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"And so we must pick our poison," the alchemist observes. "Brave the undead, investigate these unknown chanters, or try the third door."

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I hate watched doors. They take the fun out of trying to be sneaky opening them.
"Well, they picked the stairs," gesturing, "I picked the skeleton. Somebody else's turn." Ket sheathes his rapier and draws his shortbow.

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Rogar laughs:"Let's deal with one trouble at time. We know about these undead, so let's deal with them. Then we'll do something about the singers" so saying the taldan walks on the stairs and opens the door sword in hand.

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The skeleton turns its burning eyes to Rogar and raises its scimitar...
Everyone is up!
Alafair Intiative: 1d20 + 2 ⇒ (8) + 2 = 10
Rogar Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Ket Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Tromos Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Thovar Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

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Thovar moves into the room with the skeleton to make sure it can't get out and attack his allies. He sticks to the wall so that the others have a clear shot.
Double move into the room.

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The alchemist steps around the staircase and lobs an explosive flask through the door.
Frost Bomb: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
DC 15 Ref, Fort, half, stagger, etc.

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Rogar approaches the skeleton and slashes down putting all his weight behind the blow!
Attack roll: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Damage roll: 2d6 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16

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Rogar eyes the creature, doubt suddenly creeping in his soul:"How can this be? I was sure my blow would have shattered it!"
Mmmmh... Did it take damage at all? If it regenerates the wound it means it took damage. If so... how much? Something is not right here... Did Rogar feel the attack connect with the bones?

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Ket moves into the room, sliding along the wall past Thovar so he can shoot straight onto the skeleton without risking a hit on Rogar.
Shortbow: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14 -4 is if into melee penalty applies.
Damage: 1d6 ⇒ 6

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Alafair moves towards the fray. The skeleton vanishes, and the group hear chanting coming from the the wall behind them. Then a brilliant array of colours pour forth covering Ket, Thovar, and Rogar!
Thovar easily ignores the rainbow and spies a small hole in the wall behind him through which the spell has been cast. Rogar and Ket are both overwhelmed by the spray of colour and slump to the ground unconscious.
Thovar, Tromos, and Alafair are up.
Yes the skeleton was an illusion, you did all receive will saves when you interacted with it, I just did not advertise them as such. I did not bother rolling one for Ket since the illusion was being dropped and the best he could have done was warn you. Rogar you felt no impact, but that's essentially is what gives you the save.
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.
Thovar Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Rogar Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Ket Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Alafair Perception: 1d20 ⇒ 20
Tromos Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Ket Will: 1d20 ⇒ 3
Thovar Will: 1d20 + 8 ⇒ (20) + 8 = 28
Rogar Will: 1d20 + 1 ⇒ (12) + 1 = 13
Duration Ket: 3d4 + 1 ⇒ (4, 4, 2) + 1 = 11
Duration Rogar: 3d4 + 1 ⇒ (4, 1, 1) + 1 = 7

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"I'm not sure what's worse... creating undead abominations, or pretending to create undead abominations!!" shouts Thovar, when suddenly a blast of swirling colors washes over him and his companions. Afterimages blur his vision and he stumbles back, but he manages to resist the spell. Cursing, he moves forward and opens the door to the next room, hoping to find the caster of the spell.

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Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
"Color spray!" Tromos shouts to his companions, recognizing the incapacitating magic favored by tricksters and illusionists. "Thovar, close your eyes!"
Moving to the edge of the room and fumbling about his pack, the alchemist draws a mutagenic concoction and quickly consumes it to prepare for another ambush.
Drink prepared Dex mutagen. +4 Dex, -2 Will, +2 natural armor for 20 minutes.

