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Teric pulls out his own wand. "I'll show you mine if you show me yours." He chuckles, using the wand on himself, letting it slowly heal him. He offers to use it anyone else. If he does, you feel an oily sensation that you can't seem to wipe off your hands.
"Now, someone knows how to read Thassilonian, yes?"
Teric has a Wand of infernal healing that he'll use on himself (twice) and anyone else. He will also use use Pai S's wand on her and anyone else.

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No clue...languages aren't my area of expertise... Mykel says as he gets out his own wand and gets someone to use it on him.
clw x3: 3d8 + 3 ⇒ (7, 5, 4) + 3 = 19
close enough

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As soon as Kurshu the Undying is really dead-dead, Pai grabs an Elixir of Renewal and chugs it.
HP healed]2d8 + 5
Ability damage healed (Int)]1d4She's still a little bit stupider than usual (1 Int damage), but she isn't smart enough to notice. Then she whips out her wand of CLW. "Who wants to hit us with the magic feel-better stick?"
Rolling for whoever uses it on Pai. Anyone else is free to use Pai's wand; just let me know so I can track it.
Wand of CLW]1d8 + 1
Once everyone's healed up, she flies over to look at the door. "Oooh, so I wanna touch it, but I'd better not, huh? It's like, begging me to, though. What's that stuff say?"
Nevermind the above. Retconning:
...Or at least, that's what she thinks about doing, but she can't read the label on the flask, so she gives up and hands her wand to Teric. "Uhh..."
Wand of CLW: 3d8 + 3 ⇒ (6, 4, 5) + 3 = 18
"Wait... Is that my stick-thingy?" Pai looks confused.

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No clue...languages aren't my area of expertise...
”I have a scroll that can help with that, if no one can. But first...”
False Life again for: 1d10 + 9 ⇒ (5) + 9 = 14
Longstrider wand with UMD + Good Hope: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Also using a soothe syrup and alchemical grease.
Then finally, a Comprehend Language Scroll used and he translates.
Perception + GH: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
All spoilers opened.

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Pai pulls out her wand of infernal healing. She hated using it, but it did the trick. If the group gives her time, she burns three charges.

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Good Hope lasts nine minutes. So burning three minutes for some infernal healing to tic is fine. I’d like my spell to last at least two rooms though, I only have so many of those. I have no clue what this life sign thing is, anyone else know? Is it another check? Would it be something on one of the items we brought?
And while waiting for healing to finish, Hamish searches the so called ‘undying’ enemy for valuables. Gotta fund this expedition somehow.

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"If the 'sign' is the Sihedeon Rune, then my tattoo should work." Teric goes to open the door, but then pauses and casts a protection spell on himself. Cast Protection from Evil
The Trade Prince waits for everyone to be healed before he presses his palm into the niche, hoping his tattoo has marked him as one of the Cult.
Definitely will wait for people to be healed. Also recasting False Life.
False Life: 1d10 + 10 ⇒ (3) + 10 = 13

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Pai S. is still hovering by the door. She's having a hard time understanding the connections that everyone's talking about. Her brain feels like cold molasses. But when Teric approaches the door, she's still wise enough to back up.
She moves 30' from the door.

GM supervillan |

I am sure you'll find Quiella's healing abilities more expedient than your wands, but I'll let her post to talk you all through it. 3 minutes should suffice for the healing anyway.
Hamish deciphers the script with the help of a little magic, and spots the alteration. He finds no gear of any sort amongst Kurshu's remains. She's pictured with a staff of some sort, but there's no gear or treasure listed.
Teric rightly deduces that the correct sign is the Sihedron brand. The door swings open easily at his touch.
It opens into a fifteen-foot hallway that extends to the northeast and northwest. Great stone plates inlaid with blue-green metal are built into alternating walls, each massive plate inscribed with its own immense rune. Framing each rune is a trio of extraplanar figures cast in stone, each one’s visage twisted in anger, agony, or despair.
You can see where the large runes are on the map, represented by an object protruding into the corridor from the wall. There's one in the northeasterly corridor and another in the northwesterly one.

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The priest of Pharasma shrugs, ”When in doubt, left is right and right is wrong. Let’s do it.”
He slides over next to Pai (S) and gently moves her hand to point at actual left, ”That way ma’am. Are you ok? Do you need to head back? There is no shame, you fought well.”

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"'Head back?'" Pai tilts her head way back. "There's the ceiling. Why would there be shame? I always fight well!" She puffs her chest out proudly and gives a smug grin.

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Teric sighs. "Pai, when we're done, I'll sell you a restoration scroll. I'll even give you a special price on it." He gesture to the left rune. "Now, since Hamish pointed to this one, I suppose we should see what it is."

