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Sugar advances a little closer into the room keeping Truffles near her side. drawing her scythe in the process.
more of these things Truffles, stay by my side. be ready to drag any that fall back so we can heal them.

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Not right now, she is not a melee type, and truffles really does not have what is needed against these constructs. wanted to give the more martial types a chance here. my spells are mostly area effects and did not want to hurt any companions.

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Well you are at least halfway a melee type just by virtue of having sunk 7000+ into a +1 adamantine scythe. That's a big investment at this level. But you could use Guidance on Xakon if he has to Acrobatics through the thing's reach, or Total Defense if it decides to attack you (it has 10' reach and you are 10' away). In a very tough dungeon, like some levels of Emerald Spire are, it's not advantageous to forfeit your turns.
I admit to being somewhat impatient here. Krago is all set to Sneak Attack this thing a second time as soon as someone moves into a flank. He ate up its AOO this round so unless it has Combat Reflexes, even Sugar or Truffles could just walk up there to give a flank.

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yeah, I was thinking of attacking but not enough movement. I could just double move to get into flank though. Plus this is second Truffles (he died once already)
Truffles advances to flank and trues to gore the construct. (he does have the movement to attack)
attack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19

GM Harker |

Sugarsnap recognizes the dark mold on the constructs as Brown Mold. This fungus absorbs the heat around it, and so fire will cause it to expand while cold will kill it.
Sivantanpisil uses a wand to cast Bless upon the party.
Sugarsnap nudges Truffles into battle and Boar moves in, goring the creature's metal shell. The resulting damage causes electrical energy to begin spitting out of the core, but the Boar avoids getting hit. He does, however, take some more damage from the Brown Mold. Truffles takes 8 Nonlethal cold damage.
Now with a helpful flank, Krago lets loose his readied strike and hits, defeating this enemy as well.
Brown Mold vs. Truffles: 3d6 ⇒ (1, 1, 6) = 8
Truffles Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Combat Over
Injury Report: Krago 22 Nonlethal damage, Truffles 8 Nonlethal.
A search of the Automatons reveals two large emeralds worth 1,000 gp as part of their workings.
* * *
Looking down the north and south hallways, you can see that they are decorated with brightly painted murals showing human and inhuman forms dancing, fighting, and performing rituals. Down each hall is a gleaming bronze door. Shorter intersecting hallways link the longer north-south passage with perpendicular passages.
Taking a long look at these hallways, Krago can see they are all magical traps. They appear to be dimensional in nature and cannot be disabled with mundane abilities.
The trapped areas are noted on the map with red squares. These cannot be disabled with Disable Device.

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Frēodwēn moves forward to look at the traps. Can he tell what they are from spellcraft or knowledge, arcana?

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dang, I can't make that even with Lore Master.
You are at +9 due to Heroism, so another +1 would do it. Guidance from one Sugar or Olaf, for example. Touch of Good from Olaf gives +4 if we need to hit a higher DC.
Krago points out the trap. "Some teleporting magic, maybe. I don't know how to counter it. Should we go straight down the hall instead?"Then he moves east to the double doors. He examines them for traps. If they are locked, he unlocks them (Take 10 for 32). Then he moves back to where he is on the map and asks Frēodwēn to open the doors from a distance.
If there are no visible hostiles in the room, he'll take lead with Trap Spotter again.

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Olaf spends some time hunting for stray arrows that might have survived. Surveying the halls he says, If we can't disable these traps then we should avoid them for now, lets try the main doors ahead of us. He hands a scroll to Freodwen, Could you activate this, it's a heroism scroll thanks
With that he takes up a position near the door, bow at the ready and mutters another spell.
Olaf also casts magic circle versus evil

GM Harker |

Finding no traps on the southern doors, Krago backs up to let Frēodwēn open the doors with a spell.
Inside you see a large, octagonal room that features a passage or alcove in each of its eight sides. An eerie blue-and-yellow flame dances within a large central pit in the middle of the chamber. In an alcove directly opposite the main entrance stands a red stone statue of a robed woman, her arms lifted to the sky and her eyes gleaming like jewels. Arched passageways lead to the north and to the south.
Two things are of immediate interest to Krago's eagle eyes as he moves forward. First, there is a magical trap in the center of the room set off by getting close to the flame. Second, there is a secret door in the northeast alcove.
I haven't moved anyone else forward due to Krago finding a trap. If you wish to move forward, please do so.

