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Kylar opens his palms and releases a small wave of magic missiles at the overgrown lizard.
Magic Missile: 2d4 + 2 + 1 ⇒ (1, 4) + 2 + 1 = 8

GM BPChocobo |

Kylar blasts the behir... but fails to drop the beast that roars in in pain.
Seeing Deaglan as harmless, it shifts attention to his aasimar ally!
Bite @ Varian: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Damage on hit: 2d6 + 9 + 9 ⇒ (5, 6) + 9 + 9 = 29
Grab on hit: 1d20 + 22 - 3 ⇒ (9) + 22 - 3 = 28
Constrict damage on success: 2d6 + 9 + 9 ⇒ (4, 4) + 9 + 9 = 26
Varian is nearly felled by the same powerful combo that it did to Deaglan, first biting to lock the aasimar in place before wrapping him in its neck, crushing Varian for more internal injuries!
Burn it down!
Init Order (bold = up)
Group buffs:
Haste 5-rounds remaining
Kylar (11 damage)
Sindar
Behir (104 damage)
Deaglan (49 damage)
Varian (55 damage)

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Varian casts liberating command on himself and tries to free himself.
escape artist: 1d20 + 1 + 16 ⇒ (2) + 1 + 16 = 19
I'm guessing that doesn't work
Unsuccessful, he simply tries to free himself the old-fashioned way...
cmb: 1d20 + 9 ⇒ (3) + 9 = 12
But he's held fast...
"Really could use a little help here, guys"

GM BPChocobo |

@Varian: While you can target yourself with liberating command, it is an immediate action to cast and the escape artist boost it gives is only to the immediate action escape the spell offers, but you already blew your immediate action for the turn so you cannot do it. I'll assume then that you do not cast it and keep the spell slot :)

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ok... sorry, i thought it was swift to use it, and immediate to cast, my bad... either way the attempt to free himself was a failure... abysmal rolls.. yikes.

GM BPChocobo |

Even if that was the case, an immediate action is actually a swift action used out of turn that uses up the following turn's swift action :P But yes, hopefully your allies can get you out of this pickle from the beast that is behir! Deaglan is due in to hit something :P

GM BPChocobo |

Sindar blasts the behir with the magic missiles, the creature releasing Varian as it falls limp. A vortex then appears behind the behir, sucking in its body which disappears as if it was never there other than the severe injuries on the polearm warriors.
I'll now take another Kn: Arcana check!

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Varian stands up and brushes himself off... "I cannot say thank you enough for those magic missiles." Then he takes out his wand of curing and starts using it on himself.
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (4) + 1 = 5
53 points healed... 9 charges
after five charges used, the wand goes dead, and he pulls out another for the last 4 charges.

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Kylar clicks his tongue. Good job! That wasss a dangerousss beassst.
Knowledge Arcana: 1d20 + 7 ⇒ (9) + 7 = 16
Kylar digs through his bag for his wand and asks Varian to help him out.
CLW: 2d8 + 2 ⇒ (1, 6) + 2 = 9

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Varian is more than happy to help, and takes Kylar's wand to heal him, then hands it back.

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Was that potion loot or is it a purchase? If it was a purchase I will use my wand
Channel: 3d6 ⇒ (2, 6, 6) = 14
Channel: 3d6 ⇒ (5, 5, 1) = 11
Channel: 3d6 ⇒ (1, 3, 4) = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
When the others start rummaging about for potions and wands Deaglan grasps his holy symbol "Allmighty Trudd, please lend us some of your power to heal our wounds".
After he has channeled three times Deaglan uses his wand for the last few wounds.
"That was a nasty creature!"
Kn Arcana Aid, guidance: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

GM BPChocobo |

Pregen loot, so might as well use the consumables because they do not count against PC using the pregen :)
The party, now recovered from the battle, finally head upstairs.
A massive triangular table carved with arcane sigils dominates this room. Three ornate chairs offer a commanding view of visitors. The north, east, and south walls each feature a door brightly colored blue, yellow, and red, respectively.
Map updated!