GM supervillan |

Posting pending Quiella's healing.
Hamish: false life 14hp, longstrider, soothe syrup, alchemical grease
Teric: false life 13hp, defending bone 50hp, mage armour, see invisibility, endure elements
Pai S: elemental overflow; -8hp
Pai K: overland flight, mage armour
Mykel: -1hp
Quiella: life link (turin, Pai S, Mykel, Hamish); -29hp
Tùrin: -62hp
all: good hope, communal resist fire 30
You proceed to the left, following the corridor towards one of the massive stone runeplates. Farther down the corridor is another such runeplate, just past a single door in the wall.
The runeplate before you is complex.
DC33

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Knowledge, Arcana: 1d20 + 8 ⇒ (5) + 8 = 13
Teric looks over the runeplate for a few seconds. "Some sort of Thassalonian rune again. Pai, any thoughts? Perhaps some sort of banner?" He glances towards the door. "We have another chamber there too."

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Knowledge: Arcana + GH: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
”Hmmm, looks like a rune of some sort.”

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Teric looks over the runeplate for a few seconds. "Some sort of Thassalonian rune again. Pai, any thoughts? Perhaps some sort of banner?" He glances towards the door. "We have another chamber there too."
"Yeah. It looks like they let a toddler with a stick of charcoal come up with the decoration for these doors. Like, seriously. Look at those chicken scratches!" Pai S. doesn't seem to realize that Teric was talking to the other Pai.

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Know. Arcana 1d20 + 22 ⇒ (2) + 22 = 24
”This plate looks like one of Krune’s foci we were told about. This is a Rune of Life, so the forces of death magic might have an effect on it.”

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Hamish raises an eyebrow, ”I have a lower level necromantic spell that might work. It isn’t ‘death magic’ really, but worth a shot.”
Will try Ray of Enfeeblement on it if no one objects. Not sure if I need to attack it or roll damage.

GM supervillan |

No attack roll needed Hamish. I'd ask for a damage roll but:
Hamish fires a sickly-looking ray at the rune. Unusually, the green radiance seeps over the stone rune - but then it fades away to nothing, and the rune is unchanged.
Hamish, attempt a DC20 Will save.

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Will DC 20 + GH: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
The bard shrugs, ”Odd. it felt like…”

GM supervillan |

Hamish feels lethargic, slow, as though action would serve little purpose. Slothful. But the effervescent hope that pervades the pathfinders' souls (for the time being) banishes such feelings.

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”…like I *yawn* just wanna take a nap. Ugh. Just break it.”
He steps back a biiiit.

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"Break it?! Yeaaaaah!" Pai S. immediately blasts it with water.
Water blast vs. AC: 1d20 + 19 ⇒ (9) + 19 = 28
Bludgeoning damage: 5d6 + 19 ⇒ (5, 2, 4, 1, 5) + 19 = 36

GM supervillan |

Pai S excitedly blasts the rune. The rune becomes wet but is otherwise unchanged. Pai feels tired.
Pai S attempt a DC20 Will save.
I seem to have neglected to mention that Linguistics or Spellcraft can also be used to identify these runes. DC 23 as per this post. Just use your highest applicable skill bonus.

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I'm assuming the Comprehend Languages Hamish has up does not help, right?

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"Does anyone have more powerful death magic? It seems it might be impervious to anything else." Teric shakes his head. "Otherwise, we might need to leave it for later."

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can I roll spell craft as well, seeing as I already rolled for the Know. Arcana check? If not, disregard. Spell craft 1d20 + 20 ⇒ (20) + 20 = 40.

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DC20 Will save: 1d20 + 6 ⇒ (19) + 6 = 25
Cracking a big yawn, Pai mumbles: "Huhhh. Feels like nap time. And that didn't do anything. It looked like it shoulda done something, right? ... OH. MY. Gosh. It really is a magic door! We gotta find that toddler who decorated it and get them to tell us how to open it. Which'll be really hard, 'cause toddlers can't talk good, especially when they're throwing a tantrum 'cause you woke them up from their nap. Maybe if I offer them a snack..."

GM supervillan |

can I roll spell craft as well, seeing as I already rolled for the Know. Arcana check? If not, disregard. Spell craft 1d20+20.
Whenever there are multiple options for skill checks, you choose your best option but only roll once. I think for Pai K the highest modifier is still going to be Knowledge (Arcana).
To recap, the possible skills for identifying the rune foci are:
Comprehend Languages does not help - the foci are much more than a collection of Thassilonian script.

