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AoO +1 keen adamantine chestus : 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d4 + 8 + 4 + 6 ⇒ (1) + 8 + 4 + 6 = 19
Setare strikes the thing that is now standing in front of her.
If the golem is down she’ll move to the yellow ghostly figure with air walk and attacks fighting defensively (take first attack below).
She then flurries with her adamantine Chestus in a defensive crane pose.
”It is ... huge!“ she whispers.
Flurry +1 keen adamantine chestus : 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d4 + 8 + 4 + 6 ⇒ (3) + 8 + 4 + 6 = 21
Primary +1 keen adamantine chestus : 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d4 + 8 + 4 + 6 ⇒ (1) + 8 + 4 + 6 = 19
Iterative +1 keen adamantine chestus : 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d4 + 8 + 4 + 6 ⇒ (4) + 8 + 4 + 6 = 22

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Could you add Heroism the buff list for both Sparky and Vermin? I believe my touch AC vs these guys will be 17 including the mage armor.
Wearing his Ghost Touch amulet of mighty fists Megaraptor Vermin pounces on Orange. All his damage is augmented by his Deliquescent Gloves, which adds an additional 1d6 acid. This is included in the damage total but I do not know if acid hurts these creatures.
Claw 1: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 242d6 + 7 + 1d6 ⇒ (6, 1) + 7 + (4) = 18
Claw 2: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 272d6 + 7 + 1d6 ⇒ (4, 3) + 7 + (6) = 20
Bite: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 351d8 + 10 + 1d6 ⇒ (7) + 10 + (2) = 19
Talons: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 242d6 + 7 + 1d6 ⇒ (6, 4) + 7 + (5) = 22
Rake: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 362d6 + 7 + 1d6 ⇒ (4, 2) + 7 + (2) = 15
Rake: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 272d6 + 7 + 1d6 ⇒ (3, 5) + 7 + (6) = 21
Init +2; Senses low light vision; Perception +16, 18 on traps and secret doors (Bestial, Scavenger)
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+10 armor,, +2 Dex, +8 natural, +1 Ring, -1 size)
hp 83 (10d8+30)
Fort +13, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
--------------------
Offense
--------------------
Speed 60 ft.
Melee 2 Claws +16 (2d6+7), +16 Bite (1d8+10), +11 Talons (1d6+4)
Pounce, Rake
Druid (Saurian Shaman) Spells Prepared (CL 9):
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 12, Int 10, Wis 16, Cha 7
Base Atk +7; CMB +16; CMD 32
Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.
Celestial Template
Senses The creature gains darkvision 60 ft.
Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Table: Celestial Creature Defenses Hit Dice Resist Cold, Acid, and Electricity DR
1–4 5 —
5–10 10 5/evil
11+ 15 10/evil

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The golem cracks at Setare's blow, collapsing back into its coral hiding space. She moves quickly to face the new threat and punches it.
For his part, Vermin is quite prepared for these foes and literally tears the phantom apart with his new-found form.
Round 3 - Bold can act - Communal Airwalk and Delay Poison are up - Dim light
Yellow Incorporeal -10 damage <flying 25 feet high>
Orange Incorporeal -79 damage <destroyed>
Setare
Vermin <barkskin, heroism, greater magic fang, longstrider>
Fahd <greater magic fang>
Lissa <kinetic form>
Galyth <shield>
Victoria <mage armor, mirror image 5>
Sparky <barkskin, heroism, frostbite, longstrider>
Purple Coral Creature -103 damage <destroyed>

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Fahd double moves, ready to close with the remaining creature next round.
Could someone please move me 60’ toward the enemy? Thanks.

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60 would put adjacent. Do you want to be adjacent?

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60 would put adjacent. Do you want to be adjacent?
Better move me 50’ then. Thanks!

