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OK, sorry for all of the waffling back and forth. This fight has obviously got us all panicking a bit. I will make my round 2 actions official: Standard to start Raging Song (+2 morale bonus to Str, Con, and Will saves and all healing effects are boosted by the level of the caster/effect, but you suffer a -1 to AC and you cannot cast spells or do other actions that require patience or concentration, however you can choose at the start of each of your turns whether to accept or refuse the effect of the song for that round). Then I will lay on hands as a swift (nothing for my move). Everyone, please try to remain within 25' of me if possible as that is the range of Saving Inspiration (immediate reroll of a saving throw).
almost forgot to actually post the lay on hands roll
LoH: 6d6 + 12 + 11 ⇒ (4, 3, 4, 3, 3, 6) + 12 + 11 = 46

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Yeah, can't do a lot here.
AoO (Lenny stuff, stance): 1d20 + 19 + 2 + 2 ⇒ (12) + 19 + 2 + 2 = 35
Damage: 1d6 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18
Brutus activates a wand and waits for the skull to reveal itself.
Ending defensive stance. Swift for lay on hands (which also removes the fatigue). Standard to cast divine favor off a wand.
Lay on Hands: 6d6 ⇒ (3, 4, 1, 6, 1, 2) = 17
I'm not sure where the bonestorm is. Is it that grey burst in the NW corner of the room? If Brutus is standing in it, I'll move instead.

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Lenny how does your raging song healing thing work with lay on hands? Does it improve the healing by my effective paladin level or character level?

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It would add your effective paladin level, so for example I added +7 for my paladin levels +4 more for my Bracers of the Merciful Knight.

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"Could still use that fly spell for when it show itself.."
He gave a fly scroll to someone who could cast it.. Could pounce it if/when it shows itself.. That is if I can fly.

GMAndrewW |

Brutus strikes the creature as it moves away but it seems unharmed by the blow.
Brutus and Lenny heal themselves while Lenny starts up his raging song and Daxter grants Emberwick a powerful blessing.
Round 2|3
Emberwick
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act: Roary to close out the parties turn. the Bonestorm is the grey marked area.
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song
Brutus 137|159
Sarek 90|129
Emberwick 86|120, 12 temporary HP, immune fear
Lenny 114|114, 3 dex drain
Roary 155|161
Daxter 96|114
Evil skull 59 damage, somewhere in the cloud

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@Roary, with you being enlarged, flying might be moot. I am not certain of the height of this room, but it seems like it is only 20' or less, in which case you can reach all the way to the ceiling already. Since there is only 1 combatant, you'll get to go again immediately after it goes either way, so delaying is pointless. You might as well take a turn now even if it is just to buff further.

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On nightshift, apologize.. Lenny, I've done all the buffing I can do. Im not charging into damage to maybe attack once..
Having no target he will delay..

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**OVERSEER ANNOUNCEMENT**
Suddenly, the flow of negative energy through Gallowspire’s walls ceases. The undead cry out, furious that this source of power has been taken away from them. The Spellcaster Mission was successful!
GMs, the Spellcaster Mission Success condition on page 17 is in effect.

GMAndrewW |

With the success of the spellcaster mission the desecrate effect in the area seems to lessen and then fade away.
Roary waits for the chance to destroy an enemy.
The cloud of debris drops to the ground again, revealing the grinning evil skull. It howls and its eyes blaze with infernal light. The light engulfs Emberwick.
Emberwick, give me a fortitude save please. Again, letting you roll this one given the potential seriousness of the effect. Remember you have greater heroism.
The skull then flies off and down into the pit.
I have marked its path, it is currently out of line of sight.
Round 4
Emberwick - fort save required
---------------------------
Evil Skull
---------------------------
Roary - delay
Saarek
Lenny
Brutus
Daxter
Bold may act: Fort save needed from Emberwick
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song
Brutus 137|159
Sarek 90|129
Emberwick 86|120, 12 temporary HP, immune fear
Lenny 114|114, 3 dex drain
Roary 155|161
Daxter 96|114
Evil skull 59 damage, somewhere in the pit

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[dice=Fort Save]1d20+11[/dice
Oh god this thing is specifically after me.

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@Ember, don't forget you get +1 to Fort thanks to the +2 Con from my Raging Song, in addition to the +4 from Greater Heroism. (you can reject the song on your turn so you'll be free to cast spells, but you might as well enjoy the defensive benefits until then).

