
Game Master Listener |

Nakht nods solemnly, and turns to Sebti. Bring them to the main hall. I shall join you there shortly. With that, he leaves. The High Priestess sighs, almost with relief. I hope you can convince him. The alternative would be disastrous. She guides you to the main chambers, bringing along several other robed clerics along the way.
A few moments after you arrive, Nekht enters the hall with two other members of his command, armed with the distinctive shields of the Voices of the Spire. He stands, waiting patiently, not saying a word for several minutes until another being appears suddenly, next to him. Thank you for coming, Ajin Ra Baqa, He says, as he addresses the tall, skeletal figure. These people think they will be able to find the source of the undead menace. I ask that you test them. When you defeat them, perhaps they will understand why we cannot play games in the face of this danger. Do not kill them. They may be mercenaries, but there's no need for such a final lesson.
He turns to you all. This is Ajin Ra Baqa, psychopomp in service of Pharasma. Defeat him and his allies, and you shall have earned my blessing. The tall, skeletal figure wearing a vulture-like mask and a ragged cloak of gray feathers nods as it steps forward. Three Esoboks growl as they spread out behind it, their claws clacking on the stone floors of the hall. It does not speak, but a massive scythe appears in its skeletal claw to indicate that it is ready.
Also known as reapers, angels of death, or amzranei, vanths protect the departed from those wishing to eat or steal their mortal souls, recapture escaped souls trying to flee their assigned fates, and are death’s foot soldiers against whatever would disrupt the natural cycle of mortality. They may also guard the dead and death’s assets, such as forgotten cemeteries, unattended mausoleums, and sacred groves.
A vanth weighs 400 pounds and stands 8 feet tall, though its slumped posture means it can look most adult humanoids in the eye. Vanths are ancient creatures, perhaps predating the current gods of death, and are rumored to be ascended souls of a distant world of death-worshiping soldiers. They rarely speak or show emotion and their hollow voices carry unnaturally far. A vanth’s scythe is a badge of its station, reflecting its role as a harvester of souls. It features symbols in a language that was already lost when the death gods claimed Purgatory.
Most outsiders scorn vanths, as the psychopomps have no concern for law, rightfulness, or personal gain—only duty. Vanths view any outsider visiting Purgatory as a potential threat, and stalk angels and demons alike.
You are also aware that they are difficult to damage without Adamantine, resistant to some elemental effects, and resistant to magic in general.
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Will Save DC 17, or be shaken. And feel free to speak and/or plan before fighting, or just roll initiative and get at it! They don't seem to be in a rush.

Almathea |

"I really think that this test is a childish waste of our time when there are much more important matters to deal with."
know planes: 1d20 + 12 ⇒ (14) + 12 = 26
"Just so the everyone knows, this vanth psycopomp is difficult to damage without Adamantine, resistant to some elemental effects, and resistant to magic in general. So please plan your attacks accordingly.
Init: 1d20 + 6 ⇒ (9) + 6 = 15
will save: 1d20 + 6 ⇒ (11) + 6 = 17
Surprise Round
Almathea casts Grease underneath the Psychopomp. Save DC 17
No SR for that spell.
Round 1
Almathea casts Glitterdust on the Psychopomp and any esobaks that might be close enough to it. Will save DC 18.
No SR for that spell.

Nevai Alaro |

"Excuse me, if any of your clerics are able, could we please be healed before we attempt this trial? I could use my own abilities, but we'd prefer to try this at close to full strength."

Game Master Listener |

One of the priests accompanying the High Priestess nods and steps forward to heal anyone that requires it. She'll channel and casts spells as necessary to make sure everyone is at full health.
Neither the commander of the Voices of the Spire, his knights, nor the skeletal creature object to the priest's actions.

Leto V. Derexhi |

Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Is this really necessary? Anybody has some magic that can help us here? Or talk them out of this nonsense? Or adamantine arrows?
Leto seems hesitant, especially after Almas words, but gets his bow ready.
When the action begins, he´ll wait for Erei´s music and then shoot at the Vanth.
FoA: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 10 ⇒ (8) + 10 = 18
FoA: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 10 ⇒ (4) + 10 = 14
FoA: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 10 ⇒ (7) + 10 = 17
FoA: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 10 ⇒ (8) + 10 = 18
FoA: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 10 ⇒ (4) + 10 = 14
All +1 with bardic music.
Yeah i just got three 1s in 2 posts in direct succession. That´s really off here. I´m gonna use perfect shot and ki for another shot.

