
cmlobue |

Using misdirection and misinformation, the Pathfinder Society has cornered a pair of its old enemies—a demoniac and an assassin—in the Five Kings Mountains. However, the two have taken refuge inside a sacred dwarven burial ground sacred to Magrim, and their desperate defenses have stymied the dwarves’ initial assaults. It falls to a team of the Society’s best agents to overcome these obstacles, avert impending blasphemies, and end these villains’ treachery forever.

cmlobue |

A week ago, while between assignments, the Pathifinders were contacted by an agent of Venture-Captain Ambrus Valsin, who handed them a small rune-carved stone disc (a labyrinth token) and a hastily scrawled letter penned in Valsin’s own hand.
The journey to Larrad and then to the isolated alpine valley containing Taal Mornat takes the team roughly a week and is uneventful. The dwarf guiding the Pathfinders to Taal Mornat is quiet and respectful, but she knows little about the ossuary. An expert guide, she leads the agents through several days of hard travel along perilous mountain paths and subterranean tunnels, until they reach a narrow valley dominated by a thick forest of evergreens split by meandering streams. A winding, well-marked path leads through the woods leading toward the far side of the valley where the sheer granite cliff face is pierced by a cave entrance that leads to Taal Mornat. Encamped a hundred yards from the mouth of the cave is Kolm Durrendar’s small army of dwarf warriors and warrior-priests, their tents and banners marking them as devotees of Magrim.
Upon reaching the camp, the Pathfinders are ushered into Kolm Durrendar’s tent.
Lit by a brazier of hot coals and several hanging oil lamps, the warm interior of Kolm Durrendar’s tent is a welcome break from the cold wind coming off the mountains outside. The scarred, middle-aged dwarf has a full, square-cut beard that hangs just past his belly. His pale-blue eyes are friendly, though worry lines and signs of fatigue mar his otherwise handsome features. He wears a suit of battle-worn plate armor under robes that identify him as a priest of Magrim.
“Thank you for coming,” Kolm says. “Ambrus said we could rely on you and I’d trust that man with the lives of my children.” The dwarf gestures toward the tent’s south wall, in the direction of the cave mouth. “That cave marks the entrance to Taal Mornat, an ossuary sacred to the followers of the Taskmaster. Your enemies have sealed themselves inside and conjured up a magical labyrinth that has my forces confounded. The labyrinth was here when we arrived a week ago. Since then, I’ve sent five well-armed squads inside—that’s fifty veteran soldiers—and only one squad returned, and they lost more than half of their number. The survivors reported that a labyrinth of tunnels and halls now blocks the way between us and the ossuary complex. They were trapped in the maze for hours and eventually ambushed by a band of demonic minotaurs. After witnessing the slaughter and capture of their comrades, the survivors fled. Once again, they wandered the labyrinth for hours before they staggered out of the cave entrance. But that’s not the worst of it. An hour after the survivors emerged from the ossuary, these horrors appeared.”
Kolm gestures to a large pile of blood-smeared, oddly calcified bones lying nearby. “Three of these things—towering skeletal giants constructed from petrified bones and draped with bloody ribbons of flesh—fell upon my army. They slew twenty of us before we finally brought them down.”
The angry dwarf’s body trembles with the memory of the slaughter. After a long moment, he unclenches his fists, clears his throat, and regains his composure. “Ambrus tells me you can breach this infernal labyrinth. I implore you to do so immediately and put an end to this threat. I shudder to think what would happen to my people if an army of these things emerged from that damnable place, much less what your foes are doing to the bodies of my predecessors.”

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Beidou excited but sits quietly and listen during briefing and occasionally sips her drink. It has been awhile since she was out on an adventure.

cmlobue |

Kolm can answer some questions for the Pathfinders.
You can make a Knowledge (History) check to recall facts about Taal Mornat.
You can also make a Knowledge (Arcana) or Knowledge (Religion) check to remember facts about runeplates.

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Surprisingly for her, Janna looks even unable to have a high grasp on the religious aspects, she's an oracle, not a cleric, so her connection to the divine is a bit more abstract, but she will still try to understad one thing or two about the runeplates :
Janna - Knowledge (religion): 1d20 + 10 ⇒ (16) + 10 = 26
She luckily recalls enough to remember some of their properties, but with the feelings there's more to them.

