
| Stam Truthfinder | 
 
	
 
                
                
              
            
            "Interesting, even the Chelish don't do things like this. Must be some twisted cultists to perform this kinda of surgery and science." Stam says, Stam's eyes shift to the magical spectrum.
Detect magic perception: 1d20 + 8 ⇒ (20) + 8 = 28

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            Why would something want to preserve brains? Or what would do that?
Religion if that helps: 1d20 + 12 ⇒ (15) + 12 = 27

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            
| Stam Truthfinder | 
 
	
 
                
                
              
            
            "From what I can see and have heard about, they can still think and if we play around with the dials we can make them see and hear as well, maybe even speak?" Stam moves into the room cautiously towards the closest brain in a cylinder, turning the dials to what he hopes is right.
"Hello can you hear me?" Stam says.
just hearing and speech, don't want them to see around the room

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            Be careful...   I think the Dark Tapestry has taken over the cult of Dagon...  That machine looks to be more of the Tapestry's work then the cults. 
But in either case the brains there are probably all cult members, maybe held as some strange form of library... Given what we have seen so far, you may not like what you hear.

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Stam plays on the dials of the brain container until suddenly it springs to action and a croaking voice comes out of the device. "Noooo. Stop it, no ... you're not them. You are, ... I know your voice ... you're too late. Now I for sure won't pay you anymore." then it breaks out in maniacal laughter.

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            What happened? And how can we make sure this never happens to another person again?
Grergof asks horrified.

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            I have a feeling the Priests of Pharasma would not look kindly on that. Father Redgrave, is there not a spell that brings those dead back to life?

| Darius Redgrave | 
 
	
 
                
                
              
            
            Darius thinks hard. "I...It can be done. But there are some strict requirements. Only if they have died very recently, a fee days at most, and the spirit must be willing to return and they will be significantly weaker versions of themselves."
He turns to Stam. "Ask them how long ago they died."

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            The bodies in the other room sure look dead. It seems to me like they trapped their souls in their brains so they can't move on as is natural.

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            Since they can't hurt you now you can speak freely. Who needs to be protected in town, and who should we watch out for?
After seeing what the cult did, I think we can say with certenty that they are not working for the towns best interest... So we may as well rip the cult out of the town, and in doing so it's probably going to be bloody. I'd prefer not to catch good souls in our net as we winnow the wheat from the chaff.

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Putting the brain back for later use the group moves on to the unexplored jelly door. pressing through you find yourself in a room with four of these flying insect like creatures. The view within this strange metal dome is mind-numbing. All manner of incomprehensible equipment has been set up around the chamber, including a pair of bloodstained metal operating tables surrounded by racks of instruments for vivisection sitting in the center of the chamber. The walls at the base of the dome are transparent, giving a clear view of the dark waters of the lake bottom, but forty feet above, the dome displays an image of a mysterious dark gray planet orbiting a burning orange star never seen in Golarion’s skies, which gives the entire chamber its lurid glow.
Four mi-go are currently at work in the laboratory. Two of them attend to their own unfathomable experiments, while the other two experiment on a human male, stripped naked and strapped to one of the operating tables with metal straps. Numerous needles and clamps attached to hoses and leads extend from the man’s body to a bank of cylinders, levers, and dials on one wall. The man strapped to the table is none other than the Dark Rider from Feldgrau whom the group have been pursuing.
Initiative Stam: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative Darius: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative Spugnoir: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative Mi-Go: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative Mi-Go: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative Mi-Go: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative Mi-Go: 1d20 + 5 ⇒ (7) + 5 = 12
Spugnoir <--
Mi-Go
Grergo, Darius
Mi-Go, Mi-Go
Stam
Mi-Go

| Spugnoir2 | 
 
	
 
                
                
              
            
            AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen, (Heroism)+2 morale bonus on attack rolls, saves, and skill checks.
Bombs:9/15
SPugnoir quaffs an extract of Shield(+4 shield ac) and an extract of Ironskin(+5 to my natural ac for 27/16/24) Before they enter the room
Spugnoir wastes no time and holy bombs a Mi-go, avoiding trying to explode anything
Holy Bomb,PBS,Touch,Precise: 1d20 + 15 ⇒ (6) + 15 = 215d6 + 6 ⇒ (4, 6, 1, 5, 1) + 6 = 23
Holy Bomb,PBS,Touch,Precise: 1d20 + 10 ⇒ (9) + 10 = 195d6 + 6 ⇒ (6, 6, 3, 1, 1) + 6 = 23
Holy Bombs When the alchemist creates a bomb, he can choose to have it deal good divine damage. Evil creatures that take a direct hit from a holy bomb must succeed at a Fortitude save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures. 

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Spugnoir easily hits the unprepared Mi-Go and wounds it badly with the two bombs. Another one comes forward and attacks Darius, causing him a minor wound and holding on to him.
Claw: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 3 ⇒ (3) + 3 = 6
Grab: 1d20 + 12 ⇒ (16) + 12 = 28
Assuming Darius and Grergof are the front row.
Spugnoir
Mi-Go
Grergo, Darius(grappled) <--
Mi-Go, Mi-Go
Stam
Mi-Go

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            Grergof brings the flail down on the thing that grabbed Darius.
Adamantine Heavy Flail - Power Attack + Furious Focus: 1d20 + 17 - 3 + 3 ⇒ (16) + 17 - 3 + 3 = 33 
Damage + Power Attack: 1d10 + 8 + 9 ⇒ (10) + 8 + 9 = 27 
Adamantine Heavy Flail - Power Attack: 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27
Damage + Power Attack: 1d10 + 8 + 9 ⇒ (10) + 8 + 9 = 27
Which Migo(s) had the damage from the bomb? All of them? I don't see it on your combat tracker.

