The adventure assumes that the PCs take the easiest route from Tephu to the Parched Dunes, up the Crook River, a journey of approximately 120 miles. A riverboat can make the trip in 12 days, for a cost of 12 gp per passenger. The PCs can easily purchase all of the supplies they might need for a journey into the desert, including food, water, and even camels, before leaving Tephu.
[Chapter 9] The Parched Dunes
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The adventure assumes that the PCs take the easiest route from Tephu to the Parched Dunes, up the Crook River, a journey of approximately 120 miles. A riverboat can make the trip in 12 days, for a cost of 12 gp per passenger. The PCs can easily purchase all of the supplies they might need for a journey into the desert, including food, water, and even camels, before leaving Tephu.
He sighs, readjusts his shemagh, and passes the time pondering what interesting secrets they'll find at Chisisek's tomb.

South of the Parched Dunes, a small, unnamed tributary joins the Crook from the north. This stream is too small to allow travel by boat, but following the stream by foot takes the PCs into the southern reaches of the Parched Dunes. The PCs begin their explorations on the southern edge of the map, in the hex containing the stream.
I've posted brief hexcrawl rules here.
Lastly, the current hex has been discovered but not explored.
The hyenas are posted around the perimeter and howl as you approach.
There are four gnolls and four hyenas. I'll roll initiative for everyone.
The hyenas hotel and form a defensive line between your camel train and the slaver camp. They'll attack anyone who gets close. They're fifty feet from you, there is a river to the right, and rockier terrain (difficult) to the left, leaving a clear spot forty feet wide between. The gnolls are forty feet behind the hyenas.
All of you are up in whatever order you post.
Rolls
Initiative: Callum +11, Iseret +4, Selquet +6, Tabat +1, Gnolls, Hyenas - (1d20+11, 1d20+4, 1d20+6, 1d20+1, 1d20+3, 1d20+3)
1d20+11 : (6) + 11 = 17
1d20+4 : (1) + 4 = 5
1d20+6 : (7) + 6 = 13
1d20+1 : (8) + 1 = 9
1d20+3 : (1) + 3 = 4
1d20+3 : (18) + 3 = 21
Rolls
Tabat Menes: MW Khopesh - Atk/Dam - Reckless Strike - (1d20+14, 1d8+10)
1d20+14 : (1) + 14 = 15
1d8+10 : (2) + 10 = 12
Andromeda: Bite - Atk/Dam - Reckless Strike - (1d20+10, 1d6+16)
1d20+10 : (20) + 10 = 30
1d6+16 : (3) + 16 = 19
Andromeda Confirm Crit - (1d20+10, 1d6+16)
1d20+10 : (9) + 10 = 19
1d6+16 : (4) + 16 = 20
Rolls
Attack and damage - (1d20+11, 1d4+5)
1d20+11 : (16) + 11 = 27
1d4+5 : (1) + 5 = 6
Rolls
Single attack - (1d20+11)
(15) + 11 = 26
Damage (Scimitar) - (1d20+5)
(8) + 5 = 13
Damage redo - (1d6+5)
(1) + 5 = 6
Rolls
Khopesh attack and damage - (1d20+19, 1d8+11)
1d20+19 : (16) + 19 = 35
1d8+11 : (5) + 11 = 16
The last remaining hyena nips at a camel's heels, while the gnolls unleash and fire their composite shortbows at each of you.
Callum and Iseret are each hit for 10 damage.
You're all up again in whatever order to post. The four gnolls are 40' away, the slaves a couple dozen feet behind them.
Rolls
Hyena attacks the camel of 1: C, 2: I, 3: S, 4:T with trip - (1d4, 1d20+2, 1d6+2)
1d4 : (4) = 4
1d20+2 : (4) + 2 = 6
1d6+2 : (6) + 2 = 8
Gnolls vs Callum - (1d20+8, 1d6+4)
1d20+8 : (14) + 8 = 22
1d6+4 : (6) + 4 = 10
Gnolls vs Iseret - (1d20+8, 1d6+4)
1d20+8 : (15) + 8 = 23
1d6+4 : (6) + 4 = 10
Gnolls vs Selquet - (1d20+8, 1d6+4)
1d20+8 : (8) + 8 = 16
1d6+4 : (2) + 4 = 6
Gnolls vs Tabat - (1d20+8, 1d6+4)
1d20+8 : (1) + 8 = 9
1d6+4 : (4) + 4 = 8
Rolls
Tabat Menes: MW Khopesh - Atk/Dam - Reckless Strike - (1d20+14, 1d8+10)
1d20+14 : (12) + 14 = 26
1d8+10 : (4) + 10 = 14
Andromeda: Bite - Atk/Dam - Reckless Strike - (1d20+10, 1d6+16)
1d20+10 : (5) + 10 = 15
1d6+16 : (5) + 16 = 21
The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.
Prepared for a gnoll to counterattack, Selqet parries and ripostes
Rolls
Khopesh Attack - (1d20+19, 1d8+11)
1d20+19 : (3) + 19 = 22
1d8+11 : (7) + 11 = 18
Parry - (1d20+19)
(7) + 19 = 26
Riposte (Cold Iron Khopesh) - (1d20+19, 1d8+11)
1d20+19 : (8) + 19 = 27
1d8+11 : (2) + 11 = 13
Callum casts a spell on a gnoll (designating as G2: -4 to attacks for 8 rounds).
Iseret moves forward and adopts a defensive posture as she moves.
Selquet charges at the gnolls and engaged one, slashing it hard. (Designated as G3, it takes 18 damage).
Rolls
Gnome save vs Evil Eye - (1d20+2)
(6) + 2 = 8
AAOO vs Andromeda - (1d20+2, 1d6+2)
1d20+2 : (2) + 2 = 4
1d6+2 : (1) + 2 = 3
G1 will fill attack Tabat, while G2 struggles to move and flank. Tabat takes 16 from the attack, the second misses due to the evil eye, and drops his weapon.
