
FiddlersGreen |

Rand, was that a vote against the bead curtain passage or just an observation?
There are three passages to choose from. Everybody pick one and we'll see where we end up.
Votes:
Bead Curtain - 1
Gate 1 (the nearer gate)-
Gate 2 (the further gate)-

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42 points towards the beads, "That looks different. Might be the best place."

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Matamah votes on the bead curtain.

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Alden also indicates the bead curtain to start with.

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"That's fine, we can do the beaded curtain. Just don't say I didn't warn you."

FiddlersGreen |

CLW on Earl 1: 1d8 + 1 ⇒ (8) + 1 = 9
CLW on Earl 1: 1d8 + 1 ⇒ (6) + 1 = 7
As it turns out, only 2 charges from Alden's wand is enough to restore most of the rest of Earl's vitality.
After a brief discussion, you decide to pull aside the bead curtain and venture beyond. The passage leads for another 5 feet before turning to the left, and as you round the corner, you see that the passage leads to yet another 15ft by 15ft room, with no further passages leading from it. The light from Matamah's daylight spell casts long shadows into the room, and none of you notice Rand's "told-you-so" glare as you are too fixated by the fact that four dark figures rise from your shadows.
Matamah: 1d20 + 6 ⇒ (20) + 6 = 26
Rand: 1d20 + 6 ⇒ (10) + 6 = 16
Itamar: 1d20 + 7 ⇒ (17) + 7 = 24
Rhon+Earl?: 1d20 + 1 ⇒ (15) + 1 = 16
42: 1d20 + 5 ⇒ (19) + 5 = 24
Alden: 1d20 + 3 ⇒ (6) + 3 = 9
???????: 1d20 + 5 ⇒ (7) + 5 = 12
Round 1:
Matamah - free
Itamar -1, free
42 - blinking <-----------------We are here
Rand -
Rhon /Earl - (free, -2 STR) / -1
?????????
Alden /Naala -
Fortunately, most of you are quick to respond, though Alden happens to be looking back the other way at just the wrong time.
All of you are up except Alden.
The good news is that you are now sure this is a dead end. The bad news is that it appears to be a dead end. The other good news is that none of the enemies are large this time, but the bad news is that size is not the best indicator of deadliness in Golarion.
Combat map and dungeon maps updated.

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Let's get the hell out of dodge Itamar begins backing away

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If the rest of the party agrees to that, Matamah will comply. However, if they stand and fight, he will do the old Inspire Courage standby (without Haste).

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"Hold steady Itamar. We don't even know yet what we face. If it should prove to be more than we can deal with at the moment then we shall fall back to a better position."
Move Action
Rhon will move 10 feet forward while drawing his axe.
Trying to identify the creatures. Knowledge Religion: 1d20 + 8 ⇒ (18) + 8 = 26
Standard Action
Ready a Single Attack Action should an enemy move into a space I threaten.
Melee Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

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Earl delays as he waits to see what the party chooses to do.

FiddlersGreen |

Trying to identify the creatures. [dice=Knowledge Religion]1d20+8
Not enough to ask questions, but you know that they are greater shadows. Basic facts: incorporeal undead that fly faster than the average human runs and do nasty things when they touch you.
Alden, Itamar, Rand and 42?

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42 moves forward to look at the creatures. "Those be nasty."
He then casts Haste on the party.

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Alden will delay until his allies engage with the shadows.

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Sighing, Rand will say "I told you." He will then add to Itamar's comment "We can't back away from them, because they will just follow us, and they can outrun us easily enough."
He will then activate his stance and flying kick the enemy in a straight line from him. The lower right-hand side one.
Flurry of Blows: 1d20 + 24 ⇒ (10) + 24 = 341d20 + 24 ⇒ (6) + 24 = 301d20 + 24 ⇒ (9) + 24 = 331d20 + 19 ⇒ (16) + 19 = 351d20 + 14 ⇒ (11) + 14 = 25
Damage Rolls: 2d8 + 11 ⇒ (6, 1) + 11 = 182d8 + 11 ⇒ (4, 8) + 11 = 232d8 + 11 ⇒ (1, 7) + 11 = 192d8 + 11 ⇒ (5, 5) + 11 = 212d8 + 11 ⇒ (1, 4) + 11 = 162d8 + 11 ⇒ (7, 6) + 11 = 24

