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The group of Pathfinders move forward in the ruins, passing under the arch where the charred corpse is to reach what appears to be the final room. However, as Ignatious steps under the arch, a faint click can be heard and a whirlwind of blinding, burning sand sweeps over you.
Ignatius, Chasik and Quarr: You are blinded and take Fire damage: 8d6 ⇒ (2, 1, 1, 1, 2, 2, 5, 5) = 19
A successful DC 17 Ref save halves the damage and negates the blindness condition.
Once the trap is gone, you are able to search the charred corpse. You find a scarab-embossed wayfinder, as well as a scroll of remove curse (CL 5th).

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Reflex: 1d20 + 3 ⇒ (6) + 3 = 9
"Aaaahhh! My eyes - they burn!" Ignatius rubs at his eyes as he stumbles forward into the room.

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Reflex save: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
So close
Quarr falls to the ground completely unable to see. Ahhhhhhhh
The little gnome claws at his eyes as he fumbles for an elixir in his pack. He quickly drinks the elixir as some of the burning wounds heal on his face.
Elixir of CLW: 1d8 + 5 ⇒ (4) + 5 = 9
Is the blindness permanent or a round based duration?
His face and eyes still hurting he then draws his wand and rubs it all over the sore area.
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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fort: 1d20 + 5 ⇒ (1) + 5 = 6
Not expecting anything to happen, takes a face full of flame and his eyes burn and sting at the pain.
Oh my...son of a bi..I can't see a damn thing. Can you poke me with that wand too please, the burns hurt like hell
please be round based

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It will definitely be interesting if it is permanent lol

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There's no way of knowing, to be honest. It wasn't a spell, so Spellcraft won't help. You can wait if you'd like, but the duration of your buff spells will decrease accordingly. What do you wish to do?
This large columned chamber shows signs of past comforts, but an ancient battle scorched the walls and ceiling, and cracked and smashed the floor and columns. The remnants of furniture are scattered against the walls, and piles of bodies are stacked in the sleeping alcoves along the south and west walls. A dais crowned with a great, round table rises from the floor in the south part of the room. Three corpses sit around the table as if in conference, each dressed in fine silk robes. A slight breeze whistles through with a sound like a distant, murmuring voice, but there is no sense or meaning in it. An open hallway to the north leads to a natural cavern. Stairs lead downward in the northeast corner of the room, but were buried in stone when the wall collapsed. Those who can see notice that shards of a broken ruby lie next to one of the bodies.

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Ardisen grimaces as his fellow Pathfinders recoil and cover their stricken eyes, quietly glad he was lucky enough to avoid the flash.
"Stay back my friends, we'll cover you while you recover."
Hoping his calming voice put his allies at ease, Ardisen casts a detect magic across the room, finishing on the broken gem.

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Ardisen moves to collect the remains of the gem.
"At least it's a step in the right direction. I'm going to have a look around."
Having recovered the gem, the young Chelaxian sets about searching the room and remains, trying not to dirty himself or his attire in the process.
Take 20 on searching the room for a 22 in Perception.

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I take it master Ardisen, that that is the remains of the gem of the ruby sage?
Amennekht lock over the room quickly, knowing that time is still of the essence.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

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Ignatius reaches out his arm, trying to grab on to someone. "Hey, I can't see. Judging from the screams, I don't think Bash or Quarr can either. You're gonna have to help us get through!. Just point me in the direction you want me to go."

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Nodding to Amennekht, the handsome youth keeps looking around.
"I can't confirm that for certain. But I'd say that's a fair assumption. It was certainly once powerful."
Perception: 1d20 + 2 ⇒ (19) + 2 = 21

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Initiative (Quarr): 1d20 + 6 ⇒ (8) + 6 = 14
Initiative (Chasik): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Ignatius): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative (Amennekht): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Buri, cursed): 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
When Ardisen and Amennekht start sifting through the ruins, their companions hear the sound of footsteps and voices coming your way.
You have five rounds to prepare for whatever is coming.
Amennekht and Ardisen find a pair of finely-crafted bracers on a table near one of the bodies. That takes one round for each. Ardisen, you have three more rounds taken by your detect magic on the ruby earlier.
Meanwhile, the three unfortunate Pathfinders who fell prey to the trap slowly feel their sight returning. It'll be restored at the moment the visitors are coming, so your five rounds are still made without sight.

