
Marie-Félicité-Denise Pleyel |

If Félicité didn't do the Doctor's Visitation, she had two actions left; she would have attempted Disturbing Knowledge (and not have moved).
Occultism: 1d20 + 32 ⇒ (19) + 32 = 51 vs the one that was more damaged on Félicité's turn, I think it was still Red

Gregoth Paalus |

I’ll be happy to delay until after Turrey’s turn in case he uses something like inspire courage, but I’ll post now so we can keep things moving.
The flames dancing up and down the blade in Gregoth’s hand have lost their white-hot brilliance, but they still leave a trail of glowing embers in the air as the large man walks around the pair of spirits. His eyes, now grey instead of bone-white, stare unflinchingly at the ghost between him and Kaldren. His arm rises, then falls.
Gregoth is wearing an Eye of Fortune, letting him roll the flat check twice and take the higher result.
Longsword, Frightened vs Red: 1d20 + 32 - 2 ⇒ (12) + 32 - 2 = 42
Flat check vs DC 5: 1d20 ⇒ 3
Flat check vs DC 5: 1d20 ⇒ 6
Magical Slashing damage, Fire damage: 3d8 + 11 + 1d6 ⇒ (7, 3, 2) + 11 + (6) = 29 (Fire damage not reduced by resistance or immunity)
Raise shield [A], Stride [A], Strike [A] (AC 40, Frightened 1).

Turrey Butterhill |

Sorry to be so sparse!
Turrey sings a song of courage, attempting to inspire his companions to victory. As he does, he weaves in a thunderous shout, aiming to disrupt the banshee that's attempting to conceal itself.
◆ Inspire Courage
◆◆ Spirit Blast: 16d6 ⇒ (4, 1, 6, 3, 2, 2, 1, 3, 5, 2, 5, 3, 4, 2, 3, 4) = 50
↺ Countersong, if needed: 1d20 + 31 ⇒ (2) + 31 = 33
...and if it's not too late to use my Oct hero pt ↺ Countersong, if needed: 1d20 + 31 ⇒ (6) + 31 = 37...well, that doesn't help much at any rate.

GM Pudding |

Félicité managed to break through the banshee's fury enough to frighten her slightly.
Regular success so she is Frightened 1, luckily it doesn't change any of her actions
Gregoth repositions and strikes, and finds his sword swishing through the banshee who screams in pain as well as rage.
Bellaluna is fooled by the strange Spectral Ripple of the banshee, and finds she was aiming at the wrong place.
Flat DC 5: 1d20 ⇒ 17
Fort, Frightened: 1d20 + 27 - 1 ⇒ (6) + 27 - 1 = 32
Turrey targets the same one with a spirit blast, and the banshee's form is almost blasted out of existence. She hangs on though, fuelled by anger.
Fury of Kyonin
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 3)
Round 2
Félicité 239/242
Red Banshee -222 4[resist] Concealed, Frightened 1
Turrey
Gregoth 247/314 Frightened 1
Bellaluna
➤Kaldren 237/242 (including drained 2), Fast Healing 18 (last round 5)
Blue Banshee -28 Enfeebled 2
Kaldren is up!

Kaldren Aster |

Kaldren moves to a more advantageous position and unleashes another wave of positive energy at the ghostly creatures.
◆ Stride
◆◆ Eradicate Undeath Fort Save DC 37, Damage (Positive): 9d10 ⇒ (9, 3, 10, 2, 4, 9, 10, 1, 2) = 50

GM Pudding |

You rolled d10s there Kaldren, Eradicate Undeath has d12s. I was treating red as Frightened but her Frightened would have gone at the end of her turn
Positive: 9d12 + 1 ⇒ (10, 6, 2, 9, 11, 7, 4, 11, 7) + 1 = 68
Red Fort: 1d20 + 27 ⇒ (8) + 27 = 35
Blue Fort: 1d20 + 27 ⇒ (17) + 27 = 44
Kaldren burns the Banshees with holy energy. The more injured one resists burns away to almost nothing, but the other seems to resist some of it. She turns to Kaldren with hatred in her eyes and tries to attack him! As she moves she also ripples strangely. She's also Concealed now
◆ Stride This will trigger an AoO from Gregoth
◆ Strike
Hand, vs. FF AC 42: 1d20 + 34 ⇒ (3) + 34 = 37
◆ Strike
Hand, vs. FF AC 42: 1d20 + 34 - 5 ⇒ (6) + 34 - 5 = 35
She can't seem to push her hand through his magical armour though, which only makes her angrier.
Fury of Kyonin
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 3)
Round 3
➤Félicité 239/242
Red Banshee -290 4[resist] Concealed
Turrey
Gregoth 247/314 Frightened 1, <AoO Pending>
Bellaluna
Kaldren 237/242 (including drained 2), Fast Healing 18 (last round 5)
Blue Banshee -62 Concealed
Félicité is up!

Gregoth Paalus |

Longsword, IC, Frightened: 1d20 + 32 + 1 - 1 ⇒ (9) + 32 + 1 - 1 = 41
Flat Check vs DC 5: 1d20 ⇒ 9
Flat Check vs DC 5: 1d20 ⇒ 12
Magical Slashing damage, IC, Fire damage: 3d8 + 11 + 1 + 1d6 ⇒ (1, 8, 4) + 11 + 1 + (3) = 28
Wasn’t sure if the concealed happened when she triggered the AoO, so included it in case it was needed.

