
![]() |

Petronicus does his best to clean the blood and gore off himself and his weapon.
"I doubt it," he mutters, taking out his whetstone to sharpen the blade. "I've not known many Shoanti who were big of subtlety."
Once he finishes sharpening his blade, he walks deeper into the tomb and out to the edge of the group and keeps watch to make sure they aren't ambushed again.
Taking 10 on Perception, so: 18

![]() |

As we explore the dungeon, I will move the green marker on the map in the handouts to indicate the party's whereabouts, feel free to move it anytime if you decide to go or revisit an area.
Morrighan is also relatively sure that text has no hidden meaning or has any likely correlation to Cousin To All.
With the room explored, the Pathfinders venture deeper into the Sepulcher and investigates the room immediately on the left most path.
Pillars of stone fill this space. Each is etched with some sort of writing, but the inscriptions are chipped, scorched, or otherwise damaged or obscured. The room is silent, without inhabitants, just settled dust.
If you are trained in Craft(Stonemasonry) or Kn Engineering, please make those rolls for me.
Edit: I seemed to have put in text for the Left room instead. Sorry! But after this room I will move us to the right most room!

![]() |

”We will have to remember to fix the doors on the way out. Wouldn’t want more of those nasty Ogres coming in. ” says Glastor. ”Did I tell you that I trained under an Ogre-style master? The trick is to go RAWR! real loud!”

![]() |

Glastor looks around he room for where the wooden weapons may have come from.
perception: 1d20 + 6 ⇒ (9) + 6 = 15

![]() |

Gleam shrinks back down and looks over the stone pillars.
know engineering: 1d20 + 5 ⇒ (2) + 5 = 7

![]() |

Knowledge (Engineering): 1d20 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12
Petronicus knew a little bit about engineering, having studied the maps of his engineer uncle as a child; he just didn't study them very hard.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

![]() |

Glastor, Ingrge, and Petronicus do not make any other observations in this room.

![]() |

Are these carvings something that our glowing rock can repair?

![]() |

Anything that explicitly says damaged, broken, chipped...etc can definitely be repaired by the glowing rock.

![]() |

"This seems like a good opportunity to try the repair device we were given."

![]() |

Zarzuket feels pretty good about the room as he looks around. Nothing out of the ordinary.

![]() |

"Glastor, don't you have that fix-it-all egg thingy? This room looks like it was one of the damaged rooms..."
Ingrge looks for any signs or tracks that Lumketul might've left here...
Survival: 1d20 + 8 ⇒ (14) + 8 = 22

![]() |

Glastor literally bounces when asked to use the egg, which he does!

![]() |

No one met the Perception DC for the Hazard.
As Glastor puts his hands to work, the ceilings starts to break down, and more of the structure gives way before he even has a chance to repair it!
Falling debris!: 2d6 ⇒ (1, 3) = 4 Bludgeoning damage. Reflex DC18 halves.
After the little incident, Glastor starts to do so, however realises that he is missing shard pieces of the columns to do so. Unfortunately with the added debris from the falling ceiling, this task may prove to be difficult. But with Ingrge's keen eyes, you're able to pick up the missing pieces and put together the columns.
At the restoration, Glastor is able to read each column with it's writings. Each line contains a Shoanti’s honorific on the left and their birth name on the right, and each pillar is inscribed from floor to ceiling.
Ingrge just met the DC
Glastor: 1d20 + 6 ⇒ (2) + 6 = 8
Ingrge: 1d20 + 15 ⇒ (11) + 15 = 26
Morrighan: 1d20 - 2 ⇒ (8) - 2 = 6
Petronicus: 1d20 + 8 ⇒ (17) + 8 = 25
(+1 to detect traps)
Gleam: 1d20 + 4 ⇒ (2) + 4 = 6
Zarzuket: 1d20 + 10 ⇒ (13) + 10 = 23
10/50 charges of the stone used
I'll move us to the next room in 12 hours.

![]() |

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
"Blast that Simset and his carelessness! Blasting fireballs inside a delicate structure...we're lucky there wasn't a cave-in."

