
Jzero Katzu |

Jzero kicks at the deformed goblin.
Unarmed: 1d10 ⇒ 7
Wild: 1d6 ⇒ 3
Modifier: +1
Result = 7 + 1 = 8
Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (4) = 6
unarmed Raise Damage: 1d10 ⇒ 9
AP 2
If the attack achieves a raise, the target the foe is made distracted or vulnerable (attacker's choice), even if no damage was done or if damage was soaked.

Crastor Deems |

I thought it was a six for some reason. I am not sure why. I will remember to apply +2 to only the initial die.

GM_ZenFox42 |

As Crastor approaches the goblin, it opens its mouth and vomits out a foul-smelling liquid at him :
Athletics: 1d6 ⇒ 2
but which goes wide as he is probably in fear of the large man with the huge warhammer coming at him.
Crastor swings low at the goblin, catches him mid-belly, and throws him back to the nearest wall with a huge thud. He slides to the ground, dead.
Combat is over!
Happy holidays everyone! I won't expect many posts for the next few days, but if you have the time...
The only way out of this room is to the south. It's a short corridor with an open doorway to the left, which opens into a spiral staircase leading downwards. But after just a few steps, there's a pile of huge rocks that have collapsed from the ceiling above. There's no way you can move them.
The hallway ends with a door.
Map updated.
Who wants to do what?

Crastor Deems |

"We should destroy these undead, but they seemed trapped for now. We can try and deal with them now, or come back once we have found the true threat." Crastor says as he moves to check other holes for more undead.

Velrek Savage PF |

Velrek will check the er, whatever it was (obviously NOT a tiny Gnoll this time) weapons. A red hot sword and gleaming dagger caught his eye.
"Agreed, friend Crastor. If there is a safe way to do so, we should take care of it now."

Velrek Savage PF |

Velrek looks at the zombie room. 11 holes would whittle through his arrow supply fast. Holes are too deep and narrow to deal with them face to face.
He goes to see how many of those rocks are in the 10 to 30 pound range that he could drop on them and when he realizes the odds of finding enough to do the job are slim, he'll sigh, try to find a way to mark or seal the tops (Possibly with a few rocks!) and head to the door and help execute the normal door standards.

Crastor Deems |

"I have the power to attack them with magic at range, but it would probably be wise to do that after we deal with the graver threat." Crastor says and then joins Velrek heading to the next door.

Jzero Katzu |

"I've heard Sandpoint natives say, 'Let sleeping dogs lie.' Perhaps we should let zombies confined to holes in the ground remain where they can do no harm and come back with resources to deal with them. I've heard priests make blessed water that harms such things."

Evesk |

Evesk concurs, "Yes, we can deal with those undead either at our leisure or let the priests deal with them as we complete the purging of evil from this place. The latter will take more time and effort but must not be overlooked unless we want any of the evil that lingers here to become a greater problem later on as it is often the case when it comes to festering evil or basically any evil not fully purged."
Evesk will work with the others to make sure things get done and everyone remains safe.

GM_ZenFox42 |

You cover the wooden covers with some medium-size rocks to hold them in place.
You hear nothing behind the door, and it is unlocked. Opening it...
This peculiar chamber is a perfect sphere, measuring five yards in diameter, with an otherworldly atmosphere that defies normal perception. Suspended in the air, several objects drift and rotate slowly as though caught in a timeless dance: a ragged, tattered book with pages fluttering as if in an unseen breeze; a scroll, its edges worn and curling; a dark, bottle of wine that occasionally catches a glint of light; the lifeless body of a raven, eerily encircled by a halo of maggots that twist and writhe in grotesque motion; and a twisted iron wand, its forked tip gleaming faintly with an unsettling sheen.
However, the most disquieting feature of the room is not the floating debris but the walls themselves. They are plated in strange, gleaming red metal that pulses with a silent, sinister energy. Ripples of black electricity arc across the surface, undulating like waves on a stormy sea. At irregular intervals, the energy gathers and forms cryptic runes or fragments of foreign words, their emergence so frequent and deliberate it feels intentional rather than coincidental.
The door you're at is the only entrance into the room.
What do you do?

Jzero Katzu |

Jzero recoils from the strange sights in the little round room. He has no idea what is causing the floating object, but he cannot fathom how it could be anything be evil and best left alone. He retreats five feet and readies himself should something hostile emerge or should any of the others enter the room and need help.

Johhann Coppice |

Taking up the rear position, Johhann is the last to see the strange sight in the room.
"I know nothing of magic, but if I did I think I would be safe to say that there is some sort of magic..and maybe we should just leave it alone?"

Crastor Deems |

"This looks bad. Could it be the ancient evil?" Crastor says with a deep frown as he looks at the evil magical room.

