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Would it be fair for Kagerou to keep his Mage Armor up? If it's only a few miles away from the pen, then it's about 1h of overland travel, and a wand of Mage Armor can easily keep the spell up.

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Know. Religion: 1d20 + 10 ⇒ (12) + 10 = 22
Haunt! Be careful guys
Not hesitating, knowing that his spell won't work in the stat he is, Nicklod expends his communal delay poison and touch the ground.
In Abadar's Name, be destroyed. Make the road safe of dangers.
Touch Attack AC10: 1d20 + 3 ⇒ (3) + 3 = 6
Touch Attack AC10 (Coin reroll +5): 1d20 + 3 + 5 ⇒ (3) + 3 + 5 = 11
Positive Damages: 3d8 + 6 ⇒ (8, 8, 5) + 6 = 27
If I can make a knowledge check to understand how to destroy it defintively, my roll is this
Know. Religion: 1d20 + 10 ⇒ (13) + 10 = 23

Grandmaster TOZ |

With Nicklod's quick thinking, the positive energy flows out over the path, bursting and popping as it burns away the malevolent force. The sound of sloshing footsteps through the swamp becomes clearer, but the eeriness is muted, like a howling wind subsiding to a rustling breeze.
With a sharp suddenness, a translucent figure appears, that of a person looking just as ghastly as the rest of you now do. The figure stumbles, tripping over a stone as he looks back, and as he struggles to right himself, the translucent figure of Kuryn Jexel steps up to him.
"By the Lady of Graves, I banish thee!" the faint echo of words comes, even as the apparition pleads, "I'm not a ghoul, I'm not!"
Kuryn's hand reaches forward to slam onto his targets chest, holy energy bursting forth just as Nicklod's spell had, the flash consuming both figures before fading from sight. The air grows quiet again, but a sense of foreboding remains, as if the tragedy will soon repeat.

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It's our comrades pain that is lingering here... we will need more than I have at my disposal to make sure to put their spirit to rest.
He explains what they need to do be enough to cleanse the despair that lingers here. They need to apply holy water by a goodly cleric with a blessing of remorse.

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Kn Religion take 10: 10 + 14 = 24
Kagerou wonders if enough positive energy spamming CLW will suppress the haunt for now.

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A terrible fate... But we really need to go further.

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Agreed, we will come back for our comrades once we've secured what we are looking for in the Temple. says Nicklod
He makes a quick prayer for his comrades's soul and starts moving toward the temple.

Grandmaster TOZ |

The temple stands atop a low hill, it's dark smooth stone seeming to suck the hollow moonlight from the air into itself. Its construction is squat and ugly, not designed for beauty but strict utilitarian purpose. Large double doors stand ajar, allowing the glow of torchlight to escape.
How would you like to proceed?

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I suggest we go openly.
But I'm updating my magic armor .)

Grandmaster TOZ |

Blarg: 1d20 + 4 ⇒ (8) + 4 = 12
Kagerou: 1d20 + 12 ⇒ (5) + 12 = 17
Lilah: 1d20 + 6 ⇒ (5) + 6 = 11
Morait: 1d20 + 9 ⇒ (15) + 9 = 24
Nicklod: 1d20 + 1 ⇒ (6) + 1 = 7
Red: 1d20 + 3 ⇒ (13) + 3 = 16
Yellow: 1d20 + 2 ⇒ (4) + 2 = 6
Blue: 1d20 + 2 ⇒ (13) + 2 = 15
Green: 1d20 + 2 ⇒ (10) + 2 = 12
Purple: 1d20 + 2 ⇒ (16) + 2 = 18
Marching into the temple, you see a black altar stands on a raised dais along the south wall, covered in cobwebs and dust. Small torches are set into pillars throughout the room cast an eerie, flickering glow on the entire chamber.
A vile mass of writhing worms in undulating humanoid form stands atop the altar. Surrounding him on the temple floor are four emaciated-looking humanoid creatures with long, sharp teeth and pallid skin who watch his every move, swaying back and forth and chanting in a tongue at times guttural and at others sibilant.
The hooded mass of worms that resembles a head jerks up, holding a disconcerting angle as a hollow voice seems to echo through the still air. "Welcome, Pathfinders. I'm so glad you found me, though truth be told, you're rather late. Still, at least someone will witness my greatest triumph. I’d take the time to explain things to you, but...well, I’d rather just kill you and get this over with!"
24 Morait
18 Purple
17 Kagerou
16 Red
15 Blue
13 Koani
12 Blarg
12 Green
11 Lilah
7 Nicklod
6 Yellow
Morait wins initiative!

