
Bibic |

Bibic stares into the fog, "OK, that looks unpleasant."
He casts Detect Magic and studies what he can see.
Spellcraft: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 (heroism)(+2 more to ID magic items)
Knowledge Arcana: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 (heroism)
"Any idea how we descend? I don't have any rope."

Spasi Gaten |

"Any idea how we descend? I don't have any rope."
"Well, *I* can fly down," Spasi, already afloat, states the obvious. "And so angelwings over there," he nods to Bibic. He also casts Detect Magic to see if there is anything fishy or injurious about the fog.
"I've we've seen Rheese fall from a great height when he should have been fighting devils before too. I think we'll find a way, but need to see about that fog first."

Clement Twice-Born |

Clement flaps his angelwings in response to simply seeing the fall and the fog while he beams at the moniker Spasi's given him.
"I can look for some sort of way into that?"
What's the radius of that structure that tapers to a point? Something we can go inside of?
Perception: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31

Clement Twice-Born |

Without any vocal objection, Clement glides into the open chamber, circling about the inner structure once while searching for an entrance.
Perception: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
He'll stay at the same height as the door.

Bibic |

Bibic shares what he learned about the fog. "So it's probably not deadly. That said," he says checking the sides of the pit carefully, "I can't climb this. How about you Koriah?"
He looks around over the edge.
Perception: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24 (heroism)
He sees little, being unable to get very close.

Koriah Azmeren |

Koriah moves up and sheathes her weapons. She peers over the edge and replies to Bibic, "Oh, I could climb this easily. It's a skill of mine. You never know when you will get stuck in some cave without a rope and need to scale about."
She checks her pack for rope, but she seems to have lost her length.
She watches the parties back, in case other giants use this opportunity to make their move.
Perception: 1d20 + 24 + 2 ⇒ (1) + 24 + 2 = 27 (heroism)
Amazingly, she too sees little compared to her best.

Rhesus Ghawn |

Rhesus grins. "Don't you worry Koriah, I've got 200 feet of rope right here. I'll climb down then toss it up to you so you can anchor it."
The barbarian sets about pulling the rope from his pack.
Assuming somebody points out the flaw in his logic he will then look about for a place to secure the rope then throw it over and climb down.
Climb: 1d20 + 13 ⇒ (18) + 13 = 31

Spasi Gaten |

Spasi does explain the flaw in the Rhese’s logic, but tries to be supportive about it by only using the therm ‘dithering idiot’ 3 times. It was a remarkable show of restraint and Spasi’ mentally pats himself on the back for his effort in being nice.
”Yeah, you guys go first and I’ll make sure no one follows us. I can just float down,” Spasi says, trying to ensure he’s not the first one in the fog.

GM Fanguar |

@Clem: You came in through the entrance, the only way in is down. Re: the map: there's another dug tunnel that heads here, but it's just a dead end.
Added new map to top. (C1)
Rhesus descends through the fog of the obscuring spell, as you do, you drop down into a dome-like room with walls that may have once been smooth but are now riddled with cracks and fissures. Twenty-foot-high curving stone shelves fill the room, leaving a circular area open in the center. Iron double doors lead out of the room in the four cardinal directions. Splashes and splatters of blood mar the floor here and there, and two huge leathery mounds lie heaped in the middle of the room. As you come down, you hear the soft clattering of bone against bone coming from the shadows behind the bookshelves.

Clement Twice-Born |

Ah, Clem would glide down alongside Rhesus then now that I understand.
As Clem descends through the fog alongside Rhesus, he takes precautionary measures to ensure that at least the two of them can see any threats coming their direction.
True Seeing on Rhesus + Clem as we enter the fog.
Spells Left Today: 1st - 5/7 | 2nd - 6/7 | 3rd - 7/7 | 4th - 5/7 | 5th - 3/5 | 6th - 2/3

Rhesus Ghawn |
1 person marked this as a favorite. |

1d20 + 8 ⇒ (14) + 8 = 22
Rhesus shudders as he passes through the mist and drops to the floor. "Clem, it was horrible. Books. Books as far as the eye could see. And worse, there I was, dressed in...in robes Clem. IN ROBES!"

