
miteke |

Init roll for Thokzazt: 1d20 + 1 ⇒ (15) + 1 = 16
In spite of his pathetic +1 init, he ALSO beats out the owlbear's respectable 14.
Erlathan knows that this is a Taxidermic Owlbear, a variation of an undead skeleton with the normal undead traits.
Selethe gets that it is immune to cold.
Thokzazt gets the fact that it has 2 claws and a bite with 5' reach, and has DR 5/bludgeoning
You hear the voice of Nigil, who obviously opened the door for Thokzazt and lingered there for a couple of seconds, say, "I heard that! It wasn't my fault! What's going on down there!?!"
Bold may go:
Marock - 5' step and draw
Selethe - Moved
Thokzazt - cast deathwatch
Erlathan
Theron
Owlbear
Thokzazt: Deathwatch, 10 minutes

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Erlathan looks Thokzazt up and down. "Ooh, a man made of tin. I hope you've oiled your hinges. Wouldn't want to have every thing in here know we're coming. ... What do you look like under there? Or maybe we don't want to know.... Wait a minute, where can I get one of those suits!?" His chin tentacles dangle about and a false eyebrow falls off his face as he sizes up the new companion.
When he's done being judgmental, Erlathan moves into the room and launches a magic missile at the owlbear from his wand. MM: 1d4 + 1 ⇒ (1) + 1 = 2
For context since you didn't play Mwangi with us, Thok, Erlathan had a vargouille's Kiss disease, resulting in various detrimental effects to his appearance.

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Surprise round, m8 :) , just 1 action for us.
"Come on girl, fighting time."
Pointing at a place, Theron and his roc move into the room.

miteke |

This is a no-brainer for the Owlbear, which is good because skeletons are notoriously low on brains. It takes a 5' step up to Selethe who so graciously moved close enough so that the skeleton could get a full round attack. Or could have if it was not the surprise round.
Claw: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
I accidentally rolled a full round attack that would have left Selete unconscious. Why is it so hard to remember ONE ACTION on a surprise round, even after you have reminder your playes a couple times?.
Bold may go:
Marock - (previous action: 5' step and draw)
Selethe - (previous action: move)
Thokzazt - (previous action: cast deathwatch)
Erlathan - (previous action: move)
Theron - (previous action: move)
Owlbear - attack Selete and miss
Thokzazt: Deathwatch

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If this creature has reach, Marock’s movement would provoke and AOO.
Moving out of the doorway, Marock moves to the other side of the thing, imbues his hammer with acid, and then takes a swing at the stuffed owl-bear.
(Swift action) Enchant hammer with acid, (Move action) move 20’ which provokes if the creature has reach, (Standard action) Attack the stuffed owl-bear.
(Attack) MW War-hammer: 1d20 + 6 ⇒ (8) + 6 = 14
(Damage) MW War-Hammer: 1d8 + 4 ⇒ (8) + 4 = 12
Additional Damage
(Damage) Acid: 1d4 ⇒ 4

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During the introductions before the fight..
Selethe kind of likes the looks of this guy so completely covered in steel. She finds Asmodeus and his followers to be a little full of themselves but she does respect their discipline. She indicates the symbol of Nethys on her armor. "It is also good to have another of the faithful among us."
She also makes sure to point out her new wand to the party in case she were to fall in combat.
Back to the fight.
Selethe tells the party what she knows about the owlbear's immunity.
She dodges the owlbear's claw, backs away from it to get her proper range then stabs at it ferociously, trying to put the lit point of her spear right through the stuffed creature's eye.
5' step, using Studied Target as a swift action, and attack.
attack+studied-power attack: 1d20 + 4 + 1 - 1 ⇒ (18) + 4 + 1 - 1 = 22
damage+studied+power attack: 1d8 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13

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The roc flies forward.
Bite: 1d20 + 3 ⇒ (12) + 3 = 15Dmg (blunt): 1d6 + 1 ⇒ (2) + 1 = 3
Take that, silly skeleton.
Theron grabs arrows from his quiver of blunt arrows.
Arrow: 1d20 + 6 ⇒ (1) + 6 = 7Blunt: 1d6 ⇒ 5
"Aw man, i get these nifty arrows, i'm going to have to check the string on this bow after the fight."

