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Harrow mashes a meaty fist into the "up" button with gusto! For a brief moment, nothing happens. Then, there's a strange noise--the kind of noise that you hear when a machine strains against something. But, there's no "machine" here. You're on a floating platform!
Suddenly, the platform shakes wildly.
Berosius Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Dimble Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
Harrow Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Mareq Reflex: 1d20 + 5 ⇒ (18) + 5 = 23
Uh oh! Before I reveal the results of the reflex save, does anybody want to use a reroll?

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Guessing I won't improve my save much...
"Harrow not do anything!" the half-orc protests as the platform begins to groan. "Harrow only stir the tanks!"

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Guessing I won't improve my save much...
"Harrow not do anything!" the half-orc protests as the platform begins to groan. "Harrow only stir the tanks!"
Given that orc a +1 movie reference bonus for his Apollo 13 call out!

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The platform shakes violently. It moves up suddenly, but only a few inches. Dimble falls off of his feet.
2nd Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Before he plummets to the hidden depths below, the gnome grabs the edge of the platform with one hand.
Some loose, fist-sized debris is also knocked off of the platform. You do not hear it hit the bottom of the chasm.
You all hear some moans and groans coming from... somewhere... Difficult to tell with all the echoes in this massive space.
You have 1 round to do anything you wish. But only 1 round. If nobody helps Dimble, it will require a climb check to get back onto the platform.
At this point you have:
- sneaked past the golem
- puzzled out the power source in the adjacent room
- activated the elemental tablets
- slotted them in the correct order after several attempts
- run past the golem, again
- teleported to a floating platform
- looked around
- messed with the platform controls
1d4 ⇒ 2
I'm going to say that the shorter duration invisibility is off. The longer duration (thanks to various caster levels) still has two rounds remaining.

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Harrow casts expeditious retreat, just in case he has to jump somewhere far.
He then reaches down to help Dimble, offering an invisible hand. When he sees Dimble can't see it, he just grabs the gnome by the wrist and pulls.
climb assist: 1d20 ⇒ 3

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Dimble Init: 1d20 + 2 ⇒ (6) + 2 = 8
Harrow Init: 1d20 + 4 ⇒ (4) + 4 = 8
Mareq Init: 1d20 + 2 ⇒ (11) + 2 = 13
Red Init: 1d20 + 7 ⇒ (18) + 7 = 25
Yellow Init: 1d20 + 7 ⇒ (7) + 7 = 14
Blue Init: 1d20 + 2 ⇒ (14) + 2 = 16
Sorted Initiative Order:
Red Init: 1d20 + 7 ⇒ (18) + 7 = 25
Blue Init: 1d20 + 2 ⇒ (14) + 2 = 16
Yellow Init: 1d20 + 7 ⇒ (7) + 7 = 14
Mareq Init: 1d20 + 2 ⇒ (11) + 2 = 13
Harrow Init: 1d20 + 4 ⇒ (4) + 4 = 8
Dimble Init: 1d20 + 2 ⇒ (6) + 2 = 8
Berosius Init: 1d20 + 3 ⇒ (1) + 3 = 4
Yikes! Sorry, guys. This encounter might be tough. I don't think it's any "easier" with more party members, because then more of you fall off of the platform and the action economy benefit of additional players in combat is outweighed by having to save/help others.
__________
ROUND 1
Red makes a sound somewhere between a whisper and a hiss. This translucent, ghostly figure fades into view from the murky black of the chasm, its face distorted by wrath into a hideous mask.
Move Action: It flies towards the party
Standard Action: It reaches out to touch Harrow.
Melee touch: 1d20 + 10 ⇒ (20) + 10 = 30, Oh, fudge!
Crit?: 1d20 + 10 ⇒ (12) + 10 = 22, Sorry, Harrow.
Damage: 2d8 ⇒ (5, 4) = 9
The "brown note" specialist takes 9 HP of damage and loses 2 levels.
Yellow does the same and reaches out to touch Mareq.
Melee touch: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 ⇒ 4
The summoner takes 4 HP of damage and 2 negative levels.
From the ceiling above, Blue drops down a bit. She was obviously once a human female. She screams with rage at the party, raises her hands, and unleashes a wave of energy that chills you all to the bone!
Standard Action: Elemental Aura
Move Action: Flies to within 5' of the party. We'll say that she's directly above Berosius' square.
Berosius Reflex vs. Elemental Aura: 1d20 + 7 ⇒ (10) + 7 = 17
Dimble Reflex vs. Elemental Aura: 1d20 + 8 ⇒ (15) + 8 = 23
Harrow Reflex vs. Elemental Aura: 1d20 + 5 ⇒ (11) + 5 = 16
Mareq Reflex vs. Elemental Aura: 1d20 + 5 ⇒ (7) + 5 = 12
Elemental Aura Damage: 2d6 ⇒ (5, 4) = 9
The aura has a DC of 16. You either take 9 or 4 HP of cold damage. Every round that she is adjacent to you at the start of HER turn, you get a reflex save vs. the aura.
Whew! That was rough!
The party is now up. Those of you with longer-lasting invisibility are still invisible!
__________
ROUND 1

