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Ah... crud. I had switched over to my 7th level build in Herolab this weekend while looking over what to do after this level. My bad. Will redo my action.
Sivvy dives past the guardians and stabs at the creature ambushing Xakon.
Move action: Tumble past the first two guards; east 5', southwest 5', west 5' for 30' feet of movement, then west 5', northwest 10', north 5' for another 20' of movement for my full 50' movement.
Std action: Attack ambusher while flanked with Xakon.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Flanking Power Atk w/ Longspear: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for piercing damage of : 1d8 + 13 ⇒ (7) + 13 = 20

GM Harker |

Although Sivantanpisil doesn't quite tumble well enough to avoid the ogrekin attacks, they both miss anyway. She then sets up a flank with Xakon and stabs at the ambusher, but fails to hit due to its blurry nature.
Siv's Miss chance, 1-20 misses: 1d100 ⇒ 17
North AoO: 1d20 + 5 ⇒ (5) + 5 = 10
South AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Freod, Jirah, Mudk.

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Jirah draws a scroll from one of her scroll cases, and casts Flaming Sphere, directing it toward the ogrekin on the north side of the door! She gathers energy in front of her, and suddenly the air catches fire! She molds it for a moment, causing the summoned inferno to coalesce into a ball in front of her outstretched hands, and then it starts rolling toward the enemies!
Bah! I can't get a clear shot! Maybe this will work! Watch out for the fireball!
Flaming Sphere Damage: 3d6 ⇒ (4, 2, 4) = 10

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"To victory, friends!" Frēodwēn shouts as he steps in front of Mudk, then through the doorway. He glances at each of the ogrekin with a grin, then dives headfirst into a tumble past the one on his left and risks a further step into the room.
activating inspiration, 2/12 rounds remaining
moving into the room, 10' of movement,
Then tumbling SW for 15' more movement,
Then provoking from the S ogrekin for a 5' step W
I did each move individually so you can see it in the revision history, GM
acrobatics, avoid AoO: 1d20 + 11 ⇒ (5) + 11 = 16
-Posted with Wayfinder

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Mudk steps into the room between the two nearest.
"oh? You think to ambush me? Well let me tell you a few things! I'm weak behind my left knee, and my right arm is s bit slow. And if you gnaw on my jaw, I'll hit you like so. "
power attack on the the one in the corner between myself and xakon: 1d20 + 9 ⇒ (9) + 9 = 182d4 + 13 ⇒ (1, 4) + 13 = 18

GM Harker |

Frēodwēn, isn't activating Inspire Courage a standard action at your level? It looks like it will take two move actions on top of that to position yourself where you want in the room, unless you don't tumble.
Jirah casts Flaming Sphere from a scroll and the northern ogrekin is moderately burned.
Mudk moves into the room and swings his falchion at the same ogrekin, taking it out.
Reflex save: 1d20 + 1 ⇒ (11) + 1 = 12
I'll give Freod a bit to respond, otherwise I'll just assume he inspires and stays in his previous position.

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I thought I commented on how to resolve my action if your count was different from mine, but I don't see it now. I presume the tumble was 20' rather than 15'?
regardless, Frēodwēn will just stop 5' closer. My actions remain otherwise unchanged
-Posted with Wayfinder

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my move speed is 30' and I only count 30' of movement in that post. Where is the second move action?
-Posted with Wayfinder

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Doesnt moving with acrobatics to tumblr halve your speed or something?

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*Stops casting spells to reblog cat pictures

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Right. The diagonal move was at half speed due to the tumble. That's why I had it as costing 15' instead of 10'. If it cost 20' then I am fine just ending next to the S ogrekin. If that's not an option then I'll do without the tumble and risk an AoO
-Posted with Wayfinder

GM Harker |

I apologize for the wait, I've been busy dealing with real life issues and seeing Rogue One.
Freod, when you tumble you are moving half speed in total. So, 15' of tumbling is a one move action when your speed is 30'. When you described your movement, there was 30 feet of movement there when there should have been only 15 if you tumbled as a move action. If you had a speed increase from something, I was not aware of it. In any event, the ogrekin does not have combat reflexes, you so can take a single move action without tumbling to move into the room and will not be attacked since you avoided moving past the blurry guy.
Frēodwēn begins inspiring his companions and moves into the room.
The remaining ogrekin turns his attention to the paladin in front of him and attempts to both stick him with his spear and bite him. Neither attacks hits Mudk.
Shortspear: 1d20 + 6 ⇒ (13) + 6 = 19
Bite: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative (Round 2)
1 Ogrekin
Sugarsnap/Truffles
Xakon [9 Damage]
Blurry Guy
Frēodwēn <= Up
Jirah [Heroism Active] <= Up
Mudk [3 Damage; Heroism Active] <= Up
Sivantanpisil <= Up
Party Effects
Inspire Courage: +1 to attack/damage rolls, +1 to Fear/Charm saves. Saving throw bonus not stack with Heroism.
Sugarsnap/Truffles and Xakon are up.

