
Gianluca the Honeyed |

The Honeyed Hand of Arshea stands his ground and continues to swing his greatsword across the room, aiming to take down another.
_______________
Full Attack + Victory Gambit: If he kills one this round he regains his 2 spent maneuvers and everyone gets +4 morale to hit on their first attack next turn.
If he doesn't kill one, Gianluca regains only 1 maneuver and takes -2 to all d20 rolls for the next round.
Greatsword+power attack+gh+victory gambit: 1d20 + 19 + 2 + 4 ⇒ (11) + 19 + 2 + 4 = 36 (9 BAB +10 STR +1 competence (battle prowess) +1 enhance +1 w.focus -3 power attack)
Damage+holy+gh: 2d6 + 28 + 2d6 + 2 ⇒ (3, 3) + 28 + (6, 1) + 2 = 43 (+15 STR +1 enhancement, +1 competence (battle prowess), +2 untyped (discipline focus), +9 power attack)
Greatsword+power attack+gh+victory gambit: 1d20 + 14 + 2 + 4 ⇒ (3) + 14 + 2 + 4 = 23 (9 BAB +10 STR +1 competence (battle prowess) +1 enhance +1 w.focus -3 power attack)
Damage+holy+gh: 2d6 + 28 + 2d6 + 2 ⇒ (5, 6) + 28 + (5, 4) + 2 = 50 (+15 STR +1 enhancement, +1 competence (battle prowess), +2 untyped (discipline focus), +9 power attack)

Argor Blakros |

Rutai opens the next door, and Argor hovers over for a better view.

DM Jelani |

Rutai opens the door to reveal a huge chamber is entirely tiled with plain gray flagstones. It’s uncannily cold, and only a trickle of light slips through a trio of tiny windows, one set into each adjoining wall, just below the eaves. The room is lined and partitioned with rows of massive stone cubicles. The cubicles stand twice the height of a grown human. Each cubical has an iron door with a brass plate on it. The plates are labeled and numbered with a black wax pencil. Two large undead shadows turn to glare at the open door with baleful red eyes.
Still need Grommesson.

Beast mode |

The beast who is Grommesson hustles toward death. He squeezes past Gianluca and Argor and into the huge chamber. He climbs on top of the massive stone cubicles to make way for his large companions.
Double move. He has a Climb Speed of 30, too

Argor Blakros |

Knowledge (Religion): 1d20 + 22 ⇒ (15) + 22 = 37
Scowling at the creatures in the next room, Argor calls out "Shadows. We've fough their kind before. Incorporeal abominations," before pointing his staff at one. The crystal held with the dark obsidian flares red and sends five pulses of energy into the nearest one.
Magic Missile: 5d4 + 5 ⇒ (3, 1, 3, 3, 2) + 5 = 17
Rutai levels one of the acquired wands at the same target and lets loose a fiery beam at it.
I dunno the CL of the wand to roll the damage for the ray.

Cladissa d'Lavigne Velorryan |

Cladissa moves quickly up to Sir Preston and wards him from the shadows' negative energy attacks. Casts death ward
::There you go. They cannot harm you now. Be bold against them:: she sends to him mentally.

![]() |

Finally seeing that there is room for her, Sabrina finally joins her friends; thanks to her magical weasel belt, she is able to stuff herself through the doors and halls without issue. Double move. Sabby can squeeze through spaces as if she was a medium sized creature.
Olympia continues to peck away at the demon. Full-round attack.
Bite (PA, GMF, GH, Gianluca's Bonus): 1d20 + 11 - 2 + 1 + 2 + 2 ⇒ (7) + 11 - 2 + 1 + 2 + 2 = 21
Damage (PA, GMF, GH): 4d6 + 6 + 4 + 1 + 2 ⇒ (2, 1, 6, 1) + 6 + 4 + 1 + 2 = 23
Talon (PA, GMF, GH): 1d20 + 11 - 2 + 1 + 2 ⇒ (17) + 11 - 2 + 1 + 2 = 29
Damage (PA, GMF, GH): 2d6 + 6 + 4 + 1 + 2 ⇒ (4, 1) + 6 + 4 + 1 + 2 = 18
Talon (PA, GMF, GH): 1d20 + 11 - 2 + 1 + 2 ⇒ (16) + 11 - 2 + 1 + 2 = 28
Damage (PA, GMF, GH): 2d6 + 6 + 4 + 1 + 2 ⇒ (6, 1) + 6 + 4 + 1 + 2 = 20

