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Felicitas moves to Bielsi and looks worried.
"Just give me one! I will put it where it belongs."

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Grandblade can't take any of the weapons since they all have been taken. He goes to defending himself.
What Happened
GrandbladeShield. Fight Defensively.

GM Hawthwile |

Botting Azra.
Azra absorbs the hurt from her fellow Pathfinders, then heals herself.
Lay on Hands: 3d6 + 1 + 6 ⇒ (3, 3, 3) + 1 + 6 = 16
The Shoanti warriors, still weaponless, cry out as they are struck down again and again by the faceless ghosts bearing the flag and insignia of Cheliax. The apparitions also strike the Pathfinders in a rush of endless forms...
Haunt vs Felicitas AC 18: 1d20 + 13 ⇒ (7) + 13 = 20
Force damage: 1d8 + 3 ⇒ (6) + 3 = 9
Haunt vs Bielsi AC 16: 1d20 + 13 ⇒ (13) + 13 = 26
Force damage: 1d8 + 3 ⇒ (7) + 3 = 10
Haunt vs Zarisha AC 23: 1d20 + 13 ⇒ (15) + 13 = 28
Force damage: 1d8 + 3 ⇒ (6) + 3 = 9
Haunt vs Grandblade AC 18: 1d20 + 13 ⇒ (8) + 13 = 21
Force damage: 1d8 + 3 ⇒ (2) + 3 = 5
Haunt vs Nicodemus AC 25: 1d20 + 13 ⇒ (7) + 13 = 20
Force damage: 1d8 + 3 ⇒ (8) + 3 = 11
Haunt vs Melea AC 19: 1d20 + 13 ⇒ (16) + 13 = 29
Force damage: 1d8 + 3 ⇒ (6) + 3 = 9
Haunt vs Galilah AC 22: 1d20 + 13 ⇒ (18) + 13 = 31
Force damage: 1d8 + 3 ⇒ (5) + 3 = 8
Haunt vs Azra AC 28: 1d20 + 13 ⇒ (4) + 13 = 17
Force damage: 1d8 + 3 ⇒ (3) + 3 = 6
...opening fresh wounds and causing blood to stain the stones underfoot. Through the translucent forms of the soldiers, the wooden bow can be seen lying on the ground next to the northeast stele.
Round 3! Bold may act!
Haunt
Melea (-9, Earthbreaker)
Galilah (-14)
Azra (-9)
Felicitas (-14)
Biesi (-11, Bolas)
Zarisha (-14)
Grandblade (-5)
Nicodemus (Klar)
Environmental Effects:
- Small brown circles are wooden weapons
- Everywhere is difficult terrain
What do you do?

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Melea is still a bit slow on the uptake. She sloshes to the southeast, in hopes the earth breaker will give the Shoanti power to fight back.
Double move.

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Bielsi isn't feeling great. He's used to dealing with spirits (and one surly one in particular) but these entities are downright vicious. He's not sure how many more rounds of these Chelish assaults he can take.
He quickly places the wooden bolas on the stele, hoping to lay them at peace, both to provide them rest and to avoid that final rest for himself.

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"What a bunch of whiners. As though these prime material weapons are going to help them with their eternal suffering," Zarisha snarks as she is swept over by another wave of faceless opponents.
"But, I suppose if it will shut them up...
She picks up the bow then steps to the stele and plants the faux weapon atop it.

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Nicodemus slogs forward and places the klar on the SW stele.

GM Hawthwile |

As the Pathfinders try to place the wooden weapons on the steles, they find to their dismay that there is no place on the stone slabs to hold the items. The Shoanti warriors cry out in dismay and despair as they are cut down yet again by the faceless ghosts.
Round 3! Bold may act!
Haunt
Melea (-9, Earthbreaker)
Galilah (-14)
Azra (-9)
Felicitas (-14)
Biesi (-11, Bolas)
Zarisha (-14)
Grandblade (-5)
Nicodemus (Klar)
Environmental Effects:
- Small brown circles are wooden weapons
- Everywhere is difficult terrain
What do you do?

