
GM Peachbottom |

Now, now, we have to have each other's back here. Lest we get eaten by a demi-lich.
In unison, "No!"
Ayako checks the door across the hall which turns out to be the chapel's larder. A number of glass jars, their contents hidden by murk, sit on shelves in this small larder.
This small chamber served as a private pantry for Prelate Aruth who was a practicing cannibal in addition to being a priest of Zon-Kuthon. Many slaves and prisoners of the chapel ended up on his plate, and several tidbits still remain in the jars here. Within each are pickled human organs.
Upon entering this room Ayako feels a sudden urge to eat one of the contents of these jars. But the compulsion passes quickly.

GM Peachbottom |

You have not found any way into the star-shaped tower yet. You will need to examine it closer to find a way in. To do so, you'd need to exit the building you are in now and search it from the outside.
The Star Tower stands 110 feet tall where it emerges from the waters of the tarn until it peaks at its battlement above the donjon roof. The tower is constructed of black marble polished to a sheen. The tower shows no seems as if the entire structure were carved from a single immense shaft of stone.
The structure is in fact an immense megalith much like a massive nail driven deep into Golarion, its deepest point reaching far into the Darklands below. Other Star Towers exist elsewhere on Golarion, although most of them are completely buried now. Only happenstance and ancient volcanic activity saw this one exposed to the surface world. These mysterious structures are remnants of an ancient war between Rovagug, the Rough Beast, and the gods of Golarion. While Sarenrae and Asmodeus are the two deities most directly associated with Rovagug’s imprisonment (Sarenrae cut open the world to fashion an oubliette for Rovagug and drove him into the prison, while Asmodeus used a special key to lock the Rough Beast within), other gods played parts in the war as well. Zon-Kuthon’s role was to reinforce the “stitching shut of the world” with several Star Towers along key nexus points above Rovagug’s deep oubliette. These towers were intended to block the faithful of the Rough Beast from being able to contact their deity, but time has not treated the structures well. Most have been destroyed over the millennia, either by tectonic forces or the unknowing acts of Darklands miners or monsters, to the extent that Rovagug’s faith has become potent in the world once again. Fortunately, his prison still holds him fast.
Trinia and/or Laori may be able to aid on the Knowledge checks.

Tyrandro Amprei |

"That tower looks like someone wanmted to compensate for other shortcomings." Tyrandro comments.
It's funny how these DCs are set. An investigator with skills to burn, maxed out know(religion), some magic headgear and inspiration of 1d6 might actually make that roll. :P

Iolana Altumas |

"I have no idea. I do have a scroll with several uses of Detect Secret Door. I can try to walk around the tower and see if we can find an opening."

Ayako |

I'm feeling somewhat peckish. We have certainly missed lunch
Know-Religion aid another: 1d20 + 6 ⇒ (13) + 6 = 19
Hopefully I won't become Unaccountably Peckish

GM Peachbottom |

Laori: Knowledge (Religion) w/ Inspire Competence: 1d20 + 15 + 3 ⇒ (16) + 15 + 3 = 34
Trinia: Knowledge (Engineering): 1d20 + 5 ⇒ (15) + 5 = 20
Sial: Aid Another (Religion): 1d20 + 11 ⇒ (3) + 11 = 14
Trinia: Aid Another (Religion): 1d20 + 5 ⇒ (11) + 5 = 16 Can you inspire competence and aid another? One is a standard and one is a move, so I'm going to say yes, plus Laori needs that last 2 points.
Laori's total is 40! (34 + 6 from aid another)
Ayako, the two Kuthite priests, and the bard Trinia combine every scrap of obscure lore they've come across regarding the mysterious Star Tower and are able to put together the information in the spoiler above (see above).

