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STAY?! But there's *food* there! OH, FIIINE. But I want more than just a mouthful when you're done tenderizing them for me. Stinky plops his tush on the floor and sulks.

GM Abraham |

Conditions: Haste r8;
=== 12:35 Round 2->3 ===
Uhvat - 3 dmg;0 temp hp (false life 18:00);AoO vs Green available;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 19 dmg;2 images;on fire (1d6);
Green serpentfolk - dmg; 3 images; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
Real Yellow on 1: 1d3 ⇒ 2
Kala misses Yellow twice, but manages to destroy both of his remaining images.Since Yellow no longer has any images I'll say that this now triggers Yanda's previous readied action. Yanda, note that Ready is a standard action so you could have only thrown 1 bomb, so I'll disregard the second (which was a nat 1 anyway).
Yanda hits poor yellow square in the face with one of her bombs...
Reflex DC 20: 1d20 + 9 ⇒ (3) + 9 = 12
... and setting him on fire. Things are not going well for the serpentfolk.
Pathfinders are up!

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AoO vs green
Didn't roll miss chance 'cos I think the AoO takes place before he cast blur
+2 ectoplasmic lash, haste: 1d20 + 13 - 2 + 1 ⇒ (13) + 13 - 2 + 1 = 25 dmg: 2d6 + 9 + 6 + 1d6 ⇒ (2, 4) + 9 + 6 + (3) = 24
Uhvat does not like the positioned he's in, sandwiched between the two, but any attempt to swim out of the way will only attract further attacks.
Swim: 1d20 + 9 ⇒ (16) + 9 = 25
Seeing that one of the serpentfolk has lost all its mirages, Uhvat focuses his attack on it.
vs yellow, haste, furious focus
+2 ectoplasmic lash: 1d20 + 13 - 2 + 1 ⇒ (13) + 13 - 2 + 1 = 25 dmg: 2d6 + 9 + 6 + 1d6 ⇒ (5, 4) + 9 + 6 + (6) = 30
He can't full attack because he's swimming, right?

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Lucifer does a quick slash at one of the lizardfolk before slashing another quick slash at the second one.
+1 Sneaky Cold Iron Short Sword +Haste vs Yellow: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
+1 Sneaky Cold Iron Short Sword +Haste vs Green: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d4 + 6 ⇒ (2) + 6 = 8

GM Abraham |

Ash refreshes the Haste spell that was getting deep into its duration, refreshing the magic on his comrades.
Actually, Ash, your Haste spell still has several rounds remaining - no way these guys survive longer than its duration. Feel free to do something else if you wish.

GM Abraham |

Conditions: Haste r8;
=== 12:35 Round 2->3 ===
Uhvat - 3 dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 43 dmg; on fire (1d6);
Green serpentfolk - dmg; 1 image; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
Uhvat, actually Green cast Blur before he moved forward.
Uhvat AoO 20% miss chance: 1d100 ⇒ 33
1 is the real Green: 1d4 ⇒ 4
As Green approaches, Uhvat bursts one of his images.
Uhvat CL vs SR: 1d20 + 6 ⇒ (6) + 6 = 12
Uhvat strikes at Yellow; although his Chill Touch spell has no effect, he still hits him strongly enough to drop him!
Uhvat, that's correct - even though you auto-succeed the Swim check, it still uses a Move action.
Lucifer, since Yellow is down, I'm redirecting your first attack to Green.
Lucifer 20% miss chance: 1d100 ⇒ 82
1 is the real Green: 1d3 ⇒ 3
Lucifer 20% miss chance: 1d100 ⇒ 19
Lucifer bursts one of Green's images with his first attack but his second goes awry from his enemy's blurry nature.
Pathfinders are up!

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Tofang rides forward and aims at the creature in green.
Riding is a free action.
Tofang then shoots at the opponent and reloads!
+1 pistol, Cold iron bullet, touch attack, pbs, haste : 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 311d6 + 2 ⇒ (4) + 2 = 6

GM Abraham |

Conditions: Haste r8;
=== 12:35 Round 2->3 ===
Uhvat - 3 dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 43 dmg; on fire (1d6);
Green serpentfolk - 6 dmg; 1 image; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
Tofang 20% miss chance: 1d100 ⇒ 64
1 is the real Green: 1d2 ⇒ 1Tofang draws first blood on the final serpentfolk!

