PFS PbP - The Dark Menagerie (The Dwarves) (Inactive)

Game Master Revvy Bitterleaf

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Grand Lodge

F Elf Ranger/9 (HP 85/85 | AC:24 | T:16 | FF:19 | CMB:13 | CMD:28 | Fort:+9 | Ref:+12 | Will:+6 [+2 Enchant] | Init:+7 [+4 Urban; +2 Underground] | Perc:+11 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:30) PFS#: 115025-1
Abilities:
Diverse Training: 1/1 | Explorer: 1/1 | Retributive Abjuration: 1/1

Shayla walks up to the tree and inspects it. "Hmm... maybe I know something..."

Knowledge (Nature): 1d20 + 3 ⇒ (17) + 3 = 20
Spellcraft: 1d20 + 3 ⇒ (20) + 3 = 23

Scarab Sages

As Shayla prods the tree to inspect it more thoroughly a bit of sap leaks out. Torche and/or Kalaron are able to determine with the use of detect magic that this is the source of the magical aura they detected earlier. Using spellcraft she is able to determine that it will act as a potion of barkskin when ingested.

What it comes down to is you can collect some of the sap and it will act as a potion. Shalya with her knowledge of nature knows that if you tap too much sap from a normal living tree you can damage it so much that it can't recover from the loss (similar to a mammal loosing blood), so up to you guys ..if you want to collect it all?, once?..as much as you can?

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

Heh. Well, we all know how Dwarves feel about trees ;-)

As a module, I say, grab what you can, as it is not like we can come back at a later date.

If this were part of an ongoing campaign, I would say only take a small amount of sap, so that we could potentially come back and collect more later.

As a player, I don't mind which way we go.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Agreed we should probably take enough where we could use more later...though is this the last level?

Clandelve quickly suggests cutting the tree down so it will no longer pollute the dwarven underground.

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Kalaron keeps his 'clean'dagger and nods in agreement with his fellow dwarves though he glances at their elven companion.

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

@Clandelve: There is one more level.

Scarab Sages

Going to work on the assumption that you drain the tree then..which seemed like something you'd do...but seemed like something I'd at least check with you guys before drawing that conclusion. Not like you can come back from another level to drain it later since this is not a campaign

The tree produces enough sap for three potions before drying up. Once the sap is drained, the tree's death is swift and dramatic, and the surrounding lush forrest quickly dissipates, revealing stark stone walls and unassuming flagstone tiles.

Where do you want to go now? Out into what looks like a cavern or back to the corridor and look at the doors there?

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"Now tha's more like it!" Clandelve says admiringly as the stone of the chamber is revealed. "Th' tree 'ad no place down 'ere...per'aps th' sap will prove useful."

He looks at the options to continue exploring. They could either take the small tunnel in the room they were in, or continue exploring the hallway to the southeast.

"Le's go back ta th' 'allway...seems wider 'an easier ta navigate. Shall we?" he says as they prepare to leave.

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

Heinrich nods to Clandelve.

"Aye, from a tactical standpoint, the wider path seems prudent."

Grand Lodge

Male Dwarf Rogue 4/Investigator 1
Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

"Right, lets be off then."

Scarab Sages

Moving back to the hallway Cogstadt inspects the doors and gives a thumbs up to Clandelve, after Clandelve opens the doors you see:

The archway of this chamber's entrance is curtained with black chains and metal rings, from which hang the hands of many species animal paws, humanoid hands, and skeletal fists. Within this room stretches a sun-drenched, dusty canyon. Layers of reddish rock create small plateaus that rise up in graduated ledges against the walls of the room, which appear to be impossibly high canyon walls. Tall pillars of orange stone rise up from the parched earth, all seemingly randomly dispersed throughout the barren landscape. One of these hoodoos soars well above the rest, easily rising thirty feet into the sky above. A fissure in the walls opens up to the northeast, revealing a night sky full of stars in the distance.