G3 will full attack Selquet, with G4 moving to flank. Selquet takes no damage but the second gnoll disarms him.
All of you are up.
G1: -14, flanking Tabat
G2: (-4 to attacks for 7 more rounds), flanking Tabat
G3: -18, flanking Selquet
G4: flanking Selquet
Rolls
G1 vs Tabat, disarming with whip and slashing with the scimitar - (1d20+8, 1d20+8, 1d6+2)
1d20+8 : (20) + 8 = 28
1d20+8 : (20) + 8 = 28
1d6+2 : (4) + 2 = 6
G3 vs Selquet, disarming with whip and slashing with the scimitar - (1d20+8, 1d20+8, 1d6+2)
1d20+8 : (14) + 8 = 22
1d20+8 : (7) + 8 = 15
1d6+2 : (2) + 2 = 4
Confirm crits vs Tabat - (1d20+8, 1d20+8)
1d20+8 : (17) + 8 = 25
1d20+8 : (5) + 8 = 13
Correction to damage vs Tabat - (1d8+4)
(4) + 4 = 8
G2 flanks and attacks Tabat - (1d20+12, 1d8+4)
1d20+12 : (15) + 12 = 27
1d8+4 : (5) + 4 = 9
G4 flanks and attacks Selquet to disarm - (1d20+12)
(14) + 12 = 26
Des my Opportune Parry & Riposte hit the first Gnoll?
Rolls
Mwk Silver Khopesh - (1d20+18, 1d8+9)
1d20+18 : (20) + 18 = 38
1d8+9 : (8) + 9 = 17
Confirming Critical - (1d20+18, 1d8+)
1d20+18 : (16) + 18 = 34
1d8+ : (1) = 1
G1: -14/47, flanking Tabat
G2: -40/47 (-4 to attacks for 7 more rounds), flanking Tabat
G3: -18/47, flanking Selquet
G4: flanking Selquet
Their AC vs melee is 19
Rolls
Attack and damage (sneak attack) - (1d20+11, 1d4+5+3d6)
1d20+11 : (9) + 11 = 20
1d4+5+3d6 : (3) + (116) + 5 = 16
I get my panache point back on the cirt as well
Rolls
Attack of opportunity - (1d20+18, 1d8+9)
1d20+18 : (4) + 18 = 22
1d8+9 : (7) + 9 = 16
Rolls
AoO - (1d20+14, 1d8+10)
1d20+14 : (18) + 14 = 32
1d8+10 : (3) + 10 = 13
Iseret slips to the outside and stabs the gnoll slaver attaching in the back.
Tabat takes advantage of the whipper to get a blow in, before his weapon is thrown from his hands.
G2: (-4 to attacks for 7 more rounds), flanking Tabat
G3: -18/47, flanking Selquet
G4: dead
Their AC vs melee is 19
Rolls
Scimitar attack - (1d20+11)
(1) + 11 = 12
Damage - (1d6+5)
(2) + 5 = 7
Tabat takes 8, then you're all up.
G1: -43/47, flanking Tabat
G2: (-4 to attacks for 7 more rounds), flanking Tabat
G3: -18/47, flanking Selquet
G4: dead
Their AC vs melee is 19
Rolls
G1 vs Tabat, with whip and scimitar, flanking - (1d20+10, 1d8+4, 1d20+10, 1d6+2)
1d20+10 : (7) + 10 = 17
1d8+4 : (8) + 4 = 12
1d20+10 : (18) + 10 = 28
1d6+2 : (6) + 2 = 8
G2 vs Tabat, with whip and scimitar, evil eye, flanking - (1d20+8, 1d8+4, 1d20+8, 1d6+2)
1d20+8 : (5) + 8 = 13
1d8+4 : (2) + 4 = 6
1d20+8 : (5) + 8 = 13
1d6+2 : (1) + 2 = 3
Hyena vs Selquet, flanking - (1d20+4, 1d6+2)
1d20+4 : (11) + 4 = 15
1d6+2 : (5) + 2 = 7
G3 vs Selquet, with whip and scimitar, flanking - (1d20+10, 1d8+4, 1d20+10, 1d6+2)
1d20+10 : (8) + 10 = 18
1d8+4 : (8) + 4 = 12
1d20+10 : (10) + 10 = 20
1d6+2 : (4) + 2 = 6
Rolls
Andromeda Bites - (1d20+12, 1d6+10)
1d20+12 : (17) + 12 = 29
1d6+10 : (5) + 10 = 15
Tabat Menes: Ride (Dex) vs. DC 20 - (1d20+6)
(5) + 6 = 11
Tabat Menes: Spear of the Watchful Guardian - Atk/Dam - (1d20+14, 1d8+16)
1d20+14 : (18) + 14 = 32
1d8+16 : (8) + 16 = 24
Rolls
Khopesh Attack - (1d20+18, 1d8+11)
1d20+18 : (5) + 18 = 23
1d8+11 : (5) + 11 = 16
Iterative Attack - (1d20+12, 1d8+11)
1d20+12 : (8) + 12 = 20
1d8+11 : (7) + 11 = 18
Rolls
Attack and damage (sneak attack) - (1d20+11, 1d4+5+3d6)
1d20+11 : (5) + 11 = 16
1d4+5+3d6 : (4) + (222) + 5 = 15
Rolls
Dismount (DC 20 for free action) - (1d20+1)
(11) + 1 = 12
Spellstrike with vampiric touch - (1d20+11)
(5) + 11 = 16
Damage - (1d6+5+4d6)
(3) + (3315) + 5 = 20
Selquet kills the hyena to one side and then stabs the gnoll to his other side.
Iseret gets in closer and provides flanking for Tabat.
Callum slays the gnoll on Selquet with necromantic energies channeled through his blade.
Tabat takes 7 more, then you're all up.
The last gnoll fights with the desperation of one who fears his fate. He's already cursed...