GM Peachbottom |

The door Tyrandro chooses opens into a common room.
A worn but colorful carpet covers most of the floor of this room, and a number of wooden tables and comfortable chairs are spaced about the chamber for informal gatherings and meals. A small kitchen has been set up by a low stone fireplace alongside a cupboard holding some dishes and utensils as well as a few desiccated remains of foodstuffs.
The stairs in the back of the room are going down.
Five spectres of acolytes of Zon-Kuthon shriek and move forward to claw at you here. Their black robes and religious accoutrements appear rotten and threadbare with age, even though the material is as ghostly as their flesh.
You dispatch of these spirits easily with the might available to you. I don't feel we need to waste time on these spectres that you'll probably kill in a round. I'll give you the XP for them though.
The five other doors next to the common room are dingy, empty cells that once acted as a home and private shrine for the acolytes of the Dark Shrine of Midnight. All five have since become the spectres you just encountered but their bodies remain here as desiccated, brittle skeletons wearing fragments of black robes and rusty links of chain.
The gear on the bodies is mostly ruined, but searching the northernmost cell uncovers a single dose of incense of meditation.
From here, you can either take the stairs in the common room or the stairs near where you encountered the mummy. Both go down.

GM Peachbottom |

Actually, regardless of which staircase you choose, they both bring you to the same place. A narrow hallway connects the bottoms of the two staircases. In the center of the hallway is a pair of ornately decorated doors.
The small room next to the south stairs is an irrelevant supply closet.
The large central room is the Dark Shrine of Midnight.
This vast chamber is floored in gray slate and supported by thick pillars of obsidian. Torches mounted on the pillars burn, yet their flames are strangely dim, barely lighting the cathedral-like space. White pinpoints of light seem to dance in the eye sockets of each skull that decorates the pillars. To the southwest, a tall statue of a skull-headed man dressed in dark robes stands behind a black marble altar, on which lies heaped mounds of ashes, bits of bone, and a single skull, its teeth and eye sockets set with glittering gemstones. Jagged, barbed chains dangle from the statue’s eye sockets. Thick black curtains hang from the chamber’s walls.
The torches on the pillars are similar to everburning torches except they exude a dark illumination that provides only dim light in a 20-foot radius that overwhelms any other light sources brought into their area of effect. Like the smaller chapel above, the dim light causes 20% miss chance unless you can bypass, like Tyrandro.
Beyond the southeast curtain is a smaller statue of Zon-Kuthon used in certain ceremonies but is otherwise mundane. The lights in the skulls’ eye sockets are unnerving, but are little more than a harmless physical manifestation of the evil in this chamber.
Laori and Sial both immediately prostrate themselves on the ground facing the altar and whisper prayers to their god.

Tyrandro Amprei |

"You're doing your death ward now, before we encounter that?" Tyrandro asks. He doesn't exactly remember how many ways that skull has to kill them, but it were to many for his taste. And he still hasn't sorted out the issue with the final destination and what deity to choose for that.

Iolana Altumas |

Iolana moves over and casts Darkvision on Seb. This should help with the light issue. At least I hope it does." She also casts it on herself. "Anyone else?
She pulls out her shatter scroll. "I'm to do this and then what? I can also try to dispel magic if it hits us." she looks very nervous.

Ayako |

Mushu and Fluffy should stay upstairs. Triana should stay to the rear and help with her music. If we fall... Mushu and Fluffy can lead her from the castle
I will use the death ward spells and scrolls to protect us
Ayako,Iolana,Sebastion,Tyrando,Sial,Laori and Triana.
I can use a Blessing to Increase our speed as well
Blessing of Fervor
Plus we still have the Ambrosia we have eaten
Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.
It will also be able to summon a storm of debris to block shots. I can summon an air elemental tot ry to negate it

Tyrandro Amprei |

Tyrandro calls upon his adaption to strengthen his will.
How does this start? One action of one character against it and then initiative? If that's the case I suggest a shatter spell.

Ayako |

Ayako feeds everyone the sweet Ambrosia that she had bought and then pulls out her scrolls of Death Ward and then casts from them and her memory. An Air elemental is summoned and instructed to carry a silenced coin over the the skull and use it's whirlwind to disperse it's debris cloud.
A hastily cast Blessing of Fervor on everyone and when all are ready, Ayako casys a Maximized shatter upon the skull.