The small plateaus in this room average 10 feet tall, with the highest point in the room reaching 30 feet, and they rise in 10-foot-tall steps . Climbing each stone step requires a successful DC 10 Climb check

There are also some creatures in here;

4 of these: As if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

since it will come up pretty soon, giving the info now already;
Unluck Aura (Su); A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.

And 2 of:
With a head like an angry crustacean, this fierce little insectoid creature clacks and rattles with a tiny but solid-looking hammer.

Init Kalaron: 1d20 + 0 ⇒ (6) + 0 = 6
Init Heinrich: 1d20 + 1 ⇒ (5) + 1 = 6
Init Clandelve: 1d20 + 3 ⇒ (20) + 3 = 23
Init Cogstadt: 1d20 + 3 ⇒ (12) + 3 = 15
Init Archibald: 1d20 + 3 ⇒ (9) + 3 = 12
Init Shayla: 1d20 + 5 ⇒ (11) + 5 = 16
Init Pugwami: 1d20 + 5 ⇒ (1) + 5 = 6
Init Vexgit: 1d20 + 1 ⇒ (4) + 1 = 5

init
Since it's only Kalaron that would go in between the 2 groups of gremlins, just going to group it into you and them for now
You guys
Gremlins

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

I really, really hate Pugwampis!

Shooting them from range is probably the best option...

With a groan, Heinrich charges forward, determined to skewer one of the little pests.

+1 Adamantine Nodachi: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 or 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22, for 1d10 + 7 ⇒ (7) + 7 = 14 Magical, Admantine damage.

Grand Lodge

F Elf Ranger/9 (HP 85/85 | AC:24 | T:16 | FF:19 | CMB:13 | CMD:28 | Fort:+9 | Ref:+12 | Will:+6 [+2 Enchant] | Init:+7 [+4 Urban; +2 Underground] | Perc:+11 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:30) PFS#: 115025-1
Abilities:
Diverse Training: 1/1 | Explorer: 1/1 | Retributive Abjuration: 1/1

After telling the dwarves about the nature of the tree, Shayla decides to run a check on Akeyra's barding. It's new, after all, and Shayla doesn't yet have a lot of experience with equipping barding to animals.

Looks like I did fine equipping this on Akeyra... Perhaps this strap should be a bit tighter though...

Shayla's just adjusted Akeyra barding when she hears the tree come down. She turns around in shock, and starts yelling when she sees what's happened "What the heck are you crazy dwarves doing?! That wasn't necessary! You didn't have to kill that tree! It was a special kind that... Ugh!"

The room the party's in turns to boring stone, and Shayla's mood turns even more sour when Clandelve makes it known he likes the stone interior better. Shayla follows after the dwarves with much chagrin, but stops complaining about the tree's fate at the sight of enemies.

Handle animal: 1d20 + 7 ⇒ (20) + 7 = 27

"Akeyra, attack before me!"

Grand Lodge

DEAD F Constrictor Animal Companion/7 (HP -22/51 | AC:21 | T:14 | FF:16 | CMB:10 [+4 Grapple] | CMD:24 | Fort:+8 | Ref:+8 | Will:+5 [+4 vs. Enchant] | Init:+3 | Perc:+6 | Speed:20 ft.)

The large constrictor moves into the room, and uses her reach to snap her fangs at the nearest lapdog.

Bite: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12 Damage: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12

I doubt that hit.

Grand Lodge

F Elf Ranger/9 (HP 85/85 | AC:24 | T:16 | FF:19 | CMB:13 | CMD:28 | Fort:+9 | Ref:+12 | Will:+6 [+2 Enchant] | Init:+7 [+4 Urban; +2 Underground] | Perc:+11 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:30) PFS#: 115025-1
Abilities:
Diverse Training: 1/1 | Explorer: 1/1 | Retributive Abjuration: 1/1

Climb: 1d20 + 4 ⇒ (16) + 4 = 20

Shayla moves along the outer walls, and easily climbs up the first ledge. She nocks an arrow as she prepares to shoot.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"What in all Torag's mighty underworld be these nasty beasties?!" Clandelve says as the obviously hostile things near the group.

