
GM V |

Funnly enough yes. You find potions of cure light wounds (4), scroll of doom, scroll of obscuring mist, potion of invisibility, scroll of magic missile. You also find a key with the symbol of a kneeling human male, his arms raised to the sun. When you ask around you find out its an abandoned prison in the bottoms called the temple. Fast forward to when you get there.
The Temple is exactly as described—a trash heap. It may once have been a model of beautiful prison architecture, but its façade is faded and cracked, piles of windblown trash hug its walls in drifts, and what may have once been manicured landscaping has since devolved into a tangled, swampy mess. A single path of cracked, wet bricks links the street to the entrance of the Temple, which appears to be a brand new, iron-braced wooden door. Above the door is a decayed carving of a human man on his knees, his arms raised toward a rising sun.

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Reavis claims one of the healing potions without comment.
As the group arrives at the Temple, he quaffs an extraction of False Life as well as his mutagen. His features become a little more feral, but it's perhaps difficult to spot a significant difference in his already somewhat demonic features. "You want me to take the lead? We'll need someone else towards the front who's better at spotting traps though."
The Mutagen lasts 40 minutes and increases his natural by 2, and his Dexterity +4, so his Initiative, ranged attacks, AC all increase by 2. It also decreases his Wisdom -2, so his Perception and Will saves all decrease by 1.

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Searlas gives the door a cursory check, then nods to Reavis.
Perception+Guidance: 1d20 + 7 ⇒ (5) + 7 = 12
"Well, we've got the key... Lets make sure to maintain a solid formation moving through and expect trouble. Reavis, Hania, and Warden should take point and rearguard. Warden, are you willing to let Azuk a bit out of arms reach? I think Azuk, Dembar, and I should probably try to stick to the center of the group. Reavis, you're probably the best at trap detection anyhow. At least with a little..." Searlas's eyes flare up briefly. "...guidance."
Reavis, as long as I'm next to you assume I'm casting guidance on you to give you +1 on any out of combat skill checks.

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Gotcha.
"Sure, I'll take point. I got some experience under my belt, it's probably for the best. You guys just concentrate on staying alive." He says with a chuckle to himself as he inserts the key into the door and pushes it open.

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Searlas looks around quickly, and in a hushed voice says "All eyes open, lets move."
Detect Magic

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"I am ready, friends. I will change to my other form now... I will understand you, though I cannot communicate in that form yet."
And with that, Dembar will cast mage armor on himself from a scroll, and change into bat form once more.

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Who is holding onto the potions and scrolls? I would certainly like the magic missile scroll since I'm low on reliable damage output. I'll hold onto one of the potions as well so I can administer to the competent healers if they go down.

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Reavis has one of the healing potions, no preference on who holds the rest of the stuff.

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Searlas moves in following Reavis, holding a potion of Cure Light Wounds in one hand, and the scroll of Magic Missile in the other.

GM V |

You enter the front door.
This small room looks as though it were recently cleaned. Piles of broken furniture lay against the east wall and a single, nondescript desk sits in the middle of the room facing the door in the south wall. Another door, just as thick and sturdy, is opposite the main door on the north wall.
Another update to come later. Need to update the map after work.

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Searlas drops his voice to a whisper and mutters, "Interesting... it looks like there were some very recent inhabitants. Expect an ambush, it appears that this Shadow Lodge knows much more about our whereabouts than we know of theirs. "
He moves forward with Reavis, pausing at the desk to check for clues.
Perception/Guidance: 1d20 + 7 ⇒ (19) + 7 = 26

GM V |

You boldly open the door and sitting at a desk in the middle of the room you see a goblin. You also notice other goblins hanging out on different pieces of furniture.
Reavis:: 1d20 + 5 ⇒ (6) + 5 = 11
Hania:: 1d20 + 4 ⇒ (6) + 4 = 10
Searlas:: 1d20 + 1 ⇒ (20) + 1 = 21
Dembar:: 1d20 + 2 ⇒ (9) + 2 = 11
Azuk:: 1d20 + 2 ⇒ (10) + 2 = 12
Warden:: 1d20 + 1 ⇒ (16) + 1 = 17
BG 1: 1d20 + 3 ⇒ (3) + 3 = 6
Bg 2: 1d20 + 6 ⇒ (15) + 6 = 21
Round 1
Searlas
BG 2
Everyone else
BG 1

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Searlas rolls his eyes and begins casting sleep.
"Goblins again... Keep em clustered and this should knock them out for further questioning. "

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Dembar flies directly above Reavis' head and fires off a burning hands, hitting three goblins (drawn in red on the map).
burning hands: 1d4 ⇒ 4 DC 14 Reflex for half.

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Reavis steps 5 ft into the room and tosses an bomb at the center goblin on along the east wall. "I heard you little guys like fire, why don't you eat all of mine."
Bomb Ranged Touch + Mutagen + PBS: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
Fire Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13
If that hits, the two adjacent goblins need to make a Reflex Save DC 16 vs. the splash. If they succeed, they take 4 fire damage, otherwise they take 9 fire damage.
If miss, square that bomb hits: 1d8 ⇒ 2
Upon a miss, the splash will hit the two goblins in the north, they'll both need to make the same Reflex save as above as they take splashing damage.

