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@Kavor How about that. Been playing this game for how many years and never noticed feather fall was multi target. I wonder which edition of the game that changed in.
Khellek shakes his head. "Why I do believe you are correct. Old age, age catches up with all of us."
Will FF all the party so we can arrive at the same time.

GM Jhaeman |

The Pathfinders make it safely to the bottom of the shaft, the long hallway containing "Telendrak".
The sounds of ritualistic chanting are interrupted by the distinctive glowing runes and arcane phraseology of spellcasting coming from near the entrance to the Cairn of Shadows!
It sounds like everyone is going to wait at the bottom and move on together, so we don't need to track the descent round by round. For the purposes of buff tracking, please mark off three rounds.
We'll going to move back to the Ground Floor slide, which I've made Slide # 2 again. Those of you with Darkvision can see that the way to the bridge (to the west) looks clear, and that the sounds must be coming from the far side. Because your group is bathed in light, it's visible from a distance, so we'll continue with a new set of Initiative.

GM Jhaeman |

Initiative (Round 1)
Kavor Doan
Jair
Two Blades
Grog
Master
Minions
Kaya
Khellek
Bold should go!
Initiative (Grog): 1d20 + 0 ⇒ (13) + 0 = 13
Initiative (Jair): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Kavor Doan): 1d20 + 6 ⇒ (16) + 6 = 22
Initiative (Kaya): 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Khellek): 1d20 + 1 ⇒ (1) + 1 = 2
Initiative (Two Blades): 1d20 + 8 ⇒ (9) + 8 = 17
Initiative (Minions): 1d20 + 7 ⇒ (3) + 7 = 10
Initiative (Master): 1d20 + 6 ⇒ (5) + 6 = 11

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Kavor Doan will move with Jair.
On my phone so if someone could move me to Jair that would be great.

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@Grog: I've moved your token to Slide # 2. Please don't forget to remove the potion from your inventory list.
DONE
Grog moves up behind Jair.
I wonder what's up there
double move

GM Jhaeman |

Grog, Kavor Doan, and Jair advance to the west. But as Jair steps foot on the bridge, the chains from the ceiling slash at her viciously!
Jair, please attempt a DC 15 Reflex save. If you fail, you take 2 slashing damage from the chains.
Two Blades is up.
Chains: 1d8 ⇒ 2

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Knowledge (Planes), Heroism: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Kavor Doan most likely fails to recognize the foes.
Speaking is a free action that you can do even when it is not your turn, as long as you have acted and are not flat-footed? Then Kavor Doan will warn his allies of what he sees.
"Four foes across the bridge. Three chain-garbed Outsiders and a human."

GM Jhaeman |

As Two Blades lands on the far side of the bridge, the chains animate and try to grab him!
But to those Pathfinders close to the bridge, his heroic charge illuminates the source of the ritualistic chanting and spellcasting. Just visible despite the dense chains hanging from the ceiling, are a trio of lean figures, each clothed only in its own set of chains; gaps in the bindings reveal deathly pale flesh etched with jagged scars! Standing in the middle of them is a grinning man with a rapier in one hand. At his feet is a small black obelisk--the focus for some sort of ritual circle!
Slide # 2 updated to show villains. A picture of what the three scarred figures look like is on the left of Slide # 2. The man with the rapier is the man on the cover of the scenario (Slide # 1).
@Two Blades: Please attempt a DC 30 Fly check. If you fail, you are entangled until you make a DC 20 Escape Artist or Strength check as a standard action.

GM Jhaeman |

The grinning man with the rapier casts another spell. "Allow me to introduce myself!" he shouts. "You have the honor of attending Lord Maravan of the Onyx Alliance. Soon, I will unlock the mysteries of the shadow obelisk and become master of the Cairn of Shadows. In the meantime, get ready to spend an eternity here. You can each take a turn as the new 'Telendrak!'"
Maravan laughs at his own joke as the trio of scarred figures around him move to defend their master. They wield the barbed chains wrapped around their flesh as fearsome weapons!
Maravan casts a spell as a standard action.
Two of the minions (Yellow and Red) are close enough for full attacks on Two Blades, while the third (Blue) moves a bit and readies an action. Result: Yellow hits once for 10 damage. Red hits with all four chains, and unfortunately two are confirmed critical hits. It does a total of 49 damage. Sorry Two Blades.
Attack # 1 (Yellow) vs Two Blades: 1d20 + 13 ⇒ (14) + 13 = 27
damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Attack # 2 (Yellow) vs Two Blades: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Attack # 3 (Yellow) vs Two Blades: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Attack # 4 (Yellow) vs Two Blades: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Attack # 1 (Red) vs Two Blades: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Attack # 2 (Red) vs Two Blades: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Attack # 3 (Red) vs Two Blades: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Attack # 4 (Red) vs Two Blades: 1d20 + 13 ⇒ (14) + 13 = 27
damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Red Attack # 1 Crit confirmation: 1d20 + 13 ⇒ (14) + 13 = 27
extra damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Red Attack # 2 Crit confirmation: 1d20 + 13 ⇒ (11) + 13 = 24
extra damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7

