
Goliath Maul |

Ya, it's an odd ability and a desert giant it a form that Tulgram potential is unfamiliar with. the ability an improved version of alter self for humanoid giants, so mostly giants and trolls. Thus far, he has usually been a giant or an occasional troll for combat. It follows general polymorph rules for speed and humanoid rules for armor and gear.

DoubleGold |

Thank you and you receive a
any other o rd i n a ry b e a r t r a p (Pathfinder
RPG Ultim ate Equipment 76), but it h a s
seve ral a d d i ti o n a l m a g i c a l a b i l ities. O n
co m m a n d , a n insidious bear trap s n a p s
s h ut, o p e n s t o release a trapped creatu re, o r resets itself.
T h e trap c a n a l s o be set to i g n o re a creatu re that speaks a
password (design ated by t h e person sett i n g t h e t r a p), t h us
p reventi n g t h e t r a p fro m triggeri n g w h e n t h e creature enters
t h e tra p's locati o n . In addition, t h e person sett i n g t h e trap
c a n effo rtlessly i n sert a n d withdraw the s p i ke designed to
s e c u re t h e t r a p i nto t h e g ro u n d o r eve n sto n e .
O n c e per day, a n insidious bear trap can be commanded to
turn i nvisi b l e for up to 5 h o u rs or until triggered. W h i l e i nvisible, t h e insidious bear trap is vi rtu a l ly impossible to spot or d i s a b l e
(+40 t o t h e DCs fo r Perce pti o n a n d D i s a b l e Device checks),
t h o u g h the person w h o set t h e t r a p c a n sti l l see it. The t r a p
receives n o b o n u s o n its m e l ee a t t a c k ro l l . I f a ta rget of t h e
t r a p h a s t h e t r a p sense c l a s s a b i l ity, it reta i n s those b o n uses t o
avo i d t h e tra p's attack. Additio n a l ly, o n ce per d ay, a n insidious
bear trap can a l s o be set to e m i t an a u d i b l e a l a r m o r m e n t a l
p i n g, a s per t h e alarm s p e l l , w h e n it is triggered.
You travel on and you come across a haunted village. There are buildings here covered with snow, all seem abondoned. Some crumbling, you see a child run into one of the houses that looks dead.

Halros |

Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Halros cautiously wanders through the abandoned village, trying to stay alert for any sort of danger. His hands grip and regrip on the curved blade, and he pulls back the hood of his cloak exposing his pale skin to the the cold winter air.
He sees the child disappear into the building, and exchanges looks with the others in their traveling party.
"Doesn't look like much of a place for a child. I don't like the feeling of this..." he says, before turning and walking toward the house slowly.

Uthred son of Uthred |

Perception, heroism, acute senses, heightened awareness: 1d20 + 0 + 2 + 20 + 2 ⇒ (9) + 0 + 2 + 20 + 2 = 33
"This is a haunting! will someone destroy that 20-pound witch stone next to the door já?!"

Tulgram Coldforge |

- Dat's why I'm here! Father Frost, give me power!!!
Spends standard for a spell, and then
Adamantine WARHAMMER | PA + FF + DF + FoA (AC -2!): 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 391d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Adamantine WARHAMMER | Damage: 1d8 + 22 ⇒ (6) + 22 = 281d8 + 22 ⇒ (3) + 22 = 25
(Power Attack + Furious Focus + Divine Favor + Fury of the Abyss + Inspired Rage)

Halros |

Halros pulls up short, hearing the warning from Uthred. He lowers his weapon and watches carefully at the door. When Tulgram approaches, Halros slowly steps to follow- keeping some distance but not so much that he can't leap to the Dwarf's aid.

DoubleGold |

Tulgram beats on the rock and shatters it, luckily all heroes stand back far enough the rock doesn't catch them. There are plenty of gravestones here, a crypt and a church. And of course empty houses until you get to the gravestone sight. No treasures to be found though in those houses. Hope you all enjoyed memorial day weekened

Uthred son of Uthred |

"Já!!!"

DoubleGold |

Heroes continue on the abondoned village, and at the end they come to a house with lit torches inside. You can't see if anyone is there inside the windows, but looking through, it looks well kept. But someone living out here in an abondoned village, why? You are able to see what looks like a dog, but you can't get a clear image as the windows a little fogged from the cold and you aren't even sure that is a natural dog, a supernatural dog or even a ferocious wolf of some kind. It might even be a stuff animal.

Uthred son of Uthred |

Uthred sings a strange ancient song, and his eyes begin to glow blue as magical ley lines rearrange themselves to flow through him, putting Uthred at their intersection.
Spell Kenning (Su) ability to replicate the spell 'Arcane Sight'
School divination; Level alchemist 3, arcanist 3, inquisitor 3, investigator 3, magus 3, occultist 3, psychic 3, sorcerer 3, witch 3, wizard 3
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 min./level (D)
Description
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.

DoubleGold |

Goliath the windows are closed shut, so unless you are opening the door...
Uthred detects three magical things or creatures, though a little further back than the dog, so the dog isn't magical at all.