G1: dead
G2: -24/47 (-4 to attacks for 7 more rounds), attacking Tabat
G3: dead
G4: dead
Hyenas: all dead
Their AC vs melee is 19
The slaves finally dare to cheer you on, understanding that victory over the slavers is now all but assured.
Rolls
Attacking Tabat - (1d20+8, 1d8+4, 1d20+8, 1d6+2)
1d20+8 : (10) + 8 = 18
1d8+4 : (4) + 4 = 8
1d20+8 : (16) + 8 = 24
1d6+2 : (5) + 2 = 7
Rolls
Attack and damage (sneak attack, corrected) - (1d20+11, 1d4+5+5d6)
1d20+11 : (17) + 11 = 28
1d4+5+5d6 : (3) + (65424) + 5 = 29
Combat is over
The slaves cheer at the victory, and shout praises upon you all. They're chained near the water, otherwise they might leap to congratulate you.
Gear Found
4 masterwork chainshirts
4 masterwork scimitars
4 masterwork scorpion whips
4 composite shortbows (str+4)
75 arrows
4 magic items (bottles)
4 extra sets of manacles
180 gp
He looks over the magic bottles to discern what they may be.
Rolls
Spellcradt to identify bottles - (1d20+16)
(5) + 16 = 21
SLOT none
CL 5th
AURA faint transmutation [earth]
PRICE 750 GP
WEIGHT 1 lb.
This ornate glass bottle is filled with loose sand. A bottle of shifting sand can be thrown as a splash weapon targeting a specific grid intersection. Treat this attack as a ranged touch attack with a range increment of 10 feet. If thrown on an earthen or sandy surface, the bottle breaks, creating an area of churning, shifting sand in a 20-foot spread that obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a –5 penalty. Creatures entering or beginning their turn in the affected area must succeed at a DC 14 Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must succeed at a second Reflex save or fall prone. At the end of 5 rounds, the sand disappears, leaving no aftereffects.
If a bottle of shifting sand is thrown at a creature, a direct hit instead throws up a cloud of whirling sand that surrounds the creature. This cloud of sand provides concealment to the target and any creatures in adjacent squares for 1 round, but has no effect on the surrounding terrain.
Worn out from the journey through the desert and their mistreatment at the hands of the gnolls, the slaves are ill prepared to return to their homes on their own. However, the city of Ipeq lies only about 45 miles to the southeast. If you were to escort them there, then you'd ensure their survival.

The journey there is uneventful, your now large contingent warning off most predators, be they men or beasts.
When you arrive at the end of the second day, you're there at the city gates. The city guards take your story and have some sympathy for their plight. They agree to take care of them until they can be escorted to their home villages.

The current hex has been discovered and explored. Where to next?
You explore a region and then head south back along the creek, but end up running out of daylight. You camp for the night. What does that look like? What preparations are made for the evening?
Rolls
Secret Roll
Morning wakes and you find yourselves facing a day that is looking to be a scorcher. With temperatures over 35°C (100°F), those of you in armor will likely be battling the elements as much as any tangible threat you find.
Following the river north till we get a reason to do otherwise is fine. I can take the middle watch I dont have spells or anything to need the specific uninterrupted sleep casters need.
As the day grows hotter, you begin to suffer the effects of heat...
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well.
Sadly, no environmental protection spells on my end.
I can take last watch, as I need to sleep 8 hours, and study my Spellbook for 1 hour
To apply Survival, do we just add the modifier (+1) to the Fort roll, or roll Survival first to see if it applies in any way if successful?
Rolls
Tabat Menes: Fortitude - (1d20+10, 1d4)
1d20+10 : (1) + 10 = 11
1d4 : (3) = 3
Andromeda: Fortitude - (1d20+13, 1d4)
1d20+13 : (16) + 13 = 29
1d4 : (1) = 1
Rolls
Fortitude save - (1d20+7-4)
(1) + 3 = 4
Non-lethal damage - (1d4)
(2) = 2
Rolls
Survival - (1d20+1)
(12) + 1 = 13
Fortitude - (1d20+10)
(11) + 10 = 21
Rolls
Survival - (1d20+4)
(15) + 4 = 19
Fortitude - (1d20+7)
(2) + 7 = 9
Tabat and Callum take 3 more non lethal damage, and Selquet takes 2.
You camp that night, set watches and awake to a new day freshly rested.
Rolls
Tabat saves - (1d20+12, 1d20+12, 1d20+12, 1d4, 1d4, 1d4)
1d20+12 : (9) + 12 = 21
1d20+12 : (2) + 12 = 14
1d20+12 : (14) + 12 = 26
1d4 : (1) = 1
1d4 : (3) = 3
1d4 : (1) = 1
Andromeda saves - (1d20+15, 1d20+15, 1d20+15, 1d4, 1d4, 1d4)
1d20+15 : (13) + 15 = 28
1d20+15 : (8) + 15 = 23
1d20+15 : (5) + 15 = 20
1d4 : (1) = 1
1d4 : (3) = 3
1d4 : (1) = 1
Iseret saves - (1d20+5, 1d4, 1d20+5, 1d4, 1d20+5, 1d4)
1d20+5 : (14) + 5 = 19
1d4 : (4) = 4
1d20+5 : (17) + 5 = 22
1d4 : (2) = 2
1d20+5 : (15) + 5 = 20
1d4 : (2) = 2
Callum saves - (1d20+3, 1d4, 1d20+3, 1d4, 1d20+3, 1d4)
1d20+3 : (7) + 3 = 10
1d4 : (1) = 1
1d20+3 : (6) + 3 = 9
1d4 : (2) = 2
1d20+3 : (20) + 3 = 23
1d4 : (4) = 4
Selquet saves - (1d20+9, 1d4, 1d20+9, 1d4, 1d20+9, 1d4)
1d20+9 : (1) + 9 = 10
1d4 : (2) = 2
1d20+9 : (9) + 9 = 18
1d4 : (2) = 2
1d20+9 : (20) + 9 = 29
1d4 : (4) = 4
"Let's keep exploring here while we follow the river?"