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Would I still have mage armor from the combat with the golem, it has an hour duration from the wand?
Ardisen drops his voice to a whisper when he is aware of something coming their way.
"Do you think it is one of the other groups that were dispatched here?"
Moving behind his allies for protection, Ardisen pulls the gem of brightness out of his backpack waiting for their new vistors to get closer.
Ardisen is waiting for them to get within 30ft to use the gems 5 charge cone.

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It may not be up, but I'll let you take another charge off your wand, since you feel when it goes down and you're able to recast it immediately. Let's say that happened after your interview with the deceased loremaster in his sarcophagus. As a side note, there won't be any ready actions. If you wish to engage in hostilities without talking, we'll roll initiative.

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Quarr nervous at hearing an additional set of footsteps clutches at a bomb vial in case the individual is openly hostile. "Could it be the other group that was heading this way also?"

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Chasik, feels for a wall and enters the room. He bumps into a table, and the heavily armored warrior nearly looses his balance. At the notion of others coming, he grabs his potion of curative magic and chugs it. After the first vial, he can still feel the stings of the burns so he drinks another.
After a couple swigs of minty goodness, he prays his vision will return sooner rather than later, otherwise he will be utterly useless should a fight break out. He grabs his hammer, and holds it at the ready.
clw: 1d8 + 3 ⇒ (4) + 3 = 7
clw: 1d8 + 3 ⇒ (6) + 3 = 9
2 rounds worth of potions, idk what to do with the other three lol

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As a precautionary measure, Ignatius casts protection from evil on himself. "I wouldn't be surprised if it is one of the other groups racing here."
The spell lasts 4 minutes.

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Noticing that Ignatius is still relatively wounded from trap, Ardisen whispers across to him.
"Once whatever is about to happens here happens, I can offer some relief from your wounds. But the source is less than holy. I don't want to do anything that is going to offend you, so the choice is yours?"
I'm referring to using my wand of infernal healing on you Ignatius. I don't have the actions left to do it right now, but I can make it a priority if combat starts. But I wanted to check IC if you're okay with me using it on you as I know some players and characters don't like the idea of 'evil' spells being cast on them and since PFS is cooperative I'd rather check.

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"Eh, if I were a paladin - like I wanted to be - I may have trouble with less-than-holy methods of healing. But, there are some surprising liberties that inquisitors can take. Much appreciated...'

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The enchanter nods in acknowledgement, gesturing at the wand hidden inside his spring loaded wrist sheath.
If combat kicks off I'll make that my first action then. It's only fast healing 1 for ten rounds but it can make the difference.

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Sorry, got overwhelmed at work this week.
Could someone cast the remove curse scroll on Buri please. It is in the cleric, wizard and inquisitor's list.
Grabbing the scroll of remove curse Buri asks his companions.
Lads, could one of you cast this on me please. I cant stop seeing dead people everywhere! Its really ruining my day.
As the enemies get closer Buri calls forth the ancient spirits of the bull and the dragon to help him out in combat
Buri will also casts bull's strengh on himself and activate totem transformation right before the enemies arrive.

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No worries Buri, welcome back. For the scroll, please roll the caster level check (1d20+5) to see if it works. See the description of the spell.
A few seconds later, a party of five lead by a bald Ulfen warrior carrying a greatsword storm into the room. The Ulfen looks furious, and shouts at Ignatius.
"YOU THERE! Drop those bracers! They're MINE!"
Gazing upon you, yet a little surprised to see you there, he continues with an angry tone. "Who are you people? What are you doing here?"

