
Aleithea del Sol |

Aleithea cries out in pain when the cat tears apart most of her left side. While pinned beneath the monster, and with few options presenting themselves, she sighs heavily. There appears to be but one option.
She takes a deep breath and angrily swings her morningstar at the feline's gaping maw.
Oh, please...Oh, please...Oh, please hit!
Morningstar Attack: 1d20 - 1 ⇒ (5) - 1 = 4
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

GM Espri |

The great cat notices Hawkwing after narrowly dodging his sword. He drops Aleithea from his mouth and lunges toward fighter. Maqej also finds himself in the way of a claw.
Claw (Ar): 1d20 + 7 ⇒ (12) + 7 = 191d4 + 5 ⇒ (4) + 5 = 9
Claw (Ma): 1d20 + 7 ⇒ (17) + 7 = 241d4 + 5 ⇒ (1) + 5 = 6
The cat's teeth and claw clang into Hawkwing's armor, but don't seem to be able to pierce it. But the final claw slashes out towards Maqej, who doesn't dodge in time.
Maqej takes 6 damage.
Round 2
Feline
>>Thom
Timur
Nya
Maqej
Aleithea
Hawkwing

Thom Merrilin |

Seems like we need some inspiration
Thom begins bolstering the groups resolve with tales of heroics while also preparing another dagger for action.
HP:10/10
Free Action: 5ft step to 44AA
Move Action: Draw a 2nd dagger
Std Action: Begin Inspire Courage+1 (audible components)
Everyone who can hear me (which should be everyone right now) gains a +1 bonus on saves against charm and fear effects. More importantly you also get a +1 on all attack and damage rolls. Make sure to add it to your stuff

Timur Lenk |

Slightly off tune and largely off key, Timur joins in his own version of Thom's song,
'There once was a bomb form Madrid,
Who had a wife and three kids,
But then one day,
When a cat came to play,
The brave, small bomb blew his lid.'
HP:9/9
Std Act:Throw bomb (3 pf 6)
1d20 + 7 ⇒ (12) + 7 = 191d6 + 8 ⇒ (6) + 8 = 14
Move Act:Cower

GM Espri |

Inspired more by his own clever lyrics than Thom's tale, Timur lobs another bomb at the cat, this time connecting directly with his face. Fire explodes all around, and the cat hisses in rage, confused as to wear the bomb came from. Charred fur all around the cat reveal it to be in bad shape, close to death.
Round 2
Feline
Thom
Timur
>>Nya
Maqej
Aleithea
Hawkwing

GM Espri |

Maqej - Kevin |

HP = 5/11
"Man, I really wanna kill this thing!" exclaims Maqej as he takes a small step back and points at the feline.
5-foot step back to AB49.
Cast Elemental Ray. Ranged touch attack. Fire damage. 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 101d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

GM Espri |

GM Espri |

Aleithea's swing misses the cat badly, further confirming that her and her party seem completely incapable of dealing damage and raising the question of why they are in a dungeon in the first place.
Technically standing would provoke an attack of opportunity, but also technically being released from a grapple doesn't make you prone, so we'll just go with it.

Patrissa Vrakes |

"Stay back, I'll bring it down!" yells Hawkwing, moving back to better protect his allies. He swings his sword, slicing through the flesh of the giant feline, which lets out a pained moan as it falls to the dungeon floor, it's life flooding away.
Free: Five-foot step to AA48
Standard: Attack the stupid, big cat 1d20 + 5 ⇒ (17) + 5 = 221d8 + 4 ⇒ (6) + 4 = 10
"Victory!" yells Hawkwing as he thrusts his blade into the cat one last time.
End Initiative. That wasn't the most deadly thing on this floor, but it certainly wasn't the least.

GM Espri |

Feel free to now peruse the room at your leisure, assuming nothing else springs and attacks. Remember, if you want to search/study something specific, make a Perception roll for that. If you want to search the room as a whole, it takes a little longer, and you can make a Perception roll for that—this is more for finding secret doors and the like, whereas studying specific things can give you clues and such.