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Lissa watches as the coral construct falls, followed swiftly by one of the specters. Seeing the remaining specter rapidly get surrounded, she skates on an flume of mist to the wall, and shoots out a tendril of water at it, knowing that she isn't going to do a huge amount of damage, but every little bit helps.
Move
Standard Action - Water Whip vs. Yellow.
Water Blade: 1d20 + 19 ⇒ (7) + 19 = 26 for: 6d6 + 10 ⇒ (1, 3, 5, 2, 4, 2) + 10 = 27 damage

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Fahd joins the fight and Lissa's watery whip strikes again. A third incorporeal slides out of the ceiling and lashes out at Vermin, filling him with unholy energy. Negative energy, if it matters
red vs Vermin's touch: 1d20 + 12 ⇒ (8) + 12 = 202d8 ⇒ (5, 2) = 7
I need a fort save from Vermin or take Strength drain: 1d6 ⇒ 1
Round 3 - Bold can act - Communal Airwalk and Delay Poison are up - Dim light
Yellow Incorporeal -23 damage <flying 25 feet high>
Orange Incorporeal -79 damage <destroyed>
Setare
Vermin -7 damage <barkskin, heroism, greater magic fang, longstrider> <Need fort save vs STR drain>
Fahd <greater magic fang>
Lissa <kinetic form>
Red Incorporeal <flying 25 feet high>
Galyth <shield>
Victoria <mage armor, mirror image 5>
Sparky <barkskin, heroism, frostbite, longstrider> <Need a special (higher than normal DC) handle animal check if you want Sparky to move close to the undead creatures>
Purple Coral Creature -103 damage <destroyed>

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Not sure how to read Galyth's position. He has the yellow marks around him. Is he surrounded by hounds or something? Are they preventing his movement at all?
Also the golem isn't currently threatening and the ghost has 5' reach as far as we've seen, right?

Sparky Runelands |

With his planned target down Sparky moves to protect his friend, poncing on Red.
Bite: 1d20 + 15 + 2 + 1 + 2 ⇒ (5) + 15 + 2 + 1 + 2 = 252d6 + 9 + 1 ⇒ (6, 2) + 9 + 1 = 18
Claw: 1d20 + 15 + 2 + 1 ⇒ (10) + 15 + 2 + 1 = 281d6 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Claw: 1d20 + 15 + 2 + 1 ⇒ (6) + 15 + 2 + 1 = 241d6 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Note that Spark wears an amulet of Mighty Fists +1 so his attacks are magical. Frostbite triggers on each hit but even if cold will hurt the undead it is non-lethal damage so I suspect it has no effect.

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@Gaylth They don't prevent movement. Golem is destroyed. Ghost is up near ceiling and doesn't seem to have reach.
@Sparky Need a handle animal check to move toward these creatures

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Handle Animal: 1d20 + 10 ⇒ (10) + 10 = 20
Sparky has two tricks in Attack. The second is "Attack Any Target". I am not sure handle animal is required.
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

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Not sure how high the ceiling is. If Galyth can get behind the ghost for a flank without provoking he'll do so. If not, he'll move around to position better for next turn.
Damage: 1d4 + 9 ⇒ (1) + 9 = 10
Sneak Attack Damage: 5d6 ⇒ (2, 1, 4, 1, 3) = 11 - Debilitating vs Attacks (-6 vs Galyth & -2 vs others)
Dispelling Sneak Attack: 1d20 + 10 ⇒ (4) + 10 = 14

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@Vermin Normally, the Handle Animal DC for attack any target is 10 (12 if injured) so people auto-make it, this creature has a special ability that makes it much higher.
@Galyth I put the creature's height above the ground in the description. The ceiling is just above them. So ceiling=30 feet.

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@Vermin Normally, the Handle Animal DC for attack any target is 10 (12 if injured) so people auto-make it, this creature has a special ability that makes it much higher.
OK. I have no idea what these things are. Did I make the Handle Animal check?

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I doubt I could reach the area Galyth wants to get to then. Double move to be ready to attack next turn. I'm not in a good spot to move his mini right now but will get it later.

