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With the nearby rawbones destroyed and their supernaturally strong stench stopped, Juliver is able to catch her breath. "We probably want to completely destroy the body, but it hasn't turned to mist like the inner sea vampires." Juliver pulls out her sword as she draws closer to the body of the maybe-vampire. [ooc]Bardic continues +5 weapon to hit/damage]

Áine's arrows punch holes through the foul putrid skinless monstrosity.

Apparently, being covered in festering blood and gore overwhelms Zaine's defenses, and he spends a little time dry heaving.

The undead flails at Faith, unable to pierce the heavy armor.

Pakshee casts a spell, then moves up steping over the vampire body to lay a hand on Sasha's arm - stopping the ranger's bleeding.

Faith is able to keep hold of Cherish, but not much more -- as the stench of the rawbones' breath, its guts, its everything -- forces him to grit his teeth to keep his lunch down.

Tulip recovers, and with an angry squawk, charges the remaining monster, her powerful jaws piercing flesh and crushing bone - utterly destroying the final undead in the room.

With Tulip recovered, Sasha stabs the 'vampire' body a few times more to ensure it doesn't unexpectedly rise.

An examination of the vampire's body reveals the glow of several magic items to recover before burning or otherwise destroying the undead completely.

Juliver K religion: 1d20 ⇒ 7

G vs Aine: 1d20 + 19 ⇒ (8) + 19 = 271d8 + 8 ⇒ (4) + 8 = 12 DC 22 vs paralysis

Juliver Fort: 1d20 + 7 ⇒ (13) + 7 = 20

Sasha Ref: 1d20 + 11 ⇒ (14) + 11 = 25 ~ evasion

rawbone: 1d20 + 15 ⇒ (3) + 15 = 181d8 + 4 ⇒ (1) + 4 = 51d20 + 15 ⇒ (19) + 15 = 341d8 + 4 ⇒ (6) + 4 = 101d20 + 14 ⇒ (3) + 14 = 171d4 + 4 ⇒ (2) + 4 = 61d20 + 18 ⇒ (8) + 18 = 261d4 + 4 ⇒ (4) + 4 = 8

Pakshee Fort: 1d20 + 5 ⇒ (6) + 5 = 11

Sasha Fort: 1d20 + 10 ⇒ (13) + 10 = 23
Sasha attack: 1d20 + 17 ⇒ (3) + 17 = 201d20 + 17 ⇒ (1) + 17 = 181d20 + 12 ⇒ (10) + 12 = 221d20 + 12 ⇒ (17) + 12 = 291d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (17) + 7 = 24
Sasha damage: 6d8 + 42 ⇒ (6, 8, 5, 3, 5, 4) + 42 = 73

Pakshee 38
Sasha 41 ~ 6 bleed
R-Pak 18

Everyone who starts their turn within 20' of a R must make a DC 19 Fort save or be nauseated for the round.

The possibly a vampire does a quick survey, then spring up next to Aine to slash at the archer before rebounding to get cover from the gunslinger using its own undead ally.

Juliver considers for a moment, "Not really a culture I've studied much," she temporizes, "but I did read one scroll in the Absalom library about an old Vudrani king who kept one at bay for hours by reciting the mantras of Irori." Bardic continues +5 weapon attack and damage

Áine refocuses on the Vudrani Vampire, her carpet keeping her above and between the Pathfinder and the undead monster, though also subconsciously staying away from being directly above the strange markings on the floor. She unleashes another barrage of well aimed silver-tipped shafts into the corrupt, polluted mass that was once its heart. "Thanks Juliver, that was good intel." As the undead creature falls to the ground, body still.

Zaine swiftly reloads and, since the vampire appears truly dead, puts a bullet into the entrails attacking undead.

The undead responds by opening its maw and spewing blood and gore over Sasha, Tulip and Zaine. Ref DC 19 or take 7d6 ⇒ (3, 6, 4, 1, 5, 4, 1) = 24 dmg. Sasha made her save for no damage.

The other rawbones steps up to Faith, entrails following claws in a vicious attack but only a single claw makes its way through the warpriest's defenses.

Sadly, even further from the rawbones, the combined stench of the two overpowers Pakshee and she gags as she continues to move - no spell this time.

Faith's color turns green as fetid viscera drips off his forehead and onto the floor.

Sasha remains green in the face, but her hands finally swiftly pull both blades as she steps up to the undead and seconds later it lays in pieces on the floor.

Poor Tulip backs away from the stinking monsters, squawking in obvious discomfort.

G acro: 1d20 + 25 ⇒ (2) + 25 = 27
Tulip AoO: 1d20 + 15 ⇒ (1) + 15 = 16
attack: 1d20 + 19 ⇒ (13) + 19 = 321d8 + 6d6 + 8 ⇒ (2) + (6, 1, 6, 5, 6, 2) + 8 = 36 ~ Fort DC 22, 6 bleed
Sasha Fort: 1d20 + 10 ⇒ (16) + 10 = 26

Juliver Fort: 1d20 + 7 ⇒ (18) + 7 = 25

Pakshee Ref: 1d20 + 4 ⇒ (20) + 4 = 24

Rawbones grapple Sasha: 1d20 + 18 ⇒ (7) + 18 = 252d4 + 8 ⇒ (1, 3) + 8 = 12

Paskhee Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Sasha Fort: 1d20 + 10 ⇒ (4) + 10 = 14

Pakshee 52 ~ 6 bleed
Sasha 41 ~ 6 bleed
G 124
R-Pak 18
R-Sash 30

Everyone who starts their turn within 20' of a R must make a DC 19 Fort save or be nauseated for the round.

The lead monster dodges away from Tulip, clumsily and slipping in the blood that drips from his own claws. Tulip takes advantage of the slip in concentration to attack, but she seems confused by the mix of scents in the air and bites down on air rather than flesh. The undead finishes moving, slicing deeply into Sasha's flesh as he moves. Sasha takes 36 points of damage plus 6 bleed; She successfully made her Fort save vs paralysis

Away from the reeking undead, Juliver's color returns and she stops gagging - at least long enough for a few sentences. "The stinky ones are rawbones, powerful but straight forward for the most part. The other one," she sounds confused, "it's a Vudrani vampire." She shakes her head, "Don't know why there would be one in an ancient Azlanti crypt, but they feed off your mind the way a normal vampire feeds from blood." bardic bonus to weapon hit and damage +5

Áine gags in distress. Her carpet retreats, drifting out and over the water.

Zaine turns in the saddle for a better vantage, and takes a deep breath, aiming carefully down the weapon's sights. This time the bullet does hit, a solid hit that does ever so slightly less damage than Zaine's musket normally does.

Having been unable to hit the unarmored and nearly defenseless healer, the rawbones near Faith and Pakshee moves back a step, its bony jaw opening and spewing a blast of blood and gore which flash over Faith and Pakshee. Ref DC 19 or take 7d6 ⇒ (3, 2, 2, 4, 2, 4, 4) = 21 dmg. Pakshee made her save for half damage.

On the other side of the room, the entrails grabbing Sasha attempt to move up and strangle the ranger. At the last moment she manages to twist and the gory bits lose their death grip. Sasha is no longer grappled.

Adjusting the the stench, Pakshee moves away from the undead, casting a spell on herself as she moves to survey the battlefield.

Faith frowns as he takes in the sight of Pakshee bleeding profusely. He pulls Cherish from her resting place, and the holy symbol on his face glows briefly as a wave of energy bursts outward from Faith. Faith and Pakshee heal 15 points and stop bleeding.

Sasha, despite having freed herself from the guts of the rawbones, continues to gag, unable to act although she stumbles away from the rawbones, trying to draw the undead away from Pakshee.

Tulip chomps down on the monster that had Sasha grappled, but can't seem to get her mouth around the stinky beast.

init Juliver Pakshee Sasha: 1d20 + 8 ⇒ (18) + 8 = 261d20 + 1 ⇒ (14) + 1 = 151d20 + 4 ⇒ (7) + 4 = 11
init gbala, rawbones: 1d20 + 14 ⇒ (13) + 14 = 271d20 + 6 ⇒ (10) + 6 = 16

claw: 1d20 + 19 ⇒ (15) + 19 = 341d8 + 6d6 + 8 ⇒ (6) + (6, 6, 5, 3, 3, 5) + 8 = 42 ~ Fort DC 22, bleed 6
Pakshee save: 1d20 + 5 ⇒ (19) + 5 = 24

Juliver Fort: 1d20 + 7 ⇒ (6) + 7 = 13

Rawbone Pak: 1d20 + 14 ⇒ (1) + 14 = 151d4 + 4 ⇒ (3) + 4 = 71d20 + 18 ⇒ (3) + 18 = 21
Rawbone Sash: 1d20 + 14 ⇒ (10) + 14 = 241d4 + 4 ⇒ (1) + 4 = 51d20 + 18 ⇒ (10) + 18 = 28

Pakshee Fort: 1d20 + 5 ⇒ (13) + 5 = 18

Sasha Fort: 1d20 + 10 ⇒ (8) + 10 = 18

R-Pak -18

Everyone who starts their turn within 20' of a R must make a DC 19 Fort save or be nauseated for the round.