Ceri Featherwing |

"I think if it were an ancient evil, it would have attacked us by now. But it's definitely magic. Let me see..."
Spellcasting & Wild: 1d8 ⇒ 81d6 ⇒ 6
Double ACE!: 1d8 ⇒ 71d6 ⇒ 5 = 15 = 2 Raises
"There seems to be just be a permanent levitation spell cast inside the room. Nothing inherently evil about that. Anyone want to feel like a bird?" And she steps in, jumps gently in the air, and starts to hover, moving slowly across the room.
"Hmmm...how do I steer in here?"
As she drifts across the room, she passes by the book and grabs for it, but it's just out of reach.
"Hmph. We're going to have to figure our trajectories pretty carefully if we're going to pick up all this junk."

Velrek Savage PF |

Velrek watches Ceri float like a butterfly and smiles.
"Well. Now I feel foolish."
With that he tries to GENTLY step in and push off towards the book...
Just in case, a roll!
athletics: 1d6 ⇒ 5
wild: 1d6 ⇒ 1

Evesk |

Evesk takes some time scrutinizing {Detect Evil} the room, its walls, and the various objects floating within.
If nothing appears to be evil then Evesk will carefully enter the room an attempt to help the others gather the items by suggesting they push off each other as a means to navigate within the room.

Jzero Katzu |

Jzero stays out of the room, even after the magic is revealed. He takes his bow and extends it into the room to help those needing a steady point to hold onto.

Evesk |

OCC: And with Evesk creating a human chain as needed perhaps with Velrek we can help Ceri collect everything she is interested in collecting. I am guessing the dead bird and the maggots are not on her itinerary but I could be wrong perhaps she is overly hungery ;-)

Crastor Deems |

Crastor waits outside the room to keep an eye on everything.

GM_ZenFox42 |

Sounds like a plan. Jzero will probably have to swing his bow around a bit to move Ceri to get stuff. What's within range (4 or more) :
Book : grabbed by Velrek
Scroll : d6: 1d6 ⇒ 3
Wine : d6: 1d6 ⇒ 6 (not an Acing die)
Wand : d6: 1d6 ⇒ 4
She's got the wine and the wand.
The scroll's out of reach now. Velrek or Evesk, want to try an Athletics roll to bounce off the wall at just the right angle to intercept it?

GM_ZenFox42 |

RAW says "identifying magic items requires a Common Knowledge roll for everyday items like healing potions. More obscure items require an Occult roll". "Detect Arcana can identify a magic items powers and how they work for 3 PP".
Ceri says "I can only identify magic items by using some of my power, which I would rather save in case it's needed in combat. Evesk, any chance you can identify them? Once we're out of this place, I can identify them for sure."
Evesk - these are not 'everyday', so please make an Occult roll for each one (book, wine, scroll, wand).

GM_ZenFox42 |

RAW doesn't have rules for identifying non-magical items, but an inspection of the three-armed goblin's red-hot longsword identifies it as a flaming sword (no extra damage, but target may catch fire when hit), the gleaming dagger as made of silver, and the handaxe as being Masterwork.
I suppose such items would be "Common Knowledge" in this world, and if everyone rolled it, someone would be bound to succeed.
I'll give you prices when (or if) you decide to sell them. Anyone want to use them?

Velrek Savage PF |

Cool. Assuming the sword is a short or long sword, Velrek would want to keep his signature bigger sword. A masterwork handaxe is a nice thing to have but also might be worth a pretty penny. Someone should absolutely keep the silver dagger.

Evesk |

OCC:Okay to recap what was stated we have:
1) Flaming Long Sword
2) Master Handaxe
3) Silver Dagger
Evesk will first scrutinize each of the weapons {Detect Evil} and try to determine what everything is.
Common Knowledge: 1d4 ⇒ 3
Wild Die: 1d6 ⇒ 3
Occult: 1d4 ⇒ 4
Occult Ace: 1d4 ⇒ 1
Wild Die: 1d6 ⇒ 1
Total: 5
The weapons he is not sure about but the other items he outlines what they are to the group.

GM_ZenFox42 |

Evesk - above I said to make an Occult roll "for each one (book, wine, scroll, wand)". No Common Knowledge rolls were needed. Please make 3 more Occult rolls, and state which item each one is for, thanks! I'll assume your first one was for the book, since it was the first in my list.
Evesk detects no evil coming from the weapons or the items, except the book. He can tell it is written in Abyssal, but that's about it.
Let's multi-task - while Evesk is rolling...
The only place in the dungeon you haven't explored is a horizontal line near the vertical middle of the map. You go back thru B9, B7, B6, and get to B3, where if you go to the right down a series of very short steps, you end up at a door (map updated).
You hear nothing behind the door. Who's going to open it?