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Dimble lobs a bomb at the closest enemy. acid excluding allies
attack: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 4d4 + 5 ⇒ (1, 3, 1, 2) + 5 = 12
"Dammed things..What are they? I think a missed this class in the Taldan Academy!

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Mareq winces and feels the candle flame that is his soul flicker and diminish.
He concentrates carefully, aware that he is close to the thing next to him, and summons aid!
Concentration check DC19: 1d20 + 10 ⇒ (20) + 10 = 30
Number of Lantern Archons: 1d3 ⇒ 3
All three appear 20 feet behind the (yellow) thing threatening Mareq. Each immediately blazes forth with its holy light!
ray1: 1d20 + 3 ⇒ (17) + 3 = 20 Dmg: 1d6 ⇒ 4
ray2: 1d20 + 3 ⇒ (13) + 3 = 16 Dmg: 1d6 ⇒ 2
ray3: 1d20 + 3 ⇒ (19) + 3 = 22 Dmg: 1d6 ⇒ 1
ray4: 1d20 + 3 ⇒ (15) + 3 = 18 Dmg: 1d6 ⇒ 1
ray5: 1d20 + 3 ⇒ (20) + 3 = 23 Dmg: 1d6 ⇒ 1 Crit threat!
Crit Confirm: 1d20 + 3 ⇒ (8) + 3 = 11 Dmg: 1d6 ⇒ 1
ray6: 1d20 + 3 ⇒ (11) + 3 = 14 Dmg: 1d6 ⇒ 5

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Harrow calls on Ragathiel to enlighten him as to what they face, then attacks the one in their midst with his magical nodachi.
"Leave Harrow and friends alone, creepy monsters!"
knowledge (arcana, dungeoneering, nature, planes, religion): 1d20 + 7 ⇒ (13) + 7 = 20
+1 keen nodachi (adamantine)(studied target, flanking, precise strike, sneak attack): 1d20 + 12 + 1 + 2 ⇒ (12) + 12 + 1 + 2 = 271d10 + 8 + 1 + 3d6 ⇒ (5) + 8 + 1 + (5, 1, 3) = 23
+1 keen nodachi (adamantine, power attack, furious focus, studied target, flanking, precise strike, sneak attack, cornugon smash): 1d20 + 12 + 1 + 2 ⇒ (9) + 12 + 1 + 2 = 241d10 + 14 + 1 + 3d6 ⇒ (4) + 14 + 1 + (1, 6, 2) = 28
if hits, free intimidate check to demoralize: 1d20 + 27 ⇒ (14) + 27 = 41

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Concentration check: 1d20 + 11 ⇒ (19) + 11 = 30
Berosius calls upon the power of Milani to course through their veins like lightning!
Cast haste. It should get all allies including the archons.

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Dimble tosses a bomb at the red spectre. Unfortunately, the startled gnome misses.
Mareq summons forthe more allies. The archons immediately discern the evil nature of their enemies and do what they do best (9 HP of damage to the yellow spectre. It takes half because it's incorporeal, so 4.)
Harrow immediately identifies the creatures and quickly strikes twice. (51 HP of damage to red. It takes half because it's incorporeal, so 25.) He then yells at his foes with a truly fearsome roar. But, the undead seem unfazed.
Berosius calls upon the power of Milani, boosting everyone's combat effectiveness.