GM Jhaeman |

Initiative (Round 1)
Kavor Doan
Jair
Two Blades (Fly check vs entangled)
Grog
Master
Minions
Kaya
Khellek
Bold should go!
Please read the points below carefully.
If you attempt to cross the bridge, you need a DC 15 Reflex save to avoid 1d8 slashing damage.
If you attempt to fly in the area on the far side of the bridge, you need to attempt a DC 30 Fly check or become entangled.
The trio of scarred creatures can be identified with a Knowledge (planes) check as a free action on your turn.
The chains (dangling from the ceiling) in the far side of the bridge obscure vision and obstruct attacks. Creatures more than 10’ apart gain concealment from one another, while creatures more than 30’ apart have total concealment from one another. Creatures moving from east to west on the ground treat each square as difficult terrain.
These effects do not hamper Lord Maravan or his minions.

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Kaya moves up into sight of their foes and calls Droogami to guard the bridge.

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Khellek advances on the bridge.
"Quick, my students. Speed is of the essence!"
Casts haste on the whole group.
Then spying the other creatures, tries to work out what they are.
I'll use my T20 loremaster ability here for a know(planes) result of 50. Heck may as well use archivist as well to bump it up to 54.

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Know. Planes: 1d20 + 12 ⇒ (20) + 12 = 32 what I want to know first is their immunities then, weakest save.
Jair recognizes the trio of creatures and drops her disguise as it seems that it doesn't work.
If they are not immune to enchantments spells or effects
She immediately casts confusion Will DC23 on their enemies
SR vs Yellow: 1d20 + 13 ⇒ (13) + 13 = 26
SR vs Red: 1d20 + 13 ⇒ (20) + 13 = 33
SR vs Blue: 1d20 + 13 ⇒ (12) + 13 = 25
If they are immune to enchantments spells or effects
She immediately casts Hold Person Will DC21 on the human.

GM Jhaeman |

As the chains wrap themselves tightly around a severely injured Two Blades, Kaya and her animal companion move up to the bridge. Khellek urges his allies to act with alacrity. Meanwhile, Jair's mastery of magic allows her to shatter the foes' normal resistance to unfriendly spellcraft. Their minds are completely befuddled!
Two Blades fails the Fly check and is entangled.
Please update your taglines to incorporate Khellek's haste. Every bit matters in a tough fight!
All four villains fail the Will save vs confusion.
@Two Blades: Can you update your tagline to reflect current hit points? I'm not sure if you were healed previously or if what's in your tagline was accurate before the chain attacks (in which case you'd be deep into negatives).
@Jair: Regarding the disguises, it was a good idea, but because they had already heard the sounds of violence, this place is a locked plane, and shaes wouldn't be using light spells, I decided that the deception just wouldn't be plausible.
Yellow Will vs Confusion: 1d20 + 5 ⇒ (3) + 5 = 8
Red Will vs Confusion: 1d20 + 5 ⇒ (12) + 5 = 17
Blue Will vs Confusion: 1d20 + 5 ⇒ (2) + 5 = 7
Lord Maravan Will vs Confusion: 1d20 + 9 ⇒ (1) + 9 = 10

GM Jhaeman |

Initiative (Round 2)
Kavor Doan
Jair
Two Blades (entangled; conscious?)
Grog
Master (confused rnd 1/9)
Minions (confused rnd 1/9)
Kaya
Khellek
Bold should go!
Please read the points below carefully.
If you attempt to cross the bridge, you need a DC 15 Reflex save to avoid 1d8 slashing damage.
If you attempt to fly in the area on the far side of the bridge, you need to attempt a DC 30 Fly check or become entangled.
The trio of scarred creatures can be identified with a Knowledge (planes) check as a free action on your turn.
The chains (dangling from the ceiling) in the far side of the bridge obscure vision and obstruct attacks. Creatures more than 10’ apart gain concealment from one another, while creatures more than 30’ apart have total concealment from one another. Creatures moving from east to west on the ground treat each square as difficult terrain. These effects do not hamper Lord Maravan or his minions.