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I gotta stop posting from the phone first thing in the morning.
Fort Save: 1d20 + 11 + 1 + 4 ⇒ (5) + 11 + 1 + 4 = 21
5 Star GM Fort Save: 1d20 + 11 + 1 + 4 + 5 ⇒ (13) + 11 + 1 + 4 + 5 = 34
I know my profile shows me as a 4 star, so here is the post proving I am actually a 5 star. I am Kyle Hallberg.

GMAndrewW |

Emberwick feels his body crumbling to dust but just manages to hold himself together.
Emberwick gains two permanent negative levels
Round 4|5
Emberwick
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act: I have accounted for 3 life links Lenny
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song
Brutus 137|159
Sarek 95|129
Emberwick 81|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 160|161
Daxter 96|114
Evil skull 59 damage, somewhere in the pit

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Holy crap. 2 permanent on a successful save. Man, this has got to die. So the song remains up for everyone. Your choice on your turn of +2 Str/Con/Will and bonus healing for a cost of -1 AC and no spellcasting or other patient tasks. You get to choose again round to round at the start of your turn, so your decision only applies for 1 round at a time. Okay now it seems like Fly is going to be necessary. I will draw Roary's scroll of Fly as a move action, cast it on him, and then take a 5' step towards the lich.
caster level check DC 6: 1d20 + 1 ⇒ (19) + 1 = 20
"Go get 'em, buddy!"
@Roary, don't forget that you will want to get all the way up to it, so that it's fog can't prevent your AoO, and so it can't 5' away and cast.
@GM, for the Lifelink it looks like you forgot to factor in the Lesser Celestial Totem rage power I am sharing with everyone with my Raging Song. It boosts all healing effects by the creator's level, so my Lifelinks heal an extra 4 for my 4 Oracle levels.

GMAndrewW |

Holy crap. 2 permanent on a successful save. Man, this has got to die.
Trust me, the effect on a fail was much much worse. You may want to reconsider using the fly scroll as Roary will need to make a will save to resist it as I believe he is raging. I wll update HP on my next status update

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Well, retreating for Emberwik is my main plan now. Any spell you want before I get the hell out?

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Ah, thank you for the reminder of his superstition! That would definitely be a bad idea. And I have no doubt the failure was way worse
@Ember, TK Charge still seems like your most potent option, though with it hiding in the pit, you'd probably have to ready to act once it pops up
@Sarek/Brutus do you guys want fly? I can cast it on myself, but Lenny is far from an offensive powerhouse. Personally I am leaning towards Death Ward on one of us to protect us from negative levels and the Wail. I am definitely open to suggestions!

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With my saves taking the beating I can’t afford to ready.

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@Ember, that's totally fair. Best I've got then is maybe Spell Resistance on one of us, but this thing seems to be CL 20 and half its stuff in supernatural, so even that has limited benefit. Plus you may need a double move or shadow walk or something to be certain you are out of its reach. So I think you gotta bounce unfortunately.
Meanwhile, what is everyone else's plan?

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Fortitude Save DC21: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Daxter quickly formulates a plan. Mustering all his energy he quickly casts a spell. A unearthly beautiful creature with the torso of a winged elven woman and the lower body of a snake appears into being.
"There is a creature that can wail like a banshee. You know what to do, do not disappoint me."
He speaks a few sentences to his new ally and she begins to strum a haunting melody on her lyre.
Countersong Perform Check: 1d20 + 16 ⇒ (9) + 16 = 25
Standard action to Summon Monster 6 due to Acadamae Graduate. I passed the fortitude save so I am not fatigued. The Lillend will use bardic performance for Countersong. So everyone can use her perform check result each round or their save versus any sonic(Wail of Banshee) or language dependent spell as long as you are within 30 feet of her which is everyone. I rolled poorly this turn, but in theory it will be better in subsequent rounds.

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**OVERSEER ANNOUNCEMENT**
With a triumphant shout, Shevar Besnik’s voice rings out. “Pathfinders! Together we’ve cleared the remaining wards from the stairway. And together, we’ve beaten back most of the monsters these Catacombs had to throw at us. Who wants to go deeper? I’m sure it’s just as bright and cheery as up here!” The way to the Silent Shrine is clear!
GMs, area C is now open.