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I'm having Stinky sit out this round so the other party members can get in there to have some fun.

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If Yanda misses, will the bomb go off if it hits water? I was just thinking that maybe it would not matter if she misses.

GM Abraham |

If Yanda misses, will the bomb go off if it hits water? I was just thinking that maybe it would not matter if she misses.
Good question - I was wondering that myself. As far as I know there are no rules for this - I'll say that if it lands in the water it will just be inert and do nothing.

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Well, then, Yanda will move into position and toss a bomb at the remaining serpent-guy.
blur miss chance: 1d100 ⇒ 9, which is a miss.

GM Abraham |

Conditions: Haste r8;
=== 12:35 Round 3->4 ===
Uhvat - 3 dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 43 dmg; on fire (1d6);
Green serpentfolk - 6 dmg; 1 image; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
Yanda's bomb misses her target.
Green soldiers on valiantly.
Swim: 1d20 - 1 ⇒ (20) - 1 = 19 I'm glad to see he's not going to die by drowning himself, but still I could have really used that 20 for my attack roll!
Bite: 1d20 + 10 ⇒ (12) + 10 = 22
Uhvat's armor is too tough and the serpentperson's bite chomps harmlessly on it.
Pathfinders are up! Put this guy out of his misery!

GM Abraham |

Tofang, just noticed that you are in the water. Your dog and you will both need to make swim checks (and you'll need to dismount) if you want to enter the pool. Was that your intention?

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Ahh, sorry, will then move further into the dry area.
swim check for riding dog if needed : 1d20 + 2 ⇒ (10) + 2 = 12

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Swim: 1d20 + 9 ⇒ (13) + 9 = 22
Relieved that one of them is done, Uhvat turns his attention on the final one.
vs green, haste, furious focus
miss?: 1d100 ⇒ 94
+2 ectoplasmic lash: 1d20 + 13 - 2 + 1 ⇒ (10) + 13 - 2 + 1 = 22 dmg: 2d6 + 9 + 6 + 1d6 ⇒ (3, 4) + 9 + 6 + (4) = 26

GM Abraham |

Conditions: Haste r8;
=== 12:35 Round 3->4 ===
Uhvat - 3 dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 43 dmg; on fire (1d6);
Green serpentfolk - 32 dmg; 1 image; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
1 is the real green: 1d2 ⇒ 1
CL check vs SR: 1d20 + 6 ⇒ (11) + 6 = 17Uhvat strikes Green soundly and for once his Chill Touch spell takes full effect.

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Turning to completely face the last lizardfolk, Lucifer sends two quick piercing jabs at the foe.
+1 Sneaky Cold Iron Short Sword +Haste vs Green: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Miss%: 1d100 ⇒ 63
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
+1 Sneaky Cold Iron Short Sword +Haste vs Green: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Miss%: 1d100 ⇒ 24
Damage: 1d4 + 6 ⇒ (2) + 6 = 8

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"Ugh! This is annoying. Stinky! Flank Attack!" As the wolverine bounds past her, Kala pops a new Animal Focus on both him and herself (Aspect of the Frog) to help them swim. It's especially needed for her, as she's wearing a breastplate. With a sigh, she stows her shield and sloshes into the water.
Swim: 1d20 + 7 - 4 + 4 ⇒ (9) + 7 - 4 + 4 = 16
Includes Armor Check Penalty and Animal Focus bonus
She swims over to flank the remaining fool with Stinky, then tries to bash him with Orc Brains as soon as both she and Stinky are in place.
Mstwk Cold Iron Warhammer +1: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13
Miss %: 1d100 ⇒ 95
Includes Outflank and Haste bonuses
Animal Focus is a swift action. Stinky and Kala get +4 to Swim and Acrobatics to Jump checks. Move action to stow shield, extra move action from haste to swim, standard action to attack.