He swings his warhammer at one's head.

Lowest of these rolls.

+1 Warhammer (adamantine) attack: 1d20 + 11 ⇒ (6) + 11 = 17 for +1 Warhammer (adamantine) damage: 1d8 + 5 ⇒ (2) + 5 = 7 Step up: If adjacent foe attempts to 5' step away from me, I will make 5' step as immediate action.

+1 Warhammer (adamantine) attack: 1d20 + 11 ⇒ (2) + 11 = 13 for +1 Warhammer (adamantine) damage: 1d8 + 5 ⇒ (7) + 5 = 12 Step up: If adjacent foe attempts to 5' step away from me, I will make 5' step as immediate action.

Grand Lodge

Male Dwarf Rogue 4/Investigator 1
Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

Cogstadt enters to room and takes a shot at the gremlin on the plateau (blue) Xbow: 1d20 + 6 ⇒ (1) + 6 = 7 Xbow: 1d20 + 6 ⇒ (10) + 6 = 16 Dmg: 1d8 + 2 ⇒ (4) + 2 = 6

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald, industriously polishing his spectacles, cataloging his scroll collection and doing his daily aerobic stretches, manages to miss the parties last two combats. He observes the tapping of the tree with interest, pocketing a vial of the strange sap before investigating all of the strange totems.

"Gremlins! Stay clear of their unluck aura! How about a taste of my magic missiles you maladjusted miniature little mongrels?"

Magic Missile @ Red Pugwampi: 1d4 + 1 ⇒ (2) + 1 = 3
SR?: 1d20 + 5 ⇒ (15) + 5 = 20
SR?: 1d20 + 5 ⇒ (6) + 5 = 11
Magic Missile @ Yellow Pugwampi: 1d4 + 1 ⇒ (1) + 1 = 2
SR?: 1d20 + 5 ⇒ (4) + 5 = 9
SR?: 1d20 + 5 ⇒ (6) + 5 = 11
Magic Missile @ Blue Pugwampi: 1d4 + 1 ⇒ (4) + 1 = 5
SR?: 1d20 + 5 ⇒ (2) + 5 = 7
SR?: 1d20 + 5 ⇒ (15) + 5 = 20

I have a long-duration heroism buff for one of the parties two-weapon fighters. It'll probably last the whole module. Who do you think can put it to use the best?

Scarab Sages

It's nice that you have to roll twice to hit them...but they have no defenses...also I think several people (Clandelve, Heinrich) have missed that fact that everything not on the ground has a height of 10 ft per step. So unless you have a reach weapon or climb up there..you can't hit something from a lower level with a melee attack

Shalya moves forward while commanding her (large) snake to attack one of the gremlins, before readying an arrow. Unaffected by the strange unlucky effect the snake manages to hit and drop it's target (flat footed AC..hits)

Cogstadt fires his crossbow at one of the gremlins but an unexpected defect on his crossbow causes him to drop the bolt at his feet before he's able to fire (crit miss due to unlucky aura)

Archibald manages to ignore the strange magic effecting reality around him and is able to over come the anti-magic disruption that's hanging around the gremlins (they have SR7..so you'll only fail on a 1 it seems) hitting 3 of them with a magic missile each)

Damage Red:3
Damage Yellow:2
Damage Blue:5

init
Kalaron Since they couldn't reach their target (and it's dead now due to the snake) feel free to do something else Clandelve and Kalaron if you post before Kalaron/my next update

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

Ah, fair enough.

Muttering sourly under his breath, Heinrich retreats to the corridor, content to let others deal with the infestation.

I say that, as I am fairly certain the remaining pugwampis will go away after Archibald's next round of magic missiles ;-)

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Yep...missed how high they were...my bad.

