
Kaylor Traice |

I believe players are up again?
Kaylor moves around and casts maximized intensified shocking grasp, attacking number 4 and giving the enemies another target (or rather 8) in the unlikely event they manage to last another round.
To Hit: 1d20 + 25 + 1 + 2 + 2 ⇒ (3) + 25 + 1 + 2 + 2 = 33
Damage: 1d6 + 14 + 14 + 3d6 + 60 + 1 ⇒ (4) + 14 + 14 + (4, 3, 3) + 60 + 1 = 103
He also goes ahead and activates brow gasher since soon there won't be any more enemies. Extra 7 bleed damage that it may be immune to and a -1 to hit for it.

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Nahoce channels Pharasma's holy power.
Channel Energy, DC22: 7d6 ⇒ (3, 2, 3, 2, 5, 3, 1) = 19

DoubleGold |

at zub, nope but combat over Heroes bring the pyramid to the ground safely and wati is safe again from that weapon, osirion is in danger.
and we will pause there, when I get my Norton back on Christmas Day, we will start Part 2 of book 5, beyond the crook taking you into slave trenches
A day passes as you all sleep in an inn comfortably with food and you all get healed.
meanwhile, loot list updated.

DoubleGold |

okay, so the slave trenches is nothing but one big giant maze, and the maze is too big for me to want to draw and keep track of everything. Although I'm giving you the full image of the maze, you must explore every dead end to eliminate all the monsters and find what you need. There is no need to rush to the exit of the maze, in fact, treat the exit of this maze only goes underground, and needs explored as well.
You all come to a maze, which is actually 3 miles long by 3 miles wide and also travels 50 feet underground. then 50 feet more underground.
look at only the the 2 mazes labeled simple mazes
when you get to the exit of maze 1, go to the start of maze 2 the underground area, but explore the all dead ends first before moving on, you will thank yourself for it. When you get to the exit of maze 2, there is more underground area to explore, and a 3rd maze for me to throw in, again, no rush.
Which dead end do heroes want to explore first from maze 1, or do they want to rush to the underground area?

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I'm more genre-savvy than my character is, but she's got high Wisdom so she can probably figure out the right-hand rule for mazes: always keep your right hand so it can touch the wall and you will never get lost (i.e., just turn around and use your left hand to go back the way you came). With those mazes, that leads to a quicker exit but we wouldn't know that going in so that's what I suggest, mapping as we go and marking the exit(s) found and continuing on to search the whole maze.
Why are we exploring these mazes again?

Elmar Thonsson |

If it helps, Elmar can detect constructs at a range of 60 feet (in case we see any suspicious statues), and his bonus to survival in dungeons (with favored terrain) is big enough to never, ever, ever get lost.

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I think that's pretty helpful in a maze, Elmar. If we're searching for something specific, Nahoce will periodically cast Detect Magic.

Kaylor Traice |

Remiel can also fly to get a birds' eye view of mazes. Plus Kaylor has the fly spell memorized. But right-hand rule sounds good to Kaylor, and if it's more of an Int thing than Wis, Kaylor has that part covered. We're only screwed if somehow you have to be super pretty to figure it out. ;-)

DoubleGold |

1. okay as Remiel flies, can he see at one end of the maze is an obelisk and 1 ossumental guarding it. The obelisk makes it hard for those to sleep in the slave trenches and must be destroyed, though destroying it is not in immediate attention and stand back when destroying it or else.
2. At another end of the maze he sees 1 hanshepu and 11 Sekrepheres representing the 11 deities worshipped.
3 .At another end of the maze Remiel can see the nest of the Dusk-Taker
4. At a corner of the maze, Remiel can see an Amber Chronograph it represents the 11 planets of Golarion's solar system. It is filled with ancient carvings all over. Here exists 1 gypsosphinx and 2 ossumentals.
5. Nothing important, The maze also has a mass grave, but no creatures near it.
6. Near the exit towards the more underground area is a sun disk and 1 hellhound there.
gypsosphix, need local 24 as it is a special creature.
Sekrepheres, these aren't monsters.
Obelisk and the url for it is..., You're joking right DM? Yes, Yes I am, just stank 20 feet back and destroy it, it can't hurt you.
hell hound, can you handle this thing?
Which route to first heroes? Anything you want to fight or do first?

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Knowledge Local, DC24: 1d20 + 10 ⇒ (6) + 10 = 16
@GM, what flavor of ossumental are these? Does Remiel see the Dusk-Taker, and what does it look like?
Might as well take them in numerical order, guys?

