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Shera can't help with the lock. "I can give a touch of law. To anyone who could use it."
Someone can get an 11 on a d20 roll. Might help if you have another way to get to +9 or higher to Disable device.

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I think I'm the closest thing we have to a rogue, and I don't have trap finding/disabling skills.
Stand back, ack. I have a plan, an.
Once everyone is away from the door and behind corners or other cover, Yagi summons forth a small bulbous headed creature and instructs it to open the door.
Your noble sacrifice will be remembered, little mite.

GM Iff |

You do not speak Undercommon, do you? :)
The mite springs into being, ready to attack whatever it is being called upon to attack. It stares at the door dumbfounded and then turns to Yagi Mi, throwing its arms in the air in question. "Hvað viltu að ég geri?"
I know that the mite isn't here for long. Should still be OK, if you can find a reasonable way to make it clear what you want. You're not asking something terribly obtuse and I'm not going to be a nuisance about it, but I felt some improvisation was in order, after reading the description of the summon spell.

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Nice catch. This is what good GMs are made of. :-)
Open the door, please, ease.
Open the door, please, ease.
Yagi clicks his beak in frustration, then tries to mime to the mite how it should walk up to the door and open it.
Not my strongest skill set. Here goes...
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11

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"Dear mite, listen to your almighty but great and friendly boss. Great riches await you behind the door!"
Dindal makes an outline of a door with his hands, and grabs a imaginary door handle and opens it. After doing that he shows a great (positive) surprise on his face, then points to the mite and the door, gesturing hopefully.
Trying to aid here :)
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10

GM Iff |

The mite looks at Yagi Mi and Dindal as if they were crazy, then points at the door to confirm that he understood the intention. He shrug, not understanding why he should be summoned just for opening a door, and then pulls at the door handle. Almost immediately, a javelin shoots out from the wall directly next to the door, mercilessly skewering the poor mite. The summoned creature disappears, leaving the bloody javelin clattering to the floor. The blood hisses and bubbles, showing the javelin to be poisoned as well.
--
Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.
Map updated.
Trap attack: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

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Yagi and Yiel-Dan move up the hallway far enough to peek around the corner to the West.

GM Iff |

Yagi sees that the hallway to the west ends in a short flight of stairs about 40 yards away, then opens up into a larger room. At the edge of his vision, it looks like the room is in disarray, with various objects strewn all over the floor.

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Dindal also sticks close to Azygg and Laurallei, trying to breathe through his mouth.
"What do you see, Yagi?"

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Yagi whispers back,
About 40 yards of the same corridor, or, opening on a much larger room, oom. It looks like someone was searching for something, ing, or trying to make a mess.
I see nothing alive yet, et. Wait here, I will scout ahead.
Commanding Yiel-Dan to "heel", Yagi moves silently and hidden down the hallway for a better look.
Yagi Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Yiel-Dan Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Yagi Perception, low light vision: 1d20 + 5 ⇒ (18) + 5 = 23
Yiel-Dan Perception, scent 30ft: 1d20 + 3 ⇒ (12) + 3 = 15

GM Iff |

The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit.
Yagi notes that walking through the chamber might be hazardous, due to the tools and implements scattered on the floor. Anyone moving more than 10 feet in one round, has a 50% chance to step on one of the tools. This is treated as if stepping on a caltrop. Moving at half speed allows one to avoid this hazard.
As Yagi and his companion get close, several things happen at once. Yagi Mi spots something against the ceiling, a tentacled dark-skinned shape that seemed to move slightly and drew his eye. (Marked D on the map). Yiel-Dan becomes restless and nips at Yagi's leg to let him know something is wrong. Just then, a high-pitched voice sounds from somewhere behind one of the barrels. Now that its casting has given away its location away by speaking, Yagi can see the source of the sound: A jinkin, wearing black robes and holding a staff, is hiding behind the barrel and casting a spell off a scroll it is holding. The jinkin is chanting for more than a few seconds, indicating a spell with increased casting time.
COMBAT TRACKER - Surprise round (move or standard action). Characters in bold may act.
1st - Jinkin
2nd - Culvine, Laurralei, Shera, Dindal, Azygg
3rd - D
4th - Yagi
Explanation of combat so far: Yagi and the Jinkin were aware of enemies, due to opposed Perception/Stealth checks. The other PC's and the creature 'D' were unaware, and do not get to act in the Surprise round. The jinkin won initiative and has started to cast a spell with a casting time of 1 round. I've checked that Yagi does not have the correct Knowledge check to identify 'D'. Once the others have a chance to see it, I'll put up a spoiler and knowledge check DC.
Stealth J: 1d20 + 18 ⇒ (19) + 18 = 37
Stealth D: 1d20 + 10 ⇒ (4) + 10 = 14
Perception J: 1d20 + 7 ⇒ (13) + 7 = 20
Perception D: 1d20 + 4 ⇒ (2) + 4 = 6
Dindal Nimaros: 1d20 + 10 ⇒ (5) + 10 = 15
Laurallei Tynve: 1d20 + 8 ⇒ (12) + 8 = 20
Yagi Mi : 1d20 + 3 ⇒ (1) + 3 = 4
Azygg Reekspittle: 1d20 + 2 ⇒ (11) + 2 = 13
Inquisitor Culvine: 1d20 + 2 ⇒ (19) + 2 = 21
Shera Dionas: 1d20 + 4 ⇒ (15) + 4 = 19
D: 1d20 + 6 ⇒ (6) + 6 = 12
J: 1d20 + 6 ⇒ (15) + 6 = 21

