T: 7d20 ⇒ (8, 15, 7, 4, 17, 16, 5) = 72
You connect on the same worg twice, bringing it down and delaying it's rider. The troopers fire light crossbows with significantly less effect.
The worgs and their riders reach your position!
init W/C/T: 3d20 ⇒ (17, 5, 20) = 42
T: 7d20 ⇒ (10, 1, 10, 16, 16, 11, 8) = 72
W: 7d20 ⇒ (16, 7, 19, 9, 19, 13, 12) = 95
The troopers strike first but are ineffectual, struggling to stop the crashing wave of worgs. The worgs and their riders fare much better badly wounding two of the troopers with two of the worgs and their riders attacking you.
Worg 1
bite: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 211d6 + 4 ⇒ (4) + 4 = 8
Rider 1
blade: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 3 ⇒ (3) + 3 = 6
Worg 2
bite: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 111d6 + 4 ⇒ (6) + 4 = 10
Rider 2
blade: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (1) + 3 = 4
Curumir action

-EPILOGUE-
The evil creature stands over Dardanius as the last of his life blood leaks from him-None of it matters paladin, we were ALL played. The so-called scepter was nothing more than a highly magicked replica. WORTHLESS!
A cold laugh comes from the destroyed door to the hallway that leads to the street-Fitting, don't you think Jhandorage? You paid for a fake scepter with fake gold; so typical of the Aspis. One cheat deserves another, I suppose. The officious looking man who accosted you when you were searching rooms earlier steps out, behind a screen of four human-shaped constructs with helm-like heads, each with a single crystalline eye. One arm ends in a large shield-like sheet of metal.
Jhandorage screams in anger and throws a fireball at the newcomers, but it is dispelled by the constructs as they rush upon him, smashing and stabbing. Now the tables turn and Jahndorage is laid low, yelling out as the constructs finish him off-You fool, you can't destroy me, I will simply rise anew in a matter of days and now that I've seen your face there is nowhere in Golarion that I can't find you!
The officious looking man laughs coldly once more as his face transforms first into that of Baron Vendikon and then into that of a man-cat rakshasa-But which is my face Jhandorage? Which is it REALLY? In any case, it won't matter. By the time you reform, I will have used the items these troublesome 'heroes' so conveniently brought here to Ascend and once I have, I will be quite beyond your ability to comprehend, much less trouble.
-fade to black-
hit on 1: 1d4 ⇒ 1
-57
On Dardanius
Magic Sword (bypass all DR)
stab: 1d20 + 25 ⇒ (19) + 25 = 444d6 + 3 ⇒ (6, 1, 1, 6) + 3 = 17
confirm: 1d20 + 25 ⇒ (14) + 25 = 394d6 + 3 ⇒ (4, 1, 3, 4) + 3 = 15
hit on 1: 1d5 ⇒ 4
hit on 1: 1d2 ⇒ 1
No advice for Dardanius; retcon what you want with your LOH for last round.
Dardanius' arrow takes out an image, Turran rushes towards where he thinks the BBE is and miraculously lands a hit!
On Turran
Magic Sword (bypass all DR)
riposte: 1d20 + 25 ⇒ (5) + 25 = 304d6 + 4 ⇒ (2, 3, 4, 2) + 4 = 15
The BBE unleashes another cone of cold on the remaining party members.
Frosty!: 15d6 ⇒ (4, 2, 6, 5, 2, 4, 6, 1, 3, 5, 6, 6, 3, 1, 4) = 58
hit on 1: 1d6 ⇒ 2
Turran mows through zombies and Dardanius dispells an image.
On Turran
Magic Sword (bypass all DR)
chop: 1d20 + 25 ⇒ (11) + 25 = 364d6 + 3 ⇒ (4, 2, 3, 2) + 3 = 14
The BBE unleashes a cone of cold on the remaining party members.