Sasha' waves at Zaine to go, before her hands whip to the hilts of her blades, her wrinkling nose making clear she doesn't want to smell this thing anymore than she does currently.

The rag wearing creature slashes out a claw at Pakshee before bouncing away from the group, surveying the battlefield for another target. Pakshee's entire body goes stock still for the briefest of moments before you see her chest rise and fall with a breath, the wound bleeding profusely. Pakshee takes 42 points of damage plus 6 bleed; She successfully made her Fort save vs paralysis

Juliver looks at all of the undead in the room, her blue eyes flickering through memories like paging through a book. She takes a breath and gags at the stench even as she tries to pass on some useful information.

Áine unleashes a salvo of feathered missiles at the skinless one next to Juliver, which causes the undead to fall. Then a single arrow targets the skinless undead near Pakshee.

"Hey. ugly! I'm about to make you a whole lot uglier."

That's a challenge

Zaine brings the musket up to his shoulder and fires at the lead monster. But, in a rare occurrence, the bullet goes wide deflecting off of a burial niche and ricocheting.

The skinless undead shift, using the 'weaker' foe as shield from the stronger, then their entrails burst forth from their bodies lashing at the nearby targets. The entrails somehow managed to completely miss Pakshee who doesn't even seem to notice the attack, however Sasha is soon covered in gore and filth as the blood entrails lash around an arm and leg. Sasha takes 5 points of damage and is grappled.

Pakshee stands nauseated as she catches the unnatural aura of stench, her mind clearly falling back to the ghastly undead into which her tribe willingly became.

Faith touches Zaine and Tulip. "Blessings of Destruction," he says, then moves toward the closest source of evil, which is the undead menacing Pakshee.

The entrails literally engulfing her arm, Sasha looks barely able to hold onto the travel food the group ate on the way to this district.

Tulip moves and misses biting into the undead monster in front of her.

Juliver/Pakshee/Sasha: 1d3 ⇒ 2

three of the nearby 'corpses' rise from burial niches, white robes that had been placed over them falling away to reveal bones barely covered in unskinned musculature. Additionally, there is a pop as a heavily muscled man, rags of what were probably once Pharasmin robes hanging from his body, a quick intake of breath taking the group in before moving to flank the dark-skinned once-cannibal 'healer'.

As the skinless undead move, Áine manages to tag one with an arrow as it move up towards Juliver.

Please roll initiative and round 1 actions.

Áine Aiman wrote:
Áine dips a couple of fingers into the basin and takes a taste, then fills up her water skin if she doesn't see a reason not too.

The water slips down with a soft heat that slowly spreads to the rest of your body, toes to top. If you have any injuries they are healed. The warmth fades after a moment.

The group is able to go through the door on the far side of the large library/study without a problem. The hallway beyond is like the others you have seen here - dust free and brilliantly well lit by the glowing ceiling panels. At the end a door, metal and shiny, but unlocked. It opens to a chilled room. Directly to your left about 20-feet away is another door identical to the one you entered. There is a small altar the wall behind scratched and defaced making it impossible to make out the symbol that was once there. The walls of the cold chamber are burial niches most filled with ancient, prepared corpses. There are a number of hallways that lead off of the room, each hallway dark, lined by more of the burial niches. There are stairs leading both up and down. As you move into the room to looks arund...

Perception DC 43 (undead):
You somehow make out the unseen presence watching you. You act in the surprise round as three of the nearby 'corpses' rise from burial niches, white robes that had been placed over them falling away to reveal bones barely covered in unskinned musculature. Additionally, there is a pop as a heavily muscled man, rags of what were probably once Pharasmin robes hanging from his body, a quick intake of breath taking the group in.

As Faith looks at the out-of-place fountain, perhaps checking on his guess with a use of detect magic, the fountain glows painfully in his vision with magic. After carefully letting his magical vision adjust, the font's magic is overwhelming conjuration. It also proves to be solidly in place on the floor despite being incredibly out of place.

Even discounting the font, the library is a treasure filled with a multitude of books on various research topics from another age.

Most of the books on the table are written in Azlant, as are all of the notes. The books that are not written in Azlant are in a heretofore unknown language, although one may be an ancient form of Aklo based on the shape of the writing.

The notes on one table look to be medical in nature, as are the books on the table. The notes speculate on the cause and cure of a recent illness common in the city which mimics insanity and resists even magical healing.

Another table has a study of a modification of burial practice when there is a disease risk.

The third table has books about mosquitos and cheese making.

The last table with books has about double the number of books on the surface as any other table. There is a thick pile of notes, with a basic outline of events, then multiple theories scribbled all over the pages. Some of the events that can be picked out of the chicken scrawl handwriting are "death of Agrippa and Elnaut", "madness plague", "doom prophecies", "fall of darkness", "moving of the Argental Font", "scaled infiltrators".

At the bottom of the page, "Uschlar has been acting out of sorts since he returned from his planewalk. but Ophir has been unwilling to question other acolytes being considered for high priest."

The group moves back up the spiraled stair, haunted only by the memories of the priests' deaths rather than their actual spirits. In the auditorium, the ghostly conclave has not reconvened and the party is able to move along to the next door, which has a hallway that juts to the right from the door and leads in very short order to a door which is thoroughly checked for traps before being opened. Opening the door causes a similar whossh of pressured air from the interior, which is revealed to be a sizable library and study space. All four walls in the room are paneled in bookcases which stretch from floor to the thirty-foot high ceilings. The ceiling of the room is a solid glowing light, perfectly illuminating the room in bright white. There are books and notes on most of the tables, as if whoever was studying stopped and left expecting to come back shortly.

Out of place in the room, where three tables - empty of papers - have been shoved together, there is a fountain of white marble, the water bubbling out of the top and running down the stone to pool in a marble basin whose water level neither rises nor falls while you observe. In addition to the door you entered from, there is a door on the facing wall.

Checking the other doors on this level, you find ten more very old corpses most with obvious signs of suicide and four living quarters that are empty which show no signs of recent use.

Áine Aiman wrote:
"I wonder if her ghost was one of those we saw previously?" Áine ponders, "I guess it's a distinct possibility. Any chance any of the books or notes can tell us anything?"

While most of the papers are thoroughly ruined by the blood soaking that they endured post-throat-slitting, a little further away from the dead woman there is a book that was closed, so while the edges of the pages are stuck together the writing inside is legible. Hand-written in Azlant, it appears to be a personal journal. Although only half-filled, if you take the time, there is information of the ancient city sprinkled through the mundane day-to-day musings. More obviously, the writing towards the end of the journal deteriorates, with jumps in the writing and sentence structure very different from the ordered mind who wrote things previously.

The next door reveals another dead body, this one hanging by his neck, the chair which would have allowed him to tie the rope just inches from the shriveled mummified feet.

Faith Dagger wrote:
"I am," Faith says. "But I am not infallible. Think of how boring that would be," he says, nudging Pakshee.

Pakshee blinks twice, then shakes her head, "You would never make a mistake." A pause, then, "Except when you are wrong."

The group moves to the door on the right which leads, almost immediately, into a tight spiral downward. The stairs are illuminated by stripes of white light that extend the length of the long, staired shaft. The space at the bottom of the shaft has four identical doors, each leading off in one of the cardinal directions.

After carefully examination and discussion, there appear to be no differences in any of the doors and the dustless space doesn't give a clue as to any creatures moving through.

So you pick the door that leads 1d4 ⇒ 3 south and find a hallways, gently sloping down and to the right, doors three doors lining the left wall.

The first door opens to reveal a moderately sized living quarters, with a bedroom and personal area just off of a small study area. At the desk there is an ancient corpse, the body cured by the cool dry air that moves throughout the complex. Ancient blood, dry and black, spills over the desk, coated over the books and papers she (based on the robes) died over. Next to her mummified left hand is a dagger and her throat was slit from her right to left.

Faith progresses down to the end of the first hallway and, after looking both directions and not seeing anything immediately interesting or dangerous, turns right. Tulip chirps grumpily at the continuing tight quarters as Zaine has to lay forward against her neck to avoid his head slamming into the ceilings. The hallways have a slight curve to them, quickly blocking the groups line of sight.

