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Yes Sparky, if banner can be mounted, I can carry and fight. Do we have pole?

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Yes, clever. Bodta takes the tool, envisions a 3' pole, and pulls both ends apart, creating said pole. He furrows his brow a bit, then further pictures twine suitably attached to tie the banner. He does so, nods in satisfaction, and takes up his rear guard position, banner aloft.

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This grand chamber contains finely carved stone, opulent in contrast to the rest of the crypt. The heraldry of five major houses are inscribed into the wall above five ornate sarcophagi. Each sarcophagus stands ajar and empty.
Nobility to ID the heraldry.
Sparky and Horacio catch glimpses of movement behind a sarcophagus. The figure leaps from the darkness towards Jorciel. Despite generally seeming skeletal, the creature has extensive entrails filling its chest, some of which dangle from its mouth.
Religion to ID
Surprise Round
Horacio and Sparky may act
Amenhotep: 1d20 + 7 ⇒ (3) + 7 = 10
Antonella: 1d20 + 7 ⇒ (8) + 7 = 15
Bodta: 1d20 + 11 ⇒ (13) + 11 = 24
Horacio: 1d20 + 20 ⇒ (10) + 20 = 30
Jorciel: 1d20 + 5 ⇒ (18) + 5 = 23
Sparky: 1d20 + 16 ⇒ (19) + 16 = 35
I
Amenhotep: 1d20 + 6 ⇒ (12) + 6 = 18
Antonella: 1d20 + 2 ⇒ (16) + 2 = 18
Bodta: 1d20 + 2 ⇒ (11) + 2 = 13
Horacio: 1d20 + 6 ⇒ (12) + 6 = 18
Jorciel: 1d20 + 1 ⇒ (10) + 1 = 11
Sparky: 1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 8 ⇒ (17) + 8 = 25
Note that there are stairs, currently occupied by Sparky, that count as difficult terrain for movement purposes.

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Horacio shouts "Be cleansed in purifying flame, foul skeleton!"
Activate Flame Curse and then move to the north.

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Unless he objected we used one of the Daylight wand charges on Jorciel so it shouldn't be dark in here. And he didn't explicitly say it but I think Bodta wanted the heroism effect so I presume he activated it after going through the trouble of displaying the banner.
ID it if possible though it sounds like a Religion check.
Still have a bomb on that tangleshot arrow. May as well use it.
Includes cover, point blank, -1 for the heavy arrow, and I have precise.
Ranged touch attack with Tangleshot arrow: 1d20 + 13 - 4 + 1 - 1 ⇒ (16) + 13 - 4 + 1 - 1 = 25
Assuming 25 hits it's touch AC. It is now Entangled and needs a DC 10 Reflex save to not be stuck to the ground.
Bomb damage including point blank. There is no splash and no save.
bomb: 4d6 + 6 + 1 ⇒ (2, 1, 6, 1) + 6 + 1 = 17
17 fire dmg + 50% from fire curse = 25
The target is now on fire and takes 1d6 fire (+50% from FC) at the start of it's turn.
To remove the Entangled condition it will need a DC 12 Str check or 10 points of slashing damage.
RAW being on fire has no effect on the Entangle. RAI I could see an argument for it burning it away. If you want to rule that way then the bomb will be normal instead of explosive and you can ignore the on fire part.

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Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
The creature seems severely burned by the bomb, but undeterred. It swings the entrails hanging from its mouth at Jorciel, connecting with a wet slap that makes the paladin go rigid.
Touch Jorciel: 1d20 + 10 ⇒ (4) + 10 = 14
Jorciel Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Paralysis: 1d4 ⇒ 4 Minutes
Sidestepping the now immobile paladin, it sets its sights on the next paladin in line, connecting with one sold swing, but missing with the other.
Slam: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Slam: 1d20 + 15 ⇒ (4) + 15 = 19
The party may act