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Thovar opens the door to reveal a richly-decorated chamber. Against the east wall sits an ornate brass throne, sculpted to resemble an enormous hand of flame. Wood painted to resemble tendrils of smoke rising from behind the throne merge into a detailed mural of Moloch’s idol on the wall. Beautiful tapestries line the other walls, depicting a grand battle between soldiers of flame and the dervishes of Sarenrae. The only way of leaving this room is by another set of double doors in the southwestern wall.
Thovar's dwarven sense also tell him that something is not right about the stonework behind the throne, it looks likely to conceal a secret door.
Thovar Perception: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13

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Taken aback by the sudden switch of skeletons to the color spray, Alafair watches helplessly as her companions drop to the floor. She comes to stand guard over the unconscious forms while the dwarf presses on to the next door.
If I haven't already, cast Mage Armor to encase myself in an aura of crackling electrical protection.

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"Our ambushers must lie beyond, in that southern room," Tromos whispers to the sorceress.

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I suggest you do not proceed without us...
"ooooh... SHINY!!!! Zzzzzzzzzzzzz!"

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"So let us drive them forth!" Alafair calls out. "We cannot stand here and let them pick up apart from the other side of a wall. Retreat through this known room, and get those doors open. We will see what is behind there."
Alafair directs Tromos and calls back to Thovar to return and aid them.
Move to front of double doors, and readies her scroll of cause fear to cast into the room as one of the boys opens the doors.

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"The room beyond is clear, but there are other doors!" shouts Thovar. "Tromos! How long until our companions awaken?"
Thovar shuts the door to the throne room and moves back next to the hole, trying to cover it up with his shield.

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"Perhaps a minute, Thovar. It must be seen whether we will have that luxury."
The elf moves down to the southern door, waiting for his two remaining conscious allies to approach.

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Mutagen-buffed stat line: HP 17/17, NL 0 | AC 19, T 13, FF 15 | CMB +0, CMD 15 | F +4, R +9, W -1 | Init +10 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +8 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +8/1d8-1/x3
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
"Our foes are fortifying their defenses," the alchemist observes. "That was an incantation of shield. With two of our number wholly disarmed, they still remain hidden. Either they fear us, or they wish to stall us."
Tromos reaches forward, and flings open the doors.

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Thovar moves up behind Tromos (but not too close, in case of more spells) and raises his shield in defense as the elf opens the doors.
Total defense action. AC is 21 until my next turn.

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"Let's have at them boys." says Alafair motioning for Tromos to open the door. She fully expects a difficult battle with half the team lying on the floor in the other room. "Let's see who's in there afraid to show their faces." she says with grim determination.

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The southern set of doors opens into a hall who has clearly seen better days. Although formerly full of finery, this large hall has been completely ransacked. Scarlet drapes lie in tatters on the floor, obsidian pedestals are smashed, and shards of red and black cover the floor. The southeast corner is the only exception - a large table sits there undisturbed. On it, an idol of Moloch seem to have been reconstructed recently: a large, armored flame creature with the head of a bull. It's much too small to be the one the Pathfinders came here for, however. Three torches line the chamber, but they are near the end of their lives when Tromos opens the doors.
Thovar sees the dim shadow of a hand extend from the mouth of one of the Ifrit faces covering the walls and flames rush forward engulfing him and Tromos!
Thovar takes 9 fire damage, Tromos takes 4.
Thovar, Tromos, and Alafair are up!
Perception Thovar: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Alafair: 1d20 ⇒ 3
Perception Tromos: 1d20 + 5 ⇒ (1) + 5 = 6
Fire: 3d4 ⇒ (4, 4, 1) = 9
Thovar Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Tromos Reflex: 1d20 + 9 ⇒ (13) + 9 = 22

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Thovar has an extra +2 on saves vs. spells, if it matters.
"Argh! I saw something... a hand... in that mouth! It's in the walls!"
He moves into the room, still defending himself with his shield--though it may not help against magic, it makes him feel better nonetheless!
Another move and total defense. Where the heck is this guy?!