Gianluca the Honeyed |

Having laid low the final flaming skull, Gianluca follows Grommesson toward the shadow demons. When he sees one he lashes out with his greatsword, which rips through the demon as though the shadow was as real and vulnerable as flesh.
"Your days of thwarting love and pleasure are done, shadow-spawn!"
____________
Sacred Pinion strike: Melee attack deals an additional 5d6 sacred damage, strikes incorporeal or possessing creatures and stuns them for 1d4 rounds.
Greatsword+power attack+gh: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41 (9 BAB +10 STR +1 competence (battle prowess) +1 enhance +1 w.focus -3 power attack)
confirm?: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
Damage+holy+gh+sacred pinions: 2d6 + 28 + 2d6 + 4d6 + 2 ⇒ (6, 2) + 28 + (4, 5) + (4, 6, 6, 5) + 2 = 68 (+15 STR +1 enhancement, +1 competence (battle prowess), +2 untyped (discipline focus), +9 power attack)
if crit confirmed?: 2d6 + 28 + 2 ⇒ (3, 4) + 28 + 2 = 37 (+15 STR +1 enhancement, +1 competence (battle prowess), +2 untyped (discipline focus), +9 power attack)
Rounds stunned: 1d4 ⇒ 1

Beast mode |

The beast that is Grommesson strikes out at the undead shadow.
unarmed strike 1 +pa: 1d20 + 17 - 3 ⇒ (13) + 17 - 3 = 27
if hit, damage plus 1d6 acid: 2d6 + 9 + 6 + 1d6 ⇒ (5, 6) + 9 + 6 + (4) = 30
unarmed strike 2 +pa: 1d20 + 12 - 3 ⇒ (4) + 12 - 3 = 13
if hit, damage plus 1d6 acid: 2d6 + 9 + 6 + 1d6 ⇒ (6, 1) + 9 + 6 + (1) = 23
AC 28+3=31, Touch 13

DM Jelani |

I'm going to remove vision blocking lines from walls that you guys have already passed to make the map easier to work with. However, the walls are still there, they still block line of sight, etc.. If you're unsure whether you can see something, draw a line from one corner of your square to one corner of its, if it passes through nothing you're good.
Olympia's persistence seems to be paying off. The skull demon is badly chipped and missing its lower mandible by the time the bird finishes.
Gianluca's man-sized blazing sword shreds one of the shadows with little difficulty, destroying it instantly.
Argor's missiles thud into the remaining shadow, wounding it. Rutai's scorching ray flies past it, burning the front of one of the stone coolers.
Grommesson's fists pass through the frigid undead without interacting with it, but the magical acid dripping from the bestial orc's hands does seem to have full effect.
Perceiving Gianluca as the clear threat, the shadow floats into the floor, popping back out at his feet halfway to try to touch him.
Touch attack on Gianluca: 1d20 + 11 ⇒ (20) + 11 = 31
Strength damage: 1d8 ⇒ 1
The demon shrieks in fury at Olympia, blasting her with another ray of fire as it floats out of her reach.
Touch attack on Olympia: 1d20 + 15 ⇒ (4) + 15 = 19
Fire damage: 3d6 ⇒ (4, 6, 5) = 15
Edit:
Confirm crit on Gianluca: 1d20 + 11 ⇒ (17) + 11 = 28
Possible additional damage: 1d8 ⇒ 4
End of Round 4
================================
Begin Round 5
You guys are up! Finish them!

Cladissa d'Lavigne Velorryan |

I don't see where Preston did anything. Since he's warded, could her have at least drawn aggro for Gianluca, or something?

![]() |

"No one cooks my Turkey!" Sabbysaurus (literally) roars angrily as she moves forward to help her companion. She ends up wedging herself in a weird place, but Magic Weasel Belt makes it work.
To give her handler some room, Olympia chases after the demon into the next room.
The two then attack the wicked creature together...
Sabrina Bite (GH, Squeeze): 1d20 + 14 + 2 - 4 ⇒ (6) + 14 + 2 - 4 = 18
Damage (GH, Holy): 2d6 + 10 + 2 + 2d6 ⇒ (4, 2) + 10 + 2 + (6, 6) = 30
Sabby Grab (GH, Squeeze): 1d20 + 18 + 2 - 4 ⇒ (7) + 18 + 2 - 4 = 23
Olympia Bite (PA, GMF, GH): 1d20 + 11 - 2 + 1 + 2 ⇒ (19) + 11 - 2 + 1 + 2 = 31
Damage (PA, GMF, GH): 4d6 + 6 + 4 + 1 + 2 ⇒ (4, 6, 3, 5) + 6 + 4 + 1 + 2 = 31

Beast mode |

calm down DC 24: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
The beast who is Grommesson quickly snaps out of his battle rage when the shadon creaure dissolves on his fists. He looks around and then at Argor for direction.

