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Kahwen is more than happy for an excuse to get away from the stinky king. He does not abandon his companions but will be the first to rush out of the room when the deal is brokered.
"I suppose we should get to business, friends," he says with an obvious lack of excitement.
He pauses when he gets to the chamber with the tree, taking a few deep breaths of relatively fresh air, though he avoids the tree. He pauses before wading onto the leech pool as well, making sure he has sword in hand, just in case.
He's also careful to keep his distance from the stone witch. He'll pause and give Lumo a significant glare if he's close as he passes through.
Then, up to the surface, giving the statues lining the pit wall their own glare as he passes. Then, the unpleasant task of gathering up the dead Kuros and getting them back down. He'll just drag unless he has help and just force them through the roots to drop. The Ghoul King said "fresh" not "pristine." perhaps he would like them "tenderized."
Then back through the gauntlet with the macabre cargo. He won't go back into the "throne room" but will leave the "payment" at the threshold.
He will avoid watching what comes next at all costs and will start digging, instead, though he keeps an eye out to ensure the are not double crossed or ambushed.

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Remmy follows Kahwen's example, though he is a lot less freaked out about the prospect of feeding the ghouls. Clearly, the foody rat only objects to the feasting upon once sentient creatures on a ethics standard, not because it actually disturbs him. Which is disturbing in it's own right come to think of it. He makes a pretty good digger though, his claws ripping into the crumbled area to help search.

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Lumo grabs his captive Kuru on the way up to the top. "No one eats my pet."
Grabbing one Kuru per arm, he reassures his friends. "Do not worry, friends. Gorum has cast his disfavor upon these fallen. They do not deserve a warrior's funeral."
He carries the bodies from the threshold into the room then goes to help the crew move the rocks blocking the passageway.

The World's Most Interesting GM |

While Lumo, Remmy and Kahwen are digging what are other folks about? This is going to take a lot of (in-game) time. If item creation was a thing in the PFS you could do it here.
Those of you who are digging I need a Fort save v a hard day's work (DC 10).

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Fort: 1d20 + 4 ⇒ (2) + 4 = 6
yuck. If only I was a few levels higher and had my burrow speed. :P
Remmy is a mess of sweat, and looks pretty exhausted by the time they are finished.

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Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23
Lumo isn't even using a shovel, just picking the large rocks up with his bare hands. Not even breaking a sweat, he starts some small talk.
"You Westerlings have such soft lives. I remember when I was ten, digging a mining tunnel for our Naga overlord. When my pick broke he just said, 'Use your fat head'." He pauses for a moment then shrugs. "So, I did! Probably why I have such a hard time with my readin and writin actually..."

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Kahwen takes some time examining the tools available. He decided on a pick as it seemed to require less brute force.
"Who needs reading and writing when you have those kind of muscles Friend Lumo?"
Fort Save vs. Manual Labor: 1d20 ⇒ 3
He, like Remmy works himself to exhaustion.

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Wow, this party's luck is GONE.
Lumo smiles. "Aye, I work smarter too. Don't use my head anymore. "

Yogadragon's Kyra |

Kyra never shys away from hard labor, and gets in there to dig with the rest of the party. She'll recast light as needed.
fort save: 1d20 + 3 ⇒ (4) + 3 = 7

The World's Most Interesting GM |

You should be glad now that these are not attack rolls or saves vs paralysis. Those who failed are fatigued.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Remmy: 1d20 + 9 ⇒ (20) + 9 = 29
Kahwen: 1d20 + 5 ⇒ (8) + 5 = 13
Lumo: 1d20 + 1 ⇒ (13) + 1 = 14
Conal: 1d20 + 6 ⇒ (8) + 6 = 14
Kyra: 1d20 ⇒ 9
1d20 + 2 ⇒ (6) + 2 = 8
Six hours later, as the final blocking stones are carefully removed, and Lumo peers within a bony pale face lunges out of the dark to snap at the the Nagaji!
"MEEP!" The canine teeth catch the fighter's arm still holding one of the stone blocks, and draws blood. It is another ghoul, but a less degenerate one. His sailor's clothing while dusty is still mostly intact and more modern than anything else you have seen in the tomb.
bite v Lumo (v flat-footed): 1d20 + 3 ⇒ (17) + 3 = 20 1d6 + 1 ⇒ (1) + 1 = 2
THREAT!
confirm: 1d20 + 3 ⇒ (2) + 3 = 5 1d6 + 1 ⇒ (3) + 1 = 4 Hit, but no crit!
Lumo I need a pair of Fort saves (both DC 13), one vs disease, and one vs paralysis (in that order).
Currently the party is armed with shovels, picks, and stones.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Remmy fatigued
__ Lumo -2 hp, possibly paralyzed
__ Conal fatigued
__ Kahwen fatigued
__ Kyra fatigued
__ unearthed ghoul
Map updated.