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Yagi quietly readies his bow and fires at the Jinkin, hoping to disrupt whatever spell he's casting.
Comp Longbow: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
His aim is thrown off by watching the creature on the ceiling. Yiel-Dan moves to engage the jinkin, but Yagi commands him "Stay".

GM Iff |

The jinkin finishes her spell, the scroll crumbles to dust and a giant centipede, almost six feet in size, appears next to her. She restrains the creature from pushing forward to Yagi Mi, and ducks back behind the cover of the empty barrel.
COMBAT TRACKER - Round 1. Characters in bold may act.
1st - Jinkin, Summoned Centipede
2nd - Culvine, Laurralei, Shera, Dindal, Azygg
3rd - D
4th - Yagi
Edit: I'm going to try and get all enemies on the same initiative counts as soon as possible, but for the first round timing between them might be important.
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

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Shera moves forward, and touches Yagi with a touch of law. "Use this well my friend.", she says.
You can treat one attack roll, skill check or save as if you had rolled an 11 for the next round.

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Dindal moves a bit closer towards the others (see map).
Interesting, what creature resides on the ceiling ? Hmm, this looks like a serious situation.
Knowledge Arcana: 1d20 + 9 ⇒ (15) + 9 = 24. I passed it by at least 2 * 5, so 2 questions.
Oh my, it's a darkmantle. Take care, don't walk below it! It will drop on you and deadlily embrace you!
Question 1: Does it have Special defenses like DR? Question 2: Does it use poison or other debilitating attacks aside the grappling? Also sharing this information of course. After that:
Dindal starts starting to cast a summon spell (Eagle), using the trait "master of pentacles" for 2 extra rounds. With summoner's charm it lasts 4 rounds, right?

GM Iff |

Round 1
When the Pathfinder hurry to catch up with Yagi Mi, Dindal gets a good look at the creature on the ceiling. He knows that darkmantles have to special resistances to weapons. Their attacks do not rely on poison or anything else. Instead, they latch on to a target with their tentacles and try to constrict them.
Laurellei stares hard at the darkmantle, but the alien creature doesn't seem impressed.
Haven't heard from Culvine in a while, but I'll give him tomorrow to check in again.
COMBAT TRACKER - Round 1. Characters in bold may act.
1st - Jinkin, Summoned Centipede
2nd - Culvine, Laurralei, Shera, Dindal, Azygg
3rd - D
4th - Yagi
Will save: 1d20 + 0 ⇒ (17) + 0 = 17

GM Iff |

Round 1
As the group of Pathfinders get ready, suddenly their light spells seem to stop at the entrance of the room, blocked by a wall of blackest darkness. The only one still able to see into the room is Azygg, with the help of his Darkvision.
Putting Culvine on delay, will bot him with the rest of the group starting next round. Everyone, please remember the hazard formed by the various torturing tools scattering on the floor of the room, if you wish to enter.
COMBAT TRACKER - Round 1. Characters in bold may act.
1st - Jinkin, Summoned Centipede
2nd - Culvine, Laurralei, Shera, Dindal, Azygg
3rd - Darkmantle
4th - Yagi

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Patience is a virtue in the hunt, unt. Suggest we wait it out until the darkness subsides, ides.
Yagi moves away down the hall, readying his bow for anything coming down the corridor.
Yiel-Dan follows wordlessly.
You didn't think Yiel-Dan could talk until just now, did you? Okay, actually he can't. He's a dinosaur. He does everything wordlessly.
Comp Longbow: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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I was looking so much forward to a conversation with Yiel-Dan. When my spell finishes I can send the Eagle into the darkness.

