
GM Foxy |
After all these precautions the opening of the doors is anti-climatic.
J2. Lobby
This room is crammed with cabinets full of weird, alchemically preserved creatures, including a pair of ice mephit wings, several large spiders, parts of a dissected giant slug, and the digestive tracts and proboscises of three stirges.
J3. Things of the Sea The skeleton of a sea cow dominates this room, hung from the ceiling on a set of iron rungs and held together by a steel frames. Numerous jars sit on shelves within the room, containing alchemically preserved octopuses, tubeworms, the head of a skum, a curiously repellent eel-like creature with fangs, and a strange, mermaidlike creature with the upper body of a monkey and the tail of a fish.
J4. Things of the Land
A stuffed bulette faces the door to this room. Cabinets along the walls contain a partially dissected bugbear, a partially transformed doppelganger, and a complete goblin dog, all preserved in alchemical f luids.
J5. Beasts of Dark Reputation
This room is filled with weird-looking preserved creatures. Two elaborately carved and painted sarcophagi stand against the east and west walls. A pile of chains lies in the center of the floor.
Among the more unsavory creatures on display in this room are the tentacle of a froghemoth, a pickled intellect devourer, and a desiccated darkmantle. A trapdoor opens onto the Hanging Stair below (area J6), and a door in the north wall opens onto the Stretching Way (area J11).
J6. The Hanging Stair
A spiral iron stair literally hangs above the valley beneath the museum, connecting to a small stone terrace and a wooden door. Although the view is dizzying, the stair and terrace are stable and safe.
J7. The Secret Curios
Three large crates sit in the room, as well as tThree large, sealed, opaque black glass jars.
So far there is no obvious way to get to 2nd floor, so I don't give you those descriptions.

Darius Redgrave |

Darius' eyes widen in a bit of shock at eveything on display. "Well if this isn't some macabre factory of the dead. What is this collection and what was happening here?" he says in awe and horror.

Stam Truthfinder |

"Like that factory we encountered in Lepidstadt, all the bodies. This seems more like a scientist and collector vs the things that the others were doing. So what do we do now?"
Stam will look at all the oddities, inspecting them. When they enter the room with the Bulete Stam dodges to the side of the door.
"I thought it was real, it is fake is it not?"

GM Foxy |
You're in J4 and you got one round to prepare.
The museum’s guardian, a faceless flesh golem comes into the lobby and squeezes through the door into the room you are. The golem is blind, hunting by scent only and sniffing at the air as it does so. The small flying creatures that are tied to it are pulling it around.
The big one is a flesh golem. You've seen enough of them already.
Golem had it's action for this round too

Brother Grergof Varsk |

Grergof commands the rope if climbing to untie before stowing it in his pack. He glances back at his hemp rope before going into the building. After entering he looks at each stuffed creature with great interest.
This seems more like a teaching room then what was in the factory. I could have done so much with teaching the Dervishes if I had had these to study and teach with.
perception: 1d20 + 6 ⇒ (4) + 6 = 10
At the sound of footsteps Grergof pulls forth his flail. As the thing appears in the room.
Another Golem! Is there no end to these things?
Grergof steps between his companion and the beast. Then he readies to attack if the creaturesmove to attack them.
Ready action:
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Stam Truthfinder |

K. Arcana: 1d20 + 13 ⇒ (5) + 13 = 18
"Homunculi are created using the blood of someone. This someone is hurt if the homunculi dies." This means that someone is still alive and told these things to come down here.
do I know anyone else?resistances?
Stam pulls out his wand of grease, slicking up the floor under the golem. DC 11 reflex save.

GM Foxy |
Spugnoir shoots one of the humunculi and it falls down hanging lifeless on the leather strap at the golem. The Golem moans in pain.
damage: 2d10 ⇒ (8, 7) = 15
Then it attacks Grergof who steps up and hits it with his flail.
Reflex: 1d20 + 2 ⇒ (14) + 2 = 16
Slam: 1d20 + 13 ⇒ (15) + 13 = 282d8 + 5 ⇒ (7, 5) + 5 = 17

Brother Grergof Varsk |

Keep shooting the flying things, killing them seems to help.
Then he uses his flail to continue to hit the golem trying to discover weak spots.
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (15) + 12 - 2 + 2 = 27
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (8) + 6 + 6 = 20

Darius Redgrave |

Darius waves his hand and two longswords materialise in the air before him defensively protecting him from harm as a grin appears on his bearded face.
School abjuration [force]; Level antipaladin 1, cleric 1, inquisitor 1, paladin 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range personal
Target you
Duration 1 minute/level (D)
DESCRIPTION
A weapon made from divine force appears and floats near you.
This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level). As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).
On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, DR doesn’t apply.
Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.