Shall we explore and travel NW again?
As he feels the heat wane, "And most appreciative to you and your God."
You camp for the night which passes uneventfully.

You've not explored the current dark brown hex. Where to?
Rolls
Secret Roll
These rocky badlands are riddled with twisting valleys, jagged rubble, and drifts of loose sand. The hills here are higher, the climbs more strenuous. All encounters in this hex take place in difficult terrain.
The rocky spire is 340 feet high, composed of smooth, weathered sandstone.
Do you wish to try to explore the aerie? If so, how do you get up?
Whats the total distance? If we have enough rope we can knot it and its a very easy check
So we'd need 700 feet of rope, probably not realistic. We're back to a quick look, or coming back when we're more prepared for that climb
He flies closer to the oversized egg, sensing out for magical auras or anything else that catches his eye.
Rolls
Knowledge (Nature) - (1d20+5)
(14) + 5 = 19
Perception - (1d20+11)
(12) + 11 = 23
There is a fair bit of debris in the nest and sifting through it will take time. Detect Magic however, indicates three sources of magic: quickly focusing on those areas, Callum finds a glove, a rod, and a potion.
Rolls
Perception: Callum +11, Iseret +13, Selquet +12, Tabat +6 - (1d20+11, 1d20+13, 1d20+12, 1d20+6)
evil handwashing motion
He lands on the ground safely as the roc comes down and lands upon the gargantuan nest.
Rolls
Spellcraft Item 1 - (1d20+16)
(2) + 16 = 18
Spellcraft Item 2 - (1d20+16)
(3) + 16 = 19
Spellcraft Item 3 - (1d20+16)
(14) + 16 = 30
- a brass lamp filled with elixir of fire breath,
- a left-handed glove of arrow snaring (if matched with its twin, the pair functions normally),
- an immovable rod
You camp for the night, and in the next morning explore the area, finding nothing of interest.
Where to next?
The day ends then and following day begins.
Where to?
Rolls
Perception: Callum +11, Iseret +13, Selquet +12, Tabat +6 - (1d20+11, 1d20+13, 1d20+12, 1d20+6)
1d20+11 : (15) + 11 = 26
1d20+13 : (6) + 13 = 19
1d20+12 : (20) + 12 = 32
1d20+6 : (15) + 6 = 21
Guarding the valley is a desert giant, and two cultists. They're alerted to a sound but haven't spotted you yet.
What do you do?

You'll enter the ravine from a narrow gap on the right, 5' wide (large creatures will need to squeeze to get through). Scouting out of, there are:
- two cultists on top of the wall (N7) and beyond that,
- Two cultists and the giant in the gap N1
- two cultists on top of the wall (N9)
- a narrow clifftop path between the two walls (N8)
- A small pyramid perches on the cliffs above the valley, almost as if it had fallen from the sky. At the base of the pyramid, a tent squats on a stone platform built where the natural bridge ends (N10)
What's your approach?
"I do have a daily limit however, so I believe Haste would be beneficial for us all, no?"
As Callum starts to float off the ground, he says a few arcane words at the group, "Something to help us along the way.", then literally disappears.
Make your play.
Rolls
CMB to push - (1d20+14)
(4) + 14 = 18
Rolls
Falling damage - (4d6)
(5624) = 17
Assuming you have timed this what are the others doing just before and as this happens with your free action?
Rolls
Crossbow vs. soldier - (1d20+15, 1d6)
1d20+15 : (16) + 15 = 31
1d6 : (2) = 2

Each square is 10 feet
You'll enter the ravine from a narrow gap on the right, 5' wide (large creatures will need to squeeze to get through). Scouting out of, there are:
- two cultists on top of the wall (N7) and beyond that,
- Two cultists and the giant in the gap N1
- two cultists on top of the wall (N9)
- a narrow clifftop path between the two walls (N8)
- A small pyramid perches on the cliffs above the valley, almost as if it had fallen from the sky. At the base of the pyramid, a tent squats on a stone platform built where the natural bridge ends (N10)
Of the two cultists on top of the wall, one has fallen toward the gap you're entering from (map right) and taken a fair bit of damage. Iseret hits the other on top of the wall and Callum might be jonsing for another deadly bull rush attack.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | na | 17 | prone, east of bottom of wall |
| Cultist 2 | na | 2 | top of wall |
Tabat and Selquet, do you want to finish your opening move, perhaps by charging and attacking Cultist 1?
Rolls
Khopesh - (1d20+19+2, 1d8+11)
1d20+19+2 : (1) + 21 = 22
1d8+11 : (1) + 11 = 12
Rolls
Tabat Menes: MW Khopesh - Atk/Dam - Risky Strike - (1d20+14, 1d8+10)
1d20+14 : (6) + 14 = 20
1d8+10 : (2) + 10 = 12
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | na | 29 | prone, east of bottom of wall |
| Cultist 2 | na | 2 | top of wall |
Rolls
Initiative: Callum +11, Iseret +4, Selquet +6, Tabat +1, Foes +? - (1d20+11, 1d20+4, 1d20+6, 1d20+1, 1d20)
1d20+11 : (18) + 11 = 29
1d20+4 : (20) + 4 = 24
1d20+6 : (9) + 6 = 15
1d20+1 : (16) + 1 = 17
1d20 : (2) = 2
Rolls
Attack and damage - (1d20+15, 1d6)
1d20+15 : (5) + 15 = 20
1d6 : (4) = 4
Confirm crit - (1d20+15, 1d6)
1d20+15 : (7) + 15 = 22
1d6 : (5) = 5
Rolls
Andromeda: Bite 1 - Atk/Dam - (1d20+12, 1d6+10)
1d20+12 : (8) + 12 = 20
1d6+10 : (5) + 10 = 15
Andromeda: Bite 2 - Atk/Dam - (1d20+7, 1d6+10)
1d20+7 : (19) + 7 = 26
1d6+10 : (4) + 10 = 14
Tabat Menes: MW Khopesh 1 - Atk/Dam - (1d20+16, 1d8+6)
1d20+16 : (5) + 16 = 21
1d8+6 : (3) + 6 = 9
Tabat Menes: MW Khopesh 2 - Atk/Dam - (1d20+11, 1d8+6)
1d20+11 : (4) + 11 = 15
1d8+6 : (6) + 6 = 12
Rolls
Khopesh Attack - (1d20+19, 1d8+11)
1d20+19 : (15) + 19 = 34
1d8+11 : (6) + 11 = 17
Tabat kills the cultist who fell off the wall before he can stand.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | 50+ | dead east of bottom of wall |
| Cultist 2 | last | 11 | top of wall |
Not waiting to see the outcome, he nimbly lands atop the wall, surveying the rest of the enemy group. It's time like this he wish he had picked up bowmanship.
