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After Jair stabilize the wounded she tries to know what are the magical cloaks
Spellcraft (cloak 1): 1d20 + 6 ⇒ (16) + 6 = 22
Spellcraft (cloak 2): 1d20 + 6 ⇒ (11) + 6 = 17
We are looking for the people who stole from the Patfhinders. We've heard thant some of them will likely hide near the old forts.
Have you the one responsible for the theft ?
Asks gently Jair.

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"Probably diggin' wands, move earth, transmute clay or some such, ah'll 'ave a looksee..."
Spellcraft: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18
After taking a look at the wands, Dunkel cracks his fingers with anticipation and literally skips to the trapdoor like a child on a winter feast morning.
"Now we're talkin'! Let's see what kind o' shaft they dug in'ta th' basement!"
Seeing how Thorn and the others have given the door an "okay", Dunkel eases the door open and feasts his eyes on what lies beyond, figuring it couldn't hurt to peek while the questioning of the woman is transpiring.
"Maybe ah four-by-four! Ah wonder how deep 't goes!!"

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Dunkel identifies the remaining wands:
Mage Armor (14)
Unseen Servant (10)
Magic Missile (10)
Protection From Evil (5)
Dunkel sees a set of descending stone stairs. When you descend... It leads to a a tiled stone room. There is an open archway to the south, while the other exit appears to be blocked by a cave-in of rubble and mud.
Downstairs map is coming up, though you can still do things with the soldiers or the woman.

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Dunkel shakes the wands, testing their weight.
"Might as well use 'em, ye never know what th' captains'll do when we bring 'em back."
Dunkel hits every member of the group with mage armor (you never know when you might need some incorporeal AC) and activates the unseen servant wand.
He clears his throat and talks slowly, hoping that will improve his usual cant, as he addresses the "servant": "See what ye can do with th' bodies, we dun wan'th wolves gettin' to 'em."
He then hands the wand of magic missiles to Imrana and the wand of guarding against evil to Jair.
"Looks like a tiled room below. Archway, and.."
Dunkel sucks in air.
"A cave-in o' rubble n' mud!"
He begins checking his inventory for digging tools, occasionally glancing in Jair and Thorn's direction as they question the "listening post" captain.
Sense Motive: 1d20 ⇒ 4
"T'all sounds reasonable t'me! Yer bein' too suspicious Doubtful! Now less ask th' nice lass if she's got a pick around and if she knows wha's behind th' rubble!"

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Thorn isn't much for sweet talking, but he's got a reasonably good feel for when someone is lying. "One of you can read'em the Andoren. I'll be right jackrabbit with a knife to let you know when they're giving you a broken scale." Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27
After, "Praeda is no use to a man in a coffin. I say we use those happy sticks like there's no sun in Tien."

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"Alright, fine! That Aspis half-orc hired us. They just told us to protect the place. Don't know what they're doing, though. The Razmiri one took most of the soldiers into the city last night. They aren't back yet." the woman says as she realizes her ruse is failing.
As to Dunkel's question, "Half that place is caved in. It's just as messed up as up here. We just use the half we can get to."
There are no digging supplies among the above-ground ruins.
Once you're ready to do things downstairs, feel free to do so.

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Hmmm... going back over the various bits of info we've gathered...
- We've yet to run into the Varisian fellow who seemed to be behind most of this mess....
- and he supposedly had a half-orc companion of some sort (likely the Aspis agent just mentioned? Is the first mention that the Consortium might be involved in all this!)
- The elf woman and her boyfriend are probably the two arcanists we just got here. (and them asking into what old crusaders looked like now makes sense in hindsight, if they wanted to make convincing ghost illusions!)
- The Razmiran we've already met and turned into the authorities
- And the Red Kestrels we've met 5 of them now... and if that was 'most of them' then there won't be too many left
- There's also the dirt-covered woman that was supposedly left in charge here... (a barbarian or druid of some sort?)
Doubtful's not the sort to speak up =)
Doubtful listens to the elven woman talk with an unhappy frown.
"Aspis?" He bemoans. "That would explain a lot."

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Thanks for the recap!
Thorn checks out the cave in to the west, if it's definitely blocked, he'll take a stealthy look south. Stealth: 1d20 + 9 ⇒ (12) + 9 = 21 He has Trapspotter at +9

Standard Pregen |

Amiri follows along behind Thorn, her ridiculously over-sized sword at the ready.
Given that I assume we need to use a light source down here, chances are stealth is probably not, unfortunately, going to be a going concern...

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Imrana mouths an "ah!" and writes down a note.
"Aspis half-orc...good to know. Maybe that is the dirty woman? Hmm...perhaps not, as this prisoner would have mentioned that detail."
She is fine taking up the rear. She holds the new wand of magic missile the party acquired in her hand.

