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Are we in initiative?
Dexter looks warily down into the cavern after the warnings from Greyson. He casts a quick cantrip and scans the area, hoping for more information. If nothing is noticeable he carefully tries to slip past on the ledge to see what his companions have found.
Detect Magic with Spellcraft if applicable: 1d20 + 5 ⇒ (14) + 5 = 19
Then take 10 acrobatics for 11. Salazar follows in the same manner, take 10 acrobatics for 15.

GM Z..D.. |

No, the initiative rolls were to see if the two of which that noticed the haunt, would get a chance to act before it. But, no one was quick enough and the haunt manifested and triggered and dissipated before any one could go. The haunt could be destroyed, if you all do the correct thing.
With Dexter now coming into the room, he notices that the metal piece on the statue, looks like it could connect to to the brow and nose guard he found in the main temple.

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Dexter pipes up, "that's odd. It looks like that metal piece would fit together with this thing from the top room." He looks around and shrugs, "I think we should try it, but I'm willing to wait for our allies and get their opinions."

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Lilianna treads forward a little bit, to the edge of the first drop. "What's going on over there? Is everyone ok?"
________
Bring it all back, that looks like a dead end to me! I say we put the pieces together too and see what happens.

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"Sounds good to me."
Glorne takes the piece of metal out of the mouth and goes back across to the others.
acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19

GM Z..D.. |

No acrobatics check needed
As soon as Glorne removes the metal piece for the statue, everyone in the statue room are instantly transported back in to the previous chamber.
Was waiting for that, now moving on
The group heads south from where they entered, illuminating the tombs as they go.
Dexter: 1d20 + 11 ⇒ (10) + 11 = 21
Lilianna: 1d20 + 2 ⇒ (15) + 2 = 17
Salazar: 1d20 + 5 ⇒ (16) + 5 = 21
Gray Son: 1d20 + 7 ⇒ (16) + 7 = 23
Matsu: 1d20 + 0 ⇒ (1) + 0 = 1
Lilianna spots a secret door that leads to the east, which looks like it can be easily pivoted inwards.
Dexter and Grayson both spot a second concealed door that leads through a southern wall. This one does not move when pushed on.
Three choices western door, southern door(requires some breaking to be done) or continue along the tunnel to the east.

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"Multiple secret doors? With what we've seen, anything could be behind these walls, be ready..." Lilianna warns. Still holding her exorcism kit, she gets ready to move forward with the others.
________
I say we go clockwise: East door, South door, West corridor.

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Agreed

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So which one of you strong, young individuals is actually going to open the door? :)

GM Z..D.. |

So apparently the site did not have my post from last night. How infuriating.
Grayson easily pivots the door opens and reveals a tunnel.
This long and narrow chamber contains niches in the walls that hold a number of statues, some of which are humanoid and some of which are clearly demonic. Murals cover the walls depicting human cultists being abused and reshaped by demonic figures. The ceiling of this black stone chamber is barrel-vaulted fifteen feet above.
The light the agents carry illuminates the tunnerl, casting dim light on four figures, that appear to be standing over three prone figures. You hear some whimpering from the group and growling as well.
The group has not noticed you yet, since they are preoccupied. You may take a single action, since you are in the surprise round.

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Seeing the unknown creatures, Dexter prepares for the possibility of a fight. He pulls a scroll out of his box (produce flame). Salazar waits patiently for a command.

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Lilianna takes a quick step to the side, pulls out her wand, and holds it aloft. "Dawnflower, help us quell the beasts in this hall!" she asks of her goddess, more confidence in her voice now that there is a tangible goal to distract her from her own thoughts.
________
Bless for all!

