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There actually multiple different concealment and cover circumstances going on right now. So, in relation to each person individually, visibility is only 20ft max. Period. This is from the ambient fog. In addition, because of the dim light, from the area, anything between 10ft-15ft away has 20% Miss chance. Darkvision will help here, BUT, you are still limited to 20ft visibility. Finally, the thick jungle (the trees on the map) provide Total Cover (you have no line of sight or effect) if it blocks. Everything outside of 20ft has Total Concealment, and is essentially invisible. Does that help?

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Does the crippled barbarian also get effected by the channel?

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Night Hunter approaches the fight, not accepting any offer of rage, and waits for a chance to get in closer... he carries a net dangling from one hand and the other hand is empty.

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Wasn't going to do it more than that one. Just trying to get a bit more attention away from Carrick.

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Im ok with a retcon action if needed. Different folks have different views on PvP, which isnt allowed in PFS.

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For the record I'm ok, with the PvP damage; no need to retcon on my account.

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Does the crippled barbarian also get effected by the channel?
You are not really sure, based on what you see happen almost directly afterwards. :P However, you do notice that he doen't flinch, move, or seem to react to it in any way, good or bad.
For the record I'm ok, with the PvP damage; no need to retcon on my account.
Ok, no worries. Just for the record, had he rolled much better, this early on, he very well may have put them all down.
ROUND 2
Glexit ()
Hikari ()
Captain Omar ()
Carrick (-11)
Barbarian 1 <green> (-2)
Barbarian 2 <pink> ()
Barbarian 3 <blue> ()
Barbarian 5 <purple> (-1)
Brunhilde (-2)
Oret ()
Night ()
Crippled Barbarian <red> ()

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Hikari moves forward towards the sounds of the battle, and as soon as he can see the combatants, he let's fly his arrow. at green Unfortunately, the shadows play tricks on his eyes and the arrow misses.
PBS, Divine Favor
bow: 1d20 + 6 + 1 + 2 ⇒ (7) + 6 + 1 + 2 = 16 miss chance: 1d100 ⇒ 18

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Chanting all the way, Omar will move, drawing his greatsword, and join the stalwart paladin on the front line.
♪♫♪♫ Fight the good fight every moment
Every minute of this day
Fight the good fight every moment
Make it worth the price we pay
♪♫
Double move, but rage still active

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Ranged Touch: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d3 ⇒ 1
Glexit moves forward to to get a clean shot and unleashes a Ray of Frost at the nearest Barbarian Barbarian 5 .
"I see you are a little warm. Have some frost."

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As his fellow pathfinders close in, Carrick attacks the warrior in front of him (pink).
MWk. Longsword + Raging Song v. Pink: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage + Song: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Then quickly stowing his shield, Carrick use the free hand to bring forth Iomedae's healing power.
Move stow quickdraw shield, swift lay on hands
Lay on Hands: 1d6 ⇒ 1
AC currently 17

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Thanks gang for the help; no need to stow the shield so AC is 19. If ok with GM. HP are at 15(12)/25(22).

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A bit exhausted tonight, so I'll update tomorrow. Sorry for the delay.

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Glexit calls on a minor blast of arctic arcana to slash at one of the assembled warriors, but does little. From the other side of the battle, Hikari unleashes an arrow, though it flies wide and nearly guts Carrick.
Omar moves in closer, staying near his allies and continues to boost the moral, while Carrick quickly heals himself and then attacks the foe before him, slamming his sharp lade deep into the savage's gut, but despite his entrails and life-giving blood seeping all over the battlefield, he simply holds his abdomen and continues one.
Bite vs Carrick (AC 19): 1d20 + 4 ⇒ (15) + 4 = 19 <HIT>
Damage: 1d6 + 4 ⇒ (5) + 4 = 9 plus cannibalistic vitality
Club vs Carrick (AC 19): 1d20 - 1 ⇒ (12) - 1 = 11 <miss>
Bite vs Carrick (AC 19): 1d20 + 4 ⇒ (10) + 4 = 14 <miss>
Club vs Carrick (AC 19): 1d20 - 1 ⇒ (14) - 1 = 13 <miss>
Bite vs Omar (AC 17): 1d20 + 4 ⇒ (11) + 4 = 15 <miss>
Club vs Omar (AC 17): 1d20 - 1 ⇒ (6) - 1 = 5 <miss>
Bite vs Omar (AC 17): 1d20 + 4 ⇒ (3) + 4 = 7 <miss>
Club vs Omar (AC 17): 1d20 - 1 ⇒ (10) - 1 = 9 <miss>
While one of the barbarians manages to do little more than distract Carrick, the other near him manages to sink his teeth in, taking another solid chunk from the priest's flesh, (and loosing a few teeth to his armor for his trouble). Despite his wounds, this seems to egg him on to fight even harder.
ROUND 3
Oret ()
Night ()
Glexit ()
Hikari ()
Omar ()
Carrick (-19)
Barbarian 1 (-1)
Barbarian 2 (-9)
Barbarian 3 ()
Barbarian 5 (-2)
Brunhilde (-2)

