
Dungeon Master S |

Victor scores a hit, just an inch or two off of a major artery!
Round 1:
Bulgulp: Stare AoO
Zyneste: Hits
Victor: Buff and AoO
Ogres: ATK
Eddard: Go
Gbagbe: Go
Alexandre: Go
Red: 45

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Alexandre slips forward and makes two sloppy attacks against the lead ogre.
5-foot
Full attack vs. red
Attack: 1d20 + 12 ⇒ (4) + 12 = 16for: 1d6 + 8 ⇒ (6) + 8 = 14
attack: 1d20 + 7 ⇒ (8) + 7 = 15for: 1d6 + 8 ⇒ (4) + 8 = 12

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Gbagbe raises a pair on long, slender fingers, each tipped with a small suction cup, and stares intently at the closest ogre. Suddenly, a pair of rainbow-hued bolts of light fly from his fingertips, striking the ogre!
Cast magic missile at red.
MM Damage : 2d4 + 2 ⇒ (3, 3) + 2 = 8

Dungeon Master S |

Bulgulp lets the opportunity pass, not wanting to give up the advantage.
Unfortunately, Alexandre's attack are easily defended. Not so for Gbagbe's missiles, which strike true as always!
Round 1:
Bulgulp: Stare
Zyneste: Hits
Victor: Buff and AoO
Ogres: ATK
Eddard: Go
Gbagbe: MM
Alexandre: Miss
Red: 53

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Cool! Wish mine did that, Eddard says watching Gbagbe's force missiles. Mine are just boring orange.
DC 17 concentration check to cast defensively: 1d20 + 8 ⇒ (12) + 8 = 20
magic missile vs. Red: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Dungeon Master S |

Eddard adds another pair of missiles. The ogre roars furiously as all attempts at swatting the missiles fail. The wounds pile up, but somehow the raging ogre stays upright
Round 1:
Bulgulp: Go
Zyneste: Go
Victor: Go
Ogres: TBD
Eddard: TBD
Gbagbe: TBD
Alexandre: TBD
Red: 58

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Victor dispassionately attempts to squash the ogre, as he would an irritating mosquito.
+1 Ghost-touch Fauchard: 1d20 + 6 ⇒ (15) + 6 = 21, for 2d8 + 11 ⇒ (3, 8) + 11 = 22 damage.

Dungeon Master S |

Victor's slash is massive. The fauchard's hook tears the ogre down. It's rage and fury spills out with its blood on the floor!
Round 1:
Bulgulp: Go
Zyneste: Go
Victor: Kill
Ogres: TBD
Eddard: TBD
Gbagbe: TBD
Alexandre: TBD

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Bulgulp switches his hypnotic stare to the remaining ogre before quietly moving around behind him.
-2 will saves, -2 to spell and SLA DC's, -2 to SR
He then strikes from the shadows slashing into the large creature trying to cut vital tendons and ligaments.
+1 Wakizashi: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 vs FF
confirmation: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
damage: 1d4 + 1 + 2d6 + 1d6 + 1 ⇒ (1) + 1 + (6, 6) + (3) + 1 = 18
crit dmg: 1d4 + 1 ⇒ (2) + 1 = 3
The +2 to hit was from being invisible if the creature has blind fight then this wouldn't count and may affect the crit confirmation roll.
The 2d6 dmg was from sneak attack and the 1d6+1 was from painful stare.
Painful Stare
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).
The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

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Slowing her breath through the pain of her wounds, Zyneste moves around behind the group to take a shot at the last ogre.
Deadly Aim, Improved Precise Shot
Composite Longbow +1: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23 Damage: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17

Dungeon Master S |

Zyneste and Bulgulp combine into a single assault that is far too much for the ogre. With a single giri from Bulgulp, and an arrow from Zyneste the room goes silent as the second ogre falls!
Gotcha. I dig the combination of ninja and mesmerist. Something to think about for the future.

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Bulgulp searches the area looking for traps first then for anything else of significance or value
Perception: 1d20 + 13 ⇒ (15) + 13 = 28 +1 vs traps
Yeah, there are some great synergies with the 2 classes, I'm enjoying playing it so far. Flavour wise I like the dip into divination wizard but I probably wouldn't recommend it optimisation wise, and would just stick with ninja + memerist

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"Well,"Alexandre says, as he resheaths his blade, "The first thing we can do to clean up is drag this trash away from the site. Hopefully, this is only new addition to the site."