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Oof, I could have saved your scroll, Hamish. Quiella can cast comprehend languages from a level 1 spell slot, which is pretty plentiful.
Quiella's collection of class features make her a very effective HP battery. In general, it is more "cost-effective" for her to life link with people and heal them that way, and heal her directly. I'll transfer your wand charges onto Quiella so that no one has to change any of their tracking
Pai K, -22hp
Mykel, -20hp (life link)
Teric, -14hp
Pai S, -26hp, 27nl (life link)
Quiella, -29hp
Tùrin, -62hp (life link)
Quiella takes 15 dmg from healing Mykel, Pai, and Turin 5hp each.
Quiella channels
Quiella, channel energy, oracle: 2d6 ⇒ (5, 5) = 10 (+4 additional for Quiella from Fey Foundling)
Mykel's first CLW charge on Quiella, fey foundling: 7 + 1 + 2 = 10
Pai's first CLW charge on Quiella, fey foundling: 6 + 1 + 2 = 9
Pai K, -12hp (life link)
Mykel, -5hp (life link)
Teric, healed (thanks to infernal healing)
Pai S, -11hp, -12nl (life link)
Quiella, -11hp
Tùrin, -47hp (life link)
Quiella takes 15dmg from healing Mykel, Pai S, and Turin 5hp each.
Quiella moves her life link to Pai K from Mykel (will go back to Mykel afterwards)
Mykel's second CLW charge on Quiella, fey foundling: 5 + 1 + 2 = 8
Pai's second CLW charge on Quiella, fey foundling: 4 + 1 + 2 = 7
Pai K, -12hp (life link)
Mykel, healed (life link)
Pai S, -6hp, -7nl (life link)
Quiella, -11hp
Tùrin, -42hp (life link)
Quiella takes 15 dmg from healing Pai K, Pai S, and Turin 5hp each
Quiella channels again
Quiella, channel energy, oracle: 2d6 ⇒ (1, 2) = 3 (+4 additional for Quiella from Fey Foundling)
Mykel's third CLW charge on Quiella, fey foundling: 4 + 1 + 2 = 7
Pai's third CLW charge on Quiella, fey foundling: 5 + 1 + 2 = 8
Pai K, -4hp (life link)
Pai S, healed (life link)
Quiella, healed
Tùrin, -34hp (life link)
Quiella absorbs 30 dmg from Tùrin over the next 6 rounds
Pai K, -4hp (life link)
Quiella, -30hp
Tùrin, -4hp (life link)
Quiella channels energy
Quiella, channel energy, oracle: 2d6 ⇒ (2, 4) = 6 (+4 additional for Quiella from Fey Foundling)
Pai K, healed (life link)
Quiella, -3hp
Tùrin, healed (life link)
Quiella then heals herself with prayers to the gods
Quiella, Oracle lvl 1 spell slot, fey foundling: 2d8 + 8 + 4 ⇒ (3, 2) + 8 + 4 = 17
Quiella, 3dmg (I'll live with that)
Teric can save both of his uses of infernal healing since Quiella healed 19hp of dmg via channel energy. The other CLW charges still apply (I just redirected them to Quiella for better efficiency)
- 7/9 lay on hands
- 3/7 oracle channel energy
- 6/8 lvl 1 Oracle spell slots
- 5/5 lvl 2 Oracle spell slots
used 3 charges from Pai S's wand
used 3 charges from Mykel's wand
I probably shouldn't have used so many channels, but oh well
Man, that took a while. I think the only way Quiella can help here is with Spellcraft and it looks like someone already rolled a 40 on that?

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No worries, 25g isn’t a game breaker at all. I believe the 40 roll was a second skill attempt, so it didn’t count. Other than that, I don’t think your Spellcraft mod can get us anything else.
”Well, I’m sure there are more runes. And if no one else has ‘death’ magic to try, then we should move on.”

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"Yeah. Maybe we look for doormats. People put keys under doormats. And flower pots. And hollow bricks and rocks..." Pai S. goes off on a tangent of listing all the random things she's seen on people's front porches, which may or may not have had a key hidden anywhere near them.

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”Or maybe a false wall and door even. People are sneaky. I’m sure a rune lord is even more sneakier than most.”
Hamish peeks around the bend.
”Oh look! A door, and another rune probably.”

GM supervillan |

Indeed, Hamish spots another massive runeplate on the wall, close to a plain stone door.
DC33

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Knowledge: Religion + GH: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
”Honestly looks just like the last one.”

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Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30
Teric turns his head to the side a bit as he looks at the rune. Finally he speaks up. "Ah, a Rune of Alacrity. Generally, effects that would impede a creature’s speed and mobility can counteract such a rune."
"It's possible I could use a Rime spell. Any other ideas?"

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Know. Arcana 1d20 + 22 ⇒ (17) + 22 = 39
”Ah, I can tell a bit more about this one! A magical or alchemical effect that will entangle for ten rounds will shut it off. Or something that could paralyze or stagger something for five rounds should do it. Or just doing 35 points of cold damage in a round should disable this one!”

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"Very well, let's see what happens." Teric draws a rod and then wrestles arcane power to his whim. An arc of frost slams into the rune plate coating it with clinging ice.
Cold Burning Arc: 10d6 ⇒ (6, 3, 4, 3, 2, 1, 4, 3, 5, 6) = 37
Modified with Rime metamagic rod, just in case you can combine effects, ie. entangled AND cold damage

GM supervillan |

Teric unleashes a blast of ice, his mastery of the element evident as the rime works through the rune, cracking the ancient stones and then causing them to crumble away! In mere seconds, all that remains is a ghostly green vestige...
Rune disabled!
Farther along the corridor you see another great rune upon the wall.

GM supervillan |

Pai Kromnite studies the next rune. She determines that it is a Rune of Defence.
Effects that batter and shock can disrupt and destroy the rune of defence.
The following can disable the rune: dealing 35 points of electricity, force, or sonic damage in one round; dealing 35 points of bludgeoning damage from a single attack; or casting dispel magic at the rune (to defeat a CL of 14).