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Could someone help me update the map? Taking a five foot step next to barbarian 1.
Oret figuring out his first strategy didn't work, decides to go in for the melee. He draws his morningstar, delivers a channel of energy into his weapon and swings it right at the barbarian.
Move action to draw weapon, 5 ft step, swift action to channel smite to weapon, and standard action to attack barb 1.
Morningstar: 1d20 + 4 ⇒ (7) + 4 = 11
dmg,channel smite d6: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9DC11 Will to half smite dmg only.

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Omar will hack with his greatsword, trying to drop one of the barbarians (#5).
♪♫♪♫ ♪♫ It is a glorious day to die. Even better them than us, I cannot lie!♪♫♪♫ ♪♫
MW greatsword, rage : 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for dmg, rage : 2d6 + 4 + 2 ⇒ (4, 4) + 4 + 2 = 14
He continues his raging war-chant to inspire himself and his allies a bit longer.

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Night Hunter ignores the net dangling from one hand and smashes the foe he's flanking with Brunhilde with his elbow and a foot...
to hit: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
dmg if hits: 1d4 ⇒ 4
to hit: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
dmg if hits: 1d4 ⇒ 2
really? sigh

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Unleash your power. Show them the fire burning within you.
Stop holding back. Yes, it's time.
Glexit seems to be concentrating deeply then comes to life. He moves slightly as to get a better shot.
"You wish to see my power? Then you shall."
Glexit waves his hands in front of him. His eyes glow as if someone has set fire behind them. "I hope you like these missiles."Glexit casts magic missiles. As he casts small projectiles leave his fingertips.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Can target up to five creatures. Not sure if my line of sight is effected with someone in front of me. Target whatever creatures I can hit from where I am.

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Surrounded by the thick fog, Hikari circles around the combatants, looking for a clear shot. He nearly stumbles upon the near-comatose bloody barbarian lying on the ground but seeing the state he's in, ignores him for now to concentrate on the ones fighting. He quickly nocks another arrow and fires it at the barbarian garbed in blue. #3
PBS, Divine Favor
bow: 1d20 + 6 + 1 + 2 ⇒ (8) + 6 + 1 + 2 = 17 miss chance: 1d100 ⇒ 29 dmg: 1d8 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8

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Brunhilde doesn't like men who bite and so she smashes the feeble barbarians around like they were flies cluttering them into the trees in a frenzy of blood and bone.
Attack 2 Rage Favored Enemy1d20 + 10 ⇒ (19) + 10 = 29 Damage 1d6 + 10 ⇒ (4) + 10 = 14
Armor spikes Attack vs. 3 Rage Favored Enemy1d20 + 10 ⇒ (10) + 10 = 20 Damage 1d6 + 7 ⇒ (3) + 7 = 10
Brunhilde attacks number 3 and will then attempt a free action bull rush thanks to shield slam(CMB 31) assuming that beats it's CMD by 10 or more so she will push him 15 feet and move along then also bull rushing 2 and 5 into the trees. So I think they should all end up prone (read shield slam below) unless their CMD is higher than 31-4 or 31-8. Also when bull rushing 2 I will make my swift action armor spikes attack against that one. Kinde cool tbh...never had enemies line up like that for me :)
http://www.d20pfsrd.com/feats/combat-feats/shield-slam-combat---final
http://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush

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Badly wounded, Carrick attempts a swing at one of the cannibals, flanking with Oret.
MWk. Longsword + Raging Song v. Greem: 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
Damage + Song: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Then retreats back and heals himself once more. 5' step
Lay on Hands: 1d6 ⇒ 1