The hallway leads to large room, the semi-auditorium seating filled with people intensely listening to the pair at the front, although all you hear is a high pitched whine as they speak. While not dressed identically, every person in the room is dressed in similar archaic robes. When you first enter the room, the people in the audience seem jumpy, constantly looking around, although they don't react to your entrance. As the presentation at the front seems to reach a crescendo, however, they are all nodding. Each person moves the front and makes a mark on a scroll held by the female on stage before turning and fading from view. At the point that the last audience member fades, both of the people on the stage are gone as well.

K:religion DC 25:
The robes of the ancient people would mark them as priests of Pharasma.

There are three other exits from the auditorium other than the one you entered from.

Faith can pre-cast to the following based on Aine's response.

The door opens easily, effortlessly, perfectly balanced on ancient hinges. There is a rush of air from the interior as the door opens, scentless. With the long hallway is pristine, clear of dust, debris or dirt. The long hallway which ends in a T junction is illuminated every few feel by patches of white light in the ceiling.

As the group scout around, looking for an entrance into the spiral-ly laid out buildings, you come across what must have once been a series of terraced gardens. Where once upon a time there were flowering vines, there is only a few stringy brown desiccated plants and powdered dust. At the apex of the once-garden, a carved stone bench suggests a momentary place of rest next to a large stone door. The layout of the garden mutes the sounds of the surrounding ruins, quiet.

A) Perception DC 30:
Not in the garden itself, but you keep seeing flickers of dark things moving through the stone walls of the buildings.
B) Sense Motive DC 25:
Nothing you can put your finger on, but there is a sense of being watched. It varies in intensity, sometimes so heavy you feel like someone is breathing down your neck, other times just the faintest hint.

Faith points out the spiral layout of the oddly vegetation free complex perched on the cliff edge beyond the district's central spear. Even skirting the more populated central area of the district, the exploratory party has to work to avoid the troglodyte inhabitants of the district. The deeper the group gets more of the stonework has been manipulated from human to lizardman.

Perception DC 30 or Spellcraft DC 20:
The stone hasn't been shaped by tools bit rather reformed by magic - promising generations of magic users able to shape stone.

Once you get to the spiral complex, the unnatural lack of growth is undeniably. Instead the bare zone, you do make out small plant growth - surrounded by dead sprouts of a similar size, add if something comes around and kills all life occasionally.

Nothing moves within the complex, no bugs in the dirt, no birds above. Quiet.

You do see an entrance into the complex across a small plaza with a dry fountain in the middle.

Absolutely no one sees Aine a few seconds after she flits off on her carpet.

There is nothing visually obvious other than the lack of animals near the towering structure.

220 feet out from the base of the rock plinth on which the towers sit, you feel a slight resistance which doesn't impede your movement at all but as soon as you feel it you also feel a sharp pain and your nose begins to bleed.

6d6 ⇒ (3, 3, 3, 5, 6, 6) = 26 damage, Will DC 26 to half damage.

After that you are to get the carpet to the base of the plinth and rise from the water. At the top of the plinth you can see the golden towers, the stone so finely worked as to not show a single tool mark or mortar line, a door is visible about 50-ft above the base of the tower, and you are just able to make out Azlanti runes below the door.

"Here lies our protector and friend. May all we do shield her in death as she shielded us in life."

As you try to move closer, you feel an instinctual desire to move away.

Will save DC 29 to proceed. If you succeed it is with a constant discomfort which lowers your Dexterity by 4.

And she is just as stealthily when she reappears suddenly. Which gets at least Sasha's blade pulled in the ranger's direction, until it becomes apparently who it is. At which point the saw blade is put away.

Sasha whistles, the sharp note cutting through the air, calling Zephyr from his lazy air spirals in short order. She feeds him a little jerky as he lands heavily on her shoulder and talks quietly to the pterosaur, motioning to the glowing spires. After a moment the small creature takes off, bee-lining for the indicated structure. You see an odd dip in his flight when he is about 300' from the structure. Then at 75' from the structure his flight goes wonky and he starts to spiral towards the water, but is able to regain control before he falls too far. He lands grumpily on the barricade near Sasha, a screech of displeasure, blood on his face and wings. Sasha, looking like she accidentally kicked a puppy, babbles at Zephyr, dipping jerky in one of the healing potions she carries and feeding him until the blood stops flowing. The babbling does not stop, only the feeding of healing potion.

Perception DC 20:
300-feet out from the tower - while there is no obvious reason for it, blood starts to drip from Zephyr's form.
Perception DC 30:
75-feet out from the tower - absolutely nothing visible to explain the change in his flight.

Faith Dagger wrote:

"So we should approach on foot?" Faith says. "I would not like to risk us flying unless we all are flying."

"Let us only take necessary risks."

The group moves to see just where the rock plinth that forms the foundation for the towers and spires is from where they currently are. When you get to the far side of the bridge, you can see that the rock plinth, it's edges unnaturally square and straight drop directly down to the river. No path or road leads to the plinth, so the only option would be to move along the river and then attempt the climb of the sheer face.

From the new angle, however, you are also able to make out the one-hundred-foot-high ziggurat capped by a familiar hundred-foot-tall spire. Near to that, above the majority of the district in the cliff walls is a series of towers remarkably clear of debris.

Faith turns toward the sound of combat in the jungle. "That one isn't for eating, either!" he shouts at the unseen mantis attacking Áine, and set off into the jungle. As the bear-ish priest pushes his way through the heavy jungle growth, the jungle grows quiet. After a bit, Aine and Juliver, both a bit battered and bloody but alive met up with the larger group. After a few long moments of observing the dead giant mantis, Pakshee moves through and heals anyone injured in the fight.

As you work through the stone of once-temples and holy sites, it is obvious the district has been affected by something other than time. The statues and carvings are distinctly different from those you've seen elsewhere in the city, the humanoids in the carvings given a reptilian edge.

At about the mid-point of the district the group uses a bridge to pass over a waterway that feeds into the lake at Saventh-Yhi's center. The waterway gives a clear view of series of magnificent towers which rise from an immense boulder protruding from the basin. The sides of the huge rock rise one hundred feet, and the towers above another two hundred, so that the upper spires are often bathed in sunlight, giving the structure a golden glow.

Sasha pauses on the bridge to look at the ancient structure.

Perception/Sense Motive DC 30:
Although you are a far distance from the towers, you realize that while you see birds and other natural avian life in the skies above Saventh-Yhi, there is nothing flying near the golden spires.


Mantis1: 1d20 + 21 ⇒ (19) + 21 = 40
dm v sasha: 2d6 + 11 ⇒ (2, 5) + 11 = 18
Mantis2: 1d20 + 21 ⇒ (1) + 21 = 221d20 + 21 ⇒ (3) + 21 = 241d20 + 21 ⇒ (12) + 21 = 33
Mantis2: 1d20 + 21 ⇒ (1) + 21 = 221d20 + 21 ⇒ (20) + 21 = 411d20 + 21 ⇒ (5) + 21 = 26
dm v sasha: 2d6 + 11 ⇒ (6, 5) + 11 = 22
Mantis3: 1d20 + 21 ⇒ (15) + 21 = 361d20 + 21 ⇒ (10) + 21 = 311d20 + 21 ⇒ (19) + 21 = 40
dm v tulip: 2d6 + 11 ⇒ (1, 4) + 11 = 16

SASHA -17,-56,-78 / 100

Sasha's blade continue to break through the monster mantis armor, causing the creature to bleed.

Off in the jungle there is the crashing of trees as the mantis darts after its airborne prey. A claw slashes heavily against the ranger. Aine takes 18 points of damage.

Juliver chases after the giant bug, suggesting bug spray.

The mantis makes a sound, so high pitched that it hurts despite barely being able to hear it. It responds to Sasha's quick blows with a barrage of maw and claw. Pakshee's scolding luck helps, but not perfectly. Sasha takes 22 points of damage.

The last mantis flails against Tulip's armor, doing much better now that it has had a chance to test the metal shell. Zaine manages to dodge Tulip away from one of the blows, but not the second. Tulip takes 16 points of damage.

Faith casts, and attacks the giant mantis with Cherish again. "No lunch today," he says. "No more lunch ever." Cherish bites deep into the deadly mantis, drawing forth the clear green blood.

Pakshee casts carefully, leaning over and touching Tulip's flank healing the dinosaur. Tulip heals 2d8 + 10 ⇒ (6, 4) + 10 = 20 points.

"I've had just about enough of you." Áine says, casting Instant Enemy.

Then, aided by Juliver's quick recommendations on mantis weak arrows her arrows punch through the heavily-armored insanely large bug eyed monsters, burying themselves completely within the giant creatures. They apparently find something extremely vital as the titanic creature comes to ground, crushing foliage beneath it.

