
| Merisiel the Pregen | 
 
	
 
                
                
              
            
            Well, that's better...I'll see if I can permanently knock that one out... she says with a smile of satisfaction. She goes and sees if she can remove the grapple to neutralize the trap.just a thought...if someone can break the chain, that would work...
Might be more...
perception, traps: 1d20 + 16 ⇒ (2) + 16 = 18
dd: 1d20 + 17 ⇒ (17) + 17 = 34prerolling a DD check in case there is one

| Kyra, Level 7 Pregen! | 
 
	
 
                
                
              
            
            Assisting Merisiel, 10-ft behind her, to spot trip wires and pressure plates and bad runes etc.: 1d20 + 4 ⇒ (13) + 4 = 17

|  Deluge-Core | 
 
	
 
                
                
              
            
            Deluge assists from a safe distance, say 50'?
perception: 1d20 + 15 ⇒ (2) + 15 = 17, less distance penalties and penalties for overall cowardice.

|  GM Tealk | 
 
	
 
                
                
              
            
            Merisiel is able to swiftly disable all of the traps in this large hall. Satisfied, she pushes forward and peers into the next space.
A few broken chairs complete with moldering cushions line the outer walls of this circular room. Four sconces sit lonely and empty around the room's perimeter. To the west, a short passage leads to another circular room. The floors of both rooms are unbroken but etched with a geometric pattern that sharply contrasts with the flagstones to the east.

|  Deluge-Core | 
 
	
 
                
                
              
            
            Deluge is still holding back, waiting for the all clear. About the only engineering he knows is how to set up a still.

|  James Rob-in-son | 
 
	
 
                
                
              
            
            James looks around and says "More traps! Boring! Of course boring usually means no one is trying to stab me so I won't complain too much." He then lets out a large laugh to try and lighten the atmosphere some.

|  Deluge-Core | 
 
	
 
                
                
              
            
            [b]"Yea, I'm not complaining as long as our awesome Merisiel is taking care of them![/ooc]

|  Kavor Doan | 
 
	
 
                
                
              
            
            Kavor Doan does not actually know any Engineering, having faked his way through. 
Unless Stonecunning allows one to make a check here.
He offers his scroll of Heroism to Fethril. 
"Friend Fethril, this may help you make sense of what we face here. As well as help you resist hazards. It has two castings of Heroism; use them both if you wish. I tend to not use Enchantment magic very often."

|  Fethril Support | 
 
	
 
                
                
              
            
            Fethril begrudgingly accepts the scrolls. "Would you like one of these cast upon you now? There is no telling if you will benefit from them before the magic expires."
Engineering + Guidance: 1d20 + 8 ⇒ (9) + 8 = 17
"As to the rest, the puzzle seems to elude me for the moment. Either that or there is nothing else to be seen and were are looking for answers to problems that do not actually exist."

|  GM Tealk | 
 
	
 
                
                
              
            
            There really is nothing like dwarven architecture, littered with traps and dwarven lore to get James fired up.
Can i please get a perception check for the trap in room A3. Can't avoid this one, to move forward.

|  Deluge-Core | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            perception, backsides of other players: 1d20 + 15 ⇒ (12) + 15 = 27

|  James Rob-in-son | 
 
	
 
                
                
              
            
            Realizing that if he helps as well things will get done quicker James looks for traps and enemies.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21

|  Kavor Doan | 
 
	
 
                
                
              
            
            The Eldritch Knight looks around.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
+2 if Stonecunning applies.

|  GM Tealk | 
 
	
 
                
                
              
            
            @Fethril, i dont suppose that you're not actually allowed to take 20 here, unless you are all spending a very long time each room. At which point your buffs would run out.
Alright, so just wanted to check for ruling sake -ooc- so that we can all agree as to how we will rule/play out scenarios where you fail to spot the trap. Obviously, there is a trap in that room, a pit trap, which you did not spot. Are we happy to proceed that i ask the person at the front - this time it is Merisiel, to just roll the reflex save/check to avoid the trap or get hit by it? Everyone cool with this?

|  Deluge-Core | 
 
	
 
                
                
              
            