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With your superior tactics and a good deal of luck obviously on your side, the remaining barbarians fall with relative ease. Once the battle has concluded and you have a little time to rest and examine the immediate area, you find that the single remaining warrior, laying nearly motionless on a makeshift liter doesn't react to your presence at all. Neither fear nor surprise crosses it's face though bloody fluid seems to seep from his eyes and mouth.
From the bodies you find half a dozen small metaline trinkets, likely things the kuru collected from deeper in Sevenfingers’s tomb or things that might have slipped from an explorer’s pack years ago. Each bauble is a fanciful hand-sized shape of twisted precious metal worth 75 gp to a collector.
Nothing you do seems to cause the last barbarian to move, react, or even look at you, including violence, and as far as you can tell, he may very well be brain dead, or close to it.
You also have a safe chance to heal up right here before moving on.
Not far away, while wandering around in the fog, you stumble upon a grizzly sight. Skewered here by a crudely carved post is a gruesome scarecrow constructed of tree branches, jungle vines, and bloodstained human bones. The skull-headed effigy accusingly points a bony arm down the trail leading west.
Following the trail, you come upon an unnervingly open clearing, and the combination of darkness, fog, and perhaps a bit of your own imaginations lead you to feel very alone, lost, and like you are being watched. In the center of this clearing stands a large standing stone, about five feet in diameter and twelve feet tall. Carved into the dark stone are dozens of leering one-eyed humanoid faces, their mouths agape as if preparing to appease some unspeakable hunger.
Just beyond, a crack in the earth splits the ground, most of it covered by thick weeds and the roots of a huge strangler fig tree. There are several gaps between the roots through which an adventurer might squeeze. Below the tangled roots is a deep shaft that descends into the gloom.
. . . Welcome to the Hall of the Flesh Eaters.

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Omar stops his raging song as the last of the non-not-dead barbarians falls.
We have achieved a glorious victory! Who is this non-moving barbarian though?
He bends to study the body.
spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
bardic kn:religion: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
But with no luck on either.

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Night Hunter checks the seemingly comatose barbarian, trying to ascertain his condition and stabilize him if he's still alive.
heal check on barbarian: 1d20 + 3 ⇒ (13) + 3 = 16
"I don't know who he is, but he doesn't look so good... it's hard to tell on humans though."
Down the trail, he looks at the standing stone and shrugs, lacking the requisite skills and abilities to tell much about it. It's just a big carved rock to him.

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Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20
Glexit casts Detect magic in hopes of getting some useful information.
"There is something evil, and dark about that monument. I feel as though it doesn't work anymore, not like its intended to. There is something Dealing with the dead. There is definitely something necromancing about it. We are in the right place."

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kn. Religion: 20 + 4 = 24
After the battle has ended, Oret apologises for any poor decision he made during battle and offers his services of healing from his wand if the party requires it.
He is unnerved by what he sees, but he is disgusted at the sight of it."This place, so lawless, I'm unable to apprehend the destruction it caused.."He also points out what he knows of odd looking monument." I believe this used to be a sacrificial alter of some sort, I cannot be sure, but those markings are clear to be of an ancient Cyclops pantheon."
As he approaches the entrance, he takes no risk and draws his weapons and shield, and keeps it on him at all times. Ready for what dangers may lie beyond yonder path.

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Well this is rather gruesome... Brunhilde remarks seemingly unimpressed by the place as she moves in to investigate the fig tree and it's roots.
perception: 1d20 + 8 ⇒ (14) + 8 = 22
So who's first?

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Hikari calls upon his connection to Shizuru and scans the area.
"I agree, Glexit. The whole area is filled with a sense of evil. Be on your guard."
GM, Hikari has the detect alignment ability, and would be constantly be scanning the area for evil and chaos.

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As the battle ends, Carrick draws out his healing wand and begins to mend his wounds, surprised by how much a bite can hurt.
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW: 1d8 + 1 ⇒ (6) + 1 = 7
As they discover the hole leading into the tomb, Carrick illuminates his Shinning Wayfinder, dropping to his stomach, he maneuvers so he can get his head and arms into the hole. Using the light from the Wayfinder and his elven low light vision, he looks around in the dark for what's beneath.