Tyrandro Amprei |

Tyrandro stands next to the skull as Ayako starts with the attack and shoots an arrow at it.
Bow: 1d20 + 22 ⇒ (8) + 22 = 301d8 + 15 + 1d6 + 2d6 + 2d6 ⇒ (1) + 15 + (2) + (5, 5) + (1, 2) = 31
(additional 2d6 is from holy)

Seb O Bot 2000 |

Seb decides to wait until the debris storm is dealt with before moving in. He borrows Iolana's crossbow and fires it when the time comes.
Undead bane crossbow: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 1d8 + 1 + 2d8 ⇒ (6) + 1 + (2, 1) = 10

GM Peachbottom |

Ayako and Iolana cast their maximized shatter spells. Dealing 120 damage (60 each). No save.
Tyrandro's arrow hits the skull once. For 11 damage after DR 20/-.
Sebastian also hits but his bolt deals no damage.
Before I spend too much time on this, let's make it simple...
Shatter Damage: 10d6 ⇒ (1, 6, 1, 1, 5, 3, 6, 4, 1, 1) = 29
Laori casts her own shatter spell and the demilich's skull bursts apart into hundreds of pieces. The demilich takes 29 more damage and dies. It had 142 damage to start.
The demilich is destroyed for now, but you know that it will return if the correct spells are not casts to completely finish it off.
The demilich’s eyes and teeth are all huge rubies. Each of his eyes is worth 2,500 gp, while each of his 10 teeth is worth 1,000 gp. The demilich’s ashes cover two other valuable objects on the altar. The first is a greater strand of prayer beads and the second is a +2 speed spiked chain.
With the demilich's defeat, the final spirit anchor is defeated. (Whether or not you completely destroy it, the anchor bond is broken). You can now return to the Chained Spirit, Mithrodar, to finish him off as well.

Iolana Altumas |

"Wow that was easier than I though. Ayako can you and Laori cast the proper spells? I'd help but those aren't in my sphere of magic."

GM Peachbottom |

There are no more enemies in their area. I'll give you the remaining few room descriptions.
12: Refectory
A dust-covered table surrounded by several chairs sits in this room. Spaces for seven have been set on the table, yet whatever foodstuffs may have once adorned the plates have long since faded to dust.
When cleared of dust, the silverware on display on the table is worth a total of 2,500 gp.
13: Chapel Library
A single reading desk sits in the center of this room, while the surrounding walls contain a large number of dusty tomes.
The books in this room once constituted a vast repository of lore concerning the worship of Zon-Kuthon, the Shadow Plane, and various methods of torment and torture. Unfortunately for the Brotherhood of Bones (whose members are very excited to find a library in Scarwall that appears intact), the pages of most of these books crumble to dust if not handled with care. The preservation and extraction of the lore in these pages would take many months of painstaking work.
Among the many crumbling books and scrolls in this room are three intact pages of spell knowledge, each of which contains one the following arcane spells: shadow projection, shadow evocation, and temporary resurrection.
14: Bishop's Quarters
This austerely decorated room contains a single iron bedframe (missing its mattress), an iron kneeler studded with short spikes, a gold-plated skull with its cap removed that has been mounted on a stand so that it serves as a font, and a single wooden cabinet that remains upright only because it leans feebly against the wall.
This chamber was once used by Bishop Zev Ravenka, but none have visited the chamber since his transformation into a demilich. The man kept nothing of value (save the skull font) in here. The door to area F14a is made of iron and locked tight; this contains a small stone altar atop which sits the bishop’s now-defunct lich phylactery.
The gold-plated skull was used to hold unholy water; it’s not magical, but is worth 2,500 gp to a collector of grisly decor. Zev’s phylactery is a small wooden box decorated with carvings of kytons and skeletons cavorting; it’s lost all magical properties but its fine construction makes it worth 4,000 gp.
I'll post about going to the Chained Spirit next. You'll have no trouble with it. You already defeated it once, and with each spirit anchor you defeated, the Chained Spirit got weaker, so it'll actually be an easier fight than the first time you did it.