            I'm cool with it. Taking 20 in every room would kill the buffs in short order.

|  GM Tealk | 
 
	
 
                
                
              
            
            Convinced that the way forward into the next room is clear, Merisiel is very suprised when after a few carefully placed steps into the round room - a pit trap opens under her feat and she plummets into spikes.
Ouchies: 5d6 + 2d6 ⇒ (3, 6, 2, 1, 2) + (4, 1) = 19
The party watches, as their rogue falls into a 50ft hole in the ground, with no good way of getting back up, or around it.

| Merisiel the Pregen | 
 
	
 
                
                
              
            
            Son of a motherless goat! I wanna find the stupid idiot that designed this, resurrect his sorry hide and skewer him like a piece of street meat you find in the markets! Meri says, clearly sour at her predicament. She starts cursing in a few various languages that would make the saltiest sailor blush.
Lower me a rope, will you? Knot it...i'll climb up...slowly of course. Or you can pull me up...
have a climb of +12...if they just pull me up, would it need a roll still?

|  Kavor Doan | 
 
	
 
                
                
              
            
            Kavor Doan keeps Feather Fall prepared when in Fighter Mode (it is V-only) and so he casts that on Merisiel as an immediate action when she starts to fall.

| Kyra, Level 7 Pregen! | 
 
	
 
                
                
              
            
            Regular pit traps offer a ref save before you fall (to catch yourself and grab the ledge); from the sound of it, this could be something special/unique to this module.
Kyra heals Meri once she's back to the top.
Wand: 2d8 + 2 ⇒ (1, 2) + 2 = 5
Should take care of her if falling dmg didn't occur due to feather fall.

|  GM Tealk | 
 
	
 
                
                
              
            
            Getting Merisiel out of the hole is easy, and you simply walk around the trap to the other side for some healing.
The next room, has a three-foot-diameter iron wheel mounted horizontally on a short stone pedestal is the only feature in this large, circular room. Spaced evenly around the pedestal are six hexagonal keyholes, each a slightly different size, and keys protrude from four of these.
There is a narrow break in the floor at the entrance to this room, indicating that it is an elevator. Operating the elevator is as simple as turning the wheel clockwise to move up or counterclockwise to move down. The elevator, however, will not descend to a floor unless its key is placed within the corresponding keyhole.
The KN (engineering) check is the best way to know how it works. Otherwise it's trial and error I suppose.

|  Fethril Support | 
 
	
 
                
                
              
            
            Enginneering + Guidance: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
The elf studies the device for a few moments. "I believe I understand the basic properties. It is designed to move between levels. However, each floor has a key that needs to be inserted. Perhaps Merisiel could attempt to bypass such restrictions."

|  Deluge-Core | 
 
	
 
                
                
              
            
            Deluge curiously watches from a safe distance. As usual, as during any break, he slips his fingers into his snack bag and then his mouth and enjoys a quick snack.

|  GM Tealk | 
 
	
 
                
                
              
            
            Fethril cleverly deduces the purpose for this contraptions, and shows Merisiel where to use her skills. However, there is still no clear way of knowing which of the slots she needs to activate. Just before the party begins to turn the wheel to head down, suddenly the ghostly image of a hand appears behind Merisiel's head.
The ghostly hand taps him on the shoulder and then floats over to the control panel to point at the sixth slot. Unfortunately this slot does not have a key.
With your DD roll, you can bypass the machine to start the elevator.

|  Deluge-Core | 
 
	
 
                
                
              
            
            Deluge comically stops in mid chew, mouth open. The sight is not one for the squeamish. With his mouth full he sputters out, bits of squid spraying everywhere, "What in the nine planes of the abyss is that?"

| Merisiel the Pregen | 
 
	
 
                
                
              
            
            Umm...do you have a phantasmal assistant there, Fethril...maybe one you forgot to tell us about? Meri says as she watches the apparition point out the slot.
I hope it's the right one...if we die, I'm never going to talk to you again, Fethril! she says as she moves over to the last one and activates it.
if we die, it's his fault!

|  Fethril Support | 
 
	
 
                
                
              
            
