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Grelthe's first turn got skipped, but she couldn't reach it anyway so she just moved up closer in the first round.
She calls out "I can reach the south alcove if someone can flank to the north and aid me in distracting it!" and wait to see if she can get flank before she moves or not.

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Aatish starts a battle dance that allows her to strike the undead with more force!
Cold Iron Scimitar, battle dance +2: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Move action to start battle dance with +2 to hit and damage. Round 2/11.
She then 5 ft steps back.
“I will make room for you!!“

GM Mauve |

So sorry Grelthe! I feel bad...
But Aatish decidedly destroys the skeletal champion with her battle dancing. As the bones shatter to the floor, the skeleton shakes his fist at the ifrit.
The skeleton has half plate and a finely crafted ranseur. Beside the champion, the Pathfinders can find about 90 gp worth of goods, from jewelry to artwork and such.
There is also another door at the eastern end of the alcoves.

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Grelthe looks very surprised. "Well that was not as tough a fight as I was expecting! Well done everyone!" She inspects the skeleton's equipment, ooh and aahing over the finely crafted materials. (Anyone else interested in these? I can use them for the scenario, right? They just go away afterwards? If no one else is interested in the equipment, Grelthe will start stripping off her scale mail in favor of the half-plate.
"As the bones shatter to the floor, the skeleton shakes his fist at the ifrit." LOLOLOL what a fun image. No worries about missing Grelthe, it happens, and she isn't concerned about not getting in a hit as long as her companions perform well.

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"Guys here is my wand for healing! Can some one use it on me?"
Tavon offers wand of cure light wounds

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Roomba appears confused. She re-equips herself with her magical rapier.

GM Mauve |

Rachel applies Tavon's wand on him. His wounds slowly start to heal up, the bruises disappear, as he starts to feel better.
Grelthe changes out of her scale mail and puts on the skeleton's half plate. The armor has runes carved all over it which Grelthe doesn't know the meaning of.
There is a door at the end of the alcove. There is another room down south, more heavily locked doors in the front room, or a long hallway to the west. Which way do the Pathfinders go?

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Good work everyone. Team work makes the dream work...or so I've heard.. Andros says as he looks at the runes on the armour.These might be religious...hard to say. The weapon though...might come in handy if we need to keep a foe at bay...like this beast... he says as he toes the pile of bones.
religion: 1d20 + 4 ⇒ (20) + 4 = 24

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There is a door at the end of the alcove. There is another room down south, more heavily locked doors in the front room, or a long hallway to the west. Which way do the Pathfinders go?
I'm confused, this description doesn't seem to match this slide map? I don't see a door anywhere, or anything to the west, and didn't we come from the south? Did we somehow get turned around? Can you add a compass rose to the map for directions?
Grelthe considers belatedly that putting un unrecognizable runes might not be the best idea, but she dismisses the thought as she deems the additional defense necessary.

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GM Mauve wrote:There is a door at the end of the alcove. There is another room down south, more heavily locked doors in the front room, or a long hallway to the west. Which way do the Pathfinders go?I'm confused, this description doesn't seem to match this slide map? I don't see a door anywhere, or anything to the west, and didn't we come from the south? Did we somehow get turned around? Can you add a compass rose to the map for directions?
Grelthe considers belatedly that putting un unrecognizable runes might not be the best idea, but she dismisses the thought as she deems the additional defense necessary.
I totally agree with you. That was the reason why I didn't write anything.

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Ah, that makes a lot more sense, thanks! Yeah those gigantic single-floor maps are always hard to deal with
Grelthe is a fan of secret doors, generally they get you a back entrance to an important place where big bads may be lurking. If we are prepared for a possible big bad, Grelthe says go through the secret door to the East of where we currently are (option #5), but can easily be convinced to do otherwise. Either way, she is confident in her new armor.

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Grelthe can use it if no one else can, but I feel greedy taking both.
Grelthe will wait for everyone to get into position before opening the door to the east.

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Greed on, sister!

GM Mauve |

Grelthe moves to the door in the eastern alcove. It's fairly basic - maybe the other side of a secret door. Turning the handle and pushing, the door opens up... but only a few inches. It seems like there is something blocking the other side of the door. No matter how hard she pushes (or pulls), the door doesn't open more than an inch or two.

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"Hmm... anyone have a mirror we can squeeze through to see the other side? Otherwise I think that is all we can do here, must find another way through."
Anyone else have a preference for which direction to try next?

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Rachel hands over her mirror.
even with a reach Weapon, Rachel would not last long in melee; you take the ranseur

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Can we see anything through the door crack with the mirror?

GM Mauve |

Tavon suggests going down the long corridor in the western part of the complex. If everyone agrees.. The hallway is long - perhaps 100-200 feet. He notices that there is a set of stairs eventually that go down 10 feet to a landing, then go back up 10 feet. From the landing, there is another set of stairs that go east down 10 more feet and end at a doorway.
Which way do you go? North or east?

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Grelthe is happy to follow Tavon. She will stay on guard as they travel to look for unexpected traps, secret doors, or ambushes.
perception: 1d20 + 0 ⇒ (5) + 0 = 5
...but she is oblivious.

