
Gilmork |

Righto, so you're not in critical danger.
Gilmork aims for the southern one of the three and fires an arrow.
Rapid Shot 1, PBS, Deadly Aim, Undead Bane, Heroism, Inspire Courage: 1d20 + 10 + 1 - 2 + 2 + 2 ⇒ (17) + 10 + 1 - 2 + 2 + 2 = 301d8 + 3 + 1 + 4 + 2 + 2d6 + 2 ⇒ (1) + 3 + 1 + 4 + 2 + (4, 2) + 2 = 19
Rapid Shot 2: 1d20 + 13 ⇒ (19) + 13 = 321d8 + 12 + 2d6 ⇒ (1) + 12 + (3, 1) = 17
Iterative Shot: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 12 + 2d6 ⇒ (8) + 12 + (1, 2) = 23
If the south one goes down, switch to the middle one instead.

GM Niles |

Hecktor gets an AoO when the Mohrg stood up!
Round 4
Mohrg
1 moves and attempts to sting Hecktor with its hideous tongue Touch: 1d20 + 10 ⇒ (11) + 10 = 21 HecktorFort: 1d20 + 14 ⇒ (1) + 14 = 15 Hecktor is paralyzed for 1d4 ⇒ 3 minutes Silas saves Hecktor's bacon.
2 [prone] stands up and attacks Hecktor missing.
3 moves to feast on Hecktor's juicy flesh.
Silas reinspires his boys, casts Glitterdust Will: 3d20 ⇒ (17, 11, 1) = 29 +9 one of the hideous undead fails the save.
Gilmork puts down the Southern Mohrg.
Luc holds.
Hecktor drops the middle Morhg with his massive blows.
Jaxom hastes his allies.
Round 5
Mohrg attacks Hecktor with its tongue Touch: 1d20 + 10 ⇒ (7) + 10 = 17 Fort: 1d20 + 14 ⇒ (3) + 14 = 17 Hecktor is Paralyzed for 1d4 ⇒ 3 minutes. Claw Attacks: 2d20 ⇒ (13, 2) = 15 +15 (rolled them just in case of Saving Finale) Hecktor is hit for 4d8 + 10 ⇒ (5, 2, 3, 1) + 10 = 21 and Grab: 1d20 + 21 ⇒ (14) + 21 = 35
Silas
Gilmork
Luc
Hecktor [paralyzed, Grappled]
Jaxom
Good guys are up...

Gilmork |

Gilmork fires a volley of four arrows at the last Mohrg in sight, the one that is thrashing at Hecktor.
"Down abomination! That canned meat is not for you!"
Rapid Shot 1, PBS, Deadly Aim, Undead Bane, Haste, Inspire Courage, Heroism: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 12 + 2d6 ⇒ (8) + 12 + (3, 4) = 27
Rapid Shot 2: 1d20 + 14 ⇒ (17) + 14 = 311d8 + 12 + 2d6 ⇒ (7) + 12 + (1, 3) = 23
Iterative Shot: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 12 + 2d6 ⇒ (7) + 12 + (2, 3) = 24
Hasted Shot: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 12 + 2d6 ⇒ (5) + 12 + (1, 5) = 23

Lucanor |

Sorry, thought I posted round 4 the other day, but the system went down as I pressed send. Let's try this again.
Round 4
Lucanor slashes at the foe, trying to help Hecktor.
To hit #1 1d20 + 17 ⇒ (15) + 17 = 32
Dmg: 1d8 + 10 ⇒ (4) + 10 = 14 Plus Bane 2d6 ⇒ (1, 3) = 4
To hit #2: 1d20 + 12 ⇒ (13) + 12 = 25
Dmg: 1d8 + 10 ⇒ (6) + 10 = 16 Plus Bane 2d6 ⇒ (3, 1) = 4
Round 5
If he his foe still stands, he strikes again.
To hit #1 1d20 + 17 ⇒ (4) + 17 = 21
Dmg: 1d8 + 10 ⇒ (4) + 10 = 14 Plus Bane 2d6 ⇒ (3, 1) = 4
To hit #2: 1d20 + 12 ⇒ (18) + 12 = 30
Dmg: 1d8 + 10 ⇒ (6) + 10 = 16 Plus Bane 2d6 ⇒ (3, 3) = 6

Silas Hawkwinter |

These undead are nasty! As an immediate action, Silas uses saving finale again.
Again booming like a Seargant Major on a parade ground, Silas shouts, "No slacking Hecktor! The job is not done yet..."

