
GM Fanguar |

The priest will fall back to the surface to regroup with the other survivors.
I think we are basically done with this floor. There are two ways down to the next one. D6 and D7
D6
This room is decorated with frescoes showing fantastic images of the pace beyond the sky, a black expanse populated by anthropomorphized suns, beast-shaped constellations, and multicolored worlds.
D7
This room is furnished with a table and a few chairs—all manner of torture implements lie strewn on the table, along with a large supply of alchemical tools. Central to this all is a large glass dome and an intimidating looking saw.

Bibic |

"Weird. Why does the church need all these torture implements? Doesn't seem right does it?" He looks around a bit.
Knowledge Arcana: 1d20 + 13 ⇒ (15) + 13 = 28
"You know, see this here, and that? I think they're removing brains and preserving them. Why would they do that?"
Bibic has no answers, and is ready to descend from D7.

Spasi Gaten |

@D6
Spasi studies the room for a moment to see if it makes sense to him.
1d20 + 22 ⇒ (6) + 22 = 28 Know (Arcana)
"Stars, huh? What's the big deal with stars? They are *very* far away and shouldn't have any impact on us. Why are people so hung up on them?"
* * *
@D7
"I dunno, Bibs. Maybe they were the partying kind of clergy, if you get my drift," Spasi does the winky-winky, elbow-elbowy thing. "Or maybe they just like taking out brains. Not sure I get the fascination with brains either. Not like many people are all that smart or anything."
1d20 + 22 ⇒ (17) + 22 = 39 Know (Arcana)

Rhesus Ghawn |

D6
Rhesus looks at the fancy art but doesn't seem impressed. Most likely he doesn't really understand it.
D7
"This looks like the stuff they used on us back in the fighting pits."

Clement Twice-Born |

Clement smiles back at the anthropomorphized suns.
"The suns look happy. Why wouldn't they? They're at the center of everything!"
Clement briefly considers the possibility if a creature removed a dozen brains and hooked them all up - would they be twelve times smarter? Or just as smart of the average of all those twelve brains.
Without much else of interest, he gestures ahead, ready to descend further.

GM Fanguar |

@Spasi: D6: There doesn't appear to be a practical use for the room, but it does appear to be an accurate depiction of the night sky in the area. D7: There are several potential applications, but the current equipment on display would suggest the collection of a brain for use during the construction of an alchemical golem.
As you descend down the stairs to the sound of surf and increasing smell of the sea. A the base is a grotto mostly filled by churning waters of the sea. A few steep-sided rocks protrude from the waters
like islands. To the south, a ten-foot-high ledge rises from the water. A rusted chest sits high up on this ledge, surrounded by a small mound of gold coins and silver dinnerware.
Several unusually large vaguely draconic, aquatic serpents lounge about the sea cave (Sea Drakes). They turn a lazy gave towards you at your arrival and one of them speaks in a sibilant language before gesturing towards the chest.

Spasi Gaten |

Spasi, who speaks Draconic, translates for the team.
”They seem to think we’re flunkies, but not for the Asp—” Spasi’s voice breaks off. ”Not for the Pathfinder Smucks, but for some dude named ‘Ardathanatus’? Now, isn’t that the most ridiculous name you’ve ever heard? Who names their kids something that awful. I want to punch that guy already.”
1d20 + 22 + 2 ⇒ (10) + 22 + 2 = 34 Know (Arcana) - Special attacks? Breath weapon? SR?
”These are Sea Drakes, cousins to dragons. And they will keep us on our toes,” Spasi warns the party as a thought occurs to him. ”Wasn’t Ardathanatus the one that lead the revolt here? Might be that they know where we can find him. And he’s the guy that wants the armor.”
He looks back to the sea draconi.

Clement Twice-Born |

Clement, never having learned a single other language that Common tries to piece out any word he can understand since he's occasionally used to hearing things like the word "chicken" in the middle of an Osiriani tirade.
Aardathana-- that sounds..?
He appears relieved as Spasi translates and reminds them that "Ardy" has a metal shard, likely the shard and is the crazy Pharasmin that likes to murder other priests.
"Are they like other dragons? Can we get them to talk and brag about all the stuff they collected, or at least the best stuff?"
Clement looks to Spasi, secure in that if anyone could do it, it's the Taldan arcanist and former Pathfinder.

