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"I can scout the place out from the air. I'll be back in a few minutes."
Nalina changes to falcon form and takes off, flying above the fort to see if she can head any important information about what the group might find there.
perception: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19

GM Netherpongo |

A few problems with your detection plan, Jiro. Detect Magic requires concentration and will be interrupted by your castings of Detect Poison, so you can't do both at the same time. Additionally, Detect Poison doesn't affect a cone area like Detect Magic does. It requires either targeting or the search of a 5' cube. None of that makes your plan impossible, but it does make it exceptionally slow (on a rounds time scale) and noisy throughout the whole process since both spells require verbal components. I'll give you Detect Magic since it is by far the easier of the two. You can do Detect Poison as well but you'd need to get the group to agree to wait around forever. If you see something specific you want to Detect Poison on, you can do so.

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Ingrge will check out the next chamber on the first floor...
Do you want new Perception rolls for each chamber? Added another one below in case my previous one is no longer in force...
Perception: 1d20 + 14 ⇒ (9) + 14 = 23

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Nalina returns to the group, turning back into her normal self. "Not much to report. Looks relatively abandoned, and there aren't many places for anything large to hide, so hopefully we're good to go."
She then turns into a tiger, readying herself for combat if necessary.

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If you want you can cast detect poison Jiro and she can detect magic if you like.
Nalina, that might be an interesting thing to do if you can turn into a hawk yet, when we come on a fight you can be in hawk form on someone's hand or shoulder and them bamn attack in a hybrid form

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Unfortunately I don't have a hybrid form, and it takes me a Standard action to switch back to human form and then another Standard to turn into a tiger. So, it'd be several rounds before I could be combat-viable. I'd rather start off as the tiger when we think stuff might go down. :)

GM Netherpongo |

Splitting detection duties helps, but it still leaves us with Detect Poison only targeting a 5' square at a time. Unless someone specifically states so, I'm assuming that the group doesn't want to target every 5' square as they go...that's even slower than checking for traps every 10'. If you are splitting duties, though, what if I assume that Detect Poison gets cast on specific targets: critters that don't immediately attack, doors and the like?I won't say anything if they aren't poisonous, but I will note it if they are. It won't cover hidden creatures or traps though.
The next chamber appears to be the remains of a mess hall. A fire pit rests beneath a vent for the smoke and the crumbled remains of what once were four tables are spaced about the room. The rotting remnants of a door lies to the left-hand side of the room while two doors are on the right. The further one also has a rotting door while the further right-hand door has crumbled away completely. A set of stairs on the far side of the room presumably leads to the tower.
Detect Magic spells reveal the presence of magic behind the right-hand closer door.

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Posting the rest of Ingrge's searches in the interest of saving time...
Ingrge will continue on, searching in order, the tower,the third chamber on the first floor, and then the fourth chamber...
Tower Perception: 1d20 + 14 ⇒ (11) + 14 = 25
3rd Chamber Perception: 1d20 + 14 ⇒ (5) + 14 = 19
4th Chamber Perception: 1d20 + 14 ⇒ (17) + 14 = 31

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Heya! 1) I was purposely breaking the concentration on Detect Magic. I figured most of the ruin wouldn't have auras, so I would only cast it around in general every other round. 2) As for Detect Poison, I forgot it wasn't a 30' cone. If that is the case, then I only want to scan stuff we would touch (weapons and the like) as well as any plants that stand out. Like, if there is a big thorn bush or a thick vine or something. If it is a dessicated ruin, then there is no need to swap, but that was my general thought.
I should have been more specific. >.< Most of my characters (ok, ok... all of them) boldly stride without regard for poisons or traps, busting down doors and just soaking the problems. I figured I'd be the opposite on this guy, but it seems that I have no idea how to do that! ;-)
Jiro follows behind at a comfortable distance, specifically scanning the doors for poison, starting with the rotting door. "Can't be too safe!"
As Jiro sees that there is a set of stairs leading to a tower and becomes excited. "I bet the tower is where the good stuff is! Let's go there first!"

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"Hmmmmm ... I hope we find weapons in this tower soon. I have to admit that I am less dangerous than usual with my bare hands."

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"If we find no weapons, this may be a good place to take time to craft some. I'm sure we will at least find some materials more suitable to weapon-making than the sticks and twigs we might find in the forest."

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Oops! Sorry, missed the last line of the GM''s last post...
Ingrge will open the right hand closer door in the second chamber (the one where magic was detected) before searching the rest of the outpost...

