
Elliomander Ostarian |

Elliomander places both of the valuable new items into his pack and removes a scroll from it. Holding it out he says, "my ability to use these is not entirely reliable... could one of you please use this on me?"
As he waits he hoists his increasingly heavy pack on to his back.
scroll is ant haul, CL 1.
I'm on my phone right now but I'll update the loot list, and my encumbrance when I get a chance (hopefully after the scroll has been used).

Cythraul Dig |

Not a problem, just give me a second.
Cythraul takes the scroll and, after a moment examining it, casts Ant Haul on Elliomander. Afterwards, she diligently searches the door and the surrounding area for traps.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

GM Rednal |
Most of the room is clean, but Cythraul is able to find a sign of a trap along the southern door - a manually activated one that will trigger whenever somebody just gets too close. Fortunately, it doesn't look like an impossible trap to disable unless somebody really messes while they're trying to take care of it...

GM Rednal |
The trap clicks into its inert state, allowing you to open the door to the next chamber - and you see a rather familiar-looking monster within, though it looks different from what you fought before. The noise of disarming the trap seemed to have alerted it, and the beast let out a high-pitched squeal as it readied itself to charge.
Initiative (Enemy): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Cythraul): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative (Elliomander): 1d20 + 9 ⇒ (1) + 9 = 10
Initiative (Jason): 1d20 + 4 ⇒ (9) + 4 = 13
...Though it clearly hadn't been ready enough.

Jason Fury |

When you say 'familiar-looking' monster, is it the rust monster?
I got this!
Jason leaps into action and charges ahead of the group before the monster could react. He flips over at the last second to land a powerful overhead kick!
Charge Attk (-2AC 1 round): 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6

Elliomander Ostarian |

Elliomander examines the beast, mindful especially of the similarities and differences between this creature and the one they encountered previously. After discerning what he can, he waves his hand in an attempt to put the beast to sleep.
studied target
knowledge (arc, dun, or nat): 1d20 + 10 ⇒ (20) + 10 = 30
DC 16 will vs slumber; if know check reveals immunity to sleep- replace with evil eye (-2 to hit for 4 rounds, same save to reduce to 1 round)
:( apparently I should have attacked... I'm sorry I wasted you nat 20...

GM Rednal |
*Coughs* Actually, I was just waiting for Jason to post before I moved on. It's a Cave Fisher, and yes, it's immune to mind-affecting effects like the Sleep Hex.
Will: 1d20 + 1 ⇒ (16) + 1 = 17 Aaaaand yup, made the save.

Jason Fury |

Sorry for the delay, I'm usually off Paizo during the weekends... :) But Jason resumes his assault.

Cythraul Dig |

Cythraul rushes forward to engage the cave fisher, weaving to avoid the creatures tongue as she attacks.
Rhoka: 1d20 + 7 ⇒ (18) + 7 = 25 for 1d8 + 5 ⇒ (4) + 5 = 9 damage.
Confirm: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d8 + 5 ⇒ (5) + 5 = 10 damage.

GM Rednal |
Jason's attack failed to land on the beast, but Cythraul's was another story entirely, slamming in hard and dealing a very heavy blow to the creature. Turning to her, it lashed out with both of its claws in an attempt to rip her open.
Attack Roll: 1d20 + 5 ⇒ (4) + 5 = 9
Attack Roll: 1d20 + 5 ⇒ (14) + 5 = 19
Neither blow managed to land - though one missed by only the smallest margin - and after its frantic attack, the creature was vulnerable once more!

Cythraul Dig |

With the cave fisher down, Cythraul searches the chamber before tracing a route back to the unexplored areas of the labyrinth.
Detect Magic
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Jason Fury |

That's weird, why would a dead end be here?
"Guys, let's check out this western corridor first. I find it difficult to believe it just ends so... abruptly."
Jason follows Cyth out of the room, scanning the hallway they're walking through for signs of any more traps as they proceed.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
When he reaches the end of the corridor, he gropes the walls of the dead-end, hoping to find clues to its purpose.
Perception, looking for secrets: 1d20 + 9 ⇒ (11) + 9 = 20

GM Rednal |
Most of the hallway is empty - and there doesn't seem to be anything magical in sight - but the very end of the hallway is a different story. Cleverly set into the very edge of the wall, you can see the faint outline of the back of a door. According to the map, there is a room on the other side of this - it seems to be a hidden entrance (or perhaps an escape route, had anyone here needed such a thing).

