die to their touch, you will come back as a wight yourself
Religion DC23
They can be instantly killed by a raise dead or similar spell.
This appears to a corrupted/augmented humanoid known as a Worm Who Walks. They have no discernible anatomy, and are not vulnerable to flanking or critical hits. They are affected by spells much like a swarm, as they are made up of thousands of individual worms!
Nature DC27
They are able to discorporate into a swarm of worms. In fact that is what happens to them when they would normally die.
Nature DC32
If they have a creature grappled, they are able to separate part of their swarm to embrace their target, causing swarm damage.
Local DC27
This particular Worm That Walks appears to be the fallen Pathfinder, Jotkan Heth! Heth was a spellcaster of some repute.
Local DC32

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Zinkyudo slips his bow off his shoulder and speaks a few words, calling the blessing of Abadar upon himself! As he does so, he studies the undead creatures ahead. ”Late?“ he wonders aloud. “For what?“
Draw bow, cast divine favor.
Knowledge (religion) : 1d20 + 4 ⇒ (13) + 4 = 17
Feel free to check spoilers as appropriate.

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Revising the above post, since we had the opportunity to buff going in. I'll keep the Knowledge result, since I've already rolled it.
On approach to the temple, will use a ki point to cast barkskin. Just before going through the door, will draw bow and cast divine favor.
Zinkyudo squawks in alarm as the worm-horror reveals itself, and a few dead-white feathers flutter lifelessly to the ground. "Those things in front of the worm-thing are wights!" he tells his friends. "Take care, they can drain your life force with a touch!" Raising his bow and taking aim at the figure of slithering worms, Zinkyudo muses, "I wonder what we're late for? I am usually quite prompt, dependability being good for business and all that."
With a shrug (which, sadly, sends another feather fluttering downward), he lets fly a volley of arrows at the leader!
Flurry with longbow, with Deadly Aim, using Perfect Strike on first arrow to roll twice and take the better result. I have not included cover, since the leader is up on the altar (and since it's an AC bonus anyway, more a DM-side thing, but I wanted to be clear).
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (11) + 15 - 2 + 3 = 27 Use this roll
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (8) + 15 - 2 + 3 = 24
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (7) + 3 + 4 + 3 = 17
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (9) + 15 - 2 + 3 = 25
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (2) + 3 + 4 + 3 = 12
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 10 - 2 + 3 ⇒ (19) + 10 - 2 + 3 = 30
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (7) + 3 + 4 + 3 = 17
AC now 31/23/28

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Assuming we have weapons drawn
The fly moves forward and takes Total Defense. AC 30. Will spend a panache to move underfoot if an adjacent creature attacks me and misses. If underfoot that creature also takes a -4 to attacks against me.

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Zinkyudo shoots 3 times, hitting each time.
However, the creature, who seems to be literally made out of worms, does not present much opportunity for the arrowheads to actually bite deeply. The first and third arrow appear to do a little bit of damage, but the second shot seems to go right through him.
The Fly then moves on up!
FYI - the areas with skull is difficult terrain, should have noted that.
Wight #1 moves in to smash The Fly. It then swings us foul fists at the Fly.
slam vs AC30: 1d20 + 4 ⇒ (16) + 4 = 20
The Fly then moves underfoot!
Wight's #2 and #3 move up and set up a defensive line, apparently ready to do something.
Brains??
Karasuma, Sarma is/are up.
Conditions:
Saves Pending:
- x Zinkyudo
- x The Fly
- x Wight 1
- R Wight 2
- R Wight 3
- => Karasuma
- => Sarma
- Worms
- Dorianna
- Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 67/67
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
1:
2:
3:
4:
5:
6:

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"Judgement is upon you, monster!" Sarma calls in response, seizing the opportunity to assist his ally's advance. With a hook of his halberd, he attempts to send the wight tumbling!
Tandem Trip on 1, Combat Expertise: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Tandem Trip on 1, Combat Expertise: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
Rolling twice and taking the better thanks to the Fly threatening. Activating Judgement of Protection, AC is now 26.
Knowledge Religion: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Knowledge Nature: 1d20 + 9 + 3 ⇒ (1) + 9 + 3 = 13
Could have used those in reverse...