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knowledge (arcana) taking 10: 10 + 5 = 15
The tattooed half-orc listens to Kolm's tale with interest. While not of a particularly imposing stature, there is a definite aura of menace in the way he carries himself. An aura which had been quickly dismissed as the party first gathered, when upon entering the room he had broken into a smile and offered a callused hand in greeting to everyone present.
During the trip north to Larrad Thargash maintained a regular nightly routine of memorising and casting several long running spells on the party each night to provide them with protections lasting into the following day.
Specifically each night on the journey north he would have cast the following on the party before sleeping: luck number (on 4 members of the party including himself); extended deadeye's lore (on himself); extended delay poison (on 4 members of the party including himself); extended greater longstrider (on himself); life bubble (one on each member of the party); hunters blessing (on the party); spellstaff (summon nature's ally VII, on his quarterstaff).
(If anyone has another extend metamagic rod or blessing of fervor he would also have been able to put extended delay poison on the remaining members of the party)
"We'll do our best." he rumbles at the end of Kolm's story "Would there be any benefit to us speaking with the survivors who escaped? Or would you prefer we head straight in once we've finished any necessary preparations?".

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A Dwarven man rather solidly built wearing mithral breastplate, and a mithral buckler walks in. A symbol of Ymeri displayed on his armor.
"Greetings, I am Pyros, high cleric of Ymeri. I received word from the venture captain that my skills would be needed on this mission. I bring to the table some trap spotting and disabling, as well as strong evocation magic. I can not channel to heal, so I will prepare some ahead of time as emergency back up.
prep daily lesser extend defending bone
history: 1d20 + 9 ⇒ (6) + 9 = 15

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[u]During the journey...[/u]
Redgar practices morning meditations, the better to commune with the martial spirits that help give him an edge.
Redgar is only too happy to offer pointers on tactics and fitness to his comrades. being a Drill Sergeant fighter, who can throw down the feats "Shake it Off" and "Blood for the Society" (Blood for the Empire) to his teammates
Otherwise, he is happy to roll with his emotions on his sleeve, now that he has them back.
Thank you, Thargash - I always appreciate having a magical edge to more than just my blade
Redgar has x2 Pearls of Power Level 1, and x1 Pearl of Power level 2, and a Lesser Rod of Extend to share with any casters.
If there happens to be room to grab an Extended Barkskin when we get closer to combat, with the Pearl of Power replacing a casting of another spell, that would be fantastic... but no worries if not.
Similarly, I have a vibrant purple prism Ioun Stone, so I can cheese a personal spell or two - if there happened to be plenty of level 1 spell slots going spare I'd love a 14 hr longstrider then a Featherstep in the hopper each day, with two Pearl of Power L1's ready to refresh those or other spells... but again, no worries if not!
[u]During Kolm's briefing[/u]
Redgar nods solemnly - I promise to avenge your fallen comrades, and to rescue any captives that we can. No Pathfinder, or ally, left behind.
No knowledge rolls - Redgar is used to letting the smart people in pointy hats tell him what to break and what not to break.

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Redgar has x2 Pearls of Power Level 1, and x1 Pearl of Power level 2, and a Lesser Rod of Extend to share with any casters.
If there happens to be room to grab an Extended Barkskin when we get closer to combat, with the Pearl of Power replacing a casting of another spell, that would be fantastic... but no worries if not.
Similarly, I have a vibrant purple prism Ioun Stone, so I can cheese a personal spell or two - if there happened to be plenty of level 1 spell slots going spare I'd love a 14 hr longstrider then a Featherstep in the hopper each day, with two Pearl of Power L1's ready to refresh those or other spells... but again, no worries if not!
If Thargash can use a charge from Redgar's metamagic rod, then he would be able to give extended delay poison to everyone in the party for 28 hours, I also forgot that Thargash could also use one of his pearls of power so that everyone also gets lucky number.
That would mean everyone in the party would have the following spells on them from Thargash: life bubble (28 hours), extended delay poison (28 hours), lucky number (24 hours), hunters blessing (underground and evil outsiders, 14 hours from the end of the previous night).
Thargash would definitely be able to do extended barkskin using the pearl of power. For the vibrant purple prism ioun stone, he can put the longstrider in it on a previous day and then charge it with featherstep today once the previous spell has been cast, so long as he is able to use a pearl of power to backfill the spell he would have memorised in that first level spell slot.
lucky number: 1d20 ⇒ 3

