
DoubleGold |

Ellismus hits the Rust monster and the other two get fire on them.
reflex for splash dmg: 1d20 + 4 ⇒ (18) + 4 = 22
reflex for splash dmg 2: 1d20 + 4 ⇒ (13) + 4 = 17
reflex for fire catch: 1d20 + 4 ⇒ (8) + 4 = 12
reflex for fire catch 2: 1d20 + 4 ⇒ (15) + 4 = 19
reflex for fire catch 3: 1d20 + 4 ⇒ (5) + 4 = 9
They dodge the splash damage just a little.
The one that was hit and the 3rd one catch fire.
Brinn misses as it just moves to the right of his arrows.
stinking cloud is cast fort: 2 + 1d20 ⇒ 2 + (11) = 13
fort: 2 + 1d20 ⇒ 2 + (10) = 12
fort: 2 + 1d20 ⇒ 2 + (14) = 16
Jamilla: 1d2 ⇒ 1 1 is high init 11, 2 is low init 8
Jamilla is up

Jamila Pregen |

Jamila's eyes blaze as she steps forward. The fire extends out from her hands, blasting the rust monsters.
burning hands: 5d4 ⇒ (2, 3, 3, 2, 4) = 14
DC 18 Reflex for half

DoubleGold |

reflex for main one: 1d20 + 4 ⇒ (9) + 4 = 13
reflex for 2nd one: 4 + 1d20 ⇒ 4 + (11) = 15
reflex for 3rd one: 4 + 1d20 ⇒ 4 + (16) = 20
She kills off the main one, as the other two get out of the way just a little while catching the sides of them on fire. wow, these guys know how to dodge fire, they took 4 then they took 7. The third one did catch fire though.

DoubleGold |

As the two creatures are nauseated for a round, they move up to Jamilia. You are now in melee with two
Also, one is still on fire fire dmg: 1d6 ⇒ 5
Two hurt monsters left, JAFO is up, then round 2

JAFO's pregen alias |

umd for wand use: 1d20 + 11 ⇒ (18) + 11 = 29
Quinn aims a wand first at the rust monster that's not on fire.
ranged touch to hit with first ray: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
ranged touch to confirm crit: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 oh well
dmg if hits: 4d6 ⇒ (3, 5, 2, 1) = 11
Then at the other rust monster:
ranged touch to hit with 2nd ray: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5

DoubleGold |

Jafo kills a rust monster
okay monsters are nauseated for rounds: 1d4 + 1 ⇒ (1) + 1 = 2
And combat is over There's no way the heroes can't not kill that last monster before it gets unnauseated

DoubleGold |

Jamila finds nothing of interest. I'm going to give heroes a day to roleplay with each other, talk about what they've done then continue on. This will not count for time against you, you are still only 36 minutes in

JAFO's pregen alias |

"I'm fine... those were particularly nasty critters... especially to those wearing metal armor or wielding metal weapons. I'm glad they were defeated before they could consume anything essential. Shall we continue on?"

DoubleGold |

Heroes continue on past the dead rust monsters up to A10, there they see stagnant water and leech swarms up ahead in the stagnant deep water. The leach swarms are not going to attack, but you have to get rid of them to make it to A 11, or take damage crossing. Torches would be put out in an instant in stagnant deep water, stuff like fireball would clear them out however It all depends upon which spell slots you can spare.

DoubleGold |

Castien give me a intelligence check. Or if you have it, craft alchemy check to see if that item will hold up against the water and that the creatures will catch fire. Anyone else may as well.

JAFO's pregen alias |

craft alch: 1d20 + 16 ⇒ (6) + 16 = 22

![]() |

Craft Alchemy: 1d20 + 16 ⇒ (10) + 16 = 26

![]() |

Ellismus unloads alchemist fire into the pond from a distance:
Alchemist's Fire; ranged touch; Throw Anything feat; Point-Blank Shot feat: 1d20 + 7 ⇒ (14) + 7 = 21 for dmg: 1d6 + 6 ⇒ (1) + 6 = 7 fire damage (plus 50% of that damage again since AoEs deal 50% more damage to a swarm)

DoubleGold |

The swarm is not smart enough to put out the fire so it takes an additional 1d6 per round on fire. dmg: 2d6 ⇒ (5, 2) = 7 Swarm took 7+3(50%)+7 dmg for a total of 17
An alchemists fire is thrown and it catches the leeches on fire, but on the bottom ones, as the leeches are piled upon pile, spread out and stack. leaving many of them untouched, then fire burns out in the water as the leech swarm isn't smart enough to put it out or dive in the water. Leech swarm has a ton of HP

![]() |

I have 15 flasks left... let me know how much it's gonna cost me! ;)

DoubleGold |

dmg: 3d6 + 6 + 3 ⇒ (4, 4, 5) + 6 + 3 = 22 +50% of first d6, add +3 to give the 50% modifier.
2 total Alchemist flash and one burning hands later the swarm is dead. Burnt dead leeches turned to mush. You would have to roll a 1 to not hit the square you are aiming at with the flask. Okay heros forward?

![]() |

Ok thanks I will take them off my gear

JAFO's pregen alias |

"Perhaps not appetizing, but when game is scarce, protein is protein!" Quinn moves on with the others.

DoubleGold |

Heroes continue on south and reach A2. I think I overcalculated the time it would take to travel between pipes, so we are back to 35 minutes
Heroes must move forward. perception check 25 and disable device 15 to proceed, this is the last A2 trap in the thing.

