
GM Burglar |

Yeah, I'm going to rule on the idea that "natural things" includes "anything that can be identified by Knowledge (Nature)," even though Fae are inherently weird.
The moss is both ID-able by Dungeoneering and is still up after that arrow, which hits despite the "Shooting through Hiram" -4.

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Kyoshiro moves to use the superior reach of his naginata.
At the last moment he uses his will to enchant the blade of the giant cleaver with his arcane pool.
1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
If confirming
1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
If that isn't possible then I drop the Naginata, use a move action to 'draw' my bow and shoot enchanting my compound bow with arcane pool - use the same dice just -1 for the to hit for the shot and -1 for the damage

GM Burglar |

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Combat End!

GM Burglar |

Indeed.
The tunnel to the north abruptly terminates in a stone wall that was once capable of swinging outward as a secret door. The mechanism for opening it has been purposefully broken as well as thoroughly rusted. The same tremors also cracked part of the door frame, creating an aperture just large enough for a Tiny creature to squeeze through, though it has been stuffed full of cloth. A Tiny creature may squeeze through with little difficulty or a Small creature may wriggle through with a DC 30 Escape Artist check.
This is NOT the door you're looking for, by the way.
Edit: The Jinkin has an adorably-tiny light crossbow with 10 bolts and short sword.

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Grits refuses to go up the ramp, and looks relieved when Ander returns and Chelsea concludes that that route is not acceptable.
...also, he looks relieved because he just relieved himself against the wall of the sewer path.
Aah, that's better. P.S. MY hallway, b@+*$es!

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Hiram thanks Chelsea for the healing as his wounds knit shut, then spits on the tiny little adorable crossbow that shot him twice. "Yeah, I'm not excited by the idea of crawling face first into whatever tiny little trap that thing made anyway. Let's retrieve this ring and be done with this place. My nose is starting to permanently smell rank sewer."

GM Burglar |

Following the red path, the party finds themselves before a set of stairs. Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.
Also

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Ander examines the steps for traps,(then if there aren't any), he walks up to door checking for traps.
Take 20 on Perception-29
KN:History Door: 1d20 + 4 ⇒ (19) + 4 = 23
KN:Local Door: 1d20 + 4 ⇒ (6) + 4 = 10

GM Burglar |

Ander does, in fact, detect the trap of which the party was previously informed; it is a pressure plate in the square before the door, which appears to be untriggered. Now is time for disabling of the traps.

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Edit:
Don't want to see it.

GM Burglar |

I also totally forgot your Kn(N) stuff. Sorry.
DR 5/Cold Iron
Tinker (Sp) A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.
Sneak attack +1d6, tinker
Ander concentrates on the task at hand, prying the pressure plate out from the floor. The trap appears disabled, which is easily proven true by opening the door. The hallway continues forward, while Sascha's directions indicate turning right at the first exit.

GM Burglar |

Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.
Finishing the last step of your directions, the party turns left at the first possible turn. The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now pushed up against the edges of the floors, against the walls. A short series of steps near the eastern wall leads to the only exit.
In the room, another jinkin is surprised to see you, and begins to raise her staff and chitter in the language none of you know! (This one is slightly different from the originals, so more ID rolls are appropriate.)
Kyo, Chelsea, Zhao, Harboth, Hiram!

GM Burglar |

Chelsea: 1d20 + 0 ⇒ (11) + 0 = 11
Harboth: 1d20 + 9 ⇒ (4) + 9 = 13
Hiram: 1d20 + 4 ⇒ (6) + 4 = 10
Kyoshiro: 1d20 + 5 ⇒ (9) + 5 = 14
Zhao: 1d20 + 7 ⇒ (18) + 7 = 25
Bad(s)?: 1d20 + 10 ⇒ (5) + 10 = 15

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Hiram moves to the stairs and begins regaling the room with a tale of Taldan bravery: the stirring tale of Sir Hundley and the Serpent's Daughter!
Inspire Courage! +1 vs Charm and Fear effects and +1 to attacks and weapon damage!

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Gang throws back his head downing a potion of Mage armour before hustling forward into the room and looking up. " Is something crawl on ceiling?! " he says looking up.
Can I see what's there or is a perception roll needed?
Perc: 1d20 + 7 ⇒ (10) + 7 = 17

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Kyoshiro moves in a straight line stopping on the steps (keeping the high ground from anything on the floor of the next room) with a held action of attacking anything that comes in reach of his Naginata (if that is possible?)

GM Burglar |

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PCs! Read: (Harboth, Ander, Kyo, Chelsea, Zhao, Hiram!) Map with darkness!

GM Burglar |

Ioun Torches are just a mobile Continual Flame, which would match Darkness, but not Deeper Darkness. As to which effect this darkness is is discernible with a Spellcraft check. The overlap in Darkness would be Dim Light, as if no sources of light existed beyond the ambient lighting. Deeper Darkness would just suppress the Ioun Torch entirely.
EDIT: Ah, you are within 20 ft. Yes, the torch does piece the veil within that first square.

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Ander speaks a word and his wayfinder begins to shine. He utters a second word and his bow begins to glow. He walks into the room, drawing his bow and fires and arrow at the thing on the ceiling.
Move ten past the stairs. Free action; command word, swift action; expend one point, arcane pool. Fire bow.
Attack: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26
Damage: 1d8 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

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Kyoshiro curses the darkness and waits for someone with light to draw close.

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Huh? What?! Oh, s#@*! Jinkin!
Harboth stumbles forward, next to Zhao, and takes a sniping shot at the jinkin under the table.
attack (w/PBS): 1d20 + 7 ⇒ (4) + 7 = 11
damage (w/PBS): 1d8 + 5 ⇒ (5) + 5 = 10

GM Burglar |

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Fort: 1d20 ⇒ 2
Concentration dc 21: 1d20 + 3 ⇒ (11) + 3 = 14
But is not quite fortuitous enough to resist being yelled at! The scroll fails as well!
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Attack!: 1d20 + 5 ⇒ (10) + 5 = 151d4 ⇒ 4
The Jinkin, however, poofs away in a small smoke cloud!
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Harboth, Ander, Kyo, Chelsea, Zhao, Hiram
EDIT: The Jinkin is still prone in the same square as before; don't want to remake the whole map again. Lemme know if I took out the reference photo

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KN: Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
Ander drops his bow and moves toward Hiram, drawing his curve blade. He sya a quick word and the sword glows softly. He then attacks the thing attacking Hiram.
Attack: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
Damage: 1d10 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Crit Confirm: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18
Crit Damage: 1d10 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10
Arcane Pool point on the curve blade.

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Can I see the floating octopus over my head?
Hiram continues his tale, peppering it with commentary such as "And then we learned that darkness is abyssmally annoying and should be banned as a combat tactic," and "And then the companions slew the wretched little things that kept shooting our hero with tiny little darts and hung its head on a cord and carried it around..."

GM Burglar |

Actually, after either Kyo (AoO pending) or Ander kill it, it plops right at your feet and is still emanating the darkness.

GM Burglar |

Special Attacks: constrict (1d4+4), grab (any size)
(where the +4 damage comes from, NO ONE KNOWS. OoooOOOOoooo.)
Melee: slam +3 (1d4 plus grab)
Additionally, your knowledge of Darkness says it can affect objects, which a dead body is. The creature caseDarkness 'cast' on itself, so it emanates the effect. Darkness, however, is a burst effect. This means it can be defeated by merely throwing a blanket on (or other similar act) will effectively negate the effect unless someone takes the blanket off (by abusing the "line of effect" rules).