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Can we get an assessment of each others HP out of total HP at this point? Seems as though some healing is in order.
"That was one hell of a welcome... Nice kill."
Nya will take a glance at the ceiling,
Perception:1d20 + 3 ⇒ (13) + 3 = 16
check the frescos to see if any are lose or seem peculiar,
Perception:1d20 + 3 ⇒ (12) + 3 = 15
glance down the hall to the west,
Perception:1d20 + 3 ⇒ (3) + 3 = 6
check the door for traps,
Perception:1d20 + 4 ⇒ (20) + 4 = 24
and glance down the hall to the east
Perception:1d20 + 3 ⇒ (1) + 3 = 4

Timur Lenk |

'Oh, it's dead...oh...gone to join Reginald...poor, poor Reginald,' Timur opines sadly. Turning the the rest of the party, Timur begins wildly hurling accusations, 'Alright, which one of you summoned the lion? You knew that I, I, I am allergic, especially to its claws. Luckily I survived that one unharmed. It takes more than a cat to steal Timur Lenk's life, although I have no intention of finding out how much more. I'll forgive you all this time, but next time that cat will suffer serious consequences.'
Seemingly happy with the apologies he's imagined receiving from the party, Timur joins Nya in examining the frescos, naming each horse either sunshine or buttercup depending on the appearance of their tails. Ironically, none of the flying horse are christened sunshine.
perception 1d20 + 6 ⇒ (5) + 6 = 11

GM Espri |

Ny Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Al Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Hw Perception: 1d20 ⇒ 3
Ti Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Ma Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Thom Merrilin |

"There seems to be a secret trap door here, so there's another option for us to consider as far as our next move." Thom announces as he taps the ground with his foot.
trap door located at Y45
Thom puts some distance between himself and the spot where he just indicated was a trap door and mutters something while pointing.
Move to 48Z
Cast Open/Close to try to open the trap door

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"A trap door. It's a least worth a look. Maybe I should try to disable the trap first?"
I'm hoping there are items under the door and not a staircase. The dungeon gets more treacherous the deeper you go, and I don't think we're quite ready for the next level.
Also, we should think about each others strengths more. Instead of just campaigning on our own. If someone else in the party has a character that can do something well, we should use them so we don't all die.
If I can check for traps first, do the following. If I can't, I'm staying where I am (right behind Timur) in case something is triggered.
If I need to check for traps to disable (I'm not sure if trap door implies secret or booby-trapped):
Perception (find traps):1d20 + 4 ⇒ (11) + 4 = 15
*Note if I can just take 20 on this one, I'll do that.
Disable device: 1d20 + 7 ⇒ (18) + 7 = 25
Apparently, if I only miss by 4, I can try again.

GM Espri |

Nya checks the door in the floor for traps, but finds none. At Thom's command, the door creaks open, revealing a narrow spiral staircase.

Patrissa Vrakes |

Hawkwing walks over to the south door and pushes on it lightly.
"It doesn't seem like it will be too much trouble to open, m'lad...m'fox...miss. I'll open it if we decide to go that way."
Knowledge (dungeoneering): 1d20 + 4 ⇒ (7) + 4 = 11
Hawkwing walks back over and peers down through the trap door.
"I don't believe the room underneath the trap door would be too dangerous. It only leads 10 feet down, and the next level of the dungeon would be much farther down than that."

GM Espri |

Ny Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Al Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Hw Perception: 1d20 ⇒ 13
Ti Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Ma Perception: 1d20 + 1 ⇒ (18) + 1 = 19
You descend the narrow, spiraling staircase which reveals a cramped room with ceilings no more than 7 feet high. Other than a few, assorted barrels and lots of dust, nothing of interest seems to be found here. A wooden door stands to the west.

Timur Lenk |

"There's a trap. On the door. I, I, I can smell it. These barrels will be our coffins. And I, I, I'm taller than a barrel. They'll have to remove my legs. I've grown so attached to them over the years." Timur points out, gesticulating wildly towards the door, then towards a barrel, and finally in at least three other directions. With a shallow bow, Timur makes a request. "Nya, kindly go fix the matter before we all perish."