GM Fanguar |

Sorry for the delay. Holiday cheer and what not.
When Rhesus reaches the floor and expresses his horror at the prospect of being in robes, the clattering from the shadows intensifies and a pair of massive constructs scuttle out into the open. Each is made shaped like giant scorpions, but each is made from bleached bones.
Rhesus: 1d20 + 2 ⇒ (8) + 2 = 10
Spasi: 1d20 + 12 ⇒ (19) + 12 = 31
Bibic: 1d20 + 3 ⇒ (3) + 3 = 6
Clement: 1d20 + 0 ⇒ (2) + 0 = 2
Enemy: 1d20 + 5 ⇒ (20) + 5 = 25
Combat Order
32 Spasi
25 Baddies
10 Rhesus
6 Bibic
2 Clem
Spasi is up. Also, it appears that you all have reached level 14, so feel free to level up, before acting.

Spasi Gaten |

Round 1
hp 75/75+11 temp; AC 16/12T/14FF; CMD 17
+10F/+11R/+14W
Back row.
Opponent:
SA: Cast Haste.
MA: Move back, out of reach
Spasi casts Haste, then moves back. He looks at the constructs, offering his opinions on how quickly they will kill Rhesus and how.
1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29
6th 3/5 (ChainLight*3,Disintigrate*0,TruSee*0)
5th: 4/8 (Lightning Arc*2,Overland*1,Echolocation*0,TePort*1) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 5/8 (See Invis (ext)*0,fireball*1,Haste*2,Heroism*2) DC 21
2nd: 3/8 (FalseLife*0, Glitterdust*1,Resist Energy*0,Invisibility*1, ScRay*1) DC 21
1st: 2/15 (MageArmor*1,Snowball*1,MMissile*0,Vanish*0)
Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/13: +1 to all the things. You know what to do.

GM Fanguar |

@Spasi: As they are ancient thassilonian constructs, you figure that they have some level of spell and damage resistances, on top of your usual construct traits.
The constructs scuttle to descend on Rhesus,
Attack vs Rhesus: 1d20 + 25 ⇒ (19) + 25 = 44
Crit?: 1d20 + 25 ⇒ (10) + 25 = 35 Damage?: 4d6 + 16 ⇒ (5, 1, 4, 4) + 16 = 30
Grab?: 1d20 + 31 ⇒ (1) + 31 = 32 miss
Attack vs Rhesus: 1d20 + 25 ⇒ (5) + 25 = 30 Damage?: 2d6 + 8 ⇒ (5, 6) + 8 = 19
Grab?: 1d20 + 31 ⇒ (18) + 31 = 49 Grappled
The creatures rend at Rhesus' flesh with their massive claws. One pincer latches on and holds our robe-fearing barbarian tightly.
Everyone is up.

Bibic |

Round 1, Initiative: 6
HP: 76/76 +10 temp; AC: 17 (T15/FF12)
F: +8, R: +13, W: +8
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow (cold iron, silver): 1d20 + 17 + 7 ⇒ (19) + 17 + 7 = 43 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (6) + 12 + 4 + (4) = 26 (PBS, inspire, sonic)
Weapon Equipped = Bow
Cold Iron, Silver Salted Arrows = 32/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 26/32 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Rhesus)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/1/1, Dex +5, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 14, Con: +19, SR +16, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (6/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (5/5) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (4/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
Bibic begins to inspire courage in the group, even as he takes one shot at the enemy to start things off.
Ongoing Party Effects:
Inspiring Courage: Everyone gains +3 to attacks & damage (competence), +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