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Azra continues to absorb the damage.
Melea, Galilah, Felicitas, Biesi, Zarisha, Grandblade, all heal 5!
(-39)
Azra then uses lay on hands again.
loh: 3d6 + 1 + 6 ⇒ (5, 2, 3) + 1 + 6 = 17
(-22)
Azra then uses Cure Serious Wounds
cure: 3d8 + 7 + 6 ⇒ (4, 4, 7) + 7 + 6 = 28
"Maybe they float above them all magic like?"

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Why do I keep forgetting I have that?
Knowledge Religion: 1d20 + 14 ⇒ (5) + 14 = 19
That is probably why. Curse you, dice bot!
Still little he can do, he continues to just try to defend against the haunted onslaught!

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Kn Religion: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14
Ouch
"THose of you without weapons to place, get out of here! Or maybe create or pour water into the fountain?!?!?"
Nicodemus desperately examines the stele, seeing if there's some place he could place or attach {or stab!} the klar to make it stick to the stele. Any Shaonti depicted with an empty hand, perhaps? He'll place the klar in the most likely spot.
Perception: 1d20 + 15 + 1d6 ⇒ (16) + 15 + (6) = 37
or if Linguistics would be appropriate while he examines it
Linguistics: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24

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I don't see a Religion opportunity besides the one we already made sense of, but...
Religion: 1d20 + 12 ⇒ (14) + 12 = 26

GM Hawthwile |

Botting Felicitas.
Felicitas follows Grandblade outside the room, slogging through what feels like knee-high mud. As Nicodemus examines the stele frantically, he doesn't spot any obvious place where a weapon would fit. As he glances over at the fountain, his eyes are drawn to the small plaque - and the four shallow recesses carved into the stone at each corner.
Again, the Shoanti weep as ghosts without faces strike them down without mercy or emotion. Again, the horde of apparitions streams through the room in an endless storm of steel. Again, the Pathfinders find themselves on the receiving end of their ghostly blades...
Haunt vs Bielsi AC 16: 1d20 + 13 ⇒ (15) + 13 = 28
Force damage: 1d8 + 3 ⇒ (4) + 3 = 7
Haunt vs Zarisha AC 23: 1d20 + 13 ⇒ (16) + 13 = 29
Force damage: 1d8 + 3 ⇒ (6) + 3 = 9
Haunt vs Nicodemus AC 25: 1d20 + 13 ⇒ (18) + 13 = 31
Force damage: 1d8 + 3 ⇒ (7) + 3 = 10
Haunt vs Melea AC 19: 1d20 + 13 ⇒ (12) + 13 = 25
Force damage: 1d8 + 3 ⇒ (2) + 3 = 5
Haunt vs Azra AC 28: 1d20 + 13 ⇒ (19) + 13 = 32
Force damage: 1d8 + 3 ⇒ (8) + 3 = 11
Round 4! Bold may act!
Haunt
Melea (-9, Earthbreaker)
Galilah (-9)
Azra (-11)
Felicitas (-9)
Bielsi (-13, Bolas)
Zarisha (-18)
Grandblade
Nicodemus (-10, Klar)
Environmental Effects:
- Small brown circles are wooden weapons
- Everywhere is difficult terrain
What do you do?

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"THere! on the fountain! Place them in the indentation!" Nicodemus struggles to move through the mud as he moves to the SW corner of the fountain and offers a small prayer to Nivi for a bit of luck that this will work. He places the klar in the indentation.

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Even as close as she is, Melea has to trudge over to deposit the earth breaker handle-first in the indent.

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And again my post was eaten.
Felicitas slowly moves forward and holding up her rapier to defend herself from the attacks.
Parry: 1d20 + 8 ⇒ (18) + 8 = 26

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Bielsi waits until he places the Bolas in the recess before smacking himself in the forehead for missing that obvious sign in the first place.
It does seem to be the time for some prayer so he offers one up to Sarenrae even as another one goes up to Nivi from Nicodemus.

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"Ridiculous," Zarisha comments, shaking her head not only at her own foolishness but also everyone else's.
She quickly follows suit and places the bow on the appropriate plaque.