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"Stay back!"
Krago will move to Disable the trap, if he can do so without setting it off. Again Take 10 for a 32.

GM Harker |

From his position away from the trap, Krago manages to slide enough dust unto some barely perceptible arcane runes which disables the trap, at least for the immediate future.
Nothing else is going on in this room with the trap disabled. According to the SOP, I believe the next door is the one to the north (which is right on the map).

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Yeah, but the secret door is interesting.
"Think I've got it. You can come in now.
Which way? There's north and south, and a secret door in the northeast alcove."

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Olaf slips into the room, skirting the edges. People hide doors for a reason, I would support taking that route.

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Sugar goes to truffles checking him over for real bad damage. and gives him a hug to help warm him up. Aww poor baby, mummies is here to warm you up.
Once she is sure Truffles is ok, she comes into the room with Truffles by her side.
just to let everyone know, can we add to our SOP that Sugar casts guidance on Krago before he does trap searching?

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It's appreciated, but it wouldn't stack with his Eyes of the Eagle which give +5 competence bonus. On Disable checks, it would have an effect.

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if we don't find another means of identifying those traps I can lore master them with your suggested bonuses, Krago.
Frēodwēn casts Olaf's spell for him. "Hey Krago, before we go through that door, shouldn't we search for room for valuables? Those eyes on that statue, for instance..."

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"We can take a quick look around, but I don't want to spend too much time prying out the statue's eyes. I'd rather come back for that once we've taken care of this level's inhabitants.
You know, I think your spell of opening and closing can reach over the traps. You can stand on one side and try to open the far doors, as long as they are not locked. That might let us at least get a glimpse of whatever is beyond. And if something came out for us, it would get caught in the trap.
Right now I want to try to the secret door, but if we decide we need to check those corridors, that's an option."

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I'm sorry for the prolonged absence. I had too much rum after our last adventure and got lost on the Drowned Level. Next thing I remember is waking up next to a troglodyte lass and a burning sensation in my breeches."
The halfling smiles sheepishly and scratches himself uncontrollably.

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Krago tries to smooth things over.
"Maybe that was a rum dream, Xakon. They can be vivid.
Anyway, we dispatched the golems easily enough, though who knows what is next? Glad to have your assistance."

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"I'm happy to try it as long as no one thinks there will be any side effects..."
I'm happy to open the doors we can see as long as no one objects

GM Harker |

With the help of Guidance, Frēodwēn figures out that the trap in the first room is a dimensional loop, anyone that goes into it is stuck walking the same loop for 8 hours which can lead to fatigue or other negative effects. He figures that one can escape from the trap by using teleportation magic, entering a pocket dimension, or a very successful Escape Artist attempt.
As the rest of the group moves into the room with Krago, an examination of the statue reveals her eyes are mostly worthless.
Meanwhile, the double doors leading into this level close by themselves with a thud.
Finding no traps on the secret door, Frēodwēn opens it with a Cantrip. On the other side is another passage that leads to a bronze door. Examining it for traps also reveals nothing.
Frēodwēn opens the other door with Open/Close to reveal a new room. The walls of this room are carefully smoothed into strange, organic curves, and then rounded in disturbing folds like the contours of a brain. The floor is carved in small channels, like ripples in sand.
The sounds of objects dropping from the floor is heard inside the new room, which results in a loud moaning that almost sounds like chanting. Whatever is making this noise, however, isn't visible from your positions in the other room.
Someone will have to move in to see what's moaning. Also, this gives you a chance to react to the level doors closing by themselves.

