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As the rest of the group gets ready to progress, Desmond studies the east pipe. So, Tok's shop should be on our left, to the north, as we go down this way. Anja, why don't you take lead and keep an eye out for any surprises. I'll watch your back.
He waits at the entrance to the pipe for the elf to search for traps before proceeding.

Anja Grava |

"I can see further than a human, so as long as the light isn't too far behind me, I'll be able to scout ahead. 'Course, they may be able to see us through the pitch black."
Anja starts down the East pipe, looking out for traps or the passage on the left that the kobold spoke of, and keeping silent.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16

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Ezrek steps forward, wand in hand. Aye, this should fix you up.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
21/50 chrgs. left
Ezrek follows behind Anja and Reiko. If I can be of any assistance, just let me know. I do have a spare sunrod, if you two want to use it.

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Shan will proceed to knock out the kobold. Since the party needs to continue down through the chute room tunnels, he will bury said kobold among the garbage heaps while the two scouts do their duty.
"If you need some help with any stone work let me know."

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Desmond pipes up, Hey, my sunrod isn't out yet, but I'm not sure how much longer it will last. I'll keep the light and follow behind Anja and Reiko.

Anja Grava |

North, and then a door on the left.
At the corner, before turning down the northern passage, Anja pulls out Gil's Wayfinder and lights it up. She then peeks around the corner and then progresses down the northern hall, looking for a secret door along the west wall.

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Desmond clears his throat and then moves forward. Okay, so you didn't see any traps, Anja? Why don't I take the lead then as we walk into Tok's shop. I seem to be the most heavily armored and I can take a good hit before being dropped.
Desmond nudges himself past Anja and knocks at the door at the northern end of the passageway.

Anja Grava |

As Desmond catches up to the intersection with his sunrod, Anja closes and pockets Gil's Wayfinder, using Desmond's light at the end of the hall to continue her search.
T20 to find the doorway on the left that the kobold told us about

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"Stop," Shan says as Des approaches the door. "The kobold said that the door was false and alarmed Tok. Let us investigate more before announcing ourselves."
In case Shan walks within 10' of a secret passage in the stone wall.
Stonecutting: 1d20 + 10 ⇒ (12) + 10 = 22

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I really did mean to say that I want to take the passage on the left. It's my fault for trying to post while also wrangling my 10-month-old son. Can I take a mulligan on that? Desmond wants nothing to do with the door at the northern end

Anja Grava |

Anja whispers, "This other door rings a bell in his workshop, right? I wonder if there's a way to use that to set up an ambush for him?"
Anja opens the passage as silently as she can. If it isn't a direct entrance into the workshop, she leads the way through, searching for traps along the way.
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Perception (+2 for traps included): 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

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Desmond holds his position. He places his free hand on the hilt of his greatsword, ready to draw it at the first sign of trouble.

GM Mike Tuholski |

Ancient sconces with everburning torches cast an odd blue light on this old shop. More light streams in through dirty windows in the front of the shop on either side of the wide double doors on the west side of the room. In the back end of the shop, a small, more recent entranceway has been carved out of the surrounding soil. The walls are decorated with red wallpaper that is falling off due to mold and mildew. Originally this was a retail shop; now every available surface is covered in alchemical supplies and half-built traps. Shelves that once held candy and gifts have been repurposed to hold a massive collection of well used books.
A pair of dilapidated stairs on either side of the room leads up to a loft overlooking the first floor. A large steaming cauldron and trapmaking equipment are visible on the second floor, as is a small writing desk. On either side of the second floor, large bay windows look out onto a lit, indoor chamber beyond.
A small kobold looks out from the balcony and screams "Intruders!" as he grabs a few vials from his smock.
Desmond: 1d20 + 4 ⇒ (18) + 4 = 22
Anja: 1d20 + 6 ⇒ (13) + 6 = 19
Reiko: 1d20 + 1 ⇒ (1) + 1 = 2
Shan: 1d20 + 1 ⇒ (2) + 1 = 3
Sahar: 1d20 + 4 ⇒ (16) + 4 = 20
Ezrek: 1d20 + 1 ⇒ (2) + 1 = 3
Yippitok: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative:
1. Desmond and Sahar
2. Yippitok
3. Anja, Ezrek, Shan, and Reiko
Desmond and Sahar are up!