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Don't forget an Entangled creature is at -2 to attack. When you include the circle vs evil on Jorciel that is adding another +1 deflection it should just miss him. It also has -4 Dex dropping it's AC by 2. Also since it is on fire it takes 1d6 fire damage +50% at the start of it's turn.
Swift action attach a bomb to a regular arrow.
Full attack including rapid shot, point blank, cover,and I have precise.
first shot: 1d20 + 13 - 2 + 1 - 4 ⇒ (1) + 13 - 2 + 1 - 4 = 9
arrow dmg: 1d8 + 1 ⇒ (7) + 1 = 8
bomb dmg: 4d6 + 6 + 1 ⇒ (1, 4, 5, 6) + 6 + 1 = 23
Total miss but no splash.
second shot: 1d20 + 13 - 2 + 1 - 4 ⇒ (11) + 13 - 2 + 1 - 4 = 19
arrow dmg: 1d8 + 1 ⇒ (5) + 1 = 6
"What is this thing? Looks like undead of some sort."

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Awaiting confirmation on possible math adjustment.

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Round #1: AC 32, Touch AC 25
Knowledge (religion): 1d20 + 7 ⇒ (2) + 7 = 9
“JORCIEL! I SHALL NOT ABANDON ANY COMPANION IN THIS PLACE! BY THE MASTER, I SWEAR IT!”
Antonella holds her ground, activates crane style as a swift action (does not provoke) and flurries.
Improved Unarmed Strike (IUS) Flurry #1, defensive fighting: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
magical bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3
Improved Unarmed Strike (IUS) Flurry #2, defensive fighting: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
magical bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6
“Smoke this thing, brothers! Horacio, are we cleared to flank or do you want us out of the way for a clear shot?”

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Amenhotep starts shooting at the strange-looking creature.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21, for 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22, for 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20, for 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14 damage.

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he didn't explicitly say it but I think Bodta wanted the heroism effect so I presume he activated it after going through the trouble of displaying the banner.
i assumed that the heroism would act like the casting of the spell, once per day. If I'm mistaken, and the banner would remain active for as long as it's presented, then yes I would have activated it. Can I get a ruling on that?

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Horacio continues his loop around, seeing the creature potentially paralyze people Horacio decides to end the undead threat.
maxamized Scorching Ray 1 Touch: 1d20 + 10 ⇒ (1) + 10 = 11
maxamized Scorching Ray 2 Touch: 1d20 + 10 ⇒ (5) + 10 = 15
If 15 hits touch then 25 fire damage, with vulnerability = 37

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To simplify things here is the current spells and status effects as far as I know.
Antonella Schiavo
Light vie Wayfinder lasts 50 minutes.
Crane Style
Barkskin +2? natural armor cast when we entered lasts 70 minutes.
Mage Armor +4 armor bonus. Cast from wand when we entered lasts 60 minutes.
Sparky Fantastico
Heroism +2 to attacks, saves, skill checks. Cast when we entered lasts 70 minutes.
Mutagen +4 Dex, +2 natural armor, -2 Wis used when we entered lasts 70 minutes.
Jorciel
Circle of Protection vs Evil. +2 deflection bonus and Resistance bonus vs evil extends 10ft in every direction. Used after haunt lasts 50 minutes. Jorciel has a ring +1 but no cloak so for him +1/+2.
Daylight on armor bright light 60 feet. Applied from wand after green room lasts 50 minutes.
Horacio - The Purifier
Barkskin +3 natural armor cast when we entered lasts 70 minutes.
Heroism +2 to attacks, saves, skill checks. Cast when we entered lasts 70 minutes.
Amenhotep of Wati
none?
Bodta Koštunica - PFS
Mage Armor +4 armor bonus. Cast from wand when we entered lasts 60 minutes.
Light vie Wayfinder lasts 50 minutes.
Barkskin +3 natural armor cast when we entered lasts 70 minutes.
Heroism +2 to attacks, saves, skill checks. Cast via Knight's Pennon (Battle) after green room lasts 60 minutes.
found gear
Knight's Pennon (Battle) used by Bodta
Gravewatch Pendant- worn by Antonella Schiavo
Traveler's Any Tool- used by Bodta with Banner.
Ghostvision Gloves - unclaimed
+1 Holy Ammunition x2 - unclaimed
wand of Cure Serious - unclaimed
Potion of Remove Curse - unclaimed
Potion of Remove Disease - unclaimed
Potion of Remove Blindness/Deafness - unclaimed
Wand of Daylight 16 charges left - unclaimed
Current bad guy
Entangled -2 to attack, -4 to Dex, moves at half speed for rounds: 2d4 ⇒ (4, 3) = 7
On fire 1d6 fire damage at start of turn.

