
GM Mazra |

Isn´t it tiny? And remember blunt/slashing/piercing/cold iron/silver. DR Magic is rather rare in low level monsters.
Either way, you will not have the opportunity to sell the dagger. The party will likely start out before the shops open for business. It is Tiny. BTW - Elektra had the 1000th post. Woo-hoo!

Kelvin Fleetwood |

Kelvin, where did you sell that little bauble to. You know, the one that looks like Elektra's new toy Brandark waves his hand in the direction of the Ranseur.
Kelvin replies to Brandark about the shop that he has been selling the gems and small jewelry items at.
David forgot the name and my search-fu stinks
As he heads down the stairs of the Inn, and finds Shalelu in the kitchen with Ameiko, "Morning ladies. Where is the some spring water and food?" Once Ameiko points out, Kelvin will help himself, sit down and break his fast with whomever is there.
Onto the dungeon. Question: Can not see end of the tunnel up by H3. Kelvin would look there before heading into where the statue was.
"Well gang. Which door do we go thru first? The eastern one at the end of the hall or the northern one?" He then goes to the door that the group decides on and listens, checks for traps and if none, steps back to let Brandark or Garrath open and go thru first.
Perception (Listen): 1d20 + 7 ⇒ (12) + 7 = 19
Perception (Trapfinding): 1d20 + 8 ⇒ (11) + 8 = 19

Garrath Tricks the Giants |

Garrath blearily makes his way downstairs, and gathers both Ameiko and Shalelu into a big bear hug, mumbles "Mrrninnng" and proceeds to the group's table half awake.

Calene Valdemar |

Calene rushes down the stairs, taking two at a time. About five steps from the bottom, she jumps the rest of the way. "Morning!" she calls cheerily. "What are the plans for today?"
---------
Calene lets out a low whistle as she is led into the area beneath the Glassworks. Her eyes flit about, trying to take everything in. "This is a bit different than most glass-making buildings I have seen," she says, nodding sagely.
The priestess pulls out a coin from her coin bag and flips it. "My vote is for the east," she says, noting the fall of the coin.

Brandark Plainswalker |

I didn't go shopping after the glassworks started.
Brandark goes through his morning routine, then comes in for breakfast in time to see Garrath give the ladies a bearhug with a grin, Morning all so what is up for breakfast.
After breakfast, down in the glassworks he then goes and pulls the spike out of the eastern door.
Ready when you are
Calene, are you willing to carry a lantern ?

Calene Valdemar |

Sure can. I also have light, so I can just slap that on the weapon of whoever is leading the way.

Garrath Tricks the Giants |

Garrath shrugs, "North door is closer"

Brandark Plainswalker |

Garrath, the way this is feeling, we will probably end up meeting up with the north door.
With that, he removes the spike from the north door as well.
Father, I think the mayor would kill us if you got hurt, so please return to the surface.

Elektra Stardancer |

Sighing Elektra joins the discussion."I do not care wich one is closer, but we asked Calena to join us. Let us be polite. She thinks west and honestly one door is as good as the other. Show us your gentleman manners before you show her your more destructive, but for sure not less... useful side."

GM Mazra |

The party will climb the tiered narrow staircase that curiously ascends upwards to a door. As Kelvin checks the East door, he can barely make out what sounds like water casually rippling in a pool. He does not find a trap.
Brandark will open the door. Let me know if you prefer a different order in the future.
Surprise!
Elektra Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Bat Winged Fiend Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Beyond the door, you see a small skull lined pool with water rippling within. Imagine that!
Suddenly a loud shriek can then be heard. A creature that looks like a disembodied head of some fiend with wings like a bat hangs upon the wall, behind the pool, and to the left of a corridor that continues ascending beyond. It mouth is wide open.
Fort saves to follow. @Calene - On the map I recommend clicking View then 200% to better see the action.
EDIT: The doors beyond the pool are open, so the corridor beyond is clearly seen.