Koriah Azmeren |

Round 1, Initiative: 6
HP: 131/131; AC: 33 (t19, f25, 32 without 'shield') (+3 Barkskin included)
F: +12, R: +13, W: +5
Location: Back row
Opponent: None
Readied: Falcata (magic, silver): 1d20 + 19 + 5 ⇒ (8) + 19 + 5 = 32 (hero, inspire) damage: 1d8 + 10 + 3 + 1d6 + 1d6 ⇒ (4) + 10 + 3 + (4) + (6) = 27 (inspire, frost, sonic)
Weapon Equipped = Falcata and Short Sword
Falcata: +11/6/1 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 17-20 x3
Short Sword: +11/6/1 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 19-20
Composite Longbow (cold iron, silver salted arrows): +11/6/1 BAB, +6 Dex, +1 MW Damage: +5 Str, +2 insight Crit: 20
Dispel Magic (CL 11, 1/1)
Fireball (CL 11, 1/1)
Pearl of Power (first, 0/1)
Spells: (CL 8, Con: +10)
1) Keep Watch, Lead Blades,
2)
3) Animal Ambassador
Koriah watches their backs, in case something tries to come up from behind, her weapons out and ready.

Clement Twice-Born |

How much time has passed since our Jackson Pollock painting?
Not sure if an unposted "rest" was in there to level up so outstanding spells dropped off? (but daily castings refreshed?)
If more than 2 hours, Clement will cast Freedom of Movement on Rhesus, otherwise I'll think of something else useful.

Rhesus Ghawn |

HP 177/185 DR 7/-, 14/lethal, fire 3
AC 23/T16/FF21
CMD 36
Fort +18, Ref +9, Will +8; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 35/35
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Effects: Rage, Crowd Control, Reckless Abandon, Power Attack, Inspired, Clem Stuff
30-7=23/2=12R11C-5=7R16C;19-7=12/2=6R6C-5=1R11C.8R27C.
Rhesus slips out of the creature's grasp with the aid of Clem's magic and hammers the closest construct.
Rage, Crowd Control, Reckless Abandon. Weapon is +5 while raging.
Attack: 1d20 + 33 ⇒ (11) + 33 = 44
Damage: 2d6 + 33 ⇒ (3, 3) + 33 = 39
Sonic: 1d6 ⇒ 2
Attack: 1d20 + 28 ⇒ (11) + 28 = 39
Damage: 2d6 + 33 ⇒ (2, 3) + 33 = 38
Sonic: 1d6 ⇒ 3
Attack: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d6 + 33 ⇒ (6, 1) + 33 = 40
Sonic: 1d6 ⇒ 6
+4 damage on each swing if they have spells or spell like abilities.

GM Fanguar |

How much time has passed since our Jackson Pollock painting?
Not sure if an unposted "rest" was in there to level up so outstanding spells dropped off? (but daily castings refreshed?)
If more than 2 hours, Clement will cast Freedom of Movement on Rhesus, otherwise I'll think of something else useful.
It hasn't been 2 hours. I don't believe the party has rested since the last big rumble.

Spasi Gaten |

Still waiting on Clem, I think.
Spasi casts Vanish, not sure what to do against the constructs this turn.

Clement Twice-Born |

Round 1 Init 2
HP 144/171 | AC 27 (T13/FF27)
F: +12 R: +8 W: +14
Location: Front
MA: Glide over to assist Rhesus
SA: Stab
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast
**
Spells Left Today: 1st - 5/8 | 2nd - 6/8 | 3rd - 7/7 | 4th - 5/7 | 5th - 3/7 | 6th - 2/6 | 7th - 3/3
Channels Left Today (9d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 2/2
Clement lets out a sigh of a relief as Rhesus slips away without needing his aid at this particular moment.
He then glides into the melee, stabbing out at one of the constructs but not really expecting to compete with Rhesus in their utter destruction.
corrosive dagger (power+inspire) #1: 1d20 + 13 - 3 + 3 + 2 ⇒ (17) + 13 - 3 + 3 + 2 = 32 for 1d4 + 4 + 6 ⇒ (3) + 4 + 6 = 13 acid: 1d6 ⇒ 2 sonic: 1d6 ⇒ 2