cmlobue |

I will give you another 24 hours to post your preparations, but I want to get moving because of the short time frame. Please also complete the >Sign In Sheet< and fill out page 2 of the >Slides<.
The Pathfinders finish their preparations and move to the entrance of Thurl's hideout.
A few feet beyond the cave’s mouth, the cave’s natural features are abruptly replaced by a hallway formed by countless bleached white bones—skulls, femurs, rib cages, and more—harvested from all manner of humanoids and beasts, creating a thick solidified mass. A dozen paces farther, the macabre hallway is bisected by an archway resembling the maw of an enormous fiend. Roughly gouged into the bone-work above the archway are the following words in Common: “May your bones join those of a million others.”
Glancing backward, the agents see only an endless labyrinth; the archway and the cave entrance are both gone. Thanks to the labyrinth token, the path is clear, though long. 1d4 ⇒ 4 hours pass relatively uneventfully.
The center of this large chamber with a 30 foot high ceiling boasts a raised stone platform, atop which sits a 10 foot tall altar of dark stone flanked by four small statues of demonic bulls. The floor of the chamber is covered with patches of damp lichen and littered with broken bones and shattered skulls, some of which are fresh. A rectangular pit sits to the right of the raised platform. The sound of moaning and the soft rattle of chains emanates from it.
Six creatures which resemble huge humanoids with the torsos and heads of bulls stand in the area, clearly intending harm to the Pathfinders.
”Redgar Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17 (+4 with HA)
”Jannaria Initiative”: 1d20 + 15 ⇒ (12) + 15 = 27
”Marcus Initiative”: 1d20 + 7 ⇒ (5) + 7 = 12
”Beidou Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Red Initiative”: 1d20 + 4 ⇒ (17) + 4 = 21
”Orange Initiative”: 1d20 ⇒ 20
”Yellow Initiative”: 1d20 ⇒ 10
”Green Initiative”: 1d20 ⇒ 15
”Blue Initiative”: 1d20 + 4 ⇒ (20) + 4 = 24
”Purple Initiative”: 1d20 ⇒ 4
Round 1 - bolded may go
Jannaria
Redgar
Blue
Red
Orange
Green
Marcus
Beidou
Thargash
Yellow
Purple

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lucky: 1d20 ⇒ 7 also need added to init.

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Beidou Init would be +8 instead of +3 (5 higher)

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The list of preppings that I'll be doing is there, if there's more to come, it will probably be during the adventure :
- Lifelink on everybody else, my animal companion (tiger) included
- Shield Other on Beidou, Tiger and Redgar
- Resist Energy, Communal 30 (Fire), 130 minutes to be divided on six targets, so 21-22 minutes
- Magic Vestment on my heavy steel shield and on the Mithral Chain Shirt of my tiger
- Aspect of the Wolf on my tiger
- Air Walk, Communal, 130 minutes / 6 = 21-22 minutes
- Shield of Faith on my tiger if we know the timing of when we get closet to that, if not, it's not casted
- Heroes' Feasttemp HP: 1d8 + 6 ⇒ (8) + 6 = 14
- Magic Circle against Evil
Seeing that she's the fastest around this time, Jannaria is still not deviating from her usual plan of buffing the hell out of the party. Given this isn't normally part of the oracle's spell list, she gets a scroll out of a Spring-loaded wrist sheath and tries to cast it through mimicking being a wizard, which she does with pure instinct such is her confidence.
Use Magic Device: 1d20 + 39 ⇒ (11) + 39 = 50
Beidou, Tiger, Redgar, Thargash, Pyros get hasted. Only five targets as it's a CL 5 scroll so I exclude myself from it. I send the tiger double moving towards one of the regular minotaurs, I assume the ruined Walls kind of block the possibility of a pounce.
She doesn't want to send her tiger to face the biggest threats yet because she doesn't know their abilities, so she sends her companion towards one of the smaller ones instead. As for herself, after using the scroll, she moves a little bit.

