
Clement Twice-Born |

Sense Motive: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Clement looks from the golden mummy to Bibic then Spasi, trying to pick out what words he can. He can clearly sense his allies are being short with the creature who seems to, for the moment, be not trying to murder them.
He quips to Rhesus privately, "Maybe he's friendly? He did, err, murder that guy who tried to murder us. The murderer of our murderer is our un-murderer?"

Spasi Gaten |

Spasi eases off the attitude for a bit.
”Yeah, we could let him finish his lunch,” he agrees with Clem. He then addresses the mummy in Thassolonian.
”Yeah, okay fine. Maybe we’re not here to cause problems. We’re just here to look for a thing and get out, but we keep getting attacked, including by your lunch. He attacked us too,” Spasi begins diplomatically.
”We’re just looking for a little widget, a old musty shard, but you probably wouldn’t know much about that would you?” Spasi smiles oilily after trying to be nice.
1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10 Diplomacy

Bibic |

Knowledge History: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33 (heroism)
Bibic gives a detailed, but brief, account of the fall of Thasselon, as best he knows it. He points out the world did not end just the empire. The rest of us are just fine thank you.
”So you see, we’re in charge now, not you. So tell us, what is your purpose down here?”
Diplomacy: 1d20 + 22 + 2 ⇒ (9) + 22 + 2 = 33 (heroism)

Bibic |

"We've heard of him, but haven't met him as yet. You seem to know him though - what are his plans for the Doomsday Doors?" Bibic asks casually, trying to keep the fact that they may well be hunting him to himself.
Bluff: 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33 (heroism)

Clement Twice-Born |

Clement continues to listen for anything he can piece from the conversation, recognizing a few names - Groetus and Ardathanatus.
He shares his thoughts with Rhesus.
"Ya think the gold mummy and Ardathanatus are friends? Enemies?"
Clement squints in the mummy's direction.
Can mummies be good, too? Probably not if he's friendly with Groetus, though...

Spasi Gaten |

"Like I said, we're just here for the widget, the shard fragment from long ago," Baszil says. "We could care less about the doors, or interrupting you."

Bibic |

"Right, and to help defeat Ardathanatus, as he seems in our way." Bibic adds in case it wasn't clear, though he's pretty sure he too would be happy grabbing the shard and leaving.
Still, he doesn't trust this mummy and keeps his bow ready.

Spasi Gaten |

Spasi nods.
”Yeah, sure, you can continue your very important work. We just want the shard and we’re content to let you do whatever,” Spasi inches forward to cast Detect Magic (30’ away) upon the dead body attacker. ”I just wonder if that guy has our item upon him. Heck, we could be out of your hair quite quickly.”
Checking the body for magic auras, hoping to find our shard and/or any spare magics.

GM Fanguar |

@Spasi; There's a bunch of magic item auras on the dead wizard and on the mummy. None of them exhibit the same intensity as you have come to expect from the shards.
Kandamereus nods, "That is acceptable. I will aid you against the elf." It pulls out a doomsday key. "The way beyond requires the opening of both of the doors at the same time. This servant had one key, do you have another?"

Spasi Gaten |

Spasi smiles and nods at Kandamereus.
”Well, you’re not so bad at all. We’ll leave you to your work, once my servant produces his key,” Spasi agrees, looking at his servant, Bibic.

Clement Twice-Born |

We're still in Thassil-speak, right? I wager so, so the servant comment is likely lost on Clement and Rhesus.
Clement appears a bit shocked that the golden mummy seems to have reached an agreement with Spasi, but taking note that Bibic does not seem to object and produces the Doomsday key, Clement lets out a sigh of relief that everything seems to be working out just fine.
He imagines his two allies have already sorted out what's beyond the door and reminds them that he and Rhesus could benefit from that insight.
/Common/"So, what's behind this door we're about to open?"