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Kavor Doan as a non-action would have attempted to identify the spell that Maravan cast.
Spellcraft, 40' distance, Heroism: 1d20 + 10 - 3 + 2 ⇒ (2) + 10 - 3 + 2 = 11
So that's a no.
Then he will attempt to identify Jair's spell - it is actually really important that he be able to tell what spell she cast, since it would impact his actions.
Spellcraft, 5' distance, Heroism: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Recognizing the Confusion, he decides to hold back and see what the enemies do if they are affected.
Best to not attack any of them.
He starts casting Still Enlarge Person on himself (1 round casting time).

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Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Know planes: 1d20 + 2 ⇒ (11) + 2 = 13
Grog moves across the bridge.
double move
"Hey there.."
Grog will curse at them in Abyssal if he knows they're fiends

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Not happy to once again bring seriously hurt, Two Blades said a quick prayer and the chains no longer bothered him. {b]Please save it in case someone else needs the magic Jair.[/b]" he said moving over past the confused threats. Once on the other side, he said a prayer to heal a small part of his wounds.
Channel positive: 1d6 ⇒ 6
Currently at 8 HP Swift action. Use Liberation ability. I am trying to head to the the north and avoid drawing an ao from their chains.

GM Jhaeman |

His mind in disarray from Jair's powerful enchantment, Lord Maravan suddenly turns on one of his own minions with blade and flame!
Lord Maravan rolled the "attack nearest creature" result. He 5' steps towards Yellow and does spell combat. He has a special ability allowing him to use a ray spell as a melee touch spell with spellstrike. He will be casting defensively. Result: The first attack hits and is a critical threat, but does not confirm. The other attacks miss. After accounting for resistances and DR, Yellow takes a total of 21 damage.
I'm glad I once had a magus PC, or I would've been hopelessly confused by spell combat and spellstrike :)
Lord Maravan Confusion: 1d100 ⇒ 85
Casting defensively w/ combat casting (vs DC 19): 1d20 + 16 ⇒ (19) + 16 = 35
scorching ray spellstrike (haste bonus, spell combat penalty): 1d20 + 12 + 1 - 2 ⇒ (18) + 12 + 1 - 2 = 29
scorching ray damage: 4d6 ⇒ (6, 2, 6, 4) = 18
weapon damage: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10
Extra haste attack (haste bonus, spell combat penalty): 1d20 + 12 + 1 - 2 ⇒ (4) + 12 + 1 - 2 = 15
weapon damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
Iterative attack (haste bonus, spell combat penalty): 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17
weapon damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11
critical threat confirmation: 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23
extra scorching ray damage critical damage: 4d6 ⇒ (1, 4, 6, 6) = 17
extra weapon critical damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM Jhaeman |

Wounded by Lord Maravan's surprise attack, one of the kytons turns on him!
Yellow has to attack Lord Maravan. Result: three of the four chain attacks hit, and one of them is a crit. Lord Maravan takes 34 damage.
Lord Maravan Will save vs Yellow : 1d20 + 8 ⇒ (11) + 8 = 19
Yellow attack # 1 vs Lord Maravan: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
Yellow attack # 2 vs Lord Maravan: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Yellow attack # 3 vs Lord Maravan: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Yellow attack # 4 vs Lord Maravan: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Yellow attack # 3 crit threat confirmation: 1d20 + 13 ⇒ (12) + 13 = 25
extra crit damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

GM Jhaeman |

Initiative (Round 2)
Kavor Doan
Jair
Two Blades
Grog
Master (confused rnd 1/9)
Minions (confused rnd 1/9)
Kaya (save vs Red & Blue gazes*)
Khellek
Bold should go!
Please read the points below carefully.
If you attempt to cross the bridge, you need a DC 15 Reflex save to avoid 1d8 slashing damage.
If you attempt to fly in the area on the far side of the bridge, you need to attempt a DC 30 Fly check or become entangled.
The chains (dangling from the ceiling) in the far side of the bridge obscure vision and obstruct attacks. Creatures more than 10’ apart gain concealment from one another, while creatures more than 30’ apart have total concealment from one another. Creatures moving from east to west on the ground treat each square as difficult terrain. These effects do not hamper Lord Maravan or his minions.
*At the beginning of your turn, each of you within 30 feet of a kyton must attempt a DC 15 Will saving throw vs a mind-affecting fear effect or suffer the shaken condition for 1d3 rounds (you need to roll for each kyton within range, and can roll the duration of the shaken effect yourself). You can avoid the need to make the save by not looking at the creature in one of two ways: 1) Avert eyes: Each round, you have a 50% of avoiding having to make the save, but the kyton gains concealment against you; 2) Shut your eyes/blindfold: No need to make a save at all, but all creatures gain total concealment against you.
(it's not obvious whether the shaken effects should stack to create higher fear effects, so I'm going to rule the answer is no for the purposes of this encounter)