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Mudk cheerfully sticks his sword in his remaining foe a few times
PA, hero: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 212d4 + 13 + 1 ⇒ (1, 3) + 13 + 1 = 18
PA, hero: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 232d4 + 13 + 1 ⇒ (3, 2) + 13 + 1 = 19

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Sugar moves up behind truffles and tosses a handful of spinach leaves on him. bite strong, bite hard
cast magic fang on Truffles
as she tries to urge Truffles into the room.
handle animal just in case as he has to draw an AoO to get into the room: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19

Lord Admiral Truffles |

if that roll is good enough...
Truffles works his way into the room and tries to gore the bad guy by the door.
attack: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16
damage?: 1d8 + 6 ⇒ (3) + 6 = 9
EDIT: I think that would be an AoO from the mongrel man by the door on Truffles

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Xakon full attacks the blurry humanoid.
rapier+2, flank, courage: 1d20 + 10 + 2 + 1 ⇒ (5) + 10 + 2 + 1 = 18
Miss Chance: 1d100 ⇒ 6
adm pierce: 1d4 + 8 + 1 ⇒ (1) + 8 + 1 = 10
SA: 2d6 ⇒ (5, 3) = 8
rapier+2, flank, courage: 1d20 + 5 + 2 + 1 ⇒ (19) + 5 + 2 + 1 = 27
Miss Chance: 1d100 ⇒ 53
adm pierce: 1d4 + 8 + 1 ⇒ (3) + 8 + 1 = 12
SA: 2d6 ⇒ (3, 2) = 5
confirm crit: 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
adm pierce: 1d4 + 8 + 1 ⇒ (1) + 8 + 1 = 10

GM Harker |

Sugar, you don't need to make a handle animal to get him to move into the room, only if you want to position him in a way to avoid AoO. Otherwise, I believe he just moves to the first space where he can attack, which is the one were he stopped.
Sugarsnap casts Magic Fang on Truffles and the boar goes bounding in the room. The ogrekin standing the doorway takes an attack of opportunity that misses. The boar then returns the favor by goring the deformed creature.
Xakon's first attack completely misses his target regardless of its blurry nature, while the second attack is a solid critical hit, as the rapier pierces all the way through the creature. Although it does seem to resist the metal a little, the substantial blow drops the creature and it ceases to be blurry.
Mudk then follows those attacks with two falchion swipes at the remaining ogrekin, and that enemy drops too.
Shortspear: 1d20 + 6 ⇒ (14) + 6 = 20
Combat Over
On the bodies of the ogrekin, you find large sized shortspears, while on the body of the formerly blurry guy, you find a small sized short sword. None of the items are magical. You don't find any else of value in the room amidst the piles of garbage.
There is, however, a stairwell that leads down further into the dungeon, which you surmise is probably the next level. With this level complete, the group makes it way back to the surface to report your findings to the Pathfinder Society.
End of Shrine of the Awakener

GM Harker |

Level 8: The Circle of Vissk-Thar
As you prepare for another delve in the Emerald Spire, your Pathfinder Society Valandrel once again has very little to add other than to note that based on the last level, you could very well encounter more serpentfolk.
Your descent is once again uneventful. Less experienced teams of Pathfinders have been active on the upper levels of the dungeons with archaeology and reclamation which has served as a deterrent to resettlement by other groups or monsters.
Arriving at what has now been dubbed the 'Shrine of the Awakener,' the group makes its way to the room where you fought the ogrekin and proceed down the stairs. They descend for about 40 feet in a tightening curve until you arrive at the first room on the next level.
Across this small chamber from the ascending staircase, another staircase winds down into darkness. Off to one side is a calm pool of murky water with a pedestal in its center. Atop the pedestal, a golden serpent idol grasps an emerald in its fangs.
Everyone make a Will save as you enter the room.
Here is a link to the new map. Please note, that north is left, right is south, down is west, up is east on this particular map.

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Will: 1d20 + 8 ⇒ (14) + 8 = 22
Xakon's eyes widened at the sight of the emerald and golden statue.
Treasure!