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As the party entered the caves Thargash took a little time to prepare himself for the upcoming journey, first dropping his large arrows and transforming himself into a rock troll, before casting a number of useful spells on himself and the party, then picking up his arrows again.
At the start of the party's journey Thargash will have wildshaped into a rock troll and then cast the following spells on himself: extended barkskin, extended protection from energy (acid), extended resinous skin, extended heightened awareness. He would also have given anyone in the party who doesn't already have it darkvision, using his pact master faction boon, and also cast find the path.
@GM: Would find the path aid us in getting through the labyrinth, as it provides the quickest route to a destination and can be used for getting out of maze spells? Also just in case it has any effect on the initiative, as we are underground, everyone in the party would get a +2 sacred bonus to initiative from the hunters blessing spell I cast. Thargash would also have used the heightened awareness he cast on himself to get an additional +4 bonus to initiative (for a total initiative bonus of +9). Finally, would we have had any chance to do any preparation right before the combat or did the foes notice us before we had a chance to do that?

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When Beidou is about to enter the Cave.
she would put on some buffs
Heroism 200 mins (extend rod borrowed from Pyros)
Mirror Image image: 1d4 + 3 ⇒ (4) + 3 = 7
Init
Init: 1d20 + 8 ⇒ (15) + 8 = 23
+4 Heighten Awareness
+2 blood Boiling pill
Enlarge wand ready in 1 hand
great sword in other hand
Round 1
Beidou Enlarge herself, 5ft closer up
Round 2
Beidou take out long arm wand, position herself middle

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knowledge (nature) to ID the more numerous foes: 1d20 + 7 ⇒ (2) + 7 = 9
Thargash has no idea what these are!

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Many thanks, Thargash, appreciated! That all works for me! You'll have 1 charge on the Lesser Extend rod left, then, after the Delay Poison and Barkskin, I think?
Note: all of my allies get a +2 Insight Bonus to Perception Checks and Profession (Scribe) checks for this adventure, thanks to the "Published Trailblazer" faction boon.
Before entering, I would have drunk 5d6 ⇒ (5, 1, 5, 3, 2) = 16 five doses of Boulderhead Bock, which would run out after the first hour. Redgar's bar tab is hefty indeed!
I'll also mark off a HA charge - since it's from a wand, it wouldn't be up at the start of this fight, given the 4 hrs of wandering
[u]Upon encountering our first foes[/u]
Knowledge: Religion 1d20 + 4 ⇒ (13) + 4 = 17
It seems we have found a demiplane filled with bovine beings with axes. What crazed mind would think of such a thing?
Feeling the familiar sensation of magic speeding through his nerves, Redgar strides towards the first Large foe, unsheathing his greatsword on the way.
Redgar sizes up the Brute, hoping it is still flat-footed, and swings for the leg...
To attack, with my +3 Adamantine Greatsword: 1d20 + 26 + 1 ⇒ (17) + 26 + 1 = 44 confirmation roll 1d20 + 26 + 1 ⇒ (3) + 26 + 1 = 30 if the confirmation would miss, plus an extra 1d8 ⇒ 3 to the roll
If I hit:
Regular Damage 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (3, 1) + 9 + 12 + 2 + 2 + 3 + 4 = 36
Plus Crit Damage? 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (6, 4) + 9 + 12 + 2 + 2 + 3 + 4 = 42
That's a move (thanks to haste), a Standard (to attack), and no swift this round. That's me done!