Kaylor Traice |

Kaylor automatically passes all those knowledge checks with a min roll of
Nature: 21 (not relevant here, I believe)
Arcana, Dungeoneering, Planes: 22 (hell hound and construct)
Local, Religion: 24 (ossumental and gyrosphynx)
"The hell hound is pretty trivial. The Hanshepsu is a construct immune to magic but weak to Dominate/Hold Animal or Soften Earth and Stone. Honestly, Elmar could probably take it out it one or two rounds. It has DR, like most constructs, and gets other features depending on what animal head it currently has."
Sure, numerical order works for me. Also, which head does the Hanshepsu currently have?

Elmar Thonsson |

If it's just one ossumental, Elmar will reluctantly shred the thing.
(All damage is magic)
Attack 1: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (1) + 31 - 2 - 4 + 1 + 6 = 33 (Dang, that's a humorous miss)
Damage: 2d8 + 2 + 12 + 14 + 24 ⇒ (6, 5) + 2 + 12 + 14 + 24 = 63
Attack 2: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (2) + 31 - 2 - 4 + 1 + 6 = 34 (much better, Dice Gods)
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (3) + 1 + 6 + 7 + 12 = 29
Attack 3: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (20) + 31 - 2 - 4 + 1 + 6 = 52
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (3) + 1 + 6 + 7 + 12 = 29
Attack 3 (confirm): 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (7) + 31 - 2 - 4 + 1 + 6 = 39
Damage: 2d8 + 2 + 12 + 14 + 24 ⇒ (7, 2) + 2 + 12 + 14 + 24 = 61
Attack 4: 1d20 + 26 - 2 - 4 + 1 + 6 ⇒ (12) + 26 - 2 - 4 + 1 + 6 = 39
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (5) + 1 + 6 + 7 + 12 = 31
Attack 3: 1d20 + 21 - 2 - 4 + 1 + 6 ⇒ (9) + 21 - 2 - 4 + 1 + 6 = 31
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (4) + 1 + 6 + 7 + 12 = 30
180 total damage

DoubleGold |

silver reloads his gun and we get to the next enemy with the 11 things.
We are all 25 feet from the enemy upon combat.
init: 21 + 1d20 ⇒ 21 + (2) = 23 kaylor
init: 14 + 1d20 ⇒ 14 + (14) = 28 silver
init: 7 + 1d20 ⇒ 7 + (15) = 22 zub
init: 7 + 1d20 ⇒ 7 + (7) = 14 nahoce
init: 14 + 1d20 ⇒ 14 + (12) = 26 elmar
init: 4 + 1d20 ⇒ 4 + (9) = 13 Hanshepsu construct

Kaylor Traice |

So...which head does it have?
Kaylor hangs back, mostly expecting Elmar to one-shot it. Next battle, I'm sneaking up to them.

Elmar Thonsson |

I guess that's an option.
(Thanks to Golembane Scarab, Elmar ignores the DR of the Hanshepsu)
Attack 1: 1d20 + 31 - 2 - 4 + 1 + 2 ⇒ (2) + 31 - 2 - 4 + 1 + 2 = 30
Damage: 2d8 + 2 + 4 + 14 + 24 ⇒ (5, 8) + 2 + 4 + 14 + 24 = 57
Attack 2: 1d20 + 31 - 2 - 4 + 1 + 2 ⇒ (1) + 31 - 2 - 4 + 1 + 2 = 29 (Another nat 1!)
Damage: 1d8 + 1 + 2 + 7 + 12 ⇒ (4) + 1 + 2 + 7 + 12 = 26
Attack 3: 1d20 + 31 - 2 - 4 + 1 + 2 ⇒ (5) + 31 - 2 - 4 + 1 + 2 = 33
Damage: 1d8 + 1 + 2 + 7 + 12 ⇒ (8) + 1 + 2 + 7 + 12 = 30
Attack 4: 1d20 + 26 - 2 - 4 + 1 + 2 ⇒ (5) + 26 - 2 - 4 + 1 + 2 = 28
Damage: 1d8 + 1 + 2 + 7 + 12 ⇒ (2) + 1 + 2 + 7 + 12 = 24
Attack 3: 1d20 + 21 - 2 - 4 + 1 + 2 ⇒ (19) + 21 - 2 - 4 + 1 + 2 = 37
Damage: 1d8 + 1 + 2 + 7 + 12 ⇒ (5) + 1 + 2 + 7 + 12 = 27
Attack 3 (confirm): 1d20 + 21 - 2 - 4 + 1 + 2 ⇒ (17) + 21 - 2 - 4 + 1 + 2 = 35
Bonus Crit Damage: 2d8 + 2 + 4 + 14 + 24 ⇒ (5, 1) + 2 + 4 + 14 + 24 = 50
That's 188 total damage.