Tyrandro Amprei |

I thought we fled it the last time when it became clear that we can't destroy it.
"Laori, you have that aura, that makes everything hit harder, right? I guess we outdo that chained ghost in number of attacks by far. It might be worth using that." Tyrandro suggests.

Iolana Altumas |

Yes. I also want to see about getting the spirits in the walls released if we can. Zellara's spirit is still trapped here. She's done well for us. I don't want to leave her here."

GM Peachbottom |

I thought we fled it the last time when it became clear that we can't destroy it.
You did defeat it, but it immediately regenerates as long as it still has a spirit anchor. You left after it was clear that it would keep coming back. At least that's how I remember it...it seems so long ago.
"Laori, you have that aura, that makes everything hit harder, right? I guess we outdo that chained ghost in number of attacks by far. It might be worth using that." Tyrandro suggests.
"Absolutely. I love the opportunity to inflict more pain. And being able to share that joy with others is what makes live worth living." says Laori.
A mending spell will make restoring these pages much easier.
"Your offer is noted but you have more pressing matters to attend to, don't you? The Brotherhood of Bones will return here with our archaeologists after this quest is done for a thorough accounting of Zon-Kuthon's artifacts. You need not involve yourself in such banalities." says Count Sial.
After checking the few remaining rooms surrounding the Dark Shrine of Midnight, you create a sacred area with the hallow spell. You place the remains of the demilich and the mummy lord within the area. You then consecrate the remains and use a dispel evil on each to permanently destroy them.
Next, you quickly make your way back to the Great Hall to confront Mithrodar, the Chained Spirit for the final showdown with him.
Here's the room description again:
Thick wooden columns, their sides caked with dust, support the ceiling of this large hall. Between them, in the center of the room, sits a large fire pit, its ashes long cold. Many old stains mar the floor, some surely of spilled food and ale, though several darker ones appear more grisly in origin. At the southern end of the hall, a wide dais rises where the lord’s table could be set to oversee affairs in the hall. In the center of the dais is a great chair carved of oak and studded with iron rivets. Down one step and to the left of it is a smaller, less elaborate chair of oak.
Mithrodar sits on the oak chain exactly how you found him the last time. There is one addition to the room. An orc you recognize as Ury Sevenskulls; the one whom you had given the sentient axe, Ukwar. The orcs eyes are glazed over and appears to be in thrall to the Chained Spirit.
"Welcome back, mortals. You've been busy. I sense that my anchors have been severed. A futile attempt. As you can see, I have already begun reestablishing new connections. When I kill you all, some of you shall serve as the remaining anchors. The rest, who knows? Perhaps you'll reanimate as a wraith that can serve me in other ways."

GM Peachbottom |

Ayako: 1d20 + 4 ⇒ (2) + 4 = 6
Iolana Altumas: 1d20 + 9 ⇒ (17) + 9 = 26
Sebastian Merrin: 1d20 + 10 ⇒ (6) + 10 = 16
Tyrandro Amprei: 1d20 + 8 ⇒ (19) + 8 = 27
Laori: 1d20 + 2 ⇒ (1) + 2 = 3
Sial: 1d20 + 1 ⇒ (14) + 1 = 15
Trinia: 1d20 + 3 ⇒ (6) + 3 = 9
Mithrodar: 1d20 + 8 ⇒ (15) + 8 = 23
Ury: 1d20 + 7 ⇒ (11) + 7 = 18
Round 1
Active Effects:
Ayako: Ambrosia 1 hr., Death Ward 13 min., Stone Skin (115) 20 min.
Iolana: Ambrosia 1 hr., Circle of Protection Against Evil 130 min., Death Ward 13 min., Mage Armor 13 hr., Stone Skin (130) 20 min.
Sebastian: Ambrosia 1 hr., Darkvision 13 hr., Death Ward 13 min., Stone Skin (130) 20 min.
Tyrandro: Ambrosia 1 hr., Death Ward 13 min., Stone Skin (130) 20 min.
Laori: Ambrosia 1 hr., Death Ward 13 min., Greater Magic Weapon 11 hr., Magic Vestment 11 hr.
Sial: Endure Elements 24 hr.
Trinia: Ambrosia 1 hr., Death Ward 13 min.
Initiative
27 - Tyrandro
26 - Iolana
23 - Mithrodar (AC 24, T 24, FF 20)
18 - Ury Sevenskulls (AC 17, T 11, FF 14)
16 - Sebastian
15 - Sial
9 - Trinia
6 - Ayako
3 - Laori