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Jorciel was still flat-footed at the time, which I believe left his touch AC at 11 vs. an attack roll of 12, so he would indeed be paralyzed.
Bodta, it works like the spell with the 10 mins/level duration.
Fire: 1d6 ⇒ 2 3
Both of Antonella's fists connect, but Sparky's arrows miss. Two powerful thunks mark Amenhotep's arrows striking true, and a gout of flame from Horacio causes the creature to shrivel and burn into dust.
Out of Combat
Jorciel remains unable to move for a short while, but regains control after a few minutes.
Religion can ID the ex-undead there, and Nobility can identify the house crests
Three objects of note appear in the room, all knocked behind sarcophagi or into dusty corners. There is a magical arrow, a magical necklace ending in a shield-shaped symbol of Aroden, and an intricate but nonmagical Tien lantern. An inscription is written on the lid in Tien.
Several of you are able to read the inscription. It says "In Purity is Our Refuge from Corruption."
That phrase reminds you of a Tien folk tale, involving a conniving demon laid low by a heroic paladin.
The moral of the tale is that even in the brightest light, a demon always casts a shadow. It is best, then, that the shadow be cast upon those with the honor and valor to withstand it. It strikes you that you could recreate that lesson using the demon statue and wall carvings in the previous chamber.

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spellcraft on Arrow: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Necklace: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Perform: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Glad to see the undead dealt with Horacio totally fails to ID anything.
"Are you okay Jorciel?"

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"This one is glad that the beast has been defeated."
Amenhotep pauses for a moment, and regards the Tien inscription.
Perform(Oratory): 1d20 + 3 ⇒ (17) + 3 = 20.
"The Spirits remind this one that that phrase is reminiscent of a Tien folk tale, involving a conniving demon laid low by a heroic paladin.
The moral of the tale is that even in the brightest light, a demon always casts a shadow. It is best, then, that the shadow be cast upon those with the honor and valor to withstand it. It strikes me that we could recreate that lesson using the demon statue and wall carvings in the previous chamber..."

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Amazed that the group managed to despatch the undead creature so quickly, Antonella bows low to the others.
“My brothers, it is an honor to serve with five warriors of such knowledge, power and courage.”
“Horacio, do you have the ability to produce that flaming jet again today? It was most impressive.”
She then does a quick, professional check of Jorciel, but apart from his paralysis finds nothing wrong with the paladin.
"It strikes me that we could recreate that lesson using the demon statue and wall carvings in the previous chamber..."
"Using the light cast from the Tien lantern presumably. I think we should try to reproduce this test."

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Bodta, it works like the spell with the 10 mins/level duration.
Thanks--that being the case, I would not have activated it yet.

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Jorciel prays to Iomedae, "I beg forgiveness for having fallen prey to such an abomination. I'll redouble my efforts, and atone for my weakness."
He nods at the knowledge of his partymates, and then opts to remain quiet, silently admonishing himself.
Once someone breaks the meeting and heads deeper into the dungeon, he nods, holds his blade Daybrginer aloft and steps into line.

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Bodta's brown crinkles in confusion. For what must you "atone?" Thing got off lucky hit, you did nothing wrong (with his accent, this comes out as "ronk"). Nothing to forgive, I think.
At Amenhotep's idea, the oread nods thoughtfully. Is very clever, friend. I would not have thought of. Very worth trying. (this comes out as "try-ink" with a rolled R in "try")

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Bodta the buff requires a standard action to activate and the banner is caster level 6 so it lasts 60 minutes. If we are down here so long that it runs out then all of our buffs will have ran out and we would consider leaving and returning tomorrow.

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Bodta the buff requires a standard action to activate and the banner is caster level 6 so it lasts 60 minutes. If we are down here so long that it runs out then all of our buffs will have ran out and we would consider leaving and returning tomorrow.
I'm a tabletop campaign gamer at heart...my tendency is to save the buff on the assumption we'd be underground for at least a full day--but you're probably right. I'll go ahead and turn it on.