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Desmond moves into the the shop area. He drops the sunrod, whips out his bow and knocks an arrow (Quick Draw) and fires away at the kobold up on the loft.
Longbow Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

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Shan takes in a deep breath, then slowly exhales the cool, cavern air. He then hustles through the rocky tunnel passing his companions. When the monk reaches the workshop floor, he takes wide, bounding strides to gather speed. In mid-stride he hops on one of the worktables. With out breaking his pace, Shan leaps up toward the balcony floor.
Jump: 1d20 + 11 ⇒ (20) + 11 = 31
Grabbing on the the floor's edge, the dwarf swings his body to and fro, releasing his grip as he is in back swing.
Climb: 1d20 + 7 ⇒ (13) + 7 = 20
Using the momentum of the swing he does a back flip into the air, landing on the balcony's edge in front of the kobold.
With a smirk across his bearded face, Shan gently states, "We come in peace. We don't want to leave you in pieces."

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Desmond bounds up the stairs on the left. Steadying himself against the railing, he draws another arrow and points it at the kobold's head.
Desmond then addresses the kobold with a contempt in his voice that is usually reserved for a common street thug. Listen, scaly-face, my friend here is giving you a chance to avoid suffering a massive amount of pain. Now, I'm a little itchy with this thing, but out of respect for my dwarven pal, I'll wait for now. I suggest that you stand down.
Intimidate to Demoralize: 1d20 + 7 ⇒ (16) + 7 = 23

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Sahar delays her action for his response.
Assuming he does not surrender she takes her shot.
1d20 + 7 ⇒ (14) + 7 = 21
1d8 + 4 ⇒ (6) + 4 = 10
The arrow will do 1 point of damage for the next 1d6 ⇒ 1 rounds unless he's immune to poison.

GM Mike Tuholski |

As the party runs into the room and Shan jumps up to join Yippitok on the balcony, Yippitok merely laughs at Shan's suggestion. "I recognize a rotten Pathfinder when I see one."
Desmond speaks up and the kobold looks a little unsure of himself (successful). Sahar's arrow flies straight for Yippitok's face, but he dodges out of the way at the last second.
Yippitok grins as he steps back, draws out a small flask, and takes a swig, instantly turning invisible.
1. Yippitok (shaken)
2. Everyone else
Everyone has a turn.

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Desmond calls to Sahar, "Get to the stairs on the right and block them. I don't think he's getting the reinforcements he is hoping for, but we can't let him escape!"
Desmond then keeps his bow drawn. He prepares himself to fire at Tok as soon as the kobold becomes visibile.(Ready an action)

Anja Grava |

Anja moves to the bottom of the stairs on the right. She pulls out a dagger to go with her rapier and switches hands. "I got these stairs, Shan. Find him!"
Move to stairs. Standard action to ready an action to throw the dagger at Yippitok if he becomes visible or any other enemies that come in.

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Shan takes a 5' step in the same direction as Yippitok. He then attempts to grapple the sneaky kobold where he was last seen.
Miss chance, high is good for Shan: 1d100 ⇒ 38
Grapple vs Yippitoks' CMD: 1d20 + 8 ⇒ (14) + 8 = 22
I didn't move Shan because I don't know which direction Yip moved before he disappered.

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Sahar drops her bow, drawing her longsword as she move toward the double doors at the back of the loft. She'll ready her action to stab at anything trying to open the doors.

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Desmond sheathes his bow and draws his greatsword while moving further up the stairs onto the loft.

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I am assuming a character cannot occupy the same space as the tables, that black pot or the over-sized crossbow. Otherwise, I think I can cover the entire top floor with 80' movement.
Shan begins to pace around the balcony, avoiding re-treading areas he's already crossed. He'll start on the right side, then make his way to the left. If he runs into something that he doesn't see, such as an invisible kobold, Shan will point it out like a blood hound. If he finds Yip in 40' or less, he'll try to grapple him.
Miss Chance, high is good: 1d100 ⇒ 7
Grapple vs CMD: 1d20 + 8 ⇒ (6) + 8 = 14