Grandmaster TOZ |

Botting Karasuma.
Stealth, HiPS, Fast Stealth: 1d20 + 18 ⇒ (18) + 18 = 36
Karasuma moves in, cloaked in the shadows of the dimly lit temple, before striking at the end of the wight line!
Elven Curve Blade on 3: 1d20 + 11 ⇒ (15) + 11 = 26
Damage on 3: 1d10 + 8 + 3d6 ⇒ (7) + 8 + (3, 6, 3) = 27
If it is still moving, Karasuma will apply the Disorienting Debilitating Injury for -2 to hit, -4 against Karasuma.
The shadowy figure keeps pace, moving to block the rest of the undeads advance.

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Karasuma moves up and remove the head from #3, but not before it gets the chance to attack. However, it misses.
slam vs AC24: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Note, I have Dorianna on her own initiative
The worms move forward while drawing out a wand. As he does so, the small holes that Zinkyudo left close up. He then casts a spell, catching everyone except Zinkyudo and Doriana* in its area!
Save: Shaken for 1 round
Fail: Panicked for a period of time.
Then Doriana moves up.
Wight #4 moves up and attacks Karasuma!
slam vs AC 24: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Wight #5 moves up to engage with Karasuma as well. This one almost hits!
slam vs AC24: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Wight #6 moves up with great alacrity and attacks The Fly!
slam vs AC30: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Scary worms!!
Zinkyudo, The Fly is/are up.
Conditions:
Saves Pending: Will DC20: The Fly, Karasuma, Sarma
- => Zinkyudo
- => The Fly
- x Wight 1
- R Wight 2
- x Karasuma
- x Sarma
- Worms
- Dorianna
- Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 67/67
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
1:
2:
3:
4:
5:
6:
* Per above, due to initiative order

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Will Save: 1d20 + 10 ⇒ (10) + 10 = 20 Close one!
Feeling the effects wash over him, Sarma prepares to aid his allies!
Going to be glad about my spell selection.

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Zinkyudo, realizing his bow is of little use against the verminous foe, opts for another tactic. Clicking his heels together, he runs up the wall of the unholy temple and makes his way around the corner. Calling on the divine force of Abadar, stabilizer of volatility in markets and in the hearts of men, Zinkyudo chants in a rapid monotone, sounding not unlike an auctioneer trying to lull his audience into a stupor of exaggerated bidding, while waving his bony fingers hypnotically at the figure of wriggling worms.
Move action to activate slippers of spider climbing and move up to ceiling and around corner, standard action to cast calm emotions centered as shown on map, to get worm-dude and wights 2, 4 & 6 (not that I expect it to affect them, but might as well see what happens). DC 20 Will save.

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Will: 1d20 + 9 ⇒ (2) + 9 = 11
Will Reroll, Stars: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
Climb vs CMD, Shaken: 1d20 + 24 + 1 - 2 ⇒ (8) + 24 + 1 - 2 = 31 Sure Grasp, +1 morale bonus vs. creatures at least 1 size category larger
Climb vs CMDShaken: 1d20 + 24 + 1 - 2 ⇒ (11) + 24 + 1 - 2 = 34 Sure Grasp, +1 morale bonus vs. creatures at least 1 size category larger
The fly moves forward and climbs onto the worm! [ooc]Assuming a 36 bears his CMD; while Fly is climbing the enemy takes a -2 attack penalty.
Disgusting!
If the creature does anything the Fly will try to use an [url=https://aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Halfling%20Opportunist]Exploitive maneuver[/ur] vs his CMD as an immediate action:
Maneuver Immediate action when the enemy does something, Shaken: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30

