
Tragershen |

Tragershen slaps at the stirge attacking him.
To hit 1d20 + 1 ⇒ (19) + 1 = 20
Damage 1d6 + 0 ⇒ (3) + 0 = 3
His Turn
Prescience 1d20 ⇒ 19, 6 of 7 remaining
Tragershen steps away from the stirge that attacked him, then tries to hit it with his acid spell.
Acid splash 1d20 + 4 ⇒ (10) + 4 = 14
Damage 1d3 + 0 ⇒ (3) + 0 = 3
I will sub out the prescience roll for the acid splash to hit.

Bedlam Bottomland |

Bedlam grins as his explosive exploded. Then the dwarf frons as he notices the results.
The Alchemist attempts to rid his vicinity of vermin.
heavy pick: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 6 ⇒ (5) + 6 = 11

GM Parrot |

Twenty pages of game! Good milestone. Thanks everyone, and Lolly, Chases Moonlight, and Hakram.
Tragershen
Bedlam
Stirge blind
Anzath
Stirge x 3; 1@5d, 1@d4 1 blind
Talathel
Aurora
Brand
Stirge x 3, 1 blind, 1@d5
Something
Tragershen and Bedlam each smack down one of the stirges that was attacking them. Bedlam quickly dispatches one with his pick.
Trags, though, creates an interesting situation. As someone lacking Improved Unarmed Strike, his AOO provokes an AOO... EDIT: I realized Tragershen was smacking with a club rather than an unarmed strike. Observe the below as a curiosity, then, because the results are the same.
AOO Bite vs Tragershen: 1d20 + 7 ⇒ (19) + 7 = 26
...and the dire mosquito latches on to the wizard, while also getting smacked for three damage.
THEN Tragershen's spellcasting provokes...
AOO Bite vs Tragershen: 1d20 + 7 ⇒ (7) + 7 = 14
...as does making a ranged attack in melee...
AOO Bite vs Tragershen: 1d20 + 7 ⇒ (6) + 7 = 13
...and normally this would be a big deal, but since stirges only do bloodsuck at the end of their own turn, Tragershen takes three AOOs, doesn't have to make a concentration check because no damage is done, and...
Tragershen kills the stirge with acid. WHA?
The other is part of the swarm around Bedlam. Despite 'picking' one off, this one, though blind...
Bite vs Bedlam: 1d20 + 7 ⇒ (17) + 7 = 24
...digs in for one further CON damage to the dwarf.
Anzath may act!

Anzath |

Anzath feels a bit sick as the stirge proboscis finds it's way through her chain armor and into her flesh, and a bit weak in the knees as it draws from her life force. She can see it's abdomen fill with her blood, and at that, the half-drow's anger focuses her mind. She slaps at the bugger with the flat of her blade.
Gladius(main): 1d20 + 5 ⇒ (1) + 5 = 6
and again
Gladius(offhand): 1d20 + 5 ⇒ (12) + 5 = 17
Dmg+Sneak: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12
If need be, 5ft-step to flank with Brand
At the sound of something approaching down the hall, Anzath swears using the only Aklo word she knows, "Blkaggh!" It has no direct translation, but loosely translates to "Holy Toothy Anus of X-Zr'Z'Glub, Mother of Gas Giants".

GM Parrot |

Tragershen
Bedlam
Stirge blind
Anzath
Stirge x 2; 1@5d, 1@d4 1 blind
Talathel
Aurora
Brand
Stirge x 3, 1 blind, 1@d5
Something
Anzath smacks down another stirge, thinning the angry crowd buzzing around her head. The remaining pair are in rough shape--one is still smoking, and the other is blind. But they try.
Blind Bite vs Anzath, misses on a 1 on the d2: 1d2 ⇒ 11d20 + 7 ⇒ (13) + 7 = 20
Staggered Bite vs Anzath: 1d20 + 7 ⇒ (3) + 7 = 10
And they fail.
Talathel, Aurora, and Brand may act.

Aurora Fallowarc |

AoO vs. Attacking Stirge: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
AoO vs. Attacking Stirge CONFIRM: 1d20 + 5 ⇒ (12) + 5 = 17
Additional Damage (Critical): 1d6 + 3 ⇒ (4) + 3 = 7
If the Stirge attacking her isn't paste yet, Aurora will swing at it again. Otherwise, she moves to assist Anzath with her swarm of bloodsuckers.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Bedlam Bottomland |

Blindness is nasty. In our F2F PFS weekly game, my friend has a Mystictheurge who specializes in Blindness(/Deafness)spell. My Arcane Trickster loves it...lol.