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Pethwen follows along with the rest of the group as they search the tower.
If we were going with the Marching Chant spell, no call for Pethwen to do anything but concentrate on the spell for the moment.

GM Netherpongo |

Pethwen, you guys haven't started doing anything that would cause fatigue, so I doubt you'd have a reason to start using Marching Chant at this point. The main reasons to use it would be hustles and force marches, which you aren't doing (yet).
Jiro's detection efforts reveal no poison on the door. The door was locked, but you hardly notice as the door crumbles at a moderate effort to open it. Inside is the remains of what was likely an officer's bunk/office. The remnants of what must have been a bed stand to one side of the room. The other side of the room is mostly buried under the remnants of the roof, which caved in earlier. Spider webs and hand-size spiders crawl over this area around the edges of the room, but you do see the edges of a chest poking out from underneath the rubble.
Further efforts to detect magic show that the aura is coming from the chest.
The spiders do detect as poisonous. They aren't acting aggressive toward you, though.

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Ingrge will shoo the spiders away and examine the chest...and pick it if locked...
Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Disable Device: 1d20 + 14 ⇒ (13) + 14 = 27

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Kn.nature: 1d20 + 7 ⇒ (5) + 7 = 12
"Spiders like that are unlikely to attack us, and even if they did would not be terribly harmful." Nalina observes.

GM Netherpongo |

Ingrge retrieves the chest with only moderate difficulty. It doesn't quite fall apart as he hauls it out from underneath the rubble and the lock is in too great disrepair to hold the chest closed.
The party finds:
6 potions
1 wand
4 flasks of alchemist's fire
2 suits of masterwork studded leather
2 masterwork longbows with 40 arrows
2 masterwork longswords
1 quarterstaff
1 spell component pouch
6 waterskins
7 tindertwigs
1 travelling spellbook containing spells
All 0-level wizard spells
1st-level spells:
Alarm
Burning Hands
Chill Touch
Color Spray
Mage Armor
Magic Weapon
Sleep
True Strike
2nd-level spells:
Acid Arrow
Blur
Bull's Strength
Daze Monster
False Life
Protection from Arrows
Scorching Ray
See Invisibility
The remainder of the fort is mostly unremarkable. The doors you saw lead to a barracks and a pantry, both of which are bare of anything useful. A team of Pathfinders with more time on their hands might want to study the ruins further to gain historical knowledge, but the pressing needs of the race won't allow that.
For each item, I need you to declare who is carrying it. If some items remain undeclared that's fine and you won't lose treasure, but you won't be able to suddenly have them during an encounter, either.

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Ingrge smiles upon their find. "Fortune follows us...at least thus far...
"One of these bows and 20 arrows should be fine for me...the armor and swords should go to those whom prefer fighting on the frontline...can anyone identify the wand or potions?"
Ingrge will take one of the MW longbows, 20 arrows, a waterskin, a tindertwig, and an alchemist fire flask...he'll defer on the potions until they are identified...

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“Ingrge, with this find your decision to be open to the Cheliax lovers is even more to be acknowledged. Thank you for your wisdom.i take the armor and the long sword! And now, let us kick some but!”

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"I have little use for those items, for the most part. We should each carry a waterskin, obviously. I would be happy to carry the tindertwigs in order to start fires when needed."

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Pethwen smiles at Ingrge, laughing a gentle laugh like a set of small bells. "So when we know such items might be hidden somewhere it is cheating to go and retrieve them, but when we stumble upon them then it is 'fortune following us?' Fortune smiles on those who make their own luck, either way, I would think?"
The cleric retrieves the remaining longbow, quickly lining up the sight to the distant treeline. Nodding approvingly, she straps it and the remaining 20 arrows across her shoulders. "I do not know for sure what these potions are, but let us hope they are healing ones. Either way, better to take them than leave them behind!"
Pethwen will also take 1 of the waterskins, at least 1 of the potions and alchemist's fire if we split them up (or all or what is left if we don't end up identifying them). If no-one else wants the quarterstaff (perhaps Rivani?), she'll take that as well. I assume Rivani will want the spell component pouch and spellbook. That just leaves the other sword and the armor unaccounted for. Jiro?

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Jiro looks at the remaining sword and armor with disdain. "Not quite my cup of tea, Peth, however I will gladly take the wands and potions. Rivani can have the component pouch and the spellbook." he says as he tries to determine the qualities of the potions and the wand.
Spellcraft - Wand | Racial Bonus: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Can identify the wand if it is CL 13 or lower.
Spellcraft - Potion #1: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 Cannot identify the potion
Spellcraft - Potion #2: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Can identify the potion if it is CL 2 or lower.
Spellcraft - Potion #3: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 Can identify the potion if it is CL 7 or lower.
Spellcraft - Potion #4: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Cannot identify the potion
Spellcraft - Potion #5: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 Cannot identify the potion
Spellcraft - Potion #6: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Can identify the potion if it is CL 2 or lower.