GM Fanguar |

Bashed and battered, the fell magic animating the bone scorpion cannot withstand the final poke by Clem's dagger and it collapses with a clatter to the floor.
The remaining creature attacks Rhesus:
Claw: 1d20 + 25 ⇒ (14) + 25 = 39 Damage?: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Claw: 1d20 + 25 ⇒ (9) + 25 = 34 Damage?: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Sting: 1d20 + 25 ⇒ (6) + 25 = 31 Damage?: 1d10 + 8 ⇒ (9) + 8 = 17 DC18 Fort save please
Everyone is up.
AC 28, touch 14, flat-footed 23 (+s Dex, +14 natural, -1 size)
hp 147,
Fort +6, Ref +13, Will +9
DRs/adamantine; Immune construct traits; Resist cold w;
SR 22
Melee 2 claws +25 (2d6+8/19-20 plus grab), sting +25 (1d10+8
plus poison)
Poison (Su) Sting-injury; save Fort DC 18;frequency 1jround
for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The
save DC is Constitution-based.

Bibic |

Round 2, Initiative: 6
HP: 76/76 +10 temp; AC: 17 (T15/FF12)
F: +8, R: +13, W: +8
Location: Back row
Opponent: None
Full: Longbow (cold iron, silver): 1d20 + 15 + 7 ⇒ (2) + 15 + 7 = 24 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (8) + 12 + 4 + (3) = 27 (PBS, inspire, sonic)
Longbow (cold iron, silver): 1d20 + 15 + 7 ⇒ (8) + 15 + 7 = 30 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (1) + 12 + 4 + (2) = 19 (PBS, inspire, sonic)
iterative Longbow (cold iron, silver): 1d20 + 10 + 7 ⇒ (6) + 10 + 7 = 23 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (5) + 12 + 4 + (4) = 25 (PBS, inspire, sonic)
iterative Longbow (cold iron, silver): 1d20 + 5 + 7 ⇒ (13) + 5 + 7 = 25 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (8) + 12 + 4 + (3) = 27 (PBS, inspire, sonic)
Hasted Longbow (cold iron, silver): 1d20 + 15 + 7 ⇒ (15) + 15 + 7 = 37 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (7) + 12 + 4 + (6) = 29 (PBS, inspire, sonic)
Weapon Equipped = Bow
Cold Iron, Silver Salted Arrows = 27/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 26/32 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Rhesus)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/1/1, Dex +5, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 14, Con: +19, SR +16, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (6/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (5/5) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (4/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
Fully prepared, Bibic unloads on the remaining creature. He lets his inspiration go, though it lingers a few more seconds.
Ongoing Party Effects:
Inspiring Courage: Everyone gains +3 to attacks & damage (competence), +3 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

Koriah Azmeren |

Round 2, Initiative: 6
HP: 143/143; AC: 33 (t19, f25, 32 without 'shield') (+3 Barkskin included)
F: +13, R: +14, W: +6
Location: Back row
Opponent: None
Readied: Falcata (magic, silver): 1d20 + 19 + 6 ⇒ (15) + 19 + 6 = 40 (haste, hero, inspire) damage: 1d8 + 10 + 3 + 1d6 + 1d6 ⇒ (1) + 10 + 3 + (5) + (6) = 25 (inspire, frost, sonic)
Weapon Equipped = Falcata and Short Sword
Falcata: +12/7/2 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 17-20 x3
Short Sword: +12/7/2 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 19-20
Composite Longbow (cold iron, silver salted arrows): +12/7/2 BAB, +6 Dex, +1 MW Damage: +5 Str, +2 insight Crit: 20
Dispel Magic (CL 12, 1/1)
Fireball (CL 12, 1/1)
Pearl of Power (first, 0/1)
Spells: (CL 8, Con: +10)
1) Keep Watch, Lead Blades,
2)
3) Animal Ambassador
Koriah watches their backs, in case something tries to come up from behind, her weapons out and ready.

