
Yardra |

Init: Fire, D, air, water, Y, B
Yardra yells "Daimal, flank!" after casting her scorching ray.
Fire mephit's turn.

Yardra |

Daimal takes a five-foot step to give Bralman flanking on his turn, then makes a full attack, using Pummeling Style.
Bite: 1d20 + 14 - 3 ⇒ (9) + 14 - 3 = 20 plus Grab: 1d20 + 16 ⇒ (1) + 16 = 17
claw1: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21
claw2: 1d20 + 14 - 3 ⇒ (13) + 14 - 3 = 24
damage bite: 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
damage claw1: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
damage claw2: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16
Whichever attacks hit, the damage is resolved as a single attack. But blur might cause one or more to miss still.

jooker |

miss chance 1-20 miss: 1d100 ⇒ 44
miss chance 1-20 miss: 1d100 ⇒ 30
miss chance 1-20 miss: 1d100 ⇒ 19
One attack misses because of blur, but the air mephit still drops.
The water mephit claws at bralman
claw: 1d20 + 6 ⇒ (2) + 6 = 8 miss...
claw: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d3 + 1 ⇒ (3) + 1 = 4

Yardra |

Bralman five-foot steps to flank the water mephit, then full-attacks the little pest.
+1 scythe: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 2d4 + 13 ⇒ (1, 2) + 13 = 16
+1 scythe: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d4 + 13 ⇒ (3, 4) + 13 = 20
Kasatha spinal sword: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 6 ⇒ (4) + 6 = 10
Yardra casts shield of faith on herself, giving her a +3 Deflection bonus to AC for 8 minutes. She then moves to get her protectors between herself and the remaining mephit(s).

Yardra |

Bralman Ref: 1d20 + 6 ⇒ (19) + 6 = 25
Daimal Ref: 1d20 + 9 ⇒ (3) + 9 = 12
Daimal full-attacks the water mephit.
bite: 1d20 + 14 - 3 ⇒ (8) + 14 - 3 = 19
damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
claw1: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17
damage: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
claw2: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19

Yardra |

Perception Yardra: 1d20 + 1 ⇒ (8) + 1 = 9
Perception Daimal: 1d20 + 9 ⇒ (11) + 9 = 20
Perception Bralman: 1d20 + 9 ⇒ (8) + 9 = 17

jooker |

You notice that some of the gems in the ceiling can be removed. Also there is a golden statue that can likely be pried off.
You know there is no ethical problem because this is a magical alternate plane of existence.
If you take the time to pry off the gems and statue, you get 1500g in solid gold statue and 2000g in misc gems.

Yardra |

Yardra and Bralman add the loot to what has already been tied to Daimal. They then continue on, through the door in the southeast.

Yardra |

Locked doors mean only one thing to this group... Bralman will attempt to break it down, first with a strength check, using his sword as a crowbar.
Strength: 1d20 + 3 ⇒ (12) + 3 = 15
Daimal will push on the door to aid.
Strength aid: 1d20 + 6 ⇒ (10) + 6 = 16

Yardra |

Unfortunately, none of us are trained in disable device... :-S. I need a real Rogue. LOL
Seemingly beaten by a door, the group turns around and heads to the next unexplored door. Bralman opens it.

jooker |

You come to a stuck wooden door, but with a push from Bralman, it opens.
A magical statue in the south side of the room speaks riddles and cryptic prophecies, The walls are covered with cracks.
Inside the room, there are three creatures.
This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides.
Y: 1d20 + 2 ⇒ (19) + 2 = 21
B: 1d20 + 2 ⇒ (6) + 2 = 8
D: 1d20 + 2 ⇒ (3) + 2 = 5
Red: 1d20 ⇒ 6
Green: 1d20 ⇒ 11
Blue: 1d20 ⇒ 11
Initiative: Y, Green, Blue, B, D, Red

Yardra |

Knowledge(dungeoneering): 1d20 + 10 ⇒ (11) + 10 = 21
Does Bralman recognize this thing? If not, Yardra might:
Knowledge(arcana or nature): 1d20 + 4 ⇒ (11) + 4 = 15 OR Knowledge(planes): 1d20 + 8 ⇒ (1) + 8 = 9

Yardra |

Seeing the three evil-looking creatures, and with Bralman announcing what they are, Yardra casts divine power on her tiger companion. He gains a +2 Luck bonus to attack and damage rolls, +8 temp hit points, and an extra bite on a full attack.
EDIT: I just realized we've been ignoring my tiger's DR 5/evil, so we should start taking that into account for sure.