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Once the ogres are dealt with, Zyneste takes a couple of moments to re center herself, closing her eyes and drifting inward, releasing the pain of her wounds in a deep exhaling breath.
She then retrieves a couple of wands and asks her companions if they would apply their healing and protective powers upon her.
Assuming no dramas, she will have someone apply her CLW and her Mage Armor wands on her.
CLW 1: 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1: 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1: 1d8 + 1 ⇒ (2) + 1 = 3
CLW 1: 1d8 + 1 ⇒ (4) + 1 = 5

Dungeon Master S |

As the party recovers and takes out the trash Bulgulp finds a cracked stone plate underneath the worst of the detritus. It's got a couplet, written in Shoanti upon it. Looks like it was ruined by collateral damage.

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With the ogres now less likely to trample him under foot, Gbagbe moves into the first chamber and helps the others tidy it up a bit, including a quick search of the ogres in his efforts. He scans the stone plate and the rest of the room for the presence of magic, then points at the door on the left-hand side and says, ”Shall we go that way?“
Detect Magic all ‘round.

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Zyneste nods at Gbagbe's suggestion and moves to examine the door that he indicated, checking for traps and listening out for any noise from behind.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30

Dungeon Master S |

As the party looks over the plate, one of you says, "Repairing this plate would be magnificent. What are you waiting for?" Before you can answer, you realize that the voice isn't one of yours!
Turning around you see that it comes from a translucent figure!
"Ho! Strangers. Fear not. I am not a foul spirit, I assure you. I am the Hearth Keeper, the spirit bound to this place. It seems like there's quite a mess in here. It's not your doing I hope! I imagine not if you're discussing fixing things."

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Aagh, wasn’t getting notifications on this thread - thanks Paizo site! And thanks for the reminder about fixing stuff with the stone, slipped right out of Gbagbe’s forgetful little mind.
Gbagbe gives his green forehead a smack, hard enough to rattle the strings of beads hanging around his neck, as he exclaims, ”Right! Right! The magic egg-stone that fixes stuff...what’s it called again? Avenger’s Stone...no. Scrivener’s Stone! No, that’s not quite it...um, oh - Scavenger’s Stone!“
As he pulls the stone from a small pouch at his belt, the strange, translucent figure materializes! ”Whoah! What’s this what’s this?!“ he exclaims in excitement at seeing such a cool thing, before beginning to explain, ”No, we didn’t do this. We’re here to make it right. See, watch this - assuming I can figure this thing out.“
Gbagbe touches the Scavenger’s Stone to the plate and activates it, hoping he’s doing it right.
Points repaired on plate : 1d6 ⇒ 2
DM - any checks we can make to figure out what the Hearth Keeper is, in terms of identifying the creature or recognizing its name? And which way is north on this map?
Gang - speaking of things to remember - since the slides include the map of the sepulcher and Simset’s notes, we should remember to look at them to prep ourselves for what might be coming. Maybe some of you are already on this, but I assume the door we were looking at leads to the ‘maze to the west’ where he found the ‘lightning dogs’.

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Now that I'm back home from my trip...
Alexandre looks to the Hearth Keeper and smiles at the spirit. "As my friend said, we're here to clean up the mess that was done by someone that tried to impress our superiors. Needless to say, they were not impressed once the truth came out. Not only do we have that stone that my collegue is using, we also carry what was plundered from here to return it to it's proper place. Would you be willing to help us properly restore this place? Telling us what needs to be where would be of great help."
Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31

Dungeon Master S |

Sorry about that. North is to the right. I'd take a knowledge (Religion) check for the type of spirit and/or Knowledge (History) for the name.
"Well it's nice to see courteous Tshamek. Rarity you know. Aye. I'll be glad to help. Let's see, hmmm weapons? Ah! Those are relics infused with magic replicating the courage and honor of the heroes who once wielded them! Well, not the relics, exactly, but the weapons the heroes wielded in life. I think they’re symbolic. Those should belong in the room to the east, although I don’t remember exactly where they go…”
Ring? That belongs to Lore Whisperer, one of the legendary oral historians in Shoanti history. He’s just a bit farther inside.”
"Statue... Statue... hmmm That statue contains the spirit of Hunts at Night, the companion of Silent Footsteps. Silent Footsteps is probably still here, so I imagine he misses Hunts at Night quite a bit!”
Map is updated with the information.