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Krago shrugs as the doors slam shut. "It figures. We'll get them open again."
He moves to the doorway and looks into the next room, trying to be stealthy.
Stealth: 1d20 + 16 ⇒ (20) + 16 = 36
If he can't see anything, he'll continue to move in, hugging the wall.

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Olaf starts a little as the outer doors slam shut. Not a good sign. Krago, think you can get those back open? he asks as he slips into the corridor behind him and peers into the room.
Perception: 1d20 + 18 ⇒ (16) + 18 = 34

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Freedmen frowns at the closed door. "That's never happened before. We better be able to find a way out..."

GM Harker |

Krago sneaks up to the door and sees a mummy standing further in the room. Although the undead does not see the rogue, Krago still feels an aura of dread overcome him.
Olaf does not yet see the mummy from his position behind Krago.
Krago needs to make a DC 16 Will save or be paralyzed with fear for 1d4 ⇒ 1 round.
Perception: 1d20 + 19 ⇒ (5) + 19 = 24

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Will: 1d20 + 11 ⇒ (7) + 11 = 18
Krago's formidable willpower (for a rogue) serves him well.
Can he take a surprise round action?

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SNEAK ATTACK ACID SPLASH!
Krago takes a 5' step and uses Minor Magic to hurl an orb of acid at the flat-footed mummy.
Ranged vs flat-footed touch, hidden, cover (?): 1d20 + 10 + 2 - 4 ⇒ (5) + 10 + 2 - 4 = 13
Damage: 1d3 + 5d6 ⇒ (1) + (4, 5, 1, 6, 3) = 20
Then hopefully he can win initiative and hit it again before withdrawing.

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Xakon whispers, "I wish I can see in the dark like the dwarves. Sugar, do you have any spells that grant such abilities?

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Sugar whiapers back, not really, but I can make light, of course that isn't the same thing.
Sugar moves up toward the now open door to try and see what is going on inside.

GM Harker |

Krago takes a few steps up and tosses some sneak attack acid on the mummy! He also sees another Emerald Automaton standing next to it, covered in brown mold like the other constructs seen earlier.
There are actually two mummies in this combat, but no one can see the second one yet. For ease of combat, I put it on the map.
PC Initiative
Frēodwēn Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Krago's Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Lady Sugarsnap's Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Olaf's Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Sivantanpisil's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Xakon's Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Mummy Init: 1d20 ⇒ 7
ES Init: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Round 1)
Olaf <= Up
Frēodwēn <= Up
Krago [22 NL Damage] <= Up
Sivantanpisil <= Up
Sugarsnap/Truffles [T: 8 NL Damage] <= Up
Emerald Automaton
Mummies
Xakon
If you come within 30 feet of a mummy, please make a DC 16 Will save or you will be paralyzed a number of rounds. You have to roll a save against both mummies. Once you have rolled a save against each one, you don't have to roll again for 24 hours.
Everyone but Xakon is up first!

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SNEAK ATTACK AGAIN!
Krago fires another Acid Splash at the still flat-footed mummy and takes a step back.
Ranged Touch, Cover: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Confirm: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Damage with Crit: 1d3 + 1d3 + 5d6 ⇒ (1) + (2) + (4, 2, 2, 2, 6) = 19
2 extra damage from the crit!
All, if you don't have spells or ranged attacks that can hit the mummies from where you are, please move up and ready an action or something.
Will: 1d20 + 11 ⇒ (14) + 11 = 25