Zaine takes careful aim at the mantis and fires. His well-aimed shot slams through the thorax of the creature, traversing most of the body and not exiting. The thud of the body falling is heavy.

A frustrated Tulip squawks and attempts to get her teeth back into the mantis's limb. Her bite does sink past exoskeleton and hold, but only because the creature doesn't wretch away, falling to the ground.

sasha attack: 1d20 + 17 ⇒ (11) + 17 = 281d20 + 17 ⇒ (19) + 17 = 361d20 + 12 ⇒ (12) + 12 = 241d20 + 12 ⇒ (1) + 12 = 131d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (20) + 7 = 27
dmg: 3d8 + 6 ⇒ (7, 6, 6) + 6 = 25

M1 v aine: 1d20 + 21 ⇒ (3) + 21 = 242d6 + 11 ⇒ (5, 1) + 11 = 17
M2 v sasha: 1d20 + 21 ⇒ (18) + 21 = 391d20 + 21 ⇒ (5) + 21 = 261d20 + 21 ⇒ (16) + 21 = 37 4d6 + 22 ⇒ (1, 5, 5, 6) + 22 = 39
M2 v Tulip: 1d20 + 21 ⇒ (7) + 21 = 281d20 + 21 ⇒ (4) + 21 = 251d20 + 21 ⇒ (12) + 21 = 33

SASHA -17,-56 / 100
MANTIS2 -39, -44

Sasha's blades, mimics of the mantis' own arms, blur as she attacks, bug blood wetting the blades as a few of her attacks break through the armored hide.

In the bush the Mantis charges after the dodging, fleeing, flying Aine. The heavy blow of its claw just barely misses the nimble archer.

From the brush, a steady voice details the best ways to dissect mantis. Just because it normally applies to the ones that are 4 inches long and in frying oil doesn't mean it can't work against those 40-feet long. Bardic for everyone - +3 attack and damage.

Closer at hand, the mantis returns Sasha's attack in full measure, claw and bite drawing the ranger's blood. (Sasha takes 39 damage.)

The final mantis turns on the small (to her) creature who dared to grapple her, letting loose with claw and maw. But only Tulip's armor takes the brunt of the attack.

Faith also moves toward the mantis that attacked Pakshee.

"I am tastier than she is," he scolds the giant insect, then plunges Cherish into its exoskeleton.

Pakshee tries to take cover behind Faith, unable to nimbly move away from the fight, and begins to also scold the mantis attacking Sasha. Sasha also has Protective Luck in play.

Áine casts Aspect of the Falcon continuing to weave away from the gigantic insect.

Zaine levels his gun at the mantis that attacked Sasha and fires. The bullet punching through exoskeleton and into buggy meat.

Tulip shakes her head back and forth violently, trying to get some mantis meat. But as she shakes her head, she loses her grip on the larger creature, teeth skittering over exoskeleton.

init, mantis, pakshee, sasha: 1d20 + 6 ⇒ (20) + 6 = 261d20 + 1 ⇒ (16) + 1 = 171d20 + 8 ⇒ (18) + 8 = 26

Mantis 1: 1d20 + 21 ⇒ (13) + 21 = 342d6 + 11 ⇒ (3, 3) + 11 = 17
Mantis 2: 1d20 + 21 ⇒ (13) + 21 = 342d6 + 11 ⇒ (3, 3) + 11 = 17
Mantis 3: 1d20 + 21 ⇒ (14) + 21 = 352d6 + 11 ⇒ (1, 2) + 11 = 14
Sasha, quarry and tumble: 1d20 + 17 ⇒ (1) + 17 = 18

Mantis3 -76

"Oh great god of patience and persistence." Sasha murmurs under her breath, her eyes taking in the mantis that dwarf Tulip. A tiny smile blossoms and grows, "If I wasn't already an outcaste this is going to make me a heretic." As she takes her swords and marks the mantis she plans to attack when it draws near, tumbling around even as it closes.

In the jungle, near to the plaza but blocked by the thick foliage, there is the rending of metal and the sound of flesh parting as the massive mantis lands a single blow on Aine. Aine takes 17 points of damage. Hearing the sound Juliver throws herself into the foliage to go and help the archer.

Closer at hand, the lead mantis swipes at Sasha as she moves along it's flank. Sasha take 17 points of damage.

The final mantis eyes the group of people in the middle of the plaza, charges and attacks F/P/T/Z: 1d4 ⇒ 2 Pakshee. Who is clearly the tastiest morsel having no metal shell to break. The blow lands hard. Pakshee takes 14 points of damage.

"Blessing of Destruction," Faith says, touching Tulip.

"You as well, lad," he adds, touching Zaine.

+5 to weapon damage for 1 minute

Worried by the sheer size of the massive manti, Pakshee scolds them, cursing Faith with protective luck. Anyone attacking Faith must roll twice and take the worse.

Áine and her carpet move in a zigzag drawing out the space between archer and melee bug, peppering the Mantis with arrows.
"Well, they ain't decoys." Áine admits ruefully. "Guess they were a lot closer then I thought."

Zaine blasts the nearest mantis (the one that mauled Pakshee) with a shot from the musket.

Tulip squawks and clamps her mighty jaws over the mantis's arm, splintering the insect's exoskeleton. The impossibly large arm somehow fitting in the much smaller dinosaur's mouth.


From the things being sent back to civilization, each PC expects to get 18,867 gold as their share. You can put in orders from civilization with said moneies.

Plus a Christmas bonus of 20,000 gp each.

Belt of physical might (Str, Dex) +4 (20,000 gp) <- AINE
bracers of armor +4 (8000 gp) <- AINE
pearl of power (2nd level) x2 (2,000 gp each) <- AINE

Clawhand Shield (4,158 gp) <- FAITH
pearl of power (2nd level) x2 (2,000 gp each) <- FAITH
ring of protection +4 (9,000) <- FAITH
ring of improved swimming (5,000) <- FAITH
+3 sacred dagger (16,100 gp) <-FAITH

Anklets of Air Walk (2/day, 70 min each) (16,800 gp) <- ZAINE
aquamarine studded ring of swimming (1,250) <- ZAINE
Weapon Enhancement Kit +2-> +3 (5,000 gp) <- ZAINE

Current Loot Claim Totals
Aine: 52,905g
Faith: 56,370g
Zaine: 50,241g


Necromancer's Manor House
alchmeical ordinance (Ref DC 20 for half, 10d6 fire) x4
alchmeical ordinance (Ref DC 20 for half, 10d4 acid) x4
alchmeical ordinance (Ref DC 20 for half, 8d8 electric) x4
alchemical splash weapon (5d6 fire) x10
alchemical splash weapon (5d6 acid) x10
alchemical splash weapon (5d6 electricty) x10
alchemical manuals which allow construction of all of the above, but with a unfortunte by product of toxic smoke and sludge
scroll of create undead (15th level)
wand of enervation (10 charges)
ring of protection +2
onys gems (600g total)

The First Vault
gold nuggets x5 (20gp each)
uncut amethyst (50g)
tiny diamonds x13 (20g each)
gold dust (300g)
dried tobacco leaves (40g)
platnium bracelet set with diamonds* (2500g)
ancient tome bound in black dragon leather (5000g)
large gold nugget (275g)

K: local DC 25 or K: nobility DC 15:
The platnium braclet is in the style of Gebbite aristocracy. Geb is the country of intelligent undead.

Rune of Abundance Azlanti crystals x3
magical inks and pigments worth 5,000 gp
mapping gemstone x4 (500 gp each)
+1 adamantine machete (2,505 gp)
3x antitoxin
3x tanglefoot bags
4x potion of cure light wounds (25 gp each)
1x potion of cure moderate wounds (150 gp each)
6x potion of lesser restoration (25 gp each)
1x potion of remove disease (375 gp each)
1x potion of remove paralysis (150 gp)
1x potion of water breathing (375 gp each)
1x potion of water walking (375 gp each)
1x scroll of augury (12 gp each)
1x scroll of comprehend language (12 gp)
2x scroll of cure moderate wounds (75 gp)
1x scroll of divination (187 gp)
1x scroll of find traps (12 gp)
2x scroll of lesser restoration (75 gp)
1x scroll of raise dead (5562 gp)
1x scroll of remove disease (187 gp)
1x scroll of remove disease (187 gp)
1x scroll of restoration (350 gp)
wand of mirror image (5 charges)

Áine Aiman wrote:
"Don't you worry. It won't take us that long. We'll be back." Áine takes her hand, giving it a reassuring squeeze.

A small tight smile and Juliver twists her hand to give a quick squeeze back. "And I already ran, so all I can do is hope they can hold on."