Rolls
CMB - (1d20+10)
(20) + 10 = 30
Falling damage - (4d6)
(1636) = 16
The four remaining cultists unlimber their heavy crossbows and shoot at the flying man now that he's visible. A shout seems the giant lumbering for the gap.
The giant lumbers toward the gap.
Looks like 18 damage to Callum. Everyone is up, in whatever order you post.
Rolls
Cultist 3 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (8) + 7 = 15
1d10+1 : (9) + 1 = 10
Cultist 4 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (18) + 7 = 25
1d10+1 : (2) + 1 = 3
Cultist 5 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (12) + 7 = 19
1d10+1 : (9) + 1 = 10
Cultist 6 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (14) + 7 = 21
1d10+1 : (4) + 1 = 5
Despite the cultists' good aim, he sees the giant as the major threat and decides to soften it up for the others. A pea sized bolt shoots from his finger toward it.
Rolls
Fireball Damage - (9d6)
(321124333) = 22
They nimble giant avoids much of the blast, with movements quicker than his large size would indicate. (11 damage)
Rolls
Giant reflex save - (1d20+11)
(19) + 11 = 30
Rolls
Attack and damage, sneak attack - (1d20+15, 1d6+5d6)
1d20+15 : (3) + 15 = 18
1d6+5d6 : (6) + (44321) = 20
Rolls
Tabat Menes: Ride (Dex) (fast dismount) - (1d20+6)
(13) + 6 = 19
Looks like i can 5 ft and full attack. I am fighting defensively for +2 AC (no attack penalty of first attack).
Will use a panache to opportune parry and reposted if attacned
Rolls
Khopesh attack and damage - (1d20+19, 1d8+11)
1d20+19 : (4) + 19 = 23
1d8+11 : (6) + 11 = 17
Iterative attack - (1d20+13-4, 1d8+11)
1d20+13-4 : (18) + 9 = 27
1d8+11 : (1) + 11 = 12
Parry - (1d20+19-4)
(2) + 15 = 17
Riposte and damage - (1d20+19-4, 1d8+11)
1d20+19-4 : (17) + 15 = 32
1d8+11 : (4) + 11 = 15
Confirm critical on iterative attack - (1d20+13-4, 1d8+11)
1d20+13-4 : (17) + 9 = 26
1d8+11 : (6) + 11 = 17
Selquet steps out from under cover, and unleashes his might upon the creature. (AC 24 so the second attack hits for a critical and 29 damage.)
- where does Callum move to after casting Fireball?
- Iseret has her second action from having a high base attack at -5, and a haste attack at full bonus
- Tabat can get a single haste action in I think
- Selquet also has the haste action
Haste will be another Khopesh attack, predictably- -4 because it doesn't get the Swordplay Style buff
Rolls
Khopesh Attack - (1d20+19-4, 1d8+11)
1d20+19-4 : (7) + 15 = 22
1d8+11 : (8) + 11 = 19
Rolls
Attack and damage, sneak attack (if applicable) - (1d20+10, 1d6+5d6)
1d20+10 : (5) + 10 = 15
1d6+5d6 : (6) + (66222) = 24
Hasted attack and damage, sneak attack (if applicable) - (1d20+15, 1d6+5d6)
1d20+15 : (10) + 15 = 25
1d6+5d6 : (3) + (64351) = 22
Iseret's second attack misses but the third hits. Unfortunately I'm not sure if sneak attack applies? It's neither flanked, nor denied it's dexterity bonus in general, and Iseret neither bluffed it nor was stealthed. I'm willing to be convinced otherwise.
Scimitar drawn, another arcane word encoils the blade with dark energy. He flies toward the nearest cultist, hoping to take him out before the crossbow can be reloaded.
Rolls
Mirror Image - (1d4+3)
(1) + 3 = 4
Callum just has a move left this round, so I'll process the extra actions for next round.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
The cultists continue to fire their crossbows at Callum.
Selquet takes 20 damage from a crit. Tabat takes 14. Callum is hit four times for 35 damage.