Brrr!: 15d6 ⇒ (5, 2, 5, 3, 3, 3, 6, 1, 4, 6, 4, 5, 4, 2, 3) = 56 DC 23 REF for 1/2
Turran can try (requires perception check to see if you noticed where arrow went), but he is reminded of:
"Irisse gently probes the perimeter of the building with -detect magic- and determines that there are significant spells in place to prevent scrying or other forms of divination from penetrating and seeing within. As well, enchantments have been put in place to prevent spells like teleport, dimension door, gate, and the like from working. Finally, she finds some type of spell that disables the ability to enter via the etherealness or the astral plane. Clearly something of significance is being planned here."
and the fact that Irisse's summons did not work.
hit on 1: 1d8 ⇒ 1
Dardanius lands an arrow and dispels two images, Turran eviscerates a ghoul and drops a zombie.
On Turran
Magic Sword
thrust: 1d20 + 25 ⇒ (3) + 25 = 284d6 + 3 ⇒ (1, 6, 3, 2) + 3 = 15
Zombie 3
slam: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d8 + 4 ⇒ (1) + 4 = 5
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d8 + 4 ⇒ (4) + 4 = 8
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 81d8 + 4 ⇒ (1) + 4 = 5
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 181d8 + 4 ⇒ (6) + 4 = 10
The BBE launches a bolt of lightning at Dardanius. -30 (bonus damage was already applied; 1st hit only)
Zap!: 10d6 ⇒ (1, 1, 4, 4, 1, 6, 3, 2, 4, 4) = 30 DC 21 REF for 1/2

Turran cuts down a ghoul, Dardanius shoots one (AOO to follow), and reaching out for help from the spirit of Azash is able to see eight glowing images of an emaciated, once-noble figure (the BBE!). Its eyes burn with unholy light. Dardanius looks at the terrible figure and his mind fills with despair. DC 23 Will save or be paralyzed with fear for 1d4 ⇒ 1 rounds and the shaken for 1d4 ⇒ 2 rounds.
Another burst of negative energy surges over the party.
evil vibes: 8d6 ⇒ (3, 2, 5, 5, 2, 4, 5, 2) = 28 DC 21 Will for 1/2
On Turran
Magic Sword
stab: 1d20 + 25 ⇒ (8) + 25 = 334d6 + 3 ⇒ (6, 4, 5, 3) + 3 = 21
Zombie 2
zombie: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d8 + 4 ⇒ (2) + 4 = 6
Zombie 3
zombie: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d8 + 4 ⇒ (4) + 4 = 8
Zombie 4
zombie: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 211d8 + 4 ⇒ (4) + 4 = 8
Zombie 5
zombie: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 81d8 + 4 ⇒ (6) + 4 = 10
Zombie 6
zombie: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d8 + 4 ⇒ (1) + 4 = 5
On Dardanius
Ghoul 2 -15
AOO: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 4 ⇒ (8) + 4 = 12
claw: 1d20 + 7 ⇒ (19) + 7 = 261d6 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 4 ⇒ (6) + 4 = 10
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Dardanius can retcon
https://aonprd.com/Rules.aspx?ID=159
A round is 6 seconds
You have standard and move actions remaining.
Haste just makes you faster and gives you 1 extra action during full attack. Full attack only allows 5' step (no move action).
Blessing of Fervor is expired.
So yes you have standard, move, enhancements from haste.
Within 6 seconds it's reasonable to say that (as an additional free action) you could appeal to the bow and get a response, but whatever it reveals (if anything) would not be actionable until next round.
Both fallen party members are within 30' of your position.
Your bow has not called to you, but neither have you called to it.
I think Dardanius is largely out of action economy for this round?
I'll let everyone weigh in before I post the round.

Irisse falls, Dardanius heals and damages the elemental which Turran finally manages to finish off.
A burst of negative energy washes over the party!
bad feels: 8d6 ⇒ (1, 5, 4, 3, 6, 2, 2, 3) = 26 DC 21 Will for 1/2
On Turran
Magic Sword
stab: 1d20 + 25 ⇒ (17) + 25 = 424d6 + 3 ⇒ (5, 6, 5, 3) + 3 = 22
Zombie 2
slam: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d8 + 4 ⇒ (4) + 4 = 8
Zombie 3
slam: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 161d8 + 4 ⇒ (4) + 4 = 8
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d8 + 4 ⇒ (3) + 4 = 7
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 191d8 + 4 ⇒ (6) + 4 = 10
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d8 + 4 ⇒ (6) + 4 = 10
On Dardanius
Ghoul 1
claw: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 181d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 111d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 311d8 + 4 ⇒ (4) + 4 = 8
Ghoul 2
claw: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 261d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 111d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 261d8 + 4 ⇒ (4) + 4 = 8
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Last round of haste for the party.