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Victoria will step forward to get a better view.
The leader is down, if that was the leader. These seem more likely independent agents of death. Nothing beautiful about them to redeem.
Magic missiles always seems appropriate against incorporeals.
she spreads her hands and launches a spray at the closest undead.
MM: 5d4 + 5 ⇒ (1, 1, 1, 1, 4) + 5 = 13
Bleh on the dicebot here too!

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I tried to list everyone at the heights they should be now to help with the 3D combat.
Gaylth repositions, avoiding the creature's reach. Victoria sprays the new arrival with force missiles. Sparky rises, but hesitates before getting too close.
The hounds follow Gaylth but to no avail. The spirit tries as well but cannot target the slippery rogue.
yellow hounds on Galyth: 1d20 + 11 ⇒ (10) + 11 = 21
yellow touch on Galyth: 1d20 + 12 ⇒ (1) + 12 = 13
Round 4 - Bold can act - Communal Airwalk and Delay Poison are up - Dim light
Yellow Incorporeal -23 damage <flying 25 feet high>
Setare <25 feet up>
Vermin -7 damage <barkskin, heroism, greater magic fang, longstrider, 20 feet up>
Fahd <greater magic fang, 25 feet up>
Lissa <kinetic form, 15 feet up>
Red Incorporeal -13 <flying 25 feet high>
Galyth <shield, 25 feet up>
Victoria <mage armor, mirror image 5>
Sparky <barkskin, heroism, frostbite, longstrider, 10 feet up>

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Lissa skids forward a step before taping her boots together, as she begins to blur a little from a sudden increase in speed. In the moment of alacrity, she launches out a trio of watery lashes at the closer of the two specters.
5 foot
Free action - activating Boots of Speed(Round 1/10)
Full attack with Water Whip on Yellow.
Water Blade(Haste): 1d20 + 20 ⇒ (17) + 20 = 37 for: 6d6 + 10 ⇒ (1, 5, 3, 5, 2, 6) + 10 = 32 damage
Water Blade(Second strike, Haste): 1d20 + 15 ⇒ (8) + 15 = 23 for: 6d6 + 10 ⇒ (5, 6, 4, 4, 3, 4) + 10 = 36 damage
Water Blade(Haste strike,Haste): 1d20 + 20 ⇒ (11) + 20 = 31 for: 6d6 + 10 ⇒ (2, 1, 1, 3, 1, 1) + 10 = 19 damage

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Concerned that his animal friend might not be ok Vermin encourages it to help again before he bites and claws at the strange undead.
Handle Animal: 1d20 + 10 ⇒ (3) + 10 = 13
Claw 1: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 242d6 + 7 + 1d6 ⇒ (5, 1) + 7 + (2) = 15
Claw 2: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 382d6 + 7 + 1d6 ⇒ (3, 5) + 7 + (3) = 18
Bite: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 301d8 + 10 + 1d6 ⇒ (7) + 10 + (1) = 18
Talons: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 202d6 + 7 + 1d6 ⇒ (6, 1) + 7 + (4) = 18
Confirm, Clas 2: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 192d6 + 7 + 1d6 ⇒ (5, 2) + 7 + (5) = 19

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Setare strikes the incorporeal creature in a defensive crane pose.
”It i.. is scary!“ she whispers.
Flurry +1 keen adamantine chestus : 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d4 + 8 + 4 + 6 ⇒ (3) + 8 + 4 + 6 = 21
Primary +1 keen adamantine chestus : 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d4 + 8 + 4 + 6 ⇒ (1) + 8 + 4 + 6 = 19
Iterative +1 keen adamantine chestus : 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d4 + 8 + 4 + 6 ⇒ (1) + 8 + 4 + 6 = 19