Talathel Rhuiren |

Quite pleased with his successful spearwork, Talathel moves for the nearest stirge and tries to impale it on the tip of his spear. He readies himself in case more enemies approach his killing range.
Spear: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
1: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
2: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
3: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
4: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

GM Parrot |

Brand
Tragershen
Bedlam
Stirge blind
Anzath
Stirge x 2; 1@5d, 1@d4 1 blind
Talathel
Aurora
Stirge x 1, 1 blind
Kobolds x 4
Brand delays.
Aurora and Talathel both kill stirges.
One of the few remaining sad, blind stirges tries to bite Bedlam.
Bite, miss on 1: 1d2 ⇒ 11d20 + 7 ⇒ (15) + 7 = 22
...but it can't quite navigate by scent.
However, the newcomers have arrived, and begin attacking the rear of the party. You recognize the chittering Draconic of kobolds!
They've delayed in order to attack together. They surge into the room, filling it with flickering blades. One in the back yells,
The one who spoke then turns his eyes to: alphabetical d6: 1d6 ⇒ 5 Talathel, and says, in common, "DOWN, ELF"
Casts "Command," DC 13. Roll yer own will save if you see this in the next couple real-world hours, Tal. If not, I'll roll it, and depending on the results, I'll proceed with henchmen's moves.

GM Parrot |

It is 2 AM in Ireland, so I'm kinda glad Tal isn't here to roll his save.
Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
And now I feel bad.
Talathel falls prone.
Two kobolds rush forward, stabbing with their stabby spears. They head towards Tragershen, who is, I imagine, somewhat behind the bulk of the party.
Two can reach him and poke:
spear: 1d20 + 1 ⇒ (12) + 1 = 131d6 - 1 ⇒ (3) - 1 = 2
spear: 1d20 + 1 ⇒ (17) + 1 = 181d6 - 1 ⇒ (4) - 1 = 3
Five brutal, grisly damage to the wizard. The third warrior moves into position between his boss and the party.
Tragershen and Bedlam may act

Bedlam Bottomland |

Bedlam talks as he prepares a Tanglefoot bomb. He tosses it at the kobolds getting as many as possible.
Range bomb touch AC: 1d20 + 4 ⇒ (17) + 4 = 212d6 + 2 ⇒ (5, 5) + 2 = 12
Ref DC 14 4 splash

Tragershen |

Tragershen glances at the kobolds to either side of him, eyeing them warily while he sees how his allies react to their intrusion.
Delay until after Aurora.

Talathel Rhuiren |

No worries! And yeah, I headed to bed. Though prone does mean Talathel can still attack, so were any kobolds hit by his prior AOO?
[/ooc]
Talathel realises the threat to Tragershen but then feels the weight of power in the reptilian voice, and before he realises it he is on the ground.
But far from helpless.
He rises and strikes.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
This turn's aoo later if needed.

GM Parrot |

Bedlam
Brand
Anzath
Stirge x 2; 1@5d, 1@d4 1 blind
Talathel
Aurora
Tragershen
Stirge x 1, 1 blind
Kobolds x 2
Tragershen springs to his feet, shuffles five feet towards Tragershen, and impales a kobold.
I figure you're close enough to the hole to blend the bugs, so you're probably not close enough to lash the lizards. But you got that one.
Brand tries to clear the bugs off of Anzath...
Short Sword: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 3 ⇒ (4) + 3 = 71d6 ⇒ 1
The dark elf is now free of swarming insects.
And she may act!