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Longsword: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 4 ⇒ (5) + 4 = 9
Longsword: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 4 ⇒ (1) + 4 = 5
Confirm: 1d20 + 10 ⇒ (2) + 10 = 12
Darius hacks at the Mi-Go until it is dead. The other wounded alien finishes some operation of the machinery attached to the Whispering Way cultist. The other two come over to keep the intruders at bay. But their attacks are highly ineffective.
@Grergof
Claw: 1d20 + 10 ⇒ (13) + 10 = 23
@Darius
Claw: 1d20 + 10 ⇒ (7) + 10 = 17
Meanwhile the body of the cultist starts bulging, the eyes come out of their sockets and his head looks as if it is about to explode. And then it explodes. Bloody, meaty tentacles come out of the neck and replace the head, that is now in pieces all over the room and the devices. It is the same transformation that you have seen in the Undiomede House when the high priest of Dagon had his metamorphosis.
Stam, Spugnoir, Grergof, Darius <--
Mi-Go, Mi-Go, Mi-Go(46), Mi-Go(RIP)

| Brother Grergof Varsk | 
 
	
 
                
                
              
            
            Watch out another one of those things is SPAWNING
Grergof yells as he swings at the creature in front of him.
Adamantine Heavy Flail - Power Attack + Furious Focus: 1d20 + 17 - 3 + 3 ⇒ (9) + 17 - 3 + 3 = 26
Damage + Power Attack: 1d10 + 8 + 9 ⇒ (4) + 8 + 9 = 21
Adamantine Heavy Flail - Power Attack: 1d20 + 12 - 3 ⇒ (18) + 12 - 3 = 27
Damage + Power Attack: 1d10 + 8 + 9 ⇒ (7) + 8 + 9 = 24

| Darius Redgrave | 
 
	
 
                
                
              
            
            Darius holds his hand out and unleashes a ray of searing light at the tentacles headed abomination.
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
DESCRIPTION
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.
A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).
An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 4d8 ⇒ (3, 1, 4, 5) = 13

| Spugnoir2 | 
 
	
 
                
                
              
            
            AC 17/12/15 (21/14/17 with mutagen) (27/16/24 with all buffs)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen, (Heroism)+2 morale bonus on attack rolls, saves, and skill checks.
Bombs:7/15
Spugnoir Holy Bombs the Mi-go again with a bomb each
Holy Bomb,PBS,PS,Touch,Precise: 1d20 + 15 ⇒ (9) + 15 = 245d6 + 6 ⇒ (5, 6, 4, 6, 4) + 6 = 31
Holy Bomb,PBS,PS,Touch,Precise: 1d20 + 10 ⇒ (10) + 10 = 205d6 + 6 ⇒ (3, 2, 4, 6, 3) + 6 = 24

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Grergof beats the Mi-Go two times badly wounding it and Spugnoir finishes it off with a bomb. The other bomb damages the alien in front of Darius.
Defensive Casting Darius: 1d20 + 12 ⇒ (16) + 12 = 28
Darius shoots a ray at the former cultist, now alien monster that is still tied down to the metal table.
Spugnoir, Grergof, Darius
Stam <--
Mi-Go(24), Mi-Go(46), Mi-Go(RIP)
Spawning Canker(13)

| Foxy Quickpaw | 
 
	
 
                
                
              
            
            Stam sends a crackling line of electricity on its way and through that tentacled alien. The Dark Rider undergoes another metamorphosis. The equipment in the laboratory dome suddenly activates with a riot of flashing lights and buzzing alarms. Rather than spawning new slugspawn, the rider’s entire body instead darkens and swells.
The Mi-Go get éxcited and continue to annoy the group in hopes to protect their experiment. The one in front of Darius has no luck with its attacks, but Grergof gets to feel the pain (4 dmg).
The creature on the table suddenly bursts like an overripe tomato. A hoofed, treelike abomination with writhing tentacles and gaping mouths comes out of the rider’s ruined corpse, bursts the restraints and bloats to its full monstrous size.
Claw: 1d20 + 10 ⇒ (4) + 10 = 141d4 + 3 ⇒ (1) + 3 = 4
Grab: 1d20 + 12 ⇒ (9) + 12 = 21
Claw: 1d20 + 10 ⇒ (5) + 10 = 151d4 + 3 ⇒ (2) + 3 = 5
Grab: 1d20 + 12 ⇒ (4) + 12 = 16
Claw: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 3 ⇒ (3) + 3 = 6
Grab: 1d20 + 12 ⇒ (4) + 12 = 16
Claw: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 3 ⇒ (3) + 3 = 6
Grab: 1d20 + 12 ⇒ (7) + 12 = 19
@Grergof
Claw: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 3 ⇒ (1) + 3 = 4
Grab: 1d20 + 12 ⇒ (10) + 12 = 22
 
	
 
     
    