GM Fanguar |

@Clem/all: Just to handwave the back and forth conversation, Kandamereus can fill in the details of the rest of the complex. There is an antechamber beyond the doors which then has another locked door that leads to the actual doomsday door. So the big bad isn't behind the doors you are about to open.
You co-ordinate the opening of the doors and they open without incident. The walls of the T-shaped junction tower nearly forty feet overhead. To the north, a pair of double doors, each fitted with a skull-faced lock, stands tall and imperious, while to the west, a collapsed flight of stairs once led down to deeper levels.
Standing before each pair of doors is an exquisitely carved, life-like statue of a robed elf. Each statue is identical and hold up an interdicting hand, baring the way.

Spasi Gaten |

Spasi does translate, especially the word servant. That particular choice earns a mischievous grin on his face when translated. He knows Bibic isn’t a servant of himself, but of a greater master.
Oh Toffee.
He waits for Rhesus to proceed into the statue’d room. He examines them for magic and with fear that they might animate.
1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25 Know (Arcana)
1d20 + 23 + 2 ⇒ (16) + 23 + 2 = 41 Perception

Bibic |

Bibic eyes the statues, waiting for them to move. He waits a while, then casts Detect Magic and has a look around, still careful not to get too close to the statues.
Perception: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26 (heroism)

Clement Twice-Born |

Clement shakes his head as Spasi translates the bulk of the conversation, suspecting some it falls short to convey the full "deal" they've brokered with the golden mummy. Nonetheless, he sees little reason to object, believing that if the golden mummy turns on them and unites with Ardathanatus, it's still nothing they couldn't handle.
Clement stops at the statues, noting both Spasi and Bibic seem to have regarded them suspiciously. He steps forward along with Rhesus to "protect" the elf and magic-man from whatever threat they hide.
He breaks the sudden silence.
"Two statues. Don't seem to be a danger, but seem to not want us to open these. Any reason why elves wouldn't want these open? A bunch of orcs gonna spill out?"
Clement eyes Koriah, assuming she got the best grades in her class for Elf History, and expecting a thoughtful answer from her.

GM Fanguar |

The locks on the door register as magical (as have all the doomsday locks in the dungeon), but the statues do not.
Koriah shrugs, "I can't imagine. Though, those two don't appear to be part of the original architecture."
The mummy tags along after the party. Seeing your hesitancy regarding the statues, it says, Thassilonian: "Those are Ardathanatus' and are carved in his image. They respond to his will and guard the way forward."
@Spasi/whoever: Based on your knowledge and Kandamereus' information, you suspect that they are golems of some sort.

Bibic |

Bibic quickly changes his swarm bane clasp to his golembane scarab.
He then detects for golems to be sure. He gets within 60' to do so, but only just barely.

Spasi Gaten |

”They are probably golems,” Spasi says as he notes what Bibic is doing. ”What do you think, Bibs?” Spasi waits to confirm, then will try to ready some help to take down the constructs.

Bibic |

"Definitely golems. Must be waiting for us to go to the door and try and open it or something."
He considers a pre-emptive strike, but they might say something useful before bashing Rhesus or Clement. So he waits for them to close.

Spasi Gaten |

"Can't you shoot from here? I'm sure your arrows will hurt them, right?" Spasi asks, backing up.
Can't think of any reason why arrows or damage wouldn't work, active golem or not. Am I wrong, GM Fanguar?

Bibic |

"Are we sure we have to fight them?" Bibic asks casually as he takes his bow and knocks an arrow.
If no one disagrees, he shrugs, raises his bow - and shoots!
Longbow (cold iron): 1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 22 (heroism, point blank) damage: 1d8 + 12 + 1 ⇒ (5) + 12 + 1 = 18 (point blank)
Longbow (cold iron): 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37 (heroism, point blank) damage: 1d8 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (point blank)
critthreat Longbow (cold iron): 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19 (heroism, point blank) damage: 2d8 + 24 + 2 ⇒ (2, 2) + 24 + 2 = 30 (point blank)