Argor Blakros |

Argor is clearly becoming more and more irate. Scanning the room, he says through clenched teeth, "We need to find her. NOW."

Cladissa d'Lavigne Velorryan |

Survival (scent): 1d20 + 9 ⇒ (12) + 9 = 21
Cladissa tastes the air to find traces of Imrizade.

Cladissa d'Lavigne Velorryan |

"No trace of her here. We need to go further in." She points to the door down the hall.

DM Jelani |

Sir Preston, seeing no one react to Cladissa's comment, trumps down the hallway. He opens the door to reveal a chamber containing a massive iron stove, which it appears the Society necromancers use to burn the remains of their experiments. Ash has been gathered, collected, and placed into sample urns. The urns are dated, labeled, and stacked along a wall near the back for later use. At the far end of the oblong chamber there is another open doorway leading east into the mausoleum's interior.

Argor Blakros |

"Of course!" Argor says, "With haste."
Rutai renews everyone's Good Hope, just before we open the next door, Argor will Haste everyone.

Cladissa d'Lavigne Velorryan |

"Be alert," Cladissa says as she hurries a few steps behind them.

DM Jelani |

Preston leads the way through the crematorium to the next chamber. Within this vast chamber, rows and rows of dark-lacquered mahogany shelves hold thousands of texts. Part of the library wall is open in an arched doorway, which leads into another chamber from which the strange light is coruscating across the walls.
"There's a...no...many, bodies on the floor of the next room. They are flopping about and convulsing in the light. This is not my area of expertise..." Preston reports. He steps into the library to make room for the others.
Alright, gonna need you guys to take some initiative here and decide how to approach this. Again, all the walls and shelves and stuff on the map are still there, but I removed a bunch of the visual blocking to make it easier to see. I am hesitant to move the large/huge people further forward, as there is nowhere to put them that won't leave part of them straddling a wall, and thus able to see further into the building than they should be able to. In any case, unless you have a weasel belt or something similar, and you're bigger than medium, you're gonna be squeezed pretty much everywhere in rooms D2-D6.

Argor Blakros |

Argor flies in and moves close to Preston and observes the room.
Knowledge (Arcana): 1d20 + 28 ⇒ (6) + 28 = 34
Spellcraft: 1d20 + 28 ⇒ (19) + 28 = 47

DM Jelani |

A strange, metal cage lies sprawled in the center of the room like a great, undulating, skeletal lotus. The same cage that Chaviron Eater-of-bones was using for his performance at the Irorium. Long tendrils of translucent ether lash violently from the artifact, while crackles of eerie light dance across the metal frame and up into the ghostly pillar that erupts from the center of the device, through another hole in the roof, and into the night sky. A dozen bodies surround the pulsating cage, flopping on the floor and convulsing madly. There is another set of double doors behind the cage.
Casting detect magic, Argor spends some time (3 rounds) examining the artifact. Reading the complex web of magical auras surrounding the object is extremely difficult, but Argor is just that good.
After his examination he's pretty sure he understands how it works.
Cage of Soul Echoes (Minor Artifact)
Aura strong conjuration and necromancy; CL 18th
Slot none; Weight 60 lbs.
DESCRIPTION
The Cage of Soul Echoes can be used to create a rift into the ethereal plane. The rift works in a similar fashion to a gate spell; however, some of the ethereal plane leaks into the surrounding plane, creating a strange ethereal mist. The artifact can be manipulated to control the speed, strength, and direction of the current. It appears to have been tampered with, as if someone were trying to align it to a different planar matrix than the Ethereal. However, they seem to have failed miserably. The cage has three settings from what he can tell.
SETTINGS
Static: The current remains stationary. Once this state is triggered, the mists fill with ghosts and spirits of the departed. An individual who stands within the cage can speak with the departed and ask them questions. This power works as speak with dead.
Output: The ethereal mist flows in a current that draws living things into the ethereal plane, as the telekinesis spell (CL 18).
Input: Ethereal mist rushes from the cage, erupting into the area in great ghostly tendrils. Lashing frantically, they discharge bolts of supernatural cold into all living creatures they touch. Creatures from the ethereal plane can freely travel into the plane when the cage is activated. The input state is a protection, predominantly used to ward off enemies seeking to steal or tamper with the device when its owner is traveling the ethereal plane. The device appears to be stuck on this setting.
The artifact has three distinct parts, and in order to shut it down, all three parts need to be disabled. Each part requires its own disable check. The checks must be performed one at a time, over the course of 3 successive rounds. Failure always triggers an ethereal blast and resets the device.
Ethereal Blast (7d6); DC 20 Fort save for half; multiple targets (all targets in a 20-ft.-cone)
As far as he can tell, the group has two options for crossing the room. They can either try to disable the device, or run past it and into the next room while trying to dodge the ethereal blasts. A third and distinctly less pleasant option would be to simply wait for the device to overload and destroy itself, which will eventually happen if the damaged artifact is left as is. How long that will take is hard to estimate, but at minimum several more minutes. What exactly will happen if the device implodes is also hard to know.