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Morait moves closer to the altar, firing an arrow at the worm thing.
attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d6 ⇒ 3
sneak attack: 3d6 ⇒ (4, 3, 4) = 11
Rolling sneak attack separately because things like this frequently are immune to precision damage, so I'll make your job a bit easier.

Grandmaster TOZ |

Morait's arrow sinks into the mass of worms, but they continue to writhe around it as if it were nothing. "Tear that one apart first." the voice commands, sending the pack surging forward!
Bite on Morait: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
The first to reach the elf snaps its jaws shut right where he was before a quick dodge to the side takes him to safety!
24 Morait
18 Purple
17 Kagerou
16 Red
15 Blue
13 Koani
12 Blarg
12 Green
11 Lilah
7 Nicklod
6 Yellow
Kagerou is up!

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Identifying the worm creature on the back: 1d20 + 14 ⇒ (16) + 14 = 30 All monster ID knowledge have the same bonus
Good positioning for Morait! All of the enemy are on one side, which means...
"May the dark void shatter the ancient seals which keep the fires of hell itself at bay! By the fires of eternity, I release this seal upon the maelstrom within! Come forth, flames of destruction!"
Fireball with Arcane Resevoir+Potent Magic for +2 CL, should easily include all enemies and not harm Morait.
Reflex DC 19: 7d6 ⇒ (6, 4, 4, 3, 5, 1, 2) = 25

Grandmaster TOZ |

Purple: 1d20 ⇒ 6
Blue: 1d20 ⇒ 10
Green: 1d20 ⇒ 20
The burst of flame catches all of the foes save the leftmost, incinerating two of them outright! The worms shiver back from the flame, before the hollow voice speaks arcane words of its own, causing all of the remaining undead to move with much greater speed.
24 Morait
17 Kagerou
16 Red (Damage: 12)
13 Koani
12 Blarg
12 Green (Damage: 12)
11 Lilah
7 Nicklod
6 Yellow
Koani and Blarg are up!

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Koani starts by sending her little combat monster to attack the nearest undead creature.
Then she shoots her bow at the wormy thing.
attack: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Blarg the Dinosaur |

The fierce little dino rushes off to get the bad thing. His Koani told him to get it, so it must be bad. Grr!
attack, claw 1, magic fang: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
damage, magic fang: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Grandmaster TOZ |

Blarg catches the undead before it can react, slashing it in half! Meanwhile, Koani's arrow also sinks into the writhing worms, but does only a little damage, as the burns from the fireball slowly heal.
24 Morait
17 Kagerou
16 Red (Damage: 14)
13 Koani
12 Blarg
11 Lilah
7 Nicklod
6 Yellow
Lilah and Nicklod are up!

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Nicklod moves in and call for his god's blessing.
Abadar, may order and taxes be the blessing of your servant and allies and the doom of your ennemies!
Cast Prayer: (not working on undead unfortunately or creature immune to mind-affecting effect) +1 luck bonus to attack, skills, saves and characteristic check, -1 to the same roll to ennemies.

Grandmaster TOZ |

The worm figure curses at Nicklod's benediction, seeming to flinch back again!
24 Morait
17 Kagerou
16 Red (Damage: 18)
13 Koani
12 Blarg
11 Lilah
7 Nicklod
6 Yellow
Correcting HP totals, the fireball was extra effective.