GM Mazra |

Brandark Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20
Calene Fort Save: 1d20 + 4 ⇒ (20) + 4 = 24
Elektra Fort Save: 1d20 + 1 ⇒ (13) + 1 = 14
Garrath Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23
Kelvin Fort Save: 1d20 + 1 ⇒ (12) + 1 = 13
Shalelu Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
Everyone made their save and is not affected by the shriek.
Elektra has an action in the Surprise Round.
Initiative Brandark: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Garrath: 1d20 + 9 ⇒ (11) + 9 = 20
Initiative Kelvin: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Calene: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative Shalelu: 1d20 + 3 ⇒ (14) + 3 = 17
Round One
Garrath, Shalelu, Fiend, Elektra, Brandark, Kelvin then Calene

Calene Valdemar |

"Thank you, Lady Elektra," Calene says as the group proceeds through the underground. "I do not mean to cause a stir, but I have a good feeling about the eastern door. Perhaps we shaaaAAAAAAAAAA!" The taldane woman is interrupted by a loud shriek, and promptly responds in harmony with a shrill cry of surprise and fear.

Brandark Plainswalker |

it ate my post. But my action depends on where Garrath and the critter move.
Brandark winces with the shriek You damned thing, I still have a headache!! I need you to shut up!! he yells. He then moves in to attack
still has shield on back so AC 17
Brandark grasps his axe in 2 hands and attempts to silence the low flying critter.
attack: 1d20 + 3 + 2 - 1 ⇒ (19) + 3 + 2 - 1 = 23
damage: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Brandark pulls his sling out, and attempts to hit it
attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Only to have the bullet fly off in a random direction.

GM Mazra |


GM Mazra |

If Garrath moves up to attack the creature and it survives the attack, it will swoop in and attack Garrath. Otherwise it will attack Brandark.
Bite: 1d20 + 5 ⇒ (5) + 5 = 101d4 ⇒ 4
The creature with a grotesque head larger than a humans and about a three foot wingspan, misses whoever is its prey. The shrieking thankfully stops.

Ranger Shalelu |

Shalelu looking up the ascending corridor can see the winged creature. The shrieking alone was enough to determine this thing needs to die. She take careful aim with her bow through the crowd.
Comp. Longbow: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 1 ⇒ (2) + 1 = 3
Confirm Ctit.: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (7) + 1 = 8
Shalelu will put an arrow in it if it survives Garrath.

Kelvin Fleetwood |

Longbow: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 71d8 ⇒ 6 assuming someone in melee with it
Please tell me that there is only one and not the medium one and a gigundo one!
Kelvin puts his hands to his ears quickly, but the noise just goes right to his head. "Argh!" Shaking it off, he shoots an arrow at the creature and misses

Garrath Tricks the Giants |

Garrath winces at the shriek, and then lets out a bestial roar in challenge back at the flying head, "I can do better!" He rushes forward, sinews standing out on his limbs, and takes a swing with his falchion
attack flying head: 1d20 + 7 ⇒ (14) + 7 = 21
bab+rage+reckless abandon+power attack
ouch the flying head: 2d4 + 10 ⇒ (2, 2) + 10 = 14

Calene Valdemar |

It's probably dead after Brandark and Garrath, but just in case it isn't:
Calene rears back her head and utters a furious battle cry: "Ew, ew, killitkillitkillit!" Despite her less-than-heroic words, she nevertheless infuses them with the smallest fraction of Cayden's might.
Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls for all allies.

GM Mazra |

Garrath advances and plunges his Falchion into the disembodied flying head. Shalelu gets an arrow in. The creature tries to bite Garrath, but Garrath maneuvers around it. Elektra's acid attack misses. But Brandark's Axe cleaves into it. The fiendish looking thing falls dead to the floor. Kelvin doesn't even need to let loose his arrow. Calene was inspiring. Shalelu looks at our new compatriot quizzically. That was easy!

Brandark Plainswalker |

Grinning and shaking his head at Calene's antics, Garrath, remind me not to drink so much in the evening. as Brandark cleans his axe head.
Elektra, any idea what this thing was? He then stands aside so Kelvin can look at the door, and Elektra can look at the critter.