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ROUND 2
Since you're all within 5' of blue, the ghost, at the start of her turn...
Berosius Reflex vs. Elemental Aura: 1d20 + 7 ⇒ (9) + 7 = 16, pass
Dimble Reflex vs. Elemental Aura: 1d20 + 8 ⇒ (8) + 8 = 16, pass
Harrow Reflex vs. Elemental Aura: 1d20 + 5 ⇒ (3) + 5 = 8, fail
Mareq Reflex vs. Elemental Aura: 1d20 + 5 ⇒ (6) + 5 = 11, fail
Elemental Aura Damage: 2d6 ⇒ (1, 2) = 3
Ghost Concentration Check: 1d20 + 9 ⇒ (15) + 9 = 24, success
[spoiler=DC 17 Spellcraft Check]She cast Elemental Touch[/ooc]
Melee Touch Attack on Mareq: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 ⇒ 3
Mareq Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16, success: Mareq is NOT fatigued.
Standing so close to the angry ghost, the party all suffers a bit of cold damage. The ghost touches the summoner and does a tiny bit more cold damage. He starts to feel extraordinarily tired, but the fire in his veins keeps the fatigue at bar, for now.
Once again, the spectres attack their selected opponenet, and once again they make contact. Harrow takes 2 HP of damage and 2 more negative levels. Mareq takes 8 HP of damage and 2 more negative levels.
Melee Touch vs. Harrow: 1d20 + 10 ⇒ (19) + 10 = 29, Damage: 1d8 ⇒ 2
Melee Touch vs. Mareq: 1d20 + 10 ⇒ (19) + 10 = 29, Damage: 1d8 ⇒ 8
At this point, Mareq has 4 neg levels and a lot of HP damage. Was life link already up? That would make the difference between him being alive but low and him becoming a spectre spawn. Since life link is Berosius' thing, I don't mind saying that it was already up as far back as the iron golem encounter.
The party is up!

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Concerned for Mareq, Harrow tries his best to finish off the most wounded enemy to buy them some time to regroup.
"Harrow...hate...dead guys who aren't dead!!!"
+1 keen nodachi (adamantine)(studied target, flanking, precise strike, sneak attack): 1d20 + 12 + 1 + 2 ⇒ (12) + 12 + 1 + 2 = 271d10 + 8 + 1 + 3d6 ⇒ (4) + 8 + 1 + (6, 1, 4) = 24
+1 keen nodachi (adamantine, power attack, furious focus, studied target, flanking, precise strike, sneak attack, cornugon smash): 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 311d10 + 14 + 1 + 3d6 ⇒ (9) + 14 + 1 + (2, 5, 1) = 32

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"By the Flames of the Sultan's Throne, NO! I'm dying!" cries Mareq to Dimble, in pain as the cold creeps through his body.
Spellcraft: 1d20 + 3 ⇒ (15) + 3 = 18
"The thing above us is using an elemental attack from the Frigid Plains of Cocytus! Beware! It will make you fatigued if you succumb to its touch."
"Aid me allies!" he cries to his archon allies in Celestial.
One of the archons floats close to him and touches him with its holy light, infusing the weakened ifrit with new, limited, vigor. Aid temp HP: 1d8 + 3 ⇒ (3) + 3 = 6
He immediately casts Invisibility (from Jiraku's Respect boon) and sidesteps away from the spectre.
Meanwhile, the remaining two archons concentrate their quickened fire upon the spectre that previously attacked Mareq.
Light Ray 1a: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 Dmg: 1d6 ⇒ 1
Light Ray 1b: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Dmg: 1d6 ⇒ 1
Light Ray 1c hasted: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Dmg: 1d6 ⇒ 5
Light Ray 2a: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 Dmg: 1d6 ⇒ 6
Light Ray 2b: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Dmg: 1d6 ⇒ 2
Light Ray 2c hasted: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 Dmg: 1d6 ⇒ 1

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Dimble lobs a bomb at the caster. blue
[Dice=attack with haste]1d20+11
[Dice=damage]5d4+5
Don't you get a Crit Threat on this one?

