
jooker |

A ghostly elven man floats from the middle of the circle towards Daimal.
He floats to the tiger and attempts to touch it.
tiger touch: 1d20 + 6 ⇒ (19) + 6 = 25
touch damage: 7d6 ⇒ (3, 5, 6, 5, 1, 3, 2) = 25
When the ghost touches the tiger, the color bleaches from its fur, in the area touched, as if it was instantly aging.
Tiger makes a Fort Save.
give me perception checks again

Yardra |

Tiger fort: 1d20 + 10 ⇒ (5) + 10 = 15
Perception Yardra: 1d20 + 2 ⇒ (12) + 2 = 14
Perception Tiger: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Bralman: 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge(religion): 1d20 + 11 ⇒ (18) + 11 = 29

jooker |

With your knowledge religion, you know that this is very obviously a ghost.
Incorporial, Undead Traits, Frightful Moan, Corrupting Touch
The tiger fails the fort save and takes full damage
Ghost: 1d20 + 5 ⇒ (15) + 5 = 20
Yardra: 1d20 + 2 ⇒ (1) + 2 = 3
Tiger: 1d20 + 2 ⇒ (7) + 2 = 9
Balramin: 1d20 + 2 ⇒ (13) + 2 = 15
I forgot to post initiative.
Ghost > Balramin > Tiger > Yardra

Yardra |

Bralman holds his action until the tiger gets in position.
Yardra says "Bralman, only use your magic weapons! Daimal, flank!" and her tiger moves around the ghost, using Acrobatics to try to avoid more attacks.
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16
It then attacks the ghost with a bite. (Counts as magic thanks to the amulet of mighty fists).
Bite: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27
Damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Bralman then uses a move action to study the ghost, then takes a five-foot step and attacks with his scythe.
+1 scythe: 1d20 + 11 + 2 - 3 ⇒ (12) + 11 + 2 - 3 = 22
Damage: 2d4 + 4 + 9 ⇒ (4, 3) + 4 + 9 = 20
Finally, Shardra casts cure critical wounds, then takes a five-foot step to deliver the spell with a touch attack.
Touch attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 4d8 + 8 ⇒ (5, 4, 2, 7) + 8 = 26
Unfortunately, her touch attack misses wildly, and she'll need to attempt the touch again next round, holding the charge.

Yardra |

Will Yardra: 1d20 + 7 ⇒ (18) + 7 = 25
Will Bralman: 1d20 + 1 ⇒ (9) + 1 = 10
Will Daimal: 1d20 + 5 ⇒ (14) + 5 = 19

Yardra |

Bralman runs the eff away.
Yardra tells Daimal once more "Flank!" and he moves behind the ghost, then makes a full attack on the ghost.
bite: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18 no point in trying to grab
claw1: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
damage: 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw2: 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Yardra then moves around so as to not provoke, then uses a Standard action to try to deliver the spell she had held.
Touch: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
And once again she misses horribly. Sigh.

Yardra |

Daimal whimpers but does another full attack on the ghost.
bite: 1d20 + 14 - 3 + 2 ⇒ (6) + 14 - 3 + 2 = 19
damage: 1d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw1: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
damage: 1d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
claw2: 1d20 + 14 - 3 + 2 ⇒ (11) + 14 - 3 + 2 = 24
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
And Yardra attempts once more to touch the pesky ghost.
Touch: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
If 16 touch hits, the ghost will take 4d8+8 damage. Should I re-roll the damage, or use the roll of 26 from a few turns ago?

Yardra |

With the ghost dissipated, Yardra shrugs and touches Daimal with the held spell.
healing: 4d8 + 8 ⇒ (5, 3, 4, 4) + 8 = 24
She then pulls out a wand of cure light wounds and casts it on him a few more times.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wow, lots of low rolls
Bralman comes back over, head hanging. "I am sorry, my lady. I cannot believe I ran away like that."
"It's alright, Bralman. It was magical fear, you have nothing to apologize for. I must remember to equip you better to resist such attacks."