GM Fanguar |

@Spasi: I can't think of any reason why you couldn't attack a static golem.
@Bibic: The arrow hits, but glances off (AC26 and is all natural armor based). It doesn't hurt the construct, but is enough to activate it.
Bibic's arrow glances off the statue. Both statues briefly glow blue and start to move towards you.
Combat
Rhesus: 1d20 + 2 ⇒ (2) + 2 = 4
Spasi: 1d20 + 12 ⇒ (3) + 12 = 15
Bibic: 1d20 + 3 ⇒ (19) + 3 = 22
Clement: 1d20 + 0 ⇒ (8) + 0 = 8
Enemy: 1d20 - 1 ⇒ (5) - 1 = 4
22 Bibic
15 Spasi
8 Clem
4 Rhesus
4 Golems
The whole party is up.

Spasi Gaten |

Round 1, Init 15
hp 69/69+5 temp; AC 16/12T/14FF; CMD 17
+7F/+8R/+11W
Back row.
Opponent:
SA: Begin full round cast.
MA:
1d20 + 25 + 2 ⇒ (16) + 25 + 2 = 43 Know (arcana)
"Okay, think, Spasi! What kind of golems are these?" Spasi chides himself as he struggles to figure out any relevant arcana.
He begins to summon some flanking and/or meatshields.
6th 0/4 (Disintigrate*0)
5th: 1/6 (Lightning Arc*0,Overland*1,Echolocation*0) DC 23
4th: 3/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*1, Ext Heroism*2)
3rd: 4/8 (See Invis (ext)*1,fireball*3,Haste*0,Heroism*0) DC 21
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*1) 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.

Bibic |

Round 1, Initiative: 22
HP: 66/66; 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 = 33/55
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 = 18/28 (+2 round lingering, move action)
Boots of Speed = 6/10 (+1 attack, +1 on attack rolls, and +1 dodge to AC & Reflex)
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) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (1/2) Bountiful Banquet, Echolocation
Bibic quickly speeds the parties endeavors by casting Haste. He considers waiting for Spasi’s summons, but who knows what might happen by then. He then begins to inspire the party to greater combat prowess.
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)

Clement Twice-Born |

Round 1 Init 8
HP: 134/147 | AC 27 (T13/FF27)
F: +11 R: +7 W: +12
Location: Front
MA: Form line with Rhesus
SA: Ready to attack
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
**
Spells Left Today: 1st - 3/7 | 2nd - 6/7 | 3rd - 3/7 | 4th - 5/7 | 5th - 5/5 | 6th - 2/3
Channels Left Today (8d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer 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)
Clement considers for a moment if it would've been smarter for Bibic and Spasi to weave their spells before Bibic shot his arrow.
Nonetheless, he steps up adjacent to Rhesus and readies his shield for the eventual wave of elven golems.
As the statue-men come within range, Clement does his best to attract the attention of one of them.
+1 corrosive dagger (readied/hero/inspire/flank/haste): 1d20 + 12 - 3 + 2 + 2 + 2 + 1 ⇒ (13) + 12 - 3 + 2 + 2 + 2 + 1 = 29 for 1d4 + 6 + 4 + 2 + 1d6 ⇒ (4) + 6 + 4 + 2 + (5) = 21
(I imagine the 1d6 acid does nothing, so consider the above 1d6 the sonic from Bibic's inspire)
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 |

HP 119/147 DR 6/-, 12/lethal, fire 3
AC 28/T22/FF24
CMD 37
F+18, R+12, 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: 27/30
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, Lifelink, Freedom of Movement, Rage, Crowd Control, Inspire Courage, Haste
Rhesus holds his hammer ready for the first golem to enter his range.
Free to Rage, Ready Action to attack.
Attack: 1d20 + 26 ⇒ (1) + 26 = 27
Damage: 2d6 + 29 ⇒ (2, 4) + 29 = 35
Sonic: 1d6 ⇒ 2