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Knowledge (religion) : 1d20 + 8 ⇒ (19) + 8 = 27
”Wow, an amazing, see-through friend!“ Gbagbe exclaims, as he digs through the convoluted recesses of his mind to recall what sort of creature this might be. ”You are very helpful, Hearth Keeper! We’ll get all this stuff right back where it belongs!“
Good idea asking where it should all go, Alexandre.

Dungeon Master S |

Gbagbe is quite knowledgeable when it comes to these things, but this spirit in particular escapes taxonomic identification. The erudite grippli knows that sometimes places have the spirits of the dead attached to them in order to provide insight to travelers, so that the memory of deeds or people there never truly fades....

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"Thank you for that great bit of insight," Alexandre responds to the spirit, "Can you tell us if there are any other intruders in here, besides us and these two ogres that we're about to drag out of here?"

Dungeon Master S |

"Ogres!?! Oh. No. I can't sense anything, but that's because I do't have the ability. I also don't think I can leave this room. That's not very helpful, I know."

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"I am sure that if we work together we will be able to overcome any obstacle, let us head south and put these weapons back, While I agree with Gbagbe that there may be threats in the maze to the north, one should not always seek out conflict if one's goal does not require it"

Dungeon Master S |

Feel free to move to a door, roll what you'd like and open it. A reminder about doors, dungeons, and my grognard style: please have the map up to date when someone interacts with the dungeon. :-) you know.... for reasons.

Dungeon Master S |

Eddard deems the door safe, and opens it. A recess in the floor seems to have once contained water but is now empty. A plaque sits on a stone shrine to the south, with two shallow indents flanking it on either side, carved out of the stone. At each of the four corners of this room are steles depicting Shoanti warriors in battle stances.

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Bulgulp moves into the room up to the recess and inspects the area,
Perception: 1d20 + 13 ⇒ (19) + 13 = 32

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"Agggreed, Bulgulp" Gbagbe gulps, moving away from the northern door to follow his companions as they head south.

Dungeon Master S |

A recess in the floor seems to have once contained water but is now empty. A plaque sits on a stone shrine to the south, with two shallow indents flanking it on either side, carved out of the stone. At each of the four corners of this room are steles depicting Shoanti warriors in battle stances.
Bulgulp can use that check for this spoiler:
Each of them holds a different weapon; bolas, bow, earth breaker, klar. Now, who holds the bag with the weapons?

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Perception, DC 12: 1d20 + 10 ⇒ (5) + 10 = 15
Okay, Because of the nature of the bag, Alexandre isn't. 25 pounds puts him into his medium load, which is the last place he wants to be.
Alexandre slowly walks into the room after Eddard gives the all clear. After a moment to release his ioun torch to float around him, he looks at the steles, then the plaque on the shrine. "The weapons should be returned to here, and the steles are marked with the weapons....As simple as it would seem to match the weapon to the stele, Should we try that?"

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Bulgulp does not have the bag of weapons
Bulgulp nods in agreeance with Alexandre.
I would also like to cast detect magic in the direction of the closest statue.

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Well, I am strength-based, so I am happy to be carrying it...
Perception: 1d20 + 12 ⇒ (2) + 12 = 14.
"This must be where the weapons go..."
Victor moves over to the closest stela, and pulls out the appropriate weapon.
Unless something happens to prevent it, I will then do the same thing with the other three.

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Little Gbagbe would definitely not be carrying the bag. Thanks for being the beast of burden, Victor.
As Victor approaches the stele, Gbagbe scans them for the presence of magic.

Dungeon Master S |

Gbagbe said he'd be scanning for magic, which requires him to be in the room. I moved him just inside. Eddard left off at the door, so I'll leave him there.
The party quickly figures out how to undo the damage done by their erstwhile compatriot.
Unfortunately, the restless spirits here feel otherwise.
Perception for the others:
Eddard: 1d20 + 7 ⇒ (15) + 7 = 22
Gbagbe: 1d20 + 9 ⇒ (19) + 9 = 28
Zyneste: 1d20 + 15 ⇒ (1) + 15 = 16
Eddard, Gbagbe, and Bulgulp all suddenly hear the sounds of battle cries and splashing water - despite the lack of source.... It's haunted!
Alexandre: 1d20 + 5 ⇒ (17) + 5 = 22
Bulgulp: 1d20 + 13 ⇒ (2) + 13 = 15
Eddard: 1d20 + 3 ⇒ (3) + 3 = 6
Gbagbe: 1d20 + 2 ⇒ (19) + 2 = 21
Victor: 1d20 + 1 ⇒ (2) + 1 = 3
Zyneste: 1d20 + 6 ⇒ (1) + 6 = 7