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Itamar delays

FiddlersGreen |

Matamah and 42 buff the party whilst Itamar holds back. Earl and Rhon hang back ready to strike, but Rand launches himself into the fray! He pummels one of the shadows furiously, but it is not enough to take it down. In response, the two nearest shadows step to either side of him whilst one of the ones behind flies into the floor, emerging moments later behind Rand as the last one attacks him head-on.
All 4 strike at him almost simultaneously.
attack roll: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
attack roll: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
attack roll: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
attack roll: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
confirmation roll: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
damage: 1d8 ⇒ 7
damage: 1d8 ⇒ 5
The Rand is ready for the first two shadows and dodges their attacks, but the maneuvers of the two shadows from behind catch him off guard, and both are able to touch him! Rand's ring protects him to some extent but not completely and he feels his strength draining from his arms...
Round 2:
Matamah - free
Itamar -1, free
42 - blinking
Rand -
Rhon /Earl - (free, -2 STR) / -1
S1 - 47
S2
S3
S4
Alden /Naala -<-----------------We are here
Rand takes 8 points of strength damage! This is after reductions for his ring of inner fortitude... Not the best way to start a battle...
All of the shadows are above ground and can be targeted directly.
All of you are up!

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Rhon moves 10 feet to strike at S3.
Melee Attack: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (5) + 7 = 12

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Earl delays.

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Come on over Rand, let's get you fixed up
Itamar will drop a full Heal on our Monk

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42 moves up and attacks #3.
K.Gt.Scimitar: 1d20 + 12 ⇒ (7) + 12 = 19 damage: 1d6 + 6 ⇒ (3) + 6 = 9

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Non-Actions
5 foot step.
Matamah stops his performance and lets it linger in the air.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!

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Alden moves up to Rand and tries to aid him against the creatures using his magical equipment.
+14 AC as usual, with +14 to up to 4 attacks in the round.

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Rand will flurry, hitting #4 until he drops and then switching to #2
Flurry of Blows: 1d20 + 24 ⇒ (1) + 24 = 251d20 + 24 ⇒ (9) + 24 = 331d20 + 24 ⇒ (4) + 24 = 281d20 + 19 ⇒ (1) + 19 = 201d20 + 14 ⇒ (10) + 14 = 24
Damage Rolls: 2d8 + 11 ⇒ (2, 7) + 11 = 202d8 + 11 ⇒ (2, 4) + 11 = 172d8 + 11 ⇒ (6, 5) + 11 = 222d8 + 11 ⇒ (3, 1) + 11 = 152d8 + 11 ⇒ (7, 1) + 11 = 192d8 + 11 ⇒ (6, 7) + 11 = 24

FiddlersGreen |

Hmm...due to the positioning, someone is going to need to take an attack of opportunity. Alden, if you want to be able to move up to protect Rand against all the attacks, you will need to move past one of the shadows and provoke. You will also be taking the square that Itamar needs to be in to heal Rand.
Alternatively, Alden can move so that he protects Rand from shadows 1 and 3 only, and guards Itamar against the AoO he needs to eat to get to Rand. But then Rhon will miss out on his action because he will not be able to get adjacent to the shadows.
Round 2:
Matamah - free
Itamar -1, free
42 - blinking
Rand - -8 STR
Rhon /Earl - (free, -2 STR) / -1
S1 - 47
S2
S3
S4
Alden /Naala -<-----------------We are here
Alden, it's your call. Where do you want to move to? Since you go before them, you can move yourself over 42's or Rhon's token. We'll work it out from there.

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Alden is willing to provoke an AOO to protect his friends. Naala would use one of HER AOOs to add AC to him against that AOO, which would give him a total touch AC of 18.

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Itamar delays, hopes Rand can make it over to fix him up just as right as rain

