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There are 34 cards in the deck, so you can roll a d34 and run down the list of options in the item description.
Reflex save: 1d20 + 8 ⇒ (8) + 8 = 16
Expecting a line of acid, the monk doesn't dodge the rubble in time.

Plague Hunter |

Stealth: 1d20 + 9 ⇒ (16) + 9 = 25

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Deck of Illiusions: 1d34 ⇒ 1
Katswiri throws a card out, and a Red Dragon comes swooping out to challenge the Black Dragon!
Then she runs for it.

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Other Pathfinders, and your illusion, have managed to distract the dragon long enough for all of you to reach the mausoleum doors, which are open.
The first set of rooms you enter are dissection rooms. These rooms contain large, steel surgical tables. Their perimeters are lined with additional work areas whose tables are covered with texts, surgical instruments and tools, alembics, scales, abacuses, and similar devices used in alchemical and biological tests. The rooms also hold barrels of wash water, along with bottles of various fluids and salts used in sterilization and embalming. The center of the floor contains a drain for run off, as well as a few waste buckets.
Next is the Ossuarium. This cavernous hallway is contains a number of elaborate skeletal displays. The reassembled creations consist of both accurate assemblies and imaginative creation built from the bones of multiple specimens. Several large, glass cylinders contain colonies of dermestid beetles for cleaning bones. Several have actively decaying specimens. Arches along the side lead to small workstations. Near the back sits another, larger work area filled with kilns, a hearth, and some large iron vats. In the middle of the floor, six corpses lie piled together is a pool of blood.
Goblins hide here, waiting to ambush and slay anyone attempting to pass through the room. They attempt to surprise intruders, initiating combat by knocking over the dermestid beetle tanks. The tanks shatter on impact, releasing swarms of hungry beetles and a slop of rotten flesh across the floor. Then the goblins attack.
The entire room is considered to be under the effects of a grease spell once the goblins smash the beetle tanks. This hazard affects both you and the goblins.
Initiatives:
Alli Fairen: 1d20 + 3 ⇒ (1) + 3 = 4
Beryx Zindar: 1d20 + 2 ⇒ (10) + 2 = 12
Carlin Ember: 1d20 + 6 ⇒ (18) + 6 = 24
Janus Grey: 1d20 + 5 ⇒ (14) + 5 = 19
Katswirl: 1d20 - 4 ⇒ (17) - 4 = 13
Rhu Entekh: 1d20 + 7 ⇒ (18) + 7 = 25
red: 1d20 + 6 ⇒ (18) + 6 = 24 Goblin
blue: 1d20 + 6 ⇒ (18) + 6 = 24 Goblin
green: 1d20 + 6 ⇒ (19) + 6 = 25 Goblin
cyan: 1d20 + 2 ⇒ (18) + 2 = 20 Beetle swarm
yellow: 1d20 + 2 ⇒ (13) + 2 = 15 Beetle swarm
Rhu and Carlin are up before all three goblins and the cyan tinged beetles.

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Alli can use Rhu's CLW wand on him. Not sure how much damage he has, so here's a few rolls, stop when you have enough.
Wand of cure light wounds to heal Rhu: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of cure light wounds to heal Rhu: 1d8 + 1 ⇒ (6) + 1 = 7
Wand of cure light wounds to heal Rhu: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of cure light wounds to heal Rhu: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of cure light wounds to heal Rhu: 1d8 + 1 ⇒ (2) + 1 = 3

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To quote another GM ...
"You managed to get inside before more rocks fell but have not had time for healing before the goblins spotted you"
So any healing will have to be done afterwards or in rounds.

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It sounds strange considering that according to the description above, we were walking through rows of rooms. I would also like to cast Barkskin twice - it's twelve second.

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Yeah, we went through two separate rooms on the map. Granted, there's no door separating the two, but there's also no line of sight between them. If that's the ruling we'll go with it, though. Alli, pending any damage in this fight three charges will get Rhu to full health.
Rhu snaps off a shot at the green goblin before retreating north.
Arrow to goblin, including PBS: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Arrow damage, if applicable, including PBS: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

GM Ladile |

**House GM Announcement**
A loud crash shakes the whole building, followed by a triumphant cry.
The constant sounds of the dragon moving about on the roof have gone quiet. The beast is dead!
______________
GMs, the dragon is dead. The courtyard (D3) is now safe.