Hecktor |

Previous Aoo: 1d20 + 16 + 2 + 4 - 3 ⇒ (3) + 16 + 2 + 4 - 3 = 22Dmg, various bonuses: 2d4 + 11 + 2 + 4 + 9 + 2d6 ⇒ (2, 2) + 11 + 2 + 4 + 9 + (3, 2) = 35
Fort saving finale: 1d20 + 14 ⇒ (9) + 14 = 23
That saves me his second claw attack, so 9 less dmg.
Full revenge: 1d20 + 16 + 2 + 4 - 3 ⇒ (16) + 16 + 2 + 4 - 3 = 35Dmg: 2d4 + 11 + 2 + 4 + 9 + 2d6 ⇒ (1, 1) + 11 + 2 + 4 + 9 + (2, 5) = 35
Full revenge: 1d20 + 11 + 2 + 4 - 3 ⇒ (3) + 11 + 2 + 4 - 3 = 17Dmg: 2d4 + 11 + 2 + 4 + 9 + 2d6 ⇒ (2, 3) + 11 + 2 + 4 + 9 + (4, 1) = 36
Full revenge: 1d20 + 16 + 2 + 4 - 3 ⇒ (14) + 16 + 2 + 4 - 3 = 33Dmg: 2d4 + 11 + 2 + 4 + 9 + 2d6 ⇒ (1, 2) + 11 + 2 + 4 + 9 + (1, 3) = 33
During this campaign, there were times i was so happy being so beefy on HP. Now is one of those times :)
Granted, if we didn't have Silas' aids, we'd have seen deaths, i reckon.

Silas Hawkwinter |

Silas continues in bombastic style, "That's the spirit soldier! Have at em with that scythe! See how they fall before you unto the second death! No escape, no surrender!"
Ranged aid another: Hecktor: 1d20 + 4 + 9 ⇒ (12) + 4 + 9 = 25
Move action: Put inspire back up again 10/22
Standard action: Aid another

GM Niles |

Silas def saved you guys bacon in this fight. If Hecktor would have went down with all 4 morhg still up, it would not have been pretty.
The combined efforts of the Heroes are more than enough to dispatch the final undead monstrosity.
This strangely-shaped chamber is essentially an oblong room with
six oval subrooms branching off of it at regular intervals. The ceiling
here is 30 feet high and vaulted like a cathedral. Each of the small
rooms has a short flight of stairs leading up to a narrow platform.
Each platform has an intricately-carved, upright, closed sarcophagi
and a set of large, broken iron chains that at one point probably
held the sarcophagi shut.

Hecktor |

That's a given...would've been worse if they could turn people into zombie lords.
Taking inthe sight, Hecktor whistles softly.
"Well would you look at that, this could've been a place of worship at one point? Of course, not so much anymore now."
I'd love to spot things, but at most i roll a 20.
See anything?: 1d20 ⇒ 2
I'm missing the second digit here. :)

Silas Hawkwinter |

Silas remarks, "Let's search first, it lwouldn't do to get more of these in the derrier when confronting their master."
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
After a bit Silas finds a rod and hands it to Jaxom, saying "Here, I think this may prove useful..."

Jaxom, Stone-Twin |

If you guys are damaged, you should take care of that. Jaxom isn't equipped to be the medic.
"Thank you, Silas. Let's try the southern hallway. Friend Gilmork and Luc, care to scout ahead?"

Silas Hawkwinter |

I think we need a bit of a nudge.
Looking troubled, Silas tells the others, "There's no knowing what will be behind those stone doors once opened. What we do know is there's a powerful necromancy on it. Perhaps we should read the death-ward scrolls before opening it, and proceed quickly to engage this lair's master."

GM Niles |

Waiting on someone to tell me what you guys are doing. I'd roll, but I have no idea where you guys wanna go?

GM Niles |

There's only two choices either you wanna open the locked door or you wanna go check out the only spot you haven't checked out. #3 as its labeled on the map. I'll assume you want to go to #3
Gilmork stalks forward and soon you arrive at a room filled with candles.
Entering the room, a foul smoke clots the air that reeks of burnt
animal fat. Drizzling from corner alcoves, streams of pallid wax pool
across the floor from the two-foot-diameter stubs of once-massive
candles, their sputtering wicks now moments from winking out.
Beyond the alcoves is a semi-attached room filled with oversized
metal and stone cogs. Blocking the path stands the hulking forms of
several misshapen humanoid creatures seemingly carved from solid wax.
Gilmork is unnoticed.
The map is updated

Gilmork |

Gilmork sneaks back and comes back to the others to report.
"There are some sort of humanoid-shaped oddities in the next room. They appear to be made of wax entirely."
The elf says whispering.
"I don't know what exactly lies beyond that, but I could see ston and metal cogs there."