Yardra |

The three of them search the rest of the room, and Yardra tries to make sense of the circle and what she may be able to use it for.
Yardra Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Bralman Percaption: 1d20 + 9 ⇒ (19) + 9 = 28
Daimal Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Yardra Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Kn.arcana: 1d20 + 4 ⇒ (1) + 4 = 5

Yardra |

Bralman will go back over to the chest and take out his frustration on it.
Sunder: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d4 + 9 ⇒ (3, 2) + 9 = 14
Sunder: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17

jooker |

Bralman breaks through the chest after a few swings.
It will take more sunders but you are out of combat so there is no need to roll them.
102 gp, 140 sp; Aquamarine (600 gp), Bloodstone (55 gp), Garnet (70 gp), Green Spinel (55 gp), Jade (120 gp), Milky Quartz (50 gp), Smoky Quartz (45 gp), Topaz (450 gp); Masterwork Hide (165 gp), Masterwork Longsword (315 gp), Masterwork Sling (300 gp); Scroll of Pass without Trace (25 gp)

Yardra |

Yardra and Bralman create a makeshift sack from a cape or other fabric and gather up all the large items, tying them to Daimal. Yardra carries the gems and gold herself in a belt pouch.
Seemingly finished with this room, they go back down the hallway and take the first unexplored left.

Yardra |

Perception Yardra: 1d20 + 1 ⇒ (13) + 1 = 14
Perception Bralman (with trapfinding): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Checking the dragon for traps.

Yardra |

Bralman puts one of his four hands in and feels around for a latch or something of that nature. If he finds it, he pulls on it.

jooker |

Hail of Arrows Trap: CR 9; mechanical; Perception DC 25; Disable Device DC 25; Trigger visual (arcane eye); Reset repair; Effect Atk +20 ranged (6d6); multiple targets (all targets in a 20 ft. line)
Bralman: 1d20 + 20 ⇒ (14) + 20 = 34
Bralman Damage: 6d6 ⇒ (6, 6, 1, 3, 4, 1) = 21
Daimal: 1d20 + 20 ⇒ (16) + 20 = 36
Daimal Damage: 6d6 ⇒ (6, 1, 1, 4, 5, 4) = 21
A hail of arrows shoot forth from the mouth of the dragon, striking everyone in a 20ft line.
Bralman and Daimal each take 21 damage. (no save)
After the trap goes off, the door does not seem to open, but the mechanisms are exposed. (Disable device, str check, or other ability needed)

Yardra |

"OWWWWW!" yells Bralman, and poor Daimal whimpers. Yardra sighs, then pulls out her CLW wand once more.
Bralman:
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Daimal:
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Bralman will then take 20 on a Strength check to mess up the mechanisms and open the secret door.
Taking 20 for a 23.

Yardra |

Yardra and her crew move into the long hallway and start down it, watching for traps.
Perception Yardra: 1d20 + 1 ⇒ (14) + 1 = 15
Perception Bralman: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Daimal: 1d20 + 9 ⇒ (9) + 9 = 18 plus scent

Yardra |

Of course we don't. The three adventurers move down the long-ass hallway.

jooker |

I'm loving the Gygax-ness of this dungeon
Frost Fangs Trap: CR 7; mechanical; Perception DC 25; Disable Device DC
20; Trigger location; Duration 3 rounds; Reset none; Effect jets of freezing water (3d6 cold damage, DC 20 Reflex save for half damage); multiple targets (all targets in a 40 ft. square area)
damage: 3d6 ⇒ (2, 5, 4) = 11
Bralman steps on a pressure plate, and from the ceiling comes a sprinkler of freezing water.
Reflex saves needed.

Yardra |

You are so much the suck.
Reflex Yardra: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex Bralman: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex Daimal: 1d20 + 9 ⇒ (5) + 9 = 14 (Evasion)
All three take 11 cold damage.

Yardra |

Yardra tosses out a few more cure light wounds charges, then the move around the corner.
Yardra:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Bralman:
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Daimal:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Yardra |

Already down to 26 charges on the CLW wand.