![]() |

Reflex: 1d20 + 13 ⇒ (12) + 13 = 25
Ingrge reacts quickly and just gets a couple of nicks and scrapes...
"If we're through here, let's continue on..."
He'll draw his bow and lead on, traveling quietly and keeping alert for traps and hidden foes...
Stealth: 1d20 + 20 ⇒ (7) + 20 = 27
Perception: 1d20 + 15 ⇒ (15) + 15 = 30

![]() |

reflex: 1d20 + 6 ⇒ (8) + 6 = 14
"Ow."
clw: 1d8 + 1 ⇒ (7) + 1 = 8
Gleam has one of his allies use his wand again.
Gleam ponders "Maybe we should clear location first before using egg, in case we don't have enough to fix everything?"

![]() |

Not bothering to roll reflex, because...
Gleam, save your charge.
Rocks fall from the ceiling, and onto Glastor's head. "Ow!" he yells, "WASTHATREALLYNECESSARY?"
He then calls upon Desna, and the room once again fills with butterflies as he channles to heal.
Healing: 3d6 ⇒ (3, 2, 2) = 7

![]() |

After a bit of patching up and repairing by Glastor, the group continues their exploration on the other side of the sepulcher.
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.
Engraved in each of these steles are stylized likenesses of the heroes on them, depicting them holding their signature weapons: bow in the northwest, bolas in the northeast, earth breaker in the southeast, and klar in the southwest. There are indentations in each of these steeles, where the shape of the weapon carvings would fit in perfectly.
Glastor is able to read the plaque on the shrine written in Shoanti. “By These Waters, We Will Overcome Our Enemies.”
For a moment, there's a cold air in the room.
Glastor: 1d20 + 6 ⇒ (13) + 6 = 19
Morrighan: 1d20 - 2 ⇒ (6) - 2 = 4
Petronicus: 1d20 + 8 ⇒ (18) + 8 = 26
(+1 to detect traps)
Gleam: 1d20 + 4 ⇒ (4) + 4 = 8
Zarzuket: 1d20 + 10 ⇒ (10) + 10 = 20
Glastor: 1d20 + 1 ⇒ (20) + 1 = 21
Ingrge: 1d20 + 8 ⇒ (16) + 8 = 24
Morrighan: 1d20 + 1 ⇒ (3) + 1 = 4
Petronicus: 1d20 + 3 ⇒ (4) + 3 = 7
Gleam: 1d20 + 3 ⇒ (2) + 3 = 5
Zarzuket: 1d20 + 1 ⇒ (7) + 1 = 8
Ingrge is up! (Surprise Round)

![]() |

Ingrge exclaims, "The wood carvings! Quickly!"
He'll retrieve the wood carving of the bow from the brown bag...
I'm guessing in the surprise round that's all Ingrge can do...if he can do more, he'll move to the northwest engraving of the warrior with the bow...