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Ardisen appears from behind the other agents, maintaining his calm demeanour and charming smile.
"No need for hostilities friend. We're Pathfinders, here to catalogue this ancient location and learn what we can of it's history. What brings warriors such as yourselves to such an aged place?"
Diplomacy check if needed, if you'd rather Bluff just add one to the result.
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30

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I'm blinded - can I see enough to use the scroll?
-Posted with Wayfinder

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Ignatius doesn't drop the bracers, but tightens his grip. "Finders keepers, as my brother and I would say. Well, we are Pathfinders, and or business here is not of your concern. Who might you be?"
-Posted with Wayfinder

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Quarr squints trying to make out who or what is doing all of the yelling.

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remove curse scroll: 1d20 + 5 ⇒ (15) + 5 = 20

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Ignatius, the blindness wears off approximately the moment the Ulfen arrives.
As Ardisen tries to appease the enraged Ulfen, Quarr discreetly uses the scroll on Buri, clearing his vision of any remnants of Osirion's past. However, the dwarfs still feels heavy. Has the scroll really worked? A Spellcraft check may be in order for everyone except Ardisen, whose attention is fully on the newcomers.
The Ulfen seems to relax a bit, at least for the moment being. "If you're loreseekers maybe you can help me, then. Name's Yjalk. I'm looking for a powerful weapon, something to aid me aainst a linnorm. Have you found anything like that here?"

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Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Watching Buri after Quarr uses the scroll, Ignatius shrugs his shoulders. "I hope it worked," he offers unhelpfully.
He turns to the ulfen man. "What's a linnorm?"

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Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Quarrs sight returned he looks at Buri the n at the Ulfen man and again at Buri.

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Knowledge (arcana) to know what a linnorm is?
Knowledge (arcana): 1d20 + 10 ⇒ (20) + 10 = 30
"If I remember correctly for my brief time in the north several months ago, a linnorm is an immense wingless dragon. Seeking to slay one is quite a noble and commendable pursuit."
Hoping his silver tongue and knowledge of the north has won over the Ulfen, Ardisen steps forward and extends a hand.
"It's a honor to meet you Yjalk. My name is Ardisen Greymore and these are my associates."
The enchanter gestures at each of his fellow Pathfinders in turn, introducing them by name.
"I'm afraid we haven't found anything of use in assisting you with your quest yet, but perhaps we could join forces and search together? I'm sure with our acquired intellectual acumen and your prowess we'll uncover something of use soon."

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The Ulfen seems surprised to be treated in this fashion by Ardisen, and hesitates for a bit before he can formulate an elaborate answer. "Well, hum, thanks, and apologies for my outburst earlier. A noble and commin... cumman... well, not sure what you mean, but yes, in our country whoever slays a linnorm becomes a high king, gets his own lands and retainers." Yjalk seems indeed disposed to become a good friend of Ardisen's, sharing stories about his deeds of valor and explaining why he should become a high king in his own right.
Suddenly, the ground starts to shake, the brazier at the center of the room ignites with emerald fire, and a spectral form rises from the flame to attack you! Simultaneously, a creature of dead flesh rises from the heap of bodies in the northwestern corner of the room.
Initiative (Quarr): 1d20 + 6 ⇒ (12) + 6 = 18
Initiative (Chasik): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Ignatius): 1d20 + 6 ⇒ (10) + 6 = 16
Initiative (Amennekht): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Buri): 1d20 + 6 ⇒ (11) + 6 = 17
Initiative (Yjalk & crew): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (S): 1d20 + 5 ⇒ (15) + 5 = 20
Initiative (C): 1d20 + 1 ⇒ (11) + 1 = 12
The green flame spirit touches Ardisen, who feels a thousand unspoken curses from Ancient Osirion fall upon his soul. Will DC 17 save, open the spoiler if you fail.
Yjalk feels the ranks of his footsoldiers about to break, yet one word from him is enough to bolster their resolve! "Men, to arms! We won't let our new friends get slaughtered! Let us show them what Ulfen brawn is!"
Pushing Quarr aside, the massive Ulfen starts becoming angier with every step he takes to meet the green flame spirit in battle. At the same moment, the woman who until now was staying at the back starts telling the tale of Freyr Darkwine, who single-handedly defeated a crag linnorm by severing the beast's head with his fabled axe. You feel somehow inspired by this grand tale! Inspire Courage (+1 to attack, weapon damage, saves against fear and charm) on all allies - that includes you, thanks to Ardisen's honeyed words!
Yjalk, inspire courage: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Yjalk brings his greatsword down on the spirit in perfect arc, one that should have cut the creature in half, but instead it goes right through it without inflicting any damage!
"What kind of sorcery is this?! Bring down your mightiest magic to banish that spirit!" yells the Ulfen chief.
His underlings seize their swords as they move to strike their respective targets. Two Ulfen warriors meet the mass of corpses in battle.
Ulfen Warrior, PA, inspire courage: 1d20 + 4 - 1 + 1 ⇒ (18) + 4 - 1 + 1 = 22
Ulfen Warrior, PA, inspire courage: 1d20 + 4 - 1 + 1 ⇒ (18) + 4 - 1 + 1 = 22
Damage: 1d8 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Damage: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
One moves along Yjalk to help him and protect his liege.
Aid Another (AC to Yjalk), inspire courage: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Unfortunately, he's too awkard to defend Yjalk.
Initiative order - round 1 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, Ardisen
4. C
5. Chasik, Amennekht
6. S (yes, again)
Knowledge (religion) and Knowledge (arcane) are appropriate to identify any of the two monsters which oppose you.