Anzath |

Anzath meets her companions eyes and grins as they help make quick work of the bugs. With the appearance of the kobolds, her grin turns more menacing, but the.y seem to make quick work of the scaly ones too. Seeing that she’s now free of stirges and one of her comrades is under attack, she too moves to defend Tragershen from the kobolds.
If I can get there with a 5ft step, twf attack
Gladius: 1d20 + 5 ⇒ (11) + 5 = 16
dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Gladius: 1d20 + 5 ⇒ (19) + 5 = 24
Confirm: 1d20 + 5 ⇒ (12) + 5 = 17
Crit dmg: 2d6 + 1 ⇒ (2, 2) + 1 = 5
If it requires a move to get there, then single attack, just add a 2 to the first attack roll

Talathel Rhuiren |

Talathel frees his spear from the dying kobold and readies it to defend himself and his near companions.
1: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
3: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
4: 1d20 + 7 ⇒ (20) + 7 = 27
Critical?: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d8 + 4 ⇒ (2, 2) + 4 = 8

GM Parrot |

Brand may be typing something simultaneously to me, in which case, do what you want, glad to have ya back. Party: you've killed, incapacitated, blinded, or 0-HP'd everything in this fight, so I'm calling it.
The remains of a good-sized hive of stirges is scattered across the floor. Over in the doorway and around Tragershen, the blood of dead kobolds punctuates the ichor of the insects.
Room 18 is open for your inspection, as are the various fountains.

Bedlam Bottomland |

Wiping goo and guts from his heavy pick, the dwarf sighs.
Anyone got a restoration spell, potion or ability? We be gitt'n stung.
He indicates the drow.
Bedlam searches around, picking up the spellbook from the dead wizard.
Perception: 1d20 + 7 + 2 + 2 ⇒ (9) + 7 + 2 + 2 = 20

Anzath |

”I good for now.”
Anzath meticulously cleans her blades while studying the dead kobolds. She thinks back to the lessons of her adopted father.
”Dese koboldz did not exist in vacuum. Vhere dere iz four, dere iz more.”
Anything useful on these guys? Anything noteworthy about these particular kobolds? Any bounty on their heads?
Percpetion: 1d20 + 9 ⇒ (19) + 9 = 28
Kn. Local: 1d20 + 6 ⇒ (3) + 6 = 9

GM Parrot |

They look like the standard local kobolds, and I'm sure the party would inform you that the woods are crawling with kobolds, and that they recently ambushed an army of 100+ kobolds and put them to flight...
The wizard wears a ring of masterwork quality, which was probably a bonded object until very, very recently.

Tragershen |

From The Book: "This room contains 5 circular pools, each of which is 5 ft. in diameter and has a 1 ft. tall stone lip. Once the characters have entered the room, they notice a hole beside the north door of the room; it was obviously once a much smaller murder hole used to guard the door, but it has been partially battered away, and the opening is now about one foot by two feet large."
Tragershen approaches Aurora. "Does our lord have healing for one of his adherents?"
He'll also cast detect magic. He'll start by concentrating on each of the pools, but that is only the beginning. He'll scan both rooms (including the ceiling and floor) as well as the fallen.
When he sees Bedlam recover the spellbook, he smiles. "We should review that carefully back at camp."

Talathel Rhuiren |

Talathel spins his spear to flick blood off it, away from himself and his companions, before bringing it to rest, held upright at his side.
"I am unharmed. While we can always strive to perfect our battle tactics, that went quite well overall. Is there healing for the wounded?"

Brand Hornblower |

A sudden extra bounce in his step, a devilish grin broadens across Brand's face as he spots the kobolds trying to get the drop on them. "Oi, me eyes betray me!? Is dis me friendly lil dead dragon-rats?! Oh, 'ow I so fondly miss de ol' days o' slaughterin' dese lil munchkins!" He pokes the dead kobolds rather comedically, pulling a small cake from his pouch that he munches on.

Aurora Fallowarc |

"All who seek healing, ensure our enemies are soundly bested and then gather around."
The cleric takes her holy symbol and, when the group has had a chance to respond to her instructions, she utters a prayer; in response a soft glow of white energy spreads through the air in a circle around her for a moment before fading away.
Channel Positive Energy (Heal): 2d6 ⇒ (2, 6) = 8

Talathel Rhuiren |

While the others gather, Talathel begins to examine the fountains.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Any knowledges that I should roll on?