Marie-Félicité-Denise Pleyel |

Félicité moves in and heals Gregoth.
◆ Doctor's Visitation
Battle Medicine: 2d8 + 30 + 10 + 18 ⇒ (6, 1) + 30 + 10 + 18 = 65
She wonders if she could possible strike through the Red banshee's defenses.
◆ Devise a Strategem: 1d20 ⇒ 2
With Red's defenses up, she defers the shot, and instead, she ◆ Guides Kaldren.

GM Pudding |

Gregoth blades slices through the banshee as she moves, and disrupts some of her ghostly form. At the same time Félicité quickly patches up his negative energy damage and gives Kaldren some Guidance.
The more injured banshee strikes at Kaldren.
◆ Strike
Hand, vs. FF AC 42: 1d20 + 34 ⇒ (15) + 34 = 49
Negative: 4d10 + 16 ⇒ (5, 10, 4, 10) + 16 = 45
45 40 damage to Kaldren!
Counteract: 1d20 + 30 ⇒ (18) + 30 = 48
As her touch chills his heart, he feels Turrey's inspiring song fading into the background, too distant to help him.
She disrupted the Inspire Courage on Kaldren so he doesn't get the +1 to his save against this fear effect
Will: 1d20 + 30 ⇒ (3) + 30 = 33
Kaldren feels despair start to overtake him at the banshee's terrifying touch. Frightened 2
◆ Strike
Hand, vs. FF AC 40: 1d20 + 34 - 5 ⇒ (4) + 34 - 5 = 33
Restless, she then moves in a small circle, causing her rippling form to become indistinct again.
Concealed again. For reference it doesn't happen until she's moved 10 feet so there wouldn't be a Flat Check required on an AoO
Fury of Kyonin
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 3)
Round 3
Félicité 239/242
Red Banshee -290 4[resist] Concealed
➤Turrey
Gregoth 312/314 Frightened 1
Bellaluna
Kaldren 215/242 (including drained 2), Fast Healing 18 (last round 5), Guidance, Frightened 2
Blue Banshee -90 1[resist]
Turrey, Gregoth, Bellaluna and Kaldren are up!

Bellaluna |

Reload, Paired Shots.
Paired Shot 1 vs Red; inspire courage: 1d20 + 35 + 1 ⇒ (14) + 35 + 1 = 50
Damage; inspire courage: 3d8 + 10 + 1 ⇒ (4, 1, 3) + 10 + 1 = 19 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 2 Positive Damage: 1d4 ⇒ 2
DC 5 flat: 1d20 ⇒ 6
Paired Shot 2 vs Red; inspire courage: 1d20 + 35 + 1 ⇒ (4) + 35 + 1 = 40
Damage; inspire courage: 3d8 + 10 + 1 ⇒ (4, 7, 8) + 10 + 1 = 30 Force Damage: 1d6 ⇒ 6 Fire Damage: 1d4 ⇒ 1 Positive Damage: 1d4 ⇒ 3
DC 5 flat: 1d20 ⇒ 7
Damage is combined before applying weaknesses/resistances.

Gregoth Paalus |

Gregoth’s feet drag him after the wounded spirit. As his arm rises, brilliant flames race up it and lick the sword in his hand hungrily. Bone-white eyes stare flatly at the ghost, then soften into pity and sorrow as shining tears leak from their corners. The sword falls.
Longsword vs Red: 1d20 + 32 ⇒ (11) + 32 = 43
Flat Check vs DC 5: 1d20 ⇒ 13
Flat Check vs DC 5: 1d20 ⇒ 7
Ghost-Touch Slashing damage, Positive damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 2, 8) + 11 + 13 + (1) = 39
Stride [A], Rage [A], Shake It Off (to reduce Frightened condition by 1) [F], Strike [A].

Turrey Butterhill |

Turrey continues to sing of hope, as he shoots twice at the unconcealed banshee.
◆ Inspire Courage
◆ Bow vs Yellow-frightened: 1d20 + 30 + 1 ⇒ (10) + 30 + 1 = 41
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (1, 5, 1) + 3 + (3) = 13
◆ Bow vs Yellow-frightened: 1d20 + 30 + 1 - 5 ⇒ (2) + 30 + 1 - 5 = 28
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (6, 1, 5) + 3 + (3) = 18