FiddlersGreen |

Alden spurs Naala on to back up Rand, leaving himself open to a swipe from one of the shadows as he moves past it.
attack roll: 1d20 + 11 ⇒ (20) + 11 = 31 Whoa s@%!.
Confirmation roll: 1d20 + 11 ⇒ (2) + 11 = 13 Phew.
damage: 1d8 ⇒ 7 Whoa s$$*.
Despite Naala's best efforts, Alden takes a hit, and his armor and lance begin to feel alot heavier...
Matamah is next, moving just a little closer to make sure that all his friends are inspired by his presence.
Itamar remains on standby as 42 and Rand rush forward to attack the nearest shadow. Both hit with their ghost touched weapons, but not enough to drop the shadow just yet. Rand hammers desperately at shadow #4, but it is also not enough to destroy the shadow...
Seeing that Rand is still surrounded, three of the shadows continue to focus their attacks on him, but S3 turns to strike at Rhon who dealt the most hurt to him.
Against Rand
attack roll: 1d20 + 11 ⇒ (20) + 11 = 31
confimration roll: 1d20 + 11 ⇒ (4) + 11 = 15 Quite the roller coaster!
damage: 1d8 ⇒ 1 LOL saved by the ring of inner fortitude!
attack roll: 1d20 + 11 ⇒ (20) + 11 = 31
confimration roll: 1d20 + 11 ⇒ (4) + 11 = 15
damage: 1d8 ⇒ 1I swear the dice are trolling us.
attack roll: 1d20 + 11 ⇒ (18) + 11 = 29 Curse is broken?
Against Rhon
attack roll: 1d20 + 11 ⇒ (10) + 11 = 21
Amazingly, despite being touched twice, a combination of sheer luck and his ring of inner fortitude keep Rand from suffering further harm, whilst Alden manages to guard him and Rhon from the subsequent attacks.
Round 2:
Matamah - free
Itamar -1, free
42 - blinking
Rand - -8 STR
Rhon /Earl - (free, -2 STR) / -1
S1 - 47
S2
S3 -21
S4 -22
Alden /Naala - -7 STR/ <-----------------We are here
Some craaaaazy rolls there. Natural 20 followed by natural 4 to fail the confirm and a 1 for damage, negated by Rand's ring. AND THEN THE SAME SET OF ROLLS AGAIN!
But at Chaldira's whim you all live to fight another day. Or another round at least. Your turn. Alden might actually need help just as badly if not more badly than Rand...
Edit: Ok, just checked a few things. Alden is in VERY bad shape. He is on exactly 1STR, and has lost his dex bonus to AC due to severe encumbrance. Fortunately Naala is still able to carry him around, but just one more touch on him and things get very ugly. The GM urges that Alden remove himself from the front-line STAT because now that I have noticed, the shadows have also noticed. They're not the smartest enemies but they will notice when an adjacent target is almost down...

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Rand will focus on #1 until it drops then switch to #3
Flurry plus Ki point: 1d20 + 21 ⇒ (15) + 21 = 361d20 + 21 ⇒ (14) + 21 = 351d20 + 21 ⇒ (9) + 21 = 301d20 + 21 ⇒ (8) + 21 = 291d20 + 16 ⇒ (19) + 16 = 351d20 + 11 ⇒ (10) + 11 = 21
Damage Rolls: 2d8 + 8 ⇒ (8, 5) + 8 = 212d8 + 8 ⇒ (2, 2) + 8 = 122d8 + 8 ⇒ (1, 2) + 8 = 112d8 + 8 ⇒ (1, 3) + 8 = 122d8 + 8 ⇒ (5, 2) + 8 = 152d8 + 8 ⇒ (4, 7) + 8 = 19 that's 10, 6, 5, 6, 7, 9, which is just pathetic.

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ACK! Wow that was quite the hit. Let's see what we can do here...
Ride: 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20
Alden suddenly feels his strength drained severely, and slumps onto Naala's back under the weight of his armor. His lance and shield fall to the ground, no longer able to be held up. He is able to hold on himself, though.
"Naala.... retreat...." he says, and Naala attempts to move away as quickly as possible.
Full retreat from Naala, and she will use Acrobatics if necessary to avoid any AOOs that she can. Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

FiddlersGreen |

Seeing Alden near the point of collapse, Naala begins to pull back, but the shadow sees the opening and takes a swipe.
attack roll: 1d20 + 11 ⇒ (5) + 11 = 16
This time, Chaldira Zuzaristan favours her brave little halfling, and the shadow's strike misses.
Round 2:
Matamah - free <-----------------We are here
Itamar -1, free
42 - blinking
Rand - -8 STR
Rhon /Earl - (free, -2 STR) / -1
S1 - 47
S2
S3 -21
S4 -22
Alden /Naala - -7 STR/
So now I need actions from Matamah, Itamar, Rhon and 42. Itamar has an interesting choice to make. He could either use his heal on Alden who is on 1 STR, or move up to heal the surrounded Rand.

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Don't worry about me. Go head Alden.

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Itamar casts Heal on Alden

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42 steps up and fill out attacks. First two to the northern one and the last to the one below him.
K.Gt.Scimitar: 1d20 + 12 ⇒ (12) + 12 = 24 damage: 1d6 + 6 ⇒ (1) + 6 = 7
K.Gt.Scimitar: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d6 + 6 ⇒ (6) + 6 = 12
K.Gt.Scimitar: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 1d6 + 6 ⇒ (5) + 6 = 11
He looks around. "We might want to retreat..."

FiddlersGreen |

Oh don't be a baby, it's not like they kill you if they reduce you to 0 STR or turn you into one of them if they kill you, right? ... Right?
Matamah and Earl are up.

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Back from Gen Con now! :)
Matamah continues to cheer on the team. Just letting the song linger.
REMEMBER: INSPIRE COURAGE AND FLAGBEARER (+4 to attack rolls (and CMB), +4 to damage rolls, +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))
FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range). NO HASTE THIS TIME!

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"Unless you can stop them from walking through walls, I don't think retreating is an option."