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"Oh? So it WAS a trap!"
Heal 5 everybody that can!
(-30)
Azra trudges into the room and channels energy
Healing for you: 4d6 + 1 ⇒ (4, 2, 3, 5) + 1 = 15 this is beyond the 5 already.
Healing for azra: 15 + 8 = 23
She then pops her wand into her mouth and begins sucking on it like a lollipop.

GM Hawthwile |

As Nicodemus places the wooden shield in the indentation, a cry rings across the battlefield. Standing tall amidst the Chelish forces, one brave Shoanti warrior easily deflects their swords and spears with her klar before knocking down a handful of soldiers with a single swipe. The faceless apparitions seem to hesitate for a moment before beginning to flow endlessly once more.
Another challenge rings out across the battlefield, and a terrified scream bursts from a ghostly soldier as they are tossed through the air like straw. Looking up from the wooden earthbreaker, Melea watches as more apparitions fly through the air or fall to the ground as another Shoanti warrior swings her massive hammer with ease - an island amidst the sea of soldiers. The faceless apparitions hesitate again, their numbers noticeably thinner, before returning to the fray once more.
A whirling, clattering sound fills the air as Bielsi slides the wooden bolas into the indentation. More soldiers fall as a third Shoanti warrior twirls a pair of stone spheres held together by an iron chain with expert precision, his arms guiding the motion of the bolas to keep them from falling still even as they smash through armor and weapon alike. For the first time, the faceless apparitions begin to fall back.
And then they fall - at first a few here and there like a spring drizzle, then in droves like leaves in the autumn tempest. Arrows fly from a bow just like the one Zarisha held moments ago, now held by the last of the Shoanti. The soldiers of the Chelaxian army drop their weapons and flee, though it does them little good against the might and ferocity of the four Shoanti warriors. As the last of the faceless ghosts fall to the ground, the warriors embrace each other warmly. Only the sound of their jubilant victory song lingers in the air as they fade from existence.
Out of combat! Damage report:
Azra (-18)
The sound of running water also lingers, but now the source is apparent - the recess in the middle of the room slowly fills with crystal-clear water. The floor is once again steady under the Pathfinders' feet as they examine the two doors on the western side of the room (one to the north, the other to the south).
What do you do?

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"Sarenrae grant me wisdom!" Bielsi says as the simple and obvious answer that he missed originally proves effective. He watches the Shoanti warriors gain and celebrate their victory with an approving nod.
He pats his arms, legs and torso then looks to Azra. "I hope you don't always have to babysit your fellow Pathfinders as much as you have us."
He offers her a wand with a familiar white cross in a red background, one of the standard designs of a cure light wounds wand in the society.
"It seems like you can put this to better use than me."
Feel free to use my CLW wand when it comes time to dip into expendables, Azra. Your healing abilities have clearly been the MVP of the trip so far.

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linguistics: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (3) = 26
Nicodemus offers thanks in Shaonti--he hopes--then takes a sip of water, before also nodding his thanks to the oracle. "Once we've finished in this tomb, i'd love to hear more about this Pei Zin you practice..."
Nicodemus then heads over to the doors to check them for traps.
perception Southern door: 1d20 + 15 + 1d6 ⇒ (3) + 15 + (6) = 24
perception Northern door: 1d20 + 15 + 1d6 ⇒ (18) + 15 + (4) = 37

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Azra sucks on the wand for a bit.
Heal me!: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Heal me!: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Heal me!: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
"All better! Honest guv! Now, right, Guvnor Neko, I learned over in the east a weird form of medicine where wee traces of 'erbs do WONDERS on the body. Oh, and I stared into the void and it gave me 'ealin' powers. Makes it so that anyfink I 'old don't work too well, right, but I couldn't swin' a sword or shoot a crossbow ter save me life in this armor any roads! A bit of Pafffinders luv me abilities, I'll add yer ter the list!"

GM Hawthwile |

Mechanically, you gain a +1 morale bonus on attack rolls and saves against fear effects and 1d8+5 temporary hitpoints for the next 24 hours. Go ahead and roll those now and put them in your stat bar.
Nicodemus doesn't see anything dangerous about either door. Opening them reveals a pair of hallways, one with a lone block of stone and the other flanked by four pairs of statues.
Two votes moves the party.
What do you do?