Marnarius |

Initiative check: 1d20 + 4 ⇒ (15) + 4 = 19
DC 17 Will save: 1d20 + 2 ⇒ (13) + 2 = 15
Marnarius quails a bit in the psychopomp's aura, but musters up enough courage to speak to the spirit. "You do realize that this is not the time to be weakening the forces working to keep order in the city, correct?" Drawing both weapons, he studies the tall figure and takes a short step in front of Leto, awaiting the coming onslaught while keeping a strong defense in place.
Move action: study the vanth. 5' step to position, then holding a standard action to attack the next creature that gets within range. Fighting defensively, so current AC is 19/14/14.
Held attack; add +1 if against the vanth & performance bonuses if applicable; PA w/+1 kukri incl. fighting defensively and shaken: 1d20 + 8 - 4 - 2 ⇒ (17) + 8 - 4 - 2 = 19
Held attack damage, if applicable; add +1 vs. the vanth & performance bonuses if applicable: 1d4 + 10 ⇒ (4) + 10 = 14

Nuru Anhkguard IV |

Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Will Save DC17: 1d20 + 8 ⇒ (14) + 8 = 22
Nuru stands stunned for a brief moment. Facing Ajin Ra Baqa, a servant of her god, in battle was not expected and for a few seconds she contemplates her actions allowing the enemy to strike first. Stepping up and setting her feet in case the esoboks attack, she says a quick prayer to Pharsma, and then...
5' step forward; Swift action: Fervor - cast Divine Favor
2Handed Pwr Attack w/ Khopesh: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 for slashing damage of: 1d6 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Cast Bull's Strength

Nevai Alaro |

Round 1, Initiative 18
Nevai said a quick prayer to Horus, to bolster Marnarius's resolve.
Cast remove fear on Marnarius and myself. +4 morale bonus on fear effects, and the current fear effect is suppressed.

Game Master Listener |

Almathea casts grease in a flash, catching the Vanth as well as one of the Esoboks. Unfortunately, both keep their footing.
Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24
Round 1
The Vanth floats up into the air slightly and hovers above the grease. One of it's clawed hands points at Nevai.
Will Save, DC17 or -6 Wisdom from bestow curse.
Two of the Esoboks pounce forward, one attacking Marnarius,
Bite: 1d20 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
and the other at Nuru.
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Claw: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 7 ⇒ (1) + 7 = 8
The final Esobok shuffles forward out of the grease.
Athletics: 1d20 + 3 ⇒ (13) + 3 = 16
The spirit does not respond to Marnarius. Still, the half-elf manages to slice the Esobok attacking him.
Erei starts to perform and Nevai cleanses the fear from himself and Marnarius.
Almathea is able to catch both the Vanth and the Esobok now slightly in front of the grease in the glitterdust and the Esobok appears to be blinded.
Will Save: 1d20 + 6 ⇒ (3) + 6 = 9
Will Save: 1d20 + 10 ⇒ (20) + 10 = 30
Two of Leto's arrows hit home, though do far less damage than one would expect of them. And Nuru's khopesh slams into the Esobok in front of her.
Round 2
The Vanth once again points it's bony finger, this time aimed at Almathea.
Will Save, DC17 or -6 Intelligence from bestow curse.
The Esobok attacking Marnarius manages to land a single claw on the dodging half-elf.
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Claw: 1d20 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
The one attacking Nuru, similarly, lands a claw, though a bit more solidly.
Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Claw: 1d20 + 7 ⇒ (6) + 7 = 13
Claw: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 7 ⇒ (16) + 7 = 23 Crit: 1d4 + 3 ⇒ (4) + 3 = 7
The final Esobok remains blind and simply stands guard in front of the Vanth.
Will Save: 1d20 + 6 ⇒ (8) + 6 = 14

Leto V. Derexhi |

Round 2 Initiative 14
Leto curses but continues to shoot at the Vanth.
FoA: 1d20 + 11 ⇒ (1) + 11 = 121d8 + 11 ⇒ (6) + 11 = 17
FoA: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 11 ⇒ (6) + 11 = 17
FoA: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 11 ⇒ (8) + 11 = 19
So ridiculous, seemingly have a bad dice streak for quite some time now.

Nevai Alaro |

Round 2, Initiative 18
Will (DC 17): 1d20 + 9 ⇒ (10) + 9 = 19
Nevai shrugged off the vanth's curse, and stepped forward to deliver a slash to Marnarius's esobok.
Natron Fang: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20, Damage: 1d8 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12

Marnarius |

Round 2 Initiative 19
Badly wounded, Marnarius foregoes dodging and cuts twice at his attacker.
+1 kukri PA, TWF, incl. inspire and banner: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Cold iron kukri PA, TWF, incl. inspire and banner: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Cold iron kukri PA damage, incl. inspire and banner: 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
ETA: Is there anyone Marnarius can move to flank with?

Almathea |

Round 2
Init 15
will save: 1d20 + 6 ⇒ (20) + 6 = 26
range throw: 1d20 + 6 ⇒ (5) + 6 = 11
Almathea reaches into her bag and throws a flask of alchemical fire towards the Vanth standing in the Grease.