Clement Twice-Born |

Round 2 Init 2
HP 144/171 | AC 27 (T13/FF27)
F: +12 R: +8 W: +14
Location: Front
FRA: Attacks!
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast
**
Spells Left Today: 1st - 5/8 | 2nd - 6/8 | 3rd - 7/7 | 4th - 5/7 | 5th - 3/7 | 6th - 2/6 | 7th - 3/3
Channels Left Today (9d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 2/2
Wha? Clem actually got a killing blow?!
Emboldened by his success at stabbing the skeletal scorpions and with Bibic's magic coursing through his veins, Clement attempts at trio of stabs to see if he can find repeat success.
corrosive dagger (power+inspire+haste) #1: 1d20 + 13 - 3 + 3 + 2 + 2 + 1 ⇒ (2) + 13 - 3 + 3 + 2 + 2 + 1 = 20 for 1d4 + 4 + 6 ⇒ (2) + 4 + 6 = 12 acid: 1d6 ⇒ 1 sonic: 1d6 ⇒ 2
corrosive dagger (power+inspire+haste) #2: 1d20 + 8 - 3 + 3 + 2 + 2 + 1 ⇒ (6) + 8 - 3 + 3 + 2 + 2 + 1 = 19 for 1d4 + 4 + 6 ⇒ (2) + 4 + 6 = 12 acid: 1d6 ⇒ 6 sonic: 1d6 ⇒ 2
corrosive dagger (power+inspire+haste) haste: 1d20 + 13 - 3 + 3 + 2 + 2 + 1 ⇒ (2) + 13 - 3 + 3 + 2 + 2 + 1 = 20 for 1d4 + 4 + 6 ⇒ (3) + 4 + 6 = 13 acid: 1d6 ⇒ 3 sonic: 1d6 ⇒ 3

Rhesus Ghawn |

HP 162/185 DR 7/-, 14/lethal, fire 3
AC 23/T16/FF21
CMD 36
Fort +18, Ref +9, Will +8; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 34/35
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Effects: Rage, Crowd Control, Reckless Abandon, Power Attack, Inspired, Clem Stuff
Fort DC 18: 1d20 + 18 ⇒ (17) + 18 = 35
16-7=9/2=5R4C;17-7=10/2=5R5C;17-7=10/2=5R5C.15R14C.
Attack: 1d20 + 33 ⇒ (15) + 33 = 48
Damage: 2d6 + 33 ⇒ (4, 2) + 33 = 39
Sonic: 1d6 ⇒ 6
Attack: 1d20 + 28 ⇒ (11) + 28 = 39
Damage: 2d6 + 33 ⇒ (2, 1) + 33 = 36
Sonic: 1d6 ⇒ 6
Attack: 1d20 + 23 ⇒ (7) + 23 = 30
Damage: 2d6 + 33 ⇒ (2, 1) + 33 = 36
Sonic: 1d6 ⇒ 2

GM Fanguar |

Bibic's arrows chip away and Clem's stabs distract, but Rhesus' powerful blows are what obliterates the skeletal scorpion, shattering ancient bones into little more than powder.
Combat over
The contents of the library of long succumbed to the ages and little more than dust remains, but here and there a few objects of note remain. #Lootz
These include four thin silvery metal plates that contain magical writings. (These are sturdy cold siccatite plates that function as spell scrolls-a scroll of ice storm, a scroll of wall of ice, a scroll of cone of cold, and a scroll of polar ray. Once used, the "scrolls" become nonmagical but are still worth 25 gp apiece.)
Another shelf holds a series of metal tablets edged with silver clasps that contain etchings of the internal organs of a whale of prodigious size (measuring nearly 500 feet from head to tail); the tablets are worth 250 gp in all.
Three round jars sealed with silver contain baby aboleths preserved in embalming fluid (each jar is worth 50 gp), while fragments of a
chuul's shell sit on another shelf, you notice a pearl of power (5th level) embedded in one ofthe shell's claws.
Finally, one shelf near the center of the room contains 29 enormous bone scroll rollers, some of which are 6 feet long. The contents of these scroll rollers have long since turned to dust, but five of the smaller ones are bound in silver and gold and worth 400 gp each.
A pair of closed doors to the south leads out of the chamber.

Clement Twice-Born |

Standing as tall as he can, Clement squints at the etchings.
"Looks almost like guts - of something big."
The half-angel pauses to inspect a couple diagrams.
"Ah! A whale. That's interesting. Wonder if this was done by a craftsman or magic."
He pauses to glance towards Spasi, giving the room a final inspection before they address the pair of doors to the south, knowing that Bibic will inspect them carefully for traps or dangers ahead of Rhesus plowing through them.
"What's in those three jars? Baby whales?"