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"Let us move towards the statues!
Felicitas voices her opionion after looking into each corridor

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"I'm hoping that we can have an enemy we can actually fight and win without cost to us." Grandblade says, ready to move on.
Vote to continue moving.

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"The statues sound good to me. If this guy's notes are at all trustworthy...which they probably aren't, there's nothing interesting about them except that they're too heavy to easily steal," Bielsi says.
"After that...oh, curse him to the Abyss!" he exclaims as he reads the next line. "Does he have no sense of sanctity? He broke coffins! I'd be surprised if we don't find some rightfully angry corporeal undead in there."

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"Y'know, that water really hits the spot. I feel great. I recommend you all take a deep drink of victory!"
Nicodemus steps into the hall with the statues and examines the first pair from his post just inside the doorway.
Perception, add 2 v traps: 1d20 + 15 + 1d6 ⇒ (7) + 15 + (4) = 26

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"I hope there is a way to easily purify such undead," Melea says with concern. She draws her bow all the same. "Destruction may return their souls to rightful rest, but there may be more respectable methods."
At Nico's instruction, she takes a fortifying sip of water before helping him search. He doesn't seem to do things for no reason.
Perception: 1d20 + 12 + 5 ⇒ (17) + 12 + 5 = 34

GM Hawthwile |

Mechanically, you gain a +1 morale bonus on attack rolls and saves against fear effects and 1d8+5 temporary hitpoints for the next 24 hours. Go ahead and roll those now and put them in your stat bar.
Clay statues line the walls of this claustrophobic hallway, but Nicodemus doesn't find anything dangerous about them as he investigates the closest pair of stone warriors - though he does notice a stylized eagle and a single line of Shoanti script carved into the base of each. As the Pathfinders move down the hallway, they notice that each pair of statues has similar carvings at their bases, but with different animals (a horse, griffon, and bat respectively).
What do you do?

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linguistics: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14
Kn-History: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (4) = 23
"Hmmm, Shoanti tradition would suggest that these statues are arranged by generation. Thus, moving through the passage could be interpreted as moving through time. Do any of you detect any magic in the hall?"
Does anything look disturbed or amiss in the hallway?
Perception: 1d20 + 15 + 1d6 ⇒ (4) + 15 + (3) = 22

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"Fascinating. But which way are we going? Into the past or are we in the past going into the present?" he asks.
"Oh...and yes, I can detect magic," he continues, psychically attuning himself to the auras that are generated by magic of all types.
Casting Detect Magic and slowly moving down the hall.

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Linguistic: 1d20 + 6 ⇒ (6) + 6 = 12
Felicitas is also unable to discern the message.

GM Hawthwile |

Nicodemus doesn't spot anything dangerous in the hallway. At the other end, twin staircases lead to a raised stone platform overlooking this room. Four sarcophagi occupy the lower level, but the lids have been smashed open and stones shards litter the floor. A faint feeling of unease stifles the area. Doors exit to the east and west. The staircase to the south leads to a dead end.
What do you do?

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"We have to return these souls to their rest," Bielsi says. "I am baffled how anyone could be so disrespectful to the final resting of others."
He takes the repair device and starts to try to put together the lid to one of the sarcophagi.

GM Hawthwile |

Bielsi is able to gather enough stone fragments to repair one of the sarcophagus lids, decorated with a large bat. As he collects the pieces and begins magically repairing them, he notices that the base of each sarcophagus has a plaque bearing a line of Shoanti script. It is not clear which sarcophagus this lid belongs to however.
"Story Seeker 4430-4571"
"Meadow Grass 4457-4482"
"Meditates in Sunlight 4481-4565"
"Tranquil Shadow 4595-4692"
What do you do?

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Linguistics: 1d20 + 8 + 2 + 1d6 ⇒ (14) + 8 + 2 + (2) = 26
Nicodemus carefully reads each plaque aloud. "I would assume the large bat belongs Meditates in Sunlight. Let us repair these other lids, if we can."
If there's any smaller repairs, we can try and use mending, but these stone lids are obviously too heavy.