miteke |

@marock
No reach. That was one of the facts that TheCats guy found with his nice knowledge roll. I'm sorry. I have to give him a nickname. Thokzazt doesn't really roll of the tongue :)
@Selethe
Please include your damage type or weapon type if the damage type of the weapon is obvious, particularly since we know this guy has DR. I had to go look it up. Not really a big deal as I like to peek at the characters, but as you know it makes life easier since you probably have that info at your fingertips. Also I should have known already since you have almost exclusively used your spear in previous game, but then I wasn't the GM or dealing with DR. Still, its a good rule to include weapon stats with an attack.
@Selethe
Concerning the attack, I get the 1d8+6+2, but where did the additional +1 come from? I assume you know what the heck you're doing but I'd like to know.
Marock's blow connects soundly, almost by accident as the swing was not well timed, but the ball at the end of the chain allows for some leeway and the nasty spiked thing wraps around its torso and then smashes into the back of its leg. The mindless affront to Nethys is then skewered by her inquisitor and the spear rattled around inside for good measure. The final shake sends piece of it flying and the thing collapses.
The team - actually half the team - makes short work of the taxidermic nightmare and moves on to inspect the room.
I need to send out some faction goals which I managed to overlook. Expect them after I finish church this morning.

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@Selethe: Concerning the attack, I get the 1d8+6+2, but where did the additional +1 come from? I assume you know what the heck you're doing but I'd like to know.
From what I can see, Selethe is 1d8 (+6 for two handed strength, +2 for power attack, which should be +3 if she is attacking two handed, and +1 from study target.
In case you need damage type from Marock: He is attacking with a Warhammer, which is bludgeoning.

miteke |

@Marock
Aha! I've only used studied target for a pregen (Marnarius) and he got +2. I had assumed incorrectly that the +2 came from studied target. The different bonus and the inclusion of power attack explains the numbers. Thank you for the break-down.
Everyone please go to the campaign page and look up the faction missions if you are interested. I know that the original factions have changed. Please verify that I got the new factions with the old factions right in my links. the old factions are listed first and I put the new faction after the slash.
Since you are all good pathfinders, I figured your next task would be to search the room but will not presume. Shall SOP be that you will search each room as you go, or are you hell bent on getting through the rooms ASAP?

miteke |

You find the skeleton of an ancient dwarven warrior of Tar Taargadth dressed in worthless rotting armor and bearing a rusted shield
covered in decaying metal spikes and the preserved corpse of Galitian Maramaxus, neither of which matter since the faction missions are dead to us.
There is nothing of interest here at this tier. Really I was looking for a Standard Operating Procedure so that in the future if I get to a room like this I could just say you searched and found nothing, or do perception rolls without having to be told that you were searching. Would you all mind if I did your perception rolls at the end of each encounter? At this point you only need to pick your next room. From previous example I presume SOP will be to search the and listen before entering?

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My opinion: Yes, I would say go ahead and use passive perception. And yes to the second part - listen before entering. Erlathan is not one to lead so he will let the more martial characters choose the next room.

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Unless pressed, Marock's SOP will be to search every room when the room is clear of threats, after which he will perform a perception check on each door before attempting to open it. These both are subject to change if the group is pressed and has to withdraw quickly.
While the acid on Marock's hammer fizzles out, he begins a detailed search of the room.
Feeling the room is clear of secrets, he then moves up to the next door and inspects the door for traps.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

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Yes the +1 was from studied target. I misspoke when I said it was a swift action. It's actually a move action at level 1. My only previous experience was as playing Marnarius and he gets it as swift. But my turn wouldn't have been affected anyway.
I didn't know that power attack gets the 1.5 multiplier for 2-handed weapons. Thanks!
I will let others choose the doors and how we approach them to not spoil it. As soon as it's open I will make a perception check and take my place on the front line inside the new room.