Yardra |

Bralman attempt an Acrobatics check to not provoke AOOs as he moves around and through the evil monster dudes.
Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Unfortunately, he is unlikely to pass the check, and will take an AOO from both monsters.
He will then spend his second move action to study the green otyugh.
Daimal will then charge the green otyugh, also taking AOOs.
Charge-pounce-bite1: 1d20 + 16 ⇒ (3) + 16 = 19
damage: 1d8 + 9 ⇒ (6) + 9 = 15 (magic if it matters) plus grab: 1d20 + 18 ⇒ (18) + 18 = 36
Charge-pounce-bite2: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus grab: 1d20 + 18 ⇒ (10) + 18 = 28
Charge-pounce-claw1: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 1d6 + 9 ⇒ (6) + 9 = 15
Charge-pounce-claw2: 1d20 + 16 ⇒ (18) + 16 = 34
damage: 1d6 + 9 ⇒ (4) + 9 = 13

Yardra |

Bralman Fort: 1d20 + 8 ⇒ (9) + 8 = 17
Yardra fires a scorching ray spell at the blue otyugh.
Ranged touch 1: 1d20 + 8 ⇒ (10) + 8 = 18
fire: 4d6 ⇒ (1, 2, 6, 2) = 11
Ranged touch 2: 1d20 + 8 ⇒ (6) + 8 = 14
fire: 4d6 ⇒ (4, 1, 2, 4) = 11

Yardra |

Daimal will carve up the blue otyugh.
Bite: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus grab: 1d20 + 16 ⇒ (13) + 16 = 29
bite2: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 1d8 + 9 ⇒ (5) + 9 = 14 plus grab: 1d20 + 16 ⇒ (13) + 16 = 29
claw1: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 9 ⇒ (1) + 9 = 10
claw2: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 1d6 + 9 ⇒ (2) + 9 = 11
Bralman will charge the red Otyugh.
+1 Scythe: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
He unfortunately misses miserably.

Yardra |

Daimal fort: 1d20 + 8 ⇒ (4) + 8 = 12
Yardra will move up to Daimal and heal him with a cure serious wounds.
heal: 3d8 + 8 ⇒ (6, 2, 5) + 8 = 21
She will then say "Flank."
Daimal will then move up and bite the Otyugh, since he can't charge and can't move far enough to flank.
bite: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 1d8 + 9 ⇒ (2) + 9 = 11 plus grab: 1d20 + 16 ⇒ (12) + 16 = 28
Finally, Bralman will try to Acrobatics around the otyugh to get flanking...
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
... unfortunately he may be taking another AOO as he moves around. He'll then attack once more with his Scythe, this time from flanking.
+1 Scythe flanking: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
damage: 2d4 + 9 + 2d6 ⇒ (3, 1) + 9 + (3, 1) = 17
He will then study the otyugh as an Immediate action to get extra attack and damage next turn.

Yardra |

After searching this room for anything useful:
Perception Yardra: 1d20 + 1 ⇒ (15) + 1 = 16
Perception Bralman: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Daimal: 1d20 + 9 ⇒ (13) + 9 = 22
the adventurers head to the door to the west.

jooker |

The rooms looks mostly empty, save for the den of the Otyugh. It seems to simply be a pile of refuse until you spot a gleaming gem.
After you take some time to go through the pile of garbage you find:
28 pp, 324 gp, 406 sp, 2520 cp; Bloodstone (45 gp), Deep Blue Spinel (120 gp), Green Spinel (60 gp), Lapis Lazuli (11 gp), Opal (550 gp), Rock Quartz (11 gp), Smoky Quartz (60 gp); Masterwork Light Flail (308 gp); Scroll of Gust of Wind (cr, 150 gp), Wand of Vanish (50 chgs)

Yardra |

Packing up the random equipment and gems, we open the western door.