Kaylor Traice |

Good thing it didn't have the scarab head on, or the golembane scarab wouldn't have helped you at all.
Assuming that does indeed kill it.
Kaylor casts his normal shocking grasp and moves stealthily towards the next group.
Stealth: 1d20 + 20 + 20 ⇒ (7) + 20 + 20 = 47
I believe next is a group of 3, and we still need stats for gypsosphix and what kind of ossumentals we're facing.

DoubleGold |

next battle the dusk-taker then the group of 3.
Awakened arcane roc
init:6 lowlight, perception 28
ac 32/26 (see note), touch 11 (adamantine is 17), ff 29
hp 196 fort 17, reflex 16, will 11
sr 25
speed 20, fly 80
bite 24 (2d8+10), and 2 talons 24 (2d6+10)
special attacks mythic magic 3/day, simple arcane spellcasting, greater scrying dc 19, mage armor (see note), mind blank, reverse gravity, telekineisis dc 17.
everyone roll stealth checks prior to reaching this thing, you can get up to 20 feet before it would notice you and you can't stealth anymore. +5 bonus to stealth if you want to start the round at 50 feet away from it. (success means it did not have time to cast mythic version of mage armor)
perception: 28 + 1d20 ⇒ 28 + (12) = 40
and when combat starts
init:: 21 + 1d20 ⇒ 21 + (9) = 30kaylor
init:: 14 + 1d20 ⇒ 14 + (12) = 26silver
init:: 7 + 1d20 ⇒ 7 + (17) = 24zub
init:: 7 + 1d20 ⇒ 7 + (12) = 19nahoce
init:: 14 + 1d20 ⇒ 14 + (1) = 15elmar
init:: 6 + 1d20 ⇒ 6 + (19) = 25 dusk-taker

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everyone roll stealth checks prior to reaching this thing, you can get up to 20 feet before it would notice you and you can't stealth anymore. +5 bonus to stealth if you want to start the round at 50 feet away from it.
How far away do we start if we don't choose the 50 feet option?

Kaylor Traice |

Kaylor's invisible due to his ring of invisibility, so can he get right up next to it without it noticing, assuming it fails its perception check?

Silver Bullet |

silver will fire at it 3 times hit: 3d20 ⇒ (7, 14, 8) = 29 and since it is vs touch with a really high modifier, only a 1 will miss.
dmg: 3d8 + 27 ⇒ (3, 3, 4) + 27 = 37 b and p
dmg: 3d6 ⇒ (5, 5, 1) = 11 acid
dmg: 3d6 ⇒ (4, 3, 6) = 13 fire
and only does a few minor scratches to it, but it all adds up to cause it some pain.

Kaylor Traice |

I just noticed the creature has SR, in which case Kaylor would have cast Elemental Body 2 instead of shocking grasp. I'm assuming that's ok since it doesn't affect anything that's happened yet?
Kaylor appears next to the beast and all out attacks it.
Arcane Mark: 1d20 + 25 - 2 + 1 ⇒ (1) + 25 - 2 + 1 = 25
Haste: 1d20 + 25 - 2 + 1 ⇒ (16) + 25 - 2 + 1 = 40
To Hit 2: 1d20 + 20 - 2 + 1 ⇒ (1) + 20 - 2 + 1 = 20
Confirm Haste: 1d20 + 25 - 2 + 1 + 9 ⇒ (8) + 25 - 2 + 1 + 9 = 41
Damage 1: 1d6 + 14 + 14 + 3d6 ⇒ (1) + 14 + 14 + (4, 3, 5) = 41
Haste: 2d6 + 14 + 14 + 14 + 3d6 ⇒ (3, 1) + 14 + 14 + 14 + (5, 3, 4) = 58
Wow, 2 natural 1's.
Total Damage: 41 + 58 = 99
AC currently >45

