
Signboy77 |

Roldare first turns to Rayne, "Not sure how hot she might be... I think I get a chill down here myself. Not sure what she likes, but she is a woman of so-fis-tow-ca-shun, that's for sure." He shrugs and mutters, "Don't know why that would matter."
His puzzled look grows deeper with Jerrik's comment, "Don't know what you might mean by arr-kay-ick. But I could try to increase that quality if you feel it would help. But no, I won't leave this room until I know that my sister is safe."
Roldare nods enthusiastically then closes his eyes with relief, "Oh thank you sirs. I just know she's still alive. Here," he picks up his masterwork light crossbow and holds it out, "Take this if you'd like. If it'll help you bring Dimira back, then by all means..."
He finally sweeps his arm around the room. "There ain't much in here, but feel free to take what you need. If you could leave me a couple days' rations, a bedroll and a latern for myself - I'd rightly appreciate it. Do you need to rest? You could rest up in here if you need."
That's all you're going to get from Roldare - he's not the sharpest tool in the shed. Do you want to rest up, or move forward? Please let me know.
Also, I just picked up the Bestiary Box set of Pawns and spent the evening sorting them all by type (outsider, aberrations etc.) I just put them into baggies - does anyone else have these and have a useful ideas for organizing? I'll have to check the message board as well.

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I own that box. Honestly, I haven't sorted mine and have only "punched out" the ones I've needed when prepping for a scenario. The rest I have left in their "cards". The ones I have punched out, I just keep in a little tin. (*I'm fairly disorganized, so don't take any advice from me.)
Vitor nods. "Aye, if we can bring her back we will." Turning to his companions, he says. "Should we be off?"

Signboy77 |

Yeah, I was able to fit about half of the bagged pawns back into the box, and the other half into an old D&D Red Box that I have (4th Ed. - not the original). I also have the Rise of the Runelords pawn set that a friend gave me. I think if I get more, I'll just by a small duffel bag or something for storage, rather than trying to lug around a bunch of boxes to PFS games.

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Farris listens to the conversations go back and forth with a big smile, glad that his proselyting achieved big things. His happiness probably allows him to overlook Rayne hitting on a girl before he's already met her (or maybe that's just wilful ignorance).
"I'll do my best, Roldare. Please keep yourself safe. May the Dawnflower watch over you," he intones before readying to follow the others from the room.

Signboy77 |

The party forges on...
Leaving Roldare to keep himself safe in his little room, the party decides to venture forth further into the crypt. Heading west from the storage room, there is a short hallway with a door.
Marching orders please. Or just arrange yourselves on the map.

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Did I read he had flasks marked healing or something? Does he give us those or are they just props?
Suit yourself. Stay safe and be well. We'll come back for you once we find your sister.
I believe I ended up being 4th last time.

Signboy77 |

Sorry, I did mention them those flasks previously and yes, you can take them. Two flasks of CLW.

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If no one else claims one, Argus will gladly grab one of the potions.
As the group heads out, Argus makes sure the door to Roldare's room is closed before speaking. "Do you really think it was the best leaving him there? He doesn't seem to be in the most stable of states right now. Not sure what we could have done to convince him, but it just seems a bit wrong to leave him holed up in a room."

Signboy77 |

Roldare quickly closes the door after the party leaves the storage room. You can hear him dragging boxes and barrels to blockade the door.
Rayne opens the door down the hallway. This small chamber is mostly empty, save for the body of a villager sprawled in the center - the view of said corpse is somewhat obstructed by an abnormally large beetle that seems to be gnawing on the corpses leg. At the sound of the door opening, the insect turns and lets out a sickening hiss and clatter of it's mandibles - clearly aggressive behavior.
Initiative!
Ezren: 1d20 + 2 ⇒ (18) + 2 = 20
Farris: 1d20 + 1 ⇒ (14) + 1 = 15
Jerrik: 1d20 + 3 ⇒ (19) + 3 = 22
Rayne: 1d20 + 4 ⇒ (1) + 4 = 5
Vitor: 1d20 + 3 ⇒ (4) + 3 = 7
Beetle: 1d20 ⇒ 17
Argus, Jerrik, Ezren
Beetle
Farris, Vitor, Rayne
Argus, Jerrik and Ezren are up!

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Hafta move in there or Ez can't see it.
What's all this brouhaha...?
Kn (nature): 1d20 + 8 ⇒ (5) + 8 = 13
Ack! A giant bombardier beetle! 'ware its breath, it is corrosive!
Ezren will pull out his crossbow and, post-move, be done.

