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Two more arrows leave Edmund's bow, streaking toward the blue wright.
+1, Rapid, DA, Precise, GH: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage, MC +3, GH: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12
+1, Rapid, DA, Precise, GH: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage, MC +3, GH: 1d8 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Kissan the Jag |

Creature now in range, and threatening her Hooman, Kissan bites and swipes at the creature.
Bite, GH: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Damage, Bite, GH: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Claw #1, GH: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Damage, Claw #1, GH: 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Claw #2, GH: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Damage, Claw #2, GH: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

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Edit: I was building my post for so long, that Edmund ninja'd me by 22 minutes!
@Edmund: Kissan will get his full turn back, and you can either change target to Yellow, or get your actions back.
@Jey: Green was killed by the first slash, you can turn your iterative into a move action.
Jey slayed the bluer undead as it hobbled towards him, so Smarmy hits the one closer to Kitajo.
Wight Status
Yellow (HP -4)
Green (HP -45) - Deader than the stone beneath your feet.
Blue (HP -30) - Not quite as dead as Green, but dead anyway.
Round 3 Start
Jeydavuh
Smarmy
Barbo
Edmund
Kitajo
Mun
Kissan
Selune
Wight

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Free action: rest his two-handed sword on his right shoulder; Move action: he pulls a wand of magic missiles out of his belt; Free action: he stops raging... stone spikes retract slowly into his skin... eyes stop glowing...

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"Selune, to me!" Mun's face betrays concern over the hit that she took... so much more than just the physical damage.
He draws his bow and fires it at the remaining wight, not willing to risk such a hit to himself, or any more to his bear.
Free: Handle Animal (heel) DC 12, link: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Move: draw longbow
Standard: attack yellow
darkwood longbow, good hope, into melee: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Damage, P, good hope: 1d8 + 2 ⇒ (8) + 2 = 10

Selûne of Ashava |

Selune hears Mun, but the damage... such a deep drop in vitality from such a slight wound... it confuses the bear and Mun's words fall on deaf ears. Her opponent gone, she looks around in confusion, trying to decide what to do.
Actions: none!

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Shifting the attack to yellow is fine with me. Depending on how you draw that line he may or may not have soft cover. Kissian doesn't count for soft cover based on her friendly fire teamwork feat.

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I noted good hope in the description of Mun's attack, but forgot to include the bonus in the die roll. Please add +2 to Mun's attack roll for good hope.

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Barbo shuffles forward, curse this bumpy floor and these old knees. Why couldn't the library just have been more interesting! and raises his wand. He watches as one wight goes down dead, smiling. "Down, boy. Like your friend." He uses the wand to summon a large patch of Grease beneath the wight's feet.
DC 11 Reflex save or fall prone for the wight. Aiming it to cover just the wight and the spaces behind him.

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Technically, Good Hope would have added 2 to your handle animal check too, Mun... which would have then succeeded. =)
Actually, Handle an Animal is only DC 10, not DC 12, so he succeeded regardless of Good Hope...

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Nice- I'm playing with the pros

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Kitajo launches another flurry at the Yellow wight.
Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 6 ⇒ (2) + 6 = 8 Acid: 1d6 ⇒ 1
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (1) + 12 = 13 Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Jabbing Style Damage: 1d6 ⇒ 5 Acid: 1d6 ⇒ 1
Flurry Unarmed Strike 3: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 6 ⇒ (5) + 6 = 11 Jabbing Style Damage: 1d6 ⇒ 6 Acid: 1d6 ⇒ 5

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And I'm here watching some pro-level discussion happen xD Quick summary, even with the +2 to Mun's roll, the arrow will miss, Selûne will heel and Edmund's change of target, cover or not, won't change the outcome of the second arrow.
Round 3 Ends
Jeydavuh
Smarmy
Edmund - Fires two arrows at the wight, although only one finds its target.
Mun - His arrows flies close to wight's head, but not enough to cause any damage.
Barbo - Reflex: 1d20 + 2 ⇒ (6) + 2 = 8 The undead falls down, victim of the samsaran's spell.
Selûne - Moves closer to Mun.
Kitajo - Somehow, even with his foe laying on the ground, Kitajo punches the floor twice, before catching the wight's skull between his trained fist and the hard rock, producing a loud crack.
Kissan
Wight (HP -32) - Pharasma should be happy there's one undead no longer walking in the realm of the living.
Three wights down in 2 rounds! That's not something I was expecting =) Next post incoming in 10 minutes or so, to keep us moving, just wanted to wrap the combat up.