Lucanor |

"Stone or metal cogs seem to denote some sort of mechanism," Lucanor ponders aloud, "Course, given our track record, I wouldn't be surprised if the wax figures were to somehow wake up if we got close."

Silas Hawkwinter |

"Weeeeird!" mutters Silas as tries to understand what he's seeing. The lesser sealstone whispers something in the back of his mind, but is it speaking in a language he understands?
Kn:Arcarna: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27

GM Niles |

Silas believes that these are Golems made from wax, and as Hecktor surmised they would be highly resistant to conventional weapons.

Silas Hawkwinter |

Looking like he's bitten something sour, Silas grumbles, "Waxwork golems, the stuff of nightmare." It occurs to Silas that turning somebody into an animated waxwork is the kind of thing the dark fey might indulge in. Still in this instance there was no suggestion of their involvement, this was likely some hideous experiment of Drazmorg's.
He glaces at the others and suggests, "We should burn them, with fire."
A fine sentiment. Mechanically I'm not sure how we'd achieve that. Silas's blistering invective is likely to be ineffective vs a golem. He's also out of tangleburn bags and alchemist's fire. Maybe we'll just have to get Hector to power attack his way past any DR they have.

Silas Hawkwinter |

Not sure. Niles does Silas know their defenses and weaknesses if any?

Lucanor |

Having heard Silas' Lore on the things, Lucanor tries to remember what, if anything, he knows about their weaknesses and aid his friend...
Knowledge Arcana, Plus Monster Lore to know weaknesses, to aid Silas earlier roll 1d20 + 9 ⇒ (18) + 9 = 27

GM Niles |

Weakness: vulnerability to fire

Silas Hawkwinter |

"Hecktor you've still got that Adamantine Sickle right?" asks Silas. He then asks Jaxom, "Can you summon any more of those infernal hounds?" Something about his tone made it apparent he wasn't keen on such fiendish minions, yet he could not deny their utility. No doubt the road to hell was made from such observations...
He glances at his twin swords, "I doubt these will be much use, I feel a little ill-prepared for this fight."
I guess mechanically the best thing to do is buff you and aid another on Hecktor. Silas can only cast one more 3rd level spell so if we use heroism here it won't be available for the boss. I suspect we'll need to rest after this anyway.

Silas Hawkwinter |

Pleased by the suggestion Silas responds, "Those would do the trick nicely I'm sure." He then starts rummaging in his pack and fetches a sheath of wierd looking arrows and hands them to Gilmork, "Would you believe I've been carrying these blunt arrows around since, well before I met you actually. Perhaps they'll be of use here?"
He then asks, "Lucanor, are you good to go?"

Gilmork |

Gilmork smiles as Silas offers him the arrows.
"I'll use them well my friend."
With that he walks up to Hecktor and lays a hand on his shoulder.
"May the lord who watches over the mighty beasts grant you their strength in the coming battle versus the unnatural."
Spell Failure 1-20: 1d100 ⇒ 85
Casting Bull's Strength on Hecktor adding an extra enhancement of +2 Strength to him, +2 instead of +4 due to your Belt of Giant Strength

Lucanor |

He then asks, "Lucanor, are you good to go?"
"Second," He drinks down a potion, some of his wounds healing, but not by much.
CLW potion: 1d8 + 5 ⇒ (5) + 5 = 10"And to answer your question, Silas. I feel like I needed a week long vacation starting an hour ago, but I suppose I'm not alone in that . So no point in letting me slow folks down. I don't have much that can hurt these things myself, but maybe I can help Hecktor line em up."
I may try some aid attacks during this.

GM Niles |

To bypass DR Adamantine and Bludgeoning you would need adamantine bludgeoning arrows not just Bludgeoning Arrows. Same with the sickle, it would need to be an adamantine mace or something. re:This fight, it was 100% optional....you guys wanted to fight these things apparently
Jaxom summons fire elementals (six of the darn things.)
Hecktor moves forward
Luc drinks a potion
Gilmork casts a spell
Jaxom: 1d20 + 2 ⇒ (11) + 2 = 13
Silas: 1d20 + 8 ⇒ (7) + 8 = 15
Gilmork: 1d20 + 3 ⇒ (8) + 3 = 11
Lucanor: 1d20 + 2 ⇒ (4) + 2 = 6
Hecktor: 1d20 + 2 ⇒ (14) + 2 = 16
Tallow Golem: 1d20 - 1 ⇒ (13) - 1 = 12
Round 1
Hecktor
Silas
Jaxom
Golems
Gilmork
Lucanor
Hecktor, Silas and Jaxom are up. I color coded everything.