GM Pudding |

Sorry Turrey, that was a copy-paste fail on my part; Blue was still concealed
Flat: 1d20 ⇒ 7
Phew!
Turrey maintains his song and fires a pair of quick shots. One hits, but despite the bang it doesn't seem to faze the banshee at all.
I think that is piercing and sonic damage, so her resistance blocks it
Gregoth moves and swipes at the almost gone banshee, and as his sword passes through her, the rest of her form dissipates, and then coalesces into a small shining ball. It seems to exude peace, and it languidly moves back through the weak wall.
I'll redirect the shots to Blue. 2 did miss, but the re-roll was a crit. I'm going to say the pushing won't work on an incorporeal, since it feels like a strength-based check type exception
DC 29 Fort vs. Blindness: 1d20 + 27 ⇒ (10) + 27 = 37
DC 27 Fort vs. Pushing: 1d20 + 27 ⇒ (3) + 27 = 30
Bellaluna fires a pair of shots at the remaining banshee. The hits explode spectral matter, and the banshee looks back at her spitefully.
↺ Vengeful Spite
Mental: 4d10 + 16 ⇒ (9, 10, 6, 4) + 16 = 45
Will: 1d20 + 28 ⇒ (11) + 28 = 39
45 damage to Bellaluna! Also Frightened 2
Bellaluna feels a pulsing explosion of pain in her head when she meets the banshee's gaze, and rising feeling of dread.
Kaldren ◆ Smites the remaining banshee, then strikes at her.
Flail: 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Bludgeoning, Fire, Positive, Good: 3d10 + 11 + 1d6 + 6 + 1 ⇒ (7, 7, 1) + 11 + (6) + 6 + 1 = 39
◆ Strike
Flail: 1d20 + 32 + 1 - 5 ⇒ (5) + 32 + 1 - 5 = 33
Bludgeoning, Fire, Positive, Good: 3d10 + 11 + 1d6 + 6 + 1 ⇒ (7, 3, 2) + 11 + (1) + 6 + 1 = 31
His flail smashes through her ghostly form, and she reacts angrily as if injured. She flies toward Bellaluna becoming Concealed again, and wails again!
It looks like I rolled will saves for these last time, when it should have been Fort, whoops! I also incorrectly halved the damage for a regular success. Oh well
Negative: 8d10 + 4 ⇒ (2, 4, 5, 3, 4, 6, 5, 10) + 4 = 43
Gregoth Fortitude (L): 1d20 + 32 ⇒ (6) + 32 = 38
Gregoth: Failure => Half damage
Bellaluna Fortitude (M): 1d20 + 29 ⇒ (14) + 29 = 43
Bellaluna: Success => Crit Success
Félicité Fortitude (E): 1d20 + 29 ⇒ (20) + 29 = 49
Crit success
Turrey Fortitude (E): 1d20 + 26 ⇒ (5) + 26 = 31
Fail
Kaldren Fortitude (M): 1d20 + 30 ⇒ (6) + 30 = 36
Fail
21 17 damage to Gregoth
43 38 damage to Kaldren
43 damage to Turrey
Gregoth drained: 1d4 ⇒ 2
Turrey drained: 1d4 ⇒ 4
Kaldren drained: 1d4 ⇒ 1
1d4 ⇒ 3
Now I've written that I've remembered the shirt and the counter performance, doh. I'll roll the shirt and let Turrey decide if he wants to (and has the focus points for) another counter performance. Bear in mind that it has the fortune trait so it can't be combined with using a hero point
Counteract vs. Harmonic Hauberk: 1d20 + 30 ⇒ (19) + 30 = 49
Fury of Kyonin
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
Round 3
Félicité 239/242
Red Banshee -329 4[resist] Concealed
Turrey 89/132 (including Drained 4)
Gregoth 259/278 (including Drained 2)
Bellaluna 177/222, Frightened 2
Kaldren 215/242 (including Drained 2), Fast Healing 18 (last round 5), Guidance, Frightened 2
Blue Banshee -223 3[resist], Concealed
I'm pausing here to see if Turrey wants to use counter performance or alternatively if anyone would like to use a Hero Point

Bellaluna |

She can do Vengeful Spite from that far away?! Also, I’m assuming that the lack of bolding of names is just from a copy-paste error.
As soon as the banshee approaches her and wails, Bellaluna ◆ moves to get some distance between them as she ◆◆ reloads both of her crossbows. Paired Shots is my best option right now to get over this thing’s resistances.

GM Pudding |

Yes vengeful spite has no range limit as far as I can see. The lack of bolding was intentional as I was pausing to check if Turrey wanted (and had the capacity to) use counter performance or perhaps a hero point. I had also assumed that Félicité's turn might be impacted by the decision so didn't want to advance to her until we'd resolved it, but I had once again failed to realise that everyone was up, so it might make sense to get the turns in now:
Bellaluna and Félicité steel themselves against the banshee's wail, but Turrey was taken by surprise and feels like he's aged 30 years in a heartbeat.
Fury of Kyonin
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
Round 4
➤Félicité 239/242
Turrey 89/132 (including Drained 4)
Gregoth 260/278 (including Drained 2)
Bellaluna 177/222, Frightened 2/1 after this turn
Kaldren 215/242 (including Drained 2), Fast Healing 18 (last round 5), Guidance, Frightened 1/0 after this turn
Blue Banshee -223 3[resist], Concealed
Most everyone is up! Save for Bellaluna who has already posted her turn. Turrey we can retcon if you want to use counter performance / a hero point

Gregoth Paalus |

The white flames wreathing the sword in Gregoth’s hand leave a harsh afterglow in the air as the large man walks around the ghost. He pauses for a moment. Burning tears leave burning trails on his cheeks and through his beard. The sword rises, and falls.
Intimidate to Scare to Death vs Blue: 1d20 + 31 ⇒ (1) + 31 = 32 (lol)
Longsword, IC vs Blue: 1d20 + 32 + 1 ⇒ (8) + 32 + 1 = 41
Flat Check vs DC 5: 1d20 ⇒ 14
Flat Check vs DC 5: 1d20 ⇒ 12
Ghost-Touch Slashing damage, Positive damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (6, 2, 5) + 11 + 13 + (4) = 41
Stride [A], Scare to Death [A], and Strike [A].