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Linguistics: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge Engineering to Repair: 1d20 + 10 ⇒ (14) + 10 = 24
Grandblade looks over the design and tries to see where he can implant reinforcements to the structure. He carefully applies small bits of precision cleaning utilizing his Pathfinder Anytool to work on the repairs.

GM Uktar |

Nicodemus will Aid Grandblade's efforts, if he can.
Kn-Engineering: 1d20 + 8 + 1d6 ⇒ (14) + 8 + (2) = 24

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"I ain't much help 'ere. If ya find sumfin dangerous, let me know."
Azra slumps in her armor, allowing it to lock while she dangles within it. She seems oddly content like this.

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Melea is in similar straits to Azra. She minds the area around the working Pathfinders, bow drawn.

GM Hawthwile |

Nicodemus, Beilsi, and Grandblade work together to re-assemble the other three sarcophagus lids. When all is done, they have four lids (each decorated with a bat, a horse, and eagle, or a griffon), and four lidless sarcophagi whose skeletal occupants stare at the ceiling with hollow eyes. The Pathfinders lift the heavy stone slab bearing a bat onto the third sarcophagus, leaving three lids yet unclaimed. The feeling of uneasiness hangs in the air like a shroud.
So far we have:
- Story Seeker -> ???
- Meadow Grass -> ???
- Meditates in Sunlight -> Bat
- Tranquil Shadow -> ???
What do you do?

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Nicodemus smacks his head. "Stupid, stupid, stupid. I believe those statues were arranged in chronological order outside, and they had animals on them. Their order was Eagle, Horse, Griffon, Bat. And if these dates are years for the lives of these famous members, we should probably go with:
Story Seeker EAGLE
Meadow Grass HORSE
Meditates in Sunlight GRIFFON
Tranquil Shadow BAT.
That should match the hallway statues, and thematically, they do make sense as well. What do you think?"

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Bielsi stands and stares at the lids, lips pursed and arms crossed over his chest as he contemplates. He jumps at the sound of Nicodemus smacking his head, the tension giving him a jolt.
"I can't read the dates, but that sounds exactly right. We know those statues were in order and the symbols there match up to these so they should be in the same order."
He moves to help put the lids on in the order suggested.

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Felicitas nods at Nicodemus words and quickly aids at ther best ability.

GM Hawthwile |

As Nicodemus, Beilsi, and Felicitas gently place the repaired lids onto each sarcophagus in the order suggested by the ratfolk, the feeling of unease in the air dissipates like fog burning away in the morning sun.
Slight railroad.
After exploring the room beyond (what looks to be a meeting room of some sort, only containing a large wooden table), the Pathfinders make their way back through the hall of generations to the shrine of four warriors. Down the other passageway, they find a circular room with a platform overlooking a shallow pit in the room's center. Peering over the edge, they see a heavily-damaged sarcophagus and a broken skeleton at the bottom of the pit.
If the sarcophagus and skeleton were repaired, you could try to get them out of the pit with a Strength check, then another to get it back onto the platform. I'm always open to hearing other ideas though!
What do you do?

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How dare you take away my personal agency in the interest of progressing the stor...*reads the rest of the post*...oh...that's what I would have done anyway...carry on. ;-)
Bielsi stands in the middle of the properly rearranged sarcophogi and says a little prayer of thanksgiving to Sarenrae. He throws one toward Pharasma, too, knowing the Radiant Lady won't mind him acknowledging the suzerainty of the Lady of Graves in this particular circumstance.
He sighs heavily as they find yet another disturbed sarcophagus in their travels, this one with the body within similarly damaged. He doesn't even bother complaining. What else could you expect at this point out of this marauder in explorer's clothing?
He goes down to begin the repairs unless someone else has a better idea.

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Melea looks up and down for anything that could hinder progress.
Perception: 1d20 + 12 + 5 ⇒ (17) + 12 + 5 = 34
Barring any sightings, she waits for repairs to be made. She then empowers herself and helps retrieve the sarcophagus, beckoning Grandblade to assist.
Strength: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23