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After tinkering with the magical items, Jiro takes another long look at the studded leather armor. "You know what, I will take that!" he says as he grabs for it and throws it on. "I think I can pull off metal studs pretty well. What do you lot think?" he asks with a flourish as he takes the longbow and the other quiver of arrows with him.
"Yeah, without my rapier, I probably can't even cast magic, so I should probably stick with the longbow." he adds sheepishly.

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I think both longbows and all the arrows have been accounted for by Ingrge and Pethwen. Pethwen's favoured weapon is a longbow, but if you think Jiro will have more use for it or will be relatively less useful without it compared to Pethwen, happy to negotiate.

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Also, the spell component pouch and spellbook are not helpful to Rivani, since she doesn't use components and doesn't prepare spells. The component pouch should probably go to Pethwen in case any of her cleric spells require a component other than her holy symbol.

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Jiro will pass on the longbow then and keep the spellbook. Now he has two spellbooks!

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If no one else wants the other longsword, Ingrge will carry that as well...
I think that leaves 2 alchemist fire that we shouldn't leave behind...I'll carry those if no one else wishes to...
Ingrge smiles at Pethwen. "Aye, Pethwen, ironic is it not? While I can't justify using items I know were planted for cheating, I have no qualms about using stuff we were not previously aware of...as long as we're not violating the rules of the race...
"I think we're done here...are we ready to press on?"

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Jiro shrugs. "I'd love to explore around here more, but I think we should worry about the race. Let's head out." he adds to Ingrge's thoughts.

GM Netherpongo |

Jiro identifies the wand as a Wand of Cure Light Wounds with 20 charges. I didn't say so earlier, but the potions are all the same kind and Jiro's first check on those failed. He can try again in 24 hours, or if someone else has Detect Magic and Spellcraft, they are welcome to attempt the check.
Here is what I have for the gear split so far:
masterwork bow & 20 arrows
masterwork longsword
waterskin
tindertwig
alchemist's fire
masterwork longsword
masterwork studded leather armor
waterskin
waterskin
6 tindertwigs
masterwork longbow & 20 arrows
quarterstaff
waterskin
alchemist's fire
Wand of Cure Light Wounds with 20 charges - but he might want to hand that off
masterwork studded leather armor
travelling spellbook
waterskin
waterskin
2 alchemist's fire
batch of 6 potions
spell component pouch
Let me know if anything I posted there is wrong. Incidentally, but official race rules this isn't cheating (except Jiro's spellbook trick). You can collect things you find out in the field.

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Pethwen takes a small sip of the one of the potions in an attempt to identify it.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
"No, sorry I don't know what this is. I'd rather take them with us just in case, though."
Pethwen claims both the spell component pouch and the potions. Unless we identify them and want to split them up, that is.

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Jiro will also hand over the wand to Pethwen. "Here's a Wand of Cure Light Wounds, Pethwen. Should be useful when one of us stubs a toe on a treeroot later." he says with a wry grin before deciding it is time to leave.

GM Netherpongo |

Yes, the unclaimed area still suggests you take them along with you. The only thing is that if you suddenly need them in an encounter, they won't magically happen to be on the person that wants them.

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Pethwen offers one of the unidentified potions to any of the others to taste. "It didn't kill me and everything else here has been helpful. No-one game enough to take a sip and try and find out what it is?"

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Ingrge will take a sip as well...
Perception: 1d20 + 14 ⇒ (9) + 14 = 23
Once they determine, or do not determine, what the potions are, he says, "We need to move on now..."
Ingrge then heads out from the camp, heading for the hills in hex 12, with his newly found bow readied...

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"Yes, agreed!"