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"Take care my students. Take care!" calls out the scholar.
"These are kytons, creatures of hell and shadow. Above all they enjoy pain, that of others and of themselves. And they can control chains with a thought. However as they fear Silver just as much as a lycanthope, and blessed weapons also work well against them! Avoid cold, for they are innured to if from their association with the chill of shadow. We are best trying to take them on from afar, as up close their chains are potent weapons, and there are stories of hardened warriors freezing up under their unyielding gaze."
Inspire courage, +2 to hit, damage and vs fear
Raising Bessie to his shoulder, the elderly scholar takes aim at the kyton closest to two-blades.
attack, heroism, haste, IC: 1d20 + 8 + 2 + 1 + 2 ⇒ (16) + 8 + 2 + 1 + 2 = 29
damage(magic),IC: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Sadly not silver, although I do have silver, Khellek didn't preload it as he didn't know about the kytons until too late.
"Ahh, dead-eye Khellek they used to call me. Did I tell you about the time Bessie and I saved my field-trip from a bear?"
@Grog, remember you have heroism up as well, +2 to attacks, saves and skill checks.

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Jair don't seem to be affected by Khellec's inspiring words.
Why attacking the kytons Khellec? They are clearly under my confusion spell and will tear at each other without our intervention. You made yourself a target. she says with a neutral tone. He doomed us all...

GM Jhaeman |

Bessie doesn't let Khellek down, as she fires true! The bolt strikes the kyton right in the back and partially penetrates its toughened skin. The kyton turns to glare at the sage!
Khellek hit Yellow, even with the penalty for firing into melee and the miss chance for concealment.
@Everyone: For those of you who have it, it'd be good to add to your taglines haste, heroism, and inspiring courage. (just pay attention to what bonuses stack and which don't with other gear or effects you may have on).
Kaya is up.
concealment: 1d100 ⇒ 60

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Kaya shrugs and holds onto Droog’s collar, ”I’m happy with how the spell is hitting them. They seem to like pain too, let them kill each other.”
Delay please.
Will Save + AF: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 duration: 1d3 ⇒ 3
Will Save + AF: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29

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"Oh" sighs Khellek. "Sorry." says the elderly man, obviously sligtly confused himself.
D'oh, comes of posting in a hurry and not thinking things though fully. Sorry.

GM Jhaeman |

Initiative (Round 3)
Kavor Doan (need save vs Red & Blue gazes*)
Jair (need save vs Yellow & Red gazes*)
Two Blades (need save vs Yellow & Red gazes*)
Grog (need save vs Yellow, Red, and Blue gazes*
Master (confused rnd 2/9)
Minions (confused rnd 2/9)
Kaya (shaken rnd 1/3)
Khellek
Bold should go!
Please read the points below carefully.
If you attempt to cross the bridge, you need a DC 15 Reflex save to avoid 1d8 slashing damage.
If you attempt to fly in the area on the far side of the bridge, you need to attempt a DC 30 Fly check or become entangled.
The chains (dangling from the ceiling) in the far side of the bridge obscure vision and obstruct attacks. Creatures more than 10’ apart gain concealment from one another, while creatures more than 30’ apart have total concealment from one another. Creatures moving from east to west on the ground treat each square as difficult terrain. These effects do not hamper Lord Maravan or his minions.
*At the beginning of your turn, each of you within 30 feet of a kyton must attempt a DC 15 Will saving throw vs a mind-affecting fear effect or suffer the shaken condition for 1d3 rounds (you need to roll for each kyton within range, and can roll the duration of the shaken effect yourself). You can avoid the need to make the save by not looking at the creature in one of two ways: 1) Avert eyes: Each round, you have a 50% of avoiding having to make the save, but the kyton gains concealment against you; 2) Shut your eyes/blindfold: No need to make a save at all, but all creatures gain total concealment against you.
(it's not obvious whether the shaken effects should stack to create higher fear effects, so I'm going to rule the answer is no for the purposes of this encounter)