Cladissa d'Lavigne Velorryan |

Cladissa moves in to stand next to Argor to observe the room.
"I'm not trained in the dismantling of devices, magical or otherwise. I wonder if I could create a line of webbing across to allow some of us to stay out of the reach of those lashes," she suggests.
She'll also test the air to sense for signs of Imrizade and other, corporeal threats.
Take 10 for a 19 Survival

Argor Blakros |

"While I theorize I understand the mechanizations of this artifact, I doubt any of us are well versed in the art of disabling such creations to do so without killing us all. Let us bypass it quickly and find Lady Blakros and this fool Chaviron."

DM Jelani |

Bypassing the artifact: This approach requires a run through the room, avoiding the wispy tendrils of ether—a reasonable task, as the ether isn’t intelligent. Each character who attempts the run needs to make three DC 18 fort saves. These Fortitude saves represent the random tendrils of the ethereal plane snapping about the room.

Argor Blakros |

Fort 1: 1d20 + 4 ⇒ (6) + 4 = 10
Fort 2: 1d20 + 4 ⇒ (12) + 4 = 16
Fort 3: 1d20 + 4 ⇒ (10) + 4 = 14

Gianluca the Honeyed |

Gianluca attempts to stay fluid, dodging beams as he crosses the room.
Fort: 1d20 + 8 ⇒ (7) + 8 = 15 +4 to all if the artifact is evil
Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Fort: 1d20 + 8 ⇒ (10) + 8 = 18

![]() |

Sabby Fort: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Sabby Fort: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Sabby Fort: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Turkey Fort: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Turkey Fort: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Turkey Fort: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Turkey Fort: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Turkey Fort: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
+2 from Good Hope.

Argor Blakros |

Forgot Good Hope! So 12, 18, 16. Also...Rutai:
Rutai Fort 1: 1d20 + 4 ⇒ (7) + 4 = 11
Rutai Fort 2: 1d20 + 4 ⇒ (18) + 4 = 22
Rutai Fort 3: 1d20 + 4 ⇒ (2) + 4 = 6

Cladissa d'Lavigne Velorryan |

Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Fort: 1d20 + 10 ⇒ (17) + 10 = 27
Fort: 1d20 + 10 ⇒ (3) + 10 = 13
Cole dimension doors across.

DM Jelani |

Argor, contrary to normal form is first across the room. He dodges all but one of the ethereal tendrils. The one that does hit him burns with unearthly cold.
Fort DC 20 for half: 1d20 + 6 ⇒ (2) + 6 = 8
Cold damage: 7d6 ⇒ (1, 4, 5, 4, 2, 4, 4) = 24
Gianluca, Turkey and Cladissa are similarly hit once each.
Gianluca Fort DC 20 for half: 1d20 + 8 ⇒ (10) + 8 = 18
Cold damage: 7d6 ⇒ (2, 3, 4, 5, 6, 2, 4) = 26
Turkey Fort DC 20 for half: 1d20 + 10 ⇒ (3) + 10 = 13
Cold damage: 7d6 ⇒ (4, 2, 3, 5, 2, 1, 2) = 19
Cladissa Fort DC 20 for half: 1d20 + 10 ⇒ (16) + 10 = 26
Cold damage: 7d6 ⇒ (3, 4, 4, 1, 3, 5, 6) = 26
Preston hangs back for now, not wanting to crowd the doors.
Argor tries the double doors, the handle turns but the doors appear to be wedged shut.
DC 18 Strength check to break down the doors. People can cooperate, but only if you can all reach it. One primary roller then with aid anothers. Each round you stay in the room there's a 25% chance to get hit with another tendril.
Does Cole dimension door to the double doors, or blindly to the other side of them?