You're all up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | |
| Cultist 4 | last | -- | |
| Cultist 5 | last | -- | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 70 | AC 24 |
Rolls
Giant's main hand attacks vs Selquet - (1d20+16, 1d8+8, 1d20+16, 1d8+8)
1d20+16 : (6) + 16 = 22
1d8+8 : (8) + 8 = 16
1d20+16 : (18) + 16 = 34
1d8+8 : (2) + 8 = 10
Giant's off hand attacks vs Tabat - (1d20+11, 1d8+8, 1d20+11, 1d8+8)
1d20+11 : (14) + 11 = 25
1d8+8 : (6) + 8 = 14
1d20+11 : (9) + 11 = 20
1d8+8 : (2) + 8 = 10
Cultist 3 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (14) + 7 = 21
1d10+1 : (9) + 1 = 10
Cultist 4 heavy crossbow - - (1d20+7, 1d10+1)
1d20+7 : (14) + 7 = 21
1d10+1 : (9) + 1 = 10
Cultist 5 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (15) + 7 = 22
1d10+1 : (4) + 1 = 5
Cultist 6 heavy crossbow - (1d20+7, 1d10+1)
1d20+7 : (14) + 7 = 21
1d10+1 : (9) + 1 = 10
Confirm Crit vs Selquet - (1d20+16)
(12) + 16 = 28
46/66 HP
Full attack w/flanking and fighting defensively/swordplay style, will attempt a parry reposted again
Rolls
Khopesh first attack - (1d20+19+2, 1d8+11)
1d20+19+2 : (3) + 21 = 24
1d8+11 : (8) + 11 = 19
Iterative attack - (1d20+13+2-4, 1d8+11)
1d20+13+2-4 : (18) + 11 = 29
1d8+11 : (6) + 11 = 17
Parry - (1d20+19-4+2)
(19) + 17 = 36
Riposte - (1d20+19-4+2, 1d8+11)
1d20+19-4+2 : (7) + 17 = 24
1d8+11 : (8) + 11 = 19
Confirm critical on iterative - (1d20+13+2-3, 1d8+11)
1d20+13+2-3 : (15) + 12 = 27
1d8+11 : (8) + 11 = 19
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Callum summons multiple images of himself and flies down to attack the cultists on the ground.
Tabat and Iseret are up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | |
| Cultist 4 | last | -- | |
| Cultist 5 | last | -- | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 125 | dead |
Rolls
Attack and damage, sneak attack - (1d20+15, 1d6+5d6)
1d20+15 : (14) + 15 = 29
1d6+5d6 : (1) + (63226) = 20
What do you think?
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | |
| Cultist 4 | last | -- | |
| Cultist 5 | last | -- | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 125 | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Tabat Menes: Ride (Dex) - (1d20+6)
(8) + 6 = 14
Callum takes 22 damage loses one mirror image from a falchion.
All of you are up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | |
| Cultist 4 | last | -- | |
| Cultist 5 | last | -- | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 125 | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Cultist 3 fachion vs Callum - (1d20+11, 2d4+8)
1d20+11 : (20) + 11 = 31
2d4+8 : (21) + 8 = 11
Cultist 4 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (1) + 7 = 8
1d10+1 : (7) + 1 = 8
Cultist 5 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (9) + 7 = 16
1d10+1 : (4) + 1 = 5
Cultist 6 heavy crossbow vs Callum - (1d20+7, 1d10+1)
1d20+7 : (1) + 7 = 8
1d10+1 : (7) + 1 = 8
Confirm critical - (1d20+11)
(13) + 11 = 24
Mirror image roll 1: Callum, 2-5: an image - (1d5)
(3) = 3
28/81HP
Haste, round 5/9
Swift action to grant +3 enchantment bonus to scimitar, lasts 1 min, 9/10 arcane points.
Didn't see Tabat there, +2 for flanking, so 21 and 26 to-hit
Rolls
Scimitar - (1d20+14)
(5) + 14 = 19
Scimitar Haste - (1d20+14)
(10) + 14 = 24
Scimitar Damage - (1d6+8)
(2) + 8 = 10
Scimitar Damage Haste - (1d6+8)
(1) + 8 = 9
Vampiric Touch - (4d6)
(2451) = 12
That does give me a stab at cultist 4 there; fighting defensively+Swordplay style
Rolls
Scimitar - (1d20+19, 1)
1d20+19 : (8) + 19 = 27
1 : () + 1 = 1
Correcting damage - (1d8+11)
(3) + 11 = 14
Rolls
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam (Risky Strike v. Cultist3) - (1d20+14, 1d10+16)
1d20+14 : (9) + 14 = 23
1d10+16 : (2) + 16 = 18
Tabat Menes: Bite - Atk/Dam (v. Cultist 4) - (1d20+12, 1d6+10)
1d20+12 : (1) + 12 = 13
1d6+10 : (6) + 10 = 16
You're all up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | dead |
| Cultist 4 | last | -- | |
| Cultist 5 | last | -- | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 125 | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Cultist 4 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (7) + 7 = 14
1d10+1 : (6) + 1 = 7
Cultist 5 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (1) + 7 = 8
1d10+1 : (4) + 1 = 5
Cultist 6 heavy crossbow vs Callum - (1d20+7, 1d10+1)
1d20+7 : (2) + 7 = 9
1d10+1 : (3) + 1 = 4
Haste, round 4/9
+3 enchantment bonus to scimitar, lasts 1 min, 9/10 arcane points.
Mirror images left: 3
+12 temp HP
Standard action to caste Shield, 9 minutes, AC: 23; then double move with Haste to H11.
Rolls
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam (+2 charge, plus Risky Strike) - (1d20+16, 1d10+16)
1d20+16 : (18) + 16 = 34
1d10+16 : (4) + 16 = 20
Tabat Menes: Bite - Atk/Dam - (1d20+12, 1d6+10)
1d20+12 : (5) + 12 = 17
1d6+10 : (1) + 10 = 11
Rolls
Light crossbow vs. cultist (-4 for range) - (1d20+15-4, 1d4)
1d20+15-4 : (18) + 11 = 29
1d4 : (4) = 4
Tabat charges and hits cultist #4 for 20 damage. Andromeda (with flanking which can be arranged) hits for 11 more.
Iseret tags cultist 5 for 4 damage.
@Alordis, what would Selquet like to do?
Rolls
Attack - (1d20+17)
(3) + 17 = 20
Attack w. Haste - (1d20+17)
(15) + 17 = 32
Damage - (1d6+6)
(3) + 6 = 9
Damage Haste - (1d6+6)
(2) + 6 = 8
They continue to fire their crossbows in desperation, but are looking like they are edging toward the platform. The one (C6) appears to say something to an unseen entity out of view.