Kaldren Aster |

Kaldren tries to pursue the banshee but the touch of the creature seems to have taken its toll on him and he stumbles. He swings his flail toward the creature but is off balance and his strike lakes his usual precision.
◆ Stride
◆ Smite Evil vs Blue
◆ Strike (Guidance): 1d20 + 32 + 1 - 2 ⇒ (8) + 32 + 1 - 2 = 39

Turrey Butterhill |

Pudding, sorry, if it's not too late to spend the Focus for Counterperformance I'll do so
A dry gasp escapes Turrey's mouth, as he struggles to keep singing in the face of the banshee's life-sucking wail. Using all he's got, he attempts to overwhelm the hateful sound with Shelyn's beauty.
He continues to sing of courage, and makes one more attempt to damage the banshee with an arrow.
↺ Counter performance: 1d20 + 31 ⇒ (12) + 31 = 43
◆ Inspire Courage
◆◆ Bow+inspire: 1d20 + 29 + 1 ⇒ (17) + 29 + 1 = 47
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (1, 4, 4) + 3 + (5) = 17

GM Pudding |

No that's fine. That means no-one failed and no-one gets any more drained \o/. They still take full damage on the success though. You can have a Hero Point
The interaction between Greater Juggernaut and Counter Performance is a bit of a head-scratcher. Normally I'd say that any of these "When you roll a success you get a critical success instead" apply to just rolling the save, not taking the result. So Gregoth wouldn't get a critical success from this Counter Performance, he'd take the Success rather than his own Failure, but not a critical success because Juggernaut wouldn't kick in.
However for this spell, Success is arguably worse for him than Failure, because he takes half damage when he rolls a Failure, but you take full damage on a Success (that Gregoth would normally not be able to get). That makes me think the only consistent ruling is to allow the Counter Performance to count as having been rolled. Now going back to the text it seems like a plausible reading (where result of the performance check means numerical value), so I'll go with that for now. i.e Gregoth and Kaldren both get Critical Successes because of that Counter Performance
Turrey's note of defiance rings out pure and true, drowning out the banshee's wail and lifting everyone's hearts at the same time.
Félicité bravely stands in the way of the undead horror while she struggles to calculate the best way of attacking.
Turrey continues his song and weaves his musical bow into the performance. He strikes true, but his arrows pass through harmlessly.
Gregoth strikes at the banshee, and her rippling form almost dodges it. His blade sears through her ghostly form as if she were flesh, and she screams even louder in pain and fury. Very little of her remains.
That was a hit due to Inspire Courage
Kaldren moves up into flank and strikes.
I had mistakenly included Guidance there even though it had expired, but Inspire Courage counts. With flanking that's a hit! I won't bother rolling the good because her resistance is higher than 6
DC 5 Flat: 1d20 ⇒ 19
Bludgeoning, Fire, Positive: 3d10 + 11 + 1 + 1d6 + 1d6 ⇒ (3, 10, 10) + 11 + 1 + (3) + (6) = 44
With a mighty swing, Kaldren sends the angry spirit on to the afterlife.
Final Report
Félicité 239/242
Turrey 161/204
Gregoth 312/314
Bellaluna 177/222
Kaldren 242/242 (including Drained 2)
I'm assuming Félicité wants to heal the physical wounds quickly. You can heal drained 2 too? How long does that take and do you want to do it now? Finally do you want to follow that strange wisp of glowing energy that left the more finely dressed banshee through the recent wall, or ignore it and carry on through one of the remaining two doors to the east, and if so which one?

Kaldren Aster |

Kaldren takes a moment to catch his breath and then turns to the rest of the group "I apologise, I did not expect breaking the magical glyph would release such undead horrors. I still think we need to know what is behind this wall however."
Kaldren would like to take time to re-focus and will help with the healing. once everyone is taken car of, he would like to finish breaking through the wall, If everyone is happy with that of course.

Marie-Félicité-Denise Pleyel |

Félicité would need one hour to clear drained. (Legendary Medic)
I would vote to clear it. To be clear, on top of that 1 h, Félicité would need an additional 10 min to Refocus, and after that, she can clear all the hit point damage (including Kaldren's 242/278 after drained is cleared) in one 10-minute Treat Wounds (Ward Medic allows her to treat up to 8 people at once). There's a small chance that Turrey or Bellaluna wouldn't get totally healed because Forensic Medicine doesn't add level to Treat Wounds (it'd be 2d8+40 vs 45 and 2d8+40 vs 43). Total time would be 1 hour 20 minutes.
Treat Wounds: 2d8 + 30 + 10 ⇒ (5, 6) + 30 + 10 = 51 vs Turrey -43, Bellaluna -45