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And the green goblin dies from it.
Yeah ... seems a bit odd to me too come to think about it - I think it's because of the time crunch - you're on the clock

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I guess I didn't make it clear that we're on a different map and you're facing goblins and beetle swarms now
Carlin kills the goblin with the blue armour.
There is only one goblin left and the two beetle swarms.
The beetles swarm over everyone except Rhu and Beryx. Those in the swarm take 3d6 ⇒ (4, 6, 5) = 15 damage and must make a Fort Save (DC 15) to avoid being nauseated for a round.
The remaining goblin shoots at Janus.
short bow: 1d20 + 3 ⇒ (8) + 3 = 11 piercing: 1d4 ⇒ 3
Everyone is up.

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Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15 with an option to use inspiration
"Yeaggh! Bugs!" Alli shakes off as many crawlies as she can and runs away toward the room. "Smash that last grinner and get in, I'll close the door after... there's no door! Can anyone block this entrance once we get in? The bugs might go after the dragon in the yard!" She runs past the smug-looking goblin while grabbing an acid flask.
Think. Those bugs bite hard, and I only have three of these things. Alli takes a look around the room, frantically looking for something that could be used to destroy or distract the swarm.
Knowledge (nature): 1d20 + 7 + 1d6 ⇒ (18) + 7 + (4) = 29 to identify the beetles in case there’s something special to know about them
Perception: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (1) = 31 to look for useful items or something to block the entrance with
Damage taken 15 hp
"Who builds a beetle ranch room with no doors!?"

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Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21
Katswiri grits her teeth in pain as she stumbles out of the swarm of beetles, making a run north to spread out.
"Get clear and blast them!"
As she moves, she begins casting a Sound Burst spell, looking to time it for when her companions are no longer in range.
Katswiri readies an action to cast Sound Burst when there are no Pathfinders within a 10 ft burst centered on the lower left corner of Carlin's current square.
Sonic Damage, Dc 17 Fort Save or Stunned 1 round: 1d8 ⇒ 1

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Rhu finishes his circuit and comes out behind the last goblin, picking his way carefully in the slippery slop.
Arrow attack, including PBS: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Confirm?: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, including crit and PBS: 3d8 + 6 + 3 ⇒ (1, 4, 3) + 6 + 3 = 17
ETA: forgot about the Acrobatics check.
Acrobatics check: 1d20 + 11 ⇒ (7) + 11 = 18

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Right, the grease. No time to look around the room then, have to move at half speed. Acrobatics is an autosuccess with a +9 modifier, at least.

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The sudden onrush of swarming beetles take the Januses off guard.
Janus Too falls to -2hp, unconscious and dying.
Fort DC15: 1d20 + 9 ⇒ (20) + 9 = 29
Janus stoops to pick up their counterpart, before retreating.
"We are dying. We will get clear. Carlin, your fire here."

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The last goblin dies.
I made a mistake, there should only be one beetle swarm. Yellow goes away. This means that the Januses do not take that damage.
These beetles are skin beetles otherwise known as Dermestidae These beetles are used by forensic scientists to clean skeletons.

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On it... Carlin says as she moves up and shoots a jet of spray at the swarm.
burning hands, dc 17: 5d4 + 5 + 1 ⇒ (1, 2, 1, 1, 1) + 5 + 1 = 12can someone move my token please? on phone right now...thanks!
edit...really dicebot?

GM Ladile |

**House GM Announcement**
With the defeat of the dragon, more and more Pathfinders pour into the mausoleum. With their combined abilities they’re able to overwhelm the remaining hazards and reach the library, where they stand before the door to the inner sanctum. When the door is thrown open, a bizarre sight awaits within.
A strange, metal cage lies sprawled in the center of the room like a great, undulating, skeletal lotus. Long tendrils of translucent ether lash violently from the artifact, while crackles of eerie light dance across the metal frame and up into the ghostly pillar that erupts from the center of the device into the night sky. A dozen bodies surround the pulsating cage, flopping on the floor and convulsing madly.
______________
GMs, please proceed to area D7.