Spasi Gaten |

Spasi looks at Clem.
”I dunno, Clem. We’ll see how chit-chatty they are. They can be dicks, you know. And these ones sound especially like dicks. Dragons are dicks and these guys are just wanna be dragons and so you can imagine how dickish they are.”

Spasi Gaten |

1d20 + 14 ⇒ (6) + 14 = 20 Bluff
Spasi comes over to spell touch the party, then floats back a bit. Protection from Energy, 120 hp of electrical damage.
"Give them the good stuff," Spasi announces*, clearly meaning something else.
1d20 + 14 ⇒ (10) + 14 = 24 Bluff (vs. DC15)- to convey a "prepare for attack" message.

Clement Twice-Born |

Clement gives a knowing nod to Spasi and begins digging around in his pockets, mostly pulling out pocket lint as he "searches" for the good stuff.
"Had it somewhere around here.."
With Spasi's indication and him beginning to cast Protection from Energy, Clem would add a Communal Resist energy as well assuming their time is limited before the drakes turn.

Bibic |

Weapon Equipped = None
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 12/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, 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 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
With the others casting, Bibic quickly piles on before the Drakes react, brazenly casting Haste on the group.
Bluff: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 (heroism) to hide his casting as much as possible.
Ongoing Party Effects:
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)

GM Fanguar |

Their sense motive is trash, you are good to go on the prep.
Rhesus: 1d20 + 2 ⇒ (20) + 2 = 22
Spasi: 1d20 + 12 ⇒ (14) + 12 = 26
Bibic: 1d20 + 3 ⇒ (3) + 3 = 6
Clement: 1d20 + 0 ⇒ (4) + 0 = 4
Enemy: 1d20 + 4 ⇒ (17) + 4 = 21
Whenever you are ready feel free to attack. They are suspicious of you, so no surprise round.
Combat order
26 Spasi
22 Rhesus
21 Drakes
6 Bibic
4 Clem
Spasi and Rhesus can start us off.

Rhesus Ghawn |

HP 135/135 DR 5/-, 10/lethal, fire 2
AC 27/T17/FF23 (-2 for charge)
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 13/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent:
Effects: Shield Other, Haste, Prot. Energy, Resist Energy, Rage, Crowd Control
Ragebarian Pounce Powers Activate!
Rage for Free, giving me Pounce. Charge the closest Drake and Attack.
Attack: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 2d6 + 22 ⇒ (1, 3) + 22 = 26
Attack: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 2d6 + 22 ⇒ (3, 5) + 22 = 30
Attack: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d6 + 22 ⇒ (6, 4) + 22 = 32

Spasi Gaten |

Round 1, Init 26
hp 63/63+11 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W
Back row.
Opponent:
SA: Cast Fireball.
MA: Move back
Spasi casts Fireball at the swarm of drakes, then moves back.
10d6 ⇒ (5, 1, 2, 6, 3, 6, 1, 4, 2, 1) = 31 fire, DC 20 for half.
5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 2/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 8/8 (See Invis (ext)*1,fireball*3,Haste*1,Heroism*1)
2nd: 5/8 (FalseLife*2, Glitterdust*0,Resist Energy*2,Invisibility*1, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)
Wand of Magic Missile 22/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/11: +1 to all the things. You know what to do.

GM Fanguar |

Rhesus rushes in and clobbers one into oblivion. Spasi catches three others in his fire, Ref 1: 1d20 + 11 ⇒ (16) + 11 = 27 Ref 2: 1d20 + 11 ⇒ (6) + 11 = 17 Ref 3: 1d20 + 11 ⇒ (16) + 11 = 27
Two of the Drakes move to engage Rhesus the other 3 unleash with their lighting breath into the back line. The lightning arc throughout Clem, Bibic and Koriah. Lightning: 6d6 ⇒ (2, 5, 6, 1, 4, 3) = 21 Lightning: 6d6 ⇒ (4, 6, 3, 2, 3, 6) = 24 Lightning: 6d6 ⇒ (1, 3, 3, 4, 6, 6) = 23 DC 19 Ref saves x3 for half damage. I'm sure you'll cover it between resist and protection
Koriah save 1: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Koriah save 2: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Koriah save 3: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 koriah 17/120 elec
drake 1 vs Rhesus: 1d20 + 14 ⇒ (6) + 14 = 20
drake 2 vs Rhesus: 1d20 + 14 ⇒ (2) + 14 = 16 Miss
koriah moves in to engage one of the Drakes Attack: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Confirm?: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27 Crit: 2d10 + 8 + 1d6 ⇒ (10, 7) + 8 + (1) = 26
Everyone is up.
Hps: 56/87, 71/87 x2 *61/87, *87/87