Tyrandro Amprei |

"Let's find out." Tyrandro offers. He clicking his heels he activates his boots and opens fire on the (un)chained ghost.
Bow: 1d20 + 21 ⇒ (7) + 21 = 282d8 + 34 + 2d6 + 4d6 + 4d6 ⇒ (7, 1) + 34 + (1, 1) + (4, 4, 5, 3) + (4, 5, 2, 4) = 75
Bow: 1d20 + 21 ⇒ (15) + 21 = 361d8 + 17 + 1d6 + 2d6 + 2d6 ⇒ (2) + 17 + (6) + (1, 2) + (3, 1) = 32
Bow: 1d20 + 21 ⇒ (11) + 21 = 321d8 + 17 + 1d6 + 2d6 + 2d6 ⇒ (4) + 17 + (2) + (5, 6) + (1, 6) = 41
Bow: 1d20 + 16 ⇒ (1) + 16 = 171d8 + 17 + 1d6 + 2d6 + 2d6 ⇒ (2) + 17 + (5) + (5, 2) + (1, 4) = 36
Bow: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 17 + 1d6 + 2d6 + 2d6 ⇒ (5) + 17 + (4) + (5, 1) + (4, 5) = 41

Seb O Bot 2000 |

Seb carefully moves around the room to avoid Ury. Does anyone have magic to hold the orc? He might still be saved. Then he stabs at the undead creature.
+2 Undead Bane Rapier: 1d20 + 22 ⇒ (3) + 22 = 25
Damage: 1d6 + 10 + 26 + 2d6 ⇒ (4) + 10 + 26 + (3, 3) = 46
Opportune Parry and Riposte: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 1d6 + 10 + 26 ⇒ (3) + 10 + 26 = 39