miteke |

There is nothing provoking any interest about the door so you open it, looking carefully into the dimly lit interior. This musty storeroom is filled with boxes and crates stacked in disorganized piles, some only a few boxes high and others reaching all the way to the ceiling. Small puddles stand on the floor, and the occasional drip of water echoes in the darkness.
This room is filled with boxes and crates, in some cases stacked to the ceiling. A single unlit oil lamp hangs from a bracket to the right of the northern door. A wooden sign on a door in the western wall is marked 'Scriptorium - Quiet Please'.
Erlathan Perception+3: 1d20 + 5 ⇒ (3) + 5 = 8
Marock Perception+6: 1d20 + 1 ⇒ (11) + 1 = 12
Selethe Perception+8: 1d20 + 3 ⇒ (16) + 3 = 19
Theron Perception+8: 1d20 + 6 ⇒ (14) + 6 = 20
Thokzazt Perception+3: 1d20 + 1 ⇒ (14) + 1 = 15
In the middle of the room grows a wet green plant with flowers that smoke with a nasty yellow vapor. The plant is coiled around a couple of human skeletons, perhaps some of the guards sent down or staff? Everyone except Erlathan start as the quivering monstrosity bends towards the party. Erlathan, conveniently positioned at the back of the party and unable to see around the line of pathfinders positioned in front of him, asks tentatively "What?"
Surprise round. Again. So one action only. I'm sensing a theme here. Erlathan is unaware so will not be able to act. On the bright side he is also very unlikely to be attacked.
Erlathan: 1d20 + 5 ⇒ (15) + 5 = 20
Marock: 1d20 + 1 ⇒ (16) + 1 = 17
Selethe: 1d20 + 3 ⇒ (17) + 3 = 20
Theron: 1d20 + 6 ⇒ (19) + 6 = 25
Thokzazt: 1d20 + 1 ⇒ (5) + 1 = 6
Plant: 1d20 + 2 ⇒ (17) + 2 = 19
Bold may go:
Theron -
Erlathan - surprised
Selethe -
Yellow Musk Creeper -
Marock -
Thokzazt -

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Kn. Nature: 1d20 + 3 ⇒ (5) + 3 = 8
"I know i should recognize it, i guess. But it's not coming to mind right now.
But it looks harmful, so sorry plant, but i have to shoot you."
"Spread out girl."
Theron moves into the room and heads right, his roc heads left.

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"That is... Interesting." Thokzazt muses, as he approaches plant beast, drawing his Heavy Mace from his belt. "I believe you are trespassing Plant." With a slight blur, his steps lengthen, and clangclangclang approaches a swift staccato, like an entire hellish legion marching as one.
Thokzazt will (as a Swift action) activate one of his... Hellknight powers. Spending a point of... Hellknight Focus. As his Single move action, he walk through squares that the Leafy Tendrils threaten, unconcerned with their attacks, and setting himself behind the Botanical Baddie. Thread this in when My Initiative comes up!

miteke |

Botting Selete. She runs forward to engage.
The plant turns its attention towards Selethe and sprays a cloud of pollen at her.
ranged touch: 1d20 + 4 ⇒ (8) + 4 = 12
The pollen cloud connects and Selethe must make a DC 14 Will save or be entranced.
Bold may go:
Theron/Roc - move/move
Erlathan - surprised
Selethe - move
Yellow Musk Creeper - attack Selethe
Marock -
Thokzazt - will move when he has init and activate some mysterious power even the GM does not know about.

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Botting Selete. She runs forward to engage.
The plant turns its attention towards Selethe and sprays a cloud of pollen at her.
LoL- I'll have a post up in the next couple hours.

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Marock moves through the door and up to the West side of the plant-creature. After arriving to the side of the creature, he places his heavy shield between himself and the creature. With the barricade in place, the war-priest then brings his hammer into a powerful side long swing.
(Move action) Move 20', (Standard action) Attack the plant creature.
(Attack) MW Warhammer: 1d20 + 6 ⇒ (12) + 6 = 18
(Damage) MW Warhammer: 1d8 + 4 ⇒ (6) + 4 = 10

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I'm moved on the map, and ready to go! Top of the order?

miteke |

As Thokzazt passes by the plant it lashes a tendril out at him, showing that it has a bit more reach that expected.
Tendril attack: 1d20 + 5 ⇒ (17) + 5 = 22, but it misses the ironclad behemoth.
Bold may go:
Theron/Roc - moved/moved last round
Erlathan - surprised last round
Selethe - entranced
Yellow Musk Creeper (-10) - entranced Selethe
Marock - Pounded it for 10 points of damage.
Thokzazt - moved. Did he activate one of his mysterious powers?