Bibic |

Round 1, Initiative: 6
HP: 4/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (20) + 13 + 6 = 39 (point blank, heroism, inspiration, haste) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (6) = 27 (point blank, inspiration, sonic)
Critthreat: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (10) + 13 + 6 = 29 (point blank, heroism, inspiration, haste) damage: 2d8 + 24 + 6 ⇒ (2, 5) + 24 + 6 = 37 (point blank, inspiration)
Weapon Equipped = None
Cold Iron Arrows = 49/55
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 12/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 21/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, 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 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (3/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
Reflex: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21 (heroism, haste) vs DC 19 for 21
Reflex: 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17 (heroism, haste) vs DC 19 for 24
Reflex: 1d20 + 10 + 3 ⇒ (2) + 10 + 3 = 15 (heroism, haste) vs DC 19 for 23
These are lightning attacks, and I have resistance to acid and fire I think. So I think we’re soaking this… Don’t forget the +1 from haste!
Bibic rocks with the damage he absorbed, and is anxious not to take any more. He begins a bardic performance and takes a single shot at the most wounded drake. He uses a reptile bane arrow (if it applies, damage: 2d6 ⇒ (2, 4) = 6 more damage).
"Clem, I could use some healing here!" cries the crispy Bibic.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 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)

Spasi Gaten |

Round 2, Init 26
hp 63/63+11 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W
Back row.
Opponent:
SA: Cast Fireball.
MA: Move back
Spasi fires a series of scorching rays at the most wounded drake.
1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 ranged touch;
4d6 ⇒ (5, 3, 2, 5) = 15 fire damage.
1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 ranged touch;
4d6 ⇒ (3, 6, 4, 6) = 19 fire damage.
1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 ranged touch;
4d6 ⇒ (4, 6, 1, 1) = 12 fire damage.
5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 2/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 8/8 (See Invis (ext)*1,fireball*3,Haste*1,Heroism*1)
2nd: 6/8 (FalseLife*2, Glitterdust*0,Resist Energy*2,Invisibility*1, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)
Wand of Magic Missile 22/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/11: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 1 Init 4
HP: 127/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Location: Front
MA: Move to drake
SA: Attack!
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroism, Resist (Electricity)
**
Spells Left Today: 1st - 6/7 | 2nd - 2/7 | 3rd - 3/7 | 4th - 3/6 | 5th - 2/4
Channels Left Today (8d6+1 each): 2/6
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
**
Potion: CLW (3), CMW, remove blindness
Scrolls: air walk, bless, calm emotions, delay poison, silence, remove curse, remove disease,
obscuring mist, remove blindness, remove fear, remove sickness, water breathing (2)
Wands: spiritual weapon (9)
Clem's communal resist is good for Resist 30.
Sounds like 2 drakes in the front line, while 3 are ranged attacking our back line.
Clement checks that his magic shielded them against the electric onslaught and once he's sure it did, he advances to Rhesus's shoulder and sees if he can find a gap in the injured drake's scales.
Modifiers: power -3, heroism +2, inspire +2, haste +1
+1 corrosive dagger: 1d20 + 12 - 3 + 2 + 2 + 1 ⇒ (8) + 12 - 3 + 2 + 2 + 1 = 22 for 1d4 + 6 + 4 + 2 + 1d6 ⇒ (2) + 6 + 4 + 2 + (6) = 20
Future rounds, Clement will impart +2 shield bonus from his guarding shield to Rhesus's AC versus all attacks in addition to the +2 shield bonus from his Saving Shield feat (for +4 vs first attack and +2 on the rest)

Rhesus Ghawn |

Round 2
HP 135/135 DR 5/-, 10/lethal, fire 2
AC 27/T17/FF23 (+4 vs First attack, +2 vs second)
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 13/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent:
Effects: Shield Other, Haste, Prot. Energy, Resist Energy, Rage, Crowd Control
Rhesus takes advantage of Clem and Koriah flanking to attack the drake nearest him.
Attack: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 2d6 + 25 ⇒ (6, 4) + 25 = 35
Sonic: 1d6 ⇒ 6
Attack: 1d20 + 24 ⇒ (3) + 24 = 27
Damage: 2d6 + 25 ⇒ (2, 6) + 25 = 33
Sonic: 1d6 ⇒ 5
Attack: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d6 + 25 ⇒ (2, 6) + 25 = 33
Sonic: 1d6 ⇒ 5