Going to rule Weed is out of this fight until it's over vs. unalived.
Irisse keeps the party in the fight; Dardanius heals; Turrans damages the elemental but has no bead on the source of lightning or BBE. Maybe it's whatever is attacking Irisse with the dark fire energy?
On Turran
Zombie 2
slam: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 241d8 + 4 ⇒ (3) + 4 = 7
Zombie 3
slam: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 161d8 + 4 ⇒ (2) + 4 = 6
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d8 + 4 ⇒ (5) + 4 = 9
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d8 + 4 ⇒ (6) + 4 = 10
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d8 + 4 ⇒ (6) + 4 = 10
On Dardanius
Earth Elemental -192
slam: 1d20 + 25 ⇒ (5) + 25 = 302d10 + 12 ⇒ (8, 6) + 12 = 26
slam: 1d20 + 25 ⇒ (16) + 25 = 412d10 + 12 ⇒ (9, 1) + 12 = 22
Ghoul
claw: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 121d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 151d6 + 2 ⇒ (4) + 2 = 6
bite: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 281d8 + 4 ⇒ (3) + 4 = 7
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
On Irisse
Magic Sword
slash: 1d20 + 25 ⇒ (17) + 25 = 424d6 + 3 ⇒ (4, 6, 4, 5) + 3 = 22
Ghoul
claw: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 292d6 + 4 ⇒ (3, 6) + 4 = 13
claw: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 231d6 + 2 ⇒ (4) + 2 = 6
bite: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 311d8 + 4 ⇒ (7) + 4 = 11
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Eerie dark fire energy again lashes out at Irisse (slay living)!
touch attack: 1d20 + 20 ⇒ (8) + 20 = 2812d6 + 15 ⇒ (6, 4, 1, 3, 3, 5, 6, 5, 2, 5, 2, 1) + 15 = 58
DC 21 FORT and instead take 3d6 + 16 ⇒ (2, 6, 4) + 16 = 28
Turran action and I'll close the round.
I think Dardanius' posit is reasonable. Approved.
As noted previously I am fairly loosey-goosey on the rules for the most part, just like it to make some level of sense (in my mind).

Turran wounds the elemental; Irisse heals. The Aspis continue to fight.
On Turran
Zombie 2
slam: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d8 + 4 ⇒ (4) + 4 = 8
Zombie 3
slam: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 111d8 + 4 ⇒ (7) + 4 = 11
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d8 + 4 ⇒ (4) + 4 = 8
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d8 + 4 ⇒ (5) + 4 = 9
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 262d8 + 8 ⇒ (3, 3) + 8 = 14
On Dardanius
Earth Elemental -166
slam: 1d20 + 25 ⇒ (1) + 25 = 262d10 + 12 ⇒ (7, 3) + 12 = 22
slam: 1d20 + 25 ⇒ (6) + 25 = 312d10 + 12 ⇒ (3, 8) + 12 = 23
Ghoul
claw: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d6 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d6 + 2 ⇒ (1) + 2 = 3
bite: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 141d8 + 4 ⇒ (8) + 4 = 12
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
On Irisse
Magic Sword
hack: 1d20 + 25 ⇒ (20) + 25 = 458d6 + 6 ⇒ (1, 2, 3, 2, 1, 3, 5, 2) + 6 = 25
Ghoul
claw: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 141d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 201d6 + 2 ⇒ (5) + 2 = 7
bite: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 281d8 + 4 ⇒ (1) + 4 = 5
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Something tries to touch Irisse with eerie dark fire (slay living)!
touch attack: 1d20 + 20 ⇒ (12) + 20 = 3212d6 + 16 ⇒ (1, 6, 1, 3, 3, 5, 4, 1, 4, 5, 5, 3) + 16 = 57 DC 21 FORT and instead take 3d6 + 16 ⇒ (5, 4, 1) + 16 = 26
Ghoul bite re-roll on Dardanius
bite: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 4 ⇒ (5) + 4 = 9
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Forgotten elemental AOO on Dardanius (thanks for the reminder!)
slam AOO: 1d20 + 25 ⇒ (3) + 25 = 282d20 + 12 ⇒ (10, 15) + 12 = 37

Irisse heals; Turran and Dardanius do a substantial amount of damage to the elemental.