cmlobue |
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Find the path reduces the time between entering the labyrinth and this point to 1 hour.
Turn order updated based on my understanding of initiative modifiers.
Jannaria speeds the other members of the team before sending her tiger into combat, then approaches slightly herself.
Redgar dashes into battle, swinging at the creature nearest the altar. The surprised enemy is struck in a vital spot.
The blue-garbed foe responds with a flurry of swings of its giant axe, finishing by thrusting its horns at Redgar.
Greataxe: 1d20 + 26 ⇒ (4) + 26 = 30
Slashing Damage: 3d6 + 17 ⇒ (6, 2, 1) + 17 = 26
Greataxe: 1d20 + 21 ⇒ (8) + 21 = 29
Slashing Damage: 3d6 + 17 ⇒ (5, 4, 6) + 17 = 32
Greataxe: 1d20 + 16 ⇒ (17) + 16 = 33
Slashing Damage: 3d6 + 17 ⇒ (4, 6, 5) + 17 = 32
Gore: 1d20 + 20 ⇒ (9) + 20 = 29
Piercing Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Redgar easily avoids its clumsy attacks.
The creature in red hustles toward the remaining Pathfinders, its gleaming axe held high.
The creature in orange lays into the creature with orange fur.
Greataxe: 1d20 + 9 ⇒ (16) + 9 = 25
Slashing Damage: 3d6 + 6 ⇒ (4, 1, 6) + 6 = 17
Greataxe: 1d20 + 4 ⇒ (12) + 4 = 16
Slashing Damage: 3d6 + 6 ⇒ (6, 6, 4) + 6 = 22
Gore: 1d20 + 4 ⇒ (1) + 4 = 5
Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6
I don't see an AC for the tiger, but I presume only the first has a chance of hitting.
Beidou enlarges herself and moves slightly closer.
The enemy in green approaches the tiger.
Round 1 - bolded may go
Jannaria
Redgar (haste)
Tiger (-17 HP?, haste)
Blue (-78 HP)
Red
Orange
Beidou (haste)
Green
Pyros (haste)
Thargash (haste)
Yellow
Purple

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You can see the tiger's AC at the bottom of the " About the character " section of the profile. It's at 38 with the buffs I threw, but with haste this is at 39. You have the breakdown of the bonuses right after that.
So the 25 misses

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Thargash raises an eyebrow at the creature advancing towards him "I take it you're not open to a conversation about this?" he rumbles in giant, before letting the rage take him. As if in response the Thassilonian script etched into the dark metal of his blade briefly flares and he lashes out at the creature...
Furious, raging attack + PA(FF) + haste + heroes' feast: 1d20 + 27 - 0 + 1 + 1 ⇒ (11) + 27 - 0 + 1 + 1 = 40
slashing, +6 magic, adamantine damage + PA + destructive smite: 3d6 + 22 + 9 + 6 ⇒ (2, 5, 3) + 22 + 9 + 6 = 47
+2 to attack and damage from hunters blessing if they are evil outsiders
Furious, raging attack (haste) + PA + haste + heroes' feast: 1d20 + 27 - 3 + 1 + 1 ⇒ (18) + 27 - 3 + 1 + 1 = 44
slashing, +6 magic, adamantine damage + PA: 3d6 + 22 + 9 ⇒ (2, 5, 3) + 22 + 9 = 41
+2 to attack and damage from hunters blessing if they are evil outsiders
Furious, raging attack (iterative) + PA + haste + heroes' feast: 1d20 + 22 - 3 + 1 + 1 ⇒ (20) + 22 - 3 + 1 + 1 = 41
slashing, +6 magic, adamantine damage + PA: 3d6 + 22 + 9 ⇒ (5, 3, 4) + 22 + 9 = 43
+2 to attack and damage from hunters blessing if they are evil outsiders
Attacks 2 and 3 are crit threats...
Haste attack crit confirm: 1d20 + 27 - 3 + 1 + 1 ⇒ (13) + 27 - 3 + 1 + 1 = 39
slashing, +6 magic, adamantine damage + PA: 3d6 + 22 + 9 ⇒ (6, 3, 5) + 22 + 9 = 45
+2 to attack and damage from hunters blessing if they are evil outsiders
Iterative attack crit confirm: 1d20 + 22 - 3 + 1 + 1 ⇒ (10) + 22 - 3 + 1 + 1 = 31
slashing, +6 magic, adamantine damage + PA: 3d6 + 22 + 9 ⇒ (2, 2, 4) + 22 + 9 = 39
+2 to attack and damage from hunters blessing if they are evil outsiders
If it won't get in anyone's way he will also take a 5 foot step north, but I'll hold off on moving the token just in case it does cause a problem.