Zaine Kildare wrote:
"I just assumed the Mantis were after fortune and glory like everyone else." He considers. "You think maybe they're after you?"

Sasha shakes her head, "If Chivane was after me, then she would have made a move in Eleder or Kalabuto. Someplace that she could have cover and distractions. Fighting to get all the way out here, racing us to the city, there is probably something here she wants."

Home Camp

Áine Aiman wrote:
Áine smiles and waves, "Hey Captain! Any trouble while we were out?"

Kassata shrugs, "I took my turn babysitting. Didn't realize how stupid they were." Her voice desert dry.

Into Troglodyte Territory

There is a thrashing in the overgrowth in the direction Áine moves, even as a sound of something huge behind you.

Two HUGE preying mantis break forth from the foliage on the far side of the plaza, while the sounds before indicate a third mantis is stalking Áine.


Áine Aiman wrote:
"I would like to agree with that." Áine says, but looks to Juliver, "You okay with us taking care of things here... and making sure we have power to get back?"

Juliver, the red fading back to a pale grey, nods. "I don't know how much help I'll be, there was a great deal of running and I wasn't even trying to remember the route." She straightens, "But I don't want to be the one who leaves Kline and the others without even trying to mount a rescue."

Faith Dagger wrote:
Faith nods in agreement with Zaine. "We need to acquire the rest of the crystals. We may need to rest when we do that. I do not rest until evil is destroyed, but if I don't sleep, then I won't be destroying much evil."

Pakshee doesn't even try to hide the yawn as she stomps through the jungle near Faith.

Zaine Kildare wrote:
"You're talking about the Red Mantis," Zaine says. "Suppose it's possible. Of course, they need the crystals tool so hopefully that will stymie them as surely as it does us."

"More the Aspis," Sasha says, "Unless they've been hired to kill someone in the serpent city, I can't see it being what drew the Mantis here."

Home Camp

Zaine wrote:
Zaine nods to everyone who isn't named Glaur on the way back to his tent.

He and Tulip get acknowledgement from most of the people as they move to the tower building. Sitting on a rock near the entrance is Kassata, her clothes marred with a few cuts and a little bit of blood, watching the scene lazily.

Into Troglodyte Territory

The majority of the old temples have been left to sit and the first area of note you come across is a large plaza, nearly one-hundred-fifty-feet-wide and nearly three-hundred-fifty-feet-long, is decorated with fourteen ninety-foot-high stone pillars, each of which is carved with complex religious images and thickly overgrown with tangles of leafy vines.

From the overgrowth you hear a barely audible high pitched whine that grates on your senses even when you can't hear it.

Perception DC 20:
There are huge shapes in the undergrowth, hard to spot despite their size because of how well they blend. The forms seem insectoid.

As the group leaves the "connects to the serpentfolk underground city" catacombs and moves through the old, blasted and burned manor home, Sasha falls back to gently pat Tulip's neck. A line of worry creases her brow and she chats with Zaine, [smaller]"Before that area was guarded by the necromancer and his undead, plus the construct at the door, do you think we need to think about someone else beating us to the serpentfolk city? Or just opening the portal and flooding the city with magically inclined serpentfolk like we keep running into?"

Home Camp

When you get back to the tower base, it is clear that neither Pirates nor Pathfinders have forgotten the lesson taught by the Night of the Living Dead, unless you take effort to do so, you are quickly recognized by guards and an alert is sent ahead. At the tower itself, you see a few people with minor injuries and an exhausted Glaur annoyed, talking with the group of his people assigned to the Residential District.

Juliver, true Pathfinder she is, points to the empty slots
"We need to replace the crystals I broke to activate the gate."

"If you already found one, then it is likely we can find more." she motions to the mural of the city, "That probably marks areas that hold or regrow the crystals."

Áine Aiman wrote:
"Well, are there places for these crystals to be placed to power this thing? If so, how many more do we need? If not, yeah, we might as well see what's there. Juliver? You've had experience with Eando Kline. Any other thoughts on what we should be doing? Any memories?"

When Áine asks, Juliver moves up to the mural of the room you're in. She turns, back to the mural to stare at the fall of rocks. The color drains away from her face then slowly starts to creep back in, bright red.

She points at the mural behind her, "That is the portal to the serpentfolk city. I smashed the crystals when I came through to close the portal because, well, I was being chased by serpentfolk and didn't want them to come through."

She motions at the rocks, "Then when I turned around there was that ghasty serpentfolk you all just killed which is when everything goes blurry."

She points at the single remaining crystal at the top. "At least I missed one."

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Juliver cautiously prods the broken stone with the tip of her rapier a few more times before she moves to the door. Keeping her attention and eyes focused on the fallen statue, she reopens the impressively large doors. Thus everyone else gets to see within the revealed room before her. The vast chamber is immense, it's floor, walls and ceiling made of a stone fitted together so tightly that you can't make out a single seam. Blue crystalline veins run through the stone touching every part of the room.

In the center of the room, two immense feet lay amid a pile of rubble, counterpoint to a single immense hand that still holds the ceiling as if a giant stone guardian once held aloft the ceiling of the chamber.

On each of the far walls a colorful mural glows in the darkness depicting a jungle scene, a cityscape, and an elaborate room, respectively.

A) K:arcana/Spellcraft DC 20:
Although you do not recognize the strangely veined rock, you can see that it is highly conductive to magical energy.
B) K:engineering DC 20:
Although the statue stretched from floor to ceiling, it's positioning makes you certain that it wasn't load bearing and that the room is quite stable and safe.
C) K:geography DC 20 (jungle):
The mural of the junglescape has the same waterfalls and lake that exist in Saventh-Yhi today, making you believe it is a representation of the valley before the city was built.
D) K:geography DC 15 (urban):
The very familiar tall spires, seven visible in the mural, make it quite obvious the cityscape was Saventh-Yhi at the height of the Azlanti Empire.
E) Perception/Sense Motive 10:
The blue veined stone and the statue in the final mural make it obvious it was painted of the room in which you stand.
E and F) Perception/Sense Motive DC 23:
The mural of the room also depicts the murals. However, in the mural of the room depicted on the room mural, you can see that in it's center there is a open doorway, surrounded by seven glowing runes.
F and G) Speak Azlanti?:
The runes are recognizable as the seven Azlanti virtures of rule - abundance, eager striving, fertility, honest pride, rest, righteous anger, and wealth.
H) Perception DC 15:
You see several broken crystal shards on the floor in front of the jungle mural.
F and I) Sense Motive DC 20:
The crystals depicted in the mural look a great deal like the crystal your group found a day or so earlier in the flooded broken structure sunken in the farming district.
H and I) Sense Motive DC 20:
The shards of the crystal on the ground look like broken remnants of the crystal your group found a day or so earlier in the flooded broken structure sunken in the farming district.
J) F or I or Perception DC 15:
In the mural of the cityscape you can see a number on odd marks. One is located in the same place as the manor you used to enter this catacomb. Another is very close to the area where you found the flooded tomb in the harvest district.

statue: 1d20 + 22 ⇒ (3) + 22 = 252d10 + 9 ⇒ (3, 2) + 9 = 141d20 + 22 ⇒ (19) + 22 = 412d10 + 9 ⇒ (9, 3) + 9 = 21

Juliver brandishes her rapier at the statue, the light blade scouring across the stone without leaving a mark.

Faith steps toward the statue, stabbing it with Cherish. The small dagger leaves a far more significant wound than Juliver's rapier.

The statue's remaining arm slams out at Tulip (Ride check: 1d20 + 20 ⇒ (8) + 20 = 28). Even as Zaine pulls Tulip out of the way of the first blow, the statue kicks out with at punishing blow. (Tulip takes 21 damage.)

A pulse expands out from the statue, slowing everyone but Aine and Pakshee.

But it doesn't matter as Aine's barrage of arrows, magically augmented by herself, Faith and Juliver slam home pulverizing the chest of the statue which breaks to pieces.

Juliver init: 1d20 + 8 ⇒ (17) + 8 = 25
Pakshee init: 1d20 + 1 ⇒ (5) + 1 = 6
Sasha init: 1d20 + 6 ⇒ (2) + 6 = 8

Golem attack: 1d20 + 22 ⇒ (19) + 22 = 412d10 + 9 ⇒ (9, 5) + 9 = 231d20 + 22 ⇒ (9) + 22 = 312d10 + 9 ⇒ (6, 3) + 9 = 18

"Animated statue?" Her head cocking to one side, "Golem, maybe? Importantly, there was no sign of it moving when I left this door?" She looks at Aine for a quick confirmation nod, "And it started moving when I touched the door, so if we turn tail and run, it will probably stay and guard." She offers the group the advice, (granting bardic +3 to hit and damage) then dodges across the room with her rapier in hand so to offer flanking when the stone creature begins to move.