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Jerrik decides that this might be a perfect time to inspire his new friends from a distance rather than join them in the fight. Just a single beetle, you guys got this easy!
Inspire Courage, +1 for ya.

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Argus hearing the wizard shouting from the room, pushes his way past his allies. Once he spots the beetle he'll finish his movement next to the bettle before striking out with a fist.
Unarmed Combat Expertise: 1d20 + 4 - 1 + 1 ⇒ (3) + 4 - 1 + 1 = 7
"Come on you overgrown cockroach. Lets see what you got."

Signboy77 |

Ezren rushes in to get a glance at the creature and identifies it for the benefit of the party. Jerrik does his best to inspire courage in his allies and Argus rushes in to punch the beetle, only to have his fist glance off the creatures tough carapace.
The beetle chitters wildly and tries to take a bite out of Argus...
Bite Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
...and it's able to get a good chomp on the dwarf.
Argus, Ezren, Jerrik
beetle
Farris, Vitor, Rayne
Party up!

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Though unable to see much of the combat ahead, Farris hears Ezren's analysis of the situation followed by Argus' cry of pain. He pushes his way down the narrow hallway--"Excuse me, coming through, sorry, um, excuse me..."--and then begins to circle around behind the bombardier beetle.
Double move

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Jerrik will stop verbally encouraging his friends but the effect will linger for two more rounds and will step up and fire an arrow at the enemy!
Bow: 1d20 + 4 - 4 + 1 ⇒ (7) + 4 - 4 + 1 = 8 for Arrow: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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Vitor darts into the room, stopping front of the old mage and slashing with his blade, but he stumbles over the wizards foot and misses gloriously.
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

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Eh, sorry there, me boy. These big boots, doncha know.
Ezren moves over to the south wall and looks at the finely-made crossbow. Think I'll wait a bit to see whether you're worth a damn, eh?
Move, then fire an acid splash at the beetle.
ranged touch: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d3 ⇒ 1

Signboy77 |

Farris makes his way into the room to join the others.
Vitor elbows his way past Ezren, but is unable to damage the beetle.
Rayne fires an arrow, but gets the angle wrong and the arrow careens off the vermin's exoskeleton.
Ezren tries to throw some acid, but hits the wall instead.
Jerrik shuts his mouth and fires an arrow, but shoots wide, almost getting Vitor in the arse.
Just wait for Argus. Sorry for your poor rolls.

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lol, illusionary orcs and skeletons we can handle no problem, but against a lone beetle we just flail about.
Argus spews a litany of curses in Dwarven before attempting to tumble his way around the beetle to gain an advantage with Vitor.
Acrobatics to avoid AoO: 1d20 + 6 ⇒ (8) + 6 = 14
Hopefully that beats the beetles CMD, if not I eat a AoO
If Argus survives:
Standing across from Vitor, Argus attempts to punch the beetle again.
Attack with Flank: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Signboy77 |

Argus is just able to somersault his way around the beetle before popping up next to it and smashing it with his fist.
Did you include the bonuses from Jerrik's Inspire Courage?
The beetle lets out what can be best described as a hissing wail at the punch it received from Argus, and its thorax is developing a terrible bruise.
Though it's been hurt pretty badly by Argus, the beetle senses he is being surrounded and tries to clear the room of Jerrik, Rayne and Vitor.
Acid Breath: 2d6 ⇒ (4, 4) = 8
DC 13 Reflex Save for 1/2 damage.
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 3 ⇒ (10) + 3 = 13
You three take 4 acid damage.
Beetle: 10 (I added damage from Inspire Courage)
Everybody Up!

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Oh yeah, forgot the courage boost
Argus breaths a small sigh of relief as he's able to make it past the beetle, feeling his injuries starting to call out to him.
Pushing the pain aside, Argus lashes out again hoping to strike down the beetle before it can spray it's acid again.
Attack: 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11 remembered courage this time
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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Ugh! I wasn't aware it breathed acid! Jerrik moves around the edges of combat in order to find an open spot then tries to place an arrow into the enemy!
Bow: 1d20 + 4 - 4 + 1 ⇒ (14) + 4 - 4 + 1 = 15 for Arrow: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
4/8 HP, this is the last round of the lingering courage.