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Will Save: 1d20 + 5 ⇒ (6) + 5 = 11
Ardisen staggers back behind the ulfen as he feels the impact of the maledictions crush down on him.
d100: 1d100 ⇒ 32
Despite the curse, the enchanter manages to reach out and grab Yjalks weapon. Remembering the treatises he discovered in Jormurdun, the young wizard channels the lore left behind by the dwarves of old, imbuing the ulfen leaders weapon with temporary enchantments. Fighting against the curse, Ardisen manages to tell Yjalk what he's done.
"Yjalk, your weapon is enchanted. It should have more effect now!"
Using my 'Sky Citadel Reclaimer' boon to cast Magic Weapon on Yjalks weapon, making it a +1 weapon so he can at least do half damage to incorporeal.
Knowledge (religion): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (arcana): 1d20 + 10 ⇒ (13) + 10 = 23

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Knowledge (Arcana), Monster Lore: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Knowledge (Religion), Monster Lore: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Oh well.
Ignatius brings his hand to his holy symbol and cries out, "Strike down that strange creature with your sword of justice, oh sweet Iomedae!" Suddenly, a floating longsword appears and swings of its own accord at the creature that attacked Ardisen. The green flame-y looking thing.
Cast spiritual weapon. Lasts 4 rounds.
Spiritual Weapon Melee Attack: 1d20 + 5 ⇒ (5) + 5 = 10 [ooc](Wis mod + BAB)
Force Damage: 1d8 ⇒ 3
Spell Resistance: 1d20 + 4 ⇒ (7) + 4 = 11 (if needed)
Spiritual weapon lasts 3 more rounds.
After casting his spell, Ignatius then draws his own sword and points it at the creature. "I declare Iomedae's healing judgment upon you!" He begins slowly recovering life.
Standard action: cast spell. Move action: draw sword. Swift action: cast judgment. Healing judgment gives Iggy fast healing 1.

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Knowledge(religion): 1d20 + 5 ⇒ (12) + 5 = 17
Quarr is spooked by the unearthly creature. As he can see through it he moves forward, grasping a bottle of the holy water that they found earlier he opens the bottle and flings I in the air at the creature
Holy water Ranged Touch: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
damage: 2d4 + 4 + 1 + 1 ⇒ (3, 1) + 4 + 1 + 1 = 10
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage
+1 att/dam inspire courage

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Ardisen invokes arcane might in the raging Ulfen's sword.
Ignatius conjures a longsword to strike the green flame, but it misses.
Buri takes his time to circumvent the green flame safely, threatening it with his claws.
Quarr throws a vial of holy water, but to no avail.
The corpse-made creature emits a foul stench cloud around him, suffocating the living in the room. Everyone make a Fort save - if you fail you're nauseated for 1 round. Poison resistance applies to this save.
Then it strikes the ulfen warriors twice, but only manages to hit its quarry once.
Slam: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 3 ⇒ (3) + 3 = 6
Confirmation: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 3 ⇒ (5) + 3 = 8
Slam: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (1) + 3 = 4
Initiative order - round 1 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, Ardisen
4. C
5. Chasik, Amennekht
6. S (yes, again)
Moreover, I'll need a Will save from everyone for the end of the round, please! Already asking so that it hastens the fight a little.

