
brvheart |

They have gp: 12d12 ⇒ (8, 2, 7, 12, 7, 11, 10, 5, 8, 3, 5, 4) = 82 and sp: 12d10 ⇒ (5, 4, 2, 4, 3, 10, 7, 1, 2, 7, 2, 1) = 48
The leader has 300 cp, a 5 sp silver ring and a map. In the next room is the den of the ogres. It consists of a 5 piles of skins including a bearskin (300 gp). Buried in the soiled furs the PCs find (with a DC 10 Perception check) a masterwork silver-edged two-handed sword,
several half-eaten rat corpses, a keg of wine, a bottle of brandy (which Ambro thinks is magic because it makes him go to sleep), and a vial.
Not to worry Mitleid, treasure is near. He can smell it. FYI, that was a +5 equivalent shield that Thoron is carrying now worth over 25k gp

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1d8 ⇒ 4

Belfin |

Belfin CR 6
XP 2,400
Elf fighter 3/rogue 4
N Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 62 (7 HD; 4d8+3d10+11)
Fort +5, Ref +9, Will +2 (+1 vs. fear); +2 vs. enchantments
Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +8/+3 (1d6+2/18-20) or
mwk dagger +11/+6 (1d4+1/19-20) or
mwk rapier +8/+3 (1d6+1/18-20)
Ranged mwk composite longbow +11/+6 (1d8/×3)
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 22
Feats Combat Reflexes, Double Slice, Improved Two-weapon Fighting, Point-Blank Shot, Precise Shot, Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +13, Bluff +8, Climb +8, Disable Device +18, Escape Artist +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Perception +12, Sense Motive +6, Stealth +13, Survival +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome
SQ armor training 1, elven magic, rogue talents (combat trick, finesse rogue), trapfinding +2
Combat Gear potion of cure moderate wounds, potion of spider climb; Other Gear +2 studded leather, +1 rapier, arrows (40), mwk composite longbow, mwk dagger, mwk rapier, ring of protection +1, masterwork thieves' tools, masterwork tool, rogue's kit[UE], 336 gp
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Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

brvheart |

Yes, I know but him being a level higher does not hurt you with him being multi-classed.

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DM, what is the action cost to hurl my pebble which has light cast upon it as far down the hall as I can through? It is never a good idea to send fireballs off into the darkness where they could explode prematurely by striking something unseen. I merely wish to determine if the toss and casting can be done in one round or two...

brvheart |

You should be able to do that in one round. That was the point of the X to show you were you could hit with that rock.

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One is happy to comply if the team would like the path to be cleared, but the pit will only last for another 5 rounds starting on my next action. Either way, my PC will be moving out of the way...

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I say leave it. We plink at anything moving until the pit goes, then we mow them down in hand to hand

brvheart |

Should someone remind Mitleid that this is the same trap that he attempted on post 3966 then Elathras dragged him out on post 3979? (pg. 80) :)

brvheart |

Rejoining the party is Elathras after a prolonged absence. I will retire Belfin for the time being.

Elathras Narcinal |

Hey brv, thanks for letting me join back up. Like I told you in PM I won't be able to post all night or four or five times a day, but I can post regularly, one a day at least, possibly twice or thrice depending on what's going on in RL.
Please look over Elathras' stats and gear, most of his stuff he purchased the last time in town. Everything else he has he was carrying after dropping his pack in the room with the black skeletons.
since we have a new thief rogue, Elathras' level 6 will be barbarian: stat roll music please
1d12 ⇒ 1
wow how terrible,
1d12 ⇒ 8
well that's a little better, that will make his HP 70, I will post shortly