"Destruction," Faith says, attempting to step in front of Pakshee (probably failing), looking the statue right in its stone eyes, and touching again Áine and Tulip.

The first of the statue's fists, comes down on Pakshee, pushing her back just enough that Faith is able to interpose himself between her and the second strike. (Pakshee takes 23 damage and Faith takes 18.)

Áine casts Gravity Bow, aims pulls back to fire.

Both Zaine and Tulip are slow to react. Zaine brings up his gun and fires as the golem swings at him (1d20 + 22 ⇒ (13) + 22 = 35). Zaine's bullet slams in with devastating efficiency despite the statue's heavy blow. Zaine takes 2d10 + 9 ⇒ (3, 3) + 9 = 15 damage.

Sasha slides out of Tulip's path, her sword ringing against the strong stone of the statue.

Pakshe continues with the momentum of the statue's blow, moving next to Aine, hopefully out of melee reach, her movement only safe because of the attack Zaine took.

Tulip roars at the statue and chomps an arm. Tulip's mighty jaws break off a substantial chunk, but unfortunately because of this, can't hold onto the golem.

Juliver goes over, carefully looking at the door. "I'll be honest. I have absolutely no memory of being here." A shrug, "That said, the door doesn't look trapped." She waves the group back, just in case she is wrong, then puts a hand on the door and pulls.

The door opens smoothly and through the partially opened door you blue crystalline veins glowing the darkness.

But your view is distracted as, to the parties non-surprise, the Azlanti statue attacks!

Aine, Faith, Pakshee, Sasha, Tulip, Zaine: 1d6 ⇒ 3

It's stone arm starts to descend on Pakshee... because apparently everything in this vault hates her.


Statue Init: 1d20 - 1 ⇒ (20) - 1 = 19 <-beat this to go before the golem, map on discord

A) K:arcana/engineering DC21:
The statue, now in movement, is obviously a Stone Golem and thus immune to magic! Also resistant to non-adamantine weapons.
A) K:arcana/engineering DC 26:
Well, immune to magic with the exception of:

transmute rock to mud - which slows the golem for 2d6 rounds
stone to flesh - negates the golems damage reduction and magic immunity for 1 full round

Additionally, any spells that do not allow spell resistance will work on a stone golem.

However, the golem can also use a slow affect every 2 rounds as a free action, as a burst around it with a duration of 7 rounds.

The smile brightens her eyes as Zaine speaks, "I like your name, too. It fits you."

There does not appear to be any magical aura on the book, but it does seem to have been well preserved by the same king of magic that has preserved much of the city.

Pakshee grabs Faith's hand to give it a quick squeeze when he heals her. "Thank you," Her hand lets his go, and for the magic that kept that from hurting as much as it could have."

The book, other than the thick layer of black that dims the black scales of the leather, is impossibly well-preserved, looking as if it was only bound a few years ago.

Do you open the book?:
The book is extensively written in in the same tight cursive in Azlanti. From the dates you see at the beginning of the book, it is over 10,000 years old.

There is another 'secret' entrance into this room, but it opens up into a hallway similar to the one you had been in previously.

Back in the slug room, however, you are able to move through another acid wall barrier into a hallway that leads to chamber with a wide, double door on the southern side opposite a large statue of a man wearing archaic armor and an ornate helmet on the northern side.

A)Perception/Survival DC 19:
You note clawed tracks that from the door on the southern wall to the hallway in the western wall where you stand.
A)Perception/Survival DC 22:
Yes, the clawed tracks are serpentfolk tracks.
A)Perception/Survival DC 26:
There is also, much fainter, a single set of booted tracks - likely belonging to Juliver when she made her mad, maddened dash.

She shakes her head in negation just a little when Zaine apologized, turning her head just enough that she can see Zaine's face out of the corner of her eye. Her own bright smile is also just noticeable at the angle. "I thought about your family when you asked, it made me realize I didn't have any idea where my name came from other than from Mother."

She thinks, "What was your grandfather's name before he was granted a gun and your last name?"

Possibly protected by Faith and Aine's magic the group continues down the black specked a hallway which opens into what was clearly once a laboratory. A fine black powder covers everything in this room, and motes of the black dust dance in the air. Glass crunches underfoot around two massive, blocky objects that must once have been tables. Shelved alcoves line the walls of the room, but the racks, vessels, and glassware they once held lie shattered on the floor beneath them.

Perception DC 27:
There is a TOME. Bound in black dragon leather.

She nods, red hair sticking and pulling away from skin as she does. "My mother's. Nevah." A slight pause, "I've never known anyone else from her family, so I don't know if it was always her name or one that she took when she became a Mantis."

After carefully fishing the valuables from the jellied bones of those who didn't fare as well against giant acid spitting slugs, the group checks out the secret door!

There is a puff of air and noticeable black specks in the air when the door is opened. The ground, walls and ceiling of the passage beyond are also covered with black, which grows noticeably thicker as the passage moves away from the slug room.

Sasha makes a low, happy noise which vibrates through her back to Zaine behind her. Her fingers tighten around his for a moment, "At this moment, satisfied and happy." She snuggles in against Zaine's chest, then a pause in which Zaine can almost picture her visibly considering her own feelings. "And I love you."

Faith touches Áine and then Tulip, whispering "Blessing of Destruction" each time. He makes a point of standing between Pakshee and the slugs.

Juliver pulls out her sword, ready to attack when the slug comes near, and thinks hard for a moment. "I do not have a pre-planned story for giant slugs." She says after the pause, "Because, seriously, who expects to fight giant slugs." Another brief pause to think, "I do have a story about a dwarf who tried to defeat a black pudding by eating it which seems tangentially related." Bardic for +3 hit/damage

Sasha dodges around the side of the room taking a swipe at one of the slugs before dodging to the far side of the room.

Zaine takes careful aim at the slug and fires. Apparently, the gunfighter called his shot, as the musketball blows through the creature's head, spreading goo through the room behind it. The monstrous mollusk slumps to the floor, dead.

Tulip, emboldened by the shot, wades into combat, taking a huge bite of the remaining slug. Somehow managing to keep a grip on the ginormous creature despite the slime and horrible smell.

Áine's carpet moves her to screen Pakshee from further damage."Be careful Jul," she says to the Pathfinder before she moves, "those things are awful big and likely have awful thick...whatever it is."

"Acid goo slime." Juliver defines, helpfully, after a quick glance at the coated Pakshee.

Áine sinks her arrows deep into a giant slug. They sting enough to get its attention, at least for the brief moment of life it has before it collapses into the jelly bed of slug eggs that they burst forth from.

A bed of giant slugs eggs that you make out jellied bones spread throughout. And a number of glittering pretty things.

No one is surprised by the jelly monster.

Almost as Aine speaks a two giant slugs break forth from the confines of the jelly, which slumps a bit with their exit. As they emerge from the jelly they spew a vile pink liquid at AJFPSTZ: 1d7 ⇒ 41d7 ⇒ 4 Pakshee at the back of the group with an impressive arcing spitball.

touch attack: 1d20 + 10 ⇒ (9) + 10 = 1910d6 ⇒ (1, 1, 4, 5, 1, 2, 2, 5, 2, 2) = 25
touch attack: 1d20 + 10 ⇒ (16) + 10 = 2610d6 ⇒ (6, 3, 3, 5, 3, 4, 2, 1, 6, 3) = 36

Pakshee takes 31 points of acid damage since she is protected from the first 30 points.

Map on Discord

You are indeed reading that correctly.

Juliver looks at the smudges on the ground Aine is calling footprints and shakes her head, "None of this place looks familiar at all." A moment of consideration, her blonde head tilted, "Maybe after I got hit with the be-dumb spell."

As soon as Faith has warded the party against acid, Aine is able to push through the barrier. It stings even through the protective magics takes a but of effort to push through the relatively thing 5' barrier, Pakshee ends up needing a little assistance in being dragged though, but it is only uncomfortable not the deadly hazard it was clearly intended to be.

A short while later you come to a room with jellied mass at the center, the walls impossibly clean and smooth, the stone and mortar worn seamlessly. The jellied mass quivers as you enter the room.

Perception DC 20:
There is something moving in the mass of jelly. Coming close to the surface.
Perception DC 25:
There is also a hidden door in the southern wall to your left.

The necromancer's vault has two exits, each equally dark, decrepit and showing recent signs of shambling undead feet.

Survival DC 25 (tracking):
That said, under the more recent traffic, you are able to spot a tread from a more modern boot, the same size as Juliver's fleeing from the left hand exit.