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"Good idea Amenhotep. And Bodta, lucky it may have been, but a more devoted Warder of the Faith wouldn't have fallen for it."

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Sorry, my expected update time this morning got eaten by the dreaded real lifes.
The carving of the paladin glows slightly, illuminating the demon's shadow. There is no immediately apparent effect.
Continuing towards the next room, you see a vaulted room, which features a raised dais with a large, gold-flecked stone basin full of a green fluid. Arcane symbols painted on the basin glow amber. Six scorch-marks mar the floor of the chamber, all angled from the dais into the gallery.
A strange hole is visible in front of the pool, as a tear in reality crackles with dark energy. The hole is only about six inches long, and floats in midair.
This is clearly a rift to another plane of some sort, allowing extraplanar energies to infuse the area.
Three congealed masses of yellow-green fungus sit idle in this chamber, though you think you detect movement from them.
Nature to ID
Amenhotep: 1d20 + 6 ⇒ (20) + 6 = 26
Antonella: 1d20 + 2 ⇒ (4) + 2 = 6
Bodta: 1d20 + 2 ⇒ (13) + 2 = 15
Horacio: 1d20 + 6 ⇒ (3) + 6 = 9
Jorciel: 1d20 + 1 ⇒ (17) + 1 = 18
Sparky: 1d20 + 10 ⇒ (6) + 10 = 16
Brown: 1d20 + 1 ⇒ (5) + 1 = 6
Green: 1d20 + 1 ⇒ (1) + 1 = 2
Yellow: 1d20 + 1 ⇒ (19) + 1 = 20

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Amenhotep starts shooting at yellow.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 ⇒ (16) + 9 = 25, for 1d8 + 7 ⇒ (7) + 7 = 14 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 ⇒ (13) + 9 = 22, for 1d8 + 7 ⇒ (1) + 7 = 8 damage.
+1 Mighty [+2] Darkwood Composite Longbow: 1d20 + 9 ⇒ (14) + 9 = 23, for 1d8 + 7 ⇒ (1) + 7 = 8 damage.

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Amenhotep pumps three arrows into the nearest sphere, causing significant chunks to peel away. Still, the ball begins careening towards you. A smaller, fist sized lump shoots forward, exploding into a cloud of fine dust over Jorciel and Antonella.
The dust does not obscure vision in any way. Please give me a DC 16 Fortitude save or be nauseated on your turn. If (and only if) you are nauseated, please give me a second fortitude save vs. poison.
The mass itself tries to collide with Jorciel, though the narrow frame provides some relief.
Slam: 1d20 + 8 ⇒ (8) + 8 = 16
Everyone else may now act

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Round #1: AC 28 (assuming non-evil and non-undead) ; Touch 21
Fort DC 16: 1d20 + 14 ⇒ (17) + 14 = 31
Antonella agains spreads her arms wide like a great, wading bird (swift Crane Style), steps forward 5’ to protect the others and flurries.
IUS Flurry #1, defensive fighting on Yellow: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
magical bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3
IUS Flurry #2, defensive fighting on Yellow: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
magical bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8
Confirm crit: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
magical bludgeoning damage: 1d6 + 2 ⇒ (4) + 2 = 6

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Know Planes: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Horacio points out "That strange hole is a portal to the negative plane. Be wary of it's danger."
Horacio the. conjures up a flaming sphere right on top of yellow.
fire damage reflex DC 18 Negates: 3d6 ⇒ (4, 3, 4) = 11

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Antonella connects twice with the ball. Though Amenhotep's arrows seemed to work well, her fists seem to have little impact as they connect with the wet, sticky surface. Neither attack seemed to do damage.
Horacio's sphere is well-aimed, but only singes the outer surface. Most of that didn't go through, either.
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Y: 31

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kn Nature: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
I'll take my turn but if they are resistant or immune to fire I would like to change my actions.
5ft step behind Jorciel and ready an action to throw an explosive bomb at the same section as the flaming sphere after green and brown move.
Selecting out any allies.
The bomb has a 10ft radius and my Splash Weapon Mastery allows me to add 1 square adjacent to the splash so I'm hoping they both get splashed.
Including cover and point blank.
ranged touch vs yellow: 1d20 + 14 - 4 + 1 ⇒ (6) + 14 - 4 + 1 = 17
fire dmg: 4d6 + 6 + 1 ⇒ (5, 6, 1, 1) + 6 + 1 = 20 If hit yellow is on fire for 1d6
DC 19 Ref save for 11 fire if it splashes green or brown.