GM Fanguar |

@Bibic: They don't count as reptiles, but your crit still smokes one.
Bibic's arrow takes one facing Rhesus in the eye and collapses in a twitching heap. Spasi's spell downs another, previously wounded by the fireball. Clem and Rhesus' attacks manage to fell a third.
The remaining two drakes, seeing the party shrug off their most potent attacks and decimate their pack mates in matter of heartbeats, decide to flee. They dive into the water and swim out of sight.
Assuming you don't try to chase, Combat is over.
The danger over, you have time to check the old chest and pile of loot strewn before it.
#Lootz: 2800gp in mixed coins. 700gp of silverware and other jewelry, 3200gp in mixed gemstones, a ring of wizardry I, and an amulet of mighty fists +2.
When you're ready, you can check out the other stairwell on the floor above
E3
Numerous niches have been carved into the walls of this room, many of which contain vases and urns. A central stone pillar is carved with a spiral band of spiky runes. To the east is another of the doomsday doors. Closed and locked.
The words written on the pillar are prayers to Groetus, blessing this floor as a place of rest.
Hps: 71/87 x2

Spasi Gaten |

Spasi opts not to follow the drakes, happy to let them go while he pawns over their treasures. He identifies and offers their magics to others as he cannot use them.
Spasi yawns and stretches.
"How long has it been? I'm beginning to feel exhausted?" Spasi says tiredly.
Correct me if I'm wrong, but we've had at least 5 encounters since last rest. Spasi has used most his lvl 1 spells, 75% of his lvl 2, all his lvl 3...might be we find a room to recover before hitting a new level?

Bibic |

Bibic translates the Thassilonian runes for the group, "The words written on the pillar are prayers to Groetus, blessing this floor as a place of rest." he looks at Spasi, "You need to rest? Already?" Bibic snorts, but agrees to it as he knows Spasi does more with his spells than Bibic.
"I can take first watch" Bibic checks the door to make sure it's solid, and then finds a bit of floor to sit on where he can watch it and the staircase. He feels a little hemmed in, but the chambers have been large ones at least.

Clement Twice-Born |

Clement eyes Spasi.
"If only you regained some of your power during a short rest!"
Clement remove a gauntlet and stretches his fingers.
"I could go on..."
16 spells and 2 channels still. Spasi still has some lightning arcs to nova one last fight?

Rhesus Ghawn |

Rhesus watches as the drakes flee.
"I feel bad for the next adventurers they meet, probably won't waste time talking."
He looks around as everybody makes pointed gestures at their bed rolls.
"Didn't we just start?"

Spasi Gaten |

Spasi can go more, but not sure how long this endless dungeon goes.
”If we have a bit more, we have a bit more.” He looks to another to lead on.

Spasi Gaten |

Spasi waits for the door to be opened, ready for one more good fight before returning to someplace to rest up, maybe.

GM Fanguar |

When the door opens it flashes with arcane light and a shockwave of sound rolls out, resonating with a deep boom that echo's throughout the complex.
It's a Trap!: 7d8 ⇒ (1, 6, 6, 6, 1, 4, 6) = 30 Sonic damage. DC21 ref save for 1/2 damage
Koriah save: 1d20 + 12 ⇒ (2) + 12 = 14 Koriah HP 112/142
Your ears ringing, you notice four vaguely humanoid shapes of deepest shadow glide in from the next room.
Combat
Rhesus: 1d20 + 2 ⇒ (14) + 2 = 16
Spasi: 1d20 + 12 ⇒ (14) + 12 = 26
Bibic: 1d20 + 3 ⇒ (4) + 3 = 7
Clement: 1d20 + 0 ⇒ (13) + 0 = 13
Greater Shadow: 1d20 + 5 ⇒ (8) + 5 = 13
26 Spasi
16 Rhesus
13 Baddies
13 Clem
7 Bibic
Spasi and Rhesus are up.