Both sides being equal, you head down out the left hand door, which after a short passage in which the stone masonry has shifted enough to reveal the dirt behind, you find... another crypt - also emptied of its dead bodies to feed the necromancer's bid for power.

Exiting, another short passage and you come to a three way meeting of halls. The one you are in, a clear one to the left and the right blocked by a magical jelly barrier.

Survival DC 20 (tracking):
Having spotted Juliver's weeks-old footsteps earlier, you see them here as well, more clearly as they one of only two sets that you can make out the vague outline under the jelly barrier
Detect Magic:
The barrier is packed of conjuration and abjuration magic.

You think it is similar to a wall of fire, only made of semi-solid acid which slows you as you force your way through making it more likely to be damaged by the acidic magic.

The group is able to find clean a space to rest, cook a bit of food and go through the small library amassed by the undead serpentfolk necromancer.

Amid the manuals detailing the necromancer's experiments in crafting the alchemical munitions used against you both outside the manor and within you find a slim personal journal. Much of the writing in it is ancient and has lightened to the point where it is barely legible. However you do find a name, Sozothala and he was, in life and later in death, a follower of Urgathoa. As such when one of his experiments on imprisoned ghasts got too personal and he developed ghoul fever, he entombed himself in an arcane stasis spell to ensure that he retain his own mind and magic in the transformation to wanted undeath.

The newer writing is much easier to read and is a short account of being broken from his stasis by a 'dirty half-elf' whose mind fell to the wards on his stasis but who managed to escape. The raising of a small army to survey the ground above and recapture the blunderer. There is a glee in the writing when describing the Azalanti city as fallen, a joy that the enemy had been unable to prevail in keeping the land they stole.

The tables prove to hold a wide variety of alchemical equipment, most archaic bit functional bit some lost to memory and unique. The shelves of books prove to be the necromancer's notes - spells and alchemy alike.

The large doors open info an expansive ossuary utterly devoid of bone or body, clearly the first source of the necromancer's undead. In the pitch black, you can see at least two passages that lead away from the ossuary bit for a time tyne immense room is a safe place top recoup.

Faith continues his slow progress wading through the undead, one stab at a time. This time joining Juliver in the remaining undead group.

Pakshee starts a familiar chant, calling on the windy being that graced the party earlier this day.

Áine curses the remaining undead around Juliver, "Don't touch her, you filthy rotting meat bags." and skewers them with arrows one by one. She finishes off the last two undead left standing after Faith's attack.

Juliver flashes the archer a quick, bright smile, "They haven't managed it yet." A beat, "Except of the paralysis, but that wasn't touch so much as overwhelming aura."

Zaine looks woozy as he fires a quick shot at the necromancer. The bullet explodes his head like a melon filled with pork leavings.

Tulip shakes the poor mummy like a ragdoll, killing the final undead in the room.

Leaving you in a impossibly large space that reeks of undead and the burn of alchemical weapons.

With the enemy done, Sasha moves to check Tulip for injury. A quick smile for Zaine, "You really didn't want to give anyone else a chance at the dead serpentfolk, did you?"

And the ajar huge doors at the far end of the room.

Faith casts a spell on himself, then focuses on the wight. Cherish glows, and he plunges her into the wight's torso. The wight falls to the ground after two heavy thrusts of the knife.

Pakshee retreats back, moving away from the still sizable mass of undead.

Áine continues to decimate the swiftly dwindling numbers of undead turning then into little ashen piles still smoldering with Faith's flames. She finishes off the cluster of undead harassing Juliver, then takes out one of the ghasts int he final artillery unit.

Zaine grins as the necromancer's attack fails to settle in. "I took your best shot. How about a taste of mine?" He digs his heels into Tulip and she advances.

Zaine sights down the musket and fires. The shot isn't perfect, but is still a solid hit on the necromancer, who hisses, snakelike.

Tulip clamps down on the mummy to keep him from moving and advances closer to the necromancer.

With a shrug, Juliver moves from the dead undead and towards the final group. "I think this guy would have benefited from laying low for a month or more so until he had more minions and more ammunition though."

Sasha finishes up the final ghast near her and ghoul, turning on a heel, clearly ready to go after the necromancer next.

The final, very injured mummy once again attempts to slam a rotten arm into Tulip 1d20 + 19 ⇒ (1) + 19 = 20 which doesn't come close to being a painful blow.

The final group of undead surges forward, losing another ghast int he rush to Aine's arrows, before surrounding Juliver and attacking. The nimble Pathfinder manages to dodge all of the blows.

The spectral hand again speeds out from the undead necromancer, 1d20 + 14 ⇒ (15) + 14 = 29 again touching Zaine with a spell. Zaine needs to make a DC 17 Will save (enchantment, compulsion, mind-affecting) or take a 1d6 ⇒ 3 penalty to all of your mental stats.

Observing Aspis

"It's always easier to do the Robin Hood gig if the people are rotten." Kassata says with a small smile. "I'm always happy to focus on all the evils of anyone my crew is planning on taking on."

And later

She obviously sees you as skilled and ambitious which would be ideal candidate for the pirating life. Kassata seems to have some kind of personal code in regards to fraternizing with her crew.

The mouse noses its way into the Aspis campsite. After a long time of watching the camp you see Ishirou go into his tent. A few moments later he comes out and sneezes.

Then looks around.

Then sneezes agains.

And goes back into his tent.

The precision of her control is lost when Zaine flicks, her body convulsing around him, her muscles of her belly going tight. She returns the kiss, her hands moving behind her to clutch at Zaine, her body slowly regaining the squeeze and release with his slow thrusts, a slow purr vibrating her throat and body with the rebuild of pleasure.

Faith closes his mouth, and closes with the nearest undead. He introduces them to Cherish, again glowing with his holy symbol along her blade. He destroys one of the wights trying to paralyze Sasha.

Pakshee casts the same spell, then moves over to Juliver before the undead overrun the paralyzed Pathfinder.

Áine moves up and drops low to the ground, especially the fire throwers. She fires into the fire brigade in rapid succession. Several erupt in Faith's flames.

Zaine shoots with his challenge, the heavier bullet just barely making through the windy protections the necromancer had about him.

Tulip shakes the hapless mummy like a rag doll.

"For preservation," Juliver finishes, looking thoroughly annoyed that her timing was so brutalized. "But, more seriously, when you are looking at wizard troops historically they generally align into one of four categories: mind-controlled brutes, undead, alchemical creations, and mechanical creations. We have an overachiever who armed his undead with alchemy." She comments as she moves up to guard position about 5-ft in front of Aine. (Bardic +3 is back up.

With a quick nod to Faith, Sasha's blades tear into artillery ghasts, dropping two of them. The group by Sasha and Faith is down to 1 ghast and 1 wight.

The final, very injured mummy tries again to slam a rotten arm into Tulip 1d20 + 19 ⇒ (9) + 19 = 28 which doesn't come close to being a painful blow.

Another of the artillery groups, already shrunk by Aine's attack, moves up to attack Juliver. The last of the ghasts fall to Aine's arrows before they can engage. The group of undead near Juliver/Aine now consists of 2 wights, one of whom is injured.

The final group of undead shifts back, loosening a bomb at Tulip Ride DC vs attack: 1d20 + 20 ⇒ (8) + 20 = 281d20 + 10 ⇒ (18) + 10 = 28 The bomb just barely manages to hit and Tulip is splashed with acid (taking 5d4 ⇒ (4, 1, 2, 3, 1) = 11) while Zaine is slightly scorched. (Zaine takes 5 acid as splash damage.)

The ghasts and wights around Sasha turn claws on the ranger. She manages to dodge and parry most of the attacks, but one wight lands a vicious claw and as does the injured ghast.

Wight attacking Faith: 1d20 + 8 ⇒ (10) + 8 = 181d20 + 3 ⇒ (12) + 3 = 15
Ghast attacking Sasha: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (4) + 4 = 8

The ghast gets a lucky claw strike in (Sasha takes 1d4 + 3 ⇒ (2) + 3 = 5 and Fort DC 16 vs paralysis: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17) but continues a deadly dance of steel weapons.

A spectral hand moves away from the necromancer to brush against Zaine's shoulder (Touch Attack: 1d20 + 14 ⇒ (12) + 14 = 26) and Zaine feels a curse settle into his bones. (Zaine needs to make a DC 19 Will save (vs curse) or be cursed permanently with a –4 penalty on attack rolls, saves, ability checks, and skill checks.)

With a smirk, which shouldn't be possible with undead scaly lips, the necromancer retreats to near his single remaining artillery barrage, his movement magically enhanced.

Faith opens his mouth to respond to Zaine, and freezes in place.