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First full round, then?
"Wh-what?" Erlathan has no idea what has everyone charging into the room, but he follows them in. "Oh, look at that. An animated plant. Hah! Take this!" He points his wand at the creature, launching a rather weak force missile.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Theron moves behind Marock to get a better los.
Can't take a proper shot otherwise.
Aoo can't be made against creatures with cover.
Piercing Arrow: 1d20 + 6 ⇒ (2) + 6 = 81d6 ⇒ 6
"Go on girl, have at it."
The roc moves forward to bite the plant.
Bite: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (2) + 1 = 3
Crit?: 1d20 + 3 ⇒ (1) + 3 = 4Extra dmg: 1d6 + 1 ⇒ (4) + 1 = 5

miteke |

Theron finds his cover two-way and puts a wild shot bouncing off Marock's armor. His buddy, however, does manage to take a nip out of the thing. Selethe moves up to cuddle with the plant.
1-Selete,2-Marock: 1d2 ⇒ 1
The plant decides that producing offspring is more important that preserving its own existence and inserts some tendrils into the unresisting form of Selethe. Selethe takes 1d4 ⇒ 1 point of intelligence damage. Note for GM: 1d6 ⇒ 1. This snaps Selethe out of the entrancement.
Bolld may go:
Theron/Roc - attacked
Erlathan - magic missile
Selethe - entranced
Yellow Musk Creeper (-15) - invaded Selethe
Marock - Pounded it for 10 points of damage last round
Thokzazt - Moved last round
I'll be really surprised if it lasts the round.

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Marock makes a slight adjustment and then takes another heavy swing at the plant.
(Free action) 5' adjustment, (Standard action) Attack the plant.
(Attack) MW Warhammer: 1d20 + 6 ⇒ (5) + 6 = 11
(Damage) MW Warhammer: 1d8 + 4 ⇒ (4) + 4 = 8

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With almost mechanical precision, Thokzazt slides opposite of Marock and brings his pentacle shaped mace down upon the plant creature.
Mwk Cold Iron Heavy Mace: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

miteke |

With the final blow the creeper collapses. End of Combat. Other than the 1 point of intelligence damage to Selethe, you all came out unscathed.
Erlathan Perception+3: 1d20 + 5 ⇒ (5) + 5 = 10
Marock Perception+6: 1d20 + 1 ⇒ (13) + 1 = 14
Selethe Perception+8: 1d20 + 3 ⇒ (4) + 3 = 7
Theron Perception+8: 1d20 + 6 ⇒ (14) + 6 = 20
Thokzazt Perception+3: 1d20 + 1 ⇒ (4) + 1 = 5
Theron is the only one to spot a door in the southern wall hidden behind a large stack of cartons, labeled with a small sign reading “Archives—Private.”

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There are two doors in this room, so I am presuming one is in plain sight and the other concealed. If I am wrong about this let me know.
Once the threat has been eliminated, Marock searches the room and then inspects the one door that is in plain sight.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23 (Searching the room for secrets.)
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 (Searching the door for traps.)

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Theron points at the door, shortly before Marock does.
"Attempt at a secret door, over there."
He rubs the roc over the head.
"Yes, you did good."
Perception vs traps: 1d20 + 8 ⇒ (10) + 8 = 18
Or take 20 for 28.
If there are no traps, and it's just locked, Theron takes 10 for 21 on disable device. (Archetype)

miteke |

Marock got the post in first so the middle door is opened first. You can split the party if you want to :) Note: You may assume that the player has revealed any secrets before they are able to make their post, though a little in-player post is always in order even after the fact. So I rule it that Marock opened the middle door in spite of knowing about the hidden door. But I noticed you placed your icon at the middle door so maybe you got the doors confused?
This dark, vaulted chamber serves as a scriptorium, where texts from the archives next door may be read or copied at leisure. Bare wooden shelves, empty except for some extra writing supplies (sheets of parchment, bottles of ink, and quills), line the eastern wall, and three desks with high stools stand in the center of the room between six columns. A small sign on the door you are at reads “Archives—Private.”
A body lies slumped in the southwestern corner, still clutching a club. Its legs have been eaten away by acid, and the corpse is already showing signs of putrefaction, with patches of mold on the skin. A broken lantern lies next to the body, its oil spilled on the floor. The two northern desks each contain small, empty candelabra, two bottles of dried ink, and old quill pens. The southern desk has been used more recently — the candelabrum holds the stubs of half-burnt candles, the ink bottles are still wet, and fresh ink stains the quill pens. A handful of books and scrolls lie open on the desk.