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Oops completely forgot Thargash also has a bite attack in troll form as well...
Raging bite attack + PA + haste + heroes' feast: 1d20 + 16 - 3 + 1 + 1 ⇒ (20) + 16 - 3 + 1 + 1 = 35
bludgioning, piercing or slashing damage + PA: 1d8 + 5 + 3 ⇒ (6) + 5 + 3 = 14
+2 from hunters blessing if they are evil outsiders
Bite attack crit confirm: 1d20 + 16 - 3 + 1 + 1 ⇒ (13) + 16 - 3 + 1 + 1 = 28
bludgioning, piercing or slashing damage + PA: 1d8 + 5 + 3 ⇒ (8) + 5 + 3 = 16
+2 from hunters blessing if they are evil outsiders

Pyros2 |
Pyros 5 foot back and casts an intensified(free) empowered (free with traits) fireball on blue and hopefully can catch green also. orc and red dragon, (10d6+20)*1.5not knowing how the dice roll that 15d6+30 is the same I think.
Concentration cl 17+stat9 is +26 can't fail def casting.
fieball ref 26: 15d6 + 30 ⇒ (5, 6, 2, 1, 1, 6, 2, 5, 6, 2, 5, 6, 4, 3, 1) + 30 = 85
Pyros hangs his head in shame for that lame fireball

cmlobue |

Normally I would just roll the dice and then multiply the result by 1.5, but that is fine as well.
Pyros drops a fireball on the altar, hitting two of the creatures.
Reflex, Blue: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex, Green: 1d20 + 5 ⇒ (2) + 5 = 7
The enemy in blue seems to resist the flames somewhat. The one in green... doesn't.
The foe in red never gets to answer, as Thargash's flurry of furious attacks. Only two crits, FWIW.
Undaunted by its allies' fate, the yellow-clad creature approaches the tiger an swings an axe at it.
Greataxe: 1d20 + 9 ⇒ (3) + 9 = 12
Slashing Damage: 3d6 + 6 ⇒ (4, 3, 2) + 6 = 15
The creature in purple stands over the pit and swings its axe at something below.
Round 2 - bolded may go
Jannaria
Redgar (haste)
Tiger (haste)
Blue (-143 HP)
Red
Orange
Beidou (haste)
Green
Pyros (haste)
Thargash (haste)
Yellow
Purple

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The druid spits out a chunk of gore from his downed foe and glares menacingly at the creature's remaining companions.

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Recalculating the tiger's attack rolls and damage since I forgot to modify these post-buff application. It should reflect better on the profile. I'll remove these if the spells lapse.
Jannaria feels herself inclined to be a bit more active. Nothing worse than a minotaur testing positive to demonic' energies. She moves and then tries to throw a controlling spell at the creature. She doesn't have any guarantees it will work, but she has for the moment enough reserves that she feels she can afford the expense, though the fight doesn't strictly needs it, it's not a big one anyway. Given the area of effect of the spell, she casts it in a way it doesn't impact Redgar, in case of possible collateral damage.
Casting Burst of Radiance, Reflex save DC 20 for partial effect,
Damage regardless of the saving throw: 5d4 ⇒ (4, 4, 1, 2, 4) = 15
If reflex save failed blind for: 1d4 ⇒ 2 rounds
The tiger has been trained to attack any target, so with two smaller minotaurs close, doesn't hesitate at all.
The tiger activates Power Attack and has enough animal intelligence to 5-ft step to get in range of the yellow minotaur too. By default haste would go with the bite attack. Not sure when Orange will fall first, it's the first minotaur I'd target, then yellow thereafter.
attacks with a bite: 1d20 + 15 ⇒ (10) + 15 = 25
attacks with a hasted bite: 1d20 + 15 ⇒ (7) + 15 = 22
attacks with a claw: 1d20 + 14 ⇒ (2) + 14 = 16
attacks with a claw: 1d20 + 14 ⇒ (13) + 14 = 27
damage bite 1: 1d8 + 16 ⇒ (8) + 16 = 24
damage bite 2: 1d8 + 16 ⇒ (7) + 16 = 23
damage claw 1: 1d6 + 16 ⇒ (6) + 16 = 22
damage claw 2: 1d6 + 16 ⇒ (6) + 16 = 22