You're all up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | dead |
| Cultist 4 | last | 41 | |
| Cultist 5 | last | 4 | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | 125 | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Cultist 4 falchion vs Tabat - (1d20+11, 2d4+8)
1d20+11 : (16) + 11 = 27
2d4+8 : (42) + 8 = 14
Cultist 5 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (6) + 7 = 13
1d10+1 : (8) + 1 = 9
Cultist 6 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (4) + 7 = 11
1d10+1 : (6) + 1 = 7
Rolls
Light crossbow vs. cultist (-4 for range, -4 firing into melee, sneak attack)) - (1d20+15-4-4, 1d4+5d6)
1d20+15-4-4 : (2) + 7 = 9
1d4+5d6 : (4) + (54134) = 21
Rolls
MWK Bow - (1d20+16, 1d8)
1d20+16 : (13) + 16 = 29
1d8 : (1) = 1
Iterative Attack - (1d20+10, 1d8)
1d20+10 : (19) + 10 = 29
1d8 : (7) = 7
Haste, round 2/9
+3 enchantment bonus to scimitar, lasts 1 min, 9/10 arcane points.
Mirror images left: 3
+12 temp HP
Rolls
Attack 1 - (1d20+17)
(1) + 17 = 18
Attack 2 - (1d20+12)
(8) + 12 = 20
Haste attack - (1d20+17)
(14) + 17 = 31
Damage 1 - (1d6+9)
(1) + 9 = 10
Damage 2 - (1d6+9)
(4) + 9 = 13
Damage 3 - (1d6+9)
(1) + 9 = 10
Rolls
Secret Roll
Secret Roll
Tabat mounts Andromeda and can pass through a gap under the wall to the otherside, but sees no way onto the top of the wall other than upa slow to the side of a pyramid and from there maybe he can get to a wall.
The archers focus fire on Callum as Tabat rides off, and they're joined by arrows from an invisible source up at the edge of the wall.
The archer fires at Callum. The critical strike his am image, but the second attack hits Callum true (23 damage), and the third hits another image. The fourth misses. The lamia, a size large snake woman appears as her invisibility ends.
You're all up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | dead |
| Cultist 4 | last | -- | dead |
| Cultist 5 | last | 4 | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | -- | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Cultist 5 heavy crossbow vs Callum - (1d20+7, 1d10+1)
1d20+7 : (8) + 7 = 15
1d10+1 : (7) + 1 = 8
Cultist 6 heavy crossbow vs Callum - (1d20+7, 1d10+1)
1d20+7 : (14) + 7 = 21
1d10+1 : (1) + 1 = 2
Unknown archer vs Callum - (1d20+23, 1d20+18, 1d20+13, 1d20+8)
1d20+23 : (20) + 23 = 43
1d20+18 : (4) + 18 = 22
1d20+13 : (15) + 13 = 28
1d20+8 : (7) + 8 = 15
Damage rolls - (1d6+4+4d6, 1d6+4+4d6, 1d6+4+4d6, 1d6+4+4d6)
1d6+4+4d6 : (6) + (5435) + 4 = 27
1d6+4+4d6 : (5) + (6116) + 4 = 23
1d6+4+4d6 : (6) + (1554) + 4 = 25
1d6+4+4d6 : (2) + (5453) + 4 = 23
Confirm critical - (1d20+23)
(3) + 23 = 26
Target 1 (1 is C) - (1d4)
(3) = 3
Target 2 (1 is Callum, 2,3 images) - (1d3)
(1) = 1
Target 3 (1 is Callum, 2,3 images) - (1d3)
(2) = 2
Rolls
Attack and damage - (1d20+15, 1d4)
1d20+15 : (14) + 15 = 29
1d4 : (3) = 3
Also, rather than map this out and wreck my beautiful OTFBM sync, here's the otherwise of the bridge/wall. The rubble forms a slope up, difficult terrain, to a ledge along the base of the pyramid. N10 is the platform the lamia is on.
17/81HP
Haste, round 1/9
+3 enchantment bonus to scimitar, lasts 1 min, 9/10 arcane points.
AC: 24
Rolls
Magic Missile (Level 9) - (5d4+5)
(12342) + 5 = 17
Spell Resistance (if needed) - (1d20+9)
(4) + 9 = 13
Know (Nature) - Lamia - (1d20+5)
(19) + 5 = 24
@alordis what does Selquet do?
EDIT: so Tabat's own move action is used to dismount, leaving him 5ft away and with a standard action remaining?
Rolls
Tabat Menes: Ride (Dex) - (1d20+6)
(9) + 6 = 15
Iseret continues to harass the cultists.
Selquet moves toward the ramp, then scales out efficiently bringing himself to bed beside the lamia.
Callum moves under cover of the bridge.
Tabat and Andromeda ride up the back way, her gives splaying in the rubble, but she draws her armored companion up and he slides off right beside the lamia so the western platform.
Tabat still has a standard action left.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | dead |
| Cultist 4 | last | -- | dead |
| Cultist 5 | last | 7 | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | -- | dead |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam - (1d20+16, 1d10+10)
1d20+16 : (3) + 16 = 19
1d10+10 : (2) + 10 = 12
Iseret continues to harass the cultists.
Selquet moves toward the ramp, then scales out efficiently bringing himself to bed beside the lamia.
Callum moves under cover of the bridge.
Tabat and Andromeda ride up the back way, her gives splaying in the rubble, but she draws her armored companion up and he slides off right beside the lamia so the western platform. Tabat slides out of the sale and delivers a strong cut to the snake woman.
The cultists for their weapons at Tabat.