GM Harker |

Sugar's Will save: 1d20 + 11 ⇒ (11) + 11 = 22
Jirah's approximate Will save: 1d20 + 5 ⇒ (6) + 5 = 11
Feeling an irresistible urge to approach the statue, Mudk walks up to it and vanishes. Similarly, Jirah does the same as she moves into the room.
They appear to have been affected by some enchantment spell.
You believe you may have just been teleported. The narrow corridor ahead has a strange serpentine pattern of green glass embedded in the floor. The pattern runs to the end of the corridor before turning east to head out of sight.
The map has been updated to indicate your new positions. Naturally, in character you aren't sure where you are in relation to the others, if even on the same floor.

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Jirah spins, her bow in hand.
Mud! Where in the Nine Hells did everyone else go? What's happening here?

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sense motive: 1d20 + 5 ⇒ (13) + 5 = 18
Sugar lets out a little squeal of worry as two of her companions suddenly vanish.
she rushes up to near where they disappeared to search for them.
where did they go? We have got to find them

GM Harker |

Sugarsnap and Truffles move up to Mudk's and Jirah's previous position and vanish as well.
Sugar, you believe you may have just been teleported. The narrow corridor ahead has a strange serpentine pattern of green glass embedded in the floor. The pattern runs to the end of the corridor before turning east to head out of sight. Mudk and Jirah are standing nearby probably looking slightly confused.

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Sugar lets out a cheer, YES! Greatest tracker in the dungeon! happy she found her friends.
but she soon looks around, Oh great now we lost everyone else.

GM Harker |

The remaining members of the party follow the others and are swiftly removed from the room.
I'll assume Freod will follow the rest of the party, since adventuring alone seldom works out well.
Repeated room description for those who haven't seen it yet:
Xakon, Sivantanpisil, and Frēodwēn believe they may have just been teleported. Fortunately, the rest of the party is there. The narrow corridor ahead has a strange serpentine pattern of green glass embedded in the floor. The pattern runs to the end of the corridor before turning east to head out of sight.
Quickly regaining their mental balance from the abrupt change of rooms, Xakon and the others search the room and the rogue/barbarian quickly deduces that the room is some sort of magical trap. Unfortunately, it's already been set off merely by arriving here. Xakon isn't completely sure about all aspects of the trap, but he is sure that it's timed somehow. Ergo, two obvious choices present themselves, either Xakon can attempt to disarm it before the timed effect goes off, or the group can try to escape the area. Based on what Mudk sees in the next hallway, the place might be a bit of a maze.

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if Xakon gets to try again, Frēodwēn can burn some Inspire Competence to help him. Although not this time. A 1 is not an automatic failure but I imagine a 23 does not beat a magical trap for 7th level characters
-Posted with Wayfinder

GM Harker |

Xakon attempts to scratch off an important magical glyph from the snake design to weaken the magical effect, but afterwards realizes that he might have strengthen the overall trap by removing it.
As the rogue finishes attempting to disarm the trap, the group hears a strange hissing noise coming from the northern (left) end of the corridor. Xakon failed by more than 5, the trap has been sprung.
To make it easier to keep track of actions, I'm putting us into initiative.
PC Initiative
Frēodwēn Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Jirah Initative: 1d20 + 3 ⇒ (1) + 3 = 4
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Mudk's Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Xakon's Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
1d20 ⇒ 15
Initiative (Round 1)
Sivantanpisil <= Up
Sugarsnap/Truffles <= Up
Mudk <= Up
Xakon <= Up
Frēodwēn <= Up
Jirah <= Up
?????
Everyone is up!

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Jirah readies an attack, drawing an arrow and charging it with her arcane energy.
If it turns the corner, it will meet my arrow!
Readied Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Will have level up and purchases done in the next few hours, but I won't hold up the game.

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Mudk shouts at the others:
" Get around the corner quickly... the sound is coming from where you are!"
Mudk will delay until after the last PC to see if he can/needs to aid the others then will double move after Xakon

GM Harker |

Sugarsnap casts a defensive spell on Truffles.
Xakon draws his weapon and moves to the end of the hallway.
Sivantanpisil follows Xakon's example, but continues past him to find herself in the center of the maze of passages. The snake design ends at the 10 x 10 room, but begins again at the unexplored passage leading out.
Jirah readies an attack if something appears.
Frēodwēn waits with the others in case something appears.
Seeing that the others currently do not need help, Mudk follows Xakon and Sivantanpisil.
At the beginning of the passage where Truffles is currently standing, the hissing noises get a little louder.
Initiative (Round 2)
Sivantanpisil <= Up
Sugarsnap/Truffles <= Up
Mudk <= Up
Xakon <= Up
Frēodwēn <= Up
Jirah <= Up
?????
Everyone is up again!