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Redgar tries to take down the foe in front of him...
Atk 1 1d20 + 26 + 1 ⇒ (5) + 26 + 1 = 32 if hits 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (3, 6) + 9 + 12 + 2 + 2 + 3 + 4 = 41
Haste 1d20 + 26 + 1 ⇒ (9) + 26 + 1 = 36 if hits 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (6, 4) + 9 + 12 + 2 + 2 + 3 + 4 = 42
Atk 2 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38 if hits 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (2, 1) + 9 + 12 + 2 + 2 + 3 + 4 = 35
Atk 3 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20 if hits 2d6 + 9 + 12 + 2 + 2 + 3 + 4 ⇒ (3, 6) + 9 + 12 + 2 + 2 + 3 + 4 = 41
Atk 2 was a crit threat... 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27 to confirm. If it hits, an extra 1d20 + 26 + 1 ⇒ (3) + 26 + 1 = 30 damage.

cmlobue |

It takes three of Redgar's mighty swings to drop the creature in blue. You can take a 5-foot step if you want, but no enemy is in range to use the other attack.
Two bites from the tiger causes the enemy in orange to fall. Its claws bite into the yellow-clad foe, but it is not enough to finish that one off.
Jannaria, it sounds like you were targeting Blue. Feel free to choose a different target or action.
Round 2 - bolded may go
Jannaria
Redgar (haste)
Tiger (haste)
Blue
Red
Orange
Beidou (haste)
Green
Pyros (haste)
Thargash (haste)
Yellow (-44 HP)
Purple

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Thargash takes advantage of his enhanced speed to rush over to the creature standing by the pit and aims a single powerful blow at it...
Furious, raging attack + PA(FF) + haste + heroes' feast: 1d20 + 27 - 0 + 1 + 1 ⇒ (16) + 27 - 0 + 1 + 1 = 45
slashing, +6 magic, adamantine damage + PA + vital strike: 6d6 + 22 + 9 ⇒ (6, 6, 2, 6, 1, 4) + 22 + 9 = 56

cmlobue |

How about a third choice, as there's nothing left of Violet now?

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"There is nothing worthy of Ymeri's wrath left. Let us see what they have of use and move on."
Pyros will move to the pit to see what is inside.

cmlobue |

The pit is 10 feet deep. At the bottom are four dwarves, shackled and helpless. One of them has a serious injury from the creature's attack.
Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20
The remaining enemy avoids the worst of Jannaria's spell.

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The Thargash troll glances down at the captives in the bottom of the pit "Looks like we've found some of Kolm's missing dwarves." he shouts to his companions.

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Beidou with Haste, Double move (80ft)
make her way to the last standing enemy.
she will aoo if it tries to escape. or parry if it attacks her.

cmlobue |

Go ahead and roll that parry to see if you avoid damage. Even if you fail, Yellow will have only 1 HP left going into everyone's turn, so I'm not going to draw this out.
Greataxe: 1d20 + 9 ⇒ (7) + 9 = 16
Slashing Damage: 3d6 + 6 ⇒ (1, 3, 6) + 6 = 16
Greataxe: 1d20 + 4 ⇒ (14) + 4 = 18
Slashing Damage: 3d6 + 6 ⇒ (3, 2, 1) + 6 = 12
Gore: 1d20 + 4 ⇒ (7) + 4 = 11
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
The traumatized soldiers want only to escape the labyrinth and return to their encampment. They ask that the Pathfinders to escort them safely out of the maze. It is up to you if you want to do that now or ask them to wait.
Among the soldiers is Krali, whose grandmother, Urtilgi, had been one of the ossuary’s caretakers. Urtilgi had spoken of the ossuary’s builders, several of whose bones had retained an echo of their spirits and sentience even after death to serve as guardians and guides. Krali knows only of one of these: the skull of Borsaget. Krali can describe the skull - which bears a grafted mithral plate from an injury Borsaget sustained in life - to the Pathfinders and convey that addressing the skull firmly and respectfully might awaken Borsaget and secure her aid.

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Of course, we will escort you back. The problem is, the exit disappeared when we entered this labyrinth, so I think we need to put an end to its creators before we can get you home?
If Redgar misunderstands, he's happy to escort our rescued allies to safety now, if that is the group's preference.