The Aspis fighters that survived the battle with the nobles and the adventurers join the fray against the party as do some additional undead.
On Turran
Zombie 2
slam: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d8 + 4 ⇒ (8) + 4 = 12
Zombie 3
slam: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d8 + 4 ⇒ (8) + 4 = 12
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 241d8 + 4 ⇒ (6) + 4 = 10
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 191d8 + 4 ⇒ (2) + 4 = 6
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 251d8 + 4 ⇒ (2) + 4 = 6
On Dardanius
Earth Elemental -138
slam: 1d20 + 25 ⇒ (13) + 25 = 382d10 + 12 ⇒ (4, 9) + 12 = 25
slam: 1d20 + 25 ⇒ (18) + 25 = 432d10 + 12 ⇒ (5, 1) + 12 = 18
Ghoul
claw: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 2 ⇒ (1) + 2 = 3
bite: 1d20 + 10 ⇒ (20) + 10 = 302d8 + 8 ⇒ (1, 2) + 8 = 11
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
On Irisse
Magic Sword
dice: 1d20 + 25 ⇒ (20) + 25 = 458d6 + 6 ⇒ (4, 1, 2, 5, 3, 2, 2, 6) + 6 = 31
Ghoul
claw: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 2 ⇒ (6) + 2 = 8
bite: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 4 ⇒ (4) + 4 = 8
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Bolts of lighting rain down on the party!
On Dardanius
lightning: 24d6 ⇒ (2, 2, 1, 4, 3, 6, 6, 5, 3, 3, 6, 6, 6, 6, 3, 1, 4, 1, 1, 3, 6, 3, 4, 6) = 91 DC 23 for 1/2
On Irisse
lightning: 24d6 ⇒ (5, 2, 1, 1, 3, 2, 4, 6, 1, 3, 5, 3, 6, 6, 3, 3, 2, 2, 2, 5, 4, 3, 6, 6) = 84 DC 21 for 1/2
On Turran
lightning: 24d6 ⇒ (5, 3, 3, 5, 6, 1, 5, 4, 1, 1, 5, 6, 1, 3, 6, 6, 3, 5, 3, 4, 3, 6, 2, 6) = 93 DC 21 for 1/2
On Weed
lightning: 24d6 ⇒ (3, 1, 1, 4, 3, 5, 2, 1, 5, 5, 5, 3, 1, 1, 6, 3, 4, 2, 4, 3, 2, 1, 6, 2) = 73 DC 21 for 1/2

REF: 1d20 ⇒ 5
The elemental dodges into the full blast of Irisse's cold ice strike; Turran and Dardanius completely strike down the zombies previously fighting Irisse and Dardanius. The Aspis group wraps up their nasty little fight against the nobles and adventurers as more zombies rise and move towards the party members still standing. The zombies previously attacking Weed attack Turran, the elemental attacks Dardanius (no 5' step w/o resulting AOO because of elemental's reach) and a shimmering, sword-like plane of force appears and begins to attack Irisse.
On Turran
Zombie 2
slam: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 4 ⇒ (7) + 4 = 11
Zombie 3
slam: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 4 ⇒ (8) + 4 = 12
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d8 + 4 ⇒ (4) + 4 = 8
On Dardanius
Earth Elemental -75
slam: 1d20 + 25 ⇒ (8) + 25 = 332d10 + 12 ⇒ (9, 3) + 12 = 24
slam: 1d20 + 25 ⇒ (18) + 25 = 432d10 + 12 ⇒ (10, 7) + 12 = 29
On Irisse
Magic Sword
slice: 1d20 + 25 ⇒ (14) + 25 = 394d6 + 3 ⇒ (5, 3, 3, 2) + 3 = 16
Sorry, and action from Dardanius.