Elliomander Ostarian |

"We may be able to take any enemies beyond this door by surprise..." Elliomander whispers, "I'll get ready to charge in if one of you can open the door...
lining up with the door as well as possible and readying a partial charge if we can score surprise (otherwise I'll determine my action on my initiative as normal)

GM Rednal |
The doorway slams open, and a muffled sound - books falling, it seems - can be heard. As the doorway is opened, five giant centipedes are revealed inside - resulting in Elliomander's charge right towards one of them before they even noticed he was there. Not very intelligent, these creatures... and probably a bit too dumb to be fooled by anything fancy.
Elliomander's attack, then initiative order!
Initiative (Enemy): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Cythraul): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Elliomander): 1d20 + 9 ⇒ (13) + 9 = 22
Initiative (Jason): 1d20 + 4 ⇒ (12) + 4 = 16

nate lange RPG Superstar 2012 Top 32 |

surprise round-
Elliomander bursts into the room without a moment to consider the consequences... he rushes to the nearest centipede, examining it as he moves, and swings his glaive at with everything he has.
knowledge... dungeoneering?: 1d20 + 9 ⇒ (9) + 9 = 18
charge vs. FF: 1d20 + 8 ⇒ (19) + 8 = 27
for: 1d10 + 9 ⇒ (2) + 9 = 11
top of round one-
attack vs. FF: 1d20 + 6 ⇒ (7) + 6 = 13
for: 1d10 + 9 ⇒ (10) + 9 = 19
then reposition so that the centipedes have to provoke to get to me or through the door
going for a position where one is in range but the others will have to provoke to get to me and, as much as possible, to the door
attack vs. FF: 1d20 + 6 ⇒ (6) + 6 = 12
for: 1d10 + 9 ⇒ (2) + 9 = 11
please feel free to roll my AoOs on the enemies' turn... i get 4 of them, have 10' reach, and they all go off at +6 for 1d10+9 right now. thanks.

Jason Fury |

"Gah! Somehow insects feel alot worse to combat that the undead..."

Cythraul Dig |

Moving in front of Elliomander Cythraul slashes at the nearest centipede with her rhoka, her blade sinking deep into the giant insect.
Move, arcane strike, attack
Rhoka: 1d20 + 6 ⇒ (19) + 6 = 25 for Damage: 1d8 + 6 ⇒ (6) + 6 = 12.
Confirm: 1d20 + 6 ⇒ (1) + 6 = 7 for Damage: 1d8 + 6 ⇒ (5) + 6 = 11.

GM Rednal |
Elliomander's charge quickly took down one of the centipedes - they were far from the most vital of creatures. With that surprise done, his second blow cut out as well, easily bisecting one of the beasts. Cythraul's strike was quite accurate as well, taking down a third of the enemies before they could even react.
With that, the remaining two beasts had the opportunity to move, and chittered wildly as they swarmed towards Elliomander. The tight confines of the room meant that neither of them had to more more than five feet to get into range of him, though swinging for attacks of opportunity on all of them would probably have been more practical in a larger chamber... and a good strategy to keep in mind.
Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 2 ⇒ (14) + 2 = 16
Rather awkwardly for the vermin, however, they couldn't land a blow... and the follow-on strikes of the group didn't take long at all to kill the remaining two.
They're too weak to be a real threat to you, so no need to roll for every tiny thing. XD You still get 330 XP each, though, and you're getting close to the next level!
The room has been cleared, though these vermin didn't seem to possess anything especially valuable. Aside from the secret entrance on the west, however, there's one other door in this chamber - an unlocked simple wooden door heading north, which the map says goes directly to another room. You can hear faint noises from the next room, sounding rather like... a swarm of bats.