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Beidou attempt to Parry N Repos
Weapon +1/Keen/Shock/Shocking Burst Greatsword (Answering/Furious)
Parry 1 - Rage/Furious/PA Parry: 1d20 + 27 ⇒ (20) + 27 = 47
Repos - ID Rager Repos: 1d20 + 29 ⇒ (20) + 29 = 493d6 + 32 ⇒ (6, 4, 6) + 32 = 481d6 ⇒ 31d6 ⇒ 2
Deliquescent Gloves - acid 1d6
Shocking, Electri - 1d6
If Crit +4 to confirm Crit. + Staggering Crit
Shocking burst Shocking Burst: 1d10 ⇒ 10

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its that 2 nat 20 ?
Guess I roll to confirm
confirmation crit: 1d20 + 29 + 4 ⇒ (13) + 29 + 4 = 463d6 + 32 ⇒ (5, 5, 3) + 32 = 45
Staggering Critical
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
round stagger: 1d4 + 1 ⇒ (2) + 1 = 3
so I guess beidou interupt the enemies full round

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She hopes that the last minotaur will be dispatched soon. Regardless of whether this is the case, she tries to anticipate what she might do in the next seconds. The first idea that she has in mind would be trying to see if there's anything of interest inside or around the altar in the centre of the dais, either by magical or mundane means.
I would be doing a perception check there once the combat is finished + casting detect magic
Perception: 1d20 + 20 ⇒ (9) + 20 = 29

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After smashing through the dwarves shackles with his sword Thragash helps them out of the pit and listens to what they have to say.
"I agree with Redgar, we will happily escort you back, however we need to deal with those responsible for all of this first. I have used powerful divination magic to enable us to navigate this labyrinth, but it will only show us the route to our destination, not back to the entrance."
"We could lead you to the far side of this maze, which would at least ensure that you are not trapped in here?" he suggests.

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Mithril plate you say? I am now interested in one, if that is the fashion of the ancient ones. I suggest you stay here for now where it is safe, we cannot go back easily now, the way ahead is our path. We will come back and guide you when it is safe to do so. If we fail, nowhere will be safe."

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Thargash will also help search the area and the bodies of the fallen foes for anything of interest (including with the aid of detect magic)...
perception taking 10: 10 + 31 = 41

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Beidou does in fact finish off the enemy that attacked it before it has the chance to do any damage.
The Pathfinders locate a secret compartment in the altar that holds a bloodstained amulet of spell cunning. Other than that, there are no items of interest here other than the enemies' gear, which consists of2 large +1 greataxes, 4 large greataxes and 2 large nonmagical bronze masks.
Krali clarifies that the mithral plate in question is simply a square of metal replacing a bit of damaged skull, not armor. it is fashionable only in that it proved that Borsaget survived a blow from a powerful foe.
The dwarves are willing to wait here for your return if you think that is best. If not given anything else to do, one will tend to their injured companion's wounds while the others work to reduce the altar to rubble.
After another hour, the Pathfinders finally enter the ossuary of Taal Mornat. This large natural cavern with 60 foot ceilings has a smooth floor of polished granite and a high ceiling studded with stalactites and limestone draperies. Deposits of quartz and huge veins of iridescent minerals bathe the cavern in a soft pale-green radiance. The walls of the cavern are lined with hundreds of dwarf-sized burial niches from floor to ceiling. Many of the lower niches are empty, aside from dust, stray bone fragments, and empty funerary wrappings.

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"Those gouges make me thing something VERY big caused those. Perhaps we should prepare for combat"
Pyros looks for traps and tracks from the doorway, just in case.
Perception: 1d20 + 38 ⇒ (13) + 38 = 51 +2 if stone+1 traps, always act in surprise round

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A prudent suggestion, Pyros. Best to hydrate before combat, too!
Redgar will tap a Heightened Awareness on himself from a wand. Redgar will then down five Boulderhead Bocks 5d6 ⇒ (3, 5, 6, 2, 2) = 18 temp hp vs nonlethal damage.[/ooc]
Once the party is buffed up, Redgar will try to stealthily proceed forward
1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6 Stealth
Keeping an eye out for traps and other dangers
1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32 Perception.