![]() |

The room is immediately filled with ghostly, faceless soldiers screaming and streaming toward any targets in a repeating cycle, bearing the flag and insignia of Cheliax. Amidst the chaos, the same Sklar-Quah heroes are seen in the battlefield, weaponless and desperate, constantly cut down only to rise again and be killed again in a vicious cycle.
The soldiers strike everyone, hurting them with their ghostly weapons.
Glastor: 1d20 + 13 ⇒ (18) + 13 = 31Force: 1d8 + 3 ⇒ (7) + 3 = 10
Ingrge: 1d20 + 13 ⇒ (5) + 13 = 18Force: 1d8 + 3 ⇒ (3) + 3 = 6
Morrighan: 1d20 + 13 ⇒ (16) + 13 = 29Force: 1d8 + 3 ⇒ (4) + 3 = 7
Petronicus: 1d20 + 13 ⇒ (13) + 13 = 26Force: 1d8 + 3 ⇒ (2) + 3 = 5
Gleam: 1d20 + 13 ⇒ (14) + 13 = 27Force: 1d8 + 3 ⇒ (6) + 3 = 9
Zarzuket: 1d20 + 13 ⇒ (9) + 13 = 22Force: 1d8 + 3 ⇒ (3) + 3 = 6
Pip hero: 1d20 + 13 ⇒ (13) + 13 = 26Force: 1d8 + 3 ⇒ (6) + 3 = 9
~~~
Haunt Round 1
Glastor -10, Ingrge
Haunt
Morrighan -7, Gleam -9
Zarzuket -6 , Pip Hero -9
Petronicus -5
Room is treated as difficult terrain during this time.

![]() |

Is there a map? Not seeing one of this room...
With the wooden bow carving in hand, Ingrge continues towards the northwest engraving and will place it in the indentation when he gets there...

![]() |

kn:religion: 1d20 + 9 ⇒ (9) + 9 = 18
”Warriors of the Sklar-Klah, we mean you no harm.” calls out Glastor. ”Friends! Please put the weapons back where they belong. I will use the power of freedom and love to drive these war-crazed spirits away!”
He turns to the soldiers, crying out, ”Soldiers of Cheliax! You are log dead, and no longer need to fight! Begone, and take your eternal rest. Dream the sweet dreams given by the Starsong! Fight no more!”
He presents his butterfly holy symbol, and summons forth all of his love and caring, showing the haunt with it, hoping to put it to rest. Butterflies of all shapes and sizes fly out from his tiny symbol, momentarily filling the room with love and joy.
channel to harm the haunt: 3d6 ⇒ (6, 6, 5) = 17

![]() |

Glastor did not meet the Kn. Religion DC to identify the Haunt.
Flyn, if you're going to move towards the steeles, assume it takes a double move cause of the difficult terrain. (i.e. it's at 30ft) So you would have reached it by now, but have not placed it.
Love and joy from the positive energy seems to not affect the haunt, the battlefield in the chamber continues to rage on with the Shoanti heroes dying over, and over again.
This haunt is... Immune to positive energy!
The soldiers strike everyone once more with their phantom weapons in the midst of all the ghostly chaos.
Glastor: 1d20 + 13 ⇒ (7) + 13 = 20 Force: 1d8 + 3 ⇒ (1) + 3 = 4
Ingrge: 1d20 + 13 ⇒ (14) + 13 = 27 Force: 1d8 + 3 ⇒ (2) + 3 = 5
Morrighan: 1d20 + 13 ⇒ (1) + 13 = 14 Force: 1d8 + 3 ⇒ (1) + 3 = 4
Petronicus: 1d20 + 13 ⇒ (4) + 13 = 17 Force: 1d8 + 3 ⇒ (4) + 3 = 7
Gleam: 1d20 + 13 ⇒ (17) + 13 = 30 Force: 1d8 + 3 ⇒ (3) + 3 = 6
Zarzuket: 1d20 + 13 ⇒ (14) + 13 = 27 Force: 1d8 + 3 ⇒ (2) + 3 = 5
Pip hero: 1d20 + 13 ⇒ (11) + 13 = 24 Force: 1d8 + 3 ⇒ (7) + 3 = 10
~~~
Haunt Round 1/2
Glastor -14, Ingrge -5
Haunt
Morrighan -7, Gleam -15
Zarzuket -11 , Pip Hero -19
Petronicus -5
~~~
I assume one of Ingrge action will be to take a move action to place the weapon in the steele...
As Ingrge places the bow into it's indentation, one of the Quah warriors immediately finds a ghostly bow in his hand in his next reincarnation. With his weapon, he stands his ground, shooting every attacker he can, surviving for a longer cycle, taking out a few ghostly figures. But the madness continues as he alone is unable to take on the army.

![]() |

Believe it's Glastor, assume it just takes a move action to retrieve and that you're all starting adjacent to each other.

![]() |

Petronicus curses under his breath as he digs for another of the weapons and moves toward the nearest indentation.
In case it does any good:
Knowledge (religion): 1d20 + 7 + 1d6 ⇒ (20) + 7 + (2) = 29
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

![]() |

It should be obvious by now, but the religion DC20 will tell you...
Lumketul’s removal of the weapon carvings have disturbed the Sklar-Quah heroes’ rest, manifesting as the fear of being overcome and failing their tribe. Unlike a typical haunt, this haunt is not susceptible to positive energy.

![]() |

"That helped In-grr-ghie!" cries out Glastor, frustrated that his most powerful channel ever did nothing. "You all get the weapons into their places, I'll keep us alive!"
Glastor channels to heal this time.
