
DM Stylz |

Tannivh, save your acid dart.
The combined forces of the Pathfinders, and a few heavy-handed swings by Waruk, take down the skeletons as they don't stand to harass anyone ever again.
COMBAT OVER, HEAL AS NEEDED
After regrouping and tending to your bruised bodies and ego, you take a look around the room since you were first assaulted upon entering.
A pool of luminous blue water lies in the center of this grand chamber. A spectacular fountain pours into the pool from the image of a winged beast, perhaps a sphinx, low on the north wall. From there, a pair of steep stone stairs ascend in switchbacks to the north, flanked by ornamental pillars and terminating at a stone doorway
If you take 10 minutes, you can gather 1d10 + 10 ⇒ (7) + 10 = 17 pieces of blue ceramic from the bottom of the basin
After gathering the pieces of blue ceramic, you had up the switchback stairs you fought so hard to take from the skeletons, and head up the stairs at the top of them.
A terrible stone idol stands on a small dais in the center of this cross-shaped chamber. The idol depicts a demonic being with a birdlike head and writhing serpents for legs; the eyes are fiery orange gems. Ornamental pillars surround the chamber, and open archways lead from this chamber to the south (the way you just came from) and the west. An eerie soundlessness enwraps the entire chamber.
The idol, is that of Abraxas, demon lord of forbidden knowledge[/ooc]
[spoiler=spellcraft DC 24]
You identify the soundlessness as a Silence Spell

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Stowing some of the blue ceremic in her pack, Hootie looks at the Idol upon coming across it.
"That is one ugly thing."

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planes/scraft: 1d20 + 8 ⇒ (13) + 8 = 211d20 + 9 ⇒ (18) + 9 = 27
Tanivh pointedly moves away, outside the spells effect.
"Abraxas, demon lord of forbidden knowledge and we have a silence spell. Good to be useful."

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"So what next?"

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Nit tends to his own wounds.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Seeing another hallway Nit points west. There is a route this way. Let's go!

DM Stylz |

The group heals up from their fight with the aggressive skeletons. They go forward, hoping to find a means to open the door you found earlier. You peek around the corner, where a large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew.
You see three dead bodies, scattered around the room.

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Hootie immediately scans the room for dangers!
Perception 1d20 + 7 ⇒ (14) + 7 = 21

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Nit leans on his spear as he waits for the others to quickly scan the room. Find anything in the dust? He chuckles to himself.

DM Stylz |

The enemies stir to un-life. As they stand, you all get a closer look at what you are fighting against. Two red/blue, appear to be rotting flesh, as the smell is foul to be sure. The other one, is a walking corpse rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
K religion DC 12 for the duo, and DC 14 for the orange guy
I thought I had posted initiative, but apparently not
Initiative:
Fleur 1d20 + 6 ⇒ (10) + 6 = 16
Waruk 1d20 + 2 ⇒ (9) + 2 = 11
Hootie 1d20 + 5 ⇒ (20) + 5 = 25
Nitkiflink 1d20 + 6 ⇒ (14) + 6 = 20
Tannivh 1d20 + 5 ⇒ (5) + 5 = 10
Brünhîlt 1d20 + 1 ⇒ (14) + 1 = 15
Me Z,W: 1d20 ⇒ 31d20 + 1 ⇒ (18) + 1 = 19
Initiative Tracker: Round 1
Hootie: go
Nit: go
-----
Me (orange)
-----
Fleur:
Brun:
Waruk:
Tannivh:
-----
Me (blue/red)

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Knowledge religion Duo: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge religion; Orange guy: 1d20 + 5 ⇒ (19) + 5 = 24
Recognizing one of the undead creatures, Nit continues to keep his distance and hurls acid at the red undead. Drawing his spear he readies himself as the undead close in.
Acid Splash: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d3 ⇒ 1

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With a Sardonic grin to Nit, Hootie nocks an arrow and fires!
"Think that qualifies as finding something?"
Target Red, SA if applicable 1d20 + 5 ⇒ (19) + 5 = 241d8 ⇒ 41d6 ⇒ 2