GM Netherpongo |

Those are Potions of Cure Light Wounds. For now I'll assume that everyone has one potion.
Leaving the fort behind, you resume your journey around the south edge of the mountains. Hogback ridges running east to west stretch as far as the eye can see. The northern slopes of these outcrops are covered by short green grass swaying in the wind, while the southern slopes are steeper and rockier. The sun is just barely peeking out from the clouds, and a gentle breeze carries the scent of the sea.
As you travel over a set of rolling ridges, you come upon a grisly scene. Scaled, winged creatures are feasting on the remains of what appears to be some members of Team Ebanasi. (The halflings) Noticing your approach, the creatures drop their current fare, apparently deciding that they prefer fresher food.
Nalina Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Ingrge Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Pethwen Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Pregens Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Jiro Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Crowe Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Amphiptere 1 Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Amphiptere 2 Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Amphiptere 3 Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Critters won initiative! Their creature type is Dragon. Visual description: This snake-bodied dragon has a sinuous tail with a spiked tip. Flared wings attach to its forelimbs, and it lacks rear legs.
The creatures fly-hop-glide in an unusual but swift pattern as they approach you before lashing out with their spiked tails from outside your reach.
Attack Crowe: 1d20 + 8 ⇒ (19) + 8 = 27
Damage Crowe: 1d6 + 2 ⇒ (1) + 2 = 3
Attack Nalina: 1d20 + 8 ⇒ (18) + 8 = 26
Damage Nalina: 1d6 + 2 ⇒ (2) + 2 = 4
Attack Jiro: 1d20 + 8 ⇒ (7) + 8 = 15
Damage Jiro: 1d6 + 2 ⇒ (1) + 2 = 3
Crowe takes 3 damage, Nalina takes 4 damage and Jiro takes 3 damage. Party turn! Note that off the path shown on the map (green squares), this area is difficult terrain.

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Ingrge will calmly fire two arrows at the nearest creature, the one to the west...
PBS, Precise Shot, Weapon Focus, Flurry of Blows, Deadly Aim, Deadeye Bowman
Longbow: 1d20 + 10 + 1 + 1 + 1 - 2 - 2 ⇒ (11) + 10 + 1 + 1 + 1 - 2 - 2 = 20
Damage: 1d8 + 1 + 2 + 2 ⇒ (4) + 1 + 2 + 2 = 9
Longbow: 1d20 + 10 + 1 + 1 + 1 - 2 - 2 ⇒ (18) + 10 + 1 + 1 + 1 - 2 - 2 = 27
Damage: 1d8 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7

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Crowe walks outside the reach of the draconic being into a flanking position on the opposite of the opponent and attacks.
Mwk Longsword two-handed attack roll (+1 Mwk, +4 Bab, +4 Str., -0 Powerattack for first attack due to Furious Focus): 1d20 + 9 ⇒ (19) + 9 = 28
Mwk Longsword two-handed crit confirm: 1d20 + 9 ⇒ (12) + 9 = 21
Longsword damage (+4/+2 str 2H, +6 Power Attack: 1d8 + 12 ⇒ (3) + 12 = 15
Longsword damage INCLUDING CRIT: 15 + 1d8 + 12 ⇒ 15 + (8) + 12 = 35

GM Netherpongo |

These things have 10' reach with their tails, Crowe. Are you fine taking an opportunity attack? With all the difficult terrain, you wouldn't be able to 5' up to it anyway.
For Ingrge: I get where Point-Blank Shot and Deadly Aim are adding into the damage. What is the last +2 from? These aren't composite bows if you are adding Strength. Wait...it's because you are Deadly Aiming for -2/+4, right?

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If I understand correctly, for every +4 of your base attack, you can take an additional -1 to hit/+2 damage; since my base attack is +4, thought that meant I could take -1/+2 twice which is why I have the second -2 on my to hit roll (the first is for Flurry of Blows) and +2 twice on my damage roll...

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These things have 10' reach with their tails, Crowe. Are you fine taking an opportunity attack? With all the difficult terrain, you wouldn't be able to 5' up to it anyway.
For Ingrge: I get where Point-Blank Shot and Deadly Aim are adding into the damage. What is the last +2 from? These aren't composite bows if you are adding Strength. Wait...it's because you are Deadly Aiming for -2/+4, right?
If they have reach Crowe just moves and draws weapon and hits them! That means this one dragon gets an AoO. Position of the icon on the map is fine.

GM Netherpongo |

Ingrge: yep, that's right. I'd write the same thing as +4 instead of +2 +2, so I got confused. Sorry for the trouble.

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Per our previous discussion about Nalina traveling primarily in tiger form for the speed boost, I will assume she is already in that form. If that's incorrect, I will have to use my Standard action to change instead of the following:
Nalina roars at the dragonlike creatures and leaps forward to attack the nearest one. Only 5 feet away, so no AOO from movement.
bite: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19
claw 1: 1d20 + 8 ⇒ (10) + 8 = 18 damage: 2d4 + 9 ⇒ (1, 3) + 9 = 13
claw 2: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 2d4 + 9 ⇒ (4, 4) + 9 = 17
grab: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17