Spasi Gaten |

Spasi awakes in the morning, happy to have had a chance to rest. He admires the solid defenses the team erected to ensure their sound slumber.
In the morning, he will apply his magical defenses.
Mage Armor, Overland Flight, Ext Heroism (himself and Rhesus), and False Life: 1d10 + 10 ⇒ (10) + 10 = 20 temp hp.
Round 1, Init 26
hp 69/69+20-15 temp; AC 16/12T/14FF; CMD 17
+7F/+8R/+11W
Back row.
Opponent:
SA: Fireball
MA: Move back and up 10’
1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Fort
Spasi amazing isn’t too hurt by the sound, shaking it off to strike out with a fireball.
10d6 ⇒ (2, 1, 6, 2, 5, 1, 2, 5, 1, 1) = 26 fire, DC 21
What knowledge check for the baddies? If it’s something clearly fire resistant, Spasi has other options.
6th 0/4 (Disintigrate*0)
5th: 1/6 (Lightning Arc*0,Overland*1,Echolocation*0) DC 23
4th: 2/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*2)
3rd: 2/8 (See Invis (ext)*1,fireball*1,Haste*0,Heroism*0) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 1/8 (MageArmor*1,Snowball*0,MMissile*0,Vanish*0)
Wand of Magic Missile 22/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used
Haste Round 1/12: +1 to all the things. You know what to do.

Rhesus Ghawn |

Round 1
HP 144/147 DR 6/-, 12/lethal, fire 3
AC 27/T21/FF24
CMD 31
F+18, R+11, W+10; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 30/30
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Active: Heroism, Shield Other, Crowd Control, Rage
Ref: 1d20 + 11 ⇒ (10) + 11 = 21
30/2=15/2=8R7C-5=3R12C.
Rhesus moves into the center of the baddies. Since they are shadowy, he rages in order to activate his new powers.
Ghost Rager +5 (Su) Full damage to incorporeal creatures, morale bonus to touch AC when raging (max normal AC).
Attack: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d6 + 27 ⇒ (2, 6) + 27 = 35
Attack: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d6 + 27 ⇒ (3, 1) + 27 = 31
Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 2d6 + 27 ⇒ (5, 1) + 27 = 33

GM Fanguar |

@Spasi: They're greater shadows. I think that by this time in the party's careers you all recognize them for what they are.
REf DC21: 1d20 + 8 ⇒ (9) + 8 = 17
REf DC21: 1d20 + 8 ⇒ (8) + 8 = 16
REf DC21: 1d20 + 8 ⇒ (20) + 8 = 28
REf DC21: 1d20 + 8 ⇒ (1) + 8 = 9
Fireball explodes, singing the vile undead. Rhesus magical ghostbusting powers make him super effective, as he dusts one and wails on another.
The creatures swarm Rhesus,
Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Attack: 1d20 + 11 ⇒ (9) + 11 = 20 But his rage burns too bright for them to touch him.
Koriah steps up to swing her blade,
Swing: 1d20 + 13 ⇒ (3) + 13 = 16, but misses
Everybody is up.
AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
hp (58) 11, 44 x2,
Fort +5, Ref +8, Will +7
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
OFFENSE
Speed fly 40 ft. (good)
Melee incorporeal touch +11 (1d8 Strength)
Special Attacks create spawn (as per shadow), strength

Bibic |

Round 1, Initiative: 7
HP: 51/66; AC: 16 (T14/FF12)
F: +7, R: +12, W: +7
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Standard: Cast Haste
Weapon Equipped = Bow
Cold Iron Arrows = 45/55
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 12/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 21/28 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +9/4, Dex +4, 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 12, Con: +16, SR +14, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Sound Burst
3) (3/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (1/2) Bountiful Banquet, Echolocation
Reflex: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 (heroism) vs DC 21 for half of 30
Upon leveling up, Bibic would have immediately cast Echolocation, and prior to opening the door if that’s OK. If not, he’ll cast it immediately after the combat. As we’ve ‘rested’, he’ll renew his Heroism as well.
Seeing the shadowy figures, Bibic worries, and casts Haste, even as he begins his inspiration.
Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 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)

Spasi Gaten |

Round 2, Init 26
hp 69/69+20-15 temp; AC 16/12T/14FF; CMD 17
+7F/+8R/+11W
Back row.
Opponent:
SA: Magic Missile.
MA: Move back after firing.
Spasi pulls his wand of magic missile and shoots the most wounded shadow.
5d4 + 5 ⇒ (1, 4, 2, 2, 1) + 5 = 15 force damage
Wand of Magic Missile 21/50 CL 9 left
6th 0/4 (Disintigrate*0)
5th: 1/6 (Lightning Arc*0,Overland*1,Echolocation*0) DC 23
4th: 2/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*2)
3rd: 2/8 (See Invis (ext)*1,fireball*1,Haste*0,Heroism*0) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 1/8 (MageArmor*1,Snowball*0,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 1/12: +1 to all the things. You know what to do.