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"What are these things?!" Jorciel has heard of strange creatures, worrying that these things can harm his blade, he's a bit worried at swinging. Still, his mates are in danger.
If the yellow sphere is destroyed, he'll charge. If someone tells him that these are evil he'll SMITE!
Base attack (Add 2 if he's charging to a new foe, add +3 to hit and 5 to damage.)
ATK: 1d20 + 9 ⇒ (4) + 9 = 13 In case that hits [dice=]DMG]d8+

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Bodta is bobbing his head up and around, trying to get a look at the field.
Shall I enter??
the only way I can be of any good is to actually get into the room, which I should be able to do, drawing an AoO. Is it worth it?

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Odds are pretty good that yellow is still there. Bodta the only way you are getting into the room is to tumble through yellow or to look for another entrance. Not sure if we know about the door to the north.

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The people in front can see enough to reasonably guess that the northern paths are open.
Sparky identifies these as Ascomoids, mindless plants. Piercing weapons are best for penetrating the fungal mass, and it resists both electricity and fire.
When they have more space available, they can trample opponents, and can continue to launch their nauseating, poisonous spores at will. The spore detonates on the closest available target.
Which is in fact what the remaining two do, fine dust billowing over Sparky, Antonella, and Jorciel. Two DC 16 Fort saves vs. nausea, save vs poison if you fail the nausea check.
Jorciel narrowly misses the nearest
Bodta may act, and Sparky's readied or alternate action can go off

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“How are plants photosynthesising down here?”
The ex-plantation owner purses her lips. “I guess they’re supplementing their diet … with meat.”
Fort DC 16 nausea: 1d20 + 14 ⇒ (2) + 14 = 16
Fort DC 16 nausea: 1d20 + 14 ⇒ (1) + 14 = 15 nauseated
Fort save versus poison: 1d20 + 14 ⇒ (15) + 14 = 29

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Fort 1: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 and Fort 2: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
-Posted with Wayfinder

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Alternate action would be to just shoot the yellow one twice.
"Use piercing weapons but not fire or electricity."
Including rapid shot, point blank shot, cover
cold iron arrow: 1d20 + 11 + 1 - 4 ⇒ (3) + 11 + 1 - 4 = 11 for piercing dmg: 1d8 + 2 ⇒ (1) + 2 = 3
cold iron arrow: 1d20 + 11 + 1 - 4 ⇒ (9) + 11 + 1 - 4 = 17 for piercing dmg: 1d8 + 2 ⇒ (6) + 2 = 8
Now for this round.
Fort save DC 16: 1d20 + 10 ⇒ (7) + 10 = 17

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Can't get into room easily; can't affect them w/melee if I do. Have a crossbow, but can't use it if using banner...
Bodta turns about with his back to the fight, keeping a keen eye out into the darkness against a foe from behind.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

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Antonella looks up from her hunched position, hands on knees. She turns the sound of a dry heave into a *cough* to try and hide her condition.
“I have a cold iron dagger hidden up my right sleeve if you want it, Jorci.. *COFF*COFF*
"I declare it would pierce our fungal foes in your hands …”
non-masterwork cold iron dagger

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39
One of Sparky's arrows seems to penetrate into the fungal ball, though the other misses due to the chaos in the hallway. That still does not stop it from releasing even more spores, as those in the front of the group find an increasingly thick layer of dust coating their clothing.
Slam: 1d20 + 8 ⇒ (4) + 8 = 12
More fortitude saves for Sparky, Antonella, and Jorciel. Horacio, I'll roll Reflex vs. the sphere after your action. Some of you are not all that well equipped for this combat. In the interests of keeping things moving I'll remind you that there are lots of ways you can try to make things easier for your allies, including combat maneuvers and aid another actions.
Amenhotep, if you don't mind, I'm going to delay you momentarily to put the whole party on the same initiative. As such, you may all act.