Clandelve puts his hammer and shield away, then draws his shortbow.

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Kalaron calls upon his patron's blessing (Warmind) even as he draws out once more his Axe.

Scarab Sages

As Heinrich hangs back watching the magic display from Archibald Clandelve puts away his hammer and shield (unless you drop your hammer on the ground..I think that's 2 actions) and prepares to get his crossbow ready.

Kalaron get's his trusty axe out again as he calls up his patron's blessing.

The 2 little insectoid creatures start to push against a pile of stones next to them (full round action)

While the 4 dog like creatures pull out little bows with tiny arrows and start to shoot at you

Blue vs Cogstadt's AC: 1d20 + 3 ⇒ (3) + 3 = 6
Yellow vs Clandelve's AC: 1d20 + 3 ⇒ (18) + 3 = 21
Red vs Clandelve's AC: 1d20 + 3 ⇒ (13) + 3 = 16

As 2 of the tiny arrows bounce of Cogstat and Clandelve's armors one arrow makes it through and plinks Clandelve in the forehead Damage Clandelve: 1d3 - 4 ⇒ (3) - 4 = -1 = 1 non-lethal damage

init
You guys
Gremlins

I like the Pugwami making you roll twice and having to take the worst of your rolls ..but there really should be something big in here for you to fight for it to be scary.....or maybe even follow you around hidden and mess you up...but the description says they do everything they can to maim and kill you and push over the stones....so that's what they'll do. Anyone else feel this part of the dungeon seems safer then level 1 so far? So that must mean that the scary stuff comes later, right? :)

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"Almost 'ave forgotten 'ow ta use this," Clandelve remarks as he shoots his bow at one of the gremlins.

Not sure if I can hit one that's already wounded...if so, I'll shoot at the most wounded, if I can tell. Otherwise, apply wherever.

shortbow attack: 1d20 + 8 ⇒ (12) + 8 = 20
shortbow attack: 1d20 + 8 ⇒ (10) + 8 = 18
shortbow dmg: 1d6 ⇒ 3

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald continues his assault, spinning his staff with such ferocity and vigor that he is visibly out of breath. "Take... Take that! -wheeze- and... and one of those!"

Magic Missile Barrage: 1d4 + 1 ⇒ (1) + 1 = 2
SR?: 1d20 + 5 ⇒ (14) + 5 = 19
SR?: 1d20 + 5 ⇒ (9) + 5 = 14
Magic Missile Barrage: 1d4 + 1 ⇒ (4) + 1 = 5
SR?: 1d20 + 5 ⇒ (5) + 5 = 10
SR?: 1d20 + 5 ⇒ (8) + 5 = 13
Magic Missile Barrage: 1d4 + 1 ⇒ (1) + 1 = 2
SR?: 1d20 + 5 ⇒ (13) + 5 = 18
SR?: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

DEAD F Constrictor Animal Companion/7 (HP -22/51 | AC:21 | T:14 | FF:16 | CMB:10 [+4 Grapple] | CMD:24 | Fort:+8 | Ref:+8 | Will:+5 [+4 vs. Enchant] | Init:+3 | Perc:+6 | Speed:20 ft.)

Akeyra's been training by Shayla to first take care of all living enemies before eating the unconscious ones. Climbing's Akeyra her thing, and she heads for her new target with as much ease and speed as during her normal slithering. Her big mouth opens, and she tries to bite her new victim.

Bite: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Auto-grapple on successful bite: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 Constrict: 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9

If the grapple's successful and the constrict damage is done, Akeyra will let go of her unconscious/dead victim.

Did I already mention Akeyra's attacks count as magic, due the her Amulet of Mighty Fists +1?