Nuru Anhkguard IV |

Round 2, Initiative 8
Nuru shrugs off the esobok's attack with a grimace and renews her own attack with as much fury as possible.
DF Inspired Pwr Atk w/ Khopesh: 1d20 + 7 + 1 + 1 + 1 ⇒ (18) + 7 + 1 + 1 + 1 = 28 for slashing damage of: 1d6 + 10 + 1 + 1 + 1 ⇒ (2) + 10 + 1 + 1 + 1 = 15
Crit Confirm: 1d20 + 7 + 1 + 1 + 1 ⇒ (19) + 7 + 1 + 1 + 1 = 29 for slashing damage of: 1d6 + 10 + 1 + 1 + 1 ⇒ (2) + 10 + 1 + 1 + 1 = 15
Given our last encounter with the Esoboks, I'm assuming that last attack killed it.
"Test my worth, will you!" shouts Nuru as she puts the vile psychopomp down with a vicious slice across its chest. Bounding forward, the dwarf moves into position to flank one of the remaining esoboks.

Game Master Listener |

Marnarius and Nevai finish off the Esobok between them and Nuru nearly slices the one she's fighting in half. One of Leto's arrows strikes home, but again, the Vanth seems to shrug most of the damage off.
1d8 ⇒ 6
The vial of alchemist's fire from Almathea lands slightly behind the creature, but does manage to singe it's robe.
Round 3
The Vanth rises up slightly off the ground and hovers in the air above the grease, pointing a finger at Leto.
Will Save, DC17 or -6 Strength from bestow curse.
The remaining Esobok, smelling Nuru coming forward, tries to lash out with its maw but simply snaps at empty air. It does, however, manage to clear its vision finally.
Blind: 1d100 ⇒ 38
Will Save: 1d20 + 6 ⇒ (16) + 6 = 22
You can easily flank the lone Esobok. It's just outside the grease and the Vanth is now hovering above the grease just behind it. Which does mean that, with some movement, it could also flank one of the attackers...if the esobok makes it to the next round, that is.

Nevai Alaro |

Round 3, Init 18
Nevai skirted the Esobok's reach, setting up a flank to efficiently eliminate the last of the Vanth's minions.
Natron Fang: 1d20 + 8 + 1 + 1 + 2 ⇒ (5) + 8 + 1 + 1 + 2 = 17, Damage: 1d8 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13

Leto V. Derexhi |

ROund 3, Initative 14
Leto continues to fire at the Vanth:
FoA: 1d20 + 11 ⇒ (10) + 11 = 211d8 + 11 ⇒ (8) + 11 = 19
FoA: 1d20 + 11 ⇒ (7) + 11 = 181d8 + 11 ⇒ (3) + 11 = 14
FoA: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 11 ⇒ (7) + 11 = 18
Will Save: 1d20 + 6 ⇒ (15) + 6 = 21
He shrugs off the Vanths negative energy.
Not with me you foul creature! You should be helping us fend off the undead, not serving this fool! I´m beginning to suspect this is some plot! He might be the one who caused it!

Erei Jentis |

Round 3 - Initiative 20
Erei will stop singing and stab at the creature.
Longspear: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Active Effects: Flagbearer, Inspire Courage (+1) (2 rounds)

Marnarius |

Round 3, Initiative 19
+1 kukri PA vs. esobok, incl. flanking, inspire, and flagbearer: 1d20 + 8 + 2 + 1 + 1 ⇒ (1) + 8 + 2 + 1 + 1 = 13
Marnarius moves into a flanking position with Nuru on the last esobok, but slips on the approach. His blade comes nowhere near the psychopomp.

Nuru Anhkguard IV |

Round 3, Initiative 8
Flanking with Marnarius, Nuru slashes at the last esobok.
DF Inspired Pwr Atk w/ Khopesh: 1d20 + 7 + 1 + 1 + 1 ⇒ (17) + 7 + 1 + 1 + 1 = 27 for slashing damage of: 1d6 + 10 + 1 + 1 + 1 ⇒ (2) + 10 + 1 + 1 + 1 = 15
Confirm Crit: 1d20 + 7 + 1 + 1 + 1 ⇒ (2) + 7 + 1 + 1 + 1 = 12 for slashing damage of: 1d6 + 10 + 1 + 1 + 1 ⇒ (4) + 10 + 1 + 1 + 1 = 17
If the Esobok is dead, she will move towards the Vanth and attack.