DM Stylz |

Nit has no idea what the two rotten undead are, but he sees the "leader" and his brain sends worry to him.
The leader is a wight. Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior. They are barely recognizable to those who knew them in life; their flesh is twisted by evil and undeath, the eyes burn with hatred, and the teeth become beast-like. In some ways, a wight bridges the gap between a ghoul and a spectre—a warped animated corpse whose touch steals living energy.
Special: Energy Drain on each successful slam attack, Create Spawn
They steal the life force of whatever living body they touch, and if they kill with this touch, the slain rises as a spawn of the wight.
Nit lobs a bloc of acid at the rotting flesh before him, but it slashes against the wall. Hootie has better luck and hits the enemy. The flesh seems to twist and wrap around the point of the arrow and absorb a good bit of the puncturing power behind the shot.
The wight double moves forward, eyes glow with hatred for the living and an appetite for spreading its malcontent.
Waruk, steps up, and takes a mighty swing at the fearsome wight before it. The swing is awkward, but Waurk corrects as he brings the large sword down upon his enemy. The wight, clearly gets crushed, but it stands its ground and eagerly awaits to suck life from everyone.
----------------------
Damage:
Red: 1 damage
Wight: 16 damage
Hootie: hits for 1
Nit: misses with acid
-----
Wight: double moves
-----
Fleur: go
Brun: go
Waruk: smashes for 16
Tannivh: go
-----
Me (blue/red)

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I can't move my piece on phone
Waruk will 5ft up and swing hard.
atk: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 2d8 + 7 ⇒ (2, 7) + 7 = 16
-Posted with Wayfinder

DM Stylz |

Hootie: go
Nit: go
-----
Wight: double moves
-----
Fleur: waiting
Brun: waiting
Waruk: waiting
Tannivh: waiting
-----
Me (blue/red): done
Damage:
Red: 1 damage
Wight: 18 damage
--------------------------------
Tannivh, lets a ball of force fly from his wand, and it slams into the wight. It sill stands, wanting to exact revenge upon the living.
The two shambling mounds of rotten flesh, One is unable to reach the group, while the other gets right next to Fleur and tries to slam her with its rotten body. It clumsily flails its body, and strikes nothing but air.
slam Fleur: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (3) + 4 = 7

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Nit steps up with his spear and stabs it at the wraith over Waruk's shoulder.
Mwk Cold Iron Longspear: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

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Hootie grabs the chance to inflict some serious pain here as she bashes at the leg once more!
Attack with flank 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (1) + 1 = 21d6 ⇒ 3

DM Stylz |

Hootie: hits for 3
Nit: miss
-----
Wight: done
-----
Fleur: go
Brun: go
Waruk: go
Tannivh: go
-----
Me (blue/red): done
Damage:
Red: 1 damage
Wight: 21 damage
-----
Nit takes a poke at the wight, but stabs right between its legs. Hootie, manages to bash its left leg, leaving a small dent. The wight looks down and tries to slam it's body into the small annoying creature. The arms of the wight come close...a little too close for comfort, near Hootie's shoulder. She turns just in time to avoid her soul getting drained away.
slam Hootie: 1d20 + 4 ⇒ (12) + 4 = 16

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Fleur continues chanting to inspire courage as she uses her longsword to attack the Wight.
All allies Inspire Courage +1 to hit , damage and vs fear.
longsword w/+1bard: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Miss
Fleur misses the Wight completely, as she shifts back 5ft.

DM Stylz |

Waruk, with a powerful swing takes down the threat of the wight, while Fluer swings and misses her target. Tannivh and Brünhilt stand, in shock if Waruk's pure strength and lose themselves in the battle.
The remaining enemies clamber forward, trying to reach their living targets. The undead nearest Waruk steps up and tries to slam into him. While the other continues to shamble forward.
red slam Waruk: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 4 ⇒ (3) + 4 = 7
Party Up
Hootie: go
Nit: go
Fleur: go
Brun: delayed
Waruk: go
Tannivh: delayed
-----
Me (blue/red): done
Damage:
Red: 1 damage
Waruk: 7 damage

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Only seeing 1 enemy on the map.
Nit steps in with his spear and stabs it at the remaining foe before him.
Mwk Cold Iron Longspear: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm Crit: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Crit Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14

DM Stylz |

And with a mighty swing from his sword and a well placed stab with his spear the lone putrid undead are slain for their final time.
As you search, you spot a piece of paper that was held by one of the unfortunate deceased. Scribbled on it is the word "prism", with the words "top red", barely legible underneath it.

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Perception 1d20 + 7 ⇒ (9) + 7 = 16
Hootie searches the room once everything looks safe enough not to start jump out and attack. She begins carefully not knowing if there are aother hidden traps within.