Yardra |

Left. Always left. :-P

Yardra |

The adventurers hit a seeming dead-end to the left.
Perceptions: 1d20 + 1 + 1d20 + 9 + 1d20 + 9 ⇒ (15) + 1 + (2) + 9 + (8) + 9 = 44 (16, 11, and 17) LOL

Yardra |

"Daimal... push."
Daimal strength: 1d20 + 6 ⇒ (10) + 6 = 16
Bralman aid: 1d20 + 3 ⇒ (7) + 3 = 10
"Try again."
Daimal strength: 1d20 + 6 ⇒ (19) + 6 = 25
Bralman aid: 1d20 + 3 ⇒ (12) + 3 = 15

Yardra |

perception Y: 1d20 + 1 ⇒ (6) + 1 = 7
perception B: 1d20 + 9 ⇒ (16) + 9 = 25
perception D: 1d20 + 9 ⇒ (2) + 9 = 11
The three of them search the room, and if they find nothing, they head to the southernmost door.

Yardra |

Bralman opens the door.

Yardra |

Knowledge(planes): 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge(religion): 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge(arcana): 1d20 + 4 ⇒ (15) + 4 = 19
Yardra tries to study the mural and recognize some of the monsters.

jooker |

As you study the murals, some of the creatures around the edges seem to peel away from the mural.
Almost immediately they pop into existence and attack.
You see 3 halfling sized humanoids with wings when they fully appear. Each one seems to be generating a primal element (fire, air, water). They are flying 10 feet off the ground. The ceiling is 15 feet.
fire: 1d20 + 6 ⇒ (18) + 6 = 24
air: 1d20 + 6 ⇒ (14) + 6 = 20
water: 1d20 + 6 ⇒ (14) + 6 = 20
Y: 1d20 + 2 ⇒ (14) + 2 = 16
B: 1d20 + 2 ⇒ (5) + 2 = 7
D: 1d20 + 2 ⇒ (20) + 2 = 22
Init: Fire, D, air, water, Y, B
The creatures get a surprise round
The fire creature lets out a ray of fire at Yardra.
attack: 1d20 + 6 ⇒ (1) + 6 = 7 Miss...
The air creature casts a spell on itself and starts to shimmer.
The water creature lets out an arrow of acid at Yardra.
attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 2d4 ⇒ (3, 4) = 7
Initiative starts now.
The fire creature casts a spell on Bralman and moves. (Will save)

Yardra |

Yardra casts scorching ray at the water mephit, hoping to reduce it to steam.
ranged touch 1: 1d20 + 8 ⇒ (5) + 8 = 13
ranged touch 2: 1d20 + 8 ⇒ (10) + 8 = 18
fire damage 1: 4d6 ⇒ (2, 5, 2, 1) = 10
fire damage 2: 4d6 ⇒ (4, 2, 4, 3) = 13
Bralman uses a move action to study the water mephit, then five-foot steps forward and attacks with his +1 scythe.
+1 scythe slice: 1d20 + 11 - 3 ⇒ (2) + 11 - 3 = 10 (-3 power attack)
damage 1: 2d4 + 11 ⇒ (2, 1) + 11 = 14
Daimal then charge-pounces the air mephit with his magic claws (the water one will get an AOO against him if it wants to take it)
bite: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 1d8 + 7 ⇒ (3) + 7 = 10 plus grab: 1d20 + 16 ⇒ (16) + 16 = 32
claw: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d6 + 7 ⇒ (5) + 7 = 12
claw2: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d6 + 7 ⇒ (2) + 7 = 9

Yardra |

Forgot Bralman's Will save:
Bralman Will: 1d20 + 1 ⇒ (19) + 1 = 20

jooker |

Bralman resist the spell.
Daimal hits with the bite, but the creature shimmers away before it fully connects.
miss chance blur: 1d100 ⇒ 4
First claw misses
Second claw connects and deal full damage.
The air mephit claws at Daimal.
claw 1: 1d20 + 5 ⇒ (20) + 5 = 25
damage 1: 1d3 + 1 ⇒ (1) + 1 = 2
claw 1: 1d20 + 5 ⇒ (9) + 5 = 14 miss
The water mephit casts a spell.
A wretched cloud appears with noxious gas. It also blocks line of sight. For Saves for those within it.
It is now your turn. You will have to move to attempt the scorching ray. Init was posted up above.
The first scorching ray misses, second deals full damage.
Bralman Misses.