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YEEEEAAAAAHHHHH! Stinky tears past everyone in his way, making a beeline for the corner straight ahead of him. He jumps over Lucifer and lands in the water with his mouth open, already trying to bite his next snack.
Acrobatics to Jump: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
He's definitely not thinking about avoiding AOOs.
Swim: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
bite: 1d20 + 7 + 1 + 4 ⇒ (19) + 7 + 1 + 4 = 311d6 + 3 ⇒ (5) + 3 = 8
bite (hasted extra attack): 1d20 + 7 + 1 + 4 ⇒ (8) + 7 + 1 + 4 = 201d6 + 3 ⇒ (1) + 3 = 4
Includes Haste and Outflank bonuses.
Well, looks like he didn't quite make it over Lucifer. I imagine him tripping on Kala's boot and hitting the wall behind Lucifer, then landing in an undignified splash in the corner, but @GM Abraham can rule it however they please.

GM Abraham |

Conditions:
=== 12:35 Out of combat ===
Uhvat - 3 dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Red serpentfolk - 43 dmg; 1 image;
Yellow serpentfolk - 43 dmg; on fire (1d6);
Green serpentfolk - 53 dmg; 1 image; 20% miss chance;
Lucifer - 10 dmg;
Tofang - 9 dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - 5 dmg;
Kala - 9 dmg;
Stinky - 2 dmg;
Tiawask - dmg;
1 is the real green: 1d2 ⇒ 1
Lucifer's first attack misses but his second strikes home.1 is the real green: 1d2 ⇒ 1
Kala too manages to avoid the image and bashes Green solidly. So solidly that his corpse begins to sink into the pool!
Combat over - Pathfinders are victorious!
What would you like to do?

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First things first. Yanda helps pull the corpses to dry land so they can be looted.

GM Abraham |

One serpentfolk carries a belt pouch containing 60 gp and two orange jacinths, each worth 200 gp. In addition, there is a damp sack in the northeast corner of the room. Inside are a jade holy symbol of Ydersius, a bag of spell components, a wand of cure moderate wounds (50 charges), and a scroll of flame strike. A second piece of parchment in the scroll tube holds an Emerald Spire level sigil for Level 10. Its label reads “the tenth level” in Draconic.

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Tofang looks at the items.
"The wand will prove important!"
GM, do we use the sigil to get back up to ground level?

GM Abraham |

GM, do we use the sigil to get back up to ground level?
No, you could use this information to use spire transport tokens to use the spire (which you haven't found yet on this level) sort of like an elevator to take you down to level 10. You are currently on level 8.

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As soon as Yanda dumps the first corpse on land, Stinky tears into its gut, tearing out huge mouthfuls and gulping it down in a frenzy that would seem more appropriate if he'd been starving for days. MMM! Yum! Ohmygosh! So good! A distant part of his brain realizes that Kala is scratching his ears, but he just doesn't care right now.

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"Tenth level. Great. The long way 'round." Kala sighs, water still streaming out from the crevices of her armor as she cancels her own Animal Focus and switches Stinky's back to the Aspect of the Bull. Ugh, I feel squishy.
"Stinky, you smell even worse when you're wet. How is that possible?" She gives him an affectionate scritch behind his wet ears. "Okay, I can hold the curing wand. Who needs a tap?"
She goes ahead and tops Stinky off with her wand of CLW, wanting to save the bigger healing for greater wounds.
CLW on Stinky: 1d8 + 1 ⇒ (6) + 1 = 7
CMW on self: 2d8 + 2 ⇒ (5, 5) + 2 = 12
Everyone who needs healing, go ahead and roll it yourselves and I'll deduct it from whichever wand you use. Kala will freely share her wand of CLW if you'd rather use a little one.

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"I'll take a tap from that wand. Just to be on the safe side."
Wading through the water, he investigates the door while being healed.
CMW: 2d8 + 2 ⇒ (1, 4) + 2 = 7
Checking to see if the door is locked or such.

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"I'm good. Thanks, though. That wand is pretty nice. Who should carry it? I would not mind, since my thing is throwing bombs and I would feel free to use them up quicker if I had a role in healing. And then there are the times the bombs are useless. But I have no problem if someone else wants the honors."

GM Abraham |

Conditions:
=== 12:40 Out of combat ===
Uhvat - dmg;
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Lucifer - dmg;
Tofang - dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - dmg;
Kala - dmg;
Stinky - dmg;
Tiawask - dmg;
I'll just assume that everyone is fully healed from the use of the wand. I can't imagine that you will possibly use all of the charges on what remains of this level.
The group takes a few minutes to examine the dead serpentfolk and the room, as well as to heal up. Stinky devours the dead, Tiawask looking on with a mixture of amusement and horror.
Lucifer crosses the room to check the door on the far side and confirms that it is, indeed, locked. Btw, fyi, the pool of water is too deep to wade across. You can easily take 10 on your swim check to cross it but just fyi.