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Night Hunter checks the seemingly comatose barbarian, trying to ascertain his condition and stabilize him if he's still alive.
[dice=heal check on barbarian]1d20+3
He seems completely unresponsive, though you can see he is still alive. Small bits of blood seem to leak from his eyes, nose, and mouth, but you are not sure if it was from Oret's link to the Plane of Negative Energy,. . . or from something else. No matter what you do, he does not even seem aware of you. He does not react to pain, does not defend himself, and offers not even a sound.
seemingly unimpressed by the place as she moves in to investigate the fig tree and it's roots.
[dice=perception]1d20+8
Despite your bravado, you would swear you saw a set of glowing green eyes watching you as you approached, but as you get closer, see no trace of anything. At least not a living or physical one. . .
GM, Hikari has the detect alignment ability, and would be constantly be scanning the area for evil and chaos.
The sheer amount of both evil and chaos around you, permeating nearly everything is giving you a headache.
Assuming you go down, (there isn't really anything else above ground for you). . .
The thirty-foot-long, root-covered crack extends deep into the Gloomspire. Numerous gnarled tree roots creep down the sides of the haft, a few of them hanging almost to the muddy floor. Dozens of shallow niches are set at irregular intervals down each of the four walls of the shaft. Though some are empty, most of the recesses hold squat, four-foot-tall stone idols of leering, horned fiends.
The shaft extends 30 feet down before reaching the 10-foot ceiling of the room below. The floor is covered with a 6-inch layer of mud, rainwater, and a few shards of broken statuary, making it difficult terrain. The strangler fig roots that drop down into the shaft extend only a negligible distance past the ceiling, ending 10 feet from the floor. Though saturated with rainwater, the roots are scalable.
However, before actually leaving the shaft to drop into the room just below, you may have a chance to notice. . .
A few small notes. First, you are currently still in the shaft leading down into the room, (so not technically on the map yet). Oh, PS, there is a new map. Secondly, it's getting a lot darker down here. What sorts of Light Sources does the Party have. And lastly, can I have everyone place their character within the room in a sort of marching order, (even though you are not actually in the room just yet). Also, just a heads up, if there is something to find/spot/notice, I'll let you know, like with the spoiler above. Im assuming that everyone is walking around smartly, checking doors, searching for traps, etc. . . If there is no check, lets all assume you checked and there was nothing to find. In other words, no need to make checks constantly.

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perception: 1d20 + 9 ⇒ (11) + 9 = 20
"Hmmm... Disturbing any of the idols below this point will cause several of them to fall and strike anyone below... be careful"
NH has darkvision
Night HUnter begins the climb down, careful not to disturb any of the trap trigger idols.
climb speed 20

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Anyone a sure climber?
Better safe than sorry Carrick says as he draws out his silk rope from his pack. Securing the line around his waist, he hands the rope to the others.
I'll go first. Carrick starts into the hole, making use of the niches occasionally, but primarily relying on the rope and the strength of his fellow pathfinders.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Thanks Night Hunter, I'll avoid touching the lower statues.
As he gets to the lower section, Carrick will be extra careful not touch anything.

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Does this mean that Carrick is hopping on down into the room?
dun-dun-dunnnnn

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Carrick avoids the statues and lowers himself down to the floor below. Upon reaching the bottom he activate his shinning wayfinder to illuminate the room. Assuming he is not immediately jumped he'll untie it and send up the rope for the next member to use. Half elf so also low-light vision

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Omar calls down to the paladin.
I've got your back, Carrick. Right behind you, brother.
Omar sheathes his greatsword, and will check the rope tether once Carrick reaches bottom and then begins his decent, avoiding the noted trapped tokens.

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Oret watches on silently to see what unfolds as the Paladin descends into the darkness. He lines up and will be third in line to descend from the rope.

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actually night hunter went down before Carrick.. but that's okay

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Ye boys are well aware that it's propper behaviour to let a lady go first... the Ulfen maid snorts as the men around her seem keen to impress with their acrobatic displays. She pushes aside both Omar and Night Hunter because they are smaller and weaker than her and climbs down after Carrick.
Climb 1d20 + 8 ⇒ (18) + 8 = 26
On the rope she calls up to the dimwits and weaklings.
Make some magic light down there will ye?
when in doubt let the Tanks go first...

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Hikari assists the rest of the party to descend. Going last, he secures the rope to a tree trunk before descending himself.
Climb take 10 for 12.