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Conal whips out his blade in a blur ans slices at the new threat.
can't see mep atm...on my phone and can't blow up...using only one hand atm...
attack: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 131d8 + 4 - 1 ⇒ (7) + 4 - 1 = 10 He then readies a defensive strike if attacked.

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Tired, but his animal instincts kicking in for him, Remmy bustles forward around his lizard friend and slides inside...
acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16
trying carefully to dodge under the vicious undead thing, and takes a quick swipe at it.
Claw: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

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Just when you thought it was safe to go back into the creepy undead filled dungeon...
It is only the fact that he is at the back of the line that keeps Kahwen from yelping in terror as another undead face appears from seemingly out of nowhere. As it is, it is only a yelp of surprise. He can only watch as the creature latches on to Lumo's arm.
The path is far too crowded for him to get through, at the moment, though he may have to try something desperate, depending on what happens to Lumo.
For the moment, he draws his rarely used bow, knocks an arrow and let's fly.
Shortbow - Firing into Melee: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
And immediately, he remembers why he rarely uses his bow.
I'm sure that there would be cover modifiers, too, but it doesn't really matter with that roll.

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Fort : 1d20 + 3 ⇒ (14) + 3 = 17
Fort : 1d20 + 3 ⇒ (13) + 3 = 16
Lumo laughs with glee as the ghoul attacks him. "Thank Gorum I wasn't using my head, aye? "
He reaches over his back and grabs his mighty longsword as he walks around the ghoul without a care in the world. Drawing AoO. Conal, feel free to walk in. (I moved your tile like you requested. )
Waiting until his ally is in position, Lumo strikes! Ready action to smack until Conal was in flanking position.
Power Attack, vs flat footed: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14

The World's Most Interesting GM |

Lumo laughs with glee as the ghoul attacks him. "Thank Gorum I wasn't using my head, aye? "
He reaches over his back and grabs his mighty longsword as he walks around the ghoul without a care in the world. Drawing AoO. Conal, feel free to walk in. (I moved your tile like you requested. )
Waiting until his ally is in position, Lumo strikes! Ready action to smack until Conal was in flanking position.
There is soooo much wrong here.
First, characters can't move through a non-helpless opponent's square without a successful acrobatics check. They can't move diagonally past a hard corner either. Because of that there's no flanking and Conal is not in a position to attack yet. (I moved Conal back.) And the ghoul is not flat-footed (he acted in the surprise round, taste-testing Lumo).
Lumo invites an attack of opportunity. The ghoul is hungry so he takes the bait. We now need to see if Lumo is paralyzed or not again before he moves out of the square everyone wants to stand in.
bite v Lumo (attack of opportunity): 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d6 + 1 ⇒ (3) + 1 = 4 Miss
Lumo now can spend his move action drawing his weapon (or moving somewhere, and drawing a weapon for free). He draws, stands his ground and readies an action that hasn't happened yet (Conal hasn't arrived yet to flank--in fact, all Conal has done is take a move action to draw his weapon).
Remmy attempts a full-speed acrobatics check to get past the ghoul (through difficult, rubble-filled terrain and around a hard corner/though the opponent's square). The DC is somewhere in the 30s. He doesn't beat the DC, and gets shunted back to the closest available empty space from the direction he started from. Remmy can try again with another move action or switch sides and kill Lumo with sneak attack damage.
Kahwen misses with a quick snapshot from his bow. Thanks for being straight forward. ;)
If Lumo just attacks right now, he misses as the arrow that buried itself in the wall beside him is probably very distracting.
Conal, Are you still having issues with Google Slides? Often times people think they have it on their phones (because they can see the map) but don't actually have it downloaded (something you do have to do to gain functionality). I only mention this because it has come up in the past.
Kyra... please save me. ;)