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Olaf darts forward in front of Krago hoping to draw the enemy closer.
Will save Mummy 1: 1d20 + 12 ⇒ (18) + 12 = 30
Will save Mummy 2: 1d20 + 12 ⇒ (8) + 12 = 20
He remains unfazed by them and takes a single shot at the lead mummy.
Bow, pbs, heroism, inspire, deadly aim: 1d20 + 13 + 1 + 2 + 2 - 2 ⇒ (4) + 13 + 1 + 2 + 2 - 2 = 20
Damage, pbs, inspire, da: 1d8 + 3 + 1 + 2 + 4 ⇒ (1) + 3 + 1 + 2 + 4 = 11
Krago, Olaf does threaten in melee if you need a flank
AC32 against evil creatures, 30 otherwise

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"Each new challenge falls before us; this one will be no different."
Frēodwēn says as he raises his longbow, arrow at the ready.
inspire courage and then readied attack against the first creature to come fully in sight
READIED ATTACK, longbow, attack, point blank, inspired, heroism, deadly aim, arcane strike: 1d20 + 15 + 1 + 2 + 2 - 2 ⇒ (13) + 15 + 1 + 2 + 2 - 2 = 31 for piercing, cold iron, magic: 1d8 + 4 + 1 + 2 + 4 + 2 ⇒ (8) + 4 + 1 + 2 + 4 + 2 = 21
+2 attack and damage against constructs

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RL has been busy between my job and my oldest graduating from high school. I'm headed out of town for a week and will have limited access to the boards. So, I'll post a few rounds of actions.
Round 1
Move Action: Move 30'. Std Action: Cast Prayer - Everyone gets +1 to attack rolls, weapon damage, saves and skills. While the baddies get -1 on the same.
"Undead!" Sivvy shouts as she bursts into the room and sets herself between the Olaf and Crago.
Will1: 1d20 + 15 ⇒ (20) + 15 = 35
Will1: 1d20 + 15 ⇒ (11) + 15 = 26
Calling upon the favor of Desna to benefit the group.
Round 2
Move Action: Dimensional Hop to far side of bad guys trying to set up flank (have 10' reach with longspear) for Krago but allowing herself to cast without provoking. If not possible to positioned herself in that manner. She'll hop clear of the baddies to cast and then step into flank asap. Std Action: Cast Searing Light.
In a flash Sivvy is gone, only to reappear on the far side of the mummies. A beam of searing light flashes from Sivvy's hand at the nearest mummy.
Prayed, Inspired Searing Light v TouchAC: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31Damage: 9d6 ⇒ (5, 2, 4, 6, 5, 6, 4, 3, 6) = 41
ConfirmCrit v TouchAC: 1d20 + 8 + 1 + 2 ⇒ (6) + 8 + 1 + 2 = 17Damage: 9d6 ⇒ (6, 2, 3, 2, 2, 4, 2, 3, 6) = 30
"Away with you, foul creature!"
Round 3
Move Action: Move into flank if she isn't. Std Action: Channel Energy. If both mummies are still alive, she'll harm them. If one or none of the mummies are alive, she will heal the group. If the group is not in need of heals, she can attack the closest living mummy or turn her attention to the construct if only it is still alive.
Channel Energy: 5d6 ⇒ (4, 3, 6, 5, 2) = 20

GM Harker |

Krago fires off another orb of acid which does additional damage to the yellow mummy.
Olaf moves forward and fires an arrow at the same mummy that Krago hit. The creature's body appears to resist some of the injury, however.
Frēodwēn begins inspiring his fellow Pathfinders and readies an attack to fire an arrow at the first enemy he sees.
Sivantanpisil casts a Prayer spell which helps her companions and hurts her enemies, then moves forward.
Sugarsnap/Truffles
Inspire Courage and Prayer Active

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will mummy 1: 1d20 + 13 ⇒ (14) + 13 = 27 - +2 more if fear effect
will mummy 2: 1d20 + 13 ⇒ (13) + 13 = 26 - +2 more if fear effect
Sugar makes her way into the room trying to see what everyone is fighting.
know religion?: 1d20 + 2 ⇒ (1) + 2 = 3
those things look real nasty... I really doubt they have any respect for nature.... they should... ahhh.... burn
flame strike centered on the construct in the center (should get all three)
spell damage: 9d6 ⇒ (2, 1, 1, 2, 5, 3, 3, 6, 1) = 24
thats, 12 fire and 12 divine...DC 18 reflex for half