Beast mode |

Fort DC 18: 1d20 + 15 ⇒ (15) + 15 = 30
Fort DC 18: 1d20 + 15 ⇒ (4) + 15 = 19
Fort DC 18: 1d20 + 15 ⇒ (13) + 15 = 28
Strength DC 18: 1d20 + 8 ⇒ (2) + 8 = 10

DM Jelani |

-sigh- I really hate 5' sized rooms with this party. Since no one actually moved themselves on the map except Argor, I have to figure out logistics. As is clearly visible on the map there's not room for everyone to crowd the door at once. This is one of those times I wish the game were realtime instead of PBP, this would be a non-issue.
Argor,Rutai,Cladissa,Gianluca,GSon: 1d100 ⇒ 571d100 ⇒ 31d100 ⇒ 421d100 ⇒ 81d100 ⇒ 46
While everyone piles up in the traffic jam at the door, Argor tries to open it. He finds it wedged shut and turns to tell the others.
IIRC, Sabrina is a dinosaur right now
Sabrina roars and slams her head through the doorway, but not before another two tendrils lash out of the artifact at Rutai and Gianluca.
F. Gian, F. Rutai: 1d20 + 8 ⇒ (9) + 8 = 171d20 + 4 ⇒ (12) + 4 = 16
Cold damage: 7d6 ⇒ (5, 5, 3, 6, 4, 2, 6) = 317d6 ⇒ (5, 1, 1, 5, 5, 6, 1) = 24
Preston fort saves: 1d20 + 13 ⇒ (14) + 13 = 271d20 + 13 ⇒ (3) + 13 = 161d20 + 13 ⇒ (6) + 13 = 19
1d20 + 13 ⇒ (16) + 13 = 297d6 ⇒ (6, 3, 5, 4, 4, 4, 2) = 28
Everyone rushes into the next room, only to find themselves wedged into a triangle shaped chamber that is far too small for them. Sabrina and Gianluca's magical belts compress them into cartoonishly flat and thin versions of themselves as the whole party piles in like a can of sardines.
Sir Preston sprints across the artifact chamber as fast as his armor will allow, taking a blast of cold through the chest halfway across. He skids into the mass of compacted Pathfinders, and slams the double doors behind him, cutting off the artifact room.
As everyone is scrambling to not step on each other, Sabrina catches a sight that chills her soul. The hellish duke Graz'ith Ur Maurgith stands in the next chamber, pregnant Imrizade behind him. The demon laughs.
"You malformed cunnys have finally finished wading through those incompetent cockroaches, eh? Goooood. Good. I was beginning to fear that they would manage to kill you. As convenient as that would have been, this will be much more fun!"
Imrizade screams, "Argor!"
1d20 + 31 ⇒ (14) + 31 = 45
There's something off with Imrizade.
Initiative:
Grommeson: 1d20 + 5 ⇒ (19) + 5 = 24
Cladissa: 1d20 + 4 ⇒ (5) + 4 = 9
Argor: 1d20 + 2 ⇒ (11) + 2 = 13
Sabrina: 1d20 + 3 ⇒ (12) + 3 = 15
Gianluca: 1d20 + 2 ⇒ (11) + 2 = 13
Graz’ith Ur Maurgith: 1d20 + 4 ⇒ (16) + 4 = 201d20 - 24 ⇒ (13) - 24 = -11
Imrizade: 1d20 + 2 ⇒ (16) + 2 = 18
Graz’ith Ur Maurgith (1) 20
Imrizade 18
Party 14.8
Graz’ith Ur Maurgith (2) -11
Begin Round 1
Graz’ith waddles forward to the middle of the chamber, and speaks a word of foulest blasphemy. Everyone in the party except for Rutai and Argor immediately feel a wave of evil magic hit them.
You guys need to make DC 21 will saves. If you fail, you get the following:
Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.
Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Roll the damage and duration yourselves please.
Imrizade stumbles back to the corner, clutching her belly.
You guys are up.

Argor Blakros |

Argor sees Imrizade and her plight, and his eyes flare with a violent red energy unlike anything they've done before. His very skin even begins to darken. "You will pay for this, demon."
His hands begin glowing red and he works a conjuration, and the massive club tailed dinosaur from hell reappears and slams its tail into the demon!
__________
Sense Motive: 1d20 + 16 ⇒ (11) + 16 = 27
Knowledge (Planes): 1d20 + 28 ⇒ (4) + 28 = 32
Dino Tail Attack: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 3d6 + 15 ⇒ (4, 2, 2) + 15 = 23 Fort DC 25 or Dazed

Cladissa d'Lavigne Velorryan |

Will: 1d20 + 13 ⇒ (13) + 13 = 26
Strength damage: 2d6 ⇒ (2, 6) = 8/2=4 for 2d4 ⇒ (4, 4) = 8 rounds.
Cladissa's mind fights off the spell, then she levels a hex against the foul creature.
Will DC 21: 1d20 ⇒ 7 if failed, Misfortune (roll twice and take lowest roll).
Move:Cackle