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Ok... that was not 10 minutes. I was building an encounter in a new map, then noticed that we may not complete that one. After the last combat, only one round will pass, for buffs and what not.
Barbo's Perception: 1d20 + 0 ⇒ (10) + 0 = 10
Edmunds's Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Jeydahvu's Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Kissan's Perception: 1d20 + 7 ⇒ (10) + 7 = 17 +8 scent
Kitajo's Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Mun's Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Selûnes's Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Smarmy's Perception: 1d20 + 8 ⇒ (5) + 8 = 13 +2 stonecunning
A moment later, in the back of the cave, Jey, Kissan, Kitajo, Mun and Selûne notice a few transparent and motionless masses of slime blending into a wall.
Edmunds's Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Jeydahvu's Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Kissan's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Kitajo's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Mun's Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Selûnes's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Smarmy's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Foe's Initiative: 1d20 - 5 ⇒ (9) - 5 = 4
DC 14+:
DC 19+:
DC 24+:
DC 29+:
Round 1 Start
Pathfinder party
Sad li'l me x3 (Not a happy cat)

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As the last of the wights fall, Smarmy smiles.
"Oh, well done! You are all truly exceptional comrades in arms! I can only hope to come near such..."
His words are interrupted by the appearance of new dangers, and the smile disappears for a moment, replaced by a slight frown.
Knowledge (dungeon): 1d20 + 6 ⇒ (18) + 6 = 24
"Oh, I realize it is obvious to you all, but those gray oozes there, are unlikely to be friendly." He observes. "Their acidic nature is going to play havoc on our weapons."
GM, is the +1 warhammer, Smarmy snagged from the duergar earlier, a stone hammer or a metal hammer?
He takes a step forward, reloading his crossbow, and takes a quick shot at one on the end.
Ranged vs pink, good hope: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17, for 1d8 + 2 ⇒ (8) + 2 = 10 damage.
And, just out of curiosity, wouldn't the DC 24 information be part of the base 14 knowledge check that determines its creature type?

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We still have like 11.5 minutes of Good Hope left.
Knowledge Dungeoneering : 1d20 + 12 ⇒ (1) + 12 = 13
Barbo looks at the oozes and shrugs. ”These creatures were not in any of the books I came across. “ Curse me and my choice to make a mind-affecting wizard. He pulls back, happy to let them come to the group. He puts his wand away as he does so. Jeeves, slacking again...

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"Thanks for the tip Smarmy. I got something for that."
Jeydahvu drops his wand of magic missiles and his adamantine greatsword behind him. He pulls out a scroll and casts a spell and his hands transform into living stone.
Jey casts Stone Fist (duration 10 rounds); Shield still active for another 6 rounds; Long Arm still active for another 55+ rounds...

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Kitajo moves to the closest of the creatures and throws a punch at it.
Unarmed Strike: 1d20 + 12 ⇒ (5) + 12 = 17 Damage: 1d8 + 5 ⇒ (4) + 5 = 9 Acid: 1d6 ⇒ 3

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"Best be pressing on..." before some motion in the back of the room catches his eye. Quickly the bow comes back up and arrows release down range at the one with a faint blue glow. As the last one leaves the string, he calls out to Kissan. "Stay close girl, no reason to be rushing in"
Trick: Guard, Auto success HA
+1, Rapid, DA, Precise, GH: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage, MC +3, GH: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13
+1, Rapid, DA, Precise, GH: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage, MC +3, GH: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15

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Mun draws a blunted-tip arrow, lines it up, and fires at one of the oozes. "Selune, you just stay right here."
Standard: attack green
darkwood longbow, good hope: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage, B, good hope: 1d8 + 2 ⇒ (8) + 2 = 10
No crits... :(