Stam Truthfinder |

that is an awesome spell
Stam reaches into his pouch and pulls out a scroll, saying the final incantation he releases the energy from the scroll. With a swift hand Stam touches 6 bolts from his quiver, which all float up around his head.
Pointing his finger at one of the homoculi, Stam fires one of the bolts at the creature.
Telekinetic Bolt: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 151d10 ⇒ 4

Brother Grergof Varsk |

Ouch! This one hurts a lot!
Grergof lets the holy light of Sarenray flow into himself and refresh him before swinging at the creature in a series of blows with his flail.
LoH: 3d6 ⇒ (6, 6, 3) = 15
Heavy Flail - Power Attack + Furious Focus: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (6) + 6 + 6 = 18
Heavy Flail - Power Attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (2) + 6 + 6 = 14

Stam Truthfinder |

I need to get some magical arrows to go with this spell.
Stam points at the same Homoculi and lets another bolt fly.
"If we kill the Homoculi think it will stop moving? It looks like they are pulling it."
Telekinetic Bolt: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 271d10 ⇒ 2
4/6 bolts remaining active

Darius Redgrave |

When Darius reacts he reaches forward and grabs one of the floating swords before him, cocks his arm back and throws the blade. Unnaturally it flies better than any sword being flung would mean to, but the magic guides it towards it's target, one of the homunculi.
Attack Hedging Weapon: 1d20 + 4 ⇒ (12) + 4 = 16
Damage Hedging Weapon Force Damage: 2d6 ⇒ (3, 6) = 9

Spugnoir2 |

SPugnoir gets annoyed and decides to set the them up the bomb by chucking a frost bomb at the flying nasties.
Frost Bomb,Touch,PBS,PS: 1d20 + 10 ⇒ (3) + 10 = 133d6 + 5 ⇒ (2, 1, 1) + 5 = 9
Creatures that take a direct hit from a frost bomb must make a DC 16 fort save or be staggered on their next turn.

GM Foxy |
Spugnoir misses this tiny creature who manages to dodge the bomb.
Reflex Save Golem: 1d20 + 2 ⇒ (6) + 2 = 8
Reflex Save Homunculus: 1d20 + 4 ⇒ (15) + 4 = 19
Reflex Save Homunculus: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex Save Homunculus: 1d20 + 4 ⇒ (18) + 4 = 22
Reflex Save Homunculus: 1d20 + 4 ⇒ (5) + 4 = 9
But the golem is caught in the slpash and falls apart. Most of the humunculi dodge it also. Only one gets chilled by the splash.

Brother Grergof Varsk |

Very Nice Mr. Spuginor! That was most helpful!
AoO on first creature:
Heavy Flail - Power Attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Damage + Power Attack: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Then after the things try to bite him, Grergof strikes back at both the creatures being more controlled then you normally see him:
Heavy Flail: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d10 + 6 ⇒ (4) + 6 = 10
Confirm Crit: 1d20 + 12 ⇒ (16) + 12 = 28
Crit Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Heavy Flail: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 + 6 ⇒ (8) + 6 = 14

Darius Redgrave |

Darius will toss the remaining floating sword at one of the Humonculi anyway, just to be sure.
Attack Hedging Weapon: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Hedging Weapon Force Damage: 2d6 ⇒ (5, 1) = 6

GM Foxy |
Grergof finishes off the two homunculi.
Stam selected a rather sturdy specimen that still survives.
And Darius finishes one too.
(I wrongly resolved your last attack vs. the golem. But on the homunculi you hit. So this one simply dies with one hit instead)
Grergof then finishes the last one and it is silent once more. Silent but the noise of the waterfall.

Stam Truthfinder |

"This place is rather depressing, I mean Trolls as guards, an air elemental, some sort of Hell beast, a Golem and Homoculi. Those rust things. What else can be in here?"
Stam moves over the lifeless bodies poking the Homoculi with his staff.
"So Upstairs?"

Brother Grergof Varsk |

Grergof wanders into the other room looking to see what he can see.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Assuming he notices it:
As he starts looking through the room of dark things he sees the trap door
Hey! There's a trap door here that leads down!

Brother Grergof Varsk |

Grergof let's the rust fall through his fingers:
Well now we know where those Rust bugs came from. Why would anyone bring something like those here, and how did they get them up the iron staircase? This makes no sense to me...
He looks at the jars and scans for evil in the room.
Given what was in the crates, We should be very careful opening the jars. You may want to check them for clues irmagic before we open them.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Brother Grergof Varsk |

This is sticky, anyone know what could make something like this?

Brother Grergof Varsk |

Grergof heads back upstairs and begins examining the room with the dark creatures.
He looks carefully at the chains on the floor and two sarcofighi. He checks them for evil before touching any of them.
These chains seem odd, are they magic, or Maybe was something chained up here?
Perception for searching the room: 1d20 + 6 ⇒ (16) + 6 = 22

GM Foxy |
It is indeed odd. But there is no need to guess why that is as you detect the evil that opens one of the sarcophagi from the inside. Some old rotten corpse in bandages steps out of it. The other sarcophagus grows some limbs and crawls towards you.