miteke |

I'm going to move forward and assume you all enter. and start looking around, carefully at first and then more freely.
The books and scroll on the desk contain treatises on the solar system and the empty space beyond. There are underlined passages in Osiriani if you have the language...
Underlined passages and marginalia written in Osiriani refer to the “the Dark Tapestry” and the “Dominions of the Black,” as well as something called the “Gate of Beyond,” a long-lost portal to these otherworldly realms. References to an ancient aberrant sorcerer named Kubburum Ishmedagan and the mad wizard Ralzeros the Overwatched are also highlighted.
Erlathan Perception+3: 1d20 + 5 ⇒ (11) + 5 = 16
Marock Perception+6: 1d20 + 1 ⇒ (6) + 1 = 7
Selethe Perception+8: 1d20 + 3 ⇒ (2) + 3 = 5
Theron Perception+8: 1d20 + 6 ⇒ (6) + 6 = 12
Thokzazt Perception+3: 1d20 + 1 ⇒ (12) + 1 = 13
Erlathan, much more alert now that he is able to get out from behind the walls of flesh, is able to spot a sheet of parchment that fell beneath the desk and was forgotten with writing, again, in Osiriani.
It contains some of Imrizade’s notes as well as sketches and diagrams of the Gate of Beyond and the brain canister she found in Osirion. The notes provide an important clue to the final battle in area 9. A DC 25 Linguistics check is needed to decipher the notes. Make me the check if you have the skill and can read Osirani.

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Erlathan pinches his nose tightly when he notices the putrefied corpse. "It's not quite as bad as an ape-man smearing his own bodily creations on a wall, but by Desna, it smells in here. Ugh"
"Was the dead guy the one who wrote this stuff, or his killer?" He looks at the papers with an eyebrow raised and scoffs in frustration as he isn't able to understand a word.

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Once Marock feels the room is free of any threat, he takes a look at the discovered documents. "This is in an unfamiliar language. If someone can translate it, it might shed some light on what we are up against.”
Marock inspects both doors for traps.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9 (Right door.)
Perception: 1d20 + 6 ⇒ (18) + 6 = 24 (Left door.)
After clearing both doors he turns to the group for guidance on which to open first. “Well I’m game with either door. I'm presuming we need to clear all the rooms, so which do you want to open first?”

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What do I know about the body from looking at it?
School necromancy; Level cleric 1
Casting Time 1 standard action
Components V, S
Range 30 ft.
Area cone-shaped emanation
Duration 10 min./level
Saving Throw none; Spell Resistance no
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Also, if I could, maybe a Linguistics check to see what I can learn from the texts?
Looking at the papers spread across the desk, Thokzazt attempts to interpret what they could mean.
Linguistics (Table top): 1d20 + 7 ⇒ (7) + 7 = 14
A moment later, noticing the sheet between the desk and the wall, he takes a particular interest in that sheet.
Linguistics (Missing Sheet): 1d20 + 7 ⇒ (7) + 7 = 14
"I wonder what these could mean..."

miteke |

@Thok
You can tell that it is a dead person vs. a deadly dead person. I.e. it is not undead. A good heal check would be able to answer the question of how long it has been dead.
Nobody with comprehend languages? And you call yourselves Pathfinders! Or perhaps someone does but is holding out for someone who can translate without spending 25 gp? I do that all the time :)
Note: for purposes of duration lets assume each room takes 5 minutes to search, 10 minutes if there is actually something interesting in it to analyze like this one. These rooms are pretty cluttered as a rule.

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What do you take me for, a cleric? :)
Heal, untrained: 1d20 + 2 ⇒ (6) + 2 = 8
Theron's not sure about how long the stiff's been a stiff.