Earth Elemental re-roll
slam: 1d20 + 26 ⇒ (15) + 26 = 412d10 + 12 ⇒ (10, 10) + 12 = 32
Need clarification from Turran and action Turran.
What is Turran attacking?

Turran and Irisse fumble their way forward out of the thick fog (no other action this round); Dardanius recovers his bow and moves ahead as well; Weed moves into the elemental's wheelhouse landing two blows. The Aspis group is close to victory over its other foes as more undead rise from amongst the fallen and move towards Turran and Irisse
On Weed
Zombie 2
slam: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 4 ⇒ (2) + 4 = 6
Zombie 3
slam: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (5) + 4 = 9
Zombie 4
slam: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 101d8 + 4 ⇒ (2) + 4 = 6
Earth Elemental -39
slam: 1d20 + 26 ⇒ (20) + 26 = 464d10 + 24 ⇒ (7, 5, 10, 7) + 24 = 53
slam: 1d20 + 26 ⇒ (20) + 26 = 464d10 + 24 ⇒ (9, 1, 10, 6) + 24 = 50
On Turran
Zombie 5
slam: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 101d8 + 4 ⇒ (4) + 4 = 8
Zombie 6
slam: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 4 ⇒ (5) + 4 = 9
On Irisse
Zombie 6
slam: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 191d8 + 4 ⇒ (6) + 4 = 10
Zombie 7
slam: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (3) + 4 = 7
A crackling missile of dark energy strikes at 1d3 ⇒ 2 Turran
ranged touch negative energy: 1d20 + 12 ⇒ (17) + 12 = 295d8 ⇒ (8, 1, 4, 2, 5) = 20
Dardanius is in thick fog and sees nothing (including elementals, also why your DE can't work as described-you have to be able to concentrate on an item or individual which you can't do blind) but can sense evil in the room beyond (1 round of detecting). You can absolutely equip your bow.
Dardanius and Turran are able to finish off the two ghouls fighting in the fog; Irisse heals (for the record, Weed is outside of the range of her channels); Weed finishes off the last ghoul and a zombie but two more freshly created zombies engage! The nobles and adventurers continue to battle but are almost at an end. A massive earth elemental appears and attacks Weed!
On Weed
Zombie 2
slam: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 4 ⇒ (1) + 4 = 5
Zombie 3
slam: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 4 ⇒ (2) + 4 = 6
Zombie 4
slam: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 4 ⇒ (3) + 4 = 7
Earth Elemental
slam: 1d20 + 26 ⇒ (8) + 26 = 342d10 + 12 ⇒ (1, 7) + 12 = 20
slam: 1d20 + 26 ⇒ (11) + 26 = 372d10 + 12 ⇒ (3, 3) + 12 = 18
Dardanius can't DE while fighting, it takes concentration/standard action like a spell

2d20 ⇒ (2, 3) = 5
Turran is highly ineffectual, Irisse damages and blinds the two ghouls fighting Turran and Dardanius, Dardanius stabs a ghoul twice, Weed hews down a ghoul and wounds a second.
On Weed
Ghoul 6 -30
claw: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 2 ⇒ (1) + 2 = 3
bite: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 4 ⇒ (4) + 4 = 8
Zombie 1
slam: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (4) + 4 = 8
Zombie 2
slam: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 4 ⇒ (3) + 4 = 7
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
On Dardanius
Ghoul 2 -31/blind
claw: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 2 ⇒ (5) + 2 = 7 miss on 1: 1d2 ⇒ 1
claw: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 2 ⇒ (3) + 2 = 5 miss on 1: 1d2 ⇒ 1
bite: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 4 ⇒ (8) + 4 = 12 miss on 1: 1d2 ⇒ 2
Ghoul 3 blind
claw: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 2 ⇒ (3) + 2 = 5 miss on 1: 1d2 ⇒ 2
claw: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 2 ⇒ (4) + 2 = 6 miss on 1: 1d2 ⇒ 1
bite: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 4 ⇒ (7) + 4 = 11 miss on 1: 1d2 ⇒ 1
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
The battle continues to go poorly for the nobles and adventurers as their fallen begin to rise as undead!