Game Master Listener |

Two of Leto's arrows find their marks again. Almathea manages to burn the creature slightly. Nevai and Nuru's assault drops the final Esobok and only the Vanth remains.
Round 4
The Vanth slides through the air and brings its scythe down on Marnarius.
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 2d4 + 16 ⇒ (4, 4) + 16 = 24
Continuing its swing into Nuru.
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 2d4 + 16 ⇒ (4, 4) + 16 = 24
Only the Vanth remains. I believe that damage will barely manage to drop Marnarius? In any case, Nevai and Nuru can easily flank the creature with minimal movement. (A 5-foot step on either character's part).
Edit: as I'm looking, it appears that it will drop *both* Marnarius and Nuru? In which case, it'll be a little tougher to flank.

Nevai Alaro |

Round 4, Init 18
With his companions falling to the extraplanar creature's scythe, Nevai did what he could to draw the creature's attention. He skirted around behind thing, then stepped in close and raised his holy symbol.
Channel Energy: 2d6 ⇒ (2, 4) = 6
Well..... damn. Heals everyone just enough to be in the death zone. I'm moving around behind him, hoping to move his attention away from the prone people, but we'll see how it goes. Sadly, clerics don't get the big heals until level 11. Somewhat unrelated, anyone know any way to get heal as a spontaneous spell?

Nuru Anhkguard IV |

Round 3, Initiative 8
As the final Esobok collapses, Nuru wheels about to find the Vanth's sharp blade gliding through the air. The warpriestess's eyes widen as she hears the whispering of the scythe as it lacerates her torso. Stumbling back, she tries to hold back the warm blood as it seams from her wounds. Unable to stem the flow, she drops to a knee and gasps a final breath before falling prone.
Nuru felt her life draining away as a terrible weight of sorrow and regret began to crush her until a voice rang out from the darkness. Navai... why does he call me? Before her thoughts coalesce, she feels the tug of life and opens her eyes. Navai stands beyond the Vanth holding the symbol of Horus high above his head. A calmness overtakes Nuru. She swiftly lays a hand upon her chest and feels the warmth of her fervor restoring her body.
Fervor: self heal: 1d6 ⇒ 2
Is the Vanth within range for Nuru to take an attack from the ground? Or has it moved and she can stand without taking an AOO? Don't feel like I can stand if the Vanth gets an AOO. Nuru is still too close to unconsciousness to risk it.

Nuru Anhkguard IV |

Well, then I'll attack from the ground... Incoming ankle bite.
DF Inspired Pwr Atk w/ Khopesh while Prone: 1d20 + 7 + 1 + 1 + 1 - 4 ⇒ (7) + 7 + 1 + 1 + 1 - 4 = 13 for slashing damage of: 1d6 + 10 + 1 + 1 + 1 ⇒ (1) + 10 + 1 + 1 + 1 = 14
And a whiff

Leto V. Derexhi |

Round 4 Initiative 14
Leto gasps as the Vanth reaps his friends and fires more arrows at it with a grim face. You think you can hear something like You will pay for this foolish priest... under his breath.
FoA: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 11 ⇒ (3) + 11 = 14
FoA: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 11 ⇒ (2) + 11 = 13
FoA: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 11 ⇒ (5) + 11 = 16
I use the 2 remaining perfect shot here.
FoA: 1d20 + 11 ⇒ (13) + 11 = 241d8 + 11 ⇒ (2) + 11 = 13
FoA: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 11 ⇒ (5) + 11 = 16

Marnarius |

Round 4, Init 19/18
Marnarius' final conscious thought as the scythe slashes him deeply is a curiously detached feeling of curiosity, that perhaps the inquisitor is correct. Moments later, though, awareness returns with the wash of Nevai's healing power. The slayer cautiously crawls away from the vanth, trying to get some range before standing.

Erei Jentis |

Round 4 - Initiative 20
Assuming he can reach without being threatened, Erei will go and cast Blur on Marnarius. If he cannot do so, he will just attack the creature with his spear.
Longspear: 1d20 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Active Effects: Flagbearer, Inspire Courage (+1) (1 round)

Game Master Listener |

All three of Leto's arrows strike home as well as Almathea's acid. The creature's robe looks ragged, but it remains upright.
Round 5
The Vanth spins in the air and brings its scythe down on Nevai, recognizing him as a threat, barely missing with its backswing.
Attack: 1d20 + 11 ⇒ (7) + 11 = 18 Damage: 2d4 + 16 ⇒ (2, 1) + 16 = 19
Attack: 1d20 + 6 ⇒ (11) + 6 = 17

Leto V. Derexhi |

Round 5 Initiative 14
Cold sweat begins to glisten on Leto´s face as he drains his inner power deeply.
FoA: 1d20 + 11 ⇒ (19) + 11 = 301d8 + 11 ⇒ (6) + 11 = 17
FoA: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 11 ⇒ (2) + 11 = 13
FoA: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 11 ⇒ (1) + 11 = 12
Crit Confirm: 1d20 + 11 ⇒ (5) + 11 = 162d8 + 22 ⇒ (8, 1) + 22 = 31
Too bad i used up all perfect strike already.