Spasi Gaten |

Spasi slowly floats around the chamber.
1d20 + 22 ⇒ (15) + 22 = 37 Know (Dungeoneering)
”Aboleths, not whales. Something way worse. It was good that these were kilt young, lest they grow into the full nature of their evil,” Spasi spits. ”I’m okay with some evil, but not evil-evil. At a certain point...there are lines that I won’t cross.” He continues to thumb through the items in the room, making mental notes and helping things get packed.
He tosses the pearl of power to Clem, as it is useless in his hands. ”This is a nice toy. Here, you take it.”
When others are ready and healed, he’s ready to go to the south.

Bibic |

Bibic smiles, enjoying the spoils of their battle. "Very nice."
"Aboleths huh? Pretty tough for young'ns. The adults must be quite tough."
He replenishes some arrows from his pack, and follows Spasi to the doors, investigating them briefly before calling them 'safe'.
Perception: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29 (heroism)

GM Fanguar |

Dm's Dice: 1d100 ⇒ 18
While you are a packing up the trinkets, the ghostly apparition of a handsome, elderly Azlanti man wearing a heavy cloak and fine blue robes materializes.
He shouts in Thassilonian "Defilers, you will be punished for your theft!'
Rhesus: 1d20 + 2 ⇒ (12) + 2 = 14
Spasi: 1d20 + 12 ⇒ (16) + 12 = 28
Bibic: 1d20 + 3 ⇒ (10) + 3 = 13
Clement: 1d20 + 0 ⇒ (6) + 0 = 6
Enemy: 1d20 + 4 ⇒ (16) + 4 = 20
Combat order
28 Spasi
20 Ghost
14 Rhesus
13 Bibic
6 Clem
Spasi is up.

Spasi Gaten |

Round 1
At the sound of the unexpected voice, the expected happens, Spasi shoots into the air, trying to fly away from the danger. +30' up. He wants no part of ghosts, if that's what this is.
1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38 Know (religion) - How to kill? DRs? Special attacks?
From the safety of not-close-at-all, he fires Magic Missiles at the apparition.
5d4 + 5 ⇒ (3, 1, 1, 3, 3) + 5 = 16 force damage

Bibic |

Round 1, Initiative: 13
HP: 76/76 +10 temp; AC: 17 (T15/FF12)
F: +8, R: +13, W: +8
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow (ghost-salted): 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PBS, haste, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (4) + 12 + 4 + (5) = 25 (PBS, inspire, sonic)
Weapon Equipped = Bow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 15/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 26/32 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Rhesus)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/1/1, Dex +5, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 14, Con: +19, SR +16, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (6/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (5/5) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (4/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
Bibic begins to inspire the party and he takes a single shot at the ghost. He uses a ghost-salted arrow in order to do full damage to the apparition.
”Hey, leave Spasi alone you monster!”
Ongoing Party Effects:
Inspiring Courage: Everyone gains +3 to attacks & damage (competence), +3 vs fear (morale), and +d6 sonic damage within 30’

Koriah Azmeren |

Round 1, Initiative: 13
HP: 143/143; AC: 33 (t19, f25, 32 without 'shield') (+3 Barkskin included)
F: +13, R: +14, W: +6
Location: Back row
Opponent: None
Readied: Falcata (magic, silver): 1d20 + 19 + 6 ⇒ (11) + 19 + 6 = 36 (haste, hero, inspire) damage: 1d8 + 10 + 3 + 1d6 + 1d6 ⇒ (5) + 10 + 3 + (1) + (6) = 25 (inspire, frost, sonic)
Weapon Equipped = Falcata and Short Sword
Falcata: +12/7/2 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 17-20 x3
Short Sword: +12/7/2 BAB, +5 Str, +1 Magic, +1 Focus, (-2 two weapon) Damage: +5 Str, +1 Magic, +2 insight Crit: 19-20
Composite Longbow (cold iron, silver salted arrows): +12/7/2 BAB, +6 Dex, +1 MW Damage: +5 Str, +2 insight Crit: 20
Dispel Magic (CL 12, 1/1)
Fireball (CL 12, 1/1)
Pearl of Power (first, 0/1)
Spells: (CL 8, Con: +10)
1) Keep Watch, Lead Blades,
2)
3) Animal Ambassador
Koriah watches their backs, in case something tries to come up from behind, her weapons out and ready.