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Do you believe the doorssss have sssomething to do with the sssigilsss? Kylar asks as he gives time for someone to explain as he searches the doors for traps.
Perception and Detect Magic: 1d20 + 4 ⇒ (10) + 4 = 14
Knowledge Arcana: 1d20 + 7 ⇒ (12) + 7 = 19

GM BPChocobo |

Kylar can tell that they are locked, and are magical, too. Looks like they are specially arcane locked with a passkey required. The sigils are a plausible form for a passkey.

GM BPChocobo |

Sindar places his blue-marked hand on the door. The sigil on Sindar's hand glows and a matching rune on the door illuminates as well. The door then slides open. Faded frescoes cover the walls of this cold, dank hallway. They show skeletal warriors garbed in the fluted ceramic plate armor of an ancient empire. The floor is decorated in mosaics of various blue stones. A single door to the east bottom continues the path.
Deaglan Will: 1d20 + 9 ⇒ (4) + 9 = 13
Kylar: 1d20 + 5 ⇒ (10) + 5 = 15
Sindar: 1d20 + 8 ⇒ (9) + 8 = 17
Varian: 1d20 + 10 ⇒ (13) + 10 = 23
Deaglan and Kylar feel a throbbing pain in their head as the party sees the blue outline of three humanoids walk into the chamber: an elf in religious garb, a half-orc with a large axe, and a human with a broad chin. About 20 seconds later, the human runs out in a panic and heads down the stairs towards the statue room before it vanishes, the headache now gone from those afflicted.
You realize that what you are seeing are temporal after images. It's only a theory, but this place must be located in an existence outside of normal time, which would explain why you're seeing parts of the past and thus explains the Rozimus conundrum: the Rozimus you saw inside here is the same Rozimus you found at the Greenforest Inn, but from an earlier time!

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I think the bonus was 5?: 1d20 + 15 + 5 ⇒ (4) + 15 + 5 = 24
"What in damned Nine is going on around here? Now you folks are seeing things too."
Sindar pauses to look around and frowns. "Necromancy? Foul magic, at the least." He squints and looks around.
spellcraft for wards: 1d20 + 15 ⇒ (2) + 15 = 17

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Aid Sindar: 1d20 + 5 ⇒ (19) + 5 = 24
"I saw that! Let's take time to cast some magic before we go through that door!"
Deaglan will cast enlarge person on himself and use his wand of divine favor before the door is opened

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Varian will cast lead blades on his lucerne hammer. and shield of faith on himself just before thedoor is opened.

GM BPChocobo |

@Sindar: You're not quite sure, but it seems that the wards are just a locking mechanism via arcane lock and nothing more.
Anyone else to aid Sindar? One more will do it!

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Aid Another Knowledge Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
Kylar helps fill in the missing pieces for Sindar on what could be happening with everything around here. Thisss isss not good.
Kylar is prepped for the door.

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"Of course, temporal after images! It's only a theory, but this place must be located in an existence outside of normal time, which would explain why we're seeing parts of the past and explains that fool's Rozimus conundrum: the Rozimus we saw inside here is the same Rozimus we saw before, but somehow stuck in this time too. A bit of a paradox that last bit."

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Sssso maybe the ressst of hisss team isss ssstill alive? Kylar replies as he awaits the door to be opened.

GM BPChocobo |

Sindar heads to the next door, but a palpable feeling of dread hits him as he approaches. The entire party feels it as they follow the snarky wizard.

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"Perhaps we should go for the open way before opening the doors?" Varian creates daylight to see if it will penetrate the darkness.

GM BPChocobo |

Sindar opens the door, finding a relatively empty hallway with a single door to the south, although the unnerving feeling still permeates in this chamber as well, causing the flagstone to feel even colder than normal.
Map updated!

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"Jeepers. Creepers, even." Sindar squints down the hall, looking with sight beyond sight.
spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23
"I haven't felt this ill at ease since the last time I listened to that Opera the Master of Scrolls tried to write."