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Wow. That is a shocking number of mistakes on my part. Sorry about that.
Realizing that he would be just more of a hindrance than anything, after getting batted back when he tried to slip past, Remmy readies an attack for if the undead menace gets close enough to slash.
Readied attack
Claw: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d4 + 6 ⇒ (3) + 6 = 9

The World's Most Interesting GM |

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
bite v Lumo: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 1 ⇒ (2) + 1 = 3 miss
claw v Lumo: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d6 + 1 ⇒ (4) + 1 = 5 missclaw v Lumo: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d6 + 1 ⇒ (3) + 1 = 4 miss
Lumo, possibly with some divine aid, mounts an impenetrable defense against the frenzied ghoul.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Remmy fatigued
__ Lumo -2 hp,
__ Conal fatigued, may still take a rd 1 std action
__ Kahwen fatigued
__ Kyra fatigued
__ unearthed ghoul
Map updated.

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Lumo smiles as Gorum protects. "Gorum teaches that one chain alone does not mail make. " He steps back behind the party, trying to draw the ghoul into a compromised position.
Full Withdraw action. No sense fighting it 1 v 1. I'd suggest readying actions for when the beast walks out. Or moving to a new formation. Either way, we don't want to move into the gap.

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Smart, Lumo...draw that blasted thing out... Conal sayscas he backsaway with Lumo and readies a strike if attacked.

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Remmy nods as Lumo steps back, flexing his claws as he hops back as well and hisses at the ghoul. He speaks in a low growl.
I have some more magic I can use... if he refuses to come out, let me get in at him.
He touches his amulet as it glows with light.
5 foot corner step back, then standard to use legacy weapon to give amulet undead bane.

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"Perhaps he does not want to come out. Let me make sure he has a reason to," Kahwen says, stepping to the side to get a completely clear shot before firing another arrow.
Shortbow: 1d20 + 5 ⇒ (18) + 5 = 23
Arrow: 1d6 ⇒ 3

Yogadragon's Kyra |

Kyra shifts her scimitar to her other hand, draws her sling and launches a bolt.
Sling!: 1d20 ⇒ 6
Damage!: 1d4 + 2 ⇒ (3) + 2 = 5

The World's Most Interesting GM |

Kahwen's arrow strikes the ghoul, but the thing seems not to care. It launches itself out of its hole, straight at Kahwen! The Tengu can see the terrible look of hunger in its once human eyes.
AoO for Conal.
ghoul bite: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d6 + 1 ⇒ (5) + 1 = 6
THREAT!
confirm?: 1d20 + 3 ⇒ (12) + 3 = 15 additional damage: 1d6 + 1 ⇒ (2) + 1 = 3 hit, but no crit
Kahwen if the ghoul is allowed to bite you, I need two Fort saves. First one vs disease then a second vs paralysis (DC 13 each).
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Round 3! (Theme ♬)
The Bold May Act!_________________
__ Remmy fatigued
__ Lumo -2 hp,
__ Conal fatigued
__ Kahwen -6 hp, fatigued
__ Kyra fatigued
__ famished ghoul -3 hp
Map updated.

Yogadragon's Kyra |

Kyra drops her sling, and switches back to her scimitar, and steps back to allow her more martial companions room to get in.
Scimitar Attack, now with fatigue penalties!: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Remmy steps forward, a sudden whirlwind of teeth and claw against the undead enemy.
Claw: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 6 + 2d6 ⇒ (3) + 6 + (6, 6) = 21
Claw: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d4 + 6 + 2d6 ⇒ (1) + 6 + (1, 6) = 14
Bite: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d3 + 6 + 2d6 ⇒ (2) + 6 + (2, 4) = 14
Tail: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Claw Crit?: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 + 6 ⇒ (3) + 6 = 9

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Remmy, wowza!
Lumo, quite upset now, switches to his Earthbreaker. He stalks his way around the pillar and squeezes by Kyra. Tipping his head as he goes, "Thank, Kyra. "
Approaching the undead monster from the side, he teams up with Conal to strike!
Flat footed: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Well, shoot. At least Conal gets flank.