Grand Lodge

F Elf Ranger/9 (HP 85/85 | AC:24 | T:16 | FF:19 | CMB:13 | CMD:28 | Fort:+9 | Ref:+12 | Will:+6 [+2 Enchant] | Init:+7 [+4 Urban; +2 Underground] | Perc:+11 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:30) PFS#: 115025-1
Abilities:
Diverse Training: 1/1 | Explorer: 1/1 | Retributive Abjuration: 1/1

@Archibald: Shayla could always use a two-weapon boost. Though if it's a one-time buff, you may want to hold onto it a bit longer to make sure it's needed on this floor?

Shayla shoots two arrows at the green gremlin.

Arrow 1: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 Arrow 1: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Arrow 2: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 Arrow 2: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9 Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

"Bleh..."

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Probably work about equally on Shayla or me, Archibald.

Grand Lodge

Male Dwarf Rogue 4/Investigator 1
Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

Cogstadt takes a step forwards as he reloads and the fires at another Gremlin (the Red doggy one - I think the others probably all have cover?). xbow: 1d20 + 6 ⇒ (16) + 6 = 22 xbow: 1d20 + 6 ⇒ (16) + 6 = 22 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3 Think I'm actually out of range of the effect, but it appears to not have mattered anyway.

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

If these things are within hitting distance with my reach weapon, Kalaron will attack, if they're not then He'll instead cast guidance on himself to intimidate later
*Slaps himself, my current ability is not warmind but From the Grave for +4 intimidate.
Attack 1d20 + 6 ⇒ (3) + 6 = 91d12 + 4 ⇒ (1) + 4 = 5

Scarab Sages

Clandelve shoots his shortbow and what to him seems to be the most wounded gremlin, hitting it. The arrow deals it some damage, but less then you'd expect, but still causes it to stagger around (DR2 vs Clandelve's arrow).

Archibald then shoots another round of magic missiles at the remaining doglike creatures, dropping two of them

@Shalya, if you mentioned that the snake's attack count as magical I've missed it till now

The snakes easily slithers up the rocks and takes out the last doglike creature Since you didn't specify which one to attack it works out I think

Shayla then shoots 2 arrows (using the first die you rolled after each attack since the roll twice/picks worst result will be gone by the time you shoot - your arrows are magical right? but no specific metal type?)

One of her arrows hitting, but instead of piercing the creatures hide it just bounces of..leaving a large bruise (DR against this attack)

Cogstadt also fires a crossbow bolt at one of the gremlins (shifting targets to one of the others) hitting it, but the crossbow bolt bounces away harmlessly (also no special ammunition right?)

Kalaron moves closer I assume and seeing he can't reach anything to hit (everything that you might have gotten close enough to is dead already) get's a little divine guidance for himself

Heinrich continues to watch how the people with missiles take care of the gremlins I assume

2d20 ⇒ (1, 10) = 11
The 2 remaining creatures try their best to push over one of the pillars of stone..but fail miserably...then try again (another full round action)

init
You guys
Gremlins

Damage Red Gremlin: 6

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

Clandelve fires another arrow, and while it hits, it bounces right off

"Need ta upgrade me bow!" he exclaims.

shortbow attack: 1d20 + 8 ⇒ (10) + 8 = 18 shortbow dmg: 1d6 ⇒ 1

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Archibald uses his pearl of power to recover one of his magic missile spells.

Grand Lodge

DEAD F Constrictor Animal Companion/7 (HP -22/51 | AC:21 | T:14 | FF:16 | CMB:10 [+4 Grapple] | CMD:24 | Fort:+8 | Ref:+8 | Will:+5 [+4 vs. Enchant] | Init:+3 | Perc:+6 | Speed:20 ft.)

Akeyra had one enemy within reach where I placed her, but she would indeed have moved on to another one if that one was dead.

Akeyra moves a bit closer to the green gremlin on the cliff, and attempts to bite and constrict it.

Bite: 1d20 + 10 ⇒ (19) + 10 = 29 Damage: 1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Auto-grapple on successful bite: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29 Constrict: 1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11

She'll drop her victim if it goes unconscious or dies.