Elliomander Ostarian |

"Sh!t" Elliomander says flatly, "this is what happens when recruiters don't plan adequate time to allow for the securing of provisions- they show up, tell you your services are needed and then plane shift back to headquarters with whatever gear you happen to have... then we end up here: facing another swarm and still without any acids or oils!"
He begins pacing while he rants, then after a moment's thought he adds, "do either of you have the magic to handle another swarm or should we try to devise another plan? There's some books and shelves here... we could make a fire and try to destroy the swarm with burning debris..." he offers in frustration.

Cythraul Dig |

Cythraul takes the lead, carefully examining the door to the next room. I should have little difficulty with another swarm. I would prefer to check the shelves for information and possibly spellbooks.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

GM Rednal |
There don't seem to be any spellbooks on these particular shelves. There are, however, those torches that have lined the walls throughout the dungeons. While imperfect weapons, and generally improvised at best, those would allow a way to at least damage swarms (aside from their other uses, like any creative traps you might want to construct... and the books in this room are definitely burnable). There's also the option of searching the other chambers for something you can use, but that's admittedly a risky option - you could end up burning your abilities against other foes and be left with nothing except torches (or similar tools) to defend yourselves with.

Jason Fury |

"I can always burn them down with a wave of flames but here take this, just in case." Jason gives Elliomander one of his Alkali flasks.

Jason Fury |

"If I can't burn them down in time before they assault us, then go ahead and throw it. Then again, I hope it's just bats." Jason approaches the door where they heard the bats, gets ready to cast Burning Hands on them once they're within range and tries to open the door as quietly as he can.
Stealth check?: 1d20 + 2 ⇒ (10) + 2 = 12

GM Rednal |
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
The bats had exactly no trouble at all noticing the intruders - or hearing what had gone on in the other room, though it was doubtful the swarm actually understood what had happened. With both parties aware of each other, there was no surprise round... merely the hope of being able to attack first!
Initiative (Enemy): 1d20 + 2 ⇒ (1) + 2 = 3
Initiative (Cythraul): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative (Elliomander): 1d20 + 9 ⇒ (9) + 9 = 18
Initiative (Jason): 1d20 + 4 ⇒ (4) + 4 = 8
...And the bat swarm was demonstrating the clearest possible proof that being able to notice one's foes didn't mean much if you weren't fast enough to act on that knowledge.
By the way, Elliomander, your stat bar seems to be missing.

Cythraul Dig |

With the bats swooping towards her, Cythraul raises a cloud of acidic dust from the ground, throwing it in the air between her and the swarm.
Acid Cloud: 1d6 ⇒ 1 DR 13 Fort save or sickened for 1 round.

Elliomander Ostarian |

sorry- i accidentally posted from my primary account instead of my alias; when i edited that it left the 'RPG Superstar' tag from my main and didn't re-attach the stat bar. it'll be back up on this post.
Elliomander readies the vial in case the bats move more quickly than the last ones... ready an action to toss the vial at the swarm before it gets to Cyth and Jason, but only if it looks like it will actually reach them.

Jason Fury |

Jason stands on the doorway opening and splays his hand in front of him, ready to release his spell once the creatures get in range.
Burning Hands Dmg (+50% vs swarm): 2d4 ⇒ (4, 4) = 8 wow

GM Rednal |
Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5
Cythraul's cloud of acid didn't hurt the bats very much, but it did manage to sicken them, slowing them down somewhat a moment before the wave of fire surged out and over the swarm.
Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Don't forget to include the DC for spells with saving throws. XD Easier than having to go calculate it every time.
The bats weren't able to evade properly... and as the flames swept away, the bodies of the swarm's components hit the ground, unmoving. That had... gone much better than it might have otherwise.
200 XP each!
With that, the next room was clear - though it sadly didn't seem to have much in the way of valuables. The room's other door was in the southwest corner, which quickly turned north to lead to two other rooms before looping back towards the local hub.