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I do need you guys to make sure tgat your updating ypu posistion on the map please.
Slithren you see that this piller is armed with blunt arrows and it does look active.
As you guys have the door open the piller starts to make a wherring noise and starts to turn.
Round 1
Slithren
Bela
Ander
Yumna
Qaji
Piller
not a offical order everyone gets a action before the piller.

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"Get into cover!"
Bela will remain inside the hallway, far away from those arrows.

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I'm not sure what you mean by update. I did post my info In discussion thread and waiting to find out what the next step is...Do I make a post? Or is there some other step to take before that? I'm pretty new to PFS GM expectations.

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Rishh cautiously apprloaches the doorand examines it for some type of release...He also tries to gauge how easily it can be forced open or destroyed/kicked in etc...
Perception Check: 1d20 + 8 ⇒ (12) + 8 = 20

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Rishh steps back to the corner and tries to force the door open with the non-weapon end of his polearm.
Before starting,
"He calls out to the captive on the other side.."Be wary of the door...I breaksssss itsssssesss!"

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ander iv moved you up to slithren.
as ander walks into the room slitheren drops to the deck(floor) just as the piller fires its first round of arrows.
atk vs. slithren: 1d20 + 10 ⇒ (2) + 10 = 12
which fly right over the back of his head.
atk vs. ander: 1d20 + 10 ⇒ (11) + 10 = 21
arrows fired: 1d4 ⇒ 3
NL damage: 1d8 + 1d8 + 1d8 ⇒ (5) + (8) + (8) = 21
everyone is up

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Rishh decides to remove the door from its hinges, and to use it as a full-body shield as he walks through the doorway and into the room. He does not open the door during this process.
He hopes that any additional arrows will fly into the door instead of him...

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Bela blinks at Yumna, unsure whether commenting on the situation is wise.

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While Rishh runs off into the dungeon, Yumna opens the door and releases a wave of light.
Channel Positive for Healing: 1d6 ⇒ 5
If you are non-Good, you are dazzled for 1 round.
Ander, this heals essentially double: 5 points of lethal and 5 points of non-lethal.

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Excess NL damage beyond total HP does lethal damage. So 21 NL on a 14 HP character is 14 NL and 7 lethal. Healing 5 results in 9 NL and 2 Lethal (and back to fully functional consciousness).

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Having seen the trap in action, Rishh reasons that it must be mechanical and may have finite ammo.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
If it seems safe for all, Rishh will attempt to deplete the trap of its supply of arrows provided its obvious to him how to activate it.
If Rishh "can" determine that the trap is magical and unlimited by its supply of arrows, then he will not activate...
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14

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"Did it stop firing arrows? Oh fantastic, it stopped firing arrows! Good job, fantastic! Now .. is the room safe to enter, eheh?"

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Good job....thise arrows hurt...might have bruised some ribs....lovely!Ander says painfully between wracked breaths. He concentrates for a second and sends forth a wave of healing energy.
channel: 1d6 + 1 ⇒ (1) + 1 = 2+1from my trait fyi

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Rishh lowers the tower shield and lets the clumsy thing fall from his arm...
He looks over at the rat armed with some sort of mechanical device and replies
"Nicely done..."
"I'm Rishh....Undead hunter of Ustalav"
"I noted a ssssslightly ajar door and a path of destruction...I followed it sssssince my prey appearssss here..."
Rishh suddenly closes his stinking hole when he remembers the parting words of his family.
Ones words are no better than silence...
Rishh carefully explores the room for any further dangers at the request of the Wizard, and will give the all clear if warranted.
Perception Check: Take 10 = 10 + 8 = 18

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Ander touches his side and winces in pain.
Still a bit tender....let's see. Oh Gracious Sarenrae, ease my pain with your touch. he incants as he concentrates on his wound.
clw: 1d8 + 1 ⇒ (8) + 1 = 96/7 channels left, clw spell used-swapped bless

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So there's a passage (?) to the west and a door to the south. With me having dropped in halfway through, have you guys done/explored the southern part? Wherever you decide going, Bela will follow, just trying to keep things in motion :)

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when yall are ready here is the discription of the next room
At the bottom of the stairs is a circular chamber with three
passageways leading from it. In the center is a small stone
pedestal. The sound of dripping water can be heard coming
from the eastern passageway, while the stench of rot emanates
from the west.
map updated

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"Oh my! If my nose doesn't betray me, we can surely expect something rotten - and perhaps shambling! - to the west. Fear not, for if it shambles in the way ye ordinary undead would, I am here!"
So: left, ahead or to the right. I say we check what's ahead first before moving on since we got a descriptor for left and right (I think?). As always, Bela will follow whoever is up ahead so that things don't crawl to a halt.