GM Z..D.. |

Dexter and Salazar: 1d20 + 3 ⇒ (6) + 3 = 9
Lilianna: 1d20 + 1 ⇒ (20) + 1 = 21
Gray Son: 1d20 + 5 ⇒ (11) + 5 = 16
Matsu: 1d20 + 1 ⇒ (7) + 1 = 8
GM: 2d20 ⇒ (12, 6) = 18
The creatures turn and see the agents approaching them, they point their polearms at them and shriek.
Bold May Act-
Lilanna, Grayson, Glorne
GM
Dexter and Salazar, Matsu
GM

GM Z..D.. |

If you can get to him before he acts it would be flat footed

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knowledge(nature): 1d20 + 8 ⇒ (3) + 8 = 11
Glorne draws his hands together creating an area of misty cold around himself denser and colder than usual, and fires a ray of intense cold from his hand towards the "purple" creature..
Gather Power(SU)(move action; Burn:-1); Extended Range(SU)(blast up to 120'; Burn:+1)
range touch(subject to SR; counts as magic vs. DR): 1d20 + 5 ⇒ (17) + 5 = 22
possible COLD damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
"Here goes nothing"

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Lilianna conjures and orb of light and slings it at the group of creatures. "The Sun's divine light shall burn the unholy from this earth!" It hurtles to the center of the formation and erupts with holy light! Not eager to be caught in the open, she steps back into the alcove.
________
Burst of Radiance, DC 14(Only if Evil): 3d4 ⇒ (2, 3, 4) = 9 Reflex Save: Failure means Blinded, Success means Dazzled
Blind/Dazzle Duration?: 1d4 ⇒ 4
Don't forget your Bless! What sort of knowledge do we need here?

GM Z..D.. |

Sorry about that Liliann
You will need caster level checks against these guys
glorne caster level vs SR: 1d20 + 4 ⇒ (8) + 4 = 12
Lilanna caster level vs SR: 1d20 + 3 ⇒ (20) + 3 = 23
Glorne takes out his target in one shot.
Lilianna, can you out line where you spell is going. I'll hold off on saves until then
Grayson is up

GM Z..D.. |

The spawn covers their eyes as the light blinds and burns them.
Grayson is up

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The monk moves us 30' and throws a shuriken, even if far, at one of the creatures who didnt seem to notice him moving up
1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
missing and then he takes a 5' step behind the pillar

GM Z..D.. |

The shuriken goes awry and strikes a statue off to the side.
Red was able to track down, where Grayson ended up, and strike at him through the narrow opening with his ransuer. But can not connect in the tight space and being partially blinded.
Green drops his weapon, and moves toward the end of the hall way, taking slow steps, trying to find his opponents with outstretched claws.
Bold May Act-
Round 1-Enemies blind dazzled 4 rounds
Dexter and Salazar, Matsu
Blue/Yellow
Round 2
Lilanna, Grayson, Glorne
Red/green

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Dexter dashes across the hall to move out of his allies way and get a better view of the battle. He concentrates on reading the words on his scroll and the paper bursts into a ball of flame that hovers in his hand. He points at the closest enemy and shouts a command, "Salazar, hit him hard!"
Handle Animal Attack DC 10: 1d20 + 10 ⇒ (18) + 10 = 28

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Salazar watches intently as his master's hand bursts into a ball of flame. The flickering light reflecting off his eyes, he bursts into action when the command is given. Cloven hoofs skidding on the stone floor he rounds the corner into the hallway and bolts towards the enemy pointed out to him. Not caring to slow down he rushes up and tries to sink his tusks into a nice meaty part.
Gore - PA: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8 for Piercing + PA: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12

GM Z..D.. |

The boar charges ahead. The creature whips his weapon around haphazardly at the boar, missing it. But causes enough of a diversion to throw off Salazar's strike.
Dexter hangs back and produces a ball of flame.
Round 1-Enemies blind/dazzled 4 rounds
Matsu
Blue/Yellow
Round 2
Lilanna, Grayson, Glorne
Red/green
Dexter and Salazar

GM Z..D.. |

Yellow moves up as well, taking cautious steps.
Round 2-Bold May Act
Lilanna, Grayson, Glorne
Red/green
Dexter and Salazar
Matsu
Blue/Yellow

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Pleased with her work, Lilianna steps out from the alcove with her crossbow in hand and fires at the beast in the back! "We have them now!" May their souls be judged fairly.
________
Crossbow (Bless) vs Green: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 61d8 ⇒ 3