The lamia drops her boss and unleashes her longspear, stabbing at Selquet. (Tabat takes 7, Selquet takes 12 and 1 Wisdom damage)
You're all up.
| Combatant | Initiative | Damage | Notes |
| Cultist 1 | last | -- | dead |
| Cultist 2 | last | -- | dead |
| Cultist 3 | last | -- | dead |
| Cultist 4 | last | -- | dead |
| Cultist 5 | last | 7 | atop west wall |
| Cultist 6 | last | -- | atop west wall |
| Giant | last | -- | dead |
| Lamia | 12 | atop platform |

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
Rolls
Cultist 5 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (5) + 7 = 12
1d10+1 : (1) + 1 = 2
Cultist 6 heavy crossbow vs Tabat - (1d20+7, 1d10+1)
1d20+7 : (19) + 7 = 26
1d10+1 : (6) + 1 = 7
Lamia's longspear - (1d20+23, 1d8+7)
1d20+23 : (4) + 23 = 27
1d8+7 : (5) + 7 = 12
Fighting defensively full attack, if attacked by the Lamia again will use a Panache for Opportune Parry & Riposte
Rolls
Khopesh Attack - (1d20+19, 1d8+11)
1d20+19 : (20) + 19 = 39
1d8+11 : (2) + 11 = 13
Iterative Attack - (1d20+13-4, 1d8+11)
1d20+13-4 : (19) + 9 = 28
1d8+11 : (3) + 11 = 14
Parry - (1d20+19-4)
(7) + 15 = 22
Riposte (Khopesh Attack) - (1d20+19-4, 1d8+11)
1d20+19-4 : (5) + 15 = 20
1d8+11 : (4) + 11 = 15
Confirm Critical First Attack?1 - (1d20+19, 1d)
1d20+19 : (9) + 19 = 28
1d : () + 1 = 1
Confirm Critical Iterative Attack - (1d20+13)
(9) + 13 = 22
First attack Critical extra damage - (1d8+11)
(4) + 11 = 15
Iterative Attack Critical extra damage - (1d8+11)
(7) + 11 = 18
Rolls
Attack and damage, firing into melee, sneak attack - (1d20+15-4, 1d4+5d6)
1d20+15-4 : (11) + 11 = 22
1d4+5d6 : (3) + (15223) = 16
Rolls
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam - Risky Strike/Smite/Haste - (1d20+19, 1d10+27)
1d20+19 : (15) + 19 = 34
1d10+27 : (3) + 27 = 30
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam - Risky Strike/Smite/Haste - Iterative - (1d20+14, 1d10+27)
1d20+14 : (11) + 14 = 25
1d10+27 : (7) + 27 = 34
Tabat Menes: +1 Adamantine Heavy Flail - Atk/Dam - Risky Strike/Smite/Haste - Haste Strike - (1d20+19, 1d10+27)
1d20+19 : (15) + 19 = 34
1d10+27 : (9) + 27 = 36
Tabat Menes: Bite - Atk/Dam (Risky Strike) - (1d20+10, 1d6+16)
1d20+10 : (7) + 10 = 17
1d6+16 : (2) + 16 = 18
Tabat Menes: Bite - Atk/Dam (Haste, Risky Strike) - (1d20+10, 1d6+16)
1d20+10 : (16) + 10 = 26
1d6+16 : (6) + 16 = 22
Iseret fires an arrow into the melee but it bounces off her scales.
Tabat's Holly furor is devastating, rocking her nearly onto her tail. (100 damage)
Andromeda begins biting a cultist.(AC 18, one hit, 22 damage)
17/81HP
Haste, final round
+3 enchantment bonus to scimitar, lasts 1 min, 8/10 arcane points.
Mirror Image: 1
AC: 24
Rolls
+1 Keen Scimitar - (1d20+11+3+5+1)
(7) + 20 = 27
Damage - (1d6+5+3+5+1)
(4) + 14 = 18
On the bridge, high above the valley floor, the last two remaining cultists choose death, leaping and falling on their heads with a manic fervor crunched short.
Combat is over.
- a brass lamp filled with elixir of fire breath,
- a left-handed glove of arrow snaring (if matched with its twin, the pair functions normally),
- an immovable rod
Feeling better, he looks over the Lamia's corpse for anything of note, casting Detect Magic as he does so.
Rolls
cmw umd - (1d20+6)
(2) + 6 = 8
cmw umd - (1d20+6)
(13) + 6 = 19
cmw umd - (1d20+6)
(20) + 6 = 26
cmw umd - (1d20+6)
(15) + 6 = 21
cmw umd - (1d20+6)
(4) + 6 = 10
cmw healing - (2d8+3)
(32) + 3 = 8
cmw healing - (2d8+3)
(68) + 3 = 17
locust cuirass (+2 lamellar cuirass, UE page 58),
+1 cruel longspear,
composite shortbow (+4 Str) with 20 arrows,
mwk thieves’ tools,
gold funerary mask (worth 100 gp)
There's also a tent near the base of the pyramid that you suspect is hers.
Jamirah’s tent is crammed with objects, but among the dates, smoked snake meat, waterskins, copper pots, and piles of cushions are boots of elvenkind, a silver kettle worth 200 gp, two bottles of luxuriant perfume worth 100 gp each, and a magnificent silver-and-gold teacup inlaid with obsidians worth 300 gp. In addition, the tent contains three large chests taken from Chisisek’s tomb. A character who examines the chests notices that the chests were trapped with hail of arrows traps that have already been triggered. The chests are crammed with coinage from Ancient Osirion, totaling 943 pp, 2,806 gp, 4,012 sp, and 6,308 cp.
The Six cultists each have the following gear:
potion of heroism, scrolls of magic missile (2), scrolls of magic weapon (2); studded leather, +1 heavy crossbow with 20 bolts, mwk falchion, cloak of resistance +1, gilt wooden funerary mask (worth 25 gp), 23 g
The giant had the following gear:
2 large masterwork scimitars, lathe leather armor, 450 GP.
1) An entrance to a structure, mainly into the hill side, near where you fought the giant.
2) An entrance tunneled into the pyramid near where you fought the lamia.
3) The canyon continues west and then north, narrowing as it goes.
I also updated the party loot sheet HERE
Things are still unsorted for now.