GM RePete |

Stepping in for GM Khaoz for a bit
@Swarmy: I agree with your thoughts on the spoiler for DC 24 - so pickup the DC 29 one with your roll instead
Doesn't specifically call out stone vs metal on the Druegar weapons so I'm going with standard craftmanship - wooden shaft with heavy, metal head
Identifying the foes with ease Swarmy fires a bolt across the room. The projectile pierces the blobs and slides deep within. Once inside, the bolt dissolves in the acid.
Moving away, Barbo stows his wand as Jeydahu casts a spell. The Oread's sturdy hands seem to harden and stiff into sculpted stone.
Kitajo rushes forward and gives the same jello ball a solid *THUNK*.
Wisely ordering Kissen to stay back, Edmund burries two arrows in the mass of blue.
Mun draws his bow and plants an arrow in a third blob of goo!
The pink blob turns to Kitajo, jerking forward...it tries to connect with the monk. Quick on his feet, he easily sidesteps the creature.
Meanwhile the remaining beasts prove their mindless nature by moving forward...pursuing those that harmed them.
Slam vs Kitarlo: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9
Round 2:
Swarmy
Barbo
Jeydahu
Kitajo
Edmund/Kissen
Mun
Gray Oozes (Pink: -22)(Blue: -28)(Green: -10)
PCs Up

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Smarmy watches his bolt dissolve, and decides he made the right choice staying back.
He quickly loads another, and fires it at the nearest blob.
ranged vs green: 1d20 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10, for 1d8 + 2 ⇒ (1) + 2 = 3 damage.
Unfortunately, in his haste, he loads it off center, and it flies off towards the ceiling somewhere.

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Jey 5-foot steps forward and starts raging, readying an action to strike any ooze coming within range.
Readied Action:
Stone Fist, Rage, Power Attack, Axe to Grind, Elemental Strikes: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d6 + 10 + 1 ⇒ (5) + 10 + 1 = 16 bludgeoning damage and 1d6 ⇒ 2 acid damage.
AoO:
Stone Fist, Rage, Power Attack, Axe to Grind, Elemental Strikes: 1d20 + 10 ⇒ (6) + 10 = 16 for 1d6 + 10 + 1 ⇒ (1) + 10 + 1 = 12 bludgeoning damage and 1d6 ⇒ 6 acid damage.

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Mun continues to fire blunted arrows, content to leave Selune away from the dangers of attacking the oozes directly unless it becomes absolutely necessary.
Standard: attack blue
darkwood longbow, good hope: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
damage, B, good hope: 1d8 + 2 ⇒ (5) + 2 = 7

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Kitajo launches a combination at the ooze
Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Elbow Smash: 1d20 + 7 ⇒ (13) + 7 = 20 Damage (Non-Lethal): 1d8 + 6 ⇒ (3) + 6 = 9Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 2
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (7) + 12 = 19 Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Jabbing Style Damage: 1d6 ⇒ 6
Flurry Unarmed Strike 3: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d8 + 6 ⇒ (2) + 6 = 8 Jabbing Style Damage: 1d6 ⇒ 2

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I forgot to add Good Hope in my post above: please add 2 to atk and dmg results. Thanks!

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Yepp, don't forget Good Hope! +2 to hit and damage!
Barbo moves forward, to stand behind a deep puddle on the ground. He prepares to throw a ball of acid if the oozes get close.
Acid Splash vs Touch: 1d20 + 6 ⇒ (2) + 6 = 8
Damage, Focus: 1d3 + 1 ⇒ (1) + 1 = 2

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Round 2.1 Update
Smarmy - Shoots and misses.
Mun - Shoots at the bluer ooze, who begins to loose tensile strength and melts down.
Barbo - Fling an acid ball to the ooze that approaches Jey, before...
Jey - Brings down the green ooze with his readied strike.
Kitajo - Slays the pink ooze.
The Pathfinders have claimed the Seer's District, and discovered the Monument District!
Monument District

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Monuments please! i.e. closest one! :) let me know if my 54 rounds buff will still be active! :)

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Monuments please! i.e. closest one! :) let me know if my 54 rounds buff will still be active! :)
It takes 15 minutes to move from one District to another, the wonders of dwarven engineering(?), so your buff will fade before you get half way there. (Truth be told, that's why I sprang the oozes in the same map, I didn't want you to waste your buffs only on a 2 rounder.)

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Jeydahvu jumps, and says to the new dwarf, "And who in the Nine Hells are you? No stowaways! this is a serious mission! go back to the surface and wait for instructions!"