            Spellcraft: 1d20 + 13 ⇒ (16) + 13 = 29
With eyebrows slightly raised, "The hand itself is harmless. However, it means that we may not be alone. The spell is designed to seek out someone and guide the person closest to that description back to the caster. In short, it selected Merisiel because among us, she fits what the summoner is looking for the most."
He looks at the others, "If we follow the hand, it will eventually lead us into contact with someone or something else. The is no way to make that determination from here."

|  Kavor Doan | 
 
	
 
                
                
              
            
            Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23
"Let us see where this elevator takes us. If trouble awaits, we will deal with it. But it may be that the lost Pathfinders are this way."

|  GM Tealk | 
 
	
 
                
                
              
            
            Down to the first level then!
Choosing to follow the instructions of the magical hand, you decide to test the contraption.
With the first key turned and James working the wheel in the center, the room slowly begins to turn, corkscrewing down to a lower level. Eventually the elevator clicks in place a large stone door appears before you. It is easily rolled to the side to reveal a room.
Whether due to partial collapse or by intention, the floor of this fifty-foot-square room slopes gently down from the western entryway. A second set of walls creates a smaller space within the room, and cracks riddle the inner chamber’s walls, obscuring what might have once been intricate carvings and offering glimpses of the corridor that rings the walls’ perimeter.
A variety of tools lie scattered and abandoned about the room, and to the east a few of the heaviest implements are arrayed in a half circle around the base of a highly polished and unused anvil.

|  Deluge-Core | 
 
	
 
                
                
              
            
            Reluctantly joining the other for the descent, when the door is opened he stays where it is safe and casts a detect magic and starts scanning the room.

|  Kavor Doan | 
 
	
 
                
                
              
            
            @Fethril, I had meant for you to use one of the castings of Heroism on yourself since we are dependent on you for many of the skill checks such as Engineering... no matter. For the time being Fethril has the scroll and can use it if he wishes.
Knowledge (Religion): 1d20 + 7 ⇒ (3) + 7 = 10
Kavor Doan has no idea what this might be.
Perhaps Kyra will have better luck.

|  Fethril Support | 
 
	
 
                
                
              
            
            I was saving it for you and James or Meri. I think the +2 is way more beneficial in combat. However, they are your scrolls my friend. Just tell me who and when and it shall be done.

| Kyra, Level 7 Pregen! | 
 
	
 
                
                
              
            
            Religion: 1d20 + 10 ⇒ (19) + 10 = 29
"The tools spread around the anvil are a final homage left to the god Droskar... 'The Dark Smith,' 'Master of the Dark Furnace,' and thoroughly evil. He watches whenever cheating, slavery and cruel toil is involved..."
Kyra pulls out her holy symbol, making a warding gesture towards the anvil...

| Kyra, Level 7 Pregen! | 
 
	
 
                
                
              
            
            "Less pleasant is a gross understatement. The duergar follow him as mandated state religion. Daemons serve his vile needs. He is an abject stain upon the collective record of otherwise noble dwarves all across Golarion. Be on your guard!"

|  GM Tealk | 
 
	
 
                
                
              
            
            As you stand at the entrance to this place and discuss the dark gods that might have dwelled within, something stirs in the darkness.
There are several things of note moving about the room. Out of the darkness, come four fey creatures moving about the room. The largest is a hideous, hunchbacked creature with three glowing blue eyes and oily hair growing from its head and back covering it like a cloak. It is attended by three lean little bat-eared horrors with mouths full of needle-like teeth and with glowing orange eyes.
Also of note is a frayed length of rope which seemingly knots and unknots itself. A bag of caltrops fills and then empties itself. In another corner a nut and bolt seem to screw and unscrew themselves. And last several coins seem to be floating in midair moving back and forth in another corner.
Much more relevant for the moment, however, are the four creatures which do not look happy to see you.
Fethril: 1d20 + 7 ⇒ (18) + 7 = 25
James: 1d20 + 8 ⇒ (3) + 8 = 11
Merisiel: 1d20 + 11 ⇒ (4) + 11 = 15
Deluge: 1d20 + 2 ⇒ (11) + 2 = 13
Kyra: 1d20 + 0 ⇒ (8) + 0 = 8
Kavor: 1d20 + 5 ⇒ (9) + 5 = 14
Nuglub: 1d20 + 4 ⇒ (4) + 4 = 8
Tracker: 1d20 + 4 ⇒ (4) + 4 = 8
Jinkin: 1d20 + 4 ⇒ (18) + 4 = 22
Round 1
Active buffs - Magic Circle (+2 AC, +2 Saves)
Active debuffs - --Fethril (--)
! Jinkin (green, red, blue)
Deluge[/b] (Longstrider)
Kavor[/b] (See Invis, Barkskin)
James[/b] ((--)
Merisiel[/b] (Barkskin)! Nuglub
! TrackerKyra[/b] (--)
Only Fethril may act first!