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Takes 10 on Swim to get across.
Pulling out his lockpicks, he begins to work on the door.
Disable Device: 1d20 + 24 ⇒ (7) + 24 = 31

GM Abraham |

Lucifer successfully picks the lock, revealing a short corridor that leads to another door.
Map updated.

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Yanda joins the rest of the ducklings in their crossing (taking 10), though as soon as the door is open she is the first to get out of the water and on to dry land and wrings her hair dry.
"I am getting real tired of all these flooded tunnels."

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Tofang uses his riding dog to get to the other side.
Swim check riding dog: 1d20 + 2 ⇒ (8) + 2 = 10

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Uhvat swims across to the other side, taking the point again. Seeing how his chill touch spell is largely drained, just before the party is ready to proceed through the door, he first summons his magic to provide him some artificial buffer to his health, then a casting to summon a magical shield before refreshing his chill touch spell.
His chill touch is down to 1 or 2 uses (I might have missed one so I'm not sure) so he'll cast false life (7h) (dispelling the current casting of chill touch), shield (7 min), then cast another chill touch.
false life: 1d10 + 7 ⇒ (4) + 7 = 11

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Kala takes her time swimming across, mentally griping about doing so in a breastplate. When all this is done I'm going to have to look it over for rust. And it's brand new! Grr! "Stinky, heel. Let's get outta here. Leave it, Stinky. We'll get you more in the next room. No doubt."

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"Stinky, heel. Wah wah wah-wah wah. Leave it, Stinky. Wah wah wah more wah wah wah wah. Wah wah."
Wait. There's *more*?! Over there? OKAY!! Stinky abandons the eviscerated corpse and plunges into the water, dog paddling across.
Swim: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Swim: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
He has a brief moment of panic at first, as water gets up his nose in a way that surprises him enough that he loses his rhythm. Those with a keen eye may notice some extra bubbles floating to the surface as he finally heaves himself onto dry land and shakes himself off, coating everyone in a wider-than-you'd-think radius with smelly, stagnant water. And now the room smells like the most horrendous farts imaginable.

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"Welp. That's our cue. Time to leave." Kala's words sound strained because she's trying to talk without opening her mouth too much. She holds her breath and hustles down the hall.

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With an elegant hand to her nose, her muffled reply comes out rather strained.
"Gods, yes. Have you tried any herbal remedies for Stinky? I might be able to help with some alchemy. Shouldn't be a problem to get him to eat it either."

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Once it's safe to talk without torturing oneself, Kala replies: "He'll eat green meat, but not green leaves. Can't hurt to try, though. When we get outta here."

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Yanda checks it out for traps and if she finds none she attempts to crack the lock.
perception: 1d20 + 11 ⇒ (15) + 11 = 26
pick lock, mutagen: 1d20 + 18 ⇒ (10) + 18 = 28

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Lucifer gives a crack at the lock on the door.
Disable Device: 1d20 + 24 ⇒ (17) + 24 = 41

GM Abraham |

Conditions:
=== 12:45 Out of combat ===
Uhvat - dmg; 11 temp hp (false life 19:45); shield (12:52);
Yanda - dmg; 17 temp hp (false life 20:00); Protection from arrows (120, 20:00); Ablative Barrier (40, 20:00); Ant Haul (04:00); Orchid's Drop (20:00); Mutagen (13:20);
Ashwell - dmg; 15 temp hp (false life 19:00); mage armor (13:00);
Lucifer - dmg;
Tofang - dmg; Heightened Awareness (13:00); Barkskin (13:00); cognatogen (13:05);
Tofang's dog II (13 hp, AC 13, 15 Con) - dmg;
Kala - dmg;
Stinky - dmg;
Tiawask - dmg;
Lucifer's hands prove a bit more deft than Yanda's and the door swings open.
In the back wall of this chamber, a natural cavern corridor descends into darkness. A cold wind rises from it, carrying a foul stench. In the other direction, another corridor leads to another door.
Map updated

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"Decisions, decisions. I don't like the looks of that smelly place. Or scent I should say. Let's head off in the other direction, shall we?"