GM Peachbottom |

Round 1
Tyrandro unleashes a terrifying hail of arrows that balk at the spirits bravado. Tyrandro's bow is not ghost-touch, correct? So half damage against incorporeal foes. Mithrodar takes 94 damage.
Iolana casts haste.
Mithrodar only has a single spiritual chain with which to attack with (as opposed to 4 when he had all his spirit anchors) and he uses it to counter attack back at Tyrandro. The chain hits but most of the damage is absorbs by Iolana's stone skin. Mithrodar's wounds heal, although noticeably slower than the last time you encountered him.
Mithrodar: Chain vs. Tyrandro's AC 27: 1d20 + 23 ⇒ (6) + 23 = 29
Damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12
Tyrandro takes 2 damage and needs to make a Will save DC 25 or take 1 point of Cha damage.
Ury charges forward, compelled to attack by his slaver, and swings at Sebastian who is standing in front.
Ury: Battleaxe (Charge/Power Attack) vs. Sebastian's FF AC 23: 1d20 + 19 + 2 - 3 ⇒ (19) + 19 + 2 - 3 = 37
Damage: 1d8 + 7 + 6 ⇒ (1) + 7 + 6 = 14
The axe, designed to combat undead, is not as effective against living targets. Sebastian takes 4 damage after DR.
Ury: AoO vs. Sebastian: 1d20 + 19 - 3 ⇒ (9) + 19 - 3 = 25
Sebastian moves past the orc, parrying his axe and stabbing him in the chest, then arrives next to the chained spirit and drives his sword deep into the ghost. Ury takes 39 damage and Mithrodar takes 23 damage.
Ury: Reflex DC 18: 1d20 + 6 ⇒ (14) + 6 = 20
Sial summons a pit underneath the orc barbarian but he leaps to the side and avoids falling in.
"That should hold him for...curses!" Sial says with frustration.
Trinia begins inspire courage +2.
Ayako shoots a ray of searing light at Mithrodar. The spell should work but it fails to hit its target. Miss
Laori activates her destructive aura. +5 damage for everyone.
Does anyone have magic to hold the orc? He might still be saved.
The death of the spirit anchor, or the spells dispel evil, dispel law, freedom, miracle, or wish, can release a spirit anchor.
Round 2
Active Effects:
Ayako: Ambrosia 1 hr., Death Ward 13 min., Haste 13 rd., Inspire Courage +2, Stone Skin (115) 20 min.
Iolana: Ambrosia 1 hr., Circle of Protection Against Evil 130 min., Death Ward 13 min., Haste 13 rd., Inspire Courage +2, Mage Armor 13 hr., Stone Skin (130) 20 min.
Sebastian: Ambrosia 1 hr., Darkvision 13 hr., Death Ward 13 min., Haste 13 rd., Inspire Courage +2, Stone Skin (120) 20 min.
Tyrandro: Ambrosia 1 hr., Death Ward 13 min., Haste 13 rd., Inspire Courage +2, Stone Skin (120) 20 min.
Laori: Ambrosia 1 hr., Death Ward 13 min., Destructive Aura +5, Greater Magic Weapon 11 hr., Haste 13 rd., Inspire Courage +2, Magic Vestment 11 hr.
Sial: Endure Elements 24 hr., Haste 13 rd., Inspire Courage +2
Trinia: Ambrosia 1 hr., Death Ward 13 min., Haste 13 rd., Inspire Courage +2
Initiative
27 - Tyrandro
26 - Iolana
23 - Mithrodar (AC 24, T 24, FF 20)
18 - Ury Sevenskulls (AC 17, T 11, FF 14) (-2 AC from charge)
16 - Sebastian
15 - Sial
9 - Trinia
6 - Ayako
3 - Laori

Tyrandro Amprei |

"Let's try again. Tyrandro says, with a smirk on his face.
Bow: 1d20 + 23 ⇒ (16) + 23 = 392d8 + 44 + 2d6 + 4d6 + 4d6 ⇒ (6, 8) + 44 + (3, 2) + (3, 6, 5, 3) + (6, 5, 6, 3) = 100
Bow: 1d20 + 23 ⇒ (7) + 23 = 301d8 + 22 + 1d6 + 2d6 + 2d6 ⇒ (1) + 22 + (6) + (4, 5) + (3, 5) = 46
Bow: 1d20 + 23 ⇒ (10) + 23 = 331d8 + 22 + 1d6 + 2d6 + 2d6 ⇒ (2) + 22 + (4) + (3, 5) + (6, 3) = 45
Bow: 1d20 + 18 ⇒ (4) + 18 = 221d8 + 22 + 1d6 + 2d6 + 2d6 ⇒ (8) + 22 + (6) + (5, 2) + (5, 1) = 49
Bow: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 22 + 1d6 + 2d6 + 2d6 ⇒ (2) + 22 + (4) + (4, 2) + (5, 1) = 40
Crit Conf.: 1d20 + 13 ⇒ (3) + 13 = 16

Seb O Bot 2000 |

Seb was careful to move and not take an AOO from Ury. He would have taken the Charge Damage.
Seb attacks the ghost.
+2 Undead Bane Rapier: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 1d6 + 10 + 26 + 2d6 + 5 ⇒ (1) + 10 + 26 + (3, 6) + 5 = 51
+2 Undead Bane Rapier: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 1d6 + 10 + 26 + 2d6 + 5 ⇒ (4) + 10 + 26 + (1, 6) + 5 = 52
+2 Undead Bane Rapier: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 1d6 + 10 + 26 + 2d6 + 5 ⇒ (2) + 10 + 26 + (5, 1) + 5 = 49
+2 Undead Bane Rapier: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d6 + 10 + 26 + 2d6 + 5 ⇒ (2) + 10 + 26 + (4, 3) + 5 = 50