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Glorne moves up 15', a light cold mist gathers around his body, and he fires a ray of cold at the "yellow" creature....
"Time to join your friend in oblivion"
cold blast(ranged touch; point-blank and precise shots; bless): 1d20 + 7 ⇒ (17) + 7 = 24
possible COLD damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
caster level vs. SR: 1d20 + 4 ⇒ (8) + 4 = 12

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Seeing an opportunity the monk tumbles into the middle of the bad guys
1d20 + 17 ⇒ (18) + 17 = 35
and setting up a flank with piggy attacks the red baddy with a tonfa
1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10
and then goes into crane style

GM Z..D.. |

Glorn and Grayson finish off their targets respectively.
The green one unleashes a full attack from its natural weapons. With only one claw landing. Grayson takes 4 damage
Pathfinders are up.....FINISH HIM

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Glorne moves up 30', a light cold mist gathers around his body, and he fires a ray of cold at the "green" creature....
"Time to join your friends in oblivion"
cold blast(ranged touch attack; point-blank and precise shots; bless): 1d20 + 7 ⇒ (6) + 7 = 13
possible COLD damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
caster level vs. SR: 1d20 + 4 ⇒ (1) + 4 = 5
Damn! and I used my re-roll already. Oh well

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Dexter flips the ball of fire at the remaining creature and points at it with a growl, "hit that one hard Salazar!"
Ranged Touch + Bless - No Precise Shot: 1d20 + 4 + 1 - 4 ⇒ (14) + 4 + 1 - 4 = 15 for Fire: 1d6 + 1 ⇒ (5) + 1 = 6
Handle Animal “Attack” Command DC 10: 1d20 + 10 ⇒ (17) + 10 = 27

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Salazar, wary of the long weapon, moves up at the ready to dodge a swing. With his back now to the wall he tries to impale the creature on his tusks.
Acrobatics to avoid AoO: 1d20 + 5 ⇒ (15) + 5 = 20
Gore + Bless - PA: 1d20 + 5 + 1 - 1 ⇒ (12) + 5 + 1 - 1 = 17 for Piercing + PA: 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9

GM Z..D.. |

The druid and the boar manage to finish off the remaining spawn.
Out of Combat
Leaving the pathfinders in the room with two whimpering humans and one that appears to be dead.
One of them looks up and sees the agents standing victorious over the spawn.
"Oh thank goodness, you have saved us." He crawls over, "thank you, thank you. Saala, look, more pathfinders, we've been saved"
Looking around at the statues, you notice the ones that run along the Eastern and Western walls have eyes made out of black pearls. While the northern one is depicted holding a ransuer in one hand, and a strange piece of metal with inscriptions on it, in the other.
The piece of metal has an aura of evocation magic. Upon closer inspection, you realize it would snap on the nose and brow guard you found upstairs, forming a left cheek guard.

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Dexter pulls a wand and runs up to the two humans. He does a quick heal check on the one that appears dead. If he thinks it is beyond help he will activate the wand and help the two who are conscious while saying, "it's okay, we will get you out of here. Can you tell us what happened? Any and all details will help."
Heal: 1d20 + 3 ⇒ (19) + 3 = 22
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
If the first is not dead he will use those two charges on it, if it is dead they go to the living.

GM Z..D.. |

"All we know is that we were working out in front of the temple. We heard a crash, and then those creature were on us. They dragged us in here and started to torture us. Poor Riemme, he attempted to fight back but could not last against the lot of them." He looks over to the body on the ground in the corner. "He got out easy, the others were taken else where, we could here screams coming from down the corridor."

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"There are more of you?!" Lilianna exclaims. "We can point you to the exit, but we should get going. There are more souls to spare the unholiness of these halls!" She picks her holy box back up and waits for the party by the door.
________
Does anyone in the party have Arcana for that check? I only have Religion/Spellcraft.

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Dexter replies, ”not my area of expertise m’lady, sorry. I do agree we should hurry.”

GM Z..D.. |

The agents set the rescued on their way. As they explore more of the tunnels.
Bash through the door in the southern wall, or head west down the hallway.