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Full Attack against #3.
Melee Attack: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 1d10 + 7 ⇒ (7) + 7 = 14
Melee Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d10 + 7 ⇒ (8) + 7 = 15
Melee Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d10 + 7 ⇒ (1) + 7 = 8

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"I mean.." 42 hesitated. "Full retreat, with teleportation and all."

FiddlersGreen |

As 42 contemplates retreat, he suddenly remembers that they are on the Shadow Plane, and that the teleport spell does not enable transportation across planes. Arriving off-target on the Shadow Plane would be an incredibly unpleasant experience.
Meanwhile, Matamah keeps cheering the party on as 42, Rhon and Rand assault the shadows with dogged determination. 42's misses on his second strike, but apart from that all their attacks hit home. Between Rand and 42, they have no trouble finishing off two of the shadows. Rhon steps a little closer and chops into the next shadow around the corner.
Meanwhile, Itamar casts a powerful restorative spell on Alden, completely restoring his strength, for which the halfling finds himself most grateful!
Despite their losses, the remaining two shadows continue to follow the mindless-undead-tactics-handbook to the letter. S4 steps into a flank with S2, and the two of them double-team Rand once more.
attack roll: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
attack roll: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
damage: 1d8 ⇒ 7 Well...at least it wasn't against Alden!
One of the remaining shadows manages to touch Rand yet again, plunging its hand deep into Rand's chest, and when it pulls its arm back, the monk finds himself feeling weaker than he ever recalls being... He finds scant comfort in the knowledge that most normal men would have already fallen under the onslaught.
Matamah - free
Itamar -1, free
42 - blinking
Rand - -13 STR
Rhon /Earl - (free, -2 STR) / -1
S2 -37
S4 -22
Alden /Naala - <-----------------We are here
Yeouch, Rand takes a big hit. Fortunately there are only 2 shadows left ad both are quite wounded. Unless you guys roll terribly, I think this should be the last round.
You guys are up again.

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Rhon starts his attack against #4 and switches to #2 if #4 goes down before all his attacks are used.
Attacking #4
Melee Attack: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (2) + 7 = 9
Melee Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (7) + 7 = 14
Melee Attack: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: magic, slashing, ghost touch: 1d10 + 7 ⇒ (8) + 7 = 15

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With little offensive ability, Alden wades back into the fray to help his teammates, though this time he stands back behind them and aids them using his lance.
Moving back up and aiding Rhon and 42's ACs. +14 to Rhon (which applies against Touch attacks) and an additional +14 on up to 4 attacks against either of them.

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Rand will focus on #2 first, then putting any remaining attacks into #4.
Flurry: 1d20 + 19 ⇒ (3) + 19 = 221d20 + 19 ⇒ (17) + 19 = 361d20 + 19 ⇒ (20) + 19 = 391d20 + 14 ⇒ (6) + 14 = 201d20 + 9 ⇒ (4) + 9 = 13
Damage Rolls: 2d8 + 6 ⇒ (2, 3) + 6 = 112d8 + 6 ⇒ (2, 5) + 6 = 132d8 + 6 ⇒ (5, 8) + 6 = 192d8 + 6 ⇒ (6, 3) + 6 = 152d8 + 6 ⇒ (4, 5) + 6 = 15 that's 5, 6, 9, 7, 7.
Crit Confirmation: 1d20 + 19 ⇒ (2) + 19 = 21
Crit Damage: 2d8 + 6 ⇒ (3, 8) + 6 = 17 if the crit confirms the damage for the 9 will increase to 15

FiddlersGreen |

Despite Rand's weakened condition, between him and Rhon, the remaining shadows are dispersed.
Well, that nearly turned alot uglier than it ultimately did... Facing this sorta undead with your cleric out of channels surely did not help...
Matamah - free
Itamar -1, free
42 - blinking
Rand - -13 STR
Rhon /Earl - (free, -2 STR) / -1
S2 -37
S4 -22
Alden /Naala -
What now, heroes?

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We may be at a point where it would be best for us to rest and recoup. Especially given how low we are on spells and ability uses.

FiddlersGreen |

You estimate it to be about mid-day. It will be about 18 hours before you can get your per-day abilities back. Odds are that your time in this maze and the damage you have caused upstairs will have been discovered by the time you return, and your enemy will probably be ready for you. But then you will also be at full strength (less whatever it takes to recover from your afflictions).
It's up to you. ;)

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I don't think we could make it if we continue this day... We are weakened and almost completely exhausted of our abilities.

FiddlersGreen |

I don't think we could make it if we continue this day... We are weakened and almost completely exhausted of our abilities.
Which may or may not have been the purpose of the maze to begin with. ;)
Now if only there had been some way to find the correct path through the maze instead of trying to clear every single room...

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That is not my specialty. Do we even have a tracker/maze guy?

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There's a level 6 cleric spell, Find the Path, that could do it. :p