Yardra |

The group looks down the hallway to the south... if it's empty, they head to the north door.

Yardra |

Satisfied that they've explored that section of the dungeon, the intrepid adventurers go back a room and through the northmost door.

Yardra |

LOL OMG.
perception Yardra: 1d20 + 1 ⇒ (8) + 1 = 9
Perception Daimal: 1d20 + 9 ⇒ (4) + 9 = 13
perception Bralman: 1d20 + 9 ⇒ (10) + 9 = 19
Which knowledges should I roll?

Yardra |

Yardra first tries to determine if the wealth in front of her might be illusory. Knowledge(arcana): 1d20 + 4 ⇒ (19) + 4 = 23
She then consults her vast knowledge of religious texts to determine if any given god or goddess might be the benefactor of this bounty. knowledge(religion): 1d20 + 11 ⇒ (12) + 11 = 23
And then she tries to see if the wealth may have been transported from another plane. Knowledge(planes): 1d20 + 8 ⇒ (15) + 8 = 23
Meanwhile, Bralman is considering the pile of coin, to see if it looks unsteady or might be a danger at all. knowledge(engineering): 1d20 + 6 ⇒ (6) + 6 = 12

jooker |

Bralman think coins good fore take.
As far as you can tell, the coins seem to be nonmagical, and this does not seem to be a divine hoard.
Considering your location in the deep, you imagine this was likely magically generated (epic level magic like most of the rest in the randomly changing dungeon), but it could have been "summoned" from a vast hoard somewhere else.
More importantly, you have heard stories from adventurers coming out of the depths speaking of immeasurable treasure troves. This might just be one of those. Others, however speak of tricks and traps set to lure the greedy adventurer.
In general, you think this treasure may be legitimate but there is only one way to be sure.

Yardra |

"Bralman, sweetie. Can you go over to that pile and touch it please? I will be ready to heal you if something bad happens..."
Bralman walks over to the treasure hoard and touches it...
-Posted with Wayfinder

jooker |

As Bralman touches the coins, they shift and move. What was once a mointain of gold, silver and copper, now coalesces into 5 small piles. The piles of coins move as cohesive groups. There are still many coins and valuables in the center of the room, but the volume is greatly diminished.
surprise round
The closest pile flows into Bralman's space. Much to his surprise and dismay, the coins are actually small golden beetles.
damage: 1d6 ⇒ 6 + fort save needed.
The other piles form together and move towards Bralamn.
end surprise round
Initiative
Y: 1d20 + 2 ⇒ (10) + 2 = 12
B: 1d20 + 2 ⇒ (12) + 2 = 14
D: 1d20 + 2 ⇒ (20) + 2 = 22
gold: 1d20 ⇒ 17
silver: 1d20 ⇒ 18
red: 1d20 ⇒ 9
green: 1d20 ⇒ 2
blue: 1d20 ⇒ 3
Init: D, silver, gold, B, Y, red, blue, green

Yardra |

"Daimal, hold! Bralman, wait for my spell to take effect before you retreat!"
Yardra yells. Daimal will delay.

jooker |

The silver and gold swarms flow around the tiger and Yardra.
The silver swarms Bralman.
damage: 1d6 ⇒ 2
The gold swarms the tiger.
damage: 1d6 ⇒ 4
Then Yardra.
damage: 1d6 ⇒ 4
Everyone needs to make 2 fort saves each time they take damage. One vs disease, then one vs distraction. Bralman also needs to do his from the surprise round.
Bralman's turn next in init
Also, i role my atak role with my falcon. Ooh, 18 it crites!