DoubleGold |

my bad. Miss read thought the dog was outside.
Goliath will go knock on the door.
Before or after you get more info from Uthred? He might have some important info to give you. And he has skill checks to make.

Uthred son of Uthred |

"Wait Goliath... I see things hidden by magic..."
Spellcraft 1, Heroism: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Spellcraft 2, Heroism: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Spellcraft 3, Heroism: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Halros |

Halros shifts forward, only a step behind the goliath- though he says nothing and makes no sound. His elven curved blade stays alert in his grip.
Haunts. Magic. Things that do not exist appearing to exist. This must be the work of the witches.
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14

DoubleGold |

Uthred dectects three magical creatures in the very back of the 8,100 square foot house.

Uthred son of Uthred |

"Over there, at the very back! paint them bright blue for us!" says Uthred, concentrating on one of them to learn more...
"If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use."
Also, does the spell reveal anything about the dog?

DoubleGold |

Do you have to see them to Faerie fire them? They aren't invisible, but can you faerie fire through walls? You can't see the last room.
Uthred knows the dog isn't magical but the creatures are fey with level 2 spell slots. It finally moves after some noise and it is a fox. Assuming you can faerie fire them, they move quickly, and are now at the door, but aren't able to open it yet this round.

Uthred son of Uthred |

DoubleGold: unless it says otherwise in the spell (like detect magic / arcane sight which goes through 3 feet of wood) most spells need both line of effect and line of sight in order to target a creature. Faerie fire is a 5-ft. burst AoE spell, so while Goliath doesn't need line of sight, he does need line of effect i.e. can't go through walls. However if there's a window or opening in the building, he can cast through it.
A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, a cylinder’s circle, or an emanation’s point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect.

Goliath Maul |

"Ok, we have a house with a magic person in it. Some fey dog/foxes with some magic themselves. Do we want to talk, attack or walk on by?" Goliath asks the group.

Uthred son of Uthred |

Who said dog has magic? DG hasn't confirmed that AFAIK..

Goliath Maul |

F*&#! For some reason my reading comprehension in this game exclusively is trash. DG went from Dogs to fey to foxes and my brain could not adjust, this is on me, not the GM. I also miss interpreted this GM's question about invisibility as implying invisibility. Goliath is going to shut up until there is a map and my brain can calibrate.
The dog is a fox and non-magical as far as we know. The three creatures are fey with spell slots and are in the house. As far as we know they are not invisible. I think I have recalibrated.

Halros |

Halros returns Goliath's question with a sharp, dry answer. "I care not, unless these creatures are our intended quarry. But, though they may wield magic, I have no fear of them."
He looks into the eyes of his companions, silently urging them to speak their mind- his hands tense subconsciously on the pommel of the blade unsheathed before him.

Tulgram Coldforge |

[b]- Damn you, magikans! How long are yer going to hang around here? Are we going in or walking past?[b]

DoubleGold |

Okay, so you can't faerie fire them as there are no windows needed to see them, you just know they are there. But...Those peering into the windows perception checks, there are 4 windows towards the front of the house. If you wish to break a window, AC 5, Hardness 10, HP 10 damage reduction 10/Blunt. Literally like 20 damage reduction if not using a blunt weapon.

Halros |

Perception: 1d20 + 13 ⇒ (10) + 13 = 23
As the others discuss the magic, Halros moves up and slowly glances into the nearest window. He sees flittering movement at the edge of the his eyes sight.
In a hushed voice, he calls out. "Shhh... we have company at the door."
He grabs his sword and presses against the edge of the house.

DoubleGold |

Oh we were both in discussion when we post, me and Uthred.
Uthred knows they are and knows a lot about them
FAE RN I P C R 4
XP i,200
Male winter q u ickl i n g (Pathfinder RPG Bestiary 2 227 and page 90)
CE S m a l l fey (co ld)
I nit +7; Senses l ow- l i g h t v i s i o n ; Perce ption +9
DEFENSE
AC 22, touch 19, fl at-footed 14 (+7 Dex, +i dodge, +3 n a t u r a l ,
+ i size)
hp 22 (4d 6+8); fast h ea l i n g 3 (wh e n in contact with ice or s n ow)
Fort +3 , Ref +11, Wi l l +6
Defensive Abilities eva s i o n , n a t u r a l i nvisi b i l ity, s u p e r n a t u r a l
speed, u n c a n ny dodge; D R 5/co l d i r o n ; I m m une c o l d
Weaknesses s l o w s u scepti b i l ity, v u l n e r a b l e to fi re
OFFENSE
Speed 120 ft.
Melee 2 cl aws +io (1d4 p l u s id6 cold)
Special Attacks fri g i d touch, frosty grasp, sneak attack +id 6
Spell- Li ke Abilities (C L 6th ; concentration +8)
if day-dancing lights, jlare (DC 12), levitate, shatter (DC 14),
ventriloquism (DC 13)
TACTICS
Morale Crazed with h a t red for "ve r m i n o u s h u m a n s ," Faer n i p
fi g hts t o t h e d e a t h .
STATISTICS
Str 10, Dex 24, Con 15, I nt 15 , Wis 15, Cha 14
Base Atk +2; C M B +i; C M D 19
Feats Dodge, M o b i l ity8, S p r i n g Attack8, Wea p o n F i n esse
Skills Acro batics +14 (+50 when j u m p i n g), B l uff +9, Craft
(s hoes) +9, Escape Artist +14, Perce pti o n +9, S p e l l craft +6,
Stea lth +i8, S u rviva l +4 (+8 i n c o l d envi ro n m ents), Use
Magic Device +7