Dungeon Master S |

Surprise Round:
Gbagbe: Go
Bulgulp: Go
Eddard: Go
The room fills with ghostly, faceless soldiers screaming and streaming toward all of you. Half stand on offense, bearing the flag and insignia of Cheliax. The other half, the Sklar-Quah, are weaponless and desperate, constantly cut down only to rise again. The Chelish figures also target you! You try to move, and the floor feels like sucking mud and boggy undergrowth on the banks of a river. This room is now difficult terrain.
This is not a normal haunt. Positive energy won't work! You'll need to undo the travesty and reset the weapons!
Round 1:
Alexandre: Go
Gbagbe: Go
Bulgulp: Go
Haunt: TBD
Zyneste: TBD
Eddard: TBD
Victor: TBD

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Gbagbe said he'd be scanning for magic, which requires him to be in the room. I moved him just inside.
Agreed, I would have moved him but was posting quickly on my phone.
Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26
Gbagbe's wide mouth drops open in astonishment as the frightful scene appears before him! He stands dumbfounded for a moment - though his companions have certainly seem him dumbfounded for longer on other occasions - before saying, "Whoa! It looks so real...well, except they don't have faces." Pondering it a moment, and thinking of what he knows of haunts, he calls out to his companions, "This is is a haunt, but not a normal one! Positive energy won't work to stop it, we need to undo the harm done by Marmoset, um, I mean the other Pathfinder, Slipshod. No, Simset! We need to put back the weapons to settle the haunt down!"
Gesturing to Victor to bend down a little, Gbagbe reaches into the magic sack the man carries and pulls out the Shoanti bow. He hurries to the corner where the bow once rested, and lays it on the stela there.
Move action to retrieve bow from Bag of Holding (since Victor is adjacent), move action to get to stela, free action to drop it - if it's a more elaborate action than dropping it, I'll just get next to the stela this round.

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Alexandre's eyes widen at the sudden sounds and sensations. He opens his mouth to ask what the hell is going on, when Gbagbe pre-empts him with exactly that information. With a muttered curse, he slogs back to Victor. "Pass me the Klar figurine, " he cries out, hoping that someone faster will push to the farthest corner.
Move action
Move action to claim the Klar

Dungeon Master S |

Indeed it's a move action to place the weapon properly.
Gbagbe and Alexandre quickly grab two of the stolen weapons and prepare to return them!
Surprise Round:
Bulgulp: Go
Eddard: Go
Round 1:
Alexandre: Retrieve klar
Gbagbe: Retrieve bow
Bulgulp: Go
Haunt: TBD
Zyneste: TBD
Eddard: TBD
Victor: TBD
Weapons Returned: None

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As the ghosts start to appear Bulgulp reacts instantly, leaping onto the nearest wall.
acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26 5ft across + 5ft up
He then climbs along the wall and gets in position next to the stela and signals to Victor to bring the Earth Breaker.
Bulgulp Delays to wait for Victor

Dungeon Master S |

The ninja's reflexes are well, ninja-like. Bulgulp gets to the wall and puts himself into position!
Surprise Round:
Eddard: Go
Round 1:
Alexandre: Retrieve klar
Gbagbe: Retrieve bow
Haunt: TBD
Zyneste: TBD
Eddard: TBD
Victor: TBD
Bulgulp: Delay
Weapons Returned: None

Dungeon Master S |

Eddard rushes over to shove his arm into the bag of holding. Within is the earth breaker and bolas.
Among you spirits of unarmed Shoanti look on in terror as spirits of the Chelish riding through, slashing and hacking:
1d6 ⇒ 11d5 ⇒ 41d4 ⇒ 4
Spirits v. Alexandre: 1d20 + 13 ⇒ (9) + 13 = 22 for DMG if hit: 1d8 + 3 ⇒ (7) + 3 = 10
Gbagbe: Safe
Zyneste: Safe
Eddard: Safe
Spirits v. Victor: 1d20 + 13 ⇒ (6) + 13 = 19 for DMG if hit: 1d8 + 3 ⇒ (1) + 3 = 4
Spirits v. Bulgulp: 1d20 + 13 ⇒ (1) + 13 = 14 for DMG if hit: 1d8 + 3 ⇒ (5) + 3 = 8
Round 1:
Alexandre: Retrieve klar
Gbagbe: Retrieve bow
Haunt: ATK!
Zyneste: Go
Eddard: Go
Victor: Go
Bulgulp: Go
Weapons Returned: None