Grand Lodge

F Elf Ranger/9 (HP 85/85 | AC:24 | T:16 | FF:19 | CMB:13 | CMD:28 | Fort:+9 | Ref:+12 | Will:+6 [+2 Enchant] | Init:+7 [+4 Urban; +2 Underground] | Perc:+11 [+4 vs. Humans; +2 vs. Evil outsiders; +4 Urban; +2 Underground] | Speed:30) PFS#: 115025-1
Abilities:
Diverse Training: 1/1 | Explorer: 1/1 | Retributive Abjuration: 1/1

My longbow is +1, and transfers that to her arrows. I did accidentally use normal arrows though...

Shayla switches to her cold iron arrows, and shoot two at the red gremlin.

Cold Iron Arrow 1: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Cold Iron Arrow 2: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

See, I knew Heinrich could safely sit-out this one - especially since he is fairly terrible with ranged attacks ;-)

Grand Lodge

Male Dwarf Rogue 4/Investigator 1
Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

Cogstadt tries a shot at the last one not engaged by the snake.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12 Dmg: 1d8 + 1 ⇒ (6) + 1 = 7

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Kalaron sneers at the creatures!
Intimidate Attempt, From the Grave +4, Guidance +1 1d20 - 1 + 4 + 1 ⇒ (1) - 1 + 4 + 1 = 5 *Facepalm.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

ROFL!

Scarab Sages

Clandelve's arrow hits his target right between the eyes, causing him to blink a tiny bit as the arrow bounces of his nose (doesn't get through DR)

Archibald recovers a magic missile spell

Akeyra manages to grab hold of one of the gremlins as it's trying to topple over a bunch of stone and squeezes it to dead before dropping it on the floor

Shalya shoots 2 arrows at the remaining gremlin, one arrow bounces of it's skull causing no harm..but the next one hits it in the eye and comes out the back of his head.

Out of combat

Kalaron walks in all puffed up and tries to intimidate everyone ...but he's just a bit of a grumpy old dwarf

The doglike gremlins had tiny bows and arrows and the 2 insectoid ones had tiny hammers

Grand Lodge

Male Dwarf Rogue 4/Investigator 1
Stats:
HP 38/38 | AC19/T13/F16 | F+3/R+9/W+5 | Spd 20 | Init +3 | Inspiration 0/2

"So then lads, shall we climb and take a look through that opening."

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

Heinrich breathes a sigh of relief when the last of the Gremlins falls.

"It's not a proper fight when you are up against vermin that rely on trickery... Give me an Elemental any day, or a big Orc barbarian!"

He then moves back in to await the formal search of the room.

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

"Aye, 'tis strange ta miss fightin' th' goblins an such from previous levels," Clandelve agrees.

The fighter helps search the room Take 10 for 20 total, then prepares to move through the northwest exit.

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Kalaron........grumbles as he aids the rest of his companions.....

Scarab Sages

DC 20 Knowledge (Nature) or Profession Miner:
Some of the layers of the large hoodoo contain mithral ore. Extraction of the mithral ore takes id6 hours of strenuous labor and yields 4 pounds of the ore (worth 2,000 gp).

Scarab Sages

Male Init +5 Per +9 | AC 15/11/14 | HP 65/65 | F +8/R + 4/ W +7| CMB +6 CMD 17 | Fist (8/8 | Shape (8/8) | Selective Spell (3/3) | Spells: 1st | magic missile (2), mage armour, enlarge (2), prot. evil, feather fall | 2nd glitterdust (DC 18) , bull's strength (2), create pit (DC 18), stinking cloud (DC 18) | 3rd | heroism (2), haste, lightning bolt (DC 19) (2) | 4th | SM IV (2), Beast Shape II (2)

Knowledge: 1d20 + 8 ⇒ (3) + 8 = 11

The Exchange

Dwarf Fighter 10 | HP 94/94 | AC 30; Tch 15; FF 27 | F +9; R +6; W +4 | CMB+14; CMD 27 | Speed 30 ft | Init +3 | +2 Warhammer (adamantine): +19 (1d8+10/x3) | Perc +12

i can't do either...