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Tromos scans the middle wall intently, looking for any sign of a hidden access.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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Alafair, who was expecting the bad caster to be inside this room, is quite taken aback when it appears the enemy is in an inaccessible middle room.
"Perhaps there is access to the middle chamber up these stairs?" asks Alafair. "We should see where they lead at the least, if it appears there is no other way into the middle chamber."
She spends a few minutes searching the wall inside the entry chamber for a secret passage to no good effect.
Perception: 1d20 ⇒ 4

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Thovar and Tromos hear the sound of a door easing open, it seems to have come from the larger throneroom they entered earlier, but can no longer see.
Thovar, Alafair, and Tromos are up.
Thovar Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Alafair Perception: 1d20 ⇒ 4
Tromos Perception: 1d20 + 5 ⇒ (12) + 5 = 17

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Thovar quickly moves back into the room with his fallen companions in order to dissuade any attempts to attack them while they remain unconscious.
Double move.

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Tromos dashes through the room as quickly as his legs will take him, tools and vials clanging together on his heavy pack.
Move E x4, wait to find if he sees anything new before continuing turn.

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Alafair follows the dwarven cleric, hoping he knows what he's doing. Once she gets back into the room with her fallen comrades, she readies her elemental ray to blast any foe who opens the far doors.

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The doors open revealing a thin raggedly dressed man, with a whip in one hand that seems to writh on its own, whose eyes burn with madness, dressed in ragged red robes. Alafair hurls her elemental ray at him, but in her worry catches her wrist upon the wall discharging her electricity there.
"Those who defy the glory of Moloch will not pass Gali Sinquil, for my blood is fire!" The sorcerer shrieks as he raises his right hand chanting and sends flames spewing forth to envelop Thovar, Rogar, and Ket!
Thovar, Rogar, and Ket each take 6 fire damage. Helpless creatures count as having a zero Dex hence the negative saves.
Alafair Ranged Touch: 1d20 + 3 ⇒ (1) + 3 = 4
Burning Hands: 3d4 ⇒ (2, 2, 2) = 6
Thovar Reflex: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Ket Reflex: 1d20 - 3 ⇒ (14) - 3 = 11
Rogar Reflex: 1d20 - 5 ⇒ (13) - 5 = 8

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Thovar curses and steps up to the enemy to attack!
1d20 + 5 ⇒ (7) + 5 = 12
Doubt that hits especially if he has shield up.

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Good thing bombs are touch attacks!
The alchemist steps out of the doorway and flings another prepared explosive at the chanting cultist.
Exclude Thovar's square from blast with Precise Bombs discovery. 5 splash, DC 15 Ref for half, DC 15 Fort or stagger.
Frost Bomb: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Crit confirm: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

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You go, Tromos!
Cursing herself for her clumsiness, Alafair prepares to drill the sorceror with magic missiles should he survive the icy bomb from the elven alchemist.
"If you oppose us, we will see your blood spilled, madman." shouts Alafair.
Next round, cast Magic Missile
MM Dmg: 1d4 + 1 ⇒ (3) + 1 = 4

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Gali staggers back, but even as he reaches for a potion Alafair's magic missle slames into him and sends him tumbling to the ground unconscious. As he drops the whip continues to writhe in his hand as if alive.
Tromos can see an open door hidden behind the curtain before him, and beyond that a narrow torch lit passage the floor of which is covered in a maze-like geometric pattern of scarlet flames, which upon closer inspection appears to be a map of the nearby mountains.
Searching the sorcerer while their comrades come around the group find, the strange moving whip, two vials of blue liquid, a scroll, two smokesticks, a dagger, a key, and a mummified hand hanging from a golden chain around his neck. Thought Gali is unconscious it appears it will take him a while to pass from his wounds.
Gali Fort: 1d20 + 2 ⇒ (13) + 2 = 15

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The elf picks up one of the blue vials. He swishes the contents about slowly, watching the way the liquid refracts the light and slicks from the glass.
Craft (alchemy) to ID: 1d20 + 8 ⇒ (9) + 8 = 17
"Restrain the man, and I will see to his wounds," he mentions absently, as he continues to inspect the potion. "He may know of other hidden rooms in this place, or of the beings that dwell within."