channel to heal: 3d6 ⇒ (5, 3, 3) = 11

![]() |

It could be inferred after Ingrge's action you would realise the weapons in their rightful place is affecting the haunt. Haunts are typically always only affected by positive energy to harm, but this one is not as you've learnt from Glastor's attempt, so it is practically immune to all damage.

![]() |

Morrighan grabs one of the weapons and moves toward its stand.
"If I ever find that sorry excuse for an agent!"

![]() |

Gleam takes up a defensive position, trying to guard his allies from danger as they place the weapons.
Using total defense for +4 AC as Gleam fruitlessly tries to interpose himself between the haunt and his allies.

![]() |

Glastor attempts to keep the Pathfinders breathing while everyone scrambles to a corner following Ingrge's lead.
The battle continues, but with the phantom archer holding the line, the ongoing attack seems slightly weaker.
Glastor: 1d20 + 11 ⇒ (16) + 11 = 27 Force: 1d8 + 3 ⇒ (5) + 3 = 8
Ingrge: 1d20 + 11 ⇒ (3) + 11 = 14 Force: 1d8 + 3 ⇒ (6) + 3 = 9
Morrighan: 1d20 + 11 ⇒ (6) + 11 = 17 Force: 1d8 + 3 ⇒ (4) + 3 = 7
Petronicus: 1d20 + 11 ⇒ (4) + 11 = 15 Force: 1d8 + 3 ⇒ (6) + 3 = 9
Gleam: 1d20 + 11 ⇒ (20) + 11 = 31 Force: 1d8 + 3 ⇒ (7) + 3 = 10
Zarzuket: 1d20 + 11 ⇒ (4) + 11 = 15 Force: 1d8 + 3 ⇒ (3) + 3 = 6
Pip hero: 1d20 + 11 ⇒ (5) + 11 = 16 Force: 1d8 + 3 ⇒ (8) + 3 = 11
Crit? Gleam: 1d20 + 11 ⇒ (5) + 11 = 16 Force: 1d8 + 3 ⇒ (7) + 3 = 10
Status: Glastor -8, Gleam -10, Zarzuket -6
Going to assume the other three weapons are returned back to their origin.
As the weapons are returned, each time the respective weapons manifest immediately into the arms of the Sklar-Quah heroes allowing them to take a stance against the Cheliaxan army. The Shoanti begin shouting battle cries as they fight off the never-ending flow of soldiers with their vigour renewed. Eventually the four heroes push back the advances and chase away their enemies. The Sklar-Quah heroes celebrate their victory with warm embraces and jubilant victory song as they fade from existence. The recess in the middle of the room slowly fills with crystal-clear waters...
And that is the end of the haunt. Where to next? Should we go down the right most path?

![]() |

Right-hand path is good with me.

![]() |

Right is fine by me as well...
Ingrge nods to his companions on a job well done and then continues down the right-hand path, scouting ahead with his bow drawn and eyes alert for danger and signs...
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33
Perception: 1d20 + 15 ⇒ (11) + 15 = 26
Survival: 1d20 + 8 ⇒ (13) + 8 = 21

![]() |

Petronicus fumbles out his healing wand and hands it to Glastor. "Mind tapping me with that, Master Gilderhoff? One of my wounds hasn't closed yet. The command word is: "All hail Asmodeus, Prince of Hell!""

![]() |

wanding time: 1d8 + 1 ⇒ (8) + 1 = 9
wanding time: 1d8 + 1 ⇒ (4) + 1 = 5
wanding time: 1d8 + 1 ⇒ (7) + 1 = 8
wanding time: 1d8 + 1 ⇒ (8) + 1 = 9

![]() |

You walk past a relatively narrow path. Clay statues of Quah persons line the walls of this claustrophobic hallway. At the bast of each statue is a symbol of an animal and a name in Shoanti as follows: eagle, “Story Seeker”; horse, “Meadow Grass”; griffin, “Meditates in Sunlight”; and bat, “Tranquil Shadow.”
It would seem the hallway is untouched, perhaps because the statues were to difficult to remove.
Twin staircases lead to a raised stone platform overlooking this room. Four sarcophagi occupy the lower level. The lids have been smashed open, and stones shards litter the floor here, the skeletons in each of the sarcophagi are intact fortunately. A faint feeling of unease stifles the area. Further down the path, the door leads to a plain meeting room.
The sarcophagi are arranged in chronological order of the interred, with the following years on a plaque on the base of each in Shoanti: the first is labeled “Story Seeker 4430–4571,” the second is labeled “Meadow Grass 4457–4482,” the third is labeled “Meditates in Sunlight 4481–4565,” and the last is labeled “Tranquil Shadow 4595–4692.”
Piecing together the broken pieces of the lids, it is clear to see each lid has one of the following animals etched into it: bat eagle, griffin, or horse.

![]() |

Knowledge (history): 1d20 + 8 ⇒ (15) + 8 = 23
"The statues are arranged by generation. It could represent the idea that the visitor to the tomb is moving through time. Shall we repair the lids and put them on the matching sarcophagi? I believe the key to the animals is on the statues."