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In addition to its high concentration of residences, the Monument District is the home of hundreds of statues of revered dwarven ancestors and depictions of historic events. These monuments were among the duergars’ favorites to deface, and most of this district’s carvings are purposefully marred in one way or another. Some of the most damaged are those that have inferior, more recent, copies left nearby.
As you approach this entrance to the Monument District from the east, there is nothing of particular interest in this area, just tumbled columns and broken statuary of martial dwarves. The metallic doors in the hallway leading to the south sit between statues of recumbent hounds. The iron doors have no lock or handles, but a 4-inch-thick bar of adamantine is slid through great iron rings in the portal and into the walls, blocking the way. The double doors connecting to the west are also made of iron, but have handles.
ROFL, RxGus is Edmund.

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Kn History: 1d20 + 7 ⇒ (9) + 7 = 16

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Smarmy frowns at all the signs of Droskar. "Be wary of traps, it is a common fall back of Droskar worshippers." He says.
"Not that any of you would be deceived by such things, of course." He amends quickly.
The sight of the adamantine bars peak his interest... or more importantly his greed, though he keeps that immediate fact to himself.
Instead he looks around cautiously for signs of guardians or the earlier mentioned traps.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22 (+2 with Stonecunning)

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Knowledge History: 1d20 + 8 ⇒ (6) + 8 = 14
"I know Smarmy... we'll find a way to get that adamantine ingot... don't worry."

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Knowledge (history) DC 15: 1d20 + 6 ⇒ (14) + 6 = 20
Mun studies the monuments--and their inferior copies--with interest, though he quickly grows bored when his mind puts together what happened here. "Too bad; some of these originals could have been of interest, but these worshippers of Droskar... weak copies and too much rage. It's a shame."
Bluff, extremely fashionable: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Some of those listening might even believe that Mun means that.
Am I reading that right that the ends of the adamantium bar are inside the walls on both sides of the door? I.e. we can't just slide it out from here?

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"Let's go!" urges Jeydahvu. At the end of the hall, facing the double doors, he infuses himself with an enchantment of long arm. He then activates his wands of mirror image and shield, gaining 1d4 + 1 ⇒ (2) + 1 = 3 illusory decoys as a result. He then finishes with a scroll of protection against evil.
5 rounds total: double move, then 4 spells

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Aye dwarf, then go to the Miner's district. We are off to the Monuments!"
As the poorly animated dwarf runs off, Edmund whispers under his breath. "Bloody Idiot"
Edmund looks over the doors and doesn't seem to have any good ideas to solve the riddle.
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
As he peers at the gates, he notices a slight hint of sarcasm in the elf's voice. He turns and looks at Mun, chuckles to himself, and turns back to the problem at hand.

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Am I reading that right that the ends of the adamantium bar are inside the walls on both sides of the door? I.e. we can't just slide it out from here?
Only the doors to the south, past the twin statues, has the adamantine bar. The one to the west has handles.
Smarmy finds no traps in the area, Jey and his doubles stand ready before the door. Edmund realizes that if a door has handles, perhaps you could try pulling them, they do appear to be a bit stuck.
Knowledge (history) DC 10:

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Barbo looks at the doors dubiously. "No way I can get those open. These muscles weren't strong when I entered the library long ago. The books didn't help them any." He shrugs and makes room for the stronger members, fingering the acid flask in his hand.

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Kitajo will wrap his hand around the handle and pull the door.
Strength: 1d20 + 4 ⇒ (9) + 4 = 13
He cannot manage to budge it. Perhaps I had best train my body more and my mind less.

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Mun quickly joins the others at the doors, his interest in the hall of monuments long since expired. He studies Selune to evaluate the status of her protections, then removes a couple of wands from his bag. He casts heightened awareness on himself, and renews mage armor on Selune if necessary.
Mun will dismiss heightened awareness to get the +4 bonus the next time we roll for initiative. Mage armor lasts 1 hour; let me know if Mun needs to expend another charge to keep that up on Selune.
He approaches the door and gives it a good look before attempting to open it.
Perception, heightened awareness: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22
If he finds that it's safe to open, he gives it a good tug.
Strength: 1d20 + 2 ⇒ (17) + 2 = 19

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Just as he reaches for the door, to help Kitajo, Mun swings the doors wide. He draws his bow- ready for whatever might be found inside.
Kissan tenses at his side- sensing her masters posture quickly shift to preparedness