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Unless that announcement changes the circumstances, Emberwik is going to fly towards the door then shadow walk as far as he can teleport to escape this fight. Gonna pass out for a while now, did a lot of furniture moving today.

GMAndrewW |

The annoucement does not end the encounter. Bear in mind, shadow walk is very imprecise, you may be effectively taking yourself out of the adventure.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
What are our martial characters doing?

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Roary drops his rage and uses his socketed ioun stone to remove his fatigue..
"Give me the fly spell.."

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"Okie Dokie! We're in danger!" Lenny says with his best Ralph Wiggum impression.
so keeping my original plan of actions above then.

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Apologies, GM, I've been agonizing over my next move too long.
I have overland flight up, Lenny, but thank you.
Sarek is going to use Legacy Weapon to give his glaive undead bane[i]. He'll move closer to the rest of the group for a potential [i]dimension door next round.[/i] Move action, standard to Legacy Weapon, no swift.
"I may be able to teleport several of you into the pit should it not reveal itself."

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@Lenny: I appreciate the offer but Brutus already has a fly from last round.
Brutus waits for the skull to return.
Lay on Hands: 6d6 + 12 ⇒ (4, 4, 1, 6, 4, 4) + 12 = 35
Total defense for now.

GMAndrewW |

Emberwick bugs out into the Plane of Shadow.
Lenny drops fly on Roary who drops out of rage.
Sarek enchants his weapon.
Brutus heals himself and prepares.
Roary waits.
Daxter conjures a celestial.
And then, the skull returns...and lets out another holw.
I need fortitude saves from everyone except Roary and Emberwick or you can use the 25 from the Lilend. I will roll for the Lillend.
Lillend Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15
Forgot to roll to cast defensively
1d20 ⇒ 12 success
Round 4|5
Emberwick
---------------------------
Evil Skull - waiting for saves
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act: Saves needed
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song
Brutus 159|159
Sarek 99|129
Emberwick 85|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 161|161
Daxter 96|114
Evil skull 59 damage

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might as well get this over with
Fort save: 1d20 + 22 ⇒ (20) + 22 = 42
Hell yeah! OK, now to wait and see which of you need my reroll. Fair warning it is a straight reroll with no extra pluses, so if you have a crappy chance of passing to begin with, I recommend using GM star rerolls instead.

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Awake, and back in the land of the living!
There is a base of Pathfinder Operations back up on the surface, right?

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Expending a use of four-leaf clover.
Fort: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27

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**OVERSEER ANNOUNCEMENT**
Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.
GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.

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We need like 10 more lillends.
Fort: 1d20 + 19 ⇒ (14) + 19 = 33

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Fortitude: 1d20 + 15 ⇒ (15) + 15 = 30
I am going to use my reroll on the Lillend perform check if that is ok.
4 start reroll: 1d20 + 16 + 4 ⇒ (12) + 16 + 4 = 32

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@Ember, please heed the GM’s warnings and don’t use shadow walk. Falling back and staying safe in this fight makes sense, but if you bail on this whole scenario it likely dooms is all.

GMAndrewW |

[dice=4 start reroll]1d20+16+4
I think we are well past the point where you could use your reroll
Once again all of you affected feel like your hearts are about to stop but you manage to hold yourselves together. Regretably however, another celestial finds that it gives its life in service to the group.
The skull is out in the open and vulnerable. Can you put it down?
Round 5
Emberwick - fled
---------------------------
Evil Skull
---------------------------
Roary
Saarek
Lenny
Brutus
Daxter
Bold may act:
Group Effects: Life Link (Roary, Sarek, Emberwick), Banner, Raging Song
Brutus 159|159
Sarek 99|129
Emberwick 85|110, 12 temporary HP, immune fear, 2 permanent negative levels
Lenny 99|114, 3 dex drain
Roary 161|161
Daxter 96|114
Evil skull 59 damage

GMAndrewW |

**OVERSEER ANNOUNCEMENT**
Back at the caravan of goods following the expedition, Sheila Heidmarch speaks. “It’s time to resupply the front line,” she says to the Pathfinders on caravan duty. “There’s no telling what they’ll face next, and...” Her announcement is cut short as the wall buckles. A towering colossus emerges from the wall, blocking the path ahead. “... and we need to deal with this thing first!” Pathfinders from the caravan fire a barrage of arrows and spells at the creature, but they bounce off its tough exterior. “We’ll need strength to crack its defenses!” Players, you can send your Muscle Aid Characters on this mission.
GMs, please begin the Aid Mission (Muscle) when you reach a good point to do so.
Brom - level 13 - roll 5d6
Momoko - level 10 - roll 4d6