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Omar will heft his long weapon and fall into the second rank behind the tanks.
He will tap his wayfinder and activate the light.
"Now lets see what we are dealing with down here"

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I apologize for my absence. Work his been pretty hard and long recently, and I'm pretty exhausted when I get off.
As far as going down, the point was that something happens before actually entering the room, which is why I was trying to clarify who was actually going in, vs being in the shaft still.
As Brunhilde, Night Hunter, Omar, Oret, and Carrick all descend into the dark room below, a small click can be heard, and for those still up within the shaft, you notice the very smallest of reactions among some of the roots right about you, as they seem to both retract just the tiniest bit, but also, for only a second or so, glow with a dark purplish energy.
Suddenly, many of the small idols around the base of the shaft and along the walls of the room below begin to fly, fall, or otherwise fling themselves about. Only Oret, perhaps because the stone idols are reticent to harm one of their own, is spared from taking what essentially amounts to a boulder to the face as they make their way down. Unfortunately, it also knocks both Brunhilde and Carrick from the rope, (or similar natural handholds) as they descend, sending them very loudly tumbling to the botttom, in pitch darkness.
Because of the circumstances, I'm assuming Flat-Footed AC here with no Shields, (as it is happening during the climb). Let me know if the numbers for that AC below are incorrect, (if it matters).
Attack vs Brunhilde (AC 16*): 1d20 + 10 ⇒ (9) + 10 = 19 <HIT>
Attack vs Carrick (AC 15): 1d20 + 10 ⇒ (16) + 10 = 26 <HIT>
Attack vs Night Hunter (AC 14): 1d20 + 10 ⇒ (18) + 10 = 28 <HIT>
Attack vs Omar (AC 14): 1d20 + 10 ⇒ (19) + 10 = 29 <HIT>
Attack vs Oret(AC 17): 1d20 + 10 ⇒ (3) + 10 = 13 <miss>
-
Refl (Brunhilde): 1d20 + 5 ⇒ (12) + 5 = 17
Refl (Carrick): 1d20 + 6 ⇒ (10) + 6 = 16
Refl (Omar): 1d20 + 4 ⇒ (20) + 4 = 24
Damage (Brunhilde, Carrick, Night Hunter, and Omar): 1d6 ⇒ 3
Non-Lethal Damage (Brunhilde & Carrick): 1d6 ⇒ 6
Nothing happens immediately, so take your time healing up if needed. Remember, magical healing also cures an equal amount of Non-Lethal Damage, although I'm not sure if Infernal Healing (Fast Healing) does this.
After that, there is no difficulty reaching the bottom for others, and with a few light sources, you can see, at least somewhat. though you all begin to feel an odd sense of hunger as you enter the dark dungeon. There is little else of interest in the room, save for a single doorway that leads to a short hallway, and yet another doorway.
Opening it, you are instantly overcome with the sickly sweet smell of rotting meat fills this perfectly square, low-ceilinged chamber. The east wall features a large bas-relief carving portraying a wide-eyed hag devouring her own hands. All around the room are the rotting corpses of different barbarians, similar to the ones you encountered recently. At the far side of the room, is yet another door.
Also, can I get a Will Save from everyone. It's for something coming up shortly, not something going on right now. Please also note if you have any bonuses against Sleep, (but do not include them in the roll, as it may not apply). <That is, your save may not be a Sleep Effect>

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will save for later: 1d20 + 6 ⇒ (10) + 6 = 16
Night Hunter hops lightly down after the others fall, and rubs the bruise forming where the idol hit him. "Ow."
perception dc 27: 1d20 + 9 ⇒ (9) + 9 = 18
Night Hunter looks up at Hikari with some confusion... "What's that you said? Are you alright?"

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Omar shrugs off the pain and will tap himself with a cure wand
Clw : 1d8 + 1 ⇒ (2) + 1 = 3
"That was exciting. " he quips.
Perception : 1d20 + 6 ⇒ (2) + 6 = 8 as he searches as they advance
Will save : 1d20 + 4 ⇒ (18) + 4 = 22 immune to sleep +2 vs ENC, +4 vs SONIC.

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Wil1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18versus mind affecting
Perception1d20 + 8 ⇒ (17) + 8 = 25
Cast Infernal Healing from wand and get my shield up.
Brunhilde straightens herself and wipes of some dust...then she nonchalantly draws forth a wand applies some evil healing and stows it away again.