DoubleGold |

he will try to attack kaylor in return clawing and biting hit: 3d20 ⇒ (4, 18, 3) = 25 since only nat 20s will hit him, modifiers don't matter. but claws up the armor instead.
He gets finished off and demolished by elmar, nahoce and zub as he doesn't stand a chance with the energy he has left.
Combat 4
init: 21 + 1d20 ⇒ 21 + (19) = 40 kaylor
init: 14 + 1d20 ⇒ 14 + (14) = 28 silver
init: 14 + 1d20 ⇒ 14 + (5) = 19 elmar
init: 7 + 1d20 ⇒ 7 + (15) = 22 nahoce
init: 7 + 1d20 ⇒ 7 + (12) = 19 zub
init: 3 + 1d20 ⇒ 3 + (13) = 16 ossumentals
init: 9 + 1d20 ⇒ 9 + (8) = 17 gyrosphix
map updated, stay within the light blue squares, to go outside the light blue squares means you can walk through walls.
also the sphinx
ac 30, t 13, ff 25
hp 243, fort 18, refex 16, will 14
speed 50, fly 90
bite 30 (2d6+14) and 2 claws 30 (1d8+14)
also specials: knockdown, pounce, rake (2 claws, 30, 1d8+14)
spells: constant, see invisiblity, detect magic
at will-augury
3/day comphrehend languages, greater disple magic legend lor
1/day slay living dc 22

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Nahoce calls forth a Cold Ice Strike (DC 23, 1/2 damage) at both sets of foes.
Cold Ice Strike: 14d6 ⇒ (1, 5, 6, 6, 1, 5, 5, 6, 3, 6, 4, 4, 3, 4) = 59

Elmar Thonsson |

Elmar will see if he can finish off both Ossumentals in one set of attacks, targeting one and then carrying over to the other.
Attack 1: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (8) + 31 - 2 - 4 + 1 + 6 = 40
Damage: 2d8 + 2 + 12 + 14 + 24 ⇒ (3, 4) + 2 + 12 + 14 + 24 = 59
Attack 2: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (14) + 31 - 2 - 4 + 1 + 6 = 46
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (1) + 1 + 6 + 7 + 12 = 27
Attack 3: 1d20 + 31 - 2 - 4 + 1 + 6 ⇒ (14) + 31 - 2 - 4 + 1 + 6 = 46
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (2) + 1 + 6 + 7 + 12 = 28
Attack 4: 1d20 + 26 - 2 - 4 + 1 + 6 ⇒ (7) + 26 - 2 - 4 + 1 + 6 = 34
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (1) + 1 + 6 + 7 + 12 = 27
Attack 5: 1d20 + 21 - 2 - 4 + 1 + 6 ⇒ (1) + 21 - 2 - 4 + 1 + 6 = 23
Damage: 1d8 + 1 + 6 + 7 + 12 ⇒ (7) + 1 + 6 + 7 + 12 = 33
Nope, guess not. And that last one was a nat 1

Kaylor Traice |

Has it been less than 14 minutes since the last battle? I'm wondering if I'm still an air elemental or not.
Kaylor moves forward, casting maximized shocking grasp as he attacks the gyrosphinx.
To Hit: 1d20 + 23 - 4 + 1 ⇒ (10) + 23 - 4 + 1 = 30
Damage: 1d6 + 12 + 14 + 60 + 3d6 ⇒ (3) + 12 + 14 + 60 + (1, 2, 4) = 96 +2 damage if he's still an air elemental
AC either 47 or 52 depending on if he's an air elemental

DoubleGold |

which is enough to kill it. The ossumental, looking confused casts a spell that makes it go off to another plane.
Heroes continue on forward and easily dispatch of the Hell Hound.
maze 2 remember these 2 mazes, we are on simple maze two, but this one is underground, so flying above to scout ahead won't work. You can travel north and around the corner to the south to explore dead end number 1, or you can go east and to dead end number 2 to explore, or go through the opening. Exploring the entire 2nd maze is optional.

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Perhaps Remiel could scout ahead invisibly, returning with any interesting tidbits? If not, dead end #1 looks closest. There first.

Kaylor Traice |

Kaylor passes his ring to Remiel and asks him to do some scouting ahead.
Remiel Stealth: 1d20 + 26 + 20 ⇒ (14) + 26 + 20 = 60

DoubleGold |

okay so in that corner there are 3 cruideammons. the last bend goes off to a couple of hundred feet before hitting the dead end, but you can see them from 60 feet out and they can see you from 60 feet out. Do you wish to go to corner 1 and fight them?
if you do
kaylor: 21 + 1d20 ⇒ 21 + (3) = 24
elmar: 14 + 1d20 ⇒ 14 + (6) = 20
silver: 13 + 1d20 ⇒ 13 + (1) = 14
zub: 7 + 1d20 ⇒ 7 + (2) = 9
nahoce: 7 + 1d20 ⇒ 7 + (13) = 20

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Not undead, so Nahoce feels no burning need to destroy them. Then again, it can't be a good thing having them on the Prime Material causing mischief and such, and definitely not a good thing to be potentially following us around, waiting for when we're distracted.
Let's send them home.