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"Here goes nothing," Nya mentions as she heads toward the door. "Does anyone want to take a closer look at the barrels" and maybe hide behind them "while I do this?"
Perception (find traps): 1d20 + 4 ⇒ (14) + 4 = 18
Again, if I can take 20 on this, I'll do that. Can I take 20 since there is no hurry and technically no consequences until I try to disable the potential trap?
Disable Device: 1d20 + 7 ⇒ (3) + 7 = 10
What just happened with that survival check? ... It's making me uncomfortable.

Aleithea del Sol |

Aleithea (hopefully prior to the descent down the creepy staircase) sends forth a burst of warm light from within her, fortifying those around her.
Channel Positive Energy: 1d6 ⇒ 4
Everyone is healed for the above number. I will assume that at some point I could have moved to be within 30 feet of everyone that needed healing.
Does everyone feel well enough to continue now, or is more magical healing in order?

GM Espri |

Yes, you may take 20 when searching for traps as long as you don't have any time restrictions. In this case, however, you do not find any traps.
Nya, after assuring herself that the west door is not trapped, opens it, revealing a similar room filled with barrels and dust.
Ny Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Al Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Hw Perception: 1d20 ⇒ 1
Ti Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Ma Perception: 1d20 + 1 ⇒ (20) + 1 = 21

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"Is anyone else a little creeped out by dusty this place is? It seems as though no one has been in these rooms in a very long time."
Survival: 1d20 - 1 ⇒ (14) - 1 = 13
So there's no door in this chamber?
Nya's going to start shifting some of the dust and barrels. If there's a purpose to this room, she going to find it. If not... bad GM! (I'm shaking my finger and have a very disapproving look.)
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

GM Espri |


Timur Lenk |

Timur perks up at the suggestion of magic.
"Magic? I, I, I've studied some. Under the stern, watchful gaze of my father, my, my, my young mind blossomed in the magical arts. Sadly, autumn came too soon."
Going over to join Maqej, Timur seems to notice him for the first time. "Your horns look quite magical. Would you mind if I, I, I rubbed them for...hmmm...luck?"
Timur leans to examine the sigil while extending his hand towards Maqej's organic crown.
knowledge(arcana) 1d20 + 6 + 10 ⇒ (17) + 6 + 10 = 33 (I didn't check the rule book, but I'm fairly confident I recall a +10 horn rubbing bonus. GM, feel free to adjust as needed.)

GM Espri |

Even without the horn-rubbing bonus, Nick still got enough. And yes, you can try to aid another, but you need to hit a DC 10 to give him any bonus.
This sigil, the first and weakest of all them, conveys power to a melee weapon if it is etched onto its surface. It allows the wielder to, as a free action, turn that weapon into a dragon bane weapon for 1d6+1 rounds. Once used, it disappears, but it can be re-etched, although no weapon can have it etched more than once and no wielder can have more than one weapon with the sigil upon it at a time.

Timur Lenk |

Timur, terrified, jerks back from the sigil. Neglecting to release Maqej's horns, he brings the efrit along for his retreat. "Matterak! He's here! He's here! The dragon prince of lore! The long-forgotten glistening wyrm! The wretched bastard born from the pits of hell! The diseased and cursed leviathan! Friends...We're surely friends now. We've all signed a death oath by entering here."
With excitement unbecoming of a man who's just declared his own death, Timur begins scattering belongings from his man purse, searching the rather shallow depths. He withdraws an old, rusted dagger and begins examining its edge. After determining the dagger meets his needs, he selects a rock from near his feet and begins striking the dagger. After a considerable time, he's created a sloppy approximation of the sigil at the base of the blade.
Waving dagger dangerously close to his companions' faces, Timur attempts further explanation, "Dragon bane! It's given the blade power. And there's more...Eleven more! Eleven more marks of power. Matterak has a weakness. Will we die here? It's likely, but we may be able to take the bastard with us."
A bit more coherent explanation of the sigil: if etched onto a melee weapon as a free action, it'll turn the weapon into a dragon bane weapon for 1d6+1 rounds. Once used, it disappears, but it can be re-etched, although no weapon can have it etched more than once and no wielder can have more than one weapon with the sigil upon it at a time.