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Lilah boldly steps forward. Her hands turn into blades, and her tail turns into a spear. Come here, you wormy brat.
double move + morph (draw) weapon

Grandmaster TOZ |

The last undead moves to intercept Lilah with flurry of claws and bites!
Bite on Lilah: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Haste Bite on Lilah: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Claw on Lilah: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Claw on Lilah: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
But the shifting Pathfinder is able to dodge them all!
24 Morait
17 Kagerou
16 Red (Damage: 18)
13 Koani
12 Blarg
11 Lilah
7 Nicklod
6 Yellow
Morait and Kagerou are up!

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Kagerou move forward and ready to cast Magic Missile if the worms cast spells or attack.
Alchemical Reagent: Silver +1 damage
Magic Missile: 3d4 + 3 + 1 ⇒ (4, 4, 3) + 3 + 1 = 15

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Retracted the latest update, as Kagerou would know that magic missile cannot target a worm that walks due to it not being a singular mass. If you have an alternate readied action in light of that, feel free to post it.
I was expecting mechanical information like that for my 30 Knowledge check earlier.
Kagerou will cast Guidance on Koani and move forward.

Grandmaster TOZ |

Did you read the spoilers?
As Morait's arrow goes wide, Kagerou grants aid to his druid companion. Stepping back, the worms speak another incantation, sending crackling lightning through Lilah, Nicklod, and Koani!
Electricity Damage: 6d6 ⇒ (1, 5, 6, 4, 6, 4) = 26 Reflex for half!
24 Morait
17 Kagerou
16 Red (Damage: 15)
13 Koani (Damage: 26/13)
12 Blarg
11 Lilah (Damage: 26/13)
7 Nicklod (Damage: 26/13)
6 Yellow
Bold are up!

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Reflex DC26: 1d20 + 4 ⇒ (1) + 4 = 5
Nicklod is taken by surprise by the lighting bolt and takes the full force of it! Hopefully is natural resistance protect him a little bit resist 5 electricity
He concentrates and traces the Key symbol as negative energy flows through it.
May Abadar's Power makes you bow!
Channel Negative Energy Will DC18 or Daze 1round: 2d3 ⇒ (3, 1) = 4

Grandmaster TOZ |

Will Save: 1d20 ⇒ 12
If the worms could be cowed by Abadar's power, they show no sign of it!
24 Morait
17 Kagerou
16 Red (Damage: 17)
13 Koani (Damage: 26/13)
12 Blarg
11 Lilah (Damage: 26/13)
7 Nicklod (Damage: 21)
6 Yellow
Bold are up!

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ref save: 1d20 + 7 ⇒ (18) + 7 = 25
Koani redirects Blarg to the remaining undead creature.
Then she shoots again at the worm thing.
attack, guidance: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
damage: 1d8 + 3 ⇒ (8) + 3 = 11

Grandmaster TOZ |

Koani avoids the worst of the bolt, while returning a shot of her own! Blarg slashes into the remaining foe, but is unable to dispatch it unaided.
24 Morait
17 Kagerou
16 Red (Damage: 23)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 26/13)
7 Nicklod (Damage: 21)
6 Yellow (Damage: 8)
Lilah is up!

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Ref: 1d20 + 8 ⇒ (12) + 8 = 20
DC? + I have resist 5
Is that all you can do? I'll get to you soon. After these words, she bursts into the nearest undead with her claws and tail, wanting to clear the way to the wormy sorcerer.
Claw: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 9 ⇒ (4) + 9 = 13
Claw: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 9 ⇒ (6) + 9 = 15
Tail: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 9 ⇒ (5) + 9 = 14

Grandmaster TOZ |

Lilah cuts down the last undead, leaving only the worm that walks remaining!
24 Morait
17 Kagerou
16 Red (Damage: 23)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 8)
7 Nicklod (Damage: 21)
Morait and Kagerou are up!