GM Iff |

Round 1
The head of the large centipede that Yagi Mi had seen being summoned suddenly emerges from the darkness, scurrying along the wall. It has wicked barbs on its mandibles and a fiery red glow along its carapace. Not fooled by the darkness, Azygg sees the attack coming and easily dodges the bite.
From within the darkness, the Jinkin can be heard casting another spell.
COMBAT TRACKER - Round 2. Characters in bold may act.
1st - Jinkin, Summoned Centipede
2nd - Culvine, Laurralei, Shera, Dindal, Azygg
3rd - Darkmantle (delaying)
4th - Yagi
Knowledge local: 1d20 + 3 ⇒ (8) + 3 = 11
Centipede attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

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Yagi lets an arrow fly at the centipede.
Comp Longbow: 1d20 + 3 ⇒ (10) + 3 = 13 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

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Spellcraft: 1d20 + 9 ⇒ (17) + 9 = 26
"She's casting Sleep! It will take some time for her to muster the necessary magic. Disrupt her if you can see her!" Laurallei shouts as she casts a slumber hex upon the centipede. DC15, 1 rd

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Azygg strikes at the centipede to his front...
Great Axe: 1d20 + 3 + 1 + 1 ⇒ (20) + 3 + 1 + 1 = 25..DMG: 1d12 + 4 ⇒ (4) + 4 = 8
Possible Crit: 1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11..DMG: 2d12 + 8 ⇒ (6, 10) + 8 = 24

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Dindal finishes his summon spell and a Eagle winks into existence 25 ft further in the darkness. He orders it to fly forward and it attacks the Jinkin.
It actually has darkvision, which is good enough to see through the magical darkness, right? It also uses his smite evil attack.
bite: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d4 + 1 ⇒ (2) + 1 = 3

GM Iff |

Round 2
Shera blesses the group of Pathfinders, but that does not help Yagi's arrow strike true. Laurellei tries to card a slumber hex on the centipede, but finds that she is foiled by the darkness. She cannot see the creature to target it accurately. It hardly matters, though, since Azygg's axe deals with it permanently; it vanishes before his axe even finishes its swing.
Culvine keeps a close eye on the rear of the party. "You never know with that other jinkin. It might think it can get another opportunity to mess with us."
Dindal's eagle, aided with darkvision from the heavens, flies unerringly towards the jinkin. Unfortunately, the jinkin is too agile for its attack. The jinkin shoos at the eagle, then finishes casting her spell. Azygg and Shera suddenly becomes really drowsy.
Azygg and Shera, please make a Will save DC 17 or fall asleep.
This seems to be what the darkmantle has been waiting for. The group of Pathfinders does not see it approach (only Azygg will, if he's still awake), but the wall of darkess at the bottom of the stairs suddenly approaches and engulfs them, cloaking everything in the hallway in darkness. Under cover of darkness, the Darkmantle attacks, slicing at its target and hugging it tight.
This is a bit awkward: The Darkmantle flies at the first target that is not asleep: This means Azygg, Shera or Laurrallei, in that order. The darkmantle would hit and grapple his target, regardless of whom that is. Its target just depends on the Will saves made (or failed).
The jinkin meanwhile, takes a step back and casts another spell. A magic missle flies from her hand, striking the eagle for 4 damage.
--
COMBAT TRACKER - Round 3. Characters in bold may act.
1st - Jinkin, Darkmantle
2nd - Culvine, Laurralei, Shera, Dindal, Eagle (-4) Azygg, Yagi
PENDING
Azygg, Shera - Will save DC 17 or fall asleep
Darkmantle target - 1 damage and grappled
Darkmantle attack: 1d20 + 3 ⇒ (14) + 3 = 17 (+2 and against FF, vs Shera or Laurrelei.)
Damage: 1d4 ⇒ 1
Grab: 1d20 + 5 ⇒ (15) + 5 = 20 (+2 against Shera or Laurrelei).
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
[/spoiler]

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WIL vs DC17: 1d20 + 4 ⇒ (16) + 4 = 20
Azygg resists the urge to fall asleep after cutting through the centipede...he peers into the darkness and yells out "BAD CREATURE FLYING AND COMING!"
if allowed to attack
Great Axe: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12..DMG: 1d12 + 4 ⇒ (10) + 4 = 14

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will: 1d20 + 4 ⇒ (11) + 4 = 15
Shera can't keep her eyes open and slumps to the floor asleep. The group around her feels less blessed. The may realize something has happened because of it.

GM Iff |

Azygg making his save means the Darkmantle has targeted him with his attack. That means Azygg suffered 1 damage from the Darkmantle attack and us currently grappled. No two-handed weapon attacks while grappling, so please reconsider that action.
As for Shera, it seems plausible that she'd fall asleep before the darkness moved in. The darkness might cause some confusion for those seeking to rouse her, though. :)
-Posted with Wayfinder

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Yagi focuses a moment and gets in touch with his inner bat.
Animal Focus (Bat) for Darkvision 60ft, both Yagi and Yiel-Dan.
He drops his bow and lopes into the darkness with his nine-section whip, followed somewhat clumsily by Yiel-Dan.
Upon reaching the darkmantle, Yagi flaps his wings, gaining just enough altitude to attempt to get past it.
Acrobatics to avoid AoO: 1d20 + 3 ⇒ (9) + 3 = 12
Once in position, Yagi and Yiel-Dan settle into a well-worn dance of mutual assistance.
Yagi nine-section whip: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Crit Confirm: 1d20 + 2 ⇒ (12) + 2 = 14 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Yiel-Dan bite: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d8 - 1 ⇒ (2) - 1 = 1
Edit: Looking at the map more closely, I can't flank yet.