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"Let's see what is behind that door." east
Tavon comes closer and tries to find a trap.
diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

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Aatish moves forward and opens the door.
“Dawnflower protect us!“

GM Mauve |

Aatish opens up the door with Tavon behind her. The room in front of them is massive. The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge (from the north door to the south door) with elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor (-40 ft down) with eight staircases leading up to a wide ledge that encircles the room ten feet above (-30 feet down from bridge). On this ledge stand bronze doors to the east and west (you guys came in the western door). Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room's circumference - seven carved from white stone, and the eight carved from black stone.
This is a Grand Cathedral dedicated to Pharasma, though in an architectural style much different from the gothic Pharasmin cathedrals of the modern day.
These are the seven runelords of ancient Thassilon. DC 20 Knowledge check identifies each by name.
The eight statue (in the south-southeast part of the room) is carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.
This is an archaic representation of Pharasma in her three aspects: the midwife, the reaper, and the prophet.

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religion: 1d20 + 4 ⇒ (15) + 4 = 19
religion: 1d20 + 4 ⇒ (1) + 4 = 5
religion: 1d20 + 4 ⇒ (3) + 4 = 7
This is an older shrine of Pharasma...I'm not entirely sure about the time period...but definitely Pharasman. Very nicely done, too...
and a whiff on the others...

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Aatish walks to the first statue and casts detect magic.
She inspects her surroundings and the statue.
perception: 1d20 + 0 ⇒ (17) + 0 = 17

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”This is a magical statue. Can someone understand what it does?!“ she asks.

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Grelthe is awed by the architecture.
Kn.Religion: 1d20 + 3 ⇒ (10) + 3 = 13
The spiral almost triggers a memory, its so close she can taste it, but not quite, not until Andros mentions it. OF COURSE, Pharasma. The architecture style must have thrown me off.
She moves to inspect the black statue (from as far away as possible)
Kn.Religion: 1d20 + 3 ⇒ (4) + 3 = 7
and find even less recognition there. "This is probably important, but I can't figure out what it's supposed to be."
Then she will investigate the statue that was blocking their secret door entrance (getting much closer than the other statue since we were right behind it and nothing happened), and stand there pondering and considering for a moment. "If we move this statue, it could give us another exit, but it could also trigger whatever magic is inherent in these statues."
Would knowing what a magical statue does be a... spellcraft check maybe?

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can't beat DC10 untrained. When we're done I'll probably have to buy this Dungeon. It seems super interesting
Rachel keeps watch as the others study the statues

GM Mauve |

There is a faint aura of magic emanating from the statue. Looks like it has a charge of Shocking Grasp that will discharge.
Grelthe stands in front of the statue she believes was blocking the secret door from before. A beautiful woman with wild hair, holding a ranseur looks out into the room.
This module is great. Lots of lore. Don't want to spoil anything for you guys, but can give you a glimpse into some of it when you're done. If only some of you had the right Knowledge skills...

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If no one can tell Grelthe what the magic does, then she's gonna be real stupid and try to push the statue out of the way (to see what happens). However, she is appropriately wary of magic, so first she tosses a rock at it to see if the rock disappears or explodes into fire or something. If it does somehow trigger whatever the magic Aura is, Grelthe will wait until one of our magic users can confirm the magic aura is spent or deactivated before touching it. But I doubt a rock will trigger whatever is happening with them, so... pushy pushy.

GM Mauve |

Andros, unfortunately, is unable to detect what magic is emanating from the statue.
Then Grelthe finds a small little pebble/rock and tosses it at the the statue of the ranseur woman. Nothing seems to happen. Acting on impulse, the half-orc paladin decides to push the statue. With a jolt, Grelthe suddenly feels electricity flow through her veins.
Electricity damage: 2d6 ⇒ (6, 5) = 11
Grelthe takes 11 points of Electricity damage. DC 12 Reflex save for half.
Tavon: 1d20 + 5 ⇒ (7) + 5 = 12
Grelthe: 1d20 + 0 ⇒ (4) + 0 = 4
Roomba: 1d20 + 7 ⇒ (4) + 7 = 11
Aatish: 1d20 + 1 ⇒ (17) + 1 = 18
Rachel: 1d20 + 0 ⇒ (8) + 0 = 8
Andros: 1d20 + 3 ⇒ (15) + 3 = 18
As Grelthe feels the electricity through her body, the statue easily moves out of the way. Tavon, Roomba, Aatish, and Andos all see the faint outline of a door behind the statue illuminated by the electricity.

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reflex save: 1d20 + 1 ⇒ (16) + 1 = 17
Grelthe thanks her luck God for quick reflexes! Then says "So... apparently those hurt when you touch them. Maybe best to not. Unless we can somehow discharge the magic." She removes a healing potion from her hip pouch, and gestures with it. "...unless someone would rather spend a precious spell on fixing my stupidity? No? I don't blame you, that's why I have the potion."

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Tavon also comes closer to statue and takes better look on statue and surroundings.
perception: 1d20 + 5 ⇒ (19) + 5 = 24

GM Mauve |

Now that Grelthe managed to move the statue - though shocked - Tavon approaches the door. He opens it up and finds the room they were in earlier.
The other statues, in clockwise order starting with the southwestern statue: a tall man with gems set in his forehead, wielding a flaming glaivel a beautiful woman with wild hair, holding a ranseur (currently moved by Grelthe); a voluptuous nude woman wielding a two-headed guisarme (Aatish is currently in front of); a short, smiling man holding a longspear; an obese man with rotting flesh, wielding a scythe, a handsome, bearded man in extravagant clothes, wielding a lucerne hammer, and an imperious, heavyset woman holding a mirror and a halberd.