|  GM Tealk | 
 
	
 
                
                
              
            
            
|  Deluge-Core | 
 
	
 
                
                
              
            
            kn nature, Nuglub: 1d20 + 8 ⇒ (14) + 8 = 22
kn nature, Jinkins: 1d20 + 8 ⇒ (16) + 8 = 24, looking for resistances
Will hold off decaling his knowledge until his init.

|  Fethril Support | 
 
	
 
                
                
              
            
            Nature {blue-eyes}: 1d20 + 8 ⇒ (9) + 8 = 17
Nature {orange teeth}: 1d20 + 8 ⇒ (16) + 8 = 24
In well-practiced response, Fethril draws a wand and taps James on the back. "Happy hunting. You may feel some resistance when you hit them. Just try and power through."
The everpopular Enlarge James Spell.

|  GM Tealk | 
 
	
 
                
                
              
            
            Fethril enlarges his friend, before the smaller jinkin start pepering the giant with arrows. They then skitter away into the corridors.
Crossbow: 1d20 + 8 ⇒ (1) + 8 = 91d4 + 1d6 ⇒ (1) + (2) = 3
Crossbow: 1d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (13) + 8 = 212d4 + 1d6 ⇒ (4, 4) + (5) = 13
Crossbow: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 1d6 ⇒ (1) + (6) = 7
One of the arrows pierces James shoulder, and lodges itself in his collarbone, pain rushes through the mans body. You hear laughter echo through the chamber.
Round 1
Active buffs - Magic Circle (+2 AC, +2 Saves)
Active debuffs - --Kyra[/b] (--)
Fethril[/b] (--)! Jinkin (green, red, blue)
Deluge (Longstrider)
Kavor (See Invis, Barkskin)
James -20 lethal ((Large)
Merisiel (Barkskin)! Nuglub
! TrackerDeluge, Kavor, James and Merisiel may act!

|  James Rob-in-son | 
 
	
 
                
                
              
            
            James gets mad. Very, very mad! He advances and attacks.
Scythe Raging PA Enlarged 1st: 1d20 + 12 + 2 - 2 ⇒ (11) + 12 + 2 - 2 = 23 Damage: 2d6 + 13 + 6 ⇒ (3, 4) + 13 + 6 = 26

|  Deluge-Core | 
 
	
 
                
                
              
            
            "Wait!" Deluge shouts as the man charges in, then mutters as he realizes his advice is a little to late, "The little creeps like to surround and backstab you if you are dumb enough to run into the middle of them."
"Oh, and they are all spell resistant and the big one will mess with your weapons."
Deluge decides to run up and protect his flank and casts a flaming sphere on green jenkin.
caster level check vs. spell resistance: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 3d6 ⇒ (6, 2, 1) = 9

| Merisiel the Pregen | 
 
	
 
                
                
              
            
            So we kill them before they can surround us...simple... Meri says, bounding around the corner to stab the closest enemy.[/ooc]is the red dot an enemy? if so, will attack that...unsure if it's flat footed...so will radd my sneak attack in as well...remove it if not applicable[/ooc]
attack: 1d20 + 11 ⇒ (16) + 11 = 271d6 + 3 ⇒ (3) + 3 = 64d6 ⇒ (2, 5, 6, 5) = 18
crit: 1d20 + 11 ⇒ (9) + 11 = 201d6 + 3 ⇒ (6) + 3 = 9
 
	
 
     
    