GM BPChocobo |

Sindar detects an unhallow coming from some source behind the door, but whose radius is still affecting you even now. He also picks up some illusion magic coming from the other side of the door, but cannot identify it without being able to see the aura properly.

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Kylar detects magic in there area. Let'sss open the door and sssee what form of illusssionary magic permeatesss from the other ssside.

GM BPChocobo |

Assuming Sindar will do so to move things along!
Sindar opens the door, the hallway looking otherwise unassuming.
And realized I exposed the hallway already....
There is a specialized phantasmal killer bound to the room, set upon proximity to the next door. It looks like it'll hit everyone in the room when it goes off.

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"I know reptiles have underdeveloped visual senses, but do you not see I already opened the door."
Seriously. It's been opened three times already :)
the craft!: 1d20 + 15 ⇒ (8) + 15 = 23
Sindar strokes his ear, thoughtfully.
"Now here we appear to encounter a problem. Do you believe in the boogeyman? Because the next door has one. I suppose if we're being technical, I'd call it a phantasmal killer."
He harrumphs.
"Well, one moment then." Moving his hands in a complex pattern, the wizard casts dispel magic.
caster level check: 1d20 + 7 ⇒ (3) + 7 = 10
T-shirt reroll? 3 star DM!
1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26 Weee, that's better! Dispels up to CL 15

GM BPChocobo |

Yeah, I blame... the upcoming biker rally in my state for distracting me. Yeah, that's the ticket!
Sindar summons and concentrates on the area, putting a nulling magical effect into it. It takes a bit of sweat, but he feels now that only the underlying alarm that is the trigger for the trap remains!
You may now enter safely... and I'll assume you do to move things along.
The party continues to the next door and, after hearing nothing from the other side, opens it.
The floor of this short corridor is specked with faded blue stone mosaics, but the walls remain completely bare save for five niches in
the east wall: three at eye level and two more below and between them.
Each niche in the top row contains what appears to be the skull of a long-dead human. The niches in the top row each bear small metal placards, but the niches in the lower row have no similar inscriptions. Simple wooden doors at the north and south ends of the hall lead elsewhere. A palpable sense of evil suffuses the room, making the distance from door to door seem even longer than it is.
Map updated!

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"I suppose it would be an understatement to say 'I've got a bad feeling about this,' but I DO have a bad feeling about this place." Varian looks for traps between the door and the first niche on the wall... if he's pretty sure there are none, he'll walk up to it and read the placard on that one - but only silently, not aloud.
perception: 1d20 + 13 ⇒ (3) + 13 = 16 I guess that's pretty sure there are none, right? sigh :\

GM BPChocobo |

Varian moves into the room, finding no traps on the door, but as he begins reading a placard, some of the skulls begin to move, dry spinal cords dangling from the base of the skulls as bones begin to cackle!
These are penanggalens; undead that can disembody the head and spinal cords to corrupt flesh, savor blood, and become vampiric monstrosities. Often, they are witches that undergo a ritual to turn themselves into such evil abominations, although the fact these are in skeletal form is different the horror they typically are, organs and viscera dripping from the necks as they fly around feasting on the living.
Penanggalens are senstitive to light and require slashing silvered weapons to fully harm them. They resist cold, fire, and waves of positive energy and also naturally repair damage to their forms.
Offensively, they retain any spellcasting or supernatural powers they had before their transformation majority are witches, but not necessarily required. Worse, though, are their undeath-infused attacks. Their bites are virulent, and attacks from the spinal cords with flesh and skin as well as wrap around the target. Woe be to one pinned by a penanggalen as it begins to feast upon the blood of its prey and women slain in this manner risk rising as undead to serve their evil unliving masters.
P Blue: 1d20 + 4 ⇒ (3) + 4 = 7
P Red: 1d20 + 4 ⇒ (12) + 4 = 16
P Yellow: 1d20 + 4 ⇒ (4) + 4 = 8
Deaglan: 1d20 + 1 ⇒ (2) + 1 = 3
Kylar: 1d20 + 10 ⇒ (5) + 10 = 15
Sindar: 1d20 + 2 ⇒ (13) + 2 = 15
Varian: 1d20 + 2 ⇒ (19) + 2 = 21
Init Order (bold = up!)
Varian
Skull/cord Red
Kylar
Sindar
Skull/cord Yellow
Skull/cord Blue
Deaglan
Map updated with baddies!