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Jair and Dunkel, don't forget to heal! J took 6 damage, and Dunkel 21 in that last fight!
On the plus side, we have 5 potions of cure light wounds (from the soldiers (here and in town), and 2 potions of cure moderate wounds (from the two elves) so drink up!
The dirty woman, half-orc and varisian were all presented as separate individuals, based on what the charmed Razmiran said
Could we use that wand of Alarm in the first room here, in case something tries to sneak up behind us?
Doubtful will follow along behind Amiri, muttering gloomily to himself.
Fast Stealth: 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19
His steps are surprisingly quiet.

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Dunkel guzzles the potions, knowing that somehow he won't get a chance should he return to Tamran with them in hand as his superiors will swipe them quickly from the party's hands.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CMW: 2d8 + 3 ⇒ (7, 8) + 3 = 18
Two potions. 20 of 21 back. Good to go.
Dunkel holds his breath as Thorn trots off, trying not to cough, wheeze, grumble, groan, creak, or discuss the best technique for dealing with the cave-in or rubble his eyes cannot help but scan repeatedly.
Ah'm sure ah can sprint down after 'em should th' two get n' any trouble..
HP: 44/45.

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Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Jair drinks a potion of cure light wounds and asks the prisoner
Did the half-orc still here ? Who's left downstair ?
Once she gives the answer, Jair moved with the other into the Fort's basement.
Stealth: 1d20 + 5 - 5 ⇒ (20) + 5 - 5 = 20

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If no one objects:
Thorn will stealth forward to a corner/intersection/door. Assuming he doesn't find any traps, he'll retreat to the party, get them, then bring everyone up to advance. From there Thorn will hide while someone else takes point.
I can definitely get more specific, but I don't want to sign the party up for a unilateral technique.

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Ok. Here we go.
Thorn Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Thorn first walks through a muddy room. Water drips in through a crack in the northwest corner. Footprints crisscross the muddy floor, mostly from medium sized boots and shoes, though Thorn does notice animal prints, which he recognizes as coming from badgers, weasels, and similar creatures of varying sizes.
A long hallway opens up to a larger room at the end. On the way, Thorn notices a long room, full of poorly constructed bunk beds. The room reeks of mold and decay, though the furniture seems fairly new. The room is empty of both people and possessions, though it's clear it was in use very recently.
Thorn is able to make it a short distance further, passing an archway to another collapsed room, before he hears a gruff woman's voice from room at the far end of the hallway.
"Gyrlak, attack!
S
C: 1d20 + 2 ⇒ (18) + 2 = 20
G: 1d20 + 10 ⇒ (4) + 10 = 14
W1: 1d20 + 16 ⇒ (12) + 16 = 28
W2: 1d20 + 16 ⇒ (10) + 16 = 26
P
C: 1d20 + 12 ⇒ (16) + 12 = 28
G: 1d20 + 7 ⇒ (13) + 7 = 20
W1: 1d20 + 11 ⇒ (12) + 11 = 23
W2: 1d20 + 11 ⇒ (15) + 11 = 26
C: 1d20 + 6 ⇒ (5) + 6 = 11
G: 1d20 + 4 ⇒ (11) + 4 = 15
W1: 1d20 + 5 ⇒ (19) + 5 = 24
W2: 1d20 + 5 ⇒ (20) + 5 = 25
Amiri: 1d20 + 2 ⇒ (18) + 2 = 20
Doubtful: 1d20 + 4 ⇒ (2) + 4 = 6
Dunkel: 1d20 ⇒ 3
Imrana: 1d20 + 3 ⇒ (7) + 3 = 10
Jair: 1d20 + 1 ⇒ (19) + 1 = 20
Thorn: 1d20 + 5 ⇒ (18) + 5 = 23
Thorn, I'll give you a surprise round, as it's clear that at least one person knows you're coming. If you'd prefer to cut through the bunk room, you can start in the red square.

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I'll take the red square. Thorn tries to stay hidden. Though he has the element of surprise, he's too far up to risk running into something.

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Imrana perks up from her book as she senses oncoming conflict.
She steps up to Doubtful and taps him on the shoulder.
"There is trouble ahead, friend."
Five foot step, Diviner's Fortune on Doubtful. +1 insight bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round
Can't update map atm, so if someone can five foot me to Doubtful, I would appreciate it

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Moved
Doubtful sees a sleek, white, furry creature appear at the end of the hall, baring its teeth and growling menacingly at the Pathfinders.
Thorn, Amiri, and Jair are up.

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Know. Nature (untrained): 1d20 + 2 ⇒ (1) + 2 = 3
Jair moves while drawing her wand of bless and uses it on her comrades. except for Thorn obviously :)
May Secret be revealed and Truth veiled
Bless +1 moral bonus to attack and will save against fear effect

Standard Pregen |

Amiri moves forward, and readies to attack the first hostile to come within reach.
Bastard Sword, Rage, Bless, Power Attack: 1d20 + 7 + 2 + 1 - 2 ⇒ (15) + 7 + 2 + 1 - 2 = 23, for 2d8 + 7 + 3 + 6 ⇒ (7, 1) + 7 + 3 + 6 = 24 damage.