GM Fanguar |

@Spasi: They are stone golems. Standard Variety.
Clem chips away and Rhesus's attack misses (1).
The first golem moves in and activates it's slow ability. (DC17 will save for Clem and Rhesus or be slowed for 7 rounds.) The second one comes in and attacks Rhesus.
Attack vs Rhesus: 1d20 + 22 ⇒ (18) + 22 = 40 Damage?: 2d10 + 9 ⇒ (1, 3) + 9 = 13
Koriah moves in to attack:
Attack: 1d20 + 13 ⇒ (13) + 13 = 26 Damage: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12, but doesn't cause any real damage.
The mummy watches impassively from the rear.
Everyone is up.
XP 12,800
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 107 96/107
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow

Bibic |

Round 2, Initiative: 22
HP: 66/66; AC: 16 (T14/FF12)
F: +7, R: +12, W: +7
Location: Back row
Opponent: None
Free: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (11) + 13 + 6 = 30 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (4) = 26 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 13 + 6 ⇒ (1) + 13 + 6 = 20 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (4) = 23 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 8 + 6 ⇒ (17) + 8 + 6 = 31 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (2) = 21 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 13 + 6 ⇒ (3) + 13 + 6 = 22 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (5) + 12 + 3 + (2) = 22 (point blank, inspiration, sonic)
Weapon Equipped = Bow
Cold Iron Arrows = 29/55
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 = 18/28 (+2 round lingering, move action)
Boots of Speed = 6/10 (+1 attack, +1 on attack rolls, and +1 dodge to AC & Reflex)
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) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (1/2) Bountiful Banquet, Echolocation
Bibic opens up a barrage against the first golem. Remember, he has a golembane scarab which allows him to overcome all golem DR.
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 15
hp 69/69+5 temp; AC 16/12T/14FF; CMD 17
+7F/+8R/+11W
Back row.
Opponent:
SA: Finish full round cast.
MA: Stay out of the way, well back and in the air.
Spasi summons a medium earth elemental, sending it into battle with a growl of terran.
1d20 + 9 ⇒ (15) + 9 = 24 to hit;
1d8 + 7 ⇒ (7) + 7 = 14 damage.
XP 800
N Medium outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
DEFENSE
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
6th 0/4 (Disintigrate*0)
5th: 1/6 (Lightning Arc*0,Overland*1,Echolocation*0) DC 23
4th: 3/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*1, Ext Heroism*2)
3rd: 4/8 (See Invis (ext)*1,fireball*3,Haste*0,Heroism*0) DC 21
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*1) 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 2 Init 8
HP: 134/147 | AC 27 (T13/FF27)
F: +11 R: +7 W: +12
Location: Front
MA: Draw scroll
SA: Cast calm emotions
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
**
Spells Left Today: 1st - 3/7 | 2nd - 6/7 | 3rd - 3/7 | 4th - 5/7 | 5th - 5/5 | 6th - 2/3
Channels Left Today (8d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer 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 Clement pulls his dagger back, he inspects it to ensure it's still intact.
"Hey! I actually chipped some of this one away!"
Will DC17 vs Slow: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Emboldened by his limited success, he strikes out a few more times in rapid succession at the same spot.
Modifiers: power -3, heroism +2, inspire +2, haste +1, flank +2
+1 corrosive dagger #1: 1d20 + 12 - 3 + 2 + 2 + 1 + 2 ⇒ (9) + 12 - 3 + 2 + 2 + 1 + 2 = 25 for 1d4 + 6 + 4 + 2 + 1d6 ⇒ (2) + 6 + 4 + 2 + (5) = 19
+1 corrosive dagger #2: 1d20 + 7 - 3 + 2 + 2 + 1 + 2 ⇒ (8) + 7 - 3 + 2 + 2 + 1 + 2 = 19 for 1d4 + 4 + 6 + 2 + 1d6 ⇒ (1) + 4 + 6 + 2 + (6) = 19
+1 corrosive dagger bonus: 1d20 + 12 - 3 + 2 + 2 + 1 + 2 ⇒ (6) + 12 - 3 + 2 + 2 + 1 + 2 = 22 for 1d4 + 4 + 6 + 2 + 1d6 ⇒ (3) + 4 + 6 + 2 + (6) = 21
Adjacent to Rhesus, Clement continues to impart a +4 shield bonus vs the first attack and +2 all subsequent attacks to Rhesus.