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Varian backs away from the creatures back to the party and casts blessing of fervor on all.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they 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. Blessing of fervor does not stack with haste.
he'll take teh +2 to hit and ac this round for his own choice.

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oh and: know religion: 1d20 + 8 ⇒ (19) + 8 = 27
"They are undead and sensitive to light... need slashing AND silver weapons to hurt them. They resist fire, cold and positive energy AND they regenerate... we have to kill these things quickly. They may be spellcasters and witches as well and they can grapple."
feel free to read the spoiler, He'd spout out all he learned as quickly as he can

GM BPChocobo |

Varian buffs the party as he explains what the undead are!
The reddened skull looks at Varian and glares evilly...
Varian Will: 1d20 + 10 ⇒ (19) + 10 = 29
He feels he is cursed, but thinks he'll end the effect quickly.
-2 to all saves until of your turn Varian!
It then flies towards the party, approaching the two arcane casters.
Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (evil eyed)
Skull/cord Red
Kylar
Sindar
Skull/cord Yellow
Skull/cord Blue
Deaglan

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Kylar throws a small smoke pellet on the ground as he vanishes from sight. Stepping back he spits a small glob of acid at the red spinal cord.
use Ki to Vanish
Acidic Ray; PBS: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Sneak Attack Damage: 3d6 ⇒ (1, 4, 3) = 8

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The wizard takes one look at the floating heads and seems to lose his calm."GET OUT OF MY DUNGEON!" he [url=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/shout.html]shouts[/ooc]. He then sagely slips around the side of the door and out of direct attack from the undead.
concentration vs DC 28: 1d20 + 18 ⇒ (20) + 18 = 38
sonic: 5d6 ⇒ (4, 2, 3, 5, 3) = 17

GM BPChocobo |

Kylar melts some bones off the of the penanggalen as he reappears! Sindar meanwhile blasts all of the skeletal undead with his angry words!
Huh, so you can deafen undead. Weird.
P Blue Fort: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
P Red: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
P Yellow: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Deafened Duration: 2d6 ⇒ (3, 6) = 9
Only one of the penanggalens is rattled while the others seems to float on with minor damage.
Despite the effects, one of them tries to cast a spell.
That's a stinking cloud.
Noxious fumes fill the air as the clouds try to choke out the party!
Deaglan Fort: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Kylar Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Sindar Fort: 1d20 + 8 ⇒ (12) + 8 = 20
Varian Fort: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
Deaglan nauseated duration leaving cloud: 1d4 + 1 ⇒ (2) + 1 = 3
Only Deaglan is nauseated, feeling his breakfast trying to come up once more.
The rattled skull floats towards the dwarf and lashes at him with its spinal cord!
Blue spinal cord @ Deaglan: 1d20 + 6 ⇒ (18) + 6 = 24
Concealment check > 20 good: 1d100 ⇒ 91
Damage on hit: 1d4 + 4 ⇒ (1) + 4 = 5
Dex damage on hit: 1d4 ⇒ 3
Cha damage on hit: 1d4 ⇒ 2
Grab on hit: 1d20 + 10 ⇒ (7) + 10 = 17
The dwarf is smacked by the bony tendril, his neck and chest shriveling painfully! Luckily, Deaglan's near-vomiting shakes him enough that the undead cannot get a good grip on hit!
Init Order (bold = up!)
Group buffs (Blessing of Fervor: 8 rounds remaining)
Varian (evil eyed - saves)
Skull/cord Red (25 damage)
Kylar
Sindar
Skull/cord Yellow (3 damage)
Skull/cord Blue (12 damage, deafened 9 rounds)
Deaglan (5 damage, 3 Dex damage, 2 Cha damage, nauseated in cloud + 3 rounds)