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The creature and the wights all seem to throw off the mind-affecting spell that is cast by Zinkyudo. Then, The Fly moves past several wights, each of which takes their attacks of opportunity.
#1 AOO from prone vs AC26: 1d20 + 4 + 1 - 4 ⇒ (8) + 4 + 1 - 4 = 9
#2 AOO vs AC26: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
#6 AOO vs AC26: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
The Fly then scrambles up the creature. He feels many of the worms that make up the creature writhing under his grasp.
"I am not sure that is where you wish to be, Pathfinder."
#1 stands up (provoking from Sarna).
#1 vs AC26: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
[/dice]
#2 moves back to attack The Fly.
#2 vs AC26, flank: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
[bigger]Scary worms!!/bigger]
Karasuma, Sarma is/are up.
Conditions:
Saves Pending: Will DC20: Karasuma
[spoiler=Act 4 Temple of Death Round 2]
- x Zinkyudo
- x The Fly
- x Wight 1
- x Wight 2
- => Karasuma
- => Sarma
- Worms
- Dorianna
- Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 67/67
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
1:
2:
4:
5:
6:

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Halberd AoO, Power Attack: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Damage: 1d10 + 9 + 6 ⇒ (5) + 9 + 6 = 20
"Be with you in a moment, Karasuma!"

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Seeing the undead still standing, Sarma swings his halberd for its neck this time!
Halberd on 1, Bane, Power Attack, Furious Focus: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Damage: 1d10 + 9 + 6 + 2d6 ⇒ (7) + 9 + 6 + (5, 6) = 33
As the body falls, Sarma blinks from existence, appearing opposite his ally across the room!
Seeing his ally fleeing, Sarma grimaces and remains where he is.
Activating Bane (Undead), then using Dimensional Steps to get into position.

Grandmaster TOZ |

Karasuma Will: 1d20 + 5 ⇒ (6) + 5 = 11 Looking at that roll, definitely using the reroll.
Karasuma Will Reroll: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Karasuma unfortunately does not hold fast against the fell magics of the worm! He flees at top speed.

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Huh, I thought i had posted.
Karasuma flees from the shrine, quite frightened!
Sarma hacks at #1 twice, finishing off the undead.
The wormy guy looks at the annoying person climbing on him. "You are a little pest, aren't you?"
1d20 ⇒ 11
He casts a spell on the defensive and winks out of exist, only to appear at the ceiling, hovering.
Cheater!!
Dorianna is/are up.
Conditions:
Saves Pending:
- x Zinkyudo
- x The Fly
- x Wight 2
- x Karasuma [PANIC]
- x Sarma [undead bane]
- x Worms [d-door]
- => Dorianna
- Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 67/67
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2:
4:
5:
6:

Grandmaster TOZ |

Looking to the fleeing lawyer, Dorianna hovers near the wights, indecisive.
Delaying, not sure the shadow can do more than provide flanking.

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Wight #4 moves to Sarma and attacks!
slam vs AC26: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
#5 attacks Dorianna!
slam vs AC16: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
slam vs AC16: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
The wight's fist goes right through Dorianna!
#6 steps and attacks The Fly! It misses with its first swing, but its second lands true! It bludgeons the Fly as his life energy flows into the undead!
slam vs AC26: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
slam vs AC26: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
confirm AC26: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4 Plus Energy Drain
The Fly is Hit!!!
Zinkyudo, The Fly is/are up.
Conditions: The Fly: 1 temp negative level
Saves Pending:
- => Zinkyudo
- => The Fly [1 level drain]
- x Wight 2
- x Karasuma [PANIC]
- x Sarma [undead bane]
- x Worms [d-door]
- D Dorianna
- x Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 63/ 67 58/62 [1 temp negative level]
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2:
4:
5:
6: +5 hp

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The part of the fly's nose falls off as his undead energy is drained. He punts it back toward to door for retrieval later.
The Fly snaps his fingers and his rapier disappears into his glove of storing. He runs toward the wall, trusting and hoping he's too nimble to get hit again and climbs toward the wormy thing. .
Climb: 1d20 + 24 - 1 ⇒ (4) + 24 - 1 = 27
Climb: 1d20 + 24 - 1 ⇒ (2) + 24 - 1 = 25
Trying to get just below wormie in reach, 1/4 speed = 5 feet. If that's not gonna get me there and I need 10 I will accelerate climb at -4 for a net 23 on the check
Then he snaps his fingers again, hanging on by one hand, and the rapier appears in his hand again.
Annoy Wormie More with Exploitive Maneiver (Immediate Action): 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22

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Zinkyudo calls on Abadar to strengthen the resolve of the fleeing Karasuma, blessing Sarma with great courage while he's at it.
Cast remove fear, should be able to just get Karasuma and Sarma (who will get a +4 morale bonus on fear saves).