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Ugh! I wasn't aware it breathed acid!
What?!? the wizard says. I said exactly that when I first saw it! Ezren shakes his white-topped head in disbelief as he mutters to himself. I swear to Abadar, it's like I'm talking to that stone wall over there...
Move action to load, then standard to shoot into melee.
crossbow: 1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16
damage: 1d8 + 1 ⇒ (3) + 1 = 4

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Oh! I thought you said it was gross or something, its hard to hear in this place! Jerrik smiles, not wanting to admit that he had forgotten the warning.

Signboy77 |

Mini-Update!
Vitor, Argus and Jerrik are unable to hit the bug, despite their best efforts.
However, Ezren loads up his crossbow and is able to just aim between the exoskeletal plates on the beetle with a bolt.
Beetle: 14
Farris and Rayne.

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Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Rayne steps for a better shot and fires a pair of arrows into the beetle.
Rapid, PBS: 1d20 + 7 ⇒ (20) + 7 = 27
Rapid, PBS, Confirming: 1d20 + 7 ⇒ (6) + 7 = 13
1d8 + 4 ⇒ (3) + 4 = 7
Extra Crit Damage if applicable: 2d8 + 8 ⇒ (8, 8) + 8 = 24
Rapid, PBS: 1d20 + 7 ⇒ (11) + 7 = 18
1d8 + 4 ⇒ (3) + 4 = 7

Signboy77 |

Rayne, the first arrow does the trick. Keep your second one.
Rayne knocks an arrow and lets if fly, striking clear through the beetle's head, making it bleed out. As the life drains from the giant bug, it's mandibles and legs continue to twitch until it is completely dead.
With the beetle dead, the party is able to see a stairway to the west leading down, and a door on the south wall.
Excellent work! Which way?

Signboy77 |

I'm assuming there is some healing going to happen first, so I'll wait for that to happen first.

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Vitor pauses, looking at his burnt skin. "Hmm, should probably heal up first, huh?" Taking out his healing wand, he hands it to Farris. "Will you do the honors?"
Feel free to roll your own healing, assuming Farris is compliant.
CLW: 2d8 + 2 ⇒ (1, 3) + 2 = 6

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Farris is a walking healbot, he will always do the honours if requested...
After feeding the group some cure light tic-tacs, Farris is happy to move on after the others.
If anyone doesn't have their own cure wand, just let me know and I'll deduct the charges from my own wand.

Signboy77 |

The remains of a small fire smolder in the center of this broad chamber, letting of a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.
Vitor stays at the entrance of the chamber and looks around, though has some difficulty with the smoke.
Perception: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Unfortunately, he is unable to spot the strange, shadowy creature in the room, but the shadow notices him.
Surprise Round action: shadow moves up to Vitor.
Ezren: 1d20 + 2 ⇒ (7) + 2 = 9
Farris: 1d20 + 1 ⇒ (12) + 1 = 13
Jerrik: 1d20 + 3 ⇒ (12) + 3 = 15
Rayne: 1d20 + 4 ⇒ (19) + 4 = 23
Vitor: 1d20 + 3 ⇒ (19) + 3 = 22
Shadow: 1d20 + 2 ⇒ (3) + 2 = 5
Rayne, Vitor, Jerrik, Argus, Farris, Ezren
Shadow
Everybody's up.
Knowledge (Religion) for info on the creature.

Signboy77 |

Also, the smoke in this room is enough to impose a -2 to all perception and attack rolls.

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My own CLW wand on myself: 1d8 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Assuming I can see the creature, Jerrik lets out a quick warning. What is that there, in the smoke?
Does it seem that the creature was moving up to attack? If so, Jerrik will Inspire Courage once more.

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"Blasted thing was pretty tough." Argus grunts as he kicks the beetle before pulling out his wand to have Farris heal him up.
Heal: 1d8 + 1 ⇒ (3) + 1 = 4
Heal: 1d8 + 1 ⇒ (4) + 1 = 5
---
Argus makes his way up peering through the smoke.
Perception: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Hoping this makes the dc "By the Ten, what is that thing. Vitor, right in front of you."

Signboy77 |

I'll be honest, I'm not sure what the DC would be to spot it. The shadow was not trying to hide. But the room is smoky and it's a shadow, so I just rolled Vitor's perception to spot it and avoid a surprise round - it was only able to move anyway, so no big deal. In my mind, I figured a DC 15 to spot it initially. But now that it's moved and looking to strike, I'd say it's apparent now.
I hope that seems fair. I am honestly a little unsure on that. But it is moving to attack, so yeah Jerrik, go ahead and inspire courage.