Yardra |

Bralman Fort vs. disease: 1d20 + 8 ⇒ (11) + 8 = 19
Bralman Fort vs. nausea: 1d20 + 8 ⇒ (3) + 8 = 11
Bralman strains his mind to remember some details about creatures like these.
Kn.dungeoneering: 1d20 + 10 ⇒ (10) + 10 = 20
Specifically, he wants to know how fast the swarm can move.
He'll then move away from them, puking, and tell Yardra how fast they move.
Yardra Fort vs. disease: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea: 1d20 + 4 ⇒ (14) + 4 = 18
Assuming she passes the nausea check, Yardra moves back 15 feet and casts burning hands on the gold swarm.
burning hands: 5d4 ⇒ (1, 4, 2, 2, 4) = 13 <-Reflex DC 19, double damage.
"Daimal, to me!"
Daimal Fort vs. disease: 1d20 + 10 ⇒ (18) + 10 = 28
Daimal Fort vs. nausea: 1d20 + 10 ⇒ (18) + 10 = 28
Daimal tries to bite the bugs, then moves back to Yardra.
bite: 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d8 + 7 ⇒ (2) + 7 = 9

jooker |

Bralman is nauseated for 1 round. In between gags he mentions that he thinks the swarm is about as fast as a normal human.
The burning hands disperses the gold swarm.
Daimal gets a mouthful of fine insects, but makes no noticeable damage to the swarm.
Red moves up to Yardra and Bralman.
yardra: 1d6 ⇒ 3
bralman: 1d6 ⇒ 2
Blue moves up to Yardra and Daimal.
yardra: 1d6 ⇒ 3
daimal: 1d6 ⇒ 6
Blue moves up to Bralman and Daimal.
bralman: 1d6 ⇒ 6
daimal: 1d6 ⇒ 4
DC 20 distraction btw, and remember 2 for saves per time a creature is damaged

Yardra |

SO MANY FORT SAVES (I assume that last action is supposed to be done by green, yes?
Yardra Fort vs. disease red: 1d20 + 4 ⇒ (12) + 4 = 16
Yardra Fort vs. disease blue: 1d20 + 4 ⇒ (5) + 4 = 9
Yardra Fort vs. nausea red: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea blue: 1d20 + 4 ⇒ (18) + 4 = 22
Bralman Fort vs. disease red: 1d20 + 8 ⇒ (19) + 8 = 27
Bralman Fort vs. disease green: 1d20 + 8 ⇒ (17) + 8 = 25
Bralman Fort vs. nausea red: 1d20 + 8 ⇒ (5) + 8 = 13
Bralman Fort vs. nausea green: 1d20 + 8 ⇒ (9) + 8 = 17
Daimal Fort vs. disease blue: 1d20 + 10 ⇒ (15) + 10 = 25
Daimal Fort vs. disease green: 1d20 + 10 ⇒ (4) + 10 = 14
Daimal Fort vs. nausea blue: 1d20 + 10 ⇒ (12) + 10 = 22
Daimal Fort vs. nausea green: 1d20 + 10 ⇒ (13) + 10 = 23
Yardra fails the disease save against one of the swarms but is not nauseated. Bralman and Daimal make all of their saves.
"Bralman, move back! Daimal, heel!
Bralman double-moves out of the three swarms.
Yardra moves back a few feet, Daimal following her. She then casts another burning hands spell at the swarms, hitting all three of them.
burning hands: 5d4 ⇒ (3, 3, 4, 3, 4) = 17 <- Reflex DC 19 for half, double damage.

jooker |

red: 1d20 + 1 ⇒ (19) + 1 = 20
blue: 1d20 + 1 ⇒ (13) + 1 = 14
green: 1d20 + 1 ⇒ (14) + 1 = 15
Red is severely damaged, but still alive. The other 2 disperse.
I forgot to make the silver one go, I'll just say it delayed for some reason and acts now.
Silver moves up and attacks Daimal and Yardra.
Daimal: 1d6 ⇒ 1
Yardra: 1d6 ⇒ 5
Red moves up and attacks Daimal and Yardra.
Daimal: 1d6 ⇒ 5
Yardra: 1d6 ⇒ 4
Init: B, Y, D, silver, red