Kaylor Traice |

Planes: 1d20 + 21 ⇒ (9) + 21 = 30
"It's resistant to damage that isn't good and silver. Immune to acid, bleed, death effects, disease, and poison. Resistant to cold, electricity, fire, and spells. Its first two attacks are pretty much guaranteed to hit everyone except me and do bleed damage. Invisibility and mirror image won't help. It can cause fear, teleport, create glyphs of warding or hold monsters 3/day, and cause insanity, summon piscodaemons, or create a symbol of pain 1/day."
Reminder: +3 or higher weapons bypass silver/cold iron DR
"I imagine the fight would be tricky; certainly its combination of abilities is irksome. We'd want to prepare accordingly."
Kaylor is fine either way when it comes to attacking them. He'd transform into an air elemental first though.

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Nahoce casts defensively and calls forth the Blessing of Pharasma's Fervor.
Cast Defensively, DC23: 1d20 + 21 ⇒ (6) + 21 = 27

Elmar Thonsson |

Ohoho, that's the wrong move on their part. Since Elmar's behind his allies, he can attack without penalty or provoking AoOs.
P.S. Elmar put his wolf back in the bag after that fight.
Elmar launches a volley of arrows at one of the Demons; Clustered Shots means that their DR/silver only applies once.
Attack 1: 1d20 + 31 - 2 - 4 + 1 ⇒ (2) + 31 - 2 - 4 + 1 = 28
Damage: 2d8 + 2 + 14 + 24 ⇒ (8, 5) + 2 + 14 + 24 = 53
Attack 2: 1d20 + 31 - 2 - 4 + 1 ⇒ (19) + 31 - 2 - 4 + 1 = 45
Damage: 1d8 + 1 + 7 + 12 ⇒ (4) + 1 + 7 + 12 = 24
Attack 2 (confirm: 1d20 + 31 - 2 - 4 + 1 ⇒ (12) + 31 - 2 - 4 + 1 = 38
Damage: 2d8 + 2 + 14 + 24 ⇒ (5, 8) + 2 + 14 + 24 = 53
Attack 3: 1d20 + 31 - 2 - 4 + 1 ⇒ (10) + 31 - 2 - 4 + 1 = 36
Damage: 1d8 + 1 + 7 + 12 ⇒ (5) + 1 + 7 + 12 = 25
Attack 4: 1d20 + 26 - 2 - 4 + 1 ⇒ (3) + 26 - 2 - 4 + 1 = 24
Damage: 1d8 + 1 + 7 + 12 ⇒ (4) + 1 + 7 + 12 = 24
Attack 5: 1d20 + 21 - 2 - 4 + 1 ⇒ (7) + 21 - 2 - 4 + 1 = 23
Damage: 1d8 + 1 + 7 + 12 ⇒ (3) + 1 + 7 + 12 = 23

Kaylor Traice |

Kaylor stifles the urge to laugh. His enemy coming to him? How gloriously foolish! Without any though, he easily casts Brow Gasher, immediately releasing it upon his foe. My interpretation of the spell is that the SR check applies to the sword I'm casting it on, not on the target I use the sword on. If I'm wrong, let me know.
He then activates his boots free action and makes his sword a +5 keen frost icy burst scimitar. A quick Google search suggests that it's unclear if a weapon can be both frost and icy burst/it's up to the DM. If they can't, just make the 2nd d6 shocking instead, not that it changes anything this round.
To Hit 1: 1d20 + 25 - 2 + 2 - 4 ⇒ (7) + 25 - 2 + 2 - 4 = 28
Haste: 1d20 + 25 - 2 + 2 - 4 ⇒ (6) + 25 - 2 + 2 - 4 = 27
To Hit 2: 1d20 + 20 - 2 + 2 - 4 ⇒ (13) + 20 - 2 + 2 - 4 = 29
The 2d6 is frost, and this bypasses both DRs due to alignment and weapon enhancement.
Damage 1: 1d6 + 14 + 14 + 2d6 ⇒ (3) + 14 + 14 + (2, 1) = 34
Haste: 1d6 + 14 + 14 + 2d6 ⇒ (6) + 14 + 14 + (1, 1) = 36
Damage 2: 1d6 + 14 + 14 + 2d6 ⇒ (6) + 14 + 14 + (4, 2) = 40
Total Damage (including DR and resistance): 34 - 3 + 36 - 2 + 40 - 6 = 99
The daemon right in front of him also takes a -1 on all of its attacks from Brow Gasher.
AC53 (+2 Dex +3 natural armor from Elemental Body 2, +2 blessing, +3 fighting defensively with several ranks in acrobatics)
Remiel withdraws vertically upwards to be out of the way.