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The fly plays climbing games and then hangs on, waiting to cause trouble. However as he does, both wights attack, but neither hit.
#2 AOO vs AC26: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
#6 AOO vs AC26: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Karasuma feels his knees turn a little less rubbery thanks to Zinkyudo's spell.
Wight #2 moves in to attack Sarma, but misses.
#2 vs AC26: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
What next?
Karasuma, Sarma is/are up.
Conditions: The Fly: 1 temp negative level
Saves Pending:
- x Zinkyudo
- x The Fly [1 level drain]
- x Wight 2
- => Karasuma [PANIC suppresed]
- => Sarma [undead bane]
- x Worms [d-door]
- D Dorianna
- x Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 63/ 67 58/62 [1 temp negative level]
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2:
4:
5:
6: +5 hp

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Halberd on 4, Power Attack, Furious Focus, Bane, Combat Expertise: 1d20 + 13 + 2 - 2 ⇒ (7) + 13 + 2 - 2 = 20
Damage, Power Attack, Bane: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (1) + 9 + 6 + 2 + (3, 1) = 22
Seeing himself surrounded, Sarma lashes out at one wight before concentrating to remove himself from danger!
SLA Concentration: 1d20 + 11 ⇒ (9) + 11 = 20
That's only enough for a 2nd level effect, so I think Dimensional Hop fails? If the concentration check wasn't necessary, Sarma will just use the move action to get out of full attack range.

Grandmaster TOZ |

Bolstered by his Abadaran ally, Karasuma moves back into the temple, wrapping shadow around himself to avoid his return being noticed.
Stealth: 1d20 + 18 ⇒ (10) + 18 = 28
Sarma Perception for future flanking: 1d20 + 14 ⇒ (11) + 14 = 25 Boo.

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Sarma swings and hits #4, striking him hard, but not hard enough to drop him. He then moves himself with his mind.
The, Karasuma makes his way back forward, his fears being conquered for now.
The the worms fly back to the middle of the room, away from the wall. They then cast a spell, targeting The Fly.
Hold Monster
Evidently someone is really annoying!!
Dorianna is/are up.
Conditions: The Fly: 1 temp negative level
Saves Pending: The Fly, DC19 Will
- x Zinkyudo
- x The Fly [1 level drain]
- x Wight 2
- x Karasuma [PANIC suppresed]
- x Sarma [undead bane]
- x Worms [d-door]
- D Dorianna
- x Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 63/ 67 58/62 [1 temp negative level]
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2:
4: -22
5:
6: +5 hp

Grandmaster TOZ |

Dorianna waves incorporeal hands at the wight in front of her, attempting a distraction!
Aid Another on Attack vs 5: 1d20 + 7 ⇒ (6) + 7 = 13
I think that's enough, looking up shadow attack bonus. Edit: Success!

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While Dorianna is preparing to help, The Fly falls of the wall, very, very stiff. Maybe he was a doll, after all, and the spirit animating him has fled?
Wight #4 moves up to Sarma and attacks!
slam vs AC26: 1d20 + 5 ⇒ (7) + 5 = 12
#5 grins and moves over to The Fly, and smashes his undead fists into the now unmoving doll.
slam vs helpless AC14: 1d20 + 4 + 1 + 4 ⇒ (7) + 4 + 1 + 4 = 16
bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5 And 1 negative level
#6 moves up to Sarma and attacks and misses.
slam vs AC26: 1d20 + 5 ⇒ (14) + 5 = 19
Oh no… The Fly is Fallen (Literally)!!
Zinkyudo, The Fly (paralyzed) is/are up.
Conditions: The Fly: 2 temp negative level
Saves Pending: The Fly, DC19 Will (end of turn)
- x Zinkyudo
- x The Fly [1 level drain, paralyzed - DC19 Will]
- x Wight 2
- x Karasuma [PANIC suppresed]
- x Sarma [undead bane]
- x Worms [d-door]
- x Dorianna [Aid]
- x Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 58/ 67 48/57 [2 temp negative level]
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2:
4: -22
5: +5 hp
6: +5 hp