Uthred son of Uthred |

"Goliath! prepare to Faerie Fire them!" screams Uthred, son of Uthred, before blowing a long note from his horn and beginning to sing with a deep guttural voice!
Move action- Inspired Rage: +4 morale bonus to STR & CON, +3 morale bonus to Will Saves. Rage Powers: Lesser Elemental Blood - +1d6 electricity dmg on melee attacks; Raging Grappler rage power
The song quickens the blood, despite the long, slow notes...
Standard action- Haste to himself and 7 more people.. first ones to post to claim it first!! TO BATTLE!!!

Halros |

Halros allows the magic to flow through his sinew, and just as it takes hold he closes his eyes. He takes a deep breath and feels his connection between the mundane and acrane worlds break. His muscles move more quickly and only the lingering effects of Uthred's magic cling.
Controlled Rage

DoubleGold |

init: 7 + 1d20 ⇒ 7 + (19) = 26
Take your surprise rounds, and your round 1 if you beat their init Map is up, this is a different house, but I'm going to use that house. Fox will fight too.

Uthred son of Uthred |

Attack Surprise Round Bloodyfury i.e. +1 Bloodsong Greataxe, rage, power attack: 1d20 + 12 ⇒ (20) + 12 = 32
magic and slashing dmg: 1d12 + 14 ⇒ (8) + 14 = 22
electricity dmg: 1d6 ⇒ 2
==============
CONFIRM CRIT: 1d20 + 12 ⇒ (13) + 12 = 25
magic and slashing dmg: 2d12 + 28 ⇒ (2, 9) + 28 = 39
bloodsong temporary hp gained by Uthred: 2d10 ⇒ (5, 2) = 7
INITIATIVE FOR ROUND 1: 1d20 + 1 ⇒ (18) + 1 = 19

Halros |

Init: 1d20 + 10 ⇒ (19) + 10 = 29
Stepping over to the doorway 5 ft Halros makes eye contact with the farnip standing directly in front of him. Reacting first, he unleashes a flurry with his blade, striking out at the creature.
Attack #1: 1d20 + 17 ⇒ (2) + 17 = 19 Against flat?
S, Adamantine: 1d10 + 20 ⇒ (1) + 20 = 21
Attack #2: 1d20 + 17 ⇒ (9) + 17 = 26 Against flat?
S, Adamantine: 1d10 + 20 ⇒ (5) + 20 = 25
Attack #3: 1d20 + 12 ⇒ (6) + 12 = 18 Against flat?
S, Adamantine: 1d10 + 20 ⇒ (4) + 20 = 24
Init +10; Senses low-light vision; Perception +13
AC 27, touch 22, flat-footed 20
hp 79
Fort +10, Ref +15, Will +6;
DR 4/— , ER (Cold) 4
Speed 60 ft.
Melee with PA(-3/+6)
+1 agile adamantine elven curve blade +17/+17/+12 (1d10+20/18-20)

DoubleGold |

wow, you all take out the creatures in a single round, first Uthred, then Halros. They take out the fox too.
Treasure Inside the house they find 1098 GP, scroll of hold person, scroll of resist cold energy, a bladed belt, a ring of feather falling
Inside the house they find 3 tied up humans, a woman and her two children, her husband is dead.

Uthred son of Uthred |

Uthred sees to the woman and children, applying healing as applicable. He helps with the burial.
Yeah at speed 120 you don't want to let that quickling take a turn... Uthred will carry the ring if no one else wants it.

DoubleGold |

Thanks for your help. Name is Maret. I should pay you for your funeral services and She hands you 500 gold. She all cooks you something to eat and it is getting dark. You're free to spend the night here. There are more quicklings out there and we ended up this way by going out in the night in the first place, actually it was my husband, a good but stubborn man. Also Ogres.

Uthred son of Uthred |

"Glad to help! we will stay here to watch over you and the boys overnight."
Ready to roll to the next part when everyone is.

DoubleGold |

She cooks you all up a good delicious supper and you howling outside. Don't go out there, she says, even if you are given the opportunity to kill the wolves. There might be more things out there. She only provides small candle lights in the house and closes the windows keeping the boarded to make it look like nobody lives here in case humanoid creatures are here too.

Uthred son of Uthred |

Do we get the sense she wants us to clean out those goblins?
Sense Motive: 1d20 + 14 ⇒ (11) + 14 = 25

Halros |

With the howling, Halros moves closer to the door- glancing out of the window briefly. "Wolves, nor goblins, concern me in the least. If they pose Maret a risk once we leave, then it would be of no consequence to rid her of their concern"
He looks at Uthred, waiting for the man to speak his mind.