With BOF and haste active you could weapon swap, get in a single attack, plus LOH (self) in the same round.
Turran hews down another ghoul, g/z: 1d2 ⇒ 1 Weed damages a ghoul badly, Irisse tries to summon an air elemental but the creature is prevented from arriving on your plane, Dardanius' action.
@Irisse-one way to find out!
Irissë wrote: Question: Solid fog is 4th level spell, summoning medium air elemental is 4th level spell
Would assume a summoned medium air elemental would be able to generate 31mph wind and disperse the solid fog using its whirlwind ability.
Solid fog: Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Plan: burn 4th level solitary air walk for SM4 and summon air elemental to disperse solid fog
Irisse thinks that the various magics cast on the house prior to the auction will prevent her from being able to successfully summon monsters.

Dardanius lands two more highly effective shots, Weed comes out of nowhere and lands an axe strike that does not appear to do much damage, Irisse heals, and Turran chops down a ghoul.
The BBE cats a spell and Dardanius, Irisse, and Turran become enveloped (as do 3 ghouls) in a solid bank of fog
https://www.d20pfsrd.com/magic/all-spells/s/solid-fog/
https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud
A pair of ghouls engage Weed as do two other figures that appear to be recently raised undead.
On Weed
Ghoul 5
claw: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 2 ⇒ (5) + 2 = 7
bite: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 4 ⇒ (5) + 4 = 9
Ghoul 6
claw: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 2 ⇒ (4) + 2 = 6
bite: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 4 ⇒ (4) + 4 = 8
Zombie 1
slam: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d8 + 4 ⇒ (2) + 4 = 6
Zombie 2
slam: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 101d8 + 4 ⇒ (5) + 4 = 9
Any hit by a ghoul causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
On Dardanius
Ghoul 2
claw: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d6 + 2 ⇒ (5) + 2 = 7
claw: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 211d6 + 2 ⇒ (2) + 2 = 4
bite: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 271d8 + 4 ⇒ (7) + 4 = 11
Ghoul 3
claw: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 201d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 241d6 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 101d8 + 4 ⇒ (8) + 4 = 12
On Turran
Ghoul 4
claw: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 141d6 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 141d6 + 2 ⇒ (4) + 2 = 6
bite: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 191d8 + 4 ⇒ (4) + 4 = 8
Attack role for Turran or some other standard action?
Turran, you will be subject to a number of AOO to walk over tworads BBE. Ceiling isn't high enough to avoid melee.
The ceiling in this room (much less the doorway/hallway) isn't high enough to make a difference.
Dardanius is pretty stuck with four assailants swarming about him and two friends behind him and a shattered door making the way back troublesome at best. DC 20 REF save to be able to 5' step back without mishap.
Weed is somehow ignored by all of the combatants as he slinks towards the apparent big bad. Irisse and Turran cast spells. Yes Dardanius, bows are bad ass on a crit: x3. Dardanius misses with most of his shots, but makes the one that lands count.
The melee continues with the adventurers and nobles ignoring the party, but the Aspis do not as the big bad barks a command and lobs a fireball at the party as four of his followers rush towards Dardanius and the blasted door, apparently some type of ghouls.
On everyone but Weed
fireball: 24d6 ⇒ (4, 2, 4, 2, 2, 1, 1, 4, 1, 1, 3, 6, 5, 1, 1, 5, 6, 1, 4, 5, 1, 6, 3, 5) = 74 DC 23 for 1/2
On Dardanius
Ghoul 1
bite: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 4 ⇒ (1) + 4 = 5
Ghoul 1
bite: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 4 ⇒ (2) + 4 = 6
Ghoul 1
bite: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 291d8 + 4 ⇒ (2) + 4 = 6
Ghoul 1
bite: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 171d8 + 4 ⇒ (2) + 4 = 6
Any successful bite causes 2 rounds of paralysis (not cumulative); DC 17 FORT to avoid
Magical fire and electricity wash over Dardanius and Weed as they enter the auction room.
fire: 5d6 ⇒ (2, 2, 3, 1, 5) = 13 electricity: 5d6 ⇒ (5, 1, 1, 1, 2) = 10
DC 18 REF for 1/2; 2 separate rolls.