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Depending on saves at 2-3 of the 5 would be down, and probably only 1-2 actually dead, although if you just want to speed along I'm ok with that.
Searlas looks at the one who caught the brunt of the blast, shakes his head, and promptly moves to stabilize those caught in the splash.
Bonus is +1 for heal, you can roll them as needed.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
He then wordlessly checks through the room for clues and useful items, scanning for magic along the way. After a couple minutes of the task he pipes up. "These poor creatures should never have been here. For all of their vile tendancies they are still victims of this shadow lodge. We should be cautious, they were merely the gate watch, and I think we've announced our presence quite clearly."

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Yeah, only the three goblins grouped together in the east would have been hurt by the bomb, the other two goblins would not be affected.

GM V |

Yea just want us to finish before the end of gameday and the goblins only had like 5hp. You find 1 potion of cure light on the shaman but that's it. You go through the door.
This long hallway stretches 110 feet from east to west and is periodically broken up by thick, iron portcullises. Several sets of doors can be seen at even intervals along the north and south walls, and at the far east end the hallway appears to terminate in a room filled with large cages. The floor of the hallway was recently swept, but spiderwebs the ceilings.

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"It seems as though someone has been covering their tracks. Let's keep moving, they know we're here. Look for someone willing to talk, hopefully we can get them to clear out without too much more violence."
Searlas will be unarmed, only holding the healing potion. He'll stay just behind the front and try to talk down anyone willing to listen.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

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"There ain't no talking sense into goblins, but if you want to try on creatures that aren't crazy by nature go ahead." Reavis replies to Searlas, then looks to Hania, "It's better if I go first, but if you're feeling lucky, go ahead."

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"Oh, don't you worry, I'm not planning to try to reason with goblins. It's their trainers I'm interested in. We can plow through every goblin in this place but until we get some good information on their shadow lodge masters we'll still have an enemy lurking in the shadows."

GM V |

You open the door to the courtyard and inside you see a giant scorpion that has cruelly had is stinger removed. And it attacks!
Reavis: 1d20 + 5 ⇒ (6) + 5 = 11
Hania: 1d20 + 4 ⇒ (1) + 4 = 5
Searlas: 1d20 + 1 ⇒ (1) + 1 = 2
Dembar: 1d20 + 2 ⇒ (3) + 2 = 5
Azuk: 1d20 + 2 ⇒ (16) + 2 = 18
Warden: 1d20 + 1 ⇒ (12) + 1 = 13
BG 1: 1d20 ⇒ 1
Round 1
Everyone
Poor Beastie?

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[b]"Oh you poor creature! We should really put it out of its misery."{/b]
He will cast an acid splash at the scorpion before people can get all in his way.
ranged touch: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d3 ⇒ 1

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Hania waits until after all the rest of our party so that others can attack without worrying about hurting her. Then she walks up to the scorpion, a look of pity in her eyes. She swings her sword at it. I already moved her on the map, but she doesn't actually move until after you all get a chance to attack.
"I hope your end is swift and relatively painless. I pray the end of whoever did this to you, unless they repent, is not."
attack:1d20 + 5 ⇒ (10) + 5 = 15
damage:1d8 + 3 ⇒ (5) + 3 = 8

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Reavis moves into the room with his bow drawn. Once satisfied by an unobstructed shot, he fires an arrow at the stinger-less scorpion.
Longbow +1 + PBS: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Crit confirmation: 1d20 + 8 ⇒ (9) + 8 = 17
Regular Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Additional Crit Damage: 2d8 + 4 ⇒ (4, 8) + 4 = 16
I apologize if I'm trivializing these encounters, although I can't control crits.

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"Vermin... unintelligent creatures... my usual tricks don't work here."
He quickly begins violently launching stones laying in the courtyard at the creature, hoping against all odds to land a solid blow.
Telekinetic Projectile: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d6 ⇒ 4
Post Ninja'd
Consider it revenge for the longbow crit from the other side earlier

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The hell? My campaigns page shows no updates to this game for a while. I check in and it seems that tons has happened! Sorry, everyone!
Azuk steps into the doorway and cracks his whip at the scorpion to distract it while Warden attacks.
Azuk aid another: 1d20 + 2 ⇒ (5) + 2 = 7
Warden slam attack: 1d20 + 4 ⇒ (19) + 4 = 23
Warden slam damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14

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Well... with 41 damage on that scorpion, I don't think we have to worry too much.
"Who in their right mind keeps a giant scorpion in the courtyard of a temple. It seems that it could be mighty inconvenient to calm down the animal if one needed to use the chamber pot across the way."

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Looking over the body of the guard-scorpion, Searlas' demeanor changes to a darker more calculating tone.
Knowledge (Nature): 1d20 + 6 ⇒ (1) + 6 = 7
"Alright... not much of an expert on big bugs like this, but it sure went down hard. From my assessment, there is only 1 apparent way in and out of this temple and it's right behind us. I recommend making sure the portcullis is jammed to prevent anyone from escaping, then we move through slowly and methodically. Lets try to take prisoners. We certainly will need to report any and all information we find about the shadow lodge. If we have exits properly barred we should have all the time we need to search this compound (ie take 20) for clues about the shadow lodge's next moves. This may be a favor for Dekar, but it is also our job as Pathfinders to make a full report. Frankly, I find any group that would lay out an ambush in a crowded marketplace in broad daylight repulsive, and this level of preparation leads me to believe they are a well prepared repulsive group."