GM Pudding |

After the battle, and with the screams ringing in your ears, Félicité tends to the injured. Kaldren needs the most care, his very life essence has been drained away from him.
After enough time recuperating though, he feels much better, as does everyone else.
I'm not paying too much attention to the time as you started first thing in the morning and you're not under much time pressure. We'll call it around 11 am
Afterwards, Kaldren easily breaks down the flimsy recently-erected wall, and finds the broken corpses of the two tortured elves. One is dressed more finely than the other. The more finely dressed corpse is glowing with a faint, flickering light.
Kaldren religion: 1d20 + 32 ⇒ (11) + 32 = 43
Kaldren recognises the light as coming from a fragment of a spirit, still clinging to the material plane. He calms it with a few simple pharasmin rites, and the corpse speaks a final time.
"Thank you. I have lingered to warn you. The worm at Galt’s heart rises! It has three priests here in these crypts, enacting a dire ritual with the other Gray Gardeners. They seek to complete the evil scheme the worm began. Defeating the worm’s priests will delay it, but to stop it entirely, you must defeat the worm here in the crypts. End its murderous reign of terror!"
With that last, the light fades. Félicité finds it trivial to discern that the corpse was that of a diplomat from Kyonin and her assistant, and that they were both subjected to torture before being bricked up in this room alive and left to die of thirst.
The diplomat's corpse has a magical bracelet, and both corpses have exquisite brooches worth 1800GP each.
I don't know how you feel about taking them, but if you'd like to spend 10 minutes examining the bracelet:
Bellaluna Religion (T): 1d20 + 24 ⇒ (2) + 24 = 26
Félicité Arcana (L): 1d20 + 32 ⇒ (20) + 32 = 52
Turrey Occultism (M): 1d20 + 28 ⇒ (10) + 28 = 38
Kaldren Religion (L): 1d20 + 32 ⇒ (5) + 32 = 37
Félicité, Turrey and Kaldren all agree that it is a Dispelling Sliver
Afterwards, you choose a door and venture forth!
For the sake of expediency, I've picked the nearest door to you
Gregoth Perception (M): 1d20 + 28 ⇒ (16) + 28 = 44
Bellaluna Perception (M): 1d20 + 28 ⇒ (11) + 28 = 39
Félicité Perception (L): 1d20 + 31 ⇒ (3) + 31 = 34
Turrey Perception (M): 1d20 + 28 ⇒ (3) + 28 = 31
Kaldren Perception (E): 1d20 + 26 ⇒ (13) + 26 = 39
Beyond the door is a short hallway that turns to the right. After about 20 feet or so you come to another door, which after careful examination turns out to be unlocked. When you open it though, on the other side you find only blackness. The sounds of groaning come from somewhere within, and you all recognise it as your friendly alchemist Keznin Nevarmo.
Kaldren casts a powerful light spell on his flail, but that too fails to penetrate the darkness.
Does anyone have greater darkvision? If so you can see into the darkness. If not, do you have any ways to dispel it? Note that I'm following the guidance in this video, which apparently is guided by a PF2 designer. Specifically it says that the Light cantrip cannot be used to counteract a darkness effect because it can only be cast on objects. If you can't dispel it? What do you do? I'll get the map updated ASAP but there's not much to put on it just yet

Bellaluna |

Bellaluna looks at the magical darkness, then down at her crossbow.
I mean…can’t hurt to TRY.
She then walks up and plunges her Brilliant crossbow into the darkness.
Counteract: 1d20 + 19 ⇒ (7) + 19 = 26
And if that doesn’t work, she tries again. And again.
Statistically speaking, I’ll eventually get a natural 20 on the counteract check, so unless the darkness is counteract level 9 (Or if it’s level 7+ and has a DC of 40+), then I’ll eventually get it.

Marie-Félicité-Denise Pleyel |

Félicité puts a hand on Bellaluna's shoulder as Bella plunges her crossbow into the darkness (presumably) unsuccessfully. Then, she rotates the lenses in her glasses (goggles of night (greater)) 90 degrees, and peers into the darkness with greater darkvision, describing with detail what she sees. Crap, read the wrong entry, she doesn't get greater darkvision with greater goggles. Sorry.
Félicité will also gladly hold onto the dispelling silver if nobody else wants it. It has a +29 counteract (8th level), which we can use vs the greater darkness, but only one attempt.

GM Pudding |

Bellaluna's crossbow winks out and back on again each time as she plunges it into the darkness, and she eventually gives up.
I'm afraid it is a 9th level darkness. I'm not sure the dispelling sliver would work either as it dispels effects on something you strike, and darkness is just cast on an area

Turrey Butterhill |

After spending ten minutes composing the beginnings of a hopefully melody, and an hour of Félicité's ministrations, Turrey feels himself again.
Re darkness:
- I have Major Goggles of the Night, but I assume that doesn't help since only Greater grants greater darkvision
- With my staff of divination, I can cast True Seeing. Would that do it?
.
EDIT: I'm used to that in PF1e there's really no darkness that a high level party has to care about. I kind of like that that's not true here.

Gregoth Paalus |

If Turrey doesn’t want to use a heightened dispel magic on the darkness, Gregoth will walk in and see what bites him.

Turrey Butterhill |

If True Seeing would work, I'll cast that and offer to lead the group into it. If not, I'll happily cast a heightened dispel. Do I need to use a 9th level slot to overcome it?

Marie-Félicité-Denise Pleyel |

It depends how you roll. If you Crit Fail, you don't dispel anything. If you Fail, you dispel anything lower than the spell level. If you Succeed, you dispel anything up to spell level plus one. If you Crit Succeed, you dispel anything up to spell level plus three.