Within, the pair can see a ferocious three-way battle with the Taldoran nobles apparently allied with each other for the moment, the adventurers, and the Aspis group all in a general melee. Several bodies are down and dead/dying, including multiple servants. The massive figure of the Aspis Consortium appears to be leading his group to a strong position as none of his group have fallen and it looks as if a few more have joined his group. The spells and magical attacks of the Taldorans and adventurers seems to wash over the Aspis group harmlessly, some type of protection centered on their leader prevents them from having an impact.
Yes and yes. Just want to make sure I understand your action.
Dar moves into the space where the door was blown of its hinges?
You push your way through the onrush of fleeing servants, many wounded and all terrified and re-enter the double doors. The door at the far end of the hallway that leads to the auction room has been blown from its hinges, smoke billowing out of it, and you can hear the noise of combat and the sound of magics being expended.
While the party is discussing what just happened and what may come next, there is a series of violent explosions in the building you just left and smoke wafts out of shattered windows as servants rush from the door, coughing and crying in panic and dismay.
The guards walk you into the hallway and watch to make sure that you leave the building.
Almost everyone besides the Pharasmites are evil to some extent. The adventurer types are lightly evil (you guess mostly neutral with a few bad eggs); the Taldoran nobles a little more evil (mostly bad eggs with a few neutrals); the Aspis group is quite evil (especially the massive robed figure).
No bidders are being asked to leave or escorted out. If anything, you get a sense that everyone is keeping an eye on the Scepter and/or all the jewels.
The guards lead you through the door, into a hallway that runs for about 30' with doors on either side. A large set of double doors is at the far side of the hallway; you think you recognize the from surveilling the outside.
Irisse is able to sneak a peak underneath the cowl of the massive robed figure that appears to lead those at the table. What she sees is a visage of dread. A desiccated face, savaged by time, who's eyes burn with an unholy light.
The officious looking man returns-Well my lords, doesn't seem like you should have bothered to pay the entry fee as you clearly were outside your depths. It's time for you to depart; I'll have my men walk you out. The two guards from earlier step forward and usher you to the far door.

Assuming the party offers no bid at any point:
The price for the Scepter continues to climb, with various bidders falling out as the price rises. In the end only two bidders remain: The Aspis Consortium and the church of Pharasma. The bid amount finally grows to an amazing amount, one and a half MILLION gold crowns, last offered by the Pharasmites! The tension in the air is palpable and the moments drag on agonizingly until finally the massive cloaked figure raises it's bid paddle one last time taking the amount to 1.75M GP. The Pharasmites in tears, give no further bid and the auctioneer has a servant take the re-cased Scepter to the Consortium table after several bags of jewels are handed over and appraised.
Their is tension in the air during the counting and final hand over of the Scepter, but from the Aspis table only quiet and calm. Seeing their intentions thwarted the Pharasmites quickly leave the auction. The Taldoran nobles converse with each other, now seeing a common opponent. The table with the adventurer looking types talk quietly amongst themselves, side-eyeing the Aspis table.
Turran: 1d20 ⇒ 14
DM: 1d20 ⇒ 11
The Party does it's level best to blend, and while it's not very successful the various parties in the room appear to intent on the auction proceedings to pay you much mind. Similarly, the officious man that accosted you in the hallway notices that no one objects to your presence and figures that you must be a late entrant to the auction and lets it slide.
After a short while, a tall elf takes to the podium at the front of the room and gains the attention of the audience-Assembled guests, I know most of you are here for one item in particular, so we will begin tonight's activities with the sale of the recently liberated Dread Pharaoh's scepter. This item is shrouded by the ancient mists of antiquity and it's true powers are unplumbed by anyone living.
The elf pulls the scepter out of a protective case and displays it to all in the room-Who will start the bidding at one hundred thousand gold crowns?
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