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GME: slim chance, I know, but all three archons project Auras of Menace that require DC14 Will saves from all enemies within 20ft. If the ghost failed one of the three saves, the ensuing attack penalty would've caused it to miss Mareq on that last elemental touch attack.

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Berosius holds aloft the bloody rose symbol of his patron goddess and presents it to the ghosts as a symbol of his faith.
"You are not permitted here!" he cries. "Back to your graves and the long sleep!"
Channel Positive Energy to harm undead (Will save DC 17 half): 4d6 ⇒ (6, 4, 6, 1) = 17

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GME: slim chance, I know, but all three archons project Auras of Menace that require DC14 Will saves from all enemies within 20ft. If the ghost failed one of the three saves, the ensuing attack penalty would've caused it to miss Mareq on that last elemental touch attack.
No prob. :)
1d20 ⇒ 4
1d20 ⇒ 20
1d20 ⇒ 6
The ghost misses! :D
__________
For convenience's sake, I'm going to say that Harrow took a 5-foot-step after Mareq moved out of the way, so that a bunch of attacks are concentrated on yellow.
The fury of Harrow's nodachi, bolstered by the relentless determination of the archons, and the righteous power of Milani combine to eliminate the yellow spectre!
Dimble delivers some hurt to the ghost.
Mareq receives some healing and goes invisible.
__________
Berosius Reflex vs. Elemental Aura: 1d20 + 7 ⇒ (3) + 7 = 10, fail
Dimble Reflex vs. Elemental Aura: 1d20 + 8 ⇒ (17) + 8 = 25, pass, take half damage
Harrow Reflex vs. Elemental Aura: 1d20 + 5 ⇒ (14) + 5 = 19, pass, take half
Mareq is no longer in the area of effect.
Elemental Aura Damage: 2d6 ⇒ (4, 6) = 10
__________
Sensing a turn in the tide of battle, the undead press their attacks.
The remaining spectre reach to Dimble:
Melee Touch: 1d20 + 10 ⇒ (6) + 10 = 16, Damage: 1d8 ⇒ 5
The gnome suffers 5 HP of damage and 2 negative levels.
__________
The ghost reaches out to touch Berosius:
Melee Touch: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14, Damage: 7d6 ⇒ (5, 3, 3, 3, 6, 2, 6) = 28, Berosius Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
Berosius, before I reveal the results, do you want to use a re-roll?

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"Pssst! Harrow! Hold your weapon still while I put this special goo on it!" whispers the invisible Mareq. He coats Harrow's nodachi with ectoplasmic goo.
From a boon:
Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet. Source: PFS #7-19 Labyrinth of Hungry Ghosts

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Just to be clear, the enemies who failed the Aura of Menace take a -2 penalty on attacks, AC, and saves until they hit the archon that generated the aura.
This AC penalty may make all the difference!

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Two of the lantern archons concentrate their fire upon the ghost.
Light ray 1a: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 dmg: 1d6 ⇒ 3
Light ray 1b: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 dmg: 1d6 ⇒ 4
Light ray 1c haste: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 dmg: 1d6 ⇒ 3
Light ray 2a: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 dmg: 1d6 ⇒ 4
Light ray 2b: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 dmg: 1d6 ⇒ 1
Light ray 2c haste: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 dmg: 1d6 ⇒ 6
The remaining lantern archon floats near [Berosius or Dimble] and bathes him in its holy light, granting celestial soothing and vitality to the damaged hero.
Aid temporary HP: 1d8 + 3 ⇒ (1) + 3 = 4
Aid grants the target a +1 morale bonus on attack rolls also!
Not sure which pathfinder will need the Aid more. I'm heading out and may not be able to post until much later. So... rolled it now and we can offer it to whomever needs it most.

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"Who talking to Harrow?!" Harrow shouts as the invisible Mareq casts a spell on the half-orc's weapon. "Ragathiel, that you?!?"
Harrow stares at his weapon, now coated in, indeed, a special goo.
"Harrow have special weapon to kill you!" he yells at the spectre in front of him. Raising his weapon high in the air, he lets it fall heavily on the creature in front of him.
+1 keen nodachi (adamantine)(studied target, flanking, precise strike, sneak attack): 1d20 + 12 + 1 + 2 ⇒ (11) + 12 + 1 + 2 = 261d10 + 8 + 1 + 3d6 ⇒ (8) + 8 + 1 + (5, 4, 2) = 28
+1 keen nodachi (adamantine, power attack, furious focus, studied target, flanking, precise strike, sneak attack, cornugon smash): 1d20 + 12 + 1 + 2 ⇒ (8) + 12 + 1 + 2 = 231d10 + 14 + 1 + 3d6 ⇒ (8) + 14 + 1 + (4, 4, 4) = 35
Thanks, Mareq! I need to get something to hit these guys better in the future!