Grand Lodge

Male Dwarf Paladin(Stonelord) 5 (HP 11/49) (AC 23/11/23) (CMD 20) (Fort +8, Ref +3, Will +5) (Init +1) (Perception +8)

Knowledge(Nature): 1d20 + 3 ⇒ (3) + 3 = 6.
Profession(Miner): 1d20 + 2 ⇒ (20) + 2 = 22.

Heinrich's eyes light up as he regards the large hoodoo.

"Lads, I think that contains some valuable veins of mithral! It would take a few hours to extract, but it wouldn't be anything that a bunch of Dwarves couldn't handle..."

Scarab Sages

Going to assume you guys will mine ..being well..dwarves and greedy and all :) ..but just in case you don't do it since it will take hours I'll spoiler it

If you mine the ore:
Once the ore is extracted, the room's illusion collapses, revealing the hoodoos to be unassuming stone pillars and the plateaus to be composed of large stone blocks.

Moving towards the exit at Clandelve indication you walk into:

A dark night sky full of twinkling stars appears above. Running southwest to northeast is a jagged bridge of land leading over a huge ravine. Obsidian cliffs descend from the land bridge on both the left: and right sides, plummeting downward to the hard dirt forty feet below, which is intermittently dotted with dead trees whose roots appear to claw at the soil. A set of natural stairs rises from the chasm's floor in the southwestern portion of this room. To the south is a small tunnel dug out of the chasm wall at the base of the valley, and to the north a wooden door is set into the black rock where the bridge meets the chasm's edges.

A lightning elemental soars low through the false night sky, and two mud elementals drag themselves across the dirt and clamber on the
dead trees.
In addition to the elementals , one other creature makes
its home here: a lone owl with white plumage and red eyes . It
perches on one of the dead trees on the ground below.

Init Kalaron: 1d20 + 0 ⇒ (12) + 0 = 12
Init Heinrich: 1d20 + 1 ⇒ (2) + 1 = 3
Init Clandelve: 1d20 + 3 ⇒ (15) + 3 = 18
Init Cogstadt: 1d20 + 3 ⇒ (7) + 3 = 10
Init Archibald: 1d20 + 3 ⇒ (3) + 3 = 6
Init Shayla: 1d20 + 5 ⇒ (4) + 5 = 9
Init Mud: 1d20 + 0 ⇒ (4) + 0 = 4
Init Lightning: 1d20 + 8 ⇒ (15) + 8 = 23

The lightning elemental seems to wait for something (readied)

init
Kalaron, Clandelve,Cogstadt, Archibald,Shalya
Mud elementals
Heinrich

Scarab Sages

#76925-25 Male Dwarf Shaman (Speaker of the Past) 8 | HP: 93/93| AC: 21/11/21|Init: +0| Perc: +13| Fort:+5| Ref:+3| Will:+11|CMB: +9| CMD: 19|A.H.Pick:+10:1d6+3|AS WarHammer:+10;1d8+3|CI Axe:+10:1d8+3|Ances:+11;1d10+4| Evil Eye (DC 19)| Mon.Insight 2/day| Know.Ages 5/day| Ances.Weapon 8mins/day
Skills:
Acrobatics: -2 Appraise: +5| Bluff:-1| Climb:-2| Dip: +3| Heal: +9| K.(Nat/His/Pla/Reli/Loc): +15| K.(Others):+7| Linguis: +12| Pro(Libarian):+15| S.M:+5| Spell:+13| Stealth: -5| Sur: +13| UMD:+7| Hop 80ft/day

Kalaron joins in once he hears what metal the hoodoo bears.

Upon seeing the elementals, he remarks in.

Terran:

"So, You waiting for someone or something?"

Though he wishes for this to be peaceful, he guessed it would most likely come to a fight.

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