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Setare is able to get a few punches in while Vermin decimates the other. Fahd and Lissa are able to handle the final one and the pesky hounds quickly fade away. Only the sounds of random water drips remain in the vast chamber.
A bracelet of coral beads is stuck to the jagged outcroppings on the golem’s body. The waters surrounding the creature also contain a pair of bracers made from the woven skin of some undersea beast.
Combat Over! - Communal Airwalk and Delay Poison are up - Dim light
Yellow Incorporeal -85 damage <destroyed>
Setare
Vermin -7 damage <barkskin, heroism, greater magic fang, longstrider>
Fahd <greater magic fang>
Lissa <kinetic form>
Red Incorporeal -82 damage <destroyed>
Galyth <shield>
Victoria <mage armor, mirror image 5>
Sparky <barkskin, heroism, frostbite, longstrider>

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”We ready to continue,” Fahd asks, looking around at the remnants of the battle.

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Spellcraft, Bracers: 1d20 + 5 ⇒ (6) + 5 = 11
Spellcraft, Bracelet: 1d20 + 5 ⇒ (12) + 5 = 17
I know little of the workings of magic, but these trinkets are likely valuable and useful as well. Vermin pronounces after a moment of study. Can someone more schooled in such matters take a look at them?

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The door provides little trouble and you enter the next room, which looks quite similar in construction to the initial entry chamber. Three doors exit, none look particularly remarkable, although the room does smell of burnt cinnamon.
North, east or south?

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Setare lets the party check for traps and if all is clear she opens the door in front of her.

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Something about the room's dimensions seems to wobble and adjust as you open the door. Inside... stone tables, workbenches, and shelves furnish the room, many of them crowded with ancient alchemy equipment and empty containers. Most of the alchemical equipment has degraded to uselessness. However, the room still contains enough odds and ends to cobble together a functional alchemist’s lab.
As you pause to enter, there is the sound of a large crash beyond the door to the north.

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Fahd follows Setare through the room to the sound of the crash. Figuring this was as good a time as any, he pulled the cork and chugged his mutagen. He immediately rippled and after about three seconds, Fahd was much thicker and stronger looking than before.

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Before leaving the water room Vermin asks Anyone gonna ID either the bracelet or bracers? I am not wearing any thing on my wrists and am gonna put on one of these. Anyone care which?

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Despite the startling sound, the room to the north is more or less empty as well, only containing more alchemical supplies.
------------------------------
Turning your attention to the door to the east, Gaylth checks the door before opening it. The door pulses as if it breathes for a moment, so the rogue redoubles his efforts. After a few more checks, he deems it safe enough to open.
This chamber beyond is sculpted to resemble a spacious captain’s cabin. The walls, floor, and ceiling are covered with rich but weathered mahogany panels and a large bed covered with dusty silk sheets and fine linens dominates the middle of the far wall. Five worm‑eaten tapestries hang from the walls, each depicting a sailing ship adrift in stormy seas under attack from an assortment of ferocious sea monsters. A desk cluttered with stacks of moldy books and crumbling scrolls sits against the south wall. Mounted to the wall above the desk is a grotesque leather mask resembling an eyeless human face with a scraggly beard. New picture!

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Victoria nods as the foes are dispatched
”Strong work indeed! “
She casts detect magic before continuing
Spellcraft : 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft : 1d20 + 9 ⇒ (17) + 9 = 26
”These are some fine pieces of arcane power... “
shares the relevant info
***
”The aesthetic of this place could use a bit of work “
She recasts detect magic and peers into the room
Perception : 1d20 + 11 ⇒ (4) + 11 = 15

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I would take the longarm bracers if that is ok?
Setare looks at the mask. She tries to get it down.
“Is this ma.. magical?!“ she asks hesitantly.

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From the doorway, the tapestry on the north wall appears to be wet, sticky, and greenish hued.