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Other Pathfinders arrive and help you deal with the bugs which clears you to move on.
When you reach this area, what do you do. It appears you have three options: attempt to bypass the haywire artifact, partially shut it down, or shut it down completely.
Getting past it to the door on the other side, may leave you open to being hit by the ether tendrils. Shutting it down means some one has to get close to it, again being open to being hit by ether tendrils and attempting to Disable Device it.

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"I can try to shut it down completely."
Rhu, four of those prerolled CLW uses (total 25 hp) should bring you to full. Subtract the charges from your wand, please.
I'll use the last prerolled wand result (3 hp) from my own wand on myself, plus the rolls below to get myself to full.
If necessary, I'll use other people's CLW wands for themeselves, make your healing rolls and subtract the charges. Can't do infernal healing.
If I have a minute, I'll charge a shield spell back to preprared status.
Wand of cure light wounds to heal myself: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of cure light wounds to heal myself: 1d8 + 1 ⇒ (8) + 1 = 9
Total healing 14, hp now 34/35
If I need to make some checks to get close, I'd guess those would be either Stealth or Reflex? I'll preroll both below, plus Disable Device. If they are something else, I'll make the rolls later or take the hit.
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16 with an option to use inspiration
If Stealth was required, add inspiration: 1d6 ⇒ 6 to that result
Reflex: 1d20 + 9 ⇒ (17) + 9 = 26 with an option to use inspiration
Disable Device: 1d20 + 15 ⇒ (15) + 15 = 30 with an option to use inspiration

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Success reported. Anyone else having a go?

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"Its hard to tell what type of energy that might be. Possibly electrical or force. I can't do anything against force, but I will shield us against electricity just in case that helps."
Katswiri casts Communal Resist Energy: Electricity on the group. We should still have the Acid resist running as well.
Katswiri will also cast a Shield of Faith on Alli for a +3 deflection bonus to AC, in case that ends up helping at all.
She does look with interest at the device and its malfunctioning.
Any knowledge checks to figure out what its doing and/or how it might be shut down?

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It's energy from the ethereal plane so it seems to be rather flexible in what sort of energy it is going to be - could be a mixture of elements, could be anything.

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Janus attempts to approach, evading the energy tendrils...
Will roll Reflex and Stealth, take whichever is appropriate
stealth, guidance: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
reflex, guidance: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

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Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Katswiri will also heal herself from the severe beetle bites she suffered using her wand.

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Anyone running to the door on the other side, please make three Fort saves.
50-50, low good: 1d100 ⇒ 33 Alli
50-50, low good: 1d100 ⇒ 40 Janus
Neither Alli or Janus get hit by tendrils.

GM Ladile |

**House GM Announcement**
The efforts of the Pathfinders working on disabling the artifact are beginning to pay off. The artifact sputters and shakes, the ethereal tendrils fading in and out of existence as it begins to malfunction!
______________
GMs, the Code Gray condition is in effect.

GM Ladile |

**House GM Announcement**
As some Pathfinders work on disabling the machine and others shelter as best as they can at the nearby door a Pathfinder by the name of Spica Capella conjures a wall of force to help shelter her fellow agents from the machine's ethereal energies, giving a brief and welcome respite to all. Moments later, with a shudder, the machine begins to fold up again. The ethereal tendrils dissipate as the machine closes, locking tightly. With only a barricaded door between them and Charvion, several of the stronger Pathfinders put their collective shoulders into the door and pop it open with ease.
The walls and floor of the room revealed within are made of pale, roughly-finished sandstone. They curve upward to an almost dome-like structure above, and the level of the floor is slightly lower than that of the entry door. Squared arches of polished sandstone are cut into the curved walls, creating fantastic columns. The walls are covered to a height of 30 feet with enormous bookshelves full of tomes, scrolls, and leather-bound books. Several ladders, used to climb to the higher shelves, are scattered about the room.
At a half-dozen points throughout the room, the rough, sandstone floor has been breached, smashed open as though someone were looking for something. Standing above one such hole is Charvion Eater-of-Bones. Flinging aside his sledgehammer, he raises his arms to the ceiling and screams in an ancient, guttural tongue. A nimbus of white flame erupts about him and then explodes, sending several different versions of Charvion flying about the room. Each Charvion stands and laughs, and in one loud chorus they say, "Come and fight me, Pathfinders. Your days are numbered!"
______________
GMs, please begin the encounter with Charvion in area D8.