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As Karasuma heads back into the fight and The Fly crashes to the floor, Zinkyudo rolls his eyes and calls out, ”It’s a good thing we're here to look after those two, eh, Sarma? I guess I'd better take care of that furthest wight, it will certainly want to kill the peculiar little fellow. Bad business, that.”
He lets off a seemingly impossible number of arrows at the wights, firing with devastating accuracy!
Flurry with longbow, swift action to spend a ki point (7/9 remaining) to get an additional arrow with Ki Flurry, using Perfect Strike on first arrow to roll twice and take the better result. Will start with targeting Wight #6, if it goes down will go to 4, then 2. Shots at #4 will be +1 attack and damage due to Point Blank Shot.
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (9) + 15 - 2 + 3 = 25 Use this roll
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (5) + 15 - 2 + 3 = 21
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (7) + 3 + 4 + 3 = 17
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (17) + 15 - 2 + 3 = 33
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (3) + 3 + 4 + 3 = 13
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (5) + 15 - 2 + 3 = 21
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (5) + 3 + 4 + 3 = 15
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 10 - 2 + 3 ⇒ (12) + 10 - 2 + 3 = 23
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (3) + 3 + 4 + 3 = 13

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The first three arrows strike the wight, which is what is needed to take it down.
Yes, you left it at 1hp after the first two shots!
Then Zinkyudo turns to the injured one, and finishes it off.
Fly? Another Will Save as a full round action?

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Will: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
The fly struggles against the mental chains imprisoning him. He escaped bondage to build a new life in the Pathfinder society… only to end things like this?!
Merde…

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As The Fly fails to start moving, #2 seems to be drooling at he rushes over to pick on the non-moving rogue.
It has plenty of movement to avoid AOOs, for reasons.
It then smashes its leathery fist down on The Fly.
slam vs helpless AC14: 1d20 + 4 + 1 + 4 ⇒ (11) + 4 + 1 + 4 = 20
bludgeoning: 1d4 + 1 ⇒ (1) + 1 = 2 Plus 1 negative level
It also seems bolstered as it draws the life force from the doll-like halfling.
Can They Save The Fly?
Sarma, Karasuma is/are up.
Conditions: The Fly: 3 temp negative level
Saves Pending: The Fly, DC19 Will (end of turn)
- x Zinkyudo
- x The Fly [3 temp neg level, paralyzed - DC19 Will]
- x Wight 2
- => Karasuma [PANIC suppressed]
- => Sarma [undead bane]
- x Worms [d-door]
- x Dorianna [Aid]
- x Undead 4-6
Conditions:
Dorianna: 26/26
The Fly: 56/ 67 40/52 [33 temp negative level]
Karasuma: 52/52
Sarma: 61/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2: +5 hp
6: +5 hp

Grandmaster TOZ |

Elven Curve Blade vs Flatfooted 5, Flanking, Aid Another: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
Damage on 5: 1d10 + 8 + 3d6 ⇒ (7) + 8 + (1, 4, 1) = 21
Moving through the shadowy torchlight, Karasuma strikes the unaware wight with the assistance of his living and unliving allies!

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Seeing the wight still standing, Sarma strikes it down as well!
Halberd on 5, Bane, Combat Expertise, Flanking: 1d20 + 13 + 2 - 2 + 2 ⇒ (15) + 13 + 2 - 2 + 2 = 30
Damage on 5: 1d10 + 9 + 2 + 2d6 ⇒ (7) + 9 + 2 + (6, 1) = 25
Moving to aid the fallen Pathfinder, Sarma steps to strike down the wight with a mighty swing!
Iterative Halberd Attack on 2, Bane, Power Attack, Combat Expertise: 1d20 + 13 + 2 - 2 - 2 ⇒ (3) + 13 + 2 - 2 - 2 = 14
Damage on 2: 1d10 + 9 + 2 + 6 + 2d6 ⇒ (3) + 9 + 2 + 6 + (2, 5) = 27