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"Ragathiel, that you?!?"
Bravo! I'm glad I had no beverage at the moment. I would have "debeveraged."
The remaining lantern archon floats near [Berosius or Dimble] and bathes him in its holy light, granting celestial soothing and vitality to the damaged hero.
Aid grants the target a +1 morale bonus on attack rolls also!
Not sure which pathfinder will need the Aid more. I'm heading out and may not be able to post until much later. So... rolled it now and we can offer it to whomever needs it most.
I think we're both around the same damage level, but Berosius can heal himself, so give the temporary hp to Dimble.
The ghost reaches out to touch Berosius:
Berosius, before I reveal the results, do you want to use a re-roll?
Yessir, I do. Here 'tis: Berosius Fort save, 2nd try: 1d20 + 6 ⇒ (8) + 6 = 14 Oof. That ain't much better.

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I have a boon with another reroll, but I'm going to hold onto it.
Instead, Berosius cast martyr's bargain on himself as an immediate action when he is touched.
"At the end of that time (or immediately if martyr’s bargain is dispelled), the delayed damage takes effect on you as it would have at the time it was cast, but is maximized as if affected by the Maximize Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you."
Berosius has established a Life Link with Harrow.
I believe Harrow has taken damage over the last three rounds, which means that 15 of the damage that hit Harrow has been replenished from Berosius. Which means that Berosius has taken 4+1+10+15=30 damage and been healed for 17+8=25.
In the meantime, Berosius brushes icicles off his arm and defiantly holds up the symbol of the Everbloom. As laid back as the little halfling usually is, he waxes rhetorical when invoking the power of his patroness.
"In the name of the Lady Courage Heart the Blessed and of the holy one she serves, I command you, mortal flesh, be healed! I command you, mortal hearts, forget all fears and with one purpose rise up to drive out this monstrous evil!"
Channel Positive Energy to heal, plus Beacon of Hope: 4d6 ⇒ (4, 6, 2, 5) = 17
Because of his Fey Foundling feat, Berosius receives an extra 8 hp from the channeling.
BEACON OF HOPE: Everyone healed by Berosius's Channel Energy (all of us?) receives a +2 morale bonus to attacks, saves, skills, ability checks for the next four rounds.
Five things going on there:
1) Failed save and failed reroll (probably).
2) The martyr's bargain spell (I love that spell.)
3) The Life Link with Harrow.
4) Channel energy for 17 points of healing (25 to Berosius).
5) Beacon of Hope to everyone affected by the channel.

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BEACON OF HOPE: Everyone healed by Berosius's Channel Energy (all of us?) receives a +2 morale bonus to attacks,...
Because none of the archons have taken damage, I assume they 1) haven't been "healed" and therefore 2) do not receive the benefits of Beacon of Hope.

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Nice! Harrow (with Mareq's help) and the archons finish off the 2nd spectre!
Because this is more damage than reuired to finish off the spectre, I'll "redirect" some attacks to the ghost.
Badly damaged, and with both of her allies destoyed, the ghost screams with rage, pain, and frustration. Then she flies away heading to the bottom of the chasm. (Full withdraw.)
Combat over!
Don't worry. You reached her morale condition. Unless you stay here for a very long time (days?), you won't see her again. This was a tough fight! Good work, everybody. Again, without the 4-player adjustment, there's a 3rd spectre, and tactics have you being pushed off the platform.

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Harrow sits down heavily on the platform.
"What we do to feel better? Best friend, you have anything you can do?"
What do we do about the negative levels?

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For each (?) neg level we make a save each day.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

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"I'm suffering, Berosius. Do you have the ability to aid me?"
I'm down 20hp. I can wand myself over and over, if you can't do it with your current resources. Let me know.