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Fort Save: 1d20 + 6 ⇒ (9) + 6 = 15
Will Save: 1d20 + 6 ⇒ (13) + 6 = 19
-Posted with Wayfinder

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fort, will: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 5 ⇒ (15) + 5 = 20
will move and attack carrion if possible
Chasik, steels his stomach, and presses the attack. He takes up a slight defensive stance, hoping to withstand some punishment that may be coming.
silver hammer, power attack, def DR 2: 1d20 + 9 - 2 - 4 ⇒ (9) + 9 - 2 - 4 = 12

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Fort: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 3 ⇒ (17) + 3 = 20
Amennekht covers his mouth as me fumbles with his sward trying to pull it up into a guard as his stomach rebels. He staggers southwest muttering about how remains should be properly dried to prevent such foul emminations.

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While moving in the carrion mass's reach, Chasik incurs the wrath of the creature, but it misses the unbreakable warrior.
AoO: 1d20 + 7 ⇒ (5) + 7 = 12
Chasik swings, but misses the creature made of dead flesh.
The spirit born of emerald flame starts babbling unintelligible words, but strangely fascinating ones. Will save DC 16, you're fascinated for 2d4 ⇒ (2, 4) = 6 rounds if you fail. Everyone except Buri and Quarr have already succeeded at that save, so I only need a save from those two characters.
Will, Yjalk: 1d20 + 5 ⇒ (19) + 5 = 24
Will, Signe: 1d20 + 7 ⇒ (8) + 7 = 15 *fascinated*
Will, Warrior: 1d20 + 3 ⇒ (9) + 3 = 12 *fascinated*
Will, Warrior: 1d20 + 3 ⇒ (7) + 3 = 10 *fascinated*
Will, Warrior: 1d20 + 3 ⇒ (12) + 3 = 15 *fascinated*
Almost lost among the chatter, recognizable words come to Ardisen's ear, though spoken with a tormented and desincarnated voice. "The ruby... give it to ussss..."
Despite the flames surrounding the spirit, its touch is as icy as death itself. The Chelish wizard feels his sanity slowly ebbing away from his mind...
Melee Touch Attack vs Ardisen: 1d20 + 4 ⇒ (18) + 4 = 22
Wisdom damage: 1d4 ⇒ 4
Acting with mythical celerity, the spirit tries to drain all sanity from Ardisen again, and succeeds... the gates of utter madness aren't far for the enchanter.
Melee Touch Attack vs Ardisen: 1d20 + 4 ⇒ (17) + 4 = 21
Wisdom damage: 1d4 ⇒ 3
Yjalk, being the only one to have resisted the spirit's incoherent babble, yells in rage to rouse his companions, but it seems to have no effect on their fascination. Taken by his seething rage, the Ulfen slashes at the source of evil with his now-magical blade.
"Begone, foul spirit! RHHHHAAAAAGH!"
+1 Greatsword: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Unfortunately, the creature isn't as affected as it should have been by the massive blade.
Initiative order - round 2 - bold may act!
1. S
2. Yjalk & crew
3. Quarr, Buri, Ignatius, Ardisen
4. C
5. Chasik, Amennekht
6. S
Inspire Courage has stopped since Signe is fascinated.

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Ignatius's spiritual weapon continues to slash at the creature.
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Force Damage: 1d8 ⇒ 4
The inquisitor maintains his judgment of healing, healing a little bit more of his wounds.
Iggy then circles around Ardisen to reach Yjalk. He touches the ulfen man on the shoulder, blessing him with protection from evil. +2 Deflection bonus to AC and +2 to saves. Double those bonuses vs. evil creatures. "Let's keep the big man with the sword protected."