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Karasuma and Sarma team up to chop #6 to bits, but Sarma is not able to finish off #2.
Wormy casts a spell, and his hand is surrounded by an octarine glow as he moves down to touch Sarma! He hits, and Sarma's life force is torn out from him, some shunting into the worms!
touch attack vs TAC19: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
damage (untyped?): 6d6 ⇒ (5, 1, 1, 2, 1, 4) = 14
"Ah, yes. Very nice."
One More Chance to Save The Fly!
Dorianna, Zinkyudo, The Fly is/are up.
Conditions: The Fly: 3 temp negative level
Saves Pending: The Fly, DC19 Will (end of turn)
- x Zinkyudo
- x The Fly [3 temp neg level, paralyzed - DC19 Will]
- x Wight 2
- x Karasuma [PANIC suppressed]
- x Sarma [undead bane]
- x Worms [d-door]
- => Dorianna [Aid]
Conditions:
Dorianna: 26/26
The Fly: 56/ 67 40/52 [3 temp negative level]
Karasuma: 52/52
Sarma: 47/61
Zinkyudo: 59/59
Enemy Conditions
Worms:
2: +5 hp

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"Oh, these cursed wights..." Zinkyudo mutters. "Time to put them down, so I can get The Fly back on his little tiny feet." He inches closer, then once again fires off a flurry of arrows, focusing first on the wight that looks like it wants to eat The Fly's brain.
5-foot step along wall, flurry with longbow, swift action to spend a ki point (6/9 remaining) to get an additional arrow with Ki Flurry, using Perfect Strike (2/5 remaining) on first arrow to roll twice and take the better result. Will start with targeting Wight #2, then #5. Shots at #5 will be +1 attack and damage due to Point Blank Shot.
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (7) + 15 - 2 + 3 = 23
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (12) + 15 - 2 + 3 = 28Use this roll
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (3) + 3 + 4 + 3 = 13
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (9) + 15 - 2 + 3 = 25
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (1) + 3 + 4 + 3 = 11
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 15 - 2 + 3 ⇒ (13) + 15 - 2 + 3 = 29
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (2) + 3 + 4 + 3 = 12
Flurry with Longbow, Deadly Aim, Divine Favor: 1d20 + 10 - 2 + 3 ⇒ (18) + 10 - 2 + 3 = 29
Longbow damage: 1d8 + 3 + 4 + 3 ⇒ (6) + 3 + 4 + 3 = 16

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With his first three shots, Zinkyuda takes down the final wight, much to that wight's dismay.
His final shot goes into Mr Wormy, but mostly goes right through him with no apparent damage. Chewing up a tiny bit of the temp HP he gained from Sarma
Another One Bites the Dust!
Dorianna,The Fly, Karasuma, Sarma is/are up.
Conditions: The Fly: 3 temp negative level
Saves Pending: The Fly, DC19 Will (end of turn)
- x Zinkyudo
- => The Fly [3 temp neg level, paralyzed - DC19 Will]
- => Karasuma [PANIC suppressed]
- => Sarma [undead bane]
- x Worms [d-door]
- => Dorianna [Aid]
Conditions:
Dorianna: 26/26
The Fly: 56/ 67 40/52 [33 temp negative level]
Karasuma: 52/52
Sarma: 47/61
Zinkyudo: 59/59
Enemy Conditions
Worms:

Grandmaster TOZ |

Karasuma gestures towards the worm with his blade, sending Dorianna floating up to take position opposite the Pathfinders as he moves in. Once his partner is in place, he takes a swing at the floating figure!
Elven Curve Blade on Worms: 1d20 + 11 ⇒ (19) + 11 = 30 +2 if flanking applies.
Damage: 1d10 + 8 ⇒ (6) + 8 = 14
Sneak Attack, if applicable: 3d6 ⇒ (6, 1, 2) = 9

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Seeing the ease at which the worm tears life from him, Sarma considers praying for healing but decides that the faster he strikes down the monster the better all have a chance to survive.
Halberd, Bane, Power Attack, Furious Focus: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage, Bane, Power Attack: 1d10 + 9 + 2 + 6 + 2d6 ⇒ (4) + 9 + 2 + 6 + (4, 1) = 26
Halberd Iterative, Bane, Power Attack: 1d20 + 8 + 2 - 2 ⇒ (20) + 8 + 2 - 2 = 28
Damage, Bane, Power Attack: 1d10 + 9 + 2 + 6 + 2d6 ⇒ (1) + 9 + 2 + 6 + (2, 4) = 24
Swift action to shift Bane to vermin, because worms.
Damage, Bane, Power Attack: 1d10 + 9 + 2 + 6 ⇒ (3) + 9 + 2 + 6 = 20
Halberd Iterative, Bane, Power Attack: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10
Damage, Bane, Power Attack: 1d10 + 9 + 2 + 6 ⇒ (3) + 9 + 2 + 6 = 20