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Move up and cast Guidance on Morait.
"Ready your shot to strike when he cast!"
If you don't full attack, might as well ready action to attack to force a concentration check.
Trying to conserve resource here, don't want to waste Glitterdust or Burst of Radiance on a caster who is going to be overwhelm by martials.

Grandmaster TOZ |

Morait's readied arrow pings off of the magical aura surrounding the worms as they begin another spell. A red ray of energy springs forth, streaking towards Nicklod!
Ranged Touch on Nicklod: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Fire Damage: 4d6 ⇒ (3, 5, 6, 4) = 18
The cleric's native resistances off no protect from the scorching ray, unfortunately.
24 Morait
17 Kagerou
16 Red (Damage: 20)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 8)
7 Nicklod (Damage: 39, Unconcious, Bleeding)
The party is up! Let me know if you have any boons or items that might intervene with that KO, Nicklod.

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Kagerou move to Nicklod as he draw his wand of Cure Light Wound, and tries to heal Nicklod.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Should have pay more attention to you guys' hit point and start healing instead of Guidance, my bad. And when you make your attack, don't forget Prayer is on.

Grandmaster TOZ |

Kagerou leaps to his ally's aid, stabilizing Nicklod's life signs!
24 Morait
17 Kagerou
16 Red (Damage: 20)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 8)
7 Nicklod (Damage: 37, Unconscious)
Thanks for the reminder about Prayer, it does cancel out the worms bonus from haste. Not enough to help poor Nicklod this time, but maybe in the future.

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Botting protocols activated.
With a quick command, Koani sends Blarg on to slash at the worms, firing off another arrow!
Longbow on Worms: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Claw on Worms: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
The humanoid form is easily able to dodge both, however.
24 Morait
17 Kagerou
16 Red (Damage: 20)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 8)
7 Nicklod (Damage: 37, Unconscious)
Morait and Lilah are up!

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Acrobatic: 1d20 + 11 ⇒ (18) + 11 = 29
Tail: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 9 ⇒ (2) + 9 = 11
Lilah easily jumps up to the sorcerer on the dais and immediately strikes his wormy body with a tail-spear.

Grandmaster TOZ |

Lilah's tail strikes true, piercing into the wormy form. Without turning towards her, the hollow voice speaks. "So, you are the most dangerous."
24 Morait
17 Kagerou
16 Red (Damage: 26)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 8)
7 Nicklod (Damage: 37, Unconscious)
Morait has actions remaining!

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I am. And I'm just getting started.

Grandmaster TOZ |

Botting Morait.
Attack: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Morait's arrow strikes true, but without a vulnerable spot in the writhing mass, it does nearly nothing.
Concentration: 1d20 ⇒ 13
"Then you will have to be stopped." The worms ready another spell, guarding against retaliation as dark energy fills its 'hand' before it reaches for Lilah!
Melee Touch Attack on Lilah: 1d20 ⇒ 20 Oof.
Melee Touch Confirm on Lilah: 1d20 ⇒ 12
Vampiric Touch Damage: 6d6 ⇒ (2, 4, 1, 2, 1, 4) = 14 RNG gives and takes!
The fell energy drains the life from the shifty Pathfinder, seeming to bolster the worm that walks in kind!
24 Morait
17 Kagerou
16 Red (Damage: 24, 14 Temp)
13 Koani (Damage: 13)
12 Blarg
11 Lilah (Damage: 22)
7 Nicklod (Damage: 37, Unconscious)
Party is up!

Blarg the Dinosaur |

The obedient little dinosaur keeps up the attack on the bad one his Koani told him to get.
bite, prayer: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
talon 1, prayer, magic fang: 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13
talon 2, prayer: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
damage, bite, prayer: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
talon 1 damage, prayer, magic fang: 1d6 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7
talon 2, prayer: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
really, dicebot?