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"Might as well search the place out," Galyth says as he enters the room. The tapestry was creepy, but hopefully one of his companions would be able to figure it out.
Perception: 1d20 + 27 ⇒ (14) + 27 = 41
* +5 vs traps (which probably stacks with the Gloomspires bonus above)
* +3 vs surprise
* +1 DC / 30' instead of +1 DC / 10'
* remain alert to sounds & take half penalties for sleeping (possibly not relevant)
* +5 to notice or locate invisible creatures or objects

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The silk sheets and linens on Sevenfingers’s bed are caked in dust but still worth some gold if properly laundered.
The desk is cluttered with handwritten notes, old scrolls, and a dozen mold-covered books. As Gaylth fingers through them a bit, the leathery "face" on the wall loudly wheeze-coughs then speaks up in in Shackles-accented Common.
“Ahoy, villains! Tho' mine eyes are long gone, I can still tell when I’m 'n the company of rascals 'n thieves! What brings ya wretched scalawags to Sevenfingers’s tomb? And have you brought ol' Thael Shivers a nip of grog ta share?”

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Victoria was about to write off the cabin as a lost cause as a mess long abandoned...until the voice.
What have we here? Who are you to make baseless accusations? Rascals indeed!

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The face turns noticeably dour and grimaces.
It will take a Bluff, Diplomacy, Intimidate, or Profession (sailor) check to continue any conversation with Thael.

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Setare looks at the face.
”You ... you are surely i.. in pain?! I am so so... sorry for what happened to.. to you! We might be a.. able to he.. help you Sir!!“ she says clearly moved.
diplomacy : 1d20 + 13 ⇒ (14) + 13 = 27

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Profession Sailor, to assist?: 1d20 + 7 ⇒ (11) + 7 = 18
Ahoy there matey. Might I guess that it were Sevenfingers what did what was done to ya and hung ya here? Anyone have any alcohol?

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”Sorry mate...I don’t carry alcohol while I’m on a mission. The reason is usually I drank all of it, made a rude comment, and got yelled at. Proven to be better for me to only drink on downtime, you see.”

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Victoria will assist.
diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26 aid
Whatever we can do to help, as this will help us in return.

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What's left of the face relaxes.
“Why, I am Thael Shivers, mates! An' yea, back in the day, Sevenfingers and I was heated rivals. He won, I reckon'."
The face animates a playful frown.

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kn planes : 1d20 + 9 ⇒ (1) + 9 = 10
Setare looks at the face and also relaxes.
”So if you w.. were his rival then th.. this means that we a.. are in the same b.. boat because we are here to f..find out where this e.. evil pirate is and you c.. could potentially h... help us?“

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Thael's eye sockets widen. "Ah, you know 'is heart, do ya. Well good luck findin' 'im. Sevenfingers 'as gone to Leng. Been gone for months now, I reckon. He seeks tha Mines of Baol-Kataar. That’s where he hopes ta find some magical rubies.”

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Setare looks confused.
"Ehh ... rubies? Leng? I .. I know that there a.. are smarter people here bu... but maybe you can te.. tell us more about what his plans are and what we should to find hi... him?!" she asks.

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Thael laughs, stretching his leathery skin taut.
“Nothing good, I can tell you that! If'n he gathers enough of dem rubies, he can build an engine that’ll give his ship the power ta sail between tha planes and to other worlds. His first stop will be here to reclaim his prized possession, the Voracious. Then he’ll feed its engine tha right rubies and pay tha Shackles a little visit. Yes, Old Sevenfingers has big plans for tha Shackles, he does. And big plans for tha rest of Golarion!”

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"That sounds dire, but our time in this area is limited. Do you know what we could do that would frustrate his plans?"

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"Arr. If I knew that, I wouldn't be hanging on this wall 'ere. I know Sevenfingers has a special ruby ring that his friends in Leng gave 'im. He uses it to jump between 'ere and Leng. Maybe you can find somethin' from the notes ya keep snoopin' through there or maybe there is somethin' in his treasury hidden behind the tapestry on the north wall there. Knock seven times if you're wantin' in." Thael exhales.