Brandark Plainswalker |

Well, it is not like anything beyond that door, probably did not hear that shriek. Brandark mentions with a frown. I fear that things might get worse

Brandark Plainswalker |

Before we go up, I think we should check that door to the north of the statue. Then we can let those poor guards go.

Kelvin Fleetwood |

Perception (Listen): 1d20 + 7 ⇒ (13) + 7 = 20
Perception (Trapfinding): 1d20 + 8 ⇒ (9) + 8 = 17
"Door to the north it is then" quips Kelvin, and he heads back down the hall to listen at the door, then check it for traps.If he hears something, he will tell the group, and if he does not find any traps, "Brandark, Garrath, if you would open please", and then he moves away from the door.

Brandark Plainswalker |

On the way back to the other door.
Brandark takes a second to tap in a spike (lightly) in the first door (K19).
still can be forced, but will make a racket
Calene, we have travelled to far to be under the glassworks.
At the door
Brandark opens the door, and steps through.
Shield still slung on back AC 17

Garrath Tricks the Giants |

Garrath steps through with Brandark, grinning back at Calene, "Try to not scream like a little girl if something attacks us this time. You'll alert everything else around." He chuckles as he moves.

GM Mazra |

Kelvin will hear movement of something beyond the Northern door. But when Brandark opens the door he does not see any creatures. However what you see is a large chamber that was obviously once a prison, as testified by the twenty cells that line the room’s perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor ten feet below. A five-foot-wide wooden walkway runs from the northern edge of the platform to a passageway to the east.

Brandark Plainswalker |

I am not liking the looks of this, Kelvin, can you determine if the walkway is strong enough for us?
With that, Brandark walks to F6 to keep an eye out.
perception: 1d20 + 6 ⇒ (9) + 6 = 15

GM Mazra |

The wood for the platform must be ancient, but it seems solid and stable. That alone is a curiosity.
Brandark will not be surprised that there are beasties in the room as you notice movement under the platform you are on. The beasties are equally not surprised as they heard the prior shrieking, not to mention the removal of the spike. Three Uglies below the platform F6, F7 and F8 are ready to act. Everyone's starting position can include a square on the platform. Just move your token, or let us know your starting position. I will wait until everyone has had a chance to indicate their starting position before I roll for initiatives.

Calene Valdemar |

"I did not scream like a little girl!" Calene retorts. "I screamed like a full-grown woman who encountered a flying skull fiend. Besides, it screamed like a little girl first."
I suppose I'll stick Calene into G7 to start.

GM Mazra |

Still have Kelvin that hasn't moved, but since he usually comes up from behind, I will go ahead and roll for initiatives.
Initiative Elektra: 1d20 + 7 ⇒ (12) + 7 = 19
Initiative Brandark: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Garrath: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative Kelvin: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Calene: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Shalelu: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Uglies: 1d20 + 5 ⇒ (11) + 5 = 16
There are Uglies underneath you, again at F6, F7 and F8. Garrath goes first, then Brandark, Calene, Elektra, the Ugliest, finally Kelvin and Shalelu.

Brandark Plainswalker |

Brandark grasps his axe in a 2 handed grip, and proceeds down to the base of the stairs, then readies an attack against the first ugly to come near him.
Ware the uglies
attack: 1d20 + 3 + 2 + 1 - 1 ⇒ (16) + 3 + 2 + 1 - 1 = 21
damage: 1d10 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Str, BAB, Higher Ground, Power Attack

Calene Valdemar |

"They should 'ware us," Calene says in a crystal voice. Once again, her speech is accompanied with a soft thrum of invigorating energy. She steps forward to stand behind Brandark, rapier at the ready.
Brandark's readied action will become 22 attack and 12 damage.

Garrath Tricks the Giants |

Garrath nods to Brandark and heads down the other stairway, wary of any Uglies reaching through the stairs, and readies an attack at the base of the stairs. "The Uglies will not flank us."
attack ugly: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
confirm crit: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
damage ugly: 2d4 + 7 + 1 ⇒ (3, 1) + 7 + 1 = 12
crit damage: 2d4 + 7 + 1 ⇒ (3, 4) + 7 + 1 = 15