GM Pudding |

Greater Darkvision is sufficient for you to be able to see (True Seeing wouldn't help because it's not an illusion or transmutation effect), but before I tell you what's in the room are you sure you have the Major Goggles? They're a level 18 item so you couldn't have started with them. Then for the dispel Félicité has the right of it. You could use an 8th or 9th level slot and dispel the darkness on a success

Turrey Butterhill |

Thanks for the explanation...and my googles are only greater, sorry for the typo. (I switched the words Major and Greater in that sentence) :-(
Turrey says, "Hold on a moment," and then begins to sing.
"O fair auroral skies—O morning dew upon the grass!
The wet of woods through the early hours,
The forenoon purple of the hills,
The violet and purple morn with just-felt breezes,
In the freshness the soft forenoon airs that blow from the south-west."
L8 Dispel Magic: 1d20 + 29 ⇒ (18) + 29 = 47

GM Pudding |

Thanks for the explanation...and my googles are only greater, sorry for the typo. (I switched the words Major and Greater in that sentence) :-(
Ha sorry I didn't read the whole sentence otherwise that would have been obvious. My bad
As Turrey sings, the darkness seems to swim and shudder like a living thing, and by the time he is sustaining the last note, it has burned away like mist on sunny morning.
The room is revealed by Kaldren's light now to be large and circular, with a yawning pit in the centre. Five stone platforms hang over it, each anchored to the ceiling thirty feet above by heavy chains. Each platform bears dried bloodstains. One has a suit of broken and empty armor on it, and another contains the slumped figure of Keznin Nevarmo, groaning feebly. He is chained to the platform by heavy chains secured with manacles.
The broken armour seems oddly to be in two separate pieces, almost as if it had been cleaved in half in a single stroke.
Félicité Perception (L): 1d20 + 31 + 2 ⇒ (1) + 31 + 2 = 34
Félicité Arcana (L): 1d20 + 32 ⇒ (7) + 32 = 39
Turrey Occultism (M): 1d20 + 28 ⇒ (3) + 28 = 31
Bellaluna Religion (T): 1d20 + 24 ⇒ (20) + 24 = 44
Kaldren Religion (L): 1d20 + 32 ⇒ (8) + 32 = 40
Turrey detects a powerful aura of abjuration magic in the room, but while neither he nor Félicité can discern its function, both Bellaluna and Kaldren have religious inspiration and understand that this effect will block all teleportation in this room, and in the pit.
What do you do? There is a map of this room in the slides now

Kaldren Aster |

Kaldren moves around the room to the passage nearest to Keznin and judges the distance between the ledge and the hanging platform. "I will go get him."
He leans his flail against the wall and backs up the passage way to get a running start.
Athletics (Jump): 1d20 + 33 ⇒ (4) + 33 = 37
Kaldren will attempt to reach the platform with a running jump.

Turrey Butterhill |

As Kalder prepares toleap, Turrey pull out the priceless violin, and proceeds to play a soaring violin solo.
Inspire Competence (Perform, violin): 1d20 + 31 + 3 ⇒ (18) + 31 + 3 = 52 [/ooc]Woot! That might be a +4?[/ooc]

GM Pudding |

With Turrey's guidance, Kaldren takes a running jump, and gracefully leaps onto the platform with Keznin. The instant he lands, a deep rumble issues from below and the whole room starts to rotate around the hanging platforms, causing the exit archways to face stone walls instead of exits, and blocking you in!
In the same moment a huge pendulum blade forms in the air, and arcs toward the platform with the armour on it, knocking it into the pit before disappearing again. The armour falls, and you don't hear any sound of it hitting the bottom. The pendulum then winks out of existence as wisps of magic suggest others are about to form.
Gregoth Perception, scout (M): 1d20 + 28 + 2 ⇒ (5) + 28 + 2 = 35
Bellaluna Perception, scout (M): 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41
Félicité Perception, scout (L): 1d20 + 31 + 2 ⇒ (18) + 31 + 2 = 51
Turrey Perception, scout (M): 1d20 + 28 + 2 ⇒ (1) + 28 + 2 = 31
Kaldren Perception, scout (E): 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41
Pendulum Pit: 1d20 + 36 ⇒ (7) + 36 = 43
This is a (very nasty) complex hazard. Félicité was the only one with the perception rank to spot it, and even she needed to roll very high, which she did not. To disable it you can take two actions while on a platform to disrupt its magic with an Arcana check (if you are Legendary, i.e only Félicité) or a Thievery check (if you are a Master, which I think no-one is). Dispel Magic may also work against a platform. There's also an option for Legendary Thievery to disable the whole thing
The Pit and the Pendulum
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Round 1
➤Félicité
Pendulum Pit
Kaldren
Bellaluna
Gregoth
Turrey
Félicité is up!
This is a bit awkward to represent. I made a copy of the map before Kaldren's leap in the slides, and then the room rotated so the exits face stone. I've marked the exits with white boxes, the location of the exits previously are just wall now but they still look a bit like exits because I'm bad at photoshop / gimp. I hope that's clear!

Marie-Félicité-Denise Pleyel |

Félicité will activate the winged rune on her armor, and flies over to Kaldren.
If it's possible to share the same square, she'll do that, if not, she'll fly next to them.
"The platforms may be magical, but the rotating room is probably mechanical - Gregoth and Bella, see if there's an 'off' switch!"