Rhesus Ghawn |

HP 143/147 DR 6/-, 12/lethal, fire 3
AC 28/T22/FF24
CMD 37
F+18, R+12, 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: 26/30
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, Lifelink, Freedom of Movement, Rage, Crowd Control, Inspire Courage, Haste
13-5=8/2=4R4C.
Rhesus attacks.
Attack: 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 2d6 + 29 ⇒ (2, 5) + 29 = 36
Sonic: 1d6 ⇒ 5
Attack: 1d20 + 26 ⇒ (5) + 26 = 31
Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
Sonic: 1d6 ⇒ 1
Attack: 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 2d6 + 29 ⇒ (2, 4) + 29 = 35
Sonic: 1d6 ⇒ 2
Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 2d6 + 29 ⇒ (4, 3) + 29 = 36
Sonic: 1d6 ⇒ 6

GM Fanguar |

Bibic sinks a couple of arrows into the golem before Rhesus shatters it into smithereens and smacks the other. The elemental and Clement's dagger prove ineffectual.
The remaining golem attacks Rhesus:
Slam 1 vs Rhesus: 1d20 + 22 ⇒ (19) + 22 = 41 Damage: 2d10 + 9 ⇒ (5, 3) + 9 = 17 landing a solid smack.
Slam 2 vs Rhesus: 1d20 + 22 ⇒ (5) + 22 = 27
Koriah swings away,
Attack: 1d20 + 13 ⇒ (9) + 13 = 22
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack: 1d20 + 13 ⇒ (11) + 13 = 24
Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Attack: 1d20 + 3 ⇒ (14) + 3 = 17 But can't harm the creature.
Everyone is up.
XP 12,800
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
hp 58/107
Fort +4, Ref +3, Will +4
DR 10/adamantine; Immune construct traits, magic
OFFENSE
Speed 20 ft.
Melee 2 slams +22 (2d10+9)
Space 10 ft.; Reach 10 ft.
Special Attacks slow