brvheart |

Stat block generally looks good except for two things: No alignment and A/C penalty on skills
Elathras Narcinal
Half-elf barbarian 5/rogue 1
Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 70 (6 HD; 1d8+5d12+18)
Fort +6, Ref +6, Will +2; +2 vs. enchantments
Defensive Abilities improved uncanny dodge, trap sense +1; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 longsword +10 (1d8+5/19-20) or
cold iron morningstar +9 (1d8+4) or
dagger +9 (1d4+4/19-20) or
mwk greatsword +10 (2d6+6/19-20)
Ranged composite longbow +8 (1d8+1/×3)
Special Attacks rage (14 rounds/day), rage powers (reckless abandon[APG], renewed vigor 1d8+2), sneak attack +1d6
--------------------
Statistics
--------------------
Str 19, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Cleave, Combat Reflexes, Power Attack, Skill Focus (Perception)
Traits elven reflexes, reactionary
Skills Acrobatics +4, Climb +9, Disable Device +11, Perception +15, Survival +10 (+12 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, fast movement, trapfinding +1
Other Gear breastplate, heavy wooden shield, +1 longsword, cold iron morningstar, composite longbow (+1 Str), dagger, mwk greatsword, belt pouch, blanket[APG], compass[APG], crowbar, flint and steel, folding ladder[UE], folding pole[UE], masterwork backpack[APG], masterwork thieves' tools, piton (20), sledge, trail rations (77), waterskin
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >= 10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Renewed Vigor 1d8+2 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Elathras Narcinal |

Thanks brv, alignment is chaotic good, added the armor a/c penalty on skills,
coming up with Disable Device 10 = +3 Dex + 6 [rank] + 3 [class skill] + 2 (MW tools) -4 [armor]
edit:
So a couple of questions for the group:
What is the general marching order?
Who is carrying light? Elathras has a +1 longsword that glows at torch level but he prefers the greatsword.
What is the watch order when we rest?
post script
Brave when I built Elathras (four years ago) I didn't realize that I couldn't take two traits that improved the same thing and I took "Elven Reflexes" and "reactionary" both raising init. initially you said it was ok. Is it still ok or do you want me to change one?

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I have an ioun torch, no hands needed.
We have not designated a marching order. I've been the mad elf opening a lot of doors. I seem to have the most armor, particularly when I have the chance to cast shield of faith. Of course Thoron has more HP than me and you bury me in that area. Go Elf CON.
After we were ambushed during someone's watch I recommended using pitons to jam the door of whichever room we stayed in. I have 2 left with one jamming a door behind us. I think we have only rested twice, if not just once, since I started.

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Good evening Elathras. Alana is human, so carries a small pebble with light cast on it as needed. It is also useful to throw down hallways to light up her targets for spells. Generally, she will hang out in the back of the party as she has little in the way of armor. Most of us seem to be at the bottom end of our daily allotment of abilities and the last plan had us resting after checking the last door. Once we rescue our companion, it may be wise to do stick with that plan...
Also, we were planning to take the stairs down soon, but if you have other insights, please share.

Elathras Narcinal |

Thanks for the info, Cuthalian. So Elathras is carrying several items that they had purchased, including pitons. He also has a key that fits several of the doors.
Alana, as for insight, not much. We moved through the above level fleeing one of the black skeletons, not sure how much we did or didn't clear. We cleared most of this level, accept for the area two rooms above the rolling ball. There was some black skeletons and an undead that naturally cast a magical darkness and fear (or something like it) Did you all clear that room?
I'm ok leaving without doing so. I think resting is a good idea whether we check that room or go down stairs. If I remember correctly the stairs in the north east area go down one level, and the dirt tunnel in the south east corner goes up to the ground and down two levels.
Happy to help in whatever way possible. I don't want to screw up the present group dynamics, so keep doing what you feel best and I will help as best as I can.
I was able to post more than usual today due to being off and will be able to tomorrow due to the holiday, then back to the work grind.

brvheart |

Thanks brv, alignment is chaotic good, added the armor a/c penalty on skills,
coming up with Disable Device 10 = +3 Dex + 6 [rank] + 3 [class skill] + 2 (MW tools) -4 [armor]edit:
So a couple of questions for the group:
What is the general marching order?
Who is carrying light? Elathras has a +1 longsword that glows at torch level but he prefers the greatsword.
What is the watch order when we rest?post script
Brave when I built Elathras (four years ago) I didn't realize that I couldn't take two traits that improved the same thing and I took "Elven Reflexes" and "reactionary" both raising init. initially you said it was ok. Is it still ok or do you want me to change one?
You can change it if you wish but they do stack.