Clement Twice-Born |

Round 1 Init 13
HP: 147/147 | AC 27 (T13/FF27)
F: +11 R: +7 W: +12
Location: Front
MA: Move, if needed
SA: Channel
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
**
Spells Left Today: 1st - 7/7 | 2nd - 6/7 | 3rd - 7/7 | 4th - 7/7 | 5th - 5/5 | 6th - 3/3
Channels Left Today (8d6+1 each): 6/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Ally Left Today: 2/2
**
Potion: CLW (3), CMW, remove blindness
Scrolls: air walk, bless, calm emotions, delay poison, silence, remove curse, remove disease,
obscuring mist, remove blindness, remove fear, remove sickness, water breathing (2)
Wands: spiritual weapon (9)
As part of the wakeup routine, Clement renews lifelink and Shield Other on Rhesus. He'd try to bum a heroism from Spasi or Bibs (currently not in conditions though). He'll designate just outside the abbey as the destination for his Word of Recall.
Clement swallows hard as he sees the dark shapes descend upon the others, but he knows his life force can repel them.
Stepping forward he holds out both hands, his shield somewhat awkwardly slipping but still in a position to defend Rhesus, as brilliant energy bursts from his body into the room.
Channel (to harm, DC20 Will for half): 8d6 + 1 ⇒ (5, 1, 4, 4, 1, 2, 6, 1) + 1 = 25

Rhesus Ghawn |

Round 2
HP 144/147 DR 6/-, 12/lethal, fire 3
AC 28/T22/FF24
CMD 31
F+18, R+11, W+10; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 30/30
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent: None
Active: Heroism, Shield Other, Crowd Control, Rage, Lifelink, Haste
Will Save DC 17: 1d20 + 10 ⇒ (3) + 10 = 13
Rhesus fails to save against Bibic's Haste, and finds his attacks against the shadows speeding up.
Attack: 1d20 + 26 ⇒ (11) + 26 = 37
Damage: 2d6 + 29 ⇒ (2, 4) + 29 = 35
Sonic: 1d6 ⇒ 4
Attack: 1d20 + 26 ⇒ (2) + 26 = 28
Damage: 2d6 + 29 ⇒ (5, 4) + 29 = 38
Sonic: 1d6 ⇒ 2
Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 2d6 + 29 ⇒ (5, 3) + 29 = 37
Sonic: 1d6 ⇒ 6
Attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d6 + 29 ⇒ (3, 3) + 29 = 35
Sonic: 1d6 ⇒ 5

GM Fanguar |

@Bibic: Yup that's fine.
Spasi's spell pops another shadow.
Will save: 1d20 + 7 ⇒ (9) + 7 = 16
Will save: 1d20 + 7 ⇒ (7) + 7 = 14
Clement lets loose a burst of radiant energy that sears the remaining undead, softening them up enough for Rhesus to smash them to smithereens.
Combat over
The room beyond the door contains little more than four sacophagi from which the shadows arose. A hallway continues on to the east, but another door lies off to the north.
Checking the door, you see that the walls of the room beyond (E5) are pockmarked by hundreds of narrow niches in which sit thousands, even tens of thousands, of bones.

Bibic |

Bibic, having failed to fire a single shot, lowers his bow and chuckles, "Hehehe, well done."
Grinning he moves with the others into the niche-room. "A lot of folks buried here. Maybe we don't loot it, at least for now." he looks to Spasi, "After all, we don't want 'em all comin' at us do we? My arrows don't do s& to skeletons."
He's read to head down the hall, but he waits for others to lead.

Spasi Gaten |

"Yeah, Bibs, we, of course, wouldn't loot any of them, uh huh," Spasi says while scanning the area with Detect Magic.
1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 Bluff
1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41 Perception

Rhesus Ghawn |

Rhesus shakes his head, coming down from the effects of his mighty rage.
"Idon'tknowSpasi,that'salotofpeoplewemightmakeangry."
His thews flex as he bounces from foot to foot, burning off nervous energy (and a Haste spell).