GM Pudding |

Two huge feathered wings unfurl behind Félicité, and she flies over the pit next to Kaldren. A dizzying sense of depth comes from the pit as Kaldren's light illuminates only the upper part.
You can't share the same space as Kaldren, but you can be next to him
Five pendulums made of pure force shimmer into existence, and arc inexorably toward the platforms, one pendulum for each platform. The arcs seem chosen to be the most deadly, and everyone has to react to keep their skin!
I'm struggling a little to understand completely how the mechanics map to the fiction here, so to reduce the chance that I mislead you with my descriptions I'm going to post the mechanics here too. Each round the hazard makes one pendulum for each active platform. A Pendulum draws a line that passes through its platform and one other creature, then it makes a strike against each creature in that line. The changing vertical height of the pendulum arc is ignored; for our purposes we assume the platforms and the outer ring are at the same height and the pendulum blade is also at that height at all points (i.e if you are higher or lower you're not in danger). I've drawn the five arcs on the map
Pendulum 1 vs. Kaldren: 1d20 + 38 ⇒ (20) + 38 = 58
Force: 4d12 + 22 ⇒ (3, 12, 4, 5) + 22 = 46 Doubled from crit
Fatal d12: 1d12 ⇒ 3
95 damage to Kaldren!
Kaldren reflex: 1d20 + 26 ⇒ (16) + 26 = 42
The first Pendulum slashes a horrendous slice along Kaldren's arm and knocks him off the platform!
I'll assume you want to Grab an Edge here Kaldren...
↺ Grab an Edge
Reflex DC 20: 1d20 + 26 ⇒ (5) + 26 = 31
He manages to grab onto the platform with both hands and dangles down, his fresh wound dripping blood into the pit below.
Pendulum 1 vs. Félicité: 1d20 + 38 ⇒ (19) + 38 = 57
Force: 4d12 + 22 ⇒ (6, 7, 6, 6) + 22 = 47 Doubled from crit
Fatal d12: 1d12 ⇒ 5
99 damage to Félicité!. I don't think you can use Glimpse of Redemption on Hazards
Félicité Reflex: 1d20 + 31 ⇒ (16) + 31 = 47
The evil blade continues in its arc and also gives Félicité a grievous wound, but she manages to avoid being dragged along.
I'm not going to bother rolling reflex saves for those on the edge since you've got nowhere to get shoved
Pendulum 2 vs. Gregoth: 1d20 + 38 ⇒ (3) + 38 = 41
Force: 4d10 + 22 ⇒ (6, 4, 2, 6) + 22 = 40
44 damage to Gregoth!
Pendulum 3 vs. Turrey: 1d20 + 38 ⇒ (14) + 38 = 52
Force: 4d12 + 22 ⇒ (5, 9, 4, 7) + 22 = 47 Doubled from crit
Fatal d12: 1d12 ⇒ 5
99 damage to Turrey
Pendulum 4 vs. Bellaluna: 1d20 + 38 ⇒ (19) + 38 = 57
Force: 4d12 + 22 ⇒ (10, 5, 1, 2) + 22 = 40 Doubled from crit
Fatal d12: 1d12 ⇒ 2
82 damage to Bellaluna
Pendulum 5 vs. Gregoth: 1d20 + 38 ⇒ (8) + 38 = 46
Force: 4d10 + 22 ⇒ (7, 8, 9, 10) + 22 = 56
56 damage to Gregoth!
The other blades slam into the other heroes, it's all they can do to avoid them just enough to keep their limbs attached. Just after impact the pendulums vanish, and you can all see sparkles on the other side of the room as they start to be summoned once again.
The Pit and the Pendulum
Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Round 1
...
➤Kaldren 183/278, -5ft, hanging from platform
Bellaluna 140/222
Gregoth 214/314
Turrey 105/204
Round 2
Félicité 143/242 flying
Pendulum Pit
Everyone is up! Gulp! This trap is obviously very dangerous, but remember that while the pendulums are magically choosing their direction to attack you, they are still fixed in height, so if you can get above or below them you won't be in danger of being hit

Bellaluna |

And…I guess they’re gonna keep hammering home that this adventure takes inspiration from Edgar Allen Poe.
Bellaluna instinctively ◇ from Ten Paces draws her other crossbow, but is blown back against the wall as several pounds of pure force just impact with her, opening a large gash on her chest! She glances behind her at the vaguely elf-shaped imprint in the wall where she impacted.
”Welp. Let’s try to not have that happen again.”
Bellaluna ◆◆ stores both of her crossbows and grabs onto the wall to get some height.
◆ Athletics to Climb: 1d20 + 21 ⇒ (16) + 21 = 37
Question for the GM: I know I need both hands to Climb, but do I need both of them to stay in place during a climb? Like, could I pull out and use one of my crossbows with one hand while keeping a grip on the wall with the other?

Turrey Butterhill |

Turrey gasps in pain as the pendulum nearly bisects him.
I'm not sure I could take another of those. Time to end this!
He attempts to fly above the reach of the blades on his trusty flying carpet, considers how much arcane might he needs to dispel these, and then sings out a song to disperse their magic.
Arcana: 1d20 + 20 ⇒ (14) + 20 = 34 Intent is to use a spell level sufficient to succeed on a basic success
Dispel: 1d20 + 29 ⇒ (20) + 29 = 49 ...though in this case, I could've used a lower one, clearly ;-)

Gregoth Paalus |

Gregoth watches Bellaluna ascend and nods. The sword slides back into its sheath, the shield clanks as it hits the stone floor, and the man springs up and grabs the wall as though suddenly possessed by the spirit of a spider.
Athletics to High Jump: 1d20 + 33 ⇒ (6) + 33 = 39 Gregoth’s got Quick Leap and Cloud Jump, letting him make Leaps as a single action and High Leaps up to his speed (40 ft).
2x Interact to stow Longsword and remove shield [AA], then High Jump to cling to wall [A]. If he could stow the shield as part of the action to remove it, he would do so.