Lord Admiral Truffles |

Truffles follows Sugar to guard her.
truffle will mummy 1: 1d20 + 4 ⇒ (12) + 4 = 16
truffle will mummy 2: 1d20 + 4 ⇒ (20) + 4 = 24
Truffles is ready to protect Sugar if any of the bad guys try to advance and attack her.
readied gore attack: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
readied damage: 2d6 + 6 + 1 ⇒ (6, 4) + 6 + 1 = 17

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knowledge, religion, heroism, prayer: 1d20 + 7 + 2 + 1 ⇒ (16) + 7 + 2 + 1 = 26
I believe Prayer will apply to the readied attack and damage roll I prepared above?

GM Harker |

Frēodwēn knows that mummies are undead vulnerable to fire, and also possess a mummy rot effect that is both a disease and a curse that is difficult to remove with magic.
Sugarsnap makes her way into the room and casts Flame Strike on the three enemies inside. All three take the full force of the spell. Moreover, the fire portion of the spell does additional damage to the mummies. This is enough to destroy the yellow mummy.
Despite this success, the brown mold on the Emerald Automaton is amplified by the fire and grows out into the area, now covering the red mummy as well.
The brown mold patch is represented by a yellow square. It is also on the Emerald Automaton and Red Mummy.
As Truffles enters the room, he is paused in his tracks by the aura of despair generated by the red mummy and is unable to protect Sugarsnap. Truffles is paralyzed for 1d4 ⇒ 4 rounds.
The Emerald Automaton moves forward, triggering Frēodwēn's readied attack that hits, although the construct's shell reduces some of the damage. This damage causes the Automaton to start leaking dangerous electricity.
The Emerald Automaton attacks Sugarsnap from range with its guisarme, but misses.
The red mummy moves up and attempts to slam Sugarsnap, which hits the druid hard. Sugarsnap takes 21 damage from the slam and needs to makes a DC 16 Fort save. This save is against both a curse and a disease.
To make matters slightly worse, the brown mold on the mummy soaks away precious body heat from Sugarsnap and Truffles. Sugarsnap and Truffles take 12 nonlethal cold damage from the brown mold on the red mummy.
Sivantanpisil attempts to dimensional hop across the room, but some magical effect interferes and her ability does not work.
Yellow Mummy Ref: 1d20 + 1 ⇒ (12) + 1 = 13
EA Ref: 1d20 + 1 ⇒ (16) + 1 = 17
Red Mummy Ref: 1d20 + 1 ⇒ (1) + 1 = 2
EA guisarme: 1d20 + 7 ⇒ (8) + 7 = 15
Mummy Slam: 1d20 + 11 ⇒ (10) + 11 = 21
Slam Damage: 1d8 + 14 ⇒ (7) + 14 = 21
Cold NL: 3d6 ⇒ (2, 6, 4) = 12
Initiative (Rounds 1-2)
Olaf <= Up
Frēodwēn <= Up
Krago [22 NL Damage] <= Up
Sivantanpisil <= Up
Sugarsnap/Truffles [S: 21 damage, 12 NL; Fort save needed. T: 20 NL Damage, paralyzed 3 rounds.] <= Up
Emerald Automaton
1 Mummy
Xakon <= Up
If you haven't already, when you come within 30 feet of the mummy please make a DC 16 Will save or you will be paralyzed a number of rounds.Once you have rolled a save against it, you don't have to roll again for 24 hours.
Everyone is up. I'll consider alternative actions for Siv after a few other people go, unless the player has the ability to pop in first.

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Truffles had a 16 Will save even before considering the Prayer (+1) or Inspire Courage (+2 vs fear), so really 19, and it seems to be DC 16 to pass, unless there is a typo.