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Sarek activates his boots of speed and lays into the skull.
Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 24 + 1 + 2 - 4 + 2 ⇒ (1) + 24 + 1 + 2 - 4 + 2 = 26
Damage: 1d10 + 2d6 + 17 + 9 + 2 + 2 ⇒ (6) + (2, 6) + 17 + 9 + 2 + 2 = 44
Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 24 + 1 + 2 - 4 + 2 ⇒ (8) + 24 + 1 + 2 - 4 + 2 = 33
Damage: 1d10 + 2d6 + 17 + 9 + 2 + 2 ⇒ (10) + (6, 5) + 17 + 9 + 2 + 2 = 51
Attack, Haste, Flagbearer, Power Attack, Bane: 1d20 + 19 + 1 + 2 - 4 + 2 ⇒ (16) + 19 + 1 + 2 - 4 + 2 = 36
Damage: 1d10 + 2d6 + 17 + 2 + 2 + 2 ⇒ (8) + (2, 5) + 17 + 2 + 2 + 2 = 38

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Im assuming it is not close enough to ground level for me to 5’ and reach again? So I will move up and attack (either once or three times of possible in which case you can roll for me).
Attack: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
damage: 1d10 + 1d6 + 14 + 1 ⇒ (2) + (5) + 14 + 1 = 22
Crit confirm: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
Bonus crit damage: 1d10 + 14 + 1 ⇒ (1) + 14 + 1 = 16

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I have already used them or people can fly themselves. I'm a control wizard and I can't do anything here. My best option was the summon and that was a bust so I will delay. If someone has an idea just let me know.

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Roary will pounce the skull..
Rage, Lenny Stuff, Power Attack, Raging Brutality, Witch Hunter
Attack 1: 1d20 + 33 + 4 - 5 ⇒ (11) + 33 + 4 - 5 = 43
Dam 1: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (6, 2) + 24 + 15 + 4 + 4 + 12 = 67
Miss 1: 1d100 ⇒ 17 miss..
Attack 2: 1d20 + 28 + 4 - 5 ⇒ (5) + 28 + 4 - 5 = 32
Dam 2: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (5, 5) + 24 + 15 + 4 + 4 + 12 = 69
Miss 2: 1d100 ⇒ 73
Attack 3: 1d20 + 23 + 4 - 5 ⇒ (16) + 23 + 4 - 5 = 38
Dam 3: 2d6 + 24 + 15 + 4 + 4 + 12 ⇒ (4, 5) + 24 + 15 + 4 + 4 + 12 = 68
Miss 3: 1d100 ⇒ 24

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With the skull in range, Brutus drifts closer to smite its ugliness from the world. "Go back to hell!"
5-foot fly. Free to activate defensive stance. Swift to smite. Full attack. Defensive stance and raging song are both morale bonuses so the defensive stance will only grant another +2 to strength/constitution.
Attack (Flurry, Lenny stuff, divine favor, stance, smite): 1d20 + 18 + 3 + 2 + 1 + 1 ⇒ (15) + 18 + 3 + 2 + 1 + 1 = 40
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (5) + 8 + 3 + 2 + 1 + 8 = 27
Sonic: 1d6 ⇒ 6
Flurry: 1d20 + 18 + 3 + 2 + 1 + 1 ⇒ (7) + 18 + 3 + 2 + 1 + 1 = 32
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (5) + 8 + 3 + 2 + 1 + 8 = 27
Sonic: 1d6 ⇒ 4
Iterative: 1d20 + 13 + 3 + 2 + 1 + 1 ⇒ (11) + 13 + 3 + 2 + 1 + 1 = 31
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (1) + 8 + 3 + 2 + 1 + 8 = 23
Sonic: 1d6 ⇒ 2
Second Iterative: 1d20 + 8 + 3 + 2 + 1 + 1 ⇒ (9) + 8 + 3 + 2 + 1 + 1 = 24
Damage: 1d6 + 8 + 3 + 2 + 1 + 8 ⇒ (6) + 8 + 3 + 2 + 1 + 8 = 28
Sonic: 1d6 ⇒ 6
5d6 ⇒ (1, 6, 6, 1, 3) = 17