Hecktor |

A double requirement? Well...good thing with the elementals then.
Hecktor advances, making a swing at the golem's head.
Morningstar, PA: 1d20 + 13 + 1 - 3 ⇒ (4) + 13 + 1 - 3 = 15Bump: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
3 dmg...probably...

Jaxom, Stone-Twin |

The blue flame attacks the red wax golem.
Slam: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Burn: 1d4 ⇒ 4*1.5 for Vulnerability: 6
Slam Confirm: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Burn: 1d4 ⇒ 2*1.5 for Vulnerability: 3
It needs to make a Reflex 11 check or catch on fire.
Grey, purple, and green flames swarm around the blue wax golem. Green draws an AoO; if that hits, the golem takes Burn: 1d4 ⇒ 4*1.5: 6 and make a Reflex check of 11 or catch on fire.
Slam: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Burn: 1d4 ⇒ 4*1.5 for Vulnerability: 6
Slam: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Burn: 1d4 ⇒ 2*1.5 for Vulnerability: 3
Slam: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Burn: 1d4 ⇒ 1*1.5 for Vulnerability: 2
For each of those attacks that hit, the blue wax golem must make a reflex check of 11 or catch on fire.
These elementals have a damage reduction of 4 and 15 HP.
Jaxom channel's the earth's fire through the scepter. It leaps from the red wax, to blue to green
Empowered Burning Arc: 8d6 ⇒ (6, 6, 2, 6, 2, 1, 4, 6) = 33*1.5*1.5: 74 Reflex: 19 for half
Empowered Burning Arc: 4d6 ⇒ (1, 4, 1, 5) = 11*1.5*1.5: 24 Reflex: 17 for half
Empowered Burning Arc: 2d6 ⇒ (4, 5) = 9*1.5*1.5: 20 Reflex: 17 for half

GM Niles |

Round 1
Hecktor moves up and misses.
Silas
Jaxom does a whole bunch of stuff and I'm not going to roll 25 reflex saves. Instead I'm just gonna add 2 fire damage to every attack and call it a day.
Red Wax golem takes 6 damage
Blue Wax Golem takes 12 fire damage.
Jaxom casts a nuke spell Red: 1d20 + 2 ⇒ (8) + 2 = 10 Blue: 1d20 + 2 ⇒ (14) + 2 = 16 Green: 1d20 + 2 ⇒ (15) + 2 = 17
The Red Wax golem melts into a puddle...
Golems
Gilmork
Lucanor
Just Silas now

Silas Hawkwinter |

Silas winces at the incredible heat that radiates form Jaxon's spell. Seeing the effect on the waxwork golem, he remarks acerbically "The candle that burns twice as light lasts half as long!"
His witticism draws out a chuckle from somewhere in the back and somehow it seems that these foes might not be quite so terrible...
Standing closer to Hecktor, he follows up with another observation, "Hecktor, I know we thought the sickle might be a good idea but honestly stick to the scythe. It's what you're good at, but you're gonna have to really put your back into it!"
Mechanically Silas used Inspire courage 11/22 and moved closer.

GM Niles |

Round 1
Hecktor moves up and misses.
Silas inspires and moves.
Jaxom does a whole bunch of stuff and I'm not going to roll 25 reflex saves. Instead I'm just gonna add 2 fire damage to every attack and call it a day.
Red Wax golem takes 6 damage
Blue Wax Golem takes 12 fire damage.
Jaxom casts a nuke spell
The Red Wax golem melts into a puddle...
Golems
Green moves and attacks Hecktor 1d20 + 13 ⇒ (3) + 13 = 16
Blue lashes out at one of the elementals 2d20 ⇒ (12, 20) = 32 +13 Confirm: 1d20 + 13 ⇒ (11) + 13 = 24 the Wax golem deals 6d8 + 9 ⇒ (5, 5, 4, 6, 6, 7) + 9 = 42 damage to the Fire Elemental and takes 2 damage in return.
Gilmork
Lucanor
Round 2
Hecktor
Silas
Jaxom
Golems
Gilmork
Lucanor
Good guys are up