Bibic |

Round 3, Initiative: 22
HP: 66/66; AC: 16 (T14/FF12)
F: +7, R: +12, W: +7
Location: Back row
Opponent: None
Full: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (14) + 13 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (8) + 12 + 3 + (4) = 27 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (1) = 18 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 8 + 6 ⇒ (12) + 8 + 6 = 26 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (6) = 27 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (6) + 12 + 3 + (1) = 22 (point blank, inspiration, sonic)
Weapon Equipped = Bow
Cold Iron Arrows = 25/55
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 = 18/28 (+2 round lingering, move action)
Boots of Speed = 6/10 (+1 attack, +1 on attack rolls, and +1 dodge to AC & Reflex)
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) (2/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (1/2) Bountiful Banquet, Echolocation
Though Bibic stops inspiring courage, his voice continues to linger, providing aid to his allies (lingering performance). He shoots again, trying not to attract attention to Koriah's failures.
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 3, Init 15
hp 69/69+5 temp; AC 16/12T/14FF; CMD 17
+7F/+8R/+11W
Back row.
Opponent:
SA: Polish nails.
MA: Stay out of the way, well back and in the air.
Spasi lets the elemental continue to fight. He tries to see who is more useless: the trained Pathfinder or the low level elemental. He realizes that it's going to be close.
1d20 + 9 ⇒ (8) + 9 = 17 to hit;
1d8 + 7 ⇒ (4) + 7 = 11 damage.
XP 800
N Medium outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
DEFENSE
AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
hp 34 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery
6th 0/4 (Disintigrate*0)
5th: 1/6 (Lightning Arc*0,Overland*1,Echolocation*0) DC 23
4th: 3/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*1, Ext Heroism*2)
3rd: 4/8 (See Invis (ext)*1,fireball*3,Haste*0,Heroism*0) DC 21
2nd: 2/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*1) 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 3 Init 8
HP: 130/147 | AC 27 (T13/FF27)
F: +11 R: +7 W: +12
Location: Front
FRA: De-sculpt elf statue
Effects: Lifelink (Rhesus), Shield Other (Rhesus)
**
Spells Left Today: 1st - 3/7 | 2nd - 6/7 | 3rd - 3/7 | 4th - 5/7 | 5th - 5/5 | 6th - 2/3
Channels Left Today (8d6+1 each): 5/7
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer 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)
Undeterred by the inefficacy of his dagger, Clement continues to make attempts to chip away from stone from the elf-blocks.
Modifiers: power -3, heroism +2, inspire +2, haste +1, flank +2
+1 corrosive dagger #1: 1d20 + 12 - 3 + 2 + 2 + 1 + 2 ⇒ (20) + 12 - 3 + 2 + 2 + 1 + 2 = 36 for 1d4 + 6 + 4 + 2 + 1d6 ⇒ (1) + 6 + 4 + 2 + (2) = 15
+1 corrosive dagger #2: 1d20 + 7 - 3 + 2 + 2 + 1 + 2 ⇒ (12) + 7 - 3 + 2 + 2 + 1 + 2 = 23 for 1d4 + 4 + 6 + 2 + 1d6 ⇒ (4) + 4 + 6 + 2 + (6) = 22
+1 corrosive dagger bonus: 1d20 + 12 - 3 + 2 + 2 + 1 + 2 ⇒ (7) + 12 - 3 + 2 + 2 + 1 + 2 = 23 for 1d4 + 4 + 6 + 2 + 1d6 ⇒ (4) + 4 + 6 + 2 + (5) = 21
Adjacent to Rhesus, Clement continues to impart a +4 shield bonus vs the first attack and +2 all subsequent attacks to Rhesus.

GM Fanguar |

Bibic OP, and that golemsbane scarab has been putting in work this AP.
Another volley for Bibic picks apart the remaining golem and it tumbles to shatter on the floor. The cacophony of battle fades and now only one door remains between you and your quarry. The ritual room of the doomsday door awaits.

Bibic |

Ah, OK. I'll try and tone Bibic down a little.
Bibic takes a moment to look around the battlefield for loot before proceeding to the next, and final (?) door.
Perception: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 (heroism)
"Are we ready?" he asks the group.

Bibic |

Weapon Equipped = Bow
Cold Iron Arrows = 55/55
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 = 18/28 (+2 round lingering, move action)
Boots of Speed = 6/10 (+1 attack, +1 on attack rolls, and +1 dodge to AC & Reflex)
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) (1/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere
4) (1/2) Bountiful Banquet, Echolocation
Cool Fanguar. Still, Bibic has considered dropping back a bit since you’ve hit him a few times. That’ll drop his point blank bonuses at least. :)
Bibic smiles, ”This is it folks. Prepare to meet our doom as it were. Say, I’ve got a spell I’ve been meaning to try out. Invisibility Sphere is the name, and it does what you’d expect - makes us all invisible until I attack. Well, if you attack, you’re visible too, but you get my meaning.”
”Anyway, it won’t help for long, but it might buy us a round or two of stealth when we get that door open. Might make ‘em miss a bit with their first volley. Whomever ‘they’ are.”
When the others are ready, He’ll cast Invisibility Sphere, and begin inspiring courage as someone else opens the door.
(Note: I have Blindsight to 40’)
Ongoing Party Effects:
Invisibility Sphere: Invisible within 10’ of Bibic, or until attack, or until Bibic attacks.
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’