![]() |

Assisting Quinn:
perception: 1d20 + 8 ⇒ (7) + 8 = 15
disable device: 1d20 + 10 ⇒ (4) + 10 = 14

JAFO's pregen alias |

perception dc 25: 1d20 + 16 ⇒ (18) + 16 = 34 + addl 3 for traps
disable dc 15: 1d20 + 16 ⇒ (2) + 16 = 18

DoubleGold |

As the heroes move further south they encounter Zahrah at A12 Ah, you've come, I will not let you free the slaves, our slaves. I am in charge of this operation
Zahrah is a female human inquistor and is 15 feet from our front liner.
init: 7 + 1d20 ⇒ 7 + (1) = 8 Zahrah
init: 2 + 1d20 ⇒ 2 + (18) = 20 Jamila
init: 1 + 1d20 ⇒ 1 + (17) = 18 Jafo
init: 5 + 1d20 ⇒ 5 + (7) = 12 Ellismus
init: 7 + 1d20 ⇒ 7 + (5) = 12 Castien
init: 2 + 1d20 ⇒ 2 + (4) = 6 brinn

![]() |

Castien lets two arrows fly.
Full-round action: Attack Zahrah
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
Damage (+1 Composite Longbow (+2 Str), Point Blank Shot, Flame Arrow): 1d8 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (6) = 13
Attack (+1 Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot): 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Damage (+1 Composite Longbow (+2 Str), Point Blank Shot, Flame Arrow): 1d8 + 3 + 1 + 1d6 ⇒ (1) + 3 + 1 + (1) = 6

Jamila Pregen |

Jamila creates a ray of searing light which she aims at the inquisitor.
Casting searing light.
ranged touch: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 3d8 ⇒ (8, 1, 2) = 11

![]() |

Alchemist Explosive Precise Bomb; ranged touch: 1d20 + 11 ⇒ (19) + 11 = 30 for dmg: 3d6 + 6 ⇒ (6, 4, 4) + 6 = 20
--> if a hit, the target also catches fire and takes an additional 1d6 fire damage per round on her turn until extinguished. Extinguishing the flames is a full-round action that requires a DC 17 Reflex save.

DoubleGold |
1 person marked this as a favorite. |

With all your efforts you kill her. She would have been a little tougher if she knew you were coming, but none of you trigggered any of her alarms or traps.
On her is a potion of bears endurance, a potion of cure moderat wounds, 3 foaming powders, 2 smokesticks, a tanglefoot bag, a +1 living steel agile breastplate, a +1 falchion, and a repeating light crossbow with 20 bolts and 101 gold. Of course you would need detect magic to know here weapons are magical however.
She has a religous symbol, dc 20 to id it. Tommorrow we move onto part B, you completed this part in under an hour, so no random enounters.

Jamila Pregen |

I have spellcraft +10 for those identifications. It's not spellcraft for the symbol right?
knowledge (religion): 1d20 + 4 ⇒ (14) + 4 = 18
"Who can put this fine weapon and armor to good use?"

JAFO's pregen alias |

"Not me... though I'm sure someone will be able to use them, and that crossbow as well.. Perhaps I could use that?"

DoubleGold |

B1: The Cistern
This dry, cavernous cistern is built from pale bricks and mortar.
A forest of columns stretches over thirty feet upward and meets
a complex series of arches that crisscrosses the ceiling. Scattered
iron barrels burn brightly, giving off the stench of dried dung. At
the far corner of the cistern, clumsily stacked piles of excavated
stone surround a coiled stairwell hewn into the bedrock.
This is a large room, you are coming from a hallway, and the line can be two wide. Who's in front? Also combat. Place yourself in the hallway on the right. There are plenty of columns in this room, not big enough to hinder any movement but enough of them to give all ranged attacks further than 30 feet hard cover and any attacks beyond 15 feet soft cover. Ranged people would like to get 15 feet or closer to avoid penalties.
init: 2 + 1d20 ⇒ 2 + (8) = 10 Brinn
init: 1 + 1d20 ⇒ 1 + (3) = 4 Jafo
init: 2 + 1d20 ⇒ 2 + (5) = 7 Jamilia
init: 7 + 1d20 ⇒ 7 + (15) = 22 Castien
init: 5 + 1d20 ⇒ 5 + (18) = 23 Ellismus
init: 2 + 1d20 ⇒ 2 + (4) = 6 Gnoll Brutes
init: 3 + 1d20 ⇒ 3 + (17) = 20 cocktrice
If you have trouble placing yourself, just tell me if you'd be front or back or if you are trailing behind
Castien and Ellismus are up

![]() |

Ellismus drinks an extract of invisibility and moves 30 feet towards the bad guys

![]() |

Castien casts a spell and clambers up the wall towards the ceiling.
Standard action: Cast spider climb
Move action: Move into the room and 20' up the wall

DoubleGold |

The cocktrice is ordered to fly to Castien bite: 9 + 1d20 ⇒ 9 + (20) = 29
Then it has to land back down with its poor flying skills thus provoking from castien as it does. Rest of the heroes are up, except Jafo who is dead last.
crit: 9 + 1d20 ⇒ 9 + (9) = 18
Castien takes dmg: 1d4 - 2 ⇒ (2) - 2 = 0 and must make a con save dc 12 or take dexterity dmg: 1d4 ⇒ 3

DoubleGold |

Shocking grasp is a cantrip, anyway, that could have made the enemies die faster.
Jamilia is up
Castien gets an aoo

Jamila Pregen |

Jamila enters the room and flings a fireball at the gnolls near the stairs. "You take care of that creature! I'll hold them off."
I'm within 30'. Not sure how the soft cover would apply here.
fire damage: 7d6 ⇒ (5, 3, 3, 6, 1, 2, 4) = 24
Reflex DC 20 for half damage