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Thorn swears and slips into the room to stab the animal, though he stabs with an eye towards defenseATK: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
DMG: 1d6 + 2 ⇒ (1) + 2 = 3 (I don't think it's flat footed, but if it is because of stealth, add 2d6 ⇒ (2, 2) = 4

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Dunkel, spying combat nearly a hundred feet away does quick math on the tunnel.
Shaft about 100ft.
Diggin' speed, three man team. Jess about 6 hours.
Dunkel speed, by foot. Amiri and Jair in th' way. Eighteen seconds or so...
Dunkel's mind works to quickly calculate the time it will take him to speed down the tunnel, before concluding that whatever the exact result is... it's too much with Thorn in the room already.
He rubs his ring and begins to weave ahead, detouring through the side room with supernatural speed.
Arcane bond for expeditious retreat (std) and then move 40ft after Doubtful.
Nature: 1d20 + 6 ⇒ (5) + 6 = 11
He considers the bits of furry animal he saw ahead in the room as he spots Doubtful.
"Wea.. *huff* -sels, or somethin'... But-- *puff* - much bigger!"

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Delaying Imrana.
Thorn gently taps the closest weasel with his sword, though that seems enough to infuriate the creature. Now inside the room, he sees the pair of weasels are accompanied by a badger and a woman, both of whom look at Thorn angrily.
Rolled up straw mats lie in a pile against the western wall of this room, leaving the damp earthen floor exposed. The walls appear freshly cleaned, though they are still speckled with stray flecks of moss and mold. Open cages line the southern wall of the room, and the air is rich with the smell of recently shifted earth. Archways lead to the north and to the east.
Each open cage contains one or more small furry mammals. They leap out of the cages as Thorn enters, swarming over the floors.
One animal, a 1d59 ⇒ 51 North Arcadian River Otter bites Thorn on the ankle for 1d4 ⇒ 3 damage.
Both large weasels bite at Thorn. The one Thorn hit white looks exceptionally angry. It savages him fiercely, teeth digging deeply into his flesh, and maintaining hold, while the other snaps its jaws at empty air.
White: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Confirm: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Grab: 1d20 + 10 ⇒ (15) + 10 = 25
Red: 1d20 + 7 ⇒ (8) + 7 = 15
Unfortunately, rapid blood loss from the bite wound begins to make Thorn feel woozy. Con damage: 1d4 + 1 ⇒ (1) + 1 = 2
Despite the picture, the badger is Medium. The small animals running around are basically an environmental effect similar to a swarm, including the entire room, but not the hallway. Thorn, I'll give you the sneak attack here.

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Oh damn! Sorry about that. These past couple days have been CRAZY busy.
Knowledge (nature): 1d20 + 8 ⇒ (19) + 8 = 27
"Be careful! Those weasels may be small, but they are still dire! They frenzy when wounded, so we must kill it quickly!"
Imrana rushes forward with her party, her magic missile wand in-hand.
"Do not worry, Thorn! We will rescue you!"
Double Move

Standard Pregen |

With a roar, Amiri charges forward, and takes a swing at white weasel!
Bastard Sword, Rage, Charge, Power Attack, Bless, Powerful Blow: 1d20 + 7 + 2 + 2 - 2 + 1 ⇒ (12) + 7 + 2 + 2 - 2 + 1 = 22, for 2d8 + 7 + 3 + 6 + 2 ⇒ (2, 1) + 7 + 3 + 6 + 2 = 21 damage.

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Amiri cuts clean through the weasel, leaving just part of a jaw stuck to Thorn's arm.
The badger, also looking angry, advances on Thorn, claws and teeth flashing, nearly tearing Thorn to pieces.
Bite: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28
Dam: 1d6 + 10 ⇒ (6) + 10 = 16
Claw: 1d20 + 10 + 1 - 2 ⇒ (20) + 10 + 1 - 2 = 29
Confirm: 1d20 + 10 + 1 - 2 ⇒ (11) + 10 + 1 - 2 = 20
dam: 2d6 + 20 ⇒ (2, 3) + 20 = 25
41 total damage, bringing you to -8, I believe. I don't know what you did to make the forum roller hate you, but I'd suggest going here immediately and begging for mercy. What's your Con?
The woman, meanwhile, seems unusually bestial, with untamed black and white hair. Knowledge (Local) to ID her race. Thorn can roll this despite no longer being able to see her. She swiftly kicks Amiri, knocking her off balance, then quickly manages another kick as Amiri hits the ground.
She turns to Jair, grinning savagely. "What were you saying about the odds?"
Upending Strike (Knockout, Power Attack): 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Trip: 1d20 + 13 + 4 ⇒ (13) + 13 + 4 = 30
AOO (Power Attack, vs Prone AC: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
27 damage to Amiri over two hits. Did you heal up at all, or were you starting this fight at 27 hp? There's also a DC 17 Fort save to avoid being unconscious for 1d6 ⇒ 3 rounds.
That went rough fast. Uh-oh. Thorn, Doubtful, and Dunkel to the rescue?