GM Iff |

Round 3
Laurralei moves through the hall in the dark, hoping to outrun the darkness. Unfortunately, she is slapped by one of the darkmantle's tentacles on the way. Once in the chamber she has to avoid stepping on some of the gruesome tools scattered along the floor. She feels a knife handle brush along her ankle, but just manages to avoid slicing herself on the blade.
Laurralei takes 4 damage from the darkmantle's attack of opportunity.
Azygg draws a dagger, but is otherwise unable to help himself in his struggle with the Darkmantle. Luckily, Yagi and Yiel-Dan come to his aid. The tengu manages to strike his nine-section whip exactly where it hurts. The darkmantle's tentacles slide off Azygg and it falls limply to the ground. The jinkin in the room reacts with shock, looking furious at Yagi. "NEI!"
--
COMBAT TRACKER - Round 3. Characters in bold may act.
1st - Jinkin, Darkmantle
2nd - Culvine, Laurralei (-4), Shera (asleep, prone), Dindal, Eagle (-4), Azygg, Yagi
PENDING
-
Attack AoO on Laurralei: 1d20 + 3 + 2 - 4 ⇒ (12) + 3 + 2 - 4 = 13
Damage: 1d4 ⇒ 4
Chance to stumble on knife, low is hit: 1d100 ⇒ 39
Caltrop attack: 1d20 ⇒ 9

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Dindal steps into the darkness, deducing from the situation the sleep spell could have hit somebody. He discovers do I need to roll a kind of skill check? a snoring Shera and tries to wake her up.
Meanwhile, the eagle takes a 5-foot fly and keeps attacking the jinkin with its talons and bite.
Round 2 of the eagle, full attack
talon: 1d20 + 3 ⇒ (1) + 3 = 4
dmg: 1d4 ⇒ 1
talon: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 1d4 ⇒ 4
beak: 1d20 + 3 ⇒ (4) + 3 = 7
dmg: 1d4 ⇒ 4

GM Iff |

Round 3
Dindal stumbles in the dark, accidentally almost stumbles over her, which wakes her up. His eagle follows the Jinkin and makes a valiant effort. One of its talons manages to scrath her in the face. She howls in pain and hisses in the creature, but isn't dissuaded from fighting. She takes another step back and casts another spell. A second magic missile flies at the eagle. It falls from the sky and disappears on landing.
--
COMBAT TRACKER - Round 4. Characters in bold may act.
1st - Jinkin (-4)
2nd - Culvine, Laurralei (-4), Shera (prone), Dindal, Azygg, Yagi
PENDING
-
Magic missile: 1d4 + 1 ⇒ (2) + 1 = 3

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Dindal cautiously goes forward, careful not to step on something sharp. if this takes him out of the dark, he will attack the jinkin with an acid splash, else he will stay in the dark and only take 1 move action
ranged touch: 1d20 + 2 ⇒ (5) + 2 = 7 if bless is back up +3 instead of +2
dmg: 1d3 ⇒ 2

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"Hey little gremlin! Aren't you sleepy?" Laurallei hexes the Jinkin with Slumber. Will DC 15, 1 minute
If the slumber takes effect --> "Don't Attack Him! Bind him and then we can deal with him... binding won't wake him. But hitting him will!"

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Yagi and Yiel-Dan move into the room on opposite sides of the jinkin, waiting to see if it falls asleep or not.
Not enough movement to attack this round, so moving into position for AoO's with flanking. Can someone move us?
-Posted with Wayfinder

GM Iff |

Round 4
The Jinkin looks at Laurallei, and slowly its eyes seem to fall shut as it stumbles on wobbly legs. Just as her eyes are about to close completely, the jinkin jerks them open, her burning orange eyes staring hard at the witch. She then burst into screeching laughter.
Just wanted to resolve this action first, so the others can react to that. Will update again later today.
--
COMBAT TRACKER - Round 4. Characters in bold may act.
1st - Jinkin (-4)
2nd - Culvine, Laurralei (-4), Shera (prone), Dindal, Azygg, Yagi
PENDING
-
Will save: 1d20 + 6 ⇒ (19) + 6 = 25

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My action will be as posted previously, moving and if one move action takes me out of the dark, attack with an acid splash (although it misses probably).