Spasi Gaten |

Round 2
hp 81/81+11 temp; AC 16/12T/14FF; CMD 18
+10F/+11R/+15W
Back row.
Opponent:
SA: Cast Magic Missile again.
MA: Move back, out of reach
1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Fort
Spasi eeps as he barely escapes getting stoned and gives thanks to Calistra for keeping his hardness where it should be.
He casts another Magic Missile then tries to fly out of sight.
5d4 + 5 ⇒ (1, 2, 2, 1, 1) + 5 = 12 force damage
7th 0/2 (Banish*0)
6th 3/5 (ChainLight*3,Disintigrate*0,TruSee*0)
5th: 4/8 (Lightning Arc*2,Overland*1,Echolocation*0,TePort*1,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 5/8 (See Invis (ext)*0,fireball*1,Haste*2,Heroism*2,DisMag*0) DC 21
2nd: 3/8 (FalseLife*0, Glitterdust*1,Resist Energy*0,Invisibility*1, ScRay*1) DC 21
1st: 4/15 (MageArmor*1,Snowball*1,MMissile*3,Vanish*0,Grease*0)
Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/13: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 1 Init 6
HP 130/171 | AC 27 (T13/FF27)
F: +12 R: +8 W: +14
Location: Front
MA: Glide to ghost
SA: Heal (harm) it
Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast
**
Spells Left Today: 1st - 5/8 | 2nd - 6/8 | 3rd - 7/7 | 4th - 5/7 | 5th - 3/7 | 6th - 1/6 | 7th - 3/3
Channels Left Today (9d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 2/2
Clement glances towards Spasi as he recognizes a few of the syllables in the old language the handsome apparition is babbling, wondering if their resident arcanist will translate.
Seeing Bibic and Spasi unleash their respective bolts at the creature, Clem quickly deduces the spirit is more foe than friend.
Gliding over to it, he reaches into the spirit's center while smiling.
"Be at rest. Find your way to the beyond..."
Heal. DC22 Will for 140 damage or 70 damage on success.

Rhesus Ghawn |

HP 162/185 DR 7/-, 14/lethal, fire 3
AC 27/T21/FF25
CMD 36
Fort +18, Ref +9, Will +8; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 34/35
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Effects: Rage, Power Attack, Clem Stuff
Rhesus, having learned long ago how to hit ghosts while raging, does exactly that.
Activate Rage, Ghostrager allows me to do full damage to incorporeal creatures.
Drawing his magic bow, Rhesus fires once.
Attack: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

GM Fanguar |

Will save: 1d20 + 16 ⇒ (11) + 16 = 27
The apparition appears to feel no pain at your attacks, but with each assault its form appears less and less substantial.
It raises its hands and casts another spell, this time focusing on Clem.
Baleful polymorph DC23 Fort or be turned into a cockroach. If you fail, make a will save to try to retain your sense of self.
Everyone is up again.
50/178

Spasi Gaten |

Round 3
hp 81/81+11 temp; AC 16/12T/14FF; CMD 18
+10F/+11R/+15W
Back row.
Opponent:
SA: Cast Magic Missile again.
MA: Move back, out of reach
He casts another Magic Missile after flying back into sight.
5d4 + 5 ⇒ (1, 2, 3, 4, 2) + 5 = 17 force damage
7th 0/2 (Banish*0)
6th 3/5 (ChainLight*3,Disintigrate*0,TruSee*0)
5th: 4/8 (Lightning Arc*2,Overland*1,Echolocation*0,TePort*1,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 5/8 (See Invis (ext)*0,fireball*1,Haste*2,Heroism*2,DisMag*0) DC 21
2nd: 3/8 (FalseLife*0, Glitterdust*1,Resist Energy*0,Invisibility*1, ScRay*1) DC 21
1st: 6/15 (MageArmor*1,Snowball*1,MMissile*4,Vanish*0,Grease*0)
Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/13: +1 to all the things. You know what to do.