GM_ZenFox42 |

You see a circular room, with a round pool of water in the center. The edge of the pool is surrounded by skulls. There are two busts of hideous-looking heads with wings connected where their ears would be, folded backwards, wrapped around the head, in two small alcoves on the north and south walls at about (human) eye-level. There is a door on the other side of the room.
Map updated.
What do you all do?

Evesk |

OCC: I made the Common Knowledge check for the weapons as you stated that skill could be used for those items and I was just trying to be thorough as well as so that I know what my character knew versus what I the player knows.
Okay I will use the order you put them in Book (already rolled), Wine, Scroll, and Wand
.
Book = 5
Wine Occult: 1d4 ⇒ 3
Wine Wild: 1d6 ⇒ 2
Wine = 3
Scroll Occult: 1d4 ⇒ 2
Scroll Wild: 1d6 ⇒ 3
Scroll = 3
Wand Occult: 1d4 ⇒ 1
Wand Wild: 1d6 ⇒ 6
Wand Wild Ace: 1d6 ⇒ 4
Wand = 10

Jzero Katzu |

Jzero waits patiently while people evaluate the items found in the floating room. Once assured they are not evil or dangerous to use, he picks up the hand-axe and notices it has good balance and while he mainly uses his hands and feet in a fight, having a spare weapon is always handy, at least until we get out of the place when we can decide who gets what and what gets sold. The flaming sword is interesting but he doesn't want it for fighting. "The flame sword might be good for starting campfires. It might intimidate superstitious people."
Once people move through to explore the last rooms, he focuses on being ready for trouble. He is happy to open doors and enter rooms first, although he doesn't insist on it.
He regards the busts with suspicion but since they are consistent with the decor seen so far, he doesn't think much more about it. "Anyone know what type creature those are?" he asks, referring to the busts.

Evesk |

Evesk takes the Flaming Long Sword, it being his Deity's favored weapon and hefts it saying, "Yeah good for that, as well as an ongoing light source. I will carry and use it for now, unless someone objects."
He moves along with the others, then at Jzero's question Evesk scrutinizes {Detect Evil} the busts as he tries to identify them.
OCC: Is that an Occult roll or something else, and do they look the same or are they significantly different?

Crastor Deems |

"It seems good for someone to use it, and the light will come in handy." Crastor says in agreement.
When they reach the room with the pool, Crastor will enter and look down into the water cautiously as he moves around to check the next door for any traps.

Velrek Savage PF |

Unless someone else takes it, Velrek will hold the silver dagger.
He walks into the room and stares at the busts, "What manner of creature is this?"
He then waits for Crastor to check the next door before opening it once everyone is ready.

GM_ZenFox42 |

ALL - please see Discussion about the sword.
The iron wand is a wand of Shocking Grasp (2d6 lightning) - you must touch your target (Fighting+2) to activate the power and affect the target. A missed attack does not waste a charge. Ceri can identify the number of charges with her Detect Arcana Power later.
Evesk - a Faith roll would identify the creatures. Success gives you their names, a Raise tells you their strengths and weaknesses. You detect no evil in the statues. But...
As people begin to enter the room, the statues stir, their stone turns to flesh, and they take flight. They swoop around the room.
Will get the start of combat post up ASAP, hopefully later today...

GM_ZenFox42 |

Round 1!
Initiative
Jzero - KH
Flying heads – QS
Crastor - QC
Ceri - 7H
Velrek - 7C
Evesk - 3C
Johhann - 2H
Jzero is up first!

Evesk |

Faith: 1d8 ⇒ 7
Wild: 1d6 ⇒ 4
OCC: Faith check made but does not look like I got a raise
So does it take any magic skills to use that Wand of Shocking Grasp if not then perhaps have Johhann use it since it requires a touch attack otherwise Ceri as Evesk usually does a lot more damage with his own attacks
Also is that pronounced Yo Hahn or Jo Hahn

Jzero Katzu |

Jzero reacts by attacking the flying heads with his hands and feet. He directs one attack at each.
Unarmed: 1d10 ⇒ 2
Wild: 1d6 ⇒ 4
Modifier: +1 - 2 (MAP) = -1
Result = 4 + 1 - 2 = 3
Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (3) = 7
unarmed Raise Damage: 1d10 ⇒ 9
AP 2
Unarmed: 1d10 ⇒ 6
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 2
Modifier: +1 - 2 (MAP) = -1
Result = 6 + 6 + 2 + 1 - 2 = 13
Unarmed Damage: 1d8 + 1d6 ⇒ (3) + (6) = 9
d6 ace: 1d6 ⇒ 2
Total: 3 + 6 + 2 = 11
unarmed Raise Damage: 1d10 ⇒ 5
AP 2
If the attack achieves a raise, the target the foe is made distracted or vulnerable (attacker's choice bold), even if no damage was done or if damage was soaked.