DM Stylz |

Hootie finds a silver signet ring, with a family crest on it. Otherwise the room is empty. You keep going, heading towards an oval-shaped room. A feeling of cold dread is palpable, which is finished in gleaming dark stone. The shadows in the upper portions of the chamber seem to seethe slowly with foul energy. Doorways exit the chamber to the north and the west.
You head through the eerie room, and much to your surprise, nothing comes out to attack you. Its not until you leave, when things go wrong.
A creature, comes from out of nowhere, as of materializing from the shadow itself. Is eyes glow red, with a hunger for the living.
K religion DC 18 to identify
Initiative:
Fleur 1d20 + 6 ⇒ (11) + 6 = 17
Waruk 1d20 + 2 ⇒ (7) + 2 = 9
Hootie 1d20 + 5 ⇒ (14) + 5 = 19
Nitkiflink 1d20 + 6 ⇒ (14) + 6 = 20
Tannivh 1d20 + 5 ⇒ (11) + 5 = 16
Brünhîlt 1d20 + 1 ⇒ (3) + 1 = 4
Shadow 1d20 + 2 ⇒ (16) + 2 = 18
Tracker:
Nit: go
Hootie: go
---
Shadow:
---
Fleur:
Tannivh:
Waruk:
Brun:

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k(religion): 1d20 + 6 ⇒ (18) + 6 = 24
Fleur recognizes the creature, quickly informing the others of it's powers, weakness and/or defenses that she recalls. Meanwhile she start her bardic song to inspire her allies to greater deeds.
All allies, Bard inspire courage chant +1 to hit/damage and save vs fear. 5 of 15r

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Knowledge Religion: 1d20 + 5 ⇒ (16) + 5 = 21
Nit recognizes the creature and hurls a small bit of acid over the groups head at the red eyed shadow!
Acid Splash: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d3 ⇒ 3

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Hootie lets loose an arrow at the creature, closing in a bit closer.
"Eat this arrow you ugly thing."
Move in 30ft to obtain SA and point blank.
Bow fire. +1 for performance. +1 Point Blank 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 171d6 + 1 + 1 ⇒ (2) + 1 + 1 = 41d6 ⇒ 1

DM Stylz |

Damage
Shadow: 2/?
Fleur and Nit both recognize the creature is a shadow. They are silent, malevolent creatures, bent on seeing life drain from the living. Their touch, bypasses armor, and hardened skin, while sapping the strength from their victim. Should they kill their victim, with this ability, the victim rises as a spawn of the shadow, under its control. They are incorporeal, meaning magical effects (other than force effects), only deal 50% of the damage dealt, force effects deal 100# damage. Normal damage does 0.[/ooc]
Nit, sends a ball of acid, that somewhat sizzles the shadow, while Hootie's arrow simply flies through the creature and clanks against the ground.
The shadow responds, by moving up to the boar and takes a swipe with its shadowy claws. The boar, unable to move, is lucky to avoid the claws, as they swipe the air.
boar, touch: 1d20 + 4 ⇒ (1) + 4 = 5
----------------
Tracker:
Nit: go round 2
Hootie: go round 2
---
Shadow: done
---
Fleur: inspire courage
Tannivh: go round 1
Waruk: round 1
Brun: go round 1
Brunhilt, I need stats for your boar, otherwise I am just going to say you cannot have him as you don't have him statted up. If you need help, don't hesitate to ask. I have asked you once before, but I need it done ASAP, if you plan on keeping the boar in combat. Thanks.

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Waruk will try and hit the shadow
atk: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 2d8 + 7 ⇒ (2, 8) + 7 = 17
misschance: 1d100 ⇒ 61 high is good
confirm: 1d20 + 6 ⇒ (3) + 6 = 9
dmg: 2d8 + 7 ⇒ (1, 7) + 7 = 15

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HP: 8
Attacks: Gore +2 (1d6+1 20 x2)
AC: 17 T:11 FF:16 (Base 10, Natural Armor +6, Dex +1)
Speed: 40ft
Saves: F +5 R +4 W +1
Init: +1
Low Light Vision, Scent
Hootie blinks as her arrow goes through her foe!
She yelps and then turns tail knowing that she had nothing to combat such a foe for now. Her companion's desriptions on its abilites didn't lend her further confidence.

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Knowing that the creature is if the undead variety Nit changes tactics and tries to disrupt its energy.
Disrupt Undead: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 4
Though it seems he can't get the clearest shot at it.

DM Stylz |

Damage:
Shadow: 2
Tracker:
Nit: disrupt undead misses
Hootie: withdraws
---
Shadow: done
---
Fleur: inspire courage
Tannivh: magic missile for 5
Waruk: attack misses?
Brun: go round 1
Waruk, is you weapon magical? What I meant to say is if you weapon is magic you deal 50% of whatever damage you roll, NOT a 50% miss chance. I hope that makes sense.
Tannivh, sends a ball of force, slamming into the shadow, which lets out a wail as the force has full impact. Nit, tries to disrupt the negative energies flowing in the creature, but cannot quite get a good shot as too many allies are in the way. Hootie, runs as she knows that there is nothing that she could do.