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Karasuma strikes the creature but does not seem to harm it.
The Fly just lies there, unmoving.
no flanks -- too many little wormy eyes. No crits, too many little worms
Sarma chooses wisely, and lands a pair of powerful attacks. Finally it looks like real damage has been done to him, even if it is very little. Most was eaten up in temp HP
The minor wound heals on the worm, who then flies up and back AOOs from all who can and then casts a spell once clear. An opaque wall of fire springs up between Sarma and Kurusawa!
Fire to Kurusawa and Dorianna: 2d4 ⇒ (1, 4) = 5 Dorianna takes double because undead, which is halved because incorporeal. The others don't take double, for reasons.
fire to Zinkyudo: 1d4 ⇒ 1
Where the fire is should be obvious
Take 2d6+9 fire damage... doubled if you are undead (which for this, only Dorianna is)

Grandmaster TOZ |

Dorianna AoO Touch: 1d20 + 7 ⇒ (6) + 7 = 13
Str Damage: 1d6 ⇒ 2
Karasuma AoO: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d10 + 8 ⇒ (6) + 8 = 14
Presented with a wall of flame, the shadow duo holds back in case their allies can deal with it.

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AoO, Bane, Power Attack: 1d20 + 13 + 2 - 2 ⇒ (4) + 13 + 2 - 2 = 17
Damage, Bane, Power Attack: 1d10 + 9 + 2 + 6 + 2d6 ⇒ (9) + 9 + 2 + 6 + (3, 4) = 33
Seeing the remaining foe out of reach, Sarma focuses inward. "Your magic will fail you, Joktan, and you will fall!" The force of the threat erupts outward, a burst of flame rushing over the worms.
SR if needed: 1d20 + 8 ⇒ (12) + 8 = 20
Intimidate to Demoralize: 1d20 + 16 ⇒ (6) + 16 = 22
Blistering Invective Damage: 1d10 ⇒ 9 DC15 Reflex to avoid catching fire.
Adding fast healing to Judgement now that I remember I can. Also switching to damage bonus as well, letting Bane lapse.

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No one manages to strike the worm that walks before he flies away.
Look at your feats. You have Clustered Shots
Sarma can choose to change his actions as you have seen that he is immune to mental, and intimidate to demoralize is a mind-affecting effect

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Realizing his mistake in time, Sarma abandons his offense towards the worm, moving to join the Fly against the wall. Touching his diminutive ally, he prays for Keltheald to bring them to relative safety. As the heat of the wall radiates across them, he knows he has succeeded. He raises a hand and beckons for Zinkyudo and Karasuma to join him.
50ft of dimensional hop to get them both against the far wall. Casting communal resist energy on the next turn once everyone is in reach.

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The pathfinders make their way to the other side of the wall. However, that does put then on the hot side of the wall!
fire to everyone within 10' of the wall... everyone: 1d4 ⇒ 1
Dorianna takes 2
"Ah, so you want to make this difficult for me, do you, Pathfinders? Well, I can be difficult as well!"
What is he doing?
Dorianna, Zinkudo, The Fly, Karasuma, Sarma is/are up.
Conditions: The Fly: 3 temp negative level
Saves Pending: The Fly, DC19 Will (end of turn)
- => Zinkyudo
- => The Fly [3 temp neg level, paralyzed - DC19 Will]
- => Karasuma [PANIC suppressed]
- => Sarma [vermin bane]
- x Worms [did something]
- => Dorianna [Aid]
Conditions:
Dorianna: 19/26
The Fly: 55/ 67 39/52 [33 temp negative level]
Karasuma: 46/52
Sarma: 46/61
Zinkyudo: 57/59
Enemy Conditions
Worms: 0