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Will DC 15 vs Red, Heroism: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Will DC 15 vs Blue, Heroism: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Duration: 1d3 ⇒ 2
Kavor Doan grows to Large size. He moves in front of Khellek and readies to attack any Kytons that come into reach.
Damage, Enlarged, IC +2, PA: 2d8 + 14 + 2 + 2 + 6 ⇒ (5, 3) + 14 + 2 + 2 + 6 = 32

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Blue: 1d20 + 7 ⇒ (13) + 7 = 20
Red: 1d20 + 7 ⇒ (9) + 7 = 16
Yellow: 1d20 + 7 ⇒ (11) + 7 = 18
Grog rips into the kyton and ignores their fear attempt.
power attack too assuming I can reach red
"You're going to back hell bub!"
attack heroism inspire courage +2 evil outsiders-bane cold iron: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 1d12 + 28 + 2d6 ⇒ (3) + 28 + (2, 1) = 34
iterative
attack heroism inspire courage +2 evil outsiders-bane cold iron: 1d20 + 17 ⇒ (19) + 17 = 36
damage: 1d12 + 28 + 2d6 ⇒ (5) + 28 + (1, 3) = 37
if it drops, don't know if I can 5' towards yellow
if it dies Grog "lops" its head off as the killing blow
Grog shouts to the elder bard. "I got oil to bless my axe but I AIN'T GOT time!"

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Averting his eyes, Two Blades took to heart the comment from Jair and moved away from attention of the Devils trying to stay out of the way as he patched himself up.
Avert eyes 50+ to avoid Yellow: 1d100 ⇒ 84
Avert eyes 50+ to avoid Red: 1d100 ⇒ 97
Not sure what kind of cover/concealment is available due to the shadows of war. The intent is to move out of the 30' gaze area and start patching up my wounds in some kind of safety.

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"Oh, my thanks Kavor Doan. The thrill of battle got the better of me."
"Mr Grog... pull back, pull back!"

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Jair easily resists to the creatures' aura and looks at her comrade getting into the danger zone for nothing...
Will (YRB) fail on a 1: 3d20 ⇒ (4, 17, 10) = 31
She then draws her wand of bless and uses it.
May the Secret of Confusion bless you!
Bless: +1 moral bonus to attack and to will save against fear.

GM Jhaeman |

Grog's enchanted weapon cuts deep into the kyton guarding the bridge, almost bringing the foe to its knees! Meanwhile, Two Blades makes a tactical withdrawal and Jair adds a little magical aid to her allies' efforts.
Both of Grog's attacks hit Red, and Red is *almost* out.
@Two Blades: Sorry about that--I've adjusted the slide to show what you can now see. Please feel free to move further if you'd like.

GM Jhaeman |

Clouded by confusion and rage, Lord Maravan can imagine no foe more hated than the kyton standing next to him!
Maravan has to attack Yellow, since it attacked him last round. He does the exact same sequences of attacks as last time. Result: All of the attacks miss.
Casting defensively w/ combat casting (vs DC 19): 1d20 + 16 ⇒ (13) + 16 = 29
scorching ray spellstrike (haste bonus, spell combat penalty): 1d20 + 12 + 1 - 2 ⇒ (8) + 12 + 1 - 2 = 19
scorching ray damage: 4d6 ⇒ (3, 5, 3, 4) = 15
weapon damage: 1d6 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9
Extra haste attack (haste bonus, spell combat penalty): 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23
weapon damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13
Iterative attack (haste bonus, spell combat penalty: 1d20 + 7 + 1 - 2 ⇒ (5) + 7 + 1 - 2 = 11
weapon damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10

GM Jhaeman |

Lord Maravan's target responds in kind, whipping spiked chains through the air with deadly purpose!
Yellow has to attack Lord Maravan. Result: Three of the chains hit. Lord Maravan is badly hurt, but still on his feet.
Chains # 1: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Chains # 2: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Chains # 3: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Chains # 4: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9
Chains # 3 crit threat confirmation: 1d20 + 13 ⇒ (4) + 13 = 17
extra crit damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

GM Jhaeman |

Grog is assailed by a furious onslaught of spiked chains!
Red has to attack Grog. Result: Grog is hit twice (one of them a confirmed crit). Grog, you take 29 damage.
Attack # 1: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Attack # 2: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Attack # 3: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Attack # 4: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Attack # 4 crit threat confirmation: 1d20 + 13 ⇒ (7) + 13 = 20
extra crit damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10