Bibic |

Round 2, Initiative: 13
HP: 76/76 +10 temp; AC: 17 (T15/FF12)
F: +8, R: +13, W: +8
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (ghost salt): 1d20 + 15 + 6 ⇒ (10) + 15 + 6 = 31 (PBS, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (3) + 12 + 4 + (2) = 21 (PBS, inspire, sonic)
Longbow (ghost salt): 1d20 + 15 + 6 ⇒ (14) + 15 + 6 = 35 (PBS, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (4) + 12 + 4 + (2) = 22 (PBS, inspire, sonic)
iterative Longbow (ghost salt): 1d20 + 10 + 6 ⇒ (4) + 10 + 6 = 20 (PBS, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (6) + 12 + 4 + (2) = 24 (PBS, inspire, sonic)
iterative Longbow (ghost salt): 1d20 + 5 + 6 ⇒ (1) + 5 + 6 = 12 (PBS, hero, inspire) damage: 1d8 + 12 + 4 + 1d6 ⇒ (7) + 12 + 4 + (5) = 28 (PBS, inspire, sonic)
Weapon Equipped = Bow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 11/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 24/32 (+2 round lingering, move action)
Boots of Speed = 5/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Rod of Extend, lesser = 0/3 (Barkskin Koriah, Heroism Koriah, Heroism Rhesus)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +11/1/1, Dex +5, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 14, Con: +19, SR +16, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (6/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (5/5) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (4/4) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
Bibic doesn’t want to give the creature another chance, and unloads his first volley - all ghost salted arrows. He continues to inspire the group as well.
Ongoing Party Effects:
Inspiring Courage: Everyone gains +3 to attacks & damage (competence), +3 vs fear (morale), and +d6 sonic damage within 30’

Clement Twice-Born |

Fort DC23: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Clement shudders as the creature reaches into his being.
"Ugh... Whatever it did, it wasn't good."
Clem will hold his action to let Rhesus/Bibic/Spasi's clobbering go first. If it still stands he'll channel to harm it for 9d6+1 DC23 Will for half.
9d6 + 1 ⇒ (4, 1, 1, 6, 6, 2, 3, 5, 4) + 1 = 33

Rhesus Ghawn |

HP 162/185 DR 7/-, 14/lethal, fire 3
AC 27/T21/FF25
CMD 36
Fort +18, Ref +9, Will +8; +2 insight bonus vs. transmutation spells, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 33/35
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Effects: Rage, Power Attack, Inspired, Clem Stuff
More shootin'.
Attack: 1d20 + 21 ⇒ (9) + 21 = 30
Damage: 1d8 + 13 ⇒ (4) + 13 = 17
Sonic: 1d6 ⇒ 3
Attack: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d8 + 13 ⇒ (8) + 13 = 21
Sonic: 1d6 ⇒ 2
Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 + 13 ⇒ (4) + 13 = 17
Sonic: 1d6 ⇒ 4

GM Fanguar |

The ghost lets out a string of vile Thassilonian epithets as your assault shatters its hold on the material plane and it dissipates back into the ether.
Combat over.
A shot hallway to the south leads to another set of double doors. Beyond is a hexagonal room. In each of the room's six corners, a statue stands atop a dais. Each is of a six-foot-tall woman dressed in a short robe and wielding a silvery sword. The statues have four wings (the lower pair of each being small and atrophied), and have no faces whatsoever.
As you enter into the room each of the statues speak aloud in Thassilonian "Welcome to the Hall of Arcane Wonder. Please treat all exhibits with care and respect, and do not attempt unsanctioned interactions within. Enjoy your visit!"
Bibic and Spasi can't help but notice that the swords held in the hands of the statues are of unusual and exceptionally fine make. They are masterwork cold siccatite longswords. A weapon made of cold siccatite deals +1 point of cold damage on a hit. Each sword is worth 1,315 gp
Pair of doors leads to the south and open connecting arches lead to rooms to the SW and SE.