The World's Most Interesting GM |

Everything above is noted. I just want to give Conal the chance for his AoO, and maybe Kahwen his saves, to see if any of it is necessary. ;)

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Conal slashes at the creature.
[dice=aoo]1d20+7-1; 1d8+4-1
forgot to add flank...add +2
Fun fact, you can edit dice rolls after they are posted. So, next time you forget flank, you can go back and add it. HOWEVER, its a good thing you didn't, since you didn't have flanking during your AoO.
Also, that was your AoO, so you still get a full turn. Assuming Remmy didn't obliterate the monster with that death whirlwind.

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hmm...i thought if you edit a die roll it cganged the result...oh well...on to the attack.
Conal catches the creature between himself and Lumo and brings his blade down in a vicious arc.
Begone, cur!
attack: 1d20 + 7 - 1 + 2 ⇒ (12) + 7 - 1 + 2 = 201d8 + 4 - 1 ⇒ (8) + 4 - 1 = 11intimidate: 1d20 + 6 ⇒ (5) + 6 = 11

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I'm going to assume Conal's AoO doesn't quite take the ghoul down.
Kahwen is not surprised when the ghoul comes rushing at him. In fact, it was his plan. It was not part of his plan to get bit.
Fort Save 1: 1d20 ⇒ 17
Fort Save 2: 1d20 ⇒ 15
As painful as the wound is, the other effects of a ghoul bite do not overtake him. He steps back, showing his bow and drawing his sword just in case the massive amount of damage that was just piled on it doesn't send it to its final reward.

The World's Most Interesting GM |

I'm going to assume Conal's AoO doesn't quite take the ghoul down.
It had 1 hp left. ;)
END COMBAT....
A moment later it is done. The ghoul expires. Its last words come out as a dry, croaking whisper.
The dark chamber beyond the breach smells of bad air and masonry dust. Its initial dimensions shift about for a moment before settling on roughly 15 x 20-foot room. A heap of coins and other valuables lies piled in the middle of the room. The largest item in the pile is a gem-studded copper sphere. Though completely motionless, the light on the sphere seems
to flicker and fade like a tremulous Aurora Borealis.

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Kahwen winces a bit as he looks at the wound he's left with. It's painful and nothing to ignore but nothing a little healing magic or rest wouldn't take care of.
Perception Check: 1d20 + 9 ⇒ (8) + 9 = 17
He is confused by the group's final words. But there will be time to ponder that later. Their quarry is within sight and they are on a clock. And he still wants to get out of this ghoul infested place.
But this is just the time to not drop their guards. If anyone was going to leave a trap, this was the place.
He approached the pile of loot in the middle of the room cautiously on the look for intentional or accidental traps.
Perception Trap Check: 1d20 + 9 ⇒ (2) + 9 = 11

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After searching the room for traps, Lumo enters.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
He quickly begins grabbing the treasures, letting the smarter members deal with the orb.
After the treasure is gathered, he pulls out the note with the Captain's instructions. He reads slowly, his lips moving with the words.
"Ok, I got in trouble at the temple and Confirmation for not paying attention. Let's do this one right. " He pokes a finger at the paper. "Says here there are multiple levels to this place. Interesting. I wonder if the ghoul king knows about that... "
He thinks for a moment then continues. " Keep good notes. Uh... did anyone take notes? I tried, but I'm not sure I'd call them good. Remmy, were you making a map? "

Yogadragon's Kyra |

Kyra will use her last spell on Kaweh.
clw: 1d8 + 1 ⇒ (5) + 1 = 6
Looks like we have what we came for. This place is multileveled... But there are no more apparent doors or stairways. Looks like we need to tear this place apart looking...
Kyra will start scanning the various rooms with detect magic and then taking 20 searching them, starting in this room and working towards the entrance.

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How much time till we got to row out of here? If we have time, taking 20 sounds good.

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"Friends, didn't our instructions tell us to go no deeper than necessary to retrieve the Orb? If that is the Orb shouldn't we leave and return to the Pixie?" he asked, pointing at the Orb, which he hasn't touched yet.
"While I think knowledge and exploration is important do we not have a duty to not press our luck and get this valuable artifact back to our Venture Captain as quickly as possible?"