Anzath |

Anzath is impressed to hear a few of her comrades took on a whole army of these things. She hands the ring to Tragershen. What’s good for one wizard is good for the next, she supposes.
As the others investigate the fountains, she steps through the now large hole into the stirge room to take a look around. If she finds any stirge eggs, she’ll squash em.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

GM Parrot |

While this is a golden opportunity for a favorite GM prank (the ol' you channeled positive immediately after combat and surrounded by not-quite-dead monsters, did ya? gag), I'll forgo it because stirges and kobolds aren't exactly compelling foes. And I called the fight in your favor, you may well have spiked every skull had I not. Also, if anyone was wondering, the kobold NPC was originally an adept, which is how he had Command... but I called him a wizard by accident and saw that Bedlam was excited about a spellbook, so I did a quick-change into a wizard... so yeah that wizard has a rare arcane version of Command, and Tragershen can learn it if he wants. GAME BROKEN. If Bedlam tries to use it, he has to get someone to drink the spell before ordering them around.
Tragershen might allow a thin smile to form on his face as he sees magical auras radiating from every fountain. One is illusion, one is necromancy, one is divination, one is enchantment, and one is conjuration. As you can see on the map, the pools have a roughly 5 ft gap between them, plenty of room to navigate.
Let me know the order which you'd like to investigate them and I'll let you know more as you go. Splash around, have a drink, do what you'd like.

Bedlam Bottomland |

Assuming the others are going to be a few minutes, Bedlam takes two to mix Heightened Awareness and Targeted Bomb Admixture Extracts.

Talathel Rhuiren |

@GM: I approve of your quick thinking there!
Assuming Tragershen shares his observations on the pools.
Talathel will cautiously step up next to the divination pool and stare in.
"Tragershen, Bedlam, Aurora, do you have any theories on the possible utility of these pools?"

Bedlam Bottomland |

Once he is finished, the dwarf quickly--but carefully--places his instruments away. Taking out a notebook and pen, the Alchemist begins studying the pools.
craft Alchemy: 1d20 + 8 ⇒ (7) + 8 = 15
knowledge arcana: 1d20 + 9 ⇒ (14) + 9 = 23
spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12

Talathel Rhuiren |

Talathel decides to take a calculated risk.
While holding his spear with his right hand, he dips his left into the water, cupping it. If there is no adverse reaction, he will draw some water to his mouth and drink it.

GM Parrot |

Randomized starting pool, then clockwise? Also I love the d5. Not common in F2F games, this one, but I've seen creative attempts...: 1d5 ⇒ 1
Drawn by inexorable fate, Bedlam approaches Pool A on the map. When he does, he is overwhelmed with sheer fright, and runs as far and as fast as he can from the fountain, running without paying any attention to where he's going...
1 north 2 west 3 south: 1d3 ⇒ 1
1 north 2 east: 1d2 ⇒ 2
Thankfully, he's not so deranged as to have forgotten about the pit trap in this hallway, and it's not until he's just past the pit trap that he catches his breath, and feels... normal again.

Tragershen |

Yes, please always do assume Tragershen will share what he learns from divinations and knowledge checks. I would hate to hold up the momentum of the game at all just because I haven't checked in on the game.
Tragershen narrows his eyes, and then a smile flits across his face. [b"They all bear some sort or magical aura."[/b] He points to them in turn and says "Illusory, divination, enchantment and conjuration. Ware that one, it radiates necromantic power."
Can Trag tell more specifically what they do?
Illusion Spellcraft 1d20 + 10 ⇒ (3) + 10 = 13
Divination Spellcraft 1d20 + 10 ⇒ (12) + 10 = 22
Enchantment Spellcraft 1d20 + 10 ⇒ (16) + 10 = 26
Conjuration Spellcraft 1d20 + 10 ⇒ (1) + 10 = 11
Necromancy Spellcraft 1d20 + 10 ⇒ (3) + 10 = 13

Bedlam Bottomland |

Bedlam returns to the pool room. The dwarf picks up his notebook and pen. He writes some more notes.
He looks at the wizard.
A bit over warning next time?
Bedlam moves on to another pool to investigate.

GM Parrot |

Trags: The enchantment pool seems very friendly, and you kinda feel like you should take a drink.
The divination pool--in a moment of inspiration, Tragershen borrows the magic dagger from Tal. Unlike the masterwork spear, which had no effect, the water around the dagger glows red--it's a pool of Detect Magic.
The other pools remain mysterious.

Anzath |

Anzath bags the found shiny things and returns to the pool room. She looks curiously at her comrades and their behaviors.
As is Janderhoff custom, she flicks a gold piece into one of the fountains.