Elathras Narcinal |

thanks brv, I would rather keep them like that, but I wanted to check.
very cool Silvash, I've read about arcane tricksters but not seen one played, looking forward to it.
As for Elathras, I prefer frontliners and thieves rogues, and at the time had never played a barbarian. I built him with brv's "no taking '10' on rolls" in mind, thus the very high perception. Early on we had trouble keeping people dealing with traps so level five was rogue.
I'm happy to stay near the front, I can 'aid' Silvash with traps, I would recommend a marching order, possibly two if we change a lot outside. Also a posted "night watch" just to speed up communication.
A question on bookkeeping, Who tracks the 'treasure' we find? Does anyone keep a map?

brvheart |

You still have the party virtual mule for treasure. As far as I know no one is mapping.

Elathras Narcinal |

I forgot about the virtual mule. Are you going to leave the map illuminated so we can see where we have been, or are you going to darken it so we can only see what our torch illuminates?

Elathras Narcinal |

cool, so I won't worry about keeping a map, do you thing it would be beneficial for us to go back up to the first level that we ran through or should we move on to level three?

Elathras Narcinal |

Dungie, "pseudopod comes out of the toilet" ahhh, I remember now, that's who we were fleeing from...
We get away from the spike ball, rest and then on to level three? Wasn't there a room down the hall to the south and east a little that had bunks in it?

brvheart |

The bunk room was in the Dungeon of Doom, but the room across from the ogres only had the broom in it.

Elathras Narcinal |

hmmmm, guess I got my dark damp monster infested rooms and hallways confused :)
We also crashed in this room, after we dealt with the worms in the corpse. I'm good with resting here or in the broom room.
Are we waiting for Cuthalian to roll for reflex and fort, or did he not go realizing he couldn't out run the ball?

Elathras Narcinal |

in game
Elathras Narcinal wrote:...as long as you all cleared the undead out of the hallway just north of the stairs on the west side. However, if they are not cleared out, it would be unwise to approach the black skeletons there low of spells.nope, just a fyi
forgive me for posting more than I said I would, but if the room north of us haven't been cleared, then they need to come back across the pit.

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Oh man, I read through that and it was brutal...to top it all off, not a single bad guy was dropped. Going that way is likely worse than trying to leap the pit. At least with the leap, it is only a small amount of falling damage before the rope keeps you from the bottom if you fall short and then we can drag you guys up the side we are on to get you out. Given the combat report from Elathras, the other way is sure suicide.

Elathras Narcinal |

There's good news and bad news. The good news is we're two levels higher than we were then. The bad news is were only two levels higher and were not at peak strength.
Between fighting blind and the fright, we got our assets handed to us. We rested in this tomb several times to recover from the ordeal. Just figured you all should know what's in the room.
We can get Silvash and Cuthalian across the pit, then rest, If we really want to fight the black skeletons and their master we should be at full strength.
Personally I'm happy to go to level three. We will have to come back through this way to go to town, maybe we can even the score in a couple of levels.

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As we are now moving along, I would like to list Alana's standard rest and recovery routine. Unless otherwise specified, she will memorize the following spells daily:
Detect Magic, Light, Acid Splash, Open/Close, Spark, Drench, Disrupt Undead
Magic Missile, Mage Armor, Ear Piercing Scream, Liberating Command, Stunning Barrier (there is an extra due to the Spell Lattice)
Burst of Radiance, Create Pit
Fireball
I have an ability to change a spell rapidly, should it be necessary while adventuring.
In addition, as a matter of norm, Alana will use a first and second level spell slot daily immediately following memorization to add to her reservoir pool. She will tend to go through those reservoir points as quickly as her spells.
Does anyone have any recommendations?

Elathras Narcinal |

Thought it would be good to go start level three, if anyone wants to move slower and RP please say something.
I'm assuming someone has light, I'm also assuming that Elathras on point is ok, do we want a single line of six or double line of three?
So with approval: six: Elathras, Cuthalian, Silvash, Mitleid, Alana, Thoron?

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I think a single line of six. I mention putting up my ioun torch. That will keep everyone's hands free and with your low light vision you should still be able to see a good 30' ahead of you (20' of normal light from the ioun torch, doubled for low light vision with me 5-10' behind you), and then another 40' of dim light.

brvheart |

Ok, I put you in line formation if Elathras will move for the party as he is in front.

brvheart |

Sorry Thoron, we decided to move beyond that and have the party rested and down to level three.

brvheart |

I am glad your aunt is doing well Leslie:) Not to worry about family distractions.