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Lumo looks at Kahwen. "You're right, friend. But it also asks us to explore and take notes for future Pathfinders. We have not done this yet. So, let's use the time remaining to do a good job. "
He looks at Remmy. "With our mathematician friend here, making a map should be easy. And we've already seen how well he can navigate a sailboat. "

The World's Most Interesting GM |

How much time till we got to row out of here? If we have time, taking 20 sounds good.
It would take a person 20 minutes to do a detailed search of the treasure room. Take 20 move actions x 12 squares = 240 move actions; 240 move actions/2 move actions per round = 120 rounds; 120 rounds = 20 minutes

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Lumo receives a flash of insight. "Someone wise once told me. 'Always split the party.' Let's each take a room and search carefully. "
At a swag, if we split up we should be able to cover this whole level in less than an hour.
As he leaves the room, he adds. " Maps and notes! Take some while you search. " He pulls out his crayons and begins taking careful, messy, notes.

The World's Most Interesting GM |

Actually the actual 'Hall of the Flesh Eaters' (wherein lies the colossal pile of regenerating necrotic flesh) is itself a 14 x 8 square area (counting pillars and goo, but not the high walls), all of it covered in stone relief. 112 squares x 20 takes each (2 move actions per round mind you) would be 1120 rounds or 186.67 minutes (or about 3 hours and 11 minutes). The above assumes you can somehow look under the 120 tons of flesh and make sure there are no hidden hollows in the support pillars too. Point is it might take longer if you do a really thorough search.
Oh, and who wants to go look in Rajhan-Vol's chamber? There was that treasure chest. "Oh, Ree."

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hrmmmm... Let's try that typical fighter charm.
Lumo shiethes his blade and walks back to the throne room. Peeking his head around the corner, he fixes his gaze on the floor. Mostly to avoid the grisly feast which is probably occurring. " Uhh... Mr. Excellency Rajhan sir? Remember how you said you'd let our friends through your lands if they brought you food? Well... they're going to try and find the lower levels of this spire. Do you know where the entrance may be? "
Diplomacy: 1d20 ⇒ 18
It took us a day to row here. How long have we been in the spire? In other words... how long till we need to get rowing out of here?

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Kahwen gapes at the others for a few moments. Then, he shrugs and starts examining the room he's in, starting with the ghoul who was trapped in here then moving to the walls and floors.
Assuming this works, and we have some time, Kahwen's take 20 Perception is 29.
If he finds nothing in that room, he'll go to the antechamber of the Hall, next, then the tree and leech chamber, then the witch room (avoiding that wall, unless he can figure out a way to deactivate it.) The Hall will be the last place he'll search and he won't go back into the Ghoul King's chamber.

Rajhan-Vol |

Kahwen begins his search while Lumo goes in search of Rajhan-Vol.
Lumo doesn't have to go far as the undead thing appears as if from nowhere at his shoulder. "Forgive me if I have sstartled you. I thought I heard ssomeone cry out. Iss everyone all right? No one iss sserioussly wounded or crippled are they?"
" Uhh... Mr. Excellency Rajhan sir? Remember how you said you'd let our friends through your lands if they brought you food? Well... they're going to try and find the lower levels of this spire. Do you know where the entrance may be? "
The ghoul seems flattered.
"The entrance to Ssevenfingerss tomb? Why it is just here. I marked the place long ago" Rajhan-Vol points to a place on the wall rung round with faded scratches as if the stone relief had been clawed at by a maddened animal. He scuttles over to the wall and triggers a cunningly hidden release switch which causes the secret door to slide back on unseen hinges and gears revealing a dark, dusty corridor, and spiral stone stairwell leading downward.
"Little good it might do you unlesss you have powerful magic to passs the door that liess beyond." Rajhan-Vol hisses.
Map updated.

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*Jaw drops* I cant believe that worked. The author of this scenario really wanted us to team up with some undead. I guess.
Lumo smiles as the ghoul assists them. Wow, I should try this talking thing more often! Abandoning all defenses at this point, bows deep. "We are deep in your debt. I'll ask the venture captain to bring you a whole cow on his next visit. "
Once the ghoul has left, he turns to the party. "Well, let's finish up some quick notes, write down our agreement with Sir-Awesome-Undead-Dude and get back to our magic row boat! "