Pakshee, looking from the stairwell casts a spell and runs to his side, releasing him from the paralysis.

Pakshee DC 21 Will: 1d20 + 8 + 3 + 5 ⇒ (11) + 8 + 3 + 5 = 27

Áine maintains her position by Faith. Her arrows fly towards the mummies, targeting the two that hung back first. One erupts in blue flame, destroyed by the fire of Faith.

Both Zaine and Tulip seem to have no reaction to the mummies. Zaine brings up the musket and takes careful aim at one of the advancing mummies and fires, destroying the mummy he injured the previous round.

Tulip advances and tears into the final mummy and grapples it soundly in her maw.

Juliver is frozen on the field, paralyzed and defenseless but her combat lingers over the field. (Bardic is up for next round.)

Sasha looks at the mummies and runs forward, her sword tearing through one of the artillery ghasts.

The final mummy tries to slam a rotten arm into Tulip 1d20 + 19 ⇒ (8) + 19 = 27 which doesn't come close to being a painful blow.

The two groups of wights and ghasts move a bit away from the whirling blades, obviously in support of the dangerous artillery.

Bombs vs Aine, Faith: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 91d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Miss: 1d8 ⇒ 51d8 ⇒ 5

Both bombs land 10-ft in front of Faith in an impressive explosion of electricity that injures no one.

The ghasts and wights around Sasha turn claws on the ranger. She manages to dodge and parry most of the attacks, but one wight lands a vicious claw and as does the injured ghast.

Sasha from wight, negative level: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Sasha from ghast: 1d4 + 3 ⇒ (3) + 3 = 6
Sasha DC 16 Fort vs paralysis: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27

The necromancer, who had disappeared after the failed arrow attack, reappears near the front of the line of his undead. He loosens and waves of blackness which washes over Zaine and Tulip near to him, then over Juliver, and finally over the trio of Faith, Pakshee and Aine. Everyone feels the heaviness of the battle and is fatigued.

He starts to cast again, but is still near to dinosaur and rider, for now. The ancient necromancer smiles, his scaled, dried skin spliting. "I've got one of your party, can't wait until I have this armored pretty."

At a quick motion from Faith, Aine hold her carpet steady for a few seconds, which allows Juliver to drop down.

Pakshee debates momentarily, then quickly sketches a colorful band on Tulip's thigh before ducking back into the stairwell for cover.

"Blessing of Destruction" Faith says as he touches Áine's elbow, and again "Blessing of Destruction" as he touches Tulip's flank. (+5 to weapon damage to Aine's bow and Tulip's bite) Then the warpriest is able to move forward 30-ft towards the multitude of undead. (Still 60-ft between Faith and the mass of undead.)

Áine hovers above Faith. She launches her initial salvo of arrows glowing with the power imbued by Faith at the eyeless lizardfolk necromancer. When the first two arrows are deflected by unseen winds, she shifts her aim to start to destroy some of the undead in the middle of the room. (The necromancer has fickle winds. Arrows and bolts automatically miss. Bullets have a 30% miss chance.) One of the wights falls to the remainder of the arrows.

Zaine and Tulip advance thirty feet into the room. Zaine's gun leveled at the mass of undead.

Sasha and Juliver keep pace with the group, although both move off to either side, clearly remembering being on the receiving end of the alchemical bombardment outside. Apropos of the scene, "There is a story about a group that went into Gallowspire with the intent to destroy the Tyrant." A pause, "Why do so many wizards dabble in alchemy?" (Bardic: +3 to hit and damage, +3 vs charm and fear effects)

A number of the mummies move up, keeping their distance on the group's right flank, but the palpable despair they emanate washes over everyone but Sasha. (Will save DC 21 or paralyzed for 1d4 rounds. There are 3 mummies, only one is close enough for its aura to hit you this round.)

Juliver Will Save: 1d20 + 5 + 3 ⇒ (4) + 5 + 3 = 12 Juliver is paralyzed but her bardic lingers for 2 additional rounds.

Zaine responds by shooting one of the mummies, but his bullet hits mid-body injuring the undead, but not destroying it.

The ghouls and ghasts move up (30-ft closer, 30-feet between the heroes and the undead) and three sets of the ghouls fling familiar, if smaller, alchemical bombs.

Ghoul to hit, Aine, Faith, Zaine: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 171d20 + 10 - 2 ⇒ (19) + 10 - 2 = 271d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Miss: 1d8 ⇒ 2

The bombs arc over, hitting Aine and Faith squarely exploding is small bonfires. Tulip dodges the one in her direction and it breaks on the ground near Sasha.

Aine takes 5d6 ⇒ (4, 1, 2, 6, 4) = 17 fire damage, splash doesn't affect anyone.
Faith takes 5d6 ⇒ (1, 1, 6, 1, 5) = 14 fire damage, Tulip takes 5 fire as splash damage.
Sasha takes 5 fire as splash damage.

Juliver goes over the door, feeling the slight seams, shaking her hand afterward like something stung her. A frown line creases her forehead as she works the lock.

1d20 + 12 ⇒ (10) + 12 = 22

And there is a whoosh as the door opens outward into the hallway, stale air blowing with it revealing a narrow stairway (Tulip can squeeze but won't be happy about it.)

After two sharp turns, the group is about halfway down the stairway, and can see the illumination from the room below. A creeping doom causes chicken skin to rise and weighs heavy on your heart. 'You'll fail and nothing you do will save her.'

The evil in the air is especially painful for you as it pounds against your faith.

The room proves to be sizable, with bookcases all along one wall, a small stone table topped with alchemy gear above.

A lizardfolk dressed in torn rags in near the table, his bearing similar to Issilar and Yarzoth rather than the degenerate serpentfolk you fought in the city. His eyeless head turns towards the door and his broken and twisted body moves with far more grace than it should be able. "You have halted the production of the ammunition that I intend to use to subdue this city the humans built above Ilmurea."

"You are strong, you will make good commanders of my army." He motions to the undead - ghasts, mummies and wights - in the room between you and him. "Kill them and welcome them to our fold."

The room is vast football field sized and the necromancer is on the far side from the stairs. In the wall behind them there is a set of double doors 30-ft high. One door is open, the other side is closed.

Her body is impossibly tense as he guides her to the mattress, muscles jumping as his fingers skim over them. Her body clenches around him, convulsing.

Her neck twists, her eyes wide showing the vastly dilated pupils and the surprise. Whispered, "You do?" Her body shudders, a smile, want and wanted, then, in still in a whisper, "I do."

Then, as she finally can move her body slightly on him, she reiterates, quietly, "I love you, Zaine."

Abjuration magic

Which likely aids the door not being damaged by the alchemical byproduct smoke

Juliver doesn't give Zaine the side eye, but she watches him indirectly as she speaks. "I'm not as good at the magic part of it, but I can pick a lock." A shrug, "I got a primer in magical wards and traps when I joined the Pathfinders, but I'm not great."

Primly, like the well breed half-elf she was no-doubt raised to be, "I am not, however, a thief."

"I only raid tombs and dungeons." She adds.

She teases the places he likes, bringing him so close before moving away, even against the pressure of his hand, her tongue soothing rather than inflaming. After the third or sixth time when he comes so close that the feeling runs down to his toes, her lips leave him. Her hand encircles him, moving up and down the wet shaft, thumb gently flicking at the apex.

She peers up, "This I imagined." Her hand moves, "The egg buried in me, the vibration bringing pleasure but no relief, imagining my hands and mouth..." her tongue flicks out as her hand moves up and down. Her hips move, and she breathes out, voice unsteady. "I want you."

The door, slightly surprisingly, is not locked and actually swings open at a soft touch from Aine. A billowing chartreuse smoke rolls out when the door opens, engulfing Aine, the stairs and a good portion of the grounds beyond. At the edge, a few paltry and burned plants that survived the alchemical bombing immediately shrivel and blacken.

After almost too long, Aine stumbles out of the smoke, sickened and coughing. Having succeeding in her Fort save Aine is nauseated for 1d6 ⇒ 4 rounds. The smoke is pushed along the manor by a slightly breeze but the jungle yellows for a large swatch before the poisonous gas dissipates enough to be harmless.

Inside the doors you see a hallway pitted with exposure to the gas, the signs of it clear on a collapsed set of stairs leading up. Halfway down the hallway, you see a clearly newly installed door, the metal unmarked by the poisonous gas installed so closely into the stone that seam is barely noticeable even when you are directly next to it.

Magic hums, outlining the door when you get close.

Even before he asks, as he pulls himself out, he can feel her moving against him, twisting around his shaft as it goes. At the words, she leans her head in just a little, pulling away from his hand, the pressure of teeth softened by her lips just below his head and her tongue dances over him as she moves down and up.

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