GM Pudding |

With everyone out of the way, I think we can hand-wave the rest of this hazard
Gregoth and Bellaluna both scramble to get out of the way of the pendulums, with Gregoth's leap seeming to defy gravity.
Turrey unwinds the magic of one of the pendulums with a soaring song as he shoots upward. Félicité goes the other way and drops beneath the platform, where she can scratch out key runes along the edge. While there she tells Kaldren to hold on a few more seconds.
Three force pendulums shimmer into existence and swing across the platforms, but they cut only air before disappearing, and Félicité quickly disarms the remaining platforms. When she disables the last one, the room rotates back into the original position, revealing the four passageways again.
Kaldren Climb: 1d20 + 33 ⇒ (8) + 33 = 41
Kaldren Force Open: 1d20 + 33 - 2 ⇒ (13) + 33 - 2 = 44
With a nod from Félicité Kaldren pulls himself up and tears Keznin's manacles apart with his bare hands. Keznin is drifting in and out of consciousness and badly wounded. The only thing saving him from those pendulums was being so tightly bound to the platform.
Turrey picks up Kaldren and Keznin on his carpet and carefully deposits them on the outer edge, before leading a retreat to regroup and heal.
I'm assuming you'd want to do some healing after that, let me know how long it takes
As Keznin receives Félicité's ministrations he comes round to full consciousness with an alarmed shout.
"By the lady, I feel like I've the most awful nightmare. Where am I?"
It quickly becomes clear that he doesn't remember much after some Gardeners burst into his shop yesterday evening, which Félicité judges to be the result of head trauma. He's lucky to be alive.
"Wait, I do remember something. Someone in my dream said that there was three groups were performing a ritual and they mustn't be disturbed, or the Great Worm wouldn't be able to enact its plans for Galt"
He shakes his head and scratches at his beak.
"It can't have been Great Worm though can it? That must have been dream logic. Probably Great One?"
What do you do? There's two passageways leading from the pendulum chamber, one north-east and one south-east. What do you want to do with Keznin?

Marie-Félicité-Denise Pleyel |
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Félicité Treats Wounds (Ward Medic: 8 per 10 minutes)
0-10 min:
Kaldren 183/278
Bellaluna 140/222
Gregoth 214/314
Turrey 105/204
Félicité 143/242
Treat Wounds, Assurance 36: 2d8 + 30 + 10 ⇒ (3, 7) + 30 + 10 = 50
10-20 min:
Kaldren 233/278
Bellaluna 190/222
Gregoth 264/314
Turrey 155/204
Félicité 193/242
Treat Wounds, Assurance 36: 2d8 + 30 + 10 ⇒ (8, 5) + 30 + 10 = 53
20 min:
Kaldren 278/278
Bellaluna 22/222
Gregoth 314/314
Turrey 204/204
Félicité 242/242

Turrey Butterhill |

Turrey gives their host a rueful smile. "Thank the Eternal Rose, it's a miracle you survived that ordeal. Truly, you're made of sturdy stuff. And I'm afraid your dream was correct. There's a horrid wurm that these cultists are attempting to summon.
"I'm not sure what the safest course is for you now...but perhaps you should just come along 10 paces behind us? Hopefully, we'll deal with any foe before they can get to you."
Take some time to sing to myself, and regain 2 focus points.
.
Once we've rested, let's head NE? (Don't really care, just picking)

Gregoth Paalus |

Gregoth shakes his head. “If we find more screaming ghosts, it could be your death. The priest of Pharasma would be safer.”
I think he was healthy when we last saw him? Or was there another ally we could send him to?
And no preference regarding direction - NE sounds fine!

GM Pudding |

Nellibet didn't leave any contact details, but you could use the Nosoi Charm's once per day Sending to contact him if you want? However we resolved Keznin's departure, he will at least have somewhere to go so I will continue
after Félicité's demonstrates her astounding medical knowledge to heal the party quickly to full health, you send Keznin to safety and press on, eager to put an end to the Worm's reign of terror.
Returning to the pit room to find it much as you left it, you proceed down the north-eastern passage, and carefully open a stone door into a chamber beyond, where you find another bare burial chamber. The one has several metal doors lining the walls, one of which is ajar and a stone sarcophagus appears to have been dragged into the middle of the room. The room is dark, but the rim of a double door to the east is illuminated with the flickering light of candles and the familiar sounds of chanting.
You carefully search around before deciding what to do.
Gregoth Perception (M): 1d20 + 28 ⇒ (9) + 28 = 37
Bellaluna Perception (M): 1d20 + 28 ⇒ (20) + 28 = 48
Félicité Perception (L): 1d20 + 31 + 2 ⇒ (3) + 31 + 2 = 36
Turrey Perception (M): 1d20 + 28 ⇒ (20) + 28 = 48
Kaldren Perception (E): 1d20 + 26 ⇒ (7) + 26 = 33
The lid of the sarcophagus is slightly ajar and within you detect the aura of a magical blindfold within, and the room from which it has been dragged has a carefully concealed secret door that leads into a passage to the south.
I'll get a map of this area up as soon as I can. I forgot to bring my image files with me unfortunately so I have to make it from scratch
What do you do? Interrupt the ritual or check the other direction? Also did you use the sending to contact Nellibet or let Keznin stay with a friend?

Turrey Butterhill |

Turrey nods. "If we can get you to Nellibet, I agree that that's the safer course."
Let's go interrupt a ritual!