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The scene looks like a multi dimensional parallel world overlay - but you have your own Charvion to deal with.
Initatives:
Janus: 1d20 + 5 ⇒ (17) + 5 = 22
JanusToo: 1d20 ⇒ 7
Alli: 1d20 + 3 ⇒ (2) + 3 = 5
Rhu: 1d20 + 7 ⇒ (13) + 7 = 20
Beryx: 1d20 + 2 ⇒ (3) + 2 = 5
Katswiri: 1d20 - 4 ⇒ (3) - 4 = -1
Charvion: 1d20 + 6 ⇒ (15) + 6 = 21
Janus is up before Charvion then everyone else.

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Janus importunes his Eldest patron, and steps warily around the edges of the mausoleum. Their flails whirl about them, droning, foreboding.
"We will make an Ending, Charvion. Your blood and bones will feed the Green."
Cast Divine Favour, move.

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So who didn't put their initiative on the slides :)
carlin init: 1d20 + 6 ⇒ (18) + 6 = 24
Carlin is also up before Charvion.

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(Charvion: -20)
A sleet storm suddenly appears. Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls.
Everyone is up.

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Did Charvion cast a spell to make this happen, or did it happen some other way?
Spellcraft, Identify Spell: 1d20 + 10 ⇒ (9) + 10 = 19
If this is Sleet Storm, it should be a 40' radius, not diameter, so would be much larger than marked on the map.
Katswiri feels her skin crawl as the driving sleet cuts off her only sense of the world, leaving her trapped and isolated with only the pouring water surrounding her, while the icy ground locks her footing in place.
Pushing through the rising panic, she gestures, beginning to cast a spell to silence the whole area surrounding Charvion, in an attempt to cut him off from spellcasting or at least force him into his own sleet storm.
Begin casting silence, full round action; will target indicated area when spell finishes at her next turn.

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Spellcraft: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11 to idenfity the spell; failure
Getting a face full of cold slurry, Alli for once declines to comment. Her hand snaps to the collection of trinkets, with two fingers running a slender silver chain through them as she mumbles a susurrant word. The sleet hides the effects of the spell, but those nearby can sense movement as the halfling kicks forward.
Could that ghoulishly-named creep be any more annoying. There has to be an end to this mess. Probably should tell the others, too. "I'm heading to the other end of the roomfsfsflfs!", but driving sleet drowns the rest of her words. With Katswiri's shield protecting me, I should be safe from physical threats. Let's see if the creep can see in this mess, and what he brings next if he does.
Cast expeditious retreat, then move with speed 60 in an attempt to get clear of the zone. I'll move the token 30 feet directly south with the assumption that the radius is 40 feet as Katswiri thought. The DC 10 Acrobatics check is an automatic success.

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It is sleet storm - and yes, it should be bigger. It probably fills the whole room.

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Rhu also automatically makes a DC 10 Acrobatics check.
The monk edges forward along the wall, and as soon as he reaches the edge of the storm he'll double back a few feet.

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"If we cannot see Charvion, he cannot see us."
acrobatics DC10: 1d20 + 6 ⇒ (19) + 6 = 25
As if to emphasise their point, Janus again vanishes from view. If there were anyone able to observe them through the driving sleet. They keep their footing, and continue slowly edging around the wall.
Cast Invisibility, move.

GM Ladile |

**House GM Announcement**
With each defeated copy, the remaining Charvions seem to fade, as if each copy contained a portion of himself!
______________
GMs, Code White is in effect.